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TPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLA
TPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLAYTESTPLAYTEST PLA
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 pregenerated 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.
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Once their adventures are complete, the players should feel that they were the primary (and most
important) element in the story. To support this, their characters actually have access to mechanics
that allow for permanent change in the game world.
8.) What types of behaviors/styles of play does ATLANTIS
encourage?
The player characters are made in the vein of classic sword and sorcery Heroes; there is a
tragedy for every triumph. Players are encouraged to not only succeed at goals, but to bring their
disadvantages into play. Renown is particularly important, and therefore makes players proactive
rather than reactive. To attain Renown the player characters must accomplish goals or having daring
exploits that catches the attention of their peers and the common man.
9.) Where does ATLANTIS take the players that other games
don’t?
ATLANTIS is a front loaded game where the heroes are accomplished and competent from the
moment play begins. The goal of the game is not to amass power and skill but to use their existing
skill to realize their goals. The game is not interested in the amassing of wealth but the accumulation
of 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 without
their characters’ involvement. It is impressed upon the players that they are the movers and shakers
in the game world, and that they have the potential to literally change the course of events as it
unfolds. There are subsystems that allow the characters to manipulate and change the social well
being of an entire country. Furthermore, players are motivated by Renown and destiny to move their
character forward through their adventures. Proactive play is rewarded; the penalty for idleness is no
Renown 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 is
envisioned 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 the
Dungeon and Dragons fantasy tropes. Atlantis is not made in opposition to D&D and the derivative
games that came after it but as an alternative play environment and play style for those looking for
something different. In ATLANTIS, Renown takes the place of gold and the Hero’s deeds take the
place of their loot.
3
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.
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Glossary
These definitions provide you with a general idea of what each term means; they are described in
more detail within the book. Terms italicized within each definition refer to another entry within this
glossary.
Action: A task that the character undertakes or something that the character does, like give a speech or climb a
wall.
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 the
active 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 features
that 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 has
occurred.
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 effect
value.
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 are
used 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 to
have. 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 subtracted
from 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 glancing
quickly around a room.
Modifier: A number that is added or subtracted from another number to represent a change in the typical
situation.
Opposed Action, Opposed Difficulty, Opposed Roll: 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
(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 take
longer.
Scale: A game mechanic representing opponents of vastly different sizes can affect each other differently in
combat.
Skill Rating: Skills are abilities acquired through training and practice.
XP: Experience points.
5
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
The Age of Screams and Fire
“Olódùmarè was only the first being to awaken, and the most beneficent. By laying down rules
for the universe Olódùmarè inadvertently woke the Elder Gods. These timeless beings did not like
what they saw and set about returning the world to its primeval state through death and fire. The
Jinn, warned by Olódùmarè, persevered themselves by hiding beneath the earth in jars of amber
glass and orichalcum.”
Agathon grinned as he thought of all those gardens that were going to be sacrificed tonight in
the name of finding lost Jinn. As a child he had earned a terrible beating for digging up most of his
mother’s vegetable patch seeking the ancient wonder he knew in his heart was lurking under the next
cabbage.
“The wrath of the elder gods was terrible, and when they were done, all that remained was
blackened stone and ash. As their rage subsided a great weariness overcame the Titans, and
Olódùmarè sang an ancient song that lulled them back to their ageless slumber. With the Elder Gods
asleep once more, Olódùmarè set about restoring the world. But the wrath of the Elder Gods was not
so easily put aside; it had become a distinct entity, and taking the name Nemesis, it burned through
the world slaughtering the new life that Olódùmarè seeded. The last titan would not be so easily
defied however; Olódùmarè captured Nemesis in a box made from the scorched wood of the last tree
in 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 some
other 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 beings
creeping out of his mouth, he named them Set and Ba’al, and gave them the task of aiding him in
rebuilding the world. The three worked ceaselessly to repopulate the world with all manner of flora
and 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 set
them free. It pleased the ancient god that some part of the former age still walked the Earth. Inspired
by the Jinn, Set strove to create a race of his own, a race with mind and purpose. Set poured his
soul into these beings; gifting them with limitless ambition so that they might surpass the Jinn and
a belief that they were superior to all others. This race he called the Ophidians and moulded their
form to match his own. The Ophidians proved fruitful and spread across the Earth, founding great
kingdoms and forging Empires.”
Agathon sighed. “Set’s gifts would prove to be curses on the Ophidian race; leading them to
war with the peaceful, to enslave those that wished nothing but friendship, and to sunder their own
bloodlines to weed out perceived weakness.”
A hang shot up, Edris again, and the group let out a collective moan. Agathon smiled, “yes
master-questioner?” “Forgive me master, but I thought the dragons came before the Ophidians?” The
old teacher shook his head “No, though this is a common mistake propagated by a dozen or more
writers throughout antiquity. The dragons and the Ahl-At-Rab were spawned much later, the latter by
the 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 the
Jinn and warped their mercurial forms into shapes he considered beauteous. These creatures became
known 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.”
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“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. The
8
two races had an instinctive hatred for each other that was beyond all reason. Slaughter and reprisal
was the pattern that defined the relationship between the two races. The Lemurians used their
understanding of the natural world to set it against the serpent-folk, while the Ophidians bred with
dragons to spawn their Ahl-At-Rab soldiers. ”
“The war continued for centuries until the two races exhausted their resources and open warfare
gave way to a simmering cold war.”
Agathon paused and raised and eyebrow…Edris’ hand was up. “But master, what about the
Atlanteans? 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 bank
in Gondwanna. The Atlanteans built a civilisation in Gondwanna unnoticed by the warring Lemurian
and Ophidian peoples.”
“The Atlanteans were a noble people, and finding another race like their own to the East of their
lands they took them under their tutelage, instructing and guiding them as I do you. This race was
humanity, given life it is said, by the breath of Olódùmarè himself. Some humans regard this time
as a period of slavery where the Atlanteans dominated them, but our relationship was beneficent and
much of their culture and technology came from us. Gondwanna had barely been explored before
the serpent wars and was almost completely untouched, allowing the Atlanteans and humans free
reign 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, encountered
the human civilisations in Eastern Gondwanna. A massive Ophidian army marched on Gondwanna
hoping to enslave humanity but unaware that the humans were under Atlantean protection. The
Ophidians had some early successes, overrunning the human’s coastal settlements and enslaving the
populations. The Atlanteans were outraged and, raising an army, struck back hard. The Ophidian
forces, used to combating the patient Lemurians, were not prepared for the speed of the Atlantean
strikes and quickly retreated from Gondwanna never to return.”
A small cheer rose from the assembled children. Agathon smiled grimly; Atlantean thoughts went
easily to the glories of the past, living as they did in the crumbling cities their ancestors built when
Atlantis ruled the world.
“Now we turn back to the Lemurians, the gentle ape-men were rebuilding their civilisation when
disaster 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, abandoning
their outposts and colonies.”
The Rise of Atlantis
“With the Lemurians gone and the Ophidians recovering from centuries of warfare the Atlanteans
were able to stride from Gondwanna unhindered. Early in their explorations the Atlantean scouts
discovered a rich and fertile land like nothing they had seen before. It took less than a century for the
entire 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 conflict
with the remnants of the Ophidian Empire. Although greatly diminished the Ophidians were well
versed in the ways of war, had massive slave armies, and possessed potent black magic. The
Ophidians called upon the Sons of Ba’al for aid and the demons willingly answering the serpentmen’s call, if only to escape the torment of the city of Brass. Countless Atlanteans lost their lives as
cities burned and whole colonies were sacrificed to Set.”
9
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 the
10
lifeblood of Atlantis had turned against them ravaging the land. The high Atlantean sorcery had
become unstable and brought only destruction. Finally, as Atlantis had crawled its way out of a
centuries-long Dark Age the Hesperian’s had launched an invasion that came close to destroying the
Atlanteans 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 wake
of the Cataclysm.”
11
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
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
path. For example, a player character may have met one of the other characters long ago, if they
by chance rolled the same life event.
Attributes
Below are the 10 Attributes used to determine the abilities and prowess of a Hero in ATLANTIS.
Intelligence (INT)
A measure of the individual’s intellect and powers of reason. Intelligence is the deciding factor
whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps,
dialects, or writings, appraise the relative value of goods, solve puzzles and mysteries, and so forth.
-8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf), -3: Dolphin, -2: Simpleton, +0:
Average Human, +3: Genius, +5: Polymath
Perception (PER)
The Shakers of
the World
The following
rules are not meant to
create the normal and
mundane people of
Antediluvian world
(the NPCs) but the
Movers and Shakers
who alter the world
and leave change in
their wake.
Mundane peoples
of a particular race do
not have all the special
abilities and noted
under the races and
are described in the
Adversary chapter
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 or
ambushes, detect illusions, locate lost or hidden articles, notice important details or changes in
surroundings, 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 Rating
determine 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: Dedicated
Philosopher, +5: Oracle
13
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
The Root Races of the
Antedeluvian World
The history of the earth can be divided up into five eras, each one dominated by a distinct “root
race.” 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 as
yet 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 the
planet. These aetheric beings coalesced into abstract thoughts and ideas and made their home in a
great tower on the volcanic mountain of Meru, from where they built and shaped the earth while it
was young and they could take advantage of its wild magical energies. Folding ideas and concepts
into shapes and forms the Elder gods raised land from the volcanic sea and made atmosphere from
the caustic miasma swirling in the great tempest.
Once the Elder Gods were done they slept, and from time to time their fevered dreams created
beasts and plant s of unimaginable description. It is said that once in every twenty-four thousand
years 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 dreaming
progenitors; these formed the pantheons of gods we know today. Others were more wild and
malleable in their nature and were not easily destroyed; these Jinn existed in the folds and crevices of
the Elder Gods as they slept and fed on the dream potential of these cosmic dreamers. In their time
on earth, these “Endless Ones” as they were called created many wondrous things and infused much
with 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 the
continent of Mu. Dragons were the first and most glorious of the saurians and took flight to dominate
all for corners of the earth. All other life paid homage to the dragons and brought tribute to their
mountain fortresses, although the dragon lords allowed the other lesser saurians to do as they pleased
as 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 and
played with dark magic, perverting the abundant Vril energies. They would still rule to this day if not
for the God Wars that took the greatest toll on the saurians and their dragon masters. During the wars
the Naga turned on the dragons and sided with the gods, hunting the dragons or tricking them into
coming to their own slaughter. The remaining dragons hid in far away lands, but the saurians as a
whole never recovered their former grandeur. Now only pockets of their civilization remain as proof
that 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 of
Lemuria. The Lawgiver, as he was called, watched over the rest of his race as they came out of the
trees and became a race of great apes which spread out and colonized the other continents, creating
pockets of civilization on all the corners of the earth. The Lemurians warred against the Naga and
their thrall race the Ahl-At-Rab and tried in vain to exterminate the Makara who preyed upon their
sea colonies. Not being a match for the Naga’s use of Vril and magic the Lemurians eventually
turned toward technology that utilized powerful energies, and became potent adversaries. In the last
days of their dominance on the earth most of the great apes were wiped out with a plague that killed
thousands, including the Great Lawgiver. Devastated, the Lemurians isolated themselves on their
island 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, rising
whole 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 fertile
land that they grew an Atlantean empire that expanded and created colonies throughout the world.
15
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.
Half Breeds
At some
point during the
game a player may
be tempted to play a
mixture of two races.
This is possible to an
extent but most of the
races will breed true.
As a rule, a root
race can breed with
the root race below
them. The union will
produce a member of
the newest race. The
child may have some
of the features of both
parents but only the
abilities of one parent.
Example: A
Human can breed with
an Atlantean and is
considered Human
for game purposes.
An Atlantean and
Lemurian can breed
but the union only
produces an Atlantean.
Th Andamen
and the Nethermen
can breed with
only humans and
of those union only
sterile Andamen or
Nethermen will be
produced.
16
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
embraced them. The humans soon found the yoke of an Atlantean master unbearable, bringing about
several slave revolts and finally freedom.
The humans seem destined to rule the world as those before them have, especially as the older
races slowly die or fade into memory. The other races wonder why this small young race has the
ability to dominate all four corners of the world, and some believe that this is just a passing age
where they too will ascend and fall spectacularly from grace. Only time will tell…
Step One: Choose a Race
RACES
Below is a list of the races available and the special talents attributed to them. Note that these
are just general overviews of the race, and that many different variations exist throughout the world;
there many human cultures, for example, and not all of them look or behave identically.
Each race is described in more detail on the pages that follow.
· Ahl-At-Rab
· Andaman
· Atlanteans
· Humans
· Jinn
· Lemures
· Nethermen
17
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 reptilehide 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 AhlAt-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
Racial Attributes:
INT
PER
WIL CHA
+0
+1
+0
Hit Points: 20
+0
STR
DEX
CON
SPD
CR
MR
+2
+0
+3
-1
+1
-1
Racial Ātman
+1 Fire
Racial Abilities
Cold Blooded
Ahl-At-Rab need very little water to survive and are almost immune to extreme heat. Ahl-At-Rab
characters receive a bonus of triple their CON (minimum of +3) to any CON resistance check for
heat exposure. Versus cold exposure and cold based attacks the Ahl-At-Rab suffer a penalty of -3 to
resist 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 a
perception 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 a
multiple 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 the
hero’s CON minus their opponents DEX (minimum of one round). The foe will suffer a penalty to all
actions 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 to
land and if the target is wearing a helmet of some sort that reduces the amount of time the poison is
active. 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
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), wolfmen (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
+1
+2
+0
Hit Points: 18
+0
Racial Ātman
+1 Water
20
STR
DEX
CON
SPD
CR
MR
+0
+0
+0
+1
+1
+0
Racial Abilities
Natural 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 a
limited degree. This gives them a bonus equal to the CHA +3 (minimum of +3) to animal handling
skill rolls involving wolves and dogs.
Acute Sense of Smell
Anubim 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).
Mans Best Friend
Of all the Andaman the Anubim are the most closely allied with humans. When acting in a
coordinated 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 of
2) 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. In
some 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, they
solve most of their problems with physical force; fools and the weak are never suffered.
Racial Attributes:
INT
PER
WIL CHA
+0
+0
+0
Hit Points: 18
+0
STR
DEX
CON
SPD
CR
MR
+2
+0
+1
+2
+2
-2
Racial Ātman
+1 Fire
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)
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 of
darkness. 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.
Climber
Balam are excellent climbers and user their clws and natural deftness to make easy work of
most vertical surfaces. When climbing a Balam may add twice their DEX (minimum of +2) to the
Athletics rolls.
21
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
+0
+0
+1
Hit Points: 20
+0
STR
DEX
CON
SPD
CR
MR
+1
+0
+1
+2
+2
-2
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
Owlkmen (a.k.a Birdmen, Flyers, Uluka)
Used as aerial forces the owlmen closely resembled normal Atlanteans in the beginning with dark
skin and large powerful wings on their backs. Soon the magics that created them took hold tightly
and formed them closer to the beast they were bred with. Now Uluka are covered in a light coat of
feathers ranging in color from black to brownish red. The Owlmen are lithe and wiry standing 1.51.75m tall, typically weighing 45-50kgs.
The Uluka took the last of the Atlantean’s sky fortresses as their home and built and expanded
the 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 fall
to 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 always
clear in how they feel and straightforward in how they express it. Other races find this troubling or
off-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 pursue
every avenue to a non violent solution but when all corridors to peace are blocked they will fight
with a furor and savagery that would make a netherman ashen with fright.
Racial Attributes:
INT
PER
WIL CHA
+1
+1
+1
Hit Points: 18
+0
STR
DEX
CON
SPD
CR
MR
+0
+0
+0
+2
+0
+0
Racial Ātman
+1 Air
Racial Abilities
Lords of the Sky
The Uluka are winged creatures who are at home in the sky. When flying Uluka move at triple
their SPD (minimum of +6).
Beast Language
Uluka have the ability to communicate with birds to a limited degree. This gives them a bonus
equal 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 with
amazing clarity. The hero receives a bonus to sight and sound based perception checks equal to triple
their PER (minimum of +3). All sight based range penalties are reduced by one range step when
targeting 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 such
environments. In thin atomospheres the hawkman may operate normally and when holding his
breath may do so for twice as long as a normal person.
23
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
+0
+0
+1
Hit Points: 20
+2
STR
DEX
CON
SPD
CR
MR
+1
+0
+1
+0
+2
-2
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
Taurans (Minotaurs)
The large bull men are feared for their great strength and infinite rage. Standing 2.25-2.5m tall
and weighing 136-181kgs the Taurans are the largest of the beastmen and are known as bullies. All
Taurans have horns and the larger the horns the more prestige they enjoy in their society. Tauran
horns 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 fact
that 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 as
well. Taurans eat, drink, slay and love with equal zeal and never a day goes by that they do not do
one of these things in excess.
Racial Attributes:
INT
PER
WIL CHA
-1
+0
+0
Hit Points: 25
+0
STR
DEX
CON
SPD
CR
MR
+4
+0
+2
+0
+2
-2
Racial Ātman
+1 Earth
Racial Abilities
Natural Weapons
Taurans are born with prodigious Horns. Horns DR5
Bull Charge
Taurans mayattack an emnemy by charging at him with his horns. The attack suffers a -5 penalty
above what is needed to hit but if successful he hits his opponent for 15 Points+STR and knocks his
opponent 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 hits
something hard with his head and must make a CON roll with a DoD -10. If he fails he suffers a -2
penalty for CON-6 rounds.
Strong as a Bull
Tauran strength and stamina is legendary. The hero may take damage that would kill another
being (zero hit points) and continue to stay on his hooves and be active for a number of round equal
to twice his CON (minimum of 2 rounds).
25
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
+2
+0
Hit Points: 18
WIL
CHA
STR
DEX
CON
SPD
CR
MR
+1
+0
+0
+1
+0
+2
+0
-1
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
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
Racial Attributes:
INT
PER
+1
+0
Hit Points: 20
WIL
CHA
STR
DEX
CON
SPD
CR
MR
+0
+0
-1
+0
+0
+0
+0
+5
Racial Ātman
+1 Empyrean
Racial Abilities
Aura of the Gods
Atlanteans get bonuses in social situations because the world has been conditioned to deal with
them. 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 way
beautiful. The hero adds double his CHA (minimum +2) to any social situation where physical
beauty 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 the
sake 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 that
crawls, swims or fly (INT roll with a DoD determined by the GM). This also gives them some slight
authority over the beast-men they created. When encountering an Andaman they will be the last to
ever be attacked and in social situations they gain a bonus of 2+CHA (minimum of 2 does not stack
with the Aura of the Gods ability).
Vice
All Atlanteans have some sort of vice that holds them in its thrall. Some indulge in drinking or
another intoxicant, while others embrace the pleasures of the flesh. The hero must indulge in his
vice once per day to keep his soul sated. If he cannot, his mind becomes addled and his disposition
becomes foul. The hero’s INT, WIL, MR, and CHA are reduced by one per day that the hero must go
without. Once he has quenched his “thirst” his attributes revert to normal.
29
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
+0
+0
Hit Points: 20
WIL
CHA
STR
DEX
CON
SPD
CR
MR
+0
+0
+0
+0
+0
+0
+0
+0
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
Note: The ability to affect rolls only applies to the Hero and never the group when a situation
occurs 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
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: 20
32
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 Abilities
Child of fire and ash
The Jinn are ever-changing creatures of fire, smoke, and possibility. The hero builds a large fire
and lays in it telling the story of the new person that she will become. The fire will not burn her and
as she dozes off to sleep and slowly changes into the person she dreams of. The metamorphosis takes
a month and during that time the hero may rearrange her attribute points into a new configuration. At
the end of the month the fire will die down and from the ashes the new hero will emerge. The hero
still 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 set
for ever. When changing attributes the hero simply switches the numbers between the attributes. The
numbers 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 though
they 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
INT
PER
WIL
CHA
STR
DEX
CON
SPD
CR
MR
+0
+0
+0
-1
+3
+2
+1
+0
+4
+0
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:
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 substance
will 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 the
world’s beginning) hold power over their personal reality. Because of this the Jinn hide their true
names 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 other
being can. The speaker of the name can lower one attribute by 5 points for a number of rounds equal
to their WIL (minimum of one round). The Jinn must hear his name being said and once he does he
is 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 adds
2D20+WIL to any one roll or to a damage rating (DR). This is very taxing and once done the Jinn
must rest for 7 days-CON (minimum of one day).If the hero resist the slumber he takes a -1 penalty
to 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 mundane
more vivid and sounds exceptionally clear and precise, allowing everyone to see the world they way
the Jinn do. During the time of rest the Jinn will become cold and lifeless, his skin becoming the
color of grey ash.
Chaos Speech
The Jinn speak with other Jinn in a “speech” that is incomprehensible to others. The Jinn can
communicate complex ideas and have whole conversations that seem chaotic and nonsensical. By
33
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.
34
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.
GMs roll on the chart below.
Chart A (effects last for 12-WILL hours.
Minimum of an hour)
Chart B (all effects last for a number days
equal to her CON)
Chart C (all effects are permanent)
1
Those in a 5 m radius of the Jinn cannot stop
laughing.
Roll on Chart C
Roll on chart A
2
The Jinn’s skin rips off and flies away. Jinn will
grow a new skin once the duration has ended
Laughter heals the Jinn (2 HP for each bout of
laughter)
Jinn must drink human blood from a living body
to live
3
Jinn’s legs shrivel up and she grows a dolphin
tail
The Jinn takes the wounds of his closest friend Blood is now fire. Those that draw blood must
( 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
each round of exposure)
Your smile causes sickness in others.
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
gives off as much heat.
All four legged creatures hate and attack the
Jinn
Gain 5 Void
6
Body shrinks to a quarter its size.
All liquids dry up in a radius equal to the Jinn’s
WIL in meters
Gain 5 Empyrean
7
Those in a 5 m radius of the Jinn cannot stop
weeping.
Can only subsist on strong tea made from
Anise seed.
Jinn’s body becomes invisible and can only be
seen in moonlight
8
The Jinn emits a foul gas every time a word
Reduce one attribute by 3.
1-2: STR, 3-4: CON, 5-6: DEX, 7-8: SPD, 9-10: ending in “Y” is spoken or read in his presence.
