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Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
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Atlantis playtest v1.0
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Atlantis playtest v1.0

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This is the first draft of Atlantis: The Second Age that Khepera shared at the start of the Kickstarter.

This is the first draft of Atlantis: The Second Age that Khepera shared at the start of the Kickstarter.

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  • 1. 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PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLATPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST 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  • 2. What Is Atlantis? ATLANTIS is a sword and sorcery game that takes place thousands of years before our own time. A place where cosmic terrors were bargained with for arcane power and eldritch lore. A time when heroes solved problems with their wits and a strong sword arm, a time when otherworldly gods bestowed miracles with one hand and entropy with the other. The player characters are Heroes living in a new age and world where humanity is new and elder races cling to life as they face their own extinction. . The heroes will live, triumph, suffer, and eventually die but how they lived is what is of importance. ATLANTIS is greatly inspired by the early fantasy writing of the genre before things became codified and bogged down in overly wrought world building. Fiction that was more interested in what the hero did rather than how the world around him worked. However, ATLANTIS is not a fantasy novel but a role-playing game, The world presented in the following pages is here to facilitate new fiction that springs from the collective imagination sitting around a table. Twelve Revelations 1.) What is Atlantis about? A game about the fictional antediluvian pre-history of our own world. A world filled with savage warriors, power magic and cosmic horrors. A sword and sorcery fantasy game in the vein of the old TOR and Daw books. The game owes a lot to R.E. Howard, C.A. Smith, Moorcock, and Lieber. 2.) What do the characters do in Atlantis? The characters all have personal journeys and stories to tell in Atlantis, most personal and self serving while others are grandiose and world shattering. The antagonist of Atlantis aren’t necessarily driven to save the world and most are driven by their own ambitions petty and noble. 3.) What is the resolution mechanic of ATLANTIS? Atlantis incorporates the Omega System that uses a D20. 4.) How does Character Creation in Atlantis reinforce what the game is about? The game uses a lifepath system to construct a back story for the players to build on. All characters in the game are Heroes, and the lifepath helps reinforce this with unique but random story elements that flesh out the Hero. A lifepath also helps the player to determine his hero’s ambitions goals and personality. Character creation also helps the player determine how he fits into the game world and the play group. 5.) How do players contribute to the ATLANTIS story? The players and Game Master collaboratively create extraordinary stories as they adventure through the universe of ATLANTIS. Using the rules within these pages, players are able to actively add to the story and just react to elements the GM throws at them. NO story happens in Atlantis without the focus being centered on the heroes. Because character creation infuses each character with multiple plot hooks the players becomes proactive and reactive to the Game Masters pre- generated plots. The heroes are the story of Atlantis. 6.) How does ATLANTIS’ setting reinforce what the game is about? The setting models a fictional antediluvian pre-history of earth with many cultures, races, and creatures. The world is familiar enough to understand but strange and wondrous enough to be new to enthrall previous players of Atlantis or Arcanum. The setting is full of strange lands, ancient fallen civilizations and supernatural wonders that make the world dangerous, terrifying, and exciting to play in. Along with character creation the setting helps by illustrating who and what the players are. 7.) What should ATLANTIS make the players feel when playing? Players should get a sense of empowerment and accomplishment when playing their heroes.2
  • 3. Once their adventures are complete, the players should feel that they were the primary (and mostimportant) element in the story. To support this, their characters actually have access to mechanicsthat allow for permanent change in the game world. 8.) What types of behaviors/styles of play does ATLANTISencourage? The player characters are made in the vein of classic sword and sorcery Heroes; there is atragedy for every triumph. Players are encouraged to not only succeed at goals, but to bring theirdisadvantages into play. Renown is particularly important, and therefore makes players proactiverather than reactive. To attain Renown the player characters must accomplish goals or having daringexploits that catches the attention of their peers and the common man. 9.) Where does ATLANTIS take the players that other gamesdon’t? ATLANTIS is a front loaded game where the heroes are accomplished and competent from themoment play begins. The goal of the game is not to amass power and skill but to use their existingskill to realize their goals. The game is not interested in the amassing of wealth but the accumulationof renown tied to great or infamous deeds. 10.) What does ATLANTIS do to engage the players’ attention;why should they care? The player characters are the central stars in the game. Nothing of importance happens withouttheir characters’ involvement. It is impressed upon the players that they are the movers and shakersin the game world, and that they have the potential to literally change the course of events as itunfolds. There are subsystems that allow the characters to manipulate and change the social wellbeing of an entire country. Furthermore, players are motivated by Renown and destiny to move theircharacter forward through their adventures. Proactive play is rewarded; the penalty for idleness is noRenown and a forgotten life for their character. 11.) What are the publishing goals for ATLANTIS? To produce a finite number of books that further detail and expand the game. The line isenvisioned as a three core book set detailing the world, the beast and the player heroes. 12.) Who is ATLANTIS’ target audience? Goal driven Individuals who favor creative story telling in a new fantasy world not tied to theDungeon and Dragons fantasy tropes. Atlantis is not made in opposition to D&D and the derivativegames that came after it but as an alternative play environment and play style for those looking forsomething different. In ATLANTIS, Renown takes the place of gold and the Hero’s deeds take theplace of their loot. 3
  • 4. Inspirations Below is a list of inspirational media that helped in the formation of ATLANTIS. Books: Age of Bronze: Eric Shanower’s epic retelling of the Trojan War, produced by Image comics. Movies and Television: Conan the Barbarian: the movie adaptation of Robert E. Howards classic hero. Hercules: The Legendary Journeys: A lighthearted adventure series re-imagining the ancient myths. Krull: A group of Heroes band together to fight impossible odds. Xena: Warrior Princess: A spin-off of Hercules. The warrior princess expanded Hercules’ universe and showed that women are just as capable as men, if not more so. Music: Tyler Bates (300 soundtrack) Jeff Beal (Rome: The HBO Series soundtrack) James Horner (Krull, Troy, Braveheart soundtracks) James Newton Howard (Unbreakable soundtrack) Basil Poledouris (Conan the Barbarian soundtrack) Games: Arcanum Talislanta Sorcerer and Sword by Ron Edwards Age of Heroes Campaign Source book by TSR Exalted by White Wolf GURPS Atlantis by Steve Jackson Games Conan by TSR What Do I Need to Play? To play this game, you need this book, some paper, something to write with, some twenty-sided dice, a lot of imagination, and a group of people, one of whom is willing to be the guiding force in the game. This person is called many things, but “Game Master” serves well as shorthand for someone who presents information about the game setting and obstacles the other players encounter; who takes the part of the people the players’ characters interact with; and who adjudicates the rules. The rest of the group, simply called “the players,” takes on roles of major characters in the stories that they and the Game Master create together. These stories are called “adventures,” or “scenarios.” Very short adventures, usually encompassing only one or two obstacles to a simple goal, are referred to as “encounters.” A series of encounters can become an adventure, while a series of adventures can turn into a campaign. This book contains a chapter on how to come up with adventures.4
  • 5. Glossary These definitions provide you with a general idea of what each term means; they are described inmore detail within the book. Terms italicized within each definition refer to another entry within thisglossary.Action: A task that the character undertakes or something that the character does, like give a speech or climb awall.Attributes: Attributes represent natural abilities, such as strength, intelligence, and dexterity.Character: A player’s in-game persona; also referred to as the Hero.Combat Difficulty: A number representing how challenging it is to attack someone or something. It equals theactive defense value or the passive defense value (usually the opponent’s Evade skill rating).Creation Points: Points used when designing a character to purchase game characteristics or other featuresthat represent the character’s abilities, experience, and background.Critical Failure: A result represented by a 1 or lower on the Result Table roll that indicates something bad hasoccurred.Critical Success: A result of 20 or more on the Result Table roll that indicates something good has happened.D20 : An abbreviation for “twenty-sided die.” The D20 is the only polyhedron die used in ATLANTIS.Damage Rating (DR): The basic amount of damage a person or item can do before modifiers such as effectvalue.Damage Total: A number representing how much injury or destruction something has caused.Defaulting to an Attribute: Using the Attribute when the character doesn’t have the needed skill.Difficulty: A number representing how challenging it is to perform an action.Degree of Difficulty (DoD): The bonus or penalty that modifies the D20 roll.Drachma (dm): The standard monetary unit of the ATLANTIS setting.Experience Points (XP): Points gained by completing or participating in an adventure. Experience Points areused to enhance or better one’s character.Hero: The player character in a game of ATLANTIS.Hero Point: A bonus representing a surge of adrenaline or that extra luck the main characters of a story seem tohave. Allows the player to add additional points to his D20 roll.Hit Points: The amount of injury a character can sustain, listed as a number. The damage total is subtractedfrom the character’s current Hit Point total.Intent: Intent is a player’s description of what his or her Hero hopes to accomplish by a particular action.Free Action: Any action that needs only a few seconds to perform or do, such as taking a few steps or glancingquickly around a room.Modifier: A number that is added or subtracted from another number to represent a change in the typicalsituation.Opposed Action, Opposed Difficulty, Opposed Roll: Whenever a character attempts an action that is directlyopposed by another individual or creature, the opponent’s ability rating is used as the Degree of Difficulty(DoD).Protection Rating (PR): A number representing the amount of protection a defensive covering provides.Range (in combat): The distance from the attacker to the target.Renown: The glory of a Hero measured in points. The more points in Glory, the better recognized the Hero.Result Table: The universal table used to determine success and failure at an action.Round: A unit of time equal to six seconds in the game world. Figuring out what happens in a round can takelonger.Scale: A game mechanic representing opponents of vastly different sizes can affect each other differently incombat.Skill Rating: Skills are abilities acquired through training and practice.XP: Experience points. 5
  • 6. Lessons of the Past “Tell us a story of the past; tell us of when Atlantis ruled the world.” The children, scions of the great Atlantean houses, gathered around cross-legged in the ruins of the open-air theatre that served as Agathon’s school. The old man rubbed the rheumatism from his knee with one hand, waving the children into silence with the other. The morning sun had yet to rise above the ruins and the air still held the memory of nights chill. “Very well, we shall start the lesson today with the story of the world, which is, as you should know by now the story of Atlantis.” Agathon looked at his audience; these children would grow up to be statesmen, generals, and magi. He offered a silent prayer to the Gods that they would remember the lessons of the past. The Age of Unreasoned Sleep “The oldest spirits speak of a dimly remembered time called the Age of Unreasoned Sleep. This was the beginning of everything, when existence flowed from the dreams of the Elder Gods.” “Who were the Elder Gods?” Agathon looked down at the student. “A wise question Eridis, the Elder Gods were, and are, the source of all things, from the air that surrounds us to the time that I waste answering questions that my students should know I will get to soon enough.” The old man gave a mock scowl then chuckled at the solemn look on the child’s face. “Patience Eridis, everything comes with time. Now, if I may continue without interruption?” Eridis nodded eagerly. “The Elder Gods were beings out of time, endless creatures beyond our feeble capacity to reason or comprehend. The dreams of these sleeping Titans were enough to ignite suns and set time flowing in its proper order. It was a time of wonders and horrors beyond comprehension; it was also the birthplace of the race we now call the Jinn. Today we know the Jinn as mercurial beings with shifting allegiances and powerful magic. Back then, they were something different, born from the eyes of a fiery titan and building whole civilisations in the very flesh of the Elder Gods themselves.” Agathon paused, the children would have seen Jinn before but none would have guessed their true antiquity. The old man could spot the looks on some of their faces and envied them the sense of wonder. “Yes, the Jinn are a very old race, perhaps the first, perhaps not, since the ages of time we know are but the pale remembrances of beings that, while immortal, only stretch back to the beginning of the Age of Unreasoned Sleep. Who knows what other things or cycles of time existed before that? Perhaps the universe has existed countless times before?” Agathon shrugged, it was too early for a philosophy lesson. “The spirits tell us that as the Age of Unreasoned Sleep declined, something awoke. Perhaps this entity was an Elder God, perhaps it was their collective consciousness given form, or maybe it was just an emissary, the reverse of a dream, sent to our plane of existence by the sleeping titans. The being named itself Olódùmarè, and choose Demiurge as its title. By this act it gave itself form and purpose. Olódùmarè became fascinated by the myriad wonders of existence and set itself the impossible task of cataloguing each and every thing dreamt by the Elder Gods. It was Olódùmarè that forged order into the universe and gave reason to things. This was the greatest of times but sadly, as is the way with the world, the peace was not to last.”6
  • 7. The Age of Screams and Fire “Olódùmarè was only the first being to awaken, and the most beneficent. By laying down rulesfor the universe Olódùmarè inadvertently woke the Elder Gods. These timeless beings did not likewhat they saw and set about returning the world to its primeval state through death and fire. TheJinn, warned by Olódùmarè, persevered themselves by hiding beneath the earth in jars of amberglass and orichalcum.” Agathon grinned as he thought of all those gardens that were going to be sacrificed tonight inthe name of finding lost Jinn. As a child he had earned a terrible beating for digging up most of hismother’s vegetable patch seeking the ancient wonder he knew in his heart was lurking under the nextcabbage. “The wrath of the elder gods was terrible, and when they were done, all that remained wasblackened stone and ash. As their rage subsided a great weariness overcame the Titans, andOlódùmarè sang an ancient song that lulled them back to their ageless slumber. With the Elder Godsasleep once more, Olódùmarè set about restoring the world. But the wrath of the Elder Gods was notso easily put aside; it had become a distinct entity, and taking the name Nemesis, it burned throughthe world slaughtering the new life that Olódùmarè seeded. The last titan would not be so easilydefied however; Olódùmarè captured Nemesis in a box made from the scorched wood of the last treein creation.” “Is that the box that Pandora found?” A chorus of hisses worthy of an Ophidian opera shushed the questioner into silence. “No child,” smiled Agathon “that was an entirely different box, one I will tell you about someother time if you ever let me finish.” The child huddled down silently, doing a very good impression of a Jinn hiding in a bottle. “Olódùmarè kept the box under his tongue and after a time his voice seeped into the box,changing the Nemesis into something new. One day, Olódùmarè awoke to find two small beingscreeping out of his mouth, he named them Set and Ba’al, and gave them the task of aiding him inrebuilding the world. The three worked ceaselessly to repopulate the world with all manner of floraand fauna. Much of the life we know today came to us from the hands of these three.” “It was during this time that Olódùmarè discovered the Jinn, hiding beneath the earth and setthem free. It pleased the ancient god that some part of the former age still walked the Earth. Inspiredby the Jinn, Set strove to create a race of his own, a race with mind and purpose. Set poured hissoul into these beings; gifting them with limitless ambition so that they might surpass the Jinn anda belief that they were superior to all others. This race he called the Ophidians and moulded theirform to match his own. The Ophidians proved fruitful and spread across the Earth, founding greatkingdoms and forging Empires.” Agathon sighed. “Set’s gifts would prove to be curses on the Ophidian race; leading them towar with the peaceful, to enslave those that wished nothing but friendship, and to sunder their ownbloodlines to weed out perceived weakness.” A hang shot up, Edris again, and the group let out a collective moan. Agathon smiled, “yesmaster-questioner?” “Forgive me master, but I thought the dragons came before the Ophidians?” Theold teacher shook his head “No, though this is a common mistake propagated by a dozen or morewriters throughout antiquity. The dragons and the Ahl-At-Rab were spawned much later, the latter bythe Ophidians, and the former, well, I’m getting to that.” “Ba’al saw Set’s creations and grew jealous. Unable to fashion life whole Ba’al took some of theJinn and warped their mercurial forms into shapes he considered beauteous. These creatures becameknown as the sons of Ba’al, and rose to terrorise the world, feeding on the Jinn and Ophidians alike.The very presence of a son of Ba’al was enough to poison the soil and corrupt animal life.” 7
  • 8. “Olódùmarè saw Ba’al’s hateful and corrupted children and grew angry, banishing them from the world. Ba’al was angered by this and conspired with Set to take Olódùmarè’s power and become the ultimate creative force of the universe.” “Ba’al and Set led and army of their creations to attack Olódùmarè while he lay at rest on the moon. The battle raged for untold ages and scoured all life from the moon’s surface. Finally, through trickery and the sacrifice of countless minions, the twins of wrath were able to shatter Olódùmarè’s form into a thousand pieces. Set tore Olódùmarè’s heart-shard and threw it down to the Earth, where it sank into the rich red earth of a river delta. This was not enough to kill Olódùmarè, as his head survived, and the thousand shattered pieces were gathered by the eldest of the Jinn, who bound the shards into the same glass jars that had saved them from the Elder Gods.” “The shards of Olódùmarè, now beings in their own right, reworked the jars into mirrors to reflect the divine in all things. Naming themselves Orixa – a name meaning reflections of Olódùmarè - they confronted an exhausted Set and Ba’al as they argued over what to do with Olódùmarè’s head. The Orixa took vengeance in Olódùmarè’s name; banishing Ba’al and Set to prisons deep beneath the earth. Ba’al was imprisoned in a city of brass with his children. Since brass is painful to the touch for Ba’al and his children the city is a place of eternal torment.” “The Orixa tore Set limb-from-limb, and threw his serpentine form into the deepest hole they could find. Set thrashes and rages against his prison to this day; we feel his fury and call them earthquakes. The blood from Set’s ragged stumps was given form by his rage and desire to escape birthing terrible creatures of fury bent on destruction.” Agathon looked expectantly at Edris who supplied an awed “Dragons”. “Yes, the dragons, the blood of Set, they rose from the darkness, buoyed by Set’s own rage, spreading misery in their wake. While the dragons raged, the Orixa focused on shoring up the damage to creation wrought by the battle between Olódùmarè, Ba’al, and Set. With the Jinn too scattered and weak from saving the Orixa the Ophidians ruled the earth.” The Age of Water and Reason Agathon looked around at the sea of faces. A few servants sat at the back, sent by the parents to make sure their children behaved. The servants seemed to be as engrossed in the lesson as the children; no doubt they would return to their own offspring tonight and pass on the knowledge. Agathon picked up the ewer that lay at his feet and splashed the water within onto the dusty ground. “From the mating of earth and water came a race both bestial and noble.” The old man cupped his hands either side of the wet earth and brought them together to form a small pile of damp soil. “On the Island of Lemuria, from an egg of amber, rose a figure of mystery: the Lawgiver, first of the Lemurians, and father of their race. The Lawgiver was born immortal but sacrificed this gift to raise the apes of the Island up so that they became sentient. The truth of the Lawgiver’s origin is lost to the mists of time and he did not stay long. Before departing, the Lawgiver gifted his people with an unparalleled understanding of the natural world.” “The Lemurians travelled the world, thirsting for the knowledge that was their one weakness. The ape-men created great works of art, built cities that existed in total balance with nature, and grew to be masters of living in harmony with the natural world. Wherever they went the Lemurians brought peace until they encountered the Ophidians.” “Have any of you ever seen a snake in the wild?” Agathon asked. Several children nodded. “And what was your first reaction?” “I took a rock up and killed it, they’re dangerous” said one of the older scions. The other children murmured agreement. “This is exactly what happened when the Lemurians meet the Ophidians for the first time. The8
  • 9. two races had an instinctive hatred for each other that was beyond all reason. Slaughter and reprisalwas the pattern that defined the relationship between the two races. The Lemurians used theirunderstanding of the natural world to set it against the serpent-folk, while the Ophidians bred withdragons to spawn their Ahl-At-Rab soldiers. ” “The war continued for centuries until the two races exhausted their resources and open warfaregave way to a simmering cold war.” Agathon paused and raised and eyebrow…Edris’ hand was up. “But master, what about theAtlanteans? My father says that our first Empire blossomed while the apes and serpents fought?”The child’s brow furrowed as he tried to reconcile the two accounts. “Quite so,” Agathon replied“sometime during the Golden age of Lemuria the Atlanteans emerged fully-formed from a river bankin Gondwanna. The Atlanteans built a civilisation in Gondwanna unnoticed by the warring Lemurianand Ophidian peoples.” “The Atlanteans were a noble people, and finding another race like their own to the East of theirlands they took them under their tutelage, instructing and guiding them as I do you. This race washumanity, given life it is said, by the breath of Olódùmarè himself. Some humans regard this timeas a period of slavery where the Atlanteans dominated them, but our relationship was beneficent andmuch of their culture and technology came from us. Gondwanna had barely been explored beforethe serpent wars and was almost completely untouched, allowing the Atlanteans and humans freereign to expand and develop their civilisations.” “It was during the lull in the serpent war that the Ophidians first became aware of the Atlanteans.Scouts from the Eastern Ophidian Empire, seeking new resources to restart the war, encounteredthe human civilisations in Eastern Gondwanna. A massive Ophidian army marched on Gondwannahoping to enslave humanity but unaware that the humans were under Atlantean protection. TheOphidians had some early successes, overrunning the human’s coastal settlements and enslaving thepopulations. The Atlanteans were outraged and, raising an army, struck back hard. The Ophidianforces, used to combating the patient Lemurians, were not prepared for the speed of the Atlanteanstrikes and quickly retreated from Gondwanna never to return.” A small cheer rose from the assembled children. Agathon smiled grimly; Atlantean thoughts wenteasily to the glories of the past, living as they did in the crumbling cities their ancestors built whenAtlantis ruled the world.“Now we turn back to the Lemurians, the gentle ape-men were rebuilding their civilisation whendisaster struck. A terrible plague, of incredible virulence all but annihilated the Lemurian people.Entire cities were scoured of life and the few remaining ape-men fled back to Lemuria, abandoningtheir outposts and colonies.”The Rise of Atlantis “With the Lemurians gone and the Ophidians recovering from centuries of warfare the Atlanteanswere able to stride from Gondwanna unhindered. Early in their explorations the Atlantean scoutsdiscovered a rich and fertile land like nothing they had seen before. It took less than a century for theentire Atlantean population to migrate to this vast continent, giving it the name Atlantis.” “Not content with seeding their homeland, the Atlanteans became traders and conquerors,spreading their empire throughout the world. It wouldn’t be long before Atlantis came into conflictwith the remnants of the Ophidian Empire. Although greatly diminished the Ophidians were wellversed in the ways of war, had massive slave armies, and possessed potent black magic. TheOphidians called upon the Sons of Ba’al for aid and the demons willingly answering the serpent-men’s call, if only to escape the torment of the city of Brass. Countless Atlanteans lost their lives ascities burned and whole colonies were sacrificed to Set.” 9
  • 10. The Beast Wars “For a time it looked like the Ophidians would overrun Atlantis itself. As things looked their blackest Atlantis’ great sorcerer-scientists uncovered the secrets of Alchemy and Vril. The Atlanteans used these twin powers to create the Nethermen. These savage monster-men repelled the Ophdian invaders from the shores of Atlantis though it quickly became apparent that they could not be controlled. A mass Nethermen rebellion cost Atlantis dearly and forced the Altanteans to drive away or slay all Nethermen on Atlantis.” “The sorcerer-scientists returned to their laboratories, this time giving life to the Andaman; a race born of the mixture of animal and human. The Andaman could be given a host of different forms to suit any given terrain, allowing the Atlanteans to deploy their troops anywhere. The Andaman were more intelligent than the Nethermen and revered the Atlanteans as their makers. The Andaman also lacked the fecundity of the Nethermen; meaning that they were unlikely to breed in massive numbers and overcome their Atlantean masters.” “The Atlanteans bred entire legions of Andaman, sending them into battle against the Ophidian’s Ahl-At-Rab and dragons. The hosts of Atlantis won the day and the Ophidians retreated from their strongholds, hiding in the farthest regions of the Earth. Never again would the Ophidians rise to threaten Atlantis.” Another cheer welled up from the listeners but Agathon ignored it and continued. The Golden Age “For five centuries Atlantis’ star rose until it shone over the entire Earth. Vril pyramids captured the Earth’s lifeblood and channelled it for the glory of Atlantis. Flying ships and shunt-gates carried Atlantean explorers and armies to the farthest corners of the world and beyond. Great glass roads connected golden cities and no Atlantean wanted for anything.” “As with all Empires there comes a time when the fires of exploration and conquest burn low and the smoke of politics and corruption rises in thick clouds. So it was that after five centuries of burning bright the fires of Atlantis became embers and ash.” The Fall of Atlantis The faces of the children grew solemn and sorrowful. They all knew the next part of the tale, of the paranoia of kings, the immorality of the people, and the twisted will of the sorcerer-adepts. “In the last Century before the great Cataclysm the Atlantean people fell to corruption and madness. The high magic that created the Andaman was perverted to create all manner of twisted creations and monstrosities. The sorcerer-scientists experimented on the populations with impunity and only those of pure Atlantean blood were free from their meddling. Those not of Atlantean blood were little more than slaves, and treated worse than animals. No perversion or corruption was too great for the Atlanteans to indulge in.” “While the laboratories of the sorcerer-scientists spewed forth horrors, the slave pits and gladiatorial arenas ran red with the blood of innocents. The princes of Atlantis grew increasingly paranoid as assassination and border wars replaced diplomacy. Great weapons were constructed in the name of peace, armies were trained, and vast armament stockpiles created. Suspicions grew with each weapon forged and recruit signed up. Spies fermented rebellion and finally one of them succeeded in triggering a rebellion in the city of Antilla. This seemingly minor rebellion was the beginning of the end.” Agathon trailed off, everyone knew the rest of the story. They knew that the gods had punished the Atlanteans for the hubris. Autochthea had sunk beneath the waves and the Vril that was the10
  • 11. lifeblood of Atlantis had turned against them ravaging the land. The high Atlantean sorcery hadbecome unstable and brought only destruction. Finally, as Atlantis had crawled its way out of acenturies-long Dark Age the Hesperian’s had launched an invasion that came close to destroying theAtlanteans once and for all. Nobody wanted to hear that story. The sun rose above the lip of the ancient amphitheatre and soon it would become unbearably hot.“Enough for today,” the old teacher called, “tomorrow we shall discuss what happened in the wakeof the Cataclysm.” 11
  • 12. The Hero’s Journey Character Creation To be a god First I must be a god-maker: We are what we create. James Oppenheim, Creating a Hero in ATLANTIS is a bit different than in most games using the Omega system. In keeping with the feel of Sword and Sorcery Fantasy that ATLANTIS is trying to emulate, the system has been geared to give the game and the characters more of a Sword and Sorcery-inspired feel. Heroes all have at least one thing in common; they are in some way touched by greatness. This touch may be favoritism by the gods, an auspicious birth, or a burning drive to achieve immortality through the fame one’s deeds produce. Whatever the case may be, the characters are a step above normal everyday folk, and their backgrounds and histories portray that, setting them apart from the rest of the Humans. First time character creation may take quite some time as the players as a group are collectively creating a history and shared narrative. Hero Creation Step One: Choose a Race · The first step in creating an ATLANTIS player character is to select the character’s race or culture. This choice will determine the character’s general outlook on life. Additionally, each race will have a list of base Attribute ratings, and special abilities open to characters of the race. These serve to differentiate the races and cultures from each other. Step Two: Choose a Culture · Where is the hero from? What part of the world? The hero’s land of birth will determine his base skills and possible his outlook on life. Step Three: Choose a Profession · What does the hero do for a living? There are four core professions to build a character from. Once he has his general profession it is encouraged that a hero embellish her a bit to make the hero unique. Step Four: Walk Life Paths · Where has the hero been, what has he done and seen in his time before the start of game? By randomly rolling on the Callings Paths charts, the player will further enhance and enrich the Hero with events, dramas, and tragedies that will round out and help define the Hero. Step Five: Other Details · Next the Hero will spend a 30 Customization Points to customize his character further. · Determine age and name. Once the Customization points are spent the player determines his Hero’s Hero Points, Hit Points, and age.12
  • 13. What Players are creating Players are creating a Hero that is favored to achieve his destiny and hopefully escape his fate. The player characters are special in some way, a cut above the rest, and a paragon of what it means to be a Human. The Hero is unique. He is not like Batman™, Doc Savage™, a Ninja, Han Solo, a Cleric, or a Fighter; he is a Sword and Sorcery Hero. The characters should be painted with broad colorful strokes, leaving the subtle details to be filled in during play. The Life Paths may look daunting but they are there to give your character a bit of shared history between them. Create a character that is truly deserving of the mantle of “Hero,” who brings Renown to you and your gods. It is your destiny! Character Creation as a group activity The character creation method presented is more fun when not done in a vacuum. All interested parties should sit together and discuss who and what they want to play. This will give everyone a chance to talk about how and why their characters know one another. The Life Path is the player’s muse. Hearing where the Life Paths take a character will give everyone at the table ideas, and the suggestions will start flying as to how to intertwine character histories. There are hundreds if not thousands of twists and turns the paths can take, and connections can be made anywhere along the The Shakers of path. For example, a player character may have met one of the other characters long ago, if they the World by chance rolled the same life event. The following rules are not meant to create the normal and mundane people ofAttributes Antediluvian world Below are the 10 Attributes used to determine the abilities and prowess of a Hero in ATLANTIS. (the NPCs) but the Movers and Shakers who alter the world Intelligence (INT) and leave change in A measure of the individual’s intellect and powers of reason. Intelligence is the deciding factor their wake.whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps, Mundane peoplesdialects, or writings, appraise the relative value of goods, solve puzzles and mysteries, and so forth. of a particular race do -8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf), -3: Dolphin, -2: Simpleton, +0: not have all the specialAverage Human, +3: Genius, +5: Polymath abilities and noted under the races and are described in the Adversary chapter Perception (PER) A measure of the individual’s sensory awareness, taking into account the abilities of sight,hearing, smell, taste, and touch, plus such intangibles as instinct, intuition, and psychic talents.Perception is the deciding factor whenever an individual attempts to detect unseen presences orambushes, detect illusions, locate lost or hidden articles, notice important details or changes insurroundings, or utilize any sensory ability. -5: Mole, +0: Average Human, +4: Most Herbivores, +6: Fox, +8: Owl Will (WIL) A measure of the individual’s willpower, determination, faith, and wisdom. Will Ratingdetermine show well a character is able to resist temptation, bribery, seduction, torture, coercion,interrogation, or influence. -3: Human Child, +0: Most Animals, +2: Stubborn or Tenacious Wild Animals, +3: DedicatedPhilosopher, +5: Oracle 13
  • 14. Charisma (CHA) A measure of the individual’s powers of persuasiveness, including such intangibles as leadership and the ability to command the respect of others. Charisma Rating affects a character’s ability to lead or persuade other individuals, make a favorable impression, negotiate, bargain, or haggle. -5: Repellent Boor, -3: Sullen Introvert, +0: Average Human, +3: Natural Diplomat, +5: Inspiring National Leader Strength (STR) A measure of an individual’s physical power. Strength Rating determines how much weight a character can carry or lift, how much damage a character does with a hand-held weapon, and so forth. It is also the deciding factor in attempts to bend or break objects; force open or hold shut a door, and restrain other characters or creatures. -8: Mouse, -6: Domestic Cat, -4: Eagle, -2: Preadolescent Human, +0: Wolf, +3: Donkey, +5: Lion, +8: Bull Dexterity (DEX) A measure of the individual’s agility, coordination, and maneuverability. Dexterity Rating is an important factor in most physical skills and determines how well a character can perform acts of manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object. -3: Domestic Cattle, -1: Domestic Sheep, +0: Average Human, +2: Athlete, +4: Gymnast, +7: Squirrel Constitution (CON) A measure of the individual’s endurance, stamina, and durability. Constitution Rating determines how well a character can resist the effects of disease, wounds, poisons, toxins, exposure, hunger, and thirst. -4: Phthisis (“Consumption”) Sufferer, -2: Indolent Epicurean, +0: Average Human, +2: Athlete, +4: Wild Boar, +5: Champion Marathon Runner, +8: Elephant Speed (SPD) A measure of how swiftly an individual is capable of moving, either on land, in the water, through the air, or by other means. Speed Rating determines Initiative in combat, as well as attempts to pursue others or escape pursuit. -5: Immobile, -4: Tortoise, -2: Mouse, +0: Average Human, +3: Serpent, +5: Champion Sprinter, +7: Fox, +10: Horse, +12: Deer, +14: Hare Combat Rating (CR) A measure of a character’s natural ability in combat situations. It reflects a combination of physical and mental attributes, cultural and social factors, biological traits, and personal inclination. Combat Rating serves as the modifier for most combat-related skills. Combat Rating affects a character’s ability to attack as well as defend. Magic RATING (MR) The Attribute unlocks the inner power of the Hero to manipulate the universe.14
  • 15. The Root Races of theAntedeluvian World The history of the earth can be divided up into five eras, each one dominated by a distinct “rootrace.” According to the great Atlantean scholar Petranova there will ultimately be seven root races,though it remains to be seen which two will close out the cycle: one of the existing races, or one asyet unknown. The First Root Race (the Elder Gods) The first root race was comprised of the Elder gods born in the primordial cosmic energies of theplanet. These aetheric beings coalesced into abstract thoughts and ideas and made their home in agreat tower on the volcanic mountain of Meru, from where they built and shaped the earth while itwas young and they could take advantage of its wild magical energies. Folding ideas and conceptsinto shapes and forms the Elder gods raised land from the volcanic sea and made atmosphere fromthe caustic miasma swirling in the great tempest. Once the Elder Gods were done they slept, and from time to time their fevered dreams createdbeasts and plant s of unimaginable description. It is said that once in every twenty-four thousandyears of slumber, they would awake occasionally to see what their chaotic imaginations had created,toying with and in some instances destroying them. Some of these dream-constructs banded together and sought refuge far away from their dreamingprogenitors; these formed the pantheons of gods we know today. Others were more wild andmalleable in their nature and were not easily destroyed; these Jinn existed in the folds and crevices ofthe Elder Gods as they slept and fed on the dream potential of these cosmic dreamers. In their timeon earth, these “Endless Ones” as they were called created many wondrous things and infused muchwith their mercurial potential. The Second Root Race (the Saurians) There are several very distinct subspecies of the third root race, which arose and lived on thecontinent of Mu. Dragons were the first and most glorious of the saurians and took flight to dominateall for corners of the earth. All other life paid homage to the dragons and brought tribute to theirmountain fortresses, although the dragon lords allowed the other lesser saurians to do as they pleasedas long as they were left alone in their solitude to dream like the elder gods and travel the cosmos.The Makara ruled the seas, while the Naga ruled the land of Mu with their Ahl-At-Rab servants. During the thousands of years they controlled the earth they warred against one another andplayed with dark magic, perverting the abundant Vril energies. They would still rule to this day if notfor the God Wars that took the greatest toll on the saurians and their dragon masters. During the warsthe Naga turned on the dragons and sided with the gods, hunting the dragons or tricking them intocoming to their own slaughter. The remaining dragons hid in far away lands, but the saurians as awhole never recovered their former grandeur. Now only pockets of their civilization remain as proofthat they once stood glorious on the earth. The Third Root Race (The Lemurians) The first of the third root race is said to have hatched from a golden egg on the continent ofLemuria. The Lawgiver, as he was called, watched over the rest of his race as they came out of thetrees and became a race of great apes which spread out and colonized the other continents, creatingpockets of civilization on all the corners of the earth. The Lemurians warred against the Naga andtheir thrall race the Ahl-At-Rab and tried in vain to exterminate the Makara who preyed upon theirsea colonies. Not being a match for the Naga’s use of Vril and magic the Lemurians eventuallyturned toward technology that utilized powerful energies, and became potent adversaries. In the lastdays of their dominance on the earth most of the great apes were wiped out with a plague that killedthousands, including the Great Lawgiver. Devastated, the Lemurians isolated themselves on theirisland and now look inward, studying their technology and philosophies in seclusion. The Fourth Root Race (the Atlanteans) The fourth root race was born amidst the God War that devastated the first three races, risingwhole along a forgotten river that empties out into the ocean off the eastern coast of Gondwana.They built many cities there before moving on to the island of Atlantis, and it is from this rich fertileland that they grew an Atlantean empire that expanded and created colonies throughout the world. 15
  • 16. For a thousand years the sea empire expanded in the face of the waning third races. During the time of the first Beast War the concerted effort of the third races pushed the Atlantean colonies back and cooled their ambitions, but this would only last until attention was focused elsewhere. With the advent of the fifth root race the Atlanteans began to expand again, and during the second and third Beast Wars the Atlanteans cemented their place in the world and ruled unchecked for a thousand years, creating several slave races to serve their needs even as the humans slowly rebelled. They were ultimately unseated by their own hubris, magical experimentation, and civil war. The Fifth Root Race (Humans) The youngest race in the antediluvian world and the one with the most promise, the humans have sprung up and spread across the world with amazing speed. They seem to be the least connected to other root races, but shared many common traits with the Atlanteans, who abused rather than Half Breeds embraced them. The humans soon found the yoke of an Atlantean master unbearable, bringing about At some several slave revolts and finally freedom.point during the The humans seem destined to rule the world as those before them have, especially as the oldergame a player may races slowly die or fade into memory. The other races wonder why this small young race has thebe tempted to play a ability to dominate all four corners of the world, and some believe that this is just a passing agemixture of two races. where they too will ascend and fall spectacularly from grace. Only time will tell…This is possible to anextent but most of theraces will breed true. As a rule, a rootrace can breed with Step One: Choose a Racethe root race belowthem. The union will RACESproduce a member of Below is a list of the races available and the special talents attributed to them. Note that thesethe newest race. The are just general overviews of the race, and that many different variations exist throughout the world;child may have some there many human cultures, for example, and not all of them look or behave identically.of the features of both Each race is described in more detail on the pages that follow.parents but only the · Ahl-At-Rababilities of one parent. Example: A · Andaman Human can breed with · Atlanteans an Atlantean and is · Humans considered Human · Jinn for game purposes. · Lemures An Atlantean and · Nethermen Lemurian can breed but the union only produces an Atlantean. Th Andamenand the Nethermencan breed withonly humans andof those union onlysterile Andamen orNethermen will beproduced.16
  • 17. 17
  • 18. Ahl-At-Rab (A.K.A. Lizard Men, Snake Men, Saurians) Ahl-At-Rab (or “sand devils”) are a warlike species of saurians who populate certain deserts and barren wastelands. They are a nomadic race and continually move from place to place in search of food. They are believed to be distantly related to the sea-dwelling Makara and are known to have been the one time slaves of the Naga. Although they are not builders, the Ahl-At-Rab are fairly skilled at making weapons and crude implements mostly of copper or obsidian. Some tribes have succeeded in domesticating certain types of reptiles, such as vipers, sand boas, and the ponderous lizards the Ahl-At-Rab call “sand dragons.” The Ahl-At-Rab use these giant creatures as steeds and burden beasts, and often train them to fight along with their riders. Mounted on their “sand dragons,” Ahl-At-Rab are able to travel up to twenty miles per day through most types of desert or barren terrain. The Ahl-At-Rab live for combat, and will attack even large groups of armed men without hesitation. Though they possess ample natural weaponry Ahl-At-Rab usually prefer using spears, obsidian clubs, and war whips made of sand dragon hide in battle. Both their spears and clubs function as missile weapons, as well as hand-held weaponry. The Ahl-At-Rab occasionally use copper or reptile- hide shields and breastplates, and sometimes affix such protective devices on their sand dragons. Unless they are hopelessly out-classed or outnumbered, Ahl-at-Rab will fight to the death. As they are carnivorous creatures, Ahl-At-Rab usually devour those they slay in battle, but will not stop to do so until all fighting has been resolved. They will take prisoners, both for use as slaves and as a hedge against times when food becomes scarce. For the latter reason, prisoners of the Ahl-At-Rab are usually not mistreated unless they are believed to be spies. Though once quite numerous, the Ahl-At-Rab are believed to be a dying race. Few existing tribes number greater than forty to fifty warriors, plus a like number of females, young, and old ones. On rare occasions, two or more tribes will join forces and travel en masse, but most of the time the Ahl- At-Rab tribes are too busy warring against each other to bother with treaty-making. Ahl-At-Rab love the beauty and honesty of violence in all its aspects and some even elevate it to an art form. Some consider the Ahl-At-Rab brutish but they perform very elaborate plays during ceremonies and religious gatherings. The plays are gut wrenching tales of tragedy, unrequited love and black betrayals. Many great works of the antediluvian world are believed to be taken from these plays and re-imagined by other races. Physical Description: Humanoid in form, Ahl-At-Rab are slow-moving but powerful creatures. They average about 2m in height, though 2.25m males are not uncommon. All have scaly hides which range in color from tan to dark brown. A fin-like crest runs from the center of the forehead to the base of the neck, and is believed to help maintain body temperature. Females of the race have a fan of brightly colored feathers starting at their temples and stopping at the back of their necks. Like all reptiles, Ahl-At-Rab are cold-blooded creatures. Because of their often violent lifestyle, Ahl-At-Rab generally live for about 45 years. Personality: The Ahl-At-Rab are a serious and stoic people who assess every living thing as either a threat, a pack mate, or food. The language of the Ahl-At-Rab has seventeen words for survival but none for friendship. The Ahl-At-Rab are harsh in their dealings with others, and consider a full belly and a dead enemy a good life, hoping that when they meet their end it will be upon a heap of broken enemies. The Ahl-At-Rab do not fear death but accept it as the logical conclusion to living; they do not run from death but advance towards it hissing battle cries in defiance, hoping to drag whatever opponent they face into the abyss with them.18
  • 19. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +1 +0 +0 +2 +0 +3 -1 +1 -1Hit Points: 20 Racial Ātman +1 Fire Racial AbilitiesCold Blooded Ahl-At-Rab need very little water to survive and are almost immune to extreme heat. Ahl-At-Rabcharacters receive a bonus of triple their CON (minimum of +3) to any CON resistance check forheat exposure. Versus cold exposure and cold based attacks the Ahl-At-Rab suffer a penalty of -3 toresist and a penalty to their SPD of -3 for CON-7 rounds.Acute Sense of Smell Ahl-At-Rab smell by using their forked tongues to collect airborne particles. When making aperception check based on smell an Ahl-At-Rab may add triple their PER to the roll (minimum of+3).Natural Weapons(If it’s the first attack in the round for the hero the Ahl-At-Rab may use the claws to attack twice without amultiple action penalty) Ahl-At-Rab heroes are born with fearsome fangs and clawed hands. Bite DR 3, Claws DR 3(armor piecing).Poison Spray Ahl-At-Rab may spit a burning poison at a foe blinding them for a number of rounds equal to thehero’s CON minus their opponents DEX (minimum of one round). The foe will suffer a penalty to allactions that require sight equal to the Ahl-At-Rab’s CON (minimum of minus one). The Ahl-At-Rab must make a successful to hit roll using the athletics skill+CR for the poison toland and if the target is wearing a helmet of some sort that reduces the amount of time the poison isactive. The range of this attack is equal to the hero’s STR in meters. Example: an Ahl-At-Rab with a CON+4 spits at a target with a DEX +0. the venom would normally blind the target for 4 rounds but fortunately for the victim he has a helmet with a PR 2 protection. The target would only be blinded for 2 rounds. 19
  • 20. Andaman (A.K.A. Beastmen, Werebeasts, Chimeras) The Andamen are a race of humanoids created long ago by the Atlantean sorcerers of the First Age to fight the Beast Wars against the Naga. Once said to be quite numerous, the so-called “beast-men” are now considered a dwindling race. Each race was formed for a certain task and used as slaves and soldiers for their eldritch masters. Once the Atlanteans saw no need for the beastmen they were abandoned and left to fend for themselves. Some embraced their bestial nature while others formed societies and civilizations of their own. There are several distinct sub-species of Andaman, each created through numerous attempts at cross-breeding and magical experimentation. The lion-men (Nemeans), jackal-men (Anubim), wolf- men (Garou), Jaguar-men (Balam), Owlmen (Uluka), Gillmen (Tritons), and Bull-men (Taurans or Minotaurs). Regardless of type, all Andaman are physically altered to suit the needs of their Atlantean creators and are physically distinct from their baseline human source. Though most Andaman choose to make their home in wilderness regions, some have no qualms about living amongst civilized folk. Accordingly, it is not especially uncommon to find small groups of Andaman living in or nearby certain of the larger cities and settlements. Due to their natural abilities, Andaman are in demand in some regions, where they are sought after as skilled guides, scouts, hunters, and so on. The Andaman all share a common origin but have since then becomes quite unique in their thinking and philosophy. Below is listed the largest and most common groups of beastmen Blood of the Andaman The blood of an Andaman is potent with the magics that first lifted them from all fours to walk like men. When the blood is mixed in sufficient quantities with milk and fed to animals it gives the Andaman a bond with the beast. This makes the animal loyal to the Andaman and pliable to taming and training. The blood will only work to make the beast loyal to the giver of the blood, and only beasts that are of the same ilk as the Andaman may be enthralled so. A hawkman could never tame a lion and a wolf could never be tamed by a triton. Enough blood must be administered (5 hp a day) for a week to tame the beast (giving a bonus of +10 to animal handling roles). Once the animal is tamed the beast will consider the Andaman its friend. Physical Description: Anubim (the Jackal Men) Used as guards and enforcers for the Atlantean generals during the Beast Wars the Anubim were loyal and quick to action. Standing over 1.5m tall with a wiry lean build and the heads of jackals, Anubim are covered in a short fine fur ranging in color from jet black to a dusky gold. Most Anubim adorn themselves in gold and lapis jewelry that contrasts their fur. Personality: Anubim are serious and even-tempered individuals who do what they say and always keep their word. Anubim are loyal to those they call friends and would lay down their life for a loved one without hesitation. If an Anubim considered you a brother you know that he will follow you to the ends of the world and expect the same from you. Anubim are also the most clever and wise of the beast men and were used as assistants to the Atlantean magi they served. In that time they quietly learned the ways of magic and hid this from their masters. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +1 +2 +0 +0 +0 +0 +0 +1 +1 +0 Hit Points: 18 Racial Ātman +1 Water20
  • 21. Racial AbilitiesNatural Weapons Anubim are born with fearsome fangs. Bite DR 4.Beast Language Anubim have the ability to communicate with jackals, dogs, wolves and similar creatures to alimited degree. This gives them a bonus equal to the CHA +3 (minimum of +3) to animal handlingskill rolls involving wolves and dogs.Acute Sense of Smell Anubim have an enhanced sense of smell. When making a perception check or tracking rollbased on smell the hero may add double their PER to the roll (minimum of +2).Mans Best Friend Of all the Andaman the Anubim are the most closely allied with humans. When acting in acoordinated effort the human and the Anubim both gain a bonus equal to the hero’s PER (minimum+2). Everyone involved in the effort (maximum number equal to twice the hero’s INT, minimum of2) must spend an action the previous round coordinating their actions. Balam (Jaguar Men) Large and powerfully built the spotted bodies of the warrior Balam stand over 1.8m tall,weighting 80-90kg. Most males wear necklaces made from the teeth or bones of dead ancestors. Insome families, prized or great ancestors’ bodies are stripped at death for the sacred bones. Personality: Balam are crafty and clever people constantly on the look out for ways to better their situation.Incurably selfish the Balam focus almost entirely on their needs and wellbeing. Quick to anger, theysolve most of their problems with physical force; fools and the weak are never suffered. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +0 +0 +2 +0 +1 +2 +2 -2Hit Points: 18 Racial Ātman +1 Fire Racial AbilitiesNatural Weapons(If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multipleaction penalty) Balam are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piecing)Cat Prowess Balam have the ability to leap a number of meters into the air equal to their STR+SPD. When falling the hero has the natural ability to fall on her feet, and subtracts her DEX in meters(minimum of 2 meters) for the purpose of determining falling damage.Night Vision The hero’s eyes amplify existing ambient light, allowing him to see well in conditions ofdarkness. Normal penalties for darkness are halved and the hero receives a bonus to perception rollsequal to triple his PER (minimum of +3). In pitch darkness the hero is as blind as anyone else.Climber Balam are excellent climbers and user their clws and natural deftness to make easy work ofmost vertical surfaces. When climbing a Balam may add twice their DEX (minimum of +2) to theAthletics rolls. 21
  • 22. Garou (Werewolves) The wolf men range in colors from black and dark brown to pale gray and white (the most rare). Standing 1.8m tall and weighting over 115kg the Garou are powerful trackers and warriors. Personality: The Garou are relentless when angered and will hold a grudge until the sun burns out. The Garou are a practical people who live in societies based on strength and cunning. The largest and most powerful wolf must also be the most clever in order to lead. Garou do not respect weakness and only lament the dead for an instant when a loved one is lost. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +1 +0 +1 +0 +1 +2 +2 -2 Hit Points: 20 Racial Ātman +1 Earth Racial Abilities Natural Weapons (If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multiple action penalty) Garou are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piecing) Relentless When pursuing quarry the Garou will endure and keep going. Once per game the Garou may add triple their WIL (minimum of +3) to any roll as long as it pertains to their target. Acute Sense of Smell Garou have an enhanced sense of smell. When making a perception check or tracking roll based on smell the hero may add double their PER to the roll (minimum of +2). Wolf Pack The hero fights best in a group of like minded individuals. When a hero is with a group that it considers its “pack” he may provide a bonus (if he is the Alpha or leader) equal to twice his PER (minimum of +2) to all damage done to a single target. The group must be surrounding the target and make a concerted effort at attacking it.22
  • 23. Owlkmen (a.k.a Birdmen, Flyers, Uluka) Used as aerial forces the owlmen closely resembled normal Atlanteans in the beginning with darkskin and large powerful wings on their backs. Soon the magics that created them took hold tightlyand formed them closer to the beast they were bred with. Now Uluka are covered in a light coat offeathers ranging in color from black to brownish red. The Owlmen are lithe and wiry standing 1.5-1.75m tall, typically weighing 45-50kgs. The Uluka took the last of the Atlantean’s sky fortresses as their home and built and expandedthe keep into a small city held together by adamantine chains and connected by ornate rope bridges.The magic that keeps the city afloat is slowly failing and all know that soon the drifting city will fallto the ground. Currently the Uluka are looking for a place to settle their city high in the mountains. Personality: The Uluka are a quiet and introspective people who are honest and plain spoken. They are alwaysclear in how they feel and straightforward in how they express it. Other races find this troubling oroff-putting since the ugly truth is sometimes hard to stomach. The Owlmen are a peaceful people but this does not mean they are pacifists. They will pursueevery avenue to a non violent solution but when all corridors to peace are blocked they will fightwith a furor and savagery that would make a netherman ashen with fright. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +1 +1 +1 +0 +0 +0 +0 +2 +0 +0Hit Points: 18 Racial Ātman +1 Air Racial AbilitiesLords of the Sky The Uluka are winged creatures who are at home in the sky. When flying Uluka move at tripletheir SPD (minimum of +6).Beast Language Uluka have the ability to communicate with birds to a limited degree. This gives them a bonusequal to the CHA +3 (minimum of +3) to animal handling skill rolls involving avian life.Owl Perception The hero has incredible perception and may hear and see at greater than normal distances withamazing clarity. The hero receives a bonus to sight and sound based perception checks equal to tripletheir PER (minimum of +3). All sight based range penalties are reduced by one range step whentargeting with a ranged weapon.Rarified Air The Owlmen are used to operating in very thin air and do not suffer as badly as others in suchenvironments. In thin atomospheres the hawkman may operate normally and when holding hisbreath may do so for twice as long as a normal person. 23
  • 24. Nemeans (Lion Men, King of Beasts, Feral Lords) The generals of the beastmen armies during the war with the Naga, the Nemeans are almost always gold in color but occasionally a rare instance of a black furred Nemean is seen. Both males and females are fierce warriors of this species and all are known for their commanding roar and how the other beastmen defer to them (perhaps something imbued in them by the Atlantean masters). Nemeans are known for their arrogance and demand that they be considered first in status. Nemeans stand 1.75-2.25 tall and weight 95-130kgs. Personality: The Nemeans are born with an innate sense of entitlement and assume that other Andaman will defer to their regal nature. Haughty and full of themselves the lion men are quick to anger when they are crossed but are patient enough to wait for the right moment to exact their revenge. Their regal and conceited nature is repellent to most but lion men see this as jealousy at their inborn greatness. To a friend the Nemeans are loyal and will do everything including sacrificing their life to help. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +1 +2 +1 +0 +1 +0 +2 -2 Hit Points: 20 Racial Ātman +1 Earth Racial Abilities Natural Weapons (If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multiple action penalty) Nemeans are born with fearsome fangs and claws. Bite DR 4, Claws DR3 (armor piecing) Lord of the Beastmen Among the Andaman the Nemeans are kings. All social interaction with other Beastmen has a bonus of triple the hero’s CHA (minimum of +3). Beast Language Nemeans have the ability to communicate with any canine, feline, aquatic, or avian life to a limited degree. This gives them a bonus equal to the CHA (minimum of +1) to animal handling skill rolls involving many creatures. Lions Roar The roar of a Nemean is used both to inspire allies and strike fear into enemies. When used to inspire the roar gives the hero’s allies a bonus to one dice roll (designated by the hero) equal to twice his CHA (minimum of +2). When used to inspire fear, those opposed to the hero must make a WIL roll with a DoD equal to triple the CHA (minimum of +3). If they fail, they suffer a penalty equal to the Hero’s CHA for a number of rounds equal to the Hero’s CON+1 The Lions Roar is taxing and may only be used (in either capacity) a number of times of day equal to his CON (minimum of once a day).24
  • 25. Taurans (Minotaurs) The large bull men are feared for their great strength and infinite rage. Standing 2.25-2.5m talland weighing 136-181kgs the Taurans are the largest of the beastmen and are known as bullies. AllTaurans have horns and the larger the horns the more prestige they enjoy in their society. Tauranhorns are adorned with many rings (the more the better), and they wear gold horn-rings, ear-rings,nose-rings, and torcs as a sign of status. The saying “Neck as strong as a bull” comes from the factthat Taurans wear so much gold that a normal neck would snap under the weight. Personality: Boastful and lusty, the Taurans live life to the fullest and expect those around them to do so aswell. Taurans eat, drink, slay and love with equal zeal and never a day goes by that they do not doone of these things in excess. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR -1 +0 +0 +0 +4 +0 +2 +0 +2 -2Hit Points: 25 Racial Ātman +1 Earth Racial AbilitiesNatural Weapons Taurans are born with prodigious Horns. Horns DR5Bull Charge Taurans mayattack an emnemy by charging at him with his horns. The attack suffers a -5 penaltyabove what is needed to hit but if successful he hits his opponent for 15 Points+STR and knocks hisopponent off his feet. The target must spend an action to regain his footing. If the Tauran fails in the attack he looses an action next round and on a critical failure he hitssomething hard with his head and must make a CON roll with a DoD -10. If he fails he suffers a -2penalty for CON-6 rounds.Strong as a Bull Tauran strength and stamina is legendary. The hero may take damage that would kill anotherbeing (zero hit points) and continue to stay on his hooves and be active for a number of round equalto twice his CON (minimum of 2 rounds). 25
  • 26. Tritons (Gill Men, Mermen) Used in the Beast Wars to fight against the Naga leviathans and Makara forces, in the beginning the Tritons resembled closely the normal humans from which they were birthed but he alchemical magics soon twisted them into the form they hold today. Now unsuited for the surface world, Tritons must wear special apparatus at their necks to breathe out of water. Tritons stand 1.5-1.8m and weight 68-90kgs. Their skin ranges in color from green to blue, with accents of reds and gold on scales that shimmer with a metallic sheen. Their large black eyes are well-suited for the aquatic depths they reside in. Personality: The Tritons are clear and even-tempered thinkers that act in the best interest of their society. They are never eager for violence but act with efficiently when presented with hostility. Triton diplomats and tacticians are sought after all over the world. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +2 +0 +1 +0 +0 +1 +0 +2 +0 -1 Hit Points: 18 Racial Ātman +1 Water Racial Abilities Aquatic The Tritons are born of the water and are at home in the crushing and cold depths of the sea. In water the Triton may move at triple his SPD (minimum of +3) and may breathe freely. When on dry land the Triton is awkward and unaccustomed to land movement acting as if her SPD is -1 (only for distance moved and not initiative). Tritons may only survive outside of water for CON+1 hours (minimum of 1 hour) before suffocating. To counter this all Tritons are given a small water bladder apparatus that fits to their neck. The device must be refilled every 4 hours to work properly and with it a Triton may stay out of water indefinitely. Beast Language Tritons have the ability to communicate with aquatic life to a limited degree. This gives them a bonus equal to the CHA +3 (minimum of +3) to animal handling skill rolls involving sea life. Night Vision The hero has the ability to amplify existing ambient light allowing him to see. Normal penalties for darkness are halved and the hero receives a bonus to perception rolls equal to triple his PER (minimum of +3). In pitch darkness the hero is as blind as anyone else.26
  • 27. 27
  • 28. Atlanteans (Little gods, God-Kings, Noble creators, Lords of the Earth, Man Shapers) Though they are but the fourth root race of seven, to hear the Atlanteans speak it they are greater than all the others before them. They were not a construct of any of their predecessors, instead seeming to come into existence on their own (an oft-spoken and oft-denied rumor is that they came from some other world or dimension, escaping some great cataclysm or other). They did not experience an early period of growth or evolution—physical, mental or social—but instead always were exactly what they are: a confident, arrogant race that presumes themselves superior to all others, and has generally had the talent and strength to back up such claim. The Atlanteans are known for many things, all of them done seemingly without any sense of humility, shame, or fear of failure. And when seeming defeat has come their way, the Atlanteans have always been quick to argue it was all part of the plan. When they chose to create an empire, it spanned the world and rivaled all others before or since, and when that empire was gradually pushed back, it was done with a sense that such a tactical retreat was in the Atlantean interest. Although they no longer hold the position of superiority they once did—that mantle belongs now to humans—the Atlanteans still argue that the future is theirs to grasp. Some claim that they are already constructing yet a new slave race to help them recapture what was once theirs; others say that Humans are in fact that race, secretly being manipulated from behind the scenes by these cunning taskmasters. Whether or not this is the case, and whether or not the Atlanteans truly believe any of it—or are merely pretending—is unknown. Just how they like it. Physical Description: With skin the color of polished mahogany or deep bronze, the statuesque Atlanteans stand above all other men on earth. They wear their kinky hair in long wavy locks, oiled with exotic fragrance and sprinkled in gold and silver flakes. Their eyes are the color of gold or emeralds (sometimes a mixture of both) and their inviting lips the color of pitch. The Atlanteans are all beautiful and gracefully built, the idea of perfection in a primitive world. All Atlanteans stand at least 1.8m tall with weights around 68-90kgs. Whenever possible, Atlanteans wear fine clothing made from exotic fabrics from far off lands, arms, hands, legs, and feet adorned with precious metals and gems. Personality: Most other cultures think the Atlanteans arrogant, cold and condescending, always looking down their noses at the other races as if they are beneath them. The Atlanteans would say this is true and that most other races are like children to them, lost in the world and likely to remain so without their seneschals to look after them. The Atlanteans believe it is their destiny to rule, a right given them by their god. What some see as cruelty they see is compassion and a steady hand. Most of the races see them as depraved and hedonistic but the Atlanteans see the world as something to be explored and brought low before its rightful masters. Sex is casual and meant to be explored, drugs expand and enlighten, and food and wine is to be consumed. The world is their paradise. Names Atlanteans share the naming practices of their two greatest colonies; the Hellenes and the Acherons.28
  • 29. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +1 +0 +0 +0 -1 +0 +0 +0 +0 +5Hit Points: 20 Racial Ātman +1 Empyrean Racial AbilitiesAura of the Gods Atlanteans get bonuses in social situations because the world has been conditioned to deal withthem. They receive a bonus equal to double their CHA to leadership rolls.Unearthly Beauty They can never be mistaken for anything but an Atlantean. They are always in some waybeautiful. The hero adds double his CHA (minimum +2) to any social situation where physicalbeauty may be an advantage.Vril Masters They alone can control Vril to its maximum effects. Vril items add the hero’s MR rating(minimum of +2) to the Vril level of the item. When drawing power from a Vrill enriched area the Atlantean hero may double his MR for thesake of the amount of Hero Points drawn.Beast Lore Because they were the original seneschals of the earth, they know the names of every beast thatcrawls, swims or fly (INT roll with a DoD determined by the GM). This also gives them some slightauthority over the beast-men they created. When encountering an Andaman they will be the last toever be attacked and in social situations they gain a bonus of 2+CHA (minimum of 2 does not stackwith the Aura of the Gods ability).Vice All Atlanteans have some sort of vice that holds them in its thrall. Some indulge in drinking oranother intoxicant, while others embrace the pleasures of the flesh. The hero must indulge in hisvice once per day to keep his soul sated. If he cannot, his mind becomes addled and his dispositionbecomes foul. The hero’s INT, WIL, MR, and CHA are reduced by one per day that the hero must gowithout. Once he has quenched his “thirst” his attributes revert to normal. 29
  • 30. Humans (A.K.A. men, the earth children, children of edom) Humans work the land in every nation, comprising the majority of the world’s population. They are slaves and serfs, beggars and bandits. They are also alchemists and scholars, nobles and kings. Many humans harbor hatred or mistrust for the “lesser” races and monsters. In some nations, this attitude is more pronounced than in others, just as such a demeanor often depends on a person’s education, religious beliefs or social rank. In all things, humans are a race most affected by the events around them. Just as the highest king or queen deals in war and the intricacies of the courts, so does the lowest peasant listen for news of a coming battle or seek signs to indicate the quality of a harvest. Humans are unique among the races, for they are not shut away from world – they are the world. Kingdoms rise and Empires fall by the actions of all men and women. Physical Description: Human adults generally range between 1.5-1.8m in height, weighing between 56-60kg, although there are many larger and smaller, lighter and heavier humans. Those who live without the need for toil or effort are often prone to corpulence and fatness, while a peasant who works hard and a soldier that practices with the blade will be able to keep themselves reasonably healthy for their whole lives, short of suffering injury or illness. Personality: The diversity among humanity varies among the nations of the Second Age. The Atlanteans and other humans such as those of Khemit, Minoa or Khitai live fairly safe lives. They want for little save ever increasing wealth and power. Others, not fortunate enough to be born in such civilized places, must struggle simply to survive; they are one drought or monster raid away from starvation and death. The nations of men and women battle each other just as often as they stand united. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 Hit Points: 20 Racial Ātman +1 to Element of his choice Racial Abilities Inheritors of the Earth Some say that the humans will eventually inherit the earth. To represent this human heroes may allot their 5 points in attributes any where they see fit. They may also reduce an attribute to negative numbers and add the points to another attribute as a positive number (up to a maximum of -2). Once this is done the Human receive an additional +2 to add to any attribute as a gift from the gods. This gives humans a total of +7 to add to attributes or a +9 if negative attributes are taken. Zeal All humans are born with a fire in their belly and a drive to succeed where others would fail The hero may add double his WIL (minimum of +2) to a number or rolls per adventure equal to his CON (minimum of once per game) Tyche Being the favored of the gods (at least at present), Humans are allowed in a small way to enforce their personal will upon the universe. They can force a re-roll of any dice action that affects them directly a number of times a game session equal to their WILL (minimum once per game). The roll need not be made by the Hero and may affect rolls made by the GM or other players when it pertains to the character. The re-roll only affects the Hero and may not manipulate fate for the benefit of others.30
  • 31. Note: The ability to affect rolls only applies to the Hero and never the group when a situationoccurs that could affect more than one person. Example: The Hero may affect the throwing roll of a fireball when an adversary makes an attack but all others must use the original roll and gain no benefit from the Hero’s Tyche ability. 31
  • 32. Jinn (A.K.A. Elves, Tree Folk, the Others, the Little People, Fey, Moon Children, people under the mound) To try and define what the Jinn are is to try and define creation itself, for the Jinn are quite literally the stuff from which the world was shaped by the elder gods, the first root race. To them the world is full of nothing but possibility, just as they are. In some ways, it is easier to define what they are by defining what they are not. The Jinn never ruled over the earth like many of the other races, nor did they ever seek to do so. How can one rule over something that one is a part of? And to what purpose? The machinations of the Atlanteans in particular were both amusing and confusing to the Jinn. What would you do with the world once you had it in your grasp? The Jinn have also not engaged in massed warfare like many of the other races. This is not to say that they are incapable of violence, but rather that they have little inclination to try to take from others by force. If there are desirable things, there are much better ways of grasping those things; warfare is easy in the short term, but pointless in the long run, and the Jinn are in no hurry. The Jinn are also not (or at least not apparently) able to produce offspring of their own; no young Jinn have ever been seen, and while Jinn are known to enjoy all things—including sex—the subject of procreation is not one that they generally care to talk about. That they exist is enough for them, and will have to be enough for others. The Jinn are a disappearing race. In the golden age a Jinn was a common sight but now fewere and fewrer Jinn are seen in the world. Some say that they are all going back to the safety of their jars while others says that the race is slowing vanishing and being forgotten that he wild dreams they are. Now Jinn are a sight seen perhaps once in a lifetime for most and a large group of 20 or so is very rare indeed. On the continenet of Atlantis scholars estimate the population at a little over a 1,000 and the global population at one million. Physical Description: Jinn have skin the color of old parchment or coal and hair the color of white gold usually worn long and braided, bound with hoops and pins. The eyes of the Jinn are black with a spot of light in the center that glows different colors depending on their mood (blue for extreme elation, black for hate, red for rage, and green for all other emotions). Jinn vary in height from 1.25-2.13m and weigh anywhere between 35-90kgs. One notable oddity of the Jinn is that their shadow is only cast in moonlight and seems to move independently. Personality: The Jinn live and speak as if in a lucid dream. When expressing themselves they will sometimes trail off a sentence into a smile and a hand flourish assuming the other knows what they mean, or begin a conversation with the end of a thought as if they have already spoken the beginning. To the outside world this may seem madness as they mumble, giggle, whimper, cry, or dance without provocation, but to a Jinn the world is an ever shifting realm of colorful smoke and disjointed harmonies. Most Jinn try to accommodate the younger races and speak in a coherent but often cryptic manner, but some simply don’t bother to fit in. The Jinn enjoy dance, singing and any form of creation that requires and expression of the soul. Even bad performances are something appreciated by the Jinn who find valid enjoyment in a perfectly executed dance or the wailing of a newborn child. The Jinn will watch with the same fascination the slow torture and execution of a thief or the lovemaking of a couple in a spring rain. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +1 +2 +0 -1 +0 +0 +0 +0 +3 Hit Points: 2032
