Darkmatter
Equipment for d20
Equipment is essential for agents and characters in Darkmatter.
Without their trusty sidearm and bag of tricks, most agents would be out
on the limb. For the most part, equipment lists found in the Darkmatter
book, the Alternity player's handbook, and the Dark Matter arms and equipment
guide can be left unchanged. Many items merely grants step bonuses
to checks. Convert these bonuses to +2/-2 adjustments, and you're
done converting that piece of equipment for d20. However, weapons
and armor are very different in d20 than in Darkmatter, and need to be
dealt with.
Armor
Armor is incredibly easy to convert into d20. Take
the HI entry for armor reduction, and find the maximum amount of damage
reduction for that entry. This is that type of armor's AC adjustment.
The AP entry -1 equals the Armor Check penalty for that armor, with a minimum
of 0. Spells are no longer interfered with by armor.
Explosives
Explosives can be converted into d20 stats quite easily.
Find the maximum damage for an Amazing result, round up to an even number,
if necessary, and put a "4d" in front of it. Find the "out to" range
under the Ordinary entry, round to the nearest 5' (minimum of 5').
Anyone within this distance takes 2d whatever damage, within twice this
distance takes 1d whatever damage.
Firearms and Weapons
Melee weapons can use the stats from the Player's Handbook.
However, other weapons need to be converted to the d20 system. The
easiest to convert are firearms. Most of the information on firearms,
such as what modes it has and how much ammo it holds before needing to
be reloaded, still pertains in d20. Damage needs to be converted.
To convert firearm damage, find the maximum damage that weapon would do
with a Good hit under the old d20 system. Round this up to an even
number if necessary, than put a "2d" in front of that number. That
is the weapon's base damage. Modifiers for Hide checks should be
converted as above, as should modifiers for accuracy, etc. All guns
have a critical range of 19-20 except for sniper rifles, which have a crit
range of 18-20, and shotguns, which have a crit range of 20. For
each weapon's range, find the weapon it is closest to in the DMG section
on modern weapons, and use that weapons' range.
Different kinds of ammo for different weapons are available
as well. Convert these as below . . .
40mm Foam Rubber: deals 2d6 subdual damage
Armor Piercing Rounds: grants +2 to hit vs any
opponent wearing at least +2 AC worth of armor
Beanbag Round: deals 2d8 subdual damage
Birdshot: deals 1d whatever damage instead of
2d
Buckshot: deals x2 damage within 20', normal within
30', 1/2 within 40', and none past 50'
Flechette: +1 to critical range; no damage past
first range increment
Frangible: deals +1d whatever damage, -2 to hit
vs targets wearing armor
HE Rounds: deals extra 1d6 damage
Pepper Balloon: target must make Fortitude save
DC 20 or be stunned for 1d4 rounds
Rubber: deals subdual damage
Slug: deals x2 damage, -2 accuracy
Subsonic: -2 attempts to hear gunshot
Tracers: +2 to hit with aimed bursts from automatic
weapons with these bullets
WP Rounds: fired from a shotgun, acts as a Burning
Hands spell for 4d4 damage
The above entries are just basic guides to converting
equipment into d20 for Darkmatter. If you have any other items that
need to be dealt with seperately, or if you have any questions or comments
please e-mail us. |