So, on the Hackmaster Discord, someone asked if there'd ever been a Hackmaster conversion of Dark Sun. There probably have been, but the question got me thinking about how I'd do defiling and preserving, which sent me down a series of rabbit holes that resulted in this: A quick treatment of the character side of Hack Sun. All the basic races (I didn't do aarakocra, and pterrans suck), plus conversions of the Hackmaster classes to cover the archetypes of Dark Sun.
I will note that this is in the pre-revised Hackmaster. Revised Hackmaster, you might ask? Yes! A Kickstarter for revised Hackmaster launches later this month! It will come with a free copy of the revised Hackmaster Basic! Before the cut, here's the intro video
Miscellaneous Rules
Coinage: The basic coin of Athas is the Ceramic, which is roughly equivalent (in turns of buying power) of the Hackmaster silver. Ceramic coins are frequently able to break into 10 "bits", which have the buying power of a Hackmaster copper. 10 ceramic equals a silver piece, 10 silver pieces equals a gold piece. Copper is not used as coinage on Athas, and platinum is largely unknown.
Piecemeal Armor: Armor is hot and heavy, and many Athasians use as little of it as possible. Many will armor their chest, and many will also armor one leg and/or one arm, but full suits of any armor are rare.
The defensive value of any armor is calculated thusly: Take the base of the armor covering any limb, and twice the value of any chest covering, add them together, and divide by six, then round down, to a minimum of one. If the armor is piecemeal, add -1 to defense for every different type of armor involved. The proficiency needed for the armor is equal to the heaviest piece; if you have a plate mail leg, you need heavy armor proficiency.
For example, if a character is wearing a chest plate made from a braxat hide (equivalent of plate mail; 7 DR, -5 Defense, +2 Initiative, +2 speed) and a leather leg covering, nothing else, they would add twice the value of the braxat hide (14 DR, -10 Defense, +4 Initiative, +4 speed) to the defensive value of the leather (2 DR, -2 Defense, +0 Initiative, +0 Speed), then divide the total by six.
DR: 16/6 = 2
Defense: -12/6, -1 = -3 (with the additional -1 because there are two different armors involved)
Initiative: 4/6 = +1
Speed: 4/6 = +1
In most worlds, the character would be better off wearing just leather armor; the DR is the same, the defense would be better (-2 v. -3), and no modifier for speed or initative. However, wearing covering one's entire body with leather is going to have a big impact on fatigue; anyone covering more than half their body with armor will receive the DR of that armor as a penalty to their fatigue checks. "More than half of one's body" is more than three limbs, or more than a chest and one limb.
Movement penalties will be based on the coverage of the legs; no leg coverage, or only one leg covered by medium armor will not reduce speed. Both legs in medium or heavier armor results in a 75% cap for running, jogging, and sprinting, while both legs covered in heavy results in a 50% cap (even if the armor, like Banded or Chain, usually allows better; piecemeal sucks).
Psionics on Athas: Athasian characters may purchase familiarity in their first discipline for only 6 BP; they do not require the Psychic Ability talent (qv Mindhacks) to achieve this familiarity. Any further study of psychic powers; either a new discipline or advancing their mastery of their first discipline; requires the Psychic Ability Talent. All Athasians may purchase the Psychic Ability Talent, Natural Psychic Talent, and Talisman Proficiency for half cost. On Athas, with its greater knowledge of psionics, Psionic Lore is only 10 BP per mastery die.
Lithic Weapons: Most weapons on Athas are not made with metal. Many weapons follow the Lithic Weapons rule (GMG p 31), though they may be made of bone or other materials. Any weapon can be made lithic; Athas has lithic swords, and the Drajan macuahuitl are a prime example of such. Some weapons don't suffer being made from only wood or stone, such as clubs or staves.
Craft specializations:
Craft: Stoneworking
Craft: Boneworking
Craft: Obsidianworking
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Notes on several classes:
Fighters: Athasian Fighters are not much different than fighters in other worlds. However, they receive the Tutor proficiency (GMG p 118) for free at 6th level, and may make the first purchase of Engineering (GMG p. 145) and Leadership (GMG p. 146) at only half cost; subsequent purchases will be at full cost.
Barbarians: Athas does not have the equivalent of a Fhokki barbarian as laid out in the Player's Handbook; such characters are usually Outdoorsmen.
Gladiator: Gladiator is a class unique to Athas that will be detailed separately.
Outdoorsman: Needs no modification
Ranger: Hackmaster Rangers are adequate for Athasian Rangers. At 15th level, in lieu of Supernatural Affinity and Arcane Lore, an Athasian Ranger can opt for the Psychic Ability talent, and familiarity with a single discipline.
Thieves: Athasian thieves do not find short swords or long swords to be easier than other weapons. The bard's friend and widow's knife can be learned and specialized in at the same cost as knives and daggers, while singing sticks are counted as clubs.
Rogues: Rogues may forgo spellcasting and instead achieve familiarity with a psychic discipline at 3rd level. If they opt for this route, they receive a +1 activation bonus at level 7, 14, and 20.
Assassins: Require no modification for Hack Sun.
Mages: See notes in Defiling and Preserving
Fighter/Mages: As with mages, Fighter/Mages are must choose to defile or preserve at casting. Mishaps and failure due to armor are accounted by the most restrictive piece of armor.
Fighter/Thieves: Fighter/Thieves require no additional adjustment.
Thief/Mages: As with mages and fighter/mages, thief/mages must choose defiling and preserving when they cast. Mishaps and failure due to armor are accounted by the most restrictive piece of armor.
Psychics: The cost of the Natural Psychic Talent is halved for all Athasians; Psychics may take it for only 5 BP. Proficiency in a Talisman requires only 1 BP.
Fighter/Psychic: This class will be described separately.
Mage/Psychic: This class will be described separately.
Thief/Psychic: This class will be described separately.
Cleric: This class will be described separately.
Druid: This class will be described separately.
Templar: This class will be described separately.
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