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Dragons of Prometheus

TKalbfus

SOC-14 1K
Alpha Centauri is an interesting Binary Star System, it is the system that is home of the planet Prometheus, a size 7 world with a dense Atmosphere and 50% hydrographics, it was the first interstellar planet discovered by terrans and now has a population in the Billions, but just what was on the planet before the Terrans arrived? The following list is some common Terran animals that were transplated to Prometheus along with some humans. Prometheus is a smaller denser world that Terra with a higher concentration of heavy and rare metals such as gold than Earth has. Consequently the gravity is 1 standard g. Another feature of the planet is that 1/4 of its surface is way above sea level and the atmosphere there is standard, and this is where most of the humans live. Before contact with Terra, the Prometheans lived in a pre-gunpowder TL 2 society using all the standard equipment and coinage as in the D&D books, but using Traveller rules. besides the humans there is a variety of terran life forms, which I've converted to Traveller format, and a species of dragon , and Giant Eagle unique to this world. Here is the first part of a list of animals that I'm working on.

Badger: Tiny omnivore hunter; Init +3 (+3 Dex); Attack 4+, Flee 7+, Spd 9m (6sq), burrow 3m (2 sq); AC 15 (+2 Tiny, +3 Dex); AR 0; St/LB 6/15 (1d6+2); Atk +9/+9 melee (claw 1d2-1/20), +4 melee (bite 1d3-1/20); SV Fort +4, Ref +5, Will +1; SZ T; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Escape Artist +7, Listen +4, Spot +4
Special Abilities: Rage: A badger that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 strength, +4 constitution, and -2 AC. The creature cannot end its rage voluntarily.
Climate/Terrian: Forest
Organization: 1d2;

Bat: Diminutive omnivore hunter; Init +2 (+2 Dex); Attack 4+, Flee 7+, Spd 2m (1 sq), fly 12m (8 sq); AC 16 (+4 Diminutive, +2 Dex); AR 0; St/LB 1/10 (1/3 d6); Atk -; SV Fort +2, Ref +4, Will +2; SZ D; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4, Soc 0, Edu 0.
Skills: Listen +9, Move Silently +6, Spot +9
Special Attacks: Blindsight: Bats can “see” by emitting high-frequency sounds inaudible to most other creatures, that allow them to locate onjects and creatures within 36m., Racial Bonus: Bats receive a +4 racial bonus to spot and listen checks.
Climate/Terrain: Temporate Forest
Organization: colony (10-40)

Black Bear: Medium-size omnivore hunter; Init +1 (+1 Dex); Attack 4+, Flee 12+, Spd 12m (8 sq); AC 13 (+1 Dex, +2 natural); AR 2 (natural); St/LB 16/15 (3d6+6); Atk +3/+3 melee (claw 1d4+4/20), -2 melee (bite 1d6+2/20); SV Fort +5, Ref +4, Will +2; SZ M; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Climb +6, Listen +4, Spot +7, Swim +8.
Special Abilities: Scent
Climate/Terrain: Temperate Forest, Warm Forest, Hills, and Mountains.
Organization: 1d2.

Brown Bear: Large omnivore hunter; Init +1 (+1 Dex); Attack 6+, Flee 7+; Spd 12m (8 sq); AC 15 (-1 Large, +1 Dex, +5 natural); AR 5 (natural); St/LB 45/19 (6d6+24); Atk +4/+4 melee (claw 1d8+8/20), -1 melee (bite 2d8+4/20); SV Fort +9, Ref +6, Will +3; SZ L; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 9, Soc 0, Edu 0.
Skills: Listen +4, Spot +7, Swim +14
Special Abulities: Scent
Climate/Terrain: Any Forest, Hill, Mountains, and Underground.
Organization: 1d2

Boar: Medium-size omnivore gatherer; Init +0; Attack 9+, Flee 3+, Spd 12m (8 sq); AC 16 (+6 natural); AR 6 (natural); St/LB 19/17 (3d6+9); Atk +2 melee (Gore 1d8+3/20); SV Fort +6, Ref +3, Will +2; SZ M; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4, Soc 0, Edu 0.
Skills: Listen +7, Spot +5.
Special Abilities: Ferocity, Scent
Climate/Terrain: Temperate and warm forest.
Organization Solitary

Cat: Tiny carnivore pouncer; Init +2 (+2 Dex); Attack If Surprise, Flee if surprised; Spd 9m (6 sq); AC 14 (+2 size, +2 Dex); AR 0; St/LB 2/10 (½d10); Atk +4/+4 melee (claw 1d2-4/20), -1 melee (bite 1d3-4); SV Fort +2, Ref +4, Will +1; SZ T; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7, Soc 0, Edu 0.
Skills: Balance +10, Climb +5, Hide +17, Listen +5, Move Silently +8, Spot +5
Climate/Terrain: Any Land
Organization: domesticated

Deer: Medium-size herbivore grazer; Init +2 (+2 Dex); Flee 3+, Attack 12+; Spd 12m (8 sq); AC 13 (+2 Dex, +1 natural); AR 1 (natural); St/LB 7/12 (2d4+2); Atk +2/+2 melee (hoof 1d4+1), +2 melee (gore 1d6+1); SV Fort +1, Ref +5, Will +2; SZ M; Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6, Soc 0, Edu 0.
Skills: Hide +8, Listen +5, Move Silently +8, Spot +5, Swim +5
Feats: Dodge, Run.
Climate/Terrain: Any Forest, plains, and hills.
Organization: 1d2

Dog: Small carnivore chaser; Init +3 (+3 Dex); Attack If More, Flee (+; Spd 12m (8 sq); AC 15 (+1 Small, +3 Dex, +1 natural); AR 1 (natural); St/LB 7/15 (1d10+2); Atk +4 melee (bite 1d4+1/20); SV Fort +4, Ref +5, Will +1; SZ S; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: domesticated

Big Dog: Medium-size carnivore chaser; Init +2 (+2 Dex); Attack If More, Flee 9+; Spd 12m (8sq); AC 16 (+2 Dex, +4 natural); AR 4 (natural); St/LB 15/15 (2d10+4); Atk +3 melee (bite 1d6+3/20); SV Fort +5, Ref +5, Will +1; SZ M; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: domesticated