CR, 11-12: MR, 13-14: INT, 15-16: PER, 17-18:
CHA, 19-20: WIL
Jinn gains an aura of fear that extends out to
WIL in meters. All in his presence must make a
WIL roll with a DoD equal to his CHA. Friends
become immune after several days.
9
Lightning will strikes (DR7) randomly around
All birds hate and will attack the Jinn
the Jinn once every hour. All within 5m radius
must make Evade rolls with a DoD equal to the
Jinn’s WIL
A nimbus of flame is emitted from the top of the
Jinn’s head.
Increase one attribute by 3 and reduce one
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: WIL
10
Jinn goes blind for 1D20-CON rounds
Gain +2 MR
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
Atman
12
All latches, locks, and buckles open in a 5m
radius around the Jinn
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 DEX
14
Body Grows to twice its size and turns blue
15
Increase one attribute by 3.
The Jinn’s hands fall off an d his arms end in
1-2: STR, 3-4: CON, 5-6: DEX, 7-8: SPD, 9-10: tentacles
CR, 11-12: MR, 13-14: INT, 15-16: PER, 17-18:
CHA, 19-20: WIL
16
The Jinn’s clothes start to scream and whine
telling all of the jinn’s dirty little secrets, habits,
and foibles (but never his true name)
All glass shatters in his presence. The radius is Jinn permanently grows 1m taller
equal to the Jinn’s WIL in meters
17
Teeth turn to small pieces of butter
The Jinn grows usable wings
Jinn splits in two with the doppelganger being
evil and hateful
18
The Jinn’s thumbs will turn backward
The Jinns touch turns items to smoke for the
duration
Prolong touch (2 rounds) of the Jin’s skin will
burn flesh that touches it (DR5)
19
The colors of the Jinns surrounding will drain
away and gather in his skin and clothes
Jinn speaks all the languages he knows at
once making him hard to understand
Jinns body becomes that of a random creature
from the bestiary
20
Jinn speaks in riddles making him hard
to understand (INT versus Jinn’s CHA to
understand)
The jinns sight burns any he looks at (DR5)
If the Jinn’s shadow is cast by sun or moon
light it causes damage to anything it touches
(DR 20)
Laughter caused the Jinn pain (2 HP for each
bout of laughter)
The Jinn sweats honey that solidifies into hard
sweet amber
Jinn breathes fire when he talks (DR5)
Jinn gives birth to a baby monster every full
moon.
Howl that kills. Spend Hit Points to do damage
on a 1 for 1 basis. Howl can be directed at one
target.
Hands become detachable and can move an
act under the command of the Jinn
35
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
+3
+0
Hit Points: 20
WIL
CHA
STR
DEX
CON
SPD
CR
MR
+0
+0
+3
+1
+0
+0
+0
-2
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
As an added bonus the hero understands how plants grow and may grow them twice as fast
and 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 “Heavenly
Water”. They may redirect a ley line by a number of meters equal to 100x their INT. It takes 5 hours
per 100m moved and requires nothing more than the movement of rocks, pruning of trees, and
damming or releasing the flow of springs and rivers. Once done the ley line will be moved where the
hero sees fit.
Logic of the Lawgiver
Precepts handed down from the Lawgiver are ingrained into the thinking of every Lemurian. The
laws of science and the natural world allow the Lemurian to use his prodigious intellect to overcome
any type of problem. The hero may add double his INT to a number of rolls per adventure equal to
his WIL (minimum of once per game).
37
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
-1
+0
Hit Points: 25
WIL
CHA
STR
DEX
CON
SPD
CR
MR
+0
+0
+3
-1
+2
+0
+2
-2
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 suffocates
38
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 number
of rounds equal to three times his CON. The hero must still make the initial rolls but may ignore the
results for the allotted amount of time. The hero may use this ability once per adventure for every -1
he has in INT (minimum of once per adventure).
39
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
Strange Land
You may notice
that there are no
racial packages and
that is intentional.
A Lemurian raised
in Ophir will have
different belief and
social mores than a
Lemurian born on the
island of Ys. To reflect
this the cultures are all
racially agnostic.
Atlantean
Atlantis (Atlantis): The Atlantean people
Skills
Lore (Etiquette) +3, Literacy (High Speech) +3, Lore
(player’s choice) +3, Resolve +1, Speak Language
(Atlantean) +10
Attribute
+1 INT
Elysium Ocean
Elysium(Elysium Ocean): Elysium Islander
Skills
Athletics +4, Handicraft (players choice) +1, Lore
(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
40
Handicraft (players choice) +1, Lore (Navigate) +1,
Pilot (boat)+3, Lore (agriculture)+4, Speak Language
(Elysi) +10, Weapon (melee) +1
Attribute
+1 INT
Tora (Elysium Ocean): Rapa Nui, Matua, Tamaka, and Orongo
tribes
Skills
Attribute
Athletics +3, Evade +2, Handicraft (players choice)
+1, Lore (Navigate) +1, Pilot +1, Speak Language
(Elysi) +10, Weapon (melee) +2
+1 DEX
Eria
Akwatuk (Eria): the Kutchin People and the Seal Hunters
Skills
Animal Handling +3, Athletics +1, Handicraft (players
choice) +2, Speak Language (Akealan) +10, Lore
(survival) (player’s choice) +2, Tracking/Shadowing
+2
Attribute
+1 CON
Aquaga (Eria): The tribes of the Axte, Eque, Shepaug, and the
Quinetu
Skills
Attribute
Animal Handling +2, Athletics +2, Handicraft (artisan)
+2, Lore (survival) (savannah) +1, Speak Language
(Tamerac) +10, Tracking/Shadowing +2, Weapon
(melee) +1
+1 DEX
Aztlan (Eria): The Aztek people
Skills
Athletics +1, Handicraft (players choice) +2, Literacy
(Tamerac)+2, Mode (player’s choice) +3, Speak
Language (Tamerac) +10
Attribute
+1 MR
Tamarac (Eria): The Tamarac people
Skills
Athletics +1, Influence +1, Handicraft (artisans) +2,
Literacy (Tamarac) +2, Lore (folklore)+2, Speak
Language (Tamerac) +10, Tracking/Shadowing +2
Attribute
+1 INT
Tamarac (Eria): The Kawanna people
Skills
Athletics +2, Pilot (canoe) +2, Handicraft (artisans)
+2, Lore (survival) (forest) +2, Speak Language
(Tamerac) +10, Tracking/Shadowing +2
Attribute
+1 STR
Europa
Alba (Europa): The Alban people
Skills
Attribute
Lore (Etiquette) +3, Literacy (High Speech) +3, Lore
(player’s choice) +3, Resolve +1, Speak Language
(Alban) +10
+1 WIL
Skills
Animal Handling +2, Athletics +2, Instinct +1,
Resolve +1, Speak Language (Hellene) +10,
Tracking/Shadowing +1, Weapon (melee) +3
Attribute
+1 STR
Cymbri (Europa): The Cymbrians
Skills
Deception +3, Speak Language (player’s choice) +3,
Speak Language (Alban) +10, Stealth +2, Pilot (boat)
+2
Attribute
+1 DEX
Havar (Europa): The Havaran
Skills
Animal Handling +2, Handicraft (player’s choice)
+2, Medicine +2, Literacy (Alban) +2, Lore (Alban
theology) +2, Speak Language (Alban) +10
Attribute
+1 INT
Skara (Europa): The Skara
Skills
Handicraft (player’s choice) +2, Instinct +1, Resolve
+1, Speak Language (Alban) +10, Lore (survival)
(Skara moors) +2, Tracking/Shadowing +2, Weapon
(player’s choice) +2
Attribute
+1 CON
Skye (Europa): The Ska
Skills
Handicraft (player’s choice) +2, Instinct +1, Speak
Language (Alban) +10, Lore (survival) (forest) +2,
Tracking/Shadowing +3, Weapon (player’s choice)
+2
Attribute
+1 CON
Starr (Europa): The Starrans
Skills
Animal Handling +3, Lore (survival) (forest) +2,
Speak Language (Alban) +10, Tracking/Shadowing
+3, Weapon (player’s choice) +2
Attribute
+1 PER
Aragana (Europa): The Aragani
Skills
Instinct +1, Influence +2, Resolve +1, Speak
Language (Alban) +10, Lore (survival) (mountains)
+2, Tracking/Shadowing +2, Weapon (player’s
choice) +2
Attribute
+1 CON
Iber (Europa): The Picts
Skills
Handicraft (player’s choice) +2, Instinct +1, Speak
Language (Alban) +10, Stealth +2, Lore (survival)
(Forest) +2, Unarmed Fighting +1, Weapon
(player’s choice) +2
Attribute
+1 CR
Iber (Europa): The Uallach
Vir (Europa): The Vir
41
Skills
Animal Handling +2, Handicraft (player’s choice) +2,
Medicine +2, Influence +1, Performance (player’s
choice) +2, Lore (Alban theology) +1, Speak
Language (Alban) +10
Skills
Athletics +2, Lore (Europan Geography) +2, Lore
(Navigate) +2, Perform +1, Pilot (boat) +1, Speak
Language (Hellene) +10, Speak Language (player’s
choice) +2
Attribute
+1 CHA
Attribute
+1 CON
Ku (Europa): The Ku
Cimmeria (Europa): The Cimmerian people
Skills
Animal Handling +2, Influence +1, Handicraft
(players choice)+2, Pilot (boat) +3, Lore (agriculture)
+2, Speak Language (Alban) +10
Skills
Athletics +2, Instinct +2, Resolve +2, Speak
Language (Hyperborean) +10, Lore (survival)
(alpine)+2, Weapon (melee) +2
Attribute
+1 PER
Attribute
+1 CR
Broceliande (Europa): The Rom People
Haloga (Europa): The Vanir
Skills
Deception +2, Evade +1, Lore (Europan Folklore) +2,
Mode (Sensory) +1, Performance (player’s choice)
+2, Sleight of Hand +2, Speak Language (Alban) +10
Skills
Athletics +2, Instinct +1, Lore (Navigate) +1, Pilot
(boat)+2, Speak Language (Hyperborean) +10, Lore
(survival) (alpine)+2, Weapon (melee) +2
Attribute
+1 CHA
Attribute
+1 STR
Otesium (Europa): The Otesi
Skills
Attribute
Animal Handling +2, Handicraft (artisan) +2, Lore
(Europan folklore)+1, Lore (agriculture) +2, Speak
Language (Tharshi) +10, Lore (survival) (Forest) +3
+1 PER
Hellas (Europa): The Hellenes
Skills
Attribute
Influence +2, Literacy +2, Lore (theology) +1, Speak
Language (player’s choice)+2, Speak Language
(Hellene) +10, Unarmed Fighting +1, Weapon
(player’s choice) +2
Attribute
Influence +3, Literacy +2, Lore (theology) +2, Speak
Language (Hellene) +10, Speak Language (player’s
choice)+2, Weapon (player’s choice) +1
+1 STR
Scythia (Europa): The Kurgans
Skills
Attribute
Animal Handling +2, Lore (Europan folklore) +1, Ride
+3, Speak Language (Hellene) +10, Lore (survival)
(savannah)+1, Unarmed Fighting +1, Weapon
(melee) +2
Attribute
Skills
Athletics +2, Deception +2, Evade +2, Influence
+2, Perform (player’s Choice) +2, Speak Language
(Atlantean) +10
Attribute
+1 CHA
Dar (Gondwana): The Darian people
Skills
Animal Handling +1, Pilot (wagon) +1, Handicraft
(artificer)+3, Medicine +1, Lore (agriculture) +2,
Speak Language (Atlantean) +10, Tracking/
Shadowing +2
Attribute
+1 WIL
Gorgos (Gondwana): The Gorgon people
Skills
Atheletics +2, Influence +1, Handicraft (weapons)+3,
Speak Language (Atlantean) +10, Lore (Tactics) +2,
Weapon (player’s choice) +2
Attribute
+1 CR
Kush (Gondwana): The Kushite people
Skills
Animal Handling +1, Pilot (wagon) +1, Handicraft
(artificer)+2, Perform (player’s choice) +2, Ride
+2, Speak Language (Khem) +10, Lore (survival)
(savannah) +2
Attribute
+1 INT
+1 CR
Tharshesh (Europa): The Tharshi
Skills
Dabba (Gondwana): The Dabban people
+1 STR
Minoa (Europa): The Minoan people
Skills
Gondwana
Instinct +2, Influence +2, Lore (Europan geography)
+2, Speak Language (Thashi) +10, Speak Language
(player’s choice) +2, Trading +2
+1 INT
Sea People (Europa): The Sea Poeple
Magan (Gondwana): The Magani people
Skills
Animal Handling +3, Pilot (wagon) +1, Handicraft
(artisan)+1, Lore (agriculture) +2, Speak Language
(Massawa) +10, Tracking/Shadowing +2, Trading +1
Attribute
+1 WIL
Marhashi (Gondwana): The Marhashi people
42
Skills
Animal Handling +1, Influence +1, Handicraft
(player’s choice)+4, Mode (player’s choice) +1, Mode
(player’s choice) +1, Speak Language (Massawa)
+10, Trading +2
Attribute
+1 MR
Massawa (Gondwana): The Massawan people
Skills
Animal Handling +1, Influence +1, Lore (agriculture)
+2, Lore (tactics)+2, Speak Language (Massawa)
+10, Lore (survival) (savannah) +2, Weapon (player’s
choice)+2
Attribute
+1 DEX
Nubia (Gondwana): the Nubian people
Skills
Athletics +1, Evade +1, Instinct +1, Parry +2, Speak
Language (Khem) +10, Lore (survival) (jungle) +1,
Weapon (melee) +4
Attribute
+1 CR
Ophir (Gondwana): The Ophirite 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 (Ophiran) +10,
Trading +2
Attribute
+1 MR
Okala (Gondwana): The Okaloan people
Skills
Animal Handling +1, Influence +1, Lore (mining) +2,
Lore (tactics)+2, Speak Language (Ophiran) +10,
Lore (survival) (savannah) +2, Weapon (player’s
choice)+2
Attribute
+1 DEX
Pemba (Gondwana): The Pemban peopl
Skills
Animal Handling +1, Evade+1, Handicraft (bower/
fletcher) +2, Lore (herb lore)+2, Lore (Pemba
Geography)+2, Speak Language (Ophiran) +10, Lore
(survival) (jungle) +1 Weapon (ranged) +1
Attribute
+1 SPD
Khemit (Gondwana): The Khem people
Skills
Attribute
Influence +1, Literacy (khem) +2, Lore(player’s
choice) +1, Mode (player’s choice)+1, Ride 1, Speak
Language (player’s choice)+2, Lore (theology) +1,
Speak Language (Khem) +10, Weapon (player’s
choice)+1
Attribute
Skills
Animal Handling +1, Handicraft (artisan) +1, Ride
+4, Speak Language (Turani) +10, Lore (survival)
(desert) +2, Weapon (melee) +2
Attribute
+1 CON
Joktan (Gondwana): The Joktani people
Skills
Animal Handling +2, Handicraft (artisan) +1, Lore
(law) +1, Ride +3, Speak Language (Turani) +10,
Lore (survival) (desert) +2, Weapon (melee) +1
Attribute
+1 SPD
Sheba (Gondwana): The Sheban people
Skills
Influence +1, Literacy (player’s choice) +1, Lore
(player’s choice)+2, Mode (player’s choice) +2,
Speak Language (Turani) +10, Speak Language
(player’s choice) +2, Trading +2
Attribute
+1 INT
Yalak (Gondwana): The Yalaku People
Skills
Influence +1, Handicraft (player’s choice) +1,
Literacy (player’s choice) +1, Lore (player’s
choice)+2, Lore (agriculture) +1, Speak Language
(Turani) +10, Speak Language (player’s choice) +2,
Trading +2
Attribute
+1 WIL
Zin (Gondwana): The Zinnite people
Skills
Animal Handling +1, Handicraft (player’s choice) +1,
Literacy (Tharshi) +1, Lore (player’s choice)+2, Ride
+2, Lore (agriculture) +1, Speak Language (Turani)
+10, Lore (survival) (desert) +2
Attribute
+1 PER
Punt (Gondwana): The Puntian
Skills
Animal Handling +1, Handicraft (alchemy) +1,
Handicraft (player’s choice) +3, Literacy (Massawa)
+1, Lore (player’s choice)+2, Ride +2, Speak
Language (Massawa) +10
Attribute
+1 PER
Hesperia
Hesperia (Hesperia): The Hesperian people
Skills
Athletics +2, Influence +2, Lore (theology)+1, Speak
Language (Atlantean) +10, Unarmed Fighting+3,
Weapon (player’s choice)+2
Attribute
+1 CR
+1 INT
Samu (Gondwana): the Acholi people
Skills
Turan (Gondwana): The Turani people
Athletics +1, Evade+1, Handicraft (weaponsmith)
+2, Lore (herb lore)+2, Lore (Samu Geography)+2,
Speak Language (Massawa) +10, Lore (survival)
(jungle) +1 Weapon (melee) +1
Jambu
Baluchis (Jambu): The Baluchi people A.K.A the Aryans
+1 SPD
43
Skills
Athletics +2, Instinct +2, Influence +1, Speak
Language (Mongolan) +10, Lore (survival)
(alpine)+2, Tracking/Shadowing +1, Weapon
(player’s choice)+2
Attribute
+1 STR
Damalawa (Jambu): The Damalawan people
Skills
Attribute
Athletics +2, Influence +1, Lore (Navigate) +1, Pilot
(boat) +2, Lore (engineering)+2, Speak Language
(Khitan) +10, Trading +2
+1 SPD
Dravidia (Jambu): The Dravidian peoples
Skills
Attribute
Evade+2, Handicraft (bower/fletcher) +2, Lore
(herb lore)+2, Lore (Dravidia Geography)+2, Speak
Language (Veddy) +10, Lore (survival) (jungle) +1
Weapon (ranged) +1
+1 SPD
Himvati (Jambu): The Kazak people
Skills
Attribute
Influence +2, Perform +1, Ride +2, Speak Language
(Mongolan) +10, Lore (survival) (alpine)+1, Lore
(survival) (desert)+1, Unarmed Fighting +2, Weapon
(ranged) +1
+1 CON
Himvati (Jambu): The Xinjiang people
Skills
Attribute
Animal Handling +2, Evade +2, handicraft (artisan)
+2, Lore (folk lore) +2, Speak Language (Khitan)
+10, Lore (survival) (alpine) +2
+1 DEX
Himvati (Jambu): The Himvatian people
Skills
Animal Handling +1, handicraft (artisan) +1, Literacy
(Khitan) +2, Lore (folk lore) +2, Mode (sensory) +2,
Lore (theology) +2, Speak Language (Veddy) +10
Attribute
+1 MR
Khitai (Jambu): The Khitan people
Skills
Attribute
Animal Handling +1, Athletics +2, Influence +1,
Handicraft (player’s choice)+2, Literacy (Khitan) +1,
Mode (player’s choice) +1, Trading +2
+1 WIL
Skills
Animal Handling +3, Athletics +2, Pilot (wagon) +1,
Handicraft (artisans)+2, Lore (agriculture)+1, Speak
Language (Veddy) +10, Trading +1
Attribute
+1 CON
Mongala (Jambu): The Mongalan people
Skills
Animal Handling +2, Riding+6, Speak Language
(Mongolan) +10, Weapon (ranged) +2
Attribute
+1 CR
Sala (Jambu): The Salan people
Skills
Animal Handling +1, Athletics +1, Pilot (wagon) +1,
Handicraft (artificer)+2, Literacy (Khitan) +1, Lore
(agriculture)+2, Speak Language (Veddy) +10,
Trading +2
Attribute
+1 CON
Tamala (Jambu): The Tamalan people
Skills
Athletics +2, Pilot (kayaks) +1, Handicraft (artisan)
+1, Lore (Folklore) +2, Lore (Navigate) +1, Speak
Language (Mongolan) +10, Lore (survival) (arctic)
+1, Tracking/Shadowing +2
Attribute
+1 CON
Vedda (Jambu): the Veddan people
Skills
Influence +2, Handicraft (player’s choice) +2,
Literacy (Veddy) +2, Perform +2, Speak Language
(Veddy) +10, Trading +2
Attribute
+1 CHA
Lemuria
Lemuria (Lemuria): The Lemurian people
Skills
Athletics +1, Handicraft (player’s choice) +2,
Handicraft (player’s choice) +2, Literacy (Lemurian)
+2, Lore (player’s choice) +1, Lore (player’s choice)
+2,
Attribute
+1 INT
Tamaonchan
Aigua (Tamaonchan): The Uraguan people
Skills
Athletics +2, Evade +1, Handicraft (artisan)+2, Lore
(folklore)+1, Speak Language (Quechuan) +10, Lore
(survival) (jungle)+2, Weapon (ranged)+2
Attribute
+1 DEX
Meluhha (Jambu): The Meluhan people
Skills
Attribute
Animal Handling +1, Athletics +1, Pilot (wagon) +1,
Handicraft (artificer)+2, Literacy (Khitan) +1, Lore
(agriculture)+2, Speak Language (Veddy) +10,
Trading +2
+1 CHA
Molodo (Jambu): The Molodan people
Awok (Tamaonchan): The Choma people
Skills
Athletics +2, Handicraft (artisan)+2, Lore (folklore)+1,
Speak Language (Quechuan) +10, Stealth +1, Lore
(survival) (jungle)+2, Weapon (ranged)+2
Attribute
+1 DEX
Aricagua (Tamaonchan): The Timeri people
44
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 SPD
Birama (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 CR
Ecua (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 INT
Nazca (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 CR
Oguanabara (Tamaonchan): The Oguanan people
Skills
Athletics +2, Speak Language (Quechuan) +10, Lore
(survival) (Jungle) +3, Weapon (melee) +3, Weapon
(ranged)+2
Attribute
+1 STR
Quechua (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 INT
Taracua (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
Step Three: Choose a Profession
Professions
Why Fighters,
Mages, Priest,
and Thieves?
