The whole reason I came up with the Miscellaneous Grab Bag posts was that I had lost the document I wanted to post, the conversion from Old World of Darkness (Vampires the Masquerade etc) to Cyberpounk 2020. In contrast to the White World Magazine article World of Future Darkness which only converted the other way. And I recall it being really tricky because they are fundamentally different ways of seeing character abilities. So I cannot say this is any good or even complete. Especially with regards to trying to convert a -1 to difficulty or a +1 to number of dice.
A lot of the more specific stuff I reversed out of the article and so pertain only to Vampire Disciplines.
Anything form of external bonus like magic or gear that
reduces the TN is treated differently if it is a passive or active roll, the
most obvious example being rolling to spot a clue vs rolling to spot an enemy.
Passive rolls have every -3 TN convert to a +2 Bonus, round
down. Active rolls have every -1 TN convert to a +1 Bonus.
Things that increase or decrease the dice pool become a
bonus/penalty of +/-1 per dice increased or decreased. Although the math holds
that it is really a +/-1.5 per dice, but rough rounding is done.
Auto-successes convert to bonuses 1:1
For WoD’s use of total Successes as a threshold, every 2
over the 2020 Target Number counts as an additional success. IE. If 1 Success
converts as rolling a 15, rolling 17 counts as 2 Successes when determining
effects.
Humanity Index = Humanity (Conscious + Self Control) x 10
Skills are Skill Dots x 2. This does mean that skills will
be higher than normal, but that should balance out the Stats being about 1 less
than they should be according to Listen Up You Primitive Screwheads.
Special Power resources are spent as normal. The Resource
Backgrounds gives the following: 1 dot = 2K, 2 = 5K, 3 = 10K, 4 = 20K, 5 = 50K.
WoD Base Damage – 3 = D6 rolled for damage + 2 (If Base
Damage is under 5) or + 0 (if Base Damage is over 5). Natural weapons convert
into 2020 damage as Base Damage x 2 in D6s + BT Mod.
For living things, 1 Soak = 4 SP. Artificial things have
Damage Boxes x 5 SDP and Soak Roll x 5 SP.
Lethal damage is normal damage. If something is converted to
Bashing Damage (not started as) the BT Modifier is doubled, meaning it becomes
mostly chip damage. Aggravated Damage ignores the BT modifier completely.
If Healing time is reduced by 1 Line, that means +1 Healed
per day.
VtM Disciplines
Celerity is like Boostware/Speedware, it adds Initiative per dot, and very 2
dotes + 1 to MA when active. (Varies by edition).
Auspex doesn’t help Cyberaudio/Cyberoptics. But does affect
Aura Perception, smell touch and taste.
Dominate does not affect Cybernetically-stored memory, even
if the organic part is.
Fortitude and Potence don’t work on Cyberlimbs.
Stormtroopers (Number Appearing)
I've played both Edge of the Empire and WEG D6 Star Wars. And something that's struck me is that in both rulesets, Stormtroopers can get very dangerous very quickly, even if the narrative tends to treat them as mooks. Something that became more of a thing as Disney reached for that nostalgia market.
A lot of details of Star Wars organisation came from WEG D6, whose writers tended to try and treat the in universe material as a hard scifi setting. Albeit hard like Battletech or Star Trek. Where the Empire naturally had millions of Stormtroopers and 1,000s of ships. And really the heroes needed the Force to even stand against this.
And that didn't sit right with me until I figured out that Star Wars should run on pulp rules. A narrative where does escalate swiftly from filler to fight, put where they should rarely get above filler. Couple that with Star Wars tendency to treat planets small places, and the following guide was developed.
Stormtroopers appears as four or less (speedbump if done well), 10 (mild danger), 20+ (risky) or Too Many. For inexperienced players or more lethal systems, I would halve these.
For narrative purposes:
2 or 4 guys guard a door that needs guarding/a checkpoint of
mild inconvenience (1 guy is wasteful pomp) or harass some peaceful farmers.
1 squad (10 guys) guard a strategic checkpoint or a boring
village.
1 Platoon (50) guard a structure or a boring town.
1 company (200) guard a big/important piece of
infrastructure or a city.
1 battalion (800) guards a region/city feeling rebellious or
a planet of boring people.
1 Regiment (1600) garrisons a vital military installation or
is the force arrayed against an insurrection.
1 legion (12,800) controls a planet in the grip of active war or is the might of the Empire concentrated and leaving themselves vulnerable elsewhere.