Promethean Gray Dragon, wyrmling: Medium-size dragon(Fire); Init +4 (Improved Initiative); Attack 2+, Flee 12+, Spd 18m (12 sq), Fly 60m (40 sq), Swim 18m (12 sq); AC 17 (+7 natural); AR 7 (natural); St/LB 68/15 (8d12+16); Atk +8 melee (bite 1d8/20), +3/+3 melee (claw 1d6/20), +3/+3 melee (wing slam 1d4/20); SV Fort +8, Ref +6, Will +8; SZ M; Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14, Soc 10, Edu 10.
Skills: Listen +10, Spot +10, Search +10, Bluff +10, Escape Artist +8, Knowledge (Geology) +10
Feats: Alertness, Cleave, Improved Initiative
Special Abilities: Breath Weapon (fire) 2d10 (16+ to save), Cone (length) 18m, (Width) 18m.
Climate/Terrain: Any Land or Underground
Organization 1 to 5
Discription: This is the youngest of 12 age categories of Promethean Gray Dragon. Age categories are: 1) Wyrmling 0-5 years, 2) Very Young 6-15 years, 3) Young 16-25 years, 4) Juvenile 26-50 years, 5) Young Adult 51-100 years, 6) Adult 101-200 years, 7) Mature Adult 201-400 years, 8) Old 410-600 years, 9) Very Old 601-800 years, 10) Ancient 801-1000 years, 11) Wyrm 1001-1200 years, 12)Great Wyrm 1201+ years. This dragon has gray scales and skin underneath, 2 large batlike wings, and 4 legs with claws. A gray dragon wyrmling typically has the following treasure horde in its lair per dragon. 3d10x1000 copper pieces, 4d12x1000 silver pieces, 1d6x100 gold pieces, 1d8x10 platinum pieces ( a copper piece is worth Cr, a silver piece is worthe Cr10, A gold piece is worth Cr100, and a platinum piece is worth Cr500) with 1d4 gems worth 4d4xCr10,000 each and 1d3 art objects worth 3d6xCr10,000 each.

Eagle: Small carnivore pouncer; Init +2 (+2 Dex); Attack If Surprise, Flee If Surprised; Spd 3m (2 sq), fly 24m (16sq); AC 14 (+1 Small, +2 Dex, +1 natural); AR 1 (natural); St/LB 6/12 (1d10+1); Atk +5/+5 melee (claw 1d3/20), +0 melee (bite 1d4/20); SV Fort +3, Ref +4, Will +2; SZ S; Str 10, Sex 15, Con 12, Int 2, Wis 14, Cha 6, Soc 0, Edu 0.
Skills: Listen +6, Spot +6
Climate/Terrain: Ant Forest, hill, plains, and mountains
Organization: 1d2

Giant Eagle: Large carnivore pouncer; Inti +3 (+3 Dex); Attack If Surprise, Flee If Surprised; Spd 3m (2 Sq), fly 24m (16 sq) Average; AC 15 (-1 Large, +3 Dex, +3 natural); AR 3 (natural); St/LB 26/12 (4d10+4); Atk +6/+6 melee (claw 1d6+4/20), +1 melee (bite 1d8+2/20); SV Fort +5, Ref +7, Will +3; SZ L; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10, Soc 10, Edu 10.
Skills: Knowledge (nature) +2, Listen +5, Sense Motive +8, Spot +11, Wilderness Lore +8.
Feats: Alertness
Special Abilities: Evasion
Climate/Terrain: Any Forest, hill, mountains, and plains
Organization: 1-2


Hawk: Tiny carnivore pouncer; Init +3 (+3 Dex); Attack If Surprise, Flee If Surprised; Spd 3m (2 sq), fly 18m (12 saq); AC 17 (+2 size, +3 Dex, +2 natural); AR 2 (natural); St/LB 5/10 (1d10); Atk +3/+3 melee (claw 1d4-2/20); SV Fort +2, Ref +5, Will +2; SZ T; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6, Soc 0, Edu 0.
Skills: Listen +6, Spot +6
Climate/Terrain: Any Forest, hill, plains, and mountains
Organization 1d2

Fox: Small carnivore chaser; Init +2 (+2 Dex); Attack If more, Flee 9+; Spd 15m (10 sq); AC 14 (+1 size, +2 Dex, +1 natural) AR 1 (natural); ST/LB 5/10 (1d10); Atk +3 melee (bite 1d4-2/20)’ SV Fort +2, Ref +4, Will +1; SZ S; Str 7, Dex 15, Con 10, Int 2, Wis 12, Cha 6.
Skills: Hide +8, Jump +4, Listen +8, Spot +8
Special Abilities: Scent
Climate/Terrain: Temperate and cold plains, marsh, and Forest
Organization: 1 to 5

Heavy Horse: Large herbivore grazer; Init +1 (Dex); Flee 5+, Attack 11+; Spd 15m (10 sq); AC 13 (-1 Large, +1 Dex, +3 natural); AR 3 (natural); St/LB 13/15 (3d4+6); Atk +2/+2 melee (hoof 1d6+2/20); SV Fort +5, Ref +4, Will +2; SZ L; Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Listen +6, Spot +6
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: Domesticated

Heavy War Horse: Large herbivore grazer; Init +1 (+1 Dex); Flee 7+, Attack 9+; Spd 15m (10 sq); AC 14 (-1 Large, +1 Dex, +4 natural); AR 4 (natural); St/LB 22/17 (4d4+12); Atk +3/+3 melee (hoof 1d6+4/20), -2 melee(bite 1d4+2/20); SV Fort +7, Ref +5, Will +2; SZ L; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6, Soc 0, Edu 0.
Skills: Listen +7, Spot +7
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: Domesticated
 
You could have just pointed people to the "Animals" section of the D&D SRD, you know


http://www.wizards.com/d20/files/v35/MonstersAnimals.rtf
 
The entries have to be modified somewhat for Traveller T20. For one thing Dexterity modifies the attack roll for melee attacks instead of Strength, so I had to subtract the strength bonus and add the dexterity bonus for each monster entry. Also I had to give each animal the approapiate stamina dice for each type of animal, say herbivore
 
Alpha Centauri is a trinary system ;)

Proxima would appear as an unusual drifting star in the Promethean heavens, probably a potent augury to the natives.

