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 black poweder and ship based guns in Horasia, as we do this conversion. Those, who prefer staying more true to the original aventuria - please just ignore the black powder requirements of the horasian weapons and assume they make "plonk" isntead of "peng".

Magic

Original aventurian magic differs various important sections from the GURPS magical system. First, 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 - every spell is totally separate. Aspected Mana is also not known. Magic in Aventuria works by spending Mana, which has a separate regeneration (energy pool). For our attempt 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). In our conversion, and to separate magic users from clerics, we will build the clerical abilities based on Gurps POWERS, using the energe reserve approach for handling karmatic energy.

Weight

Aventuria uses simplified system for measuring weights than we do. It has shown that it is very usable in practice. The base unit of weight is a Stone (1kg). A stone is divided into 40 ounces (25gr each, 40 to the stone). The next smaller unit in use for normal weights is the scruple (5gr, 5 to the ounce). Next, and mostly used to measure alchemical ingredients of valuable stones, the carat (0.2 gr, 25 to the scruple) is used, with the Gran being the smalles unit of weight (0.04 gr, 5 to the carat). Getting into larger weight units, rarely used during role play, the "quader" is 1000 stones, and thus identical to a metrical ton.

In practice, it has been shown that using stones in units of 1/4th of a stone is good enough for measuring weight carried by characters.

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. Currency progression follows a decimal system, with every larger coin 10 times as valuable as the one before. The Gurps "$" would be best put at the Heller level. Alternative currencies exist in certain parts of the continent.

The sad side effect of this system, combiend with the different weights of the coins (Kreuzer: 5 scruple, Heller: 5 scruple, taler: 5 scruple, Ducat: 25 scruple) leads to Gold being a sad two times as valuable as silver. As a result, often discussed, it is extremely problematic carry significant amounts of valuables around. While this may be nice to actually have "Dragony lie on mountains of Gold", it also means that the dragon-slayer best manages to hire an army of peasents to carry tons of gold home. In order to carry the payment for a "banner" (50 soldiers) for a month, given a payment of one silver per day, this alone originally means a value of 150 gold coins, at a weight of 3,75 stones (of kg) of gold.

For our TDE-Conversion we will utilize a more radical progression, and will define Gold as being 12 times as valuable as silver. This is historically more accorate, results to gold being rarer, high valuables actually be able to be carried around. It also nicely corresponds to the Aventurian pantheon of 12 gods.

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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