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AMBER Diceless RPG to GURPS ConversionBy Virginia Baycar McCluney & Richard Clark McCluney, III
Attributes/ Stats:
AMBER GURPS Psyche Telepathy Power Strength ST Endurance HT Warfare DX
IQ is based on Psyche + Warfare. To calculate, use (DX + Telepathy power)/2.
__________ AMBER GURPS -25 Human Rank 10 -10 / +15 Chaos Rank 13 0 / +25 Amber Rank 15 Ranked 15+ (character points/5)
POWERS:Since powers aren’t always passed down from generation to generation, they are considered to be Advantages. Sorcery is Magical Aptitude and the costs for Magical Aptitude are in the books. Trump Artistry, Pattern, Logrus are still called as such. However, only Beginning and Advanced will be handled for PCs at this point, to make things easier. Broken Pattern will also be available. I will break down each of the powers as they would cost as Advantages. The points put into them just say that you have the ability to use them, or have inherited the potential. Like Magical Aptitude or Psionics, there will be advantages and skills, which I will break down for you in cost/ how they relate to GURPS terms. Each main header will be the Power as a cost you pay for it. Under each are the independent skills that make up that power, which need to be paid for separately if you wish to be able to use those skills (i.e. being able to shadow walk with one’s Pattern is a skill under basic Pattern.). Whatever is listed in the advanced form of the Power, includes the basic skills and abilities in the lower form of it (basic versus advanced). True Shapeshifters exists (versus the kind that are ones due to Lycanthropy or spells) are as the kind that exist in the old Amber game. Shapeshifting is still a prerequisite for Logrus and Advanced Logrus, though you don’t need Advanced Shape shift for them. Beginning Characters aren’t allowed to have Jewel of Judgment, unless okayed by the GM.
Advantages Cost Broken Pattern, Adept of 25 Pattern Imprint 50 Advanced Pattern Imprint 75 Logrus Mastery 40 Advanced Logrus Mastery 65 Trump Artistry 40 Advanced Trump Artistry 55 Trump Tricks 15 Advanced Trump Tricks 40 Jewel of Judgment Power 25 Shapeshifting 35 Advanced Shapeshifting 65 POWERS and their SKILLS : Basically, after you buy the advantage of the power, you can put points into skills that would fall under them. Logrus has a prerequisite of Shapeshifting and the character must have at least ½ a point into each skill under that category to also get Logrus. Same is true if you are buying up to the advanced form. If the character has already gotten say Pattern and now wishes to get Advanced Pattern, then they need to have paid for the Advanced Pattern (or the difference rather) and have the ½ point in each of the Pattern skills. If you don’t have at least a ½ point in each of the skills in a particular Power, you can’t do the skill, since there are no prerequisites or defaults for the skills par say. Broken Pattern Imprint (M/VH) Shadow Walk (M/H) Summon Image of Broken Pattern (M/H) Summon/ Control Tendrils (M/H) Pattern Imprint Imprint (M/VH) Shadow Walk (M/H) Hellride to Objects/ Places (M/H) The Royal Way (M/H) Manipulate Probability (M/H) Summon the Sign of the Pattern (M/H) Pattern Defense (Internalize Sign) (M/H) Track Shadow Walker (M/H)
