Showing posts with label Dark Sun. Show all posts
Showing posts with label Dark Sun. Show all posts

Psionic Wasteland Basic Rules & Character Creation

This can be used interchangeably with my Dark Sun Lamentations rules, as well as any OSR game of your choice. If you're good at converting, you can use it with other fantasy games too. If not using an OSR game of your choice, and want to just use the materials of the booklet this'll be in, weapons do d10 damage, HD are d6 in size, and AC is ascending. Initiative is group based on a d6. Progression is Gold-as-XP with food and water counting as 100 XP per pound/gallon. Finding an oasis and defending it for 1 week earns the party 500 XP. Progression offers +1 HD and +1 to an attribute. Resting requires 8 hours of peace. You can roll how many of your HD you want to regain that many hit points, or you can restore 1 attribute to its normal. HD can only be regained after resting for a week straight. Attribute modifiers are +1 for every 2 above 10, -1 for 8/9.

BASIC STEPS

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  1. Roll 2d6+6 and reference the "Wastelander" table or assign this number to an attribute of your choice. Ignore the "Wastelander" table otherwise.
  2. Roll 3d6 in order for all other stats.
  3. Level your character to level 5 in your system of choice. If you are playing younger, or shittier characters, level them to level 3. If you want a Conan or Mad Max feeling game, level to 10.
  4. Everyone in the party rolls 1d4. The Referee takes the number that appears the most, consults the "Party Status" table, and applies its benefits.
  5. You have three skills: Murder, Psionics, and Survival. You have a number of skill points equal to 1/2 your level (rounded down). Assign them to your skills. You gain 1 more skill point every level after.
  6. Fighters gain a +2 to Murder, Disciples (or any Magic-User variant) a +2 to Psionics, and Thieves (or any Thiefy variant) a +2 to survival.
  7. If you DO NOT want to use classes and DID NOT use the Wastelander table, then roll for either Psionic Powers or Weapons/Armor as if you were a Disciple or rolling on equipment/treasure tables. These characters have a single save number of 18, which goes down by 1 for every level after 1st level. 
  8. If you DO want to use classes, use the Disciple class as is in addition to any other classes of your choice. Roll for Psionic Powers/Weapons according to class if you DO NOT use the Wastelander table.

WASTELANDERS

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This is who your character is. Each comes with either a psionic power or special tool of some sort. Feel free to replace if desired.

8. Lipless Khan. Kissed the daughter of a God-King and was sent to die after mutilation. Has a garrote made of Sphinx heartstring. Corpses created with this weapon will 1 question as long as it is posed as a riddle.
9. Xer's Last Student. Last Disciple of a Master killed by cannibals bandits. Has 1d4+level Psychoportation powers.
10. Rhaz Thin. Seeks God in the waste in hopes of finding forgiveness for killing her daughter. Has a bag of strange teeth that, when planted into the ground, reports to her the identity of anything that dies there.
11. Domino. Is looking for the Ruined Sphinx City in hopes of finding her wife's damned soul. Has 1 + level Metapsionic powers.
12. Skull Cherisher. Believes that being murdered and murdering is the path to the Green Place. Rolls damage twice and always takes the highest number. 
13. Magen Polor. His head is full of the memories of everyone he's seen dead. He seeks a way to put them to rest. Has level - 1 Telepathy powers.
14. Savages Virtue. Sins beyond count forced them into exile. Seeks a place to indulge in pleasures endlessly. Has a long rod of steel as a weapon.
15. Generum Kaldhi. Was the Generum--great warlord--of the East. Seeks to recreate her  warband after their slaughter via heatstroke. Has a full set of bone and chitin armor. Consider as full plate.
16. Nine Lives Jack. Has died 8 times. Will not survive the ninth. Has 1 + level Psychometabolism powers.
17. Maria, Who Eats Mountains. Was a Master of the Way who lost a duel, and her knowledge. Seeks revenge, and the memories of her dead family. Has 1 Psionic power from each category.
18. The Road Warrior. Has a hundred legends telling of what they've done. Will make a hundred more. Has good hands and good eyes and better sense. Does Critical Hit damage on 18-20. 

PARTY STATUS

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  1. Dying. Ambush, sandstorms, thoughtless zones, and bandits have harried the party. Every one was has 1d4 HP remaining and 1 sack of supplies that'll last for 1 more week.
  2. Chased. Slavers or worse things still are actively chasing the party. Chasers are 1 day behind the party. Party has no sacks of supplies, but the Chasers have 10.
  3. Stumbled. Two different groups of monsters, bandits, or other things are warring. Both have petitioned the party. Party has no sacks of supplies but are being offered 10 sacks.
  4. Defensive. War has benefited the party. They have killed something and earned 20 sacks of supplies. However, enemies are moving immediately to take it from them.
A sack of supplies is worth 700 XP when discovered and used. Starting sacks offer nothing.

SKILLS

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Skills have the following uses. Use them sparingly.

MURDER: X-in-6 chance to flat out murder a creature in solo combat with less HD then you, or that you ambush. Failure instead does your X-chance as damage to the creature and (usually) begins combat. If not using classes, add your X-in-6 chance to attack and damage rolls.

PSIONICS: Explained in the Dark Sun post.

SURVIVAL: X-in-6 chance to find a clue pointing towards drinkable water or consumable meat. Also can be used instead of normal saving throw against environmental hazards, such as heatstroke or sandstorms. If not using classes, use for basic Thief/Specialist skills, like climbing walls or walking silently.

