Showing posts with label Adaptions. Show all posts
Showing posts with label Adaptions. Show all posts

Tuesday, April 7, 2026

Resident Evil vs Edgerunners Part 2

Today is vertebrates

Someone suggested that human teeth are accounted for in Cyberpunk 2020/Interlock with the Ceramic Teeth/Powerjaw cybernetic implants, which means normally 1d6/3. This woud make human zombies even more pathetic in the rules unless they have some sort of automatic bite on a grappled target and go for non-armoured sections.

I've been finding I get really big BODY scores for some monsters, so I scaled down the DP to BODY conversion. Really big DP is now DP-15 = Divided amount, Divided amount/5 = +1 CON up to +3, remainder is divided by 10 up to +5 then that remainder is divided by 100

Adder

BOD 5

REF 6

INT 1

COOL 6

MA 3

Awareness +6

Brawl +3

Beak 1d6/3

BTM +0 DAM +0

Must Eat Flesh Weekly, animal cunning


Alligator

BOD 26

DEX 6

Int 3

COOL 6

MA 3

Awareness +6

Brawl +7

Athletics +8

Bite 3d6 AP

BTM -7 DAM +1d10+2

(Should have Scent Tracking but I supose the alligator in the game never showed much hunting prowess.)

Treats result as 17 for purposes of a foe Escaping a Grappling move.

When Grappling a target, automatically do Bite damage each round

Must Eat Flesh Weekly, animal cunning


Cerberus/Zombie Dog

BODY 5

REF 5

INT 1 (Animal)

Cool 5

MA 3

Awareness +5

Athletics +7

Brawl +6

Bite 1d6+1 AP from Chromebook 3 (#1d6+3 AP)

BTM -2 DAM +0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Must Eat Flesh Daily, Dos not spread but also it could be interpreted as spreading by bite, animal cunning

Treats result as 17 for purposes of a foe Escaping a Grappling move

When Grappling a target, automatically do Bite damage each round

Must Eat Flesh Daily, animal cunning


Crow/Raven

BOD 5

REF 6

INT 1

COOL 3

MA 3 on ground 19 in air

Awareness +6

Brawl +3

Beak 1d6/3

BTM +0 DAM +0

Must Eat Organs Daily, animal cunning

A single bird is quite a small target, but they normal travel in groups of 4-10, getting easier to hit as they flock


Neptune

BOD 22

REF 6

INT 3

COOL 3

MA 3

Awareness +6

Brawl +8

Swiming +8

Bite 3d6+2 AP from Chromebook 3 (#4d6 AP)

BTM -6 DAM +1d10

Can follow the scent of living beings that are 24 hours old. Can lose trace if target leaves the body of water, for skill purposes this is +12

Double Damage From Electricity

Still can't survive out of water, but can survive in freshwater

Must Eat Flesh Weekly, animal cunning


Yawn

BOD 22

REF 7

INT 1

COOL 6

MA 14

Awareness +7

Brawl +6

Bite 1d6+3 AP (#3d6 AP) Venom Injected into hit location, 2d6 damage for 5 rounds

BTM -6 DAM +1d10

Spitter - Can spit a water-down version of venom up to 7m, 1d6 damage and target is blinded for 5 rounds

Chomp - By taking two rounds to unhinge it's jaw, Yawn can do 6d6 damage with a bite

Hug of Death - Once Yawn Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Can follow the scent of living beings that are 24 hours old. Can lose trace if target enters a body of water, for skill purposes this is +14

Must Eat Flesh Weekly, animal cunning

Sunday, March 29, 2026

Unisystem to Cyberpunk 2020, Resident Evil vs Edgerunners

While digging around various Unisystem adaptions, I ended up wondering if there was a Cyberpunk 2020 one. As that opened the door to a lot more threats than goons and the animal out of Chromebook 3. Although strictly speaking, the RPG system in Cyberpunk 2020 is calle Interlock, rather than being purely bespoke.

This would let me access all the variable things from All Flesh Must Be Eaten and particularly the Resident Evil fan-netbook (RE:Genesis) that circulates across the internet. But first I needed to find a conversion process.
I conveniently found one for All Flesh Must Be Eaten, Deadworld 2021. I really should have saved the landing page, but for the point of my conversion, these were good enough.

https://web.archive.org/web/20041115090417/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_weapons_tech.htm

https://web.archive.org/web/20041115083816/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_cyberware.htm

https://web.archive.org/web/20050221060251/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_zombies.htm


Credit to whoever made these.

 

I just did some reversing and eyeballing to come up with the stat to stat conversion equations.

Since Unisystem also used stat + skill + 1d10, I just applied the Shadowrun conversion number (x1.666) to change the 1-6 results into 1-10. Then fiddled with them to get the right spread.

Originally, I did a formula:

Stats were rounded to the nearest whole number and 2 is added if the result is 1-4 (becoming 3-6) excluding if the stat is 0 or less

BODY = STR and CON are converted to 2020 numbers separately. With CON having accounting for any extra Dead Points about the normal 15. by dividing the extras by 5. Once you get more than 15 (+3) extra I divided by /10 for the remainder, so the numbers don't get too big. 15 in Unisystem being 25 in Interlock. The final tally is averaged.

This proved too unwieldly because Unisystem assumes 2 = competent (Interlock 6) but Unisystem 6 = Interlock 10, human maximum. I ended up using a simpler chart, erasing the last several days of work on this and making my third revision:

1 = 3, 2 = 6, 3 = 7, 4 = 8, 5 = 9 and 6 = 10

After than I tried to get it so 12 = 20, which returned us to a normal 1.666 multiplier from before for scores over 6

BODY was still an average of the Cyberpunk 2020/Interlock score with Dead Points still effecting CON

INT is both INT and TECH for those Zombies which can use tools. There is a slight disconnect here, with many zombies having negative INT. This was resolved as followed, a INT of 0 or less means a Zombie has an INT of 1 and not TECH score.

PER ended up just being Awareness, as there is no core awareness/Wisdom stat in Interlock.

Pushing Will from a sort of Charisma/Force of personality thing to COOL

Speed in AFMBE is Dex + Con x 2 (miles) or x 3 (kilometres), divided by 2 to get yards/meters per turn (1-5 seconds) and multiplied by 3 to get running.

That matches up pretty much with MA (meters per round, x3 for running)

Zombies tend to have fixed speeds though, so the normal score of 8 in Unisystem compared to 6 in 2020 gets a multiplier of 0.75.

Skills were recalculated the same way to fit 2020 numbers.

If I was to do this for Cyberpunk RED, I’d go back to the start and rework these all again

 

The sample homebrewed zombie below had a few additions. In general, I don't hold the idea of living zombie being fully immune to conventional firepower, so I employ a Battletech idea. A zombie who has two hit locations destroyed bleeds out eventually (Timeframe at the Referee's discretion).

The description said Damage Resistance (halve damage) but also said this was the result of the Decentralized heart emerging, so I stuck to the 2020 version.

The spine weak point and the regeneration remain unchanged from AFMBE.

Damage remains an issue, multiply Bite 1d4 by STR gets a range anywhere between 1d4 x 1 (1-4) to 1d4 x 6 (6-24), enough to bite through what the conversion rated Light Armourjackets and like all slashing/stabbing weapons in that game, doubles penetrating damage

Some Cyberpunk 2020 melee weapons halve SP, but it's not consistent and 2020 generally rates melee attacks as not very good (unless martial arts).

