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-   -   Elder Scrolls Conversion to GURPS 4e (Help Please!) (https://forums.sjgames.com/showthread.php?t=37753)

Delcar 03-21-2010 01:09 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Quote:

Originally Posted by KjetilKverndokken (Post 954869)
Yes, its more like soft cockroach chitin then beetle type. And its not strong as metal, softer then bronze but harder then leather.

UGH UGH UGH - there's some nightmare fuel, thanks...

Light and strong, with some flexibility... I'd probably just use it as a flavorful alternative to leather.

I can't recommend Dungeon Fantasy enough for anyone wanting to run a Fantasy campaign.

While I wouldn't normally make a different racial template based on gender, a reptile species may have enough sexual dimorphism to justify it.

Anthony 03-22-2010 12:19 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Note that it's not really necessary to use GURPS Magic at all; it's not like you can't invent new magic systems where appropriate, so you could just port ES magic directly into GURPS. Both Morrowind and Oblivion are reasonably well described. You'll want to decide or Morrowind vs Oblivion spellcasting, as they work slightly differently.
Morrowind Spellcasting
  • There are six spell skills: Alteration, Conjuration, Destruction, Illusion, Mysticism, and Restoration. All should be considered IQ/H (actually, mechanically speaking they are Will/H, but if you do that, increase the cost of Will).
  • All spells cost energy from an energy reserve. This cost is equal to 1/10 of the Magica cost (as given in Morrowind). Alternately, you can simply multiply the energy reserve size by 10 and use costs as written, but be prepared for abusive 1 magica spells.
  • Casting a spell requires a concentrate maneuver and a skill roll; this roll is at -1 per 10 magica the spell costs (i.e. -1 per point of energy the spell costs).
  • Duration is normal -- i.e. a spell that lasts X seconds in Morrowind lasts X turns in GURPS. An exception can be made for non-combat spells: as time passage stops when you enter a dialog, in the game you can use a very short duration spell such as charm and instantly enter dialog, and the bonus will persist until you exit the dialog. This is arguably an abuse.
  • Spell effects are typically fairly obvious, though due to how attributes scale many effects are quite marginal in GURPS (for example, it takes about an Agility +40 spell to get the equivalent of +1 DX).
  • When converting damaging effects, figure 10 damage to 1 HP. Note that Morrowind damage spells ignore armor; if you don't want that effect in GURPS, I suggest adding 1d-1 to the damage of spells.
Oblivion spellcasting works in much the same way, but has different scaling. For Oblivion, no spellcasting roll is required, and the energy cost of a spell is equal to the base magica cost for the spell, divided by your casting skill (thus, skill 20 casters pay half cost for spells).

Turhan's Bey Company 03-22-2010 12:36 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Quote:

Originally Posted by KjetilKverndokken (Post 955177)
Some have mentioned weapons from DF8 that should be a close match, are they in full stats or with add on rules?

Add-on rules. That is, the rules for unusual materials modify rules for other items; you don't start with a regular item and turn it into an item made from an unusual material or type of craftsmanship. For a weapon or piece of armor made from an exotic material (tempered glass, Dwarven armor, dragonbone, poisonwood, etc.), you start with the stats for a regular item but apply modifiers to performance (say, a damage bonus, additional DR, or additional effects; poisonwood, for example, does additional damage to living targets), cost, and possibly weight.

RedGuard 03-24-2010 06:17 AM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
I revised my altmer template from a view pages ago.
I removed the sex specific attributes. Now it seems more "real".
Tell me what you think.

Code:

Altmer - High Elves
-11 points
In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset
Isle are called "High Elves," but they call themselves the "Altmer," or the
"Cultured People." In the Empire, "High" is often understood to mean "tall,"
"proud," or "snobbish." The High Elves confidently consider themselves, with
some justice, as the most civilized culture of Tamriel; the common tongue of
the Empire, Tamrielic, is based on Altmer speech and writing, and most of the
Empire's arts, crafts, and sciences are derived from High Elven traditions.
However, the High Elf's smug self-assurance of his superiority can be hard to
bear for those of other races. Deft, intelligent, and strong-willed, High
Elves are often gifted in the arcane arts, and High Elves boast that their
sublime physical natures make them far more resistant to disease than the
"lesser races."

Attribute Modifiers: ST -1[-10]; DX +1[+20]; IQ +2[+40].
Advantages: Margery 0[+5]; Margery 1[+10]; Resistant(Common
Deceases; Occasional; +8 to HT)[+5].
Disadvantages: Vulnerability(Common; Magical Cold x125%)[-18];
Vulnerability(Common; Magical Lighting x125%)[-18]; Vulnerability(Common;
Magical Energy x150%)[-22]; Vulnerability(Common; Magical Fire x150%)[-22].
Quirks: Arrogant Against Other Races(-1 to reaction from all other races)[-1].

Also I redid the argonian template which have been discussed earlier.

