Guide to character conversion

In order to make the character conversion process from native systems to Nexus: the Infinite City's system more transparent, this guide should be used as a general how-to on how characters get converted. However, because of the diversity of characters even within native systems, these listings should only be used as a general reference, not a hard-and-fast rule. Please keep in mind that this game accepts Original Characters Only. Also, players are encouraged to check out the GM's Character Wishlist to see if they can help diversify the characters in The Strangers.

In all cases, starting characters in Nexus: the Infinite City are translated using 150 Creation Points.

Notes:

  • Characters with time-travel powers will have those abilities stripped upon entering Nexus; there's just too much difficulty in running such characters in the setting as it is, especially alongside characters that don't have such powers.
  • It is recommended that characters do not have any supernatural shadow- or darkness-based powers.
  • Characters will not be bringing in NPC allies/associates/etc. into Nexus, unless those characters are central to the character or otherwise tied to them (e.g., familiars, et. al.).
  • Nor will characters be bringing in vehicles of their own at entry.

AD&D

Characters from the AD&D system can be converted to Nexus with some changes. AD&D attributes are roughly halved in order to find their Nexus: the Infinite City attribute score. Strength, Dexterity, Intelligence, and Charisma directly correlate to Nexus attributes and convert as above. Constitution translates into Toughness. Wisdom translates into Mind. The remaining attributes are assigned based on an average of the other attributes on its row.

Skills will be assigned values based on proficiencies' relative values and description in the character's questionnaire, as will weapon skills.

Spell-casters will have their magic converted to Powers, which may cost a large portion of the character's Creation Point budget depending on number and power level of spells.

Gold converts directly from AD&D to Nexus currency, based on the Nexus' characters equipment budget.

Birthright

Characters from Birthright convert normally as above. Those with Blood abilities will have their Blood attribute converted to an independent tertiary attribute, and the appropriate blood powers converted to Powers. Realm Spells will be also converted according to their own paradigm.

Aberrant

As with all supers, characters from Aberrant will likely need to be scaled down in order to fit within the Creation Point budget for Nexus characters. Human-range Aberrant attributes are on a 1-5 scale, and so are doubled in order to get their Nexus score. Super-attributes are multiplied by 5 and added to the relevant attribute as Creation Point budgeting permits. Strength, Dexterity, Intelligence, Charisma, and Willpower all directly correlate to Nexus attributes. Stamina becomes Toughness. Perception and Appearance are converted to the appropriate Advantage or Disadvantage. Wits becomes Mind. Manipulation becomes a skill. The remaining attributes are derived from the average of other attributes on their respective rows.

Like attributes, skills are doubled in order to get their Nexus scores. Broad skills like Melee, Linguistics, and Perform are broken up into more specific skills based on background.

Backgrounds and character background information determine the character's Advantages and Disadvantages.

Quantum is converted as a tertiary attribute, and Quantum Pool and Taint are converted as relevant Power Pools. Otherwise, they function normally.

Mega-attribute Enhancements and Powers are converted to Nexus Powers as Creation Point budgeting allows.

D&D 3.0/3.5

All D&D attributes are roughly halved in order to find their Nexus: the Infinite City attribute score. Because Nexus implements racial maxima for attributes, some high-level characters will have their attributes scaled further in order to account for super-human attributes found in D&D characters. D&D Strength, Dexterity, Intelligence, and Charisma directly correlate to Nexus attributes and convert as above. Constitution translates into Toughness. Wisdom translates into Mind. The remaining attributes are assigned based on an average of the other attributes on its row.

D&D skills are also on a rough 1-20 scale, and so are halved to calculate their Nexus score. D&D characters are also assigned weapon skills based on their Base Attack Bonus (which is typically halved for the character's primary weapon) and equipment. A Dodge skill is also generated, based on character level, class, and class benefits.

Many Feats have no correlation to Nexus because of the nature of the combat system, but several can be translated into Advantages or Powers, depending on their nature.

Spells and some class features are converted into Powers, and spell-casting characters should expect to invest many of their Creation Points into their spells.

