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Old 07-06-2013, 07:22 AM   #1
Sunrunners_Fire
 
Join Date: Mar 2010
Default [Conversion] RIFT MMO Souls to GURPS, Work In Progress

Disclaimer 1: This has nothing to do with Palladium Game's tabletop roleplaying game titled Rifts.
Disclaimer 2: All point costs I post in this thread are being calculated according to Multiplicative Modifiers (GURPS Powers, pg 102), as that is what my games use. Expect the point costs to be noticeably higher if your games are using the standard additive modifiers.
Disclaimer 3: A number of these advantages, modifiers and modifier values are house-ruled. If you see a discrepancy between the rules-as-written and what I've typed out, please feel free to call it to my attention. Its' probably a house-rule, but it may also be an error on my part and I'd like to fix those. Thanks!

Per my younger sons' request ... I get to convert the Ascendant, Callings and Souls from Trion Game's MMORPG titled RIFT into GURPS terms and I figured I should share my work in order to receive feedback and in case it proves useful for anyone else. The first Calling I'm working on is the Rogue (as that is what they play in the MMO). In addition to the Ascendent resource "Planar Charges", Rogues possess a minimum of two Calling-specific resources, "Energy" and "Combo Points".

In any case, on to the meat of it:


  • Energy Reserve 3 ("Planar Charges") (Special Recharge, -70%) [3]
Every Calling has the ability to store planar energy within themselves. Such reserves are recharged upon successfully closing a rift or encountering a planar anomaly. These reserves are used to fuel a handful of Ascendent abilities that I'll worry about detailing later.


  • Energy Reserve 5 ("Combo Points") (Extended Duration (x10), +40%; Special Recharge, Bleeds Away, -80%) [5]
  • Regeneration (Extreme; 100% per Second) (ER Only, -0%; ER ("Combo Points") Only, -5%; Reduced Duration (1/60), -35%; Requires Trigger (Common, "Builder"), -10%) [75]
The Rogue Calling accumulates combo points with abilities that are flagged as "Builders". Each builder generates the number of combo points specified within that ability upon successfully injuring its' target. Most builders generate between one and three combo points per successful use. Combo points dissipate over time (one every 10 seconds) if they are not used. This normally isn't a problem as most Rogues use their "finishers", the potent abilities which consume combo points, as often as appropriate; but it does mean they don't start a fight with combo points available to them.


  • Energy Reserve 10 ("Energy") [30]
  • Regeneration (Very Fast; 10% per Second) (ER Only, -0%; ER ("Energy") Only, -5%; Useless Under Stress, (-60%; Half Power, *1/2) -30%) [65]
All Rogues possess energy. Energy recovers at the rate of one per second when the Rogue is relaxed, and at the rate of one every other second when the Rogue is stressed (such as by being in combat at the time).



Note: ER ("_foo") Only, -5%, is a Nuisance Effect. Having to buy the expensive Regeneration advantage once for each of the various Energy Reserve advantages is a nuisance. Heh.

Last edited by Sunrunners_Fire; 07-06-2013 at 04:17 PM.
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