Sunday, December 29, 2024

Stormbringer Wolves Upon the Coast Session 5

Returning to the treasure hoard of the manticore, they establish the leather cover of the holy book is High Melnibone, the furs and silks are salvageable, and it is an odd stone when only the top is melted. Also cash.

Outside the walls of Dorbog, they attend a final feast on their behalf and trade their goods. Their reputation means no one dares cheat them and pays what the goods are valued.

Donnagh says he will have the clothes washed on the guarantee he will buy them; this is combined with the gold thread. Mish tells them the flagstone is from an old library, and it would make a good pillow. Is dismissive of Macullen from Stamullen and the party worries that he has fallen afoul of the rest of the druids. When asked about Donenashoe, he is vague. It’s an ancient city, they fell afoul of hubris and were destroyed and going near it is dangerous.

They rest and feast one more day and head up. Althrow Tams sleeps on flagstone and rolls success, learning Haste. I decide since there are no demons yet to bind for POW increase, she can roll under her raw POW score after learning a spell to see if POW goes up by 1. It is now raining quite heavily.

They march up the river to Donenashoe, they see the city and realises how big it is. Llamon the juggernaut is rolled to be on the far side and 3 turns away. As they advance through the ruins they see the massive ground up tracks and the new growth poking through. Dongal warns about the children of the city that never left. Sigmar after learning that there are flagstones and weird carvings on the drystone houses, attempts to lift the biggest stone she can find.

That fails and the noise brings dark shapes and alerts Llamon. The party sees dark shapes in the ruins approach them. Luckily the disposition of the forgotten children is positive. They are as if a child was thin and hollow, with bulging eyes and complexion like all their blood replaced with green-grey fluid. There are 14 of them and they circle the party demanding tools to be like adults. Althrow Tams interrogates them to little success. They have been here since there were adults, something happened overseas, and people started leaving. Llamon got turned on and keeps everyone away. Then something happened in the temple and now it’s a bad place that turns people to stone.

Sigmar thinks this is not working and strips off her armour to take flight over the city. Picking up they are dressed in mismatched scrapes, Althrow Tams realizes they could accept cloth. They are going to give up Miklas Domonkos' cloak and take Dongal's cloak for him and Dongal complains he’ll die of the wet. They realise the children will take scraps, about two thumbs square.

So they chop up Dongal's cloak and trim back their own, allowing them to move through the ruins as each new group arrive in a shifting mostly positive throng.

Sigmar careens over the buildings and see the statues and the temple also Llamon. Pushes a child statue over and sees that it's anatomicall correct inside. Later (metagaming from being supossedly far apart) they realise the statues don't control the children.
She realizes Llamon is turning and beginning to gallop towards them. Flying back, she warns the party, and they believe Llamon is the one transforming people into statues. A horsilisk.

With Llamon bearing down on them, four great stone pillars for legs, one for the neck and head and a body of mattered fur entwined with brambles. The party decided to run, but it’s bearing down on them across the city, so they hide in buildings. Randomly decided DNG and a rower are pulped when Llamon crushes the building they were hiding in. The party doesn’t know what to do. But suggest seeking out a weak spot while remaining very silent. This is ruined by a rower saying he found treasure on the floor as per the site description. Sigmar decides to fly into it and cling to it. She does and it tries to buck her with no success. At some point she fails a roll but passes the Dodge or Die roll.

As she climbs around, hampered by the rain and finds none on the back, head or neck. She clambers down to the chest, gripping it upside down but unable to cut the seam. The party realise that they will be crushed eventually, so they decide to distract the creature. No of them are any good at Oration or Singing to inspire the remaining rowers, so Miklas Domonkos decides to run forward between the legs and distract it. He passes the Dodge or Die roll and Llamon rears up.
Sigmar takes advantage to cut the seam and the internal parts somewhere between squishy clockwork and bags of internal organs spill out as Llamon dies. Also a great rush of black goo.

Having successfully defeated the guardian and shaken, the party loot the treasure on the Bonetheif's map, head back to Dorbog and recruit Hrafnkel, as a replacement. Sigmar puts on balck ring with the X rune. Played by the fifth player s who was on a short break between Mutants & Masterminds and this campaign. Need to give him +5 to Attack and Parry to represent 2 HD.

There is a minor incident where a Power roll x 5 is rolled to represent a Luck roll and is successful. Mish the druid interrupts them at the market when selling the silver tetradrachma. Mish recognizes what they are, and the jeweler was going to just melt them down for hacksilver. He explains their real worth and pays with money that really belongs to Donnagh, who is choking at the cost. The party is thrilled. Mish teaches them the secrets of blood magic for doing various great thingsa nd they really can't make anything else too much worse. Teaches them to vague "poem" about the thing in the temple. I say the stanza on Volume 2 & Monsters is a translation and it rhythms in Ruis.

Sigmar learns Far Sight from the flagstone and they want to start passing it about. More power and complications to them. Skills go up for several characters.

Sunday, December 22, 2024

Stormbringer Wolves Upon the Coast Session 4

Still seething about the cost of the drinks, they followed up on the rumors of a man with no face and the magic involved. They are joined by weaponsmith Miklas Domonkos, from Pannonia. Who had been supplying goods to the churches and townships of Ruislip.

They met the faceless man and were puzzled by how his face seemed to not be there and they had problems focusing on it not being there. He indicated the sign which said a 1000 SP reward for the capture of the Manticore which stole his face and pointed north. On the way they dispatched Yrestor (his player arrives late) and the rowers to gather rowan berries and they bought a net.

As they walked along the windswept grasses, they found a spoor and followed it to the sea cliffs. Seeing the tracks enter the water, Sigmar did a tricky (tumble roll) flight over the waves and rocks, espying the sea-cave entrance. It was higher tide, so they waited on top of the escarpment. At low tide while night fell, the manticore emerged from the cave and padded up the beach, it saw the campsite and looked at it, then lopped into the dunes and towards the forest. Fearing for the berry-gatherers, they catch up with them as they approach with torches. They decide to crush the Rowan berries and smear it on the net for magical warding. Sigmar volunteers to stretch the net over the entrance of the cave. They wait till the manticore returns, who is deliberately trying to bait them into the caves by going in at higher tide. Sigmar manages to do it without falling over and drowning in her plate armor but is soaked through and gets hypothermia. The manticore easily pushes the net out of the way and the rowan berries are washed out even if they only would last two hours anyway.

Another tide cycle passes while Sigmar recovers by the open fire and dries her clothes and wings. Seeing this, they leave Yrestor and the rowers atop and head down during lower tide to fight it. They find the caves alternate between higher dry passages and lower wet ones. The guess correctly the higher passages are traps of some sort as the manticore only uses the wet ones. The manticore uses them to corral mercenaries who escape the high tide in the caves and kill them later.

They see a tight turn and a skeleton with an iron spike through it, they are ambushed by the manticore flinging spikes. Fortunately, Sigmar’s plate armor blocks all damage as she leads from the front. Realizing the manticore was leading them deeper on, they retreat to a high dry cave and wait for the manticore to look for them next tide cycle. What follows is a drawn-out affair, as the manticore can almost never penetrate the plate, slightly hurt the people behind with the spikes and they can almost never penetrate the supernatural AP bonus of +6 (total AP 1d8 + 4). Not even the arrival of Yrestor turns the tide.