  • 33. Racial Ātman +1 to an element determined randomly (roll 1D20 1-4=Air, 6-9= Earth, 10-13= Fire, 14-17=Water, 18-19= Empyrean, 20= Void) Racial AbilitiesChild of fire and ash The Jinn are ever-changing creatures of fire, smoke, and possibility. The hero builds a large fireand lays in it telling the story of the new person that she will become. The fire will not burn her andas she dozes off to sleep and slowly changes into the person she dreams of. The metamorphosis takesa month and during that time the hero may rearrange her attribute points into a new configuration. Atthe end of the month the fire will die down and from the ashes the new hero will emerge. The herostill looks physically the same but her attributes and sometimes her personality changes. The hero may do this 3 times during her lifetime and after the third change her attributes are setfor ever. When changing attributes the hero simply switches the numbers between the attributes. Thenumbers may only be moved or switched and never change the total. The hero may also revise their Ātman but any permanent points are still permanent even thoughthey may change from Ātman to Ātman. Example: A hero lays down in a lonely desert cave and sleeps INT PER WIL CHA STR DEX CON SPD CR MR +2 +1 +3 +0 -1 +0 +0 +0 +0 +4 The hero also has 3 permanent points of Water. During his slumber his body and soul shifts and morphs to better suit the hero’s ideas and dreams. When the hero awakens he is a new person changed psychically and mentally. His new configuration looks like: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +0 -1 +3 +2 +1 +0 +4 +0 The 3 points of Water have been shifted over to Fire turning the compassionate magic user into a bloodthirsty warrior.Metal Allergy Because of their Mercurial Nature the Jinn’s body is disrupted by Orichalcum and Iron metals.The touch of these metals will stop a Jinn from changing shape and weapons made of the substancewill do additional damage as if it was a Strength 5 poison.Soul Names Because of their primordial nature and ancestry the names of the Jinn (given to them at theworld’s beginning) hold power over their personal reality. Because of this the Jinn hide their truenames and take personal monikers or epithets that describe them but give away nothing. A person who knows the personal name of a Jinn can manipulate them in ways that no otherbeing can. The speaker of the name can lower one attribute by 5 points for a number of rounds equalto their WIL (minimum of one round). The Jinn must hear his name being said and once he does heis vulnerable. This may be done once a week. Because the name is tied to the magic of the world the Jinn may use it to alter reality in his favor.Once per week the Jinn may call his name and do the impossible. When this is done the Jinn adds2D20+WIL to any one roll or to a damage rating (DR). This is very taxing and once done the Jinnmust rest for 7 days-CON (minimum of one day).If the hero resist the slumber he takes a -1 penaltyto all action for each day not resting. Example: A hero who would sleep for 5 days decideds that it is more important to keep going and complete the task at hand. He would suffer a -5 penalty. If he rested for one day he would have a -4 penalty. When used the world around the Jinn becomes overly saturated with colors, making the mundanemore vivid and sounds exceptionally clear and precise, allowing everyone to see the world they waythe Jinn do. During the time of rest the Jinn will become cold and lifeless, his skin becoming thecolor of grey ash.Chaos Speech The Jinn speak with other Jinn in a “speech” that is incomprehensible to others. The Jinn cancommunicate complex ideas and have whole conversations that seem chaotic and nonsensical. By 33
  • 34. using a combination or words, the colors or the environment around them, smells wafting through the air, and the sounds in the background a Jinn can illustrate and convey ideas. No other race can understand the language unless they are suffering from dementia, inebriated, or at the climax of ecstasy. The speech takes as long as normal conversation to convey an idea but cannot be understood and sounds like gibberish accompanied with senseless movements. Mercurial Nature Because of their primordial nature the Jinn are in a constant state of flux. They may shape change once per day and take on a new form as small as a mouse up to their normal size. The only tell that the new shape will have is that its eyes will always be green. The Jinn will have only the most basic natural abilities of the animal and all are subject to the GM’s approval. As a drawback of their mercurial natures the Jinn are susceptible to strong magics and magic fields. Magic directed at the Jinn, such as an attack with a total effect of 13 or greater, may activate the effect. Example: A caster holding the Jinn in place using a spell that has a total level of 15 would activate the mercurial nature while a spell level of 8 would not When strong magics act upon the hero they must make a WIL roll with a DoD equal to the amount over 13. Example: a hero is struck by a mage’s level 15 bolt of lightning. After the hero takes the damage he must then roll a WIL roll with a DoD-2. Magic fields such as Stone Circles and Vril Lines will also have the same affect if their level is 3 levels above the Jinn’s CON attribute. Again the hero must make a WIL roll with the DoD being the difference between his Con and the magic fields level. A Jinn with a CON of +0 could stand in a stone circle of level 1-2 without effect but if the circle is 3 or greater he would be affected and have to make a WIL roll with a DoD-0. If the Stone circle was level 5 then the roll would have a DoD-2. The Jinn’s body is suffers instability and alters randomly. Critical Failure The hero Rolls on chart B and the effect is permanent Failure The Hero rolls on Chart A Partial Success The hero roll on chart A but suffers for half the listed time Success Nothing happens Critical Success The hero is unaffected by the magics and gains a bonus of +3 to his next resistance roll this adventure.34
  • 35. GMs roll on the chart below. Chart A (effects last for 12-WILL hours. Chart B (all effects last for a number days Chart C (all effects are permanent) Minimum of an hour) equal to her CON)1 Those in a 5 m radius of the Jinn cannot stop Roll on Chart C Roll on chart A laughing.2 The Jinn’s skin rips off and flies away. Jinn will Laughter heals the Jinn (2 HP for each bout of Jinn must drink human blood from a living body grow a new skin once the duration has ended laughter) to live3 Jinn’s legs shrivel up and she grows a dolphin The Jinn takes the wounds of his closest friend Blood is now fire. Those that draw blood must tail ( a party member) make a Evade roll with a DoD equal to the damage done or suffer a DR5 fire splash.4 All foods spoil within a kilometer of the hero. The Sun burns the skin of the Jinn (2 HP for Your smile causes sickness in others. each round of exposure) Randomly choose a disease and those affected my make a roll of CON versus the Jinn’s CHA.5 The Jinn glows as bright as a bond fire and All four legged creatures hate and attack the Gain 5 Void gives off as much heat. Jinn6 Body shrinks to a quarter its size. All liquids dry up in a radius equal to the Jinn’s Gain 5 Empyrean WIL in meters7 Those in a 5 m radius of the Jinn cannot stop Can only subsist on strong tea made from Jinn’s body becomes invisible and can only be weeping. Anise seed. seen in moonlight8 Reduce one attribute by 3. The Jinn emits a foul gas every time a word Jinn gains an aura of fear that extends out to 1-2: STR, 3-4: CON, 5-6: DEX, 7-8: SPD, 9-10: ending in “Y” is spoken or read in his presence. WIL in meters. All in his presence must make a CR, 11-12: MR, 13-14: INT, 15-16: PER, 17-18: WIL roll with a DoD equal to his CHA. Friends CHA, 19-20: WIL become immune after several days.9 Lightning will strikes (DR7) randomly around All birds hate and will attack the Jinn A nimbus of flame is emitted from the top of the the Jinn once every hour. All within 5m radius Jinn’s head. must make Evade rolls with a DoD equal to the Increase one attribute by 3 and reduce one Jinn’s WIL by 4 1-2: STR, 3-4: CON, 5-6: DEX, 7-8: SPD, 9-10: CR, 11-12: MR, 13-14: INT, 15-16: PER, 17-18: CHA, 19-20: WIL10 Jinn goes blind for 1D20-CON rounds Laughter caused the Jinn pain (2 HP for each Gain +2 MR bout of laughter)11 The Jinns tong will only speak the truth and will The moonlight burns the skin of the Jinn (2 HP Fall madly in love with the next viable person burn the hero’s mouth if he tells a lie for each round of exposure) you see. If they love you back gain +2 to water Atman. If they do not love you Gain 4 water Atman12 All latches, locks, and buckles open in a 5m The Jinn sweats honey that solidifies into hard Jinn gives birth to a baby monster every full radius around the Jinn sweet amber moon.13 The Jinn coughs up small garden snakes when Jinn grows a sixth finger and toe on every hand The Jinn skin becomes hard polished Obsidian he speaks and foot. (PR 5), -2 DEX14 Body Grows to twice its size and turns blue Jinn breathes fire when he talks (DR5) Howl that kills. Spend Hit Points to do damage on a 1 for 1 basis. Howl can be directed at one target.15 Increase one attribute by 3. The Jinn’s hands fall off an d his arms end in Hands become detachable and can move an 1-2: STR, 3-4: CON, 5-6: DEX, 7-8: SPD, 9-10: tentacles act under the command of the Jinn CR, 11-12: MR, 13-14: INT, 15-16: PER, 17-18: CHA, 19-20: WIL16 The Jinn’s clothes start to scream and whine All glass shatters in his presence. The radius is Jinn permanently grows 1m taller telling all of the jinn’s dirty little secrets, habits, equal to the Jinn’s WIL in meters and foibles (but never his true name)17 Teeth turn to small pieces of butter The Jinn grows usable wings Jinn splits in two with the doppelganger being evil and hateful18 The Jinn’s thumbs will turn backward The Jinns touch turns items to smoke for the Prolong touch (2 rounds) of the Jin’s skin will duration burn flesh that touches it (DR5)19 The colors of the Jinns surrounding will drain Jinn speaks all the languages he knows at Jinns body becomes that of a random creature away and gather in his skin and clothes once making him hard to understand from the bestiary20 Jinn speaks in riddles making him hard The jinns sight burns any he looks at (DR5) If the Jinn’s shadow is cast by sun or moon to understand (INT versus Jinn’s CHA to light it causes damage to anything it touches understand) (DR 20) 35
  • 36. Lemurian (A.K.A. Ape-men, the Tree Folk, The Lawgivers children) The Lemurian are far older than the Atlanteans, being one of the root races and having essentially ruled the world in their own time. Although this era is long past them, the Lemurians have never looked back, nor bemoaned their fate. They instead choose to look inward and onward, shaping their own individual destinies. In this way, they are perhaps most akin to the humans, and enjoy their company more than that of any other race (outside of their own). The Lemurians are noted for being rather reserved emotionally and even peaceful, but in the past and the present they have engaged in actions that others might deem unseemly. For example, Lemurians are known for riding rhinoceroses into battle, but have not done much to ensure the safety of the species even as their numbers dwindled, instead turning to technological means to reanimate or replace their steeds. Lemurians are also known for keeping Nethermen as slaves, and while many would see the Nethermen as perhaps most deserving of this fate, there are some who oppose slavery in all forms; the Lemurians care not for what others think. This seemingly unconcerned selfishness somewhat explains the fact that most currently seclude themselves in a large treehouse city in the mountains of Lemuria to study and philosophize. Knowing it to be one of the most secure locations in the world, others of various races have at times sought refuge there and been coldly refused, no matter how urgent the plea. Scholars, heroes, and those who are of use or interest to the Lemurians might enter, but simple need is no concern of theirs. Others ruined the world, and those others can deal with it. Physical Description: The great Apemen stand over 1.8m tall and weight between 90-136kg. Most have dark brown or black fur with some being born with gold or white fur. Most common eye colors are black or brown but hazel and blue are not uncommon. Personality: The Lemurians are very stoic and reserved when dealing with others not of their race. Most blame the Atlanteans and their foes the Annunuki for the problems that the world faces. Though peaceful by nature, the Lemurians know the ways of war and have spent much time in the recent years creating weapons that keep their home island and colonies safe. Because their technology is so sought after, the Lemurians are very guarded about who they share their secrets with. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +3 +0 +0 +0 +3 +1 +0 +0 +0 -2 Hit Points: 20 Racial Ātman +1 Air Racial Abilities Primordial Might The hero can perform great feats of strength. This allows the hero to make a roll involving Strength with a bonus equal to five times their WIL (minimum of +5). The hero may perform a number of such feats per game session equal to his CON (minimum of once). Masters of the Natural World The Lemurians are in complete balance with the natural world. They do not have a supernatural advantage, but an exact understanding of how the natural world works and the harmony between earth, air, fire, and water. To this end when in a natural setting Lemurians do better and excel at their chosen vocation. At character creation Lemurians choose an attribute (CR and MR included) that is attuned to the world. When in a natural environment the Attribute may be doubled. This can only be used once a week and requires the hero to focus and concentrate for one round. Once the Lemurians has centered himself the attribute is doubled for the entire scene.36
  • 37. As an added bonus the hero understands how plants grow and may grow them twice as fastand four times as large (or small). The hero may add double his INT (minimum of +2) to any Lore(agriculture) roll. When crafting or working with wood the hero may add double his INT (minimum of +2). When climbing, jumping, running, or evading in a forest the hero gains a bonus equal to his INT(minimum of +2).The Flow of Heavenly Water Lemurians may redirect or change the flow of Vril energy along what they call “HeavenlyWater”. They may redirect a ley line by a number of meters equal to 100x their INT. It takes 5 hoursper 100m moved and requires nothing more than the movement of rocks, pruning of trees, anddamming or releasing the flow of springs and rivers. Once done the ley line will be moved where thehero sees fit.Logic of the Lawgiver Precepts handed down from the Lawgiver are ingrained into the thinking of every Lemurian. Thelaws of science and the natural world allow the Lemurian to use his prodigious intellect to overcomeany type of problem. The hero may add double his INT to a number of rolls per adventure equal tohis WIL (minimum of once per game). 37
  • 38. Nethermen (A.K.A. Brutes, throwback , the Misshapen) Nethermen are not a true race of beings, but the sad product of the Atlanteans’ first try at creating a race of slaves and soldiers for their conquest and wars. The Atlanteans intended on creating a strong, hardy warrior that could be easily manipulated but what they got was a bloodthirsty brute who was immune to most of their magics. Frightened by the monstrosities they created all were rounded up and set upon a great barge, hopefully to be lost at sea. Nethermen have a fairly short life span. As they are not a true species, over half of both the males and females are sterile, and are unable to reproduce. For this reason the race of Nethermen, like the Andaman, seems slowly headed towards extinction. Despite this fact a number of nomadic clans still exist in various regions throughout the known world. All are warlike in nature, though not all are hostile to humans. For this reason, Nethermen are tolerated in many areas of human civilization. Though most Nethermen clans are nomadic by nature, some few build permanent villages and settlements in certain wilderness areas. Such villages tend to be small and crudely built, often having stockade or earthen work walls surrounding them. Those Nethermen who choose to live amongst humans are most often employed as mercenary soldiers, caravan guards and so forth. Physical Description: Nethermen basically resemble humans in stature, but have a tendency to be more muscular and less agile than their human cousins. They stand taller than men and have heavily scared mottle brown skin. The deep-set eyes are startling to look upon and have “reverse” eye coloration (black with white pupils). Personality: In a word, Nethermen are psychopaths. They are incapable of feeling emotions such as fear or love, although they are experts at feigning both to get their ways, and with a short lifespan—both individually and as a race—they are prone to fulfilling their own needs and desires, with little concern for what others might want or need. Their ruthless nature makes them excellent at many tasks, and many could easily be great generals or leaders if they so chose; however, the fact that they care for themselves above all else could easily mean that they would march their army into the sea if it suited their whims. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR -1 +0 +0 +0 +3 -1 +2 +0 +2 -2 Hit Points: 25 Racial Ātman +1 Void Racial Abilities Magic Immunity Because of the alchemical process used to make the Nethermen, they have a slight immunity to magic effects. A Netherman may add double his CON to any resistance roll pertaining to magical effects, and damage done by magic (and magic weapons) is reduced by twice the CON of the Netherman hero (only the magical enhancement of the weapon and not the base DR of the weapon). Eaters of the Dead Nethermen may eat the dead and gain an aspect or ability possessed by them. The being must have been dead for no longer than a few hours, but once the raw flesh is eaten the Nethermen may gain one of their innate abilities at a level equal to their CON. The hero may use the innate ability a number of times equal to his CON before it is expended from his system. Any vice, physical malady, or physical/mental disadvantage that the dead may have had is also transferred. Example: A Netherman (CON+2) eats the carcass of a dead Atlantean and gains the ability of Vril Master at +2 but since the Atlantean was a drunk the netherman gains that vice as well. On another occasion, he eats a Triton and gains the ability to breathe underwater but on land he suffocates38
  • 39. without the special apparatus. In both cases the hero would have access to the ability for 2 uses.Too Dumb to Die The brutish Nethermen blaze with life when their ire is up and will fight to the death and beyond.A hero may automatically succeed at all Death Saves and ignore critical hit penalties for a numberof rounds equal to three times his CON. The hero must still make the initial rolls but may ignore theresults for the allotted amount of time. The hero may use this ability once per adventure for every -1he has in INT (minimum of once per adventure). 39
  • 40. Step Two: Choose a Culture Cultural Packages Not all humans are the same and come from many different cultures and creeds throughout the world. The Cultural package determines what skills your hero knows depending of the land he comes from. All the skills listed with the package are common to heroes from that particular land. Strangers in a Atlantean Strange Land Atlantis (Atlantis): The Atlantean people You may noticethat there are no Skills Lore (Etiquette) +3, Literacy (High Speech) +3, Loreracial packages and (player’s choice) +3, Resolve +1, Speak Languagethat is intentional. (Atlantean) +10A Lemurian raised Attribute +1 INTin Ophir will havedifferent belief andsocial mores than a Elysium OceanLemurian born on the Elysium(Elysium Ocean): Elysium Islanderisland of Ys. To reflectthis the cultures are all Skills Athletics +4, Handicraft (players choice) +1, Loreracially agnostic. (Navigate) +3, Speak Language (Elysi) +10, Weapon (melee) +2 Attribute +1 PER Manua (Elysium Ocean): The Manuan tribes Skills Athletics +2, Influence+1, Instinct +1, Lore (Navigate) +1, Pilot (boat) +1, Speak Language (Elysi) +10, Weapon (melee) +4 Attribute +1 CR Munark (Elysium Ocean): The Munark tribes Skills Athletics +1, Handicraft (players choice) +1, Lore (Navigate) +3, Pilot (boat) +4, Speak Language (Elysi) +10, Weapon (melee) +1 Attribute +1 DEX Ogata (Elysium Ocean): The Ogaramango tribes Skills Athletics +4, Evade +2, Speak Language (Elysi) +10, Weapon (melee) +4 Attribute +1 CON Ogata (Elysium Ocean): The Temuah tribes Skills Athletics +1, Handicraft (players choice) +4, Lore (player’s choice) +3, Pilot (boat) +2, Speak Language (Elysi) +10 Attribute +1 CHA Ogata (Elysium Ocean): The Salawati tribes Skills Handicraft (players choice) +1, Lore (Navigate) +1, Pilot (boat)+3, Lore (agriculture)+4, Speak Language (Elysi) +10, Weapon (melee) +140
  • 41. Attribute +1 INT Skills Animal Handling +2, Athletics +2, Instinct +1, Resolve +1, Speak Language (Hellene) +10,Tora (Elysium Ocean): Rapa Nui, Matua, Tamaka, and Orongo Tracking/Shadowing +1, Weapon (melee) +3tribes Attribute +1 STR Skills Athletics +3, Evade +2, Handicraft (players choice) +1, Lore (Navigate) +1, Pilot +1, Speak Language Cymbri (Europa): The Cymbrians (Elysi) +10, Weapon (melee) +2 Skills Deception +3, Speak Language (player’s choice) +3, Attribute +1 DEX Speak Language (Alban) +10, Stealth +2, Pilot (boat) +2 Attribute +1 DEX EriaAkwatuk (Eria): the Kutchin People and the Seal Hunters Havar (Europa): The Havaran Skills Animal Handling +3, Athletics +1, Handicraft (players Skills Animal Handling +2, Handicraft (player’s choice) choice) +2, Speak Language (Akealan) +10, Lore +2, Medicine +2, Literacy (Alban) +2, Lore (Alban (survival) (player’s choice) +2, Tracking/Shadowing theology) +2, Speak Language (Alban) +10 +2 Attribute +1 INT Attribute +1 CON Skara (Europa): The SkaraAquaga (Eria): The tribes of the Axte, Eque, Shepaug, and the Skills Handicraft (player’s choice) +2, Instinct +1, ResolveQuinetu +1, Speak Language (Alban) +10, Lore (survival) Skills Animal Handling +2, Athletics +2, Handicraft (artisan) (Skara moors) +2, Tracking/Shadowing +2, Weapon +2, Lore (survival) (savannah) +1, Speak Language (player’s choice) +2 (Tamerac) +10, Tracking/Shadowing +2, Weapon Attribute +1 CON (melee) +1 Attribute +1 DEX Skye (Europa): The Ska Skills Handicraft (player’s choice) +2, Instinct +1, SpeakAztlan (Eria): The Aztek people Language (Alban) +10, Lore (survival) (forest) +2, Skills Athletics +1, Handicraft (players choice) +2, Literacy Tracking/Shadowing +3, Weapon (player’s choice) (Tamerac)+2, Mode (player’s choice) +3, Speak +2 Language (Tamerac) +10 Attribute +1 CON Attribute +1 MR Starr (Europa): The StarransTamarac (Eria): The Tamarac people Skills Animal Handling +3, Lore (survival) (forest) +2, Skills Athletics +1, Influence +1, Handicraft (artisans) +2, Speak Language (Alban) +10, Tracking/Shadowing Literacy (Tamarac) +2, Lore (folklore)+2, Speak +3, Weapon (player’s choice) +2 Language (Tamerac) +10, Tracking/Shadowing +2 Attribute +1 PER Attribute +1 INT Aragana (Europa): The AraganiTamarac (Eria): The Kawanna people Skills Instinct +1, Influence +2, Resolve +1, Speak Skills Athletics +2, Pilot (canoe) +2, Handicraft (artisans) Language (Alban) +10, Lore (survival) (mountains) +2, Lore (survival) (forest) +2, Speak Language +2, Tracking/Shadowing +2, Weapon (player’s (Tamerac) +10, Tracking/Shadowing +2 choice) +2 Attribute +1 STR Attribute +1 CON Iber (Europa): The Picts Europa Skills Handicraft (player’s choice) +2, Instinct +1, SpeakAlba (Europa): The Alban people Language (Alban) +10, Stealth +2, Lore (survival) Skills Lore (Etiquette) +3, Literacy (High Speech) +3, Lore (Forest) +2, Unarmed Fighting +1, Weapon (player’s choice) +3, Resolve +1, Speak Language (player’s choice) +2 (Alban) +10 Attribute +1 CR Attribute +1 WIL Iber (Europa): The UallachVir (Europa): The Vir 41
  • 42. Skills Animal Handling +2, Handicraft (player’s choice) +2, Skills Athletics +2, Lore (Europan Geography) +2, Lore Medicine +2, Influence +1, Performance (player’s (Navigate) +2, Perform +1, Pilot (boat) +1, Speak choice) +2, Lore (Alban theology) +1, Speak Language (Hellene) +10, Speak Language (player’s Language (Alban) +10 choice) +2 Attribute +1 CHA Attribute +1 CONKu (Europa): The Ku Cimmeria (Europa): The Cimmerian people Skills Animal Handling +2, Influence +1, Handicraft Skills Athletics +2, Instinct +2, Resolve +2, Speak (players choice)+2, Pilot (boat) +3, Lore (agriculture) Language (Hyperborean) +10, Lore (survival) +2, Speak Language (Alban) +10 (alpine)+2, Weapon (melee) +2 Attribute +1 PER Attribute +1 CRBroceliande (Europa): The Rom People Haloga (Europa): The Vanir Skills Deception +2, Evade +1, Lore (Europan Folklore) +2, Skills Athletics +2, Instinct +1, Lore (Navigate) +1, Pilot Mode (Sensory) +1, Performance (player’s choice) (boat)+2, Speak Language (Hyperborean) +10, Lore +2, Sleight of Hand +2, Speak Language (Alban) +10 (survival) (alpine)+2, Weapon (melee) +2 Attribute +1 CHA Attribute +1 STROtesium (Europa): The Otesi Skills Animal Handling +2, Handicraft (artisan) +2, Lore Gondwana (Europan folklore)+1, Lore (agriculture) +2, Speak Dabba (Gondwana): The Dabban people Language (Tharshi) +10, Lore (survival) (Forest) +3 Skills Athletics +2, Deception +2, Evade +2, Influence Attribute +1 PER +2, Perform (player’s Choice) +2, Speak Language (Atlantean) +10Hellas (Europa): The Hellenes Attribute +1 CHA Skills Influence +2, Literacy +2, Lore (theology) +1, Speak Language (player’s choice)+2, Speak Language Dar (Gondwana): The Darian people (Hellene) +10, Unarmed Fighting +1, Weapon Skills Animal Handling +1, Pilot (wagon) +1, Handicraft (player’s choice) +2 (artificer)+3, Medicine +1, Lore (agriculture) +2, Attribute +1 STR Speak Language (Atlantean) +10, Tracking/ Shadowing +2Minoa (Europa): The Minoan people Attribute +1 WIL Skills Influence +3, Literacy +2, Lore (theology) +2, Speak Language (Hellene) +10, Speak Language (player’s Gorgos (Gondwana): The Gorgon people choice)+2, Weapon (player’s choice) +1 Skills Atheletics +2, Influence +1, Handicraft (weapons)+3, Attribute +1 STR Speak Language (Atlantean) +10, Lore (Tactics) +2, Weapon (player’s choice) +2Scythia (Europa): The Kurgans Attribute +1 CR Skills Animal Handling +2, Lore (Europan folklore) +1, Ride +3, Speak Language (Hellene) +10, Lore (survival) Kush (Gondwana): The Kushite people (savannah)+1, Unarmed Fighting +1, Weapon Skills Animal Handling +1, Pilot (wagon) +1, Handicraft (melee) +2 (artificer)+2, Perform (player’s choice) +2, Ride Attribute +1 CR +2, Speak Language (Khem) +10, Lore (survival) (savannah) +2Tharshesh (Europa): The Tharshi Attribute +1 INT Skills Instinct +2, Influence +2, Lore (Europan geography) +2, Speak Language (Thashi) +10, Speak Language Magan (Gondwana): The Magani people (player’s choice) +2, Trading +2 Skills Animal Handling +3, Pilot (wagon) +1, Handicraft Attribute +1 INT (artisan)+1, Lore (agriculture) +2, Speak Language (Massawa) +10, Tracking/Shadowing +2, Trading +1Sea People (Europa): The Sea Poeple Attribute +1 WIL Marhashi (Gondwana): The Marhashi people 42
  • 43. Skills Animal Handling +1, Influence +1, Handicraft Turan (Gondwana): The Turani people (player’s choice)+4, Mode (player’s choice) +1, Mode Skills Animal Handling +1, Handicraft (artisan) +1, Ride (player’s choice) +1, Speak Language (Massawa) +4, Speak Language (Turani) +10, Lore (survival) +10, Trading +2 (desert) +2, Weapon (melee) +2 Attribute +1 MR Attribute +1 CONMassawa (Gondwana): The Massawan people Joktan (Gondwana): The Joktani people Skills Animal Handling +1, Influence +1, Lore (agriculture) Skills Animal Handling +2, Handicraft (artisan) +1, Lore +2, Lore (tactics)+2, Speak Language (Massawa) (law) +1, Ride +3, Speak Language (Turani) +10, +10, Lore (survival) (savannah) +2, Weapon (player’s Lore (survival) (desert) +2, Weapon (melee) +1 choice)+2 Attribute +1 SPD Attribute +1 DEX Sheba (Gondwana): The Sheban peopleNubia (Gondwana): the Nubian people Skills Influence +1, Literacy (player’s choice) +1, Lore Skills Athletics +1, Evade +1, Instinct +1, Parry +2, Speak (player’s choice)+2, Mode (player’s choice) +2, Language (Khem) +10, Lore (survival) (jungle) +1, Speak Language (Turani) +10, Speak Language Weapon (melee) +4 (player’s choice) +2, Trading +2 Attribute +1 CR Attribute +1 INTOphir (Gondwana): The Ophirite people Yalak (Gondwana): The Yalaku People Skills Influence +1, Literacy (player’s choice) +1, Lore Skills Influence +1, Handicraft (player’s choice) +1, (player’s choice)+2, Mode (player’s choice) +2, Mode Literacy (player’s choice) +1, Lore (player’s (player’s choice) +2, Speak Language (Ophiran) +10, choice)+2, Lore (agriculture) +1, Speak Language Trading +2 (Turani) +10, Speak Language (player’s choice) +2, Attribute +1 MR Trading +2 Attribute +1 WILOkala (Gondwana): The Okaloan people Skills Animal Handling +1, Influence +1, Lore (mining) +2, Zin (Gondwana): The Zinnite people Lore (tactics)+2, Speak Language (Ophiran) +10, Skills Animal Handling +1, Handicraft (player’s choice) +1, Lore (survival) (savannah) +2, Weapon (player’s Literacy (Tharshi) +1, Lore (player’s choice)+2, Ride choice)+2 +2, Lore (agriculture) +1, Speak Language (Turani) Attribute +1 DEX +10, Lore (survival) (desert) +2 Attribute +1 PERPemba (Gondwana): The Pemban peopl Skills Animal Handling +1, Evade+1, Handicraft (bower/ Punt (Gondwana): The Puntian fletcher) +2, Lore (herb lore)+2, Lore (Pemba Skills Animal Handling +1, Handicraft (alchemy) +1, Geography)+2, Speak Language (Ophiran) +10, Lore Handicraft (player’s choice) +3, Literacy (Massawa) (survival) (jungle) +1 Weapon (ranged) +1 +1, Lore (player’s choice)+2, Ride +2, Speak Attribute +1 SPD Language (Massawa) +10 Attribute +1 PERKhemit (Gondwana): The Khem people Skills Influence +1, Literacy (khem) +2, Lore(player’s choice) +1, Mode (player’s choice)+1, Ride 1, Speak Hesperia Language (player’s choice)+2, Lore (theology) +1, Hesperia (Hesperia): The Hesperian people Speak Language (Khem) +10, Weapon (player’s Skills Athletics +2, Influence +2, Lore (theology)+1, Speak choice)+1 Language (Atlantean) +10, Unarmed Fighting+3, Attribute +1 INT Weapon (player’s choice)+2 Attribute +1 CRSamu (Gondwana): the Acholi people Skills Athletics +1, Evade+1, Handicraft (weaponsmith) +2, Lore (herb lore)+2, Lore (Samu Geography)+2, Jambu Speak Language (Massawa) +10, Lore (survival) Baluchis (Jambu): The Baluchi people A.K.A the Aryans (jungle) +1 Weapon (melee) +1 Attribute +1 SPD 43
  • 44. Skills Athletics +2, Instinct +2, Influence +1, Speak Animal Handling +3, Athletics +2, Pilot (wagon) +1, Language (Mongolan) +10, Lore (survival) Skills Handicraft (artisans)+2, Lore (agriculture)+1, Speak (alpine)+2, Tracking/Shadowing +1, Weapon Language (Veddy) +10, Trading +1 (player’s choice)+2 Attribute +1 CON Attribute +1 STR Mongala (Jambu): The Mongalan peopleDamalawa (Jambu): The Damalawan people Animal Handling +2, Riding+6, Speak Language Skills Athletics +2, Influence +1, Lore (Navigate) +1, Pilot Skills (Mongolan) +10, Weapon (ranged) +2 (boat) +2, Lore (engineering)+2, Speak Language Attribute +1 CR (Khitan) +10, Trading +2 Attribute +1 SPD Sala (Jambu): The Salan people Skills Animal Handling +1, Athletics +1, Pilot (wagon) +1,Dravidia (Jambu): The Dravidian peoples Handicraft (artificer)+2, Literacy (Khitan) +1, Lore Skills Evade+2, Handicraft (bower/fletcher) +2, Lore (agriculture)+2, Speak Language (Veddy) +10, (herb lore)+2, Lore (Dravidia Geography)+2, Speak Trading +2 Language (Veddy) +10, Lore (survival) (jungle) +1 Attribute +1 CON Weapon (ranged) +1 Attribute +1 SPD Tamala (Jambu): The Tamalan people Skills Athletics +2, Pilot (kayaks) +1, Handicraft (artisan)Himvati (Jambu): The Kazak people +1, Lore (Folklore) +2, Lore (Navigate) +1, Speak Skills Influence +2, Perform +1, Ride +2, Speak Language Language (Mongolan) +10, Lore (survival) (arctic) (Mongolan) +10, Lore (survival) (alpine)+1, Lore +1, Tracking/Shadowing +2 (survival) (desert)+1, Unarmed Fighting +2, Weapon Attribute +1 CON (ranged) +1 Attribute +1 CON Vedda (Jambu): the Veddan people Skills Influence +2, Handicraft (player’s choice) +2,Himvati (Jambu): The Xinjiang people Literacy (Veddy) +2, Perform +2, Speak Language Skills Animal Handling +2, Evade +2, handicraft (artisan) (Veddy) +10, Trading +2 +2, Lore (folk lore) +2, Speak Language (Khitan) Attribute +1 CHA +10, Lore (survival) (alpine) +2 Attribute +1 DEX LemuriaHimvati (Jambu): The Himvatian people Lemuria (Lemuria): The Lemurian people Skills Animal Handling +1, handicraft (artisan) +1, Literacy Skills Athletics +1, Handicraft (player’s choice) +2, (Khitan) +2, Lore (folk lore) +2, Mode (sensory) +2, Handicraft (player’s choice) +2, Literacy (Lemurian) Lore (theology) +2, Speak Language (Veddy) +10 +2, Lore (player’s choice) +1, Lore (player’s choice) Attribute +1 MR +2, Attribute +1 INTKhitai (Jambu): The Khitan people Skills Animal Handling +1, Athletics +2, Influence +1, Handicraft (player’s choice)+2, Literacy (Khitan) +1, Tamaonchan Mode (player’s choice) +1, Trading +2 Aigua (Tamaonchan): The Uraguan people Attribute +1 WIL Skills Athletics +2, Evade +1, Handicraft (artisan)+2, Lore (folklore)+1, Speak Language (Quechuan) +10, LoreMeluhha (Jambu): The Meluhan people (survival) (jungle)+2, Weapon (ranged)+2 Skills Animal Handling +1, Athletics +1, Pilot (wagon) +1, Attribute +1 DEX Handicraft (artificer)+2, Literacy (Khitan) +1, Lore (agriculture)+2, Speak Language (Veddy) +10, Trading +2 Awok (Tamaonchan): The Choma people Skills Athletics +2, Handicraft (artisan)+2, Lore (folklore)+1, Attribute +1 CHA Speak Language (Quechuan) +10, Stealth +1, Lore (survival) (jungle)+2, Weapon (ranged)+2Molodo (Jambu): The Molodan people Attribute +1 DEX Aricagua (Tamaonchan): The Timeri people 44
  • 45. Skills Athletics +2, Lore (folklore)+1, Lore (Aricagua geography) +2, Speak Language (Quechuan) +10, Stealth +1, Lore (survival) (jungle)+2, Weapon (ranged)+2 Attribute +1 SPDBirama (Tamaonchan): The Hoac People Skills Lore (demonology)+1, Speak Language (Tamarac) +10, Stealth +1, Lore (survival) (jungle)+2, Unarmed Fighting +2, Weapon (melee) +2, Weapon (ranged)+2 Attribute +1 CREcua (Tamaonchan): The Ecuan people Skills Influence +1, Handicraft (player’s choice) +2, Literacy (Quechaun) +2, Lore (player’s choice) +2, Lore (theology)+2, Speak Language (Quechaun) +10, Weapon (melee) +1 Attribute +1 INTNazca (Tamaonchan): The Nazcan people Skills Influence +1, Handicraft (player’s choice) +2, Literacy (Nazcan) +2, Lore (theology)+2, Speak Language (Nazcan) +10, Weapon (melee) +3 Attribute +1 CROguanabara (Tamaonchan): The Oguanan people Skills Athletics +2, Speak Language (Quechuan) +10, Lore (survival) (Jungle) +3, Weapon (melee) +3, Weapon (ranged)+2 Attribute +1 STRQuechua (Tamaonchan): The Quechuan people Skills Influence +1, Handicraft (player’s choice) +2, Literacy (Quechuan) +2, Lore (player’s choice) +2, Speak Language (Quechuan) +10, Lore (theology)+2, Weapon (melee) +1 Attribute +1 INTTaracua (Tamaonchan): The Taracuan people Skills Influence +1, Literacy (player’s choice) +1, Lore (player’s choice)+2, Mode (player’s choice) +2, Mode (player’s choice) +2, Speak Language (Atlantean) +10, Trading +2 Attribute +1 MR 45
  • 46. Step Three: Choose a Profession Professions You are what you do. Why Fighters, Pick a template for the hero taking all the skills, talents, gear and money listed under the Mages, Priest, profession. A hero may only have one profession. and Thieves? Archetypicallythese were the mostcommon types ofheroes in sword and The Slayerssorcery fiction. The The slayers are heroes who use the might of their sword arm to make their way in the world.templates are just Some are brutal warriors who live for battle; while others are laconic scouts who work win thevague sketches of worlds armies. The common thread that for all slayers is that they use their martial prowess andwhat the character can excel in the art of killing.do. A hero with the ScoutSoldier template could There are always frontiers to be explored, and Scouts are generally the first ones there,be anything from a discovering new lands and creatures, and clearing the way for those that follow. Some search themounted horseman, far reaches of the frozen tundra, while some plumb the depths of the sea, climbing the highesta warrior poet, to mountains, diving to the bottom of the deepest seas, and exploring vast underground caverns.a battle harden footsoldier depending on INT PER WIL CHA STR DEX CON SPD CR MRhow she embellishes +1the character withother talents, skills Skills Athletics,+2, Evade +8, Influence +2, Parry +4, Profession (soldier)+10,cultural backgrounds Speak Language (Atlantean) +3, Stealth +5, Tracking/Shadowing +5,and racial abilities. Weapon (player’s choice)+10, Weapon (player’s choice)+4 The templates Bonus Talents Eyes of the Hunter, Trailblazeralso provide a bit or Starting Gear Lightweight Leather Full Suit, Weapon of choice, Bow, and“niche protection” horsefor the player makinghim the better (but Starting WR +1not necessarily thebest) in a certain field.Warriors will usually Soldierbe better at murder Most nations require military service of some sort, and all citizens — poets, politicians, andand a thief will in priests alike — will serve in some capacity. Professional soldiers however make a career out ofmost cases be better serving in military forces. Some are mercenaries, moving from country to country as need dictates,and stealth. but many serve with a standing force of one sort or another, returning occasionally to fulfill the terms Certain of their contracts.combinations will INT PER WIL CHA STR DEX CON SPD CR MRbe better for someraces than others +1and that’s intended Skills Athletics,+2, Influence +3, Evade +8, Ride +5, Parry +6, Professionto help promote the (soldier)+10, Ride +2, Speak Language (Atlantean) +3, Weaponthemes and narrative (player’s choice)+10, Weapon (player’s choice)+4of Atlantis. This Bonus Talents Advanced Militia Training ,Tacticiandoesn’t mean thatall Atlanteans must Starting Gear Heavy Leather full suit of armor, Two weapons of choice, bow,be magic users and spear, and horseall Nemeans must Starting WR +1be warriors andplaying against type is Warriors encouraged.46
  • 47. Warriors are the most dedicated to the martial crafts. All are masters of their chosen weapons andfocus so narrowly on the art of war that they know no equal in the art of murder. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Athletics,+3, Evade +8, Instinct +4, Parry +4, Profession (soldier)+10, Speak Language (Atlantean) +3, Unarmed Fighting +7, Weapon (player’s choice)+10, Weapon (player’s choice)+4 Bonus Talents Brutal Throw, Hardiness Starting Gear Medium Leather full suit of armor, two weapons of choice, and horse Starting WR +1 Pirate/Brigand Brigands are fighters who make a living by taking things from others, often by force butoccasionally by stealth and trickery as well. The prime targets of brigands are the myriad ships thattravel from port to port, but some choose to prey on certain specific nations or lands. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Athletics,+2, Evade +8, Influence +2, Investigate/Search +2, Navigation +3, Parry +4, Pilot (player’s Choice) +2, Profession (criminal)+10, Speak Language (Atlantean) +3, Unarmed Fighting +3, Weapon (player’s choice)+10, Weapon (player’s choice)+4 Bonus Talents Close Quarter Fighting, Status (Criminal Underworld) Starting Gear Light Leather half suit or armor, weapon of choice, dagger, and horse Starting WR +1 47
  • 48. The Takers The heroes who choose to take make their way through the world by stealing, thievery and other larcenous acts of chicanery. Those that take are often unscrupulous people looking for either the easiest and more expeditious way to wealth or unfortunate souls who know no better and make their way with what tools they have. Assassins The law cannot resolve all issues and that is where you come in. Yours is a secret art and one not suited to all men. Long have you studied and harsh has been your training. Others may not understand your art but that matters not. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2, Profession (assassin)+10, Speak Language (Atlantean) +3, Stealth +10, Unarmed Fighting +5, Weapon (player’s choice)+7 Bonus Talents Amazing Dodge, Inconspicuous Starting Gear Lightweight full suit of armor, weapon of choice, vial or poison, bow, and horse Starting WR +2 Burglar Burglars are thieves whose province of expertise is breaking and entering places they do not belong. Most are deft at evasion and hiding. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2, Profession (criminal)+10, Speak Language (Atlantean) +3, Stealth +10, Weapon (player’s choice)+2 Bonus Talents Quick Hands, Inconspicuous Starting Gear Lightweight half suit of armor, weapon of choice, dagger, thieves tools, and horse. Starting WR +1 Swindlers Swindlers come in many varieties. Some are good-natured liars; others are vile thieves, but most just want the easiest and shortest route to wealth and comfortable living. Most swindlers go from day to day drifting through life depending on their luck and quick wits to get what they want. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Athletics +4, Deception +9, Disable Mechanisms +4, Lore (Etiquette) +1 Evade +4, Influence +2, Literacy (player’s Choice) +2, Perform +2, Profession (criminal)+10, Speak Language (Atlantean) +3, Stealth +10, Weapon (player’s choice)+2 Bonus Talents Social Chameleon, Status (Criminal Underworld) Starting Gear Lightweight half suit of armor, weapon of choice, dagger, cards, dice, and horse. Starting WR +148
  • 49. Thug Also known as the “heavy” the thug is the bully who takes things by force of arms. Not asaccomplished as a warrior the thug is the criminal who operates using intimidation and the littlemartial ability he’s learned growing up in crime ridden environments. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Fighting Unarmed +6, Influence +2, Profession (criminal)+10, Speak Language (Atlantean) +3, Stealth +7, Weapon (player’s choice)+7 Bonus Talents Brutal Throw, Intimidation Tactics Starting Gear Lightweight half suit of armor, weapon of choice, dagger, club, and horse. Starting WR +1 49
  • 50. The Shapers These heroes are those that shape reality using their magical ability to dominate reality. The shapers meld and manipulate the worlds magic in ways that are incomprehensible to most. Feared for their eldritch abilities the shapers are reclusive and sometimes mad invidulas who are touched by the strange powers of the universe. The Sorcerer You have a strong ability to coax spirits, demons, or even your ancestors to do your bidding. You understand the cosmic powers that permeate the universe and how to use them. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Influence +3, Lore (player’s Choice)+2, Lore (player’s Choice)+2, Handicraft (player’s choice) +4, Literacy (player’s choice)+2, Mode (players choice) +10, Mode (players choice) +8, Mode (players choice) +5, Mode (players choice) +4, Profession (Sorcerer) +10, Speak Language (Atlantean) +3 Bonus Talents The Gift, Memory Training Starting Gear Lightweight half suit or armor, dagger, noble quality robes (two sets), and horse Starting WR +2 The Martial Wizard The martial wizard is just as competent with a spell as he is with a spear. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Evade +5, Lore (player’s Choice)+2, Handicraft (player’s choice) +4, Literacy (player’s choice)+2, Mode (players choice) +10, Mode (players choice) +8, Mode (players choice) +4, Profession (Mage) +10, Speak Language (Atlantean) +3, Weapon (players choice) +5 Bonus Talents Hardiness ,The Gift Starting Gear Medium half suit or armor, weapon of choice, dagger, noble quality robes, and horse Starting WR +1 The Charlatan A magician who uses deception and trickery as well as some magics INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Deception +3, Evade +4, Lore (player’s Choice)+2, Handicraft (player’s choice) +4, Literacy (player’s choice)+2, Mode (players choice) +10, Mode (players choice) +8, Mode (players choice) +4, Profession (Grifter) +10, Speak Language (Atlantean) +3, Sleight of Hand +3 Bonus Talents Antiquarian, Inconspicuous Starting Gear Lightweight half suit or armor, dagger, playing cards, divination bones, and horse Starting WR +150
  • 51. Shaman A magi and a holy man who gives guidance and help with the use of magic.INT PER WIL CHA STR DEX CON SPD CR MR +1Skills Influence +3, Lore (player’s Choice)+2, Handicraft (player’s choice) +4, Literacy (player’s choice)+2, medicine +3, Mode (players choice) +10, Mode (players choice) +8, Mode (players choice) +4, Perform +4, Profession (Shaman) +10, Speak Language (Atlantean) +3Bonus Talents Aura of Wisdom, The GiftStarting Gear Lightweight half suit or armor, dagger, animal companion (dog cat, or other small animal), and horseStarting WR +1 51
  • 52. The Teachers Those that teach are all learned men and women who share that’s knowledge with the common man. Always held in very high regard by their communities the ones that teach are usually town elders, teachers or doctors. Heroes who choose the path of the teacher never cease in their quest for knowledge and the wisdom that such learning imparts to others. The teachers educate in many fields such as the will of the gods, ancient lore, the medical field or diplomacy. Emissary Emissaries are political officials who are responsible for representing a group’s interests before other like groups. Ambassadors might serve a group as small as a few hundred people (a neighborhood), a city, or an entire nation. Emissaries frequently are able to negotiate with even hostile enemies without being attacked. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Deception +3, Influence +6, Medicine +4, Influence +4, Literacy (player’s choice )+6, Lore (player’s choice )+4, Perform +5, Profession (Sorcerer) +10, Speak Language (Atlantean) +6, Speak Language (player’s choice) +5 Bonus Talents Aura of Wisdom, Linguistics Starting Gear Lightweight half suit of armor, a dagger, several pieces of jewelry (worth +4 WR), 3 robes (all noble quality), and a horse Starting WR +2 Priest/Priestess Priests directly serve one of their people’s gods, and while they are not reimbursed monetarily they do receive specialized training, room and board, and additional protections and rights that other citizens can never realize. Most Priests serve at a Temple or monastery, but there are also countless smaller shrines and temples that require the services of a dedicated Priest. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Instinct +4, Influence +4, Medicine +4, Influence +4, Literacy (player’s choice )+4, Perform +5, Profession (Sorcerer) +10, +5, Lore (Theology )+10, Speak Language (Atlantean) +3 Bonus Talents Dominion Access, Status (Priesthood) Starting Gear Several religious texts, light half suit or armor, a dagger, and a mule Starting WR +1 Saints Saints are the chosen of the gods to carry their power and enforce their will upon the world. The saints are given access to a small portion of the god’s prodigious powers and abilities in exchange for being a willing servant who will embody and express the dictates of the god. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Medicine +4, Influence +6, Instinct +2, Literacy (player’s choice )+4, Perform +5, Profession (Sorcerer) +10, +3, Resolve +3, Lore (Theology )+10, Speak Language (Atlantean) +3, Unarmed fighting +3 Bonus Talents Aura of Wisdom, Dominion Access Starting Gear A symbol of your faith, a holy relic (worth +4 WR), a staff, and a dagger Starting WR +152
  • 53. Scholars Scholars study that which is not yet known in order to increase their own knowledge, as well asthat of their people. The definition of Science is quite broad for the Humans and often crosses overinto Philosophy. A Scholar might dedicate herself to studying geology, the biology of the sea races,the practicality of the existence of the gods, the nature of being, and other issues that might seem tobe beyond the bounds of normal reasoning. Scholars might be employed by an institution (religious,civil, military, or otherwise), or might work for themselves, selling what they know to survive. INT PER WIL CHA STR DEX CON SPD CR MR +1 Skills Medicine +4, Influence +4, Instinct +4, Investigate/Search +3, Literacy (player’s choice )+4, Lore (player’s choice )+4, Medicine +5, Perform +5, Profession (Sorcerer) +10, Lore (player’s Choice) +2, Speak Language (Atlantean) +8 Bonus Talents Two talents of the Player’s Choice Starting Gear Several tomes of scholarly work, a dagger, and a horse Starting WR +1 53
  • 54. Step Four: Walk Life PathsLife Paths This is where the Hero’s journey begins. Players do not have to complete the Life Path that follows, and can just move on toassigning points to the character, but we strongly encourage the use of Life Paths. Once a player has completed this section, hewill have selected a series of events that will make up his background. It is up to the player to take these events and shape theminto the Hero he wants to play. Certain combination of results may seem contradictory. In these cases the GM and player may choose to create a plausibleexplanation or reroll the result. Upbringing How and where was the hero raise? Was he born in the brutal wilds of Atlantis (savage upbringing), the farmlands outside ofan Ophiran city (rural), of the bustling city of Tartessos (civilized)? A lot can be determined by the where the hero was raised and these sources can influence his outlook on life. First the hero receives 2 skills that are common to the upbringing and then they will roll on the chart below. Players areencouraged to embellish and create stories surrounding their upbringing to further bring the hero to life. Civilized Rural Savage Base Literacy Skill +2, Language +3 Animal Handling +2, Instinct +3 Unarmed Fighting +2, Instinct +3 Roll 1-2 Mother was a teacher of noble children. Child of a village elder. Gain +1 Influence Raised by hunters in the wilderness, Gain +1 Lore skill and +1 Earth Ātman skill and +1 Air Ātman Taught Tracking/Shadowing +1 and +1 Water Ātman 3-4 Child of a merchant. Gain +1 trading skill Raised as an orphan on a farm. Gain +1 Born a slave. Gain +1 in any skill and +1 and +1 Air Ātman in any skill and +1 Water Ātman Void Ātman 5-6 Parents were aristocrats. Gain +1 Parents were laborers. Gain +1 Bastard child raised by tribe. Gain +1 Influence skill and +1 Earth Ātman Handicrafts (engineering) skill and +1 Unarmed Fighting skill and +1 Fire Water Ātman Ātman 7-8 Parents were artisans. Gain +1 Child of a country doctor. Gain +1 Parents were tribal Shaman. Gain handicraft (player’s choice) skill and +1 Medicine skill and +1 Air Ātman +1 Lore (player’s choice) skill and +1 Fire Ātman Empyrean Ātman 9-10 Child of a highly sought after courtesan. Born a slave. Gain +1 in any skill and +1 Child of tribal healers. Gain +1 Taught +1 Influence skill and +1 Fire Void Ātman Performance (player’s choice) skill and Ātman +1 Water Ātman 11-12 Child of thieves. Gain +1 stealth skill and Child of rural priest. Gain +1 Lore Parents were artisans. Gain +1 +1 Fire Ātman (player’s choice) skill and +1 Water handicraft (player’s choice) skill and +1 Ātman Fire Ātman 13-14 Born a slave. Gain +1 in any skill and +1 Parents were artisans. Gain +1 Born in a prison. Gain +1 Lore (survival) Void Ātman handicraft (player’s choice) skill and +1 skill and +1 Fire Ātman Earth Ātman 15-16 Father was a cleric to a noble. Taught Child of a herdsman. Gain +1 Animal Child of a slaver. Gain +1 Intimidation +1 Lore (player’s choice) skill and +1 Air Handling skill and +1 Earth Ātman skill and +1 Void Ātman Ātman 17-18 Child of a retired hero. Gain +1 in any Child of a retired hero. Gain +1 in any Child of a retired hero. Gain +1 in any skill and +1 Earth Ātman skill and +1 Fire Ātman skill and +1 Water Ātman 19-20 Parent was a city guard to a noble. Parents were laborers. Gain +1 Lore Child of a Warband leader. Gain +1 Taught +1 weapon skill and +1 Fire (agriculture) skill and +1 Earth Ātman Influence skill and +1 Fire Ātman Ātman54
  • 55. Childhood Encounter Someone visited the Hero or he encountered some special event as a child. The encounter touched the child in a lasting waythat changed his life forever and set him on the path of the Hero. Roll D20 (1-7) You met someone (8-13) You saw something (14-20) You did something1 Met your cousin who would later become a Hero Witnessed the birth of a great beast Hid in a dragons lair for 1D20 and escaped to tell (perhaps a fellow player). about it2 Met a Hero from the past and told a story of things Witnessed the death of a sibling you were Lost for 1D20 months on in the jungles of to come. helpless to stop. Awalawa.3 Met who you believed to be a God in a grove of Witnessed a great battle and almost died during Kidnapped by bandits for 1D20 months. trees. He told you a story of your future. the fight.4 Met a great philosopher whose teachings changed Witnessed an Atlantean use his mighty magic to You eloped with what you though was the love of your life. destroy his foes your life (perhaps a fellow player character). You spent several weeks on the run but finally decided it was best to go home to your families.5 Met the love of your life. Saw the sun stop in its tracks and the sky weep Traveled to the jungles of Awalawa with your uncle blood. to the Great Tree Lord to ask for wisdom and an answer to a great dilemma6 Met an ancient Atlantean who slept in a cave. He Escaped from a city being burned to the ground by Was instrumental in stopping a coup plot. took a liking to you and gave you a book in an a great flying dragon ancient language.7 Met a young person who grew up to be a fellow Saw a star fall from the sky and found its remains.. Helped carry the remains of a Hero to its final Hero (one of the players). resting place8 Met a spider who tricked you into stealing from Witnessed the death of a parent you were Your cousin (perhaps a fellow player character) your mother helpless to stop. and you had a perilous adventure in the forest seeking refuge from a wild beast.9 Met a great Hero in a market. She took a liking to Witnessed the death of a great Hero you were Switch places with a prince and asked to rule in you and gave you a small trinket and told you to helpless to stop. his stead. After 1D20 months the prince returned hold it safe. You never saw her again. and took his rightful place10 Helped an old hermit on the side of the road. They Witnessed a Kraken devour a ship whole. Ran the Amazon mazes on Hesperia. blessed you and called you a future king. You never saw this person again.11 Met a strange creature in a cave while lost. Saw an undead hoard sweep through a city and Helped Anasi trick a lion into a pit. Anansi thanked Instead of eating you it tasked you with solving kill everyone in it. you the lion cursed you. a puzzle. When you completed the task it let you go. You never saw this creature again and no one believes your tale.12 Met and mentored by a wizened slave who Stood at the tomb of a great hero and watch him Helped a wounded Lemurian and nursed her back claimed to be a king of a far away land. He gave revived and restored to full health by a sorcerer to health. Later you realized she was a decorated you his only possession, a small trinket, and told general . you it would make you king.13 Met a ghost that told you of your tragic fate. Witnessed a great miracle by a god. Stopped an assassination attempt on your family.14 Mentored by a great Hero of a different race as Witnessed the birth of a fellow Hero (perhaps a Retrieved a stolen Vril crystal and brought it to its a child. fellow player character) rightful owners15 Met your lifelong rival. Toured the world as a child and saw many strange Outwitted a King during a hunt and stole the prize things deer.16 Met a sprit on the side of the road who asked you Stood at the deathbed of a great Hero and You and another young person (perhaps a fellow to feed him. You did and he asked you to wash watched a god take his soul to the afterworld. The player character) were kidnapped and escaped. his sore feet, and you did. The spirit asked you hero looked backed ant you and winked You spent several weeks lost on a remote island to watch over him as he slept and you agreed. in the Saharan sea The next day he was gone and you found in your possession a jewel worth 1,000 pieces of gold.17 Real father returned to claim his rightful place. Looked upon the body of great animal spirit as it Found the 7 iron bound books of Skellos and died. It sang a song of its own death to beckon the presented them to the university of Ophir. animals of the forest to carry its body away18 Family cursed by an evil priest. Parent caught in scandalous infidelity by you. Taken by your parents and dipped in sacred They begged you to keep the secret but the waters on a deserted island in the Eythraen sea. choice was yours.19 Found out who your mother/father really is. Father stole great wealth from nobles who later Went to Kush to climb the highest mountain and discovered the theft and persecuted the family touch the sky. You didn’t make it to the top but did meet a baboon that told you a secret20 Met Anansi and given a cape spun from his web. Watched a god renew his life force in a Vril pool. Helped escort the god Nyame’s golden caravan to Gain a cloak of Masterwork quality When you looked upon his true form and began Sheba. There you met the Queen and was given to burn the god took mercy on you and save you a golden and ivory necklace as a gift. Gain +5 from the awesome sight. Gain +1 MR Renown 55
  • 56. Family Status How is your family looked upon by their peers and the gods? Roll D20 1–2 Family is under a curse of some kind 3–4 Entire family killed in a great war 5–6 Family is well loved by the people and has many allies 7 Family power is in decline because of machinations of a rival 8 Family is corrupt and evil but hides under an exterior of benevolence 9 Family lost all wealth through betrayal or mismanagement 10 Family status is on the rise but tenuous 11 Family imprisoned by a rival and you alone escaped 12 Family is reviled for some past deed 13 Family is blessed by the gods for some past deed done by their family 14 Family is split and opposed to one another in a feud 15 Family enslaved by harsh evil masters 16 Family is poised for greatness or unbelievable failure 17 Family is feared because of some advantage or great power 18 Family is revered and guarded by the community 19 Family is hunted and on the run 20 Family is destitute and powerless. You are their only hope Previous Adventures Life Paths The next part of the Life Path details the character’s life and adventures in his chosen profession. The character will have unique adventures while traveling through life and the templates represent the skills and talents they gain during those travels. The Hero first receives the Bonus skill for his time in the adventure and then he rolls on the first chart, General Event, and follows the result. After rolling an event on this chart, continue down to find the second chart that details each specific event. Life Paths may be taken multiple times to represent years and years of service in a chosen field but at a cost to the character’s age. Characters start the path at the beginning of adulthood and may take up to a total of 5 paths, mixing and match as they please. Example: A Hero may spend some time soldiering in the army (Warrior calling), spend time aboard a merchant ship in the Stygian Sea (Sailor calling), and finally devote his life to the temple at Olympia (Priest calling). Each time the path is taken the character is aged a number of years minus the Hero’s INT (minimum of one year). Roll on the chart below. Adventure Time 1–5 5 Years 6–10 4 Years 11–15 3 Years 16–19 2 Years 20 1 Year Note: The Game Master and players may have realized that this creates characters that are not balanced against one another, and that is fine. Characters of all ages and walks of life populate the world of ATLANTIS.56
  • 57. High Adventure You are a world traveler and have seen much in your many misadventures. Some travel forglory, others for wealth but you traveled and adventures to see what lay over the next horizon.NOTE: High Adventure cost double the number of years that the other Previous Adventures do.High Adventure Path Bonus SkillPick any one skill at +1 General Event 1–2 Scholarly Pursuits 3-4 Enemy 5-6 Battle 7-8 Relationship 9-10 Great Fortune! 11-12 Battle 13-14 Great Fortune! 15-16 Tragedy! 17-20 High Adventure Special Event High Adventure Special Event 1-2 Three gods reveal themselves to you and ask you to decide a dispute for them. Roll D20: on a 1–10 you decided fairly and gain +4 Renown; on 11–20 you make the matters worse, lose 6 Renown and gain a god as an enemy. 3–4 Found a lost city in the mountains of Jambu and absconded with a great treasure. +1 permanent WR 5 Offered the hand of a Zinnite Princess and her dowry of lands on a far-away land. 6 Journeyed to the center of the earth and battled dragons and nethermen. Earned the enmity of the great Dragon but gained a friend in the form of a nethermen tribe. Gain the Favor in High Places talent 7 Ventured to the top of a great bellowing volcano and watched tow gods make love in the fiery tempest. The coupling blasted your mind but gave you great insight into the universe. +1 MR 8 Forced to dine at the table of a great and terrible cannibal king in the Utgard forest. The king promised you great power if you ate or a slow death if you refused. Since then you have been cursed, roll on the Tragedy table but gain +1 STR. 9 Called upon to settle a dispute between two kings. Roll 1D20: on a 1–10 you decided fairly and gain +2 Renown, on 11–20 you make the matters worse and lose 5 Renown. 10 Found the halo of a demon king and realized it would open a portal to the Elder gods. For several weeks you were pursued by hounds that finally cornered you in the jungles of Paragua. You escaped with your life but gained an enemy. 11 Was greeted by a witch carried in a hut on a giants back. She took a liking to you and held you in a cage and like a bird and made you sing. Gain +1 Performance (singing) 12 Took a role of leadership in a trade dispute. Gain +1 in CHA. 13 Was mistaken for a king and played the part for a year and a day. Gain the Favor in High Places talent 14 Led an army of orphans in revolt against a coven of cannibal witches. Gain +1 in Influence. 15 Traveled with a group to the fabled mountain of Meru and opened the eye of a sleeping giant. What you saw in his dreaming eye made you weep for 14 days and laugh with a manic elation for three times that. When you regain your senses you never saw the world the same again. Gain +1 PER 16 Was carried on a cyclone beyond the Elysium sea to the fabled sky city of Vultan where you feasted with king Blessed the mighty. The food in the city gave you unearthly vigor. Gain +1 CON 17 Journeyed to the roof of the world and found a silver bridge that touched the moon. Half way up the bridge you met three women who commanded you to return to the earth. As a consolation they gave you three strands of spun twilight. Gain 2 additional Hero Points 18 Caroused with the daughters of kings at the Olympic games. Gain +1 in Influence. 19 Found a forgotten prison in the wild jungle of Gondwana. Inside a very ancient evil was held. You know its secret name and how to summon it. Be wary of how you use it…. 20 Become the ruler of your birth country! 57
  • 58. The Mage The hero either traveled with or was involved with a magi during his early adventures and saw many wonderful and awe inspiring sights. The Mage Path Bonus Skill +1 Lore skill (Player’s Choice) General Event 1–2 Battle 3–7 Enemy 8–9 Relationship 10–12 Scholarly Pursuits 13–14 Great Fortune! 15–16 Tragedy! 17–19 Mage Special Event 20 Scholar Special Event Mage Special Event 1 Stumbled upon an imp in a bottle and accidently set it free. From time to time it appears before you and plagues you unless you guess its riddle. The riddles become more difficult each time and he has promised to take you to his home if you fail. 2–3 Visited by a spirit who told you of things to come. Gain +1 INT. 4–5 Viewed magical writing on a Vril infused wall. Gain +1 Lore (Arcane). 6–7 Allowed to study the sacred tomes in the great library at Veddashud. Gain +1 Lore. 8–9 Watch a Wizard duel that lasted several days and spanned two continents. Gain +1 Mode. 10–13 Listened to the whispered mummers of the sleeping giant on Mount Meru. Gain the Antiquarian Talent. 14–15 Followed by an owl who sometimes speaks in the language of the Hellenes. It loves strong drink and the occasional taste of human flesh. 16–17 Bargained with a being from another world who was trapped in a mirror in your masters sanctum. You have been offered great rewards of power and service if you break the mirror and free the thing. Of course this will put your master in danger and perhaps the rest of the world. The being awaits your answer… 18–19 Rescued a Nubian princess from the Death Cults of Sheba. As a reward she performed the fabled “Pleasure of Kings” dance for you. Gain +10 Renown. 20 In a dream the hero was visited by ten dead Atlantean kings and shown forgotten rituals and practices used when the world was young. The next day scholars around the world found your name and a drawing inscribed in all their magical tomes. In the drawing you held in one hand a rod of deep green and in the other you held a bolt of lightning. Gain one 30 Renown and a Magical Tradition talent of your choice.58
  • 59. The Priest The pious live their lives in the service of the gods. Trained to see the active hand of the gods ineverything, the Priests are wise.Priest Path Bonus Skill+1 Lore skill (Theology) General Event 1–2 Battle 3–7 Enemy 8–9 Relationship 10–12 Scholarly Pursuits 13–14 Great Fortune! 15–16 Tragedy! 17–19 Scholar Special Event 20 Priest Special Event Priest Special Event 1 Plagued by the ghosts of the dead. Gain one spirit who acts as a servant. 2–3 Visited by a spirit who told you of things to come. Gain +1 PER. 4–5 Gave hospitality to a diseased beggar and was rewarded with a story of the past. Gain +1 Lore (Arcane). 6–7 Allowed to study the sacred tomes of Aesculapius. Gain +1 Medicine. 8–9 Solved the problems of a King. Gain +1 in Lore. 10–13 Favored by the gods for your service. Gain the Second Wind Talent. 14–15 Blessed (cursed?) by the gods with the ability to see the future. 16–17 Fate Eater. You are blessed (or cursed) by the gods to take the fate of another upon yourself, relieving the other of the burden. The Hero may ritually eat a meal that includes some aspect of the other. When finished, he may relieve the other of a number of permanent points of Ātman. The Hero must take half the Ātman points as his own while the remainder are scattered to the winds. 18–19 Traveled to the underworld and begged the god of Death for the soul of a loved one. The dark god took pity on you and your gloomy story, and allowed you to leave with the loved one. Gain +10 Renown. 20 Looked upon the true visage of a god and burned your soul. The Hero’s hair falls out and never grows again, and chilled air flows from his mouth when he speaks. Gain one 30 Renown Divine Power of your choosing. 59
  • 60. The Rogue The good-natured rogue or rapscallion tries his hardest never to do an honest day’s work. The Rogue Path Bonus Skill +1 Stealth General Event 1–2 Scholarly Pursuits 3–7 Battle 8–9 Enemy 10–12 Relationship 13–14 Great Fortune! 15–16 Tragedy! 17–20 Rogue Special Event Rogue Special Event 1 You’ve crossed one too many people in your day and now someone is on your trail looking to even the score. Roll on the Enemy table. 2–3 You have become incredibly nimble evading the city guards. Gain +1 in Evade. 4–5 You once stole what was thought could not be stolen and lived to tell the tale. +2 Renown. 6–7 You have in your possession something beyond a king’s ransom. You have kept it hidden from the day the old man gave it to you. It frightens you but you believe that it also keeps you safe from harm. It is important, you know it! 8–9 Through study you have become quite an adept rogue. Gain +1 in either Disable Mechanism or Stealth, pick one. 10–13 Crime does pay. You have spent 4 years in prison and learned from the best criminal masterminds the Known World have seen. Gain +1 in any skill you see fit. Instead of rolling for age, add four years. 14–15 Living on the streets has given you wiles and acumen. Gain +1 in Lore (Streetwise) 16–17 You have gained a friend who is a high-ranking crime boss. He treats you as he would a member of his own family. 18–19 Stole the Destiny of another! The Hero may disregard the first 2 permanent Ātman Points that he receives (may only do this once per character). 20 Stole a great artifact of significant Renown or power. Roll on the Special Gift chart and receive the result plus 10 Renown and then roll on the Enemy Chart to find out who you stole if from and what they plan to do about it (no need to roll on the “They are your enemy because…” chart).60
  • 61. The Sailor The pilots of Atlantis and beyond. These intrepid souls are the ones that ply the sea ways andnavigate the perils of the oceans.The Sailor Path Bonus Skill+1 Pilot (sailing vessel) General Event 1–2 Scholarly Pursuits 3–7 Battle 8–9 Enemy 10–12 Relationship 13–14 Great Fortune! 15–16 Tragedy! 17–20 Sailor Special Event The Sailor Special Event 1–2 While lost on the open seas you have seen the shores of the underworld and returned to tell the tale. Gain +4 Renown. 3–7 Fell in love with a Siren. You were held by your shipmates but you long for her embrace. Gain +1 to piloting (boat). 8–9 You have been given small sailing boat for your service to your king. 10–12 You have traveled the entire World twice over. Gain +1 in Navigation. 13–14 Your travels have exposed you to many things. Gain +1 in Lore (Regions). 15 Served with Sorat Youbdi the famous Tharshesh trader. Gain the Well Traveled talent 16 Won a trading boat in a game of chance. 17 You’ve spent a lot of time in aboard a ship. In that time you have learned quite a bit about the inner workings of your craft. Gain +1 in navigation. 18 You have seen many things and experienced different cultures. Gain +5 in any one language. 19 During your travels you saved the life of a travelling poet and he has written a very popular song that regales your exploits. The song is overblown and most of the facts are untrue but it always gets you free drinks in any tavern you enter. Gain +5 Renown. 20 While in port you encountered a god who requested you travel with her. The adventure took you beyond time and space, allowing you to touch the fabric of reality. You may disregard the first 2 permanent Ātman Points you receive (may only do this once per character). 61
  • 62. The Scholar Your life is consumed with questions and their answers. You are a philosopher, a playwright, and a physician. You are one of the learned. You know thyself. You are one that travel the world, telling and keeping the stories of the gods and their champions. The Scholar may be the playwright, academic, or historian that is the keeper of the arcane knowledge of the city-state. The Scholar Path Bonus Skill +1 Lore Skill (player chooses) General Even 1–2 Tragedy! 3–6 Enemy 7 Battle 8–12 Scholarly Pursuits 13–14 Relationship 15–16 Great Fortune! 17–20 Scholar Special Event The Scholar Special Event 1 You have written a great play loved by people all across continent. Gain +4 Renown. 2–3 You were the student of a great scholar. He taught you a great many things during your time with him. Gain +2 Renown and +1 INT. 4–5 You have cataloged many things while traveling and written many books on the subjects. Gain +1 in any one skill of your choice. 6–7 You have written a great play loved by people on your country. Gain +2 Renown. 8–9 You have discovered a little known fact during your academic studies. +5 in Lore. 10–13 For a few years you were the traveling companion of an Atlantean hero. You experienced many things and witnessed a great many wonders. Gain +1 in any one skill of your choice. 14–15 You have traveled the world in search of knowledge and the truth. Gain +1 in any two skills of your choice. 16–17 During your studies at a temple, you spoke to what you believe was a god. He/She told you things that expanded your consciousness to the far corners of the universe. Gain +4 Renown and +1 INT. 18–19 Solved a math equation that unlocked the untapped recesses of the mind. Gain +1 MR. 20 You stumbled upon the web of fate and rearranged your own destiny. The Hero may disregard the first 2 permanent Ātman Points that he receives (may only do this once per character).62
  • 63. The Warrior You have chosen to live your life as a protector of the weak. Your prowess and skills know noequal.The Warrior Path Bonus Skill+1 Weapon Skill (player chooses) General Event 1–2 Scholarly Pursuits 3–6 Relationship 7 Enemy 8–12 Battle 13–14 Great Fortune! 15–16 Tragedy! 17–20 Warrior Special Event The Warrior Special Event 1 You participated in the killing of an Atlantean champion! Gain +2 Renown and +1 in any weapon skill. 2–3 You have proven yourself in battle and for a while captained a group of Nubian mercenaries. The group has never forgotten you and counts you as one of their brothers. 4–5 You saved the life of young boy and he has pledged to follow you anywhere and repay his debt to you. He learns at your feet and respects you for your prowess. 6–7 You trained at the military academy in Hellas. There they focused your mind and hardened your body. Gain +1 in STR. 8–9 Many battles have honed your martial skills to a razor’s edge. Gain +1 in any one combat skill. 10–13 You defeated a Turani noble and took his wife as your prize. She is stunningly beautiful but very stubborn and prideful. Gain +4 Renown. 14–15 Ares was impressed with you for a battle you participated in. He has blessed you with an exceptional weapon with +1 DR per point of CHA the Hero has. 16–17 Told to walk into a cave under an ancient tree by an elderly priest. He told you that you did not need any weapon there and you agreed. Inside you met and bested a dark version of yourself, gaining a new insight into who you are. From that day on your purpose in life has been clear. The Hero may disregard the first 2 permanent Ātman Points that he receives (may only do this once per character). 18–19 Spent times guarding a famous ambassador. Gain +2 in Parry skill. 20 Studied with a great weapons master. Gain +1 CR. 63
  • 64. Specific Events Battle A warrior’s life is hard and fraught with many martial challenges. The battle is where you win Renown and test your mettle against the enemy. 1 Fought as a mercenary in the jungles of Awalawa against the forces of the Back Circle. You were noticed by the great Nubian general Niankhe and taken under his wing and taught how to command men during battle. +1 Influence skill 2 Fought with Minoan during the Red Tide. During the battle you made an enemy of an Acheron commander named Ahmes Ahmose. He has vowed to kill you. 3 Involved in the storming of the Black Tower during the Great Darkness. There you witness the Binding of the Demon Baal. Gain +1 WIL 4 You helped defend a Sheban priest during the Battle of the Serpent Kingdoms. You help deliver the priest but during your journey became emotionally involved. Roll on Romance chart A 5 Killed the Formorian Chieftain Nungo during the Beast War. Gain +4 Renown 6 Fought in the slave pits of Yallock and won your freedom after a year of slavery there. Gain +1 resolve 7 Dueled the pirate queen Zenobia and lost 4 fingers on your left hand. So pleased with the feat, she wears them on a necklace around her neck. She seeks to complete the set. 8 Fought revenant forces near the Tharshesh border and threw the spear that brought down the fiery wickeman behemoth. Not only did you turn the tide of the battle, you now have the enmity of all revenant. Gain +1 in thrown weapons skill. 9 Spent your time as a mercenary. Fairly uneventful. Gain +1 to any one fighting skill. 10 Wrestled a Nubian champion at a local bar and won! Gain +5 Renown and +1 in Unarmed Fighting. 11 Battled alongside the great Nubian warrior Shabataka. He taught you the art of misdirection and evasion. Gain +1 Evade. 12 Fought pirates in the Saharan Sea. During the melee you threw a spear through ten men…or at least that’s how the story goes. Gain +1 in either STR or CON, choose one. 13 Fought alongside the Amazons during the last Beast War. You learned quite a bit from the fierce woman warriors. +1 Weapon (Bow). 14 Fought Bravely during the Great Darkness war and killed many revenants. +2 Renown and gain a full suit of Heavy armor. 15 Worked as a private soldier for a noble. Your duties included security while hunting and personal body guarding of him and his family. +1 Lore (Etiquette) 16 The Battle of the Abyss. During a battle with pirates in the Sargasso sea, your ships dove through into the Nether Regions. There you fought not only the pirates but Harpies as well. 17 You placed second in the gladiatorial games of Tamaonchan. +1 Renown. 18 Tore the tongue from the mouth of Etor the Glib. He and his band or mercenaries now seek your death. 19 Battle at the Well of Madness. You stood at the lip of the well and fought the horrors that issued forth. The psyche and soul were blasted and forever changed by the antediluvian horrors that you saw. +3 resolve skill 20 You were instrumental in the downfall of the Naga king in the battle of the Serpent Kingdoms. 64