Archetypically
these were the most
common types of
heroes in sword and
sorcery fiction. The
templates are just
vague sketches of
what the character can
do. A hero with the
Soldier template could
be anything from a
mounted horseman,
a warrior poet, to
a battle harden foot
soldier depending on
how she embellishes
the character with
other talents, skills
cultural backgrounds
and racial abilities.
The templates
also provide a bit or
“niche protection”
for the player making
him the better (but
not necessarily the
best) in a certain field.
Warriors will usually
be better at murder
and a thief will in
most cases be better
and stealth.
Certain
combinations will
be better for some
races than others
and that’s intended
to help promote the
themes and narrative
of Atlantis. This
doesn’t mean that
all Atlanteans must
be magic users and
all Nemeans must
be warriors and
playing against type is
encouraged.
46
You are what you do.
Pick a template for the hero taking all the skills, talents, gear and money listed under the
profession. A hero may only have one profession.
The Slayers
The slayers are heroes who use the might of their sword arm to make their way in the world.
Some are brutal warriors who live for battle; while others are laconic scouts who work win the
worlds armies. The common thread that for all slayers is that they use their martial prowess and
excel in the art of killing.
Scout
There are always frontiers to be explored, and Scouts are generally the first ones there,
discovering new lands and creatures, and clearing the way for those that follow. Some search the
far reaches of the frozen tundra, while some plumb the depths of the sea, climbing the highest
mountains, diving to the bottom of the deepest seas, and exploring vast underground caverns.
INT
PER
WIL CHA
STR
DEX
CON
SPD
CR
MR
+1
Athletics,+2, Evade +8, Influence +2, Parry +4, Profession (soldier)+10,
Speak Language (Atlantean) +3, Stealth +5, Tracking/Shadowing +5,
Weapon (player’s choice)+10, Weapon (player’s choice)+4
Skills
Bonus Talents
Eyes of the Hunter, Trailblazer
Starting Gear
Lightweight Leather Full Suit, Weapon of choice, Bow, and
horse
Starting WR
+1
Soldier
Most nations require military service of some sort, and all citizens — poets, politicians, and
priests alike — will serve in some capacity. Professional soldiers however make a career out of
serving in military forces. Some are mercenaries, moving from country to country as need dictates,
but many serve with a standing force of one sort or another, returning occasionally to fulfill the terms
of their contracts.
INT
PER
WIL CHA
STR
DEX
CON
SPD
CR
MR
+1
Skills
Athletics,+2, Influence +3, Evade +8, Ride +5, Parry +6, Profession
(soldier)+10, Ride +2, Speak Language (Atlantean) +3, Weapon
(player’s choice)+10, Weapon (player’s choice)+4
Bonus Talents
Advanced Militia Training ,Tactician
Starting Gear
Heavy Leather full suit of armor, Two weapons of choice, bow,
spear, and horse
Starting WR
+1
Warriors
Warriors are the most dedicated to the martial crafts. All are masters of their chosen weapons and
focus 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
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
Skills
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 but
occasionally by stealth and trickery as well. The prime targets of brigands are the myriad ships that
travel 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
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
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
Skills
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
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
Skills
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
48
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
+1
Thug
Also known as the “heavy” the thug is the bully who takes things by force of arms. Not as
accomplished as a warrior the thug is the criminal who operates using intimidation and the little
martial 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
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
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
Skills
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
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
Skills
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
50
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
+1
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
+1
Skills
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) +3
Bonus Talents
Aura of Wisdom, The Gift
Starting Gear
Lightweight half suit or armor, dagger, animal companion (dog
cat, or other small animal), and horse
Starting WR
+1
51
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
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
Skills
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
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
Skills
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
52
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
+1
Scholars
Scholars study that which is not yet known in order to increase their own knowledge, as well as
that of their people. The definition of Science is quite broad for the Humans and often crosses over
into 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 to
be 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
Step Four: Walk Life Paths
Life 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 to
assigning points to the character, but we strongly encourage the use of Life Paths. Once a player has completed this section, he
will have selected a series of events that will make up his background. It is up to the player to take these events and shape them
into 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 plausible
explanation 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 of
an 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 are
encouraged to embellish and create stories surrounding their upbringing to further bring the hero to life.
Civilized
Rural
Savage
Literacy Skill +2, Language +3
Animal Handling +2, Instinct +3
Unarmed Fighting +2, Instinct +3
1-2
Mother was a teacher of noble children.
Gain +1 Lore skill and +1 Earth Ātman
Child of a village elder. Gain +1 Influence Raised by hunters in the wilderness,
skill and +1 Air Ātman
Taught Tracking/Shadowing +1 and +1
Water Ātman
3-4
Child of a merchant. Gain +1 trading skill
and +1 Air Ātman
Raised as an orphan on a farm. Gain +1
in any skill and +1 Water Ātman
Born a slave. Gain +1 in any skill and +1
Void Ātman
5-6
Parents were aristocrats. Gain +1
Influence skill and +1 Earth Ātman
Parents were laborers. Gain +1
Handicrafts (engineering) skill and +1
Water Ātman
Bastard child raised by tribe. Gain +1
Unarmed Fighting skill and +1 Fire
Ātman
7-8
Parents were artisans. Gain +1
handicraft (player’s choice) skill and +1
Fire Ātman
Child of a country doctor. Gain +1
Medicine skill and +1 Air Ātman
Parents were tribal Shaman. Gain
+1 Lore (player’s choice) skill and +1
Empyrean Ātman
9-10
Child of a highly sought after courtesan.
Taught +1 Influence skill and +1 Fire
Ātman
Born a slave. Gain +1 in any skill and +1
Void Ātman
Child of tribal healers. Gain +1
Performance (player’s choice) skill and
+1 Water Ātman
11-12
Child of thieves. Gain +1 stealth skill and
+1 Fire Ātman
Child of rural priest. Gain +1 Lore
(player’s choice) skill and +1 Water
Ātman
Parents were artisans. Gain +1
handicraft (player’s choice) skill and +1
Fire Ātman
13-14
Born a slave. Gain +1 in any skill and +1
Void Ātman
Parents were artisans. Gain +1
handicraft (player’s choice) skill and +1
Earth Ātman
Born in a prison. Gain +1 Lore (survival)
skill and +1 Fire Ātman
15-16
Father was a cleric to a noble. Taught
+1 Lore (player’s choice) skill and +1 Air
Ātman
Child of a herdsman. Gain +1 Animal
Handling skill and +1 Earth Ātman
Child of a slaver. Gain +1 Intimidation
skill and +1 Void Ātman
17-18
Child of a retired hero. Gain +1 in any
skill and +1 Earth Ātman
Child of a retired hero. Gain +1 in any
skill and +1 Fire Ātman
Child of a retired hero. Gain +1 in any
skill and +1 Water Ātman
19-20
Parent was a city guard to a noble.
Taught +1 weapon skill and +1 Fire
Ātman
Parents were laborers. Gain +1 Lore
(agriculture) skill and +1 Earth Ātman
Child of a Warband leader. Gain +1
Influence skill and +1 Fire Ātman
Base
Roll
54
Childhood Encounter
Someone visited the Hero or he encountered some special event as a child. The encounter touched the child in a lasting way
that changed his life forever and set him on the path of the Hero.
Roll D20
1
2
3
4
(1-7) You met someone
Met your cousin who would later become a Hero
(perhaps a fellow player).
Met a Hero from the past and told a story of things
to come.
Met who you believed to be a God in a grove of
trees. He told you a story of your future.
Met a great philosopher whose teachings changed
your life.
5
Met the love of your life.
6
Met an ancient Atlantean who slept in a cave. He
took a liking to you and gave you a book in an
ancient language.
Met a young person who grew up to be a fellow
Hero (one of the players).
Met a spider who tricked you into stealing from
your mother
7
8
9
10
11
12
13
14
15
16
17
18
19
20
(8-13) You saw something
Witnessed the birth of a great beast
Witnessed the death of a sibling you were
helpless to stop.
Witnessed a great battle and almost died during
the fight.
Witnessed an Atlantean use his mighty magic to
destroy his foes
(14-20) You did something
Hid in a dragons lair for 1D20 and escaped to tell
about it
Lost for 1D20 months on in the jungles of
Awalawa.
Kidnapped by bandits for 1D20 months.
You eloped with what you though was the love of
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.
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 dilemma
Escaped from a city being burned to the ground by Was instrumental in stopping a coup plot.
a great flying dragon
Saw a star fall from the sky and found its remains.. Helped carry the remains of a Hero to its final
resting place
Witnessed the death of a parent you were
Your cousin (perhaps a fellow player character)
helpless to stop.
and you had a perilous adventure in the forest
seeking refuge from a wild beast.
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 place
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.
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.
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.
Met a ghost that told you of your tragic fate.
Witnessed a great miracle by a god.
Stopped an assassination attempt on your family.
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 owners
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.
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.
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 away
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.
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 secret
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
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
High Adventure
You are a world traveler and have seen much in your many misadventures. Some travel for
glory, 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 Skill
Pick 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
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
58
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.
The Priest
The pious live their lives in the service of the gods. Trained to see the active hand of the gods in
everything, 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
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
60
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).
The Sailor
The pilots of Atlantis and beyond. These intrepid souls are the ones that ply the sea ways and
navigate 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
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
62
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).
The Warrior
You have chosen to live your life as a protector of the weak. Your prowess and skills know no
equal.
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
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
64
You were instrumental in the downfall of the Naga king in the battle of the Serpent Kingdoms.
The Enemy
Along the way every Hero will meet new friends and make black-hearted enemies. This enemy
will 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 has
complete 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 other's 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 other's 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
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.
66
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)
Romance Chart B
1
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 cities
6–7
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
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
Tragedy
Not only do Heroes reach unparalleled heights of Renown, but they also reach the dismal bowels
of 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
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
70
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
*
*
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). The
time 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 age
categories are.
Adolescent
The period from infancy to early adulthood. Adolescent characters cannot have more than a
single background Life Path. All Adolescent characters take the following adjustments to their
Attributes: +1 STR, +1 DEX, -1 INT, -1 WIL. All characters begin play at their maximum adolescent
age minus 3 years.
Adult
The period when characters have reached full physical maturation; the term, “Adult,” is used here
to 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 and
experience. Elder characters take the following adjustments to their Attributes: -1 STR, -1 CON, -1
PER, +1 INT, +1 WIL, +1 CHA.+1D20 Renown
Venerable
As per the latter category, though physical decline is more pronounced over time. Venerable
characters take the following adjustments to their Attributes: - 2 STR, -2 CON, -2 DEX, -2 SPD, -2
PER, +2 INT, +2 WIL, +1 CHA. +2D20 Renown
Note: 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 to
increase it further.
71
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 three
72
Hero Points and negates 12 points of damage.
· Two points will give you one extra Action for one round of combat without any multiaction 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 wishing
the other luck. This takes one round and during this time the two Heroes may do nothing else other
than reaffirm their friendship and willingness to help one another. A Hero may only be “gifted” a
number of Hero Points equal to 3 times his normal amount. The Gifting Hero will not regain his
normal amount until the “gift” is used or given back.
The Hero Points are available until used and must be used first before their own personal pool is
used. If the gifting Hero dies before the Hero Points are used the receiving Hero takes one Obsession
Point because of grief and guilt.
Regaining Spent Hero Points
Hero Points are used through out the course of the adventure and only reset at the beginning of
a new adventure. An adventure may be more than one game session long, so players should use the
points wisely.
Renown and Hero Points
The more Renown the Hero possesses, the more Hero Points the Hero will eventually have at his
disposal. When a Hero attains a certain levels of Renown they may add two points to their permanent
Hero Point total. A Hero adds these points at 50pt, 100pt, 150 pt, 200pt, 250pt, and the 275pt level of
Renown
Example: Iolaus (with 5 Hero points) reaches 50 Renown. He may add 2 points to his Hero Points
for a total of 7 points.
Below is a benchmark list of what Renown is
1–10
A Hero known in a local town
21–30
A Hero known in one major city
31–40
A Hero known in one province or state region
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
Gaining more
Hero Points
during Play
A Hero can gain
more Hero Points
during play a number
of ways.
· Activate a
disadvantage
· Pray to or
blaspheme the
gods (This is
covered in the
section of the
gods)
· Offer sacrifice
or votives to the
gods (This is
covered in the
section of the
gods)
· Swear an Oath in
the name of a god
(This is covered
in the section of
the gods)
· Using a Ātman
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 on
what his deeds are, he will either be regaled or reviled by the common folk. The character will amass
Renown 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 encounter
a player’s Hero, they may roll against his Renown to see if he is known by the individual. The
more Renown that the Hero possesses, the easier it is to recognize him. This can be a benefit and
sometimes a bane, as people will have heard stories of the Hero’s deeds, losses, weaknesses, and
foibles. To know of someone’s legend the person must make an INT roll with a DOD determined by
the amount of Renown the Hero possesses. If a player wants to know more about someone, the DOD
goes 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.
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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.
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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.
Failed Wealth Rolls
A hero who has failed a wealth roll to purchase an item may try again with a -1 penalty. This
penalty 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 Wealth
roll. The GM should just allow the hero to have it and move the narrative along. If however the hero
buys the entire bar a round of drinks or a poor neighborhood enough loaves to feed them for a day a
Wealth roll is in order.
Combining Wealth Rolls
A number of heroes may combine their Wealth Rating and attempt to make a purchase. When
doing 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 of
money or looses money because of some great financial disaster; this is represented by a modifier
to the Wealth rating. In most cases the hero will have a temporary modifier to his rating that may be
used a number of times.
The higher the worth of the item, or treasure the larger the modifier. The number of uses is
determined 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 a
bit more. As a guide the number of extra times that a hero can use a bonus wealth modifier should
never 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 from
a grateful noble the wealth rating bonus is divided (as the player see fit) among the heroes. The
number 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.
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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
allocate between three
disadvantages. No
more than 3 levels in
one disadvantage, no
less than one level in a
disadvantage.
Disadvantage types
Disadvantages come in three varieties: Relationships, Internal, and External Problems.
Relationship
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 appearance
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· A vulnerability to a substance
· Being a fugitive
· Police record or shady background
Iolaus’ 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 the
disadvantages during the course of the game that is his option — but what fun is that? One, his
character will never grow, and two he will never get to take advantage of the bonus points the
disadvantages give him.
When can the Disadvantage be used?
The player may call upon the disadvantage in any situation. The GM must approve it but when
activated the Hero is essentially bringing down the pain upon his own character, creating drama in
the plot. Because he is in some way causing trouble for himself he gets disadvantage points that he
may bank and use at a later date. These Disadvantage levels act in the same way as Hero points but
they 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 per
game 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 if
the Hero activates the disadvantage again. The player may do this again later with his other
disadvantages and receive disadvantage bonus until he hits his Max (5 levels), calling on his 1-level
disadvantages to max out his limit of five level per adventure. Disadvantage bonus must be spent
during 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 to
his disadvantages being activated he receives the disadvantage bonus (up to his max). If the player
doesn’t want the disadvantages activated he may spend points out of his Disadvantage bonus pool
to buy off the activation. If the Hero does not have points to spend he may either spend actual Hero
points or take one Fate point.
These disadvantages are what helps define who and what your Hero is and should be role-played
when activated. Since there is no mechanic for what these disadvantages do it is up to the player and
the GM to define how they limit or hinder the player. The Disadvantage levels are a good benchmark
for how serious the problem is. If a Hero decides that his Sworn Enemy (Relationship) is worth 1
then he is not much of a hindrance compared to his alcohol addiction 3 (Personality). In this latter
case, the GM may decide that the Hero has -3 to all rolls unless she is drinking or completely wasted
on cheap box wine. No matter what the case, the disadvantage should be role-played.
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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, Pilot
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Skill rolls)
Weak Earth: The hero is easily frightened and swayed by other. He doesn’t have the fortitude to withstand
constant psychic assaults and cries easily when badgered. The hero suffers a penalty of -3 to all WIL and CON
rolls.
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 wild
primal 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 and
ennui 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 to
understand his fellow man while another Hero might be seen as a kind and generous ruler. It is the
key 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 amiable
agreement 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 need
and 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 and
succeed.
Applicable Uses: An ambitious Hero is filled with a fire to do what he considers a good work, to change the
world, to make things better. A Hero will call upon her Empyrean element to protect innocents, to save a loved
one, 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 hero
suffers 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 your
head that says “don’t go into the cave” or that sense of dread when a kindly old woman offers you
tainted sweets. Some say it is a gift from the Elder Gods or a small amount of their taint that rest in
our souls that keeps us away from the unknown. A hero’s Void is his natural instinct of unconscious
and unknowable knowledge better left alone. A hero’s Void allows her to know that the world has
become dark and dangerous. A hero who stares to long into the Void may see those unknowable
things that flit at the corner of our vision and shouldn’t be seen but provide great cosmic knowledge
when they are.
Applicable Uses: A Hero may use void to know that she is surrounded by danger or strangeness. She
trusts very few and sees threats everywhere. She can call upon her Void to save herself from danger even
though she knows that such an escape is temporary. (Evade, Stealth, Instinct skill rolls). She also see’s the
world’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 evil
that lies in the heart of men. The hero is naive and trusting to a fault and believes what is said to them unless
there is a reason not to. The hero suffers a penalty of -3 to all WIL and MR rolls.
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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.
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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 goes
away 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.
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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.
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GM Adjudication
The GM may decide that in some situations that the hero acted in some manner that is rewarded
with a point reduction or increase in an element. A hero who runs cowardly away from a battle may
see an increase in his Void. A hero who without thinking performs an act of charity may receive
a point of Water. The points are never permanent and are never more than a one point change and
should 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 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, 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 the
Respite Phase the hero is centered and better equipped to take on the rigors of adventuring in the
Antediluvian world.
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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
Skills
Athletics
Animal Handling
Deception
Disable Mechanism
Evade
Handicraft (Specific)
Influence
Instinct (specific)
Investigate/Search
Language
Literacy
Lore
Medicine
Mode
Parry
Perform
Pilot (Specific)
Profession (Specific)
Resolve
Ride
Sleight of Hand
Stealth
Tracking/Shadowing
Trading
Unarmed Fighting
Weapon
Anytime a character uses a skill to determine the result of an attempted action, use the following
procedure:
1. Player states Intent (which skill is to be used, and what is the character trying to accomplish?)
2. GM determines bonuses or penalties (based on the character’s Skill Rating and the Degree of
Difficulty or opposing factors)
3. Player rolls to attempt the action
4. GM judges result
SKILL ROLLS
1. Stating Intent
Before rolling on the Results Table to use a skill, the player needs to state his character’s Intent.
Tell the Game Master which skill you’re using, and what it is you’re trying to accomplish. Don’t
forget: Skill Rating (Skill level + Attribute modifier) is always used for any type of skill roll.
2. Determining Bonuses and Penalties
After the player indicates which skill is being used and describes the character’s Intent, the Game
Master determines if any bonus or penalty will be applied. This is done before the player rolls on the
Results Table.
Apply the character’s Skill Rating as the modifier for the attempted action. Then determine
the Degree of Difficulty (DoD). If the character’s action is being opposed by another individual
or creature, decide which of the opponent’s abilities will be used as the DoD. If it is a skill, the
opponent’s Skill Rating is used for this purpose. If it is an Attribute, the opponent’s Attribute Rating
is used as the DoD.
If the action is unopposed, then the Degree of Difficulty (DoD) is based on how simple or
difficult it will be for the character to achieve his or her stated intent. For example, if a character is
trying to pick a lock, the complexity and condition of the lock determines the DoD.
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.
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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 training
or 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
Mechanism skill but he wants to try to pick it anyway. Once again, the GM lets Bravo’s player roll on
the Results Table as if he had a Disable Mechanism skill of zero. However, the GM rules that lockpicking is a very precise and sophisticated skill that requires training (not just nimble fingers) so
Bravo takes an additional penalty of -10.
SKILL BENCHMARKS
Like Attributes, skills are more than a collection of numbers to be manipulated and optimized.
Skills are the most fundamental way of describing a character — even more so than Attributes.
“Stealth +5” is not just a number to be used with the Results Table. It’s an aspect of the character,
and it tells a lot without ever rolling dice or assessing modifiers.
The Skill Benchmarks section below is provided to help players and GMs better understand how
their character’s Skill Ratings correspond to more familiar levels of ability. For example, a character
with a +10 skill can be expected to know most things a professional in that field would know, have
contacts with other professionals in the field, and be up-to-date on the latest developments and
theories.
Skill Rating
Description
1–2
Novice
3
Apprentice
5
Competent
7–9
Adept
10
Professional
15
Expert
20
Master
30
Grandmaster
40
Legendary
Skill Level vs.
Skill Rating
Skill Level is the level
of the skill without the
Attribute added
Skill Rating is the
Attribute plus the skill
level.
Example: Iolaus
has a Combat Rating
(CR) of +4. He has a
Weapons (Melee) skill
of +6. He would have
a Skill Level of +6 and
a Skill Rating of +10
COOPERATIVE EFFORTS
If two or more characters both have ranks in a given skill, they may be able to work
cooperatively to achieve a shared goal. More often than not, this will give the character some benefit
as 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 characters
work together using the same skill, allow the player with the higher Skill Rating to make the Results
Table roll, but award a bonus to that roll equal to 1/3 of the relevant Skill Ratings of the characters
assisting.
In many cases, a character’s help won’t be beneficial, or only a limited number of characters can
help at once. When a cooperative effort may be useful is always at the discretion of the GM.
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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.
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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 subskills. These sub-skills are all tracked separately so you could have several Handicraft skills each at
different ranks.
The various Handicraft skills are used whenever you need or want to create an item. The Degree
of Difficulty depends on the item to be created. If you succeed with a Critical Success, you have
created 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). The
Handicraft 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 create
new ones as needed in their campaigns:
Alchemy
Skill 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 mixtures
by test, and utilize alchemical apparatuses.
Modifier: INT
Armorer
Skill in the fashioning of protective apparel and gear using hide or metal. Type of material and style of armor is
usually dictated by region, culture, and availability of goods.
Modifier: STR
Artificer
Skill 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 may
learn how to work with one type of material per +5 ability in this skill. Artificers can identify their own and their
competitors’ handiwork, and appraise any item that they can produce.
