Character Conversion Between 1.0 and 2.0

Solomani666 said:
Has anyone made a character conversion chart between the two versions yet, or do I have to figure it out myself?

You shouldn't really need a chart - it's mostly just minor skills adjustments. (Consolidated electronics, gun combat and sciences mostly)
There are some equipment differences, like auto ratings, and occasionally a 1e item is not found in 2e, but not a whole lot that my group has found so far.

We haven't concerned ourselves with price differences of gear and the additional restrictions on mustering out items - that may be more important is the characters are brand new...
 
allanimal said:
Solomani666 said:
Has anyone made a character conversion chart between the two versions yet, or do I have to figure it out myself?

You shouldn't really need a chart - it's mostly just minor skills adjustments. (Consolidated electronics, gun combat and sciences mostly)
There are some equipment differences, like auto ratings, and occasionally a 1e item is not found in 2e, but not a whole lot that my group has found so far.

We haven't concerned ourselves with price differences of gear and the additional restrictions on mustering out items - that may be more important is the characters are brand new...
Conversion is a bit more entailed than you discribed:
Zero-G = Athletics (Dex) -1
Battledress = Vaccsuit -2
etc...

Looks like I'll have to add railgun barbettes and a few weapons and tailored vacc suits.

My players are going to keep whatever they mustered out with.
 
Solomani666 said:
Conversion is a bit more entailed than you discribed:
Zero-G = Athletics (Dex) -1
Battledress = Vaccsuit -2
etc...

When we switched over, we mapped zero-g directly to athletics(DEX) and battledress directly to vacc suit. There were a couple cases where a 1st Ed char had say both battledress and vacc suit, in those cases, we made sure the 2nd ed char could use equivalent armor as before.

Also, in cases where someone had, for example, gun combat (slug pistol) and gun combat (slug rifle), the conversion to gun combat (slug) we usually added the numbers. One character would have ended up with a quite high number (6 I think), and asked if he could move a point or two to something else, I was ok with that.

Same went for someone with say remote ops 0, computers 0 and sensors 0. One could just give them electronics 0 and be done with it, but that represents a bit of a skill loss. I would let them bump up two of the new electronics specialities to level 1.

It has been a while since we did this so don't remember the details 100%. I did write it down, I'll try to dig it up...
 
allanimal said:
It has been a while since we did this so don't remember the details 100%. I did write it down, I'll try to dig it up...

Found it:

Conversion Notes:
Animals [Riding] X —> Animals [Handling] X
Animals [Farming] X —> Animals [?] X
Art [?] X —> Art [?] X {something equivalent}
Athletics [Coordination] X {X>0} —> Athletics [Dex] X
Athletics [Flying] X—>Natural Flight Trait?
BattleDress X —> Vacc Suit X {if already has vacc suit Y, then +X}
Comms X —> Electronics [Comms] X
Computers X —> Electronics [Computers] X
Drive [?] X —> Can use expanded specialties, if desired
Engineer [Electronics] —> Electronics [{choice}] X
Flyer [?] X —> Can use expanded specialties, if desired
Gun Combat [Energy Pistol] X—> Gun Combat [Energy] X
Gun Combat [Energy Rifle] X—> Gun Combat [Energy] X
Gun Combat [Slug Pistol] X—> Gun Combat [Slug] X
Gun Combat [Slug Rifle] X—> Gun Combat [Slug] X
Gun Combat [Shotgun] X—> Gun Combat [Slug] X
Heavy Weapons [Launchers] X —> Heavy Weapons [Man Portable] X
Heavy Weapons [Field Artillery] X —> Heavy Weapons [Artillery] X
Life Science [?] X —> Science [{equivalent}] X
Remote Ops X —> Electronics [Remote Ops] X
Physical Science [?] X —> Science [{equivalent}] X
Seafarer [Motorboats] X —> Seafarer [{choice, recommend personal}] X
Sensors X —> Electronics [Sensors] X
Social Science [?] X —> Science [{equivalent}] X
Space Science [?] X —> Science [{equivalent}] X
Trade [?] X —> Profession [{equivalent}] X
Zero-G X —> Athletics [Dex] X {if already has Athletics [Dex] Y>0, then +X}
————————————————————
*** For each 1st Ed skill at level 0 before the 1st that fits into a 2nd ed speciality, increase a desired skill by +1.

