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#91 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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I haven't thought as far as weapons yet, but I am open for suggestions...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#92 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
I have also revised and expanded my musings on arcane magic somewhat. Here is the draft: == Arcane Magic == On Athas, wizards - preservers and defilers both - do not draw on their personal fatigue pool, but instead have an Energy Reserve (see GURPS Powers, p. 121). As they cannot use fatigue to power spells, they receive 30 "free" character points to put into their Energy Reserve. Preservers and Defilers have different versions of the Energy Reserve, and a character cannot have both at once. Energy Reserve (Preserver) (2.1 points/level, rounded up): This version has the limitation "Preparation Required" - for each point of energy they want to recover for it, they need to spend some time in natural surroundings, depending on just how fast they recover energy as described in the Recover Energy spell. Since this always takes at least one minute per energy point, and thus the time they do this will usually be at least 10 minutes or more (depending on the size of their Energy Pool), this is a -30% limitation. Energy Reserve (Defiler) (1.8 points/level): Defilers have two options. They can draw upon the Energy Reserve at any time, but as it destroys all vegetation around them it counts as a Nuisance Effect with a -4 reaction penalty for -20% (everybody hates defilers!). Furthermore, it is obvious as well, for a further -5%. Finally, it strains the body, costing either 3 FP or 1 FP and 1 HP, for a further -15% and a total limitation of -40%. Alternatively, they can also meditate somewhere in peace and quiet like preservers. In that case they can gather energy four times as fast as an equivalent preserver would, thus reducing the Preparation Required limitation to -15%. But they still have the Nuisance Effect, so the limitation for that is still -40%. Preservers can also use either defiling option at any time - which might be very tempting as it allows quick access to needed energy. However, this is not worth any additional points since it is a trap leading down to defilerdom. For every 20 points of energy a preserver uses in this way to power spells, he gets a -1 to the casting rolls of all non-defiling spells, and to all spells that heal or restore living creatures (as opposed to merely transfering life energies from one creature to another), as well as any spells that cause plants to grow or become more fertile). This represents the fact that the rush of life energies from defiling is addictive, and preserving requires a careful mental balance to avoid drawing too much energy. Once the penalty reaches -10, the character becomes a defiler and his Energy Reserve (Preserver) turns into Energy Reserve (Defiler) of the same level. The GM might allow this penalty to recover over time, possibly by requiring extended quests into pristine wilderness areas while not using any magic at all (effectively going "cold turkey" until he can break the addiction to defiling). == Defiling Damage == Defiling magic hurts all plant life around the preserver. Just how much plant life is destroyed depends on how many energy points the defiler draws from the plant, as well as the lushness of the surrounding terrain. The following table lists how many hexes of vegetation of a certain type are destroyed for each energy point drawn from them. The destruction always centers on the hex of the defiler. Silt Sea: 8 Boulder fields: 6 Salt flats: 6 Sandy wastes: 6 Mountains: 3 Rocky badlands: 3 Stony barrens: 3 Scrub plains: 2 Verdant belts: 1 Forests: 1/2 (each hex provides two energy points) == The Secret == All Dark Sun wizards - both preservers and defilers - start out with a Secret (Possible Death) [-30], as most ordinary people blame wizards for the destruction of Athas and would kill them on sight if they can. As the distinction between preservers and defilers is lost to most people, preservers suffer from this, too - and since defilers can gather their energy in advance as well, it may be difficult for preservers to prove that they are not defilers even if they manage to explain the difference. This Secret counts against the usual disadvantage limit for campaigns. Notes: - On p. 51 of GURPS Thaumatology it is suggested that characters start with a "free" pool of 10 energy points for spells if they cannot draw on fatigue to power them. As 10 levels of a normal, unmodified Energy Reserve would be worth 30 character points, this is what wizard characters get for "free" in Dark Sun campaigns, even though they will get more than 10 levels of Energy Reserve out of it. - I did not want to charge preservers extra character points for the option of using defiling, as I didn't want to penalize "virtuous" preservers who never use these options. Furthermore, this is fundamentally supposed to be a trap that tempts preservers away from the path of righteousness in exchange for quick power.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! Last edited by Jürgen Hubert; 02-28-2011 at 03:11 PM. |
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#93 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Good to hear, because Im also thinking doing Athas in Gurps, for the more realistic and harsh side of things.
