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Savage Sun!

9/2012

This is a Savage Worlds adaptation of the 4E Dungeons and Dragons Dark Sun campaign setting. Much of this
document is a combination of several online conversions for Dark Sun. Ive focused much of this on the 4E
version of Dark Sun hence some races have been removed and others altered to fit that version of Athas.
This is a conversion that has very few additional edges. Of those are ones that adhere to the setting regarding
psionics and magic. There are several options for races. GMs running this conversion should also have the
Fantasy Companion for a more complete access to the various spells available.

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Inspiration and Adaptation:


Much of this document is taken from an unnamed author. The following link leads to a wonderful Savage Worlds
conversion for Dark Sun:
http://www.savageheroes.com/conversions/Savage%20Sun.doc
Some alterations and optional rules were also taken from Zombie Toast:
http://z-toast.blogspot.com
Additionally, the Savaged Dark Sun also was mined for conversion rules:
http://savagedds.blogspot.com

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Dark Sun Races


Dwarves
Dwarves are short but extremely powerful. Athasian dwarves average 4 to 5 feet in height and tend to have a
very large muscle mass. A full grown dwarf weighs in the neighborhood of 200 pounds. Lives of hard work in the
hot sun leave them with a rich tan and rugged, calloused hands and feet. Dwarves can live up to 250 years.
A dwarf's chief love is toil. A dwarf is never happier than when there is a cause to work or fight for, something he
can approach with stoic single-mindedness for weeks, months, years, or even decades at a time. Once a dwarf's
mind is committed to a certain task, he'll only set it aside after a great deal of grumbling and coercion. The
fulfillment he achieves upon completion of a lengthy, difficult task is what he strives for.
Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for
Dim and Dark lighting.
Slow: Dwarves have a Pace of 5.
Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.
Arcane Resistance: Dwarves are inherently resistant to magical influences and have the Arcane Resistance edge,
further they do not need the requirement of a Spirit of d8
Focus: Dwarves are known for their single-minded commitment to the task ahead of them. As such, the concept
of not completing it or rapidly undertaking a different task is undesirable. They suffer a Quirk hindrance due to
this compulsive behavior tick.

Elves
The dunes and steppes of Athas are home to thousands of tribes of nomadic elves. While each tribe is very
different culturally, the elves within them remain a race of long-limbed sprinters given to theft, raiding, and
warfare.
An Athasian elf stands between 6 and 7 feet tall. They are slender, lean, and generally in terrific physical
condition. Their features are deeply etched into their weather-toughened faces, and their skin made rugged by the
windblown sands and baking sun of the wilderness. Elves typically dress to survive in the desert environment.
Even when at an oases or in the cities, elves tend to prefer their native garb, designed to wrap the wearer against
the brutality of the elements.
Elves are all brethren within their own tribe, but regard all outsiders as potential enemies. There is no racial unity
among the elves. An elf from outside the tribe is just as much a foe as a human, halfling, or thri-kreen.
Acceptance of an outsider by an individual elf can be achieved, but trust will only develop over time. Acceptance
of an outsider by an entire tribe is also possible, but rare. It is usually only awarded after some great sacrifice has
been made on behalf of the tribe-many outsiders have been accepted posthumously into elven desert tribes.
Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elf is conditioned to run quickly over
sandy and rocky terrain, sometimes for days at a time - an elf warrior can cross better than 50 miles per day. An
elven war party on the move is a deadly force of endurance and maneuverability. Elves use no beasts of burden
for personal transportation, though they do sometimes engage kanks and similar creatures for baggage or raw
materials transport. It is dishonorable among elves to ride on an animal unless wounded and near death - even
pregnant women and old elves are expected to keep up with the tribe or be left behind.
Agile: Elves are graceful and agile. They start with a d6 in Agility instead of a d4.
Light Frame: Elves are especially fine-boned and suffer a -1 to their Toughness.

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Elf Run: Elves gain the Fleet-Footed edge.


