Difference between revisions of "The Savage Sun"

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m (The People)
m (The People)
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'''Aarakocra''
+
'''Aarakocra'''
 +
*'''Agile. [2]''' Aaracokra have a starting Agility of d6 and a maximum Agility of d12+1.
 +
*'''Wings [4].''' Aarakocra have wings and can fly. They have a flying Pace of 12", but cannot fly if they are Bound or Entangled.
 +
*'''Claustrophobia. [-1]''' Aarakocra are uncomfortable in enclosed spaces, and have claustrophobia as a minor hindrance.
 +
*'''Hollow Bones. [-1]''' Their lightweight build and relatively fragile bones reduces an aarakocra's Toughness by 1.
  
  
 
'''Elves'''
 
'''Elves'''
*'''Agile.''' Elves have a starting Agility of d6 and a maximum Agility of d12+1.
+
*'''Agile. [2]''' 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.
+
*'''Born Thief. [1]''' 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.
+
*'''Swift. [2]''' Elves have a Pace of 8" and a running die of d8.
 +
*'''Bad Reputation [-1]''' Elves have a reputation as untrustworthy thieves, and take a -2 penalty to Persuasion rolls among non-elves.
  
  
 
'''Dwarves'''
 
'''Dwarves'''
 
*'''Tough.''' Dwarves have a starting Vigor of d6 and a maximum Vigor of 12+1.
 
*'''Tough.''' Dwarves have a starting Vigor of d6 and a maximum Vigor of 12+1.
 +
*'''Focus.''' 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.''' Dwarves have a Pace of 5" and a running die of d4.
 
*'''Slow.''' Dwarves have a Pace of 5" and a running die of d4.
  
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'''Half-Elves'''
 
'''Half-Elves'''
*'''Adaptable.''' Half-elves start with d6 in any one skill of their choice.
+
*'''Animal Ken. [1]''' 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.
*'''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.
+
*'''Dual Heritage. [2]''' 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. [1]''' Half-elves start with d4 in any one skill of their choice, or d6 in any core skill.
  
 
'''Half-Giants'''
 
'''Half-Giants'''
*'''Large.''' Half-giants stand eight feet tall and are heavily muscled. They are Size +1.
+
*'''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.
*'''Very Strong.''' Half-giants have a starting Strength of d8 and a maximum Strength of d12+2.
+
*'''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.''' 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.
+
*'''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.
  
 
'''Kenku'''
 
'''Kenku'''
  
 
'''Muls (Half-Dwarves)'''
 
'''Muls (Half-Dwarves)'''
*'''Very Tough.''' Muls have a starting Vigor of d8 and a maximum Vigor of d12+2.
+
*'''Strong. [2]''' Muls have a starting Strength of d6 and a maximum Strength of d12+1.
*'''Tireless.''' Muls require only four hours of sleep each night, and gain a +2 bonus on Vigor rolls made to resist fatigue.
+
*'''Tough. [2]''' Muls have a starting Vigor of d6 and a maximum Vigor of d12+1.
 +
*'''Tireless. [1]''' 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)'''
 
'''Thri-Kreen (Mantis Warriors)'''
*'''Claws.''' Thri-kreen possess sharp claws which do Str + 1d4 damage.
+
*'''Claws. [2]''' 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.
+
*'''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.''' A thri-kreen's exoskeleton gives it 2 points of armor.
+
*'''Natural Armor. [1]''' A thri-kreen's exoskeleton gives it 2 points of armor.
*'''Sleepless.''' Thri-kreen never sleep, although they can be rendered unconscious normally.
+
*'''Sleepless. [1]''' Thri-kreen never sleep, although they can be rendered unconscious normally.
*'''Outsider.''' Thri-kreen are the most alien of the sapient races and  
+
*'''Outsider. [-1]''' Thri-kreen are the most alien of the sapient races and take a -2 penalty on all Persuasion rolls among non-kreen.
  
  

Revision as of 10:26, 25 May 2022

Dark Sun Logo 2.PNG

The World

Setting Rules

The People

Humans


Aarakocra

  • Agile. [2] Aaracokra have a starting Agility of d6 and a maximum Agility of d12+1.
  • Wings [4]. Aarakocra have wings and can fly. They have a flying Pace of 12", but cannot fly if they are Bound or Entangled.
  • Claustrophobia. [-1] Aarakocra are uncomfortable in enclosed spaces, and have claustrophobia as a minor hindrance.
  • Hollow Bones. [-1] Their lightweight build and relatively fragile bones reduces an aarakocra's Toughness by 1.


Elves

  • Agile. [2] Elves have a starting Agility of d6 and a maximum Agility of d12+1.
  • Born Thief. [1] Elves have a natural inclination toward trickery, and start with d4 in Thievery.
  • Swift. [2] Elves have a Pace of 8" and a running die of d8.
  • Bad Reputation [-1] Elves have a reputation as untrustworthy thieves, and take a -2 penalty to Persuasion rolls among non-elves.


Dwarves

  • Tough. Dwarves have a starting Vigor of d6 and a maximum Vigor of 12+1.
  • Focus. 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. Dwarves have a Pace of 5" and a running die of d4.

Halflings


Half-Elves

  • Animal Ken. [1] 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. [2] 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. [1] Half-elves start with d4 in any one skill of their choice, or d6 in any core skill.

Half-Giants

  • 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.

Kenku

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. [1] 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. [1] 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

Wild Talents
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