NOTES

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  • Weapon breaking rules from the Dark Sun blogpost should be used for all forms of equipment.
  • Sacks of supplies feed the whole party, not just one character.
  • A sack of supplies can be traded in per character. That character receives a weapon. 
  • Consider using the "Who is the Party" table in the Dark Sun blogpost for more starting equipment if desired.
  • The party will be strong. Do not treat them like normal adventurers; treat them like monsters roaming the wastes in search of glory and death.
  • HD and Damage Die are intentionally out of line with one another. The Wastelands are bloody, and you will play them as so.
  • If your system doesn't use Critical Hit damage, Critical Hit damage is instead max damage + damage roll
  • Use travel in 1 week, not 1 day, increments. Players can spend a day of a week to fully explore an area, location, or hex. Every week, 1 sack of supplies is used.

How to Die in a Psionic Wasteland

Here hath the earth been raped.

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It may be a world, or a country, or a strip of land. It may be far away or instead cutting through the place of your birth. Sand and stone and soured water dot the landscape; Sin-Kings and Disciples of Intellect are the ponds by which we wretched curs huddle by.

The Wasteland is BLED. That is to say, magic has stripped her of nutrients and soul alike.

The Wasteland is DRUGGED. Some force has addled the minds of many, and through them psychedelia dances 'long the burning horizon.

See it now: two women painted in ocher and red insect with one of them having neither lips nor nose while also blessed with eyes the color of the once-blue sky that lets her see water no matter how deep or far away it may be and holding a club of bronze looms over the other woman who is screaming in rage and crying for mercy and her face is caved in and her eyes are broken and leak out of her head and then she screams and screams and screams into the thoughts of this noseless woman and eats he memories so that her face rebuilds and rebuild it does as she takes the identity and personality of this now nameless creature and leaves it here on the sands drained and broken while she instead feasts over their original prize--a foot of some man who died months ago and had already been nearly picked clean.

This barbarism fills the wasteland. When asked whether one decides on civilization vs barbarism, the answer is unclear. Slavery or brutality? Whips or clubbed faces? The anger of gods or the riddles of sphinxes?



Your choice was made. You wander off into the night to see whatever City-States there are to serve, and to do as all life must do: steal to live.

PRE-GAME GENERATION

Every one, including the Referee, rolls 1d6. If you have more than 4 total people, each person additional person rolls on another table and the Referee chooses which option to go with.

WHO WE WERE
  1. Slaves who toiled in dying fields and hot mines.
  2. Gladiators who fought beast and man in arenas.
  3. Freefolk who were abused and blackmailed by others.
  4. Criminals exiled for the crimes of heresy, water addiction, and thought crime.
  5. Servants of the Sin-King or Master-Disciple sent into the wasteland to find treasures.
  6. Dead men brought back to life and without memory.
WHAT WE SEEK
  1. Water, trees, and stones with which to defend it all.
  2. A new band to join.
  3. A city lost, so that you may hide from the hell around you.
  4. Death at the hands of the greatest creature one could find.
  5. A Master-Disciple to protect and train you in the Arts of Psychedelia.
  6. The Sphinx, to solve its riddle and to become Sin-Kings yourselves.

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WHAT WE LACK
  1. Water & Food.
  2. Weapons & Armor.
  3. Basic supplies, such as cloth or flint.
  4. Goods to trade with, or to barter for our lives.
  5. Direction, for we are lost.
  6. Health, for we are all near death; everyone starts the game at 1 HP.
WHAT WE FLEE

  1. A warlord whose slave-wives we saved.
  2. A Sinner whose lapis lazuli spellslab we stole.
  3. A Disciple whose child-disciple we killed in order to eat.
  4. A nightmare that wants our dreams and memories.
  5. A mob of dying hunters whose waterskins we stole.
  6. The enforcers of a Sinner-King or Master-Disciple we wounded.

Once the above is generated, do the following individually if you are a player.
  1. Roll for stats. 2d6+6 down the line.
  2. Choose your class. Anything that is demi-human or magic is considered a Sinner or someone possessed by nightmares.
  3. Roll for your equipment 1d4+1 times.
  4. Roll 1d4-1; this is how many hit points you have lost at the start of Session 1. If you all start at 1 HP, this is how many days its been since you last rested peacefully.
  5. Choose your rule set, or use the micro-rules (in a blog post coming soon).


EQUIPMENT

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  1. Waterskin with 1d4-1 gulps of water left in it.
  2. 1d4 rations.
  3. Tarps and rolls of cloth.
  4. Pieces of armor; AC increases by +3 and incoming damage is reduced by 1.
  5. 1d6 torches.
  6. Flint.
  7. Half a map leading to what you seek. You have the beginning and end but not the middle.
  8. Two clubs made of dead wood or ivory that deal d6 damage.
  9. A handful of gemstones or a sack of gold dust.
  10. The preserved brain of a Master-Disciple. Drink the fluid to be reduced to 1 hit point and to use a random psionic power.
  11. The heart of a Sinner. Eat to gain 1d8 hit points or to cast 1 spell, draining 1d8 hit points from the nearest living creature in 1 mile.
  12. A bow with 1d20 arrows dealing 1d8 damage.
  13. Bread from a race of dead ubermen. Eat it to regain all hit points.
  14. Bronze earrings that let you hear the blood flowing in the veins of living creatures within 100 feet.
  15. Needle and thread and 100' of rope.
  16. A single slave.
  17. A tamed creature; the Referee and the player each choose one from the bestiary (coming soon) and flip a coin to see which it is.
  18. Dyes and paints that can be applied 1d6 times before running out. Wearing it makes one immune to Intellect, Sin, and thirst.
  19. A looking glass.
  20. A sword of iron and bronze dealing 2d6 damage and that literally everyone wants.


