Hazard: Bloodgrass
Organized around a mother-root, Bloodgrass tendrils hide amongst the normal grass in Verdant Belts and Forests—a Notice check at -4 is required to detect the difference between Bloodgrass and mundane grass.
--Bloodgrass can get The Drop on victims that are unaware of its presence.
--Bloodgrass hits automatically for 2d6 Damage, if this is enough to penetrate the armor on the victim’s legs, the victim must also succeed on a Vigor test or else he becomes paralyzed for 2d6 turns.
--When the victim suffers a Wound, this indicates the feeding process has begun and the mother-root begins to send out more Bloodgrass tendrils to drain the prey as quickly as possible. The damage caused by tendrils increases to 3d6 the following turn, growing by 1d6 with each Wound caused until the victim is dragged beneath the grass and pulled to the mother-root, which devours its flesh.
--Once one encounters a Bloodgrass patch and passes a common knowledge check to determine what he’s dealing with, it takes only a standard Notice test to find the mother-root; it typically rests raised knoll-like formation—d12” from where the attack takes place—which is made from the bones of the bodies it has devoured.
--Attacking Bloodgrass tendrils is a futile effort. Each attack automatically causes a Wound, reducing the damage on the next turn by 1d6, but should the tendrils cause the victim another wound, more will arrive.
--Should one move to attack the Bloodgrass mother-root, all attacks hit automatically (it has a Parry of 0) and it has a Toughness 8. A Wound is sufficient to destroy the mother-root.
Hazard: Rock Cactus
Round cacti that grow in clumps in places where water is scarce. They look benign, until someone gets to close and they extend foot-long spines that seek to impale victims and drain their life-giving fluids.
--Rock cacti are difficult to locate unless one is intentionally looking for them. Seeing a rock cactus on approach requires a Notice -2 check, -4 if the cactus is hiding in Stony Barrens or a Boulder field where it is almost indistinguishable from nearby stones.
--Victims failing to Notice the cactus suffer a -2 to the Agility check that is necessary once one approaches too close. Approaching a Rock Cactus aware still requires an Agility check to dodge the spines.
--A Rock cactus strikes a victim with for 2d6 damage (normally to the legs). If the victim is Shaken or Wounded, he must roll Vigor successfully or suffer a level of Fatigue due to dehydration.
--Should the damage suffered result in a Wound, the Rock Cactus has impaled the victim and it proceeds to dislodge itself from the ground and hang onto the victim until all its fluids are drained. A Strength roll at -2 is required to remove a Rock Cactus. Each round the cactus remains attached to the victim, another Vigor roll is required to avoid fatigue.
Hunting Cactus, Carnivorous Psionic Plant
Traits Secondary Statistics
Agility d4 Charisma: N/A
Smarts d6 Pace: 3”
Spirit d4 Parry: 2
Strength d6 Toughness: 5
Vigor d6
Skills: Notice d8, Stealth d10, Shooting d10
Languages: N/A
Psionic Powers (15pp): Darksight, Farsight, Inflict Pain (Stun)
Special Abilities:
--Concealment: A Hunting Cactus will conceal itself amidst a group of mundane cacti. An opposed Notice/Stealth roll is necessary to detect the dangerous plant being.
--Needle Pods: A Hunting Cactus is composed of 11 to 30 (d20+10) pods, each with d10 Damage worth of needles it can shoot up to 5” in any direction. Any victim that is Shaken or takes a Wound from the needles must make a Vigor check or suffer paralysis for d6 turns.
--Feeding Spine: Each Hunting Cactus has a single spine amidst its needles that is dedicated to feeding. Once a victim is paralyzed, the Cactus moves slowly toward it through the sand and inserts the feeding spine. The spine does Str+d10 damage automatically to a paralyzed victim.
Friday, 3 June 2011
Thursday, 2 June 2011
A Spell...
The idea for the Power below came to me when I was reading the AD&D Dark Sun description of Fire Clerics, and how they preferred to fight with a spell that created a burn blade in their naked hand. I figure the power below could be adapted to practically any elemental cleric (even a water-priest could fight with a sword made of steam) or to a "mind-knife" type-psionicist.
Magic Weapon
Rank: Seasoned
Range: Self
Power Points: 4
Duration: 3 (1/round)
Trappings: Telekinetic Blade, Sword of Flames, Earthen Hammer, Laser Cutlass
This spell conjures a one-handed melee weapon of energy the user can wield against enemies. The weapon does Str+d8 damage (or Str+d8 and +1 to Parry on a Raise). The caster must have a free hand available to wield the weapon. If the power-user is incapacitated, the blade ceases to exist. A caster cannot use the spell multiple times to create multiple weapons, however it can be acquired multiple times should this effect be desired. Different trappings can be applied to the spell.
Magic Weapon
Rank: Seasoned
Range: Self
Power Points: 4
Duration: 3 (1/round)
Trappings: Telekinetic Blade, Sword of Flames, Earthen Hammer, Laser Cutlass
This spell conjures a one-handed melee weapon of energy the user can wield against enemies. The weapon does Str+d8 damage (or Str+d8 and +1 to Parry on a Raise). The caster must have a free hand available to wield the weapon. If the power-user is incapacitated, the blade ceases to exist. A caster cannot use the spell multiple times to create multiple weapons, however it can be acquired multiple times should this effect be desired. Different trappings can be applied to the spell.
Bardic Poisons as an Arcane Background
After some discussion on the subject of poisons in the Dark Sun setting over on the Pinnacle forums, it occurred to me that an Athasian Bard's assassin qualities might best be written as a tightly-controlled version of the AB: Alchemist Edge from the Fantasy Companion
Many Athasian Bards double as assassins by means of poison. These Bards employ the Arcane Background: Poisoner and the Arcane skill Poisons (Smarts). Like an Alchemist, a Poisoner’s Power Points are invested in doses of his wears and can only be recovered after the toxins are discharged.