  • 65. The Enemy Along the way every Hero will meet new friends and make black-hearted enemies. This enemywill do almost anything to see you ruined in some way, and in some cases they will want you dead.The Hero may now take the enemy as a disadvantage that reoccurs during the course of play. She hascomplete authority as to what priority she wants to assign to the enemy. 1 A God 2–3 A Parent 4–5 A Sibling 6–7 A Senator 8–9 A King or noble 10 A Professional rival 11 A Close Friend that harbors a secret hatred 12 A Priest 13 A Son or Daughter that you never knew you had 14–15 A Monstrous Creature 16–17 An Ex-lover 18 An Atlantean 19 A Naga 20 Pick two and combine them They are your enemy because… 1 You ruined their life or caused them to lose status. 2 You foiled their insidious plot and were hailed as a Hero. 3 They have an unrequited love for you that has turned to anger. 4 They hate what you stand for or who your family is. 5–8 You’re fated to kill them. 9 Caused the other to lose face or status. 10 Caused the loss of a lover, friend, or relative. 11 Accused the other of cowardice or some other personal flaw. 12 Turned down others offer of job or romantic/sexual involvement. 13 Caused a major social humiliation or loss of Renown. 14 Was a romantic rival. 15 Ran afoul of the others social or status prejudices. 16 You took something special from them. 17 Deserted or betrayed the other in a dangerous situation. 18–19 Had a rivalry on the battlefield that continued after the conflict. 20 Caused a physical disability. What do they plan to do about it? 1–5 They want your life ruined. 6–10 They want you dead. 11–15 They will ruin the lives of those around you to make you suffer. 16–20 They will work with your other enemies to kill you. 65
  • 66. Relationships The Hero will make friends and fall in love along his journey. 1–3 Go to Romance Chart A. 4–5 Create a close friendship with a Noble. 6–7 Befriend a wild Beast and it becomes your pet. 8–9 Create a close friendship with a Priest. 10–11 Befriend a contact in a random city (perhaps a player character). 12–13 Create a close friendship with a sailor. 14–15 Befriended a Nubian warrior king. 16–17 Create a close friendship with a Warrior. 18–19 Go to Romance Chart B. 20 Fall in love with a God (Roll on Tragedy Chart). How strong is your relationship? 1 They would betray you at the first sign of trouble. 2–5 They have a love/hate relationship with you. 6–10 They are as friendly to you as you are to them. 11–15 You are extremely close lifelong friends. 16–19 They are secretly in love with you and would die for you. 20 They have promised to lay their life down to appease the fates to allow you to live. Your Hero may escape death once but somewhere in the universe this friend will fall dead. Romance Chart A You have found the love of your life. 1 The lover is ill and will die soon if they do not get a unique medical treatment. 2–3 The love is unrequited and they see you as a friend. 4–5 You are in love with someone who doesn’t know you exist (perhaps a player character). 6–7 Your lover is missing. 8–9 In love with the person but their father/mother wants you to complete a task before you can ask for his/her hand. 10–11 You are in a love triangle. They are torn between you and another (perhaps a player character). 12–13 You have met and married the person of your dreams. Roll on Romance Chart B and gain 2 Renown. 14–15 You made a big mistake and married the worst person in the world. They become an enemy. Roll on Romance Chart B. 16–17 They are completely devoted to you and the relationship has borne you children. Roll 1D20 to see how many: 1–5: one child (gain 2 Renown) 6–10: two children (gain 4 Renown) 11–19: three children (gain 6 Renown) 20: twins (gain 5 Renown) 18–19 You are in a love triangle. She is torn between you and your worst enemy. 20 You and your lover are gifted by the gods to live your lives together. Roll 1D20 to see how many children the union brings and gain one point of permanent Water Ātman 1–5: one child (gain 2 Renown) 6–10: two children (gain 4 Renown) 11–19: three children (gain 6 Renown) 20: twins (gain 5 Renown)66
  • 67. Romance Chart B1 The relationship has borne you children. Roll 1D20 to see how many: 1–5: one child (gain 2 Renown) 6–10: two children (gain 4 Renown) 11–19: three children (gain 6 Renown) 20: twins (gain 5 Renown)2–3 You love the person more than they love you. They have betrayed your trust countless times.4–5 The relationship soured and they left taking the children. Roll 1D20 to see how many: 1–5: one child (gain 2 Renown) 6–10: two children (gain 4 Renown) 11–19: three children (gain 6 Renown) 20: twins (gain 5 Renown)6–7 The lover is accidentally killed by your hands.8–9 The lover turns out to be related to you — perhaps a long-lost sister that you didn’t know you had.10 Lover has fallen into the arms of your enemy (if the Hero has no enemy, roll on enemy chart).11 Love is kidnapped and ravished by a relative (parent or sibling).12 Lover has fallen in love with one of your siblings or parents.13 A god is jealous of the love you have and curses the lover to be a horribly disfigured beast.14 A personal goal or vendetta came between you.15 The lover was somehow related to you and brought dishonor upon you. -2 Renown.16 The lover was somehow related to you and what’s worse is that the union bore fruit. 1–5: one child (gain -4 Renown) 6–10: two children (gain -8 Renown) 11–19: three children (gain -12 Renown) 20: twins (gain -10 Renown)16 Lover imprisoned or exiled.18 Lover killed by your enemy (if the Hero has no enemy, roll on enemy chart).19 Your lover is already married.20 Lover is found dead with a bottle of poison in his hands. Great Fortune! The Hero has seen and experienced many things in her travels.1 Saved a princess of a rich and noble king. Gain +2 Renown and a reward of +4 to WR (temporary modifier).2–3 Solved a Sphinx’s riddle on an adventure to Khemit. The riddle gave you great insight into the universe. Gain +1 in PER.4–5 Stopped a war between two countries and was rewarded by both governments. +4 Renown, and a home in one of the rival cities6–7 Became lost in the Nether Regions and found a derelict Atlantean ship. There you found some untold treasure +8 to WR (temporary modifier).8–9 A heroic deed of some sort. Gain 1 permanent Hero Point.10 Befriended by a Veddan prince and given one of his fastest horses.11 Went on a quest and found a wondrous artifact that saved the king’s son. In gratitude, the king gave you lands to use as your own. 67
  • 68. 12 Roll on one of the following (roll 1D20): 1: Noble’s Special Event Chart 2–5: Priest’s Special Event Chart 6–10: Rogue’s Special Event Chart 11–15: Scholar’s Special Event Chart 16–19: Sailor’s Special Event Chart 20: Warrior’s Special Event Chart 13 Your retired uncle gives you his old — but well taken care of — merchant ship 14 Met and befriended a Nubian Prince. He offers you the hand of his sister! 15 Found a device (of the player’s choice, but GM’s approval) worth no greater than a Price DoD of -8 16 Encountered a group of Sea People who gave you a special map. All your travel times on the open sea are reduced by 20%. 17 A god has taken a liking to you and rewards you with a Priest Talent of your choice. 18 Found a jar of Ambrosia. 19 Befriended a wolf in the Black Forest that has befriended you. You now have a wolf traveling companion. 20 Saved a hermit while traveling who befriended you. He taught you the ways of the ancient Atlanteans. Gain one Mode of choice at +5 Scholarly Pursuits During the Hero’s travels he saw things, spoke to people, and learned at the feet of great masters. 1 Studied at the feet of a great Himvati philosopher and learned the secrets of the mind. +1 MR. 2–3 Witnessed the universe through the eyes of a dying Jinn. This experience changed your view of the universe and now you seek some truth you glimpsed. +1 MR. 4 Brought before the Agora of Atlantis to speak on a subject you have expertise in. Gain +5 Renown. 5 Found a golden mechanical bird that whistles bits of wisdom. He’s become your constant companion and grants you the Antiquarian when he is around. 6–7 Solved a great Khitian riddle and won the respect of a Khitain noble. As a reward you were given free passage in Khitai until the end of his days. 8–9 Was allowed to study for a week at the great library in Ophir. +1 INT. 10 A fellow academic out-spoke and disgraced you at a symposium. The scandalous thing she said besmirched your good name and even now the lies follow you. Lose 4 Renown. 11 Tutored the child of a great leader and earned the child’s respect and loyalty. Gain Favor in High Places talent. 12 Studied at a small temple in the Mediterranean sea for a year and learned at the feet of a wise old woman. +4 in any one INT skill. 13 Spoke at the funeral of a great leader and immortalized him in the hearts of her people. Gain +5 Renown. 14 Professed your love publicly to the person you love with a poem of unequaled greatness. Gain +10 Renown. Roll on the Romance Chart A 15 Spent several weeks in intense study at the universities of Ophir. +1 in any one INT skill. 16 Gained an academic enemy during a debate at a symposium. He was so disgraced that he swore vengeance upon you and your sons and their sons. 17 Explored the deep reaches of jungles of Awalawa with an intrepid group of Heroes and chronicled their adventures. Gain +5 Renown. 18 On a pilgrimage to Zin, you lost a trusted friend in a boating mishap. His ghost now haunts you until his body (lost in the sea) is laid to rest. 19 Found a book of an obscure 1st Age philosopher in a run-down book store. Gain +1 in INT, PER, or CHA Attribute. Choose one. 20 Wrote a great poem to a romantic relationship that became famous in your local area. +5 Renown. Go to Relationship Romance chart A.68
  • 69. Tragedy Not only do Heroes reach unparalleled heights of Renown, but they also reach the dismal bowelsof despair. 1 A limb is ruined in a battle or accident. Lose 1 DEX. 2 Loss of an eye in an accident. Lose 1 PER. 3 Through a tragic mishap you are responsible for the death of a Noble’s only son. Lose 4 Renown and gain a new enemy in the form of the noble. 4 You become sick with a rare and almost fatal illness. Lose 1 STR. 5 A friend is killed by your enemy. 6 You are the cause of a war or conflict where many innocent suffered and died. Everyone knows of your burden and shame; lose 10 Renown. 7 During one of your many battles, you are left with a terrible scar. (If the Hero gets this result two times his CHA score is reduced by 1). 8 A parent or sibling dies, Killed by a travelling companion (choose a player character) 9 Incurred the wrath of a shaman who was a lover. The lover cursed you with unnatural eyes like black marbles that weep blood. The curse will end when the lover is appeased or killed. 10 A friend dies by your hands. Lose 4 Renown. 11 You publicly fail at an important task. Lose 4 Renown. 12 A romance goes terribly wrong. The lover kills the children that you had between you and then commits suicide. 13 Broken in a horrible interrogation. Lose 1 WIL. 14 Watched a loved one waste away of a horrible disease. 15 Lover committed suicide because of some miscommunication from you. 16 Lost an eye in a quarrel with a lover. Lose 1 PER. 17 Mistakenly accused a friend’s lover of infidelity and the person was killed in a jealous rage. Lose 4 Renown. 18 Accidentally crippled a loved one in a riding mishap. 19 Sold into slavery where you toiled for years (double the time s spent) and branded on your face as a slave. 20 Roll twice 69
  • 70. Step Five: Other Details Other Details Spending Customization Points Once the Hero finishes the Life Path the player now has 30 Customization points to spend on Attributes, skills, and talents to further customize his Hero. Buying Attributes Players may now modify their Hero’s starting Attributes further by spending an allotment of points. Customization points may be spent on the following Attributes: Intelligence (INT), Perception (PER), Will (WIL), Charisma (CHA), Strength (STR), Dexterity (DEX), Constitution (CON), Speed (SPD), Combat Rating (CR), and Magic Rating (MR). Attributes Attributes cost = 5 points per +1 During Character Creation the Hero may purchase attributes at a cost of 5 Customization points per +1rank Example: A Hero with a start STR of +1 from character creation wants to buy his STR up to +3. This would cost the Hero 10 points; 5 to buy it to + 2, and 5 more to buy it up to +3. Buying Down an Attribute An attribute may be lowered to gain additional Customization points. For each point that a player reduces his Hero’s attribute he gains an additional 2 Customization points. An attribute may only be bought down to -5. Example: A Hero with an INT of +1 wants his Hero to be a bit slower than average. He wants to reduce the Hero’s INT to -1. The player would gain 6 Customization points for the 3 point reduction. Racial Attribute Maximums To raise an attribute above the racial maximum cost 10 Customization points Example: a Human with a STR +5 would need 10 points to raise his STR to +6. Attribute Benchmarks Most normal Humans have Attributes in the -5 to +5 ranges, with zero being the “average.” Attributes greater than +5 are considered “superhuman” and Attributes below -5 indicate a serious disability of some kind. There will also be instances where a particular Attribute is not applicable or is missing altogether. An example might be a tree’s SPD or a non-corporeal spirit’s STR. Races have different racial maximums with Attributes that may exceed the normal Human maximum. Consult the chart below. Racial Maximums INT WIL STR CON PER CHA DEX SPD CR MR Anubim +4 +5 +5 +5 +5 +4 +6 +5 * * Balam +4 +5 +5 +5 +5 +4 +5 +6 * * Garou +4 +5 +6 +5 +5 +4 +5 +5 * * Owlmen +4 +5 +5 +5 +7 +4 +5 +5 * * Nemeans +5 +5 +6 +6 +5 +5 +5 +5 * * Taurans +4 +5 +7 +7 +5 +3 +5 +5 * * Tritons +4 +5 +5 +5 +6 +5 +5 +6 * * Ahl-At-Rab +3 +5 +5 +5 +5 +5 +5 +5 * * Atlanteans +5 +5 +5 +5 +5 +5 +5 +5 * *70
  • 71. Jinn ** ** ** ** ** ** ** ** * * Humans +5 +5 +5 +5 +5 +5 +5 +5 * * Lemures +7 +5 +5 +5 +5 +4 +5 +5 * * Nethermen +2 +4 +7 +7 +5 +2 +5 +5 * **= There is no racial upper limit for Combat or Magic Rating**= different for each Jinn. Roll 1D20 for each attribute. 1-5 =+3, 6-10= +4, 11-15=+5, 16-18=+6, 20=+7 Age All Heroes are assumed to start their heroic career at the age of adult (18 years for a Human). Thetime gained through the characters’ Life Paths will add onto this with the outcome being the Heroes’starting age. Adolescent Adult Elder Venerable Andaman 1–15 16–49 50–89 90 Ahl-At-Rab 1–11 12–35 36–71 72 Atlanteans 1-17 18-50 51-149 150-200 Jinn* 5+1D20 10+2D20 30+3D20 50+8D20 Humans 1-17 18-50 51-80 81-115 Lemures 1-17 18-70 71-100 101-120 Nethermen 1-12 13-25 26-40 50-60*= The ever shifting Jinn age at different rates and roll at character creation to determine what their agecategories are.Adolescent The period from infancy to early adulthood. Adolescent characters cannot have more than asingle background Life Path. All Adolescent characters take the following adjustments to theirAttributes: +1 STR, +1 DEX, -1 INT, -1 WIL. All characters begin play at their maximum adolescentage minus 3 years.Adult The period when characters have reached full physical maturation; the term, “Adult,” is used hereto denote physical maturation; not social status, which is subject to cultural mores and traditions.There are no Attribute adjustments required for Adult characters.Elder A period of gradual physical decline tempered somewhat by the acquisition of wisdom andexperience. Elder characters take the following adjustments to their Attributes: -1 STR, -1 CON, -1PER, +1 INT, +1 WIL, +1 CHA.+1D20 RenownVenerable As per the latter category, though physical decline is more pronounced over time. Venerablecharacters take the following adjustments to their Attributes: - 2 STR, -2 CON, -2 DEX, -2 SPD, -2PER, +2 INT, +2 WIL, +1 CHA. +2D20 RenownNote: The above Attributes are not cumulative. Skills Skill cost = 1 point per +1 Skills at Character Creation cost one point per +1 added to the skill.Note that a player may have up to a maximum of +10 (except for languages) in a skill at Character Creation.If a skill already has 10 or more levels (from lifepaths) the hero may not spend any customization points toincrease it further. 71
  • 72. Talents Talent cost = 5 points per Talent Talents at Character Creation cost five points each. Hit Points (HP) Hit Points = CON + Racial Hit Point Total This is a measure of a character’s ability to sustain injury before dying. The average number of Hit Points an individual or creature possesses is determined by race (and may be further modified through the selection of Talents). This total is modified one time only for beginning characters by adding or subtracting a number of points equal to the individual’s Constitution Rating. Thereafter, Hit Points do not increase. Hit Points are not used as an Attribute Modifier nor are they used to make Omni Table rolls. Renown A Hero’s Renown encompasses his deeds and reputation throughout the Known World. This value represents his deeds, special abilities, attitude, and all the other subtle acts that together represent her stature in the eyes of individuals. Heroes earn Renown as they adventure across the stars upholding justice and seeking truth. Hero Points Hero Points = 3 + (Charisma Attribute) Hero Points represents the cosmic luck that all Heroes have in fiction — that little bit extra that gets him through the harrowing ordeal. There is always something different about a Hero that helps him stand apart from his more mundane counterpart. He is able to climb the mountain no sane person would, he can fight and best a lion, and he can take injury that would lay a normal person low. This is illustrated by the Hero spending Hero Points. Your Hero starts the game with a pool of points that can be use to affect the outcome of dice rolls or damage taken. The maximum amount of Hero Points the character may have in her Pool is equal to 3+ her Charisma Attribute (minimum of 3 Hero Points). This amount goes up as the Hero gains Renown. Whenever a player makes any roll (Attribute, skill, damage, power, and so on), she may spend Hero Points to increase the total. She may use Hero Points up to a maximum based on the Hero’s Renown score. Use the following chart to determine the allowable number of Hero Points. Renown Score Hero Point Max Per Roll 1–20 2 21–40 3 41–100 5 101–150 6 151–200 10 200+ Any Example: A Hero with 20 Renown may only spend 2 Hero Points during an action, while his much more famous friend with 150 Renown can spend up to 6. Your character can use Hero Points for a variety of things: · Players may spend Hero Points to increase a roll by +2. Hero Points may be spent after the roll is made. · Hero Points may be used to negate a mishap or critical failure. · One Hero Point will add +4 to damage inflicted. · Hero Points may be spent to negate 4 points of damage per point spent. The Hero can spend up to his maximum amount of Hero Points in this way Example: Iolaus is fighting a giant Lemurian machine construct on an archipelago in the Elysium Ocean. At his disposal are three Hero Points. The machine shoots a gout of flame at the nimble Hero, hitting him for 30 points of damage! Iolaus is in the pursuit of a Diomedean bridle and decides this would be a good time to use his Hero Points to negate the damage. Iolaus’ player spends all three72
  • 73. Hero Points and negates 12 points of damage. · Two points will give you one extra Action for one round of combat without any multi- action penalty. · Two points can be spent to negate the unconsciousness effects of a critical hit. This takes a full turn to complete.Give another Hero Points A Hero may give any or all of his available Hero Points to another by clasping hands and wishingthe other luck. This takes one round and during this time the two Heroes may do nothing else other Gaining morethan reaffirm their friendship and willingness to help one another. A Hero may only be “gifted” a Hero Pointsnumber of Hero Points equal to 3 times his normal amount. The Gifting Hero will not regain his during Playnormal amount until the “gift” is used or given back. A Hero can gain The Hero Points are available until used and must be used first before their own personal pool is more Hero Pointsused. If the gifting Hero dies before the Hero Points are used the receiving Hero takes one Obsession during play a numberPoint because of grief and guilt. of ways. · Activate aRegaining Spent Hero Points disadvantage Hero Points are used through out the course of the adventure and only reset at the beginning of · Pray to ora new adventure. An adventure may be more than one game session long, so players should use the blaspheme thepoints wisely. gods (This is covered in the Renown and Hero Points section of the The more Renown the Hero possesses, the more Hero Points the Hero will eventually have at his gods)disposal. When a Hero attains a certain levels of Renown they may add two points to their permanent · Offer sacrificeHero Point total. A Hero adds these points at 50pt, 100pt, 150 pt, 200pt, 250pt, and the 275pt level of or votives to theRenown gods (This is Example: Iolaus (with 5 Hero points) reaches 50 Renown. He may add 2 points to his Hero Points covered in the for a total of 7 points. section of the gods) · Swear an Oath in Below is a benchmark list of what Renown is the name of a god 1–10 A Hero known in a local town (This is covered in the section of 21–30 A Hero known in one major city the gods) 31–40 A Hero known in one province or state region · Using a Ātman 41–50 A young Hero known on one country 51–100 A known Hero in one continent 101–150 A Hero known on several continents 151–200 A Hero known all over the world 300+ A Hero whose deeds have become legend. Recognized throughout the world and who’s actions have been deified The more Renown that a Hero possesses, the better he is known in civilized areas. Depending onwhat his deeds are, he will either be regaled or reviled by the common folk. The character will amassRenown as a reward given by the GM when he has performed noteworthy deeds. Renown has a benefit in combat and social situations. When the GM’s characters encountera player’s Hero, they may roll against his Renown to see if he is known by the individual. Themore Renown that the Hero possesses, the easier it is to recognize him. This can be a benefit andsometimes a bane, as people will have heard stories of the Hero’s deeds, losses, weaknesses, andfoibles. To know of someone’s legend the person must make an INT roll with a DOD determined bythe amount of Renown the Hero possesses. If a player wants to know more about someone, the DODgoes up one level. Example: Iolaus (150 Renown) wants to impress a nymph with his greatness. With 150 Renown she needs to roll DoD+2 to have heard of the great Iolaus. 73
  • 74. Renown Difficulty 1–10 -7 21–30 -6 31–40 -5 41–50 -2 51–100 0 101–150 +2 151–200 +3 300+ +5 Social Affairs In social situations, Renown adds a bonus of +1 per 50 points of Renown to any social dice roll situation where your name is heard. In some cases it will act as a penalty. Example: Iolaus (150 Renown) is seeking an audience with the King of Argos. While speaking to the palace’s Major-Domo, Iolaus says, “I am Iolaus of Thebes, son of Iphicles. I would like to speak to the great king of this house.” Iolaus rolls his CHA with an added bonus of +3 (150/50 = 3). He rolls a success! Since the Major-Domo knows of Iolaus and his great deeds he rushes to his king to tell him of the great Hero that stands outside his doors. If, on the other hand, the Major-Domo had a reason to hate the Hero or his father, then the Renown would act as a penalty of -3. Wealth Rating (WR) Wealth Rating = Determined by profession In Atlantis wealth is represented much like a attribute. When a hero wants to make a purchase of any kind the GM compares the difficulty amount to the hero’s Wealth Rating and evaluates if he may purchase it or he may allow the hero to roll his Wealth versus an assigned DoD. Wealth does not represent an actual money value rather it represents a hero’s ability to pay for and acquire the things that he needs. Each character thus gets a Wealth rating, which represents the amount of money the character can get without too much trouble on a regular basis because of work or investments. Include any modifiers to rating due to Disadvantages or Advantages. Hero Points may not be spent to modify the rolls of a fund check and a hero may make a number of Wealth checks each game equal to his INT attribute+3. The Wealth check should not be used for trivial items that the hero would normally be able to purchase (such as a sandwich or a cool drink) but only when things that could affect the game are needed (such as a vehicle or a piece of expensive equipment) After character creation, a player can only increase the Wealth attribute by role-playing. Wealth Rolls When a hero wants to purchase something she uses her Wealth rating with a DoD equal to the items price. All prices are rated in difficulty modifiers. A very inexpensive relatively easy to find item may be represented as a bonus to the roll where very expensive item may have a very high penalty. Example: a loaf of bread may have a price of -3 while a large sail boat may have a rating of -15. Example: A hero with a WR+4 wants to purchase an item with a price DoD-9. The hero would roll with a penalty of -5 to his roll. Critical Failure The hero loses one point of WR for the remainder of the adventure Failure The hero may try again with a accumulative penalty of -1 Partial Success The hero fails to make the purchase but may try again at no penalty Success The hero purchases the item or service Critical Success The hero purchases the item or service but does not use a WR use.74
  • 75. Failed Wealth Rolls A hero who has failed a wealth roll to purchase an item may try again with a -1 penalty. Thispenalty is increased further with each additional roll. Example: a Hero with a Wealth Rating of +2 is trying to purchase an item with a price of -4. She rolls the dice and fails the roll but would like to try again. The new DoD is now -5 and if she fails and tries again the price DoD is now -6. Trivial uses of WR Buying a loaf of bread or a drink at a bar should not cost a hero with an average wealth a Wealthroll. The GM should just allow the hero to have it and move the narrative along. If however the herobuys the entire bar a round of drinks or a poor neighborhood enough loaves to feed them for a day aWealth roll is in order. Combining Wealth Rolls A number of heroes may combine their Wealth Rating and attempt to make a purchase. Whendoing so the Hero with the highest WR makes the roll and may add half the contributing heroes WR(round up) to his rating. This counts as a WR use from all involved. Example: Four Heroes want to pitch in and purchase a large ship for use during their adventures. The first hero has a WR+5 the second a WR+2, the third has a WR+4, and the last a WR+3. The Hero with the WR+5 will take the lead and the other three all throw in half their rating and get a +5. This is added to the lead Hero’s WR+5 for a total rating of +10 for the purchase. Windfalls and Bankruptcy There may be times during the course of the adventure when the hero comes into a great deal ofmoney or looses money because of some great financial disaster; this is represented by a modifierto the Wealth rating. In most cases the hero will have a temporary modifier to his rating that may beused a number of times. The higher the worth of the item, or treasure the larger the modifier. The number of uses isdetermined by dividing the modifier by 3 (round up with a minimum of one use) Example: a hero finds a treasure worth a +12 modifier. He may use it 4 times. The number of times can be modified by the GM but doing so makes the amount worth quite abit more. As a guide the number of extra times that a hero can use a bonus wealth modifier shouldnever be greater than zero up to 5 times depending on the magnitude of the reward or loot find. Example: a hero with an INT +1 and a Wealth rating of +2 is rewarded a great deal of riches (money or resources) for some great deed she has done. The GM decides that a bonus of +3 to his Wealth Rating is appropriate allowing the hero to use the bonus for 1 additional roll. The hero could use her Wealth rating 5 times at a +5 rating. If a group of heroes come into a large sum of wealth such as a treasure find of a reward froma grateful noble the wealth rating bonus is divided (as the player see fit) among the heroes. Thenumber of uses is determined using the final amount attributed to each hero. Example: during an adventure three heroes stumble upon a lost cache of forgotten gold. The GM determines that the Wealth Rating for the find is +14 for 4 uses. The heroes divide the treasure equally giving each hero a +4, +4, and +6. Two heroes would have one use while the last would have two additional uses of the modifier. Hero Points and Wealth Hero Points may never be used to modify a wealth roll or mitigate a critical failure. 75
  • 76. Disadvantages Disadvantages are the disabilities, quirks, and weakness that the Hero has developed over the span of his lifetime. No Hero is without a blemish and these are what define the Hero. ATLANTIS does not use a standard list of disadvantages that you might find in other products, but instead lets the player to choose what is right for his character, allowing him to customize his Hero’s imperfections as he sees fit. Each Hero must have three disadvantages that are rated in levels. The player has five levels to distribute between the disadvantages with no more than three in one and no less that one in any of them. The more levels in the disadvantage the more serious a hindrance it is. During the course of play the player may want to change the order of the disadvantages and that is fine as long as there is a logical reason for the switch in priorities. NOTE: Players are encouraged to draw upon elements from their life paths to create disadvantages, especially tragic events. Players have five levels to Disadvantage typesallocate between three Disadvantages come in three varieties: Relationships, Internal, and External Problems.disadvantages. Nomore than 3 levels inone disadvantage, no Relationshipless than one level in a disadvantage. Relationships are disadvantages that involve one or more other people. If the Hero has a needy lover that always wants attention then that is a relationship disadvantage. Examples include: · An enemy who wants to see the Hero suffer or dead · An elderly mother who needs constant attention · A social obligation to a group of people who depend on her for protection · A scorned lover · A beautiful girl who doesn’t know you exist but you admire from afar and protect from trouble · A lover who’s trapped in the underworld, and you’re expected to get her back Internal This type of disadvantage represents some type of quirk or mental limitation that makes it hard for others to interact with a character, or some type of psychological disability that makes certain actions more difficult. Examples include: · Anger problems · Vows, or codes of conduct · Flashbacks or night terrors · Depression or paranoia · Long-winded or overconfident · Pathological lying · Substance abuse · Low self esteem · Cowardice · A religious fanatic, or atheist · Narcissism · Greed External Problems This category catches all the disadvantages that aren’t relationships or internal Personality quirks. Examples include: · Poverty · A physical limitation such as one eye, or missing an arm · Bad luck · A terrible secret · Debt · Young or old age · Strange appearance76
  • 77. · A vulnerability to a substance · Being a fugitive · Police record or shady backgroundIolaus’ Sample Disadvantages As a young Hero fresh off his home country, Iolaus’ disadvantages look like this Type Level Notes Relationship 2 Hesperos the butcher. The butcher is a pirate ringleader who sold Iolaus into slavery with the Zannite years ago Personality 1 Hot-blooded. Iolaus is quick to anger when challenged or crossed External 2 Indebted. Iolaus owes a debt to Strategus Dylon for saving his life. Sometimes Dylon uses the debt to bend Iolaus to his will making him do things he would normally not do What do I do with them? Disadvantages are brought into play by the player for a few reasons: · It makes the game more interesting and allows the player to inject a bit of drama · It spotlights an aspect of a character that a player would like to explore · It gives a player Hero points to add to rolls in the scene equal to the level in the disadvantage. The player is in total control of when and if the drawback is used. If the player never uses thedisadvantages during the course of the game that is his option — but what fun is that? One, hischaracter will never grow, and two he will never get to take advantage of the bonus points thedisadvantages give him. When can the Disadvantage be used? The player may call upon the disadvantage in any situation. The GM must approve it but whenactivated the Hero is essentially bringing down the pain upon his own character, creating drama inthe plot. Because he is in some way causing trouble for himself he gets disadvantage points that hemay bank and use at a later date. These Disadvantage levels act in the same way as Hero points butthey must be used before the end of the game or they are lost. The Hero may activate a disadvantage only once per game and no more than 5 Hero points pergame can be acquired in this way. Example: Iolaus is at a symposium during the course of the adventure and his player, Tyrone Bigums, decides that this might be the perfect time to garner some Hero points for use later in the game. Tyrone decides that Iolaus runs into his archrival Hesperos (Relationship level 2). The GM approves the actions and starts to play out the scene of Hesperos’ entrance and eventual confrontation with Iolaus. The scene is role-played to everyone’s satisfaction, ending with Iolaus garnering 2 Hero points for later use. Once the disadvantage Hero points are used they are gone and can only be replenished ifthe Hero activates the disadvantage again. The player may do this again later with his otherdisadvantages and receive disadvantage bonus until he hits his Max (5 levels), calling on his 1-leveldisadvantages to max out his limit of five level per adventure. Disadvantage bonus must be spentduring that adventure or they are lost and must be activated again during later adventures. GMs may try to activate a disadvantage because of plot developments, and if the player agrees tohis disadvantages being activated he receives the disadvantage bonus (up to his max). If the playerdoesn’t want the disadvantages activated he may spend points out of his Disadvantage bonus poolto buy off the activation. If the Hero does not have points to spend he may either spend actual Heropoints or take one Fate point. These disadvantages are what helps define who and what your Hero is and should be role-playedwhen activated. Since there is no mechanic for what these disadvantages do it is up to the player andthe GM to define how they limit or hinder the player. The Disadvantage levels are a good benchmarkfor how serious the problem is. If a Hero decides that his Sworn Enemy (Relationship) is worth 1then he is not much of a hindrance compared to his alcohol addiction 3 (Personality). In this lattercase, the GM may decide that the Hero has -3 to all rolls unless she is drinking or completely wastedon cheap box wine. No matter what the case, the disadvantage should be role-played. 77
  • 78. When can I use these Points? The disadvantage bonus may be used anytime after the disadvantage is activated. The points may be used in part or whole as the player sees fit. If the player has managed to activate 4 levels worth of disadvantages he may use the four points all on one roll or may split the points up evenly between four individual rolls or any combination thereof. Changing Disadvantages During the course of several adventures some disadvantages will become more important while others will become less so or even irrelevant. If this occurs the player may shuffle the priorities or even change the disadvantages to new ones. This should be discussed with the GM and role-played to a satisfying conclusion. It is perfectly acceptable to have more than 3 disadvantages but Heroes only receive points for the top three most pressing disadvantages in their lives. If a player wants, and the GM approves, a Hero can have multiples of a type of disadvantage. Example: Iolaus wants to switch his disadvantages around. He decides that he will have two Relationship disadvantages (Sworn enemy Hesperos 2, and a Dysfunctional Love Affair with a young princess, Pelagia 2, and Hot-blooded 1) The Ātman The universe and all inside the great sphere is composed of several elements. Theses elements in balance make a fine work of art, a pleasant tea, and a great hero. What makes a thing stand above its common counterparts are the elements and how they are arranged and focused. Not enough earth or fire, and too much water will make a poor tea. A man with too much fire and not enough air is a wild savage and if oppositely arrange makes a man who thinks too much and never acts. All the elements combined compose a hero’s Ātman; his self or being. No element is inherently bad or good but too much of anything can twist a person into an extreme paragon of that element. What the Elements represent The hero’s personally, passions, ambitions, goals, and personal drives are represented by the Ātman; there is no literal fire in his belly or air in his head. There is no physical outward representation of the elements (except for the Empyrean and Void elements). A happy person is a balance person but what fun is that in a role-playing game filled with drama and pathos? The Elements that compose a hero’s Ātman is represented in numbers that wax and wan as the hero journeys through his life. The elements are explained below in the following format: Name: The name of the Element and what it represents. Applicable Uses: what the Element may be tapped for. Weak X: What the hero is like with a weak element. An element is considered weak when it is one or less. The Elements Air Represent thought, perception, the focused mind and imagination. This element represents the hero’s reasoned mind and ability to think and convey concepts and high ideas. The element is used to communicate and think analytically. Applicable Uses: A Hero is capable of think things through in order to get things done. She calls upon her Air to solve riddles, inspire those around her, and perform or great works. (Influence, Perform, Lore, and Handicraft rolls) Weak Air: a hero with weak are is a dullard with no ability to think clearly, or understand. Simple instructions are hard to understand and the hero mouth breathes. The hero suffers a penalty of -3 to all PER and INT rolls. Earth Resistance, passive power, strength Earth governs a hero’s resistance to outside forces and personal courage. She is “grounded”, practical, and not easily tricked or fooled. A Hero with control over her emotions is often seen as being very brave or stoic when confronted with horrors and danger. Applicable Uses: A Hero is capable of holding in their emotions in order to get things done. She calls upon her Earth to resist the effects of fear, mental control, or pain. (Influence, Resolve, Parry, Perform, Ride, Pilot78
  • 79. Skill rolls)Weak Earth: The hero is easily frightened and swayed by other. He doesn’t have the fortitude to withstandconstant psychic assaults and cries easily when badgered. The hero suffers a penalty of -3 to all WIL and CONrolls. Fire Passion, rage, anger, mania A hero’s fire represents his active self and the ability to act, and emote.Applicable Uses: A hero may use his fire to attack or make love to a person. Her fire represents her wildprimal self. (Weapon skill, Unarmed Fighting, Intimidate, Athletics skill rolls).Weak Fire: A hero with little or no fire in their heart is cold and emotionless. She will act but with apathy andennui for any cause and moves languidly. The hero suffers a penalty of -3 to all DEX and CR rolls. Water Compassion, wisdom, change, fluidity, deception. A hero’s water presides over his compassion, sensitivity. In some it manifests as the ability tounderstand his fellow man while another Hero might be seen as a kind and generous ruler. It is thekey to understanding another’s plight and a willingness to help when needed.Applicable Uses: When helping another. When trying to understand or come to some sort of amiableagreement or when moving in a defensive manner. (Animal Handling, Influence, Medicine, Lore (Etiquette),Evade, and Parry skill rolls)Weak Water: The hero is foolish, sluggish and selfish. She will have to be forced to help a parson in needand only then if it benefits her in someway. The hero suffers a penalty of -3 to all CHA and SPD rolls. Empyrean Ambition, quintessence, Aether, the higher self. It is the hero’s inner passion to find fulfillment that pushes them to greater and greater heights.Such drive is not purely selfish, however. Synonymous with Aspiration or a Drive to achieve andsucceed.Applicable Uses: An ambitious Hero is filled with a fire to do what he considers a good work, to change theworld, to make things better. A Hero will call upon her Empyrean element to protect innocents, to save a lovedone, or overcome a hardship. (Handicraft, Lore, Perform, Science, Modes, Investigate/Search skill rolls)Weak Empyrean: a hero with little or no Empyrean is a lay about with no higher ambition other and eating,breathing and sleeping. They are a dull ashen husk with no drive to be achieve or excel at a task. The herosuffers a penalty of -3 to all INT and MR rolls. The Void Despair, intuition, emptiness, gloom, darkness, madness, the unknown The void is not evil but is an element possessed by every living thing. It is the voice in yourhead that says “don’t go into the cave” or that sense of dread when a kindly old woman offers youtainted sweets. Some say it is a gift from the Elder Gods or a small amount of their taint that rest inour souls that keeps us away from the unknown. A hero’s Void is his natural instinct of unconsciousand unknowable knowledge better left alone. A hero’s Void allows her to know that the world hasbecome dark and dangerous. A hero who stares to long into the Void may see those unknowablethings that flit at the corner of our vision and shouldn’t be seen but provide great cosmic knowledgewhen they are.Applicable Uses: A Hero may use void to know that she is surrounded by danger or strangeness. Shetrusts very few and sees threats everywhere. She can call upon her Void to save herself from danger eventhough she knows that such an escape is temporary. (Evade, Stealth, Instinct skill rolls). She also see’s theworld’s strangeness and may use it at her whim (mode rolls).Weak Void: The hero is manic and cheerful at all times (even in appropriate times) and never see’s the evilthat lies in the heart of men. The hero is naive and trusting to a fault and believes what is said to them unlessthere is a reason not to. The hero suffers a penalty of -3 to all WIL and MR rolls. 79
  • 80. Sympathetic Element Each Set of elements has a sympathetic rating from 1-10. At low score the scores may be equal or rise and fall without affecting the other. Example: a hero with a total of 8 points in his Air/Earth elements may have 3 in the former and 5 in the latter. If one score goes up the other stays at its current level and is not affected because there is not a total of 10 points in the score yet. Once there is a total of 10 points in the combined elements the scores shift and If one of the linked traits goes up the other goes down. Example: A hero with an Air rating of 6 could not have an Earth higher than 4. Ātman Set Up At character creation each element starts with a base of one point (nonpermanent) in each element, and the player has 4 points per element that she may allocate as she sees fit. It doesn’t matter if she decides to raise which element but none can be higher than 5. Example: At character creation the player decides to allocate her points in Fire/Water elements at 2 Fire, 2 Water giving her a starts score of 3/3. If she chose she could have a Fire 5 and a Water of 1. During play the passions will wax and wane depending on the heroes actions and the situations he finds himself involved in. At character creation it is recommended to have at least 2 in each element of the Ātman. Inciting an Element A hero may incite an element when he feels strongly about something. Doing so allows the hero to gain a number of hero points equal to the element. Example: a hero with a Fire of 5 decides to use this righteous anger to fuel the battle with his enemy. He can draw up to 5 Hero Points. The Hero Points can be used any way a Hero point can be used but are not bound by the Renown use maximum. If any of the Element Points are used and roll a natural failure (a roll of 1–5 on the D20), even if ultimately the roll was a success then the Hero increases the Element rating by an amount equal to half the amount of points used (round up) minus his WIL attribute (minimum of one point). If the points are used for negating or doing additional damage, the Hero takes a number of element points equal to half the number of points used automatically and no roll is made. Example: A Hero with Air of 6, Earth of 4, and a WIL +1 is trying to disarm a trap on a door so that he and his companions can move through before a horde of enemies arrive. The hero decides to incite his Air Element of 6 and receives 6 Hero Points. The modified roll is a success but the D20 rolled a 4. The hero manages to get through the door but not without much screaming, pounding and utter frustration. His Air rating goes up by 2 points making his Earth go down by the same amount. Safely through the door the hero’s Air is now an 8 and his Earth is now a 2. Each point represents a point of Permanence and that particular element can never fall below that number of points. Example: a hero with 4 permanent points in Void can never have less than 4 points in the element and no more than 6 points in Empyrean. Number of Uses Each elements may be called upon a number of times per game determined by the amount of Renown he has. Uses Per Adventure 2 3 4 5 6+WIL Renown Range 1–40 41–75 76–150 151–200 201+ The Paragon (Permanent Element Points) A hero may become stuck in his ways and settled into attitudes and beliefs. This is represented by a permanent point in an Element. When a hero has a permanent score 7 in the element the hero becomes what is known as a Paragon of that Element. As his Element rises he becomes known for those personality traits. The more points he attains the more he becomes the embodiment of the Element.80
  • 81. Paragons The hero starts to embody the element and gains modifiers in situations pertinent to the Passions.The modifiers are listed below; Ātman Benefit (for Passions 7 and above) Air Gain +1 INT or PER (player’s choice) for each point above 6. +2 on Instincts rolls for each point above 6. A Paragon of Air will never lie; betray his companions, always striving to aid them and his community even at his own detriment. He is always transparent in his actions and speaks clearly. Deception rolls suffer a -10 penalty Earth A Model of Earth earns the Hero an increase of +1 to either WIL or CON (player’s choice) for each point above 6. The hero also makes resolves rolls with a +2 bonus for each point above 6. A Paragon of Earth often views the actions of others as impulsive or cowardly, and suffers a -10 to Instinct and initiative rolls. Empyrean A Model of ambition, the Hero an increase of +1 to either DEX or MR (player’s choice) for each point above 6. The hero also gains a +2 bonus to a skill of his choice (must pick one skill to apply bonus to) for each point above 6. It is impossible for a Paragon of Empyrean to not act to improve (as they perceive it) the world. Any chance to make things better, for themselves inspires them to act. The hero is increasingly selfish and will only act in his own best interest . Fire Gain +1 STR, CR, or SPD (player’s choice) for each point above 6. +2 on any passionate influence or intimidate rolls for each point above 6. A raging Hero lashes out at the world around her. She is often violent, calling upon her fire to destroy the things that make her angry or afraid. -10 on any social skill rolls or acts that require precision (such as handicrafts). Void Gain +2 SPD, MR or PER (player’s choice) for each point above 6. +4 on Instinct rolls for each point above 6. A Despairing Hero knows that she is surrounded by danger and trust very few. The hero has a hard time believing in others abilities to succeed and will try to escape at the first sign of trouble. The hero is skittish and easily cowed. Water Gain +1 PER or CHA (player’s choice) for each point above 6. +2 on benign Influence rolls for each point above 6. A Paragon of Compassion cannot refuse to another’s request for aid, even if they know it may result in their own demise. A hero may only fight to defend and will never kill an opponent. Example: A hero with a Empyrean of 9 would have +3 points to distribute between her DEX and MR. She would receive a bonus of + 6 to a skill of her choice. Conversely her traveling companion is a paragon of Fire with 10 points in the element. He has 8 Points and put them all in his STR attribute and gains a bonus of +12 to his intimidation rolls. Renown For each permanent point that the hero has over 6 the hero gains 20 Renown. The renown goesaway if the points are decreased. Example: a hero with an Earth of 9 would gain 60 Renown for being known as a stoic person who is not easily moved to action. 81
  • 82. Getting Rid of Permanent Points A hero may get rid a number of permanent element points by a number equal to his WIL+INT (minimum of 2) per Respite phase. During this time the hero does nothing but soul searches and is not allowed to roll on the Respite chart. Example: the hero’s group disbands for several months and go back to their respective lands and homes. The hero has a WIL of +1, an INT of +2 and 5 permanent levels scattered throughout his elements. The hero spends this time alone thinking of his many failed relationships and mourning lost comrades. Some of the ugly things he did while abroad he forgives himself for while others he hides in the dark recesses of his conscience. After several months of introspection he feels he is ready to face the world again and sets forth to reacquaint himself with his group. The hero may reduce the 5 permanent passions levels by 3 points. This represents the hero’s introspective reassessment of his emotions and beliefs. After the Respite Phase the hero is centered and better equipped to take on the rigors of adventuring in the Antediluvian world. GM Ātman test There are times when a hero is confronted with a situation that may boil hi blood, make him weep in despair, or so frighten that he loses control of his composure (or bladder). A GM may call for a element in situations where strong emotion could potentially make a situation more interesting. Some situations are listed below; · When facing down numerous opponents (Earth or Fire) · Forgiving an enemy (Water or Fire) · Trying to concentrate during a stressful situation (Air or Fire) · Asking a lesser man for forgiveness (Empyrean or Void) · Finding your lover in the arms of another (Fire, Void, Earth, or Water) When a hero is called upon to make a element test she rolls her WIL attribute with a DoD equal to the appropriate Element. The roll can be further modified by the gravity of the situation as shown on the chart below. Situation DoD Minor -3 Major -5 Extreme -7 Utterly Dire -10 Consult the chart below when a Element is rolled. Critical Failure The Hero acts in the worst possible fashion in accordance with the element and takes a permanent point in the rating. Failure If the hero fails she acts in accordance to how she believes the Element should be played out. Partial Success The hero may act with composure or give into the Element, his choice. Success The hero may act with composure or give into the element, his choice. If the roll was with a Noble element the hero may increase it by one. If the element was ignoble reduce or increase it by one, player’s choice. Critical Success The hero not only keeps control as per a normal success but he may also reduce any permanent points in the element. Tests should only be called for in tense and important situations where a strong emotional conflict occurs. Example: A hero with a Water of 3 and a Fire of 4 finds his lover in the arms of another. The GM determines that the situation is major (DoD-5) and asks the hero to make a WIL roll. The DoD for the roll is -9 (major situation -5 plus Fire -4) If the roll is a success the hero keeps his emotions under control and may add one point to his Water and reduce his Fire by one.82
  • 83. GM Adjudication The GM may decide that in some situations that the hero acted in some manner that is rewardedwith a point reduction or increase in an element. A hero who runs cowardly away from a battle maysee an increase in his Void. A hero who without thinking performs an act of charity may receivea point of Water. The points are never permanent and are never more than a one point change andshould be attributed fairly and consistently. Getting Rid of Permanent Points A hero may get rid a number of permanent passions points by a number equal to his WIL+INT(minimum of 2) per Respite phase. During this time the hero does nothing but soul searches and isnot allowed to roll on the Respite chart. Example: the hero’s group disbands for several months and go back to their respective lands and homes. The hero has a WIL of +1, a INT of +2 and 5 permanent levels scattered throughout his passions. The hero spends this time alone thinking of his many failed relationships and mourning lost comrades. Some of the ugly things he did while abroad he forgives himself for while others he hides in the dark recesses of his conscience. After several months of introspection he feels he is ready to face the world again and sets forth to reacquaint himself with his group. The hero may reduce the 5 permanent passions levels by 3 points. This represents the hero’s introspective reassessment of his emotions and beliefs. After theRespite Phase the hero is centered and better equipped to take on the rigors of adventuring in theAntediluvian world. 83
  • 84. Skills There are many different types of skills available to characters. These range from combat skills to practical skills like Climb and Swim (athletics) to social skills like Diplomacy (influence), Etiquette, and Heraldry(lore). Specific skills are covered in detail later in this section. OVERVIEW: PROCEDURE FOR SKILL ROLLS Anytime a character uses a skill to determine the result of an attempted action, use the following procedure: Skills 1. Player states Intent (which skill is to be used, and what is the character trying to accomplish?) Athletics 2. GM determines bonuses or penalties (based on the character’s Skill Rating and the Degree ofAnimal Handling Difficulty or opposing factors)Deception 3. Player rolls to attempt the actionDisable Mechanism 4. GM judges resultEvadeHandicraft (Specific)Influence SKILL ROLLSInstinct (specific)Investigate/Search 1. Stating IntentLanguage Before rolling on the Results Table to use a skill, the player needs to state his character’s Intent.Literacy Tell the Game Master which skill you’re using, and what it is you’re trying to accomplish. Don’tLore forget: Skill Rating (Skill level + Attribute modifier) is always used for any type of skill roll.MedicineMode 2. Determining Bonuses and PenaltiesParry After the player indicates which skill is being used and describes the character’s Intent, the GamePerform Master determines if any bonus or penalty will be applied. This is done before the player rolls on thePilot (Specific) Results Table.Profession (Specific) Apply the character’s Skill Rating as the modifier for the attempted action. Then determineResolve the Degree of Difficulty (DoD). If the character’s action is being opposed by another individualRide or creature, decide which of the opponent’s abilities will be used as the DoD. If it is a skill, theSleight of Hand opponent’s Skill Rating is used for this purpose. If it is an Attribute, the opponent’s Attribute RatingStealth is used as the DoD.Tracking/Shadowing If the action is unopposed, then the Degree of Difficulty (DoD) is based on how simple orTrading difficult it will be for the character to achieve his or her stated intent. For example, if a character isUnarmed Fighting trying to pick a lock, the complexity and condition of the lock determines the DoD. Weapon Comparing Skill Rating and DoD, the GM arrives at a single figure. This is the modifier that will be applied to the player’s Results Table skill roll. 4. The Skill Check To determine whether the skill is used successfully or not the player rolls a d20 on the Results Table, applying the GM’s modifier to the die result. 5. Judging the Result The GM interprets the result, taking into account the modified die roll total, the player’s stated intent, and any other relevant factors. USING SKILLS THAT YOUR CHARACTER DOESN’T HAVE When a character attempts to use a skill that he or she does not know, there are two different ways the GM can handle the situation. 1. Let the character use a similar, related skill in place of the required skill. The GM will assess an additional Degree of Difficulty penalty based on how related she thinks the two skills are. This is called the Substitution Penalty. Bravo has been cornered by two ruffians who think he stole their purses. Bravo has no weapon but has picked up a large stone from the ground and wants to defend himself with it. Bravo does not have the Weapon (Thrown) skill, but he does have Weapon (Melee) at +5. The GM decides that this is close enough and lets Bravo’s player use the melee skill with only a -2 penalty.84
  • 85. 2. Let the character attempt the action as if they had the skill at level zero. The GM may assess additional penalties if she feels that the skill requires a great deal of trainingor experience to even attempt. Example: Bravo wants to sneak aboard a ship while it is docked. Bravo does not have the Stealth skill. The GM lets Bravo’s player roll on the Results Table as if Bravo had a Stealth skill of zero. Bravo’s player rolls with a +2 modifier (Stealth 0 + Dexterity rating of +2 = +2). The GM rules that since sneaking around is a simple task only a -3 substitution penalty is necessary. Later on, Bravo encounters a locked chest that he wants to open. Bravo does not have the Disable Skill Level vs. Mechanism skill but he wants to try to pick it anyway. Once again, the GM lets Bravo’s player roll on Skill Rating the Results Table as if he had a Disable Mechanism skill of zero. However, the GM rules that lock- Skill Level is the level picking is a very precise and sophisticated skill that requires training (not just nimble fingers) so of the skill without the Bravo takes an additional penalty of -10. Attribute added Skill Rating is the Attribute plus the skill SKILL BENCHMARKS level. Like Attributes, skills are more than a collection of numbers to be manipulated and optimized. Example: Iolaus has a Combat RatingSkills are the most fundamental way of describing a character — even more so than Attributes. (CR) of +4. He has a“Stealth +5” is not just a number to be used with the Results Table. It’s an aspect of the character, Weapons (Melee) skilland it tells a lot without ever rolling dice or assessing modifiers. of +6. He would have The Skill Benchmarks section below is provided to help players and GMs better understand how a Skill Level of +6 andtheir character’s Skill Ratings correspond to more familiar levels of ability. For example, a character a Skill Rating of +10with a +10 skill can be expected to know most things a professional in that field would know, havecontacts with other professionals in the field, and be up-to-date on the latest developments andtheories. Skill Rating Description 1–2 Novice 3 Apprentice 5 Competent 7–9 Adept 10 Professional 15 Expert 20 Master 30 Grandmaster 40 Legendary COOPERATIVE EFFORTS If two or more characters both have ranks in a given skill, they may be able to workcooperatively to achieve a shared goal. More often than not, this will give the character some benefitas long as they are near the same level of competence (+/- 5) and working towards a common goal,but always keeping mind the old adage: “Too many cooks spoil the stew.” When two characterswork together using the same skill, allow the player with the higher Skill Rating to make the ResultsTable roll, but award a bonus to that roll equal to 1/3 of the relevant Skill Ratings of the charactersassisting. In many cases, a character’s help won’t be beneficial, or only a limited number of characters canhelp at once. When a cooperative effort may be useful is always at the discretion of the GM. 85
  • 86. SKILL DESCRIPTIONS Skill Format Several special terms are used in the following skill descriptions. These terms are defined below: Skill Name Skill description is found in this section. Training Time (TT) Before a player may take his first rank in some skills, he must have spent at least this amount of time in training and practice. Subsequent ranks do not require this training. Training time assumes that a character is practicing the skill four or more hours a day with competent instruction. No instructor or exceptional schooling can alter this time. Modifier (Mod) The Attribute used to modify your Results Table roll using this skill Athletics TT: 24 wk Mod: DEX This skill covers general physical activity ranging from a game of ball to rock climbing. The Attribute used varies depending on the type of athletic activity selected. The Hero uses Athletics when swimming (SPD), climbing (DEX), balancing (DEX), flying (SPD), jumping (STR), rope climbing (DEX), running (SPD), or with strength feats (STR). CON is used when a test of endurance is needed, such as holding one’s breath, or running over long distances. Animal Handling TT: 6wks Mod: WIL Ability to capture, tame, train, and/or breed domestic animals or wild beasts. Taming takes one week per every three Ability Levels of the creature; training to perform a single task on command, such as carrying a rider, attacking, or guarding, requires an additional four weeks, or longer if the beast is particularly fierce or stubborn in nature. The Intelligence of a beast typically determines the limits as to how much a creature can learn. Deception TT: 10wks Mod: CHA (deception), INT (disguise) The ability to deceive other individuals without arousing their suspicion, and win their trust by deceitful means. Includes the use of various scams, rigged games, and the like. Also includes the ability to disguise one’s background, profession, and so forth. A Deception check DoD is usually the target’s Deduce Motive Skill Rating. Disguise (INT) Disguise is a form of Deception used by characters who wish to change their appearance in some manner, usually involving some form of costume and possibly makeup and prosthetic devices. Your Results Table roll determines how good the disguise is, and the level of the skill is the DoD of others’ PER check results. If you don’t draw any attention to yourself, others do not get to make PER checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), the Disguise check is immediately opposed. You get only one Disguise check per use of the skill, even if several people are making PER checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is. Disable Mechanism TT: 12wks Mod: DEX The ability to foil locks, traps, vehicles, and other mechanisms, typically with the use of some type of tools. Characters may spend more than one round attempting to open a particular lock or otherwise disable a device; for each additional minute (specified in advance), add a +1 modifier (up to a maximum of +10). On the subject of lock-picking (likely the most common use of this skill), characters can attempt to open a lock that they have previously failed to open, with a -5 modifier for each previous failed attempt. This skill may also be used to design and install lock mechanisms, traps, secret doors or passage ways, etc., although the Handicraft (artificer) skill is required to construct such mechanisms.86
  • 87. Evade TT: 6wks Mod: DEX Evade is the ability to avoid being struck by an attack, such as a blow from a handheld weapon,arrow, bullet, or a fire bolt. Handicraft (Specific) TT: 8wks Mod: varies Like the Lore, Perform, and Science skills, Handicraft is actually comprised of a number of sub-skills. These sub-skills are all tracked separately so you could have several Handicraft skills each atdifferent ranks. The various Handicraft skills are used whenever you need or want to create an item. The Degreeof Difficulty depends on the item to be created. If you succeed with a Critical Success, you havecreated a masterpiece. This exceptional item is then worth from 150% to 300% its normal value and/or it will convey a bonus to anyone using it (usually +1 to +5 for weapons, armor, or tools). TheHandicraft skill is also used to repair items. A partial success is required to repair a broken item. A few examples of Handicraft sub-skills are included below and GMs are encouraged to createnew ones as needed in their campaigns:AlchemySkill in the making of potions, solvents, and dust. Alchemy also provides a basic knowledge of alchemical lore,and practices include the ability to read alchemical ciphers, prepare and preserve ingredients, identify mixturesby test, and utilize alchemical apparatuses.Modifier: INTArmorerSkill in the fashioning of protective apparel and gear using hide or metal. Type of material and style of armor isusually dictated by region, culture, and availability of goods.Modifier: STRArtificerSkill in the making of useful and decorative wares and items from crystal, stone, wood, bone, clay, silver, gold,copper, brass, orichalcum, iron, gemstones, fine fabrics, needlework, glass, and ceramics. The artificer maylearn how to work with one type of material per +5 ability in this skill. Artificers can identify their own and theircompetitors’ handiwork, and appraise any item that they can produce.Modifier: DEXArtisanSkilled builders and craftsmen specializing in one or more of the following: carpentry, masonry, wheelwright,cartwright, etc. The artisan may learn how to build one type of device per +5 ability in this skill.Modifier: DEXBowyer/FletcherSkill in the manufacture of arrows, crossbow bolts, bows, crossbows, and some siege equipment such asballistae.Modifier: DEXBrewer/VintnerSkill at brewing, distilling, or concocting one type of alcoholic or non-alcoholic beverage per +5 ability in thisskill.Modifier: INTEngineer (Vril)The used in designing and creating Vril systems of various complexities. These systems could run from basiclighting, to audio systems, alarm systems, and even advanced airship systems.Modifier: INTEngineer (Mechanical)This skill allows the character to design and build mechanical devices and systems from simple pumps andlocks to complex automata devices. 87
  • 88. Modifier: INT Engineer (Structural) This skill allows a character to build wooden, concrete, or metal structures from scratch, including walls, houses, bridges, and so forth. When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Game Master decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. This skill encompasses both technical knowledge like architecture as well as the ability to physically build this type of object. Modifier: INT Fine Arts Skill and natural talent of creating works of arts. These could include paintings, sculpture, drawings, modern art, photography, writing, etc. Modifier: DEX Vehicles Skill in fashioning and modifying vehicles specializing in one or more of the following: ground, air, or water vehicles. The Hero may learn how to build one type of vehicle per +5 ability in this skill. Modifier: INT Weaponsmith Skill in the fashioning of quality weapons using metal. This includes such weapons as swords, axes, and flails. The Hero may learn how to build one type of weapon per +5 ability in this skill. Modifier: STR Note: The Handicraft skill is generally used whenever a character wishes to build or construct relatively simple items. More complex items (like internal combustion engines and electronic items) require the relevant Engineering skill. Other items, like chemical compounds, explosives, and such may be created using the relevant Science skill. Influence TT: 16wks Mod: CHA, INT, PER, or STR Ability to influence by charm, seduction, suggestion, fast talk, and sex appeal. This is the ability to convince someone to allow you to have what you want. The skill can legitimately be used to get someone to give you a ride to the market as well as a supply you with a night of carousing. Influence can be used in place of Deception or Etiquette in certain situations. Command (uses INT) Ability to organize, coordinate, and direct groups of trained NPC combatants. Individuals with this skill can personally command up to 10 combatants or one lower-level sub-commander per level of ability. Each sub-commander can in turn direct 10 combatants or one subordinate per level, thereby establishing a hierarchy of command. Diplomacy (PER) Knowledge of the finer points of protocol, oratory, and negotiation. Individuals with this talent may seek positions as ambassadors, mercantile representatives, public officials, and so forth. The Diplomacy skill is used to change the attitudes of others, including negotiations of all types. Debates and arguments are resolved using opposed Diplomacy checks. Changing another’s attitude using Diplomacy takes at least one minute to accomplish (usually longer). Intimidate (STR) You are adept at using words, whether clever rhetoric or harsh insults, to demoralize and berate others into acting in a manner you choose. A physically impressive Hero may intimidate an opponent using his size alone (STR). You can change another’s behavior with a successful check, with the Results Table result determining the degree to which you succeed. An intimidated target suffers a penalty to attack the Hero equal to half the target’s CHA (round up, minimum of -1) for a number of rounds equal to his CHA (minimum of one round). Instinct (specific) TT: 8wks Mod: PER or SPD There are two sub-skills of Instinct: Intuition (PER), and Initiative (SPD). The player chooses at character creation.88
  • 89. Intuition (PER) Instinct allows a Hero to make a leap of faith in situations, acting on a hunch or a belief totake action. The skill acts as a sixth sense in dangerous situations where the hereo may make anassumption by just observing the area. This allows a hero to use the skill in sitiations where he maybe ambushed or a trap has been set. If successfully used the skill allow the hero to be ready for theencounter In social situation the skill an be used to deduce another’s motives, And sense whether someoneis being truthful, bluffing, or to notice hidden meaning and innuendo in a conversation. A successfulcheck lets the hero avoid being bluffed (see the Deception skill).The skill can also use this skill todetermine when something odd is going on or to assess someone’s trustworthiness.Initiative (SPD) In combat, the skill is used to determine who goes first in a given conflict and allows him to actwith greater clarity, giving her a better chance at survival. When rolling for intiative the hero mayadd the skill to the total. Investigate/Search TT: 8wks Mod: CHA or INT (Investigation), PER (Search) Proficiency in the time-honored art of acquiring information. The Investigate skill is used inplace of PER for rolls to listen in on conversations, gather rumors and innuendo, and otherwisequietly acquire information about a specific topic. A Partial Success will get you general informationabout a person, place, or commonly known news and trivia. A full or critical success is required formore detailed information. The detail of the information sought, how common the knowledge is, andwhether having this information is dangerous will all affect the Degree of Difficulty.Search (PER) Search is the practiced and studied use of Perception. Search is used when carefully looking fortraps, secret doors, and other details that may be hidden or concealed. You generally must be within3 meters of the object or surface to be searched. Language TT: 12wks Mod: INT The ability to understand and be understood in a certain language. Characters are rated in theirproficiency with a language on a four-tiered scale, as follows: Advanced, Native, Fluent, or Basic.A speaker who is at least +10 (Native) on this scale can pass himself off as a native. Below are themajor spoken languages are; · Akealan (Eria) · Alban (Europa) · Ænochian (Atlantean High speech) · Atlantean (low speech or A.K.A. Common Tongue) · Dabban (Gondwana) · Elysi (The Elysium Islands) · Hellene (Europa) · Hyperborean (Hyperborean) · Khem (Gondwana) · Khitan (Jambu) · Lemurian (Lemuria) · Massawa (Gondwana) · Mongolan (Jambu) · Nazcan (Tamoanchan) · Ophiran (Gondwana) Skill Rating Language Proficiency · Quechuan (Tamoanchan) · Saurian (ancient Saurian language) +0 to +3 Basic · Tamerac (Eria) +4 to +9 Fluent · Tharshi (Europa) +10 Native · Turani (Gondwana) · Veddy (Jambu) +11 or greater Advanced 89
  • 90. Literacy TT: 30wks Mod: INT A character may fluently read and write any one language that they speak for every +5 ranks in literacy. A character who is fluent or better in a particular written language (see Speak Language skill) will generally have little difficulty reading any but the most in-depth tomes on a particular topic. A character is literate in his native language. The major written languages are; · Akealan (Eria) · Alban (Europa) · Ænochian (Atlantean High speech) · Atlantean (low speech or A.K.A. Common Tongue) · Dabban (Gondwana) · Elysi (The Elysium Islands) · Hellene (Europa) · Hyperborean (Hyperborean) · Khem (Gondwana) · Khitan (Jambu) · Lemurian (Lemuria) · Massawa (Gondwana) · Mongolan (Jambu) · Nazcan (Tamoanchan) · Ophiran (Gondwana) · Quechuan (Tamoanchan) · Saurian (ancient Saurian language) · Tamerac (Eria) · Tharshi (Europa) · Turani (Gondwana) · Veddy Lore TT: 8wks Mod: INT Like Handicraft, Lore actually comprises a number of sub-skills. Lore skills cover academic knowledge and information on a specific topic. There are myriad potential Lore skills. Some examples follow: · Agriculture: planting, producing, and harvesting various crops and livestock · Arcane Arts: priestly orders, ancient lore, arcane symbols · Engineering: construction techniques, architecture, aqueducts, bridges, fortifications · Etiquette: Knowledge of proper protocol and custom for specific situations within a given culture. Characters may use their Etiquette skill rather than their CHA rating when rolling for reaction from those of similar cultures · Folklore: myths, folk beliefs, and legends · Forgery: the ability to make and identify counterfeit documents · Gambling: the ability to play and win at games of chance · Heraldry: armorial bearings, genealogy · Herb Lore: medicinal, edible, and poisonous plants · Geography: cartography, physical geography · History: conflicts, historic figures, major battles · Law: laws and customs of at least one land · Local: customs and important figures and places in a given locality · Mining: mining techniques, metallurgy, gem-craft, etc. · Nature: flora and fauna, weather patterns, seasonal cycles, etc. · Navigate: used to find his or her way to a distant location without directions or other specific guidance. · Region: like Local but an overview of a particular village, trade routes, major towns, or nation · Science: Knowledge of one or more of the physical sciences. These include: Astronomy, Biology, Botany, Chemistry, Geology, Mathematics, Medicine, Metallurgy, Physics, Xenobiology, Zoology, etc. · Streetwise: urban culture, local underworld personalities and events90
  • 91. · Survival: the ability to survive in a wild untamed area. · Tactics: tactical and strategic theories of warfare · Theology: the knowledge of one religious practice, its customs, and practices. General knowledge in a particular sub-skill requires only a partial success in most cases. Moreobscure knowledge could require a better Results Table result. GMs are encouraged to create theirown lore skills as required by their campaigns. Medicine TT: 40wks Mod: INTBasic First Aid Heroes with this skill are able to identify and utilize common remedies, provide aid and comfortto sick and wounded individuals, and serve as midwives. The hero rolls versus a DoD equal to thenumber of Hit Points lost from the wound. Example: a hero with an INT of +3 and a total skill rating of +9 is trying to heal a patient with 15 Hit Points of damage. The total lost comes from 3 wounds, one for 7 point, one for 3 points, and the last for 5 points. The hero decides to heal the most grievous wound of 7 Hit Points so his DoD is -7. A successful First Aid check will restore up to twice INT (minimum of two) Hit Points or anamount equal to the wound (whichever is less) to a character if performed shortly after the damage isreceived. Example: a hero with an INT of +3 and a total skill rating of +9 is trying to heal a patient with a 7 Hit Point wound. On a successful use of the skill he could heal 6 points of damage. If the wound were 4 points of damage then the hero would only heal 4 points.Prolonged Medical Attention The proper use of the Medicine skill will restore up to twice the Skill Rating to woundedcharacters, providing the physician has sufficient equipment, medicines, and time. A full Medicineskill check requires 12-skill level hours of time (minimum of one hour) and has a DoD equal to thetotal damage done. Example: a hero with a Medicine skill rating of +9 is trying to heal a patient with 15 Hit Points of damage. The DoD for the skill use is -15 and if successful the hero would need 3 hours and heal 18 points of damage. The skill also has the added benefit of increasing a patient’s natural healing rate by +3 HitPoints per day with a successful skill roll versus a DoD-5 (those reduced to 75% HP), -10 (for thosereduced 50%), or -15 (for those reduced 75% or more). Mode TT: 24wks Mod: MR Modes are a special type of skill used solely for Magic. As such, the various Mode skills are fullydescribed in the Magic chapter later in this book. Parry TT: 6wks Mod: CR You are trained in multiple methods of deflecting an attack. Some item is required to effectivelyuse the Parry skill, be it a shield, another weapon, or a specialized parrying weapon. Perform TT: 8 to 52 weeks Mod: DEX or CHA (see above) You can impress audiences with your talent and skill. Like Handicraft and Lore, Perform isactually comprised of several sub-skills. The various sub-skills are: Dance (DEX), Musicianship(drum, harp, flute, etc.) (DEX), Juggling (DEX), Acting (acting, mime, etc.) (CHA), Oratory (CHA),and Singing (CHA). Pilot (Specific) TT: 50wks Mod: DEX Ability to operate an air, land, or sea craft of some type. This ability does not include Navigationskills or other detailed knowledge, which may be covered under a Lore skill. 91
