Tuesday, December 17, 2024

Stormbringer Wolves Upon the Coast Session 3

 The party paid their crew and set down the river. They decided to fish as they sailed to keep the rations high. Sigmar flew up when they saw stones by the eastern riverbank and could see the stilt houses of the druid-supporters in the distance but they didn't stop. Observing the land,she reported some hills to the south east and the rest forest.

When the karvi could not go any further, they beached it on the west bank and left the griffons and four rowers to guard the boat. Yerestor stayed becuase his player was late. They headed in a south-earterly direction as they could see it was more open, but boggy.

Travelling across the bogs they saw the spring and the animal carcasses piled into it. The bog mummy king and his 12 skeletons emerged from the pools and there was a stand off, the party were clearly foreigners but not Invaders or Norse. So the undead king motioned for Sigmar to remove her clealry foreign armour (as it couldn't really speak) and lay it as an offering. The party objected to that and motioned her to keep it on, since it was clear the undead were posioning the river. Once they had gone back and forth arguing, the king lost patience and order his retinue to attack.


The battle was a real slog. The supernatural HD was easiest to represent by adding another 6 AP onto the mummy, but the skeletons taking only 1 point of dmaage was changed to half-damage, due to the higher HP. Sigmar kept switching between her different weapons, using two of the 8 rowers with them to carry her pike. She repeatedly had the Eyebiter thrown at her, and towards the end got hit. She finally dispatched the mummy with her two-haned axe.

While this was happening, Althrow Tams had realised that they could weaken all 8 of the attacking skeletons by using beothony to weaken the undead, reducing their attack and parry and making them mosly ineffective.

Jogrill Borson realised that he had no armour and no apprecitive dex as he was still healing from his fight with the Bonethief. While engaged with four skeletons, he attempted to run and failed. He was chopped to bits by the skeletons. Four of the rowers moved to engage and the party bemoaned they would have to pay them as marines.

After a long fight, lasting many rounds, the remaining skeletons disengaged and hoisted the body of their inert king and bore him away. Losing 1 HP per round untl the party found them all inert.
Looting was good as eyebiter was distinctly silver and the neckalaces (I described them as torcs) were surely worth a bit.

They pulled the cracasses out of the river and spent a fogy night following it. Chosing it over a tower south or the hills north. Reaching Dorbog, they announced what they did and showed the torcs and Eeyebiter to Donnagh and Mish. Mish the druid healed them with the blood ritual and advised them that some things are best left buried. His control of Donnagh was obvious. The party was directed down to the docks where a repalcement might be found and men had been talking about magic.

They found the viking drinking alone. Althrow Tams was incensed at how it cost 70 sp to buy enought drinks. Was informed how to gain magic from a beloved horse.

Monday, December 2, 2024

Stormbringer Wolves Upon the Coast Session 2

 This was much longer as we didn't spend an hour and a bit creating characters and then repeating this as each player got stuck or came in late.

Standing outside the drystone house of the Bonethief, they debated what to do and decided to burn the wooded door down. They did so, piling driftwood and watching the colours. The fire ignited the fat and methane from the boneless carcasses inside. The Bonethief charged out and the party realized they forgot to set a trap;
Jogrill Borson’s arrow did 1 point of damage. Bonethief laid about with his sack of bones and treasure. The players engaged with it while directing the crew to throw the bones into the fire, but most went to the sea or away. As they thought that would weaken his power. On the first swing, a critical parry spilt the sack open, scattering the treasure across the sandy grass. The Bonethief’s fists were deadlier than the sack. Critically hitting the hunter Jogrill Borson, and giving him a major wound, yet merely a scar. Luck for he had no Dodge anyway.

Another blow was a critical hit to Sigmar the Myrryh axewoman, though parried, the blow splintered the Seaxe and sent the axehead into the surf. She switched to her Filkharian pike carried by the crew. She struck it twice more, the second time killing the Bonethief. Between the strikes the Bonethief roared he was immortal and owned all the bones in the world.

After his death, the crew gathered the treasure, awed and not stealing any. The Bonethief had a hand cut off and the body rolled into the fire. With the treasure, the party returned to Stamullen. On the way it was dark, and they met a merchant with his guards going to buy honey. They slept in the central space. They were hailed as heroes, though the Druid explained that after the day before and the merchant, they couldn’t feed them all again. The merchant bought the wolf pelts and gave them an IOU to be exchanged in Culemwardern. Sigmar bought a two-handed axe off a guard.


