02-12-2011, 02:04 PM | #1 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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GURPS Dark Sun Conversion
One of my longer-running projects is to create a Dark Sun conversion. I see this as sort of an "Ultimate Dark Sun" project - I will take the coolest parts from the Original Boxed Set, the Revised Boxed Set, and the new edition for D&D 4E. Overall, I will try to recapture the feel of everything without trying to recreate every nuance of the original rules - thus, there might be some simplifications or alterations.
Whenever I come up with something new, I will post it into this thread. Please give me feedback if you think I made some mistakes, or if you have come up with some better way to convert everything. EDIT: All "finalized" elements of the conversion can be found here! First, I will start with the races of Dark Sun - and it is only appropriate that I will start with the ones presented in the original boxed set. More exotic races will follow at a later date. = Races = == Dwarf (57 points) == Attribute Modifiers: ST +1 [10], HT +2 [20]. Secondary Characteristic Modifiers: HP +1 [2], Will +1 [5]. Advantages: Extended Lifespan 2 [4], Higher Purpose [5], Infravision [10], Magic Resistance 3 [6]. Disadvantages: Stubbornness [-5]. Features: If the dwarf is killed while having failed his Higher Purpose, he will return as an undead banshee haunting his unfinished works. Notes: The Higher Purpose of a dwarf is referred to as his focus. This is a longer task that requires at least one week to complete, and the dwarf may choose a new one after finishing it. The Magic Resistance of dwarves works explicitly against wizardly magic only (defiling or preserving). Alchemical potions/fruits work normally. == Elf (62 points) == Attribute Modifiers: DX +2 [40], IQ +1 [20]. Secondary Characteristic Modifiers: Basic Move +1 [5], [HP -1 [-2] Advantages: Enhanced Move (Ground, only affects long-distance travel -40%) 0.5 [6], Extended Lifespan 1 [2], Infravision [10], Silence 1 [5], Temperature Tolerance 3 [3]. Disadvantages: Claustrophobia (15) [-7], Elven Code of Honor [-5], Impulsiveness (12) [-10], Reputation -1 (as untrustworthy cheaters, all the time) [-5]. Notes: Due to their Temperature Tolerance, the "comfort zone" of elves ranges from (35-HT) °F to (95+2xHT) °F. Elven Code of Honor (-5 points): Live for the moment; don't get tied down to a place and reject all confinement; protect and respect your tribe members (and the rare others who you consider your friends); outsiders are potential enemies who might swindle, cheat, or harm you and thus can be swindled and lied to in return. == Half-Elf (30 points) == Attribute Modifiers: DX +1 [20] Advantages: Infravision [10]. == Half-Giant (52 points) == Attribute Modifiers: ST +10 (SM +1, -10%) [90], IQ -2 [-40], HT +1 [10]. Secondary Characteristic Modifiers: Advantages: Damage Resistance 1 (Tough Skin, -40%) [3] Disadvantages: Chummy [-5]. Features: Size Modifier +1. == Halfling (14 points) == Attribute Modifiers: ST -2 [-20], DX +2 [40]. Secondary Characteristic Modifiers: Basic Move -1 [-5], Per +2 [10]. Advantages: Magic Resistance 2 [4]. Disadvantages: Odious Racial Habit (eats other sapients) [-15] Features: Size Modifier -1. The Magic Resistance of halflings works explicitly against wizardly magic only (defiling or preserving). Alchemical potions/fruits work normally. Halflings start with Cultural Familiarity (Halflings) instead of Cultural Familiarity (Tablelands). == Mul (29 points) == Attribute Modifiers: ST +2 [20], IQ -1 [-20], HT +1 [10]. Secondary Characteristic Modifiers: FP +3 [6]. Advantages: Less Sleep 2 [4], Lifting ST 3 [9]. == Thri-kreen (jeral) (106 points) == Attribute Modifiers: DX +2 [40], IQ -1 [-20]. Secondary Characteristic Modifiers: Basic Move +1 [5], Basic Speed +0.5 [10], Per +2 [10] Advantages: Affliction 1 (Paralytic Venom: HT; Follow-Up, Teeth or Striker, +0%; Paralysis, +150%) [25], Damage Resistance 4 (can't wear armor, -40%) [12], Doesn't Sleep [20], Extra Arms 2 [10], Fangs [2], Sharp Claws [5], Super Jump 2 [20], Vibration Sense (air) [10] Disadvantages: Odious Racial Habit (eats other sapients) [-15], Short Lifespan 1 [-10], Vow (only own what they can carry, no concept of money) [-15]. Quirks: Consider elves delicious, see everything in terms of "the Hunt", loyal to "pack". Features: Cannot jump backwards Notes: The Fangs represent mandibles. After being bitten, the victim must make a HT roll. Failure means he’s paralyzed for one minute times his margin of failure.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! Last edited by Jürgen Hubert; 02-20-2011 at 04:12 AM. |
02-12-2011, 02:53 PM | #2 |
Join Date: Jun 2008
Location: Milwaukee, WI
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Re: GURPS Dark Sun Conversion
Wow, thanks!