I wonder how they would interpret Alpha Cen B?

:eek: A wyrmling accumulates that much treasure in less than 5 years?
 
Proxima Centauri B would be a bright orange sunlet. I think Prometheus doesn't need a moon. B's rays would turn night into a kind of twilight when ever its up in the sky. When both suns are down then the stars finally appear. Humans are the only intelligent humanoids. Dragons and giant Eagles are intelligent, but they are not tool using humanoids. Other than that, the setting is very much like a D&D world without magic, before the Terrans arrive. Promethean characters are Barbarians, Mercenaries fill the roll of the D&D Fighter. Army Characters fill the role of the D&D NPC class Warrior. A Rogue is a Rogue. Scouts could act as the D&D Ranger with no spells. A "Priest" is a kind of Professional class character, who can't cast spells, but is assigned a kind of importance by society. Nobles are Nobles. The currency unit is the Gold Piece before the arrival of the terrans. If players want to play Prometheans they can start with this quasi-D&D like setting and then have the Terrans arrive after an adventure or two. This is just before the First Interstellar War with the Vilani so 90 million Prometheans might get caught up in this larger conflict in some way. The Terrans use Dollars which are functional equivalents of credits when buying TL12 Terran goods. The Vilani have their own imperial credit and the exchange rate is $1 = Cr1. Dragons have claws and could possible be taught to fly a starship if one was built to accomodate their proportions. I think the Dragons would quicky find out that its not a good idea to try to eat Terrans.
 
Originally posted by Straybow:
Proxima would appear as an unusual drifting star in the Promethean heavens, probably a potent augury to the natives.
Interesting, I thought it'd be too dim to see with the naked eye from a planet around the primary. But according to Celestia at least, it should be a magnitude 4.76 star.

It wouldn't be drifting across the heavens though - its movement on its orbit would be incredibly slow, since it's about 12000 AU away. They may figure out that it's moving from historical records, if they have any kind of astronomical observations from thousands of years ago.

At closest approach (11 AU from A), B would be about 3 arc minutes across (1/10th the diameter of the full moon seen from Earth) in the sky, and would be around apparent magnitude -21: it'd be about 100 times less bright than Sol, but way brighter than the full moon (magnitude -11, so this is about 10,000 times brighter), so I suspect it could actually turn night into day.

At furthest approach, (36 AU from A), B would be a bit less than 1 arc minute across, and the apparent magnitude would drop to about -18. This is still over 100 times brighter than the full moon so it would still wash out the night quite nicely.
 
Yeah, I recall from some silly book proposing a dark companion to Sol in an orbit more than ¼ LY out. At that distance it would have to be dimmer than any known star to remain unseen to the eye, and completely non-radiant to remain unseen to modern telescopes.

I shoulda realized Proxima's orbit would be like a million years. Nobody would notice movement.
 
Here are the first 3 age categories of the Species of Gray Dragon living on Prometheus, they are the most commonly encountered. Dragons are very territorial with respect to other dragons, the older dragons claim large territories, and while they ignore the first 3 age categories of Dragon, the older dragons tend to be viewed as compeditors and Dragon vs Dragon fights often occur when one dragon intrudes upon the territory of another thus Dragons tend to keep their numbers down at higher age categories. The first 3 age categories of dragon are all the GM needs to run a campaign with novice PCs. As you can see, these monsters are formidable even for characters equipped with futuristic personal weapons.

Promethean Gray Dragon, wyrmling: Medium-size dragon(Fire); Init +4 (Improved Initiative); Attack 2+, Flee 12+, Spd 18m (12 sq), Fly 60m (40 sq), Swim 18m (12 sq); AC 17 (+7 natural); AR 7 (natural); St/LB 68/15 (8d12+16); Atk +8 melee (bite 1d8/20), +3/+3 melee (claw 1d6/20), +3/+3 melee (wing slam 1d4/20); SV Fort +8, Ref +6, Will +8; SZ M; Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14, Soc 10, Edu 10.
Skills: Listen +10, Spot +10, Search +10, Bluff +10, Escape Artist +8, Knowledge (Geology) +10
Feats: Alertness, Cleave, Improved Initiative
Special Abilities: Breath Weapon (fire) 2d10 (Ref 16+ to save/ half damage), Cone (length) 9m, (Width at far end) 9m.
Climate/Terrain: Any Land or Underground
Organization 1 to 5
Discription: This is the youngest of 12 age categories of Promethean Gray Dragon. Age categories are: 1) Wyrmling 0-5 years, 2) Very Young 6-15 years, 3) Young 16-25 years, 4) Juvenile 26-50 years, 5) Young Adult 51-100 years, 6) Adult 101-200 years, 7) Mature Adult 201-400 years, 8) Old 410-600 years, 9) Very Old 601-800 years, 10) Ancient 801-1000 years, 11) Wyrm 1001-1200 years, 12)Great Wyrm 1201+ years. This dragon has gray scales and skin underneath, 2 large batlike wings, and 4 legs with claws. A gray dragon wyrmling typically has the following treasure horde in its lair per dragon. 3d10x1000 copper pieces, 4d12x1000 silver pieces, 1d6x100 gold pieces, 1d8x10 platinum pieces ( a copper piece is worth Cr, a silver piece is worthe Cr10, A gold piece is worth Cr100, and a platinum piece is worth Cr500) with 1d4 gems worth 4d4xCr10,000 each and 1d3 art objects worth 3d6xCr10,000 each.

