Showing posts with label Mothership. Show all posts
Showing posts with label Mothership. Show all posts

Tuesday, May 12, 2026

Miscellaneous Grab Bag Part 5

 I was deeply inspired by the Mothership adventure Interloper to include an ecology section for an adventure idea I had. Part of that ended up unravelling the unstated rules behind the food web in the module as the prelude for using it elsewhere.


(Interloper, art by either Francesco Zanieri or his outlines formatted by Meredith Silver)

- There are 4 trophic levels,

Primary Producers (usually plants) -> Primary Consumers -> Secondary Consumers -> Tertiary Consumers

- Each Secondary Consumers species needs to feed on 2 prey species,

- Each Tertiary Consumers species needs to feed on 3 prey species,

- A Primary Consumers species can be prey for 3 other species if obligatory herbivores (like deer) or 2 if occasionally omnivores (like pigs).

- Species with different diets/niches to stages in their lifecycle can occupy different trophic levels across their lifecycle.

I couldn't quite define this as a rule but it appeared that each species should have a different feeding strategy.

Extras

I arbitrarily require 1 grass/ground-level, one-bush/short and one-tree/tall plant species for Primary Producers, as the only other ecology minigame I know is Spore.

There should probably be just as many insect/small animal species as big animals.

One big animal and insect species must be a scavenger/detritivore. This is bourne out of nothing but the sample food web had a Primary Consumers detritivore, several slightly different scavening species and in general something should be breaking down biological matter.


Fantasy Violence might be an alternative to the standad Violence in the Street rules for my pair of Violence hacks.
https://pressthebeast.bearblog.dev/fantasy-violence/

Would have to readjust the Reach and Lethality for all natural weapons again.
Reach starts a 0 for claws, gos to 1 for antlers and projecting defences and 2 for tusks.
Optional - And then -/+1 for every final 4 Growth stages they are from 8-12 according to the growth rules.
Damage dice start at Lethality 0 for 1d4 nd go up by +1 until 2D6 = 4.


Cardinal System

Thre have been a few iteration of this system. Which fits uneasily into that category post-D&D go where they have skills and dangerous combat, but no fromwork of proceedures for what to do as the players cross the campaign space except roll dice whenever the "Narrator" feels justified. It's a dice pool system a bit like Savage Worlds and the rest of Sauguine Press.

.

2010 Ironclaw 2E

6 traits BODY SPEED MIND WILL SPECIES CAREER

Species 3 Skills

Species 3 Gifts

Career 3 Gifts

Career 3 Skills

Personality + Local Knowledge 2 Gifts

13 Skill Marks

3 Gifts


TOTAL

6 Skills + 13 marks

11 Gifts (9+2)


2011 Noggle Stones

6 traits BODY SPEED MIND WILL NATURE(Species) NURTURE(Career)

Species 3 Skills

Species 2 Gifts

Career 3 Skills

Career 2 Gifts

Personality + Combat Save 2 Gifts

9 Skill Marks

3 Gifts


TOTAL

6 skills + 9 marks

9 Gifts


2013 Myriad Songs

6 traits BODY SPEED MIND WILL LEGACY(Species) CAREER

Species 3 Skills

Species 2 Gifts

Upbringing 2 Gifts

Career 3 Skills

Career 2 Gifts

Personality + Combat Save 2 Gifts

9 Skill Marks

3 Gifts


TOTAL

6 skills + 9 marks

11 Gifts


2016 Urban Jungle

7 traits BODY SPEED MIND WILL SPECIES CAREER TYPE

Species 3 Skills

Type 3 Skills

Career 3 Skills

Species 2 Gifts

Career 2 Gifts

Type 0/1 Gifts

Type 1/2 Soaks

Personality 1 Gifts


TOTAL

9 Skills

5/6 Gifts

1 to 2 automatic soaks


There has definitely been a series of reduction, if not refinement in how games from the Cardinal system work. Noggle Stone was explicitly dubbed "lean" but the writers. But even then, they have been reducing the number of Gifts a playable character gets and can spend and reducing skills as well. But Skills are consistent here, finding a good number and moving the burden onto automatic Gifts like Area Knowledge to provide basic-level rolls. Urban Jungle is interesting as its inclusion of a 7th characteristic; Type does three things. Besides being a refinement of Upbringing from Myriad Song. It provides another automatic dice for a bevy of skills and so compensates for the smaller number characters get in that game, it generally coms with an automatic Soak (defence) and so educes the main thing Gifts were being spent on and it allows for a standardisation of what the species and career dice apply to compared to Ironclaw.


