Dark Sun for EZD6 - Species
I have already run a short campaign using EZD6 in the Dark Sun setting. Now some time has passed since we completed it, I thought some more and here are my ideas for adapting the Dark Sun Setting to the EZD6 rules.
This work is based on the Original Dark Sun by Troy Denning and Timothy B. Brown; Dark Sun for OSE by Lixu; Dark Sun for Shadowdark by Zqquu.
You will require EZD6 core rules and EZD6 Wasted World.
Use standard Character creation from the Core rules.
Hero Path
- Fighter
- Wizard
- Thief
- Gladiator
- Ranger
- Priest of the Holy Elements
- Paraelemental Zealot
- Druid
- Minstrel
- Trader
- Psionicist
- Templar
Species
- Dwarf
- Elf
- Half Elf
- Half-Giant
- Halfling
- Human
- Mul
- Thri-kreen
SPECIES
These are the playable species for Dark Sun.
Dwarf
Athasian dwarves are short, stocky and completely hairless. They are famed for their single-mindedness and ability to focus on tasks for extended periods of time. Among their people, they have preserved a deep body of oral history and culture.
- Boon for any extended tasks.
Elf
Virtually all Athasian elves stand over six feet tall, with some reaching seven feet. Carried by their long legs, they sprint across the deserts of the Burnt World. With a reputation for restlessness, most elves long for the countryside, but many are also merchants and traders, selling their wares and services in the cities and towns of Athas.
- Fast. Boon to Running. Can move far on a movement action.
Half Elf
The product of unions between humans and elves, they are common on Athas. They’re between six and six and a half feet tall. They often have trouble finding acceptance among either of their parents’ kin, and as a result, many half-elves become self-reliant loners.
- Animal Companion. You can start the game one animal companion. It is your friend. It stays with you as long as well treated and protected. The animal can be up to medium size and has 2 Strikes or 1 Strike for a small animal.
Half-Giant
The product of centuries of magical experiments by the sorcerer-kings, half-giants stand between ten and twelve feet tall. While most half-giants remain possessions of their creators, a few have escaped captivity, won their freedom, or been born to half-giant parents who managed to raise them outside of their master’s control.
- Tough. Has four stikes.
- boon to all strength tasks
Halfling
Feared for their occasional alien savagery and brutal treatment of outsiders, they have a deep connection to very nature of Athas itself. Most halflings hail from isolated jungle areas on periphery of the explored areas of the Tablelands. They see virtually all living things, including other humanoids, as a potential food source.
- Ferocious. Halflings always go before non-halfling creatures.
Human
Theirs is the principal culture of the cities, which were all founded by human sorcerer- kings in the distant past. Centuries of defiler magics have twisted the human race, so that some of its members have unusual or frankly bizarre facial features, or odd physical mutations like webbed fingers, shorter arms, or scales.
- Pick a third inclination
Mul
Creations of the sorcerer-kings, the muls were made to provide a source of slave labor. Although a combination of dwarven and human traits, muls are naturally have athletic proportions — they are taller, and have broader shoulders and thighs than humans. Some genetic lines can grow hair, but this is generally limited to the crowns of their heads.
- Indomitable. When you take your last Strike, gain a Boon to your Resistance Save against death and stay standing with 1 Health on success.
Thri-kreen
With mandibles, six limbs and a chitinous exoskeleton. They use their lower and upper sets of limbs as most humanoids do, but have an additional middle set of smaller arms which they can use to manipulate objects or perform fine tasks. Most thri-kreen are obsessed with the hunt, and constantly worry over obtaining, preserving and accounting for food.
- Insectoid Physiology. They never truly sleep. Instead,they can gain the benefit of a full nights rest after a two- hour dormant period, during which they remain alert. Thri-kreen also only need to eat once per week.
Next post I will look at character classes.