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Converting Dark*Matter Creatures
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<blockquote data-quote="Rappy" data-source="post: 5185350" data-attributes="member: 58456"><p>The Dark*Matter ekimmu is indeed rather different, being a psychic space parasite that mutates its host into a vampiric form (lending credence to it most likely being a template; on the other hand, while the Chupacabras is an ekimmu parasite-infected coyote, it has its own d20 Modern stats, so...we'll cross that bridge when we get to it). For now, however, here's the frogmen.</p><p></p><p><span style="font-size: 12px">Frogman</span></p><p>[sblock]<strong>STR 8</strong></p><p><strong>DEX 10</strong></p><p><strong>CON 9</strong></p><p><strong>INT 9</strong></p><p><strong>WILL 11</strong></p><p><strong>PER 7</strong></p><p></p><p><strong>Durability:</strong> 9/9/5/5</p><p><strong>Speed:</strong> Sprint 18, run 12, walk 4, swim 4</p><p><strong>Reaction Score:</strong> Ordinary/2</p><p></p><p><strong>Attacks</strong></p><p>Unarmed10/5/2</p><p></p><p><strong>Defenses</strong></p><p>+1 resistance modifier vs. melee and ranged attacks</p><p>+2 resistance modifier vs. WIL encounter skills</p><p>Armor (Ordinary)</p><p></p><p><strong>Skills</strong></p><p>Athletics [8]-jump [10]; Unarmed Combat [8]; Stealth [10]-hide [12]; Movement [9]-swim[12]; Knowledge [9]; Awareness [11]-perception [12]</p><p></p><p>The frogmen are an amphibious race with some startling similarities to the reptilian kinori. Though obviously not of the same species, the two may share a common ancestor, which could indicate that the frogmen are very distantly related to humans.</p><p></p><p><strong>Description</strong></p><p>A frogman stands about 115 centimeters tall and weighs approximately 60 kilograms. It is covered with leathery, hairless, gray-green skin, and its chest is oddly shaped (occasionally described as "lopsided"). The creature's head is covered in wrinkled ridges, with a wide, lipless mouth and bulging eyes. These features, combined with the novelty of SCUBA at the time these creatures were discovered, made its name inevitable.</p><p></p><p><strong>Encounter</strong></p><p>Although frogmen try to avoid humans, their limited observations of human behavior make encounters more likely than they would prefer. Most run-ins with frogmen happen because the creatures did not understand basic concepts: an empty stretch of road in the middle of the night can suddenly see traffic; farm equipment that has been sitting in the same place every night for months isn't necessarily abandoned.</p><p></p><p>Frogmen who do encounter humans continue about their business, keeping a watchful eye on the strangers, until they can reach water and disappear into its depths. Through past encounters they have learned that running only makes them tired and more easily intercepted. Furthermore, they've observed that humans seem interested but apprehensive, and that means that humans are more afraid of them than vice versa.</p><p></p><p>If a frogman is fired upon, it generally ignores the attacks; it doesn't know what firearms are. If it is actually struck, it panics and runs to the nearest body of water. Even then, the creature may not connect the searing pain with the oddly shaped stick in the hands of the human. Indeed, some frogmen nests contain rusted old firearms, still loaded with now-useless bullets.</p><p></p><p>On the other hand, attacking a frogman in melee combat radically arouses its ire. It lashes out, trying to rake its short but sharp claws across the opponent's face. The goal is not to kill the opponent but escape, so it flees as soon as it is no longer threatened. When the creatures are encountered in numbers, these tactic remains the same; often, the frogman who is slow to break off combat finds itself alone against the enemy.</p><p></p><p><strong>Habitat/Society</strong></p><p>The frogmen live, reproduce, and die much as other creatures do. They primarily eat fish and small mammals. Frogman dwell primarily in rivers, lakes, and swamps. They prefer fresh water to salt, constructing elaborate multichambered nests of mud, sticks, and anything else they can lay their hands on. These nests include both wet and dry chambers; the frogmen live and sleep in the former, and store goods and examine stolen technology in the latter.</p><p></p><p>Frogmen breathe water more easily than they do air. When our of the water in full daylight, a frogman must check for fatigue every 10 minutes, as though it were performing heavy labor. If it attempts to recover lost fatigue out of water, it suffers a +1 step penalty to its <em>Resolve-physical resolve</em> check. Note that only exceptional frogmen possess this skill - in most cases this is an untrained check against half the Will score, with a further +1 step penalty.