I shall be subscribing to your newslett-er, thread!
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Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
02-12-2011, 03:05 PM | #3 | ||||||||
Banned
Join Date: Aug 2004
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Re: GURPS Dark Sun Conversion
A thri kreen template (I favour higher point templates that tend to significantly differ from baseline humans):
Thri-kreen: 2nd Ed: +2 Dexterity; +2 Wisdom; -1 Charisma. 3rd Ed (dragon magazine): +2 Strength, +4 Dexterity, +2 Wisdom, –2 Intelligence, –4 Charisma. 4th Ed: +2 Constitution; +2 Wisdom; EPH = Expanded Psionics Handbook TkoA = Thri-Kreen of Athas DSCS1 = Dark Sun Campaign setting 1st Ed Thri-Kreen Weight: 450+d20 lbs Height: 84 +1d4 inches (48 inches longer than they are tall) Lifespan: Base age 6, venerable 25*, max age 25 + 1d10 years *-1 Str/Dex Human (Male/female) Weight: 140/100 + 6d10 inches Height: 60/57 + 2d8 inches Lifespan: Base age, 15 + 1d8, Middle age 40**, old age 53***, venerable 80****, max age 80 + 2d20 years ** -1 Str/Con; +1 Int/Wis *** - 2 S t r / D e x , - 1 C o n ; + 1 W i s **** -1 Str/Dex/Con; +1 Int/Wis Athasian Thri-kreen [370] ST +5 (NFM -40%, SM+2 -20%) [20]; DX +3 [60]; IQ -1 [-20]. Speed +2.25 [45], WILL +2 [10], Per +2 [10]. Advantages: Afflication: Paralyzing poison (Follow-up: Sharp teeth +0%, Melee attack, No parry -35%, Paralysis +150% [22]; Doesn’t Sleep [20]; DR 5 (can’t wear armour -40%) [15]; Extra Arms +2 [20]; Extra attacks 4 [100]; Racial Memory (Reliable +8, +40%) [21]; Reduced Consumption 3 (water only -50%) [3]; Sharp Teeth [1]; Super Jump 2 [20]; Super Jump 1 (Vertical only -25%) [8]; Temperature Tolerance 10 [10]; Thri-Kreen Hunting Talent 4 [20]; Very Fit [15]; Vibration Sense [10]. Disadvantages: Callous [-5]; Hidebound [-5]; Racial Reputation: Hated by Elves -4 penalty, Large Class, Always recognised [10]; Sense of Duty: Clutch [-5]; Short lifespan [-10]; Stuttering (Not vs. own race) [-7]. Racial Learned Skills: Survival (Desert) [1], Tracking [1] Taboo Traits: Cannot swim [0] Thri-Kreen Hunting Talent: Camouflage, Naturalist, Navigation, Survival, and Tracking. Reaction bonus: Hunters, and the like. 5 points/level 1. Strength Thri-Kreen Weigh 450+d20 lbs, in GURPS that means they should have a ST/HP of 15. However, they didn’t receive a bonus to ST (though in 3.5 they get a +2, EPH p.15), and TkoA says: Quote:
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2. Dexterity Originally Thri-kreen had a minimum Dexterity of 17, in GURPS this should be greater than a mere +1. Kromm’s notes suggest 13. 3. Speed bonus. Thri-kreen have a base movement of 18 compared to a humans 12. That’s 1.5 times as fast. With the minimum dex of 17, they get an armour class bonus of -3. That’s 3 points of improvement over the average human. Thri-kreen have the special ability to dodge missiles. I folded all of this into a high speed score. 4. IQ, WILL and Per modifiers Thri-kreen have a -1 to INT and a +1 to WILL, making them less intelligent and more wise than the average human. 5. DR 5 (can’t wear armour -40%) [15] Quote:
6. Extra attacks 4 [100] Quote:
7. Super Jump 2 [20]; Super Jump 1 (Vertical only -25%) [8] Quote:
8. Vibration Sense [10]. Quote:
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9. Temperature Tolerance 10 [10] Thri-kreen can keep hunting throughout the midday heat and cold desert nights. EDIT: Revised version: Athasian Thri-kreen [333] ST +5 (NFM -40%, SM+2 -20%) [15]; DX +3 [60]; IQ -1 [-20]. Speed +2.25 [45], WILL +2 [10], Per +2 [10]. Advantages: Afflication: Paralyzing poison (Follow-up: Sharp teeth +0%, Melee attack, No parry -35%, Paralysis +150% [22]; Doesn’t Sleep [20]; DR 5 (can’t wear armour -40%) [15]; Extra Arms +2 [20]; Extra attack (Single Skill: Bite, -20%) 1 [20]; Extra attacks (Single Skill: Claws, -20%) 3 [60]; Racial Memory (Reliable +8, +40%) [21]; Reduced Consumption 3 (water only -50%) [3]; Sharp Teeth [1]; Sharp Claws [5]; Super Jump 2 [20]; Super Jump 1 (Vertical only -25%) [8]; Temperature Tolerance 10 [10]; Thri-Kreen Hunting Talent 4 [20]; Very Fit [15]; Vibration Sense [10]. Disadvantages: Callous [-5]; Compulsive Hunting (15 or less) [2]; Hidebound [-5]; Odious Racial Habit (eats other sapients) [-15]; Racial Reputation: Hated by Elves -4 penalty, Large Class, Always recognised [10]; Sense of Duty: Clutch [-5]; Short lifespan [-10]; Stuttering (Not vs. own race -50%) [-7]. Racial Learned Skills: Survival (Desert) [1], Tracking [1] Taboo Traits: Cannot swim [0] Last edited by NineDaysDead; 02-14-2011 at 12:45 PM. |