Quick Sorcerer-King and City-State Generators for Dark Sun Games

I'm all about the whole "Make the setting yours"-style of setting books. Dark Sun, fantastic as it is, lacks this. This post is dedicated to coming up with your own Sorcerer-Kings and their surrounding City-States.

THE SORCERER-KINGS

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Dragon is the best of all.
Defiling is power--this these Sorcerer-Kings know well. Their strip Athas of its lifeforce and use it to build great citadels where they alone rule. Some claim divine right. Others are unashamedly tyrannical. All hold absolute power.

Pick up a die of every size from d4-d20 from a standard set. Roll them, refer to the tables below, and then choose a variant stat block at the bottom of this section that you can use as a template to customize your generated Sorcerer-King.

TITLE
  1. The Albatross
  2. They Who Swallow Seas
  3. Mother-Eater
  4. Killed Sun
NAME
Odds indicate male, evens indicate female
  1. Annshamash
  2. Ishgal
  3. Na-Suen
  4. Uki
  5. Dumesh
  6. Ereshlil
CLAIM TO POWER
  1. Inherited authority from Dead Gods
  2. Killed the previous ruler
  3. United countless tribes under their rule
  4. Oracles and seers prophesied their rise and fall
  5. Was the heir of the previous ruler
  6. Granted to them by a Master of the Way
  7. Raised their City-State from Defiled ash
  8. Chosen by the people--and by trickery
THEIR MAGIC...
  1. Is slowly turning them into the next Dragon.
  2. Turns the nightmares of rebels and heretics into vicious demons.
  3. Defiles exclusively children's lives as a means of control.
  4. Is actually Preserving or Psionics in disguise.
  5. Attracts predatory animals, who haunt the outskirts of their domain.
  6. Forces the dead to rise from their graves to serve their Sorcerer-King.
  7. Causes the sun to grow darker yet.
  8. Creates vicious lightning storms that, if the stars are right, are rain-pregnant.
  9. Is not their own; a cabal of sorcerers masquerades behind one figurehead.
  10. Creates a plague of curses that kills dozens whenever a great spell is cast.
THEIR GOAL IS TO...
  1. Rule until their death, then rule throughout their undeath.
  2. Kill the Dragon and harvest his power.
  3. Amass an army of Disciples so that no army can best them.
  4. Extinguish the sun so that they may take its place in the heavens.
  5. Conquer all other City-States and draw from them as tributaries.
  6. Bring the green back to Athas.
  7. Slaughter Halflings and take their resources.
  8. Learn how to create obedient life, so that treachery can never happen again.
  9. Elevate to the status of a true god.
  10. Discover what lies across the Sea of Silt.
  11. Become a dragon themselves.
  12. Kill all Defilers and Preservers, so that magic may be theirs alone to control.
A DEFINING FEATURE IS THEIR...
  1. Love of strange animals, whose skins they wear and bones they pierce themselves with.
  2. Skin pale as moonrock or dark as obsidian, scarred neither by combat or disease.
  3. A set of three eyes that open across their forehead and palms when they weave magic.
  4. Scarification, which covers their normally nude frame.
  5. Hair, braided with the hair of every person who has ever tried to kill them.
  6. Opulence--wealth of a thousand kinds hangs from their wrists and shoulders.
  7. Weight, as they have the girth of ten men or are thin as spears.
  8. Diseases, for they are always sick and covered in sores.
  9. Hatred of conflict, leading to laws against violence within their cities, punishable by death.
  10. Absence, they are rarely seen, and rumor holds it they are often outside their City-States.
  11. Martial mind, as they are a fantastic general who rarely loses on the field.
  12. Multiple personalities, some of which are kinder or more tyrannical than others.
  13. Existence, as their name and powers are a title passed down and shared by every heir.
  14. Age, for they are either young as an infant or wizened beyond belief.
  15. Interaction with the populace, for they are always walking the streets alone.
  16. Second head, which rests beside their first and is always spouting the secrets of others.
  17. Shifting appearance, as something about them, from sex to hair color to number of limbs, changes daily.
  18. Power, as they are actually weak Defilers who rule through lies and tricks.
  19. Paranoia, which guides them at all times and has seen them executing many an innocent soul.
  20. Senses, for they are blind, deaf, and mute, yet aware all the same.

HD: 20 (+1d20 additional HD)
AC: 19 (Charms, hides, or curses protecting them)
Speed: As man
Morale: 12 (-3 or -6 if found outside City-State and without Defiling power)
Attack: Defiling Pull, save vs Breath Weapon or take 3d6 damage, effects all within 5-100'.
Special:
Roll for one of the following options.
  1. They are a Master of the Way. Roll 4d6 to decide which Ways they know; they know all Psionic Powers of that Way. Know only 3 1st level spells.
  2. They have 6 of their 20 levels as Fighters or Specialist/Thieves.
  3. 1d8 of their skills have 6-in-6 chances of success.
  4. They have an assortment of magical swords.
  5. They are a lich, and their phylactery is held somewhere underneath the city.
  6. They use the Weird Magic System from Vaginas are Magic!/Eldritch Cock.
  7. They can Defile their City-State as many times per day as they want without losing spell slot intake.
  8. They are immune to any spell cast through Defiling.

THE CITY-STATE

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Tyr.
Same procedure as above. Some dice you will be rolling twice.

