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Old 05-23-2015, 03:20 AM   #1
scc
 
Join Date: Mar 2013
Default GURPS Virtual Mekton

Conversion notes for something I'm thinking of running

For those who don't know what Mekton is it's an old RPG, over 20 years since it's last release. It sports a very nice Mech design system that allows for quick creation, while having enough options to produce a lot of different Mechs. It also makes taking different form factors (Mech, fighter, tank, etc) rewarding. Virtual Mekton is a fan created setting around the idea of high school kids playing an arcade video game and putting it altogether leaves you with something like a classic anime mech show (Lots of emo teenagers piloting individual mechs). Unfortunately not only is Mekton so old, it uses the Interlock system. So I'm looking at using GURPS to provide the actual engine for a possible future campaign.

Now actual Mech design and stats will be done in Mekton, which does make sense, this is an in-universe video game. Skills to play the game will be video game specilizations of Gunner (Beams, Missile and Cannon) [as MZ combat ranges would count as point-blank range], Piloting (Mecha) and unless certain control set ups are used a Melee Weapon (Mecha) skill [I'm not going to force people to take multiple skills for something like this, especially when a weapon is only of a given type because someone says it is]. These will all be easy skills which default from their normal counterparts at zero, but suffer a -4 going the other way.

For actual skill resolution in the video game using GURPS quick contests and comparing margins of success instead of Mektons normal skill roles should work, Mekton has two level of crits, one when the attacker succeeds by 5 and another at 10, how should these be re-scaled? (This is why I'm using the MoS mechanic instead of stock GURPS)

The biggest problem is that several systems work by providing a bonus to MP or Manoeuvrer Pool, a pool of +1 to rolls you make per fight. The issue that the base size of this pool is skill level -5, which is rather harsh if playing GURPS

Now is there anything people think is missing from my conversion of the mechanics?
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