Eventually they wear it down by 1 damage at a time to 3/4s HP and it flees through the caves. Sigmar makes a grab for it but cannot hold on. They follow it to its lair, where they continue to flail back and forth. A lucky critical hit from Milkas Domonkos did 8 damages and brought it to 1 HP, severing its front left leg and sending it into unconsciousness. Quickly they stabilize it and drag it out. Taking it to Dorbog with a travois they make out of straggler trees.

On the way they meet a druid and 12 fanatics, seeing what they did they stayed clear of the players but the druid warned that some things are best left untouched. As a general way of regaining his composure and authority. At Dorbog, they are met by the Druid Mish, who cuts away the man’s face from the dog and sticks it back on what he now recognizes as Dongal, the treasure hunter. He then kills the dog, saying this is so the druids remain part of the story. He sneers at Dongal for messing with things like tombs and leaves after reciting the “poem” from Monsters &, the party don’t feel articualrly charitable as they think Dongal could have caused his own misfortune. Dongal doesn’t know what caused the dog to steal his face, it might have been a working dog he set loose in the ruins of Donenashoe as a distraction when cornered by the children.

When the party find the reward had been stolen long ago, they demand Dongal serve them until it was paid off, 2 SP a day. He protests and lists all the treasure sites he knows; the dragon’s island, the true location of Donenashoe the party walked past, the barrows and the pirate’s landing cove in the east. Also to beware the gargoyles and they were men who sought to leave mortality behind. but that doesn’t cover his debt in the party’s opinion. They return to the cave to collect the treasure.

Tuesday, December 17, 2024

Stormbringer Wolves Upon the Coast Session 3

 The party paid their crew and set down the river. They decided to fish as they sailed to keep the rations high. Sigmar flew up when they saw stones by the eastern riverbank and could see the stilt houses of the druid-supporters in the distance but they didn't stop. Observing the land,she reported some hills to the south east and the rest forest.

When the karvi could not go any further, they beached it on the west bank and left the griffons and four rowers to guard the boat. Yerestor stayed becuase his player was late. They headed in a south-earterly direction as they could see it was more open, but boggy.

Travelling across the bogs they saw the spring and the animal carcasses piled into it. The bog mummy king and his 12 skeletons emerged from the pools and there was a stand off, the party were clearly foreigners but not Invaders or Norse. So the undead king motioned for Sigmar to remove her clealry foreign armour (as it couldn't really speak) and lay it as an offering. The party objected to that and motioned her to keep it on, since it was clear the undead were posioning the river. Once they had gone back and forth arguing, the king lost patience and order his retinue to attack.


The battle was a real slog. The supernatural HD was easiest to represent by adding another 6 AP onto the mummy, but the skeletons taking only 1 point of dmaage was changed to half-damage, due to the higher HP. Sigmar kept switching between her different weapons, using two of the 8 rowers with them to carry her pike. She repeatedly had the Eyebiter thrown at her, and towards the end got hit. She finally dispatched the mummy with her two-haned axe.

While this was happening, Althrow Tams had realised that they could weaken all 8 of the attacking skeletons by using beothony to weaken the undead, reducing their attack and parry and making them mosly ineffective.

Jogrill Borson realised that he had no armour and no apprecitive dex as he was still healing from his fight with the Bonethief. While engaged with four skeletons, he attempted to run and failed. He was chopped to bits by the skeletons. Four of the rowers moved to engage and the party bemoaned they would have to pay them as marines.

After a long fight, lasting many rounds, the remaining skeletons disengaged and hoisted the body of their inert king and bore him away. Losing 1 HP per round untl the party found them all inert.
Looting was good as eyebiter was distinctly silver and the neckalaces (I described them as torcs) were surely worth a bit.

They pulled the cracasses out of the river and spent a fogy night following it. Chosing it over a tower south or the hills north. Reaching Dorbog, they announced what they did and showed the torcs and Eeyebiter to Donnagh and Mish. Mish the druid healed them with the blood ritual and advised them that some things are best left buried. His control of Donnagh was obvious. The party was directed down to the docks where a repalcement might be found and men had been talking about magic.

They found the viking drinking alone. Althrow Tams was incensed at how it cost 70 sp to buy enought drinks. Was informed how to gain magic from a beloved horse.

Monday, December 2, 2024

Stormbringer Wolves Upon the Coast Session 2

 This was much longer as we didn't spend an hour and a bit creating characters and then repeating this as each player got stuck or came in late.

Standing outside the drystone house of the Bonethief, they debated what to do and decided to burn the wooded door down. They did so, piling driftwood and watching the colours. The fire ignited the fat and methane from the boneless carcasses inside. The Bonethief charged out and the party realized they forgot to set a trap;
Jogrill Borson’s arrow did 1 point of damage. Bonethief laid about with his sack of bones and treasure. The players engaged with it while directing the crew to throw the bones into the fire, but most went to the sea or away. As they thought that would weaken his power. On the first swing, a critical parry spilt the sack open, scattering the treasure across the sandy grass. The Bonethief’s fists were deadlier than the sack. Critically hitting the hunter Jogrill Borson, and giving him a major wound, yet merely a scar. Luck for he had no Dodge anyway.

Another blow was a critical hit to Sigmar the Myrryh axewoman, though parried, the blow splintered the Seaxe and sent the axehead into the surf. She switched to her Filkharian pike carried by the crew. She struck it twice more, the second time killing the Bonethief. Between the strikes the Bonethief roared he was immortal and owned all the bones in the world.

After his death, the crew gathered the treasure, awed and not stealing any. The Bonethief had a hand cut off and the body rolled into the fire. With the treasure, the party returned to Stamullen. On the way it was dark, and they met a merchant with his guards going to buy honey. They slept in the central space. They were hailed as heroes, though the Druid explained that after the day before and the merchant, they couldn’t feed them all again. The merchant bought the wolf pelts and gave them an IOU to be exchanged in Culemwardern. Sigmar bought a two-handed axe off a guard.


On the way back to the Karvi, they were about to run out of food. They split into hunting parties. Jogrill Borson found an elk, Althows Tams found nothing, and Sigmar found boar and the griffon. Sigmar, was spying from the air, and she flew off the fight it. Dangerous because she wasn’t wearing armour to be light. One spear from her group of crewmen hit the griffon. The elk gored a crewman who fumbled his spear toss, though not a major wound. The middle party rolled a d2 and was closer to the griffon, but the player lacked a bow. Yerstor the noble Yerstor the dumb Lormyrian noble guarded the boat (his player was busy until halfway through).

Sigmar parried the griffin’s two successfully attacks, at 53% and 33%. She struck it and tried to use a tumble skill to move on to, she did, and the player complained the height advantage penalties to the griffin weren’t worth it at -5% to attack/parry. I agree as they were better in RQ 2nd edition at -20%, but the rules didn’t change.
Above the griffin, Sigmar struck it three times, relying on a major blow to drop it’s DEX below hers. She killed and made a good impression on the crew. The Hunter finally brought down the deer with a bow.

The processed the carcasses, skinning the griffin pelt and boiling the head to get the skull. 13 bandits arrived, the Fenians, but they saw they were outnumbered, and the party were monster hunters and left. It took a couple of days, probably should have taken longer.