  • 92. Profession (Specific) TT: 52wks Mod: Variable This skill covers a variety of sub-skills much like the Handicraft, Lore, or Perform skills. A Profession skill reflects a character’s ability to perform the various tasks required of a particular profession. Other skills may be required to do the job, but this skill covers all the other esoteric knowledge one must have to perform the duties and tasks required. The Profession skills are the combination of a Lore and an Etiquette skill for one’s job. Example: A warrior with the soldier Profession would have to take certain Weapon skills to attack, but the Profession skill would give him other small abilities that a Weapons skill doesn’t cover. A soldier would know when and who to salute, what certain terms mean, and where the biggest military installations are. A Hero with the Athletic profession would know the rules to the games, what is needed to play the game, and where other athletes usually train. Characters with a Profession skill may earn a set amount of wealth per game month not spent adventuring. This amount is determined by the Game Master and is dependent on a number of specific factors. Example professions include: carpenter, laborer, miner, clerk, lawyer, salesman, etc. Resolve TT: 6wks Mod: WIL or CON Iron Will (WIL) Resolve is the ability to withstand psychic assaults such as intimidate, torture, or other attempts at influencing the Hero. Resolve + WIL is used as the passive mental defense. Resistance (CON) Resolve can also be used when resisting poison, diseases and other maladies that could cripple or hurt the body. Resolve + Con is used when making a resistance roll of this type. Ride TT: 8wks Mod: DEX or CR Ability to ride a steed, such as a horse or camel. This skill does not allow a character to take advantage of a steed’s abilities in combat, which is covered under Mounted Combat. Mounted Combat (CR) Ability to fight from the back of a mount (such as a horse, camel, or motorcycle) without penalty. Mounted combat enables a character to direct a mount to take an action in combat without incurring a multiple action penalty to the character’s own actions. Steeds can be directed to move at their normal SPD, or to attack or evade attacks at their Ability Level. Characters can, alternatively, engage in a charging attack, adding the mount’s STR and SPD as damage modifiers in place of the character’s own STR. When attacking from a mount, use the lesser of the weapon skill and the Ride skill to resolve the action. Example: A warrior with a Weapon skill of +6 and a Ride skill of +4 would attack from a mount at +4. Sleight of Hand TT: 12wks Mod: DEX Ability to perform various tricks and legerdemain, including card tricks, palming (concealing small objects in the hand), passing or switching small objects without being detected, picking pockets, and so on. Individuals with this talent can employ it to cheat or “fix” games of chance (DEX) or to detect cheaters (PER). Knowledge of the game to fix is required. Stealth TT: 12wks Mod: DEX The ability to move silently, hide in shadows, and otherwise avoid detection. Normally Stealth is opposed by a character’s PER roll. Note that using this skill in an unfamiliar environment may entail a penalty of -1 to -10, based on the DoD involved (GM’s ruling).92
  • 93. Tracking/Shadowing TT: 10wks Mod: PER or DEX Tracking is the ability to read and follow tracks and traces left by creatures or beings. A trackercan identify and estimate the age of such tracks and often determine under what conditions (flight,exhaustion, heavy encumbrance, etc.) they were made. The surrounding terrain and the age andoverall condition of the traces affect the Degree of Difficulty for this skill. Tracking is more difficultto use outside a natural environment, and in urban areas the DoD is much greater. Shadowing is used when following a target undetected (DEX). With a successful roll (DoDdetermined using the target’s PER), the Hero may follow a target undetected. Note that using thisskill in an unfamiliar environment may entail a penalty of -1 to -10, based on the DoD involved(GM’s ruling). Trading TT: 10wks Mod: INT (appraising), CHA (haggling) The ability to haggle for and appraise goods. When used in a marketplace the haggler isattempting to get the best price and the DoD of haggling is the Trading skill of the other partyinvolved. You can appraise common objects with a partial success or greater. Appraising a rare orunfamiliar item requires a full success or higher. If the check is successful, you estimate the valuecorrectly; a failure means you are unable to even venture a guess at the item’s value or you make amistake and value the item at 50% to 150% of its actual value. Unarmed Fighting TT: 44wks Mod: CR Proficiency in unarmed fighting, a style of weaponless combat. Basic moves include punches,snap kicks, double leaping-kicks (employed versus two opponents at close range, with no penalty fortwo attacks), head-butts, throws, and various disabling blows. An unarmed stylist inflicts a Damage Rating (DR) of 4 while unarmed (+STR). Targets struckwith a critical success must make a CON roll (minus the attacker’s STR) or be stunned for 2+STRrounds (minimum of 2 rounds). Stunned characters suffer as per the stun rules. Weapon TT: 20wks* Mod: CR* = 20 weeks for the first weapon and 4 weeks for additional weapons Proficiency with any single category of weapon. Weapon skills are used for both attack anddefense. Game Masters are free to create new or unique weapon groups as required by theircampaigns. For example, unique and exotic weapons may be weapons groups unto themselves. There are many Weapon skill sub-categories. Some examples follow: · Melee (sword, knives, spears, maces, clubs) · Ranged (longbows, short bows, slings, slingshots) · Heavy Weapons (Ballistas, Catapults, Cannons) · Guns (pistols, muskets) · Thrown (knives, axes, rocks, grenades, spears) · Vehicle Weapons (any weapon mounted or controlled by a vehicle) 93
  • 94. Talent List Acute Sense TalentsAlchemical Scientist Talents are a feature that allows you to customize your character in a near limitless manner.Animal Magnetism Because of Talents, no two characters will be alike regardless of their starting race, skill selection,Antiquarian culture, or Calling. Talents allow your character to excel in certain areas, or to bend the rules thatAura of Wisdom other characters must obey. They cover a range of skills and abilities from combat, to stealth,Bred to the Saddle religion, technology, and even social interaction.Brutal ThrowClose Quarter FightingDeath’s DoorEnchanting BeautyEyes of the Hunter GAINING TALENTSExpert Performer Talent cost at Character Creation = 5 Customization PointsExtraordinary Attribute At Character Creation, Talents cost 5 Customization Points per Talent. The Hero may spend anyFavor in High PlacesFolk Remedies amount and have as many as he can afford. Talents are formatted with:Hardiness · The name of the TalentInconspicuous · The description of what the Talent doesIntimidation Tactics · The mechanical benefit in gameLinguisticsMemory TrainingQuick Reload Acute SenseQuick Draw One of the hero’s perceptions; sight, hearing, touch, taste or smell (chosen when the talent isRally picked) is greatly enhanced. This talent may be taken more than once.Run Like the Wind Benefit: The Hero may add triple her PER (minimum +3) to Perception checks as they relate to the sense.Social ChameleonStatusTactician Alchemical ScientistTaunt The hero has studied and is a master of the protoscience of transmuting and creating semiThe Gift magical substances through science and formulaTrailblazer Benefit: The hero has the knowledge and the ability to create the four basic substances; Bhūmi, Pavan, Jala,Trick Shot and Iosis. The hero also posses a basic workshop and Athanor allowing him to study and make alchemicalTwo-Weapon Defense concoctions.Two-Weapon FightingWealthyWell Traveled Animal Magnetism You have a natural way with animals.Profession exclusive Benefit: The Hero adds triple his CHA (minimum of +3) to rolls pertaining to Animal Training and Ride skills.talents- If you encounter an animal and are not actively in combat, you may attempt to soothe the creature by making aThose that Slay successful Omni Table CHA check. On a partial success, the animal will simply retreat by the quickest meansAdvanced Militia Training possible. A full success means the animal in question considers you to be friendly and may aid you in someAdvanced Missile Training manner.CleaveFeintSecond Wind Antiquarian You are very knowledgeable about ancient artifacts and relics.Those that Take Benefit: The Hero may add triple his INT (minimum of +3) to any Trading skill checks when attempting toAmazing Dodge appraise the value of an ancient object or to all cryptography checks when deciphering ancient scripts.Great EscapeMisdirectionQuick Hands Aura of Wisdom You have gained the respect of others for your perceived wisdom.Those that Shape Benefit: The Hero adds triple his INT (minimum of +3) to CHA when determining Reaction Rolls.FamiliarFast CastMagi Bred to the SaddleTradition You were taught to ride at an early age and have kept up the practice. Benefit: The Hero adds triple his DEX (minimum of +3) to the Ride skill and to your skill rating in the AnimalThose that Teach Training skill as it pertains to one particular type mount. The character may double the distance traveled in oneBlessing day while mounted and in reasonably good terrain.Dominion AccessFervorGod’s Ear Brutal ThrowRighteous Words When attacking unarmed, you may make a particularly damaging throw.Signs and Portents Benefit: After making a successful grapple attack, the character may throw his opponent as normal but this throw has a chance of stunning the thrown opponent. The individual thrown must succeed in a CON roll with a DoD equal to the thrower’s STR or be stunned for rounds equal to the thrower’s STR+3.94
  • 95. Folk Remedies Close Quarter Fighting The knowledge of various folk remedies and charms were You have learned to fight effectively while in tight confines passed down to you by your elders.or in tightly packed spaces. Benefit: By spending 10-INT hours gathering common ingredientsBenefit: Allows the Hero to use a small handheld weapon while and carefully preparing them, the Hero may make a potion, tincture,grappled and larger weapons in tight confines without penalty. When or salve that will cure a specific disease, cure a specific poison,using small weapons the Hero gains a bonus to his Initiative equal to or make a medicine to heal Hit Point damage. When used to curehis twice his DEX (minimum of +2). diseases and poison, the remedy will add double the Hero’s INT (minimum of +2) to the patient’s CON for resistance purposes. When Death’s Door used to make a healing salve/potion the Hero can make one dose in Your talent at the healing arts is exceptional. the allotted time that heals a number of Hit Points equal to double theBenefit: So long as a person has not been dead longer than Hero’s INT (minimum of +2).a number of minutes equal to their CON rating (minimum of oneminute), the Hero may make a Medicine roll with a DoD-10. A full Hardinesssuccess will revive the person, bringing their Hit Point total to 1. A You are tougher and able to withstand more damage thancritical success will see the person revived and having a total of 5 Hit most of your peers.Points. The hero may use this talent twice per adventure. Benefit: The Hero may add 5 + Triple his CON to his Hit Points at Character Creation. This talent may be selected up to 3 times. Enchanting Beauty NOTE: This talent may only be taken if the hero has a CON of +0 or You have been gifted by the gods with exceptional beauty. above.Benefit: The Hero receives a bonus of triple their CHA (minimum of+3) to all Omni Table rolls pertaining to social rolls including Influence Inconspicuouswhen dealing with someone who would normally be attracted to you, You can pass unnoticed in most situations.man or woman. Benefit: The Hero receives triple his PER (minimum of +3) to rolls involving the Stealth skill. When being pursued through a crowd the Eyes of the Hunter Hero may add twice his INT (minimum +2) to his SPD to lose his You are skilled in following a trail. pursuers.Benefit: The Hero receives triple his PER (minimum of +3) toTracking rolls. Intimidation Tactics You have learned how scare others out of their possessions Expert Performer through intimidating tactics. You are highly skilled in one particular style of the Benefit: The Hero receives triple his STR or CHA (minimum of +3)performing arts. to rolls on Intimidation and may use either STR or CHA as a modifierBenefit: The Hero receives a bonus of triple their CHA (minimum of to that skill.+3) to all Omni Table rolls when using a skill to perform in front of anaudience. Linguistics You have a natural affinity for languages and may learn Extraordinary Attribute new languages much faster than others. You have an Attribute that exceeds the racial norm. Benefit: The Hero receives triple his INT (minimum of +3) ranks inBenefit: The Hero may increase an Attribute beyond his racial any language they know or learn in the future, i.e. if the player buysnorm. Once the Attribute is “unlocked” it may be increased with no at least one rank in a language, they automatically advance to theupper limit. Fluent level. Favor in High Places Memory Training Because of your connections, you can call upon favors The Hero has trained her memory to be as exact andfrom those more powerful than yourself. The hero knows precise.or is connected with some sort of guild, noble house or Benefit: If Hero commits to memorizing something, she can reciteorganizations that he may call upon in times of need. it, without error, at any later date. It generally takes three times asBenefit: The Hero may make a CHA roll with a DoD determined by long to memorize a passage than it does to simply read it. Thisthe type of favor: trivial +1 (buy a new cloak), big -8 (lend a warship), discipline also helps when manipulating the energies of the universe.legendary -20 (raise an army and go to war in his name). This favor Magic Mental Fatigue penalties are reduced by the Hero’s INTcan be anything from a night’s lodging to a small monetary loan or (minimum -3).the use of a sturdy mount. The Hero may ask for another favor in anumber of weeks equal to 2+ the previous favor’s difficulty. Quick Reload Example: A Hero asks a king for the use of his warship Through training and practice, the character has learned (DoD-8). He may ask for another favor in 10 weeks. how to efficiently reload his ranged weapons faster than normal. 95
  • 96. Benefit: You may effectively use a bow, sling, or other single-shot Benefit: A successful Taunt directed at an opponent will causemissile weapon twice per round without incurring the normal multiple him to become so angry that he will attack the taunting characteraction penalty. with reckless abandon. At the beginning of a round of combat, a character may attempt to taunt any one adversary or group of like Quick Draw individuals using the Perform or Influence skill with a DoD equal to The ability to draw a weapon with startling swiftness. the opponent’s WIL or Resolve (this is considered an action).Benefit: A Hero may draw his weapon as a free action and does If successful, they will attack the character taunting (ifnot suffer a multiple action penalty. When drawing a weapon the Hero possible) or their current target with rage.receives a bonus equal to triple his SPD (Minimum of +3) to Initiative While enraged, an opponent’s Defense ratings are reducedrolls. This bonus only applies to the first round of combat. by half. If the Hero is successfully attacked by the taunted opponent he suffers the normal damage plus a bonus DR amount equal to half the taunt penalty (round up). Rally A hero may taunt a number of times equal to twice his You are skilled in giving rousing speeches or otherwise CHA (minimum of once) per combat.encouraging your companions and underlings to push theirlimits.Benefits: The Hero receives triple his CHA (minimum of +3) to The Giftaugment all companions’ rolls when resisting fear (WIL checks) or The hero has the gift of true magic and may cast spellsAttack rolls. This counts as an action for the Hero who does the rally beyond simple cantrips and minor magics.and he must be free to speak or act in a heroic manner. Benefit: the mage may cast spells beyond level 3 of difficulty Run Like the Wind Trailblazer The ability to run swiftly for a distance. You have a natural affinity for finding the easiest path toBenefit: For the purpose of moving only, the Hero receives triple follow.his SPD (minimum of +3). This applies if the character is moving Benefit: The Hero may increase his SPD by +3 for him and hisunder his own power (i.e. not mounted). entire party when traveling through unfamiliar territory. Social Chameleon Trick Shot You are well versed in the etiquette of various cultures and The ability to make incredible shots with ranged weaponry.social circles. Benefit: The character ignores all normal cover penalties whenBenefit: The Hero receives triple his PER (minimum of +3) to rolls attacking with a ranged weapon.pertaining to social etiquette, morays, or taboos. Two-Weapon Defense Status The character has learned how to use a second weapon to The hero is in some way well regarded by the common improve his defensive ability in combatman. He may be a noble, an army captain, a high priest, a Benefit: When the character is fighting with a weapon in eithermaster criminal or a village chieftain. hand, he may use the second weapon in a defensive manner, inBenefit: The Hero receives triple his CHA (minimum of +3) to rolls which case his Parry skill rating receives a bonus of +5. If the Heroas it pertains to social situation where the particular status may be uses his second weapon to make an attack his defense reverts toapplicable. The hero must define the type of status he has when the normal for that round.talent is purchased.In most matters he is asked his opinion and in some cased deferred Two-Weapon Fightingto when an impasse is reached. The character has mastered the rudiments of two-weapon fighting. Tactician Benefit: He may make an additional attack during the round with You have studied the tactics and strategies of the the second weapon with a bonus equal to the Hero’s DEX+1. Thisbattlefield. bonus is used to mitigate the penalty for multiple actions. Example: A Hero with a DEX+3 is using a sword andBenefit: The Hero receives his PER (minimum of +1) to augment a dagger. He makes one normal attack with the sword andhis side’s Initiative rolls. If the Hero spends an action for the round he an additional attack with the dagger in the same round. Themay also coordinate attacks against a foe and all under his command sword suffers no multi-action penalty but the dagger suffers(using the Influence-Command skill with a DoD equal to the target’s a -5. The -5 penalty is reduced to -1 because of the talent.Evade Skill Rating) receive a +2 to all attack or defense rolls (chosenwhen the talent is used and may be changed from round to round). WealthyAll under his command must go on his Initiative or after to gain this You have either been blessed by being born into a wealthybonus. family or shrewd business dealings. Benefit: If taken at Character Creation the Hero’s WR is increased Taunt by +3 with one additional use. The talent may be purchased multiple The ability to use sarcasm and caustic words intended to times with each time increasing the hero’s WR by +3 and aninflame an opponent’s anger.96
  • 97. additional use. equal to his CR per day.NOTE: The talent may be purchased only at Character Creation Example: A hero with a melee skill of +7 and aand increasing wealth after the start of the campaign can only be CR+5 (total skill rating of +12) is fighting a group of 12done through role-playing and the story narrative. opponents lead by a leader. The leader has a total DoD of -10 to hit and his subordinates have a DoD -7. The Hero attacks the opponents as they move in to assail him. He Well Traveled strikes at the first soldier with his sword and gets a full You have traveled the world on business and errands for success and does 10 points of damage. He moves on hittingyour family, business, or lord. the second target with the same attack roll and does 5Benefit: The Hero receives triple his INT (minimum of +3) to any points of damage and continues on again hitting a thirdLore (Regions) roll. The Hero may also have intimate knowledge of for 5 points of damage. The forth opponent happens to be the leader of the and the Hero’s initial roll would have onlyplaces or cultures (GM’s discretion). achieved a partial success therefore he does not hit the leader and his cleave stops. If the Hero’s roll would have been high enough toProfession Exclusive Talents successfully hit the leader he could have continued on and hit a total of 5 opponents. The following talents are only available to Heroes ofa particular profession and cost them 5 points at character Feintcreation. If a Hero outside the profession wished to buy the The Hero maneuvers in such a way that he draws hisTalent it cost twice as much (10 points at character creation or opponents into a compromising and less defensible position.40 points after character creation) Benefit: The hero makes a rolling with his CR+weapon skill verses a DoD equal to his opponent’s PER+evade skill. If successful he reduces the opponent’s total evade skill rating by half for a single Those That Slay attack. Advanced Militia Training Example: A hero with a melee skill of +7 and a CR+5 (total skill rating of +12) is fighting an opponent with a This training improves upon the basic training that all PER +1, evade +8, and a DEX +4. The he makes a Feinthoplites/warriors receive concerning personal defensive roll using his opponent PER+evade skill, total DoD -9. Hetechniques. gets a success and can reduce his opponent’s evade skillBenefit: The Hero may double his STR (minimum of +2) when rating from a -12 to a -6.determining armor penalties because of weight. This talent does notmake the Hero stronger; just able to wear heavier armor with fewer Second Windpenalties. Example: A Hero with a STR +1 is wearing a suit of When things seem dire you can reach into your soul for armor with a STR minimum of +3. Normally the Hero reserves of energy. would have a -2 to his DEX. With Advanced Militia Benefit: Once per day, the Hero may recover a number of Hit Training, the Hero has an effective STR of +2 and his DEX Points equal to triple his CON (minimum 3 Hit Points). This may only penalty is only a -1. be done when the hero has 5 Hit Points or below. This talent will not increase the Hero’s Hit Points beyond his full normal total. Advanced Missile Training You have been trained in the effective use of various typesof missile weapons. Those that TakeBenefit: The Hero receives a bonus equal to double his PER Amazing Dodge(minimum of +2) to rolls involving ranged combat using bows, You have a remarkable ability to avoid being hit in meleecrossbows, slings, or thrown weapons. combat.When the Hero aims for at least one action, he may add triple his Benefit: The Hero may add triple his DEX (minimum of +3) to anyPER (minimum +3) to any one ranged attack roll. The Hero must aim Evade roll (the Hero must use an action to actively evade). This mayin round one and use the bonus in the next round. be done a number of times a day equal to his DEX (minimum of 3). Great Escape Cleave The Hero has a remarkable ability to escape any situation. The Hero has the ability to swing his melee weapon and Benefit: The Hero may add triple his INT or PER (minimum of +3cleave through multiple opponents. and player chooses attribute) to any roll involving escape. The heroBenefit: If the Hero successfully hits and does at least half the DR may do this a number of times per game equal to his DEX (minimumof his weapons damage to an opponent may hit another who is within of once).range. The Hero’s original attack roll is used to determine if he hitsthe next opponent and if the roll is a success (only a full successcounts, partials count as failures) he hits doing half his normal Misdirectiondamage and continues on. The Hero may hit a number of additional The hero has the ability to deceive an audience buy makingopponents equal to his CR attribute. This ability is taxing and hard to them focus on one thing while pulling attention away fromexecute therefore a hero may only use this ability a number of times another. When trying to deceive or con a person the hero may 97
  • 98. add either triple his DEX or CHA to influence or Sleight of Dominion Accesshand rolls. The hero is favored by the gods and may ask for favors Benefit: The Hero may add triple his DEX or CHA from them from time to time.(minimum of +3) to any Sleight if Hand or Influence(Con) roll Benefit: The hero may pray and ask for favor from their pantheon of gods. See the chapter on Gods Quick Hands Those from urban environments often find the need to steal Fervorin order to survive. From an early age, many learn to quickly The hero can work a group into a passionate zeal with hispocket small items when others are distracted. righteous words.Benefit: The Hero receives triple his DEX (minimum of +3) to rolls Benefit: The hero may speak out loud and incite a group’spertaining to quick or sleight of hand movements. The Hero may also passions allowing them act with extraordinary ability. Thisreroll failed rolls of this type a number of times per game equal to his ability may only be used on the hero’s allies and allows theDEX (minimum of 3). hero to incite a targets Ātman. Those that wish to resist the hero may make a Resolve skill roll with a DoD equal to the hero’s Performance skill. Those that Shape The hero can affect a number of targets equal his Familiar Performance skill level multiplied buy a modifier determined The hero has a small creature that he has imbued with by his renown. X for Renown 0-50, X2 for 51-100, x4 for 100-some of his magical might. The animal is friendly to the hero 200, x10 for 200+and will perform simple task for the magic user.Benefit: The hero has a traveling and working companion and may God’s Earstore a number of spells equal to his INT (minimum of one) in the The hero is good at making sacrifices that please his god.creature. The spell may be summoned forth later and used by the Benefit: The hero receives double the Hero Point yieldspellcaster. The spell must have originally been cast successfully (no from any sacrifice or votives she successfully performs.partials) by the caster and may be stored for a number of days equalto the WIL of the beast (minimum of one day). To benefit from this Righteous Wordsadvantage the familiar must be withing 20m of the spellcaster. The hero’s words are spoken with vigor and certainty because of the fervor she feels in her heart. When speaking Fast Cast aloud with conviction there is nothing the hero, or his god’s The hero is particularly adept at shaping an offensive spell followers will fear.and attacking with it in the same round. Benefit: The hero and those of his flock gain a bonus toBenefit: The hero can work a spell and attack with it in the same anyone one action equal to double the hero’s CHA (minimumround without suffering multiple action penalties. of +2). The bonus will stay in effect until the task is completed or the hero stops speaking. The bonus only applies to the first Magi action taken by a charcter in a round. The hero may use this The hero truly understands the secret workings of the ability a number of times a day equal to his WIL (minimum ofarcane allowing her do spectacular working with little effort. once).Benefit: A number of times per game equal to his WIL the hero mayreduce the DoD of spell casting by his INT (minimum of -1). Signs and Portents The hero has access to a tradition beyond his starting Tradition philosophies The hero has access to a tradition beyond his starting Benefit: The hero may ask his god (the GM) one questionphilosophies per game that he must answer honestly. To get the answerBenefit: The hero has access to an additional magic tradition. the hero must pray or meditate for a number of minutes (for a simple unobtrusive question) up to a few days (for an earth shattering inquiries). The hero may do this a number of times per game equal to his CHA (minimum of once). Those that Teach Blessing The hero may bestow her spiritual energy to another bytouching their head and saying a small prayer. The recipientmust share the same faith or at least acknowledge the power ofthe god.Benefit: The hero may bestow a bonus equal to triple her WIL toanother (minimum of +3) or half as many to a group (round down).She may not spend her personal Hero Points while the Blessing isactive.98
  • 99. Character Creation Sample XXXXXX Rewrite XXXXImproving Characters Improving Existing Skills Cost to improve a skill after Character Creation = new skill level +1 XP As players earn Experience Points (XP) for adventures, they can use accumulated XP to improvetheir character’s skills. The cost in XP to improve a skill is equal to the new skill level (not the totalSkill Rating, which is the combination of skill plus Attribute modifier) plus one. Example: The Magician Alkon has Lore (Arcane) at a Level of +5. To improve his level to +6, Alkon must spend 7 XP — the new skill level of +6 plus 1. Skills can only be improved one level at a time. Though PCs can improve more than one skill ata time, the same skill can only be improved once per week of game time. Acquiring New Skills Purchasing skills after Character Creation = .5 XP x Training Period Experience Points accumulated through adventuring can be used to acquire new skills. Additionalskills can be acquired at a cost of XP equal to the Training Period of the skill (as indicated in theskill’s description). Example: A skill has a Training Period of 6 Weeks. The skill would cost 3 XPs and take 6 weeks to learn at +1. For some skills, characters may also need to hire a qualified person to teach the new skill. Forexample, if a warrior wanted to acquire the Tracking/Shadowing skill, he might have to hire a trackeror hunter to teach him this skill. Once the necessary XP and time have been expended, the player can add the new skill to theHero’s Character Sheet. All new skills have a beginning level of +1. Gaining New Talents After Character Creation, Talents become more expensive to acquire. First, the Hero must have areasonable explanation for why her character suddenly has the Talent and secondly, the player mustpay for the Talent with Experience Points. Purchasing Talents after Character Creation = 20 XP Improving Attributes Cost to improve an Attribute after Character Creation = new Attribute level x5 XP Like skills, a character’s Attributes may also be increased by expending XP. The cost to improvean Attribute is 5 times the new Attribute rating. Improving an Attribute requires a number of weeksequal to the new rating multiplied by two in training time.Going Above Racial Maximum One thing that defines the Hero is his abilities beyond that of the normal Human. If a playerwants to increase his character’s Attributes beyond the racial maximum, he must spend double thenormal cost for the increase.Increasing Combat Rating and Magic Cost to improve an CR or MR after Character Creation = new Attribute level x10 XP The Combat Rating and Magic Attributes cost twice as much to raise after Character Creation. 99
  • 100. MAGIC What is Magic? Magic is the stuff of dream and unshaped reality. Magic and the ability to shape it comes from the slumbering elder beings that sleep at the center of the earth emanating half shaped thoughts, unformed ideas and twisted nightmares partially seen by the feverish mind of the magician who catches and uses them for his own needs. When summoned and captured these half shaped pieces of reality coalesce into malleable forms that can be used by the mage to create reality altering effects. The earliest magics were used by the saurian mages who captured these dream spirits and used their powers to reshape reality. Those foolish enough to traffic in the unripe thoughts of slumbering cosmic entities call these foul imaginings spirits, demons, ancestors, or angels. Some believe the magics they work are actually untamed energies and don’t realize that the forces they beckon are semi-sentient entities of premature primordial potential. What is truth (and realized by the Atlanteans) is that all magic in the antediluvian world is nothing more than the summoning of half formed motes of discarded dream potential of an unaware slumbering god entity. The Price All magic has a cost and the toll is exacting on those that manipulate the dream potential of the endless dreamers. The magician must coax the entities into their flesh before they can be filtered through the mortal mind and issued forth as a magical work. This process takes its toll on the psyche of the caster and over time twists and ruins her. Imagine the magician as a filter for the spirits it rouses from the slumbering depths of reality. Over the course of time the filter becomes dirty and tainted as it performs its tasks. Eventually the magician’s mind folds under the weight of so much infernal stress. Magic’s Perception Magic is something every house hold has seen, experienced and believes in. Its not so common that there are magic shops down the street from the local tavern (unless in Atlantis) but it is present. This does not mean that people are comfortable with magic or even embrace it. Most magicians are shunned by the normal populace and most live forlorn lives far away from mundane society. When a magic user come into town people cross the street, old women ward themselves against the evil eye, and those that must deal with him show pause. This is not to say that some magic practitioners aren’t respected or liked, just that people are weary of them and the power they posses. Most people consider the magician a wise man that is learned in fields that lesser men would not be foolish enough to delve into. On the other hand most people know that the magic user has powers beyond the scope of normal men and can send a demon to smother them in their sleep of cause lighting to streak from the heavens and smite them where they stand from a mile away. Social interactions Magic users gain a +2 to any intimation rolls and receive a -2 to any other social interaction roll because of their eldritch and arcane nature. The Population Practitioners of magic are rare and hard to find unless near a large city. One percent of the population may dabble in the arts with half that number being truly knowledgeable about true magic and what it can offer. Most rural regions know of a reclusive shaman or wizard who lives in the wilderness a day or two away from their village centers. Magic is powerful, but very, very rare. The price of prolong use of magic Over the course of time the magic the wizard uses subtly changes his personality and appearance. Most old magic users are gnarled; hunch over, wild eyed men and women. For every skill level of 15 or above the magic user gains one of the traits below at skill level 20 and beyond the trait becomes more pronounced. The affliction is gradual and doesn’t happen all at once.100
  • 101. Price of Prolongs Magic chart Trait Trait 1 Grow an eye someplace on your body that the 11 One eye turns while the other is demonic and Elder gods may peer through and a mouth that red. sometimes jibbers madness 2 Sitting liquids start to slowly swirl 12 The magic user has the voice of the opposite counterclockwise in your presence sex 3 Animals baying in your presence 13 Roll twice and take both results 4 body becomes hunched and twisted 14 Lips and turn black 5 Always cold in your presence 15 Breath smells of smoke and brimstone 6 Tongue becomes forked and serpent like 16 Hair must be cut twice per day since it grows your body length every 12 hours 7 Milk curdles and water becomes salty in your 17 where you lay or sit for prolonged periods of presence time webs form as if to hold you there 8 Skin becomes unnaturally pale or ashen like a 18 When the mage speaks an echoed whisper corpse can be heard just behind the listeners ear 9 Nails grow long and turn black 19 Music and laughter sounds duller in the presence of the magic user. Crying and dirges are more expressive. 10 Hair turns white 20 A colored ball of light orbits your head (gain +1 MR)About Traditions & Modes Traditions A Tradition is a particular Magic school of thought. Members of the same Tradition tend toobserve similar rituals and practices. All Magic-aware Heroes start the game with a single Tradition but may learn more throughadventure or experience point expenditure. Modes A Mode is essentially an effect, such as Attack (lightning bolt, an ethereal sprit raking the fleshwith its etheric claws), Influence (the mind trick, the beguiling smoke that clouds men’s minds), orSensory (augury or seeing distant scenes through a pool of water). Modes are used as a basis forcreating original Magic powers, if the player or GM so desires. Limitations of Magic Magics are neither freeform nor spontaneous. Rather, they are a precise discipline that involvesmemorization, physical disciplines, and mental formulas. The Magic that the player invents must fitwithin the style of the Hero’s Tradition, the game mechanics of the chosen Mode, and the practicalrestrictions of Magics determined by the GM for the game world. Magic cannot: · Return the dead to life · Create intelligent life · Affect time or causality · Utilize more than one Magic at a time, or blend two Magics together (use two Modes at once) 101
  • 102. Using Magic Powers MR+mode versus a DoD determined by the level and difficulty of the effect. 1. Stating Intent Decide what kind of Magic Power you want to use, based on the Modes your Hero knows; if your Hero doesn’t know the Mode, you can’t use the power of that type. Keep in mind your Hero’s Tradition, how its members use their Magic abilities, and whether or not they use rituals of any sort. Once you’ve done this you can describe the type of Magic Power the Hero is using and its intended effect. Is the power attacking something nearby? Is she waving her arms and chanting? The important thing is to state your Intent clearly, so the GM and other players can picture your action in the scene. 2. Choosing Power Level Each time a Magic Power is used, the player must decide how much mental energy his Hero will invest in it. In game terms, the quantity of energy behind a Magic Power is known as its Power Level. Magic users can usually activate a Magic Power at any level desired. However, the higher the Power level, the more difficult the Magic Power is to activate, and the greater the chance of a Magic mishap. 3. Determining Bonuses and Penalties After the player has described the Magic Power and the desired effect, the GM must determine if any bonus or penalty will be applied. This is done before the player rolls to activate the Magic Power. Use the Hero’s modified Skill Rating in the chosen Mode as the primary modifier. Then apply a penalty of -1 per level of the Magic Power that is to be used as the Degree of Difficulty. Compare the two figures to get the modifier that will be applied to the player’s Omni Table roll. Example: Alcmene the Jinn has a MR of +5 and a skill rating of +7 in the Kinetic mode and wants to use her Magic to float off the deck (a Kinetic mode Magic Power at Level 6). Her final Omni Table modifier is +6 (12 - 6 = 6). 4. The Magic Power Roll To determine whether the Magic Power is successful or not, the player rolls a d20 on the Omni Table, applying the GM’s modifier to the die result. 5. Judging the Result After the player rolls, the GM interprets the Omni Table result, taking into account the specific circumstances surrounding of the action and other factors, as follows: Mishap: The Power fails, with potentially disastrous consequences (see Mishap Chart below) Failure: The Power fails. Partial Success: The Power has half the intended effect, range, duration, or potency (GM’s ruling based on the type of Power used). Success: The Power works as intended. Critical Success: The Power is activated as efficiently and effortlessly as possible. This Power does not contribute to the Magic user’s Mental Fatigue Penalty for the day.102
  • 103. Magic Mishaps A mishap when using Magic Power can be catastrophic to the Hero and could lead to one or more of the following effects: Roll the D20 and add the amount by which the roll was missed by. Mishap Mishap1-5 The mage sweats primordial ooze or exhales some foul organic odor. 20 MR reduced by the amount missed by for 2 hours6 The caster is stunned for a number of rounds equal to the amount he 21 All infants born in the next week will have some minor birth defect in a missed the roll by minus his WIL (minimum of one round). radius around the magi equal to his MRx10 kilometers. The magi rolls on the Price of Prolongs Magic chart.7 Magic Power strikes unintended target (random direction) 22 The powerful arcane energies used by the mage pushes him into the body of another. The mage switches bodies with a random living being within a range of his MRx5m. While the souls are switched the mage will have the physical attributes of the other. The effects last for 7-WIL rounds.8 Reverse Magic Power effect (rebounds upon Magic user) 23 The mage opens his soul totally to the eldritch power that permeates the universe and allows the Elder Gods to act through him. The hero will act to strike down anyone with a higher renown than the mage (friend or foe). During this time the mage will have his MR augmented by of +10. The Elder Gods will exist in the mage for 6-WIL rounds (minimum of one round). The magi rolls on the Price of Prolongs Magic chart.9 Magic backlash. Magic user takes a -1 penalty to MR for double his 24 Arcane symbols written in blood appear on the magic users face and INT in rounds weep when the sun rises and scabs over when the sun sets. -2 CHA permanently.10-11 Reverse Magic Power effect (random direction) 25 The mage gains a +20 to his favored mode of magic. Each time he uses the bonus to cast a spell he loses one point of CHA permanently and must roll on the Price of prolonged magic chart. The mage has access to the bonus for 13 months.12 The magic user is Stunned for a number of rounds equal to his MR 26 The mage’s belly swells and he /she feel life stir within the bulge. In 13 months the child will be born. The magi rolls on the Price of Prolongs Magic chart13 The magic user vomits flies from his mouth blinding everyone within a 27 Eldritch energy is expelled from the mage’s body inflicting damage radius equal to his MRx10m. The flies stay in the area for a number of (DR equal double the mage’s MR) upon everything within a radius of rounds equal to the magic users MR. MRx20m. Everything that was damage glows fro a number of hours equal to the mage’s MR.14 The murmurs of the Elder Gods spill from the mouth of the magic 28 Smoke will issue from the mages ears as his mind starts to burn user maddening all who can hear him. Everyone takes a penalty to with arcane knowledge. Loose 1 WIL and 1 CHA as blood constantly any action equal to the mages MR for his WIL+1 rounds weeps from the mages ears.15 Milk curdles in an radius around the magi equal to his MRx10 29 The mages skin rips from his body and runs away to find an innocent kilometers to smother. When the innocent is dead the skin will cover the victim become a doppelganger of the mage with all his abilities and skills but with the opposite disposition. The skin will become the mages archenemy and seeks to destroy him. The Mage will take damage equal to his MR from the mishap and his skin will grow back in several minutes. Permanent loss of 2 CHA16 All metal becomes too hot to hold or wear. Anyone who wants to act 30 The mages body is turned inside out as a demon is loosed upon the normally while in possession of metal must make a WILL roll with a earth. The sight is so horrific that any who fails a WIL roll with a DoD DoD equal to the magic users MR. If the roll is a failure the person equal to twice the mage’s MR will drop anything they hold and run for must spend the round trying to get rid of the heated metal. The their life and sanity for a number of rounds equal to the mage’s MR. mishap last fro a number of round equal to the mages MR. The mage will takes a number of hit points equal to double his MR. The magi rolls on the Price of Prolongs Magic chart17 The magic user’s teeth are pushed out of his mouth and replaced 31 The magic user permanently looses one point of INT and burst into by pieces of obsidian. The transformation causes the magic user 5 flames taking twice his MR in damage. Howling spirits rush from his points of damage. The obsidian will eventually fall out and his teeth mouth and eyes escaping to the darkest corners of the earth. Those will grow back over the course of 7-CON weeks with a WIL of +0 or lower are stunned for a number of rounds equal to the mage’s MR. The magi rolls on the Price of Prolongs Magic chart.18 Wine turns to vinegar and water becomes slightly brackish an radius 32 A minor demonic entity will tear through to this reality and randomly around the magi equal to his MRx10 kilometers attack any and all that it sees. Once it has drawn blood it will take on the visage of the magic user and fly aware to commit unspeakable acts in his name. Every full moon the magic user loses 1D20 Renown until the demon is topped.19 All doors, locks, belt buckles, knots, and straps become undone or 33+ Dreams of the Elder Gods issue from the mouth of the magic user open and cannot be closed for a number of 9-WIL hours. This affects driving all with the vicinity mad. All who can see the magic user loose everything within a radius equal to the mages MRx1 kilometers. 1 point of WIL permanently and all babies in a 13 kilometer radius are still born prematurely. 103
  • 104. The Mental fatigue Penalty Using Magic Powers is mentally exhausting. Magic is draining; a Magician can use his powers a number of times equal to his MR attribute before feeling tired. After this number of uses the Hero incurs a cumulative penalty of -1 on further mind-power die rolls for that day. Critical successes do not count toward the number of uses. A minimum of eight hours of rest is required to recover normal Magic abilities. “Rest” includes sleep, meditation, or any other form of relaxation. Example: a Hero with MR+5 could use his Magic Modes six times before the mental fatigue penalties start. On the sixth try he would have a normal roll and on the seventh he would incur a -1 penalty, eighth would incur a -2, etc. The Tell Magic always leaves its mark when used and nothing goes untainted by the dreamers when their essence touches mundane reality. In some cases it may be subtle as light breeze and in other cases as mind shattering as the rocks that laugh with the voices of small children. All magicians have some sort of tell when using magic and it is encouraged that players come up with some sort of unique effect that follows the casting of their magics its should incorporate the hero’s personality as well as the tradition they use. The Tell only manifest on spells with a level of 15 or more and and last for a number of minutes equal to the casters Magic Rating (MR). Example: A hero with the Atlantean Sorcery tradition cast an attack spell. The mage invokes the elemental spirits of fire to attack his opponent. Shooting from the air above is a blazing bird of fire and smoke that screeches down and strikes the foe. If the spell was a level 12 attack spell then the damage would be done and no further embellishment would occur. If the spell was a level 15 or higher once the damage was done eddies of supernatural smoke and flame would lick the ground where the spell struck. Perceptible Versus Imperceptible Effects In some cases it may be prudent to hide this effect, and with great concentration most Magicians can. To hide the perceptible effects of using a mode, a Magician increases the difficulty of the effect by +4. Taking Extra Time A Hero may try and take his time when shaping powerful Magics. The Hero gains an extra +1 to the skill roll for every 2 minutes of time taken. The Hero can only receive a maximum bonus equal to his skill level with the mode. During this time the practitioner must use the physical components of his tradition and perform some sort of elaborate ritual (provided by the player) that explains what’s occurring during the extra time taken. Example: A Hero with an Influence Mode +15 can only benefit from taking an extra half-hour of time (bonus +15 to his roll). Action Penalties Casting/shaping a Magic counts as an action and is subject to all multi-action penalties. A Hero who wants to use the Attack Mode to cast a Magic and shoot it at a target in the same round would use two actions.104
  • 105. Holding Magic Effects for later use A Hero may cast a Magic in one round for use in a later round. A Magic may be held with nodegradation for a number of rounds equal to the level of the Mode. After that time limit, the Magic’seffects are reduced by one level for each round beyond its limit. If the Hero is struck or otherwisedistracted, the power may be lost (the Hero must make a WIL + Resolve roll to keep his composure).Loss of consciousness automatically means the Magic is lost. Also, a Hero is further limited to the number of Magics he can hold in reserve by his MRattribute. A Hero may hold a maximum of MR Magics in his mind at a given time.NOTE: Each time a Hero unleashes a Magic, it counts an action and is subject to the normal multi-actionpenalty. Delayed Magic Effect A Hero may want to have a Magic go off at a certain time as if it had a “fuse.” The Hero mustgive the Magic a duration and inform the GM that his Intent is that the Magic activates once thatduration is met. The magic effect takes place at a certain time and a certain place and once placedcannot be changed or altered. Example: Alcmene is being pursued through a temple but angry cultist. She runs into a room and bolts the door. The mage places a area effect attack spell on the doorway that will go off in 5 rounds. She escapes through the window opposite door and climbs down the wall. 30 seconds later she hears the loud roar of the fire elemental blazing into the room and the screams of the cultist. Cooperative Effort A Hero may help another Hero with a Magic effect if he has the same skill with a level equal toat least half the skill level of the Hero he is assisting. Cooperative effort allows a group of Heroes todistribute the burden of a high-level Magic equally over a group of people. The DoD is divided equally among the group with any remainders attributed to the leadMagician. All involved must make their roll with a full success. Any failure means the entire groupfails, and one partial will mean the entire group gets a partial. To get a critical success on the Magiceffect would require the entire group to roll a critical. A group may pool their Hero Points for greater effects when shaping the Magic. Cooperative efforts take time to coordinate and the level of the Magic plays a big role, referencedin the table below. Magic level 1–25 A number of rounds equal to the level of the Magic 26–40 A number of minutes equal to the level of the Magic 41+ A number of hours equal to the level of the Magic Example: Alcmene wants to heal a battlefield full of wounded soldiers. The total Manipulate Mode DoD is -35. She is accompanied by three Acheron warriors who also possess the Manipulate Mode of Magic. Alcmene has the Manipulate Mode at +12 and warriors have skill levels at +7, +6, and +3. Two warriors may help but the last, with only a skill level of +3, cannot. Alcmene and the two warriors coordinate their actions, which takes 35 minutes, and distribute the burden of the Magic as equally as possible between them. The two warriors have a DoD-11 and Alcmene has a DoD-13. They must all succeed at their rolls to make the motes of half formed dreams heed their call to heal the fallen soldiers. Hero point enhancements Hero Points can be used in the usual manner where Magics are concerned or they may be used todrastically enhance the effects, allowing a skilled Magician to manipulate forces on a cosmic scale. If a Hero spends 10, 20, 30, or 40 Hero Points she can increase one aspect of the Magic by afactor of x10, x20, x30, or x40! An unlimited amount of Hero Points may be spent in this manner aslong as the Hero has the Hero Points to spend. Example: Alcmene needs to lift a fallen cargo truck off of a worker. The hauler weights 2 tons, far beyond her ability to lift. If she spends 10 Hero points on the Magic then she can now lift 500 kilograms instead of 50kg. Example 2: Alcmene wants to erect a force bubble to protect her body from an incoming missile. Usually a level-10 shield would have a PR of 20, but with the Hero Point expenditure the shield’s PR is magnified to PR200! Sadly, against a vehicle-scale weapon this still may not be enough. 105
  • 106. The skill roll must still be made but if successful the effect is magnified. If the roll is a failure the Hero Points spent are lost. Rituals, Sacrifice, and Bloodletting The vital life blood of all living things is very potent and holds all the potential a living soul has. This energy can be harvested by a magic user and used to fuel greater magical effects. When the magician uses blood, his own or others he can increase a magical effect. For every 10 Hit Points of blood loss, up to a maximum of 30 points, harvested from a living being allows the caster to increase his mode skill level by +5 up to a maximum of +15. The killing of the sentient being will garner +20 per 10 Hit Points possessed! Example: a Human with 20 Hit Points is killed in a bloody sacrifice would yield +40 bonus to the mode skill level. Animals harvested in this way only yield half as many bonus levels (round up). Example: a deer with 20 Hit Points is killed in a bloody sacrifice would yield +20 bonus to the mode skill level. Blood letting can be combined with the use of hero points and cooperative effort to create astounding effects. Example: a shaman with the sensory mode +12 wants to peer across the sea to find the whereabouts of a village fugitive. The GM rules that the DoD of the task will be -30. The Shaman hunts down a great eagle, kills it and uses its potent blood to receive +10 levels to his sensory mode for the casting. The shaman now has +22 versus the DoD -30. The shaman reaches into the great beyond and summons spirits to help him see the fugitive. Soul Power The hero may use his own life-force to cast a spell. The hero must permanently reduce his CON attribute by 1 for level 1-10 spells, by 2 for 11-20 level spells, by 3 for 21-30 and minus 4 for any spell beyond level 30. Once he has made the personal sacrifice the spell is cast as if the spell roll was a success; No Roll is made, the spell is an automatic success. All the hero need do to use this benefit is promise a portion of his soul to the Elder Gods who sleep. Once the spell is cast the hero must then roll on the Price of Prolongs Magic chart. Counterspells Any spell or magical effect can be dispelled by casting a counterspell of the same Mode. If the counterspell is of a different Order than the original spell, the spellcaster takes an additional -5 penalty to his casting roll. Counterspells have the same range and duration as regular spells of the same Mode. First, the spellcaster must successfully cast the counterspell (follow the normal spellcasting procedure). Then compare the level of the counterspell to the level of the spell to be countered. Use the level of the counterspell as a positive modifier and the level of the spell or magic to be countered as the Degree of Difficulty then roll on the Action Table. Full or Critical Success means the spell has been countered, and its effects negated. Partial Success means the spell’s level and its effects have been reduced by half (round up). Failure means the counterspell has no effect, while a Mishap may actually strengthen or extend the duration of the target spell (GM’s ruling). Example: Abanda the Ophiran casts a Level 9 spell that creates a Wall of Winds between him and his rival, Alkan the the Stormlord. However, Alkan is proficient in this Mode (Ward), and is of the same Order as Abanda. He successfully casts a counterspell at Level 8, hoping that this will be sufficient to dispel his opponent’s magic. After his spellcasting roll, Alkan’s player rolls again at a penalty of -1 (his level 8 counterspell minus Al-Qaddan’s level 9 spell = -1). He rolls a 17, for a result of Full Success. Al-Qaddan’s barrier sputters and dissolves before his eyes. Unintended Effects Magic often has logical side effects not explicitly stated in the spell description. The party enters an Atlantean mausoleum. The GM asks what source of light they’re using. The warrior says he’ll draw his enchanted sword for light. Does it shed light? If so, how bright is it? This is an example of how side effects can come into play. What constitutes a side effect is up to the individual GM, but in no case should it be used to add additional magical effects to a spell.106
  • 107. Side effects are not magical in nature. They are the natural results of certain effects. A loud noisecan deafen, a glowing spell sheds light, a fiery spell may ignite combustibles... those effects are notmagic. You cannot, for example cast an illusion of a hypnotic effect and thereby charm a group ofenemies, claiming the side effect rules. To determine the level of effect of any side-effect, use one-third the spell level. Example: The side effect level of a level 9 spell would be 3. If a side effect is sense-affecting (such as shedding light), treat the side effect as an Illusion withthe effect rating becoming levels. In all cases, side effects are up to the GM to determine, usingcommon sense. Attack Mode vs. other modes Ideally the Attack is the mode of choice but conceivably other modes may be used to causeharm or damage to an opponent. Other modes however may be used to indirectly cause damage likemanifesting a molten lead above a person’s head, or hurling rocks at an opponent using the KeneticMode. When a mode is used in this manner the spell does as much damage as an attack spell of onethird the spell level. Example: a manifest spell used to create a stone slab that falls on an opponent (level 12) would do damage as if it were a level 4 attack spell.Magic power creation Magicians have at their disposal the forces of the universe. In ATLANTIS, it is assumed thatMagicians have learned a large amount of Magic abilities. Instead of writing each down it is farbetter to assume that if the Magician knows the Mode he has great ability in it and has certain skill init. There is no need to write down every possible variation of an Attack Power or every iteration ofan Influence effect, just as it makes no sense for a warrior to write down every maneuver he may dowith his sword or spear.MODES Every Magic Power employed in the game has one primary effect, or Mode. This idea holds trueregardless of the outward form the Magic Power takes. Does the Magic Power heal injury? Doesit move objects? Once you know the Magic Power primary effect, you know its Mode, and how itworks in the game. The following is a list of Modes and their primary effects. Each is described indetail later in this chapter. Attack Illusion Influence Kinetic Manifest Manipulate Sensory Shield Summoning Like all other skills, though, Modes are improved just like any other skill. When a Hero learnsa new Mode, they are actually learning many different concepts and theories of how to manipulatetheir Magic ability in the particular function of the Mode in question. Magic users never refer to Modes by name. Instead they discuss specific Magic Powers and theireffects, such as telepathy or ESP. 107
  • 108. Modes Attack Damage: 1 Hit Point per Magic level. Range: 20 meters (-1 to activation roll per additional 3 meters). Duration: Instant / 1 round per level (no range). Area: -3 to activation per meter of radius. Example Uses Attack Bonus: -1 for each +1 bonus on attack rolls. of the Attack The Mode of Attack is a literal unleashing of destructive Magic energy to harm or destroy Mode another being or object. Once used, Attack Magic Powers have an instant duration and their Hit “I channel arcane Point damage amounts are equal to the level of the Magic Power being used (e.g. a level-4 Attackenergy in the form of a Magic Power inflicts 4 Hit Points of damage).screeching flayed skull Most Attack effects are ranged attacks and are subject to the modifiers and adjustments based onto inflict harm upon the range and position of the intended target (see Ranged Attacks in the Combat Chapter).my attackers.” Attack Magic is dodged normally, whether it’s a ranged attack or a melee/close attack. The Hero uses his CR + Mode skill versus a DoD equal to the target’s DEX + Evade skill to hit. “I speak Words Example: Alcmene wants to hit an opponent with a bolt of pure light as the battle rages aroundof Power and throw her. She has the Attack Mode at level 12 and wants to hit her opponent who is 12m away for 10 pointshandfuls of liquid of damage. She must first cast the Magic and has a DoD equal to the level of the Magic, which is -10.flame to splash over She rolls a success and the Magic is now ready to throw at her opponent. She rolls her CR + Attack Mode to hit her opponent who uses his DEX + Evade as the DOD to hit.my enemies.” Close-combat magics are also within the purview of this Mode, such as magic-generated melee “I hurl a bolt of weapons made from pure energy. These effects last for a number of rounds equal to the effect level,pure divine energy to and inflict the same amount of damage as a ranged Attack Magic of the same level. When usingdestroy the undead such magics in combat, the Magician applies his CR + Unarmed Fighting or Melee skill versus thecreature that dares target’s DEX + Evade skill to hit.return to the world of Area-effect Attack Magics can also be created with this Mode, (windstorms, fiery explosions,living.” etc.), and deliver damage equivalent to a standard ranged Magic of the same level. Every one meter of effect radius counts as -3 to the activation roll. “I cast a powerfulsense of agony inhis mind, hoping thepain will render him ILLUSIONunconscious long Basic Illusion: Level 1.enough for me to Features: +3 effects levels per additional feature.make my escape.” Range: 20 meters (-1 to activation roll per additional 3 meters) / scrying. Duration: 10 rounds (-1 to activation roll for each extra round of duration). The Illusion Mode is used to create and detect artificial sensory input, such as phantasmal images or illusory sounds. These illusionary effects will appear real, though they lack substance. The standard level-1 Illusion effect will register to a single sense (i.e. sight, but not touch, smell, taste, or hearing) but has no motion capabilities. For each +3 effect levels, the effect can include another feature, from the following list: Sensory Enhancement: Illusions can be enhanced by the addition of other sensory elements, such as sight, sound, taste, touch, and sound. Like all aspects of the Illusion effect, these sensory enhancements may seem real to others but will lack any actual substance. Motion: A visual effect can also be made to move. The Magician must be within the effect’s range and be able to sense the effect in order to control its motion. An Illusion effect may also be tied to an object or being so that it moves with the target; for instance, a Magician could wear an illusory cloak. Details: The base illusion is relatively detailed, but only to a point. With this enhancement, the Illusion effect may take on a new depth of vivid detail, such as reproducing the exact features of a complex map, enhancing the perceived value and quality of an item, or perfectly copying the features of someone’s face. Magnitude: The sound, volume, brightness, and apparent size of the Illusion effect can be enhanced by increasing its magnitude: 1 feature added: as loud as a shout, as bright as a torch, as big as a humanoid.108
  • 109. 2 features added: as loud as a trumpet, as bright as a campfire, as big as a horse.3 features added: as loud as a cheering crowd, as bright as a bonfire, as big as a wagon.4 features added: as loud as thunder, as bright as a lightning flash, as big as a house.5 features added: as loud as a hurricane, as bright as the sun, as big as a ship. Example usesResisting Illusions of the Illusion The Hero must have some inkling that an illusion is being used before he is allowed to detect if Modethe phantasm is real or not. “I bend light Magicians can detect and resist any Illusion effect by using their PER + Illusion Mode skill, with away from myself,the level of the effect being used as the Degree of Difficulty for the attempt. altering the flow of Beings without the Illusion Mode must rely on their wits and observation to determine if what is perceivedsomething is real or not. This is simulated by having the Hero make a PER roll versus the Illusion by those around melevel as the DoD. Success indicates that the viewer suspects the Illusion effect to be unnatural or and rendering myselfartificial in some way. invisible.”Invisibility “I make the hidden The Illusion Mode can be used to render a target invisible. Invisibility is a very complex effect gesture, pointing atas it must exactly mimic the environment around the target. Invisibility for a single, stationary my assailants andindividual is a level-10 effect (1 level for the basic illusion plus 9 levels of complexity). If the Hero opening their eyes towants to stay invisible while moving, add 3 levels for a total of 13. the ‘truth’; that they hold not swords butMaking Light serpents!” Illusion effects can also be used to produce illumination. A small, stationary globe of light is asimple level-1 illusion. By adding 3 levels, the ball of light will move with the Magician. This light “I create thecan be used to blind enemies by directing it into their eyes. illusion of my face To accomplish this, the Magician must make a ranged attack roll using her CR + Illusion Mode resembling therating with an additional penalty of -7 for aiming at a small location. If successful, targets are Baron’s, so I canblinded for three rounds, +1 round for each magnitude feature added to the effect. Illusions can be infiltrate the partyproduced anywhere within the range of the effect, and can also be activated while scrying, in which without suspicion.”case the range of the effect is unlimited.InfluenceRange: Line of sight.Area: Single target (-1 per extra target).Duration: 1 round (-1 to activation roll for each additional round).Resistance: WIL roll – ½ Magic level (do not included the duration levels).Mental Attributes: +1/-1 per 3 Magic levels. Magic Powers that affects and manipulates a being’s thoughts and emotions fall within the sphereof the Influence Mode. The subject of an Influence effect will obey a single command from theMagic user, such as “Halt where you are,” “Sleep,” or “Tell me your name.” The command is sentinto the subject’s mind, and need not be spoken aloud unless the Magic user so desires. The subjectwill attempt to carry out the instruction to the best of its ability until the duration of the Magic Powerelapses. No subject can be ordered to accomplish an instruction that contradicts its basic nature orabilities; for example, a person cannot be commanded to fly. Dangerous actions, such as attacking anenemy, can be commanded and obeyed, but blatantly harmful or suicidal actions will suffer penalties(at GM’s discretion). This includes instructions to attack a being many times more powerful than thesubject; commanding an unarmed civilian to attack an armored patrol might warrant a -10 penalty,while an experienced soldier would do so at only -1. The target of an Influence effect can resist being controlled by making a Resolve skill roll. Forevery 2 power levels, the target takes a -1 penalty to WIL. Example: Alcmene is at a symposium investigating a corrupt noble there. She shadows him to his private room and confronts the guards outside. As she walks past the guard she waves her hand and tells the guard “You did not see me.” Alcmene decided that the Magic level will be 12 and makes her roll, getting a success. The guard now has a DoD-6 to resist the Magic.Note levels of duration do not factor into the difficulty to resist the Influence. Additionally, a Magic user may alter a target’s scores in any mental- or social-type skill orAttribute. For example, a Magic Power that would see the target become forgetful or scared might 109
  • 110. have the same effect of lowering the target’s INT or WIL ratings. Example: Later, in the corrupt noble’s room, Alcmene confronts the noble and asks where he is keeping the daughters of the peasants he is holding hostage. He refuses to answer but once again Alcmene uses her Magic power to loosen his tongue. She reduces his WIL by three points. The DoD of this is -9. She is again successful and the noble’s resolve erodes and his tongue starts to wag. The subject of an Influence effect recalls the events that occurred while under the Magic Power’s control. If the Magic user attains a Critical Success on the Magic Power roll, the target will believe the actions undertaken were his own idea and not suspect the influence of Magic, no matter how strange or uncharacteristic the deeds were. Example Uses of the Influence Kinetic Mode STR: +0 (50 kilograms) (+1 STR and 50kg per 3 Magic levels). “I psychically Range: 20 meters (-1 to casting roll for every 3 meters of extra range).weaken his desire to SPD: base SPD-4 (10 meters per round) (-3 to casting roll for each +1 SPD rating).search everywhere in Area: 0’ radius (-1 to casting roll per foot of radius).the room, hoping I can Duration: 5 rounds (-1 to casting roll per additional round of duration).convince him not to This is the Mode for any Magic Power effects that move, levitate, or manipulate objects andcheck the barrel where beings without the Magic user physically touching the target. Levitation, telekinetic movement, andthe bloodstained all similar effects made possible by the Kinetic Mode require the Magic user’s full attention andsword is hidden.” concentration to maintain. It is not possible to use other Magic Powers while levitating upward or while manipulating a target, though it is possible to leave the item or being suspended motionless “I speak words of in the air without canceling the Magic Power while the Magic user turns his or her attentions toarcane commanding to creating another effect.the ghost, and demand A Kinetic Magic Power at level 1 can affect up to 50kg (STR +0), and allows the Magic Powerthat it serve me.” user to control the target range up to 20 meters. For each 3 levels of the Magic Power (starting at level 3) the effect gains a +1 STR rating, and adds 50kg to the total weight allowance. Objects or “I alter the creatures manipulated with this Mode travel at a default SPD of -4 and can be moved anywheresummoned beast’s within the Magic Power’s effective range. The focus of the power can be made to move faster byrage so that it desires increasing the SPD level of the Magic. For every +3 difficulty the SPD increases by +1.only to attack my Example: Alcmene is escaping the symposium across a rooftop with a group of guards and anfoes.” angry corrupt noble in pursuit. She comes to the edge of a building and needs to make it across to the next. Alcmene is a slightly built Jinn and weighs only 50kg, so there is no penalty for her weight. However, she wants to move quickly across and at a SPD of +0 instead of the standard SPD-4; this is a -12 to the roll. The total DoD for the Magic roll is -12. The Magician causes the air under her to solidify as she moves across to safety. The STR rating of any Kinetic effect must be divided between holding and lifting the target. For example, the Magic user may wish to prevent a foe from fleeing his presence. A level-9 Magic Power would allow the Magic user to hold his opponent with a STR rating of +3. If the Hero also wished to levitate the target off the ground, he would have to add 6 more spell levels for a lifting STR of +2 (enough to lift 75kg). Example: In the mountains above the town later that day Alcmene finds the kidnapped peasant and flees with him. While escaping the corrupt noble, the peasant falls into a chasm and Alcmene uses her Magic to catch and pull him up. The peasant is a large boy weighing 100kg (DoD-3 for the additional 50kg), and additional -6 DoD for the STR+2 to lift the young man back up. If she wanted to make him move faster, she could also add -6 to increase the SPD from -4 to -2. Grappling Attack An action to grapple an opponent from a distance is possible using the Kinetic Mode. The Hero must first make a CR + Kinetic attack to hit the opponent, and if successful the level of the power being used acts as the STR and the DoD to later break the grapple. While grappled the target is rendered immobile or moves at a SPD of -4. Distant manipulations are certainly possible, such as pulling a lever from across the room or slamming and bolting a door from several meters away. These actions use the same rules for STR Rating as lifting or otherwise manipulating targets, and can also be used to wield a weapon or employ a physical ability such as juggling or writing. In this case, the Magic user’s skills or Attributes are used to determine the success or failure of the manipulation. Example: A Magician using a Kinetic effect to unlock a door must make a Disable Mechanism roll after the Magic Power is activated.110
  • 111. ManifestMaximum Mass: 5 Kg per level.Maximum Area: 30 cubic centimeters per level.Range: 20 meters (-1 to casting roll for every 3 meters of extra range).Duration: 1 minutes (-1 to casting roll per additional 1 minute of duration). Manifest effects create non-living materials and objects from pure energy and make them appearat the Magician’s disposal. Up to 5 kilograms of matter, covering an area up to 30 cubic centimeters,can be created per level. The Magician must be familiar with the object or material to be created,though simple shapes such as bricks, timber, bows, and swords require no special training or Example Usesforeknowledge. The creation of exact replicas or finely detailed pieces incurs a -1 to -10 DoD on the of the Manifestcasting roll, at the GM’s discretion. Mode When the duration of the Magic ends, the item disappears, unless it has been consumed or mixed “I speak with thewith another material. Manifested water still quenches a being’s thirst even after the duration of the spirits of the earthMagic has ended, and manifested metals mixed with others in a forge will remain alloyed after the and demand that theyMagic has expired. manifest small roundReverse: Dematerialize stones under the feet A Hero may want to make an amount of material disappear for a time. When using the mode in of my foes to makethis manner the Hero can create holes in walls or make an opponent’s weapon vanish from his grasp. movement difficult.”When the item is held by an opponent, the Magician must add the user’s Resolve Skill Rating to thefinal DoD to cast the power. Once the Magic is cast, the Hero must then target and hit the item using “I summon forth ahis CR + Manifest Mode level versus the target’s DEX + Evade. If successful the item is removed wall of flames to repelfrom the opponent for the duration of the effect. my attackers.”ManipulateLevel Required: See description.Range: Touch / -1 per meter range.Subjects: -1 to activation roll per additional target.Duration: 1 minute (-1 to activation rolls per additional minute of duration). The Manipulate Mode covers all effects that alter the physical forms of objects and beings. Thelevel of the Magic required depends on the changes that the Magician wishes to wreak upon thetarget. Minor or cosmetic changes will fall under the purview of low-level Magics, while high-leveleffects can heal grotesque injuries, warp a form into another shape completely, or alter one creatureinto another. Manipulate usually affects the physical. For manipulations of the mind, the InfluenceMode should be used instead. This mode is primarily used to psychically heal or cause wounds, or to increase the user’s ownnatural Attributes as follows:Healing/Harming: 1 HP recovered/reduced per power level. Can also cure or cause disease by healing/inflicting 1 disease level per power level. Heal/Harm effects only affect living beings, and the standardManipulate rules for duration are waived. All Heal and Harm effects have a Range of Touch. The range can beincreased at a penalty of -1 per meter range to the roll. Example: Alcmene is hiding behind a large rock with an escaped peasant she is trying to help. The boy is hurt and has taken 8 Hit Points of damage. Alcmene presses her hand over the wound and concentrates. To heal the entire 8 points is a DoD-8.Increased/Decreased Skill Rating: +1/-1 in Skill Rating per power level. Example: Finally, in the woods, Alcmene and the peasant boy use stealth to move away unseen from the pursuing guards. Alcmene, being an Oread Jinn, has no trouble sneaking away but the boy is clumsy with little ability (Stealth+2). Alcmene uses her vast abilities to increase the boy’s skill, giving him an additional +6 to his skill increasing it to a +8. This use of her powers has a DoD-6 to her roll.Increased/Decreased Attribute: +1/-1 in Attribute per 3 power levels (PER is changed using theSensory Mode instead). Example: Alcmene realizes that they cannot hope to outrun the guards who are dogging their trail. She may be doomed, but the boy does not have to be. Alcmene stops and enhances the speed of the boy so that he may escape. She increases the boy’s SPD+0 to +4 with her ability with a DoD-12. The boy thanks and blesses her and moves off at a great speed through the woods.Alter Protection Rating: The PR of the Magic user’s skin can be enhanced +1 per 3 power levels. Example: Alcmene, tired of running, turns to face her pursuers. She draws her thorn blade and with sheer force of will hardens her skin, covering it with bark. She gives her skin PR4 armor (DoD- 111
