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GURPS - Dark Sun The Planet Athas Jens Skripczynski Dirk Reubold

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Page 1: darksun gurps.pdf

GURPS - Dark Sun

The Planet Athas

Jens SkripczynskiDirk Reubold

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GURPS® - Dark Sun® : The Planet Athasby Jens Skripczynski and Dirk ReuboldCopyright © 2003, 2004 Jens Skripczynski

Abstract

We provide rules to play the AD&D® World Dark Sun® with GURPS® .

For those, who do not know GURPS® , might want to look at [9], a small introduction into the game system.

The planet Athas, where Dark Sun® takes place, is a shattered land, mostly dessert. Resources, which are plentyavailable in other Settings, are rare here. You have to search for Water. Steel is hard to find.

If you need more information about the Planet Athas, life there and the society read their novels or sourcebooks. Take a look at http://athas.org/ the official Dark Sun® homepage. Their [13] contains all rule books /novels related to dark sun. They can be downloaded at [14].

You can also use the widely avaible ressources on the internet. Use google and search for “dark sun”. Some(used) books and novels can be found at http://www.amazon.com/.

These rules are available as a chunked html files , single html file or pdf file.

NoteVarious entries in the rules may be copyrighted or trademarked by various persons or companies. The use of such trademarks or copyrightedmaterials is not a challenge to the owner of that copyright. I have given the originators for the ideas of others whenever I have a reference. Ifyou feel I have unrightfully used any material, or forgotten to give credit, please write to me, Jens Skripczynski([email protected]). The same goes for any other complaint, or encouragement, for that matter.

Unless otherwise specified, all original work in this site are copyright © 2003 to the current date by Jens Skripczynski. All rights reservedworldwide. I claim no rights to the work of others presented or quoted here. Any use of Copyrighted or Trademarked material on this site isnot meant as a challenge to those rights.

Dungeon&Dragons®, D&D®, Advanced Dungeon & Dragons®, and Dark Sun® are registered trademarks of Wizards of the Coast Incor-porated a subsidiary of Hasbro, Inc. Used here without permission and does not constitute a challenge to the ownership of this or other prop-erties of Wizards of the Coast. Any use of Copyrighted or Trademarked material on this site is not meant as a challenge to those rights. Thisis by no means an official Wizards of the Coast Incorporated site, nor does it profess to be.

GURPS® is a registered trademark of Steve Jackson Games Incorporated Used here without permission and does not constitute a challengeto the ownership of this or other properties of Steve Jackson Games Incorporated Any use of Copyrighted or Trademarked material on thissite is not meant as a challenge to those rights. This is by no means an official Steve Jackson Games Incorporated site, nor does it profess tobe.

I hope this site complies with the SJ Games Online Policy.

This file(s) are written in docbook xml format, see http://www.docbook.org. The final layout is generated by the docbook xsl stylesheet byNorman Walsh, see http://docbook.org/wiki/moin.cgi/DocBookXslStylesheets.

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Table of Contents1. Introduction ...................................................................................................................... 1

General ....................................................................................................................... 1Migrating the Psi System ................................................................................................ 1Migrating the Magic System ........................................................................................... 1Migrating the Races ....................................................................................................... 2New Items (Rules, Advantages, Disadvantages, Skills) ......................................................... 3etc .............................................................................................................................. 3

2. Getting Started .................................................................................................................. 4Player Characters .......................................................................................................... 4Wild talents ................................................................................................................. 4Classes ........................................................................................................................ 4Skills .......................................................................................................................... 4

3. Races .............................................................................................................................. 5Aarakokra [6] ............................................................................................................... 5Dwarfes [46] ................................................................................................................ 5Elves [54 CP] ............................................................................................................... 5Half-Elves [26] ............................................................................................................. 6Half-Giants [XX] .......................................................................................................... 6Halfling [56] ................................................................................................................ 6Human ........................................................................................................................ 6Mul [66] ...................................................................................................................... 7

4. Magic .............................................................................................................................. 8Adapted Magic System .................................................................................................. 8

Limited College access ........................................................................................... 8Arcane Magic ......................................................................................................10

Adapted Unlimited Mana Rules ......................................................................10Spellcasting with Plant Energy .......................................................................10Defiling ......................................................................................................10

Spells .................................................................................................................10barred Spells ...............................................................................................10New Spells .................................................................................................11different Spell behavior .................................................................................11

