Home > Uncategorized > DnD to Tartary character translation notes

DnD to Tartary character translation notes

January 10, 2013 Leave a comment Go to comments

Tartary is flailsnails, but it doesn’t run in DnD – it kinda runs in Ars Magica Lite but not really.
Which is stupid but it’s because I don’t want levels and some other DnD baggage, and AM wizards are not native. Go figure.

Tartary natives use this chargen here.
Complete combat system here.

DnD flailsnailers use this converter:

Attributes

DEX, INT,  WIS, CHA are all the same.
The higher of STR or CON becomes PHYsique.
New stat: PER
ception – either use WIS or roll 3d6.
We only care about your bonus/penalty here: this will affect all skill  rolls. If I say “add Wis” I mean add your bonus/penalty (+3 to -3). A DnD attribute of 3 gives -3 penalty, 4-5 = -2, 6-8 = -1, 13-15 = +1, 16-17 = +2, 18 = +3.

Reroll Hit Points. You get D6 + Wis + Phy + 4 + level. So your dude is 3rd level, that’s +3, regardless of class/race.

REP: Reputation records your fame and badassery on Tartary, useful in social combat and when asking for favours, recruiting redshirts etc.
Rep = your DnD level +/- a modifier based on your greatest career highs and lows to date:  Tartary gets television from across the flailsnailoverse so there’s a fair chance Tartarians have watched your glorious or embarrassingly funny exploits on the village big screen.
If you have a Rep of 5+ then you must choose one of the 2 Tartary alignments, which affect how people will react to you. The alignments are Face and Heel.

Classes and skills

Tartary uses a skill system but the skills are so broad they’re like classes.
You get your current level + 3 in your core competency. So eg a 4th level fighter gets FIGHT 4+3=7. A second level thief gets THIEF 5.
EXCEPTION: at 5th level and above instead of getting an extra +1 in your primary occupation you get something else. Bring a high-level character and I’ll tell you what.
You also get 2 other minor skills, one at 3, one at 2.
Everyone gets FIGHT 3 anyway.

Minor Skills are narrower than classes but still act as a basis for players to bargain with the DM. They include:
Acrobatics/escapology (circus work, includes multi-person stunts),
Athletics (parkour – climb, run, jump)
Stealth
evaluate goods/bargain,
smuggle/conceal/bribe,
etiquette/savoir faire,
folk ken (applied psychology/empathy),
Animal handling/whispering,
leadership/oratory/bluff,
act/lie/disguise
Direction Sense (track, find your way in the dark etc),
Dowsing,
radiation sense (aka detect magic),
Concentration/iron will (useful for rocket surgeons, lookouts)
ride,
survival,
swim,
linguist,
scribe,
forgery,
jimmy (pick locks, also fix machines with a kick or whisper),
healer/herbalist,
mimicry/ventriloquism,
read lips/gesture,
weather sense,
shoot – bow or guns or artillery,
sleight of hand, 
music, 
showmanship,
law, beliefs
, anthropology,
sail, drive, or fly vehicle.

Most equipment and magic items will be just fine: Tartary’s built around dangerous gear. But it might attract a lot of attention/avarice from powerful people. Psionics and MUs in particular will attract trouble, and Cleric magic may or may not work.

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  1. trey
    January 10, 2013 at 9:20 pm

    Interesting. I don’t think I had been aware of what system your were using. Different Time Zones makes it like a whole different gaming world :).

  1. April 21, 2013 at 9:44 am

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