GURPS Eberron Conversion using Artificial Intelligence
I know. I know. Don’t convert, create, but I have seen requests for converting the Eberron campaign setting for GURPS and have even been asked about it personally. I decided to ask one of those new fangled AIs for advice.
This is a long post, but it was mostly computer generated. It wasn’t too much of a burden on me.
General Conversion Guidelines
First, I asked which elements were most important to convert.
When converting Eberron to another system, it’s essential to preserve the following core concepts:
- Tone and Attitude: Eberron’s pulp-noir, action-packed, and dark adventure tone is a defining aspect of the setting. This tone should be maintained to ensure the conversion remains faithful to the original.
- World Structure: The fundamental structure of Eberron, including its unique blend of magic, technology, and politics, should be preserved. This includes the world’s history, geography, and the relationships between its various factions and organizations.
- Dragonmarks and Planes: The concept of Dragonmarks, which are magical tattoos that grant unique abilities, and the Planes, which are alternate dimensions, are crucial to the Eberron setting. These elements should be adapted to the new system to maintain the setting’s identity.
While I can’t say these are all necessarily the “most important” elements to preserve, the list is pretty good. Dragonmarks aren’t really tattoos, but that is only a minor factual error. These “core concepts” don’t require much conversion, but it would be good to select rules and options that preserve the “tone and attitude.” I can ask the “AI” to help with the selection.
Mechanical Elements
The following mechanical elements are also important to preserve:
- Action Points: Eberron’s use of Action Points, which allow players to alter the course of dramatic situations, should be adapted to the new system to maintain the setting’s fast-paced and dynamic combat style.
- Races and Classes: The unique races and classes introduced in Eberron, such as the Warforged and the Artificer, should be adapted to the new system to maintain the setting’s diversity and character options.
- Magic and Technology: The blend of magic and technology in Eberron is a key aspect of the setting. The mechanical rules for magic and technology should be adapted to the new system to maintain this balance.
I disagree that the “action points” mechanics are important to (or even should be) preserved. Perhaps GURPS native metagame traits and Impulse Buys could be used to preserve the effect but with GURPS mechanics. The “standard” D&D races as well as the races introduced in the Eberron Campaign Setting are pretty integrated into the setting, so I do agree with preserving them. I am not certain it is necessary to preserve the “classes” at all, but I would like to preserve the main character roles and archetypes. I find the wording awkward, but I think I agree. I have no interest in preserving the “spells per day” and “spell level” mechanics, but having appropriate magic and tech is important to the setting. I can ask the “AI” for more detailed assistance with these.
Additional Tips
When converting Eberron to another system, consider the following:
- Keep the setting’s core themes and ideas: Focus on preserving the setting’s core themes, such as the struggle between good and evil, the power of friendship and loyalty, and the exploration of complex moral issues.
- Be mindful of system-specific mechanics: When adapting Eberron to a new system, be aware of the system’s unique mechanics and how they may affect the setting. Make adjustments as necessary to ensure a smooth transition.
- Use the Eberron Campaign Setting as a guide: The Eberron Campaign Setting book provides a wealth of information about the world, its history, and its mechanics. Use this book as a reference to ensure that your conversion remains faithful to the original setting.
It is kind of generic, but I can’t find much in the advice with which I disagree. I am not interested in a mechanical conversion, but keeping the mechanic’s effects on the setting in mind isn’t bad advice. using the Eberron Campaign Setting book is also correct. While Eberron is considered more of a “morally gray” setting, the struggle between good and evil isn’t not important. These “tips” aren’t bad.
Rules and Options for Preserving Tone and Attitude
Next, I asked the “AI” for rules and options to choose.
Pulp Fantasy and Noir Inspiration: Eberron’s pulp fantasy and noir elements can be captured through GURPS’ Pulp and Noir genres. The GURPS Pulp book provides rules for fast-paced, action-packed adventures, while GURPS Noir offers guidance on creating gritty, hard-boiled settings.
I am not sure the suggested books even exist, but Pyramid 3/42 is entitled Noir. Cliffhangers and Mystery might be useful, but it suggested neither.
