GURPS Shadow World - Rules and conversions

Last updated: 27th of July 2003

Different philosophies

The Role of different GURPS books

Shadow World Characters

The Magic of Shadow World

Money and Equipment

Magic Items

 

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Different philosophies

When doing a conversion for a setting that is written for a system that´s quite different from the system you´re converting to, you have quite a number of things to consider. Will I go for a type of conversion that painstakingly tries to map out and calculate every last detail of the original concepts, or do I basically wing it? Well, in this conversion, I´m leaning towards the latter, not going all the way. What does that mean? It means that - in my opinion - GURPS and Rolemaster are two systems so fundamentally different that 1:1 conversion is a task that is next to impossible, and doing the exercise will not yield benefits on a scale that can justify the effort. This conversion will focus on recreating the feel of Shadow World in a GURPS rules context. There will be no "a Rolemaster stat of x will yield a GURPS stat of Y". In fact, this "conversion" will be done based on the worldbooks of the Shadow World alone, as this author does not even own the Rolemaster rule books (no slight is implied here. My wish for a conversion should indicate my preferences :-)

The approach to applying the different rule systems of GURPS will be presented in a modular manner. That means that, drawing from a baseline of the standard rules, I will try to present different ways to emulate certain features of Shadow World - the 3 different magic types eg.

Disclaimer: This conversion represents my personal view of Shadow World. Your mileage may vary. Take with you what you like and leave the rest behind.

So here we go:

 

The Role of different GURPS books

This conversion assumes the use of the GURPS Basic Set, 3rd. ed., rev. and GURPS Compendium I as the basic reference for rules and character creation.

As Shadow World is a world of high magic and daring, swashbuckling deeds, three other books stand at the very centre of this conversion: GURPS Magic, GURPS Grimoire and GURPS Martial Arts (however, options will be presented so that the world can be used with Basic Set and Magic alone).

A couple of rule additions from other books will be used/recommended. Of special note are the "Archmage Rules" from GURPS Myth & GURPS Wizards (these will be mentioned in greater detail later).

Special abilities and such will be commonplace in GURPS Shadow World characters, and books such as GURPS Fantasy and GURPS Supers offer a variety of special abilities that fit very well with the Shadow World milieu. More flavour and optional approaches for magic can be found in GURPS Shadow World (look for GURPS Spirits and GURPS Ritual Magic in the future) and GURPS Psionics. This will be touched upon later.

Inspiration for character construction can be found in GURPS Warriors and GURPS Wizards. These books present suggestions for character construction in a "Template" format that can aid character construction. Templates for Shadow World specific vocations will be presented in this text.

 

Shadow World Characters

Shadow World characters are cut from a cloth that is heroic and larger than life, slipping into the definately supernatural. The guidelines for character construction in GURPS Shadow World aim to reflect this.

Characters should probably be built around 150 points for most purposes, but GM's should feel free to use other totals to reflect the kind of game they wish create. 100 points will represent struggling more-than-normals, while 150 is the Heroic level. 200+ represents people of compretence and influence, but it will probably take characters in the realm of 500+ points to be recognized as true powers able to tackle the most lofty and esoteric of Shadow Worlds problems. Many of the more powerful NPC's in the Shadow World milieu would be in the 500-1000 point range, a very few even beyond this.

 

The effects of Essænse

One of the basic features that define the Shadow World is the presence of The Essænse. This is a primal force, a power of nature that permeates all things. It's the basis for magic in all it's forms, and have some profound effects on the world besides (such as the dreaded Flowstorms). GURPS Shadow World uses the fact of the Essænse to justify a general principle: Special abilities can develop in any character in almost any form at any time. Does your character need to develop the power of flight? No problem, as long as the character has earned the character points and the GM is happy with the justifications. More specifically, most of the special abilities of the racial construction system(s) from GURPS Compendium I, Fantasy, 2nd ed. and Aliens are deemed available to individual characters, and advantages that normally must be bought only a character creation can be bought later. Levelled advantages, such as Magery or Toughness can generally be increased as the character develops. Justification must generally come from being caught in flowstorms or encountering other phenomena of magic or essænse, but it shouldn't be too hard for a character to add new abilities.

 

Advantages

Clerical Investment: Clerical Investment should be used as a straight social advantage. Other powers of Clergy should be represented throug separate advantages such as Blessed, and the magics of Channelling, of course.

Empathy: In the standard setup this would be and advantage, but if the Psionics rules are used for Mentalists, Empathy represents innate Mentalist Powers.

Legal Enforcement Powers: These powers often rest with the nobility and various knightly orders, and the most common level is probably the 10-point level, with the 15-point level not too far behind. The 5-point level should be found only rarely, and probably in the more advanced societies and governmental forms (where governmental powers are split into legislature, enforcement and judicial system, eg.)

