GURPS Conversion Thread.   Posted by GM.Group: 0
GM
 GM, 43 posts
 The Narrator
Tue 4 Aug 2020
at 22:41
GURPS Conversion Thread
Adoshai

Theme
   Reptilians, upshifted animals, artificial evolution

Core Template
lizard folk traits

2nd Immersion
dragonborn traits

3rd immersion
dragon traits
Wysk Oran
 player, 13 posts
Wed 5 Aug 2020
at 19:18
GURPS Conversion Thread
What edition of GURPs are you planning on using?
I have the 4th ed stuff, unsure if there is something more recent.
GM
 GM, 44 posts
 The Narrator
Wed 5 Aug 2020
at 21:02
GURPS Conversion Thread
Yep, 4th is the most recent as best I can tell. A bonus of GURPS - lots of books and it doesn't get rebuilt very often. I have a big collection of pdfs so if you need anything, let me know.

Character creation in GURPS is pretty straight-forward.

4 stats (ST = strength, DX = dexterity, IQ = intelligence, HT = health)
All stats default to 10 as average, 20 as human max.
Strength and Health cost 10 points/point
Dexterity and Intelligence cost 20 points/point

These four stats give you the secondary characteristics:
Damage and Basic Lift: based on strength, there are charts for those
HP: equals ST but costs +2 points/+1
Will: equals IQ but costs 5 points/+1
Perception: equals IQ but costs 5 points/+1
FP (fatigue points): equals HT but costs +3/+1
Basic Speed (reflexes + quickness): equals (HT + DX)/4, costs 5 points/+0.25
Basic Move: equals Basic Speed (rounded down) - encumbrance

Advantages fill out the character, like Powers in MnM.

Skills cost 1 point for the default, based on difficulty and stat.
Costs double for each +1 so 1pt for default, 2pt for +1, 4pt for +2, 8pt for +3, etc
You can buy Talents, which are advantages that provide a bonus to a group of skills

Magic: several different magical systems to interest you but mostly spells are built as skills. An advantage called Magery is required to learn spells but it's included in the roll.

Learning and casting spells involve rolling under a total of a stat (usually IQ) + Magery + skill level on 3d6

Finally, character points. You get x number of points. 150 in this case.
Then you can buy down your character by up to 75 points with disadvantages

So, you could spend 225 points then with 75 points in disadvantages, your total would be 150
GM
 GM, 52 posts
 The Narrator
Thu 20 Aug 2020
at 06:29
GURPS Conversion Thread
Morandir
   for shits and giggles

Name: Morandir ap Isaelie
Race: Immortal Noble of the House of Mystery (fancy way to say high elf but it could be said he's of the same type as Tuatha and Alfar and he is of the cosmic purview of Creation)

Attributes [145]
ST 10
DX 13 [60] - attributes are very expensive in GURPS
IQ 13 [60] - so getting a 17 & 18 is very difficult and maybe counter-productive
HT 11 [10]

HP 12 [4] - I have no idea if this is enough. I think the cap is 30% above the prime stat. HP comes from ST so 130% of 10 is 13
Will 13
Per 14 [5]
FP 13 [6] - same: cap of 130% of prime, which is HT so 13 out of possible 15

Basic Lift 20, Damage 1d-2/1d

Basic Speed 6, Basic Move 6, Ground Move 6, Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages: not sure where Aosmhorost would be in the real world but it sounds gaelic
   Elven (native, literate) [0], Gaelic (accented) [4], English (accented) [4]

Advantages [127]
   Incarnate Spirit
      Eldritch Power (Sorcery + Syntactic) (1) [15]
      Extra Life (1) (Requires Body (illegal/rare/expensive)) [15]
      Unaging [15]
   Subtype: Noble
      Appearance (Beautiful) [12]
      Doesn't Sleep [20]
      Perfect Balance [15]
      Resistant (disease) (Occasional) (Immunity) [10]
   Purview: Creation (mystery)
      - The House of Mystery is associated with supernatural creation, as opposed to craft. All magical systems and spells fall under this purview so immortals of this house are more magically-adept.
      Eldritch Power +1 [15]
      Modular Power (Cosmic 1; Reduced Time +20%; Spells Only -20%) [10]

Perks [2]
   Armor Familiarity (Shortsword) [1]
   Autotrance [1]

