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Sep 17 2006, 12:34 AM
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#1
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Target ![]() Group: Members Posts: 16 Joined: 2-May 04 Member No.: 6,297 |
Hello! I'm a long time lover of Shadowrun's world, and a newfound lover of GURPS's game mechanics. Has anyone done a conversion of 4th Edition Shadowrun mechanics to 4th Edition GURPS? I'm mainly looking for things like cybernetics and the matrix, but I do realize that many other things (magic, for example) are pretty different, too.
Thanks for the help! |
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Sep 17 2006, 02:57 AM
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#2
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Target ![]() Group: Members Posts: 11 Joined: 13-September 06 Member No.: 9,376 |
Thats an ambitious goal. the games are really different. if you figure it out let me know.
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Sep 17 2006, 03:22 AM
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#3
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
i thought the whole point of GURPS was that it fit any game in existence.
evidently i was wrong, i suppose. seriously, if it's shadowrun "flavor" you want, then that takes about half a second. just rename everything in whatever GURPS cyberpunk type thing exists out there (i'm sure there's something) and BAMF! instant flavor. (oh, and then repeat the process with whatever passes for a magic system, drop them into a bowl and mix.) |
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Sep 17 2006, 08:54 AM
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#4
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Moving Target ![]() ![]() Group: Members Posts: 984 Joined: 15-June 06 Member No.: 8,717 |
There's no implant tech in GURPS? Are there rules that could be similar to implants, like custom powers?
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Sep 17 2006, 11:32 AM
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#5
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,590 Joined: 11-September 04 Member No.: 6,650 |
the downside of gurps cyber is it is more efficient to just raise stats than to do it with cyber
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Sep 17 2006, 05:26 PM
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#6
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Target ![]() Group: Members Posts: 16 Joined: 2-May 04 Member No.: 6,297 |
Yes, basically everything is replicable with GURPS rules. However, some things, like the virtual world of the Matrix, Essence costs of cybergear, and riggers, don't translate perfectly.
Also, all the rules for high tech gizmos haven't been updated to GURPS 4th edition, yet. GUPRS: Ultratech is coming out in November, but I wanted to see if I had anything to work with until then. |
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Sep 17 2006, 05:41 PM
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#7
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 10-June 06 Member No.: 8,691 |
Riggers are easy: Possession (digital) with remote control...
For astral and matrix, you could always allow to buy attributes and powers with a -75% modifier (matrix only) or (astral only). For cyberware: just add a -20% modifier (electrical) to the attributes/powers. For bioware: add a -5% modifier to the attributes (possible technological countermesure) to the attributes/powers. And if you want to mimic the essence attributes, put a maximum value, possibly 120 points that can be put in either magical spells, adept powers or cyber/bioware. Initiation would increase this maximum by 20...up to a maximum of 240 points. A good Shadowrun campaign would have players with a power levelof approximatly 200-250 points, considering they are way more powerful than a normal metahuman. |
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Sep 17 2006, 05:51 PM
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#8
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Moving Target ![]() ![]() Group: Members Posts: 565 Joined: 7-January 04 Member No.: 5,965 |
gurps cyberware costs character points to get. it costs teh same as getting it without cyber. getting an extra IP costs 100 points, which is way too much.
basicly, gurps charges what an item is worth, and this makes a sam cost way too much to every actualy play. or if you charge money instead of points.. money is too easy to start with making a lot of millionare sama too easy. part of the feel, is what the rules encourage you to do. gurps does not play well with shadowrun in terms of augmentation mechanics. |
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Sep 17 2006, 05:55 PM
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#9
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,987 Joined: 1-March 05 From: République Libre du Québec Member No.: 7,129 |
There are already a bunch of SR to GURPS conversion guide floating around the web. There's at least one here and I know you can find one on pretty much any file sharing program.
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