GURPS Kingdoms of Kalamar
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- | 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 Psionic powers 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== | ==Rules== | ||
* [[Tech Level]] | * [[Tech Level]] |
Revision as of 20:03, 21 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 Psionic powers 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
- Cultural Familiarity
- Languages
- Templates
- Powers
- Equipment
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 (FF1)
- Friend & Foe 2: Gnomes and Kobolds (FF2)
- Goods & Gear (G&G)