LotFP - Dark Sun Conversion Guide.pdf
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A conversion guide for the
Weird Fantasy Roleplaying Game
This work is not for sale and is distributed as a fan-made conversion packet.
This work is currently INCOMPLETE. Still missing: The Templar, The Psionicist
Words
by
Ed & Eliana Vaughan
http://adventuresinparn.blogspot.com
Inspired
by
Dark Sun World for AD&D 2e, Dark Sun Revised & Expanded for AD&D 2e, and the
Dark Sun Campaign Setting for D&D 4e
Covert Art
by
Wayne Reynolds, originally for the Dark Sun Creature Catalog
READ THIS!
This book is not intended as a replacement for the Dark Sun Campaign Setting – it merely
converts many of the character classes and options to the Lamentations of the Flame Princess
rules system. You will still need to purchase a version of the Dark Sun Campaign Setting to
learn the history and geography of Athas!
Character Creation
Ability Scores
Characters in Athas are much tougher than on other worlds. They roll ability scores
differently to compensate for this.
A new Athasian character rolls 4d4+4 six times. One score may be swapped for another
before any racial modifiers; Otherwise write in the stats in the exact order they were rolled.
There is the possibility of scores as high as 19 or 20; Treat a score of 19 as a +4 modifier,
and a score of 20 as a +5 modifier.
Choosing A Class
Clerics
Athas’ gods have all been forgotten in time, their temples lost or destroyed. Athasian Clerics
worship one of the four elemental spheres -- earth, air, fire, or water. They use the same rules
as found on pg.11 of Rules and Magic.
Fighters
Athasian Fighters are commonly independent mercenaries or soldiers in the service of a
Sorcerer-King. They use the same rules as found on pg.13 of Rules and Magic.
Specialists
Athasian Specialists are found in all walks of life, from the employ of the Sorcerer-Kings to
the merchant houses, all the way to independent explorers and linguistic experts. They use the
same rules as found on pg.17 of Rules and Magic.
Elves
Athasian Elves are usually desert-dwelling tribes of bandits, though some elvish organizations
have sprung up as legitimate merchant operations within the larger, multi-cultural cities. Elves
use the same rules as found on pg.23 of Rules and Magic, but Athasian Elves are not
considered fae creatures and thus are not immune to spells that would exclude them (like
Sleep.)
Dwarves
Athasian Dwarves are creatures with single-minded obsessions that consume their lives. They
typically only align with others whose goals coincide with theirs. They use the same rules
found on pg.21 of Rules and Magic.
Halflings
Athasian Halflings dwell primarily in far-away mountain ridges, away from civilization. Tribes
can commonly devolve in murderers or cannibals, whilst others can evolve into philosophical
and spiritually enlightened communities. They use the same rules found on pg.25 of Rules
and Magic, with their enhanced Stealth skill working specifically only in mountain ranges.
Optional Rules: Character Tree
The original Dark Sun rules suggest that each player have a stable of 4 characters, using one
in an adventure at a time. When the campaign is started, have each player generate four
characters and tie them together loosely -- they don’t need to be best friends, but maybe they
grew up in the same area, or maybe they were enslaved together at some point in time.
Whenever the active character levels up, select a character in the player’s tree to receive
enough experience for a bonus level as well. This represents the character going about and
adventuring while the active one accomplishes tasks as well. Under no circumstance will
characters in the same tree meet during a game session, nor are they allowed to trade items
between themselves, except in absolutely necessary circumstances.
Should the active character die during a mission, any other character in the tree can be
expected to arrive within 24 hours, usually by coincidence, but hopefully sharing enough of a
bond with the fallen character to pick up where they left off.
Defilers
Long ago, a style of magic became prevalent that allowed Magic-Users to harness the life
energy of Athas as a magical shortcut. As the environment of Athas worsened, this style of
magic became increasingly devastating to living things, particularly vegetation. Defilers, as they
came to be called, take the quick route to power, experiencing extraordinary gains in magical
power in short periods of time.
Save for a few defilers employed by sorcerer kings, defilers are outlaws and must hide their
defiling magic or face persecution. Nearly all denizens of Athas realize that defiling magic is
a blight upon their already damaged environment. In most cases, the punishment for
practicing this art is death.
Defilers are essentially Magic-Users, casting and advancing in magic the same way, with the
exception of one thing -- A magic user who uses defiling magic uses the cleric’s experience
table (pg.11 of Rules and Magic) when advancing in level. A defiler with an intelligence score
of 16 or above also gains a 10 percent bonus to all experience points earned.
Defiling Magic
Every time a defiler casts a spell, all vegetation in the area is consumed as the earth around
them is turned to ash. The radius (in yards) destroyed around the defiler is equal to the
spell’s level multiplied by the caster level (for example a 5th level defiler casting a sixth level
spell creates a destructive radius of 30 yards.)
Living creatures in the affected zone take no damage, but feel intense searing pain, suffering a
penalty to initiative equal to the level of the spell cast. The zone is affected for an amount of
hours equal to the level of the spell.
Nothing will grow in defiler ash -- it must be completely removed from the area in order for
the earth to be worked. Even after the ash’s removal, vital nutrients in the soil must be
replaced, as defiling magic draws out these nutrients in the process of manifesting spells.
Preservers
Some Magic-Users have discovered how to cast spells without impact on Athas. This method
of learning magic, compared to defiling, is long and arduous.
Preservers use the standard magic user rules (pg.15 of Rules and Magic.) Whenever a
preserver casts a spell, there is no damage to the nearby environment.
Athasians rarely distinguish between defilers and preservers, treating all Magic-Users with
equal ire. Preservers, however, differ from defilers in that they tend to form secret sects in
cities where they share secrets amongst themselves, practicing behind closed doors.
Gladiator
One of Athas’ top forms of entertainment is bloodsport -- gladiatorial combat to the death in
a spectator arena. Nearly all gladiators are slaves, many groomed to be fighters worthy of
making a wager on. Gladiators who do comparatively well are treated with respect and
admiration regardless of social status.
A gladiator is an expert at all forms of weaponry. They upgrade the damage dice one category
when using any form of weapon -- for example, a d6 becomes a d8, a d10 becomes a d12,
and so on.
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