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My takes has always been psionics & magic are two explanations for the same thing. No matter what you call them they should use the same game system. The preserver/defiler is pretty central to Athas but does it have to fundamentally different than the Psi user? I'd use the same system for all powers but have the source of the POW points vary.
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SGL.
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116/420 (gave away one!). Ef plest master, this mighty fine grub! |
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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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As my uncle Neddy used to say "Space be GOOD!" |
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More Athasian rules will be forthcoming, notably armour and weapons.I don't have the magic/psionics rules though. Wish me luck with my annoyingly uncooperative scanner!
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As my uncle Neddy used to say "Space be GOOD!" |
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After more annoying uncooperation from my scanner I have managed to thrash the recalcitrant beast into submission, so here it is:
Weapons and Armour Some weapons are made out of steel, especially those that are recovered from ancient ruins. These are very rare and are treated just like the iron weapons in RQ. They have half again as many hit points and are only damaged on critical hits when they are used for parrying. They do not prevent the use of psionics or spell magic. The majority of weapons that are used are constructed of wood, bone and obsidian, and as a result there is a preponderance of impaling weapons of one sort or another. Wood This can be used for clubs and for impaling weapons. They are not very hard although it is resilient. They are treated as normal bronze weapons, but do Ipt less damage. (Weapons that are normally entirely wood, such as a quarterstaff are unaffected, of course!). A wooden version of slashing weapons can be used, but they have -15% to hit and -2 on the damage they inflict, and they cannot slash. Bone Bone can keep a cutting edge, and is hard, so it can be used for cutting and impaling weapons as well as clubs. It is not very resilient, so it is often lashed on to wooden hafts to form picks, scythes, spearheads and polearms. A bone weapon will have half the hit points that a weapon normally has. It is lighter and not as sharp as metal, so it does Ipt less damage as a slashing weapon and cannot slash. It does full damage as a club or impaling weapon. On any cutting blow which does maximum damage the bone weapon has a 10% chance of shattering. A sought after material for weapons, it is very hard and can maintain a sharp edge superior to any of the other weapon materials. It will do normal damage if used as a club, impaling or slashing weapons, and it may slash or impale. Still somewhat brittle, it has 50% of the hit points of a bronze weapon, but it does not accumulate damage. If the hit points are exceed it breaks, otherwise it is unaffected. Spears and polearms have wooden hafts and so use the normal rules in those cases. New Weapons Weapon Damage SR Length STR DEX base hp Chatkcha ld6+2 2 30' 9 15 10% 5 Impaler 1d8 2 4' - - 20% 12 Gythka 1dlO 3 6' 7 15 15% 20 Quabone 1d4 2 3' - - 25% 12 Wrist Razor 1d6+l 1 6" - - 25% 5 Studded armour 1d3 4 0' - - 10% Twin axe 1d4+l*2 2 3' 9 - 15% 12 Yanga 1d8+l 3 4' 9 14 5% 15 doubledagger 1d4+2 1 6" - 12 25% 10 small shield 1d6 2 0' - - 20% 20 medium shield 1d3 4 0' - - 10% 30 Chatkcha: A thri-kreen throwing weapon that is analogous to a boomerang, common amoung the steppe tribes. It is a crystal wedge that has a base range of 30', and if it misses the target it returns to the throwers hand. The chatkcha can impale. Impaler: Developed for arena combat, it has a single shaft with a pair of blades splitting to each side to form a pickaxe shape. It is an impaling weapon. Gythka: The thri-kreen polearm has a thick staff like a quarterstaff, and wicked blades at both ends. It can be used at even the closest range like a quarterstaff. It can be used to slash or to impale. With blades at both ends the fighter may use it for 2 attacks or 2 parries as if he was holding a separate weapon in each hand. Quabone: Four shanks of bone lashed together to form a radially symmetrical rod. Armour Armour is often available in half pieces, and when scavenged from fallen foes or comrades only half pieces are available. The effect of this is that when an armoured location is struck there is a 50% chance that the armour protects, and a 50% that it wasn't protecting the precise part of the location that was struck. Armourer skill can be used to fashion armour from the appropriate raw materials, or to add studding to existing armour. Leather armour is 1pt or 2pt armour as normal. It may be studded with bone in order to improve it to 3pt armour. 1pt leather may be combined with other armours. Kank chitin is used to provide 4 pt armour, but is very difficult to work, and normally has to be custom made by those willing to endure the vile smell while they are preparing it! High ranking elves often have kank chitin breastplates. Mellikot hide is used to provide 6 pt armour. It is expensive, but possible to buy since mellikot are semi-domesticated. Braxat hide is used to provide 8 pt armour. This is quite rare, since the braxat are large, intelligent and powerful, and are more likely to make a meal of their hunters than they are to be captured! Copyright © Neville White 1990-1998 Some of the above section is missing, but its better than nothing I suppose! ![]()
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As my uncle Neddy used to say "Space be GOOD!" |