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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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40k, conversion, rogue trader, warhammer

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