Ironclaw Standard Fantasy Races

Back in the early 2000s, Ironclaw 1E had the option of playing a selection of non-animal fantasy races. This was never updated to 2E offically. But I think I found someone else's draft and added Tieflings and Dragonborn from 4E, as that's when I stumbled onto Ironclaw 2E around 2012/2013?
I don't remeber where I got this from or even if I was the one to make the conversion of someone elses Ironclaw 1E write-ups. The 1E write-ups had 2 more human types for Tolkien-style things and didn't have Warforged.

Those last two are probably the iffiest of them all. As one is missing an inherent magical nature and the other has one in defiance of how the rest of Ironclaw species/races are written up.

>Human

Habitat: Choose One

Cycle: Day

Senses: None

Natural Weapons: None

Include Racial Dice with: Academics, Tactics, choice of Social or Culture skill

Racial Gifts: Geography, Increased Trait: Wits, Diplomacy

>Dwarves

Habitat: Mountains

Cycle: Night

Senses: None

Natural Weapons: None

Include Racial Dice with: Climbing, Digging, Endurance

Racial Gifts: Night Vision, Sure-footed, Spelunking

>Wood Elves

Habitat: Forest

Cycle: Choose

Senses: Hearing

Natural Weapon: None

Include Racial Dice with: Observation, Stealth, Weathersense

Racial Gifts: Acrobat, Keen Ears, Fast Climber

>High Elves

Habitat: Coastal

Cycle: Choose

Senses: Hearing

Natural Weapon: None

Include Racial Dice with: Observation, Academics, Supernatural

Racial Gifts: Acrobat, Keen Ears, Increased Trait: Mind

>Plain Orcs

Habitat: Plains

Cycle: Day

Senses: Smell

Natural Weapon: Tusks

Include Racial Dice with: Endurance, Presence, Tactics

Racial Gifts: Frenzy, Hiking, Animal Handling

>War Orcs

Habitat: Plains

Cycle: Night

Senses: Smell

Natural Weapon: Tusks

Include Racial Dice with: Endurance, Presence, Melee Combat

Racial Gifts: Frenzy, Hiking, Increased Trait: Body

>Ogres

Habitat: Choose (Plains, Forest, Mountain)

Cycle: Day

Senses: None

Natural Weapon: Wrestle

Include Racial Dice with: Brawling, Endurance, Supernatural

Racial Gifts: Increased Trait: Body, Charging Strike, Choice of (Coward, Frenzy)

>Troll

Habitat: Mountain

Cycle: Twilight

Senses: Listen, Smell

Natural Weapon: Claws, Teeth, Wrestle

Include Racial Dice with: Brawling, Endurance, Choice of (Stealth, Presence)

Racial Gifts: Increased Trait: Body, Charging Strike, Natural Armour

>Tiefling

Habitat: Choose (Plains, Forest, Mountain)

Cycle: Night

Senses: None

Natural Weapon: Horns, Hooves

Include Racial Dice with: Deceit, Stealth, Supernatural

Racial Gifts: Fast Jumper, Sure-footed, Unshakeable Fighter

>Warforged

Habitat: None

Cycle: None (or, As Group Majority)

Senses: None

Natural Weapon: Wrestle

Include Racial Dice with: Endurance, Brawling, Melee Combat, Ranged Combat

Racial Gifts: Sure-footed, Clear-headed, Unshakeable Fighter

>Dragonborn

Habitat: Choose

Cycle: Day

Senses: Listen, Smell, Spot

Natural Weapon: Claw, Teeth, Torch (Torch@ Close d8, d4- Damage + 1 Weak, On Fire)

Include Racial Dice with: Endurance, Supernatural, Presence, Tactics

Racial Gifts: Increased trait: Body, Mystic (Elementalism), Natural Weapon: Torch


Genesys/Edge of the Empire

I played a bit of Star Wars Edge of the Empire and Genesys, it's refinement tended to build it's character archtypes/species/races on a smaller budget. So when I found Adventures in Azeroth, the Warcraft hack. I was idlely curious about how they would differ from the original EotE set. According to one writer on the long-gone FFG forums, he built Star Wars species to a 120 to 130 XP budget. And not going too hard on high stats or reduced Starting Experience. So, I tried calculating and rebuilding the Warcraft races/species to the same totals and trends.

