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Old 08-22-2011, 05:15 AM   #111
NineDaysDead
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Default Re: GURPS Dark Sun Conversion

Are these your current racial templates?

Last edited by NineDaysDead; 08-22-2011 at 05:21 AM.
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Old 08-22-2011, 05:57 AM   #112
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Default Re: GURPS Dark Sun Conversion

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Originally Posted by NineDaysDead View Post
Yes, although as it has been pointed out I need to make some minor adjustment to the thri-kreen entry.

The overview page for all GURPS Dark Sun material is here.
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Old 08-22-2011, 06:41 AM   #113
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Default Re: GURPS Dark Sun Conversion

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Originally Posted by Jürgen Hubert View Post
A more careful reading of Thri-Kreen of Athas confirmed the reduced water consumption. As soon as I find the references for higher temperature tolerance, I will put them both into the template.
Code:
                          Preferred           Preferred
  Race                    Temp (F)            Wind (mph)
  Human                   80                      0
  Dwarf                   85                      0
  Elf                     100                     20
  Half-elf                90                      20
  Half-giant              70                      30
  Halfling                70                      0
  Mul                     85                      0
  Thri-kreen              120                     20
Source Dragon Kings page 121


Quote:
Originally Posted by Dark Sun Boxed Set 1st Ed, The Wanderer's Journal page 2
From the first moments of dawn until the last twinkling of dusk, the crimson sun shimmers in the olive-tinged sky like a fiery puddle of blood. It climbs toward its zenith and the temperature rises relentlessly: 100 degrees by midmorning, 110 at noon, 130 sometimes even 150 by late afternoon.

...

At night, the low humidity has the opposite effect.The day's heat escapes into the sky, plunging the temperature to 40 degrees or less

Thri-kreen don't wear clothes (-5 penalty to resist cold in GURPS), don't live in houses, aren't keen on fire and remain constantly on the move day and night (from "40 degrees or less" to 150F, comfortable at 120F). Simply shifting their tolerance range won't cover it, e.g:

Shift their Tolerance range up 40 degrees (75 to 130) to cover the fact that they are comfortable at 120F, and Thri-kreen are going to be looking at a -8 to -9 penalty (including -5 from no clothes) to resist cold overnight.
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Old 08-22-2011, 07:02 AM   #114
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Default Re: GURPS Dark Sun Conversion

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Originally Posted by Jürgen Hubert View Post
Yes, although as it has been pointed out I need to make some minor adjustment to the thri-kreen entry.
Dwarves: Consider adding Extreme Fanaticism (focus) or obsession (focus).

Elves: You gave them IQ +1 [20]. This gives the average elf Will 11.
Quote:
Originally Posted by Elves of athas
High intelligence must be tempered with common sense, however, and this is a trait most elves are deficient in. Nature has not been generous with elves as far as wisdom is concerned. In practice, elven genius can seem undirected because of poor judgment or a lack of willpower.
Consider giving them will -2 [-10] for an average will of 9.
You gave elves DX +2 and Basic Move +1, for only 5 extra points they could drop Basic Move +1 and get Basic Speed +1.

Halflings:
They had a +2 to wisdom, consider giving them a bonus to Will. Also consider giving them Resistant to Poison +3 [5].

more later
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Old 08-22-2011, 08:06 AM   #115
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Default Re: GURPS Dark Sun Conversion

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Dwarves: Consider adding Extreme Fanaticism (focus) or obsession (focus).
Personally, I think Stubbornness in combination of Higher Purpose is strong enough for most dwarves, although of course either of the above disadvantages are common.

Quote:
Elves: You gave them IQ +1 [20]. This gives the average elf Will 11.

Consider giving them will -2 [-10] for an average will of 9.
In GURPS terms, I think this is better represented by the Impulsiveness advantage.


Quote:
Halflings:[/I][/U] They had a +2 to wisdom, consider giving them a bonus to Will.
D&D "Wisdom" is a rather foggy concept, and I thought that adding a +2 to Per was the most appropriate, given where they live.
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Old 08-22-2011, 08:27 AM   #116
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Default Re: GURPS Dark Sun Conversion

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Originally Posted by NineDaysDead View Post
...
Thri-kreen don't wear clothes (-5 penalty to resist cold in GURPS), don't live in houses, aren't keen on fire and remain constantly on the move day and night (from "40 degrees or less" to 150F, comfortable at 120F). Simply shifting their tolerance range won't cover it, e.g:

Shift their Tolerance range up 40 degrees (75 to 130) to cover the fact that they are comfortable at 120F, and Thri-kreen are going to be looking at a -8 to -9 penalty (including -5 from no clothes) to resist cold overnight.
Shouldn't making them cold blooded help by giving them a bonus to resist temperature extremes help?
It's been a while since I played Dark Sun, and even then it was way back in 2nd edition.
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Old 08-22-2011, 09:20 AM   #117
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Default Re: GURPS Dark Sun Conversion

Quote:
Originally Posted by Jürgen Hubert View Post
In GURPS terms, I think this is better represented by the Impulsiveness advantage.
While I agree elves should have Impulsiveness, your build makes them stronger willed than humans:
Quote:
Originally Posted by The will and the Way
The elven make-up does not include a great deal of persistence, and elven Will is often weaker than that of other races.
Quote:
Originally Posted by Jürgen Hubert View Post
D&D "Wisdom" is a rather foggy concept, and I thought that adding a +2 to Per was the most appropriate, given where they live.
Again, while I agree a bonus to per makes sense, I don't think that preculdes a bonus to Will.
Quote:
Originally Posted by The will and the Way
Halflings are often possessed of a Will far stronger than appearances would indicate.
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Old 08-22-2011, 09:22 AM   #118
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Default Re: GURPS Dark Sun Conversion

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Shouldn't making them cold blooded help by giving them a bonus to resist temperature extremes help?
It's been a while since I played Dark Sun, and even then it was way back in 2nd edition.
There is nothing to indicate they are Cold-Blooded.
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Old 08-22-2011, 06:27 PM   #119
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Default Re: GURPS Dark Sun Conversion

Here is the template that i used for Thri-Kreen. Some of these things should be removed for a purely racial template. This includes norms for social behaviour.


Thri-Kreen

Acute Taste & Smell 2 4pts
Affliction 1 Paralysis 150%, Melee, -30%; Limited Use Once per day, -40%. 18pts
Ambidexterity 5pts
Catfall 10pts
Claws, Talons (Hands) 8pts
Clueless -10pts
Damage Resistance 3 Can't wear armor, -40%. 9pts
Discriminitory Smell 15pts
Doesn't Sleep 20pts
Extra Arm 2 20pts
Increased Base Move 2 10pts
Increased Dexterity 2 40pts
Increased Perception 1 5pts
Low Empathy -20pts
Night Vision 2 2pts
No Sense of Humor -2 Reaction -10pts
Peripheral Vision 15pts
Reduced Consumption 3 Water Only, -50%. 3pts
Sense of Duty Friends & Companions -5pts
Short Lifespan 2 -20pts
Social Stigma (Minority Group) -2 Reaction from others; +2 Reaction in own group -10pts
Super Jump 3 30pts
Teeth, Fangs 2pts
Temperature Tolerance 10 10pts
Unfazeable 15pts
Unusual Biochemistry -5pts
Wealth (Dead Broke) -25pts

Last edited by arconom; 08-22-2011 at 06:30 PM. Reason: clarification
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Old 08-22-2011, 07:12 PM   #120
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Default Re: GURPS Dark Sun Conversion

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Originally Posted by NineDaysDead View Post
There is nothing to indicate they are Cold-Blooded.
With it always so hot, how would anyone know?
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