On the way back to the Karvi, they were about to run out of food. They split into hunting parties. Jogrill Borson found an elk, Althows Tams found nothing, and Sigmar found boar and the griffon. Sigmar, was spying from the air, and she flew off the fight it. Dangerous because she wasn’t wearing armour to be light. One spear from her group of crewmen hit the griffon. The elk gored a crewman who fumbled his spear toss, though not a major wound. The middle party rolled a d2 and was closer to the griffon, but the player lacked a bow. Yerstor the dumb Lormyrian noble guarded the boat (his player was busy until halfway through).

Sigmar parried the griffin’s two successfully attacks, at 53% and 33%. She struck it and tried to use a tumble skill to move on to, she did, and the player complained the height advantage penalties to the griffin weren’t worth it at -5% to attack/parry. I agree as they were better in RQ 2nd edition at -20%, but the rules didn’t change.
Above the griffin, Sigmar struck it three times, relying on a major blow to drop it’s DEX below hers. She killed and made a good impression on the crew. The Hunter finally brought down the deer with a bow.

The processed the carcasses, skinning the griffin pelt and boiling the head to get the skull. 13 bandits arrived, the Fenians, but they saw they were outnumbered, and the party were monster hunters and left. It took a couple of days, probably should have taken longer.


The party sailed around the cape, saw the killer whale and thought it was dead, an arrow hit a fin to see if it would explode from the gasses and it moaned. They party got out and spent the rest of the day trying to drag it back into the sea while the water turned red, and the sharks gathered. The whale limped off. The sea god will remember this for ill, but I didn’t tell them that.
They passed the shoals and Althrow Tams hear the griffin chicks in the fog with a  Listen roll and critted a See roll to see the nest. They toed the boat to the rocks and the crewmen fished while Sigmar flew up with a rope. I broadly hinted at the four chicks could be tamed and Althrow Tams came up we the idea of riding them. Yerstor followed up and tried to tame a chick, it bit his left ring finger off (2 on a d10, left to right). I said it was because he had taken his gloves off to climb the rope. When moving the chicks down he did it and his armour protected him. The chicks made quite a noise in the boat and fouled the deck.

When they sailed into Culemwardern, the town emptied to see them, Sigmar gave a speech, but Althrow Tams had to translate. With her wings outstretched, Sigmar inspired the Christian populace. Cerion was less convinced and in a closed meeting wanted to know if she was an angel or a Valkyrie and was not too shocked to find she was merely a wing human(species?).
he explained what the party had done for them, and warned the party the griffin chicks were monsters yet to grow. He filled them in on Donashoe and explained it was upriver and they party should not land on the east bank as it was druid territory.

The party decided the griffins would probably be disruptive and get violent with each other. They killed the two chicks which seemed the less trainable to sit for a fish. The youngest two. They debated buying a second karvi or upgrading to a knar but saw the prices. Also how much it would cost to feed everyone with trail rations and the crew said they were willing to follow them, but wanted their wages when they finished with each expedition, even as non-combatants the money was going to go quickly. The party idlily debated sailing out and sinking the ship with the crew on it but realised only one of them could naturally fly. Finances were to be done net session.

Stormbringer for Wolves Upon the Coast

 Has it really been seven months, my writing project which I thought I would be pasting in here as I went turns out to be a bigger task than I thought. Though I went overboard and put in so many articles I think I might not get all of them in before the second week of December, much less all I planned.

 

But I started a solo AD&D game, the Great Greyhawk Campaign, which is paused because I can do that solo and have other things I needed to do.

But a campaign I am playing is Stormbringer 3E meets OSR darling Wolves on the Coast. I started it with my group when my poor attempt at running Mutants & Masterminds 3E's introductory campaign: Emerald City Knights fell apart.

 

Just had to tweak a few things. As Stormbringer characters are stronger and more capable. So, the origins have to adjust.

 

You are stuck in a rolling vessel, tossed about the waves. Cursing every minute you were tasked to this wretched realm.

You captain demanded a hefty fee to board, and a hefty ransom to let you off, and another for your weapons and armor.

The fool lies dead at the bottom and the law of the sea means the ship is yours.