Most Genesys material including Adventures in Azeroth, says Wounds and Strain are 5 XP for a change of 2/1 Wounds/Strain and 15 XP for 3/2. But the writer comment on the old forums said he used 5 XP for each, with an addition 5XP if the core was 1 or 3 as that was compounding. Somtimes it worked out the same either way.

Night Elves +5 XP

High Elves +10 XP

Blood Elves +0 XP

IronForge Dwarves Fine

Wildhammer Dwarves -5 XP

Fine as is for 120 XP total +10 XP if using 130 XP total

Gnomes Fine

Orcs Fine

Darkspear Tribe Fine but very unbalanced, I would give them a choice of either skill but not both and add 10 XP to Starting Experience

Revantusk Tribe -10 XP or make the two skills a choice between but not both

Zandalari Trolls -10 XP or make the two skills a choice between but not both

Tauren I would deduct 1 from Brawn and add 20 XP

Ogres Fine but very unbalanced

Goblin +5 XP but again, very imbalanced

Draenei (Eredar) fine but still two 3 values is not normal for Edge of the Empire

Draenei (Broken) +10 XP

Forsaken Fine

Worgen Fine

Furbolgs Fine but tempting to give them +5 XP

Pandaren Fine but too unbalanced

Naga +10 XP, the divergent Biology thing makes the difference too large

Mok'Nathal +20 XP, Silhouette 2 already accounts for increased Encumberance Threshold and isn't worth as much as it's been costed.

Monday, January 12, 2026

Converting Tunnels & Trolls or Mercenaries, Spies and Private Eyes to Mothership

Last one for now and a bit later, next week will be a bit later as well. This is a horrible mess of trying to prize three different systems together.


You can probally get by with:
MR/20 = HD, apply conversion
(Damage Dice+Adds/3.5)/3 = Spread across several attacks

If no MR
Personal Adds/3.5x5 = COM
CON/6 = Wounds, CON = Health, apply conversion

14 - Armor Hits = AC, 9 - AC =  AR
No Armor Hits, use HD as AR


The worked process

Treat Level as HD when converting or CON as HP if not available and so using the same conversion rules when translating to Health. If no HD and so no Wounds, assign 1 Wound per 6 CON, rounding up.

OSE/OSRIC damage scale is roughly one-third that of Tunnels & Trolls. Bonuses or Penalties also are affected by a factor of 3. The same should be applied to the Attack Adds for their skills and weapons. Divide the ‘Adds’ by 3.5 to determine additional dice; only whole numbers count.  Any remainders of this step should be divided by 6, and if 0.5 or greater round them up as a single +1 to be dealt with after division by three, which is ignored in Mothership conversion but here for completion.

What this means is that a target needs to have a +3 to hit bonus to get a +1 x 5% Mothership Combat bonus and a 6+2 Grand Shamsheer (No-Datchi) sword in T&T 5e will be a 2d6 sword, which becomes 2d10 in Mothership. Ignore STR and DEX requirements.


MONSTER RATING

Divide MR by 20 to determine the creature's HD, THACO and Instinct. Remainders are divided by 10 to get the HD bonus. If this reduces the new Health total to less than 10, round up to the nearest 5.

Then apply the OSE to Mothership Wound and Health Converter.


There was this cool OD&D to T&T sheet which listed out all the equivelent T&T stats and Armour, but I lost it somewhere, or never saved it.

So I'm using these instead

https://rolltodoubt.wordpress.com/2024/07/26/hit-dice-to-tunnels-trolls-conversion/

https://worldoftheburn.blogspot.com/2013/05/dungeons-and-dragons-from-tunnels-and.html


Special Attacks / Abilities.  Divide maximum damage by 3 as normal, then apply the Mothership Conversion.

Subtract Armour Hits (before doubling) from 14 to determine the Descending AC.  Values higher than 10 count as 10 AC.  Or with Ascending AC, add the T&T value to 10.  Apply Mothership Conversion.

For introducing AR for T&T monsters which lack it, I'd say the new HD = AR.

Going from a T&T source that mentions Trigger Numbers (Gaze on three 6s, for example), means that there is a percentage chance that each Round of combat, someone will be subject to the attack. Make it 4 - number of dice as a percentage, so if the TN requires 3 6s to be rolled, the attack goes off if a 10 or less is rolled for the monster’s Combat check.

If a Saving Roll is required for any attack, follow the rules for DC conversion. SR 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.

Magic works the same as any other converted magic, it’s unlikely the players will get to use it.