  • 112. 12) of bark and vines, and slowly walks toward her hunters. Minor Manipulation (Level 5): Alters facial features of living beings or the form of small objects no larger than a small child. Significant Manipulation (Level 10): Alters one humanoid to another humanoid species, provides unnatural alterations such as feathers or grass instead of hair, or changes the form and material of objects no larger than an average adult human. Major Manipulation (Level 15): Alters one species into any other; transforms 5m x 5m of any one non- living object into any other substance; i.e. stone to metal, metal to wood, or soil to water. Complete Alteration (Level 20): Alters any living being in any way imaginable; flesh to stone, etc. Also alters 20m volume of any non-living material into any other — even living — substances. This is the only way in which life can be created magically, short of divine intervention. The modifiers and effects of Manipulate Magics always stack. A Magician turning himself into an eagle would be activating a Major Manipulation (Level 15). If he wished to enhance the DR of his talons by +1, he could activate the Major Manipulation at Level 18, including the +3 Magic levels required to enhance or reduce DR ratings by 1 point. Beings altered into other species maintain their Attributes and usable skills unless the Magic specifically reduces the scores. If the subject was injured before any transformation effects, he or she remains damaged afterwards unless a healing Manipulate Magic is activated. Activated as a counter-Magic, Manipulate effects can restore objects or beings affected by Manipulate Magics back to their original forms, including “un-healing” any recovered damage. Sensory Range: 20 meters (-1 to activation roll per extra 3 meters of range). PER: +1/-1 per level. Scrying Range: 1 kilometer (-1 to activation roll per extra kilometer of range). Scrying Time Range: 1 hour into past or future (-1 to activation roll per hour either way). Duration: 1 minute (-1 to activation roll per additional minute). The Hero uses this mode to enhance his or others’ Perception abilities. Perception is not limited to what the Hero can see, hear, smell, or touch, but could also be used to enhance a person’s empathy, allowing him to discern how a person is feeling or if they are telling the truth. The level of the Magic is added to the Hero’s PER when trying to sense. Example: Alcmene knows that she is talking to a liar and wants to get at the truth. She uses her Sensory mode to detect lies. She successfully cast the Magic at level 10 and may now add +10 to her PER + Deduce Motive when trying to root out the lie. Example: Alcmene is in a dark cave and has a sight penalty of -6 to any sight-based actions. She uses her Sensory Mode to enhance her night vision, giving +6 to negate the darkness penalty. Locate Object/Person The Sense Mode is used to divine the location of specific people, objects, and creatures. The Hero uses his Magic to add to his PER in order to find a person, place, or thing. Example: Alcmene is in a forest looking for an entrance to an underground waterway. The GM decides that the metal grate is hidden under a pile of leaves 25m away and gives Alcmene a DoD-8 to find it. She reaches out with her Sensory ability with a range of 32m and an enhancement of +10 PER. The total DoD to cast the Magic is -14. Since the grate is within range, the GM allows her to roll her PER+10 versus the DoD-8. If the grate had been 50m away she would not be able to use her bonus since it was outside her range. Scrying Perhaps the most useful Sensory effect is clairvoyance — the ability to see into other locations via magical vision. The range of a clairvoyant Magic Power is limited to one kilometer per power level. Only the five standard senses are effective within a clairvoyant Magic Power.112
  • 113. Reverse: Obscure The reverse of the Sensory Mode is Obscure, and it conceals objects, beings, and locations fromboth magical and mundane detection. Use the Obscure Magic Power as the Difficulty Modifier against any attempts to divine what isbeing hidden. Obscure effects cannot be deployed to make anything truly invisible, rather they makethem go unnoticed. Example: Alcmene has the stolen amulet and is trying to get past a checkpoint where guards are searching travelers’ belongings. Alcmene uses the Sensory Mode to obfuscate the amulet with a penalty of -8. When the guards search her things, they have a -8 penalty to do so. Example: Alcmene is lying to the guard about where she is headed but doesn’t trust her own abilities at hiding the truth. She uses the Sensory Mode to add a penalty of -6 to the guard’s ability to deduce her motives.ShieldRange: Touch.Hit Point Rating: 2 HP per Level.Protection Rating (Barriers): +1 per 3 levels.Protection Rating (Wards): +2 per level.Area: Single target (aura) or 2m radius (+3 Difficulty per extra meter).Duration: 1 minute (+1 Difficulty per extra minute). Shield Mode Magics come in three varieties: auras, barriers, and wards.Auras Auras cover a single individual or item with a protective energy. The composition andappearance of an aura depends on the user, but the appearance of a Shield effect is always visible andapparent for what it is. Unless an Illusion effect is cast to conceal it, an aura is always visible to normal senses. Aurasare air and light permeable, allowing the Magician to breathe and see. For this reason, these Magicsdo not protect against blinding lights or harmful gasses. The aura also moves with the Magician. Only a single protective aura may be worn at a time. If asecond aura is cast on the same target, only the aura offering greater protection remains. Auras have2 hit points per Magic Level. All damage from attacks on the wearer of an Aura is subtracted fromthe Aura itself. Once an Aura is reduced to zero Hit Points, all further damage is done to the Hero. Example: A hero creates an aura of protection that is level 10. The Aura provides the hero with 20 points of protection. During the battle the hero suffers damage 12 points of damage from a spear hit. The hero’s aura absorbs the 12 points of damage leaving the shield capable of taking only 8 more points. In the next attack the hero suffers another 12 points of damage. The shield negates the first 8 points but the other 4 points of damage break through the shield ding damage to the hero. While protected by a protective aura, a Hero is immune to the special effects of critical hits incombat, since there is no way to “go around” an aura to hit a vulnerable spot. Non-damaging attackssuch as grapples, disarms, and other stunts take their normal effect on a success.Barriers Barriers create a stationary two-dimensional shield of energy that can take whatever simple shapethe caster desires. Like personal auras, their appearance depends on the Hero. A barrier can be a wallof ice, a shield of arcane force, or a column of swirling winds, for example. Barriers have a Protection Rating equal to one-third the Magic Level. Thus a level-9 barrierwould have a PR of 3. Barriers are immobile once created.Wards Wards, unlike barriers and auras, protect against certain specified threats or maladies instead of“all damage.” Wards can be cast upon living creatures or inanimate objects such as doors, locks,shields, etc. Ward Magics can be cast to protect against (but not limited to) the following effects andconditions: · A type of weapon: such as handheld weapons, missile weapons, or claws. · An elemental or environmental effect: such as heat, cold, electricity, acid, drowning, et cetera. · A skill: commonly used vs. Disable Mechanism, Deception, Tracking, etc.... · A disease or plague. · A single Mode: choose between the Modes, though it is not possible to create a Ward effect 113
  • 114. against Ward Magics. Casting Ward Magic against the Attack Mode effectively functions as protection against Magic damage. · Any single type of creature: choose a category such as insects, avians, natural predators, monsters, demons, etc. A Ward effect cannot be raised against overly broad categories such as all humanoids or summoned entities; it must be more specific. An individual or item cannot be protected by more than one Ward of the same type. For example, it is not possible to be protected by a Ward vs. fire and Ward vs. ice. There is no restriction against the simultaneous use of different types of Wards, such as a Ward vs. fire and a Ward vs. the Influence Mode. Wards are not absolute protection. Against non-damaging effects (a Ward against pickpockets, or against Influence Mode), treat the Protection Rating of the Ward as a penalty to the attempt or a bonus to the resistance. Thus a level-10 Ward against pickpockets would give the thief a -20 to his or her attempt, while a level-10 ward against modes of Influence would give the target a +20 to their resistance roll. Against damaging effects, a Ward has a Protective Rating equal to 2 per level, and any damage that exceeds the Protective Rating damages the Ward itself, not the protected person or object. Damage done to the Ward reduces its HP, and if the HP is reduced to zero, the Ward collapses. Example: Alcmene is searching for Khimira eggs below the city of Troy. Knowing that she will encounter the foul creatures in the labyrinth of caves below the metropolis, she creates a Magical Ward protecting against Khimiras. She finally finds a cave full of eggs, but also encounters the clutch’s mother. The Ward provides a Protective Rating of 20 and 20 Hit Points. If the Khimira cannot do more than 20 points of damage with its normal attacks, it will not be able to break the barrier that way. If, however, the Khimira can inflict 25 points of damage with a single attack, then it will be able to batter down the ward in 4 rounds, since each attack will do 5 points of damage to it. All Magics of this Mode have 2 hit points per Magic Level. All damage that would otherwise be done to a target protected by an aura, barrier, or ward Magic will be absorbed by the Magic. For example, a level-12 barrier has a Protection Rating of 4 and 24 Hit Points. If an enemy hits the barrier for 10 HP damage, the barrier takes 6 and has 18 HP remaining. A ward, being more specific, has a much higher Protection Rating, but anything other than that to which it is attuned will pass through the ward unaffected. Reverse: Curse When Ward effects are reversed and cast with malicious intent in order to render a being or item more susceptible to harm, the Magic is known as a Curse. These are cast in an identical manner to Ward, though rather than protecting the target against the named criteria, the Magic renders the being or item vulnerable, ensuring that the target suffers extra damage (+1 per 3 Magic Levels) from the threat or malady. In cases of Curses that do not inflict damage, they inflict the target with a penalty of some sort equal to -1 per level. Summoning Base DoD: Ability Level of Summoned Creature: Casting Time: 1 round per spell level Duration: 10 minute (-1 to casting roll per additional 10 minutes) Permanent Summons: +15 levels The Summoning Mode is used by spellcasters wishing to interact with extra-dimensional entities, such as bringing demons to Earth and speaking with the dead. It is no surprise to learn that Summoning is perhaps the most dangerous and unreliable of the Modes, involving great risk when used at high levels of power. The primary effect achieved with this Mode is the direct summoning of extra-dimensional beings, transporting a creature from its dimension of existence and bringing it to Earth. The type of creature that is summoned is decided by the caster, though each of the Orders has restrictions on the types of beings it can summon. The level at which a Summoning spell is cast determines the level of the creature that responds to the call. Example: a spirit summoned with a level 3 spell will have an overall Ability Level of +3. If a spellcaster summons a creature for which there are no direct corresponding statistics, the GM must determine the game mechanics of the entity based on those of a similar creature. Example: the summoned ghost of a long-dead human would have similar statistics to those he had in life: those of a normal human warrior.114
  • 115. Summoned creatures may have additional special abilities, such as flight or immunity toweapons, as determined by the GM. As with all summoned entities, the ability level of thesummoned creature is equal to the level of the spell.Results for summoning spells A summoning spell may result in the occurrence of any of the following circumstances: Mishap: The spellcaster has failed to correctly inscribe both the circle and the triangle. The summoned creature will appear, but will not be restrained in any way. In this case, the caster may be in grave danger, for the summoned creature will be free to act as it chooses. Malign beings may seek to enslave, slay or, in the case of demons, Example Uses of possess the caster’s physical form. Less evil creatures will usually simply return to the Summoning their home planes. Mode “I summon the Failure: The summoned creature will appear momentarily, and then vanish back to its own demon Ba’al to rise plane. The spell failed. from hell and do my Partial Success: The spell succeeded in summoning the desired creature but because of some flaw bidding.” in the spell formula, the creature summoned is granted a +5 bonus to resist all attempts to force it into a pact. “I whisper the Success: The spell has performed as expected although the caster must still seal a pact. names of my ancestors and pray that they Critical Success: Not only was the spell cast successfully but the creature summoned receives a -5 attend me now and hear penalty to resist a pact being forced upon it. my need.” Procedure for summoning spells “I summon anThe Offering animal spirit to watch Prior to casting the summoning spell, the caster may wish to burn an offering to gain the favor over me while I workof his or her patron spirits.... A minimum offering of 100 gc worth of incense, aromatic herbs and/ my rituals.”or spices is customary, and affords the caster a bonus of +1 on the spellcasting roll. Fragrant oils andcertain types of magical fumes may be used to bestow further bonuses upon the caster.The Ritual Inscriptions In any ritual summoning of creatures which might prove dangerous or hostile to the caster, heor she must inscribe the traditional Circle of Protection and Thaumaturgic Triangle upon the flooror ground. Inks or chalks may be used, or the inscriptions may be traced in the dirt, scratched into afloor, etc.... The time required to complete the circle and triangle is five minutes. For each additional2-minute period spent carefully preparing the magical inscriptions, the summoner receives a +1bonus to his or her casting roll. Both the Magical Circle of Protection and the Thaumaturgic Triangle must be perfectly inscribedin order to have the desired effect. Even under ideal conditions, there is a chance that the caster willfail to correctly inscribe either the circle or the triangle (Mishap on the casting roll). A flaw in eitherof these two inscriptions may bring about disaster for the summoner.The Summoning While standing within the magical Circle of Protection, the summoner may then cast thedesired spell of summoning. The summoned creature will arrive within 10-the hero’s WIL minutes,appearing within the confines of the Thaumaturgic Triangle. Up to 3 individuals may stand withinthe confines of a Magical Circle of Protection. Anyone outside the magic circle may be attacked byany creature summoned.Sealing a Pact Once the summoned being has arrived, the caster may attempt to seal a pact with it. If thesummoned creature is, by its nature, inclined to react with benevolence towards individuals of thecaster’s Calling, it will offer to perform a service for the summoner (a friendly nature spirit for adruid or a totem animal to a shaman). If the type of being summoned is one who has no such relationship towards members of thecaster’s profession, it will always seek to resist the summoner. In this case, the summoner is allowedthree chances to seal the pact by some other means. Each attempt causes the summoned creatureto roll with a DoD equal to the casters WIL; if the creature fails to make even one of these threesaves, the pact is sealed. If the creature makes all 3 saves, it is free to do as it wishes. Note that thesuccesses must be full successes and partials count as failures. 115
  • 116. Example: Alcmene is summoning a entity from the outer dark to perform some unsavory task in the village below. She succeeds in her summoning roll and brings forth a indescribable horror that bellows fouls sounds as its lashes and flops back and forth. Alcmene has a WIL of +3 and the entity has a WIL +1. The creature must roll its WIL with a DoD-3 and get a success 3 times to act of its own free will. There are several methods which may be employed to seal a pact, ranging from offerings to threats and magical influence. The effects which any such attempt will have on a summoned creature are as follows: · Offering Riches: Demons save at -1 per each 1000 gc worth of riches offered, per level of the demon in question; i.e., an 8th level demon saves at -1 when offered at least 8000 gc, -2 when offered at least 16,000 and so forth. · Offering a Service: This is most ideal method of sealing a pact. As long as the service offered is one which would appeal to the type of creature summoned (GM’s discretion), a pact can be sealed without further delay. · Offering a Sacrifice: Demons, malicious spirits and certain war-like deities are extremely fond of human sacrifices, and will always accept such an offering at once (as a rule, only the most evil summoners will make this sort of offer). On the other hand, many beings, like most elementals, never accept the offer of a living sacrifice. · Threat of Harm: Mere threats will never make a summoned creature agree to a pact unless the summoner possesses a weapon or magic item which the creature fears (such as a rod of demon smiting or consecrated water, etc...). If the summoner possesses such a device, the summoned being receives a penalty of between -1 to -10 on the Omni Table roll depending on the overall danger of the device to the creature. · Threat of Imprisonment: If the summoner possesses a spell or device that can imprison or trap a summoned creature, this type of threat will always cause the creature to take a penalty of -4 on the Omni Table roll. · Magical Constraint: Some spells of the Influence Mode may also be used to force a summoned creature to comply with a pact. This is the safest method of sealing a pact, as the summoned creatures resolve to resist the pact is reduced (penalty to their WIL roll) with little risk to the summoner. · Summoning by Name: If a spellcaster is able to learn the common name of any being, she is allowed an additional chance to seal any pact with that creature. Most creatures will reveal their common name (or names) in exchange for release from a pact of summoning, enabling the caster to summon the being by name the next time (+5 to casting roll on the summoning spell). · Uttering the True Name: If a spellcaster is able to learn the true name of any creature (except a being of deific power), he or she may coerce the creature into sealing any pact without delay. While knowledge of a creature’s true name allows the summoner to cast spells upon it at will, the possession of such knowledge is extremely dangerous; the creature itself will not rest until it has found a way to eliminate the individual who knows its true name. Furthermore, other individuals or beings desiring to learn the creature’s true name may attempt to coerce this knowledge from the summoner. Failure to Seal A Pact Failing to seal a pact of summoning also frees the summoned creature from restraint, allowing it to return to its home plane. Evil or hostile creatures may first seek to punish or slay the attacker, if they believe they can do so with comparative ease. If not, such creatures may instead seek revenge upon the caster at a later date. Successfully Sealing A Pact Once a pact has been successfully sealed, the summoned creature may be made to perform a service for the caster. The exact type of service which any summoned creature may be made to perform varies according to the creature’s abilities. No summoned being can provide answers to questions it cannot possibly know; for example, no demon could enlighten a spellcaster about the scientific principles of the weather cycle, but would be knowledgeable on matters of the soul and the afterlife. Ghosts are likely to know much of what they knew in life, though some will have more malicious knowledge, such as the name of their murderer if they were a victim of such a crime. The GM is the final judge on what a summoned being may or may not know. NOTE: Should the caster command a summoned creature to undertake any service which it is not within116
  • 117. its abilities to perform, the pact is instantly broken. In such cases, the summoned creature will simply return toits home plane, though hostile beings may seek vengeance upon the caster at a later date. A Summoning effect requires time to cast, equal to 1 round per level of the spell. The defaultduration of the summoned creature’s servitude is 1 minute, with each additional 10 minutes inflictinga -1 penalty on the casting roll. Once the duration of the spell ends, the being either vanishes, orremains on Earth of its own volition if it is able to do so for any reason (immense power, magicalability, etc....) Reverse: banishment Cast in reverse, the Summoning Mode is the Mode of Banishment, and returns any summonedcreature to its plane of existence. Attempts to banish entities are made with a difficulty penalty equalto the creature’s overall ability level. Like Summoning, Banishment effects take 1 round per spelllevel to cast. A spellcaster can use the Banishment Mode on entities that he cannot summon, buttakes a -5 penalty on the casting roll when doing so. All spells of banishment take 1/4 the time required to cast similar spells of summoning (i.e. 1round casting time for every 4 ability levels of creatures to be banished). 117
  • 118. Traditions Most Second Age spellcasters are exposed to only one kind of magic in their lifetimes and know little, if anything, about other styles. Cultural traditions, taboos, and local mythology all shape magical practice in a given region. It is for this reason that certain styles of spellcasting are peculiar to particular peoples or regions and have spread little in the centuries since the end of the First Age. These styles are referred to by Second Age scholars as Traditions. At character creation a magic user picks one tradition for free. If he wishes to practice magic in another style he must purchase the tradition with the Tradition Talent. Only the most powerful sorcerers know more than one tradition and most mages focus on becoming a master of one tradition. Orders Format Each Order is described according to the following format: Name of Order Description of the Order: its history, and/or practices Advantages: special advantages of this Order Limitations: disadvantages or limits of the Order Modes: bonuses or penalties for certain types of Modes and N/A for modes not available for the Tradition Enchantment: typical types of enchanted items made by members of this Order Example Spells: examples of spells that might be used by members of this Order. The example spells are categorized into three different difficulty levels: Basic (or beginner) spells, Advanced Spells, and Master Spells118
  • 119. Atlantean Sorcery (Mages, Magi, Sorcerers, Elementalist, Wizards, Kashaph, Invokers, and Astrologers) Atlantean Sorcery was discovered and “perfected” by First Age Atlanteans but its practice cannow be found throughout the civilized world due to Atlantean colonial ambitions of the past. Whilestill most common in the Atlantean sphere of influence, local traditions of Sorcery have sprung up insuch diverse lands as Marhashi, Tharshesh, Taracua, Khitai, Minoa, Sheba and Avalon. The invocation of the elder gods, demons, or elemental sprits to do the bidding of the mage. Todo this the mage uses arcane symbols, expressions, and concepts to provoke the entities to do hisbidding. Through experimentation and scholarly pursuit the Atlanteans filled many books with theknowledge of invocation and their magic tradition is considered the most effective and versatile ofall the known traditions. Components Those who practice Atlantean Sorcery must gesture with both hands and speak arcane phrasesaloud in order to cast spells. A device such as a wand or staff is sometimes used to direct spells, butis not required. Advantages · The Atlantean school of magic is much more disciplined than the other traditions. Ritual is very important to the sorcerer and any extra time taken doubles the bonus received. · The Atlantean Sorcery spellcaster may pick one Mode to represent the type of spells she regularly practices. This Mode receives a bonus of +3 to its overall rating and one that she has a -1 rating. Limitations Spells of Atlantean Sorcery are always accompanied by light and sound defined by the type ofspell being cast and the entities involved in the magics. An elemental summons to throw a fire ballmay smell of brimstone and sulfur and the howl of the elemental as it streaks towards the target. Aninfluence spell may manifest in the form of a bird that sings into the ear of a person to be seduced. Spells of Sorcery are always accompanied by glowing lights, an electrical charge in the air, anda strange humming sound. Anyone nearby that makes a successful PER roll with a +5 bonus will beaware that magic is being used and will be able to discern its source. Because of this, subtle illusionsthat are meant to appear “real” are very difficult to accomplish with this Order. Likewise, anyoneaffected by a spell of Atlantean Sorcery (magical influence, protection) will have a noticeable glowand shimmer about them. Modes Attack * Manipulate * Illusion * Sensory * Influence * Shield * Kinetic * Summoning * Manifest * Enchantments · A ring with a wind elemental that allows the wearer to produce a wall of wind to negate damage number of times per day. (Shield mode) · A shirt made with the spirit of an earth elemental lord bound inside. The shirt allows the user to invoke the strength of the lord a number of times. (Manipulate mode) 119
  • 120. The Dark Arts (Necromancers, Diabolist, Demonologist, Thakathi, Mambabarang) The Dark Arts deal with the power of death, decay and destruction. Practitioners of the Dark Arts believe they can gain power by interacting with, and controlling entities from the lower dimensions. Many also seek to gain temporal power by overcoming death, something that none but the most powerful adherents ever gain. Because of its morbid applications, practitioners of The Dark Arts accumulate knowledge of anatomy, physiology, and the general workings of the body. Due to cultural taboos regarding the dead across the Antediluvian world, Dark Arts practitioners are among the only experts in this field (one major exception being Khem Priests). Dark Arts spellcasters learn their spells by studying the magical writings of ancient black- magicians and by communing with devils and daemonic powers. Aspirants need a great numbers of corpses and living beings to practice on, another reason why this Order is unpopular in “civilized” lands. Dark Arts spellcasting is usually unpleasant in some way. Spells can be painful for the caster, the subject, or both. Bizarre and gruesome fetishes must be used to focus spells. In some extreme cases, actual death or suffering must be inflicted to empower the magic ritual. Components A practitioner of the Dark Arts must be able to gesture with both hands and speak aloud in order to cast spells. Certain necromantic devices and fetishes are also required, such as a necklace of bones, a bag filled with corpse-dust, a preserved skull, etc. Advantages · Death and pain are not only the subject of the Dark Arts, they are also its ally. The vast majority end up spending eternity enslaved by a daemon or other dark spirit, but some few are able to cheat death. Upon their demise, a Dark Arts practitioner has one opportunity to escape his final fate. A single D20 is rolled by the player. On a roll of 13, the character dies as expected but is later resurrected as an undead creature within 24 hours. The form of undead assumed is purely at the discretion of the GM and should reflect the overall power and experience of the spellcaster at his time of death. This undead creature remains under the control of the player but suffers a loss of 5 skill ranks from all known skills as a result of the horrific transformation ( to a minimum of +0). · The mage of the dark arts gains twice the normal benefit from blood letting when a living creature is sacrifices. Limitations Those who practice The Dark Arts are universally regarded with fear and suspicion by most decent folk, and are welcome in few lands. Nature spirits and other benevolent entities will not willingly cooperate with spellcasters of this Order, whom they consider cruel and vile. The mage gains a +2 to all intimidation rolls and in social situations suffers a penalty of -4. Manipulate Effects: Dark Arts practitioners are able to manipulate many qualities, most commonly physical strength and power. In all cases, the side effect of a Dark Arts spellcaster’s manipulations is the demonic appearance of the recipient in some way. Summoning Effects: Dark Arts adherents specialize in dealing with otherworldly entities but generally not of the benign type. Dark Arts summonings are always of demons and other malign spirits. Modes Attack +2 Manipulate +1 Enchantment Illusion Sensory Common enchanted items created +1 +2 with the Dark Arts include: Influence N/A Shield * · Talismans that ward away Kinetic -2 Summoning +5 or control undead (Ward, Manifest -1 Influence) · Weapons or items enchanted with disease-causing spells (Manipulate)120
  • 121. Shamanism (Medicine Men, N’anga, Houguns, Inyanga, Mystic, Witchdoctors) Shamanism is the magic of spirit and dream. By connecting with his unconscious dream-self,a shaman can interact with the spirit-gods of the Dreamrealms, known as Totems. Totems are thespiritual representation of all the primal energies that inhabit the world. For example, the EagleTotem embodies the spirits of all great eagles, the wise hunter. The specific creatures and qualitiesrepresented by the Totems vary from region to region. Most shamans see spirits in abundance in the world. Every natural form is an extension of oneTotem or another. The oak trees are the many arms of Giver-of-Life; the crow is the embodiment ofRaven. When in communion with a Totem spirit, a shaman may either seek the spirit’s council ortake on the powers and aspect of the Totem. Attaining the dream-like state necessary to communewith the Totems often requires the ingestion of herbs, mushrooms, or other natural psychotropicsubstances. Some shaman also train themselves to visit the Dreamrealms while sleeping ormeditating. Like Witchcraft, Shamanism is an oral tradition, without scrolls or spellbooks. Shaman initiatesare usually chosen by their instructors and trained in private. In tribal communities, the Shaman isoften the leader or chief council to the tribal head. Shamanism can be found throughout the worldbut is rarely practiced in civilized realms. Components Shamanism relies on complex chants, gestures or dances, and specific natural fetishes. Forexample, to summon up an Avian-Totem, the Shaman might cry out like a raven or hawk, flap hisarms like wings, and brandish a fetish made of feathers. Advantages · Every shaman has a specific totem animal that guides them in the spirit world. When casting spells appropriate to their totem, the shaman receives a casting roll bonus of +3. The player may pick one Mode that this bonus applies to, according to the nature of the chosen totem. For example, a Hawk totem might give a bonus to Sensory spells (due to the animal’s keen perception). A Shaman will never be attacked or threatened by an animal of the type that corresponds to his totem. · A shaman who spends extra time reaching an ecstatic state (Taking Extra Time) and make a Performance skill roll with a DoD equal to the spell level will receive double the benefit. · Shaman magic doubles their MR for the sake of Magic Fatigue. Limitations A Shaman must first attain an ecstatic state to cast his spells. This can be accomplished byingesting a natural hallucinogen such as opiates, or other psychotropic herbs or mushrooms or bycareful meditation, dance, singing or the performance of music. Without theses benefit the shamansuffers a casting roll penalty of -5. Modes Attack -3 Manipulate +3 Illusion +1 Sensory +3 Influence +2 Shield -2 Kinetic N/A Summoning * Manifest N/A Enchantment Shamans rarely practice complex enchantment, though they are known to create simple fetishesor charms. · A feather-charm for commanding avians (Influence) · A claw-fetish for tracking prey in the wilderness (Sensory) · A blood-tattoo for resisting poisons (Shield) 121
  • 122. Witchcraft (Witch, Warlock, Mamba, Druids, Sangoma) The magic of the natural world is subtle, mysterious and in harmony with its environment. The spellcasters that practice this Order are similarly at peace with their surroundings and are known in most civilized lands as Witches (both males and female casters). Looked down upon by most casters of more scholarly Orders, Witches are more common in primitive and rural places than in cities and civilized lands. In the lands of Havar, for example, the ruling class is comprised of practitioners of this Order, known collectively as Druids. Unlike the invasive sorcery of the Atlanteans, witchcraft comes from a tradition of nurturing and communing with the spirits of nature. One should not be fooled by its placid appearance, however. Nature also has its fury, and should not be trifled with. Witchcraft relies heavily on physical components for its spells to work. A connection must always be made between the witch, the materials of the spell, and the target. This connection is often metaphorical - a witch may break a handful of twigs to symbolize the breaking of bones, for example - but the spell will work so long as the metaphor has meaning for the witch. The act of association connects witch, materials, and target as if they were one. The most powerful spell components are personal effects owned by a subject or, better yet, discarded parts of the target; for example, a splinter from a wagon-wheel or a lock of hair. The magic of witchcraft is about relationships, not power. If a witch wants to break a stone in two, he does not hurl destructive energy at the stone. Rather, he associates the stone with a bit of clay, and breaks that instead. To bring a curse on someone, the witch might obtain an article owned by the victim and cast his magic upon it, thereby doing harm to the intended victim. Witchcraft is one of the most subtle forms of spellcasting, often having none of the obvious external effects of other Orders, such as lights or loud noises. In most realms Witchcraft is passed down by oral tradition. In addition, aspiring Witches must be “right” for the teachings to work for them. Overly violent or destructive attitudes conflict with this Order, making the magic ineffective. Components A witch must have both hands free and be able to speak aloud in order to cast spells. Some sort of symbolic object must also be used, and is often destroyed as part of the magic ritual. The player is free to improvise appropriate metaphors for the spell components. Advantages · Witches possess the power of Binding, allowing them to work their magic across any distance, provided they have a strong mystical connection to their target. Any object that has been on the target’s person for three or more days, or a physical piece of the target (such as hair, fingernails, or blood) will suffice. This material can be used for a single ritual only, and is consumed as the spell is cast. Spells that incorporate the power of Binding act as if the witch is touching the target. · Witchcraft practitioners who use Cooperative Effort with other members of the Witchcraft tradition add +2 to the final level of the spell being cast for each member in the “circle” beyond the first. This bonus does not add to the difficulty of the spell Limitations Witches suffer a casting roll penalty of -0 to -5 while using their magic in cultivated areas such as cities or settlements. When a Enchantment · Wooden staves or wands Modes enchanted with spells of Attack -3 Manipulate * Witchcraft (Attack, Shield, etc.) · Medallions or brooches that Illusion * Sensory * protect from harm (Shield) Influence +4 Shield +1 · Rings or stones that render a Kinetic N/A Summoning * subject invisible to scrying (Sensory - Obscure) Manifest N/A · Crystals or mirrors for viewing distant locales (Sensory)122
  • 123. Places of Power Scattered throughout the globe (and the universe) are numerous places of cosmic poweralso known as Vril. These can aid the determined (or lucky) hero who finds them by offering anadditional source of power. How much power depends on how often its source renews it, how thestars and moon are aligned, the time of day, the weather conditions, and so on. Places of powerinclude Ley lines, nodes (convergences of Ley lines), standing stones, stone circles, ancient tombs,certain temples and sacred sites, prehistoric crossroads, unusual natural formations (of trees, rocks,or similar material), and other sites of significance to ancient, primitive, spiritual civilizations.Similarly, Ley tracks — which can take the form of straight lines between landmarks, geometricshapes, grids, radiating lines from a common center, animal and avian forms, zigzags, and othersymbols — may have mystical significance, though not all of them do. Some of these are still in usetoday, and thus receive regular recharging, while others have become weak and difficult to ferret out. What are the points? The points of power found are Hero Points and may be used as Hero Points are used. Theymay only be stored for later use for a time period of minutes equal to twice the WIL of the hero(minimum of two minutes). The Game Master determines the exact amount, but most mystical places provide at least 2 HeroPoints worth of power. Anyone may try and find a place of power. The difficulty to find the site depends on the how wellthe location is hidden, how strongly Vril emanates from the place, and how far from the character’scurrent location it is. Use the MR + investigation/search skill modified by the aspects below. Thebase DoD to locate a place of power is -2. Example: Nadeer is fighting two adversaries, one known as Dispater the wicked and the other an Ophinite named Mongo the bloody. Knowing that she is out matched Nadeera ducks into a barn and hides. She opens her mind feeling the flow of ambient Vril energy around here seeking a Ley line or other place of power. The GM decides that there is a well 50m away in the back of the barn holding 16 Hero Points of power (difficulty -2). Nadeera rolls her MR + investigate/search and gets a success, enough to find the power charged well.Circumstance Investigation Roll(base DoD of -2) ModifierDuring a Solstice or holy day +2Tiny (a rock outcropping or well) -4Small (size of a small house or cave) +0Medium (the size of a football field) +2Large (the size of a small forest grove) +4Huge (a mountain range or large forest) +6Distance Modifier1 meter +45m +2+0 020m-49m -250m-100m -4Every additional 100m -11km -10+4 difficulty for every additional kilometerEnergy Stored Modifier2 Hero Points of Stored Energy -64-6 Hero Points of Stored Energy -28-14 Hero Points of Stored Energy 016-22 Hero Points of Stored Energy +224-30 Hero Points of Stored Energy +4+2 difficulty for every 10 point increment 123
  • 124. Tapping the Flow of VRIL Once a site has been found the energy may be tapped and used. A hero may pull a number of bonus points per round for use on skill rolls equal to his MR attribute +1. The hero uses her WIL versus a DoD-6 to siphon the energy. Die Roll Result Critical Failure The hero looses MR+1 Hero Points from the source. If he has no available points then he looses Hit Points Failure The hero may draws nothing from the source Partial Success The hero may draw half his MR+1 points from the source Success The hero may draw his MR+1 points from the source Critical Success The hero may draw double his MR+1 points from the source Since there is only a finite amount of energy per site some rolls are contested as two or more beings are siphoning at the same time. When this happens the opponents opposing WIL with a DoD equal to the opponents WIL. The winner being able to siphon first and the rest in descending order (ties go to the highest WIL). Example: Nadeera (WIL +4, MR+3) has run into the villains Dispater (WIL +5, MR+1) and Mongo (WIL +0, MR +0). They all realize that they are standing on a powerful Ley Line (a tiny well 50m behind and old farm (tiny, with 16 Hero Points). Realizing that she needs the power if she is to defeat the foes, Nadeera tries to gather the extra energy. Not wanting the Atlantean to have the Advantage Dispater and Mongo make a play for the power as well. All roll their willpower or WILL versus the opposed roll. Since Dispater has the highest WIL both Nadeera and Mongo must make rolls versus a DoD-5. Dispater must make her WIL roll with a DoD -4 (Nadeera’s WIL). Nadeera gets a full success as does Mongo but Dispater only gets a partial. Since Nadeera has the higher WIL she may draw from the well first (taking 4 Hero Points), Mongo draws next taking 1 Hero Points, and then finally Dispater, who only takes 1 Hero Point The well now only has 10 Hero Points left to draw A place of power has a finite amount of power and when it is used up it must be replenished. A place of power recharges 3 points per week. Calendar The Atlantean calendar is divided into 13 months; 12 months with 30 days each and the final month with only 5 days. Each month is subdivided into 5 weeks of 6 days. The months begin at the first visibility of the New Moon and are identified by the day number followed by the name of the month. At the end of the year are the 5 evil days. On these days it is said that the boundaries between the sprit world and our own are blurred allowing things from beyond to slip into our reality. It is customary on these days to paint one’s face or dress as an undead or demonic entity to fool the spirits. Holy Days Holy days are recognized on the 1st, 7th, and 15th of each month and all devote (no matter the god being worshiped) is recognized and paid tribute to.124
  • 125. Feast Days Every month has two feast days; one on the 15th and once on the 30th of the month. The feast daysare usually family gatherings where the extended family can meet and talk about the happenings ofthe month. Elemental Force Nisanu The beginning of the new year Air Ayaru Water Simanu Equinox on 20th day of Simanu Fire Duuzu Earth Abu Air Ululu Summer solstice on the 21 day of Ululu st Water Tashritu Fire Arakhsamna Earth Kislimu Equinox on the 22nd day of Kislimu Air Tebetu Water Shabatu Fire Adaru. Winter solstice on the 21st day of Adaru Earth Wayeb 5 ill-fated days and the end of the year The Void The Solstices During the solstices and equinoxes the magics of the Witchcraft and Shamanism traditions arevery potent and powerful. A hero using the Witchcraft or Shaman Traditions will automatically havetheir effects enhanced by a number of levels equal to the hero’s Empyrean score. These levels arefree and are added once the spell is successfully cast. To activate this benefit the hero must spend 1Hero Point. Example: a hero with a Empyrean/Void score of 3/6 is trying to cast an Attack spell level 10. If he successfully cast the spell at that difficulty then he would gain an addition +3 to the level of the spell making it a level 13 magical effect. The month of Wayeb During this wicked month the forces of darkness are set upon the earth enhancing and helpingtheir mortal allies. A hero using the Dark Arts Tradition will automatically have their effectsenhanced by a number of levels equal to twice the hero’s Void score. These levels are free and areadded once the spell is successfully cast. To activate this benefit the hero must spend 1 Hero Point. Example: a hero with a Empyrean/Void score of 3/6 is trying to cast an Attack spell level 10. If he successfully cast the spell at that difficulty then he would gain an addition +6 to the level of the spell making it a level 22 magical effect. Sorcery and the Months of the Year The Atlantean sorcerers are some of the most potent practitioners of magic on the planet. As abenefit the play may pick 4 months where they receives a bonus to their magic. The magic effectswill be enhances by a number of levels equal to the atman score that corresponds to that month. Afire month will correspond to their Fire score, water to water, etc. Once the months are picked they are set and may never be changed. To activate this benefit thehero must spend 1 Hero Point. Lunar Eclipse When the moon passes into the shadow of the earth and the sun, earth and moon align powerfulforces affect the world. All traditions (except the Dark Arts) gain a bonus to all spell levels equalto their Empyrean score. Conversely the Elder Gods sleep soundly in the darkness created by theEarth’s shadow and the world is safe for a time. Dark Arts practitioners receive a penalty equal totwice their Void Score to all spells cast during this time. 125
  • 126. Solar Eclipse During these auspices occasions the dark powers of the world gather in strength and the Elder gods dream more potent horrors. All dark arts double their magical effects. The Great Conjunction Every 500 years the great conjunction happens. All six planets and the moon align in a perfect line with the sun. When this occurs great and powerful magic can be worked. During this time great geomantic upheavals occur and the Vril in Ley lines and circles double. Those with an MR rating of at least +2 or higher have prophetic visions, see the spirit world, and double the potency of any spell cast. The next conjunction will happen in 5 years… Vril and Ley Lines, and Telluric Technology Atlantis owes much of its continuing political and mercantile might to their many First Age relics and the various First Age technologies they have learned to use and occasionally even to duplicate. Atlantis is the most technologically advanced nation of the Second Age. It leads the world in both magical and mundane technologies. Vril Vril flows through the universe forming invisible rivers of power. Powerful fluxes of energy connect everything from stars to the moon and sun to mountains and plains and rivers and lakes. Vril energy flows in certain predictable patterns, shifting with energy and telluric tides. The areas around these flows of energy tend to benefit as long as they flow properly. In such cases, plants are more productive, animals are larger and healthier. This area of benefit extends outwards in a band just a few yards wide (1-10 meters). At the intersection of two or more lines, the energy increases at an exponential rate extended outwards in a rippling surge (10-100 meters). However, in some cases, these flows of energy can be tapped – in vril collectors – to be used for the benefit of civilizations. Alternately, the ley lines of vril can be polluted, twisted, stopped. They can grow stagnant and dangerously fetid poisoning the land around them and causing the animals in the area to give birth to monsters. Vril Collectors One of the wonders of the First Age was the invention of vril collectors. These huge magical constructs are located at upwellings and nexus points of the telluric currents of vril energy that flow through the Earth. Although the basic techniques of construction were identical, there are several types of vril collectors. Additionally, while the Atlanteans worked wonders in crystal and glass, the older civilizations worked with different materials. The dragons and their saurian masters worked in huge blocks of stone – basalt, granite, marble, and limestone. The Lemurians who rose to power after the God Wars cultivated vegetative constructs that functioned in much the same way. When the Atlanteans rose to power and established their own empire after the Beast Wars, they rebuilt some of the old ley-line roads with vril-glass, covered old pyramids in layers of orichalcum and crystal, and re-aligned and repaired the older stone constructions. Vril Pyramids Vril pyramids take the form of large pyramids - either step pyramids or geometrically perfect straight-sided pyramids. Vril pyramids transmit their power to specially-made crystal matrices and are usually found in the center of cities. Every modern Atlantean city has a collector pyramid in the center. Because of the vast power of the telluric currents, each pyramid can power an almost limitless number of crystal matrices. The only limit is that any crystal matrix that is taken more than 21 miles from a vril pyramid instantly ceases to work until it is brought back within range. The only other limit is that each crystal matrix can only draw a limited amount of power from the collector - large devices may require multiple crystal matrices to power them. Unfortunately, more than half of these collectors were destroyed during the collapse of the First Age or failed later due to wear or vandalism. Modern Atlanteans long ago abandoned the large cities that lack vril pyramids. On Atlantis only three pyramids exist and one of them periodically goes dormant and will soon falter and fail. The Lemurians constructed large earthworks sometimes resembling large hills in various126
  • 127. geomantic patterns that functioned as vril pyramids, but many of these have been since overgrown orhave fallen dormant.Drawing Vril from a Pyramid Drawing power from an area with a Pyramid is almost impossibly difficult to do. The FirstAge Atlanteans built the devices to efficiently pull the telluric energies so that they could fuel thematrices and siphoning power if difficult and dangerous (imagine trying to drink from a fireman’swater hose or charging your phone from a live powerline). Vril Pyramids have no upper limit on the power they can provide and refresh almost immediatelywhen working properly. Drawing power from a Vril Pyramids has a DoD-12 and stunning effects for failure Die Roll Result Critical Failure The hero cannot absorb or release the torrent of energy fast enough and takes 60- MR damage. Failure The hero may draws nothing from the source and Suffers a Vril burn doing 30-MR damage (no armor mitigation). Partial Success The hero may draw half his MR+1 points from the source and suffers a Vrill burning taking 15-MR damage (no armor mitigation). Success The hero may draw his MR+10 points from the source up to the maximum in the site. Critical Success The hero may draw double his MR+10 points from the source up to the maximum in the site. Vril Circles Vril circles take the form of a large hemispherical crystal between three and five meters across,surrounded by a large circle of Menhir connected along their tops by long narrow stones that go fromone pillar to another, forming a ring. The menhir are between 2 and 4m high, and all are identical.The Atlanteans long ago found that the menhir absorbed and directed the vril energy with astoundingaccuracy. Most of the menhir are now long dead but 41 circles still exist on Atlantis. Most circlesfound outside Atlantis are formed of normal stone carved to look like the menhir. Lemurians constructed special groves that function as Vril circles. Usually these have a diameterof 10 to 25 meters with concentric rings of trees surrounding an open area from where the sky canbe seen. The Atlanteans discovered a way to tap vril circles and tie them to matricies, enhancingthe abilities of nearby pyramids and extending the range that any matrix can be used. As long as thecircle is working properly and within the active range of power of the pyramid, a matrix can be usedwithin 7 miles of the circle.Drawing Vril from a Circle The circles are a lot less dangerous to draw energy from but store a lot less raw power. All circlesare built upon sites that store at least 16-22 points of power, usually more, and are easy to draw from(+1 on WIL when tapping the power source). Most are attuned to a certain time or auspicious day of the year as noted on the chart below.During this time the power at a circle can wax and wane causing the amount of power to fluctuate.No mater the amount of Vril in the site it is always easier to tap the power giving anyone who tries tocall for the energy a +1 on their WIL rolls. Die Roll Result Critical Failure The hero loses a number of points equal to twice his MR. If he doesn’t have the points then he suffers a number of Hit Points of damage equal to the amount. Failure The hero draws nothing from the site. Partial Success The hero may draw half his MR+1 points from the source. Success The hero may draw his MR+10 points from the source up to the maximum in the site. Critical Success The hero may draw double his MR+10 points from the source up to the maximum in the site. Stone Alignments Unlike stone circles, alignments are lines of stones rather than rings, but serve a similar purpose,covering greater areas. Usually the product of earlier civilizations, these alignments sometimesran in multiple parallel lines and could sometimes create artificial ley line junction points. In somecases they were used to redirect ley lines in artificial ways, diverting them from their natural paths. 127
  • 128. Because of this, they must be constantly maintained and tended in the same way as the menhirs that they are constructed from. The Lemurians built similar things, constructing great avenues of tall trees that funneled the telluric energy in ways beneficial the local landscape. The Atlanteans by and large found the alignments too delicate and temperamental. Few of them still exist in Atlantean territory, but they can be found in wilder areas. Many of them are in poor condition having been left unattended for centuries. Unlike other vril collectors, individuals cannot tap alignments for vril. While vril can be drawn from the area in the normal way, alignments merely redirect and funnel the natural energy towards a destination and do not store it up. Menhir A menhir is a standing stone that can tap the power of a lay line or junction. These stones function sort of like a partial dam, causing the pulsing flows of energy to expand and spread much further than normal (100 to 1000 meters). However, in order for them to function properly, they must be appropriately tended. Generally, shamans or witches due this druidic duty usually by painting powerful symbols on the stone dolmens (with ink or clay or blood) or performing powerful rituals at the appropriate times. On some occasions, the Atlanteans used these less intensive methods to create huge and ornate obelisks in accordance with strict geometric and geomantic rules. The Lemurians did so as well, planting and tending a specific tree in a specific place. Drawing Vril from a Menhir The menhir actually store very little power. Primarily a menhirs function is to redirect and control the flow of vril along a ley line. Like stone circles, they are easy to draw power from (+1 on the WIL roll when tapping the power source), but they only store 10-15 points of vril. Most are attuned to a certain time or auspicious day of the year as noted on the chart below. During this time the power at a circle can wax and wane causing the amount of power to fluctuate. No matter the amount of Vril in the site it is always easier to tap the power giving anyone who tries to call for the energy a +1 on their WIL rolls. Die Roll Result Critical Failure The hero loses a number of points equal to twice his MR. If he doesn’t have the points then he suffers a number of Hit Points of damage equal to the amount. Failure The hero draws nothing from the site. Partial Success The hero may draw half his MR+1 points from the source. Success The hero may draw his MR+5 points from the source up to the maximum in the site. Critical Success The hero may draw double his MR+5 points from the source up to the maximum in the site. Drawing Vril and the Elemental signs of the month When drawing Vril from sites of power the time of month plays an important part. A lot depend on the Hero’s Atman signs and how they are configured. A hero receives a bonus number of Hero Points corresponding to the month and his elemental Atman score. Example: A hero with a MR +3 and an Atman elemental Fire/Water score of 4/2 is trying to draw Vril from a circle. If successful he could draw 3 points and an additional 4 points because it is the month of Simanu (a fire month) for a total of 7 points. If it was the month of Ayaru (a water month) he could only draw a total of 5 Other Telluric devices Crystal Matrices Second Age Atlanteans can create ordinary crystal matrices that can produce as much light as a 150-watt light bulb or as much heat as a camp fire, as well as matrices that can pump and purify128
  • 129. water. They can also create matrices that lift and propel vehicles, as long as the vehicles run on oneof the specially made ley line roads. Any single matrix can have only one of these four functions.Ironworkers and potters in Atlantean cities use several heat-producing matrices to power their forgesand kilns. In every Atlantean city (with a working pyramid), crystal matrices set on tall bronze poles lightthe city streets at night, while others provide clean water to public fountains and private dwellings.At least one matrix providing light or heat can be found in the dwellings of successful merchants andshopkeepers, while the houses of the wealthy all have running water and at night, they shine withlight. Unfortunately the science of creating new matrices has been lost and no one has yet discoveredhow to duplicate them, other types of matrices also survive, including ones that can provide bothlift and propulsion for the rare flying palanquins. The matrices are old now and falter with horribleside affects. Some of the light emitting lamps have been known to randomly throw bolts of raw Vrilenergy harming, and sometimes killing citizens. Heat producing kilns have randomly increased heatproduction or produce a terrible cold that flash freezes the smith and the buildings in the surroundingarea. Ley Line Roads One of the wonders of the First Age were the ruler-straight ley line roads that stretched from onecity to another. Ley lines are currents of vril energy that flow through the earth, from one magicalnexus point to another. Since both vril pyramids and vril circles are built on magical nexus points,each one is connected to the other nearby nexus points by ley lines. During the First Age, the savant-adepts discovered how to tap into the ley line energies by building roads on top of them. Althoughthe secret of creating new vril collectors has been lost, the knowledge of how to create and use leyline roads remains. Ley line roads are made from an almost indestructible opal glass known as vril glass. Althoughalchemists can still create small amounts of this substance, it is far easier for them to work and shapeexisting pieces of vril glass. The vast majority of the material used in the ley line roads built in theSecond Age comes from fragments of vril glass gathered from roads that were damaged or destroyedduring the Cataclysm. Vril glass channels the telluric currents so that the roads produce energies thatshield everyone on the road from precipitation and extremes of temperature. The roads also glowsoftly at night and gradually push inanimate debris to the side. Vril glass roads were based on older technologies used by the Serpent Empires in the First Age.The old serpent-paths of distant Jambu were built of jade, silver, and gold. Many of them werescavenged after the empires of the east began to fail. Now, few of those old serpent-paths existoutside of the largest cities of Khitai and some remote mountain paths guarded by mystics andmonks. Today, the largest streets of Atlantean cities are paved with vril glass. In addition, most Atlanteancities are connected to all of their neighboring cities by ley line roads. Vril chariots are used totravel both in cities and between them. While ordinary citizens must walk or ride horses or similaranimals, the wealthy transport themselves and their possession in these floating vehicles. Windships The Atlanteans navy was and still is the marvel of the known world. Their Windships, so calledbecause they sail with an unseen wind in their sail, and hover a few meters above the waves, keepAtlantis a powerful sea power. Today, Atlantis has only 29 of these powerful vessels. Although Atlantean sorcerers, alchemistsand engineers can usually repair damaged levitationals and can rebuild any other portion of one ofthese vessels, if a levitational is lost or destroyed, no one knows how to create another. As a result,all levitationals are considered treasures of the Sea Lord, who personally chooses the brave merchantadventurers or heroic naval captains who will command these fabulous ships. During wartime, allships are transformed into naval vessels. In peacetime, the Sea Lord normally gives 20 of the shipsto the best captains in the Atlantean Navy and the remaining 9 are assigned to the finest merchantcaptains in the nation. Most of these merchant captains are drawn from the ranks of captains whohave already been awarded the use of a sea-going vessel powered by a ship matrix. 129
  • 130. Vril Weapons And Other Independent Matrices A handful of others independent matrix-powered vehicles also survive. In Atlantis, the most widely known are the 11 small vimanas. Hesperia also have a handful of each of these sorts of vehicles. However, the most famous and feared of the devices powered by independent matrices are the deadly vril weapons. The most deadly were handheld vril cannons that could level city walls with a gesture. These were all lost or destroyed during the Cataclysm and the following the Dark Ages. However, more than a hundred lesser weapons still survive and dozens more may still lie buried in ancient ruins. Although a few unique weapons survive, the vast majority are either Flame Spears or Crystal Swords (see the Equipment Chapter). Building And Repairing Atlantean Technology Much of the knowledge of how and why Atlantean technology works was lost during the Cataclysm and subsequent Dark Age. Modern Atlanteans have rediscovered some of the basic theories of First Age technology but most of these wonders are still beyond modern techniques. While simple crystal matrices for lighting and irrigation can be produced, the more advanced matrices and the all-important vril Pyramids and Circles are still a mystery to modern Atlanteans. Those who spend their lives studying this lost First Age science are known as Technomancers. Technomancers are essentially specialty alchemists, for the scientific mind of the alchemist serves well those interested in technology. Along with alchemical skills the Technomancer also requires advanced skill in the handicrafts such as Handicraft (artisan) or Handicraft (artificer). When attempting to construct or repair First Age Technology, characters must successfully make two rolls, one each against their Alchemy and the relevant Handicraft skill. The degree of difficulty is set by the GM and should reflect the overall complexity of the device. Example: a simple light crystal matrix would have a degree of difficulty of perhaps -3 while a non-functional vril Pyramid would have a degree of difficulty of -40 or more. ALCHEMY Alchemy is the ancient equivalent of modern chemistry. Though based on metaphysical principles, this skill is not a magical field of study like spellcasting or enchanting. That is, while alchemical creations often have magical effects, they are not enchanted, per se. An important precept of alchemy is that the characteristics of living creatures and inanimate substances can, in some sense, be distilled from their physical components. Therefore, alchemy is often considered a magical science. Basic knowledge of alchemical lore and practices includes the ability to read alchemical ciphers, prepare and preserve ingredients, identify mixtures by test, and utilize alchemical apparatus. Someone skilled in alchemy can therefore use it to deduce the makeup of a substance, discuss alchemical theory, or use it along with Handicraft to attempt repairs at First Age technology. Alchemists can also concoct, forge, or otherwise create the categories of substances listed below. · Alchemical Materials · Elixirs · Medicinal Mixtures · Narcotics · Poison · Potions · Powders Specific substances are described in detail later, including Degree of Difficulty, ingredients, creation time, cost of materials, and typical selling price. When creating an alchemical substance, a failure means that the ingredients are lost and the alchemist must start again from scratch; a partial success means that the alchemist has failed, but can continue to work on the creation without new ingredients; and a success or critical success means that the process works as planned. An alchemist can work on more than one project at a time, but if so, she takes a -5 penalty on each roll for each extra project (the standard multiple action penalty). Alchemists spend long hours studying the properties of herbs, metals, gemstones, and various animal parts and byproducts. .Alchemists frequently hide their discoveries and notes in layers of cryptic text, diagrams, and veiled allusions, in part to protect proprietary knowledge gleaned from130
  • 131. years of research and work and in part to protect the world at large from the things they have learned. Stories and rumors circulate amongst alchemists and their texts that during the First Age,Artificers melded alchemy, constructs, and vril through chemistry and other alchemical techniquesinto experiments involving everything from hybridization of living things (such as the creation of theAndamen) to technological wonders such as the vril pyramids and even stranger things such as livingstatues and submersible sea-craft. Modern alchemists, however, lack the skill, knowledge, or both forsuch wonders and are confined to much smaller wonders. The creations listed here are examples of the more common products of alchemy. Players andGMs should work together to develop additional items using the examples as models. The creations listed here are examples of the more common products of alchemy. Playersand GMs should work together to develop additional items using the examples as models. As analchemist progresses, they learn and master a variety of formulas. A character should know a numberof formulas equal to their Alchemy Rank (Handicraft (Alchemy) Skill + Intelligence Attribute). Astheir skill goes up, characters should be allowed to learn more formulas, or upon finding older textsbe able to both learn new lost lore and increase their own skill.ALCHEMICAL MATERIALS Alchemical materials are items used by most alchemists. Some of them seem very similar toenchanted items, but these items are non-magical in nature. Since they are non-magical, but require agreat deal of time and effort to create, most are considered to be items of Superior Quality. In order not to bog down the game the ingredients needed for the alchemical concoctions hasbeen simplified. Most items may need a myriad number of components to create and it is assumedthat most are easily available to the hero. However there are a few ingredients that are expensive andat least four that need an alchemist to make. How to use Alchemy The Alchemy Handicraft skill is needed, plus a workshop and an Athanor. · The alchemist must pay the cost in money to gather the ingredient · Make the Wealth Rating roll · Make the Roll using the Creation DoD Mishap: Something went horribly wrong. An explosion destroys the area around where the homunculus was growing, ruining it and damaging everything within 20 meters, possibly even killing the artificer. Failure: The concoction is a failure. All of the materials used in its production are ruined. Partial Success: Failure to create the concoction but half the ingredients are salvageable Success: All of the ingredients blend perfectly and the alchemist is successful. Critical Success: The blend is perfect and has an unforeseen benefit. Add a number of points equal to the Hero’s Empyrean Atman to the attributes of the item. The Workshop The quality of the hero’s workshop or lack thereof will affect the speed and precision in whichthe character will create his masterwork. Someone in a cave is going to have a much more difficulttime creating his potion of water breathing than the Atlantean in her laboratory. The DoD modifier for creating a alchemical concoctions are listed below along with the cost topurchase such a workshop. The workshop only need be purchased once and is a stationary item thatcannot be moved. Workshop Quality DoD Modifier Wealth DoD No workshop. Working on a tavern table -5 +0 Standard Workshop +0 -2 The workshop is considered excellent with good equipment and a +5 -5 large clean work area. 131
  • 132. First Age laboratory. A workshop stocked with the best books and +10 -12 equipment The Athanor The alchemical oven is 1 meter tall composed of stone and brass and coated on the inside with obsidian glass. The oven is used to cook and infuse many of the alchemical formulas made by the alchemist. Most Athanors are stationary and kept in the alchemist workshops but traveling ovens are also Measurements available. Travel Athanors are not as stable or efficient as the larger stationary models and give a for Alchemical penalty of -3 to any Alchemy roll. Creations Creation DoD: None For the sake Ingredients: Noneof simplicity Cost DoD: -5 for a stationary model, -4 for a travel oven.measurements areprovided using theabstraction of units. 1unit equals 10 grams The Four Basic Substancesof material. Most alchemical works use one or more of the four basic substances that follow. Each takes Example: a recipe a week to make in an Athanor. To even attempt to make the substances the hero must have the that requires 5 Pavan Alchemical Scientist talent (see character creation). powder would be using Each is described below. 50 grams of material. Creation DoD: -41,000 Grams(g) = 1kilogram (kg) or 1 Ingredients: Varies, see belowIiter (l) Cost DoD: -21 liter of liquid = Time: 4 days16 doses Manufactured: 250 units of usable powder Bhūmi – The black powder known as Bhūmi is made from crushed obsidian, cave salt and tar. Pavan- A white powder made from crushed silver topaz, ground feathers, and mountain salt. Jala- The blue powered is created with crushed blue/green fluorite gemstone, sea salts, and coral Iosis- this crimson powder is made using sulfur, red rose petals, and blood from a living creature. Materials Orichalcum A semi-magical alloy of copper, gold, and iron resulting in a metal of superior strength. Weapons made from orichalcum are said to be capable of damaging all manner of corporeal extra-dimensional creatures even if they are not enchanted. A forge and metal-worker’s tools are required to undertake the alchemical production of orichalcum. When crafted into items the orcihalcums enhancing abilities allow the item to hold a number of Hero Points equal to the user’s Empyrean Atman score. The hero points stored are in addition to the ones possessed by the hero holding the item and regenerate at a rate of one a day. Creation DoD: -6 Ingredients: 25 Iosis, 2 each of powdered copper, iron, and gold, and 7 carats of powdered diamond. Cost DoD: -4 Time: 12hrs Manufactured: .5 kg ingot Amberglass Amberglass is a unique material that can be used to contain alchemical and magical mixtures, essences, spell energies, and even certain creatures of a magical nature. This substance does radiate a faint aura of vril energy and as such is detectable as magical in nature. While alchemy is used to132
  • 133. create raw spheres amberglass, shaping it into usable items requires additional work using a skillsuch as Handicraft. Any fluid put in an amberglass vial will last almost indefinitely. It is said that some prisoners inthe first age were encased in the substance and made to suffer for hundreds of years before they died.Most alchemist store their alchemical creations in amberglass because of this preservative property. Creation DoD: -5 Ingredients: 11 powdered amber, 5 of powdered glass, and 1 of clear water. Cost DoD: -2 Time: 6 hours Manufactured: 4 one dose amberglass bottles Quicksilver This liquid metal is used in the making of vials for holding vitriol as well as in other alchemicaloperations. It is known to be poisonous if swallowed or inhaled. Some alchemical treatises describeit as having animate properties as well. Creation DoD: -5 Ingredients: 7 powdered silver, 1 carat of powdered diamond, 1 of Jala powder, 1 of Iosis powder Cost DoD: -3 Time: 1 day Manufactured: .5 liters of quicksilver Alkahest These are actually a variety of different liquid agents, each specifically made to dissolve onespecific type of inanimate substance, such as wood, iron, stone, or crystal. A single dose is sufficientto dissolve up to 30 cubic centimeters of substance in approximately three rounds. There is noalchemical solvent for amberglass, and as such amberglass vials are commonly used to store solventsof all kinds. Creation DoD: -8 Ingredients: 3 vitriol, 30 Iosis, 30 Jala, tiny sample of substance to be dissolved Cost DoD: -6 Time: 2 days Manufactured: 4 dose Vitriol Vitriol is a powerful acid. Three doses are capable of dissolving a cubic meter of any non-magical substance. Vitriol is usually contained in vials of dense amberglass. A direct hit with a doseof alkahest will deal DR 35 to any living creature. Creation DoD: -10 Ingredients: 5 quicksilver, 30 Iosis, 30 Bhūmi Cost DoD: -8 Time: 2 days Manufactured: 4 dose Vril-light This alchemical liquid is frequently used as a source of illumination. It can be created to radiatelight in a variety of hues and patterns. It does not radiate heat nor produce smoke. Each eight ouncebatch of vril-light can serve to illuminate a 6 meter radius area and lasts for 3-5 months. If swallowed the imbiber must make a CON roll DoD-4. If the roll is a failure the person takes 10Hit Points of damage but if successful they start to glow slightly and may discern magic items andcreatures. They may look at an item and see if it is enchanted, detect a magical or magically alteredcreature and see through magical illusions. The effects of the Vril- Light last for a 10-CON rounds(minimum of one round) 133
  • 134. Creation DoD: -5 Ingredients: 30 units of powdered amber, 6 of clear water, 1 of powdered diamond,. Additionally, 1 of different powdered gemstones can be added to affect hue and pattern. Cost DoD: -1 Time: 5 days Manufactured: 2 batches Regent’s Wax This powerful adhesive can be used to bond organic or inorganic materials of any sort except for quicksilver. Thus, it can only be stored in vials lined with this alchemically produced metal. It hardens in one minute (10 rounds) creating a virtually unbreakable bond. Only alkahest or magic will serve to dissolve this glassy substance. Each alchemical production of Regents Wax produces about 16 doses of the adhesive, enough to cover about one square meter. Creation DoD: -7 Ingredients: 5 units of Bhumi, 3 of Jala, 1 of Iosis, 8 units of various common animal products, 1 liter of clear water Cost DoD: -4 Time: 3 days Manufactured: 16 doses Adamantine The strongest and most sought after metals in all of creation. The metal known as Adamantine is forged using many of the same ingredients used to make Orichalcum. Adamantine is very light compared to other metals, unbreakable, and holds any shaped once forged. Many kings have weapons and sometimes entire suits of mail male from the Silvery metal. Creation DoD: -6 Ingredients: 25 Iosis, 2 each of powdered platinum, and iron and 7 carats of powdered diamond, 5 Orichalcum. Cost DoD: -6 Time: 24hrs Aqua Vitae Known to some as the Waters of Life, Aqua Vitae is a mysterious substance that is very difficult to create in the laboratory. It requires expensive and rare ingredients and the process of distilling it can be fatal. A does of Aqua Vitae is powerful enough to regenerate lost limbs, heal wounds completely in the blink of an eye, and cure any disease known. Once imbibed the glowing liquid works immediately and leaves the user with a golden glow for 10 minutes. Creation DoD: -25 Ingredients: 20 different herbs, 30 various animal ingredients, 10 units of powdered diamond, 1 pearl, 2 units of powdered iron, 1 of powdered orichalcum, 1 unit of powdered jade, 1 unit of alkahest, 10 units each of Bhumi, Pavan, Jala, and Iosis Cost DoD: -15 Time: 30 days Manufactured: 1 dose Homunculus Only the most advanced alchemists attempt to deal in the most basic of First Age alchemical hybridization techniques. Once performed regularly by First Age artificers, much of this ancient science has been lost, though a few alchemists retain enough knowledge to create an autonomous semi-magical creature known as a homunculus.134
  • 135. The artificer must carefully prepare and mix the many ingredients and the aqua vitae in exactproportions. As a final step a small figure, usually of clay, but sometimes constructed from vines andtwigs, stone, crystal, or even orichalcum must be created usually with the Handicraft skill. The base difficulty to create a homunculus is -15. This standard creature has the attributes listedbelow: INT PER WIL CHA STR DEX CON SPD CR MR -5 +0 +0 +0 +0 +0 +2 +3 +0 -5* Hit Points 20 *A homunculus may never use magic and magical artifacts become inert in their hands. These base scores may be increased, but doing so alters the difficulty to create the homunculusby -2 for every +1 to an Attribute. Additionally, the ingredients used should reflect the type ofhomunculus sought. For example, a homunculus with increased Strength might require the liver of agiant or the heart of a lion. A dexterous one might need the brain of a rare monkey or the hides fromseveral poisonous serpents. The whole process takes one month of uninterrupted preparatory work and another two monthsfor the homunculus to ‘grow’ and mature. At the end of this period, the artificer may roll hisAlchemy skill against the total Degree of Difficulty. Mishap: Something went horribly wrong. An explosion destroys the area around where the homunculus was growing, ruining it and damaging everything within 20 meters, possibly even killing the artificer. Failure: The homunculus never awakens and remains inert. All of the materials used in its production are ruined. Partial Success: A homunculus has been created, but not in the manner intended. The GM randomly determines the creatures Attributes. The homunculus is impossible to control. Many such creations go berserk, destroying anything they come upon, and attacking others at random. Some bear the face or voice of their creator causing all manner of trouble before they can be captured and dismantled. Success: All of the ingredients blend perfectly and the alchemist’s Projection of Will is successful. The homunculus is created as designed. Critical Success: Not only does the homunculus turn out as planned but it is exemplary in some fashion. The GM assigns it an additional +1 to any Attribute. An alchemist-artificer can control a number of homunculi equal to their CHA Attribute at anyone time, though the number they may create is limited only by their wealth and time. Successfullycreated homunculi will follow commands to the best of their abilities. Alchemists may also teachtheir creations skills by spending double the normal XP as if they were learning the skill themselves. Creation DoD: -15 Ingredients: 8 units of powdered orichalcum, 2 of powdered diamond, a 3 carat or better gemstone of Superior quality, 1 unit each of 8 different animal ingredients relevant to the desired homunculus, 3 of alkahest, 1 of vitriol, 2 of aqua vitae Cost DoD: -10 Time: 30 days Manufactured: 1 homunculus GOLEMS Much like homunculi, golems are alchemical creations given a semblance of life. Much largerand stronger than homunculi, golems tend to be vaguely humanoid but largely featureless. Manyare crafted (using the Handicraft (Artificer) skill) from mud or clay, but there have been recordedinstances of examples formed primarily from vines and twigs or accumulations of bone, pyre ash,and grave earth, or from copper, bronze, and iron. While some may occasionally confuse a golemwith an elemental creature, golems tend to be slower, far less intelligent, while at the same timebeing more obedient and durable. Due to the cost and difficulty involved, very few golems arecreated in this age. Instead, older golems are unearthed, studied, and repurposed for tasks. Golemstypically contain a simple set of instructions sewn into silk-cloth, carved into a clay tablet, etchedinto orichalcum, or painted with calligraphy onto vellum. These instructions require great skill (use 135
