So, I had an idea of converting between OSR and Mothership. Like those giant and dubious 3rd party booklets they used to sell. Or the weird part-adaptions Deadlands used to put in its crossover books.
But I didn’t know how it would work
in practise, so I ran through three different iconic and tiered monsters from
OSE and saw which version worked best.
My version was what I compiled by myself;
Hundreds is the page from the book HUNDREDS by Paradiso (Warped Beyond
Recognition) and Hull Breach has published its own character conversion, one that is
designed for Stars Beyond Number.
ORC
Armour Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × weapon (1d6 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 6 (8 with leader)
Alignment Chaotic
XP 10
(leader: 10, chieftain: 75)
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
________________________________________
• Hate
the sun: -1 to-hit in full daylight.
• Weapons:
Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons
(e.g. crossbows, catapults).
• Craven:
Afraid of larger or stronger-looking creatures, though leaders may force them
to fight.
• Leader:
Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to
damage rolls. Leaders have defeated other orcs in combat to gain their
position.
• Orc
chieftain: A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2
bonus to damage rolls.
TROLL
Armour Class 4 [15]
Hit Dice 6+3* (30hp)
Attacks 2 × talon (1d6), 1 × bite (1d10)
THAC0 13 [+6]
Movement 120’ (40’)
Saving Throws D10 W11 P12 B13 S14 (6)
Morale 10 (8 fear of fire)
Alignment Chaotic
XP 650
Number Appearing 1d8 (1d8)
Treasure Type D
________________________________________
• Regeneration:
3 rounds after being damaged, start regaining 3hp per round. Severed limbs
reattach.
• Return
from death: If killed (0hp), will regenerate and fight again in 2d6 rounds.
• Fire
and acid: Cannot regenerate damage from these sources. The only way to
permanently kill a troll.
• Fear
of fire: Morale 8 when attacked with fire or acid.
RED DRAGON
Armour Class -1 [20]
Hit Dice 10** (45hp)
Attacks [2 × claw (1d8), 1 × bite (4d8)] or breath
THAC0 11 [+8]
Movement 90’ (30’) / 240’ (80’) flying
Saving Throws D6 W7 P8 B8 S10 (10)
Morale 10
Alignment Chaotic
XP 2,300
Number Appearing 1d4 (1d4)
Treasure Type H
________________________________________
• Breath
weapon: 90’ long cone of fire.
• Language
and spells: 50%; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.
• Sleeping:
10%.
My Version for OSE
HD = Wounds
HP = Health, if HP is under 10, add +1d5+6 (Allowing 1 HD
monsters to have between 11-15 Health), add the OSE HD modifier to Health if
average not listed.
At the Warden's discretion, really small animals can just
keep the HP as Health for being fragile.
If 4 Wounds or higher, deduct 2 Wound and 10 Health for
every 3 total Wounds.
If this reduces the new Health total to less than 10, deduct
1 Wound from the total amount and add 15 to the Health.
If the Warden does not like the high Wound and low Health end result, they can
halve the Wounds and double the Health.
Combat = 21 -THACO + Any listed modifiers x5 +15, or
Ascending Attack Bonus +2 + Any listed modifiers x 5 +15.
Instinct = HD x 10, becoming HD x 5 after 5 HD, as a
percentage
(9-AC/AC-10 for Ascending) round down = AP
d4 = d5
d6 = d10
d8, d10, 2d6 = 2d10
Doubling as you go
Once you get to 4d10, you have the option of changing it to
1 Wound if caused by massive damage.
Bonuses to damage are ignored unless they are +2, then up
the dice by one per +2 on the chart prior to converting.
If a + Weapons is required to hit the monster, deduct 1d10
from the damage of the Mothership weapon per + required.
HUNDREDS
Many entries are already system-agnostic and require no
adaptation for use with other systems, but some that make reference to specific
mechanics, damage values, etc. may require some adjustment. When adapting
entries to other systems, take the following into consideration (rough
conversions listed are from Mothership to a generic d20 system with 3d6 stats,
hit dice, etc.):
ARMOR in Mothership 1E is rated in Armor Points (AP), and
ranges from 1 (clothing) to 10 (heavy armor). AP is subtracted from incoming
damage, and if the incoming damage exceeds the AP, the armor is ruined.
