Savage World of Athas

Character Creation The character creation rules are very similar to the standard rules from Savage Worlds but it does involve some key differences.

1) Races There are several races available in Dark Sun, many of which have similarities to “common” fantasy races but still have several unique features. In particular Dark Sun races (including humans) are more powerful than average Savage Worlds races. For a full list of races see the next page.

2) Traits Unless your race alters one of your Traits you start with a d6 in each attribute: Agility, Smarts, Spirit, Strength and Vigor. You then have 3 points to distribute among your attributes as you choose. Raising an attribute costs 1 point and you cannot raise an attribute above d12 (unless noted in your race’s description). You also have 15 points to buy your skills. Raising a skill by a die type costs 1 point unless the skill would go higher than the linked attribute. It costs 2 points per die to raise a skill over the linked attribute. All the normal Savage Worlds skills are available except for Driving and Piloting. Languages can also be purchased with skill points as well. 1 point lets you learn an additional language, 2 points if you also want to be able to read and write in that language. Characters can automatically speak their racial language (if any) and the common trade tongue.

3) Edges and Hindrances During character creation you can take a Major Hindrance and up to two Minor Hindrances. A Major Hindrance is worth 2 points and a Minor is worth 1 point. For 2 Points you can: · Raise an attribute one die type. · Choose an Edge For 1 Point you can: · Gain an additional skill point. · Gain additional money equal to your starting funds (typically 500 ceramics). Changes to the standard Savage Worlds Edges and Hindrances can be found on page 4.

4) Gear Finally, you can purchase equipment. Unless your Edges or Hindrances change your starting funds each character starts with 500 ceramics, the primary currency of humans and other “civilized” races. Rules for equipment can be found on page 13.

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Races Humans Humans in Dark Sun are much like those found in other settings: adaptable, ambitious and dominant. Those raised on Athas are even more resourceful than normal human stock. · Talented: Humans start with a free Edge. · Skilled: Humans start with two additional Skill Points.

Dwarves Athasian dwarves are the shattered remnants of a once great civilization. Now they have no common culture to speak of and now doggedly pursue individual goals and personal obsessions they call their “focus”. · Slow: Dwarves have a Pace of 5” · Tough: Dwarves start with a Vigor of d8 rather than d6 and their max Vigor is d12+1. · Magic Resistant: Dwarves start with the Arcane Resistance Edge for free. · Intestinal Fortitude: Dwarves get a +2 bonus to Vigor rolls to resist poisons and disease.

Elves Athasian elves are nomadic scoundrels and traders who wander the deserts, unwilling to settle too long in any one place. They have a reputation for banditry, lies and secret wizardry. · Agile: Elves start with an Agility of d8 instead of d6 and their max Agility is d12+1 · Runner: Elves have a running die of d8 instead of d6 (or d12 with the Fleet Footed Edge). · Low Light Vision: Elves ignore penalties for Dim or Dark lighting.

Half Elves A common product of human and elven dalliances, half-elves are almost always raised among humans and are typically the target of discrimination and scorn. · Elven Grace: Half-elves start with a d8 in Agility instead of d6 and their max Agility is d12+1. · Human Grit: Half-elves start with two free Skill Points.

Half Giants Half giants are a product of magically controlled breeding programs by the sorcerer-kings in an effort to create a new breed of superior slaves and soldiers. The result was effectively a new species that breeds true and possesses human intellect and the massive strength of their giant ancestors. · Mighty: Half giants begin with a d10 Strength and a maximum Strength of d12+2. · Size +3: Half giants are nearly 10’ tall. · Dumb: Half Giants start with a Smarts of d4 instead of d6 · Weak Willed: Half giants start with a Spirit of d4 instead of d6. · Too Big: Half giants suffer a -2 penalty when using equipment sized for smaller characters and properly sized gear costs twice as much. They must consume 4 times as much food and water. 2

Halflings Halflings are jungle-dwelling warriors, mystics and cannibals. They rarely willingly leave their home in the forest mountains west of the Tyr region. · Agile: Halflings start with an Agility of d8 and a maximum Agility of d12+1 · Focused: Halflings begin with a Spirit of d8 and a maximum Spirit of d12+1 · Slight: Halflings begin with a Strength of d4. · Small: Halflings have a Size of -1. · Athletic: Halflings start with a d6 in Climbing and Stealth.

Mul Like half giants, muls are the product of sorcerer king breeding programs. The product of human and dwarven parents Muls are larger and stronger than either of their parents but are sterile and can only be produced by city-state slave pits. · Strong: Muls begin with a Strength of d8 and a maximum Strength of d12+1. · Large: Muls have size +1. · Tireless: Muls get a +2 bonus to Vigor rolls to resist Fatigue.

Thri-Kreen Among the strangest of Athasian races are the Thri-Kreen: giant insect men who roam the desert wastes. Thri-Kreen are almost obsessive hunters and have no taboo against eating the flesh of nonkreen sentients. Elves are especially delicious. · Large: Thri-Kreen have +1 Size · Chitin: Thri-Kreen have a tough exoskeleton that gives them +1 armor. · Poisonous: If Thri-Kreen hit an opponent with a Raise using their natural weapons they can bite an opponent injecting a numbing venom. Anyone Shaken by the bite suffers a -2 penalty to any rolls to recover from being Shaken. · Natural Weapons: Thri-Kreen have powerful jaws and sharp claws that inflict Str+1d4 damage. · Fast: Thri-kreen have a Pace of 10” · Multi-Limbed: Thri-Kreen have 4 limbs, technically allowing them to wield 4 one-handed weapon (or one two handed weapon and two one-handed weapons). They are naturally ambidextrous and have no “off-hands” but they still suffer multi-attack penalties as normal. · Insect Biology: Thri-Kreen require extremely small amounts of water, requiring only 1 gallon per week, and do not require sleep. · Insect Mind: Thri-Kreen start with a Smarts of d4. · Alien Shape: Thri-Kreen’s body shape prevents them from wearing armor and many types of human clothing. · Weird: Thri-Kreen suffer a -3 penalty to Charisma when dealing with non-Kreen due to their strange appearance and behavior.

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Hindrances The following Hindrances are new, or modified.

Anemic (Major) Due to the hazards of the Athasian environment, this counts as a Major hindrance.

Combat Paralysis (Major) You start combat Shaken. You may roll to recover normally on your first turn.

Doubting Thomas Not available in this setting.

Empathic Sensitivity (Major) Your telepathic abilities are difficult to control and you constantly get flashes of unintelligible thoughts, mental impressions or jumbled images from those around you. None of this is clear enough to provide useful information but it’s difficult to think with all the “noise”. You suffer a -1 penalty to Smarts and Spirit rolls (and linked skills) when there is more than one other sapient being within 10” of you. The upside is that you are always aware when there are other thinking individuals within that area (although you cannot sense direction, distance or numbers).

Illiterate Illiteracy is the standard in Dark Sun, so this cannot be taken as a Hindrance.

Inferior Attribute (Major) One of your attributes is lower than normal, starting at a d4 rather than a d6. You cannot take this if your attribute is already a d4 (such as from a racial hindrance).

