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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.
  
Aarakocra are feathered, avian humanoids with large beaks and vulture-like heads. Their forelimbs are great, spreading wings bearing delicate-fingered hands halfway along their lengths.
 
  
 
'''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.
 
Elves are tall and lean, with long, pointed ears and sharp features. Although they can reach seven feet tall, elves are all muscle and sinew, with long limbs and slight builds. Their skin is weathered by sun and wind, and the soles of their feet is as hard as boiled leather.
 
 
'''Clannish Nomads:''' Elves are a wandering people, drifting across the desert in clans united by blood. They do not build cities, and visit the towns and city-states only occasionally. Although fiercely loyal to their own kin, elves consider anyone else - even elves of other clans - to be outsiders, to be preyed upon and exploited without remorse. This has given them a not-undeserved reputation as thieves and cheats, and few townsfolk are happy to see a clan of elves wander by.
 
  
  
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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 [complete Focus] as a minor hindrance (a dwarf can upgrade this to Major as normal).
+
*'''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 focus is a task that can be described in a single sentence, and that is at least theoretically within the dwarf's power.
+
'''A Dwarf's Focus:''' All dwarves have a ''focus,'' a specific goal toward which they direct most of their energies.  
 
 
When acting in pursuit of their focus, a dwarf is driven and enthusiastic. A dwarf can turn aside from their focus, but only briefly; ignoring a focus or acting against it causes a dwarf great distress. A dwarf prevented from pursuing their focus may become angry and manic, or sullen and morose; some dwarves have suffered emotional breakdowns as a result of such a situation.
 
 
 
When a dwarf completes the task that is their focus, they choose a new focus. This choice is sometimes made immediately, and sometimes not, but waiting more than a day is extremely rare - a dwarf without a focus rapidly becomes nervous and unsettled. Legend holds that a dwarf who dies with their focus uncompleted will be cursed to wander the desert as a banshee.
 
  
  
 
'''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
*'''Healthy:''' Halflings gain a +2 bonus on Vigor rolls made to resist disease and poison.
 
 
*'''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.
  
Half-elves are not a true race unto themselves, but rather are the product of an elf mating with a human. They resemble humans with pointed ears, lacking the height of their elven parent, though they do tend to run lean.
 
  
'''Beast Friend:''' Half-elves are born outcasts, distrusted by elves for their human heritage and by humans for their elven blood. Perhaps as a result, they have an instinctive understanding of animals, and an uncanny ability to befriend beasts of all description. Many a half-elf wins themselves an animal companion, an un-judging and forever loyal ally with whom to face the world. Some half-elves make a career of this knack, selling their services as tamers and herders of erdlus and crodlus, handling savage beasts for the arenas, and breeding kanks and other domesticated animals.
+
'''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.
  
Half-giants are towering people, ten feet tall or more, who resemble large and muscular humans. According to legend they were once magical crossbreeds of humans and some now-extinct species of giant, but modern half-giants are a true-breeding race unto themselves.
 
 
'''Social Chameleons.''' Half-giants have a reputation for being weak-minded and disloyal. In fact, they have a uniquely adaptive mindset that allows them to shift their outlook to fit with their current circumstances. Although a half-giant may have certain ethical principles they hold firm to, they are able to adapt to whatever situation they find themselves in. A half-giant servant may be meek and mild, but after a day or two in the company of soldiers and mercenaries, they may develop a brutal and aggressive personality. A half-giant gladiator who finds themself living with a group of monastics will soon take to the hours of meditation and devotion with the same energy they once brought to the fighting ring. The half-giant's fundamental identity does not change, but the details are flexible.
 
  
 
'''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.
  
The product of human and dwarf crossbreeding, muls resemble short, muscular humans with heavy, dwarf-like features. They are completely hairless, a quirk of biology which sets them apart from both of their parent races. Muls are universally sterile, a trait which keeps them in short supply.
 
 
'''An Artificial Race.''' Unlike half-elves, which occur whenever an elf and a human are sufficiently attracted to one another, muls are largely an artificial race.
 