Literacy: Shadow World is generally an Illiterate World. Literacy is a 10-point advantage. Semi-Literacy at 5 points is also possible and probably sightly more common than full Literacy, especially in more advanced societies.

High Technology: The baseline TL of Shadow World is 3. However, this advantage at the +1 level is appropriate for some cultures of the Shadow World, such the Loari elves of Namar-Tol. Though some TL5 technologies exist in GURPS terms, no society has matured into TL5. Some correspondences between GURPS and Rolemaster Tech Levels that might be helpful:

Rolemaster GURPS
1 0
2 1
 3 2
4 3
5 "Early" 4
6 "Late" 4 to 5
7 6
8 7

Magic Resistance: This advantage can take the special limitation: Not vs. [Realm] (-33%), where realm can be Essense, Channelling or Mentalism. The advantage will the provide no bonus vs. spells of that realm. The limitation may be taken twice, so that the advantage protects against one realm only, for a full -66% limitation. One effect of this is that the possesor can become a spell user within the realm he has no resistance bonus for.  This limitation is used with the Dwarven racial template eg.

Psionic Resistance: This should be disregarded. Use Magical Resistance, above.

Shide Blood: This advantage from GURPS Celtic Myth can optionably be used to justify special abilities in individual characters. In GURPS Celtic Myth the advantage is a variant of the Unusual Background advantage, and each level represents the amount of Faerie blood coursing through the characters veins. In GURPS Shadow World this advantage could be called Divine Blood, and can be used to represent eg. divine ancestry or the like, permitting the starting character to buy other and/or fantastic advantages such as Super Jumping, Bite and Body of Flames. Cost is 10 points/level, and each level permits the purchase of two distinct special advantages from the Racial/Supers sphere (Leveled advantages count as one, regardless of the number of actual levels). If this is used it may replace the comments made about the Effects of the Essænce above. This is in any case an advantage that should not be allowed to develop after character creation (unless this is actually the advantage that can be developed by exposure to Essænce and other supernatural phenomena - increases then allow the addition of new abilities, possibly making this sort of a road to Godhood - point rewards and campaign length permitting ;-)

Status: Many, many types of societies exist on Kulthea. Almost any Status table from any GURPS supplement you can find will be applicable somewhere. For standard use, however, it's recommended that the generic fantasy table from GURPS Basic Set p. 191 is used.

 

Disadvantages

Addiction: This disadvantage has unique forms on Kulthea - check back for more development.

Primitive: Many places and even states would produce characters with this disadvantage. The Lankan Empire is one.

Social Stigma: This disadvantage abounds in all forms on Kulthea. Refer to the published material for details.

A special Consideration: The Unlife

The presence of the Unlife is a central feature of the Shadow World. The material abounds with examples of people who has fallen under the sway of this heineous force, to different degrees. Some seem to be just people who have turned to evil in the sense that they are willing to do harm for the sake of personal objectives. Others are loosing their mental stability as they channel and form forbidden energies. Still others are wholly lost to the corruption, existing essentially as husks of their former selves, filled to the brim with Unliving power, as something akin to the Undead.

In GURPS, this can be represented by several things. Lots of Mental disadvantages (including but not limited to Sadism, Callous, Bully, Murder Addiction (from Voodoo) and others) are staples of people described as Evil, and are appropriate as attributes of beings caught in the claws of the Unlife.

The Unlife is, however, is an intelligent force, bent on a goal: Destruction. To this end, the GM can implement at least these two disadvantages: Compulsive Behavior (deciet, murder etc.) and Delusion: Destruction is Good and should be Carried Out (or something). This will guide the behaviour of the more deranged victims.

The ultimate corruption can be represented by the Unliving disadvantage. This is the basic disadvantage for most Undead, and it is very appropriate for utterly comsumed Unlife agents.

How these disadvantages are gained are up to the GM. One option is to let contact with the Unlife result in Fright Checks, some even with hefty penalties, as badly missed rolls can result in permanent disadvantages. See GURPS CthuluPunk for a treatment of this subject. The Unlife is clearly family to Great Cthulu ;-)

But what's the appeal of the Unlife? How is the victim lured? A very straightforward answer could be that the Unlife is the most willing provider of various special abilities, the development of which is touched upon elsewhere. This kind of Fountain of Power has always been sufficient to lure the powerhungry and ambitious - even if evil as such was never the intent in the first place.

Skills

[construction zone]

One aspect of skills on Shadow World is important. Shadow World is a world where GURPS Tech Levels range from 0 to 4, and some TL5 technologies are actually present in the most developed nations. This makes the /TL-aspect of GURPS skills important. Be aware of it when assigning skills to PC's and NPC's.

