Friday, July 17, 2026

Hack Sun: Gladiators

 Gladiator

Many who fight in the gladiatorial arenas are not of the Gladiator class. Some are fighters, or thieves. Some are beasts. Some are just ordinary people who pissed off the wrong templar. The Gladiator, however, is a special breed of fighter, trained to make fights dramatic and entertaining.

Gladiators may use any weapon, band are trained in all armor and shields. They have no non-proficiency penalty with any weapon, but weapon proficiencies cost them the usual amount, and they must become proficient in a weapon before they begin specialization. Each gladiator may designate two weapons as their weapons of choice; for these two weapons, and only these two weapons, they may purchase weapon talents (except damage bonus) at half cost, and specialization at a base of 5; other weapons specialize at a base of 6. Unarmed combat also specializes at a base of 5.

Gladiators are trained specifically to resist blows that would drop another person, to keep the fight going. They receive a +1 to their Trauma Saves when the Threshold of Pain is exceeded. Additionally, they are trained to use odd collections of armor, and so see defense penalties from piecemeal armor reduced as they increase in level; note that these will only reduce the penalties, and will not reduce penalties below the lowest inflicted by the piecemeal armor.

Because unarmed special maneuvers are flashy, gladiators receive a bonus to their Special Results sum for unarmed manuevers.

All Gladiators receive a free mastery die in Acting, Intimidation, Oration, and Resist Persuasion; they're trained to entertain people and while Oration may not seem to be in their forte, they are skilled in getting crowds on their side. They may purchase additional mastery dice in Acting for 2 BP, and each of the other three skills for 1 BP per die.


 

Level

Hit Die (d10)

Attack Bonus

Initiative

Speed

Piecemeal Armor Penalties

Unarmed Manuevers

1

1

0

0

0

0

+2

2

1+rr

0

0

0

0

+2

3

2

+1

0

0

0

+2

4

2+rr

+1

0

0

0

+2

5

3

+2

0

-1

+1

+2

6

3+rr

+2

-1

-1

+1

+3

7

4

+3

-1

-1

+1

+3

8

4+rr

+3

-1

-1

+1

+3

9

5

+4

-1

-2

+1

+3

10

5+rr

+4

-1

-2

+1

+3

11

6

+5

-1

-2

+2

+3

12

6+rr

+5

-2

-2

+2

+4

13

7

+6

-2

-2

+2

+4

14

7+rr

+6

-2

-3

+2

+4

15

8

+7

-2

-3

+2

+4

16

8+rr

+7

-2

-3

+3

+4

17

9

+8

-2

-3

+3

+5

18

9+rr

+8

-2

-3

+3

+5

19

10

+9

-3

-3

+3

+5

20

10+rr

+9

-3

-4

+4

+5

 

Hack Sun: Thri-Kreen

 Thri-kreen as PCs  

Intelligence -1
Wisdom +1
Dexterity +2
Looks: Special
Charisma: -2

Pros

*Sensitive Antennae: While thri-kreen do not have true low-light vision, their antennae limit the penalties due to inadequate lighting, reducing any related penalty by 1.

*Wide-angle vision (better die for initiative, 50% of backstabs are merely rearward strikes, defense die is always d12 or better)

*Natural Weapons: Speed 5 for natural weapons; 2d4p with claws, 2d6p for a bite. Bite may be used instead of the standard near-perfect defense. Attack routine when unarmed is claw, claw, claw, claw, bite (so, on second 5 they claw, 10 claw, 15 claw, 20 claw, 25 bite, usw). They may take the Venomous Bite talent for 15 BP. If they do not have it when they reach 10th level, they must spend 15 BP at that level to acquire it.

*Dodge Missiles: May acquire the Dodge talent for 15 BP. At level 14, a thri-kreen who does not already have the Dodge talent will acquire it for 15 BP. However, this is not optional.

*Four Arms. See "Four Arms" below

*Natural Armor: 2 points of damage reduction. Wearing armor or using shields adds to this amount.

*Thri-kreen fare well in warm climates. For purposes of heat stroke, they consider temperatures to be 30° F (9° C) cooler than they are; they do not begin accumulating penalties until it reaches 100° F (38° C). They require only one-tenth the water of other creatures.

*Thri-kreen consider an "Average" leap to be 30 feet. Difficult is 40 feet, and Very Difficult is 50 feet. For Jumping, 10 feet is Average, 15 feet is Difficult, and 20 feet is Very Difficult.