Spellcaster ..................................................................................................................11Cleric .................................................................................................................11

Air ............................................................................................................11Earth .........................................................................................................11Fire ...........................................................................................................11Water .........................................................................................................11

Druid .................................................................................................................11Templar .............................................................................................................11Wizard ...............................................................................................................11

Avaignon ....................................................................................................11Defiler .......................................................................................................11Dragon King ...............................................................................................12Preserver ....................................................................................................12

5. Psi .................................................................................................................................13Adapted Psi System ......................................................................................................13

Wild Talents .......................................................................................................13Encourage Psi ......................................................................................................13

6. Advantates and Disadvantages ............................................................................................14Advantages .................................................................................................................14

Racial Advantages ................................................................................................14Class Advantages .................................................................................................14

Disadvantage ...............................................................................................................14Racial Disadvantages ............................................................................................14Class Disadvantages .............................................................................................15

7. Templates .......................................................................................................................16

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Character Templates .....................................................................................................16Cleric .................................................................................................................16Druid .................................................................................................................16Gladiator ............................................................................................................16Psionic ...............................................................................................................16Templar .............................................................................................................16Wizard ...............................................................................................................16

Example Characters ......................................................................................................16Gladiator: Hunk ...................................................................................................16Bodyguard: Ohmandu ...........................................................................................16

8. Equipment .......................................................................................................................18Currency ....................................................................................................................18Things to Buy ..............................................................................................................18

My New Entry .....................................................................................................18Index .................................................................................................................................19References ..........................................................................................................................20

GURPS - Dark Sun

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List of Tables3.1. Aarakokra Template ........................................................................................................ 53.2. Dwarf Template .............................................................................................................. 53.3. Elf Template .................................................................................................................. 53.4. Half-Elf Template ........................................................................................................... 63.5. Halfling Template ........................................................................................................... 63.6. Mul Template ................................................................................................................. 74.1. College Access by Class ................................................................................................... 84.2. Base Recovery Rate by landscape ......................................................................................108.1. Food ............................................................................................................................188.2. Weapons ......................................................................................................................18

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Chapter 1. IntroductionWe have been playing Dark Sun® sometime ago. The systems AD&D®, D&D v.3.0® mainly focuson battle and fighting. Other things are mainly described and left to the imagination of the GM andits players..

Some years ago a friend of mine mentioned GURPS® (Generic Universal RolePlaying System), tobe a very realistic roleplaying game, that he believed to be really universal. Especially the genericapproach, that you can have different sets of rules (easy to complex) without getting loosing gamebalance. The second thing is that it is the only game system we know, that has a psi system includedin the core rules as an opposing force to the standard Magic.

General

• done

• Set a starting point values for characters.

Migrating the Psi System

• review

• Psi is quiet common and the use of Psi should be encouraged

the section called “Encourage Psi”

• Wild Talents are available for Character points, but not for free.

the section called “Wild Talents”

Migrating the Magic System

• done

• Split magic in 4 different class categories (wizards, druids, clerics and Templar)

• review

• Defiler should be a bit more powerful that the preserver.

Defiler receive two levels of Increased Power. see the section called “Defiling [20 CP]”.

• Wizards are supposed to be the most powerful spell casters, but have to have weaknesses.

This is achieved by the [10] and the additional the section called “Spellcasting with PlantEnergy”. They do give a Wizard large Powers, but it will take sometime for the wizard to re-cover his powers.

• Create water / ice spells have to be less powerful, since water is and should be very rare.

the section called “different Spell behavior” tries to cope with that.

• Defiler and Preserver use plant energy to cast their spells. For both there is only a limitedamount of energy available.

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the section called “Spellcasting with Plant Energy” tries to cope with that.

• How much vegetation is by destroyed a defiler ?

the section called “Defiling”

• todo

• How do lifetrees work ? (Creation, spell points, regeneration, growth, death because of ex-cessive energy drawing)

Migrating the Races

• done

• review

• Aarakokra

the section called “Aarakokra [6]”. Race is too cheap, either missing advantages or to manydisadvantages. Halfing the expected lifetime seems hard to me (Jens).

• Dwarf

the section called “Dwarfes [46]”

• Elf

the section called “Elves [54 CP]”

• Half-Elf

the section called “Half-Elves [26]”

• Halfling

the section called “Halfling [56]”

• Human

the section called “Human”

• Mul

the section called “Mul [66]” Shall Muls really have Slave Mentality ?