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#94 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Well, my conversion will hopefully support cinematic games as well (and there is plenty of opportunity for cinematic games in Dark Sun), but I largely see this as a function of high character point totals, not something that needs to be built into the rules from the start...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#95 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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The other types of magic:
== Druidic Magic == Druidic Magic uses the Path Magic system of the Effect Shaping variety - see GURPS Thaumatology, p. 121. This type of magic draws upon the spirits of the land and environment of Athas. Magical Aptitude (Path Magic) exists, but is not mandatory - the spirits are simply more willing to listen to some people than others. Usually, initiation into druidic magic is only possible in the wilderness, outside of the city-states as the spirits dwelling in those cities are often wary of initiating contact with outsiders, as the sorcerer-kings would love to enslave them. In fact, many practitioners of path magic believe that cities are spiritually dead and that no spirits live there for them to contact. However, this is false - and city-dwelling spirits will listen to a true druidic initate who attempts to contact them and ask them for their power. Nevertheless, it is probably wise to avoid drawing attention from the local socerer-king with such activities... Any attempts to create or summon water in any form will have a -5 penalty in most regions of Athas, excepting such relatively humid places as the Forest Ridge or the Last Sea. == Elemental Clerics == Elemental Clerics use Powers as described in GURPS Powers - to be specific, they can pick one of the Air, Earth, Heat/Fire, or Water power packages. They can also take the Healing power, which in addition to the advantages listed there also has Innate Attack (only versus undead). Elemental Clerics have the Elemental Magic power modifier for -20%. This includes: - Anti-magical countermeasures work against Elemental Magic (-5%). - The Pact limitation with a Major Vow to nurture and protect their element (-10%). - If the Pact is broken, the powers will vanish until the cleric makes a significant act of penance (-5%). Especially appropriate but optional further limitations for individual include: Emergencies Only, Limited Use, Nuisance Effect (Obvious), Preparation Required, Requires Concentrate or Ready, Takes Extra Time, Gadget (clerical symbol). The Air, Earth, Fire, and Water talents provide reaction bonuses for elemental spirits of the appropriate types. For the Water power, any attempts to create or summon water in any form will have a -5 penalty in most regions of Athas, excepting such relatively humid places as the Forest Ridge or the Last Sea. Many clerics will also know a bit of druidic magic, especially spirit magic for contacting spirits of their element, but this is not universal. == Templars == Templars use Powers as described in GURPS Powers. They can pick from among the following power packages: Air, Anti-Magic, Darkness, Death, Earth, ESP, Healing, Illusion, Telepathy, Vampirism, Water. However, few templars will have the opportuny to learn all of these, and as the sorcerer-kings are leery of their servants becoming too powerful, limiting the number of different powers they can learn to the level of their Administrative Rank in the city's templar hierarchy would be appropriate. Templars have the Templar power modifier for -20%. This includes: - Anti-magical countermeasures work against Templar magic (-5%). - The Pact limitation with a 10 point Duty to obey and carry out the will of their Sorceror-King (-10%). At the GM's discretion, this limitation might have a different point value depending on the level of Dury involved, although - If the Pact is broken, the powers will vanish until the templar can somehow convince their Sorcerer-King to forgive their mistake (-5%). Especially appropriate but optional further limitations for individual include: Emergencies Only, Fickle, Limited Use, Nuisance Effect (Obvious), Preparation Required, Takes Extra Time, Gadget (clerical symbol) For the Water power, any attempts to create or summon water in any form will have a -5 penalty for templars. == Psionics == Either the simple Psionics rules from the Basic Set or the expanded rules from GURPS Psionics are appropriate as written for Dark Sun, although the GM should decide which rules he wants to use at the start of the campaign. If the latter are used, it is recommended that the Psychic Healing power is split up into Biokinesis and Psychometabolism. As psionic powers are extremely common on Athas, the GM should consider giving each player character a free level of a psionic talent of the player's choice for free. == Additional Notes == Many of the types of magic listed here allow the character to purchase Innate Attacks and Damage Resistance. To avoid making these too powerful in combat, the following limitations are suggested for player characters: - The character point value of a character's most expensive Innate Attack can cost no more than 1 character point for each 12.5 points of his character point total (for example, a 150 point character could put no more than 12 points into his most expensive Innate Attack). This limit applies after all the modifiers (including the overall power modifier) are factored in, so a character can get more powerful attacks by accepting further limitations. - The character point value of all Damage Resistance powers a character can have active at any one time can likewise be no higher than 1 character point for each 12.5 points of his character point total. Again, accepting further limitations can increase the level of Damage Resistance. Damage Resistance from different powers and with different limitations do not stack if their total point value exceeds this limit (though Damage Resistance from racial powers and armor does). However, the GM is encouraged to allow "Alternate Damage Resistance" similar to Alternate Attacks (see GURPS Basic Set, p.61) - charging only one-fifth for alternate uses of Damage Resistance which cannot be used against the same attack.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#96 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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One of the adaptations from 4E that I kinda like is the "mixing" of elements into the Elemental Chaos. In Dark Sun 4E, from what I understand (in rare glimpses into the books...), the elemental priests can now choose to be champions of all elements, or they can align themselves with one aspect that suits them better.