The party sailed around the cape, saw the killer whale and thought it was dead, an arrow hit a fin to see if it would explode from the gasses and it moaned. They party got out and spent the rest of the day trying to drag it back into the sea while the water turned red, and the sharks gathered. The whale limped off. The sea god will remember this for ill, but I didn’t tell them that.
They passed the shoals and Althrow Tams hear the griffin chicks in the fog with a  Listen roll and critted a See roll to see the nest. They toed the boat to the rocks and the crewmen fished while Sigmar flew up with a rope. I broadly hinted at the four chicks could be tamed and Althrow Tams came up we the idea of riding them. Yerstor followed up and tried to tame a chick, it bit his left ring finger off (2 on a d10, left to right). I said it was because he had taken his gloves off to climb the rope. When moving the chicks down he did it and his armour protected him. The chicks made quite a noise in the boat and fouled the deck.

When they sailed into Culemwardern, the town emptied to see them, Sigmar gave a speech, but Althrow Tams had to translate. With her wings outstretched, Sigmar inspired the Christian populace. Cerion was less convinced and in a closed meeting wanted to know if she was an angel or a Valkyrie and was not too shocked to find she was merely a wing human(species?).
he explained what the party had done for them, and warned the party the griffin chicks were monsters yet to grow. He filled them in on Donashoe and explained it was upriver and they party should not land on the east bank as it was druid territory.

The party decided the griffins would probably be disruptive and get violent with each other. They killed the two chicks which seemed the less trainable to sit for a fish. The youngest two. They debated buying a second karvi or upgrading to a knar but saw the prices. Also how much it would cost to feed everyone with trail rations and the crew said they were willing to follow them, but wanted their wages when they finished with each expedition, even as non-combatants the money was going to go quickly. The party idlily debated sailing out and sinking the ship with the crew on it but realised only one of them could naturally fly. Finances were to be done net session.

Stormbringer for Wolves Upon the Coast

 Has it really been seven months, my writing project which I thought I would be pasting in here as I went turns out to be a bigger task than I thought. Though I went overboard and put in so many articles I think I might not get all of them in before the second week of December, much less all I planned.

 

But I started a solo AD&D game, the Great Greyhawk Campaign, which is paused because I can do that solo and have other things I needed to do.

But a campaign I am playing is Stormbringer 3E meets OSR darling Wolves on the Coast. I started it with my group when my poor attempt at running Mutants & Masterminds 3E's introductory campaign: Emerald City Knights fell apart.

 

Just had to tweak a few things. As Stormbringer characters are stronger and more capable. So, the origins have to adjust.

 

You are stuck in a rolling vessel, tossed about the waves. Cursing every minute you were tasked to this wretched realm.

You captain demanded a hefty fee to board, and a hefty ransom to let you off, and another for your weapons and armor.

The fool lies dead at the bottom and the law of the sea means the ship is yours.

Sharing a small raiding vessel (Karvi) with twelve rowers, ex-thralls who look to you for leadership. There is enough food and water for all hands to survive for four days. You have travelled two days from the home of your captor

 

Anyway, session 1 of Stormbringer meets Wolves Upon the Coast was truncated as I had to wait for everyone to make their character, someone to join partway through and them to make a character.

Goal was to bring plane into fold for Junction of a Million Spheres. Find lost city which was either on Atlantis or Ruislip. Perform Music to summon The Noise.

The boat visited the vegetation island, didn't like the pointing plants.

Encounter was Griffin, decided that was probably too bad for first session and had it flying back to nest. Party knows it nests somewhere north of Ruislip.

Slept in boat off coast, was awakened by Bandits, who challenged them, dumb noble stood up and agreed to pretty much everything including paying them off, twice after the Myyrrhn revealed her wings and the Fenians decided she was a "church spirit". 180 sp from his 600 sated them.

Walked about in day, met some kids tending cattle who told them about the Bonethief (ogre) and Corpse-Men (orcs). Noble may be dumb but lied successfully that Myyrrhn woman was wearing cloak of griffon feather since they had slain it.

wandered up to farthest point of coast due to bad directions from shepherd kids.

Went to Stamullen and met druid, nice and polite, learned plant magic, though they did note among themselves, that the peaceful intent to the druids was guaranteed on druids liking them. Stayed night.

Directed to ogre's house, now approaching, ogre inside.

Friday, May 3, 2024

Refining the Deathclaw for Mutants in the Now

 In my last posts I demostrated how to make a fictional species in Mutants in the Now, creating the classic Fallout monster.

But it had some kinks to work out so I did some more work on it. A bit of a minor redesigns, Southern means south of New York (Fallout 1, 2, 3 and NV) and Northern means the ones in Boston but also Appalachia.

Southern Deathclaw



Size Rating 12

GOO-P: +0

Enhance: Strength, Endurance, Perception

Basic Traits: Chamaeleonidae, Carnivore

Movement: Bipedal

Prehensility: Grasping

Speech: Nonvocal

Mask: Bestial

Respiration: Air-Breathing

Senses: Sight, Hearing, and Scent

Major Traits: AGGRESSIVE (5 GOO-P), DORSAL PLATES (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor Traits: APEX PREDATOR, CLAWS: Mauling, COMMUNAL, ENHANCED HEARING, ENHANCED SCENT, HEAT SENSE, HEAT TOLERANCE, HORNS: Outwards, INFRASONIC HEARING, MIMICRY, NEARLY HUMAN, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

Legend of the Wasteland (5 GOO-P): Spend 1 Will to gain +HA on social rolls

Northern Deathclaw



Size Rating 12

GOO-P: +0

Enhance: Strength, Endurance, Perception

Basic Traits: Chamaeleonidae, Carnivore

Movement: Bipedal

Prehensility: Grasping

Speech: Nonvocal

Mask: Bestial

Respiration: Air-Breathing

Senses: Sight, Hearing, and Scent

Major Traits: AGGRESSIVE (5 GOO-P), DORSAL PLATES (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor Traits: APEX PREDATOR, CLAWS: Mauling, CRUSHING JAW, ENHANCED HEARING, ENHANCED SCENT, HEAT SENSE, HEAT TOLERANCE, HORNS: Charging, INFRASONIC HEARING, NEARLY HUMAN, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

All-American Monster (SWIFT + 3 GOO-P): When making a Dash, Movement becomes Quadruped gain Distract as a supported Maneuver and gain Stable until end of next turn.

Hairy Deathclaw



Size Rating 12

GOO-P: +0

Enhance: Strength, Endurance, Affinity

Basic Traits: FEV?, Carnivore

Movement: Bipedal

Prehensility: Grasping

Speech: Nonvocal

Mask: Bestial

Respiration: Air-Breathing

Senses: Sight, Hearing, and Scent

Major Traits: AGGRESSIVE (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor Traits: APEX PREDATOR, CLAWS: Mauling, COLD TOLERANCE, COMMUNAL, ENHANCED HEARING, ENHANCED SCENT, FLUFFY, HEAT SENSE, HEAT TOLERANCE, HORNS: Charging, INFRASONIC HEARING, MIMICRY, NEARLY HUMAN, PACK HUNTER, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

Smart Enough (NEARLY HUMAN + 2 GOO-P): Gain 2 additional Traditional Melee Weapon Proficiencies

Mutants in the Now Custom Species

 Mutants in the Now is a little more difficult to make species for than TMNT & OS, but has the advantage of an actual system for it. So this is going to be a mixture of the Mutants in th Mix Patreon article and my worked example.

