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#1 |
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Join Date: Oct 2007
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I've started to make a conversion of the Warhammer 40.000 (Dark Heresy, Rogue Trader) universe to GURPS rules.
There are some threads that already deal with this subject http://forums.sjgames.com/showthread.php?t=67296 http://forums.sjgames.com/showthread.php?t=76795 They have been a great source for inspiration. But there are some areas that I wish to integrate into my campaign. Starships Does anyone have good ideas for using the 40K specific stuff - warp drive, lack of computers etc. with GURPS rules?Psy I've emulated psy by using a variant of the GURPS magic system. Not quite done yet but comming well of.Corruption Any ideas on what to do with corruption?Character Generation I've made some homeworld templates that can be used in character generation to get the feel of the worldTech Priests & tech I've always loved the concept in W40K that tech priests was making sure that technological equipment didn't fail, by apeasing the tech spirits. I want to make tech priests a kind of ... well .. priests... With some kind of magic (lacking a better word at the moment) that allow them to do just that. But I'm not quite sure right now how I'll proceed with that.One thing I don't want to touch is Space Marines at this point. This project is just in the preliminary phase. And I'll be very happy about input of any kind. |
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#2 |
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Join Date: Jul 2006
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Just so long as you do it for The Greater Good, Gue'vesa.
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#3 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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For some reason, spaceships look the most interesting for me right now. I suspect ships will have to get Unkillable I for the right feel, though.
Off-topic: calling in an airstrike, an artillery barrage, and a Leman Russ drop in the middle of a space hulk corridor was hillarious. |
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#4 | |||||
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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I got no real ideas to give you, only pointers. So here it goes:
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- Yeah sure, but what’s the purpose behind the survival of the species? To what end do we need to survive? - I 'unno. I'ma go watch Terminator 3. Then goto bed dude. You keep pondering the Universe. |
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#5 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Now to actual ideas:
Technical devices should be treated as characters - the more compex the device, the more complex the character. First, if a device is fiddly, and can reasonably display its opinion of the user in the course of 'normal' operation, the character should make a Reaction Roll, with appropriate modifiers (e.g. +1 for every 2 Margin Of Success on some techy skill roll). An important factor in such rolls is the random number of likes and dislikes on the device's part - if you played RT you should have 10 working examples. The second is that Engineering and similar skills should be rather limited. Only Operation skills should be more-or-less freely available. |
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#6 |
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Join Date: Aug 2008
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For Psy, I'd suggest using (or picking up and using) Thaum: Magic Styles coupled with forcing Fright Checks on any critical failures (possibly even failures, depending on how nasty you want it to be) and possibly Tainted Mana from Thaumatology.
A nice middleground between Fear Checks on every failure and only on crits is to write up a table (or if I can find mine, I'll post it) based on the Psychic Phenomena table from DH and roll on that for any failure. Any criticla failure naturally invokes a Fright Check.
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#7 |
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Join Date: Oct 2007
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Thanks for the replies.
I've been off line from the site for a while with too much lab work but I've managed to put a little together. See the following posts |
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#8 |
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Join Date: Oct 2007
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Homeworld
Every character must choose a homeworld from the following or one from another source. All disadvantages (other than stats) counts as homeworld disadvantage (see p. 12). Feral worlder [15] Iron stomach: Resistant (+3) to poisons [5] Primitive: New disadvantage – Primitive[-10] (-2 on all TL skills based on IQ) Rite of passage: Rapid healing [5] Wilderness Savvy: Outdoorsman 1 [10] Max extra HP +20% [0] +1 ST [10] +1 HT [10] Superstition: Choose -15 point from Delusions, Disciplines of faith, obsessions, phobia Hive Worlder [10] Accustomed to crowds: ... Caves of steel: 5 cp in TL skills either IQ/E or IQ/A and Streetwise at IQ [2] Hive bound: New disadvantage – Hivebound [-5] (-1 on IQ checks outside hive) Wary: +2 on ini checks to avoid supprise [5] -1 HP [-2] Charisma 1 [5] Imperial worlder [8] Blessed Ignorance: -2 on all hidden lore skills [-5] Hagiography: Area Knowledge – Imperium IQ [1] Theology (Imperial Creed) IQ-2 [1] History (Imperium) IQ-2 [1] History (War)IQ-2 [1] Liturgical Familiarity: Literacy – Low Gothic broken [1] Speak – High Gothic accented [2] Literacy – High Gothic broken [1] Superior Origins: Will +1 [5] Void Born [5] Charmed Ill Omened: Social Stigma – void born [-5] Shipwise: Pilot (spacecraft – choose one) DX-1 [1] Crewman (space) IQ [1] Environmental Suit DX-1 [1] Navigation Space IQ-1 [1] Void Accustomed: Resistant (+8 to HT) (Space Sickness) [3], G-experience (Micro- or Zero- G) [1] Will+2 [10] ST-1 [-10] HP +1 [2] Mind Blank Forge Worlder [10] Fit for a purpose: use 10 pt on one or more levels of one talent (not psy) [10] Stranger to the cult (new disadvantage) [-5] Credo Omnissiah: Technical Knock (new advantage) [5] Noble [10] Status 2 [10] Comfortable [10] Enemies – choose one or more enemies for a total of -20 pt Contact groups for a total of 10 pt [10] Will -1 [-5] Charisma +1 [5] Schola Progenium [12] 6 pt from Theology (Imperial Creed), Philosophy, History, Savoy Faire (Ecclesiarchy), Savoy faire (Administratum) 4 pt from Karate, judo, Bow, Broad Sword, Staff, 2 pt from Guns, Beam Weapon Intolerance (low lifes) [-5] Sense of Duty (Emperor) [-5] Will +2 [10] |
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#9 | |||
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Join Date: Feb 2005
Location: Virginia, US
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As noted elsewhere, I kind of burned out on the 40k universe a while back so please take the comments with any suitable amounts of salt.
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I would imagine that it's not too hard to add some Characters options over the "hardware" to evoke some of the good ideas in Rogue Trader. Quote:
YMMV as to which is the more appealing approach. I personally feel the latter mimics the background the 40k universe more than "Roll for Psychic Phenomenon" but then, well, I would. ;) Oh, and psyker powers were just Powers, of course. Standard power modifier that drew a number of "Energy Reservoir" (which was determined by pre-packaged Psyker Grade) dependent on the cost to the character. The advantage of the power tended to outweigh the limitations of usage when based against the infinite power source that they could draw from. "Reality Bites Back," as above, worked for me. I just avoided the pseudo-karma system that confused the official systems' "Corruption" just isn't worth the bother. Put another way, just stick with the description that "corruption" is a function of contact with the warp and don't bother with the idea that "killing is socially bad, therefore not good, therefore corrupt." It's actually amazing that a universe that is purportedly predicated upon shades of moral grey actually takes an absolute mechanism to model this (more out of confusion, though). Quote:
Don't worry. They're easy to do as well. :D |
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#10 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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| Tags |
| 40k, conversion, rogue trader, warhammer |
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