Katana: The Elven Longsword is a Katana in all but name, and should use this skill and the statistics for that weapon.

New Skills

Jata (Physical/Hard) Default DX-6, Throwing Stick-3
This skill makes the use of the Jata, the Changramai throwing star, possible. Normally it enables the user to either hit a target or make an artistic throw that returns the Jata to the user (a Jata roll is recuired to catch the weapon safely. Failure means a hand strike for half normal damage, a critical failure means full damage). In the hands of a Weapon Master, though, the weapon can strike as many targets as the thrower has attacks. Optionally the last attack can be used to make the Jata return, even after hitting targets. Eg., a skill 18 Jata Weapon Master may either strike at three different targets or strike at two targets and have the Jata return afterwards. Each attack is calculated as a separate, ranged attack.

 

Races

The question of Races in Shadow World is slightly - no, that's an understatement - somewhat more complex than the races presented with most other campaign worlds. This complexity stems in part from the fact that a wide range of mannish groups are presented as having different racial characteristics.

Mannish Groups

This converison takes the stance that humans are humans and have no template as such, but acknowledges the diversity and special abilities of the differing groups. Several groups have justifications in their descriptive texts for possesing a number of special advantages and disadvantages, and ST ranges are often also implied in the descriptions (eg. the Talath are described as being 5'10" to 7' tall. This indicates GURPS ST's of 11-16, generally, and probably justifies adding 3-4" to final height when calculated using the system on p. 15 of the GURPS Basic Set. The Y'kin, by "contrast" are described as 5' to 6' tall, indicating ST's in the 5-11 range. The description seems to indicate a higher range, though, maybe 7-13, coupled with a 2-3" penalty to final height.). Some suggestions are given below.

Specific Races

Generic Races

While these seem to be left out of the Master Atlas, 3rd ed., information on them can still be found in the 2nd ed. Atlas. They are included here for reference.

These peoples should generally be thought of as interfertile.

Hirázi

One mannish race must be treated as an independent race, however: The Hirázi - The Winged People. These impressively looking people have great utility due to their flying capabilities, but are disadvantaged in other areas by the very structural properties that make flight possible. Hirázi are fully on foot taller than their ST would indicate. Their impressive wings have a span fully twice their height.

Attributes:

  • ST -1 (-10)

  • DX +2 (20)

  • HT -1 (-10)

Advantages:

  • Flight (winged) (30)

Disadvantages:

  • Fragile (-20)

  • Primitive (-5)

  • Skinny (-5)

Total: 0 points

Non-mannish Races

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Dwarves (Nomari)

The Dwarves are a secretive and reclusive race of underground mountain dwellers

Attributes: 

  • HT +2 (20)

Advantages

  • Disease Resistant (5)

  • Extended Lifespan 2 (10)

  • Magic Resistance +3 (not vs. Channeling -33%) (4)

  • Night Vision (10)

 

Disadvantages:

  • Appearance: Ugly (-10)

  • Oblivious (-3)

  • Odious Racial Habit (Gruffness) -1 (-5)

Quirks:

  • Secretive Race, suspiscious of other races (-1)

Total: 30 points

Ilyari Elves

The Ilyari comprise the High Elven races: The Linæri, the Loari and the Dyari. They have certain elements in common, but also have abilities specific to each race. Note that in contrast to standard GURPS elves, Shadow World Elves do not have the Magery advantage as part of their racial package. They may develop it as everyone else, however, and many do so to high levels. In addition, it should be noted that most High Elves are powerful characters and should be built on around 200 points. Anything less than this represents a youthful and or otherwise inexperienced member of these races.

Linæri Elves

Attributes:

  • DX +1 (10)

Advantages:

  • Acute Hearing +2 (4)

  • Acute Vision +2 (4)

  • Appearance: Handsome/Beautiful (15)

  • Charisma +2 (10)

  • Disease-Resistant (5)

  • Musical Ability +3 (6)

  • Night Vision (10)

  • Temperature Tolerance +10 (10)

  • Unaging (15)

  • Voice (10)

Disadvantages:

  • Magic Suceptibility +2 (-6)

  • Sense of Duty: Nature (-10)

Total: 83 points

Special: Cannot take Fat or Overweight. +2" to height. Must take the Singing skill.

