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Old 01-10-2006, 12:02 PM   #41
Xuub
 
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Default Re: GURPS: Warhammer Fantasy Roleplay

Quote:
Originally Posted by Kitty_Of_Doom
Maybe add Eltha´rin as their native language. Also the WH corebook mentions them as "fine archers", so maybe the "racial skillbonus of +1 to Bow [2CP]" from Gurps Banestorm is ok with the template.
I was going to list elsewhere in the conversion of the world that each race speaks the native language of thier birthplace fluently, but I'll think about adding it to each template, just so theres no confusion.

As for the Bow bonus, I'll probably add that to the Template.

Here's what I have for Dwarf so far:

Dwarfs (50 points)
Dwarfs are short, burly creatures immediately recognizable by their long hair and thick beards. Their short stature makes them ideally suited to work the subterranean tunnels in which they live and work. Physically they are resilient, quite strong, but rather ugly. Their bodies seem purpose built for physical labor; solidly muscled and broad shouldered with powerful limbs and large, thick-fingered hands that belie considerable manual dexterity. Dwarfs are a very long-lived race, with life spans that can run centuries. During this time, Dwarfs never cut their beards as they highly respect age and a beard is the symbol of age. Dwarf endurance is legendary. They are highly resilient to fatigue, illness, and toxins—particularly alcohol which they quaff in great quantities.

Socially Dwarfs appear greedy, gruff, unfriendly, short-tempered and anti-social. They tolerate Humans because they have so many business dealings with them, but are intolerant of Elves, who they find arrogant and irritating. Some Dwarfs live among humans, often as metal-workers or craftsmen of some kind, and their work is highly prized.

Female Dwarfs have little contact with the outside world, and this has given rise to anumber of misconceptions including the nothions that all Dwarfs are male, or that females have beards!


Attributes:
ST +1 [10]; HT +2[20]

Secondary Characteristics:
Fatigue +1 [3]; Will +1 [5]; SM -1

Advantages:
Alcohol Tolerance [1]; Artificer 1 [10] Damage Resistance +1 (Tough Skin) [3]; Extended Lifespan 4 [8]; Hard to Kill +3 [6]; Lifting ST +3 [9]; Night Vision +5 [5];

Disadvantages:
Appearance: Unattractive [-4]; Callous [-5]; Greed [-15]; Intolerance: Elves, Goblins, and Orcs [-5]; Never Shave Beards [-1]

Skills: None
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Old 01-10-2006, 12:07 PM   #42
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Default Re: GURPS: Warhammer Fantasy Roleplay

I should probably replace Callous with Stubbornness ...
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Old 01-10-2006, 12:22 PM   #43
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Default Re: GURPS: Warhammer Fantasy Roleplay

Quote:
Originally Posted by Xuub
Wood Elves (50 points)
IQ +1 [20]
I'ld give them DX+1 and a higher base speed as well. Warhammer Elves are known for being faster and more accurate than humans.
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Old 01-10-2006, 12:24 PM   #44
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Default Re: GURPS: Warhammer Fantasy Roleplay

Quote:
Originally Posted by Xuub
I should probably replace Callous with Stubbornness ...
Yep, that's better since it leaves room for the player and does't make the the baddies. Maybe consider a racial +1 Bonus for axes.
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Old 01-10-2006, 12:30 PM   #45
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Default Re: GURPS: Warhammer Fantasy Roleplay

I fond an old 2page pdf in my document directory that deals with a
Warhammer to Gurps character conversion. The stuff is for Gurps 3e so there might be some things to change. Maybe its at least of of some use...

1. Use the general character description to determine any advantages and disadvantages.

2. Determine ST from the S characteristic (use S&T Conversion Chart).

3. Determine HT from the T characteristic (use S&T Conversion Chart).

4. Determine DX from the Dex characteristic (use Percentage Conversion Chart).

5. Determine IQ from the Int characteristic (use Percentage Conversion Chart).

6. Move Factor = (DX+HT)/4.

7. Determine characters preferred hand-to-hand weapon and add skill up to level based on WS (use Percentage Conversion
Chart). For each attack (A) that the character has add +3 to the weapon’s skill level. Add skills for any other weapons that
the characters uses.

