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Old 05-15-2006, 06:35 PM   #21
KlausPrinceOfTheUndeads
 
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by Jürgen Hubert
Races of Eberron

Note: Members of the individual races can buy up to three additional levels of their racial Talent, just as with regular talents.

Changelings (40 points)

Secondary Characteristic Modifiers: Will +2 (versus sleep and charm effects only, -50%) [5]
Advantages: Language Talent [10]; Elastic Skin [20]; Shifter Talent 1 (Acting, Fast-Talk, Intimidation, Interrogation) [5]

Typical Advantages:
Typical Disadvantages:
Typical Skills:
Resistant to Sleep and Charm Effects (+3 to resistance rolls) [4] is cheaper and more effective than limited Will, assuming that suche effects are Occasional. I'd also give Changelings Smooth Operator instead of a lesser talent, since IMHO it better reflects their nature.

Quote:
Dwarves (59 points)

Attribute Modifiers: HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5], HP +1 [2].
Advantages: Dark Vision [25]; Dwarf Talent 1 (Axe/Mace, any attack rolls versus orcs, half-orcs and goblinoids, and any Armoury, Engineer, Merchant and Perception-based rolls involving stone or metal) [5], Extended Lifespan 4 [8], Magic Resistance 2 (Improved, +150%) [10], Resistant (Poison, +3 to HT) [3].
Racially Learned Skills: Immoveable Stance (H) DX-2 [1].

Typical Advantages:
Typical Disadvantages:
Typical Skills:
Talents cannot affect weapon skills; you could give dwarves Higher Purpose (fighting orcs and goblinoids), but IMHO bonus due to racial hate are a pretty absurd thing (you don't fight better just because you hate him, and an orc with a sword fights exactly like a human with a sword and the same training level). Dwarves are resistant against poison and disease, not just poison, so IMHO is is better to give them Resistant to Metabolic Hazards (+3 to resistance rolls) [10]. Note, BTW, that Resistant to Poison (+3 to resist) is worth [4], not [3] (it is 10/3, rounded up).


Quote:
Elves (58 points)

Attribute Modifiers: DX +1 [20], HT -1 [-10].
Secondary Characteristic Modifiers: HP -1 [-2], Per +2 [10].
Advantages: Elf Talent 1 (Bow, Broadsword, Rapier) [5], Extended Lifespan 5 [10], Less Sleep 4 [8], Magery 0 [5], Night Vision 7 [7], Resistant (Immunity to supernatural “sleep” effects) [5].

Typical Advantages:
Typical Disadvantages:
Typical Skills:
The same as above: Talents cannot give a bonus to combat skills. BTW, d20 elves have no bonus to hit with any weapon: they are simply proficient in their use. That can be represented with some racially learned skills.

Quote:
Gnomes (38 points)

Attribute Modifiers: ST -1 [-10], HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5], HP +2 [4].
Advantages: Acute Hearing +2 [4], Acute Smell/Taste +2 [4], Extended Lifespan 3 [6], Gnome Talent 1 (Alchemy, Any attack rolls versus kobolds and goblinoids, illusion spells) [10], Night Vision 7 [7], Resistant (Illustions, +3) [3], Speak With Animals (burrowing creatures only -60%, 3 Uses/day -20%) [5].
Features: SM -1.

Typical Advantages:
Typical Disadvantages:
Typical Skills:
As above for the Talent, and remember that for spells ther's limited Magery (with your racial template a gnome couldn't cast any spell, because he doesn't have Magery). Resistant is [4] and not [3].


Quote:
Halflings (36 points)

Attribute Modifiers: ST -1 [-10], DX +1 [20]
Secondary Characteristic Modifiers: Basic Move -1 [-5]
Advantages: Acute Hearing +2 [4], Enhanced Dodge [15], Extended Lifespan 1 [2], Halfling Talent 1 (Acrobatics, Climbing, Jumping, Sling, Stealth, Throwing, All Thrown Weapons) [10].
Features: SM -1
Typical Advantages:
Typical Disadvantages:
Typical Skills:

Enhanced Dodge? Why? Shouldn't they have Luck instead? I am repeating, but you cannot get a to-hit bonus from Talent.


