Races

Last 7 Edits:

July 18th, 2014

  • Added Half-giants.

July 17th, 2014

  • Decided on a home realm for the Shardminds.

July 16th, 2014

  • Races updated to Dark Sun variant/subrace: Elves, Half-elves, Halflings, Humans, Muls, Thri-Kreen. (Still to decide on Shardmind home area).
  • Added Realms & Regions and Classes & Concepts to the race entries. This is the way I am going for specific settings.

July 15th, 2014

  • Page created. Info imported from Races Page at Connors Campaigns.
  • Races updated to Dark Sun variant/subrace: Dragonborn, Dwarves

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NB: For full character creation and the rules behind our Bashed & Borrowed System (inc Abilities and Specialties), you need to head to Connors Campaigns. All rules pages are listed in the side nav bar.

All Races

ALL members of a race (Extras & Wild Cards) start with at least 1 Language and one other Ability at a d8, and all have the Racial Traits & Drawbacks. They also begin with access to certain Talent Trees.

Note that some drawbacks are Hindrances. You do not gain bonus Advances for these at creation. However, an assigned Hindrance can be 'bought off' with an Advance if you do not wish to start with it. (Some other Drawbacks have this option also).

Most characters should consider taking the Illiterate Hindrance at creation. The sorcerer-kings have gone to great trouble to keep this skill out of the hands of the common person and it is considered illegal in most places. Nobles, templars and other bureaucrats are the only people permitted to learn this skill. Of course, outside the city-states plenty of people could care less about such laws. Merchants often know how to keep ledgers and wizards of the Veiled Alliance obviously have good literacy skills.

All Wild Card characters start with 10 Advances (see B&B Character Creation Page) to gain/advance their Abilities and Specialties. Wild Cards also gain 5 extra Advances to spend on specific Specialties outlined below. (There are some specific exceptions to how these Advances can be spent). Wild Cards also start with a second Ability (chosen from the race's short list) at d8.

Draft races have not yet been play tested or had other players create and comment on them yet.

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Races of Dark Sun

Dray (Dragonborn)

Draft
Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p24.

Realms & Regions

Tight-knit clans live in isolated towers, citadels and ruins scattered throughout the Tyr region. Some clans have also struck deals with the sorcerer-kings for licenses to practice both magic and slave trading.

Classes & Concepts

Sorcerer/Spellscale (defiler); Mercenary; Warrior/Fighter/Clan Blade; Slaver; Smuggler; Deal broker/Money lender/Speculator; Elemental priest; Gladiator; Primal or site protector; Templar; Nomad; Wilder.

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Abilities

  • Ability that starts at d8: Athletics. Wild Card dray also begin with a d8 in one other ability from the following choices: Survival, Vigor, or Will.
  • Double the Advancement cost at character creation to raise: Agility, Technical, Vehicle Op or Warfare or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Draconic. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Draconic and Acid, Cold, Fire or Storm TTs. (Your 'choice' TT must match the energy of your breath weapon - see below).

Specialties

Dray gain 5 extra Advances to spend on the following Specialties:

  • (Athletics): Strength, Throw
  • (Coercion): Intimidate
  • (Deception): Bluff, Cheat
  • (Expertise): Merchant, Slaver
  • (Language): Dwarven, Elven, Giant Can also improve Common or Draconic.
  • (Persuasion): Bargain, Convince
  • (Survival): Hunt, Orientation, Track
  • (Vigor): Durability, Resilience, Stamina
  • (Will): Spirit, (Blood Magic)

Racial Traits

  • Dragon Breath: As an action, place a Small Burst Template adjacent to you and make a Vigor (Resilience) roll. All targets in the area must make opposed Agility (Dodge) rolls or take 2d6 damage. At creation, the dray must decide what type of energy this attack deals: acid, cold, fire, or lightning.
  • Presence: Advantage to Coercion (Intimidate) and Persuasion (Convince) checks. Dray have a commanding presence and strong force of drive and ambition.
  • Scaled Hide: +1 Armor (which equates to +1 Toughness). Dray are covered in scales.