Psychic Overflow (Minor) Your psionic abilities are less subtle than normal and tend to “bleed” into the immediate vicinity. Using a Power with telekinesis could cause small objects nearby to shake or raise into the air while telepathic powers might cause you to emit a palpable psychic “pressure”. You can only take this with the Psionics Arcane Background.

Sun Scorched (Major) You are exceptionally vulnerable to the desert heat. Unless you drink twice as much water as normal you suffer a -2 penalty to Vigor rolls to resist heat.

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Edges The following Edges are not available in Dark Sun: Ace, Gadgeteer, Mr. Fix-it and Rock and Roll. A few Edges from other Savage Worlds books are appropriate for Dark Sun: · Hell On Earth: Don’t Get ‘Im Riled · Hellfrost: Oversized Weapon Master, Combine Spells, Spell Finesse · Evernight: (Improved) Double Shot, Scamper, (Improved) Sunder, (Improved) Whirlwind · Shiantar: Charge, (Improved) Close Fighting, Dark Fighting, Hold Off · Super Power Companion: Combat Sense, Take The Hit, Team Leader

Background Edges Mental Armor Requirements: Spirit d8+ You are exceptionally resistant to telepathic psionic abilities. You receive a +2 bonus to Spirit rolls made to resist powers with telepathic trappings and if you fail a roll to resist the effect you can spend a Benny at any point to automatically overcome the effect of the power at any time.

Heat Adaptation Requirements: Vigor d8+ You are extremely adapted to the heat of the desert and you’ve conditioned yourself to go with minimal water. You require only two quarts of water per day and get a +2 bonus to all rolls made to resist heat exhaustion.

Psionic Sensitivity Requirements: Smarts d6+, Notice d6+ You can use the Notice skill (at a -2 penalty) to detect active psionic powers within 20” or within 40” at a -4 penalty. You get bonus equal to the number of power points spent. Success means the character can sense a power was used nearby and a Raise gives you a rough idea of the distance and direction of the power.

Combat Edges Armor Optimization Requirements: Seasoned, Fighting d8+, Agility d8+ When an opponent strikes you they automatically hit your most heavily armored location unless they are making a Called Shot. Called Shots to other areas suffer an additional -1 penalty. If you have several equally armored areas then the attack strikes the area with the lowest called shot penalty. This only applies to attacks that you are aware of. 5

Improved Armor Optimization Requirements: Veteran, Armor Optimization, Fighting d10+ The Armor bonus of any worn armor increases by +1 and the penalty for called shots to less armored areas increases to -2. This only applies to attacks you are aware of.

Weapon Breaker Requirements: Novice, Agility d6+, Fighting d8+ You have mastered the use of fragile weaponry and can even take advantage of situations that would otherwise be extremely unfortunate. When you fail to overcome your opponent’s Parry you may choose to re-roll the attack in exchange for breaking the weapon (so long as the original roll wouldn’t break the weapon already).

Professional Edges Bard Assassin Requirements: Novice, Smarts d8+, Knowledge (Poison) d8+, Persuasion d8+, Stealth d6+ Although many bards are simply skilled entertainers, storytellers and musicians it is a commonly accepted fact that many who adopt the title are also skilled poisoners, spies, and thieves. Bardic assassin's are typically masters of poison, blackmail and stealth: they get a +2 bonus to Stealth rolls made for sleight of hand (such as picking pockets or slipping poison into wine) as well as a +2 bonus to Persuasion and rolls to identify, resist or create poisons.

Champion Requirements: Novice, Arcane Background (Elementalist), Spirit d8+, Strength d6+, Vigor d8+, Channeling d6+, Fighting d8+ In Athas Champions channel elemental, rather than holy, powers. They get a +2 bonus to damage when attacking beings associated strongly with their opposing element (a fire champion attacking a water elemental for instance). They also get a +2 bonus to Toughness when resisting damage from their own elemental force (so a fire elementalist would add +2 to damage against water-based elemental beings and a +2 bonus to Toughness against fire-elemental attacks).

Druid Requirements: Novice, Arcane Background (Elementalist), Spellcasting d8+, Survival d8+ An elemental priest can forge a bond with spirits of the land, claiming guardianship over a chosen stretch of unspoiled land. While in their guarded lands druids receive a +2 to Notice, Stealth, Survival and Tracking rolls and they regain Power Points twice as fast. In addition the following Powers are added to the list of Elementalist powers they can learn: Beast Friend, Entangle (plant trappings) and Shape Change. You are also intuitively aware of the condition and relative location of your guarded lands.

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Gladiator Requirements: Novice, Fighting d8+, Vigor d8+, Taunt or Intimidate at d6+ Years of fighting in the pits have given experienced gladiators an exceptional talent for dirty fighting and psychological strategy. Gladiators receive a +2 bonus to perform and resist Combat Tricks.

Holy Warrior Requirements: Novice, Arcane Background (elementalist), Spirit d8+, Channeling d6+ This Edge functions as the version in Savage Worlds but instead of repulsing supernatural evil entities it functions against beings associated with the element that opposes yours. So a Fire elementalist would repel entities associated with the element of water. This includes elementalists associated with the opposing element.

Psionic Adept Requirements: Novice, Arcane Background (psionic), Smarts d6+, Strength d6+, Vigor d6+, Fighting d8+, Psionics d8+ Psionic adepts focus their psionic abilities inward to transform themselves into incredible psionic warrior. Once per turn, as a free action, they may use a Psionic Power so long as it targets only themselves.

Veiled Wizard Requirements: Novice, Arcane Background (Magic), Preserver, Spellcasting d8+, Stealth d6+ Mages trained by the Veiled Alliance have several advantages. They may make Common Knowledge rolls to recall information about the Alliance (code words, safe houses, etc). In addition they receive a +2 bonus to Knowledge (arcana) and Stealth rolls made to conceal spellcasting.

Power Edges Preserver Requirements: Novice, Arcane Background (Magic), Spellcasting d6+, Spirit d6+ You can perform magic without inflicting permanent harm on the world around you. Casting a spell without defiling increases the PP cost by 1. You can choose whether or not to defile when using a Power.

Soul Drain Requirements: Seasoned, Arcane Background (any), Knowledge (arcana) or (psicraft) d10+ Soul Drain functions normally. When used by someone with the Arcane Background (Magic) Edge and you pay for a power entirely with Soul Drain the power does not cause any defiling damage.

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Spell Variations Requirements: Seasoned, Arcane Background (magic), Knowledge (Arcana) d8+ When you take this Edge you gain two new Powers. They both must be Powers you already know with new Trappings. For instance, a mage who knows the Bolt power with fire-based trappings could take Spell Variations to learn a version of Bolt that inflicts electrical damage and another that takes the form of bolts of “force"

Psionic Edges The following Edges are only available to those with the Arcane Background (Psionics) Edge and represent constantly active “latent” psionic powers that are active so long as you have a minimum number of Power Points currently available. The effect of the Edges can be suppressed if you wish (to avoid detection or prevent it from affecting certain targets).

