This is a way of using Character points in Dark Sun Dwarves get 55cp to send on the Dwarven abilities. 10cp= the focus as in the Dark Sun rulebook 5cp=axe bonus +1 to hit using any axe. 10cp=+1 in balance 5cp=+2 in the brwing proficiency 10cp=+1 health bonus 5cp=+1 to hit with x-bow 5cp= on a 1-5 on a d6 the dwarf can know the age of a structure 10cp=Dense skin, the dwarf only takes half damage by blunt wepons. 5cp=Detect Poison by sniffing Food or drink on a roll of a d6 1-4 makes it. 5cp=the dwarf is a good haggler and by things at 10% less then the listed price. 10cp=the dwarf gets one more hit point when reaching the next lv. in exp. 5cp=the dwarf gets a +2 bonus when trying to resist illusions 10cp=+1 stamia 10cp=gives the dwarf 60ft of infravision 5cp=the dwarf is +1 to hit with a footmans mace. 10cp= gives the dwarf the combat bonuses listed in the players hand book 10cp= gives the dwarf mining dectection abilities as in the players hand book 10cp=+1 muscle 5cp=+1 to hit with the footmans pick 10cp= gives the dwarf the saving throw bonuses as in the players handbook 5cp=+1 to hit with a short sword 5cp=+1 to hit with a warhammer Elves get 45cp The Elven abilities -10cp=the trust as in the Dark sun rule book 10cp= the abilitie to run far as in the dark sun rule book 5cp each== to hit with a Javelin, bow, daggar, spear and long and short swords. 10cp each=+1 to the Aim score, +1 to the balance score, +1 to the reason score. 5cp= +1 to heat bassed acttacks. 10cp= infravision 60 ft. 5cp= the elf only need 4 hours of sleep unsed of 8 10cp= gives the elf the ability to speak with plants as the priest spell once 1/day as the same lv 10cp= stealth as in the dark sun rule book. Halflings Halfings get 25cp Halfing abilities 10cp each=+1 to the aim score, +1 to the balance score, +1 to the health score 5cp=+1 to hit with slings and hurled wepons 10cp= a halfling can hide in shadows 10% chance more each lv 10cp gives the halfling saving throw bonuses as in the players handbook. 10cp=the halfling has stealth abilities as in the players handbook. Mul Muls get 20cp Mul abilities 10cp=+1 to hit with all melee and hurled wepons. 10cp= hard labor and sleep and in the Dark Sun rule book 10cp= saving throw bonus as half a dwarf gets. Half-Elf Half-Elfs get 20cp Half-Elf ablitities 5cp each=+1 to hit with bows or Short or Long Swords. 10cp= infravision 60ft. 5cp=the half-elf only needs to sleep 4 hours not 8. 10cp=stealth as in the players handbook. Thri-kreen Thri-kreen ablitities Thri-kreen get there normal ablitities Half-giants get the same as the Dark Sun rule book Humans Humans get 10 cp Human ablitities 5cp=+1 to hitn with one wepon of choice 10cp each= +1 to Balance or Health scores 10cp=+1 hit point a lv of exp.