The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/16526.aspx

GURPS Dragonlance: A Conversion Guide

D&D 3e (3.0/3.5) Rules

by George Velez


A Conversion Guide for the Races of Ansalon

Based on a document created by Revenant in 1995.

Humans


Land Barbarians:


Ability Scores and Skills: IQ-1 (-10 points), HT+1 (10 points), Survival (native clime only, IQ+1, 4 points), Tracking (IQ+1, 4 points)

Racial Disadvantages: Intolerance (all non-Plainsmen and especially towards mages, -10 points), Primitive Tech Level 2 (-5 points), Reputation as savages (-2 to reaction rolls by "civilized" folk, -10 points), Sense of Duty to nature (-5 points).

It costs -22 points to play a land barbarian.

Sea Barbarians:


Ability Scores and Skills: IQ-1 (-10 points), HT+1 (10 points), Fishing (IQ+2, 4 points), Seamanship (IQ+2, 4 points)

Racial Disadvantages: Intolerance (land-dwellers, -10 points), Reputation as savages (-2 to reaction rolls by "civilized" folk, -10 points)

It costs -12 points to play a Sea Barbarian.

Dwarves


Mountain Dwarves (of the Hylar or Daewar clan):


Ability Scores and Skills: HT+1 (10 points), +2 bonus to all craft skills and to singing (12 points)

Racial Advantages: Infravision (10 points), Poison Resistance (10 points), Single-minded (5 points), Tunnel Sense (2 points), Magic Resistance +3 (6 points), Extended Life span (Aging rolls begin at age 225, roll once every five years after, 5 points)

Racial Disadvantages: Stubbornness (-5 points), ORH Coarse manners (-1 reaction penalty, -5 points), ORH: Appear grumbling and grumpy (-5 points), Reduced Move -1 (-5 points), Magic items use (-3 penalty, -3 points), Intolerance (non-mountain dwarves, -10 points)

Racial Quirks (-1 point each): Passionate, Appreciate good music, Collect luxuries, Dislike and distrust non-divine magic, Isolationist (Tend to ignore problems that don't directly affect them)

It costs 27 points to play a Mountain Dwarf.

Hill Dwarves (of the Neidar clan):


Ability Scores and Skills: HT+1 (10 points), +2 bonus to all craft skills and to singing (12 points)

Racial Advantages: Infravision (10 points), Poison Resistance (10 points), Single-minded (5 points), Magic Resistance +3 (6 points), Extended Life span (Aging rolls begin at age 225, roll once every five years after, 5 points)

Racial Disadvantages: Stubbornness (-5 points), ORH Coarse manners (-1 reaction penalty, -5 points), ORH: Appear grumbling and grumpy (-5 points), Reduced Move -1 (-5 points), Magic items use (-3 penalty, -3 points)

Racial Quirks (-1 point each): Passionate, Appreciate good music, Collect luxuries, Dislike and distrust non-divine magic, Isolationist (Tend to ignore problems that don't directly affect them), Dislike stealth and petty trickery

It costs 29 points to play a Hill Dwarf

Gully Dwarves (Aghar)


Ability Scores and Skills: IQ-3 (-20 points), HT+2 (20 points)

Racial Advantages: Infravision (10 points), Poison Resistance (10 points), Magic Resistance+3 (6 points), Enhanced Dodge +1 (15 points), Scrounging at +3 (6 points)

Racial Disadvantages: Cowardice (-10 points), Mild monophobia (-10 points), Gluttony – which, for gully dwarves applies to everything – not just food (-15 points), Weak Will -4 (-20 points), Reduced Move -1 (-5 points), Magic items use (-3 penalty, -3 points), Short life span (begin aging rolls at 35 - roll once every 9 months following, -5 points)

Racial Quirks (-1 point each): Lack of Foresight, Eternally cheerful, Innumeracy, Strange magical beliefs

It costs -25 points to play an Aghar.
Note: It is doubtful there has ever been a 100-point gully dwarf in the entire history of the race. Except in exceptional circumstances the GM should probably not allow PC Aghar to be built on more than 25 points.

