GURPS Amber

There are two fan creations related to The Chronicles of Amber.
Both versions are from 1996. Khan' Kubli's version Site no longer functions and no archive seems to exist. https://www.theoldsystem.com/forDownloads/Tabletops/Amber/Unofficial/GURPS%20Amber.pdf is an adaption of the Amber Diceless Roleplaying Game to GURPS. The second is by Steve Peterson and pulls ideas from the White Wolf properties Mage, the Ascension and Werewolf, the Apocalypse.
Each has is own set of problems in 4e GURPS and will require mammoth retooling to work.
==Kubli's Amber==
The biggest problem with this version is characters are simply given too many points. The upper limits in any published Classic book was 400 points (for Supers) and yet PCs are given 750 points to work with.
The next problem is that the suggested maximum stats are way too high or too low:
ST 	DX	IQ	HT	Extra HP	Will	Hard to Kill
100	30	30	30	10 	8 	5
Even in 3.5 the Rule of 20 made any attribute above 20 in terms of default meaningless and with DX and IQ allowed to go so high a single point in any skill with result it be well in the "Master" range. Since spells once resisted by IQ are now resisted by Will an 8 is just too low a stat for that attribute (unless, of course, Kubli meant that the limit was to Extra Will). In terms of practically limit attributes to 18 or lower. 
===Old Advantages===
*Magery: Like nearly many Classic works this tried to force the original GURPS Magic system into the setting even if it didn't always make sense. It may be easier to use the Ritual Path Magic system.
*Morph: Base is 100 points rather then 40. The limit for the setting is 170 points.
*Jumper (World); Has Extra Carrying Capacity and New World enhancements for a total of 200 points.
===Magic===
==Additional Information==
*GURPS: Amber (Forum thread)
==Notes==
Category:Non-Canonical
Category:Adaptations
Category:Classic