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#1 |
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Join Date: Aug 2004
Location: Spanaway, Washington
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Here's a question. I'm thinking of converting some D&D monsters into GURPS. Would anyone here be interested in this? And, is anyone here interested in contributing to the threat with their own conversions of D&D monsters?
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~Clangador _____ "It's my duty. My duty as a complete and utter bastard!" -Rimmer, Red Dwarf _____ |
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#2 | |
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Join Date: Aug 2004
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Actually, I have some old monster conversions from a GURPS 3 Forgotten Realms campaign I did ... maybe I'll dig those up and post them, and we can update them/ rip them to shreds. |
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#3 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#4 |
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Join Date: Aug 2004
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Here are a few of the monsters that I converted from AD&D 2e to GURPS 3 for a campaign I ran several years ago ... they will probably need a lot of work, but here they are:
Beholder ST: 25 Move/Dodge: 6/6 DX: 10 PD/DR: 2/6 IQ: 15 Damage: bite 1d+1 cut HT: 14 Reach: C Center Eye (-5 hit location): A Beholder’s central eye projects an anti-magic cone, that prevents any spells from happening within the eye’s field of vision (other than those cast by its own eye stalks). Magical items and powers do not function in this area. 15 points of cutting or impaling damage will cripple the central eye, rendering it useless and its power null. It has no DR. Eye Stalks (10, -7 hit location): These give the Beholder 360 degree vision. They also have various powers, which are unaffected by the anti-magic field of the central eye. All powers are at level 21, and cost takes from fatigue. 5 points cutting damage will sever an eye stalk; each stalk has DR 3. 1: Loyalty (4/4 per hour) 2: Suggestion (2/1 per 10 min) 3: Sleep (2) 4: Panic (2/0 per min) 5: Flesh to Stone (8) 6: Total Paralysis (3, 1 min) 7: Apportation (2 for 200 lbs +4/+100 lbs) 8: Manipulate (2/1 per min) 9: Deathtouch (no touch; 1 for 3d damage) 10: Strike Blind (2/0 per 10 sec) Other Powers: All Beholders have a natural levitation power that is constantly in effect, and cannot be dispelled. Beholders can have Magery and learn magic, though in order to cast a spell, they must close (or gouge out) their central eye. |
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#5 |
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Join Date: Aug 2004
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Illithid (Mind Flayer)
ST: 9 Dodge: 6/6 DX: 10 PD/DR: 0/0 IQ: 16 Damage: tentacles 1d imp* HT: 14 Reach: C Brain Eating: If an Illithid gets in close combat with a creature not wearing a helmet (or other cranial protection), the Illithid will try to use his mouth-tentacles to eat the unfortunate person’s brain. This is most often done when the victim has been incapacitated, but may be used a desperation tactic if the Illithid has been tackled, etc. The tentacles reach inside the poor sucker’s eye or ear, doing 1d impaling damage per round until they rip the brain out (i.e. he’s dead). After the first two rounds, this damage is to the brain, and is therefor multiplied by three vice two. Mental Powers: Illithids are master mentalists, and have many psionic powers at their disposal, which are virtually identical to certain magical effect: all Illithids have Mesmerism 20, Psychokinesis 17, and Divination 15, with the following skills: Magic Sense-17, Emotion Sense-16, Telesend-17, Telerecieve-17, Mental Blow-17, Mental Stab-17, Mind Shield-17, Sleep-16, Telecontrol-17, Telekinesis-16, Levitation-16, PK Shield-17, Clairvoyance-16, Psychometry-16. Mental Stab is like Mental Blow, except that actual physical damage is done, and the victim is physically stunned, rolling vs. HT-3 to recover after 1d rounds. Illithids may Shout using Mental Blow or Mental Stab, directing them in a cone in front of them and affecting all within that cone. This costs the Illithid 1d fatigue. The Illithid’s damage from Mental Blow or Stab is 1d+2. The Mind Shield can be used against any spell that can be resisted (i.e. non-missile spells). The Illithid rolls a contest of Mind Shield against the success of the mage; winning means the spell was deflected. Illithids can (rarely) use their Telekinesis for attacks. This does 1d damage. The PK Shield can be used against any physical attack, and any physical magic (i.e. missile spells) except electricity. The shield give PD 2, DR 6 for the attack it is directed against. Other Powers: An extremely ambitious Illithid could, theoretically, learn other magic…but with their psionic powers, many consider it to be a waste of time. |
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#6 |
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Join Date: Aug 2004
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Umber Hulk
ST: 35 Move/Dodge: 6/4 DX: 9 PD/DR: 4/6 IQ: 5 Damage: 4d-1 cr (2d-1 cut) HT: 14 Reach: 1-2 (C) Confusion: An Umber Hulk has the power to confuse its foes by the gaze of its multiple sets of eyes. Eye contact must be made, and the target must roll vs. Will-3 or be mentally stunned for 1d rounds. After that, he may roll Will each round to snap out of it. |
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#7 |
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Join Date: Aug 2004
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Drider
ST: 12/26 Move/Dodge: 6/6 DX: 13 PD/DR: 4/4 IQ: 12 Damage: 1d imp/ weapon HT: 12 Reach: C, 1/weapon Driders have split ST; the first number is for the torso and arms (and thus weapon damage), the second is for the spider body (and therefor encumbrance and Hit Points). Likewise, the natural PD/DR applies only to the spider section; the top is by armor type, though they will seldom have armor. In combat, the drider will usually make sure that their drow section stays out of reach-- they either attack with their front legs or with long (2 hex reach) spears, often coated with a paralytic venom, that do 1d+2 imp damage at skill 15 (either in melee or thrown). Drider bows are high quality bows (that do 1d+3 imp at range of 180/240 yd, skill 15). They have fast-draw arrow at 15, so usually attack every round with their bows. Like their spears, drider arrows are usually treated with a paralytic poison. Driders often employ poisons that they make from the fungus in their habitat. The poison, deployed on the end of a spear, forces the victim to make a HT-6 roll of be paralyzed for 1d hours. All driders are mages of some power. Assume Magery 2 and at least a dozen useful spells at level 15 or better. Some are former priestesses of Lolth, with according abilities. Last edited by errant42; 10-23-2004 at 05:19 PM. |
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#8 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Quote:
Doesn’t Breathe [20] Doesn't Eat or Drink [10] Doesn't Sleep [20] Resistant (Immunity to Metabalic Hazards) [30] High Pain Threshhold [10] Injury Tolerance (Unliving) [20] Unaging [15] No Body Heat [-5] Unhealing (Partial) [-20] The full page with all the reasononing on how I got where I did can be found at http://members.aol.com/BruceG6069/Lich.html (Yes it is a long one) |
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#9 |
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Join Date: Aug 2004
Location: Spanaway, Washington
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The one thing that can be said about D&D is that it has a rich history of unique monsters to harass PCs with.
__________________
~Clangador _____ "It's my duty. My duty as a complete and utter bastard!" -Rimmer, Red Dwarf _____ |
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#10 | ||
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Join Date: Aug 2004
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Monster variety -- and detail -- is definitely something that D&D has going for it. I spotted Monster Manual 3 in Borders today, bringing the Official D&D Monster Book count to 4 (incl. Fiend Folio) ... and that's not counting third party supplements like Creature Collections, Tome of Horrors, etc etc. At one time, I would have wanted them ... but now all I really do is to leaf through them for ideas, which can much more easily (and inexpensively) be done at the book store. |
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