Eberron - anyone has a conversion?
I stumbled over some eberron material the last days. And I must say I tfind the setting interesting. Not so much, naturally - well - the ruleset (d20).
Anyone knows of a Gurps conversion, discussion of the settings for Gurps or something like that? (Heck, if only SjGames could establish a setting that widely known, and that supported, with adventures, multiple source books and all that) |
Re: Eberron - anyone has a conversion?
There have been a couple of threads here; Juergen has posted a fair amount of stuff.
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Re: Eberron - anyone has a conversion?
Ah, thanks.
You know, Eberron just really striked me. It has some flair - I like the setting. I can really see my character developing there. |
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Eberron is one of those "kitchen sink" settings that nevertheless manages to be consistent and have a flavor of its own. And this is a pretty rare achievement - only Fading Suns achieves something similar... |
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But, as my great-grandpappy Stonebender used to say, "If ifs and ands were pots and pans, the old woman would have shot the bear with the broom." |
Re: Eberron - anyone has a conversion?
To anyone wondering where the rest of the thread went: at Jurgen's request, I moved the discussion of his online game over to Gamer Finder, where it is more on-topic.
Thanks, and good gaming! |
Re: Eberron - anyone has a conversion?
OK, let's get to the original topic of this thread. Since my conversion is in a thread with a title that doesn't hint at its contents, I thought that maybe I should repost my conversions here and we can try to build on them:
----------------- Races of Eberron Note: Members of the individual races can buy up to three additional levels of their racial Talent, just as with regular talents. Changelings (40 points) Secondary Characteristic Modifiers: Will +2 (versus sleep and charm effects only, -50%) [5] Advantages: Language Talent [10]; Elastic Skin [20]; Shifter Talent 1 (Acting, Fast-Talk, Intimidation, Interrogation) [5] Typical Advantages: Typical Disadvantages: Typical Skills: Dwarves (59 points) Attribute Modifiers: HT +1 [10]. Secondary Characteristic Modifiers: Basic Move -1 [-5], HP +1 [2]. Advantages: Dark Vision [25]; Dwarf Talent 1 (Axe/Mace, any attack rolls versus orcs, half-orcs and goblinoids, and any Armoury, Engineer, Merchant and Perception-based rolls involving stone or metal) [5], Extended Lifespan 4 [8], Magic Resistance 2 (Improved, +150%) [10], Resistant (Poison, +3 to HT) [3]. Racially Learned Skills: Immoveable Stance (H) DX-2 [1]. Typical Advantages: Typical Disadvantages: Typical Skills: Elves (58 points) Attribute Modifiers: DX +1 [20], HT -1 [-10]. Secondary Characteristic Modifiers: HP -1 [-2], Per +2 [10]. Advantages: Elf Talent 1 (Bow, Broadsword, Rapier) [5], Extended Lifespan 5 [10], Less Sleep 4 [8], Magery 0 [5], Night Vision 7 [7], Resistant (Immunity to supernatural “sleep” effects) [5]. Typical Advantages: Typical Disadvantages: Typical Skills: Gnomes (38 points) Attribute Modifiers: ST -1 [-10], HT +1 [10]. Secondary Characteristic Modifiers: Basic Move -1 [-5], HP +2 [4]. Advantages: Acute Hearing +2 [4], Acute Smell/Taste +2 [4], Extended Lifespan 3 [6], Gnome Talent 1 (Alchemy, Any attack rolls versus kobolds and goblinoids, illusion spells) [10], Night Vision 7 [7], Resistant (Illustions, +3) [3], Speak With Animals (burrowing creatures only -60%, 3 Uses/day -20%) [5]. Features: SM -1. Typical Advantages: Typical Disadvantages: Typical Skills: Half-Elves (24 points) Secondary Characteristic Modifiers: Per +1 [5] Advantages: Extended Lifespan 1 [2], Half-Elf Talent 1 (Diplomacy, Fast-Talk, Search, Streetwise) [5], Night Vision 7 [7], Resistant (Immunity to supernatural “sleep” effects) [5]. Half-Orcs (10 points) Attribute Modifiers: ST +1 [10], IQ -1 [-20] Advantages: Dark Vision [25] Disadvantages: Social Stigma (Second-Class Citizen) [-5]. Halflings (36 points) Attribute Modifiers: ST -1 [-10], DX +1 [20] Secondary