The Savage Sun

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The World

Setting Rules

The People

Humans


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.

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 Warrior)

  • 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

Gear and Equipment

Bone

Obsidian

Stone

Wood