Re: Eberron - anyone has a conversion?
Although it is true that at least one point needs to be included in a slot to make it useful, to follow the model in Characters, it would likely be clearer to either phrase it, "Individual spell slots cost 3 CP..." or, "Individual spell slots cost 5 CP. Each slot includes one Spell Character Point. The character can put as as many additional Spell Character Points into them as he has available. Spell Character Points costs 2 CP each."
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Re: Eberron - anyone has a conversion?
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There are no Elminsers or other epic level "ubermages" in the setting . Mages whom can cast {intrinsically , not by scrolls etc} nineth level spells {17th level + for Wizards , Druids and Clerics , 18th + for Sorcerers} are held in awe and are extreamly rare and 10th level characters are largly the top of the heap . By comparison you couldn't swing a cat in Waterdeep {Forgotten Realms setting} without hitting a 10th level Wizard , Sorcerer , Cleric or Slumming Druid and you can bet body parts there are at least several characters able to cast 9th level spells on any given day in the city . Before the Giants' empire fell , Eberon might have matched other world setting in overall power levels , but those days are thousands of years dead in the campaign settings current time period . Dragons might reach those levels though . I like the way you modeled Warforged by the way . Re your trouble figuring how to GURPS Artificers , don't feel too bad ; the developers of Dungeons and Dragons Online {which uses the Eberon setting} seem to have the same trouble {ie , no Artificers yet , and the Warforged are quite miffed by it ;p } |
Re: Eberron - anyone has a conversion?
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http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.2.23 |
Re: Eberron - anyone has a conversion?
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I retract my statement and will alter the template at the next opportunity... |
Re: Eberron - anyone has a conversion?
So, how should we do sorcerors?
I'd say it would probably best to just build their individual spells as powers with the -10% limitation for magic. Oh, and they must work similarly to existing spells - they cost fatigue, need time to concentrate before working, and so on... |
Re: Eberron - anyone has a conversion?
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Regular Magery and Wild Talent (Retention, Spells Only, Only to Learn Spells not cast them) should work. |
Re: Eberron - anyone has a conversion?
Dead thread walking. :-)
Here are some templates I came up with. Enjoy! Bugbear (88 points) Attribute Modifiers: +2 ST [18], +1 DX [20], +1 HT [10], +1 SM [0] Advantages: Damage Resistance 1 (Tough Skin) [3], Dark Vision [25], Discriminatory Smell [15], Racial Skill Bonus 1 (Stealth) [2] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Gnoll (33 points) Attribute Modifiers: +3 ST [27], -1 IQ [-20], +1 HT [10], +1 SM [0] Secondary Characteristic Modifiers: Per +1 [5] Advantages: Dark Vision [25] Perks: Fur [1] Disadvantages: Chummy [-5], Gluttony (12 or less) [-5], Social Stigma (Second-Class Citizen) [-5] Gnoll, Flind (?? points) Attribute Modifiers: +4 ST [36], +1 DX [20], +2 HT [20], +1 SM [0] Advantages: Charisma 1 (Gnolls only) [?], Dark Vision [25] Perks: Fur [1] Disadvantages: Gluttony (12 or less) [-5], Social Stigma (Second-Class Citizen) [-5] Goatfolk (Ibixian) (54 points) Attribute Modifiers: +2 ST [20], -1 IQ [-20], +1 HT [10] Secondary Characteristic Modifiers: Will +1 [5] Advantages: Claws (Hooves) [3], Dark Vision [25], Higher Purpose (fight (alongside) goatfolk) [5], Striker (crushing) (Horns, Limited Arc: Front, Long (+1)) [8], Racially Learned Skill 1 (Intimidate) [2] Perks: Fur [1] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Goblin (5 points) Attribute Modifiers: -3 ST [-30], +1 DX [20] Advantages: Dark Vision [25], Goblin Talent 1 (Riding, Stealth) [5] Disadvantages: Cowardice (12 or less) [-10], Social Stigma (Second-Class Citizen) [-5] Hobgoblin (62 points) Attribute Modifiers: +1 ST [10], +1 DX [20], +1 HT [10] Advantages: Dark Vision [25], Racial Skill Bonus 1 (Stealth) [2] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Kenku (16 points) Attribute Modifiers: -2 ST [-20], +1 DX [20] Advantages: Claws (Sharp Claws) [5], Higher Purpose (Teamwork) [5], Mimikry [10], Night Vision 7 [7], Teeth (Sharp Beak) [1], Racial Skill Bonus 1 (Stealth) [2] Perks: Feathers [1] Disadvantages: Cowardice (12 or less) [-10], Social Stigma (Second-Class Citizen) [-5] Kobold (-16 points) Attribute Modifiers: -4 ST [-40], +1 DX [20], -1 HT [-10], -2 SM Advantages: Dark Vision [25], Kobold Talent 1 (Engineer (Mining), Professional Skill (Miner), Search, Traps) [5] Disadvantages: Cowardice (12 or less) [-10], Light Sensitivity [-1], Social Stigma (Second-Class Citizen) [-5] Lizardfolk (26 points) Attribute Modifiers: +2 ST [18], -1 IQ [-20], +1 HT [10], +1 SM Secondary Characteristic Modifiers: +1 Per [5] Advantages: Breath Holding 1 [2], Claws (Sharp Claws) [5], DR 1 (flexible) [4], Teeth (Sharp Teeth) [1], Lizardfolk Talent 1 (Acrobatics (Balance), Juming, Swimming) [5], Nictitating Membrane 1 [1] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Minotaur (140 points) Attribute Modifiers: +8 ST [72], -2 IQ [-40], +2 HT [20], +1 SM Secondary Characteristic Modifiers: +3 Per [15] Advantages: Absolute Direction [5], Combat Reflexes [15], DR 1 (flexible) [4], Dark Vision [25], Discriminatory Smell [15], Striker (Impaling) (Horns, Limited Arc: Front, Long (+1)) [13] Perks: Fur [1] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Ogre (61 points) Attribute Modifiers: +7 ST [63], -1 DX [-20], -2 IQ [-40], +2 HT [20], +1 SM Secondary Characteristic Modifiers: +2 Per [10], +1 Basic Move [5] Advantages: DR 1 (Tough Skin) [3], Dark Vision [25] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Ogre, Skullcrusher (116 points) Attribute Modifiers: +7 ST [63], +3 HT [30], +1 SM Secondary Characteristic Modifiers: -1 Will [-5], Basic Move +1 [5] Advantages: DR 1 (Tough Skin) [3], Dark Vision [25] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Planetouched, Aasimar (56 points) Secondary Characteristic Modifiers: +1 Per [5] Advantages: Charisma 1 [5], Damage Resistance 1 (vs. acid, cold and electricity) [4], Dark Vision [25], Magery 0 [5], Racially Learned Spell (Continual Light) 12 [12] Planetouched, Tiefling (87 points) Attribute Modifiers: +1 DX [20], +1 IQ [20] Advantages: DR 1 (vs. cold, electricity, fire) [4], Dark Vision [25], Magery 0 [5], Tiefling Talent 1 (Fast-Talk, Stealth) [5], Racially Learned Spell (Darkness) 12 [8] Some thoughts on Warforged: My shiny new Monster Manual III gives Warforged a weight of 300 lbs. So I'd suggest to replace the +2 HP with +3 ST. Also the bonus to HT should be +1 instead of +2. And finally Warforged have only two fingers (and a thumb) on each hand so I'd give them the first level of Ham-Fisted. With the sugessted changes the Warforged template would look like this: Warforged (107 points) Attribute Modifiers: +3 ST [30], +1 HT [10] Advantages: Claws (Blunt Claws) [3], Damage Resistance 3 (Can’t Wear Armour, -40%) [9], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Machine (Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Unhealing (Total) [-30]) [25], Unaging [15] Disadvantages: Ham-Fisted [-5], Social Stigma (Minority Group) [-10]. Features: Healing spells and similar effect will only heal half as many hit points as normally. The Mechanic skill allows the skill user to function exactly as a doctor with the appropriate medical skills, however. As contructs, warforged do not ordinarily have Fatigue points and cannot get exhausted. To push their bodies beyond the usual limits and to power supernatural abilities, they must buy Fatigue Points at the usual cost of 3/level. Warforged can purchase up to four additional levels of Damage Resistance (Can’t Wear Armour, -40%) [3/level]. However, if they have a total of more than four levels, they also must take a level of Basic Move -1 [-5]. If they have more than six, they need to take two levels. Another Warforged: Warforged Scout (51 points) Attribute Modifiers: -2 ST [-20], +1 DX [20], -2 SM Secondary Characteristic Modifiers: -1 Per [-5], -1 Basic Move [-5] Advantages: Claws (Blunt Claws) [3], Damage Resistance 1 (Can’t Wear Armour, -40%) [3], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Machine (Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Unhealing (Total) [-30]) [25], Unaging [15] Disadvantages: Ham-Fisted [-5], Social Stigma (Minority Group) [-10]. Features: Healing spells and similar effect will only heal half as many hit points as normally. The Mechanic skill allows the skill user to function exactly as a doctor with the appropriate medical skills, however. As contructs, warforged do not ordinarily have Fatigue points and cannot get exhausted. To push their bodies beyond the usual limits and to power supernatural abilities, they must buy Fatigue Points at the usual cost of 3/level. Warforged Scouts can purchase up to four additional levels of Damage Resistance (Can’t Wear Armour, -40%) [3/level]. However, if they have a total of more than four levels, they also must take a level of Basic Move -1 [-5]. And last but not least some comments and questions: - Since DnD often gives strange ST modifers to its creatures I calculated the ST modifiers from the creatures weight where possible. - The lack of disadvantages is intentional. If you really want to play an ugly, bloodlusty, stinking bastard you still can (using personal disadvantages), but you don't have to. (Should I remove the Cowardice disadvantages from the templates also?) - What is Charisma (only on Gnolls) worth? - What are the Planetouched DRs worth? (edit: I let the resistance to 3 elements count as a single very common attack form.) Oh, and is Eberron a high mana world or not? If it is, the Planetouched don't need Magery 0 to cast their spells. - Do you have other comments, critique or suggestions? |
Re: Eberron - anyone has a conversion?