*Natural movement speed is 5 feet per second faster than humans (10/15/20/25).

*Thri-kreen do not sleep, though they do need rest for spellcasting purposes.

*Medium sized for HP and Knock-back; though very large by some measures (being taller and heavier than humans), their build is such that they are not counted as Large.

Cons

*Short life-span: Thrikreen are adults at 6 years of age, and live only to the age of 25.

*Cannot swim; may not have any mastery in the skill, and cannot hold their breath due to their breathing holes. Excessive and prolonged exposure to humidity can result in chitin-rot, a disease which can prove fatal.

*Cannot wear armor or many things made for humanish bodies; no shoes, gloves, rings or other clothing. Are capable of using shields.

*Native Language is Thri-kreen. Additional languages must be learned.

*Difficult Proficiencies and Talents: The following proficiencies and talents cost twice as much for a thri-kreen: Age Gracefully, Bilingual, Etiquette/Manners (for non-kreen cultures, except Raam), Peg Leg, Polyglot. They are completely unable to acquire the No Accent talent.

*Required Talents: Must take the Venomous Bite and Dodge talents at given points in their advancement

*Forbidden Flaws: Thri-kreen may not have the flaws Hairy or Prematurely Grey. If rolled, reroll another flaw.

*Thri-kreen fare poorly in cold climes, but quite well in warm climates. They always consider the ambient temperature to be 30° F (9° C) cooler than it actually is.

• Whenever the temperature is below 70° F (actual; the thri-kreen will perceive it as a human might 40° F), kreen acquire the Late Sleeper and Lazy flaws. If the temperature remains under 42° F (actual) for more than 48 hours, thri-kreen will enter a torporous state. Attempting to act in such a state is always at -2/-10% for every action, and the thri-kreen will attempt to sleep if at all possible. If not forced into action, thri-kreen in torpor consume 1/10th the amount of food, water, and oxygen (and so accumulate penalties for these at 1/10th the rate), and only revive when temperatures are consistently above 50° F for 72 or more hours.

• a -1/5% penalty to all rolls/checks when the temperature is below 70° F (actual)

• a -2/10% penalty to all rolls/checks when the temperature is below 42° F (actual).

 Preferential Talent Access:

Thri-kreen may purchase the following talents at a 50% discount

*Attack Bonus, Crackshot, Damage Bonus, Parry Bonus, Swiftblade, Greased Lightning (natural weapons and chatkcha only), Charm Resistant, Fast Healer, Illusion Resistant, Tough Hide
*Proficiency in the gythka and chatkcha requires only 2 BP each (half for fighters)

Thri-kreen Talents

Dasl Worker (10): The thri-kreen is versed in the creations and shaping of dasl, the strange crystalline material used for chatkcha and the blades of their gythka. Once per week, they may fashion one chatkcha, or one blade for a gythka. While producing these objects (or others made of dasl), they may not make use of their poison. Requires Venomous Bite talent.

Venomous Bite (15): A mature thri-kreen can develop the use of a paralytic bite. On a bite attack that causes damage to the target, the target must save against a VF 9 poison. On a failure, they will become paralyzed in 3d10 seconds, and will remain so for 6d10 seconds. This ability may only be activated once per day, and subsides 60 seconds after the first bite attack made; it then cannot be used for twelve hours. Thri-kreen must be 10th level to acquire this talent.

***

Sidebar: Four Arms
Thri-kreen have four arms, all of which they use with equal facility. This can lead to some very effective combat maneuvers. Dreams of many to the contrary, though, this seldom results in dual-wielding halberds; they can't effectively wield two weapons cross-body, nor are their arms set to make effective use of a large weapon on each side.

A thri-kreen intent on making multiple attacks will most often use their very effective natural attack routine; four claws, then a bite, each 5 seconds after the other. This natural attack routine is not only very effective, it allows a d20p for defense. However, if they choose to use multiple weapons, they cannot bite (save as a near-perfect defense), and they add one second for each weapon after the second weapon... the third weapon adds +3 seconds, the fourth adds +4. One of the weapons may be two-handed, but only one, and that limits them to three weapons; the two-handed weapon must be the primary weapon.  An ambitious fighter might try a two-handed weapon, a one-handed weapon, and a small shield, which would allow the large damage two-handed weapon, the defense of a shield, and a bonus weapon just because, but it's also not something most thri-kreen do outside of the arena.