A collated timeline of Eriador for The One Ring 2E/The Lord of the Rings Roleplaying Game (5E-based)
The One Ring 2E Eriador Timeline
2960
Hobbit Tales/First Start Set Box - A Conspiracy
Most Cracked, Expert Treasure Hunters, Most Excellent Fireworks,
Involuntary Postmen, To Soothe a Savage Beast
2965
All the Rulebook issues - Combe, Archet, The Barrow
Downs (constant) and The South Downs. The Star of the Mist
MORIA - The Present Day of the sourcebook
Black Númenóreans - STRANGERS IN LOND DAER
Saruman The Patron - THE MESSENGER (Leads to Summons
to Isengard.)
Dunland Raiders - SMOKE RISES OVER ISENGARD (Leads to
Outlaws on the Road.)
Hands of the White Wizard – Earliest Time for The
Beast of Dunland
Hands of the White Wizard – Earliest Time for The
Sea-Prince of the Shore
Hands of the White Wizard – Earliest Time for The
Disaster of the Gladden Fields
Morlhoss Against the Elves - A WHISPER IN THE WIND
Arblaud vs Dwarves - ARBLAUD’S HOMECOMING
Cauthlin vs Rivendell - THE RETURN OF THE WEASEL-SPIRIT
Tales From the Lone Lands – Earliest Time for A Troll-hole,
if Ever There Was One, Messing About in Boats, Kings of Little
Kingdoms, Not to Strike Without Need, Wonder of the Northern
World and The Quest of Amon Guruthos
2966
Black Númenóreans - THE FISHER CHILD
Saruman The Patron - SUMMONS TO ISENGARD (Leads to Spying
on the Shire.)
Dunland Raiders - OUTLAWS ON THE ROAD (Leads to The
Burning of Minhiriath.)
Cauthlin vs Rivendell - THE SIEGE OF WAILINGHOLE
2967
Black Númenóreans - DARK BARGAINS (Leads to Scouts
in Minhiriath.)
Saruman The Patron - AMBUSHING THE BLACK NÚMENÓREANS
(Leads to Mission to Angmar.)
Morlhoss Against the Elves - RAGE OF THE STONE-GIANTS
Arblaud vs Dwarves - INCIDENT AT THE FORD (SPRING)
Arblaud vs Dwarves - A NEW LADY IN THE NORTH
Arblaud vs Dwarves - THE BATTLE OF IOREITHEL
2968
Black Númenóreans - SCOUTS IN MINHIRIATH (Leads to The
Wooing of Tharbad.)
Black Númenóreans - THE TREASURES OF OLD
Saruman The Patron - SPYING ON THE SHIRE
Saruman The Patron - THE LORE OF EREGION (Leads to Into
Moria.)
Dunland Raiders - THE BURNING OF MINHIRIATH
Morlhoss Against the Elves - THE RISE OF THE ELF-HUNTER
Arblaud vs Dwarves - THE GREAT COUNCIL OF MITHLOND
Arblaud vs Dwarves - THE OATH OF THE DWARVES
2969
Black Númenóreans - JOURNEY TO ANGMAR (Leads to Rites
in the Barrow-downs.)
Saruman The Patron - MISSION TO ANGMAR
2970
Black Númenóreans - THE WOOING OF THARBAD (Leads to The
Kathuphazgân Moves Inland.)
Black Númenóreans - BLOOD IN SWANFLEET
Dunland Raiders - THE IRON BARGAIN (Leads to Raid
on Lond Daer.)
Hands of the White Wizard – Latest Time with
modifications for The Beast of Dunland
(Vila is age 10 in The Beast of Dunland and must grow
into a “capable but Cruel young woman” by either T.A. 2972/2975, where the Kathuphazgân
arrives in Lond Daer in the modified scenario. Or fulfils its purpose to
discovers Rivendell if not stopped)
Morlhoss Against the Elves - THE HOWLING OF WOLVES
Cauthlin vs Rivendell - THE WAYLAYING OF THE EVENSTAR
Arblaud vs Dwarves - THE CROWNING OF THE NORTHERN QUEEN
2971
Black Númenóreans - RITES IN THE BARROW-DOWNS (Leads
to The Fall of Lond Daer.)
