[gurps] GURPS: Nightbane?
Bai Shen
baishen.rpg at gmail.com
Tue May 12 20:02:53 CDT 2009
>
> 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..)
>
Cool. I ran into a guy on RPOL that did a Rifts to 4e conversion. It was
rather interesting.
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.
>
Nah, it's total. But one of the other posters pointed out how to do it in
4e.
> 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.
>
Actually, the typical Nightbane ends up with 50-100 PPE. Knowing the Rifts
setting you can see where that makes a difference. :)
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