Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrewing Dark Sun Themes- Innate Mage and Alley Rat
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kinneus" data-source="post: 5514324" data-attributes="member: 48215"><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">I'm considering starting an urban Dark Sun campaign, set specifically in the Warrens of Tyr. Kind of a wacky idea for a campaign setting that focuses on harsh desert wilderness survival, but I think it will be fun. PCs will start out as part of a criminal organization, living in absolute poverty and trying to claw their way to a position of influence within the city. I wanted to create a couple of themes suited to this somewhat unusual application of the Dark Sun setting and possibly modify or houserule existing themes.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">The two big themes I really want and need in the game are what I'm calling "Alley Rat&" and "Innate Mage." Alley Rat represents somebody who was born and bred in the Warrens, or has at least lived there a long time. Innate Mage is a new concept I'm adding to the fluff and flavor of the campaign. In addition to preserving and defiling, some people are simply born with a natural affinity for magic. So, innate mages are to defilers/preservers as sorcerers are to wizards. A big part of the campaign will be figuring out what causes innate mages, where their powers stem from, etc. I want to do this as a theme because a Druid or Psion could easily be re-flavored as a person with an innate capacity for arcane magic. Innate mages also explain why somebody who lived their whole life in squalid poverty in the Warrens could learn/use magic, with no access to teachers or magical materials.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">Here's what I'm thinking for these themes, mechanically.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><u><strong>Alley Rat Theme</strong></u></span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><strong>Benefits:</strong> Gain training in two of the following skills: Stealth, Thievery, Intimidate, or Streetwise</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><strong>Thuggery</strong></span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">Encounter-Personal</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">Free Action</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><strong>Effect:</strong> You gain a +4 bonus to damage rolls against enemies granting combat advantage until the end of your turn.</span></span></span></p><p> </p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><strong><u>Innate Mage Theme</u></strong></span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><strong>Benefits:</strong> If your class would normally grant you access to Arcane Defiling, you lose access to it. You gain training in two of the following skills: Bluff, Arcana, Streetwise or Intimidate</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><strong>Elemental Attunement</strong></span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">Encounter-Personal</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">Free Action</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><strong>Special:</strong> When you select this power, choose Water, Earth, Fire, Wind, Lightning, or Void</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><strong>Effect:</strong> You gain the benefit associated with your element.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><em>-Water:</em> You gain a +2 power bonus to Will and Fortitude until the end of your next turn. This power can only be used on your turn.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><em>-Earth:</em> You gain a +2 power bonus to AC and Fortitude until the end of your next turn. This power can only be used on your turn.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><em>-Fire:</em> Your attacks deal an extra 1d10 fire damage until the end of your turn.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'">-<em>Wind:</em> You gain concealment until the end of your next turn. This power can only be used on your turn.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><em>-Lightning:</em> Your attacks deal an extra 1d10 lightning damage until the end of your turn.</span></span></span></p><p><span style="color: white"><span style="font-size: 12px"><span style="font-family: 'Calibri'"><em>-Void:</em> You gain resist 5 fire, lightning, cold and necrotic until the end of your next turn. If you already have resistance to one or more of these damage types, instead increase that resistance by 5.</span></span></span></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px">Here are my planned modifications to existing Themes:</span></span></p><p><strong>Athasian Minstrels</strong> gain training in <strong>Thievery </strong>in addition to the other benefits of their Theme.</p><p><strong>Dune Traders</strong> gain training in <strong>Bluff </strong>in addition to the other benefits of their Theme.</p><p><strong>Elemental Priests</strong> gain training in <strong>Nature</strong> in addition to the other benefits of their Theme.</p><p><strong>Gladiators</strong> gain training in <strong>Athletics</strong> in addition to the other benefits of their Theme.</p><p><strong>Noble Adepts </strong>gain training in <strong>Diplomacy</strong> in addition to the other benefits of their Theme.</p><p><strong>Primal Guardians</strong> gain training in <strong>Nature</strong> in addition to the other benefits of their Theme.</p><p><strong>Templars</strong> gain training in <strong>Intimidate</strong> in addition to the other benefits of their Theme.</p><p><strong>Veiled Alliance </strong>gain training in <strong>Bluff</strong> in addition to the other benefits of their Theme.</p><p><strong>Wasteland Nomads</strong> gain training in <strong>Nature</strong> in addition to the other benefits of their Theme.</p><p><strong>Wilders</strong> gain training in <strong>Insight</strong> in addition to the other benefits of their Theme.</p></blockquote><p></p>
