Tuesday, July 20, 2010

Justifiers/Unisystem, Skills

Justifiers/Unisystem, Skills

Brawling
Cartography
Computer Programming
Cryptology
Cyberdoc
Demolitions
Electronic Surveillance
Electronics(Basic,Micro)
Engineer(Aircraft,Beam,Communications,Computer,E-Suit,Fabrication,Fluid Systems,Fusion,Ground Vehicle,Laser,Nuclear,Projectile,Robotics,Scanner,Solar,Structural,Transmatt)
First Aid
Gun(Beam,Heavy Beam,Machine Gun,Pistol,Rifle,Shotgun,Submachine Gun,Vehicle)
Hand Weapon(Axe,Bow,Club,Improvised,Knife,Spear,Staff,Sword)
Humanities(Archeology,Anthropology,Art History,Theology,Economics,History,Law,Philosophy,Psychology,Sociology)
Instruction
Martial Arts(Aikido)
Mechanic
Medicine(Internal,Orthopedics,Pathology,Pharmacology,Psychology,Surgery,Trauma)
Microgravity Control
Navigation
Operation(Security)
Photography
Pilot(Aircraft,Car,Hovercraft,Submersible,Tracked,Truck)
Questioning
Science(Anthropology,Aquatics,Archeology,Botany,Chemistry,Ecology,Geography,Geology,Geomorpholgy,Linguistics,Marine Biology,Math,Metallurgy,Sociology,Zoology)
Snares
Surveilance
Survival(Artic,Desert,Forest,Mountain,Jungle,Urban)
Systems Operation(Communications,Computer,E-Suit,Medical,Scanner,Transmatt)
Tracking

Unisystem/Justifiers Qualities and Drawbacks

Unisystem/Justifiers Qualities and Drawbacks

Ready Cash (1pt/level quality)

--Starting beta's may only start with 1000 credits in personal gear and cash, per level

Minority: Semi-Human (2 pt drawback)
--Created lifeform with few rights and unable to join any guilds

Minority: Criminal (3 pt drawback)
--No rights. Maybe be executed by any company officier

Obligation: The Corporation (2 pt drawback)
--Characters begin the game indocternated with loyality to the company they are created by. This may be bought off over time.

Buy-Back (1 pt per 1,000,000 owed)
--Creating the character costs money which must be paid back before any rights are granted to the character

Creating a Unisystem / Justifers Character

Creating a Unisystem / Justifers Character

1. Choose Career Path

-- Base career attributes
-- Skill Package: Basic
-- Skill Package: Career (Add Basic + Career skill levels)
2. Choose Race
-- Add attribute modifiers to base career attributes
3. Allocate additional points
-- 2 pts for attributes
-- 5 pts for skills
-- Max: 5 points of qualities
-- Max: 5 points of drawbacks
4. Total costs for (Skill Package Basic) + (Skill Package Career) + Race
-- Multiply by 125000 credits, this is the characters "Buy Back" amount
--Add a 'free' Drawback of "Buy Back", 1pt per 1,000,000 owed
5. Purchase any personal gear
Done!

Monday, July 19, 2010

Converting Justifiers to Unisystem, Career Packages

Justifiers Career Packages

Basic ( 15 pts )
--Brawling +1 (1 pts)
--Engineer(E-Suit) +1 (1 pts)
--First Aid +1 (1 pts)
--Gun(Pistol) +1 (1 pts)
--Microgravity Control +1 (1 pts)
--Navigation +1 (1 pts)
--Pilot(Car) +1 (1 pts)
--Pilot(Tracked) +1 (1 pts)
--Pilot(Truck) +1 (1 pts)
--Systems Operation(Communications) +1 (1 pts)
--Systems Operation(Computer) +1 (1 pts)
--Systems Operation(E-Suit) +2 (2 pts)
--Systems Operations(Scanner) +1 (1 pts)
--Systems Operations(Transmatt) +1 (1 pts)

Engineering:Electical Engineer ( 24 pts )
--Computer Programming +2 (2 pts)
--Electronics(Basic) +2 (2 pts)
--Electronics(Micro) +1 (1 pts)
--Engineer(Communications) +2 (2 pts)
--Engineer(Computer) +2 (2 pts)
--Engineer(Fusion) +2 (2 pts)
--Engineer(Laser) +1 (1 pts)
--Engineer(Robotics) +1 (1 pts)
--Engineer(Scanner) +2 (2 pts)
--Engineer(Solar) +1 (1 pts)
--Engineer(Transmatt) +2 (2 pts)
--Science(Math) +2 (2 pts)
--Rank: Warrant Officer Third Class (4 pts)
--Base Attributes( str:2 dex:3 con:2 int:3 per:2 wil:2 )

Engineering:Mechanical Engineer ( 24 pts )
--Demolitions +2 (2 pts)
--Electronics(Micro) +1 (1 pts)
--Engineer(Aircraft) +2 (2 pts)
--Engineer(Fabrication) +2 (2 pts)
--Engineer(Fluid Systems) +2 (2 pts)
--Engineer(Ground Vehicle) +2 (2 pts)
--Engineer(Robotics) +1 (1 pts)
--Engineer(Structural) +2 (2 pts)
--Mechanic +3 (3 pts)
--Science(Math) +1 (1 pts)
--Science(Metallurgy) +2 (2 pts)
--Rank: Warrant Officer Third Class (4 pts)
--Base Attributes( str:3 dex:3 con:2 int:3 per:2 wil:1 )

Medical:Combat Medic ( 18 pts )
--First Aid +2 (2 pts)
--Hand Weapon(Knife) +1 (1 pts)
--Hand Weapon(Staff) +1 (1 pts)
--Martial Arts(Aikido) +1 (1 pts)
--Medicine(Pharmacology) +2 (2 pts)
--Medicine(Trauma) +2 (2 pts)
--Surveilance +1 (1 pts)
--Survival(Arctic) +1 (1 pts)
--Survival(Desert) +1 (1 pts)
--Survival(Forest) +1 (1 pts)
--Survival(Jungle) +1 (1 pts)
--Rank: Warrant Officer Third Class (4 pts)
--Base Attributes( str:2 dex:3 con:2 int:3 per:2 wil:2 )

Medical:Doctor ( 23 pts )
--Cyberdoc +1 (1 pts)
--First Aid +2 (2 pts)
--Medicine(Internal) +2 (2 pts)
--Medicine(Orthopedics) +1 (1 pts)
--Medicine(Pathology) +2 (2 pts)
--Medicine(Pharmacology) +2 (2 pts)
--Medicine(Psychology) +1 (1 pts)
--Medicine(Surgery) +2 (2 pts)
--Medicine(Trauma) +2 (2 pts)
--Systems Operation(Medical) +2 (2 pts)
--Rank: Second Lieutenant (6 pts)
--Base Attributes( str:1 dex:2 con:2 int:5 per:2 wil:2 )

Science:Life Science ( 21 pts )
--Science(Aquatics) +2 (2 pts)
--Science(Botany) +2 (2 pts)
--Science(Chemistry) +3 (3 pts)
--Science(Ecology) +2 (2 pts)
--Science(Marine Biology) +2 (2 pts)
--Science(Zoology) +2 (2 pts)
--Surveilance +2 (2 pts)
--Rank: Second Lieutenant (6 pts)
--Base Attributes( str:2 dex:2 con:2 int:3 per:3 wil:2 )

Science:Planetary Sciences ( 21 pts )
--Cartography +2 (2 pts)
--Demolitions +1 (1 pts)
--Photography +1 (1 pts)
--Science(Aquatics) +2 (2 pts)
--Science(Chemistry) +2 (2 pts)
--Science(Geography) +2 (2 pts)
--Science(Geology) +2 (2 pts)
--Science(Geomorpholgy) +1 (1 pts)
--Science(Meteorology) +2 (2 pts)
--Rank: Second Lieutenant (6 pts)
--Base Attributes( str:2 dex:2 con:2 int:3 per:3 wil:2 )

Science:Social Sciences ( 21 pts )
--Cryptology +2 (2 pts)
--Humanities(History) +2 (2 pts)
--Instruction +2 (2 pts)
--Medicine(Psychology) +1 (1 pts)
--Science(Anthropology) +2 (2 pts)
--Science(Archeology) +2 (2 pts)
--Science(Linguistics) +2 (2 pts)
--Science(Sociology) +2 (2 pts)
--Rank: Second Lieutenant (6 pts)
--Base Attributes( str:2 dex:2 con:2 int:3 per:3 wil:2 )

Operative:Pilot ( 19 pts )
--Engineer(Aircraft) +1 (1 pts)
--Engineer(Ground Vehicle) +1 (1 pts)
--Gun(Vehicle) +2 (2 pts)
--Microgravity Control +2 (2 pts)
--Navigation +2 (2 pts)
--Pilot(Aircraft) +2 (2 pts)
--Pilot(Hovercraft) +2 (2 pts)
--Pilot(Submersible) +2 (2 pts)
--Science(Meteorology) +1 (1 pts)
--Rank: Warrant Officer Third Class (4 pts)
--Base Attributes( str:1 dex:4 con:2 int:3 per:2 wil:2 )

Operative:Scout ( 27 pts )
--Cartography +2 (2 pts)
--Gun(Beam) +1 (1 pts)
--Hand Weapon(Axe) +1 (1 pts)
--Hand Weapon(Bow) +2 (2 pts)
--Hand Weapon(Club) +1 (1 pts)
--Hand Weapon(Improvised) +1 (1 pts)
--Hand Weapon(Knife) +2 (2 pts)
--Hand Weapon(Spear) +1 (1 pts)
--Hand Weapon(Staff) +1 (1 pts)
--Hand Weapon(Sword) +1 (1 pts)
--Martial Arts(Aikido) +1 (1 pts)
--Snares +1 (1 pts)
--Surveilance +2 (2 pts)
--Survival(Arctic) +2 (2 pts)
--Survival(Desert) +2 (2 pts)
--Survival(Forest) +2 (2 pts)
--Survival(Jungle) +2 (2 pts)
--Tracking +1 (1 pts)
--Rank: Private (1 pts)
--Base Attributes( str:2 dex:3 con:2 int:2 per:3 wil:2 )

Operative:Security ( 36 pts )

--Cryptology +2 (2 pts)
--Electronic Surveillance +1 (1 pts)
--Engineer(Beam) +1 (1 pts)
--Engineer(Nuclear) +2 (2 pts)
--Engineer(Projectile) +1 (1 pts)
--Gun(Beam) +2 (2 pts)
--Gun(Heavy Beam) +1 (1 pts)
--Gun(Machine Gun) +2 (2 pts)
--Gun(Rifle) +2 (2 pts)
--Gun(Shotgun) +2 (2 pts)
--Gun(Submachine Gun) +2 (2 pts)
--Gun(Vehicle) +1 (1 pts)
--Hand Weapon(Axe) +2 (2 pts)
--Hand Weapon(Club) +1 (1 pts)
--Hand Weapon(Knife) +2 (2 pts)
--Hand Weapon(Spear) +1 (1 pts)
--Hand Weapon(Staff) +1 (1 pts)
--Hand Weapon(Sword) +2 (2 pts)
--Martial Arts(Aikido) +2 (2 pts)
--Operation(Security) +1 (1 pts)
--Questioning +2 (2 pts)
--Surveilance +2 (2 pts)
--Rank: Private (1 pts)
--Base Attributes( str:3 dex:3 con:2 int:2 per:2 wil:2 )