Modifier: DEX
Artisan
Skilled 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: DEX
Bowyer/Fletcher
Skill in the manufacture of arrows, crossbow bolts, bows, crossbows, and some siege equipment such as
ballistae.
Modifier: DEX
Brewer/Vintner
Skill at brewing, distilling, or concocting one type of alcoholic or non-alcoholic beverage per +5 ability in this
skill.
Modifier: INT
Engineer (Vril)
The used in designing and creating Vril systems of various complexities. These systems could run from basic
lighting, to audio systems, alarm systems, and even advanced airship systems.
Modifier: INT
Engineer (Mechanical)
This skill allows the character to design and build mechanical devices and systems from simple pumps and
locks to complex automata devices.
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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.
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Intuition (PER)
Instinct allows a Hero to make a leap of faith in situations, acting on a hunch or a belief to
take action. The skill acts as a sixth sense in dangerous situations where the hereo may make an
assumption by just observing the area. This allows a hero to use the skill in sitiations where he may
be ambushed or a trap has been set. If successfully used the skill allow the hero to be ready for the
encounter
In social situation the skill an be used to deduce another’s motives, And sense whether someone
is being truthful, bluffing, or to notice hidden meaning and innuendo in a conversation. A successful
check lets the hero avoid being bluffed (see the Deception skill).The skill can also use this skill to
determine 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 act
with greater clarity, giving her a better chance at survival. When rolling for intiative the hero may
add 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 in
place of PER for rolls to listen in on conversations, gather rumors and innuendo, and otherwise
quietly acquire information about a specific topic. A Partial Success will get you general information
about a person, place, or commonly known news and trivia. A full or critical success is required for
more detailed information. The detail of the information sought, how common the knowledge is, and
whether 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 for
traps, secret doors, and other details that may be hidden or concealed. You generally must be within
3 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 their
proficiency 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 the
major 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)
+0 to +3
Basic
· Saurian (ancient Saurian language)
· Tamerac (Eria)
+4 to +9
Fluent
· Tharshi (Europa)
+10
Native
· Turani (Gondwana)
+11 or greater
Advanced
· Veddy (Jambu)
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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 events
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· 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. More
obscure knowledge could require a better Results Table result. GMs are encouraged to create their
own lore skills as required by their campaigns.
Medicine
TT:
40wks
Mod: INT
Basic First Aid
Heroes with this skill are able to identify and utilize common remedies, provide aid and comfort
to sick and wounded individuals, and serve as midwives. The hero rolls versus a DoD equal to the
number 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 an
amount equal to the wound (whichever is less) to a character if performed shortly after the damage is
received.
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 wounded
characters, providing the physician has sufficient equipment, medicines, and time. A full Medicine
skill check requires 12-skill level hours of time (minimum of one hour) and has a DoD equal to the
total 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 Hit
Points per day with a successful skill roll versus a DoD-5 (those reduced to 75% HP), -10 (for those
reduced 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 fully
described 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 effectively
use 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 is
actually 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 Navigation
skills or other detailed knowledge, which may be covered under a Lore skill.
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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).
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TT:
Tracking/Shadowing
10wks
Mod:
PER or DEX
Tracking is the ability to read and follow tracks and traces left by creatures or beings. A tracker
can 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 and
overall condition of the traces affect the Degree of Difficulty for this skill. Tracking is more difficult
to 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 (DoD
determined using the target’s PER), the Hero may follow a target undetected. 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).
Trading
TT:
10wks
Mod: INT (appraising), CHA (haggling)
The ability to haggle for and appraise goods. When used in a marketplace the haggler is
attempting to get the best price and the DoD of haggling is the Trading skill of the other party
involved.
You can appraise common objects with a partial success or greater. Appraising a rare or
unfamiliar item requires a full success or higher. If the check is successful, you estimate the value
correctly; a failure means you are unable to even venture a guess at the item’s value or you make a
mistake 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 for
two attacks), head-butts, throws, and various disabling blows.
An unarmed stylist inflicts a Damage Rating (DR) of 4 while unarmed (+STR). Targets struck
with a critical success must make a CON roll (minus the attacker’s STR) or be stunned for 2+STR
rounds (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 and
defense. Game Masters are free to create new or unique weapon groups as required by their
campaigns. 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)
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Talent List
Acute Sense
Alchemical Scientist
Animal Magnetism
Antiquarian
Aura of Wisdom
Bred to the Saddle
Brutal Throw
Close Quarter Fighting
Death’s Door
Enchanting Beauty
Eyes of the Hunter
Expert Performer
Extraordinary Attribute
Favor in High Places
Folk Remedies
Hardiness
Inconspicuous
Intimidation Tactics
Linguistics
Memory Training
Quick Reload
Quick Draw
Rally
Run Like the Wind
Social Chameleon
Status
Tactician
Taunt
The Gift
Trailblazer
Trick Shot
Two-Weapon Defense
Two-Weapon Fighting
Wealthy
Well Traveled
Profession exclusive
talentsThose that Slay
Advanced Militia Training
Advanced Missile Training
Cleave
Feint
Second Wind
Those that Take
Amazing Dodge
Great Escape
Misdirection
Quick Hands
Those that Shape
Familiar
Fast Cast
Magi
Tradition
Those that Teach
Blessing
Dominion Access
Fervor
God’s Ear
Righteous Words
Signs and Portents
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Talents
Talents are a feature that allows you to customize your character in a near limitless manner.
Because of Talents, no two characters will be alike regardless of their starting race, skill selection,
culture, or Calling. Talents allow your character to excel in certain areas, or to bend the rules that
other characters must obey. They cover a range of skills and abilities from combat, to stealth,
religion, technology, and even social interaction.
GAINING TALENTS
Talent cost at Character Creation = 5 Customization Points
At Character Creation, Talents cost 5 Customization Points per Talent. The Hero may spend any
amount and have as many as he can afford. Talents are formatted with:
· The name of the Talent
· The description of what the Talent does
· The mechanical benefit in game
Acute Sense
One of the hero’s perceptions; sight, hearing, touch, taste or smell (chosen when the talent is
picked) is greatly enhanced. This talent may be taken more than once.
Benefit: The Hero may add triple her PER (minimum +3) to Perception checks as they relate to the sense.
Alchemical Scientist
The hero has studied and is a master of the protoscience of transmuting and creating semi
magical substances through science and formula
Benefit: The hero has the knowledge and the ability to create the four basic substances; Bhūmi, Pavan, Jala,
and Iosis. The hero also posses a basic workshop and Athanor allowing him to study and make alchemical
concoctions.
Animal Magnetism
You have a natural way with animals.
Benefit: The Hero adds triple his CHA (minimum of +3) to rolls pertaining to Animal Training and Ride skills.
If you encounter an animal and are not actively in combat, you may attempt to soothe the creature by making a
successful Omni Table CHA check. On a partial success, the animal will simply retreat by the quickest means
possible. A full success means the animal in question considers you to be friendly and may aid you in some
manner.
Antiquarian
You are very knowledgeable about ancient artifacts and relics.
Benefit: The Hero may add triple his INT (minimum of +3) to any Trading skill checks when attempting to
appraise the value of an ancient object or to all cryptography checks when deciphering ancient scripts.
Aura of Wisdom
You have gained the respect of others for your perceived wisdom.
Benefit: The Hero adds triple his INT (minimum of +3) to CHA when determining Reaction Rolls.
Bred to the Saddle
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 Animal
Training skill as it pertains to one particular type mount. The character may double the distance traveled in one
day while mounted and in reasonably good terrain.
Brutal Throw
When attacking unarmed, you may make a particularly damaging throw.
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.
Close Quarter Fighting
You have learned to fight effectively while in tight confines
or in tightly packed spaces.
Benefit: Allows the Hero to use a small handheld weapon while
grappled and larger weapons in tight confines without penalty. When
using small weapons the Hero gains a bonus to his Initiative equal to
his twice his DEX (minimum of +2).
Death’s Door
Your talent at the healing arts is exceptional.
Benefit: So long as a person has not been dead longer than
a number of minutes equal to their CON rating (minimum of one
minute), the Hero may make a Medicine roll with a DoD-10. A full
success will revive the person, bringing their Hit Point total to 1. A
critical success will see the person revived and having a total of 5 Hit
Points. The hero may use this talent twice per adventure.
Enchanting Beauty
You have been gifted by the gods with exceptional beauty.
Benefit: The Hero receives a bonus of triple their CHA (minimum of
+3) to all Omni Table rolls pertaining to social rolls including Influence
when dealing with someone who would normally be attracted to you,
man or woman.
Eyes of the Hunter
You are skilled in following a trail.
Benefit: The Hero receives triple his PER (minimum of +3) to
Tracking rolls.
Expert Performer
You are highly skilled in one particular style of the
performing arts.
Benefit: The Hero receives a bonus of triple their CHA (minimum of
+3) to all Omni Table rolls when using a skill to perform in front of an
audience.
Extraordinary Attribute
You have an Attribute that exceeds the racial norm.
Benefit: The Hero may increase an Attribute beyond his racial
norm. Once the Attribute is “unlocked” it may be increased with no
upper limit.
Favor in High Places
Because of your connections, you can call upon favors
from those more powerful than yourself. The hero knows
or is connected with some sort of guild, noble house or
organizations that he may call upon in times of need.
Benefit: The Hero may make a CHA roll with a DoD determined by
the type of favor: trivial +1 (buy a new cloak), big -8 (lend a warship),
legendary -20 (raise an army and go to war in his name). This favor
can be anything from a night’s lodging to a small monetary loan or
the use of a sturdy mount. The Hero may ask for another favor in a
number of weeks equal to 2+ the previous favor’s difficulty.
Example: A Hero asks a king for the use of his warship
(DoD-8). He may ask for another favor in 10 weeks.
Folk Remedies
The knowledge of various folk remedies and charms were
passed down to you by your elders.
Benefit: By spending 10-INT hours gathering common ingredients
and carefully preparing them, the Hero may make a potion, tincture,
or salve that will cure a specific disease, cure a specific poison,
or make a medicine to heal Hit Point damage. When used to cure
diseases and poison, the remedy will add double the Hero’s INT
(minimum of +2) to the patient’s CON for resistance purposes. When
used to make a healing salve/potion the Hero can make one dose in
the allotted time that heals a number of Hit Points equal to double the
Hero’s INT (minimum of +2).
Hardiness
You are tougher and able to withstand more damage than
most of your peers.
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.
NOTE: This talent may only be taken if the hero has a CON of +0 or
above.
Inconspicuous
You can pass unnoticed in most situations.
Benefit: The Hero receives triple his PER (minimum of +3) to rolls
involving the Stealth skill. When being pursued through a crowd the
Hero may add twice his INT (minimum +2) to his SPD to lose his
pursuers.
Intimidation Tactics
You have learned how scare others out of their possessions
through intimidating tactics.
Benefit: The Hero receives triple his STR or CHA (minimum of +3)
to rolls on Intimidation and may use either STR or CHA as a modifier
to that skill.
Linguistics
You have a natural affinity for languages and may learn
new languages much faster than others.
Benefit: The Hero receives triple his INT (minimum of +3) ranks in
any language they know or learn in the future, i.e. if the player buys
at least one rank in a language, they automatically advance to the
Fluent level.
Memory Training
The Hero has trained her memory to be as exact and
precise.
Benefit: If Hero commits to memorizing something, she can recite
it, without error, at any later date. It generally takes three times as
long to memorize a passage than it does to simply read it. This
discipline also helps when manipulating the energies of the universe.
Magic Mental Fatigue penalties are reduced by the Hero’s INT
(minimum -3).
Quick Reload
Through training and practice, the character has learned
how to efficiently reload his ranged weapons faster than
normal.
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Benefit: You may effectively use a bow, sling, or other single-shot
missile weapon twice per round without incurring the normal multiple
action penalty.
Quick Draw
The ability to draw a weapon with startling swiftness.
Benefit: A Hero may draw his weapon as a free action and does
not suffer a multiple action penalty. When drawing a weapon the Hero
receives a bonus equal to triple his SPD (Minimum of +3) to Initiative
rolls. This bonus only applies to the first round of combat.
Rally
You are skilled in giving rousing speeches or otherwise
encouraging your companions and underlings to push their
limits.
Benefits: The Hero receives triple his CHA (minimum of +3) to
augment all companions’ rolls when resisting fear (WIL checks) or
Attack rolls. This counts as an action for the Hero who does the rally
and he must be free to speak or act in a heroic manner.
Benefit: A successful Taunt directed at an opponent will cause
him to become so angry that he will attack the taunting character
with reckless abandon. At the beginning of a round of combat, a
character may attempt to taunt any one adversary or group of like
individuals using the Perform or Influence skill with a DoD equal to
the opponent’s WIL or Resolve (this is considered an action).
If successful, they will attack the character taunting (if
possible) or their current target with rage.
While enraged, an opponent’s Defense ratings are reduced
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).
A hero may taunt a number of times equal to twice his
CHA (minimum of once) per combat.
The Gift
The hero has the gift of true magic and may cast spells
beyond simple cantrips and minor magics.
Benefit: the mage may cast spells beyond level 3 of difficulty
Run Like the Wind
The ability to run swiftly for a distance.
Benefit: For the purpose of moving only, the Hero receives triple
his SPD (minimum of +3). This applies if the character is moving
under his own power (i.e. not mounted).
Trailblazer
You have a natural affinity for finding the easiest path to
follow.
Benefit: The Hero may increase his SPD by +3 for him and his
entire party when traveling through unfamiliar territory.
Social Chameleon
You are well versed in the etiquette of various cultures and
social circles.
Benefit: The Hero receives triple his PER (minimum of +3) to rolls
pertaining to social etiquette, morays, or taboos.
Trick Shot
The ability to make incredible shots with ranged weaponry.
Benefit: The character ignores all normal cover penalties when
attacking with a ranged weapon.
Status
The hero is in some way well regarded by the common
man. He may be a noble, an army captain, a high priest, a
master criminal or a village chieftain.
Benefit: The Hero receives triple his CHA (minimum of +3) to rolls
as it pertains to social situation where the particular status may be
applicable. The hero must define the type of status he has when the
talent is purchased.
In most matters he is asked his opinion and in some cased deferred
to when an impasse is reached.
Tactician
You have studied the tactics and strategies of the
battlefield.
Benefit: The Hero receives his PER (minimum of +1) to augment
his side’s Initiative rolls. If the Hero spends an action for the round he
may also coordinate attacks against a foe and all under his command
(using the Influence-Command skill with a DoD equal to the target’s
Evade Skill Rating) receive a +2 to all attack or defense rolls (chosen
when the talent is used and may be changed from round to round).
All under his command must go on his Initiative or after to gain this
bonus.
Taunt
The ability to use sarcasm and caustic words intended to
inflame an opponent’s anger.
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Two-Weapon Defense
The character has learned how to use a second weapon to
improve his defensive ability in combat
Benefit: When the character is fighting with a weapon in either
hand, he may use the second weapon in a defensive manner, in
which case his Parry skill rating receives a bonus of +5. If the Hero
uses his second weapon to make an attack his defense reverts to
normal for that round.
Two-Weapon Fighting
The character has mastered the rudiments of two-weapon
fighting.
Benefit: He may make an additional attack during the round with
the second weapon with a bonus equal to the Hero’s DEX+1. This
bonus is used to mitigate the penalty for multiple actions.
Example: A Hero with a DEX+3 is using a sword and
a dagger. He makes one normal attack with the sword and
an additional attack with the dagger in the same round. The
sword suffers no multi-action penalty but the dagger suffers
a -5. The -5 penalty is reduced to -1 because of the talent.
Wealthy
You have either been blessed by being born into a wealthy
family or shrewd business dealings.
Benefit: If taken at Character Creation the Hero’s WR is increased
by +3 with one additional use. The talent may be purchased multiple
times with each time increasing the hero’s WR by +3 and an
additional use.
NOTE: The talent may be purchased only at Character Creation
and increasing wealth after the start of the campaign can only be
done through role-playing and the story narrative.
Well Traveled
You have traveled the world on business and errands for
your family, business, or lord.
Benefit: The Hero receives triple his INT (minimum of +3) to any
Lore (Regions) roll. The Hero may also have intimate knowledge of
places or cultures (GM’s discretion).
Profession Exclusive Talents
The following talents are only available to Heroes of
a particular profession and cost them 5 points at character
creation. If a Hero outside the profession wished to buy the
Talent it cost twice as much (10 points at character creation or
40 points after character creation)
Those That Slay
Advanced Militia Training
This training improves upon the basic training that all
hoplites/warriors receive concerning personal defensive
techniques.
Benefit: The Hero may double his STR (minimum of +2) when
determining armor penalties because of weight. This talent does not
make the Hero stronger; just able to wear heavier armor with fewer
penalties.
Example: A Hero with a STR +1 is wearing a suit of
armor with a STR minimum of +3. Normally the Hero
would have a -2 to his DEX. With Advanced Militia
Training, the Hero has an effective STR of +2 and his DEX
penalty is only a -1.
Advanced Missile Training
You have been trained in the effective use of various types
of missile weapons.
Benefit: The Hero receives a bonus equal to double his PER
(minimum of +2) to rolls involving ranged combat using bows,
crossbows, slings, or thrown weapons.
When the Hero aims for at least one action, he may add triple his
PER (minimum +3) to any one ranged attack roll. The Hero must aim
in round one and use the bonus in the next round.
Cleave
The Hero has the ability to swing his melee weapon and
cleave through multiple opponents.
Benefit: If the Hero successfully hits and does at least half the DR
of his weapons damage to an opponent may hit another who is within
range. The Hero’s original attack roll is used to determine if he hits
the next opponent and if the roll is a success (only a full success
counts, partials count as failures) he hits doing half his normal
damage and continues on. The Hero may hit a number of additional
opponents equal to his CR attribute. This ability is taxing and hard to
execute therefore a hero may only use this ability a number of times
equal to his CR per day.
Example: A hero with a melee skill of +7 and a
CR+5 (total skill rating of +12) is fighting a group of 12
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
strikes at the first soldier with his sword and gets a full
success and does 10 points of damage. He moves on hitting
the second target with the same attack roll and does 5
points of damage and continues on again hitting a third
for 5 points of damage. The forth opponent happens to be
the leader of the and the Hero’s initial roll would have only
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 to
successfully hit the leader he could have continued on and
hit a total of 5 opponents.
Feint
The Hero maneuvers in such a way that he draws his
opponents into a compromising and less defensible position.
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
attack.
Example: A hero with a melee skill of +7 and a CR+5
(total skill rating of +12) is fighting an opponent with a
PER +1, evade +8, and a DEX +4. The he makes a Feint
roll using his opponent PER+evade skill, total DoD -9. He
gets a success and can reduce his opponent’s evade skill
rating from a -12 to a -6.
Second Wind
When things seem dire you can reach into your soul for
reserves of energy.
Benefit: Once per day, the Hero may recover a number of Hit
Points equal to triple his CON (minimum 3 Hit Points). This may only
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.
Those that Take
Amazing Dodge
You have a remarkable ability to avoid being hit in melee
combat.
Benefit: The Hero may add triple his DEX (minimum of +3) to any
Evade roll (the Hero must use an action to actively evade). This may
be done a number of times a day equal to his DEX (minimum of 3).
Great Escape
The Hero has a remarkable ability to escape any situation.
Benefit: The Hero may add triple his INT or PER (minimum of +3
and player chooses attribute) to any roll involving escape. The hero
may do this a number of times per game equal to his DEX (minimum
of once).
Misdirection
The hero has the ability to deceive an audience buy making
them focus on one thing while pulling attention away from
another. When trying to deceive or con a person the hero may
97
add either triple his DEX or CHA to influence or Sleight of
hand rolls.
Benefit: The Hero may add triple his DEX or CHA
(minimum of +3) to any Sleight if Hand or Influence(Con) roll
Quick Hands
Those from urban environments often find the need to steal
in order to survive. From an early age, many learn to quickly
pocket small items when others are distracted.
Benefit: The Hero receives triple his DEX (minimum of +3) to rolls
pertaining to quick or sleight of hand movements. The Hero may also
reroll failed rolls of this type a number of times per game equal to his
DEX (minimum of 3).
Those that Shape
Familiar
The hero has a small creature that he has imbued with
some of his magical might. The animal is friendly to the hero
and will perform simple task for the magic user.
Benefit: The hero has a traveling and working companion and may
store a number of spells equal to his INT (minimum of one) in the
creature. The spell may be summoned forth later and used by the
spellcaster. The spell must have originally been cast successfully (no
partials) by the caster and may be stored for a number of days equal
to the WIL of the beast (minimum of one day). To benefit from this
advantage the familiar must be withing 20m of the spellcaster.
Fast Cast
The hero is particularly adept at shaping an offensive spell
and attacking with it in the same round.
Benefit: The hero can work a spell and attack with it in the same
round without suffering multiple action penalties.
Magi
The hero truly understands the secret workings of the
arcane allowing her do spectacular working with little effort.
Benefit: A number of times per game equal to his WIL the hero may
reduce the DoD of spell casting by his INT (minimum of -1).
Tradition
The hero has access to a tradition beyond his starting
philosophies
Benefit: The hero has access to an additional magic tradition.
Those that Teach
Blessing
The hero may bestow her spiritual energy to another by
touching their head and saying a small prayer. The recipient
must share the same faith or at least acknowledge the power of
the god.
Benefit: The hero may bestow a bonus equal to triple her WIL to
another (minimum of +3) or half as many to a group (round down).
She may not spend her personal Hero Points while the Blessing is
active.
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Dominion Access
The hero is favored by the gods and may ask for favors
from them from time to time.
Benefit: The hero may pray and ask for favor from their
pantheon of gods. See the chapter on Gods
Fervor
The hero can work a group into a passionate zeal with his
righteous words.
Benefit: The hero may speak out loud and incite a group’s
passions allowing them act with extraordinary ability. This
ability may only be used on the hero’s allies and allows the
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.
The hero can affect a number of targets equal his
Performance skill level multiplied buy a modifier determined
by his renown. X for Renown 0-50, X2 for 51-100, x4 for 100200, x10 for 200+
God’s Ear
The hero is good at making sacrifices that please his god.
Benefit: The hero receives double the Hero Point yield
from any sacrifice or votives she successfully performs.
