A Conversion System: R. T. Games Cyberpunk 2020 to GURPS Cyberpunk Date: 1 April 1992 VERSION 0.4 Jim Duncan and Alan Shock ------------------------------------------------- Alan Shock is 'shock' on the Illuminati BBS (SJ Games' BBS). I am posting this with his permission. Whenever multiplication or division yields real numbers round to the nearest integer. NOTE: GURPS uses a 1 second turn and Cyberpunk 2020 (CP2020) uses a 3 second turn. Remember this when making conversions between the systems. ATTRIBUTES ---------- If CP Stat <= 5 | If CP Stat > 5 | BONUSES ----------------|----------------|------------------------ GURPS ST = CP BODY x 2 | CP BODY x 1.8 | GURPS DX = CP REF x 2 | CP REF x 1.8 | GURPS IQ = CP INT x 2 | CP INT x 1.8 | Techies get +1 to IQ GURPS HT = CP BODY x 2 | CP BODY x 1.8 | Movement Allowance - discard the CP2020 version and recalculate as normal in GURPS. ADVANTAGES ---------- CP 2020 gives various character types Special Abilities which in GURPS terms will be translated as Advantages and skills. Some of the CP 2020 base attributes need to be translated to GURPS as Advantages, Disadvantages, Quirks and Skills. ALERTNESS: Awareness/Notice skill level divided by 2. Subtract effects of cyberware first. Note: You may choose to enhance the individual senses using Acute Hearing, Acute Sight, and/or Acute Taste and Smell. ALLY/ALLY GROUP (various): From the Lifepath if you get Powerful Connection, or Booster Gang likes You. ALLY GROUP (Family): All Nomads get this. ALLY GROUP (Fans): Star Rockerboys get this. AMBIDEXTERITY: If the CP version has it, the GURPS version gets it. APPEARANCE: APP 8= Attractive, APP 9= Handsome/Beautiful, APP 10= Very Handsome/Very Beautiful, APP 5-6= Average; APP 4= Unattractive, APP 3= Ugly, APP 2 or less = Hideous. CHARISMA: 1 level per EMP above 7, or Charismatic Leadership/2. CONTACT: From Lifepath Powerful Corporate exec owes you a favor, or Friend on Police Force. All Fixers should have contacts of some form. COMBAT REFLEXES: All Solos get this. DANGER SENSE: Most Solos get this. Note: CP2020 has Combat Sense which translates to Combat Reflexes and Alertness (Acute Senses). If you don't take Danger Sense then increase the Solos Alertness (Acute Senses). EMPATHY: Give if CP version has EMP of 9+. GADGETEER: Techies get this if you are running Cinematic campaign. HIGH PAIN THRESHOLD: COOL of 8+. Note: Shock says this should be BODY of 8+, but see TOUGHNESS below. LEGAL ENFORCEMENT POWERS: Authority. LUCK: Luck 7-8=Luck. Luck 9-10= Extraordinary Luck, 11+ = Super Luck MATHEMATICAL ABILITY: Most Netrunners should get this. Note: Shock says all Netrunners should have Mathematical ability. MUSICAL ABILITY: All Rockers get this at +3 or higher (level set by GM) Note: Shock says +5 or better. NEURAL CYBERDECK INTERFACE: All Netrunners get this. PATRON: Most high-level corporate types get Patron (Corporation). REPUTATION: Credibility/2 for Medias. Various reputations come fromn the Lifepath: False accusation, Hunted by the Law, ect. would have approprate reputations set. STRONG WILL: For greater than 5, COOL/2. TOUGHNESS: For BODY 8 and 9 give level 1, for BODY 10 give level 2. Anything above this is obtained using cyberware and armor implants and is treated as extra DR. DISADVANTAGES ------------- APPEARANCE: See above. COWARDICE: Anyone with COOL of 3 or less has this. CYBERPSYCHOSIS (This is from Roleplayer): If the CP version has EMP 1, give it one of the following disadvantages; Berserk,Delusions, Fanaticism ( cyber enhancements ), Megalomania, Paranoia, Sadism. At EMP 0, the character gets _all_ of these and becomes an NPC. To simulate the cyberpsychosis rule in GURPS, make a Will roll for the PC everytime it gets new Cyberware installed. If it fails, the character gets one of the above disads as a quirk. This happens until all have been gained as quirks; they then become the full disadvantages. When all of the above disads are gained, the character goes nuts and is an NPC. GREED: Most Corps get this. WEAK WILL: For COOL less than 5, -COOL/2. Round to nearest integer. SKILLS ------ Most CP2020 skills have equivilents in the GURPS system. To determine the GURPS skill level, divide the CP level by 2, and apply this to the approprate STAT to get the GURPS level. Note that some CP 2020 skills require two or more skills in GURPS. EXAMPLE: A CP character with Handgun +8 has Guns(Pistol) at DX + 4. Here are some CP 2020 -> GURPS CP Skill conversions which may not be obvious. CP 2020 GURPS ------- ---- Awareness/Notice -> An advantage in GURPS (see above). Cryotank Operation-> ???? Expert -> use the appropriate skill, and set a High skill level Fencing -> break into various blade weapons Ssword, Broadsword, Fencing, ect. Dodge and Escape -> No GURPS equivalent. GURPS Martial Arts has some cinematic options ... as does GURPS Supers. Human Perception -> Detect Lies Heavy Weapons -> Usually this is Gunner (specific skill), but is sometime Guns (specific skill) such as with grenade launchers. Intimidate -> Intimidation (? See Roleplayer??) Interview -> Fast Talk (?) Library Search -> Scrounging & Computer Operation Martial Arts -> equivalents for each skill can be found in GURPS Martial Arts. Otherwise, use Karate for everyting except Wrestling and Judo. Melee -> break into various GURPS melee weapon skills System Knowledge -> Area Knowledge (Net), History (Net) Shadow/Track -> break into two separate GURPS skills Shadow and Tracking Note: Usually this will only be Shadowing. Survival -> Survival (type) with Survival (wilderness_type) add Tracking as well. TECH ---- Most Cyberpunk Newtech has it's counterpart in GURPS Cyberpunk. The biggest discrepency is cost. If you charge money per point of Cyberware in your campaign, a ratio of $100 per point is pretty close to the CP prices. I suggest using the CP games' costs, with a starting wealth of $2500. adjusted by the wealth level. If you want to bring a piece of 'Tech into GURPS from CP, simply adapt it; GURPS Supers can be useful in this regard. EX: I want to give my character Sandievistan Boosterware ("Speedware"). I decide that this is the Increased Speed advantage from Supers at a +3 level. It would normally cost 75 points. It only works for 15 seconds and can't be used again for six seconds. This is a 60% limitation, lowering the cost to 30 points or 3000 euro (???). CP Cyberware GURPS equivalent ------------- ----------------- 1. Fashionware a) Biomonitor a) Biomonitor b) Skinwatch b) same, No points charged for this. Use CP $ cost. c) Light Tattoos c) No equivalent, Use GURPS Supers Flash power d) Shift-tacts d) No equivalent, No point cost. e) Chemskins e) ??? f) Synthskins f) ??? g) Techhair 2. Neuralware a) Kerenzikov a) no equivalent, Use Increased Speed b) Speedware b) See above c) Tactile Boost c) Sensitive Touch d) Pain Editor d) Macho Chip e) Olfactory Boost e) Use Acute Taste and Smell f) Cybermodem link f) Neural Cyberdeck Interface g) Vehicle link g) Interface jack h) Smartgun link h) Interface jack i) Machine/Tech link i) Interface jack j) DataTerm link j) Interface jack k) Interface Plugs k) Chip slots 3. Implants 4. Bioware 5. Cyberweapons a) Scratchers a) ??? b) Vampires b) ??? c) Rippers c) Claws/1 d) Wolvers d) Claws/2 e) BigKnucks e) Some CP2020 equipment along with GURPS equivalents -------------------------------------------------- This section under construction. CP2020 Guns -> GURPS Guns ------------------------- Use a similiar firearm listed in GURPS to get the appropriate stats. High-tech can be used in conjunction with GURPS Cyberpunk (which get's its weapons from GURPS Ultra-tech). BTRC's Guns, Guns, Guns 3rd edition (3G3) has an excellent gun design system for roleplaying games. Conversions are given for GURPS and Cyberpunk 2020 so this product may be used to transfer weapons between the two systems. Some rough damage figures are as follows: CP 2020 GURPS ------- ----- 5mm autopistol 1d6 1d6-1 6mm autopistol 1d6+1 1d6+1 9mm autopistol 2d6+1 2d6 10mm autopistol 2d6+3 3d6-1 11mm autopistol 3d6 3d6 12mm autopistol 4d6+1 5d6+1 (May want to check this one!) 5.56mm aslt rfl 5d6 7d6+2 7.62mm aslt rfl 6d6+2 7d6+4 (My guess, The conversion comes up with an obscene figure). I still need to work out SS, ACC, and such. CP 2020 Armor -> GURPS Armor ---------------------------- I haven't checked the weights on these yet. CP2020 GURPS ------ ----- Cloth -> Cloth Leather -> Leather Heavy Leather -> Heavy Leather Kevlar T-shirt -> Second Chance Standard Kevlar Vest -> Second Chance Standard Lt armor jacket -> Lt. Monocrys Md armor jacket -> Md. Monocrys Hv armor jacket -> Hvy. Monocrys Flack vest -> Flak jacket Flack pants -> same DR, PD as Flak jacket DoorGunner vest -> Second Chance Hardcorps MetalGear -> Use armor from Autoduel (need the 3rd Ed comp. stats) Steel Helmet -> PD4, DR5, 3lbs Nylon Helmet -> ??? (the stats they give in CP are not the Nylon we know of...) CP2020 Drugs -> GURPS --------------------- The GURPS equivalent drugs are rough approximations. In some cases, very rough. GMs may want to make GURPS drugs more like CP2020 versions - since CP2020's effects are usually nastier (after all this IS cyberpunk). CP2020 GURPS ------ ----- Synthcoke Cocaine Stim Superstim Syncomp Neurovine Speedheal Quickheal (UT67, TL9) Boost Adder/IQ Blue Glass no equivalent (???) Smash no equivalent (???) 'Dorph _Slammer Black Lace Rage _and_ Slammer The Net, Cyberdecks, and Netrunning ----------------------------------- No conversions done on this yet.