Note: This unofficial GURPS conversion is not complete. It is a work in progress. To properly use this conversion you should have the Deadlands and Gurps:Basic Set rulebooks.
Campaign Notes
Deadlands is a fairly fast and loose game. These conversion rules try to reflect that. Most characters should start in the 100 to 200 point range. The GM may opt to use some of the cinematic GURPS rules but I am including a conversion of the Fate Chips system which gives the players a more "cinematic" game.
Character Conversion
1) Convert Traits and Coordinations
Some Deadlands Traits and Coordinations convert to GURPS stats using this formula:
( (Trait/2) + Coordination ) x 1.8
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
9 / 9 |
| 2D8 | 11 / 10 |
| 3D8 | 14 / 11 |
| 4D8 | 11 / 12 |
| 1D10 | 10 / 12 |
| 2D10 | 12 / 13 |
| 3D10 | 14 / 14 |
| 4D10 | 16 / 15 |
| 1D12 | 13 / 15 |
| 2D12 | 14 / 16 |
| 3D12 | 16 / 17 |
| 4D12 | 18 / 18 |
A couple of Traits get combined since there are so many more Deadlands Traits than GURPS attributes.
ST = Strength
DX = (Deftness + Nimbleness)/2
IQ = (Knowledge + Smarts)/2
HT = Vigor
Some Traits translate into advantages or disadvantages. Simply follow these guidelines:
Quickness:
D4 = Decreased Speed -0.5 (-12 pts)
D6 = No Effect
D8 = Increased Speed +0.5 (12 pts)
D10 = Increased Speed +0.75 (18 pts)
D12 = Increased Speed +1 (25 pts)
Note: Decreased Speed is implied as an optional rule in Compendium I p.13 sidebar.
Cognition:
D4 = Unalertness -1 (-5 pts)
D6 = No Effect
D8 = Alertness +1 (5 pts)
D10 = Alertness +2 (10 pts)
D12 = Alertness +3 (15 pts)
Note: Unalertness is implied as an optional rule in Compendium I p.13 sidebar.
Mien:
D4 = Odious Personal Habit (-5 pts)
D6 = No Effect
D8 = Charisma +1 (5 pts)
D10 = Charisma +2 (10 pts)
D12 = Charisma +3 (15 pts)
Spirit:
D4 = Weak Will -1 (-8 pts)
D6 = No Effect
D8 = Strong Will +1 (4 pts)
D10 = Strong Will +2 (8 pts)
D12 = Strong Will +3 (12 pts)
2) Convert Edges and Hindrances
3) Convert Aptitudes
This part is not too hard. Simply look up the Aptitude on this chart
and give the character the corresponding GURPS skill. The amount of points
spent on the skill depends on the Aptitude level:
Character Creation
Aptitude Character Points 1 1/2 2 1 3 2 4 4 5 8 6 10 7 12 8+ +2 more per level Cognition:
Artillery = Gunnery
Arts = Artist or Sculpting
Scrutinize = Detect Lies
Search =
Tracking =
New Advantages
Light Sleeper (5 points)
This advantage is allows the .
Luck of the Irish (15 points)
This advantage is
New Mechanics
Fate Chips
This system is different from the one presented in Deadlands due to the very different dice mechanics. But it keeps the flavor of the original (I hope).
At the start of a campaign Fate Chips are distributed as described in
the Deadlands rule book. Afterwards fate chips may be bought using CPs.
|
|
|
CP cost |
|
|
|
1/4 |
|
|
|
1/2 |
|
|
|
1 |
Appendix
Calculating the odds of rolling a target number using Deadlands dice.
The function is RECURSIVE!!
(1/sides * target) = singlechance
( (1 - singlechance) * singlechance ) + singlechance = new chance
Odds of rolling a single 2 or more on 3d4
(1/4 * 3) = 0.75
((1 - 0.75) * 0.75 + 0.75 = 00.9375
((1 - 0.9375) * 0.9375 + 0.9375 = 0.99609375
Odds of rolling a single 4 on 1d4 = 0.25
Odds of rolling a single 4 on 2d4 =
(1/4 *1) = 0.25
((1 - 0.25) * 0.25 + 0.25 = 0.4375
Odds of rolling a single 4 on 3d4
((1 - 0.4375) * 0.4375 + 0.4375 = 0.68359375
Odds of rolling a single 4 on 4d4