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MortonStromgal 03-18-2008 03:54 PM

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!

ravenfish 03-18-2008 03:59 PM

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?

sir_pudding 03-18-2008 04:07 PM

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

Originally Posted by MortonStromgal
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!

I think I'd do Elder Scrolls magic as Powers (since each spell effect is customizable) that cost FP (ER only). Use the Alteration, Illusion, Destruction, ect. schools as Foci that way each character's Power Talents map to the appropriate skills in Elder Scrolls

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.

RyanW 03-18-2008 04:14 PM

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.

demonsbane 03-18-2008 04:24 PM

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?

sir_pudding 03-18-2008 04:26 PM

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

Originally Posted by demonsbane
But I would cast Haste upon the production of Thaumatology . . . ;)

Fantasy already has rules for sacrificial magic, which should be sufficient if using the spell magic system. If using Powers, though, it'll take a different approach, I'd think.

demonsbane 03-18-2008 04:34 PM

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

Originally Posted by RyanW
I would use the standard or ritual magic rules, and mine the game for associated flavor rather than mechanics.

Indeed, the truly important thing is the flavour.

Quote:

Originally Posted by sir_pudding
Fantasy already has rules for sacrificial magic

Yes. I think in some place should be stressed how much useful is 4e Fantasy for completing the material in the 4e Magic book.

4e Fantasy has even some fundamental sections about Magic originally covered in 3e Magic . . .

MortonStromgal, do you have the book?

MortonStromgal 03-18-2008 04:43 PM

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.

demonsbane 03-18-2008 05:08 PM

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

Originally Posted by MortonStromgal
I plan to run the whole world + extras after have some good character creation down.

If you go along with the conversion, I would love to see some material ;)

Quote:

Any book I dont have I can buy eventually. From 4e I currently own characters, campaigns, magic, powers, space.
I one of these people who likes to have almost all available options at hand. Because that, I like Powers very much, but at the same time I don't disregard Magic (and the point here is: I think 4e Fantasy has a lot to add there).

Sir_pudding answers were good. Take your time, of course, for thinking about all this.

yffub 03-18-2008 05:19 PM

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.

t@nya 03-18-2008 11:55 PM

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

Originally Posted by yffub
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.

That's right, casting is automatic in Oblivion. The difference there is that the higher the skill, the less the spell costs in terms of mana (up to a point, of course, where it can't be cast any cheaper).

In Morrowind the costs are set from the beginning, but the lower the skill the less chance of successfully casting it.

Highland_Piper 03-19-2008 01:34 AM

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.

MortonStromgal 03-19-2008 10:14 AM

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)

demonsbane 03-19-2008 02:34 PM

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

Originally Posted by MortonStromgal
Well I looked at Powers and it certainly seams like it could work

Great.

Quote:

New question, how should I handle Personality as a +/- ? I didn't see charisma as an option any more (maybe I'm blind)
I think isn't needed to duplicate all TES attributes for achieving the desired flavour. BTW, a lot of flavor is also provided by . . . the graphics! ;)

Charisma (and variations of advantages for reaction rolls) is handled as an advantage (see Basic Set: Characters).

Exxar 03-19-2008 03:56 PM

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.

zorg 03-19-2008 04:00 PM

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

Originally Posted by Exxar
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)

Actually, this is somewhere in Powers. Requires Hard Skill roll is worth -10%. I think it's under advice how to do Fantasy spells as abilities.

Exxar 03-19-2008 04:15 PM

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).

SuperGamera 03-19-2008 04:37 PM

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".

Exxar 03-19-2008 04:51 PM

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

Originally Posted by SuperGamera
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?

Umm, as far as I know, alchemy in Elder Scrolls behaves no differently than Alchemy and Herb Lore in GURPS.

Lonewulf 03-19-2008 05:52 PM

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

Originally Posted by Highland_Piper
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.

Nope. Armor has no impact.

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:

Originally Posted by Exxar
Umm, as far as I know, alchemy in Elder Scrolls behaves no differently than Alchemy and Herb Lore in GURPS.

Except that you can make nearly 100 potions in a single day?