• review

• todo

• Maybe give races skill bonuses for their special skills ? E.g. Elfs bow+1 (at least for tribalbows), running +1, Dwarfs stonework / craft skill +1, Half-Elf animal handling, Halflinghunting, stealth, poison, Mul labor (?)

• Create the section called “Half-Giants [XX]”

New Items (Rules, Advantages, Disadvant-

Introduction

2

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ages, Skills)

• done

• review

• review

• todo

• the section called “Elf Run [5 CP]” should give rules related to DX. How long can / fast canelves run. What are appropriate modifiers. (Bonuses and Mali). Bonus: run as pack (>10,>20), leader,...

etc

• done

• review

• review

• todo

• Weapons of different Quality (Steel, Obsidian, wood)

• Breaking rules

• Adjusted damage

• pricing

• New skills, advantages and disadvantages for the planet have to be found.

• New monsters need to be converted.

• New adventures written, since the GURPS® combat system is more deadlier than the Dun-geon&Dragons® system.

• All the “FIXME:” tokens

Introduction

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Chapter 2. Getting StartedThe Books we use to play are listed in the bibliography

Player CharactersSince Dark Sun generally starts with higher level characters we decided to set the starting characterpoints to 150 points, 40 points in disadvantages and 5 quirks. The world has many psi's. To reflectthis circumstance all PC'S & NPC's receive all Psionic Skill at 1 (TP 1 [5], PK 1 [5]. Teleport 1 [5],ESP 1 [3], Healing 1 [3], Antipsi 1 [3]. = 24 CP). So they can later increase their psionic abilities.

Wild talentsRandomly chosen Psionic Talents are great for the fun, but will unsettle the game balance, thatGURPS® wants to create. So iff a character wants to have a special ability, he has to pay the appro-priate CP.

ClassesThe only case, where we saw need to split characters into classes, was the magic system. So here wehave 4 different kinds of magic (actually five with the Dragon Kings and Avignon's). The otherclasses do not need this restriction.

SkillsPoison use is not longer restricted to Bards (as this class does not exist). We felt that this restrictionwas just created to give the Bards a feature because they lost spellcasting.

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Chapter 3. RacesWe wanted to make races very different. The should have good advantages and high limitations thatwe thought were special for this race. We did stress the attribute advantages a bit (sometimes up to+6 for the half giants, other have +4 rather than the recommended total of +3).

Aarakokra [6]

Table 3.1. Aarakokra Template

Attributes ST-2 [-15], DX+4 [45], HT-1 [-10]

Advantages Acute Vision +2 [4], Flight (Winged) [30], Claws [25],Toughness (Feathers, DR +1) [10]

Disadvantages Short Life Span 2 [-20], Fragile [-20], Phobia: En-closed Spaces (severe) [-30], Phobia: on the ground(mild) [-5]

Skills Flight DX+1 [2]

Total Attributes [20], Advantages[59], Disadvantages[-75],Skills [2] = 6

Dwarfes [46]

Table 3.2. Dwarf Template

Attributes ST+1 [10], HT+3 [30]

Advantages Infravision [15], Magic Resistance +1 [2], SingleMinded [5], Toughness +1 [10]

Disadvantages Attentive [-1], Obsession: Focus[-10], Reduced Move -2 [-10], Stubborn [-5]

Skills

Total Attributes [40], Advantages[32], Disadvantages[-26],Skills [0] = 46

Elves [54 CP]The elves are nomads on Planet. They FIXME: more description of the race

Template. todo: Write Template

Table 3.3. Elf Template

Attributes DX+3 [30], IQ+1 [10], HT-1 [-10]

Advantages Alertness +1 [5], Elf Run [5], Increased Speed +1 [25],Infravision [15], Temperature Tolerance [10]

Disadvantages Distrustful [-7], Now [-7] , Phobia: Enclosed Spaces(mild) [-15], Social Stigma: Outsider / Outlaw [-15]

Skills Bow DX [4], Broadsword DX[2], Stealth DX[2]

Total Attributes [30], Advantages[60], Disadvantages[-44],

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Skills [8] = 54

Elves are very dexterous (DX+3, manual dexterity) and intelligent (INT+1). Even though they arenot too healthy (HT-1).

