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Update: If you want to drop by and see if this is your kinda thing, you can just show up. Since the game is not overly full yet.

The Dark Sun setting [originally released for AD&D 2nd Ed.] is comprised of searing deserts and other harsh terrains; ubiquitous psi powers, found even among wild creatures; a handful of city-states ruled by sorcerer-kings and administrated by their templars; and a dearth of metal, so much so that obsidian, bone and wooden weapons are the norm. There is exactly one true Dragon in the world: he is rather terrifying.

For more info, search for "world of Dark Sun" on Wikipedia.

Classes are pretty much the standard AD&D ones of that era [the early '90s], with a few additions, subtractions and changes. Here's the list:

  1. All PCs and most NPCs have a random psi wild talent. The psion class goes further. By training in "the Way," he develops more significant psi abilities.

  2. A thief is a thief, but she might have a noble patron.

  3. The trader is a new class, pretty much a "party face." Likely to have a bodyguard or two.

  4. Each cleric draws her power from one of the elemental planes, since there are no gods.

  5. A druid has a specific "guarded land," from which he draws his magic. He can also learn to shapeshift into any beast that lives therein.

  6. The fighter is the quintessential warrior (as ever). He does gain some tactical and strategic skills to effectively lead soldiers into war.

  7. A gladiator is shaped in the arena. She is proficient with a variety of peculiar weaponry and unarmed styles.

  8. The ranger has mastery of the wilderness and can gain some clerical spell ability. He also lives by a code that many would call "good." Every ranger has a species enemy, against which he tends to kick ass.

  9. An Athasian wizard is either a defiler or a preserver. Each of them draws energy for her (powerful) spells from the (sparse) vegetation of a given landscape. Whereas the preserver slowly extracts just what she needs, without harming the green, the defiler swiftly takes all she can, turning the plants around her to desolate ash. Though defilers are regarded more harshly, preservers also find themselves maligned because the average person might not understand the difference between them. And so wizards hide their powers, especially from the servants of the sorcerer-kings.

Some classes exclude those of a particular race. These are usually obvious; e.g. no half-giant thieves, traders, druids, rangers or wizards of any sort. General guidelines are that any race can be a psion, a fighter, a gladiator (except aarakocra) or a cleric (except pterrans). The only races that become defilers are elves, half-elves and humans. With preservers, use the same list, only add aarakocra. For more detail, just ask.

The Athasian races are definitely not the standard fantasy fare:

  • Aarakocra. Vulture-like humanoids with hollow bones, who can fly.

  • Dwarves. Completely bald. Focus on one task at a time, and get bonuses to pursue it.

  • Elves. Regarded much like gypsies in the real world: lazy, dishonest, etc. But within their own tribe, they are quite principled. They live in the moment and can run for days.

  • Half-elves. Unwanted by either parent race, they learn to survive in the wild and gain an animal companion.

  • Half-giants. Despite the hyphenated name, they are a true-breeding race unto themselves. Ten to twelve feet tall, immensely strong. Not so smart, strong-willed or intuitive. And their personality tends to vary wildly week to week, sometimes day to day, depending upon what kind of people they're around.

  • Halflings. In a long-past age, masters of the world. Now, they're feral, clannish sorts who have a tendency to eat sentient beings. Yet they still have a rich culture and a sense of racial unity.

  • Humans. Of all kinds.

  • Muls. Sterile human/dwarf hybrids. Generally born into slavery. PCs have either been freed or simply escaped. Bald, with a more robust build than the average human. They are strong and tireless.

  • Pterrans. Lizard men who worship the Earth Mother. Nearly all have some degree of telepathy. Well-structured society that encourages individuals to follow one of several life-paths.

  • Thri-kreen. Primitive mantis folk with an alien mindset, which is centered around the Hunt and the clutch (which can mean either siblings born at the same time or, for a PC, a trusted group of non-kreen). Known for their throwing weapons called chatkcha. And for eating other sentients, especially elves, when there are no other food sources.

I've ported all of this over to GURPS 4e. For a simple look at the mechanics of the system, search for "GURPS" on Wikipedia and scroll down a bit.

When you pick race and class, I can give you templates to cover those. That is the bulk of character generation, but you will still have plenty of room to individualize your character.

The games will run from about 6pm-11pm or so, every other Friday, starting March 3rd. Still working out location, but I have a couple of ideas.

If you do want to play, I only request that you be able to make 4 out of 5 sessions or so, since the campaign will be plot-intensive.

I currently have room for 1-2 more players. If you're interested, just message me with a proto-concept. As needed, I can get you access to the Dark Sun and GURPS 4e core books.

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