Promethean Gray Dragon, very young: Large Dragon (fire); Init +4; Attack 2+, Flee 12+; Spd 18m (12 sq), fly 60m (40 sq) poor, swim 18m (12 sq); AC 19 (-1 large, +10 natural); AR 10 (natural); St/LB 104/17 (11d12+33); Atk +10 melee (bite 2d6/20); +5/+5 (claw 1d8/20), +5/+5 (wing slam 1d6), +5 melee(tail slap 1d8+7/20); SV Fort +10, Ref +7, Will +10; SZ L; Str 21, Dex 10, Con 17, Int 16, Wis 17, Cha 16, Soc 11, Edu 11.
Skills: Listen +14, Spot +14, Search +14, Bluff +14, Escape Artist +11, Knowledge (Geology) +14.
Feats: Alertness, Cleave (claw or tail slap only), Inproved initiative
Special Ability: Breath weapon (fire) 4d10 (Ref 18+ to save/ half damage), cone (length) 12m by (width at far end) 12m.
Climate/Terrain: Any Land or Underground
Organization: 1 to 5
Treasure: 1d6x10,000 copper pieces, 1d8x1000 silver pieces, 1d10x100 gold pieces, 1d12x10 platinum pieces ( a copper piece is worth Cr, a silver piece is worthe Cr10, A gold piece is worth Cr100, and a platinum piece is worth Cr500) with 1d4 gems worth 4d4xCr10,000 each and 1d4 art objects worth 3d6xCr10,000 each.

Promethean Gray Dragon, Young: Large Dragon (Fire); Init +4; Attack 2+, Flee 12+; Spd 18m (12 sq), fly 60m (40 sq) poor, Swim 18m (12 sq); AC 22 (-1 large, +13 natural); AR 13 (natural); St/LB 133/17 (14d12+42); Atk +13 melee (bite 2d6/20); +8/+8 melee (claw 1d8/20), +8/+8 melee (wing slam 1d6/20), +8 melee (tail slap 1d8+10/20); SV Fort +12, Ref +9, Will +12; SZ L; Str L; Str 25, Dex 10, Con 17, Int 16, Wis 17, Cha 16, Soc 12, Edu 12.
Skills: Listen + 17, Spot +17, Search +17, Bluff +17, Escape Artist +14, Knowledge (Geology) +17.
Feats: Alertness, Cleave, Improved Initiative, Power Attack.
Special Ability: Breath Weapon 6d10 (Ref 20+ to save/ half damage), cone (length) 12m by (width at far end) 12 m.
Climate/Terrain: Any Land or Underground
Organization: 1 to 5
Treasure: 1d12x10,000 copper pieces, 2d6x1000 silver pieces, 2d8x100 gold pieces, 3d6x10 platinum pieces ( a copper piece is worth Cr1, a silver piece is worthe Cr10, A gold piece is worth Cr100, and a platinum piece is worth Cr500) with 1d6 gems worth 4d4xCr10,000 each and 1d4 art objects worth 3d6xCr10,000 each.
 
Hmmm, AD&D usually converts 1 gp = 20 sp = 200 cp. I guess gold is far more common on Promethius. I still say the wyrmlings won't accumulate anywhere near that much treasure in less than 5 yrs.

Average treasure: 10½k cp, 26k sp, 350 gp, 45 pp, 2500 gp in gems, 1500 gp in art (total 728k in copper or CR). Typical AD&D peasant economy is maybe 100 cp per capita annual income. A wealthy trade economy (farmers with generous crop surplusses to barter or sell, thriving crafts and artisans, excellent and well-patrolled roads) in AD&D might be 250 cp per capita.

But since much of peasant wealth is on the hoof or other inventory rather than hard currency, you're looking at the life savings of thousands of peasant families.
 
I suspect that if you apply a Traveller mindset to a D&D setting, then your head is likely to explode ;) .
 
I actually intended Prometheus to have mineral riches. The peasants don't know how rich they are until the Terrans arrive, this also gives the Terrans a reason to come here. I'm also assuming Prometheus is denser than Earth, it has 1-g on a size 7 world so it therefore has more metals and along with that more platinum, gold, silver, and copper. D&D prices are inflated anyway. By the way Straybow AD&D has 1 gp = 2 ep = 20 sp = 200 cp, but the thrid edition got rid of ep and now the relationship is 1 pp = 5 gp = 50 sp = 500 cp. I'm setting 1 cp to Cr1. Anyway in Traveller kCr728 isn't that much money, you still couldn't afford to buy a starship or even a ship's boat with that amount of money. The stats for the Gray Dragon are derived from that of a Gold Dragon in D&D. I've taken away the Gold Dragon's magic, its shape changing ability, its color, its attitude, and its fear aura to make if different and more plausible for a science fiction setting. Also the dragon must eat meat in order to survive, it can't eat gems, rock, gold or dirt like the D&D book says. Each dragon is an individual, some may be kind and others more cruel. Generally the kinder ones consider humans living in their territory as one might consider their pets. The Crueler ones might think a human might make a nice snack, but the smarter ones realize its better to get the humans to bring food and gems toward it than to eat the humans as humans take a long time to replenish their population and cattle do not. Some Dragons may rule human cities, some are good rulers and others are bad, the important thing to consider is that a dragon can live over a thousand years, so this provides for a very stable government where it occurs. In this way dragons can get humans to do things for them. All this is thrown out of kilter when the Terrans arrive, as higer tech weapons are more of a threat to dragons and give humans a fighting chance against them. Dragon scales deflect high tech weapons as modern armor would with AR deduction hit dice and everything. Judginh from the progression of AC, AR and Stamina points some ancient dragons can withstand attacks with fusion weapons quite nicely. Perhaps in some cases starship weapons would be required to do some damage, but these dragons are few and far between however.
 
;) I wonder if they changed it because kids today have trouble multiplying/dividing by 20.

I don't know anyone who actually used electrum in campaigns, and platinum was 5 gold. I always considered the conversion rates screwy, so I had gp as half standard weight, sp std, and cp double (making metal conversion 1:40:800).

For the conversion to Imperial Credits (or Terran StarBucks or whatever), copper would have to become extremely valuable and gold extremely cheap. Today copper is about $2/lb std (~14½ oz troy), silver $5/oz troy, gold $300/oz troy. That's gold = 60 silver = 2175 copper.
 
A credit is worth about 3 dollars or so I've heard, so therefore a 1 ounce gold piece would be worth 100 credits.
 
NO they changed because it quicker. hey back in the early eighties I changed the Ad&d to 100-10-1 ratio. That way if i said the sword was $35 my players knew I meant 35 gp.
 