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@Fleck: very nice templates! |
Re: Eberron - anyone has a conversion?
I just noticed something:
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Okay, enough nitpicking. :) Here are some more Templates: Armand (111 points) Attribute Modifiers: +3 DX [60], +3 HT [30], -1 SM Secondary Characteristic Modifiers: -2 Basic Move [-10] Advantages: Armand Talent 1 (Immovable Stance, Survival) [5], Claws (Sharp Claws) [5], DR 1 [5], Dark Vision [25] Perks: Can tunnel without shovel [1] Disadvantages: Social Stigma (Minority Group) [-10] Centaur (196 points) Attribute Modifiers: +16 ST [144], +2 DX [40], -1 IQ [-20], +2 HT [20], +1 SM Secondary Characteristic Modifiers: +2 Will [10], +2 Per [10], +1 Basic Move [5] Advantages: Claws (Hooves) [3], DR 1 (Tough Skin) [3], Dark Vision [25], Extra Legs (4 legs) [5] Perks: Fur [1] Disadvantages: Reduced Arm Strength (-10 Arm Strength) [-45], Social Stigma (Second-Class Citizen) [-5] Yeah I know, Reduced Arm Strength doesn't exist. So what? It does exactly what I want: Reducing the strength of the human part of the centaur to a more human level. Ettin (218 points) Attribute Modifiers: +25 ST [200], -1 DX [-20], -2 IQ [-40], +2 HT [20], +2 SM Secondary Characteristic Modifiers: +2 Per [10], +1 Basic Move [5] Advantages: DR 2 (Tough Skin) [6], Extra Attack 1 [25], Extra Head 1 [15], Night Vision 7 [7] Disadvantages: Social Stigma (Minority Group) [-10] Gargoyle (152 points) Attribute Modifiers: +2 ST [20], +2 DX [40], -2 IQ [-40], +3 HT [30] Secondary Characteristic Modifiers: +3 Per [15] Advantages: Claws (Talons) [8], DR 1 [5], DR 3 (magic, cold; common) [9], Dark Vision [25], Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Flight (Winged, Cannot Hover) [24], Teeth (Sharp Teeth) [1], Temperature Tolerance (vs. cold) 3 [3] Disadvantages: Reduced Air Move -4 [8], Social Stigma (Minority Group) [-10] Giant, Cloud (296 points) Attribute Modifiers: + 24 ST [168], +1 DX [20], +1 IQ [20], +4 HT [40], +3 SM Secondary Characteristic Modifiers: -1 Will [-5], +2 Per [10], +1 Basic Move [5] Advantages: Charisma 1 [5], DR 3 (Tough Skin) [9], Discriminatory Smell [15], Extended Lifespan (x4) [4], Flight (Lighter Than Air, Max. Duration (10 min.)) [16], Magery 0 [5], Night Vision 7 [7], Racially Learned Spell: Fog 12 [8] Disadvantages: Reduced Air Move (-8 Air Move) [-16], Social Stigma (Minority Group) [-10] Giant, Hill (68 points) Attribute Modifiers: +11 ST [88], -1 DX [-20], -2 IQ [-40], +2 HT [20], +2 SM Secondary Characteristic Modifiers: +2 Per [10], +1 Basic Move [5] Advantages: DR 2 (Tough Skin) [6], Extended Lifespan (x2) [2], Night Vision 7 [7] Disadvantages: Social Stigma (Minority Group) [-10] Giant, Stone (200 points) Attribute Modifiers: +13 ST [104], +2 DX [40], +2 HT [20], +2 SM Secondary Characteristic Modifiers: +1 Per [5] Advantages: DR 3 (Tough Skin) [9], Dark Vision [25], Extended Lifespan (x8) [6] Perks: +2 to Stealth in rocky terrain [1] Disadvantages: Social Stigma (Minority Group) [-10] Harpy (100 points) Attribute Modifiers: +2 DX [40], -1 IQ [-20] Secondary Characteristic Modifiers: +1 Will [5], +2 Per [10], -1 Basic Move [-5] Advantages: Acute Hearing 1 [2], Charisma 1 [5], Claws (Sharp Claws) [5], Dark Vision [25], Extra Air Move 2 [4], Flight (Cannot Hover, Winged) [24], Harpy Talent 1 (Fast-Talk, Singing) [5], Voice [10] Disadvantages: Social Stigma (Minority Group) [-10] I have no idea how to recreate the Harpys Captivating Song ability in GURPS. Perhaps a heavily modified version of Mind Control? Lizardfolk, Blackscale (123 points) Attribute Modifiers: +7 ST [63], -1 IQ [-20], +2 HT [20], +1 SM Secondary Characteristic Modifiers: +1 Will [5], +1 Per [5], +1 Basic Move [5] Advantages: Breath Holding 1 [2], Claws (Sharp Claws) [5], DR 2 (flexible) [8], DR 1 (vs. acid; occasional) [2], Dark Vision [25], Lizardfolk Talent 1 (Acrobatics (Balancing), Jumping, Swimming) [5], Nictitating Membrane 2 [2], Teeth (Sharp Teeth) [1] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Lizardfolk, Poison Dusk (30 points) Attribute Modifiers: -3 ST [-30], +1 DX [20], +1 HT [10], -1 SM Advantages: Breath Holding 1 [2], Chameleon 2 [10], Claws (Sharp Claws) [5], DR 1 (flexible) [4], Poison Dusk Talent 1 (Acrobatics (Balancing), Jumping, Poison, Swimming) [5], Nictitating Membrane 1 [1], Night Vision 7 [7], Teeth (Sharp Teeth) [1] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Medusa (810 points) Attribute Modifiers: +2 DX [40], +1 IQ [20], +1 HT [10] Secondary Characteristic Modifiers: -1Will [-5] Advantages: Affliction 3 (Body of Stone +1400%, Doesn’t Eat or Drink +100%, Unaging +150%, Paralysis +150%, Unconsciousness +200%; Extended Duration (Permanent, cured by magic/wish) +150%, Malediction 1 +100%, Sense-Based (Vision) -20%) [699], Appearance (Beautiful) [12], DR 1 (Flexible) [4], Dark Vision [25], Innate Attack (1d toxic, Cyclic (10 seconds interval, 2 cycles) +50%, Follow Up (to bite) +0%, Side Affect (reduce ST by the inflicted damage on failed HT roll) +68%, Resistible (HT-2 roll) -20%) [8], Nictitating Membrane 1 [1], Teeth (Sharp Teeth) [1] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Troglodyte (70 points) Attribute Modifiers: -1 DX [-20], -1 IQ [-20] Advantages: Affliction (Stench) 2 (Area Effect (8), Emanation, Respiratory Agent, Uncontrollable (non-destuctive Power), Nauseated) [60], Claws (Sharp Claws) [5], DR 1 (Flexible) [4], Dark Vision [25], Teeth (Sharp Teeth) [1], Racial Skill Bonus 1 (Stealth) [2] Disadvantages: Social Stigma (Second-Class Citizen) [-5] Troll (287 points) Attribute Modifiers: +6 ST [54], +2 DX [40], -2 IQ [-40], +5 HT [50], +1 SM Secondary Characteristic Modifiers: +1 Per [5], -1 Basic Move [-5] Advantages: Claws (Sharp Claws) [5], DR 1 (Tough Skin) [3], Dark Vision [25], Discriminatory Smell [15], Fearlessness 12 [24], Regeneration (Very Fast) [100], Regrowth [40], Teeth (Sharp Teeth) [1] Disadvantages: Gluttony (12 or less) [-5], On the Edge [-15], Social Stigma (Minority Group) [-10] Features: acid and fire damage isn’t regenerated (but heals normally) |
Re: Eberron - anyone has a conversion?
*Thread succeeds its HT check and gains Unkillable 3 and Very Fast Regeneration*
*Thread comes back to positive HP* *The thread is alive another time!* Ok, I'm done. :-P I started a new d20-GURPS conversion for this amazing setting after I won the handbook in a tournament (Best Player prize :-) ), but I stuck in to a problem: how to reproduce in GURPS the "auto stabilization" quality of a Warforged? I thought about No Blood, but a voice in my head tells me something's wrong... Help! Please, of course. ^_^ |
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