First you start off with the classification. This can be any familar class. Since some classes contain very few species or the next class they share with others is really far up th tree of life. The more species that can be grouped together, the more certain biological-class traits can key off them.

Most specis should have 2 physical attributes and 1 mental attribute for enhancements. This isn't a strict rule though.

You can then start determining GOO-P. The default is 25. This presumes the following default anthropomorphic traits, or "free" anthropomorphic traits that are always noted under the creature's basic traits (noted here with an asterisk [*]):

  • Diet: Carnivore* or Herbivore*
  • Movement: Quadrupedal, Hexapodal*, Octopodal*, Myriapodal*
  • Prehensility: Locomotors
  • Speech: Nonvocal
  • Mask: Bestial
  • Respiration: Air-Breathing or Water-Breathing*
  • Senses: Sight, Hearing, and Scent

The default GOO-P amount also presumes a size rating of 10. Then take the cost of any anthropomorphic or zoomorphic traits the species may have by default, and subtract them from the starting GOO-P total. Diet is the most most common. No extant natural species will have Speech: Vocal or a Mask trait other than Bestial. You determine size rating based on the average weight of the species. If the species has a size rating greater than 10, subtract the cost of that size (starting from 10) from the GOO-P total as well. If the species has a size rating lower than 10, then you add the amount of GOO-P necessary for them to reach size rating 10.

Rarely, a species may also have animal traits under their basic traits, typically mythical animals that require them for their unique trait (like the Unicorn's horns trait). The cost of these are subtracted from their GOO-P total.

There are a handful of rare traits which either adjust GOO-P or are worth clarifying:

  • Tentacles reduce GOO-P by 2.
  • Diet: Inedivore increases GOO-P by 1.
  • Movement: Aquatic or Movement: Limbless increase GOO-P by 10.
  • Movement: Forelimbs increases GOO-P by 5 (rather than decreasing it).
  • Movement: Hexapodal, Octopodal, or Myriapodal do not adjust GOO-P.
  • Exotic diet traits (Astravore, Dynavore, etc.) decrease GOO-P by 2.
  • Prehensility: Chelipeds decreases GOO-P by 5.
  • Sense traits increase GOO-P by an amount equal to the cost to advance to full Sight, Hearing, or Scent.

Unique traits are had to make up and I'm mostly waiting for a more detailed Patreon post. They have a minimum cost of 2 GOO-P, and are generally capped at 10 GOO-P; while they can be very, very potent, they shouldn't be utterly dominating outside of a very specific use case. They need to be things that aren't just common to a group but indivual species.

Simple unique traits can include things like:

  • +A or +HA to a specific task, removal of +D from a task, gaining +HA on a task be spending WILL, etc.
  • 1 T-WILL gained at the start of a scene under certain circumstances, or when unusual events happen (typically limited to 1 / scene).
  • An additional weapon trait or damage benefit (added dice, increased dice, rerolls, etc.).
  • Adding new ways to use contacts, values, etc.

The Patreon post said simple bonuses or WILL gains shouldn't be overused if you're creating a lot of species. Finding new ways to utilize situational benefits or drawing upon underutilized mechanics instead. But in that case a detailed knowledge of the rules is required.

Making Homebrew Mutants
Starting with the Animal
The Deathclaw from the Fallout Franchise

What can be seen in game is that they are carnivorous, bipedal (but some depictions have them charging on all fours for increased speed)

Size-wise they ae described as being the size of 3 men, model sizes in F3/NV say 9-10 feet tall, the wiki says 6m (20 feet) lengthways. No details on weight though.

They are clearly aggressive, territorial and have a pack structure. Though that's more F2+, the ones in F1 were at best loners or a mother with children. They apparently avoid dense human civilization because of they are sensitive to bright lights and sound.

Now we have their core attributes STR, AFF and PER, their toughness we can model with SR and natural SHT. If we were going on F1 alone I would say END instead of AFF. Of course they are also described as having the intelligence of an 8 year old even when not engineered to be higher. So COG could be one too.

The Mutants in the Mix article tells us the GOO-P starts at 25 and is not modified for Diet: Carnivore, Prehensility: Locomotors, Speech: Nonvocal, Mask: Bestial, Respiration: Air-Breathing, Senses: Sight, Hearing, and Scent with a default SR of 10

10 feet high or 20 feet long can be interpreted as SR 12 for height or SR 15 for length. Since they are bipedal and tails don't usually count unless very muscled in my opinion, I'll say SR 12 (-10)

Bipedal costs 10 overall (-10) and they can grasp things (-5)

Base GOO-P in total is 0

This is our trait shortlist going by what they show and what I feel they can do in the wasteland

Major traits: AGGRESSIVE (5 GOO-P), RAKE (Claws + 5 GOO-P) or SCYTHE (Claws + 2 GOO-P)

Maybes: FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SHARP SIGHT (5 GOO-P) SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), SHEAR (Teeth + 2 GOO-P), CRUSHING GRIP

Minor: APEX PREDATOR, CLAWS: must decide between Mauling, Slashing or Talons, COMMUNAL, HORNS: a choice of Antler, Blunt, Charging, Dueling and Outward, SCALES, TEETH: choice of Crushing, Gnawing or Slaying, TERRITORIAL

Maybes: BLOODSCENT, CAMOUFLAGE, CRUSHING JAW, ENHANCED HEARING, HEAT SENSE, HEAT TOLERANCE, INFRASONIC HEARING, NEARLY HUMAN, PACK HUNTER, RED SIGHT, ROCK CLIMBER, SPRING LEAP, ULTRASONIC HEARING, ULTRAVIOLET SIGHT, VIBRATION SENSE, WATER STORAGE (edited)

We need to cut this down massively

As MitN doesn't have a Jackson Chamleon or any Chameleon to compare, we check Wikipedia. Jackson Chamleons are not very territorial but do use their horns to duel other males. Well Deathclaws are very territorial, but don't attack with their horns except implied in Fallout 4. But they are genetically engineered for combat. So we can trim Horns down to HORNS: Charging, Dueling

Jackson Chameleons do have ultraviolet vision like many non-mammals, and certainly these things were designed to operate in all conditions. I would be willing to ditch SHARP SIGHT for a more varied range of minor traits.

Deathclaws swipe to attack, with their claws, so ditch things that require grabbing. The difference between Rake and Scythe is hard but the Rake attack is about grabbing things. So we will just go with Scythe. Types is difficult, But they are deathCLAWS so consistent damage.

Teeth-wise, they clearly have big teeth for tearing through flesh but kill primarily with their claws. The exposed teeth are a trait pretty much only found in crocodilians. So checking Alligators and American Crocodiles in Now, we see crushing jaw and either crushing or gripping teeth. We also see Unnerving Vocalization (3 GOO-P, Bellow +5 GOO-P) Which fits with F3+ roaring prior to attacks. That overrides SHEAR

While chameleons can camouflage, Deathclaws seem to just be shaded for the wastes. There are changing color Deathclaws in F4, but they don't camouflaged at all.

They jump but not very high.

SCALES give Resistance 1 but they already have Resistance 1 from SR and that doesn't stack. Also the original models look fairly scaleless but that might mean fine scales.

Senses, they probably can but never stated to smell blood. Infrasonic more the ultra.

They ae reptiles but look lean and not big on storing things.

