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.

Pendragon 1st Edition as a Supplement for Runequest 2nd Edition

 Delays delays delays

Lets get a few of these out of the way.

Pendragon 1st Edition cam out in 1985, at the same time that Runequest 3rd Edition was coming out. But t that time, I think it fills a specific niche in Runequest 2nd Edition as well.

Runequest 2nd Edition didn't have very many rules except for adventuring, Runequest 3rd Edition added more but still focused on adventuring or religious activities. Even Pendragon took a more knightly focus with a sharp divide between Chivalrous and Peasant skills. But we do know there were some 2nd Edition rules on managing a farm or herd in the the never otherwise published Sons of Sartar segment in the The Wild Hunt APA (Now avaliable as the Stafford House Campaign from Chaosium) which does mention Farming and Herding and Craftng as skills along with a revised occupation chart and starting magic chart (badly needed in the 80s Runequest editions). So it's not unreasonable to suggest a more "Domian" level of gameplay was in Runequest at one point.

Some may ask why I don't just use the Runequest Glorantha (7th Edtion) household management rules. It's becuase I don't want to, I want to use the rules avaliable at the time, including all the werid edge cases and things later editions would patch out of the setting.

Looking at Pendragon 1st Edition, we can see the basis is a Knight gets £1 per hide/herd (hyde/hyrd in this edition) or POP in food or taxes. I decided that £1 was 1000L and began to reverse it from there using the cost of daily food from the 2nd Edition core book and the Pavis City of Danger book.

I found that the daily cost to buy gruel was 2C, since they had to be turning a profit, the cost couldn't be higher than 1C, so actually 500L per £1 fitted it better if you were feeding a family of five. 500L was enough to buy gruel for everyone for a Gloranthan year (about nine Earth months), with meat and beer occasionally if you assumed it was being made on site and not bought for double cost.

It also meant that a peasant's starting cash of d100L represented about their yearly worth as an individual or inheritance.

Now I had the baseline £ to L established, everything else began to fall into place. It also mans weird stuff in the Pendragon costs list convert over too unless it is in pennies, which are like 2C each.

Land costs in Pendragon were £7 per hide in a bad year, £14 in a good year and £21 in an excellent year.
Which is 3,500L/7,000L/10,500L respectively. Some people might say that no one in Glorantha buys land becuase it's all property of the Land Goddess temples, but Pavis works under a different economy to the rest of Glorantha and you shouldn't be able to just purchase land in Pendragon either, this represents bribes and donation to be exclusive access to the land.

Now an Ordinary Knight requires £2 per year to maintain himself and his family for his station. That was 1000L per year. Since he is splitting this with the family farming it for him, it actually means 1 hide make £2 a year with half paid up. This does do weird things for populations because in reality a Knight wouldn't be getting 50% of the harvest. But Pendragon doesn't go into those kinds of details so I won't either. But since 1 family works 1 hide, 1 POP is 1 family of 5 people.

Taxation is 10% to the lord and 10% to the Church which funnily enough is how it works in Glorantha as well, but the lord can be the domiant male temple and the church represents the Earth Goddess of the region.

Now each culture must have different modifers to these base rules (which are made for some mash-up of Dark Age to High Medieval setting).

Western Culture

These started as Knights and Arthurian legends before kid Stafford realised that wasn't how antiquity worked and they remained like that until Mongoose Games stuck their foot in it by using Gothic plate andother blatently anachronisitc stuff in their art. Otherwise if it had remained Prince Valient, I don't think people would have cared.

Western Culture works exactly the same as standard Pendragon. This includes toruneys. But the count 10 people per POP or Hide because they have a caste system which allocates more famrland to other castes upkeep. Maybe a slightly more efficent farming system to to allow for that popualtion too but it's unimportant.

Orlanthi Culture

An adventurer in orlanthi culture can farm their own land of 1 hide and get £2/1000L per year from it, but they can only train for a maximum of 2 hours a day, 4 hours daily during Dark and Storm Seasons. I they own 2 hides they hire a family to work the other. Giving them £3/1500L but fighting vastly below their effectiveness.

These people are called Carls, and if they are called to fight, they fight as Poor Knights. Carls do not have a penalty to Horse Survival Rolls but also only own 1 horse, if they own more they start rolling with a penalty for being Poor Knights.