CITY NAME
  1. Mythopolis
  2. Asur
  3. Ka'Dinger
  4. Qahirah
CITY TITLE
  1. Where Hopes Dies
  2. The City of Metal
  3. The Haunted State
  4. Cradle of Suns
CITY LOCATION
  1. On top a sprawling oasis.
  2. A battlefield where grass grew from the bodies.
  3. The shores of the Sea of Silt.
  4. Inside a canyon wall in the Tablelands.
  5. Bordering the Forest Ridge.
  6. An crater-lake inside the Sea of Silt.
MAIN TRADE
  1. Slaves
  2. Food (Fruits, Meats, Humans, or Crops)
  3. Alcohols
  4. Old-world secrets.
  5. Weapons, armors, and mercernaries.
  6. Lumber & textiles
DEFINING LANDMARK
  1. A great obsidian obelisk carved with the history of the City-State.
  2. The oasis at its center, whose water is the color of sapphires.
  3. A massive, blue city wall with heliographs of the City-State's religion burned onto it.
  4. A tower filled with strange gardens and entrail divinations tha towers a thousand feet into the sky.
  5. Its ziggurats, atop which domed palisades sit.
  6. Skull racks, where the heads of criminals, heretics, and assassins hang.
  7. The city is terraced, raises higher and higher until one reaches the center.
  8. It is only visible as a mirage until one has reached its borders.
FAMED FOR ITS...
  1. Intellect Fortresses, of which there are many, each inhabited by another Master of the Way.
  2. Seers, oracles, and diviners, who use both elemental and entrail-based divination to grasp the future.
  3. Gladiator arenas, where strange creatures, wild talents, and scarred slaves fight to the death.
  4. Slave trade. Pleasure slaves and laborers are the most common, and few are as beautiful or as heat resistant.
  5. Tyranny. The laws here are draconian and uncompromising.
  6. Lushness. The oasis is massive and a forest is in constant bloom 'round its edges.
  7. Ruins. Underneath the city are the sprawling ruins of the Old World, filled with yet unmined metals and treasures.
  8. Diverse ecology, as strange creatures, all some manner of psionic or strange, can be found within the borders of the City-State's domain.
  9. Lack of slaves. Here, all men are free, and all men are artist, and all men work.
  10. Military. Every man, woman, and child is trained in the arts of murder and expected to ply them at some point.
DISTRICTS
Roll 1d6d12. Circle each d12 rolled and reference the table for what kind of neighborhood has been created. Remember to rename the districts with something thematic to the city itself.
  1. Scrimshaw. This district is dedicated to the creation of weapons and armor from Athas's detritus.
  2. Well-Nobles. Here the well and food nobles live, safely protected by templars and slaves. Also where the wells are.
  3. Freeman's District. Where the City-State's freemen live, work, and engage in countless dramas.
  4. Blood Zones. Slums built on the outside of the city's wall, filled with slaves. Named as so because of the violences that happen here.
  5. Slave Field: Crops. The countless crop fields that feed the city.
  6. Slave Field: Mining. A series of mines into the ruins or veins underground for precious materials.
  7. Worship Districts. Where different forms of worship, always to the Sorcerer-King, are performed. Also where Templars live.
  8. Gate Towns. Visitors, including merchants, must spend time here before being allowed into the city's heart.
  9. Bazaars. Where trading happens. Open 1d20+10 days a month.
  10. Red Sun District. A pleasure district, filled with slaves, strange drugs, and psionic meditations.
  11. War Streets. Where both the city's militia and its guardsmen are barracked. This district also has jails and torture prisons as well.
  12. The Defiled Heart. The palisades of the richest, most powerful, and most favored of the Sorcerer-King, as well as their own palace.
DISTRICT LANDMARKS
When you create a district roll a d20 1d4 times across the map. Circle the areas and refer to the chart to see what landmarks are here.
  1. Gladiator Pit. Where weekly, sometimes daily, blood games are held.
  2. Torture Platforms. Where enemies of the City-State or Sorcerer-King are tortured and executed.
  3. Foreign Caravan. Visitors from a distant Athasian City-State or tribe. Odd things can be found on sell here.
  4. Well. 5-in-6 chance to be dried. Otherwise, it's a forgotten treasure ready to be mined.
  5. Undiscovered Ruin Entrance. An as-of-yet untapped treasure that can be found. Likely dangerous.
  6. Noble Estate. Either a crop or well-noble. 2-in-6 chance that a Master of the Way is teaching here.
  7. Slave Slum. A shantytown where slaves are kept. Patrolled by templars or other hired help.
  8. False Home. The family that lives here are paid handsomely to hide the Preserver base underneath their home.
  9. Monster Pens. Where strange creatures for the Gladiator Pit or the militia are kept, fed, and bred.
  10. Trade Caravan. A trade caravan just recently let into the city. Contains 1. Food 2. Alcohols 3. Weapons/Armors 4. General supplies.
  11. Bard's Theatre. A small, open-sky theatre where singers and dancers perform regularly. 
  12. Sorcerer-King Monument. Some kind of monument to the current Sorcerer-King. Offerings are left here.
  13. Bard's Alley. Alleyways that usually go unpatrolled. Filled with whisperers and criminals.
  14. Arables. Farmland, though small and quaint. Milled by slaves.
  15. War Maker. Famed creator of weapons and armors.
  16. Unmarked Building. Where the most dangerous criminals are kept, and where strange things are done.
  17. Untended Secret Garden. A strange thing that should not exist. 
  18. Pleasure House. As advertised.
  19. Storage House. Where food, water, or other goods are kept.
  20. Sorcerer-King's Vacation House. The second heart of the city.

Dark Sun Conversion for Lamentations or Other Retro-Clones

I'm running some Dark Sun games soon. I'm not well-versed in 2e and didn't want to devote a lot to it, so I figured I'd just run it with Lamentations. This post contains all of my homebrew so far. It should be usable with any retroclone, however.