This gets us:

Major traits: AGGRESSIVE (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P), TOUGH HIDE (5 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor: APEX PREDATOR, CLAWS: Mauling, COMMUNAL, CRUSHING JAW, ENHANCED HEARING, HEAT SENSE, HEAT TOLERANCE, HORNS: Charging, Dueling, INFRASONIC HEARING, NEARLY HUMAN, PACK HUNTER, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

Nothing to do with potentially being a reused Tarrasque model from Planescape Torment. As shown by a version done by the amazing Tony DiTerlizzi who probably contributed greatly to keeping VtM from just outselling D&D.



Full write up

Deathclaw

Size Rating 12

GOO-P: +0

Enhance: Strength, Endurance, Perception

Basic Traits: Chamaeleonidae, FEV, Carnivore

Movement: Bipedal

Prehensility: Grasping

Speech: Nonvocal

Mask: Bestial

Respiration: Air-Breathing

Senses: Sight, Hearing, and Scent

Major Traits: AGGRESSIVE (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor Traits: APEX PREDATOR, CLAWS: Mauling, COMMUNAL, CRUSHING JAW, ENHANCED HEARING, HEAT SENSE, HEAT TOLERANCE, HORNS: Charging, Dueling, INFRASONIC HEARING, MIMICRY, NEARLY HUMAN, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

Legend of the Wasteland (5 GOO-P): Spend 1 Will to gain +HA on social rolls

Now there is some quibbling you can do here

While Nearly Human covers the broad range of intelligence pack hunters. Where did the whole drop and run on all fours go from Fallout 4?

We could split this into a East and West coast breed. Make one more social and one more combative. Dropping to all fours would replace the Unique Trait but should probably split Charging or Dueling HORNS as well since F4 Deathclaws had thick forward curving horns.

Tuesday, March 19, 2024

Adapting Shadow of the Demon Lord Adventures to SLA Industries

 Been a while.

SLA Industries 1E or 2E, they have the same issue. Has these nifty little in-game things called Blueprint Newsfiles or BPNs. They serve as plot hooks or quests for the players after they sit around in the corperate troubleshooter equivelent of an 80s unemployment office waiting to be assigned something.
Nightfall Games tends to write just brief summeries on them and maybe some explanatory text and let the GM figure out the details and stats.
So I decided they could do with a bit more content and quickly spun up a set of them based on the short 1 session adventures from Shaodw of the Demon Lord. That game tries to fit an entire campaign into 10 sessions/adventures, though I think most people go over on those.
These adaptions are for SLA Industries 2E, but probally can be retrofittd for 1E with a bit of tinkering.

They are also grim, nasty an depressing so I think they fit right in.
I supose you could do this with Mork Borg or similar, but SLA has an issue where you start and probally end as enforcers for a sinister and blatently evil regime. Which has always made it a bit of a hard sell, unless you go all out on cleaning it up from the inside. Which is nigh impossible until the never coming metaplot allows it or massive GM improvisation.

Last Train to Darksville - What attacked the train? A dragon

Adaption - White/Green, a gauss train to another city on Mort was derailed by a Momic or other really big horror, find out and then kill it.


Killing the Dragon - Dragon burned part of the city down, go into dangerous caves of hazards and monsters and kill it

Adaption - Red/Black, a Rival Corp has torched/trashed a good portion of a sector or a major terrorist attack, go into the abandoned industrial works in a cannibal sector and kill them.


He Sees You When You're Sleeping - Demonic cult summons Krampus in abandoned asylum to steal and sacrifice children.

Adaption - White/Orange, Krampus is a White Earth entity and it's a Shi'an cult, maybe asylum is still operating and they hide among staff and patients, otherwise no changes.


Suffer None to Live - Beastman horde rampages through region, kill them

Adaption - Red, Cannibal or carrien horde got through Bridgehead, threatens homesteaders in CS1.


Wretched - Children come down with sickness, villagers beg players to kill witch. Kill witch, find out it was contact poison from local plants. Witch's ghost and mutant monsters swarm village.

Adaption - White, Block has sickness from tainted food, blame Ebonite hermit who has some nasty guards. Hermit was connected to gang/family who come through with vengeance and Trex Tech.


The Darkness in Shadowturrets - A bone monster is prowling the land and none can defeat it, it was made by the machine aliens the Reen and part of a wider lair of monsters, the Duke double-crosses players to not give them the castle.

Adaption - Red/White, it's Root Dogs and their weird bio-tech, maybe some Scavs for local experiments. SLA attempts to fake a chemicals leak in air, water or food in order to avoid having the characters know about Conflict Races or Scav origins. Blame fall guy if players survive.


Heart of Winter - Sudden supernatural winter threatens region.

Adaption - Cyan, something is freezing Lower Downtown and not only is it making monsters and people desperate, it's causing structural damage. It's clearly supernatural so it must be a dream entity.


With My Last Scream - Murdered woman's ghost haunts mansion

Adaption - Cyan, dream entity which thinks it's a murdered woman's ghost haunts apartment block. Convince it that's dead and it will go away and find something else to copy.


Oblivion's Edge - Escort a puzzle box to monastery on edge of reality to hold back or turn back the void.

Adaption - Platinum/Black/Yellow (Orange), escort Naga 7 artifact to secure site in order to study it for anti-Bitterness purposes. Ethereals intervene.


The Giant's Tribute - Giant used to demand food and beer now wants people. Standing stones he sleeps at has bound demons that posseted him.

Adaption - White/Yellow, Local block paid extortion to local gang/soft company. Now they demands people, gang/soft company has ben exposed to KZ and developing into cannibal cult, rawheads forming from steroid junkies.


The Hideous Mister Finas - Harvester (kind of creature which patches itself up with stolen organs) terrorizes city, gang of nasty orphans works for him and revels in chaos.

Adaption - White, series of gruesome surgical murders, rogue doctor from Karma with unethical principles/surgeon with trauma from Red Sky harvests organs to sell on black market, provides medical services to youth gangs who protect him.


In a Pig's Eye - For Godless the post-apocalyptic setting, a mutant goblin living in an underground pocket of ruins is eating people, he leads a small community and is not actually insane.

Adaption, White/Green, people are going missing in CS1 homesteads. In a pocket of a neighborhood which subsided into the mud is a small band of carrien led by a more intelligent member. Bit generic, so SLA requires the capture of leader to see if Jethian intelligence coming back.


Cabaret of the Grotesque - In a run down and completely unwanted neighborhood called Underside, a ganglord rules with the assistance of a demon-summoner, who increases his power by having summoned demon possess others. But that weakens his powers and makes it more likely his soul will go, so he kidnaps people to be tortured to death in an old theatre for the poseses' amusement and stave off their revolt against him. Also there is a bunch of ghouls lurking in the cellar because a local butcher has been selling meat made from a Witchhunter and his entourage who were tracking the demonologist.

Adaption - White/Orange, an investigator went missing chasing down a mid-ranking Shi'an cultist who was an early splitter. Underside is a stretch of Lower Downtown which has fallen on very hard times but the TVs still work fortunately. Cultist made deal with gang, cultist needs to keep White Earth entities happy with tortures and death. Cannibals lurk in cellar due to eating human meat triggering Rawhead dreams.


Praise His Name - A conman pretending to be a priest has been living in a small village for years, his sermons about the All-Seeing vouyer god watching for sin has caused a giant eye to appear in the sky but it reveals itself tentatively and causes great mental distress.

