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SAVAGE SUN

Setting Rules

This setting uses the Blood & Guts, Critical Failures, Gritty Damage, and Skill Specialization Setting
Rules, in addition to new ones introduced below.

Primitive Weapons
Most weapons on Athas are made of sub-standard materials due to the lack of metal and
relative scarcity of usable wood. Bone, stone/obsidian, or even chitin is used instead, but such weapons
arent as durable as ones made of metal or good wood. Whenever a critical miss is rolled on an attack
with a primitive weapon, that weapon breaks. Weapons made of metal or good wood are not subject to
this rule, as long as thats the appropriate material for the weapon (a sword made of wood will still be
primitive, but a staff made of good wood isnt).

Dangerous World
Not so much a setting rule in itself, this is a clarification to pay special attention to the rules for
Hazards (notably Thirst, Hunger and Heat), Encumbrance, and Survival in particular. Temperatures on
Athas generally start at 100 degrees at the earliest light of dawn, and routinely reach greater than 130
degrees during the afternoon. A gallon of water (the minimum a human needs each day to survive in
the Athasian desert) weighs 8 pounds, and food adds more (when factoring in containers and such, a
days worth of food and water together weighs about 15 pounds). Survival can be used to find food and
water in the wild, but each Survival check away from a well-traveled road invites encounters with
dangerous Athasian wildlife, diseases and even other survivalists eager to hoard for themselves the few
gifts to be found in the desert. Lastly, the brutal heat of the Athasian desert is so severe that even with
sufficient water to avoid the Thirst hazard, Fatigue rolls must still be made against the Heat hazard.

Wild Talents
Athas is a world filled with psionic power; many living creatures, including sentient races, animals
and even some plants have some psionic ability. Each Player Character automatically has some small
amount of natural psionic talent, even if they pursue no Arcane Background. (Many NPCs will as well;
any NPC you want can have one of these talents, and if you want to determine it randomly, just draw a
card on a Spade, the character has a Wild Talent.) GMs can either let their players choose one talent
for their character, or roll a d10 to determine it randomly. None of these abilities cost points or require
a roll to activate, though activating one is an action; otherwise they may be used at will. If a roll is
required by the GM to determine success in some way, use Spirit as the active Trait.

1. Body Equilibrium: For one round, the character ignores difficult terrain and will not sink into
soft terrain like silt or quicksand.
2. Far Hearing: Choose a spot within your line of sight, up to 10 away. For the next round, you
may hear sounds as if you were standing in that spot.
3. Know Direction: For the next hour, you can unerringly tell which way is north. This gives you a
+2 to Knowledge (Navigation) rolls.
4. Mental Tools: You create a simple tool you can hold in one hand. The object will vanish if used
to try to hurt or hinder a living creature, and it is obviously a psionic construct. The object will
last for one hour or until you use this power again.
5. Object Projection: You teleport an object you are holding in one hand to an empty space within
10 or to a willing recipient within 10.
6. Psionic Image: You create a silent illusion anywhere within 5 of you and control it for one
round, after which it vanishes. The illusion is visual-only and cannot be larger than Size -1.
7. Psionic Spark: You cause one flammable object within 5 of you to catch fire if it isnt being held
or carried by another living creature.
8. Sensing Eye: Choose a spot you can see within 5 of you. For the next round, you can see as if
you were in that spot.
9. Telekinetic Grasp: You can move a single non-living object that weighs no more than 20 pounds
and isnt carried or held by another creature telekinetically. The object must be within 5, and
you can move it no more than 5 in a single round. It lacks sufficient speed or force to hurt
someone.
10. Thought Projection: You can send either an image or a message of 10 words or fewer to any
number of minds within 5 of you. Each mind must receive the same message. This grants
recipients no ability to respond, and each mind that receives the message is aware of its source.

Learn or Die
Player Characters on Athas start at Seasoned, with 20 XP. The brutal crucible that is Athas
forces its denizens to mature and toughen quickly, or else they wont survive.

Piecemeal Armor
Due to the scarcity of good armor-making materials and brutal heat of the desert, full suits of
armor are very rare. Instead, characters expecting battle are forced to wear whatever they can
scrounge or survive in. Its not uncommon to see a warrior or gladiator in a leather breastplate, a bone
vambrace on the left arm, a chitin greave on the right leg and nothing else. People have adapted to gain
as much utility out of these scarce pieces as possible.
This setting rule introduces a new way to handle Armor. Small piecemeal armor as described
above does not directly add to a characters Toughness; it grants no armor bonus. Instead, there is a
new skill introduced called Armor Use, which reflects a warriors ability to maximize the protection
offered by piecemeal armor:

Armor Use (Agility)


Characters experienced with piecemeal armor train to squeeze every last inch of benefit out of
it, learning to shift their bodies to take attacks on their most armored locations and twist unarmored
locations away from the enemys advances. A character may use this skill as an action to add +1 Armor
to his or her Toughness for every success and raise; this skill may not be used until the opponent has
been sighted, as part of the skill is reacting to the perceived abilities and attack styles of the enemy.
This bonus lasts for the current combat, unless the skill is used again. This skill does not stack with
itself; new uses replace the old one, even if the roll is lower.
A character must be wearing at least one piece of piecemeal armor in order to use this skill, and
gains a bonus on the skill depending on what types of pieces are worn: a chest piece grants a +2 bonus
to the roll, and each limb grants a +1. A helmet grants a +1 as well, for a maximum bonus of +7.
Note that the bonus granted by this skill is an Armor bonus, and follows the normal rules; it
doesnt stack with Natural Armor, can be pierced with armor-piercing attacks, etc.
A character takes a penalty to Fatigue rolls against Heat from armor. The penalty is equal to the bonus
the armor grants to the characters Armor Use skill. So a character with all four limbs, chest and head
covered by pieces of armor has a +7 bonus to Armor Use, but a -7 penalty to Fatigue checks against
Heat! This is one of the reasons few people wear that much armor.
Metal armor pieces negate any armor-piercing from non-metal weapons, but double the penalty against
Heat Fatigue checks.