Righteous Words
The hero’s words are spoken with vigor and certainty
because of the fervor she feels in her heart. When speaking
aloud with conviction there is nothing the hero, or his god’s
followers will fear.
Benefit: The hero and those of his flock gain a bonus to
anyone one action equal to double the hero’s CHA (minimum
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
action taken by a charcter in a round. The hero may use this
ability a number of times a day equal to his WIL (minimum of
once).
Signs and Portents
The hero has access to a tradition beyond his starting
philosophies
Benefit: The hero may ask his god (the GM) one question
per game that he must answer honestly. To get the answer
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).
Character Creation Sample
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Improving 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 improve
their character’s skills. The cost in XP to improve a skill is equal to the new skill level (not the total
Skill 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 at
a 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. Additional
skills can be acquired at a cost of XP equal to the Training Period of the skill (as indicated in the
skill’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. For
example, if a warrior wanted to acquire the Tracking/Shadowing skill, he might have to hire a tracker
or hunter to teach him this skill.
Once the necessary XP and time have been expended, the player can add the new skill to the
Hero’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 a
reasonable explanation for why her character suddenly has the Talent and secondly, the player must
pay 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 improve
an Attribute is 5 times the new Attribute rating. Improving an Attribute requires a number of weeks
equal 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 player
wants to increase his character’s Attributes beyond the racial maximum, he must spend double the
normal 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.
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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.
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Price of Prolongs Magic chart
Trait
Trait
1
Grow an eye someplace on your body that the
Elder gods may peer through and a mouth that
sometimes jibbers madness
11
One eye turns while the other is demonic and
red.
2
Sitting liquids start to slowly swirl
counterclockwise in your presence
12
The magic user has the voice of the opposite
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
presence
17
where you lay or sit for prolonged periods of
time webs form as if to hold you there
8
Skin becomes unnaturally pale or ashen like a
corpse
18
When the mage speaks an echoed whisper
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 to
observe similar rituals and practices.
All Magic-aware Heroes start the game with a single Tradition but may learn more through
adventure or experience point expenditure.
Modes
A Mode is essentially an effect, such as Attack (lightning bolt, an ethereal sprit raking the flesh
with its etheric claws), Influence (the mind trick, the beguiling smoke that clouds men’s minds), or
Sensory (augury or seeing distant scenes through a pool of water). Modes are used as a basis for
creating 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 involves
memorization, physical disciplines, and mental formulas. The Magic that the player invents must fit
within the style of the Hero’s Tradition, the game mechanics of the chosen Mode, and the practical
restrictions 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)
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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.
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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.
1-5
6
Mishap
The mage sweats primordial ooze or exhales some foul organic odor.
The caster is stunned for a number of rounds equal to the amount he
missed the roll by minus his WIL (minimum of one round).
7
Magic Power strikes unintended target (random direction)
8
Reverse Magic Power effect (rebounds upon Magic user)
9
Magic backlash. Magic user takes a -1 penalty to MR for double his
INT in rounds
10-11
Reverse Magic Power effect (random direction)
12
The magic user is Stunned for a number of rounds equal to his MR
13
The magic user vomits flies from his mouth blinding everyone within a
radius equal to his MRx10m. The flies stay in the area for a number of
rounds equal to the magic users MR.
14
The murmurs of the Elder Gods spill from the mouth of the magic
user maddening all who can hear him. Everyone takes a penalty to
any action equal to the mages MR for his WIL+1 rounds
Milk curdles in an radius around the magi equal to his MRx10
kilometers
15
16
All metal becomes too hot to hold or wear. Anyone who wants to act
normally while in possession of metal must make a WILL roll with a
DoD equal to the magic users MR. If the roll is a failure the person
must spend the round trying to get rid of the heated metal. The
mishap last fro a number of round equal to the mages MR.
17
The magic user’s teeth are pushed out of his mouth and replaced
by pieces of obsidian. The transformation causes the magic user 5
points of damage. The obsidian will eventually fall out and his teeth
will grow back over the course of 7-CON weeks
18
Wine turns to vinegar and water becomes slightly brackish an radius
around the magi equal to his MRx10 kilometers
19
All doors, locks, belt buckles, knots, and straps become undone or
open and cannot be closed for a number of 9-WIL hours. This affects
everything within a radius equal to the mages MRx1 kilometers.
Mishap
MR reduced by the amount missed by for 2 hours
All infants born in the next week will have some minor birth defect in a
radius around the magi equal to his MRx10 kilometers. The magi rolls
on the Price of Prolongs Magic chart.
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.
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.
24 Arcane symbols written in blood appear on the magic users face and
weep when the sun rises and scabs over when the sun sets. -2 CHA
permanently.
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.
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 chart
27 Eldritch energy is expelled from the mage’s body inflicting damage
(DR equal double the mage’s MR) upon everything within a radius of
MRx20m. Everything that was damage glows fro a number of hours
equal to the mage’s MR.
28 Smoke will issue from the mages ears as his mind starts to burn
with arcane knowledge. Loose 1 WIL and 1 CHA as blood constantly
weeps from the mages ears.
29 The mages skin rips from his body and runs away to find an innocent
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 CHA
30 The mages body is turned inside out as a demon is loosed upon the
earth. The sight is so horrific that any who fails a WIL roll with a DoD
equal to twice the mage’s MR will drop anything they hold and run for
their life and sanity for a number of rounds equal to the mage’s MR.
The mage will takes a number of hit points equal to double his MR.
The magi rolls on the Price of Prolongs Magic chart
31 The magic user permanently looses one point of INT and burst into
flames taking twice his MR in damage. Howling spirits rush from his
mouth and eyes escaping to the darkest corners of the earth. Those
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.
32 A minor demonic entity will tear through to this reality and randomly
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.
33+ Dreams of the Elder Gods issue from the mouth of the magic user
driving all with the vicinity mad. All who can see the magic user loose
1 point of WIL permanently and all babies in a 13 kilometer radius are
still born prematurely.
20
21
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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.
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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 no
degradation for a number of rounds equal to the level of the Mode. After that time limit, the Magic’s
effects are reduced by one level for each round beyond its limit. If the Hero is struck or otherwise
distracted, 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 MR
attribute. 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-action
penalty.
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 must
give the Magic a duration and inform the GM that his Intent is that the Magic activates once that
duration is met. The magic effect takes place at a certain time and a certain place and once placed
cannot 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 to
at least half the skill level of the Hero he is assisting. Cooperative effort allows a group of Heroes to
distribute 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 lead
Magician. All involved must make their roll with a full success. Any failure means the entire group
fails, and one partial will mean the entire group gets a partial. To get a critical success on the Magic
effect 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, referenced
in 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 to
drastically 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 a
factor of x10, x20, x30, or x40! An unlimited amount of Hero Points may be spent in this manner as
long 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.
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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
Side effects are not magical in nature. They are the natural results of certain effects. A loud noise
can deafen, a glowing spell sheds light, a fiery spell may ignite combustibles... those effects are not
magic. You cannot, for example cast an illusion of a hypnotic effect and thereby charm a group of
enemies, 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 with
the effect rating becoming levels. In all cases, side effects are up to the GM to determine, using
common sense.
Attack Mode vs. other modes
Ideally the Attack is the mode of choice but conceivably other modes may be used to cause
harm or damage to an opponent. Other modes however may be used to indirectly cause damage like
manifesting a molten lead above a person’s head, or hurling rocks at an opponent using the Kenetic
Mode. When a mode is used in this manner the spell does as much damage as an attack spell of one
third 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 that
Magicians have learned a large amount of Magic abilities. Instead of writing each down it is far
better to assume that if the Magician knows the Mode he has great ability in it and has certain skill in
it. There is no need to write down every possible variation of an Attack Power or every iteration of
an Influence effect, just as it makes no sense for a warrior to write down every maneuver he may do
with his sword or spear.
MODES
Every Magic Power employed in the game has one primary effect, or Mode. This idea holds true
regardless of the outward form the Magic Power takes. Does the Magic Power heal injury? Does
it move objects? Once you know the Magic Power primary effect, you know its Mode, and how it
works in the game. The following is a list of Modes and their primary effects. Each is described in
detail 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 learns
a new Mode, they are actually learning many different concepts and theories of how to manipulate
their 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 their
effects, such as telepathy or ESP.
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Modes
Attack
Example Uses
of the Attack
Mode
“I channel arcane
energy in the form of a
screeching flayed skull
to inflict harm upon
my attackers.”
“I speak Words
of Power and throw
handfuls of liquid
flame to splash over
my enemies.”
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.
Attack Bonus: -1 for each +1 bonus on attack rolls.
The Mode of Attack is a literal unleashing of destructive Magic energy to harm or destroy
another being or object. Once used, Attack Magic Powers have an instant duration and their Hit
Point damage amounts are equal to the level of the Magic Power being used (e.g. a level-4 Attack
Magic Power inflicts 4 Hit Points of damage).
Most Attack effects are ranged attacks and are subject to the modifiers and adjustments based on
the range and position of the intended target (see Ranged Attacks in the Combat Chapter).
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.
Example: Alcmene wants to hit an opponent with a bolt of pure light as the battle rages around
her. She has the Attack Mode at level 12 and wants to hit her opponent who is 12m away for 10 points
of damage. She must first cast the Magic and has a DoD equal to the level of the Magic, which is -10.
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.
“I hurl a bolt of
pure divine energy to
destroy the undead
creature that dares
return to the world of
living.”
Close-combat magics are also within the purview of this Mode, such as magic-generated melee
weapons made from pure energy. These effects last for a number of rounds equal to the effect level,
and inflict the same amount of damage as a ranged Attack Magic of the same level. When using
such magics in combat, the Magician applies his CR + Unarmed Fighting or Melee skill versus the
target’s DEX + Evade skill to hit.
Area-effect Attack Magics can also be created with this Mode, (windstorms, fiery explosions,
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 powerful
sense of agony in
his mind, hoping the
pain will render him
unconscious long
enough for me to
make my escape.”
ILLUSION
Basic Illusion: Level 1.
Features: +3 effects levels per additional feature.
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.
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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.
Resisting Illusions
The Hero must have some inkling that an illusion is being used before he is allowed to detect if
the phantasm is real or not.
Magicians can detect and resist any Illusion effect by using their PER + Illusion Mode skill, with
the level of the effect being used as the Degree of Difficulty for the attempt.
Beings without the Illusion Mode must rely on their wits and observation to determine if
something is real or not. This is simulated by having the Hero make a PER roll versus the Illusion
level as the DoD. Success indicates that the viewer suspects the Illusion effect to be unnatural or
artificial in some way.
Invisibility
The Illusion Mode can be used to render a target invisible. Invisibility is a very complex effect
as it must exactly mimic the environment around the target. Invisibility for a single, stationary
individual is a level-10 effect (1 level for the basic illusion plus 9 levels of complexity). If the Hero
wants to stay invisible while moving, add 3 levels for a total of 13.
Making Light
Illusion effects can also be used to produce illumination. A small, stationary globe of light is a
simple level-1 illusion. By adding 3 levels, the ball of light will move with the Magician. This light
can be used to blind enemies by directing it into their eyes.
To accomplish this, the Magician must make a ranged attack roll using her CR + Illusion Mode
rating with an additional penalty of -7 for aiming at a small location. If successful, targets are
blinded for three rounds, +1 round for each magnitude feature added to the effect. Illusions can be
produced anywhere within the range of the effect, and can also be activated while scrying, in which
case the range of the effect is unlimited.
Example uses
of the Illusion
Mode
“I bend light
away from myself,
altering the flow of
what is perceived
by those around me
and rendering myself
invisible.”
“I make the hidden
gesture, pointing at
my assailants and
opening their eyes to
the ‘truth’; that they
hold not swords but
serpents!”
“I create the
illusion of my face
resembling the
Baron’s, so I can
infiltrate the party
without suspicion.”
Influence
Range: 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 sphere
of the Influence Mode. The subject of an Influence effect will obey a single command from the
Magic user, such as “Halt where you are,” “Sleep,” or “Tell me your name.” The command is sent
into the subject’s mind, and need not be spoken aloud unless the Magic user so desires. The subject
will attempt to carry out the instruction to the best of its ability until the duration of the Magic Power
elapses.
No subject can be ordered to accomplish an instruction that contradicts its basic nature or
abilities; for example, a person cannot be commanded to fly. Dangerous actions, such as attacking an
enemy, 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 the
subject; 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. For
every 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 or
Attribute. For example, a Magic Power that would see the target become forgetful or scared might
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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
Mode
“I psychically
weaken his desire to
search everywhere in
the room, hoping I can
convince him not to
check the barrel where
the bloodstained
sword is hidden.”
“I speak words of
arcane commanding to
the ghost, and demand
that it serve me.”
“I alter the
summoned beast’s
rage so that it desires
only to attack my
foes.”
Kinetic
STR: +0 (50 kilograms) (+1 STR and 50kg per 3 Magic levels).
Range: 20 meters (-1 to casting roll for every 3 meters of extra range).
SPD: base SPD-4 (10 meters per round) (-3 to casting roll for each +1 SPD rating).
Area: 0’ radius (-1 to casting roll per foot of radius).
Duration: 5 rounds (-1 to casting roll per additional round of duration).
This is the Mode for any Magic Power effects that move, levitate, or manipulate objects and
beings without the Magic user physically touching the target. Levitation, telekinetic movement, and
all similar effects made possible by the Kinetic Mode require the Magic user’s full attention and
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
in the air without canceling the Magic Power while the Magic user turns his or her attentions to
creating another effect.
A Kinetic Magic Power at level 1 can affect up to 50kg (STR +0), and allows the Magic Power
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
creatures manipulated with this Mode travel at a default SPD of -4 and can be moved anywhere
within the Magic Power’s effective range. The focus of the power can be made to move faster by
increasing the SPD level of the Magic. For every +3 difficulty the SPD increases by +1.
Example: Alcmene is escaping the symposium across a rooftop with a group of guards and an
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.
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Manifest
Maximum 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 appear
at 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
foreknowledge. The creation of exact replicas or finely detailed pieces incurs a -1 to -10 DoD on the
casting roll, at the GM’s discretion.
When the duration of the Magic ends, the item disappears, unless it has been consumed or mixed
with another material. Manifested water still quenches a being’s thirst even after the duration of the
Magic has ended, and manifested metals mixed with others in a forge will remain alloyed after the
Magic has expired.
Reverse: Dematerialize
A Hero may want to make an amount of material disappear for a time. When using the mode in
this manner the Hero can create holes in walls or make an opponent’s weapon vanish from his grasp.
When the item is held by an opponent, the Magician must add the user’s Resolve Skill Rating to the
final DoD to cast the power. Once the Magic is cast, the Hero must then target and hit the item using
his CR + Manifest Mode level versus the target’s DEX + Evade. If successful the item is removed
from the opponent for the duration of the effect.
Example Uses
of the Manifest
Mode
“I speak with the
spirits of the earth
and demand that they
manifest small round
stones under the feet
of my foes to make
movement difficult.”
“I summon forth a
wall of flames to repel
my attackers.”
Manipulate
Level 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. The
level of the Magic required depends on the changes that the Magician wishes to wreak upon the
target. Minor or cosmetic changes will fall under the purview of low-level Magics, while high-level
effects can heal grotesque injuries, warp a form into another shape completely, or alter one creature
into another. Manipulate usually affects the physical. For manipulations of the mind, the Influence
Mode should be used instead.
This mode is primarily used to psychically heal or cause wounds, or to increase the user’s own
natural 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 standard
Manipulate rules for duration are waived. All Heal and Harm effects have a Range of Touch. The range can be
increased 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 the
Sensory 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-
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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 nonliving 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.
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Reverse: Obscure
The reverse of the Sensory Mode is Obscure, and it conceals objects, beings, and locations from
both magical and mundane detection.
Use the Obscure Magic Power as the Difficulty Modifier against any attempts to divine what is
being hidden. Obscure effects cannot be deployed to make anything truly invisible, rather they make
them 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.
Shield
Range: 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 and
appearance of an aura depends on the user, but the appearance of a Shield effect is always visible and
apparent for what it is.
Unless an Illusion effect is cast to conceal it, an aura is always visible to normal senses. Auras
are air and light permeable, allowing the Magician to breathe and see. For this reason, these Magics
do 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 a
second aura is cast on the same target, only the aura offering greater protection remains. Auras have
2 hit points per Magic Level. All damage from attacks on the wearer of an Aura is subtracted from
the 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 in
combat, since there is no way to “go around” an aura to hit a vulnerable spot. Non-damaging attacks
such 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 shape
the caster desires. Like personal auras, their appearance depends on the Hero. A barrier can be a wall
of 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 barrier
would 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 and
conditions:
· 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
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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.
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Summoned creatures may have additional special abilities, such as flight or immunity to
weapons, as determined by the GM. As with all summoned entities, the ability level of the
summoned 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,
possess the caster’s physical form. Less evil creatures will usually simply return to
their home planes.
Failure:
The summoned creature will appear momentarily, and then vanish back to its own
plane. The spell failed.
Partial Success:
The spell succeeded in summoning the desired creature but because of some flaw
in the spell formula, the creature summoned is granted a +5 bonus to resist all
attempts to force it into a pact.
Success:
The spell has performed as expected although the caster must still seal a pact.
Critical Success:
Not only was the spell cast successfully but the creature summoned receives a -5
penalty to resist a pact being forced upon it.
Procedure for summoning spells
The Offering
Prior to casting the summoning spell, the caster may wish to burn an offering to gain the favor
of his or her patron spirits.... A minimum offering of 100 gc worth of incense, aromatic herbs and/
or spices is customary, and affords the caster a bonus of +1 on the spellcasting roll. Fragrant oils and
certain types of magical fumes may be used to bestow further bonuses upon the caster.
Example Uses of
the Summoning
Mode
“I summon the
demon Ba’al to rise
from hell and do my
bidding.”
“I whisper the
names of my ancestors
and pray that they
attend me now and hear
my need.”
“I summon an
animal spirit to watch
over me while I work
my rituals.”
The Ritual Inscriptions
In any ritual summoning of creatures which might prove dangerous or hostile to the caster, he
or she must inscribe the traditional Circle of Protection and Thaumaturgic Triangle upon the floor
or ground. Inks or chalks may be used, or the inscriptions may be traced in the dirt, scratched into a
floor, etc.... The time required to complete the circle and triangle is five minutes. For each additional
2-minute period spent carefully preparing the magical inscriptions, the summoner receives a +1
bonus to his or her casting roll.
Both the Magical Circle of Protection and the Thaumaturgic Triangle must be perfectly inscribed
in order to have the desired effect. Even under ideal conditions, there is a chance that the caster will
fail to correctly inscribe either the circle or the triangle (Mishap on the casting roll). A flaw in either
of 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 the
desired 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 within
the confines of a Magical Circle of Protection. Anyone outside the magic circle may be attacked by
any creature summoned.
Sealing a Pact
Once the summoned being has arrived, the caster may attempt to seal a pact with it. If the
summoned creature is, by its nature, inclined to react with benevolence towards individuals of the
caster’s Calling, it will offer to perform a service for the summoner (a friendly nature spirit for a
druid or a totem animal to a shaman).
If the type of being summoned is one who has no such relationship towards members of the
caster’s profession, it will always seek to resist the summoner. In this case, the summoner is allowed
three chances to seal the pact by some other means. Each attempt causes the summoned creature
to roll with a DoD equal to the casters WIL; if the creature fails to make even one of these three
saves, the pact is sealed. If the creature makes all 3 saves, it is free to do as it wishes. Note that the
successes must be full successes and partials count as failures.
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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 within
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its abilities to perform, the pact is instantly broken. In such cases, the summoned creature will simply return to
its 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 default
duration of the summoned creature’s servitude is 1 minute, with each additional 10 minutes inflicting
a -1 penalty on the casting roll. Once the duration of the spell ends, the being either vanishes, or
remains on Earth of its own volition if it is able to do so for any reason (immense power, magical
ability, etc....)
Reverse: banishment
Cast in reverse, the Summoning Mode is the Mode of Banishment, and returns any summoned
creature to its plane of existence. Attempts to banish entities are made with a difficulty penalty equal
to the creature’s overall ability level. Like Summoning, Banishment effects take 1 round per spell
level to cast. A spellcaster can use the Banishment Mode on entities that he cannot summon, but
takes 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. 1
round casting time for every 4 ability levels of creatures to be banished).
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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 Spells
118
Atlantean Sorcery
(Mages, Magi, Sorcerers, Elementalist, Wizards, Kashaph, Invokers, and Astrologers)
Atlantean Sorcery was discovered and “perfected” by First Age Atlanteans but its practice can
now be found throughout the civilized world due to Atlantean colonial ambitions of the past. While
still most common in the Atlantean sphere of influence, local traditions of Sorcery have sprung up in
such 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. To
do this the mage uses arcane symbols, expressions, and concepts to provoke the entities to do his
bidding.
Through experimentation and scholarly pursuit the Atlanteans filled many books with the
knowledge of invocation and their magic tradition is considered the most effective and versatile of
all the known traditions.
Components
Those who practice Atlantean Sorcery must gesture with both hands and speak arcane phrases
aloud in order to cast spells. A device such as a wand or staff is sometimes used to direct spells, but
is 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 of
spell being cast and the entities involved in the magics. An elemental summons to throw a fire ball
may smell of brimstone and sulfur and the howl of the elemental as it streaks towards the target. An
influence 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, and
a strange humming sound. Anyone nearby that makes a successful PER roll with a +5 bonus will be
aware that magic is being used and will be able to discern its source. Because of this, subtle illusions
that are meant to appear “real” are very difficult to accomplish with this Order. Likewise, anyone
affected by a spell of Atlantean Sorcery (magical influence, protection) will have a noticeable glow
and 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)
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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 blackmagicians 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
120
Attack
+2
Manipulate
+1
Illusion
+1
Sensory
+2
Influence
N/A
Shield
*
Kinetic
-2
Summoning
+5
Manifest
-1
Enchantment
Common enchanted items created
with the Dark Arts include:
· Talismans that ward away
or control undead (Ward,
Influence)
· Weapons or items enchanted
with disease-causing spells
(Manipulate)
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 the
spiritual representation of all the primal energies that inhabit the world. For example, the Eagle
Totem embodies the spirits of all great eagles, the wise hunter. The specific creatures and qualities
represented by the Totems vary from region to region.
