GURPS Centauri Knights
Has anyone done a GURPS conversion for this excellent Pulver sci-fi setting?
I am working on a possible Pyramid article and now realize I need to bone up on my knowledge of GURPS 4th Edition, especially since I haven't played any GURPS since ~2000. To get to know the system better I've decided to do a conversion of an existing game. I've chosen the old GOO Centauri Knights by David Pulver. It's close enough to my other favorite setting, Transhuman Space, to be helpful in learning the system. So I think I'll do a big conversion/cross-over to get back into the game. [This is being done chapter by chapter, as per Centauri Knights d20*] Chapter One: Introduction This chapter is primarily a timeline done in such a way as to resemble news broadcasts, historical archives and mission logs. Not surprisingly, given that both are by Pulver and cover somewhat similar themes, the Centauri Knights and Transhuman Space timelines have some similarities. There is the launching of the Terrestrial Planet Finder in 2011, habitable planet orbiting 61 Virginis, AI cybershells, and other similar technologies. There are of course many differences as well. Most of these center on the Alpha Centauri system and the now "extinct" alien civilization that once resided there. The items pertaining to this part of the Centauri Knights setting can easily be inserted into the Transhuman Space timeline with only a few revisions. CK does not address the situation on Earth much beyond postulating a stronger UN that oversees the exploration and colonization of the Alpha Centauri system. Thus, the Solar system as described in TS can be imported into CK with few changes. It's easy to see the UN's influence limited to Alpha Centauri and a few locations on Mars. The UN has jurisdiction in areas regarding Osiran technology and artifacts but has no further authority with regards towards the national sovereignty of its member states. This situation probably arose in order to prevent conflicts and while tolerated is not well liked by the major powers, especially China and America. Another difference between the two games' timelines is that the CK timeline extends to 2150 while TS only goes to 2100. This too is not a problem. Pulver, Phil Masters and a few other TS gurus have said (given the unrealistically fast Martian terraforming) it would have been better to place the TS setting date in the year 2150. So its simple to justify stretching the TS timeline a bit to 2150. Just add a few years between events in the TS timeline and insert some of the events from the CK timeline as filler. Finally, although my original intent was to build a straight up CK / TS conversion/cross-over, I have decided to borrow a bits from the Domed Mars and Terraformed Mars sections of GURPS Mars (pgs. 50-90). The nearly 500,000 people added to the Martian population (called the Free Republic of Mars) are there due to the efforts of the Mars Society, Zubrin Foundation and various corporations. Also, i am adding one bit of handwavium super-science...quantum blackhole FTL comms. Hawking Station, now controlled by the UN, is linked to a corresponding blackhole in Osiris orbit thus allowing instantaneous communication to Sol and the transfer of vast amounts of data. I'm doing this so that PCs have access to the entire Web in a manner similar to that available in the Sol system. Any comments, concern or input? The next installment will be Chapter Two: Characters and Organizations. Benjamin * I've chosen Centauri Knights d20 over the Tri-Stat edition because the vehicle templates seem easier to reproduce in GURPS terms. Also, the d20 book is bigger and easier to work with (the little Tri-Stat version always wants to close on me). BIBLIOGRAPHY Cambias, James L. GURPS Mars. Steve Jackson Games Incorporated, 2002. Pulver, David. Centauri Knights d20. Guardians of Order, Inc., 2003. Pulver, David. Transhuman Space, 2nd Edition. Steve Jackson Games Incorporated, 2002. --------- Transhuman Space and GURPS Mars can be purchased through either Warehouse 23 (hard copy) or e23 (PDF version). See links on this site. Centauri Knights d20 can be purchased online as a PDF at rpgnow.com or used in hardcopy through other game sellers such Nobleknight.com. |
Re: GURPS Centauri Knights
-- Probably a straightforward conversion, but CK is quite a bit less transhuman than Transhuman Space is. The only hard thing to balance is probably the fog witch powers, but even that's fairly straightforward. Might want to build the servopanzers as Gadgets but that's not for everyone :)
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CK's cyborgs could just be cybershells that are inhabited by Ghosts. Of course we could add some really old models that actually have detached brains in bio pods as their pilots. Imagine the surprise of a new arrival who sees the ruined brain of some luckless soul seeping out of a cybershell. It will be a harsh revelation to some when they realize that for their dead comrade there is no infomorph back-up. Thanks for the thoughts. The good thing I am finding is that GURPS Space has a number of character templates that seem near matches for the character classes listed in CK. Benjamin |
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Fog Witch powers consist of d20 Magical powers Environmental Control, Extra Defenses, Force Field (Wall), Heightened Senses (Vibration Sense), Insubstantial, Mind Control (Xenotech), Mind Shield, Personal Gear, Projection, Sensory Block, Sixth Sense (Fog Manipulation), Telekinesis, and Telepathy (Xenotech). All of these are limited in that they require mental contact with the alien nanite aerostats. In GURPS terms these nanites are Utility Fog (Ultra-Tech pgs. 70-71) with aerostat chassis. Power for the nanites I think comes from a combination of RTG, Solar Cell and perhaps Broadcast Power. This Utility Fog can also act as other types of swarms such as surveillance. See descriptions of Swarmbots in Ultra-Tech (pgs. 35-37 & many other pages for descriptions of the different types of swarms). I'm inclined to give the Osiran nanites the ability to become nearly any type of swarm but with higher difficulties in controlling them when asking them to perform more esoteric functions. The Telepathy related powers work only against Osiran robots, nanites and those with an embedded Dream Jewel (an alien artifact that acts to give the person whose forehead it is implanted into the power to communicate with Osiran tech). Within the TS universe I am inclined to allow high-powered Fog Witches to buy off the, only works with Osiran technology (-50% in Osiran space, -80% in Sol system), limitation. This can be justified by treating the Dream Jewel as if its a Virtual Interface Implant (TS: Changing Times, pgs. 57-58) harboring a SAI or in some cases a Ghost or Fragment (Changing Times, pgs. 52-53). Over time the Osiran SAI/Ghost could learn to manipulate human equipment as well, though some sort of hacking rule will need to be implemented. What do you think? Benjamin |
Re: GURPS Centauri Knights
-- Geez, I'm the one who drafted the d20 classes in that book and I don't remember anything what I gave them :)
-- Fog witches require proficiency with the Osiran language, but that is probably a special effect in GURPS. -- In BESM they have a somewhat limited ability set: Environmental Control (partial darkness) --> Obscure (Vision) w/ Area Effect Force Field (wall) -- DR (Force Field) with Directional, Affects Others and Area Effect. Meld (solid fog only) --> Permeation (nanotech) Mind Control --> Mind Control Sensors (indirect) --> Probably best modelled as increased Perception with the nanotech limitation. Telepathy (other fog witches and xenomechs) All fog witches have Magical Restrictions (requires ghost fog), Marked (live dream jewel implant), Skeleton in the Closet (Fog Witch). --> REquires nanotech (same as Biological, -10%), Distinctive FEature (live dream jewel), Secret (Fog Witch, imprisonment). |
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And if it's conceivable that the fog could physically move them, does that imply some level of Telekinesis in GURPS terms is possible, where you actually use the fog to manipulate macroscopic objects rather than just impede them? Quote:
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