For example, if wielding four hand axes, with a speed of 6,
*They will make the first primary attack at 1, and subsequent attacks with the primary axe will happen at 9 (1+6+2), 17, etc.
*Their second weapon will be made at 6 (1 base +1 second after +(6/2) half adjusted primary weapon speed, +1), then every 8 seconds after that (modified speed plus two),
*Third weapon at 8 (1 base +2 seconds after +(6/2) half adjusted primary weapon speed, +2), then very 9 seconds (speed plus three),
*Fourth weapon at 10, then every 10 seconds (speed plus four). They will be a blazing cuisinart of annoying math.

1 A

6 B

8 C

9 A

10 D

14 B

17 A, C

20 D

22 B

25 A

26 C

30 D

During such a routine, they have a d10p defense die, plus bonuses for the primary weapon; they've made twice as many attacks as a thri-kreen using their natural attack routine, but they're very vulnerable. Thri-kreen might substitute a buckler or small shield for any of these, or use one or more weapons defensively; they take the place of a fourth and third attack; multiple shields or weapons used in defense allows additional defense rolls at d20p, and additional angles covered. Note that many thri-kreen do not use shields, because these impair their natural attack routine, but they can take shield proficiency a second time to allow the use of bucklers (though this causes a -1 to attacks).

 Sidebar: Life with No Looks
Thri-kreen do not have a Looks attribute as is conventionally understood. This is not to say that they don’t recognize differences in appearance or attractiveness amongst themselves, nor to say that an individual thri-kreen cannot be beautiful to look at. It is simply that the variation in their looks has no effect on humanoid perceptions of them; humans don’t instinctively trust “pretty” thri-kreen the way they do pretty elves or dwarves. As such, they have neither Charisma nor reaction modifiers due to Looks. Only two skills key off of Looks, but these have very different reactions to this lack of an ability. Mastery in the Acting skill for thri-kreen keys solely off the Charisma attribute; a thri-kreen can attempt to act, though they face some limitations in getting others to believe that they’re not thri-kreen (though they may, for example, convince people that they’re some other thri-kreen, or something similar). Seduction, however, must be taken twice… once for kreen, and once for humanoids. For kreen, Seduction is considered to have no looks component; note that, between kreen, "seduction" is not sexual, but more of a "bringing them around to your point of view". When interacting with humanoids, the Looks of the thri-kreen is considered to be 1; -5 to all Mastery die rolls, with a base mastery score of 1. It’s hard to make them think you’re sexy when you’re 7 feet of claws and chitin.

Classes:
Fighter: 40
Gladiator: 40
Outdoorsman: 30
Ranger: 35

Thief: 70
Rogue: 70
Assassin: 70

Mage: NA

Fighter/Mage: NA
Fighter/Thief: 45
Thief/Mage: NA

Cleric: 30 (Optionally, Fire clerics require 40 BP)
Druid: 30
Templar: 50

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

Thri-kreen don't have a particularly bad reaction to any of the other peoples of the Tablelands, largely because, to thri-kreen eyes, those people are just so weird... they're not incomprehensible, just weird.

 

Hack Sun: Halflings, Half-Giants, and Muls

 Rhul-thaun at a glance

Strength -2
Wisdom +2
Dexterity +2
Constitution -1
Charisma -1

Pros
*One free purchase of the Hiding skill
*One free purchase of the Sneaking skill
*One free purchase of the Survival Skill
*Free purchase of Etiquette/Manners (Halfling)
*Harder to hit (+4 Defense bonus)
*Hiding in natural surroundings bonus (see sidebar)
*Initiative bonus (see sidebar)

Cons
*Size Small for HP, Knockbacks, and Pace
*-1 Reach

Preferential Talent Access
The following Talents and proficiencies are available to halflings at half the normal BPs.
Glersee, Crack Shot (any thrown weapon and slings), Greased Lightning (any thrown weapon and sling), Physical Conditioning, Poison Resistant


Classes:
Fighter: 40
Gladiator: 40
Outdoorsman: 20
Ranger: 30

Thief: 30
Rogue: 50
Assassin: 50

Mage: NA

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

Cleric: 30
Druid:30
Templar: 50

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

Halfling dislike of other races largely stems from their lack of understanding of halfling culture, on which they rely for much of their communication. If the outsider knows Etiquette/Manners (Halfling), this improves to Like, in addition to other bonuses.