Their speed is represented through increased speed and the new advantage Elf Run. As elves havelived a long time in the dessert, they got used great temperature variations (Temperature Tolerance)and developed Infravision. Being hunters elves learn to be very alert (Alertness).

But living in the dessert is not always good. The Elves got so used to living outdoors, they feel veryuncomfortable in closed spaces (Phobia: Enclosed Spaces). As food is not available in largeamounts, some tribes started raiding caravans, that gave the whole race the Outside/outlaw stigma.In the tribe everybody has to rely on each other, and [...] (Sense of Duty (Tribe)). As catastrophes arequiet common in the dessert, elves refuse to make plans that extend far into the future (Now). Elvesdo not trust people, that do not belong the the tribe - even other elves, unless they did test them verythoroughly (distrustful).

Half-Elves [26]

Table 3.4. Half-Elf Template

Attributes DX+2 [20], HT-1 [-10]

Advantages Animal Empathy [5], Infravision [15]

Disadvantages Social Stigma (Minority Group)[-5]

Skills Animal Handling IQ+2 [1]

Total Attributes [10], Advantages[20], Disadvantages[-5],Skills [1] = 26

Half-Giants [XX]todo...

Halfling [56]

Table 3.5. Halfling Template

Attributes DX+2 [20], IQ+1 [10], HT+1 [10]

Advantages Luck (Standard) [15], Perfect Balance [15], Pious [5],Silence +2 [10]

Disadvantages Primitive (TL -1) [-5], Reduced Hit Points -2 [-10],Reduced Move -2 [-10], Social Stigma (MinorityGroup)[-10]

Skills Stealth DX [2], Throwing DX [4]

Total Attributes [40], Advantages[45], Disadvantages[-35xx], Skills [6] = 56

HumanHumans are pretty normal and veratile as in every Game World / System. Nothing special aboutthem.

Races

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Mul [66]

Table 3.6. Mul Template

Attributes ST+3 [30], HT+1 [10]

Advantages Extra Fatigue 5 [15], High Pain Threshold [10], Infrav-ision [15], Toughness +1 [10], Very Fit [15]

Disadvantages Slave Mentality [-40], Social Stigma (MinorityGroup)[-10], Sterile [-3], Stubborn [-5], Uneducated[-5]

Skills Naturalist IQ [4], Throwing DX+1 [8], Tracking IQ [2]

Total Attributes [40], Advantages[65], Disadvantages[-63],Skills [14] = 66

Races

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Chapter 4. MagicAdapted Magic SystemLimited College access

To reflect the different kinds of Magic on the planet, the spell access is limited by magic type. Forexample wizards cannot magically heal, but since the are the most powerful spellcaster walking onthe planet, they can access most colleges. Clerics, with theirs spells powered by their former ele-mentals, have their focus there. Table 4.1, “College Access by Class” illustrates which group has ac-cess to which college.

To find out, if a character has access to a certain spell, look up the appropriate Magery level in theprerequisites and compare it with the value listed in the table below and his own Magery level(whichever is less).

Table 4.1. College Access by Class

Cleric Druid Templar Wizard

Air Earth Fire Water

Air Earth Fire Water Druid Templar Wizard

Cleric

Acid - - - - - - 3

Air 3 - - - ?a 3b 3

Animal - - - - 3 - 3

Body Con-trol

0 0 0 0 0 0 3

Communic-ation / Em-pathy

3 0 0 0 0 0 3

Earth - 3 - - ?a 3b 3

Fire - - 3 - ?a 3b 3

Electricity 0 - - - 0 - 3

Enchant-ment

2 c 2 c 2 c 2 c 2 c 2 c 3

Food 3 3 3 3 3 3 3

Healing 3 3 3 3 3 3 -d

Gate - - - - - - 3

Ice - - - 0 - 0 3e

Illusion 1 0 0 0 0 0 3

Knowledge 3 3 3 3 3 3 3

Light - - - - 3 - 3

Making /Breaking

- - - - - - 3

Meta 3 3 3 3 3 3 3

Mind Con-trol

3 3 3 3 3 3 3

Movement - - - - - - 3

Necromancy 3 3 3 3 - 3 3

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Cleric Druid Templar Wizard

Air Earth Fire Water

Air Earth Fire Water Druid Templar Wizard

Cleric

Plant - 3 - 0 3 - 3

Protection /Warning

3 3 3 3 3 3 3

Sound 3 - - - - - 3

Weather - - - - 3 - 3

Water - - - 3 ?a 3b 3e

a Access depends on the area the Druid guards.bTemplars cannot use Elemental spells (Summon Elemental, Control Elemental, Create Elemental).cOn Athas, there is no (widely known) way to store energy to power spells. So Powerstone spell cannot be learned.dWizards may learn Recover Strength.ePlease have a look at the section called “different Spell behavior”