Code:

Argonians       
75 points
Little is known and less is understood about the reptilian denizens of Black
Marsh. Years of defending their borders have made the Argonians experts in
guerilla warfare, and their natural abilities make them equally at home in
water and on land. They are well-suited for the treacherous swamps of their
homeland, and have developed natural immunities to the diseases and
poisons that have doomed many would-be explorers into the region. Their
seemingly expressionless faces belie a calm intelligence, and many Argonians
are well-versed in the magical arts. Others rely on stealth or steel to
survive, and their natural agility makes them adept at either. They are, in
general, a reserved people, slow to trust and hard to know. Yet, they are
fiercely loyal, and will fight to the death for those they have named as
friends.

Attribute Modifiers: DX +1[+20]; HT +1[+10].
Advantages: Amphibious[+10]; Claws[+5]; Damage Resistance(Lizard
Scales) 2[+10]; Infravision[+10]; Margery 0[+5]; Nictitating Membrane[+1];
Peripheral Vision[+15]; Resistant(Common Deceases; Occasional; +3 to HT)
[+3]; Resistant(Poisons; Common; +3 to HT)[+5]; Striker(Tail; Thrusting;
Cannot Parry; Clumsy)[+2]; Teeth(Sharp Teeth)[+1].
Disadvantages: Disturbing Voice(only counts for Non-Argonians)[-10];
Sense Of Duty(Close Friends)[-5].

Descriptions are from www.elderscrolls.com

RedGuard 03-24-2010 09:37 AM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
And something entirely new: the bosmer also known as the wood elves

Code:

Bosmer - Wood Elves
76 points
The Wood Elves are the various barbarian Elven clanfolk of the Western
Valenwood forests. In the Empire, they are collectively referred to as "Wood
Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves.
"Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in
contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject
the stiff, formal traditions of Altmeri high culture, preferring a romantic,
simple existence in harmony with the land, its wild beauty and wild creatures.
These country cousins of the High Elves and Dark Elves are nimble and quick
in body and wit, and because of their curious natures and natural agility,
Wood Elves are especially suitable as scouts, agents, and thieves. But most
of all, the Wood Elves are known for their skills with bows; there are no
finer archers in all of Tamriel.

Attribute Modifiers:
ST -1[-10]; DX +1[+20]; HT -1[-10].
Advantages: Absolute Direction[+5]; Animal Empathy[+5]; Brachiator[+5];
Combat Reflexes[+15]; Flexibility[+5]; Perfect Balance[+15]; Resistant(Com-
mon Deceases; Occasional; +8 to HT)[+5]; Speak With Animals[+25].
Disadvantages: Curious[-5].
Quirks: Broad-Minded[-1].
Racial Skills: Bow DX +3[+12]

again descritions from www.elderscrolls.com

Feedback please

Dragondog 03-24-2010 12:28 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Susceptible to Cold, Fire, and Lightning should probably be Vulnerability instead.
Arrogant should probably be replaced by Intolerance. It should in any case be worth more than -1 point.
The cost of Low Empathy seems low to me. A 25% limitation for everyone not of your race, a 50% limitation for two races, and a 75% limitation for one race seems too much to me.

RyanW 03-24-2010 12:48 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Quote:

Originally Posted by Dragondog (Post 957361)
The cost of Low Empathy seems low to me. A 25% limitation for everyone not of your race, a 50% limitation for two races, and a 75% limitation for one race seems too much to me.

On the other hand, I would go with Cultural Familiarity. Each of the races would be a seperate culture, with the Human/Elf, Khajiit, and Argonians being mutually "alien."

sir_pudding 03-24-2010 01:02 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Quote:

Originally Posted by RyanW (Post 957379)
On the other hand, I would go with Cultural Familiarity. Each of the races would be a seperate culture, with the Human/Elf, Khajiit, and Argonians being mutually "alien."

QFT. This doesn't call for a weird modified Low Empathy.

I'd do CFs a bit different though, it should be regional/cultural. Ashlander, Black Marsh, Imperial, and so on.

Also Argonians and Khajiit probably have racial features along the lines of "Cannot learn non-racial languages better than Accented, other races cannot learn racial languages at better than Accented"

Dragondog 03-24-2010 01:05 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Quote:

Originally Posted by RyanW (Post 957379)
On the other hand, I would go with Cultural Familiarity. Each of the races would be a seperate culture, with the Human/Elf, Khajiit, and Argonians being mutually "alien."

I agree. CF models this better. I was only looking at the cost rather than the effect in my previoius comment.

RyanW 03-24-2010 07:27 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Quote:

Originally Posted by sir_pudding (Post 957389)
I'd do CFs a bit different though, it should be regional/cultural. Ashlander, Black Marsh, Imperial, and so on.

Good point. In ES the races equate closely, but not perfectly, with regional cultures. The difference is particularly noticeable in the "civilized" Dunmer versus the Ashlanders.


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