Elder Scrolls Conversion to GURPS 4e (Help Please!)
So I am trying to decide if I should use Runequest or GURPS for this campaign set in Tamriel and the GURPS conversion was going so well until I hit Magic and now I'm stuck. I can't think of a good way to have magic work. Elder Scrolls magic system seams to be the opposite of GURPS magic :( Help!
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Hello. We're always happy to help, but, for those of us who never played Elder Scrolls, could you describe their magic system?
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Alternatively you can use the GURPS Magic System. Ignore the GURPS Colleges and assign each spell to one of Elder Scrolls' colleges. Then use the Ritual Magic system, with each spell defaulting to one of those College skills. Either way give each spell casting character a Magic Only ER to represent their magic points and only allow spells to fueled from this ER, not FP or HP. Enchantment is a little trickier since Elder Scrolls enchanted items can only be made with captured souls (and the mechanics of this has changed greatly over the course of the series). I'll think about this and see what I come up with. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I would use the standard or ritual magic rules, and mine the game for associated flavor rather than mechanics. I wouldn't even try to use a direct transfer of the magic system from the game, as it is balanced for a single player action game, not a tabletop RPG.
Soul gems would be about the only thing I think would be necessary to transfer as a mechanic. Soul Trap becomes an Enchantment spell. Perhaps enchanting can only be performed using soul gems, and a trapped soul gives energy equal to Will+HP times some constant. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
sir_pudding, good and useful answers here.
Loosely, I think the Soul Gems issue in The Elder Scrolls (Oblivion is the one I known) for Enchanting could be handled as being necessary to rob the life essence of some creature (killing it), translated maybe as his FP total x2 (it is only a vague example, perhaps the needed FP for killing someone), and the process of Enchanting being limited to introducing points from the filled Soul Gems instead from the mage FP pool. Fatigue could be representative of the soul or psychic energy, as Ki. But I would cast Haste upon the production of Thaumatology . . . ;) MortonStromgal: are you going to convert some dungeons or locations, too? |
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4e Fantasy has even some fundamental sections about Magic originally covered in 3e Magic . . . MortonStromgal, do you have the book? |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Well this is just a test right now to decide which system has a better ES feel. Frankly I was surprised at how well GURPS handled it until magic (better than MRQ IMHO) if I can get a magic system I'm happy with I will use GURPS for sure.
Elder Scrolls magic system is 6ish (depending on game) skill based schools and you pick up individual spells underneath them (like D&D spells) by learning them (but they are not individual skills just abilities you can use with your school skill) I plan to run the whole world + extras after have some good character creation down. Any book I dont have I can buy eventually. From 4e I currently own characters, campaigns, magic, powers, space. I'll take a look at Powers tonight because Magic doesn't fit the feel to me, at leased so far. Some things are way harder to do in GURPS Magic (like shield self spell) in terms of pts than others. |
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Sir_pudding answers were good. Take your time, of course, for thinking about all this. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I would also suggest using Powers, since the spells are so customizable in Elder Scrolls. I would suggest requiring Costs FP and other limitations based on the skill level the player has in the underlying college. For example, if you have Illusion at a low level, your Invisibility spell will cost lots of FP and last only a few seconds before it needs to be recast; if you have a very high level it would be cheaper to cast and last longer.
If you are going for the feel of the older games, you might have Requires Skill Roll, and roll against the underlying college skill every time you cast a spell. But in Oblivion casting was automatic (I think, it's been a while); there was no risk of spell failure. |
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In Morrowind the costs are set from the beginning, but the lower the skill the less chance of successfully casting it. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
And in Dagger Fall the magic was insane! Talk about a balance issue! I loved it ;) You could make any spell you wanted. My favorite was "Elemental Fury" I would set it up to do one or two points of every damage type for an insane duration. So you would actually be taking 10-20 damage every round unless you resisted some of them.
It seems with each game the magic becomes less powerful and with less options. Except the fact that the actual casting is really fast and easy in Oblivion to keep the interest of the younger X-Box generation. I believe in Oblivion though the more Armour you wear the more Mana you have to spend on the spell itself or the less Mana you posses, I can't quite remember. I would suggest using Magic as Powers as well. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Well I looked at Powers and it certainly seams like it could work (plus it has the bonus of player made spell options, just like the game!). This is coming along quite nicely! I'm going to start with a template for Argonian, Thief (sign), and Nightblade. I'll post them as I get them done. Please feel free to make more suggestions! Thanks everyone! I decided to start with Oblivion stats just because its the more current game. I may add in stuff from Daggerfall and Morrowind later.
