WEG MB/D6 Conversion System

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Seawolf's Den Seek the Wolf in Thyself! http://seawolfsden.net WEG MB/D6 Conversion System Author : Ron McClung Categories : SZ General, SWd6 General Date : June 15, 1995 West End Games: Masterbook/D6 System Conversion By George Strayton This system converts MasterBook characters and adventures to the D6 System rules (used in other roleplaying games produced by West End). Of course, since the conversion translates logarithmic values to linear values, you have to exercise good judgment. If something doesn t look right after you convert it, alter the value or die code to what seems more realistic. The conversion involves one simple formula: divide the MasterBook value by three. The quotient becomes the D6 die code and the remainder becomes the number of pips. For example, a MasterBook value of 14 becomes a D6 code of 4D+2 (14/3 = 4, remainder 2). Using this equation allows you to convert statistics on the fly. You don t have to convert all the numbers in a particular adventure beforehand. For example, your characters encounter a thug who immediately opens fire. You convert the thug s fire combat skill value of 8 to a die code of 2D+2 and start rolling. To convert from D6 to MasterBook, simply multiply the die code by three and then add the pips. For example, a D6 planetary systems skill of 4D+2 has a MasterBook skill value of 14 (3 * 4 + 2). The main sections of conversion are characters, difficulty numbers, modifiers, and damage values. Characters MasterBook and the D6 System have different character Attributes. The first task in translating a character, then, is mapping the Attributes from one system to the other. The chart below shows the correlation between the two sets of Attributes. Attribute Values/Die Codes In instances where multiple Attributes in one system convert to a single Attribute in the other system, the Attributes are averaged. For example, the MasterBook Strength and Endurance 1 / 9

Attributes translate to the D6 Strength Attribute. To determine the D6 Strength, first determine the average of the two MasterBook Attributes and then convert using the standard conversion formula. Note that the MasterBook Intellect Attribute is used to determine the D6 Knowledge and Technical Attributes. To convert attributes, divide the MasterBook Attribute value by three. The quotient represents the die code and the remainder represents the number of pips. For example, a MasterBook character with a Mind of I I would have a D6 Mechanical of 3D+2 (3/9 = 3, remainder 2). Skills There is no direct correlation between MasterBook skills and D6 System skills. First, try to find a skill with a similar name. For example, the MasterBook energy weapons skill would translate to the D6 blaster skill. If you can t find a match, just list that skill beneath whatever D6 Attribute seems appropriate. For example, the MasterBook archaeology skill would fall under the D6 Knowledge Attribute since the D6 System does not have a corresponding skill. Example: Using the conversion formula, a MasterBook espionage skill of 10 becomes a D6 espionage skill of 3D+ 1. Attribute Conversion MasterBook Attribute Average of Agility & Dexterity Average of Strength & Endurance Intellect Intellect Mind Average of Confidence & Charisma D6 Attribute Dexterity Strength Knowledge Technical Mechanical Perception Masterbook/D6 Skill Conversion MasterBook Skill AGILITY Acrobatics Beast riding Climbing Dance Dodge Escape Artist Flight D6 Skill Equivalent (Acrobatics /Dexterity*) Beast riding (Mechanical*) Climbing/Jumping(Strength*) (Dance/Dexterity*) Dodge (Dexterity*) (Escape Artist/Dexterity*) (Flight/Dexterity*) 2 / 9

Improvised Weaponry Long Jumping Martial Arts Maneuver Mechanical Maneuver Melee Combat Melee Parry Running Stealth Swimming Unarmed Combat Unarmed Parry DEXTERITY Energy Weapons Exotic Weapons Fire Combat Gunnery Heavy Energy Weapons Heavy Weapons Lock Picking Missile Weapons Prestidigitation Security Thrown Weapons Vehicle Piloting ENDURANCE Resist Pain Resist Shock STRENGTH Lethal Strike Lifting INTELLECT Apportation Camouflage Melee Combat (Dexterity*) Climbing/Jumping(Strength*) Brawling (Strength*) Maneuver (Dexterity*) Powersuit Operation (Mechanical*) Melee Combat (Dexterity*) Melee Parry (Dexterity*) Running (Dexterity*) Sneak (Perception*) Swimming (Strength*) Brawling (Strength*) Brawling Parry (Dexterity*) Blaster Lightsaber, Bowcaster Archaic Guns, Firearms Vehicle Blasters, Capital Ship Gunnery, Starship Gunnery Blaster Artillery (Heavy Weapons) Security (Technical*) Bows, Missile Weapons Pick Pocket Security (Technical*) Thrown Weapons, Grenade Archaic Starship Piloting, Capital Ship Piloting, Ground Vehicle Operation, Hover Vehicle Operation, Repulsorlift Operation, Space Transports, Starfighter Piloting, Swoop Operation, Walker Operation Stamina (Strength*) Stamina (Strength*) Strength Lifting (Apportation/Knowledge*) Hide (Perception*) 3 / 9

