Do you have the Fate-powered Atomic Robo RPG yet? This will make much more sense if you do. If you preorder, you get the PDF right away.
I’m probably running Shadowrun wrong. I get the vibe that the normal way to run it is a gritty, simulation-heavy crime drama where you can’t buy much for a nuyen but lives are cheap. I tend to run it much more like Leverage: as a pulpy tale of quirky master criminals that are rare enough in their awesomeness that the system they’re robbing has a hard time adapting to the threat they present. So keep that in mind.
With that style of running, the Atomic Robo rules immediately jumped out at me on reading as highly in-tune with my style of GMing Shadowrun. So we’ll see if there’s anyone else in the intersection of “Runs Shadowrun,” “Has Atomic Robo,” and “Loves Leverage.” In general, I’m erring on the side of trying to keep the rules drift from AR minimal, so there’s a good bit of “give the rules descriptions a Shadowrun flavor” rather than thorough hacks to make the game more like the normal SR rules. If you have Fate but not Atomic Robo, some of this will make a little bit of sense, but I recommend going ahead and getting AR. It’s good.
This will be a multi-part series.
Shadowrobo inherits AR’s lack of a Resources skill. Unlike AR, the assumption is that you’ll be doing runs to make money, rather than having a permanent job with relatively easy gear requisitions, and I’ll hopefully get to some systems about that later. But it does mean that your wealth is not specifically expressed as a skill, and the various members of the team are more or less in the same boat (of needing to do runs to make money). If you want a character who’s better at managing money or has a trust fund and just does runs for the fun of it, by all means represent what would be a Lifestyle in SR with your Omega Aspect or tailored stunts. And if you live on the streets and fritter away every nuyen you earn, that’s an excellent use for a compel-happy Omega Aspect as well.
Similarly, so much of the effects of race in SR can be modeled by just using it to justify particular skill choices, so there’s no specific rules for that. You should probably include it in your Concept Aspect, as that will let you make a custom weird mode if you want it to be really important, or just use invokes and take compels when it’s relevant to the story. But if you want to play, say, a troll whose massive physical stature doesn’t mean much except when fate points are in play (e.g., you didn’t buy much Physique), that’s perfectly fine and right in keeping with how the Fate system works in general.
Remember that the Sixth World has a lot more “weird” modes that are actually pretty common, unlike the standard assumption for AR, so if you want access to ‘ware- or magic-based modes, don’t forget to mention it in your Concept aspect. This is particularly important because that allows the GM to model things like essence loss and drain (which don’t have very deep systems in this conversion) with compels if it makes a better story.
Adapting the Standard Skills
Shadowrobo uses the same standard skill list from AR.
Some of the weird modes will get weird skills to fully flesh out what you can do in Shadowrun, but, in particular, hacking falls mostly under the purview of standard skills. That is, you use Burglary to break through data security, Contacts to track down information online, Deceive to trick a system, and Stealth to get through it unnoticed.
The idea behind this is twofold. On the one hand, there’s very little security that isn’t electronic and networked, and even human observers have all kinds of electronic aids, so there are limited options for a burglary- or stealth-expert that can only get past purely physical security. On the other, there have been several generations growing up in the information age at this point in the setting, so it doesn’t really even make sense to think of “computers” as a separate discipline that some people are completely ignorant of. That is, your decker is probably well trained (as represented with focuses, specialties, aspects, and stunts) to be the best at solving computer problems, but any runner can do some basic computing in a pinch. If you want to make an old-school thief who’s hopeless at computers or a hacker that’s unprepared for a physical lock, represent that with an aspect and prepare to soak up the compels.
Other than computer-related skills, a lot of the skills are also used without much modification to represent magic and ‘ware. Since Fate is a results-based system, if you really want to differentiate the troll with a natural Physique, the adept with mystically augmented strength, and the samurai with built-in servos, do it with Stunts and Mega-Stunts.
The standard modes in Shadowrobo are Soldier, Face, Thief, and Operator.
Maybe you were actually part of the military before retiring to the shadows. Maybe you were a “soldier” in a gang, learning your trade on the streets. Maybe you moved to a martial-arts monastery and studied real hard for ten years or your family was wiped out by drug dealers and you swore yourself to revenge. Whatever the case, you have a strong baseline of physical and combat skills.
This has the same skills as AR’s Action mode (Athletics, Combat, Notice, Physique, Provoke, and Vehicles), and similar stunts are probably appropriate. It’s a good mode for anyone to grab some facility in combat, and often serves as an additional mode for samurais and adepts that want to be real badasses.
There comes a time in the formation of every group of runners where they realize they’re going to have to find some burned corporate marketer or salesman or hit up their fixers for contact info for a quality grifter, because none of them can con their way out of a paper bag or talk a Johnson into paying a living wage. You’re the one they make talk to people.
This has the same skills as AR’s Banter mode (Contacts, Deceive, Empathy, Provoke, Rapport, and Will), and supports similar stunts. It’s the kind of mode where, if you have it, you’re probably going to put it pretty high, hoping that some of the other party members will at least have it as their Average mode. But they all left it off the sheet entirely because now they have you to do all the talking… so they can get better at shooting people.
Most crews pay lip service to getting in and out without it requiring a storm of bullets, a suitcase of explosives, and a busy day for the local coroner. In order to actually achieve those lofty goals, it helps to have members trained in the arts of thievery. Your skills are partly physical training, partly computer hacking, and all about getting paid without requiring a body count.
This has the same skills as AR’s Intrigue mode (Athletics, Burglary, Contacts, Deceive, Notice, and Stealth), and supports similar stunts. It’s the chassis on which to build a decker that actually goes into the building and most other flavors of ninja.
The more organized crews often realize that it’s worthwhile to have a member that stays in the van, providing surveillance and support from a more objective perspective (i.e., not getting shot at while making decisions). This individual often also fulfills the role of getaway driver, even without a control rig. Since the other members of the team tend to expect some kind of above-and-beyond for the greater safety, the operator also tends to be the one to do a lot of the initial footwork and setup for a job.
This mode is not reflected in AR, and has skills that cover a range of support options (Burglary, Contacts, Notice, Provoke, Rapport, Stealth, and Vehicles). Invent stunts in that vein. It’s often paired with Decker for a hacker that doesn’t come inside, with Rigger for obvious reasons, and for anyone else that wants to round out their support skills.