From: "Brett Slocum" Subject: EPT to GURPS translation Translation from Empire of the Petal Throne to GURPS (3rd ed.) Experience Since starting characters in GURPS have 100 points, a 1st level EPT PC starts with that amount. But a "normal" person in GURPS is 25 points, so 1st level EPT NPCs start at that number of points. The following table shows the points given for various EPT levels: EPT GURPS PC GURPS NPC Level Points Points ____________________________ 1 100 25 2 105 30 (+5) 3 110 35 4 115 40 5 120 45 6 125 50 7 130 55 8 140 65 (+10) 9 150 75 10 160 85 ... Players should design their characters at 100 points and then spend the extra points as if they received them during play. This way any increases in the basic attributes will cost double and they won't be able to take 150 points of physical advantages. Attributes The following table shows the equivalent EPT Basic Talents and GURPS Attributes: EPT Basic Talent GURPS Attribute -------------------------------------- Strength _ ST Dexterity _ DX Intelligence _ IQ Constitution _ HT Since Empire of the Petal Throne uses randomly rolled Basic Talents, the levels of GURPS ST, DX, IQ and HT given below are guidelines, and therefore optional. Character points must still be spent normally. Since there are no attributes in GURPS for Comeliness and Psychic Ability, these EPT attributes translate into the GURPS Appearance advantages/disadvantages and Magery, respectively (see tables below). When choosing basic attributes for the converted character keep the relative ratios approximately the same. If the character's Strength was higher than his Intelligence as a EPT character it should be higher as a GURPS character as well. The primary idea is to capture the same feeling in the character. The following tables work well as numbers with which to start. Adjust them as needed. EPT Basic Talent GURPS Attribute __________________________________ 1 3 2 4 3-5 5 6-9 6 10-16 7 17-26 8 27-38 9 39-50 10 51-62 11 63-74 12 75-84 13 85-91 14 92-95 15 96-98 16 99 17 100 18 EPT_Comeliness GURPS ___________________________________________________________________________________ 01-10 Hideous Hideous Appearance 11-20 Ugly Ugly Appearance 21-30 Average Unattractive Appearance 31-50 Average Average Appearance 51-70 Goodlooking Attractive Appearance 71-80 Very Goodlooking Attractive Appearance, +1 Charisma 81-90 Handsome/Beautiful Handsome Appearance 91-95 Very Handsome/Very Beautiful Very Beautiful Appearance 96-00 Wildly Handsome/Gloriously Beautiful Very Beautiful Appearance, +5 Charisma EPT Psychic Ability GURPS __________________________________ 01-20 Non-Psychic no Magery 21-40 Barely Psychic no Magery 41-60 Average Psychic no Magery 61-80 Somewhat Psychic Magery 1 81-95 Quite Psychic Magery 2 96-00 Highly Psychic Magery 3 Using the above, a 6th level Str 93, Dex 77, Int 35, Con 65, Psy 39, Com 45 EPT warrior might be ST 15, DX 13, IQ 9, HT 12 in GURPS with no Magery and Average appearance. This would cost 100 character points which would require the character to take some disadvantages to afford advantages and skills. Once the initial design is done, award the extra 25 points for having been a 6th level EPT character. Money The various coinage in EPT and GURPS breaks down as follows: EPT Money => 400 copper Qirgal = 20 silver Hlash = 1 gold Kaitar. GURPS Money => 100 copper = $20 = 1 gold. Convert EPT money into silver Hlash, then Hlash = GURPS $. GURPS wealth advantages and disadvantages will need to be taken, if starting wealth (including possessions) is above or below $1000. See Wealth table below: EPT Wealth GURPS Wealth ____________________________ 0-199 SP Dead Broke 200-499 SP Poor 500-999 SP Struggling 1000-1999 SP Average 2000-4999 SP Comfortable 5000-19999 SP Wealthy 20K-99K SP Very Wealthy >=100K SP Filthy Rich Skills Converting skills is relatively easy. Pick the GURPS equivalents of the desired EPT skills and add a few more from the GURPS list. Some of the EPT skills are multiple skills in GURPS (EPT assassin-spy-tracker becomes Stealth, Tracking, Shadowing, Poison, etc.). Skills Conversion EPT_Skill GURPS_Skill ________________________________________________________________ Group I: Plebian Baker Baking (new Professional) Barber Barbering (Professional) Bootmaker Leatherworking Bricklayer Bricklaying (new Professional) Butcher Butchery (new Professional) Carpenter Carpentry Carpet-maker Carpetmaking (new Professional) Cook Cooking Dyer Dyeing (new Professional) Farmer Agronomy Fisherman Fishing Glass-blower Glassblowing (new Professional) Grocer