Characteristic Modifiers: Basic Move -1 [-5] Advantages: Acute Hearing +2 [4], Enhanced Dodge [15], Extended Lifespan 1 [2], Halfling Talent 1 (Acrobatics, Climbing, Jumping, Sling, Stealth, Throwing, All Thrown Weapons) [10]. Features: SM -1 Typical Advantages: Typical Disadvantages: Typical Skills: Kalashtar (32 points) Secondary Characteristic Modifier: Will +2 [10] Advantages: Extended Lifespan 1 [2], Kalashtar Talent 1 (Diplomacy, Fast-Talk, Intimidation, Interrogation) [5], Telecommunication (Telesend: Telepathic -10%, Limited Use: 1/day -40%) [15]. Features: Immune to dream manipulation powers and spells. Note: Kalashtar can buy off the “Limited Use” Limitation for their Telecommunication advantage. They can also start with any psionic power at character creation without having to take an unusual background. Typical Advantages: Typical Disadvantages: Typical Skills: Shifters (7 + variable) Attribute Modifiers: DX +1 [20], IQ -1 [-20] Advantages: Night Vision 7 [7], Shifter Talent 1 (Acrobatics, Brawling, Climbing, Jumping) [5], Shifting [variable] Disadvantages: Social Stigma (Second Class Citizen) [-5] Each shifter must choose one of the following subtypes of shifters. Each offers a set of advantages or attribute modifiers that the character can purchase. If the character purchases more than one of them, apply the Linked (+10%) enhancement to all of them – they come into use at the same time. The character also must apply the Limited Use (any, from -10% to -40%) limitation to the advantages. The Costs Fatigue, Emergencies Only, Temporary Disadvantage, Unconscious Only, Uncontrollable, and Unreliable limitations might also be appropriate for shifters who aren’t fully in control of their powers for some reason. Beasthide: Damage Resistance (up to three levels, Tough Skin -40%, base [5/level]), HT (up to three levels, base [10/level]), HP (up to five levels, base [2/level]). Longtooth: Teeth (Sharp [1] or Fangs [2]), ST (up to five levels, base [10/level]) Cliffwalk: Brachiator [5], DX (up to three levels, base [20/level], Flexibility (Flexibility [5] or Double-Jointed [15]) Razorclaw: Claws (Blunt Claws [3], Sharp Claws [5], Talons [8], or Long Talons [11]), ST (up to five levels, base [10/level]) Longstride: Basic Move (up to five levels, [5/level]), DX (up to three levels, base [20/level]). Wildhunt: Discriminatory Smell [15], HT (up to three levels, base [10/level]). Wildhunt shifters will also have at least one level of Acute Smell/Taste [2/level] even when not shifting. Example: A young Beasthide shifter takes three levels of Damage Resistance, one level of HT, and three levels of extra HP as his shifter advantages. He selects the Limited Use (2/day, -30%), Costs Fatigue (2 FP, -10%), and Unreliable (-40%) limitations for all these advantages, and applies the Linked (+10%) enhancement to all of them. This brings the total to: Damage Resistance 3 [3] (the total limitations – note the “Tough Skin” limitation! - and the enhancement add up to -110%, but since limitations can’t reduce the cost below -80%, this is as low as it gets), HT +1 [3] (here it adds up to -70%), and HP +3 [2] (-70% again – 1.8, rounded up), for a total of 8 points. Lots of room for improvement there... Typical Advantages: Typical Disadvantages: Typical Skills: Warforged (83 points) Attribute Modifiers: HT +2 [20] Secondary Characteristic Modifier: HP +2 [4] Advantages: Damage Resistance 3 (Can’t Wear Armour, -40%) [9], Doesn’t Sleep [20], Machine (Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Unhealing (Total) [-30]) [25], Unaging [15] Disadvantages: 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. Typical Advantages: Typical Disadvantages: Typical Skills: Non-standard Races Goblin Attribute Modifiers: Typical Advantages: Typical Disadvantages: Typical Skills: Gnoll Typical Advantages: Typical Disadvantages: Typical Skills: Hobgoblin Typical Advantages: Typical Disadvantages: Typical Skills: Ogre Typical Advantages: Typical Disadvantages: Typical Skills: Orc Typical Advantages: Typical Disadvantages: Typical Skills: |
Re: Eberron - anyone has a conversion?