AB: Poisoner
Starting Powers: 3
Power Points: 10
Power List: Blind, Bolt*, Confusion, Curse, Curse (from Deadlands)*, Drain Power Points, Draining Touch, Drain Life (Horror Toolkit), Fear, Lower Trait, Puppet, Sluggish Reflexes, Slumber, Strength of the Undead (Horror Toolkit as “Wight Poison”)*
Bolt
Rank: Novice
Power Points: 2-6
Range:
Duration: Instant
Trappings:
This is one of the handful of Powers a poisoner can use to create multiple doses of a poison. Each dose of the poison does 2d6 or 3d6 damage, depending on how many Power Points are put into it.
Greater Curse
Rank: Seasoned
Power Points: 5
Range: Touch
Duration: Permanent
Trappings:
As “Curse” in Deadlands: Reloaded.
The following Power is based on “Strength of the Undead” as written in the Horror Toolkit, only this spell resumes the user has acquired the poison of a Wight. The “Death Touch” is employed exactly like the Wight’s power. I bumped the Rank up to "Heroic" given that the Poisoner (or Necromancer) doesn't have to be touching a Wight in order to put the power into the poison.
*Death Touch (Strength of the Undead: Wight Poison)
Rank: Heroic
Power Points: 6
Range: Touch
Duration: Instant
Trappings: Hand of Death, Poisoned Claws
Arcane Skill vs. Vigor -2. On a success, the victim suffers “the shakes” for 24 hours and has a -1 penalty to all trait rolls. Failure means the victim is incapacitated and will die in 2d6 hours unless he receives a Healing -2 roll.
Poison Trapping:
Minor: A Raise with a detrimental power leads to gas that burns the eyes, nose, and throat. This distracting effect results in a -2 penalty to Parry (for the duration of the spell or until the victim’s next action).
Major: The victim must make a Vigor check (at -2 on a Raise) vs. Poison-based Fatigue. The downside is that the range of the spell is halved. For poisoners however, this is often meaningless as they deliver their wears with the use of a blade, needle, or some other subtle means.
Many Athasian Bards double as assassins by means of poison. These Bards employ the Arcane Background: Poisoner and the Arcane skill Poisons (Smarts). Like an Alchemist, a Poisoner’s Power Points are invested in doses of his wears and can only be recovered after the toxins are discharged.
AB: Poisoner
Starting Powers: 3
Power Points: 10
Power List: Blind, Bolt*, Confusion, Curse, Curse (from Deadlands)*, Drain Power Points, Draining Touch, Drain Life (Horror Toolkit), Fear, Lower Trait, Puppet, Sluggish Reflexes, Slumber, Strength of the Undead (Horror Toolkit as “Wight Poison”)*
Bolt
Rank: Novice
Power Points: 2-6
Range:
Duration: Instant
Trappings:
This is one of the handful of Powers a poisoner can use to create multiple doses of a poison. Each dose of the poison does 2d6 or 3d6 damage, depending on how many Power Points are put into it.
Greater Curse
Rank: Seasoned
Power Points: 5
Range: Touch
Duration: Permanent
Trappings:
As “Curse” in Deadlands: Reloaded.
The following Power is based on “Strength of the Undead” as written in the Horror Toolkit, only this spell resumes the user has acquired the poison of a Wight. The “Death Touch” is employed exactly like the Wight’s power. I bumped the Rank up to "Heroic" given that the Poisoner (or Necromancer) doesn't have to be touching a Wight in order to put the power into the poison.
*Death Touch (Strength of the Undead: Wight Poison)
Rank: Heroic
Power Points: 6
Range: Touch
Duration: Instant
Trappings: Hand of Death, Poisoned Claws
Arcane Skill vs. Vigor -2. On a success, the victim suffers “the shakes” for 24 hours and has a -1 penalty to all trait rolls. Failure means the victim is incapacitated and will die in 2d6 hours unless he receives a Healing -2 roll.
Poison Trapping:
Minor: A Raise with a detrimental power leads to gas that burns the eyes, nose, and throat. This distracting effect results in a -2 penalty to Parry (for the duration of the spell or until the victim’s next action).
Major: The victim must make a Vigor check (at -2 on a Raise) vs. Poison-based Fatigue. The downside is that the range of the spell is halved. For poisoners however, this is often meaningless as they deliver their wears with the use of a blade, needle, or some other subtle means.
Tuesday, 31 May 2011
Thri-Kreen, Revised
I've decided to make a handful of revisions to my Thri-Kreen racial template. I'm taken a handful of benefits/penalties off in favor of allowing players some more latitude in developing the mantis-men as characters. After all, its no fun if every Thri-Kreen is forced to follow the same set of behaviors. I've also turned a number of the D&D abilities listed for Thri-Kreen into Novice edges, allowing players to play either the Thri-Kreen side of the character heavily or play up the occupation with a character that just happens to be Thri-Kreen. These revisions have also made psionics more available to the mantis-men, which fits with the definition of their psionics-heavy culture in Thri-Kreen of Athas.
Thri-Kreen
--Insect Limbs: Thri-Kreen have 3 sets of limbs, yet requires only one of these to walk. They receive one additional non-movement action per round at no penalty. However, they have two dominant and two non-dominant arms, meaning that to incur no penalties for multiple attacks per round they must purchase the Ambidextrous and Two-Fisted Edge twice each.
--Chitin Shell: Thri-Kreen have a natural Armor +2 bonus. This is typically the only armor they receive, as Kreen culture does not make use of worn armor and few armorers can build suits capable of covering a Kreen’s bulk.
--Sleepless: Thri-Kreen require no sleep and are unaffected by magic that induces sleep.
Natural Weapons: Due to its mandibles, which do Str+d4 damage, a Thri-Kreen is never considered unarmed.
--Pack Loyalty: A Thri-Kreen must take the Hindrance Loyal (Minor) to reflect the affection they feel for those they come to see as members of their pack.
--Monstrous Reputation: The appearance and habits of the Kreen are favored by most humanoids. Thri-Kreen receive a -2 to Charisma when dealing with non-Kreen.
--Elf Hunters: The Thri-Kreen have a fondness for the taste of Elf meat. Elves rarely react with anything other than intense hostility toward Thri-Kreen, thus the later receive a -4 to Charisma when dealing with the former, even when they’re not looking for a meal.