Adaption - Cyan/Grey, A conman has been pretending to be a SLA bureaucrat for years, running up big tabs to the corporate lunch account and soliciting bribes for things he knows will come to pass anyway.

His latest scam has been to hang around a local plaza and neighboring blocks and discuss inflated contracts to install CCTV cameras which don't work. This has since spawned a Dream Entity made of dozens of CCTV camera eye-stalks and pole-thin limbs wandering around and peering in people's windows.

Convincing everyone he's a conman will sap the belief, then he needs to be kept alive for the Shivers, especially when the Dream Entity realizes it is losing it's source of food and attacks.


Call of the Necromancer - A village's wizard is obsessed with a younger woman who loves another in a variety of neighborhood petty details.

He starts delving into an old tome of necromancy to unravel the magic for anti-aging, and when that doesn't work he steals a Fairy Lord's body from a tomb, the wife of that fairy lord start harassing the town with bad luck and kidnapping children. Escalating after the players arrive.

Adaption - Blue/White, civil disturbances, faulty infrastructure and missing children plague an apartment block. A retired Karma biogeneticist has been trying to reverse aging and using black market drug lab equipment to grown twisted clones of dead people. He broke open the coffin of an "feral" Ebonite clan/gang leader which lives in the next level down and is trying to pry the anti-aging genes from his DNA.

The Ebonites aren't going to stop when it's over either. Possibly requiring another BPN to knock them out and recover any kidnapped kids.


A Case of Consumption - A lord has his three teenage children come down with a pox that hasn't been seen in years. He ends up isolating them in a tower when his brother-in-law kidnaps them to treat them the traditional way, by sending them through an old cave which not everyone comes out of. It's actually the mouth of a great creature and now the players have to find out and rescue them.

Adaption - White/Green/maybe Jade - A rich corporate family had three children come down with a disease Mort's doctors can't quite treat, they were sent to a sanitorium on their mother's homeworld for treatment. Otherwise it plays out as is. You could make them Ebonites and the homeworld be Static. 


Beware the Tides of Karshoom - A small community in the city of Gateway is beset by disasters and everyone thinks it's because they failed to care/recover a strange monument. It's actually because of a rogue flesh-wizard trying to breed monsters to fight the Demon Lord.

Adaption - Blue/White, Same situation, rogue Karma scientist (I've used that too much but it's actually relevant here) using stolen classified Root Dog technology to try to make anti-White Earth Stormers

Saturday, February 17, 2024

Shadowrun to Cyberpunk

Characteristics

Shadowrun to 2020: Shadowrun Attribute/Skill x1.666 = 2020 Attribute, /2 again for Skill value, with rounding.


These are the minimum and maximum values that can be allocated out of the starting points total.
In SR2e, non-human Metahumans start with 2 Karma, hence the higher minimum LUCK. For converting SR3e, non-human LUCK is instead capped at 1/7, as humans start with more Karma and others at 1.

Guns and Gear

Shadowrun 1e converts to Cyberpunk 2020 as: halve the Power level if an L-class weapon, keep the Power level as is if M, S or D. Halve the Staging number and keep as a damage bonus if an L or M-class weapon, keep as is for an S-class or D-class, then apply as a bonus to the damage. D-class weapons do damage in d10s and all others in d6s. If halving produces a 0.5, round down and add +3 to the staging before conversion.

For Shadowrun 2e/3e, the number were changed again producing an irregular power increase, one should only use one set of values when converting. Halve the Power for all classes and deduct 1 for L-class weapons. Assign that Power rating as the damage in d6s (except D-class weapons which do d10) then for S -class weapons, add halve the new Power rating as bonus damage. Any results of 0.5 during conversion convert as +1.


12 Gage Shotguns remain 4d6/2d6/1d6 for legacy reasons

Heavy Weapons

Flamethrowers remain 2d6 for legacy reasons

Concealability for Shadowrun to Cyberpunk 2020 is done by assign values to the Shadowrun weapon Conceal score: more than 6 = P, 5 = J, 4 = L and 3 or less = N.

WA is annoyingly determined by taking the Shadowrun 5e Accuracy value and deducting 5. Fortunately, there is a sourcebook for early Shadowrun decades for 5e.

Nuyen converts to Eurodollars at x1.3 (price increases by a third in EB), then rounded up to the nearest 50. For availability; Illegal weapons become Poor or Rare and Restricted weapons become Common or Excellent.

Converting to Cyberpunk RoF, converts as: SS = 1, SA = 2, BF = 3, FA = 10 because Shadowrun considers all guns with automatic fire to shoot 10 bullets every combat action and turns are the same length in both systems.

The armor conversion equation for Shadowrun 1e through 3e to Cyberpunk 2020 is: Ballistic + Impact ratings x 1.75 = SP, unless it's the armor in Shadowrun 2e Fields of Fire, then that equation is Ballistic + Impact x 1.3125 = SP.



Old School Shadowrun to Call of Cthulhu

There was a FASA Shadowrun to Cyberpunk conversion I hmade first so I just tacked the CoC conversion number on top of that. I'll post it soon.

If you want to make this for 6E or prior editions I advise you to do the 6E to 7E conversion in reverse.

Shadowrun to BRP: Multiple Shadowrun values by 3 and add 1. Converting skills, multiple the Shadowrun stat and skill by 1.666 and apply Call of Cthulhu % Skills: (Attribute + Skill Rating – 4) x 6. If Converted skill is less than Cthulhu Base Skill, use Base% + 5%.


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The funky numbers are there to vary the rounding errors.
The slash aft the POW dice is a reducton in Luck, since Humans get more Edge characteristic in Shadowrun.

 

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(I hate trying to format these tables)

 

Unusual amid the Odd: Prior to the 2060s in Shadowrun, those meta-human types not Bolded, are considered freaks even among meta-humanity, and so receive a penalty dice on positive social rolls and CR checks, by 2060 however, these prejudices seem to have faded to background levels.

 

Allergy: When entering or being exposed to an environment with the allergic substance present, user must make a CON roll or suffer the effects until they leave the area. Mild - Normal CON roll, effect: Penalty Die, Moderate – Hard CON roll, effect: Penalty Die, Severe - Extreme CON roll, effect: Penalty Dice and 1 damage per round while in contact.

 

[Shadowrun 1e Rule] – Every non-Human has an allergy, also if one with a Moderate Allergy rolls an Extreme Failure, they get their allergy treated like a Severe Allergy until the leave contact with irritant.

 

Obvious: You can’t hide your colourful looks at all and you are very recognisable for good and bad

 

Ogre Stomach: The character’s unique stomach and intestinal organs (including unusual gut flora) can digest a variety of substances that normal metahumans cannot or have trouble digesting, such as raw meat and cellulose-based plant material (like grass). Treat Credit Rating skill as +20 on tests involving food or acquiring substance for oneself and the character receives a Bonus Die to resist ingested toxins.

 

Photometabolism: The character possesses an organ (chloroplast skin or grasslike body hair, for example) that supplements his energy needs via photosynthesis. Even when the character’s organ is fully exposed to sunlight, this process only creates enough nourishment for the recipient to supplement his diet, not to replace it. Treat Credit Rating as +10 on tests involving food or acquiring substance for oneself. However, since the character’s overall physical well-being and energy increase in the sunlight, the character feels uncomfortable at night or out of the sun.