Most shamans see spirits in abundance in the world. Every natural form is an extension of one
Totem or another. The oak trees are the many arms of Giver-of-Life; the crow is the embodiment of
Raven. When in communion with a Totem spirit, a shaman may either seek the spirit’s council or
take on the powers and aspect of the Totem. Attaining the dream-like state necessary to commune
with the Totems often requires the ingestion of herbs, mushrooms, or other natural psychotropic
substances. Some shaman also train themselves to visit the Dreamrealms while sleeping or
meditating.
Like Witchcraft, Shamanism is an oral tradition, without scrolls or spellbooks. Shaman initiates
are usually chosen by their instructors and trained in private. In tribal communities, the Shaman is
often the leader or chief council to the tribal head. Shamanism can be found throughout the world
but is rarely practiced in civilized realms.
Components
Shamanism relies on complex chants, gestures or dances, and specific natural fetishes. For
example, to summon up an Avian-Totem, the Shaman might cry out like a raven or hawk, flap his
arms 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 by
ingesting a natural hallucinogen such as opiates, or other psychotropic herbs or mushrooms or by
careful meditation, dance, singing or the performance of music. Without theses benefit the shaman
suffers 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 fetishes
or 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)
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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.
Enchantment
When a
· Wooden staves or wands
Modes
enchanted with spells of
Witchcraft (Attack, Shield, etc.)
Attack
Manipulate
-3
*
· Medallions or brooches that
Illusion
Sensory
*
*
protect from harm (Shield)
Influence
Shield
+4
+1
· Rings or stones that render a
subject invisible to scrying
Kinetic
Summoning
N/A
*
(Sensory - Obscure)
Manifest
N/A
· Crystals or mirrors for viewing
distant locales (Sensory)
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Places of Power
Scattered throughout the globe (and the universe) are numerous places of cosmic power
also known as Vril. These can aid the determined (or lucky) hero who finds them by offering an
additional source of power. How much power depends on how often its source renews it, how the
stars and moon are aligned, the time of day, the weather conditions, and so on. Places of power
include 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, geometric
shapes, grids, radiating lines from a common center, animal and avian forms, zigzags, and other
symbols — may have mystical significance, though not all of them do. Some of these are still in use
today, 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. They
may 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 Hero
Points worth of power.
Anyone may try and find a place of power. The difficulty to find the site depends on the how well
the location is hidden, how strongly Vril emanates from the place, and how far from the character’s
current location it is. Use the MR + investigation/search skill modified by the aspects below. The
base 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
(base DoD of -2)
During a Solstice or holy day
Tiny (a rock outcropping or well)
Small (size of a small house or cave)
Medium (the size of a football field)
Large (the size of a small forest grove)
Huge (a mountain range or large forest)
Distance
1 meter
5m
+0
20m-49m
50m-100m
Every additional 100m
1km
+4 difficulty for every additional kilometer
Investigation Roll
Modifier
+2
-4
+0
+2
+4
+6
Modifier
+4
+2
0
-2
-4
-1
-10
Energy Stored
2 Hero Points of Stored Energy
4-6 Hero Points of Stored Energy
8-14 Hero Points of Stored Energy
16-22 Hero Points of Stored Energy
24-30 Hero Points of Stored Energy
+2 difficulty for every 10 point increment
Modifier
-6
-2
0
+2
+4
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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.
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Feast Days
Every month has two feast days; one on the 15th and once on the 30th of the month. The feast days
are usually family gatherings where the extended family can meet and talk about the happenings of
the month.
Elemental Force
Nisanu
The beginning of the new year
Ayaru
Air
Water
Simanu
Equinox on 20th day of Simanu
Du'uzu
Fire
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 are
very potent and powerful. A hero using the Witchcraft or Shaman Traditions will automatically have
their effects enhanced by a number of levels equal to the hero’s Empyrean score. These levels are
free and are added 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 +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 helping
their mortal allies. A hero using the Dark Arts Tradition will automatically have their effects
enhanced by a number of levels equal to twice the hero’s Void score. These levels are free and are
added 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 a
benefit the play may pick 4 months where they receives a bonus to their magic. The magic effects
will be enhances by a number of levels equal to the atman score that corresponds to that month. A
fire 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 the
hero must spend 1 Hero Point.
Lunar Eclipse
When the moon passes into the shadow of the earth and the sun, earth and moon align powerful
forces affect the world. All traditions (except the Dark Arts) gain a bonus to all spell levels equal
to their Empyrean score. Conversely the Elder Gods sleep soundly in the darkness created by the
Earth’s shadow and the world is safe for a time. Dark Arts practitioners receive a penalty equal to
twice their Void Score to all spells cast during this time.
125
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 various
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geomantic patterns that functioned as vril pyramids, but many of these have been since overgrown or
have fallen dormant.
Drawing Vril from a Pyramid
Drawing power from an area with a Pyramid is almost impossibly difficult to do. The First
Age Atlanteans built the devices to efficiently pull the telluric energies so that they could fuel the
matrices and siphoning power if difficult and dangerous (imagine trying to drink from a fireman’s
water hose or charging your phone from a live powerline).
Vril Pyramids have no upper limit on the power they can provide and refresh almost immediately
when 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 60MR 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 from
one 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 astounding
accuracy. Most of the menhir are now long dead but 41 circles still exist on Atlantis. Most circles
found 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 diameter
of 10 to 25 meters with concentric rings of trees surrounding an open area from where the sky can
be seen. The Atlanteans discovered a way to tap vril circles and tie them to matricies, enhancing
the abilities of nearby pyramids and extending the range that any matrix can be used. As long as the
circle is working properly and within the active range of power of the pyramid, a matrix can be used
within 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 circles
are 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 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+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 sometimes
ran in multiple parallel lines and could sometimes create artificial ley line junction points. In some
cases they were used to redirect ley lines in artificial ways, diverting them from their natural paths.
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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 purify
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water. They can also create matrices that lift and propel vehicles, as long as the vehicles run on one
of 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 forges
and kilns.
In every Atlantean city (with a working pyramid), crystal matrices set on tall bronze poles light
the 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 and
shopkeepers, while the houses of the wealthy all have running water and at night, they shine with
light.
Unfortunately the science of creating new matrices has been lost and no one has yet discovered
how to duplicate them, other types of matrices also survive, including ones that can provide both
lift and propulsion for the rare flying palanquins. The matrices are old now and falter with horrible
side affects. Some of the light emitting lamps have been known to randomly throw bolts of raw Vril
energy harming, and sometimes killing citizens. Heat producing kilns have randomly increased heat
production or produce a terrible cold that flash freezes the smith and the buildings in the surrounding
area.
Ley Line Roads
One of the wonders of the First Age were the ruler-straight ley line roads that stretched from one
city to another. Ley lines are currents of vril energy that flow through the earth, from one magical
nexus 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 savantadepts discovered how to tap into the ley line energies by building roads on top of them. Although
the secret of creating new vril collectors has been lost, the knowledge of how to create and use ley
line roads remains.
Ley line roads are made from an almost indestructible opal glass known as vril glass. Although
alchemists can still create small amounts of this substance, it is far easier for them to work and shape
existing pieces of vril glass. The vast majority of the material used in the ley line roads built in the
Second Age comes from fragments of vril glass gathered from roads that were damaged or destroyed
during the Cataclysm. Vril glass channels the telluric currents so that the roads produce energies that
shield everyone on the road from precipitation and extremes of temperature. The roads also glow
softly 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 were
scavenged after the empires of the east began to fail. Now, few of those old serpent-paths exist
outside of the largest cities of Khitai and some remote mountain paths guarded by mystics and
monks.
Today, the largest streets of Atlantean cities are paved with vril glass. In addition, most Atlantean
cities are connected to all of their neighboring cities by ley line roads. Vril chariots are used to
travel both in cities and between them. While ordinary citizens must walk or ride horses or similar
animals, 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 called
because they sail with an unseen wind in their sail, and hover a few meters above the waves, keep
Atlantis a powerful sea power.
Today, Atlantis has only 29 of these powerful vessels. Although Atlantean sorcerers, alchemists
and engineers can usually repair damaged levitationals and can rebuild any other portion of one of
these 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 merchant
adventurers or heroic naval captains who will command these fabulous ships. During wartime, all
ships are transformed into naval vessels. In peacetime, the Sea Lord normally gives 20 of the ships
to the best captains in the Atlantean Navy and the remaining 9 are assigned to the finest merchant
captains in the nation. Most of these merchant captains are drawn from the ranks of captains who
have already been awarded the use of a sea-going vessel powered by a ship matrix.
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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 from
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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 techniques
into experiments involving everything from hybridization of living things (such as the creation of the
Andamen) to technological wonders such as the vril pyramids and even stranger things such as living
statues and submersible sea-craft. Modern alchemists, however, lack the skill, knowledge, or both for
such wonders and are confined to much smaller wonders.
The creations listed here are examples of the more common products of alchemy. Players and
GMs 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. Players
and GMs should work together to develop additional items using the examples as models. As an
alchemist progresses, they learn and master a variety of formulas. A character should know a number
of formulas equal to their Alchemy Rank (Handicraft (Alchemy) Skill + Intelligence Attribute). As
their skill goes up, characters should be allowed to learn more formulas, or upon finding older texts
be 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 to
enchanted items, but these items are non-magical in nature. Since they are non-magical, but require a
great 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 has
been simplified. Most items may need a myriad number of components to create and it is assumed
that most are easily available to the hero. However there are a few ingredients that are expensive and
at 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 which
the character will create his masterwork. Someone in a cave is going to have a much more difficult
time 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 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
large clean work area.
+5
-5
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First Age laboratory. A workshop stocked with the best books and
equipment
+10
-12
The Athanor
Measurements
for Alchemical
Creations
For
the
sake
of
simplicity
measurements
are
provided using the
abstraction of units. 1
unit equals 10 grams
of material.
Example: a recipe
that requires 5 Pavan
powder would be using
50 grams of material.
1,000 Grams(g) = 1
kilogram (kg) or 1
Iiter (l)
1 liter of liquid =
16 doses
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
available. Travel Athanors are not as stable or efficient as the larger stationary models and give a
penalty of -3 to any Alchemy roll.
Creation DoD:
None
Ingredients:
None
Cost DoD:
-5 for a stationary model, -4 for a travel oven.
The Four Basic Substances
Most alchemical works use one or more of the four basic substances that follow. Each takes
a week to make in an Athanor. To even attempt to make the substances the hero must have the
Alchemical Scientist talent (see character creation).
Each is described below.
Creation DoD:
-4
Ingredients:
Varies, see below
Cost DoD:
-2
Time:
4 days
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 to
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create raw spheres amberglass, shaping it into usable items requires additional work using a skill
such as Handicraft.
Any fluid put in an amberglass vial will last almost indefinitely. It is said that some prisoners in
the 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 alchemical
operations. It is known to be poisonous if swallowed or inhaled. Some alchemical treatises describe
it 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 one
specific type of inanimate substance, such as wood, iron, stone, or crystal. A single dose is sufficient
to dissolve up to 30 cubic centimeters of substance in approximately three rounds. There is no
alchemical solvent for amberglass, and as such amberglass vials are commonly used to store solvents
of 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 nonmagical substance. Vitriol is usually contained in vials of dense amberglass. A direct hit with a dose
of 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 radiate
light in a variety of hues and patterns. It does not radiate heat nor produce smoke. Each eight ounce
batch 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 10
Hit Points of damage but if successful they start to glow slightly and may discern magic items and
creatures. They may look at an item and see if it is enchanted, detect a magical or magically altered
creature and see through magical illusions. The effects of the Vril- Light last for a 10-CON rounds
(minimum of one round)
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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.
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The artificer must carefully prepare and mix the many ingredients and the aqua vitae in exact
proportions. As a final step a small figure, usually of clay, but sometimes constructed from vines and
twigs, 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 listed
below:
INT
PER
WIL CHA
STR
DEX
CON
SPD
CR
MR
-5
+0
+0
+0
+0
+2
+3
+0
-5*
+0
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 homunculus
by -2 for every +1 to an Attribute. Additionally, the ingredients used should reflect the type of
homunculus sought. For example, a homunculus with increased Strength might require the liver of a
giant or the heart of a lion. A dexterous one might need the brain of a rare monkey or the hides from
several poisonous serpents.
The whole process takes one month of uninterrupted preparatory work and another two months
for the homunculus 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
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 any
one time, though the number they may create is limited only by their wealth and time. Successfully
created homunculi will follow commands to the best of their abilities. Alchemists may also teach
their 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 larger
and stronger than homunculi, golems tend to be vaguely humanoid but largely featureless. Many
are crafted (using the Handicraft (Artificer) skill) from mud or clay, but there have been recorded
instances 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 golem
with an elemental creature, golems tend to be slower, far less intelligent, while at the same time
being more obedient and durable. Due to the cost and difficulty involved, very few golems are
created in this age. Instead, older golems are unearthed, studied, and repurposed for tasks. Golems
typically contain a simple set of instructions sewn into silk-cloth, carved into a clay tablet, etched
into orichalcum, or painted with calligraphy onto vellum. These instructions require great skill (use
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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
+5
+0
+5
+0
+0
-5*
+0
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.
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Habibi
This concoction promotes feelings of desire unless a successful WIL roll is made. Each dose lasts
for 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 some
gladiators. 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 wounds
begin to knit closed within ten minutes. Skilled healers quickly learn that the individual to be healed
first needs their body relatively still and hopefully patched up before the elixir is consumed in order
to avoid poorly set bones. Scars are a common result unless the individual is tended to prior by an
individual with the Healer skill. When used to treat disease the Panacea gives the imbiber a new
resistance 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 copious
vomiting 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
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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.
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Creation DoD:
-10
Ingredients:
5 units powdered black lotus flower, 1 crushed amber, 2 crushed leaves and vines-
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 in
Atlantis, 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 the
Tuaranian sub-continent. A single dose heightens the user’s perception (PER +1) and produces
a sense of euphoria that lasts for several hours. However, it also dulls the reflexes (DEX -1) and
impairs 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 southern
Jambu. When smoked, it enables the user to see visions of the near future. Other effects of the drug
include delusions of grandeur, dulled reflexes (DEX -2), and a general feeling of euphoria. Both
intensely pleasurable and extremely addictive, users who experiment with it even once may find
themselves 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 known
to tribal shamans and wisemen of Tamaochan. A single dose allows a trained individual to see and
communicate with invisible and astral presences. Some individuals can use the narcotic to enter
other 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 in
other 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
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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, the
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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 arrows
or bolts (+16 DR), or four darts, daggers, or knives (+8 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:
-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 dose
POTIONS
Potions tend to be liquid concoctions intended for consumption. The various mixtures are
commonly mixed with either water or strong alcohol before being stored in amberglass or metal
vials. Occasionally, an alchemist will concoct a potion meant for a physical item instead of
consumption. In such cases, the potion is often left as a thick paste or salve to be smeared over the
surface of the item.
Kaldrwid
Bestows an immunity to magical or non-magical cold and ice, up to DR 10. Lasts for 6 hours per
dose.
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 hours
per 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
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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.
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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’s
effects wear off. Often this creation is used to sedate hostile beasts, intruders, and other threats. If
successfully resisted with a CON roll, the powder instead causes drowsiness (-1 to all actions) for 10
rounds.
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, whether
ingested or dispersed into the air or soil. The maximum area that a single dose can affect is a 3 meter
diameter 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 through
alchemical means until they are exposed to air. At that point, the organisms begin to feed on any
organic material that they come into contact with (DR 2 per round for ten rounds); very little can
remove these spores aside from fire, alkahest, or acid. Sale of this substance is illegal in many
regions.
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 if
used 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
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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.
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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
large clean work area.
+5
-5
First Age laboratory. A workshop stocked with the best books and
equipment
+10
-12
The Aiza
An Aiza is a quasi-magical forge and anvil fashioned to focus and withstand the rigors of
magical energies. Typically constructed with various alchemical substances such as orichalcum and
amberglass, the aiza is an expensive set of equipment, typically adorned with ritual elements and set
in precise locations.
Most Aiza are stationary and kept in the enchanter’s workshops due to the extremes of heat and
the strange emanations of magical energy, but traveling models do exist. Travel Aiza are neither as
stable nor as efficient as the larger stationary models and give a penalty of -5 to any Enchantment
roll.
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 Limited
enchantment 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 lightning
bolts, 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, and
never need to be recharged. Examples include an amulet that confers continuous protection from fire,
magically enhanced weapons, and enchanted armor. Continuous enchantments take considerably
longer to make than limited enchantments and require finer and more expensive materials. Modes
with 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. For
example, a modern Enchanter cannot create a sword with both +2 damage and capable of producing
light 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 is
explained 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
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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.
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TIME & ENCHANTING
Unlike Spellcasting, Enchanting does not need to be performed all at once. Many enchanters
work on more than one item at a time, spacing out their work over many months. More than one
enchanter may work on an item, to complete it more quickly. As long as all the enchanters make
their Enchantment roll, the item will be a success. Regardless of how many magicians are working
on 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 ten
feet). 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. Some
enchanted objects require precise command words or must be physically manipulated in a particular
way 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 and
making a successful Enchantment roll, using the item’s spell level as the Degree of Difficulty. The
magician is allowed three attempts to identify a given item; if unable to do so, the magician will have
to seek the help of another spell caster. Optionally, the magician can wait until he has improved his
Enchantment 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 Combat
skill or an appropriate Mode. Lacking these, the character defaults to Combat Rating or Magic
Rating 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 Alter
Mode 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 add
to 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 certain
types of damage, such as fire, cold, or Attack spells.
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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.
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149
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 period
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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 as
cereals, oils, grains, cheese, or other foodstuffs. Blood offerings are also made in some parts of
the 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 being
sacrificed is always ritually destroyed, such as by burning on a raised altar, or dumped into the
deepest 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 much
so 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 to
punish the Hero in some way. The god will never directly act against the Hero, but he may find that
his life becomes more difficult or trying. The Hero must atone for his transgression in some way to
divest himself of the god’s ire. The Hero loses access to all his divine abilities if the god cursed was
also the one who favors him.
As a roleplaying bonus, those who curse the gods during a roleplaying situation may receive
Hero Points equal to double their Fire Ātman for one action. These points must be spent before the
end 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 that
a god-sworn oath is the heaviest burden a person can saddle themselves with and only swear these
oaths 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 small
and 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 be
in effect only when the Hero is in pursuit of the finishing the oath. When not in pursuit of the oath
the bonus turns into a penalty equal to twice his Earth Ātman (minimum of one). The oath must be
something 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 permanent
Void 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 the
god. 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
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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.
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Favor from other Pantheons
Gods are not exclusive to one persona and a Hero may petition, pray to, or beg from a god of
another 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 that
are powered by a god.
Anotomy of a Dominion
Major: 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 any
time without having to make a plea roll and are part of the hero as long as he is in good favor with the god. If
the god has more than one dominion the hero must chose which minor abilities he has and once chosen are set
and 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,
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Animal
animals, hunting, tracking, healing
Major
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.
Craft
Skill, Technique, expertise
Major
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
Death
the underworld, death, life, resurrection, plague, sickness, shadow, sleep, oblivion, completion
Major
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 one's 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.
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The Dead
The 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 +1
Minor
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,
Earth
the earth, fertility, crops, plants
Major
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.
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Fertility
the home, women, crops, harvest, food
Major
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.
Fire
fire, blacksmithing, the home, health, light
Powers
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 day
Aspects
Burning, soot, heat, scorch marks or burning footprints, a smell of incense or wood smoke, smokey air.
Fortune
Luck, calamity, generosity
156
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 pocket
Aspects
The sound of rolling dice. The sound of falling coins or the pouring of wine
Law
Being just; righteousness, equitableness, or moral rightness, upholding the law. Stability
Major
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, children
Major
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
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.
Magic
reasoning 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+3
Minor
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.
Moon
madness, secrets, evasion, prophecy, sleep, shadows
Major
158
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 .
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.
Sky
the Sky, thunder, rain, storms
Majors
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.
Storytelling
Recall, legends, entertainment, teaching and messengers
Major
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
Sun
the sun, light, healing, excellence
Major
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 damage
Minor
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
Time
Being just; righteousness, equitableness, or moral rightness, upholding the law. Stability
Major
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
Travel
Movement, Journeys, voyage, adventure
Major
Opening Doors
The True Path
Minor
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
Trickster
guile, speed, thievery, money/materials goods, trade
Major
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
+3
Minor
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 laugh
Aspects
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, blood
Major
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
Water
the sea, rivers, lakes
Major
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
The Pantheons
Pantheon are a loose confederation of gods that have banded together for mutual protection or are
cosmic families that have taken a particular region as their own. A follower of a particular god will
still 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 God
Personality: The gods general disposition, behavior and mental traits
Symbols: 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 tertiary
province of power that they rule over. The Secondary Dominion bestows half the listed affects and the tertiary (if
available) 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 Atlantis
sailed the seas and took their culture to the primitive humans they brought their gods as well. These
gods were accepted by the humans but the form in which they understood them was less refined or
more primitives than the high mined Atlanteans. The nebulous and sometimes ambiguous Orixa
were shaped and codified by the primitives into the gods worshiped around the world in the current
age. 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 the
elder god’s demiurge; Olódùmarè. When Olódùmarè’s was shattered the powerful pieces of the proto
reality that composed his body carried a bit of his divine spark. The original pieces of Olódùmarè
exist as the gods known as the Orixa and every god or manifestation that came after are pale
reflections 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 sons
of the other. What has actually occurred is that the shard that makes up an Orixa has shattered or
broken creating a new entity. This is what is meant when an Orixa is said to be the daughter or son of
another.
Olokun
The divinity of the deep oceans and the black abyss beneath the waves. In his dark eyes he keeps
unfathomable 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
Oba
Orunmila
Divinity of prophecy, destiny and fate. Orunmila is known
for eyes that see the future and the past.
Dominions: Moon, Time, and Fortune
Anansi
The trickster god, teller of stories and imparter of wisdoms
divine and absurd. Anansi is the keeper of all stories that will
ever be told.