Barbed Mind Requirements: Seasoned, AB (psionics), Spirit d8+ So long as you have at least 3 PP available your mind is defended against telepathic attacks by a psychic “mine field”. Anyone who attempts to use psionic abilities with telepathic trappings against you must overcome an opposed Spirit roll. If you succeed then they are Shaken. If you succeed with a Raise they suffer a point of Fatigue.

Commanding Voice Requirements: Novice, AB (psionics), Spirit d6+, Persuasion d8+ So long as you have at least 5 PP available anyone who hears your voice feels an instinctive “gut” urge to obey. This allows you to use Persuasion to engage in Tests of Will. Note that those who fail to resist are not forced to obey, they’re merely disoriented as they must fight their urge to jump at your commands.

Empathic Field Requirements: Novice, AB (psionics), Persuasion d6+ So long as you have at least 5 PP available you can emit positive emotions that tend to make others more receptive to you. This grants a +2 Charisma bonus or sets your Charisma to 0, whichever is better.

Inner Strength Requirements: Seasoned, AB (psionics), Vigor d6+, Spirit d6+ So long as you have at least 1 PP available you can use your Spirit in place of your Strength score for purposes of calculating damage.

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Improved Inner Strength Requirements: Veteran, AB (psionics), Spirit d8+ So long as you have at least 5 PP available you can use Spirit in place of Vigor when Soaking damage, making an Incapacitation roll and resisting Fatigue.

Metabolic Control Requirements: Novice, AB (Psionics), Vigor d6+ So long as you have 10 PP available you can control your metabolism. By slowing it down you can cut your need for food and water in half but you cannot recover Fatigue or make a natural healing roll until you spend at least 8 hours at your regular metabolism. By speeding it up you can make a natural healing roll every day (instead of every 5 days) and get a +2 bonus to recover Fatigue but your food and water consumption is doubled for that day.

Mysterious Stranger Requirements: Seasoned, AB (psionics) So long as you have at least 5 PP available your telepathic abilities render you a ghost to most people you interact with. Anyone who you casually encounter will never remember any clear details about you. A bartender might remember that someone came to their bar, asked a few questions and left but they won’t recall what you looked like, your name or what exactly you talked about. This Edge has no effect on those who already know you or anyone who has extended or intense interaction with you (such as a heated debate or fight).

Sense Hostility Requirements: Seasoned, AB (psionics), Notice d6+ So long as you have at least 5 PP available you can sense the presence of any thinking being with hostile intentions within 20”. For the purposes of this Edge this means anything at least as smart as a dog that is actively planning to harm someone else (or strongly desires it). So it would detect a predator hunting for a meal but not an enemy soldier who is oblivious to your presence. This does not grant any information on the number, location or distance of hostile entities.

Speed of Thought Requirements: Seasoned, AB (psionics), Agility d6+, Smarts d8+ So long as you have 5 PP available you can use your Smarts in place of your running die and get a +1 bonus to Agility rolls.

Truthsayer Requirements: Seasoned, AB (Psionics), Notice d10+ So long as you have 10 PP available you can sense when anyone is telling a deliberate lie, so long as the liar is within 5”. Only actual, knowing untruths are detected not half-truths or lies of ignorance.

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Weird Edges Wild Talent Requirements: Novice, Spirit d6+ Although you are not a “true” Psionicist you do have a powerful, innate ability to channel psionic energy. Characters with a Wild Talent can choose (when they advance a new Rank) to exchange the Wild Talent edge for the Arcane Background (Psionics) Edge. For more information on Wild Talents see pg 20.

Legendary Edges Crippling Blow Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12 When you hit with a Raise on a Fighting, Shooting or Throwing attack you can forgo the bonus damage and instead force your opponent to suffer a temporary Injury if your attack successfully Wounds them. If you hit with two Raises then you get both the extra d6 damage and the Injury!

Elemental Initiate Requirements: Legendary, Arcane Background (Elementalist), Spirit d10+, Vigor d10+, Channeling d12+, Knowledge (Planar) d10+ Your elemental powers have expanded to the point where it begins to transform your body into that of an elemental being. At this stage you become immune to disease and poison and receive additional bonuses based on the element you worship. · Air: Your Pace increases by 2” and you can make horizontal leaps equal to your Pace and vertical leaps of half that distance. · Earth: Your skin hardens, giving you +2 Armor and your fists inflict Str +1d4 damage. · Fire: You take only half damage from heat and fire (and are immune to heat stroke). · Water: You no longer need to drink water and gain the Aquatic Monstrous Ability.

Elemental Transmutation Requirements: Legendary, Elemental Initiate, Vigor d12+ Your elemental metamorphosis has progressed to the point where you gain the Elemental Monstrous Ability and become immune to Called Shots and suffer no Wound Penalties. Your body still looks mostly humaniod but takes on obvious elemental indicators. Air elementalists have a constant light breeze blowing through their hair and clothes and their feet rest only lightly on the ground. Fire elementalists have skin that resembles brass which is painfully hot to the touch, and so on. Unless they are being magically controlled you can interact peacefully with any elemental being of your element, so long as you don’t attack them first. Intelligent elemental beings will not necessarily be cooperative or friendly but they do respect your status with a kind of “diplomatic immunity”.

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Elemental Spirit Requirements: Legendary, Elemental Transmutation, Spirit d12+ Your elemental metamorphosis is complete. Although you remain humaniod in shape you become an entity similar to a genie or efreet. You gain the powers of your chosen element. · Air: You can fly at your Pace with a Climb of 3. · Earth: Your Armor bonus increases to +4 and you can Burrow at your Pace. · Fire: You are completely immune to fire and can choose to ignite your skin causing your touch to inflict +1d6 damage and set fires. · Water: Your Toughness increases by 2 and you can “bleed” 12 gallons of pure water per day.

Guardian of Athas Requirements: Legendary, Druid, Channeling d10+, Survival d12+, Spirit d10+ You are no longer bonded to a particular stretch of wildnerness and can treate any area of wilderness as your guarded lands. In addition, you no longer age or require food or drink so long as you remain in the wilderness. You can sense the moment any defiling magic is used within 10 miles and its distance and direction. Natural animals will never attempt to harm you, even if magically compelled, unless you attempt to harm them first.

Hardy Requirements: Legendary, Vigor d10+, Spirit d8+, Nerves of Steel You are so tough that only the most serious attacks can inflict lasting injury. You do not suffer a Wound from being Shaken more than once.

Life Drain Requirements: Legendary, Smarts d10+, Knowledge (Arcana) d10+, Spellcasting d12 Your defiling power is no longer limited to stealing life from the environment. Anyone caught within the area of your defiling power must make a Vigor roll or become Shaken as their life energy is sapped. If they were already Shaken or if they roll a 1 on their Vigor die then they suffer a Wound and the cost of your Power is reduced by one Power Point per Wounded individual (minimum of 0).