Skill Specialization
The specializations for each Skill are as follows (if a Skill is not listed, that Skill does not specialize):

Fighting: Axes, Long Blades, Short Blades, Blunt Weapons, Pole Arms, Exotic (such as the Gouge
or Gythka, each taken separately)
Shooting: Bow, Sling, Crossbow, Exotic (such as the Dejada, each taken separately)
Throwing: Axe, Dagger, Spear, Exotic (such as Cahulaks, each taken separately)
Boating: Sand Skiff, Silt Skimmer, Exotic (each taken separately)
Driving: Chariot, Caravan Wagon, Land Barge, Exotic (each taken separately)
Riding: Bipedal (such as Crodlu, Erdlu), Insect (Kank), Reptilian (Inix, Mekillot), Exotic (each
animal, taken separately)
Stealth: Sneak, Sleight of Hand, Pick Pocket, Somatic Concealment
Streetwise: Each major city, taken separately
Survival: Sandy Wastes, Stony Barrens, Rocky Badlands, Salt Flats, Mountains, Forests, Scrub
Plains, Mud Flats, Dust Sinks, Boulder Fields
Tracking: Humanoids, Insects, Reptiles, Predatory Mammals, Prey Mammals, Exotic (each
creature, taken separately)

Races of Athas

Aarakocra
The bird-people born to the village of Winter Nest grow to an average height of 7 feet tall with
wingspans of 20 feet. Males weigh about 100 pounds, while females weigh about 85. With gray beaks,
black eyes, and plumage that ranges from purest white to silver to shades of pale blue, the aarakocra of
Winter Nest look much different than the bird-people of the deep desert. Aarakocra who leave Winter
Nest to become player characters are seen as young rebels by the rest of their community. They are
adventurous, seeking higher purpose and a way to help the beleaguered world. In all cases, aarakocra
have a deep and abiding respect for the gifts of nature and little patience for those who abuse those
gifts.
As beings intimately connected to high mountain peaks and the open sky, aarakocra have a great love of
freedom. In some ways, this love is even more intense than a similar emotion experienced by elves.
They prefer to always be above a situation, either flying or perched above the rest of a group so that
they can have a birds-eye view. Aarakocra are claustrophobic and will only enter an enclosed building or
cave if absolutely necessary. Aarakocra make excellent fighters and good rangers, but their fear of
enclosed places makes them wither in captivity, so they almost never develop into gladiators. The
silvaarak send a select number of their village to learn preserving magic from Oronis of Kurn, but almost
no bird-person will willingly develop the skills necessary to be a defiler.

Winged Flight: Aarakocra can fly at a Pace of 12, as long as they have room to do so. (4)
Talons: Aarakocra claws deal Str+d6 damage, and Aarakocra are never considered unarmed. (1)
Thick Hides: Aarakocra have +2 Natural Armor due to their thick hides. (1)
Dexterous: Aarakocra start with a d6 Agility, and their Agility has a max of d12+1. (2)
Hollow Bones: Aarakocra have a -1 Toughness (-2)
Poor Walking Speed: Aarakocra have only a walking Pace of 4 and a d4 running die. (-1)
Claustrophobia: All Aarakocra hate enclosed spaces; if forced into them, they suffer a -2 penalty
to all Trait tests. (-1)
Lightweights: Aarakocra suffer a -1 penalty to all Strength rolls, including damage rolls. (-2)

Dwarves
Short and powerful, dwarves stand between 4 and 5 feet tall. Their frames are nevertheless extremely
massive, and an average dwarf weighs in the vicinity of 200 pounds. Life in the Athasian wastes make
them rugged, tanned, and callused. Dwarves seek out meaningful work to occupy their time. A dwarf is
never happier than when he has a cause to work or fight for. A stoic race, dwarves love to approach
tasks with a single-minded intensity. They devote their very beings to these tasks, laboring for weeks,
years, even decades to the exclusion of other endeavors. Once a dwarf is committed to a particular task,
it takes a great deal of coercion to make him set it aside for even a limited amount of time. A dwarf
strives for the personal fulfillment he achieves upon completing a lengthy, difficult task.
A dwarfs present task is called his focus. No simple job can become a focus. A focus must be a feat that
requires at least one week to complete. The concept of the focus is integral to a dwarfs makeup and is
even tied to his physiology - so much so that those dwarves who die before completing their foci
become undead banshees who wander the wastes haunting their unfinished works.
A dwarf character reacts to other characters based upon his current focus. If another character is
actively committed to the dwarfs focus, the dwarf considers that character to be a sensible and
dependable companion. If, however, a character vehemently opposes a dwarfs focus, the two are
irrevocably at odds until one or the other is dead. Theres very little room for compromise in a dwarfs
mind.

Non-Magical: Dwarves start with the Arcane Resistance Edge. (2)


Poison-Resistant: Dwarves get a +4 on Fatigue checks to resist poisons, as well as 4 extra Armor
against poison attacks that deal damage. (1)
Dark Dwellers: Dwarves have Infravision. (1)
Healthy Constitution: Dwarves start with a d6 Vigor; their Vigor has a maximum of d12+1 (2)
Focus: This essentially works as the Vow hindrance, except each time it is finished/fulfilled, the
character must immediately choose another; a Dwarf can never be without a Focus. (-2)
Short Legs: Dwarves have a base Pace of 4 and a d4 Running die. (-1)
Lacking in Social Graces: Dwarves have -2 to their Charisma scores. (-1)

Elves
The elves of Athas are long-limbed sprinters who lead lives of thievery, raiding, trading, and warfare.
They stand between 6 and 7 feet tall, with slender yet muscular builds. They have deeply etched
features, with skin that has been made rugged by the baking sun and the scouring sand. The color of
their skin is as varied as that of the other races of Athas, and as affected by the rays of the sun. They
grow no facial hair, but the locks atop their heads come in shades of lightest blond to darkest black.
They dress in garb designed to protect them from the desert and the elements.
Elves are tireless wanderers forged in the endless desert-burned dark by the sun, toughened by the
swirling sand, and given strength and speed by the constant wind. Theres no racial unity among them.
Within a given tribe, all elves are brethren, but outsiders-even other elves -are regarded as potential
enemies. Outsiders can be accepted and perhaps even become friends, but trust takes time to develop
and is often associated with tests and great sacrifice.
Elves are seen as lazy and deceitful, and in most ways they are. They desire to lead short, happy lives as
opposed to long, sad ones. The future, to an elf, is a dark, deadly place. This compels them to strive to
make every moment as full and enjoyable as possible. They call this concept of the moment the now.
Elves do work, however, and in some ways they work harder than members of other races. They wont
farm, but theyll spend a lot of time and energy hunting and foraging. They detest hard labor, but theyll
spend hours on end haggling and negotiating with potential customers.
Elves crave free, open spaces in which to run, so elf slaves wither in captivity if they cant escape.
Travelers often see whole tribes of elves running swiftly across the sandy wastes. Only rarely will a
member of this race ride an animal. To do so is dishonorable unless wounded and near death. The
custom of the elves is to keep up or be left behind.
Most elf tribes make a living through herding, but merchants and raiders also ply the desert roads. Elf
culture, while savage, is also rich and diverse. They have turned celebrating into an art form, and elf
song and dance is some of the most beautiful and captivating in all of Athas. When found in the
company of others, elves tend to keep to themselves. They fabricate tests of trust and friendship
constantly until such time as they are ready to bond with their companionsor leave them for other
pastures.

