Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-17-2010, 09:46 AM   #71
RogerBW
 
RogerBW's Avatar
 
Join Date: Sep 2008
Location: near London, UK
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by Perfect Organism View Post
Power Weapon (TL10^)
A power weapon is a melee weapon which surrounds it's striking surfaces with a super-science energy field capable of disrupting molecular bonds. This makes anything the weapon strikes soft and easily penetrated for an instant.
You might also consider the Nanothorn blade from ULTRA-TECH (armor divisor and switches damage type to Corrosive).
RogerBW is online now   Reply With Quote
Old 03-17-2010, 10:16 AM   #72
KjetilKverndokken
 
KjetilKverndokken's Avatar
 
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

I thought up one more thing, I cant remember if it had been covered - it about psykers.

Its very much in the fluff that you have the "perils in the warp" when they are using powers, and it ca often go wrong. The miscast table in magic is not very good at this portrayal.

Should the system rather be tweaked in a new direction to represent this?
KjetilKverndokken is offline   Reply With Quote
Old 03-17-2010, 11:43 AM   #73
RogerBW
 
RogerBW's Avatar
 
Join Date: Sep 2008
Location: near London, UK
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by KjetilKverndokken View Post
Its very much in the fluff that you have the "perils in the warp" when they are using powers, and it ca often go wrong. The miscast table in magic is not very good at this portrayal.
Diabolic/Horrific table in THAUMATOLOGY?
RogerBW is online now   Reply With Quote
Old 03-17-2010, 11:52 AM   #74
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by KjetilKverndokken View Post
I thought up one more thing, I cant remember if it had been covered - it about psykers.

Its very much in the fluff that you have the "perils in the warp" when they are using powers, and it ca often go wrong. The miscast table in magic is not very good at this portrayal.

Should the system rather be tweaked in a new direction to represent this?
Threshold limited magery works quite well in my opinion. There are a lot of options in Thaumatology for more risky forms of magic.

Anyway, here's a template for an Inquisitor. I was rather suprised at how low the points total ended up...

Inquisitor
360 Points

Attributes: ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 12 [20].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs. HP 11 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: Combat Reflexes [15]; Filthy Rich [50]; Independent Income 20 [20]; Legal Enforcement Powers [15]; Legal Immunity [10]; Police Rank 2 [10]; Security Clearance [10]; Tenure [5] and 50 points from Allies [variable], Alternate Identity [variable], Ambidexterity [5], Charisma 1-3 [5-15], Contacts [variable], Cultural Adaptability [10 or 20], Cultural Familiarity [variable], Eidetic Memory [5], Gunslinger [25], High Pain Threshold [10], Higher Purpose [5], Indomitable [15], Intuition [15], Languages [variable], Less Sleep 1-2 [2-4], Magery 1-3 [15-35], Magic Resistance 1 [2], Magical Style Familiarity or Style Familiarity [1 each], Sensitive [5], Smooth Operator 1-2 [15-30], Style Perks [1 each], Trained by a Master [30], Unfazeable [15], Weapon Master [variable] or any suitable bionic implants.

Disadvantages: Duty (Quite Often) [-10] and -15 from Bloodlust [-10], Callous [-5], Curious [-5], Enemies [variable], Fanaticism [-15], Intolerance (Aliens, Mutants, Psykers or Radicals) [-5], Reputation [variable] or Sadism [-15].

Primary Skills: One of Interrogation (A) IQ+2 [8]-16, Detect Lies (H) Per+1 [8]-15 or Intelligence Analysis (H) IQ+1 [8]-15. One of Occultism (A) IQ+1 [4]-15, Psychology (H) IQ [4]-14 or Research (A) IQ+1 [4]-15. One of Broadsword (A) DX+2 [8]-14, Guns (Gyroc, Pistol, Shotgun or SMG) (E) DX+3 [8]-15, Karate (H) DX+1 [8]-13 or Two-Handed Axe/Mace (A) DX+2 [8]-14.

