Converting Monsters From Gamma World


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Ark

Here is the stats from GW first addition. I Will post the GW 4th stats when i get home from school.

ARK From GW 1st Addition
No. Appearing: 1-4
Armor Class: 4
Movement: 15
Hit Dice: 8

These intelligent Dog men stand just short of 3 meters tall, and always walks on their well-developed hind legs. It has a Mental Strength and radiation resistance of 10. All arks have the following mutations: Telekinesis, Weather Manipulation and life leach. Arks fear large winged creatures and carry wicker shields and large clubs as weapons. They consider human hands to be a great delicacy.
 

Not too much to go on here, so maybe I'll wait on the 4th edition stats. Anyone care to post some conversion guidelines for gamma world for those of us unfamiliar with it?
 

Ok her is the 4th Ed statploc breakdown. We should be able to get some working stats out.

Number: Thi is te number apearing in the wild. Lairs or communities usualy have mre.

Percept: The creatures senses.
Could use these values to give a rough estimation of Spot and listen checks.

Stealth R/U: Short fo Stealth & Remain unseen.
Rough guidlines for Hide and or move silent checks.

AC: Armor class. works like old D&D armor class.
We are probably going to have to play this my ear by the monster description. For example a scaley monster would likely have a natural bonus to ac. I dont think there is a rough equvilant from GW ac to D20 ac.

MD: Armor class for mental attacks.
Not sure how to do this. Anyone else have any ideas?

Speed: The number of Meters per round the creture moves.
This should be a pretty straight foreword converson.

Level: This is an earmark for how much Xp the creature is worth, I dont think this will be worth much in our conversions.

Hit dice: Number of D6 worth of HP the critter has. This might be a good number to start with of cource we will have to adjust for Creature type.

Thac: Pretty much Old world D&D thaco. Noone undestands that so we will have to Fake some BAB from its hitdice.

Attacks: The creatures natural attackand how much damage that case. Should be easy to convert.

Moral: How brave the critter is.

Int: Intelligence. Nuff said. Should be a strate across conversion.

Size: How large the creaure is in meters. Extrapolate the critters size from this value.

Xp value: The xp vaue of the critter. This line dosent mean much to us.

Clumate/Terrain: The climate the creature prefers.

Organizaton: The general social structure of the critter.

Activity cycle: The time of day the creature is most active.

Diet: Herbavore, carnivore, Omnivre.

Tech Level: The monsters tech level.

Artifacts: Artifacts typicaly used my the creature.

Physical Mutations: The reatures physical mutations.

Mental Mutations: The creatures mental mutations.

Special Power: Powers not covered by muatations.

Description: The dscription of the ceature. This will be Valuable for Figuring Out things like what kind of natural armor bonus the critter might have from "fir, Scale, Chitin" Discrptors.

Combat: How the critter fights.

Society: A more detailed description on the creatures society if any.
 
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Well in the interest of keeping it in line with already published stuff Like D20 future/apocalypse. I think that doing it d20modern style might be best. With a few notes after each entery to make it D&D-ized. more useful and generaly compatable with 3.0 - 3.5.

Here is a usefull link for tracking down critters for conversion.

Gamma World Bibliography - HERO Games Discussion Boards

I think the conversion notes need more work before we can start.
What do the rest of you think?
 

I think that I, like Shade, need more familiarity with d20 Modern. ;) But I can learn -- is there an online SRD?

If you have more info for the conversion notes, it's always helpful.
 

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