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Exiled in Eris to genreDiversion 3E
Notes for converting characters from Exiled in Eris.
Contributor: Precis Intermedia *Created: May 13, 2016Modified: Jan 17, 2019System: genreDiversion 3E

The following information should assist in moving characters from Exiled in Eris to genreDiversion 3E. Abilities
•  Attributes in Exiled in Eris must be converted to genereDiversion abilities. First determine the abilities to which Exiled in Eris attributes correspond. This is done by consulting the table below. You may need to adjust the awareness rating for animals, since wits isn’t an exact translation. If one is listed as non-existent, use your best judgement.
 GD3E Ability  Exiled in Eris Attributes(s) 
 Fitness  Average of Agility, Dexterity, Strength, and Stamina 
 Awareness  Wits 
 Creativity  non-existent 
 Reasoning  Intellect 
 Influence  Charisma 

•  Next, consult the table below to determine the relevant ratings for each ability.
 Exiled in Eris Rating  GD3E Rating 
 1  1 
 2 to 3  2 
 4 to 5  3 
 6 to 7  4 
 8-9  5 
 10-12  6 
 13+  7 (+1 for every 2 above 14) 

•  Go back and convert the individual ratings for agility, dexterity, strength, and stamina. If they are different from the averaged fitness rating, add the following gimmicks to compensate:
•  If converted agility is higher than fitness, add the agile gimmick with a defined value equal to the difference.
•  If converted agility is less than fitness, add the clumsy gimmick with a defined value equal to the difference.
•  If converted dexterity is higher than fitness, add the dextrous gimmick with a defined value equal to the difference.
•  If converted dexterity is less than fitness, add the maladroit gimmick with a defined value equal to the difference.
•  If converted strength is higher than fitness, add the musclebound gimmick with a defined value equal to the difference.
•  If converted strength is less than fitness, add the weak gimmick with a defined value equal to the difference.
•  If converted stamina is higher than fitness, add either the fortitude or endurance gimmick with a defined value equal to the difference.
•  If converted stamina is less than fitness, add either the frail or short-winded gimmick with a defined value equal to the difference.
Pursuits
•  Exiled in Eris refers to pursuits as skills. Skill descriptions can either remain the same or be consolidated into pursuits from the genreDiversion rules. Consult the table below to determine pursuit ratings.
 Exiled in Eris Bonus  GD3E Rating 
 0 to 1  Basic Knowledge (0) 
 2 to 3  Proficiency (+1) 
 4 to 5  Specialty (+2) 
 6 to 7  Mastery (+3) 
 8  Grand-Mastery (+4; see Bold & Brave) 
Gimmicks
•  Some of Exiled in Eris’ advantages can be converted to genreDiversion’s gimmicks. Others can be applied directly. Use your best judgment when doing so. Divide an advantage’s rank by two to determine a defined value—Attuned, Gifted, and Wealthy should be converted in this manner.
Difficulty Values
•  Exiled in Eris’ difficulty numbers can be converted to genreDiversion difficulty ratings by subtracting 3, dividing by 4, and then adding 8—(Difficulty-3)/4 + 8.
 Exiled in Eris Difficulty  GDE Difficulty 
 Routine (4)  Trivial (8) 
 Simple (12)  Routine (10) 
 Easy (16)  11 
 Difficult (20)  Complex (12) 
 Challenging (24)  13 
 Formidable (28)  Challenging (14) 
 Daunting (32)  15 
 Inconceivable (40)  Impossible (18) 
Damage and Armor Values
•  Exiled in Eris’ damage and armor values can be converted to genreDiversion ratings. Consult the tables below. Note: mulitply the resulting damage value by the number of dice rolled.
 Exiled in Eris Damage  GD3E Damage 
 1d4  1fat 
 1d6  1fat or 1inj 
 1d8  1inj 
 1d10  2inj 
 1d12  3inj 
 Exiled in Eris Armor  GD3E Protection 
 1 to 3  +1 Padding 
 4 to 5  +2 Padding/+2 Armor 
 7 to 8  +2 Padding/+4 Armor 
 9 to 10  +3 Padding/+4 Armor 
 11 to 12  +4 Padding/+4 Armor 
 13+  +5 Padding/+5 Armor 
Power Points
•  A power meter replaces Exiled in Eris’ power points. The threshold is equal to the character’s attuned or gifted defined value. When activating a power, mark a number of power checkboxes equal to the amount of power required—divide the required number of power points by four to determine this value. When all power checkboxes are marked, no more powers may be activated. One line of power is restored after two hours of rest.

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