Grocer (new Professional) Mason Masonry (Professional) Merchant Merchant Miner Miner (new Professional) Paper-ink maker Paper-ink making (new Professional) Perfumer Perfumery (new Professional) Potter Pottery Rope and net maker Rope and Net making (new Professional) Sail maker Sail making (new Professional) Tailor Tailoring (Professional) Tanner Tanning (new Professional) Weaver Weaving (Professional) Wine-maker Vintner (Professional) Group II: Skilled Animal-trainer Animal Handling Bird trainer Falconry Fletcher Armoury/TL 3 (Bow and Arrow specialization) Hunter Tracking, Stealth Jeweller-goldsmith Jewelery Mountaineer Climbing, Survival (Mountain) Sailor Seamanship Scribe-accountant Calligraphy, Accounting Ship-builder Shipbuilding Ship-captain Slaver Smith-armourer Blacksmith, Armoury Swimmer-diver Swimming Wheelright Mechanic (Wagons) Group III: Noble Alchemist Alchemy Artist-sculptor Artist, Sculptor Assassin-spy-tracker Stealth, Tracking, Shadowing, Poison... Astronomer-navigator Astronomy/TL 3, Navigation Author Writing Botanist Botany Courtesan/Don Juan Sex Appeal Dancer Dancing Engineer-Architect Engineering, Architecture Geologist Geology Interpreter Language skills Mathematician Mathematics Musician Musical Instrument Orator Bard Physician Medical skills Poet Poetry Scholar Scientific skills Warrior Professional Skills Spearman Spear, Pole Weapons Mace/Flail user Axe/Mace, Flail Axeman Axe/Mace Swordsman Broadsword, Shortsword Slinger Sling Bola-Slinger Bola Crossbowman Crossbow Bowman Bow Broadsword and Dagger man Fencing, Main-Gauche Sapper Demolitions, Miner (Professional) Catapult-Artillerist Engineer (Primitive), Gunner (catapult) Strategist Strategy Spells Converting spells is relatively difficult. If you try to pick the GURPS equivalents of a number of EPT spells it may turn out that you need to know a hundred spells (or more!) to meet all the prerequisite requirements. Pick out the major spells that have close equivalents and take all their prerequisites. Spell Conversion EPT Priestly Skills GURPS Spells ______________________________________________________________ Know two modern languages language skills Know two ancient languages language skills Production of light Light Detect Evil/Good ? Cure Light Wounds Minor Healing ESP Sense Life (or Mind Reading) Telepathy Telepathy Protection from Evil/Good ? Cure Serious Wounds Major Healing Control Person Control Person Remove Curse Remove Curse Revivfy Resurrection EPT Magic User Skills GURPS Spells ______________________________________________________________ Control Self ? Illusion various Illusion spells Clairaudience Far Hearing Clairvoyance Glass Wall Telekinesis Apportation, Poltergeist Astrology Astronomy/TL 3 skill, or Divination: Astrology Medium Summon Spirit Nature Control animal Control spells Necromancy Control Zombie Control Underworld Creatures ? The Grey Hand Deathtouch Bonus Spells Group I Spell GURPS Spell __________________________________________________________________ Calm ? Create Food and Drink Create Food, Create Water Creatures Create Animal Curse/Bless Curse and Bless or Fear and Bravery Disbelieve and Dispel Dispel Illusion Dispel Evil/Good Counterspell or Ward Door Control Magelock and Lockmaster Fear Panic Heal Minor Wounds Minor Healing Levitate Levitation Light Continual Light Locate Gold and Gems Seek Earth Locate Objects Seeker Madness Madness Plague Pestilence Protection from Evil/Good ? Shadows Darkness Seeing Other Planes See Invisible Group II Spell GURPS Spell ________________________________________________________________ Charm Creature animal Control spells Cold Frostbite Creatures Create Animal Cure Disease Cure Disease Dispel Magic Dispel Magic, Suspend Enchantment Extra-vision Glass Wall, Hawk Vision Hands of Kra the Mighty ? Heal Serious Wounds Major Healing Invisibility Invisibility Neutralize Poison Neutralize Poison Paralysis Total Paralysis Petrefaction Flesh to Stone Sleep Mass Sleep Slow/Haste Hinder, Haste or Great Haste Transmutation Earth to Stone, Stone to Earth Vapor of Death ? Withering Wither Limb Zoomorphy ? Group III Spell GURPS Spell __________________________________________________________________ Apparitions ? Change Self and Others Shapeshifting, Shapeshift Others Control Terrain Earth to Air, Shape Earth, Shape Stone Creatures Create Animal The Demon Summon Demon Doomkill ? Enchant Armor and Weapons Accuracy, Fortify or Deflect Energy Bolt Lightning Fly Flight, Hawk Flight Infernal Barrier ? Invulnerability ? Mind Bar Greater Geas Quest Lesser Geas Raise the Dead Zombie Reincarnation ? Research ? Sending of Evil Pestilence Shield of Defense Force Dome Silver Halo of Soul-Stealing ? Teleport Teleport, Teleport Other Walls ? Weather Control ? Wish Create Object or Great Wish ------------------------------------- From: "Brett Slocum" Subject: GURPS Tekumel character rules AA GURPS Tekumel Characters (Copyright 1991 by Brett Slocum. All rights reserved.) Create characters for Tekumel using the Basic Set and GURPS Magic. 