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Old 04-15-2012, 03:33 PM   #1
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Default GURPS Eberron

So, after a two and a half year dalliance with D&D 4E, playing in the Eberron setting, our gaming group is looking to change things up as we wait to see what 5E looks like.

We tried a few sessions of the Pathfinder RPG, and it impressed one of my players enough for him to start prepping a PF session for us to play, but after playing through the life-cycle of D&D 3rd, it felt like a step back for me (and I find prepping encounters in Pathfinder to be boring as hell and far too much work, compared to 4E).

So, with that in mind, I decided to try shaking things up and switch from a fully cinematic/video game-influenced game like 4E to a more "realistic" game like GURPS, using the same characters we've been playing for the last few years.

Our group has a few folks who only started gaming with me, and their introduction was a series of GURPS adventures I ran to lure them in (one horror western adventure and a mini-campaign of pirate horror fun), before we switched to 4E.

I'll be posting the converted Eberron characters here (both PCs and NPCs).

As background, the PCs are the survivors of a Cyran military unit that was outside of Cyre on the Day of Mourning (a magical cataclysm that ended a 100 year war in the Eberron setting). Our campaign started on the Day of Mourning and then picked up with the characters, four years later.

First up, a fallen Paladin named Elric who was originally a paladin/warlock hybrid in 4E.
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Old 04-15-2012, 03:42 PM   #2
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Elric
Human Fallen Paladin – Sons of Cyre

ST 12 HP 12 Basic Lift 29 Ground Move 4
DX 12 Will 12 Damage 1d-1/1d+2 Water Move 0
IQ 12 Per 12 Basic Speed 5.75
HT 11 FP 11 Basic Move 5

Offense:
Broadsword: Attack 15, Parry 12, Reach 1, Damage: Swing 1d6+3 cut, Thrust 1d6 imp
Eldritch Blast: Attack 14, Acc 4, Range 10/100, Damage: 2d6 burn, Costs 1 FP
Composite Bow: Attack 12, Acc 3, Range 240/300, Damage 1d6+2 imp, RoF 1 (2 Ready Maneuvers to reload), Bulk: 3 (-3 to hit with Move and Attack maneuvers)
Medium Iron Shield: Attack 14, Block 12, Damage 1d6-1 cr

Defense:
Hit Points 12 Fatigue Points 11
Mail Shirt (DR: 4/2 – Flexible, Torso), Heavy Leather Sleeves and Legs (DR: 2 – Arms & Legs) (-1 to all spellcasting)
Dodge 9, Parry 12, Block 12, Shield DR: 10, HP: 80

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native); Giant (Accented).

Gear:
Broadsword, Large Knife, Composite Bow, 20 arrows, Medium Iron Shield, Mail Shirt, Heavy Leather Sleeves and Leggings, Boots, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Eldritch Blast: Innate Attack 2 (burn), Fit (get +1 to all HT rolls and recover FP at twice the normal rate), Magery 2 (Limited to Body Control and Healing Colleges, Armor Penalty Halved), Signature Gear 3 (Order of Cyre gear).

Disadvantages
Code of Honor (Chivalry), Destiny (Major), Discipline of Faith (Ritualism), Enemy (Possessing Daelkyr, 6 or less), Lifebane (supernatural aura of death/corruption), Overconfidence (12 or less), Sense of Duty (Innocents)(Every Living Being).