Hands of the White Wizard – Latest Time for The
Beast of Dunland
Hands of the White Wizard – Latest Time with
modifications for The Sea-Prince of the Shore
Hands of the White Wizard – Latest Time with
modifications for The Disaster of the Gladden Fields
Cauthlin vs Rivendell - A TRAP IS TRIGGERED
Tales From the Lone-Lands – Latest Time for Messing
About in Boats
2972
Black Númenóreans - THE FALL OF LOND DAER (Leads to The
Kathuphazgân Moves Inland.)
Saruman The Patron - INTO MORIA
Dunland Raiders - RAID ON LOND DAER (Leads to Across
the Brandywine.)
Hands of the White Wizard – Latest Time for The
Sea-Prince of the Shore
Hands of the White Wizard – Latest Time with for The
Disaster of the Gladden Fields
Hands of the White Wizard – Earliest Time with
modifications for There Let Them Lie Until the End
Cauthlin vs Rivendell - NO PLACE IS SAFE ANY MORE
Arblaud vs Dwarves - A MEETING OF MOTHER AND DAUGHTER
2973
Black Númenóreans - THE KATHUPHAZGÂN MOVES INLAND
(Leads to Scouts in the Trollshaws.)
Hands of the White Wizard – Presumed Earliest Time for
There Let Them Lie Until the End
Morlhoss Against the Elves - TROLLS ABROAD (Winter)
Cauthlin vs Rivendell - THE COMING OF THE SHADOW OF DEATH
Cauthlin vs Rivendell - CONFRONTATION AT THE BLACK LAKE
2974
Black Númenóreans - THIS IS NO PLACE OF HONOUR
Black Númenóreans - SCOUTS IN THE TROLLSHAWS
Dunland Raiders - ACROSS THE BRANDYWINE (Leads to The
Assault on the Dwarf-hold.)
Cauthlin vs Rivendell - 2974: THE FORGING OF THE BLACK
BLADE
2975
Black Númenóreans - THE DISCOVERY OF RIVENDELL
Black Númenóreans -
HONOUR AMONG THIEVES
Dunland Raiders - THE ASSAULT ON THE DWARF-HOLD
Hands of the White Wizard – Presumed Latest Time for There
Let Them Lie Until the End
Morlhoss Against the Elves - ATTACK ON WHITETHORN HAY
Arblaud vs Dwarves - THE SIEGE OF THE NORTHERN QUEEN
2977
Morlhoss Against the Elves - ATTACK ON DWARFERRY
2978
Morlhoss Against the Elves - THE ROBBERS OF THE BIRCHWOOD
Morlhoss Against the Elves - SHADOWS OF THE DARK WHISPER
2979
Morlhoss Against the Elves - THE WAR CRIES OF WOLVES AND
GOBLINS (Spring)
2980
MORIA - Aragorn enters Moria by the East-gate
Morlhoss Against the Elves - PRISONER OF MORLHOSS
2982
Morlhoss Against the Elves - FAELOTH’S LAST ROAD
2989
MORIA - Balin’s expedition
Hands of the White Wizard – Latest time for There
Let Them Lie Until the End
2994
MORIA - Recorded Death of Balin in the Book of
Mazarbul.
Hands of the White Wizard - The Quest of Moria
3000
Hands of the White Wizard - The Ithil-stone
3018
MORIA - The creature Gollum enters Moria to hide from
the Elves and the forces of Sauron.
3019
MORIA - The Fellowship of the Ring passes through
Moria. Gandalf the Grey destroys Durin’s Bridge and slays the Balrog.
24 Landmarks that can be explored or are tied to events. So,
they either get to be inserted anytime or at the appropriate year. Although
some occasions only are for their destruction or change. So perhaps introducing
them beforehand is better.
If a player was a Man and started in TA 2,965 at age 18 and
then married and had a child at age 20 in TA 2,967 to keep the generations a nice,
neat number.
Assuming he didn’t die on his adventures, nor his children. His son could take
over adventuring in TA 2,985 and he would be 40 in TA 2,987 and 72 when the War
of the Ring ended in TA 3,019. His grandson could take over adventuring in 3005
and be 32 at Sauron’s defeat. Though any Eriador character would be dealing
with Ruffians in the Shire into TA 3,020.
Now some of the events are more descriptions of bigger changes than actual scenarios, but TOR 2E presume a certain amount of improvisation with the Tales of Years chapters.
It could easily be that this character can do 4 adventures a
year for 5 years, then slow down by 1 every 5 years until stopping in the blank
gap after TA 2,980, then his son takes over. Seeing any Landmarks and
adventures that the father didn’t do. Leaving enough time for any TOR 2E Book/war
content to be done by the grandson.
No comments:
Post a Comment