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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Race
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STR
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CON
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SIZ
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DEX
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INT
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POW
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APP
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Special
|
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Human
|
3d6
|
3d6
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2d6+6
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3d6
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2d6+6
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3d6/0
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3d6
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|
|
Nartaki (2061)
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3d6
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3d6
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2d6+6
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3d6
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2d6+6
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3d6/-5
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3d6
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Multiple arms
Obvious
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|
Dwarf
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4d6
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3d6+3
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2d6+1
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3d6
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2d6+6
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3d6+3/-5
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3d6
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Thermographic Vision,
Bonus Die to tests involving Pathogens or Toxins
-1 MOV
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|
Gnome
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3d6+3
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3d6+3
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2d6
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3d6
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2d6+6
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4d6/-5
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3d6
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Bonus Die to resisting spells cast on self
Thermographic Vision
-1 MOV
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|
Harumen
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4d6
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3d6+3
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2d6+1
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3d6
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2d6+6
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3d6+3/-10
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3d6
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Low-Light Vision
Monkey
Obvious
-1 MOV
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|
Koborokuru
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4d6
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3d6+3
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2d6+1
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3d6
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2d6+6
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3d6+3/-7
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3d6
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Bonus Die to tests involving
Pathogens or Toxins
Thermographic Vision
Obvious
+1 MOV
|
|
Menehune
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3d6+3
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4d6
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2d6+1
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3d6
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2d6+6
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3d6+3/-5
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3d6
|
Bonus Die to tests involving
Pathogens or Toxins
Thermographic Vision
Sees underwater like normal vision
-1 MOV
|
|
Ork
|
4d6
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4d6+3
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3d6+6
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3d6
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2d5+5
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3d6/-4
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3d5
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Low-Light Vision
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|
Hobgoblin
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4d6
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4d6
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3d6+8
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3d6
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2d6+6
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3d6/-4
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3d5
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Fangs: Brawling attacks have +1
damage
Low-Light Vision
If slighted, Penalty Die to social
skill rolls
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|
Ogre
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4d6
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4d6+3
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3d6+4
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3d6
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2d5+5
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3d6/-4
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3d6
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Low-Light Vision
Bonus Die to tests involving
ingested Toxins
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|
Oni
|
4d6
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4d6
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3d6+6
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3d6
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2d5+5
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3d6+3/-5
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3d5
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Low-Light Vision
Obvious
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|
Satyr
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4d6
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4d6+3
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2d6+4
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3d5
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2d5+5
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3d6+3/-5
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3d5
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Low-Light Vision
+2 MOV and Kick (Brawling 1d4 + DB,
a BD to Jump tests)
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|
Elf
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3d6
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3d6
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2d6+7
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3d6+3
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2d6+6
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3d6/-6
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3d6+6
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Low-Light Vision
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|
Dryad
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3d5
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3d5
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2d6+5
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3d6+3
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2d6+6
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3d6/-9
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3d6+9
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Obvious + BD in social situations
Low-Light Vision
Symbiosis
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|
Night Ones
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3d6
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3d6
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2d6+7
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3d6+6
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2d6+6
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3d6/-7
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3d6+6
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Allergy (Sunlight, mild)
Low-Light Vision
Bonus Die to Listen tests
Nocturnal: Rest cycles are reversed
Obvious
|
|
Wakyambi
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3d6
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3d6
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4d6+6
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3d6+3
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2d6+6
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3d6+3/-7
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3d6+6
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Reach
Low-Light Vision
+3 MOV
|
|
Xapiri Thëpë
|
3d6
|
3d6
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2d6+5
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3d6+3
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2d6+6
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3d6/-8
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3d6+6
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Allergy (choose pollutant, Mild)
Allergy (choose a second pollutant,
Mild)
Low-Light Vision
Photometabolism
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|
Troll
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5d6
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5d6+3
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7d6+4
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3d5
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2d5+5
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3d6/-8
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3d4
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Thermographic Vision
+2 Natural AP
Reach
+2 MOV
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|
Cyclops
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6d6+3
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5d6+3
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6d6+8
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3d5
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2d4+4
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3d6/-9
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3d4
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Penalty Die to attacks beyond point
blank range
Reach
+2 MOV
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|
Fomori
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4d6+3
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5d6
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6d6+9
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3d5
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2d4+4
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3d6/-9
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3d6
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Bonus Die to resisting spells cast
on self
Thermographic Vision
Reach
+2 MOV
|
|
Giant
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6d6
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6d6
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7d6+8
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3d5
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2d4+4
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3d6/-8
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3d4
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Thermographic Vision
Reach
+2 MOV
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|
Minotaur
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4d6+3
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5d6
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4d6+9
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3d5
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2d5+5
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3d6/-9
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3d5
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Goring Horns: Brawling (1d6 + DB)
Thermographic Vision
Reach
+2 Natural AP
+2 MOV
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(I hate trying to format these tables)
The funky numbers are there to vary the rounding errors.
The slash aft the POW dice is a reduction in Luck, since Humans get more Edge characteristic in Shadowrun.
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.

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.