--Isolated: The Thri-Kreen pack mentality and distance from most other civilization. To reflect this, Thri-Kreen must take the Hindrance Clueless (Major).
Thri-Kreen Edges
Paralytic Venom
Requirements: Thri-Kreen, Novice, Fighting d8
Benefits: Thri-Kreen warriors have been known to produce a stronger venom than the irritating—but minimally effective—variety produced by non-warriors. Anyone Shaken by a warrior’s natural weapon attack must make a Vigor check or suffer paralysis for 2d6 rounds.
Warrior’s Leap
Requirements: Thri-Kreen, Novice, Fighting d8, Strength d6
Benefits: Thri-Kreen warriors are often skilled at leaping. A Thri-Kreen gifted thusly has standing leap of 2” while her running leap is 4” and with a successful Strength check, she can leap 6”.
Thri-Kreen
--Insect Limbs: Thri-Kreen have 3 sets of limbs, yet requires only one of these to walk. They receive one additional non-movement action per round at no penalty. However, they have two dominant and two non-dominant arms, meaning that to incur no penalties for multiple attacks per round they must purchase the Ambidextrous and Two-Fisted Edge twice each.
--Chitin Shell: Thri-Kreen have a natural Armor +2 bonus. This is typically the only armor they receive, as Kreen culture does not make use of worn armor and few armorers can build suits capable of covering a Kreen’s bulk.
--Sleepless: Thri-Kreen require no sleep and are unaffected by magic that induces sleep.
Natural Weapons: Due to its mandibles, which do Str+d4 damage, a Thri-Kreen is never considered unarmed.
--Pack Loyalty: A Thri-Kreen must take the Hindrance Loyal (Minor) to reflect the affection they feel for those they come to see as members of their pack.
--Monstrous Reputation: The appearance and habits of the Kreen are favored by most humanoids. Thri-Kreen receive a -2 to Charisma when dealing with non-Kreen.
--Elf Hunters: The Thri-Kreen have a fondness for the taste of Elf meat. Elves rarely react with anything other than intense hostility toward Thri-Kreen, thus the later receive a -4 to Charisma when dealing with the former, even when they’re not looking for a meal.
--Isolated: The Thri-Kreen pack mentality and distance from most other civilization. To reflect this, Thri-Kreen must take the Hindrance Clueless (Major).
Thri-Kreen Edges
Paralytic Venom
Requirements: Thri-Kreen, Novice, Fighting d8
Benefits: Thri-Kreen warriors have been known to produce a stronger venom than the irritating—but minimally effective—variety produced by non-warriors. Anyone Shaken by a warrior’s natural weapon attack must make a Vigor check or suffer paralysis for 2d6 rounds.
Warrior’s Leap
Requirements: Thri-Kreen, Novice, Fighting d8, Strength d6
Benefits: Thri-Kreen warriors are often skilled at leaping. A Thri-Kreen gifted thusly has standing leap of 2” while her running leap is 4” and with a successful Strength check, she can leap 6”.
Thursday, 26 May 2011
The Spectacle of Blood
Here are some gladiatorial professional Edges I've been working on recently. The first represent any Gladiator, as they're about combat and attracting the attention of the crowd. The second two are the specialized role of the Jazst Dancer; colorful, whirling, and deadly entertainers that cut their opponents with tiny, razor-sharp knives.
Gladiator
Requirements: Novice, Fighting d8, Persuade d6
Benefits: Experience in the arena has taught the gladiator how to pick just the right place to strike an opponent. To reflect this, all melee attacks delivered by the gladiator are treated as AP 1. If the attack result is in a Raise, it is treated as AP 2.
Will of the Crowd
Requirements: Seasoned, Gladiator, Fighting d10, Persuade d8
Benefits: A gladiator who succeeds on an attack and a Persuade check in the same (both with the typical -2 penalty) has used his display to win the crowd to his side. He receives +1 to Parry until his next turn.
Jazst Dancer
Requirements: Seasoned, Acrobat, Agility d10, Fighting d10, Persuade d6
Benefits: May spend a turn performing, make a successful Persuade check, and then gain +2 damage on her next attack. If the attack hits with a Raise the Jazst is considered to have “The Drop” on her opponent.
Dance of Razors
Requirements: Veteran, Jazst Dancer
Benefit: A Jazst may spend a Benny to perform a Trick (always an Agility test) as a free action, allowing her to Trick and attack an opponent in the same round. The Dance of Razors is usually preceded by a Jazst Dancer’s performance, creating a devastating affect that does additional damage to an opponent with his guard down.
Gladiator
Requirements: Novice, Fighting d8, Persuade d6
Benefits: Experience in the arena has taught the gladiator how to pick just the right place to strike an opponent. To reflect this, all melee attacks delivered by the gladiator are treated as AP 1. If the attack result is in a Raise, it is treated as AP 2.
Will of the Crowd
Requirements: Seasoned, Gladiator, Fighting d10, Persuade d8
Benefits: A gladiator who succeeds on an attack and a Persuade check in the same (both with the typical -2 penalty) has used his display to win the crowd to his side. He receives +1 to Parry until his next turn.
Jazst Dancer
Requirements: Seasoned, Acrobat, Agility d10, Fighting d10, Persuade d6
Benefits: May spend a turn performing, make a successful Persuade check, and then gain +2 damage on her next attack. If the attack hits with a Raise the Jazst is considered to have “The Drop” on her opponent.
Dance of Razors
Requirements: Veteran, Jazst Dancer
Benefit: A Jazst may spend a Benny to perform a Trick (always an Agility test) as a free action, allowing her to Trick and attack an opponent in the same round. The Dance of Razors is usually preceded by a Jazst Dancer’s performance, creating a devastating affect that does additional damage to an opponent with his guard down.
"Not Ready for Prime-Time" Sorcery
The title above reflects the fact that there's still some discussion going on related to just how one might convert the complex and integral magic system of AD&D's Athas to Savage Worlds. I'll confess from the beginning "my system" has prosaic skin-grafts from both the Blogotron and toadpooka conversions.
