The Savage Sun

From RPGnet
Revision as of 13:26, 25 May 2022 by Talisman (talk | contribs) (Gear and Equipment)
Jump to: navigation, search
Dark Sun Logo 2.PNG

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

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

Athasian Armor.jpg

Armor


Athas-weapons.jpeg

Weapons


Other Adventuring Gear