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Page history last edited by Chuck Nichols 13 years, 9 months ago

 

Shattered Sun

 

Character Creation Rules

 

Racial maximums: These rules only apply at Character Creation and are no longer in place once you have achieved your first advance.  Any trait that begins at a D4 can be increased to a D12, those that begin at D6 can be increased up to  D12 +1 and those that being at D8 can be improved to D12+2.  This contradicts normal advancement rules and the Legendary Edge profession, in regards to Attributes.

 

Hindrances: Players may choose up to four points of Hindrances, either major or minor in any combination. 

 

Races:

 

Dwarf

Tough:  Dwarves start with a D6 in Vigor rather than a D4. Dwarves also gain a +1 to Soak rolls.

Gruff:  Dwarves receive a -2 to Charisma when dealing with other races.

Heat Tolerance- Dwarves require only 1 gallon of water for every day of regular activity.

Dwarven Focus:  Dwarves must choose a focus that is assumed to last at least a week, whether it is to be a bodyguard on a desert trip or build a house.  Choose two traits associated with the task.  You gain a +1 bonus to all trait rolls concerned with your Focus.  If the Dwarf fails at its focus those skills are penalized for a week.  There are certain, more dire, repercussions for a Dwarf that abandons his focus before completion

Slow:  Dwarves have a Pace of 5. 

 

More about the Dwarven Focus:  Saying that a Dwarf is single-minded is a common truism across the wastes of Athas.  Dwarves, to give meaning to their lives, choose a difficult to achieve goal and then focus all of their energies into accomplishing that goal.  Some Dwarves choose to dedicate their entire life to a single goal such as protecting their family, others are more “whimsical” flitting from job to job dedicating themselves to moving slaves across the wastes one week and growing melons the next.  Dwarves who abandon their focus and die soon afterwards return from the dead to destroy those they once counted as family and friends. 

 

Elf

Agile: Elves start with a D6 in Agility rather than D4.

Fast:  Elves gain a +2 to Run rolls. And suffer no multi-action penalty due to running.

Endurance Runners:  Elves may move at pace 10 for a number of hours equal to their Spirit die value but must have twice as much water as normal

Untrustworthy:  Elves are notorious for thievery and piracy.  They suffer a -2 to Charisma when dealing with other races.

Sticky Fingers:  When presented with an opportunity to steal an elf must pass a Smarts test or engage in thievery.  Generally these are small items that end up in their Elf-pack.

Elf Pack:  Elves gain a Skill at d4 during creation called “Elf-pack”.  On a successful skill roll (penalties and bonuses given by GM) the Elf has some tool or item useful for the situation.   

 

Half-Elf

Agile or Strong Willed: Half-Elves begin with a D6 in Agility or Spirit (choose one) rather than a D4.  Generally those that try to live with or near Elven communities are Agile whereas those who are rejected by one or both of the parent’s societies are Strong-willed.

Slight: Half-Elves inherit their Elven parent’s slender frames and suffer a one point penalty on Incapacitation rolls.

Willful:  Cast out from society Half-Elves have had to learn to exist on their own terms.  Often times a wandering half-elf knows a great many skills, but more often he relies upon persistence and stick-to-itness to accomplish his goals.  Once per day a Half-Elf may increase his die type by one on any single trait roll or double the amount of time that a normal roll is good for.

Bastard: Half-Elves receive a -1 Charisma when dealing with Humans or Elves.

Survivor:  Half elves begin with a d4 in the Survival skill.  In addition he gains a +1 to all common knowledge rolls for one particular sort of terrain; Stony Barrens, Sandy Wastes, Rocky Badlands,  Mountains,  Scrub Plains, Forest, Salt Flats, Fields, Silt Sinks, Cities, or Ruins.

 

Racial Edge

Animal Ally:

Requirements:  Half-elf, Seasoned, Beast Bond

Benefits:  The half-elf attracts a beast with “animal intelligence” and of size 0 or smaller.  This animal companion, if killed, can be replaced in 2d6 days (assuming the Half-Elf is in the correct environment).  Similar to a Wild Card this beast has three wounds but it shares its bennies with its master.  The Beast and the Half-elf have an empathic bond of sorts and so long as they are within sight of one another they know each other’s emotional state.