Secondary Skills: One of Acting (A) IQ [2]-14, Criminology (A) IQ [2]-14, Intimidation (A) Will [2]-14 or Search (A) Per [2]-14. One of Administration (A) IQ [2]-14, Law (Inquisitorial) (H) IQ-1 [2]-13, Leadership (A) IQ [2]-14 or Savoir-Faire (E) IQ+1 [2]-15. One of Anthropology (Eldar, Human or Ork) (H) IQ-1 [2]-13, Current Affairs (Politics) (E) IQ+1 [2]-15 or Hidden Lore (Conspiracies or Demon Lore) (A) IQ [2]-14. One of Autohypnosis (H) Will-1 [2]-13, Brainwashing (H) IQ-1 [2]-13, Exorcism (H) Will-1 [2]-13, Mental Strength (E) Will+1 [2]-15 or Mind Block (A) Will [2]-14. One of Computer Operation (E) IQ+1 [2]-15, Cryptography (H) IQ-1 [2]-13, Electronics Operation (Communications, Psychotronics or Surveillance) (A) IQ [2]-14 or Environment Suit (Battlesuit or Vacc Suit) (A) DX [2]-12.

Background Skills: 20 points in spells, combat skills or techniques.

EDIT: Beefed it up a little, gave compulsory combat skill, added independent income, moved wealth to compulsory advantages, bumped Legal Immunity up a level, changed administrative rank to police rank, added perks to advantages, added intolerance and reputation to list of disadvantages.

EDIT 2: An Interrogator is basically just a lesser version of an Inquisitor.

Interrogator
225 Points

Attributes: ST 11 [10]; DX 12 [40]; IQ 13 [60]; HT 12 [20].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs. HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: Legal Enforcement Powers [15]; Legal Immunity [5]; Police Rank 1 [5]; Wealthy [20] and 40 points from Alternate Identity [variable], Ambidexterity [5], Charisma 1-3 [5-15], Contacts [variable], Cultural Familiarity [variable], Eidetic Memory [5], High Pain Threshold [10], Languages [variable], Less Sleep 1-2 [2-4], Magery 1-3 [15-35], Magic Resistance 1 [2], Magical Style Familiarity or Style Familiarity [1 each], Patron [variable], Sensitive [5], Smooth Operator 1-2 [15-30], Style Perks [1 each] or any suitable bionic implants.

Disadvantages: Duty (Quite Often) [-10] and -15 from Bloodlust [-10], Callous [-5], Curious [-5], Enemies [variable], Fanaticism [-15], Intolerance (Aliens, Mutants, Psykers or Radicals) [-5], Sadism [-15] or Sense of Duty [Inquisitor or Acolytes] [-2 or -5].

Primary Skills: One of Interrogation (A) IQ+1 [4]-14, Detect Lies (H) Per [4]-13 or Intelligence Analysis (H) IQ [4]-13. One of Occultism (A) IQ [2]-13, Psychology (H) IQ-1 [2]-12 or Research (A) IQ [2]-13. One of Broadsword (A) DX+1 [4]-13, Guns (Gyroc, Pistol, Shotgun or SMG) (E) DX+2 [4]-14, Karate (H) DX [4]-12 or Two-Handed Axe/Mace (A) DX+1 [4]-13.

Secondary Skills: One of Acting (A) IQ [2]-14, Criminology (A) IQ [2]-14, Intimidation (A) Will [2]-14 or Search (A) Per [2]-14. One of Administration (A) IQ [2]-14, Law (Inquisitorial) (H) IQ-1 [2]-13, Leadership (A) IQ [2]-14 or Savoir-Faire (E) IQ+1 [2]-15. One of Anthropology (Eldar, Human or Ork) (H) IQ-1 [2]-13, Current Affairs (Politics) (E) IQ+1 [2]-15 or Hidden Lore (Conspiracies or Demon Lore) (A) IQ [2]-14. One of Autohypnosis (H) Will-1 [2]-13, Brainwashing (H) IQ-1 [2]-13, Exorcism (H) Will-1 [2]-13, Mental Strength (E) Will+1 [2]-15 or Mind Block (A) Will [2]-14. One of Computer Operation (E) IQ+1 [2]-15, Cryptography (H) IQ-1 [2]-13, Electronics Operation (Communications, Psychotronics or Surveillance) (A) IQ [2]-14 or Environment Suit (Battlesuit or Vacc Suit) (A) DX [2]-12.

Background Skills: 15 points in spells, combat skills or techniques.

Last edited by Sam Baughn; 03-18-2010 at 06:24 AM.
Sam Baughn is offline   Reply With Quote
Old 03-18-2010, 08:34 AM   #75
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

A template for rogue traders...

