Darkmatter
Classes for d20
In Darkmatter d20,
the old classes of Combat Spec, Diplomat, Free Agent, and Techinical Operative
are gone. Replaced by Adepts, Civilians, Diplomats, Fighters, and
Intellectuals, you will hopefully be able to fit your old character into
one of the existing classes below. You may note that there are subsections
labeled Careers underneath each class. Careers are specialties that
go under each class. Specialties can add new proficiencies, skills,
or abilities to the basic class. Every character of a class other than Civilian may choose one Career
for free from the list below his class at 1st level. Later, more
Careers can be bought as feats, though only from the list of careers below
that character's class. GMs should feel free to allow characters
to develop their own Careers, so that they can develop the type of character
they want.
Adepts
Adepts are, for the
most part, overlooked as a class in the real world. These are the
practitioners of the lost arts of magic and faith. They are able
to alter reality, and cause a variety of special affects through ceremonies
or allegiances with otherworldly powers. Adepts, like the other classes,
receives a free career at 1st level. However, they may not buy other
careers as feats, or change classes to become a different kind of adept.
Hit Die: d4
Saving Throws:
Average
Fortitude, Average Reflexes, Good Willpower
Skill Points: 3
Class Skills:
Concentration, Knowledge(arcane), Knowledge(religion)
Proficiencies:
None
Careers:
Diabolist: Adds
3 Diabolism spells to class skills. They may spend a feat to learn
a new spell.
Enochian Sorcerer:
Adds
3 Enochian Magic spells to class skills. They may spend a feat to
learn a new spell.
Hermetic Wizard:
Adds
2 Hermeticism spells to class skills. They may spend a feat to learn
a new spell.
Monotheistic Priest:
Adds
3 Monotheistic miracles to class skills. They may spend a feat to
learn a new miracle.
Shaman: Adds
3 Shamanic miracles to class skills. They may spend a feat to learn
a new miracle.
Houngan/Mambo:
Adds
2 Voodoo hexes to class skills. They may spend a feat to learn a
new hex.
Civilian
Civilians make out
the majority of people on earth. They have a wide variety of skills,
reflected in their customizeable skill list. While not as combat-ready
as the other classes, Civilians might actually be a useable character class
for characters in Darkmatter, especially for those characters who wish
to specialize in just a few specific skills. Civilians, however,
do not receive a free Career at 1st level.
Hit Die: d6
Saving Throws:
Average
Fortitude, Average Reflexes, Average Willpower
Skill Points: 3
Class Skills:
Choose 2+ Int modifier skills as class skills, not including Firearms or
Melee Weapons
Proficiencies:
None
Diplomat
Diplomats are the
master of the spoken word, people who are experts at negotiations and talking
with others. From con artists to military officers, Diplomats depend on their intelligence and charisma to get through life.
Hit Die: d6
Saving Throws:
Average
Fortitude, Average Reflexes, Good Willpower
Skill Points: 4
Class Skills:
Bluff, Charm, Diplomacy, Gather Info, Intimidate, Sense Motive
Proficiencies:
none
Careers:
Businessman: Add
class skills Knowledge(economics) and Profession(business).
Con Artist: Add
class skills Escape Artist, Move Silently and Prestidgitation.
Dilettante: Add
class skills Knowledge(any three).
Facilitator:
Add proficiency Pistols. Add class skills Disguise, Escape Artist
and Interrogate.
Lawyer: Add
class skills Knowledge(law) and Interrogate.
Military Officer:
Add
proficiency Pistol, Rifle, Spear(for bayonets), and Submachine Guns.
Add class skills Firearms and Melee Combat.
Fighter
Fighters are the equivalent
of Combat Specialists from the old Alternity rules. As their name
indicates, Fighters are those who fight for a living. They include
not only trained fighters like police officers or soldiers, but also those
who are less dedicated to their craft, such as basic goons and brawlers.
Hit Die: d10
Saving Throws:
Good
Fortitude, Average Reflexes, Average Willpower
Skill Points: 3
Class Skills:
Climb, Firearms, Intimidation, Jump, Melee Combat, Swim
Proficiencies:
Clubs,
Knives, Pistols, Rifles
Careers:
Assassin: Add
any two proficiencies. Add class skills Hide and Move Silently.
Martial Artist:
Add
class skills Balance, Jump and Tumble.
Militaman: Add
class skills Craft(demolitions), Craft(traps), and Wilderness Survival.
Police Officer:
Add class skills Interrogation, Search, and Sense Motive.
Security Specialist:
Add
proficiency Submachine Guns. Add class skills Search and Spot.
Soldier: Add
proficiencies Heavy Weapons, Spear (for bayonets), and Submachine Guns.
Also add class skills Spot and Wilderness Survival.
Woodsman: Add
class skills Knowledge(nature), Search, and Wilderness Survival.
Intellectual
The replacement for
Technical Operatives from the old rules, Intellectuals are those who favor
brain over brawn. They include all manner of academicians, doctors,
and scientists.
Hit Die: d4
Saving Throws:
Average
Fortitude, Average Reflexes, Good Willpower
Skill Points: 6
Class Skills:
Gather Info, Knowledge(any two), Perform(writing), Search, Use Computer
Proficiencies:
None
Careers:
Doctor: Add
class skills First Aid and Knowledge(medical).
Engineer: Add
class skills Craft(specific), Electronics and Mechanic.
Field Guide: Add
proficiency Rifles. Add class skills Knowledge(nature) and Wilderness
Survival.
Forensics Expert:
Add class skills Knowledge(medical), Knowledge(toxicology) and Spot.
Hacker: Add
class skills Craft(programs) and Knowledge(computers).
Mechanic: Add
class skills Electronics and Mechanic.
Pilot: Add
class skills Pilot(specific) and Mechanic.
Psychologist: Add
class skills Diplomacy, Interrogate and Knowledge(psychology).
Scientist: Add
class skills Knowledge(science) and Knowledge(specific).
Rogue
Descended from the
Free Agents of the original Alternity rules, Rogues are those who live
by their wits and intelligence. Rogues include a wide variety of
occupations, from criminals to spies. The broadest of classes, Rogues
are essential to any Darkmatter group, as they are the ones who specialize
in invetigation, stealth, and subterfuge.
Hit Die: d8
Saving Throws:
Average
Fortitude, Good Reflexes, Average Willpower
Skill Points: 4
Class Skills:
Balance, Bluff, Escape Artist, Hide, Move Silently, Prestidgitation, Sense
Motive, Spot, Tumble
Proficiencies:
None
Careers:
Burglar: Add
class skills Climb, Electronics and Open Locks.
Field Agent: Add
proficiency Pistols. Add class skills Disguise, Gather Info and Interrogation.
Investigator:
Add class skills Gather Info, Interrogation, Search, and Spot.
Journalist: Add
class skills Gather Info, Interrogation, Perform(oratory) and Perform(writing).
The rules above are just a basic guide. Feel free
to develop your own Career specialties or other new aspects of the above
Classes. If you have any questions, suggestions, or Careers you'd
like to see posted here, please e-mail
us. |