 

 

Half Giant

Mighty of Thews:  Half-Giants are enormous 12 foot tall walking biceps in dreadlocks.  They begin with a d8 in Strength rather than a d4.  At creation they may improve their strength to D12+2.

Huge:  Half-Giants have a Size of 3 (SW:EX p. 143).  This means that they add 3 points to their final Toughness scores.

Scary:  Half giants are behemoths with an often short temper (fueled by their inability to grasp complex ideas).  They gain a +2 to intimidation rolls vs non-Half-Giants.

Easy Target:  A half giant’s great size is its greatest weakness.  All   0 Sized (human sized) creatures gain a +2 to hit Half-Giants in Combat.

Simple:  Half-Giants must spend two points at Character creation to increase Smarts.  They must continue to spend 2 points to improve Smarts during character advancement.

Weak-Willed:  Half-Giants must spend 2 points are character creation to increase Spirit.  After Character creation Spirit may be increased normally.

Oversized Weapons:  In addition to their great strength the very mass of a Half-Giant enables them to use oversized weapons.  All such weapons cost three times as much as their normal sized counterparts (See "Costly" below). Oversized weapons increase their damage die by one rank to a maximum of D12+1.

Costly:  All goods for a Half-Giant cost 3 times as much as they do for other races.

Hungry:  Half-Giants require twice as much food and water as other races. 

 

Racial Edge

Knockback:

Requirements:  Size 3 or greater, Strength D12, Seasoned, Two-handed weapon, Slashing or Bludgeoning weapon

Benefits:  Your immense strength combined with the size of your weapon enables to knock your smaller opponents to the ground.  By reducing your parry by 2 you may   knock back an opponent that you hit (not necessarily do damage to) 1 square.  Doing so knocks your opponent prone as well.

 

Mul

Strong:  Muls begin with a D6 in Strength rather than a D4.

Son of Rage:  A Mul may activate the Berserk Edge by making a Spirit Check.  He must pay for the Berserk Edge as normal.

Grim:  Subtlety and tact are almost alien to Muls.  They suffer a -4 to Persuasion, Gambling, and Streetwise.

Wrathful:  The Intimidation skill is governed by Strength for a Mul.

Mark of Servitude:  99% of all Muls are born into bondage, though you need not take the Slavery Hindrance.  A Mul, however, is always slave-marked and thus fair game for most slavers and may have to demand respect from free-men.

Stubborn:  When a Mul spends a benny to re-roll an attack roll (Fight or Throw) the Wild die is increased to a D8.

Thick-Skinned:  Mul’s ignore wounds that stagger other creatures.  They ignore the penalty that one would normally incur from the first wound they suffer. 

 

Racial Edge

Focused Fury:

Requirements:  Spirit D6, Intimidate D6, Mul

Benefits:  Muls may lack the focus of their Dwarven parentage but when determined they make implacable foes.  When making a Wild Attack a character with Focused Fury may make an Intimidate Check prior to resolving the Wild Attack.   Both rolls must be made against the same target though edges that allow multiple targets receive this benefit as well. Rather that suffering the normal -2 Multi action penalty he suffers only a -1.

 

Halfling

Agile:  Halflings begin play with a D6 in Agility rather than a D4.

Wise:  Halflings begin play with a D6 in Spirit rather than a D4.

Slim:  Their small size paired with their Elf-like girth means that Halflings are amongst the physically weakest of races.  It costs twice as much to advance Strength during creation and character advancement.

Small:  Halflings rarely grow over 3 ½ feet tall or weigh more than 60 pounds. They reduce 1 from their Toughness.

Curious:  Halfling culture values bravery and inquisitiveness.  Often befuddled by the actions of non-Halflings still they are driven to learn and experience, often to their and their allies chagrin.

Psi-Gift:  Halfling minds are very pliable when it comes to tapping into their natural psionic abilities.  They may activate their Wild talent a number of additional times equal to their relevant attribute die rank.