Low Light Vision: Elven eyes amplify light like a cats, allowing them to see in the dark. They ignore attack
penalties for Dim and Dark lighting.

Half-Elves
Elves and humans travel many of the same roads on Athas. Elven tribes have at times encountered human
mercenaries, just as elven warriors have found gainful employment in the armies of the city states. The merchant
class, too, is overrun with traders of both races, so it is not at all unusual for children of mixed parentage to be
born into the world-the half-elves.
A half-elf is generally tall, between 6 and 6 feet tall, but more meaty than his elven counterparts. His facial
features are clearly more deeply defined than those of a human, but based solely on his countenance a half-elf can
usually pass for either an elf or a human.
A half-elf's a life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves
rarely find acceptance with either race. Elves are especially intolerant, at times driving mothers of half-elven
infants from their camps into the desert. Humans are more apt to accept halfelves as allies or partners, but seldom
accept them into their homes, clans, or families. Rarely do half-elves congregate in great enough numbers to form
communities of their own, so they remain outsiders, forever wandering from situation to situation without a
people, land, or village to call home.
Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human
ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4
(as an elf).
Low Light Vision: The characters eyes amplify light like a cats, allowing him to see in the dark. He ignores
attack penalties for Dim and Dark lighting.
Outsider: Half-elves arent true outsiders (as per the Hindrance of the same name), but neither are they ever quite
comfortable around humans or elves as one of their own, so the effect is the same.

Halflings
Beyond the Ringing Mountains are jungles that flourish in rains that never reach the tablelands or the Sea of Silt.
There life is abundant, the foliage thick and untamed. The undisputed rulers of these jungles are the halflings.
A halfling is a very short humanoid, standing no more than 3 feet in height. They are muscled and proportioned
like humans, but they have the faces of wise and beautiful children. Halflings live to be as much as 120 years old,
but once they reach adulthood, their features never succumb to their years - it's very difficult for an outsider to
determine a given halfling's age. A halfling weighs 50 to 60 pounds and is virtually always in peak physical
condition.
Halflings possess a great deal of racial unity. Though divided politically into separate villages and communities,
halflings have great respect for their race as a whole. Political differences between them are settled wherever
possible peaceably, through ritual and custom, most often under the direction of their clerical leaders, the shaman
witch doctors.
In the city states, Halflings are often encountered as raiders or mercenary groups, however most halflings are
simply slaves, either taken from their homelands by slave raiders, or born into slavery from long displaced
communities within the seven cities.

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Fortunate: Halflings draw one additional Benny per game session. This may be combined with the Luck and
Great Luck Edges.
Short: Halflings average only about 3 feet tall. In effect they have the Small Hindrance (subtract 1 from their
Toughness and have a Size of 1).
Short Legs: Halflings have a Pace of 5.
Willful: Survival in the jungles and rugged mountain wilds that the halflings call home requires tremendous
resolve. They begin with Spirit scores of d6.
Outsider: Among the civilized people of the Tyr Region, halflings are misunderstood and mistrusted. Perhaps
the rumors of their cannibalistic culinary habits are at fault. The fact that those rumors are true doesnt help much
either. They suffer a -2 penalty to charisma for interactions with non-halflings.

Humans
The most common race encountered in Athas.
Adaptable: Humans receive one free Edge.
Talented: Humans receive 1 free Skill Point that can be spent however they wish

