Join Date: Feb 2005
Location: Brescia, Italy
|
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. ;)
__________________
Quote:
|
Originally Posted by Mailanka
Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.
|
Last edited by KlausPrinceOfTheUndeads; 05-15-2006 at 06:38 PM.
|