The conversion of characters


Sometimes you will want to convert a character from one game to another, or even from one genre to another. If you are lucky, the involved games have conversion rules, either to buy or on the net. If not, the following guidlines could help you to get started in your conversion-frenzy. It’s not always satisfactory to convert strictly to one system to another without fudging, since the systems handle diferent aspects differently. Or maybe the worlds differ slightly (unles you are converting an entire campaign to a new system… but then again, if you do this it’s propably because the used system wasn’t satisfactory) and character converted ”by the numbers” don’t fit in. Therefore three levels of conversion is included and commented. The first level is that of the direct, numerical conversion, the second is a conversion to a new campaign in the same genre, and the third is a thematic conversion.

The Numerical approach:

This method can be both the easiest and the hardest, depending on the systems involved. The key is to convert what the character can do in real world terms (he can lift so and so much, jump that far, has an IQ of 98 and so on). Then find out how much he would need in the new system to accomplish this. When it comes to skills and other values with no measurable real world values, find out how often the character succeeds with a given skill (empirical if you must) and then do the same as above, find out how much the character would need to succeed this often. Sometimes some fudging can be necessary, maybe a mechanic in the first system doesn’t exist in the second, or is treated entirely different. If it’s possible to fudge the character, this can be done. The second alternative is to not only convert the character, but the specific mechanic as well. Another problem to be aware of is if the systems have different levels of details, if one of the systems is rules heavy and the other is rules light. The transition to a rules heavy system to a light system is rather easy, and can be done with looking at what the character can do with all his skills, and then assign values in the new system accordlingly. For example: A GURPS character has put a lot of skills in the Martial Arts package Tae Kwon Do. For some reason he decides to convert to a Marvel Super Heroes character (original game). Since the Marvel game hasn’t got a lot of maneuvers and skills, the player simply reads through the different Martial Arts (A through E), and decides that the style called Martial Arts B is the one that suits him best, maybe combined with a slight raise in the ability Fighting. The transition from a light system to a more rules heavy system is a bit harder, since you have to add detail, not remove it, as the case was in the previous example. As a rule: The better the character is described in words, the easier the conversion is. The basic rule still remains though: Find out what the character can do in real world descriptions, and then use that the construct the character in the new system.

A new campaign, same character

The point here is when you have played with a character in one type of campaign, on a certain level, and then you decide to convert him to a new campaign, with a new system (actually, these guidelines can be used even if you decide to keep the system). A fairly straightforward example would be if you had a street-level Marvel-campaign, using characters like Daredevil, Punisher and the likes. Now, the GM decides to elevate the campaign to a campaign of cosmic proportions, using the old DC system. Now, you could use the conversion guidelines above (or one of the more exact conversion-rules found scattered around the net), but chances are that your converted character finds himself quite a few steps below the other characters of the campaign on the cosmic ladder of power. The solution would be to raise (or lower, where applicable) the overall power of the character, and this can be done in (mainly) two ways. Raising a specific power or attribute and, second, making an ability, power or skill more versatile. Of course these two can be combined. To exemplify both options let’s look at a character called Firehawk. He is a super with the powers of flight and flameprojection. He is raised on the street and therefore has some knowledge about how to take care of himself. He can fight a little and is rather streetwise. With a maximum flyingspeed of 50 km/hr, not to maneuverable, and a fireblast that is more intimidating than lethal, he is well suited for street level superheroics. Now, the GM recieves a blow to the head, and suddenly decides to turn the campaign into a campaign where most of the characters are on par with Justice League or the top half of the Avengers. In an unaltered state, Firehawk wouldn’t have much to say in such a campaign, so let’s pump him up a little. The first thing would be to speed him up a little. How much would depend on a) how fast he was in the former campaign, compared to other flyers. If he was the fastest flyer around, then he should be so this time as well. His maneuverability could also be worth looking into, even though this is not mandatory. Now, what to do with that flame projection. First, I choose to beef it up so that it is more useful in combat with other superbeings, and second, I want it to be more than just the ability to project a blast of fire. To do this I add some fire control (available at your local super heroic roleplaying game), and perhaps some resistance to fire. With his two main powers done, what more can be done? Well, there is always the possibility to go with his name and give him some basic communication with birds. Or you could make him well trained in some exotic martial art. The whole thing depends on where you want the character to go. Is he a mutant, just keep the raised flameprojection, flight and the added firecontrol. Is he some avatar of fire? Raise his firerelated powers even more. Is he some incarnation of some phoenix-inspired spirit/god/djinn/ whatever? Give him perhaps communication with birds on top of the ”basic package”. I hope you get the big picture here. Just remember, there is more to beefing up a character than just raising attributes.

Thematic Conversion

Now, this type of conversion is on the border between converting a character and creating a new character. This happens when you change both system, campaign and genre, but still want to keep your character (one plausible explanation could be that there is some kind of reincarnation going on, where you always are reborn as a similar character). To do this, you must carefully think about what role/ niche the character fills in the present campaign. Also, as you did in the example above, try to find out how well the character does in different areas compared to others. Is he the best fighter? What does he do in society? Is he liked/ disliked/ trusted etc? Is he mysterious? Is he well adapted to a life outside of society and it’s comforts (whatever they may be)? When you know where your character stands, look at the new campaign/ system/ genre, and find out how the campaign relates to the different aspects of the character. For example, if you played a wizard in a fantasycampaign, and wants to play a similar character in a hard sci-fi setting without magic, how would you do? First, look at magic in the first campaign. Is it a force exploited and used regularly to make things work in society, then maybe the new character could be turned into a scientist. If magic is an unknown force, and it’s practioners not entirely trusted, then maybe the new character could be a part of a secret organisation who has contats everywhere. Somehow, nobody know how, he just makes a few calls, and door opens, items appear where they shouldn’t, secrets are revealed etc. Is the character a fierce fighter in a combat oriented campaign, how wont ever refuse a challenge, and he is to be ported to a campaign centered around trade and intrigue. The worst thing to do would be to give the new character a lot of combat skills. Instead, make him a greedy and ruthless broker, who never gives up a good deal when he sees it. The look in the eyes of his negotiating opponents when he enters the room is not to different from the look in the eyes of his victims when he entered the gladiatorial arena, so long ago.

Conclusion

To round this up, the important questions to ask when converting a character, either to a new system, a new campaign or a new setting/ genre, is always to ask: Who is this character, what can he do and how is he in relation to others? When this is known, the task of converting a character is so much easier.