Using College Access byClassClericDruidTemplarWizardAirEarthFireWaterAirEarthFireWaterDruidTemplarWizardClericAcid------3Air3---?Access depends on the area the Druid guards. 3Templars cannot useElemental spells (Summon Elemental, Control Elemental, CreateElemental).3Animal----3-3Body Control0000003Communication /Empathy3000003Earth-3--?3 3Fire--3-?33Electricity0---0-3Enchantment2 On Athas, there is no (widely known)way to store energy to power spells. So Powerstone spell cannot belearned.2 2 2 2 2 3Food3333333Healing333333-Wizards may learnRecoverStrength.Gate------3Ice---0-03Illusion1000003Knowledge3333333Light----3-3Making/ Breaking------3Meta3333333MindControl3333333Movement------3Necromancy3333-33Plant-3-03-3Protection/ Warning3333333Sound3-----3Weather----3-3Water---3?3 3Please have alook at Table 4.1, “College Access by Class”College Access byClassClericDruidTemplarWizardAirEarthFireWaterAirEarthFireWaterDruidTemplarWizardClericAcid------3Air3---?Access depends on the area the Druid guards. 3Templars cannot useElemental spells (Summon Elemental, Control Elemental, CreateElemental).3Animal----3-3Body Control0000003Communication /Empathy3000003Earth-3--?3 3Fire--3-?33Electricity0---0-3Enchantment2 On Athas, there is no (widely known)way to store energy to power spells. So Powerstone spell cannot belearned.2 2 2 2 2 3Food3333333Healing333333-Wizards may learnRecoverStrength.Gate------3Ice---0-03Illusion1000003Knowledge3333333Light----3-3Making/ Breaking------3Meta3333333MindControl3333333Movement------3Necromancy3333-33Plant-3-03-3Protection/ Warning3333333Sound3-----3Weather----3-3Water---3?3 3Please have alook at

E.g. Druid Live-with-Trees would like to learn a Create Plant spell. He has a Magery level of2. Looking at the table below we find a listed value of 3. So the lower value of 2 and 3 is 2.The prerequisite for Create Plant is Magery 1. So Live-with-Trees can learn this spell.

If Live-with-Trees had chosen Teleport from the Movement college, he could not learn thatspell, since Movement is barred for druids.

Magic

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Arcane Magic

Adapted Unlimited Mana Rules

For a start we use the standard values given in the [10]. Tally : 30, RR : see Table 4.2, “Base Recov-ery Rate by landscape” and recovery Time : every day 08:00.

Spellcasting with Plant Energy

Preserver and Defiler draw their powers from the surrounding plant life force. In the novels this hap-pens during spell casting. We have been thinking a lot, but trying to limit the amount of availablespellpoint to the available vegetation becomes very complicated in game-terms.

Instead we have (currently) decided that the Wizard draws this plant energy during the Recoverytime. The amount he can draw is limited by the available energy amount at that time.

Table 4.2. Base Recovery Rate by landscape

RR Base Radius

Silt Sea 1 10 feet

Stone Dessert 2 4 feet

Stone Dessert 3 1 foot

normal vegetation 4 0.5 foot

Jungle 4 1"

Life Tree 5 special a

a See: FIXME: Rules for lifetrees.

Defiling

Defiling happens during spell casting. (If not no one would notice the caster and take away on of themajor disadvantages). The defiled area is a circular area centered at the caster. The radius is the totalamount of unmodified spellpoints spent multiplied by the Base Radius (Table 4.2, “Base RecoveryRate by landscape”).

The earth in a defiled radius is ripped of every life. Nothing will grow there, unless special care istake. FIXME: Rules for defiled areas ? Can plant spells recover this area ?

Example: Defiling Radius

Hamanu is in on a field in the city Balik. This is normal vegetation, so his base radius is 0.5foot. He casts a Terror Spell costing 28 Spellpoints, to see the slaves run away. He leave atotal circular area of 14 feet rendered totally useless.