Loari Elves

Attributes:

  • DX +1 (10)

Advantages:

  • Acute Hearing +2 (4)

  • Acute Vision +2 (4)

  • Appearance: Handsome/Beautiful (15)

  • Charisma +1 (5)

  • Disease-Resistant (5)

  • High Technology +1 (20)

  • Group Skill Bonus: Hard Sciences +2 (12)

  • Night Vision (10)

  • Temparature Tolerance +10 (10)

  • Unaging (15)

Disadvantages:

  • Magic Suceptibility +2 (-6)

  • Selfish (-5)

Total: 99 points

Special: Cannot take Fat or Overweight. +2" to height

Dyari Elves

Attributtes:

  • DX +2 (20)

  • IQ +1 (10)

Advantages:

  • Acute Hearing +2 (4)

  • Acute Vision +2 (4)

  • Appearance: Attractive (5)

  • Charisma +1 (5)

  • Disease-Resistant (5)

  • Night Vision (10)

  • Temparature Tolerance +10 (10)

  • Unaging (15)

Disadvantages:

  • Bad Reputation: Dark Race -4 (rec. half time, -10)

  • Intolerant: All (-10)

  • Magic Suceptibility +2 (-6)

  • Selfish (-5)

Total: 57 points

Special: Cannot take Fat or Overweight, +2" to height.

 

Erlini Elves

The Erlini are the somewhat more rustic cousins of the High Elves. Characters from individual tribes can have the Primitive disadvantage, as they often live at a quite low technological level. They are not as powerful individually as the high elves, with most Erlini elves being around 75-100 point characters.

Attributes:

  • DX +1 (10)

Advantages:

  • Acute Hearing +2 (4)

  • Acute Vision +2 (4)

  • Appearance: Attractive (5)

  • Disease-Resistant (5)

  • Night Vision (10)

  • Temparature Tolerance +10 (10)

  • Unaging (15)

Disadvantages:

  • Magic Suceptibility +2 (-6)

  • Mild Shyness (-5)

  • Sense of Duty: Nature (-10)

Total: 42 points

Special: Cannot take Fat or Overweight

 

 

Centaurs

The Shadow World Centaurs are a primitive, reclusive and proud race, and not very prone to cooperating with other races.

Attributes:

  • ST +2/Lower Body Enhanced ST 25 (((20*0.95) + (150*0.6))/2 =) (55)

  • DX -1 (-10)

  • IQ +2 (20)

  • HT +1 (10)

Advantages:

  • Enhanced Move (running) (10)

  • Extra Hit Points +4 (20)

  • Legs - 4 (5)

Disadvantages:

  • Intolerance (bipeds) (-5)

  • Weak Will -1 (-8)

Quirks:

  • Will not be ridden (-1)

  • Reclusive (-1)

 

Total: 95

 

Martial Arts

The Shadow World contains a well defined Martial Arts tradition. The Changramai Monks are well known, on par with the Loremasters and the Navigators, and they are hardly the only ones. It is natural, therefore, to include remarks upon using the rules from GURPS Martial Arts, 2nd ed. in this volume. This whole section should be considered Optional, however. Standard campaigns might not want to deal with the added complexity of the Martial Arts rules, and Karate and Judo (and other weapon skills) can be used as written to represent Martial Arts training (eg. Changramai training mentioned below might simply be represented as high levels in Karate (Talshya) and Judo (Renshya)). Martial Arts is all about options for fighting men, however, and as a balancing tool to aid those who'd feel that the wizards are stealing the show, these rules are very useable in the opinion of this author.

The scope of the GURPS Martial Arts rules is broad. It is possible to emulate many different fighting styles using these rules. The GURPS Martial Arts book itself, GURPS Swashbucklers, various articles on the fighting styles of classical/medieval times in Pyramid (1, 2), GURPS Japan etc., show that combat training is more than Kung Fu. Knights, Fencers, Assassins and Wrestlers all have different tricks and ways to bring a foe down. Armies train their soldiers to do battle, sometimes even against supernatural foes - this takes skill. Dwarven Heavy footsolders wade through the battlefields hewing heads and smashing skulls, using axes, mauls, shoulderplates, bootspikes and other nastiness in their efforts against the Lugroki hordes, who hurl back hate, axes, curved swords and every dirty, low-life fighting trick in the book. Feint your sad excuse for an opponent. Break his arm in a well placed lock. Crush his nose. Throw him over the canyon edge. This is the scope of the Martial Arts rules.

An important distiction in GURPS Martial Arts is between "realistic" and "cinematic" rules. For the baseline of this conversion, the cinematic milieu is assumed: All characters may use cinematic maneuvers (but not nessecarily skills - remember that these require Trained by a Master), and the chambara rules are in effect, again for those Trained by a Master. Individual GM's may prefer not to use these.

Consider also the Optional rule of Combinations (GURPS Martial Arts, 2nd. ed., p. 54, sidebar). In the opinion of this author, this rule adds much of what Martial Arts is all about. It may even be used instead of the cinematic rules if so desired.

Option: There is a close connection between the descriptions of attaining Cinematic Martial Arts skills, and obtaining Mentalist powers. In Rolemaster, two classes define martial artists: Monks, who can use spells, and Warrior Monks, who cannot. If you want to simulate this, have Warrior monks use the Cinematic Fighting rules, and let Monks be a combination of the Realistic versions of fighting styles, plus Mentalist training.

