The Savage Sun
The World
Setting Rules
The following setting rules are in use:
- BORN A HERO: Player characters ignore Rank requirements for Edges during character creation.
- FANATICS: Enemy thugs take the damage for their masters.
- FAST HEALING: Characters make natural healing rolls once per day instead of every five days, and recover a level of Fatigue from Bumps & Bruises every four hours instead of every day.
- HIGH ADVENTURE: Spend a Benny to gain the one-time use of a Combat Edge.
- UNARMORED HERO: Wild Cards without armor add +2 to their Soak rolls.
- WOUND CAP: Wild Cards never suffer more than four wounds from a single hit
The People
Humans
- Adaptable. Humans start with a free bonus edge. They must qualify for the edge normally.
- Broadly Skilled. Humans start with d4 each in two skills, or d6 in one skill of their choice.
Aarakocra
- Agile. Aaracokra have a starting Agility of d6 and a maximum Agility of d12+1.
- Wings. Aarakocra have wings and can fly. They have a flying Pace of 12", but cannot fly if they are Bound or Entangled.
- Claustrophobia. Aarakocra are uncomfortable in enclosed spaces, and have claustrophobia as a minor hindrance.
- Hollow Bones. Their lightweight build and relatively fragile bones reduces an aarakocra's Toughness by 1.
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.
- Bad Reputation. Elves have a reputation as untrustworthy thieves, and take a -2 penalty to Persuasion rolls among non-elves.
Dwarves
- Tough. [2] Dwarves have a starting Vigor of d6 and a maximum Vigor of 12+1.
- Focus. [1] All dwarves have a Focus, a specific goal toward which they work. A dwarf gains a +1 bonus on all skill rolls made directly in pursuit of their focus. If a dwarf
- Slow. [-1] Dwarves have a Pace of 5" and a running die of d4.
Halflings
Half-Elves
- 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 Beast Master edge.
- Dual Heritage. A half-elf may start with a Dexterity of d6 and a maximum Dexterity of d12+1, or any edge the half-elf qualifies for as a bonus edge.
- Quick Learner. Half-elves start with d4 in any one skill of their choice, or d6 in any core skill.
Half-Giants
- Hardy. [2] A half-giant who becomes Shaken from damage while already Shaken does not take a wound.
- Large. [-1] Half-giants stand seven to eight feet tall and are heavily muscled. They are Size +1. This increases their Toughness by 1 and their maximum Strength by one rank, but they take a -2 penalty on Trait rolls when using equipment designed for smaller races, and consume double the amount of food and drink as the smaller folk.
- Strong. [2] Half-giants have a starting Strength of d6 and a maximum Strength of d12+1. Their great size increases this to d8 and d12+2, respectively.
- Easily Led. [-1] 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- and Spirit-based Tests.
Muls (Half-Dwarves)
- Strong. [2] Muls have a starting Strength of d6 and a maximum Strength of d12+1.
- Tough. [2] Muls have a starting Vigor of d6 and a maximum Vigor of d12+1.
- Tireless. [2] Muls require only four hours of sleep each night, and gain a +2 bonus on Vigor rolls made to resist fatigue.
Thri-Kreen (Mantis Warriors)
- Claws. [2] Thri-kreen possess sharp claws which do Str + 1d4 damage.
- Leaper. [1] 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. [1] A thri-kreen's exoskeleton gives it 2 points of armor.
- 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.
Character Creation
New Edges
Magic and Psionics
Defiling and Preserving
Psionics
Wild Talents
The vast majority of people on Athas possess a wild talent: an innate psionic ability gained without training or study.
Wild talents cannot
d20 roll | Power | Notes |
---|---|---|
1 | Beast friend | |
2 | Blind | |
3 | Bolt | |
4 | Boost/Lower Trait | |
5 | Burst | |
6 | Confusion | |
7 | Darksight | |
8 | Deflection | |
9 | Detect/Conceal Arcana | |
10 | Elemental Manipulation | |
11 | Empathy | |
12 | Entangle | |
13 | Environmental Protection | |
14 | Fear | |
15 | Havoc | |
16 | Healing | |
17 | Illusion | |
18 | Light/Darkness | |
19 | Mind Link | |
20 | Mind Reading | |
21 | Protection | |
22 | Relief | |
23 | Smite | |
24 | Sound/Silence | |
25 | Speak Language | |
26 | Stun | |
27 | Wall-Walker |
Gear and Equipment
Bone
Obsidian
Stone
Wood