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GURPS® to Active Exploits Conversion Notes for converting characters from GURPS.
The following information should assist in moving characters from GURPS® to Active Exploits Diceless Roleplaying.
Abilities
Attributes in GURPS must be converted to abilities. First determine the abilities to which attributes correspond. If one is listed as non-existent, use your best judgement.
AE Ability | | GURPS Attribute | |
fitness | | average of strength and dexterity | |
awareness | | non-existent | |
creativity | | non-existent | |
reasoning | | intelligence | |
influence | | non-existent | |
ESP | | psi power | |
Some flairs may also be applied at the director’s discretion.
AE Flair | | GURPS Attribute | |
fitness: muscle | | strength | |
fitness: dexterity | | dexterity | |
awareness: hearing | | acute hearing/hard of hearing* | |
awareness: taste/smell | | acute/bad taste & smell* | |
awareness: vision | | acute vision/bad sight* | |
awareness: cognizance | | alertness* | |
awareness: instinct | | danger sense/intuition* | |
creativity: harmony | | musical ability* | |
reasoning: numbers | | lightning calculator/mathematical ability* | |
reasoning: memory | | eidetic memory/absent-mindedness* | |
influence: appearance | | appearance* | |
influence: charm | | charisma* | |
* Use your best judgement when characters possess the indicated GURPS advantages/disadvantages.
Next, consult the table below to determine the relevant ratings for each ability. The Discipline aspect is determined by the health attribute.
GURPS Rating | | Ability | | Special Ability | | Aspect | |
1-4 | | -1 | | 0 | | 0 | |
5-9 | | 0 | | 0 | | 1 | |
10-11 | | 0 | | +1 | | 2 | |
12-13 | | +1 | | +1 | | 2 | |
14-15 | | +1 | | +1 | | 3 | |
16-17 | | +2 | | +2 | | 4 | |
18-20 | | +3 | | +3 | | 5 | |
21-24 | | +4 | | +4 | | 6 | |
25+ | | +5 | | +5 | | 6 | |
Skills
Skill descriptions can either remain the same or be consolidated into skills from the AE core rules. Consult the table below to determine skill ratings.
GURPS Rating | | AE Rating | |
3-6 | | unskilled | |
7-10 | | novice | |
11-14 | | proficient | |
15+ | | expert | |
Principles and Convictions
GURPS’ advantages and disadvantages can be converted to AE’s principles or convictions. Simply consult the table below.
GURPS Advantage/Disadvantage | | AE Principle | | AE Conviction | |
compulsive behavior | | faults | | beliefs, fears, temptations, or triggers | | delusions | | faults | | beliefs | | addiction | | faults | | temptations | | alcoholism | | faults | | temptations | | miserliness | | codes, faults, or objectives | | values or temptations | | vow | | codes or objectives | | values | | code of honor | | codes | | values | | impulsiveness | | faults | | triggers | | greed | | faults | | temptations | | paranoia | | faults | | beliefs or fears | | phobias | | faults | | fears | | bad temper | | faults | | triggers | | sadism | | faults | | temptations | | shyness | | faults | | fears | | bloodlust | | faults | | triggers or temptations | | honesty | | codes | | values | | kleptomania | | faults | | temptations | |
Gimmicks
Some of GURPS’ advantages and disadvantages can also be converted to AE’s gimmicks. Consult the table below.
GURPS Advantage/Disadvantage | | AE Gimmick | | absolute direction | | internal compass | | absolute timing | | internal clock | | allies | | connections | | high pain threshold | | tolerance to pain | | immunity to disease | | immunity | | language talent | | multilingual | | legal enforcement powers | | authority | | military rank | | military rank | | peripheral vision | | peripheral vision | | rapid healing | | regeneration* | | longevity | | longevity* | | toughness | | natural armor | | wealth | | wealth | | dependents | | dependents | | enemies | | enemies | |
* See The Shaded Veil.
GURPS is a registered trademark of Steve Jackson Games Incorporated and available at www.sjgames.com.
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