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Old 05-01-2015, 08:25 PM   #1
Sin'Aria
 
Join Date: Nov 2013
Default Moving another campaign to GURPS from Pathfinder

Hi all! I'm back again with yet another request for assistance from the GURPS Collective.

Specifically, I'm looking for assistance with the the Dark Elf (Drow) racial features of Dancing Lights, Darkness, and Faerie-Fire.

Dancing Lights seems to be either Create [Light], Create/Control [Light], or possibly some form of Illusion (Visual Only)? Do Illusionary Lights actually provide illumination?

Darkness was the easy one -

Darkness - [Obscure (Vision) 1 - Area Effect (16 yd), +150%; Extended Duration (x10), +40%; Ranged, +50%; Limited Use (1/day)]

That's almost exactly the same -
  • Causes the light level in the area to drop levels instead of just to straight darkness..
  • Lasts 100 seconds instead of 60 seconds.
  • Has a Radius of 24' instead of 20'.
  • Can be used range or dropped on self.

Now we come to Faire-Fire, the one that's a PITA. Maybe some sort of Malediction (Disadvantage:Incompetence (Stealth)) or something?

I guess we could slap some sort of Magical Knack and use the default spell system as perks.... but we're using RPM and then I'd have to spec out the abilities anyway if I wanted to use them more than once a day - or if another player wanted to be able to so the same thing.

Anyways.... Thanks.

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Old 05-01-2015, 08:45 PM   #2
Jerander
 
Join Date: Aug 2007
Location: Rochester, MN
Default Re: Moving another campaign to GURPS from Pathfinder

Quote:
Originally Posted by Sin'Aria View Post
Now we come to Faire-Fire, the one that's a PITA. Maybe some sort of Malediction (Disadvantage:Incompetence (Stealth)) or something?
What does Faire-Fire do? If I remember correctly from my D&D days (20+ years ago...), it outlined targets with a glow that made them easier to spot...?

If that's it, try Affliction (Disadvantage, Noisy (Feature: visual instead of aural, +0%), +x%).
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Old 05-01-2015, 08:53 PM   #3
Jerander
 
Join Date: Aug 2007
Location: Rochester, MN
Default Re: Moving another campaign to GURPS from Pathfinder

Quote:
Originally Posted by Sin'Aria View Post
Do Illusionary Lights actually provide illumination?
I would say no, illusionary lights do not actually provide illumination.

Again, what exactly does Dancing Lights do?
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Old 05-02-2015, 06:11 AM   #4
Sin'Aria
 
Join Date: Nov 2013
Default Re: Moving another campaign to GURPS from Pathfinder

Quote:
Originally Posted by Jerander
What does Faire-Fire do? If I remember correctly from my D&D days (20+ years ago...), it outlined targets with a glow that made them easier to spot...?

If that's it, try Affliction (Disadvantage, Noisy (Feature: visual instead of aural, +0%), +x%)
Hmm, hadn't considered Noisy - thanks!

Fairie-Fire does the following:
  • Surrounds/outlines target with a pale glow (equivalent to candlelight)
  • Gives a massive penalty to stealth checks
  • Prevents concealment provided by darkness (though darkness spells of 2nd level or higher function normally), blur, displacement, invisibility, or the like.
  • 400' Range (so around 100 yards or so)
  • Lasts 1 Minute per Level
  • No saving throw, but spell resistance applies.

So a Malediction with (Disadvantage: Noisy) and possibly Negate Advantage (x)?

Quote:
Originally Posted by Jerander
Again, what exactly does Dancing Lights do?
  • Create up to four lights that resemble lanterns/torches (and cast that amount of light) (Can also look like will-o'-wisps or vaguely humanoid)
  • Must stay within a 10' Radius Area in relation to each other but can move otherwise as you desire - No concentration required.
  • Can move up to 100' per round.
  • Disrupted if moved beyond 400'
  • Lasts up to 1 Minute
  • No saving throw or spell resistance

So it provides light(s) that you can move as desired with its area effect which you can move up to ~100 yards away.

Its almost an Illusion, but can't be disbelieved.

Maybe Illusion (Cosmic: Can't be Disbelieved, +x%)?

Thanks!

---
I'm guilty of almost always over-thinking and/or over-complicating things like this.
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Old 05-02-2015, 10:20 AM   #5
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default Re: Moving another campaign to GURPS from Pathfinder

For all your conversion needs I recommend this site.

Please also add any new conversions you come up with. Especially monsters. We can always use more monsters.
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Old 05-02-2015, 08:59 PM   #6
tg_ambro
 
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Join Date: Sep 2007
Location: Arkham Asylum
Default Re: Moving another campaign to GURPS from Pathfinder

Why not give the Drow 3 charm perks to get GURPS equivalent spells (Light, Gloom, and Glow) and then boost the spells to IQ level. All together, this would cost [9] points. These would functions as normal spells mechanically.

I used Blessed Be from Pyramid 78 for my math. While the rules I used were in reference to a deconstruction of the Blessed advantage, I think they'd be fair for a GM designed racial template, since the article used the already existent One Spell Magery limitation found in Thaumatology. By canon, the only hiccup is that each level might cost 2 points per +1, since that article invokes divine (GM) fiat and allows 90% worth of limitation.
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