100-point characters are suggested for the average campaign with a general limit of 40 points of disadvantages and 5 quirks. Tekumel can be a very dangerous place, so some GMs may desire a Cinematic campaign with 150 or even 200 point characters. CC Height and Weight Tables Since there are many races on Tekumel, some of which do not easily fit into the human height and weight tables, two additional height and weight tables are provided below: Hlaka and Pe Choi. Also, treat humans as pre-19th century humans, and subtract 3" from average height. Weight is always determined after height. Some races base their height and weight from the human table. Below is a table that summarizes the height and weight modifiers for all these races. DD Racial Modifiers for Human Height and Weight Tables (B15) Race Height Weight modifier modifier Male -3'' +0 lbs. Female -5'' -10 lbs. N'lyss +9'' +10 lbs. Black Ssu +16'' +30 lbs. Hlutrgu -1' -10 lbs. Hlyss -1' +0 lbs. Mihalli -3'' -10 lbs. Pachi Lei +1'' +15 lbs. Pygmy Folk -3' -5 lbs. Shen +1' +30 lbs. Shunned Ones +1' -10 lbs. Swamp Folk +1'' +30 lbs. Urunen -2'' -5 lbs. DD Hlaka Height and Weight Table ST Height Weight - 4'7'' 70 lbs. - 4'8'' 75 lbs. < 5 4'8'' 75 lbs. 6 4'9'' 85 lbs. 7 4'9'' 85 lbs. 8 4'10'' 90 lbs. 9 4'10'' 90 lbs. 10 4'11'' 95 lbs. 11 4'11'' 95 lbs. 12 5' 100 lbs. 13 5' 100 lbs. 14 5'1'' 105 lbs. 15 5'1'' 105 lbs. 16 5'2'' 110 lbs. For each inch of height under 4'7'', subtract 2 lbs. from average weight. For each inch of height over 5'2'', add 5 lbs. to average weight. DD Racial Height and Weight Modifiers Race Height Weight Ahoggya +0'' +100 lbs. Grey Ssu +12'' +10 lbs. Tinaliya -32'' -5 lbs.wwww DD Pe Choi Height and Weight Table ST Height Weight - 5'4'' 120 lbs. - 5'6'' 125 lbs. < 5 5'8'' 135 lbs. 6 5'10'' 145 lbs. 7 5'11'' 150 lbs. 8 6' 155 lbs. 9 6'1'' 160 lbs. 10 6'2'' 170 lbs. 11 6'3'' 180 lbs. 12 6'4'' 190 lbs. 13 6'5'' 200 lbs. 14 6'6'' 210 lbs. 15 6'8'' 235 lbs. >16 6'10'' 250 lbs. For each inch of height under 5'4'', subtract 5 lbs. from average weight. For each 2 inches of height over 6'10'', add 20 lbs. to average weight. CC Advantages DD Magic Aptitude see p. B21 Magic requires Magical Aptitude and an IQ of at least 10. Those with IQ 6+ can use magico-technological devices, such as Eyes, but cannot cast spells. DD Military Rank 5 points/level The Five Empires keep highly organized standing armies, so legion members need Military Rank Rank Title 0 Changadesha (Soldier) 1 Tirrikamu (Sergeant) 2 Hereksa (Subaltern) 3 Kasi (Captain) 4 Molkar (Major) 5 Dritlan (Colonel) 6 Kerdu (General) 7 Kerdudali (Senior General) DD Social Status Social Status = Clan Status + Lineage Status Clan Status (5 points / level) Level -1 Very Low Clan 0 Low Clan 1 Medium Clan 2 High Clan 3 Very High Clan 4 Imperial Clan (Tlakotani) Lineage Status (5 points / level) Level -1 Very Low Lineage 0 Low Lineage 1 Medium Lineage 2 High Lineage 3 Very High Lineage 4 Clan Elder (or Emperor if Imperial Clan) Also: Social Status -3 Clanless individuals -4 Slaves (or Expendable Property) CC New Advantages [intro text] DD Mana Damper varies The person with this advantage affects their own use of magic, as well those nearby. The base level of this advantage effectively lowers the mana level in hex they occupy by one level and costs 10 points. Limitation: Touch Only - 1/2 cost. Enhancements: Extended Range - cost x radius (maximum 3 hex radius); Additional Mana Reduction - cost x number of Mana levels reduced. Example: a Mana Suppressor who reduces the Mana Level by 2 levels (Normal Mana to No Mana) at a radius of 2 hexes would cost 40 points (10 points x 2 hexes x 2 levels). Magic that originates outside of this range acts normally on those within the dampening effect. DD Religious Rank 5 points/level The character is a priest or priestess in the hierarchy of one of the temples, or a shaman of one of the various primitive tribes. The priesthood has a number of advantages that the laity lack, including +1 reaction for Reputation among their co- religionists and others who respect their faith. He or she will