Disadvantages [-50]
   Incarnate
      Dependency (Mana) (Very Common) (Weekly) [-10]
   Noble
      Duty (The Eldritch Courts) (9 or less (fairly often)) [-5]
      Overconfidence (12 or less) [-5]
   Eldritch
      Weirdness Magnet [0]   *linked to Eldritch Power level 2
   Personal
      Lunacy [-10]
      Obsession (become worthy member of royal family) (Long-Term Goal) (12 or less) [-10]
      Pacifism (Cannot Harm Innocents) [-10]

Quirks [-5]
   Attentive [-1]
   Broad-Minded [-1]
   Congenial [-1]
   Humble [-1]
   Proud [-1]

Skills [31]
   Bladesinging
      Acrobatics DX/H - DX+0 13 [2]  *includes: +1 from 'Perfect Balance'
      Autohypnosis Will/H - Will-2 11 [1]
      Dancing DX/A - DX-1 12 [1]
      Fast-Draw (Sword) DX/E - DX+0 13 [1]
      Karate DX/H - DX-1 12 [2]
      Karate Art DX/H - DX-1 12 [2]
      Savoir-Faire (Dojo) IQ/E - IQ+1 14 [2]
      Shortsword DX/A - DX+0 13 [2]
      Shortsword Art DX/A - DX+0 13 [2]
      Thaumatology IQ/VH - IQ+0 13 [2]  *includes: +2 from 'Eldritch Power'

   Bladesong Techniques
      Acrobatic Stand (Acrobatics) Tech/A -  8 [1]
      Breakfall (Acrobatics) Tech/A -  14 [1]

   Cultural Education
      Bow DX/A - DX+0 13 [2]
      Climbing DX/A - DX+0 13 [1] *includes: +1 from 'Perfect Balance'
      Hiking HT/A - HT+0 11 [2]
      Occultism IQ/A - IQ+0 13 [2]
      Singing HT/E - HT+1 12 [2]      *fits well with Syntactic and Bladesong. Morandir might sing his spells as he dances his swordwork
      Survival (Woodlands) Per/A - Per-1 13 [1]
      Swimming HT/E - HT+1 12 [2]

Spells [10] *includes: +2 from 'Eldritch Power'
   Immortals default as sorcerers but Morandir is a wizard so I opted for syntactic magic instead of Sorcerous Empowerment. I think Syntactic works well with Bladesinging but it's not quite as intuitive to get his classic spells. Firebolt = Create + Fire, Night Vision = Sense + Light, etc.
   Nouns
      Body (Syntactic) IQ/VH - IQ-1 12 [1]
      Fire (Syntactic) IQ/VH - IQ+0 13 [2]
      Light (Syntactic) IQ/VH - IQ-1 12 [1]
      Magic (Syntactic) IQ/VH - IQ-1 12 [1]
   Verbs
      Control (Syntactic) IQ/VH - IQ-1 12 [1]
      Create (Syntactic) IQ/VH - IQ-1 12 [1]
      Move (Syntactic) IQ/VH - IQ-1 12 [1]
      Protect (Syntactic) IQ/VH - IQ-1 12 [1]
      Sense (Syntactic) IQ/VH - IQ-1 12 [1]

Stats [153] Ads [129] Disads [-50] Quirks [-5] Skills [31] Spells [10] = Total [268]

Hand Weapons
1  Light Scimitar  LC:4  $400  Wgt:2
    Swing  Dam:1d cut  Reach:1  Parry:9  ST:8  Skill:SK:Shortsword, ST:DX-5
    Thrust  Dam:1d-2 imp  Reach:1  Parry:9  ST:8  Skill:SK:Shortsword, ST:DX-5
1  Shortsword  LC:4  $400  Wgt:2
    Swing  Dam:1d cut  Reach:1  Parry:9  ST:8  Skill:SK:Shortsword, ST:DX-5
    Thrust  Dam:1d-2 imp  Reach:1  Parry:9  ST:8  Skill:SK:Shortsword, ST:DX-5

Ranged Weapons
1  Short Bow (ST 10)  LC:4  Dam:1d-2 imp  Acc:1  Range:100 / 150
    RoF:1  Shots:1(2)  ST:7  Bulk:-6  Rcl:  $50  Wgt:2  Notes:[3]

Armor & Possessions
   Worn
1   Backpack, Small    $60  Wgt:3   Location:back
1   Boots              $80  Wgt:3   Location:feet
1   Leather Armor     $100  Wgt:10  Location:torso, groin
1   Leather Cap        $32  Wgt:0   Location:skull
1   Leather Gloves     $30  Wgt:0   Location:hands
1   Leather Pants      $40  Wgt:3   Location:groin, legs
1   Ordinary Clothes  $120  Wgt:2   Location:torso, groin
1   Shoulder Quiver    $10  Wgt:.5  Location:shoulder

   Stored
20  Arrow     $40     Wgt:2     Location: shoulder quiver
1   Blanket   $20     Wgt:4     Location: backpack
1   Canteen   $10     Wgt:1     Location: backpack

This message was last edited by the GM at 06:37, Thu 20 Aug.

