Pages

Tuesday, November 19, 2024

Ancestries in Savage Dark Sun

 So, while I consider my Savage Dark Sun to be functional, I don't necessarily consider it "finished"... since I *can't* publish it without extraordinary circumstances, it'll get fiddled with until the Age changes.

Most of this is the standard races; I included the aarakocra from the Revised boxed set, but not the pterrans, because I hate them. I also included dray (1st and 2nd generation), but I think I might need to tweak them a bit, and my versions of gith, githyanki, and githzerai.

I am lazy, so I won't do the long descriptions, just the absolute basic mechanics. Point values are (Value of feature)/(Running Total of all Features). I've reprinted the ancestral Edges from the previous post, as well.


Aarakocra
*Can't Swim (-1/-1)
*Phobia: Claustrophobia (Major, -2/-3)
*Reduced Pace (5/d4 running) on the ground) (-1/-4)
*Frail (-1 Toughness) (-1/-5)
*Difficult Shape (Cannot use many articles of clothing, cannot use hands while flying, so take -2 to tasks requiring hands) (-1/-6)
*Fly (pace 24/2d6 Running) (6/0)
*Talons (Str+d4) (2/2)

Many Aarakocra are Outsiders (minor), as they are not common in the cities of the Tablelands.

Dray, First Generation
*Environmental Weakness: Cold (-1/-1)
*Light Blindness (-2 on rolls related to vision in bright light) (-1/-2)
*Jingoistic (Minor) (-1/-3)
*Racial Enemy: 2nd Generation Dray (-1/-4)
*Ugly (Major) (-2/-6)
*Bite (Str+d4) (1/-5)
*Claws (Str+d6) (3/-2)
*Natural Armor +2 (1/-1)
*Infravision (1/0)
*Resist Heat +4/4 pts armor (1/1)
*Toughness +1 (1/2)

Dray, 2nd Generation
*Environmental Weakness: Cold (-1/-1)
*Light Blindness (-2 on rolls related to vision in bright light) (-1/-2)
*Jingoistic (Major) (-2/-4)
*Bite (Str+d4) (1/-3)
*Claws (Str+d4) (2/-1)
*Natural Armor +2 (1/0)
*Infravision (1/1)
*Resist Heat +4/4pts armor (1/2)

Dwarves
*Reduced Pace (5/d4 running) (-1/-1)
*Dependency (Focus) (-2/-3)
*Driven, Major (Focus) (-2/-5)
*Can't Swim (very dense) (-1/-6)
*Arcane Resistance; does not apply to psionics (2/-4)
*Resist Poisons (1/-3)
*Infravision (1/-2)
*Gifted (Boost Trait while engaged in Focus) (2/0)
*Attribute bonus (d6 Vigor/d12+1 maximum) (2/2)

Dwarven Focus: While engaged in their focus, a dwarf may use Boost Trait, on themselves, and only with regards to skills or abilities actively engaged in supporting their focus. Each use requires 1 Power Point (of the 15 they have for this power), and is rolled using either Vigor or Spirit, whichever is higher, with a +2. Points regenerate at 2 per hour of sleep, or 1 per hour of rest.

Dwarves have the Dwarven Vigor Edge available to them, mimicking the Soldier Edge, without the requirements.

Elves
*Frail (-1 Toughness) (-1/-1)
*Racial Enemy: Thri-kreen (so tasty) (-1/-2)
*Low Light Vision (1/-1)
*Pace (+2 pace, +1 running die size) (2/1)
*Resist Heat and Cold (+4 v natural, no reduction in damage) (1/1)

Many elves will have the Suspicious Hindrance, though if they have it at the Major level, they make exceptions for those they have accepted as tribe members (a difficult and fraught process). Also common is the Loyal Hindrance, directed at members of their own tribe. These Hindrances are culturally instilled, not innate or universal in elves. Traditional (tribal) elves will often have skill in Stealth, and the Elven Weapons Edge.