Exxar 03-19-2008 06:44 PM

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.

demonsbane 03-19-2008 07:59 PM

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

Originally Posted by Exxar
I had a hunch it existed in Powers, but my search turned up nothing :/

I think that is in the box "Skills for Everyone" (Powers, p. 162)

MortonStromgal 03-19-2008 11:58 PM

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!

Exxar 03-20-2008 06:17 AM

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.

Lonewulf 03-20-2008 06:35 AM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
HT 8 for a swamp-based lizard race?

They won't last long.

t@nya 03-20-2008 06:58 AM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
You forgot Resistance to Disease (+8 would probably be enough).

MortonStromgal 03-20-2008 09:55 AM

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)

t@nya 03-20-2008 10:27 AM

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

Originally Posted by MortonStromgal
I'm pretty sure immunity to toxins gives you immunity to disease (better than the ES version but I can live with it)

Immunity to Poisons (all toxins) and Immunity to Sickness (all diseases) are listed separately in Characters (at 15 points each) so, no, immunity to toxins doesn't cover diseases.

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.

MortonStromgal 03-20-2008 10:51 AM

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!

nanoboy 03-20-2008 11:24 AM

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.

Exxar 03-20-2008 11:56 AM

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

Originally Posted by MortonStromgal
Vulnerability to Fire (-8), Frost(-5) & Shock(-5)all at 1.25 x Damage

And what should this mean?

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.

MortonStromgal 03-20-2008 02:43 PM

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

Originally Posted by Exxar
And what should this mean?

Vulnerability doesnt give a penalty to anything (like those -8 and -5), it just increases damage from a specific source.

Thats the pt cost, I approached it from trying to maintain an point value. -5 pts in a disadvantage of vulnerability frost with a result of 1.25 x damage.

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 :)

Exxar 03-20-2008 03:25 PM

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.

Austran 04-27-2008 08:20 AM

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).

Austran 04-27-2008 10:44 AM

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...

Mehmet 04-27-2008 11:34 AM

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!

NightRaven 01-12-2009 08:27 PM

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.

trooper6 01-12-2009 08:51 PM

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

Originally Posted by NightRaven
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.

Sounds like Path/Book Magic or Ritual Magic. Between GURPS Magic & GURPS Thaumatology & GURPS Powers there is probably a RAW way to model almost anything.

RedGuard 06-28-2009 08:04 PM

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!

RedGuard 06-29-2009 04:46 AM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
anybody there?

The Benj 06-30-2009 04:03 AM

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

Originally Posted by RedGuard (Post 812817)
anybody there?

Yes, there are people here. Don't bump unnecessarily, it's rude.

Your calculations seems very ... thorough. They possibly produce wider spreads than I'd like, but they seem well thought through.

RedGuard 06-30-2009 11:40 AM

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

RedGuard 03-17-2010 01:46 PM

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.

Ragitsu 03-17-2010 03:08 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Mercantile = Merchant?

KjetilKverndokken 03-17-2010 03:31 PM

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.

Ragitsu 03-17-2010 03:59 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Alas, Low-Tech will help, but we won't see it for a while.

RedGuard 03-17-2010 04:15 PM

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?

sir_pudding 03-17-2010 04:18 PM

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

Originally Posted by Ragitsu (Post 953688)
Alas, Low-Tech will help, but we won't see it for a while.

Why do you think so? I can't actually think of any equipment in the games that isn't in the Basic Set and that is also historical. I suspect you are going to be disappointed if you expect Low-Tech to have stats for bonemold, glass, or ebony armor and weapons

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?

Ragitsu 03-17-2010 06:12 PM

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.

sir_pudding 03-17-2010 06:19 PM

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

Originally Posted by Ragitsu (Post 953739)
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,

Can you give me a specific example of what you mean from the Elder Scrolls games?
Quote:

also, the tidbits of minutiae which really make the setting feel more genuinely set in the past.
I don't believe that Tamariel is meant to be Earth's past, I think it is invented world fantasy.

KjetilKverndokken 03-17-2010 06:49 PM

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....

RedGuard 03-18-2010 01:12 AM

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

Originally Posted by KjetilKverndokken (Post 953748)
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....

i'm looking forward to it

KjetilKverndokken 03-18-2010 10:30 AM

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

Originally Posted by RedGuard (Post 953891)
i'm looking forward to it

It looks like a minor Dunmer template and Spellsword Template is the ones coming up.