Racial Drawbacks

  • Dedicated: Must spend at least 5 of their starting Advances on Specialties. Dray are natural perfectionists and tend to have fewer skills, but what they do, they do well.
  • Greedy Hindrance: (Minor). Dray are avaricious and bargain fiercely.
  • Loyal Hindrance: Dray will do anything to help members of their own clan and have a lot of pride. This becomes Vengeful Hindrance (Minor or Major) if another group takes hostile actions against the clan.
  • Outsider Hindrance: -2 Persuasion with non-dray. Few people trust, and many fear, these lone clannish folk, especially as they are known slave traders and sorcerers. Dray face suspicion wherever they go.
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Dwarves

Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p25; D&D 2E Dark Sun Boxed Set Rules Book p5.

Realms & Regions

Dwarves have no lands of their own and are found living amongst other folk (particularly humans). They reside both in cities and in desert settlements. They tend to have a home base, rather than wander.

Classes & Concepts

Expert/Atrisan (Engineer, Builder, Mason, Smith, Brewer, Farmer, Miner); Guard/Soldier; Earth priest; Oathsworn, Dune trader; Gladiator; Noble; Site guardian; Wilder.

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Abilities

  • Ability that starts at d8: Vigor. Wild Card dwarves also begin with a d8 in one other ability from the following choices: Athletics or Will.
  • Double the Advancement cost at character creation to raise: Agility, Deception and Persuasion or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Dwarven. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to Anti-Magic, Earth, Endurance and the Tough Talent Trees.

Specialties

Dwarves gain 5 extra Advances to spend on the following Specialties:

  • (Athletics): Strength, Throw
  • (Coercion): Intimidate
  • (Expertise): Any Craft, Labourer or Farmer
  • (Language): Can improve Dwarven or Common.
  • (Knowledge): (History)
  • (Perception): Search
  • (Vigor): Durability, Resilience, Stamina
  • (Will): Concentrate, Coordinate, Spirit

Racial Traits

  • Arcane Resistance: When resisting any arcane power, a dwarf gains +2 to the roll and their Toughness is considered 2 points higher.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. Dwarves have traditionally lived below ground.
  • Poison Resistance: Advantage on Vigor (Resilience) rolls vs poisons.
  • Sturdy: Athletics (Run) is not affected by Encumbrance. Dwarves can also use Vigor (Durability) to resist forced movement or being knocked prone. (In place of Agility or Strength for example). They may even initiate a check as a reaction, when no check is usually allowed. Distance moved is reduced by 1" for every success and raise.

Racial Drawbacks

  • Arcane Aversion: Athasan dwarves have no connection to arcane magic. If they find themselves able to cast arcane magic, all rolls are made with Disadvantage.
  • Honor-Bound Hindrance: (Major) -2 to Deception rolls. Dwarves are typically lawful; their word is true and they live by a code of honor and ethics.
  • Stubborn Hindrance: Dwarves have a hard time doing things differently. Athasan dwarves always have at least one focus (a task that will take at least a week) and it is very hard to turn them away from this.
  • Stunted: -1 Pace. Dwarves' legs are sturdy, but short nonetheless.
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Elves

Draft
Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p26; D&D 2E Dark Sun Boxed Set Rules Book p6.

Realms & Regions

Elves are nomads, so no place is called home for long. They can be found travelling the paths of the wilderness or in the cities' bazaars.

Classes & Concepts

Scout/Rover; Herder; Merchant/trader; Caravan guard; Fighter (swordsman); Archer; Ranger; Athasian Minstrel (Rogue/Scoundrel/Charlatan/Swindler); Entertainer/Bard; Thief; Raider; Sorcerer; Wizard (possible Veiled Alliance member); Wilder; Nomad.

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Abilities

  • Ability that starts at d8: Agility. Wild Card wood elves also begin with a d8 in one other ability from the following choices: Deception, Marksmanship, Perform, Perception, Stealth or Survival.
  • Double the Advancement cost at character creation to raise: Status, Technical and Will or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Elven & Common. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to two of the following Talent Trees: Skirmisher Fighting Style, Unfettered Fighting Style, Charm/Face, Scoundrel, Wilderness .

