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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), Attractive Appearance (5 points), Combat Reflexes (15 points), Extended Life Span 2 (0 points), Night Vision (10 points), Longevity (0 points), and Musical Ability +2 (2 points). Their disadvantages are Code of Honor (to live elegant lives) (-10 points) and Sense of Duty (Nature) (-15 points). They have the racial s ill bonuses +2 Bard (2 points), +1 Dancing (1 point), 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 (0 points), Night Vision (10 points), and Strong Will +3 (12 points). Their disadvantages are Greed (-15 points), Miserliness (-10 points), Reduced Move ?1 (-5 points), and Stubbornness (-5 points). Dwarfs have the racially 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 under special 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 racial disadvantages. *Halflings (0 points)* Halflings have ST ?2 (-15 points), DX +1 (10 points) and HT ?1 (10 points). Their advantages are Charisma +1 (5 points), Silence x1 (5 points), and Strong Will +4 (against magical effects only) (8 points). Their disadvantages are Gluttony (-5 points), Reduced Move ?1 (-5 points), and Wea Will ?1 (-8 points). Halflings have the racially learned s ills Coo ing at IQ +2 (4 points) and Stealth at DX +1 (4 points), and a racial s ill bonus of +2 to Sling (4 points) and +2 to Throwing (4 points). They have the racial quir of Disli e Travelling by Water (-1 point). / *Designer's Notes:* You might have noticed that these racial templates list advantages such as "Longevity" and "Extra Life Span" as costing 0 points. This is intentional. It is my humble opinion that if a disadvantage that doesn't penalize the character in any way shouldn't be worth any points, then the reverse should also be true for advantages. In my more than ten years of RPG experience, I have /never /had a campaign 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 the campaign lasted. Thus, I have decided to ma e all such advantages 0-point features in my campaign, since it would otherwise ma e elves and

dwarfs more expensive than neccessary. If you want to use the "default cost" for these advantages, raise the cost of elves by 15 points, and the cost of dwarfs by 10 points./ Advantages *Extra Fatigue *It is reccomended that spellcasters should be allowed to purchase Extra Fatigue beyond the normal limit of 3 or 4 levels suggested in CI24. If the GM wants to impose a maximum, 10 times the character's level 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 learn magic. However, if a character does have Magical Aptitude at some level, he can purchase a higher level later on - up to the normal maximum of three. The GM might decide to allow certain High Elves and S aven to purchase a fourth level of Magical Aptitude, but these should best remain 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 by them. A dwarf with these vows will always see out the most dangerous opponent he can find, and attac it until one of them is dead, wearing neither armor or a shield for protection. Trollslayers and other Slayers can buy additional levels of Damage Resistance (3 points/level), up to the following limits: Trollslayer: Giantslayer: Dragonlayer: Demonslayer: DR DR DR DR 2 4 6 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),

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. Ogvar is 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, Thieves Tongue. 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 Demonic is part of the Demonology s ill, and does not need to be learned seperately. Druidic is a Mental/Average language. Arcane Dwarf and Arcane Elf are Mental/Hard languages. Old Slann is a Mental/Very Hard language. Money and Wealth Starting Wealth for GURPS Warhammer is 160 gp. Multiply the cost of any GURPS equipment by 0.16 (or divide it by 6, if that results in a whole number) to get the cost in gold pieces. Magic and Spells *Spellcasters and armor* Spellcasters who wear armor add their highest non-magical PD armor bonuses to the casting costs of all their spells. /Example:/ A wizard wears chain mail with PD 3 and DR 4. He adds 3 to the energy cost of all his spells. Additionally, spellcasters may not use the Recover Strength spell to regain fatigue faster than normal while wearing armor. *Dwarfen and Halfling mages* Dwarfen and Halfling mages (non-divine spellcasters) add one point to the energy cost of all their spells. Halfling mages also substract two from their effective s ill levels with any spell. Dwarven mages do the same with all spells except for enhancement spells. *Divine Magic* Divine spellcasters require the Power Investiture advantage to cast spells. The Clerical Investment advantage is very common, but not required. *Sample Faiths* Prerequisites for individual spells, if any, are in brac ets. PI stands for Power Investiture ? e.g. PI2 stands for Power Investiture 2. /Mannan, God of the Seas/

Power Investiture: Up to three levels. Air: Clouds (Create Water), Rain (Clouds), Lightning (PI3) Animal: Beast Soother (aquatic animals only), Shapeshifting (aquatic animals only, PI3) Healing: Awa en, Minor Healing, Major Healing (Minor Healing), Cure Disease (Major Healing), Neutralize Poison (Cure Disease) Knowledge: Pathfinder Meta: Bless (PI2), Remove Curse (Bless) Movement: Swim Protection 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: Exorcism Earth: Entombment (PI3) Enchantment: Golem (Animation, PI3) Healing: Minor Healing Knowledge: 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 Pain Communication and Empathy: Sense Foes Fire: Fireball (PI2), Explosive Fireball (Fireball, PI3) Food: Mon ?s Banquet (Resist Pain) Healing: Lend Strength, Lend Health (Lend Strength), Minor Healing (Lend Health), 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: Bravery Protection 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

Healing: Minor Healing, Neutralize Poison (Minor Healing, PI2) Illusion: Simple Illusion, Complex Illusion (Sound, Simple Illusion), Perfect Illusion (PI2, Complex Illusion), Illusion Shell (Simple Illusion), Illusion Disguise (Simple Illusion), Know Illusion (Simple Illusion) 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, Night Vision), 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 Air Animal: Beast-Soother Communication and Empathy: Sense Life, Sense Emotion (Sense Life) Fire: Resist Cold Food: 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: Aura Light: 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 <index.html>

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