Arkham Horror LCG/Shadowrun Mashup

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Iduno
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Arkham Horror LCG/Shadowrun Mashup

Post by Iduno »

Like many of you, I have a lot of ideas I know will never go anywhere, but probably have enough merit that I want to tell *someone.* For the purposes of this thread, Catalyst finally shat the bed bad enough that FFG ended up with the license for Shadowrun. And they decided to just make a card game from it, because they're good enough at it to be able to print money.

It's an easy enough fit. ~10 adventures is long enough to make a plot coherent enough for Shadowrun, and Shadowrun is nothing if not episodic.

The classes from Arkham Horror fit archetypes from Shadowrun well enough, with enough wiggle room to do weird things that fit with Shadowrun's not having classes as much as some things just take enough resources that you either do it or you don't. And not having a divide between needing money to advance or karma to advance means you have less issues with imbalance between types of characters. Cyberware cards would be limited, but would be permanent cards that give you some useful effect/stat boost (like charisma or charon's obol in Arkham Horror LCG).

You can also just change the names of the classes, and get fairly reasonable results. I've always seen rogue/green as "seeker with some ability to fight/dodge" and survivor/red as "guardian, but can do things that aren't just fight, or have abilities that don't fit with anyone else."

Mystics -> Mages
Guardians -> Samauri/razorboy/etc.
Seeker -> Decker/hacker
Survivor -> Rigger (combat with some decker) with combat allies (drones)
Rogue -> Face (different type of decker with some combat), good with knowledge and/or allies

So your goal is to get information from computers by hacking them, or social engineering. Then you get shot at, and shoot back. With OSHA abolished, whoever you're going up against has some cameras, laser tripwires, and pop-up turrets. Avoiding these seems like a good use for Arkham Horrors least important stat and Shadowrun's 2nd most important, after magic: agility. Avoiding the trap is obviously good, failing might raise an alarm that the decker needs to waste time shutting down, or get you shot.

And for the fun bit: Shadowrun loves the idea of Legwork and knowledge skills, but there aren't a lot of ideas written down for how to use them. Forgotten Age in Arkham Horror LCG has the solution: the supplies system. If you haven't played Forgotten Age, you get a certain number of points per person to pick from a list of items you need all of for a successful expedition into the jungle. The number of points is lower if you have more characters, ensuring you can't have more than ~3/4 of them. Between stories (and on certain location cards), if someone has picked the correct item, you get a benefit, or a bad thing doesn't happen. So, for the Shadowrun LCG, you'd have a list of things/people your character might know for each campaign. If someone in the group picked "Knowledge: Fashion", they notice the Ares contact is wearing a Wuxing-made suit, and don't get ambushed before the mission starts. Or your face has a bouncer contact, and gets you into the bar without paying the cover charge. Or the Decker's knowledge of data brokers earns you extra resources if you pick up a few extra pieces of data (clues).

Each character in Arkham Horror LCG has some ability that ignores the normal rules. Perhaps you're the reporter who breaks the action economy by usually gaining 2 clues at a time instead of one, or a mage who uses your insanity to injure opponents. Shadowrun could have a cyberzombie who can go over the limit for cyberware (maybe for a bonus, and extra cost), or a face with a stack of knowsofts who gets an extra pick of the knowledge skills you pick at the start of the campaign.
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