Sharing a small raiding vessel (Karvi) with twelve rowers, ex-thralls who look to you for leadership. There is enough food and water for all hands to survive for four days. You have travelled two days from the home of your captor

 

Anyway, session 1 of Stormbringer meets Wolves Upon the Coast was truncated as I had to wait for everyone to make their character, someone to join partway through and them to make a character.

Goal was to bring plane into fold for Junction of a Million Spheres. Find lost city which was either on Atlantis or Ruislip. Perform Music to summon The Noise.

The boat visited the vegetation island, didn't like the pointing plants.

Encounter was Griffin, decided that was probably too bad for first session and had it flying back to nest. Party knows it nests somewhere north of Ruislip.

Slept in boat off coast, was awakened by Bandits, who challenged them, dumb noble stood up and agreed to pretty much everything including paying them off, twice after the Myyrrhn revealed her wings and the Fenians decided she was a "church spirit". 180 sp from his 600 sated them.

Walked about in day, met some kids tending cattle who told them about the Bonethief (ogre) and Corpse-Men (orcs). Noble may be dumb but lied successfully that Myyrrhn woman was wearing cloak of griffon feather since they had slain it.

Wandered up to farthest point of coast due to bad directions from shepherd kids.

Went to Stamullen and met druid, nice and polite, learned plant magic, though they did note among themselves, that the peaceful intent to the druids was guaranteed on druids liking them. Stayed night.

Directed to ogre's house, now approaching, ogre inside.

Friday, May 3, 2024

Refining the Deathclaw for Mutants in the Now

 In my last posts I demostrated how to make a fictional species in Mutants in the Now, creating the classic Fallout monster.

But it had some kinks to work out so I did some more work on it. A bit of a minor redesigns, Southern means south of New York (Fallout 1, 2, 3 and NV) and Northern means the ones in Boston but also Appalachia.

Southern Deathclaw



Size Rating 12

GOO-P: +0

Enhance: Strength, Endurance, Perception

Basic Traits: Chamaeleonidae, Carnivore

Movement: Bipedal

Prehensility: Grasping

Speech: Nonvocal

Mask: Bestial

Respiration: Air-Breathing

Senses: Sight, Hearing, and Scent

Major Traits: AGGRESSIVE (5 GOO-P), DORSAL PLATES (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor Traits: APEX PREDATOR, CLAWS: Mauling, COMMUNAL, ENHANCED HEARING, ENHANCED SCENT, HEAT SENSE, HEAT TOLERANCE, HORNS: Outwards, INFRASONIC HEARING, MIMICRY, NEARLY HUMAN, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

Legend of the Wasteland (5 GOO-P): Spend 1 Will to gain +HA on social rolls

Northern Deathclaw



Size Rating 12

GOO-P: +0

Enhance: Strength, Endurance, Perception

Basic Traits: Chamaeleonidae, Carnivore

Movement: Bipedal

Prehensility: Grasping

Speech: Nonvocal

Mask: Bestial

Respiration: Air-Breathing

Senses: Sight, Hearing, and Scent

Major Traits: AGGRESSIVE (5 GOO-P), DORSAL PLATES (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor Traits: APEX PREDATOR, CLAWS: Mauling, CRUSHING JAW, ENHANCED HEARING, ENHANCED SCENT, HEAT SENSE, HEAT TOLERANCE, HORNS: Charging, INFRASONIC HEARING, NEARLY HUMAN, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

All-American Monster (SWIFT + 3 GOO-P): When making a Dash, Movement becomes Quadruped gain Distract as a supported Maneuver and gain Stable until end of next turn.

Hairy Deathclaw



Size Rating 12

GOO-P: +0

Enhance: Strength, Endurance, Affinity

Basic Traits: FEV?, Carnivore

Movement: Bipedal

Prehensility: Grasping

Speech: Nonvocal

Mask: Bestial

Respiration: Air-Breathing

Senses: Sight, Hearing, and Scent

Major Traits: AGGRESSIVE (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor Traits: APEX PREDATOR, CLAWS: Mauling, COLD TOLERANCE, COMMUNAL, ENHANCED HEARING, ENHANCED SCENT, FLUFFY, HEAT SENSE, HEAT TOLERANCE, HORNS: Charging, INFRASONIC HEARING, MIMICRY, NEARLY HUMAN, PACK HUNTER, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

Smart Enough (NEARLY HUMAN + 2 GOO-P): Gain 2 additional Traditional Melee Weapon Proficiencies

Mutants in the Now Custom Species

 Mutants in the Now is a little more difficult to make species for than TMNT & OS, but has the advantage of an actual system for it. So this is going to be a mixture of the Mutants in th Mix Patreon article and my worked example.