I was suggested damage for teeth should be 1d6 or 1d6/2+1 since 2020 leans more on realism.

Anytime I present an alternative with a # at the start are more tone-based damage which is higher than what might be "realistic “for a zombie.

 

Biotechnica Zombie

A horrible nano-bot firmware glitch affecting people with both Muscle & Bone Lace and Skinweave.

BODY = ((STR 6 = 10)+(CON 4+((20-15)/5) = 5)/2 = 7.5 = 8

REF = 2 = 6

INT = 1 = 3

TECH = 1 = 3

COOL = 2 = 6

MA = 4 x 0.75 = 3

EMP = NA

LUCK = NA

ATT = NA

Skills

Awareness = 1 = 3

Brawl = 2 = 6

Melee = 2 = 6

Attack Bite 1d6/2+1 (#1d6+3) or with Weapon

An alternative idea would be to up all damage as a Bite in AFMBE is D4(2) x STR, the same as a Large Knife. Rippers are considered to be the same as a Large Knife in this adaption.

Therefore, you could upgrade the Bite to 1d6+3 and so take any claws would get upgraded to Slice N'Dice damage, 2d6(AP for consistency) or Wolvers, 3d6(AP).

BTM -3 DAM +2

Skinweave SP 12

Weak Point - Spine: Only Called Shots/Destruction of Torso can stop it

Decentralized Heart +2 to Death Save to Torso

Regenerates 1 Damage per round

Can use simple tools and traps, possesses long-term memories and animal cunning, eats organs, doesn't spread

 

Now that’s out of the way, let’s get into the Resident Evil monsters. Only the classic 1990s ones, Cyberpunk is a very 80s and 90s game and theme. I am cheating though by adding Crimson Heads from the 2002 remake of Resident Evil, but that is to bulk out the humanoid section. I was going to do 1 post per game, but I spent so long redoing the conversion math repeatedly, we will do this by theme instead. No real attempt a lore here, it’s your games.

Monsters that were or were partly human.

 

T-Virus RULES

Any Bite/Scratch that breaks the skin or causes ingestion transmits the infection, the victim takes 1d6 damage every hour or 1 per day with incidental infections such as droplets (Resist with diseases and bio war agents for 1d6/2 damage) until death occurs by any means. Within the next hour they reaminate as zombies. Symptoms appear when Wound boxes reach Serious.

 

Zombie/Modified Zombie

BODY 5

INT 1

REF 3

COOL 3

MA 2

Skills

Notice +3

Brawl +6

Bite 1d6/2+1 (#1d6+3)

Vomit 1d6 Acid 1m range

BTM -2 DAM 0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Must Eat Flesh Daily, Spread via Bite

 

Crimson Head Zombie

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +3

Brawl +6

Athletic +7

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to intiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

 

Crimson Head Zombie Prototype

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +6

Brawl +9

Athletic +7

Bite 1d6/2+1

Natural Armour SP 4

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Natural Armour SP4

Does not make Stun Saves

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

The RE: Genesis netbook claims it can cause airborne T-Virus infections if in proximity to those of low constitution. If that is chosen, any unsealed foes will become infected if they are in melee contact with the infected for more rounds than their BTM as a positive number.

 

Licker

BODY 4

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness +7

Brawl +7

Athletics +6

Claws 1d6+3 AP (#2d6 AP)

Tongue 2d6 2m (As a Slice & Dice)

BTM -1 DAM -1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Clawed/Evolved Licker

BODY 9

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness = +7

Brawl +8

Athletics +6

Claws 3d6 AP

BTM -3 DAM +1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Can effectively sense any living thing within 30m of itself

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Hunter α

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +14

Occasionally eats flesh including animals, animal cunning

 

Hunter β

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Dodge +7

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Natural Armour SP 4

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, For skill purposes this is +14

Occasionally eats organs including animals, animal cunning

Has a tendency towards playing with it's food, might pause for a round before killing target

 

Hunter γ

BODY 12

REF 7

INT 3

COOL 7

MA 14

Skills

Awareness +7

Brawl +8

Swimming +6

Claws 2d6 AP (#3d6 AP)

Unhinged Jaw 6d6 (#4d10)

BTM -3 DAM +1

Weak Spot - Fire: Takes double damge from fire

Chomp - By taking two rounds to unhinge it's jaw, the Hunter can do 6d6 damage with a bite

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Is blind and relies on other senses

Daily eats organs, animal cunning

 

Chimera

BODY 9

REF 7

INT 3

COOL 6

MA 14 (2 when climbing and 1 while crawling on walls/ceilings)

Skills

Notice +7

Brawl +7

Athletic +6

Claws 1d6+3 AP (#2d6 AP)

The semi-parasitic maggots living on its regenerating, necrotised flesh do 1d6 damage (ignoring non-sealed armour) (#ignoring armour) to anyone in melee range

Must Eat Flesh Daily, animal cunning

 

Tyrant (T-002 Model)

BODY 11

REF 7

INT 1

COOL 1

MA 14

Skills

Awareness +12

Brawl +8

Dodge +7

Talons 3d6 (AP) (#4d6 AP)

BTM -5 DAM +4

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature, and it must be total

I disagree with this, the Tyrant has a massive secondary/exposed heart Weakpoint - Heart would be better, requiring damage to the Torso

Can effectively sense any living thing within 70m of itself

I also doubt this, but it was part of the original AFMBE write-up

Fear - Automatically initiates Facedown rolls with an effective Rep of 7 and suffers no ill-effect from losing

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Does not need to eat (presumably it's filled up on nutrients in its tank), is created through surgery, animal cunning

 

Tyrant (T-103 Model)/Super-Tyrant [T-103R]

BODY = 11

REF = 3 [6]

INT = 6 [1]

Tech = 6 [0]

COOL = 1

MA = 2 [3]

Skills

Awareness = +12

Brawl = +9 [+12]

Intimidation = +9 [+0]

Athletics +6 [+0]

Punch 1d6+3 (#2d6)

Will attack twice if possible

[Talons 3d6 (AP) (#4d6 AP)]

[Can attack twice a round with no penalty]

BTM -5 DAM +4

Power Limiter Coat, All but head SP 14 SDP 42, Listed value of 400 split like Dead Points

When the Power Limiter is Destroyed, the Tyrant mutates into a Super-Tyrant

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature and it must be total

[Weakpoint - Heart: Only Called Shots/Destruction of Torso can stop it]

Can effectively sense a pre-programed target(s) within 70m of itself [Stops]

Does not need to eat (presumably it's filled up on nutrients in it's tank), is created through surgery, problem solving [Dumb as dead wood]

 

 

Nemesis-T Type

Stage I

BODY 25

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +9

Heavy Weapons +8

Punch 1d6+3 (#2d6)

Tentacle (Melee) 3d6 and T-Virus infection

This infection appears to spread slower according to the netbook, the roll to resist is made every 3 hours but causes 2 wounds if failed, with 3 total failures resulting in death and reanimation