  • 136. Handicraft (Artificer), DoD -10) despite their simple words. This item is then placed within the golem before it is finished; sometimes under a crude tongue, within the golem’s head, or inside of its chest where the heart would reside. The base difficulty to create a golem is -30. This standard creature has the attributes listed below: INT PER WIL CHA STR DEX CON SPD CR MR -5 +0 +0 +0 +5 +0 +5 +0 +0 -5* Hit Points 50 *=A Golem may never use magic and magical artifacts become inert in their hands. These base scores may be increased, but doing so alters the difficulty to create the golem by -2 for every +1 to an Attribute. Additionally, the ingredients used should reflect the type of golem sought. The whole process takes two months of uninterrupted preparatory work and another month for the golem to ‘grow’ and mature. At the end of this period, the artificer may roll his Alchemy skill against the total Degree of Difficulty. Mishap: Something went horribly wrong. An explosion destroys the area around where the golem was growing, ruining it and damaging everything within 20 meters, possibly even killing the artificer. Failure: The golem never awakens and remains inert. All of the materials used in its production are ruined. Partial Success: A golem has been created, but not in the manner intended. The GM randomly determines the creatures Attributes. The golem is impossible to control. Many such creations go berserk, destroying anything they come upon, and attacking others at random. Some bear the face or voice of their creator causing all manner of trouble before they can be captured and dismantled. Success: All of the ingredients blend perfectly and the alchemist’s Projection of Will is successful. The golem is created as designed. Critical Success: Not only does the golem turn out as planned but it is exemplary in some fashion. The GM assigns it an additional +1 to any Attribute. An alchemist-artificer can control only one golem at a time. However, golems can be created and then control turned over to another, as is usually the case. Accepting control of a golem requires a WIL roll, DoD -10, and approximately five to ten minutes of concentration. An uncontrolled golem will either continue at the last task it was given, stand idly, or in rare cases go on a rampage destroying inanimate objects within its reach. Creation DoD: -30 Ingredients: 16 units of powdered orichalcum, 2 of powdered diamond, a 5 carat or better gemstone of Superior quality, a clay tablet with the golems primary instruction engraved, 5 of alkahest, 2 of vitriol, 5 of aqua vitae, 10 units of Jinn blood Cost DoD: -20 Time: 90 days Manufactured: 1 golem ELIXIRS Elixirs, much like potions, are quasi-magical alchemical creations. Most of them are solutions suspended in either water or alcohol. Most can be stored in simple glass vials, but many alchemists opt for amberglass. Variations on these formulas can be found in most lands.136
  • 137. Habibi This concoction promotes feelings of desire unless a successful WIL roll is made. Each dose lastsfor one hour. Creation DoD: -3 Ingredients: 1 part crushed flowers, 1 part Lotus narcotic, 1 part pulped heart of a hare, 1 Pavan, 1 Jala Cost DoD: -2 Time: 2 days Manufactured: 1 dose Wesh Removes hair on contact, frequently used by priests and religious adherents as well as somegladiators. The effects last for 1-10 weeks. Creation DoD: -1 Ingredients: 5 parts crushed plant ingredients Cost DoD: 0 Time: 6 hours Manufactured: 2 doses Panacea Panacea is a healing elixir that restores 10 HP when swallowed. Pain is dampened and woundsbegin to knit closed within ten minutes. Skilled healers quickly learn that the individual to be healedfirst needs their body relatively still and hopefully patched up before the elixir is consumed in orderto avoid poorly set bones. Scars are a common result unless the individual is tended to prior by anindividual with the Healer skill. When used to treat disease the Panacea gives the imbiber a newresistance roll with a bonus +10 to the roll. Creation DoD: -5 Ingredients: 16 parts powdered Amber, 10 drams powdered silk worms, 2 Pavan, 1 Iosis Cost DoD: -4 Time: 3 days Manufactured: 3 doses Sal Amun Rids the body of parasitic organisms and ingested poisons within an hour. After the copiousvomiting and expellations, the patient is advised to rest and drink plenty of liquids. Creation DoD: -7 Ingredients: 8 powdered dung, 3 parts powdered amber, 1 Bhumi, 1 Pavan, 1 Iosis, 1 Panacea Cost DoD: -3 Time: 4 days Manufactured: 2 doses Sahhi Reverses the effects of any poison or toxin, provided it is delivered in time. Creation DoD: -10 Ingredients: 10 parts crushed plant ingredients (nightshade, monkshood, foxglove), 3 Bhumi, 2 Pavan, 1 Iosis, 1 Sal Amun Cost DoD: -6 Time: 5 days Manufactured: 1 dose 137
  • 138. Endymion Causes the imbiber to fall into a deep slumber lasting from 10-CON hours (minimum of one hour) unless a successful CON roll is made to resist. Even a success on the CON roll leaves the subject groggy with a 6-CON (minimum of -1) on all actions. Unless an antidote is employed, it will not be possible to awaken the sleeper while the elixir remains in effect. Creation DoD: -8 Ingredients: 1 part Kem Narcotic, 5 parts powdered amber, 1 part powdered gold Cost DoD: -5 Time: 3 days Manufactured: 3 doses MEDICINAL MIXTURES Concoctions in this category include tonics, serums, balms, ointments, salves, and various other medicants commonly used by healers, charlatans, and wandering mendicants. Such mixtures are generally able to treat only a single, specific malady: fever, itch, nausea, insomnia, depression, minor wounds (3 HP or less), burns, and so forth. Unfortunately, medicine in the Atlantean world is occasionally burdened with superstition, specious theories, ignorance, and more than a little quackery. A character can learn medicinal mixtures as an entire category instead of learning individual recipes. Creation DoD: -1 to -5 Ingredients: Varies according to locale, customs, and particular malady Cost DoD: 0 to -3 Time: 3-12 hours Manufactured: 3-5 doses NARCOTICS Many narcotics suffer from various degrees of legality depending on one’s locale. Furthermore, long term and repeated use of these substances can produce addiction in the user which must be resisted with a CON roll using the Narcotics difficulty as a modifier. Narcotics come in a variety of forms, from powders that are inhaled or sprinkled into drinks to crushed collections of leaves that must be smoked to strangely colored liquids that are injected on the tips of needles or plant spines. Euphoria Created from the pollen of certain plants, this highly popular drug reportedly affords the partaker a comingled feeling of pure pleasure and bliss. A single dose lasts for up to two hours. Characters must roll WIL every [10-CON] doses to resist addiction. Highly sought after in Atlantis and Hesperia, Euphoria is addictive and only little known in other lands. Creation DoD: -4 Ingredients: 3 units of powdered herbal extracts, 2 units crushed lotus leaves, 1 Pavan Cost DoD: -5 Time: 3 hours Manufactured: 1 dose Kem The powder of the lotus plant possesses powerful narcotic and mind-expanding properties. It bestows upon the user the powers of clairvoyance and clairaudience. However, users find themselves in a mental fugue for hours afterwards, their bodies caught between a state of placidity and bliss. Furthermore, characters must succeed at a WIL roll to resist addiction, with a cumulative -1 penalty per use. A single dose lasts for up to an hour. Creation DoD: -10 Ingredients: 5 units powdered black lotus flower, 1 crushed amber, 2 crushed leaves and vines-138
  • 139. Cost DoD: -3 Time: 6 hours Manufactured: 1-3 doses Iritu This narcotic is derived from the pollen of the purple lotus plant. It is a highly popular drug inAtlantis, Europa, and Gondwana, reportedly offering the partaker a sensation of heightened pleasure.A single dose lasts for about two hours. Creation DoD: -5 Ingredients: 10 units lotus pollen, 1 Jala- Cost DoD: -4 Time: 2 hours Manufactured: 1-3 doses Hashish Made from the resinous buds of the hemp plant, this narcotic is popular in Gondwana and theTuaranian sub-continent. A single dose heightens the user’s perception (PER +1) and producesa sense of euphoria that lasts for several hours. However, it also dulls the reflexes (DEX -1) andimpairs judgment (INT -2). Creation DoD: -3 Ingredients: 10 units of hemp buds, 1 unit of powdered amber, 1 unit of clear water Cost DoD: -3 Time: 1 day Manufactured: 10 doses Opium An insidious drug derived from the seeds of a certain variety of poppy found throughout southernJambu. When smoked, it enables the user to see visions of the near future. Other effects of the druginclude delusions of grandeur, dulled reflexes (DEX -2), and a general feeling of euphoria. Bothintensely pleasurable and extremely addictive, users who experiment with it even once may findthemselves dependent upon it (roll CON at -2 DoD to resist). A single dose lasts an entire day. Creation DoD: -7 Ingredients: 2 units of poppy seeds, 1 Pavan, Cost DoD: -4 Time: 4 hours Manufactured: 1 dose Yaje A bitter, pungent liquid made from crushed vines and other substances, yaje is a secret knownto tribal shamans and wisemen of Tamaochan. A single dose allows a trained individual to see andcommunicate with invisible and astral presences. Some individuals can use the narcotic to enterother planes of existence, or so it is said. Tribal shamans are loathe to share this valuable substance,or the yaje vine from which it is made, with outsiders. As a result, this narcotic is highly valuable inother lands or among those seeking out forbidden experiences. Creation DoD: -10 Ingredients: 6 units of yaje syrup, 6 units of powdered bone, 2 Bhumi, Cost DoD: -8 Time: 7 days Manufactured: 5-10 doses 139
  • 140. Coca Resin Derived from the crushed leaves and beans of the coca plant, alchemists extract base salts and mix them with the raw beans. Sometimes brewed into a thick dark liquid, sometimes made into a paste and chewed, sometimes spread across other coca leaves and smoked, the coca resin delivers feelings of exhilaration (SPD +1) and then a precipitous crash that can send users into hour long slumbers or dulled senses (DEX -1). Creation DoD: -5 Ingredients: 5 parts crushed coca leaves, 3 parts powdered coca beans, 2 Bhumi Cost DoD: -4 Time: 7 hours Manufactured: 1-3 doses POISONS Like narcotics, poisons and their use suffer from varying degrees of legality depending upon locale. Victims of poison may roll CON with the difficulty of the poison as a modifier to resist their effects. Furthermore, poisons come in a variety of formats and can be ingested, injected (by being coated on a weapon), or absorbed through the skin. Meug When ingested, causes severe hallucinations (-5 to all actions) and lasts for about 30 minutes. If resisted, the hallucinations only last for 1 minute. Creation DoD: -7 Ingredients: 12 parts powdered black mushrooms, 1 part powdered amber, 3 Bhumi Cost DoD: -5 Time: 1 day Manufactured: 2 doses Kefa When injected, causes paralysis lasting up to one hour. If resisted, the victim is rendered sluggish (-3 on all actions) for ten rounds. Creation DoD: -2 Ingredients: 12 parts spider venom, 2 parts crushed vines, 1 part amber Cost DoD: -1 Time: 1 day Manufactured: 1 dose Aqua Fortis This formula produces enough toxin to coat one edged weapon (adds +15 DR), two arrows or bolts (+10 DR), or four darts, daggers, or knives. (+5 DR). Larger weapons are able to deliver a greater amount of the poison. The poison is usually only good for one successful strike and causes half of its usual damage if resisted. Creation DoD: -8 Ingredients: 9 parts snake venom, 1 part powdered serpent fang, 1 Iosis, 1 Jala, 1 part crushed charcoal Cost DoD: -6 Time: 9 hours Manufactured: 1 dose Cinnabar Derived not from true dragons, but instead from various poisonous lizards, dragon venom causes pain sufficient to incapacitate a victim for 5 rounds (-10 on all actions). If successfully resisted, the140
  • 141. venom’s effects can be ignored. Creation DoD: -8 Ingredients: 9 parts viper’s blood, 2 parts powdered amber, 2 Iosis, 1 Jala, 2 parts powdered lizard skin Cost DoD: -6 Time: 1 day Manufactured: 1 dose Aqua Regia When concocted, yields sufficient toxin to coat one edged weapon (adds +25 DR), two arrowsor bolts (+16 DR), or four darts, daggers, or knives (+8 DR). Larger weapons are able to deliver agreater amount of the poison. The poison is usually only good for one successful strike and causeshalf of its usual damage if resisted. Creation DoD: -15 Ingredients: 9 parts powdered poison oak, 2 parts powdered amber, 1 part Aqua Fortis, 1 Iosis Cost DoD: -10 Time: 2 days Manufactured: 1 dosePOTIONS Potions tend to be liquid concoctions intended for consumption. The various mixtures arecommonly mixed with either water or strong alcohol before being stored in amberglass or metalvials. Occasionally, an alchemist will concoct a potion meant for a physical item instead ofconsumption. In such cases, the potion is often left as a thick paste or salve to be smeared over thesurface of the item. Kaldrwid Bestows an immunity to magical or non-magical cold and ice, up to DR 10. Lasts for 6 hours perdose. Creation DoD: -5 Ingredients: 10 parts powdered yeti tooth, 1 part amberglass, 1 Iosis, 1 Pavan Cost DoD: -3 Time: 3 days Manufactured: 1-3 doses Kaidwid Confers a resistance to magical or non-magical heat and flame, up to DR 10. Lasts for 6 hoursper dose. Creation DoD: -5 Ingredients: 2 doses of powdered ruby, 1 part Ahl-at-Rab blood, 1 Jala, 1, Bhumi Cost DoD: -3 Time: 3 days Manufactured: 1-3 doses 141
  • 142. Merkoma This potion causes the imbiber to become infatuated with a specified individual (sometimes the first individual whose name he or she hears spoken, or whose hair and nails are used in the mixture) unless they make a WIL roll to resist. Even a success on the roll means that the imbiber is distracted by the infatuation, if not overcome by it. Lasts for 12 hours. Creation DoD: -8 Ingredients: 40 parts purple lotus pollen, 2 Pavan, 1 Jala Cost DoD: -5 Time: 6 days Manufactured: 4-6 doses Nehkabi An amazing restorative of strength and vitality, this potion restores all lost HP within moments of its consumption. It does not cure disease nor remove poisons, but it will make the user feel completely healthy for a time. Creation DoD: -15 Ingredients: 7 parts powdered diamond, 7 parts gold dust, 1 amberglass, 1 panacea Cost DoD: -10 Time: 5 days Manufactured: 1 dose Fehakhet This quasi-magical potion causes the drinker to be reduced to one-half their normal size. He or she may resist with a CON roll if they so wish. The effects of this drastic change last for 6 hours. Multiple doses will not further shrink the drinker, but will instead extend the duration. Creation DoD: -10 Ingredients: 10 parts shrinking violet, , 11 parts Jinn blood. Cost DoD: -5 Time: 4 days Manufactured: 1-3 doses POWDERS Powders consist of a range of substances, reduced down to primal mixtures and salts. These powdered substances are brushed over skin, sprinkled over a substance, or blown into the air to be inhaled by a victim. Nefer Powder These powders can be used to change the color of an individual’s skin or hair. They are sold in small kits containing enough powder to cover an average-sized person from head to feet. Enhancements come in a variety of brilliant (and sometimes garish) colors. The effects last for 24 hours, or until removed by magic or altered by additional enhancements. Creation DoD: -2 Ingredients: 1 part powdered chameleon skin, 7 parts powdered glass, Cost DoD: -1 Time: 6 hours Manufactured: 5 doses Muhraq This powder ignites on contact with air, creating fire (DR 10) and dense smoke (10’ radius) when poured out. Normally stored in amberglass vials or spheres for safety, it can instead be placed inside much more fragile glass containers and used as a volatile projectile.142
  • 143. Creation DoD: -10 Ingredients: 6 parts powdered ruby, 2 parts powdered serpent fang, 10 parts Iosis, 2 parts Bhumi Cost DoD: -8 Time: 5 days Manufactured: 2 doses Istilqa This substance causes victims to fall into a stuporous sleep lasting up to one hour per dose.Unless an antidote is employed, it will be impossible to awaken the sleeper until the powder’seffects wear off. Often this creation is used to sedate hostile beasts, intruders, and other threats. Ifsuccessfully resisted with a CON roll, the powder instead causes drowsiness (-1 to all actions) for 10rounds. Creation DoD: -7 Ingredients: 12 parts powdered Kem narcotic, 1 part powdered amber, Cost DoD: -3 Time: 2 days Manufactured: 1 dose Anen This powder neutralizes the effects of any type of poison, alchemical waste, or toxin, whetheringested or dispersed into the air or soil. The maximum area that a single dose can affect is a 3 meterdiameter circle. Creation DoD: -10 Ingredients: 2 parts powdered amber, 2 parts powdered moss, 1 Alkahest, 1 Jala, 2 Bhumi Cost DoD: -8 Time: 3 days Manufactured: 1 dose Alaqa This powder is primarily formed of tiny spores that are put into a state of hibernation throughalchemical means until they are exposed to air. At that point, the organisms begin to feed on anyorganic material that they come into contact with (DR 2 per round for ten rounds); very little canremove these spores aside from fire, alkahest, or acid. Sale of this substance is illegal in manyregions. Creation DoD: -12 Ingredients: 10 parts ground leeches, 1 part Vitriol, 2 Iosis, 1 Bhumi, 1 Pavan Cost DoD: -8 Time: 4 days Manufactured: 1 dose Dakhana When exposed to air, a dose of this powder is sufficient to create a volume of dense blue smoke,2 meters in radius. The smoke is non-toxic and disperses in about 10 minutes (100 rounds), or less ifused outdoors in windy conditions. Creation DoD: -3 Ingredients: 10 units of incense, 1 of powdered glass Cost DoD: -1 Time: 6 hours Manufactured: 4 doses 143
  • 144. CREATING ENCHANTED ITEMS Enchantment is the process of investing items with lasting magical power. Enchanted items continue to produce their effects without the need for further Spellcasting. For example, a stone could be enchanted to give off a soft light when a command word is spoken, allowing it to be used as a source of illumination whenever it is needed. In game terms, Enchanting and Spellcasting are very similar. The Modes and magical Traditions are used in the same way and the actual game mechanics are nearly identical. The big difference between the two talents is time. Enchantment takes considerably longer to perform than Spellcasting and is much longer lasting. Enchantment also requires an investment in specialized and costly materials. How to use Enchantment The Handicraft (Enchantment) skill is needed in addition to skill in the appropriate Mode and magical Tradition, plus a workshop and an Aiza. · The enchanter must pay the cost in money to gather the ingredients · Make the Wealth Rating roll · Make the Roll using the Creation DoD Mishap: Something went horribly wrong. An explosion destroys the area around where the enchanter was working, ruining it and damaging everything within 20 meters, possibly even killing the enchanter. Roll twice on Magical Mishap chart and apply both effects. Failure: The creation is a failure. All of the materials used in its production are ruined. Partial Success: Failure to create the item but half the ingredients are salvageable Success: All of the materials and magical energies blend perfectly and the enchanter is successful. Critical Success: The creation is perfect and has an unforeseen benefit. Add a number of levels equal to the Hero’s Empyrean Atman to the attributes or effects of the item. Enchantment works like a skill of the character’s magic Tradition, in the same way a Mode does, even though it is a Handicraft skill. In other words, if a character is proficient in more than one magical tradition, he would need to invest time to learn the methods of Enchantment for each of them. As such, it is possible to be an accomplished enchanter within one field of magic, but still be a novice in another. The Workshop The quality of an enchanter’s workshop, or the lack thereof, will affect the speed and precision in which the character can create his masterworks. Someone in a cave is going to have a much more difficult time creating an enchanted sword than a mastersmith with a bellows and forge at their disposal. The DoD modifiers for creating an enchanted item are listed below along with the cost to purchase such a workshop. The workshop only need be purchased once and is a stationary item that cannot be moved. Workshop Quality DoD Modifier Wealth DoD No workshop. Working on a tavern table -5 +0 Standard Workshop +0 -2 The workshop is considered excellent with good equipment and a +5 -5 large clean work area. First Age laboratory. A workshop stocked with the best books and +10 -12 equipment144
  • 145. The Aiza An Aiza is a quasi-magical forge and anvil fashioned to focus and withstand the rigors ofmagical energies. Typically constructed with various alchemical substances such as orichalcum andamberglass, the aiza is an expensive set of equipment, typically adorned with ritual elements and setin precise locations. Most Aiza are stationary and kept in the enchanter’s workshops due to the extremes of heat andthe strange emanations of magical energy, but traveling models do exist. Travel Aiza are neither asstable nor as efficient as the larger stationary models and give a penalty of -5 to any Enchantmentroll. Creation DoD: None Ingredients: None Cost DoD: -6 for a stationary model, -5 for a travel anvil.ENCHANTMENT TYPES There are two types of enchantments: Limited and Continuous. Limited enchantments function three times per day. A magic item invested with a Limitedenchantment may recharge itself every day, or may need to be recharged manually by some means(prayer, ritual, exposure to moonlight, or whatever). Examples include a wand that shoots lightningbolts, a ring that gives the power of flight, or a staff that heals wounds. Continuous enchantments function all the time unless their magic is somehow disrupted, andnever need to be recharged. Examples include an amulet that confers continuous protection from fire,magically enhanced weapons, and enchanted armor. Continuous enchantments take considerablylonger to make than limited enchantments and require finer and more expensive materials. Modeswith a duration of “Instant” cannot be incorporated into Continuous enchantments. Note that regardless of the method employed, a single item can have only one enchantment. Forexample, a modern Enchanter cannot create a sword with both +2 damage and capable of producinglight in general as this would be two separate Modes, Alter and Illusion.OVERVIEW: PROCEDURE FOR ENCHANTMENT The following is an overview of the procedure for enchanting an item. Each of the steps isexplained in detail below. · Player states Intent (what is the item’s Mode, Spell Level, and intended use? Will it have a Limited or Continuous enchantment?) · Determine Enchantment Requirements (how long will the item take to make, and how much will it cost?) · GM determines bonuses or penalties (based on the magician’s Enchantment skill rating, the item’s Spell Level and casting penalties, and other factors) · Player rolls to see if the Enchantment was successful · GM judges result 145
  • 146. THE ENCHANTMENT DIE ROLL Stating Intent for Enchantment Like stating intent for spell casting, the player decides what spell-effect (Mode) the item will have, and its spell level. The player also decides whether the item will have a Limited or Continuous Enchantment. If the enchantment is Limited, the player must decide whether it must be recharged manually and, if so, by what means. Determining Enchantment Requirements Before an item can be enchanted there are two requirements a GM needs to determine. First: how much time will it take to make the item described by the player? And second: how much will it cost the character to buy the materials needed for the procedure? The requirements for Limited and Continuous Enchantments are determined as follows: LIMITED ENCHANTMENT Time required: 2 weeks (80 hours) per Spell Level (one and a half weeks if the item must be recharged manually) Cost of materials: 2 times the average price of the item that is to be enchanted. CONTINUOUS ENCHANTMENT Time required: 6 weeks (240 hours) per Spell Level Cost of materials: 4 times the average price of the item that is to be enchanted. Note that the Enchantment process does not always require special materials or rare ingredients, such as those used in the field of Alchemy. Instead, Enchantment is normally accomplished by investing ordinary items with the power of magic spells. The Cost in Materials reflects the fact that most Enchanters prefer to use items of good quality, which tend to be more durable. Enchanted items can be made from sub-standard materials, though such items may function erratically or may prove to be defective in some way. Determining Bonuses or Penalties for Enchantment After reviewing the requirements for the enchanted item, the GM must determine if any bonus or penalty will be applied. This is done before the player rolls to enchant the item. Apply a bonus equal to the character’s Enchantment skill rating. Additional bonuses may be applied if the magician is using a magical device that enhances his powers, has access to superior materials, or is operating under highly beneficial conditions or surroundings. Apply a penalty of -1 per spell level plus any additional casting roll penalties the spell might have as a result of increased range, duration, etc. Additional penalties may be applied if the magician is using substandard materials, or is working under poor conditions or extreme duress. Comparing applicable bonuses and penalties, the GM arrives at a single figure. This is the modifier that will be applied to the player’s Action Table roll. The Enchantment Roll To determine whether the Enchantment is successful or not the player rolls a d20 on the Action Table, applying the GM’s modifier to the die result. Judging Results A Critical Success means the item has been enchanted, plus it functions even better than intended. Possibilities include: the item functions at a higher level than planned, works more times per day, does not have to be recharged, etc. A Full Success means the item has been enchanted and works as planned. A Partial Success means that the enchantment failed to take hold, but the item and all materials survived intact and can be used again. To do so, the character must repeat the “Time Required” segment of the procedure, then roll again and check the results. Failure means the enchantment did not take hold and the item and all materials were ruined. If the character wants to try again he must start from scratch. A Mishap is equal to a critical failure, and may yield disastrous consequences. Some of the worst magical mishaps have occurred as a result of failed attempts at Enchantment.146
  • 147. TIME & ENCHANTING Unlike Spellcasting, Enchanting does not need to be performed all at once. Many enchanterswork on more than one item at a time, spacing out their work over many months. More than oneenchanter may work on an item, to complete it more quickly. As long as all the enchanters maketheir Enchantment roll, the item will be a success. Regardless of how many magicians are workingon an item, only 24 hours of work can be put into it in a single day.CREATING TRIGGERED ENCHANTED ITEMS If desired, any enchanted item can be made so that it will be activated by a specific circumstance,or “trigger” (for example, a ring of levitation might activate when the wearer falls more than tenfeet). Creating an enchanted item with a trigger adds an additional week to the time required.USING ENCHANTED ITEMS Anyone can use an enchanted item, provided they know how the device functions. Someenchanted objects require precise command words or must be physically manipulated in a particularway in order to function. Others are always active (like most enchanted weapons, protective amulets,etc.), are activated by touch, or by a specific trigger of some sort. Magicians can divine the operation of an unfamiliar enchantment by studying it for one hour andmaking a successful Enchantment roll, using the item’s spell level as the Degree of Difficulty. Themagician is allowed three attempts to identify a given item; if unable to do so, the magician will haveto seek the help of another spell caster. Optionally, the magician can wait until he has improved hisEnchantment skill by at least +1, and then try again. If an enchanted item must be aimed to work properly, the character can use any Ranged Combatskill or an appropriate Mode. Lacking these, the character defaults to Combat Rating or MagicRating and takes a substitution penalty determined by the GM (usually -5).ENCHANTED WEAPONS AND ARMOR Most magical weapons carry enchantments that enhance their basic Damage Rating. The AlterMode is used to accomplish this effect. Attack spells are sometimes enchanted into normal weapons,staves, or wands, allowing the wielder to fire the spell from the item. Attack enchantments never addto the base damage of a weapon, and cannot be combined with a normal attack. Enchanted armors typically have enhanced Protection Ratings or carry a Ward that repels certaintypes of damage, such as fire, cold, or Attack spells. 147
  • 148. EXAMPLE ITEMS The following are some examples of enchanted items, illustrating the Mode used in their creation, their Level and Type, and their cost in time and materials. Item: A wind elemental bound into a ring that allows the wearer to produce a swirling aura of winds to negate damage a number of times per day. The wind elemental envelops the caster in swirling mist and wind, stopping 20 hp worth of damage, up to three times per day. Tradition: Atlantean Sorcery Mode: Shield Spell Level: 10th Type: Limited Time Required: 20 weeks, 1 high quality orichalcum ring. Item: A weapon enchanted to house the spirits of the dead that howl and provide an unearthly chill to the blade. The blade, blackened by the ash and soot of a funeral pyre, seems to reflect spectral faces contorted in horror. The blade is enchanted to do an additional 5 DR to living beings that it touches. Tradition: Dark Arts Mode: Manipulate Spell Level: 5th Type: Continuous Time Required: 30 weeks, 1 high quality long sword, 1 funeral pyre and accoutrements. Item: A scarification tattoo that allows its wielder to use totemic senses. A series of scars, some rubbed with pigment and herbs during healing to alter their color, over the owner’s brow and temples. With concentration, the bearer can focus their sight to that akin to eagles, gaining a +5 to their PER attribute out to a distance of 35 meters for up to 5 minutes at a time. He can do this three times per day before the strain of the energies wears out and must be recharged by a drug-induced slumber. Tradition: Shamanism Mode: Sensory Spell Level: 10th Type: Limited, manual recharge Time Required: 8 weeks, jars of pigments and unguents, ritual knife Item: A carved circlet of ivy and bone that smoothes the words of the wearer. When addressing a single target, the words of the wearer of this ivy crown are almost hypnotic and impossible to ignore. By addressing a single target, the wearer can concentrate and expect a single reasonable command to be obeyed. Victims can roll WIL against a difficulty of -10 to resist the command. The ivy crown only works three times per day, its leaves curling and seeming to wilt slightly upon each use. Tradition: Witchcraft Mode: Influence Spell Level: 20th Type: Limited Time Required: 120 weeks, freshly picked vines of ivy, collection of bones and antlers, powdered herbs. ANTI-MAGIC VS. ENCHANTMENT Enchantments can be truly dispelled only by reversing the enchantment process (which takes half as long to perform as the original enchantment), or by destroying the item. However, Enchantments can be temporarily suppressed through the use of Spellcasting. Counterspells take effect on enchantments just as they do with normal spells. To suppress an enchantment, the level of the counterspell is applied as a positive modifier, and the spell level of the enchanted item is used as the Degree of Difficulty. When the duration of the counterspell ends, the enchantment is fully restored with the same capabilities and charges it had before being suppressed.148
  • 149. 149
  • 150. The Gods Divinity is a complicated matter in the Atlantis setting. Nations hold to different faiths, which often overlap and clash in contentious areas with the beliefs of people of other regions, and little in the way of organized religion exists anywhere in the world. In Atlantis itself, the centre of civilization and prosperity, a vast pantheon is broken down into sub-sects and coteries of followers, worshippers and cultists. The religious habits of most Atlanteans fall somewhere between common sense and opportunism; the Atlantean people are aware of the various gods and their divine influence over certain aspects of the world, and therefore the mortals pray to and worship whichever god best suits the situation at hand. It is therefore common for someone to offer blessings to several gods over the course of any given week; be it for luck in business dealings, for help in overcoming sickness, for a good harvest and so on. In this manner, the gods receive approximately equal worship from the people of Atlantis. Conversely, it is actually considered the mark of a poor lifestyle to continually call upon the favor of many gods in the space of too short a time. While each is likely to pray to all of the various deities over the course of his life, Atlanteans have a strange condescension for those that seem to abuse the generosity of the gods by changing from one deity to another more frequently than most people. Exactly what the balance between frequent changes of worship and “too-frequent” changes depends on the groups and the gathering in question, and the concept of inconstant worship is often a petty slur hurled between political or social opponents. While this overall dedication to the pantheon is the prevalent attitude that most Atlantean citizens hold of religion, a significant minority of the populace dedicate their lives to the worship of one deity or a single belief system. These sectarian groups are occasionally frowned upon by the various tiers of society, but seem to draw membership equally from all social levels; aristocracy, tradesmen and paupers alike. Worship All the gods in Atlantis are worshipped on equal terms and given equal respect, very few worships only one god. All the gods are given their due, even if a hero favors or closely identifies with a certain one. For the most part, there is no animosity towards others for their religious view and only in the most extreme cases will zealots focus worship on one god at the expense of the others. The Gods are real The gods of Atlantis do not reside in some other dimension or realm but here on the planet. The places they cal home may not be hospitable to a normal human but if a hero is intrepid enough he may travel to their homes and look upon them in all their glory. Looking upon the visage of a God Those foolish enough to look upon the true nature of a god are in danger of being consumed by the divine energies that comprise them. Those that see a god in its true form must make a Resolve+ Void Ātman versus a DoD-20. If the roll is a partial or success the hero sees the god as he actual is and gains a number of points of WIL equal to his Empyrean Ātman. A critical will give twice the amount. A failed roll will result in the hero loosing a number of points of WIL equal to his Empyrean Ātman. A critical failure will result in the hero being consumed by the empyrean flames that burn in the eyes of all god and is reduced to ash. Votives and Sacrifices Votives are generally given to the gods to garner divine favor for some future event or endeavor, such as before a great voyage, a wedding, or some other favor the Hero is seeking. However, votives might also be given when a hero feels that they need to show piety for a past transgression against a god, or to atone for a crime against another. Votives might be anything — jewelry, weapons, prized possessions, statues, and money are just some examples. Large votives are sometimes given by organizations or even planetary systems looking for favor with the gods, and their size and value scales to match. One thing they all have in common, however, is that they are kept on display in the god’s sanctuary or temple for a set period150
  • 151. of time, and then ritually discarded by a priest or priestess or given to some charity. Sacrifices are also gifts to the gods, and usually take the form of bloodless offerings such ascereals, oils, grains, cheese, or other foodstuffs. Blood offerings are also made in some parts ofthe world, and usually consist of prized animals or, in some extreme cases, a living sentient being.In either form, sacrifices cannot be reclaimed or discarded like votives — the item or thing beingsacrificed is always ritually destroyed, such as by burning on a raised altar, or dumped into thedeepest sea. The Effects of Votives and Sacrifices Once the votive or sacrifice is made, the Hero makes a CHA or Influence roll to please the gods.The DoD of this roll is -3. Mishap: The offering decays in front of the Hero’s eyes, the sky fills with black clouds, and babies start to cry (or something equally as sinister). Failure: Nothing occurs, but the gods are pleased. Partial: The Hero receives +2 Hero Points to spend as the Hero sees fit. Success: The Hero receives 6 Hero Points to use as she sees fit. Critical: The Hero receives 12 Hero Points to use as she sees fit. The blessing may be saved until needed. Blasphemy During the course of the Hero’s journey, he may feel abandoned or slighted by the gods so muchso that he curses them. It may be in a fit or rage or despair but usually occurs when the Hero is upset.The slight may rise all the way to the home of the gods. If a god hears the curse she may act topunish the Hero in some way. The god will never directly act against the Hero, but he may find thathis life becomes more difficult or trying. The Hero must atone for his transgression in some way todivest himself of the god’s ire. The Hero loses access to all his divine abilities if the god cursed wasalso the one who favors him. As a roleplaying bonus, those who curse the gods during a roleplaying situation may receiveHero Points equal to double their Fire Ātman for one action. These points must be spent before theend of the adventure or they are lost. Swearing Oaths in the Gods’ Names A Hero may at times feel so passionate about a subject that they will swear an oath by a god.Oath-taking is not a trivial matter and may catch the ear of the god in question. Hero’s know thata god-sworn oath is the heaviest burden a person can saddle themselves with and only swear theseoaths when they feel their heart is true or when overtaken by passions in the heat of the moment. A sworn oath is a small ambition that is defined by the player and GM, and must have a smalland attainable goal. A Hero who swears an oath does so to the appropriate god and then gains a bonus to one skill(chosen by the player at the time of the swearing) equal to his Fire Ātman +1. The bonus will bein effect only when the Hero is in pursuit of the finishing the oath. When not in pursuit of the oaththe bonus turns into a penalty equal to twice his Earth Ātman (minimum of one). The oath must besomething the Hero can do alone and without the help of another, and, if helped, will lose the bonus.If the Hero fails the oath he immediately loses 20 Renown and receives two points of permanentVoid Ātman; the god is not pleased that you swore an oath in his name and failed. If the oath is completed successfully, the Hero receives 5 Glory. Trivial oaths sworn to a god will anger them and result in the Hero losing 10 Renown. Holy Places A god can be more easily enticed to provide favor if the hero is in a Holy place dedicated to thegod. All difficulties in the holy place are determined the size and sanctity of the place.Use the chart below Size of the Holy Place DoD Modifier Small (a small shrine the size of a closet or small room) +2 Medium (A shrine the size of a home) +4 Large (a large temple) +8 Gargantuan (a sacred mountain or region of the sea) +16 151
  • 152. Renown and the Gods The gods favor those who have proven through their acts and deeds that they are worthy of such gifts and favor. The more renown the hero has attached to their name the more inclined the gods are to listen to their petition for assistance. For every 50 Renown the hero may add a +1 bonus to his rolls where the gods are concerned. Using a God’s Dominion All gods have a mastery over an aspect of creation. These masteries are represented by their Dominions. Some very powerful deities have multiple dominions representing their greater authority and power. Those who have the Dominion Access Talent may even entreat the gods for their favor and a small aspect of their abilities. Devotion A hero may devote himself to a particular god of a pantheon and that god is set as his Primary. Two other gods are chosen as his secondary and the rest are considered important but do not receives as much service from the hero and therefore reciprocate in kind. Example: Metnu Resha is an Atlantean priest. As his primary focus of worship Metnu has chosen Zues, as his secondary he has chosen Apollo and Ammutensis. Asking for Favor from the gods A hero may ask for a use of one of the god’s abilities in his major powers. The difficulty of the Lore (Theology) roll as well as the cost is determined by the priority the hero has places on the god. A hero must make the roll pray out loud for a 10-Empyrean Ātman minutes begging the god for his favor (for his primary god, longer for the other gods). Less time can be taken but the difficulty increases by -2 per minute reduced. Extra time may be taken to reduce the roll and for every additional 10 minutes spent pleading adds a bonus to the roll of +1. A roll can never reduce below a DoD of -2. Hero Points must also be spent as a cosmic currency to lure the god’s attention. Priority Favor DoD Cost Time Primary -15 2 Hero Points 10-Empyrean Ātman in minutes Secondary -18 4 Hero Points 20- Empyrean Ātman in minutes Tertiary -24 12 Hero Point 30- Empyrean Ātman in minutes Result of the Religion Roll Critical Failure The god is angered at the lackluster plea and takes all available Hero Points from the hero. Failure The God does not listen. Nothing happens Partial Success The hero is granted the power at half its effect but must pay the full Hero Point cost Success The power is granted and the Hero Point cost is paid Critical Success The power is granted but the Hero Point fee is waived. Example: Metnu Resha is a priest with a total lore (theology) skill rating of +12, an Empyrean Ātman of 4, and 9 Hero Points. Metnu prays for 6 minutes to Ochumare for the favor of changing the weather is a region plagued by draught. Since Ochumare is his primary devotion he must roll his Lore (theology) skill with a DoD-15. He is successful in his entreaty for the favor and spends the 2 Hero Points. The clouds above Metnu roil and swell with water and soon release large drops of rain on the parched earth. Example: Metnu sits in a dark underworld cavern and prays to Obatala for the ability to illuminate the area and show light on the evil that lies within. Since Obatala is a secondary focus of Metnu the DoD to receive the favor is -18 and cost 4 Hero Points. If he were begging Hera for a favor it would be more difficult still with a DoD-24 and 12 Hero Points.152
  • 153. Favor from other Pantheons Gods are not exclusive to one persona and a Hero may petition, pray to, or beg from a god ofanother pantheon. Doing so is done as if the god where a tertiary god with an increased difficulty of +5.Dominions All dominions have a major set of abilities that allow the hero to perform astounding feats thatare powered by a god. Anotomy of a DominionMajor: The major abilities the god can bestow upon his devout follower.Minor- Special abilities that a hero gains from his primary devotion only. The minor abilities can be used anytime without having to make a plea roll and are part of the hero as long as he is in good favor with the god. Ifthe god has more than one dominion the hero must chose which minor abilities he has and once chosen are setand cannot be changed. Example: Metnu Resha is devoted primarily to Ochumare. The sky god Ochumare has three dominions that Metnu can choose from. Metnu choose the minor ability of the Sky dominion and is never affected by weather and may predict the movement of the clouds and the weather contained within.Aspects- Examples of what happens when a Dominion is used by a hero. Example: Metnu calls upon the favor of changing the weather. All around him birds take to the air and begin to sing, a breezes swirls around his feet and in the distance thunder cracks as lightning strikes. Air Clouds, wind, speech, flight, Howls, breath Major Wind Gust: The hero can create a strong gust of wind in a radius equal to their WIL+5m or a fans shape area emanating from their outstretch hands with a range equal to their WILx10m. Those caught in the gust must make DEX rolls with a DoD equal to the heroes CON or be knocked back a distance equal to WILx5m. If the opponents strike anything in their path as they are blown back treat the damage as if they were falling. Flight: the hero can fly at a SPD+10. Wind Message: The hero can whisper message into the winds and it will find the intended person no matter the distance. The recipient may reply with a message Stolen Breathe: the hero can remove breathable air from an area causing a foe to suffocate. The area created is a radius equal to the hero’s CONx5m and may be centers where the hero likes but once designated the area is locked. Those in the area must make CON rolls with a DoD equal to twice the hero’s CON. If they are successful they may keep their breathe and continue to act. If they fail the air is stolen from their lungs and they are stunned for a number of rounds equal to twice the hero’s CON, cannot speak, and reduce their CON, DEX, STR, and SPD by a number of points equal to the hero’s CON+1 (minimum of one) while in the area. The area last for a number of rounds equal to WILx5. Breath of Life: The hero may breathe into a targets mouth and revive them to full Hit Points. The hero also takes a permanent point of the Void Ātman Air Bubble: The hero may create an area with clean pure breathable air. The area is a radius centered on the hero equal to their WIL+3m. The area last for a number of minutes equal to WIL+5 Control Wind: The hero may make winds calm and breezy or whip the air into windstorms. Any thrown or ranged weapon gains a bonus or suffers a penalty to hit equal to the hero’s CHA+5. She may manipulate the winds in a radius of CHAx10m centered on herself. When trying to manipulate air elementals the hero receives a bonus to influence skill roll of +10. The hero may use the gift 3 times a day with a duration of CHA+3 rounds. Minor Hold breath for a number of minutes equal to their CON+5, Hearing and smell based PER checks +5, Never chilled by the wind, May reduce falling damage by a number of points equal to their WIL+5. May talk to birds once per day. Aspects Cool/warm breezes, strong gust of wind, foul smells, wind eddies and confused thought. Birds singing, wind chimes, howling wind, 153
  • 154. Animalanimals, hunting, tracking, healingMajor Animal Control: The hero can control a pack of animals equal to his WILx10. The animals will do what ever the hero asks and will fight for him to the death. Animal Summoning: the hero can summon one type of creature from the surrounding area. The numbers that arrive is equal to the hero’s CHAx20. The summoned creatures will arrive with 2hours -30minutes per point of WIL and stay in the hero’s presence for CHAx4 hours. Healing: The hero may use his own blood to heal others. The blood must be smeared on the wound and may his a number of points equal to twice the hero’s CON (minimum of two points) Animal Mimicry: the hero may mimic a number of abilities equal to his INT+1. The abilities can be natural weaponry, special defenses defense or special abilities of a creature in the area around him. The hero posses the abilities for a number of hours equal to his WIL+3 Hunters Eye: The hero may track any creature as long as it leaves a trail and is in range. The trail could be scent, footprints, a wake in water, etc. If the creature some how teleported the hero must find trail another way. The range of the tracking is equal to the hero’s PERx10km.Minor Receive a bonus of +5 to all animal handling rolls. With an INT roll DoD-3 the hero can speak with any animal.Aspects Animals becomes quiet or loud in his presence, animals stare or even bow to him, animalistic musk, leaves different animal tracks as he walks, people act more animalistic around him. CraftSkill, Technique, expertiseMajor The Good Work Talent Minor The hero is an expert at a certain skill. The hero chooses one skill at character creation and that skill becomes his expertise. When the hero rolls the skill he may move it up one quality. A critical failure become a normal failure. A partial becomes a success, and a success becomes a critical success. The hero may do this a number of times per game session equal to his Empyrean Ātman. A skill to implore the god for help can never be augmented by this ability.Aspects Deaththe underworld, death, life, resurrection, plague, sickness, shadow, sleep, oblivion, completionMajor Wraith Like: The hero can be intangible and may pass through any barrier. The hero may use this ability a number of times equal to his Empyrean Ātman +2 Resurrection: The Hero can resurrect a dead creature as long as it has not been dead any longer than WILL+3 days. The hero takes a permanent point of Water Ātman Sleep: the hero can put any living creature within an area radius equal to 1km per point of Empyrean Ātman The Targets must make a Will roll with a DoD equal to the targets Earth Ātman +2. Those that fail are put to sleep for a number of hours equal to the hero’s WIL+2. Those that get a partial are sluggish and suffer a penalty to all dice action equal to the hero’s WIL (minimum of -1). Any intended harm will give the sleeper a chance to wake up (a WILL with DoD-0). Sickness: The hero can cure any disease in a radius area equal to his Water Ātman in kilometers. Doing this gains the hero a permanent point of Water Ātman. Conversely the hero may bring a plague down on the same area but receives a point of permanent point of Void Ātman. The disease is determined randomly and sits in the area for a number of days equal to the hero’s Void Ātman. Forgetfulness: The hero can make a group of people forget one occurrence or person with a wave of her hand. The hero can affect a group of people equal to his Earth Ātman X100. Those wanting to resist must make a WIL roll with a DoD equal to twice the hero’s WIL. The subject will be forgotten for a year and a day unless it is presented to those under the effect in which case they receive another WIL roll with a DoD-0 to remember.Minor Healing: The hero may kill an animal and take its life force to heal another. The hero may transfer a number of Hit Points held by the Creature to another or divide it amount a group. Unnerve animals with a baleful stare.Aspects Colors mute and creativity is deadened. Work and other tasks are completed. A sense of Finality. Awareness of ones own mortality, a need to tell the people you love that you love them, sleepiness, small illnesses, fatigue, fatal accidents and near misses, smell of death and lilies.154
  • 155. The DeadThe undead, the corpses of the once living. Decay, rot, unlife,Major Animate Dead: The hero can animate a number of dead equal to his Void Ātman X100. Animated dead behave just like normal zombies. Speak with Dead: the hero may go to the area or a beings death and summon his spirit to speak to him. The dead will answer a number of questions equal to the Hero’s CHA+2. Rot: The hero can rot anything he touches causing inanimate items to rust, decay, or simply fall apart. The hero does his Void Ātman x10 DR to anything he can usefully touch. The hero may use this ability a number of times equal to his CON Vampirism: The Hero may sup from the life force of other. If a hero successfully touches his victim he may take A number of attribute points equal to his Void Ātman +3 and add them to his own for a duration of WIL+2 hours. The hero may use this ability a number of times equal to his Void Ātman +1. Control Undead: The hero can control a number of animated dead beings equal to his Earth Ātman X50. Those under his thrall will follow his commands to the best of his ability for a number of hours equal to his Earth Ātman +1Minor Unnerve animals with a baleful stare and a WIL roll with a DOD equal to the animals WIL. Can cause 1 kilogram of per point of Void Ātman of wholesome food to rot. Is rested and invigorated with one hour of rest on a grave or in a grave yard. Make a baby cry with your laughter.Aspects Animals and plants sicken and die, shadows deepen, cold grips people, unaccountable feeling of fear (death), A terrible rotting Smell, Decay, Unseen moaning, the rattling of chains. Emanations of cold, Earththe earth, fertility, crops, plantsMajor Burrowing: The hero can burrow through any earthen substance and move at a SPD+10. He may take followers with him but moves at a SPD+2. The hero creates a tunnel through the earth that closes behind him as he passes. The hero may do this a number of times a day equal to his STR+2. Earth Quake: The hero can create an earthquake that centers on his body and radiates out to a distance of WILx5km. Structures must make resistance roll with DoD equal to the hero’s CON+1. Those that fail are toppled to the ground. Castles have a +5 to the rolls, Large building have a +3, medium buildings +2, small homes +0. Great Strength: As long as the hero is in touch with the earth he has a STR+10, can never knock down, and heals CON+3 Hit Points per minute. The ability last for 30 minutes per point of CHA. Plant Growth: the Hero can grow plants from a seed to maturity with a whisper and kiss to the earth. All plants in a radius of 2km per CHA will grow from seed to maturity in a night. Earth Allies: the hero can raise the earth or the plants that rest there to grapple or attack an opponent. The attack requires an action and does DR5+CHA as an area attack that requires an active evade to escape. The grapple is also an action using the hero’s Unarmed fighting skill but may grapple a number of opponents equal to the hero’s DEX+2 (minimum +2). The grapple has a STR+10. The ability may be used a number of times equal to the hero’s CHA+3. . When trying to manipulate earth elementals the hero receives a bonus to influence skill roll of +10. Open Path: The hero can move unseen and unimpeded while traveling on uncultivated earth. Trees and underbrush will not hinder him and boulders and large rocks will seem to move out of his way. When moving this way the hero moves at a SPD+10 or SPD+2 if traveling with a group. Those pursuing the hero will suffer a reduction of movement equal to the hero’s CHA+5 as the earth moves to obstruct them. The hero may use the gift 3 times a day with a duration of CHA+3 rounds.Minor Never leave foot prints if desired reducing tracking rolls by -10. Earthen works created by the hero are twice as strong and are of an artistic quality only matched by masters.Aspects Earthquakes, rumbling, rampant growth of plants, cracks in the earth, a general feeling of solidity (either in him or in things he touches), a scent of fresh soil. Sounds like the creaking of stone against stone might follow him. 155
  • 156. Fertility the home, women, crops, harvest, foodMajor Children: the hero can make any female fertile or man virile so that they next encounter will produce a child. The hero may affect a number of people equal to her PERx10. Bountiful Pot: The hero can make every pot with food or drink produces twice as many servings. All pots within a radius equal to the hero’s Earth Ātman x10 Kilometers may receive this bounty. Bountiful Harvest: The hero can make every field that produces crops yield twice as much bounty. All fields within a radius equal to the hero’s Earth Ātman x10 Kilometers may receive this bounty. Saint of Women: the hero can give all females in a 10 kilometer radius protection equal to PR2x the hero’s Water Ātman score Speak with Plants: the hero can speak with any plant a number of times equal to his CHA+3. The plants will speak intelligently and be forthcoming with any and all information they have. Sustenance: the Hero can change any inedible matter into something wholesome and edible. The hero can create enough to feed 100x his Water Ātman. The food will last for a number of days equal to his Earth Ātman before changing back to its original state. Sanctified ground: The hero can create an area that heals those standing in it. The area must be unworked earth and away from civilization. Those who stand in the area are healed a number of Hit points equal to the hero’s Earth Ātman x2. Once the person has been healed for the amount the field provides nothing but an area of calm and relaxation. Those suffering from a sickness or disease get a resistance roll with a bonus equal to the hero’s Water Ātman x3 to shirk off the ailment. The area affected is radius equal to the 10x the heroes Empyrean Ātman in meters and has a duration equal to the heroes Empyrean Ātman in days.Minor Can always make a good bowl of soup. Can always make a child smile or stop crying. Can heal a number of points of damage equal to his WIL x10 to anything each day.Aspects A sense of safety, spontaneous pregnancy, food smells better, crops grow quickly and healthy, always seems to have a healthy snack to hand. Firefire, blacksmithing, the home, health, lightPowers Rain of Fire. The hero may call down fiery motes from the sky that burns everything in the area. The radius is centered on the hero and radiates out a number of kilometers equal to the hero’s CHA (minimum of one kilometer). Those caught in the fiery deluge must make an Evade roll with a DoD of 10+CHA. The damage is DR10+CON and ignites any flammable thing it touches. The rain last for a number of rounds equal to the hero’s WIL+2. Fire Immunity: The hero can bestow immunity upon any person or structure she smears with soot and ash. The hero may bestow this gift to a number of things or people equal to his PER+5. Those imbued with the gift have a PR10+WIL versus heat or fire attacks. Empyrean Flame: The hero can create a blue burning fire in a camp fire or hearth that burns with the power of divinity. Any weapon forged in the will is considered a master work and normal weapons that allow the fire to lick at their weapons gain +5 to DR and +5 to accuracy that last a for a number of attacks equal to the hero’s INT+5. Fire Cloak: The hero may cover her body in soot and ash that ignites into a fiery sheath that covers her body. The hero ignites any flammable thing she touches and those that touch or grapple her suffer DR10 burns. The cloak may be used 3 +Con times per day and last for 1 minute per point of CHA. Control Flames: The hero may make fires burn as bright as bonfires or as low as a candle. She may manipulate fires in an radius of CHAx10m centered on herself. When trying to manipulate Fire elementals the hero receives a bonus to influence skill roll of +10. The hero may use the gift 3 times a day with a duration of CHA+3 rounds. Flame Jet: the hero can emit a jet of flame from her hands causing DR10+CON. The range of the attack is 10m per point of WIL and causing everything flammable the fire touches to ignite. The hero using his throwing skill to hit with the attack and if the roll is a critical the target is set aflame and burns for a number of rounds equal to the hero’s WIL+1 and suffers half the damage originally taken. The may use this ability 5+WIL times.Minor Clothes never burn, emits heat so that those around him are never cold. May put out camp fires or smaller with a whisper. Create a flame on the end of her finger. Move at SPD+10 3 times per dayAspects Burning, soot, heat, scorch marks or burning footprints, a smell of incense or wood smoke, smokey air. FortuneLuck, calamity, generosity156
  • 157. Powers Luck: the hero can bestow luck (good or bad) upon a group. The hero can affect a group of people equal to his Water Ātman (luck) or Void Ātman (bad luck) x10. This allows them to reroll one failed roll per point of CHA and take the best roll or if bad luck was bestowed reroll a successful roll and takes the lowest roll (GM decides what roll get the bad luck reroll). The Smile of Fortune: A Hero may make one critical roll no matter the difficulty or penalty involved. The hero must posses the skill or ability to perform the action but if she does the action will be a success. The ability may be used in reverse as well making any task perform a failure. If targeted on an opponent they may resist with a WILL roll DoD equal to the heroes WIL. If they fail succeed they only suffer a -10 penalty to a roll. Partials are considered a failure where the resistance is concerned. Curse: a hero may cause a person or area to suffer misfortune or bad luck for a number of days equal twice the hero’s Void Ātman. While under the curse, any time a 13 is rolled the target suffers a critical failure and suffers the worst possible outcome. If done over an area it is centered on the hero and radiates out a number of kilometers equal to the hero’s CHA (minimum of one kilometer). When done as an area affect the duration is half normal.Minor Reroll one die per point of CHA+1 each game. Always find a full bottle of wine. Always has a coin in his pocketAspects The sound of rolling dice. The sound of falling coins or the pouring of wine LawBeing just; righteousness, equitableness, or moral rightness, upholding the law. StabilityMajor Detect Guilt: Know the guilt of a group (PER +Earth Ātman x10) of people by looking into their eyes. The hero knows what the person has done and why they performed the transgression. A hero may use this ability a number of times equal to their PER+2. Make a Rule: The hero can make one rule that all the players (GM included) must use for one scene in the game. Detect Truth: The hero can detect the truth of a situation and know what parts are false or true and why the deception was caused. This power allows a hero to see through disguise, where something is hidden and even settle paternity disagreements. The power may be used a number of times equal to the hero’s PER + Earth Ātman. Summoning: The hero may summon a person or group of people who are guilty to them for sentencing. If summoning one person the target may resist by making a WIL roll with a DoD-15 a group may resist with a WIL roll DoD-5. The size of the group that is able to be summoned is equal to the WIL+ Earth Ātman x10 of the hero. See Beyond: The hero has the ability to see through any obstruction be it a wall, a disguise, a magical barrier, etc. The hero may use this power PER+5 times Sentencing: a Hero may use this power to enact justice on a guilty person or people. . If sentencing one person the target may resist by making a WIL roll with a DoD-15 a group may resist with a WIL roll DoD-5. The size of the group that is able to be sentenced is equal to the WIL+ Earth Ātman x10 of the hero. If the resistance is failed the target relents to the punishment that fits the crime. If the punishment is death the Hero takes one point of permanent Void Ātman but if he gives the guilty a reprieve he gets a point of Water Ātman.Minor Always know the laws of a region. When enacting the law a hero has a bonus equal to his Earth Ātman on all rolls. Can open any door unlawfully barred to him one per day.Aspects Justice without compassion. Blind adherence to the law, uncreative thought. Numbers always add up. Nicely fold or creased clothes. Dice roll from lowest to highest number, cards drawn in ordered suits. Books are all alphabetized. Love lovers, deception, beguiling, childrenMajor Children: the hero can make any female fertile or man virile so that they next encounter will produce a child. The hero may affect a number of people equal to her PERx10. Know the Heart: The Hero can know the desire in a person’s heart and where and how to get it. Child Saint: the hero can give all children in a 10 kilometer radius protection equal to PR5x the hero’s Water Ātman score Beguiling: the hero can lure or make another alluring to another. The target of the beguiling must make a WIL roll with a DoD-12+CHA. If they fail they will fall hopelessly in love with the hero or individual. The beguiling last for a number of weeks equal to the hero’s WIL+5. Luck: Those with love in their hearts gain a number of dice rerolls equal to the hero’s CHA+3. The benefit affects a number of people equal to the hero’s WILx10. To receive the benefit the recipient must have a Water Ātman of +3 or higher. Full Heart: a hero may put love in another’s heart. The hero can reduce the targets Void Ātman (not permanent points) by an amount equal to her CHA and replace them with points of Water Ātman. The hero can affect a number of people equal to her CHAx10. Language of Love: the hero can make everyone within a 10 kilometer radius who earnestly in love and seeking understanding able to speak the same language and understand one another perfectly.Minor Always well kept and never disheveled. Always the last to be attacked in a group. Always shown mercy if asked for. 157
  • 158. Aspects Love blossoms around them, people become lustful or friendly, random small lies pop up in conversation, a smell of roses, flowers bloom, and the sound of small children laughing and playing in the background. Magicreasoning thought, mathematics, creativity, music, artistry,Powers Manic Wonder: The hero can make those in a 10km radius manic with new ideas. Those in the radius are possessed with creative thinking and problem solving allowing all to make handicraft, lore, or lore roll with a bonus equal to the heroes Empyrean Ātman x2. Possibility Manipulator: The hero can Increase stunt the flow of creative energy in a radius of Air Ātman x10Km. Those in the area suffer a penalty or gain a bonus equal to the hero’s WIL on all magic rolls. Augury: The hero may ask the GM a number of questions equal to his INT+5. Those question are answered as honestly and directly as possible Read the thought of others: the hero can look into another’s mind and read it like an open book. Each mind reading allows the hero to know one thing with certainty. He may use this power a number of times equal to his PER+3. Teleport. The hero may teleport himself and a number of others equal to his Water Ātman +1 and number of kilometers equal to his Empyrean Ātman x2. He may do this a number of time equal to his CON+2. ESP: The hero may look into a bowl of water and see at a distance equal to his PERx2 in kilometers. This allows the hero to see only into places he knows but can be anywhere within range. Comprehend Language: the hero can read, write, and speak any known language every created or that will ever be created. He has this ability for a number of days equal to his INT+1 Magic Negation: A hero can make himself immune to any one mode of magic giving him a resistance of WIL+10. he may include a group of people equal to his Water Ātman +3 but the resistance for all (including the hero) is only equal to the hero’s WIL+3Minor The hero receives a +10 bonus to solve any math problem or puzzle. The hero receives a bonus equal to his Air Ātman when doing any sort of handicraft or lore (excluding theology).Aspects Strange music playing in the background, playing card imagery appearing around him, people inspired to create things, natural optical illusions and mirrors, sidewalk and graffiti art appearing in his wake. Moonmadness, secrets, evasion, prophecy, sleep, shadowsMajor Darkness Manipulation: The hero can cast a shadow in a radius equal to his Void Ātman in kilometers that last for WIL hours. The darkness is absolute and only the hero and his allies will be able to see normally. Astral Projection: The Hero can travel to anyplace in the real world or the horrifying dreamscape of the elder gods. The hero can travel at a rate of WIL x1000kphwhile in this wraithlike form. The hero cannot be seen in the material world but may hear, see, and smell clearly. The hero can only interact with the material world, touching and moving thing, with a WIL roll versus a DoD-15. The hero may remain in the astral state for a number of hours Possession: the Hero may posses a living being or inanimate object at a range equal to his WILx2km. The hero must know where the person or thing is located and may control its actions and speak through it. The hero must make a influence roll with a DoD equal to twice the being’s WIL or -5 if it’s an inanimate object. Objects will move if they have the ability to but all will speak with the hero’s voice. Sleep: the hero can put any living creature within an area radius equal to 1km per point of Void Ātman The Targets must make a Will roll with a DoD equal to the targets Void Ātman +2. Those that fail are put to sleep for a number of hours equal to the hero’s WIL+2. Those that get a partial are sluggish and suffer a penalty to all dice action equal to the hero’s WIL (minimum of -1). Any intended harm will give the sleeper a chance to wake up (a WILL with DoD-0). Secrets: The hero can learn the secret of anything touched by the silver light of the moon. Each use allows the hero to know one fact about a subject or thing no matter how obscure or hidden the thing is. The hero may use the ability a number of times equal to his PER+1. Post &Precognition: May see a number of years into the past or future in a particular spot. The hero can look PER x10 years into the future and past and see event with clarity. Future event may change because of a hero’s actions. Moon cast shadows: The hero can walk in travel to any place that is currently casting a shadow by the moon. The hero simply walks into one moon cast shadow and walks out of another, range is no issue. The hero may do this a number of times equal to their WIL+3 by himself but if he takes companions with him he may only do this a number of times equal to his WIL (minimum once). Confusion: The hero can addle the minds of his foes in a 5 km radius. Those affected will suffer a penalty to all efforts that require a strong focused mind equal to the hero’s CHA+2. The Affects last for a number of hours equal to the hero’s WIL+ Air Ātman .158
  • 159. Minor Always know the quality of any piece of silver.Aspects Uncanny shadows, fatigue, scent of out of doors at night, sound of crickets, deja vu, sounds of crashing waves. Madness, insanity. Slight glow in darkness. A need to kiss or make love. Skythe Sky, thunder, rain, stormsMajors Change Weather: The hero can change the weather in an area causing a sunny day to become a raging tempest. The radius a hero can manipulate is equal to his WIL+3 kilometers. The weather last for a number of hours equal to the hero’s CHA+1 (minimum of one hour) Thunder: The hero can create a clap of thunder that can be heard for a number of miles equal to the hero’s CON +3. The thunder also has the benefit of stunning all foes (allies excluded) in a radius around the hero equal to CON+3m. The opponents must make a successful WIL roll with a DoD equal to the hero’s CON+1 (minimum of one). If they fail they are stunned for a number of rounds equal to the hero’s CON+1 Lightning. The hero may hurl a number of bolts of lighting equal to the WIL+3. The bolts do WILx10DR and suffer no scale penalties. The bolts may be hurls a number of kilometers equal to the hero’s PER Wind Gust: The hero can create a strong gust of wind in a radius equal to their WIL+5m or a fans shape area emanating from their outstretch hands with a range equal to their WILx10m. Those caught in the gust must make DEX rolls with a DoD equal to the heroes CON or be knocked back a distance equal to WILx5m. If the opponents strike anything in their path as they are blown back treat the damage as if they were falling. Flight: the hero can fly at a SPD+10.Minor Predict weather on a PER check DoD-0. Weather has no effect on the hero. He can see and hear just was well in a snow storm as he does on a clear day.Aspects Fresh breezes, clouds and mist, feelings of dizziness and acrophobia, lightning and ozone. Corrupted sky gods may have hurricane force winds and smoggy clouds. StorytellingRecall, legends, entertainment, teaching and messengersMajor Phantasms: The hero can created a light based visual illusion with sound that can be seen and heard by everyone within an area of 1km per point of CHA (minimum one mile). The illusion is obvious and not real but can convey and change at the whim of the hero to convey information and ideas. Anyone who sees it will understand the message being conveyed no matter who they are or what language they speak. The phantasm will last for 1 hour per point of the hero’s Air Ātman Comprehend Language: the hero can read, write, and speak any known language every created or that will ever be created. He has this ability for a number of days equal to his INT+1 Read the thought of others: the hero can look into another’s mind and read it like an open book. Each mind reading allows the hero to know one thing with certainty. He may use this power a number of times equal to his PER+3. Confusion: The hero can addle the minds of his foes in a 5 km radius. Those affected will suffer a penalty to all efforts that require a strong focused mind equal to the hero’s CHA+2. The Affects last for a number of hours equal to the hero’s WIL+ Air Ātman . Dupe: The hero may deceive a group of people equal to his CHAx10. Those tricked will believe the deception for a number of hours equal to the hero’s WIL+5 hours as long as the hero does not contradict his lie. If the deception is compromised the duped receives a PER roll first with a penalty equal to the hero’s CHA to out the truth.Minor Once per day the hero can tell a story that will enthrall an audience. As long as he speaks uninterrupted the crowd will listen. Those wishing to resist may make a resolve roll with a DoD equal to the hero’s CHA+Performance skill rating. After a number of hours the equal to the hero’s WILL+1 the hero will have to make a CON roll DoD-2 to continue to speak, the next hour the DoD goes up to -4, then -8, etc. The hero always knows the most popular local folklore.Aspects Unintelligible speech, echoing speech, Those who hear you repeat the words you say, Reverb in one’s voice, vivid dreams and hallucinations. Always understood. 159
  • 160. Sunthe sun, light, healing, excellenceMajor Light Manipulation: The hero can dim or brighten any light source within an area equal to his Fire Ātman x10km. Undead suffer a penalty equal to the hero’s Earth Ātman when bathed in the light Boost: The hero can use the energy of the sun to enhance an attribute or ability (chosen when the power is granted). The hero may enhance the ability by a number of points equal to his Empyrean Ātman+1. The hero affects allies in a radius around him equal to his Empyrean Ātman x5km. The benefit last for a number of minutes equal to the hero’s WILx2. Those so imbued all glow with a golden aura. Healing: the healing rays of the sun may heal everyone within a radius equal to his Water Ātman x10m. Everyone with the glowing radius is healed a number of hit Points equal to the hero’s Water Ātman x5 Flash Attack: The hero may emit a burst of energy that blinds all his foes causing them a penalty equal to the hero’s CON+3 to all sight based actions for a number of rounds equal to his CON+3. The attack may be resisted with a PER+ Evade roll versus a DoD equal to the hero’s DEX+I influence. The hero may use this power a number of times equal to his CHA+5. Undead suffer double the effect. Sun Beam: The hero may fire from his eyes a beam of pure sunlight. To hit an opponent with the beams the Hero uses his PER+throwing skill and is evaded normally. The beam does DR10+Empyrean Ātman in damage and may be used WIL+5 times. Undead suffer double the damageMinor Always know the time of day. Can heal a number of points of damage equal to his WIL x10 to anything each day.Aspects Bright smile, light always catching him at the right angle, difficult to stare at, feeling of vitality and well-being, minor illnesses and complaints vanish, feeling inspired to work, warmth TimeBeing just; righteousness, equitableness, or moral rightness, upholding the law. StabilityMajor Time Manipulation: The hero can speed up or slow down the flow of time in an area equal to WIL+ Air Ātman kilometer radius. While the power is in effect the hero always win initiative, gains a bonus to his evade and attack rolls equal to DEX+Air Ātman. The hero may control time for a WIL+D20 number of hours Paralyze: A hero may freeze a group of people in time equal to his WIL+ Empyrean Ātman X10. Those that wish to resist may make a WIL roll with a DoD equal to the double hero’s WIL. The paralysis last for a number of hours equal to the hero’s Earth Ātman +2. If any harm could potentially come to the paralyzed they effect is broken and the target may move freely. Post &Precognition: May see a number of years into the past or future in a particular spot. The hero can look PER x10 years into the future and past and see event with clarity. Future event may change because of a hero’s actions. Change Seasons: The hero can change the season in a 20 kilometer radius. The season will stay in effect for a number of weeks equal to the hero’s Earth Ātman +2. Age: The hero may take or add WIL x1D20 years to a living creature. Changing a person’s age gives the hero a permanent Void Ātman point. The hero may do this 3 times.Minor Always know the time of day. Know when an item was made. +10 on history lore rolls. Never later. Know how old a person is by the wrinkles on their hands.Aspects Temporal fugues, clocks running faster or slower, plants and inanimate objects decay, hair growth or recession. Déjà vu TravelMovement, Journeys, voyage, adventureMajor Opening Doors The True PathMinor The hero moves twice as fast as his SPD attribute would normally allow.Aspects The hero’s body seem to blur with movement and motion. Items around the hero vibrate and move on their own.160