Gith (Githrevrykal, standard Gith)
*Outsider (-2/-2)
*Leaper (2/0)
*Claws (2/2)

Gith have a reputation as raiders, slavers, and cannibals; one that approaches a settlement will be treated with extreme caution because of this.

Githrathki ("High Gith", Githyanki)
*Outsider (Major) (-2/-2)
*Novice Edge for which they qualify (2/0)
*Fighting d4, +1 to parry (2/2)

Githrathki are descended from those githyanki who survived the initial disaster that led to their captivity on Athas. Many are psionicists, defilers, or necromancers, with one faction within their kind aspiring towards dragonhood. Githrathki have no templars or druids, and very few clerics.

Gith'ghustil ("High Gith", Githzerai)
*Outsider (Minor) (-1/-1)
*Arcane Background (2/1)
*Skill: Healing d4 (1/2)

Gith'ghustil are descended from the githzerai who survived the original Black Spine disaster that trapped the gith peoples on Athas. Far smaller in numbers than the githrathki, they live mostly in small villages, intermarrying with the occasional human, githrathki, or githrevrykal. All are trained in some sort of power... psionics, clerics, druids, and wizards (prefering preservers), and healing. Their outsider penalty is less than that of the githrathki because, while they are similarly foreign to most people of the Tablelands, their far more human appearance means they are not automatically considered outside the scant legal protections of Athasian law.

Halflings
*Size -1 (-1/-1)
*Pace 5, d4 running (-1/-2)
*Arcane Resistance; does not apply to psionics (2/0)
*Resist Poison (1/1)
*Stealth Bonus (d6) (1/2)

Many halflings will have the minor hindrance of Outsider; while there are plenty of halflings who live in the cities, and may have done so for generations, the stereotypical halfling from the Forest Ridge is an odd creature, by the standards of the Tablelands.

Half-Elves
*Outsider (Minor) (-1/-1)
*Adaptable: Free Novice Edge for which they qualify (2/1)
*Low Light Vision (1/2)

It is very common for half-elves to have the Beast Master edge, and its counterpart, Beast Bond, or to gain skill in survival. Many are Suspicious, as they are often met with suspicion from both humans and elves.

Half-Giants
*Big (-2/-2)
*Clueless (-2/-4)
*Outsider: Major (-2/-6)
*Illiterate (Minor) (-1/-7)
*Uneducated (-1 Smarts Rolls) (-2/-9)
*Impressionable (follow example of those around them) (-1/-10)
*All Thumbs (very difficult to do fine work) (-1/-11)
*Size +3 (3/-8)
*Very Strong (d8/d12+2 Strength) (4/-4)
*Very Tough (d8/d12+2 Vigor) (4/0)
*Hardy (2nd Shake doesn't cause Wound) (2/2)

Not uncommon among half-giants is the Young Hindrance, especially as a minor hindrance. Due to their great size, they are often put to work or combat far younger than other races, with comparatively little time to learn things. Conversely, many will have the Brute or Solider edges; they automatically qualify.

Humans
*Arcane Sensitivity, Minor (-1/-1) (Only wizards)
*Bonus skill point: Start with a skill at a d4, or increase a Core skill to d6, and increase its maximum to d12+1
*Adaptable: Free Novice Edge for which they qualify (2/2)

It is said that, long ago, humans were among the first to learn defiling magic, and developed the first preservers. They are, in fact, slightly more susceptible to wizardly magics than others. (Tentative)

Muls
*Reduced Core Skills: Persuasion (-1/-1)
*Environmental Resistance: Sleep, Thirst, Hunger, Heat (+4 to resist hazards, no reduction in damage) (2/1)
*Toughness +1 (1/2)

Extremely common among Muls is the Outsider Hindrance, especially a major Hindrance. Many are born and raised in bondage, and even if they are not slaves, they are often assumed to be. Because of their frequent enslavement, many are also Illiterate. Muls have the Dwarven Vigor and Mul Brawn edges available to them.


