05-30-2008, 03:25 AM | #31 |
Join Date: Feb 2008
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
How are folks coping with bringing across some of the primary stats for larger creatures?
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05-31-2008, 08:21 AM | #32 | |
Join Date: Jun 2006
Location: Montreal, Canada
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
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05-31-2008, 10:52 AM | #33 |
Join Date: Feb 2008
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
For 'normal' beasties, if there is such a thing it correlates in a 1:1 transfer, as I looked at the D20 Modern carrying capacity and it matches Gurps; it is different in D20 Star Wars for some reason though :(
I did start a thread about converting D20 across a few weeks ago but I came across D20 Cthulhu recently (the artwork in it is beautiful), and he only has a strength of 36. But I sort of reasoned that he would probably have really high Lifting / Striking St to compensate? |
05-31-2008, 11:19 AM | #34 | |
Join Date: May 2006
Location: Seattle, Washington
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
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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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05-31-2008, 11:20 AM | #35 | |
Join Date: May 2006
Location: Seattle, Washington
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
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ETA: Collective Restraint's conversions are added; the rest are in the queue.
__________________
Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) Last edited by kmunoz; 06-01-2008 at 08:00 AM. |
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07-25-2008, 04:26 PM | #36 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
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07-25-2008, 08:21 PM | #37 | |
Join Date: May 2006
Location: Seattle, Washington
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
Quote:
__________________
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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07-27-2008, 09:00 PM | #38 |
Join Date: Sep 2007
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
Up tp 20, ST = Str, very closely. You can keep fudging up to 25 or so. After that, you'll probably want to compare their proportionate lifting.
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09-19-2008, 07:18 PM | #39 |
Join Date: Jun 2006
Location: Montreal, Canada
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
Wow, it's been quite a while I had spare time on my hands. Let's get back to this shall we ? First, let's finish the dire animals :
Dire Rat ST: 10 HP: 10 Speed: 6.00 DX: 13 Will: 11 Move: 6 IQ: 5 Per: 10 HT: 11 FP: 11 SM: -1 Dodge: 9 Parry: N/A DR: 0 Bite (15): 1d-2 cut + follow-up disease. Disease (resisted by HT): Filth Fever - Follow-up to bite. Incubation period is 1d/2 days. Deals 1 tox on a missed HT roll rolled daily. Victim is at -1 on all skill rolls while the fever lasts. Fever ends after 2 successful HT rolls. Traits: Discriminatory Smell; Night Vision 5; Semi-Upright; Sharp Teeth; Wild Animal. Skills: Brawling-15; Climbing-16; Stealth-14; Swimming-15. Class: Animal. Dire Shark ST: 23 HP: 31 Speed: 6.25 DX: 12 Will: 11 Move: 0 (Water Move 10) IQ: 2 Per: 12 HT: 13 FP: 13 SM: +4 Dodge: 9 Parry: N/A DR: 3 Bite (15): 2d+2 cut. Traits: Acute Taste and Smell 2; Discriminatory Smell; Doesn’t Breathe (Gills); Ichthyoid; Pressure