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.



Old School Shadowrun to Call of Cthulhu

There was a FASA Shadowrun to Cyberpunk conversion I hmade first so I just tacked the CoC conversion number on top of that. I'll post it soon.

If you want to make this for 6E or prior editions I advise you to do the 6E to 7E conversion in reverse.

Shadowrun to BRP: Multiple Shadowrun values by 3 and add 1. Converting skills, multiple the Shadowrun stat and skill by 1.666 and apply Call of Cthulhu % Skills: (Attribute + Skill Rating – 4) x 6. If Converted skill is less than Cthulhu Base Skill, use Base% + 5%.


Race

STR

CON

SIZ

DEX

INT

POW

APP

Special

Human

3d6

3d6

2d6+6

3d6

2d6+6

3d6/0

3d6

 

Nartaki (2061)

3d6

3d6

2d6+6

3d6

2d6+6

3d6/-5

3d6

Multiple arms

Obvious

Dwarf

4d6

3d6+3

2d6+1

3d6

2d6+6

3d6+3/-5

3d6

Thermographic Vision,

Bonus Die to tests involving Pathogens or Toxins

-1 MOV

Gnome

3d6+3

3d6+3

2d6

3d6

2d6+6

4d6/-5

3d6

Bonus Die to resisting spells cast on self

Thermographic Vision

-1 MOV

Harumen

4d6

3d6+3

2d6+1

3d6

2d6+6

3d6+3/-10

3d6

Low-Light Vision

Monkey

Obvious

-1 MOV

Koborokuru

4d6

3d6+3

2d6+1

3d6

2d6+6

3d6+3/-7

3d6

Bonus Die to tests involving Pathogens or Toxins

Thermographic Vision

Obvious

+1 MOV

Menehune

3d6+3

4d6

2d6+1

3d6

2d6+6

3d6+3/-5

3d6

Bonus Die to tests involving Pathogens or Toxins

Thermographic Vision

Sees underwater like normal vision

-1 MOV

Ork

4d6

4d6+3

3d6+6

3d6

2d5+5

3d6/-4

3d5

Low-Light Vision

Hobgoblin

4d6

4d6

3d6+8

3d6

2d6+6

3d6/-4

3d5

Fangs: Brawling attacks have +1 damage

Low-Light Vision

If slighted, Penalty Die to social skill rolls

Ogre

4d6

4d6+3

3d6+4

3d6

2d5+5

3d6/-4

3d6

Low-Light Vision

Bonus Die to tests involving ingested Toxins

Oni

4d6

4d6

3d6+6

3d6

2d5+5

3d6+3/-5

3d5

Low-Light Vision

Obvious

Satyr

4d6

4d6+3

2d6+4

3d5

2d5+5

3d6+3/-5

3d5

Low-Light Vision

+2 MOV and Kick (Brawling 1d4 + DB, a BD to Jump tests)

Elf

3d6

3d6

2d6+7

3d6+3

2d6+6

3d6/-6

3d6+6

Low-Light Vision

Dryad

3d5

3d5

2d6+5

3d6+3

2d6+6

3d6/-9

3d6+9

Obvious + BD in social situations

Low-Light Vision

Symbiosis

Night Ones

3d6

3d6

2d6+7

3d6+6

2d6+6

3d6/-7

3d6+6

Allergy (Sunlight, mild)

Low-Light Vision

Bonus Die to Listen tests

Nocturnal: Rest cycles are reversed

Obvious

Wakyambi

3d6

3d6

4d6+6

3d6+3

2d6+6

3d6+3/-7

3d6+6

Reach

Low-Light Vision

+3 MOV

Xapiri Thëpë

3d6

3d6

2d6+5

3d6+3

2d6+6

3d6/-8

3d6+6

Allergy (choose pollutant, Mild)

Allergy (choose a second pollutant, Mild)

Low-Light Vision

Photometabolism

Troll

5d6

5d6+3

7d6+4

3d5

2d5+5

3d6/-8

3d4

Thermographic Vision

+2 Natural AP

Reach

+2 MOV

Cyclops

6d6+3

5d6+3

6d6+8

3d5

2d4+4

3d6/-9

3d4

Penalty Die to attacks beyond point blank range

Reach

+2 MOV

Fomori

4d6+3

5d6

6d6+9

3d5

2d4+4

3d6/-9

3d6

Bonus Die to resisting spells cast on self

Thermographic Vision

Reach

+2 MOV

Giant

6d6

6d6

7d6+8

3d5

2d4+4

3d6/-8

3d4

Thermographic Vision

Reach

+2 MOV

Minotaur

4d6+3

5d6

4d6+9

3d5

2d5+5

3d6/-9

3d5

Goring Horns: Brawling (1d6 + DB)

Thermographic Vision

Reach

+2 Natural AP

+2 MOV


(I hate trying to format these tables)


The funky numbers are there to vary the rounding errors.
The slash aft the POW dice is a reduction in Luck, since Humans get more Edge characteristic in Shadowrun.

