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.


Characteristics

Elf

Dwarf

 Ork

 Troll

INT

2/10

2/10

1/8

1/7

REF

3/12

1/8

2/10

1/8

COOL

2/10

3/12

2/10

1/8

TECH

2/10

2/10

1/8

1/7

MOVE

3/12

1/8

2/10

1/8

LUCK

4/10

4/10

4/10

4/10

BODY

1/10

4/12

6/13

7/17

EMP

3/12

2/10

1/9

1/8

ATT

5/13

2/10

1/8

1/7

Point Totals

25/99

21/100

20/86

18/90

Natural Cyberware Equivalent

Cyberoptic: LowLite

Cyberoptic: Infrared

Bioware: Anti-Plague Nanotech

Cyberoptic: LowLite

Cyberoptic: Infrared

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.

*Elves should have a REF of 3/12, Dwarves should have a COOL of 3/12

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 Cyberpunk Damage.


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%.


Race

STR

CON

SIZ

DEX

INT

POW

APP

Special

Human

3d6

3d6

2d6+6

3d6

2d6+6

3d6/0

3d6

 

Nartaki (2061)

3d6

3d6

2d6+6

3d6

2d6+6

3d6/-5

3d6

Multiple arms

Obvious

Dwarf

4d6

3d6+3

2d6+1

3d6

2d6+6

3d6+3/-5

3d6

Thermographic Vision,

Bonus Die to tests involving Pathogens or Toxins

-1 MOV

Gnome

3d6+3

3d6+3

2d6

3d6

2d6+6

4d6/-5

3d6

Bonus Die to resisting spells cast on self

Thermographic Vision

-1 MOV

Harumen

4d6

3d6+3

2d6+1

3d6

2d6+6

3d6+3/-10

3d6

Low-Light Vision

Monkey

Obvious

-1 MOV

Koborokuru

4d6

3d6+3

2d6+1

3d6

2d6+6

3d6+3/-7

3d6

Bonus Die to tests involving Pathogens or Toxins

Thermographic Vision

Obvious

+1 MOV

Menehune

3d6+3

4d6

2d6+1

3d6

2d6+6

3d6+3/-5

3d6

Bonus Die to tests involving Pathogens or Toxins

Thermographic Vision

Sees underwater like normal vision

-1 MOV

Ork

4d6

4d6+3

3d6+6

3d6

2d5+5

3d6/-4

3d5

Low-Light Vision

Hobgoblin

4d6

4d6

3d6+8

3d6

2d6+6

3d6/-4

3d5

Fangs: Brawling attacks have +1 damage

Low-Light Vision

If slighted, Penalty Die to social skill rolls

Ogre

4d6

4d6+3

3d6+4

3d6

2d5+5

3d6/-4

3d6

Low-Light Vision

Bonus Die to tests involving ingested Toxins

Oni

4d6

4d6

3d6+6

3d6

2d5+5

3d6+3/-5

3d5

Low-Light Vision

Obvious

Satyr

4d6

4d6+3

2d6+4

3d5

2d5+5

3d6+3/-5

3d5

Low-Light Vision

+2 MOV and Kick (Brawling 1d4 + DB, a BD to Jump tests)

Elf

3d6

3d6

2d6+7

3d6+3

2d6+6

3d6/-6

3d6+6

Low-Light Vision

Dryad

3d5

3d5

2d6+5

3d6+3

2d6+6

3d6/-9

3d6+9

Obvious + BD in social situations

Low-Light Vision

Symbiosis

Night Ones

3d6

3d6

2d6+7

3d6+6

2d6+6

3d6/-7

3d6+6

Allergy (Sunlight, mild)

Low-Light Vision

Bonus Die to Listen tests

Nocturnal: Rest cycles are reversed

Obvious

Wakyambi

3d6

3d6

4d6+6

3d6+3

2d6+6

3d6+3/-7

3d6+6

Reach

Low-Light Vision

+3 MOV

Xapiri Thëpë

3d6

3d6

2d6+5

3d6+3

2d6+6

3d6/-8

3d6+6

Allergy (choose pollutant, Mild)

Allergy (choose a second pollutant, Mild)

Low-Light Vision

Photometabolism

Troll

5d6

5d6+3

7d6+4

3d5

2d5+5

3d6/-8

3d4

Thermographic Vision

+2 Natural AP

Reach

+2 MOV

Cyclops

6d6+3

5d6+3

6d6+8

3d5

2d4+4

3d6/-9

3d4

Penalty Die to attacks beyond point blank range

Reach

+2 MOV

Fomori

4d6+3

5d6

6d6+9

3d5

2d4+4

3d6/-9

3d6

Bonus Die to resisting spells cast on self

Thermographic Vision

Reach

+2 MOV

Giant

6d6

6d6

7d6+8

3d5

2d4+4

3d6/-8

3d4

Thermographic Vision

Reach

+2 MOV

Minotaur

4d6+3

5d6

4d6+9

3d5

2d5+5

3d6/-9

3d5

Goring Horns: Brawling (1d6 + DB)

Thermographic Vision

Reach

+2 Natural AP

+2 MOV


(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.

 

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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.