Advantages and disadvantages are assigned as needed, based on character background write-up, class features, and other factors.

D&D gold almost behaves like Nexus gold, so equipment is purchased with out-of-book costs out of D&D from the character's starting 10,000 gold. Wealth or poverty advantages/disadvantages may be used for for characters with an excess or dearth of equipment.

Black Company

Characters from Black Company will be converted as normal D&D characters in most cases. Spellcasters will have their variant spells converted to conform to the alternate paradigm. Since silver is the dominant currency of the setting, characters will come in with that as their starting money.

Feng Shui

Feng Shui converts almost directly over to Nexus. Attributes may need to be scaled between a Feng Shui template and Nexus character because of Feng Shui's super-human action-hero attributes. The Chi attribute (and its sub-attributes) do not correlate to any Nexus attribute, and may translate into the Luck advantage based on levels.

Skills are translated directly over from Feng Shui to Nexus, except in the case of skills with a level greater than 10.

Most Schticks will not translate over, because they are not compatible with Nexus' combat system and most Feng Shui characters don't have an actual supernatural paradigm to justify their translation into Powers. However, some Schticks can be converted into Advantages. Otherwise, Fu Powers, Magic, Creature Abilities, and other power sources can be converted to Nexus.

A character's wealth will also directly translate into related wealth advantages or disadvantages as well. Initial currency will depend on the character's origin in time.

Freeform RP

Characters from freeform RP games will have to define their abilities before they can be translated onto a Nexus character sheet. Taking 1-10 as the range of standard human abilities (1 being pathetic, 10 being maximum human potential), players should define their character's strength, dexterity, toughness, intelligence, willpower, charisma, and reflexes. Players should do the same for what skills the character has as well.

Any special characteristics beyond attributes and skills should be written up and will be translated into the appropriate advantages or disadvantages.

If the character possesses any powers, a comprehensive description of how the character's powers work is necessary, and any individual traits specific powers have as well.

Fuzion System

Fuzion attributes are on the same 1-10 scale as Nexus attributes and so convert easily. Intelligence, Willpower, Reflexes, Dexterity, Strength, Body, and Movement correlate directly to Nexus attributes. Personality translates to Charisma and Constitution to Toughness. Technique has no correlating Nexus attribute and does not get transferred. The remainder of attributes are derived from the average of other attributes on their row.

Most skills convert directly into Nexus, but may need to be split into more specific skills on individual cases ("melee weapons" get split into specialized weapon categories; e.g., swords, staves, et. al.).

Talents will usually convert to Advantages, and further Advantages and Disadvantages may be assigned based on the character's background.

Bubblegum Crisis

Bubblegum Crisis characters are converted like standard Fuzion System characters.

Because of the cost of construction of a Hardsuit in Nexus economic systems, players should expect to invest many points into the starting wealth Advantage to purchase their Hardsuit. For consistency's sake, all Bubblegum Crisis characters' initial currency is Credits.

GURPS

Many GURPS characters are easily converted into Nexus. Attributes are usually halved to determine their Nexus score. Strength and Dexterity correlate directly to Nexus attributes. IQ is translated into Intelligence, and Health into Toughness.

Most skills translate in name only to Nexus skills. Their Nexus scores are assigned based on relative values, character background, and Creation Point budgets.

GURPS Advantages and Disadvantages can typically convert directly to Nexus, and will retain their original point value if they do not have a direct correlation in Nexus.

Robots

Robots from any GURPS setting should be constructed as a normal character and defined further by the appropriate Advantages and Disadvantages. For character creation purposes, notations on power system, et. al. can be defined in the character background.

Steampunk

GURPS Steampunk characters are converted as usual. Characters with powers should conform to the Victorian paradigms laid forth in the book, and will be translated accordingly. Etheric devices are considered magical, rather than technological. Steampunk robots are converted the way GURPS robots usually are.

Supers

Like any other Super game, GURPS Supers characters may have to be heavily powered-down in order to conform to the starting Creation Point budget. This includes both attributes and Powers. Supers with a more concise list of powers should be translated more accurately.