Specialties

Elves gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Balance, Dodge, Quickness
  • (Animal Handling): Charm, Train
  • (Athletics): Climb, Jump, Run
  • (Deception): Bluff, Cheat, Disguise
  • (Expertise): Merchant
  • (Fighting): Heavy Blades, Light Blades
  • (Knowledge): Streetwise
  • (Language): Any, including improving Elven.
  • (Marksmanship): Bows
  • (Perception): Notice
  • (Perform): Dancing, Singing, Stringed Instruments
  • (Persuasion): Bargain
  • (Smarts): Cunning, Memory
  • (Stealth): Sleight of Hand, Sneak
  • (Survival): Forage, Hunt, Orientation, Track
  • (Vigor): Stamina

Racial Traits

  • Attractive: Start with the Attractive Edge. Elven features are appealing to the eye.
  • Elven Senses: Advantage on Perception (Notice) rolls.
  • Fey Origin: Considered fey creatures for the purpose of origin, but Atahasian elves have no connection to the Feywild (and probably don't know of its existence).
  • Desert-Born: Treat all desert terrain as one category lower when using the Overland pace system. Elves are used to moving through the wastes quickly.
  • Free Spirit: Immune to magical sleep.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. Eyes amplify like a cat’s.
  • Nimble: +1 Pace.
  • Runner: Advantage on all Vigor (Stamina) checks to resist fatigue from forced marches and extended running. Elves are known to run everywhere in the wastes and all members of the tribe are expected to keep up.
  • Trance: Gain the benefits of an extended rest from entering a reverie state for 4 hours. Whilst in a trance you remain aware of your surroundings and make Perception (Notice) rolls without penalty.

Racial Drawbacks

  • Brash Hindrance: (Minor). -1 to Will rolls. Elves act impulsively and live in the moment. Their sharp wit is not tempered with commonsense.
  • Loyal Hindrance: (Minor) To tribe and anyone that has passed several 'tests of trust'. You do all that you can to help your tribe and will not betray them or abandon them to be taken advantage of or hurt by others. (Those that simply fall behind when on the move is part of the natural order).
  • Mount Aversion: Disadvantage on all Coercion and Persuasion checks made with elves that are aware that you made use of a mount. Elves consider it dishonourable to use use beasts of burden as mounts. They are for carrying material goods, and an elf is expected to run. (Exceptions may be made in the case of the severely wounded).
  • Outsider Hindrance: -2 Persuasion when dealing with anyone outside the elf's tribe (even other elves), except those that have passed the 'tests of trust'. Elves have little regard for anyone not in their tribe (or who have not passed their 'tests of trust). Elves happily take advantage of, steal from, lie to, or misdirect others, not out of malice, so much as a desire to separate the gullible from their items of value. Likewise, other people do not trust elves.
  • Slender: -1 Toughness and to Athletics die for the purpose of determining encumbrance.
  • Suspicious: Elves do not trust anyone outside their tribe, unless they pass their 'tests of trust'. Tests include subtle set-ups like leaving gear out to see if it is stolen, or placing yourself in a dangerous situation and seeing whether your companion comes to your aid. When several minor or one major 'tests of trust' have been passed, an elf considers that companion as a loyal friend (see Loyal Hindrance).
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Half-Elves

Draft
Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p28; D&D 2E Dark Sun Boxed Set Rules Book p7.

Realms & Regions

Half-elves rarely find a home of their own, forever wandering from situation to situation or settlement to settlement, without a people, land, or village to call home. There are said to be some isolated half-elf communities in the deserts that act as havens for these lost people.

Classes & Concepts

Multi-talented/Self-reliant; Loner/Exile; Ranger/Scout; Beastmaster; Herder; Hunter; Explorer; Merchant guard; Charlatan; Bard; Assassin; Mercenary; Psion; Wilder; Dune trader; Gladiator; Primal guardian; Wizard (and likely Veiled Alliance member); Nomad.

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Abilities

  • Ability that starts at d8: Agility. Wild Card half-elves also begin with a d8 in one other ability from the following choices: Animal Handling, Deception, Perception, Perform, Persuasion, Stealth, Survival.
  • Double the Advancement cost at character creation to raise: Status, Warfare or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Elven. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Adaptable Talent Tree.