be addressed by a title -- [examples go here] -- and can perform certain rituals and ceremonies as [examples go here]. Also, priests are at an advantage when calling on their deity for divine intervention. Ritual Priests Level Rank Circle 1 Acolyte 1st 1 Junior Priest 2nd 2 3 Chief Ritual Priest 8th 4 High Priest 10th 5 Grand High Priest 12th 6 Ritual Preceptor 15th 7 Administrative Priests Level Rank Circle 1 Acolyte 1st 1 Junior Priest 2nd 2 3 Temple Commandant 8th 4 District Commandant 10th 5 Senior Commandant 12th 6 Administrative Preceptor 15th 6 Patriarch 16-17th 6 Lord Adept 18-20th 7 Grand Adept 20th + Scholar Priests Level Rank Circle 1 Acolyte 1st 1 Scholar 2nd 2 Senior Scholar 5th 3 Ranking Scholar 7th 4 Licentiate 9th 5 Proctor 11th 6 Great Proctor 16th 7 DD Administrative Rank 5 points/level Rank Typical Posts Circles 0 clerks, scribes, petty functionaries 1-4 1 Supervisors, overseers, middle-level clerks 5-8 2 3 Local department heads, rural fief administrators, District Prefects, other aides and attaches 9-12 4 District Palace Chiefs, mayors of larger cities, members of Governor's suite 13-15 5 Provincial Palace heads, legates and ambassadors, senior advisors at provincial headquarters 16-18 6 Governors, high functionaries at Avanthar, and Court of Purple Robes 19-21 CC Disadvantages [intro] DD Intolerance Intolerance is rampant in the societies of Tekumel. Religious, social, racial, national, class intolerance are possible. DD Primitive This disadvantage is appropriate for tribal regions, such as Tsolei, M'morcha and Nmartusha, Nmarchta, Nyemesel Isles, etc. CC New Disadvantages DD Anti-Charisma -5 per -1 Acts in much the same way as Charisma, except with the opposite effect. Anti- charisma is kind of like an odious personal habit without any particular reason for people not liking you. Something about the character's very essence repeals people. People with this disadvantage tend to be social outcasts, hermits, etc. This effect crosses racial and species boundaries. BB Skills Most skills appropriate to TL3 may be chosen, though there are some exceptions, which will be noted in the skills section. DD Disallowed TL3 Skills Heraldry Hypnosis Lasso Since there are no riding animals equivalent to horses, both Lance and Riding skills cannot be learned. DD Survival (Arctic) Only characters from the very far north, such as Lorun, can take this skill. DD Beam Weapons Some beam weapons are available as ancient artifacts on Tekumel, but due to limited numbers of charges and limited opportunities to practice, Beam Weapons can only be taken at default. CC Languages, Modern DD Livyani* (M/A) Livyanu, elaborate curlicue script close to that used for Engsvanyali DD Mu'ugalavyani* (M/A) Mu'ugalavya, descended from Engsvanyali, but considerably changed. DD Salarvyani*(M/A) Salarvya, several major dialects, Engsvanyali-derived, Bednalljan-influenced script DD Tsolyani*(M/A) Tsolyanu, several script variants: classical, cursive, manuscript, monumental DD Yan Koryani*(M/A) Yan Kor, two major (east and west) dialects, each dialect has own Engsvanyali- based (a little Llyani) script DD Aomorh (M/A) small northeastern states from Chayakku through western Mudallu, ideographic Kazhra VeNgakome script DD Ghatoni*(M/H) Ghaton (difficult), no written form DD Hijajai(M/A) Haida Pakala and several other nations across southern ocean, several scripts, derived from Salarvyani DD Jannuyani(M/A) Jannu, Kilalammu, Chaigari Protectorate, many dialects, ideographic Kazhra VeNgakome script DD Lo'orunankh(M/A) Lorun of northern Yan Kor, blocky Yan Koryani script DD Milumanayani*(M/A) Milumanaya, mutually intelligible dialects, either Tsolyani or Yan Koryani script DD Nuru'un Si(M/A) eastern Mudallu, Nuru'un, and Hrga Lorunje, complex syllabary DD Pechani*(M/A) Pechano, originally dialect of Salarvyani, variant Salarvyani script DD Pe'e(M/A) Nyemesel Isles and regions farther south, rounded flowery alphabet DD Pijenani(M/A) Pijena, modified Yan Koryani script DD Quo(M/A) widespread tribal tongue of M'morcha and Nmartusha, no script DD Rantike(M/A) Rannalu, several dialects, no script DD Saa Allaqiyani*(M/A) Saa Allaqi, variant Yan Koryani script DD Tka Mihalli(M/A) Mihallu, unrelated to non-human Mihalli tongue, variant Engsvanyali script DD Tsolei'i(M/A) Tsolei, several closely-related languages (or widely-differing dialects), five localized Livyani-based scripts CC Languages, Ancient (generally no longer spoken) DD Ai Che(M/H) monoliths, cave walls, and inscriptions in Temple of the Eye of the World, in the