Cantrips Computer Hacking Computer Ops Counterfeiting Counter-Intelligence Data Analysis Deduction Demolitions Divination Espionage First Aid Forgery Inventor Journalism Linguistics Navigation Perception Performance Arts Photography Psionic Manipulation Radio Ops Safe-Cracking Science Smuggling Super-Science Teaching Tracking Trick Vehicle Mechanic (Cantrips/Knowledge*) Computer Programming/Repair (Technical*) Computer Programming/Repair (Technical*) (Counterfeiting/Perception*) (Counter- Intelligence/Knowledge*) (Data Analysis/Knowledge*) Search (Perception*) Demolitions (Technical*) (Divination/Knowledge*) (Espionage/Knowledge*) First Aid (Technical*) Forgery (Perception*) (Inventor/Knowledge*) (Journalism/Knowledge*) (Linguistics/Knowledge*) Astrogation (Mechanical*) Investigation (Perception*) (Performance Arts/Knowledge*) (Photography/Knowledge*) (Psionic Manipulation/Knowledge*) Communications (Mechanical*) Security (Technical*) Scholar, Sensors, Capital Ship Shields,Starship Shields, Computer Programming/Repair, Droid Programming, Droid Repair, Armor Repair, Blaster Repair, Capital Starship Weapon Repair, Starship Weapon Repair Business (Knowledge*) (Super-Science/Technical*) (Teaching/Perception*) Search (Perception*) Con (Perception*) Capital Starship Repair, Ground Vehicle Repair, Hover Vehicle Repair, Repulsortift Repair, Space Transports Repair, 4 / 9

MIND Artist Bureaucracy Business Conjuration Hypnotism Language Medicine Research Scholar CONFIDENCE Alteration Con Curse Faith Interrogation Intimidation Psychology Streetwise Survival Willpower CHARISMA Charm Disguise Persuasion Summoning Taunt Starfighter Repair, Walker Repair (Artist/Knowledge*) Bureaucracy (Knowledge*) Business (Knowledge*) (Conjuration/Knowledge*) (Hypnotism/Knowledge*) Languages (Knowledge*) Medicine (Technical*) (Research/Perception*) Scholar, Alien Species, Cultures, Law Enforcement, Planetary Systems, Value (Knowledge*) (Alteration/Knowledge*) Con (Perception*) (Curse/Knowledge*) (Faith/Perception*) (Interrogation/Perception*) Intimidation (Knowledge*) (Psychology/Knowledge*) Streetwise (Knowledge*) Survival (Knowledge*) Willpower (Knowledge*) (Charm/Perception*) Con (Perception*) Persuasion (Perception*) (Summoning/Knowledge*) (Taunt/Perception*) D6 Damage Chart FIREARMS Weapon D6 Damage Value Holdout pistol (.22 caliber) 3D Small pistol (.25 caliber) 3D+1 Light rifle (.22 long) 3D+2.38 Special 4D Ingram SMG 4D+ 1 5 / 9