Native Weapons: Elves receive a +1 to Fighting and Shooting as long as theyre using a long
sword or long bow crafted by their own tribe. When first purchasing Fighting or Shooting, Elves
must specialize in Long Sword and Long Bow (respectively) before any other specializations. (2)
Elven Stealth: Elves start with a d6 in Stealth. Their first specialization is automatically Sneak;
others may be purchased as usual. (1)
Keen Eyes: Elves have Infravision. (1)
Desert Acclimated: Elves have +4 to Fatigue checks to resist the Heat hazard. (1)
Swiftness: Elves start with a Pace of 8 and a d8 running die. (1)
Elf Run: The Elf Run is a state of concentration an Elf can enter in order to cross vast distances of
desert without stopping for rest. While in this trance-like state, an Elf can do nothing but run,
but can cover incredible amounts of ground. To initiate the Elf Run, the elf need only make a
Vigor test as an action; for each success and raise, the Elf can run at full speed for a full day
without stopping. At the end of this period (or if the Elf chooses to end the trance early in order

to do something besides run), the Elf must wait a full day before engaging in the Elf Run again.
Other hazards, such as heat, thirst and hunger still apply, but the Elf will not become tired or
need to rest. (1)
Graceful: Elves start with a d6 Agility, and their maximum Agility is d12+1. (2)
Fragile and Weak-Willed: Elves have a -1 penalty to all Vigor, Spirit and Strength tests (including
damage rolls). (-6)
Outsiders: Elves arent trusted by more or less anyone, even other Elves. When dealing with
everyone except their own specific tribe, Elves suffer a -2 Charisma. (-1)

Half-Elves
Half-elves are produced through the union of elves and humans. These characters of mixed breeding
combine features of both races to create something unique. Indeed, half-elves can even produce
children, unlike muls. Half-elves grow taller than humans but dont reach the height of elves, averaging
about 6 feet. They are also bulkier than elves, making it easier to pass themselves off as full humans
than as full elves. Even so, all half-elves have telltale features that hint at their elven heritage. Despite
their unique nature, half-elves dont form their own communities. They live in human societies, either in
the city-states or among the tribes and villages that fill the wilderness.
A half-elfs life is typically harder than either a humans or an elfs. Intolerance from others is the main
cause for this difficult existence, which often shapes and defines a half-elfs nature. As such, a half-elf
rarely finds acceptance in either parents society. Elves have no tolerance for children of mixed blood;
their traditions demand that such children and even their mothers be cast out of the tribe. Humans
arent quite as harsh, and half-elves born into human society have a better chance of survival, but life
isnt particularly enjoyable or easy. Humans will accept half-elves as allies or partners, but seldom will
they accept them into their homes or families, and few will call a half-elf friend.
Humans have no faith in a half-elfs elven side, and elves distrust the human in these crossbreeds.
Because of this, a half-elf goes through life as an outsider and loner. He wanders from situation to
situation without a people or a land to call home. Thus, he is forced to develop high levels of selfreliance in order to survive. This self-reliance is a half-elfs greatest asset, and a half-elf prides himself on
it. He learns not only the skills of survival but methods for dealing with loneliness as well. This may make
a half-elf seem detached and aloof, but he will cooperate with companions when necessary. This air of
indifference often hides a desire to gain acceptance from one side of a half-elfs heritage or the other, a
pursuit thats usually in vain. Fortunately, however, other races dont have a basic dislike of half-elves,
so these characters typically find companionship among dwarves or thri-kreen. Some half-elves also turn
to the animal world for company, training creatures to be servants and friends.

Keen Eyes: Half-Elves have Infravision. (1)


Swiftness: Half-Elves start with a Pace of 8 and a d8 running die. (1)
Rugged: Half-Elves start with a d6 in Survival; they may choose any starting specialization. (1)
Animal Companion: Half-Elves start with the Beast Master Edge. (2)
Outsiders: Half-elves have no homes nor culture; not even a tribe to welcome them. They are
true outsiders, and thus have that Hindrance. (-1)
Cast Out: Elves in particular hate the Half-Elves, and so they suffer a -4 to Charisma when
dealing with them (this replaces, rather than stacks with, the standard penalties from the
Outsider Hindrance). (-1)
Frail: Despite being bulkier than elves, they arent as hardy as full humans. Half-elves have -1
Toughness. (-1)

Half-Giants
Half-giants are a relatively new addition to the races of Athas. The union was originally the result of
magical experiments conducted by the sorcerer-kings. When the sorcerer-kings first took control of the
cities of the Tyr Region, they used their arcane powers to cross humans with giants, striving to create
warriors and laborers of gigantic proportions. Because of this turbulent beginning, the half-giants of
todays Athas have no culture of their own to draw upon, no ancient traditions to turn to for inspiration.
From giants, this race inherited tremendous size and strength, as well as low intelligence. (Half-giants
average 10 to 12 feet high and weigh upwards of 1,600 pounds.) From humans, they received curiosity,
an interest in cooperation and communication, and a general tendency toward kindness. Although halfgiants have human features, these tend to be exaggerated in some way. All existing half-giants are the
descendants of the original magically created half-giants. They can only produce offspring by mating
with other half-giants; they cannot reproduce with either giants or humans. Likewise, theres no natural
way for giants and humans to mate and produce children in todays Athas.
Like half-elves, half-giants dont gather in communities of their own. Instead they live in the human
cities or in the wilderness tribes, absorbing the culture of those around them. They are friendly and
eager to please whoever they meet. If they are accepted in turn, the half-giants quickly adopt the
lifestyles, skills, and values of those theyve come in contact with. A half-giant character presented with
a new situation should examine the roles of the people there, determine how he best fits in, and then
start performing tasks accordingly. For example, a half-giant who happens upon a dwarf quarry might
watch for a time, then start quarrying stone. He wont necessarily work with the dwarves, but hell
continue to perform like his neighbors for as long as he can make a decent living.
Half-giants arent strictly bound to perform as those they see around them, nor are they restricted from
moving on when they see fit. If a situation isnt beneficial, or if a half-giant cant perform well in a given
environment, he wont imitate the nearby culture. In all cases, half-giants simply arent as emotionally
attached to objects or work as are other races. Players running half-giant characters should be ready to
switch goals and lifestyles quickly, usually according to charismatic individuals their characters might
meet. They also need to remember that their characters have great size and strength, and so must play
accordingly. For the most part, Athas is a human-sized world. Half-giants often have trouble with things
that other characters take for granted, such as doors, chairs, and even buildings. Half-giants switch
attitudes very quickly, taking on new values to fit new situations.

