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#1 |
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Join Date: Jun 2015
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After over a decade of adherence to another roleplaying game system, I recently became a wholehearted convert to GURPS several months ago. This thread is my first attempt to go further and become an active part of the greater GURPS community. Like the myriad of Dungeons and Dragons conversion threads, this one is designed to convert another roleplaying game's materials to GURPS: in this case, the creatures of Dark*Matter.
What is Dark*Matter? As one of its attempts to branch away from Advanced Dungeons and Dragons into other genres, TSR created the science fiction roleplaying game Alternity in 1998. The next year, they expanded the game further with the introduction of a campaign setting known as Dark*Matter. The premise of Dark*Matter is that almost all conspiracies and aspects the paranormal are quite real: magic, cryptids, aliens, and secret societies all hide in the shadows. Four sourcebooks (not counting the core campaign setting guide) were written before the line was discontinued, and the setting had some of its iconic entities reappear when Wizards of the Coast created its d20 Modern Roleplaying Game. How Are Things Handled? In this thread, I'll be converting creatures from all Dark*Matter books other than the adventure book The Killing Jar (which I don't happen to own). The creature statistics will be in racial template style as per the precedent set by GURPS Horror (with a select few exceptions for the few unique entities of the setting, which will be statted as characters), and each entry assumes you know the contents of GURPS Basic Set, GURPS Horror, GURPS Powers, and GURPS Power-Ups 2 and 6 (Perks and Quirks, respectively). Any materials pulled from other GURPS books will be given an annotation after the template block. In addition to statistics, an abridged version of the creature information provided in Dark*Matter will be provided, as well as three ideas for utilizing the creature in settings outside of Dark*Matter. The actual conversion process is two-fold. First, the ability scores of the creatures are converted from Alternity to d20 Modern using the free conversion sheet provided by Wizards of the Coast. These ability scores are then converted again with Bruce Grubb's D&D to GURPS method (as well as some personal tweaking if numbers feel off), with any of the skills and traits of the original Dark*Matter creature being approximated to their closest GURPS equivalent. The Grand List The following is a list of all creatures being converted. They will not be converted in alphabetical or even book order, instead being more or less based on what "feels right" to convert by my mood at the time. Individual posts will be linked in the index as they are converted. Creatures from Dark*Matter Campaign Setting Armodont Bering Demon, Greater Demon Bering Demon, Nali Bering Demon, Yrgling Ekimmu Elohim Etoile Ghost Ghoul Grey Homunculus Kinori and Blackscale Kinori Luciferan Man in Black Mole Person and Mole Person Newt Mothman Mummy Sandman Sasquatch Yeti Creatures from Xenoforms: Aliens, Demons, and Aberrations Basilisk Black Dog Blood Devil Bunyip Congoraptor Crawfordsville Monster Demon, Drabbuk Demon, Isci ba Fan (Unique) Demon, Kwarikan Demon, Meddler Doppelganger El Chupacabras Energy Probe Fader Flying Snake Frogman Gargoyle Goblin Gorgon Harpy Ikuya Internet Ghost Kabbalist Golem Kraken Litterman Living Dead Machine Intelligence Mapinguari Martin Hammond (Unique) Megalodon Montauk Monster Naga Nataska Neanderthal Outback Dragon Pterosaur Reiko Revenant Sauropod Sea Serpent Series VII Mutant Shade Sidhe Starchild Thunderbird Wendigo Werewolf, Lycanthrope Werewolf, Shapechanger Creatures from The Final Church Demon, Baal-Phegor (Unique) Demon, Chernabog (Unique) Demon, Irvund Demon, Oni Demon, Rakshasa Demon, Xic Last edited by Fossilized Rappy; 01-07-2016 at 04:58 AM. |
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#2 |
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Join Date: Jun 2015
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Fader [247 Points]
Attribute Modifiers: ST +4 [40]; DX +2 [40]; IQ +3 [60]; HT +3 [30. Secondary Characteristic Modifiers: Will +3 [15]. Advantages: Dimension Walk [25], Doesn't Eat or Drink [10], Fade [88], Fuse Flesh [29], Single-Minded [5], Unaging [15]. Disadvantages: Bad Temper (9) [-15], Callous [-5], Dependency (Electromagnetic energy, daily) [-15], Disturbing Voice [-10], Low Empathy [-20], No Sense of Humor [-10], Obsession (Gather information for the "other side") (6) [-20], Pacifism (Reluctant Killer) [-5], Selfish (6) [-10]. On October 28, 1943, the Naval ship USS Eldridge was transported to another dimension as part of an experiment in teleportation technology known as Project Rainbow, or the Philadelphia Experiment. While the teleportation itself was a