[QUOTE="Kinneus, post: 5514324, member: 48215"] [COLOR=white][SIZE=3][FONT=Calibri]I'm considering starting an urban Dark Sun campaign, set specifically in the Warrens of Tyr. Kind of a wacky idea for a campaign setting that focuses on harsh desert wilderness survival, but I think it will be fun. PCs will start out as part of a criminal organization, living in absolute poverty and trying to claw their way to a position of influence within the city. I wanted to create a couple of themes suited to this somewhat unusual application of the Dark Sun setting and possibly modify or houserule existing themes.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri]The two big themes I really want and need in the game are what I'm calling "Alley Rat&" and "Innate Mage." Alley Rat represents somebody who was born and bred in the Warrens, or has at least lived there a long time. Innate Mage is a new concept I'm adding to the fluff and flavor of the campaign. In addition to preserving and defiling, some people are simply born with a natural affinity for magic. So, innate mages are to defilers/preservers as sorcerers are to wizards. A big part of the campaign will be figuring out what causes innate mages, where their powers stem from, etc. I want to do this as a theme because a Druid or Psion could easily be re-flavored as a person with an innate capacity for arcane magic. Innate mages also explain why somebody who lived their whole life in squalid poverty in the Warrens could learn/use magic, with no access to teachers or magical materials.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri]Here's what I'm thinking for these themes, mechanically.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][U][B]Alley Rat Theme[/B][/U][/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][B]Benefits:[/B] Gain training in two of the following skills: Stealth, Thievery, Intimidate, or Streetwise[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][B]Thuggery[/B][/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri]Encounter-Personal[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri]Free Action[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][B]Effect:[/B] You gain a +4 bonus to damage rolls against enemies granting combat advantage until the end of your turn.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][B][U]Innate Mage Theme[/U][/B][/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][B]Benefits:[/B] If your class would normally grant you access to Arcane Defiling, you lose access to it. You gain training in two of the following skills: Bluff, Arcana, Streetwise or Intimidate[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][B]Elemental Attunement[/B][/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri]Encounter-Personal[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri]Free Action[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][B]Special:[/B] When you select this power, choose Water, Earth, Fire, Wind, Lightning, or Void[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][B]Effect:[/B] You gain the benefit associated with your element.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][I]-Water:[/I] You gain a +2 power bonus to Will and Fortitude until the end of your next turn. This power can only be used on your turn.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][I]-Earth:[/I] You gain a +2 power bonus to AC and Fortitude until the end of your next turn. This power can only be used on your turn.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][I]-Fire:[/I] Your attacks deal an extra 1d10 fire damage until the end of your turn.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri]-[I]Wind:[/I] You gain concealment until the end of your next turn. This power can only be used on your turn.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][I]-Lightning:[/I] Your attacks deal an extra 1d10 lightning damage until the end of your turn.[/FONT][/SIZE][/COLOR] [COLOR=white][SIZE=3][FONT=Calibri][I]-Void:[/I] You gain resist 5 fire, lightning, cold and necrotic until the end of your next turn. If you already have resistance to one or more of these damage types, instead increase that resistance by 5.[/FONT][/SIZE][/COLOR] [FONT=Calibri][SIZE=3]Here are my planned modifications to existing Themes:[/SIZE][/FONT] [B]Athasian Minstrels[/B] gain training in [B]Thievery [/B]in addition to the other benefits of their Theme. [B]Dune Traders[/B] gain training in [B]Bluff [/B]in addition to the other benefits of their Theme. [B]Elemental Priests[/B] gain training in [B]Nature[/B] in addition to the other benefits of their Theme. [B]Gladiators[/B] gain training in [B]Athletics[/B] in addition to the other benefits of their Theme. [B]Noble Adepts [/B]gain training in [B]Diplomacy[/B] in addition to the other benefits of their Theme. [B]Primal Guardians[/B] gain training in [B]Nature[/B] in addition to the other benefits of their Theme. [B]Templars[/B] gain training in [B]Intimidate[/B] in addition to the other benefits of their Theme. [B]Veiled Alliance [/B]gain training in [B]Bluff[/B] in addition to the other benefits of their Theme. [B]Wasteland Nomads[/B] gain training in [B]Nature[/B] in addition to the other benefits of their Theme. [B]Wilders[/B] gain training in [B]Insight[/B] in addition to the other benefits of their Theme. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrewing Dark Sun Themes- Innate Mage and Alley Rat
Top