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Quick and Dirty Dark Matter Conversion
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<blockquote data-quote="Achan hiArusa" data-source="post: 486056" data-attributes="member: 2597"><p>Before you read this remember it is a very fast Dark Matter Conversion of the races and recommendation for Advanced Classes. If I were to spend time on this I would make a more indepth and true to the original game conversion, but I don't have time right now, this is what I could bang out in a few minutes. Enjoy.</p><p></p><p>Dark Matter Quick and Dirty Conversion</p><p></p><p>Grey</p><p></p><p>Advantages</p><p>+2 Int, Wis, Cha</p><p>Gain Wild Talent Feat free in the Missive 0-level Power.</p><p>Psionic Prowess: Greys can manifest their 0-level psionic powers 3 + character level times </p><p>per day (instead of just psionic level).</p><p>Extra Power Points: Greys gain +1 additional power point/day per character level (even if </p><p>the character is not a telepath).</p><p></p><p>Disadvantages</p><p>-2 Str, Dex, Con</p><p>-4 Skill Points at 1st level</p><p>-1 Skill Point each additional level after 1st.</p><p>Only has one bonus feat starting (humans get 2 starting).</p><p></p><p>Kinori</p><p></p><p>Advantages</p><p>+2 Dex, Int</p><p>+2 Racial Bonus to Base Initiative</p><p>+2 Racial Bonus to Repair and Spellcraft checks (must have ranks in either skill in order to </p><p>gain this bonus).</p><p>+4 Natural Armor bonus to Defense</p><p></p><p>Disadvantages</p><p>-2 Str, Cha</p><p>-4 Skill Points at 1st level</p><p>-1 Skill Point each additional level after 1st.</p><p>Only has one bonus feat starting (humans get 2 starting).</p><p></p><p>Mothman</p><p></p><p>Advantages</p><p>+2 Dex, Wis</p><p>Flight: The character can fly at a rate of 60 ft. (average manuverability)</p><p>Falling: The character never suffers falling damage if they are able to fly.</p><p>Gain Zero-g Training Feat free</p><p>Low-light Vision: Can see twice as far as a human in darkness conditions.</p><p></p><p>Disadvantages</p><p>-2 Str, -2 Con, -2 Cha</p><p>Light Sensitivity: In areas of bright light the mothman is automatically blinded the first </p><p>round and cannot act. Afterward that round the Mothman suffers a -2 penalty to all </p><p>checks until the condition causing the light is eliminated.</p><p>-4 Skill Points at 1st level</p><p>-1 Skill Point each additional level after 1st.</p><p>Only has one bonus feat starting (humans get 2 starting).</p><p></p><p> Sandman</p><p></p><p>Advantages</p><p>+2 Con, Int</p><p>Gain 2 pieces of cyberware free at 1st level, the character may choose any two pieces that </p><p>have a rating of 0 + Con modifier. They suffer no charisma penalty for these initial </p><p>pieces of cyberware.</p><p>+2 Racial bonus to Computer Use and Piloting Checks</p><p></p><p>Disadvantages</p><p>-2 Wis, Cha</p><p>-4 Skill Points at 1st level</p><p>-1 Skill Point each additional level after 1st.</p><p>Only has one bonus feat starting (humans get 2 starting).</p><p></p><p>Sasquatch</p><p></p><p>Advantages</p><p>+4 Str, Con</p><p>Increased Hit Die. The sasquatch uses the next higher die for determining hit points (d6>d8>d10>d12). If </p><p>the sasquatch has a class which rolls d12 for hit points, he gains +1 hit point per class level </p><p>in that class instead.</p><p>Increased Death Threshold: The sasquatch's death threshold is x1.5 Constitution (round </p><p>down) instead of Constitution.</p><p>Claws: The sasquatch does 1d6 lethal damage in unarmed combat.</p><p>Camoflague: The sasquatch gains a +2 racial bonus to hide checks and gains +2 defense </p><p>vs. ranged attacks.</p><p></p><p>Disadvantages</p><p>-2 Dex, Int, Wis, Cha</p><p>-4 Skill Points at 1st level</p><p>-1 Skill Point each additional level after 1st.</p><p>Only has one bonus feat starting (humans get 2 starting).