Skills
Armoury (Melee Weapons) 11, Bow 12, Broadsword 15, Diplomacy 11, Eldritch Blast 14, First Aid 13, Intimidation 13, Occultism 14, Riding 11, Shield 14, Soldier 11, Spear 12, Streetwise 13, Two-Handed Sword 12

Spells
Clumsiness 14, Cure Disease 13, Itch 12, Lend Energy 12, Lend Vitality 12, Major Healing 13, Minor Healing 14, Relieve Sickness 13, Spasm 12, Tanglefoot 14

Elric was a Paladin of Dol Dorn and a Knight of Cyre who went through a crisis of faith after the Mourning. His crisis led him to search out other, darker, powers to help him protect the surviving Cyran population. This culminated with an encounter with one of the demonic Daelkyr trapped beneath Eberron by the Gatekeeper Druids of the Eldeen Reaches. While he and the druids were able to defeat the Daelkyr, their victory cost Elric a piece of his soul (and left him with a sliver of the Daelkyr's essence). After this encounter, he returned to Breland, where the Cyran refugees had been collecting, which is where he met the other adventurers (the Sons of Cyre).
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Old 04-15-2012, 03:53 PM   #3
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Porthos
Minotaur Gatekeeper Warden – Sons of Cyre

ST 16 HP 16 Basic Lift 51 Ground Move 6
DX 12 Will 10 Damage 1d+1/2d+2 Water Move 1
IQ 10 Per 11 Basic Speed 6.25
HT 13 FP 13 Basic Move 6

Offense:
Two-Handed Flail: Attack 15, Parry 11 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+6 cr (target takes -4 to parry, -2 to block and fencing weapons cannot parry)
Thrown Spear: Attack 13, Acc 2, Range 16/24, Damage: 1d6+4 imp
Horns: Attack 13, Parry 10, Reach 1, Damage: 1d6+2 imp
Hit Points 16 Fatigue Points 13

Defense:
Tough Skin DR: 2, Steel Breastplate (DR: 5, Front Torso), Mail Sleeves (DR: 4/2 – Arms, Flexible)
Dodge 10, Parry 11

Social Background
Cultural Familiarities: Eldeen Reaches (Native).
Languages: Giant (Native); Common (Accented).

Gear:
Flail, Spear, Steel Breastplate, Mail Sleeves, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Horns, Thick Hide: DR 2, Outdoorsman 2.

Disadvantages
Code of Honor (Gatekeeper Druids), Destiny (Minor), Discipline of Faith (Ritualism), Enemy (Cults of Khyber)(6 or less), Sense of Duty (Protect the World from Khyber)(Every living being), Social Stigma: Monster.

Skills
Brawling 13, Camouflage 13, Navigation: Land 11, Spear 11, Stealth 13, Survival: Mountain 13, Survival: Plains 12, Thrown Spear 13, Tracking 13, Two-Handed Flail 15, Weather Sense 9.

Porthos was a Warden in 4E (a Defender/Tank class with a primal magic feel that manifests as a number of alternate forms), but I didn't bother to trying to make a direct conversion of those abilities (they never really saw much use anyway). Instead, I made Porthos into a big, scary barbarian with the highest ST in the group.

As background, Porthos was one of the Gatekeepers who fought the Daelkyr with Elric. Porthos was supposed to sacrifice himself to defeat the Daelkyr, but Elric interfered and offered himself up. As a result, Porthos feels he has a debt to Elric and followed him back to civilization when Elric left the Eldeen Reaches. In addition, Porthos keeps an eye on Elric, watching to see if the Daelkyr takes control of the fallen paladin. If it does, Porthos is prepared to do what is necessary to end that threat.
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Old 04-15-2012, 04:01 PM   #4
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Rurik
Dragonmarked Half-Elf Warlord – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 3
DX 13 Will 11 Damage 1d/2d Water Move 0
IQ 11 Per 11 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Broadsword: Attack 15, Parry 13, Reach 1, Damage: Swing 2d6+1 cut, Thrust 1d6+2
Medium Iron Shield: Attack 14, Block 13, Damage: 1d6 cr
Regular Bow: Attack 12, Acc 2, Range 210/280, 1d6+1 imp, Shots 1 (2 to reload)
Fog Cloud: Attack 13, Acc 3, Range -/100, Obscure 6 (-6 penalty to rolls involving vision), Area 1, Duration 10 seconds, Cost 1 FP

Defense:
Hit Points 14 Fatigue Points 11
Scale Armor (DR: 4 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Gauntlets (DR: 4 – Hands)
Dodge 10, Parry 13, Block 13, Shield DR: 10, HP: 80

Social Background

Cultural Familiarities: Cyre (Native).
Languages: Elven (Native); Common (Native).