Quote:
Kalashtar (32 points)

Secondary Characteristic Modifier: Will +2 [10]
Advantages: Extended Lifespan 1 [2], Kalashtar Talent 1 (Diplomacy, Fast-Talk, Intimidation, Interrogation) [5], Telecommunication (Telesend: Telepathic -10%, Limited Use: 1/day -40%) [15].
Features: Immune to dream manipulation powers and spells.
Note: Kalashtar can buy off the “Limited Use” Limitation for their Telecommunication advantage. They can also start with any psionic power at character creation without having to take an unusual background.

Typical Advantages:
Typical Disadvantages:
Typical Skills:
The immunity is more than a simple feature: it is at least a Perk. Is gives some benefits and no disadvantages.


Quote:
Shifters (7 + variable)

Attribute Modifiers: DX +1 [20], IQ -1 [-20]
Advantages: Night Vision 7 [7], Shifter Talent 1 (Acrobatics, Brawling, Climbing, Jumping) [5], Shifting [variable]
Disadvantages: Social Stigma (Second Class Citizen) [-5]

Each shifter must choose one of the following subtypes of shifters. Each offers a set of advantages or attribute modifiers that the character can purchase. If the character purchases more than one of them, apply the Linked (+10%) enhancement to all of them – they come into use at the same time. The character also must apply the Limited Use (any, from -10% to -40%) limitation to the advantages. The Costs Fatigue, Emergencies Only, Temporary Disadvantage, Unconscious Only, Uncontrollable, and Unreliable limitations might also be appropriate for shifters who aren’t fully in control of their powers for some reason.
Beasthide: Damage Resistance (up to three levels, Tough Skin -40%, base [5/level]), HT (up to three levels, base [10/level]), HP (up to five levels, base [2/level]).
Longtooth: Teeth (Sharp [1] or Fangs [2]), ST (up to five levels, base [10/level])
Cliffwalk: Brachiator [5], DX (up to three levels, base [20/level], Flexibility (Flexibility [5] or Double-Jointed [15])
Razorclaw: Claws (Blunt Claws [3], Sharp Claws [5], Talons [8], or Long Talons [11]), ST (up to five levels, base [10/level])
Longstride: Basic Move (up to five levels, [5/level]), DX (up to three levels, base [20/level]).
Wildhunt: Discriminatory Smell [15], HT (up to three levels, base [10/level]). Wildhunt shifters will also have at least one level of Acute Smell/Taste [2/level] even when not shifting.

Example: A young Beasthide shifter takes three levels of Damage Resistance, one level of HT, and three levels of extra HP as his shifter advantages. He selects the Limited Use (2/day, -30%), Costs Fatigue (2 FP, -10%), and Unreliable (-40%) limitations for all these advantages, and applies the Linked (+10%) enhancement to all of them. This brings the total to:

Damage Resistance 3 [3] (the total limitations – note the “Tough Skin” limitation! - and the enhancement add up to -110%, but since limitations can’t reduce the cost below -80%, this is as low as it gets), HT +1 [3] (here it adds up to -70%), and HP +3 [2] (-70% again – 1.8, rounded up), for a total of 8 points. Lots of room for improvement there...

Typical Advantages:
Typical Disadvantages:
Typical Skills:
Shifters are hard to comment... so I'll do that next time. :P


Quote:
Warforged (83 points)

Attribute Modifiers: HT +2 [20]
Secondary Characteristic Modifier: HP +2 [4]
Advantages: Damage Resistance 3 (Can’t Wear Armour, -40%) [9], Doesn’t Sleep [20], Machine (Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Unhealing (Total) [-30]) [25], Unaging [15]
Disadvantages: Social Stigma (Minority Group) [-10].
Features: Healing spells and similar effect will only heal half as many hit points as normally. The Mechanic skill allows the skill user to function exactly as a doctor with the appropriate medical skills, however.
As contructs, warforged do not ordinarily have Fatigue points and cannot get exhausted. To push their bodies beyond the usual limits and to power supernatural abilities, they must buy Fatigue Points at the usual cost of 3/level.
Warforged can purchase up to four additional levels of Damage Resistance (Can’t Wear
Armour, -40%) [3/level]. However, if they have a total of more than four levels, they also must take a level of Basic Move -1 [-5]. If they have more than six, they need to take two levels.