success, the side-effects were horrific: crewmen were either immolated, driven insane, or killed after being fused into the very metal of the ship...and then there are some who had the misfortune of becoming faders. While they may look the same as they did before their brush with a world beyond, faders have had their minds subsumed by an extradimensional intelligence that has access to all of the memories of their vessels. This intelligence is uncaring, unfeeling, and prone to anger, and cares only for gathering more and more information on the human dimension. Their ability to phase in and out of reality and fuse flesh and metal allow them to act both offensively and defensively in this pursuit. It is unknown just how many faders exist. Only around six were reported from the USS Eldridge, but reports of similar experiments in the USSR during the Cold War and anomalous appearances seem to indicate that their numbers are certainly greater. When they do appear, however, they tend to create personas of scientists or engineers to keep close to both information and electromagnetic energy, which they require for sustenance. Others are willing to work with secret societies where the exchange knowledge of extradimensional technology for human political history and easy access to EM fields. A fader faced with combat always prefers to use its abilities to escape rather than engage in a battle - nonetheless, most tend to have levels in Guns (Pistol) or Brawling just in case or as part of an occupational template from their human body, often Soldier (GURPS Template Toolkit 1: Characters, pg. 33) or Spy (GURPS Martial Arts, pg. 38) due to their frequent military origins. New Abilities: Dimensional FX These three abilities are a conversion of "Dimensional FX", a form of supernatural power granted to several different monsters in Xenoforms: Aliens, Demons, and Aberrations, including the fader. Dimension Walk (-75%): Warp (Costs fatigue, 4 FP, -20%; drift, -15%; preparation required, 1 minute, -20%; range limit, 100 miles, -20%) [25]. 25 points. Notes: The being slowly warps the fabric of space and time (reflected by the Preparation Required limitation), teleporting somewhat erratically within 100 miles. Fade (+10%): Insubstantiality (Can carry objects, light encumbrance, +20%; costs Fatigue, 2 FP, -10%; partial change, +20%; preparation required, 1 minute, -20%) [88]. 88 points. Notes: Rather than teleportation, the being uses its ability to warp space-time to slowly fade into the cracks between dimensions, becoming intangible to most beings in standard dimensions. Fuse Flesh (+45%): Binding 10 (Costs fatigue, 2 FP, -10%; engulfing, +60%; environmental, only when victim is touching metal, -20%; melee attack, reach C, cannot parry, -35%; only damaged by burning, corrosion, or cutting, +10%; severe pain, +40%) [29]. 29 points. Notes: The victim is entrapped by "welding" their flesh to nearby metal. This not only traps the target, but causes them to experience great agony. Faders in Non-Dark*Matter Settings As the Philadelphia Experiment is a real world conspiracy theory rather than one created wholesale for Dark*Matter, it is easy enough to simply transplant it into any supernatural campaign such as GURPS Monster Hunters or GURPS Black Ops. The following, however, are three hooks for taking them out of the modern shadows and into other lights. GURPS Space: The bleak darkness of space is a perfect fit for the harsh, uncaring, and often intangible faders. Perhaps they are a sort of extraterrestrial zombie that skulks around the dark corridors of starships, or what really happens when one makes contact with a black hole (shades of Event Horizon, even). GURPS Supers: When applied to a high-cost occupational template, faders can potentially make for great supervillains with the potential to harass heroes time and again. Their origins could remain the same, or they could become the heralds of an alien intelligence, the results of a super-soldier experiment, or perhaps even a particular manifestation of a reality warper's superpowers! A four-color or otherwise more lighthearted supers setting may wish to remove the Fuse Flesh ability from the fader's repertoire. GURPS Weird War II: Taking the fader back to its roots in World War II seems almost too obvious. Rather than secretive, they might even be active participants in the war, with Nazi mad scientists even attempting to replicate the Philadelphia Experiment to create their own faders. The fader is originally from Dark*Matter Xenoforms: Aliens, Demons, and Aberrations, copyright Wizards of the Coast, 2000. Last edited by Fossilized Rappy; 06-18-2015 at 08:15 PM. |
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#3 |
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Join Date: Nov 2011
Location: Seattle, WA
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OMG, this is amazing, since my next game is going to be GURPS Dark*Matter! Keep it going and I'll help if I can!
