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#1 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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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 05:12 AM. |
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#2 |
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Join Date: Jun 2008
Location: Milwaukee, WI
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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 |
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#3 | ||||||||
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Banned
Join Date: Aug 2004
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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 01:45 PM. |
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#4 | ||
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Banned
Join Date: Aug 2004
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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 04:16 AM. |
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#5 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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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 04:42 PM. |
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#6 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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I will have to think about the other elements in your list. I think your writeup would make for a fine "Dungeon Fantasy"-style enemy writeup - a dangerous foe of the desert. However, for a base racial template this is probably a bit much, and I would prefer it if they remain playable for ordinary "heroic" campaigns at 150 points or less.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#7 | |||||
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Banned
Join Date: Aug 2004
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ST +5 (NFM -40%, SM+2 -20%) [15]; is that they mass 450lbs -470 lbs. Think about what that should mean for slams. You could drop that to HP +5 (SM+2 -20%) [8]; which saves 7 points. Quote:
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#8 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Less focus on the details, more focus on the feeling.
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#9 |
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Banned
Join Date: Aug 2004
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#10 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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| conversion, dark sun |
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