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Old 01-14-2013, 11:04 AM   #131
Incard
 
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Default Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)

I have been working on racial templates for an Elder Scrolls DF game, myself! I am curious what you might think about this alternate take. I generally went for a lower-cost interpretation of the races. Also, I am setting the game 150 years after the events of Skyrim; the Dwemer have since returned and are a playable race. I will give the players 10 points to spend on a racial template. If they choice a non-human template, they can pay for the difference via the discretionary advantage points in their professional template, with quirks, or with the method of overlap described in DF:3.

Breton [10]
Magery 0 [5]
Magic Resistance 1 (Improved) [5]*
*Can purchase up to 5 levels

Nord [10]
Temperature Tolerance 1 (Cold)[1]
Battlecry. Terror (Requires HT Roll -10%, Limited Use 1/day -40%, Nuissance Effect: Obvious -5%, Maximum Duration >30 seconds -75%, Selective Area +20%, ) [9]*
*Limited Use and Maximum Duration are not RAW compatible, but without turning this into an Innate Attack, I had trouble finding a way to reduce the duration. Selective Area was added so that the Terror affects enemies, and not allies.

Redguard [10]
Resistant to Poison +3 [5]
Fit [5]

Imperial [10]
Imperial Operator 1 [10]*
Talent For: Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Public Speaking, Savoir-Faire, Sex Appeal, and Streetwise
*this is Smooth Operator minus Politics

Altmer [20]
ST-1 [-10]
IQ+1 [20]
Magery 0 [5]
Appearance (Attractive) [4]
Elven Gear [1]

Bosmer [20]
Speak With Animals (Land Animals) [15]
Forrest Guardian 1 [5]*
*can take up to 4 levels of this talent

Dunmer [20]
ST-1 [-10]
DX+1 [20]
Magery 0 [5]
Silence 1 [5]

Argonian [20]
Doesn't Breathe (Oxygen Storage) [10]
Nicitating Membrane [1]
Claws (Sharp) [5]
Teeth (Sharp) [5]
Terrain Adaptation (Wetlands) [5]
Resistant to Disease +3 [5]
Social Stigma (Minority Group) [-10]
Default Cultural Familiary (Saxhleel) [-1]*
*Disad due to Campaign default of Tamrielic
Features: Born Biter and Head armor designed for Men or Mer does not fit.

Kajiit [20]
DX+1 [20]
Per+1 [5]
Night Vision 5 [5]
Claws (Sharp) [5]
Teeth (Sharp) [1]
Fur [1]
Social Stigma (Minority Group) [-5]
Laziness [-10]
Phobia (Entering Water) [-2]

Dwemer [20]
IQ+1 [20]
HT+1 [10]
Magery 0 [5]
Night Vision 5 [5]
Dwarven Gear [1]
FP+3 [9]
Basic Move -1 [-5]
Greed [-15]
Stubborn [-5]
Dwemer Know-how [5]*
Talent for Architechture, Armoury, Engineer, Smith, Thaumatology. Up to 4 levels of this Talent can be taken.
Feature: Torso armor designed for Men or other Mer does not fit

Orsimer [20]
Striking ST +4 (Costs Fatigue 2) [18]
HT+1 [10]
Rapid Healing [5]
Damage Resistance 2 (Tough Skin) [6]
Social Stigma (Minority Group) [-5]
Appearance (Unattractive) [-4]
Bad Temper [-10]

Languages:
The common language of Tamriel is Cyrodilic. All players can speak, read and write this language at a native level for 0 points. Some Barbarians select an optional disadvantage which makes them illiterate for [-3] points.

There are other racial languages which are fairly common. Players who choose a non-human racial template can add that race's language at a native level for free. Humans can add a language from this list for free, in addition to their native Cyrodilic (but not from the scholarly languages further down). Barbarians who are illiterate in Cyrodilic are also illiterate in a second language.

Orcish
Altmeris
Bosmeris
Dunmeris
Dwemeris
Ta'agra (Kajiit language)
Jel (Argonian language)

Scholarly characters have on their template the option to add additional languages. They may choose any of the above or select from the following list:

Pyandonean (Sea Elf language)
Falmer (language of the lost Snow Elves)
Aldmeris (Ancient Elven root language)
Ayleidoon (language of the lost Wild Elves)
Nedic (an ancient precusor to Cyrodilic)
Yoku (ancient language of the ancestors of the Redguards)
Tinvaak (Dragon language)

Any type of character can learn any of these languages by spending points acquired through Quirks.
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Last edited by Incard; 01-14-2013 at 11:08 AM.
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Old 01-14-2013, 01:31 PM   #132
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Default Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)

Hm. Depending on how you feel about Dawnguard and how far in the future you put your post-TESV game,
Spoiler:  
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Old 01-14-2013, 01:53 PM   #133
Incard
 
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Default Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)

I like your build in the spoiler there. I have not considered that option either way.


I made an error on the Argonian template. Here's the corrected version. Also, the Social Stigma for Orsimer and Kajiit are [-5] instead of [-10] because the reaction penalty is reduced from -2 to -1.

Argonian [20]
Doesn't Breathe (Oxygen Storage) [10]
Claws (Sharp) [5]
Terrain Adaptation (Wetlands) [5]
Resistant to Disease +3 [5]
Damage Resistance 1 (Tough Skin) [3]
Nicitating Membrane [1]
Teeth (Sharp) [1]
Swimming DX-1 [1]
Social Stigma (Minority Group) [-10]
Born Biter [0]
Cultural Familiary (Saxhleel) [-1]*
*Disad due to Campaign default of Tamrielic
Features: Tail, Head armor designed for Men or Mer does not fit.
Torso armor and clothing designed for Men or Mer must be adjusted
to accomodate the tail.
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Old 01-14-2013, 02:29 PM   #134
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Default Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)

Quote:
Originally Posted by Incard View Post
I like your build in the spoiler there. I have not considered that option either way.
I'm considering adding Catfall too,
Spoiler:  
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Old 11-22-2013, 12:27 AM   #135
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Default Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)

Quote:
Originally Posted by SuperGamera View Post
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".
I would recommend preparing a chart and making survival rolls to determine what type of ingredients the pc's attain.

I wouldn't make as many ingredients as are present in the game, and alchemy rolls are going to be necessary, not only to properly prepare the ingredients, but identifying them as well.

I also agree with using magic as powers, with mandatory ER cost and unreliability to further drive down the cost.
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Old 07-13-2014, 11:19 AM   #136
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Default Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)

I wrote a conversion utility to port GURPS characters to Skyrim. Maybe its interesting.

http://www.nexusmods.com/skyrim/mods/50242/?
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Old 07-14-2014, 08:09 AM   #137
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Default Re: Elder Scrolls Conversion to GURPS 4e (Help Please!)

Quote:
Originally Posted by Bontainer View Post
I wrote a conversion utility to port GURPS characters to Skyrim. Maybe its interesting.

http://www.nexusmods.com/skyrim/mods/50242/?
That does sound interesting. Can you tell us more about the conversion?
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