Orlanthi landowners must fill up or pay up all their lands with vassals. A Thane (more on that later) with 11 hides of land, therefore has himslf at 4 hides, 3 Ordinary Knights at 2 hides each and the last hide he must give to a Carl or support a Poor Knight in his own household. This means they get more £s by raiding or going on adventues to aquire the 500s of Lunars they need.

Orlanthi must pay for Footmen/Men At Arms, they don't automatically recruit them.

Orlanth do not joust at tournaments.

Praxian Culture

Praxians generally only have herds for their Knights (called Braves). Hides and POP represent Oases and Oasis folk under their control and can be lost in preference in a raid against them. If they receive Tolls, it's from taxing or threatening caravans and they can get this in Goods or Money.

Herds are split into Sacred Animals and Non-Sacred Animals, A Brave requires at least 1 Sacred Animal herd, every 2 herds generates £1/500L of Goods a year. This is to support the extra Squire.
Praxians do not have Footmen/Men At Arms at all but each level of Knight has +1 Squire.

Poor Knights do not suffer Horse Survival Roll Penalties as they can choose new beasts from their Sacred Animal herd.

But herds require constant fodder and water or they start dying with a Horse Survival Roll at -1.

The amount of sustenance per year required is equal to the number of herds and comes back every year (unless a drought or flood). 5 miles/8km of chaparral/1 hex of the Nomad Gods board game contains 2d6 herds worth of grass and puddles. Vulture Country and the Wasteland has 1d6 per 5m/8km hex. The River of Cradles has infinite sustenance, but a Horse Survival Roll per each herd with no penalty is required due to the insects.

Non-Sacred Herds can only be exchanged for Goods outside of Prax or at Pavis.

Bison, High Llama and Rhino riders joust, all else have bow contests with the same rules. Those others get the Bow Skill instead.

Pelorians

The Landlords own all the land and hand it out to the Knights and farmers as non-hereditary grants or pay them wages.

Knights have the Bow skill.

Pelorians can fight with their Knights horsed or unhorsed, representing a cavalry or spear focus. This also applies to the Sun Dome Temples though otherwise they use their own cultures rules. These Knights cannot swich and must be decided upon when recruited. A horsed Knight fights like a normal Knight, an unhorsed Knight cannot charge, only 1 riding horse and for every 5 footmen/Men At Arms they personally contribute to the total forces, gives +1 KV so long as those footmen are fighting and they are all armed with Greatspears/Pikes. A horsed Knight can pay £1/500L per 5 footmen for the same effect.

They have bow contests instead of jousting, though the more barbarian horsed Knights from the redlands will joust as well.

Extras

Stewardship is a Knowledge skill that starts at 05%, it represens the ability to manage multiple hides of agricultural land and tenants throughout the year. It works exactly the same in Runequest as it does in Pendragon except Orlanthi and Pelorians can learn it. Praxians use Find Water and Find Cattle Food together from Cults of Prax. Carls use Farming or Herding, both of which are Knowedge skills with a base of 05% and work the same.

Orlanthi settlers in Prax need Find Water in addition to a successful Herding roll.

Alternatively Orlanthi and Pelorian Knights can hire a Steward, who has a Stewardship score of (2d6+8) x 5%. Who makes the roll for them at the cost of 100L per 500L harvested, which comes out of the landowner's excess profit.

These different ideas give each cultue a distinct set of advnatages and disadvantages

Westerns work and fight just like Pendragon characters

Orlanthi get more out of land with more Poor Knights, but Poor Knights are worse than others and it's hard to passively build wealth.

Praxians hit really hard with more KV but are always outnumbered and losing herds is a constant concern.

Pelorians have great flexibility with their forces but are limited in movment with their infanty or have to pay to avoid it. Also losing that KV advantage as their footmen die.

Rough Chart for Titles

Squire/Sergeant/Poor Knight = Carl

Knight = Praxian brave or what a Thane is in King of Dragon Pass

Banneret = Orlanthi Thane/Sheriff in 1600s Sartar (of Apple Lane)

Baron = Praxian Khan or Orlanthi Clan Chief (of the Red Cow Clan)

Count/Earl = Orlanthi Tribal King (of the Colymar)

Duke = Prince of Tribal Confederation (of Sartar)

King = King of a Geographic Area (of Dragon Pass)