Magic
Arcane Magic Arcane magic is available through the Magery advantage. Magery 0 costs 5 points, and every additional level costs 10 points. Starting characters should not have more than Magery 3. There are two ways of learning and casting spells: Learning individual spells: It is possible to learn spells as per the standard GURPS rules, by purchasing them as individual skills – but this is only possible for spells that do not have Magery 1 or higher as a prerequisite. People who choose to learn spells this way are usually called “Magewrights” in Eberron and use a few useful spells exclusively for their daily professional work. Some so-called “bards” also make a lot of use of these spells. Wizardly magic: For this variant, the spellcaster needs a spellbook in which he must inscribe all spells he wants to cast. He also needs to purchase a number of “spell slots”. He then can take one minute to read up the spell he wants to cast in his spell book and “prepare” the spell for casting. This uses up one of his spell slots, which remains “in use” until the spellcaster either casts the spell or empties the slot without casting the spell. He then can use the spellbook to prepare the same spell again – or a different one. A single spell slot costs 5 character points, which is the equivalent of 1 character point in the spell in the slot (so the mage can cast it at a skill level of IQ+Magery-2, or IQ+Magery-3 for Very Hard spells). If the caster wants to prepare the spell at a higher skill level, he can purchase “additional” character points in the spell slot for a cost of 2 CPs each. Note: This is a Modular Ability of the Super-Memorization variant [8], with the limitations Spells Only (-20%) and Preparation Required (1 minute, -20%). A wizard starts off with a number of spells in his spellbook (which costs 15 gp and holds 50 spells) equal to his skill level in Thaumatology. Note that these spells must follow the usual prerequisite chains – the difficult spells refer back to elements of the easier ones, and a wizard cannot prepare them if he doesn’t have those easier spells written down as well. He can purchase additional spells at character creation – the usual is (1 + number of prerequisites the spell has) x 10 gp. (Later, the cost is “whatever the market will bear”, though simple spells with few prerequisites are easy to get). During play, the mage can attempt to transcribe spells from other grimoires or scrolls. This uses up 10 gp of writing materials and requires a Thaumatology skill roll at a penalty equal to the number of prerequisites the spell has. If the skill roll fails, the materials (and pages in the spellbook) are wasted, and the wizard cannot attempt to transcribe the spell again unless he finds a teacher, increases his Thaumatology skill, or a different source for the spell. Teachers may aid in learning spells. All arcane magic have the following limitations: - Encumbrance makes it difficult to cast the spells. Substract the spellcaster’s encumbrance level from his effective skill with all spells. - No Healing spells are available. The only exception is Recover Energy, which can be learned as an individual skill despite its Magery 1 prerequisite. Divine Magic Divine magic is available through the Power Investiture advantage. Starting characters should have no more than three levels of Power Invstiture. Note that priests will usually also have Clerical Investment and possibly one or more levels of Religious Rank, but this is not required for spellcasting purposes – all that matters is the faith of the spellcaster. Divine spellcasters must learn the Ritual Magic skill, which is an IQ/Very Hard skill, and one or more College Skills (also IQ/Very Hard) that represent the various colleges of magic (which ones are