</p><p></p><p>Frogmen occasionally raid onto dry land for food or materials to improve their primitive underwater dwellings. They do so at night, both because they prefer to avoid contact with humans and because the heat of the day quickly dries out their skin. During violent rainstorms they may venture forth in daylight hours, but never very far from their rivers and lakes. In the summer months they stay almost continuously submerged, and in the winter, they hibernate in their sub-aquatic nests.</p><p></p><p>Frogmen are aware of the existence of humans and kinori, but avoid both. Being fairly primitive lifeforms, they are at the mercy of concerted depredations by more advanced species. Humans, for the most part, are blissfully unaware that they share their waterways with carnivorous humanoid amphibians. On the other hand, the kinori are well aware of the frogmen, but do not consider them any kind of threat, thinking of them, if at all, only as alternative food sources. The frogmen are understandably concerned about this and occasionally stage small raids on kinori outposts. Of course, they completely fail to connect these to subsequent kinori raids on frogmen nests, which they see as justification of their fear.</p><p></p><p>Equally deadly to the frogmen is their occasional capture of kinori technology, which they carefully bear back to their nests to study. Sadly, their lack of any technological expertise means that the frogmen frequently injure or kill themselves trying to unravel the mysteries of buttons, levers, and dials. Though they are gaining knowledge, the learning curve is steep, and more frogmen are likely to die before they work out how to operate the strange devices they recover.</p><p></p><p>But when that day comes, both kinori and humans may be in trouble, because each female frogman lays hundreds of eggs during the mating season. There are considerably more frogmen hidden away in the waters of North America than any have guessed.[/sblock]</p><p></p><p>On the basics, we most likely have a Monstrous Humanoid here, although I guess they could be considered a very strange humanoid as well. Most likely 1 hit die as they aren't exceptionally powerful or anything.</p><p></p><p>Armor seems to be on the average side, so perhaps +2 or +3 natural armor bonus to Defense?</p><p></p><p>Their speed would appear to be 20 ft. for both base land speed and swim speed.</p><p></p><p>Running their ability scores through the Dark*Matter to d20 Modern conversion handbook, we get the following:</p><p>Strength 10, Dexterity 14, Constitution 12, Intelligence 11, Wisdom 15, Charisma 8.</p><p></p><p>While I agree with most of the converted scores, their Wisdom seems way too high for such judgementally-challenged creatures. Should we knock it down to 12, or maybe even 10?</p></blockquote><p></p>
[QUOTE="Rappy, post: 5185350, member: 58456"] The Dark*Matter ekimmu is indeed rather different, being a psychic space parasite that mutates its host into a vampiric form (lending credence to it most likely being a template; on the other hand, while the Chupacabras is an ekimmu parasite-infected coyote, it has its own d20 Modern stats, so...we'll cross that bridge when we get to it). For now, however, here's the frogmen. [SIZE="3"]Frogman[/SIZE] [sblock][B]STR 8 DEX 10 CON 9 INT 9 WILL 11 PER 7[/B] [B]Durability:[/B] 9/9/5/5 [B]Speed:[/B] Sprint 18, run 12, walk 4, swim 4 [B]Reaction Score:[/B] Ordinary/2 [B]Attacks[/B] Unarmed10/5/2 [B]Defenses[/B] +1 resistance modifier vs. melee and ranged attacks +2 resistance modifier vs. WIL encounter skills Armor (Ordinary) [B]Skills[/B] Athletics [8]-jump [10]; Unarmed Combat [8]; Stealth [10]-hide [12]; Movement [9]-swim[12]; Knowledge [9]; Awareness [11]-perception [12] The frogmen are an amphibious race with some startling similarities to the reptilian kinori. Though obviously not of the same species, the two may share a common ancestor, which could indicate that the frogmen are very distantly related to humans. [B]Description[/B] A frogman stands about 115 centimeters tall and weighs approximately 60 kilograms. It is covered with leathery, hairless, gray-green skin, and its chest is oddly shaped (occasionally described as "lopsided"). The creature's head is covered in wrinkled ridges, with a wide, lipless mouth and bulging eyes. These features, combined with the novelty of SCUBA at the time these creatures were discovered, made its name inevitable. [B]Encounter[/B] Although frogmen try to avoid humans, their limited observations of human behavior make encounters more likely than they would prefer. Most run-ins with frogmen happen because the creatures did not understand basic concepts: an empty stretch of road in the middle of the night can suddenly see traffic; farm equipment that has been sitting in the same place every night for months isn't necessarily abandoned. Frogmen who do encounter