Thread: BRP Athas
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Old February 25th, 2008
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Conrad Conrad is offline
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Talking BRP Athas part 1

After much messing about finding the pages and scanning them here is the first part:

Races
Dwarf
STR 3d6+3
CON 3d6+6
SIZ 2d6+6 (mass)
INT 2d6+6
POW 2d6+6
DEX 3d6
CHA 2d6
move 6
Dwarves are short but very powerful. Their size represents their mass, commonly reaching 2001bs in weight. They have a -1' penalty on weapon reach. A dwarf lives to commit his life to each task, called a focus; it is the current focus that determines his life, his friends and his enemies. When performing tasks directly related to the focus he gets +5% on all resistance rolls and +10% to all skill rolls. A focus must be a feat requiring at least a week to complete. Stoic singlemindedness is the phrase which most aptly summarises the Athasian Dwarf.
Elf
STR 2d6
CON 2d6+6
SIZ 2d6+6 (height)
INT 3d6+3
POW 3d6
DEX 3d6+6 CHA 2d6+6 move 10
Elves are unrelated to Aldryami. Their size does not take into account their great height and leaness, typically standing 6.5 - 7.5 ft high. They thus have a +2' advantage on weapon reach. Elves can run at five times their normal movement rate, with great loping strides. They are naturally skilled in the use of bone and wood swords, gaining an extra +10% to the base chance with these weapons. They also have an extra +20% on their hide in shadows and move silent base chance. Elves find it very hard to trust any creature that is not a member of their tribe. They often fabricate tests of trust, to see how worthy of friendships their companions are. These may even reach life threatening proportions in some cases!
Half-Elf
STR 3d6
CON 2d6+6
SIZ 2d6+6
INT 2d6+6
POW 2d6+6
DEX 3d6+3
CHA 2d6+6
move 10
The half-elf is a child of mixed parentage, and finds it hard to be accepted by either parental race. They tend to be slightly taller than humans, and with more deeply chiseled features, although they can normally pass as human without too much difficulty. They do not form communities of their own, and so typically remain outsiders for their whole lives. They do start with a survival skill of their choice at a score of INT * 5%. They have a unique skill, Befriend Pet. This oratory skill starts at 25% and can be used to make a faithful pet of any local animal of up to man - sized. The pet must be gained while it is young, but it will then follow the half elf and will obey simple commands. Remember at all times that the half elfs pride themselves on their self-reliance. They do crave acceptance, however, and will take part in any social or cultural rituals if at all possible (especially competitive ones).
STR 4d6+12
CON 3d6+6
SIZ 4d6+12
INT 2d6
POW 2d6
DEX 2d6+6
CHA 2d6
move 12
The half giant race was formed by magic many centuries ago. They are enormous individuals, 10' or more tall, with features that are human but exaggerated They have a +3' advantage to weapon length. Although huge and powerful, the half-giants suffer from a lack of wits. They are never the less interested in communication, and they are very curious. They are normally found imitating either charismatic people or a group that they live nearby. Even in groups they adopt the culture of the nearest other race to themselves. They can switch their attitudes very quickly, taking on new values to suit new situations. All personal items (food, clothing, weapons) cost double for the half giant, and they require four times as much water as other races.
Halfling
STR 2d6
CON 3d6
SIZ 2d6
INT 2d6+6
POW 3d6+6
DEX 3d6+6
CHA 3d6
move 6
The halflings are a feral race, standing no more than 3.5' tall. As such they have a - 2' penalty on weapon reach. They are proportioned like humans but have the faces of wise and beautiful children. They have a great racial unity, and always treat each other well - but their communication depends a lot upon their common culture. Halflings find it difficult to communicate with others that do not have their background. They do not care for war or money or power in the normal sense. They consider the inward
thrown and sling weapons, and +20% on all attempts to resist poison. They also have +30% to their initial score for hiding in shadows and moving silently. Often bewildered by the cultures and values of the other races, they remain open minded and curious.
Human

STR 2d6 + 6
CON 2d6 + 6
SIZ 2d6 + 6
INT 2d6 + 6
POW 2d6 + 6
DEX 2d6 + 6
CHA 2d6 + 6
move 10
The human is little changed, except that all attributes are rolled on 2d6+6 because Athas breeds survivors. The average male stands 6 - 6.5' tall and the female is 5.5 - 6' tall. Many humans have marked alterations to their appearance - skin or hair colouring, distinctive features (pointed ears, hooked nose etc.)
Mul
STR 3d6+6
CON 3d6+3
SIZ 3d6+6
INT 3d6
POW 2d6+6
DEX 2d6+6
CHA 2d6
move 10
The mul is a tough, sterile cross-breed of human and dwarf. They have a dwarfs muscles and endurance stretched over a human sized frame. They are normally the products of the slave pits, bred for gladatorial combat. They are hairless and have stern facial features. They able to work harder and longer than most other races, and can
continue heavy labour for 24 + CON hrs before needing a rest. Lighter exertion is proportionally easier for them. The rigors of their upbringing in bondage tends to make the muls sullen and difficult to befriend.
Thri-kreen
STR 2d6
CON 2d6+6
SIZ 3d6+12
INT 3d6
POW 3d6+3
DEX 3d6+6
CHA 2d6
move 12
The most alien of the races, the Thri-kreen are insect people, often known as the mantis warriors. They have six limbs and a tough sandy yellow exoskeleton. They walk, run and jump on very powerful hind limbs while their four arms are used for manual work. 7' tall and 11' long, they have a +1.5' weapon length advantage. They do not need sleep, and can remain active through the day and night. Their carapace gives them 5pts armour all over. For weapons they normally use the Gythka and the Chatkcha, both of which originated with them. They can use any two arms at once in combat for attack and parry purposes - the other arms distract and give the Thri-kreen a 10% defence (even if it would not normally qualify for it). They have jumping skill at DEX * 5% and can leap 50' along or 30' vertically. They have astounding reactions, and can use this to develop a dodge missiles (manipulation) skill. Thrown missiles are dodged by using the skill, propelled missiles require an impale success. The Thri-Kreen are obsessed with the hunt and with feeding. They will also obsessively protect their clutch or pack (which includes whoever he is travelling with at the time).
Copyright © Neville White 1990-1998
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