Muls
A mul (pronounced: mull) is an incredibly tough crossbreed of a human and dwarf. They retain the height and
cunning of their human parent, plus the durability and raw strength of their dwarven heritage. Muls are usually the
products of the slave pits-owners recognize the muls' assets as gladiators and laborers, and so order the births of
as many muls as can be managed within the ranks of their slaves. Muls are born sterile and they cannot perpetuate
their kind.
A full-grown mul stands 6 to 6 feet tall and weighs 240-300 pounds. They are fair skinned, sometimes tending
toward a coppery coloration. Their dwarven ancestry gives them a well-muscled frame and an incredible
constitution and mul laborers can perform heavy work for days at a time without stopping. Muls have stern facial
features. They are unmistakably human in appearance, though their ears are swept back and slightly pointed. Most
muls, whether male or female, have no hair or beard.
Born as they are to lives of slave labor, with the taskmaster's whip taking the place of parents and family, muls are
given to a gruff personality and violent reactions. Understandably, many never seek friends or companionship but
live out their lives in servitude, driven by hatred and spite. Most, however, learn who to trust in the slave pits and
who not to, gaining favor and reputation among the other slaves.
Heritage: A mul has the height and adaptability of his human heritage and the raw strength and durability of his
dwarf side. They start with a d6 Strength attribute instead of a d4 and +1 Toughness.
Mean: Muls suffer a -2 penalty to Charisma due to their gruff personality and violent tendencies.

Thri-kreen
Hulking insect-men standing as tall as 7 feet at the shoulder, the thri-kreen are the least "human" of the player
character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the
mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian
wastes.
The individual thri-kreen is a six-limbed creature with a tough, sandy-yellow exoskeleton. Its hind legs are the
most powerful, used for walking, running, and leaping. The four forward limbs each have a hand with three

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fingers and an opposable thumb. Although the middle set of appendages are smaller and usually used for more
dexterous tasks.
A thri-kreen's head has two large eyes, two short antennae, and a small-but-powerful jaw. The jaws work from
side to side and have several small extensions that grab and manipulate food while it is being eaten. The eyes are
jet black and multi-faceted, separated to either side of the head.
Thri-kreen make and use a variety of weapons. Chief among them are polearms commonly with wicked blades at
either end or tri-pointed throwing knives. They also fashion many forms of clothing, but never wear armor.
Thri-kreen are carnivores and their hive is constantly on the hunt for food. They consider the other player
character races as potential food stock, but only prey on other intelligent creatures in times of desperation.
Size +1: A thri-kreen stands about 7 feet tall and adds +1 to its natural Toughness.
Four Arms: Being large insects, the thri-kreen have six legs, only two of which they need for walking. The other
four have several claw digits however the middle pair of appendages are more underdeveloped and are typically
used for finer manipulation of objects. In combat, a thri-kreen usually attack with the upper pair of limbs,
however the middle pair can also aid in wielding a weapon. Hence a thri-kreen character has the Two Fisted Edge.
Bite and Claw: The mandibles and claw-like appendages of the thri-kreen give them a weapon that can never be
taken away. The thri-kreen have natural weapons that are Str+1d4.
Armor: The exoskeleton of a thri-kreen gives them an armor bonus of +2 (rigid)
Hive Mind: The clutch lifestyle of the thri-kree doesnt encourage individual thought beyond what is absolutely
necessary for survival. They can only have a maximum of d6 Smarts score.
Outsider: Even more so than the halflings and half-Elves, thri-kreen are ostracized by most societies, especially
elves. Many humans dont even recognize the kreen as sentient beings, and rather see them as cunning animals.
They suffer a -2 penalty to their charisma when dealing with other non-thri-kreen races.
Unusual Body Frame: Readily finding armor made to fit a thri-kreen is an almost impossible task. Custom
armor designed for their frames usually costs at least 3 times as much. Additionally, thri-kreen can use most gear
such as wands, rods, staves, weapons, shields, and most other mundane items. Those items, however, designed to
be worn by humanoids, such as clothing, rings, girdles, armor, and cloaks, will not function for a thri-kreen
because they simply cannot put them on. Unless otherwise stated, magical items are always designed for use by
humanoids.
Loyal: A thri-kreen will adopt their adventuring companions as part of their clutch, regardless of their mix of
races; this includes whoever they are with at the time danger strikes. They will instinctively leap to protect their
companions, regardless of personal danger. The clutch mentality is so ingrained in thri-kreen culture that they
apply it to every situation they find themselves in. They are considered to always have the Loyal Hindrance.