Vicious:  Halflings are known cannibals (often exaggerated by the more civilized races).  They suffer a -2 to Charisma when dealing with any of the humanoid races.

Ritual Cannibalism:  By eating a fallen foe (or even an ally) a Halfling may call a portion of its power into himself.  You may improve one Trait or Skill by one Die for one hour by engaging in cannibalism.  Various parts of various enemies improve different traits or skills as determined by the GM.  Portions of your enemy kept for later always resemble humanoid body parts (in other words you can’t pass them off as mere “jerky”) and lose their potency after a day.  Eating an arm in public will likely get you killed. 

 

Human

Versatile:  Humans fill nearly every niche on Athas.  They have four points to spend as they see fit on Edges (2 point cost), Skills (1 point) or Attributes (2 points)

Quick Learner:  Humans count as one rank higher when qualifying for Edges or AB Powers. 

 

Thri-Kreen

Exoskeleton:  Thri-Kreen begin with 2 points of armor.

Agile:  Thri-Kreen begin with a D6 in Agility rather than a D4.

Swift:  Thri-kreen have a base pace of 8

Tireless:  The Kreen do not sleep and are confused when their humanoid companions slumber.  Thri-Kreen may engage in normal activity around the clock, assuming they have enough food and water.  Normal running exhaustion rules apply and the Kreen must rest to be able to heal their injuries.

Unusual Physiology:  Thri-Kreen make no use of armor and, in fact, cannot wear armor.  They also are limited to thrusting and thrown missile weapons.

Frenzy:  So long as they are armed only with their claws and bite a Thri-kreen may use the Frenzy Edge. Natural Attack damage is a D6.

Leap:  Kreen may leap, as part of their movement, 3 squares upwards or 9 squares forward.

Alien Mentality:  Wild Kreen packs eat anything, including members of the sentient races.  They have little concept of money or possessions and lack the physical ability to reproduce most humanoid languages (some of the trills and pops of the Halfling language are an exception).   They suffer a -4 to their Charisma when dealing with the humanoid races.  

 

 

Skills:

 Available Skills: Climbing, Fighting, Gambling, Healing, Intimidation, Knowledge, Notice, Riding, Shooting, Stealth, Streetwise, Taunt, Throwing, Tracking,  

Changed Skills:

Boating:  The skill is only useful on the Silt Sea and covers skimmers and the like. 

Driving-  This skill covers guiding the large terrestrial  beasts that usually guide caravans or serve as  engines of war such as Mekillots and Driks, as well as  chariots and  wagons.  Keep in mind that Mekillot and Drik handlers often have psi powers that keep these enormous moody beasts under control. 

Guts:  This skill also covers resisting the life draining powers of some mages.  In the case of Life Draining defilers the Guts roll opposes their Spirit roll. 

Investigation:  Since literacy is largely illegal only Nobles and Templars may learn this skill during character creation. 

Lock picking:  As metal is rare mechanical devises are also rare.  This skill covers silently opening barred doors or windows as well. 

Persuasion:  Successful use of this skill represents bargaining, raising or lowering a price by 10% (or 20% on a raise).  Rolling snake-eyes results in an insult wherein the seller/buyer refuses to do further business with the character until the insult is considered “paid off”. 

Streetwise:  This skill covers bribing city officials and even Templars, as well as uncovering information for locals or unsavory criminals.  Difficulty increases with the bribees station. 

Survival:  As water is harder to come by on Athas a success means you have found food and water for one human adult, a Raise indicates food for five but   water only for two human adults.  Recall that a Half-Giant needs twice the amount of water the Average human needs where as a Dwarf only needs half. 

Unavailable Skills: 

Piloting, Swim (available to Halflings from the Forest Ridge). 

 

 

Hindrances:

Unavailable or Changed Hindrances:

Anemic:  “Survival of the Fittest” isn’t just a phrase on Athas.   In the world under the Dark Sun it is a law just as immutable as gravity.  Not to say that  characters can’t pick up the  Anemic  hindrance due to some disease, defiler accident or a Silt Storm. 