Option: Futher extrapolating the realtionship above, some GM's might want to rule that supernatural Martial Arts Powers is simply Mentalist magic, but often very specialized and thus more easily mastered than true, full-blown Mentalist powers. This can take the form of martial arts abilities being taken as Knacks (GURPS Magic, 2nd ed., p. 96.), or as One-College Magery (ibid., p. 104), with appropriate spells. This would eliminate the need for GURPS Martial Arts as a resource. An example of the latter above: Shinastwian from the Temple of the High Ascencion has studied long and hard under his tutors. Through dilligence and mental discipline he has mastered the secret of transfrerring blows over a distance, a powerful feat. Coupled with his intimate understanding of the workings of the Twohanded Sword, the world is less safe for agents of the Unlife, now that Shinastwian is on the prowl. Systemwise, Shianstwian has an IQ of 12, two levels of One College Magery for the Movement College and the use of two spells: Apportation & Distant Blow (both Mental/Hard spells). This enables him to strike blows with any weapon at a distance - a true feat in the spirit of fantastic/cinematic Martial Arts tradition - at a significant cost in fatigue. It also opens the gate for spells such as Haste and Great Haste (also Movement spells) that allows great defence and multiple attacks - also in the tradition of the Martial Arts. Such characters will be eligible for Levels of Extra Fatigue (Magic Only) and the other energy-related advantages available to wielders of the Essænce.

 

Martial Arts Styles

[construction zone]

A selection of martial arts styles is presented below. They are meant as a starting point for the GM, and will no doubt need modification in one way or another to fit specific areas.

 

The Arts of the Changramai Monastery

The adepts of the Changramai Monastery are all trained by True Masters, and arguably recieves the most taxing, complete and powerful training available on Shadow World (or the entire universe), a result of 10.000 years (!) of study and development. Any pupil from this school should posess the Trained by a Master advantage, and have access to the chambara bonuses and cinematic skills. The Iron Hand advantage is likewise developed by adepts, but far from all. Changramai training is based on two principles, the arts of Talshya (striking) and Renshya (pushing/throwing). In GURPS terms this might be represented by two styles, but this text will assume the following reality of the Changramai Monastery: As with our real world Shaolin Temple (which has clearly inspired the idea of the Changramai Monastery), several different styles and principles are taught under the two main principles:

Talshya Rau (Basic Talshya) (11/16)

Talshya Rau is the "basic" form of Changramai Combat, and the style that students are taught initially. It is by no means a simple or easy style, as this would be detriment to the purpose of the training. It represents the basic, physical and aggressive part of the Changramai system.

Primary skills: Karate, Acrobatics
Secondary skills: Jumping, Philosophy (Changramai), Throwing Stick
Optional skills: Wrestling, Brawling, any Craft.
Maneuvers: Axe Kick, Back Kick, Elbow Strike, Feint (Karate), Kicking, Knee Strike, Spin Kick, Spinning Punch, Sweeping Kick.
Cinematic Skills: Breaking Blow, Kiai, Mental Strength, Power Blow.
Cinematic Maneuvers: Dual-Weapon Attack (Karate).

Talshya Shoon (advanced Talshya) (14/22)

Talshya Shoon represents the advanced techniques of the aggressive part of the Changramai Arts. It is taught only when adepts have mastered (1 point in each of) the cinematic skills of Talshya Rau. This state in the training also introduces training with the Jata (a P/H skill), a returning missile weapon used by the Changramai. See the Skills section.

Primary Skills: as Talshya Rau plus Boxing, Jata.
Secondary Skills: as Talshya Rau plus Body Language
Optional Skills: Physician, First Aid
Maneuvers: Aggressive Parry (Karate), Cat Stance, Ear Clap, Ground Fighting (Karate), Hit Location (Karate), Hook Kick, Jab, Jump Kick, Riposte (Karate), Shin Kick, Shuto.
Cinematic Skills: Drunken Fighting, Flying Fists, Flying Leap, Pressure Points, Pressure Secrets
Cinematic Maneuvers: Acrobatic Kick, Flying Jump Kick, Springing Attack.

Renshya (9/39)

Renshya represents the mystic side of Changramai Training. While elements of these arts can be said to be present from the beginning of the training of the monks (hence the Trained by a Master eligibility), this marks the true inward perusals of the art.  This style brings the Changramai monk to the edge of true supernaturality, merging into him intuitive affiliation with the Essænce, consumating his cinematic abilities.