humans continue about their business, keeping a watchful eye on the strangers, until they can reach water and disappear into its depths. Through past encounters they have learned that running only makes them tired and more easily intercepted. Furthermore, they've observed that humans seem interested but apprehensive, and that means that humans are more afraid of them than vice versa. If a frogman is fired upon, it generally ignores the attacks; it doesn't know what firearms are. If it is actually struck, it panics and runs to the nearest body of water. Even then, the creature may not connect the searing pain with the oddly shaped stick in the hands of the human. Indeed, some frogmen nests contain rusted old firearms, still loaded with now-useless bullets. On the other hand, attacking a frogman in melee combat radically arouses its ire. It lashes out, trying to rake its short but sharp claws across the opponent's face. The goal is not to kill the opponent but escape, so it flees as soon as it is no longer threatened. When the creatures are encountered in numbers, these tactic remains the same; often, the frogman who is slow to break off combat finds itself alone against the enemy. [B]Habitat/Society[/B] The frogmen live, reproduce, and die much as other creatures do. They primarily eat fish and small mammals. Frogman dwell primarily in rivers, lakes, and swamps. They prefer fresh water to salt, constructing elaborate multichambered nests of mud, sticks, and anything else they can lay their hands on. These nests include both wet and dry chambers; the frogmen live and sleep in the former, and store goods and examine stolen technology in the latter. Frogmen breathe water more easily than they do air. When our of the water in full daylight, a frogman must check for fatigue every 10 minutes, as though it were performing heavy labor. If it attempts to recover lost fatigue out of water, it suffers a +1 step penalty to its [I]Resolve-physical resolve[/I] check. Note that only exceptional frogmen possess this skill - in most cases this is an untrained check against half the Will score, with a further +1 step penalty. Frogmen occasionally raid onto dry land for food or materials to improve their primitive underwater dwellings. They do so at night, both because they prefer to avoid contact with humans and because the heat of the day quickly dries out their skin. During violent rainstorms they may venture forth in daylight hours, but never very far from their rivers and lakes. In the summer months they stay almost continuously submerged, and in the winter, they hibernate in their sub-aquatic nests. Frogmen are aware of the existence of humans and kinori, but avoid both. Being fairly primitive lifeforms, they are at the mercy of concerted depredations by more advanced species. Humans, for the most part, are blissfully unaware that they share their waterways with carnivorous humanoid amphibians. On the other hand, the kinori are well aware of the frogmen, but do not consider them any kind of threat, thinking of them, if at all, only as alternative food sources. The frogmen are understandably concerned about this and occasionally stage small raids on kinori outposts. Of course, they completely fail to connect these to subsequent kinori raids on frogmen nests, which they see as justification of their fear. Equally deadly to the frogmen is their occasional capture of kinori technology, which they carefully bear back to their nests to study. Sadly, their lack of any technological expertise means that the frogmen frequently injure or kill themselves trying to unravel the mysteries of buttons, levers, and dials. Though they are gaining knowledge, the learning curve is steep, and more frogmen are likely to die before they work out how to operate the strange devices they recover. But when that day comes, both kinori and humans may be in trouble, because each female frogman lays hundreds of eggs during the mating season. There are considerably more frogmen hidden away in the waters of North America than any have guessed.[/sblock] On the basics, we most likely have a Monstrous Humanoid here, although I guess they could be considered a very strange humanoid as well. Most likely 1 hit die as they aren't exceptionally powerful or anything. Armor seems to be on the average side, so perhaps +2 or +3 natural armor bonus to Defense? Their speed would appear to be 20 ft. for both base land speed and swim speed. Running their ability scores through the Dark*Matter to d20 Modern conversion handbook, we get the following: Strength 10, Dexterity 14, Constitution 12, Intelligence 11, Wisdom 15, Charisma 8. While I agree with most of the converted scores, their Wisdom seems way too high for such judgementally-challenged creatures. Should we knock it down to 12, or maybe even 10? [/QUOTE]
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