New question, how should I handle Personality as a +/- ? I didn't see charisma as an option any more (maybe I'm blind) |
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Charisma (and variations of advantages for reaction rolls) is handled as an advantage (see Basic Set: Characters). |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I would not go for a direct translation of magic from one of the games, but for a one loosely based on Morrowind. I would use magic as powers, with a mandatory Requires Attribute Roll limitation, and power talents corresponding to schools of magic from the game. Besides that, I'd leave my players free as to how expensive in terms of FP they would make their spells (but I'd still enforce at least one level of Costs Fatigue). And I'd probably use exclusively Energy Reserve for powering spells, not the character's FP.
In my opinion, this approach captures the most vital flavour of the magic system; spells are divided into the appropriate schools, and skill with those schools (as represented by Talents) affects their chance to be cast. Of course, this is according to Morrowind, but seems much neater to me than enforcing differing levels of Costs Fatigue depending on your skill, as in Oblivion. Another thought; replace Requires Attribute Roll with Requires Skill Roll (you'd have to adjudicate a price break for it, as it does not exist in RAW), and use a separate IQ/H or VH skill for each school. This seems even better to me, now that I think of it. You could also use a reverse of Reliable (each level worth -5% gives you -1 on the activation roll) on your spells, to simulate that more powerful spells are harder to cast. |
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I had a hunch it existed in Powers, but my search turned up nothing :/
Oh, and if you use this approach the school skills could act as Thaumatology specialized for each school, but useless for others (except for perhaps some basic understanding of magic). Also, you could use Magery 0 for sensitivity to magic, but disallow higher levels (they wouldn't serve a purpose anyway). |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
How would you handle Alchemy? As some sort of "quick and dirty" process, with ingredients providing mana? Maybe as gadgeteering, to be able to create potion combinations on the fly?
Don't forget to give your guards the advantage "can always spot wanted criminals". |
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By the way, there's a way to "cheat" in the magic in Oblivion. You can drain hit points for 1 second, for instance (I think it's drain?), and it's really really cheap. But if you drain 100 HP at once, and make it an area effect, you can have the same thing as Power Word: Kill. I had so much fun wiping out 100% of the enemy with a very cheap spell. And if it doesn't work at once, whittle the enemy down a bit and then try again. Quote:
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Which has nothing to do with the way alchemy works in that world, but is a feature neccessary for a computer game.
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
So this is the direct Oblivion conversion I came up with minus the neg to personality (I couldn't find anything in the characters book I liked)
Argonian: DX +1 (20), Speed +1 (20), HT -2 (-20), Will -4(-20) Immune to Toxin (15), Water Breathing: Gills (10), Swimming (2), Lockpicking (2), Alchemy (1), Broadsword (1), Brawling (1), Illusion (1), Mysticism (1) First thoughts are perhaps adding Unattractive or Ugly. I also need something like "aloof" or "doesn't show emotion" Perhaps something on the slavery to the Dunmer? Cold-Blooded? Night Vision (I can't remember if they have it or not)? Other Advantages? Do the skill pts for starting seam ok? (after all they will add a class) How would you change it? I'm going to compare it to Arena, Daggerfall and Morrowind Argonians next. I just want them to feel right it I'm not going for a direct conversion in the end. Thanks for all your comments and suggestions! |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Why oh why have you reduced their Will by 4? That's extreme, to say the least. I presume you were directly translating their Willpower penalty from the game. Thing is, the Willpower stat in the game correlates to nothing in GURPS. You could probably reduce their Will by 1 if you feel inclined, but anything more than that is probably overkill.
Also, the reduction of HT is inappropriate. Reduced Endurance in the game should translate to reduced HP and/or FP, not HT. IMO, of course. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
HT 8 for a swamp-based lizard race?
They won't last long. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
You forgot Resistance to Disease (+8 would probably be enough).
