Re: White Plume Mountain for GURPS Dungeon Fantasy
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Usual notes: * +2 turn resistance is a 10% increase. +2 to Will versus True Faith is a 20% increase. Make it a +1 bonus only. * This is another monster that in D&D has skills that translate into points in Observation. Give it 4 points worth, or Observation-13. * I wonder if it's such a great idea to be doing ability damage in GURPS. Have it do Fatigue damage, becoming a shadow on a failed HT roll once drained to 0 FP or less. No special rules for FP restoration. * This one would not have Brawling, since it doesn't physically interact with anyone. Oh, for Brawling and weapon skills, I'm toying with BAB = points in these skills. A feat dedicated to the skill, like Weapon Focus, will bump up that weapon skill a whole level; Weapon Finesse counts for the main weapon. This means that a 20th level fighter (BAB +20) with Weapon Focus (longsword), Weapon Specialization (longsword), Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Melee Weapon Mastery (longsword), Slashing Fury and Weapon Mastery (longsword) will know Broadsword at DX+12 -- DX+5 from BAB +20 becoming 20 points, and the other +7 from the 7 feats dumped into it. He would know Bow at a mere DX+5, since he dumped no feats into it. Unrealistic, sure, but so is a 20th level fighter. |
Re: White Plume Mountain for GURPS Dungeon Fantasy
I did the shadow powers/Ads a little differently.
Strength Drain [58] Affliction - 10 points ST penalty -1 (+5%) Cumulative (+400%) Malediction (+100%) Melee(-30%) Mind of Shadow [15] Affliction - 10 points IQ Penalty -6 (+60%) Malediction (+100%) Melee (-30%) Only on STR 0 (-50%) Body of Shadow [44] Affliction - 10 points Body of Shadow (+20%) Permenant(+300%) Malediction(+100%) Melee (-30%) Only on STR 0 (-50%) |
Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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As for ability damage, I did toy with the Attribute Penalty from the Affliction advantage, but problem is, it gives you a HT roll to resist and your margin of failure becomes your damage. And it does recover fast a 1pt/minute. I simply decided to convert it as faithful as possible to the D&D Shadow. I just find that it makes things more elegant. Look at some critters in DF2, some of them have abilities that can't translate straight into GURPS terms. Which is fine by me as it will keep adventurers on their toes :) I should probably put a note that the ST drain can only be dodged as they are Insubstancial :) For brawling ? These shadows were former humanoids, not sure if I would remove that completely from their stats. Well, putting a single point of Brawling or just use DX won't change much :) |
Re: White Plume Mountain for GURPS Dungeon Fantasy
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As for the skills, I wouldn't put Observation (see my previous post on the shadow). Detect Lies !! How could I miss this one :) I knew there was a GURPS skills for Sense Motive. I would go with 12 points in each non-combat with the exception of Intimidate and Brawling where I would put 8. |
Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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Keep in mind I use balance in a somewhat vague sense here as there is no absolute translation. Nymdok |
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