> > 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. :) _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
