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Richard's Index -- Cool Regime Change -- Grimman Conversion Notes

Richard's Index

Cool Regime Change -- Grimman Converson Notes

The Grimmans were originally designed with Gamma World. The concept behind the design was simple -- they had most the beneficial physical mutations. Empathy, Telepathy, and heightened mental abilities were added to make it hard to take them by surprise. The goal behind this exercise in munchkinism was more subtle. Beings with superhuman powers are often presented as strange beings, perhaps from another planet, living among normal human beings. But what kind of society would they have on the beings' home planet?

The table below indicates how I converted the Gamma World mutations to GURPS attributes, advantages and skills. I wasn't trying for an exact translation between rule systems, just the general concept of the race. Attributes and leveled advantages mentioned more than once are cumulative.

Gamma World mutation Rough GURPS equivalent
Bodily Control Alertness +1, Hyper-Reflexes, Hyper-Strength
Carapace, Total Damage Resistance +8. The Grimmans don't really have a shell. Instead, their skin has a layer somewhat like Kevlar just under the epidermis.
Directional Sense Absolute Direction
Duality Ambidexterity, Full Coordination
Empathy Telepathy power +IQ, racially learned skill Empathy at IQ
Energy Absorption, Cold Damage Resistance vs. Cold (occasional) +4, Temperture Tolerance +1
Energy Absorption, Electrical Damage Resistance vs. Electricity (occasional) +4
Energy Absorption, Heat/Fire Damage Resistance vs. Fire/Heat (occasional) +4, Temperture Tolerance +1
Energy Absorption, Radiation Damage Resistance vs. Radiation (rare) +4
Heightened Balance Catfall, Perfect Balance
Heightened Mental Attribute, IN IQ +1
Heightened Mental Attribute, MS IQ +1, Strong Will +1, Telepathy Power +IQ, Racially learned skill Mental Strength at IQ, Racially learned skill Mental Block at IQ
Heightened Precision Manual Dexterity
Heightened Physical Attribute, CN HT +1
Heightened Physical Attribute, DX DX +1
Heightened Physical Attribute, PS ST +1
Heightened Sense, Hearing Acute Hearing
Heightened Sense, Sight Acute Vision
Heightened Sense, Smell Acute Taste and Smell +1, Discriminitory Smell
Heightened Sense, Taste Acute Taste and Smell +1, Discriminitory Taste
Heightened Sense, Touch Alertness +1 (GURPS doesn't have Acute Touch???)
Heightened Speed Hyperactivity, Increased Speed
Immunity, Disease/Biological Attacks Immunity to Disease
Immunity, Poisons/Chemicals Immunity to Poison
Infravision Infravision (may be redundant with Spectrum Vision)
Intuition Combat Reflexes
Kinetic Absorbtion Damage Resistance vs. Crushing (common) +4
Night Vision Night Vision
Regeneration Regeneration, Regrowth
Skeletal Enhancement Damage Resistance vs. Crushing (common) +4
Telepathy Telepathy power +IQ, Racially learned skill Telereceive at IQ, Racially learned skill Telesend at IQ
Total Healing Rapid Healing (may be redundant with Regeneration)
Ultravision Field Sense, Magnetic Sense, Spectrum Vision
Will Force Strong Will +1, Racially learned skill Meditation at IQ

Disclaimers

Gamma World and the Gamma World universe are registered trademarks of TSR Corporation and Wizards of the Coast, Inc. Neither TSR, Inc. nor Wizards of the Coast, Inc. is in any way affiliated with, nor have they endorsed, this site.

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games."

Notice

GURPS is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

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Richard's Index > Cool Regime Change > Grimman Conversion Notes

Copyright © 2003 by Richard C. McCluney, III
Revised: October 7, 2003
URL: http://members.aol.com/richm90071/CRCGrimmanConversion.html