Kult

Characters from Kult can be translated to Nexus with little difficulty. Attributes in Kult range from 1-20, and are halved to find their Nexus score. Strength and Charisma translate directly to Nexus attributes. Constitution becomes Toughness. Comeliness becomes the Attractive/Unattractive Advantage/Disadvantage as appropriate for characters with above- or below-average scores. Ego becomes Mind. Perception becomes an Advantage or Disadvantage as appropriate for characters with above- or below-average scores. Education becomes a series of skills based on the character's background.

Skills are assigned based on relative value and character background. General skills (melee, et. al.) will be broken up into more specific skills.

Advantages and Disadvantages are translated as closely as possible.

Mutants and Masterminds

All Mutants and Masterminds attributes are roughly halved in order to find their Nexus: the Infinite City attribute score. M&M Strength, Dexterity, Intelligence, and Charisma directly correlate to Nexus attributes and convert as above. Constitution translates into Toughness. Wisdom translates into Mind. The remaining attributes are assigned based on an average of the other attributes on its row. Because of the high cost of primary attributes, some may need to be scaled down in order to fit the character within the Creation Point budget, especially if the characters also has Powers.

M&M skills are also on a rough 1-20 scale, and so are halved to calculate their Nexus score. M&M characters are also assigned combat skills based on their Attack Bonus (which is typically halved for the character's primary attack) and equipment. A Dodge skill is also generated, based on defense bonus and character powers and abilities.

Not all feats are compatible with Nexus' combat and skills system, but will be translated as accurately as possible as either skills, Advantages, or separate Powers.

Powers will be converted in the most accurate method possible, but may need to be powered-down in order to fit within the Creation Point budget.

Powers gained through Equipment (power armor, gadgets, etc.) will instead purchase their gear rather than having Powers. Wealth Advantages may be needed in order to purchase all of the relevant equipment.

RIFTS

Because of the sheer diversity of RIFTS characters, a single guideline is difficult to develop to cover all cases. But, in general, the following applies: attributes in RIFTS are halved to find their Nexus score. Because human scales differ between the two games, attributes may need to be force-scaled to fit within Nexus' 1-10 scores for Human attributes. I.Q. becomes Intelligence. M.E. becomes Willpower. M.A. becomes Mind. Strength correlates directly to Strength. P.P. becomes both Dexterity and Agility. Physical Beauty does not correlate to any Nexus attribute, and instead translates to the appropriate Attractive/Unattractive Advantage or Disadvantage. Spd translates to Speed. The remaining attributes are assigned based on an average of the other scores on their row.

RIFTS characters tend to have many skills at low levels of usability. When translated to Nexus, RIFTS characters will have many of their lower-percentage skills removed, as will skills with little use (e.g., Radio Operation). The remaining skills will be translated as closely as possible, with the tens digit of the percentile score becoming the skill score in Nexus. Weapon Proficiencies will also be assigned skill values, based primarily on the character's priority of use and combat skill. A dodge skill is also assigned based on the character's combat skill and level.

Characters with special powers will have them translated as best as possible. Spells, psionics, and some racial/class abilities should translate with little issue. Because of the cost of Powers, some abilities may need to be powered-down in order to fit in the character's Creation Point budget.

Equipment will be translated as well, and RIFTS characters will translate their currency into the standard Credits.

Shadowrun

Characters from Shadowrun can be converted to Nexus with some tweaking depending on the character's abilities. In general, attributes from Shadowrun are multiplied by 1.5 in order to find their Nexus attribute. Body, Agility, Strength, Charisma, and Willpower convert directly to Nexus attributes. Reaction becomes Reflexes. Intuition becomes Mind. Logic becomes Intelligence. The remaining Shadowrun attributes do not convert to Nexus. Remaining Nexus attributes are derived from the average of other attributes on their row.

Skills are similarly multiplied by 1.5 to find their Nexus value.

Qualities will be converted to Advantages or Disadvantages as appropriate.