Converting TimeLords(3G) to Unisystem, Weapons

Pistols
.22 Auto Pistol (.22 Short) [ EV:1/1, Cost:60, Av:C, Dmg:D6(3), Rng:3/9/16/36/70, Cap:6, Notes:, Src:TL1ED ]
.25 Auto Pistol (.25 ACP) [ EV:1/1, Cost:50, Av:C, Dmg:D4x2(4), Rng:3/9/16/36/70, Cap:6, Notes:, Src:TL1ED ]
.22 Derringer (.22 Short) [ EV:0/0, Cost:100, Av:C, Dmg:D6(3), Rng:3/9/16/36/70, Cap:2, Notes:, Src:TL1ED ]
Colt Diamondback (.38 Special) [ EV:2/1, Cost:310, Av:C, Dmg:D10x2(10), Rng:12/32/0/130/250, Cap:6, Notes:, Src:TL1ED ]
Colt Python (.357 Magnum) [ EV:2/1, Cost:460, Av:C, Dmg:D8x4(16), Rng:12/32/0/130/250, Cap:6, Notes:, Src:TL1ED ]
Buffalo Derringer (.357 Magnum) [ EV:1/1, Cost:150, Av:C, Dmg:D8x3(12), Rng:3/9/16/36/70, Cap:2, Notes:, Src:TL1ED ]
S&W Model 29 (.44 Magnum) [ EV:3/2, Cost:380, Av:C, Dmg:D6x6(18), Rng:12/32/0/130/250, Cap:6, Notes:, Src:TL1ED ]
S&W Model 57 (.41 Magnum) [ EV:3/2, Cost:380, Av:C, Dmg:D10x4(20), Rng:12/32/0/130/250, Cap:6, Notes:, Src:TL1ED ]
H&R Sidekick (.22 Short) [ EV:2/1, Cost:110, Av:C, Dmg:D4x2(4), Rng:12/32/0/130/250, Cap:9, Notes:, Src:TL1ED ]
CDM Revolver (.22 Short) [ EV:0/0, Cost:100, Av:C, Dmg:D4x2(4), Rng:3/9/16/36/70, Cap:6, Notes:, Src:TL1ED ]
Freedom Arms 22 (.22 Short) [ EV:0/0, Cost:130, Av:C, Dmg:D6(3), Rng:3/9/16/36/70, Cap:5, Notes:, Src:TL1ED ]
XP-100 Target (.221 Fireball) [ EV:4/2, Cost:260, Av:C, Dmg:D10x4(20), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Thompson Cont (.44 Magnum) [ EV:3/2, Cost:270, Av:C, Dmg:D6x6(18), Rng:12/32/0/130/250, Cap:1, Notes:, Src:TL1ED ]
Browning Hi-Power (9mm Para) [ EV:2/1, Cost:390, Av:C, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:13, Notes:, Src:TL1ED ]
Chinese Type 51 (.32 ACP) [ EV:2/1, Cost:280, Av:U, Dmg:D4x4(8), Rng:12/32/0/130/250, Cap:8, Notes:, Src:TL1ED ]
Luger (9mm Para) [ EV:2/1, Cost:625, Av:C, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:8, Notes:, Src:TL1ED ]
Luger (9mm Para) [ EV:2/1, Cost:625, Av:C, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:32, Notes:, Src:TL1ED ]
Mauser (9mm Para) [ EV:3/2, Cost:350, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:10, Notes:, Src:TL1ED ]
Walther PPK (.32 ACP) [ EV:1/1, Cost:425, Av:C, Dmg:D4x3(6), Rng:12/32/0/130/250, Cap:7, Notes:, Src:TL1ED ]
Walther P38 (9mm Para) [ EV:2/1, Cost:600, Av:C, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:8, Notes:, Src:TL1ED ]
H&K P9S (9mm Para) [ EV:2/1, Cost:600, Av:C, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:9, Notes:, Src:TL1ED ]
H&K P9S (9mm Para) [ EV:2/1, Cost:600, Av:C, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:7, Notes:, Src:TL1ED ]
H&K VP70Z (9mm Para) [ EV:2/1, Cost:320, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:18, Notes:, Src:TL1ED ]
Beretta 92-S (9mm Para) [ EV:2/1, Cost:400, Av:C, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:15, Notes:, Src:TL1ED ]
Tokarev TT-33 (.380) [ EV:2/1, Cost:300, Av:U, Dmg:D6x3(9), Rng:12/32/0/130/250, Cap:8, Notes:, Src:TL1ED ]
Makarov (9mm Para) [ EV:1/1, Cost:350, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:8, Notes:, Src:TL1ED ]
Government .45 (.45 ACP) [ EV:2/1, Cost:300, Av:C, Dmg:D4x5(10), Rng:12/32/0/130/250, Cap:7, Notes:, Src:TL1ED ]
Auto Mag (.44 Magnum) [ EV:4/2, Cost:450, Av:U, Dmg:D6x6(18), Rng:12/32/0/130/250, Cap:7, Notes:, Src:TL1ED ]
.357 Mag COP (.357 Magnum) [ EV:2/1, Cost:180, Av:C, Dmg:D6x5(15), Rng:3/9/16/36/70, Cap:4, Notes:, Src:TL1ED ]
Eagle (.357 Magnum) [ EV:3/2, Cost:500, Av:C, Dmg:D6x5(15), Rng:12/32/0/130/250, Cap:10, Notes:, Src:TL1ED ]
High Standard (.22 Short) [ EV:3/2, Cost:320, Av:U, Dmg:D6x2(6), Rng:12/32/0/130/250, Cap:10, Notes:, Src:TL1ED ]
TDE .380 (.380) [ EV:2/1, Cost:140, Av:C, Dmg:D6x3(9), Rng:3/9/16/36/70, Cap:5, Notes:, Src:TL1ED ]

Machine Pistols and Submachine Guns
Owen (9mm Para) [ EV:9/5, Cost:250, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:33, Notes:, Src:TL1ED ]
Steyr Mpi 69 (9mm Para) [ EV:6/3, Cost:380, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:25, Notes:, Src:TL1ED ]
MAT-49 (9mm Para) [ EV:8/4, Cost:300, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:32, Notes:, Src:TL1ED ]
MP-40 Schmeisser (9mm Para) [ EV:9/5, Cost:300, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:32, Notes:, Src:TL1ED ]
H&K MP5 (9mm Para) [ EV:6/3, Cost:550, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:15, Notes:, Src:TL1ED ]
UZI (9mm Para) [ EV:8/4, Cost:470, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:25, Notes:, Src:TL1ED ]
Beretta 12S (9mm Para) [ EV:7/4, Cost:550, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:20, Notes:, Src:TL1ED ]
Sten (9mm Para) [ EV:8/4, Cost:250, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:32, Notes:, Src:TL1ED ]
Sterling (9mm Para) [ EV:6/3, Cost:300, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:10, Notes:, Src:TL1ED ]
Thompson (.45 ACP) [ EV:11/6, Cost:320, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:20, Notes:, Src:TL1ED ]
M3 Grease Gun (.45 ACP) [ EV:8/4, Cost:200, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:30, Notes:, Src:TL1ED ]
Ingram M-10 (9mm Para) [ EV:6/3, Cost:260, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:16, Notes:, Src:TL1ED ]
Ingram M-10 (.45 ACP) [ EV:6/3, Cost:260, Av:U, Dmg:D4x5(10), Rng:12/32/0/130/250, Cap:10, Notes:, Src:TL1ED ]
Ingram M-11 (.380) [ EV:4/2, Cost:280, Av:U, Dmg:D6x3(9), Rng:12/32/0/130/250, Cap:16, Notes:, Src:TL1ED ]
American 180 (.22 Short) [ EV:6/3, Cost:500, Av:U, Dmg:D4x3(6), Rng:12/32/0/130/250, Cap:177, Notes:, Src:TL1ED ]
Bushmaster (5.56mm) [ EV:5/3, Cost:350, Av:U, Dmg:D6x7(21), Rng:12/32/0/130/250, Cap:30, Notes:, Src:TL1ED ]
Sidewinder (9mm Para) [ EV:6/3, Cost:600, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:32, Notes:, Src:TL1ED ]
Vz-61 Skorpion (.32 ACP) [ EV:4/2, Cost:290, Av:U, Dmg:D4x4(8), Rng:12/32/0/130/250, Cap:10, Notes:, Src:TL1ED ]
H&K VP-70 (9mm Para) [ EV:2/1, Cost:300, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:18, Notes:, Src:TL1ED ]
Beretta 93R (9mm Para) [ EV:2/1, Cost:1000, Av:U, Dmg:D6x4(12), Rng:12/32/0/130/250, Cap:15, Notes:, Src:TL1ED ]

Rifles
Springfield (.30-06) [ EV:9/5, Cost:200, Av:C, Dmg:D10x6(30), Rng:48/128/0/520/1000, Cap:5, Notes:, Src:TL1ED ]
M1 Garand (.30-06) [ EV:9/5, Cost:420, Av:C, Dmg:D10x6(30), Rng:48/128/0/520/1000, Cap:8, Notes:, Src:TL1ED ]
SSG 69 (7.62mm) [ EV:9/5, Cost:450, Av:C, Dmg:D10x6(30), Rng:48/128/0/520/1000, Cap:5, Notes:, Src:TL1ED ]
Ruger Mini-14 (5.56mm) [ EV:6/3, Cost:270, Av:C, Dmg:D6x7(21), Rng:19/51/0/208/400, Cap:5, Notes:, Src:TL1ED ]
Ruger M-77 (.458 Magnum) [ EV:8/4, Cost:380, Av:C, Dmg:D10x6(30), Rng:48/128/0/520/1000, Cap:4, Notes:, Src:TL1ED ]
Winchester M94 (.30-30) [ EV:7/4, Cost:155, Av:C, Dmg:D8x6(24), Rng:19/51/0/208/400, Cap:6, Notes:, Src:TL1ED ]
Winchester 9422 (.22 Short) [ EV:5/3, Cost:200, Av:C, Dmg:D6x2(6), Rng:19/51/0/208/400, Cap:18, Notes:, Src:TL1ED ]
Mosin-Nagant (7.62mm) [ EV:9/5, Cost:200, Av:U, Dmg:D10x5(25), Rng:48/128/0/520/1000, Cap:5, Notes:, Src:TL1ED ]
Dragunov SVD (7.62mm) [ EV:9/5, Cost:400, Av:U, Dmg:D10x5(25), Rng:48/128/0/520/1000, Cap:10, Notes:, Src:TL1ED ]
Sako Sporter (.243) [ EV:7/4, Cost:390, Av:C, Dmg:D10x5(25), Rng:48/128/0/520/1000, Cap:1, Notes:, Src:TL1ED ]
Browning M78 (6mm Remington) [ EV:8/4, Cost:400, Av:C, Dmg:D10x5(25), Rng:48/128/0/520/1000, Cap:1, Notes:, Src:TL1ED ]

Auto Rifles
Steyr AUG (5.56mm) [ EV:0/0, Cost:0, Av:U, Dmg:D8x6(24), Rng:48/128/0/520/1000, Cap:30, Notes:, Src:TL1ED ]
FN FAL (.30-06) [ EV:0/0, Cost:0, Av:U, Dmg:D10x6(30), Rng:48/128/0/520/1000, Cap:20, Notes:, Src:TL1ED ]
AK-47 (7.62mm) [ EV:0/0, Cost:0, Av:U, Dmg:D10x5(25), Rng:48/128/0/520/1000, Cap:30, Notes:, Src:TL1ED ]
H&K G3 (7.62mm) [ EV:0/0, Cost:0, Av:U, Dmg:D10x5(25), Rng:48/128/0/520/1000, Cap:20, Notes:, Src:TL1ED ]
H&K G11 (4.7mm) [ EV:0/0, Cost:0, Av:U, Dmg:D8x6(24), Rng:48/128/0/520/1000, Cap:50, Notes:, Src:TL1ED ]
Galil SAR (5.56mm) [ EV:0/0, Cost:0, Av:U, Dmg:D6x7(21), Rng:48/128/0/520/1000, Cap:35, Notes:, Src:TL1ED ]
.30 BAR (.30-06) [ EV:0/0, Cost:0, Av:U, Dmg:D10x6(30), Rng:48/128/0/520/1000, Cap:20, Notes:, Src:TL1ED ]
M-14 (7.62mm) [ EV:0/0, Cost:0, Av:U, Dmg:D10x5(25), Rng:48/128/0/520/1000, Cap:20, Notes:, Src:TL1ED ]
M-16 (5.56mm) [ EV:0/0, Cost:0, Av:U, Dmg:D8x6(24), Rng:48/128/0/520/1000, Cap:30, Notes:, Src:TL1ED ]

Shotguns
Remington 870 (12 Guage Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D10x4(20), Rng:19/51/0/208/400, Cap:5, Notes:, Src:TL1ED ]
Ithaca Mag 10 (10 Guage Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D6x7(21), Rng:19/51/0/208/400, Cap:3, Notes:, Src:TL1ED ]
Richland 711 (10 Guage Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D6x7(21), Rng:19/51/0/208/400, Cap:2, Notes:, Src:TL1ED ]
Stevens 150C (.410 Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D10x2(10), Rng:19/51/0/208/400, Cap:3, Notes:, Src:TL1ED ]
FIE "SOB" (12 Guage Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D10x4(20), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Snake Charmer (.410 Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D10x2(10), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
C&H Hammerless (16 Guage Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D4x8(16), Rng:19/51/0/208/400, Cap:2, Notes:, Src:TL1ED ]

Machine Guns
MG-34 (7.92mm) [ EV:0/0, Cost:0, Av:U, Dmg:D10x8(40), Rng:48/128/0/520/1000, Cap:50, Notes:, Src:TL1ED ]
Type 96 LMG (6.5mm) [ EV:0/0, Cost:0, Av:U, Dmg:D10x7(35), Rng:48/128/0/520/1000, Cap:50, Notes:, Src:TL1ED ]
Maxim Gun (.303) [ EV:0/0, Cost:0, Av:U, Dmg:D10x6(30), Rng:48/128/0/520/1000, Cap:250, Notes:, Src:TL1ED ]
.30 Cal Browning (.30-06) [ EV:0/0, Cost:0, Av:U, Dmg:D10x6(30), Rng:48/128/0/520/1000, Cap:250, Notes:, Src:TL1ED ]
M2 Browning (.50 Caliber) [ EV:0/0, Cost:0, Av:U, Dmg:D10x10(50), Rng:48/128/0/520/1000, Cap:250, Notes:, Src:TL1ED ]
M60 LMG (7.62mm) [ EV:0/0, Cost:0, Av:U, Dmg:D10x5(25), Rng:48/128/0/520/1000, Cap:250, Notes:, Src:TL1ED ]
XM-214 (5.56mm) [ EV:0/0, Cost:0, Av:U, Dmg:D8x6(24), Rng:48/128/0/520/1000, Cap:1000, Notes:, Src:TL1ED ]

Muzzle Loading Weapons
Hand Cannon (12mm Matchlock Pistol) [ EV:0/0, Cost:0, Av:U, Dmg:D6x3(9), Rng:3/9/16/36/70, Cap:1, Notes:, Src:TL1ED ]
Hand Cannon (10mm Matchlock Pistol) [ EV:0/0, Cost:0, Av:U, Dmg:D4x4(8), Rng:3/9/16/36/70, Cap:3, Notes:, Src:TL1ED ]
Arquebus (12 Guage Slug Matchlock) [ EV:0/0, Cost:0, Av:U, Dmg:D6x5(15), Rng:5/13/0/52/100, Cap:1, Notes:, Src:TL1ED ]
Arquebus (14mm Matchlock Rifle) [ EV:0/0, Cost:0, Av:U, Dmg:D8x3(12), Rng:12/32/0/130/250, Cap:10, Notes:, Src:TL1ED ]
Blunderbuss (16 Guage Slug Flintlock) [ EV:0/0, Cost:0, Av:U, Dmg:D6x5(15), Rng:5/13/0/52/100, Cap:1, Notes:, Src:TL1ED ]
Whaling Gun (16mm Flintlock Rifle) [ EV:0/0, Cost:0, Av:U, Dmg:D10x5(25), Rng:12/32/0/130/250, Cap:1, Notes:, Src:TL1ED ]
Brown Bess (16mm Flintlock Rifle) [ EV:0/0, Cost:0, Av:U, Dmg:D10x4(20), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Kentrucky Rifle (12mm Flintlock Rifle) [ EV:0/0, Cost:0, Av:U, Dmg:D6x6(18), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Fowling Piece (12 Guage Slug Flintlock) [ EV:0/0, Cost:0, Av:U, Dmg:D6x6(18), Rng:5/13/0/52/100, Cap:1, Notes:, Src:TL1ED ]
Hall Carbine (12mm Flintlock Rifle) [ EV:0/0, Cost:0, Av:U, Dmg:D8x4(16), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Sharps 1853 (12mm Flintlock Rifle) [ EV:0/0, Cost:0, Av:U, Dmg:D8x4(16), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Colt 1861 (10mm Percussion Pistol) [ EV:0/0, Cost:0, Av:U, Dmg:D4x5(10), Rng:12/32/0/130/250, Cap:6, Notes:, Src:TL1ED ]
Colt Dragoon (10mm Percussion Pistol) [ EV:0/0, Cost:0, Av:U, Dmg:D4x5(10), Rng:12/32/0/130/250, Cap:6, Notes:, Src:TL1ED ]
Pepperbox (8mm Percussion Pistol) [ EV:0/0, Cost:0, Av:U, Dmg:D6x3(9), Rng:3/9/16/36/70, Cap:6, Notes:, Src:TL1ED ]