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.

***
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.
***

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

Hack Sun: Running Dark Sun in Hackmaster

 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


Wednesday, June 24, 2026

Addendum to 4e-style Multiclassing in 2nd Edition: Psionicist

An addendum to my 4e-style Multiclassing in AD&D 2nd edition, and for Elemental Psionicists,  allowing for multiclass psionicists.

Psionicist Multiclass Proficiency (1 Slot, Psionicist Group)

Multiclass psionicists may defend themselves in Telepathic Combat, rolling Wisdom -8; however, the opposing attack mode always has a +5 to its effective power score. May take Psionicist Group proficiencies at cost.

Psionic Defenses
1) Acquire the Mind Blank psionic defense. Higher than this in Psionic Defense requires that the character have some source of PSPs (due to a wild talent or the Psionic Powers talent line)
2) Acquire a second psionic defense mode that is a devotion.
3) Acquire a third psionic defense mode mode.

Psionic Attacks
1) Acquire the Contact power. This ability requires some source of PSPs.
2) Acquire a psionic attack mode that is a devotion. May make one psionic attack per round.
3) Acquire a second psionic attack mode that is a devotion.
4) May make two psionic attacks per round.
4) Acquire a third psionic attack mode that is a devotion.

Psionic Powers
1) Acquire 1 devotion from 1 discipline. If the character does not have PSPs, acquire PSPs equal to their Wisdom score (not base ability derived from Wisdom, Wisdom score), plus bonuses from high Constitution, Intelligence, and Wisdom scores (per table 5 in the Psionics Handbook). Receive 6 PSPs per additional level of experience.
2) Acquire a second devotion from their discipline.
3) Acquire a third devotion from their discipline.
4) Acquire a science from their discipline.

Elemental Psionics
1) Choose 1 element. If the character does not have PSPs, acquire PSPs equal to the element's primary attribute. They have PSPs equal to their elements' attribute. They may enact no more than complexity 1 effects. They gain 6 PSPs per additional level.
2) The character is capable of complexity 2 effects in their chosen element. If their only source of PSPs is from their elemental psionics multiclass, add an additional 5 PSPs.
3) The character is capable of complexity 3 effects in their chosen element. If their only source of PSPs is from their elemental psionics multiclass, add an additional 10 PSPs (in addition to those learned on rank 2).

Wild Talents as Multiclass Psionicists: Wild Talents may choose to become multiclass psioncists at the normal cost (not paying an additional slot for the Psionicist multiclass proficiency), if they have not already taken another multiclass proficiency. If they have, they may not multiclass as a psionicist. As they already have a source of PSPs, they will not gain additional PSPs from the Psionics Powers line, but it will improve their per-level increase from 4 to 6.

Psionicists as Multiclass Psionicists: Psionicists may choose to become multiclass psionicists. If they pursue the Psionic Powers talent line, the powers chosen must come from a non-Primary discipline. Powers gained from the Psionic Attacks or Psionic Powers talent lines do not count against their limitation on powers from outside their Primary discipline. Regardless, becoming a multiclass psionicist does not grant them additional PSPs, either initially or upon leveling.

Elemental Psionicists as Multiclass Psionicists: Elemental psionicists may pursue either normal (Tarandan) psionics, or elemental psionics. If they pursue elemental psionics, they must choose an element that they do not have. If they specialize in their primary element (chosen with their class, not their multiclass) at levels 7 and 13, the element chosen for their multiclass does not count against them, but will still make para-elemental effects available. However, they remain constrained by the complexity enabled by their multiclass element when using that element, or a para-element involving it. 

 ---

Alternate version: I apparently wrote a version back when I created the original post, and posted it to The Piazza, but not to here. I like the new version better, but here's the old version:

Multiclass Psionicist (Psionicist Group)
A multiclass psionicist gains the Mind Blank mental defense, and at-cost access to Psionicist group proficiencies. You have no PSPs (unless you have them from another source).

