01-24-2020, 04:15 PM | #1 |
Join Date: Oct 2005
Location: Kansas City
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GURPS Action Heroes - *IN SPACE!*
Has anyone converted the templates/lenses in Action 1 to a sci-fi setting? I love the concept in Action and Specialties but they are locked in on 80s action movie skillsets.
I have a large (7) party of never-played-Gurps players. They need the template/lens system to make char creation simple for them. I could make all of their characters, but I want them to learn from char creation (this is part of the fun of an RPG that I dont want to gloss over). Therefore, I'm looking for Action style templates ported to TL 10. Any help out there?
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01-24-2020, 06:23 PM | #2 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Action Heroes - *IN SPACE!*
Well, obviously for space opera you'll want to change Guns (Pistol and Rifle) to their Beam Weapons counterparts. You'll also want to edit the Wheel Man template with Piloting for various types.
I can see Action 4: Specialists getting a lot of use with this.
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01-25-2020, 02:25 AM | #3 |
Join Date: Jul 2015
Location: England
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Re: GURPS Action Heroes - *IN SPACE!*
Have you got/checked of "More Skill Sets for Specialists" by Christopher R. Rice in Pyramid 112 Action II?
As well as more mundane skill sets it includes a handful of Paranormal and Ultra-Tech skill sets - the latter might be useful to you? |
01-25-2020, 03:55 AM | #4 |
Join Date: Aug 2004
Location: U.K.
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Re: GURPS Action Heroes - *IN SPACE!*
Just for the record (and probably not much help to the original poster), Pyramid #3/15 has an article on combining Action and Transhuman Space.
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01-25-2020, 08:14 AM | #5 |
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Join Date: Mar 2012
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Re: GURPS Action Heroes - *IN SPACE!*
I've used the action templates in a TL10 Cyberpunk setting. I did not covert them to new templates, we just adjusted the characters.
A few more details about your target setting TL would be nice. There is no single "TL10", and action isn't about TL8, its about TL8 action films. starting on page 8, Ultra-tech lists a number of tech paths that the future (and fiction about the future) can take. For some paths, the action templates are perfect as is. The big things to watch out for are ubiquitous tools that appear everywhere, like star treks tricorders, weapon changes like guns becoming beam weapons, transportation changes (driving vs piloting and all of their specialties), and extreme and pervasive technology changes (you'll know them when you see them). Often, you'll have a character type that shows up in a science fiction genre that doesn't show up in action. For example, Jedi in starwars and Science officers in star trek. Otherwise, even the wire rat doesn't actually need much changing for a lot of science fiction.
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01-25-2020, 05:44 PM | #6 | |
Join Date: Oct 2005
Location: Kansas City
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Re: GURPS Action Heroes - *IN SPACE!*
Quote:
I know I can modify the templates manually, I'm just busy and lazy. Hail Mary to see if the work has already been done, I guess. Thanks for the feedback though. I do appreciate it. And I'll check out the Pyramid articles.
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01-25-2020, 07:50 PM | #7 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Action Heroes - *IN SPACE!*
My designer's notes for that has a few more skill sets on my blog.
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01-26-2020, 12:12 PM | #8 |
Join Date: Aug 2008
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Re: GURPS Action Heroes - *IN SPACE!*
I'm surprised that the real expert on this hasn't chimed in yet. Mailanka's Psy Wars not only adapts Action to scifi, but explains why and how he does it. I'd check that out, since he also posted all of his results free for anyone to use.
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