Ancient Projectile Weapons
Bow 10 (Arrow) [ EV:0/0, Cost:0, Av:C, Dmg:D4x5(10), Rng:12/32/0/130/250, Cap:1, Notes:, Src:TL1ED ]
Bow 12 (Arrow) [ EV:0/0, Cost:0, Av:C, Dmg:D6x5(15), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Bow 14 (Arrow) [ EV:0/0, Cost:0, Av:C, Dmg:D8x5(20), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Crossbow 12 (Bolt) [ EV:0/0, Cost:0, Av:C, Dmg:D6x5(15), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Crossbow 15 (Bolt) [ EV:0/0, Cost:0, Av:C, Dmg:D8x6(24), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Crossbow 18 (Bolt) [ EV:0/0, Cost:0, Av:C, Dmg:D10x6(30), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Crossbow 21 (Bolt) [ EV:0/0, Cost:0, Av:C, Dmg:D10x9(45), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]
Sling (Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D6x3(9), Rng:3/9/16/36/70, Cap:1, Notes:, Src:TL1ED ]
Slingshot (Slug) [ EV:0/0, Cost:0, Av:C, Dmg:D4x2(4), Rng:3/9/16/36/70, Cap:1, Notes:, Src:TL1ED ]
Blowgun (Dart) [ EV:0/0, Cost:0, Av:C, Dmg:D4x2(4), Rng:3/9/16/36/70, Cap:1, Notes:, Src:TL1ED ]
Crossbow 15, Modern (Bolt) [ EV:0/0, Cost:0, Av:C, Dmg:D8x6(24), Rng:19/51/0/208/400, Cap:1, Notes:, Src:TL1ED ]

Designer Notes
The weapons in TimeLords(3G) were developed using the Guns, Guns, Guns(tm) rules. Its probably the most realistic weapon stats out there, since it takes into account real world ballistic information to compute the weapon stats. The damage value (DV) includes an 'average damage' concept which I mapped to Unisystem using the baretta 92S. Several weapons do not match up to the damages in Unisystem, but given the realism of 3G... I'd almost expect that.

Some of the weapons are missing cost & EV, I'll get them in soon, I was getting tired.


Wednesday, July 14, 2010

Conversion, Gurps To Unisystem, Disadvantages

GURPS Disadvantages

Age
Age (18+) [ Cost:-1 ]
Age 0-1 [ Cost:-1 ]
Age 10-11 [ Cost:-1 ]
Age 12-13 [ Cost:-1 ]
Age 14 [ Cost:-1 ]
Age 2 [ Cost:-1 ]
Age 3 [ Cost:-1 ]
Age 4 [ Cost:-1 ]
Age 5 [ Cost:-1 ]
Age 6-7 [ Cost:-1 ]
Age 8-9 [ Cost:-1 ]
Youth (15 years) [ Cost:-1 ]
Youth (16 years) [ Cost:-1 ]
Youth (17 years) [ Cost:-1 ]


Dependant
<=0 point friend [ Cost:-3 ]
<=0 point loved one [ Cost:-6 ]
1-25 point friend [ Cost:-2 ]
1-25 point loved one [ Cost:-5 ]
26-50 point friend [ Cost:-1 ]
26-50 point loved one [ Cost:-2 ]


Enemy
Enemy: 100 pts or 3-5 25 pts [ Cost:-2 ]
Enemy: 20-1000 25 pts or 6-20 100 pts [ Cost:-6 ]
Enemy: 50 points [ Cost:-1 ]
Enemy: 6-20 25 pts or 3-5 100 pts [ Cost:-4 ]
Enemy: utterly formidable group [ Cost:-8 ]
Unknown Enemy: 100 pts or 3-5 25 pts [ Cost:-3 ]
Unknown Enemy: 20-1000 25 pts or 6-20 100 pts [ Cost:-7 ]
Unknown Enemy: 50 points [ Cost:-2 ]
Unknown Enemy: 6-20 25 pts or 3-5 100 pts [ Cost:-5 ]
Unknown Enemy: utterly formidable group [ Cost:-9 ]


Mental
Absent-Mindedness [ Cost:-3 ]
Addiction [ Cost:-1 ]
Alcoholism [ Cost:-3 +-1/extralvl (max levels:2) ]
Amnesia [ Cost:-2 +-3/extralvl (max levels:2) ]
Bad Temper [ Cost:-2 ]
Berserk [ Cost:-3 ]
Bloodlust [ Cost:-2 ]
Bully [ Cost:-2 ]
Callous [ Cost:-1 ]
Cannot Harm Innocents [ Cost:-2 ]
Cannot Learn [ Cost:-6 ]
Charitable [ Cost:-3 ]
Chronic Depression [ Cost:-3 +-1/extralvl (max levels:5) ]
Chummy [ Cost:-1 ]
Clueless [ Cost:-2 ]
Code of Honor [ Cost:-1 +-1/extralvl (max levels:3) ]
Combat Paralysis [ Cost:-3 ]
Compulsive Behaviour [ Cost:-1 +-1/extralvl (max levels:3) ]
Compulsive Carousing [ Cost:-1 +-1/extralvl (max levels:2) ]
Compulsive Gambling [ Cost:-1 +-1/extralvl (max levels:3) ]
Compulsive Generousity [ Cost:-1 ]
Compulsive Lying [ Cost:-3 ]
Compulsive Spending [ Cost:-1 +-1/extralvl (max levels:3) ]
Compulsive Vowing [ Cost:-1 ]
Confused [ Cost:-2 ]
Cowardice [ Cost:-2 ]
Curious [ Cost:-1 +-1/extralvl (max levels:3) ]
Delusion [ Cost:-1 +-1/extralvl (max levels:3) ]
Disciplines of Faith: Asceticism [ Cost:-3 ]
Disciplines of Faith: Iconism [ Cost:-2 ]
Disciplines of Faith: Monasticism [ Cost:-2 ]
Disciplines of Faith: Mysticism [ Cost:-2 ]
Disciplines of Faith: Ritualism [ Cost:-1 ]
Dyslexia [ Cost:-1 ]
Easy to Read [ Cost:-2 ]
Edgy [ Cost:-1 ]
Extravagence [ Cost:-2 ]
Extreme Fanaticism [ Cost:-6 ]
Fanaticism [ Cost:-3 ]
Flashbacks [ Cost:-1 +-1/extralvl (max levels:4) ]
Glory Hound [ Cost:-3 ]
Gluttony [ Cost:-1 ]
Greed [ Cost:-3 ]
Gregarious [ Cost:-2 ]
Guilt Complex [ Cost:-1 ]
Gullibility [ Cost:-2 ]
Hidebound [ Cost:-1 ]
Honesty [ Cost:-2 ]
Impulsiveness [ Cost:-2 ]
Incurious [ Cost:-1 ]
Indecisive [ Cost:-2 ]
Insomniac [ Cost:-2 ]
Insomniac: severe [ Cost:-3 ]
Intolerance [ Cost:-1 +-1/extralvl (max levels:2) ]
Jealousy [ Cost:-2 ]
Killjoy [ Cost:-3 ]
Kleptomania [ Cost:-3 ]
Laziness [ Cost:-2 ]
Lecherousness [ Cost:-3 ]
Loner [ Cost:-1 ]
Lover's Distraction [ Cost:-3 ]
Low Empathy [ Cost:-3 ]
Low Self-Image [ Cost:-2 ]
Lunacy [ Cost:-2 ]
Manic-depressive [ Cost:-4 ]
Megalomania [ Cost:-2 ]
Miserliness [ Cost:-2 ]
Nightmares [ Cost:-1 ]
No Sense of Humor [ Cost:-2 ]
Non-Iconographic [ Cost:-2 ]
Obdurate [ Cost:-2 ]
Oblivious [ Cost:-1 ]
Obsession [ Cost:-1 +-1/extralvl (max levels:3) ]
On the Edge [ Cost:-3 ]
Overconfidence [ Cost:-2 ]
Pacifism [ Cost:-3 +-3/extralvl (max levels:2) ]
Pacifism: Cannot Kill [ Cost:-3 ]
Pacifism: Self-defense [ Cost:-3 ]
Pacifism: Total [ Cost:-6 ]
Paranoia [ Cost:-2 ]
Post Combat Shakes [ Cost:-1 ]
Prefrontal Lobotomy [ Cost:-3 ]
Pyromania [ Cost:-1 ]
Reclusive [ Cost:-2 ]
Sadism [ Cost:-3 ]
Self-Centered [ Cost:-2 ]
Selfish [ Cost:-1 ]
Selfless [ Cost:-2 ]
Sense of Duty [ Cost:-1 +-1/extralvl (max levels:4) ]
Sense of Duty (All Humanity) [ Cost:-3 ]
Sense of Duty (All Life) [ Cost:-4 ]
Sense of Duty (Companions) [ Cost:-1 ]
Sense of Duty (Employer) [ Cost:-2 ]
Sense of Duty (Everyone You Know) [ Cost:-2 ]
Sense of Duty (Nation) [ Cost:-2 ]
Short Attention Span [ Cost:-2 ]
Shyness: Crippling [ Cost:-3 ]
Shyness: Mild [ Cost:-1 ]
Shyness: Severe [ Cost:-2 ]
Slave Mentality [ Cost:-8 ]
Solipsist [ Cost:-2 ]
Split Personality (Different) [ Cost:-3 ]
Split Personality (Partially Same) [ Cost:-2 ]
Split Personality (Same) [ Cost:-2 ]
Unluckiness [ Cost:-2 ]
Vengeful [ Cost:-2 ]
Voices [ Cost:-1 +-1/extralvl (max levels:3) ]
Weak Will [ Cost:-2 +-2/extralvl (max levels:10) ]
Workaholic [ Cost:-1 ]
Xenophilia [ Cost:-1 +-2/extralvl (max levels:2) ]
Stubbornness [ Cost:-1 ]
Trickster [ Cost:-3 ]
Truthfulness [ Cost:-1 ]

Phobia
Acrophobia (Heights) [ Cost:-2 ]
Acrophobia: severe (Heights) [ Cost:-4 ]
Agoraphobia (Open Spaces) [ Cost:-2 ]
Agoraphobia: severe (Open Spaces) [ Cost:-4 ]
Aichmophobia (Sharp Things) [ Cost:-3 ]
Aichmophobia: severe (Sharp Things) [ Cost:-6 ]
Ailurophobia (cats) [ Cost:-1 ]
Ailurophobia: severe (cats) [ Cost:-2 ]
Arachnophobia (spiders) [ Cost:-1 ]
Arachnophobia: severe (spiders) [ Cost:-2 ]
Autophobia (being alone) [ Cost:-3 ]
Autophobia: severe (being alone) [ Cost:-6 ]
Brontophobia (Loud Noises) [ Cost:-2 ]
Brontophobia: severe (Loud Noises) [ Cost:-4 ]
Claustrophobia (Enclosed Places) [ Cost:-3 ]
Claustrophobia: severe (Enclosed Places) [ Cost:-6 ]
Cynophobia (dogs) [ Cost:-1 ]
Cynophobia: severe (dogs) [ Cost:-2 ]
Demophobia (Crowds) [ Cost:-3 ]
Demophobia: severe (Crowds) [ Cost:-6 ]
Entomophobia (Insects) [ Cost:-2 ]
Entomophobia: severe (Insects) [ Cost:-4 ]
Hemophobia (blood) [ Cost:-2 ]
Hemophobia: severe (blood) [ Cost:-4 ]
Hoplophobia (Weapons) [ Cost:-4 ]
Hoplophobia: severe (Weapons) [ Cost:-8 ]
Musophobia (rodents) [ Cost:-1 ]
Musophobia: severe (rodents) [ Cost:-2 ]
Necrophobia (Death) [ Cost:-2 ]
Necrophobia: severe (Death) [ Cost:-4 ]
Ophiophobia (Reptiles) [ Cost:-2 ]
Ophiophobia: severe (Reptiles) [ Cost:-4 ]
Pyrophobia (Fire) [ Cost:-2 ]
Pyrophobia: severe (Fire) [ Cost:-4 ]
Rupophobia (Dirt) [ Cost:-2 ]
Rupophobia: severe (Dirt) [ Cost:-4 ]
Scotophobia (Darkness) [ Cost:-3 ]
Scotophobia: severe (Darkness) [ Cost:-6 ]
Squeamishness [ Cost:-2 ]
Squeamishness: severe [ Cost:-4 ]
Technophobia (Machinery) [ Cost:-1 ]
Technophobia: severe (Machinery) [ Cost:-2 ]
Teratophobia (Monsters) [ Cost:-3 ]
Teratophobia: severe (Monsters) [ Cost:-6 ]
Thalassophobia (Oceans) [ Cost:-2 ]
Thalassophobia: severe (Oceans) [ Cost:-4 ]
Triskadekaphobia (#13) [ Cost:-1 ]
Triskadekaphobia: severe (#13) [ Cost:-2 ]
Xenophobia (Strange Things) [ Cost:-3 ]
Xenophobia: severe (Strange Things) [ Cost:-6 ]