Example 1:
1st ed:
Computers 0
Comms 0
Sensors 0
2nd Ed:
Electronics [X] 2
—or—
Electronics [X] 1
Electronics [Y] 1

Example 2:
1st Ed:
Gun Combat [Energy Pistol] 1
Gun Combat [Energy Rifle] 2
2nd Ed:
Gun Combat [Energy] 3

Example 3:
1st Ed:
Athletics [Coordination] 1
Zero-G 1
2nd Ed:
Athletics [Dex] 2

Example 3a:
1st Ed:
Athletics 0 [this is free in 1st ed]
Zero-G 0
2nd Ed:
Athletics [Dex] 0

Example 3b:
1st Ed:
Athletics 0 [this is free in 1st ed]
Zero-G 1
2nd Ed:
Athletics [Dex] 1
 
allanimal said:
allanimal said:
It has been a while since we did this so don't remember the details 100%. I did write it down, I'll try to dig it up...

Found it:

Conversion Notes:
Animals [Riding] X —> Animals [Handling] X
Animals [Farming] X —> Animals [?] X
Art [?] X —> Art [?] X {something equivalent}
Athletics [Coordination] X {X>0} —> Athletics [Dex] X
Athletics [Flying] X—>Natural Flight Trait?
BattleDress X —> Vacc Suit X {if already has vacc suit Y, then +X}
Comms X —> Electronics [Comms] X
Computers X —> Electronics [Computers] X
Drive [?] X —> Can use expanded specialties, if desired
Engineer [Electronics] —> Electronics [{choice}] X
Flyer [?] X —> Can use expanded specialties, if desired
Gun Combat [Energy Pistol] X—> Gun Combat [Energy] X
Gun Combat [Energy Rifle] X—> Gun Combat [Energy] X
Gun Combat [Slug Pistol] X—> Gun Combat [Slug] X
Gun Combat [Slug Rifle] X—> Gun Combat [Slug] X
Gun Combat [Shotgun] X—> Gun Combat [Slug] X
Heavy Weapons [Launchers] X —> Heavy Weapons [Man Portable] X
Heavy Weapons [Field Artillery] X —> Heavy Weapons [Artillery] X
Life Science [?] X —> Science [{equivalent}] X
Remote Ops X —> Electronics [Remote Ops] X
Physical Science [?] X —> Science [{equivalent}] X
Seafarer [Motorboats] X —> Seafarer [{choice, recommend personal}] X
Sensors X —> Electronics [Sensors] X
Social Science [?] X —> Science [{equivalent}] X
Space Science [?] X —> Science [{equivalent}] X
Trade [?] X —> Profession [{equivalent}] X
Zero-G X —> Athletics [Dex] X {if already has Athletics [Dex] Y>0, then +X}
————————————————————
*** For each 1st Ed skill at level 0 before the 1st that fits into a 2nd ed speciality, increase a desired skill by +1.

Example 1:
1st ed:
Computers 0
Comms 0
Sensors 0
2nd Ed:
Electronics [X] 2
—or—
Electronics [X] 1
Electronics [Y] 1

Example 2:
1st Ed:
Gun Combat [Energy Pistol] 1
Gun Combat [Energy Rifle] 2
2nd Ed:
Gun Combat [Energy] 3

Example 3:
1st Ed:
Athletics [Coordination] 1
Zero-G 1
2nd Ed:
Athletics [Dex] 2

Example 3a:
1st Ed:
Athletics 0 [this is free in 1st ed]
Zero-G 0
2nd Ed:
Athletics [Dex] 0

Example 3b:
1st Ed:
Athletics 0 [this is free in 1st ed]
Zero-G 1
2nd Ed:
Athletics [Dex] 1

LOL! I just made one of these before I read this post.
 
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