available depends on the faith in question) that defaults to Ritual Magic-6. College skills have Ritual Magic as a prerequisite and may never exceed it. Divine spellcasters can cast spells at default. For each prerequisite the spell or its prerequisites would have in the standard system, the default is at a cumulative –1 (e.g., a spell with one prerequisite that itself has one prerequisite defaults to college skill-2). To raise a spell past its default level, the mage must have at least one point in the college skill, but he can ignore the spell’s prerequisites under the standard system. Increasing the spell costs 2 character points for the first +1, and one character point for each additional +1 (so a spell that defaults to college skill-2 could be cast at its college skill level for 3 character points). Spells cannot exceed the associated college skill. Power Investiture adds to both the Ritual Magic skill and the college skills. Here is a breakdown of available colleges by religion: Church of the Silver Flame: Healing, Light & Darkness (Light only), Necromancy (spells that sense or banish spirits and undead only), Protection and Warning The Sovereign Host: If the cleric follows the Host as a whole, pick any four domains from individual deities. Arawi, God of Agriculture: Air, Food, Healing, Plant Aureon, God of Law and Knowledge: Communication and Empathy, Healing, Knowledge, Meta Balinor, God of Beasts and the Hunt: Air, Animal, Earth, Healinbg Boldrei, God of Community and Hearth: Communication and Empathy, Food, Healing, Protection and Warning Dol Arrah, God of Honor and Sacrifice: Body Control, Communication & Empathy, Healing, Light & Darkness (Light only) Dol Dorn, God of Strength at Arms: Body Control, Healing, Making and Breaking, Sound Kol Korran, God of Trade and Wealth: Communication and Empathy, Healing, Knowledge, Movement Olladra, God of Feast and Good Fortune: Communication and Empathy, Food, Healing, Movement Onatar, God of Artifice and the Forge: Fire, Healing, Enchantment (the Enchantment spell is assumed to have a default equal to the Enchantment college for the priests of Onatar!), Making and Breaking. The Dark Six: If the cleric follows the Dark Six as a whole, pick any four domains from individual deities. The Devourer: Air, Body Control, Making and Breaking (Breaking spells only), Water The Fury: Body Control, Communication and Empathy, Healing, Mind Control The Keeper: Body Control, Knowledge, Light and Darkness (Darkness spells only), Necromancy The Mockery: Body Control, Illusion, Light and Darkness (Darkness spells only), Sound The Shadow: Knowledge, Meta, Light and Darkness (Darkness spells only), Necromancy The Traveler: Animal Control (Shapeshifting spells only), Communication and Empathy, Illustion, Movement The Blood of Vol: Body Control, Healing, Knowledge, Necromancy The Cults of the Dragon Below: Earth, Mind Control, Light and Darkness (Darkness spells only), Necromancy The Path of Light: Healing, Knowledge, Meta, Protection and Warning The Undying Court: Healing, Light and Darkness (Light spells only), Necromancy, Protection and Warning Druids: Air, Animal, Earth, Fire, Healing, Plant, Water Additional powers: Priests can purchase the True Faith [15] advantage. Druids can purchase the Shapeshifting advantage, but only for animals. More powerful divine spellcasters and members of certain monastic orders might be able to purchase other powers as well. Psionic Powers: As described in GURPS 4E. However, these powers are rare on Khoirvaire, and non-Kalashtar characters shouldn’t start with advantages in more than one psionic power (Antipsi, ESP, Psychic Healing, Psychokinesis, Telepathy, and Teleportation) without a paying for an Unusual Background. |
Re: Eberron - anyone has a conversion?