Characters with magic powers will have them converted individually. Since Nexus does not allow for alternate versions of a spell, players should choose whether they want single, touch, or multiple-target spells when converting to Nexus. Similarly, summon spells are more specific in Nexus, and should be given a focus for proper conversion.

Fair warning to characters coming in with cybernetics: high technology, like magic, does not work everywhere in Nexus.

Nuyen convert to credits upon entry to Nexus.

Star Trek

Decipher Edition

Characters from Decipher's version of the Star Trek RPG can be converted to Nexus with little difficulty. Attributes are halved in order to find their Nexus value. Strength and Agility convert directly to Nexus attributes. Intellect becomes Intelligence, Vitality becomes Toughness, Presence becomes Charisma, and Perception becomes a skill of the same name. Remaining Nexus attributes are derived from the average of other attributes on their row.

Skills are similarly halved from their Star Trek rank in order to find their Nexus attribute.

Vulcans and others with psionic abilities will have their special abilities converted to Powers.

Some Star Trek equipment (phasers, medical tricorders, et. al.) is very valuable in Nexus, and may require the character spend extra points on equipment budget in order to afford their starting gear. The standard currency for entering Star Trek characters is Credits.

Star Wars

Saga Edition

All Star Wars Saga Edition attributes are roughly halved in order to find their Nexus: the Infinite City attribute score. Because Nexus implements racial maxima for attributes, some high-level characters have to have their attributes scaled further in order to account for super-human attributes found in their native system. Star Wars Saga Edition Strength, Dexterity, Intelligence, and Charisma directly correlate to Nexus attributes and convert as above. Constitution translates into Toughness. Wisdom translates into Mind. The remaining attributes are assigned based on an average of the other attributes on its row.

Star Wars Saga Edition skills are also on a rough 1-20 scale, and so are halved to calculate their Nexus score. Star Wars Saga Edition characters are also assigned weapon skills based on their Attack Bonus (which is typically halved for the character's primary weapon) and equipment. A Dodge skill is also generated, based on character level, class, and class benefits.

Many Feats have no correlation to Nexus because of the nature of the combat system, but several can be translated into Advantages or Powers, depending on their nature.

Force Powers are converted into Powers, and Force-using characters should expect to invest many of their Creation Points into their Powers.

Advantages and disadvantages are assigned as needed, based on character background write-up, class features, and other factors.

Star Wars Saga Edition characters are assigned the appropriate amount of Credits and Equipment.

Starship Troopers

All Starship Troopers attributes are roughly halved in order to find their Nexus: the Infinite City attribute score. Because Nexus implements racial maxima for attributes, some high-level characters will have their attributes scaled further in order to account for super-human attributes found in Starship Troopers characters. Starship Troopers Strength, Dexterity, Intelligence, and Charisma directly correlate to Nexus attributes and convert as above. Constitution translates into Toughness. Wisdom translates into Mind. The remaining attributes are assigned based on an average of the other attributes on its row.

Starship Troopers skills are also on a rough 1-20 scale, and so are halved to calculate their Nexus score. Starship Troopers characters are also assigned weapon skills based on their Base Attack Bonus (which is typically halved for the character's primary weapon) and equipment. A Dodge skill is also generated, based on character level, class, and class benefits.

Many Feats have no correlation to Nexus because of the nature of the combat system, but several can be translated into Advantages or Powers, depending on their nature.

Psionics are converted into Powers, and characters should expect to invest many of their Creation Points into their psionics if they have any.

Advantages and disadvantages are assigned as needed, based on character background write-up, class features, and other factors.

Incoming Starship Troopers characters use the currency credits.

Old World of Darkness (OWoD)

Regardless of edition, mortal OWoD characters are translated easily to Nexus. Supernatural characters have special rules based on which venue they are from and are listed below.