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Yeah this was a direct translation more because I wanted to see where it doesn't work and gather suggestions. :)
The health and willpower need fixing! For now I plan to remove willpower and health penalties and spend -2 on fatigue -2 on hit points. I'm pretty sure immunity to toxins gives you immunity to disease (better than the ES version but I can live with it) Thanks! keep the ideas coming! More Direct Translations: For now I'm saying Fatigue = Mana even though the video game splits them. Altmer: IQ +1 (20), ST -2 (-20), Speed -1(-20) Resist Desease +8 (5), Vulnerability to Fire (-8), Frost(-5) & Shock(-5)all at 1.25 x Damage, Fatigue +10 (30) Alteration (2), Destruction (2), Mysticism (2), Herb Lore(1),Conjuring (1), Illusion (1), Bosmer: DX +1 (20), Speed +1 (20), ST -2 (-20), HT -2 (-20), Will -4 (-20) Resist Desiease +8 (5), Speak with Animals (25) Herb Lore (2), Bow (2), Stealth (2), Acrobatics (1), Climbing (1), Leatherworking (1) |
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As for it being better, Argonians are listed in my copy of the Oblivion strategy guide as being 100% immune to poisons and 75% resistant to diseases. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I meant that being immune to disease was better that the 75% you get in Oblivion. But I will have to add that +8 , for some reason I was thinking they were all in one!
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I think that in general the attribute bonuses and penalties you are giving are very extreme. -4 to things like Will are killer. A character with 6 Will is in deep, deep trouble with a ~9.3% chance of succeeding in a flat roll. Remember that bell curve. -2 to something like HT is pretty rough, too. Such a character has a 25.9% chance of succeeding on a flat HT roll. Bring the smelling salts, as he'll be passing out every fight.
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Vulnerability doesnt give a penalty to anything (like those -8 and -5), it just increases damage from a specific source. And you cannot correlate FP with mana, giving magically talented races +10 FP. FP = spellcasting capacity is a property of the core GURPS magic system, which should be ignored in the Elder Scrolls world. Instead, use Energy Reserve for mana. Because if you give elves +10 FP just because of their spellcasting capacity, they will also be able to endure extreme physical hardships which drain FP, like heat, hunger, long marches and so forth. |
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I agree I need some kind of Mana Pool when I'm done, I just have not come up with one yet so I built them using Fatigue for now. This is very much Alpha stages and not a final product. So again keep the critics coming and I'll have some reworks up by Monday :) |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Don't worry, more criticisms (sp?) incoming :)
Why not represent mana as an Energy Reserve? If this is unfamiliar to you, it's a great thing from Powers. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
About the magic system...
I've been thinking using Tamriel as a campaing setting as well, and I stumbled in the magic system too, but I think I may have a solution: create a new secondary attribute called Magicka, wich you would use to cast spells instead of using fatigue. The Magicka value is equal to IQ + Magery (you can buy more points like fatique and Bretons and Altmers have a bonus of 5 and 10 Magicka, respectively).The mana level of Tamriel would be High Mana (anyone has Magicka and can cast spells, if they know). As for the soulgems you can be based in the Magicka of each creature. The Powers could be normal spells (or adjusted spells) that you can use only once per day (if you play or dungeonmaster D&D you should be used with the idea of uses per day). |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Oh yes! One more thing (I thought about that five minutes ago), the character's (or creature's) Magicka regeneration (unless it has the Atronach birthsign) is equal to its Magery level per hour, i.e. someone with Magery 3 will recover 3 points of Magicka each hour that passes, with minimal 1 point of Magicka for Magery 0 and one point each two hours for those whitout Magery.
I don't know if that is too fast, but it was the best that I could think... |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Nah, don't overly complicate things, just give Regeneration (Magicka (ER) only) and allow levels of this advantage based on Magery level ;)
Cheerio! |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Almost a year later I've seen your post. I'm working on a GURPS conversion too, but my point of view is quite different. I'm trying to make a playable Tamriel more than just "translating" the pc game into a RPG.
My last idea for the magic problem is this: use each main skill on game like the root of a tree, and the effects as the branches. In game terms you'd have Alteration-14 (3) and that will be the control skill for Burden, Feather, Shields and so; 14 would be the highest level for those spells and the same could work for Alchemy with effects translated into recipes you need to make any potion. I know, it needs to be pulished, any idea would be happily received. If you finished your work or still have notes about it, please send them to me. I'd be glad to change my own stuff with you. |
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I had a similar idea
and I threw together some formulae for attribute conversion my starting point was the morrowind system now i have two sets of formulae i think the primary attributes i get from the second set are better(ST=13, DX=8, IQ=8, HT=15 feels more "orkish" imho than 11,9,9,12) though the Will values from the second set are a bit exaggerated, so i think for the will we should stick with the first formula Ok here are now the formulae Table with attributes calculated with both sets of fomulae Table where the primary attributes are calculated with the first set and the will with the second feedback please! |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
anybody there?
