Friday, July 2, 2010

Converting Shadowrun to Unisystem, Weapons

Shadowrun Weapons

Ranged, Hold-Out Pistols
Cavalier Scout [ Rng:3/10/20/60/120, Dmg:D4x3(6), Mode:SA, Cap:7(clip), EV:2/1, Cost:600, Avail:R, Src:CC ]
Morrissey Elan [ Rng:3/10/20/60/120, Dmg:D4x3(6), Mode:SA, Cap:5(clip), EV:2/1, Cost:500, Avail:U, Src:CC ]
Raecor Sting [ Rng:3/10/20/60/120, Dmg:D6x3(9){Flechette}, Mode:SS, Cap:5(clip), EV:2/1, Cost:375, Avail:R, Src:CC ]
Streetline Special [ Rng:3/10/20/60/120, Dmg:D4x3(6), Mode:SS, Cap:6(clip), EV:2/1, Cost:100, Avail:C, Src:CC ]
Tiffani Needler [ Rng:3/10/20/60/120, Dmg:D6x3(9){Flechette}, Mode:SA, Cap:4(clip), EV:2/1, Cost:650, Avail:U, Src:CC ]
Tiffani Self-Defender [ Rng:3/10/20/60/120, Dmg:D4x3(6), Mode:SS, Cap:4(clip), EV:2/1, Cost:450, Avail:C, Src:CC ]
Walther Palm Pistol [ Rng:3/10/20/60/120, Dmg:D4x3(6), Mode:SS, Cap:2(break), EV:2/1, Cost:200, Avail:C, Src:CC ]

Ranged, Light Pistols
Ares Light Fire 70 [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:16(clip), EV:2/1, Cost:475, Avail:C, Src:CC ]
Beretta 101T [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:12(clip), EV:4/2, Cost:350, Avail:C, Src:CC ]
Beretta 200ST [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA/BF, Cap:26(clip), EV:7/3, Cost:750, Avail:C, Src:CC ]
Ceska vz/120 [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:18(clip), EV:4/2, Cost:500, Avail:C, Src:CC ]
Colt American L36 [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:11(clip), EV:4/2, Cost:350, Avail:C, Src:CC ]
Colt Asp [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:6(cylindar), EV:4/2, Cost:200, Avail:C, Src:CC ]
Executive Action [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA/BF, Cap:24(clip), EV:4/2, Cost:1150, Avail:R, Src:CC ]
Fichetti Security 500 [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:12(clip), EV:4/2, Cost:400, Avail:C, Src:CC ]
Fichetti Security 500a [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:25(clip), EV:4/2, Cost:550, Avail:C, Src:CC ]
Hammerli Model 610S [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:6(clip), EV:7/3, Cost:1300, Avail:U, Src:CC ]
SA Puzzler [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:12(clip), EV:2/1, Cost:900, Avail:R, Src:CC ]
Seco LD-120 [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:12(clip), EV:4/2, Cost:400, Avail:C, Src:CC ]
Taurus Multi-6 [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA/SS, Cap:6(cylindar), EV:4/2, Cost:500, Avail:C, Src:CC ]
Taurus Multi-6 [ Rng:3/10/20/60/120, Dmg:D6x5(15), Mode:SA/SS, Cap:6(cylindar), EV:4/2, Cost:500, Avail:C, Src:CC ]
Walther PB-120 [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA, Cap:10(15)(clip), EV:2/1, Cost:700, Avail:U, Src:CC ]

Ranged, Machine Pistols
Ares Crusader [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA/BF, Cap:40(clip), EV:9/4, Cost:950, Avail:C, Src:CC ]
Ceska Black Scorpian [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA/BF, Cap:35(clip), EV:9/4, Cost:850, Avail:C, Src:CC ]
Steyr TMP [ Rng:3/10/20/60/120, Dmg:D4x4(8), Mode:SA/BF/FA, Cap:30(clip), EV:7/3, Cost:900, Avail:U, Src:CC ]