Rogue Trader
300 points

Attributes: ST 11 [10]; DX 11 [20]; IQ 13 [60]; HT 11 [10].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs. HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 6.00 [10]; Move 6 [0].

Advantages: Merchant Rank 3 [15]; Multimillionaire 3 [125]; Status 4 [0]. 30 points from Appearance (Attractive or better) [variable], Business Acumen 1-3 [10-30], Charisma 1-3 [5-15], Cultural Adaptability [10], Fashion Sense [5], Indomitable [15], Sensitive [5], Smooth Operator 1-2 [15-30] or Voice [10]. Another 20 points from Allies [variable], Contacts [variable], Cultural Familiarity [variable] Favor [variable] or Languages [variable].

Disadvantages: -15 points from Addiction [variable], Bully [-10*], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Enemies [variable], Lecherousness [-15*], Miserliness [-10*] or Secret [variable]. Another -15 points from Curious [-5*], Debt [variable], Greed [-15*], Overconfidence [-5*], Selfish [-5*] or Sense of Duty (Dynasty) [-5].

Primary Skills: Merchant (A) IQ+1 [4]-14; Shiphandling (Starship) (H) IQ+1 [8]-14. Two of Administration (A) IQ [2]-13, Electronics Operation (Communications or Sensors) (A) IQ [2]-13, Leadership (A) IQ [2]-13 or Savoir-Faire (E) IQ+1 [2]-14.

Secondary Skills: Navigation (Hyperspace) (A) IQ-1 [1]-12; Spacer (E) IQ [1]-13. Two of Diplomacy (H) IQ-1 [2]-12, Electronics Operation (Electronic Warfare, Force Shields, Matter Transmitters, Psychotronics or Security) (A) IQ [2]-13, Fast Talk (A) IQ [2]-13, Finance (H) IQ-1 [2]-12 or Smuggling (A) IQ [2]-13. Three of Axe/Mace (A) DX [2]-11, Beam Weapons (Pistol) (E) DX+1 [2]-12, Broadsword (A) DX [2]-11, Fast Draw (Pistol or Sword) (E) DX+1 [2]-12, Guns (Pistol or Gyroc) (E) DX+1 [2]-12 or Saber (A) DX [2]-11.

Background Skills: One of Accounting (H) IQ-2 [1]-11, Astronomy (H) IQ-2 [1]-11, Connoisseur (Any) (A) IQ-1 [1]-12, Freight Handling (A) IQ-1 [1]-12 or Public Speaking (A) IQ-1 [1]-12. One of Acting (A) IQ-1 [1]-12, Body Language (A) Per-1 [1]-12, Carousing (E) HT [1]-11, Detect Lies (H) Per-2 [1]-11 or Sex Appeal (A) HT-1 [1]-10.
Sam Baughn is offline   Reply With Quote
Old 03-18-2010, 11:56 AM   #76
Kage2020
 
Kage2020's Avatar
 
Join Date: Feb 2005
Location: Virginia, US
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by Perfect Organism
Threshold limited magery works quite well in my opinion. There are a lot of options in Thaumatology for more risky forms of magic.
I'm going to have to agree with that, though I went for a bastardised merging of Powers and Threshold-based magic, throwing in Path/Book magic for sorcery (no tinkering since it was all but a perfect match; just categorising some Paths as "good" and others as "bad"), and some other tid bits in Thaumatology for Faith-powers, Enuncia, etc.

Interesting Inquisitor template. I think I might just borrow from that and tweak it into what would fit more snugly into my own interpretation of the 40k universe. I would probably separate out the combat skills, feeling that they would be more appropriate as a lens to reflect out the different styles of Inquisitor (e.g. the bombastic Harq Obispal versus the quiet/investigative Jaq Draco), wouldn't automatically assume psyker abilities, etc. Certainly liked the way that you threw in the Ordo thing, though again that seems to be an additional lens to me.

It has, however, given me a solid basis from which to work with, so... Yeah, great. Just needs to be integrated--in my mind, so not a criticism of your work--with Favours, Reputation, Rank etc., to mimic the "society" of the Inquisition.

All in all, though--pilfered. :D

I might also be pilfering some of those weapon analogies. Not quite so sure on some of the templates, though, but that's probably just because I have to bring them into my own interpretation of the universe (e.g. the Eldar might be a tad on the low-tech side).

