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==The World== | ==The World== | ||
[[File:Darksunmap.png|center|1300px]] | [[File:Darksunmap.png|center|1300px]] | ||
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===Setting Rules=== | ===Setting Rules=== | ||
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*'''Hollow Bones.''' Their lightweight build and relatively fragile bones reduces an aarakocra's Toughness by 1. | *'''Hollow Bones.''' Their lightweight build and relatively fragile bones reduces an aarakocra's Toughness by 1. | ||
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'''Elves''' | '''Elves''' | ||
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*'''Swift.''' Elves have a Pace of 8" and a running die of d8. | *'''Swift.''' Elves have a Pace of 8" and a running die of d8. | ||
*'''Bad Reputation.''' Elves have a reputation as untrustworthy thieves, and take a -2 penalty to Persuasion rolls among non-elves. | *'''Bad Reputation.''' Elves have a reputation as untrustworthy thieves, and take a -2 penalty to Persuasion rolls among non-elves. | ||
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*'''Hardy. [2]''' A dwarf who becomes Shaken from damage while already Shaken does not take a wound. | *'''Hardy. [2]''' A dwarf who becomes Shaken from damage while already Shaken does not take a wound. | ||
*'''Tough. [2]''' Dwarves have a starting Vigor of d6 and a maximum Vigor of 12+1. | *'''Tough. [2]''' Dwarves have a starting Vigor of d6 and a maximum Vigor of 12+1. | ||
− | *'''Driven [-1].''' A dwarf is driven to complete their focus at all times, and can only turn away from it with an effort of will. All dwarves have Driven | + | *'''Driven [-1].''' A dwarf is driven to complete their focus at all times, and can only turn away from it with an effort of will. All dwarves have Driven as a minor hindrance (a dwarf can upgrade this to Major as normal). |
*'''Slow. [-1]''' Dwarves have a Pace of 5" and a running die of d4. | *'''Slow. [-1]''' Dwarves have a Pace of 5" and a running die of d4. | ||
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Dwarves are short, tough people, averaging four feet tall and almost twice as broad as a human of comparable height. | Dwarves are short, tough people, averaging four feet tall and almost twice as broad as a human of comparable height. | ||
− | '''A Dwarf's Focus:''' All dwarves have a ''focus,'' a specific goal toward which they direct most of their energies | + | '''A Dwarf's Focus:''' All dwarves have a ''focus,'' a specific goal toward which they direct most of their energies. |
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'''Halflings''' | '''Halflings''' | ||
*'''Wise.''' Halflings have a starting Spirit of d6 and a maximum Spirit of d12+1 | *'''Wise.''' Halflings have a starting Spirit of d6 and a maximum Spirit of d12+1 | ||
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*'''Magic Resistance.''' All halflings possess the edge Arcane Resistance. They can take Improved Arcane Resistance normally. | *'''Magic Resistance.''' All halflings possess the edge Arcane Resistance. They can take Improved Arcane Resistance normally. | ||
+ | *'''Resistant.''' Halflings gain a +2 bonus on Vigor rolls made to resist disease and poison. | ||
*'''Small.''' Halflings average three to four feet tall, making them Size -1. This reduces their Toughness by 1. | *'''Small.''' Halflings average three to four feet tall, making them Size -1. This reduces their Toughness by 1. | ||
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*'''Quick Learner.''' Half-elves start with d4 in any one skill of their choice, or d6 in any core skill. | *'''Quick Learner.''' Half-elves start with d4 in any one skill of their choice, or d6 in any core skill. | ||
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− | '''Beast Friend:''' | + | '''Beast Friend:''' |
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*'''Poor Defenses. [-1]''' Because they are such large targets, half-giants take a -1 penalty to their Parry. | *'''Poor Defenses. [-1]''' Because they are such large targets, half-giants take a -1 penalty to their Parry. | ||
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'''Muls (Half-Dwarves)''' | '''Muls (Half-Dwarves)''' | ||