Dragonmark Powers
Use the following rules to individualize your character’s dragonmark powers. Each type of dragonmark has a set of advantages that represent different ways the dragonmark powers can manifest themselves and that the bearer of each dragonmark can acquire. Apply the Dragonmark Power limitation (-10%) to each of these advantages – this represents the fact that these powers are magical in nature and subject to magical countermeasures. In case anyone wants to dispel these powers, the effective skill of the power is equal to the character’s Will plus the appropriate Talent. You can also apply the following limitations to the power in addition to the Dragonmark Power limitation: Costs Fatigue, Emergencies Only, Limited Use, Unconscious Only, Uncontrollable, and Unreliable. Individual advantages (like Innate Attack) might also allow for additional limitations (or enhancements). Each dragonmark also has an associated Talent, which gives a bonus to all attribute-related rolls when using the appropriate powers, as well as to rolls with one or more mundane skill. Note: The point cost of all the advantages listed here does not include the modifiers for the Dragonmark Power limitation, as well as the modifiers for all other applicable enhancements and limitations. Fist add up the values of all enhancements and limitations, and then apply them to the advantage! Mark of Detection House: Medani Race: Half-elf Advantages: Detect (magic and supernatural effects, harmful substances of various kinds), See Invisible [15]. They can add the Cosmic (+50%) enhancement to their powers. Talent Skill: Observation Mark of Finding House: Tharashk Race: Half-orc, human Advantages: Absolute Direction [5/10], Detect (objects and substances). They can add the Increased Range (+10%/level) enhancement to their powers. Talent Skill: Search Mark of Handling House: Vadalis Race: Human Advantages: Ally (Summonable, +100% - this must be a natural animal), Animal Empathy [5], Animal Growth (Affliction that grants the Growth advantage, additional ST and DR, and only works on natural animals) Mind Control (Only vs Natural Animals, -20%) [50], Speak With Animals [25]. Talent Skill: Animal Handling Mark of Healing House: Jorasco Race: Halfling Advantages: Healing (they can add the Xenohealing enhancement) [30] Talent Skill: First Aid and Physician. Mark of Hospitality House: Ghallanda Race: Halfling Advantages: Ally (Summonable, +100%. It will also always have Invisibility [40], Code of Honor (will only do servant work) [-15], and Pacifism (Total Nonviolence) [-30]), a variety of Afflictions that grant others advantages (such as additional HP, ST, Resistance to poison, disease, etc.), with the Preparation Required limitation – the dragonmark bearer cooks and prepares meals, and the other characters gain the advantages upon eating them. Talent Skill: Diplomacy Mark of Making House: Cannith Race: Human Advantages: Gadgeteer [25/50], Healing (On objects, including machines, instead of living beings, -10%) [30] Talent Skill: Armoury Mark of Passage House: Orien Race: Human Advantages: Ally (summonable +100%, mount only), Enhanced Move [20/level], Warp [100] Talent Skill: Survival. Mark of Scribing House: Sivis Race: Gnome Advantages: Arcane Mark [21], Telesend [30] Talent Skill: Research Note: Arcane Mark is an Affliction that creates a Permanent (+150%) Unnatural Feature (+10%) with a range of Close (-30%) that only works on objects (-20%). This is the personal sigil of the dragonmark bearer that cannot be forged, and members of House Sivis are usually hired by various organisations and governments to sign official documents with it to prove their authenticity. Mark of Sentinel House: Deneith Race: Human Advantages: Various forms of Afflictions that grant various forms of Damage Resistance, often with limitations for certain damage forms (only versus ranged attacks, energy damage, etc.) Talent Skill: Criminology Mark of Shadow House: Phiarlan, Thuranni Race: Elf Advantages: Ally (Summonable, +100%, must be a creature of living shadow), Chameleon [5/level], Clairsentience [50], Elastic Skin [20], Shadow Form [50], Silence [5/level] Talent Skill: Stealth, Streetwise Mark of Storm House: Lyandar Race: Half-elf Advantages: Innate Attacks and Afflictions that revolve around controlling wind and weather. These will do knockback damage at the most. Talent Skill: Acrobatics Note: Does anyone have suggestions on how to do large-scale weather control? Mark of Warding House: Kundarak Race: Dwarf Advantages: Afflictions and Innate Attacks with the Triggered Delay enhancement (+50% - usually if a person passes by or touches it without mentioning a specific password). Talent Skill: Search Note: Members of a Dragonmark House in good standing will also usually enjoy all sorts of social advantages, but these are not mandatory. A Code of Honor (Professional) [-5] is common. ----------------- Prices and Equipment: I've set 10 GURPS dollars equal to one D&D gold piece, and use most of the prices in Eberron as written. Starting wealth is 200 gp. |
Re: Eberron - anyone has a conversion?
Can anyone here come up with templates for the goblinoid races? Or other playable nonhuman races, for that matter?
The range for possible PC types is a bit larger in Eberron than in other campaign worlds... And is there anything else important that you feel is missing from the conversion? |
Re: Eberron - anyone has a conversion?