northeast: Mudallu and Nuru'un DD Ancient N'lyssa*(M/A) Dragon Warriors language, Llyani-based script DD Bednalljan Salarvyani*(M/A) hieroglyphic script DD Classical Mu'ugalavyani*(M/A) related to Engsvanyali, similar to modern script DD Classical Tsolyani*(M/A) Engsvanyali-based, monumental syllabic script, still spoken by pedants, DD Duruob*(M/H) ancient Livyani, Engsvanyali-based, deliberately obscure hieroglyphic script DD Engsvanyali*(M/A) delicate, elegant script DD Llyani*(M/A) blocky, clumsy-looking script DD Mihalli*(M/H) alphabetical script, only non-human tongue readable (but not spoken) by humans DD Tsaqw(M/A) ancient Yan Koryani, unique alphabetic script CC Languages, Secret Tongues DD Sunuz(M/VH) artificial secret language of temple of The One Other, officially banned, carefully constructed cipher DD Thu'usa(M/H) argot of Stability Gods, vertical "Ladder-Writing", prereq: Xth Circle priest of Stability temple DD Tongue of the Lord of Worms(M/H) secret language of Sarku and Durritlamish, ideographic symbols, prereq: Yth circle priest of Sarku or Durritlamish DD Tongue of the Priests of Ksarul(M/H) secret argot of temple of Ksarul, three simultaneous symbolic systems: phonemic alphabet, ideographs, and grammatical symbols, prereq: Zth circle priest of Ksarul or Gruganu. BB Economics, Jobs and Wealth Standard starting wealth for a Tekumeli character is $1,000. This includes all possessions, not just cash. Any character who is not a true wanderer (bandit, outcast, professional duellist, etc.) should spend no more than 20% of his wealth on movable goods(weapons, armor, clothing, etc.). The rest should be tied up in houses, rentals, investments, etc. Yearly cost of living varies with Status, and also according to the number of dependents and employees a character has. An NPC Patron, such as a noble lord or a temple, counts as an employer, and will look after the character's living, as well as giving gifts from time to time for outstanding service. The same applies to a PC who has employees; if they become dissatisfied with his leadership, they may seek another patron. CC Money 1 gold Kaitar = 20 silver Hlash dime-sized 150 / lb. 1 silver Hlash = 20 copper Qirgal penny-sized 150 / lb. 1 Qirgal nickel-sized 1 Kaitar = $20 GURPS 1 Hlash = $1 GURPS 1 Qirgal = $0.05 GURPS CC Prices DD Clothing Type Cost Weight Notes _ Wool travelling cloak $40 3 lbs. Slave, very low-class clothing $.50 - Loincloth. Lower-class clothing $5 .5 lb. Kilt. Middle-class clothing $40 1 lb. Kilt, vest, tunic. Upper-middle-class clothing $200 4 lbs. Kilt, tunic, collar, headress. Upper-class clothing $400 4 lbs. As above, but finer quality. Highest upper-class clothing $2000+ 8 lbs. As above, but finest quality, elaborate decoration, gems. Priest vestments (1-13 circle) $400+ 11 lbs. As upper-middle class, plus tabards, plaques, stole, and other ritual garb. Upper-middle or upper class garments for daily wear. Priest vestments, circles 13+ $2000+ 20 lbs. As above, but heavier, finer, more elaborate. Upper- or highest upper-class garments for daily wear. Soldier's ceremonial uniform $1000+ 15 lbs. Through lower officer ranks. Soldier's ceremonial uniform $3000+ 25 lbs. General/High General ranks. DD Weapons and Armor Tekumeli Hand Weapons All prices and weights are for chlen hide weapons, where applicable. For steel weapons, except those marked weighted, multiply weight by 3 and add +1 to damage. Weapon Type Amount Reach Cost Weight Min ST Special Notes CC Axe/Mace (DX-5) Small axe cut sw-1 1 $80 .75 lb. none Throwable. 1 turn to ready. Axe cut sw+1 1 $160 2 lbs. 10 1 turn to ready after swing. Throwing axe cut sw+1 1 $200 2 lbs. 10 Throwable. 1 turn to ready. Small mace crush sw+1 1 $120 2 lbs. 10 Weighted. 1 turn to ready. Mace crush sw+2 1 $160 3 lbs. 11 Weighted. 1 turn to ready. Spiked mace cut same +$40 +.5 lb. Either size mace can be spiked. Sm. warhammer crush sw+2 1 $170 3 lbs. 11 Weighted. 1 turn to ready. imp. sw+1 1 1 turn to ready. May get stuck. imp. th+1 1 Light club crush sw+1 1 $10 3 lbs. 11 CC Broadsword (DX-5) Broadsword cut sw 1 $250 1 lb. 7 imp. th 1 Blade hook +$30 +.25 lb. For trapping and disarming. Scimitar cut sw 1 $200 1 lb. 7 crush th-1 1 Not meant for thrusting. CC Flail (DX-5) Morningstar crush sw+2 1 $150 3 lbs. 11 Weighted. 1 turn to ready. Flail crush sw+3 1,2* $300 5 lbs. 12 2 handed. 