Magic
Below are the different types of Arcane Backgrounds. Each type describes the Arcane Skill a character with that
background uses, his starting Power Points, the number of powers he starts play with, and any potential
drawbacks to the power (such as Backlash).
[Powers marked with @ are found in the Fantasy Companion book for Savage Worlds.]

Arcane Background (Elementalism)


Arcane Skill: Channeling (Spirit)
Starting Power Points: 10

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Starting Powers: 2 plus Elemental Manipulation


Elementalists are those who can channel raw elemental forces. Their powers are based on a spiritual affinity with
a given element and elementalists often take the role of religious or spiritual advisers. When choosing this arcane
background characters must select one of the four elements that they are particularly aligned to and this
determines their powers trappings and what powers they may learn. Elementalists cast their spells through simple
rituals that require them to be able to speak freely and make basic gestures. Channelling replaces the faith
characteristic for certain professional edges.
Each elementalist automatically begins with the elemental manipulation Power appropriate to their chosen
element as well as two additional Powers. They may select powers based on the lists below. Even for their
"universal" powers you should alter the trappings to coincide with the appropriate element. [Powers marked with
a @ are found in the Fantasy Companion book for Savage Worlds.]
Universal powers: Barrier, Burst, Detect/Conceal Arcana, Dispel, Divination, Environmental Protection, Healing,
Obscure, Smite, Summon Ally (elemental only)
Air: Deflection, Fly, Havoc, Intangibility, Invisibility, Pummel, Speed, Stun.
Earth: Armor, Boost Trait (Strength and Vigor), Burrow, Entangle.
Fire: Armor$, Blast, Bolt, Damage Field, Draining Touch (heat stroke)@.
Water: Boost/Lower Trait, Draining Touch (dehydration)@, Greater Healing, Succor
$ - only protects against cold or fire, but double the armor bonus.
Opposite elements are paired as: Air Earth and Fire - Water
Edges: Elementalists can select edges with Faith requirements such as the Champion or Holy/Unholy Warrior
edges using their AB in place of Miracles (ex. renaming the edges to (Element) Champion and Elemental
Warrior). Champion provides a bonus to damage against beings associated with the elementalists opposed
element, and provides it's bonus to toughness against effects created by the elementalist's chosen element (so a
fire elementalist would inflict +2 damage against supernatural creatures associated with the element of water and
would have +2 toughness against supernatural beings or powers associated with the element of fire). Elemental
Warrior would allow the elementalist to repulse supernatural beings associated with the elementalist's opposed
element.
Backlash: When rolling a critical failure on their Channeling skill (both die rolls are 1), the elementalist is
Shaken. This can cause a Wound.

Arcane Background (Magic)


Arcane Skill: Spellcasting (Smarts)
Starting Powers: 4
Starting Power Points: 15
Magicians in Athas fuel their powers by draining the life energy from the earth beneath their feet and the plant life
around them. However, some do learn to take only what is necessary and return the rest. To cast their spells
mages must use a variety of arcane words and gestures (many use Stealth to conceal their spellcasting).
Mages may learn all Powers except for Healing, Greater Healing, and Succor.
Defiling: When a mage casts a spell the energy of the land is drawn to him, creating a thin layer of black ash on
the surface of the ground. In most environments this creates a clear circle of defiled land with a radius equal to 1"

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per power point spent by the mage (the Wizard Edge can reduce this but even if the spell's cost is reduced to 0 it
still defiles at least 1"). Environments that are particularly lush and rich with life may cut this radius in half, while
particularly lifeless areas will double it. If a second spell is cast within a defiled area it increases by the
appropriate amount.
Backlash: Magic is dangerous and somewhat unstable, on a roll of 1 on the spellcasting skill die the mage is
Shaken. This can cause a Wound.
Edges: Mages can use the Soul Drain edge to prevent defiling, but most who wish to avoid defiling the land learn
the Preserver edge.
Edge: Preserver (Novice, AB (magic), Spellcasting d6+, Spirit d8+)
You have learned how to perform magic without inflicting permanent harm on the planet. Casting spells without
defiling increases the cost of the spell based on its Rank. See below:
Novice: 1 point
Seasoned: 2 points
Veteran: 4 points
Heroic: 7 points
Veteran: 11 points
When you use a power you may choose whether to defile or use this edge. If a preserver casts a spell by using
defiling magic, make an immediate Spirit check at -2. Failure means that the preserver edge is lost and the player
must now cast spells as a defiler. Through advances they may gain the Preserver edge again.