AB: Magic
Starting Powers: 3
Starting Power Points: 10
A wizard can choose the Path Dexter, the followers of which are called “Preservers” or the Path Sinister, followed by “Defilers”.
The Path Sinister
A highly addictive practice signified by the Hindrance Defiler (Major). Once one begins to Defile, only extreme measures can be taken to halt the practice (see “Redemption” below). The central benefit of the Path Sinister is the ability to drain the energy of the land in the form of Power Points. A Defiler can use his own store of Power Points, the Power Points drained from the land, or some combination thereof.
Land Razed (Power Points Available)
Abundant: Forests, oceans, gardens, swamps (+8)
Fertile: Verdant plains, savannahs, mud flats (+4)
Infertile: Rocky badlands, stony barrens, scrubland (+2)
Barren: Boulder fields, sandy wastes (+1)
Desolate: Salt flats, sea of silt, Obsidian Plains (+0)
A defiler’s ring of destruction is 1” per “rank” of the spell (i.e. novice=1”, seasoned=2”, veteran=3”, etc.) Anyone caught in this wave of destruction must make a Spirit roll or be Shaken. Being Shaken a second time, in this manner or some other combat-related manner does give the character a Wound (extras will pass out from fatigue and awaken weak and ill from the experience).
A defiler can spend a Benny to the following: doubling the duration of his spellcasting and expanding his ring of destruction by 1”.
*Add an additional die of damage brought on by an offensive spell.
*Add +2 (or -2) to the amount protection achieved by a defensive spell.
*Double the duration of a non-offensive or non-defensive spell
Restrictions: Becoming a Defiler results in a -2 penalty to Charisma. After spending three consecutive ranks as a Defiler this penalty increases to -4 and indicates Defiling magic has led to some kind of cosmetic deformity. Defilers also have a distinct magical “scent”. They receive a -2 penalty to any efforts to conceal themselves magically and/or non-magically; by virtue of Stealth checks or spells such as Conceal Arcana, Disguise, or Invisibility.
Redemption: A Defiler may break his addiction with assistance of a powerful druid and his patron Spirit of the Land. To do so, a Defiler enters a magical pact with the Druid whereby he swears to complete a dangerous and difficult quest using no magic whatsoever. Upon completion of the quest, the Defiler’s addiction is healed and he looses the Hindrance: Defiler (Major).
The Path Dexter
Benefits: A Preserver can make a Stealth check to conceal the casting of spells. This becomes an Opposed Stealth vs. Notice check in the case of onlookers who know what they are looking for (i.e. other wizards, Templars, etc.). Defilers cannot conceal their magic as it radiates destruction centered on them.
Restrictions: A Preserver can use the Path Sinister, but each time she does she risks addiction to this tainted form of magic. Each time a Preserver uses the Defiling Arts, she must make a Spirit test subtracting 1 from her roll for each time she’s defiled previously. If she fails, she must become a Defiler (taking the Hindrance of the same name), having been dragged down the Path Sinister.
AB: Magic
Starting Powers: 3
Starting Power Points: 10
A wizard can choose the Path Dexter, the followers of which are called “Preservers” or the Path Sinister, followed by “Defilers”.
The Path Sinister
A highly addictive practice signified by the Hindrance Defiler (Major). Once one begins to Defile, only extreme measures can be taken to halt the practice (see “Redemption” below). The central benefit of the Path Sinister is the ability to drain the energy of the land in the form of Power Points. A Defiler can use his own store of Power Points, the Power Points drained from the land, or some combination thereof.
Land Razed (Power Points Available)
Abundant: Forests, oceans, gardens, swamps (+8)
Fertile: Verdant plains, savannahs, mud flats (+4)
Infertile: Rocky badlands, stony barrens, scrubland (+2)
Barren: Boulder fields, sandy wastes (+1)
Desolate: Salt flats, sea of silt, Obsidian Plains (+0)
A defiler’s ring of destruction is 1” per “rank” of the spell (i.e. novice=1”, seasoned=2”, veteran=3”, etc.) Anyone caught in this wave of destruction must make a Spirit roll or be Shaken. Being Shaken a second time, in this manner or some other combat-related manner does give the character a Wound (extras will pass out from fatigue and awaken weak and ill from the experience).
A defiler can spend a Benny to the following: doubling the duration of his spellcasting and expanding his ring of destruction by 1”.
*Add an additional die of damage brought on by an offensive spell.
*Add +2 (or -2) to the amount protection achieved by a defensive spell.
*Double the duration of a non-offensive or non-defensive spell
Restrictions: Becoming a Defiler results in a -2 penalty to Charisma. After spending three consecutive ranks as a Defiler this penalty increases to -4 and indicates Defiling magic has led to some kind of cosmetic deformity. Defilers also have a distinct magical “scent”. They receive a -2 penalty to any efforts to conceal themselves magically and/or non-magically; by virtue of Stealth checks or spells such as Conceal Arcana, Disguise, or Invisibility.
Redemption: A Defiler may break his addiction with assistance of a powerful druid and his patron Spirit of the Land. To do so, a Defiler enters a magical pact with the Druid whereby he swears to complete a dangerous and difficult quest using no magic whatsoever. Upon completion of the quest, the Defiler’s addiction is healed and he looses the Hindrance: Defiler (Major).
The Path Dexter
Benefits: A Preserver can make a Stealth check to conceal the casting of spells. This becomes an Opposed Stealth vs. Notice check in the case of onlookers who know what they are looking for (i.e. other wizards, Templars, etc.). Defilers cannot conceal their magic as it radiates destruction centered on them.
Restrictions: A Preserver can use the Path Sinister, but each time she does she risks addiction to this tainted form of magic. Each time a Preserver uses the Defiling Arts, she must make a Spirit test subtracting 1 from her roll for each time she’s defiled previously. If she fails, she must become a Defiler (taking the Hindrance of the same name), having been dragged down the Path Sinister.
Tuesday, 24 May 2011
Of Bards and Poisons
Below are some Edges associated with Athas' unique Bardic traditions. In addition to this I've taken a crack at coming up with a poison system that focuses on the risks of acquiring dangerous and illegal ingredients and manufacturing toxins. I've listed three example poisons, though I definitely don't want to stop there--as these are ideal of an novice Bard. I realize that in some way, especially when compared to toadpooka's Savage Sun system, this is overly complex. I do this because I know my players and they are constantly testing the boundaries of assassination and other potentially game-changing strategies.
