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![]() Ash SaysTutorials and Rants fromyour favorite reluctant Hero!! |
10/19/2000 - Conversions to the Pulp RPG Have a fav NPC or character from some other (not so cool) game that you would like to see a Pulp Ego? Here are a couple of basic steps to convert 'em over from the darkside. (Wish I could've had half the coolness of a Pulp Ego in Army of Darkness...) Convert the attributes Okay, you bunch of ninnies, first things first. We're gonna convert the attributes of the ego. This takes a lil' math - yes, you need to know ratios...I know, I know, SHADDUP ALREADY! Thing is, we need to know what the 16 outta 18 possible means in percentile. So, take the 16, draw a line under it and put the 18 under that. Looks like a fraction, don't it? Now, put an '=' sign to the right of it. We're gonna make another fractiony looking thing on the other side. So, on the top of the new fraction, put an X. X represents the value that the 16 represents in percent of 18. So, draw your line under the X and put a 100 under it. It should look something like this:![]() Now, multiply the 16 by the 100 (this is called cross-multiplication and no, I don't understand what's happening, ask your math teacher, *sshole!) to get 1600. Multiply the 18 by the X to get 18x. So the equation looks like this: 18x = 1600. Get out your calculator and divide 1600 by 18. We aint purists round here, so go ahead and cheat. You get like 88.88 to infinity. We can't use anything but whole numbers in the system, so round up to the nearest whole, which is 89. Now, if the attribute is something like 16 strength, that converts over to 89 Meat. Do this for each attribute and you got it. I suppose you lil' whiners are cryin' now, But, Ash, whadda we do if there more or less attributes in the system we're converting from? If you have more attributes, add the values that approximate one attribute, like Dexterity and Strength to Meat, and then add the max values together. So, if your characters got 15 dexterity and 12 strength out of a possible 18 each, you add the 15 and the 12 to get 27. Add the two max values, both 18, and you get 36. Now the equation is 27 over 36 equals X over 100. If you got less, just roll for the rest. Get it? Don't make me get the shotgun... Skills=Abilities With the skills, or whatever, of the old system, just translate em over to abilities. Stay away from weapon skills, you hear me?! There is no Heavy Weapons Ability in Pulp for a reason. To get a success value, do the ratio thing with the value to beat over the dice to roll equals X over 100. Simple, eh?Items I guess your characters got some cool stuff that you want to use in the game. First, kiss your GM's *ss if yer a player. Just figure out what attributes the item effects and translate that over to be modifies (Attribute) by (How much it modifies it and positive or negative).See this wasn't as painful as you thought. Till the next sequel...shop smart, shop S Mart |
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