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.
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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