Mindbender Requirements: Legendary, AB (Psionics), Puppet Power, Psionics d12+ You no longer need to pay any maintenance cost for the Puppet Power (the same goes for variations of Puppet like Mob Mind) and can maintain it indefinitely so long as you can concentrate. Damage can still disrupt your Power and you still suffer penalties for maintaining multiple Powers.

One Man Army Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed 11

against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.

Psionic-Arcane Fusion Requirements: Legendary, AB (Psionics), AB (Magic), Psionics d12, Spellcasting d12, Smarts d12 Like the Sorcerer-Kings you have unlocked the secret of psionic enchantment: the fusion of arcane magic and psionic power. You no longer have seperate Power Point pools for your Psionic and Magic Arcane Backgrounds, instead add the two together and subtract 5 from the total. This new pool of Power Points can be drawn from for either psionic or magic Powers.

Ravager Requirements: Legendary, Strength d12 No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.

Tower Of Iron Will Requirements: Legendary, AB (psionics), Smarts d10+, Spirit d10+ Your mind is an unassailable fortress. Any time anyone uses a Power with telepathic trappings against you (whether mystic or psionic) you can negate the effects of that power by paying Power Points equal to the cost of the Power being used against you. You can use this even if you are not aware the Power is being used against you and you may attempt to resist the power normally before paying the Power Points. If the Power affects more than one target then it is negated only for you, everyone else is affected normally.

Warlord Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+ Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).

Supreme Warlord Requirements: Legendary, Warlord You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.

Unstoppable Requirements: Legendary, Vigor d10+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage. 12

Gear Money Money in Dark Sun is typically in the form of ceramic coins (simply called ceramics) printed with the emblem of the issuing city-state. Ceramics have pre-cut wedges that allow them to be broken into 10 individual pieces (called “bits”) used for extremely small transactions. Metal coins are almost unknown to most people but are used by nobility, merchant lords and sorcerer-kings for extremely large transactions. Silver coins are worth 100 times the value of a ceramic coin and gold is worth 1000 times the value of ceramics. Players begin with 500 ceramics unless modified by Edges or Hindrances.

Alternate Materials Since metal is extremely rare in Athas most weapons and armor are constructed from inferior materials that are easier to find and craft. · Metal: Steel weapons cost 10 times the listed price for weapons (so a metal longsword costs 3,000 ceramics). They inflict normal damage and get AP 1 against non-metal armor (this includes most natural armor). Bronze weapons are a common substitute when steel is unavailable. Bronze costs only 6 times as much but does not grant any AP. · Inferior Materials: Inferior materials covers a wide variety of substances: hardened wood, chipped flint, sharpened obsidian, thri-kreen dasyl crystal and even bone. Inferior materials inflict normal damage and have the normal cost but are subject to the Weapon Breakage rules (see below). · Magic Weapons: Weapons with permanent enchantments are normally strong enough that they will not break even if they are made of inferior materials.

Weapon Breakage When using a weapon crafted of inferior materials there is always a chance the weapon could break. When you roll a 1 on your Fighting die the weapon has broken If you are attacking an opponent with a metal weapon or armor or a monster with extremely tough (4 or more) natural armor then the breakage chance rises to 1 or 2 on the fighting die. The effects of breakage vary depending on the weapon: · Light weapons (daggers, clubs, tortoise blades) become useless · Swords can still be used as crude (-1 Fighting) daggers (str +1d4) · bludgeons (maces, hammers, etc) and axes become clubs (str +1d4) · spears and polearms can function as staves. Double-headed polearms can be swapped to the second head as a backup 13

Weapon List Below are prices for common equipment, including exotic weapons unique to the setting. Not included are weapons that are just variations of standard equipment (carrikal, singing sticks, etc). Melee Weapons Type

Damage

Weight

Cost

Notes

Axe

Str+d6

2

200

Battle Axe

Str+d8

10

300

Cahulaks

Str+d4

6

200

Dagger

Str+d4

1

25

Flail

Str+d6

8

200

Ignores shield bonuses

Great Axe

Str+d10

15

500

AP 1, -1 Parry, 2 handed

Forearm Axe

Str+d6

4

225

Cannot be disarmed. Includes wrist razors

Great Sword

Str+d10

12

400

-1 Parry, 2 handed

Halberd

Str+d8

15

250

Reach 1, 2 handed

Lance

Str+d8

10

300

Reach 2, AP 2 when charging while mounted

Long Sword

Str+d8

8

300

Maul

Str+d8

20

400

Short Sword

Str+d6

4

200

Staff

Str+d4

8

10

+1 Parry, Reach 1, 2 handed

Spear

Str+d6

5

100

+1 Parry, Reach 1, 2 handed. Includes Gythka

Tortoise Blades

Str+d4

5

150

Cannot be disarmed, +1 Parry.

Warhammer

Str+d6

8

250

AP 1

Paired weapons, throwable

AP 2, -1 Parry, 2 handed

Ranged Weapons Type

Damage

Weight

Cost

Range

Min Str

Notes

Axe, Throwing

Str+d6

2

75

3/6/12

-

Bow, Long

2d6

5

250

15/30/60

d8

Bow, Short

2d6

3

200

12/24/48

d6

Chatkcha

Str+d4

1

100

4/8/16

-

See Notes

Cahulaks

Special

6

200

3/6/12

-

See Notes

Dagger

Str+d4

1

25

3/6/12

-

Sling

Str+d4

1

10

4/8/16

-

Spear

Str+d6

5

100 14

3/6/12

d6

Weapon Notes Cahulaks: Cahulaks are a pair of weapons that resemble grappling hooks attached by a length of rope. In melee one is gripped in each hand and used as a pair of weapons. They can also be thrown like bolas: treat this as an Agility Trick using Throwing in place of Agility. On a raise the victim falls in addition to being Shaken. Chatkcha: This is a unique kreen weapon almost always made from their unique crystal dasyl (although rare flint, obsidian and even metal versions exist). Due to it’s aerodynamics it will return to the wearer if it misses. Catching a returning Chatkcha requires an Agility roll and hand protection (thri-kreen’s natural chitin serves them fine). Forearm Axe: A forearm axe is a simple weapon: a wood or leather bracer with axe heads extending from both sides. Forearm axes cannot be quick drawn, they take a full round to strap on or take off but once worn they cannot be disarmed. Wrist Razors, a gauntlet with two or three blades extending over the knuckles, are a similar weapon that has effectively identical stats. Gythka: Another weapon of thri-kreen design, the Gythka is a double-ended spear tipped with dasyl blades. Despite their exotic appearance they are effectively identical to spears, except that doublebladed gythkas can be easily “reversed” if one blade breaks.

Tortoise Blade: Tortoise Blades are bucklers with short dagger-blades extending from the knuckles in front of the blade. They are often constructed from actual tortoise shell.

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Dark Sun Armor Most armor in Athas is constructed from leather or chitin. Metal armor is perhaps one of the most prized and expensive personal possessions one could own, although fighting in metal armor has its own drawbacks in the desert heat. The prices and weights provided below are for full suits of armor. It is possible to buy “piecemeal” armor. Torso-only armor costs (and weighs) half as much as a full suit (round down). Individual legs or arms cost (and weigh) 15% of the standard amount (round down).

