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Re: (TFT) TFT Plans for 2009



Your post inspired me to sit down with the AD&D Monster Manual and Steve Jackson's Metamorphosing Monsters article from the Space Gamer. My goal is to convert the monsters in such a way that you could conceivably run old D&D adventure modules using the Fantasy Trip rules. In cases where it seemed like the Into the Labyrinth version of monsters were appropriate (like the Centaur), I skipped them. In instances where the AD&D monsters were significantly different than Into the Labyrinth (like the Basilisk), I convereted them. I've gotten through "C", and here's my work so far:

Ankheg ST 25-42 DX 10 IQ 0 MA 12, Burrow 6, 4-hex Creature
.....WEAPONS: Mandibles (3+2), Spit Acid (6, -6 ST)
.....ARMOR: Heavy Shell (-6 hits from front and sides), Scales (-4 hits from rear)
.....TALENTS: None
.....SPECIAL: Spits Acid as per thrown weapon; 6 dice damage at the cost of 6 Strength

Ant, Giant ST 21 DX 9 IQ 3 MA 12
.....WEAPONS: Mandible (1)
.....ARMOR: Heavy Shell (-5 hits)
.....TALENTS: None

Axe Beak ST 25 DX 8 IQ 5 MA 18, 3-hex creature
.....WEAPONS: Beak (1+1), Claw (1-2), Claw (1-2)
.....ARMOR: Heavy Fur (-3)
.....TALENTS: None
.....SPECIAL: Three attacks per turn. 

Basilisk ST 44 DX 11 IQ 5 MA 4, 3-Hex Creature
.....WEAPONS: Bite (2-1)
.....ARMOR: Scales (-4 hits)
.....TALENTS: None
.....SPECIAL: All figures in front facing of a Basilisk must succeed in a 3 dice roll versus IQ or meet the Basilisk's gaze and be turned to stone. Figures diverting their gaze need only succeed in a 2 dice roll versus IQ to be prevented from turning to stone, but they attack the Basilisk as if being effected by a Blur spell (-4 to DX). Figures closing their eyes or blindfolding themselves are immune to the Basilisk's gaze, but attack the Basilisk as if it were invisible (-6 to DX).

Eye Stalker ST 45-75 DX 14 IQ 14 MA 3 (fly), 3-Hex Creature
.....WEAPONS: Bite (1+1)
.....ARMOR: Chitinous Shell (-7 hits)
.....TALENTS: Alertness (2), Acute Hearing (3), Recognize Value (1), Diplomacy (1), Monster Followers (2), Tactics (1), Monster Follewers II (2), Strategist (2)
.....SPECIAL: Each eye provides the Eye Stalker with a Spell Effect. Four eyes may attack into the Eye Stalker's Forward Facing. Two other eyes may attack each into the Eye Stalker's Side and Rear Facings. Which eyes may attack into which facing may change every turn at the Eye Stalker's will, since they swivel on tentacles. The Eye Stalker may attack with as many eyes as it wishes every turn. Each eye has the following Spell Effect:
..........1 Control Person (3 ST + 1/Turn)
..........2 Control Creature (4 ST + 1/Turn, as per Control Person but on any figure)
..........3 Sleep (3 ST)
..........4 Telekenisis (2 ST + 2/Turn)
..........5 Freeze (4 ST)
..........6 Open Tunnel (10 ST)
..........7 Avert (2 ST + 1/Turn)
..........8 Slow Movement (2 ST)
..........9 Drain Strength 
..........10 Death Spell (ST varies)
..........CENTRAL EYE: The Central Eye may attack into the Eye Stalker's forward facing once per turn. The Central Eye casts the following spells simultaneously, at no ST cost to the Eye Stalker: Destroy Creation, Remove Thrown Spell, Dispel Illusions, Dissolve Enchantment.

Blink Dog ST 14 DX 11 IQ 10
.....WEAPONS: Bite (1)
.....ARMOR: Light Fur (-1 hit)
.....TALENTS: Alertness (2), Acute Hearing (3), Silent Movement (2), Naturalist (2), Tracking (1)
.....SPECIAL: These creatures have limited ability to Teleport. Every turn they may attempt to do so. If they roll a 7 or better on two dice they succeed, otherwise they do not move. If they succeed in teleporting, and are attempting to attack a target, roll again. On a five or better the Blink Dog appears to the rear facing of its opponent. On a three or four it appears in a side facing of the opponent. And only on a two does it appear in the front facing of its opponent. 

