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Old 04-30-2008, 09:34 AM   #21
Collective_Restraint
 
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Quote:
Originally Posted by Bruno
I think you'd want to distinguish between creatures from the elemental planes and creatures from the moral planes, even if they're both made from relatively fleshlike substances, rather than "pure fire" or "pure good".
Then maybe I should create a class(subclass) layout ? How bout :

- Outerplanar (Hell) for demons
- Outerplanar (Heaven) for angels
- Outerplanar (Air) for any Air plane dweller
- Outerplanar (Fire) for any Fire plane dweller

Comments ?
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Old 04-30-2008, 09:36 AM   #22
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Quote:
Originally Posted by William
Ah, okay. Then I guess they technically are... though really, in GURPS nobody's an "outsider" unless they're more often encountered outside their home plane than on it. I'd be an "outsider" on Olokun. ;^)
Well the important part is does banish work on them.
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Old 04-30-2008, 11:14 AM   #23
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Quote:
Originally Posted by Collective_Restraint
Then maybe I should create a class(subclass) layout ? How bout :

- Outerplanar (Hell) for demons
- Outerplanar (Heaven) for angels
- Outerplanar (Air) for any Air plane dweller
- Outerplanar (Fire) for any Fire plane dweller

Comments ?
Seems pretty good. The classification, basically, is useful if it gives you an idea what to expect from such a beastie. Outerplanar (*) means it's generally encountered in a scenario where it is subject to the GURPS spell Banish; the * would give you a bit more information about the type. Since you're converting SRD tags here, these would, roughly speaking, map to the GURPS-relevant portions of the "Outsider" trait and the various possible backgrounds, possibly giving an idea of the kinds of power modifiers that would interact with them. For example, whether a fire creature is elemental or not, I'd find it in-theme to have a cold based power capable of various stunts that would trouble them.
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Old 04-30-2008, 12:40 PM   #24
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Quote:
Originally Posted by Bruno
When converting Demons and Devils from D20, don't forget that under DF, both are "Demons". They may be demons that don't like each other, and behave differently, but that just makes them different subtypes of demon.

Yay for no alignment systems!
Apparently D&D 4e is doing some cool stuff along these lines. "Demons" are fearless, crazy tough brutes that come from the "Abyss" underneath the elemental planes. "Devils" are militaristic, manipulative outcast former minions of the gods, more like Mephistopheles than classic Baatezu.

-Max
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Old 04-30-2008, 02:24 PM   #25
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Quote:
Originally Posted by sjmdw45
Apparently D&D 4e is doing some cool stuff along these lines. "Demons" are fearless, crazy tough brutes that come from the "Abyss" underneath the elemental planes. "Devils" are militaristic, manipulative outcast former minions of the gods, more like Mephistopheles than classic Baatezu.

-Max
Ah kind of like demons vs the Fallen in the Dresden books.
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Old 04-30-2008, 03:09 PM   #26
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

C_R, I'd definitely love to see these on your website. You've done an amazing job with the site and it's one of my regular go-to GURPS resources.
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Old 05-01-2008, 04:31 PM   #27
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Quote:
Originally Posted by El Guapo
C_R, I'd definitely love to see these on your website. You've done an amazing job with the site and it's one of my regular go-to GURPS resources.
Gee thanks ! I updated the templates I posted earlier and I was able to continue a little bit :

Blink Dog
ST: 10 HP: 10 Speed: 5.75
DX: 13 Will: 11 Move: 6
IQ: 10 Per: 11
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: N/A DR: 1
Bite (15): 1d-2 pi+
Traits: Discriminatory Smell; Infravision; Magery 1 (Racially innate spells only); Night Vision 5; Quadruped
Skills: Body Sense-14; Stealth-10; Survival-11 (select one); Tracking-12.
Spells: Blink-15; Teleport-15.
Class: Dire Animal.