Suggestions of racial templates
Goblin (8 points) Attribute Modifiers: Secondary Characteristic Modifiers: HP +1 [2]. Advantages: Dark Vision [25]. Disadvantages: Appearance (Unattractive) [-4], Short Lifespane -1 [-10], Social Stigma (Second-Class Citizen) [-5] Racially Learned Skills: Features: SM-1 Typical Advantages: Typical Disadvantages: Typical Skills: Gnoll (-1 points) Attribute Modifiers: ST+1 [10], IQ-1 [-20] Secondary Characteristic Modifiers: HP +1 [2]. Advantages: Combat Reflexes [15], Dark Vision [25]. Disadvantages: Appearance (Ugly) [-8], Bad Temper 1 [-10], Bloodlust 1 [-10], Odious Racial Habit (Eats sentients) 3 [-15] Racially Learned Skills: Features: Typical Advantages: Typical Disadvantages: Typical Skills: |
Re: Eberron - anyone has a conversion?
Heya Jürgen
I personally feel that the conversion is very good. I, however, don't really like that you have used [4th ed's] ritual magic for divine magic, specially when there is a better suited tool, ie Power Investiture. For the rest, once you have enough to satisfy you, I would really like to have a copy. If you could PDF-ize it it would be certainly perfect ;) |
Re: Eberron - anyone has a conversion?
Jurgen:
Re: mages' spell slots: Why are the slots fixed? Why not have a "slot pool"? For instance, suppose a mage wants to cast ten spells at 1 character point each. That's 3cp per slot, plus 2cp per character point = 50cp. At that point, what does it matter if the character memorizes 10 1-cp spells or 5 2-cp spells or 3 2-cp and 4 1-cp spells? It uses up the same amount of modular space, right? And the mage can just keep adding slots and cp-spell-ranks as they go along. (No "Limited Uses" limitation, so we're only altering their spell list.) Would there be some way to limit the maximum rank in any spell? For instance, under the current system, each spell is learned individually. But under a modular system, you can have the mastery of a spell change from day to day, which takes out some of the believability of the system. :( |
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I would simply make a list on what spells are desirable for the clerics from the colleges their deity grants |
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Re: Eberron - anyone has a conversion?
OK, here is my orc template:
Orcs (19 points) Attribute Modifiers: ST +2 [20], IQ -1 [-20] Advantages: Dark Vision [25] Disadvantages: Light Sensitivity [-1] (Note: Orcs are effectively missing one level of Night Vision - in this case, the level appropriate for bright daylight or other strong illumination, and they suffer a -1 Visibility penalty on sigh-based rolls, including attack rolls. They do not suffer penalties for any illumination less than that, however.), Social Stigma (Second-Class Citizen) [-5] Typical Advantages: Typical Disadvantages: Typical Skills: |
Re: Eberron - anyone has a conversion?
What I still can't wrap my mind around is how to model artificers...
Does anyone have a suggestion? |
Re: Eberron - anyone has a conversion?
Artificers could use afflictions to give abilities to items.
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Typical Disadvantages: Typical Skills: Enhanced Dodge? Why? Shouldn't they have Luck instead? I am repeating, but you cannot get a to-hit bonus from Talent. Quote:
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I hope you don't hate me now. ;) |
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But it is probably a good idea to mention that in the Magic chapter. Quote:
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Re: Eberron - anyone has a conversion?
Hello, question on math.
in the arcane magic write up you have it written as a modular ability costing 8 points (Super mem and everything else included). when i looked in my powers and basic set it comes to 5 without and limitations and 3 more per point in the slot. so with the -40% wouldn't it be 3 cp per slot and 3 perpoint in slot? does the -40% also apply to the +3 per point? making it 3 per slot +2 per point in slot? did i miss something? or is it a personal ruling for it to be 8? |
Re: Eberron - anyone has a conversion?
With regards to the warforged template:
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I would say allowing them to buy Fatigue, so as to enable extra effort and such, would be at the very least a Perk. Probably more appropriate would be to use "Machines and Fatigue" as written, but allow those with supernatural abilities to buy an Energy Reserve (from Powers; sorry, don't have the book with me right now). |
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I should probably write this a bit more clearly... |
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You are probably right there. |
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OK, I think I will rephrase this: "Individual spell slots cost 5 CP. The character can put as many Spell Character Points into them as he has available, but he needs to put at least one of them into the slot for it to work. Spell Character Points cost 2 CP each." |
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 } |
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http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.2.23 |
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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... |
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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. ^_^ |
Re: Eberron - anyone has a conversion?