Attribute scores are doubled in order to find their Nexus score. Strength, Dexterity, Charisma, and Intelligence correlate directly to Nexus attributes. Stamina becomes Toughness. Manipulation becomes a skill. Appearance becomes an Advantage or Disadvantage as appropriate for characters with above- or below-average scores. Perception becomes a skill. Wits becomes Mind. The character's score for Willpower also becomes the character's attribute score for Willpower. The remainder of attributes are derived from the average of other attributes on their row.

Skills are also doubled to find their Nexus score. In many cases, skills must be broken up to be more specific (e.g., Melee, Science, Linguistics).

Backgrounds, Merits, and Flaws are typically translated to Advantages or Disadvantages as appropriate.

Hunter: the Reckoning

The Hunter's three Virtues are translated into tertiary attributes with the score directly translated. Second Sight, Edges, and other abilities are translated into Powers. Conviction is translated into a standard 1-10 Power Pool that otherwise behaves as Conviction did in its native system. Edge Power acquisition is also limited as it was in Hunter: the Reckoning, but still costs XP to acquire. Individual Edge AVs may be improved with XP without limitation. Reckoners will gain Psychological Flaws based on having high levels of Virtues as laid out in the Hunter: the Reckoning book.

Players of Reckoners should also be prepared to have psychological flaws related to dislike of the supernatural. Exceptions may be made in the case of some Hunters based on Creed and character background.

Vampire: the Masquerade

Vampires coming into the game are translated with only a few differences from their mortal counterparts. The big differences will be in appropriate Advantages and Disadvantages to properly define the Kindred condition.

Vampiric virtues will typically not convert to Nexus, though extreme virtue scores may result in Advantages or Disadvantages of their own.

Vampires will also have Powers first assigned from their condition (e.g., Vitae healing and attribute buffing). Remaining Creation Points will be used to purchase Disciplines. Blood Pool will also convert to a standard 1-10 Power Pool to fuel vampiric powers and wake every evening.

New World of Darkness (NWoD)

Like its predecessor, converting mortal characters to Nexus is a simple process. Supernaturals from the NWoD have their own special rules listed below.

Attribute scores are doubled in order to find their Nexus value. Intelligence, Strength, and Dexterity correlate directly to Nexus attribute and transfer directly. Wits becomes Mind. Willpower converts directly to Willpower (without doubling), Stamina becomes Toughness, and Presence becomes Charisma. Manipulation becomes a skill of the same name.

Skills are also doubled to find their Nexus score. In many cases, skills must be broken up to be more specific (e.g., Weaponry and Science).

Merits and Flaws are typically translated to Advantages or Disadvantages as appropriate.

Changeling: the Lost

Wyrd becomes a primary attribute of the same name. Court Mantle becomes a tertiary attribute listed under Wyrd. Glamour is translated into a standard 1-10 Power Pool that behaves as it did in its native system. Inherent Changeling powers (Incite Bedlam, Strengthen the Mask, et. al.) and Kith/Seeming powers are the first powers that will be converted into Nexus powers. Any points remaining will be used to purchase Contracts.

Players of Lost should be prepared to enter play with the Fae as an already-established enemy. Clarity is also re-interpreted as a vulnerability to insanity.

World of Warcraft

Characters from the MMO World of Warcraft can be converted to play in Nexus with a little tweaking, depending on class. Attributes are derived from a character's starting attributes for their race/class combination divided by three. Strength and Agility convert directly to Nexus attributes. Stamina becomes Toughness, Intellect becomes Intelligence, and Spirit becomes Willpower. The remaining attributes are assigned based on an average of the other attributes on its row.

Skills are assigned based on the character's profession(s) and character questionnaire. Weapon skills will also convert based on relative value and the character's role/spec.

Some classes (Warrior and Rogue), will not carry over entirely since Rage and Energy do not carry over into Nexus and many special attacks do not have equivalents in Nexus' combat system.

Mana- and Runic Power-users will have their power pools converted over to fuel their Powers.

Powers will be assigned to characters based on what is typically used by the character's primary spec and will likely constitute a large portion of the character's Creation Point budget.

High-level gear will likely gain material and magical bonuses, depending on the character's gold budget at creation.

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