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    GURPS Warhammer Conversion Notes

    PC Races

    *Elves (40 points)*

    Elves have DX +1 (10 points), IQ +2 (20 points) and ?1 Hit Points(-5 points). Their advantages are Acute Vision +2 (4 points), AttractiveAppearance (5 points), Combat Reflexes (15 points), Extended Life Span 2(0 points), Night Vision (10 points), Longevity (0 points), and MusicalAbility +2 (2 points). Their disadvantages are Code of Honor (to liveelegant lives) (-10 points) and Sense of Duty (Nature) (-15 points).They have the racial s ill bonuses +2 Bard (2 points), +1 Dancing (1point), and +2 Savoir-Faire (1 point).

    *Dwarfs (30 points)*

    Dwarfs have HT +2 (20 points). Their advantages are DR 1 (3 points),Extended Lifespan 1 (0 points), Extra Encumbrance (5), Longevity (0points), Night Vision (10 points), and Strong Will +3 (12 points). Their

    disadvantages are Greed (-15 points), Miserliness (-10 points), ReducedMove ?1 (-5 points), and Stubbornness (-5 points). Dwarfs have theracially learned s ills Axe/Mace at DX+1 (4 points) and Engineering(Mining) at IQ-1 (2 points), and an overall +2 bonus to all Craft S ills(12 points). They have a ?2 with all missile weapons, and suffer underspecial restrictions as mages, but there is no point value for this.Their racial Quir s are Suspicious of Elves, Intolerant of Goblinoids,and Never Shave Beards (-1 point each).

    Dwarfs can ta e the Trollslayer?s Vows as part of their racialdisadvantages.

    *Halflings (0 points)*

    Halflings have ST ?2 (-15 points), DX +1 (10 points) and HT ?1 (10points). Their advantages are Charisma +1 (5 points), Silence x1 (5points), and Strong Will +4 (against magical effects only) (8 points).Their disadvantages are Gluttony (-5 points), Reduced Move ?1 (-5points), and Wea Will ?1 (-8 points). Halflings have the raciallylearned s ills Coo ing at IQ +2 (4 points) and Stealth at DX +1 (4points), and a racial s ill bonus of +2 to Sling (4 points) and +2 toThrowing (4 points). They have the racial quir of Disli e Travelling byWater (-1 point).

    / *Designer's Notes:* You might have noticed that these racialtemplates list advantages such as "Longevity" and "Extra Life Span" ascosting 0 points. This is intentional. It is my humble opinion that if adisadvantage that doesn't penalize the character in any way shouldn't beworth any points, then the reverse should also be true for advantages.In my more than ten years of RPG experience, I have /never /had acampaign that lasted more than two years of game time. In other words,characters simply didn't get old enough to ma e aging rolls while thecampaign lasted. Thus, I have decided to ma e all such advantages0-point features in my campaign, since it would otherwise ma e elves and

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    dwarfs more expensive than neccessary. If you want to use the "defaultcost" for these advantages, raise the cost of elves by 15 points, andthe cost of dwarfs by 10 points./

    Advantages

    *Extra Fatigue

    *It is reccomended that spellcasters should be allowed to purchaseExtra Fatigue beyond the normal limit of 3 or 4 levels suggested inCI24. If the GM wants to impose a maximum, 10 times the character'slevel of Magical Aptitude should be appropriate.*

    Literacy and Semi-Literacy*

    Illiteracy is the norm in the world of Warhammer. Thus,Semi-Literacy is worth 5 points, and Literacy is worth 10 points.

    *Magical Aptitude*The talent for magic is inborn. Thus, if a character doesn't have a

    level of Magical Aptitude at character creation, he cannot purchase it

    later on. The exception to this are elves, who are all able to learnmagic. However, if a character does have Magical Aptitude at some level,he can purchase a higher level later on - up to the normal maximum ofthree. The GM might decide to allow certain High Elves and S aven topurchase a fourth level of Magical Aptitude, but these should bestremain non-player characters.

