Pathfinder eidetic memory6/8/2023 I know, some other players, I think, also know, our characters are more or less piecing it together. (Yes, we’re totally doing “Harlequin” at the moment. Bonus points for not killing anybody, extra bonus points for not getting detected by any person/sensor/spirit/whatever else they might have there. The purpose of all of this: get to heart of the jungle, to a well hidden plantation, sneak in, steal a flower, leave a chip, and sneak out. Graham Green, an older gentleman from Fonte Boa who was supposed to get us as far up the Amazon as possible (so, up to a half of his fuel tank, of course). There we got on a small plane with our contact, Mr. A smuggling chain got us from Chicago to Kansas City, to Cuba, to a tanker ship somewhere on the Atlantic, to an old USSR jet, to some remote village to the west of Macapá, to the Amazon river, to Manaus, to Fonte Boa. Knows pretty much everybody in the worst parts of the city and goes for drinks with most of the gangers in Chicago.Īfter a long trip from Chicago to Amazonia, perfectly organised by Anson Helm, one of the best fixers alive, our little party got the the point in the journey where we had to start fend for ourselves. Runs up the walls with the speed of a moving car, noiselessly and invisibly. A physical adept, ex-ganger, martial arts and B&E specialist. Treat attacks that require a Fortitude or a Reflex save as Afflictions resisted by HT or Will.The most Chicagoan to ever Chicagoed. ![]() These should be derived as normal for GURPS Attacks Afflictionsįor attacks that require a reflex save, a Dodge roll should be required to avoid the attack. Worn armor should use standard GURPS armor types. GURPS DR = (d20 "natural armor" bonus) / 2 Use the following formula for the creature's "innate" armor: Speedĭerive from DX and HT as normal for GURPS Move SM DR Will Per FPįP should generally be set equal to HT. Hit Points should generally be set equal to ST. Regardless of how high the HT score is rolls of 17 and 18 are failures with 18 a critical failure. GURPS DX = 10 + d20 Constitution Modifierīig monsters in D&D have high Constitution scores since Constitution determines hit points. GURPS IQ = 10 + d20 Intelligence Modifier HT GURPS DX = 10 + d20 Dexterity Modifier IQ Increase their GURPS ST based on their d20 size category: d20 Size Category Larger creatures will end up comparably weak with this formula. Use the following formula for Medium-sized and smaller creatures: Adolf Hitler by contrast used the skills Performance, Psychology, and Public Speaking to ''simulate'' Charisma. Note: Of the examples given in the DMG1 (Julius Caesar, Napoleon Bonaparte, and Adolf Hitler) only the first two actually has Charisma as GURPS defines it. Note, however, that conversion work cannot be an exact science - if you don't think something quite fits for a particular monster, change it! Quick Reference Table D&D AttributeĬombat Reflexes Flexibility Certain Talentsīasic Speed: (HT+DX)/4 (Extra) Hit Points (bonus) Fatigue PointsĪcute Senses Eidetic Memory Certain TalentsĪcute Senses (adj), Common Sense, IntuitionĬharisma, Appearance, Certain Talents, can be "faked" with certain skills. Online stat blocks for such creatures can be found here: This article attempts to create conversion guidelines for creatures written for the D&D 3E/3.5, d20, and Pathfinder rules. This material is used here in accordance with the SJ Games online policy. GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. ![]() ![]() This material is not official and is not endorsed by Steve Jackson Games. The material presented here is the original creation of the contributors, intended for use with the GURPS system from Steve Jackson Games.
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