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Converting Dark*Matter Creatures

I like the fey idea, it differentiates them even further than the standard goblin.

As for the suit, I was thinking of having it grant the effects of the Zero-G Training feat, even if the goblins don't meet the prerequisites, but your ideas are intriguing too. Perhaps we could just give them Zero-G Training as a bonus feat instead.

Zero-G Training as a bonus feat would be my preference.

Setting a specific strength for the carrying capacity isn't the way to go methinks, I'd rather have it just multiply the weight its wearer can lift by a factor of 4 or 5.

I think I'd make the suit a non-magical superscience device, so while it may mimic the effects of feather fall and levitate it doesn't have a caster level and can't be dispelled or suppressed by anti-magic. I'd set a weight limit of "wearer plus X pounds" and leave it at that.

So, something like:
Zero-G Suits
The space goblins' silvery suits allow them to function in manners beyond what their bodies would normally allow. In addition to granting Damage Reduction 5/ballistic, a space goblin wearing a zero-g suit constantly has the effects of feather fall and levitate (self plus up to 200 pounds), a +6 bonus to Balance, Climb, Jump, and Tumble checks and can carry or lift weights up to 4 times its normal carrying capacity. All these effects are due to gravitic superscience, not magic, so a Zero-G suit is unaffected by dispel magic, anti-magic or similar effects. While the gravity strips attached to the zero-g suit allow a space goblin to move items as if they were much lighter than their true weight, they do not affect melee damage or any other Strength-based modifiers. The Zero-G Suit includes built-in optical lenses and anti-flare filters that give the goblin a +6 bonus to Spot checks and a +4 bonus on saves against light-based attacks.
Shall we start talking skills?

The Dark Matter original has the following:

Athletics [7]; Acrobatics [11]-dodge [18], zero-g [12]; Stealth [11]; Vehicle [11]-space [14]; Movement [6]-race [7]; Stamina [6]-endurance [8]; Knowledge [10]-computer [12]; System Operation [10]; Awareness [11]-perception [21]; Investigate [11]; Lore [11]-UFO [14], fringe science [14]; Resolve [11]; Culture [8].

That suggests a few points in Tumbling and Jump for the Athletics (they don't need Climb since they're got levitation), plus a few in Hide and Move Silently for the Stealth.

Do they really have Perception [21]? That's very high, so I'm thinking they deserve a racial bonus to Spot checks. Hmm, how about giving the suit built-in optics that provide a bonus to Spot checks too? Since it's a space helmet, it should also have anti-flare filters to guard against bright lights. I've added "The helmet includes built-in optical devices that give the goblin a +4 bonus to spot checks and on saves against light-based attacks." to the Zero-G Suit. If we add a +4 racial bonus to Spot checks on top of that it'll give them the 10-point boost implied by their awesome Perception skill.

The Investigate [11] suggests they should have a few points in Search as well.

Apart from that, they've got Pilot (UFO), some kind of Knowledge skill in alien worlds and cultures and a Xenoscience/Alien-Tech skill.

So far we've got something like "Alien Science" 5, Jump 2, Hide 2, Knowledge (alien) 5, Move Silently 2, Pilot (UFO) 5, Search 3, Spot 5 and Tumbling 2.

That's 31 skill points. I'd divide the remaining 9 between Appraise, Diplomacy and Sense Motive - important skills for a merchant.

Putting that all together, and we have:
Skill Ranks: "Alien Science" 5, Appraise 3, Balance 0*, Climb 0*, Diplomacy 3, Jump 2*, Hide 2, Knowledge ("alien") 5, Move Silently 2, Search 3, Pilot (UFO) 5, Sense Motive 3, Spot 5*, Tumble 2*
A space goblin has a +4 racial bonus to Spot checks.
*A space goblin's Zero-G Suit gives it a +6 bonus on Balance, Climb, Jump, Spot and Tumble checks.
Does that look OK to you?
 

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Okay, Zero-G Training has been added as a bonus feat.
As for the suit suggestion, that works great as well! So...updated.