Primary Skills: Judo, Meditation
Secondary skills: Body Language, Breath Control, Stealth, Hypnotism, Tactics
Optional skills: Strategy, Yin/Yang Healing
Maneuvers: Arm/Wrist Locks, Choke Hold, Disarming (Judo), Feint (Judo), Finger Lock, Ground Fighting (Judo), Head Lock.
Cinematic skills: Blind Fighting, Body Control, Hypnotic Hands, Immoveable Stance, Invisibility Art, Light Walk, Push.
Cinematic Maneuvers: Binding, Enhanced Dodge, Enhanced Parry (Bare Hands), Roll with Blow, Sticking.

It should be noted, that a monk who has mastered the full range of the Changramai Curriculum is  a more powerful martial artist with more esoteric knowledge than any other martial arts practitioner in the entire universe (save his brethren, of course). Any GM who feels the urge to cut back on the styles here presented should do so ;-)

The Brotherhood of Khano

The Brotherhood of Khano is an example of a monastic order  who mimic the Changramai in a degree, but not at their level. The brotherhood incorporates more weapons training than the Changramai, though.

The Brotherhood of Khano is dedicated to Cay, and their philosophies stresses physical fitness above all else. Their attitude can be described as benignly macho (many would be Overconfident in GURPS terms). They practice their art ritualistically as well as martially.

Primary Skills: Karate Art, Karate, Judo, Philosophy (Cay), Running
Secondary skills: Shield, Spear, Broadsword, Breath Control
Optional skills: Any, particularly Sports
Maneuvers: Feint (any), Jump Kick, Kicking, Retain Weapon (any), Spin Kick
Cinematic skills: Kiai, Power Blow.
Cinematic Maneuvers: Flying Jump Kick.

Typical Knightly Training

This is a list that can be used to flesh out most standard feudal-type knights. GM's can add and subtract to this to reflect regional traditions and preferences. Also, especially in more advanced societies, more advanced schools may exist to cater to the wishes of advanced fighting gentlemen.

Primary Skills: Broadsword, Riding (Horse), Lance, Shield
Secondary skills: Brawling, Heraldry, Savoir-Faire, Axe/Mace, Knife
Optional skills: Wrestling, Twohanded Sword, Shortsword, Tactics,  any weapon
Maneuvers: None
Cinematic skills: None
Cinematic Maneuvers: None

Typical Soldiers Training

This is a starting point for many soldiers. More elite companies can add any ability desired.

Primary Skills: Shortsword, Spear, Shield, Brawling
Secondary skills: Hiking, Tactics.
Optional skills: Any combat/weapon
Maneuvers: None/Default only
Cinematic skills: None.
Cinematic Maneuvers: None. 

Luhraak - Lugrôk elite Warrior Training

In the Lugroki warrens the day often contains much violence and training. It stands to reason that fighting arts are needed for the indiivdual to survive and the tribe to prosper. Fear the wrath of the Lugroki.

Primary Skills: Axe/Mace, Shortsword, Karate, Brawling, Polearm.
Secondary skills: Judo
Optional skills: Any combat/weapon
Maneuvers: Eye Gouging, Stamp Kick
Cinematic skills: Power Blow.
Cinematic Maneuvers: Dual Weapon Attack (Shortsword)

 

 

The Magic of Shadow World

Shadow World is all about magic. At the heart of magic is the Essænse, the primal force of being and creation on Shadow World. This force can be utilised in different ways, symbolised by the three basic types of magic: Essence, Channelling and Mentalism.

In this basic conversion, all forms technically use the basic magic system from GURPS Magic (& Grimoire). The difference lies in the context of the usage.

The three forms base themselves on different methods. These basic methods are represented by a basic skill that sets the tone for the field (the significance of the skill will be explained later):

 

Essense

Essense users - or Mages - are the classical magic users - the bookish kind with pointed hats and all that ;-) They access the powers of their art through the study and understanding of the flow of the Essænse and the way it permeates all things. The basic skill of a Mage is Thaumatology (p. CI149) - the skill of academic knowledge of magic and Essænse.

Mages tend towards spells that affect the world around them.

Option: Note that the GURPS Magic system in itself hold different options - such as the rules for improvised magic (which is also a different approach to research)

Option: Essense users could have more freeform branches (or be exclusively freeform). Take a look at these Ars Magica-like rules by Bill Seurer.

 

Channelling

Channellers - often Priests - access their powers by proxy, so to speak. Their power comes from the understanding of spirits and gods and knowing the way to petition these entities for the power to effect spells and miracles. The basic skill for Priests is Ritual Magic (p. CI144) (Alternatively: Theology coupled with Performance/Ritual (p. CI147)), the understanding of ritual and protocol related to gods and spirits.

Besides Ritual Magic Channellers must often take certain advantages and disadvantages to reflect their affiliation to religious instiutions and churches. These are dealt with elsewhere.

Channellers tend towards spells that serve their community.