Ranged, Heavy Pistols
Ares Predator [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:15(clip), EV:7/3, Cost:450, Avail:C, Src:CC ]
Ares Predator II [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:15(clip), EV:7/3, Cost:550, Avail:C, Src:CC ]
Ares Predator III [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:15(clip), EV:7/3, Cost:650, Avail:C, Src:CC ]
Ares Viper Slivergun [ Rng:4/15/30/90/180, Dmg:D8x6(24){Flechette}, Mode:SA/BF, Cap:30(clip), EV:7/3, Cost:600, Avail:C, Src:CC ]
Browning Max-Power [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:10(clip), EV:7/3, Cost:450, Avail:C, Src:CC ]
Browning Ultra-Power [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:10(clip), EV:7/3, Cost:525, Avail:C, Src:CC ]
Cavalier Deputy [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:7(cylindar), EV:7/3, Cost:300, Avail:C, Src:CC ]
Colt Manhunter [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:16(clip), EV:7/3, Cost:425, Avail:C, Src:CC ]
Elchiro Hatamoto II [ Rng:4/15/30/90/180, Dmg:D8x5(20), Mode:SS, Cap:1(magazine), EV:7/3, Cost:1200, Avail:R, Src:CC ]
FN 5-7C [ Rng:4/15/30/90/180, Dmg:D4x4(8), Mode:SA/BF, Cap:20(clip), EV:7/3, Cost:700, Avail:R, Src:CC ]
Morrissey Alta [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:12(clip), EV:4/2, Cost:1200, Avail:U, Src:CC ]
Morrissey Elite [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:5(clip), EV:4/2, Cost:550, Avail:U, Src:CC ]
Remington Roomsweeper [ Rng:4/15/30/90/180, Dmg:D8x6(24){Flechette}, Mode:SA, Cap:8(magazine), EV:7/3, Cost:300, Avail:C, Src:CC ]
Ruger Super Warhawk [ Rng:4/15/30/90/180, Dmg:D6x7(21), Mode:SS, Cap:6(cylindar), EV:7/3, Cost:300, Avail:C, Src:CC ]
Ruger Thunderbolt [ Rng:4/15/30/90/180, Dmg:D8x8(32), Mode:BF, Cap:12(clip), EV:7/3, Cost:1000, Avail:R, Src:CC ]
Savalette Guardian [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA/BF, Cap:12(clip), EV:9/4, Cost:900, Avail:U, Src:CC ]
WW Infiltrator [ Rng:4/15/30/90/180, Dmg:D6x6(18), Mode:SA, Cap:15(clip), EV:7/3, Cost:1200, Avail:R, Src:CC ]

Ranged, Taser Weapons
Defiance Super Shock [ Rng:3/10/20/60/120, Dmg:D8x7(28){Stun}, Mode:SA, Cap:4(magazine), EV:7/3, Cost:1000, Avail:C, Src:CC ]
Yamaha Pulsar [ Rng:3/10/20/60/120, Dmg:D10x5(25){Stun}, Mode:SA, Cap:4(magazine), EV:7/3, Cost:1350, Avail:R, Src:CC ]