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Your calculations seems very ... thorough. They possibly produce wider spreads than I'd like, but they seem well thought through. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I'm sorry >.<
i thought nobody would read it if it were on the second page i provided 2 sets of formulae as is said the first one produces a bit less spreads you can compare the two methods here |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
So, after a long time of thinking, i came up with(for now) 2(incomplete) racial templates(High Elves and Argonians). Please give me some feedback of how to make them better. I do welcome sugestions for other traits or on how to implement a proper magic system(gurps magic is a good starting point, because i think it should be a spellbased system, but imho its much to complicated).
Download File is PDF. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Mercantile = Merchant?
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I would use Magic for the spells...
Design it around the Elder Scrolls Schools of Magic, and then just jot down the appropriate spells for each school. To try to do a perfect conversion to Gurps will not be as good as try to convert the fell and the essence and the setting from Elder Scroll. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Alas, Low-Tech will help, but we won't see it for a while.
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
thanks for the input
some idea i had a while ago was to introduce "Magic Talents"(maybe there's something like that i don't know) which would be the magic schools. basically a magic talent is the same as a mundane talent, a compilation of skills(spells in magic, that is) (more or less) loosely related. if you have a magic talent you don't actually know the spells in it but if you learn one of the spells you learn it faster and the talent level adds up to the actual spell level when using it(see rules for talents in gurps basic set). the spells would be(some of) the spells from gurps magic. what do you think about it? |
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EDIT: What I mean is that I personally can't think of any historical items that appear in the Elder Scrolls games that aren't already in the Basic Set. Which items did you have in mind? EDIT2: Although I suppose that Low-Tech might have explicit prices and weights for things like wooden spoons and bolts of cloth. Is that what you meant? |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Prices and weights will be handy, yes.
However, in this case, it's actually the things i'm not immediately aware of outside the Characters books that will likely interest me and, also, the tidbits of minutiae which really make the setting feel more genuinely set in the past. |
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Gonna do a conversion myself, along the lines of a more true conversion towards the fluff elements of the setting.
Tomorrow evening I might have the first few things.... |
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We shall see :) |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Most game design traits are mostly to try to make the races as different as possible, as how their culture and behavior cant really be experienced.
That means that most game traits are just to be thrown away - so I look i the fluff on sites like the "Imperial Library" online, the game books and the new novel that preludes the upcoming Elder Scrolls Game. Basically most are like humans but with a few genetic/magical variations. DUNMER (Dark Elf) 55 Point Racial Template Attribute Modifier: +1 IQ (20), +1DX (20) Advantage Modifier: Magery +0 (5), Damage Resistance Fire 2 (10) Explanation: On all accounts the Dunmer have been portrayed as highly intelligent and quick, making them good mages and fighters, therefor the increase in dx and iq. Also in the games and the fluff there are high percentages of the Dunmers, Altmers and Bosmers that have magic, suggesting that all the elven peoples in some way is attuned to magic, therefor all elven races must have Magery +0. The Dunmer also are meant to be resistant to fire to some degree, the PC/XBOX game is a bit to heavy on the protection, but I think Fire DR 2 is something that will give them something extra when concerning fire based attacks. But what about the Sanctuary and Ancestor abilities from the game you say? The Ancestor ability is for me just a representation of how much more they are religious in their view on the dead (maybe they could get a charm advantage against the ghost of ancestors?). The Sanctuary shield power is a representation of their ancestors protecting them from harm in the game - but I really do not see a reason for it to be a racial power beyond a belief in that they are protected. --- Concerning Magic Colleges: After some thought I think it could be safer to forget the organization and build of the PC/XBOX games Colleges. After leafing through MAGIC, I found that each College of magic in the book is good as a stand alone Collage (with the exception of the technology one). So I have decided to increase the Number of Colleges and use it as it is right from the book! It also gives the Magic part of the setting more realism - and I do not think trying to do a full magic conversion is a great idea at all, fine enough for a video game, badly done for an immersive pen and paper rpg. --- Weapons and Armor: Here I'm somewhat uncertain of how to procede... Iron/Steel equipment and leather/fur is a straight patch from Gurps - but the more exotic types... Chitin, Ebony, Platinum, Dwemer, Glass etc.... I'm not quite certain how I should go about designing them... Not yet anyway. But they are a big part of the setting feeling, so I would like them to be more then "paint" over the standard weapons. Orcish Arm and Armor may perhaps all have the Fine quality? But thats as far as I have come. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Quite a few Dunmer seem to have Intolerance (Total) [-10].
