Wednesday, March 26, 2025

Miscellaneous Grab Bag

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.

 Now I need more content, so here is a grab bag of recent ideas.


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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