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.