
Version 0.8.0
Last update:
2005-May-12
GURPS is a
trademark of Steve Jackson Games.
No challenge to that trademark is expressed or implied. This site is
not endorsed in any way by Steve Jackson Games.
AD&D and (probably) Planescape are
trademarks of TSR, Inc., or whoever owns them this month. No challenge
is expressed or implied, blah blah blah. This site is not endorsed in
any way by TSR, Inc., Wizards of the Coast, Hasbro, Microsoft, or any
other past, present, or future purchaser of TSR, Inc.
Contents
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- General Introduction to GURPS Planescape
- About the Conversion
- Background Assumptions
- Handy References
- What's New
-
-
- Creation
- Advantages and Disadvantages
- Alignment, or Lack Thereof
- Primes, Planars, and Petitioners
- Races
- Factions
- Conversion Notes
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- System Options
- College Correspondences
- Effects of Planes on Magic
- Magic Items
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- General Notes
- Alignment, or Lack Thereof
- Specific Planes
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- General Conversion Suggestions
- Specific Creatures
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- Portals, Conduits, Gates, and Planar Pathways to
other Planescape and assorted relevant Planescape information
on the web.

Planescape is a campaign setting that was published by TSR
(and later Wizards of the Coast)
for 2nd edition AD&D between 1994 and 1999. In my opinion
Planescape is a fascinating setting full of great adventuring
potential. It describes the multiverse of the Inner and Outer Planes;
this setting includes not just one world, but a multitude of infinte
planes, each of which are different in character and frequently in the
very laws of physics. There's more to Planescape than grandeur of scale
and variety of setting, although already that makes it a great setting
with much opportunity for adventure. There's also a unique tone and
feel to the Planescape setting. It's certainly not just "yet another"
high fantasy setting for a hack & slash game. Nor is it even "just
another" more mature fantasy setting for the sort of medieval intrigue
and roleplay you'd expect. Certainly there can be combat, and there is
most definitely opportunity for roleplaying and intrigue. What makes
Planescape different from more traditional medieval fantasy worlds is
that in the planes, philosophy becomes tangible. Although brute force
has its place, and is still effective, ideas are paramount, and
convincing others to share your philosophy and ideals can change the
very geography of the planes.
Notice that so far I've spoken only of the Planescape setting, and it
should be clear by now that I'm fond of it. Unfortunately, I'm not
quite as fond of the AD&D rules system (at least, as of the 1st and 2nd
editions). If you are, more power to you; go play Planescape the way it
was originally written. You don't need GURPS Planescape. I,
however, do. I don't even own, nor have I read, the core rules from 2nd
edition AD&D. I am quite familiar with 1st edition AD&D, as I played
that for years. As a rule system, while I still play it as a player,
it's no longer my first choice as a system in which to GM games. There
are other systems which I do like, and GURPS is one of those. In my
opinion, the Planescape setting stands on its own, and could serve as an
excellent setting for other rules sets. Ergo, GURPS
Planescape.
(If I am not restrained, I may one day also produce a document
entitled Fudge Planescape).
About the Conversion
Stated simply, the purpose of GURPS Planescape is to provide
the information necessary to use Planescape as a setting for a GURPS
game. This is the key: setting=Planescape, rules=GURPS.
I'm not trying to convert AD&D (or D&D/3e) rules to
GURPS. My goal is to keep the general nature and character of the
setting intact, but not every last mechanical detail. Since Planescape
was written using AD&D rules, some things simply won't directly
transfer. Characters might not be exactly as powerful or effective
relative to each other or relative to a given monster under one rules
set as they are under the other. I do not worry overmuch about this. I
try to make it so that weak individuals stay more or less weak, and
strong individuals stay more or less strong. For a game, that should be
good enough. Where the details of a specific ability can't translate
directly into GURPS terms, I try to replace it with an ability that does
work under GURPS, and which represents the same general idea. I won't
get hung up over how to deal with the fact that such-and-such creature
is 85% resistant to first level spells. Instead, I just give it an
appropriate amount of magic resistance in GURPS terms, and don't worry
about whether the exact in-game effects are going to be identical.
It is important to remember that my goal is not to make it so that a
GURPS Planescape game will run exactly like an AD&D
Planescape game. If that were the goal, the simplest way to achieve
it would be to just play AD&D; why bother with GURPS? Rather, the goal
is to allow Planescape to be used as a setting for a GURPS game. The
conversion should be qualitatively accurate, not quantitatively
precise.
This conversion will contain very little setting background
information; it is just the adaptions of the rules necessary to make
Planescape work with GURPS. For background information, refer to
the TSR Planescape line. Unfortunately, the entire line is out
of print at this point, and the setting is no longer supported. WotC
(or whoever owns them) may make noises that the setting is effectively
supported in D&D/3e, but it's not. The D&D/3e Manual of the
Planes refers to a lot of the same places as you'll find in
Planescape, but that book is really about running a general multiplanar
game. As mentioned above, Planescape is more than just the collection
of all the planes: it is as setting that had its own tone, unifying
themes, important characters, and so forth. A generic Manual of the
Planes which refers to the same places is no more Planescape than a
generic book about vampires in the modern world would be Buffy the
Vampire Slayer.
