Friday, July 17, 2026

Hack Sun: Dwarves, Elves, and Half-Elves

 Athasian Dwarves at a Glance

Strength +2
Wisdom +1
Dexterity -2
Constitution +4
Looks -2
Charisma -3

Pros
*Medium for HP, Large for knock-backs
*Low Light Vision
*Resist Magic and poison like dwarves (+1 per 3.5 points of constitution)
*Free Laborer Proficiency
*Focus Points: Each level, dwarves receive 5 focus points. These are similar to luck points, but can only be expending in direct service to their focus.
*Focus Skill: At 1st level, a dwarf receives a free mastery die directly related to their focus. Further purchases of that skill receive a +2 to the mastery die. If, at some point in the future, the dwarf changes focus, they designate a skill; from that point forward, that skill receives a +2 to subsequent mastery die, while the first skill no longer receives it. If a precious skill is still relevant to the focus, it may be retained, but no new one is chosen.

Cons
*Move at half speed of humans, -1 foot reach
*Character's Native Language is dwarven; must purchase any other languages
*Must pursue their focus.

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Dwarven Focus
A dwarven focus is a goal or task that occupies them almost completely. A focus should be a feat that occupies at least one week, though truly grand focuses can occupy years of a dwarf's life. The focus should not be related to game mechanics (i.e. "Reach level 10"), but should be something you can convey to the Gamemaster in a relatively short sentence; "Get this caravan to Raam" or "Find the Books of Kemalok".
The key to a focus is that a dwarf does not, can not, abandon it; they either complete it, or they die trying. A dwarf who fails their focus, or whose focus becomes impossible, risks reviving after death as a banshee to continue their quest.
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Preferred Talent Access:
The following talents and proficiencies are available at only 50% of the listed cost in BPs.
Hiking/Roadmarching, Charm Resistant, Illusion Restistant, Hit Point Bonus, Less Sleep, Pain Tolerant, Physical Conditioning, Stout, Tough as Nails


Classes:
Fighter: 20
Gladiator: 20
Outdoorsman: 50
Ranger: 50

Thief: 40
Rogue: 60
Assassin: 45

Mage: 70

Fighter/Mage: 70
Fighter/Thief: 30
Thief/Mage: 70

Cleric: 30
Druid:30
Templar: 30

Reactions to:
Humans: Tolerate
Dwarves: Prefer
Elves: Disdain
Half-elves: Dislike
Halflings: Dislike
Half-Giants: Tolerate
Muls: Like
Thri-kreen: Tolerate

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Athasian Elves at a Glance

Intelligence +1
Wisdom -1
Dexterity +2
Constitution -2

Pros

*Low Light Vision
*Hide in Natural Surroundings
*Initiative Bonus
*Free Purchase of Sneaking, Listening, and Observation
*When wielding Long Swords or Long Bows made by members of their tribe, they have the Crack Shot or Attack bonus talent for free.
*Treat temperatures as 10 degrees (Fahrenheit) more comfortable; an 80 degree temperature is counted as 70, 30 degrees is counted as 40.
*Exceptionally fast movement; add their full dexterity to their Sprint speed, then subtract 5 from that for their Run speed, and 5 from that for their Jog speed. Add their Attack modifier from Dexterity to their Walking speed.
*Free Long Distance Running Talent and Hiking/Road Marching proficiency, regardless of prerequisites. If running with other elves, add +1 to the Constitution Check for Long Distance Running per three elves, to a maximum duration of their Constitution in days.

Cons
*Native Language is Elven; must purchase other languages
*Elves trust slowly; they have a poor initial reaction to most other people, including other elves not of their tribe. An elf who associates regularly with a person will test them repeatedly to see if they are worthy of trust.

Prefered Talent Access:
The following talents and proficiencies can be purchased for 50% the listed cost
Longsword, Long Bow, Glersee, Longsword weapon talents (Attack Bonus, Damage Bonus, Parry Bonus, Swiftblade), Longbow Weapon talents (Crack Shot, Greased Lightning), Charm Resistant, Dodge, Less Sleep, Physical Conditioning, Supernatural Affinity.

 

Classes:
Fighter: 40
Gladiator: 40
Outdoorsman: 25
Ranger: 40

Thief: 30
Rogue: 20
Assassin: 40

Mage: 20

Fighter/Mage: 30
Fighter/Thief: 30
Thief/Mage: 30

Cleric: 40
Druid: 40
Templar: 30

Reactions to:
Humans: Disdain
Dwarves: Disdain
Elves: Dislike*
Half-elves: Dislike
Halflings: Disdain
Half-Giants: Disdain
Muls: Disdain
Thri-kreen: Hate

*Elves only really like members of their tribe and their personal circle of trusted confidants; they know where they stand with other elves, but neither like each other much.

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Athasian Half-elves at a glance

Dexterity +1
Constitution -1

Pros
*Medium for pace, hit points, and knockback
*Low Light Vision
*d8p bonus mastery to Listening, d4p bonus to Observation and Sneaking
*Native Language: Local Human
*When learned, minimum +2 mastery on Animal Empathy, Animal Training, Survival. If attribute bonus is better, use that.

Cons
*Generally poor reactions from elves, and only tolerated by most others.

Preferential Talent Access:
The following Talents and proficiencies are available to half-elves at half the normal BPs.
Bilingual, Glersee, Hiking/Roadmarching, Charm Resistant, Diminish Spell Fatigue*, Illusion Resistant, Improved Awareness, Less Sleep, Long Distance Running, Mitigate Spell Fatigue*, Physical Conditioning, Polyglot.

*Half-elves combine elven skill with the arcane arts with a greater constitution, and so are able to resist these problems more effective.

Classes:
Fighter: 20
Gladiator: 20
Outdoorsman: 30
Ranger: 30

Thief: 20
Rogue: 35
Assassin: 30

Mage: 30

Fighter/Mage: 30
Fighter/Thief: 30
Thief/Mage: 30

Cleric: 30
Druid:30
Templar: 30

Reactions to:
Humans: Tolerate
Dwarves: Tolerate
Elves: Tolerate
Half-elves: Like
Halflings: Tolerate
Half-Giants: Tolerate
Muls: Tolerate
Thri-kreen: Tolerate

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