First you start off with the classification. This can be any familar class. Since some classes contain very few species or the next class they share with others is really far up th tree of life. The more species that can be grouped together, the more certain biological-class traits can key off them.

Most specis should have 2 physical attributes and 1 mental attribute for enhancements. This isn't a strict rule though.

You can then start determining GOO-P. The default is 25. This presumes the following default anthropomorphic traits, or "free" anthropomorphic traits that are always noted under the creature's basic traits (noted here with an asterisk [*]):

  • Diet: Carnivore* or Herbivore*
  • Movement: Quadrupedal, Hexapodal*, Octopodal*, Myriapodal*
  • Prehensility: Locomotors
  • Speech: Nonvocal
  • Mask: Bestial
  • Respiration: Air-Breathing or Water-Breathing*
  • Senses: Sight, Hearing, and Scent

The default GOO-P amount also presumes a size rating of 10. Then take the cost of any anthropomorphic or zoomorphic traits the species may have by default, and subtract them from the starting GOO-P total. Diet is the most most common. No extant natural species will have Speech: Vocal or a Mask trait other than Bestial. You determine size rating based on the average weight of the species. If the species has a size rating greater than 10, subtract the cost of that size (starting from 10) from the GOO-P total as well. If the species has a size rating lower than 10, then you add the amount of GOO-P necessary for them to reach size rating 10.

Rarely, a species may also have animal traits under their basic traits, typically mythical animals that require them for their unique trait (like the Unicorn's horns trait). The cost of these are subtracted from their GOO-P total.

There are a handful of rare traits which either adjust GOO-P or are worth clarifying:

  • Tentacles reduce GOO-P by 2.
  • Diet: Inedivore increases GOO-P by 1.
  • Movement: Aquatic or Movement: Limbless increase GOO-P by 10.
  • Movement: Forelimbs increases GOO-P by 5 (rather than decreasing it).
  • Movement: Hexapodal, Octopodal, or Myriapodal do not adjust GOO-P.
  • Exotic diet traits (Astravore, Dynavore, etc.) decrease GOO-P by 2.
  • Prehensility: Chelipeds decreases GOO-P by 5.
  • Sense traits increase GOO-P by an amount equal to the cost to advance to full Sight, Hearing, or Scent.

Unique traits are had to make up and I'm mostly waiting for a more detailed Patreon post. They have a minimum cost of 2 GOO-P, and are generally capped at 10 GOO-P; while they can be very, very potent, they shouldn't be utterly dominating outside of a very specific use case. They need to be things that aren't just common to a group but indivual species.

Simple unique traits can include things like:

  • +A or +HA to a specific task, removal of +D from a task, gaining +HA on a task be spending WILL, etc.
  • 1 T-WILL gained at the start of a scene under certain circumstances, or when unusual events happen (typically limited to 1 / scene).
  • An additional weapon trait or damage benefit (added dice, increased dice, rerolls, etc.).
  • Adding new ways to use contacts, values, etc.

The Patreon post said simple bonuses or WILL gains shouldn't be overused if you're creating a lot of species. Finding new ways to utilize situational benefits or drawing upon underutilized mechanics instead. But in that case a detailed knowledge of the rules is required.

Making Homebrew Mutants
Starting with the Animal
The Deathclaw from the Fallout Franchise

What can be seen in game is that they are carnivorous, bipedal (but some depictions have them charging on all fours for increased speed)

Size-wise they ae described as being the size of 3 men, model sizes in F3/NV say 9-10 feet tall, the wiki says 6m (20 feet) lengthways. No details on weight though.

They are clearly aggressive, territorial and have a pack structure. Though that's more F2+, the ones in F1 were at best loners or a mother with children. They apparently avoid dense human civilization because of they are sensitive to bright lights and sound.

Now we have their core attributes STR, AFF and PER, their toughness we can model with SR and natural SHT. If we were going on F1 alone I would say END instead of AFF. Of course they are also described as having the intelligence of an 8 year old even when not engineered to be higher. So COG could be one too.