Mighty Heritage: Half-Giants start with a d8 in Strength, and their maximum is d12+2. (4)
Enormous: Half-Giants are Size +3. This gives them a +3 to their Toughness, and their carrying
capacity is 40 pounds times their Strength die. (3)
Durable: Half-Giants start with a d6 in Vigor, and their maximum is d12+1. (2)
Too Big For Their Britches: Half-Giants must pay at least double for armor, weapons and tools of
an appropriate size for them, and suffer a -2 penalty to all Trait tests with any weapon or device
not specifically designed for their size. (-1)
Bottomless Pit: Half-Giants immense size means they need 8x as much food and water every
day to survive as a human (so thats 8 gallons of water per day, and roughly 16,000-20,000
calories in food). Or to put it another way, a Half-Giant needs 8 humans worth of food and
water. (-2)
Not Bred For Intelligence: Half-Giants have a -1 penalty to all Smarts and Spirit tests. (-4)

Halflings
In the ancient past, halflings were the masters of the world. All other demihuman and humanoid races
including humans are descended from the ancient halflings. Today, however, halflings are primitive
savages who control only limited areas of Athas. In most cases, player character halflings come from the
Forest Ridge.
Halflings grow as tall as 3 feet and weigh between 50 and 60 pounds. They are proportioned like
humans, though they have wise, childlike faces that never succumb to the rigors of age. They always
appear to be in peak physical condition. Ritual and custom control every aspect of halfling life. They
have a rich culture expressed in art and song. They remember their history through oral traditions
unfortunately, however, much of it has deteriorated into half-accurate legends and fanciful fables. Still,
halflings remember the deep and abiding respect their forefathers had for the world, and this remains
an important part of each halflings psyche.
Halflings strongly believe in racial unity. Though the halfling race is divided politically and geographically
into separate villages and tribes, each halfling respects his race as a whole. Disputes between members
of different tribes are settled peaceably whenever possible through ritual and custom. These customs
are often directed by each tribes shamans, the elemental clerics or druids who hold positions of honor
and respect above all other halflings. On a personal level, halflings relate to each other extremely well.
A considerable culture of art, song, and other expressive means of communication has developed that
crosses the political and geographical bounds separating the tribes. Even such diverse halfling groups as
the cliff-dwellers of Thamasku and the desert raiders of Small Water can communicate on a basic level
with halflings of other regions.
Because of this, halflings rely on their culture to express abstract thoughts and to relay complicated
concepts quickly. A typical halfling assumes that whomever hes talking to has the same culture to draw
upon and therefore understands everything passing between them. Its difficult for a halfling to
compensate for a listener who isnt intimately familiar with the culture. As such, its easy for halflings to
become frustrated with outsiders. However, halflings who travel widely have a greater tolerance of
those who lack culture. These halflings can communicate without an immediate sense of frustration.
Halfling culture cares for each individuals inner well-being and spiritual unity with race and
environment. They have little concept of conquest or monetary wealth, and vices that other societies
take for granted-such as greed and avariceare particularly discouraged. Halfling player characters
should role-play difficulty in adjusting to other customs and points of view. As a generally open-minded
race, halflings tend to be curious or confused by the actions of others rather than initially combative.
Halflings will attempt to learn all they can about other cultures, but will almost never adopt those
cultures as their own. Halfling clerics teach that the customs of others are no threat to their own, so a
halfling player character will welcome the chance to learn another point of view, rather than instantly
try to change it.
Treasure that appeals to other character races holds little interest to a halfling PC. Hes more concerned
with promoting halfling culture, his own knowledge, or his inner well-being. Hell never lie to or betray
another halfling. Lastly, he sees his own size as not a detriment but an advantage. Stealth and speed, for
example, is better than bulk any day.

More Ancient than Magic: Halflings have the Arcane Resistance Edge. (2)
The Bigger They Are: Halflings start with a d6 in both Throwing and Shooting. Throwing may
have any specialization, but the starting Shooting specialization must be Slings. (2)
Stealthy Hunters: Halflings start with a d6 in Stealth, and must choose Sneak as their starting
Specialization. (1)
Nimble: Halflings start with a d6 in Agility, and their maximum is d12+1. (2)
Small: Halflings are Size -1. This gives them a -1 Toughness, and their carrying capacity is only
2.5 pounds x their Strength die. (-1)
Short Legs: Halflings have a base Pace of 4 and a d4 Running Die. (-1)
Weaklings: Halflings have a -2 penalty to all Strength rolls, including damage rolls. (-3)

Muls
Muls are the results of crossbreeding humans and dwarves. Each mul is sterile; the only way to create a
new mul is through the union of a human and a dwarf. This race of mixed heritage has existed since the
two primary races first came in contact with each other, but muls have only achieved great numbers
since the city-states of the sorcerer-kings began breeding them for specific purpose and profit. Most
muls are born in the slave pits of the merchant houses and city-states and then set to work as laborers
or gladiators.
A mul has the height and adaptability of his human heritage and the raw strength and durability of his
dwarf side. Adult muls stand between 6 and 7 feet tall and weigh as much as 300 pounds. They have a
high metabolism that makes them lean and muscular, with broad shoulders and very little body fat.
Muls look like large humans with a few obvious differences: prominent eye ridges, pointed ears, and no
body hair.
This race, like the half-giants and half-elves, doesnt have a culture of its own. With few exceptions, muls
are slaves or ex-slaves who live in the city-states or among the slave tribes that inhabit the wastes. Born
to the slave pens, the taskmasters whip takes the place of loving parents and family. For this reason,
muls often have gruff personalities and tend toward violent reactions. Many never seek friends or
companionship, living out their lives of servitude in hatred and spite.
Some muls learn the ways of the slave pits, figuring out whom to trust, who not to, and gaining favor
and reputation among the other slaves. Muls who perform well in the arenas receive the most
pampered treatment of any slaves. For this reason, some dont see slavery as that great a hardship.
However, those who have tasted the sweet air of freedom will fight to retain it.
Player character muls have either escaped, been set free, or otherwise won their freedom and now live
independent lives. Free muls usually take advantage of the combat skills theyve acquired and work as
soldiers or guards. A smaller number turn away from violence to follow other paths, such as psionic
disciplines or priestly devotions. A few even learn the skills necessary to become thieves.

