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GURPS® to Active Exploits Conversion
Notes for converting characters from GURPS.
Contributor: Precis Intermedia @Created: Feb 15, 2005Modified: Jan 16, 2019System: Active Exploits Diceless

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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