Dominions: Trickster, Storytelling, and Animals
Exú
Exú Is the caretaker of roads, and the dead. It is Exú who
leads the recently deceased to the underworld and also the
messenger who brings divine world to the mortal world.
Dominions: The Dead, Travel, and Storytelling
Ochumare
Guardian of children, childbirth, the safe home, and
nurturing parents. The Orixa of movement, soothing rains and
rainbows that signify hope.
Dominions: Love, Fertility, and Sky
Nana Buluku
The divinity that balances the Atman and keeps the secrets
and ambitions of the living heart. Nana Buluku holds the
secrets of fire and creativity.
Dominions: Fire and Magic
Iemanja
The daughter of Obatala, wife of Aganju and the divinity
of the calm sea. Iemanja represent the healing touch of water
and the sensitivity or rage of the heart. She is the moon and
the mysteries that it holds.
Dominions: Moon and Water
Aganju
The shaking ground, the sighing deserts, the rising
mountains, and fiery volcanoes are the purviews of this orixa.
Aganju is said to be the father of Shango.
Dominions: Earth and Fire
Shango
The Divinity of war, thunder, and fire. Shango is the
manifestation of male sexuality, power and will.
Dominions: Sky, Fire, and War
164
The manifestation of marriage and domesticity. Oba, the
daughter of Iemanja, is the embodiment of femininity, beauty
and intelligences. Oba is the calming influence of her husband
Shango.
Dominions: Love, Fertility, and Fortune
Oya
The warrior divinity and guardian of the door to the
underworld. Her heart is mercurial and ever changing tempest
of passion. She is represented by the hurricane, strong chaotic
winds that blow where they will. She is passionate and greedy
and takes Shango as her lover.
Dominions: War, Sky
Ogou
Warrior deity; divinity of iron, war, labor, sacrifice,
politics, and technology. The orixa of making, creation,
technology, labor, iron, bronze, and sacrifice.
Dominions: Craft, Magic, and War
Oshún
Divinity of rivers, love, feminine beauty, fertility, and art,
also one of Shango’s lovers and beloved of Ogou
Dominions: Lover, Fertility, and Water
Ibeji and Legbara
The sacred twins represent vitality and youthful
exuberance. The twins represent magic and the wonder of the
world around us.
Dominions: Lover, Magic, and Fortune
Ochosi
Hunter and the scout of the Orixa, deity of the accused and
those seeking justice or searching for something
Dominions: Law and Travel
Ozain
Orixa of the forest, he owns the Omiero, a holy liquid
consisting of many herbs, the liquid through which all saints
and ceremonies have to proceed. Ozain is the keeper and
guardian of the herbs, and is a natural healer. He sometimes
appears as a beautiful wood sprite when in female form.
Dominions: Earth and Craft
Babalu Aye
Divinity of disease and illness (particularly smallpox,
leprosy), also orixa of healing and the earth, son of Iemanja
Dominions: The Dead, Fertility, and the Earth
Erinle
The physician of the orixa and keeper of secret medicines, healing drinks, alcohol and foods that
comfort.
Dominions: Magic and Craft
Oko
Orixa of bountiful harvest, the world of the green, the tall trees and every blade of grass. The
maker of all seeds in the ground or the living body.
Dominions: Earth and Animals
The gods reflection
The Orixa are the original divinities that helped shape and guard the world. They have many
names and appearances all over the world and like reflections in a mirror they may share a
resemblance with the original but not the power. The many cultures of the world see the orixa
through the eyes of their respective cultures and therefore the divinities/gods manifest as they
believe.
The genders and appearances may change but all share a common origin in the form of
Olódùmarè 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 in
increasingly 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, for
though these cells of faithful citizens are sometimes frowned upon as untraditional and regarded as
distastefully 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 and
practices of one sect dedicated to a certain god might appear completely different to another. Such is
the 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. While
the majority of these factions are relatively insignificant, some few are known to possess a
substantial degree of influence in the regions in which they operate. The following is a list of known
organizations which fall into this latter category:
The Cults of Set
Symbols: The serpent, reptiles, fangs
Dominions: Death, Earth, Magic, and the Moon
Below are cults that associate with Set the serpent. Most serpent cults are known by a small
branding or tattoo of some type of serpent hidden on their bodies. The mark is unmistakably the
mark 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
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 nonhuman 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.
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167
EQUIPMENT
Coin of the Realm
There are a wide variety of coinage used throughout the world from the shell coins of the Elysium tritons to the amber
shards of Haloga.
The most common coin in circulation is the Atlantean gold crown (gc). A gold crown is worth 10 silver petals (sp). Each
silver petal is worth 10 copper slates (cs). In addition to copper, silver, and gold coins, there are also are wide variety of other
metals 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 Atlantean
currency
Wealth Other Than Coin
Merchants commonly exchange trade goods without using currency. in fact, in many areas of the world, currency is not even
recognized 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 person
has 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
Bodyguard
+1/+0/-1
House/Ship Servant
+1/+0/-1
Mechanic
+0/-1/-2
Pilot
+0/-1/-2
Priest/Priestess
+1/+0/-1
Scientist
+1/+0/-1
Scout
+1/+0/-1
Tactician
+0/-1/-2
Teacher
+1/+0/-1
Thief
+1/+0/-1
Trader
+0/-1/-2
Travel Guide
+1/+0/-1
Whore (per hour)
+1/+0/-1
Worker/servant
+2/+1/+0
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The Average Wealth of a Person
Below is a simple benchmark of a person’s income per
month. Most of what a person earns is spent on lodging, food,
and other day-to-day necessities.
Class
Earnings
Average
Wealth
Rating
Helots or Indentured
Servants (Poor)
earns 100 silver petals (10
Gold Crowns) or less per
month
+0
Artisans, Craftsmen,
and Merchants
(Middle class)
earns 200 Silver Petals (20
Gold Crowns) per month
+2
Aristocrats and
Noblemen (Rich)
earns 1,000 Silver Petals
(100 Gold Crowns) or more
per
+5
Wealth Rating
A hero’s Wealth Rating is an abstraction of the amount of money a hero has on hand at any given
time and doesn’t represent a hard number of coins in his purse. A hero’s WR represent monies earned
during 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 the
adventure. WR rolls for a slice of cheese or a new pair of socks bogs the game down and if the hero
could 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 something
that 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 a
guide for the cost of things and should give the GM and players a general idea of how to use Wealth
Rating 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;
of slightly lower technological complexity
than commonly available
-5
In high demand; limited availability;
of slightly higher technological complexity
than commonly available
-5
Not generally available to the public;
of significantly higher technological complexity
than commonly available
-10
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;
no complaints by seller
+1 or
more
Rarely pays on time; problem buyer
-1 or
more
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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
taking double damage. Reduce DR by 2 to a minimum of one point
-4
Obsidian
Undead take double damage from weapons of Obsidian. 50%
chance of breaking on an attack Critical Success or Failure
-2
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
Item Quality
Below 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 better
quality.
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 not
be 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 and
are expected to look finely appointed. Ornate is usually a feature of items at this quality level. Items
at 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 unparalleled
perfection. Ornate and Resilient are usually features of these unique works of art. Items made at this
level are famous in their own right and have a chance of being recognized. Items at this level give
the user a +4 bonus in the appropriate social situations.
Quality
Clothing
Equipment
Weapon
Armor
Vehicles
WR Modifier
Below Average
-2 Penalty
Half normal
bonus. Breaks
on natural roll of
one.
Half DR. Breaks
on natural roll of
one.
Half PR. Critical
hit on armor
ruins it, reducing
PR to zero.
No attribute
above +1, SPD
at 50% normal.
+1 DoD
Average
Off the Rack. No
Bonus
Normal effect.
No bonus.
No bonus.
No Bonus.
Normal
Excellent
High Fashion.
+2 Bonus
+2 or 10% to
item’s effect.
+1 to DR or
accuracy.
+1 to PR
requirement.
Weight is 75%
normal.
+1 to any one
attribute or +10
to SPD.
-3 WR
Superior
Noble Wear. +4
Bonus
+4 or 20% to
item’s effect.
+1 to DR and
+1 accuracy,
or -1 STR
requirement.
+1 to PR or
-1 to STR
requirement.
Weight is 75%
normal.
+1 to any two
attributes or +15
SPD.
-5WR
Masterwork
Godlike. +6
Bonus
+6 or 30% to
item’s effect.
+2 to DR and
+1 accuracy,
or -2 STR
requirement.
+2 to PR or
-1 to STR
requirement.
Weight is 50%
normal.
+1 to any three
attributes or +20
to SPD. One
additional Hard
Point.
-10WR
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Weapons
Note on
Breaking
For the sake of
speed of game play
and unless otherwise
noted, Equipment
needs 7 points of
damage to disable
(meaning it no longer
functions as it was
meant to) and 15
points of damage to
destroy completely.
The GM may wish to
modify these numbers
depending on the
item, its size, and its
manufacturer.
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
applicable to most melee weapons
Range (Rng): the Range the weapon can be used at without suffering any range penalties. Not applicable to
most melee weapons.
Wealth Rating Degree of Difficulty (WR DoD): the DoD the hero using when making a Wealth
check to purchase the item.
Weapon Modifier Icon Key
Some weapons have added benefits when used. The icons below are used to detail this.
Armor Piercing
Notation = Ω
This weapon ignores half the target’s armor (round up).
Bleeding
Notation = 
This weapon leaves nasty wounds that bleed profusely once damage is taken. Those hit by the
weapon loose 4-CON hit points (minimum one point) for 3 rounds after the initial hit.
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
Bladed Weapons
Dagger
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
+2
+0
4† .9kg
Unlike the knife, the dagger is a rugged and intended for combat and hunting. It consists of a
short metal blade sharpened on both sides.
Gladius
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
1.8 kg
+0
6
Originally an Atlantean weapon, the Gladius can now be found in almost all lands. It is a short
sword with a double-edged blade.
Great Sword (2H)
Acc
DR
WT
STR
WR DoD
-3
RoF
AMMO
Rng
-
12 b
9.7kg
+3
The large (6 feet) two handed sword commonly found among the Ska and Starrans of Alba. Only
the strongest warriors may wield this massive weapon,
Haladie
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
.4kg
+0
4†
A Meluhan double dagger with curved blades. These weapons are often used in both hands and
can be quite deadly against unarmored foes.
Katar
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
.9kg
+0
4
The katar is a punching dagger consisting of a double edged bladed affixed to a hilt. When held
the blade juts out from the users fist. This weapon may be used with the Unarmed Fighting skill.
Khopesh
Acc
DR
WT
STR
WR DoD
-3
RoF
AMMO
Rng
-
7†
2.3kg
+1
The traditional sword of Khemit, the Khopesh is a sickle-sword made of bronze and used by elite
warriors. The Sapara is another sickle-sword similar in design to the Khopesh. It most commonly
found among the Turanian nomads and the tribes of Zin.
Knife
Acc
DR
WT
STR
WR DoD
+1
RoF
AMMO
Rng
-
.25kg
+0
9m
3
A simple weapon consisting of a short single-edged blade attached to a wooden haft. Knives
are used more for cutting and eating than they are in combat however some knives are specially
balanced for throwing and are deadly in the hands of an experienced knife-fighter.
Kukri
Acc
DR
WT
STR
WR DoD
-2
RoF
AMMO
Rng
-
.9kg
+0
4
A type of fighting knife common in central Jambu. The Kukri has a single sharpened edge and a
curved blade.
173
Longsword
Acc
DR
WT
STR
WR DoD
-4
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
Acc
DR
WT
STR
WR DoD
-4
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
Acc
DR
WT
STR
WR DoD
-3
RoF
AMMO
Rng
-
.7kg
+0
4
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
Acc
DR
WT
STR
WR DoD
-2
RoF
AMMO
Rng
-
1.4kg
+0
3m
6
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
Acc
DR
WT
STR
WR DoD
-2
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
Acc
DR
WT
STR
WR DoD
-4
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
Acc
-
174
DR
WT
STR
WR DoD
-1
RoF
AMMO
Rng
6
2.7
+0
There are many varieties of clubs in use in all nations of the Antediluvian Earth. Clubs can be
solid pieces of wood or may have stone heads attached for more weight. Maces have a round or pear
shaped head made of bronze. The hilt is usually wrapped with a cord for a better grip.
Flail
Acc
DR
WT
STR
WR DoD
-3
RoF
AMMO
Rng
-
7b
2.3kg
+1
Flails were originally derived from the tools used to thresh grain. They consist of a metal club
attached by a short chain to a wooden haft. The additional leverage makes them deadly in combat
but more difficult to wield than a normal club.
Hammer
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
7
2.7kg
+0
Another tool-turned-weapon, the hammer consists of a heavy square or rectangular head mounted
on a wooden or metal haft.
Ja-Dagna
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
1.8kg
+0
6
An ironwood club used by the Akelan tribes of Eria. The Ja-dagna has a polished round striking
edge.
Maquahuitl
Acc
DR
WT
STR
WR DoD
-1
RoF
AMMO
Rng
-
1.8kg
+0
7
A common weapon in Tamoanchan and also found around Aztlan in Eria. It consists of a wooden
club covered in shards of obsidian (a type of volcanic glass). Since most warriors in these regions
wear little to no armor, these weapons are particularly devastating to bare skin and cloth. If a critical
failure is rolled there is a 50% (roll of 1-10) chance the weapon will shatter.
Maul (2h)
Acc
DR
WT
STR
WR DoD
-3
RoF
AMMO
Rng
-
12
7.3kg
+3
A maul is a heavy hammer normally made of wood and wielded two-handed. They require
considerable strength to wield effectively. Knockdown has double the effect if a critical is rolled.
Oncin (2h)
Acc
DR
WT
STR
WR DoD
-2
RoF
AMMO
Rng
-
9
5.6kg
+2
A type of pick specifically designed for use in war rather than stonework. The Oncin can be
devastating even to heavily armored opponents as it automatically bypasses 2 points of an opponents
PR on a successful hit.
Pacho
Acc
-
DR
WT
STR
WR DoD
-2
RoF
AMMO
Rng
1.8kg
+0
6
This wooden club from the Elysium Ocean region has dozens of shark teeth lashed to its surface.
Tebutje (2H)
Acc
DR
WT
STR
WR DoD
-3
RoF
AMMO
Rng
-
+2
9 b 3.2kg
The Tebutje is the 2-handed version of the Pacho. It is found most commonly in the Elysium
Ocean region.
175
Tomahawk
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
+1
1.8kg
+0
3m
7
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
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
+0
5† 1kg
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)
Acc
DR
WT
STR
WR DoD
-3
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
(2H)
WR DoD
-3
Acc
RoF
AMMO
DR
WT
STR
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)
Acc
DR
WT
STR
WR DoD
-4
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)
Acc
DR
WT
STR
WR DoD
-3
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)
Acc
-
DR
WT
STR
WR DoD
-4
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
Quarterstaff
Acc
-
DR
WT
STR
WR DoD
+2
RoF
AMMO
Rng
1.8
+0
5†
A simple length of wood, normally oak or some other hard wood. As simple traveler’s weapon.
Sarissa
Acc
DR
WT
STR
WR DoD
-1
RoF
AMMO
Rng
-
6.4
+1
9
The Sarrissa is an extremely long form of spear used by Atlantean, Hesperian and Tharshi armies
against massed cavalry. Double the effect of Impaling when this weapon hit with a Critical roll.
Sjang Sutai
Acc
DR
WT
STR
WR DoD
-2
RoF
AMMO
Rng
-
3.6
+1
8
This type of polearm is most frequently found in Khitai. It is essentially a bladed staff with a
circular metal guard separating the blade from the shaft of the staff.
Spear
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
2.7
+1
6m
9
A simple weapon consisting of a wooden shaft with a sharpened end. More sophisticated versions
exist with metal blades instead of simple sharpened sticks.
Tepoztopili
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
3.2
+1
8
Similar to the Maquahuitl, this weapon is a wooden spear with a triangular head covered in
obsidian. It most commonly found in Tamoanchan and southwestern Eria.
Trident
Acc
DR
WT
STR
WR DoD
-2
RoF
AMMO
Rng
-
3.6
+0
4m
7†
The favored weapon of the Triton people, many humans also find the weapon an excellent
choice. 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 below
are the most common.
Acc
DR
Armor-Piercing
-1
5Ω
A heavier arrowhead that pierces physical armors, using the standard armor-piercing rules. The
arrow 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 not
unknown on Eria and Jambu as well.
177
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
The standard arrowhead.
6
Atlatl
Acc
DR
WT
STR
WR DoD
-2
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
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
+2
.5
+0
1
1
6m
2
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
Acc
DR
WT
STR
WR DoD
+0
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
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
-
.5
+0
1
1
9m
5
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)
Acc
DR
WT
STR
WR DoD
-4
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)
Acc
-
178
DR
WT
STR
WR DoD
-4
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 allow
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)
Acc
DR
WT
STR
WR DoD
-2
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)
Acc
DR
WT
STR
WR DoD
-2
RoF
AMMO
Rng
+1
3.2
+0
1
1
20m
5
Similar to a short bow but with a leather patch placed on the bow string. Like sling, a rock is
placed in this patch and then fired much like an arrow.
Chakram
Acc
DR
WT
STR
WR DoD
-1
RoF
AMMO
Rng
-
.5
+0
1
1
9m
6
The chakram is a throwing disk most often found in Vedda, Meluha, Sheba and Joktan. It is a flat
bronze or iron ring about a foot across with a sharpened edge.
Javelin
Acc
DR
WT
STR
WR DoD
+0
RoF
AMMO
Rng
+1
1.8
+0
1
1
14m
6
A typical throwing spear. The javelin is used more often than bows in Atlantean, Khem and
Hellenic armies. Javelins aren’t intended as melee weapons and suffer a -4 on all melee attacks with
them.
Pinga
Acc
DR
WT
STR
WR DoD
-2
RoF
AMMO
Rng
-
6Ω
1
+1
1
1
12m
The Pinga consists of a number of different weighted, multi-bladed weapons used for ranged
combat.
Sling
Acc
DR
WT
STR
WR DoD
+2
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 rock
or other small heavy item is placed in the leather pouch and the entire thing is swung in a circle to
build up speed before the stone is released.
Throwing Stick
Acc
DR
WT
STR
WR DoD
+3
RoF
AMMO
Rng
-
4
.5
+0
1
1
9m
perhaps among the first weapons used by humans, the throwing stick is simply a weighted club
used for ranged combat. There are dozens of regional variants.
179
Other Weapons
Cestus
Acc
DR
WT
STR
WR DoD
-1
RoF
AMMO
Rng
-
.5
+0
+3
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
Acc
DR
WT
STR
WR DoD
+1
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
Acc
DR
WT
STR
WR DoD
-1
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
Acc
DR
WT
STR
WR DoD
+2
RoF
AMMO
Rng
-1
+0
2
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
Acc
DR
WT
STR
WR DoD
-1
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
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 listed
DoD.
WR DoD
Gas Catridge
--2
A single cartridge of ammo plus the gas catridge.
The Lawgiver (Gas
Pistol)
WR DoD
-5
Acc
RoF
AMMO
DR
WT
STR
Rng
-
8
3kg
+0
1
6
20m
The least complicated weapon is the gas pistol used by the Lemurian militia on their home
continent. The weapon uses a gas cartridge to propel a small bronze ball at its target. The pellets
come in a premade cartridge that slides into the back of the gun.
Gas Rifle
Acc
-
DR
WT
STR
WR DoD
-6
RoF
AMMO
8
3kg
+1
2
12
The larger bolt action rifle version of the Gas Pistol
Death bellows (2H)
Acc
DR
WT
STR
WR DoD
-7
RoF
AMMO
Rng
40m
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 fast
as the hand crank at the back of the gun can be turned. The rate of fire is determined by adding 3
to the users STR up to a maximum of 10 or a minimum of one. On a natural roll of one (even if the
modified roll was a success) the weapon jams and the hero must spend a round realigning the ammo
and gas cartridges.
The weapon is large and bulky and makes a loud cracking noise when shot
Thunder Lance (2H)
Acc
DR
WT
STR
WR DoD
-7
RoF
AMMO
Rng
+2
3kg
+2
1
1
130m
8Ω
The weapon has a long barrel of wood and bronze and stands over 2.25m in length. The
Lemurians use these weapons for hunting and in dire situations, assassination. The weapon shoots
a long (.3m) barbed bronze dart made for flight. The cartridge used for the rifle is oversized and
makes a loud pop when discharged.
Vril Weapons
Although they are constructed from crystals and other innately delicate materials, vril weapons
were subjected to potent enchantments that render them stronger and sturdier than the finest
mundane 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 and
can only be used near them. However, several dozen are powered by linked matrices, and around a
hundred 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
Acc
DR
WT
STR
WR DoD
-7
RoF
AMMO
Rng
181
-
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
Acc
DR
WT
Crew
WR DoD
-10
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
Acc
+2
DR
WT
STR
WR DoD
-10
RoF
AMMO
Rng
2.7kg
+1
4
4
25m
8+WILΩ
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
Armor
Many types of armor are used and manufactured in the antediluvian world. Armor functions by
effectively 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 armor
absorbs for any given attack.
Donning Armor
Putting on armor is not a quick activity. If surprised, a Hero will have a hard time putting on
armor while an adversary is attacking him. Many players will want their Hero completely armored
up 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 for
helmets, 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 be
modified 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 minimum
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.
PR
WT
STR
COST
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
Lightweight
3
6kg
+1
-3
Medium
7
10kg
+2
-4
Heavy
12
20kg
+4
-5
Lightweight (skullcap, -0 PER)
1
1kg
+0
+1
Medium (head, -1PER)
2
2kg
+0
+0
Heavy (full face, -2 PER)
3
4kg
+1
-1
CUIRASS (half-suit)
Full Suit (cuirass, broad belt, apron, and legs)
HELMET
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 listed
with each piece of armor is the amount added to the cost of the armor that must be applied if the
armor type is chosen. Armor types can be applied to armor that is worn only and does not modify the
cost 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 DoD6.
