Difference between revisions of "The Savage Sun"
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===Setting Rules=== | ===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== | ==The People== | ||
Line 11: | Line 18: | ||
'''Humans''' | '''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. | ||
Line 17: | Line 33: | ||
*'''Born Thief.''' Elves have a natural inclination toward trickery, and start with d4 in Thievery. | *'''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. | *'''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''' | '''Dwarves''' | ||
− | *'''Tough.''' 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. |
− | *'''Slow.''' Dwarves have a Pace of 5" and a running die of d4. | + | *'''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''' | '''Halflings''' | ||
+ | *'''Wise.''' Halflings have a starting Spirit of d6 and a maximum Spirit of d12+1 | ||
+ | *'''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. | ||
'''Half-Elves''' | '''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. | |
− | *'''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 | + | *'''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''' | '''Half-Giants''' | ||
− | *'''Large.''' Half-giants stand | + | *'''Hardy. [2]''' A half-giant who becomes Shaken from damage while already Shaken does not take a wound. |
− | *''' | + | *'''Large. [-]''' Half-giants stand teen feet tall and are heavily muscled. They are Size +2. This increases their Toughness by 2 and their maximum Strength by two ranks, 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. |
− | *'''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. | + | *'''Strong. [2]''' Half-giants have a starting Strength of d6 and a maximum Strength of d12+1. Their great size increases this to d10 and d12+3, 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)''' | '''Muls (Half-Dwarves)''' | ||
− | *''' | + | *'''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. [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. | ||
Line 56: | Line 83: | ||
==Magic and Psionics== | ==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 | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |+ 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== | ==Gear and Equipment== | ||
Line 66: | Line 165: | ||
'''Wood''' | '''Wood''' | ||
+ | |||
+ | [[File:Athasian Armor.jpg]] | ||
+ | |||
+ | '''Armor''' | ||
+ | |||
+ | |||
+ | [[File:Athas-weapons.jpeg]] | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |+ Weapons | ||
+ | |- | ||
+ | ! Type !! Damage !! Min St !! Weight !! Cost !! Notes | ||
+ | |- | ||
+ | | Chatkcha || Str + d4 || d4 || 1 || 1 || xx | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | Other Adventuring Gear |
Revision as of 14:00, 25 May 2022
Contents
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
- Wise. Halflings have a starting Spirit of d6 and a maximum Spirit of d12+1
- 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.
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. [-] Half-giants stand teen feet tall and are heavily muscled. They are Size +2. This increases their Toughness by 2 and their maximum Strength by two ranks, 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 d10 and d12+3, 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
Armor
Type | Damage | Min St | Weight | Cost | Notes |
---|---|---|---|---|---|
Chatkcha | Str + d4 | d4 | 1 | 1 | xx |
Other Adventuring Gear