Colt.45 4D+2.44 Magnum Pistol 5D.30-.30 Lever Action Rifle 5D+1 AK-47 Assault Rifle 5D+2 Ml6 Assault Rifle or Grenade 6D 7.62 HK21 Machinegun 6D+1 7.62 Maremont Lightweight M60 6D+2 7.62 Chain Gun 7D GE Minigun M134 7D+1 MELEE WEAPONS Weapon D6 Damage Value Pocketknife STR+1 Small knife STR+2 Knife STR+ 1D Dagger or Club STR+1D+1 Short sword or baseball bat STR+1D+2 Quarterstaff or rapier STR+2D Light sword or warhammer STR+2D+ 1 Broadsword STR+2D+2 Morning-star or pike STR+3D Two-handed sword or battle axe STR+3D+l RANGED WEAPONS Small Rock STR+1 Throwing stars STR+2 Throwing knife STR+1D Small slingshot STR+1D+1 Sling/short bow STR+1D+2 Medium bow/ throwing axe STR+2D Composite bow STR+2D+l Long bow STR+2D+2 Light crossbow STR+3D Heavy crossbow STR+3D+1 Compound bow STR+3D+2 ARMOR Type D6 Armor Add Heavy adventurer s clothing +1 Heavy furs +2 Heavy padding/metallic woven fabric +1D Leather armor +1D+l Leather armor with metal links +1D+2 Chain link/ light bulletproof armor +2D 6 / 9

Light Kevlar +2D+1 Plate & chain armor/flak jacket +2D+2 Plate mail/standard Kevlar +3D Plate armor/ Kevlar ceramic +3D+1 On the previous pages you ll find a list of the MasterBook skills and their D6 System equivalents. Where no D6 skill matches, the skill and/or its base Attribute (if different from the MasterBook Attribute) are listed in parentheses. Skills placed under a different Attribute in D6 than in MasterBook are indicated by an asterisk (*). Miscellaneous Character Information MasterBook Life Points equate to D6 Force Points, and MasterBook Skill Points equate to D6 Character Points. Bonuses or penalties resulting from MasterBook Advantages and Compensations can be converted using the standard conversion formula. Difficulty Numbers Since there is no linear formula that will accurately convert difficulty numbers, use the chart above to translate them between systems. Difficulty Conversion MasterBook Difficulty Level D6 Difficulty Level Routine/ Nearly Routine (1-2) Very Easy (1-5) Very Easy/ Easy (3-5) Easy (6-10) Average/Complicated (6-10) Moderate (11-15) Difficult/Hard (11-13) Difficult (16-20) Very Hard/Extremely Hard (14-18) Very Difficult (21-30) Incredible/Nearly Impossible (19+) Heroic (31+) Modifiers Divide the MasterBook modifier value by three. Treat the quotient as the die code and drop the remainder. For example, a MasterBook trick shot has a modifier of -4, which translates to a D6 modifier of -1D (-4/3-1, remainder 1). Damage Values Since MasterBook damage values tend toward the high side, you must first subtract five from the MasterBook value and then apply the conversion formula. For example, a light rifle in 7 / 9

MasterBook has a damage value of 16. In the D6 System, the damage value is 3D+2 ((16 5)/3 = 3, remainder 2). Miscellaneous Conversions for other areas of game play (vehicle and starship combat, magic, psionics, etceteras) are left to the gamemaster. In each case, the standard conversion formula should provide you with a basis for translation. For example, characters from the Bloodshadows TM game who have magical spells at their disposal, may attempt to cast a spell by generating a skill total and comparing it to the spell s difficulty (the skill value and the difficulty number can both be converted using the guidelines presented above). Refer to the previous two pages for charts of converted skills and damage values. MasterBook Games D6 System Games Bloodshadows Star Wars, The Roleplaying Game Necroscope Shatterzone Species Tales From The Crypt Tank girl The World of Aden Star Wars, & 1996 Lucasfilm Ltd (LFL). Indiana Jones & 1996 Lucas film Ltd (LFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization. Necroscope 1996 Brian Lumley Tank Girl 1996 UA Pictures Inc. All Rights Reserved. Licensed by MGM/UA L&M. Bloodshadows, Shatterzone & 1996 West End Games Ltd. Species 1996 MGM Pictures, Inc. Licensed by MGM/UA L&M. All Rights Reserved. Tales From The Crypt & 1996 Tales From The Crypt Holdings The World of Aden TM Strategic Simulations, Inc. MasterBook is a trademark of West End Games Ltd. West End Games and the West End Games Logo are registered trademarks of West End Games Ltd. All Rights Reserved. 8 / 9

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