Gear:
Broadsword, Medium Iron Shield, Scale Armor, Scale Sleeves and Legs, Gauntlets, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Acute Vision 1 (+1 to vision Perception checks), Born War-Leader 1 (bonus to certain skills), Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Dragonmark: Lyrandar (Fog Cloud: Ranged Obscure 6 – Costs 1 FP), Night Vision 3 (reduce darkness penalties by 3), Signature Gear 2 (Veteran’s Gear), Social Regard: Respected (Dragonmarked) 2.

Disadvantages
Code of Honor (Chivalry), Easy to Read (adversaries get +4 to Detect Lies, Gambling, Fast-Falk or Body Language rolls), Enemy (House Lyrandar Agent, 9 or less), Honesty (12 or less), Selfless (12 or less), Sense of Duty (Survivors of the Mourning), Truthfulness (12 or less).

Skills
Airshipman 11, Bow 12, Brawling 14, Broadsword 15, Carousing 11, Diplomacy 11, Fast-Draw (Sword) 15, Fog Cloud 13, Hiking 11, Knife 11, Leadership 11, Riding (Equines) 12, Savoir-Faire (Dragonmarked Houses) 11, Savoir-Faire (Military) 12, Shield 14, Soldier 10, Strategy (Land) 10, Streetwise 10, Tactics 11.

Rurik was a Warlord in 4E, with a Dragonmark Feat from House Lyrandar, but rather than try to preserve the "healer" aspect of that class, I converted Rurik over to a well-rounded soldier with some leader qualities in GURPS. I converted Rurik's Dragonmark ability (he has the Mark of the Storm) to a ranged Obscure ability that costs fatigue.

Rurik was born into House Lyrandar (one of the powerful Dragonmarked Houses), but eschewed his place of privilege in the House and took up life as a soldier on front lines of the Last War. This choice has caused him some problems with the members of House Lyrandar. He led the PCs' unit during the war and, in the first session, he found out that he inherited one of Lyrandar's magical airships from his grandfather (not included in his stats).
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Old 04-15-2012, 04:07 PM   #5
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Ruggin
Dwarven Mercenary Warrior – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 4
DX 13 Will 10 Damage 1d/2d Water Move 0
IQ 10 Per 10 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Maul: Attack 17, Parry 12 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+8 cr
Mace: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage: Swing 2d6+5 cr
Throwing Axe: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage 2d6+2 cut
Throw Throwing Axe: Attack 9, Acc 2, Range 14/21, 2d6+2 cut, Bulk -3

Defense:
Hit Points 14 Fatigue Points 11
Steel Corselet (DR: 6 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Heavy Gauntlets (DR: 5 – Hands)
Dodge 9, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Dwarven (Native); Common (Native), Goblin (Accented).

Gear:
Maul, Mace, Throwing Axe, Steel Corselet, Scale Legs and Sleeves, Heavy Gauntlets, Legionary Helmet Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Fit (+1 to HT rolls and recover FP at twice the normal rate), High Pain Threshold (never suffers shock penalties when injured and +3 on all HT rolls to avoid knockdown and stunning, +3 to resist torture), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Master: Hammers (bonus damage and other benefits with Hammers), Weapon Bond: Maul (+1 to effective skill with Maul)

Disadvantages
Addiction (Alcohol), Bad Temper (12 or less), Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Overconfidence (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Area Knowledge (Five Nations), Armoury (Melee Weapons) 10, Axe/Mace 14, Brawling 14, Crossbow 13, Fast-Draw (Two-Handed Axe/Mace) 15, Gambling 9, Hiking 11, History (Military) 10, Riding (Equines) 12, Running 10, Shield 14, Soldier 10, Streetwise 10, Tactics 9, Two-Handed Axe/Mace 16, Wrestling 12.

