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#1 |
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Banned
Join Date: Aug 2004
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I stumbled over some eberron material the last days. And I must say I tfind the setting interesting. Not so much, naturally - well - the ruleset (d20).
Anyone knows of a Gurps conversion, discussion of the settings for Gurps or something like that? (Heck, if only SjGames could establish a setting that widely known, and that supported, with adventures, multiple source books and all that) |
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#2 |
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Join Date: Aug 2004
Location: Jacksonville, AR
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There have been a couple of threads here; Juergen has posted a fair amount of stuff.
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Travis Foster |
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#3 |
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Banned
Join Date: Aug 2004
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Ah, thanks.
You know, Eberron just really striked me. It has some flair - I like the setting. I can really see my character developing there. |
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#4 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Eberron is one of those "kitchen sink" settings that nevertheless manages to be consistent and have a flavor of its own. And this is a pretty rare achievement - only Fading Suns achieves something similar...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#5 | |
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Join Date: Jul 2004
Location: Austin
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But, as my great-grandpappy Stonebender used to say, "If ifs and ands were pots and pans, the old woman would have shot the bear with the broom."
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Paul Chapman |
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#6 |
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Join Date: Jul 2004
Location: Austin
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To anyone wondering where the rest of the thread went: at Jurgen's request, I moved the discussion of his online game over to Gamer Finder, where it is more on-topic.
Thanks, and good gaming!
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Paul Chapman |
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#7 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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OK, let's get to the original topic of this thread. Since my conversion is in a thread with a title that doesn't hint at its contents, I thought that maybe I should repost my conversions here and we can try to build on them:
----------------- 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: 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: 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: 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: Half-Elves (24 points) Secondary Characteristic Modifiers: Per +1 [5] Advantages: Extended Lifespan 1 [2], Half-Elf Talent 1 (Diplomacy, Fast-Talk, Search, Streetwise) [5], Night Vision 7 [7], Resistant (Immunity to supernatural “sleep” effects) [5]. Half-Orcs (10 points) Attribute Modifiers: ST +1 [10], IQ -1 [-20] Advantages: Dark Vision [25] Disadvantages: Social Stigma (Second-Class Citizen) [-5]. 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: 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: 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: 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: Non-standard Races Goblin Attribute Modifiers: Typical Advantages: Typical Disadvantages: Typical Skills: Gnoll Typical Advantages: Typical Disadvantages: Typical Skills: Hobgoblin Typical Advantages: Typical Disadvantages: Typical Skills: Ogre Typical Advantages: Typical Disadvantages: Typical Skills: Orc Typical Advantages: Typical Disadvantages: Typical Skills:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#8 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Magic
Arcane Magic Arcane magic is available through the Magery advantage. Magery 0 costs 5 points, and every additional level costs 10 points. Starting characters should not have more than Magery 3. There are two ways of learning and casting spells: Learning individual spells: It is possible to learn spells as per the standard GURPS rules, by purchasing them as individual skills – but this is only possible for spells that do not have Magery 1 or higher as a prerequisite. People who choose to learn spells this way are usually called “Magewrights” in Eberron and use a few useful spells exclusively for their daily professional work. Some so-called “bards” also make a lot of use of these spells. Wizardly magic: For this variant, the spellcaster needs a spellbook in which he must inscribe all spells he wants to cast. He also needs to purchase a number of “spell slots”. He then can take one minute to read up the spell he wants to cast in his spell book and “prepare” the spell for casting. This uses up one of his spell slots, which remains “in use” until the spellcaster either casts the spell or empties the slot without casting the spell. He then can use the spellbook to prepare the same spell again – or a different one. A single spell slot costs 5 character points, which is the equivalent of 1 character point in the spell in the slot (so the mage can cast it at a skill level of IQ+Magery-2, or IQ+Magery-3 for Very Hard spells). If the caster wants to prepare the spell at a higher skill level, he can purchase “additional” character points in the spell slot for a cost