Type

Armor

Weight

Cost

Notes

Leather

+1

15

50

Giant Hair

+1

9

100

Light Chitin

+2

25

300

Kank shell or bone armor

Heavy Chitin

+3

55

850

Heavy shells such as mekillot

Chain Mail

+3

25

4000

Bronze Plate

+4

55

10000

Steel Plate

+5

50

20000

Drake Hide

+3

20

6000

Small Shield

-

8

25

+1 Parry

Medium Shield

-

12

50

+1 Parry, +2 armor vs ranged.

Large Shield

-

20

200

+2 Parry, +2 armor vs ranged.

Leather Cap

+1

1

10

50% vs head shots

Bone Helm

+2

6

75

Covers the head. Made of bone or chitin

Pot Helmet

+3

4

750

50% vs head shots

Full Helmet

+3

8

1500

Covers head. -2 to heat stroke, made of metal.

Most common animal hides

See Notes

Shields

Helms

16

Armor Notes Giant Hair: The hair of true giants is incredibly tough and resistant to cutting and burning. It makes excellent rope and can also be crafted into a suit of effective (if itchy) armor. Chitin Armor: Chitin armor is made from a combination of bone, insect chitin and sometimes hardwoods backed by hardened leather. Drake Hide: The hide of the elemental drakes are some of the most valued and effective armor short of steel. In fact, it’s light weight and efficiency in the desert heat means it is often the more practical choice. In addition to the standard features of Drake Hide, each type of Drake grants specific attributes to armor crafted from their skin. · Air: Air drake armor is exceptionally light and weighs only half as much as normal. · Earth: Earth drake armor is exceptionally durable and grants +1 to Soak rolls. · Fire: Fire drake armor is fire-proof and grants double its armor bonus vs fire-based attacks. · Water: Water drake armor is always cool to the touch and grants a +2 bonus to resist heat stroke.

Fighting In Metal Armor Although immensely valuable, metal armor often goes unused even among those fortunate enough to one a suit of it. The reason is simple: under the blazing heat of the desert sun a suit of metal armor is effectively an oven and will quickly overwhelm all but the hardiest of warriors. When fighting at night, underground or temperate areas (such as high altitudes) metal armor does not inflict any penalties. However, when fighting during the heat of the day metal armor can quickly disable anyone wearing it. When fighting (or engaging in other strenuous activity) in metal armor under these conditions you must make a Vigor roll to resist Fatigue from heat exhaustion every round. For this purpose you only count as wearing metal armor if you’re wearing a metal helmet or torso armor or more. A steel gauntlet will not cause you to keel over.

Other Equipment For the most part equipment from other settings can be “imported” at equal cost assuming they can easily be constructed from non-metal materials. Metal objects cost at least 10 times as much. Water in Athas is valued but it isn’t so rare that prices are exorbitant. A gallon of water is only 2 bits and a small barrel (30 gallons) is only 20 ceramics). Of course, that’s the price in the cities and oases where water is readily available. Out in the desert, supply and demand quickly take over.

17

Magic And Psionics There are four types of Arcane Backgrounds available to characters in Athas: Elementalism, Magic, Psionics and Templar. Each has unique rules and effects on your character’s role in Athasian society.

Elementalism Athas has no gods. Although the civilizations of the past worshipped a variety of gods and spirits there is no indication of any “true” deities and the sorry state of the world means that there are few people of faith left anywhere in the world (outside of cults to the sorcerer-kings). That does not mean that Athasians are devoid of spiritualism. Instead of worshipping silent gods the priests and shamans of Athas commune with the forces of the elemental planes, seeking spiritual communion with the primal forces that make up the world: air, earth, fire and water. Some see the elemental forces as metaphors for human emotion and drives while other simply bask in the pure, raw energy of creation. Although there are only four elements there are no “standard” elementalists. One fire elementalist might be a mad arsonist who simply wants to burn whatever can burn while another might be a compassionate mystic spreading teachings of warmth and creation. None of it truly seems to matter to the elements. Arcane Skill: Channeling (Spirit) Starting Powers: 2 plus Elemental Manipulation Starting Power Points: 10 When you pick this Arcane Background you must choose one of the four elements which determines which Powers and Trappings you have access to. Each Elementalist only has access to a relatively small list of Powers based on their Element and a small set of “universal” Powers. Elementalists can choose two Powers to start with and automatically can use the Elemental Manipulation power for their chosen element. Elementalists cast their spells with simple gestures and invocations of elemental power requiring the ability to speak freely and move their hands. Universal Powers: Barrier, Burst, Contact*, Deadly Cloud*, Detect/Conceal Arcana, Dispel, Divination, Elemental Form*, Environmental Protection, Healing, Obscure, Smite, Summon Ally (elemental only). Air Powers: Control Winds*, Deflection, Fly, Havoc, Pummel Earth Powers: Armor, Boost Trait (Strength and Vigor), Burrow, Entangle, Harden/Soften* Fire: Armor (fire only but double bonus), Blast, Bolt, Damage Field Water: Boost/Lower Trait, Entangle (ice sheet) Greater Healing, Succor Powers marked with a * are new Powers presented later. Disconnection: If you roll a 1 on your Channeling skill die then your Channeling skill drops a die-type until you next make a successful Channeling roll. 18

Magic Magic is the most controversial and misunderstood of all forms of Arcane Background in Athas. The wars of the first defilers are what ruined the world, reducing it to a blasted wasteland. Mages rely on life energy to fuel their Powers and the easiest supply is from the planet itself. Mages draw their power from the earth to fuel their spells, turning plants to ash and leaving the soil utterly barren of life. Needless to say this has not endeared them to the common people of Athas. These wizards are called Defilers and they are universally loathed and feared by the populace. Witch hunts are sadly common in cities and villages and any sign of wizardry is an excellent way to get yourself lynched. That said, not all mages are rapacious consumers of life and greenery. Preservers are mages who learned how to use their powers without devastating the environment. By sacrificing some efficiency they are able to borrow only the barest trickle of power and avoid blighting plants around them. Unfortunately, most people do not quite grasp the distinction between preservers and defilers and preservers are just as likely to be targeted by angry mobs or witch-finders. Fortunately, their powers are a bit more subtle and easier to hide. Arcane Skill: Spellcasting (Smarts) Starting Powers: 4 Starting Power Points: 15 Mages can learn all Powers except for Healing, Greater Healing and Succor. They cast their spells with complex gestures and arcane phrases. This requires them to be able to speak and gesture freely and also makes their magic extremely distinct (Elementalists and Templars typically cast their spells with simple, grand gestures and call upon their respective powers in plain speech). Fortunately, it is possible to hide these gestures and whisper the words: concealing your spellcasting requires a successful Stealth roll (opposed by Notice if anyone happens to be looking for magic). Backlash: A mage who rolls a 1 on their Spellcasting die becomes Shaken. Defiling: When a mage casts a spell they draw upon the energy of the land causing plants to wilt, insects to die and leaving a thin layer of black ash coating the ground. The effect is very dramatic and highly visible to anyone nearby. The radius of the effect is 1” per Power Point spent by the mage. Particularly lush environments may cut this area in half while particularly lifeless areas double it. Additional spells add to the area of defiled land. In places that are completely and absolutely devoid of life spellcasting (whether defiling or preserving) is impossible without alternate power sources such as the Soul Drain edge. Raw Power: The consequences of defiling are not the only reason magic is hated and feared. For whatever reason the forces of magic are immensely powerful when compared to other Arcane Backgrounds. Damaging powers increase their damage by a die-type and Powers that grant a flat bonus (such as Armor, Deflection, etc) have their bonus increased by 50% (so Armor grants +3 armor, or +6 on a Raise).