Ruggin was a Fighter in 4E (a Great Weapon build that used a big maul to whack his foes) and converts over as a rough and tumble combat build in GURPS.

Ruggin was a childhood friend of Norn (an Elf Rogue PC) who fell into mercenary work after the Last War ended. He is very much the archtypical dwarf...direct, stubborn and quick tempered.
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Old 04-15-2012, 04:16 PM   #6
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Kettle
Warforged Ranger – Sons of Cyre

ST 11 HP 11 Basic Lift 24 Ground Move 6
DX 13 Will 10 Damage 1d-1/1d+1 Water Move 1
IQ 11 Per 12 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Thrusting Broadsword: Attack 12, Parry 9, Reach 1, Damage: Swing 1d6+2 cut, Thrust 1d6+1 imp
Large Knife: Attack 13, Parry 8, Reach C, 1, Damage: Swing 1d6-1 cut; Reach C, 1d6-1 imp
Composite Bow: Attack 15 (18 with Heroic Archer), Acc 3, Range 220/275, 1d6+2 imp, Bulk -7, Shot 1 (2 rounds to reload)

Defense:
Hit Points 11 Fatigue Points 11
Warforged Body DR: 3, Leather Armor (DR: 2, Torso, Groin), Leather Helmet (DR: 2, Skull), Leather Pants (DR: 2, Legs)
Dodge 9, Parry 9

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native).

Gear:
Composite Bow, 20 Arrows, Thrusting Broadsword, Large Knife, Leather Armor, Leather Helmet, Leather Pants, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Acute Vision 1 (+1 to vision Perception checks), Heroic Archer (add Accuracy bonus to skill roll with Bows on Attack, Committed Attack and All-Out Attack maneuvers; when you Move and Attack ignore the Bow’s Bulk penalty; make two Bow checks at -3 to ready and shoot a bow in one second), Immune to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), Outdoorsman 1 (bonus to certain skills), Signature Gear 2 (Veteran’s Gear), Warforged Body (DR 2, Punch 1d6-1, Kick 1d6, Doesn't Breath, Doesn't Eat or Drink, Doesn't Sleep).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Loner (12 or less), Low Empathy (-3 to all skills involving understanding of emotions), No Sense of Smell/Taste, Sense of Duty (Survivors of the Mourning), Social Stigma 2 (Warforged).

Skills
Area Knowledge (Five Nations) 11, Bow 15, Broadsword 12, Camouflage 13, Climbing 12, Hiking 11, Knife 13, Mimicry (Animal Sounds) 10, Naturalist 12, Navigation (Land) 13, Stealth 14, Survival (Woodlands) 13, Swimming 11, Tracking 13.

Kettle was a Warforged Ranger in 4E and converts over to pretty much the same in GURPS. I actually prefer the way the Warforged turn out in GURPS better they do in D&D. You don't get some of the same weird circumstances in GURPS that you do in D&D (why would a magic robot be affected by poison?).

Kettle was originally just one of thousands of the warforged sold to the Cyran military by the Dragonmarked House Cannith. He showed a talent for scout work and was eventually assigned to the PCs' unit. After the Last War, Kettle retired with Saremar (a human Wizard) to a remote village in the Kingdom of Breland, trying to figure out his purpose in life, until the PCs were drawn back into the wider world by an old army buddy.
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Last edited by badmudderfugger; 04-24-2012 at 10:24 PM. Reason: Added IT: Unliving, reduced DR by 1, and added Doesn't Breathe, Doesn't Eat or Drink, Doesn't Sleep
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Old 04-15-2012, 04:24 PM   #7
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Norn
Elven Rogue – Sons of Cyre

ST 10 HP 10 Basic Lift 20 Ground Move 6
DX 14 Will 12 Damage 1d-2/1d Water Move 1
IQ 12 Per 13 Basic Speed 6
HT 10 FP 10 Basic Move 6

