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Old 02-12-2011, 03:04 PM   #1
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default GURPS Dark Sun Conversion

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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Last edited by Jürgen Hubert; 02-20-2011 at 05:12 AM.
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