Again, though, interesting stuff.

Incidentally, for those interested in GURPS interpretations of starships, you can take a gander at the user Heimdallr's conversion of some over here. I would repost, but it doesn't seem right... :D

Kage
Kage2020 is offline   Reply With Quote
Old 03-18-2010, 02:36 PM   #77
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by Kage2020 View Post
I would probably separate out the combat skills, feeling that they would be more appropriate as a lens to reflect out the different styles of Inquisitor (e.g. the bombastic Harq Obispal versus the quiet/investigative Jaq Draco), wouldn't automatically assume psyker abilities, etc.
Only a single combat skill is required by that template and every agent of the Inquisition should have at least some capacity for violence. Magery and spells are totally optional, but I felt they were common enough in the fiction to be part of the main template rather than a lens. I think more than half the inquisitors we see in the novels are psykers.

Quote:
Originally Posted by Kage2020 View Post
Incidentally, for those interested in GURPS interpretations of starships, you can take a gander at the user Heimdallr's conversion of some over here. I would repost, but it doesn't seem right... :D
Interesting stuff. Not exactly what I had in mind for a lot of it, but well worth reading.

EDIT: Tech Priest template.

Tech Priest
120 points

Attributes: ST 11 [10]; DX 10 [0]; IQ 13 [60]; HT 10 [0].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs. HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Move 5 [0].

Advantages: Clerical Investment [5]; Comfortable [10]; Language (Tech; Native) [6]. 15 points from Artificer 1 [10], Eidetic Memory [5], Gizmos [5/level], High Manual Dexterity 1-3 [5-15], High Pain Threshold [10], Indomitable [15], Mathematical Ability 1 [10], Path/Book Adept (No Ritual Space Required; Path of Gadgets Only, -40%; Takes Extra Time, Double Time Requirements, -10%) [5], Religious Rank 1-2 [5-10], Single-Minded [5] or Unfazeable [15]. Another 20 points in bionic implants.

Disadvantages: Diciplines of Faith (Ritualism) [-5]. -15 points from Appearance (Unattractive or worse) [variable], Distinctive Features (Visible Implants) [-1 each], Disturbing Voice [-10], Hunchback [-10], No Sense of Smell/Taste [-5] or Noisy 1-3 [-2-6]. Another -15 points from Code of Honour (Professional) [-5], Curious [-5*], Hidebound [-5], Killjoy [-15], Oblivious [-5], Stubbornness [-5] or Workaholic [-5].

Primary Skills: Computer Operation (E) IQ [1]-13; Mathematics (Applied) (H) IQ-1 [2]-12; Religious Ritual (Mechanicus) (H) IQ [4]-13; Theology (Mechanicus) (H) IQ-1 [2]-12. One of Alchemy (VH) IQ [8]-13, Biology (VH) IQ [8]-13, Engineer (Electrical, Robotics or Small Arms) (H) IQ+1 [8]-14, Path of Gadgets (VH) IQ [8]-13 or Physics (VH) IQ [8]-13.

Secondary Skills: One of Armoury (Any) (A) IQ [2]-13, Chemistry (H) IQ-1 [2]-12, Computer Programming (H) IQ-1 [2]-12 or Physician (H) IQ-1 [2]-12. One of Beam Weapons (Pistol or Rifle) (E) DX [1]-10, Electronics Operation (Any) (A) IQ-1 [1]-12 or Guns (Gyroc, Pistol or SMG) (E) DX [1]-10. One of Bioengineering (Any) (H) IQ-1 [2]-12, Electronics Repair (Any) (A) IQ [2]-13, Mechanic (Any) (A) IQ [2]-13 or Metallurgy (H) IQ-1 [3]-12. One of Cryptography (H) IQ-1 [2]-12, Electrician (A) IQ [2]-13, Machinist (A) IQ [2]-13 or Surgery (VH) IQ-2 [2]-11.

