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RuneQuest 6e house rues for

dark Sun
I.
Races________________________________________
Dwarf
STR: 2d6+6
CON: 2d6+12
SIZ: 1d3+9*
DEX: 3d6
INT: 2d6+6
POW: 3d6
CHA: 2d6
Movement: 5m
Cutures: Barbaran, Cvzed
Raca Passons: Seek (Focus) 100%
*dwarven Size is based on height, not mass. Consider their mass to be two steps
higher on the Size chart than the dwarf actually is.
Dwarven Trats:
Psinic Resistance: A dwarf receves a +20% raca bonus to resst
psonc attacks.
!cus: Dwarves have snge-mnded goas, and w often stop at
nothng to acheve ther focus. Ther psonc resstance ncreases to
+30% f the attackng power s used n an attempt to stop the dwarf
from workng toward hs or her focus. Sks made to tak a dwarf out of
pursung ther focus are one grade harder than norma.
Stne "#d: Dwarves receve a +20% bonus to Endurance ros to
resst the ehects of venom and poson.
$ess Encu%&ered: Dwarves are not typcay sowed down by
carryng ots of weght, whch s one of the reasons why savers tend to
ke havng them at the crack of ther whps. Dwarves don't take any
penates for beng encumbered, and penates for beng overburdened
are equa to that of beng encumbered (see page 116).
Ef
STR: 3d6
CON: 3d6
SIZ: 2d6+9*
DEX: 3d6+6
INT: 2d6+6
POW: 2d6
CHA: 3d6
Movement: 8m
Cutures: Cvzed, Nomadc
Raca Passons: Hate (Thr-kreen), Loyaty (Trbe), Unprncped.
*elves always have the lithe body type
"#ade ' "(: Eves are taught to practce ther sk wth bows and
swords from an eary age to hunt and spar. As such, eves begn pay
wth combat stye (ef) +20%. Weapons ncuded: Longsword, Longbow
(recurve varants ncuded). However, f the ongsword or ongbow was
not crafted from wthn the ef's trbe, the bonus the ef receves s ony
10%.
$()#i*+t ,isin
A#ert: +20% to vsua and audtory Percepton checks made n the
desert.
Dune Stea#t+: +20% to steath ros made n the desert. Ths bonus s
negated f the ef s n the presence of non-eves, or the steath ro s
made vs. other eves.
Te%-erature T#erance: Roamng the desert for thousands of years,
eves have but a sow toerance for Athas' extreme temperatures.
Eves need ony make Endurance ros n extreme temperatures that
are ower than 32 F or hgher than 130 F (As opposed to 50 F and 110
F).
E#. Run: Eves can often run for days at a tme wthout stoppng due to
ther abty to enter a state of constant owng adrenane. Ths quas-
sprtua state aows an ef to trave up to 80 kometers n a 24-hour
perod on foot aone. Even trbes cover arge dstances by runnng en
masse. An ef may run for a number of days before needng to make a
Wpower check dependng on hs or her CON:
CON score Time before chec
3 or ess cannot run
4-7 12 hours
8-10 1 day
11-13 2 days
14-16 3 days
17+ 4 days
If the ef wshes to contnue runnng after the tme gve above, he must
make a Wpower check (not Endurance). On a success, the ef may
run an addtona dstance equa to haf of the dstance aready ran.
Fang means the ef must stop and gans one eve of fatgue. Crtca
faure ndcates the ef must stop and gans two eves of fatgue, whe
crtca success aows the ef to run a dstance equa to the dstance
aready ran. Ths can contnue unt the ef has run up to 3 x the
orgna amount of tme he can run wthout makng a Wpower check,
after whch he can no onger keep runnng and must rest. Eves aways
gan at east one eve of fatgue after each run cyce (dependng on
ther Wpower).
Eves must be fuy rested and hydrated before usng ths abty.
Ha#.)E#.
STR: 3d6
CON: 3d6
SIZ: 2d6+6
DEX: 3d6+3
INT: 2d6+6
POW: 3d6
CHA: 2d6
Movement: 7m
Cutures: Cvzed, Nomadc
Raca Passons: Asoca, |aded, Love (Amrmaton)
De/ance: Haf-eves are often re|ected by both eves and humans out
of dsgust or mstrust. As such, haf-eves often treat ther re|ecton
wth contempt and escape or attempt to ameorate ther re|ecton wth
assertveness or other proactve means. A haf-ef character must
choose between recevng a skset of the foowng:
!"porter: +20% to Decet and Insght, as we as Commerce.
Commerce becomes an aowed professona sk.
#tinerant: +20% to Boatng and Drve, as we as Navgaton. Navgaton
becomes an aowed professona sk.
$ediator: +20% to Inuence and Insght, as we as Medtaton.
Medtaton becomes an aowed professona sk.
Outcast: +20% to Locae and Percepton, as we as Survva. Survva
becomes an aowed professona sk.
%indicator: +20% to Customs and Wpower, as we as Courtesy.
Courtesy becomes an aowed professona sk.
0i1ed .eatures: Haf-eves gan +20% to Dsguse checks made to
appear as an ef or a human.
Ha#.)2iant
STR: 2d6+12
CON: 3d6+3
SIZ: 2d6+16
DEX: 2d6
INT: 1d6+7
POW: 3d6
CHA: 2d6
Movement: 8m
Cutures: Cvzed
Raca Passons: Seek (Acceptance)
T+ick Skin: +1 AP to a ht ocatons.
Hea,3 Cnsu%-tin: Haf-gants requre four tmes the 'norma'
amount of water day. Ths equates to at east four gaons per day.