Badger: Tiny omnivore hunter; Init +3 (+3 Dex); Attack 4+, Flee 7+, Spd 9m (6sq), burrow 3m (2 sq); AC 15 (+2 Tiny, +3 Dex); AR 0; St/LB 6/15 (1d6+2); Atk +9/+9 melee (claw 1d2-1/20), +4 melee (bite 1d3-1/20); SV Fort +4, Ref +5, Will +1; SZ T; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Escape Artist +7, Listen +4, Spot +4
Special Abilities: Rage: A badger that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 strength, +4 constitution, and -2 AC. The creature cannot end its rage voluntarily.
Climate/Terrian: Forest
Organization: 1d2;

Bat: Diminutive omnivore hunter; Init +2 (+2 Dex); Attack 4+, Flee 7+, Spd 2m (1 sq), fly 12m (8 sq); AC 16 (+4 Diminutive, +2 Dex); AR 0; St/LB 1/10 (1/3 d6); Atk -; SV Fort +2, Ref +4, Will +2; SZ D; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4, Soc 0, Edu 0.
Skills: Listen +9, Move Silently +6, Spot +9
Special Attacks: Blindsight: Bats can “see” by emitting high-frequency sounds inaudible to most other creatures, that allow them to locate onjects and creatures within 36m., Racial Bonus: Bats receive a +4 racial bonus to spot and listen checks.
Climate/Terrain: Temporate Forest
Organization: colony (10-40)

Black Bear: Medium-size omnivore hunter; Init +1 (+1 Dex); Attack 4+, Flee 12+, Spd 12m (8 sq); AC 13 (+1 Dex, +2 natural); AR 2 (natural); St/LB 16/15 (3d6+6); Atk +3/+3 melee (claw 1d4+4/20), -2 melee (bite 1d6+2/20); SV Fort +5, Ref +4, Will +2; SZ M; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Climb +6, Listen +4, Spot +7, Swim +8.
Special Abilities: Scent
Climate/Terrain: Temperate Forest, Warm Forest, Hills, and Mountains.
Organization: 1d2.

Brown Bear: Large omnivore hunter; Init +1 (+1 Dex); Attack 6+, Flee 7+; Spd 12m (8 sq); AC 15 (-1 Large, +1 Dex, +5 natural); AR 5 (natural); St/LB 45/19 (6d6+24); Atk +4/+4 melee (claw 1d8+8/20), -1 melee (bite 2d8+4/20); SV Fort +9, Ref +6, Will +3; SZ L; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 9, Soc 0, Edu 0.
Skills: Listen +4, Spot +7, Swim +14
Special Abilities: Scent
Climate/Terrain: Any Forest, Hill, Mountains, and Underground.
Organization: 1d2

Boar: Medium-size omnivore gatherer; Init +0; Attack 9+, Flee 3+, Spd 12m (8 sq); AC 16 (+6 natural); AR 6 (natural); St/LB 19/17 (3d6+9); Atk +2 melee (Gore 1d8+3/20); SV Fort +6, Ref +3, Will +2; SZ M; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4, Soc 0, Edu 0.
Skills: Listen +7, Spot +5.
Special Abilities: Ferocity, Scent
Climate/Terrain: Temperate and warm forest.
Organization Solitary

Cat: Tiny carnivore pouncer; Init +2 (+2 Dex); Attack If Surprise, Flee if surprised; Spd 9m (6 sq); AC 14 (+2 size, +2 Dex); AR 0; St/LB 2/10 (½d10); Atk +4/+4 melee (claw 1d2-4/20), -1 melee (bite 1d3-4); SV Fort +2, Ref +4, Will +1; SZ T; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7, Soc 0, Edu 0.
Skills: Balance +10, Climb +5, Hide +17, Listen +5, Move Silently +8, Spot +5
Climate/Terrain: Any Land
Organization: domesticated

Deer: Medium-size herbivore grazer; Init +2 (+2 Dex); Flee 3+, Attack 12+; Spd 12m (8 sq); AC 13 (+2 Dex, +1 natural); AR 1 (natural); St/LB 7/12 (2d4+2); Atk +2/+2 melee (hoof 1d4+1), +2 melee (gore 1d6+1); SV Fort +1, Ref +5, Will +2; SZ M; Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6, Soc 0, Edu 0.
Skills: Hide +8, Listen +5, Move Silently +8, Spot +5, Swim +5
Feats: Dodge, Run.
Climate/Terrain: Any Forest, plains, and hills.
Organization: 1d2

Dog: Small carnivore chaser; Init +3 (+3 Dex); Attack If More, Flee (+; Spd 12m (8 sq); AC 15 (+1 Small, +3 Dex, +1 natural); AR 1 (natural); St/LB 7/15 (1d10+2); Atk +4 melee (bite 1d4+1/20); SV Fort +4, Ref +5, Will +1; SZ S; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: domesticated

Big Dog: Medium-size carnivore chaser; Init +2 (+2 Dex); Attack If More, Flee 9+; Spd 12m (8sq); AC 16 (+2 Dex, +4 natural); AR 4 (natural); St/LB 15/15 (2d10+4); Atk +3 melee (bite 1d6+3/20); SV Fort +5, Ref +5, Will +1; SZ M; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: domesticated