19

Psionics Psionics is by far the most common Arcane Background in Athas and to some degree almost every sentient being has some level of latent psionic ability. A few are able to manifest them in crude ways (see Wild Talents below) while others actually develop and refine their powers, becoming masters of the Will and the Way. Psionics in Dark Sun are functionally identical to the Psionic Arcane Background from the Savage Worlds book. Psionicists may pick any Powers (with suitable Trappings) except for Banish, Blast, Burrow, Burst, Damage Field, Divination, Elemental Manipulation, Entangle, Greater Healing, Growth/Shrink, Incorporeal, Slow, Summon Ally and Zombie.

Templars The Templar Arcane Background is unlikely to be available to player characters as it requires dedication to one of the Sorcerer-Kings. Sorcerer-Kings have the unique ability to channel elemental energies to their minions. As the are not true gods the Sorcerer-Kings have no special ability to know their Templar’s hearts or monitor their behavior so Templars may lie, betray and plot against their own lord. Arcane Skill: Channeling (Spirit) Starting Powers: 2 Starting Power Points: 10 Templars get access to any spells Elementalists can access, both universal Powers and Powers from all four elemental categories.

Wild Talents Wild Talents are those with raw, untrained psionic ability. They are often powerful but limited and somewhat unreliable. Anyone can end up with a Wild Talent as innate psionic ability is widespread in Athas. Normally, only those who purchase the Wild Talent Edge manifest a talent but GMs who want an “old school” feel may grant everyone a free Wild Talent automatically. Wild Talents do not have an Arcane Skill or Power Points. Instead, you can activate your Wild Talent by spending a Benny and making a Spirit roll. The description of your individual Talent determines what happens on a success or Raise on the Spirit roll. On a roll of 1 on your Spirit die your Wild Talent goes out of control in a unique way. If you fail to activate your Wild Talent you get to keep the Benny (although if you spend Bennies on rerolls and still fail you don’t get those extra Bennies back). If you succeed with a Raise you can always choose the result of a normal success if that works better for you.

20

Wild Talent List Biofeedback Talent: · Roll of 1: Your body is wracked with pain and nausea , causing you to become Shaken. · Success: Your Toughness increases by 1 and you can ignore one point of Wound Modifiers. · Raise: Your Agility, Strength and Vigor increase by a die type for 10 rounds. Each Raise on your roll increases one of those attributes an additional die-type. Healing Talent · Roll of 1: Blood spurts from existing injuries. You take 1d4 damage per Wound level. · Success: You may make a natural healing roll immediately. · Raise: You gain Fast Regeneration for 2 rounds. Each additional Raise increases this by another round. Hypercognition Talent · Roll of 1: Your Smarts drops a die type for 10 minutes. · Success: Your Smarts increases by a die type and the world seems to move in slow motion allowing you to draw an additional initiative card. This lasts for 3 rounds. · Raise: Your Smarts and Spirit both increase by a die type and any multi-action penalties are reduced by 2. This lasts 3 rounds and each additional Raise increases the duration by 3 additional rounds. Mindscream Talent: · Roll of 1: You suffer splitting head pain and are Shaken. · Success: Choose a target within 10” who must make a Spirit roll at -2 or be Shaken. They cannot roll to recover for 1d4 rounds. Mindless targets are immune. · Raise: Place a Large Burst template on you. Everyone within the area (other than you) suffers 2d6 damage from your mental scream. This damage ignores armor, cover and other physical barriers. Each additional Raise increases the damage by 2d6. Psychokinetic Talent: · Roll of 1: Small objects are ripped up and hurled around wildly and randomly. You and everyone within a Medium Burst take 1d6 damage. · Success: You may hurl an object or opponent. Treat this as the Telekinesis Power except you may make only a single attack or move your opponent only once. You also double any damage dice added to your Spirit from the TK attack (so slamming someone against a wall inflicts Spirit +2d8 damage). · Raise: You may choose a single unattended object of up to 20 pounds within 10” and cause it to explosively detonate. This inflicts 2d10 damage in a Small Burst template around the object. Particularly soft objects are harmless when detonated and anything harder than stone cannot be detonated. If you score additional Raises you can choose additional objects to detonate.

21

Pyrokinetic Talent: · Roll of 1: You catch on fire. · Success: A victim of your choice within 10” catches on fire. If you spend an Action to concentrate on them then the victim cannot douse the flames. · Raise: You may enlarge and animate any existing fire within 10” as a Fire Elemental. The elemental exists only so long as you continue concentrating on it. Since it is only psionically animated flame it is not truly an elemental so magic designed to affect magical or extraplanar creatures will fail. Each additional Raise increases the Size and Strength of the elemental by one step.

Random Wild Talents Those who want the really “old school” Dark Sun experience can choose to randomly generate their Wild Talents including the possibility of multiple talents or exceptional ability. Those who take the Edge may choose to roll on this table and if the GM decides that they want everyone to start with a Talent then they may have everyone generate their Talent randomly. If a result calls for you to reroll then keep rolling until you get results between 2 to 17. Roll 1d20 1) No Talent but you do receive the Mental Armor Edge for free. 2-3 Biofeedback Talent 4-5 Healing Talent 6-7 Hypercognition Talent 8-9 Mindscream Talent 10-11 Psychokinetic Talent 12-13 Pyrokinetic Talent 14-15 Telepathic Talent 16-17 Teleportation Talent 18 Exceptional Talent. Roll again, you get a +2 bonus to Spirit rolls to activate your Talent. 19 Two Talents. Roll twice but you suffer a -1 penalty to Spirit rolls to trigger your Talents. 20 Mad with Power! Roll three times but every time you use your Talent you must roll on the Fear table.

Telepathic Talent · Roll of 1: You gain the Telepathic Sensitivity Hindrance. If you already have it the penalty doubles. This lasts for 10 minutes. · Success: You can sense the presence and location of any thinking beings within 10” and automatically tell if someone in that area is lying. This lasts as long as you can keep using an action to concentrate. Raise: You can control the mind of a specific target. Unless they succeed at a Spirit roll at -2 they must obey your mental commands for 3 rounds. Each additional Raise allows you to command an extra target. Teleportation Talent · Roll of 1: You teleport randomly 1d6” (use the scatter rules to determine direction). If this would teleport you into a solid object you instead take 2d4 damage. · Success: You may swap places with another object or person of the same Size within 10” (for objects mass is more important than volume). · Raise: You may teleport an object or person within 6” of you to another location within 6” of you. Each additional Raise allows you to teleport an additional target.

