GURPS Kingdoms of Kalamar

From Gothpoodle

(Difference between revisions)
Jump to: navigation, search
 
(7 intermediate revisions not shown)
Line 1: Line 1:
-
This project involves converting the [http://www.kenzerco.com/index.php?cPath=25_28 Kingdoms of Kalamar] setting to [http://www.sjgames.com/gurps/ GURPS], 4th edition.
+
This project involves converting the [http://www.kenzerco.com/index.php?cPath=25_28 Kingdoms of Kalamar] setting to [http://www.sjgames.com/gurps/ GURPS] 4th edition. It is worth noting that I'm converting the setting, not the D&D rules for the setting, so several things will work differently than they do in that implementation. Two things I'm not going to bother with are psionics and monks. I don't feel they add much to the setting and don't generally use them, but they are fairly easy to add if you like them. Psionics are covered well in ''Powers'' and monks can use the 'Trained by a Master' advantage and associated skills.
-
 
+
==Rules==
* [[Tech Level]]
* [[Tech Level]]
* [[Cultural Familiarity]]
* [[Cultural Familiarity]]
Line 8: Line 8:
** [[Cultural Templates|Cultural]]
** [[Cultural Templates|Cultural]]
** [[Occupational Templates|Occupational]]
** [[Occupational Templates|Occupational]]
-
* Powers
+
* [[Powers]]
** [[Divine Powers|Divine]] (clerics and paladins)
** [[Divine Powers|Divine]] (clerics and paladins)
** [[Nature Powers|Nature]] (druids and shamans)
** [[Nature Powers|Nature]] (druids and shamans)
Line 15: Line 15:
** [[Weapons]]
** [[Weapons]]
** [[Armor]]
** [[Armor]]
 +
 +
==Books==
 +
*''GURPS Basic Set'' (B)
 +
*''GURPS Fantasy'' (F)
 +
*''GURPS Magic'' (M)
 +
*''GURPS Powers'' (P)
 +
*''Kingdoms of Kalamar Campaign Setting'' (KCS)
 +
*''Kingdoms of Kalamar Players Guide'' (KPG)
 +
*''Friend & Foe 1: Elves and Bugbears of Tellene'' (FF1)
 +
*''Friend & Foe 2: Gnomes and Kobolds of Tellene'' (FF2)
 +
*''Goods & Gear'' (G&G)

Latest revision as of 13:23, 23 January 2006

This project involves converting the Kingdoms of Kalamar setting to GURPS 4th edition. It is worth noting that I'm converting the setting, not the D&D rules for the setting, so several things will work differently than they do in that implementation. Two things I'm not going to bother with are psionics and monks. I don't feel they add much to the setting and don't generally use them, but they are fairly easy to add if you like them. Psionics are covered well in Powers and monks can use the 'Trained by a Master' advantage and associated skills.

Rules

Books

  • GURPS Basic Set (B)
  • GURPS Fantasy (F)
  • GURPS Magic (M)
  • GURPS Powers (P)
  • Kingdoms of Kalamar Campaign Setting (KCS)
  • Kingdoms of Kalamar Players Guide (KPG)
  • Friend & Foe 1: Elves and Bugbears of Tellene (FF1)
  • Friend & Foe 2: Gnomes and Kobolds of Tellene (FF2)
  • Goods & Gear (G&G)
Personal tools