Magic System: Eberron’s magic system is characterized by its low-powered, yet versatile approach. GURPS’ Basic Set or GURPS Magic can be used as a starting point, with modifications to reflect the setting’s unique magical properties. Consider using GURPS Cliffhanger for its pulp-inspired magic rules.
It suggested using the Basic Set or Magic for the magic system. That is not a bad option. It did not elaborate on the specific modification or which “unique magical properties” to reflect, so that advice isn’t particularly actionable. I didn’t not see any special rules in my copy of GURPS Cliffhangers nor in Pyramid 3/8. If they even exist, I can’t find them.
Combat and Action: Eberron’s fast-paced combat and action sequences can be achieved through GURPS’ Basic Set or GURPS Action. The GURPS Action book provides rules for high-octane combat and acrobatic feats.
I agree with using Action. I would use Action 2 in particular. Action 3 isn’t a bad choice for additional combat traits.
Setting-Specific Options: To further tailor the game to Eberron, consider using GURPS Body Part Damage for more realistic injury mechanics and GURPS Stealth for sneaking and espionage gameplay.
I think it suggested that Body Part Damage and Stealth as GURPS books. GURPS Asparagus joke notwithstanding, I don’t believe these books exist. I am not sure I would use special damage rules from Martial Arts, but I would use hit locations.
Conversion Tips:
- Use the GURPS Basic Set as a foundation, as it provides a solid framework for character creation and combat.
- Modify the magic system to reflect Eberron’s unique approach to magic, using GURPS Magic or GURPS Cliffhanger as a starting point.
- Emphasize pulp fantasy and noir elements through the use of GURPS Pulp and GURPS Noir.
- Use GURPS Action for high-octane combat and acrobatic feats.
- Customize the setting by incorporating elements from Eberron, such as the world’s unique magical properties, politics, and technology.
I agree with “tip” 1. I am not sure how to modify GURPS Magic, and GURPS Cliffhanger has no magic system, so I can’t endorse “tip” 2 as helpful. I partially agree with “tip” 3, but the referenced books don’t exist, and I can’t call it actionable. I agree with “tip” 4. I do not know how to parse “tip” 5. Two out of five “tips” are pretty good if fairly obvious.
By combining these elements, you’ll be well on your way to creating a GURPS game that captures the tone and attitude of the Eberron setting.
The “AI” didn’t really provide much specific advice. It is highly generic and not particularly actionable.
Dragonmark Conversion
Next, I asked how to convert Dragonmarks. The “AI” provided a “step-by-step guide.”
Dragonmarks, a unique aspect of the Eberron setting, can be adapted to GURPS by incorporating their magical and cultural significance. Here’s a step-by-step guide to convert Dragonmarks to GURPS:
I am skeptical of this “step-by-step guide,” but taking the “magical and cultural significance” into account is good advice. I have read (allegedly) real humans focus only on the magical aspect, so this is better than some (allegedly) real human suggestions.
- Dragonmark Families and Houses
In GURPS, create a list of 12-15 Dragonmark Families or Houses, each with its own unique abilities, strengths, and weaknesses. These families can be inspired by the original Eberron Dragonmarks, such as the Mark of Making, Mark of Finding, or Mark of Sentinel.
Step one. Create rather than convert.
- Magical Abilities and Talents
Assign magical abilities and talents to each Dragonmark Family or House. These can include:
- Magical Resistance: Provide a bonus to resist certain types of magic or energy attacks.
- Enhanced Senses: Grant improved senses, such as enhanced vision, hearing, or smell.
- Magical Affinity: Allow the bearer to cast specific spells or manipulate magic in unique ways.
- Physical Adaptations: Grant physical enhancements, such as increased strength, agility, or endurance.
I am not married to the Dragonmarks’ game effects as described in the ECS. These suggestions are generic but not bad.