After enjoying the scenery he teleports home. This costs him 8 spellpoints and he increasesthe area by additional 4 feet, leaving a circle of 18 feet of total dead vegetation.

Spells

barred Spells

• Power StoneOn Athas there are currently only three knows sources of Energy: the DragonKings, Plant life force and the Elements. So Powerstones do not actually exist, so this spell doesnot exist

Magic

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New Spells

• Create Lifetree FIXME: rules / stats

different Spell behavior

Water and Ice created by spells, that are cast by a cleric or druid, are only of temporary Nature. Thismeans that the water created will fade after a certain time. These spells cannot be used to e.g. escapedying because of dehydration.

SpellcasterCleric

There are no gods / goddesses on this planet. But Clerics. They do not, as in other Settings, worshipa god but the simple elementals (Air, Earth, Fire, Water).

Air

Earth

Fire

Water

Druid

TemplarTemplars server the Dragon King. They are the city state authority. The dragon king supplies themwith the needed spells. FIXME: New Rules? Because the dragon king can give his minions anyspells, and the templars have to request them by their employer. Mixed ? Like you must learn yourspells, but in an emergency gain additional spells for Character points.

Wizard

Avaignon

FIXME: Description

We leave Details to the GM.

Defiler

Defiler go for pure Power. They suck every little bit of Energy out of the surrounding environment.

Every Defiler gains the defiling advantage, in order to show, that he is a more powerful spellcasterthan the others. But because he is also a wizard he must keep this secret (Defiler) or suffer. This al-lows a Defiler to have a total of 60 points in disadvantages.

Magic

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Dragon King

FIXME: Description

We leave Details to the GM.

Preserver

A preserver is conservationist. He is able to cast spells as the Defiler but has learned to leave enoughenergy for the plants to live.

Wizards are known and hated for destroying plants. A Preserver cannot hope to be saved by thedragon king. A mob finding out that one is a Wizard will be likely to kill him. So all Preservers haveto take the Secret (Preserver). This allows a Preserver to have a total of 70 points in disadvantages.But a Preserver is not alone. He can (!) join the The Veiled Alliance, that will offer him shelter, butalso will request certain tasks from him.

Magic

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Chapter 5. Psi

[11] These guys got it made - power without duty or hassle - not from the use of Psionics itselfanyhow. And that's one of the most appealing points of Psionics - no one have any specialproblems with these powers. There's no persecution, it manifests in nearly everyone and isthus understood and accepted. Of course, powerful individuals attract political attention. Al-ways dangerous when Sorcerer-Kings are around. And training by masters is expensive, thusentrenching the true pursuit of the Way mostly in the noble ranks - but still, Psionics is the"freest" form of magical power available.

Adapted Psi SystemWild Talents

One of GURPS® main intentions is to have balanced characters. Arbitrary chosen Wild Talentswould easily break this balance. Another reason is, why should the GM decide for the player whichadvantage the player has, if the player can choose one, which he thinks suits him best. The GM is al-ways the final rules, so he can always forbid to powerfull abilities.

Encourage PsiPsi is wildly known on Athas, so we thought, one should encourage the psi use.

Either all charakter have to take all avaible PSI powers at 1. (Telepathy, Psychokinesis, Teleport,Extra-Sensory-Perception, Healing and Antipsi for approximate 30 SP. This gives the advantage,that PC's can later increase their skills. (Or get guddies by the gm).

Or all Characters have to put at least 30 SP in Psi Skills and Powers. If a player does not want thesehe can use unusual background. Thus having 20 points to spent elsewhere.

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Chapter 6. Advantates andDisadvantagesAdvantagesRacial Advantages

Elf Run [5 CP]

Enables the elves to travel very long distances in short time.

Important

restricted to elves

Class Advantages

Defiling [20 CP]

A Defiler gains a 2 levels of increased power. Meaning +40% Tally and an 50% increased RecoveryRate.

A starting character has a 42 points Tally and a Recovery Rate of 12 instead of 30 and 8.

A major draw back is, that a defiler makes the area, he got his energy from, totally useless. 1/2 footper total Spell point spent.