We shall see :)

KjetilKverndokken 03-18-2010 04:19 PM

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.

Ragitsu 03-18-2010 04:28 PM

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.

sir_pudding 03-18-2010 04:33 PM

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

Originally Posted by Ragitsu (Post 954337)
Quite a few Dunmer seem to have Intolerance (Total) [-10].

In Vardenfell and in Mournhold, not so much elsewhere. Dunmer living in Cyrdodil don't seem especially racist.

KjetilKverndokken 03-18-2010 04:34 PM

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

Originally Posted by Ragitsu (Post 954337)
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.

Heh, I didnt see the -20% cost, then the DR are 8 points.

An Ashlander Dunmer would have intolerance, but the standard Dunmer feels more firendly.

RyanW 03-18-2010 06:34 PM

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

Originally Posted by sir_pudding (Post 954339)
In Vardenfell and in Mournhold, not so much elsewhere. Dunmer living in Cyrdodil don't seem especially racist.

I would turn it around and say that on Vvardenfell Outlanders have Social Stigma (Minority Group).

In Cyrodiil, the beast races and Orcs would probably have Minority Group and the Aldmeri might rate Second Class Citizen.

RedGuard 03-19-2010 01:02 PM

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?

Ragitsu 03-19-2010 01:04 PM

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

RyanW 03-19-2010 01:06 PM

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

Originally Posted by RedGuard (Post 954813)
Have I made a mistake?

Resistant is only allowed for things that give a roll to resist, like disease and poison. It doesn't work for things that cause direct damage, like fire.

KjetilKverndokken 03-19-2010 01:06 PM

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

Originally Posted by RedGuard (Post 954813)
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?

Cause I tried to take a bit from the game and the fluff. And as it seams it is more a mystical thing that protects them from fire then a physiological one - thats why it felt more true to the setting that. Thats why I have a trait that tries to stop harm, or reduce its effects hard on.

And also what Ragitsu said ;-)

KjetilKverndokken 03-19-2010 01:07 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Argonian up next for me somewhat later, and probably the rest of the races if I feel like it :).

Turhan's Bey Company 03-19-2010 01:13 PM

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

Originally Posted by sir_pudding (Post 953696)
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?

Low Tech will have some of that, but if one is after prices and stats for a variety of mundane goods, DF8 actually has very good coverage of that sort of thing (possibly better coverage in some limited areas) and, of course, is available now.

KjetilKverndokken 03-19-2010 01:16 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Quoting myself here but ... :-P

Quote:

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.
Anyone got ideas on this?

Ragitsu 03-19-2010 01:17 PM

Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)
 
Would not Injury Tolerance (1/4) to Fire work better?

Turhan's Bey Company 03-19-2010 01:19 PM

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

Originally Posted by KjetilKverndokken (Post 954830)
Anyone got ideas on this?

Could you describe them, for those of us who don't play this particular game?

(I'll note that the DF series has rules for some exotic weapon and armor materials; you might want to look there for ideas.)

sir_pudding 03-19-2010 01:25 PM

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

Originally Posted by Turhan's Bey Company (Post 954826)
Low Tech will have some of that, but if one is after prices and stats for a variety of mundane goods, DF8 actually has very good coverage of that sort of thing (possibly better coverage in some limited areas) and, of course, is available now.

How odd, I swore I had mentioned DF8 in that post. Sorry, Matt. Yes, of course, it's actually an excellent source for that stuff, and if you want to simulate the focus that mundane items receive in The Elder Scrolls, I recommend you use Treasure Tables, even if you aren't using much else from DF.

RedGuard 03-19-2010 01:28 PM

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.

sir_pudding 03-19-2010 01:32 PM

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

Originally Posted by RedGuard (Post 954843)
Duty (to his/her friends; Fairly often; Involuntary)[-10]

I'm not sure what this is intended to represent. Do you intend Sense of Duty instead? As it is written you have every Argonian enslaved by friends and family.