The Mutants in the Mix article tells us the GOO-P starts at 25 and is not modified for Diet: Carnivore, Prehensility: Locomotors, Speech: Nonvocal, Mask: Bestial, Respiration: Air-Breathing, Senses: Sight, Hearing, and Scent with a default SR of 10

10 feet high or 20 feet long can be interpreted as SR 12 for height or SR 15 for length. Since they are bipedal and tails don't usually count unless very muscled in my opinion, I'll say SR 12 (-10)

Bipedal costs 10 overall (-10) and they can grasp things (-5)

Base GOO-P in total is 0

This is our trait shortlist going by what they show and what I feel they can do in the wasteland

Major traits: AGGRESSIVE (5 GOO-P), RAKE (Claws + 5 GOO-P) or SCYTHE (Claws + 2 GOO-P)

Maybes: FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SHARP SIGHT (5 GOO-P) SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), SHEAR (Teeth + 2 GOO-P), CRUSHING GRIP

Minor: APEX PREDATOR, CLAWS: must decide between Mauling, Slashing or Talons, COMMUNAL, HORNS: a choice of Antler, Blunt, Charging, Dueling and Outward, SCALES, TEETH: choice of Crushing, Gnawing or Slaying, TERRITORIAL

Maybes: BLOODSCENT, CAMOUFLAGE, CRUSHING JAW, ENHANCED HEARING, HEAT SENSE, HEAT TOLERANCE, INFRASONIC HEARING, NEARLY HUMAN, PACK HUNTER, RED SIGHT, ROCK CLIMBER, SPRING LEAP, ULTRASONIC HEARING, ULTRAVIOLET SIGHT, VIBRATION SENSE, WATER STORAGE (edited)

We need to cut this down massively

As MitN doesn't have a Jackson Chamleon or any Chameleon to compare, we check Wikipedia. Jackson Chamleons are not very territorial but do use their horns to duel other males. Well Deathclaws are very territorial, but don't attack with their horns except implied in Fallout 4. But they are genetically engineered for combat. So we can trim Horns down to HORNS: Charging, Dueling

Jackson Chameleons do have ultraviolet vision like many non-mammals, and certainly these things were designed to operate in all conditions. I would be willing to ditch SHARP SIGHT for a more varied range of minor traits.

Deathclaws swipe to attack, with their claws, so ditch things that require grabbing. The difference between Rake and Scythe is hard but the Rake attack is about grabbing things. So we will just go with Scythe. Types is difficult, But they are deathCLAWS so consistent damage.

Teeth-wise, they clearly have big teeth for tearing through flesh but kill primarily with their claws. The exposed teeth are a trait pretty much only found in crocodilians. So checking Alligators and American Crocodiles in Now, we see crushing jaw and either crushing or gripping teeth. We also see Unnerving Vocalization (3 GOO-P, Bellow +5 GOO-P) Which fits with F3+ roaring prior to attacks. That overrides SHEAR

While chameleons can camouflage, Deathclaws seem to just be shaded for the wastes. There are changing color Deathclaws in F4, but they don't camouflaged at all.

They jump but not very high.

SCALES give Resistance 1 but they already have Resistance 1 from SR and that doesn't stack. Also the original models look fairly scaleless but that might mean fine scales.

Senses, they probably can but never stated to smell blood. Infrasonic more the ultra.

They ae reptiles but look lean and not big on storing things.

This gets us:

Major traits: AGGRESSIVE (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P), TOUGH HIDE (5 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor: APEX PREDATOR, CLAWS: Mauling, COMMUNAL, CRUSHING JAW, ENHANCED HEARING, HEAT SENSE, HEAT TOLERANCE, HORNS: Charging, Dueling, INFRASONIC HEARING, NEARLY HUMAN, PACK HUNTER, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

Nothing to do with potentially being a reused Tarrasque model from Planescape Torment. As shown by a version done by the amazing Tony DiTerlizzi who probably contributed greatly to keeping VtM from just outselling D&D.