Important

Restricted to and mandatory for Defilers

Clerical Magical Attitude 1-3 [12, 20, 28 CP]

Same as Magical Attitude, but reflect the limited spell access

Important

Restricted to Clerics

The Veiled Alliance [5 CP]

[11] The Veiled Alliance try to be a haven for these characters, and offer, at the price of asmall Duty (6-) (-2 points), a Claim to Hospitality advantage worth 5 points. This means thatPreservers can be called upon to aid fellows in need, but have access to shelter and informa-tion from the local Alliance, and possibly aid if it will not threaten the life of the local alli-ance. This _is_ optional, though! A Preserver doesn't have to be an alliance member. But ifdiscovered by the alliance, they will demand membership - or see to it that such a charactercannot go on for long.

Important

Restricted to Preservers

DisadvantageRacial Disadvantages

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Distrustful [-7 CP]

You do not trust other people, unless they proved trustworthy.

Important

Restricted to elves.

Now [-7 CP]

Elves have to fight a lot. Through battles, FIXME: more content] and hunger they feel, that nothinglasts forever, so they never make any plans that do extend far into the future.

Important

Restricted to elves

Obsession: Focus [-10 CP]

[11] -5 minimum base, reprogrammable, severe death effects +100%: -10 minimum, morepossible

Important

Restricted to and mandatory for Dwarfs.

Class Disadvantages

Secret(Defiler) [-20 CP]

Mages are hated on Athas. Defilers have the slight advantage, that the Dragonkings sometimes em-ploy them. So they are not killed outright. Refer to the section called “Secret(Preserver) [-30 CP]”.So a possible outcome might be “ [11] Explain possible death, exile or bonded servitude ”.

Important

restricted to and mandatory for Defilers

Secret(Preserver) [-30 CP]

Mages are hated on Athas. Preserver identified as arcane spellcaster have to fear for their lives, asthe public fears them, believing they are defilers and the authority see's them as rebellions. So a pos-sible outcome might be possible death. See the section called “Secret(Defiler) [-20 CP]”

Important

Restricted to and mandatory for Preservers

Advantates and Disadvantages

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Chapter 7. TemplatesCharacter TemplatesCleric

• Sense of Duty

• Vow

• Skill +2, if large amounts of their elemental are present skill -2, if none at all.

• Bonus Fatigue (Elemental) ???

Druidtodo

Gladiatortodo

Psionictodo

Templartodo

Wizardtodo

Example CharactersGladiator: Hunk

Age 30; 2m, 200 lbs; a half-giant wearing two huge Hammers.

Advantages

Full Coordination [], RACE: Half-Giant[XX]

Disadvantages

Bodyguard: Ohmandu(115,5 points)

Age 25; 2,4m, 200 lbs; a elfen Bodyguard wearing a huge Metal Broadsword.

ST: 12] [20] DX: 16 [20] IQ: 11 [0] HT: 11 [20]

Fatigue: 12, HT Points: 11, Thrust: 1d-1, Swing: 1d+2, Dodge: 9, Parry: 9, Block: 9, Hear: 13,

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Smell/Taste: 13, Vision: 13

Advantages

Alertness +2(+3) [10], Combat Reflexes[15], Patron Essmene [10], RACE: Elf [54], Elf Run [R],Increased Speed +1 [R], Infravision [R]

Disadvantages

Berserk [-15], Impulsiveness [-10], Phobia (Undead, Severe) [-20], Reputation (small group (histribe), -2) [-5], Sense of Duty (Patron Essmene) [-5], Distrustful [R], Now [R], Phobia: EnclosedSpaces (mild) [R]. Sense of Duty (Tribe) [R], Social Stigma: Outsider / Outlaw [R], TemperatureTolerance (Supers) [R]

Quirks

Loves A Good Brawl, Spits Before Combat, Cracks His Knuckles, Night Owl, Doesn't Easily GiveTrust

Languages

Elfish (native) 10[0], Common 10[0]

Skills

Bow-17 [4], Brawling-16 [1], Broadsword-16 [0], Carousing-12 [4], Fast-Draw (Longsword)-17 [1],Fast-Draw (Arrow)-17 [1], First Aid/TL3-11 [1], Survival-13 [6], Parry Missile Weapons-16 [4],Power Blow (FIXME: Rules, Weapon Master or Psi Ability)-9 [1], Running-8 [0,5], Shield-17 [2],Singing-11 [1], Stealth-16 [0]

Equipment

Broadsword (Steel) [10 GP], Buckler Shield [] Dagger (Steel) [5 GP], Light Leather Armor (PD 1,DR 1)[1 SP], Longbow [5 GP], Small Shield []

Reaction

• All: -2 (Minority Group)

• Tribe: 0 (Minority Group +2, -2 Reputation)

Description

Ohmandu is a member of the Windrider Clan, a clan with approximately 200 members. They doearn their living by trading and smuggling. He guards Essmene, the young daughter of the clanchief, since 10 years.

