The Dark Eye 4 Conversion
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Summary This topic explains in short how the transposition of TDE to GURPS is approached.

Technology Levels

In GURPS Terms, Aventuria is a mostly TL 2-4 world. The highest Tech level of 4 can be found in Horasia. The majority of Aventuria is happy at TL 3, and Thorwal is at TL 2. Lower tech levels (1, and even 0) can be found on the primitive races, mostly in the south sea on the islands - naturally, these are not important on the grand scale of aventurian politics. Game masters can introduce an occasional TL 5 artifact, from early TL 5, mostly done from dwarfen gadgeteers, but should be extremely careful in doing so. Contrary to regular tech levels, Aventuria has no black poweder or other explosives. Instead, original aventuria uses mechanically powered guns. Those who do not like this - can safely reintroduce bkack poweder and ship based guns in Horasia.

Magic

Original aventurian magic differs various important sections from the GURPS magical system. F Irst, it is mostly a terrific chaotic system, with multiple rulesets coexisting. Secons, there is no concept of "colleges". Different magical academies do not really specialize in different types of spells too much, wich some exceptions (Tulamidia: enchancements and artifacts, Punin: meta magics and research). Prerequisite chains are unknown. Magic in Aventuria works by spending Mana, which has a separate regeneration (energy pool). For our atempt of Aventuria, we are significantly redoing the aventurian magical system, in order to be more in line with what GURPS has to offer.

Clerics

The original aventurian clerical system operates on the expenditure of "Karma energy", which has to be replenisched by praying (while adheriung to the rules of the gods, naturally).

Money

Aventurian finances are ore based, with the major currency in use (i.e. the currency in use on most of aventuria) being the Kreuzer, Heller, Taler, Ducat system.

This Wiki handles the conversion rules for the The Dark Eye setting.

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7/7/2007 11:03:44 PM
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