The Whispering Vault/GURPS Conversions

So far all I've done is a conversion for Whispering Vault NPCs to GURPS, but considering that this includes Mortals, Shadows and Unbidden, that's something anyway. Consider them new enemies for your Cthulhupunk campaign.
This conversion requires a bit of abstract assignment by GMs, but that is because the Whispering Vault is a very abstract game and GURPS is a very solid one. A direct conversion is nigh impossible.

GURPS Stats > Whispering Vault Stats
Strength - Based on WV-Strength/Damage done by attacks. See below.
Dexterity - Based on Initiative and Defend. See table below.
IQ - See below.
Health - 4 + (3 x Fortitude).
Hit Points - Based on Vitality. See table below.

Advantages & Disadvantages

Skills

Combat Skills are based on Attack, using the details below. The resultant skill level is usually assumed to be in Brawling, though it could be in another form of combat at the GMs discretion. Where it is obviously in a weapon form (A Thritch Kalvarrs' Fetid Blade or a Ghann Galoweys' Hook/Noose), then give the relevant weapon skill at the indicated level.
Other Skills can be given as deemed appropriate, generally at IQ level. For example; this would include Alchemy for a Thritch Kalvarr, Stealth for a Bazreth, or TV trivia for Rethrett.

WV Strength/Damage to GURPS Strength
WV-Strength/Damage (hereafter just referred to as "Damage") converts to Strength in the following way; A Damage score of 1 or 2 converts to a Strength score of 10 or 13, respectively. Each additional point of Damage adds four to Strength, so Damage 3 gives Strength 17, Damage 4 gives Strength 21, etc. If the creature being converted has multiple Attacks which each have different Damage scores, then these are either averaged before working out Strength, or each listed separately to refer to different body parts having different Strengths, or the most appropriate one (in the eyes of the GM) is used.

Initiative and Defend to Dexterity
Dexterity is determined by putting the Initiative and Defend scores through a simple formula.
Dexterity = (Initiative + Defend)/2 (rounding down)
If this value is:

Intelligence
IQ does not have a counterpart in WV, so it must be determined by the GM based on the description of the creature being converted. Animalistic creatures, including Beast-level Unbidden, will have an IQ in the range of 2-5. More competent creatures, like Rethrett will have an IQ from 6-9. Humans and others of similar intellect (Bazreth) will have an IQ in the region of 10-12. A few Shadows and humans and almost all Unbidden in Stranger or Architect form will have IQ scores of 14+, with 20+ only being achieved by truly ancient Unbidden. Determining Alertness and Will first may help to determine an IQ level.

Vitality to Hit Points
Vitality is converted into Hit Points, regardless of Fortitude or Health. It is then compared to Health to determine the level of Extra or Reduced Hit Points, as described above. Use the following table to do the conversion:
Vitality Hit Points
1 4
2 6
3 8
4 10
5 11
6 12

... and so on, with each additional level of Vitality giving one more Hit Point.

Combat Skills
Attack converts to the relevant combat skill (which skill is covered above) in the following way. An Attack of 8 or 9 gives a Skill level of 9 or 10, respectively. Each additional point in Attack after this adds 2 to the Skill, so an Attack of 10 gives a Skill of 12, an Attack of 11 gives a Skill of 14, and so on.


SAMPLE CONVERSIONS

Minor Character from WV to GURPS
ST: 10 [00] IQ: 10 [00]
DX: 10 [00] HT: 10 [00]
Advantages & Disadvantages: None
Skills: Brawling-9 [.5 points]
A standard face-in-the-crowd, now in GURPS, built on 0.5 points.


Now lets try a Primary Character


Primary Character from WV to GURPS
ST: 17 [100] IQ: 14 [45]
DX: 15 [60] HT: 16/17 [80]
Advantages & Disadvantages: Combat Reflexes [15 points]; Extra Hit Points +1 [5 points]
Skills: Brawling-18 [8 points]
A potent human indeed, to be built on 313 points, but then these are the few who can stand up to the Unseen and hold a chance of becoming Stalkers. Also, we could add a few disadvantages to take down the point total.


Lets have a look at some Shadows now.


Zelun Vhori (Ogyrs) from WV to GURPS
ST: 25 [300] IQ: 08 [-15]
DX: 12 [20] HT: 28/21 [375]
Advantages & Disadvantages: Strong Will +2 [8 points]; Reduced Hit Points -7 [-35 points]
Skills: Brawling-16 [16 points]
Suitably horrific, I think, at 669 points. Fully capable of tearing the most potent human apart with ease, as indeed it should be.


One more try at Shadows.


Rethrett (Cameramen) from WV to GURPS
ST: 17 [100] IQ: 10 [00]
DX: 13 [30] HT: 16/22 [80]
Advantages & Disadvantages: Alertness +8 [40 points]; Extra Hit Points +6 [30 points]; Strong Will +4 [16 points]
Skills: Brawling/Whip-22 [16 points]
Another monstrosity capable of shreding random bystanders, this time weighing in at 312 points.


One final example now, the greatest prey; an Unbidden.


Sample Unbidden, Stranger stage from WV to GURPS
ST: 17/29 [400] IQ: 15 [60]
DX: 15/18 [125] HT: 16(17)/22(27) [300]
(there are seperated stats here to relect the Unbidden both in its mortal host and Avatar form. Points are based on greatest levels)
Advantages & Disadvantages: Alertness +0/1 [5 points]; Combat Reflexes [15 points]; Extra Hit Points +2 [10 points]; Strong Will +3/5 [20 points]
Skills: Brawling-18/22 [16 points]
Topping the scales at an awesome 951 points, this is not a creature you want to take lightly.


Okay, I think this works. Now to work out rough conversions of the powers of the basic Shadows and Unbidden.


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