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.



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.