- Cultural Significance and Status
In GURPS, Dragonmarks can be tied to a character’s cultural background, social status, and reputation. This can be represented through:
Social Status: Grant bonuses to social interactions, persuasion, or intimidation based on the Dragonmark’s prestige. Cultural Heritage: Provide access to unique cultural knowledge, skills, or traditions tied to the Dragonmark’s family or house. Reputation: Grant a bonus to reputation or influence based on the Dragonmark’s notoriety.
These suggestions aren’t bad and even better than what some (allegedly) real people give. The Cultural Heritage suggestion isn’t necessarily relevant to the Dragonmarks themselves, but is is relevant to the characters’ families. I wouldn’t make Status as part of the mark itself, but the mark should justify buying Status. The Repuation suggestion is pretty good since simply having a mark should make a difference even for characters without a House affiliation.
- Acquisition and Expression
In GURPS, Dragonmarks can be acquired through:
- Inheritance: Characters can inherit a Dragonmark from their parents or ancestors.
- Discovery: Characters can discover a Dragonmark through a magical ritual, artifact, or encounter.
- Training: Characters can learn to wield a Dragonmark through training with a mentor or master.
At first glance, some of these suggestions might seem incorrect. “True” Dragonmarks are supposed to be available only to characters with specific ancestry and aren’t normally supposed to be gained through other means. “Abarrant” Dragonmarks are also typically gained through mixed bloodlines (although they can be gained through other means). With that out of the way, Dragonmarked Houses typically make uses of tailored “encounters” called the Test of Siberys to awaken Dragonmarks in potential heirs, so that suggestion is actually correct. While Dragonmarks are not typically gained through training, a “mentor or master” could aid in development.
- Integration with GURPS Mechanics
To integrate Dragonmarks with GURPS mechanics, consider the following:
- Magical Points: Assign a specific number of Magical Points (MP) to each Dragonmark, allowing characters to use their abilities.
- Skill Bonuses: Grant skill bonuses to characters with Dragonmarks, reflecting their unique abilities and talents.
- Advantages and Disadvantages: Create advantages and disadvantages for characters with Dragonmarks, reflecting their strengths and weaknesses.
Perhaps the “Magical Points” refers to some sort of Energy Reserve. I guess it could work. Skill bonuses are reasonable and match the D&D mechanics. Specific advantages and disadvantages are fine.
By following these steps, you can adapt the concept of Dragonmarks from Eberron to GURPS, creating a unique and fascinating aspect of your campaign setting.
The suggestions may not be directly actionable, but they are mostly decent.
Action Points
The “AI” suggested that Action Point mechanics were “important to preserve,” so I asked how to convert them.
Eberron Action Points are a mechanic that allows characters to perform extraordinary feats in combat. They are a modified version of the Action Points in the SRD. In Eberron, Action Points are used to represent a character’s mental and physical reserves, allowing them to perform heroic feats.
Key Concepts to Adapt
To adapt Eberron Action Points to GURPS, you’ll need to understand the following key concepts:
- Action Points as a resource: In Eberron, Action Points are a limited resource that can be used to perform extraordinary feats. In GURPS, you can adapt this concept by using a similar mechanic, such as Fatigue Points (FP) or a custom resource.
- Heroic feats: Eberron Action Points are used to perform heroic feats, such as increased mobility, enhanced senses, or enhanced physical abilities. In GURPS, you can adapt this concept by using Advantages, Skills, or Perks to represent these abilities.
- Casting time and duration: In Eberron, Action Points can be used to shorten the casting time of spells or infusions. In GURPS, you can adapt this concept by using the Casting Time and Duration rules to represent the time it takes to cast a spell or use an ability.
The main “glitch” in this section is that it suggested adaptations while the heading indicated that it was about “key concepts.” Despite this, the suggestions were not bad except the third point. I have no idea what that means.
Adapting Eberron Action Points to GURPS
To adapt Eberron Action Points to GURPS, you can use the following steps:
- Create a custom resource: Create a custom resource, such as “Heroic Points” or “Action Points,” that represents the character’s mental and physical reserves. This resource can be used to perform heroic feats.
- Assign costs and benefits: Assign costs and benefits to the use of this resource. For example, using a Heroic Point might allow a character to perform a heroic feat, but also leave them vulnerable to injury or exhaustion.