Bred for Muscle: Muls begin with a d6 in both Strength and Vigor. Their maximums in these
Attributes are d12+1. (4)
Tireless: Muls need only 8 hours of rest every 3 days. When forced to make Fatigue rolls
against Sleep, they need only roll every 36 hours instead of every 12. (1)
Gruff Temper: Muls are very rough around the edges and lack niceties. Even if they strive to
overcome it, they frequently come off as mean, and thus have -2 Charisma. (-1)
No Education: Muls arent bred for brains, and they arent generally educated. They get a -1
penalty to all Smarts rolls. (-2)

Pterrans
Pterrans are reptiloids with light brown, scaly skin who grow to be about 6 feet tall. A pterran stands
upright in the humanoid configuration, though his two arms end in three-fingered, talon-clawed hands
with opposable thumbs, and his two legs end in three-toed feet. A finlike growth juts from the back of a
pterrans head, and he has a short tail and two shoulder stubs remnants of wings that vanished
generations ago.
All player character pterrans come from two villages In the Hinterlands, Pterran Vale and Lost Scale.
They revere the world of Athas as their Earth Mother, believing themselves to be her first, best children.
They see the recent earthquake and aftershocks as the Earth Mothers call to action, and now the
bravest of these beings have left their homes to aid Athas in her time of need.
Pterrans are a wary, subdued race at first sight, but when others earn a pterrans trust, they see an
open, caring, friendly individual. In particular, a pterran engages in many celebrations throughout the
day. Each celebration gives thanks to the Earth Mother and reinforces a pterrans beliefs and faith.
In initial role-playing situations, a pterran character should be unfamiliar with the customs and practices
of the societies of the Tyr Region. However, these pterrans arent primitive by any definition of the
word. Theyll look upon differences with curiosity and a willingness to learn, as long as the custom
doesnt harm the Earth Mother or her works. A pterran PC must select a Life Path to follow. The Life
Path signifies a pterrans deep devotion to a chosen way of life. The main Life Paths are the Path of the
Warrior (fighters, gladiators, or rangers), the Path of the Druid, and the Path of the Psionicist. Lesser Life
Paths allow pterrans to become thieves, traders, or other things.

Thick Scales: Pterrans get +2 Natural Armor. (1)


Sharp Claws: Pterrans can attack with their claws for Str+d6 damage, and are never considered
unarmed. (1)

Thri-Kreen
The insectoid thri-kreen is the least human of the player character races. The average thri-kreen
stands 7 feet tall and grows 11 feet long from end to end. With six limbs, a sandy-yellow exoskeleton,
and large, multifaceted eyes, a thri-kreen looks like a huge, intelligent mantis. While there are at least
six kreen subspecies, the two most prominent in the Tyr Region are jeral and toksa kreen. Of these,
player characters tend to be drawn from the ranks of the jeral.
A thri-kreens hind legs are its most powerful limbs, allowing him to walk, run, and leap at phenomenal
speed. The four forward limbs end in three-fingered hands that can manipulate tools and weapons as
effectively as a humans hands.
Thri-kreen gather in packs that roam the Athasian wastes. There are no permanent thri-kreen
communities, which may account for why they have little understanding of human society or customs.
Thri-kreen dont need sleep and are thus never idle. Most thri-kreen are obsessed with the hunt, the
daily ritual that makes up much of their life. They strive to become skilled and wise hunters capable of
stalking and catching what they need and then moving on before a region is depleted of game.
Non-kreen sometimes view this preoccupation with gathering food and maintaining traveling supplies as
a bit strange, especially considering that thri-kreen hunt throughout the night while other races lazily
lie around. Further, thri-kreen care nothing for money or other items that are usually considered as
treasure. In fact, a thri-kreen owns only what he can carry on his person.
Carnivores, thri-kreen will look toward other intelligent races as sources of food in extreme
emergencies. Some kreen have a particular taste for elves, which puts both races in uneasy positions
when forced to cooperate. However, thri-kreen wont turn to other members of their packs for food
no matter how desperate the situation. A thri-kreen PC adopts his adventuring companions as his pack,
regardless of their mix of races; this includes whoever he is with at the time danger strikes. Hell
instinctively leap to protect his companions, regardless of personal danger. The pack mentality is so
ingrained in thri-kreen culture that they apply it to every situation they find themselves in.

Exoskeleton: Thri-kreen have +4 Natural Armor (2)


Antennae: Thri-kreen ignore all penalties for lighting conditions. (1)
Claws: Thri-kreen claws deal Str+d6 damage. A Thri-Kreen has four clawed limbs, and thus could
attack with all four if the character wished to take a -6 multi-action penalty (the Two-Fisted Edge
would reduce this penalty by 2, but only by 2). A Thri-kreen is considered to have one dominant
claw and three off claws; though the Ambidextrous Edge negates the off-hand penalty. (2)
Big Bugs: A Thri-kreen is Size +1. This gives them a +1 Toughness and makes their carrying
capacity equal to 10 pounds times their Strength die. (1)
Skittering: Thri-kreen start with a d6 in Agility and the Dodge Edge. Their maximum Agility is
d12+1. They have a Pace of 10 and a d10 running die. (6)
Sleepless in Athas: Thri-kreen do not sleep, generally spending the night hunting instead. (2)
Cannot Speak: Thri-kreen cant speak any language other than their own; they just cant make
the sounds, and no other race can make their sounds. They can learn to understand other
languages just fine, but other races rarely have a way (or the inclination) to learn theirs. They
need to rely on other means to communicate. (-1)

Stranger in a Strange Land: Thri-kreen dont understand the customs and manners of other
races very well, and have a hard time interacting in their society. They get a -2 to all Common
Knowledge rolls and a -2 to Charisma. (-3)
Pack Mentality: Thri-kreen always have the Loyal Hindrance. (-1)
Only What You Can Carry: Thri-kreen dont understand money well, and wont keep physical
possessions past what they can carry. Treat this as the Poverty Hindrance. (-1)
Weird Physiology: Thri-kreen must pay double for armor and weapons that they dont craft for
themselves (though few wear armor anyway due to their Exoskeleton), and they suffer a -2
penalty on any Trait tests with an object not designed for them, including weapons. (-1)
No Magic: Thri-kreen lack the capacity for any magical talents. In practical terms, the only
Arcane Background a Thri-kreen character can take is Psionicist. (-1)
Fates Forgotten: Thri-kreen have powerful natural abilities, but rarely push themselves beyond
them; their race has few great figures or legendary heroes. Thri-kreen get only 1 Bennie per
session, rather than the normal 3. (-4)

New Edges

.
Racial Edge

KREEN TALENTS
Requirements: Seasoned, Thri-kreen
You have developed some of the natural advantages certain members of your race develop in
response to rugged conditions and considerable travel. You double normal jumping distances, and a
successful Strength test adds +1d6 rather than just 1. In addition, you gain the ability to deliver a
poisonous bite with a Touch Attack. Instead of dealing damage, the victim must roll a Vigor test or
suffer a level of Fatigue. This Fatigue level vanishes after an hour, but multiple levels stack to
Incapacitation (not Death).