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#97 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Here are some admittedly unorganized musings on various Advantages:
Cultural Familiarity: The following cultural regions exist: Tyr Region (excluding the Forest Ridge, but including Kurn, Eldaarich, and the Bandit States), Halfling, Last Sea, Pterran, Thri-Kreen. Languages: The following languages exist: Aarakocran, Balicese, Draj, Dwarfish, Eldaarich, Elvish, Gith, Gulgish, Halfling, Kreen, Kurnish, Nibenese, Pterran, Raamin, Saragarn, Urikite, Trade Tongue (Common), Tyrian. Literacy is illegal for any who isn't a templar or a noble in the city-states, with penalties up to and including summary execution (though this is almost never enforced for members of the merchant houses). However, as this is easy to conceal, this is not worth a Secret unless the character makes his living as an illegal scribe or has a significant secret library that could be discovered by the authorities, at the GM's judgement. While example of written Dwarfish can be found in ancient ruins in the mountains, modern dwarves tend to be illiterate and knowledge of their letters is quite possibly lost. Wealth: As Athas has a default TL of 2, starting wealth is $750. 1$ is represented by one "ceramic piece", which can be broken down into 10 "ceramic bits". Furthermore, 100 ceramic pieces = 10 silver pieces = 1 gold piece. More details on equipment will follow later. Use the following guidelines: All items made out of metal will cost one hundred times as much as normally, due to the scarcity of metal. Thus, non-metallic blades - as described on GURPS Basic Set, p.275 and GURPS Low-Tech, p. 71, will predominate. Status: Sorcerer-king: 6 Sorcerer-king's inner circle of advisors: 4 High-ranking Templar, leader of a noble family or merchant house: 3 Mid-ranking Templar, member of a noble family, influential member of a merchant house: 2 Low-Ranking Templar, member of a merchant house: 1 Free Citizen, Nomad: 0 Beggar, skilled slave: 1 Ordinary slave: -2 Rank: Templars generally have Administrative Rank, though depending on the city-state and their branch in question, they might have Military Rank or Religious Rank instead. Merchant Rank is available for members of Merchant Houses. All such Ranks go up to level 6. Claim to Hospitality: Recognized traveling bards will generally have this to some degree - many nobles actually fear not to invite a bard because they fear satirical reprisal or getting secretly poisoned. Social Regard: Elemental clerics, psionic masters and famous gladiators will often have this. The monks of Nibenay also count.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#98 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Any thoughts on creating some of Athas more known creatures/monsters.
Are you going to use LT's suggestion for bone equipment and such? like -2 damage and higher breakage? |
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#99 | ||
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
Quote:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#100 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Since it is beginning to look more likely that I might actually run GURPS Dark Sun later this year, I suppose it's time I continued to work on this conversion...
First, on weapon materials and prices: Weapons which are normally constructed without metal (clubs, bows, crossbows and so forth) cost their normal price. Wood (GURPS Low-Tech, p. 71): 10% of listed price Horn/Tooth (GURPS Low-Tech, p. 71): 20% of listed price Bone (GURPS Low-Tech, p. 71): 5% of listed price Stone (GURPS Basic Set, p. 275): 40% of listed price Obsidian (GURPS Basic Set, p. 275): 40% of listed price Stone (GURPS Basic Set, p. 275): 40% of listed price Bronze(GURPS Basic Set, p. 275): 30 times listed price Iron (GURPS Basic Set, p. 275): 40 times listed price Steel (GURPS Basic Set, p. 275): 100 times listed price I will probably create tables for my own private use which lists all the statistics for the various weapon variants, but I am leery of publishing here for copyright reasons. But in the meantime, I could use some help with the various Dark Sun-specific weapons - I am sure that many if not most of them have equivalents in the various GURPS equivalents (such as GURPS Martial Arts), but unfortunately I haven't read most of these in detail. So, what are your best guesses for the equivalents of these weapons, and in which book can they be found? Alhulak Bard’s friend Cahulaks Carrikal Chatkcha Crusher Datchi club Dragon’s paw Forearm axe Gouge Gythka Impaler Lotulis Master’s whip Puchik Quabone Singing sticks Tortoise blade Trikal Weighted pike Widow’s knife Wrist razor (This list was taken from the Revised Boxed Set. There may be weapons in other supplements which I might have missed...)
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! Last edited by Jürgen Hubert; 03-19-2011 at 01:15 AM. |
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| conversion, dark sun |
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