Athasian Bard:
Requirements: Knowledge (Athasian Lore) d6+, Persuade d6+
Benefits: You tell or sing the tales of an Athas under a Green, or even Blue, Sun. You may use lore ability to entertain with a +2 to social tests. May also use a lore ability to identify magical artifacts and locations with a +2 bonus.
War Singer:
Requirements: Athasian Bard, Fighting d8+, Persuade d8+, Intimidate d8+
Benefits: Grant +2 to the damage done by all allies within your command radius by playing and singing songs of battle. You must do nothing but play during this time (no attacks or other actions). You can move at your normal pace, but you may not Run.
Poisoner: Athasian Bard, Knowledge (Poison) d6+
Benefits: Gain +2 to all tests for manufacturing and concealing poisons. Your poison-making is skilled enough that your materials go further, allowing you to make an extra application of each poison you create (in addition to that created by a Raise).
Poisons of Athas
Each Athasian poison has ingredient and preparation penalties, it also has legal and self-harm limits that make mastering poisons a dangerous profession. A Bard rolls her best social skill (Persuade or Intimidate), attempting to achieve success in spite of the creation penalty. After this, the Bard rolls Knowledge (Poisons) and attempts a similar success despite the penalty. If both rolls succeed, the ingredients are acquired for the listed price and the poison is made. Reduce the price of the Ingredients by 5cr (minimum price 1cr) for each Raise. Poison-makers manufacture an additional application of their poison on Raise (only one additional application, no matter the number of Raises received). If either of the rolls fail, a myriad of things can go wrong depending on the depth of that failure. A buyer failing an Ingredient roll by the degree mentioned attracts the attention of the local authorities. A poison-maker failing a Preparation roll by the given number is harmed by her own creation and loses the batch and her ingredients through an accident of some kind.
Example
Poison: Milkywart
Ingredients: -2 (Snake Eyes)(5cr)
Preparation: +0 (Snake Eyes) Poison-maker is temporarily blinded—a nuisance more than anything.
Affect: This poison, when introduced into the victim’s blood by a coated needle or blade, induces a state of Temporary Blindness. If the Vigor check is failed the victim is treated as though he is in Dark Lighting for d4+1 rounds. After the initial attack the effects start to wear off and the victim is treated as being in Dim Lighting for d6+1 rounds. Note: The poison’s effects are identical among all humanoids and Thri-Kreen. Victims receive no help from Low-Light Vision or similar inborn characteristics.
Poison: Kank Venom
Ingredients: -2 (Snake Eyes) (15cr)
Preparation: +0 (1, no matter Wild Die amount) Poison-maker suffers 2d4 damage from the venom that bypasses all armor and affects toughness alone.
Affect: This poison, when it breaks the skin through the use of a coated needle or blade, causes a lasting burning pain that causes the flesh around the wound to blacken and die. The victim failing a Vigor roll suffers 2d4 damage that bypasses armor, both die can Ace.
Poison: Greenshade
Ingredients: -2 (1) (25cr)
Preparation: -2 (1, no matter Wild Die amount) Poison-maker suffers -1 all actions for 1 day.
Affect: Greenshade must be imbibed (Notice -2 to detect its presence in an alcoholic drink) and when a victim fails a Vigor check it begins to induce mild shadow-like hallucinations that distract the victim during all activities. Greenshade must be administered in multiple doses to become truly affective. A single dose will last three hours, a second dose administered in the time will make the penalty a -2 that will last 1 day. A third dose within a day’s time however causes the affect to increase to -4 and the victim must roll Vigor -2 every 3 days; a success indicates the sickness passes. Greenshade is a poison used by assassins to make dangerous target less of the threat.
As a matter of "Credit Where Credit is Due", I should note that the ideas for Milkywart and Greenshade came from the Crimson Valley site at (http://www.oocities.org/Tyrad.geo/index.html).
Athasian Bard:
Requirements: Knowledge (Athasian Lore) d6+, Persuade d6+
Benefits: You tell or sing the tales of an Athas under a Green, or even Blue, Sun. You may use lore ability to entertain with a +2 to social tests. May also use a lore ability to identify magical artifacts and locations with a +2 bonus.
War Singer:
Requirements: Athasian Bard, Fighting d8+, Persuade d8+, Intimidate d8+
Benefits: Grant +2 to the damage done by all allies within your command radius by playing and singing songs of battle. You must do nothing but play during this time (no attacks or other actions). You can move at your normal pace, but you may not Run.
Poisoner: Athasian Bard, Knowledge (Poison) d6+
Benefits: Gain +2 to all tests for manufacturing and concealing poisons. Your poison-making is skilled enough that your materials go further, allowing you to make an extra application of each poison you create (in addition to that created by a Raise).
Poisons of Athas
Each Athasian poison has ingredient and preparation penalties, it also has legal and self-harm limits that make mastering poisons a dangerous profession. A Bard rolls her best social skill (Persuade or Intimidate), attempting to achieve success in spite of the creation penalty. After this, the Bard rolls Knowledge (Poisons) and attempts a similar success despite the penalty. If both rolls succeed, the ingredients are acquired for the listed price and the poison is made. Reduce the price of the Ingredients by 5cr (minimum price 1cr) for each Raise. Poison-makers manufacture an additional application of their poison on Raise (only one additional application, no matter the number of Raises received). If either of the rolls fail, a myriad of things can go wrong depending on the depth of that failure. A buyer failing an Ingredient roll by the degree mentioned attracts the attention of the local authorities. A poison-maker failing a Preparation roll by the given number is harmed by her own creation and loses the batch and her ingredients through an accident of some kind.
Example
Poison: Milkywart
Ingredients: -2 (Snake Eyes)(5cr)
Preparation: +0 (Snake Eyes) Poison-maker is temporarily blinded—a nuisance more than anything.