Support 2; Sharp Teeth; Subsonic Hearing; Vibration Sense; Wild Animal. Skills: Brawling-15; Swimming-18. Class: Animal. Dire Tiger ST: 27 HP: 27 Speed: 6.25 DX: 12 Will: 11 Move: 7 IQ: 4 Per: 11 HT: 13 FP: 13 SM: +2 Dodge: 9 Parry: N/A DR: 3 Bite (15): 3d+1 cut. Claws (15): 3d+1 cut. Traits: Discriminatory Smell; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Wild Animal. Skills: Brawling-15; Jumping-16; Running-16; Stealth-14; Swimming-16. Class: Animal. Dire Weasel ST: 14 HP: 14 Speed: 6.00 DX: 14 Will: 11 Move: 7 IQ: 3 Per: 10 HT: 10 FP: 10 SM: +1 Dodge: 9 Parry: N/A DR: 1 Bite (16): 1d cut + follow-up attach and blood drain (see notes) Traits: Discriminatory Smell; Night Vision 5; Quadruped; Sharp Teeth; Wild Animal. Skills: Brawling-16; Stealth-16. Class: Animal. Notes: A successful bite attack from the Dire Weasel counts as successful a one arm grapple. The Weasel then drains 1d-3 FP of blood every turn until the grapple is broken. Dire Wolf ST: 25 HP: 25 Speed: 6.25 DX: 12 Will: 11 Move: 9 IQ: 4 Per: 11 HT: 13 FP: 13 SM: +1 Dodge: 9 Parry: N/A DR: 2 Bite (14): 2d+3 cut. Traits: Discriminatory Smell; Night Vision 5; Quadruped; Sharp Teeth; Wild Animal. Skills: Brawling-14; Running-15; Stealth-12; Survival (select one)-11; Tracking-12. Class: Animal. Dire Wolverine ST: 22 HP: 24 Speed: 6.75 DX: 13 Will: 11 Move: 5 IQ: 3 Per: 11 HT: 14 FP: 14 SM: +2 Dodge: 9 Parry: N/A DR: 2 Bite (15): 2d+1 cut. Claws (15): 2d+1 cut. Traits: Berserk (Battle Rage); Discriminatory Smell; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Wild Animal. Skills: Brawling-15; Climbing-16; Tracking-12. Class: Animal. |
09-19-2008, 07:19 PM | #40 |
Join Date: Jun 2006
Location: Montreal, Canada
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Re: Quick & Dirty conversion of D20SRD Monsters to GURPS
This one gave me quite a headache and I'm still not 100% done :
Dragon, Black Wyrmling ST: 11 HP: 11 Speed: 5.25 DX: 10 Will: 10 Move: 8 (Air Move 10; Water Move 8) IQ: 9 Per: 11 HT: 11 FP: 11 SM: -3 Dodge: 8 Parry: N/A DR: 2 Bite (12): 1d-1 cut. Claws (12): 1d-1 cut. Dragon Breath (12): Acid Jet. 1d cor (Jet, Range 3/6). Usable once every 3 seconds. Traits: Amphibious; Dark Vision; Doesn’t Breathe (Gills); DR 20 (against acid); Extra Attack 1; Flight (Winged); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 0; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal). Skills: Brawling-12; Camouflage-11; Innate Attack (Breath)-12; Stealth-11; Survival (Swampland)-12; Swimming-13. Class: Mundane. Notes: Can use spells and breath underwater. Dragon, Black Very Young ST: 13 HP: 13 Speed: 5.25 DX: 10 Will: 10 Move: 8 (Air Move 10; Water Move 8) IQ: 9 Per: 11 HT: 11 FP: 11 SM: -1 Dodge: 8 Parry: N/A DR: 3 Bite (13): 1d cut. Claws (13): 1d cut. Dragon Breath (13): Acid Jet. 1d+2 cor (Jet, Range 4/8). Usable once every 3 seconds. Traits: Amphibious; Dark Vision; Doesn’t Breathe (Gills); DR 20 (against acid); Extra Attack 1; Flight (Winged); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 0; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal). Skills: Brawling-13; Camouflage-12; Innate Attack (Breath)-13; Stealth-12; Survival (Swampland)-13; Swimming-14. Class: Mundane. Notes: Can use spells and breath underwater. Dragon, Black Young ST: 15 HP: 15 Speed: 5.50 DX: 10 Will: 10 Move: 8 (Air Move 11; Water Move 8) IQ: 10 Per: 12 HT: 12 FP: 12 SM: 0 Dodge: 8 Parry: N/A DR: 4 Bite (14): 1d+1 cut. Claws (14): 1d+1 cut. Wings (14): 1d+2 cr. Can only attack the