Doubting Thomas:  The desert just keeps getting weirder and weirder. Being a  Doubting Thomas has no place in this setting. 

Elderly:  Life is short and harsh on Athas. No character may start out as “elderly” 

Illiterate:  Unless you are a Noble or a Templar you are automatically illiterate but gain no points normally associated with the hindrance. 

New Hindrances: 

Slave (Major): Your destiny is not your own.  You are very visibly tattooed, branded or otherwise permanently mutilated so hiding your status is very difficult.  Even if you could hide your Slave-mark your demeanor is often apparent to those who have experience with slaves.  You suffer a -2 to all skill checks concerning hiding your status. 

Water Fat (Major):  You are used to living with plenty of water to drink and thus require twice as much water as the normal person of your race.  You also suffer a -1 penalty to all rolls vs “Heat” hazards. 

Defiler Weakness (Minor/Major):  You suffer a -2 (-4 if Major) penalty to all Defiling attacks made by a Defiler to power his spells. 

No Psi (Minor/Major): The Minor version of this flaw means that you have a relatively useless power or a very weak one.  For example you might be able to share a sense of touch or taste with another creature or you can create fire but only about the size of a match head that burns out after one round.  The Major version of this Flaw means that you have no Psi Powers but gain a +1 to all opposed rolls vs Psi powers used against you.  In either case the player can never become a Psionicist.  See heading "Arcane Backgrounds" for more information.

 

 

Edges:

Unavailable or Changed Edges: 

Noble:  In addition to the Benefits listed in the SW:EX  Nobles in the City states have access to   the  Psi-Academies if they choose to  attend an academy.  Nobles also have a problem remaining unrecognized.  They receive a -2 to any social rolls when they attempting to remain incognito.  Outside of their own city-state this penalty is reduced to a -1. 

Rock-n-roll: Unavailable, of course. 

Soul Drain:  This Edge is usable only by Psionicists. 

Ace:  This Edge does not exist on Athas. 

Champion:  Replaced by Man-Hunter edge.  

Gadgeteer:  No existo. 

Holy/Unholy Warrior:  Non-existant 

Mr Fix-it:  Unavailable under the Dark Sun. 

New Edges: 

Background Edges:  

 

Born in Chains

Req: Slave Hindrance, Bluff d6

Some citizens are bound in slavery for some crime or for just being in the wrong place at the wrong time.  You happened to be born into it.  While adults don’t acclimate well to their loss of liberty for you it is second nature.  You have learned how to go about your business unnoticed to save yourself from the lash.  Any time a social superior would normally take notice of you  a Bluff roll may be made as you excuse  yourself from their presence. 

 

Outlander

Req:  must have never been a Slave, Survival D6  

You have spent your life outside the confines of city walls enjoying liberty from the overbearing Templars but succumbing to the tyranny of the wastes.  Survival is paramount.  To this end you gain a +2 bonus to Vigor rolls to avoid fatigue due to lack of water or food after failing a previous roll to avoid fatigue  for dehydration or hunger. 

 

Professional Edges: 

Soldier:

Req: Seasoned, Fight or Throw or Shoot d8, Charisma +1, Command.

Benefits: You were an officer with a Sorceror-King's army, a mercenary company, or the city guard.  You have  mustered out, gone AWOL or have been otherwise separated from your job.  If you want to  maintain your  rank  privileges you must also by the Edge: Connections.

Trained to give orders and have them followed.  Leadership edges have no Rank requirements for you and their benefits can be applied to PCs, if applicable. 

 

Gladiator:

Requirements: Atleast a D6 in Fight, Throw and Shoot or a D8 in any two. Vigor d8, Slave Hindrance.  

Life on Athas is harsh and freedoms are few. Populations in the city states are restive and there is constant turmoil and brushes with the Sorcerer Kings' laws. To keep the people satiated and giving them a sense of power the Arenas were born. Huge spectacles of blood and horror the arenas are part sporting event, part macabre circus and part public judiciary all designed as a release valve for the people's frustrations at their lot in life under the thumbs of the Nobles and the Templars.  