Physical
Albinism [ Cost:-2 ]
Appearance: Hideous [ Cost:-4 ]
Appearance: Horrific [ Cost:-6 ]
Appearance: Monstrous [ Cost:-5 ]
Appearance: Ugly [ Cost:-2 ]
Appearance: Unattractive [ Cost:-1 ]
Bad Back [ Cost:-3 +-2/extralvl (max levels:2) ]
Bad Sight: Farsighted [ Cost:-5 ]
Bad Sight: Farsighted (correctable) [ Cost:-2 ]
Bad Sight: Nearsighted [ Cost:-5 ]
Bad Sight: Nearsighted (correctable) [ Cost:-2 ]
Bad Smell [ Cost:-2 ]
Blindness [ Cost:-10 ]
Color Blindness [ Cost:-2 ]
Deafness [ Cost:-4 ]
Delicate Metabolism [ Cost:-4 ]
Disturbing Voice [ Cost:-2 ]
Dwarfism [ Cost:-3 ]
Epilepsy [ Cost:-6 ]
Eunuch [ Cost:-1 ]
Extra Sleep [ Cost:-1 +-1/extralvl (max levels:4) ]
Fat: +50% [ Cost:-2 ]
Fat: double [ Cost:-4 ]
Fat: Overweight [ Cost:-1 ]
Gigantism [ Cost:-2 ]
Hard of Hearing [ Cost:-2 ]
Hemophilia [ Cost:-6 ]
Hunchback [ Cost:-2 ]
Insomniac [ Cost:-2 +-1/extralvl (max levels:2) ]
Klutz [ Cost:-1 +-2/extralvl (max levels:2) ]
Lame: Crippled Leg [ Cost:-3 ]
Lame: No Legs [ Cost:-7 ]
Lame: One Leg [ Cost:-5 ]
Light Sleeper [ Cost:-1 ]
Low Pain Threshold [ Cost:-2 ]
Migraine [ Cost:-1 +-1/extralvl (max levels:4) ]
Missing Digit [ Cost:-1 ]
Missing Thumb [ Cost:-1 ]
Mute [ Cost:-5 ]
Night Blindness [ Cost:-2 ]
No Depth Perception [ Cost:-2 ]
No Sense of Smell or Taste [ Cost:-1 ]
One Arm [ Cost:-4 ]
One Eye [ Cost:-3 ]
One Hand [ Cost:-3 ]
Quadriplegic [ Cost:-10 ]
Reduced Hit Points [ Cost:-1 +-1/extralvl (max levels:4) ]
Reduced Manual Dexterity [ Cost:-1 +-1/extralvl (max levels:5) ]
Reduced Move [ Cost:-1 +-1/extralvl (max levels:5) ]
Scalped [ Cost:-1 ]
Skinny [ Cost:-1 ]
Sleepwalker [ Cost:-1 ]
Slow Healing [ Cost:-1 ]
Social Disease [ Cost:-1 ]
Sterile [ Cost:-1 ]
Stuttering [ Cost:-2 ]
Susceptibility to Posion [ Cost:-1 ]
Tourette's Syndrome [ Cost:-3 +-3/extralvl (max levels:2) ]
Unfit [ Cost:-1 ]
Unnatural Feature [ Cost:-1 +-1/extralvl (max levels:5) ]
Very Unfit [ Cost:-2 ]
Weak Immune System [ Cost:-6 ]

Reputation
Bad Reputation [ Cost:-1 +-1/extralvl (max levels:4) ]
Second Bad Reputation [ Cost:-1 +-1/extralvl (max levels:4) ]

Social
Disowned [ Cost:-1 +-2/extralvl (max levels:2) ]
Duty [ Cost:-1 ]
Ecommunicated [ Cost:-1 +-1/extralvl (max levels:2) ]
Extremely Hazardous Duty [ Cost:-4 ]
Low Status [ Cost:-1 +-1/extralvl (max levels:4) ]
Mistaken Identity [ Cost:-1 ]
Odious Personal Habit [ Cost:-1 +-1/extralvl (max levels:3) ]
Primitive [ Cost:-1 +-1/extralvl (max levels:10) ]
Secret: Imprisonment or Exile [ Cost:-4 ]
Secret: Possible Death [ Cost:-6 ]
Secret: Serious Embarrassment [ Cost:-1 ]
Secret: Utter Rejection [ Cost:-2 ]
Social Stigma [ Cost:-1 +-1/extralvl (max levels:4) ]
Social Stigma: 2nd Class Citizen [ Cost:-1 ]
Social Stigma: Barbarian [ Cost:-3 ]
Social Stigma: Expendable Property [ Cost:-4 ]
Social Stigma: Minority Group [ Cost:-2 ]
Social Stigma: Outsider [ Cost:-3 ]
Social Stigma: Valuable Property [ Cost:-2 ]
Uneducated [ Cost:-1 ]
Vow [ Cost:-1 +-1/extralvl (max levels:3) ]
Wealth (temporary): Dead Broke [ Cost:-2 ]
Wealth (temporary): Poor [ Cost:-1 ]
Wealth (temporary): Struggling [ Cost:-1 ]
Wealth: Dead Broke [ Cost:-5 ]
Wealth: Poor [ Cost:-3 ]
Wealth: Struggling [ Cost:-2 ]

Conversion, Gurps To Unisystem, Advantages

GURPS Advantages

Ally
Ally: Group (21-100 100 pt. people) [ Cost:8 ]
Ally: Group (21-100 75 pt. people) [ Cost:6 ]
Ally: Group (2-5 100 pt. people) [ Cost:4 ]
Ally: Group (2-5 75 pt. people) [ Cost:2 ]
Ally: Group (6-20 100 pt. people) [ Cost:6 ]
Ally: Group (6-20 75 pt. people) [ Cost:4 ]
Ally: Person (100) [ Cost:1 ]
Ally: Person (150) [ Cost:2 ]
Ally: Person (200) [ Cost:3 ]
Ally: Unwilling Group (21-100 100 pt. people) [ Cost:6 ]
Ally: Unwilling Group (21-100 125 pt. people) [ Cost:8 ]
Ally: Unwilling Group (2-5 100 pt. people) [ Cost:2 ]
Ally: Unwilling Group (2-5 125 pt. people) [ Cost:4 ]
Ally: Unwilling Group (6-20 100 pt. people) [ Cost:4 ]
Ally: Unwilling Group (6-20 125 pt. people) [ Cost:6 ]
Ally: Unwilling Person (125) [ Cost:1 ]
Ally: Unwilling Person (175) [ Cost:2 ]
Ally: Unwilling Person (225) [ Cost:3 ]

Contacts
Contact: "connected" street [ Cost:1 ]
Contact: "unconnected" street [ Cost:1 ]
Contact: business accountant [ Cost:1 ]
Contact: business flunky [ Cost:1 ]
Contact: business president [ Cost:1 ]
Contact: business secretary [ Cost:1 ]
Contact: military NCO [ Cost:1 ]
Contact: military officer [ Cost:1 ]
Contact: military private [ Cost:1 ]
Contact: military senior officer [ Cost:1 ]
Contact: police cop [ Cost:1 ]
Contact: police detective [ Cost:1 ]
Contact: police officer [ Cost:1 ]
Contact: police senior officer [ Cost:1 ]

Mental
3D Spatial Sense [ Cost:2 ]
Absolute Direction [ Cost:1 ]
Absolute Timing [ Cost:1 ]
Alertness [ Cost:1 +1/extralvl (max levels:10) ]
Animal Empathy [ Cost:1 ]
Autotrance [ Cost:2 ]
Charisma [ Cost:1 +1/extralvl (max levels:10) ]
Collected [ Cost:1 ]
Common Sense [ Cost:2 ]
Composed [ Cost:1 ]
Cool [ Cost:1 ]
Cultural Adaptability [ Cost:5 ]
Danger Sense [ Cost:3 ]
Daredevil [ Cost:3 ]
Eidetic Memory [ Cost:6 ]
Eidetic Memory: photographic [ Cost:12 ]
Empathy [ Cost:3 ]
Fashion Sense [ Cost:1 ]
Fearlessness [ Cost:1 ]
Gadgeteer [ Cost:5 ]
High Pain Threshold [ Cost:2 ]
Higher Purpose [ Cost:2 ]
Imperturbable [ Cost:2 ]
Intuition [ Cost:3 ]
Language Talent [ Cost:1 +1/extralvl (max levels:10) ]
Lightning Calculator [ Cost:1 ]
Luck 1 hour [ Cost:3 ]
Luck 2 hour [ Cost:6 ]
Luck 6 hour [ Cost:12 ]
Mathematical Ability [ Cost:2 ]
Musical Ability [ Cost:1 +1/extralvl (max levels:10) ]
Plant Empathy [ Cost:1 ]
Rapier Wit [ Cost:1 ]
Sensitivity [ Cost:1 ]
Single Minded [ Cost:1 ]
Strong Will [ Cost:1 +1/extralvl (max levels:10) ]
Unfazeable [ Cost:3 ]
Versatile [ Cost:1 ]

Patrons
Patron: National Government [ Cost:6 ]
Patron: Person (150+) [ Cost:2 ]
Patron: Person (200+) [ Cost:3 ]
Patron: Powerful Organization [ Cost:3 ]
Patron: Very Powerful Org [ Cost:5 ]

Physical
Acute Hearing [ Cost:1 +1/extralvl (max levels:10) ]
Acute Taste and Smell [ Cost:1 +1/extralvl (max levels:10) ]
Acute Vision [ Cost:1 +1/extralvl (max levels:10) ]
Alcohol Tolerance [ Cost:1 ]
Ambidexterity [ Cost:2 ]
Appearance: Attractive [ Cost:1 ]
Appearance: Handsome [ Cost:3 ]
Appearance: Very Handsome [ Cost:5 ]
Breath Holding [ Cost:1 +1/extralvl (max levels:2) ]
Combat Reflexes [ Cost:3 ]
Deep Sleeper [ Cost:1 ]
Disease-Resistant [ Cost:1 ]
Double Jointed [ Cost:1 ]
Extra Fatigue [ Cost:1 +1/extralvl (max levels:4) ]
Extra Hit Points [ Cost:1 +1/extralvl (max levels:4) ]
Fit [ Cost:1 ]
Immunity to Disease [ Cost:2 ]
Less Sleep [ Cost:1 +1/extralvl (max levels:5) ]
Light Hangover [ Cost:1 ]
Longevity [ Cost:8 ]
Manual Dexterity [ Cost:1 +1/extralvl (max levels:5) ]
Night Vision [ Cost:2 ]
No Hangover [ Cost:1 ]
Peripheral Vision [ Cost:3 ]
Rapid Healing [ Cost:1 ]
Resistant to Poison [ Cost:1 ]
Strong Digestion [ Cost:2 ]
Toughness [ Cost:2 +3/extralvl (max levels:2) ]
Very Fit [ Cost:3 ]
Very Rapid Healing [ Cost:3 ]
Voice [ Cost:2 ]

Reputation
Good Reputation [ Cost:1 +1/extralvl (max levels:4) ]
Second Good Reputation [ Cost:1 +1/extralvl (max levels:4) ]

Social
"Courtesy" Military Rank [ Cost:1 +1/extralvl (max levels:8) ]
Administrative Rank [ Cost:1 +1/extralvl (max levels:6) ]
Bardic Immunity [ Cost:2 ]
Claim to Hospitality: large group [ Cost:2 ]
Claim to Hospitality: one family [ Cost:1 ]
Claim to Hospitality: one friend [ Cost:1 ]
Claim to Hospitality: small group [ Cost:1 ]
Clerical Investment [ Cost:1 ]
Diplomatic Immunity [ Cost:4 ]
Heir [ Cost:1 ]
Legal Enforcement Powers: local [ Cost:1 ]
Legal Enforcement Powers: national [ Cost:2 ]
Legal Enforcement Powers: unlimited [ Cost:3 ]
Military Rank [ Cost:1 +1/extralvl (max levels:8) ]
One Month's Pay [ Cost:1 +1/extralvl (max levels:99) ]
Pious [ Cost:1 ]
Sanctity [ Cost:1 ]
Status [ Cost:1 +1/extralvl (max levels:8) ]
Tenure [ Cost:1 ]
Unusual Background [ Cost:1 +1/extralvl (max levels:10) ]
Wealth: Comfortable [ Cost:2 ]
Wealth: Filthy Rich [ Cost:10 ]
Wealth: Very Wealthy [ Cost:6 ]
Wealth: Wealthy [ Cost:4 ]


Converting Starwars - D20 to Unisystem, Weapons

Starwars - D20 Weapons

Ranged
Blaster Pistol [ Rng:3/10/20/60/120, Dmg:D8x5(20), Mode:SS/SA, Cap:100 int, EV:1/0, Cost:500, Tech:S, Avail:C, Src:D20SWRC ]
Blaster Heavy [ Rng:4/15/30/90/180, Dmg:D10x5(25), Mode:SS/SA, Cap:50 int, EV:8/3, Cost:750, Tech:S, Avail:R, Src:D20SWRC ]
Blaster Holdout [ Rng:3/10/20/60/120, Dmg:D6x4(12), Mode:SS, Cap:6 int, EV:1/0, Cost:300, Tech:S, Avail:C, Src:D20SWRC ]
Blaster Sporting [ Rng:10/50/150/600/1000, Dmg:D6x4(12), Mode:SS, Cap:100 int, EV:1/0, Cost:300, Tech:S, Avail:R, Src:D20SWRC ]
Ion Gun Pistol [ Rng:3/10/20/60/120, Dmg:D8x5(20), Mode:SS, Cap:30 int, EV:1/0, Cost:250, Tech:S, Avail:R, Src:D20SWRC ]
Blaster Carbine [ Rng:10/50/150/600/1000, Dmg:D10x5(25), Mode:SS/SA, Cap:50 int, EV:8/3, Cost:900, Tech:S, Avail:R, Src:D20SWRC ]
Blaster Rifle [ Rng:10/50/150/600/1000, Dmg:D10x5(25), Mode:SS/SA, Cap:50 int, EV:8/3, Cost:1000, Tech:S, Avail:R, Src:D20SWRC ]
Blaster Sporting Rifle [ Rng:10/50/150/600/1000, Dmg:D10x5(25), Mode:SS, Cap:50 int, EV:8/3, Cost:800, Tech:S, Avail:R, Src:D20SWRC ]
Blaster Light Repeater [ Rng:3/15/30/100/200, Dmg:D8x5(20), Mode:SA, Cap:30 int, EV:60/27, Cost:2000, Tech:S, Avail:R, Src:D20SWRC ]
Ion Gun Rifle [ Rng:4/15/30/100/200, Dmg:D10x5(25), Mode:SS, Cap:30 int, EV:8/3, Cost:800, Tech:S, Avail:R, Src:D20SWRC ]
Slugthrower Pistol [ Rng:3/10/20/60/120, Dmg:D6x4(12), Mode:SS/SA, Cap:20 int, EV:1/0, Cost:275, Tech:E, Avail:C, Src:D20SWRC ]
Slugthrower Rifle [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18), Mode:SS/SA, Cap:10 int, EV:8/3, Cost:300, Tech:E, Avail:C, Src:D20SWRC ]
Bowcaster [ Rng:7/40/65/150/250, Dmg:D10x6(30), Mode:SS, Cap:1 int, EV:60/27, Cost:1500, Tech:S, Avail:C, Src:D20SWRC ]
Blaster Cannon [ Rng:15/200/400/2000/6000, Dmg:D10x7(35), Mode:SS, Cap:6 int, EV:60/27, Cost:3000, Tech:S, Avail:R, Src:D20SWRC ]
Blaster Heavy Repeater [ Rng:10/150/300/1000/4000, Dmg:D10x7(35), Mode:SA, Cap:20 int, EV:60/27, Cost:4000, Tech:S, Avail:R, Src:D20SWRC ]
Blaser E-Web [ Rng:10/100/300/1000/3000, Dmg:D20x6(60), Mode:SA, Cap:500 ext, EV:60/27, Cost:8000, Tech:S, Avail:R, Src:D20SWRC ]


Designer Notes

I had to make some assumptions on weight, since D20SWRC only lists "Size".