Balrog Maximus Meany from the T&T 5E example section had a MR of 250 and does 26d+125 damage each combat round (if not magic)

This becomes MR/20 = HD 12.5

Therefore Wounds start at 12, HP is 12 x 4.5 = 54 (let's arbitrarily bump this to 55 for the 0.5 more), THACO 10 and Instinct is 85%

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

COM is (21 - 10) x 5 +15 = 11 x 5 + 15 = 70%

Applying the rule - If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds. If this reduces the new Health total to 10 or less, add 5 to the Health. and round up to the nearest 5.

Wounds/HP become 12 - (2 x 4) and 55 - (10 x 4) = 4/15

For damage, 26d+125 is 26+(125/3.5) = (26+35)/3 = 20d6

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.

So 2d10 x 10 or 4d10 x 5 or 5 Wounds. Tricky because T&T does all the damage as a single roll off.

I'd be tempted to say 5 attacks at 1 Wound each.

No mention of armour, which is a little annoying, but still

Maximus Meany

W2(30)

COM 70% Flaming Great Weapon 1W , Alternate Fire & Explosives and Gore & Massive

5 Attacks per round

INS 85%

AR 12

Can move faster than a human and can fly

Weapon loses fire effects when exposed to water.


Extraterrestrial Criminal from T&T Solo 9 - The City of Terrors, passage 95

ST 35, IQ 18, LK 20, CON 5, DEX 18, and CHR 15

Sonic sword cuts though any armour in 2 rounds

He has no armour, and his combat adds are 37. The sonic sword gets 3 dice plus 5 adds.

No level listed and no MR, so CON = HP = 5, at the rate of 1 Wound per 6 CON, rounding up, this foe has just 5 Health as listing a Wound of 1 is pointless.

The weapon is 3+5 or 3/3+5/3.5 = 1+1.4 = 2, that becomes 2d6 = 2d10 in Mothership

The low HD means the skill is too low, so 37/3.5 = 10 x 5  = 50% COM

Extraterrestrial Criminal

(5)

COM 50%, Sonic Sword 2d10

Sonic Sword cuts through any armour in 2 rounds

INS 50% to save time, as the foe never did anything but attack


Jub-Jub Bird (from 7.5E)

MR: 25 – 150 (roll 1D6 x 25) per head

Special Abilities: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ); all as cast by a 4th Level Specialist Wizard

WIZ 3–15 (10% MR rule) per head,

SPD 3D6+18

Armor Hits: 1-6 points (1 per 25 MR) per head


This is trickier, MR seems to be per head and it has spells at a level seperate to MR. The image has two-heads and so does it's listed insperation in the description.

I rolled a 1 and a 6, so MR 25 and 75 for each head with WIZ 2 and 7 and Armor 1 and 6 respectively
SPD is 28
Let's combine these: MR 100, WIZ 9 and Armor 7

100/20 = 5 HD and HP 17. Which becomes W3(7), which rounds to W3(10).
I think I'll take an executive decision to make that W2(15) for one per head.

COM 21-15 = 6 x 5 = 30%, 11+50 is 11+50/3.5 = 25/3 = 8d6, which is 4 x 2d10 or 2 x 1 Wound
INS 5 x 10 = 50%
Funnily enough, casting spells at the 4th Level is not high enough to get a seperate higher magic skill. But does already have the discount from the level accounted for. Accounting for the HD to wound conversion, if a target has les than 3 wounds, they save with [-].
SPD means they always act first, considering a normal human has 3d6 in T&T 7.5E

Armor Hits is 7, 14-7 = 7, 9-7 = 2

Jub-Jub Bird (medium threat)

W2(15)

COM 30% Beak 1W (Bleeding)
2 Attacks a round

AR 2

INS 50%
Can cast the following spells: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ) out of a pool of 9 WIZ

Faster than a person

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 Gore & Massive or Claw 1d5 Bleeding

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

Saturday, December 27, 2025

4E of the World’s Greatest Roleplaying Game To Mothership Conversion

People frequently think of this is difficult but it’s not.

Take the HP and the Level, take the difference between 24 and the Level and divide the HP by the new Level and then by the monster type to get the HD, rounding up.
Minions are /4, Standards are /2, Elite are, as is and Solo are x2. Health is Bloodied/2. Which then has the Mothership Wound conversion applied to it. If the Monster is from MM1 and MM2, multiple the HP by 0.8 prior to dividing by Level. Bloodied Effects occur when at half Wounds or Less.

Combat is calculated slightly differently as we rely on Level and not HD, (Attack Bonus - Level) x 5 + 30

Divide Damage/2 and convert into d5, d10 and Wounds as according to convertor. Monsters from the MM1 need a damage bonus, so multiply damage before Mothership conversion by 1.5.