Specialties

Half-Elves typically do not have their own list of Specialties to chose from (see below).

Racial Traits

  • Elven Heritage: Gain 1 Racial Trait and 3 Advances to spend on the Specialties listed under the Elves entry.
  • Fey Origin: Considered fey creatures for the purpose of origin, but they feel no affinity to fey creatures.
  • Human Heritage: Gain 2 Advances to spend freely.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A half-elf's eyes amplify like a cat’s.

Racial Drawbacks

  • Wayward: -2 to Persuasion rolls regarding elves and humans. The half-elves of Athas do not fit into either culture. Elves are especially intolerant, viewing half-elves as inferior, whilst amongst humans, there is always a level of distrust with anyone bearing elven heritage. However, most half-elves seek acceptance by both races and try to prove their worthiness in the presence of either race.
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Half-Giants (Goliaths)

Draft
Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p27; D&D 2E Dark Sun Boxed Set Rules Book p9. The are also written up in the D&D 3E Expanded Psionics Handbook p12.

Realms & Regions

Half-giants were created by the sorcerer-kings long ago, and many of them still serve these masters. Most half-giants are found in the cities where sorcerer-kings have hundreds of half-giants in their service. Some half-giants serve nobles and free ones often become thugs if they do not escape to the wastes. Half-giants are more common the closer one gets to the Sea of Silt. In the wild they usually take to the mountains and often form tribes of their own kind.

Classes & Concepts

Soldier/Guard; Labourer; Servant of the State/Slave; Mercenary; Urban thug; Ranger/Scout; Hunter; Raider; Wilder; Gladiator; Primal guardian; Mountain barbarian; Battlemind.

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Abilities

  • Ability that starts at d8: Athletics. Wild Card half-giants also begin with a d8 in one other ability from the following choices: Survivial or Vigor.
  • Double the Advancement cost at character creation to raise: Agility, Deception, Knowledge, Smarts, Technical, Vehicle Operation, Will or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common and Giant. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Endurance and Tough Talent Trees, as well as one of the following: Brawling, Crushing & Cleaving, Fury, Adaptable OR Wilderness .

Specialties

Half-giants gain 5 extra Advances to spend on the following Specialties:

  • (Athletics): Climb, Jump, Run, Strength, Throw
  • (Coercion): Intimidate
  • (Expertise): Any one, usually Labourer-based.
  • (Fighting): Brawling.
  • (Language): Dwarven. Can also improve Common or Giant.
  • (Marksmanship): Slings & Thrown
  • (Perception): Notice
  • (Survival): Forage, Hunt, Orientation
  • (Vigor): Durability, Gorging, Resilience, Stamina

Racial Traits

  • Size +2: Size bonus is added to Toughness and to Athletics die for determining Encumbrance limits. Goliaths are bulky and stand over 7 feet tall.
  • Strong: Strength specialty die may advance above Athletics die. (The higher of the two is used for melee damage rolls).

Racial Drawbacks

  • Curious Hindrance: Half-giants are natural explorers, and have little fear of the unknown.
  • Lacking Identity: Half-giants don't have a culture of their own and typically mimic those around them. Many are also very friendly and eager to please others, so this also leads them to adopt the ways of other races.
  • Mood Swings: A half-giant character selects a suite (usually 3-5) of personality-based Hindrances. One of these is in play at a time. This Hindrance can change daily (or following an event would change a half-giant's mood). Half-giant moods are mercurial and their demeanour can change quickly.
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Halflings

Draft
Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p28; D&D 2E Dark Sun Boxed Set Rules Book p11.

Realms & Regions

Halflings hail from The Forest Ridge, a mysterious and legendary jungle said to crown the Ringing Mountains. Those found in the tablelands are typically lone wanderers.

Classes & Concepts

Hunter; Witch doctor/Shaman; Explorer; Slave; Mercenary; Raider; Barbarian; Primal warden; Exile; Curious wanderer; Seeker of knowledge; Wilder.

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Abilities

  • Ability that starts at d8: Agility. Wild Card halflings also begin with a d8 in one other ability from the following choices: Stealth, Survival, or Will.
  • Double the Advancement cost at character creation to raise: Athletics, Persuasion, Technical, Vehicle Operation or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Mental Toughness, Plant/Green Bond and Small Talent Trees.