Also, for ranges, instead of using the 'energy' ranges I got from ATZ, I decided to use the normal categories "Carbine, Assault, etc"... to give more variation in the ranges

Tuesday, July 13, 2010

Converting Justifiers to Unisystem, Weapons

Justifiers Weapons

Hand Weapons
Knife [ Dmg:D4(2)xStr, Type:Slash;Stab, EV:1;1, Cost:25, Tech:M, Avl:C, Src:AFMBE132

Sword, Short [ Dmg:D6(3)xStr, Type:Slash;Stab, EV:2;1, Cost:50, Tech:M, Avl:C, Src:AFMBE132
Sword, Long [ Dmg:D8(4)xStr, Type:Slash;Stab, EV:4;2, Cost:150, Tech:M, Avl:R, Src:AFMBE132
Sword, Bastard [ Dmg:D10(5)xStr, Type:Slash;Stab, EV:4;2, Cost:200, Tech:M, Avl:R, Src:AFMBE132
Garrote [ Dmg:D4(2)xStr, Type:Slash, EV:1;1, Cost:0, Tech:-, Avl:C, Src:N/A
Trident [ Dmg:D8(4)xStr, Type:Stab, EV:4;2, Cost:250, Tech:M, Avl:C, Src:N/A
Spear [ Dmg:D6(3)xStr, Type:Stab, EV:4;2, Cost:150, Tech:M, Avl:R, Src:AFMBE132
Hand Axe [ Dmg:(D8+1)(5)xStr, Type:Slash, EV:4;2, Cost:100, Tech:M, Avl:R, Src:AFMBE132
Chain [ Dmg:D6(3)xStr, Type:Blud, EV:2;1, Cost:25, Tech:M, Avl:C, Src:N/A
Mace [ Dmg:D10(5)xStr, Type:Blud, EV:4;2, Cost:100, Tech:M, Avl:R, Src:AFMBE132
Morning Star [ Dmg:D12(6)x(Str+1), Type:Blud, EV:6;3, Cost:150, Tech:M, Avl:R, Src:AFMBE132
Nunchuku [ Dmg:D6+1(4)xStr, Type:Blud, EV:1;1, Cost:30, Tech:M, Avl:C, Src:ETZ
Quarterstaff [ Dmg:D8(4)x(Str+1), Type:Blud, EV:4;2, Cost:75, Tech:M, Avl:U, Src:AFMBE132
Sword, Great [ Dmg:D12(6)x(Str+1), Type:Slash, EV:8;4, Cost:250, Tech:M, Avl:R, Src:AFMBE132
Battle Axe [ Dmg:(D8+1)(5)xStr, Type:Slash, EV:4;2, Cost:100, Tech:M, Avl:R, Src:AFMBE132
Pole Axe [ Dmg:D12(6)x(Str+2), Type:Slash;Stab, EV:10;5, Cost:250, Tech:M, Avl:R, Src:AFMBE132
Sword, Bastard [ Dmg:D10(5)x(Str+1), Type:Slash;Stab, EV:4;2, Cost:200, Tech:M, Avl:R, Src:AFMBE132
Spear [ Dmg:D6(3)x(Str+1), Type:Stab, EV:4;2, Cost:150, Tech:M, Avl:R, Src:AFMBE132

Thrown Weapons
Coming soon

Ranged Weapons
Coming soon

Converting Justifiers to Unisystem, Vehicles

Justifiers Vehicles

Air
Helicopter [ Wt:4500, DC:40, Spd:160/80, AV:2-5(8), Acl:40, Acc:N/A, Rng:200, Cost:700000, Tgh:3, Avl:U, Hnd:4 ]

Ground
ATV Car [ Wt:2000, DC:70, Spd:70/50, AV:2, Acl:20, Acc:N/A, Rng:320, Cost:15000, Tgh:4, Avl:C, Hnd:3 ]
ATV Truck [ Wt:3500, DC:51, Spd:110/65, AV:2-5, Acl:25, Acc:N/A, Rng:450, Cost:20000, Tgh:3, Avl:C, Hnd:3 ]
Armored Personnel Carrier [ Wt:25,000, DC:300, Spd:45/30, AV:(D10x2)+75(85), Acl:15, Acc:N/A, Rng:320, Cost:, Tgh:5, Avl:R, Hnd:2 ]

Water
Submersible [ Wt:5000, DC:100, Spd:30/15, AV:4-7(6), Acl:5, Acc:N/A, Rng:90, Cost:250000, Tgh:4, Avl:U, Hnd:2 ]

Universal
Hover Craft [ Wt:3750, DC:70, Spd:80/40, AV:2-5(4), Acl:20, Acc:N/A, Rng:200, Cost:250000, Tgh:3, Avl:U, Hnd:4 ]


Converting Stargate - D20 to Unisystem, Weapons

Stargate - D20 Weapons

Pistols, Light
Beretta Model 92/92FS [ Rng:3/10/20/60/120, Dmg:D12x2(12), Mode:SS/SA, Cap:15 int, EV:2/0, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Colt M1911A1 [ Rng:3/10/20/60/120, Dmg:D6x2(6), Mode:SS/SA, Cap:7 int, EV:2/0, Cost:0, Tech:M, Avail:R, Src:D20SG ]
FN Five-SeveN [ Rng:3/10/20/60/120, Dmg:D12x2(12), Mode:SS/SA, Cap:20 int, EV:2/0, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Glock 17 [ Rng:3/10/20/60/120, Dmg:D12x2(12), Mode:SS/SA, Cap:19 int, EV:1/0, Cost:0, Tech:M, Avail:R, Src:D20SG ]
H&K SOCOM [ Rng:3/10/20/60/120, Dmg:D6x2(6), Mode:SS/SA, Cap:12 int, EV:3/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]
H&K SOCOM [ Rng:3/10/20/60/120, Dmg:D6x2(6), Mode:SS/SA, Cap:12 int, EV:4/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Makarov 9mm [ Rng:3/10/20/60/120, Dmg:(D4x2)+1(5), Mode:SS/SA, Cap:8 int, EV:2/0, Cost:0, Tech:M, Avail:R, Src:D20SG ]

Pistols, Heavy
Magnum Research Desert Eagle [ Rng:4/15/30/90/180, Dmg:D10x5(25), Mode:SS/SA, Cap:9 int, EV:4/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Magnum Research Desert Eagle [ Rng:4/15/30/90/180, Dmg:D10x5(25), Mode:SS/SA, Cap:8 int, EV:4/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Magnum Research Desert Eagle [ Rng:4/15/30/90/180, Dmg:D10x8(40), Mode:SS/SA, Cap:7 int, EV:4/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]

Assault Rifles
Colt CAR-15 [ Rng:10/50/150/600/1000, Dmg:D10x2(10), Mode:SS/SA, Cap:30 int, EV:7/3, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Colt M-16A3 [ Rng:10/50/150/600/1000, Dmg:D10x2(10), Mode:SS/SA, Cap:30 int, EV:9/4, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Kalashnikov AK-47 [ Rng:10/50/150/600/1000, Dmg:D10x2(10), Mode:SS/SA, Cap:30 int, EV:9/4, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Kalashnikov AK-107 [ Rng:10/50/150/600/1000, Dmg:D10x8(40), Mode:SS/SA, Cap:30 int, EV:8/3, Cost:0, Tech:M, Avail:R, Src:D20SG ]

Sniper Rifles
Barrett M82A1 'Light Fifty' [ Rng:15/75/250/1200/5000, Dmg:D10x10(50), Mode:SS/SA, Cap:10 int, EV:28/12, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Dragunov SVU [ Rng:15/75/250/1200/5000, Dmg:D8x4(16), Mode:SS/SA, Cap:10 int, EV:10/4, Cost:0, Tech:M, Avail:R, Src:D20SG ]

Shotguns
Benelli M1 Super 90 [ Rng:5/50/100/200/300, Dmg:D10x9(45), Mode:SS, Cap:7 int, EV:7/3, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Benelli M1 Super 90 [ Rng:5/50/100/200/300, Dmg:D20x6(60), Mode:SS, Cap:7 int, EV:7/3, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Franchi SPAS-15 [ Rng:5/50/100/200/300, Dmg:D12x2(12), Mode:SS, Cap:6 int, EV:9/4, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Franchi SPAS-15 [ Rng:5/50/100/200/300, Dmg:D8x3(12), Mode:SS, Cap:6 int, EV:9/4, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Gurza KS-23 [ Rng:5/50/100/200/300, Dmg:D20x9(90), Mode:SS, Cap:3 int, EV:9/4, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Gurza KS-23 [ Rng:5/50/100/200/300, Dmg:D4x8(16), Mode:SS, Cap:3 int, EV:9/4, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Ithaca MAG-10 Roadblocker [ Rng:5/50/100/200/300, Dmg:D20x8(80), Mode:SS, Cap:2 int, EV:11/5, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Ithaca MAG-10 Roadblocker [ Rng:5/50/100/200/300, Dmg:D10x10(50), Mode:SS, Cap:2 int, EV:11/5, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Winchester 1300 [ Rng:5/50/100/200/300, Dmg:D12x2(12), Mode:SS, Cap:7 int, EV:7/3, Cost:0, Tech:M, Avail:R, Src:D20SG ]
WInchester 1300 [ Rng:5/50/100/200/300, Dmg:D8x3(12), Mode:SS, Cap:7 int, EV:7/3, Cost:0, Tech:M, Avail:R, Src:D20SG ]

Sub-Machinegun
CZ Scorpian [ Rng:3/15/30/100/200, Dmg:(D4x2)+1(5), Mode:SS/SA, Cap:30 int, EV:3/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]
CZ Scorpian [ Rng:3/15/30/100/200, Dmg:D4x2(4), Mode:SS/SA, Cap:30 int, EV:3/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]
CZ Scorpian [ Rng:3/15/30/100/200, Dmg:D4x4(8), Mode:SS/SA, Cap:30 int, EV:3/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]
FN P90 [ Rng:3/15/30/100/200, Dmg:D12x2(12), Mode:SS/SA, Cap:50 int, EV:6/2, Cost:0, Tech:M, Avail:R, Src:D20SG ]
H&K MP5A3 [ Rng:3/15/30/100/200, Dmg:D12x2(12), Mode:SS/SA, Cap:30 int, EV:5/2, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Ingram Mac-10 [ Rng:3/15/30/100/200, Dmg:D12x2(12), Mode:SS/SA, Cap:30 int, EV:6/2, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Ingram Mac-10 [ Rng:3/15/30/100/200, Dmg:D6x2(6), Mode:SS/SA, Cap:30 int, EV:6/2, Cost:0, Tech:M, Avail:R, Src:D20SG ]


Flame Throwers
LPO-50 [ Rng:30/40/50/60/65, Dmg:D6x3(9), Mode:SS, Cap:6 int, EV:50/22, Cost:0, Tech:M, Avail:R, Src:D20SG ]
M9A1 [ Rng:30/40/50/60/65, Dmg:D4x3(6), Mode:SS, Cap:10 int, EV:50/22, Cost:0, Tech:M, Avail:R, Src:D20SG ]


Machine Gun
Kalashnikov PK [ Rng:10/150/300/1000/4000, Dmg:D10x6(30), Mode:SA, Cap:100 int, EV:20/9, Cost:0, Tech:M, Avail:R, Src:D20SG ]
M60E4 [ Rng:10/150/300/1000/4000, Dmg:D20x6(60), Mode:SA, Cap:100 int, EV:23/10, Cost:0, Tech:M, Avail:R, Src:D20SG ]


Rocket Launcher
Stinger IV [ Rng:10/150/300/1000/4000, Dmg:D20x8(80), Mode:SS, Cap:1 int, EV:13/5, Cost:0, Tech:M, Avail:R, Src:D20SG ]


Alien Weapons
Glider Cannon [ Rng:4/15/30/100/200, Dmg:D10x9(45), Mode:SS, Cap:6 int, EV:90/40, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Staff Weapon [ Rng:4/15/30/100/200, Dmg:D8x5(20), Mode:SS, Cap:20 int, EV:8/3, Cost:0, Tech:M, Avail:R, Src:D20SG ]
"Tac" [ Rng:4/15/30/100/200, Dmg:D6x4(12), Mode:SS, Cap:100 int, EV:60/27, Cost:0, Tech:M, Avail:R, Src:D20SG ]
TER [ Rng:4/15/30/100/200, Dmg:D10x2(10), Mode:SS, Cap:20 int, EV:4/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]
Zat'nik'tel [ Rng:4/15/30/100/200, Dmg:D10x2(10), Mode:SS, Cap:50 int, EV:3/1, Cost:0, Tech:M, Avail:R, Src:D20SG ]


Designer Notes
I just threw these into the same spreadsheet as the rest of the D20 conversions... but I have to say, the damage looks a bit high. I might have to play with it, its possible that D20 Stargate had a slightly higher damage rate.


