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#1 |
Join Date: Jan 2019
Location: Mordor, Germany
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Did anybody already convert force powers to GURPS? How would you handle lightsaber combat including blaster bolt deflection/redirection? And enhanced speed/jumping?
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#2 | |
Join Date: Aug 2007
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After that you start in with Powers. Yo cn amke the Jedi faster all the time w/more Basic Speed or jsut Basic Move if its a little more ground speed you want. Jumping can be done with Super Jump or it could just be the Jedi moving himself with his Telekinesis. A lot of later movie/Clone Wars jedi stunts could be just TK.
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Fred Brackin |
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#3 | |
Join Date: Jan 2019
Location: Mordor, Germany
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Are there resources of Star Wars races and monsters? As a family father I sadly lack time to convert them all by myself. Does GURPS Space cover Star Wars space combat? I won't emphasize on space combat but just in case I want to be prepared. Or should I rather handwave it? |
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#4 |
Join Date: Jun 2013
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Note reflecting blaster bolts is something you'll need to work out for yourself, as nothing in GURPS quite matches. My own inclination would be that you take a penalty to your Parry - perhaps simply -1, to match Aggressive Parry, although my own inclination would be -2 - and, if successful, you automatically get a free attack against any foe; this attack uses the higher of DX and Innate Attack, and should probably be at around -4 or so to hit, in addition to the penalty for Range to the target, and any relevant penalties for striking a foe to the Side or Rear, should the character opt to do so (and with no Acc bonus, of course). Characters who specialize in fighting foes with blasters, such as those who favor the Soresu form, would likely use Techniques to buy off the penalties, and possibly even invest in Innate Attack. Damage would be as for the original blaster bolt, but with 1/2D and Max reduced for how far the bolt traveled before being Parried.
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GURPS Overhaul |
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#5 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#6 | |
Join Date: Jan 2019
Location: Mordor, Germany
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#7 |
Join Date: Nov 2008
Location: Yukon, OK
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GURPS Spaceships is a fairly simple ship design system and has a few ships from various major sci-fi franchises including star destroyers. Just the serial numbers filed off.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#8 |
Join Date: Jan 2019
Location: Mordor, Germany
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I have never experienced such a helpful community like the GURPS one. It's always a pleasure to ask questions, members are very eager to answer. I am very happy that GURPS still receives so much love.
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#9 |
Join Date: Mar 2008
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There is the Psi-Wars setting which is totally not Star Wars with the serial numbers filed off, ignore the file marks. https://mailanka.blogspot.com/2016/0...rs-primer.html
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#10 |
Join Date: Jun 2006
Location: On the road again...
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Permit me to link my Star Wars conversion, including my takes on the various lightsaber forms, and my takes on various Force powers (using the Psionic Powers framework, easily adjusted to use the Sorcery framework).
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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Tags |
jedi, star wars |
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