Specialties

Halflings gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Acrobatics, Balance, Climb (see below) Contortions, Dodge, Quickness, Swim (see below)
  • (Expertise): Any profession/craft appropriate to halfling life
  • (Marksmanship): Thrown & Slings
  • (Perception): Notice
  • (Smarts): Cunning, Memory
  • (Stealth): Hide, Sneak
  • (Survival): Forage, Hunt, Orientation, Track
  • (Vigor): Resilience, Stamina
  • (Warfare): Tactics
  • (Will): Co-ordinate, Spirit

Racial Traits

  • Brave/Courageous Edge: +2 to Will (Spirit) checks vs fear and intimidation. Can also reduce the results of each die on the Fear/Mental trauma Critical Chart for fear effects.
  • Fortunate: 1 extra Benny per session. Can also use Bennies to make enemies reroll any attack or ability that would affect the halfling.
  • * Poison Resistance: Advantage on Vigor (Resilience) rolls vs poisons.
  • Small Frame: Can swap the Specialties of Climb and Swim from Athletics to Agility. Like a lot of small beings, halflings' bulk is not a factor for some athletic tasks.
  • Spirited: Advantage on Will (Spirit) rolls to resist fear and Intimidate. Halflings have a lot of verve and are known for their fearlessness.

Racial Drawbacks

  • Curious Hindrance: Halflings are intrigued by other cultures and like to learn why others act the way they do. A wide variety of experience is encouraged by the teachings of the tribal witch doctors.
  • Loyal Hindrance: (Minor) This applies the halfling race as a whole. Halfling culture is very unified.
  • Outsider Hindrance: -2 Persuasion when dealing with non-halflings. Halflings possess a great deal of racial unity, but have trouble communicating with other cultures. Other races, that have heard of the halflings' strange customs (notably cannibalism) are also reluctant to get too close to these little guys from a strange land.
  • Primitive: Start with a d4 in Technical and Vehicle Operation abilities. All starting weapons are made from primitive materials (and gain the Fragile 1 quality). Also begin with the Illiterate hindrance.
  • Size -1: Size penalty is subtracted from: Pace, Toughness, and Athletics die before determining Encumbrance. Being only about four foot tall, halflings move slower and are less sturdy.
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Humans

Draft
Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p29; D&D 2E Dark Sun Boxed Set Rules Book p13.

Realms & Regions

Resourceful and hardy, humans are the most numerous and widespread race in the Tyr region. They can be found throughout the wastes and make up most of the population of the cities. Their appearance varies slightly based upon their home city-state.

Classes & Concepts

Noble; Slave; Artisan/Expert; Merchant/trader; Escaped slave; Bureaucrat/Templar; Explorer/ranger; Scout; Guard/Soldier; Wizard (and likely Veiled Alliance member); Street thug/thief; Guild thief; Slaver; Landowner; Gladiator; Psion; Wilder; Athasian minstrel; Primal guardian; Nomad; Hermit; Sorcerer.

Abilities

  • Ability that starts at d8: Any one ability. Wild Card humans also begin with a d8 in one other ability of their choice.
  • Language: Humans start with a d8 in Common. Other languages have to be purchased separately (as if a new Ability).
  • Talent Tree Access: You gain free access to the Adaptable Talent Tree.

Racial Traits

  • Extra Advances: Start with +5 Advances to spend freely.
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Muls

Draft
Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p20; D&D 2E Dark Sun Boxed Set Rules Book p14.

Realms & Regions

Muls are typically found in numbers in the cities and wherever slaves are kept. Of course, many individuals have gained their freedom and taken to the wilderness, but there are no know 'mul settlements'.

Classes & Concepts

Battle slave; Gladiator; Freed slave; Escaped slave; Slave laborer; Soldier/Guard; Wilderness warrior; Street thug; Battlemind; Fighter; Raider; Rebellion leader; Wilder.