Advanced Pattern Imprint Imprint: Mindwalk the Summoned Sign (M/VH) Scrying Lens (M/H) Teleport (M/H) Shadow Pockets (M/H) Edit/ Mold/ Erase / Gate Shadow (M/H) Logrus Mastery Imprint (M/VH) Summon the Sign of the Logrus (M/H) Logrus Sight (through the Sign) (M/H) Summon/ ControlTendrils of the Logrus (M/H) Tendril Magic (M/H) Shadow Travel (M/H) Logrus Defense (M/H) Advanced Logrus Mastery Shadow Mastery (M/H) Mold Shadow (M/H) Logrus Tendril Servants (M/H) Summon and Bind Creatures of Chaos (M/H) Summon Primal Chaos (M/H) Shapeshift Basic Shifting to Known/ Basic Forms (M/H) Automatic Shift/ Primal Form (M/H) Shift Wounds (M/H) Shapeshift Features/ Body Parts (M/H) Advanced Shapeshift Shift Anatomy and Sructure (M/H) Acquire Forms Abilities (M/H) Absorb and Eject Mass (M/H) Shift Persona (M/H) Shift Aura (M/H) Creatures of Blood (M/H) Shapeshift Others (M/H) Trump Artistry Trump Sketches (M/H) Novice Trump (M/H) Create Trump (M/H) Advanced Trump Artistry Trump Memory (M/H) Quick Activation (M/H) Instant Activation (M/H) Quick Transport (M/H) Trump Tricks Sensing Trump (M/H) Trump Defense (M/H) Trump Caller Identification (M/H) Advanced Trump Tricks Trump Blocking (M/H) Trump Jamming (M/H) Trump Spying (M/H) Trump Subterfuge (M/H) Trump Gate (M/H) Jewel of Judgment Initiate (M/VH) Use of the Jewel Energy (M/H) Control of Jewel @ Range (M/H)
Racial Packages: Amberite Standard Package (Cost: 734 points) STATS= ST 15, DX 15, IQ 15, HT 15 Advantages= Combat Reflexes (15); Eidectic Memory, Lesser (30); Enhanced Block (6); Enhanced Dodge (15); Enhanced Parry (10); Extra Encumbrance (5); Extra Fatigue, +10 (30); Extra Hit Points +10 (50); Hard-to-Kill, +2 (10); Hyper-Strength (30); Hyper-Reflexes (15); Increased Speed +5 (125); Magery 1 (15); Regeneration: Regular (25); Regrowth (40); Telepathy, Power 10 (50); Unaging (15); Very Fit (15) Disadvantages= Allergic Susseptibility: Logrus, Occassional (-5); Low Fertility(-2) Chaosrite Standard Package (Cost: 599 points) STATS= ST 13, DX 13, IQ 13, HT 15 Advantages= Combat Reflexes (15); Eidectic Memory, Lesser (30); Enhanced Block (6); Enhanced Dodge (15); Enhanced Parry (10); Extra Encumbrance (5); Extra Fatigue, +10 (30); Extra Hit Points +10 (50); Fit (5); Hard-to-Kill, +2 (10); Hyper-Strength (30); Hyper-Reflexes (15); Increased Speed +5 (125); Magery 1 (15); Regeneration: Regular (25); Regrowth (40); Telepathy, Power 10 (50); Unaging (15) Disadvantages= Allergic Suseptability: Pattern, Occassional (-5); Low Fertility(-2); Allergic Suseptibility: Shapeshifter Poison, Occassional (-5)
ALLIES: Allies, Demon Friend, Court Friends, House Support, Devotees should be tried as follows: AMBER GURPS Ally Ally/ Patron/ Contact Demon Friend Ally/ Patron/ Contact Court Friend Ally/ Patron/ Contact House Support Ally Group/ Contacts Chaos Devotee Patron/ Contact Amber Devotee Patron/ Contact * With these, you may wish to also think about Claim to Hospitality, an advantage, though not mandatory, but is a good enhancer feature for the grouping.
STUFF and Unused Points: Stuff is not easily translated. The way this was covered and converted was that stuff was explained as luck (good or bad), Destiny (good or bad), Jinxed, and Weirdness Magnet. Therefore, depending on if you want a good, bad or indifferent effect, will depend on if you want to take Advantages or Disadvantages of Luck, Unluckiness, Jinxed, or Weirdness Magnet. If you want a character that would have been a Zero Stuff character in Amber terms, then just don’t buy any of the above listed par say. As far as unused points, they can still be that in GURPS terms, which is basically in essence a cache lefted for when during game play you want to pick something up or whatever, the points are there to allot for it, providing that the roleplaying experience provides for it and that there are points for it.
CONSTRUCTS, ARTIFACTS, CREATURES, and SHADOWS: These have been translated to use the gadgets rules. If you want your character to be able to create these, the character must also take the gadgeteering advantage. There are two forms of this and gadgeteering/ gadgets are covered under the Compendium I book, pages 121 to 127.
DEMONS: They can also be done as the above section. However, players can’t make their own demons! This is a GM tool! |
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