08 Jun 2011, 12:49
Dark Sun - M&M3e
(work in progress)
Standard Character Creation - Power Level 8 / 120 Power Points
Power sources should generally be: skill, arcane, natural (for racial or mutation features), psionic.
Races
(all traits innate, cost already added)
Dwarf — 5pts
Advantages: Great Endurance
Dwarven Stamina - Immunity (poison, aging; partial -1) 2
Dwarf Sight - Senses (low-light vision) 1
Common Complications: Illiterate (native tongue), Stubborn (never change mind, especially on Focus)
Elf — 4pts
Advantages: Uncanny Dodge
Elf Run - Speed (concentration -1) 2
Elf Sight - Senses (low-light vision) 1
Common Complications: Prejudice (you're a damn elf), Tribal Loyalty (maybe)
Half-Elf — 3pts
Advantages: Skill Mastery (expertise: survival)
Elf Sight - Senses (low-light vision) 1
Common Complications: Prejudice (you look kinda like a damn elf/human), Loner (often)
Half-Giants — 9pts
Huge - Growth 4 (permanent; +1 size, +4 mass, +4 strength, +4 stamina, +2 intimidation, -4 stealth, -2 dodge and parry)
Common Complications: Dull Wits, Distinct Appearance (hard to mistake you for anything else), Mood Swings
Halflings — 12pts
Tiny - Shrinking 4 (permanent; -1 size, -1 strength, +2 dodge and parry, +4 stealth, -2 intimidation)
Hearty - Immunity (poison, magic damage; partial -1) 6
Common Complications: Racial Loyalty, Reputation (cannibals, savages, etc)
Mul — 5pts
Advantages: Great Endurance
Mul Vitality - Immunity (starvation and thirst, fatigue; partial -1) 6
Common Complications: Distinct Appearance (hairless, large, etc), Slave (or escaped slave), Prejudice
Thri-Kreen — 17pts
Carapace - Protection 3
Antennae and Segmented Eyes - Senses (low-light vision) 1
Tireless - Immunity 1 (need for sleep)
Six Powerful Limbs - Extra Limbs 2, Ambidextrous feature, Leaping 3
Poison - Affliction (fortitude; hindered, immobile, paralyzed; cumulative +1, grab-based -1) 5
Common Complications: Distinct Appearance (thri-kreen), Cultural Clash (when among non-kreen), Honor (clutch, even adopted, above all), Short Lifespan (25-35 years)Setting-Specific Complications
Defilement - Arcane magic scars the world if not used carefully. Spellcasters may defile as a likely complication (few times where it won't be relevant).
Slave - PCs are freemen (or merchants, villagers, nomads, etc) by default, slaves (escaped or otherwise) may take a complication to reflect such.
Weapon Breakage - Non-metal weapons are prone to breaking when used often or forcefully. As a variant of stunting, a character may destroy a weapon as part of an attack as a complication.
Benefit
Status - 1 (minor noble or merchant prince), 2 (noble or minor templar), 3 (templar), 4 (high templar - sorcerer king's direct council), 5 (sorcerer king). Status can double as wealth in most areas.
Environmental Hazards
Daytime is typically uncomfortable heat (1 check per hour), heat of the day or features like heat-trapping canyons are intense heat (1 check per 10 minutes), unusual features like the obsidian fields are extreme heat (1 check per minute).
DC 10 + 1 per prior check.
1 fail = fatigued, 2 fail = exhausted, 3 fail = unconscious, 4 fail = dying
Night is generally uncomfortable cold.
Heroes can go without water for a day.
After this, they need to make a Fortitude check (DC 10, +1 per previous check) each hour to avoid a level of fatigue.
Heroes can go without food for three days.
After this, they must make a Fortitude check (DC 10, +1 per previous check) each day to avoid fatigue.
The character cannot recover until he gets water or food.