Affect: This poison, when introduced into the victim’s blood by a coated needle or blade, induces a state of Temporary Blindness. If the Vigor check is failed the victim is treated as though he is in Dark Lighting for d4+1 rounds. After the initial attack the effects start to wear off and the victim is treated as being in Dim Lighting for d6+1 rounds. Note: The poison’s effects are identical among all humanoids and Thri-Kreen. Victims receive no help from Low-Light Vision or similar inborn characteristics.
Poison: Kank Venom
Ingredients: -2 (Snake Eyes) (15cr)
Preparation: +0 (1, no matter Wild Die amount) Poison-maker suffers 2d4 damage from the venom that bypasses all armor and affects toughness alone.
Affect: This poison, when it breaks the skin through the use of a coated needle or blade, causes a lasting burning pain that causes the flesh around the wound to blacken and die. The victim failing a Vigor roll suffers 2d4 damage that bypasses armor, both die can Ace.
Poison: Greenshade
Ingredients: -2 (1) (25cr)
Preparation: -2 (1, no matter Wild Die amount) Poison-maker suffers -1 all actions for 1 day.
Affect: Greenshade must be imbibed (Notice -2 to detect its presence in an alcoholic drink) and when a victim fails a Vigor check it begins to induce mild shadow-like hallucinations that distract the victim during all activities. Greenshade must be administered in multiple doses to become truly affective. A single dose will last three hours, a second dose administered in the time will make the penalty a -2 that will last 1 day. A third dose within a day’s time however causes the affect to increase to -4 and the victim must roll Vigor -2 every 3 days; a success indicates the sickness passes. Greenshade is a poison used by assassins to make dangerous target less of the threat.
As a matter of "Credit Where Credit is Due", I should note that the ideas for Milkywart and Greenshade came from the Crimson Valley site at (http://www.oocities.org/Tyrad.geo/index.html).
Setting Rules:
Here are some setting rules I've been toying with. I've tried to use what Savage World's has in terms of rules in order to produce the various flavors of the Classic Dark Sun I remember from when I started gaming in Junior High School.
Weapons of Bone, Stone, or Obsidian*: -1 to Attack and Damage
*If the wielder of a bone or stone weapon rolls a 1 on his Fighting die, no matter the end result of the attack, he must make an successful Agility test or his weapon breaks at the end of his turn (Meaning he could use the weapon twice if he has the Frenzy Feat, even if it breaks on the first attack). These include: Axes, Flails, Swords
Safe Weapons: Bows, Crossbows, Club, all Crossbows, daggers, quarterstaff, sling, all Maces, net, all spears, and whip.
SW:EX Armors Translated to Athasian Materials
Plate Armor: Mekillot Hide
Chain Hauberk: Shell-Armor (chitin and giant hair), Cord-Armor
Leather: Arpig Leathers
Reinforced Leather: Leather w/ Rivets of Bone or Hardwood
Reinforced Chain: Chitin Plates
Weapons of Steel vs. Armor
Athasian armor is not made to defend against weapons of metal, as its unusual to encounter an iron or steel longsword on the field of battle or in the arena. In game terms, weapons of metal are treated as AP +1 when pitted against Athasian-made armor. This stacks with other AP bonuses from magic, gladiatorial Edges, etc.
The Written Word
In the Tablelands and other places, literacy is banned or taboo among the common folk. To read is to be a wizard, and to be a wizard is to dangle at the end of a rope. Therefore all starting characters have the Illiterate (Minor) Hindrance. There are two ways to counteract this problem during character creation: the first is to take the Edge: Noble, which grants literacy in addition to its other powers and responsibilities. You may also take a Free d6 in Knowledge (literacy)--this is the option best suited for wizards. Any characters that choose to remain illiterate during character creation are entitled to a Free d6 is a skill associated with their homeland (see below). Any character can gain Knowledge (literacy) during the course of the game; d4 indicates familiarity with one’s native language, d6 indicates familiarity with all other languages of which one has knowledge.
Regional Skill Bonuses (Take this if You Don't Opt for Literacy)
Tyr: Persuade d6
Raam: Streetwise d6
Draj: Intimidate d6
Nibenay: Stealth d6
Urik: Fighting d6
Glug: Survival d6
Balic: Sailing d6
Ringing Mtns: Tracking d6
"Telepathic" Trappings (as per the major and minor trappings in the Fantasy Companion)
Offensive (Minor): Psionic Attacks that hit with a Raise result in a -2 to all Smarts-based skill rolls, including Psionics. (until the power subsides or the victim is no longer Shaken).
Offensive (Major): Reduce the damage by one die level on spells such as Bolt, Jet, and Blast and the user can elect to sap Psionic Power Points from the victim rather than Damage.
Defense (Minor): Instead of adding to Defense levels, Psionic powers that earn a Raise fine-tune the user’s psychic senses, making it impossible for an enemy to get The Drop on him for the power's duration.
Defense (Major): When applied to powers such as Armor and Deflection the effects are doubled, but the Powers only function against Psionic Attacks.
AB: The Way
Limitations: Drawn from one’s own mental strength, psionic powers are not transferable to others. Whereas a wizard can grant Armor to herself or an ally, a psionicist can only use such a power on himself*.
Benefits: On the plus side however, Athaisans have been studying The Way for millennia, leading to a more efficient use of mental energy (i.e. more Power Points).
Starting Powers: 3
Starting Power Points: 15
*I lifted this idea from toadpooka's Savage Sun conversion. I think it's a great idea that makes sense in light of the setting's reliance on Psionics as a core fantasy element.
Weapons of Bone, Stone, or Obsidian*: -1 to Attack and Damage
*If the wielder of a bone or stone weapon rolls a 1 on his Fighting die, no matter the end result of the attack, he must make an successful Agility test or his weapon breaks at the end of his turn (Meaning he could use the weapon twice if he has the Frenzy Feat, even if it breaks on the first attack). These include: Axes, Flails, Swords
Safe Weapons: Bows, Crossbows, Club, all Crossbows, daggers, quarterstaff, sling, all Maces, net, all spears, and whip.