Militech Scorpion 16 Surface-to-Air Missile HVY -1 N P 7D10 1 1 1,000 VR

BTM -7 DAM 1d10+2

Coat (All but Head and upper part of Right Arm) SP 14

When reaching Mortal levels, Nemesis retreats and metamorphoses into Stage II

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage II

BODY 22

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +10

Punch 1d6+3 (#2d6)

Tentacle 4m 3d6 (#5d6) and T-Virus infection

BTM -6 DAM 1d10

Weak Spot - Chemical (Acid): Will not be rendered inanimate unless acid is applied to body, is reduced to quivering mound of necrotic flesh for 1d6/2 x BODY minutes then transforms into Stage III

Tattered Clothing (Lower Abdomen and Legs) SP 8

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage III

BODY 21

REF 3

INT 1

COOL 1

MA 2

Skills

Awareness +12

Brawl +10

Tentacle 4m 3d6 (#5d6) and T-Virus infection

Can attack two separate targets per round

Spitter 2m 2d6 Acid (#3d6)

BTM -6 DAM 1d10

Weak Spot - None: Only total dismemberment can stop this creature, and it must be total

Can effectively sense any living thing within 70m of itself

Weekly eats flesh, animal cunning

Monday, February 2, 2026

Scattered ideas about Underground and Cyberpunk

Having spent last week writing up a critique of my prior attempt. I thought I might put some more thought into it, but not a whole conversion process. Really, I could just decide to use Underground as a source of weird mutations. Like the Carbon Plague in Cybergenerations.

That and I lost my write-up of playing the Freeport Trilogy (adapted for Shadow of the Demon Lord) in SLA Industries 2E.

The core problem is the log scale. According to the Adventurers Club #8 for HERO, the conversion is a bit odd.
Underground was based on DC Heroes, in DC a point was a doubling of power. So, 2 was twice as good as 1 and 3 was twice 2, so four times as good as 1. This was the equivalent of adding 5 points to a HERO score. Hero had the human average be about 10 and the maximum be 20. Cyberpunk/Interlock had the average be about 5/6 and the maximum 10.
Underground wound that back so 3 points was a doubling of power, 0 was the human baseline and 6 was the normal human maximum. Leading to the bizarre equation:

Underground -> HERO-> Interlock

3 points = 5 = 2.5

This seemed wrong
So I worked from the human maximums

6 = 10

1 = y

6y = 10

y = 1.6

Giving me the following chart

1 = +1

2 = +3

3 = +5

4 = +6

5 = +8

6 = +10

7 = +11

8 = +13

9 = +14.4? We must make an exception here and round to 15

This at least allows us to calculate one power in Underground, you need 4 points in the Boosted [STAT] enhancement to advance 1 row on the above table. This all seems much too complicated with buying points to generate a second number to compare to the table to change the number and all the follow-on effects on the sheet.

 

Light Wound/Medium Wound/Heavy Wound, the description seems to imply a big deal for a LW and major deal for a HW. We could say 2/4/6 damage, the difference between something that will heal in a night to losing an entire health condition. But Cyberpunk doesn’t do fixed damage. So, I guess we could make them 1d6, 2d6 and 3d6 damage. Enough to send someone through Light, Serious and Critical wound boxes.

Accuracy would be halved

Penetration mostly sems to be divisible by 3, but with remainers. Being +1 for a remainder of 2 and 0 for a remainder of 1. Since Cyberpunk doesn’t have penetration rules for bullets and just uses damage as the determiner. I would say the divided number is added to damage. Most weapons go LW/ME/HW/IN, except for the biggest weapons. So, I would add penetration damage/3 as the d6 and upgrade it to a d10 if it started with a MW instead of LW. Half accuracy number.

  9mm Walther antique (Cost: $2500, Avail: C) Accuracy: -2, Penetration: 9, Dmg: LW/MW/HW/IN

9/3 = 3d6 WA -1

30mm Silver Bullet SSF 2/30 (Cost: $6000, Avail: D) Accuracy: -4, Penetration: 18, Dmg: MW/MW/HW/IN

18/3 = 6d6, becomes 6d10 WA -2

 

Underground says difficulty chart is in human terms

Even money (Difficulty 0) in Cyberpunk is TN 15 (6 + 4 + a roll of 5 on 1d10)

Therefore 7 grades higher in Interlock’s stages of TN 5, is up to TN 50

 

Underground Skills, the ever reliable Listen Up You Primitive Screwheads is required reading for telling us the average Cyberpunk skill is 4 not 5, because rolling 1d10 for a stat makes the stat 6, in the stat + skill Interlock system. So, an Underground Difficulty of 3 is an Interlock 4.

3- avg (4)

4/5 - (5)

6 - good (6)

7/8 - (7)

9 - expert (8)

10/11 - (9)

12 - legend (10)

 

At some point I would need to sit down and work out how all this fits together and with the Unit Chart. Before even looking at all the intricacies of how the powers worked. But really this is just some scattered thoughts.

Sunday, February 1, 2026

Not Converting Underground to Cyberpunk 2020

 

(You have to love the art, by Geoff Darrow, colours by Florence Breton)

I’ve written several conversion procedures, but here’s one from my folder I never really came back to after finishing. As it’s blatantly broken and an example of how I failed to make the conversion work. My notes will be in Bold so they can be seen.

 

Lower power but keep the theme that vets are emotionally unstable and very powerful.

This turned out to be an exercise in number management, as in the Cyberpunk/Interlock system where humanity loss was random, the loss here ended up being very fixed. So, it was open to min-maxing.

Converting rolls

P/F rolls become Opposed Tasks

F-D-C-B-A rolls start at F = Failed to roll above the Task Difficulty, D = rolled above Task Difficulty but not 5 above Difficulty, C = rolled Difficulty +5, B = rolled Difficulty +10, A = rolled Difficulty +15

So since Interlock had +10 being the max for skills and stats, the only way to get an A rank would have been to max out these things or get massive number of stat enhancements and then roll a 10.

Nothing on damage though, the core system proved too much before I could tackle it.

Converting Characteristics

Underground

Cyberpunk 2020

(STR+RES)/2

BT

DEX

REF

SPD

MA

INT

INT

WILL

COOL

AURA

EMP

TECH, ATTR and LUCK will have to be determined as normal

Units generally don’t convert well but assume that the Unit value of 0 is Cyberpunk value of 5 and each new Unit is +1.

A complete lie, I was trying to cram a logarithmic system, where every 3 points doubled into a linear system. But eyeballing it meant 0 = 5/6 and 6 = 10.

New Role

Surp-Super

Special Stat: POWER: This skill is the cap on the number added when rolling to use super-power and also determines how much money was spent on surgery and psychological treatment.

Skills: Can take one of the Solo, Cop, Techie or Med-Tech Career skill lists assuming that no specialized military Roles are being used from a supplement.

Very broad and if I had come back to it, I would have made a custom skill or told everyone to use the Solo skills.

The Surp-Super gets R&D money according to his POWER like a Solo but at x 10, his actually starting money is 500eb per month from the Department of Veterans Affairs.

I could have done a proper conversion of Underground to EuroBucks, but I think that would have been just eyeballing it.

Acquiring Powers

The future surplus hero divides the money between the different Enhancements that he was granted and as a bonus to the psychological treatments that followed each.

Each enhancement from the Underground book costs Base Cost + (Number of Units above 1 x Potency Value) x 100, If the bonus or limitation is taken the Base cost is doubled or halved (rounding down).