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Brom art inbound.

CHARACTER CREATION

  1. Stats are 2d6+6 down the line. Strong stats for the strong of Athas.
  2. Every character starts at level 3, as they did in the original Dark Sun.
  3. Gold for XP is still the rule. However, cannibalizing or devouring creatures counts as treasure. Value is HD x 100 in sp. Oases are also worth 500sp per discovery, as long as it is defended successfully for 1 week.
  4. Choose your class. Classes right now are:
  • Fighter
  • Magic-User (decide either Preserver or Defiler)
  • Halfling (cannibal)
  • Mul (reskinned dwarf)
  • Elf
  • Amazon (from Frostbitten & Mutilated)
  • Disciple (psionicist, found at the bottom of this post)
No Thri-Keen or Half-Giant class. Yet. Not sold on making those atm.

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Once all characters are made, the Referee rolls 1d4. The number rolled determines the starting condition of the party, as seen below:
  1. SLAVES, and either work slaves or gladiators; start with no equipment but masters can equip them with virtually anything
  2. TRIBALS, and either cannibals or hodgepodge groups; start with 1 weapon and 3 days of rations/water, as well as up to 100sp of survival supplies
  3. RECKONERS, these are the pirates of the Silt Sea; start with 2 weapons a piece, no rations or water (gotta pirate some!), and a silt-skimmer for the whole party
  4. KILLERS, in which case you work for either the sorcerer kings or are bards; start with 2 weapons of your choice, a beast of burden, and 100sp of survival supplies

DEFILING & PRESERVING

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If you roll a Magic-User, determine if you are either a Defiler or a Preserver. Then reference below how your magic works.

Defilers
As a Defiler, you drain life to cast magic. You do not have natural spell slots. When you cast a spell, you drain the life out of the surrounding area. Depending on the quality of the environment, you gain a certain number of spell slots. You can Defile a number of times equal to your character level. If you continue to Defile past that, subtract 8 from your hit points. You can only cast spells you have prepared with these spell slots, and they have no numbers attached to them--however, you cannot cast a spell whose level is greater then half of yours (rounded up). Everytime you Defile an area, the next time you Defile it you will receive 2 less spell slots (minimum 0). An area is considered 1 Hex, City, Dungeon, or Oasis location. NPCs and monsters will attack any Defiler they see cast magic. For every level past 5, add +1 slots to the slots gained.
  1. Ash - No spell slots gained.
  2. Barren - 1 spell slot gained.
  3. Drought - 2 spell slots gained.
  4. Fertile - 1d4 spell slots gained.
  5. Lush  - 1d6 spell slots gained.
  6. Oasis - 1d6 + 2 spell slots gained.

Preserver
As a Preserver, you hold life as sacred and take only what you need. You only have 1 spell slot. When you cast a spell, you draw upon Athas to aid you. Depending on the quality of the environment, you gian a certain number of additional spell slots. You can only cast spells you have prepared with these spell slots, and their level is equal to your own 1 natural spell slot (which is half of your level, rounded up). You can only Preserve an area once per day. An area is considered 1 Hex, City, or Oasis location.
  1. Ash - No spell slots gained.
  2. Barren - No spell slots gained.
  3. Drought  - 1 spell slot gained.
  4. Fertile - 2 spell slots gained.
  5. Lush - 4 spell slots gained.
  6. Oasis  - 6 spell slots gained.

WHETHER DEFILING OR PRESERVING, YOU CAN NEVER HAVE MORE SPELL SLOTS THAN x2 YOUR CHARACTER LEVEL.

EQUIPMENT

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There is little metal in Athas, and these rules do not apply to metal equipment.

At the end of a combat, your equipment has a 1-in-6 chance of degrading to a lower condition. See the table below for the conditions and their effects. Everytime the condition of your equipment degrades, the chance increases by +1. Spending 8 hours of work raises the condition of your equipment by 1.

  1. Peak Condition - No adverse effects.
  2. Worn - Armor is -1, damage die of weapons decreases to d4. If already d4, decreases to 1+Modifier.
  3. Damaged - Armor is -2, damage die decreases again. If already 1+Modifier, is now just +Modifier.
  4. Broken - Armor provides no benefit; weapon does 1 damage.
Metal weapons deal +1 damage and metal armor/shields adds +1 to AC.

WILD TALENTS

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This pic has nothing to do with wild talents but it's dope.
When you create your character, roll a d20. If the result is equal to or under your Intelligence score, you are considered a wilder and have a wild psionic talent. Refer to the table below for what you rolled and what your wild talent is. You can use your a number of times per day equal to your character level. Should your Intelligence score increase, and also whenever you hit levels 5 and 9, you can test again for a wild psionic talent if you did not already have one.

