Tag: rules

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  • Character Races

    One issue with the original Dark Sun boxed set is that some of the new PC races had a lot more built-in advantages than the adaptations of more traditional races. Still...half-giants and thri-kreen were pretty cool, so I'd like to keep as much of their …

  • Dwarf

    Dwarves are hardy, stocky humanoids who dedicate their lives to a singular purpose. Because dwarves are especially hardy, they have one extra box in their torso and head hit locations. While every character has his or her Passions, they are in …

  • Half-Giant

    Half-giants are the result of ancient arcane tampering with humans and giants. They are very large, and unfortunately tend toward the slower end of the mental spectrum. Due to their massive size, half-giants have *two extra wound boxes* in every …

  • Halfling

    The forest-dwelling cannibals of Athas are rarely tolerated and never trusted, and basically for good reason. Halflings all have the *Cannibal Smile* advantage for free. They also have an *ED in Coordination.* his is an exception to the rule that MDs/ …

  • Elf

    Elves live their entire lives on the run; an elf character starts with a free level in the Run skill, and also have the *Knack for Learning (Run) Advantage.* Elves are generally not trusted by anyone outside their own tribe. All Charm rolls made while …

  • Mul

    Muls are among the toughest creatures on Athas. Every mul starts with a *free level in Vigor, and the Knack for Learning (Vigor) Advantage.* But their resilience doesn't end there: *muls do not suffer any ill effects for having any of their hit locations …

  • Arcane Magic

    Arcane magic is one of the worst taboos on Athas, and for good reason. Magic, by its nature, is harmful to the environment and responsible, in the mind of the common person, for the harsh conditions that surround everyone. While this is technically …

  • Systems

    There are a few overall updates to the rules presented in the Enchiridion; most of these are general preferences or attempts to work some "D&Disms" into the game. [[Position Combat | Position Combat]] [[Weapon Materials | Weapon materials]]

  • Weapon Materials

    Athas is a world poor in metal but rich in violence. As a result, the rank and file of most noble and royal militias are armed with weapons either made of materials which substitute poorly for iron or whose design eschews metal altogether. This has two …

  • Psionic Combat

    Any creature with [[Psionic Potential | psionic potential]] can participate in combat of the minds, though those with training rather quickly outstrip untrained opponents. While this may be done with the intention of the combat itself causing damage, on …

  • Psionic Potential

    To the people of Athas, psionics is as much a part of life as thirst, warfare and slavery. Most creatures have some psionic spark to them, and those that kindle that spark into mastery of the mind are truly frightening foes indeed. Only the most base …

  • Psionic Powers

    Psionicists, those who study "the Way," as they call it, work to perform ever more profound feats with their bodies and minds. These powers fall into a few broad categories, called *psionic disciplines*. Each discipline is associated with one of the stats …

  • Area Attacks

    While it's sure a magician seeking to incinerate her enemies with a spray of flame would like to have everyone - friend and foe alike - stand still for just a second while she takes their positions into account to line up the perfect shot, such requests …

  • Character Options

    h2. Skills *Psionics:* this skill is used in manifesting psionic powers and in psychic combat. The stat rolled with it varies based on the psionic discipline or attack in use. h2. Advantages h3. Magic Advanatages *Spells (varies):* This …

  • Psionic Disciplines

    h2. Psionic Disciplines h3. Clairsentience h3. Psychokinesis h4. Sciences *Telekinesis* is the most well-known tool of this discipline, and it is the basis for all other powers. With this science, you may lift and move objects mentally and may …

  • Object Size & Structure

    Oftentimes, the scope of a magical spell or psionic power depends on the size and/or durability of an object it targets. h2. Size Just as we're not dealing with combat movement in feet and yards, it is not necessary to know the exact weight of …

  • Brewing Poisons

    h2. Qualities of a Poison Poisons work more or less as described in the Enchiridion, but these rules have a little more depth. The full range of qualities a poison might have (though hardly any poison has all of them) are: * *Stability:* most …

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