Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
Im currently Converting the I series (Deserts of Desolation) for my players. As My players are substantially below the 250 point line used in DF(they run about 150-200), I tend to convert them on a lower budget, but If your interested I suppose I could make it available.
Nymdok p.s. Got Waveand Left? They just left Whelm and Blackrazor behind? GAH! WHere is the greed that used to drive players?['Young people these days' grumble grumble grumble 'you kids get off my lawn!' grumble grumble grumble 'back in my day' grumble grumble grumble...etc] |
Re: White Plume Mountain for GURPS Dungeon Fantasy
Are there GURPS versions of Whelm and Blackrazor ?
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Re: White Plume Mountain for GURPS Dungeon Fantasy
Three new critters done :
Hammerclaw ST: 19 HP: 19 Speed: 6.25 DX: 10 Will: 12 Move: 4 (Water Move 4) IQ: 5 Per: 11 HT: 13 FP: 13 SM: +1 Dodge: 9 Parry: 9 (Wrestling) DR: 4 Pincer (13): 2d+1 cut. Sonic Pulse (13): Can create a 6-yard-wide x 6-yard-long cone of sonic energy that deals 2d cr. Paralysis (Resisted by HT-1): Follow-up to Sonic Pulse; Victim is stunned but can recover by rolling vs. HT+1 once per second but starting at HT-1. Traits: Amphibious; Constriction Attack; Cutting Striker (Pincers); Doesn’t Breathe (Gills); DR 5 (against sonic); Infravision. Skills: Brawling-13; Camouflage-13 (14 in rocky areas); Innate Attack (Beam)-13; Jumping-13; Swimming-16; Wrestling-13. Class: Dire Animal. Scorpion, Large Monstrous ST: 19 HP: 19 Speed: 5.50 DX: 10 Will: 10 Move: 8 IQ: 2 Per: 10 HT: 12 FP: 12 SM: +1 Dodge: 8 Parry: N/A DR: 3 Pincer (12): 2d+1 cut. Sting (11): 2d-1 pi+. Poison (Resisted by HT): Follow-up to sting; Damage: 1d-2 tox; Cycles: 1 minute/1 cycle; Symptoms: A victim who loses 1/3 HP from the poison suffers -4 DX. Traits: Constriction Attack; Cutting Striker (Pincers); Striker (Sting); Immunity (All mind control); Infravision; Vibration Sense. Skills: Brawling-12; Camouflage-10; Wrestling-12. Class: Giant Animal. Sea Cat ST: 19 HP: 19 Speed: 6.00 DX: 11 Will: 12 Move: 2 (Water Move 6) IQ: 4 Per: 13 HT: 13 FP: 13 SM: +2 Dodge: 9 Parry: N/A DR: 4 Bite (14): 2d cut. Claws (14): 2d cut. Traits: Discriminatory Smell; Infravision; Night Vision 5; Sharp Claws; Sharp Teeth; Wild Animal. Skills: Brawling-14; Breath Control-14; Swimming-16. Class: Hybrid. |
Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
And now, presenting the...
Manticore ST: 20 HP: 20 Speed: 6.50 DX: 12 Will: 11 Move: 6 (Air Move 8) IQ: 8 Per: 11 HT: 14 FP: 14 SM: +1 Dodge: 9 Parry: 10 (Brawling) DR: 3 Bite (15): 2d cut. Claws (15): 2d cut. Spikes (16): 1/2 15, Max 30, Acc 2, RoF 6, Shots 6(1)*, Recoil 1. 2d-2 imp. *The manticore can only launch a maximum of 24 spikes in any 24-hour period. Traits: Acute Vision 2; Discriminatory Smell; Flight (Winged; Handling Penalty -3); Infravision; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth. Skills: Brawling-15; Innate Attack (Projectile)-16; Survival (select one)-10. Class: Hybrid. |
Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
Another one bites the dust...
Ogre Mage ST: 21 HP: 21 Speed: 6.25 DX: 10 Will: 12 Move: 7 (Air Move 7) IQ: 12 Per: 13 HT: 13 FP: 13 SM: +1 Dodge: 9 Parry: 9 DR: 2 + 4/2 (Mail Hauberk with Mail Sleeves and Leggings, protects torso, groin, arms and legs) Greatsword (12): 4d+2 cut or 2d+3 imp. Longbow (11): 2d+2 imp. (Acc 3, Range 315/420). Traits: Flight (Handling Bonus +1); Infravision; Magery 2 (Racially innate spells only); Magic Resistance 2 (Improved); Night Vision 5; Regeneration (Very Fast; 1 HP/sec.); Regrowth (can only reattach lost limb by holding the severed member to the stump). Skills: Bow-11; Innate Attack (Breath)-12; Thamatology-12; Two-Handed Sword-12. Spells: Blackout-15; Body of Air-15; Icy Breath-15; Invisibility-15; Loyalty-15; Shapeshift-15; Sleep-15. Class: Mundane. For Qesnef in room 27, replace the regular mail hauberk with a Fortified +1 Mythril Mail Hauberk with sleeves and leggings (Treat it as Elven Chain from DF1). This gives Quesnef an extra DR 5 for his body, groin, legs and arms. The Mythril chain can adjust to the size of it's wearer. Qesnef in Halfling form: ST: 8 DX: 11 HT: 10 SM: -1. |
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