 

Low-Light Vision: Remove 1 Penalty Die from concealment caused by darkness

 

Reach: Reduce penalty dice for manoeuvres due to Build by 1, also allowing for manoeuvres against opponents with a Build 3 points higher with a 2 Penalty Dice modifier.

 

Thermographic Vision: Remove 2 Penalty Dice from concealment caused by darkness but adds 1 Penalty Die if target is within 5 yards of a heat source hot enough to cause damage or smoke caused by the heat source.

 

Multiple Arms: The character may hold and carry double the number of objects in her hands than would normally be possible. The arms may move independently but they will still have one dominant hand. While they may hold multiple weapons, attacks not involving the dominant hand still follow the Two-Weapon Fighting rules.

 

Monkey: A Bonus Dice to Jump, Climb skill tests as well as any test involving balance. Also present is a tail that can pick up items, though a Penalty Die is applied for attempts at fine manipulation of an object with the tail. The tail has an effective strength equal to half the character’s unaugmented Strength rounded down, but it can hold the character’s entire body weight if he chooses to hang from it. Prehensile tails do not provide an extra attack.

 

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Flamethrowers remain 2d6 for legacy reasons

 

For Shadowrun [SS mode] means single shot and follows normal rules for that. [SA mode] means the gun can also be fired as Burst 2, but nothing in Cthulhu has Burst 2 to compare it to. Guns with [BFA mode] have Burst 3 as an option, or if that is indicated by the gun description, otherwise they have Full-Auto. Shadowrun’s [FA mode] naturally means Full-Auto in Cthulhu rules as well.

 

Halve Modern Cthulhu Credit Score assets and then divide by 1.3 to get Nuyen

 

The Shadowrun weapon Conceal score: more than 6 = In the pocket, 5 = Under a jacket, 4 = Under a long coat and 3 or less = Can’t be hidden.

 

Accuracy is annoyingly determined by taking the Shadowrun 5e Accuracy value and deducting 5. If the remaining number is +2 or higher or -2 or lower, it’s a Bonus/Penalty Dice respectively.

 

Fortunately, there is a sourcebook for early Shadowrun decades for 5e.

 

I never got around or converting magic rules or writing out the occupations. Some other time.

Cyberpunk to Call of Cthulhu

Back in the 90s, someone converted Call of Cthulhu 5.5E and Cyberpunk 2020 to each other in Interface Magazine.

The trouble was the magazine only covered about half of the conversion to CoC.

I found the magazine and finished off the conversion a few years ago except for Magic which I never quite got round to doing. Maybe someday someone else will try.

I also did a bunch of stuff for Call of Cthulhu 7E, which is the latest edition.

Interface V2 #2

Summarized here for space reasons, round up in character’s favour

CoC Attribute

Cyberpunk 2020 Conversion

SIZ

(BOD x 1.2) + 6

STR

(SIZ -3) w/o Strength Feat OR (SIZ) + ½ Strength Feat Skill

CON

(SIZ-3) w/o Endurance Skill OR (SIZ) + ½ Endurance Skill

DEX

(REF - 1) x 2

APP

(ATTR – 1) x 2

INT

(INT + TECH) x 0.6 + 6

POW

(COOL + LUCK + EMP) x 0.6

EDU

INT + Education/General Knowledge Skill

 

Call of Cthulhu % Skills: (Attribute + Skill Rating – 4) x 6

If Converted skill is less than Cthulhu Base Skill, use Base% + 5%

There is a mistake with the skill conversion rules in Interface, where they deducted 6 rather than 4. Someone with 10 REF and 10 Pistol should have a 96% chance to hit rather than 84%.

Cyberware is bad for the Soul/Sanity, every 15 points of Humanity Loss deducts 1 from a POW Maximum of 21 in CoC 6e and prior. In 7e, that means Max POW and Max SAN drop at a rate of 1 per 3 HL.

Biomonitors give +20% to resist torture or drugs

Booster/Speedware give double the Cyberpunk value initiative, so +1 is +2 (6e) or +20% (7e)

Smartgun is +20%

Number of Skill Chips is half INT/Base INT, +1 = 20%, +2 = 30%, +3 = 40%, high is +5% per +1

Implants/Cyberoptics and Cyberaudio have same effect. Audiovox gives +10% to Sing, +2 Perception from a device is +15% to Listen/Spot Hidden (7e)/Search (5e and prior)/See (5e and prior)

Cyberlimbs are assumed to have an innate STR of 20/100, with Thickened Myomar limbs having STR of 25/125 and Hydraulic limbs having a STR of 30/150. All can do D3+DB crushing damage and don’t forget to account for that limbs massive new DB. Hydraulic Ram hands do D6 damage, Buzzhand dos D10+1 and a Spik does D4+2. HP and AP are calculated like before of halving the SDP and SP of the limb.

Linear Frames raise the STR of characters.

Epsilon

20/100

Beta

25/125

Omega

30/150

 

For Bioware, Grafted Muscles add +4/+20 STR,+2/+10 SIZ. Bone Lace adds +4/+20 STR, +1/+5 SIZ

Skinweave is 6 AP, Enhanced Antibodies or Nanosurgeons raise haling to D6 per week, combined it is D10 pr week. Toxin Binders give +4/+20 to CON rolls against toxins and poisons only.

Body Plating gives AP 12 or whatever the listed special effect is.

Cyberweapon

Damage

DB (Yes/No)

Scratchers, Big Knucks

D3+2

Yes

Vampires

D3

No

Rippers, Slice N’ Dice

D6

Yes

Wolvers

D8+1

Yes

Cybersnake

D4

Yes

 

The interface article detailing the Cyberpunk 2020 to Call of Cthulhu/BRP conversion advised to treat The Net as another reality like the Dreamlands, where you physically go even if your unconscious body remains. In that case, treat the Programs like Spells, with the difference between the Program Strengths being added to either the Resistance Table for BRP/CoC prior to 6e, or the x5 percentage difference added to the opposed roll for CoC 7e. IE. 4 vs 3 is a +1 to the Resistance Table before rolling or multiplied by 5 and added to the opposed roll for +5% regardless of the method. The effect of the Programs should be respected even if there are too many to summarize.

Digitizing Mythos Texts.

Computers cannot cast spells (unless you want them too)

Putting a mythos text under an OCR scanner and loading a book onto a datachip is legal, halve the Study Time, and makes the Hard Roll a Regular Roll to learn a spell (6e & 7e)/ Increases Spell multiplier for Tome by 1, eg. x3 to x4 (5e and before). However, SAN Damage is Maximum rollable.

Cyberpunk Roles

Edgerunners (the in-universe term for the characters) frequently gain and lose cash on new gear and can fit nearly every asset they value into a duffle bag. Therefore, adjustments of the Credit Rating are required. First, for this “Future Era”, take the Modern Era table in the 7e Call of Cthulhu book and halve the values for Cash, Assets and Spending Limits, or take the Classic Era and Double the values for Cash, Assets and Spending Limits as the Keeper sees fit to emulate the desired tone. For converting over Cyberpunk 2020 characters, halve the new value for Assets again. This represents the fact that the Eurobuck is the preferred currency in 2020 and are worth twice as much as USD. But add the value of the Specialty Bonus to the Credit Rating to determine the Cash rating only. This is the bonus you get by multiplying your Specialty Skill by two as laid out in the Interface article. Characters created in Call of Cthulhu don’t use Specialty Bonuses because their skill points total should cover that.

