As far as I can tell, I am in OGL compliance. If that is not the case, I apologize in advance and nothing more will follow.
I am just about to send one of my PBeM groups into what is quite possibly my sentimental favorite module of all times: Expedition to the Barrier Peaks. It was the first adventure I ever purchased with my own money. I still have fond memories of my friend's older brother running us through it late at night. He was a master at ambience and had us all scared out of our gourds.
Anyway, I am just starting converting the creatures -- the Gamma World weapons and equipment will come later -- and could use a bit of help. This is the first time I have actually sat down and tried to convert or create something out of the ether. I am using the Dragon article from October 2000 as my guide, but know I'm going to make some mistakes along the way. I would appreciate constructive criticism and advice, especially on determining Challenge Ratings. Here is the first creature: Robot, Police.
Two modern weapons are also included.
(Apologies in advance if the formatting is off. All flavor information has been removed to ensure OGL compliance.)
Robot, Police
Medium-Sized Construct
Hit Dice: 11d10 (60 hp)
Initiative: +4 (Dex)
Speed: 40
AC: 22 (+4 Dex, +8 natural)
Attacks: 2 tentacles +13 melee; or 2 slams +13 melee; or laser pistol +12 ranged; or grenade launcher +12 ranged
Damage: Tentacle 1d6+7, slam 1d8+7, laser pistol, grenade launcher
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Construct, magic immunity, immunities, half damage, graviton beam, sensor array, blindsight 120'
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 20, Dex 18, Con -, Int -, Wis 12, Cha 1
Skills: Listen +21*, Spot +21*
Climate/Terrain: -
Organization: -
Challenge Rating: ?
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Improved Grab (Ex): To use this ability, the police robot must hit an opponent of up to Large size with both tentacle attacks.
Magic Immunity (Ex): Police robots completely resist most magical and supernatural effects, except as follows. Electrical based damage is treated normally. Roll a d20 anytime a police robot is damaged by electricity. There is a cummulative 1 of 20 chance per 5 hit points of electrical damage that the police robot shuts down.
Immunities (Ex): Police robots have cold immunity.
Half Damage from Fire and Acid (Ex): Fire- and acid-based attacks deal only half damage to androids, with a minimum of 1 point of damage.
Graviton Beam (Ex): Police robots can push or pull an object of up to 300 pounds. For sake of saves and duration, treat this ability as a telekinesis spell cast by a 12th level spellcaster. Otherwise, the ability is nonmagical.
*Sensor Array (Ex): Police robots have a full array of audio and visual sensors. The sensors give the police robot +20 to Listen and Spot checks.
Laser pistol:
Dam Crit RI Wt Type
2d8 x2 110' 2 lbs. Special*
* Laser pistols cause Fire damage. When fired at an object from less than 10 ft., laser pistols ignore the first 5 points of hardness.
Grenade launcher*:
Dam Crit RI Wt Type
- - 150' 12 lbs. Special**
* A direct hit with a grenade means that the weapon has hit the creature it was aimed at and everyone within the blast radius, including that creature, takes the indicated damage or effect. A miss requires a roll for deviation as for regular grenadelike weapons, but rather than dealing splash damage to all creatures within 5 ft., the weapon deals the same damage to all creatures within the prescribed radius of where it actually lands.
** Police robot grenade launchers have a base storage capacity for 6 grenades (3 sleep gas, 1 poison gas, 1 explosive, 1 incendiary).
- Sleep gas grenade: This grenade emits a cloud of sleep gas in a 20-foot radius that persists in still conditions for 1d3+3 rounds and in windy conditions for 1d3 rounds. Those caught within the radius of the cloud must make a Willpower save (DC 20) or fall into a comatose slumber. For all other intents and purposes, the effects are exactly like those of a Sleep spell cast by a 6th level spellcaster.
- Poison gas grenade: This grenade emits a cloud of poison gas in a 10-foot radius that persists in still conditions for 1d3+3 rounds and in windy conditions for 1d3 rounds. Those caught within the radius of the cloud must make a Fortitude save (DC 20) or be dealt 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage one minute later. For all other intents and purposes, the effects are exactly like those of a Poison spell cast by a 5th level spellcaster.
- Explosive grenade: This grenade explodes on impact. Those within a 10-foot radius are dealt 2d6 points of fire damage. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage.
- Incendiary grenade: This grenade explodes on impact, releasing a sticky, adhesive substance that ignites when exposed to air. Those within a 10-foot radius are dealt 2d6 points of fire damage. On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames. This grenade sets fire to combustibles and damages fire-susceptible objects in the blast radius.