8. Determine characters preferred ranged weapon and add skill up to level based on BS (use percentage conversion chart). If
the character has the Marksmanship skill then add +3 to the weapon’s skill level.

9. For each skill the character has, select an appropriate GURPS skill. Basic characters should have these skills to level 12.
Advanced characters should have these skills to level 14. The skill conversion chart is used as a basis for skill conversion.

These are value for gurps 3e, do they might be a little bit off
WFRP S or T -> GURPS ST or HT
10 -> 30
9 -> 25
8 -> 21
7 -> 18
6 -> 15
5 -> 13
4 -> 11
3 -> 10
2 -> 9
1 -> 8

WFRP Percentage -> GURPS Skill or Attribute Level
100 -> 17
90 -> 16
80 -> 15
70 -> 14
60 -> 13
50 -> 12
40 -> 11
30 -> 10
20 -> 9
10 -> 8


Warhammer Skill -> GURPS Equivalent(s)
Acrobatics -> Acrobatics
Acting -> Acting
Acute Hearing -> Acute Hearing advantage
Ambidextrous -> Ambidextrous advantage
Animal Care -> Animal Handling
Animal Training -> Animal Handling, Falconry,Teamster
Arcane Language -> New Skill
Art -> Artist
Astronomy -> Astronomy
Begging -> New Skill
Blather -> Fast-Talk
Brewing -> New Skill
Boat Building -> Shipbuilding
Carpentry -> Carpentry
Cartography -> New Skill
Charm -> Charisma advantage (+1)
Charm Animal -> Animal Empathy
Chemistry -> Chemistry
Clown -> Acting, Acrobatics, Performance
Comedian -> Performance, Acting
Concealment (Urban/Rural) -> Camouflage
Consume Alcohol -> New Skill
Contortionist -> New Skill
Cook -> Cooking
Cryptography -> Crypt-analysis
Cure Disease -> Physician, Diagnose
Dance -> Dancing
Demon Lore -> New Skill
Disarm -> Ignored
Disguise -> Disguise
Divining -> New Skill
Dodge Blow -> Not Required - increase DX instead
Dowsing -> New Skill
Drive Cart -> Drive (cart)
Embezzling -> Ignored
Engineer -> Engineer, Mathematics
Escapology -> Escape
Etiquette -> Savoir-Faire
Evaluate -> Merchant
Excellent Vision -> Acute Vision advantage
Fire Eating -> New Skill
Fish -> Fishing
Flee! -> Running
Fleet Footed -> Running
Follow Trail -> Tracking
Frenzied Attack -> Frenzy disadvantage
Gamble -> Gambling
Game Hunting -> Tracking, Stealth
Gem Cutting -> Jeweler
Haggle -> Merchant
Heal Wounds -> First Aid, Physician
Heraldry -> Heraldry
Herb Lore -> New Skill
History -> History
Hypnotise -> Hypnotism
Identify Magical Artifact -> New Skill
Identify Plant -> Naturalist
Identify Undead -> New Skill
Immunity to Disease -> Immunity to Disease advantage
Immunity to Poison -> Ignore - increase HT instead
Jest -> Performance, Acting
Juggle -> New Skill
Law -> Law
Lightning Reflexes -> Combat Reflexes advantage
Linguistics -> Linguistics
Lip Reading -> Lip Reading
Luck Luck -> advantage
Magical Awareness -> New Skill
Magical Sense -> New Skill
Manufacture Drugs -> New Skill
Manufacture Potions -> New Skill
Manufacture Scrolls New Skill
Marksmanship -> Ignored - increase Bow/Gun skill instead
Meditation -> Ignored
Metallurgy -> Metallurgy
Mime -> New Skill
Mimic -> New Skill
Mining -> Geology, Engineer (mining)
Musicianship -> Musical Ability advantage
Night Vision -> Infravision advantage (nonhumans only)
Numismatics -> New Skill
Orientation -> Absolute Direction
Palmistry -> New Skill
Palm Object -> Sleight of Hand
Pick Lock -> Lock-picking
Pick Pocket -> Pickpocket
Prepare Poisons -> Poisons
Public Speaking -> public speaking
Read/Write Literacy
Ride (by type) -> Riding (by type)
River Lore -> New Skill
Row -> Boating
Rune Lore -> New Skill
Rune Mastery -> New Skill
Sailing -> Boating, Seamanship
Scale Sheer Surface -> Climbing
Scroll Lore -> New Skill
Secret Language (type) -> New Skill
Secret Signs -> New Skill
Seduction -> Sex Appeal
Set Trap -> Traps
Shadowing -> Shadowing
Silent Move (Rural/Urban) -> Stealth
Sing -> Singing
Sixth Sense -> Danger Sense advantage
Smithing -> Blacksmith
Speak Additional Language -> Language (by type)
Specialist Weapon - type -> Relevant weapon skill
Spot Trap -> Traps
Stone-working -> New Skill
Story Telling -> Bard
Street Fighter -> Brawling or Karate
Strike Mighty Blow -> Ignored - increase ST instead
Strike to Injure -> Ignored - increase weapon skill instead
Strike to Stun -> Ignored - increase weapon skill instead
Strongman -> Ignored - increase ST and HT
Super-numerate -> Lightning Calculator
Surgery -> Surgery
Swim -> Swimming
Tailor -> New Skill
Theology -> Theology
Torture -> Interrogation
Trick Riding -> New Skill
Ventriloquism -> New Skill
Very Resilient -> Toughness DR1 advantage
Very Strong -> Ignored - increase ST instead
Wit -> Carousing
Wrestling -> Wrestling

