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23

At the risk of answering the question before it has been clarified... No. Seriously, you have several uphill battles: Classes/levels versus skills and advantages/disadvantages -- leveling up is very different between D&D (leveling up gives new prescribed powers and increases hit points, generic base attack bonus, and certain saves) and GURPS (where ...


13

GURPS models quite a few things very well, but an AI that doesn't live in a traditional 'body' isn't one of them. In GURPS, your body and your mind are inextricably linked (at least at character creation), and your point value is based on a combination of what your mind and body let you do. Because of this, GURPS is very poor at modeling 'infomorphs' that ...


7

You use your TK level in place of your ST when using TK at a distance. Right before that line that's tripping you up, the advantage explains this, albeit very quickly: You can manipulate distant objects just as if you were grasping them in a pair of hands with ST equal to your Telekinesis (TK) level. So anywhere that Telekinesis refers to ST in ...


5

Something that might solve the problem a different way is the GURPS Dungeon Fantasy line. This is a set of supplements that use GURPS' flexibility to implement a D&D-style fantasy game. It doesn't have big settings like Eberron or Forgotten Realms, but people use D&D settings with it quite successfully. The basic way it works is to provide GURPS ...


5

If you want to throw Missile Spells you use the Skill Innate Attack with the Missile specialization, likewise there is a Beam specialization for Beam Spells. You find the Skill Description in the Basic Set.


4

Yes, it has No Manipulators. It's connected into a network where it can remotely access manipulators, but it has none of its own, personally. Consider what happens when it for some reason can't access the network: does it have manipulators now? No, the No Manipulators disad would assert itself, and in a SS13 scenario that might be very relevant at some point!...


3

The correct GURPS skill for doing this is Linguistics. That's the study of the principles of languages, and you can use it to speed up learning a language from proper training materials. It's clearly the right skill for this job, but how fast you'll be able to do it depends on how much material you have in the new language, and if you have any bilingual ...


3

I see no reason in GURPs or SS13 that they'd be able to resist the law upload. Reprogrammable allows no form of resistance, and the AI upload console can only be "resisted" by turning on the turrets. Of course, things like SoP mean no one -should- be uploading new laws to them without a really good reason and/or permission from NanoTrasen. The other form ...


2

Sadly the 4th ed lite rules dropped the magic section from 3rd ed. So go get the GURPS 3th edition lite rules and plunder the Magic section (p30-31). You have enough there to create the Human Torch (all the fire spells), Iceman (instead of fire use ice), Wolverine (continuous Minor healing), Quicksilver (Haste), ...


2

For spells like Fireball, Lightning, Ice Missile, and Stone Missile, which innate attack to use is explicit. If this isn't the case for your Ritual Path Magic (built like a Power, as I recall), double check with your GM -- though as a GM, I'd rule that it should use the innate attack that makes sense. If the ritual creates a missile, it'd use the "Innate ...


2

If the AI has Reprogrammable and Slave Mentality, then it has to obey orders to the letter. If it is Reprogrammable, but does not have Slave Mentality then it can interpret its orders creatively, see p150-151 of the 4e Basic Set. However, p151 says: This trait is most appropriate for golems, mindless undead, robots, and similar automata. It is rarely ...


2

No, you don't have to pay for it again. You've paid for it up-front. GURPS never asks for you to pay for things twice in character points: they're a metagame idea that's not supposed to be (too) visible within the game. GURPS also subscribes strongly to Rule Zero (There is a GM, and s/he is sensible) and doesn't try very hard to write rules to resist ...


2

AFAIK Evaluate has no explicit conditions that will cause the bonus to be lost, but it is also a minimally-described rule, so I would say it is very ripe for reasonable GM rulings and house rules to develop it. There are of course many situations which will prevent or discourage the bonus from being used, which are much more apparent if you are playing with ...


1

My very limited experience runs only in the opposite direction: Converting primarily the PCs of an existing game from one version of D&D over into GURPS. (This would have been in the early 90s, so it was probably 2nd edition AD&D to 3rd edition GURPS, but I doubt this will matter.) In that limited sense, we had some success, because the GURPS ...


1

There's a comprehensive Astral Projection power in GURPS Psionic Powers, p26-30, including the Astral Travel ability, which is what provides the "leave your body behind and travel the planes" ability. It comes in six levels: level one is 28 points, but rather limited, while level six costs a total of 80 points, but is comprehensive. While this is written ...


1

A way to get this to make a story is with a literal plot device, a McGuffin. The PCs are recruited and briefed for a mission to the Mist Realm. The objective is to recover the McGuffin, which their sponsor wants. He doesn't know exactly where it is, but he has a clue: he thinks the inhabitants of a village in the Mist Realm will know where to find it, and ...



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