1 turn to ready. CC Knife (DX-4) Large knife cut sw-3 C,1 $40 .5 lb. none Max. damage 1d+2. imp. th-1 C Not throwable. Small knife cut sw-4 C,1 $30 - none Max. damage 1d+1. imp. th-2 C Not throwable. Dagger imp. th-2 C $20 - none Not throwable. Max. damage 1d. Throwing Dagger imp. th-2 C $30 - none Throwable. Max. damage 1d. CC Polearm (DX-5) Glaive cut sw+2 2,3* $250 6 lbs. 10 2 turns to ready after swing. imp. th+2 1-3* 1 turn to ready after thrust. Poleaxe cut sw+3 2,3* $300 8 lbs. 11 2 turns to ready after swing. Halberd cut sw+4 2,3* $400 10 lbs. 12 2 turns to ready after swing. imp. sw+4 2,3* 2 turns to ready. May get stuck. imp. th+3 1-3* 1 turn to ready after thrust. CC Shortsword (DX-5) Shortsword cut sw-1 1 $140 .75 lb. none imp. th-1 1 Blade hook +$30 +.25 lb. For trapping and disarming. Kha imp. sw-1 1 $180 .75 lb. none Armor-piercing blade perpendicular to hilt. CC Spear (DX-5) Javelin imp. th+1 1 $30 2 lbs. none Primarily for throwing. Short Spear imp. th+2 1* $40 4 lbs. 9 One-handed. Usually not thrown. imp. th+2 1,2* Same spear used two-handed. Long Spear imp. th+2 2,3* $60 6 lbs. 12 2 handed. For formations. Pike imp. th+3 3-5* $200 8 lbs. 12 2 handed. For formations. CC Staff (DX-5) Quarterstaff crush sw+2 1,2 $10 4 lbs. 6 crush th+2 1,2 CC Two-handed Sword (DX-5) Greatsword cut sw+2 1,2 $400 3 lbs. 9 imp. th+1 2 Thrusting not favorred style. Blade hook +$50 +1 lb. For trapping and disarming. Quarterstaff crush sw+2 1,2 $10 4 lbs. 9 Using sword technique. crush th+1 2 CC Two-handed Axe/Mace (DX-5) Greataxe cut sw+2 1,2* $400 4 lbs. 12 1 turn to ready after swing. Mace crush sw+2 1,2* $300 4 lbs. 11 Weighted. 1 turn to ready. Spiked mace cut sw+3 1,2* $360 5 lb. 12 Weighted. 1 turn to ready. Warhammer crush sw+2 1,2* $350 3 lbs. 11 Weighted. 1 turn to ready. imp. sw+1 1 1 turn to ready. May get stuck. imp. th+1 1 Heavy club crush sw+3 1,2* $20 5 lbs. 12 1 turn to ready after swing. Tekumeli Ranged Weapons Weapon Type Amount SS Acc 1/2 D Max Cost Weight Min ST Special Notes _ CC Axe/Mace Throwing (DX-4) Small axe cut sw-1 11 1 STx1.5 STx2.5 $80 .75 lb. none Default only. Throwing axe cut sw+1 10 2 ST STx1.5 $200 2 lbs. 10 Default only. CC Blowpipe (DX-5) Blowpipe Special 10 1 - STx4 $30 1 lb. none Blowpipe darts $1 - CC Bolas (DX-5) Bolas Special 12 0 - STx3 $20 2 lbs. none CC Bow (DX-6) Shortbow imp. th 12 1 STx10 STx15 $50 2 lbs. 7 Max. dam. 1d+3 Regular bow imp. th+1 13 2 STx15 STx20 $100 2 lbs. 10 Max. dam. 1d+4 Longbow imp. th+2 15 3 STx15 STx20 $200 3 lbs. 11 Max. dam. 1d+4 Comp. bow imp. th+3 14 3 STx20 STx25 $900 4 lbs. 10 Max. dam. 1d+4 Quiver $25 1 lb. Holds 20 arrows or 30 bolts. Arrows $2 2 oz. CC Crossbow (DX-4) Lt. crossbow imp. th+4 12 4 STx20 STx25 $400 6 lbs. 7 Max. dam. 3d-1 Md. crossbow imp. th+4 12 4 STx20 STx25 $500 8 lbs. 7 Max. dam. 3d Hv. crossbow imp. th+4 12 4 STx20 STx25 $600 10 lbs. 7 Max. dam. 3d+1 Quarrels $2 1 oz. CC Knife Throwing(DX-4) Throwing dagger imp. th-2 12 0 ST-5 ST $30 - none CC Sling (DX-5) Sling crush sw 12 0 STx6 STx10 $10 .5 lb. none Fires rocks. Lead pellets sw+1 $1 1 oz. More aerodynamic, +3 eff. ST for range. Staff-sling crush sw+1 14 1 STx10 STx15 $20 2 lb. none Fires large rocks. Incend. firepot fire p. B113 $100 1 lb. Thrown by hand or staff-sling. CC Spear Throwing (DX-5) Javelin imp. th+1 10 3 STx1.5 STx2.5 $30 2 lbs. 7 Short Spear imp. th+3 11 2 ST STx1.5 $40 4 lbs. 9 Dart imp. th-1 11 0 ST-5 ST $10 .5 lb. none CC Throwing or DX-3 Rock crush th-1 12 0 STx2 STx3.5 none 1 lb. none Throwing club crush sw+1 12 0 STx2 STx3 $10 2 lbs. 10 Incend. firepot fire p. B121 13 0 - STx3.5 $100 1 lb. none Tekumeli Armor Type PD DR Cost Weight Notes Headgear Upper-class headress 2 2 var. var. Clothing. Leather helmet 2 2 $20 - Light infantry helmet. Pot-helm 3 3 $100 1.5 lbs. Medium infantry helmet. Visored helm 4 6 $340 3 lbs. Heavy infantry helmet. Torso Upper-class collar 2 2 var. var. Clothing. Pectoral 3 3 $120 2 lbs. Light shoulder armor. Gorget collar 4 5 $250 4 lbs. Throat and shoulder armor. Leather tunic 1 1 $50 3 lbs. Light leather. Hard leather 2 2 $100 6 lbs. Heavy "boiled" leather. Chainmail shirt* 3* 4* $200 5 lbs. Shirt of chlen rings. Scalemail shirt 3 4 $400 6 lbs. Heavy leather with chlen scales. Breastplate 4 5 $500 6 lbs. Custom-made chlen plate-armor. Backplate 4 5 $400 5 lbs. Arms and legs Leather vambraces 2 2 $25 1 lbs. Lower arm armor. Leather greaves 2 2 $30 2 lbs. Lower leg armor. Vambraces 4 5 $250 2 lbs. Lower arm chlen plate armor. Greaves 4 5 $300 3 lbs. Lower leg chlen plate armor. Leather kilt 2 2 $60 3 lbs. Upper leg protection. Mail kilt* 3* 4* $300 4 lbs. Upper leg protection. Pteruges 3 4 $300 3 lbs. Scale mail kilt plaques. Tasses 4 5 $400 4 lbs. Chlen plate kilt plaques. Feet Straw Sandals 0 0 $1 - Leather Sandals 0 0 $10 1 lb. or Slippers Shoes 1 1 $40 2 lbs. Boots 2 2 $80 3 lbs. Sollerets 3 4 $150 4 lbs. Chlen plated boots. Suits of armor Light armor 1 1 $305 5 lbs. Leather helmet, leather vambraces, leather tunic, sandals. Medium armor 3* 4* $1500 15.5 lbs. Pot-helm, gorget collar, chain shirt, vambraces, greaves, boots. Heavy armor 4 5 $2890 35 lbs. Visored helm, gorget collar, breastplate, backplate, greaves, vambraces, mail kilt, tasses, sollerets. Shields Buckler 1 0 $25 2 lbs. Small shield 2 0 $40 6 lbs. Med. shield 3 0 $60 12 lbs. Large shield 4 0 $90 20 lbs. DD Food Slave meal $.10 Gruel, bread crust, occasionally vegetables, rarely meat. Lower-class meal $.5 Bread or rice, vegetable stew, some meat. Middle-class meal $2 Bread, meat stew, fruit, dessert. Upper-middle-class meal $5 Better food. Upper-class meal $60 Bread, pastry, meat and fish dishes, pickles, sweets. Nobleman's feast $600 multi-course meal with lots of variety, imported food, finest cusine. Spiced buttermilk, cup $.05 Common drink. Tea, pot $.50 Beer, ale, mead, bottle $2 Ngalu wine, bottle $15 $500 for the best vintages. Dronu wine, bottle $35 $500 for the best vintages. A'ash whiskey, bottle $10 Datsu brandy, bottle $20 $500 for the best. Mash brandy, bottle $40 $1000 for the best. Tsuhoridu liquor, bottle $400 $5000 for the best. DD Lodging Poorest lodging $.15 Roof, straw, and one very poor meal. Lower-class lodging $3 Lg. shared room, better food, fewer vermin. Lower-middle class room $15 Very sm. private room, common bath, clean mat, lower-class food. Middle-class room $40 Bigger room, semi-private bath, new mat, furniture, middle class food. Upper-middle class room $150 Sm. suite, private bath, nice furnishings, servant quarters, upper-middle food. Upper class rooms $600 Lg. suite, multiple private baths, upper-class food. Noble lodgings $2500 Very lg. suite, private baths, very fine furnishings, the finest food, bodyguards. DD Animals Hunting dog $500 Kuni bird $4000 Trained to hunt. Kuni bird $10000 Trained to hunt and speak. Renyu $12000 Semi-intelligent biped. DD Miscellaneous Goods Adventure Equipment Item Cost Weight Notes Cord, 10 yd. $1 .5 lbs. Supports 90 lbs. Rope, 10 yd. $5 1.5 lbs. Supports 300 lbs. Heavy Rope, 10 yd. $25 5 lbs. Supports 1000 lbs. Light hooked grapnel, chlen $20 1 lb. Supports 300 lbs. Pole, 2 yd. $5 3 lbs. For touching questionable items. Spike, chlen $2 .25 lb. Mallet, other tool $10 2 lbs. Personal basics $5 - Spoon, fork, and cup, etc. Group basics $50 20 lbs. Cookpots, utensils, rope, hatchet, etc. Flint, steel and tinder $25 - Expensive because of steel. Personal toilet articles $20 .5 lb. Incl. razor, soap, chew sticks, comb, scissors, mirror, etc. Torch $3 1 lb. Burns 1 hour. Lantern $20 2 lbs. Oil flask $2 1 lb. 1 pint burns 24 hours. Candle $5 - Burns about 2 hours. Tsural buds $10 - Repellent to certain dangerous creatures. Belt pouch $10 - Holds 3 lbs. Sm. sack or lg. pouch $20 .5 lb. Holds 10 lbs. Large sack $40 1 lb. Holds 25 lbs. Small backpack $60 3 lbs. Holds 40 lbs. Large backpack $100 10 lbs. Holds 100 lbs. Blanket $20 5 lbs. Bed-mat $10 3 lbs. Woven reeds or cloth. Travel rations $2 .5 lb. Better rations $5 .75 lb. Sm. waterbottle $10 - Leather. Holds 2 quarts. Lg. waterbottle $30 1 lb. Leather. Holds 2 gallons. Physician's bag $300 10 lbs. Sorcerer's bag $1000 10 lbs. For ritual magic use. Small flute $50 .5 lb. Drum $100 3 lbs. Kevuk dice $10 - Tsahlten sticks $100 .25 lb. Gambling game. Pack of cards $200 - For Ao'ab or Narku games. Drugs $/kg dosage Aira grass $160 2-11 g Chumaz $300 4-13 g Drarsha $2800 10-15 g Hnequ weed $150 50+ g Maghz $1400 10-15 g Nto $800 2-3 g Osi $3200 3-5 g Shra $30000 5-6 g Vipu $800 5-6 g Zu'ur $44000 1 g Property Rental Purchase Notes Hut or tenement $7 $800 Small house or shop $80 $8000 Med. house or shop $300 $15000 Large house or shop $1500 $100000 Very large house $6000 $250000 Or small mansion. Large clanhouse $25000 $750000 Or mansion, small palace. Very large clanhouse $200000 $10000000 Or palace. DD Transport Chlen beast $60 $3000 Can travel 10-15 miles/day. Chlen calf - $750 One-chlen cart $150 $800 Carries up to 1.5 ton. Two-chlen cart $350 $1200 Carries up to 4 tons. Sm. litter $60 $750 1 passenger, 2 slaves. Lg. litter $300 $3000 1-2 passengers, 4 slaves. Lg. long dist. litter $500 $5000 1-2 passengers, 8 slaves, + 8 relief slaves. Can travel 20-35 miles/day. Very lg. long dist. litter $1500 $9000 2-4 passengers, 16+ slaves, + 16+ relief slaves. Can travel 20-35 miles/day. Slave porter $15 $2000 Can carry 