Background Assumptions
I'm operating on the assumption that the "Planescape Canon" is
defined by those products released between 1994 and 1999 as part of the
Planescape line. My Planescape collection is fairly complete.
After finding a shelf-worn copy of On Hallowed Ground at a local
game store (finally!), bought new at prices cheaper than what you find
used on the net nowadays, I've got everything published in the line
except for a couple of the adeventures. (I also don't have "Warriors of
Heaven" or "A Guide to Hell". I'll try to find them someday, but it was
clear from the advertising and press that by then WotC was feeling
faintly embarassed by the Planescape setting, and as such was
apologetically trying to make those books more "planar adventuring"
books. They may still have useful source material for Planescape,
however.)
This conversion assumes a pre-Faction War Sigil. Faction
War changed the political landscape of Sigil pretty significantly;
it was also one of the very last products released in the line. Most of
the supporting information out there for Planescape is for the setting
before that adventure, although a whole lot of it (i.e. everything that
doesn't have to do with Sigil, and even much that does) isn't changed by
that adventure. However, factions and such given GURPS rules herein are
all assuming the setting that was supported by most of the line, and
ignores Faction War. It is left as an exercise for the reader to
change the conversion if you are running in a setting after that
adventure.
On the GURPS side of things, we're talking 4th edition of the rules.
GURPS being a rules set and not a setting, you don't have to worry about
things like plot/character developments with it... you just have to
worry about new editions coming out and modifying the rules! (Which
just happened last year.)
The Planescape setting is mostly TL3 in GURPS terms, although there
are some elements from TL's 0-2 and a fair contribution from TL4 (though
not firearms). If you're playing Planescape with the default setting
and "feel," characters from Prime worlds should be limited to TL3 or
non-firearmed TL4. Sure, it's more logical to assume that there are
high tech prime worlds out there. However, that's not really a part of
the Planescape multiverse, and introducing them greatly changes the
nature and feel of Planescape. (Of course, if you want to do that, more
power to you; it's the sort of thing GURPS is good at. Heck, you could
probably integrate the whole thing into the "Infinite Worlds" setting,
either by saying that the Planescape cosmology is attached to one of the
parallel Earths of the Infinite Worlds, or by saying that all the
parallel Earths are spread about on the Prime Material Plane. You may
even find much of this conversion to be of use to you for any of these
sorts of ideas, even though I'm assuming you aren't doing that when I
make the conversion.)
Handy References
Players
As with any Planescape game, players who wish to play planars or
other characters familiar would do well to acquire The Planewalker's
Handbook. At the very least, they should borrow and read their GM's
copy of "A Players Guide to the Planes" that comes with the core
Planescape boxed set. On the other hand, if the player is a
prime who is new to the setting, he doesn't need to read anything about
Planescape specifically.
From a rules point of view, the minimum that a player would need to
know is covered in GURPS
Lite, the free 32-page version of GURPS which may be downloaded
over the web. That presents a workable introduction to GURPS and should
be enough to get players creating characters and playing the game, with
some feeling that they have a clue what is going on. For more depth,
players will want the "Characters" book of the GURPS Basic Set,
and perhaps GURPS
Magic.
GMs
A GM needs, at bare minimum, the core Planescape boxed set and
the GURPS Basic
Set (both volumes). Because this is a magic rich fantasy setting,
a GM is almost certainly going to need GURPS Magic.
Finally, GURPS
Fantasy may have some useful material and ideas.
What's New
May 12, 2005 (Version 0.8.0)
December 25, 2002 (Version 0.7.14)
Modify the Bariaur template to give them a split strength for
upper/lower body, with the lower body ST being two points higher than
the upper body ST. (This gives "normal" values in line with a largish
goat as per GURPS Bestiary.) This raises the cost of the male
Bariaur template by 4 points and the cost of the female Bariaur template
by 8 points.
..., 2002 (Version 0.7.13)
August 27, 2002 (Version 0.7.12)
November 10, 2000 (Version 0.7.11)
Added the World Jumper advantage, which will eventually affect
the Baatezu templates (when I get around to it).
Added some more monsters, including a
template for the Githyanki.
Added Planescape-specific long-distance modifiers to the Magic chapter.
September 14, 2000 (Version 0.7.10)
- Added some creatures to teh Bestiary
chapter (Gerheleths, Trolls).
July 7, 2000 (Version 0.7.9)
May 15, 2000 (Version 0.7.8)
May 9, 2000 (Version 0.7.7)
- Changed the color scheme and added some gratuitous "metal" graphics.
(I think black on white is more readable than light on black; what
do you think?)
- Price of "Portal Sense" decreased to 15 points
- Fated overlay altered (price now 0 instead of 4 points)
- Added remaining factions:
Signers, Sensates, Ciphers, Chaosmen
- Minor edits
- Added some things to the Planes chapter,
including some information about the Ethereal.
March 26, 2000 (Version 0.7.6)
- Added to the list of faction
overlays: Guvners, Indeps, Hardheads, Red Death, Anarchists.
- Added the faction-specific "Mercykiller Attack" and "Faction
Masquerading" advantages to the Characters
chapter.
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