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Abilities

  • Ability that starts at d8: Vigor. Wild Card muls also begin with a d8 in one other ability from the following choices: Agility, Athletics, Fighting, or Will.
  • Double the Advancement cost at character creation to raise: Deception, Persuasion, Status or Technical or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Dwarven. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to Endurance, Tough and two of the following TTs: Brawling, Crushing & Cleaving, Fury, Skirmisher, Slayer, Two-Weapon, Unfettered, Weapon Master - Melee (fighting styles), Adaptable, Earth.

Specialties

Muls gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Balance, Quickness
  • (Athletics): Jump, Run, Strength
  • (Coercion): Intimidate
  • (Expertise): Any one
  • (Fighting): Any
  • (Knowledge): Streetwise
  • (Language): Any tongue they may have had to learn. Can also improve Common or Dwarven.
  • (Vigor): Durability, Resilience, Stamina
  • (Warfare): Tactics
  • (Will): Concentrate, Spirit

Racial Traits

  • Bred For Battle: If dealt a Club on the first round of combat you gain Advantage on any Fighting and Athletics (Run) rolls you make in the first round.
  • Determined: When pitted against a single opponent in any endeavour, a mul gains a +1 to all opposed rolls vs that opponent. This does not include rolls made to resist a caster's power.
  • Tireless: Advantage on Vigor (Stamina) rolls to resist Fatigue due to environmental effects, including a lack of sleep. Any cumulative penalties for lack of sleep are also halved.

Racial Drawbacks

  • Outsider Hindrance: -2 to Persuasion rolls when dealing with non-muls. It does not apply to Persuasion (Convince) though. Being so self-focused and often blunt and uncaring, tends to make it hard for them to get along with others.
  • Slave: Muls are typically slaves in the Dark Sun Setting and thus begin with no dice in Status. A player may choose to play a free mul and can start with a d4 in Status. Increases from here are payed for normally, (not forgetting it costs double for mul characters to raise Status) and there are no bonus Advances for starting with a reduced Status.
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Shardminds (Obsidians)

Draft
Shardminds are psionic creatures formed from physical and psychic crystals. Their description is from the Dungeons & Dragons 4th Edition Player's Handbook 3.

Realms & Regions

The black shardminds (Obsidians) are predominantly from the south of the Tyr region. In particular they live under the obsidian plains known as The Dead Lands. Red shardminds are typically from the north on the Try Region (an area known as the Jagged Cliffs region).

Classes & Concepts

Psion; Mystic; Wasteland warrior; Wilder; Guardian.

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Abilities

  • Ability that starts at d8: Smarts. Wild Card shardminds also begin with a d8 in one other ability from the following choices: Coercion, Knowledge, Persuasion or Will.
  • Double the Advancement cost at character creation to raise: Animal Training, Status, Stealth, and Survival or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Deep Speech. (Or whatever language is common to aberrations in the campaign). Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Construct/Droid and Psionic Talent Trees.

Specialties

Shardminds gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Contortions
  • (Coercion): Incite, Intimidate, Taunt
  • (Deception): Bluff
  • (Healing): Treat Mind
  • (Knowledge): Education, Special Studies (any)
  • (Persuasion): Convince
  • (Smarts): Cunning, Decipher, Logic, Memory
  • (Technical): Constructs
  • (Vigor): Durability, Resilience, Stamina
  • (Will): Concentrate, Co-ordinate, Spirit

Racial Traits

  • Crystaline Mind: +2 Sanity. Shardminds' 'minds' are stronger and operate very differently than living beings.
  • Expressionless: Those interacting with a shardmind suffer -2 to Perception (Insight) checks. Not having facial expressions makes it hard for others to read shardminds.
  • Immortal Origin: Being from the Astral Sea, shardminds are considered Immortal creatures for the purpose of creature origin.
  • Living Construct: Shardminds do not need to eat, drink, breathe, or sleep. They never make checks to resist starvation, thirst, or suffocation. They are not affected by standard poisons or disease. They receive a +2 to remove the Shaken condition and gain a +1 bonus to Soak Wound and Soak Madness rolls. Furthermore, shardminds cannot be healed (though magical healing works normally). Instead they need to be repaired using the Technical (Constructs) ability.
  • Telepathy: Shardminds can communicate telepathically with any creature within 6" that has a language.
  • Unsleeping Watcher: Shardminds do not sleep, but enter a state of inactivity for 6 hours to gain the benefits of an extended rest. While in this state, they are fully aware of their surroundings and can make Perception (Notice) rolls as normal.