Option: Channellers can use the Ritual Magic system first presented in GURPS Voodoo (soon to be updated through GURPS Spirits and GURPS Ritual Magic). This moves the feel of priests into the truly ritual and mystic, as most of their powers become invisible and indirect, but potentially the most powerful of all in many ways. Places of worship will become truly spiritual.

 

Mentalism

Mentalists - you can also call them Psions or Psionicists (although this can technically mean something else in the Rolemaster/SpaceMaster universe) - access their powers by unlocking the power of their inner being. By turning their perceptions and control inward, they effect the release of the powers that constitute being - not a trifling thing. The basic skill of Psions is Meditation (in it´s fantastic, M/VH form)

Mentalists tend towards spells that enhance their own physical and mental capabilities and affects the minds of others.

Option: Mentalists can use the rules presented in GURPS Psionics if greater variety is desired. GURPS Psionics was designed for higher tech levels, but functions adequately at low tech levels as well in the opinion of this author. The power of Electrokinesis does suffer a bit, but still retains enough abilities to justify a level cost of 5.

Option: The description the Mentalist disciplines is close to the one presented for the Cinematic fighting abilities in GURPS Martial Arts, 2nd. ed. Look elsewhere in this document for thoughts and options concerning the relationship between expert fighting and Mentalism.

The use of armour

I Rolemaster there are some basic assumptions regarding the use of armour by different magic using classes (Any armour for Mentalists, up to Leather for Channellers, none for Essence users). These restrictions should be considered void. Any magic using character in the GURPS version of Shadow World can wear as little or as much armour as they wish, prefer and can afford, as pr. the GURPS Magic rules.

The Gate College

The spells of the Gate college has a special place in Shadow World. They are mostly the province of Navigators, Loremasters and the most powerful entities. Accessing spells from this college always needs justification, and is curtailed by a 25-point Unusual Background.

Option: These short descriptions of Essense users, Channellers and Mentalists are probably somewhat removed from the feel of standard Rolemaster rules. If a desire exists to influence the selection of spells for the various realms more, consider using the Unusual Background advantage. If eg. Essense users in Rolemaster normally do not have - or must pay more for - access to Healing spells, charge an UB of eg. 10 points to enter that GURPS college. For every College added that's not within the feel of the realm beyond the first, charge another 5 points pr. college. For more on this look here.

The Significance of the Basic Skills

In the baseline conversion, the significance of the basic skill is that it can take the place of IQ+Magery in the system for research of unknown spells in GURPS Magic, p. 16. This is the basic system of inventing spells (existing or new) for which no teacher or spellbook notes can be found. If some of the options above are used, the skills gain other significances of course, but should always hold for Essense users. The effect of this is that independent research of new spells can go faster, as the chances of succes rises.

 

Power & Mana

Shadow World gives the impression of a world where magic is wondrous, pervasive and potentially very powerful. This speaks to the question of Mana levels and the personal power options of Essænse users.

Mana levels

It is tempting to declare Shadow World to be a generally High Mana world, but canon states that rural folk can go through their lives and not encounter magic as such. This means that the village midvife or the rugged woodsman won't have a spell or two in their repetoire, as a mana level of High is indicative of (people without Magery can learn spells). Therefore, mana levels are treated as follows:

In the future a more thorough examination of this topic may be presented, with a more precise indication of sites with mana levels other than Normal.

Remember that persons with the Magery advantage are often able to feel shifts in the mana level.

Option: Channelers might be unaffected by mana levels, but instead subject to Sanctity, as described in GURPS Religion. This does clash somewhat with the Shadow World assumption that gods essentially channel Essænse to their followers, but on the other hand this could be the very justification.

Option: In lead with the above option, Mentalists could be viewed as carrying their power within themselves, and thus be unaffected by both Mana and Sanctity. A special version of the Mana Enhancer/Damper ad/disad might allow these characters to vary their power. A more esoteric option might be focus on Mental advantages and disadvantages, or even reaction rolls (representing mood), perhaps coupled with Meditation rolls, to determine the amount of inner power available at a given time. 

Personal Power

It is evident from the Shadow World materials, that some practitioners of magic can achieve great personal power. To reflect this, certain expansions on the basic GURPS Magic system will be assumed by this conversion:

"Archmage" rules. First and foremost, the Extended Magery rules from GURPS Myth and GURPS Wizards should be an option. If possible, the full range of advantages from Myth should be included: Extended Magery, Fatigue Recovery and Extra Fatigue with the Spellcasting Only limitation. These options should be available to all three types of Essænse users.