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*'''Tireless. [2]''' Muls require only four hours of sleep each night, and gain a +2 bonus on Vigor rolls made to resist fatigue. | *'''Tireless. [2]''' Muls require only four hours of sleep each night, and gain a +2 bonus on Vigor rolls made to resist fatigue. | ||
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'''Thri-Kreen (Mantis Warriors)''' | '''Thri-Kreen (Mantis Warriors)''' | ||
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*'''Sleepless. [2]''' Thri-kreen never sleep, although they can be rendered unconscious normally. | *'''Sleepless. [2]''' Thri-kreen never sleep, although they can be rendered unconscious normally. | ||
*'''Outsider. [-1]''' Thri-kreen are the most alien of the sapient races and take a -2 penalty on all Persuasion rolls among non-kreen. | *'''Outsider. [-1]''' Thri-kreen are the most alien of the sapient races and take a -2 penalty on all Persuasion rolls among non-kreen. | ||
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==Magic and Psionics== | ==Magic and Psionics== | ||
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===Defiling and Preserving=== | ===Defiling and Preserving=== | ||
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===Psionics=== | ===Psionics=== | ||
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− | + | ===Wild Talents=== | |
The vast majority of people on Athas possess a ''wild talent:'' an innate psionic ability gained without training or study. Wild talents require no training or study; the manifest instinctively, usually around puberty. Many wild talents are weak and borderline useless, such as the ability to project a tiny telekinetic force weaker than a shove. | The vast majority of people on Athas possess a ''wild talent:'' an innate psionic ability gained without training or study. Wild talents require no training or study; the manifest instinctively, usually around puberty. Many wild talents are weak and borderline useless, such as the ability to project a tiny telekinetic force weaker than a shove. | ||
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|+ Wild Talents | |+ Wild Talents | ||
|- | |- | ||
− | ! | + | ! d20 roll !! Power !! Notes |
+ | |- | ||
+ | |1 || Beast friend || | ||
|- | |- | ||
− | | | + | |2 ||Blind || |
|- | |- | ||
− | | | + | |3 || Bolt || |
|- | |- | ||
− | | | + | |4 ||Boost/Lower Trait || The character must choose whether they are able to boost or lower traits. A wild talent cannot do both. |
|- | |- | ||
− | | | + | |5 ||Confusion || |
|- | |- | ||
− | | | + | |7 ||Darksight || |
|- | |- | ||
− | | | + | |8 ||Deflection || |
|- | |- | ||
− | | | + | |9 ||Detect/Conceal Arcana || |
|- | |- | ||
− | | | + | |10 ||Elemental Manipulation || |
|- | |- | ||
− | | | + | |11 ||Empathy || |
|- | |- | ||
− | | | + | |12 ||Entangle || |
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− | | | + | |13 ||Environmental Protection || |
|- | |- | ||
− | | | + | |14 ||Fear || |
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− | | | + | |15 ||Havoc || |
|- | |- | ||
− | | | + | |16 ||Healing || |
|- | |- | ||
− | | | + | |17 ||Illusion || |
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− | | | + | |18 ||Light/Darkness || |
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− | | | + | |19 ||Mind Link || |
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− | | | + | |20 ||Mind Reading || |
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− | | | + | |21 ||Protection || |
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− | | | + | |22 ||Relief || |
|- | |- | ||
− | | | + | |23 ||Smite || |
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− | | | + | |24 ||Sound/Silence || |
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− | | | + | |25 ||Speak Language || |
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− | | | + | |26 ||Stun || |
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− | | | + | |27 || Wall-Walker || |
|} | |} | ||
