Dark sun campaign setting pdf
There are no monasteries on Athas. Rather, a style of fighting emerged from the gladiator pits in response to a demand for unarmed combat, and from those combatants, nobles and templars bred in psionic abilities to create masters of the body.
Due to their popular crowd appeal, enough have been granted freedom that they have spread out and trained others, or sought greater fame and fortune in the sands. A master monk is as rare as steel and just as dangerous. Psionic monk gladiators are considered by their owners to be less trouble than a true psion because their powers tend to stay restricted to the physical form.
A monk who displays a greater array of powers might be put down instead. Way of the Elements. Like a cleric, the monk gives herself to a particular element see Cleric, above and is subject to the same loss of all class powers if violating tents of that element. Way of the Sun Soul. A version of the sun cleric, subject to the same loss of all class powers if violating tenets of that element. Psionics are a daily part of life in Athas and all living creatures will have exposure to it.
It is not unexpected that the local smith might have some latent talent to bend leather in a particular way that improves the product. Even the beasts of the desert likely have some ability that improves their survivability. Every sorcerer king and most merchant houses keep a stable of powerful psionic users on staff, and in cities those who display a greater degree of power are carefully watched for signs of disloyalty. The "Will" is one's innate psionic ability, and the "Way" is the art of studying psionics.
Each psion or empath refers to herself through her focus of study, and to the common folk, all are commonly called "mindbenders. Every city has psionic trainers and schools of study, and it is said there is an Order of mindbenders powerful enough to challenge a sorcerer-king, though if such an Order exists, its agenda has yet to be known. All races accept and have affinity for psionics.
Even so, laws of the cities take into account psionic powers. Crimes committed by a compelled person are punished as if the psionic user committed them, and mind-reading against non-slaves is forbidden. The Empath follows a philosophy of study that belief equals reality. They have learned to translate their emotions into raw power, affecting the emotions of others and eventually bending reality. Psions are scholars of the mind, controlling the physical world around them through intense study of particular disciplines.
The Rules for both classes, as well as 3 subtypes, are contained in the DMs Guild product "Psion's Primer," found at:. Alternately, if this product is unavailable to you, the UA version of the "mystic" can adequately serve as a Psion, if reflavored for the setting. Its free online rules are found here:. When people learn to use psionics, they're taught to create a nexus - a point in the center of their beings where physical, mental, and spiritual energy can be harnessed.
It is the union of these powers that allows mindbenders to perform the remarkable feats they're capable of. While many beings can discover the strength of the Will within themselves, most who go on to study the Way require guidance from a teacher. There are schools of the Way in every city of Athas, and merchant houses and noble families often pay dearly to have their scions educated by the best. Rarely, the academies waive tuition for a promising student of the free classes.
Slaves are never formally instructed in the Way. In addition to the formal schools, there are wandering teachers or tribal elders who take it upon themselves to instruct those who show promise. Even field slaves may be instructed by an older, wiser slave in secret sessions. Most of these tutors can't provide the quality of training that a formal curriculum can, but some wandering masters are very capable and can provide an unrivaled education in the psionic arts. Although thousands of Athasians command a unique talent, true masters of the Way are still rare.
It takes exceptional ability and dedication to take up the study of the Way, and many do not progress far. Less than one person in one hundred who formally study the Way can be considered a true mindbender.
Because trained psionicists are scarce, they are highly valued by many elements of Athasian society. Unlike wizards, psionicists are free of the taint of magic and need not disguise their calling. They owe no loyalty to the sorcerer-kings, unlike the templars.
Even clerics and druids have elemental powers and guarded lands that they must place first. Any psionicist willing to sell her services will find there is great demand for someone skilled in the mental arts.
Merchant houses, psionic schools, nobles, and templars routinely employ mindbenders to help them against their enemies. In fact, it is unusual to encounter a mindbender who has no patron or employer. They are often seen as troublemakers. The wilds of Athas are a treacherous place, and the skills of a ranger are most often learned as a guide, hunter, or scout for a military operation.
Rangers are found in every race, most prominently among halflings. To the ranger, the seared lands are not an enemy but a well respected adversary. Rangers generally are on good terms with druids, and it is from a druid mentor that a ranger likely has experienced contact with a Spirit of the Land that can bestow upon her certain powers. Natural Explorer. Forest may be added at DM discretion but is virtually unknown to any but halflings.
Difficult terrain does not slow the ranger's travel but still affects their companions. The ranger gains advantage on navigation checks, not automatic success.
Dark Sun rogues come from all walks of life: slave, freeman, merchant and noble. Rogues are common amongst merchant houses as astute guides, shrewd bargainers, and smugglers. Every city-state has a thieves' guild, and they often deal with wizards no questions asked , who pay fees not only for illegal components but for protection and anonymity.
Skilled rogue performers are referred to as "bards," with the presumption they might also be serving as a covert agent or assassin. Poison has no stigma on Athas and likely to be used by any rogue. Rogues function as in the PHB with changes as below:. Warlocks are extremely rare on Athas because they must derive their power from a patron, and to all but the most learned of sages, there are only two sources for that power: sorcerer kings and the elemental powers. Nearly all warlocks that are encountered are "Templars," men and women of all races imbued with the essence of their god-kings and queens and empowered with the authority over life and death of the commoner.
But, for a very select few, power comes from another source. The total number of mortals who wield these powers and make a pact with the unknown can likely be counted on one hand. Their agendas may be alien to the general interests of most: survive and prosper.
Warlocks are subject to the rules of defiling contained in the wizard section. Other patrons either do not exist or are within the sole province of the sorcerer kings. The DM will replace the lore contained in the default books with appropriate Dark Sun literature. While Athas is not directly linked to the Outer Planes, fiends, but not other outerplanar beings, have, for reasons unknown, the ability to traverse the planes to Athas, but again for reasons unknown, rarely do so unless summoned by sorcerer kings or a Dragon.
Arcane magic is outlawed in every city-state. In secret, wizards still study the arcane arts, drawn to it even at the risk of their lives, from small cabals to isolated ancient text study.
Wizards are universally distrusted, for while one may profess to not defile, the temptation will always be there, to gain greater power "just this once" and "for the greater good. PC wizards are likely revolutionaries, naturally in opposition to sorcerer kings. They must take extreme steps to hide their nature, including from their own companions.
If you play a wizard, think about a "cover story. Wizards learn quickly and share secrets with friends and family on hiding spellbooks, keeping one step ahead if possible from templar searches.
Hollowed out walking sticks and weapons with scroll spellbooks are common, along with pages sewn between two pieces of cloth on items such as cloaks, and some carve the symbols onto items such as wooden and bone implements.
Some have even risked inscribing their spells into leather garments, to be turned inside out when needed. It has been said a few desperate souls have even tattooed books onto their own skin. For most, it is best to find a careful hiding spot in each civilization. The find familiar spell summons creatures native to Dark Sun but only with the fiendish type.
All creatures have AC12, 4 hit points, and 20' movement. The list can include but is not limited to:. Athas is a wasteland because spells are powered by living matter - plants - and centuries of wars involving the sorcerer kings, the Dragon, and constant defiling has leeched the world dry.
While sorcerer kings maintain gardens and hunt defilers, they still keep some on hand as a necessity. Wizards who defile can draw great power from plant life but in return will permanently reduce every tree, shrub, even underground root in the area to ash that never can again support life.
This eventually leaves a taint on the wizard that can be sensed by those attuned to such things like druids. Preservers are wizards who have, at the cost of greater power, devoted themselves to taking only what is needed, from further sources until the spell can be powered. They also devote their lives to destroying defilers. Nevertheless, the temptation will always be there, to defile "just this once. Once a defiler, always a defiler, and better to die than cross that line. To some, when looking death in the eye, the decision becomes that much harder.
When an arcane caster invokes a spell, she draws upon the life energy of Athas. Most casters are trained to take only what is needed because any more kills plant life and renders the area barren for centuries. Every spellcaster is aware she is limiting herself by voluntarily limiting her casting in this way. With any spell, she can cost off her self-imposed restrictions in exchange for a rush of power. In doing so, she marks herself as a defiler - an enemy of the land.
Doing so is an evil act, but many a good-hearted caster has found herself facing impending doom and reconsidered this stance. Those who defile can apply a metamagic effect to their non-cantrip spells. Once the spell is cast, the land around them turns to barren ash, and the caster gains one or more defiler points. A caster who defiles even once will track two new scores: her current defiler points score, and if applicable, her permanent defiler aura.
The DM determines the terrain, which determines the amount of vegetation from which defiling power can be taken. Whenever you defile, you gain defiler points based on the effect applied according to the Defiling Benefits and Cost Table.
These points have an immediate and cumulative negative effect, applied immediately from the Accumulated Defiler Points Table. All points can be shed in one of two ways: assuming the taint or meditation with the land. The number of points you can spend on an effect is limited to half your caster level round down. When casting a spell that requires a saving throw, choose a number of creatures up to your spellcasting modifier minimum 1. Chosen creatures automatically save.
Double the range of spells with at least a 5 foot range, or make a touch spell have a range of 30 feet. Reroll a number of damage dice equal to your spellcasting modifier minimum 1 and use those new rolls. When casting a spell requiring a save, make one target have disadvantage on its first saving throw against the spell. When casting a spell that targets only one creature and doesn't have a range of self, you may target a second creature in range with the same spell.
To be eligible, the spell cannot target more than one creature at the level being cast. As an action that provokes an attack of opportunity, you may draw forth life energy to renew your arcane powers and regain an expended spell slot.
A defiler has two options to purge points and remove the negative effects of defiling. In most preserver circles, it is considered better to die than defile, and even if one can remove the taint of defiling, that person will be seen as a defiler "once a defiler always a defiler. At the end of a long rest, you may purge away all your defiler points and their negative effects, including any exhaustion caused by defiling.
Add half of your defiler points to your permanent defiler aura. Reset your defiler points to zero. If you defile even once and assume the taint, you permanently gain an aura that, while having no apparent consequences, marks you for those who can detect such auras, such as a druid. Certain creatures and casters have effects that specifically target defilers, and your aura functions as a penalty on your saving throws against those anti-defiler effects. There is no limit to how high your defiler aura score may be.
Carroz, a 4th level wizard, is being chased by templars. Although taught by his mentor to never defile, he has nearly exhausted his spells. He knows the king's gardens are nearby and figures, just this once, to save his life, he must draw more energy than the plants can handle. He is surprised at the volume of energy that comes at his behest, and nearby a century-old tree begins to wither. Carroz restores a 1st level slot by taking on 2 defiler points.
He is limited to half his level in points he can assume per casting, in this case 2. He feels slightly ill then points his finger at the lead templar and draws even more energy, destroying the ancient yew tree and twinning a 1st level witch bolt 2 more points at the first two enemies he sees.
Carroz now has a total of 4 defiler points, which give him a -2 to Charisma and Wisdom checks. He escapes and finds a safe house but doesn't have time to meditate so he assumes the taint. All of his defiler points are reduced to 0, the negative effects go away, and he now has a permanent defiler score of 2. His fellow preservers need never know, he thinks.
Meditating in an undefiled area of Athas is the only way to eliminate defiler points and not accumulate a permanent defiler aura. The caster is giving a small portion of her life energy back to the land as atonement for what she has done. This takes 1 day of uninterrupted contact with the earth or plants of the region per point to be purged, in at least 8 hour increments in which the caster can do nothing else but light activity like eating and drinking.
Every bit of nonsentient plant life in the immediate vicinity is turned to ash, and the land is rendered sterile, unable to sustain life for possibly decades or centuries after. For one year, no matter what is done, the defiled area can never be viable.
Even afterwards, all the lifegiving nutrients have been leeched from the soil, requiring skilled intervention before even one blade of grass can grow and taking up to centuries to naturally restore. When attempting to defile or entering combat, the DM determines the terrain zone, which sets the number of defiler points that can be assumed in that area until is completely devoid of life. Determining and tracking the exact radius of defiling, and tracking that radius again if a caster were to move, is bulky and would slow down gameplay.
In many events, the exact radius defiled will have no impact if not tracked. Tables for both are presented. Optional: The area affected depends on the number of defiler points spent and the available vegetation in the area. If there is no vegetation within range or the area is despoiled completely, the caster cannot defile. This spell only affects a creature with at least one point in defiler aura. Should a defiler try to tap into land that is protected by a backlash, she automatically takes 1d6 force damage.
The defiler must make a Constitution save or the spell they were casting is lost. Defilers have penalty to the saving throw equal to their defiler aura points. Once it has inflicted damage, the spell is discharged and the ground returns to normal. Only one backlash can be cast on any given plot of ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d6 for each spell slot above 1st.
For the duration, you sense the presence of defilers and where the defiler is located. A defiler must have at least 1 point in her defiler aura to be detected.
You learn the number of permanent defiler aura points each defiler has, and you learn whether the defiler has less, more, or the same number of Hit Dice as you. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
The life energy of the earth is channeled in translucent arcs of energy that radiate from the seed in the ground at your feet and unerringly seek out defilers before returning to the ground. A defiler that starts its turn within or moves into the spell's radius must make a Constitution save.
On a failed save, the defiler takes 4d8 force damage. Defilers have a penalty to the saving throw equal to their defiler aura points. Many of the creatures of Athas have innate psionic ability, even if they can never approach a mindbender in skill nor learn any additional skills. Non-psionic player characters may begin play with a random d20 wild talent.
If a player has a 16 in either Wisdom, Constitution, or Intelligence, they may modify their roll by 1; a 17 by 2; and an 18 or greater by 3. Once used, a wild talent cannot be used again until after a long rest. Duration effects require no Concentration and can be ended as an action. Spirit Sense: As a bonus action, read the aura of a humanoid or undead that you can see within 30' to learn if they have less Hit Dice than your level. Biofeedback: As a reaction, redirect blood flow to mitigate harm from a single source of bludgeoning, piercing, or slashing damage that you can see.
Reduce the damage by your proficiency bonus. Levitate: As an action, vertically move your body plus up to 10 pounds per level up to 10'. At the end of your next turn, you gently float to the ground. Movement while aloft is the same as the levitate spell. Control Flame: As an action, animate an unattended flame source no larger than a 5' cube and move it to an unoccupied space you can see within 30'.
The flame cannot move through an occupied square, and cannot ignite or damage objects while moving. Deflect Strike: As a reaction, psychokinetically redirect an attack on you from a single source you can see. Absorb Sickness: As an action, touch a creature to transfer either a disease or the poisoned condition from it to you, immediately gaining all effects on the target.
Control Sound: As an action, create a 5 foot aura of sound dampening around you that lasts for 1 round per level and moves with you. Any speech into or out of this aura is muffled enough to be incomprehensible, and creatures within gain advantage on hearing-based Stealth checks. Photosynthesis: Transform light into healing energy for you. If you engage in light activity only while exposed to sunlight for at least 1 hour, you are healed for 1 hit point per level.
Animal Affinity: As an action, gain either keen senses advantage on Tracking checks based on smell or empathy advantage on Wisdom animal handling checks for up to 1 round per level. Trail of Destruction: As an action, you can determine if defiling has occurred within feet of you within the last 24 hours.
Your sight gives you an accurate picture of the level of the most recent spell cast and if applicable the defiler aura points of that caster, though not their identity. Animate Shadow: As an action, make a target creature's shadow move and animate as you desire in an area you can see up to ' away. It cannot actually affect anything in a material way and must remain on a surface large enough to display the shadow.
You may maintain this for 1 round per level and must use a bonus action to make it move and animate. Wild Leap: As a bonus action, until the end of your turn you may immediately make a second jump after making a first jump. Your second jump can be up to a 15' long jump or a 5' high jump, allowing you to combine jump heights. Body Equilibrium. As a bonus action, adjust your body's weight so that you can move across semi-solid surfaces such as silt and sand without sinking.
This effect ceases at the end of your turn. Far Hearing. As a bonus action, focus on a square within 60 feet of you. Until the end of your next turn, you can hear as if you occupied that square. Psionic Sense. As an action, sense whether any creature within ' of you is maintaining a psionic power. At 5th level, you also determine all their general directions but not exact location or numbers.
Thought Projection. As a bonus action, send a mental message of 1 word in a language in which your are proficient to a target you can see, up to '. Spells cannot be delivered in this way. Martial Trance. As an action, you focus your mind against mental attacks.
Graft Weapon. As a bonus action, a one-handed melee weapon you hold becomes one with your hand for up to 1 round per level. You cannot let go of the weapon or be disarmed. Your first successful hit does extra damage equal to your proficiency bonus and ends the wild talent.
Light Step. As a bonus action, alter your density to improve your mobility. For the rest of your turn, your walking speed increases by 10', and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
As an action, you cause bright light to radiate from your body in a foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for up to 1 minute per level. Acolyte and Sailor are not available. Change Folk Hero to Slave Hero. Outlander feature grants advantage to foraging checks, not automatic success. These are suggested levels for lifestyle expenses PHB Only city officials, nobles, and merchants are allowed under law to read and write.
Sorcerer-kings in all cities outlaw literacy except among the ruling class. Slaves can be executed if they are caught reading. By default, player characters are illiterate unless justified. Athletics swim. Only water clerics know how to swim. The concept is completely foreign and unknown to any characters and most creatures.
A character may make a DC 10 check after listening to a speaker's dialect for at least 1 minute to determine their city of origin, opposed by a Bluff check if they try to hide it. Sleight of Hand. Casters may use this skill to make their verbal and somatic components less obvious, opposed by a Perception check. If you have access to Xanathar's Guide to Everything , use the following regions to inspire name selection. This selection has nothing to do with appearance or culture of a character but rather reflects the differences in dialect that have emerged.
To understand commerce and equipment in Dark Sun, one must understand Athas is a metal-poor world with only handful of iron mines. Many items that would be crafted from metal are instead made from bone, stone, or ceramics. Virtually all city-states issue coins minted in tribute to their sorcerer kings. The most common coin is the ceramic piece cp. Gold is too scarce to make good currency and silver is only slightly more common. For millennia, templar-controlled kilns have manufactured ceramic coins from clay, glazed in specific colors to discourage forgery.
An unskilled laborer might earn 1 bit a week. The merchant houses do mint metal coins, but it is rare to see them in general circulation. Most are reserved for large transactions and when dealing with government.
When making non-metal purchases from the PHB, simply change the gold piece price to ceramic pieces cp. Change silver piece prices to bits. All metal items cost the listed gold piece gp price. Items with mixed parts like a chariot almost always have substitute materials and cost the ceramic pieces price. So, a metal long sword 15gp in the PHB costs 15gp on Athas, or ceramic pieces.
Metal weapons are extremely rare and highly coveted, a sign of wealth and power. Most weapons are made from an amalgamation of obsidian, bone, or wood. It is not uncommon to find a wooden club with a bone spike in the end and obsidian shards embedded into it.
When listing a weapon on your gear, it should be referred to by its material. Some weapons cannot be manufactured from certain materials. There is no such thing as an obsidian bow, and the rule of common sense applies in such matters. Nonmetal weapons are prone to breaking.
Once per turn, when you do maximum damage on the weapon die e. This does not apply to weapons that fire ammunition such as bows. However, non-metal ammunition is not recoverable.
Once per turn means that no matter how many attacks you take on your turn, only one breakage check is made. However, if you make an attack of opportunity as a reaction, it occurs on a different turn and breakage checks would apply. Weapons are priced as made of non-metal. If a metal weapon is sought or commissioned, it would cost x the listed cost. There are no silvered or adamantine weapons available for sale on Athas. Such relics, if they ever existed, would be in the vault of the richest merchant house or a sorcerer king, or lost beneath the ruins of a civilization gone eons ago.
For cp, a weapon can be improved with one unique masterwork feature. Weapons cannot be improved more than once. Reroll once all 1s on a damage roll. This cannot be used if another feature allowed a reroll. Does not function with a shield. A blunt grappling hook attached to feet of rope with a 2 foot-long handle. The bladed head is commonly carved from mekillot bone while the handle is wood or bone.
A pair of alhulak heads tied to either end of a foot rope. As a melee weapon, the wielder holds one blade cluster in each hand and swings them in unison or succession at the foe. Used this way, the wielder can strike with the off-hand as a bonus action and the weapon has reach.
As a thrown weapon, it tangles around the target like a Net no effect on Huge or larger, DC10 Strength check to free self or another and causes 1d6 damage when the blades strike.
The sharpened jawbone of a large creature lashed to a haft, forming a sharp club with two forward facing heads. This small 3-bladed crystalline throwing wedge is made exclusively by thri-kreen in a secret process carefully guarded by them. Due to its spin it will return to a proficient thrower if it misses.
