[gurps] GURPS: Nightbane?
Pauli Hakala
pauli.hakala at dnainternet.net
Tue May 12 18:51:25 CDT 2009
Bai Shen wrote:
> I like the Nightbane setting, but lately Palladium's ruleset has begun to
> wear on me. I'm looking at converting it to GURPS, but I'm interested if
> anyone has done anything like this before. Anybody started on a conversion
> or know anyone who has?
>
I am not familiar with Nightbane setting specifically, but I have done
a GURPS 3e conversion of the 'Rifts' setting of Palladium, which I'd
guess might be close enough. The conversion covers attributes, magic
and psionics among other things, but is pretty much still in
development, or an 'alpha' version so to speak. (For Rifts equipment
and technology, I went with GURPS Vehicles designs instead of any
direct conversions from M.D.C./S.D.C..)
For legal reasons, I cannot make the relevant files publicly
available (see the Palladium's paranoid copyrights policy), but I could
send you the archive of the work in progress for strictly personal
reference purposes only. If you'd like to see the conversion, send me
a private email about it.
> As for the actual conversion, the first snags I've run into have been as
> follows.
>
> 1. Immune to Mind Control. How do you represent that in GURPS?
This is how I'd do this in 3e GURPS;
Invulnerability: Any IQ-Resisted, +75 points.
Alternatively, if the immunity is not so total, then maybe a high level
of Strong Will advantage (with limitations or without) would suffice.
>
> 2. Immune to Shapeshift. Again, how to represent this in GURPS?
Again, the 3e Invulnerability advantage can be used, but this time with
a different limited effect.
>
> 3. High magical potential. Is there a way to do this in the rules? I can
> state it in fluff, but that seems hokey.
>
Higher than mundane level of 'P.P.E.' magic points pool. (new houserule
attribute/advantage which I use in my GURPS Rifts conversion.)
In my GURPS Rifts conversion, I base the PPE on the HT attribute, and
additional PPE may be bought for +1 points cost for every 5 PPE points.
Average human would have something like PPE:10 to begin with, but
a practicing Rifts mage would have something like five or ten times that
amount. 'Magic potential' might be as simple to represent as having
20 or 30 PPE to begin with instead of the average amount.
-Pauli
--
"Our ship is made out of darkness, she mocks the laws of nature.
With cables, ropes, tackle and sails, she moves on the waves
of the void. On her decks a red crew, dark as if painted with
blood. From among the hooded cloaks of crimson, eyes of
silver gleam darkly.. Oldest of all is Hiram of Malta, the Red
Commander. He knows the secrets of Schwarzchild Radii, of Neutron
Stars and Cepheids. His hidden paths we follow, like ghosts from
space we strike deep, only to disappear again soon, sometimes even
the fear itself is afraid of us.."
-CMX, Punainen Komentaja
(Translated from the Finnish song 'Red Commander' by CMX)
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