 

Though all matter of public spectacle goes on at the arenas the public's favorite are the professional bouts fought by the Gladiators. The rich own entire stables of well trained vicious fighters whose life is not their own but who revel in the roar of the crowds and seemingly feast upon the spirits of those they slay. Gladiators are not merely consumate killers but expert showmen engaging in a variety of martial feats.  

 

Though anyone may enter a gladiatorial bout, from the Richest Noble to the poorest Street Urchin, none are trained as are the Slave gladiators. For this reason the gladiator stables are second only to the Sorceror King's quarters in the number and power of the guards. Fear of a revolt being led by these men and women who have only bloody death in their future often leads to the best warriors being freed, though often after suffering permanent injury.  

 

Benefits: Plus One bonus to either "attack" Tricks or Tests of Will, with a +1 bonus to opposed (Resist) rolls to defend against either Tricks or Tests of Will.  

 

+1 bonus to Toughness when facing two or more opponents. Both opponents do not need to be within melee with the gladiator but both must be targeting him with an attack.  

OR

No penalty to using Improvised Weapons. 

 

 

Alliance Caster:

Req: Stealth D6, Smarts d6, Arcane Background: Magic

Benefits:  The Veiled Alliance is a vast conspiracy against the almighty power of the Sorceror Kings and their Templars.  Though weak and outnumbered alone it is in their union that they find strength.  No matter where the Alliance caster finds themselves they  know that an ally is just a  gesture or clandestine drop away. 

This edge requires collusion between the GM and the player as it allows a PC to call in a favor at any time.  Care must be taken to make sure that such favors are not abused.  The Alliance is always in need of assassins, and such assassin’s lifespans are notoriously short.

Veiled Alliance members are taught how to read and write. 

 

Academician: Noble or Rich, Spirit d10, Arcane Background:Psionicist, completion of Academy Tutelage.

Benefits:   Psionicists are ubiquitous on Athas but the truly powerful Psions attend the expensive and exclusive Academies that are funded by the Noble houses of  each of the  great City-states. 

All academicians add 1 to their wild die when using psionic powers. 

 

Courtier/Courtesan:

Req- Must not currently be a slave. Persuasion D6, Notice D6, Stealth D4, Streetwise D6 Knowledge: Poisons D4

Benefits-   

 

Defiler: Veteran, Arcane Background: Magic, Mean or Bloodthirsty Hindrance

Benefits:  When casting a spell you may choose to leave the ground untouched and actually siphon the lifeforce of your enemies (or allies if you don’t value them much).  The target must be within direct line of sight.

The Defiler makes a Spirit roll vs. a target’s Guts roll.  A success results in the target losing 1 fatigue point and the   caster gaining 8pp.  A raise doubles both the damage and the  Power Points gained. 

 

Landwarden: My  Druid Edge

 

Elemental Servant:   An edge for Elementalist specialists

 

Items:

 

  Weapons and other implements are treated much like PCs. They have a toughness and 3 trackable wounds. Any time a "1" is rolled on your skill die (Fighting in most cases) your weapon takes 2d6 points of damage. Snake Eyes means that you add a "+2" to the damage roll. These rolls can Ace. If you roll equal to toughness or above the weapon takes one wound, Toughness +4 equals two wounds, toughness +8 equals 3 wounds.  

At one wound you are at a -1 to both your Attack roll and to your Damage roll, -2 at two wounds and -3 at three wounds. at 4 wounds the weapon is irrevocably broken. You may repair a weapon with a Repair roll with a penalty to the roll equal to the wounds of the weapon assuming you have raw materials and/or tools at your disposal.  

 

Material:Toughness: Costs:  

 

Wood-- 6---- 1/3  

Stone--8---- 1/2  

Bone--10---- x1  

Non-steel--15-- x2 (Special)  

Steel---20 ---x4 (Special)  

 

Special refers to the fact that such items have a +1 AP vs armor in Dark Sun. 

 

There are ways to improve the toughness of a weapon such as exotic materials (Agafari Wood, Urikan Obsidian, Mekillot Bone) or reinforcement with metal (far cheaper than a full metal weapon. In most cases this adds a +1 to Toughness while increasing cost to the next bracket.  