- Use Advantages, Skills, or Perks: Use Advantages, Skills, or Perks to represent the heroic feats that can be performed using the custom resource. For example, a character with the “Acrobatic” Advantage might be able to use a Heroic Point to perform a daring acrobatic feat.
- Use Casting Time and Duration: Use the Casting Time and Duration rules to represent the time it takes to cast a spell or use an ability. For example, a character might need to spend a few seconds casting a spell, or a minute or more to use a powerful ability.
These suggestions aren’t bad (except for the last one which still makes no sense). I think the second point is more geared towards another system, but it could work in GURPS.
Example: Adapting Eberron Action Points to GURPS
Here’s an example of how you could adapt Eberron Action Points to GURPS:
- Heroic Points: Create a custom resource called “Heroic Points” that represents the character’s mental and physical reserves. Each Heroic Point costs 1 FP to use.
- Heroic Feats: Assign the following heroic feats to the use of Heroic Points:
- Acrobatic: Use a Heroic Point to perform a daring acrobatic feat, such as dodging an attack or landing a difficult jump.
- Enhanced Senses: Use a Heroic Point to enhance your senses, such as seeing in low light or hearing distant sounds.
- Enhanced Physical Abilities: Use a Heroic Point to enhance your physical abilities, such as increasing your strength or speed.
- Casting Time and Duration: Use the Casting Time and Duration rules to represent the time it takes to cast a spell or use an ability. For example, a character might need to spend 1-2 seconds casting a spell, or 1-2 minutes to use a powerful ability.
The FP cost to use “Heroic Points” is odd, but using various Extra-Effort options would be one of my suggestions. This is pretty close to that. I am still confused about the “Casting Time and Duration rules.”
By adapting Eberron Action Points to GURPS, you can create a unique and exciting mechanic that allows your characters to perform heroic feats and push their abilities to the limit.
I would have suggested Extra-Effort and Impulse Buys. The “AI” suggested something similar in far more words.
Races
Converting Eberron races to GURPS requires understanding the key abilities and characteristics of each race and translating them into GURPS terminology. Here’s a general guide to help you with the conversion process:
- Changelings: Changelings are a unique race in Eberron, with the ability to change their shape and appearance. In GURPS, you can represent this ability using the Morph advantage (Cosmetic -50%; Mass Conservation -20%; Retains Shape -20%) or Elastic Skin (bonus to Disguise skill). Consider adding a racial disadvantage, such as Social Stigma (Savage), to reflect the prejudice and suspicion changelings often face.
- Other Eberron Races: For other Eberron races, such as humans, elves, dwarves, and orcs, you can use the corresponding GURPS racial templates or create your own using the GURPS racial advantages and disadvantages. For example, orcs could have Combat Reflexes, Fearlessness, and Intolerance (Humans) as racial advantages, while elves could have Combat Reflexes, Fearlessness, and Magery 1.
- Racial Disadvantages: Some Eberron races have unique disadvantages that can be translated into GURPS. For example, goblins could have Goblin (a racial disadvantage that reflects their reputation and societal stigma), while bugbears could have Feral (a racial disadvantage that reflects their wild and feral nature).
- Racial Traits: Eberron races often have unique traits that can be translated into GURPS. For example, changelings could have Psychic Powers (a racial trait that reflects their subtle psychic abilities), while orcs could have Feral Instincts (a racial trait that reflects their connection to nature).
- Adjusting Point Costs: When converting Eberron races to GURPS, you may need to adjust the point costs of the racial advantages and disadvantages to reflect their relative power and impact on the game. For example, a changeling’s Morph advantage might be worth more points than a human’s Combat Reflexes advantage.
The source of point 1 appears to be direct web crawling. It appeared as a top search result. Converting D&D races is a heated subject, so I won’t comment on the quality of the trait suggestions. I don’t like the “adjusting point costs” suggestion, and I see no reason that humans should get Combat Reflexes by default.