More mangling of a logarithmic number scale into a linear process. Especially as this isn’t even how the power-buying in Underground worked. You paid Base Cost + What the Rank/Potency chart said.

Every Enhancement has a Stress Rating which factors into determining Humanity Loss during the psychologist phase. This rating is always a minimum of 1. The Trauma listed for each enhancement is a helpful roleplaying guide.

Psychological Consoling

Every enhancement has a separately track stress rating and the Surp-Super must pass a roll with the help of a Psychologist to reduce them. The Surp-Super rolls d10+ COOL +1 for every 1000eb spent of psychological treatment vs Task Difficulty 10 + POWER. For every 5 more the Surp-Super exceeds the Difficulty, reduce the stress of that enhancement by 1.

Making everything in blocks of 1,000eb instead of $100,000 ended up massively inflating the number of powers someone could have. It also meant Cybernetics remained a vastly cheaper option, especially BOD-boosting stuff like Muscle and Bone Lace.

Once all psychological treatment rolls have been made, multiply the stress by 10 and round to nearest 5, and count that as Humanity Loss.

Isn’t it easier to Boost them?

Yes, many Surp-Supers have cyber-ware or bio-ware implanted as well to be cost effective. However this still comes out of the money allocated to enhancements.

May as well made the power of these superhero to take Cyberware as half cost-Bioware.

Activating an Enhancement

When a Surp-Super uses an ability, they roll the Most Relevant Ability (usually listed in Enhancement Description) + Enhancement Bonus (up to a rating equal to the POWER special skill). If an Enhancement grants Stress, the Stress builds each round activated the power is activated until it reaches the POWER rating and starts translating into Humanity Loss.

Doesn’t match at all how Underground powers were bought or used and since I was relying on the Unit total straight from Underground, restricting things POWER (capped at 10) made this completely unworkable.


The all powerful Benchmark table, which drove Underground and I would have to refit for Cyberpunk if I was to do this again.


Sample Surp-Sup

Man-Dar, the Human RADAR, Stats 6s across the board

POWER 6

R&D money 3,000 x 10 = 30,000

6,000 set aside for Psychology treatment


5 + (6 x 3) x 100, bonus x 2

23 x 100 x 2 = 4600 to install 6/3 = 2 Stress

Rolls 10 + 1d10 vs Whatever the Referee decides for each item

D – TN to TN+4: 2 Turns

C – TN+5 to TN+9: 10 Minutes

B – TN+10 to TN+14: 1 Hour
A – TN+15: Permanent



5 + (6 x 1) x 100, bonus x 2 = 1100 to install, 6/6 = 1 Stress

Range Unit +5 = 15 on the chart is 100 yards/metres


5 + (6 x 1) x 100, No limitation = 2500, Stress 6/8 = 0.75, Range 40 feet/12 meters

(The colour is becuase I copied it from the corebook not the players handbook, which was a worse scan)

5 + (6 x 2) x 100, bonus x 2 = 3400, Stress 6/5 = 1.2

30,000 – 2700 – 2500 – 3000 – 7000 = 14,800 – 6000 (therapy) = 8800 for cyberware

Neuralware Processor -1000/ 1d6

Sandevistan Speedware -1600/ 1d6/2

Smartgun Link -100/ 2

Vehicle Link -100/ 3

Linear Sigma -6000/ 2d6

Way more effective in game than buying up powers with the exception of the Awareness-replacing powers since that just automatically overruled and won a portion of the combat procedure.

d10+ COOL (let’s say a generic 6) +(1 x 6[000]) vs Task Difficulty 10 + POWER (6) For each enhancement. For every 5 more the Surp-Super exceeds the Difficulty, reduce the stress of that enhancement by 1.

EM Pulse 4 + 6 + 6 vs TN 16, No change

Energy Detection 6 + 6 + 6 vs TN 16, No change

Night Vision 4 + 6 + 6 vs TN 16, No change

Danger Sense 8 + 6 + 6 vs 16, No change

Once all psychological treatment rolls have been made, count stress as Humanity Loss.

(2 + 1 + 0.8 +1.2) x 10 = 50 before Cyberware (2+3+[5]+[2]+[8]) = 20

So, a total of 70 HL or lowering the rolled EMP by 7. Poor Man-Dar is a Cyber-Psycho and should have pumped up that EMP to 10 at start of play, as per Cyberpunk 2020’s meta.

The exact flaw of this attempt right here. Enhancements make high EMP mandatory much more than Cybernetics for not as much benefit.

The Overall flaw was having figured out that I wanted powers, not bothering to actually see how powers worked in relation to the rest of the rules. And then trying to cram it into a system where the baselines were totally different.

Will I do this again? Who knows, I have other things that take a higher priority.

Monday, January 12, 2026

Converting Tunnels & Trolls or Mercenaries, Spies and Private Eyes to Mothership

Last one for now and a bit later, next week will be a bit later as well. This is a horrible mess of trying to prize three different systems together.


You can probally get by with:
MR/20 = HD, apply conversion
(Damage Dice+Adds/3.5)/3 = Spread across several attacks

If no MR
Personal Adds/3.5x5 = COM
CON/6 = Wounds, CON = Health, apply conversion

14 - Armor Hits = AC, 9 - AC =  AR
No Armor Hits, use HD as AR


The worked process

Treat Level as HD when converting or CON as HP if not available and so using the same conversion rules when translating to Health. If no HD and so no Wounds, assign 1 Wound per 6 CON, rounding up.

OSE/OSRIC damage scale is roughly one-third that of Tunnels & Trolls. Bonuses or Penalties also are affected by a factor of 3. The same should be applied to the Attack Adds for their skills and weapons. Divide the ‘Adds’ by 3.5 to determine additional dice; only whole numbers count.  Any remainders of this step should be divided by 6, and if 0.5 or greater round them up as a single +1 to be dealt with after division by three, which is ignored in Mothership conversion but here for completion.

What this means is that a target needs to have a +3 to hit bonus to get a +1 x 5% Mothership Combat bonus and a 6+2 Grand Shamsheer (No-Datchi) sword in T&T 5e will be a 2d6 sword, which becomes 2d10 in Mothership. Ignore STR and DEX requirements.


MONSTER RATING

Divide MR by 20 to determine the creature's HD, THACO and Instinct. Remainders are divided by 10 to get the HD bonus. If this reduces the new Health total to less than 10, round up to the nearest 5.

Then apply the OSE to Mothership Wound and Health Converter.


There was this cool OD&D to T&T sheet which listed out all the equivelent T&T stats and Armour, but I lost it somewhere, or never saved it.

So I'm using these instead

https://rolltodoubt.wordpress.com/2024/07/26/hit-dice-to-tunnels-trolls-conversion/

https://worldoftheburn.blogspot.com/2013/05/dungeons-and-dragons-from-tunnels-and.html


Special Attacks / Abilities.  Divide maximum damage by 3 as normal, then apply the Mothership Conversion.

Subtract Armour Hits (before doubling) from 14 to determine the Descending AC.  Values higher than 10 count as 10 AC.  Or with Ascending AC, add the T&T value to 10.  Apply Mothership Conversion.

For introducing AR for T&T monsters which lack it, I'd say the new HD = AR.

