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Old 03-29-2011, 02:20 PM   #3
marvin
 
Join Date: Aug 2004
Location: Cydonia
Default Re: GURPS Centauri Knights

Quote:
Originally Posted by Tzeentch View Post
-- Probably a straightforward conversion, but CK is quite a bit less transhuman than Transhuman Space is. The only hard thing to balance is probably the fog witch powers, but even that's fairly straightforward. Might want to build the servopanzers as Gadgets but that's not for everyone :)
I figured since there wasn't too much info on the Sol system and Terra it meant I had some wiggle room. For the Fog Witches I was going to use Psionics with the power modifier Nanotech (-15%) from Supers (pg. 34) as well as some other limitations, like only works through nanite swarms. The Servo Panzers seem to be Powered Combat Armor (GURPS Ultra-Tech, pgs. 182-183) or at least close enough. CK has a bit more reliance on powered armor, but it also has AI Cybershells. I'll chalk it up to the 5 year travel lag and a general lack of ultra-tech industry in the Centauri star system.

CK's cyborgs could just be cybershells that are inhabited by Ghosts. Of course we could add some really old models that actually have detached brains in bio pods as their pilots. Imagine the surprise of a new arrival who sees the ruined brain of some luckless soul seeping out of a cybershell. It will be a harsh revelation to some when they realize that for their dead comrade there is no infomorph back-up.

Thanks for the thoughts. The good thing I am finding is that GURPS Space has a number of character templates that seem near matches for the character classes listed in CK.

Benjamin
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centauri knights, space, transhuman


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