I am just about to send one of my PBeM groups into what is quite possibly my sentimental favorite module of all times: Expedition to the Barrier Peaks. It was the first adventure I ever purchased with my own money. I still have fond memories of my friend's older brother running us through it late at night. He was a master at ambience and had us all scared out of our gourds.
Anyway, I am just starting converting the creatures -- the Gamma World weapons and equipment will come later -- and could use a bit of help. This is the first time I have actually sat down and tried to convert or create something out of the ether. I am using the Dragon article from October 2000 as my guide, but know I'm going to make some mistakes along the way. I would appreciate constructive criticism and advice, especially on determining Challenge Ratings. Here is the first creature: Robot, Police.
Two modern weapons are also included.
(Apologies in advance if the formatting is off. All flavor information has been removed to ensure OGL compliance.)
Robot, Police
Medium-Sized Construct
Hit Dice: 11d10 (60 hp)
Initiative: +4 (Dex)
Speed: 40
AC: 22 (+4 Dex, +8 natural)
Attacks: 2 tentacles +13 melee; or 2 slams +13 melee; or laser pistol +12 ranged; or grenade launcher +12 ranged
Damage: Tentacle 1d6+7, slam 1d8+7, laser pistol, grenade launcher
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Construct, magic immunity, immunities, half damage, graviton beam, sensor array, blindsight 120'
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 20, Dex 18, Con -, Int -, Wis 12, Cha 1
Skills: Listen +21*, Spot +21*
Climate/Terrain: -
Organization: -
Challenge Rating: ?
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Improved Grab (Ex): To use this ability, the police robot must hit an opponent of up to Large size with both tentacle attacks.
Magic Immunity (Ex): Police robots completely resist most magical and supernatural effects, except as follows. Electrical based damage is treated normally. Roll a d20 anytime a police robot is damaged by electricity. There is a cummulative 1 of 20 chance per 5 hit points of electrical damage that the police robot shuts down.
Immunities (Ex): Police robots have cold immunity.
Half Damage from Fire and Acid (Ex): Fire- and acid-based attacks deal only half damage to androids, with a minimum of 1 point of damage.
Graviton Beam (Ex): Police robots can push or pull an object of up to 300 pounds. For sake of saves and duration, treat this ability as a telekinesis spell cast by a 12th level spellcaster. Otherwise, the ability is nonmagical.
*Sensor Array (Ex): Police robots have a full array of audio and visual sensors. The sensors give the police robot +20 to Listen and Spot checks.
Laser pistol:
Dam Crit RI Wt Type
2d8 x2 110' 2 lbs. Special*
* Laser pistols cause Fire damage. When fired at an object from less than 10 ft., laser pistols ignore the first 5 points of hardness.
Grenade launcher*:
Dam Crit RI Wt Type
- - 150' 12 lbs. Special**
* A direct hit with a grenade means that the weapon has hit the creature it was aimed at and everyone within the blast radius, including that creature, takes the indicated damage or effect. A miss requires a roll for deviation as for regular grenadelike weapons, but rather than dealing splash damage to all creatures within 5 ft., the weapon deals the same damage to all creatures within the prescribed radius of where it actually lands.
** Police robot grenade launchers have a base storage capacity for 6 grenades (3 sleep gas, 1 poison gas, 1 explosive, 1 incendiary).
- Sleep gas grenade: This grenade emits a cloud of sleep gas in a 20-foot radius that persists in still conditions for 1d3+3 rounds and in windy conditions for 1d3 rounds. Those caught within the radius of the cloud must make a Willpower save (DC 20) or fall into a comatose slumber. For all other intents and purposes, the effects are exactly like those of a Sleep spell cast by a 6th level spellcaster.
- Poison gas grenade: This grenade emits a cloud of poison gas in a 10-foot radius that persists in still conditions for 1d3+3 rounds and in windy conditions for 1d3 rounds. Those caught within the radius of the cloud must make a Fortitude save (DC 20) or be dealt 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage one minute later. For all other intents and purposes, the effects are exactly like those of a Poison spell cast by a 5th level spellcaster.
- Explosive grenade: This grenade explodes on impact. Those within a 10-foot radius are dealt 2d6 points of fire damage. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage.
- Incendiary grenade: This grenade explodes on impact, releasing a sticky, adhesive substance that ignites when exposed to air. Those within a 10-foot radius are dealt 2d6 points of fire damage. On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames. This grenade sets fire to combustibles and damages fire-susceptible objects in the blast radius.
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