  1. Dowser. You know the direction towards drinkable water within your Hex/City.
  2. Echo Far and Wide. You can hear and understand every word said within 100' of your location for 1 round.
  3. Compass Mind. You know which way is north for 1 round.
  4. Telekinesis. You can manipulate a non-held object whose weight is equal to your Intelligence score within 30' of you. The manipulation must be something simple, and you can only perform a single manipulation.
  5. Mind Reader. You read the surface thoughts of a single creature. If you do this 3 times in a row, you learn 1 of its secrets.
  6. Thought Projection. You project either a thought, image, emotion, or memory into a creature's mind that you can see.
  7. Pusher. You send something flying back 30' upon making a successful attack roll against it.
  8. Blank Mind. A creature you are talking too forgets the last hour of their life.
  9. Calm Mind. A creature you are talking too ceases hostility towards you.
  10. Blind Eye. A creature that you can see can no longer see you in their vision for 1 turn. However, they are aware that something is there.
  11. Levitation. You levitate up to 10' off the ground for 1 round.
  12. Skill Eater. A creature you can see has one of their skills reduced to 0-in-6 chance for one round. For that round, that same skill for you is increased by the amount they lost.
  13. Mind Over Fatality. You remove any damage you suffered during the previous round.
  14. Diviner. Roll 1d20. You can replace a character or creature's roll during the next round with that 1d20.
  15. Memory Slurp. You gain 8 hours of memories from a character, corpse, or creature that you are touching. They fade at the end of the next round.
  16. Objection Projection. A creature you are staring at sees an object close to them or in their hand until the end of their next round.
  17. Voice Lie. Any creature that hears you speaking hears a different voice instead.
  18. White Noise. Until the end of the next round, no wild talents or psionics can be use within 100' of you.

PSIONICS

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Psionics is a skill. You start with a 1-in-6 in this skill. You can use a number of Psionic Powers per day equal to your skill + your character levels. Beyond this, you can use additional powers, though you must succeed on a skill check to do so. Every success to do this reduces the skill by -2 (minimum 0) until you spend 8 hours in meditation. Doing so raises the skill back to its original level.

For every level you gain, roll your Psionics skill. On a success, add +1 to it. On a failure, keep it the same. 

When you gain your Psionics skill, roll 1d6. This will determine which Way--or style of powers--that you are a disciple of. Every two levels, roll a d20. If you roll equal to or under your Intelligence score, you learn an additional way.

The Ways
  1. Clairsentience, the power to slip into the noosphere and draw on all human knowledge.
  2. Psychokinesis, the power to manipulate atoms and kinetic energy.
  3. Psychometabolism, the power to change the physical form in accordance to the mind.
  4. Psychoportation, the power to manipulate the firmament of space & time.
  5. Telepathy, the power to interface directly with the minds of others.
  6. Metapsionics,  the power to manipulate cause & effect to amplify or diminish events.
Once you have your Way, roll a number of d12 equal to your character's level. You know those Powers in your way, referencing the charts below.

When you level up, you learn an additional Power. You can learn other powers from Masters of the Way if you spend 1 month of time meditating with them. After that month, roll 1d20. If the number is under your Intelligence score, you learn that Power. 

Powers with an * last psionic level/rounds. You can only maintain one power that lasts longer than 1 round. Using another instantly ends the previous.

CLAIRSENTIENCE POWERS
  1. Aura Sight. You see the aura of all creatures within 100' of you. These auras tell you when they lie, if they are hurt, and what emotion they are feeling.*
  2. Clairaudience. You hear everything happening in a 30' sphere. You can place this sphere to a location you can see within 300'.*
  3. Clairvoyance. You share your sight with another creature within 300'. You can move the creature's head, and it will have no clue that someone else is moving its body. *
  4. Object Reader. You learn all events concerning an object you are touching within the last 24 hours. This information is downloaded into your brain over the course of 1 round.
  5. Psychic Impressions. You learn of any major events that have happened within 10' of you within the last psionic skill/years. You can move as doing this, and therefore learn a greater range of events. This information is downloaded into your brain over the course of 1 round.
  6. Precognition. You know what dangers are to come. All damage you suffer during the next round is reduced by your psionic skill. You also add your psionic skill to any saves you would make during the next round.
  7. Future Stalker. You know the location of a creature you have seen within the last psionic skill /days.
  8. Anchored Mind. You anchor yourself mentally to the current location. You know the fastest path to return back to this location for the next psionic skill/days.
  9. Perfected Senses. You become hyper aware of everything around you. You have blindsense within 30' of you.*
  10. Timeline Merger. You superimpose a creature's future self over your present actions. You gain the attack bonuses and skills of a creature you can see.*
  11. Bring the Future to Now. You see a future where your enemy or target is destroyed. They must save vs Magic or suffer a number of d6 in damage equal to your Psionics Skill.
  12. Enlightenment Sharing. You share your time-grazing senses with another creature. For every Clairsentience Power you know, the creature is paralyzed for 1 turn. At the end of those turns, it gains a +1 to all rolls for 24 hours.

PSYCHOKINESIS POWERS
  1. Agitation Detonation. An object or creature you see within 30' has its atoms enraged by your gaze. It explodes if it fails a save vs Magic, it suffers Xd6 where X is your Psionics Skill.
  2. Sum of its Parts. You weld together a number of objects equal to your Psionics Skill. This frankenstein object is considered to be in Perfect Condition. If it's armor, it has an AC bonus of 1 + your Psionics Skill. If it's a weapon, you add your Psionics Skill to damage rolls with it.
  3. Disintegrate. With a thought, you obliterate the molecular bonds of a creature or object. If a creature, it must save vs Magic. On a failure, and if its HD is equal to or lower than your Psionics Skill, it is reduced to dust. Objects get so such save, but cannot be any bigger than something you could hold in your hands.
  4. Atomic Reconstruction. You rearrange the atomic structure of a material. You can change psionic skill/pounds into another material. The material must be liquid if it starts as a liquid, solid if it starts as a solid, etc.*
  5. Force of Will. You push or pull something with the full force of your mental thought. Whatever you push/pull cannot weigh more than your x20 your Intelligence score, and can be pushed up to 200' away. If lifted straight into the air, gravity intervenes, reducing the distance to 50'.
  6. True Telekinesis. You can finely handle an object or a willing creature that you can see within 300'. If lifting, pulling, or dragging an object, assume you are doing so with a Strength score of 18.
  7. Inertia Bubble. You create a 20' radius bubble around you. Anything that enters the bubble loses all momentum and has their movement reduced down to 1/5 that of a man. Lasts for psionic skill/rounds.
  8. Object Life. An object that you can see is given life. It is treated as a creature with psionic skill/HD. It obeys any orders you give it, and has x2 the speed of a man.*
  9. Degrade Atoms. A handheld object that you can see instantly degrades 2 condition tiers. 
  10. Soften/Harden. Psionic skill/pounds of material you can see either becomes as soft as mud or as hard as metal. If armor is softened this way, it loses all benefits and actively sloughs off of the wearer.*
  11. Psychokinetic Choke. A creature within 30' of you must save vs Magic. On a failure, it begins to suffocate, is lifted 10' off the ground, and takes 1d6 damage.*
  12. Thermonuclear Thoughts. You rapidly heat up and irradiate an object that you are staring at within 30'. If it is flammable, it instantly burns into flames. If it melts, roll your Psionics Skill every round that this Power is active, melting the material on a success.*

