By Vanuc

System to convert GURPS to Fading Suns



Vitality is figured base 7, using the Fading Suns mortal 5. After that vitality is added (base vitality 3, yielding 10...base HT in GURPS.)

Armor is as listed in GURPS main book:
FS Name GURPS Name Blunt Cutting Imp Fire Cost
Padded Clothing Winter Clothing 0:0/1 0:0/1 0:0/0 0:0/0 0
Heavy Clothing Padded Cloth Armor 0:0/2 0:0/2 0:0/1 0:0/0 0
Leather Jerkin Heavy Leather 3:1/2 3:2/2 2:2/1 1:2/0 0
Studded Leather n/a 2:1/1 3:3/5 1:2/3 1:1/0 0
Scale Mail Scale Armor 3:2/1 3:3/3 3:2/1 3:3/0 1
Half Plate Half Plate 3:3/2 4:4/1 4:3/2 4:5/0 2
Chainmail Chainmail 3:1/3 3:4/0 1:1/1 3:4/0 2
Plate Armor Light Plate 4:5/1 4:6/0 4:6/0 4:6/0 3
Synthsilk n/a 3:0/4 3:0/4 3:0/4 0:0/0 7
Stiffsynth n/a 4:1/4 4:1/4 4:1/4 0:0/0 7
Ceramsteel n/a 5:20/1 5:20/1 5:20/1 5:20/0 12
Polymer Knit(e)*** Light Kevlar 2:0/4 2:2/2 1:0/2 1:1/0 6

A:B/C

A=PD

B=DR Hard

C=DR Soft

***energy shield may be worn over this armor

Layering adds DR, but not PD. The metallic armors are already considered to have heavy clothing underneath them. The GM should moniter for munchkins.

Player Damage

Subtract the hard DR of the armor from the damage. If damage goes through, convert X points of damage into bruise damage, where X is the soft DR of the armor. If damage is greater than the soft DR of the armor, apply the rest as lethal, adding damage type multipliers.

Armor Degradation

Subtract the hard DR of the armor from the damage. If damage goes through:

1) If the damage is cutting or burning: subtract remaining damage from the soft PD of the armor, this is the new soft PD of the armor. To find the new hard DR of the armor take (hard DR-1/4(damage-hard DR)).

2) If the damage is crushing: no armor degradation

3) If the damage is impaling: Take (hard DR-(damage-hard DR)), this becomes the new hard DR of the armor. To find the new soft DR of the armor take (soft DR-1/4(damage-soft DR))





Weapons are as in the GURPS main book and supplements.

Base weapon damage, melee damage:
FS Name GURPS Name Type dmg. Amt dmg. STR SIZ Cost
Knife Small Knife cut 1d-3 1 S 0
" imp 1d-3
Dirk Large Knife cut 1d-2 2 M 0
" imp 1d-2
Main Gauche 2 M 0
Rapier Rapier imp 1d-1 3 L 0
Broadsword Thrusting Broadsword cut 1d+1 4 L 0
imp 1d
Scimitar Saber cut 1d 3 L 0
imp 1d-1
Two-Handed Sword Greatsword cut 1d+3 6 XL 0
imp 1d
Axe Axe cut 1d+2 5 L 0
Club Small Mace cr 1d+2 2 L 0
Mace Mace cr 1d+3 3 L 0
Flail Flail cr 1d+4 4 L 0

Artifact Weapons
Wireblade
Flux Sword
Mist Sword

Thrown Weapons
FS Name GURPS Name Type DMG AMT DMG STR ROF Range SIZ Cost
Knife Knife imp 1d-3 3 2 5/10 S 0
Dart n/a imp 1d-4 2 2 5/10 XS 0
Rock Rock cr 1d-3 1-3 2 5/10 XS-L 0

Bows and Crossbows
Hunting Bow Regular Bow imp 1d-1 4 3 20/30 M 0
Long Bow Long Bow imp 1d 6 2 40/60 L 0
Target Bow Short Bow imp 1d-2 3 2 30/40 M 0
Crossbow* Crossbow imp 1d+2 3(6) 1 20/30 M 0

Take this base damage and add or pull of your strength, rounded down

*crossbows do not add strength.

Slug Guns
FS Name Type DMG AMT DMG Goal RNG Num Shots ROF SIZ Cost
Derringer cr 1d -1 5/10 4 2 XS 1/1
Lt Revolver cr 2d-1 0 10/20 6 3 S 1/1
Lt Autofeed cr 2d-1 0 10/20 13 3 S 1/1
Med Revolver cr 2d+1 0 20/30 6 3 S 2/1
Med Autofeed cr 2d+1 0 20/30 10 3 S 2/1
Hev Revolver cr 3d 0 30/40 6 3 M 3/1
Hev Autofeed cr 3d 0 30/40 8 3 M 3/1
Assult Rifle cr 5d 0 50/60 30 3(a) XL 3/1
Sniper Rifle cr 5d 0 50/70 5 2 XL 3/1
SMG cr 3d-1 0 30/40 20 3(a) L 3/1
Shotgun cr 4d/8d 0 20/30 7 2 L 3/1

Energy Weapons
Palm Laser imp 1d6 0 5/10 7 2 XS 3
Laser Pistol imp 2d+1 +1 10/20 15 2 S 5
Laser Rifle imp 5d +1 30/40 23 2 XL 7
Assult Laser imp 6d +1 20/30 20 2 XL 8
Blaster Pistol** cr 5d 10/20 10 1 S 7
Blaster Rifle** cr 7d 20/30 15 1 XL 9
Blaster Shotgun** cr 7d +2 10/20 8 1 L 10
Sonic Screecher imp 2d+1 +1 10/20 5 1 S 5
Flamegun cr 2d/

1d-1

+2 10/20 10 1 L 7
Stunner stun 2d-1 +1 10/20 15 2 S 4
Rockateer cr 7d -2 20/30 5 1 XL 9

**Blasters and shields don't mix, a blaster-shield explosion yields (2*weapon damage+shield remaining hits) to shield wearer and blaster firer.

Energy Shields

Energy Shields work like in Dune, they have a bad reaction to blasters (see above). Other than that, shields work like armor, stiffening at impact points.
Shield Type Activation Energy PD DR Hits Cost
Standard 3 4 15 10 5
Dueling 3 4 15 15 7
Assult 3 5 22 20 15
Battle 3 6 30 30 25


PD and DR is as listed for all damage exept fire. Fire PD is the same, DR=0

PD in Fading Suns modifies your dodge+dex in a positive direction

e.g. Dave is dodging an axe, he is wearing a standard shield. His dex is a 3, and his dodge is a 5. His dodge target number is a 12. Not bad, but not great either.