Time of Troubles
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Campaign Info
Character Creation
Starting characters are 150 points, with 50 bonus points of abilities subject to GM approval.
GURPS conversions
Races
Race Conversions from D&D
Divine Spellcasters
Clerics
See this page for cleric conversions
Paladins
Spellcasting Paladins learn spells as Clerics
Druids
Druids do not specifically worship a specific deity; instead they draw their power from the forces of nature. They still use Power Investiture as the basis for their magic, however. Druids are limited to three levels of Power Investiture, and pay the normal price for the advantage.
Druids access their magic through the ritual magic rules, using the base skill "Ritual Magic (Druidic)". They have access to the colleges of Air, Animal, Earth, Fire, Food, Healing, Plant, Water, and Weather.
- Potential Disadvantages for Power Investiture
- Vow (Protect Nature) (minor or major)
- Vow (Use No Metal) (major)
- Vow (Vegetarianism) (minor)
- Required Advantage
- Animal Empathy
Rangers
Spellcasting Rangers learn spells as Druids
Shamans
Some deities are worshiped through primitive rituals instead of prayers. For such priests, use the ritual magic rules, with the following changes: Ritual Magic (Shamanism) is the base skill. Refer to the deities list of domain spells here. Instead of having a path skill for each college, learn a path skill for each domain. For example, a shaman with Ritual Path (Air Domain) could cast any of the spells in the Air domain, using their path skill and the standard default penalties as described in the ritual magic rules. Spells granted by all deities (see link) default simply to the caster's Ritual Magic skill (no path skill is needed).
Arcane Spellcasters
Wizards
Wizards learn spells using the standard rules and the Magery advantage. However, they may not learn any spells from the Healing college, with the exception of Lend Energy and Recover Energy. In addition, Plastic and Radiation spells from the Technological college do not exist.
Sorcerers
Sorcerers should be modeled with powers and advantages instead of standard spells.
Bards
Bards learn spells normally, using Magery with the "Song" modifier. This allows them to cast spells by singing or by playing a musical instrument. Bards may learn spells from the following colleges: Body Control, Communication and Empathy, Food, Gate, Illusion and Creation, Knowledge, Light and Darkness, Making and Breaking, Mind Control, Movement, Protection and Warning, and Sound. Like Wizards, they may also learn the spells Lend Energy and Recover Energy.
Characters
Rules and Conversions
GURPS rulebook dollars are considered copper pieces. Standard D&D monetary conversion apply (10cp = 1sp, 10sp = 1gp, 10gp = 1pp)
House Rules
Learning skills
TBD
Increasing Stats
Half of the points used to by an increased basic stat (ST, DX, IQ, HT) must come from character point awards. The other half may come from awards or by taking points away from skills based on the stat to be raised. No skills total score may be reduced during this process; that is, you may only take points from a skill to put toward a stat increase if you already have more than one point in that skill, and you may only remove enough points to reduce the total score by one. Your stat based skills must remain the same or increase as a result of the stat increase.
Enchanting Magic Items
TBD
Divine Enchanting
TBD
Other Rules
- The modifier "Costs Fatigue" is worth -10% per point (RAW state -5% per point)
Forgotten Realms Lore
- Forgotten Realms Cursing
- Forgotten Realms Conspiracies
- Forgotten Realms Dates
- Custom Martial Art - Vael'Tel'Sharde
- Waterdeep coinage
- Copper piece (cp) = Nib
- Silver piece (sp) = Shard
- Gold piece (gp) = Crown
- Platinum piece (pp) = Royal
Optional Rules to consider
- Raise Stats only by raising associated skills first; then remove points from skills to raise Stat (GURPs Forum Discussion (http://forums.sjgames.com/showthread.php?t=30908))
- Slow and Sure Enchanting: Spend (Magery) points per day, instead of 1 per day.
- Slow and Sure Enchanting: Optional rules from Pyramid article (need link)
- Raise stats from skills, with a small penalty
- Buy as advantage "Extra (stat)", with a 20% enhancement "Trained"
- Skills may only be reduced one level when trading points to stats
- Least frequently used skills should be reduced for points before more frequently used skills
- That is, if trading points is going to account for a net gain in a skill, that skill should be one that is used more frequently
Ignore Me!
Stuff that didn't get fleshed out well, or I have given up on; links left here to avoid orphaning
- GURPS Poisons
- GURPS Memorized Spells (Divine or Arcane)