Bodak
ST: 13 HP: 13 Speed: 6.00
DX: 12 Will: 11 Move: 4
IQ: 8 Per: 13
HT: 12 FP: N/A SM: 0
Dodge: 9 Parry: 10 (Unarmed) DR: 4
Punch (14): 1d crushing.
Death Gaze (resisted by HT-2): Kills target instantly. Max range is 10 yards. Vision based attack.
Traits: Doesn’t Breathe; Doesn’t Sleep; DR 5 (against all non magical and non cold iron weapons); DR5 (against acid/fire); DR 20 (against electricity); Enhanced Dodge; High Pain Threshold; Darkvision; Immunity (All mind control); Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (No Blood, No Brain, No Vitals, Unliving); Unfazeable; Unhealing (Total); Weakness (1 burn damage per second exposed to sunlight; DR doesn’t protect).
Skills: Stealth-15.
Class: Undead.

Bugbear
ST: 15 HP: 15 Speed: 5.50
DX: 11 Will: 10 Move: 5
IQ: 10 Per: 11
HT: 11 FP: 11 SM: +1
Dodge: 8 (9 w/ shield) Parry: 9U (10U w/ shield) Block: 10 DR: 1 + 2 (leather armor, protects torso and groin)
Mace (13): 3d cr.
Thrown Javelin (13): 1d+2 imp. (Acc 3, 22/37).
Traits: Discriminatory Smell; Infravision.
Skills: Axe/Mace-13; Climbing-10; Shield-13; Stealth-12; Thrown Weapon (Spear)-13.
Class: Mundane.
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Old 05-08-2008, 04:43 PM   #28
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

I had time to continue a little bit. Any comments welcome.

Bulette
ST: 27 HP: 27 Speed: 6.00
DX: 12 Will: 11 Move: 6 (Tunneling Move 2)
IQ: 3 Per: 12
HT: 15 FP: 15 SM: +2
Dodge: 9 Parry: N/A DR: 5
Bite (15): 3d-1 cut.
Claws (15): 3d+2 cr.
Traits: Bad Temper (9); Discriminatory Smell; Fearlessness 3; Infravision; Night Vision 5; Quadruped; Tunnelling 2; Uncontrollable Appetite (9); Universal Digestion; Wild Animal.
Skills: Jumping-20; Tracking-14.
Class: Hybrid.

Centaur
ST: 18 HP: 18 Speed: 6.00
DX: 12 Will: 11 Move: 7
IQ: 9 Per: 10
HT: 12 FP: 12 SM: +1
Dodge: 10 Parry: 10 (Broadsword) DR: 1
Broadsword (14): 3d+1 cut or 2d imp.
Composite Longbow (13): 2d+1 imp (Acc 3, 360/450).
Hooves (12): 1d+3 cr.
Traits: Enhanced Dodge 1; Enhanced Move 1 (Ground Move 14); Extra Legs (four legs); Hooves; Infravision.
Skills: Bow-13; Brawling-12; Broadsword-14; Kicking (Brawling)-12; Stealth-12; Survival (Forest)-12.
Class: Mundane.

Chaos Beast
ST: 14 HP: 14 Speed: 5.50
DX: 11 Will: 10 Move: 4
IQ: 10 Per: 12
HT: 11 FP: 11 SM: +1
Dodge: 9 Parry: N/A DR: 2
Claws (14): 1d cut + follow-up Corporeal Instability (see below)
Corporeal Instability (resisted by HT-2): Follow-up to claws attack that dealt damage. Victim’s shape melt, writhes and boils. The victim cannot hold any items. Armor, backpacks and clothing reduces DX by 2. Soft and misshapen feet reduces Move by 75%. Searing pain along the nerves causes the victim to act incoherently. The victim cannot cast spells or use magic items and it attacks blindly, unable to distinguish friend from foe at -2 to attack rolls and 50% to miss any attack. Each second spent in amorphous form reduces IQ by 1. If IQ is reduced to 0, the victim becomes a Chaos Beast. Each second, the victim can try to regain its own shape by succeeding a Will-2 roll. A successful roll regains the victim’s shape for one minute. On a failure, the victim can retry every turn. Corporeal instability is not a disease or curse and is hard to remove. Only a Great Healing will remove the affliction. As for the lost IQ points, a Restore Memory will recover them all.
Traits: Enhanced Dodge 1; Extra Attack 1; Immunity (Shapeshifting); Infravision; Injury Tolenrance (No Head, No Neck, No Vitals); Magic Resistance 2; No Legs (Slithers).
Skills: Brawling-14; Camouflage-14; Climbing-15; Escape-14; Jumping-12.
Class: Mundane.

