I’ve
written several conversion procedures, but here’s one from my folder I never
really came back to after finishing. As it’s blatantly broken and an example of
how I failed to make the conversion work. My notes will be in Bold so
they can be seen.
Lower power
but keep the theme that vets are emotionally unstable and very powerful.
This
turned out to be an exercise in number management, as in the
Cyberpunk/Interlock system where humanity loss was random, the loss here ended
up being very fixed. So, it was open to min-maxing.
Converting rolls
P/F rolls
become Opposed Tasks
F-D-C-B-A
rolls start at F = Failed to roll above the Task Difficulty, D = rolled above
Task Difficulty but not 5 above Difficulty, C = rolled Difficulty +5, B =
rolled Difficulty +10, A = rolled Difficulty +15
So since
Interlock had +10 being the max for skills and stats, the only way to get an A
rank would have been to max out these things or get massive number of stat enhancements
and then roll a 10.
Nothing
on damage though, the core system proved too much before I could tackle it.
Converting Characteristics
|
Underground |
Cyberpunk 2020 |
|
(STR+RES)/2 |
BT |
|
DEX |
REF |
|
SPD |
MA |
|
INT |
INT |
|
WILL |
COOL |
|
AURA |
EMP |
TECH, ATTR
and LUCK will have to be determined as normal
Units
generally don’t convert well but assume that the Unit value of 0 is Cyberpunk
value of 5 and each new Unit is +1.
A complete
lie, I was trying to cram a logarithmic system, where every 3 points doubled
into a linear system. But eyeballing it meant 0 = 5/6 and 6 = 10.
New Role
Surp-Super
Special
Stat: POWER: This skill is the cap on the number added when rolling to use
super-power and also determines how much money was spent on surgery and
psychological treatment.
Skills: Can
take one of the Solo, Cop, Techie or Med-Tech Career skill lists assuming that
no specialized military Roles are being used from a supplement.
Very
broad and if I had come back to it, I would have made a custom skill or told
everyone to use the Solo skills.
The
Surp-Super gets R&D money according to his POWER like a Solo but at x 10,
his actually starting money is 500eb per month from the Department of Veterans
Affairs.
I could
have done a proper conversion of Underground to EuroBucks, but I think that
would have been just eyeballing it.
Acquiring Powers
The future
surplus hero divides the money between the different Enhancements that he was
granted and as a bonus to the psychological treatments that followed each.
Each
enhancement from the Underground book costs Base Cost + (Number of Units above
1 x Potency Value) x 100, If the bonus or limitation is taken the Base cost is
doubled or halved (rounding down).
More mangling
of a logarithmic number scale into a linear process. Especially as this isn’t
even how the power-buying in Underground worked. You paid Base Cost + What the
Rank/Potency chart said.
Every
Enhancement has a Stress Rating which factors into determining Humanity Loss
during the psychologist phase. This rating is always a minimum of 1. The Trauma
listed for each enhancement is a helpful roleplaying guide.
Psychological Consoling
Every
enhancement has a separately track stress rating and the Surp-Super must pass a
roll with the help of a Psychologist to reduce them. The Surp-Super rolls d10+
COOL +1 for every 1000eb spent of psychological treatment vs Task Difficulty 10
+ POWER. For every 5 more the Surp-Super exceeds the Difficulty, reduce the
stress of that enhancement by 1.
Making
everything in blocks of 1,000eb instead of $100,000 ended up massively
inflating the number of powers someone could have. It also meant Cybernetics
remained a vastly cheaper option, especially BOD-boosting stuff like Muscle and
Bone Lace.
Once all
psychological treatment rolls have been made, multiply the stress by 10 and
round to nearest 5, and count that as Humanity Loss.
Isn’t it easier to Boost them?
Yes, many
Surp-Supers have cyber-ware or bio-ware implanted as well to be cost effective.
However this still comes out of the money allocated to enhancements.
May as
well made the power of these superhero to take Cyberware as half cost-Bioware.
Activating an Enhancement
When a
Surp-Super uses an ability, they roll the Most Relevant Ability (usually listed
in Enhancement Description) + Enhancement Bonus (up to a rating equal to the
POWER special skill). If an Enhancement grants Stress, the Stress builds each
round activated the power is activated until it reaches the POWER rating and
starts translating into Humanity Loss.
Doesn’t
match at all how Underground powers were bought or used and since I was relying
on the Unit total straight from Underground, restricting things POWER (capped
at 10) made this completely unworkable.
The all powerful Benchmark
table, which drove Underground and I would have to refit for Cybewrpunk if I
was to do this again.
Sample Surp-Sup
Man-Dar, the Human RADAR, Stats 6s across the board
POWER 6
R&D
money 3,000 x 10 = 30,000
6,000 set aside for Psychology treatment
5 + (6 x 3)
x 100, bonus x 2
23 x 100 x
2 = 4600 to install 6/3 = 2 Stress
Rolls 10 + 1d10 vs Whatever the Referee decides for each
item
D – TN to
TN+4: 2 Turns
C – TN+5 to
TN+9: 10 Minutes
B – TN+10
to TN+14: 1 Hour
A – TN+15: Permanent
5 + (6 x 1)
x 100, bonus x 2 = 1100 to install, 6/6 = 1 Stress
Range Unit
+5 = 15 on the chart is 100 yards/metres
5 + (6 x 1)
x 100, No limitation = 2500, Stress 6/8 = 0.75, Range 40 feet/12 meters
(The colour is becuase I copied it from the corebook not the players handbook, which was a worse scan)
5 + (6 x 2)
x 100, bonus x 2 = 3400, Stress 6/5 = 1.2
30,000 –
2700 – 2500 – 3000 – 7000 = 14,800 – 6000 (therapy) = 8800 for cyberware
Neuralware Processor -1000/ 1d6
Sandevistan Speedware -1600/ 1d6/2
Smartgun Link -100/ 2
Vehicle Link -100/ 3
Linear Sigma -6000/ 2d6
Way more effective in game than buying up powers with the
exception of the Awareness-replacing powers since that just automatically overruled
and won a portion of the combat procedure.
d10+ COOL
(let’s say a generic 6) +(1 x 6[000]) vs Task Difficulty 10 + POWER (6) For
each enhancement. For every 5 more the Surp-Super exceeds the Difficulty,
reduce the stress of that enhancement by 1.
EM Pulse 4
+ 6 + 6 vs TN 16, No change
Energy
Detection 6 + 6 + 6 vs TN 16, No change
Night
Vision 4 + 6 + 6 vs TN 16, No change
Danger
Sense 8 + 6 + 6 vs 16, No change
Once all
psychological treatment rolls have been made, count stress as Humanity Loss.
(2 + 1 + 0.8
+1.2) x 10 = 50 before Cyberware (2+3+[5]+[2]+[8]) = 20
So, a total
of 70 HL or lowering the rolled EMP by 7. Poor Man-Dar is a Cyber-Psycho and
should have pumped up that EMP to 10 at start of play, as per Cyberpunk 2020’s
meta.
The
exact flaw of this attempt right here. Enhancements make high EMP mandatory
much more than Cybernetics for not as much benefit.
The
Overall flaw was having figured out that I wanted powers, not bothering to
actually see how powers worked in relation to the rest of the rules. And then
trying to cram it into a system where the baselines were totally different.
Will I do this again? Who knows, I have other things that take a higher priority.