75-100 lbs. and can travel 20-40 miles/day. Small boat $800 4-6 persons plus baggage. Fishing boat $8000 6-15 persons plus baggage. Small merchant ship $100000 Large merchant ship $200000 Small warship $20000 Med. warship $400000 Large warship $800000 Very lg. warship $1500000 Largest warship $5000000 DD Slaves Type Price Untrained boy/girl $600 Untrained adult, ave. cond. $1200 Untrained adult, exc. cond. $2000 House-servant $2400 "Easy" skilled slave $3500 "Average" skilled slave $10000 "Hard" skilled slave $20000 "Very Hard" skilled slave $50000 Major domo, over-seer $25000 Beau. or very beau. slave $60000 Entertainer $150000 Courtesan or dancer $300000 Non-human, common $120000 Non-human, rare $400000 Oddities $500000 ------------------------------------- From: "Brett Slocum" Subject: Tekumel animals habitats Here is what I generated for my GURPS conversions. These habitats correspond to those given in the GURPS Bestiary and Fantasy Bestiary. I added the differentiation between "Mountains, foothills" and "Mountains, peaks". There is also the "Artic" designation that I left off, because, of course, very few places on Tekumel are artic. As for encounter tables, I don't use them, so I didn't include any. Akho Habitats: SW Aqaa Habitats: Sub Biridlu Habitats: Sub Chashkeri Habitats: SW Chlen Habitats: P Chnelh Habitats: F,J,M*,Sub Cholokh Habitats: M, M* Dlakolel Habitats: J Dlaqo Habitats: Sub Dnelu Habitats: P, M* Dzor Habitats: F, J Feshenga Habitats: F, J Gerednya Habitats: S, M, M* Ghar Habitats: FW, S Giriku Habitats: F, M, M* Haqel Habitats: FW, SW Hli'ir Habitats: Sub Hra Habitats: Sub Huru'u Habitats: Sub Hyahyu'u Habitats: P, F, M* Kayi Habitats: Sub, F, M, M* Kheshchal Habitats: F, J Krua Habitats: FW, SW Kurgha Habitats: Sub Kuruku Habitats: F, J, S Ku\*:ni Habitats: F, J, M, M*, P Lri Habitats: F, M, M* Marashyalu Habitats: Sub Mnor Habitats: D,M,M* Mrur Habitats: Sub Mu'agh Habitats: Sub, S Nenyelu Habitats: FW, SW Ngayu Habitats: Sub Ngoro Habitats: Sub Ngrutha Habitats: S Nshe Habitats: Sub Qaqtla Habitats: S Qol Habitats: Sub Qumqum Habitats: Sub Renyu Habitats: F, J, S, M* Ru'un Habitats: Sub Sagun Habitats: Sub Serudla Habitats: F, M, M*, Sub Shanu'u Habitats: F, M, M* Shedra Habitats: Sub Sro Habitats: M, Sub Teqeqmu Habitats: F, J, S, M* Thunru'u Habitats: Sub Tletlakha Habitats: FW, SW Tsi'il Habitats: P,F,J Tsoggu Habitats: FW, SW Tsu'uru Habitats: Sub Vorodla Habitats: Sub Vringalu Habitats: J, S Yeleth Habitats: Sub Zrne Habitats: F, J Key to habitats: F = Forest FW = Fresh Water J = Jungle M = Mountains, foothills M* = Mountains, peaksP = Plains S = Swamp Sub = Subterranean SW = Salt Water, Ocean ------------------------------------- From: "Brett Slocum" Subject: Combining GURPS and the S&G magic system A friend of mine developed this system for using the S&G magic system with GURPS characters. I don't necessarily agree with some specifics of his system, but the general idea is good. This way you can use all the same, wonderful spells from S&G Player's Book, and not have to try to translate each spell to GURPS (a slow task I assure you from experience). Using the S&G magic system with GURPS by John Finsrud In the Skill Levels and Purchasable Skills table, replace the S&G skill level with 5 spell points per level (e.g. skill level 2 is equal to 6-10 spell points, skill level 16+ is equal to 76+ spell points). On the Spell Casting Cost table, use the same conversion for skill level to spell points. Divide all fatigue costs in the table by 5. Example: a G5 ritual spell costs a skill level 8 mage 55 power points. This translates to a cost of 11 fatigue for a mage with 41-45 spell points. He calculates Psychic Power Points = IQ + HT + Psychic Ability. Psychic Ability is a new attribute, starting at 10, and bought normally. To learn spells, the following table is used: Spell Difficulty Table Spell Level Universal Generic Temple 1 ME ME ME 2 ME ME MA 3 ME MA MA 4 MA MA MA 5 MA MA MA 6 MA MA MH 7 MH MH MH 8 MH MH MH 9 MH MH MH 10 MH MVH MVH Nice little conversion. I'd just use Magery and not the Psychic Ability attribute. Then add Magery * 5 points to Power Points. I would also slightly change the Difficulty table. I'd say all Level 10 and T9 spells are MVH, and T1 spells are MA. Something like this: Spell Difficulty Table Spell Level Universal Generic Temple 1 ME ME MA 2 ME ME MA 3 ME MA MA 4 MA MA MA 5 MA MA MH 6 MA MH MH 7 MH MH MH 8 MH MH MVH 9 MH MVH MVH 10 MVH MVH MVH If you try this out, let me know how it works, and give me any suggestions you might have. -- Brett