Post by Stix on Mar 10, 2009 2:05:29 GMT -5
A mul (pronounced: mül) 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; they cannot perpetuate their kind.
Muls are fair skinned, sometimes tending toward a copperish coloration. Their dwarven ancestry gives them a well-muscled frame and an incredible constitution; 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, are completely hairless.
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. As a half-breed race, muls have no culture of their own
Many slavery-born muls have either escaped or otherwise won their freedom and now live independent lives all over Athas. Of these, a large percentage have bartered their combat prowess, making their way as soldiers or guards. A few others, given to more cerebral pursuits, have turned to priestly devotions or the mental disciplines of psionics.
Muls are slaves, true, but when they perform well, they are the most pampered slaves. It is expensive to generate and maintain a stable of muls, and their owners protect their large investments with special treatment and considerations. It's rare that a mul who does his work well receives particularly harsh treatment as a slave. Thus, they often don't see their slavery as all that bad a deal (their basic needs are met, which is more than can be said for most freemen). Of course, when their arena or work performance is lacking, discipline is cruelly reinstated.
Like their dwarven parent, a mul who sets his mind on freedom or disruption among the other slaves is rarely kept on hand. They most often are sold or traded from owner to dissatisfied owner until they are eventually relegated to harsh labor in a remote area or sent to the gladiator pits.
Strength: 12 to 22
Dexterity: 7 to 20
Constitution: 11 to 21
Intelligence: 6 to 19
Wisdom: 7 to 20
Charisma: 5 to 18
Size: Medium
Movement Rate: 12
Exertion (see table below)
Multiclass options:
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Cleric/Thief
Cleric/Psionicist
Psionicist/Thief
Fighter/Thief/Psionicist
Fighter/Cleric/Thief
(Any "Cleric" entry may be replaced with "Druid".)
Male height range: 5'6" - 6'6"
Female height range: 5'5" - 6'5"
Male weight range: 220 - 370 lbs
Female weight range: 180 - 330 lbs
Starting age range: 16 - 33
Lifespan: 80 years
Muls begin play with 10 Character Points. They may purchase the following racial abilities:
Ancestor ability (5+): The PC can select any one ability from either the dwarf or human list of options but must pay an additional 5 points over the original cost of the option. This option may be taken only once.
Attack bonus (5): +1 to hit with a weapon of the PC’s choice.
Infravision (10): Infravision, 30’.
Magic resistance (10): The mul receives 2% magic resistance for every level possessed.
Mighty strength (15): The mul adds a +1 to attack and damage.
Regeneration (10): The PC’s extremely high metabolism promotes fast healing. The mul regenerates 1 HP per two hours.
Tough hide (10): The PC possesses a natural AC of 8.
Muls are fair skinned, sometimes tending toward a copperish coloration. Their dwarven ancestry gives them a well-muscled frame and an incredible constitution; 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, are completely hairless.
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. As a half-breed race, muls have no culture of their own
Many slavery-born muls have either escaped or otherwise won their freedom and now live independent lives all over Athas. Of these, a large percentage have bartered their combat prowess, making their way as soldiers or guards. A few others, given to more cerebral pursuits, have turned to priestly devotions or the mental disciplines of psionics.
Muls are slaves, true, but when they perform well, they are the most pampered slaves. It is expensive to generate and maintain a stable of muls, and their owners protect their large investments with special treatment and considerations. It's rare that a mul who does his work well receives particularly harsh treatment as a slave. Thus, they often don't see their slavery as all that bad a deal (their basic needs are met, which is more than can be said for most freemen). Of course, when their arena or work performance is lacking, discipline is cruelly reinstated.
Like their dwarven parent, a mul who sets his mind on freedom or disruption among the other slaves is rarely kept on hand. They most often are sold or traded from owner to dissatisfied owner until they are eventually relegated to harsh labor in a remote area or sent to the gladiator pits.
Strength: 12 to 22
Dexterity: 7 to 20
Constitution: 11 to 21
Intelligence: 6 to 19
Wisdom: 7 to 20
Charisma: 5 to 18
Size: Medium
Movement Rate: 12
Exertion (see table below)
Activity | Time Before Requiring Rest |
Heavy labor (stone construction, quarry work, running) | 24+Con (hours) |
Medium labor (light construction, mining, jogging) | 36+Con (hours) |
Light labor (combat training, walking encumbered) | 48+Con (hours) |
Normal activity (walking, conversation) | Con (days) |
Fighter | Ranger | Gladiator | Defiler | Preserver | Cleric, Air | Cleric, Earth | Cleric, Fire | Cleric, Water | Druid | Templar | Thief | Bard | Trader | Psionicist |
Unlimited | N/A | Unlimited | N/A | N/A | 8 | 10 | 10 | 8 | 12 | N/A | 12 | N/A | N/A | Unlimited |
Multiclass options:
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Cleric/Thief
Cleric/Psionicist
Psionicist/Thief
Fighter/Thief/Psionicist
Fighter/Cleric/Thief
(Any "Cleric" entry may be replaced with "Druid".)
Male height range: 5'6" - 6'6"
Female height range: 5'5" - 6'5"
Male weight range: 220 - 370 lbs
Female weight range: 180 - 330 lbs
Starting age range: 16 - 33
Lifespan: 80 years
Muls begin play with 10 Character Points. They may purchase the following racial abilities:
Ancestor ability (5+): The PC can select any one ability from either the dwarf or human list of options but must pay an additional 5 points over the original cost of the option. This option may be taken only once.
Attack bonus (5): +1 to hit with a weapon of the PC’s choice.
Infravision (10): Infravision, 30’.
Magic resistance (10): The mul receives 2% magic resistance for every level possessed.
Mighty strength (15): The mul adds a +1 to attack and damage.
Regeneration (10): The PC’s extremely high metabolism promotes fast healing. The mul regenerates 1 HP per two hours.
Tough hide (10): The PC possesses a natural AC of 8.