KEY-GUR CONVERSION: GURPS 4E TIER all THE KEY -> GURPS 4E =================== Draft 0.1. Correct these numbers at the table, not in modules. Assumes Dungeon Fantasy-style heroes. For gritty 100-150 point games, run the module one tier higher than printed. TIER 1: 150-250 pts 2: 250-350 3: 350-500 4: 500+ CREATURES Attack skill 9 + Threat (max 20) Dodge 7 + Threat/2 Parry (armed) = skill/2 + 3 HT 10 + Threat/2 Hit points Frail 5 + Threat Normal 10 + Threat Tough 12 + 2xThreat Huge 15 + 4xThreat Armor (DR) None 0 Light 2 Medium 4 Heavy 6 Superb 10 Harm Weak 1d-2 Normal 1d+2 Heavy 2d+1 Brutal 3d+2 Deadly 5d+ (per attack) Damage type from the description: claws cut, clubs crush, horns and spears impale. Move Slow 3 Normal 5 Fast 8 Nerve 2d6 over Nerve breaks; or roll Will = Nerve+3. Undead and constructs with Nerve 12 have Unfazeable. Saves Body -> HT roll Reflex -> Dodge Mind -> Will roll Hard -> at -4 "Fear" effects are Fright Checks. CHECKS Roll vs the skill or attribute named. Easy +4 Normal +0 Hard -4 Heroic -8 TREASURE Printed gp x 25 = $. Tune after the first playtest. MAGIC Enchantment +N -> Accuracy +N and Puissance +N (weapons), or Fortify +N (armor). Power: Minor = basic spells, Major = spells with 2+ prerequisites, Mighty = VH spells / Great Wishes. - 1 -