This builds on the Guild Dogs-setting from:

http://lizardmandiaries.blogspot.se/2013/10/guild-dogs-shadowruns-in-fantasy-city.html

http://lizardmandiaries.blogspot.se/2013/10/the-city-place-for-guild-dogs.html

http://lizardmandiaries.blogspot.se/2014/07/bexley-city-of-squabbles-and-city.html

So this is pretty much my way of shoehorning shadowrun into a fantasy setting, and by "my" I mean I stole some really good ideas from a bunch of really talented people!

Skills

 

Replace the Lamentations skills with these.

If you’re in need of ideas for complications, look no further (d20)


(This table is stolen from
this awesome Shadowrun city-kit by Mike Evans. It’s a pretty great document for inspiration on missions, situations etc, and worth checking out!)

Augmentation

You can (and probably will) modify your body and mind in a variety of ways. Just contact an Augmentor and you’ll get sorted out.

Obviously your players have a bunch of ideas on how they want to modify their characters and in what way. So you want to graft that piece of armor to your chest for extra defence? Sure! You want to have knives that comes out of your hands at will? Ok!

Most of the time you can come up with your own augmentations and rules for them, but for a couple of ideas, see below.

Fighters automatically start with one Augmentation of choice (GM’s discretion).

Remember that some augmentations are exclusive to one bodypart. You can’t, for instance, have two different augmentations for your eyes.

Examples

The standard price for an augmentation ranges from 500-1000 sp, but prices differ greatly depending on the skill of the person performing the augmentation and the materials used.

Pretty much just grab an augmentation from here and make it fit. If something seems like it would be out of place, skip it or make it work. Remember that the people performing the augmentations are 50% doctors and 50% wizards, so anything should be possible, as long as it generates fun and interesting options for your players.

 Also note that most, if not all augmentations are very expensive.

When the player has decided on what he wants, roll on the augmentation table.

Augmentation Table

3d6:

On top of the base cost for performing the augmentation, a player can also choose to pay more money to decrease the risk of suffering a failed “operation”. This money goes into spell components, better equipment, gear, drugs to stabilize the hands on the Augmenter etc. The Augmenter handles all of that, don’t worry!

If the augmentation fails… too bad! The money has been spent and the part of your body that got augmented will probably work a little bit differently than before the augmentation. Not to mention your newly developed mutation. Try to save up a little bit more money next time, ok?

Every 100 sp = increase by 1

Depending on the cleanliness of the operation you might also have to roll to see if you contracted any infections or, god forbid, a disease!

To reflect that your body is a temple, that is getting more and more desecrated every time you chose to augment it, you get -1 to the augmentation roll for every augmentation you have already performed.

If you think that the mutations below are boring? Check out this collection of mutations.

Just have in mind that a mutation should be a bad thing for your character. Make it hurt a little bit!

Cosmetic Mutations (Most often affects the part of the body you had augmented, GM’s discretion.)

1d20

Minor Mutations (Most, if not all of these are stolen shamelessly from Mutant Future’s list of physical mutation drawbacks. You can find out more about Mutant Future by clicking here) Take note that most of these mutations also “only” affect the body part that was augmented, GM’s discretion.)

Major mutations
If you want to, and you think it makes sense, use these mutations on a result of 1-4.

http://www.lastgaspgrimoire.com/do-not-take-me-for-some-turner-of-cheap-tricks/#transmutation

Magic Consumables

Normal weapon tables can only scratch so much of an itch. For that extra edge, look no further than this.

Depending on how well stocked a shop is, roll a die (d4 for a crappy vendor, d20 for someone with a huge warehouse full of stuff) and then generate that many items. Those are the items for sale right now.

Missions

Neighbourhood where the action will take place

What’s so dangerous about this environment?

 Roll multiple times to make it even more dangerous.

It is safe to assume that the people normally operating here are well equipped to handle the hazards.

The weather? It’s...

What type of guild is it?

Quick mission generator

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Client

Guild official

(In)famous hero

Noble

Prostitute

Wizard

Drug dealer

Gang Leader

Crime Lord

Catburglar

Group of Thugs

Squatter

Religious member

Informant

Bounty hunter

Cultist

Guild

Guild Agent

Guild Dog

Friend

Enemy

Desire

Want(s) to

Want(s) to

Need(s) to

Need(s) to

Must

Must

Plan(s) to

Plan(s) to

Is actively (ing)

Is actively (ing)

Is being coerced to

Is being coerced to

Is fighting against

Is fighting against

Want(s) to

Need(s) to

Plan(s) to

Is actively (ing)

Must

Is fighting against

Action

Kill

Transport

Transport goods to

Deliver

Protect

Extort

Delay

Maim/Sabotage

Frame

Gather information

Gather goods from

Spy on

Escape from

Make disappear

Blackmail

Transport contra. to

Kidnap

Persuade

Gather contra. from

Secretly meet

Noun

Crime Lord

Prostitute

Smuggler

Enemy

Guild Dogs

Guild

Friend

Cat burglar

Artefact dealer

Guild agent

(In)famous hero

Merchant

Drug dealer

Religious group

Informant

Bounty hunter

Noble

Group of thugs

Cultist

Gang Leader

Roll

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Job

Steal information: Guild agent looking for Guild Dogs to obtain rival guild experimental weapon schematic.