    Disadvantages

    *Slayer?s Vows ?25 points*

    This disadvantage can only be ta en by dwarfs, but does not count

    against their 40 point limit on personal disadvantages when ta en bythem. A dwarf with these vows will always see out the most dangerousopponent he can find, and attac it until one of them is dead, wearingneither armor or a shield for protection. Trollslayers and other Slayerscan buy additional levels of Damage Resistance (3 points/level), up tothe following limits:

    Trollslayer: DR 2Giantslayer: DR 4Dragonlayer: DR 6Demonslayer: DR 8

    It is recommended that PC Slayers in a normal campaign of 100

    character points and less start as Trollslayers.

    S ills

    *Language S ills*

    These languages are spo en by the various peoples of the Old World:Dar Tongue (Beastmen, Warriors of Chaos), Elthrin (Elves), Goblin

    Tongue (Goblinoids), Grumbarth (Ogres), Khazalid (Dwarfs),

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    Malla-room-ba-lrin (Treemen), Ogvar (Trolls), Old Worlder (Humans,Halflings), Quee ish (S aven), Ssissyl? (Lizardmen, Troglodytes).

    Malla-room-ba-lrin and Ssissyl? are Mental/Hard Languages. Ogvaris a Mental/Easy language. All other languages are Mental/Average.The following secret languages are nown by some people in the Old World:

    Battle Tongue, Classical Old Worlder, Rangers? Tongue, ThievesTongue. All are Mental/Easy.The following arcane languages are nown by some people in the Old World:

    Arcane Dwarf, Arcane Elf, Demonic, Druidic, Magic , Old Slann.The arcane language of Magic is part of the Thaumatology s ill, and

    does not need to be learned seperately. The arcane language of Demonicis part of the Demonology s ill, and does not need to be learnedseperately. Druidic is a Mental/Average language. Arcane Dwarf andArcane Elf are Mental/Hard languages. Old Slann is a Mental/Very Hardlanguage.

    Money and Wealth

    Starting Wealth for GURPS Warhammer is 160 gp. Multiply the cost ofany GURPS equipment by 0.16 (or divide it by 6, if that results in awhole number) to get the cost in gold pieces.

    Magic and Spells

    *Spellcasters and armor*

    Spellcasters who wear armor add their highest non-magical PD armorbonuses to the casting costs of all their spells.

    /Example:/ A wizard wears chain mail with PD 3 and DR 4. He adds 3 tothe energy cost of all his spells.

    Additionally, spellcasters may not use the Recover Strength spell toregain fatigue faster than normal while wearing armor.

    *Dwarfen and Halfling mages*

    Dwarfen and Halfling mages (non-divine spellcasters) add one pointto the energy cost of all their spells. Halfling mages also substracttwo from their effective s ill levels with any spell. Dwarven mages dothe same with all spells except for enhancement spells.

    *Divine Magic*

    Divine spellcasters require the Power Investiture advantage to castspells. The Clerical Investment advantage is very common, but not required.

    *Sample Faiths*

    Prerequisites for individual spells, if any, are in brac ets. PIstands for Power Investiture ? e.g. PI2 stands for Power Investiture 2.

    /Mannan, God of the Seas/

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    Power Investiture: Up to three levels.

    Air: Clouds (Create Water), Rain (Clouds), Lightning (PI3)Animal: Beast Soother (aquatic animals only), Shapeshifting (aquaticanimals only, PI3)Healing: Awa en, Minor Healing, Major Healing (Minor Healing), CureDisease (Major Healing), Neutralize Poison (Cure Disease)Knowledge: PathfinderMeta: Bless (PI2), Remove Curse (Bless)Movement: SwimProtection and Warning: Sense Danger (PI2), Weather Dome (Umbrella)Water: Purify Water, Create Water (Purify Water), Breathe Water (PI2),Wal on Water (Swim), Fog (Create Water), Water Vision, Umbrella

    /Morr, God of Death/

    Power Investiture: Up to three levels.

