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Old 02-26-2011, 11:18 AM   #28
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default Re: GURPS Dark Sun Conversion

More templates!


== Aarakocra (5 points) ==

Attribute Modifiers: ST -1 [-10]; DX +1 [20].
Secondary Characteristic Modifiers: Basic Move -2 [-10].
Advantages: Damage Resistance 1 [5]; Enhanced Move (Air) 0.5 [10]; Extra Arms 2 (Foot Manipulators, -30%; Short, -50%) [4]; Flight (Winged) [30]; Sharp Beak [1]; Sharp Claws [5]; Telescopic Vision 1 [5].
Disadvantages: Claustrophobia (12) [-15]; Short Lifespan 1 [-10]; Vulnerability (Crushing damage, x2) [-30]
Features: Size Modifier +1.

Note: Aarakocra start with Cultural Familiarity (aarakocra) instead of Cultural Familiarity (Tablelands).

== Eladrin (63 points) ==

Attribute Modifiers: DX +1 [20]; IQ +1 [20].
Advantages: Extended Lifespan 4 [8]; Less Sleep 2 [4]; Telepathy Talent 1 [5]; Teleportation Talent 1 [5].
Perks: Stays conscious during "sleep" (actually a meditative trance), but remains inactive.

Note: While eladrin are a 4E addition to Dark Sun, I rather liked their flavor as "the last remaining fey". I see them as akin to the djinn of the Arabian deserts, and their Telepathy Talent is used to give them the ability to create "illusions" akin to the djinn. The Teleportation Talent, on the other hand, stands in for their "fey step" encounter power - they can't necessarily all teleport, but they certainly have the inclination towards it.

== Pterran (-5 points) ==

Attribute Modifiers: ST +1 [10]; DX -1 [-20]
Secondary Characteristic Modifiers: Will +1 [5].
Advantages: Damage Resistance 1 [5]; Sharp Claws [5].
Disadvantages: Short Lifespan 1 [-10]

Note: Pterrans start with Cultural Familiarity (pterrans) instead of Cultural Familiarity (Tablelands).
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