Example Conversion: Changeling
- Advantages: Morph (Cosmetic -50%; Mass Conservation -20%; Retains Shape -20%) (20 points)
- Disadvantages: Social Stigma (Savage) (-5 points)
- Traits: Psychic Powers (no points)
Total Point Cost: 15 points
The total point cost looks correct. I wouldn’t give “Psychic Power” a 0 point cost, but some sort of racial latency seems fine.
Example Conversion: Orc
- Advantages: Combat Reflexes (15 points), Fearlessness (10 points)
- Disadvantages: Intolerance (Humans) (-5 points)
- Traits: Feral Instincts (no points)
Total Point Cost: 20 points
Fearless [10] is new to me, and I don’t know what Feral Instincts is, but the other traits seem right. I am not sure Combat Reflexes is great as a racial trait, and the Intolerance doesn’t really fit the setting.
Remember to adjust the point costs based on the specific game and campaign you’re playing in. With these guidelines, you can convert Eberron races to GURPS and create unique and interesting characters for your game.
That advice is unusual for GURPS. I would normally use the standard costs unless I thought there was something wrong.
Classes
The “AI” suggested the character classes were also important, so I asked it to assist with the conversion.
Converting Eberron character classes to GURPS requires understanding the core mechanics and abilities of each class and translating them into GURPS terms. Here’s a general approach to help you achieve this:
- Identify the Class’s Core Abilities: Determine the key abilities, skills, and powers associated with each Eberron class. These can include things like spellcasting, martial prowess, or unique abilities.
- Map to GURPS Mechanics: Match the class’s core abilities to equivalent GURPS mechanics, such as:
- Spellcasting: Map to GURPS’s Magic system, considering factors like spellcasting attributes, skill levels, and spellcasting styles.
- Martial Prowess: Translate to GURPS’s combat mechanics, considering factors like combat skills, weapon proficiency, and combat styles.
- Unique Abilities: Convert to GURPS’s Advantage and Disadvantage system, considering factors like the ability’s effects, limitations, and balance.
- Assign Point Values: Assign point values to each class ability based on its impact on gameplay. This will help you balance the class against other GURPS characters.
- Integrate with GURPS Character Creation: Incorporate the converted class abilities into the GURPS character creation process, ensuring they fit within the game’s framework and balance.
These suggestions are fine if a bit generic and not directly actionable. I am more in favor of mapping the general concepts rathar than specific mechanics. Point 3 is a bit unusual for GURPS, but taking capabilities into account rather than merely applying point costs is a good idea.
Example: Converting the Changeling Class
- Minor Change Shape: Map to GURPS’s Elastic Skin or Morph advantage, considering factors like the ability’s limitations and balance.
- Commanding Presence and Subtle Psychic Powers: Translate to GURPS’s Charisma and Psychic abilities, considering factors like the ability’s effects, limitations, and balance.
If elves and dwarves can be classes, I guess changelings can too. The suggestions are decent for a racial template.
Tips and Considerations
- Keep it Balanced: Ensure the converted class abilities are balanced within the GURPS system, taking into account the game’s mechanics and other character options.
- Be Flexible: Be prepared to adjust and refine the conversion process as needed, considering feedback from players and game masters.
- Consult GURPS Resources: Refer to official GURPS resources, such as the GURPS Basic Set and GURPS Fantasy, to ensure a smooth integration with the game’s mechanics.
These suggestions are fine if a bit generic.
By following these steps and considering the unique abilities and mechanics of each Eberron class, you can successfully convert them to GURPS, allowing you to bring these characters into your GURPS campaign.
Magic
The “AI” said that converting magic is important, so I asked it to elaborate.
Converting Eberron magic to GURPS requires understanding the fundamental differences between the two systems. Eberron uses a unique magic system, while GURPS has its own approach to magic. Here’s a step-by-step guide to help you convert Eberron magic to GURPS:
1. Understand Eberron Magic
Familiarize yourself with the Eberron magic system, including the concept of Dragonmarks, Arcane and Divine Magic, and the various spellcasting classes. Note the unique mechanics, such as the use of Dragonmarks, Essence, and the different types of magic.
