Unofficial GURPS:Deadlands
The Weird West

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
 
Coordination/Trait
Gurps Attribute Score
1D4 
5 / 3
2D4 
7 / 4
3D4 
9 / 5
4D4 
12 / 6
1D6 
 7 / 6
2D6 
9 / 7
3D6 
11 / 8
4D6 
13 / 9
1D8 
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:

 
Aptitude
Character Points
1/2 
2
10 
12 
8+ 
+2 more per level 

Cognition:
Artillery = Gunnery
Arts = Artist or Sculpting
Scrutinize = Detect Lies
Search =
Tracking =

Character Creation
 
 

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.
 
 
Chip Color
Game effect
CP cost
White 
Add 1 point to your next roll. You may use multiple chips for 
1/4
Red 
Reroll your skill test,attribute test, or damage roll or reduce any damage taken this round by half. 
1/2
Blue 
Reroll someone elses skill test, attribute test, or damage roll or automatically dodge all attacks from one opponent this round. 
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