GM
 GM, 53 posts
 The Narrator
Mon 24 Aug 2020
at 04:51
GURPS Conversion Thread
Morandir Classic

Name: Morandir Ithilus
Race: Elf

Attributes [116]
ST 9 (ST includes -1 from 'Racial ST Penalty')
DX 13 [40] (DX includes +1 from 'Elf (Fantasy)')
IQ 13 [60]
HT 11 [10]

HP 12 [6]
Will 13
Per 14 (Perception includes +1 from 'Elf (Fantasy)')
FP 11

Basic Lift 16, Damage 1d-2/1d-1

Basic Speed 6, Basic Move 6, Ground Move 6, Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities: Elven (Native) [0]; Western (Alien Culture) [2].
Languages: Celestial (Accented) [4]; English (Accented) [4]; Sindarin (Native) [0]; Sylvan (Accented) [4].

Advantages [137]
   Elf Template
      Appearance (Attractive) [4*]
      Magery 0 [5*]
      Perfect Balance [15*]
      Racial Skill Point Bonus (Connoisseur (Natural Environments)) (1) [1*]
      Telescopic Vision (1) [5*]
      Unaging [15*]
      Voice [10*]
   Personal
      Magery (1) [10]
      Patron (Queen Isaelie) (Equipment: more than starting wealth; 6 or less; Special Abilities: extensive social or political power) [13]
      Trained By A Master [30]
       * = item is owned by another, point value is included in the other item.

Perks [2]
   Armor Familiarity (Shortsword) [1]
   Autotrance [1]

Disadvantages [-70]
   Elf Template
      Racial ST Penalty (-1) (Size) [-10*]
   Personal
      Duty (The Eldritch Courts) (12 or less (quite often)) (Extremely Hazardous) [-15]
      Lunacy [-10]
      Obsession (become worthy member of royal family) (Long-Term Goal) (12 or less) [-10]
      Overconfidence (12 or less) [-5]
      Pacifism (Cannot Harm Innocents) [-10]
      Vow (Oath of the Wandering Knight) (Minor) [-5]
      Weirdness Magnet [-15]
      * = item is owned by another, point value is included in the other item.

Quirks [-5]
   Attentive [-1]
   Broad-Minded [-1]
   Congenial [-1]
   Humble [-1]
   Proud [-1]

Packages [0]
   Elf (Fantasy) [70]

Skills [32]
   Bladesinging - Cat Style
      Acrobatics DX/H - DX+0 13 [2]   includes: +1 from 'Perfect Balance'
      Autohypnosis Will/H - Will-2 11 [1]
      Dancing DX/A - DX-1 12 [1]
      Fast-Draw (Sword) DX/E - DX+0 13 [1]
      Karate DX/H - DX-1 12 [2]
      Karate Art DX/H - DX-1 12 [2]
      Savoir-Faire (Dojo) IQ/E - IQ+1 14 [2]
      Shortsword DX/A - DX+0 13 [2]
      Shortsword Art DX/A - DX+0 13 [2]
      Thaumatology IQ/VH - IQ-1 12 [2]   includes: +1 from 'Magery'

   Bladesinging Techniques
      Acrobatic Stand (Acrobatics) Tech/A -  0 [1]
      Breakfall (Acrobatics) Tech/A -  5 [1]

   Cultural Education
      Bow DX/A - DX+0 13 [2]
      Climbing DX/A - DX+0 13 [1]   includes: +1 from 'Perfect Balance'
      Connoisseur (Natural Environments) IQ/A - IQ+0 13 [1]   includes: +1pts from 'Racial Skill Point Bonus (Connoisseur (Natural Environments))'
      Hiking HT/A - HT+0 11 [2]
      Occultism IQ/A - IQ+0 13 [2]
      Singing HT/E - HT+3 14 [2]   includes: +2 from 'Voice'
      Survival (Woodlands) Per/A - Per-1 13 [1]
      Swimming HT/E - HT+1 12 [2]