Offense:
Shortsword: Attack 17, Parry 12, Reach 1, Damage: Swing 1d6 cut, Thrust 1d6-2 imp
Large Knife: Attack 14, Parry 10, Reach C, 1, Damage: Swing 1d6-2 cut; Reach C, 1d6-2 imp
Thrown Large Knife: Attack 15, Acc 0, Range 8/15, 1d6-2 imp, Bulk -2
Pistol Crossbow: Attack 16, Acc 1, Range 150/200, 1d6 imp, Shots 1 (4 rounds to reload), Bulk -4
Heavy Cloak: Use to Feint or as Unarmed Grapple with Range C, 1.

Defense:
Hit Points 10 Fatigue Points 10
Dodge 12, Parry 14

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Elven (Native).

Gear:
Shortsword, 6 Large Knives, Pistol Crossbow, 10 arrows, Heavy Cloak, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Contact Group (Thieves Guild; Effective Skill 15, 12 or less, Somewhat Reliable), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Bond: Shortsword (+1 to effective skill with Shortsword).

Disadvantages
Callous, Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Green (12 or less), Loner (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Camouflage 12, Climbing 13, Cloak 16, Crossbow 16, Fast-Draw (Knife) 15, Fast-Draw (Sword) 15, Fast-Talk 11, Holdout 11, Knife 14, Lockpicking 13, Observation 12, Poisons 12, Shadowing 12, Shortsword 17, Stealth 15, Streetwise 12, Thrown Weapon (Knife) 15, Traps 12

Techniques
Feint (Shortsword) 17, Targeted Attack (Shortsword, Thrust, Vitals) 14.

Norn was an Eladrin Rogue in 4E, but I've always hated the Eladrin/Elf split in 4E, so he's now an Elf in GURPS. I also didn't bother to convert over the short-ranged teleport ability that Eladrin have (Fey Step), partly because it was so expensive to build and partly because it's always been a bit too "video gamey" for my likings anyway.

Instead of converting over the Rogue's sneak attack damage directly to GURPS, I made Norn a devil with a blade, who is particularly good at sinking his Shortsword into a target's vitals.

Norn was a childhood friend of Ruggin. Both joined the military at the same time and, after the Last War, both became mercenaries together.
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Old 04-15-2012, 04:26 PM   #8
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Default Re: GURPS Eberron

I'm sorry to hear your Dragon Empires idea didn't pan out, but I've always liked the Eberron setting anyway.

Do you mind sharing what you're using for the racial templates for some of the races in Eberron? Just in the party you've listed so far, there is a Dwarf, Minotaur, and a Half-Elf. I'm also curious about what you're doing for a Warforged racial template. I'm in the early stages of designing a campaign setting, and I'm interested in seeing what other people do when creating racial templates.

Edit:

Quote:
Originally Posted by badmudderfugger View Post
I actually prefer the way the Warforged turn out in GURPS better they do in D&D. You don't get some of the same weird circumstances in GURPS that you do in D&D (why would a magic robot be affected by poison?).
I never really thought of Warforged as magical robots (although I realize many people do), but more as a middle ground between constructs and plants -- darkwood is one of the main components in their construction, after all.
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Old 04-15-2012, 04:33 PM   #9
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Saremar
Human Wizard – Sons of Cyre

ST 9 HP 9 Basic Lift 16 Ground Move 5
DX 11 Will 14 Damage 1d-2/1d+1 Water Move 1
IQ 14 Per 14 Basic Speed 5.75
HT 11 FP 12 Basic Move 5

Offense:
Quarterstaff: Attack 12, Parry 11, Reach 1,2, Damage: Swing 1d6+1 cr, Thrust 1d6 cr
Explosive Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 2 FP and explodes.
Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 1 FP.
Lightning: Attack 15, Acc 3, Range 50/100, 1d6-1 burn per 1 FP, targets roll HT at -1 per 2 HP damage or be stunned.