 

Missile items that are non-metallic generally have only one wound and in all cases break if they miss their target or strike a hard surface. Exceptions exist and will be qualified on a case by case basis.  

 

The same rules work for non-weapon items such as thief's tools, similar rules may exist for armor.

 

Mounts:

 

Wild Talents:

Wild Talents require the use of the Savage Apocalypse Netbook and the mutation tables found therein.  Ignoring the  plant mutation table roll a D6; 1-3 means you roll on the physical mutation table, while a 4-6 indicates a Mental mutation.  While these mutations are often described as causing physical changes this need not be the case and can be simply explained as a form of  psionics.  Keep in mind that mutations are common  on Athas.  

 

Wild talents/Mutations can be used 3 times per day with a successful  attribute roll; Vigor for  Physical  Wild Talents and Spirit for  Mental Wild Talents.

Keep in mind that Halfling characters get more uses of their Wild Talent and that  those with the  AB: Psionics Edge  may utilize their highest Psi skill rank to activate their powers.

 

 

 

Arcane Backgrounds:

 

Arcane Background: Sorcery

All Mages on Athas function as per the SW:EX Arcane Background: Magic.  While they  are hunted by  the Sorceror-Kings and their Templars and feared by the populace they  have the widest access to spells.  In fact the only Ab powers they are not allowed to learn are those that heal or cure.  

 

Arcane Background: Psionics

Power Points: 10

Powers: 3

Psionics work  very differently in Dark Sun that it does in the core rules.  In Dark Sun  psionic abilities are divided into  5 devotions (Skills), each one linked to an attribute trait. Psychoportation is linked to Agility, Telepathy to Smarts, Clairsentience to Spirit, Psychokinesis to Strength, and Pscyhometabolism to  Vigor.  When a character first purchases the Edge AB: Psionics he chooses a Devotion and gains a D4 in that particular psionic skill.

 

Why choose psionics over Elementalism or Wizardry?  Psionics seems rather weak in comparison to  Wizardry but don't forget that unless you have special dispensation from the Sorceror King your a wizard's is forfeit if  his talent is ever discovered.  In comparison with Elementalism, Psionics is weaker but for this reason Psionics is not considered a threat to  the normal order of things.  Do not forget that AB: Psionics allows you to  make your Wild Talent rolls far simpler.

 

Powers:

Clairsentience:  Analyze Foe (S), Deflection (N), Detect (N), Detect Arcana (N), Farsight (N), Insight (N), Luck (V), Precognition (V), Sentry (S), Wandering Senses(N)

 

Psychokinesis: Aim (N), Armor (N), Barrier (S), Bolt (N) Burst (N) Deflection (N), Entangle(N), Fly (V), Invisibility (S), Puppet (V)*, Telekinesis (S), 

 

Elementalists:

 Function as per the Elemetalist AB described in Hellfrost with the following excepting.  You may choose another elemental discipline when taking AB: Elementalist so long as it is not diametrically opposed to your primary element.  Such spells cost an extra point to cast.  Fire and water oppose one another, earth and air oppose one another.  Spirit is the governing attribute for your  Elementalism skill.

 

 Rather that suffer backlash or siphoning(Hellfrost) Elementalists must worry about transgressions.  While the  Elemental powers that they serve may not care one whit the ethics or  morality of their servants, self imposed strict guidelines drastically affect the Elemental Clerics.  Each caster (or cultist if he belongs to an established organization) Chooses 4 Taboos and 4 Fetishes which may never be violated.  If a taboo or Fetish is violated the caster suffers a -1 to their casting roll for  each transgression.  Such  Penalty lasts until it can be expiated.  Expiation is a long and arduous process lasting at least a week. but in game terms  it costs 1 XP per point of penalty.