Going from a T&T source that mentions Trigger Numbers (Gaze on three 6s, for example), means that there is a percentage chance that each Round of combat, someone will be subject to the attack. Make it 4 - number of dice as a percentage, so if the TN requires 3 6s to be rolled, the attack goes off if a 10 or less is rolled for the monster’s Combat check.

If a Saving Roll is required for any attack, follow the rules for DC conversion. SR inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.

Magic works the same as any other converted magic, it’s unlikely the players will get to use it.


Balrog Maximus Meany from the T&T 5E example section had a MR of 250 and does 26d+125 damage each combat round (if not magic)

This becomes MR/20 = HD 12.5

Therefore Wounds start at 12, HP is 12 x 4.5 = 54 (let's arbitrarily bump this to 55 for the 0.5 more), THACO 10 and Instinct is 85%

Combat = 21 -THACO + Any listed modifiers x5 +15, or Ascending Attack Bonus +2 + Any listed modifiers x 5 +15.

Instinct = HD x 10, becoming HD x 5 after 5 HD, as a percentage

COM is (21 - 10) x 5 +15 = 11 x 5 + 15 = 70%

Applying the rule - If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds. If this reduces the new Health total to 10 or less, add 5 to the Health. and round up to the nearest 5.

Wounds/HP become 12 - (2 x 4) and 55 - (10 x 4) = 4/15

For damage, 26d+125 is 26+(125/3.5) = (26+35)/3 = 20d6

d8, d10, 2d6 = 2d10

Doubling as you go

Once you get to 4d10, you have the option of changing it to 1 Wound if caused by massive damage.

So 2d10 x 10 or 4d10 x 5 or 5 Wounds. Tricky because T&T does all the damage as a single roll off.

I'd be tempted to say 5 attacks at 1 Wound each.

No mention of armour, which is a little annoying, but still

Maximus Meany

W2(30)

COM 70% Flaming Great Weapon 1W , Alternate Fire & Explosives and Gore & Massive

5 Attacks per round

INS 85%

AR 12

Can move faster than a human and can fly

Weapon loses fire effects when exposed to water.


Extraterrestrial Criminal from T&T Solo 9 - The City of Terrors, passage 95

ST 35, IQ 18, LK 20, CON 5, DEX 18, and CHR 15

Sonic sword cuts though any armour in 2 rounds

He has no armour, and his combat adds are 37. The sonic sword gets 3 dice plus 5 adds.

No level listed and no MR, so CON = HP = 5, at the rate of 1 Wound per 6 CON, rounding up, this foe has just 5 Health as listing a Wound of 1 is pointless.

The weapon is 3+5 or 3/3+5/3.5 = 1+1.4 = 2, that becomes 2d6 = 2d10 in Mothership

The low HD means the skill is too low, so 37/3.5 = 10 x 5  = 50% COM

Extraterrestrial Criminal

(5)

COM 50%, Sonic Sword 2d10

Sonic Sword cuts through any armour in 2 rounds

INS 50% to save time, as the foe never did anything but attack


Jub-Jub Bird (from 7.5E)

MR: 25 – 150 (roll 1D6 x 25) per head

Special Abilities: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ); all as cast by a 4th Level Specialist Wizard

WIZ 3–15 (10% MR rule) per head,

SPD 3D6+18

Armor Hits: 1-6 points (1 per 25 MR) per head


This is trickier, MR seems to be per head and it has spells at a level seperate to MR. The image has two-heads and so does it's listed insperation in the description.

I rolled a 1 and a 6, so MR 25 and 75 for each head with WIZ 2 and 7 and Armor 1 and 6 respectively
SPD is 28
Let's combine these: MR 100, WIZ 9 and Armor 7

100/20 = 5 HD and HP 17. Which becomes W3(7), which rounds to W3(10).
I think I'll take an executive decision to make that W2(15) for one per head.

COM 21-15 = 6 x 5 = 30%, 11+50 is 11+50/3.5 = 25/3 = 8d6, which is 4 x 2d10 or 2 x 1 Wound
INS 5 x 10 = 50%
Funnily enough, casting spells at the 4th Level is not high enough to get a seperate higher magic skill. But does already have the discount from the level accounted for. Accounting for the HD to wound conversion, if a target has les than 3 wounds, they save with [-].
SPD means they always act first, considering a normal human has 3d6 in T&T 7.5E

Armor Hits is 7, 14-7 = 7, 9-7 = 2

Jub-Jub Bird (medium threat)

W2(15)

COM 30% Beak 1W (Bleeding)
2 Attacks a round

AR 2

INS 50%
Can cast the following spells: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ) out of a pool of 9 WIZ

Faster than a person

Tuesday, December 30, 2025

Converting Dungeon Crawl Classic to Mothership

An oddly specific conversion, but one that didn't quite fit with the rest of the OGL material.

And it's a good thing to mark the end of the year with, having finished all the D20-based OSR/OGL to Mothship systems I own.
I'll start the new year off with Tunnels and Trolls and then I'm done for the project.

HD = Wounds

HP = Health, if HP is under 10, add +1d5+6 (Allowing 1 HD monsters to have between 11-15 Health), add the OSE HD modifier to Health if average not listed. Add or deduct from Health based on the original size. D6: -1, D8: +0, D10: +1, D12: +2. Anything with a HD of d5 or lower dos not adjust Health if it is under 10

If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds.

If this reduces the new Health total to less than 10, add 10 to the Health. and round up to the nearest 10.

Add the extra Wound

Difficulty Classes in DCC are 2 to 5 points lower than in other OGL games. So an extra 2 points are needed to be added to Combat and Instinct calculations.

Combat = Ascending Attack Bonus +2 + 2 + Any listed modifiers x 5 +15.

Instinct = HD + 2 x 10, becoming HD x 5 after 5 HD, as a percentage

(9-AC/AC-10 for Ascending) round down = AP

Each damage dice converts to a number of dice

1, 2, d3 = 2 flat damage

d4, d5 = d5

d6, d7 = d10

d8, d10, d12 = 2d10

d14, d16 = 3d10

d20, d24 = 4d10

d30 = 1 Wound

If converting multiple dice rises above 4d10, it becomes 1 Wound.

Bonuses to damage are ignored unless they are +2, then up the dice by one per +2 on the chart prior to converting.

If a + Weapons is required to hit the monster, deduct 1d0 from the damage of the Mothership weapon per + required.

Actions remain the same, use judgement for distance of attacks.

In the unlikely event you need to calculate speed, original speed for a walk, x 3 for a run, converting to meters if required.

+/-4 or higher situational modifiers convert to [+] and [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.


From DCC 66.5 Doom of the Savage Kings

The Hound of Hirot: Init +2; Atk bite +3 melee (1d8) or claw +3 melee (1d4); AC 15; hp 4d12; hp 20; MV 30’ or fly 30’; Act 3d20; SP demon traits, gaseous form, immune to charm effects; SV Fort +4, Ref +4, Will +0; AL C.

