This took way too long and delayed some actually fun writing I wasd doing. But then again it was a spur of the moment idea as I flipped through some older posts I had written.
This does nothing for monsters or magic, that may come someday but not today.
The biggest issue was going through all the special abilities. I only ended up doing the Players Handbook four demihumans in the end. AD&D is a massive pain to find everything unless you use a digital source like 1eonline. It is a great resource.
https://1eonline.info/
Start with an AD&D 1E to Megaversal system conversion
Done by reversing my TMNT & OS to AD&D conversion here:
https://polyhedralplanet.blogspot.com/2023/10/mixing-tmnt-os-and-ad.html
Multiply each racial bonus by 2
Strength = Physical Strength, Dexterity = Physical Prowess, Constitution = Physical Endurance, Intelligence = Intelligence Quotient, Wisdom = Mental Endurance, Charisma = Mental Affinity, Comeliness = Physical Beauty. Base Movement = Speed.
Assign a growth step if needed, with Small size being 6, human size being 10 and Large being 14 and above.
AR = 15 – Natural AC
Multiply Racial HD by 20 and add 30 to get SDC
Apply a Megaversal systems to Cyberpunk 2020 conversion
From here
https://blackspot.homestead.com/files/mutant.html
The most important thing we need here is the information that characteristic modifiers are divided in half and rounded up, meaning we a multiplying and dividing by the same number and so that step is irrelevant. And that creatures above or below Growth Size 10/6 get bonuses or penalties to BTM by dividing their GS by 2.
|
Palladium |
Cyberpunk |
|
IQ |
INT |
|
ME |
COOL |
|
MA |
EMP |
|
PS |
Strength
Feat |
|
PP |
REF |
|
PE |
Endurance |
|
PB |
ATTR |
|
SPD |
MA |
Synthesis
Take AD&D racial bonuses and apply them as followed:
Strength = Strength Feat, Dexterity = REF, Constitution =
Endurance, Intelligence = INT, Wisdom = COOL, Charisma = EMP, Comeliness =
ATTR. Base Movement = MA
Then apply them to the Cyberpunk minimum and maximums of 2-10.
If a character is Large size, apply a bonus of 2 to the BTM.
Note this converts races and not characters, actual stats
would be change 3-18 to 2-10, Where we apply the formula ((D&D-3)/15) x 8 +
2.
This table applies to the starting points totals and the
starting skill points totals. After this the racial modifiers are applied
because AD&D decided that the racial maximum include NPCs who can get
higher characteristics than players. Which is silly for a game like Cyberpunk
where everyone is assumed to have the same capacity. This does mean Attractiveness
gets the short end of the stick, but it always was a dumb characteristic when
Empathy was already there, and Comeliness/Physical Beauty was junked so soon
after its introduction for the same reasons.
|
Race |
INT |
COOL |
EMP |
REF |
ATTR |
MA |
Strength Feat |
Endurance |
|
Dwarf |
2-10 |
2-10 |
2-9 |
2-9 |
1-9 |
1-7 |
5-10 |
7-11 |
|
Elf |
5-10 |
2-10 |
5-10 |
4-11 |
4-12 |
2-10 |
2-10 |
4-9 |
|
Gnome |
4-10 |
2-10 |
2-10 |
2-10 |
1-9 |
1-5 |
4-10 |
5-10 |
|
Half-Elf |
3-10 |
2-10 |
2-10 |
4-10 |
3-11 |
2-10 |
2-10 |
4-10 |
|
Halfling |
4-10 |
2-9 |
2-10 |
5-11 |
2-10 |
1-5 |
4-9 |
6-10 |
|
Half-Orc |
2-9 |
2-8 |
2-7 |
2-9 |
1-7 |
2-10 |
4-10 |
2-7 |
|
Race |
Culture |
Natural
Cyberware Equivalent |
|
Dwarf |
Dwarves are culturally
taught to hate and fight goblins, half-orcs, hobgoblins and orcs. They get a
-3 to social interaction skill rolls in exchange for a +3 to hit members of
those races/species with the Melee skill. Culturally,
dwarves usually train the following skill to 3: Dodge/Escape Are
considered to have Language Proficiencies with the following languages (1/2
Skill of main language): Alignment, common,
dwarven, |
Bioware:
Toxin Binders (Functions like Toxic Binders)
Cyberoptic: Infrared Cyberoptic: Thermograph Sensor Implant (when
underground): GPS Module Implant (when
underground): Radar Sensor |
|
Elf |
Culturally elves
usually train the following skills to 3: Archery and Fencing Are
considered to have Language Proficiencies with the following languages (1/2
Skill of main language): Alignment, common,
elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll |
Cyberoptic: Kiroshi
MonoVision Cyberoptic: Image
Enhancement, Infrared, Cyberoptic: Thermograph Sensor Skillware: +3
Hide/Evade 90% Immune to
Sleep and Charm spells cast at the individual as a target. |
|
Gnome |
Gnomes are culturally
taught to hate and fight goblins and kobolds. They get a -3 to social
interaction skill rolls in exchange for a +3 to hit members of those races/species
with the Melee skill. Culturally,
dwarves usually train the following skill to 3: Dodge/Escape Are
considered to have Language Proficiencies with the following languages (1/2
Skill of main language): Alignment, common,
dwarvish, gnome, halfling, goblin, kobold, and they can also communicate
with any burrowing mammal (such as moles, badgers, ground
squirrels, etc.). |
Bioware:
Toxin Binders (Equivalent
to Toxic Binders) Cyberoptic: Infrared Cyberoptic: Thermograph
Sensor Implant (when
underground): GPS Module Implant (when
underground): Radar Sensor |
|
Half-Elf |
Are
considered to have Language Proficiencies with the following languages (1/2
Skill of main language): Alignment, common,
elvish, gnome, halfling, goblin, hobgoblin, orcish, and gnoll. |
Cyberoptic: Image
Enhancement Cyberoptic: Infrared Cyberoptic: Thermograph
Sensor 30% Immune to
Sleep and Charm spells cast at the individual as a target. |
|
Halfling |
Are
considered to have Language Proficiencies with the following languages (1/2
Skill of main language): Alignment, common,
dwarven, elven, gnome, goblin, halfling, and orcish. |
Bioware:
Toxin Binders (Equivalent to Toxic Binders) Cyberoptic: Kiroshi
MonoVision Cyberoptic: Infrared Cyberoptic: Thermograph
Sensor Implant (when
underground): GPS Module Implant (when
underground): Radar Sensor Skillware: +3
Hide/Evade |
|
Half-Orc |
Are
considered to have Language Proficiencies with the following languages (1/2
Skill of main language): Alignment, common and orcish |
Cyberoptic: Infrared Cyberoptic: Thermograph
Sensor |