Full write up

Deathclaw

Size Rating 12

GOO-P: +0

Enhance: Strength, Endurance, Perception

Basic Traits: Chamaeleonidae, FEV, Carnivore

Movement: Bipedal

Prehensility: Grasping

Speech: Nonvocal

Mask: Bestial

Respiration: Air-Breathing

Senses: Sight, Hearing, and Scent

Major Traits: AGGRESSIVE (5 GOO-P), FEARLESS (5 GOO-P), NIGHTSIGHT (5 GOO-P), SCYTHE (Claws + 2 GOO-P),  SWIFT (8 GOO-P): Sprint (-3 GOO-P, universal), TOUGH HIDE (5 GOO-P), UNNERVING VOCALIZATION (3 GOO-P, ROAR +5 GOO-P)

Minor Traits: APEX PREDATOR, CLAWS: Mauling, COMMUNAL, CRUSHING JAW, ENHANCED HEARING, HEAT SENSE, HEAT TOLERANCE, HORNS: Charging, Dueling, INFRASONIC HEARING, MIMICRY, NEARLY HUMAN, RED SIGHT, ROCK CLIMBER, TEETH: Crushing, TERRITORIAL, ULTRAVIOLET SIGHT

Legend of the Wasteland (5 GOO-P): Spend 1 Will to gain +HA on social rolls

Now there is some quibbling you can do here

While Nearly Human covers the broad range of intelligence pack hunters. Where did the whole drop and run on all fours go from Fallout 4?

We could split this into a East and West coast breed. Make one more social and one more combative. Dropping to all fours would replace the Unique Trait but should probably split Charging or Dueling HORNS as well since F4 Deathclaws had thick forward curving horns.

Tuesday, March 19, 2024

Adapting Shadow of the Demon Lord Adventures to SLA Industries

 Been a while.

SLA Industries 1E or 2E, they have the same issue. Has these nifty little in-game things called Blueprint Newsfiles or BPNs. They serve as plot hooks or quests for the players after they sit around in the corperate troubleshooter equivelent of an 80s unemployment office waiting to be assigned something.
Nightfall Games tends to write just brief summeries on them and maybe some explanatory text and let the GM figure out the details and stats.
So I decided they could do with a bit more content and quickly spun up a set of them based on the short 1 session adventures from Shaodw of the Demon Lord. That game tries to fit an entire campaign into 10 sessions/adventures, though I think most people go over on those.
These adaptions are for SLA Industries 2E, but probally can be retrofittd for 1E with a bit of tinkering.

They are also grim, nasty an depressing so I think they fit right in.
I supose you could do this with Mork Borg or similar, but SLA has an issue where you start and probally end as enforcers for a sinister and blatently evil regime. Which has always made it a bit of a hard sell, unless you go all out on cleaning it up from the inside. Which is nigh impossible until the never coming metaplot allows it or massive GM improvisation.

Last Train to Darksville - What attacked the train? A dragon

Adaption - White/Green, a gauss train to another city on Mort was derailed by a Momic or other really big horror, find out and then kill it.


Killing the Dragon - Dragon burned part of the city down, go into dangerous caves of hazards and monsters and kill it

Adaption - Red/Black, a Rival Corp has torched/trashed a good portion of a sector or a major terrorist attack, go into the abandoned industrial works in a cannibal sector and kill them.


He Sees You When You're Sleeping - Demonic cult summons Krampus in abandoned asylum to steal and sacrifice children.

Adaption - White/Orange, Krampus is a White Earth entity and it's a Shi'an cult, maybe asylum is still operating and they hide among staff and patients, otherwise no changes.


Suffer None to Live - Beastman horde rampages through region, kill them

Adaption - Red, Cannibal or carrien horde got through Bridgehead, threatens homesteaders in CS1.


Wretched - Children come down with sickness, villagers beg players to kill witch. Kill witch, find out it was contact poison from local plants. Witch's ghost and mutant monsters swarm village.

Adaption - White, Block has sickness from tainted food, blame Ebonite hermit who has some nasty guards. Hermit was connected to gang/family who come through with vengeance and Trex Tech.


The Darkness in Shadowturrets - A bone monster is prowling the land and none can defeat it, it was made by the machine aliens the Reen and part of a wider lair of monsters, the Duke double-crosses players to not give them the castle.

Adaption - Red/White, it's Root Dogs and their weird bio-tech, maybe some Scavs for local experiments. SLA attempts to fake a chemicals leak in air, water or food in order to avoid having the characters know about Conflict Races or Scav origins. Blame fall guy if players survive.


Heart of Winter - Sudden supernatural winter threatens region.