Promethean Gray Dragon, wyrmling: Medium-size dragon(Fire); Init +4 (Improved Initiative); Attack 2+, Flee 12+, Spd 18m (12 sq), Fly 60m (40 sq), Swim 18m (12 sq); AC 17 (+7 natural); AR 7 (natural); St/LB 68/15 (8d12+16); Atk +8 melee (bite 1d8/20), +3/+3 melee (claw 1d6/20), +3/+3 melee (wing slam 1d4/20); SV Fort +8, Ref +6, Will +8; SZ M; Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14, Soc 10, Edu 10.
Skills: Listen +10, Spot +10, Search +10, Bluff +10, Escape Artist +8, Knowledge (Geology) +10
Feats: Alertness, Cleave, Improved Initiative
Special Abilities: Breath Weapon (fire) 2d10 (Ref 16+ to save/ half damage), Cone (length) 9m, (Width at far end) 9m.
Climate/Terrain: Any Land or Underground
Organization 1 to 5
Discription: This is the youngest of 12 age categories of Promethean Gray Dragon. Age categories are: 1) Wyrmling 0-5 years, 2) Very Young 6-15 years, 3) Young 16-25 years, 4) Juvenile 26-50 years, 5) Young Adult 51-100 years, 6) Adult 101-200 years, 7) Mature Adult 201-400 years, 8) Old 410-600 years, 9) Very Old 601-800 years, 10) Ancient 801-1000 years, 11) Wyrm 1001-1200 years, 12)Great Wyrm 1201+ years. This dragon has gray scales and skin underneath, 2 large batlike wings, and 4 legs with claws. A gray dragon wyrmling typically has the following treasure horde in its lair per dragon. 3d10x1000 copper pieces, 4d12x1000 silver pieces, 1d6x100 gold pieces, 1d8x10 platinum pieces ( a copper piece is worth Cr, a silver piece is worthe Cr10, A gold piece is worth Cr100, and a platinum piece is worth Cr500) with 1d4 gems worth 4d4xCr10,000 each and 1d3 art objects worth 3d6xCr10,000 each.

Promethean Gray Dragon, very young: Large Dragon (fire); Init +4; Attack 2+, Flee 12+; Spd 18m (12 sq), fly 60m (40 sq) poor, swim 18m (12 sq); AC 19 (-1 large, +10 natural); AR 10 (natural); St/LB 104/17 (11d12+33); Atk +10 melee (bite 2d6/20); +5/+5 (claw 1d8/20), +5/+5 (wing slam 1d6), +5 melee(tail slap 1d8+7/20); SV Fort +10, Ref +7, Will +10; SZ L; Str 21, Dex 10, Con 17, Int 16, Wis 17, Cha 16, Soc 11, Edu 11.
Skills: Listen +14, Spot +14, Search +14, Bluff +14, Escape Artist +11, Knowledge (Geology) +14.
Feats: Alertness, Cleave (claw or tail slap only), Inproved initiative
Special Ability: Breath weapon (fire) 4d10 (Ref 18+ to save/ half damage), cone (length) 12m by (width at far end) 12m.
Climate/Terrain: Any Land or Underground
Organization: 1 to 5
Treasure: 1d6x10,000 copper pieces, 1d8x1000 silver pieces, 1d10x100 gold pieces, 1d12x10 platinum pieces ( a copper piece is worth Cr, a silver piece is worthe Cr10, A gold piece is worth Cr100, and a platinum piece is worth Cr500) with 1d4 gems worth 4d4xCr10,000 each and 1d4 art objects worth 3d6xCr10,000 each.

Promethean Gray Dragon, Young: Large Dragon (Fire); Init +4; Attack 2+, Flee 12+; Spd 18m (12 sq), fly 60m (40 sq) poor, Swim 18m (12 sq); AC 22 (-1 large, +13 natural); AR 13 (natural); St/LB 133/17 (14d12+42); Atk +13 melee (bite 2d6/20); +8/+8 melee (claw 1d8/20), +8/+8 melee (wing slam 1d6/20), +8 melee (tail slap 1d8+10/20); SV Fort +12, Ref +9, Will +12; SZ L; Str L; Str 25, Dex 10, Con 17, Int 16, Wis 17, Cha 16, Soc 12, Edu 12.
Skills: Listen + 17, Spot +17, Search +17, Bluff +17, Escape Artist +14, Knowledge (Geology) +17.
Feats: Alertness, Cleave, Improved Initiative, Power Attack.
Special Ability: Breath Weapon 6d10 (Ref 20+ to save/ half damage), cone (length) 12m by (width at far end) 12 m.
Climate/Terrain: Any Land or Underground
Organization: 1 to 5
Treasure: 1d12x10,000 copper pieces, 2d6x1000 silver pieces, 2d8x100 gold pieces, 3d6x10 platinum pieces ( a copper piece is worth Cr1, a silver piece is worthe Cr10, A gold piece is worth Cr100, and a platinum piece is worth Cr500) with 1d6 gems worth 4d4xCr10,000 each and 1d4 art objects worth 3d6xCr10,000 each.


Eagle: Small carnivore pouncer; Init +2 (+2 Dex); Attack If Surprise, Flee If Surprised; Spd 3m (2 sq), fly 24m (16sq); AC 14 (+1 Small, +2 Dex, +1 natural); AR 1 (natural); St/LB 6/12 (1d10+1); Atk +5/+5 melee (claw 1d3/20), +0 melee (bite 1d4/20); SV Fort +3, Ref +4, Will +2; SZ S; Str 10, Sex 15, Con 12, Int 2, Wis 14, Cha 6, Soc 0, Edu 0.
Skills: Listen +6, Spot +6
Climate/Terrain: Ant Forest, hill, plains, and mountains
Organization: 1d2

Giant Eagle: Large carnivore pouncer; Inti +3 (+3 Dex); Attack If Surprise, Flee If Surprised; Spd 3m (2 Sq), fly 24m (16 sq) Average; AC 15 (-1 Large, +3 Dex, +3 natural); AR 3 (natural); St/LB 26/12 (4d10+4); Atk +6/+6 melee (claw 1d6+4/20), +1 melee (bite 1d8+2/20); SV Fort +5, Ref +7, Will +3; SZ L; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10, Soc 10, Edu 10.
Skills: Knowledge (nature) +2, Listen +5, Sense Motive +8, Spot +11, Wilderness Lore +8.
Feats: Alertness
Special Abilities: Evasion
Climate/Terrain: Any Forest, hill, mountains, and plains
Organization: 1-2

Hawk: Tiny carnivore pouncer; Init +3 (+3 Dex); Attack If Surprise, Flee If Surprised; Spd 3m (2 sq), fly 18m (12 saq); AC 17 (+2 size, +3 Dex, +2 natural); AR 2 (natural); St/LB 5/10 (1d10); Atk +3/+3 melee (claw 1d4-2/20); SV Fort +2, Ref +5, Will +2; SZ T; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6, Soc 0, Edu 0.
Skills: Listen +6, Spot +6
Climate/Terrain: Any Forest, hill, plains, and mountains
Organization 1d2