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#4 |
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Join Date: Mar 2006
Location: Iceland*
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Yeah, pretty cool.
I loved Alternity. All my players want to keep playing it, though those who care about rules have admitted that their PCs would probably work better in GURPS.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#5 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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The thing is, we don't know what Dark Matter is. It's just a placeholder name until we figure out... what? Not that Dark Matter? I'm just being silly?
Sorry. :D
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#6 |
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Join Date: Nov 2005
Location: Yelm, WA
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Would you consider adding these to the GURPS repository under a Tag for Dark Matter? :-)
This is awesome btw - keep it coming!
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Trentin C Bergeron (trechriron) |
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#7 | ||
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Join Date: Jun 2015
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Quote:
Quote:
Speaking of buffers, I'm currently working on finishing up the sidhe and abilities for their Druidism Miracle FX powers. It should be up later tonight or tomorrow morning. |
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#8 |
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Join Date: Jun 2015
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I have all the official d20 Modern books, so I may do non-Dark*Matter monsters from those as a separate thread (it's all good practice, after all!). For right now, though, the focus is on these guys.
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#9 |
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Join Date: Jun 2015
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Sidhe [390 Points]
Attribute Modifiers: ST +6 [60]; DX +3 [60]; IQ +3 [60]; HT +3 [30]. Secondary Characteristic Modifiers: Will +2 [10]; Per +3 [15]. Advantages: Acute Hearing 2 [4], Appearance (Very beautiful/handsome; androgynous) [16], Call the Sky Father [90], Kinship of Beasts [32], Life Endures [35], Surge of Greenery [5]. Disadvantages: Chummy [-5], Intolerance (Humans) [-5], Overconfidence (9) [-7], Sadism (12) [-15], Sense of Duty (Nature) [-10]. Skills: Bow (A) DX-1 [1], Intimidation (A) Will+1 [4], Knife (E) DX+2 [4], Shadowing (A) IQ+1 [4], Stealth (A) DX-1 [1], Tracking (A) Per-1 [1]. The sidhe, also known as the Tuatha de Danann, the Green Folk, or faeries, are a species of extradimensional beings that appear to be tall, slim, and exceedingly attractive humanoids with long pointed ears and vibrant eyes that are said to be able to match the colors of any flower's petals. While their appearance may be wondrous to humanity, however, the feeling is not reciprocated. The sidhe see humans as child-like savages that were to be guided by a select few – namely, the Celts – chosen by the sidhe before they left the human realm. When the tide of dark matter, the magical energy of the universe, increased and allowed the sidhe to once again return, they found that the Celts had been destroyed and humanity had created vast empires of smog and steel. Their belief is that pollution and rapid industrialization is the result of some form of powerful magic, as it would be impossible for mere human engineering to destroy the planet in such a capacity, and the leadership of the sidhe is determined to root out and destroy the magicians at fault. The handful of sidhe on Earth tend to gather together in small groups out of loneliness, for protection, and out of a distaste for human companionship. These “scouts” attempt to ferret out the source of the magic of pollution, moving through the human world as fast as they possibly can. Humans that attempt to intervene in sidhe business meet the brunt end of their ill-tempered natures. Out of either familiarity or a misplaced sense of chivalry, a martial warrior will be fought with a long and thin dagger known as a sidhe blade (use the statistics for a long knife, GURPS Low-Tech pg. 69). Civilians or those using firearms are attacked with either bows or the sidhe's supernatural powers. Most, but not all, sidhe have some experience with greater magical powers beyond their own inate miracles: these individuals have at least Magery 3, if not higher. New Abilities: Druidism Miracles Druidism Miracles are a form of FX power originally presented in the Alternity book Beyond Science, but given four examples in Xenoforms: Aliens, Demons, and Aberrations as favored powers of the sidhe. As Druidism Miracles are defined as being FX powers that can only be manifested in areas not rife with technology, almost any supernatural advantage could theoretically be turned into a Druidism Miracle by adding the Nature power modifier from GURPS Powers. Call the Sky Father (+50%): Control Weather 3 (Costs Fatigue, 6 FP, -30%; natural phenomena, +100%; nature, -20%) [90]. 