Kidnapping: Wizard is forced to research a dangerous spell and is looking to somehow get away..

Wetwork: Guild agent looking for group to execute high guild member for selling secrets.

Revenge: Haggard and betrayed ex-wife looking for Guild Dogs to break her cheating ex-husbands knees.

Warning: Smuggler on the run, needs to be reminded of obligations.

Shakedown: Many of the bar owners in downtown have not paid protection money. Teach them a lesson!

Robbery: Agent looking for runners to rob the Smiling Gnome Opium den. Make it seem as though it was robbed by the Dark Daggers gang.

Baggage run: Agent needs group to take vial with unstable substance from downtown to harbour for pick up.

Item grab: Dogs needed to pick up spell component from contact at the Laughing Harlot brothel.

Investigation: Guild agent is looking for Dogs to gather info on the cleric tower on Rat’s Square and what has been going on in there.

Infiltration: Looking for Dogs to infiltrate new cult called Howling Void and gain info on leader and cult’s principles, structure and motives.

Data extraction: Someone desires account info on a guild’s black market financing and spending.

Kidnapping: Guild Agent seeking Dogs to kidnap son of Noble (treat extremely well) during negotiations.

Revenge: Johnson looking for runners to plant fungi spores in rival Guilds drug manufacturing warehouse in retaliation for similar occurrence.

Warning: Need talented individuals to sneak into nobles family home while target is away, bind, gag and shave wife and children bald.

Shakedown: Snooty nobleman's daughter owes money to lowlife gambler. Remind her that debts need to be paid. 

Robbery: Guild Dogs needed to rob high society party. Cover for real target- a black, magically sealed chest containing crucial information.

Baggage Run: Guild Agent looking for Dogs to escort contraband from Slaughterhouse district docks to famous Inn.

Investigation: Guild Dogs with experience in supernatural needed to investigate terrible murders on guild territory.

Wetwork: Someone desires the leader of the Blood Moon gang taken out. Without a leader the group will eat itself.

Risk/reward

If you can’t make it up yourself, roll on this table to find out it’s difficulty and roughly how much money you should reward your players with. Adjust the competition accordingly.

Add reputation as a positive modifier to this table if it makes sense to the person offering the job. Same thing goes for heat, but as a negative multiplier.

2d6:

Getting paid

After the mission is over and you go to get paid by an employer, roll on this table.

Positive and negative multipliers can get added to the roll depending on if the mission was a success, if there was any hitches, if the players are under a lot of heat etc.

3d6

What are they smuggling?

This is a list of substances, items and other junk that might just be what’s inside of that crate that you have been assigned to haul from downtown to the docks.

The cargo is (1d6)

What happened between sessions?

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Guild Agent/Merchant/Augmenter/Smuggler description

Fat, surly man that distrusts women. Not very good prices.

Stern, frail, sickly body. Decent prices, but will hold vendetta against anyone who tries to haggle.

Likes hearing stories about before the guilds established control. Good prices. Hires for easy jobs that are usually legitimate.

Overweight, bedridden old man. Collector of rare antiques. Quite wealthy. Outrageous prices. Has strong connections with organized crime.

High end, guild owned shop. Woman working there is concerned with protocol and image. Will offer fair prices but will be concerned about backlash and double cross.

High prices for not very good merchandise. Will pay well for illicit jobs, but will double cross to save own ass. Ferret-looking.

Extremely nervous but extremely strong, and tough looking man. Can be bullied into lower prices.

Wants to hear about Guild Dogs adventures. Quite lonely. Fair prices.

Rich merchant, high prices. Served in the military and believes in rigid formality. Has access to some high end military equipment.

Beautiful, pale woman with a haunted look in her eyes. She has pictures of death and destruction over the walls of the shop. Talks quietly. Decent prices.

Young man with squeaky voice. Continuing family business and has self-doubt issues. Can be convinced easily to lower prices.

Widow. Her husband died working as a Guild Dog.  She hooked up many of his jobs. Feels guilty he died on a mission she organized.

Wizard who is utterly boring. Operates store that is front for black market. Access in basement.

Ex-prostitute. Has set up shop to help those in need. Will barter or hire as she can. Uses her connections from her prostitution days

Member of big gang with quirky sense of humor. Bad prices. Jobs often involve high risk.

Heavily augmented ex-Guild Dog. Dead end career, but won’t accept it. Organizes runs based on command from superiors.

Sweet old woman that sells drugs and spell components to keep afloat.

Filthy woman obsessed with collecting junk. Sometimes the information/job is well worth the high price of acquiring it.

Extremely friendly street surgeon. Front for extreme cult. Pays decent.

Here’s some more, in-depth tables of job types, complications etc

http://hackslashmaster.blogspot.se/2013/09/on-generator-of-missions.html

And here’s a good couple of ideas to mash it all together:

http://dndwithpornstars.blogspot.se/2011/03/zaks-ez-adventure-making-chart_30.html

If you want something that’s even faster, use this generator and just change everything that doesn’t make sense into something that fits the setting better.

A bioengineered lifeform is now a rare monster or a slime. A rare piece of advanced weaponry is a magic infused weapon, a gun that shoots lightning etc.