Tuesday, December 30, 2025

Converting Dungeon Crawl Classic to Mothership

An oddly specific conversion, but one that didn't quite fit with the rest of the OGL material.

And it's a good thing to mark the end of the year with, having finished all the D20-based OSR/OGL to Mothship systems I own.
I'll start the new year off with Tunnels and Trolls and then I'm done for the project.

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. Add or deduct from Health based on the original size. D6: -1, D8: +0, D10: +1, D12: +2. Anything with a HD of d5 or lower dos not adjust Health if it is under 10

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, add 10 to the Health. and round up to the nearest 10.

Add the extra Wound

Difficulty Classes in DCC are 2 to 5 points lower than in other OGL games. So an extra 2 points are needed to be added to Combat and Instinct calculations.

Combat = Ascending Attack Bonus +2 + 2 + Any listed modifiers x 5 +15.

Instinct = HD + 2 x 10, becoming HD x 5 after 5 HD, as a percentage

(9-AC/AC-10 for Ascending) round down = AP

Each damage dice converts to a number of dice

1, 2, d3 = 2 flat damage

d4, d5 = d5

d6, d7 = d10

d8, d10, d12 = 2d10

d14, d16 = 3d10

d20, d24 = 4d10

d30 = 1 Wound

If converting multiple dice rises above 4d10, it becomes 1 Wound.

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 1d0 from the damage of the Mothership weapon per + required.

Actions remain the same, use judgement for distance of attacks.

In the unlikely event you need to calculate speed, original speed for a walk, x 3 for a run, converting to meters if required.

+/-4 or higher situational modifiers convert to [+] and [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.


From DCC 66.5 Doom of the Savage Kings

The Hound of Hirot: Init +2; Atk bite +3 melee (1d8) or claw +3 melee (1d4); AC 15; hp 4d12; hp 20; MV 30’ or fly 30’; Act 3d20; SP demon traits, gaseous form, immune to charm effects; SV Fort +4, Ref +4, Will +0; AL C.

W 4

H 20 + 2 (Size d12)

This becomes W2 HP 12

Add the extra wound for W3 HP 12

COM 3+ 2 + 2 x 5 + 15 = 50% Bite 1d8 = 2d10 or Claw 1d4 = 1d5

Act 3d20 = Three actions a round

AC 15 – 10 = AP 5

INS 4 +2 x 10 = 60%

Can move or fly as fast as a person

Demon traits, gaseous form, immune to charm effects need to be looked up

Demon traits just seem to imply the rest of the special abilities from the description, though no doubt renders it weakened to those who consider Chaos unholy in the DCC system.
Gaseous form - "If the hound is reduced to 0 hp, it dissolves into oily black mists and returns to its lair, emerging the following night at full hp."

Immune to charm effects is self-explanatory

 

The result is:


The Hound of Hirot
W3 HP 12

COM 50% Bite 2d10 or Claw 1d5

INS 60%

Three actions a round

AP 5

Can move or fly as fast as a person

Demonic: A successful THEOLOGY Skill Roll deduces the Hound’s Traits, A successful MYSTICISM Skill Roll deduces the Hounds Stat and a Successful XENOESOTERICISM roll gives [+] to Damage against the Hound.

If the Hound is Reduced to 0 Wounds, it dissolves into oily black mists and returns to its lair, emerging the following night with full Wounds

The Hound cannot be charmed or mentally dominated by any mortal science or magic.

 

 From DCC 67 Sailors on the Starless Sea

 Beastmen: Init +1; Atk spear +0 melee (1d6); AC 12; HD 1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; AL C.

W 1 + 1 for the extra

HP 3 + 1d5 + 6 (let’s say the average with rounding 9 for a neater 12)

 

Beastmen

W 2 H 12

COM 25% Spear 1d10

INS 30%

AP 2

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