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Old 05-17-2006, 01:15 AM   #1
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...

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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 06-24-2006, 11:55 AM   #2
Fleckenzwerg
 
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Default Re: Eberron - anyone has a conversion?

I just noticed something:
Quote:
Dwarves

Extended Lifespan 4 [8]
Each level of Extended Lifespan doubles the creatures lifespan. So giving dwarves Extended Lifespan 4 makes them live 16 times longer than humans. Shouldn't that be Extended Lifespan 2 [4] instead?

Quote:
Elves

Extended Lifespan 5 [10]
Same here, shouldn't that be Extended Lifespan 3 [6]?

Quote:
Gnomes

Extended Lifespan 3
And finally the Gnomes. Extended Lifespan 2 [4]?


Okay, enough nitpicking. :)
Here are some more Templates:

Armand (111 points)
Attribute Modifiers: +3 DX [60], +3 HT [30], -1 SM
Secondary Characteristic Modifiers: -2 Basic Move [-10]
Advantages: Armand Talent 1 (Immovable Stance, Survival) [5], Claws (Sharp Claws) [5], DR 1 [5], Dark Vision [25]
Perks: Can tunnel without shovel [1]
Disadvantages: Social Stigma (Minority Group) [-10]

Centaur (196 points)

Attribute Modifiers: +16 ST [144], +2 DX [40], -1 IQ [-20], +2 HT [20], +1 SM
Secondary Characteristic Modifiers: +2 Will [10], +2 Per [10], +1 Basic Move [5]
Advantages: Claws (Hooves) [3], DR 1 (Tough Skin) [3], Dark Vision [25], Extra Legs (4 legs) [5]
Perks: Fur [1]
Disadvantages: Reduced Arm Strength (-10 Arm Strength) [-45], Social Stigma (Second-Class Citizen) [-5]

Yeah I know, Reduced Arm Strength doesn't exist. So what? It does exactly what I want: Reducing the strength of the human part of the centaur to a more human level.

Ettin (218 points)

Attribute Modifiers: +25 ST [200], -1 DX [-20], -2 IQ [-40], +2 HT [20], +2 SM
Secondary Characteristic Modifiers: +2 Per [10], +1 Basic Move [5]
Advantages: DR 2 (Tough Skin) [6], Extra Attack 1 [25], Extra Head 1 [15], Night Vision 7 [7]
Disadvantages: Social Stigma (Minority Group) [-10]

Gargoyle (152 points)

Attribute Modifiers: +2 ST [20], +2 DX [40], -2 IQ [-40], +3 HT [30]
Secondary Characteristic Modifiers: +3 Per [15]
Advantages: Claws (Talons) [8], DR 1 [5], DR 3 (magic, cold; common) [9], Dark Vision [25], Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Flight (Winged, Cannot Hover) [24], Teeth (Sharp Teeth) [1], Temperature Tolerance (vs. cold) 3 [3]
Disadvantages: Reduced Air Move -4 [8], Social Stigma (Minority Group) [-10]

Giant, Cloud (296 points)

Attribute Modifiers: + 24 ST [168], +1 DX [20], +1 IQ [20], +4 HT [40], +3 SM
Secondary Characteristic Modifiers: -1 Will [-5], +2 Per [10], +1 Basic Move [5]
Advantages: Charisma 1 [5], DR 3 (Tough Skin) [9], Discriminatory Smell [15], Extended Lifespan (x4) [4], Flight (Lighter Than Air, Max. Duration (10 min.)) [16], Magery 0 [5], Night Vision 7 [7], Racially Learned Spell: Fog 12 [8]
Disadvantages: Reduced Air Move (-8 Air Move) [-16], Social Stigma (Minority Group) [-10]

Giant, Hill (68 points)

Attribute Modifiers: +11 ST [88], -1 DX [-20], -2 IQ [-40], +2 HT [20], +2 SM
Secondary Characteristic Modifiers: +2 Per [10], +1 Basic Move [5]
Advantages: DR 2 (Tough Skin) [6], Extended Lifespan (x2) [2], Night Vision 7 [7]
Disadvantages: Social Stigma (Minority Group) [-10]

Giant, Stone (200 points)

Attribute Modifiers: +13 ST [104], +2 DX [40], +2 HT [20], +2 SM
Secondary Characteristic Modifiers: +1 Per [5]
Advantages: DR 3 (Tough Skin) [9], Dark Vision [25], Extended Lifespan (x8) [6]
Perks: +2 to Stealth in rocky terrain [1]
Disadvantages: Social Stigma (Minority Group) [-10]

Harpy (100 points)
Attribute Modifiers: +2 DX [40], -1 IQ [-20]
Secondary Characteristic Modifiers: +1 Will [5], +2 Per [10], -1 Basic Move [-5]
Advantages: Acute Hearing 1 [2], Charisma 1 [5], Claws (Sharp Claws) [5], Dark Vision [25], Extra Air Move 2 [4], Flight (Cannot Hover, Winged) [24], Harpy Talent 1 (Fast-Talk, Singing) [5], Voice [10]
Disadvantages: Social Stigma (Minority Group) [-10]

I have no idea how to recreate the Harpys Captivating Song ability in GURPS. Perhaps a heavily modified version of Mind Control?