Last edited by Kitty_Of_Doom; 01-10-2006 at 12:39 PM.
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Old 01-10-2006, 12:42 PM   #46
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Default Re: GURPS: Warhammer Fantasy Roleplay

Quote:
Originally Posted by naloth
I'ld give them DX+1 and a higher base speed as well. Warhammer Elves are known for being faster and more accurate than humans.
I actually considered removing +1 from IQ and adding +1 to DX instead. What do you think?

Quote:
Originally Posted by Kitty_Of_Doom
I fond an old 2page pdf in my document directory that deals with a
Warhammer to Gurps character conversion.
Maybe its of some use...
Thanks Kitty that will help! I haven't had time to look at it but I will tomorrow, I'm heading to a game right now! I just wanted to post this:

Halflings (50 points)
Halflings are small and slight of frame but with rather round features and pot-bellies. They cannot grow beards and are shorter than Dwarfs, so the two races are easily told apart. Their hands and feet tend to be large and hairy, and they prefer to go barefoot. They are not a very numerous people, living only in a small secluded part of the Old World completely surrounded by the Empire. Consequently, life for Halflings is often very boring, and many seek adventure in the outside world. They are nimble and stealthy by nature, so they make good thieves. Halflings are extremely friendly and easy-going, they enjoy merry-making and especially eating— they seem to be able to consume vast quantities of food despite their small statue.
Halflings are usually the first to suggest visiting a local inn or stopping for a break.