SW:EX Armors Translated to Athasian Materials
Plate Armor: Mekillot Hide
Chain Hauberk: Shell-Armor (chitin and giant hair), Cord-Armor
Leather: Arpig Leathers
Reinforced Leather: Leather w/ Rivets of Bone or Hardwood
Reinforced Chain: Chitin Plates
Weapons of Steel vs. Armor
Athasian armor is not made to defend against weapons of metal, as its unusual to encounter an iron or steel longsword on the field of battle or in the arena. In game terms, weapons of metal are treated as AP +1 when pitted against Athasian-made armor. This stacks with other AP bonuses from magic, gladiatorial Edges, etc.
The Written Word
In the Tablelands and other places, literacy is banned or taboo among the common folk. To read is to be a wizard, and to be a wizard is to dangle at the end of a rope. Therefore all starting characters have the Illiterate (Minor) Hindrance. There are two ways to counteract this problem during character creation: the first is to take the Edge: Noble, which grants literacy in addition to its other powers and responsibilities. You may also take a Free d6 in Knowledge (literacy)--this is the option best suited for wizards. Any characters that choose to remain illiterate during character creation are entitled to a Free d6 is a skill associated with their homeland (see below). Any character can gain Knowledge (literacy) during the course of the game; d4 indicates familiarity with one’s native language, d6 indicates familiarity with all other languages of which one has knowledge.
Regional Skill Bonuses (Take this if You Don't Opt for Literacy)
Tyr: Persuade d6
Raam: Streetwise d6
Draj: Intimidate d6
Nibenay: Stealth d6
Urik: Fighting d6
Glug: Survival d6
Balic: Sailing d6
Ringing Mtns: Tracking d6
"Telepathic" Trappings (as per the major and minor trappings in the Fantasy Companion)
Offensive (Minor): Psionic Attacks that hit with a Raise result in a -2 to all Smarts-based skill rolls, including Psionics. (until the power subsides or the victim is no longer Shaken).
Offensive (Major): Reduce the damage by one die level on spells such as Bolt, Jet, and Blast and the user can elect to sap Psionic Power Points from the victim rather than Damage.
Defense (Minor): Instead of adding to Defense levels, Psionic powers that earn a Raise fine-tune the user’s psychic senses, making it impossible for an enemy to get The Drop on him for the power's duration.
Defense (Major): When applied to powers such as Armor and Deflection the effects are doubled, but the Powers only function against Psionic Attacks.
AB: The Way
Limitations: Drawn from one’s own mental strength, psionic powers are not transferable to others. Whereas a wizard can grant Armor to herself or an ally, a psionicist can only use such a power on himself*.
Benefits: On the plus side however, Athaisans have been studying The Way for millennia, leading to a more efficient use of mental energy (i.e. more Power Points).
Starting Powers: 3
Starting Power Points: 15
*I lifted this idea from toadpooka's Savage Sun conversion. I think it's a great idea that makes sense in light of the setting's reliance on Psionics as a core fantasy element.
Friday, 20 May 2011
Peoples of Athas
Dwarf
--Tough: Vigor starts at d6, instead of d4.
--Low Light Vision: Ignore penalties in Dim or Dark lighting.
--Driven: Pursuit and completion of a Focus is at the center of Dwarf’s personal and social world. A Dwarf receives +1 to all Trait Rolls related to her Focus. The DM has the final say as to what rolls apply and what rolls do not.
--Dwarven Focus: A Dwarf must take the Hindrance Vow (Major: Focus) in addition to other Hindrances, representing her single-minded pursuit of her Focus. A Focus is a formidable task that must take a week or more to complete. Should a Focus be completed, a new one replaces it immediately. Should a Dwarf fail to complete a focus through some cruel trick of fate, foolishness, or cowardice there is a strong chance she will return from the dead as a Dwarven Banshee.
--Slow: Pace 5
Elf
--Agile: An Elf’s Agility starts at d6, instead of d4.
--Low Light Vision: Ignore penalties in Dim or Dark lighting.
--Desert Runners: All Elves receive the Edge Fleet-Footed for Free.
--Ways of the Tribe: Elven society is isolating and suspicious of outsiders. Elves are unfamiliar with even the most basic technologies and they prefer it this way. All Elves receive the All Thumbs Hindrance to reflect this. The penalties of this Hindrance extending to the Riding Skill as well as Repair, though an Elf would not be caught dead on a mount of any kind.
--Honorless Reputation: Among outsiders, Elves are regarded as lazy thieving swindlers; and that’s being relatively kind. Elves suffer -2 to their Charisma when among outsiders
--Keep Up or Die: Elves must take the Hindrance Heartless (Minor)—from the “Super Powers Companion”)—reflecting their callous tribal traditions.
Half-Elf
--Wastelanders: Half-Elves are outcasts wherever they go. Those that survive childhood typically do so by fending for themselves and living off the land, which is brutal, but does not judge them for their mixed heritage. To reflect this, Half-Elves receive a Free d6 in the Survival Skill.
--Heritage: As the children of Humans and Elves, Half-Elves may choose to receive a starting Agility of d6 or a Free Edge.
--Outcasts: All eyes look down upon the Half-Elf, thus he receives a -2 Charisma penalty when dealing with those who do not know his particular burden.
Mul
--Hard Labour: Muls can work for hours in conditions that would kill most slaves. They receive +4 to all rolls vs. Fatigue from Exhaustion.
--Bred to Be Strong: A Mul’s Strength starts at d6 instead of d4
--Hardy: It takes a lot to put down a Mul. If Shaken, a Mul will not take a wound from second Shaken result.
--Born into Bondage: All Muls begin as the property of another. If a Mul begins the game enslaved, then he is beholden unto his patron, who can only be a party member if said member takes the Noble Edge. If a Mul begins the game as a freeman, then he has one of two options: take the Wanted (Major) Hindrance—in addition to any other Hindrances he might take to receive Edges, Skills, etc.—or take the Rich Edge and spend two thirds of his starting funds to buy his freedom.
--Few Possessions: Muls must take the Hindrance Poverty (Minor) to reflect the fact they have few possessions (whether they are slaves or freemen) and have little or no knowledge of money; they’re not bred to be scribes or accountants after all.