Divide AC by 2, rounding down to get the Ascending AC. Deduct 10 to get Mothership effective AP.

If speed is needed, multiple Squares x5 and that’s how many feet they walk, x3 that number for running and divide for metres as needed.

Any attacks that recharge randomly can only be used once per combat encounter. As are any which are explicitly once per encounter.

Traits and Triggering actions are always in effect, but assumed unless specified the monster can do one Standard/Encounter and one Minor action each turn. Skills/2 x10 as a percentage if Instinct isn’t higher.

+4 or higher situational modifiers convert to [+] and likewise do -4 or worse into [-].

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. Special attacks which target Ref need SPD or INT rolls to avoid effects, Will needs FEAR or SAN and For need BODY or STR.


Let's apply this to the Banderhobb Warder, one of the creepier 4E originals.

Things from the Shadowfell (equal parts alternative world, negative/shadow plane and purgatory) who steal people for their unseen master, either by swallow and regurgitating them or stuff them into a sack.

They teleport into shadows with the writing carved into the midsections, so clearly there is a guiding intelligence.



Banderhobb Warder
Large shadow magical beast
Level 16 Soldier XP 1400

HP 160; Bloodied 80Initiative +16
AC 32, Fortitude 30, Reflex 28, Will 26Perception+15
Speed 6, swim 6Darkvision

Standard Actions

(⚔) Longfinger Claw ✦ At-Will

Attack: Melee 2 (one creature); +21 vs. AC

Hit: 3d8 + 11 damage, and the target is marked until the end of the warder's next turn.

(➶) Lightning Tongue (lightning) ✦ At-Will

Attack: Ranged 5 (one creature); +19 vs. Reflex

Hit: 2d8 + 7 lightning damage, and the target falls prone.

⚔ Longfinger Clutch ✦ At-Will

Attack: Melee 2 (one or two creatures); +21 vs. AC

Hit: 2d8 + 7 damage, and the target is marked until the end of the warder's next turn.

Triggered Actions

⚔ Swallow ✦ At-Will

Trigger: A Large or smaller enemy marked by the warder makes an attack that does not include the warder as a target.

Effect (Immediate Reaction): The warder shifts 3 squares to a space adjacent to the triggering enemy and makes the following attack.

Attack: Melee 1 (the triggering enemy); +19 vs. Fortitude

Hit: The target is removed from play. Until the effect ends, the target takes ongoing 10 damage. The target can take actions as normal and can make melee and close attacks against the warder. The effect ends when the warder drops to 0 hit points or when the warder ends the effect as a free action. When the effect ends, the target appears in an unoccupied space of its choice adjacent to the warder.

No Escape (teleportation) ✦ Encounter

Trigger: An enemy marked by the warder ends its move.

Effect (Immediate Reaction): The warder teleports 10 squares to a space adjacent to the triggering enemy.

Skills Athletics +21
Str 26 (+16)                Dex 23 (+14)                Wis 24 (+15)
Con 24 (+15)                Int 22 (+14)                Cha 11 (+8)

Alignment evil       Languages understands Goblin

Published in Monster Manual 3, page(s) 18, Dungeon Magazine 180.

Level is 16 (it is match for a level 16 player and 5 of them is a statistically bland encounter for a party of 5). HP is 160.

24 and 16 has a difference of 8, 160/8 = 20, Standard monster means 20/2 = 10 HD, HP would be 40

Applying the conversion is:

It's got 10 Wounds to start with. Three goes into 10, 3 times, so the new Wounds are 10 - (2x3) = 4, HP 10

Let's flip that to be W2 HP 20

Combat is (21 or 19 - 16) x 5 + 30 = 5/3 x 5 + 30 = 55% or 45%

Instinct would be 75%, but the amazingly high Athletics is 21/2 x 10 = 100, Always capable of making the move

All attacks are either ranged 2 or 5, so 10 to 25 feet. So, they can hit a Close range due to the horrible long arms.

Longfinger Claw: 3d8+11/2 is 1.5d8+5.5, let's round that down to 1d8+5

1d8 is 2d10. But +5 is two lots of +2, in turn increasing the value to 4d10 and eventually 6d10. Becoming 1 Wound and 2d10 damage.