sides. Dragon Breath (14): Acid Jet. 2d cor (Jet, Range 6/12). Usable once every 3 seconds. Traits: Amphibious; Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 16); Extra Attack 2; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 0; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal). Skills: Brawling-14; Camouflage-13; Innate Attack (Breath)-14; Stealth-12; Survival (Swampland)-14; Swimming-15. Class: Mundane. Notes: Can use spells and breath underwater. Dragon, Black Juvenile ST: 17 HP: 17 Speed: 5.50 DX: 10 Will: 10 Move: 8 (Air Move 11; Water Move 8) IQ: 10 Per: 12 HT: 12 FP: 12 SM: 0 Dodge: 8 Parry: N/A DR: 6 Bite (15): 1d+2 cut. Claws (15): 1d+2 cut. Wings (15): 2d cr. Can only attack the sides. Dragon Breath (15): Acid Jet. 2d+2 cor (Jet, Range 6/12). Usable once every 3 seconds. Darkness (3/day): 8-yard Area. Same as Blackout spell (M112). Lasts 40 minutes. Traits: Amphibious; Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 16); Extra Attack 2; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 0; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal). Skills: Brawling-15; Camouflage-14; Innate Attack (Breath)-15; Stealth-13; Survival (Swampland)-15; Swimming-16. Class: Mundane. Notes: Can use spells and breath underwater. Dragon, Black Young Adult ST: 19 HP: 19 Speed: 5.75 DX: 10 Will: 11 Move: 8 (Air Move 11; Water Move 8) IQ: 11 Per: 13 HT: 13 FP: 13 SM: +1 Dodge: 8 Parry: N/A DR: 7 Bite (16): 2d cut. Claws (16): 2d cut. Tail (16): 2d+3 cr. Can only attack straight behind. Wings (16): 2d+3 cr. Can only attack the sides. Dragon Breath (16): Acid Jet. 3d cor (Jet, Range 8/16). Usable once every 3 seconds. Darkness (3/day): 10-yard Area. Same as Blackout spell (M112). Lasts 50 minutes. Frightful Presence (Fright Check at -1): 30-yard Area. Same as Terror advantage. Traits: Amphibious; Crushing Striker (Tail; Cannot Parry; Limited Arc: straight behind only); Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 3 (against all non magical weapons); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 16); Extra Attack 3; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 1; Magic Resistance 1 (Improved); Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal). Skills: Brawling-16; Camouflage-16; Innate Attack (Breath)-16; Stealth-14; Survival (Swampland)-17; Swimming-18. Spells: Apportation-11; Create Water-11; Deflect Missile-11; Detect Magic-11; Purify Water-11; Seek Water-11. Class: Mundane. Notes: Can use spells and breath underwater. Dragon, Black Adult ST: 23 HP: 23 Speed: 6.00 DX: 10 Will: 11 Move: 8 (Air Move 12; Water Move 8) IQ: 11 Per: 13 HT: 14 FP: 14 SM: +2 Dodge: 9 Parry: N/A DR: 9 Bite (17): 2d+2 cut. Claws (17): 2d+2 cut. Tail (17): 3d+1 cr. Can only attack straight behind. Wings (17): 3d+1 cr. Can only attack the sides. Dragon Breath (17): Acid Jet. 3d+2 cor (Jet, Range 8/16). Usable once every 3 seconds. Darkness (3/day): 12-yard Area. Same as Blackout spell (M112). Lasts 60 minutes. Frightful Presence (Fright Check at -1): 36-yard Area. Same as Terror advantage. Corrupt Water (1/day): 3-yard Area with a range of 36 yards. Same as Foul Water spell (M185). Traits: Amphibious; Crushing Striker (Tail; Cannot Parry; Limited Arc: straight behind only); Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 3 (against all non magical weapons); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 18); Extra Attack 3; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 1; Magic Resistance 1 (Improved); Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal). Skills: Brawling-17; Camouflage-17; Innate Attack (Breath)-17; Stealth-15; Survival (Swampland)-18; Swimming-20. Spells: Apportation-12; Create Water-12; Deflect Missile-12; Destroy Water-12; Detect Magic-12; Purify Water-12; Seek Water-12; Shape Water-12. Class: Mundane. Notes: Can use spells and breath underwater. Dragon, Black Mature Adult ST: 27 HP: 27 Speed: 6.25 DX: 10 Will: 12 Move: 8 (Air Move 12; Water Move 8) IQ: 12 Per: 14 HT: 15 FP: 15 SM: +3 Dodge: 9 Parry: N/A DR: 10 Bite (18): 3d+1 cut. Claws (18): 3d+1 cut. Tail (18): 4d+1 cr. Can only attack straight behind. Wings (18): 4d+1 cr. Can only attack the sides. Dragon Breath (18): Acid Jet. 4d cor (Jet, Range 10/20). Usable once every 3 seconds. Darkness (3/day): 14-yard Area. Same as Blackout spell (M112). Lasts 70 minutes. Frightful Presence (Fright Check at -2): 42-yard Area. Same as Terror advantage. Corrupt Water (1/day): 3-yard Area with a range of 42 yards. Same as Foul Water spell (M185). Traits: Amphibious; Crushing Striker (Tail; Cannot Parry; Limited Arc: straight behind only); Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 5 (against all non magical weapons); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 18); Extra Attack 3; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 2; Magic Resistance 2 (Improved); Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal). Skills: Brawling-18; Camouflage-18; Innate Attack (Breath)-18; Stealth-15; Survival (Swampland)-19; Swimming-21. Spells: Apportation-13; Create Water-13; Deflect Missile-13; Dehydrate-13; Destroy Water-13; Detect Magic-13; Purify Water-13; Seek Earth-13; Seek Pass-13; Seek Water-13; Shape Earth-13; Shape Water-13. Class: Mundane. Notes: Can use spells and breath underwater. Dragon, Black Old ST: 29 HP: 29 Speed: 6.25 DX: 10 Will: 12 Move: 8 (Air Move 12; Water Move 8) IQ: 12 Per: 14 HT: 15 FP: 15 SM: +3 Dodge: 9 Parry: N/A DR: 12 Bite (19): 3d+2 cut. Claws (19): 3d+2 cut. Tail (19): 4d+2 cr. Can only attack straight behind. Wings (19): 4d+2 cr. Can only attack the sides. Dragon Breath (19): Acid Jet. 4d+2 cor (Jet, Range 10/20). Usable once every 3 seconds. Darkness (3/day): 16-yard Area. Same as Blackout spell (M112). Lasts 80 minutes. Frightful Presence (Fright Check at -2): 48-yard Area. Same as Terror advantage. Corrupt Water (1/day): 3-yard Area with a range of 48 yards. Same as Foul Water spell (M185). Plant Growth (1/day): 136-yard Area. Same as Plant Growth spell (M164). Traits: Amphibious; Crushing Striker (Tail; Cannot Parry; Limited Arc: straight behind only); Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 5 (against all non magical weapons); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 18); Extra Attack 3; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 2; Magic Resistance 2 (Improved); Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal). Skills: Brawling-19; Camouflage-19; Innate Attack (Breath)-19; Stealth-16; Survival (Swampland)-20; Swimming-22. Spells: Apportation-14; Create Acid-14; Create Earth-14; Create Water-14; Deflect Missile-14; Dehydrate-14; Destroy Water-14; Detect Magic-14; Dry Spring-14; Earth to Stone-14; Purify Water-14; Rain of Acid-14; Seek Earth-14; Seek Pass-14; Seek Water-14; Shape Earth-14; Shape Water-14. Class: Mundane. Notes: Can use spells and breath underwater. |
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bestiary, conversion, d&d, d&d to gurps |
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