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#31 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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It would have been nice if there had been simpler systems outlined too, but those books are already pretty dense as it is (Vehicles especially). |
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#32 |
Join Date: Nov 2009
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Ah, but were one to have a very bad experience with onions on a hamburger the innocent hamburger may be long maligned, be it the fault of the rest of the concoction or no. Perhaps one would always imagine the onions...lurking within...hidden daggers of taste destruction waiting to strike.
Only time (and new editions?) can heal such wounds...
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Mythweavers PbP |
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#33 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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While I couldn't get to that site, it's noteworthy that he has a second edition document that includes all the original stuff. Maybe some added details and story stuff from 3 but I don't know.
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#34 |
Join Date: May 2008
Location: Kharkov, Ukraine
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Can anybody share Tectuctitlay's GURPS docs?
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With best regards, Dmitriy. |
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#35 |
Join Date: Jan 2013
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I humbly second this request, sorry for the pseudo-necro or something, but I felt strange creating another thread just for this. I have my own Fallout conversions, and I would very much like to compare mine to Tectuctitlay's work.
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#36 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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A google search for "GURPS Falout" (yes, I'm aware of the misspelling) will take you to a Direct Link to an unofficial (read: not for the company, and not for financial gain) supplement of this nature.
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#37 |
Join Date: Jun 2008
Location: Provo, UT
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I've run Fallout in GURPS twice, both times as a setting that some I-SWAT went to during a mission. I'd say you'd want Characters and Ultra-Tech, but you could probably get by with just Characters (I think that's all I had the first time I ran it.)
The best advice I can give is: Just try to run the GURPS Version of Fallout, don't try to convert Fallout into GURPS. What I mean by this is forget all of the specific tech they had in Fallout. Instead determine what tech level Earth was before the War, and who has what Tech Levels now. Then equip them with what you think might be available. Don't try to convert Brotherhood of Steel power armor into GURPS, just rule that they are all equipped with TL10 Heavy Battlesuits, TL10 Railguns, Lasers, Gauss weapons, etc. For things like Super Mutants, look at the stat of someone in a Heavy Battlesuit, then give them a little more armor and ST. |
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#38 |
Join Date: Jul 2009
Location: Oklahoma City
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We're using GURPS Fallout Compilation for our Fallout campaign; works perfectly well, and is pretty comprehensive.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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#39 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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#40 | |
Join Date: Nov 2011
Location: South Dakota, USA
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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Tags |
after the end, fallout, newbie, resources, skills |
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