of 2 CPs each. Note: This is a Modular Ability of the Super-Memorization variant [8], with the limitations Spells Only (-20%) and Preparation Required (1 minute, -20%). A wizard starts off with a number of spells in his spellbook (which costs 15 gp and holds 50 spells) equal to his skill level in Thaumatology. Note that these spells must follow the usual prerequisite chains – the difficult spells refer back to elements of the easier ones, and a wizard cannot prepare them if he doesn’t have those easier spells written down as well. He can purchase additional spells at character creation – the usual is (1 + number of prerequisites the spell has) x 10 gp. (Later, the cost is “whatever the market will bear”, though simple spells with few prerequisites are easy to get). During play, the mage can attempt to transcribe spells from other grimoires or scrolls. This uses up 10 gp of writing materials and requires a Thaumatology skill roll at a penalty equal to the number of prerequisites the spell has. If the skill roll fails, the materials (and pages in the spellbook) are wasted, and the wizard cannot attempt to transcribe the spell again unless he finds a teacher, increases his Thaumatology skill, or a different source for the spell. Teachers may aid in learning spells. All arcane magic have the following limitations: - Encumbrance makes it difficult to cast the spells. Substract the spellcaster’s encumbrance level from his effective skill with all spells. - No Healing spells are available. The only exception is Recover Energy, which can be learned as an individual skill despite its Magery 1 prerequisite. Divine Magic Divine magic is available through the Power Investiture advantage. Starting characters should have no more than three levels of Power Invstiture. Note that priests will usually also have Clerical Investment and possibly one or more levels of Religious Rank, but this is not required for spellcasting purposes – all that matters is the faith of the spellcaster. Divine spellcasters must learn the Ritual Magic skill, which is an IQ/Very Hard skill, and one or more College Skills (also IQ/Very Hard) that represent the various colleges of magic (which ones are available depends on the faith in question) that defaults to Ritual Magic-6. College skills have Ritual Magic as a prerequisite and may never exceed it. Divine spellcasters can cast spells at default. For each prerequisite the spell or its prerequisites would have in the standard system, the default is at a cumulative –1 (e.g., a spell with one prerequisite that itself has one prerequisite defaults to college skill-2). To raise a spell past its default level, the mage must have at least one point in the college skill, but he can ignore the spell’s prerequisites under the standard system. Increasing the spell costs 2 character points for the first +1, and one character point for each additional +1 (so a spell that defaults to college skill-2 could be cast at its college skill level for 3 character points). Spells cannot exceed the associated college skill. Power Investiture adds to both the Ritual Magic skill and the college skills. Here is a breakdown of available colleges by religion: Church of the Silver Flame: Healing, Light & Darkness (Light only), Necromancy (spells that sense or banish spirits and undead only), Protection and Warning The Sovereign Host: If the cleric follows the Host as a whole, pick any four domains from individual deities. Arawi, God of Agriculture: Air, Food, Healing, Plant Aureon, God of Law and Knowledge: Communication and Empathy, Healing, Knowledge, Meta Balinor, God of Beasts and the Hunt: Air, Animal, Earth, Healinbg Boldrei, God of Community and Hearth: Communication and Empathy, Food, Healing, Protection and Warning Dol Arrah, God of Honor and Sacrifice: Body Control, Communication & Empathy, Healing, Light & Darkness (Light only) Dol Dorn, God of Strength at Arms: Body Control, Healing, Making and Breaking, Sound Kol Korran, God of Trade and Wealth: Communication and Empathy, Healing, Knowledge, Movement Olladra, God of Feast and Good Fortune: Communication and Empathy, Food, Healing, Movement Onatar, God of Artifice and the Forge: Fire, Healing, Enchantment (the Enchantment spell is assumed to have a default equal to the Enchantment college for the priests of Onatar!), Making and Breaking. The Dark Six: If the cleric follows the Dark Six as a whole, pick any four domains from individual deities. The Devourer: Air, Body Control, Making and Breaking (Breaking spells only), Water The Fury: Body Control, Communication and Empathy, Healing, Mind Control The Keeper: Body Control, Knowledge, Light and Darkness (Darkness spells only), Necromancy The Mockery: Body Control, Illusion, Light and Darkness (Darkness spells only), Sound The Shadow: Knowledge, Meta, Light and Darkness (Darkness spells only), Necromancy The Traveler: Animal Control (Shapeshifting spells only), Communication and Empathy, Illustion, Movement The Blood of Vol: Body Control, Healing, Knowledge, Necromancy The Cults of the Dragon Below: Earth, Mind Control, Light and Darkness (Darkness spells only), Necromancy The Path of Light: Healing, Knowledge, Meta, Protection and Warning The Undying Court: Healing, Light and Darkness (Light spells only), Necromancy, Protection and Warning Druids: Air, Animal, Earth, Fire, Healing, Plant, Water Additional powers: Priests can purchase the True Faith [15] advantage. Druids can purchase the Shapeshifting advantage, but only for animals. More powerful divine spellcasters and members of certain monastic orders might be able to purchase other powers as well. Psionic Powers: As described in GURPS 4E. However, these powers are rare on Khoirvaire, and non-Kalashtar characters shouldn’t start with advantages in more than one psionic power (Antipsi, ESP, Psychic Healing, Psychokinesis, Telepathy, and Teleportation) without a paying for an Unusual Background.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#9 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Dragonmark Powers