I guess this is fine. It is important to understand magic in Eberron before converting systems. I am not sure what “Essence” is, but it might refer to Dragonshard Essence from D&D Online.
2. Identify GURPS Magic
Study the GURPS magic system, including the rules for spellcasting, magic points, and the various types of magic (e.g., arcane, divine, and mystic). Understand how GURPS handles spellcasting, including the use of magic points, spellcasting attributes, and skill levels.
I guess this is fine. It is important to understand the target system before conversion.
3. Determine the GURPS Equivalent
For each Eberron spell or ability, determine its equivalent in GURPS. Consider the following:
- Dragonmarks: In GURPS, Dragonmarks can be represented as Advantages (e.g., Innate Attack, Enhanced Perception) or as a unique skill (e.g., Dragonmark: [specific ability]).
- Arcane and Divine Magic: In GURPS, these can be represented as Arcane Background (Magic) or Divine Favor, respectively.
- Spellcasting Classes: In GURPS, these can be represented as Advantages (e.g., Magery) or as a unique skill (e.g., Spellcasting).
I would be more inclined to represent Dragonmarks as a sort of Unusual Background that justifies magical abilities (perhaps with a skill bonus). I am not sure what Arcane Background is. It appears to be a sort of Unusual Background. Divine Favor is fine for divine magic, but the suggestion sort of contradicts the GURPS Magic suggestion. Replacing an entire spellcasting class with Magery seems a bit much, but it is sort of on the right track.
4. Convert Spellcasting Mechanics
Convert the Eberron spellcasting mechanics to GURPS. Consider the following:
- Spellcasting Attributes: In GURPS, spellcasting attributes are IQ, DX, and HT. Determine which attribute is most relevant for each spell or ability.
- Magic Points: In GURPS, magic points are used to cast spells. Determine the number of magic points required for each spell or ability.
- Spellcasting Skill: In GURPS, spellcasting skill is used to determine the success of spellcasting. Determine the relevant skill level for each spell or ability.
DX and HT are not normally used as spellcasting attributes, and I wouldn’t suggest using them without a specific reason. GURPS can use a sort of “Magic Points” for spell casting, but it uses FP by default. I am not opposed to it. GURPS typically uses multiple skills for spellcasting. This is true even for Ritual Magic.
- Balance and Refine
Balance and refine the converted spells and abilities to fit within the GURPS system. Consider the following:
- Point Cost: Determine the point cost for each spell or ability, taking into account the GURPS point-buy system.
- Game Balance: Ensure that the converted spells and abilities are balanced within the GURPS system, considering factors such as combat, exploration, and social interactions.
I guess this is fine.
Additional Resources
For further guidance, consider the following resources:
- GURPS Thaumatology: This book provides a comprehensive guide to magic in GURPS, including rules for spellcasting, magic points, and spellcasting mechanics.
- GURPS Fantasy: This book provides a general guide to fantasy settings in GURPS, including rules for magic, monsters, and world-building.
- GURPS Dungeon Fantasy: This book provides a specific guide to fantasy adventure in GURPS, including rules for combat, exploration, and treasure.
These suggestions are actually pretty good.
By following these steps and considering the additional resources, you can successfully convert Eberron magic to GURPS.
I am not married to a particular magic system for Eberron. My advice would be to choose what you like.
Technology
Technology is an important part of Eberron, so I asked the “AI” how to convert it.
Converting Eberron technology to GURPS requires understanding the Eberron setting and its unique magical and technological aspects. Here’s a breakdown of the process:
Step 1: Identify Eberron’s Unique Aspects
- Eberron’s technology is a blend of magic and technology, often referred to as “artifacts” or “miracles.”
- The setting features advanced airships, clockwork devices, and other fantastical technologies.
- Magic is a fundamental aspect of the setting, with many magical abilities and spells.
In Eberron, arcane magic is a science, so the first part of point 1 is accurate. Eberron has “artifacts” or “eldritch machines,” but I am not sure the rest of the description is accurate. I am not sure the “clockwork” comment in point 2 is accurate. Point 3 is correct.
Step 2: Determine GURPS Equivalents
- For magical abilities and spells, use the GURPS Magic system, which allows for a wide range of magical effects.
- For technological devices, use the GURPS Tech system, which provides rules for creating and using advanced technologies.
- For clockwork devices, use the GURPS Clockwork system, which provides rules for creating and using clockwork mechanisms.
Point 1 is fine. There isn’t really a GURPS Tech system, so point 2 is off. Clockwork isn’t a big thing in Eberron, and there isn’t really a dedicated GURPS Clockwork system, so point 3 is off.
Step 3: Convert Eberron’s Unique Aspects to GURPS Terms
- Airships: Use the GURPS Aviation system to create airships, taking into account their unique properties, such as magical propulsion and maneuverability.
- Clockwork devices: Use the GURPS Clockwork system to create clockwork devices, taking into account their intricate mechanisms and magical components.
- Magical abilities and spells: Use the GURPS Magic system to create magical abilities and spells, taking into account their unique effects and limitations.
There is no GURPS Aviation system for creating airship, so point 1 is off. Enough with the “clockwork”! I guess point 3 is fine.
Step 4: Balance and Refine
- Balance the converted technologies and magical abilities to ensure they fit within the GURPS framework.
- Refine the rules and mechanics to ensure they are consistent with the GURPS system.
This is fine if generic.
Additional Tips and Resources
- The GURPS Cliffhanger system can provide useful tips for creating pulp-noir style adventures in Eberron.
- The GURPS Basic Set and Dungeon Fantasy series can provide a solid foundation for creating characters and adventures in Eberron.
- The GURPS Magic system can be used to create unique magical abilities and spells for Eberron.
- The GURPS Tech system can be used to create advanced technologies for Eberron.
- The GURPS Clockwork system can be used to create clockwork devices for Eberron.
Sigh (yes, the word “sigh”)
By following these steps and using the GURPS system, you can convert Eberron technology to GURPS and create a unique and exciting setting for your tabletop RPG adventures.
My suggestion would be to reskin and reflavor technology from Basic Set, Low-Tech, and High-Tech and perhaps to make use of the upcoming Meta-Tech.
TL
Obviously, I had to ask for the TL.
Eberron is a fantasy world with a unique blend of medieval and industrialized technology. While there isn’t a single, definitive answer to what GURPS TL Eberron is, we can analyze the information provided.
From the search results, we can infer that Eberron’s technology is a mix of medieval and industrialized elements. The world has airships, trains, and floating towers, which suggests a higher technology level. However, the magic system is also prominent, which might imply a lower technology level.
Considering the GURPS settings mentioned, such as GURPS Dungeon Fantasy 4e at TL 4, and the discussion of using GURPS Magic book, it’s likely that Eberron’s technology level is around TL 4 or slightly higher. This would allow for the presence of airships, trains, and other industrialized technologies while still being compatible with the fantasy setting.
Keep in mind that Eberron’s technology level is not explicitly stated in the setting, and different groups or campaigns might interpret it differently. This answer is based on the information provided and is intended to serve as a general guideline.
The “AI” seems to “know” what GURPS TL is, and it’s “guess” was at least in the ballpark. The question is difficult to answer, so I am unsurprised at the lack of a definitive answer.
Pushing the “AI”
I wanted to test the “AI”’s reasoning capability, so I decided to ask a question that required reasoning and calculations.
Typical Cloudless Night
I asked it the typical darkness penalty of a cloudless night on Eberron.
In GURPS, darkness penalties apply to vision rolls and sight-based attack rolls when a character is in a dark environment. The penalty depends on the level of darkness and the character’s vision capabilities.
Typical Cloudless Night on Eberron
A cloudless night on Eberron would likely be considered a dark environment, with minimal moonlight and no artificial light sources. According to the search results, darkness penalties range from -1 to -10.
GURPS Basic Set: Campaigns, page 358
For a typical cloudless night on Eberron, the darkness penalty would likely be around -5 to -7, considering the minimal moonlight and no artificial light sources. However, this is an estimate and may vary depending on the specific circumstances of the game.
