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Old 03-07-2011, 09:21 AM   #1
mortenolsen
 
Join Date: Oct 2007
Default Bringing GURPS into the 41st millennium

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 world
Tech 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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Old 03-07-2011, 12:42 PM   #2
Purple Haze
 
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Default Re: Bringing GURPS into the 41st millennium

Just so long as you do it for The Greater Good, Gue'vesa.
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Old 03-07-2011, 02:10 PM   #3
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Default Re: Bringing GURPS into the 41st millennium

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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Old 03-07-2011, 02:14 PM   #4
PPoS
 
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Default Re: Bringing GURPS into the 41st millennium

I got no real ideas to give you, only pointers. So here it goes:
Quote:
Originally Posted by mortenolsen View Post
Starships
Does anyone have good ideas for using the 40K specific stuff - warp drive, lack of computers etc. with GURPS rules?
Most of this can be done with GURPS: Spaceships and GURPS: Space. I've toyed around a bit with the Spaceships rules to build one of the ridiculously big (but oh so awesome) 40K battleships. It can be done, though the table for starship HP and other statistics has to be extended.
Quote:
Psy
I've emulated psy by using a variant of the GURPS magic system. Not quite done yet but comming well of.
I've tried something akin to this myself, but I cannot remember if anything came out of it though. I've never had to use rules for Psi. Though I think I remember about another thread specifically dealing with this take on 40K Psi.
Quote:
Corruption
Any ideas on what to do with corruption?
No idea. However, if you are going to treat Psi and the like as magic, you can just as well use the rules for "Black Magic" (found in GURPS: Magic).
Quote:
Character Generation
I've made some homeworld templates that can be used in character generation to get the feel of the world
I've also done this. Templates for different types of worlds. It's a nice touch I think.
Quote:
Tech 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.
IIRC, GURPS: Thaumatology has rules for Spirit-based magic. Might look that up.
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Old 03-07-2011, 02:26 PM   #5
vicky_molokh
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Default Re: Bringing GURPS into the 41st millennium

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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Old 03-07-2011, 04:53 PM   #6
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Default Re: Bringing GURPS into the 41st millennium

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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Old 03-23-2011, 02:14 AM   #7
mortenolsen
 
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Default Re: Bringing GURPS into the 41st millennium

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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Old 03-23-2011, 02:15 AM   #8
mortenolsen
 
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Default Re: Bringing GURPS into the 41st millennium

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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Old 03-23-2011, 02:16 AM   #9
mortenolsen
 
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Default Re: Bringing GURPS into the 41st millennium

Wealth

Starting wealth

The starting wealth of characters in the 41st millennium is 500 Thrones. But remember that 80% of this wealth must be put in non-adventuring gear.

Cost of living
The cost of living is given by the status of the character. And goes as the following

Status Example Cost
8 The Emperor NA
7 High Lord of Terra, High Inquisitor, 15.000.000
Sector Lord 1.500.000
6 Planetary Commander 150.000
5 Rogue Trader, SM chapter commander 15.000
4 Navy Admiral, 1.500
3 Navy Captain 300
2 Business Leader 75
1 Merchant, Military commander, 30
0 Ordinary citizen 15
-1 7
-2 2

Job Income

The average income of a job is 75 Thrones per month but it can vary between 60 and 90 Thrones. This is of cause adjusted by the wealth level of the character.
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Old 03-23-2011, 02:16 AM   #10
mortenolsen
 
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Default Re: Bringing GURPS into the 41st millennium

Advantages


Old Advantages

Extra HP
The GURPS characters book suggest a maximum of 30% of ST score. Since the 41st millennium is more deadly than ever this limit is raised to +50%. Some characters will come across bonuses to this (like from Feral Worlder). These bonuses are added (so a feral worlder will have a maximum of extra HP 50+20=70%). Extra HP above this maximum should cost 4 cp/HP.

New advantages
There is a few home world advantages here (marked by H). They can only be acquired at character creation by selecting the appropriate home world package.

Corpus Conversion

Discipline Focus

Power Well

Psy Power [5]
The character gets access to learn 1 new psy power. Remember that his psy rating must be at least 3 to use discipline powers.

Psy rating 0 [5]
The character is a latent psyker. He can not learn any powers but he can use the psyniscience skill.
Psy Rating [10/level]
The character must have Psy Rating 0 to take higher levels.
This advantage allows the character to learn psy powers. The level of the talent is added to the character's IQ to determine the level of the psy powers (see the section on psychic powers). The character can learn a maximum of Will-10 psychic powers per level of this talent (discipline powers count as two powers). The powers the character has access to is chosen when psy rating is increased. The number of powers does NOT increase retroactive if the character later increases his will score.
The maximum level for this advantage is 10.
Normally this advantage cannot be chosen without taking Sanctioned Psyker or a severe social stigma or secret.

Technical Knock [5]
If a weapon jams during combat. The character can incite the weapon spirit to work again. Make a IQ check to unjam the weapon for the rest of the combat.


Wary H [5]
The fast pace and the danger of the hives make the residents of these places more jumpy and quicker to react in dangerous situations. Hivers gets +2 on initiative checks to avoid surprise.
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