Arcane Background (Psionics)


Arcane Skill: Psionics (Smarts)
Starting Power Points: 10
Starting Powers: 3
Psionicists are the most common and well-known power users on Athas. Almost everyone has some psionic talent
and there are entire schools devoted to enhancing one's psionic abilities. Unlike other arcane backgrounds
Psionics requires no special rituals or words of power, merely concentration and focus.
Psionicists can choose from the following powers, many of which may have a variety of different trappings
depending on how the particular psionicist manifests the ability. Powers which affect other powers (such as
Detect/Conceal Arcana and Dispel) only function against other Psionic powers when manifested by a Psionicist,
but psionic powers are likewise unaffected by versions of those powers used by a non-psionic spellcaster (and
vice-versa).
Psionic Powers: Armor, Barrier, Beast Friend, Blast, Blind, Bolt, Boost Trait (self only, Lower Trait, Burst,
Concentrate@, Confusion, Deflection, Drain Power Points (psionic only), Detect/Conceal Arcana, Dispel,
Draining Touch, Fear, Greater Healing (self only), Havoc, Healing, Invisibility, Legerdemain@, Light, Pummel,
Puppet, Quickness, Sluggish Reflexes@, Slumber, Smite, Speak Language, Speed, Stun, Succor, Telekinesis,
Teleport,
Brainburn: Psionicists who roll a 1 on their Psionics skill die lose 1d4 power points in addition to the cost of the
power.

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Arcane Background (Wild Talent)


Arcane Skill: Psionics (Smarts)
Starting Power Points: 5
Starting Powers: 1
Although many have potential for developing psychic powers, few are able to master such power effectively.
However many can develop enough power to have some prominent ability, and such manifestations of talent
allow them to open up into other professions. Those who only learn minor psionic abilities are called Wild
Talents. Such characters have the Psionics skill, but not the Arcane Background edge. Instead they gain the
Wild Talent AB edge.
They learn one Novice-rank power from the list below. They begin play with only five power points, and may not
take any edges to increase their number of powers or power points (unless they receive special training and
become a full psionist later on taking the AB (Psionics) edge).
Powers: (Powers marked with a # on that list may only be used to affect the psionicist himself.)
Armor#, Blast, Bolt, Deflection#, Fear, Fly#, Greater Healing#, Healing#, Invisibility#, Puppet
Quickness#, Raise/Lower Trait#, Speed#

Professional Edges
Unless a Profession is listed here, it functions exactly as written in the Savage Worlds Deluxe rulebook (or the
Savage Worlds Fantasy Companion). However, some professions are not available in this setting listed as follows:
-Ace
-Gadgeteer
-MacGyver
-Mr. Fixit

Adept:
Requirements: AB (Psionic or Wild Talent), Psionic d8, Martial Artist, Fighting d8
Abilities: As per SW Deluxe edition

Bard (troubadour):
Requirements: AB (Arcane, Psychic, or Wild Talent), Perform (Smarts) d6
Abilities: As per SW Fantasy Companion. Perform uses the Smarts attribute.

Templar:
Requirements: Arcane Background, Spirit d8, Faith d6
Charisma Bonus/Penalty: Templars have immense authoritative power within the city they serve. They have a
+2 charisma bonus with mid (artisans, city guard) to high (merchants, nobles) ranked citizens. They do not have
this bonus to low level citizens (laborers, slaves, etc.) as they are pretty much despised by the common people.
Authority: Templars essentially have as much power as they are able to exert, however a Novice templar likely
has the most command over slaves, and some minor authority with low-ranking citizens and city guards or
bureaucrats. As they advance in rank, this power expands such that seasoned templars can demand the
compulsion of most common freemen, while Veteran templars have even greater authority, upwards to lower

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status nobles. Such power (and opportunities for corruption in the form of bribes and extortion) increase even
further at Veteran or Legendary ranks.