Elves


Silvanesti Elves


Ability Scores and Skills: DX+1 (10 points), IQ-1 (-10 points), +2 bonus to all nature-based skills (12 points)

Racial Advantages: Infravision (10 points), Alertness +1 (5 points), Attractive (5 points), Magic Resistance 5 vs. Sleep and Charm spells only - does not prevent spellcasting (10 points), Extended Lifespan (Begin aging at 300, make aging rolls every 10 years thereafter, 5 points)

Racial Disadvantages: Sense of Duty: Nature (-5 points), ORH: Acts superior (especially in regard to elven workmanship (-2 Reaction Penalty, -10 points)

Racial Quirks (-1 point each): Look forward and don't dwell on the past, Dislike becoming attached to the shorter lived races, Analyze and plan things out before acting

It costs 39 points to play a Silvanesti Elf.

Qualinesti Elves


Ability Scores and Skills: DX+1 (10 points), IQ-1 (-10 points),

Racial Advantages: Identical to Silvanesti Elves, above

Racial Disadvantages: Sense of Duty: Nature (-5 points), ORH: Acts superior (especially in regard to elven workmanship (-1 Reaction Penalty, -5 points)

Racial Quirks (-1 point each): Look forward and don't dwell on the past, Dislike becoming attached to the shorter lived races, Analyze and plan things out before acting

It costs 34 points to play a Qualinesti Elf.

Kagonesti Elves


Ability Scores and Skills: ST+1 (10 points), DX+1 (10 points), IQ-1 (-10 points), +2 bonus to all nature-based skills (12 points)

Racial Advantages: Identical to Silvanesti Elves, above

Racial Disadvantages: Primitive: TL1 (-10 points), Sense of Duty to Nature (-5 points), Intolerance: Non-kagonesti (-10 points)

Racial Quirk: Passionate (-1 point)

It costs 31 points to play a Kagonesti Elf.

Sea Elves (Dargonesti and Dimernesti)


Ability Scores and Skills: ST-1 (-10 points), DX+1 (10 points)

Racial Advantages: Infravision (10 points), Amphibious (10 points), Alertness +1 (5 points), Attractive (5 points), Magic Resistance 5 vs. Sleep and Charm spells only (-10 points), Shapechange Ability: Sea otter (Dimernesti) / Dolphin (Dargonesti) (10 points)

Racial Disadvantages: Intolerance: Land dwellers (-10 points), Sense of Duty: Protect Nature (-5 points)

Racial Quirk: Get homesick for the sea if they leave it (-1 point)

It costs 34 points to play a sea elf.

Half-Elves


Ability Scores and Skills: DX+1 (10 points)

Racial Advantages: Infravision (10 points), Alertness +1 (5 points), Attractive (5 points), Magic Resistance 2 vs. Sleep and Charm spells only - does not prevent spellcasting (4 points)

Racial Disadvantages: Social Stigma : Being a half-elf (-10 points)

Racial Quirks (-1 point each): Loner, Insecure
Note: Any disadvantage possessed by the race of his elven parent may be taken by a half-elf character and does not count against maximum disadvantages.

It costs 22 points to play a half-elf.

Dark Elves


Dark elves have attributes, advantages, disadvantages, skills and quirks as per their race.

Additional Racial Disadvantages: Banished (-5 points), Social Stigma: Outsider ( -4 reaction penalty from elves and a -2 from other races, -8 points)

Additional Racial Quirks (-1 point each): Love magic, Resent other elves

It costs -15 points (plus the elven race) to play a Dark Elf.

Gnomes


Ability Scores and Skills: ST-1 (-10 points), IQ+1 (10 points)

Racial Advantages: Manual Dexterity +3 (9 points), Infravision (10 points), Tunnel Sense (2 points), Magic Resistance 3 (6 points), Advanced Technology: TL5 (always flawed in some way, 15 points)

Racial Disadvantages: Magic items use (-3 penalty, -3 points), ORH : Fast-talk (-1 reaction penalty, -5 points), ORH: Blunt manner (-1 reaction penalty, -5 points), Compulsive Behavior: Technophile (-10 points)

Racial Quirk: Racial pride ('up with gnomes', -1 point)

It costs 18 points to play a gnome.