Interface also suggests using the Specialty Skill x2% as a general-purpose skill bonus for Cyberpunks in the right situations. Cops get Authority +2-20% added to their Persuade Skill while flashing their badge etc.

Suggested 7e conversion of the Professions based on the Cyberpunk 2020 core book. For characters created in Call of Cthulhu, just use the professions already there.

Rockerboy ED x2 + APP x2 – Bonus: Charismatic Leadership

Spot Hidden, Art and Craft (Specializations), Disguise, Fighting: Brawl, Choice of (Fast Talk or Persuade), Charm and Two Additional Skills Suggested CR 9-65

Solo EDU x2 + (STR x2 or DEX x2) – Bonus: Combat Sense

Spot Hidden, Firearms (Handgun, Rifle and Submachinegun), Fighting (Brawl), Climb, Stealth and One Additional Skill Suggested CR 20-60

Cop ED x2+ (STR x2 or DEXx2) – Bonus: Authority

Spot Hidden, Firearms (Handgun), Fighting (Brawl), Climb, Intimidate, Psychology, Law and One Additional Skill Suggested CR 9-55

Corporate ED x4 – Bonus: Resources

Spot Hidden, Library Use, Psychology, Charm, Disguise, Choice of (Persuade or Fast-Talk) Accounting and One Additional Skill Suggested CR 15-65

Media ED x2 + APP x2 – Bonus: Credibility

Spot Hidden, Art and Craft (Photography), Psychology, Listen, Choice of (Persuade or Fast Talk), Charm, Library Use, One Additional Skill Suggested CR 9-60

Fixer EDU x2 + (DEX x2 or APP x2)

Spot Hidden, Arts & Crafts (Forgery), Firearms (Handgun), Fighting (Brawl), Locksmith, Sleight of Hand, Intimidate, Choice of (Persuade or Fast Talk) Suggested CR 15-60

Techie EDU x4 – Bonus: Jury-Rig

Spot Hidden, Electrical Repair, Mechanical Repair, Electronics, Locksmith, Science (Engineering), (Science (Cybernetics), One Additional Skill Suggested CR 9-70

Netrunner EDU x4 – Bonus: Interface

Spot Hidden, Computer Use, Electrical Repair, Electronics, Arts & Craft (Brain Dance) Science (Mathematics or Cryptography) Science (Cybernetics), One Additional Free Skill Suggested CR 9-60

Med Tech EDU x4 – Bonus: Medtech

Spot Hidden, Choice of (Electrical Repair or Mechanical Repair), Library Search, Psychology, Science (Biology), Science (Pharmacy), Medicine One Additional Free Skill Suggested CR 18-70

Nomad EDU x2 + (STR x2 OR DEX x2) – Bonus: Family

Spot Hidden, Survival (Desert), Choice of (Electrical Repair or Mechanical Repair), Firearms (Rifle), Fighting (Brawl), Drive Auto, Climb, One Additional Skill Suggested CR 9-30

Science (Cybernetics) is 01% skill like all science and represents the specialized Cyberpunk 2020 skill of Cybertech: “The required skill for repairing and maintaining cyberwear.”

The Interface article said to ignore MA when converting characters, but the way CoC handles MOV, means there is a good chance the an Edgerunner with BOD-enhancing Bioware and not a lot of skill points put into Strength Feat if converting from Cyberpunk 2020 will end up with a SIZ high enough to make them MOV 7. While that is fitting, it also is unintentional, so I decided MOV bonus = (MA-8)/2, which means only the very fastest get anything. Any Cyberware that increases MA is also divided by 2.

General and Cyberpunk 2020 to Call of Cthulhu Guns and Gear


Cyberpunk 2020 Armor should be halved to get Call of Cthulhu values. Yes, it’s powerful, halve it again if you want but even unmodified Call of Cthulhu gave generic Kevlar body armor 7 AP. My personal house rule is that the AP degrades by 1 after being hit on a Hard Success (1/2 Skill for 6e and prior). To reflect the underused Cyberpunk ruling that SP degrades if penetrated.
Perhaps adapting the flat values to rollable armor like Cthulhu Dark Ages/Stormbringer. 
This also introduces a measurable change from Soft Armor, represented in the corebook by Light Armorjacket with SP14 to Hard Armor represented Medium Armorjacket with SP 18. Also, the never seen SP30, which is merely theoretical.

Fixed SP/AP

Rollable AP

Fixed SP/AP

Rollable AP

4/2

1d3-1

16/8

2d4

6/3

1d4-1

18/9

1d8+1

8/4

1d6-2

20/10

1d6+1d4

10/5

1d6-1

24-25/12

2d6

12/6

1d8-2

28/14

1d8+1d6

14-15/7

1d8-1

30/15

1d8+1d6+1


Look up the Cyberpunk 2020 weapon and check its damage on the table below. Additional damage bonus is halved, but if the damage is +3 or higher, upgrade the damage to the next category up.
I.E. 2d6+1 damage in 2020 converts to 1d6 damage in Call of Cthulhu and 2d6+2 becomes 1d6+1. But a gun doing 2d6+3 or 2d6+4 becomes 1d10. A 3d6+2 weapon would do 1d10+1 and so on.
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12 Gage Shotguns remain 4d6/2d6/1d6 for legacy reasons
Flamethrowers remain 2d6 for legacy reasons
 
For Call of Cthulhu, The formula is half the 2020 value and +2 if the dice is 5, 9, 13 or 17 and +3 if it is 3, 7, 11, 15 or 19, I don’t know if there are any damage values that go above 20d10. Or for 6e and prior editions, change the d10s to d6s and add +2 to odd numbers of dice except 1d6.
Look at the Rate of Fire (RoF) for Cyberpunk 2020 guns, it is a lot more granule than Call of Cthulhu. For a pistol, the maximum number of times it can be fired per round is 3 regardless of anything else. Equivalent in Shadowrun to [SS mode] if RoF 1 and [SA mode] if RoF 2, this gun can also be fired as Burst 2, but nothing in Cthulhu has Burst 2 to compare it to. Guns which have RoF 3 to 9 have Burst 3 as an option, or if that is indicated by the gun description as an option, equivalent to Shadowrun [BFA mode], otherwise they have Full-Auto. A RoF of 10+ is Full Auto, Shadowrun [FA mode].
Malfunction rating is VR – 97% S – 95% UR – 92%
WA is converted by converting WA that is -2 or under and +2 or higher, to a penalty/bonus dice respectively.
Ranges appear to be Considered Close (1/4) of 2020 ranges in meters, then converted into yards. Rounding up to nearest 5.
Putting it together: Militech Ronin Light Assault Rifle – Firearms (Rifle). Can’t be Hidden. Common. Damage 2d6+1. Base Range 110 yards. Uses per Round: 1 Burst 3, Full-Auto. Mag 35. Cost/Future -/-/EB450. Malfunction 97%. Common in Era Future.
Hand to Hand damage, look up the 2020 damage rating for the hand to hand attack, then convert it and convert the Call of Cthulhu damage to d3 with the following equivalencies: 1d6/2 = 1 1d6 = 1d3 1d8 = 2d3, 1d10+ = 3d3. So a super cybered-up strike that does 10d6 becomes 2d10+2d6 which becomes 2 x 3d3 + 2 x 1d3 = 8d3 + DB.