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1992-02-14
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From: "Brett Slocum" <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" <slocum>
Subject: GURPS Tekumel character rules
AA GURPS Tekumel Characters
(Copyright 1991 by Brett Slocum. All rights reserved.)
Create characters for Tekumel using the <BI>Basic Set<M> and <BI>GURPS
Magic<M>. 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
<MI>after<M> 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" <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" <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
-------------------------------------