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-   -   Rifts to Gurps (https://forums.sjgames.com/showthread.php?t=94096)

RyanW 08-03-2012 11:51 PM

Re: Rifts to Gurps
 
I've been considering an inspired by Rifts "conversion" for some time. There is a lot to like there, but there is also a lot of baggage I really do not want. And if I create an original setting with inspirations taken from Rifts, I'm free to change any specifics I want.

That also insulates me from take-down notices. Ideas aren't subject to copyright.

Daeglan 08-04-2012 12:00 AM

Re: Rifts to Gurps
 
How would you do tattoo men?

Jürgen Hubert 08-04-2012 12:24 AM

Re: Rifts to Gurps
 
I do have a non-public shared Google Drive folder for RIFTS conversion documents, and it would be easy to add material for GURPS.

Send an email to jhubert at gmx dot de so that I can include you ( and I do need your email address for this).

Sunrunners_Fire 08-04-2012 01:18 AM

Re: Rifts to Gurps
 
Quote:

Originally Posted by Daeglan (Post 1417676)
How would you do tattoo men?

I'd say ...

Magic Tattoos [15], as per UB: Gadgeteer Friend [15], (GURPS Basic Set, pg 477), which allows the character to purchase Energy Reserve (PPE) and allows the character to use the magic tattoos themselves. The magic tattoos themselves are simply gear that is useless without the ability to fuel them and can only be provided by those who can create them (via gadgeteering or other prerequisite-satisfying trait).

I would also make them purchase Patron (Atlantean Alchemist | Chiang-Ku Dragon) (Provides Equipment (Above Starting Wealth)) and/or Enemy in order to justify where they got the tattoos from.

Divide the Rifts' PPE cost by 10, round up, charge that amount of ER (PPE) to activate the magic tattoo. Follow other conversion guidelines to translate the effects of the tattoo from Rifts mechanics to GURPS mechanics.

Trying to build them as powers would make certain tattoos stupidly expensive and/or impossible, and so should be avoided. They are pieces of cinematic|magical gear and don't have a point cost. They are available for cash. (Well, the Tattoo Men are anywise, and if you find an unscrupulous Atlantean or Chiang-Ku you can buy the tattoos from them.)

You don't charge points for things that are available for cash in-setting.

Daeglan 08-04-2012 01:29 AM

Re: Rifts to Gurps
 
And the monster tattoos?

Sunrunners_Fire 08-04-2012 01:34 AM

Re: Rifts to Gurps
 
Quote:

Originally Posted by Daeglan (Post 1417700)
And the monster tattoos?

Still cinematic|magic gear. Something inflicted on the Tattoo Man by the Splugorth, but still gear; it just happens to give the power to summon a critter rather than summon a weapon or one of the other powers they give.

They remain enchanted items. Just, ya know, they also happen to be part of the Tattoo Man's skin at the same time.

Daeglan 08-04-2012 01:43 AM

Re: Rifts to Gurps
 
And when you reach certon CP levels the patron will "Buy you new gadgets."

Sunrunners_Fire 08-04-2012 02:16 AM

Re: Rifts to Gurps
 
Quote:

Originally Posted by Daeglan (Post 1417704)
And when you reach certon CP levels the patron will "Buy you new gadgets."

Tattoo Men don't get new tattoos without a Patron. But, yes, that works; especially if its' a Chiang-Ku or one of the Atlantean Alchemist rather than the Splugorth, as those are more likely to expect you to prove yourself (and give you a choice in what tattoos you get!) than the henticals are.

Otherwise, well, you have to buy them yourself rather than be gifted with them. A Tattoo Man sells for 400k credits and comes with 12 tattoos; meaning the Splugorth should sell a magic tattoo for 35k credits or so. Each.

Daeglan 08-04-2012 02:29 AM

Re: Rifts to Gurps
 
Now if only I could find a GM :P


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