Conspiracy X ... d20?

Caliber

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Does anyone remember Conspiracy-X? It was a zany game released some time ago. Set in the modern day, it was about, well, conspiracys. Aliens were real, and secret organizations fought with them and against them. Psychics held real power (and the Mir space station was really a giant phychic focusing device) and occultists were able to tap into the collective unused phychic energy of all of humanity and bend it to their whims.

A friend has been pushing me to run a Conspiracy-X game for our current group, but I know they'd never learn the rules (hell, *I* don't want to learn the rules ... Conspiracy-X suffered from what I deem "Rifts Syndrome" ... excellent setting, but bad system)

Has anyone done a conversion from Conspiracy-X to d20 Modern, or is currently doing so? I'd love to take a peek.
 

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I think the publisher (Eden) is releasing a new edition using Unisystem, the same rules underlying the Buffy RPG. That should be easier to handle and might port fairly easily to d20.

It would be very cool to have a full-on d20 version though.
 

Zany? Not sure that's the term I'd use...

I'm not sure how much conversion work you'd need to do, for that matter. Menace Manual already has all kinds of stuff like gray aliens, bigfoot, etc., so you're covered on a rules front. The strength of that setting wasn't its rules info anyway, so just using d20 Modern with a few of its ancillary books should work just fine.
 

I just picked up the GURPS Conspiracy X at DragonCon (in a buy1 get 3 free deal) but know nothing about it. However, if its a matter of setting then you should have no problems just lifting the setting and using d20 Modern or Spycraft to run it. If its there is some key game mechanic it might be more difficult. However, if you post it I am sure that we will be glad to try and help youconvert it.
 

Spycraft or d20 Modern will do good. Plus Menace Manual and Dungeon/Poly #108 with Dark*Matter, even better track down a copy of the original Dark*Matter (avilable for download from SvGames and RPGNow IIRC)
 

Hmm. Interesting points so far. I'd say really I want the setting ... unfortunetly, Conspiracy X's system was tied intimately together with the setting in some places, and in those places the system would have to be converted over to d20. Drafting a quick outline (without opening either Conspiracy X or d20 Modern) I arrive at this:

Classes/Races/Occupations: Use d20 Moder classes and races. Replace available occupations with occupations lifted from Conspiracy X. A Conspiracy X is going to be much more powerful than a regular d20 Modern occupation, but as long as only Conspiracy X occupations are allowed, that shouldn't be a problem.

Skills: New skills may have to be introduced in certain areas ... but that isn't a problem.

Feats: New feats might have to introduced as well. Also see advantages.

Magic/Psychics: This is going to be the hardest part, I'd think. The magic and psychic systems were the most original takes on these systems I've ever seen, and I'm not sure how to translate them very well.

Advantages/Disadvantages: Conspiracy X uses a point based character creation system similar to GURPS or HERO. Some of the advantages could maybe be turned into feats? I know some d20 advantage/disadvantage systems exist but I don't own any of them. Any good recommends for one?

Base Creation: In Conspiracy X, after creating your characters, a party would jointly create a base from which their "cell" operated from. Instead of buying an individual gun for their character, for example, they'd spend a "resource point" to buy a crate of 50 revolvers, with another point scoring 50 clips. Two points could grab you some rocket launchers, or possibly some attack vehicles. This part would probably be tricky too. A joint wealth fund? Porting over the resource attribute like in Conspiracy X?

If you don't have much experience with the game, I'll try to be more specific with how everything works in Conspiracy X, but I have to run for now.

Thanks for the ideas to chew on.
 

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