Chimera
ST: 19 HP: 19 Speed: 6.00
DX: 11 Will: 11 Move: 6 (Air Move 8)
IQ: 7 Per: 12
HT: 13 FP: 13 SM: +2
Dodge: 9 Parry: N/A DR: 4
Bite (15): 2d-1 cut. Dragon and Lion heads only.
Claws (15): 2d-1 cut.
Horns (15): 2d+1 cr. Goat head only. Usable once every 3 seconds.
Dragon Breath (15): See Notes.
Traits: Extra Attack 2; Extra Head (three heads); Flight (Winged); Infravision; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth (dragon’s and lion’s heads only); Striker (horns, goat’s head only).
Skills: Brawling-15; Innate Attack (Breath)-15; Stealth-10.
Class: Hybrid.
Notes: Roll randomly to determine dragon’s head color on 1d6, reroll any 6.
1: Black: Acid Jet. 2d cor (Jet, Range 7/15)
2: Blue: Lightning Jet. 2d burn (Jet, Range 7/15). Metallic armor counts as DR 1.
3: Green: Cone of Gas. 5-yard-wide x 5-yard-long cone. 2d tox
4: Red: Cone of Fire. 5-yard-wide x 5-yard-long cone. 2d burn
5: White: Cone of Cold. 5-yard-wide x 5-yard-long cone. 2d burn. Not incendiary.

Choker
ST: 16 HP: 10 Speed: 6.25
DX: 12 Will: 11 Move: 4 (Clinging Move 2)
IQ: 7 Per: 10
HT: 11 FP: 11 SM: -2
Dodge: 9 Parry: 10 (Wrestling) DR: 2
Punch (14): 1d+1 cr.
Traits: Altered Time Rate; Clinging; Infravision.
Skills: Brawling-14; Climbing-16; Stealth-14; TA Neck (Wrestling)-13; Wrestling-15.
Class: Mundane.

Chuul
ST: 20 HP: 20 Speed: 6.75
DX: 13 Will: 12 Move: 6 (Swim Move 4)
IQ: 10 Per: 14
HT: 14 FP: 14 SM: +1
Dodge: 10 Parry: 11 (Wrestling) DR: 5
Pincer (15): 2d+1 cut.
Paralytic Tentacles (resisted by HT-4): Paralyzes the victims for 6 seconds. See Notes.
Traits: Amphibious; Combat Reflexes; Constriction Attack; Doesn’t Breathe (Gills); Immunity (Poison); Infravision; Striker (Pincers, cutting).
Skills: Brawling-15; Stealth-16; Swimming-16; Wrestling-15.
Class: Mundane.
Notes: After a successful attack with the pincer, the hit location is automatically grappled if the victim’s SM is equal or lower than the Chuul’s SM. After grappling a victim, the Chuul can then transfer a victim from its pincer to its tentacles as a Ready maneuver. The tentacles grapple with the same ST but can’t constrict. Each second the victim must try to resist the paralytic secretion of the tentacles (see above) while getting bitten automatically for 2d-1 pi+ damage.

Cockatrice
ST: 6 HP: 6 Speed: 5.75
DX: 13 Will: 11 Move: 4 (Air Move 8)
IQ: 3 Per: 12
HT: 10 FP: 10 SM: -2
Dodge: 9 Parry: N/A DR: 0
Bite (15): 1d-4 pi
Petrification (resisted by HT): Follow-up to bite. Turns to stone permanently.
Traits: Enhanced Dodge; Flight (Winged); Infravision; Night Vision 5; No Fine Manipulators; Wild Animal.
Skills: Brawling-15.
Class: Hybrid.
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Old 05-29-2008, 07:26 PM   #29
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Finally had more time to work on it. Here it goes !