W 4

H 20 + 2 (Size d12)

This becomes W2 HP 12

Add the extra wound for W3 HP 12

COM 3+ 2 + 2 x 5 + 15 = 50% Bite 1d8 = 2d10 or Claw 1d4 = 1d5

Act 3d20 = Three actions a round

AC 15 – 10 = AP 5

INS 4 +2 x 10 = 60%

Can move or fly as fast as a person

Demon traits, gaseous form, immune to charm effects need to be looked up

Demon traits just seem to imply the rest of the special abilities from the description, though no doubt renders it weakened to those who consider Chaos unholy in the DCC system.
Gaseous form - "If the hound is reduced to 0 hp, it dissolves into oily black mists and returns to its lair, emerging the following night at full hp."

Immune to charm effects is self-explanatory

 

The result is:


The Hound of Hirot
W3 HP 12

COM 50% Bite 2d10 Gore & Massive or Claw 1d5 Bleeding

INS 60%

Three actions a round

AP 5

Can move or fly as fast as a person

Demonic: A successful THEOLOGY Skill Roll deduces the Hound’s Traits, A successful MYSTICISM Skill Roll deduces the Hounds Stat and a Successful XENOESOTERICISM roll gives [+] to Damage against the Hound.

If the Hound is Reduced to 0 Wounds, it dissolves into oily black mists and returns to its lair, emerging the following night with full Wounds

The Hound cannot be charmed or mentally dominated by any mortal science or magic.

 

 From DCC 67 Sailors on the Starless Sea

 Beastmen: Init +1; Atk spear +0 melee (1d6); AC 12; HD 1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; AL C.

W 1 + 1 for the extra

HP 3 + 1d5 + 6 (let’s say the average with rounding 9 for a neater 12)

 

Beastmen

W 2 H 12

COM 25% Spear 1d10

INS 30%

AP 2

Saturday, December 27, 2025

4E of the World’s Greatest Roleplaying Game To Mothership Conversion

People frequently think of this is difficult but it’s not.

Take the HP and the Level, take the difference between 24 and the Level and divide the HP by the new Level and then by the monster type to get the HD, rounding up.
Minions are /4, Standards are /2, Elite are, as is and Solo are x2. Health is Bloodied/2. Which then has the Mothership Wound conversion applied to it. If the Monster is from MM1 and MM2, multiple the HP by 0.8 prior to dividing by Level. Bloodied Effects occur when at half Wounds or Less.

Combat is calculated slightly differently as we rely on Level and not HD, (Attack Bonus - Level) x 5 + 30

Divide Damage/2 and convert into d5, d10 and Wounds as according to convertor. Monsters from the MM1 need a damage bonus, so multiply damage before Mothership conversion by 1.5.

Divide AC by 2, rounding down to get the Ascending AC. Deduct 10 to get Mothership effective AP.

If speed is needed, multiple Squares x5 and that’s how many feet they walk, x3 that number for running and divide for metres as needed.

Any attacks that recharge randomly can only be used once per combat encounter. As are any which are explicitly once per encounter.

Traits and Triggering actions are always in effect, but assumed unless specified the monster can do one Standard/Encounter and one Minor action each turn. Skills/2 x10 as a percentage if Instinct isn’t higher.

+4 or higher situational modifiers convert to [+] and likewise do -4 or worse into [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this. Special attacks which target Ref need SPD or INT rolls to avoid effects, Will needs FEAR or SAN and For need BODY or STR.


Let's apply this to the Banderhobb Warder, one of the creepier 4E originals.

Things from the Shadowfell (equal parts alternative world, negative/shadow plane and purgatory) who steal people for their unseen master, either by swallow and regurgitating them or stuff them into a sack.

They teleport into shadows with the writing carved into the midsections, so clearly there is a guiding intelligence.



Banderhobb Warder
Large shadow magical beast
Level 16 Soldier XP 1400

HP 160; Bloodied 80Initiative +16
AC 32, Fortitude 30, Reflex 28, Will 26Perception+15
Speed 6, swim 6Darkvision

Standard Actions

(⚔) Longfinger Claw ✦ At-Will

Attack: Melee 2 (one creature); +21 vs. AC

Hit: 3d8 + 11 damage, and the target is marked until the end of the warder's next turn.

(➶) Lightning Tongue (lightning) ✦ At-Will

Attack: Ranged 5 (one creature); +19 vs. Reflex

Hit: 2d8 + 7 lightning damage, and the target falls prone.

⚔ Longfinger Clutch ✦ At-Will

Attack: Melee 2 (one or two creatures); +21 vs. AC

Hit: 2d8 + 7 damage, and the target is marked until the end of the warder's next turn.

Triggered Actions

⚔ Swallow ✦ At-Will

Trigger: A Large or smaller enemy marked by the warder makes an attack that does not include the warder as a target.

Effect (Immediate Reaction): The warder shifts 3 squares to a space adjacent to the triggering enemy and makes the following attack.

Attack: Melee 1 (the triggering enemy); +19 vs. Fortitude

Hit: The target is removed from play. Until the effect ends, the target takes ongoing 10 damage. The target can take actions as normal and can make melee and close attacks against the warder. The effect ends when the warder drops to 0 hit points or when the warder ends the effect as a free action. When the effect ends, the target appears in an unoccupied space of its choice adjacent to the warder.

No Escape (teleportation) ✦ Encounter

Trigger: An enemy marked by the warder ends its move.

Effect (Immediate Reaction): The warder teleports 10 squares to a space adjacent to the triggering enemy.

Skills Athletics +21
Str 26 (+16)                Dex 23 (+14)                Wis 24 (+15)
Con 24 (+15)                Int 22 (+14)                Cha 11 (+8)

Alignment evil       Languages understands Goblin

Published in Monster Manual 3, page(s) 18, Dungeon Magazine 180.

Level is 16 (it is match for a level 16 player and 5 of them is a statistically bland encounter for a party of 5). HP is 160.

24 and 16 has a difference of 8, 160/8 = 20, Standard monster means 20/2 = 10 HD, HP would be 40

Applying the conversion is:

It's got 10 Wounds to start with. Three goes into 10, 3 times, so the new Wounds are 10 - (2x3) = 4, HP 10

Let's flip that to be W2 HP 20

Combat is (21 or 19 - 16) x 5 + 30 = 5/3 x 5 + 30 = 55% or 45%

Instinct would be 75%, but the amazingly high Athletics is 21/2 x 10 = 100, Always capable of making the move

All attacks are either ranged 2 or 5, so 10 to 25 feet. So, they can hit a Close range due to the horrible long arms.

Longfinger Claw: 3d8+11/2 is 1.5d8+5.5, let's round that down to 1d8+5

1d8 is 2d10. But +5 is two lots of +2, in turn increasing the value to 4d10 and eventually 6d10. Becoming 1 Wound and 2d10 damage.

Lightning Tongue is 2d8+7/2 is 1d8+3.5

2d10 upgraded to 4d10 or 1 Wound

Causes people to be knocked over unless they make a SPD Roll to avoid it

Longfinger Clutch is 2d8+7/2 is 1d8+3.5, which is 4d10 or 1 wound but also Marks target

This then plays into the Banderhobb's Swallow and No Escape actions

Swallow does 10 damage/2 is 5 damage

AC is 32/2 = 16-10 = 6 AP

6 squares is 30 feet per round walking and swimming, about human speed.