Fox: Small carnivore chaser; Init +2 (+2 Dex); Attack If more, Flee 9+; Spd 15m (10 sq); AC 14 (+1 size, +2 Dex, +1 natural) AR 1 (natural); ST/LB 5/10 (1d10); Atk +3 melee (bite 1d4-2/20)’ SV Fort +2, Ref +4, Will +1; SZ S; Str 7, Dex 15, Con 10, Int 2, Wis 12, Cha 6.
Skills: Hide +8, Jump +4, Listen +8, Spot +8
Special Abilities: Scent
Climate/Terrain: Temperate and cold plains, marsh, and Forest
Organization: 1 to 5

Heavy Horse: Large herbivore grazer; Init +1 (Dex); Flee 5+, Attack 11+; Spd 15m (10 sq); AC 13 (-1 Large, +1 Dex, +3 natural); AR 3 (natural); St/LB 13/15 (3d4+6); Atk +2/+2 melee (hoof 1d6+2/20); SV Fort +5, Ref +4, Will +2; SZ L; Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Listen +6, Spot +6
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: Domesticated

Heavy War Horse: Large herbivore grazer; Init +1 (+1 Dex); Flee 7+, Attack 9+; Spd 15m (10 sq); AC 14 (-1 Large, +1 Dex, +4 natural); AR 4 (natural); St/LB 22/17 (4d4+12); Atk +3/+3 melee (hoof 1d6+4/20), -2 melee(bite 1d4+2/20); SV Fort +7, Ref +5, Will +2; SZ L; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6, Soc 0, Edu 0.
Skills: Listen +7, Spot +7
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: Domesticated

Light Horse: Large herbivore grazer; Init +1 (+1 Dex); Flee 5+, Attack 11+; Spd 18m (12 sq); AC 13 (-1 Large, +1 Dex, +3 natural); AR 3 (natural); St/LB 13/15 (3d4+6); Atk +2/+2 melee (hoof 1d4+1/20); Sv Fort +5, Ref +4, Will +2; SZ L; Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Listen +6, Spot +6
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: Domesticated

Light War Horse: Large herbivore grazer; Init +1 (+1 Dex); Flee 7+, Attack 9+; Spd 18m (12 sq); AC 14 (-1 Large, +1 Dex, +4 natural); AR +4 natural; St/LB 16/17 (3d4+9); Atk +2/+2 melee (hoof 1d4+3/20); -3 melee (bite 1d3+1/20); SV Fort +6, Ref +4, Will +2; SZ L; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6, Soc 0, Edu 0.
Skills: Listen +7, Spot +7
Special Abilities: Scent
Climate/Terrain: Any Land
Organization: Domesticated

Owl: Tiny carnivore pouncer; Init +3 (+3 Dex); Attack 5+, Flee 6+; Spd 3m (2 sq), fly 12m (8 sq) (average); AC 17 (+2 Tiny, +3 Dex, +2 natural); AR 2 (natural); St/LB 5/10 (1d10); Atk +5/+5 melee (claw 1d2-2); SV Fort +2, Ref +5, Will +2; SZ T; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4, Soc 0, Edu 0.
Skills: Listen +14, Move Silently +20, Spot +6
Climate/Terrain: Any Forest, Hills, and Mountains
Organization: Solitary

Rat: Tiny scavenger carrion-eater; Init +2 (+2 (Dex); Atk 8+, Flee 6+; Spd 5m (3 sq), climb 5m (3 sq); AC 14 (+2 Tiny, +2 Dex); AR 0; St/LB 1/10 (¼d8); Atk +4 melee (bite 1d3-4/20); SZ Fort +2, Ref +4, Will +1; SZ T; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2, Soc 0, Edu 0.
Skills: Balance +10, Climb +12, Hide +18, Move Silently +10
Special Abilities: Scent
Climate/Terrain: Any Land or Underground
Organization: Swarm (10-100)

Raven: Tiny scavenger carrion-eater; Init +2 (+2 Dex); Attack 9+, Flee 5+; Spd 3m (2 sq), fly 12m (8 sq) (average); AC 14 (+2 Tiny, +2 Dex); AR 0; St/LB 1/10 (¼d8); Atk: +4 melee (both claws 1s2-5/20); SZ: Fort +2, Ref +4, Will +2; SZ T; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6, Soc 0, Edu 0.
Skills: Listen +6, Spot +6
Climate/Terrain: Any Forest, Hills, Plains, and Mountains
Organization: Solitary

Tiny Viper Snake: Tiny carnivore pouncer; Init +3 (+3 Dex); Attack: If Surprise, Flee: If Surprised; Spd 5m (3 sq), Swim 5m (3 sq); AC 17 (+2 tiny, +3 Dex, +2 natural); AR 2 (natural); St/LB 1/11 (¼d10); Atk +5 melee (bite 0 + poison {DC Fort Save 11+, else lose 1d6 Con + 1d6 Con next round}); SV Fort +2, Ref +5, Will +1; SZ T; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2, Soc 0, Edu 0.
Skills: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8
Special Abilities: Poison bite;
Climate/Terrain: Temperate and Warm Land, Aquatic, and Underground
Organization: Solitary

Small Viper Snake: Small carnivore pouncer; Init +3 (+3 Dex); Attack: If Surprise, Flee: If Surprised; Spd 6m (4 sq), climb 6m (4 sq), swim 6m (4 sq); AC 17 (+1 Small, +3 Dex, +3 natural); AR 3 (natural); St/LB 5/11 (1d10); Atk +4 melee (bite 1d2-2/20 + poison {DC Fort Save 11+, else lose 1d6 Con + 1d6 Con next round}); SV Fort +2, Ref +5, Will +1; SZ S; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2, Soc 0, Edu 0.
Skills: Balance +11, Climb +12, Hide +15, Listen +9, Spot +9
Special Abilities: Poison bite
Climate/Terrain: Temperate and Warm Land, Aquatic, and Underground
Organization: Solitary