Thri-kreen
*Odd Body Shape (-2/-2)
*Cold Blooded (-3/-5)
*Cannot Climb (cannot climb at all without a d8 or better in Strength) (-1/-6)
*Cannot Swim (-1/-7)
*Environmental Weakness: Drowning (-1/-8)
*Outsider (-1/-9)
*Loyal (to Clutch) (-1/-10)
*Driven (Clutch, Major) (-2/-12)
*Additional Actions (5/-7)
*Claws and Bite (3/-4)
*Pace Pace is +2, running die is +1 size (2/-2)
*Armor +2 (1/-1)
*Size +1 (1/0)
*Sleep Reduction (never sleeps) (2/2)

Many Thri-kreen characters will have the Young Hindrance, especially as a minor hindrance. Thri-kreen are fully adult at 6 years old, and a but a younger thri-kreen, 3-4 years old, is indistinguishable from an adult by most non-kreen. A Young (major) thri-kreen may only be two years old, and will be Size 0.

Ancestral Edges (reproduced from Basics & Character Creation document)

Dray Mutation
Requirements: First generation Dray
First generation dray often have mutations; some are good, some are bad. A Dray Mutant has two additional attribute points (which does not increase the maximum), but takes a -1 on all attribute checks for another attribute (but not its linked skills). This may only be taken at character creation.

Dwarven Vigor
Requirements: Dwarf, Mul
Dwarves and Muls are often accustomed to heavy labor and hard work. As such, they treat their Strength as one die type higher for both Encumbrance and Minimum Strength requirements for armor, weapons, and equipment. They also get a free reroll on Vigor rolls to survive environmental hazards. These benefits will stack with the Brawny and Mul Brawn edges, but not with Soldier.

Elven Weapons
Requirements: Elf, Fighting d4+, Shooting d4+
Elves of the waste are traditionally taught the longbow and long sword, weapons of their mythic ancestor. Each tribe has their own variations on these weapons, and while an elf can make use of any of these, when wielding one made to the specifications of their tribe, they receive a +1 to Fighting or Shooting. Unlike the Trademark Weapon Edge (with which this stacks), it does not need to be a particular weapon; they can borrow one from a tribe mate and gain the bonus immediately.

Mul Brawn
Requirements: Mul
Most muls are strong and hardened, both by ancestry and by a life of hard labor. Mul Brawn simulates this, providing them a +1 to Size, and increasing their Strength by 1 die size for both Encumbrance and Minimum strength requirements for armor, weapons, and equipment. If the mul likewise has the Brawny edge, this will stack.

Thri-Kreen Leaping
Requirements: Thri-Kreen
Thri-kreen have tremendous back legs, and are capable of amazing leaps. They can leap twice as far as normal, and are always considered to have a running start. When they leap as part of a Wild Attack, they add +4 to damage.

Thri-kreen Missile Dodge
Requirements: Thri-kreen, Seasoned
Thri-kreen are adept at avoiding missile attacks against them. This edge functions exactly as the Dodge Combat edge, but does not carry the d8+ Agility requirement. If an Edge requires Dodge (q.v. Improved Dodge), this Edge can substitute).

Thri-Kreen Venom
Requirements: Thri-kreen, Seasoned
As they age, Thri-kreen develop a paralytic venom in their mandibles. This is activated by their adrenaline-analog, and so can be called upon in combat. Once their adrenaline drops (the combat ends), they suffer a level of fatigue for ten minutes. However, their poison reservoirs take time to recharge; they cannot use their venom again until 12 hours have passed.
Thri-kreen with their edge can also manufacture the crystaline substance dasl, used in the creation of chatkcha (throwing wedges) and gythka (polearms). Creating the weapons requires Repair checks.

No comments:

Post a Comment