By the way, Damage Resistance costs 5 points per 1 DR, but that covers all forms of damage, not just fire. Fire only DR should be made with a Limitation, and is therefore cheaper. Also, consider Injury Tolerance (Damage Reduction) to Fire. |
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An Ashlander Dunmer would have intolerance, but the standard Dunmer feels more firendly. |
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In Cyrodiil, the beast races and Orcs would probably have Minority Group and the Aldmeri might rate Second Class Citizen. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
noob question:
Why did you use Damage Resistance(Fire)? I used Resistant(Poisons; Common; +8 to HT roll)[5] for the Argonians. Couldn't you use just say Resistant(Fire; Common;<whatever>). Have I made a mistake? |
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Resistant concerns debilitating, non-direct damage effects. Damage Resistance concerns effects that are direct damage, which is how fire Destruction spells work in the game series.
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And also what Ragitsu said ;-) |
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Argonian up next for me somewhat later, and probably the rest of the races if I feel like it :).
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Quoting myself here but ... :-P
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Would not Injury Tolerance (1/4) to Fire work better?
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(I'll note that the DF series has rules for some exotic weapon and armor materials; you might want to look there for ideas.) |
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
plain answers, thanks a lot
as i said i did make a template for argonians if you have the time could you please go over it and tell me what you think Argonians Male: 83 points Female: 73 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. Male Attribute Modifiers: DX +1[+20]. Secondary Characteristic Modifiers: Will -1[-5]; Basic Speed +0,5 yrd/s[+10]; Basic Move +1[+5]. Female Attribute Modifiers: IQ +1[+20]. Advantages: Amphibious[+10]; Claws[+5]; Damage Resistance(Lizard Scales) 2[+10]; Doesn’t Breathe(Gills)[+10];Infravision[+10]; Margery 0[+5]; Nic-titating Membrane [+1]; Peripheral Vision[+15]; Resistant(Common Deceases; Occasional; +8 to HT)[+5]; Resistant(Poisons; Common; +8 to HT)[+7]; Striker(Tail; Thrusting; Cannot Parry; Clumsy)[+2]; Teeth(Sharp Teeth)[+1]. Disadvantages: Disturbing Voice(only counts for Non-Argonians)[-10]; Duty (to his/her friends; Fairly often; Involuntary)[-10]. Description text is from www.elderscrolls.com. I made some changes to the pdf version from 2 pages ago concerning the attributes. |
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Chitin weapons are similarly created from the laminated shells of creatures to produce strong but flexible weapons, typically serrated to create a more damaging edge. Dwemer Armor and Weapons: Dwemer (also known as Dwarven) armor and weapons, though heavier than steel, are highly sought after for their resistance to corrosion, unmatched craftsmanship, their ability to keep an edge, and even just for their rarity. Dwarven items have not been produced since the disappearance of the Dwemer long ago and are truly a treasure whether in the battlefield or on display. Dwemer armor is most commonly found in Dwemer Ruins, though it is seen elsewhere as well. According to some sources, Dwemer armor is actually the outer plating of Dwemer Centurions and other Dwemer machines. This view is reflected in the book The Ruins of Kemel-Ze. However, other sources seem to indicate that it was specifically intended as armor to be worn by the Dwemer themselves. An example of this is the story of Chimarvamidium. Additionally, the discarded armor pieces found near piles of ash in Bamz-Amschend in the Tribunal expansion seem to support this theory. Bonemold Armor: Bonemold, also known as Great House armor, is an expensive medium weight armor which can generally only be afforded by Morrowind's Dunmer nobles. The armor is composed of bones which are artificially shaped and assembled before being fixed with resin glues. There are a variety of Bonemold designs for each of the various houses. The book Bone tells the story of their invention. While principally used to create armor, Bonemold is also useful in the creation of Marksman weapons, bows, arrows, and bolts. It is strong, yet flexible, making it ideal for this sort of application, and Bonemold Long Bows are surpassed only by such rare items as the Daedric Long Bow and Auriel's Bow in terms of their power. Bonemold Long Bows actually exceed all others in terms of enchantability. Glass Weapons and Armor: Glass weapons and armor are an ornate design: light and flexible, although very difficult to make and expensive. Glass armor is a lightweight armor created using rare metals studded with volcanic glass. The result is stronger than steel due to its ability to absorb and distribute shocks very well. Glass armor not only surpasses other light armor in strength, but is also superior to most medium armor (with the exception of a few Artifacts and some new medium armor added by the two expansions). The armor is favored by the Buoyant Armigers, and one of the only places it can be found for sale is at their stronghold in Ghostgate. Similarly, glass