Background Skills: One of Administration (A) IQ-1 [1]-12, Axe/Mace (A) DX-1 [1]-9 or Driving (Any) (A) DX-1 [1]-9. One of Archaeology (H) IQ-2 [1]-11, Artist (Engraving) (H) IQ-2 [1]-11, Autohypnosis (H) Will-2 [1]-11 or Lockpicking (A) IQ-1 [1]-12. One of Hazardous Materials (Any) (A) IQ-1 [1]-12, Scrounging (E) Per [1]-13, Symbol Drawing (H) IQ-2 [1]-11 or Physiology (H) IQ-2 [1]-11. One of Mind Block (A) Will-1 [1]-12, Prospecting (A) IQ-1 [1]-12, Research (A) IQ-1 [1]-12 or Speed-Reading (A) IQ-1 [1]-12. One of Staff (A) DX-1 [1]-9, Two-Handed Axe/Mace (A) DX-1 [1]-9 or Piloting (Any) (A) DX-1 [1]-9.

The Adeptus Mechanicus has access to Path/Book effect shaping magic, as described in Thaumatology. This magic does not require Magery to use and uses Religious Ritual (Mechanicus) instead of the Ritual Magic skill. However, it is restricted to a single path; the Path of Gadgets.
Sam Baughn is offline   Reply With Quote
Old 03-18-2010, 02:50 PM   #78
Kage2020
 
Kage2020's Avatar
 
Join Date: Feb 2005
Location: Virginia, US
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by Perfect Organism
Only a single combat skill is required by that template...
I actually meant advantage, but seemingly I glossed over the bit that said "50 points in..." Oops. With regards to psykers? Perhaps. I've got a sneaking suspicion that most of them have psi powers because it makes them more interesting, but the clear exception would have me leaving it off and leaving it to the whim of the player. However, obviously you're not me so I'm just sayin'. :D

Still, with that said, I'll repeat that it was a good read, will certainly modify the old way that I had of approach Inquisitors, and will have suitable modifications to emphasise those aspects that might be appropriate for that kind of character.

It's all good, though.

Quote:
Originally Posted by Perfect Organism
The Adeptus Mechanicus has access to Path/Book effect shaping magic, as described in Thaumatology. This magic does not require Magery to use and uses Religious Ritual (Mechanicus) instead of the Ritual Magic skill. However, it is restricted to a single path; the Path of Gadgets.
Another interesting approach which, as you say, isn't quite the way that I would do it but definitely something interesting to think about. (Perhaps vis-a-vis "radical" Tech-Priests delving into Sorcery. But I would say that since that's the way that I handle it. :D)

Keep it coming.

Kage
Kage2020 is offline   Reply With Quote
Old 03-18-2010, 03:22 PM   #79
Tyneras
 
Join Date: Oct 2007
Location: Kentucky, USA
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

My understanding of Tau in WH40K is that their warriors are individually smaller and weaker than your average human (ST -2?). This results in their equipment being lighter and more expensive for the same result as IG gear, because every gram counts.

A Tau battle rifle has about the same damage dealing ability as an IG las gun, but better armor penetration, but more specialized ammo (not a pure energy weapon).

Tau body armor is very effective against energy weapons, but is very weak against any sort of physical hit (many pictures and passages about Tau getting stabbed or impaled easily by hand to hand weapons).

Tau equipment is, in general, not very friendly to battle field repairs. If you don't have a replacement part on hand to replace something that is broken, you have to send it back to the factory. IG gear, from stubbers to tanks, by contrast, can be repaired by a blacksmith if he knows what he's doing or has a tech-priest to guide him. Any Tau commander should be terrified of having their supply lines cut.

Tau equipment prices should reflect that they use the most cutting edge technology they have on every soldier, and on average are still only equal to a Guardsman in a strait-up fight. Tau seem to prefer hit and run, because they know how expensive each of their soldiers is.
__________________
GURPS Fanzine The Path of Cunning is worth a read.
Tyneras is offline   Reply With Quote
Old 03-18-2010, 03:44 PM   #80
KjetilKverndokken
 
KjetilKverndokken's Avatar
 
Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
Default Re: Perfect Organism's Warhammer 40,000 conversion thread.

Quote:
Originally Posted by Tyneras View Post
My understanding of Tau in WH40K is that their warriors are individually smaller and weaker than your average human (ST -2?).
Not really, at most they are portrayed as poorer in close combat situations... Maybe slower movement of the limbs. But the Fire Cast is still massive in build, comparable to a fit human.
KjetilKverndokken is offline   Reply With Quote
Reply

Tags
conversion, magical styles, supersoldiers, warhammer 40k


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:40 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.