Weapon Breakage
When a player rolls a critical failure (double 1s) and is wielding a non-metal weapon, their weapon breaks. If they
strike an opponent wearing metal armor, a roll of 1 on either the wild die or the fighting die will result in a
weapon breaking.

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Dark Sun Savage Worlds Equipment


Ranged Weapons
Item
Axe,
Throwing
Knife/Dagger
Dart
Spear
Crossbow
Bow
Long Bow
Recurve Bow
Sling
Blowgun

Range

Dam.

ROF

Cost

Slot

Shots

Min. Str

3/6/12

Str+d6

25

3/6/12
3/6/12
3/6/12
15/30/60
12/24/48
15/30/60
12/24/48
4/8/16
3/6/12

Str+d4
Str+1
Str+d6
2d6
2d6
2d6
2d6+1
Str+d4
Str+1

1
1
1
1
1
1
1
1
1

10
1
40
250
150
200
250
10
20

1
1
3
2
2
2
2
1
2

d6
d6
d8
d6
-

Notes

AP 2, 1 action to reload

Stealthy (-2 notice), darts can be poisoned

Armor
Type
Leather
Hide
Scale/Banded
Plate Corslet
Plate Arms
Plate Leggings
Leather Cap
Scale/Banded Coif
Pot Helm
Enclosed Helm
Buckler
Shield
Large Shield

Armor
+1
+1
+2
+3
+3
+3
+1
+2
+3
+3
-

Slot
Leather
Leather
Chain
Plate
Plate
Plate
1
1
1
1
1
2
2

Cost
30
60
200
200
75
100
5
25
25
50
25
50
75

Notes
Covers torso, arms, legs
Covers torso, arms, legs
Covers torso, arms, legs
Covers torso
Covers arms
Covers legs
50% protect head shot
50% protect head shot
50% protect head shot
Covers head
+1 parry
+1 parry, +2 armor to ranged shots
+2 parry, +2 armor to ranged shots

Notes:
Metal Armor can only be Scale/Banded or Plate. Metal armor can cause weapon breakage on a 1 for either die (instead of a critical failure as normal)

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Melee Weapons
Range

Dam.

ROF

Cost

Slot

Shots

Min. Str

Club
Warhammer

Str+d4
Str+d6

5
100

1
2

Maul

Str+d8

200

Flail

Str+d6

150

AP 1 vs. rigid armor (plate mail)


Parry -1, 2 hands, AP 2 vs. rigid armor (plate
mail)
Ignore shield parry and cover bonuses

Str+d6
Str+d8
Str+d10

25
100
200

1
2
3

AP 1, Parry -1, 2 hands

Parry -1, 2 hands


+1 Parry

Parry +1, Reach 1, 2 hands


Parry +1, Reach 1, 2 hands
Reach 2, 2 hands
Reach 1, 2 hands
AP 2 when charging, Reach 2, Mounted only

Item
Blunt

Notes

Axes
Hand Axe
Battle Axe
Great Axe
Blades
Dagger
Str+d4
10
1
Short Sword
Str+d6
100
2
Long Sword
Str+d8
200
2
Great Sword
Str+d10
300
3
Rapier
Str+d4
200
2
Pole Arms
Staff
Str+d4
30
3
Spear
Str+d6
40
3
Pike
Str+d8
75
3
Halberd
Str+d8
100
3
Lance
Str+d8
150
3
Notes:
Metal Weapons have an additional +1 damage bonus against non-metal armor

Weapon Breakage:
Non-metal weapons will break on a critical failure. The exception is non-metal weapons against metal armor, which will break on a roll of 1 (either
fighting or wild die).

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