Monsters
Braxat Juvenile - PL8
STR 5, STA 4, AGL 4, DEX 3, FGT 7, INT -1, AWE 3, PRE -1
Powers: Jagged Hide (protection 5, str-based damage 3), Senses (low-light) 1, Caustic Spit (damage 3, ranged, secondary effect), Growth 4 (permanent; +1 size, +4 mass). Advantages: Takedown 1, Startle. Skills: Acrobatics 2 (+6), Athletics 6 (+11), Expertise: survival 6 (+5), Intimidation 6 (+7), Ranged Attack: spit 4 (+7), Stealth 0 (+0). Offense: Init +4, Unarmed +7 close, 8 damage; Spit +7 ranged, 3 damage. Defenses: Dodge 4, Parry 7, Fortitude 8, Toughness 9, Will 6. Totals: 32 + 26 + 2 + 12 + 11 = 79
Braxat Adult - PL11
STR 8, STA 8, AGL 3, DEX 3, FGT 10, INT 0, AWE 4, PRE 0
Powers: Growth 8 (+2 size, +8 mass, +1 speed), Jagged Hide (protection 5, str-based damage 3), Senses (low-light) 1, Caustic Spit (damage 6, area-cone, secondary effect). Advantages: Takedown 1, Startle. Skills: Acrobatics 2 (+5), Athletics 6 (+14), Expertise: survival 6 (+6), Intimidation 6 (+10), Stealth 0 (-5). Offense: Init +3, Unarmed +10 close, 11 damage. Defenses: Dodge 7, Parry 8, Fortitude 10, Toughness 13, Will 9. Totals: 40 + 42 + 2 + 10 + 17 = 106
Crodlu - PL4
STR 4, STA 4, AGL 3, DEX 2, FGT 4, INT -4, AWE 1, PRE -1
Powers: Growth 4 (permanent; +1 size, +4 mass, +2 intimidation, -4 stealth), Speed 1. Advantages: Move-By Action. Skills: Acrobatics 1 (+4), Athletics 1 (+5). Offense: Init +3, Unarmed (beak or double-claws) +4 close, 4 damage. Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 4, Will 2. Totals: 10 + 9 + 1 + 1 + 9 = 30
Dragon of Tyr - PL18
STR 12, STA 12, AGL 10, DEX 8, FGT 18, INT 7, AWE 9, PRE 13
Powers: Growth 12 (permanent; +3 size, +12 mass; +1 speed), Wings (flight 1, wings -1), Teleport 1, Senses (darkvision) 2, Claws/Fangs/Tail (str-based damage 6), Armored Hide (protection 8, immunity - life support), Defiling (damage 18, area-burst +1; AE: Shredding Breath - damage 18, area-cone +1; AE's: Magic - up to 8 effects). Advantages: Artificer, Diehard, Eidetic Memory, Fast Grab, Fearless, Improved Grab, Improved Initiative 4, Improved Trip, Jack-of-All-Trades, Languages (draconic, supernal) 2, Ranged Attack 10, Ritualist, Startle, Takedown 2, Ultimate Toughness. Skills: Expertise: magic 18 (+25), Intimidation 0 (+19), Stealth 0 (-2). Offense: Init +26; Unarmed +18 close, 18 damage. Defenses: Dodge 15, Parry 16, Fortitude 18, Toughness 20, Will 18. Totals: 130 + 98 + 29 + 9 + 30 = 296
Beast-Headed Giant - PL9
STR 8, STA 8, AGL 2, DEX 2, FGT 10, INT 0, AWE 4, PRE 2
Powers: Growth 8 (permanent; +2 size, +8 mass, +1 speed), Mimic 2, Tough Hide (protection 2). Advantages: Jack-of-All-Trades, Language (common) 1. Skills: Expertise: survival 2, Intimidation 0 (+4), Stealth 0 (-6). Offense: Init +2, Unarmed +10 close, 8 damage. Defenses: Dodge 4, Parry 8, Fortitude 8, Toughness 10, Will 7. Totals: 40 + 34 + 2 + 1 + 11 = 80
Standard Gith - PL4 (often minion)
STR 2, STA 1, AGL 0, DEX 0, FGT 3, INT 0, AWE 0, PRE 0
Powers: Leaping 2, Telekinetic Strike (damage 3, ranged +1, unreliable -1). Advantages: Equipment (crude spear - str-damage 3, inix-shell armor - protection 2) 1, Improved Initiative 1. Skills: Acrobatics 3, Athletics 3, Expertise: survival 4. Offense: Init +4; spear +3 close, 5 damage; unarmed +5 close, 2 damage. Defenses: Dodge 3, Parry 5, Fortitude 6, Toughness 3, Will 2. Totals: 12 + 5 + 2 + 5 + 12 = 36
Inix - PL6
STR 6, STA 5, AGL 2, DEX 0, FGT 6, INT -4, AWE 3, PRE -2
Powers: Growth 4 (permanent; +1 size, +4 mass, +2 intimidation, -4 stealth), Protection 2. Advantages: Improved Trip. Skills: Acrobatics 3 (+5), Athletics 4 (+10), Perception 3 (+6). Offense: Init +2, Unarmed +6 close, 6 damage. Defenses: Dodge 5, Parry 5, Fortitude 9, Toughness 7, Will 3. Totals: 16 + 10 + 1 + 5 + 18 = 50
Kank - PL5
STR 4, STA 4, AGL 3, DEX 1, FGT 5, INT -4, AWE 1, PRE -1
Powers: Growth 4 (permanent; +1 size, +4 mass, +2 intimidation, -4 stealth), Kank Poison (affliction 4 - hindered; limited degree -2, grab-based -1), Feature (kank nectar) 1, Speed 1, Carapace (protection 2). Advantages: Fast Grab, Improved Grab, Improved Initiative 1. Skills: Acrobatics 2 (+5), Athletics 2 (+6), Perception 4 (+5). Offense: Init +7, Unarmed +5 close, 4 damage. Defenses: Dodge 4, Parry 4, Fortitude 5, Toughness 6, Will 3. Totals: 10 + 13 + 3 + 4 + 15 = 45
Mekillot - PL10
STR 10, STA 10, AGL 2, DEX 2, FGT 0, INT -4, AWE 5, PRE -2
Powers: Growth 10 (permanent; +2 size, +10 mass, +1 speed), Impervious Hide (protection 5), Extra Limbs (tongue; ambidexterity, reach 3) 1. Advantages: Close Attack 10, Diehard, Fast Grab, Prone Fighting, Great Endurance. Skills: Intimidation 0 (+3), Perception 2 (+7), Stealth 8 (+0). Offense: Init +2, Unarmed +10 close, 10 damage. Defenses: Dodge -5, Parry -5, Fortitude 12, Toughness 15, Will 8. Totals: 6 + 30 + 14 + 5 + 5 = 60