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==AD&D== In [[Dragon Magazine]] #257, an article presented the T'sa as a race for [[Advanced Dungeons & Dragons]] 2nd edition, flavoring them as stranded t'sa aliens from [[Alternity]] who have lost their ancestral technology, due to being cut off from the greater t'sa civilization combined with their rapid generational progression, and thus reverted to barbarism. They still maintain the same basic lore as would be presented in their Alternity lore-article six issues later - hyperactive, quick-witted, gregarious and sociable - just adjusted for their lack of memory to the greater t'sa culture, the loss of their technology, and their general status as a "new race" in the world. One strange difference is that these "feral" t'sa are much more fecund; females lay clutches of 5d4 eggs, in comparison to the 4-10 eggs of the "civilized" t'sa. ::Ability Score Minimum/Maximum: Strength 3/15, Dexterity 10/20, Constitution 3/14, Intelligence 9/18, Wisdom 3/16, Charisma 3/17 ::Ability Score Adjustments: +2 Dexterity, +1 Intelligence, -2 Strength, -2 Constitution, ::Racial Class Restrictions: [[Fighter]] 14, [[Ranger]] 10, [[Mage]] 10, [[Cleric]] 6, [[Thief]] Unlimited, [[Bard]] 8 :::Multiclassing: Fighter/Thief, Fighter/Cleric, Figher/Wizard, Wizard/Thief, Cleric/Thief, Ranger/Cleric :::Racial Thieving Adjustments: Pick Pockets +10%, Open Locks +15%, Find/Remove Traps +10%, Move Silently -10%, Hide in Shadows -5%, Climb Walls -5% ::Natural Armor Class: 4 ::Movement Base: 12 ::Hyper Reactions: T'sa gain a -2 bonus to any Initiative roll, which stacks with other modifiers. {{D&D2e-Races}}
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