Range Modifiers and SM of the Object
Additionally, range modifiers and the size modifier (SM) of the object being observed can also affect the darkness penalty. For example, spotting a non-obvious parked sedan (SM+3) at 500 yards (-14) on a moonlit night (-6) would give a -17 penalty to Vision rolls.
Conclusion
In summary, the GURPS darkness penalty for a typical cloudless night on Eberron would likely be around -5 to -7, considering the minimal moonlight and no artificial light sources. However, this is an estimate and may vary depending on the specific circumstances of the game.
The Basic Set reference is correct, and the cited moonlit night modifier is fine. Eberron has many (13 - 1) moons, so the “minimal moonlight” comment is totally wrong.
Taking Moons and Ring into Account
I could not let that previous error stand, so I asked the “AI” to take the multiple moons and Ring of Siberys into account.
The multiple moons of Eberron and the Ring of Siberys contribute to a bright and illuminated night sky. According to the search results, the moons are significantly larger than Earth’s moon, with 8 out of 12 moons being bigger in the night sky. This, combined with the Ring of Siberys, makes the nights on Eberron typically not very dark.
GURPS Darkness Penalty
In GURPS, darkness penalties are calculated based on the amount of light present. Since the night sky on Eberron is not very dark, we can estimate the darkness penalty to be relatively low.
Assuming a typical cloudless night with multiple moons and the Ring of Siberys illuminating the sky, I would recommend a darkness penalty of -1 to -2. This is because the light from the moons and the Ring of Siberys would provide sufficient illumination to reduce the darkness penalty.
Comparison to Starlight
For reference, starlight on Earth is typically around 0.00005 lux. In contrast, the moonlight on Eberron is estimated to be around 130 times brighter than Earth’s moonlight, which would be equivalent to approximately 6.5 lux. The Ring of Siberys also adds to the ambient light, making the overall illumination even brighter.
Conclusion
In conclusion, the GURPS darkness penalty for a typical cloudless night on Eberron, taking into account the multiple moons and Ring of Siberys, would be -1 to -2. This is a relatively low darkness penalty, indicating that the night sky on Eberron is not very dark and would not significantly hinder visibility.
I am impressed. The “AI”’s “reasoning” ability seems to be fairly decent. The numbers may be off, but that is unexpected. The penalty may be a bit low, but I can’t really fault it because official GURPS darkness penalties are all over the map.
Ring of Siberys Compared to Multiple Moons
One of the suggested “follow up” questions was “How does the Ring of Siberys’ illumination affect the overall darkness penalty compared to the multiple moons alone?” I decided to ask it.
The Ring of Siberys is a planetary ring of golden dragonshards that orbit the planet of Eberron. It is made up of magical crystals known as dragonshards and is infused with a great deal of magical power. The ring appears in the sky as a glowing band of golden dust circling the equator.
Comparison to the Multiple Moons
The multiple moons of Eberron, with 8 out of 12 moons being bigger than Earth’s moon, contribute to a bright and illuminated night sky. The Ring of Siberys adds to this illumination, making the nights on Eberron typically not very dark.
Darkness Penalty
In GURPS, darkness penalties are calculated based on the amount of light present. Since the night sky on Eberron is not very dark, we can estimate the darkness penalty to be relatively low.
Assuming a typical cloudless night with multiple moons and the Ring of Siberys illuminating the sky, the darkness penalty would likely be reduced compared to the multiple moons alone.
Conclusion
The Ring of Siberys’ illumination would likely reduce the darkness penalty compared to the multiple moons alone, making the night sky on Eberron even brighter and less dark. The exact darkness penalty would depend on the specific conditions, but it would likely be in the range of -1 to -2, indicating a relatively low darkness penalty.
Sadly, the “AI” didn’t really answer the question.
Conclusion
The “AI” did better than I expected. It is still a search engine enhanced language model and doesn’t really “know” anything, but it did fairly well. I don’t think it would help me do a conversion, but it could be useful to someone else. It had the generic “AI” tone and mostly provided generic suggestion. I used a simpler, more privacy respecting “AI.” More advanced models may provide better results. I mostly did this for fun.