Having spent last week writing up a critique of my prior attempt. I thought I might put some more thought into it, but not a whole conversion process. Really, I could just decide to use Underground as a source of weird mutations. Like the Carbon Plague in Cybergenerations.
That and I lost my write-up of playin gthe Freeport Trilogy (adapted for Shadow of the Demon Lord) in SLA Industries 2E.
The core
problem is the log scale. According to the Adventurers Club #8 for HERO, the
conversion is a bit odd.
Underground was based on DC Heroes, in DC a point was a doubling of power. So, 2
was twice as good as 1 and 3 was twice 2, so four times as good as 1. This was the
equivalent of adding 5 points to a HERO score. Hero had the human average be
about 10 and the maximum be 20. Cyberpunk/Interlock had the average be about
5/6 and the maximum 10.
Underground wound that back so 3 points was a doubling of power, 0 was the
human baseline and 6 was the normal human maximum. Leading to the bizarre
equation:
Underground
-> HERO-> Interlock
3 points =
5 = 2.5
This seemed
wrong
So I worked from the human maximums
6 = 10
1 = y
6y = 10
y = 1.6
Giving me
the following chart
1 = +1
2 = +3
3 = +5
4 = +6
5 = +8
6 = +10
7 = +11
8 = +13
9 = +14.4? We
must make an exception here and round to 15
This at
least allows us to calculate one power in Underground, you need 4 points in the
Boosted [STAT] enhancement to advance 1 row on the above table. This all seems
much too complicated with buying points to generate a second number to compare
to the table to change the number and all the follow-on effects on the sheet.
Light
Wound/Medium Wound/Heavy Wound, the description seems to imply a big deal for a
LW and major deal for a HW. We could say 2/4/6 damage, the difference between
something that will heal in a night to losing an entire health condition. But
Cyberpunk doesn’t do fixed damage. So, I guess we could make them 1d6, 2d6 and 3d6
damage. Enough to send someone through Light, Serious and Critical wound boxes.
Accurecy
would stay the same
Penetration
mostly sems to be divisible by 3, but with remainers. Being +1 for a remainder
of 2 and 0 for a remainder of 1. Since Cyberpunk doesn’t have penetration rules
for bullets and just uses damage as the determiner. I would say the divided
number is added to damage. Most weapons go LW/ME/HW/IN, except for the biggest
weapons. So, I would add penetration damage/3 as the d6 and upgrade it to a d10
if it started with a MW instead of LW. Half accuracy number.
9mm
Walther antique (Cost: $2500, Avail: C) Accuracy: -2, Penetration: 9, Dmg: LW/MW/HW/IN
9/3 = 3d6
WA -1
30mm Silver
Bullet SSF 2/30 (Cost: $6000, Avail: D) Accuracy: -4, Penetration: 18, Dmg: MW/MW/HW/IN
18/3 = 6d6,
becomes 6d10 WA -2
Underground
says difficulty chart is in human terms
Even money
(Difficulty 0) in Cyberpunk is TN 15 (6 + 4 + a roll of 5 on 1d10)
Therefore 7
grades higher in Interlock’s stages of TN 5, is up to TN 50
Underground
Skills, the ever reliable Listen Up You Primitive Screwheads is required
reading for telling us the average skill is 4 not 5, because rolling 1d10 for a
stat makes the stat 6, in the stat + skill Interlock system. So, an Underground
Difficulty of 3 is an Interlock 4.
3- avg (4)
4/5 - (5)
6 - good
(6)
7/8 - (7)
9 - expert
(8)
10/11 - (9)
12 - legend
(10)
At some
point I would need to sit down and work out how all this fits together and with
the Unit Chart. Before even looking at all the intricacies of how the powers
worked. But really this is just some scattered thoughts.
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