The Savage Sun

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The World

Setting Rules

The People

Humans


'Aarakocra


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.

Kenku

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 Warriors)

  • 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

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