– AP 0 ~> Unarmored
– AP 1 ~> As Cloth
– AP 3 ~> As Leather
– AP 5 ~> As Chain
– AP 7 ~> As Half Plate
– AP 10 ~> As Full Plate
[+] AND [-] are Mothership shorthand for rolling with
advantage and disadvantage, respectively. Advantage: roll twice and take the
better result. Disadvantage: roll twice and take the worse result.
DAMAGE in Mothership generally ranges from 1 DMG (foam gun)
to 4d10 DMG (shotgun at close range, smart rifle).
– 1 DMG ~> 1 HP
– 1d5 DMG ~> 1d4 HP
– 1d10 DMG ~> 1d6 HP
– 2d10 DMG ~> 2d6 HP
– 3d10 DMG ~> 3d6 HP
– 4d10 DMG ~> 4d6 HP
CHARACTERS HAVE MAX WOUNDS
in addition to HP in Mothership. When they lose all their
HP, they gain a Wound, and their HP recovers. When a character suffers their
Maximum Wounds, they die. An average player character has 15 HP and a maximum
of 2 Wounds. NPCs and many Horrors just have Max Wounds (any damage taken just
deals a Wound instead).
– 1 Wound ~> ½ HD or 1 HP
– 2 Wounds ~> 1 HD
– 3 Wounds, etc. ~> 2 HD, etc.
CHARACTER STATS in Mothership are Strength, Speed,
Intellect, and Combat, which are all values ranging 0–100, but 36 is average.
Character saves in Mothership are Sanity, Fear, and Body, also ranging 0 – 100,
averaging just 21.
– Strength ~> Strength, Constitution
– Speed ~> Dexterity
– Intellect ~> Intelligence, Wisdom, Charisma
– Combat ~> Whatever you check to attack
– Saves ~> Use whatever save is closest
NPCS AND HORRORS in Mothership usually only have Combat and
Instinct stats. Instinct acts as a catch-all for any unlisted stats and saves.
Hired Contractors also have a Loyalty save determined after the PCs hire them.
– Stat/Save of 0 ~> Stat of 0, 0% Save
– Stat/Save of 25 ~> Stat of 5, 25% Save
– Stat/Save of 50 ~> Stat of 10, 50% Save
– Stat/Save of 75 ~> Stat of 15, 75% Save
– Stat/Save of 90 ~> Stat of 18, 90% Save
Hull Breach Conversion Document
"HD ÷ 3 = Wounds
HD × 3 = Health
Skills Bonus × 20 = Instinct [+/-10]
Atk Bonus × 5 = Combat
Total DMG = DMG as d10s [+1d10]
AC ÷ 3 = Armor"
My Version
ORC
1 Wound
Health 11-15
Combat 25%
Instinct 10%
AP 3
Attacks 1 × weapon 1d10
Combat 20% in full daylight or similar.
Leader: Groups are led by an orc with Health 15-19
Orc chieftain
2 Wound
Health 20
Combat 40%
Instinct 40%
AP 3
Attacks 1 × weapon 2d10
Combat 35% in full daylight or similar.
HUNDREDS
ORC
2 Wounds
4 AP
Attacks: Combat 1 × weapon 1d10
Combat 50% [A To Hit value of 0 means a score of 10 which
converts as 50%]
Instinct 50%
Hate the sun: Combat 45% in full daylight or similar.
Leader: Attacks 1
× weapon 1d10+1
Orc chieftain
4 Wounds
4 AP
Attacks: 1 × weapon 1d10+2
Combat 50% [A To Hit value of 0 means a score of 10 which
converts as 50%]
Instinct 50%
Hate the sun: Combat 45% in full daylight or similar.
Hull Breach Conversion Document
ORC
Wounds 1
Health 3
Combat 10% [Cannot use Ascending bonus x 5 as its 0]
Instinct 20%
2 AP
Attacks 1 × weapon
(1d10)
Hate the sun: Combat 5% in full daylight or similar.
Leader: Attacks 1 × weapon (1d10+1)
Orc chieftain:
4HD
Wounds 4
Health 12
Combat 15%
Instinct 30%
2 AP
Attacks: 1 × weapon (1d10+2)
Hate the sun: Combat 10% in full daylight or similar.
My Version
Troll
4 Wounds
10 Health
Or 2 Wounds and 20 Health
Combat 55%
Instinct 55%
5 AP
Three Attacks every round
2 x Claws 1d10 Bite 2d10
3 rounds after being damaged, start regaining 3 Health per
round. Severed limbs reattach.