</p><p></p><p>Allowed Advanced Classes</p><p>Modern d20 book: All except Slayer and Battlemind (All chapter six Advanced Classes plus Acolyte, </p><p>Mage, Occultist, and Telepath)</p><p>Mecha Crusade: Cyborg and Sleeper Agent</p><p> Note: Both of these classes should not be entered into lightly. Human cyborgs will be incredibly rare in the extreme and will be seen as the property of the people who "rebuilt" him. The sleeper agent is a mental version of the cyborg. The character will end up being responsible for many actions that he committed while on a mission.</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 486056, member: 2597"] Before you read this remember it is a very fast Dark Matter Conversion of the races and recommendation for Advanced Classes. If I were to spend time on this I would make a more indepth and true to the original game conversion, but I don't have time right now, this is what I could bang out in a few minutes. Enjoy. Dark Matter Quick and Dirty Conversion Grey Advantages +2 Int, Wis, Cha Gain Wild Talent Feat free in the Missive 0-level Power. Psionic Prowess: Greys can manifest their 0-level psionic powers 3 + character level times per day (instead of just psionic level). Extra Power Points: Greys gain +1 additional power point/day per character level (even if the character is not a telepath). Disadvantages -2 Str, Dex, Con -4 Skill Points at 1st level -1 Skill Point each additional level after 1st. Only has one bonus feat starting (humans get 2 starting). Kinori Advantages +2 Dex, Int +2 Racial Bonus to Base Initiative +2 Racial Bonus to Repair and Spellcraft checks (must have ranks in either skill in order to gain this bonus). +4 Natural Armor bonus to Defense Disadvantages -2 Str, Cha -4 Skill Points at 1st level -1 Skill Point each additional level after 1st. Only has one bonus feat starting (humans get 2 starting). Mothman Advantages +2 Dex, Wis Flight: The character can fly at a rate of 60 ft. (average manuverability) Falling: The character never suffers falling damage if they are able to fly. Gain Zero-g Training Feat free Low-light Vision: Can see twice as far as a human in darkness conditions. Disadvantages -2 Str, -2 Con, -2 Cha Light Sensitivity: In areas of bright light the mothman is automatically blinded the first round and cannot act. Afterward that round the Mothman suffers a -2 penalty to all checks until the condition causing the light is eliminated. -4 Skill Points at 1st level -1 Skill Point each additional level after 1st. Only has one bonus feat starting (humans get 2 starting). Sandman Advantages +2 Con, Int Gain 2 pieces of cyberware free at 1st level, the character may choose any two pieces that have a rating of 0 + Con modifier. They suffer no charisma penalty for these initial pieces of cyberware. +2 Racial bonus to Computer Use and Piloting Checks Disadvantages -2 Wis, Cha -4 Skill Points at 1st level -1 Skill Point each additional level after 1st. Only has one bonus feat starting (humans get 2 starting). Sasquatch Advantages +4 Str, Con Increased Hit Die. The sasquatch uses the next higher die for determining hit points (d6>d8>d10>d12). If the sasquatch has a class which rolls d12 for hit points, he gains +1 hit point per class level in that class instead. Increased Death Threshold: The sasquatch's death threshold is x1.5 Constitution (round down) instead of Constitution. Claws: The sasquatch does 1d6 lethal damage in unarmed combat. Camoflague: The sasquatch gains a +2 racial bonus to hide checks and gains +2 defense vs. ranged attacks. Disadvantages -2 Dex, Int, Wis, Cha -4 Skill Points at 1st level -1 Skill Point each additional level after 1st. Only has one bonus feat starting (humans get 2 starting). Allowed Advanced Classes Modern d20 book: All except Slayer and Battlemind (All chapter six Advanced Classes plus Acolyte, Mage, Occultist, and Telepath) Mecha Crusade: Cyborg and Sleeper Agent Note: Both of these classes should not be entered into lightly. Human cyborgs will be incredibly rare in the extreme and will be seen as the property of the people who "rebuilt" him. The sleeper agent is a mental version of the cyborg. The character will end up being responsible for many actions that he committed while on a mission. [/QUOTE]
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