Typical Advantages:
Typical Disadvantages:
Typical Skills:
You forgot Blunt Claws (actually Metal Fists!) [3] and Doesn't Eat or Drink [10]. I think that a variation of the Electrical disadvantage would be appropriate, since Warforged are vulnerable to spells that affect non-living matter.

I hope you don't hate me now. ;)
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Last edited by KlausPrinceOfTheUndeads; 05-15-2006 at 06:38 PM.
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Old 05-17-2006, 01:15 AM   #22
Jürgen Hubert
 
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by KlausPrinceOfTheUndeads
Resistant to Sleep and Charm Effects (+3 to resistance rolls) [4] is cheaper and more effective than limited Will, assuming that suche effects are Occasional. I'd also give Changelings Smooth Operator instead of a lesser talent, since IMHO it better reflects their nature.
Sounds good...

Quote:
Talents cannot affect weapon skills;
That's actually more of a guideline than a rule (if you find a specific reference to the contrary, feel free to share it...) - the point is that players shouldn't build custom talents that incorporate all the weapon skills they need to twink out with them. But since these talents are only available in a limited number and only available to certain races, I figured they were okay...

Quote:
you could give dwarves Higher Purpose (fighting orcs and goblinoids), but IMHO bonus due to racial hate are a pretty absurd thing (you don't fight better just because you hate him, and an orc with a sword fights exactly like a human with a sword and the same training level).
Not exactly true - orcs have a physiology distinct from humans which will be reflected in their martial arts, and dwarves, even on Eberron, have fought against them for a long time. Therefore, it would only make sense that they have developed fighting techniques that are especially effective against orcs, and this seemed to be a good way to represent that.

Quote:
Dwarves are resistant against poison and disease, not just poison, so IMHO is is better to give them Resistant to Metabolic Hazards (+3 to resistance rolls) [10].
Actually, as of the [URL=http://www.d20srd.org/srd/races.htm#dwarves]3.5 SRD, they only get special bonuses versus poison apart from their high.

Quote:
Note, BTW, that Resistant to Poison (+3 to resist) is worth [4], not [3] (it is 10/3, rounded up).
Wrong - in the Resistant writeup, it specifically says to drop all fractions.

Quote:
BTW, d20 elves have no bonus to hit with any weapon: they are simply proficient in their use. That can be represented with some racially learned skills.
Hmmm... You are probably right on that one. I'll change it.

Quote:
As above for the Talent, and remember that for spells ther's limited Magery (with your racial template a gnome couldn't cast any spell, because he doesn't have Magery).
Eberron probably qualifies as a high mana world, giving how common magic-users are...

But it is probably a good idea to mention that in the Magic chapter.

Quote:
Enhanced Dodge? Why? Shouldn't they have Luck instead?
Come to think of it, they should probably have both. They are hard to hit and have a knack for avoiding dangerous effects...

Quote:
The immunity is more than a simple feature: it is at least a Perk. Is gives some benefits and no disadvantages.
True, I guess.

Quote:
You forgot Blunt Claws (actually Metal Fists!) [3] and Doesn't Eat or Drink [10].
True enough...

Quote:
I think that a variation of the Electrical disadvantage would be appropriate, since Warforged are vulnerable to spells that affect non-living matter.
I'd say this is more of a feature than anything else... such spells are not that common.

Quote:
I hope you don't hate me now. ;)
Don't worry. ;)
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Old 05-17-2006, 11:29 AM   #23
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Default Re: Eberron - anyone has a conversion?

Hello, question on math.

in the arcane magic write up you have it written as a modular ability costing 8 points (Super mem and everything else included). when i looked in my powers and basic set it comes to 5 without and limitations and 3 more per point in the slot. so with the -40% wouldn't it be 3 cp per slot and 3 perpoint in slot?

does the -40% also apply to the +3 per point? making it 3 per slot +2 per point in slot?

did i miss something? or is it a personal ruling for it to be 8?
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Old 05-17-2006, 01:08 PM   #24
GnomesofZurich
 
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Default Re: Eberron - anyone has a conversion?