Lightning Tongue is 2d8+7/2 is 1d8+3.5

2d10 upgraded to 4d10 or 1 Wound

Causes people to be knocked over unless they make a SPD Roll to avoid it

Longfinger Clutch is 2d8+7/2 is 1d8+3.5, which is 4d10 or 1 wound but also Marks target

This then plays into the Banderhobb's Swallow and No Escape actions

Swallow does 10 damage/2 is 5 damage

AC is 32/2 = 16-10 = 6 AP

6 squares is 30 feet per round walking and swimming, about human speed.


Banderhobb

W2(20)

INS 75%, Always passes situations that would require athletic ability

COM All attacks Close Range

Claws 55%, 1W (Gore & Massive), each attack, the Banderhobb either does an addition 2d10 damage or marks a sigil

Lighting Tongue 45%, 1W (Fire & Explosives), causes people to be knocked over unless they make a SPD Roll to avoid it

Once in an encounter, the Banderhobb can teleport through a shadow to Marked target, so long as it is in Close Range (15m to be precise)

Swallow 45%, 5 damage per round on the target's turn

Should the Marked target be within Close Range and ignore the Banderhobb, it moves faster than its bulk suggests, swallowing the target whole. Fitting up to its own body mass in a single gulp and regurgitating at will. Those swallowed can still fight if they can get purchase.

AP6

As fast a a person on land and in the water

Can see in the Dark


UCR Memo

BLUF

We should determine the source of these creatures and moving to aggressively acquire the operation through any means necessary.


Details

Banderhobb are large creatures of the Outer Dark. Abducting targets for whatever master that inscribed the sigils onto them from dimensional rifts made of shadows. Several have been identified by size and ability, though whether they are individuals or types is unknown.

This is both a dire risk to the stability of the Company's operations in the Rim but also an opportunity. These Banderhobbs can perform the same role as a Hatchetman, with greater precision and infiltration ability. Obtaining knowledge and control of these creature should be a top priority for the branch. Specialists and contractors with the right combination of experience and expendability should be hired for this purpose. Leverage can be acquired by producing evidence that Banderhobbs are responsible for missing persons of interest to employees.

Wednesday, December 3, 2025

3E/5E of the World’s Greatest Roleplaying Game to Mothership Conversion

 This one was a little trickier, as later editions tend to have lots of special abilities and multi-attacks.
I did an adaption of one monster of each edition. The 3E one was much harder due to the innate magical effects and spells.


Divide Total HP/10, then round to whole number, Instinct remains (x10%) then determine HP by multiplying by x 4.5 and rounding. Then add or deduct from Health based on the original size. D6: -5, D8: +0, D10: +5, D12: +10. Apply the OSE to Mothership Wound and Health Converter.

Applying the AC to AP converter using the Ascending AC.

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

Divide Damage/2 and convert into d5, d10 and Wounds as according to converter.

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

Any attacks that recharge randomly can only be used once per combat encounter.

Relevant Skills are converted and compared to Instinct, same process as converting Attack Bonuses, if the converted skill is higher than the Instinct, they can use that percentage when doing those actions otherwise use Instinct if Skill is lower.

Advantages/+4 or higher situational modifiers convert to [+] and likewise do Disadvantages into [-].

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.


Gnoll Fang of Yeenoghu

5E MM p.163

W3 HP 12

INS 70%

COM 50%, Teeth and Claws 1d10 (Gore & Massive) Attacks 3 times, one of those with its bite.

Those bitten must make BODY Save or take an additional 1d10 from bacterial infection

When the Gnoll inflicts a final Wound, it moves to another target within Nearby range and bites another target.

AP 4

As fast as a person


Nightmare

3E SRD (https://www.d20srd.org/srd/monsters/nightmare.htm)

W3 HP 13

INS 50%

COM 70% Kick; 1d10 (Blunt Force) +1 (Fire & Explosives)

45% Bite; 1d5 (Bleeding)

If it doesn’t move, it can bite as well as kick twice.

Hooves set combustible materials alight.

AP 14

Sees in the dark

As it fights, it exhales sulphurous smoke from its nostrils. Imposing [-] on all rolls including the BODY Save to resist its effects on the eyes and lungs. It conceals the Nightmare within the cloud.

Faster than a person (26m per round), can fly fast than that (30m per round)

Can carry a person if somehow tamed or appeased, WILDERNESS SURVIVAL roll required to do anything while mounted.

If possible, maximum load up to 136kg before [-] on rolls, half speed above 272kg and limit at 408kg.

Why communicate with this thing/Special abilities

If one communes with the Nightmare for 30 minutes, it may transport itself and ten others to distant realities and places as a physical copy there. But is unable to bring objects back to the original body, which lies in a state of unawakening suspended animation. It is possible to be left behind.