Adaption - Cyan, something is freezing Lower Downtown and not only is it making monsters and people desperate, it's causing structural damage. It's clearly supernatural so it must be a dream entity.


With My Last Scream - Murdered woman's ghost haunts mansion

Adaption - Cyan, dream entity which thinks it's a murdered woman's ghost haunts apartment block. Convince it that's dead and it will go away and find something else to copy.


Oblivion's Edge - Escort a puzzle box to monastery on edge of reality to hold back or turn back the void.

Adaption - Platinum/Black/Yellow (Orange), escort Naga 7 artifact to secure site in order to study it for anti-Bitterness purposes. Ethereals intervene.


The Giant's Tribute - Giant used to demand food and beer now wants people. Standing stones he sleeps at has bound demons that posseted him.

Adaption - White/Yellow, Local block paid extortion to local gang/soft company. Now they demands people, gang/soft company has ben exposed to KZ and developing into cannibal cult, rawheads forming from steroid junkies.


The Hideous Mister Finas - Harvester (kind of creature which patches itself up with stolen organs) terrorizes city, gang of nasty orphans works for him and revels in chaos.

Adaption - White, series of gruesome surgical murders, rogue doctor from Karma with unethical principles/surgeon with trauma from Red Sky harvests organs to sell on black market, provides medical services to youth gangs who protect him.


In a Pig's Eye - For Godless the post-apocalyptic setting, a mutant goblin living in an underground pocket of ruins is eating people, he leads a small community and is not actually insane.

Adaption, White/Green, people are going missing in CS1 homesteads. In a pocket of a neighborhood which subsided into the mud is a small band of carrien led by a more intelligent member. Bit generic, so SLA requires the capture of leader to see if Jethian intelligence coming back.


Cabaret of the Grotesque - In a run down and completely unwanted neighborhood called Underside, a ganglord rules with the assistance of a demon-summoner, who increases his power by having summoned demon possess others. But that weakens his powers and makes it more likely his soul will go, so he kidnaps people to be tortured to death in an old theatre for the poseses' amusement and stave off their revolt against him. Also there is a bunch of ghouls lurking in the cellar because a local butcher has been selling meat made from a Witchhunter and his entourage who were tracking the demonologist.

Adaption - White/Orange, an investigator went missing chasing down a mid-ranking Shi'an cultist who was an early splitter. Underside is a stretch of Lower Downtown which has fallen on very hard times but the TVs still work fortunately. Cultist made deal with gang, cultist needs to keep White Earth entities happy with tortures and death. Cannibals lurk in cellar due to eating human meat triggering Rawhead dreams.


Praise His Name - A conman pretending to be a priest has been living in a small village for years, his sermons about the All-Seeing vouyer god watching for sin has caused a giant eye to appear in the sky but it reveals itself tentatively and causes great mental distress.

Adaption - Cyan/Grey, A conman has been pretending to be a SLA bureaucrat for years, running up big tabs to the corporate lunch account and soliciting bribes for things he knows will come to pass anyway.

His latest scam has been to hang around a local plaza and neighboring blocks and discuss inflated contracts to install CCTV cameras which don't work. This has since spawned a Dream Entity made of dozens of CCTV camera eye-stalks and pole-thin limbs wandering around and peering in people's windows.

Convincing everyone he's a conman will sap the belief, then he needs to be kept alive for the Shivers, especially when the Dream Entity realizes it is losing it's source of food and attacks.


Call of the Necromancer - A village's wizard is obsessed with a younger woman who loves another in a variety of neighborhood petty details.

He starts delving into an old tome of necromancy to unravel the magic for anti-aging, and when that doesn't work he steals a Fairy Lord's body from a tomb, the wife of that fairy lord start harassing the town with bad luck and kidnapping children. Escalating after the players arrive.

Adaption - Blue/White, civil disturbances, faulty infrastructure and missing children plague an apartment block. A retired Karma biogeneticist has been trying to reverse aging and using black market drug lab equipment to grown twisted clones of dead people. He broke open the coffin of an "feral" Ebonite clan/gang leader which lives in the next level down and is trying to pry the anti-aging genes from his DNA.

The Ebonites aren't going to stop when it's over either. Possibly requiring another BPN to knock them out and recover any kidnapped kids.