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*'''Alhulak:''' A four-pronged blade on a short handle, the alhulak has a length of rope or braided leather attached to the handle. A skilled wielder can use it to hook an enemy's legs and drag them closer or knock them prone. On a raise, in lieu of extra damage, the wielder of the alhulak can make an opposed Strength check to either drag the enemy 2" closer or cause them to fall prone. | *'''Alhulak:''' A four-pronged blade on a short handle, the alhulak has a length of rope or braided leather attached to the handle. A skilled wielder can use it to hook an enemy's legs and drag them closer or knock them prone. On a raise, in lieu of extra damage, the wielder of the alhulak can make an opposed Strength check to either drag the enemy 2" closer or cause them to fall prone. | ||
− | * | + | *'''A pair of alhulaks joined by a short rope or length of leather, the calhulaks is a favorite arena weapon. It is functionally a set of matched knives, and the wielder cannot be disarmed of either unless he is disarmed of both in the same round. If the wielder makes two attacks in the same round with this weapon, the multi-action penalty is reduced to -1. |
*'''Carrikal:''' Traditionally made from the sharpened jawbone of an animal, a carrikal resembles a double-bladed axe. Although heavy and somewhat awkward, it can inflict devastating wounds. A carrikal functions as a battleaxe, but on a raise it does +1d10 extra damage instead of +1d6. | *'''Carrikal:''' Traditionally made from the sharpened jawbone of an animal, a carrikal resembles a double-bladed axe. Although heavy and somewhat awkward, it can inflict devastating wounds. A carrikal functions as a battleaxe, but on a raise it does +1d10 extra damage instead of +1d6. | ||
*'''Chatkcha:''' This deadly crystalline throwing wedge is favored by the thri-kreen; it is roughly triangular in shape and sharpened to a razor's edge. | *'''Chatkcha:''' This deadly crystalline throwing wedge is favored by the thri-kreen; it is roughly triangular in shape and sharpened to a razor's edge. | ||
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*'''Trikal:''' A long, heavy club, the trikal has great reach and is a favored weapon of half-giants. | *'''Trikal:''' A long, heavy club, the trikal has great reach and is a favored weapon of half-giants. | ||
+ | Athas | ||
'''Metal Gear:''' On Athas, metal is extremely rare and valuable. Metal gear is as described in the core SWADE rules, but the cost is ten times higher: a metal longsword will cost at least $3,000 if it is available for purchase at all. As a result, most weapons are made from other materials, such as wood, bone, stone, chitin and obsidian. These weapons may be weaker and less effective than their metal counterparts. | '''Metal Gear:''' On Athas, metal is extremely rare and valuable. Metal gear is as described in the core SWADE rules, but the cost is ten times higher: a metal longsword will cost at least $3,000 if it is available for purchase at all. As a result, most weapons are made from other materials, such as wood, bone, stone, chitin and obsidian. These weapons may be weaker and less effective than their metal counterparts. | ||
− | + | In addition, non-metal weapons have a chance to shatter in combat. | |
− | The following weapons are not typically made with metal, and can be purchased at their listed price and used normally: Club (light or heavy), flail, lance, pike, spear/javelin, staff, bow, longbow, sling, net. | + | The following weapons are not typically made with metal, and can be purchased at 50% of their listed price and used normally: Club (light or heavy), flail, lance, pike, spear/javelin, staff, bow, longbow, sling, net. |
The table below summarizes the mechanical effects of weapons made of various non-metal materials. | The table below summarizes the mechanical effects of weapons made of various non-metal materials. | ||
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|+ Weapon Materials | |+ Weapon Materials | ||
|- | |- | ||
− | ! Material !! Fighting !! Damage !! Weight !! Cost | + | ! Material !! Fighting !! Damage !! Weight !! Cost !! Notes |
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− | |Bone/Chitin || - || -1 || 75% || 75% | + | |Bone/Chitin || - || -1 || 75% || 75% || |
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− | |Obsidian || - || - || 100% || 100% | + | |Obsidian || - || - || 100% || 100% || |
|- | |- | ||
− | |Stone || -1 || -1 || 100% || 50% | + | |Stone || -1 || -1 || 100% || 50% || |
|- | |- | ||
− | |Wood || -2 || -2 || 50% || 25% | + | |Wood || -2 || -2 || 50% || 25% || |
|} | |} | ||
Other Adventuring Gear | Other Adventuring Gear |