Ohmandu is known as a good fighter, but also as an aggressive guy, that loves to brawl and ticks outin combat.

Templates

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Chapter 8. EquipmentCurrency

Gold pieces (GP), Silver pieces (SP), Ceramic Pieces (CP), Ceramic bits (CT), glass bead (GB)

1 GP 10 SP 100 CP 1000 CB 10000 GB

Things to Buy

Table 8.1. Food

Weight Price

Weight Price

Traveler's Rations (one meal ofdried meat and cheese)

1/2 lb. 1 CP

My New Entry 1/2 lb. 1 CP

Table 8.2. Weapons

Reference Weight Price

Reference Weight Price

Longbow p. B207 4 lb. 1 GP

Broadsword (Steel) p. B206 3 lb. 15 GP

My New EntryThe new description from my content.

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IndexAAdvantage, 14

Class, 14Clerical Magical Attitude, 14Defiling, 14Veiled Alliance, 14

Race, 14Elf Run, 14

DDisadvantage, 14

Class, 15Secret (Defiler), 15Secret (Preserver), 15

Race, 14Distrustful, 15Now, 15Obsession: Focus, 15

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ReferencesHere you will find all references. I have linked all ressources, where I was aware of some Web ressource / cata-log. Some Books we use are out of print and I could not find a valid URL.

GURPS® BooksBooks we use for gameplay.

[1] Steve Jackson. Copyright © 1986, 1987, 1988, 1989, 1991, 1992, 1993, 1994, 1996 Steve Jackson GamesIncorporated. 1-55634-127-X. Steve Jackson Games Incorporated. GURPS Basic Set. third edition, re-vised.

[2] Steve Jackson. Copyright © 1989, 1990, 1994 Steve Jackson Games Incorporated. 1-55634-286-1. SteveJackson Games Incorporated. GURPS Magic. second edition.

[3] Daniel U. Thiebault and S. John Ross. Copyright © 1994, 1998 Steve Jackson Games Incorporated.1-55634-243-8. Steve Jackson Games Incorporated. GURPS Grimoire.

[4] Sean Punch. Copyright © 1996 Steve Jackson Games Incorporated. 1-55634-290-X. Steve Jackson GamesIncorporated. GURPS Compendium I: Character Creation.

[5] Sean Punch. Copyright © 1996 Steve Jackson Games Incorporated. 1-55634-372-2. Steve Jackson GamesIncorporated. GURPS Compendium II: Campaigns and Combat.

Advanced Dungeon & Dragons® and DarkSun® booksBooks we use for gameplay and as background information.

[6] Dark Sun Boxed Set. TSR 2400. Copyright © 1991 TSR Inc.. 1-56076-104-0. URL: ht-tp://svgames.com/ds2400esd.html.

[7] Steve Winter. Copyright © 1991 TSR Inc.. 1-56076-054-0. Complete Psionics Handbook.

WWW Ressources and Articles[8] SJ Games Inc. GURPS homepage. URL: http://www.sjgames.com/gurps/.

[9] GURPS light. URL: http://www.sjgames.com/gurps/lite/.

[10] S. John Ross. Copyright © 1994 Steve Jackson Games Incorporated. January 1999. Unlimited Mana. AnAlternate Approach to GURPS Magic. Second Revised Version (v3.0). URL: ht-tp://www.io.com/~sjohn/unlimited-mana.htm.

[11] [email protected]. GURPS Athas (GURPS Dark Sun). URL: ht-tp://www.secretmasters.net/wrathchild/darksun/.

[12] The Burnt world of Athas. URL: http://www.athas.org.

[13] athas.org: Dark Sun Product List. URL: http://www.athas.org/products.php.

[14] Dark Sun® Ressources for purchase in ESP format. URL: ht-tp://svgames.com/downloads-wotc-adnddksun.html.

[15] D&D v3.0 homepage. URL: http://www.wizards.com/dnd/. FIXME: did we use v3.0 at all ?.

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