With regards to the warforged template:

Quote:
As contructs, warforged do not ordinarily have Fatigue points and cannot get exhausted. To push their bodies beyond the usual limits and to power supernatural abilities, they must buy Fatigue Points at the usual cost of 3/level.
This contradicts the "Machines and Fatigue" box from p.16 of Characters.
I would say allowing them to buy Fatigue, so as to enable extra effort and such, would be at the very least a Perk. Probably more appropriate would be to use "Machines and Fatigue" as written, but allow those with supernatural abilities to buy an Energy Reserve (from Powers; sorry, don't have the book with me right now).
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Old 05-17-2006, 02:31 PM   #25
KlausPrinceOfTheUndeads
 
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by Jürgen Hubert
Actually, as of the [URL=http://www.d20srd.org/srd/races.htm#dwarves]3.5 SRD, they only get special bonuses versus poison apart from their high.
You're right, of course. It was one of my multiple Delusions manifesting itself. :P

Quote:
Wrong - in the Resistant writeup, it specifically says to drop all fractions.
Strange but true. I didn't remember that, probably because it is the opposite of one of GURPS' main assumptions.

Quote:
Come to think of it, they should probably have both. They are hard to hit and have a knack for avoiding dangerous effects...
They're hard to it due to their Size Modifier, nothing else.

Quote:
I'd say this is more of a feature than anything else... such spells are not that common.
That's why it is probably just a Perk (BTW, sending him nightmares and nightmares would be a good way to destroy a political rival's mind).
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Old 05-17-2006, 09:36 PM   #26
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by Jürgen Hubert
Note: Does anyone have suggestions on how to do large-scale weather control?
Control(Weather) (Natural Phenomena +100%) [40/level]
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Old 05-18-2006, 04:31 AM   #27
Jürgen Hubert
 
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by Dinofreak2000
Hello, question on math.

in the arcane magic write up you have it written as a modular ability costing 8 points (Super mem and everything else included). when i looked in my powers and basic set it comes to 5 without and limitations and 3 more per point in the slot. so with the -40% wouldn't it be 3 cp per slot and 3 perpoint in slot?

does the -40% also apply to the +3 per point? making it 3 per slot +2 per point in slot?

did i miss something? or is it a personal ruling for it to be 8?
Actually, there is always at least one point included in the slot, which makes the base cost [5+3]*0.6=4.8 or 5 points. Additional points in a slot cost 3*0.6=1.8 or 2 points.

I should probably write this a bit more clearly...
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Old 05-18-2006, 04:33 AM   #28
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by GnomesofZurich
With regards to the warforged template:

This contradicts the "Machines and Fatigue" box from p.16 of Characters.
I would say allowing them to buy Fatigue, so as to enable extra effort and such, would be at the very least a Perk. Probably more appropriate would be to use "Machines and Fatigue" as written, but allow those with supernatural abilities to buy an Energy Reserve (from Powers; sorry, don't have the book with me right now).
I didn't have Powers back when I wrote this, but I will rewrite it using Energy Reserve.
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Old 05-19-2006, 01:46 AM   #29
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by KlausPrinceOfTheUndeads
They're hard to it due to their Size Modifier, nothing else.
Well, in D&D it is also harder to hit them in melee, not just ranged combat, and I wanted to represent this. But it could be argued either way.

What do others here think?

Quote:
That's why it is probably just a Perk (BTW, sending him nightmares and nightmares would be a good way to destroy a political rival's mind).
Hmmm...

You are probably right there.
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Old 05-19-2006, 01:48 AM   #30
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by Jürgen Hubert
Actually, there is always at least one point included in the slot, which makes the base cost [5+3]*0.6=4.8 or 5 points. Additional points in a slot cost 3*0.6=1.8 or 2 points.

I should probably write this a bit more clearly...
D'oh! It ought to be 7 points, not 8!

OK, I think I will rephrase this:

"Individual spell slots cost 5 CP. The character can put as many Spell Character Points into them as he has available, but he needs to put at least one of them into the slot for it to work. Spell Character Points cost 2 CP each."
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