Ranged, SMG
AK-97 SMG/Carbine [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:SA/BF/FA, Cap:30(clip), EV:11/5, Cost:800, Avail:C, Src:CC ]
Beretta Model 70 [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:BF/FA, Cap:35(clip), EV:9/4, Cost:900, Avail:C, Src:CC ]
Colt Cobra TZ-110 [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:SA/BF/FA, Cap:32(clip), EV:9/4, Cost:800, Avail:U, Src:CC ]
Colt Cobra TZ-115 [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:SA/BF/FA, Cap:32(clip), EV:9/4, Cost:750, Avail:U, Src:CC ]
Colt Cobra TZ-118 [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:SA/BF/FA, Cap:32(clip), EV:9/4, Cost:850, Avail:U, Src:CC ]
Colt Water Carbine [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:SA/BF, Cap:30(clip), EV:9/4, Cost:1000, Avail:C, Src:CC ]
Heckler & Koch HK227 [ Rng:3/15/30/100/200, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:28(clip), EV:11/5, Cost:1500, Avail:C, Src:CC ]
HK227-S [ Rng:3/15/30/100/200, Dmg:D6x5(15), Mode:SA/BF, Cap:28(clip), EV:9/4, Cost:1200, Avail:R, Src:CC ]
HK MP-5 TX [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:SA/BF/FA, Cap:20(clip), EV:9/4, Cost:850, Avail:C, Src:CC ]
Ingram Smartgun [ Rng:3/15/30/100/200, Dmg:D6x5(15), Mode:BF/FA, Cap:32(clip), EV:9/4, Cost:950, Avail:C, Src:CC ]
Ingram SuperMach 100 (SC) [ Rng:3/15/30/100/200, Dmg:D4x4(8), Mode:SA/BF/FA, Cap:40(clip), EV:9/4, Cost:850, Avail:R, Src:CC ]
Ingram SuperMach 100 (EC) [ Rng:3/15/30/100/200, Dmg:D4x4(8), Mode:SA/BF/FA, Cap:60(clip), EV:9/4, Cost:875, Avail:R, Src:CC ]
Ingram Warrior-10 [ Rng:3/15/30/100/200, Dmg:D6x5(15), Mode:SA/BF, Cap:30(clip), EV:9/4, Cost:650, Avail:C, Src:CC ]
Sandler TMP [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:BF/FA, Cap:20(clip), EV:9/4, Cost:500, Avail:C, Src:CC ]
SCK Model 100 [ Rng:3/15/30/100/200, Dmg:D6x5(15), Mode:SA/BF, Cap:30(clip), EV:11/5, Cost:1000, Avail:C, Src:CC ]
Uzi III [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:BF, Cap:24(clip), EV:7/3, Cost:600, Avail:C, Src:CC ]

Ranged, Sporting Rifles
Remington 750 [ Rng:10/50/150/600/1000, Dmg:D8x5(20), Mode:SA, Cap:5(magazine), EV:9/4, Cost:600, Avail:C, Src:CC ]
Remington 950 [ Rng:10/50/150/600/1000, Dmg:D8x6(24), Mode:SA, Cap:5(magazine), EV:11/5, Cost:800, Avail:C, Src:CC ]
Ruger 100 [ Rng:10/50/150/600/1000, Dmg:D8x5(20), Mode:SA, Cap:5(magazine), EV:9/4, Cost:1300, Avail:C, Src:CC ]

Ranged, Sniper Rifles
Barret Model 121 [ Rng:15/75/250/1200/5000, Dmg:D10x9(45), Mode:SA, Cap:14(clip), EV:24/11, Cost:4800, Avail:R, Src:CC ]
Ranger Arms SM-3 [ Rng:15/75/250/1200/5000, Dmg:D8x9(36), Mode:SA, Cap:6(magazine), EV:11/5, Cost:4000, Avail:R, Src:CC ]
Walther MA-2100 [ Rng:15/75/250/1200/5000, Dmg:D8x9(36), Mode:SA, Cap:10(magazine), EV:11/5, Cost:6500, Avail:R, Src:CC ]