90 points. Notes: The miracle-user can manipulate the weather to their whims. Kinship of Beasts (-30%/+10%): Animal Empathy (Costs Fatigue, 2 FP, -10%; nature, -20%) [4] + Speak With Animals (Costs Fatigue, 2 FP, -10%; nature, -20%; sapience, +40%) [28]. 32 points. Notes: The miracle-user is capable of speaking with and coercing an animal. Life Endures (+15%): Healing (Nature, -20%; nuisance effect, cannot use on the same target for 4 hours, -5%; xenohealing, all earthly life, +40%) [35]. 35 points. Notes: With a laying on of hands, the miracle-user is capable of using their vital essence to heal others. Surge of Greenery (-50%): Binding (Costs Fatigue, 2 FP, -10%; environmental, target must be in thick vegetation, -20%; nature, -20%) [5]. 5 points. Notes: Plants are invigorated with life-giving energy, causing a surge of growth. While it has no appreciable effect on trees or short grasses, areas of thick undergrowth lash violently around any individuals moving through them, effectively allowing the miracle-user to entrap them. Sidhe in Non-Dark*Matter Settings GURPS Celtic Myth: In an ancient Celtic setting, the sidhe go from extradimensional warriors against modern industrialism to wondrous and terrifying neighbors. The "Kindly Folk" are willing to impart boons to those who please them, but are just as prone to violent outbursts against those that draw their ire. GURPS Lands out of Time: The sidhe of a lost world setting are effectively the ultimate avatars of nature and most likely deified. Even the mighty Tyrannosaurus bows to them, and the native people either worship and placate them or try their best to stay out of the tree gods' sights. It would take a truly mighty hero to dethrone these rulers of the primordial lands. GURPS Steampunk: The rapid industrialization of the Victorian era is rife for some sidhe fury. In such a setting, they can be the fiery hammer of the faerie peoples, their strongest warriors against a changing world. A Luddite or anarchist group may even be willing to placate a sidhe for its powerful aid. The sidhe is originally from Dark*Matter Xenoforms: Aliens, Demons, and Aberrations, copyright Wizards of the Coast, 2000. Last edited by Fossilized Rappy; 07-09-2015 at 02:32 AM. |
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#10 |
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Join Date: Jun 2015
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Revived courtesy of a request that resparked this conversion thread. I'm going to note that from now on, I may not necessarily do "x in Other Settings" segments immediately with these posts, as they end up making the conversion posts come slower than they otherwise would.
Etoile [500 Points] Meta-Traits: Body of Metal [175]. Attribute Modifiers: ST -5 [-50], DX +1 [20], IQ +3 [60], HT +1 [10]. Secondary Characteristic Modifiers: SM -3. Advantages: Affliction (HT; advantage, alternate form, sandman, +300%; contact agent, -30%, variable onset, 3d hours, +20%; extended duration, permanent, +300%) [69], Burning Attack 2 (Melee attack, reach 1-4, cannot parry, -20%) [8], Claws (Sharp) [5], Doesn't Eat or Drink [10], Doesn't Sleep [20], Double-Jointed [15], Enhanced Ground Move 4 [40], Extra Arms (2 Extra Arms) [20], High Manual Dexterity 2 [10], High Tech Level (TL9) [5], Leech (Contact agent, -30%) [21], Lightning Calculator [2], Night Vision 5 [5], Stretching 2 (Arms only, -20%) [10], Subsonic Hearing [5], Surge [50], Telecommunication (Telesend) [30]. Disadvantages: Callous [-5], Cannot Speak [-15], Intolerance (Non-Etoile) [-10], Low Empathy [-20], No Legs (Rolls) [0], No Sense of Humor [-10], No Sense of Smell/Taste [-5], Unhealing (Partial; can heal through leech) [-20]. Quirks: Methodical [-1]. Skills: Computer Hacking/TL8 IQ+3 [20], Computer Programming/TL8 IQ+3 [16]. French Monks devoted to St. Gregory were the first humans to encounter this extraterrestrial species in 1797. Believing it to be a star that dropped from the heavens, they named it as such – in truth, however, the etoile are far from heavenly. Resembling a writhing heap of wires connected to a central structure like a twisted sea star, etoile are biomechanical aliens whose goals are nothing short of the total domination of Earth. While both the Grays and multiple