Return from death: If killed Wounds are 0, will regenerate
and fight again in 1d10 rounds.
Cannot regenerate damage from fire or acid. The only way to
permanently kill a troll.
Instinct [-] or flee when attacked with fire or acid.
HUNDREDS
Troll
AP 6
5 Wounds (Could Assume 13 or 18 Health if needed)
Attacks 2 × talon
(1d10), 1 × bite (2d10)
Combat Not Stated 6 x 5 = 30%
Instinct Not Stated 30%
Regeneration: 3 rounds after being damaged, start regaining
1 Wound/3hp per round. Severed limbs reattach.
Return from death: If killed (0 Wounds), will regenerate and
fight again in 1d10 rounds.
Fire and acid: Cannot regenerate damage from these sources.
The only way to permanently kill a troll.
Instinct [-] or flee when attacked with fire or acid.
Hull Breach Conversion Document
TROLL
AP 5
2 Wounds
Health 30
Attacks 2 × talon (1d10), 1 × bite (2d10)
[12+10 = 22 as 1d10s is 2d10 split between 3 Attacks, with arbitrary
+1d10]
Combat 30%
Instinct 20%
Regeneration: 3 rounds after being damaged, start regaining
3hp per round. Severed limbs reattach.
Return from death: If killed (0 Wounds), will regenerate and
fight again in 1d10 rounds.
Fire and acid: Cannot regenerate damage from these sources.
The only way to permanently kill a troll.
Fear of fire: Roll Instinct [-] or flee when attacked with
fire or acid.
My Version
RED DRAGON
3 Wounds
Health 20
Combat 65%
Instinct 75%
10 AP
Attacks 2x claws (2d10)
and 1 x bite (2 Wound) or breath 90'/30m cone of fire (2 Wounds + 1d10 damage)
Moves 1/4 slower than a human but flies twice as fast
Language and spells: 50% to know some form of reality
warping spell; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.
Found Sleeping: 10%
HUNDREDS
RED DRAGON
14 AP
11 Wounds
Attacks [2 × claw
(2d10), 1 × bite (1 Wound + 2d10)] or breath 90'/30m cone of fire (11d10
Damage)
Combat 55%
Instinct 55%
Moves 1/4 slower than a human but flies twice as fast
Language and spells: 50% to know some form of reality
warping spell; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.
Found Sleeping: 10%
Hull Breach Conversion Document
RED DRAGON
3 Wounds
30 Health
Combat 40%
Instinct 30% (1 x 20 + arbitary 10)
AP 6
Attacks 2 × claw
(1d10), 1 × bite (3d10) or breath (5d10 Damage)
[6d8/45 is 48/45, is 5d10 each]
Moves 1/4 slower than a human but flies twice as fast
Language and spells: 50% to know some form of reality
warping spell; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.
Found Sleeping: 10%
HD = Wounds
HP = Health, if HP is under 10, add +1d5+6 (Allowing 1 HD monsters to have between 11-15 Health), add the OSE HD modifier to Health if average not listed.
At the Warden's discretion, really small animals can just keep the HP as Health for being fragile.
If 4 Wounds or higher, halve the Wounds and the Health
If this reduces the new Health total to 10 or less, add 10 to the Health. and round up to the nearest 10.
If the Warden does not like the high Wound and low Health end result, they can halve the Wounds again and double the Health.
Add 1 Wound as a bonus.
Orc Chieftain: 4 HD/15 HP, Becomes 2 Wounds 7 Health, add 1/10 and round up for a final 3 Wounds and 20 Health or 1 Wound and 40 Health
Troll 6 HD/30 HP, Becomes 3 Wounds 15 Health, Which becomes 4 Wounds and 15 Health or 2 Wounds and 30 Health
Red Dragon 10 HD/45 HP, Becomes 5 Wounds 22 Health, which becomes 6 Wounds 22 Health or 3 Wounds and 44 Health
Hey you know what the second results look like?
The Hull Breach Conversion where it's HD/3
But the Goblin in, There is a Goblin on Icarus Station is 10(15) Wounds(Health).
So they may be about the same as the original idea of high wounds and mid-range health.
But certainly at low HD (under 3 HD) under the SWN Conversion Guide, it would be wise to just bump up the Wound by 1 if the monster is supposed to be fought. Knock off Health down to 10 if so.
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