Derro
ST: 11 HP: 11 Speed: 5.75
DX: 12 Will: 13 Move: 4
IQ: 10 Per: 10
HT: 11 FP: 11 SM: -2
Dodge: 8 (9 w/ buckler) Parry: 9 (10 w/ buckler) Block: 10 DR: 1 + 2 (leather armor, protects torso and groin)
Shortsword (12): 1d+1 cut or 1d-1 imp.
Repeating Crossbow (14): 1d+1 imp. (Acc 4, Range 165/220) + follow-up poison (either Greenblood oil or Spider venom).
Greenblood oil (resisted by HT): Follow-up to crossbow bolt. Deals 1d tox on a missed HT roll.
Spider venom (resisted by HT-1): Follow-up to crossbow bolt. Deals 2 tox and -2 ST on a missed HT roll. Reduced ST is recovered at 1pt/hour.
Traits: Callous; Magery 1 (Racially innate spells only); Magic Resistance 2; Sadism (9).
Skills: Crossbow-14; Fast-Talk-11; Innate Attack (Projectile)-14; Shield (Buckler)-13; Shortsword-12; Stealth-14.
Spells: Concussion-12; Darkness-12; Daze-12; Sound-12.
Class: Mundane.
Notes: They always carry 1d+2 doses of Greenblood oil or Monstrous Spider poison to apply it to their crossbow bolts. Derro are vulnerable to sunlight and lose 1 HT per hour exposed to sunlight and die when it reaches 0. They recover HT lost that way 1-point for every 24 hour sheltered underground.

Digester
ST: 17 HP: 17 Speed: 6.25
DX: 12 Will: 11 Move: 8
IQ: 3 Per: 11
HT: 13 FP: 13 SM: +1
Dodge: 9 Parry: N/A DR: 3
Claws (15): 1d+3 cut. Can only kick.
Acid Spray (15): Usable once every 3 seconds. It has two modes:
• Spray: 6-yard-wide x 6-yard-long cone. 2d cor.
• Stream: 4d cor. (Acc 3, Range 2)
Traits: Discriminatory Smell; DR 20 (against acid); Infravision; Night Vision 5; No Fine Manipulators; Sharp Claws; Wild Animal.
Skills: Brawling-15; Camouflage-14; Innate Attack (Breath)-15; Kicking (Brawling)-15; Jumping-18.
Class: Hybrid.

Dinosaur, Deinonychus
ST: 19 HP: 19 Speed: 6.50
DX: 12 Will: 11 Move: 8
IQ: 2 Per: 13
HT: 14 FP: 14 SM: +1
Dodge: 9 Parry: N/A DR: 3
Claws (15): 2d-1 cut.
Bite (15): 2d-1 cut.
Talons (15): 2d cut or imp. Can only kick.
Traits: Discriminatory Smell; Night Vision 5; No Fine Manipulators; Sharp Claws (foreclaws); Sharp Talons; Sharp Teeth; Wild Animal.
Skills: Brawling-15; Camouflage-12; Jumping-19; Kicking (Brawling)-15; Running-16; Survival (select one)-15; Tracking-15.
Class: Animal.

Dinosaur, Elasmosaurus
ST: 26 HP: 30 Speed: 6.00
DX: 12 Will: 11 Move: 4 (Swim Move 7)
IQ: 2 Per: 10
HT: 16 FP: 16 SM: +2
Dodge: 9 Parry: N/A DR: 1
Bite (15): 2d+2 cut.
Traits: Amphibious; Discriminatory Smell; Night Vision 5; No Fine Manipulators; Sharp Teeth; Wild Animal.
Skills: Brawling-15; Swimming-21.
Class: Animal.

Dinosaur, Megaraptor
ST: 21 HP: 23 Speed: 6.75
DX: 12 Will: 12 Move: 8
IQ: 2 Per: 13
HT: 15 FP: 15 SM: +2
Dodge: 9 Parry: N/A DR: 3
Claws (15): 2d cut.
Bite (15): 2d cut.
Talons (15): 2d+1 cut or imp. Can only kick.
Traits: Discriminatory Smell; Night Vision 5; No Fine Manipulators; Sharp Claws (foreclaws); Sharp Talons; Sharp Teeth; Wild Animal.
Skills: Brawling-15; Camouflage-12; Jumping-20; Kicking (Brawling)-15; Running-17; Survival (select one)-15; Tracking-15.
Class: Animal.