Kender


Ability Scores and Skills: Lockpicking (IQ, 2 points), Stealth (DX, 2 points), Pickpocket (DX, 4 points), Traps (IQ, 2 points), Taunting (IQ, 2 points), +3 bonus to all "handling" skills (18 points), +3 bonus to Taunting (3 points)

Racial Advantages: Extended Lifespan - begin aging at 70, make aging rolls every 2 years thereafter (3 points), Infravision (10 points), Magic Resistance +1 (2 points), Alertness +2 (10 points)

Racial Disadvantages: Kender Mindset (-50 points), Reputation: Thieves (-2 reaction penalty, -10 points)

Racial Quirks (-1 point each): Compassionate, Love to tell stories

It costs -4 points to play a Kender.

Minotaurs


Ability Scores and Skills: ST+4 (45 points), HT+2 (20 points)

Racial Advantages: Horns (thrust +2/impaling, 40 points), Damage Resistance+2 (6 points), Extended Lifespan - start aging at 70 and roll every 2 years thereafter (3 points)

Racial Disadvantages: Code of Honor (-10 points), Intolerance (-10 points), Bully (-10 points), Reputation: Bloodthirsty butchers of Takhisis (-4 reaction penalty, -20 points)

It costs 64 points to play a Minotaur.

Irda


Ability Scores and Skills: DX+1 (10 points), IQ+1 (10 points), HT-2 (-15 points)

Racial Advantages: Attractive (5 points), Shapechanging (30 points), Enhanced Magical Aptitude (20 points)

Racial Disadvantages: Primitive: TL 0 (-15 points), Vow: Use no animal products (-5 points), Reputation: Child-eating monsters - rarely recognized (-4 reaction penalty, -5 points)

It costs 35 points to play an Irda.

Notes:


Technophile (gnome disadvantage): Basically this reflects the attitude that gnomes have that Technology is the best way to do ANYTHING and that technology works better the more complicated you make it.

Kender Mindset (kender disadvantage): The mindset of the Kender race is very alien to that of humans. In game terms, these differences are represented by a number of Advantages and Disadvantages.

Compulsive Behavior/Odious Racial Habit (-5 points): Chatter Kender are forever talking. This can become very annoying and distracting.

Incredible Curiosity (-10 points): See the Curious Disadvantage. Curiosity in Kenders is far beyond the simple curiosity that all most people possess. For example, a Kender left in an unknown kitchen for more than a few seconds will feel obliged to discover exactly what's in every cupboard. During character creation Kender PCs can choose to have Curiosity at the -15 pt level. This does not count against maximum disadvantages for the character. Note that this trait does not exist in pre-teen or old Kender.

Impulsive (-10 points): See the Impulsive Disadvantage.

Laziness (-10 points): Forcing a Kender to work is near impossible. However, Kender will volunteer for any task as long as it appears interesting (expect them to stop once they lose interest, however).

Rights and Freedoms (-25 points): Kender believe in the rights and freedoms of the individual. They have little concept of personal property as understood by the other races. This results in a number of differences between Kender and the other races. This includes the Kleptomania disadvantage. Kender Kleptomania varies from the standard version in a few ways however.

Firstly, Kender do not consider covertly removing other peoples property wrong. Secondly, Kender often do not even realize they are doing it - a Kender can remove an interesting trinket from a man's backpack with the same ease you or I would absent-mindedly walk off with a pen. And they honestly don't remember doing it the majority of the time and come up with reasons for their possession of the item if asked.

"You must've dropped it"
"This does look like yours, doesn't it?"
And the ironic "I was keeping it safe for you in case someone stole it".

Remember, they actually believe this. Alternately, Kender do not consider their own belongings inviolate either - they freely give away everything they own to anyone who seems to need it.

Kender possess the same attitude to personal space as they do to personal belongings. They see no harm in wandering into another person's house and having a look around. They view the use of locks as a strange habit other races engage in. They consider the use of locks impolite but often find it easier simply to pick them and make their way through than to complain about the lock to its owner.

Stubbornness (-5 points): Kender also resent being told what to do. Demanding something of a Kender only results in loud complaints, reluctant work and taunts... unless of course it's something the Kender wanted to do anyway.

Unshakeable (15 points): See the Unshakeable advantage.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.