Why is the Kalashtar dream immunity a "feature"? Surely it should at least be a perk, if nothing else.
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Re: Eberron - anyone has a conversion?
God could anyone compile this into a concise set of rules. I've always wanted to play Eberron, but on the flip side I've never wanted to play d20. GURPS conversion would be the bomb.
Hint..hint...Jurgen. |
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I've hacked everything together into a short PDF file. The time I was able to spend on proofreading was limited, however - so you should proofread it as well... |
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Now I have no excuse to buy Eberron. Damn you Jurgen *shakes fist* damn you all to hell! *sobs* |
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Re: Eberron - anyone has a conversion?
No comments from the proofreaders?
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Re: Eberron - anyone has a conversion?
Nice write up Jürgen! The only thing that jumped out at me after a quick read through is that there is a much more elegant way to write up the Medusa's stone gaze. Basically, in Powers, it suggests that any effect that simply removes a character from play should be a +300% to an affliction. The logic here is that dead vs. paralyzed forever vs. turned to stone is basically a matter of semantics. Either way, it takes powerful magic, super science, or other extreme measures to bring you back.
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Re: Eberron - anyone has a conversion?
This is great! Your conversion was actually one of the original things that got me to make an account here, but I never really thought to comment on it. I love the eberron setting, don't particularly like D&D (especially when I'm the DM. All of the players I know are expert twinkers). I actually sold all of my D&D books some time ago except for the eberron ones, in hopes of running a GURPS version. It's a shame no one's made an artificer template, though. I suppose the best way to do it would be some sort of Powers approach. Hm...
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Re: Eberron - anyone has a conversion?
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EDIT: "Not Fire or Acid" looks like a common or very common Bane, so Regrowth (Bane: Fire and Acid -50%) [20]. This would save a total of 40 points. |
Re: Eberron - anyone has a conversion?
Thread necromancy!
I've been reading through my old Eberron books recently, and now that I've got some more GURPS 4E experience under my hood (both as GM and as player) I think I'd do some things differently. Let me start with Enchanting - which, after all, is a huge part of the flavor of the world. First of all, Quick and Dirty enchantments do not exist on Eberron (in order to avoid some weird economics and "cheap tricks" from the other new rules edition). However, Slow and Sure enchantment allows you to put 10 energy points into an item per day and enchanter. Should the enchantment cost less than the available energy points per day, the time to create the enchantment is reduced proportionally. For example, if five enchanters (with a total of 50 energy points per day) wish to enchant a one point powerstone (with an energy cost of 20), then the total time is (8 hours)x(20/50) = 3.2 hours (or 3 hours and 12 minutes). Furthermore, creating magic items requires consumable "enchanting supplies" for a flat cost of $25 per energy point. So, what do magic items generally cost? Well, Eberron is a TL3+2 world, so base daily wage for an enchanter is $50, or $5 per energy point - so the total "base cost" of enchantments is $30 per energy point. However, there is always a chance of failure as well as a merchant markups. Thanks to House Cannith, magic items are generally sold at a flat rate of $33 per energy point (as it can be assumed that they can get enchanting supplies cheaper due to bulk rates and also profit from custom "enchanting lines" like their creation forges, which makes production cheaper still). A new spell of the Enchantment college also helps with speedy enchantment: Transfer Essence (VH) You can transfer the energy embedded in a single existing enchantment to a new enchantment as part of the enchantment process. You must know the enchantment whose energy you transfer. If you fail the skill roll, the energy is lost and the original magic item loses its enchantment. Example: You know the Accuracy enchantment and have acquired a magic sword with Accuracy +1 (enchanted with 250 energy points). You wish to enchant a staff of Fireball (which requires 800 energy points to enchant). With Transfer Essence you can transfer those 250 energy points to the new enchantment, reducing the remaining energy cost to 550. Duration: Permanent Time to Cast: Transfer