Use the following rules to individualize your character’s dragonmark powers. Each type of dragonmark has a set of advantages that represent different ways the dragonmark powers can manifest themselves and that the bearer of each dragonmark can acquire. Apply the Dragonmark Power limitation (-10%) to each of these advantages – this represents the fact that these powers are magical in nature and subject to magical countermeasures. In case anyone wants to dispel these powers, the effective skill of the power is equal to the character’s Will plus the appropriate Talent. You can also apply the following limitations to the power in addition to the Dragonmark Power limitation: Costs Fatigue, Emergencies Only, Limited Use, Unconscious Only, Uncontrollable, and Unreliable. Individual advantages (like Innate Attack) might also allow for additional limitations (or enhancements). Each dragonmark also has an associated Talent, which gives a bonus to all attribute-related rolls when using the appropriate powers, as well as to rolls with one or more mundane skill. Note: The point cost of all the advantages listed here does not include the modifiers for the Dragonmark Power limitation, as well as the modifiers for all other applicable enhancements and limitations. Fist add up the values of all enhancements and limitations, and then apply them to the advantage! Mark of Detection House: Medani Race: Half-elf Advantages: Detect (magic and supernatural effects, harmful substances of various kinds), See Invisible [15]. They can add the Cosmic (+50%) enhancement to their powers. Talent Skill: Observation Mark of Finding House: Tharashk Race: Half-orc, human Advantages: Absolute Direction [5/10], Detect (objects and substances). They can add the Increased Range (+10%/level) enhancement to their powers. Talent Skill: Search Mark of Handling House: Vadalis Race: Human Advantages: Ally (Summonable, +100% - this must be a natural animal), Animal Empathy [5], Animal Growth (Affliction that grants the Growth advantage, additional ST and DR, and only works on natural animals) Mind Control (Only vs Natural Animals, -20%) [50], Speak With Animals [25]. Talent Skill: Animal Handling Mark of Healing House: Jorasco Race: Halfling Advantages: Healing (they can add the Xenohealing enhancement) [30] Talent Skill: First Aid and Physician. Mark of Hospitality House: Ghallanda Race: Halfling Advantages: Ally (Summonable, +100%. It will also always have Invisibility [40], Code of Honor (will only do servant work) [-15], and Pacifism (Total Nonviolence) [-30]), a variety of Afflictions that grant others advantages (such as additional HP, ST, Resistance to poison, disease, etc.), with the Preparation Required limitation – the dragonmark bearer cooks and prepares meals, and the other characters gain the advantages upon eating them. Talent Skill: Diplomacy Mark of Making House: Cannith Race: Human Advantages: Gadgeteer [25/50], Healing (On objects, including machines, instead of living beings, -10%) [30] Talent Skill: Armoury Mark of Passage House: Orien Race: Human Advantages: Ally (summonable +100%, mount only), Enhanced Move [20/level], Warp [100] Talent Skill: Survival. Mark of Scribing House: Sivis Race: Gnome Advantages: Arcane Mark [21], Telesend [30] Talent Skill: Research Note: Arcane Mark is an Affliction that creates a Permanent (+150%) Unnatural Feature (+10%) with a range of Close (-30%) that only works on objects (-20%). This is the personal sigil of the dragonmark bearer that cannot be forged, and members of House Sivis are usually hired by various organisations and governments to sign official documents with it to prove their authenticity. Mark of Sentinel House: Deneith Race: Human Advantages: Various forms of Afflictions that grant various forms of Damage Resistance, often with limitations for certain damage forms (only versus ranged attacks, energy damage, etc.) Talent Skill: Criminology Mark of Shadow House: Phiarlan, Thuranni Race: Elf Advantages: Ally (Summonable, +100%, must be a creature of living shadow), Chameleon [5/level], Clairsentience [50], Elastic Skin [20], Shadow Form [50], Silence [5/level] Talent Skill: Stealth, Streetwise Mark of Storm House: Lyandar Race: Half-elf Advantages: Innate Attacks and Afflictions that revolve around controlling wind and weather. These will do knockback damage at the most. Talent Skill: Acrobatics Note: Does anyone have suggestions on how to do large-scale weather control? Mark of Warding House: Kundarak Race: Dwarf Advantages: Afflictions and Innate Attacks with the Triggered Delay enhancement (+50% - usually if a person passes by or touches it without mentioning a specific password). Talent Skill: Search Note: Members of a Dragonmark House in good standing will also usually enjoy all sorts of social advantages, but these are not mandatory. A Code of Honor (Professional) [-5] is common. ----------------- Prices and Equipment: I've set 10 GURPS dollars equal to one D&D gold piece, and use most of the prices in Eberron as written. Starting wealth is 200 gp.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#10 | |||||||||
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Join Date: Feb 2005
Location: Brescia, Italy
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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:
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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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