human secret societies such as the Hoffmann Institute know of their plans and seek to undermine them, the etoile and their sandman servants (see below) slowly creep across the planet like a plague, hiding in plain sight as they seek to fundamentally transform humanity piece by piece. Little is actually known about etoile society and mentality. While they are ruthless and uncaring towards other species, there are strange occurrences of large numbers of etoile gathering together in close proximity, letting out strange hisses and electrical sparks as they writhe their tentacles together for days on end. Speculation on just what these meetings are range from some strange form of mating to collaborative planning of future schemes or political gatherings. Even stranger is the fact that etoile engage in the cannibalization of their dead. A dying etoile will transmit information to the nearest other member of its species, who then acts on that information and heals its own wounds by consuming its comrade's corpse. If forced into a combat situation, etoile are capable of using the pincers at the end of their wire tendrils as raking claws, create painful electrical burns from the same pincers, and let out EMP surges to knock out enemy technology. Etoile tendrils also carry a third purpose in their ability to atomize flesh into fine sand through nanite injections. These injections are also what are utilized to create sandmen. Finally, if all else fails, etoile can simply roll away from danger at high speed in a way sometimes described as tumbleweed-like. Sandman [30 Points] Meta-Traits: Automaton [-85]. Attribute Modifiers: ST +3 [30], DX +1 [20], HT +2 [20]. Secondary Characteristic Modifiers: Will -2 [-10], Per +1 [5]. Advantages: Filter Lungs [5], Hard to Kill 2 [4], Hard to Subdue 2 [4], Immunity to Poison [15], Morph (Cosmetic, -50%; retains shape, -20%) [30], Night Vision 5 [5], Rapid Healing [5], Subsonic Speech [10], Telecommunication (Telesend) [30]. Disadvantages: Bloodlust (6 or less) [-20], Electrical [-20], Secret (Is an extraterrestrial spy) [-30]. Skills: Computer Hacking/TL8 IQ [8], Computer Programming/TL8 IQ [4]. Features: Doesn't leave a corpse. Sandmen are cyborgs created by the etoile to act as their eyes and ears in the human world. After their transformation through the use of etoile nanotechnology, sandmen still look human, and even on close inspection the only really telling details are a slight metallic discoloration to their veins and a silvery sheen to their hair. Their temperament, however, changes to one of servitude and brutality. Sandmen are "bred" cruel due to the fact that they are primarily meant to be soldiers against the enemies of their masters. Sandman enclaves have spread throughout heavily industrialized or mineral-rich portions of Texas, central Asia, and northern Africa, from where they launch covert operations to gain important computer information, valuable metal and mineral resources, and supplies for their growing army. In addition to human weaponry, the etoile sometimes train and supply sandmen with needler pistols (use the 3mm needler from GURPS Ultra-Tech, pg. 139) laden with paralytic toxins or even sometimes etoile nanites. A sandman who dies rapidly disintegrates into a fine dust rather than leave a corpse. New Abilities: Blood Music Through meditative synchronicity between human and nanite portions, some sandmen are capable of driving their bodies to extremes that they refer to as 'blood music'. The following three abilities translate the Blood Music FX powers from Dark*Matter, and can be added to particularly skilled sandman characters. Fugue State (-70%): Enhanced Time Sense (Costs fatigue, 4 FP, -20%; maximum duration, 10 minutes, -50%) [14]. 14 points. Notes: By overloading his nanites, the sandman increases his own mental speed for a period of time. Hot Running (-60%): Indefatigable* (Costs fatigue, 2 FP, -10%; maximum duration, 10 minutes, -50%) [12]. 12 points. *Source: Pyramid issue #3-84, pg. 25. Notes: The sandman forces his nanites to work overtime to secrete a special chemical stimulant that offsets the natural effects of extreme exertion (effectively giving up immediate FP to save FP over a period of time). Stasis (+30%): Metabolism Control 3 (Costs fatigue, 2 FP, -10%; mastery, +40%) [20]. 20 points. Notes: The sandman puts himself into a near-comatose state, either to help defend his bodily processes from harm or to deceive an enemy. The etoile and sandman are originally from Dark*Matter Campaign Setting, copyright Wizards of the Coast, 1999. |
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| alternity, conversion, dark*matter, gurps 4e |
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