Banderhobb

W2(20)

INS 75%, Always passes situations that would require athletic ability

COM All attacks Close Range

Claws 55%, 1W (Gore & Massive), each attack, the Banderhobb either does an addition 2d10 damage or marks a sigil

Lighting Tongue 45%, 1W (Fire & Explosives), causes people to be knocked over unless they make a SPD Roll to avoid it

Once in an encounter, the Banderhobb can teleport through a shadow to Marked target, so long as it is in Close Range (15m to be precise)

Swallow 45%, 5 damage per round on the target's turn

Should the Marked target be within Close Range and ignore the Banderhobb, it moves faster than its bulk suggests, swallowing the target whole. Fitting up to its own body mass in a single gulp and regurgitating at will. Those swallowed can still fight if they can get purchase.

AP6

As fast a a person on land and in the water

Can see in the Dark


UCR Memo

BLUF

We should determine the source of these creatures and moving to aggressively acquire the operation through any means necessary.


Details

Banderhobb are large creatures of the Outer Dark. Abducting targets for whatever master that inscribed the sigils onto them from dimensional rifts made of shadows. Several have been identified by size and ability, though whether they are individuals or types is unknown.

This is both a dire risk to the stability of the Company's operations in the Rim but also an opportunity. These Banderhobbs can perform the same role as a Hatchetman, with greater precision and infiltration ability. Obtaining knowledge and control of these creature should be a top priority for the branch. Specialists and contractors with the right combination of experience and expendability should be hired for this purpose. Leverage can be acquired by producing evidence that Banderhobbs are responsible for missing persons of interest to employees.

Tuesday, December 9, 2025

Miscellaneous Grab Bag Part 4

The whole reason I came up with the Miscellaneous Grab Bag posts was that I had lost the document I wanted to post, the conversion from Old World of Darkness (Vampires the Masquerade etc) to Cyberpounk 2020. In contrast to the White World Magazine article World of Future Darkness which only converted the other way. And I recall it being really tricky because they are fundamentally different ways of seeing character abilities. So I cannot say this is any good or even complete. Especially with regards to trying to convert a -1 to difficulty or a +1 to number of dice.

A lot of the more specific stuff I reversed out of the article and so pertain only to Vampire Disciplines.


Anything form of external bonus like magic or gear that reduces the TN is treated differently if it is a passive or active roll, the most obvious example being rolling to spot a clue vs rolling to spot an enemy.

Passive rolls have every -3 TN convert to a +2 Bonus, round down. Active rolls have every -1 TN convert to a +1 Bonus.

Things that increase or decrease the dice pool become a bonus/penalty of +/-1 per dice increased or decreased. Although the math holds that it is really a +/-1.5 per dice, but rough rounding is done.

Auto-successes convert to bonuses 1:1

For WoD’s use of total Successes as a threshold, every 2 over the 2020 Target Number counts as an additional success. IE. If 1 Success converts as rolling a 15, rolling 17 counts as 2 Successes when determining effects.


Humanity Index = Humanity (Conscious + Self Control) x 10

Skills are Skill Dots x 2. This does mean that skills will be higher than normal, but that should balance out the Stats being about 1 less than they should be according to Listen Up You Primitive Screwheads.

Special Power resources are spent as normal. The Resource Backgrounds gives the following: 1 dot = 2K, 2 = 5K, 3 = 10K, 4 = 20K, 5 = 50K.

WoD Base Damage – 3 = D6 rolled for damage + 2 (If Base Damage is under 5) or + 0 (if Base Damage is over 5). Natural weapons convert into 2020 damage as Base Damage x 2 in D6s + BT Mod.

For living things, 1 Soak = 4 SP. Artificial things have Damage Boxes x 5 SDP and Soak Roll x 5 SP.

Lethal damage is normal damage. If something is converted to Bashing Damage (not started as) the BT Modifier is doubled, meaning it becomes mostly chip damage. Aggravated Damage ignores the BT modifier completely.

If Healing time is reduced by 1 Line, that means +1 Healed per day.

VtM Disciplines
Celerity is like Boostware/Speedware, it adds Initiative per dot, and very 2 dotes + 1 to MA when active. (Varies by edition).

Auspex doesn’t help Cyberaudio/Cyberoptics. But does affect Aura Perception, smell touch and taste.

Dominate does not affect Cybernetically-stored memory, even if the organic part is.

Fortitude and Potence don’t work on Cyberlimbs.


Stormtroopers (Number Appearing)

I've played both Edge of the Empire and WEG D6 Star Wars. And something that's struck me is that in both rulesets, Stormtroopers can get very dangerous very quickly, even if the narrative tends to treat them as mooks. Something that became more of a thing as Disney reached for that nostalgia market.

A lot of details of Star Wars organisation came from WEG D6, whose writers tended to try and treat the in universe material as a hard scifi setting. Albeit hard like Battletech or Star Trek. Where the Empire naturally had millions of Stormtroopers and 1,000s of ships. And really the heroes needed the Force to even stand against this.

And that didn't sit right with me until I figured out that Star Wars should run on pulp rules. A narrative where does escalate swiftly from filler to fight, put where they should rarely get above filler. Couple that with Star Wars tendency to treat planets small places, and the following guide was developed.

Stormtroopers appears as four or less (speedbump if done well), 10 (mild danger), 20+ (risky) or Too Many. For inexperienced players or more lethal systems, I would halve these.

For narrative purposes:

2 or 4 guys guard a door that needs guarding/a checkpoint of mild inconvenience (1 guy is wasteful pomp) or harass some peaceful farmers.

1 squad (10 guys) guard a strategic checkpoint or a boring village.

1 Platoon (50) guard a structure or a boring town.

1 company (200) guard a big/important piece of infrastructure or a city.

1 battalion (800) guards a region/city feeling rebellious or a planet of boring people.

1 Regiment (1600) garrisons a vital military installation or is the force arrayed against an insurrection.

1 legion (12,800) controls a planet in the grip of active war or is the might of the Empire concentrated and leaving themselves vulnerable elsewhere.


 A collated timeline of Eriador for The One Ring 2E/The Lord of the Rings Roleplaying Game (5E-based)


The One Ring 2E Eriador Timeline

2960

Hobbit Tales/First Start Set Box - A Conspiracy Most Cracked, Expert Treasure Hunters, Most Excellent Fireworks, Involuntary Postmen, To Soothe a Savage Beast

 

2965

All the Rulebook issues - Combe, Archet, The Barrow Downs (constant) and The South Downs. The Star of the Mist

MORIA - The Present Day of the sourcebook

Black Númenóreans - STRANGERS IN LOND DAER

Saruman The Patron - THE MESSENGER (Leads to Summons to Isengard.)

Dunland Raiders - SMOKE RISES OVER ISENGARD (Leads to Outlaws on the Road.)

Hands of the White Wizard – Earliest Time for The Beast of Dunland

Hands of the White Wizard – Earliest Time for The Sea-Prince of the Shore

Hands of the White Wizard – Earliest Time for The Disaster of the Gladden Fields

Morlhoss Against the Elves - A WHISPER IN THE WIND

Arblaud vs Dwarves - ARBLAUD’S HOMECOMING

Cauthlin vs Rivendell - THE RETURN OF THE WEASEL-SPIRIT

Tales From the Lone Lands – Earliest Time for A Troll-hole, if Ever There Was One, Messing About in Boats, Kings of Little Kingdoms, Not to Strike Without Need, Wonder of the Northern World and The Quest of Amon Guruthos

 

2966

Black Númenóreans - THE FISHER CHILD

Saruman The Patron - SUMMONS TO ISENGARD (Leads to Spying on the Shire.)