  • 161. Tricksterguile, speed, thievery, money/materials goods, tradeMajor Dupe: The hero may deceive a group of people equal to his CHAx10. Those tricked will believe the deception for a number of hours equal to the hero’s WIL+5 hours as long as the hero does not contradict his lie. If the deception is compromised the duped receives a PER roll first with a penalty equal to the hero’s CHA to out the truth. Shape Shift: The hero can turn himself or another person or thing into something else. When done to himself the change is total and complete and can only be discerned by a PER roll -12. The items must something the hero has seen before and cannot be created out of whole clothe. When done to another the change is also perfect if the target is will or resisted with a WIL roll DoD equal to the hero’s WIL+5. The change last for 10+WIL minutes for will subject or half as long for unwilling victims. Possession: the Hero may posses a living being or inanimate object at a range equal to his WILx2km. The hero must know where the person or thing is located and may control its actions and speak through it. The hero must make a influence roll with a DoD equal to twice the being’s WIL or -5 if it’s an inanimate object. Objects will move if they have the ability to but all will speak with the hero’s voice. Seven League Stride: The hero can move 38.5km with one step. The hero may do this twice. Babel Tongue: The hero may make anyone in an area who can hear his voice understand the same language or completely garble communication for a number of minutes equal to CHAx10. The hero must speak out loud to activate this gift. Sticky Fingers: The hero may take any item he can see. The item disappears from its original spot and appears in the hands the hero. The hero must be able to lift or carry the item and any item he cannot carry he will be stuck under unable to move. The hero may do this a number of times equal to his Air Ātman +3Minor Always the last to fall into a pit. May redirect one fumbled roll to another player three times per game. Gain a Hero point when the player makes another player laughAspects Any other aspect, a trickster should rarely appear "unmasked". A feeling of being duped, a sense of confusion, a forgettable face. War war, combat, competition, anger, bloodMajor Killing Field: The hero may make one attack that hits a number of opponents of equal level or less. The hero must attack one opponent with a Full Success and doing so will hit others with the same difficulty or less for the same amount of damage that was taken by the original target. The hero affects a number of opponents equal to his Fire Ātman x10. Heart of the Lion: The hero may strengthen the resolve of all allied combatants giving them a bonus equal to their CHA+2 for a number of attacks equal to his WIL+5. Everyone allied with the hero on the field of battle gains this benefit. Warriors Broth: the hero boils a pot of milk mixed with his blood and creates a boiling broth that imbues any who drink it with the essence of the warrior. Those that drink gain a skill or CR possessed by the hero for a number of hours equal to the hero’s CON+1. The benefit given must be stated at the time of the broths creation and does not stack with the imbibers own skills or CR. There is enough broth for CONx10 drinks and must be drank with 10 minutes of it reaching its boiling point, and any broth not used at the time of creation is lost. Invulnerability: the hero may ignore a number of critical hit rolls equal to his CON+5. This ability may be bestowed upon a number of others equal to the hero’s WIL+3 but only allows them to disregard 3 critical hits rolls. Full of Rage: a hero may put rage in another’s heart. The hero can reduce the targets Water Ātman (not permanent points) by an amount equal to his CHA and replace them with points of Fire Ātman. The hero can affect a number of people equal to her CHAx10.Minor Always know the leader of any war party. At the beginning of any combat the hero can strike first. Know the location of any nearby battle. Always know what weapon made what wound.Aspects Arguments break out around him, people become more competitive, statues bleed from broken pieces as if they were wounds, fake weapons become real stench of death, drinks turn to blood, smell of gunpowder. 161
  • 162. Waterthe sea, rivers, lakesMajor Control waters: the may part a body of water and create a path through. The path will be CHA+10km long and half as wide. The ability may also be used to change the course of a river moving it CHA+10 in any direction. The control will last for CHAx10 minutes after which time the waters will move to their proper place. When trying to manipulate water elementals the hero receives a bonus to influence skill roll of +10. Water Jet: the hero can emit a jet of water from her hands causing DR10+CON. The range of the attack is 10m per point of WIL. The hero using his throwing skill to hit with the attack and if the roll is a critical the target is enveloped in a bubble water and starts to drown for a number of rounds equal to the hero’s WIL+1 and suffers half the damage originally taken. The may use this ability 5+WIL times. Holy Spring: The hero can strike a rock and create a gushing spring of cool drinkable water that produces CHAx300 liters per minute. The Spring last for CHA+2 hours. Soothing Waters: The hero can create a number of potions that heal equal to her INT+3. The potions heal 15+INT points of damage when drunk. Water Horse: the hero may move any vehicle that rest on the water at three times its normal speed while boats pursuing the vessel have their speed reduce to half. The speed boost last for WILx5 hours. Amphibious: The hero may bestow the gift of water survival on a number of people equal to his WIL+5. Those who receive the gift my move and speak freely at any depth in water and aren’t cold and may see clearly in the dark depths. The ability last for a number of equal to CHAx5.Minor The hero may swim with a SPD+10, the hero may purify any liquid once per day. The hero may survive submerged in any liquid for a number of minutes equal to his CON+5. May talk to any creature that lives in the water once per day.Aspects Excessive sweating of pure water, sounds of dripping water, leaking pipes/taps, dampness, smell of damp or fresh water, liquids in containers subtly attracted to the hero.162
  • 163. The Pantheons Pantheon are a loose confederation of gods that have banded together for mutual protection or arecosmic families that have taken a particular region as their own. A follower of a particular god willstill have access to their gods when abroad and are not limited by region. Below are the pantheons of the Antediluvian world. The Anatomy of a GodPersonality: The gods general disposition, behavior and mental traitsSymbols: the item, animal, icon, or design that represents the god.Realm: The god’s usual land or country of residence.Dominions: All gods have a dominion but some more powerful god may have a secondary and tertiaryprovince of power that they rule over. The Secondary Dominion bestows half the listed affects and the tertiary (ifavailable) grants the dominions abilities at only a quarter of their listed power.The Atlantean Pantheon Below is a list of the gods worshiped in the great obsidian mirrors of Atlantis. When Atlantissailed the seas and took their culture to the primitive humans they brought their gods as well. Thesegods were accepted by the humans but the form in which they understood them was less refined ormore primitives than the high mined Atlanteans. The nebulous and sometimes ambiguous Orixawere shaped and codified by the primitives into the gods worshiped around the world in the currentage. Olukun became Oceanus to the Hellenes, or Nudons to the people of Iber as an example.The Orixa(uh-REE-shuh) Manifestations of the first god. All the gods that exist in the minds and hearts of the antediluvian people are all aspects of theelder god’s demiurge; Olódùmarè. When Olódùmarè’s was shattered the powerful pieces of the protoreality that composed his body carried a bit of his divine spark. The original pieces of Olódùmarèexist as the gods known as the Orixa and every god or manifestation that came after are palereflections of his grandeur and prowess. · Who are the gods of Antedulivian world? Reflections of the Orixa for whom they are based upon. · Who are the Orixa? They are the aspects that compose Olódùmarè. · Who is Olódùmarè? The active hand of the sleeping Elder gods or perhaps an awakened Elder god. None know for sure. Shards of the Broken Mirror The way we understand progeny does not hold true for the Orixa. None are truly fathers or sonsof the other. What has actually occurred is that the shard that makes up an Orixa has shattered orbroken creating a new entity. This is what is meant when an Orixa is said to be the daughter or son ofanother. Olokun The divinity of the deep oceans and the black abyss beneath the waves. In his dark eyes he keepsunfathomable wisdom and holds secrets taken by the world’s oceans.Dominions: Water, Storytelling, and Moon Obatala The orixa of light, moral uprightness, and purity. He is associated with the sun, cleanliness and,the triumph of the human soul.Dominions: Sun, Love, and Law 163
  • 164. Oba The manifestation of marriage and domesticity. Oba, the Orunmila daughter of Iemanja, is the embodiment of femininity, beauty Divinity of prophecy, destiny and fate. Orunmila is known and intelligences. Oba is the calming influence of her husbandfor eyes that see the future and the past. Shango.Dominions: Moon, Time, and Fortune Dominions: Love, Fertility, and Fortune Anansi Oya The trickster god, teller of stories and imparter of wisdoms The warrior divinity and guardian of the door to thedivine and absurd. Anansi is the keeper of all stories that will underworld. Her heart is mercurial and ever changing tempestever be told. of passion. She is represented by the hurricane, strong chaoticDominions: Trickster, Storytelling, and Animals winds that blow where they will. She is passionate and greedy and takes Shango as her lover. Dominions: War, Sky Exú Exú Is the caretaker of roads, and the dead. It is Exú wholeads the recently deceased to the underworld and also the Ogoumessenger who brings divine world to the mortal world. Warrior deity; divinity of iron, war, labor, sacrifice,Dominions: The Dead, Travel, and Storytelling politics, and technology. The orixa of making, creation, technology, labor, iron, bronze, and sacrifice. Dominions: Craft, Magic, and War Ochumare Guardian of children, childbirth, the safe home, andnurturing parents. The Orixa of movement, soothing rains and Oshúnrainbows that signify hope. Divinity of rivers, love, feminine beauty, fertility, and art,Dominions: Love, Fertility, and Sky also one of Shango’s lovers and beloved of Ogou Dominions: Lover, Fertility, and Water Nana Buluku The divinity that balances the Atman and keeps the secrets Ibeji and Legbaraand ambitions of the living heart. Nana Buluku holds the The sacred twins represent vitality and youthfulsecrets of fire and creativity. exuberance. The twins represent magic and the wonder of theDominions: Fire and Magic world around us. Dominions: Lover, Magic, and Fortune Iemanja The daughter of Obatala, wife of Aganju and the divinity Ochosiof the calm sea. Iemanja represent the healing touch of water Hunter and the scout of the Orixa, deity of the accused andand the sensitivity or rage of the heart. She is the moon and those seeking justice or searching for somethingthe mysteries that it holds. Dominions: Law and TravelDominions: Moon and Water Ozain Aganju Orixa of the forest, he owns the Omiero, a holy liquid The shaking ground, the sighing deserts, the rising consisting of many herbs, the liquid through which all saintsmountains, and fiery volcanoes are the purviews of this orixa. and ceremonies have to proceed. Ozain is the keeper andAganju is said to be the father of Shango. guardian of the herbs, and is a natural healer. He sometimesDominions: Earth and Fire appears as a beautiful wood sprite when in female form. Dominions: Earth and Craft Shango The Divinity of war, thunder, and fire. Shango is the Babalu Ayemanifestation of male sexuality, power and will. Divinity of disease and illness (particularly smallpox,Dominions: Sky, Fire, and War leprosy), also orixa of healing and the earth, son of Iemanja Dominions: The Dead, Fertility, and the Earth164
  • 165. Erinle The physician of the orixa and keeper of secret medicines, healing drinks, alcohol and foods thatcomfort.Dominions: Magic and Craft Oko Orixa of bountiful harvest, the world of the green, the tall trees and every blade of grass. Themaker of all seeds in the ground or the living body.Dominions: Earth and AnimalsThe gods reflection The Orixa are the original divinities that helped shape and guard the world. They have manynames and appearances all over the world and like reflections in a mirror they may share aresemblance with the original but not the power. The many cultures of the world see the orixathrough the eyes of their respective cultures and therefore the divinities/gods manifest as theybelieve. The genders and appearances may change but all share a common origin in the form ofOlódùmarè the original demiurge of the sleeping elder gods.Cults ‘Cult’ is a perfect term to describe the secular breakdown of the Atlantean religious factions.Independent cells of believers operate their own rites and rituals, creating religious observations(or inheriting them from another group) and performing acts of worship to a single deity, or inincreasingly more common instances, acts of reverence to a single code of belief. A “cultist” is a common enough term for one Atlantean to use when describing another, forthough these cells of faithful citizens are sometimes frowned upon as untraditional and regarded asdistastefully close to fundamentalism, it is no crime to dedicate oneself to religion in this manner. Each cult has its own particular view on how best to worship the divine patrons, and the rites andpractices of one sect dedicated to a certain god might appear completely different to another. Such isthe nature of mortal worship, and the myriad beliefs that arise from faith in divinity.CULTS AND SECRET SOCIETIES Many covert religious, political and magical fraternities exist in the Atlantean world. Whilethe majority of these factions are relatively insignificant, some few are known to possess asubstantial degree of influence in the regions in which they operate. The following is a list of knownorganizations which fall into this latter category:The Cults of SetSymbols: The serpent, reptiles, fangsDominions: Death, Earth, Magic, and the Moon Below are cults that associate with Set the serpent. Most serpent cults are known by a smallbranding or tattoo of some type of serpent hidden on their bodies. The mark is unmistakably themark of Set and is worn openly only by the most devout followers of this dark god. The Serpent Cult This secret fraternity is based in the city of Acheron, in Khemit. Its members, primarily 165
  • 166. wizards and necromancers, are all followers of the serpent god, Set. Greatly feared throughout the surrounding region, the Serpent Cult’s activities are cloaked in secrecy; rumors tying the cult to the most grisly necromantic rituals, including human sacrifice and demon worship, continue to persist. Within the labyrinthine passageways of the cult’s pyramid temples are said to be vast stores of stolen riches, guarded, some claim, by giant serpents and creatures hideous beyond the imaginings of mortal men. The Serpent Cult has followers in Nubia and in various places throughout Gondwana and Europa. Many believe the cult is associated with the Cult of Sefar, and possibly the various non- human sects associated with the evil entities known as Tiamat and Jormungandr. The objectives of the Serpent Cult are not known. Cult of Sefar This black magical order came into prominence during Hesperia’s Golden Age, when its followers nearly succeeded in bringing down the Hesperian Empire. Based in Gorgos, only Gorgon females are allowed within the order. Most of the cult’s members are warriors, warrior/priestesses, or dark arts acolytes. The cult’s avowed purpose is to expand Gorgon influence in the Europan/northern Gondwanan region and to bring about the demise of the nation of Hesperia. The Cult of Sefar has been known to launch terrorist attacks against Hesperian colonial settlements and ships. The Cults of Ba’al Symbols: Fire, Kightning, inverted pentegrams, goats Dominions: Air, Sky, the dead, War The following are cults associated with Ba’al and his ambitions to bring about the destruction of the world. Cultist of Ba’al are all corrupt in some small way and it is represented by rolling on the price of prolong use of magic found in the magic chapter. Order of the Black Circle A secret society of black magicians and necromancers, the Order of the Circle has its greatest following in Sheba. Its members revere the evil entity known as Baal, arch-demon of elemental power. Once very powerful, the cult is now believed to be dying out, several factions having abandoned the Order’s once fanatical devotion to necromantic ritual in favor of the practice of witchcraft. The highly secretive Black Druid cult of Europa, about which little is known, may be associated in some way with the Order of Baal. Abara Witch Cult A black magical order of the most primitive sort, the Abara Witch Cult is based in Oguanabara, in Tamoanchan. The cult is led by witch doctors of the Abara tribe, a violent people who engage in the practice of headhunting. Its members engage in a number of gruesome practices, including the making of such necromantic fetishes as shrunken heads, hands of glory and monkey paws. Despite its primitive and savage nature, the Abara Witch Cult is said to have adherents in some of the more civilized regions of the world. The Leopard Men A secret society of dark and sinister purpose, the Leopard Men cult has followers throughout much of the Gondwanan continent. Its members meet only at night, when they don leopard skin costumes and clawed gloves. Keeping to the shadows, the Leopard Men prowl for victims, who they kill and cannibalize. Some say that the leaders of this vile cult actually possess the ability to assume the form of werecats. Despite its extensive and widespread following, the Leopard Men are without any real form of organization. As such, the cult’s power is quite limited. Even so, its members are much feared in the regions in which it operates.166
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  • 168. EQUIPMENTCoin of the Realm There are a wide variety of coinage used throughout the world from the shell coins of the Elysium tritons to the ambershards of Haloga. The most common coin in circulation is the Atlantean gold crown (gc). A gold crown is worth 10 silver petals (sp). Eachsilver petal is worth 10 copper slates (cs). In addition to copper, silver, and gold coins, there are also are wide variety of othermetals used in coinage from platinum to tin to lead. To make the economics of the Second Age easier for the GM, all prices of goods and services are given in AtlanteancurrencyWealth Other Than Coin Merchants commonly exchange trade goods without using currency. in fact, in many areas of the world, currency is not evenrecognized and folk from these regions normally rely on barter as a means of trade. In these cases, trade goods, weapons, armor,tools, gems or other such items may be required for trade.Buying Services Below is a list of professions that could be enlisted to work for the Heroes. The professional will have a skill listed at +5,+10, or +15 depending on this quality. Obviously the higher the level of skill the more expensive the services are. The salaries listed are for a Poor/Average/Highly trained person of that type per day of service. It is assumed that the personhas all the equipment needed to work.NOTE: This list and prices do not reflect the listed monies during character creation, which is used for Player Characters. Profession WR DoD Ambassador +0/-1/-3 Artisan, Crafter, Entertainer, Playwright +1/+0/-1 Assassin +0/-1/-3 Athlete +1/+0/-1 Bounty Hunter +0/-1/-3 Chauffeur +1/+0/-1 Courtesan +1/+0/-1 Creature Handler +1/+0/-1 Doctor +0/-1/-3 Engineer +0/-1/-3 Herald +0/-1/-2 The Average Wealth of a Person Bodyguard +1/+0/-1 Below is a simple benchmark of a person’s income per month. Most of what a person earns is spent on lodging, food, House/Ship Servant +1/+0/-1 and other day-to-day necessities. Mechanic +0/-1/-2 Class Earnings Average Pilot +0/-1/-2 Wealth Priest/Priestess +1/+0/-1 Rating Scientist +1/+0/-1 Helots or Indentured earns 100 silver petals (10 +0 Servants (Poor) Gold Crowns) or less per Scout +1/+0/-1 month Tactician +0/-1/-2 Artisans, Craftsmen, earns 200 Silver Petals (20 +2 Teacher +1/+0/-1 and Merchants Gold Crowns) per month Thief +1/+0/-1 (Middle class) Trader +0/-1/-2 Aristocrats and earns 1,000 Silver Petals +5 Noblemen (Rich) (100 Gold Crowns) or more Travel Guide +1/+0/-1 per Whore (per hour) +1/+0/-1 Worker/servant +2/+1/+0168
  • 169. Wealth Rating A hero’s Wealth Rating is an abstraction of the amount of money a hero has on hand at any giventime and doesn’t represent a hard number of coins in his purse. A hero’s WR represent monies earnedduring the course of his adventures and allows him to live day today. GMs should only allow rolls on rolls that may actually affect the game or narrative of theadventure. WR rolls for a slice of cheese or a new pair of socks bogs the game down and if the herocould realistically purchase the item the GM should just allow it. What do the Modifiers Mean? The modifiers represent how expensive something is. A positive modifier represent somethingthat is inexpensive and cheap while a high negative modifier represents something very expensive.The modifiers do not represent exact amounts of money but a broad general difficulty. Below is aguide for the cost of things and should give the GM and players a general idea of how to use WealthRating modifiers when making a purchase. Price Difficulties Cost of Item or Service DoD Cheap (One Silver Petal or less) +3 Inexpensive (less than 5 Silver Petals) +1 Nominally expensive (1 Gold Crown) +0 Somewhat expensive (10 Gold Crowns) -3 Expensive (100 Gold Crowns) -5 Very Expensive (500 Gold Crowns) -7 Costly* (1,000 Gold Crowns) -10 Opulent* (Tens of thousands of Gold Crowns) -15 *“Opulent” is hardly the top end, and GM should continue adding to the difficulty for higher prices. Minimum Item or Service Is... Modifier Common; average quality 0 Very common; local market is flooded; -5 of slightly lower technological complexity than commonly available In high demand; limited availability; -5 of slightly higher technological complexity than commonly available Not generally available to the public; -10 of significantly higher technological complexity than commonly available Unusually high quality -3 Damaged or low quality +3 Relationship with Seller Modifier Has dealt with rarely or never 0 Pays on time; frequent customer; +1 or no complaints by seller more Rarely pays on time; problem buyer -1 or more 169
  • 170. Determining Degrees of Difficulty for Wealth Rolls When determining wealth rolls its not just as simple as adding difficulties together. This would produce rolls where DoD represents a far greater amount of wealth than was intended. When adding items to determine the DoD add one to the DoD of the most expensive item and only 3 items may be purchased with one roll. Example: A hero wants to buy a weapon with a DoD of -3 (35 Gold Crowns) and a suit of armor -3 (50 gold crowns). The difficulty to buy these items should be -4 and not -6. Buying & Selling Goods In general, a character can sell something for half its listed price. Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. The section covers the many types of goods and equipment available in the Second Age, and includes information on: · Weapons & Armor: descriptions of weapons and armor from both primitive and those from civilized nations. · Conveyances: descriptions of Second Age land, sea, and airborne conveyances · Specialized Equipment: descriptions of items used by particular Second Age cultures · Trade Goods & Natural Resources: descriptions of wares from many nations. · Magical Equipment: magical mechanisms and enchanted items · Alchemical Creations: elixirs, medicinal mixtures, narcotics, poisons, potions and powders along with alchemical ingredients. · Equipment Master List: complete information on prices, weights, weapon & armor ratings, etc. Metallurgy of the Second Age The most common metal used in the Second Age is bronze. Bronze is an alloy of copper and tin making these two metals among the most valuable resources of the Second Age. Unless otherwise noted, all metal weapons and armor are assumed to be made of Bronze. The First Age Atlanteans also mined iron and did manufacture many weapons and tools from those superior metals. Though knowledge of iron smelting is still known on Atlantis, most other areas of the world have not yet reached this level of metallurgy. One of the highest achievements in Atlantean metallurgy was the first age discovery of Orichalcum, an alchemical alloy of copper and gold. Weighing the same as normal bronze weapons and armor, Orichalcum is much stronger than normal bronze. It is highly sought after and the Atlantean’s strictly guard the secrets of it manufacture. Finally, there is steel. This incredibly strong refined metal has only been recently been rediscovered by Atlantean metallurgist. The hardest metal known to Second Age men, steel is very rare but makes incredibly durable weapons and armor. Material Modifier WR Modifier Iron +1DR and triple the weight of the weapon -3 Orichalcum +1DR per point of WIL -8 Steel +3DR and double the weight of the weapon -8 Brass Demons are vulnerable to brass taking double damage. -1 Silver Andaman and certain supernatural creatures are vulnerable to silver -4 taking double damage. Reduce DR by 2 to a minimum of one point Obsidian Undead take double damage from weapons of Obsidian. 50% -2 chance of breaking on an attack Critical Success or Failure Other substances are also used in the manufacture of weapons and armor including wood, obsidian, hide, shark teeth, etc. Non-standard components are further explained under the relevant weapon or armor description.170
  • 171. Item QualityBelow Average Items of this quality level are manufactured quickly and cheaply using substandard materials.Items of this quality are not only cheap but look cheap and are never mistaken for items of betterquality. Average The item is of standard quality and can be readily purchased anywhere.Excellent The item is of high quality and is usually purchased in high-end shops. Excellent items may notbe flashier, but are usually built to a higher specification than average items.Superior Only the best materials go into items of this caliber. These items are sold in specialty shops andare expected to look finely appointed. Ornate is usually a feature of items at this quality level. Itemsat this level give the user a +2 bonus in the appropriate social situations.Masterworks These are one-of-a-kind items made by a master craftsman who works toward unparalleledperfection. Ornate and Resilient are usually features of these unique works of art. Items made at thislevel are famous in their own right and have a chance of being recognized. Items at this level givethe user a +4 bonus in the appropriate social situations. Quality Clothing Equipment Weapon Armor Vehicles WR Modifier Below Average -2 Penalty Half normal Half DR. Breaks Half PR. Critical No attribute +1 DoD bonus. Breaks on natural roll of hit on armor above +1, SPD on natural roll of one. ruins it, reducing at 50% normal. one. PR to zero. Average Off the Rack. No Normal effect. No bonus. No bonus. No Bonus. Normal Bonus Excellent High Fashion. +2 or 10% to +1 to DR or +1 to PR +1 to any one -3 WR +2 Bonus item’s effect. accuracy. requirement. attribute or +10 Weight is 75% to SPD. normal. Superior Noble Wear. +4 +4 or 20% to +1 to DR and +1 to PR or +1 to any two -5WR Bonus item’s effect. +1 accuracy, -1 to STR attributes or +15 or -1 STR requirement. SPD. requirement. Weight is 75% normal. Masterwork Godlike. +6 +6 or 30% to +2 to DR and +2 to PR or +1 to any three -10WR Bonus item’s effect. +1 accuracy, -1 to STR attributes or +20 or -2 STR requirement. to SPD. One requirement. Weight is 50% additional Hard normal. Point. 171
  • 172. Weapons Weapon Key Each entry below includes one or more of the following elements: Accuracy (ACC): the bonus or penalty the hero takes to his attack roll when using the weapon because of balance or handiness. Damage Rating (DR): The minimum damage the weapon inflicts upon a successful attack. Strength Minimum (STR): Characters receive a -2 penalty to combat skill rating for each point by which their STR falls short of the weapon’s minimum STR requirement; characters using missile weapons suffer a -4. Rate of Fire (RoF): The weapon uses the Rate of Fire rules in the combat section of the rules. Not applicable to most melee weapons Ammunition (Ammo): The number of times the weapon can be used before needing to be reloaded. Not Note on applicable to most melee weapons Breaking Range (Rng): the Range the weapon can be used at without suffering any range penalties. Not applicable to For the sake of most melee weapons.speed of game play Wealth Rating Degree of Difficulty (WR DoD): the DoD the hero using when making a Wealthand unless otherwise check to purchase the item.noted, Equipmentneeds 7 points of Weapon Modifier Icon Keydamage to disable Some weapons have added benefits when used. The icons below are used to detail this.(meaning it no longerfunctions as it was Armor Piercing Notation = Ωmeant to) and 15 This weapon ignores half the target’s armor (round up).points of damage todestroy completely.The GM may wish to Bleeding Notation = modify these numbers This weapon leaves nasty wounds that bleed profusely once damage is taken. Those hit by thedepending on the weapon loose 4-CON hit points (minimum one point) for 3 rounds after the initial hit.item, its size, and itsmanufacturer. Bulky Notation = b The weapon is large and cumbersome. In combat if a natural 1–5 is rolled, the hero must spend an action to ready the weapon before using it again. Fast Notation =  The weapon is extremely fast in combat situations. The weapon gives the user a +3 bonus to his Initiative rolls in combat. Impaling Notation =  The weapon is very good at running a foe through. On a critical hit, the target is impaled by the weapon and is stuck. The user has the option of pinning the target to the ground or a wall. While impaled, the target suffers a penalty to his DEX of -3. The user must then take an action to make a STR roll with a DoD penalty equal to the user’s CON to pull it out. Pulling the weapon from the victim causes additional damage equal to half the weapon’s DR (no armor). Parry Notation = † The weapon is very good as a paying weapon or may be made such an action. When making an active parry action against another melee weapon the hero receives a +4 to his roll. Quick Notation =  The weapon is very well balanced and easy to use. The weapon may be used to make one additional attack with the multi-action penalty reduced by 3. Two Handed Notation = 2H This weapon requires both hands to wield properly and if used one handed the hero takes a penalty of -6 to hit.172
  • 173. Bladed Weapons Dagger WR DoD +0 Acc DR WT STR RoF AMMO Rng +2 4† .9kg +0 - - - Unlike the knife, the dagger is a rugged and intended for combat and hunting. It consists of ashort metal blade sharpened on both sides. Gladius WR DoD +0 Acc DR WT STR RoF AMMO Rng - 6 1.8 kg +0 - - - Originally an Atlantean weapon, the Gladius can now be found in almost all lands. It is a shortsword with a double-edged blade. Great Sword (2H) WR DoD -3 Acc DR WT STR RoF AMMO Rng - 12 b 9.7kg +3 - - - The large (6 feet) two handed sword commonly found among the Ska and Starrans of Alba. Onlythe strongest warriors may wield this massive weapon, Haladie WR DoD +0 Acc DR WT STR RoF AMMO Rng - 4† .4kg +0 - - - A Meluhan double dagger with curved blades. These weapons are often used in both hands andcan be quite deadly against unarmored foes. Katar WR DoD +0 Acc DR WT STR RoF AMMO Rng - 4 .9kg +0 - - - The katar is a punching dagger consisting of a double edged bladed affixed to a hilt. When heldthe blade juts out from the users fist. This weapon may be used with the Unarmed Fighting skill. Khopesh WR DoD -3 Acc DR WT STR RoF AMMO Rng - 7† 2.3kg +1 - - - The traditional sword of Khemit, the Khopesh is a sickle-sword made of bronze and used by elitewarriors. The Sapara is another sickle-sword similar in design to the Khopesh. It most commonlyfound among the Turanian nomads and the tribes of Zin. Knife WR DoD +1 Acc DR WT STR RoF AMMO Rng - 3 .25kg +0 - - 9m A simple weapon consisting of a short single-edged blade attached to a wooden haft. Knivesare used more for cutting and eating than they are in combat however some knives are speciallybalanced for throwing and are deadly in the hands of an experienced knife-fighter. Kukri WR DoD -2 Acc DR WT STR RoF AMMO Rng - 4 .9kg +0 - - - A type of fighting knife common in central Jambu. The Kukri has a single sharpened edge and acurved blade. 173
  • 174. Longsword WR DoD -4 Acc DR WT STR RoF AMMO Rng - 10 4.5kg +1 - - - The longsword is the name given to a number of different types of simple swords used throughout the world. These swords all share a simple design with a straight, double-sided blade with a simple crossbar separating blade from hilt. Mong WR DoD -4 Acc DR WT STR RoF AMMO Rng - 8† 2.3kg +1 - - - The Mong is a strange weapon found most commonly in Gondwana (particularly among the Nubian tribes). It is strangely shaped metal weapon normally of bronze though iron Mong are known. Shaped like a large Pinga it is normally used as a melee weapon. Tjaluk WR DoD -3 Acc DR WT STR RoF AMMO Rng - 4 .7kg +0 - - - A knife with a curved blade and knuckle guard. It is most commonly found in Jamu and Gondwana. Hafted Weapons When attacking, if the attack roll is a critical hit the attacker has a chance to knock his opponent down. To resist the knockdown, the opponent rolls his STR with a DoD equal to the damage. A partial success means the opponent is shaken and suffers a penalty of -2 for his next action. If knocked down, the opponent must spend an action getting back up. Aclys WR DoD -2 Acc DR WT STR RoF AMMO Rng - 6 1.4kg +0 - - 3m A wooden throwing club usually with metal spikes of studs attached. The haft of the aclys is attached to the throwers wrist by way of a leather cord or thong. The Aclys can be retrieved by means of the cord in one round. Ball and Chain WR DoD -2 Acc DR WT STR RoF AMMO Rng - 7b 3.6kg +1 - - - A ball and chain is just what it sounds like: a heavy metal ball attached to a chain. Sometime the ball is spiked or studded and often the chain is affixed to a wooden haft. The ball is swung around to give it increased impact. Battle Axe WR DoD -4 Acc DR WT STR RoF AMMO Rng - 10 4.5 +2 - - - A battle axe is a large double bladed combat axe often found in Hyperborea and northern Europa. Similar axes are also to be found among the peoples of Jambu. Club/Mace WR DoD -1 Acc DR WT STR RoF AMMO Rng - 6 2.7 +0 - - - There are many varieties of clubs in use in all nations of the Antediluvian Earth. Clubs can be174
  • 175. solid pieces of wood or may have stone heads attached for more weight. Maces have a round or pearshaped head made of bronze. The hilt is usually wrapped with a cord for a better grip. Flail WR DoD -3 Acc DR WT STR RoF AMMO Rng - 7b 2.3kg +1 - - - Flails were originally derived from the tools used to thresh grain. They consist of a metal clubattached by a short chain to a wooden haft. The additional leverage makes them deadly in combatbut more difficult to wield than a normal club. Hammer WR DoD +0 Acc DR WT STR RoF AMMO Rng - 7 2.7kg +0 - - - Another tool-turned-weapon, the hammer consists of a heavy square or rectangular head mountedon a wooden or metal haft. Ja-Dagna WR DoD +0 Acc DR WT STR RoF AMMO Rng - 6 1.8kg +0 - - - An ironwood club used by the Akelan tribes of Eria. The Ja-dagna has a polished round strikingedge. Maquahuitl WR DoD -1 Acc DR WT STR RoF AMMO Rng - 7 1.8kg +0 - - - A common weapon in Tamoanchan and also found around Aztlan in Eria. It consists of a woodenclub covered in shards of obsidian (a type of volcanic glass). Since most warriors in these regionswear little to no armor, these weapons are particularly devastating to bare skin and cloth. If a criticalfailure is rolled there is a 50% (roll of 1-10) chance the weapon will shatter. Maul (2h) WR DoD -3 Acc DR WT STR RoF AMMO Rng - 12 7.3kg +3 - - - A maul is a heavy hammer normally made of wood and wielded two-handed. They requireconsiderable strength to wield effectively. Knockdown has double the effect if a critical is rolled. Oncin (2h) WR DoD -2 Acc DR WT STR RoF AMMO Rng - 9 5.6kg +2 - - - A type of pick specifically designed for use in war rather than stonework. The Oncin can bedevastating even to heavily armored opponents as it automatically bypasses 2 points of an opponentsPR on a successful hit. Pacho WR DoD -2 Acc DR WT STR RoF AMMO Rng - 6 1.8kg +0 - - - This wooden club from the Elysium Ocean region has dozens of shark teeth lashed to its surface. Tebutje (2H) WR DoD -3 Acc DR WT STR RoF AMMO Rng - 9 b 3.2kg +2 - - - The Tebutje is the 2-handed version of the Pacho. It is found most commonly in the ElysiumOcean region. 175
  • 176. Tomahawk WR DoD +0 Acc DR WT STR RoF AMMO Rng +1 7 1.8kg +0 - - 3m The traditional fighting axe of the Erian tribes. The axe head is normally bronze although stone heads are also known. The weapon may also be thrown as a ranged weapon. Tonfa WR DoD +0 Acc DR WT STR RoF AMMO Rng - 5† 1kg +0 - - - The Tonfa consists of a wooden block about 18 inches to 2 feet in length with a handle jutting out from one end at a right angle. It can be used like a club but more importantly is used to parry blows by resting its length along the forearms. These weapons are commonly used in both hands. Warhammer (2H) WR DoD -3 Acc DR WT STR RoF AMMO Rng - 10 4.5kg +2 - - - The warhammer is 2-handed hammer designed specifically for combat. It consists of a heavy metal head with a stout wooden handle. Spears & Polearms Polearms all have the benefit of helping the user go first in the first round of any melee combat. In the first round of combat the polearm adds +4 to the user’s initiative total for that round. In subsequent rounds the speed reverts to its normal listing. The bonus is applicable when fighting anyone with a shorter-reach weapon than the polearm, but does not bestow this benefit when combating someone with a ranged weapon. Khitan Halfmoon WR DoD -3 (2H) Acc DR WT STR RoF AMMO Rng - 9b 6.4 +1 - - - A polearm consisting of a crescent shaped blade affixed to a 2.2m pole. The weapon is use din great sweeping arc and can devastate unarmored or lightly armored opponents. Maki (2H) WR DoD -4 Acc DR WT STR RoF AMMO Rng - 9 6.8kg +1 - - - The Maki is a weapon from Jambu that blurs the line between pole arm and sword. Averaging 2m in length, the Maki’s blade is half the length of the weapon. It is wielded two-handed and it borrows techniques from both sword use and pole arm use. Mancatcher (2H) WR DoD -3 Acc DR WT STR RoF AMMO Rng - 3 5.4 +1 - - - A forked polearm with a spring loaded mechanism that closes around the hapless victim requiring a Full Success STR roll versus a DoD-3 to break free. Poleaxe (2H) WR DoD -4 Acc DR WT STR RoF AMMO Rng - 10 b 8.2 +3 - - - The pole axe is exactly what it sounds like, an axe head mounted on a polearm. It is often used by city guards in a crowd control capacity.176
  • 177. Quarterstaff WR DoD +2 Acc DR WT STR RoF AMMO Rng - 5† 1.8 +0 - - - A simple length of wood, normally oak or some other hard wood. As simple traveler’s weapon. Sarissa WR DoD -1 Acc DR WT STR RoF AMMO Rng - 9 6.4 +1 - - - The Sarrissa is an extremely long form of spear used by Atlantean, Hesperian and Tharshi armiesagainst massed cavalry. Double the effect of Impaling when this weapon hit with a Critical roll. Sjang Sutai WR DoD -2 Acc DR WT STR RoF AMMO Rng - 8 3.6 +1 - - - This type of polearm is most frequently found in Khitai. It is essentially a bladed staff with acircular metal guard separating the blade from the shaft of the staff. Spear WR DoD +0 Acc DR WT STR RoF AMMO Rng - 9 2.7 +1 - - 6m A simple weapon consisting of a wooden shaft with a sharpened end. More sophisticated versionsexist with metal blades instead of simple sharpened sticks. Tepoztopili WR DoD +0 Acc DR WT STR RoF AMMO Rng - 8 3.2 +1 - - - Similar to the Maquahuitl, this weapon is a wooden spear with a triangular head covered inobsidian. It most commonly found in Tamoanchan and southwestern Eria. Trident WR DoD -2 Acc DR WT STR RoF AMMO Rng - 7† 3.6 +0 - - 4m The favored weapon of the Triton people, many humans also find the weapon an excellentchoice. It is essentially a three pronged spear normally made of metal.Ranged Weapons Arrow Heads: There are several different types of arrows in use with bows in the age of Atlantis. Listed beloware the most common. Acc DR Armor-Piercing -1 5Ω A heavier arrowhead that pierces physical armors, using the standard armor-piercing rules. Thearrow has half the normal range. Acc DR Barbed -1 5 These arrows have any barbed points instead of one arrowhead. As well as doing normal damage,the removal of a barbed arrow does an additional 4-CON points of damage (minimum of one point).Barbed arrows are most often found in Tamoanchan and the Elysium Ocean regions but are notunknown on Eria and Jambu as well. 177
  • 178. Blunt -2 8 Blunt arrows are generally used when hunting for small prey but can also be used in combat. Blunt arrows do stun damage and only half the damage taken by the target is actually real. Hit points are recovered with 10-CON rounds of taking damage. Acc DR Poison -1 5 An arrow that is coated with a small amount of poison. The poison has a base DR 4 and is only half-effective if the victim makes a CON at DoD-4 roll to resist the poison. The arrow has half the normal range. Acc DR Standard Tip 0 6 The standard arrowhead. Atlatl WR DoD -2 Acc DR WT STR RoF AMMO Rng +1 +STR .5kg +0 1 1 +6m An atlatl is not a weapon per se but rather is used in throwing short javelins. The leverage of an atlatl extends the range of a thrown javelin by 6m and increases the damage done by the user’s STR. Blowgun WR DoD +0 Acc DR WT STR RoF AMMO Rng +2 2 .5 +0 1 1 6m Found primarily among more primitive cultures, the blowgun is most often used in hunting but can also be used in war. While the darts of a blowgun do a negligible amount of damage, what makes the weapon dangerous is the fact that most of these darts are coated in poison. Bola WR DoD +0 Acc DR WT STR RoF AMMO Rng - 3 .5 +0 1 1 7m Bolas are found in various cultures around the world, most notably some tribes of Tamoanchan and the Hawkmen tribes of Mu. A bola consists of stones attached together by means of a flexible cord. Like a sling, the bola is swung above the head before being released. A bola grants the user a +4 bonus when attempting to trip an opponent. Boomerang WR DoD +0 Acc DR WT STR RoF AMMO Rng - 5 .5 +0 1 1 9m A type of throwing stick most often found in southern Gondwana. Because of it’s unique shape, a boomerang will return to the hand of its thrower the round after it is thrown on a full success. Bow, Composite (2H) WR DoD -4 Acc DR WT STR RoF AMMO Rng - - 2.7 +0 1 1 60m A composite short bow designed by the Kurgan horse nomads of the Scythian steppes. It makes and excellent horse bow and is superior to most other short bows. Bow, Long (2H) WR DoD -4 Acc DR WT STR RoF AMMO Rng - +2 b 3.5kg +1 1 1 90m A typical bow that is tall (roughly equal to the height of the person who uses it); this will allow178
  • 179. its user a fairly long draw, at least to the jaw. The bow is well liked for its power and longer range.The bow adds an additional +2DR to the damage of any arrow shot from the bow. Bow, Short (2H) WR DoD -2 Acc DR WT STR RoF AMMO Rng +1 - 2.7 +0 1 1 40m A typical bow found in many cultures around the world. Although normally made from wood,bone and horn versions are also manufactured by some cultures. Bow, Stone (2H) WR DoD -2 Acc DR WT STR RoF AMMO Rng +1 5 3.2 +0 1 1 20m Similar to a short bow but with a leather patch placed on the bow string. Like sling, a rock isplaced in this patch and then fired much like an arrow. Chakram WR DoD -1 Acc DR WT STR RoF AMMO Rng - 6 .5 +0 1 1 9m The chakram is a throwing disk most often found in Vedda, Meluha, Sheba and Joktan. It is a flatbronze or iron ring about a foot across with a sharpened edge. Javelin WR DoD +0 Acc DR WT STR RoF AMMO Rng +1 6 1.8 +0 1 1 14m A typical throwing spear. The javelin is used more often than bows in Atlantean, Khem andHellenic armies. Javelins aren’t intended as melee weapons and suffer a -4 on all melee attacks withthem. Pinga WR DoD -2 Acc DR WT STR RoF AMMO Rng - 6Ω 1 +1 1 1 12m The Pinga consists of a number of different weighted, multi-bladed weapons used for rangedcombat. Sling WR DoD +2 Acc DR WT STR RoF AMMO Rng - 4 .01kg +0 1 1 20m A sling consists of a small patch of leather attached to two cords or thongs on either side. A rockor other small heavy item is placed in the leather pouch and the entire thing is swung in a circle tobuild up speed before the stone is released. Throwing Stick WR DoD +3 Acc DR WT STR RoF AMMO Rng - 4 .5 +0 1 1 9m perhaps among the first weapons used by humans, the throwing stick is simply a weighted clubused for ranged combat. There are dozens of regional variants. 179
  • 180. Other Weapons Cestus WR DoD -1 Acc DR WT STR RoF AMMO Rng - +3 .5 +0 - - - A cestus is a brawling weapon that consists of leather and linen wraps quilted with bronze, iron, and other heavy substances. The weapon gives more weight to normal punches, adding +3 to the punching damage and allows the wearer to parry melee weapons with little or no harm to their hands. Garrote WR DoD +1 Acc DR WT STR RoF AMMO Rng - - - +0 - - - A garrote is simply a cord or wire used for strangulation. They normally have short wooden handles, making them easy to hang onto while a victim struggles. +2 bonus to rolls when attempting to choke an opponent and allows the user to double their STR bonus where damage is concerned. Net WR DoD -1 Acc DR WT STR RoF AMMO Rng - - 4kg +0 - - - A net is used to entangle enemies. On a Full Success with a net the victim is entangled and must make a STR roll against a DoD-6 to try and break free. Sap WR DoD +2 Acc DR WT STR RoF AMMO Rng -1 2 - +0 - - - This weapon is difficult to use, with a penalty of -1 to the attack roll, but excellent at knocking an opponent unconscious when used correctly. Usually the sap is employed by sneaking up behind an opponent and striking them in the back of the head or neck. With a successful attack, the target must make a CON roll with a DoD equal to the attacker’s STR+2 or be rendered unconscious. On a partial success the target is stunned and at a penalty of -5 on all actions that round. Whip WR DoD -1 Acc DR WT STR RoF AMMO Rng - 2 1kg +0 - - - A whip is a length of woven leather or hide usually used on animals or slaves. In the hands of some, it can also make a formidable weapon against unarmored foes. Users receive a +4 bonus to rolls when attempting to trip or entangle an opponent and +2 when attempting to disarm an opponent. Lemurians Weapons The Lemurians are masters of technology and have created several wondrous weapons. The secrets of their manufacture is a closely guarded secret and only a select few non-Lemurians are allowed to purchase or even posses them. The items may only be purchased from Lemurians on their home continent. Because the weapons are so rare they are highly sought after and prized by collectors. However since the devices are so complicated they are prone to breaking down and becoming useless in all but the hands of a Lemurian. Every week of use the weapon’s user (Only non-Lemurians) must make a Handicraft (gunsmith) roll with a DoD-2. If successful the weapon continues to work. On a partial the weapon starts to breakdown because of low maintenance working at half its normal attributes and now needs a roll with a DoD-6 to keep at this level. On a failure the weapon ceases to function and a Handicraft (Gunsmith) roll must be made at -12 to repair. On a Critical Failure the weapon is broken beyond repair.180
  • 181. NOTE: Only Lemurians may purchase these items at character creation. WR DoD listed is for Non Lemurians. Lemurians may purchase these items at half the listedDoD. Gas Catridge WR DoD --2 A single cartridge of ammo plus the gas catridge. The Lawgiver (Gas WR DoD -5 Pistol) Acc DR WT STR RoF AMMO Rng - 8 3kg +0 1 6 20m The least complicated weapon is the gas pistol used by the Lemurian militia on their homecontinent. The weapon uses a gas cartridge to propel a small bronze ball at its target. The pelletscome in a premade cartridge that slides into the back of the gun. Gas Rifle WR DoD -6 Acc DR WT STR RoF AMMO Rng - 8 3kg +1 2 12 40m The larger bolt action rifle version of the Gas Pistol Death bellows (2H) WR DoD -7 Acc DR WT STR RoF AMMO Rng - 7Ω 9.5kg +4 3+STR 10 40m A bulky rifle that shoots long bronze spikes. 10 Spikes come in a cartridge and are shot as fastas the hand crank at the back of the gun can be turned. The rate of fire is determined by adding 3to the users STR up to a maximum of 10 or a minimum of one. On a natural roll of one (even if themodified roll was a success) the weapon jams and the hero must spend a round realigning the ammoand gas cartridges. The weapon is large and bulky and makes a loud cracking noise when shot Thunder Lance (2H) WR DoD -7 Acc DR WT STR RoF AMMO Rng +2 8Ω 3kg +2 1 1 130m The weapon has a long barrel of wood and bronze and stands over 2.25m in length. TheLemurians use these weapons for hunting and in dire situations, assassination. The weapon shootsa long (.3m) barbed bronze dart made for flight. The cartridge used for the rifle is oversized andmakes a loud pop when discharged. Vril Weapons Although they are constructed from crystals and other innately delicate materials, vril weaponswere subjected to potent enchantments that render them stronger and sturdier than the finestmundane spear or sword. Even the hardest usage will not crack them or dull their edge. Also,because of the great power of vril fire, armor provides only half its normal protection (round down)against all attacks by these weapons. Most surviving vril weapons are powered by vril pyramids andcan only be used near them. However, several dozen are powered by linked matrices, and around ahundred use independent matrices. Personal Vril Weapon Most hand held Vril weapons do damage determined by the user. Example: A hero with a WIL +2 and a Crystal Sword (DR7+WIL) will do 9 points of damage. The stronger the WIL of the hero the more potent the weapon. Crystal Swords WR DoD -7 Acc DR WT STR RoF AMMO Rng 181
  • 182. - 7+WILΩ 3kg +0 - - - Crystal Swords are enchanted blades carved from flawless crystals of quartz, with guards, hilts, and inlay work of golden orichalcum. When held be a living wielder, the blade coruscates with brilliant white vril-fire and a transparent, faintly glowing shield of energy emanates from the hilt, protecting the wearer from all attacks from the front and sides. This shield is the equivalent of 6 PR armor for any attack that does not come from behind the wielder. Also, this shield is wide enough that a person standing within 1m of the wielder, on either side, is also fully protected. This shield does not in any way impair the wielder or slow his attacks or movements. Vril Cannon WR DoD -10 Acc DR WT Crew RoF AMMO Rng -5 35 500kg 3 1 3 1km These ancient weapons are relics of the First Age – although a few savants can repair them, no one in the Second Age knows the secrets of their manufacture. A few independently powered ones may lie buried in lost ruins, but all the ones in use today are powered by vril-pyramids or vril-circles. A vril-cannon is a vast cylindrical quartz crystal set in a base of orichalcum. Most are approximately 2.5m long and one and .5m in diameter. These weapons must recharge for 3 rounds before they can be used again. Because they are both rare and impossible to duplicate, they are never sold. It takes at least three people to operate one of these deadly weapons. Flame Spear WR DoD -10 Acc DR WT STR RoF AMMO Rng +2 8+WILΩ 2.7kg +1 4 4 25m While more powerful vril weapons could once strike flying ships from the sky and breech the walls of the mightiest fortress, these far more modest weapons are still exceptionally deadly. Flame spears are all made in the form of ordinary short spears, with four foot long orichalcum shafts surmounted by a blade made of the finest quartz crystal. In addition to being useful as an ordinary short spear, as long as a living wielder touches one of several thumb-sized rubies mounted on the side of the shaft, the blade is surrounded by ice-white vril-fire. Simply touching this crystal allows the wielder to use this as an exceptionally deadly and powerful spear. However, if the user touches the crystal and commands it to fire at a distant target, the spear can also shoot forth a jet of vril-fire capable of striking any target within 25m 4 times a day.182
  • 183. Armor Many types of armor are used and manufactured in the antediluvian world. Armor functions byeffectively reducing the amount of damage done by any successful attack made against the character.All armor has a Protection Rating (PR). This is the amount of damage that the piece of armorabsorbs for any given attack. Donning Armor Putting on armor is not a quick activity. If surprised, a Hero will have a hard time putting onarmor while an adversary is attacking him. Many players will want their Hero completely armoredup before every combat; this is possible if they spend every waking moment in their armored suits,but is hardly practical. For ease of explanation, it takes 1 round (6 seconds) to don 1 PR point of armor except forhelmets, which take only an action during combat. Example: A mail medium half suit (PR 5) takes 5 rounds to properly fasten and equip. ARMOR Armor is divided into lightweight, medium, and heavy types. The armor can be worn as is or bemodified using the different armor types.Protection Rating (PR): The amount of damage the armor will negate.Weight (WT): The base weight of the armor.Strength (STR): The minimum strength required to wear the armor. If the Hero does not meet the minimumrequired STR, then he suffers a penalty of -1 per point required to all DEX and SPD based actions.Cost: The cost of the item. PR WT STR COST CUIRASS (half-suit) Lightweight Cuirass (vest) 1 2kg +0 -2 Medium Cuirass (chest and shoulders) 3 3kg +1 -3 Heavy Cuirass (full upper body) 6 10kg +2 -4 Full Suit (cuirass, broad belt, apron, and legs) Lightweight 3 6kg +1 -3 Medium 7 10kg +2 -4 Heavy 12 20kg +4 -5 HELMET Lightweight (skullcap, -0 PER) 1 1kg +0 +1 Medium (head, -1PER) 2 2kg +0 +0 Heavy (full face, -2 PER) 3 4kg +1 -1 Example: A Hero with a medium half-suit of armor and a medium helmet has a total PR of 5 with a STR requirement of +1. Example: A full heavy suit of Plate is PR17, or PR 18 against blunt attack weapons. It has a STR requirement of +7. Armor Types Each armor type is a modifier to the standard armors presented below. The cost modifier listedwith each piece of armor is the amount added to the cost of the armor that must be applied if thearmor type is chosen. Armor types can be applied to armor that is worn only and does not modify thecost and PR of helmets or shields. The cost modifier listed is for half-suits; add an additional -1 for full suits. Example: a light half-suit of Lamellar would have a Wealth Rating DoD-4. A light helmet of the same type would have a DoD-1. A full light suit without the helmet would have a Wealth Rating DoD- 6. 183
  • 184. Cloth Armor Summary Cost Modifier None Light Half Suits PR STR Cost STR Modifier - Cloth 1 +0 -2 PR Modifier - Leather 2 +1 -3 Cloth armor is traditionally made by layering linen or another cloth Lamellar 3 +1 -4until it is about half an inch or so thick. This is normally accomplished Mail 3 +2 -4by gluing the fabric layers together making the whole armor stiff butstill light weight. Other types of armor also fall into this classification Plate 5 +3 -6including cord armor, quilted or padded armor and armor of woven reeds Medium Half Suitsand grasses. Cloth 3 +1 -3 Leather 4 +2 -4 Leather Lamellar 5 +2 -5 Cost Modifier -1 Mail 5 +3 -5 STR Modifier +1 Plate 7 +4 -7 PR Modifier +1 Heavy Half Suits This type of armor consists of normal leather that has been treatedand hardened or from the hide of an animal such as an elephant or Cloth 6 +2 -4rhinoceros. Wooden Armor also falls into this category of armor. Leather 7 +3 -5 Lamellar 8 +3 -6 Lamellar Mail 8 +4 -8 Cost Modifier -2 Plate 10 +5 -8 STR Modifier +1 Light Full Suit PR Modifier +2 Lamellar armor is made of a series of metal scales that are laced Cloth 3 +1 -3together rather than riveted into leather as in the case of jazeraint armor. Leather 4 +2 -4This type of armor offers excellent protection against all types of attack Lamellar 5 +2 -5and is fairly easy to move in. The layered nature of the lamellar materialgives it a bonus +2 PR versus impaling weapons. Mail 5 +3 -5 Plate 7 +4 -7 Mail Medium Full Suit Cost Modifier -2 Cloth 7 +2 -4 STR Modifier +2 Leather 8 +3 -5 PR Modifier +2 Lamellar 9 +3 -6 Mail armor consists of small metal rings linked one to the other Mail 9 +4 -6to form a metal fabric. Mail is very time consuming to make and istherefore very expensive. It does offer excellent freedom of movement Plate 11 +5 -8and protection against all types of attacks. The armor provides excellent Heavy Full Suitprotection versus weapons that have the Bleeding Modifier giving it an Cloth 12 +4 -5additional bonus of +2 PR versus such weapons. Leather 13 +5 -6 Plated Lamellar 14 +5 -7 Cost Modifier -4 Mail 14 +6 -7 STR Modifier +3 Plate 16 +7 -9 PR Modifier +4 Plated armor consists of a solid metal breast and/or back plate andmetal plates mounted on leather in other vita areas. This armor is wornby heavy infantry and shock troops. The armor provides excellentprotection versus weapons that have the Bleeding Modifier giving itan additional bonus of +2 PR versus such weapons. Versus blunt forceweapons such as clubs or flails the normal PR modifier is +6184
  • 185. ShieldsType: The general size and durability of the shield.Weight (WT): The weight of the shield when carrying it.Maximum Damage (MD): The maximum damage the shield can withstand in a single attack withoutbreaking. If the damage is exceeded, the shield’s ability to parry is reduced by one. Once the shield’s parrybonus is reduced to zero, the shield is useless and falls apart.Strength (STR): The minimum strength required to employ the shield. If the Hero does not meet theminimum required STR, then he suffers a penalty of -1 per point required to all DEX and SPD based actions.Cost: The cost of the item. TYPE WT MD STR COST Light (+1 to shield parry) 2kg 15 +0 50dm Medium (+2 to shield parry) 5kg 25 +1 100dm Heavy (+4 to shield parry) 10kg 35 +2 200dmConveyances Most of the conveyances listed here are self explanatory. A few however, are unique to theAtlantean world and require some description Aquanos The Aquanos is a true wonder from the First Age. Through the wonders of alchemy and sorcery,the First Age Atlanteans were able to create a marvelous vessel that could travel under the surfaceof the seas and was self-propelled with Vril energy through independent matrices. The secrets to themanufacture of these magnificent vehicles has been lost to Second Age men and there are currentlyno more than 9 known functioning Aquanos (and all but one are in the hands of Atlantean Kings, theother being held by the Queen of Sheba)Size: Up to 30.5m in length.Speed: Cruise at +8 (33kph); top speed +15 (54khp). Dragonship Like the Aquanos, the Dragonship is a wonder of the First Age of Atlantis. Atlantean artificers,alchemists and sorcerers perfected the use of Vril energy to propel a ship across the water. Poweredby rare crystal matrices, Dragonships have neither sails nor banks of oars. They are propelled by aspecially mounted crystal mounted firmly below the water level at the stern of the ship. Constructedof brass, they gain their name from the fact that most have large dragon heads carved or mountedonto their bows. Several of these ships have vril powered weapons mounted into these dragon heads.Size: Up to 37m in length.Speed: Cruise at +8 (33kph); top speed +15 (54khp). Galley Galleys are sturdy ocean going ships that have one or two masts for sails but are more commonlypropelled by two banks of slaves at oars (40-80 slaves) Galleys can normally 80 tons of cargo orapproximately 100 passengers.Size: Up to 36.5 in length.Speed: Cruise at +5 (24khp); top speed +12 (45kph). Sailing Ship With a narrow hull and from one to three masts, the sailing ship is not very common in theSecond Age. Since most sailors fear to sail beyond the sight of land, galleys are far more common onthe seas. Only a skilled crew can handle a sailing ship properly so that it can achieve its top speed.Sailing ships are often armed with light ballista.Size: Up to 36.5m in length.Speed: Cruise at +10 (39khp); top speed +14 (51khp). Trireme These vessels are propelled both by sails and by humanoid slaves, rowing in three banks on each 185
  • 186. side of the ship. The prow of the trireme is often fashioned in the likeness of a giant face. The vessels are armed with heavy fire-throwers and other weaponry. Size: Up to 53.3m in length, 12.2m in width. Speed: Cruise at +6 (27khp); top speed +12 (45khp). Vimanas Vimanas are small, exceedingly swift flying vessels. Except for those now hidden in ruins, less than 30 of these vessels survive, 11 of which are now in Atlantis. Vimanas are oval or circular disks surrounded by a low railing, to prevent passengers from falling off. Each vehicle can carry up to seven people and their gear. Most remaining vimanas are made in the form of manta rays that are 3m long , 4m wide, and .3m thick. The surface of the vimana is configured so that there are seven low seats – two rows of three seats, with a single pilot seat in front. Behind the seats is a depression for storing up to 114kg of cargo. The pilot controls the vessel by directing the flows of vril using moving her hands over a series of six colored crystals – different hand movements can cause the vimana to rise, land, hover or move at various speeds. When activated, the vimana rises into the air, and is surrounded by a transparent, faintly glowing bubble that protects passengers from wind and rain and prevents them from falling off when the vehicle is flying. This sphere also acts as 2-point armor to all passengers and cargo. Size: Up to 3m in length and 4m in width. Speed: Cruise at +25 (84khp); top speed +30 (99khp). Vril Chariot Vril chariots can only be used on ley line roads. They are most common in Atlantis, but a few can be found in Hesperia where a few of the ancient vril collectors and ley line roads remain intact. Although some of these vehicles are elaborate conveyances specially built for the use of vain nobles, their basic form is nothing more than a platform between 1 and 3m wide and 1.5m and 8m long. In the front is mounted a spherical crystal matrix the size of a human skull. This matrix provides both lift and propulsion to the vril chariot. The driver need only touch this sphere in specific places to cause it to float, land, or move forward at different speeds. Vril chariots can be commanded to float up to 1 meter above the road and can travel at speeds of up to 12 khp. Vril chariots can travel up to 144 kilometers per day. However, when used on the crowded ley line roads within cities, they rarely move faster than 6-12 khp. Size: Up to 3m in length. Speed: Cruise at +1 (12khp); top speed +6 (27khp) Windship These magnificent vessels were originally created by the Atlanteans of the First Age as a means of traveling to their far flung holdings. In modern times, the secret of their construction is lost and much care goes into maintaining the fleet that survived the Great cataclysm. Windships are far from common, and the costs entailed in their maintenance is prohibitive. These vessels sail with an unseen wind in their sail, and hover a few meters above the waves. Although windships can travel great distances in a single day, they can be difficult to maneuver and land, and their lightweight construction leaves them somewhat fragile and with minimal cargo capacity. Accordingly, windships are considered frivolous and extravagant by most people. Size: Up to 15m’ in length. Speed: Cruise at +14 (51khp); top speed +18 (63khp) Windship of War These vessels are the largest windships in existence. The ships are equipped with six masts, four light ballistas, and four heavy ballistae. The hull is constructed in four levels, with sufficient space to house a crew of over one hundred and fifty. Only 4 such vessels are currently known to exist all in the service of the Atlantean Kings. Size: Up to 53m in length, 12.2m in width. Speed: Cruise at +14 (51khp); top speed +18 (63khp)186
  • 187. Conveyances Type Cost SPD Aquanos -40 +8 Cargo barge -14 +2 Carriage (fancy) -6 -2* Cart, small +0 -1* Chariot -10 +0* Dragonship -40 +8 Galley -16 +5 Palanquin (curtained) -5 +0 Pleasure barge -60 +3 Raft +1 +0 Reed boat +0 +5 Sailing Ship -17 +10 Trireme -18 +6 Wagon (enclosed) -5 -2* Wagon (open) -4 -2* War chariot -14 -1* Vimana* -75 +25 Vril Chariot -20 +1 Windship* -50 +14 Windship of war* -60 +14 * This SPD rating is added to the SPD of the animal or animals pulling the conveyance.Specialized Equipment Alchemical Test Kit This is a pouch containing glass vials, pipettes, and other items used to test and identify mixturesor substances of various sorts. A skilled alchemist can use this kit to identify potions, powders,poisons, dusts, and other substances. Each kit contains enough materials for ten tests. Crystal Matrix The energy derived from vril pyramids and vril circles can be used in a multitude of ways.Though much knowledge was lost during the Dark Ages, modern Atlanteans only known how tocreate a handful of different types of crystal matrices. These matrices can be used to power vrilweapons, for use on vril chariots, to create vril light or to be used as water pumps. A crystal matrixis a delicate 30cm by 30cm web of crystals that weighs between 1 and 2.5 kilograms. It functions aslong as it is within range of a vril pyramid or has been attuned to a vril circle. Lens Cusps These specially constructed lenses fit over the wearer’s eyes and grant them better close vision.Cusps will increase a character PER score by +2 when used to identify or locate small items. Ship Matrix Whether used on ordinary ships, or exotic ice or sand going vessels, these spherical, 60cm indiameter linked matrices can propel the vessel they are mounted on at cruising speeds of up to19kph. Such vessels can briefly attain speeds of 45kph mph, but can only maintain this speed fora quarter of an hour. Merchant ships powered by ship matrices can travel up to 190 kilometers perday and the swiftest war galleys can travel up to 225 kilometers per day. In storms and other bad 187
  • 188. weather, these distances are sometimes reduced to as little as half this amount. Spy Glass This device consists of two lenses, one affixed to either end of a hollow tube. A Spy Glass may be used to increase the range of a character’s vision. It grants the user a +4 bonus to all PER rolls when attempting to view objects of creatures 60m away or more with a maximum range of 2 kilometers. Vial, Glass Glass vials are used for holding alchahest and other alchemical substances. Vial, Quicksilver These vials are lined with quicksilver and used for holding vitriol. Equipment Master Lists The following is a complete list of equipment and supplies available in the Antediluvian world, including information such as price, weight, etc. Descriptions of unusual good and items can be found at the beginning of this chapter. Prices listed here reflect the average price for goods of standard quality, as found in regions where such goods are in abundant supply. Prices may be adjusted as follows: · Half price for shoddy or used goods · Double price or more for goods of superior quality or material. · -2-5 in areas where such goods are rare or illegal. · +10-40% for tariffs on imported goods Beasts Type Cost Parrot -3 Baboon (tamed) -5 Parrot (talking) -4 Camel -4 Pig +0 Cat, house +3 Pigeon, homing +0 Cheetah (tamed) -6 Pony -4 Chicken +3 Rhino (tamed, riding) -6 Cow -3 Sheep +0 Dog, guard -3 Songbird -1 Dog, hunting -3 Thunder Lizard (tamed) -6 Donkey/Mule -2 Elephant (tamed) -11 Tack and Harness Elephant, war -14 Type Cost Falcon, hunting -4 Barding * Goat +0 Battle rig (thunder lizard) -3 Horse, Riding -4 Battle tower (elephant) -10 Horse, Draft -3 Harness (any steed) +0 Horse, War -6 Saddle bag +0 Lion (tamed) -7 Sedan chair (elephant) -4 Monkey, small -4 Yoke (per burden beast) +3 Ostrich (riding) -5 Ostrich (tamed) -4 Ox -3188
  • 189. ClothingClothing Clothes come in a variety of colors and makes throughout the world. Some clothing is bought offthe rack while others are fashioned by the world’s top artisans. Region also plays an important factorin what is worn on the worlds. People of Dabba have a completely different fashion sense from thoseinhabiting Atlantis. There are several levels of quality for clothing that will determine the price, style, and hardinessof the clothing. Utility The clothing is made to be worn and worked in. It is very durable and will most +1WR likely last quite a long time. Off the Rack Clothing bought from the local markets. It tries for a bit of style at an affordable Normal price. cost High Fashion The outré and highly extravagant fashion of the galaxy. Most clothing at this -1 WR level is very well made but not as durable as standard fashion. They are made to be worn and seen at parties and other functions where a person’s station is defined by the designer they wear. Noble Wear Noble-wear clothing is hand-woven and dyed. They are durable and extremely -2WR comfortable and elegant. The clothing is also very ostentatious and will garner a lot of attention when worn anywhere but a wedding or coronation. Social Bonus Clothing worn may provide a bonus to any social interaction skills such as Influence, Deception,or Diplomacy. Most people are disarmed by a well-dressed and groomed person, allowing forbetter interactions. Those who constantly wear armor and look as though they are ready or itchingfor a fight receive penalties (-2 DoD where appropriate). In situations where it is appropriate, thewearer of fine clothing can receive a benefit to their rolls determined by the quality and style of theirclothing. The bonus is only received for the best quality piece of clothing and is not cumulative for severalpieces. The penalties for visible armor and weapons stack so a hero with a weapon on his hip andarmored will receive a -6 in social situations unless the weapons and armor are ceremonial andcreated for social occasions. Clothing Quality Social Skill Bonus Nudity Add bonus from Enchanting Beauty Utility - Off the Rack +1 High Fashion +2 Noble Wear +4 Visible Weapons -2 Visible Armor -4 Type Cost Boots 5+ gc Cap 5 cs Cape 2 sp Cloak 5 sp Gloves 1 sp Harness (leather) 1 gc Headband 1 cs 189
  • 190. Hooded cloak 5+ sp Tools and ProfessionalLoincloth 1 cs EquipmentRitual vestments 10+ gc Item CostRobe 5 sp Abacus 2 spSandals/slippers 5 cs Adze 1 spSmock/dress 2 sp Navigation Clock (atlantean) 500 gcToga 8 gc Barrel, large (20 gallons) 5 spTunic/breeches 1 gc Barrel, small (1 gallon) 1 sp Cage, metal (per cubic foot) 1 gc Cage, wood (per cu. foot) 1 sp Travelers’ Equipment Chain (per foot) 5 spType Cost Chart, navigational 100 gcBackpack/traveler’s satchel 2 gc Chart, astrological 125 gcBandolier belt 10 gc Clockwork tool kit 150 gcBedroll 1 sp Costume (fool/jester) 10+ gcChest, large (10,000 coins) 10 gc Costume (for stage) 25+ gcChest, small (1,000 coins) 5 gc Crowbar 2 spCoin purse (50 coins) 1 sp Glass worker’s tools 25 gcFan 1-5 sp Grapnel 2 spFlask, copper (1 pint) 1 sp Iron maiden/rack 100 gcFlask, pottery (1 pint) 5 cs Jeweler’s tools 25 gcGourd (w/stopper; 1 quart) 1 cs Juggler’s pins (each) 1 spLantern 2 gc Crystal matrix engineer’s tools 200 gcLantern oil (pint; one hour) 1 gc Lens Cusps 5 gcMap Case (bone) 1gc Lock, simple 1 spMirror, crystal 10 gc Locksmith’s tools 20 gcMirror, metal 2 gc Logbook/ledger 2 gcPouch, belt (100 coins) 2 sp Loom 1 gcPouch, shoulder (500 coins) 1 gc Mallet 1 spRope, hemp (per foot) 1 cs Manacles 1 gcRope ladder (per foot) 2 cs Metalworker’s tools 50 gcSack, cloth (1,000 coins) 1 cs Net, dredging 2 gcSack, hide (1,500 coins) 1 sp Net, fishing/throwing 1 spStrongbox, large (10,000 coins) 25 gc Notebook/folio 2 spStrongbox, small (1,000 coins) 10 gc Oil cloth (per square foot) 1 csTallow (burns one hour) 1 cs Performer’s make-up kit 2 gcTent 1 gc Pick/shovel 1 spTinder box 5 sp Saw 2 spTorch (burns four hours) 1 cs Seal (to stamp documents) 25 gcWalking stick 1 sp Sharpening stone 5 csWaterskin, large (2 gallons) 5 sp Slave’s collar 1 spWaterskin, small (2 quarts) 2 sp Spy Glass 50 gcWineskin (2 pints) 1 sp Spikes/pitons (10) 1 sp Stone worker’s tools 10 gc Thieves’ tools 20 gc190
  • 191. Veil, silk (dancer’s) 1 gc Vial (12) 2 gcWinch 5 sp Vial, amberglass (each) 20 gcWoodsman’s axe 2 sp Vial, quicksilver (each) 20 gcWoodworker’s tools 10 gc Wand (unenchanted, costly) 100 gc Wand (unenchanted, simple) 10 gc Alchemical and MagicalEquipment Trade GoodsItem Cost These prices assume that the buyer is purchasing in bulk from dealers rather than buying small amounts from retailers.Alchemical test kit 5 gc A standard bolt of cloth is one yard wide and five yards long.Alembic 1 gcApothecary jars (12) 1 gc Type Unit CostBellows 5 sp Ale gallon 25 spBlowtube (alloy) 2 gc Amberglass pound 235 gcBlowtube (silver) 25 gc Coffee pound 10 gcBrazier 2 sp Copper 10 pounds 2 gcCenser 5 sp Cotton bolt 5 gcCrucible 1 gc Dung, cattle ton 20 gcCrystal ball (unenchanted) 20 gc Dung, elephant ton 50 gcCrystal Matrix 200 gc Gauze square yard 1 spFurnace 200 gc Glass, clear pound 2 gcHour glass 5 gc Glass, colored pound 5 gcIncense 1 sp Gold 10 pounds 200 gcInk, sepia (per ounce) 1 sp Hide/fur 20 pelts 10-2,000+gcInkwell (crystal) 5 sp Iron 10 pounds 4 gcInkwell (pottery) 2 sp Steel 10 pounds 20 gcMirror (obsidian) 200 gc Ivory pound 10 gcMirror (silver) 10 gc Linen, common bolt 5 spMortar and pestle 1 gc Linen, fine bolt 25 spPiping/tubing (per foot) 1 sp Mead gallon 5 csPrism 2 gc Mahogany board foot 2 gcQuill pen 1 sp Musk 20 drams 500 gcRetort 1 gc Oak board foot 3 spScroll (hide) 5 sp Oranges/Lemons ton 100+ gcScroll (parchment) 1 gc Orichalcum 10 pounds 50 gcScroll case (bone) 1 gc Produce/grain ton 100+ gcScroll case (hide/wood) 5 sp Sackcloth bolt 5 csShip Matrix 100,000 gc Sambucan (Hellas liquor) gallon 10-100gcScroll case (silver) 10 gc Silver 10 pounds 20 gcSpell book (iron-bound) 50 gc Silk bolt 5 gcSpell book (leather-bound) 20 gc Spices pound 50+ gcSpell book (silver-bound) 100 gc Sulfur ounce 4 spSphere (per inch diameter) 1 gc Tea, Khitan pound 5 gcTongs 1 sp Tea, Meluhan pound 4 gcVat (per cubit foot) 5 gc Timber, common board foot 1 cs 191
  • 192. Timber, hardwood board foot 1 sp Yew Wood board foot 3 sp Whiskey gallon 3 gc Wine, Atlantean gallon 5 gc Wine, common gallon 1 gc Wine, Hellene gallon 4 gc Wine, Hesperian gallon 4 gc Wine, Sheban gallon 7 gc Wine, Ysian gallon 10 gc Wool bolt 1 gc Food & Lodging Type Cost Beer, mug 2 sp Coffee, cup 1 gc Mead, mug 4 sp Meal, inn, full 1 gc Meal, inn, simple 1 sp Night’s Lodging (simple) 5 sp Night’s Lodging (quality) 2+ gc Rations, travel (one week) 3 sp Stable fees (per night) 1 sp Tea, cup 4 sp-1 gc Whiskey, shot 6 sp Wine, glass 3 sp - 10 gc192
  • 193. 193
  • 194. Core Rules The game uses a straightforward ruleset that utilizes a single D20 roll to resolve actions. The following section explains how to apply the rules to combat and non-combat situations. The Results Table All actions in the game are resolved by the following procedure: 1. Determine the Degree of Difficulty (DoD). The DoD represents the relative ease or difficulty of an action. A positive DoD represents an easy action while a negative DoD represents a difficult action. Rounding 2. Add the character’s Skill or Attribute Rating to the DoD. Numbers 3. Take the result (a positive number, a negative number, or zero) and add it to a D20 roll. Sometimes a 4. Consult the Results Table for the result.number will have tobe divided because That’s all you really need to know. All the rules in this book are just variations of the aboveof a partial success procedure. Players contribute by describing the Intent of their characters’ actions to the GM. Then itor some other reason. is the GM’s job to interpret the outcome of the Results Table and how it affects the particular sceneWhen rounding the player characters are involved in. Guidelines and tips for interpreting these rolls are covered later.numbers, alwaysround UP to the next whole number. RESULTS TABLE Roll Result 0 or Less Critical Failure 1–5 Failure 6–10 Partial Success 11–19 Success 20 or More Critical Success Results Table Key Critical Failure: Not only does the attempted action fail, but it fails miserably and may have additional negative consequences, such as accidental damage to the character attempting the action, the opposite outcome of the intended effect, etc. It is the GM’s job to determine the actual results of any Critical Failure, based on the circumstances surrounding the attempted action. Failure: The action fails to achieve the intended result. There is no further negative impact. Partial Success: The action is only moderately successful, achieving part but not all of the intended effect (such as half-damage from an attack or partial effect from Magic). Full Success: The action achieves the intended result. Critical Success: The action is even more successful than intended, achieving the player’s stated intent and also yielding additional benefits of some sort (an attack causes a Critical Wound that disables the opponent, there is an increased effect from Magic, etc.). It is the GM’s job to determine the actual results and extent of any Critical Success, based on prevailing circumstances.194
  • 195. Results Table Modifiers Results Table die rolls may be subject to bonuses or penalties for any of the following modifiers: · Attributes · Skill ratings · Intent · Degree of Difficulty · Opposing Attributes or Skills · Multiple actions · Non-proficiency penalty Attributes And Attribute Rolls Attributes represent natural abilities, such as strength, intelligence, and dexterity. Each has anumerical value, referred to as its Attribute Rating. The Attribute Rating for a Human of “average”ability is “0.” An attribute rating of +1 or greater is above average, while a rating of -1 or lower isbelow average. Attributes can be used as modifiers to specific Skills by adding the Attribute’s numerical valueto the level of the Skill (the total is referred to as the Skill Rating; see the section on Skills in theCharacter Creation chapter). Attributes can also be used to determine the result of actions for whichthere is no specific skill. Example: Lifting a heavy object is a function of the Strength (STR) Attribute. Trying to locate a lost item is a function of the Perception (PER) Attribute. Skill Rating Skill Rating = Skill Level + Attribute Skills are abilities acquired through training and practice. There are two terms used to describeSkills: Level and Rating. Skill Level indicates the character’s degree of training, with “+1”representing a basic level of proficiency. A Skill’s Level can be improved with training and experience (see Improving Skills, in thissection). Skill Rating is the combination of a character’s training (Skill Level) and natural ability (arelated Attribute). Each Skill has an Attribute that acts as its modifier; for example, the modifier forthe skill “Sleight of Hand” is Dexterity. To determine your overall Skill Rating, add the level of theSkill plus its Attribute modifier. Whenever a Skill is used for a Results Table die roll, always use itsSkill Rating. Example: Dayn, with a DEX of +1 and an Evade skill of +5, would have a Skill Level of +5 and a Skill Rating of +6. Intent Intent is a player’s description of what his or her character hopes to accomplish by a particularaction and the crux of the entire system. Players can help the Game Master by offering specificinformation on their character’s Intent before rolling on the Results Table. This helps the GameMaster determine the chance of success for the attempted action, as well as its actual outcome. It is very important to try and determine what skill will be used and what the desired outcomeof the skill use will be. Embellishing details and explanations are welcome and considered veryimportant when trying to “sell” the action to the GM. Intent in game play is essential, as it helps theGM set modifiers for the roll and helps when interpreting the roll on the result table. A Hero whoseintent was to put out a fire using Sleight of Hand may only put out half the fire with a partial success. Example: A Hero with the Evade skill is trying to use the skill for more than just a dodge. His intent is to backflip toward an opponent, leading the archer’s aim in that direction, and at the last minute move out of the way and cause the archer to shoot the unsuspecting opponent. The GM decides this is a tricky prospect and adds additional DoD to the Hero’s roll. If the Hero fails, the GM determines the Hero will be hit by the arrow. If he gets a partial success he is nicked on the way past, and on a full success his clever use of Evade is rewarded with his intended result. Example: A Hero wants to shoot a sandbag hanging from the rafters so that it falls on an opponent, making him collapse to the ground. His intent is not to do damage but to slow his enemy down. 195
  • 196. If the player informs the Game Master beforehand of the character’s intentions, the GM will be better prepared to interpret the Results Table die result. Intent is also important in helping the GM establish an action’s Degree of Difficulty. Degree Of Difficulty (Dod) Degree of Difficulty (DoD) is a modifier determined by the Game Master. It is based on the GM’s appraisal of how hard or easy it would be for an individual with an Attribute or Skill Rating of “0” to attempt a given action. The Degree of Difficulty modifier typically falls between +10 and -10, with easy actions given a bonus (+1, +2, etc.) on the Results Table die roll, and difficult actions given a penalty (-1, -2, etc.). The character’s Intent and any extraordinary circumstances surrounding the proposed action are also factors in determining Degree of Difficulty. Example: A Hero has a +3 to his roll but has a DoD-4 (penalty). He would have a net penalty of -1 to his roll. A Hero has a +3 to his roll and a DoD+2 (bonus). He would have a net bonus of +5. Opposed Actions Whenever a character attempts an action that is directly opposed by another individual or creature, the opponent’s ability rating is used as the Degree of Difficulty. In such cases, the Degree of Difficulty will either be the opponent’s Skill Rating or an Attribute Rating, whichever is most appropriate. Example: Dayn the thief wants to use his stealth skill to sneak past a watchman. Because this is an Opposed Action, the Degree of Difficulty is the watchman’s ability to detect the thief. The watchman has a Perception of +3. Dayn’s stealth skill rating is +9. Dayn’s player rolls a D20 and adds +9 Versus a DoD of -3 (the watchman’s Perception) as a penalty. Multiple Actions As a basic rule, each character is allowed to take one action per round. However, players can take more than one action per round but suffer a penalty in so doing. For each action already performed during the round, characters suffer a cumulative -5 Results Table penalty. Extra actions can be performed during a character’s turn, or later in the round as responses to the actions of other characters. The GM decides what constitutes an “action” and what doesn’t. Simple things like quickly looking around a room or dropping an item probably aren’t actions that would add to the multiple action penalty. More complex procedures like drawing a weapon or exiting a vehicle probably would count as extra actions. In some cases, the GM may ask the player to make a skill or Attribute roll to determine the success of ordinary tasks performed as part of a multiple action sequence (a DEX roll to quickly throw off a bulky cloak and still make an attack, for example). Example: Ahera the serving wench wants to throw her empty mug at a rude male across the bar, then stand up and punch him in the face. First, Ahera’s player makes an attack roll to hit with the mug. This is a normal attack roll since it is Ahera’s first action during the round. Next, Ahera’s player rolls to see if she punches the male. This attack roll suffers a -5 penalty (in addition to any other modifiers) since Ahera has already acted once during this round. If Ahera wanted to then take a third action, her player would roll for this with a penalty of -10. Note that a result of Critical Failure on any Multiple Action die roll prevents any additional action from being taken in that round. Example: If Ahera’s first die roll results in a Critical Failure, she does not get to attempt the second action. Multiple Actions and Carry Over Sometimes a Hero will perform an action and then another action that doesn’t require a dice roll such as shooting a gun (an action) and then reloading (an action). When this occurs, the penalty for that action carries over to the next action as a penalty to the Hero’s initiative equal to twice the normal action penalty. Example: A Hero fires his weapon (an action), evades (an action at -5 penalty), and reloads his weapon (an action without a dice roll). The last action would normally have a penalty of -10 but no roll was involved. When the Hero rolls initiative next round he instead takes a penalty of -20 to his roll ensuring he196
  • 197. will go last. SPD Modifier A Hero’s SPD attribute modifies the amount of the multi-action penalty. Every +1 lowers theDoD for a multi-action penalty by one. A Hero with a SPD of -1 or below adds to the DoD. Example: A Hero with a SPD of +2 takes 3 actions in a round. His first action has no multi-action penalty. His second action suffers a penalty of -3 (SPD of +2 – 5 = -3). His third action suffers a penalty of -8 (normally a -10, but again offset by his SPD+2). If the Hero decided to take a fourth action it would be at a penalty of -13 instead of -15.NOTE: The SPD modifier is used only to negate penalties and excess SPD over a penalty is never used as abonus to a roll. Cooperative Efforts If two or more characters both have ranks in a given skill, they may be able to workcooperatively to achieve a shared goal. More often than not, this will give the character some benefitas long as they are near the same level of competence (+/- 5) and working toward a common goal,but always keep in mind the old adage: “Too many cooks spoil the stew.” When two characters worktogether using the same skill, allow the player with the higher skill rank to make the Results Tableroll, but award a bonus to that roll equal to 1/3 of the relevant skill ranks of the characters assisting. In many cases, a character’s help won’t be beneficial, or only a limited number of characters canhelp at once. When a cooperative effort may be useful it is always at the discretion of the GM. Other Modifiers Combat, Magic, and some of the more complicated skills have additional rules and modifiersthat the Game Master and players should know about. For more information see the correspondingchapters in this book. Time In The Game One Round = 6 seconds Time is measured in discrete units, called rounds. A round is roughly six seconds long, enoughtime for a character to trade blows with an opponent, create a Dynamistic effect, or do anything elsethat can be accomplished in six seconds or less. Except in combat and similarly critical situations, it is usually not necessary for the GameMaster to keep such strict track of time. For example, a day’s ride can be covered by the GM in asingle sentence if nothing special is planned for that day. The Game Master should feel free to take aflexible approach about time in the game and use detailed round-by-round descriptions of the actiononly as needed. Similarly, the Results Table can be used to cover a few seconds of action, or anentire day of warfare.Abilities Related to Attributes Reaction Rolls Reaction Roll = CHA Attribute + applicable skill The first impression that a character makes on any new acquaintance is determined by makinga Reaction roll on the Results Table. Normally a Reaction roll is based on the sum of a character’sCHA + skill (influence) and modified by Glory. Failure indicates an unfavorable or even hostilereaction; success indicates acceptance (or at least ambivalence), while Critical Success will alwaysyield the most favorable response possible under the prevailing circumstances. At the Game Master’sdiscretion, Reaction rolls can be employed for encounters of almost any sort. In some situations,skills such as etiquette or diplomacy can be used in lieu of Reaction rolls, depending on the nature ofthe individuals being encountered, their native culture, and other factors. 197
  • 198. Perception Checks Perception Checks = PER attribute When a Hero is called upon to see something interesting or important he makes a perception check using his PER attributewith a DoD determined by the GM. Sample DoD modifiers are listed below. Situation DoD Modifier Light smoke/fog -1 Thick smoke/fog -3 Very thick smoke/fog -6 Poor light, twilight -2 Moonlit night -4 Complete darkness -10 Resistance Rolls Physical Resistance = CON Mental Resistance = WIL Physical resistance rolls are used to defend against the effects of poison, disease, or other ailments that might affect a Herophysically. The Hero uses his CON attribute with a DoD equal to the strength of the poison or disease. If successful the Herosuffers no ill effects; on a partial the Hero suffers half the normal DR of the poison or the listed partial effect of the disease, ifany. All other physical resistance rolls follow the same procedure. Examples: A Hero ingests a poison with a strength of 7. The Hero must make a CON roll DoD-7 or suffer the DR of the toxic concoction. Example: A Hero is traveling through a particularly dangerous jungle and is bitten by an insect that carries a virulent disease. The strength of the malady is 4. The Hero must make a CON roll with a DoD-4. Mental resistance rolls follow the same procedure and are used when defending against a mental assault or reaction roll. Movement Standard Movement = 30m (for Humans with SPD+0) per round Individuals and creatures can move up to 30 meters in one round’s time, or twice this if sprinting, triple this if running, orquadruple this if moving at an all-out pace. Movement beyond the standard 30m move requires a SPD roll with a DoD modifier equal to the amount moved and theterrain moved over. Failure means the Hero stumbles, looses his footing, or cannot move for some reason. A partial means heonly moves half. A critical success means the Hero moves twice the intended distance. A Hero will find that it is more difficult to perform actions while exerting to move at greater speeds. This is represented bythe action penalty attributed to movement rates, in addition to any multi-action penalty.NOTE: While a normal Human moves at SPD+0 per round, other non-Humans may move faster or slower. Movement Distance DoD Action Penalty Short (Normal rate) -0 -0 Medium (Sprinting, x2 rate) -3 -4 Long (Running, x3 rate) -5 -8 Extreme (All-Out, x4 rate) -7 -12 Terrain Modifiers Easy terrain (flat surface, smooth water, using a ladder, light breeze, light rain, or fog), no movement penalty -2 Moderate terrain (uneven surface, small obstacles, choppy water, climbing a tree, strong winds, heavy rain or fog) -4 Rough terrain (large but negotiable obstacles, strong undercurrent, climbing a rough wall, unyielding obstacles — -6 pillars, trees — to flight) Very rough terrain (dense and large obstacles, stormy weather, a few airborne hazards, hail) -8 Example: A Hero wants to move at triple his normal movement over moderate terrain. The Hero rolls his SPD with a DoD -11. A SPD Rating of -6 indicates an immobile creature or object. The Speed table should cover any possible living creature andground, naval, and flying vehicles.Jumping198
  • 199. A character’s total leaping distance (vertically and horizontally) from a standing position equals one-quarter of his Move inmeters (rounded up). Increasing the rate traveled increases the difficulty as with all movement.Climbing A Hero can climb a distance equal to half his normal movement rate in a round. Increasing the rate traveled increases thedifficulty as with all movement.Swimming A Hero can swim a distance equal to half his normal movement rate in a round. Increasing the rate traveled increases thedifficulty as with all movement. Speed Table SPD M/rd KPH SPD M/rd KPH SPD M/rd KPH SPD M/rd KPH -6 .12 .07 31 170 102 68 355 213 105 540 324 -5 .25 .15 32 175 105 69 360 216 106 545 327 -4 .5 .3 33 180 108 70 365 219 107 550 330 -3 1 .5 34 185 111 71 370 222 108 555 333 -2 5 3 35 190 114 72 375 225 109 560 336 -1 10 6 36 195 117 73 380 228 110 565 339 0 15 9 37 200 120 74 385 231 111 570 342 1 20 12 38 205 123 75 390 234 112 575 345 2 25 15 39 210 126 76 395 237 113 580 348 3 30 18 40 215 129 77 400 240 114 585 351 4 35 21 41 220 132 78 405 243 115 590 354 5 40 24 42 225 135 79 410 246 116 595 357 6 45 27 43 230 138 80 415 249 117 600 360 7 50 30 44 235 141 81 420 252 118 605 363 8 55 33 45 240 144 82 425 255 119 610 366 9 60 36 46 245 147 83 430 258 120 615 369 10 65 39 47 250 150 84 435 261 125 640 384 11 70 42 48 255 153 85 440 264 150 765 459 12 75 45 49 260 156 86 445 267 175 890 534 13 80 48 50 265 159 87 450 270 200 1,015 609 14 85 51 51 270 162 88 455 273 250 1,265 759 15 90 54 52 275 165 89 460 276 300 1,515 909 16 95 57 53 280 168 90 465 279 350 1,765 1,059 17 100 60 54 285 171 91 470 282 400 2,015 1,209 18 105 63 55 290 174 92 475 285 450 2,265 1,359 19 110 66 56 295 177 93 480 288 500 2,515 1,509 20 115 69 57 300 180 94 485 291 550 2,765 1,659 21 120 72 58 305 183 95 490 294 600 3,015 1,809 22 125 75 59 310 186 96 495 297 650 3,265 1,959 23 130 78 60 315 189 97 500 300 700 3,515 2,109 24 135 81 61 320 192 98 505 303 750 3,765 2,259 25 140 84 62 325 195 99 510 306 800 4,015 2,409 26 145 87 63 330 198 100 515 309 850 4,265 2,559 199
  • 200. 27 150 90 64 335 201 101 520 312 900 4,515 2,709 28 155 93 65 340 204 102 525 315 950 4,765 2,859 29 160 96 66 345 207 103 530 318 1000 5,015 3,009 30 165 99 67 350 210 104 535 321 2000 10,015 6,009 Speed of Sound = 1,236 KPH (To determine Kilometers per hour, multiply the meters per round by .6 Encumbrance Encumbrance = Hero’s body weight + 50kg per +1STR, or - 20kg per -1STR The game system does not concern itself with detailed encumbrance rules where players are forced to calculate and recalculate the weights their characters are bearing, as these rules slow down play and go counter to the epic theme of the game. Instead, players and GMs alike are encouraged to use common sense and visualization when determining what a given character or creature can comfortably carry before suffering a –5 penalty on all Results Table die rolls related to movement of any sort (including all combat and skills that require movement or gestures). Players should bear in mind that truly Heroic characters do not overburden themselves with an abundance of items, attempting to account for every eventuality. GMs may freely impose appropriate penalties to character actions in such cases, as the character clatters around festooned in gear that gets in the way and potentially causes a lot of unwanted noise. If it becomes truly necessary to know how much a character can lift, such as in cases where a foe is grappled and lifted bodily, the maximum amount that can be dead lifted is equal to their own body weight, plus 50 kilograms per each additional +1 Strength Rating, or minus 25 kilograms per -1 Strength Rating. Combat Damage Combat Damage = STR attribute Damage totals for physical attacks employing natural or other melee weaponry are modified by adding the attacker’s Strength Rating to the weapon’s Damage Rating (DR). Example: A Hero with a STR+2 and a sword (DR8) would do 10 points of damage on a successful hit (2+8=10). Damage totals for device-propelled missile weapons, such as arrows, are not modified by the user’s Strength, although hand-thrown weapons, such as javelins, are. Rules and Tips for the Game Master The game uses a simple rule system based on the Results Table. All actions in the game are resolved by the same procedure: first, add the character’s Skill or Attribute Rating to the Degree of Difficulty. Next, take the result and add it to a D20 roll. Then, consult the Results Table for the result. Players contribute by describing the Intent of their character’s actions to the GM before rolling on the Results Table. The GM combines the character’s Intent with the Results Table die result to interpret the outcome of the attempted action. With a few variations pertaining to the use of Combat, Magic, and Skills, these are the basics of the rule system. Make sure you have a good grasp of how the rules work before starting to play. Take it slowly, and don’t be too concerned if you or your players make mistakes at first. Once everyone becomes acquainted with the rules and their respective roles, the game will run much more smoothly. Interpreting Results Table Here are some tips for interpreting the Results Table: Describe the result in terms of how close the character came to their stated Intent. When the player describes her character’s action in the scene, picture what could happen if: ...the character performs extremely well (Critical Success) ...the character performs at their skill level (Full Success) ...the character barely succeeds (Partial Success)200
  • 201. ...the character fails in the attempt (Failure) ... the character bungles the action (Critical failure) Use the player’s intended result as the basis for your description. Example: Player: “I approach the guard, attempting to capture his attention with my outrageous costume and conspiratorial demeanor. Hopefully, his back will be turned long enough for Dayn to lift the keys from his belt.” GM: “Okay. Roll on the Results Table and add your Deception skill, I’ll use the guards PER as the DOD for the action.” Player: “Hmmm. A 10: Partial Success.” GM: “The guard is not really fooled by your act, and seems very suspicious. He can’t help but look your way, however, giving Dayn the chance he needs. He’d better be careful with those magic fingers now that the guard is on the alert.” If the Results Table result is associated with a number (such as damage in combat) try to include a bit of description as well, adding color to the scene. For example: Instead of saying, “You take 6 hit points of damage,” try something like, “The bandits serrated blade bites into your upper arm, drawing a jagged line of blood across your sleeve.” Don’t Forget The Environment Characters don’t always fail due to a lack of skill. Sometimes things just don’t go their way.When a Hero fails at a task that they ordinarily could accomplish (striking an inferior opponent,for example, or scaling a simple wall), you can describe their failure as a result of unforeseencircumstances or unfavorable conditions. Examples: “The villain’s shield does not buckle as you anticipated, but instead deflects your expertly placed blow.” “The brick you were using as a foothold crumbles just as you place your weight on it.” Be careful with this technique, though. Too much of it and the game quickly becomes slapstickcomedy. DETERMINING DEGREE OF DIFFICULTY (DoD) Setting the Degree of Difficulty (DoD) for a given action is another important GM job. For manyactions, the rulebook provides guidelines for selecting difficulty numbers. In combat, for example,the DoD to hit a foe is equal to the Evade Skill Rating of the defender. Not all actions are so cut-and-dried, however. As a tool for the harried GM, a sliding scale of Difficulty numbers is provided below. Rememberthat DoD is always based on how hard it is for an average “novice” (0-rating) practitioner toaccomplish the action. Difficulty Modifier No chance of failure No need to roll Any fool could do it +10 Very Easy +7 Easy +5 Simple +3 Routine +0 Tricky -3 to -6 Difficult -7 to -10 Very Difficult -11 to -15 Extreme -16 to -20 Beyond Extreme -21 or more For any given action, no matter how unusual, ask yourself: “Would this be Difficult for theaverage-skilled practitioner? Very Difficult? Routine?” When you have your answer, you have yourDegree of Difficulty and you’re ready to roll. Or not to roll, as the case may be. 201
  • 202. To Roll Or Not To Roll There’s no need to call for a Results Table roll for each and every action. Sometimes simply knowing the character’s trait rating is enough to judge the outcome of an action. Example: Dayn is wandering through an open market while visiting the city. Dayn’s companion, Saul, is somewhere in the sea of humanity, frantically searching for Dayn. Frustrated, Saul stands on a cart and begins yelling and waving his arms, “Dayn! OVER HERE!” The GM decides that Dayn is quite a distance away, and is entranced by collection of pottery. Still, there is no need to roll in this case. With his +6 Perception, Dayn is one of the most observant beings on the continent. He hears Saul’s vulgar hooting and begins moving in the opposite direction. Only during stressful or unusual situations is a roll required to accomplish an ordinarily simple task. Just be consistent about what does and does not require a die roll in your game. Combat Combat can be a very deadly affair. Although drawing your sword or bow should be considered a last resort when more sensible means of settling a dispute fail, there will inevitably be those instances where it is necessary. When this occurs, a familiarity with this section will greatly increase your character’s chance of survival. Like all actions in the game, combat results are determined by rolling a D20 on the Results Table. However, the level of detail required to simulate combat in the game is significantly greater for combat than for Skills or Attributes. As with all Skills, Combat Skills also have an Attribute Modifier, which is called a Combat Rating (CR, for short). The term, Combat Skill Rating, always refers to the combination of a Combat Skill’s level plus the character’s CR modifier. Combat Rating (CR): The Hero’s Attribute Combat Skill Rating: The total of the Combat Skill and the Combat Rating Combat Rounds And Turns During combat, time is measured in rounds. A round is roughly six seconds long: enough time for combatants to draw weapons and exchange attacks or move up to the maximum allowable distance based on their movement. During a combat round, each character is given a chance to take action. A single character’s action within a round is called a turn, as in: “it’s Dayn’s turn to attack.” Once all characters involved in the combat have taken their turn, the round is over. Damage & Protection Weapons and other forms of attack do a set amount of damage based on their Damage Rating (DR) and the Results Table die roll. Protection Rating (PR) describes the protective value of armor. Damage Rating (Dr) A weapon’s Damage Rating (DR) is equivalent to the maximum number of Hit Points it is capable of doing in the hands of an individual or creature of “average” (0-rated) Strength. Example: A long sword with a DR of 8 will do a maximum of eight HP damage. When using handheld weapons, combatants add their Strength Rating (STR) to the Damage Rating total. For example, a Hero with a STR of +2 will do a maximum of 10 HP damage with that same long sword (DR8 plus STR+2 = 10). Remember that damage totals for most ranged weapons, such as bows, are not modified by the user’s STR, although many hand-thrown weapons like javelins are. Details are provided in the Equipment chapter. The Results Table result indicates how much of the total DR a weapon does on a given attack, as follows:202
  • 203. Critical Failure: No Damage (sword DR8 + STR+2 = DR10. Critical Failure means no damage) Failure: No Damage (sword DR8 + STR+2 = DR10. Failure means no damage) Partial Success: Half the total DR (sword DR8 + STR+2 = DR10. Partial Success means 5 points of damage) Full Success: Full Damage Rating (sword DR8 + STR+2 = DR10. Success means 10 points of damage) Critical Success: Full DR + Critical Wound (sword DR8 + STR+2 = DR10. Success means 10 points of damage. Target must make a CON roll DoD-10 as per Critical Wound rules) A complete list of Damage Ratings for weapons can be found in the Equipment chapter. Miscellaneous Damage Ratings Body Slam DR3 + STR Choke DR2 + STR per round Kick DR2 + STR Punch DR1 + STR Head Butt DR1 + STR Shield Bash DR3 + STR Burning DR4 per round Drowning DR2 per round Falling DR2 per 1 meter drop. (max of 60 DR) Thirst DR2 per day Hunger DR1 per day Exposure up to DR10 per hour Protection Rating (Pr) Armor is rated according to its ability to absorb and reduce damage, which is referred to as itsProtection Rating (PR).The PR of any type of armor is equivalent to the amount of damage it willabsorb in Hit Points from each successful hit. Example: Armor with a Protection Rating of +3 will reduce the damage of an attack by three Hit Points. This will apply to most attack forms, but there may be some exceptions that will be detailed inthe appropriate chapter. Heavier types of armor usually have a higher PR, but will cause the wearerto suffer a penalty for Encumbrance unless he or she is strong enough to carry the additional weight.Detailed information on the Protection Rating of various types of armor can be found in the chapteron Equipment. Shields Handheld shields provide additional protection by making the bearer harder to hit. Shieldsincrease the DOD of the user to be hit in combat and also provide a bonus when used to parry. Ashield increases the DoD to be hit by +1 for light and medium shields and +2 for heavy shields. Example: A Hero has a DoD-10 to hit an opponent. If the opponent had a medium shield, the Hero would have a DoD-11 to hit the opponent. When used to parry, the shield provides a bonus to the roll determined by the size of the shield. Example: The Hero has a shield parry skill total of +10; with a medium shield his total is +12. 203
  • 204. Combat at a Glance Anytime a character (PC or NPC) engages in combat, use the following procedure: 1. Combatants roll for Initiative. 2. Player/GM states Intent.(The GM states the Intent for NPCs) 3. GM determines bonuses or penalties. 4. Player/GM rolls to attempt the action. (The GM rolls for NPCs) 5. GM judges result. MISCELLANEOUS COMBAT MODIFIERS On occasion, circumstances will have an effect on combat, resulting in a penalty or bonus on the combatant’s Results Table die rolls. Here are some examples: · Attacking from above: +2 · Defending from below: -2 · Mounted vs. unmounted opponent: +3 · Limited visibility*: -1 to -10 · Unstable footing: -1 to -10 · Using an off-hand: -5 · Attacking from a moving vehicle: -5 Combat in Detail 1. Combatants Roll For Initiative At the beginning of any combat situation, each combatant makes an SPD Attribute roll. This is called rolling for Initiative. This roll is not judged on the Results table but is simply the sum of the D20 roll + the Hero’s SPD. The character with the highest Initiative total is allowed to act first, and may choose a tactic based on the slower opponent’s Intent (see #2). The combatant with the next highest total goes next, and so on until all the combatants have taken their turns. Have the combatants roll for Initiative each round of combat, to establish who goes first, second, and so on. Then have all opponents proceed in turn for the remainder of the fight. Example: Dayn is fighting two opponents. The Hero has a SPD+2, the first opponent has a SPD+0, and the last opponent has a SPD+3. They all roll a D20 and add the result to their SPD Attribute. Dayn rolls a 7 and adds his SPD+2 for a total of 9. The first opponent rolls an 11 and adds his SPD+0 for a total of 11, and the last opponent rolls a 9 and adds his SPD of +3 for a total of 12. The order of the combat round is second opponent, first opponent, and then Dayn. 2. Player/GM States Intent Before rolling for a combat action, the player or GM must state his character’s Intent. The GM states Intent for his NPCs. This is done by choosing a weapon or Combat Skill, and a Combat Tactic. There are four categories of Combat Tactics: Attack, Defend, Movement, and Stunt. Each has a number of variations, as described in the section on Combat. Example: A character’s Intent might be to throw a spear, parry with a shield, retreat, or try to trip or distract an opponent. The winner of the Initiative roll can choose to declare Intent first or wait until other combatants have done so, in order to anticipate their opponents’ moves and act accordingly. Either way, the individual who has the Initiative rolls first. 3. GM Determines Bonuses Or Penalties After the player/GM indicates the weapon and tactic being used and describes the character’s Intent, the Game Master determines if any bonus or penalty will be applied before the player/GM rolls on the Results Table. Apply a bonus based on the Combat Skill Rating chosen by the player/GM. To save time during the game, it’s a good idea to have players figure their characters’ modified Combat Skill Ratings in204
  • 205. advance and record these numbers on their Character Sheet. Apply a modifier based on the Degree of Difficulty. If the Combat tactic is being opposed byanother individual or creature, the Degree of Difficulty is always based on the defender’s abilities.Decide which ability is most appropriate, based on the following considerations: · The DoD to hit a an opponent in combat is usually equal to the target’s DEX + Evade skill. Example: Dayn has a melee weapon skill rating of +10. His opponent has an Evade skill rating of +6. Dayn has a DoD+4. · If the opponent is actively parrying, the DoD is equal to the opponent’s CR + Parry skill (See Defense Rules). Example: Dayn has a Sword skill rating of +10. His opponent has an Axe skill of +12. The Hero has a DoD-2. If the attack is unopposed, then the Degree of Difficulty is based on how simple or difficult it willbe for the character to achieve his or her stated Intent. Example: If Dayn the Forgotten is trying to hit an unwary opponent with an arrow, the Degree of Difficulty would be based on such factors as the target’s range and degree of cover, not the opponent’s combat abilities. Compare applicable bonuses and penalties, and use the total as the modifier that will be appliedto the player’s Results Table Combat roll. 4. Player/GM Rolls To Attempt The Action To determine whether the Combat action is successful or not, the player/GM adds his CombatSkill Rating to the DoD and rolls 1D20, adding it to the result. Example: Dayn wants to shoot the unaware opponent. Dayn’s player rolls the D20 and gets a result of 15, and modifies the roll with the DoD (Degree of Difficulty) of -3. The final number is 12 (15 – 3 = 12), a Success. 5. GM Judges Result After the player/GM rolls, the GM interprets the Results Table result, taking into account thespecific circumstances surrounding of the action, and other factors. Combat actions intended to causedamage will produce one of the following results: Critical Failure: The attack fails due to a mishap of some sort; the attacker stumbles and falls, hits himself, hits an unintended target, breaks the weapon being used, etc. (GM’s ruling) Failure: The attack misses the intended target. Partial Success: The attacker scores a glancing blow that only does half the attack form’s total Damage Rating (rounded-up to the nearest whole number). Full Success: The attack does its full Damage Rating. Critical Success: The attack does full Damage Rating and achieves the attacker’s stated Intent. If the Intent was to injure or kill, the victim suffers a Critical Wound, and must make a roll using his Constitution Rating to determine how badly he is hurt. Subtract the Damage Rating of the attack from this CON roll. Partial Success means the victim suffers a penalty of -5 on all further actions until healed of the Critical Wound. Failure or Critical Failure means the victim is incapacitated until healed. See the chapter on Combat for more information of Critical Wounds. Example: Dayn gets a full success with his roll of 12 and does full damage with his arrow. If the roll had a DoD of -8 the final result would have been a 7 (15 – 8 = 7), a Partial success doing half- damage. 205
  • 206. COMBAT TACTICS In a game where a character’s stated Intent can dramatically affect the chances of success or failure, the choice of tactics plays an important role. For example, why stand toe-to-toe with a much larger opponent and risk getting flattened when you can attack from a safe distance with a bow, or use your quickness to dodge the big brute until he’s too worn out to hit you? There are four basic categories of tactics available to characters: Attack, Defend, Move, and Stunt. Each counts as a single action; using more than one Tactic in a single round of combat requires the attacker to take the standard penalty for Multiple Actions (see Rules section). Attacks, Movement, and Stunts can only be performed during the character’s turn. Defensive tactics can be used at any time during the round. The following section contains descriptions of each of these tactics and their most common variations. Attack An attack can be defined as any action intended to injure, restrain, stun, or otherwise hamper an opponent. There are four kinds of attacks: close attacks, ranged attacks, grappling attacks, and subdual attacks. Hitting an opponent in Combat The difficulty to his an opponent is- The attackers CR+ weapon skill – Targets Defense skill rating A defense skill rating can be; · DEX+Evade skill (usable versus all attacks.) · CR+Parry Skill (usable versus all attacks if a shield is used.) · CR+Parry Skill (usable versus hand to hand attacks if melee weapons are used. If attacked by a range weapon default to Evade skill) See defense for more detail. Close Attacks Intent Example: Dayn will move in and stab his opponent with his dagger. Most Common Attacker’s CR+ Skill vs. DoD = DEX + Evade Roll A Close Attack is a maneuver that attempts to cause damage to an opponent at close range. Any type of hand-to-hand combat, with or without weapons, is considered a Close Attack. Unless the intended target is unaware or incapable of defense, a Close Attack is considered an Opposed Action. To simulate a Close Attack, the attacker rolls on the Results Table, adding the Skill Rating for the weapon or attack form being employed. The defender’s Skill Rating is used as a negative modifier (see Defense, q.v.). A Close Attack can be used against multiple targets, at the standard penalty for Multiple Actions (cumulative -5 per extra target). Alternately, a single target can be hit multiple times with a “rapid fire” attack, with the same penalties being applied. “Rapid fire” attacks can be dodged or parried as if they were a single attack. Example: Dayn the beggar stabs at a city guard who is attempting to evict him. Dayn has a Skill Rating of +17 with melee weapons (the appropriate attack skill in this case). The guard defends with his DEX + Evade of +9. The total attack roll modifier is +8 (17 - 9 = 8). Dayn ’s player rolls a 10 for a total of 18: Full Success. The GM describes how the knife cuts into the lightly armored abdomen of the guard. Ranged Attacks Intent Example: Dayn will take his dagger and throw it at the man escaping on foot. Most Common Attacker’s CR+ Skill vs. DoD = DEX + Evade Roll A Ranged Attack is defined as any attempt to hit an opponent or target from a distance. Common Ranged Combat attacks include shooting with a projectile weapon, such as a bow or crossbow, firing206
  • 207. a catapult or other siege weapon, using a firearm or laser weapon, or using hand-hurled weapons likejavelins, rocks, or knives. If the intended target is unaware of the Ranged Attack or is immobile, the Degree of Difficultyis based on the target’s range and availability (size, visibility, degree of cover, etc.). If the defenderis actively trying to dodge or evade a Ranged Attack, the Degree of Difficulty is based on range andavailability plus the defender’s modified defensive Combat Skill or Attribute Rating. Penalties forrange and availability are as follows: · Target is within the effective range: no penalty · Target is double the normal range: -4 · Target is triple the normal range: -6 · Target is quadruple the normal range: -10 · Target is moving at double movement rate: -1 · Target is moving at triple movement rate: -2 · Target is moving at quadruple movement rate: -4 · Target is protected by cover: -1 per 10% cover · Target is smaller than man-sized: -1 to - 10 · Target is larger than man-sized: bonus of +1 to +10 All penalties for range and availability are cumulative. Example: If a target is double the weapon’s normal range and moving at triple movement rate, the DoD penalty would be -6. The standard penalty for Multiple Actions applies to Ranged Attacks as well. Ranges and firingrates for all other missile weapons can be found in the chapter on Equipment. Example: Dayn is firing his bow (Bow Skill Rating + 10) into a group of assassins while the noble he is protecting tries to make her escape. The lead assassin is a mere 25 meters away, which is within the effective range of Dayn’s bow. The assassin knows he is about to be shot at, so he rolls to one side as he moves in (Evade skill rating +8). Dayn has a DoD-8 to his Bow skill rating roll of +10. Dayn’s player rolls the D20 and gets a result of 7and adds his +2 to the roll for a total of 9; a partial success. The arrow grazes the approaching assassin, doing half the normal damage of the arrow. Throwing Distances Throwing Range 15m plus 3m per +1 STR The effective range for hand-thrown weapons is 15m plus 3m per +1 STR. Grenade Throws Intent Example: Dyane picks up a bottle of the strongest liquor, pushes a rag into the neck, and lights it. He waits for the pirates to show up and then throws the explosive spirits at their feet. Most Common Attacker’s CR + Thrown vs. DoD = DEX + Evade Roll Since the attacker isn’t targeting a particular opponent but an area, the roll is handled a bitdifferently. Throwing at half of one’s effective range is a DoD of -3, at normal range the DoD is -5,-10 for long, and -15 for beyond long range. A partial success means that the grenade lands 10 - Skill level meters (minimum of 1m) awayfrom the intended location. A failure means the grenade lands in some location but detonates withoutdoing any harm. A critical failure means the grenade lands at the thrower’s feet and explodes. Grappling Attacks Intent Example: Since I threw my dagger into the fleeing man’s back, I will grab the assassin in front of me and hold his weapon arm. A Grappling Attack is any attempt to grab, restrain, or throw an opponent through the useof strength, leverage, or special grappling weapons. Grappling Attacks are handled as per CloseAttacks. However, a defender who has been grabbed or restrained may take no further actions untilhe attempts to escape. If the defender’s escape attempt is unsuccessful, on the next turn the attackercan either throw or choke the defender without the need for a second attack roll. A thrown defendercan be hurled up to 2 meters away (+1 meter per +3 STR), and/or body slammed (DR 3 + STR). 207
  • 208. Choking causes STR+4 DR per round until the defender escapes or is rendered unconscious. Grappling Attacks cannot be used against multiple targets. A single target can be both grabbed and choked or grabbed and thrown in the same turn, at a -5 penalty for the extra action. While engaged in a Grappling Attack, the attacker has a -5 penalty to his defensive Skill Rating and the victim has an effective defensive Skill Rating of zero. Example: Dayn is having a few drinks in a bar and has had the misfortune of drawing the attention of the local tough, Skelos the Unclean. Dayn knows that Skelos, who is far larger and stronger than he, will try to get him in a hold and choke him. Dayn, who is faster, decides to be the first to try to get a hold. He jumps on the back of the brawny Skelos and attempts to apply a choke hold. Dayn ‘s Unarmed Fighting Rating is +14 while Skelos’ is +8 (modifying Dayn’s skill to +6). The GM decides that since Dayn is attempting a very daring maneuver (tumbling through Skelos’ defenses to get at his back) he receives a -3 to his Results Table roll (modifying the brawl skill further to +3). Dayn’s player rolls a 7 and adds the modifier of +3 for a result of 10: Partial Success. The GM rules that Dayn has successfully grappled Skelos but his chokehold causes no damage. Because of their unusual nature and wide variety of effects, Grappling Attacks have different Results Table results than standard Close Attacks as follows: When Making a Grapple Attack: Critical Failure: The attacker has twisted himself into an awkward position and failed to effectively hold his opponent. The opponent receives a +5 bonus on their next attack vs. the grappler. Failure: The attacker fails to grab the defender. Partial Success: The attacker gets a partial hold but has little leverage. No choke or throw attacks may follow this attack. The defender gets a +5 bonus to his or her attempt to escape this hold. Full Success: The attacker achieves the hold they were attempting. They may throw or choke the defender with their next action, or simply continue to hold. Critical Success: The hold is especially well placed and strong. The defender takes an additional -5 penalty to any escape attempts. When Escaping: To escape the victim must make a CR + STR (or Unarmed Fighting) versus a DoD equal to the grappler’s CR + STR (or Unarmed Fighting). Critical Failure: The defender twists himself into an even worse position. He takes an additional -5 penalty to any further escape attempts. Note that further Critical Failure results do not add to this penalty. The maximum is -5. Failure: The defender remains in the hold. Partial Success: The defender slips partway out of the hold. Add +5 to his next escape attempt. Full Success: The defender escapes the grapple. Critical Success: The defender performs a perfect reversal. The defender may make an immediate attack on his opponent at full skill, flee, or perform any other action. Subdual Attacks Intent Example: I want to keep the assassin for questioning so I will bludgeon him on the head with a bottle to try and knock him out. A Subdual Attack is an attempt to knock out an opponent by non-lethal means. This Tactic requires the use of a blunt weapon (such as a club, staff, mace, punch, kick, etc.), and can be used as part of any attack. Damage from a Subdual Attack is tallied the same as for other forms of attack. However, if a subdual attack causes an opponent to be reduced to 0 HP, the victim is merely rendered unconscious for 1–20 rounds(1D20) minus the victim’s CON (minimum of one round). Hit Points lost as a result of a Subdual Attack are restored shortly after the victim regains consciousness (1–10 minutes, or with a successful CON roll against Difficulty 10, per the GM’s ruling).208
  • 209. Off-Handed Weapon Use Intent Example: Since my right hand is trapped under the rock, I want to use my left hand to grab the dagger and stab the beast. A Hero may suffer a wound that renders her weapon hand useless or she may be using twoweapons at once. When the Hero uses her off-hand, she suffers a penalty of -5. Non-proficient Weapon Use Intent Example: Even though I don’t know how to use the bow, I pick it up and fire, hoping for the best. When a Hero uses a weapon that he is not proficient in, he suffers a penalty of -4 to the DoD ofany attack. Improvised Weapons Intent Example: I quickly look around the room and spy a chair. I grab it and hit the thug over the head with it! Sometimes objects not crafted to be weapons nonetheless see use in combat. Because suchobjects are not designed for this use they suffer a -4 penalty on attack rolls. To determine theappropriate damage for an improvised weapon, compare its relative size and damage potential to theweapon list to find a reasonable match. Usually improvised weapons break after a number of usessince they aren’t designed to stand up to the rigors of combat. An improvised weapon may be used anumber of times equal to half its attributed Damage Rating (DR). Example: A Hero uses a chair to bash the head of a thug. The Hero suffers a -4 attack penalty and the chair is treated as a club with a DR 6. The chair can be used 3 times before it falls to pieces.Defense A Defense can be defined as any action intended to avoid or block an attack. A defensive actiondiffers from the passive defense added to the DoD of rolls made against the character. The passivedefense represents a character’s normal defensive instincts and combat training. A defensive actionrepresents an all-out defense where the character focuses on defending himself as a top priority. There are two types of defense tactics: Dodge and Parry. An opponent does not need to haveInitiative to either Dodge or Parry an impending attack. To do so, the defender must declare theIntent to defend before the opponent rolls for the attack. The procedure for defense is the same as for attacks. The defender rolls on the Results Table,adding their defensive Skill Rating and subtracting the attacker’s Skill Rating. Read the ResultsTable for the outcome of the defensive tactic. Note that in the case of a full or critical defensivesuccess, there is no need for the attacker to roll to hit. Dodge Intent Example: Dayn sees the last assassin approaching from behind and wants to move out of the way of the swinging blade. Most Common Defender’s DEX + Skill vs. DoD = CR + Skill Roll Dodging is a defensive maneuver that moves the character out of harm’s way. This may be assimple a maneuver as ducking, or as complex as a backflip. Dodging is effective against close, ranged, and grappling attacks. Any of the following Skills orAttributes can be used for a dodge attempt: · Evade Skill Rating · Athletics Skill Rating at -5 · Unarmed Fighting Skill Rating at -3 · Dexterity Rating or Combat Rating (as per rules for substituting Attributes for Skills) Example: Dayn manages to disable all but one of the assassins before they reach the fleeing Senator. The last assassin leaps aboard the wagon that Dayn is in, tearing at him with his dirty knife. 209
  • 210. Not wanting to lower himself to fighting like an animal (or risk being dragged from the back of the wagon), Dayn elects to dodge the assassin‘s attack. Dayn’s Evade Skill Rating is +10. The assassin’s Small Blades skill rating is +9. Dayn rolls with a +1 bonus (10 - 9 = 1) and gets a final result of 8: Partial Success. The evasive maneuver doesn’t entirely avoid the assassin’s attack, so Dayn will take 1/2 damage if the assassin’s attack roll succeeds. Evading Grenades or Area-effect Attacks Intent Example: The young rogue realizes what’s bounced to his feet is a live grenade. Thinking quickly, Dayn leaps out of the blast area and tumbles to safety. Most Common Defender’s DEX + Evade vs. DoD = -3 per 1m radius Roll Grenades are usually never thrown directly at a Hero but at the area he is standing in. The Hero must actively dodge out of the area with an Evade roll. The DoD is usually equal to -3 per 1m radius of the area of effect (minimum of -3). A partial success means the Hero takes only half-damage/effect from the attack. Example: An attacker throws a grenade with a blast radius of 4m at Dayn. Dayn decided to spend an action and actively dodge out of the area. The DoD is -12. Parry Intent Example: Quickly pulling his dagger from the back of the foe he killed earlier, he parries the next sword blow. Most Common Defender’s CR + Skill vs. DoD = CR + Skill Roll A Parry is a defensive maneuver that interrupts an attack by putting something in the attacker’s path, such as a shield or weapon. Shields are designed expressly for this purpose, and give defenders who have a shield a +2 bonus when used for Parrying (or +1 for individuals who don’t have Parry skill and are attempting this tactic). This maneuver is known as a Shield-Parry. Any of the following Skills or Attributes can be used as the modifier for a Parry attempt: · Parry Skill Rating · Weapon Skill Rating at -5 · Unarmed Fighting (no penalty if parrying a Unarmed Fighting attack; penalty of -5 if parrying a weapon attack) · Combat Rating (substitution) Ranged Attacks can also be parried with melee weapons, but at an increased Degree of Difficulty (penalty of -10) shields do not suffer this penalty. Attacks by exceptionally large and powerful opponents that overwhelm the defender cannot be parried, such as a falling boulder or a charging elephant. Note that a result of Critical Failure when attempting to Parry means that the defender is not only hit by the attack, but whatever was being used to parry has been damaged or destroyed (GM’s ruling). After Dayn’s attacks, the guard decides to hit back with his fists. Dayn chooses to actively defend against this attack by parrying with his knife. Dayn’s melee weapon Skill Rating is +17. He does not have the Parry skill and so uses his Weapon skill at -5 to parry) and the guard’s Unarmed Fighting Skill Rating is 10. However, Dayn has already performed one previous action in the round, so he takes an additional -5 to his Parry roll for a total modifier of -3 (17 - 5 - 10 - 5 = -3). Dayn’s player rolls a D20 and gets a 14 for a total of 11: Full Success. Dayn will take no damage from the soldier’s attack and there’s no need to roll to see if it hits. NOTE: Area effect attacks cannot be parried only evaded. Mental Defense Intent Example: The guard tries to intimidate Dayn. Most Common Defender’s WIL + Mental Evade vs. DoD = WIL+ Skill Roll Used when one person is trying to intimidate, coerce, or influence another. If, for instance, a Hero is trying to intimidate a target, he rolls his CHA + Intimidate versus a DoD equal to the target’s WIL + Resolve skill.210
  • 211. Movement Movement is a tactic intended to increase or close the distance between attacker and defender.There are three variations: Retreat, Flee, and Advance. Note that in all three cases, rugged or difficultterrain can decrease the maximum distance that can be covered in a round, and may even requireSPD or skill rolls to navigate safely. Advance Intent Example: Dayn moves with caution toward his opponent, assessing the situation as he advances. Most Common Hero’s SPD + Athletics Roll An Advance is an attempt to close with an opponent at his normal Movement Rate or less. Thistactic allows the individual to attack or defend while moving without penalty. It is also possible touse this tactic to Advance under cover, making it more difficult for opponents to target the advancingindividual with Ranged Attacks (q.v.). Charge Intent Example: Dayn moves at twice his normal speed toward his opponent, hoping to use the added momentum to drive his blade home. Most Common Hero’s SPD + Athletics Roll A high-speed Advance is called a Charge (double normal movement). This tactic allows theindividual to move quickly, though at the expense of any attempts at defense. Charging is consideredan action for the sake of action penalties and while doing so the hero only benefits from half hisDefense. When making Close Attacks while Charging, additional damage is determined by how fast thehero was moving. The hero may add in addition to his STR, his SPD+ 1 for double movement,SPD+3 for triple movement, and SPD+6 for quadruple movement (see movement for details ondifficulty of the action). Example: Dayn (STR +1, SPD+2) runs with abandon toward his opponent and uses his forward momentum to drive his sword deeper into his opponent’s chest. Dayn must first make a move roll with a DoD-4 which he succeeds at with no problem. His SPD of +2, +1 for moving double his movement is added to the DR of the weapon (sword DR8). If Dayn is successful in his attack (remember he has a -5 multi action penalty), he will do 12 points of damage (DR8 of the weapon +1 for STR, +2 for SPD, and +1 for his movement rate). See the Combat Skill or Mounted Combat sections for additional modifiers Flee Intent Example: In the kitchen, Dayn sees the back door open and decides to make a run for it before he is overwhelmed. He turns and makes haste past the incoming cook. Most Common Hero’s SPD+ Athletics Roll Fleeing is an attempt to disengage from an attack without regard for considerations of defense orattack. Instead, the main goal is to escape as quickly as possible. A Fleeing opponent can move up tohis full Movement Rate per round, but may not attack or defend while doing so. Attempting to Fleewhile engaged in Close Combat of any type exposes the fleeing opponent to one attack (opponentrecives half their defense) from each opponent within range. A successful dodge or parry will allowan individual to Flee on the following round without being exposed to a Close Attack. If a Fleeing character is being pursued, both the character and pursuer(s) must make AttributeRolls vs. their respective SPD once for each round of pursuit. Compare Results Table die rolls andSpeed Ratings to see if the Fleeing individual escapes or gets caught, using the following guidelines: 211
  • 212. Critical Failure: Stumble and fall; you’re injured and cannot continue next round. Failure: Stumble and fall; you can get up and continue next round. Partial Success: Move up to half your maximum Movement Rate. Full Success: Move up to your maximum Movement Rate. Critical Success: Maximum Movement Rate plus you gain an additional 15m on opponent. Note: for Mishaps and Failures that occur during aerial or aquatic pursuits, substitute stumbles for collisions, unfavorable wind/water currents, and/or crashes as applicable. Retreat Intent Example: Dayn sees that the tavern is becoming crowded with attackers and moves back through the kitchen door. Most Common Hero’s SPD + Athletics Roll A Retreat is an attempt to disengage from a melee attack in an orderly and measured manner. The retreating opponent can move up to half her normal Movement Rate per round while continuing to fight or defend against attack without penalty. When fighting the Hero only receives half her normal bonus to hit since she is backpedaling to get away. The benefit of retreating is that the Hero receives a bonus of her SPD+3 to her defense rolls versus her opponent. The Hero subtracts her SPD from her opponent’s and the difference is the number of rounds she must retreat before being considered disengaged (minimum of 1 round). Example: Dayn (SPD+1) is fighting a patron of the bar (SPD+3). To retreat without allowing a free unopposed attack, Dayn must retreat for two rounds (3 – 1 = 2). If the Opponent had a SPD+0 Dayn would only have to retreat for one round. Stunts A Stunt can be defined as any type of unconventional maneuver attempted during the course of combat. This tactic includes such flamboyant maneuvers as leaping from high places, swinging from ropes or chandeliers, vaulting over opponents, and the kind of daredevil moves that are commonly seen in most action-adventure movies. It also covers “dirty tricks,” like tripping, throwing dirt in an opponent’s eyes, and so on. Any applicable skill or Attribute can be used as a modifier for a stunt; though most actions of this sort carry a stiff penalty for Degree of Difficulty (GM’s ruling applies in all cases). Characters that possess Unarmed Fighting, Acrobatics, and certain performing skills generally fare better at stunts than those who do not have such specialized abilities. Under certain circumstances, a stunt can be combined with another tactic without incurring a penalty for Multiple Actions. For example, leaping over a bar counter and kicking an enemy can be accomplished in one fluid action, and need not entail any added penalty for multiple actions. However, leaping over a rail, swinging from a chandelier, and kicking an enemy who was across the room would count as an additional action, resulting in the standard -5 penalty. Since every stunt is different, we won’t provide you with an exhaustive list here. It’s always up to the GM to determine what the Degree of Difficulty is for any given stunt, based on the specific circumstances and how “cinematic” she wants the game to be. It’s usually a good idea for the GM to tell her players ahead of time just what sorts of stunts will be allowed. Example: Dayn cuts a rope with a thrown knife, bringing down a bazaar stall on the heads of two guardsmen. (Weapons (Thrown): Difficulty -10 for a small target). Alcmene the thief whirls her cloak in the rushing guardsmen’s faces as she jumps behind the bar. Hopefully, the cloak will momentarily stun and blind the guards, allowing Alcmene to seemingly vanish. (Acrobatics: Difficulty -15 to confuse all three guards).212
  • 213. Aimed Shots, Disarming, and Bypassing Armor An aimed shot is an attack intended to hit a very specific target and/or cause a very specificeffect. Almost any Combat Tactic can be used in conjunction with an Aimed Shot. A Ranged Attackintended to cut a ship’s sail, disable a moving vehicle, or knock a weapon from an opponent’s handis an Aimed Shot. So is a Close Attack intended to disarm an opponent by striking his hand, or aShield Parry used to deflect a missile in a specific direction. The ability to temporarily stun or subduean opponent with a single blow, a staple of the action-adventure genre, can also be accomplishedwith an Aimed Shot. Aimed Shots are handled much like other Combat Tactics, the main difference being thatmaneuvers of this sort usually carry a pretty severe penalty for Degree of Difficulty — notsurprising, given the fact that an Aimed Shot is by its nature much more difficult to accomplish thana standard attack.Aiming for Accuracy A hero may aim a shot or take extra time for added precision. Doing this gives the hero a bonusto his roll but takes one full round to accomplish. If the hero forgoes any other action that round hereceives a bonus of +5 to his next action. During that round the hero must remain steady and onlyreceives half his defense verses attacks.Disarming a Weapon Disarming an opponent has an additional penalty of -2 to -10 depending on the size of theweapon and how it is being handled.Bypassing Armor Aimed Shots can also be used to hit the small parts of an opponent that are not covered by theirarmor, and thus ignore its Protection Rating. The additional Degree of Difficulty penalty for thistactic is equal to the total base PR of the armor type worn. A light cuirass is -1, medium, -3, heavy-6, etc. Example: Dayn is trying to strike through a seam of an opponent’s medium set of full plate. The opponent’s evade is 10 so normally Dayne would have a DoD-10 to hit him. When we add in the penalty for trying to bypass armor (full suit of medium armor base PR7) the final DoD is -17.NOTE: Some armor PRs are further customized by racial modifiers. The added PR is not factored into theprotection Rating, just the base PR of the armor type.All Aimed Shots and Disarm attempts need a FULL success A result of Success or Critical Success is required to achieve the intended effect; for AimedShots, a result of Partial Success is the same as Failure. Firearms & Automatic Weapons Although Humans prefer hand-to-hand combat, firearms will likely come into play at some point.High rate-of-fire guns and automatic weapons — whether they fire slugs, bullets or lasers — arehandled a bit differently than single-shot ranged weapons such as bows, crossbows, and slings. Firearms like handguns, sub-machine guns. and assault rifles can fire at a much higher rate offire than muskets and bows. The Multiple Action rule is applied differently to rapid-fire firearms.Characters are able to fire a number of shots per round up to the listed Rate of Fire (RoF) of theweapon used, representing a single action. These shots must be fired at a single target. In the case ofshotguns and similar area-effect weapons, shots must be fired into a single 10-foot target area. If acharacter changes targets, the Multiple Action rule applies.Rate of Fire Penalty When shooting a weapon with a rate of fire, the Hero suffers an additional penalty to his attackroll equal to the rate of fire. Example: When shooting a weapon with a RoF of 3 the Hero suffers a-3 to his attack roll.Damage Done from Rate of Fire Weapons The damage done is equal to the Damage Rating (DR) of the weapon multiplied by the Rate ofFire (RoF). Example: a weapon with a DR of 8 and a RoF of 3 would do 24 points of damage on a successful attack. 213
  • 214. Ammo Use Automatic weapons can obviously fire more than 2, 3, or even 10 bullets in a single round; however, this is abstracted in that it is assumed a large number of bullets are being fired but only the number up to the RoF will possibly strike a target. For the purposes of tracking the amount of ammunition used, the actual number of bullets fired by an automatic weapon is equal to 3 times the RoF. For the purposes of determining the amount of damage done, consult the Results Table Critical Failure The weapon jams. The Hero must spend 5-INT rounds (minimum of one) un- jamming the weapon. Failure The attack misses completely; uses 3x ROF ammo Partial Success: The attack does standard DR of weapon, uses 3x ROF ammo Full Success Multiply DR by the Rate of Fire; uses 3x ROF ammo Critical Success Multiply DR by the Rate of Fire; uses half as much ammo Spraying an Area Sometimes there may be a need to spray an area in the hopes of hitting multiple targets. The Hero determines the area in meters he wants to shoot into and takes that as a penalty to his roll. Everyone in the area has a DoD equal to his modified skill total to evade the attack. If the attack is successful, those who fail to evade are hit by a single round of ammo. Normal rate of fire rules apply for the expenditure of ammo. Example: A soldier (Submachine Gun +9) is the rearguard of a retreating group. A troop of enemy soldiers are in pursuit, and he turns and fires his weapon at a 3-meter area, hoping to hit all five. The soldier has a penalty to his roll of -3, making his total modified skill +6. The advancing soldiers would have to evade as normal not to be hit. If they fail their roll and the soldier succeeds, then he would hit the pursuers for normal damage. Scale Occasionally, objects of vastly different sizes get involved in combat. The scale modifier accounts for the fact that bigger items are easier to hit than smaller ones. Use the accompanying chart as a guide for determining the appropriate value for the two combat participants. Scale Values Item Value Up to Small Mountain 10 Up to Empire State Building 8 Up to Nimitz-class Aircraft Carrier 7 Up to Naval Destroyer 5 Up to Boeing 747 4 Up to Six-Story Building 3 Up to City Bus 2 Up to Average Car 1 Average Human 0 Child -1 Breadbox -2 Fashion Doll -3 Action Figure -4 Plastic Army Figure -5 Ant -7 The head of a pin -8 Virus -9 Atom -10214
  • 215. At Human-level, scales do not make a difference and damage is not modified. It is assumed thatlarger animals and constructs have attributes built in such a way to define how big they are and thedifficulty to hit or be hit by them. An elephant, for example, is large and lumbering, represented bya low DEX attribute; but hits incredibly hard when it does, represented by its much greater STRattribute. Scale only becomes a factor when the size difference between objects becomes extreme. A fighterplane attacking large capital ships or huge battle stations is an appropriate use of scale. The chart below shows the difference in scale and the bonuses or penalties applied when tryingto attack the target. · If the attacker is larger than the defender, then the scale modifier is added to the Defense Value. · If the attacker is smaller than the defender, then the scale modifier is subtracted from the Defense Value.Scale Modifiers Personal Vehicular Capital Scale 0 1 2 3 4 5 6 7 8 9 10 0 - - +2 +2 +4 +4 +6 +6 +8 +8 +10 1 - - - +2 +4 +4 +6 +6 +8 +8 +10 2 -2 - - - +2 +4 +4 +6 +6 +8 +8 3 -4 -2 - - - +2 +4 +4 +6 +6 +8 4 -4 -4 -2 - - - +2 +4 +4 +6 +6 5 -6 -4 -4 -2 - - - +2 +4 +4 +6 6 -6 -6 -4 -4 -2 - - - +2 +4 +4 7 -8 -6 -6 -4 -4 -2 - - - +2 +4 8 -8 -8 -6 -6 -4 -4 -2 - - - +2 9 -10 -8 -8 -6 -6 -4 -4 -2 - - - 10 -10 -10 -8 -8 -6 -6 -4 -4 -2 - - Example: A scale-0 opponent trying to hit a scale-3 opponent would receive a bonus of +2 to hit his opponent. Example: A scale-6 opponent is attempting to attack a scale-0 opponent. He would suffer a -6 penalty. Scale And Damage The scale modifier is either subtracted (minimum of one point of damage) or added to thedamage. Once the damage is modified, the armor’s PR further reduces the damage. Personal Vehicular Capital Personal (0–2) X1 DR 50% DR 10% DR Vehicular (3–6) X5 DR X1 X50% DR Capital (7–10) X10 X5 X1 Example: A scale-0 opponent (with a DR12 weapon) trying to hit a scale-2 opponent would receive a bonus of +1 to hit his opponent and would suffer no reductions in damage. Example: A scale-6 opponent (with a DR12 vehicular weapon of the same scale) is attempting to attack a scale-0 opponent. He would suffer a -6 penalty but if he does hit he would do 60 points of damage. Example: A scale-0 Hero (with a DR18 weapon) is attacking a scale-6 opponent. He would receive a +6 to hit the opponent but his damage would be reduced to 9 DR. Example: A scale-0 Hero (with a DR 20 weapon) is attacking a scale-10 opponent. He would receive a +10 to hit the opponent but his damage would be reduced to 2 DR. 215
  • 216. LIFE AND DEATH IN THE GAME Hit Points (HP) This is a measure of how much injury a character can sustain before dying. This total is modified one time only for beginning characters by adding or subtracting a number of points equal to the individual’s Constitution Rating. Thereafter, Hit Points only increase with a raise in the Constitution Attribute. Hit Points are not used as an Attribute Modifier or to make Results Table rolls. Heroes and major NPCs calculate Hit Points differently than minor characters and run-of-the- mill rent-a-goons/minions. Since minions and minor NPCs aren’t integral to the story, they are treated like cannon fodder for the Heroes to wade through and are thought of as a minor obstacle or the bridge to the greater drama in the story. NOTE: Minions and other minor NPCs do not have bonuses for CON added to their Hit Point totals. Stun A Hero who is stunned loses an action that round. He may still act that round, but has a multi- action penalty as if he has already performed an action. Death & Dying Individuals or creatures reduced to zero or less Hit Points are rendered unconscious and on the verge of death. Should this happen the Game Master should immediately roll on the Results Table, using the victim’s CON versus a DoD equal to the number of points he is below zero Hit Points. The total will yield one of the following results: Critical Failure The character is dead. Failure Things are looking grim. The victim is fading fast and will need to make another CON roll every minute at a cumulative penalty of -1 per minute. A result of failure or worse on any of these subsequent CON rolls results in death. A result of partial success or better, and the victim gets to live for another minute. At best, the victim will suffer a permanent injury of some kind (as per a result of Partial Success). The need for the CON roll can be negated if someone with the Heal or Medicine skill stabilizes the Hero with a roll versus a DoD equal to the number of Hit Points below zero. This roll will not restore Hit Points; only stop the need for further rolls. Partial Success: The victim will recover, but will suffer some sort of permanent injury. Possibilities include disfiguring scars, a 1-point reduction of one of the victim’s Attributes, amnesia, or some other disability appropriate to the circumstances surrounding the victim’s “near-death experience” (GM’s ruling). Full or Critical The victim will recover completely, with or without medical attention, and Success suffer no permanent damage. These rules should be reserved only for PCs or important NPCs. Any other individual reduced to 0 HP or less can simply be considered dead at once. Example: Dayn (CON+1) has taken damage that has reduced him to -5 Hit Points. His CON roll DoD is -4. He rolls the D20 and gets a Partial Success, meaning that he will eventually recover with some sort of scar or permanent wound. CRITICAL WOUNDS Any attack that is made with the intent to kill or injure that yields a Results Table result of Critical Success will cause a Critical Wound. Assuming the victim has not been reduced to zero or less Hit Points, he must make a roll vs. his CON Rating (minus the DR of the attack) to determine the extent of the injury, as follows: Failure/Critical Failure Victim is incapacitated and rendered incapable of movement, regardless of actual Hit Point total. No further actions can be taken until the Critical Wound damage is healed with a Medicine skill roll. In the case of minor NPCs, a critical hit can cause instant death or knockout (GM’s ruling) without the need for a CON roll.216
  • 217. Partial Success: Victim can continue, but suffers a penalty of -5 on all die rolls until the Critical Wound damage is healed (by Dynamist or non-Dynamist healing, or through rest and recuperation). Full/Critical Success Victim can continue without penalty. Example: a Hero swings his sword and critically hits his opponent. The opponent takes 5 points of damage after armor reduction. The opponent must make a CON roll with a DoD-5 (the damage taken). The opponent rolls a 14 and gets a success to carry on fighting as normal, but with a particularly nasty wound. Later that same battle, the Hero again scores a critical hit on his opponent who must again make a CON roll. This time the opponent gets only a partial and continues to fight, but now with a penalty of -5 to ALL his actions. Mooks’ Death and Dying, and Critical Hits The critical hit rules are only used for Heroes and important NPCs. A mook or henchman (or anyother character not central to the story) dies or is otherwise rendered unconscious and out of combatwhen they reach zero Hit Points and may not roll on the Death and Dying Chart. When a mook is hitwith a critical hit they automatically fail and are taken out of the combat. Example: Dayn is fighting a crime lord and his two henchmen. The henchmen intercede between Dayn and the crime lord and try and protect their master as he escapes. Dayn stabs his dagger into the first henchman and rolls a critical success, and the henchman goes sprawling to the floor (no roll versus his CON is made). The other henchman swings and hits Dayn with a critical hit of his own, doing 5 points of damage. Dayn must make a CON roll with a DoD-5 to stay up and active (he does and play moves on). Dayn stabs again with his dagger and reduces the henchman to zero Hit Points. Normally a Hero would make a Death and Dying roll at zero Hit Points but a mook is not offered this benefit and dies on the spot. Dayn now moves on to finish the Crimelord….Healing Natural Healing = 5 Hit Points per day + CON Attribute Healing occurs at the rate of 5 Hit Points per day, plus one additional point of healing per +1Constitution Rating. Individuals with negative Constitution Ratings heal at the rate of 5 HP per day,minus one point of healing per -1 CON Rating (the minimum rate of healing is 1 HP per day). Thesehealing rates assume reasonably good conditions and treatment as well as no strenuous activity. Notethat specific injuries, such as broken bones, may take longer to heal than simply regaining the HitPoints lost. This is left to the GM’s discretion. Example: Dayn with a CON+1 is convalescing at his home. He lays in bed for 5 days and recovers 30 hit points. 5 points plus 1 for CON per day for 5 days (5 x 6 = 30) Individuals who have suffered a Critical Wound, a permanent injury, or a close brush with deathmay require a period of convalescence. If the victim receives immediate Magic or medical healing,he or she may be fully recovered after just a few hours of sleep. Otherwise, recovery time couldrange from a day or two to a week, several weeks, or even longer. The amount of time required tomake a full recovery in such instances is up to the GM to decide, based on the nature and extent ofthe victim’s injuries.THE ENVIRONMENT A GM should always keep the character’s environment in mind. The environment can come intoplay in a number of ways. Is it raining? If so, perhaps a penalty for wet and slippery surfaces shouldbe applied to combat. Is there a considerable amount of noise and confusion? If so, Concentrationand skills like Disable Mechanism may require negative penalties. Extreme Temperatures Most importantly, severe environmental factors like extreme heat or cold could actually causedamage to those not equipped to deal with these extremes. Heroes who find themselves in the deep desert may take damage from the extreme heat as wellas from possible thirst. Those who are shipwrecked in an arctic environment without adequate 217
  • 218. protection will take damage from exposure and hypothermia. The amount of damage dealt by extreme temperatures is at the discretion of the GM, but should generally range from 1 to 10 DR per hour of exposure. Thirst and hunger will likewise cause characters to take damage. When a Hero is exposed to the elements, he must make a CON resistance roll. Critical Failure The Hero suffers full damage and temporarily loses one point of CON until he is removed from the element and can convalesce for a number of hours equal to CON+2. Failure The Hero suffers full damage. Partial Success: The Hero suffers half damage or effect of exposure. Full/Critical Success The Hero suffers no penalty. Drowning A character can normally hold their breath for up to one minute plus 1 round for each point of CON or minus 1 round for each negative point of CON. When the character succumbs and starts to drown, he takes 2 DR per round. Fire Lighting a person on fire causes DR4 per round of contact. The damage rating for a blazing campfire is 8 points for each round of close contact. Adjust this value based on the size and intensity of the fire. Poison The resistance and Damage Rating of a poison depend on how long it takes to have an effect and on its toxicity. The Damage Rating listed here are for doses lethal to the average Human, which may vary from a few drops (cyanide) to several ounces (ammonia). For poison that is ingested or inhaled, the Hero takes the damage until he makes a successful CON resistance roll and thus flushes the toxin out of his system. Armor and Protection powers do not help against poison. Timely administration of an antidote gives the resistance roll a +10 modifier. For poisons such as acids that do damage on contact, the Hero does not make a resistance roll. Instead, he takes damage until he washes off the poison (armor protects in this instance). Poisons can do more or less harm depending on their quantity, though the DoD to resist will always be the same. Poison Poison STR & DR Black Widow Bite 3 Ammonia 3 Mandrake 5 Hydrochloric Acid 7 Botulism 8 Arsenic 9 Cobra Venom 10 Cyanide 30 Example: Dayn drinks a cup of wine tainted with a STR 8 poison. To resist the effects, Dayn must make a CON roll with a DoD-8. If he fails, he takes 8 points of damage and must again next round make another CON roll to resist. Radiation The Damage Rating for a fatal dose of radiation is 5–15 points per round of contact, minus the Hero’s CON depending on the amount and source. The amount and type of the radiation alters this value. At your discretion, the radiation may have additional effects.218
  • 219. Vacuum After 3 rounds in a vacuum, a Hero must make a CON roll versus a DoD-6 needing a FULLsuccess. If successful the Hero is safe that round and must make another the next round. If he failsthe roll he suffers a reduction of 50% of his Hit Points, suffering excruciating pain as air bubblesform in his blood stream (no PR protection). If the Hero misses two rounds of CON rolls he is on thebrink of death as he suffers from aeroembolism, losing another 50%. After the Hero has failed two CON rolls he makes one final CON roll, and if he fails he fallsunconscious and dies. Diseases And Afflictions The following is a list of ailments common to the Known Worlds. Included are various folkremedies and other treatments known (or at least believed) to be of some effect in curing or abatingthese maladies. This list is by no means exhaustive and there are dozens if not hundreds of otherdiseases that player characters may encounter in their adventures. Diseases and Affliction Resistance Normally an ailment is resisted with a CON roll with the DoD equal to the level of the of themalady. Only one roll is made to resist and if successful no other roll need be made. This does notmake the Hero immune to the affliction and she may later encounter the affliction again requiringanother roll. If the CON roll is a failure, the Hero succumbs to the disease and suffers the full effects. If apartial success is rolled, the Hero suffers the effect of the affliction at half-strength. The Ague (Malaria) Level 7 A parasitic disease spread by mosquitoes, the Ague causes shaking chills, then severe fever andheadache. After several hours the victim begins sweating profusely, whereupon the headache andfever disappear. Attacks recur every two to three days. Also causes weakness and some anemia. Notes: The Ague is rarely fatal with proper attention paid to the fever. While under the effectsof the disease characters suffer a -2 penalty to all Attributes due to fever and shakes. Normally, theinfection runs its course in two to three weeks. Gonorrhea Level 10 A bacterial infection of the genital tract, transmitted through sexual contact, with an incubationperiod of 2–8 days. After incubation, characters suffer an urgent and burning sensation on urinationwith profuse discharge of pus. Inflammation of the prostate and seminal vesicles may lead to feverand difficulty urinating. If infection spreads to the upper tract, there is acute fever and abdominalpain. Bacteria may invade the bloodstream and produce infections in other parts of the body, mostcommonly arthritis; the sufferer then develops fever and hot, swollen, painful joints. In males,symptoms normally subside in three to six weeks; in females, in a month or two. Serious infectionsmay result in infertility for both males and females. Sufferers may remain infectious for severalmonths following infection. Known colloquially as the Clap, this disease is rarely fatal, -1 CON forduration, -5 to any Diplomacy or CHA rolls made on the Results Table where the target knows of thecharacter’s infection. Influenza Level 10 An acute, extremely contagious viral infection of the upper respiratory tract, spread by inhalationor contact with an incubation period of only 1–2 days. Those afflicted suffer a sudden onset of chillsand fever, headache, general body pain and overall malaise; weakness, nausea, eye pain, mentalconfusion. After 1–5 days the respiratory symptoms increase: dry or sore throat, cough, runny nose. Seriouscomplications include bronchitis and bacterial pneumonia. The disease can last a few months maximum. Afflicted characters take -2 CON for the duration.If pneumonia results, a further -1 CON per week is suffered until death occurs at -5 CON. Notes: Because influenza is very contagious, it often forms epidemics, generally occurring in thewinter or early spring. 219
  • 220. Leprosy Level 5 A bacterial infection transmitted by respiration or contact, leading to disfigurement and eventually death, with incubation sometimes lasting years. Those afflicted will see their facial features begin to coarsen and the voice becomes