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<blockquote data-quote="andozane" data-source="post: 4695938" data-attributes="member: 80527"><p>OK, funny thing....</p><p></p><p>The original post I started writing was to completely disagree with you and point out the multiple areas where this couldn't work.</p><p></p><p>Then, as I was writing it, I was realizing "hey, that might work".</p><p></p><p>So...</p><p></p><p>Stats stay the same.</p><p>Races would need some work, and some major flexibility from the GM. Personally, I think on the power scale GW characters should be a tad tougher then a D&D character.</p><p></p><p>Pure Strain Human - +2 CON +2 INT, +1 on all untrained skills, +4 History. This race needs more bonuses, just not sure what.</p><p>Mutated Human - 2 Daily (only choose one each day ala the Wizard), 2 Encounter, 3 At Will mutations</p><p>Mutated Animal - Animal Archetype Bonus (this is where there would have to be a LOT of flexibility, as it could be stats, natural attack, something the character brings with them from their animal heritage). 1 Daily mutation, 2 Encounter, 2 At Will mutations</p><p></p><p>Classes: Fighter, Wanderer (Ranger), Scavenger (rogue type), Magi (Psionic Add on powers? Perhaps even a PSH could get a few Psionic Encounter abilities. Maybe the class gets 1 daily, 1 encounter, 1 at will Psionic Ability),</p><p>Zealot (Barbarian class with a quasi religious fanatic twist)</p><p></p><p>The one issue in the above is for the PSH to fit into say the Magi, we need to give him "powers", something that in GW he didn't have. Of course, perhaps if a PSH chooses the Magi class, he is a "TechnoMagi" and it is assumed he comes with some Pre-Apocalypse Tech which grants him these "powers" ?</p><p></p><p>Skills will only require minor tweaking.</p><p></p><p>OK, yes, I think this could work with a lot more work then the above <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="andozane, post: 4695938, member: 80527"] OK, funny thing.... The original post I started writing was to completely disagree with you and point out the multiple areas where this couldn't work. Then, as I was writing it, I was realizing "hey, that might work". So... Stats stay the same. Races would need some work, and some major flexibility from the GM. Personally, I think on the power scale GW characters should be a tad tougher then a D&D character. Pure Strain Human - +2 CON +2 INT, +1 on all untrained skills, +4 History. This race needs more bonuses, just not sure what. Mutated Human - 2 Daily (only choose one each day ala the Wizard), 2 Encounter, 3 At Will mutations Mutated Animal - Animal Archetype Bonus (this is where there would have to be a LOT of flexibility, as it could be stats, natural attack, something the character brings with them from their animal heritage). 1 Daily mutation, 2 Encounter, 2 At Will mutations Classes: Fighter, Wanderer (Ranger), Scavenger (rogue type), Magi (Psionic Add on powers? Perhaps even a PSH could get a few Psionic Encounter abilities. Maybe the class gets 1 daily, 1 encounter, 1 at will Psionic Ability), Zealot (Barbarian class with a quasi religious fanatic twist) The one issue in the above is for the PSH to fit into say the Magi, we need to give him "powers", something that in GW he didn't have. Of course, perhaps if a PSH chooses the Magi class, he is a "TechnoMagi" and it is assumed he comes with some Pre-Apocalypse Tech which grants him these "powers" ? Skills will only require minor tweaking. OK, yes, I think this could work with a lot more work then the above :) [/QUOTE]
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