Ranged, Assault Rifles
Ares Alpha [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:42(clip), EV:13/6, Cost:2000, Avail:U, Src:CC ]
Ares Alpha, Gernade Launcher [ Rng:5/50/100/200/300, Dmg:(by type){Gernade}, Mode:SS, Cap:8(magazine), EV:2/1, Cost:0, Avail:U, Src:CC ]
Ares HVAR [ Rng:10/50/150/600/1000, Dmg:D6x4(12), Mode:SA/BF/FA, Cap:50(clip), EV:13/6, Cost:3200, Avail:R, Src:CC ]
AK-97 [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:38(clip), EV:11/5, Cost:700, Avail:C, Src:CC ]
AK-98 [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:38(clip), EV:15/7, Cost:2500, Avail:U, Src:CC ]
Colt M22A2 [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:40(clip), EV:11/5, Cost:1600, Avail:C, Src:CC ]
Colt M22A2, Gernade Launcher [ Rng:5/50/100/200/300, Dmg:(by type){Gernade}, Mode:SS, Cap:6(magazine), EV:2/1, Cost:0, Avail:C, Src:CC ]
Colt M-23 [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:40(clip), EV:11/5, Cost:950, Avail:U, Src:CC ]
FN HAR [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:35(clip), EV:11/5, Cost:1200, Avail:C, Src:CC ]
HK G12A3z [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:32(clip), EV:13/6, Cost:2200, Avail:U, Src:CC ]
HK G38, Assault Rifle [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:30(clip), EV:9/4, Cost:4000, Avail:R, Src:CC ]
HK G38, Carbine Rifle [ Rng:10/50/150/600/1000, Dmg:D8x5(20), Mode:SA/BF, Cap:30(clip), EV:11/5, Cost:4000, Avail:R, Src:CC ]
HK G38, LMG [ Rng:10/100/300/1000/3000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:30(clip), EV:11/5, Cost:4000, Avail:R, Src:CC ]
HK G38, LMG, With Drum [ Rng:10/100/300/1000/3000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:100(clip), EV:13/6, Cost:4050, Avail:R, Src:CC ]
Semopal vz/88V [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:35(clip), EV:13/6, Cost:1800, Avail:C, Src:CC ]
Steyr AUG-CSL, Assault Rifle [ Rng:10/50/150/600/1000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:40(clip), EV:11/5, Cost:4500, Avail:R, Src:CC ]
Steyr AUG-CSL, Carbine Rifle [ Rng:10/50/150/600/1000, Dmg:D8x5(20), Mode:SA/BF, Cap:40(clip), EV:9/4, Cost:4500, Avail:R, Src:CC ]
Steyr AUG-CSL, SMG [ Rng:3/15/30/100/200, Dmg:D6x4(12), Mode:SA/BF, Cap:40(clip), EV:9/4, Cost:4500, Avail:R, Src:CC ]
Steyr AUG-CSL, LMG [ Rng:10/100/300/1000/3000, Dmg:D6x5(15), Mode:SA/BF/FA, Cap:40(clip), EV:13/6, Cost:4500, Avail:R, Src:CC ]

Ranged, Shotguns
Defiance T-250 [ Rng:5/50/100/200/300, Dmg:D8x7(28), Mode:SA, Cap:5(magazine), EV:9/4, Cost:500, Avail:C, Src:CC ]
Enfield AS-7 [ Rng:5/50/100/200/300, Dmg:D8x5(20), Mode:SA/BF, Cap:10(clip), EV:11/5, Cost:1000, Avail:U, Src:CC ]
Franchi SPAS-22 [ Rng:5/50/100/200/300, Dmg:D8x7(28), Mode:SA/BF, Cap:10(magazine), EV:11/5, Cost:1000, Avail:U, Src:CC ]
Mossberg CMDT [ Rng:5/50/100/200/300, Dmg:D8x6(24), Mode:SA/BF, Cap:8(clip), EV:11/5, Cost:1000, Avail:U, Src:CC ]
Mossberg SM-CMDT [ Rng:5/50/100/200/300, Dmg:D8x6(24), Mode:SA/BF, Cap:8(clip), EV:11/5, Cost:1500, Avail:R, Src:CC ]
Remington 990 [ Rng:5/50/100/200/300, Dmg:D8x5(20), Mode:SA, Cap:8(magazine), EV:11/5, Cost:650, Avail:C, Src:CC ]
Remington 990, Flechette [ Rng:5/50/100/200/300, Dmg:D8x7(28){Flechette}, Mode:SA, Cap:8(magazine), EV:11/5, Cost:650, Avail:C, Src:CC ]
Street Sweeper [ Rng:5/50/100/200/300, Dmg:D8x7(28){Flechette}, Mode:SS, Cap:1(break), EV:9/4, Cost:200, Avail:C, Src:CC ]