    Body Contol: ExorcismEarth: Entombment (PI3)Enchantment: Golem (Animation, PI3)Healing: Minor HealingKnowledge: Aura

    Meta: Bless (PI2), Curse (PI2)Mind Control: Fear, Panic (Fear), Terror (Panic), Avoid (Fear)Necromancy: Death Vision, Sense Spirit (Death Vision), Summon Spirit(Sense Spirit, PI2), Zombie (Summon Spirit, Turn Zombie, Animation(Summon Spirit), S ull Spirit (Zombie), Steal Strength (Minor Healing),Age (Steal Strength), Banish (PI2)

    /Myrmidia, Goddess of War/

    Power Investiture: Up to three levels.

    Body Control: Dexterity, Might (Lend Strength), Vigor (Lend Health),

    Resist PainCommunication and Empathy: Sense FoesFire: Fireball (PI2), Explosive Fireball (Fireball, PI3)Food: Mon ?s Banquet (Resist Pain)Healing: Lend Strength, Lend Health (Lend Strength), Minor Healing (LendHealth), Major Healing (Minor Healing)Knowledge: Tell Time, Alarm (Tell Time), Find Direction, Pathfinder(PI2, Find Direction)Light and Dar ness: Haw Vision (PI3)Mind Control: BraveryProtection and Warning: Shield, Armor, Sense Danger (Sense Foes),Watchdog (Sense Danger), Missile Shield (Shield), Reverse Missiles(Missile Shield)

    Sound: Great Voice (PI2)

    /Ranald, God of Thieves and Tric sters/

    Power Investiture: Up to three levels.

    Body Control: Itch, Clumsiness (Itch), Dexterity, Climbing, Hinder(Clumsiness), Rooted Feet (Hinder)Communication and Empathy: Persuasion

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    Healing: Minor Healing, Neutralize Poison (Minor Healing, PI2)Illusion: Simple Illusion, Complex Illusion (Sound, Simple Illusion),Perfect Illusion (PI2, Complex Illusion), Illusion Shell (SimpleIllusion), Illusion Disguise (Simple Illusion), Know Illusion (SimpleIllusion)Knowledge: Find Direction, Detect Magic, See er (Find Direction), Trace(See er), Glass Wall (PI3)Light and Dar ness: Dar ness, Shape Dar ness (Dar ness), Blur(Dar ness), Hide (Blur), Invisibility (Hide), Infravision (PI2, NightVision), Night Vision, Dar Vision (PI3, Night Vision), Haw Vision(Night Vision)Meta: Magic Resistance (PI3)Mind Control: Foolishness, Forgetfulness (Foolishness), Daze(Foolishness), False Memories (Forgetfulness, Daze)Movement: Glue, Slow Fall, Wallwal er (Slow Fall), Loc smith, Loc master(PI2, Loc smith), Manipulate (Loc smith), Undo (Loc smith)Sound: Sound, Voices (Sound), Silence (Sound), Wall of Silence(Silence), Hush (Silence), Mage Stealth (PI2, Hush), Far-Hearing (PI3,Sound)

    /Shallya, Goddess of Healing and Mercy/

    Power Investiture: Up to three levels.

    Air: Purify AirAnimal: Beast-SootherCommunication and Empathy: Sense Life, Sense Emotion (Sense Life)Fire: Resist ColdFood: Test Food, Preserve Food (Sterilize, Test Food), Purify Food(Preserve Food), Create Food (Purify Food)Healing: Lend Strength, Lend Health (Lend Strength), Recover Strength(Lend Strength), Awa en (Lend Health), Share Strength (Lend Strength),Minor Healing (Lend Health), Major Healing (Minor Healing), Sterilize(Minor Healing), Suspended Animation (PI2, Sleep), Cure Disease(Sterilize and Major Healing), Neutralize Poison (Cure Disease),Restoration (PI2, Major Healing), Instant Restoration (PI3,

    Restoration), Regeneration (PI3, Restoration), Instant Regeneration(Regeneration)Knowledge: AuraLight: Light, Continual Light (Light)Ma ing and Brea ing: Clean (Purify Air)Mind Control: Sleep (PI2), Mass Sleep (Sleep), Peaceful Sleep (Sleep)Protection and Warning: Shield, Missile Shield (Shield)Water: Purify Water, Create Water (Purify Water), Essential Water (PI2,Create Water)

    Bac to GURPS