  
 
'''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.
*'''Racial Enemy: Elves [-1]''' Thri-kreen notoriously consider elven flesh a delicacy, something which elves naturally take exception to. Thri-kreen take a -2 penalty to Persuasion when interacting with elves, and have a hard time treating elves as people.
 
  
  
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==Magic and Psionics==
 
==Magic and Psionics==
 
Athas is a world of supernatural powers, but all power has a cost.
 
 
The following arcane backgrounds exist in Athas:
 
 
*'''Arcane Background: Wizardry.''' The ancient art of wizardry has a fell reputation on Athas. In the ancient Cleansing Wars, reckless use of magic devastated the entire world, reducing the once-lush world of Athas to its current scorched and barren state. Wizards are few and careful, forced to hide from vengeful mobs and predatory rivals, and even the most benevolent of wizards must face the constant temptation of defiling.
 
 
*'''Arcane Background: Priest.''' This arcane background involves striking a pact with a powerful entity, and covers three different sorts of pact:
 
 
'''Elemental Priest:''' Athas is a world without gods, but the mighty and ancient powers of the elements fill a similar role. Although they care nothing for mortal worshipers or mortal morality, the elemental powers occasionally form pacts with individual mortals, granting them great power in exchange for promoting the elemental's agenda.
 
 
'''Druid:''' The fey spirits of the land, though few and weakened since their ancient days of glory, remain a force to be reckoned with. Like the elementals, they sometimes form pacts with worthy mortals, who wield their powers in defense of the dying world.
 
 
'''Templar:''' Agents of the immortal sorcerer-kings, templars wield spellcasting powers in addition to their legal status. Templars swear obedience to their patron, who grants them spellcasting power with which to enforce the sorcerer-king's will. This pact is closer to a business transaction than any sort of reverence, and rogue templars are not unknown.
 
 
*'''Arcane Background: Psionics.''' The powers of the mind are well-known on Athas, and a psionicist is one who hones them to their fullest potential. Psionicists are respected and sometimes feared, powerful individuals beholden to no one but themselves.
 
 
*'''Arcane Background: Wild Talent.''' All sapient people possess a spark of psionic ability, even those who lack the potential to become a true psionicist. The vast majority of humanoids on Athas are ''wild talents,'' capable of manifesting one or perhaps two psionic abilities through instinct and willpower.
 
  
  
 
===Defiling and Preserving===
 
===Defiling and Preserving===
  
Wizardry is unique in that it taps into the life-force of nearby living things to manifest supernatural effects. When used with care and consideration, this does no harm to the biosphere as a whole; this form of wizardry is known as ''preserving.'' However, a reckless or desperate wizard can simply rip out the power that they want, stealing life-force to power their magic; this is known as ''defiling.'' The difference is not well understood by the common folk of Athas, who know only that wizardry is what reduced their world to its current blasted, ruined state; as a result, wizards and anyone capable of wizardly magic are hated and feared.
 
 
Normal spellcasting (using Arcane Background: Wizardry) is assumed to be preserving by default: the wizard skims off just enough life-force to power their spells, taking care not to cause permanent harm. Whenever a wizard casts a spell, they have the option to ''defile'' instead. If the wizard succeeds on their Spellcasting roll, defiling grants them an automatic raise, allowing them to cast their spells to greater effect. This still requires the initial Spellcasting roll to succeed; if the wizard does not succeed, defiling grants them no additional benefits.
 
 
When a wizard uses defiling magic, regardless of whether or not their Spellcasting roll succeeds, the land pays a price. All the plant life within a radius equal to three yards times the power's rank is instantly killed, reduced to dead gray ash. This area is halved in areas of dense vegetation (such as a forest), or doubled in areas of scant vegetation (such as sandy desert or rocky badlands).
 
 
In addition, all living creatures other than inanimate plants in the area suffer intense pain, and must succeed on a Vigor roll or take a penalty equal to the spell's rank on all Trait rolls until the end of their next turn. Undead and constructs are immune to this effect.
 