Ranged, Flamethrowers
Flamethrower [ Rng:30/40/50/60/65, Dmg:D6x5(15){Flame}, Mode:SS, Cap:10, EV:48/22, Cost:1000, Avail:R, Src:CC ]
Shiawase Blazer [ Rng:30/40/50/60/65, Dmg:D6x4(12){Flame}, Mode:SS, Cap:4, EV:15/7, Cost:750, Avail:R, Src:CC ]

Ranged, Laster Weapons
Ares MP Heavy Laser Plus [ Rng:10/70/200/800/1200, Dmg:D6x12(36){Energy}, Mode:SA, Cap:50(battery pack), EV:101/46, Cost:302000, Avail:R, Src:CC ]
Ares Laser III [ Rng:10/70/200/800/1200, Dmg:D6x10(30){Energy}, Mode:SA, Cap:20(hip battery), EV:51/23, Cost:120500, Avail:R, Src:CC ]
Ares Redline [ Rng:10/70/200/800/1200, Dmg:D6x8(24){Energy}, Mode:SA, Cap:10(battery clip), EV:15/7, Cost:75250, Avail:R, Src:CC ]


For description of weapons and more specifics, please see the original source documentation. All I'm handling is the #'s here. :)

Source=CC (Shadowrun 3rd ed, Canon Companion)

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

Dice: L=D4,M=D6,S=D8,D=D10
Multiplier: Power Level / 1.5 (n)

So basically... 9M =D6x6(18) . I'm sure in some cases its off, but overall it seemed to fit. The weapons are 'slightly' more powerful then their 21st century counterparts, which makes logical sense to me.

Availability was based on the Shadowrun Availability roll (<6> 8 = Rare, everything else is Uncommon)

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

Converting Shadowrun to Unisystem, Spells

Shadowrun Spells

For the most part, use the rules from Ghosts Of Albion. I've tried to keep the 'flavor' of the Shadowrun spells.

Combat Spells
Death Touch [ PL:1, Quick:Yes, Utility:No, Philosophy:None, Requirements:None, Effect:Damage (SL x 4)(Damage (WP x 0)), Secondary:Allows resistance(Willpower), Target:Up to 1 target, Casting:Quick Cast, Range:Touch, Duration:Instantaneous, Notes:Mana ]
Mana Bolt [ PL:3, Quick:Yes, Utility:No, Philosophy:None, Requirements:None, Effect:Damage (SL x 2)(Damage (WP x 0)), Secondary:Allows resistance(Willpower), Target:Up to 1 target, Casting:Quick Cast, Range:Up to 300 feet, Duration:Instantaneous, Notes:Mana ]
Power Bolt [ PL:3, Quick:Yes, Utility:No, Philosophy:None, Requirements:None, Effect:Damage (SL x 2)(Damage (WP x 0)), Secondary:Allows resistance(Constitution), Target:Up to 1 target, Casting:Quick Cast, Range:Up to 300 feet, Duration:Instantaneous, Notes:Physical
]

more to come...

Designer Notes

No real notes here, just used the spell creation rules from Ghost Of Albion.




Converting Shadowrun to Unisystem, Skills

Shadowrun Skills

Unisystem has a great selection of skills, after looking thru the Shadowrun rules, these are the ones I decided to use:

Physical
Sports(Type)
Stealth
Swimming

Combat
Brawling
Demolitions
Guns(Type) [Hold Out, Light, Heavy, MP, Assault, Sporting, Sniper, Shotgun, SMG, LMG, MMG, HMG, Cannon]
Hand Weapon(Type) [Axe, Bow, Club, Crossbow, Knife, Spear, Staff, Sword]
Martial Arts
Throwing(Type) [Axe, Knife, Sphere]

Technical
Craft(Type) [Carpentry, Stone Mason, Blacksmith]
Computer(Type) [General, Programming, Hacking]
Electronics
Mechanic