Psychic Strength Track
1) You have a number of PSPs equal to your Wisdom score. You gain 1d6+Wisdom Modifier (Table 5 in Complete Psionics Handbook) for each subsequent level (not any previous levels; if this is achieved at level 3, you will first gain this at level 4). After this, you may take Discipline-specific tracks. You must meet the prerequisites of any power your gain.
2) Your base PSP increases from your Wisdom Score to the Base Score indicated on Table 5 of the Complete Psionics Handbook. Your subsequent per-level PSPs increase to 1d10+Wisdom Modifier. If your Wisdom is less than 15, you receive the increase in per-level, and your base PSP increases to 15.
3) You gain 10 PSPs.

Psychic Defense Track. You must have twice the number of Telepathic devotions as you have Telepathic sciences.
1) You learn an additional psychic defense devotion (any but Tower of Iron Will). You gain 5 PSPs. This may be repeated until all 4 are acquired.
2) You may learn Tower of Iron Will. You gain 10 PSPs.

Clairsentient Track. You must have twice the number of Clairsentient devotions as you have Clairsentient sciences.
1) You learn a Clairsentient devotion. You gain 5 PSPs
2) You learn a Clairsentient devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
3) You learn a Clairsentient science. You gain 10 PSPs. This may be repeated to gain more sciences.

Psychokinetic Track. You must have twice the number of Psychokinetic devotions as you have Psychokinetic sciences.
1) You learn a Psychokinetic devotion. You gain 5 PSPs
2) You learn a Psychokinetic devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
3) You learn a Psychokinetic science. You gain 10 PSPs. This may be repeated to gain more sciences.

Psychometabolic Track. You must have twice the number of Psychometabolic devotions as you have Psychometabolic sciences.
1) You learn a Psychometabolic devotion. You gain 5 PSPs
2) You learn a Psychometabolic devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
3) You learn a Psychometabolic science. You gain 10 PSPs. This may be repeated to gain more sciences.

Psychoportive Track. You must have twice the number of Psychoportive devotions as you have Psychoportive sciences.
1) You learn a Psychoportive devotion. You gain 5 PSPs
2) You learn a Psychoportive devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
3) You learn a Psychoportive science. You gain 10 PSPs. This may be repeated to gain more sciences.

Telepathic Track. You must have twice the number of Telepathic devotions as you have Telepathic sciences. Devotions and sciences learned from the Psychic Defense track count towards the number of Telepathic devotions and sciences you have.
1) You learn the Contact devotion. You gain 5 PSPs
2) You learn the Mindlink science. (Mind Blank is given by the base proficiency, so that's 1 Telepathic devotion; Contact is 2). You gain 10 PSPs.
3) You learn an additional Telepathic devotion. You gain 5 PSPs. This may be repeated to gain more devotions.
4) You learn an additional Telepathic science. You gain 10 PSPs. This may be repeated to gain more devotions.

Unlike wizards, psionicists may not use multiclass proficiencies to increase their number of psychic powers; all psionicists are a single class, regardless of primary discipline. Wizard specialists are separate classes. In lieu of rolling for a wild talent, characters in Dark Sun may take 3 free proficiencies in Multiclass psionicist (basic multiclass, Psychic Strength 1, and one other). All Dark Sun characters may be multiclass psionicists, in addition to their other multiclass proficiencies.
(There is not Metapsionic track; if you haven't studied it, you can't learn metapsionics) 

Wednesday, June 17, 2026

Metapsionic Devotion: Send Omen

Send Omen (Metapsionic Devotion)
Power Score: Int-3
Initial Cost: 10
Maintenance Cost: na
Range: Self
Preparation Time: 0
Area of Effect: Self
Prerequisites: Time Shift, Send Thoughts

Send Omen allows a psionicist to help their present by wagering that future them will help the future's past; they will send a thought back to themselves that will change the past that is the present for the person receiving the omen. This allows the psionicist to reroll an attack, saving throw, power activation roll, NWP or thief skill check through a bit of sleight of hand. Upon failing the check, the psionicist may attempt Send Omen, subtracting the PSPs at that time. Success allows a reroll of the check, taking the better of the two. In 1d3 rounds, the psionicist will lose their action as they send the omen; the psionicst may choose to lose their action earlier than the roll indicates. They do not need to roll when losing their action; they will have already done that in the future, which is now the present, to help the past back when it was the present.

Power Score: The omen was particularly apt; the second check gains a +2/+10%.
20: The omen sent was disastrously wrong; the failure not only stands, it gets worse (DM Discretion)