Attributes:
ST -2 [-20]; DX +2 [40]; HT +1 [10]

Secondary Characteristics:
Move -1 [-5]; SM -1

Advantages:
Halfling Ranged Weapon Talent +3 [15]; Silence 5 [25]; Social Regard (Good Friends) +2 [10];

Disadvantages:
Chummy [-5]; Code of Honor (Hospitality) [-5]; Gluttony [-5]; Increased Consumption 1 [-10]

Halfling Ranged Weapon Talent: Bow, Sling, Throwing, Thrown Weapon (Dart), Thrown Weapon (Knife), and Thrown Weapon (Stick). Reaction Bonus: archers and other ranged weapon users. 5 points/level. Only Halflings can take this Talent and it can be raised higher than level 2.
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Old 01-10-2006, 12:50 PM   #47
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Default Re: GURPS: Warhammer Fantasy Roleplay

Quote:
Originally Posted by Xuub
ttributes:
ST -2 [-20]; DX +2 [40]; HT +1 [10]

Secondary Characteristics:
Move -1 [-5]; SM -1

Advantages:
Halfling Ranged Weapon Talent +3 [15]; Silence 5 [25]; Social Regard (Good Friends) +2 [10];

Disadvantages:
Chummy [-5]; Code of Honor (Hospitality) [-5]; Gluttony [-5]; Increased Consumption 1 [-10]
Halfling Ranged Weapon Talent: Bow, Sling, Throwing, Thrown Weapon (Dart), Thrown Weapon (Knife), and Thrown Weapon (Stick). Reaction Bonus: archers and other ranged weapon users. 5 points/level. Only Halflings can take this Talent and it can be raised higher than level 2.
I would skip the DX+2 and replace it with some levels "manual dexterity" .
Maybe also reduce "silence" to 3 levels.
Otherwise you are really inviting the ultimate halfling sniper/fighter!

Last edited by Kitty_Of_Doom; 01-10-2006 at 12:53 PM.
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Old 01-10-2006, 12:55 PM   #48
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Default Re: GURPS: Warhammer Fantasy Roleplay

Quote:
Originally Posted by Xuub
I actually considered removing +1 from IQ and adding +1 to DX instead. What do you think?
I would. Based on Fantasy Battle (which I'm much more familiar with), Elves have a higher BS, WS, I, and Ld racially. That implies DX, Speed, and Will in GURPS terms.

Quote:
Halflings (50 points)
Attributes:
ST -2 [-20]; DX +2 [40]; HT +1 [10]
Why HT+1? They are super fragile in warhammer.

Quote:
Halfling Ranged Weapon Talent +3 [15]; Silence 5 [25]; Social Regard (Good Friends) +2 [10];
A DX+2 and a +3 weapon talent is too much. I would do either but not both.
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Old 01-10-2006, 01:40 PM   #49
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Default Re: GURPS: Warhammer Fantasy Roleplay

Quote:
Originally Posted by Kitty_Of_Doom
Also the WH corebook mentions them as "fine archers", so maybe the "racial skillbonus of +1 to Bow [2CP]" from Gurps Banestorm is ok with the template.
2CP seems pretty cheap. What do you think about Wood Elves having Weapon Master (Bow) instead?

Or perhaps something more like the halfling weapon talent called "Wood Elf Archer Talent" which could work for Bow, Fast Draw(Arrow) and maybe Zen Archery. I know one should avoid weapons in talents but ... you're right, Wood Elves should be good "Fine Archers".
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Old 01-10-2006, 01:45 PM   #50
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Default Re: GURPS: Warhammer Fantasy Roleplay

Quote:
Originally Posted by naloth
Why HT+1? They are super fragile in warhammer.
Good point. I think that's just a left over from the Template I based this one on. I'll fix it. Thanks!


Quote:
Originally Posted by naloth
A DX+2 and a +3 weapon talent is too much. I would do either but not both.
Quote:
Originally Posted by Kitty_Of_Doom
I would skip the DX+2 and replace it with some levels "manual dexterity" .
Maybe also reduce "silence" to 3 levels.
Otherwise you are really inviting the ultimate halfling sniper/fighter!
All good points. I appreciate the feedback. I may not get to posting "final" version here, but please know that I am taking this feedback positively and working it into the final version of my GURPS: Warhammer conversion.
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