Two f n the shade and nactve.
Irratic Persna#it3: Haf-gants change n nature each day. After every
fu rest, ro Wpower for every passon the Haf-gant possesses.
Faure ndcates that the Haf-gant gnores that passon for that
wakng day.
Ha#4in*
STR: 2d6
CON: 3d6
SIZ: 1d3+6
DEX: 3d6+6
INT: 2d6+6
POW: 3d6+3
CHA: 2d6+3
Movement: 5m
Cutures: Prmtve
Raca Passons: Curosty, Dsregard Weath, Loyaty (Trbe), Suspcon
Ha#4in* Wea-n st3#e: +20% to Combat Stye (Hang) Ths stye
ncudes the spear, |aven, sng, and bowgun.
"#d: Hangs receve a +20% to Wpower checks made avod ehects
from fear and menta psonc and sorcery powers.
!rtunate: Hangs receve a bonus uck pont.
Hu%an
+ 1 any (max. 18)
SIZ: 2d6+6
MOV: 6m
5ersati#e: Humans receve +20 addtona sk ponts upon creaton,
and may ncrease ther startng sk cap by 10.
0u#
+ 2 STR (max. 20)
+ 1 CON (max. 19)
- 2 CHA (max. 16)
SIZ: 2d6+8
MOV: 6m
Tire#ess: Mus receve +20% to Endurance ros made to resst fatgue
from exerton. A mu s bred to work and ght for much onger than
ether of hs parent races. And as such, a mu can exert hmsef for up
to 12 hours before suherng from fatgue. A mu ony needs to seep
every other day, though they may st rest every day to hep heang of
wounds and nesses.
S+ed 0inr Wundin*: Mus ehectvey have an AP 1 when damaged
by non-enchanted/powered weapons.
III. Wea-n 0ateria#s
Athasan weapons sted on the Grave Burden obsdan porta are
wrtten as f they are composed of ther typca matera (usuay bone,
obsdan, etc.). Thus, these weapons do not need to be atered as f they are
made of ron by defaut. Most weapons n the RO6 ruebook w need to be
ad|usted snce ron s rare and most weapons on Athas are made of nferor
materas.
A*a.ari AP x 1.50 (weapons wth wooden components ony)
"ne6I,r3: AP/HP x 0.50
"rn7e: AP x 0.75
Cr3sta#8 -sin9s: AP/HP x 0.50; Can store Power Ponts
O&sidian: AP/HP x 0.75
O&sidian8 &#d: HP x 0.75; Endurance checks vs. Beed ehect are
hard
Stee#: AP/HP x 1.50
Stne: HP x 1.50; ENC +1
I5. Psinics8 Srcer38 T+eis%8 ' 03sticis%
Power ponts come from:
1) The sef, a persona power source.
2) Other vng thngs f usng sorcery; ths s caed deng and s expaned
mechancay beow.
3) A powerfu worshpped entty for thests as stated n the RO6 ruebook.
4) Magca or powerfu ocatons and tems such as shrnes/tempes and
wondrous ob|ects.
5) Veneraton, by orchestratng ceremona worshp of a supernatura entty
(appes to thests ony).
Power ponts regenerate at a rate of 1 pont per hour.
When a character runs out of power ponts, he or she may contnue to use
powers. However, each power pont spent acrues a eve of fatgue upon the
character. Ths cannot be ressted by Endurance or Wpower checks.
De/#in*
A sorcerers pu power from ther surroundngs, but deers do so at
the cost of damagng or destroyng vng thngs. Any sorcerer can dee on
hs own w. When deng:
1) The sorcerer eeches a certan amount of power dependng on what
vegetaton source he s usng:
"arren6In.erti#e: 1d2 power ponts
S-arse ,e*etatin: 1d3+1 power ponts
Dense ,e*etatin: 1d6+2 power ponts
$us+ ,e*etatin: 1d8+4 power ponts
2) The sorcerer
III. Wea-ns in At+as
Non-athasan weapons that woud normay be made of ron suher
reduced AP and HP vaues when they are made of nferor materas. Athasan
weapons are aready wrtten up as f they are constructed by ther defaut
matera (typcay bone, stone, and obsdan). Snce weapons unque to Athas
were nnovated out of ack of ron amd stee, they are usuay sturder and
more durabe than weapons that woud normay be made of meta. Round a
vaues up when gurng matera type.
A*a.ari AP x 1.50 (weapons wth wooden components ony)
"ne6I,r3: AP/HP x 0.50
"rn7e: AP x 0.75
Cr3sta#8 -sin9s: AP/HP x 0.50; Can store Power Ponts
O&sidian: AP/HP x 0.75
O&sidian8 &#d: HP x 0.75; Endurance checks vs. Beed ehect are
hard
Stee#: AP/HP x 1.50
Stne: HP x 1.50; ENC +1
III. Psinics8 Srcer38 T+eis%8 ' 03sticis%
Power ponts come from:
1) The sef, a persona power source.
2) Other vng thngs f usng sorcery; ths s caed deng and s expaned
mechancay beow.
3) A powerfu worshpped entty for thests as stated n the RO6 ruebook.
4) Magca or powerfu ocatons and tems such as shrnes/tempes and
wondrous ob|ects.
5) Veneraton, by orchestratng ceremona worshp of a supernatura entty
(appes to thests ony).
Power ponts regenerate at a rate of 1 pont per hour.
When a character runs out of power ponts, he or she may contnue to use
powers. However, each power pont spent
.

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