Rules For Creating “New Races” for Dark Sun

   As was seen in the Prism Pentad series, the Pristine Tower mutates all those who bleed in it’s vicinity.  All creatures who shed blood change drastically, often turning into savage beasts.  But sometimes these mutants aren’t so savage.   If a recently mutated mother gives birth, for instance, the child usually retains it’s humanoid mind, and is not a beast.  It’s a rare event, but it still happens.
   Ever since Magus showed his tough hide in the Prism Pentad series, I thought it would be fun to play a character of this sort.  But how does one go about making a completely new race from scratch?  With a table, of course : ) 

New Races Enhanced Abilities:
A New Man cannot have more than 4 enhanced abilities
(Roll 1d20)	
1 No enhanced abilities
2 +1
3 +1
4 +1
5 +1
6 Roll Twice
7 +2
8 +2
9 +2
10 +2
11 +3
12 +3
13 +3
14 +3
15 Roll Twice
16 +4
17 +4
18 +4
19 Roll Twice
20 Roll Thrice

 then roll on the 	Attribute Table (1d6) to find what attribute it enhances
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Ability Subtractions
(Roll 1d20)	
1 No ability subtractions
2 -1
3 -1
4 -1
5 -1
6 Roll Twice
7 -2
8 -2
9 -2
10 -2
11 -3
12 -3
13 -3
14 -3
15 Roll Twice
16 -4
17 -4
18 -4
19 Roll Twice
20 Roll Thrice

If the Enhancements and Subtractions compete with each other, either subtract or add the difference of the two to the attribute, or reroll on the attribute table.

Height (1d20)   Modifier
1       Small: 	  	    32/30	   2d8
2-4    Small:     	    	    38/36    1d6
5-6    Small:   		    43/41    1d10
7-8    Small: 		    48/46    1d4
9       Medium:	    	    55/50    1d10
10     Medium:	  	    60/58    2d6
11-12Medium:	    	    60/59    2d10
13     Medium:	    	    65/65    2d6
14     Medium:	    	    70/68	   2d4
15     Large:		    78/75    2d6
16     Large: 		    88/86    2d4
17     Large:		    98/97	   2d6
18     Huge:		130/128    3d6
19     Huge:		150/146    2d4
20     Huge:		170/168    2d8

Age Starting Age		Maximum Age
15 + 1d10 		 Starting Age X 5 +2d20 (rolled by DM)

Weight:
Use common sense, the character’s weight chould reflect his height and strength.

Mutations:  (1d100)(Roll twice on this table, if the two rolls are the same, or contradict each other (or are very similar [Wings MV24, C and Wings MV12, A] reroll.)
 
(01-05) 1 Tough Hide:  (Cannot wear armor)
	-1d2 AC  (-1 Charisma)
	-1d4 AC  (-2 Charisma)
	-1d6 AC  (-3 Charisma) (Considered Carapace)
	-1d8 AC  (-4 Charisma) (Considered Carapace)
	-1d10 AC  (-5 Charisma) (Considered Carapace)
(06-10) 2 Different Skin Coloration (-3 Charisma)
	Light Blue
	Blue-Grey
	Deep Black
	Dark Crimson
	Albino  (must wear protective covering in Sunlight or suffer 1d3 sunburn, -2 to hit)
(11-15) 3 Different Eye Color
	White
	Pink
	Black
	Dark Red
	Light Red
(16-20) 4 Infravision
	15’
	30’
	60’
	120’
	Supravision
(21-25) 5 Claws (make 2 attacks per round)
	Claws (1d3 damage)
	1d4 damage)
	1d6 damage)
	1d8 damage)
	1d10 damage)
 (26-30) 6 Wings 
	MV 12, A
	MV 24, B
	MV 36, C
	MV 18, C
	MV 36, A
(31-35) 7 Extra Limbs
	One Arm
	One Leg
	Two Wings (Claustrophobia) MV 24, B
	Two Wings (Claustrophobia) MV 36, C
	One Tail
 (36-40) 8 Unusable Limb: (-3 Charisma, -2 Dexterity)
	Extra Arm
	Extra Leg
	Short Tail (6”)
	Long Tail (3’)
	Extra Head (-4 from Charisma)
(41-45) 9 Beak (-1 Charisma)
	1 damage
	1d2 damage
	1d3 damage
	1d4 damage (-2 Charisma)
	1d6 damage (-2 Charisma)
(46-50) 10 Unusual Physical Traits:
	Excessive Hair Growth (-3 Charisma)
	Hands Like Bucklers (can use next largest weapon size)
	Huge Feet (+1 to Dexterity (Balance))
	Large Nose (only surprised on 1 or 2, can sense some poisons)
	Keen Eyes (Supravision 60’)
(51-55) 11 Unusual Physical Traits:
	Razor Sharp Teeth (1d6 damage)
	Water Maximization (Needs only 1 gallon of water per week)
	Antennae (+2 to darkness penalties)
	Incredible Leg Muscles (Jump 20’ high, or 30’ forward)
	Incredible Arm Muscles (Roll a BB/LG roll to escape from grip, +1 Strength) 
(56-60) 12 Unusual Physical Traits:
	Weak Gills (breath underwater two hours per day)
	Strong Immune System (immune to disease)
	Flexible Bones (+1 Dex, -1d4 damage from bludgeoning weapons (but no less than 1)
	Tiny Nose (-1penalty to surprise roll)
	Weak Eyes (-1 penalty to surprise roll, all visual ranges are consider 1 higher (detail becomes ID)
 (61-65) 13 Enhanced Body:
	Long Legs (+3 MV)
	Hollow Limbs (+1 Dexterity, +1d4 from bludgeoning weapons)
	Long Arms (All weapons are condiered one size larger for purposes of reach)
	Double Hit Points 
	Small Wings (MV 12, C)(Hidable)
 (66-70) 14 Strengthened Physiology
	Strong Muscles (+1 to Strength)
	Strong Bones (+1to Strength)
	Strong Heart (+1 to Constitotion)
	Strong Lungs (+1 to Constitution)
	Strong Heart (+2 to Constitution)
(71-75) 15 Missing or Deformed Facial Feature (-1 Charisma)
	Nose (-1 penalty to surprise roll)
	Eye (-1 penalty to surprise roll, all visual ranges are consider 1 higher (detail becomes ID)
	Mouth (Deformed only)
	Ear (-2 penalty to surprise roll)
	Forehead (Deformed only)
(76-80) 16 Special Racial Abilities:
	Mul Endurance
	Half-Elven Animal Empathy and Companion at 5th level
	Dwarven Focus 
	Elf Run
	Dodge Missiles as Thri-Kreen
 (81-85) 17 Special Immunities:
	Immunity to poison (+6 to saves)
	Immunity to Illusions (+4 to saves)
	Immunity to magic (20% magic resistance, cannot cast magic)
	Immunity to Psionics (save Vs Spell to avoid effects of any Telepathic Devotion)
	Immunity to Hot\Cold (+4 to saves)
 (86-90) 18 Innate Abilities
	Cure Light Wounds once per day
	Cure Light Wounds twice per day
	Detect Magic once per day
	Invisibility once per week
	Comprehend Languages once per day
(91-95) 19 Innate Abilities
	Charm Person once per week
	Truth Hear once per day
	Cure Disease once per week
	Danger Sense once per day - automatic
	Speak With Animals thrice per day
(96-100) 20 Extra Rolls
	Two Extra Rolls
	Two Extra Rolls 
	Two Extra Rolls 
	Three Extra Rolls
	Three Extra Rolls