KjetilKverndokken 03-19-2010 01:40 PM

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

Originally Posted by Turhan's Bey Company (Post 954836)
Could you describe them, for those of us who don't play this particular game?

(I'll note that the DF series has rules for some exotic weapon and armor materials; you might want to look there for ideas.)

Chitin Armor and Weapons: Chitin is a type of light plate armor which is constructed by laminating several layers of insect shell glued with organic resins. The design is superior to Western leather armor as it is lighter and more comfortable. It is easily found througout Vvardenfell, but is most commonly favored by Ashlander tribes. The book Ice and Chiton [sic] tells a story of its benefits.
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.

RedGuard 03-19-2010 01:43 PM

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

Originally Posted by sir_pudding (Post 954845)
I'm not sure what this is intended to represent. Do you intend Sense of Duty instead? As it is written you have every Argonian enslaved by friends and family.

thanks
i'll change that one
i definitly want Sense Of Duty(Close Friends)[-5]

KjetilKverndokken 03-19-2010 01:45 PM

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:

Originally Posted by RedGuard (Post 954843)
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.


KjetilKverndokken 03-19-2010 01:48 PM

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

Originally Posted by Ragitsu (Post 954834)
Would not Injury Tolerance (1/4) to Fire work better?

I have looked up the Advantage in Basic Character, but I'm not sure how to tune it towards fire in cost and so forth?
Would Injury Tolerance fire 1/4 reduce fire damage by a forth then? and how is the cost calculated?.

sir_pudding 03-19-2010 01:50 PM

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

Originally Posted by KjetilKverndokken (Post 954856)
I have looked up the Advantage in Basic Character, but I'm not sure how to tune it towards fire in cost and so forth?
Would Injury Tolerance fire 1/4 reduce fire damage by a forth then? and how is the cost calculated?.

It would actually be Injury Tolerance (Damage Reduction 3) (Limited: Fire) see the Injury Tolerance entry in Powers.

EDIT: Although honestly, I think DR is probably better, possibly coupled with a bit of Temperature Tolerance.

Turhan's Bey Company 03-19-2010 01:51 PM

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:

Quote:

Originally Posted by KjetilKverndokken (Post 954850)
Chitin Armor and Weapons: Chitin is a type of light plate armor which is constructed by laminating several layers of insect shell glued with organic resins.

Hmmm...possibly equivalent to steel laminate armor from Basic?

Quote:

Originally Posted by KjetilKverndokken (Post 954850)
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.

Dunno. Similar to Fine quality but limited to cutting weapons?

Quote:

Originally Posted by KjetilKverndokken (Post 954850)
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.

Dead-on match for dwarven armor (DF 1)

Quote:

Originally Posted by KjetilKverndokken (Post 954850)
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.

How does it perform? Possibly dragonbone from DF8, differing in specifics but with the same armor effect.

Quote:

Originally Posted by KjetilKverndokken (Post 954850)
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

Similar in effect to Fine.

Quote:

Originally Posted by KjetilKverndokken (Post 954850)
Glass Weapons and Armor: Glass weapons and armor are an ornate design: light and flexible, although very difficult to make and expensive.
[...]
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.

Glass weapons from DF8.

Quote:

Originally Posted by KjetilKverndokken (Post 954850)
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.

Quite possibly enchanted, in GURPS terms.

Ragitsu 03-19-2010 01:51 PM

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.

sir_pudding 03-19-2010 01:53 PM

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

Originally Posted by Turhan's Bey Company (Post 954859)
Hmmm...possibly equivalent to steel laminate armor from Basic?

No, it's as light as leather armor and not as effective as most other rigid armor.

Turhan's Bey Company 03-19-2010 01:54 PM

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

Originally Posted by sir_pudding (Post 954864)
No, it's as light as leather armor.

Ah, dragonhide, then.

Ragitsu 03-19-2010 01:55 PM

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

Originally Posted by sir_pudding (Post 954858)
It would actually be Injury Tolerance (Damage Reduction 3) (Limited: Fire) see the Injury Tolerance entry in Powers.

"Resist Fire (Constant) -- Resist Fire 75%"

The most direct translation is Injury Tolerance: Damage Reduction 4 (Limited: Fire only). In fact, it's perfect.


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