Converting Justifiers to Unisystem, Races

Justifier Races

Beta Albatross (7)
--Str+2 (2 pts) Dex-1 (-1 pts) Con-1 (-1 pts)
--Flight x5 (10 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Armadillo (0)
--Armor [Plates (AV4)] (4 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Badger (6)
--Acute Sense(Scent) [4 lvls] (4 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Bat (11)
--Acute Sense(Hearing) [4 lvls] (4 pts) Flight x4 (8 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Sonar (2 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Bighorn Sheep (5)
--Str+1 (1 pts) Dex+1 (1 pts)
--horn(large)[D10(5)xStr[Piercing]] (4 pts) club(small)[D8(4)xStr[Blunt]] (3 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Bison (7)
--Str+3 (3 pts) Con+2 (2 pts)
--horn(small)[D6(3)xStr[Piercing]] (2 pts) club(large)[D8(4)x(Str+1)[Blunt]] (4 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Black Bear (7)
--Str+2 (2 pts)
--Acute Sense(Scent) [2 lvls] (2 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Bloodhound (3)
--Acute Sense(Scent) [6 lvls] (6 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Brown Bear (7)
--Str+2 (2 pts)
--Acute Sense(Scent) [2 lvls] (2 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Cheetah (1)
--Dex+1 (1 pts)
--Acute Sense(Scent) [2 lvls] (2 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Falcon (22)
--Con-1 (-1 pts)
--Flight x10 (20 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Fox (3)
--Dex+1 (1 pts)
--Acute Sense(Scent) [5 lvls] (5 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Gazelle (1)
--horn(small)[D6(3)xStr[Piercing]] (2 pts) club(small)[D8(4)xStr[Blunt]] (3 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Gila Monster (4)
--Str+1 (1 pts)
--Acute Sense(Scent) [2 lvls] (2 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Poison [Bite, Irritant, Lvl2 (D4(2)] (4 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Gorilla (5)
--Str+3 (3 pts) Con+1 (1 pts)
--Acute Sense(Scent) [3 lvls] (3 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Grizzily Bear (7)
--Str+2 (2 pts)
--Acute Sense(Scent) [2 lvls] (2 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Hog (4)
--Str+1 (1 pts) Con+2 (2 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) club(small)[D8(4)xStr[Blunt]] (3 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Komodo Dragon (7)
--Str+1 (1 pts)
--Acute Sense(Scent) [4 lvls] (4 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) club(large)[D8(4)x(Str+1)[Blunt]] (4 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Lion (9)
--Str+1 (1 pts) Con+2 (2 pts)
--Acute Sense(Scent) [3 lvls] (3 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Mantis (5)
--Str+2 (2 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Jump (1 pts) Armor [Chitin (AV5)] (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Monkey (10)
--Dex+2 (2 pts)
--Acute Sense(Scent) [3 lvls] (3 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Brachiation (1 pts) Prehensile Tail (1 pts)
--Climb 6 (6 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Otter (16)
--Acute Sense(Scent) [3 lvls] (3 pts) Fast Swimmer x5 (10 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Swim 6 (6 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Owl (25)
--Str+1 (1 pts) Con-1 (-1 pts)
--Acute Sense(Hearing) [5 lvls] (5 pts) Flight x8 (16 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Nightvision (1 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Panther (9)
--Str+1 (1 pts) Dex+1 (1 pts)
--Acute Sense(Scent) [4 lvls] (4 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Polar Bear (15)
--Str+3 (3 pts)
--Acute Sense(Scent) [3 lvls] (3 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Swim 6 (6 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Raccoon (9)
--Dex+1 (1 pts)
--Acute Sense(Scent) [2 lvls] (2 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts) claw(small)[D6(3)x(Str+1)[Slashing]] (3 pts)
--Nightvision (1 pts)
--Climb 5 (5 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Rhino (12)
--Str+3 (3 pts) Con+2 (2 pts) Int-1 (-1 pts)
--horn(large)[D10(5)xStr[Piercing]] (4 pts) club(large)[D8(4)x(Str+1)[Blunt]] (4 pts)
--Armor [Plates (AV4)] (4 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Sea Lion (15)
--Dex+1 (1 pts)
--Acute Sense(Scent) [3 lvls] (3 pts) Fast Swimmer x7 (14 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Tiger (15)
--Str+1 (1 pts) Con+2 (2 pts)
--Acute Sense(Scent) [3 lvls] (3 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts) claw(large)[D10(5)x(Str+1)[Slashing]] (5 pts)
--Swim 6 (6 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Turtle (-1)
--Str+2 (2 pts)
--bite(small)[D4(2)xStr[Piercing]] (1 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Beta Wolf (5)
--Str+1 (1 pts) Dex+1 (1 pts)
--Acute Sense(Scent) [4 lvls] (4 pts)
--bite(large)[D4(2)x(Str+1)[Piercing]] (2 pts)
--Nightvision (1 pts)
--Minority: Semi-Human (2 pts) Obligation: The Corporation (2 pts)

Human (-2)
--Int+1 (1 pts)
--Minority: Criminal (3 pts)


Augmented Human (3)
--Str+1 (1 pts) Dex+1 (1 pts)
--Nightvision (1 pts)

Heavy-G Human (3)
--Str+2 (2 pts) Con+1 (1 pts)


Designer Notes

So far this is a straight conversion from the Justifier system. Notice the human costs a point due to their +1 intelligence. I left this in due to it making a bit of sense... future human is probably more intelligent then modern human.

Friday, July 9, 2010

Guyver, Unisystem

Guyver

New Packages

Guyver - Starting Cost (30 pts)
* Quality: Bioware (1 pt)
* Package: Guyver - Human Form (2 pts)
* Package: Guyver - Bio-Booster Form (27 pts)


Guyver - Human Form (2 pts)
* Quality: Hard To Kill (2 levels) (2 pts)

Guyver - Bio-Booster Form (27 pts)
* Strength + 5 (5 pts)
* Dextgerity + 3 (3 pts)
* Quality: Hard To Kill (1 levels) (1 pts) (adds to human form)
* Quality: Acute Senses (2 levels) (2 pts)
* Quality: Blind Fighting (no combat modifiers if vision impaired) (2 pts)
* Power: Dermal Armor (3 levels) (3 pts)
* Power: MegaSmasher (14 pts)
* Power: Regeneration (con per minute) (2 pts)
* Power: Regeneration (new body, as long as control metal survives) (5 pts)
* Drawback: Appearance (3 levels) (-3 pts)
* Drawback: Cannot Eat (-2 pts)
* Drawback: Suceptable (Acid x2 damage) (-2 pts)
* Drawback: Weak Point (Control Metal, LP: 20 AV: 10) (-3 pts)


New Powers

MegaSmasher (10 pts)
* Enhancement: Weapon Graft; Mega Large [D10x6(30)] (7 pts)
* Enhancement: Weapon Graft; Retractable (1 pts)
* Enhancement: Weapon Graft; Self-Recharging Energy Weapon (2 pts)
* Limitation: Limited Shots (2/day) (-3 pts)
* Limitation: Only available in Guyver - Bio-Booster Form (-2 pts)
* Enhancement: Weapon Graft; Launchable (x2 pts)

Sonic Swords, Single (3)
* Enhancement: Weapon Graft; Medium [D6(3) x Strength] (2 pts)
* Enhancement: Weapon Graft; Retractable (1 pt)


Sonic Swords, Double (3)
* Enhancement: Weapon Graft; Large [D8(4) x Strength] (3 pts)
* Enhancement: Weapon Graft; Retractable (1 pt)


Infra-Laser (TBD)
* Coming soon...

Gravity Globe (TBD)
* Coming soon...

Sonic Emitters (TBD)
* Coming soon...

Designer Notes

I'm watching all the Guyver anime as we speak, and I've read a few other game conversions for the Guyver unit. This is what I have so far, helpful critiques are very welcome!

Thursday, July 8, 2010

Converting Babylon 5 - D20 to Unisystem, Weapons

Babylon 5 - D20 Weapons

Ranged
Antique Slugthrower [ Rng:3/10/20/60/120, Dmg:D6x4(12)EV, Mode:SS/SA, Cap:6 cyl., EV:1/0, Cost:100, Tech:M, Avail:R, Src:B5RPG ]
Minbari Holdout Laser [ Rng:10/70/200/800/1200, Dmg:D8x5(20)1/0, Mode:SS, Cap:1 int, EV:1/0, Cost:1950, Tech:S, Avail:C, Src:B5RPG ]
Multi-Part PPG [ Rng:4/15/30/100/200, Dmg:D6x4(12)1/0, Mode:SS/SA, Cap:30 clip, EV:1/0, Cost:950, Tech:S, Avail:C, Src:B5RPG ]
Narn Stun Gun [ Rng:10/30/40/60/80, Dmg:D6x4(12)1/0, Mode:SS/SA, Cap:5 int, EV:1/0, Cost:1250, Tech:S, Avail:R, Src:B5RPG ]
Needler [ Rng:3/10/20/60/120, Dmg:D4x2(4)1/0, Mode:SS, Cap:1 int, EV:1/0, Cost:250, Tech:E, Avail:R, Src:B5RPG ]
PPG, Auricon EF-7 [ Rng:4/15/30/100/200, Dmg:(D6x6)+1(18)1/0, Mode:SS/SA, Cap:12 clip, EV:1/0, Cost:600, Tech:S, Avail:R, Src:B5RPG ]
PPG, W&G Model 10 [ Rng:4/15/30/100/200, Dmg:D6x4(12)1/0, Mode:SS/SA, Cap:6 clip, EV:1/0, Cost:300, Tech:S, Avail:R, Src:B5RPG ]

Design Notes
Often, when converting weapons, I try to use a simple formula to mass convert items. In this case:

After comparing the D20 'average damage' to similiar items 'average damage', then averaging the differnce, I came up with multiplying the D20 damage by 2.06 (rounding normally). Then I compared this damage to normal die rolls in AFMBE.

Cost is odd, since I had to either use PDC or gold to convert to $$$. Needless to say, change to fix your campaign, as the numbers get way off.

Tech is based off of PL... I included a "A" category for "Archaic".

Avail I based of off restriction... A +1 or less was "C", A +2 was "U" and anything else was "R"

Range was based on the weapon type, just like in AFMBE.

Type ::: Ranges
Hold Out ::: 3/10/20/60/120
Light ::: 3/10/20/60/120
Heavy ::: 4/15/30/90/180
Assault ::: 10/50/150/600/1000
Sporting ::: 10/50/150/600/1000
Sniper ::: 15/75/250/1200/5000
Shotgun ::: 5/50/100/200/300
SMG ::: 3/15/30/100/200
LMG ::: 10/100/300/1000/3000
MMG ::: 10/150/300/1000/4000
HMG ::: 15/200/400/2000/6000
Cannon ::: 15/200/400/2000/6000

Notes


I'll be cleaning this up more, but its a good initial conversion I think

Converting D20 to Unisystem, Weapons

D20 Weapons

Ranged, Thrown
Bolas [ Rng:3/5/8/10/13, Dmg:D4x2(4)2/0, Mode:SS, Cap:1, EV:2/0, Cost:50, Tech:A, Avail:C, Src:R3.5SRD ]
Dart [ Rng:3/5/8/10/13, Dmg:D4x2(4)2/0, Mode:SS, Cap:1, EV:0.5/0, Cost:5, Tech:A, Avail:C, Src:R3.5SRD ]
Javelin [ Rng:3/5/8/10/13, Dmg:D6x2(6)0.5/0, Mode:SS, Cap:1, EV:2/0, Cost:10, Tech:A, Avail:C, Src:R3.5SRD ]
Javelin [ Rng:3/5/8/10/13, Dmg:D6x2(6)2/0, Mode:SS, Cap:—, EV:2/0, Cost:20, Tech:M, Avail:C, Src:D20M.SRD ]
Shuriken [ Rng:3/5/8/10/13, Dmg:(1)2/0, Mode:SS, Cap:—, EV:0.5/0, Cost:12, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Sling
Sling [ Rng:3/7/10/13/20, Dmg:D4x2(4)4/1, Mode:SS, Cap:1, EV:0/0, Cost:—, Tech:A, Avail:C, Src:R3.5SRD ]
Sling [ Rng:3/7/10/13/20, Dmg:D4x2(4)0/0, Mode:SS, Cap:—, EV:0/0, Cost:12, Tech:M, Avail:C, Src:D20M.A.SRD ]
Slingshot [ Rng:3/7/10/13/20, Dmg:D4x2(4)0/0, Mode:SS, Cap:—, EV:1/0, Cost:20, Tech:M, Avail:C, Src:D20M.A.SRD ]

Ranged, Blowgun
Blowgun [ Rng:3/7/10/13/20, Dmg:dart(1)9/4, Mode:SS, Cap:1 Int., EV:2/0, Cost:20, Tech:M, Avail:C, Src:D20M.A.SRD ]

Ranged, Shortbow
Shortbow [ Rng:5/13/40/65/100, Dmg:D6x2(6)5/2, Mode:SS, Cap:1, EV:2/0, Cost:300, Tech:A, Avail:C, Src:R3.5SRD ]
Shortbow, composite [ Rng:5/13/40/65/100, Dmg:D6x2(6)2/0, Mode:SS, Cap:1, EV:2/0, Cost:750, Tech:A, Avail:C, Src:R3.5SRD ]