 

As there are no churches in Athas (excepting the few Sorceror King cults) no two elementalists, even of the same element are the same.  Even two  clerics who worship  Fire make their observances in  their own peculiar way, use different terminology and even specific nomenclature.  The only commonality is within the body of a  cult or in a Master-Apprentice relationship.  While one might find succor with Azuth the Ever-burning another may follow the tenets of the Dancing Lord, complete with different prayers and invocations

 

As Each element is different so too are their aspects.  Water, bringer of life is closely associated with the Healing arts, Fire with  Destruction,  Earth Clerics tend to be taciturn and unyielding and their  access to defensive spells represents that, as do the  spells of the  flighty and fidgety  Priests of the Wind.  When casting Aspect spells (Healing for Water, Smite for  Fire, Armor for Earth, and Speed for  Air) you may  improve a numerical aspect by one.  You could reduce cost, increase Damage etc.

 

One taboo shared across all forms of Clerics are weapon material restrictions.  Flame Priests may  not use Wood or Bone, Earth Priests may not use Bone or non-thrown missile weapons.  Water clerics is prohibited from  using Stone or Metal and  Wind Clerics may only use Missile weapons or weapons that are intended to be used as missile weapons (Spears, Throwing Axes, daggers etc)

 

 

Defilers:  

Any mage may be a defiler. Defiling is a matter of action, not status. Defiling nature to power your spells saps the very life essence from Athas rendering the immediate area infertile and almost inimical to life. At casting a mage may decide whether to defile the land or preserve it.  

 

Why defile? Casting spells is strenuous work unless you have the patronage of powerful beings. Choosing the take magical energy from the earth retains your natural store of magical potential and can even prevent casting fatigue.  

 

When you choose to use defiling magic you affect an area around you as large as a Medium template. That area becomes lifeless ash (roughly to a depth of 2 feet) unable to support life (some bards even claim to be able to fashion a poison from these ashes). On a raise that area increases to a large template.  

Different terrains give you varying amounts of Power points.  

 

Verdant (forest, oasis, garden): 8 pp  

Scrub: 4pp  

Desert: 2pp  

 

A raise on the Spirit roll doubles the amount of Power Points gained and increases the Radius to a Large Template.  

 

To defile the land the Caster must choose to do so at the moment of casting and then make a Spirit roll. If a caster rolls backlash during casting (of the "defiler" spell or any other) he or she may choose to roll Spirit to ignore the fatigue level and instead ruin the earth. It is said that great casters may devastate even larger tracts of land  

 

Once an area has been defiled it is considered "lifeless" for a full week. If the caster wishes to defile again immediately he or she must move (or attempt to get a raise in a Spirit roll in which cast the PP gained is not doubled but the template used is “large”).  

 

Power points gained by defiling remain for one hour so any unspent during the casting may be saved for a short time.  

 

Defiler Stench:  

Desecrating life for your own gain has its perils. For one day per defiling Spirit roll (successful or not) the mage suffers a -2 to Charisma (though a +1 to Intimidate).Though mundane people do not know why they instinctively loathe and avoid the defiler (thus why most of these foul abominations live in caves). Typically such people feel uneasy, as if they are being watched or nauseous.  

 

Druids, Mages and Templars can sense the stench with a Spirit roll (automatic free action). Particular Templar orders have so developed this sense it is said that they may actually track defiling mages through the wastes. Whether this is rumor or not remains to be seen.  

 

Defiler Deformity: Over time, if a Defiler uses his powers unchecked, thee mages tend to accumulate mutations; webbed fingers, flabby lips, strange patches of hair etc. Though cosmetic mutations are the norm on Athas a Defiler's deformities are so arresting in nature he or she suffers a permanent -4 to Charisma and a +2 to Intimidate.  Defiler deformities will be awarded by the GM  at will though if you want a system i would say keep track of  PP gained through defiling and  at 50 PP I would award a deformity. I would even say that Deformities stack in such a way that penalties and bonuses accrue at 1 point apiece per additional deformity.

 

 

 

I am trying to translate the books and the flavour stories rather than the rule as per 2nd ed. i owe much to Jocelyn Robitaille over athttp://midnightslair.com/forum/showthread.php?t=2231&highlight=dark+sun .  

 

I hope that I made the rules simple enough. i tried to make defiling a tactical as well as pure power decision. I want it to have a dark allure but also be a Devil's deal.

 

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