PSYCHOMETABOLISM POWERS
  1. Animal Morph. Choose an animal, such as a scorpion, dart frog, falcon, tiger, etc. When you use this power, you gain one of that animal's features. This can be its HD, its attack pattern/damage, its movement, a special feature of it, or something else.*
  2. Cellular Recreation. You recreate lost cells within your body. Using this, you either heal psionic skill/HD in hit points, or you can reattach limbs.
  3. Age Meld. A creature you can see either ages forwards or backwards psionic skill/years. In turn, you age the opposite way.
  4. Creature Morph. Choose a non-animal creature, such as a dragon, succubus, etc. This creature cannot have greather HD than your Psionics Skill. When you use this power, you gain one of that creature's features, as per Animal Morph.
  5. Disease Eater. Your thoughts overwhelm any pathogens inside of your body, destroying them If the pathogens caused physical effects, they end in 1d4 hours.
  6. Adrenaline Explosion. You force your adrenaline to surge beyond its normal limits. Your STR/DEX/CON modifiers increase by your Psionics Skill. When this power ends, you cannot move for 1d12 turns.*
  7. Biofeedback. You know what diseases, poisons, wounds, or other biological problems a creature that you can see is suffering from.
  8. Homeostasis. Your body reaches perfect equilibrium with itself. All damage suffered is reduced to 1, and you are immune to poisons or environmental changes.*
  9. Form Adjustment. Psionic skill/limbs adjust by up to 10'.
  10. Weaponize Self. You hands, arms, or legs become any type of melee weapon you can imagine. This weapon is considered to be a metal weapon.*
  11. Metabolise Anything. You activate this power when eating or drinking a non-food/water substance. No matter what the material is, as long as you can chew and swallow it, it is treated as a unit of food or water.
  12. Suspend Animation. For Psionic skill/years, you suspend all biological functions. You do not need to eat, drink, are immune to environmental pressures, appear to be made out of stone, and all damage suffered is reduced by half. You can end this effect at any time.

PSYCHOPORTATION POWERS
  1. Be Gone. You mentally shift a creature from one space to another if it fails a save vs Magic. This can be any general Hex/City/Location that you can think of that you have already visited.
  2. Nomad's Step. Instead of physically moving from one location to another, you instead teleport to it as long as you can see it. You can teleport an additional 10' per Psionics Skill point.
  3. Snapback. You jump back to a place and time that you've visited within the last 24 hours. You can bring psionics skill/characters with you when you do this. When going back in time, disease, poisons, and curses are removed, but lost HP is not regained.
  4. Dream Walker. You enter into a creature's mind that you have met before. If the creature is not sleeping, this power has no effect. If it is sleeping, you exist temporarily in its dreams, which is a strange dungeon created by the Referee that consists of the creatures manifested memories, thoughts, etc. You can bring psionic skill/characters with you. Damage suffered in the dream is suffered in real life as well. If the creature wakes up, all dream walkers are cast from its mind and suffer 1d12 damage. It becomes clear within 5 minutes when a creature begins to wake.
  5. Future Walker. You disappear and reappear in psionic skill/rounds. While in this state, you see all things that are happening around you for those number of rounds. You can reappear at any point after having done this.
  6. Teleport Trigger. You may use this power after you suffer damage or fail a save. You teleport to a location of your choice within 30'.
  7. Time/Space Anchor. A creature you can see within 30' must save vs Magic. On a failure, it must repeat its exact turn for psionic skill/rounds. If that turn involves movement, it teleports back to its original spot and makes that movement again. If it attacks or otherwise performs an ability on another creature, it does so again, even if that creature is not there.
  8. Materia Glide. You can move through solid objects as if they were gas.*
  9. Ethereal Traveler. While meditating, you appear in a location you have visited before. To all creatures who see you, you appear as if you are actually there--however, you leave no footprints, and can interact with neither creature nor object.*
  10. Rearrange Field. You teleport psionic skill/creatures around you to a completely different square.
  11. Wormhole. You create a wormhole that connects your location to another location that you have visited before OR that you can see. Any creature can enter into this wormhole, regardless of its size.*
  12. Multiple Places. You step into another place that you can see within 10'. You jump back between these places constantly, allowing you to exist in two places at one time. While you don't gain two actions from this, both versions of you can move independently.*