Ranged, Longbow
Longbow [ Rng:10/30/50/100/200, Dmg:D4x4(8)8/3, Mode:SS, Cap:1, EV:3/1, Cost:750, Tech:A, Avail:C, Src:R3.5SRD ]
Longbow, composite [ Rng:10/30/50/100/200, Dmg:D4x4(8)3/1, Mode:SS, Cap:1, EV:3/1, Cost:1000, Tech:A, Avail:C, Src:R3.5SRD ]
Compound bow [ Rng:10/30/50/100/200, Dmg:D4x4(8)3/1, Mode:SS, Cap:—, EV:3/1, Cost:120, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Crossbows
Crossbow, hand [ Rng:5/13/40/65/100, Dmg:D4x2(4)2/0, Mode:SS, Cap:1, EV:2/0, Cost:1000, Tech:A, Avail:C, Src:R3.5SRD ]
Crossbow, hand [ Rng:5/13/40/65/100, Dmg:D4x2(4)2/0, Mode:SS, Cap:1 Int., EV:3/1, Cost:150, Tech:M, Avail:C, Src:D20M.A.SRD ]
Crossbow, light [ Rng:10/30/50/100/200, Dmg:D4x4(8)16/7, Mode:SS, Cap:1, EV:4/1, Cost:350, Tech:A, Avail:C, Src:R3.5SRD ]
Crossbow, repeating light [ Rng:10/30/50/100/200, Dmg:D4x4(8)4/1, Mode:SS, Cap:5 box, EV:6/2, Cost:2500, Tech:A, Avail:C, Src:R3.5SRD ]
Speargun [ Rng:10/30/50/100/200, Dmg:D6x4(12)6/2, Mode:SS, Cap:1 Int., EV:5/2, Cost:120, Tech:M, Avail:C, Src:D20M.A.SRD ]
Crossbow, heavy [ Rng:7/40/65/150/250, Dmg:D10x2(10)3/1, Mode:SS, Cap:1, EV:8/3, Cost:500, Tech:A, Avail:C, Src:R3.5SRD ]
Crossbow, repeating heavy [ Rng:7/40/65/150/250, Dmg:D10x2(10)8/3, Mode:SS, Cap:5 box, EV:12/5, Cost:4000, Tech:A, Avail:C, Src:R3.5SRD ]
Crossbow [ Rng:7/40/65/150/250, Dmg:D10x2(10)12/5, Mode:SS, Cap:1 int., EV:7/3, Cost:90, Tech:M, Avail:C, Src:D20M.SRD ]
Crossbow, grapple-firing [ Rng:7/40/65/150/250, Dmg:D4x2(4)7/3, Mode:SS, Cap:1 Int., EV:12/5, Cost:200, Tech:M, Avail:C, Src:D20M.A.SRD ]
Crossbow, repeating [ Rng:7/40/65/150/250, Dmg:D4x4(8)12/5, Mode:SS, Cap:5 Int., EV:16/7, Cost:275, Tech:M, Avail:C, Src:D20M.A.SRD ]

Ranged, Light Pistol
Air pistol [ Rng:3/10/20/60/120, Dmg:D4x1(2)14/6, Mode:SS, Cap:1 Int., EV:2/0, Cost:55, Tech:M, Avail:C, Src:D20M.A.SRD ]
Beretta 92F [ Rng:3/10/20/60/120, Dmg:D6x4(12)2/0, Mode:SS, Cap:15 box, EV:3/1, Cost:650, Tech:M, Avail:C, Src:D20M.SRD ]
Colt M1911 [ Rng:3/10/20/60/120, Dmg:D6x4(12)3/1, Mode:SS, Cap:7 box, EV:3/1, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]
Derringer [ Rng:3/10/20/60/120, Dmg:D6x4(12)3/1, Mode:SS, Cap:2 int., EV:1/0, Cost:350, Tech:M, Avail:C, Src:D20M.SRD ]
Falcon .45 [ Rng:3/10/20/60/120, Dmg:D6x4(12)1/0, Mode:SS/SA, Cap:20 box, EV:2.5/1, Cost:1200, Tech:M, Avail:C, Src:D20M.F.SRD ]
Flare gun [ Rng:3/10/20/60/120, Dmg:D4x4(8)2.5/1, Mode:SS, Cap:1 Int., EV:2/0, Cost:150, Tech:M, Avail:C, Src:D20M.A.SRD ]
Glock 171 [ Rng:3/10/20/60/120, Dmg:D6x4(12)2/0, Mode:SS, Cap:17 box, EV:2/0, Cost:1200, Tech:M, Avail:C, Src:D20M.SRD ]
Paint ball gun [ Rng:3/10/20/60/120, Dmg:paint2/0, Mode:SS, Cap:40 Int., EV:2/0, Cost:70, Tech:M, Avail:C, Src:D20M.A.SRD ]
Pathfinder [ Rng:3/10/20/60/120, Dmg:D10x2(10)2/0, Mode:SS, Cap:6 cyl., EV:1/0, Cost:350, Tech:M, Avail:C, Src:D20M.SRD ]
SITES M9 [ Rng:3/10/20/60/120, Dmg:D6x4(12)1/0, Mode:SS, Cap:8 box, EV:2/0, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]
Walther PPK [ Rng:3/10/20/60/120, Dmg:D10x2(10)2/0, Mode:SS, Cap:7 box, EV:1/0, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, MP (Machine Pistol)
Beretta 93R [ Rng:3/10/20/60/120, Dmg:D6x4(12)22/10, Mode:SS/SA, Cap:20 box, EV:3/1, Cost:1200, Tech:M, Avail:R, Src:D20M.SRD ]
MAC Ingram M10 [ Rng:3/10/20/60/120, Dmg:D6x4(12)3/1, Mode:SS/SA, Cap:30 box, EV:6/2, Cost:500, Tech:M, Avail:R, Src:D20M.SRD ]
Skorpion [ Rng:3/10/20/60/120, Dmg:D10x2(10)6/2, Mode:SS/SA, Cap:20 box, EV:4/1, Cost:900, Tech:M, Avail:R, Src:D20M.SRD ]
TEC-9 [ Rng:3/10/20/60/120, Dmg:D6x4(12)4/1, Mode:SS/SA, Cap:32 box, EV:4/1, Cost:350, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, Heavy Pistol
Colt Double Eagle [ Rng:4/15/30/90/180, Dmg:D6x4(12)20/9, Mode:SS, Cap:9 box, EV:3/1, Cost:650, Tech:M, Avail:C, Src:D20M.SRD ]
Colt Python1 [ Rng:4/15/30/90/180, Dmg:D6x4(12)3/1, Mode:SS, Cap:6 cyl., EV:3/1, Cost:30, Tech:M, Avail:C, Src:D20M.SRD ]
Desert Eagle [ Rng:4/15/30/90/180, Dmg:(D6x6)+1(18)3/1, Mode:SS, Cap:8 box, EV:4/1, Cost:1200, Tech:M, Avail:C, Src:D20M.SRD ]
Glock 201 [ Rng:4/15/30/90/180, Dmg:D6x4(12)4/1, Mode:SS, Cap:15 box, EV:3/1, Cost:1200, Tech:M, Avail:C, Src:D20M.SRD ]
Ruger Service-Six [ Rng:4/15/30/90/180, Dmg:D6x4(12)3/1, Mode:SS, Cap:6 cyl., EV:2/0, Cost:350, Tech:M, Avail:C, Src:D20M.SRD ]
S&W M29 [ Rng:4/15/30/90/180, Dmg:(D6x6)+1(18)2/0, Mode:SS, Cap:6 cyl., EV:3/1, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Shotgun
Benelli 121 M1 [ Rng:5/50/100/200/300, Dmg:(D6x6)+1(18)2/0, Mode:SS, Cap:7 int, EV:8/3, Cost:900, Tech:M, Avail:C, Src:D20M.SRD ]
Beretta M3P [ Rng:5/50/100/200/300, Dmg:(D6x6)+1(18)8/3, Mode:SS, Cap:5 box, EV:9/4, Cost:650, Tech:M, Avail:C, Src:D20M.SRD ]
Browning BPS [ Rng:5/50/100/200/300, Dmg:D6x7(21)9/4, Mode:SS, Cap:5 int., EV:11/5, Cost:650, Tech:M, Avail:C, Src:D20M.SRD ]
Mossberg [ Rng:5/50/100/200/300, Dmg:(D6x6)+1(18)11/5, Mode:SS, Cap:6 int., EV:7/3, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]
Sawed-off shotgun [ Rng:5/50/100/200/300, Dmg:(D6x6)+1(18)7/3, Mode:SS, Cap:2 int., EV:4/1, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Sporting Rifles
Air rifle [ Rng:10/50/150/600/1000, Dmg:D4x1(2)3/1, Mode:SS, Cap:1 Int., EV:5/2, Cost:70, Tech:M, Avail:C, Src:D20M.A.SRD ]
Remington 700 [ Rng:10/50/150/600/1000, Dmg:D6x7(21)5/2, Mode:SS, Cap:5 int., EV:8/3, Cost:900, Tech:M, Avail:C, Src:D20M.SRD ]
Winchester 94 [ Rng:10/50/150/600/1000, Dmg:D6x7(21)8/3, Mode:SS, Cap:6 int., EV:7/3, Cost:500, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Sniper
Barrett Light Fifty [ Rng:15/75/250/1200/5000, Dmg:D6x9(27)8/3, Mode:SS, Cap:11 box, EV:35/15, Cost:3500, Tech:M, Avail:C, Src:D20M.SRD ]
HK PSG11 [ Rng:15/75/250/1200/5000, Dmg:D6x7(21)35/15, Mode:SS, Cap:5 box, EV:16/7, Cost:3500, Tech:M, Avail:C, Src:D20M.SRD ]
TacMil sniper [ Rng:15/75/250/1200/5000, Dmg:D6x7(21)16/7, Mode:SS, Cap:15 box, EV:14/6, Cost:2750, Tech:M, Avail:R, Src:D20M.F.SRD ]
Rail gun [ Rng:15/75/250/1200/5000, Dmg:D10x8(40)14/6, Mode:SS, Cap:20 box, EV:18/8, Cost:6500, Tech:S, Avail:R, Src:D20M.F.SRD ]

Ranged, Assault
AKM/AK-47 [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)EV, Mode:SS/SA, Cap:30 box, EV:10/4, Cost:500, Tech:M, Avail:R, Src:D20M.SRD ]
HK G3 [ Rng:10/50/150/600/1000, Dmg:D6x7(21)10/4, Mode:SS/SA, Cap:20 box, EV:11/5, Cost:1500, Tech:M, Avail:R, Src:D20M.SRD ]
M16A2 [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)11/5, Mode:SS/SA, Cap:30 box, EV:8/3, Cost:650, Tech:M, Avail:R, Src:D20M.SRD ]
M4 Carbine [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)8/3, Mode:SS/SA, Cap:30 box, EV:7/3, Cost:650, Tech:M, Avail:R, Src:D20M.SRD ]
OICW assualt [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)7/3, Mode:SS, Cap:30 box, EV:18/8, Cost:12000, Tech:M, Avail:R, Src:D20M.F.SRD ]
Steyr AUG [ Rng:10/50/150/600/1000, Dmg:(D6x6)+1(18)18/8, Mode:SS/SA, Cap:30 box, EV:9/4, Cost:1500, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, SMG (Sub-Machine Gun)
HK MP51 [ Rng:3/15/30/100/200, Dmg:D6x4(12)1/0, Mode:SS/SA, Cap:30 box, EV:7/3, Cost:2000, Tech:M, Avail:R, Src:D20M.SRD ]
HK MP5K [ Rng:3/15/30/100/200, Dmg:D6x4(12)7/3, Mode:SS/SA, Cap:15 box, EV:5/2, Cost:1500, Tech:M, Avail:R, Src:D20M.SRD ]
Uzi [ Rng:3/15/30/100/200, Dmg:D6x4(12)5/2, Mode:SS/SA, Cap:20 box, EV:8/3, Cost:1200, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, MMG (Medium Machine Gun)
M-60 [ Rng:10/150/300/1000/4000, Dmg:D6x7(21)3/1, Mode:SA, Cap:Linked, EV:22/10, Cost:2750, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, HMG (Heavy Machine Gun)
M2HB [ Rng:15/200/400/2000/6000, Dmg:D6x9(27)3/1, Mode:SA, Cap:Linked, EV:75/34, Cost:3500, Tech:M, Avail:R, Src:D20M.SRD ]
Twin thunder machine gun [ Rng:15/200/400/2000/6000, Dmg:D6x7(21)75/34, Mode:SA, Cap:Linked, EV:42/19, Cost:3500, Tech:M, Avail:R, Src:D20M.F.SRD ]

Ranged, Gernade Launcher
Mini-grenade launcher [ Rng:5/50/100/200/300, Dmg:per gernade11/5, Mode:SS, Cap:1 int., EV:4/1, Cost:2000, Tech:E, Avail:R, Src:D20M.F.SRD ]
Tangler gun [ Rng:5/50/100/200/300, Dmg:net4/1, Mode:SS/SA, Cap:20 box, EV:8/3, Cost:650, Tech:E, Avail:C, Src:D20M.F.SRD ]
M79 [ Rng:5/50/100/200/300, Dmg:per gernade8/3, Mode:SS, Cap:1 int., EV:7/3, Cost:350, Tech:M, Avail:R, Src:D20M.SRD ]
Net launcher [ Rng:5/50/100/200/300, Dmg:per gernade7/3, Mode:SS, Cap:1 Int., EV:20/9, Cost:500, Tech:M, Avail:C, Src:D20M.A.SRD ]

Ranged, Rocket Launcher
Mini-rocket launcher [ Rng:10/150/300/1000/4000, Dmg:per rocket4/1, Mode:SS, Cap:1 int., EV:5/2, Cost:5000, Tech:E, Avail:R, Src:D20M.F.SRD ]
M72A3 LAW [ Rng:10/150/300/1000/4000, Dmg:D20x7(70)5/2, Mode:SS, Cap:1 int., EV:5/2, Cost:500, Tech:M, Avail:R, Src:D20M.SRD ]

Ranged, Taser
Taser [ Rng:3/10/20/60/120, Dmg:D4x2(4)7/3, Mode:SS, Cap:1 int., EV:2/0, Cost:55, Tech:M, Avail:C, Src:D20M.SRD ]

Ranged, Liquid
Flamethrower [ Rng:30/40/50/60/65, Dmg:D8x5(20)1/0, Mode:SS, Cap:10 int., EV:50/22, Cost:900, Tech:M, Avail:R, Src:D20M.SRD ]
Super watergun [ Rng:30/40/50/60/65, Dmg:water50/22, Mode:SS, Cap:5 Int., EV:2/0, Cost:20, Tech:M, Avail:C, Src:D20M.A.SRD ]
Water cannon [ Rng:30/40/50/60/65, Dmg:water2/0, Mode:Special, Cap:20 Int., EV:50/22, Cost:1500, Tech:M, Avail:C, Src:D20M.A.SRD ]
Cryonic rifle [ Rng:30/40/50/60/65, Dmg:D8x5(20)50/22, Mode:SS, Cap:10 box, EV:8/3, Cost:2750, Tech:S, Avail:C, Src:D20M.F.SRD ]

Ranged, Sonic
Concussion rifle [ Rng:10/30/40/60/80, Dmg:D4x1(2)18/8, Mode:SS, Cap:—, EV:6/2, Cost:3500, Tech:S, Avail:C, Src:D20M.F.SRD ]
Sonic beam [ Rng:10/30/40/60/80, Dmg:D4x1(2)6/2, Mode:SS, Cap:50 box, EV:3/1, Cost:1200, Tech:S, Avail:C, Src:D20M.F.SRD ]

Ranged, Laser
Laser pistol [ Rng:10/70/200/800/1200, Dmg:(D6x6)+1(18)42/19, Mode:SS, Cap:50 box, EV:3/1, Cost:900, Tech:E, Avail:C, Src:D20M.F.SRD ]
Laser rifle [ Rng:10/100/300/1000/3000, Dmg:D6x9(27)3/1, Mode:SS/SA, Cap:50 box, EV:8/3, Cost:1500, Tech:E, Avail:R, Src:D20M.F.SRD ]
Laser sniper [ Rng:15/200/400/2000/6000, Dmg:D6x9(27)8/3, Mode:SS, Cap:50 box, EV:14/6, Cost:2750, Tech:E, Avail:R, Src:D20M.F.SRD ]

Ranged, Energy
Disintegrator [ Rng:4/15/30/100/200, Dmg:D6x9(27)5/2, Mode:SS, Cap:10 box, EV:6/2, Cost:5000, Tech:S, Avail:R, Src:D20M.F.SRD ]
Gravity snare [ Rng:4/15/30/100/200, Dmg:special6/2, Mode:SS, Cap:—, EV:7/3, Cost:900, Tech:S, Avail:C, Src:D20M.F.SRD ]
Lightning gun [ Rng:4/15/30/100/200, Dmg:D8x5(20)7/3, Mode:SS/SA, Cap:30 box, EV:30/13, Cost:6500, Tech:S, Avail:R, Src:D20M.F.SRD ]
Plasma pistol [ Rng:4/15/30/100/200, Dmg:D6x7(21)30/13, Mode:SS, Cap:50 box, EV:3/1, Cost:900, Tech:S, Avail:U, Src:D20M.F.SRD ]
Plasma rifle [ Rng:4/15/30/100/200, Dmg:D10x7(35)3/1, Mode:SS/SA, Cap:50 box, EV:8/3, Cost:1500, Tech:S, Avail:R, Src:D20M.F.SRD ]
Pulse rifle [ Rng:4/15/30/100/200, Dmg:D10x7(35)8/3, Mode:SS/SA, Cap:50 box, EV:11/5, Cost:2750, Tech:S, Avail:R, Src:D20M.F.SRD ]


Design Notes
Often, when converting weapons, I try to use a simple formula to mass convert items. In this case:

After comparing the D20 'average damage' to similiar items 'average damage', then averaging the differnce, I came up with multiplying the D20 damage by 2.06 (rounding normally). Then I compared this damage to normal die rolls in AFMBE.

Cost is odd, since I had to either use PDC or gold to convert to $$$. Needless to say, change to fix your campaign, as the numbers get way off.

Tech is based off of PL... I included a "A" category for "Archaic".

Avail I based of off restriction... A +1 or less was "C", A +2 was "U" and anything else was "R"

Range was based on the weapon type, just like in AFMBE.

Type ::: Ranges
Hold Out ::: 3/10/20/60/120
Light ::: 3/10/20/60/120
Heavy ::: 4/15/30/90/180
Assault ::: 10/50/150/600/1000
Sporting ::: 10/50/150/600/1000
Sniper ::: 15/75/250/1200/5000
Shotgun ::: 5/50/100/200/300
SMG ::: 3/15/30/100/200
LMG ::: 10/100/300/1000/3000
MMG ::: 10/150/300/1000/4000
HMG ::: 15/200/400/2000/6000
Cannon ::: 15/200/400/2000/6000

Notes


I'll be cleaning this up more, but its a good initial conversion I think

Monday, July 5, 2010

Conversion, Gurps To Unisystem, Racial Advantages

GURPS Advantages

Racial Advantages

Claws, nail tips [ Cost:3; Lvl:No; Notes:+1 damage to punch attacks ]
Claws, daggerlike [ Cost:8; Lvl:No; Notes:D6(3)xStr ]
Claws, swordlike [ Cost:11; Lvl:No; Notes:D8(4)xStr ]
Horns, butt [ Cost:1; Lvl:No; Notes: ]
Horns, tusks [ Cost:10; Lvl:No; Notes: ]
Strikers [ Cost:1; Lvl:No; Notes: ]
Amphibious [ Cost:2; Lvl:No; Notes: ]
Brachiator [ Cost:1; Lvl:No; Notes: ]
Breath Holding [ Cost:1; Lvl:Yes; Notes: ]
Cast Iron Stomach [ Cost:3; Lvl:No; Notes: ]
Catfall [ Cost:2; Lvl:No; Notes: ]
Chameleon [ Cost:2; Lvl:Yes; Notes: ]
Clinging (walls, ceilings) [ Cost:5; Lvl:No; Notes: ]
Dark Vision [ Cost:5; Lvl:No; Notes: ]
Discriminatory Smell [ Cost:3; Lvl:No; Notes: ]
Doesn't Breathe [ Cost:4; Lvl:No; Notes: ]
Doesn't Eat/Drink [ Cost:2; Lvl:No; Notes: ]
Doesn't Sleep [ Cost:4; Lvl:No; Notes: ]
Early Maturation [ Cost:1; Lvl:Yes; Notes: ]
Enhanced Move [ Cost:2; Lvl:Yes; Notes: ]
Extended Lifespan [ Cost:1; Lvl:Yes; Notes: ]
Fearlessness [ Cost:1; Lvl:Yes; Notes: ]
Flexibility [ Cost:3; Lvl:No; Notes: ]
Flight [ Cost:8; Lvl:No; Notes: ]
Full Coordination [ Cost:10; Lvl:No; Notes:+1 attacks ]
Gills [ Cost:2; Lvl:No; Notes: ]
Hard To Kill [ Cost:1; Lvl:Yes; Notes: ]
Heal [ Cost:5; Lvl:No; Notes: ]
Ice Skates [ Cost:1; Lvl:No; Notes: ]
Immortality [ Cost:28; Lvl:No; Notes:Instant Regeneration, Immunity To Disease, Immunity to Poison, Unaging ]
Immunity To Poison [ Cost:3; Lvl:No; Notes: ]
Indpendantly Focusable Eyes [ Cost:3; Lvl:No; Notes: ]
Infravision [ Cost:3; Lvl:No; Notes: ]
Insubstantiality [ Cost:16; Lvl:No; Notes: ]
Invisibility [ Cost:8; Lvl:No; Notes: ]
Invulnerability, Common [ Cost:30; Lvl:No; Notes: ]
Invulnerability, Occasional [ Cost:20; Lvl:No; Notes: ]
Invulnerability, Rare [ Cost:15; Lvl:No; Notes: ]
Manual Dexterity [ Cost:1; Lvl:Yes; Notes: ]
Metabolism Control [ Cost:1; Lvl:Yes; Notes: ]
Microscopic Vision [ Cost:1; Lvl:Yes; Notes: ]
Mimcry [ Cost:3; Lvl:No; Notes: ]
Mindshare, Type, Hive Mind [ Cost:4; Lvl:No; Notes: ]
Mindshare, Type, Racial Memory [ Cost:8; Lvl:No; Notes: ]
Mindshare, Type, Global Consciousness [ Cost:12; Lvl:No; Notes: ]
Mindshare, Drone, Mindless [ Cost:-2; Lvl:No; Notes: ]
Mindshare, Drone, Maintenance [ Cost:1; Lvl:No; Notes: ]
Mindshare, Drone, Defense [ Cost:3; Lvl:No; Notes: ]
Mindshare, Drone, Intelligence [ Cost:5; Lvl:No; Notes: ]
Mindshare, Distance, Touch [ Cost:-3; Lvl:No; Notes: ]
Mindshare, Distance, 1 mile [ Cost:0; Lvl:No; Notes: ]
Mindshare, Distance, 100 miles [ Cost:2; Lvl:No; Notes: ]
Mindshare, Distance, 1000 miles [ Cost:4; Lvl:No; Notes: ]
Mindshare, DIstance, Planetwide [ Cost:6; Lvl:No; Notes: ]
Mindshare, Distance, Universal [ Cost:12; Lvl:No; Notes: ]
Mindshare, DIstance, Multiplane [ Cost:15; Lvl:No; Notes: ]
Morph [ Cost:8; Lvl:No; Notes: ]
Nictating Membrane [ Cost:2; Lvl:Yes; Notes: ]
Parabolic Hearing [ Cost:1; Lvl:No; Notes: ]
Penetrating Call [ Cost:1; Lvl:No; Notes: ]
Perfect Balance [ Cost:3; Lvl:No; Notes: ]
Polarized Eyes [ Cost:1; Lvl:No; Notes: ]
Pressure Support, x10 pressure [ Cost:1; Lvl:No; Notes: ]
Pressure Support, x100 pressure [ Cost:2; Lvl:No; Notes: ]
Pressure Support, Immune [ Cost:3; Lvl:No; Notes: ]
Racial Memory, passive [ Cost:3; Lvl:No; Notes: ]
Racial Memory, active [ Cost:8; Lvl:No; Notes: ]
Radar Sense [ Cost:10; Lvl:No; Notes: ]
Recovery [ Cost:2; Lvl:No; Notes: ]
Reduced Sleep [ Cost:2; Lvl:No; Notes: ]
Regeneration, Slow [ Cost:2; Lvl:No; Notes: ]
Regeneration, Regular [ Cost:5; Lvl:No; Notes: ]
Regeneration, Fast [ Cost:10; Lvl:No; Notes: ]
Regeneration, Instant [ Cost:20; Lvl:No; Notes: ]
Regrowth [ Cost:8; Lvl:No; Notes: ]
Secret Communication [ Cost:4; Lvl:No; Notes: ]
See Inviisble [ Cost:3; Lvl:No; Notes: ]
Sensitive Touch [ Cost:2; Lvl:No; Notes: ]
Silence [ Cost:1; Lvl:Yes; Notes: ]
Sonar Vision, only sense [ Cost:0; Lvl:No; Notes: ]
Sonar Vision, additional sense [ Cost:5; Lvl:No; Notes: ]
Speak With Animals [ Cost:3; Lvl:No; Notes: ]
Speak With Fish [ Cost:2; Lvl:No; Notes: ]
Spectrum Vision [ Cost:8; Lvl:No; Notes: ]
Stretching, First Level [ Cost:6; Lvl:No; Notes: ]
Stretching, Additional Levels [ Cost:3; Lvl:Yes; Notes: ]
Subsonic Hearing, only sense [ Cost:0; Lvl:No; Notes: ]
Subsonic Hearing, additional sense [ Cost:1; Lvl:No; Notes: ]
Subsonic Speech, only communication [ Cost:0; Lvl:No; Notes: ]
Subsonic Speech, secondary communication [ Cost:4; Lvl:No; Notes: ]
Super Jump [ Cost:2; Lvl:Yes; Notes: ]
Telescopic Vision [ Cost:2; Lvl:Yes; Notes: ]
Temperature Tolerance [ Cost:2; Lvl:Yes; Notes: ]
3D Spatial Sense [ Cost:2; Lvl:No; Notes: ]
360 Degree Vision [ Cost:5; Lvl:No; Notes: ]
Tunnel [ Cost:8; Lvl:No; Notes: ]
Ultra Hearing, only sense [ Cost:0; Lvl:No; Notes: ]
Ultra Hearing, additional sense [ Cost:1; Lvl:No; Notes: ]
Ultra Sonic Speech, only communication [ Cost:0; Lvl:No; Notes: ]
Ultra Sonic Speech, secondary communication [ Cost:5; Lvl:No; Notes: ]
Unaging [ Cost:3; Lvl:No; Notes: ]
Unfazeable [ Cost:3; Lvl:No; Notes: ]
Universal Digestion [ Cost:3; Lvl:No; Notes: ]
Vacuum Support [ Cost:8; Lvl:No; Notes: ]
Venom [ Cost:3; Lvl:Yes; Notes: ]
Walk On Liquid [ Cost:3; Lvl:No; Notes: ]
Webbing [ Cost:4; Lvl:No; Notes: ]
Webbing, Strength [ Cost:1; Lvl:Yes; Notes: ]

Designer Notes

Generally GURPS advantages and disadvantages are incremented by 5pts. Unisystem by 1pt. I did a general division of GURPS points by 5. I think the numbers look pretty good at first glance, but I'll update them as a I see issues.