A Case of Consumption - A lord has his three teenage children come down with a pox that hasn't been seen in years. He ends up isolating them in a tower when his brother-in-law kidnaps them to treat them the traditional way, by sending them through an old cave which not everyone comes out of. It's actually the mouth of a great creature and now the players have to find out and rescue them.

Adaption - White/Green/maybe Jade - A rich corporate family had three children come down with a disease Mort's doctors can't quite treat, they were sent to a sanitorium on their mother's homeworld for treatment. Otherwise it plays out as is. You could make them Ebonites and the homeworld be Static. 


Beware the Tides of Karshoom - A small community in the city of Gateway is beset by disasters and everyone thinks it's because they failed to care/recover a strange monument. It's actually because of a rogue flesh-wizard trying to breed monsters to fight the Demon Lord.

Adaption - Blue/White, Same situation, rogue Karma scientist (I've used that too much but it's actually relevant here) using stolen classified Root Dog technology to try to make anti-White Earth Stormers

Saturday, February 17, 2024

Shadowrun to Cyberpunk

Characteristics

Shadowrun to 2020: Shadowrun Attribute/Skill x1.666 = 2020 Attribute, /2 again for Skill value, with rounding.


Characteristics

Elf

Dwarf

 Ork

 Troll

INT

2/10

2/10

1/8

1/7

REF

3/12

1/8

2/10

1/8

COOL

2/10

3/12

2/10

1/8

TECH

2/10

2/10

1/8

1/7

MOVE

3/12

1/8

2/10

1/8

LUCK

4/10

4/10

4/10

4/10

BODY

1/10

4/12

6/13

7/17

EMP

3/12

2/10

1/9

1/8

ATT

5/13

2/10

1/8

1/7

Point Totals

25/99

21/100

20/86

18/90

Natural Cyberware Equivalent

Cyberoptic: LowLite

Cyberoptic: Infrared

Bioware: Anti-Plague Nanotech

Cyberoptic: LowLite

Cyberoptic: Infrared

These are the minimum and maximum values that can be allocated out of the starting points total.
In SR2e, non-human Metahumans start with 2 Karma, hence the higher minimum LUCK. For converting SR3e, non-human LUCK is instead capped at 1/7, as humans start with more Karma and others at 1.

*Elves should have a REF of 3/12, Dwarves should have a COOL of 3/12

Guns and Gear

Shadowrun 1e converts to Cyberpunk 2020 as: halve the Power level if an L-class weapon, keep the Power level as is if M, S or D. Halve the Staging number and keep as a damage bonus if an L or M-class weapon, keep as is for an S-class or D-class, then apply as a bonus to the damage. D-class weapons do damage in d10s and all others in d6s. If halving produces a 0.5, round down and add +3 to the staging before conversion.

For Shadowrun 2e/3e, the number were changed again producing an irregular power increase, one should only use one set of values when converting. Halve the Power for all classes and deduct 1 for L-class weapons. Assign that Power rating as the damage in d6s (except D-class weapons which do d10) then for S-class weapons, add halve the new Power rating as bonus damage. Any results of 0.5 during conversion convert as +1 Cyberpunk Damage.


12 Gage Shotguns remain 4d6/2d6/1d6 for legacy reasons

Heavy Weapons

Flamethrowers remain 2d6 for legacy reasons

Concealability for Shadowrun to Cyberpunk 2020 is done by assign values to the Shadowrun weapon Conceal score: more than 6 = P, 5 = J, 4 = L and 3 or less = N.

WA is annoyingly determined by taking the Shadowrun 5e Accuracy value and deducting 5. Fortunately, there is a sourcebook for early Shadowrun decades for 5e.

Nuyen converts to Eurodollars at x1.3 (price increases by a third in EB), then rounded up to the nearest 50. For availability; Illegal weapons become Poor or Rare and Restricted weapons become Common or Excellent.

Converting to Cyberpunk RoF, converts as: SS = 1, SA = 2, BF = 3, FA = 10 because Shadowrun considers all guns with automatic fire to shoot 10 bullets every combat action and turns are the same length in both systems.

The armor conversion equation for Shadowrun 1e through 3e to Cyberpunk 2020 is: Ballistic + Impact ratings x 1.75 = SP, unless it's the armor in Shadowrun 2e Fields of Fire, then that equation is Ballistic + Impact x 1.3125 = SP.