Difference between revisions of "Delta Green-Lost in the Dark Conversions"
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*Current Sanity = Current Sanity | *Current Sanity = Current Sanity | ||
− | === | + | ===Skills=== |
*Accounting = Accounting | *Accounting = Accounting | ||
*Alertness = Listen -5% | *Alertness = Listen -5% | ||
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*Artillery = Any artillery weapon -10% | *Artillery = Any artillery weapon -10% | ||
*Athletics = (Climb -40% + Jump -25% + Throw -25%) +30% | *Athletics = (Climb -40% + Jump -25% + Throw -25%) +30% | ||
+ | **Points above 90% can be transferred to Swim | ||
*Bureaucracy = Credit Rating -5% | *Bureaucracy = Credit Rating -5% | ||
*Computer Science = Computer Use | *Computer Science = Computer Use | ||
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*Drive Heavy Machine = Operate Heavy Machine +10% | *Drive Heavy Machine = Operate Heavy Machine +10% | ||
*Firearms = Handguns (-20% + Rifles -15% + Shotguns -30% + SMGs -15%) +20% | *Firearms = Handguns (-20% + Rifles -15% + Shotguns -30% + SMGs -15%) +20% | ||
− | **Points above | + | **Points above 90% can be transferred to Military Science |
*First Aid = First Aid -20% | *First Aid = First Aid -20% | ||
*Foreign Language = Other Language (Each one separately) | *Foreign Language = Other Language (Each one separately) | ||
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*Law = Law -5% | *Law = Law -5% | ||
*Medicine = Medicine -5% | *Medicine = Medicine -5% | ||
+ | *Melee Weapons = Any melee weapons skill +10% | ||
*Military Science = Military Science | *Military Science = Military Science | ||
*Navigate = Cartography + Navigation/Land + Navigation/Sea, Air | *Navigate = Cartography + Navigation/Land + Navigation/Sea, Air | ||
+ | **Points above 90% can be transferred to Survival or any Pilot | ||
*Occult = Occult +5% | *Occult = Occult +5% | ||
*Persuade = Persuade +5% | *Persuade = Persuade +5% | ||
*Pharmacy = Pharmacy | *Pharmacy = Pharmacy | ||
*Pilot = Boating -10% + Pilot + Sailing | *Pilot = Boating -10% + Pilot + Sailing | ||
− | *Psychotherapy = Hypnosis + Psychoanalysis + | + | **Points above 90% can be transferred to Navigate, Survival or Swim |
+ | *Psychotherapy = (Hypnosis + Psychoanalysis + Psychology -5%) +10% | ||
*Ride = Ride +5% | *Ride = Ride +5% | ||
*Science = Architecture or Astronomy or Biology or Botany or Chemistry or Geology or Mathematics -10% or Physics or Zoology (All separate sciences) Add Library Use -25% to any one Science or Bureaucracy | *Science = Architecture or Astronomy or Biology or Botany or Chemistry or Geology or Mathematics -10% or Physics or Zoology (All separate sciences) Add Library Use -25% to any one Science or Bureaucracy | ||
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*Swim = Swim -5% | *Swim = Swim -5% | ||
*Unarmed Combat = (Fist -50% + Kick -25% + Grapple -25% + Head Butt -10% + Martial Arts) +40% | *Unarmed Combat = (Fist -50% + Kick -25% + Grapple -25% + Head Butt -10% + Martial Arts) +40% | ||
+ | **Points above 90% can be transferred to Dodge or Melee | ||
*Unnatural = Cthulhu Mythos | *Unnatural = Cthulhu Mythos | ||
Latest revision as of 20:00, 21 March 2016
How to Convert Characters from Call of Cthulhu
Round numbers as usual.
Statistics
- Strength = Average of Strength and Size
- Constitution = Average of Constitution and Size
- Dexterity = Dexterity
- Intelligence = Average of Intelligence and Education (Max. 18)
- Power = Power
- Charisma = Appearance
- Maximum Sanity = 99 - Cthulhu Mythos
- Current Sanity = Current Sanity
Skills
- Accounting = Accounting
- Alertness = Listen -5%
- Anthropology = Anthropology
- Archeology = Archeology
- Art = Art -5% or Photography -10%(Each art separately)
- Artillery = Any artillery weapon -10%
- Athletics = (Climb -40% + Jump -25% + Throw -25%) +30%
- Points above 90% can be transferred to Swim
- Bureaucracy = Credit Rating -5%
- Computer Science = Computer Use
- Craft = Carpentry -10% or Electrical Repair -10% or Electronics or Locksmith (as Breaking & Entering) Mechanical Repair -20% (All separate crafts)
- Criminology = Bargain +5%
- Demolitions = Demolitions
- Disguise = Disguise +5%
- Dodge = Dodge -DEX*2% +30%
- Drive Auto = Drive Auto
- Drive Heavy Machine = Operate Heavy Machine +10%
- Firearms = Handguns (-20% + Rifles -15% + Shotguns -30% + SMGs -15%) +20%
- Points above 90% can be transferred to Military Science
- First Aid = First Aid -20%
- Foreign Language = Other Language (Each one separately)
- Forensics = Forensics + Forgery
- Heavy Weapons = Any heavy weapon skill -10%
- History = History -10%
- HUMINT = Fast Talk +5%
- Law = Law -5%
- Medicine = Medicine -5%
- Melee Weapons = Any melee weapons skill +10%
- Military Science = Military Science
- Navigate = Cartography + Navigation/Land + Navigation/Sea, Air
- Points above 90% can be transferred to Survival or any Pilot
- Occult = Occult +5%
- Persuade = Persuade +5%
- Pharmacy = Pharmacy
- Pilot = Boating -10% + Pilot + Sailing
- Points above 90% can be transferred to Navigate, Survival or Swim
- Psychotherapy = (Hypnosis + Psychoanalysis + Psychology -5%) +10%
- Ride = Ride +5%
- Science = Architecture or Astronomy or Biology or Botany or Chemistry or Geology or Mathematics -10% or Physics or Zoology (All separate sciences) Add Library Use -25% to any one Science or Bureaucracy
- Search = Spot Hidden -5%
- SIGINT = Cryptography
- Stealth = (Conceal -15% + Hide -10% + Sneak -10%) +10%
- Surgery = Surgery
- Survival = (Natural History -10% + Track -10%) +10%
- Swim = Swim -5%
- Unarmed Combat = (Fist -50% + Kick -25% + Grapple -25% + Head Butt -10% + Martial Arts) +40%
- Points above 90% can be transferred to Dodge or Melee
- Unnatural = Cthulhu Mythos
NB! Parachuting and SCUBA turn into Trainings (Athletics & Swim based)
If some skill conversion doesn't make any sense considering the character background, move the points to a skill that is more sensible.
Skill cap for experienced characters is 90%. Move any excess points to some new skill that didn't get enough points in conversion that is appropriate for the character training