03-24-2015, 09:15 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Recreating the venoms from Bestiary
Has anyone tried to recreate the venoms from 3e Bestiary (p.B51) in 4th edition? I'm trying to, and the number of ad hoc modifiers I have to come up with is a little disconcerting. I'm really not good at this, so if anyone else has done this I would be most grateful.
Edit: That would be p.BE50-51 for my second edition, but there's also a first edition and the venoms are listed somewhere else in that. Sorry.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Last edited by Anders; 03-24-2015 at 09:22 AM. |
03-24-2015, 09:30 AM | #2 |
Join Date: Dec 2006
Location: Houston
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Re: Recreating the venoms from Bestiary
Think it got tried
http://forums.sjgames.com/showthread.php?t=66139 http://forums.sjgames.com/showthread.php?t=78873 Those help? Nymdok |
03-24-2015, 09:38 AM | #3 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Recreating the venoms from Bestiary
A little. The consensus seems to be that venoms are handled so differently in 4e that its better to start from scratch.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
03-24-2015, 09:48 AM | #4 |
Join Date: Dec 2006
Location: Houston
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Re: Recreating the venoms from Bestiary
I dont know any 3e but that was the gist of what I got as well. They turned up when I was researching that Spider thread a while back.
Nymdok |
03-24-2015, 02:06 PM | #5 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Recreating the venoms from Bestiary
This is VERY true. I've got some half-written drivel about toxins and diseases and this one of the things that I realized while writing it. GURPS 4th edition does have some really great mechanics for recreating most diseases/toxins though so it shouldn't be TOO hard.
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03-30-2015, 11:23 AM | #6 |
Join Date: May 2006
Location: Seattle, Washington
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Re: Recreating the venoms from Bestiary
I made a go at it in my Natural Encyclopedia, link in my .sig.
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Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
03-30-2015, 12:00 PM | #7 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Recreating the venoms from Bestiary
Most interesting. Most interesting indeed.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
03-30-2015, 02:03 PM | #8 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Recreating the venoms from Bestiary
My goodness, we haven't seen you here in awhile.
I have versions I made for my own conversion of GURPS Bestiary. I can't remember how different they are from those in the Natural Encyclopedia, which I used, as well as GURPS Powers. (IIRC, Powers made things cleaner.) I'll see if I get a chance to post them in the next few days. There was that one spider poison, I think it was E, that was a bother, otherwise they were easy. |
03-30-2015, 04:17 PM | #9 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Recreating the venoms from Bestiary
Here's what I have, simple copy/paste job, keeping old mistakes:
Type A Venom: Toxic Attack [4/level] (+245%) (Cyclic, 1 day, 4 cycles, Resistible, +15%; Follow-Up, Teeth/Striker, +0%; Resistible, HT-4, -10%; Symptoms, 1/3 HP, Moderate Pain, Secondary Heart Attack, +240%) Type B Venom: Toxic Attack [4/level] (+250%) (Cyclic, 1 day, 4 cycles, Resistible, +15%; Follow-Up, Teeth/Striker, +0%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, Attribute Penalty, -2 DX, Secondary Heart Attack, +240%) Type C Venom: Toxic Attack [4/level] (+310%) (Cyclic, 1 day, 4 cycles, Resistible, +15%; Follow-Up, Teeth/Striker, +0%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, Attribute Penalty, -4 DX, Secondary Heart Attack, +300%) Type D Venom: Affliction 3 [10/level] (+130%) (HT-2; Extended Duration, 100x, +80%; Follow-Up, Teeth/Striker, +0%; Secondary Coma, +50%) [69] Type E Venom: Toxic Attack [4/level] (+40%) (Cyclic, 1 day, 2 cycles, Resistible, +5%; Follow-Up, Teeth/Striker, +0%; Resistible, HT-5, -5%; Symptoms, 1/2 HP, One Arm, +40%) Type F Venom: Toxic Attack [4/level] (+405%) (Follow-Up, Teeth/Striker, +0%; Onset, 1 minute, -10%; Resistible, HT-5, -5%; Symptoms, 1/3 HP, -3 ST, DX, IQ, and HT, Secondary Heart Attack, +420%) Type G Venom: Fatigue Attack [10/level] (+200%) (Follow-Up, Teeth/Striker, +0%; Link, +10%; Resistible, HT-2, -20%; Symptoms, 1/3 FP, Moderate Pain, Secondary Coma, +210%); Toxic Attack 1 HP [4/level] (-10%) (Follow-Up, Teeth/Striker, +0%; Link, +10%; Resistible, HT-2, -20%) [1] Type H Venom: Toxic Attack [4/level] (+80%) (Follow-Up, Teeth/Striker, +0%; Onset, 1 hour, -20%; Resistible, HT-2, -20%; Symptoms, 1/3 HP, Secondary Heart Attack, +120%) Type S Venom: Affliction 1 [10/level] (HT; Blindness, +50%; Severe Pain, +40%) [19] |
03-30-2015, 04:52 PM | #10 |
Join Date: May 2006
Location: Seattle, Washington
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Re: Recreating the venoms from Bestiary
Yeah I've been away from GURPS for a while! Just getting back into it again. My interests tend to go in cycles, and I'm cycling back around to all of this crazy. Now I just need to find some players again...
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Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
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