Knowledge
Engineer(Type) [Aircraft,Architecture,Biological,Civil,Computer,Construction,Cybertechnology,Excavation,Gunsmith,Electrical,Mechanical,Robotic]
Language(Type) [English, Japanese, Spanish, Native American, etc]
Medicine(Type) [Diagnosis, General, Surgical, Cyberware]
Mythology(Type) [Aztec, Greek, Japanese, Native American]
Research/Investigation
Sciences(Type) [Astronomy, Biology, Chemistry, BioMechanics, Mathematics, Metaphysics, Physics]
Streetwise(Type) [Area]
Survival(Type) [Arctic, Desert, Forest, Jungle, Mountain, Urban]

Social
Bureaucracy
Instruction
Intimidation

Criminal
Pick Lock(Type) [Mechanical, Electronic]
Pick Pocket

Vehicle
Drive(Type) [2 Wheeled, 3 Wheeled, 4 Wheeled, Tracked]
Pilot(Type) [Prop, Jet, Helicopter]

Magical
Magical Theory
Occultism (required for casting spells)
Rituals

Unisystem Races

Using the Races

Attributes
For purposes of computing costs, purchase attributes without applying the racial modifier, then add the modifier after wards.
Example: a Shadowrun Ork gets a +3 to Constitution. He wants a Constitution score of 6. He buys his Constitution up to 3, then adds his racial modifier.

Minimum's and Maximum's for your race are altered by the racial modifier.
Example: a human attribute range is 1 to 6. If your race gets a +2 to an attribute, then that races range runs from 3 to 8.

Secondary Attributes
Secondary Attributes are computed after adding Racial Modifiers


Skills
For purposes of computing costs, purchase skills without applying the racial modifier, then add the modifier afterwards.
Skills gained from racial packages do not count against starting skill purchases.

Qualities
If the cost of a race is positive, it counts as a quality, and counts against the maximum number of quality points the character is allowed.

Drawbacks
If the cost of a race is negative, it counts as a drawback, and counts against the maximum number of drawback points the character is allowed. Drawbacks in the Racial Package cannot be removed, but they can be countered.
Example: a Shadowrun Ork has two levels of the Drawback: Appearance, but the player wants a pretty Ork. He pays for 5 levels of Quality: Appearance, giving him a net total of a 3 Quality: Appearance levels (-2 + 5 = 3)


.

Converting Shadowrun to Unisystem, Races

Shadowrun Races

Elf (6 pts)
Dexterity +1 (1 pt)
Quality: Charisma, 2 levels (2 pts)
Quality: Appearance, 2 levels (2 pts)
Power: Vision, Starlight (1 pt)

Dwarf (8 pts)
Constitution+1 (1 pt)
Dexterity-1 (-1 pt)
Strength+2 (2 pts)
Willpower+1 (1 pt)
Power: Vision, Infravision (3 pts)
Quality: Resistance(Disease), 2 levels (2 pts)

Ork (2 pts)
Constitution+3 (3 pts)
Strength+2 (2 pts)
Intelligence-1 (-1 pts)
Drawback: Charisma, 1 level (-1 pts)
Drawback: Appearance, 2 levels (-2 pts)
Power: Vision, Starlight (1 pt)

Troll (5 pts)
Constitution+5 (5 pts)
Dexterity-1 (-1 pt)
Strength+4 (4 pts)
Intelligence-2 (-2 pts)
Willpower-1 (-1 pts)
Drawback: Charisma, 2 levels (-2 pts)
Drawback: Appearance, 4 levels (-4 pts)
Power: Vision, Infravision (3 pts)
Power: Armor, 1 level (1 pt)





Game Conversions, Basic

Just a note, I'm planning on adding a bunch of game conversions here.

I'm of the school that if you're converting to system "A" from system "B", its because you like "A" better. So given that, I will endeavor to always use the rules for "A", and merely convert over content, ideas, equipment, etc to the new system.