The Nightmare may also make itself and 6 others invisible and incorporeal, travelling through physical matter in any direction at half speed for 20 minutes. Everything in normal reality looks grey and insubstantial. If within an object when the time elapses, the materialised being takes 1d10 damage for every 2 metres it is shunted towards an open space.


Tuesday, October 21, 2025

OSRIC to Mothership Conversion

 This is pretty much my OSE to Mothership rules with included tweaks form my previous analysis and the slight adjustments required to go from OSE to OSRIC extra features.


HD +1 = Wounds

HP = Health, if HP is under 10, add +1d5+6 (Allowing 1 or less HD monsters to have between 11-15 Health), add the 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 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 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

Every 4 or fraction thereof of the OSRIC bonus HP becomes an addition +5% to Instinct

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

For NPCs AC becomes (10-AC)/2 with rounding down = AP. This accounts for the original rules OSRIC is derived from miscalculating based on an older edition, prior to printing. If not corrected in future editions to (requiring 9-AC), it remains as such.

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.

Anytime something that Mothership handles with a percentile roll is rolled on a D6, multiple the chance of that by 16.666 and round up.


Probably should do a demonstration:
OSRIC, one random page gives me Treants.

Treant

frequency: Rare

no. encountered: 1d20

Size: Large

move: 120 ft

armour class: 0

hit dice: 7-12 (1d6+6 if randomly determined)

attacks: 2 (fists)

damage: See below (depends on HD)

Special attacks: Animate trees

Special defences: Cannot be surprised

magic Resistance: Standard

lair probability: 10%

Intelligence: Very

alignment: Chaotic good

level/xp: 7HD: 1,295+8/hp 8HD: 1,600+10/hp 9HD: 2,050+12/hp 10HD: 2,350+13/hp 11HD: 2,750+14/hp 12HD: 3,600+16/hp

Treants are woodland creatures, reclusive to humankind but friendly with other good aligned creatures of the woods. They resemble humanoid trees: their “arms” and “legs” are not easily seen as such until they begin moving. Treants are vigilant guardians of the woods, despising anyone of evil alignment and all who make reckless use of fire, regardless of alignment. Treants can animate 1d2 trees to aid them (see “Tree, Animated”) within a range of 180 ft. Separate experience is not awarded for killing such animated trees. Treants are quite vulnerable to fire: fire attacks requiring a roll to hit gain a bonus of +4, a treant makes saving throws vs fire at –4, and any hit die of damage inflicted upon a treant gains a +1 to its result. Damage inflicted by a treant’s clubbing fists is determined as follows: 7-8 HD: 2d8 damage per fist 9-10 HD: 3d6 damage per fist 11-12 HD: 4d6 damage per fist

Treasure: 10d4 gems (50%); 2d4 potions (40%)


Wounds: d6+6, +1 = lets start with an average 11 Wounds

Health per Wound: 4.5 x 11 = 50

If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds.

3 time deduct 2 and 10 health = 5 and 20 respectively

Combat = 21 -THACO + Any listed modifiers x5 +15, or Ascending Attack Bonus +2 + Any listed modifiers x 5 +15.

A 10.5 HD monster has a THACO of 11, so 21-11 = 10 x 5 + 15 = 65%

Lists 2 attacks a round

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

10.5 - 5 = 5.5, so 50%+27.5% = 78%, lets just round it to 80%

Every 4 or fraction thereof of the OSRIC bonus HP becomes an addition +5% to Instinct

Movement 120', so as fast as a human

Treants may have high HD but no +s ontop of that

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

9-0 = 9

Damage 4d6 per fist = 4d10 or 1 Wound

d6 = d10

Once you get to 4d10, you have the option of changing it to 1 Wound if caused by massive damage.

No bonuses to damage

No special defences to elements

Anytime something that Mothership handles with a percentile roll is rolled on a D6, multiple the chance of that by 16.666 and round up.

Cannot be Suprised in the forests, can summon 1 or 2 Animated Trees (lesser relatives?)

+4 to hit with fire and -4 to save against fire on a D20 sounds like [+] and [-].
Extra damage is fairly easy.

Intelligence is already represented by their high instinct and Magic resistance is standard, so not worth discussing.