Professional Edges
GLADIATOR
Requirements: Novice, Strength d8+, Fighting d10+, Taunt d6+, Intimidate d6+, Strong Willed
You have honed your skills in the legendary fighting pits and arenas of the Tyr region, and are
adept at both the physical and mental challenges found within. You are automatically specialized in all
weapons for Fighting, Shooting and Throwing. In addition, you dont suffer a multi-action penalty for
attacking and making a Test of Wills (with Taunt or Intimidate) in the same round.

ATHASIAN BARD
Requirements: Novice, Spirit d6+, Streetwise d8+, Charismatic
Athasian Bards play a vital role in the Tyr region; they are one the primary sources of
entertainment, information, and intrigue in the City-States. Lesser minstrels play the streets for gossip
and rumors, but the greatest are sent to the homes of nobles for entertainment and espionage. You
get a new skill, Perform (Spirit) at a d4. You must specialize; any form of entertainment, from an
instrument to acting can be chosen (and further specializations are possible as normal). This skill may be
used in Social Conflicts where the outcome is affecting popular opinion or influencing a nobles decision,
as well as generally being used as a source of income. Perform is always affected by Charisma. Bards
are also masters of poisons; they are able to procure or create poisons that can either be delivered via
Touch Attack or slipped into food or drink that cause the victim to make a Vigor roll or suffer a level of
Fatigue that vanishes in one hour; multiple doses can stack to Incapacitated (not Death).

TRADER
Requirements: Novice, Persuasion d8+, Streetwise d6+, Connections (any Merchant House)
Traders are the agents of the great Merchant Houses, whose role is to move resources across
the great Tyr region at a tidy profit for themselves. Traders automatically gain the +2 to Persuasion
rolls during social conflicts, as they are masters of haggling, double-dealing, fast talk and bureaucracy.
Traders never need to roll Streetwise to invoke their Connections with their own Merchant House
(though they must make their case via Persuasion as always). Lastly, Traders are considered to have the
Connections Edge with all Merchant Houses (though of course only their own can be automatically
contacted without a Streetwise roll).

VEILED ALLIANCE MEMBER


Requirements: Novice, Arcane Background: Preserver, Spellcasting d8+, Streetwise d6+, Stealth
d6+ (must have Somatic Concealment specialization), Persuasion d4+, Connections (Veiled Alliance)
You have been inducted into the secret society of rebel preservers known as the Veiled Alliance.
You practice your magic in great secrecy and work to undermine the rule of the Sorcerer-Kings. You do
not take a Multi-Action Penalty when you cast a spell and use Stealth (Somatic Concealment) in the
same round. When casting Conceal Arcana, you get a +2 bonus on the opposed Spellcasting roll against
anyone using Detect Arcana.

Power Edge
DEFILING MAGIC
Requirements: Seasoned, Arcane Background: Defiler, Knowledge (Arcana) d10+
In addition to draining the life from the living plants of Athas when they gather their power, true
Defilers can do so as needed to cast their spells, but they run the risk of draining their own life force
instead! To use this dangerous ability, the Defiler first decides how many Power Points he wants to
draw from the land around him. Then he makes a Spirit roll minus the number of points hes trying to
drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls
unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the
character gets the points he needed and may attempt to cast a spell with them immediately (they
may not be saved), but plants wither to ash within 2 of the Defiler, turning that area Barren. The Spirit
roll is modified by the conditions of plant life around him:
Lush: +3
Abundant: +2
Fertile: +1
Infertile: 0
Barren: -1
Note: This Edge replaces the Soul Drain Edge, which is not available in this setting.

Combat Edges
ARMOR OPTIMIZATION
Requirements: Seasoned, Armor Use d8+
The hero is adept at taking hits on the most armored parts of his body. He adds +2 to all Armor
Use rolls.

IMPROVED ARMOR OPTIMIZATION


Requirements: Veteran, Armor Use d10+, Armor Optimization
The hero can turn a few scraps into the protection of plate mail. He adds an additional +2 to all
Armor Use rolls, and Armor Use can now be used as a Free Action once per turn.

BATTLE HARDENED
Requirements: Seasoned, Spirit d6+, Vigor d8+
The heros conditioning reflects the rigors of a martial career. He adds +2 to all Soak rolls.

CHARGE
Requirements: Seasoned, Fighting d10+
The warrior is experienced at moving across a large distance and getting the most effect out of
rushing her foe. She may ignore the multi-action penalty for Running when making a Fighting attack at
the end of her movement.

OVERRUN
Requirements: Veteran, Charge
If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the
hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.

COMBAT SENSE
Requirements: Seasoned, Fighting d8+, Notice d8+
The champion has the perception, skill, and agility to handle multiple foes. Opponents halve any
Gang Up bonuses against him (round down).

IMPROVED COMBAT SENSE


Requirements: Veteran, Combat Sense
Opponents gain no Gang Up bonus against this warrior.

DIRTY FIGHTER
Requirements: Seasoned
Some fight with honor. Some fight to win. This Edge is most likely known by thugs, mercenaries,
and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.

TRICKY FIGHTER
Requirements: Seasoned, Agility d8+ or Smarts d8+, Fighting d8+
The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting
attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have
a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.

Weird Edge
WILDLY TALENTED
Requirements: Novice, Spirit d8+
Whether formally trained or not, the hero is more psionically powerful than most. He gets 3
additional Wild Talents (either chosen or at random, at GMs discretion).

Arcane Background Edges


ARCANE BACKGROUND: PRESERVER (meets prerequisites as Magic)
Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 3
Preservers draw their power from living plants, but they do so carefully so as to draw only what
they need and not harm the life itself. This generally provides them with less overall power, but without
destroying the land itself.
Backlash: When a Preserver rolls a 1 on his Spellcasting die (regardless of Wild Die), he is
automatically Shaken. This can cause a Wound.
Power List: Armor, Banish, Barrier, Beast Friend, Bolt, Boost/Lower Trait, Confusion, Darksight,
Deflection, Detect/Conceal Arcana, Disguise, Dispel, Entangle, Farsight, Fly, Growth/Shrink, Illusion (see
New Powers), Invisibility, Light/Obscure, Slumber, Speak Language, Speed, Stun, Summon Ally

ARCANE BACKGROUND: DEFILER (meets prerequisites as Magic)


Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 15
Starting Powers: 3
Defilers draw their power from living plants, but they do so without care for the harm they
cause. Whenever a Defiler regains Power Points, the land around him withers and dies; plants falter and
soil turns to ash. This easy road to power gives them greater magical strength, but contributes to the
destruction of Athas and earns them the enmity of all good people.
Backlash: When a Defiler rolls a 1 on his Spellcasting die (regardless of Wild Die), he is
automatically Shaken. This can cause a Wound.
Power List: Armor, Banish, Blast, Blind, Bolt, Boost/Lower Trait, Burst, Confusion, Damage Field,
Darksight, Deflection, Detect/Conceal Arcana, Drain Power Points, Entangle, Farsight, Fear, Fly,
Growth/Shrink, Havoc, Light/Obscure, Puppet, Slow, Smite, Speed, Summon Ally, Zombie

ARCANE BACKGROUND: PSIONICIST (meets prerequisites as Psionics)


Arcane Skill: Psionics (Smarts)
Starting Power Points: 10
Starting Powers: 3
Psionicists draw their powers from their own inner strength. They have no external power
source, but their practicing of The Art enables them to achieve incredible effects.
Brainburn: When a Psionicist rolls a 1 on his Psionics die (regardless of Wild Die), he is
automatically Shaken. On a Critical Failure, this causes him and all living creatures within a Large Burst
template who fail a Spirit roll to become Shaken as well. This can cause a wound.
Power List: Armor, Barrier, Bolt, Boost/Lower Trait, Clairvoyance (see New Powers), Confusion,
Damage Field, Darksight, Deflection, Detect/Conceal Arcana, Farsight, Fear, Fly, Growth/Shrink, Havoc,
Intangibility, Invisibility, Mind Reading, Pummel, Puppet, Quickness, Smite, Speak Language, Speed,
Stun, Telekinesis, Telepathy (see New Powers), Teleport, Warriors Gift

ARCANE BACKGROUND: DRUID (meets prerequisites as Miracles)


Arcane Skill: Faith (Spirit)
Starting Power Points: 10
Starting Powers: 2
Druids draw their power from nature spirits at specific locations; a Druid will become the keeper
and defender of a particular oasis, mountain pass, or other feature. They must serve and protect this
feature in order to fulfill their bargain for the power.
Protector: A Druid who violates their oath is temporarily or permanently forsaken by their
nature spirits. Minor breaks such as failing in protection or service give the character a 2 to his Faith
rolls for one week. Major sins such as acting against the interests of the spirits rob him of all arcane
powers for one week. Mortal sins such as completely abandoning or destroying the natural feature
cause the character to be forsaken until the penitent hero completes some great quest or task of
atonement to regain his lost powers.
Power List: Armor, Banish, Barrier, Beast Friend, Boost/Lower Trait, Burrow, Darksight,
Detect/Conceal Arcana, Dispel, Divination, Entangle, Farsight, Greater Healing, Growth/Shrink, Healing,
Light/Obscure, Shape Change, Slumber, Smite, Speak Language, Speed, Succor, Summon Ally, Wall
Walker

ARCANE BACKGROUND: TEMPLAR (meets prerequisites as Miracles)


Arcane Skill: Faith (Spirit)
Starting Power Points: 10
Starting Powers: 2
Templar are the religious and military servitors of the Sorcerer-Kings, drawing their power
directly from these mighty, god-like figures. Templar believe them to be divine in all things.
Servitor: A Templar serves at the will of his or her Sorcerer-King. The Sorcerer-King can revoke
these powers at any time and for any reason, though in practice Templar can expect to retain their
powers as long as they dont commit any grievous mistakes. But like all Miracle Arcane Backgrounds,
minor displeasures will give the Templar a -2 on all Faith rolls for one week, major ones will rob him of
powers for one week, and utter excommunication will remove all supernatural abilities.
Power List: Armor, Banish, Barrier, Blast, Blind, Bolt, Boost/Lower Trait, Darksight, Deflection,
Detect/Conceal Arcana, Dispel, Divination, Entangle, Farsight, Fear, Growth/Shrink, Healing,
Light/Obscure, Mind Reading, Pummel, Puppet, Quickness, Slow, Slumber, Smite, Speak Language,
Speed, Stun, Succor, Summon Ally, Warriors Gift

ARCANE BACKGROUND: ELEMENTAL CLERIC (meets prerequisites as Miracles)


Arcane Skill: Faith (Spirit)
Starting Power Points: 10
Starting Powers: 1 + Elemental Manipulation
Elemental Clerics are devotees of one particular element: Earth, Air, Water or Fire. These clerics
serve those elements and seek to preserve the natural world in this way. They are loners, apart from
society, with no great organization or hierarchy. They defend Athas against Defilers and are enemies of
the Sorcerer-Kings.
Protector: Elemental Clerics are judged by their spirits of the elemental planes according to
their role as protectors of Athas. They too have minor, major and mortal sins, but they do not revolve
around concepts of good and evil, but rather are dictated by the needs of the land. Killing many
humans because a Defiler is hiding among them is not necessarily a sin, but allowing an oasis to be

drunk dry by thirsty people might be. Each cleric must choose one element to serve; this will dictate the
trappings of their power as well as which additional powers they have access to.
Power List (All): Banish, Barrier (always of your own element), Boost/Lower Trait,
Detect/Conceal Arcana, Dispel, Divination, Elemental Manipulation (their own element only), Smite
(elemental trapping from your own element), Summon Ally (once Elementals can be summoned, they
must be of own element only)
Air: Deflection, Environmental Protection (against airborne Hazards only, including the need to
breathe), Fly, Havoc, Intangibility, Pummel
Earth: Armor, Burrow, Entangle, Growth/Shrink, Wall Walker, Warriors Gift
Fire: Blast, Bolt, Burst, Damage Field, Environmental Protection (against Heat-based Hazards
only), Light/Obscure
Water: Greater Healing, Healing, Pummel, Slow, Stun, Succor

New Powers

CLAIRVOYANCE
Rank: Seasoned
Power Points: 3+
Range: Varies
Duration: 3 (1/round)
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The
Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit
10 in miles, and a raise increases that to Spirit 100 miles. Walls, doors, and other barriers do not
hamper clairvoyance in any way, though magical barriers may block it at the GMs discretion. While its
active, the user of this power can shift the point of observation to anywhere within her Range as a free
action. When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each
additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance
costs.
ILLUSION
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Illusion makes a single target see something that isnt there, or else see things differently than they
actually are. The casters arcane skill roll is opposed by the targets Spirit; a success means the target
perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an
attack, directly touching it, or being impeded by the image in some way) grants the target an additional
opposed roll to realize its not real. With a raise by the caster, the target is convinced the illusion is real
for as long as its maintained. Illusory attacks cant actually wound a target but can cause the perception
of damage. Such attacks are made with the casters arcane skill opposed by the targets Spirit with a
success causing a Shaken condition. Passive illusions, like a wall, take little effort to maintain. The Power
Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black
cat or attacking enemies (see above), require constant concentration. The caster must use an action
each round spent maintaining such illusions. This power only works on sapient beings. It is useless
against animals, constructs, or mindless creatures.