Lizardfolk, Blackscale (123 points)

Attribute Modifiers: +7 ST [63], -1 IQ [-20], +2 HT [20], +1 SM
Secondary Characteristic Modifiers: +1 Will [5], +1 Per [5], +1 Basic Move [5]
Advantages: Breath Holding 1 [2], Claws (Sharp Claws) [5], DR 2 (flexible) [8], DR 1 (vs. acid; occasional) [2], Dark Vision [25], Lizardfolk Talent 1 (Acrobatics (Balancing), Jumping, Swimming) [5], Nictitating Membrane 2 [2], Teeth (Sharp Teeth) [1]
Disadvantages: Social Stigma (Second-Class Citizen) [-5]

Lizardfolk, Poison Dusk (30 points)

Attribute Modifiers: -3 ST [-30], +1 DX [20], +1 HT [10], -1 SM
Advantages: Breath Holding 1 [2], Chameleon 2 [10], Claws (Sharp Claws) [5], DR 1 (flexible) [4], Poison Dusk Talent 1 (Acrobatics (Balancing), Jumping, Poison, Swimming) [5], Nictitating Membrane 1 [1], Night Vision 7 [7], Teeth (Sharp Teeth) [1]
Disadvantages: Social Stigma (Second-Class Citizen) [-5]

Medusa (810 points)

Attribute Modifiers: +2 DX [40], +1 IQ [20], +1 HT [10]
Secondary Characteristic Modifiers: -1Will [-5]
Advantages: Affliction 3 (Body of Stone +1400%, Doesn’t Eat or Drink +100%, Unaging +150%, Paralysis +150%, Unconsciousness +200%; Extended Duration (Permanent, cured by magic/wish) +150%, Malediction 1 +100%, Sense-Based (Vision) -20%) [699], Appearance (Beautiful) [12], DR 1 (Flexible) [4], Dark Vision [25], Innate Attack (1d toxic, Cyclic (10 seconds interval, 2 cycles) +50%, Follow Up (to bite) +0%, Side Affect (reduce ST by the inflicted damage on failed HT roll) +68%, Resistible (HT-2 roll) -20%) [8], Nictitating Membrane 1 [1], Teeth (Sharp Teeth) [1]
Disadvantages: Social Stigma (Second-Class Citizen) [-5]

Troglodyte (70 points)

Attribute Modifiers: -1 DX [-20], -1 IQ [-20]
Advantages: Affliction (Stench) 2 (Area Effect (8), Emanation, Respiratory Agent, Uncontrollable (non-destuctive Power), Nauseated) [60], Claws (Sharp Claws) [5], DR 1 (Flexible) [4], Dark Vision [25], Teeth (Sharp Teeth) [1], Racial Skill Bonus 1 (Stealth) [2]
Disadvantages: Social Stigma (Second-Class Citizen) [-5]

Troll (287 points)

Attribute Modifiers: +6 ST [54], +2 DX [40], -2 IQ [-40], +5 HT [50], +1 SM
Secondary Characteristic Modifiers: +1 Per [5], -1 Basic Move [-5]
Advantages: Claws (Sharp Claws) [5], DR 1 (Tough Skin) [3], Dark Vision [25], Discriminatory Smell [15], Fearlessness 12 [24], Regeneration (Very Fast) [100], Regrowth [40], Teeth (Sharp Teeth) [1]
Disadvantages: Gluttony (12 or less) [-5], On the Edge [-15], Social Stigma (Minority Group) [-10]
Features: acid and fire damage isn’t regenerated (but heals normally)
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Old 10-06-2006, 05:41 PM   #3
KlausPrinceOfTheUndeads
 
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Default Re: Eberron - anyone has a conversion?

*Thread succeeds its HT check and gains Unkillable 3 and Very Fast Regeneration*
*Thread comes back to positive HP*
*The thread is alive another time!*

Ok, I'm done. :-P
I started a new d20-GURPS conversion for this amazing setting after I won the handbook in a tournament (Best Player prize :-) ), but I stuck in to a problem: how to reproduce in GURPS the "auto stabilization" quality of a Warforged? I thought about No Blood, but a voice in my head tells me something's wrong... Help!
Please, of course. ^_^
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