This was going to be a musing on how the conversion of Cyberpunk 2020 to Vampires the Masquerade from White Wolf Magazine didn’t work. But I have misplaced the notes I wrote at least a year ago about the issue. So here’s the short version:
Vampire the Masquerade like all Old World of Darkness games
has modifiers to the roll and modifiers to the target number. And somethings
adding and subtracting whole dice. These all do weird things to the percentage hance
to succeed and when they adapted Cyberpunk 2020. There was no consistency to
work backwards from in how modifiers were adapted.
I still haven’t figured out how to convert old school
Shadowrun magic into a Cyberpunk-appropriate form.
Someone once said ACKS/II doesn’t address the pain points of
actual using all the merchant, castle construction and hireling rules.
Otherwise being nigh the same as OSE or B/X but with more rolling for things
that rarely come up. So, I whipped a quick cost idea for B/X and OSE.
If you want to buy/hire something that might not be assumed.
Roll 1d6 for a small settlement, 2 for a medium and 3 for a large. Take the
highest number.
1-2 Not this week
3-4 Half the amount or twice the cost
5-6 sure
Selling things, do the same rolling process. The profit is whatever margin you as the DM cares to make it. They'll stop buying when you've sold a number of goods/bundles/standardised measurements equal to the roll.
1-2 Half the listed profit
3-4 Normal listed profit
5-6 Half the listed profit again
Having problems integrating Dolmenwood into a wider Old
Schools Essentials map/Basic-Expert map. Simply because it'sa river flowing north
to south, not something many rivers in the real world Celtic regions do. It’s
throwing off my internal geography, though I did think for a moment to place it
as a sort of Rhone River, but Brythonic Celtic and Gaulish Celtic were quite
different things. I did see a good interpretation of it on a fantasy version of
Ireland. But that still required some replumbing of the geography.
Some more fictional mutant species. Though portrayed as turtle-like
originally, the Cha’thrang has a shell growth and fusing wholly unlike any
turtle. Being layered alkaline layers and anchored, rather than part of the
skeleton. Carnivores are still so much easier to make mutants. As the system is
by a chain of adaptions, based on D&D.
Unknown
Brown Chathrang
SR 11 Enhance DET PRE END
GOO-P: +20
Basic: Otherworldly (Athas), Carnivore, Quadrupedal
Major: Defensive Posture (5), Shell (15), Stable (5), Toxin
(10) (Alkaline, treat as Lead-Acid +2) (Roping +10)
Minor: Beak (Hooked) Camouflage (Desert), Claws: Digging,
Communal, Heat Tolerance, Infrasonic Hearing, Specialised Predator (Flying
Animals)
Never Let Up: (Shell +1): Add +END to Reposition Manoeuvres
made against targets with inflicted Statuses
Unknown
Green Chathrang
SR 10 Enhance AFF PRE END
GOO-P: +25
Basic: Otherworldly (Athas), Carnivore, Quadrupedal
Major: Defensive Posture (5), Shell (15), Spines (15) (Darts
+3), Stable (5), Toxin (10) (Alkaline, treat as Lead-Acid +2) (Roping +10)
Minor: Camouflage (Desert), Claws: Digging, Communal, Heat
Tolerance, Infrasonic Hearing, Specialised Predator (Flying Animals), Teeth
(Slaying)
FLAK Battery (Spine: Darts +1): When making a Range: Strike
attack, add +1 up to AFF per additional ally making a Ranged Strike this round.
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