The Savage Sun
The World
Setting Rules
The People
Humans
Elves
- Agile. Elves have a starting Agility of d6 and a maximum Agility of d12+1.
- Born Thief. Elves have a natural inclination toward trickery, and start with d4 in Thievery.
- Swift. Elves have a Pace of 8" and a running die of d8.
Dwarves
- Tough. Dwarves have a starting Vigor of d6 and a maximum Vigor of 12+1.
- Slow. Dwarves have a Pace of 5" and a running die of d4.
Halflings
Half-Elves
- Adaptable. Half-elves start with d6 in any one skill of their choice.
- Animal Ken. Half-elves gain a +2 bonus on any rolls made to peacefully interact with an animal. A half-elf can ignore the Spirit prerequisite when taking the edge Beast Master.
Half-Giants
- Large. Half-giants stand eight feet tall and are heavily muscled. They are Size +1.
- Very Strong. Half-giants have a starting Strength of d8 and a maximum Strength of d12+2.
- Easily Led. Half-giants are highly susceptible to persuasion, and take a -2 penalty when resisting magical or psionic effects meant to control their behavior, as well as Smarts-based Tests.
Muls (Half-Dwarves)
- Very Tough. Muls have a starting Vigor of d8 and a maximum Vigor of d12+2.
- Tireless. Muls require only four hours of sleep each night, and gain a +2 bonus on Vigor rolls made to resist fatigue.
Thri-Kreen (Mantis Warrior)
- Claws. Thri-kreen possess sharp claws which do Str + 1d4 damage.
- Leaper. Thri-kreen can jump twice as far as normal for creatures of their Pace, and add +4 to their attack roll instead of +2 when they jump as part of a Wild Attack.
- Natural Armor. A thri-kreen's exoskeleton gives it 2 points of armor.
- Sleepless. Thri-kreen never sleep, although they can be rendered unconscious normally.
- Outsider. Thri-kreen are the most alien of the sapient races and
Character Creation
New Edges
Magic and Psionics
Gear and Equipment
Bone
Obsidian
Stone
Wood