These entries should not be construed as the work of the compiler, except insofar as they have been formatted and edited to a consistent layout for this bestiary. Move infoRMation Move information is usually simple to indicate, but in some cases an entry will have multiple movement types. In such cases, a letter will appear in front of each number to simplify the reference. So, for example, a creature with Ground Move 6, Enhanced Ground Move 12 and Air Move 12 would be represented as: G6 12 -A12 Entries that have only a Ground Move will not have a letter, and most aquatic entries will not have W before the Move number if that is the only movement type available to it. Entries with Enhanced Moves will generally not have this trait indicated under Physical Traits.
|Published (Last):||10 August 2016|
|PDF File Size:||10.18 Mb|
|ePub File Size:||14.96 Mb|
|Price:||Free* [*Free Regsitration Required]|
Some may turn out tougher those claw attacks become more meaningful, for instance , and some may turn out to be not as tough. Although not a Planescape creature, a very good example is the Mind Flayer. One beneficial? Unless, of course, they read this web page.
The creature conversions come in two forms. The rest are turned into racial templates, and, following GURPS Myth, also given as a "standard" member of the species. The reason for the latter is that some creatures work better as races than as simple monsters. There will be some members of the race who have learned skills and improved themselves far beyond the species base, just as is the case with "PC" races.
In the cases where monsters are presented as racial templates, social disadvantages reputations, appearance, etc. For creatures in "beast" format, the powers can just be described. For creatures given as racial templates, it becomes more important to model those powers in GURPS terms. Many of these powers are spell-like powers which the creatures are able to use "a certain number of times per day". The cost of Knacks, however, is highly variable, and frequently comes out too high.
More recently, cool powers of races are modeled using one of the following three procedures, presented roughly in order of precedence. If a GURPS racial or super advantage already exists which describes the power well enough, just assign that.
Creatures have up to 3 levels of "Inherent Magery" which costs 8 points for the first level and 5 points for each of the other levels; this magery may only be used for casting the inherent spells which are part of the racial templates. Those inherent spells are then purchased as normal spells would be, except that prerequisites may normally be ignored.
If a memeber of that race is a true mage, it need only pay the difference in cost between normal Magery and the Inherent Magery that is part of its template. Inherent spells from the template do not count as prerequisistes unless they have been improved with character points; they may not be improved unless all prerequisites for those spells are met.
This is a far more satisfying system than using Knacks, and tends to keep for instance fiend point costs under control. Note that some particularlly badass races may have Extra Fatigue as part of their template, allowing them to use more of their special powers more frequently.
Note that although GURPS Spirits requires that the racial template have inherent spells with at least skill 12, sometimes e. Invent a new advantage and stick it on the Characters page. See my Philosophy of Conversion above. These creature conversions represent the species averages. There will be some variation; some may be weaker, some may be better. Especially the more intelligent creatures may be able to "better" themselves, learning skills and otherwise getting stronger just like PCs do.
Find a creature in there which is "like" the Planescape Creature, and base your conversion on the one from the book. The specific creatures I list below and even the format of each entry reflect this. Extra Hit Points are especially appropriate for creatures of great bulk or density. For creatures which can weild magic, sometimes you can just ennumerate a few of their abilities as if they were "Supers" abilities or Knacks , but at other times you may wish to make them into wizards.
Decide on a case-by-case basis whether the creature is more likely a fatigue-based wizard if he can do lots of relatively minor magics , or a Umana wizard if he can do big things. The impressive magic wielding creatures should be Umana wizards with increased power. Some of them may even be able to weild both fatigue-based and Umana magic. The greater of races such as Archons and Baatezu come to mind in this latter category. For creatures hit by only magical weapons, I tend to prefer to do the conversion by giving them a limited DR, e.
In most cases against PCs, this will tend to have the same practical upshot as being invulnerable to nonmagical or insufficiently magical weapons. This limited DR will generally not help against damage from spells. You can convert from AC to DR two ways. Damage from attacks: this one can be a big one. For creatures with multiple attacks, decide if they might sensibily be considered a single attack under GURPS. Below is a table of "rough damage conversion". I write below damage conversions just as a fallback for when everything else has failed.
This table is hardly the last word, and should only be used as a general guide. This table is subject to change as I gain more experience with it; in particular, I may eventually decide that PCs go around with too much DR to make this table really reasonable. All damages with "-" values should be assumed to be minimum 1, unless otherwise noted.
gurps bestiary shared files: