All characters (players and NPCs) roll 4d4+4 six times, then assign each value to an attribute.
Each character may die only for a number of times equal to their Constitution bonus +1 (e.g., someone with Con 14 may die up to 3 times). However, a Resurrection or Raise Dead spell must be cast before 1d6+Con modifier days, else the character soul becomes lost in the Gray.
Characters brought back from the dead suffer no loss of Constitution, level or XP.
Each part of the world, each dungeon and each oasis has its own ecology. Therefore, the players should never expect that they'll find an encounter of a suitable CR for them. Each encounter may be easier or harder than them. On extreme cases, they should retreat and return only when they think they're of a suitable level (nobody said Athas was fair!)
Characters usually have less magic and psionic items than the norm for their level. They'll found items as they adventure, and nowhere may them buy magic or psionic items (at least not weapons and armor).
When creating a magic item, a PC may spend his own XP or (if agreed) the XP from the character who'll actually use the item. For items that will be used by all the characters, they may share the XP cost amongst themselves.
The characters may increase a NPC level donating some of their own XP. Familiars and similar creatures may also be advanced by this XP expenditure.
The rules for silt skimmers are based on those that
can be found on Arms and Equipment Guide (3e). I tried to keep the mechanics
simple, so they could easily be used during the game.
Skimmers may move by three different methods:
Slave-driven: these skimmers have large,
hollow wheels where one or more slaves may be housed. These slaves walk in
“stairs” inside these wheels, thus moving the skimmer onward. To find
out the skimmer’s speed, divide its weight by 4 to get its pull weight.
Then, divide this pull weight by the number of slaves (or creatures) to get
each one’s individual load. Compare this result to the creature’s cargo
capacity (Table 9-1 in PHB);
Wind-driven: the skimmer have sails and
wheels. Instead of slaves, it uses wind power for propulsion. Skimmers like
this also must have wheels, and thus they’re able to cross both steady
ground and shallow silt. Most of the times, these skimmers also have hollow
wheels so slaves may be used when the wind is too weak to propel it.
Psionic-driven:
these skimmers also have sails, but the wheels (hollow or not) are optional,
although common. The difference between these skimmers and the rest is the
big, perfect obsidian sphere (called obsidian engine)that is grafted
into the skimmer and specially enchanted to increase a psionic pilot’s
ability to float it. In order to keep it afloat on the Sea of Silt, the
pilot must spend 1 power point
per day for every 5 tons or fraction thereof.
Each
power point spent by the pilot translates in an additional 1mph of wind
speed, which lasts for a quantity of hours equal to a third of the
character’s manifester level. At the end of that time, the pilot must be
successful in a Concentration check with a DC of 11+the number of checks
rolled so far. If the character is succesfull, he may spend all the desired
power points and keep the journey. If he fails for the first time, he may
spend power points, but the skimmer’s speed will be reduced by half. On a
conscutive failure, he not just stops the skimmer but also can’t keep it
afloat.