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Life Modules Converted to SR6

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PJ

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« on: <09-25-20/1213:56> »
Been working on conversions.  Got Run Faster, Street Lethal, Complete TROG so far.  If there's interest, I'll try and post them as a Word document attachment.

Beta

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  • SR1 player, SR5 GM@FtF & player@PbP
« Reply #1 on: <09-25-20/2135:24> »
Been working on conversions.  Got Run Faster, Street Lethal, Complete TROG so far.  If there's interest, I'll try and post them as a Word document attachment.

How do you feel they work in 6th?  The very different number/cost of skills really changes the value of each skill point.  Do you think they are better? Worse?

PJ

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« Reply #2 on: <09-25-20/2245:07> »
Full disclosure: haven't played SR since 2nd edition.  Been following though.

I like the rule set for 6e, but don't know how it all plays out.  I loved when Life Modules were introduced, and I think the way Skills are now, it makes more of them attractive.  Still, there are some that just seem like NPC builds.

To answer your question, I think now Life Modules are better than they were.  But YMMV.

MercilessMing

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« Reply #3 on: <09-26-20/1011:32> »
Just post it already :-P

PJ

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« Reply #4 on: <09-26-20/2044:16> »
Okay, okay...  :)

Tried to stay within +/- 1 Karma.  Because Knowledges and Qualities are different in SR6, some of the Modules I played a bit with.  Let me know.

PJ

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« Reply #5 on: <09-26-20/2045:55> »
part 2

PJ

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« Reply #6 on: <09-26-20/2046:21> »
pt3