Tiger: Large carnivore pouncer; Init +2 (+2 Dex); Attack: If Surprise, Flee: If Surprised; Spd 12m (8 sq); AC 14 (-1 Large, +2 Dex, +3 natural); AR 3 (natural); St/LB 51/17 (6d10+18); Atk +5/+5 melee (Claw 1d8+6/20, +0 melee (bite 2d6+3/20); SV Fort +8, Ref +7, Will +3; SZ L, Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Balance +6, Hide +5, Listen +3, Move Silently +9, Spot +3, Swim +11
Special Abilities: Pounce: If a tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab: To use this ability, the tiger must hit with a claw or bite attack, if it gets a hold, it can rake. Rake: A tiger that gets a hold can make two rake attacks (+5 melee) with its hind legs for 1d8+3/20 damage each. If the tiger pounces on an opponent, it can also rake.
Climate/Terrain: Any Forest, Hills, Mountains, and Plains
Organization: 1d2

Toad: Diminutive carnivore pouncer: Init +1 (+1 Dex); Attack: If Surprise, Flee: If Surprised; Spd 2m (1 sq); AC 15 (+4 Diminutive, +1 Dex); AR 0; St/LB 1/11 (¼d10); Atk _; SV Fort +2, Ref +3, Will +2; SZ D; Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4, Soc 0, Edu 0.
Skills: Hide +21, Listen +5, Spot +5
Climate/Terrain: Temperate and Warm Land, and Aquatic
Organization: Swarm (10 to 100)

Weasel: Tiny carnivore pouncer; Init +2 (+2 Dex); Attack: If Surprise, Flee: If Surprised; Spd 6m (4 sq); Slimb 6m (4 sq); AC 14 (+2 Tiny, +2 Dex); AR 0; St?LB 3/10 (½d10); Atk +4 melee (bite 1d3-4/20); SV Fort +2, Ref +4, Will +1; SZ T; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5, Soc 0, Edu 0.
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4
Special Abilities: Attach: If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponents body and automatically deals bite damage each round that it remains attached. An attached weasel has an AC of 12. Scent.
Climate/Terrain: Temperate Forest, Hills, Mountains, and Plains
Organization: Solitary

Wolf: Medium-size carnivore chaser; Init +2 (+2 Dex); Attack: If more, Flee 9+; Spd 15m (10 sq); AC 14 (+2 Dex, +2 natural); AR 2 (natural); St/LB 15/15 (2d10+4); Atk +3 melee (bite 1d6+1/20); SV Fort +5, Ref +5, Will +1; SZ M; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6, Soc 0, Edu 0.
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1
Special Abilities: Trip: A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Scent.
Climate/Terrain: Any Forest, Hills, Plains, and Mountains
Organization; Solitary(1), Pair(2), or pack (7-16)

Wolverine: Medium-size carnivore pouncer; Init +2 (+2 Dex); Attack: If Surprise, Flee: If Surprised; Spd 9m (6 sq), burrow 3m (2 sq); climb 3m (2 sq); AC 14 (+2 Dex, +2 natural); AR 2 (natural); St/LB 28/19 (3d10+12); Atk +4/+4 melee (claw 1d4+2/20), -1 melee (bite 1d6+1/20)’ SV Fort +7, Ref +5, Will +2; SZ M; Str 14, Dex 15, Con 19, Int 1, Wis 12, Cha 10, Soc 0, Edu 0.
Skills: Climb +15, Listen +6, Spot +6.
Special Abilities: Rage: A wolverine that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged wolverine gians +4 strength, +4 constitution, and -2 AC. The creature cannot end its rage voluntarily. Scent
Climate/Terrain: Cold and Temperate Forest and Hills
Organization: Solitary
 
The above is all the animals converted to T20 format with 3 Dragons and the Giant Eagle added. that should do it for now. One can use the above list and make an temperate forest animal encounter table for the planet Prometheus and for Terra/Earth if you remove the Giant Eagles and the Dragons. This list serves as an example when making up a list of similar alien fauna found on other worlds.
 
To round out my encounters, I'm going to add some NPCs to the table, the correspond to the random encounters on page 415 of the Traveller Handbook, but they are all TL 2. At this point, I've decided that their all human, they are all 1st level, and what Traveller classes they are:

Peasant: Medium-sized human Professional 1; TL 2

Worker: Medium-sized human Professional 1; TL 2

Rowdies: Medium-sized human Rogue 1; TL 2

Thugs: Medium-size human Rogue 1; TL 2

Riotous mob: Medium-size human Professional 1; TL 2

Soldiers: Medium-size human Army 1; TL 2;

Police patrol: Medium-size human Mercenary 1; TL 2;

Marines: Medium-size human Marine 1; TL 2;

Naval security troops: Medium-size human Navy 1; TL 2;

Adventurers: Medium-size human Mercenary 1; TL 2;

Noble with retinue: Medium-size human Noble 1;TL 2;

Hunters and guides: Medium-size human Barbarian 1; TL 2;

Fugitives: Medium-size human Rogue 1; TL 2;

Vigilantes: Medium-size human Mercenary 1; TL 2;

Bandits: Medium-size human Mercenary 1; TL 2;

Ambushing brigands: Medium-size human Mercenary 1; TL 2

Merchant and employees: Medium-size human Merchant 1; TL 2

Traders: Medium-size human Merchant 1; TL 2

Religious group: Medium-sized human Professional 1; TL 2
 
Originally posted by jasper:
NO they changed because it quicker. hey back in the early eighties I changed the Ad&d to 100-10-1 ratio. That way if i said the sword was $35 my players knew I meant 35 gp.
Yeah, that's what I said: kids today have trouble multiplying/dividing by 20. ;)
Originally posted by Tom Kalbfus:
A credit is worth about 3 dollars or so I've heard, so therefore a 1 ounce gold piece would be worth 100 credits.
A troy oz of silver would be less than 2 credits and copper maybe a dime (a credit ~30 times too big). Last I heard, the cost of minting a US penny (copper clad zinc) is about 2&#162 (solid copper would double the cost).
 
I looked at the Player's Handbook, it said, 1 pp = 10 gp = 100 sp, = 1000 cp. Ao I guess they changed the platinum to gold ratio.
 
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