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02-12-2011, 03:08 PM | #4 | ||
Banned
Join Date: Aug 2004
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Re: GURPS Dark Sun Conversion
Elf [105]
Attribute Modifiers: DX +3 [60]; Secondary Characteristic Modifiers: HP -1 [-2]; WILL -2 [-10]; Basic Speed +0.25 [5] Advantages: Acute Vision +2 [4]; Extended Lifespan 1 (Only X1.5 -50%)[1]; Infravision [10]; Intuition (Reflexive +40%; Reliable +8, +40%) [27]; Long Legs [10]; Magery 1 [15]; Temperature Tolerance 2 [2]. Disadvantages: Claustrophobia (15 or less) (Takes extra time 8 [x256], -80%) [-1]; Demophobia (15 or less) (Takes extra time 8 [x256], -80%) [-1]; Easy to Kill 2 [-4]; Impulsiveness (6 or less) [-20]; Racial Reputation (-2 with everyone outside tribe, always) [-10]. Perks: No Endurance rolls for Running [1]. Racial Skill Bonus: Running +3 [6] Racial Learned Skills: Running 16 HT+6* [12] *Includes Racial Skill Bonus. Taboo Traits: Agoraphobia, Honesty, No Sense of Humor, Truthfulness and Workaholic. Common Advantages: Intuition (Inspired +100%) [+15]; Notes: The intuition is instead of a bonus to IQ: Quote:
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Last edited by NineDaysDead; 02-13-2011 at 03:16 AM. |
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02-12-2011, 03:19 PM | #5 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Dark Sun Conversion
I'd strongly recommend using the Clopterrans from DF as a thri-kreen base template to tweak slightly for dark sun. In particular, Jurgen, your thri-kreen probably need horrific appearance, disturbing voice, and extra attack 1. Low tech level is probably important as most thri-kreen seem to be TL 0 nomads.
Also, psionic powers. Last edited by Crakkerjakk; 02-12-2011 at 03:42 PM. |
02-12-2011, 03:48 PM | #6 | |
Banned
Join Date: Aug 2004
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Re: GURPS Dark Sun Conversion
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Also ST +10 seems too weak, based on the max lift of their minimum strength in AD&D their ST would be around 26, based on the GURPS' (Cube root of weight) X2 it should be ST 23. If you want them to act like fantasy giants who ignore the silly square cube law, I would give them a minimum of ST 23 + Lifting ST +10, making one half giant able to lift another half giant as well as one human can lift another human. EDIT: With a maximum lifes span of 220 years, some degree of longevity/extended lifespan might be in order. Last edited by NineDaysDead; 02-12-2011 at 03:59 PM. |
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02-12-2011, 03:56 PM | #7 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Dark Sun Conversion
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Way I figure is you can exactly copy everything D&D said all the species could do. That will likely put racial templates well beyond what is affordable for lower point games and require some pretty convoluted builds. Or you can use lower-point builds that capture the important stats and the "feel" and actually have a party with all the different races in it built on no more than 200 points, and mostly use stuff that's already been published. Personally I prefer the second approach. Last edited by Crakkerjakk; 02-12-2011 at 04:00 PM. |
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02-12-2011, 04:22 PM | #8 | ||
Banned
Join Date: Aug 2004
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Re: GURPS Dark Sun Conversion
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02-12-2011, 04:27 PM | #9 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Dark Sun Conversion
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Besides, 3rd level is about on par with GURPS' normal "heroic" starting point of 150 pts, IME. Also, if you start low, you can always go to higher point totals. It's harder to come the other way. Finally, it lets you convert DF resources with only slight tweaking. |
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02-12-2011, 04:36 PM | #10 | |
Banned
Join Date: Aug 2004
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Re: GURPS Dark Sun Conversion
I don't see your point, Exalted is also "Post-apocalypse fantasy." EDIT: "Post-apocalypse fantasy." doesn't mean low point totals any more than "gritty" does.
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Much of DF doesn't seem appropriate for Dark Sun. Last edited by NineDaysDead; 02-12-2011 at 04:48 PM. |
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Tags |
conversion, dark sun |
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