Spells [28]
Communication
Sense Emotion IQ/H  IQ-1 12 [1]
Sense Foes IQ/H  IQ-1 12 [1]
Sense Life IQ/H  IQ-1 12 [1]
Fire
Create Fire IQ/H  IQ+0 13 [2]
Deflect Energy IQ/H  IQ+0 13 [2]
Flame Jet IQ/H  IQ+1 14 [4]
Ignite Fire IQ/H  IQ-1 12 [1]
Shape Fire IQ/H  IQ+0 13 [2]
Knowledge
Analyze Magic IQ/H  IQ-1 12 [1]
Detect Magic IQ/H  IQ-1 12 [1]
Identify Spell IQ/H - IQ-1 12 [1]
Light and Darkness
Night Vision IQ/H - IQ+0 13 [2]
Mind
Keen Vision IQ/H - IQ-1 12 [1]
Movement
Apportation IQ/H - IQ-1 12 [1]
Haste IQ/H - IQ+0 13 [2]
Slow Fall IQ/H - IQ-1 12 [1]
Block IQ/H - IQ+0 13 [2]
Sound
Sound IQ/H - IQ-1 12 [1]
Thunderclap IQ/H - IQ-1 12 [1]


Stats [116] Ads [137] Disads [-70] Quirks [-5] Skills [32] Spells [28] = Total [240]

Hand Weapons
1  Light Scimitar  LC:4  $400  Wgt:2
    Swing  Dam:1d-1 cut  Reach:1  Parry:9  ST:8  Skill:SK:Shortsword
    Thrust  Dam:1d-2 imp  Reach:1  Parry:9  ST:8  Skill:SK:Shortsword
1  Shortsword  LC:4  $400  Wgt:2
    Swing  Dam:1d-1 cut  Reach:1  Parry:9  ST:8  Skill:SK:Shortsword
    Thrust  Dam:1d-2 imp  Reach:1  Parry:9  ST:8  Skill:SK:Shortsword

Ranged Weapons
1  Short Bow (ST 10)  LC:4  Dam:1d-2 imp  Acc:1  Range:100 / 150
    RoF:1  Shots:1(2)  ST:7  Bulk:-6  Rcl:  $50  Wgt:2  Notes:[3]

Armor & Possessions
20  Arrow  $40  Wgt:2  Location:
1  Backpack, Small  $60  Wgt:3  Location:
1  Blanket  $20  Wgt:4  Location:
1  Boots  $80  Wgt:3  Location:feet
1  Canteen  $10  Wgt:1  Location:
1  Leather Armor  $100  Wgt:10  Location:torso, groin
1  Leather Cap  $32  Wgt:0  Location:skull
1  Leather Gloves  $30  Wgt:0  Location:hands
1  Leather Pants  $40  Wgt:3  Location:groin, legs
1  Ordinary Clothes  $120  Wgt:2  Location:
1  Shoulder Quiver  $10  Wgt:.5  Location:

This message was last edited by the GM at 05:10, Mon 24 Aug.

GM
 GM, 54 posts
 The Narrator
Tue 25 Aug 2020
at 04:53
GURPS Conversion Thread
Aramil apEllodd
   partly to build a sorcerer and get a grip on sorcery in general
   partly cuz why not... strangely, I find conversions fun

Name: Aramil apEllodd
Race: Elf

Attributes [122]
ST 9 (ST includes -1 from 'Racial ST Penalty')
DX 15 [80] (DX includes +1 from 'Elf (Fantasy)')
IQ 12 [40]
HT 10

HP 10 [2]
Will 12
Per 13 (Perception includes +1 from 'Elf (Fantasy)')
FP 10

Basic Lift 16, Damage 1d-2/1d-1

Basic Speed 6.25, Basic Move 6, Ground Move 6, Water Move 1

Social Background
   TL: 3 [0]
   Cultural Familiarities:
   Languages:

Advantages [154]
   Elf Template
      Appearance (Attractive) [4*]
      Magery 0 [5*]
      Perfect Balance [15*]
      Racial Skill Point Bonus (Connoisseur (Natural Environments)) (1) [1*]
      Telescopic Vision (1) [5*]
      Unaging [15*]
      Voice [10*]
   Personal
      Status (trained battlemage of House Ellodd)(+1) [5]
   Sorcery
      Sorcerous Empowerment (2) [30]
      Sorcery Talent (1) [10]
      Damage Resistance (1; dragon scales) [5]
      Night Vision (5) [5]
      Detect Magic (Detect) (Occasional) (Sorcery; Touch- or Vision-Based) [7]
      Improved Ignite Fire (Burning Attack) (1) (No Wounding; Incendiary; Increased Range (1/2D Range only) (+3); No Signature; Partial Dice (+2); Partial Dice (Does only 1 pt); Sorcery) [4]
      Create Fire 6 (Burning Attack) (1) (Area Effect 32 yds; Extended Duration (+3); Partial Dice (+1); Persistent; Sorcery; Variable) [18]
   * = item is owned by another, point value is included in the other item.