Essence replaces one day of the enchantment process and takes 8 hours to cast. Prerequisite: Enchant A new perk is available: Master Enchanter: Your Magery (Enchantment College) counts as full Magery for the purpose of learning and using spells from other colleges - but only for enchantment purposes. Enchanters can also buy Modular Ability (Super-Memorization) with the Limitations (Spells for Enchanting Purposes Only, -50%) and Preparation Required (10 minutes, -30%), for a total of -80%. Basically, by reading up on the spells in spellbooks, enchanters can create enchantments for those spells even if they cannot cast them. However, they still need to learn any prerequisites for those spells, either with further slots their Modular Ability or the hard way. At the GM's option, those with Quick Gadgeteer (Magical) can buy off the Preparation Required limitation, or even change the Modular Ability to Cosmic. Finally, there is a new variant to Gadgeteer: Gadgeteer (Magical) Magical gadgeteers can invent and create new enchantments that don't fit into the normal systems for enchantments, such as artifacts, eldritch machines, and creation forges and other industrial enchantment lines (though in the latter cases they had better be a member of House Cannith or they will get a visit from them once they find out). Furthermore, they can "cannibalize" existing magic items and use them as "enchanting supplies". Quick Gadgeteers can use Transfer Essence to drastically reduce enchantment times as described under Quick Gadgeteering, though they still need to get their energy from somewhere. Furthermore, they can purchase Gizmos, representing magic items they created in their downtime (though they still need to get the energy and enchanting supplies from somewhere, paying for them at the normal rates if necessary). Now I need to figure out what Simple, Average, Complex, and Amazing represents in terms of energy points in enchanting... any suggestions? |
Re: Eberron - anyone has a conversion?
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So: At the extreme end, I think we can agree a Great Healing item is Amazing (4000 energy). And at the trivial end, a 60-energy Seek Air item is probably Simple :) I'd probably go as high as 100 energy for Simple, at the least. Is a +1 sword Average? It seems a classic magic item, so that might make it pretty Average; on the other hand, 4e D&D has +1 items pretty quickly, and that would vote for Simple, possibly giving you an upper range on Simple. That's 250 energy, classify it depending on the feel you're going for. Shatterproof is the "basic" enchantment for magic weapons in D&D - all magic weapons being pretty darn tough. That's 400 energy - Simple (if your +1 sword is simple), or Average? What about a +2 sword? Is that Average, or Complex? (1000 energy) a 2 Power enchantment or 2 Speed enchantment is also 1000 energy. What about a Great Wish? that's 2000 energy, but not quite as fancy as a D&D Wish. Is that Complex or Amazing? Restoration is 2000 energy as well. But there's also 4000 and 8000 energy spells in there, those are pretty clearly Amazing. My inclination is to go with the following Simple: 1-199 energy Average: 200-999 Complex: 1000-3999 Amazing: 4000+ EDIT or alternately Simple: 1-250 Average: 251-1500 Complex: 1501-3999 Amazing: 4000+ |
Re: Eberron - anyone has a conversion?
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Re: Eberron - anyone has a conversion?
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I think I will do away with the "spell slots" for normal mages. Sorcerers are just mages with Wild Talent. Clerics and druids will be adapted from the Dungeon Fantasy archetypes. |
Re: Eberron - anyone has a conversion?
Sometimes I feel like Sorcerers (in the basic GURPS magic system) are mages who have taken Shortcuts to Power perks to "snipe" a small set of spells, and then spent the rest of their points on a pile of Energy Reserve so they can cast all day.
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Re: Eberron - anyone has a conversion?
I've made D&D Wizards use standard GURPS magic with prerequisites, while Sorcerers use spell levels tied to Magery level that contain exactly the same spells Wizards use, but Sorcerers can chose whatever spells they want without regard to prerequisites. They are, however, restricted to a maximum of (Magery minus spell level) spells from a given level. Sorcerers can have more Magery and Energy Reserve than Wizards and so far this works fine. It makes Sorcerers powerful, but less versatile than wizards - a good choice for less experienced players, too.
Thinking about it, this is basically Bruno's approach with less bookkeeping for Shortcut to Power perks. |
Re: Eberron - anyone has a conversion?
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