 

Unusual amid the Odd: Prior to the 2060s in Shadowrun, those meta-human types not Bolded, are considered freaks even among meta-humanity, and so receive a penalty dice on positive social rolls and CR checks, by 2060 however, these prejudices seem to have faded to background levels.

 

Allergy: When entering or being exposed to an environment with the allergic substance present, user must make a CON roll or suffer the effects until they leave the area. Mild - Normal CON roll, effect: Penalty Die, Moderate – Hard CON roll, effect: Penalty Die, Severe - Extreme CON roll, effect: Penalty Dice and 1 damage per round while in contact.

 

[Shadowrun 1e Rule] – Every non-Human has an allergy, also if one with a Moderate Allergy rolls an Extreme Failure, they get their allergy treated like a Severe Allergy until the leave contact with irritant.

 

Obvious: You can’t hide your colourful looks at all and you are very recognisable for good and bad

 

Ogre Stomach: The character’s unique stomach and intestinal organs (including unusual gut flora) can digest a variety of substances that normal metahumans cannot or have trouble digesting, such as raw meat and cellulose-based plant material (like grass). Treat Credit Rating skill as +20 on tests involving food or acquiring substance for oneself and the character receives a Bonus Die to resist ingested toxins.

 

Photometabolism: The character possesses an organ (chloroplast skin or grasslike body hair, for example) that supplements his energy needs via photosynthesis. Even when the character’s organ is fully exposed to sunlight, this process only creates enough nourishment for the recipient to supplement his diet, not to replace it. Treat Credit Rating as +10 on tests involving food or acquiring substance for oneself. However, since the character’s overall physical well-being and energy increase in the sunlight, the character feels uncomfortable at night or out of the sun.

 

Low-Light Vision: Remove 1 Penalty Die from concealment caused by darkness

 

Reach: Reduce penalty dice for manoeuvres due to Build by 1, also allowing for manoeuvres against opponents with a Build 3 points higher with a 2 Penalty Dice modifier.

 

Thermographic Vision: Remove 2 Penalty Dice from concealment caused by darkness but adds 1 Penalty Die if target is within 5 yards of a heat source hot enough to cause damage or smoke caused by the heat source.

 

Multiple Arms: The character may hold and carry double the number of objects in her hands than would normally be possible. The arms may move independently but they will still have one dominant hand. While they may hold multiple weapons, attacks not involving the dominant hand still follow the Two-Weapon Fighting rules.

 

Monkey: A Bonus Dice to Jump, Climb skill tests as well as any test involving balance. Also present is a tail that can pick up items, though a Penalty Die is applied for attempts at fine manipulation of an object with the tail. The tail has an effective strength equal to half the character’s unaugmented Strength rounded down, but it can hold the character’s entire body weight if he chooses to hang from it. Prehensile tails do not provide an extra attack.

 

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Flamethrowers remain 2d6 for legacy reasons

 

For Shadowrun [SS mode] means single shot and follows normal rules for that. [SA mode] means the gun can also be fired as Burst 2, but nothing in Cthulhu has Burst 2 to compare it to. Guns with [BFA mode] have Burst 3 as an option, or if that is indicated by the gun description, otherwise they have Full-Auto. Shadowrun’s [FA mode] naturally means Full-Auto in Cthulhu rules as well.

 

Halve Modern Cthulhu Credit Score assets and then divide by 1.3 to get Nuyen

 

The Shadowrun weapon Conceal score: more than 6 = In the pocket, 5 = Under a jacket, 4 = Under a long coat and 3 or less = Can’t be hidden.

 

Accuracy is annoyingly determined by taking the Shadowrun 5e Accuracy value and deducting 5. If the remaining number is +2 or higher or -2 or lower, it’s a Bonus/Penalty Dice respectively.

 

Fortunately, there is a sourcebook for early Shadowrun decades for 5e.

 

I never got around or converting magic rules or writing out the occupations. Some other time.