 
===Druids, Templars, and Elemental Priests===
 
 
'''Elemental Priests'''
 
 
Priests in the world of Dark Sun are those mortals who have sworn service to one of the mysterious elemental powers, beings of Earth, Air, Fire and Water. The elemental powers care little for the affairs of mortals, focusing their attentions on the dying world of Athas.
 
 
'''Druids'''
 
 
Druids are mortals who have struck a bargain with the spirits of the land, the desperate, dying entities associated with the life-force of Athas.
 
 
'''Templars'''
 
 
Templars are those who most directly serve a sorcerer-king,
 
  
 
===Psionics===
 
===Psionics===
  
The powers of the mind are quite common on Athas; most sapient beings possess at least a smidgen of psionic potential, as do many monsters, animals, and even some plants. Through discipline and study, a gifted few can hone their psionic powers into something quite formidable.
 
  
====Wild Talents====
+
===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
 
|-
 
|-
! d100 roll !! Power !! Notes
+
! d20 roll !! Power !! Notes
 +
|-
 +
|1 || Beast friend ||
 
|-
 
|-
|01-04 || Beast friend ||
+
|2 ||Blind ||
 
|-
 
|-
|05-08 ||Blind ||
+
|3 || Bolt ||
 
|-
 
|-
|09-12 || Bolt ||
+
|4 ||Boost/Lower Trait || The character must choose whether they are able to boost or lower traits. A wild talent cannot do both.
 
|-
 
|-
|13-16 ||Confusion ||
+
|5 ||Confusion ||
 
|-
 
|-
|17-20 ||Darksight ||
+
|7 ||Darksight ||
 
|-
 
|-
|21-24 ||Deflection ||
+
|8 ||Deflection ||
 
|-
 
|-
|25-28 ||Detect/Conceal Arcana ||
+
|9 ||Detect/Conceal Arcana ||
 
|-
 
|-
|29-32 ||Elemental Manipulation ||
+
|10 ||Elemental Manipulation ||
 
|-
 
|-
|33-36 ||Empathy ||
+
|11 ||Empathy ||
 
|-
 
|-
|37-40 ||Environmental Protection ||
+
|12 ||Entangle ||
 
|-
 
|-
|41-44 ||Fear ||
+
|13 ||Environmental Protection ||
 
|-
 
|-
|45-48 ||Havoc ||
+
|14 ||Fear ||
 
|-
 
|-
|49-52 ||Healing ||
+
|15 ||Havoc ||
 
|-
 
|-
|53-56 ||Illusion ||
+
|16 ||Healing ||
 
|-
 
|-
|57-60 ||Light/Darkness ||
+
|17 ||Illusion ||
 
|-
 
|-
|61-64 ||Mind Link ||
+
|18 ||Light/Darkness ||
 
|-
 
|-
|65-68 ||Mind Reading ||
+
|19 ||Mind Link ||
 
|-
 
|-
|69-72 ||Protection ||
+
|20 ||Mind Reading ||
 
|-
 
|-
|73-76 ||Relief ||
+
|21 ||Protection ||
 
|-
 
|-
|77-80 ||Smite ||
+
|22 ||Relief ||
 
|-
 
|-
|81-84 ||Sound/Silence ||
+
|23 ||Smite ||
 
|-
 
|-
|85-88 ||Speak Language ||
+
|24 ||Sound/Silence ||
 
|-
 
|-
|89-92 ||Stun ||
+
|25 ||Speak Language ||
 
|-
 
|-
|93-96 || Wall-Walker ||
+
|26 ||Stun ||
 
|-
 
|-
|97-00 || Choose any one ||
+
|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.
*'''Calhulaks:''' 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.
+
*'''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.  
  
Non-metal weapons have a chance to shatter in combat. '''Any time the attacker rolls snake eyes (natural 1 on both the Fighting die and the wild die),''' their weapon breaks and is rendered useless.
+
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
 
|-
 
|-
|Bone/Chitin || - || -1 || 75% || 75%
+
|Bone/Chitin || - || -1 || 75% || 75% ||
 
|-
 
|-
|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

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