Since Appraise is just another use for Knowledge skills in d20 Modern, I imagine we should put those ranks into Knowledge (Technology) to let them appraise technological items. "Alien science" seems to be a hybrid of Arcane Lore and Earth and Life Sciences, so we could consider "Alien science" Knowledge (Earth and Life Sciences) and "Alien Knowledge" Knowledge (Arcane Lore), since aliens are listed as part of the arcane as far as d20 Modern goes. I'd suggest skills as follows, myself:

Balance 0 ranks (but bonus from suit)
Climb 0 ranks (but bonus from suit)
Diplomacy 3 ranks
Jump 2 ranks
Hide 2 ranks
Investigate 5 ranks
Knowledge (Arcane Lore) 5 ranks
Knowledge (Earth and Life Sciences) 5 ranks
Knowledge (Technology) 3 ranks
Move Silently 2 ranks
Pilot 5 ranks
Search 3 ranks
Sense Motive 3 ranks
Spot 5 ranks
Tumble 2 ranks

We could then have the Dungeons and Dragons conversion notes for the space goblins having Appraise rather than Knowledge (Technology), as well as replacements for Investigate and Pilot. The other two Knowledge skills have direct analogues (Arcana and Nature), they are already taken care of for the most part.
 

Okay, Zero-G Training has been added as a bonus feat.
As for the suit suggestion, that works great as well! So...updated.

Since Appraise is just another use for Knowledge skills in d20 Modern, I imagine we should put those ranks into Knowledge (Technology) to let them appraise technological items. "Alien science" seems to be a hybrid of Arcane Lore and Earth and Life Sciences, so we could consider "Alien science" Knowledge (Earth and Life Sciences) and "Alien Knowledge" Knowledge (Arcane Lore), since aliens are listed as part of the arcane as far as d20 Modern goes. I'd suggest skills as follows, myself:

Those skill points looks fine, but don't forget the suit also boosts Jump, Tumble and Spot.

Balance 0 ranks (but bonus from suit)
Climb 0 ranks (but bonus from suit)
Diplomacy 3 ranks
Jump 2 ranks (but bonus from suit)
Hide 2 ranks
Investigate 5 ranks
Knowledge (Arcane Lore) 5 ranks
Knowledge (Earth and Life Sciences) 5 ranks
Knowledge (Technology) 3 ranks
Move Silently 2 ranks
Pilot 5 ranks
Search 3 ranks
Sense Motive 3 ranks
Spot 5 ranks (but bonus from suit)
Tumble 2 ranks (but bonus from suit)

We could then have the Dungeons and Dragons conversion notes for the space goblins having Appraise rather than Knowledge (Technology), as well as replacements for Investigate and Pilot. The other two Knowledge skills have direct analogues (Arcana and Nature), they are already taken care of for the most part.

So what's the closest equivalent to the Pilot skill in D&D?

Ride (Moon Roc)?:p
 



Updated.

Wow, this one's moving along rather quickly. We just have fluff, Challenge Rating, a conversion skill for Investigate (unless Investigate is in a D&D book and I overlooked it), and whatever finishing touches are suggested and we can move onward.
 

Updated.

Wow, this one's moving along rather quickly. We just have fluff, Challenge Rating, a conversion skill for Investigate (unless Investigate is in a D&D book and I overlooked it), and whatever finishing touches are suggested and we can move onward.

Challenge Rating 1 I suppose. They're not that tough.

I'd think Gather Information would be a good D&D skill equivalent to Investigate.
 

Okay then, updated again.

If all looks to be in order, we can move on to either the frogmen (to continue the playable species angle) or the ekimmu (to continue the "classic monsters in space" angle).
 

Okay then, updated again.

If all looks to be in order, we can move on to either the frogmen (to continue the playable species angle) or the ekimmu (to continue the "classic monsters in space" angle).

Looks good. The only suggestion I can think of it italicizing the dispel magic in the Zero-G Suit description.

There's something about the name "frogmen" I find appealing, so let's do them next.
 


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