Brownie ST 8 DX 16 IQ 16
.....WEAPONS: Dagger (1-1)
.....ARMOR: None
.....TALENTS: Knife (1), Alertness (2), Acute Hearing (3), Silent Movement (2), Animal Handler (2)
.....SPELLS: Blur (1 ST + 1/Turn), Light (1 ST), Invisibility (3 ST + 1/Turn), Control Person (3 ST + 1/Turn), Teleport (1 ST/Megahex), Unnoticability (3 ST + 1/Turn),  

Bugbear ST 22 DX 11 IQ 8 MA 10
.....WEAPONS: Club (1+5) or by weapon type 
.....ARMOR: Leather Armor (-2 hits), Small Shield (-1 hit from front)
.....TALENTS: Knife (1), Axe/Mace (2), Polearms (2), Shield (1), Thrown Weapons (2)

Bugbear Leader or Sub-Chief ST 30 DX 12 IQ 9 MA 10
.....WEAPONS: Club (2+4) or by weapon type
.....ARMOR: Chain Armor (-3 hits), Small Shield (-1 hit from front)
.....TALENTS: Sword (2), Axe/Mace (2), Polearms (2), Shield (1), Alertness (2)

Bugbear Chief ST 39 DX 12 IQ 10 MA 10
.....WEAPONS: Club (2+4) or by weapon type
.....ARMOR: Chain Armor (-3 hits), Small Shield (-1 hit from front)
.....TALENTS: Sword (2), Axe/Mace (2), Polearms (2), Shield (1), Charisma (2), Diplomacy (1)

Bulette (Landshark) ST 46 DX 10 IQ 5 MA 12, Burrow 2. 7-hex creature
.....WEAPONS: Bite (7+1), Claw (3), Claw (3)
.....ARMOR: Heavy Shell (-10 hits front and side facings), Scales (-4 hits rear facing)
.....TALENTS: None
.....SPECIAL: Three attacks per turn. 

Vulture Worm ST 27 DX 9 IQ 0 MA 10, 3-hex long creature
.....WEAPONS: 8 Tentacles (paralysis)
.....ARMOR: Shell (-5 hits from front), Light Scales (-2 hits from side and rear)
.....TALENTS: None
.....SPECIAL: The Vulture Worm may attack with all eight tentacles every turn. If a tentacle hits, the target is effected as if by a Freeze Spell.

Catoblepas ST 46 DX 10 IQ 7 MA 6, 4-hex creature
.....WEAPONS: Tail (1)
.....ARMOR:
.....SPECIAL: A Catoblepas can lash with its tail, receiving one roll for every 1-hex creature in its rear hexes. Any figure hit must roll 3 dice versus ST or be stunned. A stunned creature subtracts 2 from its DX for 3 turns (as per CLUMSINESS spell). Additionally, the creature is so hideous that if you look into its eyes you are likely to die instantly. All figures in front facing and within 3 megahexes of a Catoblepas must succeed in a 3 dice roll versus IQ or be effected by DEATH SPELL. Figures diverting their gaze need only succeed in a 2 dice roll versus IQ to be prevented from being effected, but they attack the Catoblepas as if being effected by a Blur spell (-4 to DX). Figures closing their eyes or blindfolding themselves are immune to the Catoblepas' eyes, but attack the Catoblepas as if it were invisible (-6 to DX).

Chimera ST 45 DX 14 IQ 7 MA 8, fly 16, 4-hex creature.
.....WEAPONS: Claw or Kick (1-1), Claw or Kick (1-1), Horn (1-1), Horn (1-1), Lion Bite (1+2), Dragon Bite (2), Breathe Fire (4, 4 ST)
.....ARMOR: Heavy Fur (-3 hits from front facing), Dragon Scales (-6 hits from side facing), Medium Fur (-2 hits from rear facing)
.....SPECIAL: A Chimera may attack with its two horns and bite into the front facing every turn. Additionally, it may either attack with its two claws into its front facing, or its two kicks into its rear facing every turn. Its fire breath may be "thrown" into any facing.

Cockatrice ST 36 DX 12 IQ 5 MA 4, fly 16
.....WEAPONS: Beak (1-1)
.....ARMOUR: Light Feathers (-1 hit)
.....SPECIAL: The cockatrice is quick and difficult to hit (-2 DX to when targeted). If it successfully wounds a figure, that figure must roll 4 dice versus Strength or turn to stone.

Couatl ST 45 DX 14 IQ 18 MA 4, fly 16, 3-hex creature
.....WEAPONS: Bite (1-1), Hand-to-Hand Combat (3+5)
.....ARMOUR: Light Feathers (-1 hit)
.....TALENTS: Unarmed Combat I (4), Unarmed Combat II (4), Unarmed Combat III (4)
.....SPELLS: Stone Flesh (2 ST plus 1/Turn), Telekenisis (2 ST/Turn), Spell Shield (3 ST plus 1/Turn), Calling (5 ST), Astral Projection (10 ST), Geas (10 ST)
.....SPECIAL: A Couatl's serpentine body is difficult to hit. Attackers recieve a -3 DX adjustment to hit. Additionally, due to the fact that the Couatl can strike so quickly, its side hexes are considered front hexes for all purposes.


> > 5)  I've always wanted, for my own purposes, the
> conversion of several 1st
> > edition AD&D monsters, spells, and magic items to
> TFT.
> > 
> > David Jackson
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