22

Powers The following Powers are new or modified for the Dark Sun setting. In addition there are several Powers from other books that are suitable for Dark Sun (powers are marked depending on the arcane background they are available for: E for Elemental, M for magic, P for Psionics and T for Templar). Deadlands: Curse (M, T), Hunch (M, P), Mind Rider (M, P), Trinket (M), Wilderness Walk (E, T), Windstorm (E, M, T). Fantasy Companion: Concentrate (M, P), Draining Touch (E, M, T), Legerdemian (M, P), Jet (E, M, T) Hell on Earth: Backwash (P), Mindlink (P), Mindwipe (M, P), Telekinetic Squeeze (M, P) Sundered Skies: Battle Lust (M, P), Elemental Choke (E, M, T), Feral Form (M, P), Lady’s Fury (E, M, T), Wind Wall (E, M, T)

New Powers Boost Pain Rank: Novice Background: Psionic Power Points: 2 Range: Smarts Duration: 3 (1/rnd) If the target fails an opposed Vigor roll they suffer immensely magnified pain from any injury. Their Toughness drops by 1 and they suffer a -2 penalty to Spirit rolls to recover from being Shaken. If the caster wins with a Raise then the penalty is doubled (-2 Toughness, -4 to recover from Shaken).

Contact Rank: Novice Background: All Power Points: 1+ Range: 1 Mile + 1 Mile per extra PP. Duration: 10 minutes (1/min) This Power allows the caster to contact any subject within range to engage in two-way conversation for as long as the duration lasts. The trappings vary depending on the Arcane Background. Elemental: Air elementalists have their words carried on the wind to anyone whose name and face they know. Earth elementalists can communicate through crystals or gemstones and can only target other similar objects they have seen or handled before. Fire and Water elementalists can communicate through a “sample” of their element (a bowl of water, a candle) but their target must be near (3”) a similar sample. 23

Magic: The trappings can be just about anything: a floating mouth, messenger imp, words appearing in mid-air, etc. If you cannot see the subject you must have a mystic “link” to them (a posession, bit of hair, etc). Psionic: Psionicists suffer a -2 penalty to Contact against anyone they cannot see and must have Contacted the subject in the past in order to try without visual contact. Alternatively they may spend 4 PP to “broadcast” to everyone within a Large Burst Template. Templars: Templars can choose any of the elementalist manifestations of the power when they pick it, but it cannot be changed later on.

Deadly Cloud Rank: Veteran Background: Elementalist (except Earth), Magic, Templar Power Points: 3-9 Range: Smarts x2” Duration: 1 round (1/rnd) This Power creates a cloud of deadly material (freezing fog, flames, deadly gas, acid, thundercloud, etc) that fills a Medium Burst template. Anyone entering the cloud or starting their turn inside suffers 2d6 damage. In addition the cloud blocks vision (treat it as Dark, -2 to vision). Powerful winds or similar effects can disperse the cloud. For double the power points the cloud increases to a Large Burst or inflicts 3d6 damage. For triple it does both.

Detect/Conceal Arcana This Power functions identically to the one in Savage Worlds, but there are separate versions for mystical (elemental, magic, and templar Powers) and psionic abilities. So the psionic version of Detect Arcana will detect psionic phenomena but not a mage or elementalist’s spells. Likewise a mage casting Detect Arcana cannot sense psionic effects.

Detonate Rank: Veteran Background: Psionics Power Points: 5 Range: Smarts x2” Duration: instant By telekinetically exciting the molecules of a solid object the psionicist can cause it to explode into a burst of deadly shrapnel. The size of the burst depends on the size of the object: 5 lbs or less affects only a Small Burst Template, 6-20 pounds affects a Medium Burst and anything over 20 lbs affects a Large Burst. Larger objects (such as walls and floors) tend to simply have chunks blasted out rather than bursting apart completely. Anyone in the area suffers 2d6 damage from shrapnel. Normally the power can only target materials no stronger than stone. With a Raise the psionicist can target harder objects such as metal. Magical objects are immune. Soft or flexible targets (such as dirt, cloth, dead bodies, etc) will explode dramatically but inflict no damage. 24

Disintegrate Rank: Heroic Background: Magic, Psionics Power Points: 6 Range: Smarts x2” Duration: Instant This Power causes the victim to dissolve or fall apart. It may take the form of decay, rot or simply causing them to turn to dust. The victim must make an opposed Vigor roll and on a success they suffer no effect. On a failure they suffer a Wound, plus an additional Wound for each Raise the caster gets. Against inanimate objects the spell simply annihilates up to 50 pounds of non-magical material per success and Raise.

Dispel This Power functions identically to the one in Savage Worlds, but there are separate versions for mystical (elemental, magic, and templar Powers) and psionic abilities. So the psionic version of Dispel can be used to Disrupt psionic effects but will not affect a spell cast by a mage or elemental priest, and vice versa.

Drain Power Points This Power functions identically to the one in Savage Worlds, but there are separate versions for mystical (elemental, magic, and templar Powers) and psionic abilities. So the psionic version can drain the Power Points of a psionicist but not the power points of a Templar or mage, and vice versa.

Elemental Form Rank: Heroic Background: Elementalist Power Points: 8 Range: Self Duration: 3 (1/rnd) This power is only available to elementalists (templars who have attempted it never survive) and allows the caster to transform themselves into an elemental. While transformed the caster retains their Smarts, Spirit and linked skills and gains the elemental’s Agility and Strength and any linked skills. Vigor is the highest of the caster’s or the elemental’s. The caster may cast elementalist spells while transformed but must pay double the normal PP cost. They may not speak in their elemental form. For each Raise on the caster’s channeling skill their Size increases by 1 and their Strength goes up a die-type.

Greater Elemental Manipulation Rank: Seasoned Background: Elementalist, Magic, Psionic (air and fire only), Templar Power Points: 3 25

Range: Smarts x2 Duration: Concentration When you take this power select one of the four elements (elementalists must match their own element). The effect depends on the element selected. · Air: You can control winds within a Large Burst template. This can make sailing easier or harder (+1 or -1 to Boating), cool everyone within (+1 to resist heat exhaustion) or produce similar minor effects (kicking up light dust, blowing away smoke, etc). · Earth: You can shape earth and stone, up to 50 lbs per round. This can create objects, repair stone or ceramic materials or (with time) produce crude barricades and structures. · Fire: You can create a torch-sized ball of flame in your hand without harm or extinguish any fire up to a bonfire. Existing fires can be stoked, making them impossible to extinguish while you keep concentrating. You can also cause fires to move up to 2” per round or cause objects to heat up until they ignite, melt or shatter (1d10 damage per round). · Water: The most valued elemental power, you may conjure a small rain cloud which can water crops and allow those with containers to gather up to a 2d6 gallons of water per person and removing a level of Fatigue from heat exhaustion. In most desert conditions this can only be done once per day and the rain lasts only ten minutes or so. It can also purify a barrel full of water (30 gallons) every round.