Tapping into the flows

In the Shadow World material the concept of powerful spell users "tapping into the flows" for power is mentioned. This can be easily modelled with the use of the Draw Power spell from GURPS Grimoire (see this Pyramid sample article for a related treatment). The power of the flows can be expressed in MW if desired. I recommend that a 3dx10 be rolled for current strength if encountering a minor flow, 3dx100 for a major flow. This may take on significance if contemplating eg. raising the dead. Taken together with the Extended Magery rules, these rules can put severe power at the fingertips of the accoplished mage. A Magery 8, HT 10 character will be able to draw 640 MW = 320 fatigue of energy, enough for casting Ressurection, safely once pr. turn. Needless to say, this should be considered carefully ...

Option: The Unlimited Mana rules by S. John Ross has another take on the road to the highest levels of power. Check them out. Some might even want to combine them with the above mentioned rules ... [shudder].

 

Magical Manifestations

The default for Shadow World is that summoning magical energies if often a visible process, accompanied by manifestations of light in different hues (see Shadow World Master Atlas, 3rd ed., p. 157-158). This is true for GURPS Shadow World also. The process of summoning magical energies, and the ongoing effects of most spells, will be visible.

 

Money and Equipment

The question of money and equipment is most easiliy solved by letting the GURPS notations take precedence, and then adding notes on special equipment, as it becomes important. This shall be the basic stance of this conversion.

Coin equivalencies

In GURPS the basic coin unit is the $, in standard GURPS Fantasy campaigns equivalent to a copper piece. When comparing prices from the Shadow World material with prices in the GURPS material, it seems that the prices on average differ by a factor of 2.5 (a SW bastard sword is 2000 copper pieces (20 sp) and a GURPS Thrusting Bastard Sword is 750$ - a difference factor of 2.67). If the desire arises to use items from the SW equipment lists, just convert the SW price to copper pieces and divide this number by 2.5 to get the approximate price in GURPS $.

The basic system of coin types and their relative values from Shadow World will still be used, though:

1 gold = 5 jade = 10 silvers = 100 bronze = 1.000 copper = 10.000 tin.

The cost of the above Bastard sword becomes 750 coppers  - or 75 bronze. If you spend a gold coin you will have change to spare after using it to purchase a sword. An Eog thrusting bastard sword will be 75.000 coppers - or 75 full golden coins if you will ... if such an item would ever be offered for sale.

The coin weight is half an ounce pr. coin - that is 32 coins to the pound.

This system makes it possible to retain the standard GURPS practice of 1.000 coppers starting wealth for characters.

 

Materials

The Shadow World Master Atlas mentions a whole host of special materials.

Weaponcrafting

The materials mentioned on Master Atlas 3rd ed. p. 57 will produce non-magical weapons of the following qualities (see GURPS Basic Set 3rd ed., rev., p. 74 sidebar, and GURPS Ultra-Tech, 2nd ed. rev., p. 62) on a normal succes roll when creating blades:

 

New Weapons

Melee Weapons

Ranged Weapons

Weapon

 type amount ½D Max ST Notes
Jata cut thr 3xST 4xST 9 Uses Jata skill

 

Magic Items

 

Navigator Compass

As stated in the SW Atlasses, the compasses of the different Navigator Guilds looks and feels very different. Their function and powers seem to be rather similar though.

The compass allows the navigator to sense the Flows of Essænce and to tap into them for the significant amounts of energy sometimes needed to provide for the spectacular transport jumps the guildsmen are capable of.

In GURPS terms this indicates that a compass will at least be capable of letting it's user utilize at least two spells, both from the Tech (Energy) College from GURPS Grimoire: Seek Power and Draw Power. Other Possible powers of use are: (from GURPS: Magic) Find Direction, Measurement, Seeker, Pathfinder, (from GURPS: Grimoire) Tell Position, Know Location, Test Area, Remember Path.

Futhermore, advanced compasses will be have the Power and/or Speed enchantments. Dedicated Powerstones (or maybe even exclusive ones) are possible too, of course.

The SW material seems to indicate that the act of transporting is a competence of the Navigator himself, so compasses will generally not be able to let users cast eg. Teleport of Control Winds. Futhermore, compasses may only be used by sanctioned Navigators, via a Link enchantment. If a Navigator looses his position, he looses the ability to use a compass.

 

Navigator Obelisk

Navigator Obelisks function in two ways.

  1. When activated they send a Message (G:Grimoire p. 94) to the Navigator on watch.
  2. They act as Teleport Beacons, Limited to use by Navigators (G:Grimoire p. 44)

 

Swords of the Elements

All powers are created at Power 20.

The Fire Sword (Shortsword with dragon pommel)

The Earth Sword (Broadsword with rock pommel)

The Water Sword (Twohanded sword with shell pommel)

  The Air Sword (Sabre with cloud pommel)

 

Sea Drake Pendant

The following powers were installed in the Sea Drake Pendant by Tethior the Smith: