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Old 02-14-2011, 06:39 PM   #11
Crakkerjakk
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Default Re: GURPS Dark Sun Conversion

Quote:
Originally Posted by Dunadin777 View Post
But Jürgen, please keep your values a bit more tempered, as you've been doing, so those of us who like low-powered games can have a ready resource for doing GURPS campaigns in Athas.
Here's my 1 hour back of the envelope conversion:

Quote:
Aarakocra 30

Attribute Modifiers: ST-2 [-20]; DX+2 [40].
Secondary Characteristic Modifiers: SM+1.
Advantages: Extra Arms 2 (Foot Manipulators, -30%; Short, -50%) [4]; Flight (Winged, -25%) [30]; Sharp Beak [1]; Sharp Claws [5]; Telescopic Vision 3 [15].
Disadvantages: Claustrophobia (12) [-15]; Vulnerability (Crushing, x2) [-30].
Features: Born Biter. Torso armor isn’t interchangeable with human torso armor.

Dwarf 45

Attribute Modifiers: HT+1 [10].
Secondary Characteristic Modifiers: FP+3 [9]; Basic Move-1 [-5].
Advantages: Alcohol Tolerance [1]; Dark Vision [25]; Higher Purpose (Focus) [5]; Lifting ST 2 [6]; Magic Resistance 1 [5]; Resistant to Poison (+3) [5].
Disadvantages: Obsession(Focus) (12) [-5]; Stubbornness [-5]; Workaholic [-5].
Quirks: Single-Minded [-1].
Features: Armor isn’t interchangeable with human armor.

Elf 50

Attribute Modifiers: DX+1 [20].
Secondary Characteristic Modifiers: Basic Move+1 [5]; Per +1 [5].
Advantages: Night Vision 5 [5]; Racial Skill Bonus (Running, +3) [6]; Temperature Tolerance 9 [9]; Very Fit [15].
Disadvantages: Laziness [-10]; Social Stigma(Criminal Record) [-5].

Half-Elf 10

Attribute Modifiers: DX+1 [20].
Advantages: Animal Empathy [5]; Night Vision 5 [5].
Disadvantages: Loner (12) [-5]; Low Self-Image [-10]; Social Stigma (Half-Breed) [-5].

Half-Giant 55

Attribute Modifiers: ST+8 (Size, -20%) [64]; DX-1 [-20]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristic Modifiers: SM +2, Basic Move +1 [5].
Advantages: Damage Resistance 2 (Tough Skin, -40%) [6]; Dark Vision [25].
Disadvantages: Chummy [-5].

Halfling -26

Attribute Modifiers: ST-2 [-20]; DX+1 [20].
Secondary Characteristic Modifiers: SM -1; Basic Move-1 [-5].
Advantages: Acute Hearing 2 [4]; Acute Taste and Smell 2 [4]; Halfling Marksmanship 2* [10].
Disadvantages: Low TL 1 [-5]; Odious Personal Habit (Eats Other Sentients) [-15]; Social Stigma (Monster) [-15].

Human

Mul 84

Attribute Modifiers: ST+4 [40]; HT+2 [20].
Advantages: Dark Vision [25]; Hard to Subdue 2 [4]; Very Fit [15].
Disadvantages: Social Stigma (Subjugated) [-20].
Features: Sterile.

Pterran 51

Attribute Modifiers: DX-1 [-20].
Secondary Characteristic Modifiers: Per +1 [5]; Will +1 [5].
Advantages: Claws (Sharp) [5]; Damage Resistance 2 (Tough Skin, -40%) [6]; Empathy [15]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Striker (Tail; Crushing; Clumsy, -2 to hit, -40%) [3]; Teeth (Sharp) [1]; Telesend (Racial, -20%; Telepathic, -10%) [21]; Temperature Tolerance 3 [3].
Disadvantages: Hard of Hearing [-10].
Features: Armor isn’t interchangeable with human armor. Blue, brown, gray, or green scales. Born Biter. Cannot learn non-reptilian languages above Accented level.

Thri-Kreen 127

Attribute Modifiers: DX+2 [40]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: SM+0, Basic Move +1 [5]; Per+2 [10]; Will +2 [10].
Advantages: Affliction 1 (Paralytic Venom: HT; Follow-Up, Teeth or Striker, +0%; Paralysis, +150%) [25], Claws (Sharp) [5]; Damage Resistance 4 (Can’t Wear Armor, -40%) [12]; Doesn't Sleep [20]; Extra Arms 2 [20]; Extra Attack 1 [25]; Teeth (Sharp) [1]; Super Jump 2 [20]; Vibration Sense (Air) [10].
Disadvantages: Appearance (Hideous) [-16]; Bestial [-10]; Disturbing Voice [-10]; Hidebound [-5]; Low TL 1 [-5]; Sense of Duty (Clutch) [-5]; Social Stigma (Monster) [-15].
Features: Cannot learn non-insect languages above Accented level.
You can trim some points by switching to Infravision to everyone who has Dark Vision and play with some social disadvantages. You could save quite a bit on the thri-kreen template by making the poison and super jumping power-ups that older kreen develop and let the players buy it in play. Halflings in particular I'm not really happy with (they're supposed to be unholy terrors) but like I said, back of the envelope calculation. For both the Elves and the Mul with their "endurance ++" stuff I just gave them Very Fit. Aarockra might need some sort of point-break to represent the fact that they lose the use of their top arms when they fly, but I can't figure out how to build that, since they DO have manipulators due to their agile lower claws. I'd strongly recommend giving Pterrans Telepathy 1 talent and replace their Telesend ability with something in Psionic Powers if using that supplement.
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Last edited by Crakkerjakk; 02-14-2011 at 08:46 PM.
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