Woody Aliens of Fangorn 2

W5(20)

COM 65% Attacks 2 (4d10)

AP 9

As fast an unencumbered human

Always knows where the party is when they are within it's range

When in it's forest home, can summon lesser relatives

Attacks using Fire break AP

Takes [+] Damage and Wound Rolls from Fire

Tuesday, August 19, 2025

OSE to Mothership Conversion

 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:

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%


What is clear here is that all conversions are very bad at handling small HD creatures. I think that's a reflection of Mothership focusing on the Alien single-monster rather than 3d10 Space Orcs in a room. As expected for a professional product, the Stars Without Number adaption was probably the most consistant at 3 HD or higher, but has the issue that it was made for characters rather than monsters.
I think my version could learn something from both.

I've been reducing the number of Wounds and Health far too much as they climb. And I forget in D&D that 1 HD is pretty tough compared to a Normal Human who has 1/2 a HD or 1d6 HP depending on the edition.

The changes I would make

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.

Saturday, March 15, 2025

Making Mothership Maps

Mothership is fundamentally a work of Anti-Canon. That is there is no fixed setting except for what is in the text for any given product and it is up to the Warden to chain it together into their own setting. However, enough products link back on each other to create a semi-canon. Mostly referencing off the official modules produced by Tuesday Knight Games.

To make a map from this requires two ways, one more in depth than the other. The first step is a close reading of the module to find out what assumption it makes; what other planets or background elements are referred to and how it implies they fit together (i.e. is something portrayed as isolated or distant). Beyond that, is when you dig through the author(s) blog(s) or Discord comments and see what else they have created or even one-off comments about some home game that might link two published modules together.

Easiest is when the author adds their own map. Then it becomes a matter of sticking it somewhere or sticking modules around it. Like any analytical study, this separates into lumpers and splitters.

Lumpers assume that with the vast scale between planetary systems and sectors, many modules can occur within the same system, hidden among the rings of gas giants and asteroids. The most prime, if not Mothership example being Columbia Game’s High Colonies. Splitters have modules and scenarios scattered in their own systems, potentially up to one for each.

A common way of lumping things together is to do it by author. If all of Tuesday Knight Games modules are about exploring a small section of space, then each author could be exploring their own. If there are multiple authors though, that’s a great excuse for a link, or you just have to make a choice between separating them out.

Blogs can be tricky. A reference might be to a home game, changed for release or discarded as a thought. Or their own changes not reflected in the modules but put in themselves and if you just blindly copy, then your connections won’t make sense. You are doing the equivalent of rehashing twice.

 

Let’s look at a few of my worked examples

This one was made by cramming modules whenever I felt like they should fit, including non-Mothership ones and eventually by the method listed above. It’s a total mess of distances and regions, the only consistent thing is trying to keep four systems per cluster, like in the sample ones from the Warden operations Manual. But even then, that is listed as just an average. I won't even try and list all the systema dn modules, the map has been on hold until more infomation about a critical area droips via Kickstarter. And at least one has gone dark.



Now let's see a simpler map, made by a closer reading of some actually published modules and a in-depth reading of the blogs of the authors.



This is a composite of several maps. Dug up from the Mothership Discord is a few old maps from Sean McCoy, one of the creators of Mothership, which formed the basis for the published modules. The author Mysteryspice, then took a few references from TKG's Dissident Whispers and built another area with new published modules, called Kappa Tauri. That was pulled from both Discord and blog.

Anodyne is another 3rd party publishing group, which pulled seevral non-associated 3rd party modules into a single cohesive map calle the Third Sector. While it doesn't innately link to their own Inferno Trilogy, the option is left to the Warden. Hull Breach by the same connects by the simple fact that I asked if it did and got a possible location.

On a side note, I normally pop Anodyne's Picket Line Tango over in the Third Sector's Alpha-Omega system.


So the map is really the following, stiched together:







Now for the wider area, we get a little fuzzier. There is a lot of promised Mothership material which may never come to pass. Endlessly promised, churning through Kickstarters and being delayed or abandoned. Most of it is one-shots, with a few really big pieces or collaborations. All this can be perrused for links and combined. To a certain extent, the deliberte anti-canon means imagination must be needed and for many, imagination is all that is needed.


You can see here that some areas link when they give no indication in the text that they do. That can be because the authors have published side-products that assume they must be close by, or 3rd-Party products which create links. Like how Space Penguin Ink's Distress Signals adds several links between Tuesday Knight Game's area and Silver Arm Game's Mani system.
With the assumption of hidden or proprietary jump routes, you are feel to link up however you want as new infomation comes to light. But building a universe out of parts that are already there helps string things along naturally and gives the players a cohesive space to play. nd not just a series of disconnected scenarios.


The benefit of anti-canon is that any approach, not just what I outlined works.