Datchi club. A 4-foot-long head made of dried insect hide or roots is attached to a 3-foot-long handle, with teeth or claws embedded in the head, enabling it to create horrible wounds. It is a crude, common weapon used in the arena. Dragon Paw. Popular in arenas, this is a 6-foot-long pole with a blade on either end.
Proficiency allows the wielder to strike with the off-hand as a bonus action. Worn in an over-the-shoulder harness, this is commonly found in the Nibenese infantry. A wide blade is mounted to a 3-foot-long wooden shaft that requires two hands to wield.
One hand goes on a small bar and another on a grip at the rear of the shaft to increase thrust. The weapon is wielded much like a shovel. A thri-kreen polearm with wicked crystalline blades at each end, wielded like a quarterstaff with the ability to strike with the off-hand as a bonus action.
Like the chatkcha, its manufacture is a closely guarded racial secret. Developed for the arenas, this is a T-shaped weapon with two blades mounted parallel atop the end of a 4-foot shaft. It is swung like a pick. Crescent blades with barbed spikes near the points and mounted at either end of a long shaft make this a nasty melee weapon.
Common arena weapon made from 4 identical shanks lashed together to form a symmetrical, sword-length rod. Singing Sticks. A carefully crafted and polished thin club, often used in pairs, drawing their name from characteristic whistling noises when used.
Spikes protrude from the knuckles and along the back of the hand. A sharp blade runs along the thumb and there is a 6 inch spike on the elbow.
Three blades radially project from the business end of a 6 foot shaft. A series of sharp, serrated edges line the shaft below the blades while the far end of the weapon is weighted to balance it. Tortoise Blade. A short, sharp blade attached to the shell of a desert tortoise.
Wrist Razor. Several blades fastened to a strip of leather and lashed onto the forearm. The listed armors are not made of metal as crafters have learned ingenious methods of making armor of animal hides and other material. Metal armors, while ill-advised during daylight hours, cost the listed PHB price. A suit of metal plate mail would cost , cp, enough to fund construction of a small fortress, or to display one's wealth and power.
Extreme heat rules will almost always apply every day in Athas DMG Anyone foolish enough to wear metal armor in extreme heat also requires double their normal allotment of water. Non-metal weapons break automatically on a breakage check against metal armor, making it a fearsome option for those who can afford to wear it. The lightest and cheapest option, worn by most Athasians, designed to trap moisture and maximize air flow.
Commonly made by layering oiled canvas between silk, with a soft padding underneath. Types: kes'trekel feather, spidersilk, giantweave.
Commonly made from cured animal hide fitted for a particular user. Types: inix, baazrag, jhakarskin. Studded Leather. Reinforced with close-set rivets or spikes made of bone or chitin. More protection with less flexibility, more often used in cities than in the direct sun but also built with ventilation in mind allowing some to avoid overheating during exertion.
Crude but flexible enough for use in the sun, favored by many warriors. Types: tembo, kank, kirre, mekillot. Stiff leather jackets adorned with small disks or squares of horn, bone, or wood. The kank and the cilops have hard body parts ideal for such coats.
A heavy coat with carru leather leggings and overlapping scales of a beast. Types: Scorpion, mekillot. Fitted inix or mekillot shell pieces worn over supple leather. Legs and arms are left vulnerable but the vital organs are protected and movement unhampered. Shaped chitin plates covering most of the body except the leg, which is protected by simple graves held by leather straps.
Years of experimentation and clever crafting methods have led armorers to develop ingenious air ventilation and circulation methods allowing alternative armors to be worn in the heat of Athas, albeit with some drawback. Baazrag Bone. Hardened leather with thick baazrag bones, the few bones aside from drakes that can withstand the process, sewn in it.
While appearing massive and imposing, it is the least practical of the heavy armors. So-ut mail. The scales of a so-ut are attached to a layer of quilted fabric worn underneath to prevent chafing and cushion blows.
The hard scales provide superior protection to traditional scale armor. The chitinous shell of the mastyrial is valued for its protective qualities. When supplemented with a backing of leather over cloth padding, it serves as a superior armor.
Braxat plate. Braxat shell makes excellent armor plates that can be shaped to fit the body and interlocked. Thick padding underneath cushions attacks, and buckles and straps evenly distribute the weight.
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