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Merlin Conversion Notes
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Summary

Although the magical creatures of Merlin often closely resemble those that exist in other magical alternate worlds, they are not exactly the same. This is because magic on this world stems from a scientific source (the Trinity and the Antarctic Events) rather than a mystical one. As a result, the standard templates and meta-traits for supernatural beings found in the GURPSFourthEdition Basic Set, GURPSMagic and GURPSFantasy do not apply, so I decided to generate new ones from GURPSTechnomancer.

  1. All templates and meta-traits use the GURPSCharacterPlugin format.
  2. Vulnerability to silver and DN (or just silver) for supernatural races in GURPSTechnomancer varies from 1d to 3d. To keep these levels separate in the conversion, the damage multipliers hve been ranged from 2× to 4×, adding -5 points to the disadvantage's value.
  3. Certain Meta Traits have been noticed corresponding to each category of creature. These will be listed in the individual templates where appropriate. The list is as follows:
    1. ChimeraMetaTrait [-40]
    2. HalflingMetaTrait [-15]
    3. UndeadMetaTrait [20]
    4. DragonMetaTrait [25]
    5. ElementalMetaTrait [-50]
    6. DemonMetaTrait [-15]
  4. All fully supernatural creatures on Merlin (but not Halflings) are dependant on constant mana to survive. A quick comparison of the GURPS Third and Fourth Edition Dependency disadvantages showed a change in terminology; "Infrequent" became "Occasional", "Occasional" became "Common" and "Common" became "Very Common". Thus the cost of this disadvantage remains unchanged.

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