Dunland Raiders - OUTLAWS ON THE ROAD (Leads to The Burning of Minhiriath.)

Cauthlin vs Rivendell - THE SIEGE OF WAILINGHOLE

 

2967

Black Númenóreans - DARK BARGAINS (Leads to Scouts in Minhiriath.)

Saruman The Patron - AMBUSHING THE BLACK NÚMENÓREANS (Leads to Mission to Angmar.)

Morlhoss Against the Elves - RAGE OF THE STONE-GIANTS

Arblaud vs Dwarves - INCIDENT AT THE FORD (SPRING)

Arblaud vs Dwarves - A NEW LADY IN THE NORTH

Arblaud vs Dwarves - THE BATTLE OF IOREITHEL

 

2968

Black Númenóreans - SCOUTS IN MINHIRIATH (Leads to The Wooing of Tharbad.)

Black Númenóreans - THE TREASURES OF OLD

Saruman The Patron - SPYING ON THE SHIRE

Saruman The Patron - THE LORE OF EREGION (Leads to Into Moria.)

Dunland Raiders - THE BURNING OF MINHIRIATH

Morlhoss Against the Elves - THE RISE OF THE ELF-HUNTER

Arblaud vs Dwarves - THE GREAT COUNCIL OF MITHLOND

Arblaud vs Dwarves - THE OATH OF THE DWARVES

 

2969

Black Númenóreans - JOURNEY TO ANGMAR (Leads to Rites in the Barrow-downs.)

Saruman The Patron - MISSION TO ANGMAR

 

2970

Black Númenóreans - THE WOOING OF THARBAD (Leads to The Kathuphazgân Moves Inland.)

Black Númenóreans - BLOOD IN SWANFLEET

Dunland Raiders - THE IRON BARGAIN (Leads to Raid on Lond Daer.)

Hands of the White Wizard – Latest Time with modifications for The Beast of Dunland

(Vila is age 10 in The Beast of Dunland and must grow into a “capable but Cruel young woman” by either T.A. 2972/2975, where the Kathuphazgân arrives in Lond Daer in the modified scenario. Or fulfils its purpose to discovers Rivendell if not stopped)

Morlhoss Against the Elves - THE HOWLING OF WOLVES

Cauthlin vs Rivendell - THE WAYLAYING OF THE EVENSTAR

Arblaud vs Dwarves - THE CROWNING OF THE NORTHERN QUEEN

 

2971

Black Númenóreans - RITES IN THE BARROW-DOWNS (Leads to The Fall of Lond Daer.)

Hands of the White Wizard – Latest Time for The Beast of Dunland

Hands of the White Wizard – Latest Time with modifications for The Sea-Prince of the Shore

Hands of the White Wizard – Latest Time with modifications for The Disaster of the Gladden Fields

Cauthlin vs Rivendell - A TRAP IS TRIGGERED

Tales From the Lone-Lands – Latest Time for Messing About in Boats

 

2972

Black Númenóreans - THE FALL OF LOND DAER (Leads to The Kathuphazgân Moves Inland.)

Saruman The Patron - INTO MORIA

Dunland Raiders - RAID ON LOND DAER (Leads to Across the Brandywine.)

Hands of the White Wizard – Latest Time for The Sea-Prince of the Shore

Hands of the White Wizard – Latest Time with for The Disaster of the Gladden Fields

Hands of the White Wizard – Earliest Time with modifications for There Let Them Lie Until the End

Cauthlin vs Rivendell - NO PLACE IS SAFE ANY MORE

Arblaud vs Dwarves - A MEETING OF MOTHER AND DAUGHTER

 

2973

Black Númenóreans - THE KATHUPHAZGÂN MOVES INLAND (Leads to Scouts in the Trollshaws.)

Hands of the White Wizard – Presumed Earliest Time for There Let Them Lie Until the End

Morlhoss Against the Elves - TROLLS ABROAD (Winter)

Cauthlin vs Rivendell - THE COMING OF THE SHADOW OF DEATH

Cauthlin vs Rivendell - CONFRONTATION AT THE BLACK LAKE

 

2974

Black Númenóreans - THIS IS NO PLACE OF HONOUR

Black Númenóreans - SCOUTS IN THE TROLLSHAWS

Dunland Raiders - ACROSS THE BRANDYWINE (Leads to The Assault on the Dwarf-hold.)

Cauthlin vs Rivendell - 2974: THE FORGING OF THE BLACK BLADE

 

2975

Black Númenóreans - THE DISCOVERY OF RIVENDELL

Black Númenóreans -  HONOUR AMONG THIEVES

Dunland Raiders - THE ASSAULT ON THE DWARF-HOLD

Hands of the White Wizard – Presumed Latest Time for There Let Them Lie Until the End

Morlhoss Against the Elves - ATTACK ON WHITETHORN HAY

Arblaud vs Dwarves - THE SIEGE OF THE NORTHERN QUEEN

 

2977

Morlhoss Against the Elves - ATTACK ON DWARFERRY

 

2978

Morlhoss Against the Elves - THE ROBBERS OF THE BIRCHWOOD

Morlhoss Against the Elves - SHADOWS OF THE DARK WHISPER

 

2979

Morlhoss Against the Elves - THE WAR CRIES OF WOLVES AND GOBLINS (Spring)

 

2980

MORIA - Aragorn enters Moria by the East-gate

Morlhoss Against the Elves - PRISONER OF MORLHOSS

 

2982

Morlhoss Against the Elves - FAELOTH’S LAST ROAD

 

2989

MORIA - Balin’s expedition

Hands of the White Wizard – Latest time for There Let Them Lie Until the End

 

2994

MORIA - Recorded Death of Balin in the Book of Mazarbul.

Hands of the White Wizard - The Quest of Moria

 

3000

Hands of the White Wizard - The Ithil-stone

 

3018

MORIA - The creature Gollum enters Moria to hide from the Elves and the forces of Sauron.

 

3019

MORIA - The Fellowship of the Ring passes through Moria. Gandalf the Grey destroys Durin’s Bridge and slays the Balrog.

 

24 Landmarks that can be explored or are tied to events. So, they either get to be inserted anytime or at the appropriate year. Although some occasions only are for their destruction or change. So perhaps introducing them beforehand is better.

 

If a player was a Man and started in TA 2,965 at age 18 and then married and had a child at age 20 in TA 2,967 to keep the generations a nice, neat number.
Assuming he didn’t die on his adventures, nor his children. His son could take over adventuring in TA 2,985 and he would be 40 in TA 2,987 and 72 when the War of the Ring ended in TA 3,019. His grandson could take over adventuring in 3005 and be 32 at Sauron’s defeat. Though any Eriador character would be dealing with Ruffians in the Shire into TA 3,020.

Now some of the events are more descriptions of bigger changes than actual scenarios, but TOR 2E presume a certain amount of improvisation with the Tales of Years chapters.

It could easily be that this character can do 4 adventures a year for 5 years, then slow down by 1 every 5 years until stopping in the blank gap after TA 2,980, then his son takes over. Seeing any Landmarks and adventures that the father didn’t do. Leaving enough time for any TOR 2E Book/war content to be done by the grandson.