Gurps Midnight
Is anyone here familiar with the Midnight setting? It's d20, from Fantasy flight games; basically LorR, but Sauron WON.
So Evil (mostly) rules the world. Magic is rare, illegal, hard to come by, magical healing even more so. I've not read it, but it looked like it could be fun to do in GURPs. I was thinking making most of the world Necromantically aspected, so a bonus to necromantic spells, and a penalty to healing |
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I'm pretty sure Against the Shadow had a gurps conversion at some point.
http://www.againsttheshadow.org/ The GURPS conversion is in downloads under general. At least it used to be... |
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Edit: Extra Spell Energy is part of the custom magic system that I am probably going to mostly keep intact (unless Thaumatology changes my mind). |
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Why are the elves racial enemies different costs, despite being identical?
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Here are new versions using Spell Perks (modeled on the Leprechaun Charms in DF3):
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I see no reason to believe that Sauron Victorious would be capable of altering the worldwide aspect of the mana at all, or that he'd want to make it easier for people to contact and control the dead if he could. Ghosts are a fact of the setting, not something particularly associated with Mordor outside of its epic battlefields littered with enough violent death to Necromantically aspect a nursery. I think we'd see it go in the direction of "wizards still do whatever they think they're supposed to do unless directly mind-controlled on an individual basis, but it's harder for them to accomplish anything without acting directly because the population fears what Sauron will do to them if they play along." Under this model, Healers are still hard to come by because a) They always were, it's a major plot point when somebody gets brought back from death's door in this setting and because b) They mostly work for Sauron, providing one of the things that his free-willed minion majority would logically desire. Disloyal healers suffer no environmental penalties to spellcasting, they're just hard to find because they're put to the sword by the regime whenever possible. |
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Each culture had its own means of dealing with the fact that Uncle Joe's corpse might just randomly rise and start attacking people. Dwarves built tombs that included extremely heavy rocks holding down all corpses, lots of others got massively into cremation, and I think I remember that the halflings, who were pretty much all enslaved by the orcs, took a weird pride in spite of slavery thing and, since the orcs ate them anyway, took special care to cook their fallen loved ones especially well. And, finally one of the major long term secret bits was that the big evil god was slowly leeching out all magic, life, etc from the planet in order to fuel his giant breakout from his prison, and a horde of undead minions helps with the whole destroy the planet goal. |
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Glad to see this thread.
Midnight (FFG) is mostly a great setting, worth of being played with GURPS. Myself bought it along with some of its sourcebooks. Regards |
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I am just bumping/necro-ing this because I do plan to get back to work on this over the holidays. I finally got Thaumatology and will be posting some more bits soon.
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Then there's the sacrifice of sentient beings, the draining of mana to feed Izzy's power, etc. As gods go, the Midnight BBEG isn't far off being a mana vampire. It's a pretty grim setting. Quote:
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This being GURPS one could run short campaign involving some Special Ops guys from our world ending up in the world of Midnight through some kind of pan-dimensional hiccup.
Think of the possibilities!!!! |
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This said, I always liked the Midnight setting. One of their great assets is its good measure of intrinsic coherence, what makes it suitable for some serious gaming. |
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I have to echo everyone elses sentiments. I ran a long (looong) campaign using elements form Midnight pasted on to my own setting. Fantastic fantastic fantastic.
But yeah...if SpecOps guys ended up in Eredane (which in itself is unlikely-bordering-on-impossible), the Legates would have them for lunch. They would certainly run out of bullets before the Legates ran out orcs. Then they'd be done for. The only real functional way would be to bend the metaphysics of the setting a bit to let them get *in*...but they wouldn't ever be able to leave. |
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I know this thread is from two years ago, but I've put a bunch of posts with my GURPS Midnight conversions on my blog. Enjoy!
GURPS Midnight conversion |
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