Dinosaur, Triceratops
ST: 30 HP: 38 Speed: 5.50
DX: 9 Will: 11 Move: 5
IQ: 1 Per: 13
HT: 17 FP: 17 SM: +4
Dodge: 8 Parry: N/A DR: 5
Horns (12): 3d+3 imp.
Traits: Discriminatory Smell; Impaling Striker (Horns); Night Vision 5; No Fine Manipulators; Wild Animal.
Skills: Brawling-12.
Class: Animal.

Dinosaur, Tyrannosaurus
ST: 28 HP: 34 Speed: 6.50
DX: 11 Will: 12 Move: 6
IQ: 2 Per: 14
HT: 15 FP: 15 SM: +4
Dodge: 9 Parry: N/A DR: 3
Bite (14): 3d-1 cut.
Traits: Discriminatory Smell; Night Vision 5; No Fine Manipulators; Sharp Claws; Sharp Teeth; Wild Animal.
Skills: Brawling-14; Running-16; Tracking-16.
Class: Animal.

Dire Ape
ST: 22 HP: 24 Speed: 6.00
DX: 12 Will: 11 Move: 5 (Brachiator Move 2)
IQ: 6 Per: 10
HT: 12 FP: 12 SM: +1
Dodge: 9 Parry: N/A DR: 2
Bite (14): 2d cut.
Claws (14): 2d cut.
Traits: Brachiator; Discriminatory Smell; Night Vision 5; Sharp Claws; Sharp Teeth; Wild Animal.
Skills: Brawling-14; Climbing-15; Stealth-13.
Class: Animal.

Dire Badger
ST: 14 HP: 15 Speed: 6.75
DX: 13 Will: 11 Move: 5 (Tunneling Move 2)
IQ: 3 Per: 11
HT: 14 FP: 14 SM: 0
Dodge: 9 Parry: N/A DR: 2
Bite (13): 1d-1 cut.
Claws (13): 1d-1 cut.
Traits: Berserk (Battle Rage); Discriminatory Smell; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Tunneling 2; Wild Animal.
Skills: Brawling-13; Tracking-12.
Class: Animal.

Dire Bat
ST: 17 HP: 17 Speed: 7.25
DX: 16 Will: 12 Move: 4 (Air Move 7)
IQ: 3 Per: 12
HT: 13 FP: 13 SM: +1
Dodge: 10 Parry: N/A DR: 2
Bite (16): 1d+1 cut.
Traits: Flight (Winged); Scanning Sense (Sonar, 20 yards); Sharp Teeth; Wild Animal.
Skills: Brawling-16; Stealth-18.
Class: Animal.

Dire Bear
ST: 31 HP: 33 Speed: 6.25
DX: 11 Will: 11 Move: 6
IQ: 4 Per: 11
HT: 14 FP: 14 SM: +2
Dodge: 9 Parry: N/A DR: 3
Bite (14): 3d+1 cut.
Claws (14): 3d+1 cut.
Traits: Discriminatory Smell; Night Vision 5; Sharp Claws; Sharp Teeth; Wild Animal.
Skills: Brawling-14; Running-16; Swimming-18.
Class: Animal.

Dire Boar
ST: 27 HP: 27 Speed: 5.75
DX: 10 Will: 12 Move: 6
IQ: 5 Per: 11
HT: 13 FP: 13 SM: +2
Dodge: 8 Parry: N/A DR: 3
Tusks (12): 3d+2 cut.
Traits: Cutting Striker (Tusks); Discriminatory Smell; Hard to Subdue 2; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Wild Animal.
Skills: Brawling-12.
Class: Animal.

Dire Lion
ST: 25 HP: 25 Speed: 6.25
DX: 12 Will: 11 Move: 6
IQ: 4 Per: 11
HT: 13 FP: 13 SM: +2
Dodge: 9 Parry: N/A DR: 2
Bite (15): 2d+2 cut.
Claws (15): 2d+2 cut.
Traits: Discriminatory Smell; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Wild Animal.
Skills: Brawling-15; Running-14; Stealth-13.
Class: Animal.

Let me know if you find anything wrong !
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Old 05-29-2008, 09:44 PM   #30
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

About all DF monster categories are for is naming specialties for Hidden Lore skills and Higher Purpose. Invent away! Characters who have those abilities can generally add more anyway, should it matter . . . and mostly, it won't matter.
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