Defense:
Hit Points 9 Fatigue Points 12
Dodge 8, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Draconic (Native), Elven (Accented).

Gear:
Quarterstaff, Powerstone 10, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Magery 3, Signature Gear 4 (Veteran’s Gear).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Enemy (Order of the Emerald Claw, 9 or less), Sense of Duty (Survivors of the Mourning), Stubbornness, Workaholic.

Skills
Alchemy 13, Area Knowledge (Five Nations) 14, Diplomacy 12, History (Five Nations) 13, Innate Attack 14, Navigation 14, Occultism 14, Research 13, Savoir-Faire (High Society) 14, Savoir-Faire (Magical) 15, Speed-Reading 13, Staff 12, Survival (Mountain ) 13, Survival (Plains) 13, Thaumatology 14, Writing 13

Spells
Analyze Magic , Apportation , Counterspell, Create Air, Create Fire, Deflect Energy, Deflect Missile, Destroy Air, Detect Magic, Dispel Magic, Explosive Fireball, Extinguish Fire, Fire Cloud, Fireball, Haste, Identify Spell, Ignite Fire, Lend Energy, Light, Lightning , Purify Air, Rain of Fire, Recover Energy, Shape Air, Shape Fire, Shield, Smoke, Walk on Air, Wall of Wind (all at 15, except Destroy Air which is 16).

Saremar was a Wizard in 4E and converts to pretty much the same in GURPS.

Saremar was the resident spellcaster in the PCs' unit during the Last War. After the Day of Mourning, he and Kettle retired to a small village in Northern Breland to live a peaceful life. However, fate (and the DM) had other plans.
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Old 04-15-2012, 05:01 PM   #10
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Quote:
I'm sorry to hear your Dragon Empires idea didn't pan out, but I've always liked the Eberron setting anyway.
Heh heh, that campaign will still be a go, only it'll likely be a solo for one of my players . I was running a solo game set in the old D&D Kara Tur setting for that player, and he's really pumped about the switch to GURPS, so I think we'll just switch the campaign setting to the Dragon Empires instead and use the PCs I posted in that other thread.

Quote:
Do you mind sharing what you're using for the racial templates for some of the races in Eberron?
My templates for GURPS tend to be a lot leaner than the official versions. I don't ever include stat modifiers in the templates, because players will just ignore those when it comes to building their characters anyway. Intead, I focus on the Advantages and Disadvantages they need to make them distinctly members of those races and let the players decide what other things are appropriate (our minotaur PC has a big ST score and he has a great wilderness survival abilities, both of which fit the race thematically, but I wouldn't bother to include those in a template).

I also don't bother to include Advantages that won't have any affect on game play (like Extended Lifespan and similar thematic, but useless characteristics).

Oh, and I don't ever include Darkvision or Infravision in my fantasy racial builds. I really hate Darkvision in D&D (it ruins the creepy "what's out there?!!" feeling that darkness gives players), so I just use a variety of levels in Night Vision instead.

Anyway, in terms of these characters, I'd consider the following to be "racial" characteristics for my Eberron game:

For the minotaur, I gave him DR 2 (Tough Skin) and Impaling Strikers, as well as Giant as his native tongue.

For the half elf, I gave him 3 levels of Night Vision, 1 level in Acute Vision and fluency in Elven.

For the dwarf, I gave him 4 levels of Night Vision and Fit, and fluency in Dwarven.

For the warforged, I would say Immune to Metabolic Hazards, IT: No Blood, DR 3, Striking Surface and No Sense of Smell/Taste were the core warforged traits.

Finally, for the Elf, his 4 levels of Night Vision would be racial traits (and, I should probably add 2 levels of Acute Vision, to follow my Half Elf character's traits).

As for the Warforged race, I totally agree with you as to characterizing them as living things, rather than "magical robots". We've actually had some great roleplaying moments between Kettle's player and an NPC member of House Cannith, where they've been discussing the nature of the warforged's soul. :)
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