Harden/Soften Rank: Novice Backgrounds: Elemental (Earth), Magic, Psionic, Templar Power Points: 2+ Range: Smarts Duration: 3 (1/rnd) This Power strengthens or weakens objects of Size 0 or smaller. Each additional Power Point spent increases the Size of objects affected by 1. The object’s Toughness can be increased or decreased by 2 (4 on a Raise). This does not increase the bonus provided by armor or the damage of weapons but can affect their breakage chances. Hardened inferior materials are treated as metal for breakage purposes and softened inferior materials have their Damage Threshold cut in half. Softened metal weapons are treated as inferior materials for breakage purposes.

Mob Mind Rank: Heroic Backgrounds: Magic, Psionic Power Points: 3/target Range: Smarts Duration: 3 (2/rnd) This functions as the Puppet Power except you can target any individuals within a Large Burst Template. Those who fail at an opposed Spirit roll come under your control (although they may be able to break free, just like the Puppet spell). All subjects controlled with this Power must be given the same orders (so for instance you cannot direct them to attack different enemies or perform individual actions). 26

Neural Lash Rank: Veteran Backgrounds: Psionics Range: Smarts x2 Duration: 3 (1/rnd) Your psychic intrusion reams the victim’s mind and body with searing agony and discordant neural stimulation. The victim must make an opposed Spirit roll and on a failure they are Shaken and their Agility, Smarts and Spirit attributes are all lowered a die-type. A success with a Raise lowers them two die-types and inflicts a point of Fatigue.

Projection Rank: Seasoned Backgrounds: Magic, Psionics Power Points: 3 Range: Special Duration: 1 minute (1/minute) Projection allows your senses to travel outside of your body as a floating, invisible and intangible “sensor”. The projection can fly at 6” per round and may freely pass through solid objects. The caster can see and hear everything around the projection as though they were present. This requires constant concentration and inflicts a -4 penalty to all Notice rolls for the caster’s real surroundings.

Resist Pain Rank: Seasoned Backgrounds: Elemental, Psionic (self only), Templar Power Points: 3 Range: Touch Duration: 3 (1/rnd) While this Power is in effect the target suffers no wound or fatigue penalties and gets a +2 bonus to recover from being Shaken. On a Raise the bonus to recover from Shaken increases to +4 and the target can ignore any non-permanent Injuries while the spell is in effect.

Summon Drake Rank: Legendary Background: Elemental, Templar Power Points: 12 Range: Smarts Duration: 3 (2/rnd) This powerful spell summons an Elemental Drake from the caster’s elemental plane. Templars may cast this spell but they have no control over the drake once it is summoned (although they can dismiss it by ending the spell). On a success the drake has all the Traits and abilities of a normal elemental drake (including Wild Card status), on a Raise it is larger (+1 Size and Strength). 27

Summon Elemental Minion Rank: Novice Background: Elementalist, Templar Power Points: 2 Range: Smarts Duration: 3 (1/rnd) This spell summons a single Elemental Minion to serve the caster. The minion is placed at any point within the spell’s range. On a Raise they have the Hardy ability. They act on the same initiative card as their summoner and get an immediate action as soon as they are summoned. See the next page for the stats for Elemental Minions. As the caster advances they can summon multiple Minions at once (at the cost of 2 PP per minion), up to one additional Minion per Rank above Novice (2 at Seasoned, 3 at Veteran, etc).

Dust Devil (Air Elemental Minion) A wispy winged humaniod constantly surrounded and supported by high winds. In most environements the winds whip up dust and sand into a blinding spray. Attributes: Agility-d10, Smarts-d4, Spirit-d6, Strength-d6, Vigor-d6 Skills: Fighting d6, Notice-d8, Throwing-d6 Pace: -, Parry: 5, Toughness: 4 Special Abilities · Elemental: No additional damage from called shots, fearless, immune to disease and poison. · Flight: Dust Devils can fly at a rate of 6”. · Claw: Str+1d4 damage · Size -1: About the size of a dog. · Blinding Sand: Anyone making a Fighting attack against a Dust Devil must make an Agility roll or get dust in their eyes, becoming Shaken and suffering a -2 penalty to parry until their next action. · Difficult to See: The Dust Devil’s cloud of sand and dirt imposes a -2 penalty to all attacks against them.

Rockling (Earth Elemental Minion) Rocklings are dog-like beasts made from clay studded with rocks and with teeth and claws of rough quartz. Attributes: Agility d4, Smarts -d4, Spirit-d8, Strength-d10, Vigor-d8 Skills: Fighting d6, Notice-d6 Pace: 5, Parry: 5, Toughness: 9 (3) Special Abilities: · Elemental: No additional damage from called shots, fearless, immune to disease and poison · Armor +3: Stone-covered hide. · Bite: Str+1d6 · Burrow (6”): Rocklings can burrow underground at 6” per round. · Trapjaw: If a Rockling hits with a Raise their jaw locks onto the target, entangling the victim (treat as grappling for purposes of breaking free). 28

Fire Eels (Fire Elemental Minion) Fire eels resemble bright red serpents or eels whose skin glows red hot. Their teeth are small brass razors and fire licks from their mouth. Attributes: Agility-d8, Smarts-d4, Spirit-d6, Strength-d4, Vigor-d6 Skills: Fighting-d6, Notice-d6, Shooting-d6 Pace: 6, Parry: 5, Toughness: 4 Special Abilities: · Elemental: No additional damage from called shots, fearless, immune to disease and poison · Red-Hot Fangs: Str+d6, chance of catching fire. · Size-1: About the size of a dog. · Spit Fire: Fire eels can spit short range globs of liquid flame that inflict 2d4 damage. This is a Shooting attack with a range of 6/12/24. · Fireproof: Fire eels are immune to fire based damage.

Mud Toads (Water Elemental Minion) Mud Toads are large, bulbous frog-like creatures whose skin resembles wet clay. Although they are not the most dangerous of Elemental Minions their ability to produce water is highly valued in the desert. Attributes: Agility-d4, Smarts-d4, Spirit-d8, Strength-d6, Vigor-d10 Skills: Fighting-d6, Notice-d6, Shooting-d6, Swimming-d10 Pace: 6, Parry: 5, Toughness: 8 (1) Special Abilities: · Elemental: No additional damage from called shots, fearless, immune to disease and poison. · Armor+1: Thick Mud · Aquatic · Spit Mud: Mud toads can spit caustic mud which burns, itches and blinds. Treat this as a ranged Agility Trick using the toad’s Shooting in place of Agility with a range of 4/8/16. With a Raise the victim suffers a -2 to Parry until they manage to un-Shake as the mud blinds them. · Water Production: If given clean water the mud toad can excrete twice as much water as a thick, muddy liquid from its warts. The liquid is foul tasting and unpleasant but drinkable. Mud toads can drink up to 5 gallons a round and excrete the extra liquid the next round.

29

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