TELEPATHY
Rank: Novice
Power Points: 2
Range: One mile
Duration: 3 (1/round)
Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is
all that is needed. Otherwise, the roll is opposed by the targets Spirit. Success allows communication
with the target. Only those thoughts and images the participants wish to send can be sensed; anything
more requires mind reading. If the caster cannot see the target, they must know and be able to identify
the intended recipient in some reasonable fashion; their roll suffers a 4 penalty. Once telepathic
contact is established, it may be maintained up to one mile away.
110
Each conversation established via telepathy counts as a separate power for purposes of maintenance
penalties. Telepathy can be used to speak with entities with whom you do not share a language;
communication is based on thoughts and images. However, this form of communication can be difficult
and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms),
the more complicated even the most basic communication can be.

New Weapons

Each of the following weapons requires a separate specialization under Fighting, Shooting or Throwing;
they are never part of a group with other weapons.
Type

Damage

Weight Cost

Notes

Alhulak
Cahulaks
Carrikal
Dragon Paw
Gauntlet Axe
Gouge
Gythka
Lotulis
Net
Singing Stick
Talid
Tortise Blade
Trikal
Whip
Wrist Razors

Str+d6
Str+d6
Str+d6+1
Str+d6
Str+d6
Str+d12
Str+d6
Str+d8
none
Str+d6
Str+1
Str+d4
Str+d8 +1
Str+d4
Str+d4

9
9
3
6
4
20
5
10
8
6
1
14
15
3
2

250
250
250
150
250
550
100
300
100
300
50
100
250
50
75

See notes
2-handed, see notes

Type

Range Damage

Cost

Weight Notes

Chatkcha
Dejada

3/6/12 Str+d4
5/10/20 2d6

25
20

1
2

Reach 1, Parry +1, 2 hands, see notes


Parry +1
AP 1, Parry -1, 2 hands
Parry +1, Reach 1, 2 hands, see notes
Parry +1, 2 hands, see notes
see notes
Parry +1
see notes
+1 Parry, +2 Armor to ranged shots that hit
Reach 1, 2 hands
Reach 2, see notes
see notes

Throwing, returns on miss (if specialized).


Shooting

Alhulak: When using this hooked flail, you ignore any Parry or cover bonus from an opponents shield.
In addition, if you use the Disarm maneuver, the opponent is at -2 to the test to hold onto their weapon.
Cahulaks: This length of rope contains a hooked flail head at each end. It can be swung in melee or
thrown (but a specialization must be bought in Fighting and Throwing separately). If used in melee, it
ignores Parry and cover bonuses from opponents shields, and can be used at Reach 1. Alternately,
instead of taking advantage of the reach, you can attack with each end as if you were fighting with 2
weapons, but you cannot do both in the same round. If thrown, it has a range of 3/6/12 and can perform
the Grappling maneuver at range instead of dealing damage. Throwing versus Agility is used instead of
opposed Fighting, with the same effects. To break free, the victim needs to roll a simple Agility check.
Carrikal: This is an axe made from a sharpened jawbone, so both blades are pointed in roughly the
same direction with a space between them.
Chatkcha: This tri-bladed throwing weapon is of Thri-kreen design. If thrown by someone specialized in
its use, it returns to the thrower on a miss.
Dejada: This is a long, scooped basket fitted to a gauntlet or bracer. It is designed to hurl smooth stones
at great speeds. No minimum strength is required to wield the Dejada, making it a favorite of Halflings.
Dragon Paw: Short blades attach to either end of this staff. In the center of this double weapon is a
guard with a protruding blade perpendicular to the staff. The light, middle blade (which serves as the offhand end) can be used for quick jabs, ideal for a warrior with a roguish bent. When fighting with a Dragon
Paw, you may fight with both ends as if you were fighting with Two Weapons.
Gauntlet Axe: Two blades are connected to either side of a heavy bone and leather bracer, enabling
one fist to be both an axe and a small shield. The Parry bonus of this weapon does not stack with a
shield.
Gouge: This spade-like weapon has a long haft with a handle on the end. The head is a wide, doubleedged blade with a stabbing point at the top. Some gouges are fitted with a strap or a harness, making
the weapon easier to carry.
Gythka: Each end of this Thri-kreen staff has a small, crescent-shaped blade with a centered stabbing
tine. The secondary end of this double weapon is light enough to be used as an off-hand weapon. A
gythka can be thrown like a javelin. If thrown, it has a range of 3/6/12, and if used in melee it can be used
as if fighting with Two Weapons.
Lotulis: This short-staffed double weapon sports outward-pointing, barbed crescent blades on each end.
It can be used as if fighting with Two Weapons.
Net: A popular arena weapon, a net inflicts no damage but can be used to entangle foes. If used to
Grapple, a specialized Net wielder gets +2 to any opposed rolls to grapple or maintain a grapple. A net
can be thrown at range 3/6/12 (though separate Specializations in Fighting and Throwing are required to
do both), in order to Grapple a foe. This is a Throwing versus Agility roll, with the +2 bonus factored in,
but otherwise functions normally. If the net has an attached rope, then attempts to escape are handled
normally; if the net is unattached, then a simple success on an Agility test is all that is required to escape.
Singing Stick: The ends of this 2- to 3-foot-long, narrow rod are carved to be slightly wider than the
middle. It whistles as it spins in the hands of a proficient user.
Talid: Made from leather, chitin, and bone, this spiked gladiators gauntlet augments unarmed attacks.
Other items can be held in the hand bearing a Talid, though a weapon or shield used in that hand means
the Talid cannot be used. As long as the Talid is worn, it does not take an action to draw it. Though the
weapon doesnt significantly increase damage, it does mean the wearer does not count as Unarmed as
long as they are Specialized in the Talid.

Tortoise Blade: This bony or chitinous plate is affixed with a short blade that points forward from the
wielders hand. In addition to being a weapon, it functions as a medium shield.
Trikal: This pole arm projects three blades symmetrically lengthwise from its haft.
Whip: Though not generally a practical weapon, it is none the less often used by slave masters and
gladiators alike. Specialized users can use it to Grapple, taking advantage of its reach to do so.
Wrist Razors: This weapon consists of three sharp blades that protrude from a sturdy bracer, freeing the
wielders hand. A shield cannot be worn on the same arm as wrist razors. Wrist razors do not need to be
drawn, nor do they need to be sheathed for the wielder to use the hand the razors are on.

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