TELEPATHY POWERS
  1. Dominate Thoughts. A creature within 30' of you must save vs Magic. On a failure, you rewrite its thoughts and program it do a single action of your choice. Something like "Kill yourself" would actually only be "Attack yourself."
  2. Idea Scramble. A creature you can see must save vs Magic. On a failure, its thoughts are scrambled and it has a 1-in-6 chance of being able to do anything during the next round.
  3. Destiny Bond. You mentally link your body with that of another creature. When one of you lose hit points, the other does. This applies to all effects. If one of you dies, the other must save vs Death or die instantly as well.*
  4. MemBlank. A creature you can see must save vs Magic. On a failure, you wipe out a creature's memories for the last psionic skill/decades. They return after the creature has had 8 hours of rest.
  5. Mindlink. You and another creature have complete and unfettered access to each other's minds.*
  6. ESP Probe. You dive deep into a creature's memories. It must save vs Magic. You learn psionic skill/secrets that it has, as well as its greatest sin, greatest moment of pride, and any thoughts it currently has.
  7. Persona Switch. You swap minds with another creature. While swapped, you are control what that creature does, and it controls what you do, but it cannot use any of your Psionic Powers unless it had levels as a Disciple. If you die while swapped, you return to your original body and must make a Psionics Skill roll after 24 hours to keep the trapped personality dormant.*
  8. Plant Aversion. A creature that you can see must save vs Magic. On a failure, it is made averse to a location, creature, or object of your choice. It will not look at, approach, or otherwise interact with whatever it is now averse too.*
  9. Awe/Despair. Creatures that can see you feel either overwhelming awe or despair towards you. You decide which. While under these emotions, they must succeed on a 3-in-6 roll to act in hostility towards you.*
  10. Imagined Frailty. A creature that you can see must save vs Magic. On a failure, it believes that the next blow it suffers will kill it. If damaged before the end of the next round, it believes itself dead, and will fall to the ground unmoving for psionics skill/rounds before realizing it is not, in fact, dead.
  11. Falses Inputs. A creature that you can see has one of its senses give it false input. For example, you can make it see something that isn't there, or hear something that doesn't exist.
  12. Remember Death. A creature that you can see remembers a death it has suffered in a past life. The creature must then save vs Magic suffer psionic skill/subtracted from all rolls it makes, as flashbacks fill its mind.*

METAPSIONIC POWERS
  1. Appraise Chance. When you attempt something that requires an X-in-6 chance, you increase that chance by your Psionics Skill before rolling.
  2. Probability Clone. A clone steps out of your body. It is identical to you in every way. While the clone is manifest, neither of you can use Psionic Powers. The clone replaces the probability of all of its rolls with a Psionics Skill roll.*
  3. Create Pathways. A creature you are talking too rolls a d20 under their Intelligence score. On a success, they gain a wild talent and gain a 1-in-6 Psionics Skill. Unlike other powers, you can only use this power psionics skill/per level.
  4. Split Personality. You create a second personality. While this second personality exists, you can roll twice on skill checks and take either result, and use two Psionic Powers per round.*
  5. Probability Cannibalization. All skills except for your Psionics skill are reduced to 0-in-6 chance for 1d4 hours. You regain a number of Psionic Power uses equal to your Psionics Skill.
  6. Fate Twist. When a creature you can see attempts something with an X-in-6 chance, you reduce or increase the chance by your Psionics Skill.
  7. Reverse Wound. After using this power, if you are attacked before the end of the next round, the creature loses its attack and you instead make one.
  8. Push Death. A creature who dies instead dies at the end of the next round. You can use this Psionic Power to continue pushing back its death.
  9. Imbue Psionics. A creature you can see must save vs Magic. On a failure, you program it with one Psionic Power that you know and create a 6 word or more trigger for that power. The creature uses that power when the trigger is met.
  10. Close Pathways. A creature or character that has Psionic Powers or wild psionic talents that you can see must save vs Magic. On a failure, it loses all psionic ability.*
  11. Probability Convergence. Within 30' of you, any skill check made by any creature or character has a 3-in-6 chance of success, all attack rolls are treated as a 10+modifier, all saves are 10 or lower, and all damage is the 4+modifier.*
  12. Failure to Success. Everytime you miss an attack, fail a save, or fail a skill check, the next time you make that roll, it succeeds.* 

THE DISCIPLE CLASS

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Not Brom.
Disciples, otherwise known as Disciples of the Way, are those with psionic ability who have honed their craft over countless years. City-States value Disciples as noble teachers and protectors of Sorcerer-Kings. In the wilds of Athas, Disciples meditate in isolation and grow their powers to new levels. As a Disciple, you have either been directly taught by a master, or have created your own series of techniques.

HD: As Magic-User.
Saves: As Magic-User.
Attack Bonuses: As Magic-User.
Level Up: As Magic-User
Special:
  • The Disciple can choose to either be in Attack Mode or Defense Mode. The Disciple decides which mode they are in at the beginning of their turn.
  • If in Attack Mode, the Disciple rolls their Psionic Skill. On a success, they do 1d8 damage to a creature they can see within 100'. That creature has no idea it was attacked by the Disciple.
  • If in Defense Mode, the Disciple is immune to Attack Mode attacks, and adds their Psionics Skill to any saves forced by Psionic powers.
  • At 9th level, you are considered a Master of the Way. Any creature or character with at least a 1-in-6 Psionics Skill will know you for your power. You gain 1d4 level 3 Disciple Followers. Every week, roll 1d20. On a 15 or higher, you gain an additional 1d4 followers of the above kind. Additionally, you can now teach creatures with at least a 1-in-6 Psionics Skill a Psionic Power as their master, using the rules found in the above section.
  • Also at 9th level, you also create an Intellect Fortress. It is castle or stronghold with a design of your choice. No Psionic Powers can be used while inside your Intellect Fortress unless you allow the Disciple to do so.