Disadvantages [-65]
   Chummy [-5]
   Duty (In service to Milenth the Gold) (6 or less (quite rarely)) (Extremely Hazardous) [-7]
   Flagrant Aura (+6 to detect) [-3]
   Greed (12 or less) [-15]
   Pacifism (Cannot Harm Innocents) [-10]
   Pyromania (12 or less) [-5]
   Racial ST Penalty (-1) (Size) [-10*]
   Sense of Duty (elves) (Entire Race) [-15]
   Supernatural Feature (fine golden scales) [-5]
   * = item is owned by another, point value is included in the other item.

Quirks [-4]
   Careful [-1]
   Chauvinistic [-1]
   Likes Law-breaking [-1]
   Responsive [-1]

Packages [0]
   Elf (Fantasy) [70]

Skills [27]
   Bow DX/A - DX-1 14 [1]
   Brawling DX/E - DX+0 15 [1]
   Carousing HT/E - HT+0 10 [1]
   Connoisseur (Natural Environments) IQ/A - IQ-1 11 [0] - includes: +1pts from 'Racial Skill Point Bonus (Connoisseur (Natural Environments))'
   Cooking IQ/A - IQ-1 11 [1]
   Crossbow DX/E - DX+0 15 [1]
   Fast-Talk IQ/A - IQ+1 13 [1] - includes: +2 from 'Voice'
   Games (Three Dragon Ante) IQ/E - IQ+0 12 [1]
   Hiking HT/A - HT+0 10 [2]
   Intimidation Will/A - Will-1 11 [1]
   Knife DX/E - DX+0 15 [1]
   Musical Composition IQ/H - IQ-1 11 [1]
   Musical Instrument (Lyre) IQ/H - IQ+0 12 [4]
   Occultism IQ/A - IQ-1 11 [1]
   Public Speaking (Storytelling) IQ/E - IQ+2 14 [1] - includes: +2 from 'Voice'
   Rapier DX/A - DX-1 14 [1]
   Shortsword DX/A - DX-1 14 [1]
   Singing HT/E - HT+2 12 [1] - includes: +2 from 'Voice'
   Stealth DX/A - DX-1 14 [1]
   Streetwise IQ/A - IQ-1 11 [1]
   Survival (Woodlands) Per/A - Per-1 12 [1]
   Swimming HT/E - HT+0 10 [1]
   Thaumatology IQ/VH - IQ-2 10 [1] - includes: +1 from 'Sorcery Talent'
   Weather Sense IQ/A - IQ-1 11 [1]

Stats [122] Ads [154] Disads [-65] Quirks [-4] Skills [27] = Total [234]

Hand Weapons
3  Dagger LC:4  $60  Wgt:.75
    Dam:1d-3 imp  Reach:C  Parry:7  ST:5  Skill:SK:Sword!, SK:Knife, ST:DX-4, SK:Force Sword-3, SK:Main-Gauche-3, SK:Shortsword-3  Notes:[1]
1  Rapier LC:4  $500  Wgt:2.75
    Dam:1d-1 imp  Reach:1,2  Parry:10F  ST:9  Skill:SK:Sword!, SK:Rapier, ST:DX-5, SK:Broadsword-4, SK:Main-Gauche-3, SK:Saber-3, SK:Smallsword-3

Ranged Weapons
3  Dagger  LC:4  Dam:1d-3 imp  Acc:0  Range:5 / 9
    RoF:1  Shots:T(1)  ST:5  Bulk:-1  Rcl:  $60  Wgt:.75

Armor & Possessions
1  Boots  $80  Wgt:3  Location:feet
1  Drum  $40  Wgt:2  Location:
1  Leather Armor  $100  Wgt:10  Location:torso, groin
1  Lute  $150  Wgt:5  Location:
1  Paper, 20 sheets  $20  Wgt:1  Location:
1  Rations  $2  Wgt:.5  Location:
1  Scribe's Kit  $50  Wgt:2  Location:
1  Tallow Candle  $5  Wgt:1  Location:
1  Water (per pint)  $0  Wgt:1  Location:
1  Wineskin  $10  Wgt:.25  Location:

This message was last edited by the GM at 21:12, Tue 25 Aug.