weapons are created using rare metals and volcanic glass to produce blades of virtually unparalleled sharpness. Glass armor is the strongest form of light armor in Tamriel. The Dunmer are the masters of light armor design, and glass armor is the pinnacle of that design. Inspired by traditional High Elven ornate armors, this very expensive armor is studded with native volcanic obsidian glass. Remarkably light and flexible, glass armor absorbs and distributes shock better than steel while providing enough flexibility to grant the wearer a superior range of movement. Glass weapons are made of glass, a rare material of volcanic origin. In contrast to ebony weapons, glass weapons are much lighter. These weapons are semi-translucent or opaque green and can give off a greenish-glow in the dark. Ebony Weapons and Armor: Ebony weapons and armor are created from a rare form of volcanic glass buried in the lava flows from Vvardenfell's Red Mountain. The items are so-named because of their opaque black, glassy surface. Ebony items are very high quality and are much sought-after. Its lighter and more durable then Dwemer artifacts. Ebony is used in both armor and weapons and are second only to Daedric weapons in power. Daedric Arms and Armor: Mostly worn by Dremora lords and princes, Daedric armor is very heavy and cumbersome but offers excellent protection. It is the most rare and expensive armor known in Tamriel, and few individuals possess pieces of this armor, let alone a full set. Often mistaken for its similar counterparts in the Dremora sets, Daedric armor is often known to bear a curse; or have a daedra spirit forged into its unholy plates. The process is not a pleasant one for the Daedra involved, and the armor pieces often retain echoes of preternaturally prolonged suffering endured during manufacture. For many thousands of years, the exact way to produce Daedric equipment had remained a mystery to many people. It is wonderfully powerful and strong, and has an amazing potential for enchantments. Many believed them to originate only in the realm of Oblivion itself. Whoever discovered the process of forging Daedric equipment will remain a mystery, but the process itself will not. Daedric armor and weapons are created from Ebony, the supernaturally strong metal that is mined almost exclusively from the volcanic island of Vvardenfell, in the province of Morrowind. After the forging process, a conjurer then summons a lesser Daedra and binds its soul into the object. For the rest of eternity, this malevolent being is trapped within the cool metal, and those who wield such armaments swear they can sometimes hear their tormented moans. The Weapons are also the most powerful types in knowledge. Daedric weapons are made from raw ebony which has been refined using the craft and magical substances of the lesser minions of Oblivion. The process is not a pleasant one for the Daedra involved, and the weapons retain echoes of preternaturally prolonged suffering endured during manufacture. Daedric weapons are the most rare and expensive weapons known in Tamriel." Silver weapons would be like depicted in Gurps, and able to hurt ghost and deamons etc. Ice arms and armor would be like steel but give some sort of frost protection. Nordic Weapons would be no change on. Orcish and Elven weapons and armor wold be all fine quality and lighter. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
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i'll change that one i definitly want Sense Of Duty(Close Friends)[-5] |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
I would not had a male/female template, it feels already to force in the video game.
It looks good - but I think I would depict them as true amphibians (no gills but can be underwater very long). Only the Elves and the Bretons feels like they have natural Magery (Dunmer and Bosmer Magery +0, Altmer and Breton Magery +1). And I would lower their decease/poison resistance a small bit. But not bad :) Quote:
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
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Would Injury Tolerance fire 1/4 reduce fire damage by a forth then? and how is the cost calculated?. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
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EDIT: Although honestly, I think DR is probably better, possibly coupled with a bit of Temperature Tolerance. |
Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
A number of these look like special effects laid onto existing items or quality markers. Here are some stabs at specifics:
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
Damage Reduction is a new variation of Injury Tolerance from the Powers supplement. It comes in three levels as standard: 2, 3 and 4. Each level divides any damage received before applying it to the character. For example, Injury Tolerance (4) would turn a 28 damage bullet into a 7 damage bullet. You can apply a Limitation to make Damage Reduction work only against fire.
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
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Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
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The most direct translation is Injury Tolerance: Damage Reduction 4 (Limited: Fire only). In fact, it's perfect. |
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