--Unnatural Half-Breeds: Muls are not considered natural beings. They are bred by force, resented by their parents, trained by the whip, and incapable of producing offspring. While ordinary folk might fear a Mul or admire him in the arena, they still look down upon him. This is represented by a -2 Charisma penalty.
Half-Giant
--Strength of 3 Men: A Half-Giant is easily as strong as an above-average Human. Her Strength starts at d8, rather than d4.
--Giant-Blood: Half-Giants can easily be 10 feet tall. They receive a Size +2 bonus and the associated Toughness bonuses.
--Long Arms: A Half-Giant can easily reach over or around normal-sized opponents. She has a Reach of +1, which stacks with whatever weapons she might use.
--Big Target: Opponents smaller than a Half-Giant receive +1 to hit her in combat.
--Mind of a Child: A Half-Giant’s Smarts cannot Increase beyond d6. Poor intelligence seems to be a curse that balances their incredible Strength.
Thri-Kreen
--Insect Limbs: Thri-Kreen have 3 sets of limbs, yet requires only one of these to walk. They receive one additional non-movement action per round at no penalty. However, they have two dominant and two non-dominant arms, meaning that to incur no penalties for multiple attacks per round they must purchase the Ambidextrous and Two-Fisted Edge twice each.
--Chitin Shell: Thri-Kreen have a natural Armor +2 bonus. This is typically the only armor they receive, as Kreen culture does not make use of worn armor and few armorers can build suits capable of covering a Kreen’s bulk.
--Sleepless: Thri-Kreen require no sleep and are unaffected by magic that induces sleep.
--Poisonous Bite: Thri-Kreen posses venom sacks behind their mandibles. If they cause an opponent to become Shaken with a natural weapon attack, the victim must makes a Vigor roll or be paralyzed for 2d6 rounds.
--Natural Weapons: Due to its mandibles, which do Str+d4 damage, a Thri-Kreen is never considered unarmed.
--Pack Loyalty: A Thri-Kreen must take the Hindrance Loyal (Minor) to reflect the affection they feel for those they come to see as members of their pack.
--Monstrous Reputation: The appearance and habits of the Kreen are favored by most humanoids. Thri-Kreen receive a -2 to Charisma when dealing with non-Kreen.
--Elf Hunters: The Thri-Kreen have a fondness for the taste of Elf meat. Elves rarely react with anything other than intense hostility toward Thri-Kreen, thus the later receive a -4 to Charisma when dealing with the former, even when they’re not looking for a meal.
--Isolated: The Thri-Kreen pack mentality and distance from most other civilization. To reflect this, Thri-Kreen must take the Hindrance Clueless (Major).
--Slow Learners: Thri-Kreen struggle to develop outside their pack mentality, therefore they pay double the points to raise their Smarts during character creation.
--Nomadic: Thri-Kreen spend most of their time hunting in the wasteland. To reflect the skills they need to survive day-to-day, they receive a Free d6 in the Notice and Survival Skills.
Halfling
--Savage Reputation: Stories of cannibalism and other behaviors leave Halflings with a -2 Charisma penalty when dealing with non-Halflings.
--Isolated Society: Halfings must take the Clueless (Major) Hindrance.
--Forest-Dwellers: Halflings receive a Free d6 in Notice, Survival, and Tracking owing to their hunting prowess and keen senses.
--Short: -1 to Toughness
--Agile: Agility starts at d6 instead of d4
--First Children of Athas: Halfings have the Arcane Resistance Edge with regard to Magic. Miracles and Psionics, positive and negative, affect them normally. A Halfling Character may purchase the Arcane Resistance Edge normally to cover these other forms if he wishes.
Arakocra
--Flight: As winged creatures, Arakocra can fly. They move at their base Pace, and may “run” while in flight.
--Agile: An Arakocra’s Agility starts at d8 instead of d4
--Hollow Bones: The light physique needed for flight means that Arakocra are never terribly strong. An Arakocra can never have a Strength greater than d6, even during game-play.
--Low-Light Vision: Ignore penalties in Dim or Dark lighting.
--Interloper: Arakocra are strangers in a strange land. They must take the Hindrance Outsider (Minor).
--Under the Open Sky: Arakocra have difficulty being indoors. It doesn’t feel natural to them. An Arakocra must take the Hindrance Phobia (Minor: Claustraphoic).
--Natural Weapons: Arakocra have wicked talons on their hands and feet that do Str+d4 Damage and assure that they are never unarmed.
Pterran
--Natural Weapons: A Pterran’s claws do Str+d4 Damage.
--Scholarly: Smarts starts at d6 instead of d4.
--Reptilian Ears: Pterran’s must take the Hindrance Hard of Hearing (Minor).
Introduction: Three Important "Thank You's"
This blog is an expansion upon my previous Dragonlance conversions. Dark Sun is another longtime favorite D&D setting of mine and after I tested my capacity for conversion with DL, I thought I should expand in some of the other familiar territory from my early years as a gamer. Before I get started though, I need to thank and individual and a group, without whom these conversions would not have been possible:
First up are the people of Burnt World of Athas (a.k.a. Athas.org). For years now I've watched as they have, for no benefit other than seeing a cherished setting live on, updated, converted, and advanced the Dark Sun setting in lieu of official support. I definitely don't want to see these folks get lost in the shuffle as the corporate giant of the RPG industry dusts off and reclaims its intellectual property. I seriously doubt the 4th edition of Dark Sun would have come about without the efforts of the Athas.org crowd and they should be applauded carrying on as they do.
My second "thank you" goes to a person I only know by the handle toadpooka. This person is the author of the conversion "Savage Sun". While I've moved in a different direction, especially in terms of setting rules for character creation, I will do my utmost to acknowledge the inspiration this conversion author has given me, whenever I get the chance.
I also want to issue my thanks to the folks at Pinnacle Entertainment Group (peginc.com) for an awesome rules set that has breathed life back into a gamer who's faith in the hobby/industry was starting to fade. The Savage World rules and Fantasy Companion have been invaluable assets in creating this set of conversions, as they were with my efforts to convert DL.
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