Racial Drawbacks

  • Intolerant Hindrance: (Major vs Aberrations). It is possible shardminds were created with the direct purpose of fighting aberrations.
  • Living Construct: Normal healing and natural healing have no effect on a shardmind.
  • Moving Crystals: Disadvantage on Stealth (Sneak) checks. Shardminds are made up of many individual crystals that are in constant movement, and hence, make constant grinding and tinkling sounds. (This can be 'bought off' with an Advance, as a shardmind learns to 'separate' when stealth is needed).
  • Uneasy Appearance: -2 to all Persuasion checks with living creatures. Shardminds do not have expressions and 'rocks that communicate' can be a little unnerving for some.
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Thri-Kreen

Draft
Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p23; D&D 2E Dark Sun Boxed Set Rules Book p15.

Realms & Regions

Thri-kreen are people of the deep desert. Most are nomads from the Western Hinterlands and have little experience in cities, but some come from large packs of raiders that plague the Ivory Triangle and the Tablelands.

Classes & Concepts

Hunter/predator; Last clutchmate/loner; Explorer; Scout; Wilder; Follower of The Great One; Elemental priest/shaman/druid; Primal guardian.

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Abilities

  • Ability that starts at d8: Agility. Wild Card kreen also begin with a d8 in one other ability from the following choices: Athletics, Perception, Stealth, or Survival.
  • Double the Advancement cost at character creation to raise: Deception, Gaming, Perform, Persuasion, Status, Technical and Vehicle Operation or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Thri-Kreen. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Endurance and Wilderness Talent Trees.

Specialties

Kreen gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Acrobatics, Balance, Dodge, Quickness
  • (Athletics): Climb, Jump, Run, Strength
  • (Coercion): Intimidate
  • (Expertise): Any primitive craft or profession
  • (Fighting): Natural, Pole Arms, Spears
  • (Language): Any enemy or ally, inc Common.
  • (Marksmanship): Slings & Thrown
  • (Perception): Notice
  • (Smarts): Cunning, Memory
  • (Stealth): Hide, Sneak
  • (Survival): Hunt, Orientation, Tracking
  • (Vigor): Durability, Resilience, Stamina
  • (Warfare): Tactics
  • (Will): Concentrate, Spirit

Racial Traits

  • Alien Mind: +2 Sanity. Kreen rarely suffer from typical mental conditions common to other races.
  • Armored: +1 Armor (which equates to +1 Toughness). All kreen are covered in hard chitin.
  • Claws: Athletics +1d4 slashing damage. As a natural fighter, a kreen is never considered unarmed. Kreen arms end in claws that can be used as natural weapons.
  • Fast: Pace 7.
  • Low Light Vision: Insectoid eyes allow kreen to ignore attack penalties for Dim and Dark lighting.
  • Multiple Arms: Gain the Quick Draw and Ambidextrous edges for free. (Although they do not begin with it, each time a kreen takes the Two-Weapon Wielder edge they can make an extra attack, up to a maximum of 4). Having 4 upper appendages allows kreen to attempt several things in round.
  • Natural Jumper: Jump specialty die may exceed Athletics die. Each raise on a Jump check adds a further 1" to the distance jumped. Make all Jump rolls as if the kreen had a running start, and gain Advantage if actually taking the run action.
  • Torpor: Kreen do not sleep, but enter a torpid state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, they are fully aware of their surroundings and can make Perception (Notice) rolls as normal.

Racial Drawbacks

  • Primitive: Start with a d4 in Technical and Vehicle Operation abilities. All starting weapons are made from primitive materials (and gain the Fragile 1 quality). Also begin with the Illiterate hindrance.
  • Alien Mind: -2 to all Persuasion checks with all creatures outside their clutch (including other kreen). Close friends can become new clutch mates. (See "Duties of a Clutchmate", D&D 4E //Dark Sun Campaign Setting p23). Kreen minds are pragmatic and survival-tuned to the extreme.
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