01-10-2006, 12:02 PM | #41 | |
Join Date: Jul 2005
|
Re: GURPS: Warhammer Fantasy Roleplay
Quote:
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 |
|
01-10-2006, 12:07 PM | #42 |
Join Date: Jul 2005
|
Re: GURPS: Warhammer Fantasy Roleplay
I should probably replace Callous with Stubbornness ...
|
01-10-2006, 12:22 PM | #43 | |
Join Date: Sep 2004
|
Re: GURPS: Warhammer Fantasy Roleplay
Quote:
|
|
01-10-2006, 12:24 PM | #44 | |
Join Date: Aug 2005
Location: Klagenfurt,Austria; held captive by two well-trained tincan openers....
|
Re: GURPS: Warhammer Fantasy Roleplay
Quote:
|
|
01-10-2006, 12:30 PM | #45 |
Join Date: Aug 2005
Location: Klagenfurt,Austria; held captive by two well-trained tincan openers....
|
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. |
01-10-2006, 12:42 PM | #46 | ||
Join Date: Jul 2005
|
Re: GURPS: Warhammer Fantasy Roleplay
Quote:
Quote:
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. |
||
01-10-2006, 12:50 PM | #47 | |
Join Date: Aug 2005
Location: Klagenfurt,Austria; held captive by two well-trained tincan openers....
|
Re: GURPS: Warhammer Fantasy Roleplay
Quote:
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. |
|
01-10-2006, 12:55 PM | #48 | |||
Join Date: Sep 2004
|
Re: GURPS: Warhammer Fantasy Roleplay
Quote:
Quote:
Quote:
|
|||
01-10-2006, 01:40 PM | #49 | |
Join Date: Jul 2005
|
Re: GURPS: Warhammer Fantasy Roleplay
Quote:
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". |
|
01-10-2006, 01:45 PM | #50 | |||
Join Date: Jul 2005
|
Re: GURPS: Warhammer Fantasy Roleplay
Quote:
Quote:
Quote:
|
|||
|
|