183
Armor Summary
Cloth
Cost Modifier
None
STR Modifier
-
PR Modifier
Cloth armor is traditionally made by layering linen or another cloth
until it is about half an inch or so thick. This is normally accomplished
by gluing the fabric layers together making the whole armor stiff but
still light weight. Other types of armor also fall into this classification
including cord armor, quilted or padded armor and armor of woven reeds
and grasses.
Leather
Cost Modifier
-1
STR Modifier
+1
PR Modifier
+1
This type of armor consists of normal leather that has been treated
and hardened or from the hide of an animal such as an elephant or
rhinoceros. Wooden Armor also falls into this category of armor.
Lamellar
Cost Modifier
-2
STR Modifier
+1
PR Modifier
+2
Lamellar armor is made of a series of metal scales that are laced
together rather than riveted into leather as in the case of jazeraint armor.
This type of armor offers excellent protection against all types of attack
and is fairly easy to move in. The layered nature of the lamellar material
gives it a bonus +2 PR versus impaling weapons.
Light Half Suits
PR
STR
Cost
Cloth
1
+0
-2
Leather
2
+1
-3
Lamellar
3
+1
-4
Mail
3
+2
-4
Plate
5
+3
-6
Cloth
3
+1
-3
Leather
4
+2
-4
Lamellar
5
+2
-5
Mail
5
+3
-5
Plate
7
+4
-7
Cloth
6
+2
-4
Leather
7
+3
-5
Lamellar
8
+3
-6
Mail
8
+4
-8
Plate
10
+5
-8
Cloth
3
+1
-3
Leather
4
+2
-4
Lamellar
5
+2
-5
Mail
5
+3
-5
Plate
7
+4
-7
Medium Half Suits
Heavy Half Suits
Light Full Suit
Medium Full Suit
Mail
Cost Modifier
-2
Cloth
7
+2
-4
STR Modifier
+2
Leather
8
+3
-5
Lamellar
9
+3
-6
Mail
9
+4
-6
Plate
11
+5
-8
Cloth
12
+4
-5
Leather
13
+5
-6
Lamellar
14
+5
-7
Mail
14
+6
-7
Plate
16
+7
-9
PR Modifier
+2
Mail armor consists of small metal rings linked one to the other
to form a metal fabric. Mail is very time consuming to make and is
therefore very expensive. It does offer excellent freedom of movement
and protection against all types of attacks. The armor provides excellent
protection versus weapons that have the Bleeding Modifier giving it an
additional bonus of +2 PR versus such weapons.
Plated
Cost Modifier
-4
STR Modifier
+3
PR Modifier
+4
Plated armor consists of a solid metal breast and/or back plate and
metal plates mounted on leather in other vita areas. This armor is worn
by heavy infantry and shock troops. The armor provides excellent
protection versus weapons that have the Bleeding Modifier giving it
an additional bonus of +2 PR versus such weapons. Versus blunt force
weapons such as clubs or flails the normal PR modifier is +6
184
Heavy Full Suit
Shields
Type: 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 without
breaking. If the damage is exceeded, the shield’s ability to parry is reduced by one. Once the shield’s parry
bonus 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 the
minimum 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
200dm
Conveyances
Most of the conveyances listed here are self explanatory. A few however, are unique to the
Atlantean 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 surface
of the seas and was self-propelled with Vril energy through independent matrices. The secrets to the
manufacture of these magnificent vehicles has been lost to Second Age men and there are currently
no more than 9 known functioning Aquanos (and all but one are in the hands of Atlantean Kings, the
other 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. Powered
by rare crystal matrices, Dragonships have neither sails nor banks of oars. They are propelled by a
specially mounted crystal mounted firmly below the water level at the stern of the ship. Constructed
of brass, they gain their name from the fact that most have large dragon heads carved or mounted
onto 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 commonly
propelled by two banks of slaves at oars (40-80 slaves) Galleys can normally 80 tons of cargo or
approximately 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 the
Second Age. Since most sailors fear to sail beyond the sight of land, galleys are far more common on
the 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
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
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 mixtures
or 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 to
create a handful of different types of crystal matrices. These matrices can be used to power vril
weapons, for use on vril chariots, to create vril light or to be used as water pumps. A crystal matrix
is a delicate 30cm by 30cm web of crystals that weighs between 1 and 2.5 kilograms. It functions as
long 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 in
diameter linked matrices can propel the vessel they are mounted on at cruising speeds of up to
19kph. Such vessels can briefly attain speeds of 45kph mph, but can only maintain this speed for
a quarter of an hour. Merchant ships powered by ship matrices can travel up to 190 kilometers per
day and the swiftest war galleys can travel up to 225 kilometers per day. In storms and other bad
187
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
188
Type
Cost
Baboon (tamed)
-5
Camel
-4
Cat, house
+3
Cheetah (tamed)
-6
Chicken
+3
Cow
-3
Dog, guard
-3
Dog, hunting
-3
Donkey/Mule
-2
Elephant (tamed)
-11
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
-3
Parrot
-3
Parrot (talking)
-4
Pig
+0
Pigeon, homing
+0
Pony
-4
Rhino (tamed, riding)
-6
Sheep
+0
Songbird
-1
Thunder Lizard (tamed)
-6
Tack and Harness
Clothing
Clothing
Clothes come in a variety of colors and makes throughout the world. Some clothing is bought off
the rack while others are fashioned by the world’s top artisans. Region also plays an important factor
in what is worn on the worlds. People of Dabba have a completely different fashion sense from those
inhabiting Atlantis.
There are several levels of quality for clothing that will determine the price, style, and hardiness
of the clothing.
Utility
The clothing is made to be worn and worked in. It is very durable and will most
likely last quite a long time.
+1WR
Off the Rack
Clothing bought from the local markets. It tries for a bit of style at an affordable
price.
Normal
cost
High Fashion
The outré and highly extravagant fashion of the galaxy. Most clothing at this
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.
-1 WR
Noble Wear
Noble-wear clothing is hand-woven and dyed. They are durable and extremely
comfortable and elegant. The clothing is also very ostentatious and will garner a
lot of attention when worn anywhere but a wedding or coronation.
-2WR
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 for
better interactions. Those who constantly wear armor and look as though they are ready or itching
for a fight receive penalties (-2 DoD where appropriate). In situations where it is appropriate, the
wearer of fine clothing can receive a benefit to their rolls determined by the quality and style of their
clothing.
The bonus is only received for the best quality piece of clothing and is not cumulative for several
pieces. The penalties for visible armor and weapons stack so a hero with a weapon on his hip and
armored will receive a -6 in social situations unless the weapons and armor are ceremonial and
created 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
Tools and Professional
Equipment
Hooded cloak
5+ sp
Loincloth
1 cs
Ritual vestments
10+ gc
Item
Cost
Robe
5 sp
Abacus
2 sp
Sandals/slippers
5 cs
Adze
1 sp
Smock/dress
2 sp
Navigation Clock (atlantean)
500 gc
Toga
8 gc
Barrel, large (20 gallons)
5 sp
Tunic/breeches
1 gc
Barrel, small (1 gallon)
1 sp
Cage, metal (per cubic foot)
1 gc
Cage, wood (per cu. foot)
1 sp
Chain (per foot)
5 sp
Chart, navigational
100 gc
Chart, astrological
125 gc
Clockwork tool kit
150 gc
Costume (fool/jester)
10+ gc
Costume (for stage)
25+ gc
Crowbar
2 sp
Glass worker’s tools
25 gc
Grapnel
2 sp
Iron maiden/rack
100 gc
Jeweler’s tools
25 gc
Juggler’s pins (each)
1 sp
Crystal matrix engineer’s tools
200 gc
Lens Cusps
5 gc
Lock, simple
1 sp
Locksmith’s tools
20 gc
Logbook/ledger
2 gc
Loom
1 gc
Mallet
1 sp
Manacles
1 gc
Metalworker’s tools
50 gc
Net, dredging
2 gc
Net, fishing/throwing
1 sp
Notebook/folio
2 sp
Oil cloth (per square foot)
1 cs
Performer’s make-up kit
2 gc
Pick/shovel
1 sp
Saw
2 sp
Seal (to stamp documents)
25 gc
Sharpening stone
5 cs
Slave’s collar
1 sp
Spy Glass
50 gc
Spikes/pitons (10)
1 sp
Stone worker’s tools
10 gc
Thieves’ tools
20 gc
Travelers’ Equipment
Type
Cost
Backpack/traveler’s satchel
2 gc
Bandolier belt
10 gc
Bedroll
1 sp
Chest, large (10,000 coins)
10 gc
Chest, small (1,000 coins)
5 gc
Coin purse (50 coins)
1 sp
Fan
1-5 sp
Flask, copper (1 pint)
1 sp
Flask, pottery (1 pint)
5 cs
Gourd (w/stopper; 1 quart)
1 cs
Lantern
2 gc
Lantern oil (pint; one hour)
1 gc
Map Case (bone)
1gc
Mirror, crystal
10 gc
Mirror, metal
2 gc
Pouch, belt (100 coins)
2 sp
Pouch, shoulder (500 coins)
1 gc
Rope, hemp (per foot)
1 cs
Rope ladder (per foot)
2 cs
Sack, cloth (1,000 coins)
1 cs
Sack, hide (1,500 coins)
1 sp
Strongbox, large (10,000 coins)
25 gc
Strongbox, small (1,000 coins)
10 gc
Tallow (burns one hour)
1 cs
Tent
1 gc
Tinder box
5 sp
Torch (burns four hours)
1 cs
Walking stick
1 sp
Waterskin, large (2 gallons)
5 sp
Waterskin, small (2 quarts)
2 sp
Wineskin (2 pints)
1 sp
190
Veil, silk (dancer’s)
1 gc
Vial (12)
2 gc
Winch
5 sp
Vial, amberglass (each)
20 gc
Woodsman’s axe
2 sp
Vial, quicksilver (each)
20 gc
Woodworker’s tools
10 gc
Wand (unenchanted, costly)
100 gc
Wand (unenchanted, simple)
10 gc
Alchemical and Magical
Equipment
Trade Goods
These prices assume that the buyer is purchasing in bulk
from dealers rather than buying small amounts from retailers.
A standard bolt of cloth is one yard wide and five yards long.
Item
Cost
Alchemical test kit
5 gc
Alembic
1 gc
Apothecary jars (12)
1 gc
Type
Unit
Cost
Bellows
5 sp
Ale
gallon
25 sp
Blowtube (alloy)
2 gc
Amberglass
pound
235 gc
Blowtube (silver)
25 gc
Coffee
pound
10 gc
Brazier
2 sp
Copper
10 pounds
2 gc
Censer
5 sp
Cotton
bolt
5 gc
Crucible
1 gc
Dung, cattle
ton
20 gc
Crystal ball (unenchanted)
20 gc
Dung, elephant
ton
50 gc
Crystal Matrix
200 gc
Gauze
square yard
1 sp
Furnace
200 gc
Glass, clear
pound
2 gc
Hour glass
5 gc
Glass, colored
pound
5 gc
Incense
1 sp
Gold
10 pounds
200 gc
Ink, sepia (per ounce)
1 sp
Hide/fur
20 pelts
10-2,000+gc
Inkwell (crystal)
5 sp
Iron
10 pounds
4 gc
Inkwell (pottery)
2 sp
Steel
10 pounds
20 gc
Mirror (obsidian)
200 gc
Ivory
pound
10 gc
Mirror (silver)
10 gc
Linen, common
bolt
5 sp
Mortar and pestle
1 gc
Linen, fine
bolt
25 sp
Piping/tubing (per foot)
1 sp
Mead
gallon
5 cs
Prism
2 gc
Mahogany
board foot
2 gc
Quill pen
1 sp
Musk
20 drams
500 gc
Retort
1 gc
Oak
board foot
3 sp
Scroll (hide)
5 sp
Oranges/Lemons
ton
100+ gc
Scroll (parchment)
1 gc
Orichalcum
10 pounds
50 gc
Scroll case (bone)
1 gc
Produce/grain
ton
100+ gc
Scroll case (hide/wood)
5 sp
Sackcloth
bolt
5 cs
Ship Matrix
100,000 gc
Sambucan (Hellas liquor)
gallon
10-100gc
Scroll case (silver)
10 gc
Silver
10 pounds
20 gc
Spell book (iron-bound)
50 gc
Silk
bolt
5 gc
Spell book (leather-bound)
20 gc
Spices
pound
50+ gc
Spell book (silver-bound)
100 gc
Sulfur
ounce
4 sp
Sphere (per inch diameter)
1 gc
Tea, Khitan
pound
5 gc
Tongs
1 sp
Tea, Meluhan
pound
4 gc
Vat (per cubit foot)
5 gc
Timber, common
board foot
1 cs
191
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
192
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 gc
193
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
Rounding
Numbers
Sometimes a
number will have to
be divided because
of a partial success
or some other reason.
When rounding
numbers, always
round UP to the next
whole number.
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.
2. Add the character’s Skill or Attribute Rating to the DoD.
3. Take the result (a positive number, a negative number, or zero) and add it to a D20 roll.
4. Consult the Results Table for the result.
That’s all you really need to know. All the rules in this book are just variations of the above
procedure. Players contribute by describing the Intent of their characters’ actions to the GM. Then it
is the GM’s job to interpret the outcome of the Results Table and how it affects the particular scene
the player characters are involved in. Guidelines and tips for interpreting these rolls are covered later.
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
194
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.
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 a
numerical 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 is
below average.
Attributes can be used as modifiers to specific Skills by adding the Attribute’s numerical value
to the level of the Skill (the total is referred to as the Skill Rating; see the section on Skills in the
Character Creation chapter). Attributes can also be used to determine the result of actions for which
there 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 describe
Skills: 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 this
section). Skill Rating is the combination of a character’s training (Skill Level) and natural ability (a
related Attribute). Each Skill has an Attribute that acts as its modifier; for example, the modifier for
the skill “Sleight of Hand” is Dexterity. To determine your overall Skill Rating, add the level of the
Skill plus its Attribute modifier. Whenever a Skill is used for a Results Table die roll, always use its
Skill 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 particular
action and the crux of the entire system. Players can help the Game Master by offering specific
information on their character’s Intent before rolling on the Results Table. This helps the Game
Master 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 outcome
of the skill use will be. Embellishing details and explanations are welcome and considered very
important when trying to “sell” the action to the GM. Intent in game play is essential, as it helps the
GM set modifiers for the roll and helps when interpreting the roll on the result table. A Hero whose
intent 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.
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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 he
196
will go last.
SPD Modifier
A Hero’s SPD attribute modifies the amount of the multi-action penalty. Every +1 lowers the
DoD 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 a
bonus to a roll.
Cooperative Efforts
If two or more characters both have ranks in a given skill, they may be able to work
cooperatively to achieve a shared goal. More often than not, this will give the character some benefit
as 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 work
together using the same skill, allow the player with the higher skill rank to make the Results Table
roll, 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 can
help 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 modifiers
that the Game Master and players should know about. For more information see the corresponding
chapters 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, enough
time for a character to trade blows with an opponent, create a Dynamistic effect, or do anything else
that can be accomplished in six seconds or less.
Except in combat and similarly critical situations, it is usually not necessary for the Game
Master to keep such strict track of time. For example, a day’s ride can be covered by the GM in a
single sentence if nothing special is planned for that day. The Game Master should feel free to take a
flexible approach about time in the game and use detailed round-by-round descriptions of the action
only as needed. Similarly, the Results Table can be used to cover a few seconds of action, or an
entire 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 making
a Reaction roll on the Results Table. Normally a Reaction roll is based on the sum of a character’s
CHA + skill (influence) and modified by Glory. Failure indicates an unfavorable or even hostile
reaction; success indicates acceptance (or at least ambivalence), while Critical Success will always
yield the most favorable response possible under the prevailing circumstances. At the Game Master’s
discretion, 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 of
the individuals being encountered, their native culture, and other factors.
197
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 attribute
with 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 Hero
physically. The Hero uses his CON attribute with a DoD equal to the strength of the poison or disease. If successful the Hero
suffers no ill effects; on a partial the Hero suffers half the normal DR of the poison or the listed partial effect of the disease, if
any. 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, or
quadruple 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 the
terrain moved over. Failure means the Hero stumbles, looses his footing, or cannot move for some reason. A partial means he
only 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 by
the 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 —
pillars, trees — to flight)
-6
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 and
ground, naval, and flying vehicles.
Jumping
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A character’s total leaping distance (vertically and horizontally) from a standing position equals one-quarter of his Move in
meters (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 the
difficulty 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 the
difficulty 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
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
67
104
2000
165
99
350
210
535
321
Speed of Sound = 1,236 KPH
(To determine Kilometers per hour, multiply the meters per round by .6
10,015
6,009
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)
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...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 bandit's
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 unforeseen
circumstances 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 slapstick
comedy.
DETERMINING DEGREE OF DIFFICULTY (DoD)
Setting the Degree of Difficulty (DoD) for a given action is another important GM job. For many
actions, 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-anddried, however.
As a tool for the harried GM, a sliding scale of Difficulty numbers is provided below. Remember
that DoD is always based on how hard it is for an average “novice” (0-rating) practitioner to
accomplish 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 the
average-skilled practitioner? Very Difficult? Routine?” When you have your answer, you have your
Degree of Difficulty and you’re ready to roll. Or not to roll, as the case may be.
201
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:
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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)
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.
Critical Success:
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 its
Protection Rating (PR).The PR of any type of armor is equivalent to the amount of damage it will
absorb 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 in
the appropriate chapter. Heavier types of armor usually have a higher PR, but will cause the wearer
to 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 chapter
on Equipment.
Shields
Handheld shields provide additional protection by making the bearer harder to hit. Shields
increase the DOD of the user to be hit in combat and also provide a bonus when used to parry. A
shield 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.
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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 in
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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 by
another 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 will
be 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 applied
to 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 Combat
Skill 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 the
specific circumstances surrounding of the action, and other factors. Combat actions intended to cause
damage 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 halfdamage.
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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 isThe 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, firing
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a catapult or other siege weapon, using a firearm or laser weapon, or using hand-hurled weapons like
javelins, rocks, or knives.
If the intended target is unaware of the Ranged Attack or is immobile, the Degree of Difficulty
is based on the target’s range and availability (size, visibility, degree of cover, etc.). If the defender
is actively trying to dodge or evade a Ranged Attack, the Degree of Difficulty is based on range and
availability plus the defender’s modified defensive Combat Skill or Attribute Rating. Penalties for
range 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 firing
rates 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 bit
differently. 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) away
from the intended location. A failure means the grenade lands in some location but detonates without
doing any harm. A critical failure means the grenade lands at the thrower’s feet and explodes.
Grappling Attacks
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 use
of strength, leverage, or special grappling weapons. Grappling Attacks are handled as per Close
Attacks. However, a defender who has been grabbed or restrained may take no further actions until
he attempts to escape. If the defender’s escape attempt is unsuccessful, on the next turn the attacker
can either throw or choke the defender without the need for a second attack roll. A thrown defender
can be hurled up to 2 meters away (+1 meter per +3 STR), and/or body slammed (DR 3 + STR).
Intent Example:
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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
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).
Intent Example:
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Off-Handed Weapon Use
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 two
weapons at once. When the Hero uses her off-hand, she suffers a penalty of -5.
Intent Example:
Non-proficient Weapon Use
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 of
any attack.
Intent Example:
Improvised Weapons
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 such
objects are not designed for this use they suffer a -4 penalty on attack rolls. To determine the
appropriate damage for an improvised weapon, compare its relative size and damage potential to the
weapon list to find a reasonable match. Usually improvised weapons break after a number of uses
since they aren’t designed to stand up to the rigors of combat. An improvised weapon may be used a
number of times equal to half its attributed Damage Rating (DR).
Intent Example:
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 action
differs from the passive defense added to the DoD of rolls made against the character. The passive
defense represents a character’s normal defensive instincts and combat training. A defensive action
represents 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 have
Initiative to either Dodge or Parry an impending attack. To do so, the defender must declare the
Intent 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 Results
Table for the outcome of the defensive tactic. Note that in the case of a full or critical defensive
success, 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 as
simple a maneuver as ducking, or as complex as a backflip.
Dodging is effective against close, ranged, and grappling attacks. Any of the following Skills or
Attributes 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.
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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.
Defender’s DEX + Evade vs. DoD = -3 per 1m radius
Most Common
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.
Defender’s CR + Skill vs. DoD = CR + Skill
Most Common
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.
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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 difficult
terrain can decrease the maximum distance that can be covered in a round, and may even require
SPD 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. This
tactic allows the individual to attack or defend while moving without penalty. It is also possible to
use this tactic to Advance under cover, making it more difficult for opponents to target the advancing
individual 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 the
individual to move quickly, though at the expense of any attempts at defense. Charging is considered
an action for the sake of action penalties and while doing so the hero only benefits from half his
Defense.
When making Close Attacks while Charging, additional damage is determined by how fast the
hero 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 on
difficulty 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 or
attack. Instead, the main goal is to escape as quickly as possible. A Fleeing opponent can move up to
his full Movement Rate per round, but may not attack or defend while doing so. Attempting to Flee
while engaged in Close Combat of any type exposes the fleeing opponent to one attack (opponent
recives half their defense) from each opponent within range. A successful dodge or parry will allow
an 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 Attribute
Rolls vs. their respective SPD once for each round of pursuit. Compare Results Table die rolls and
Speed Ratings to see if the Fleeing individual escapes or gets caught, using the following guidelines:
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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).
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Aimed Shots, Disarming, and Bypassing Armor
An aimed shot is an attack intended to hit a very specific target and/or cause a very specific
effect. Almost any Combat Tactic can be used in conjunction with an Aimed Shot. A Ranged Attack
intended to cut a ship’s sail, disable a moving vehicle, or knock a weapon from an opponent’s hand
is an Aimed Shot. So is a Close Attack intended to disarm an opponent by striking his hand, or a
Shield Parry used to deflect a missile in a specific direction. The ability to temporarily stun or subdue
an opponent with a single blow, a staple of the action-adventure genre, can also be accomplished
with an Aimed Shot.
Aimed Shots are handled much like other Combat Tactics, the main difference being that
maneuvers of this sort usually carry a pretty severe penalty for Degree of Difficulty — not
surprising, given the fact that an Aimed Shot is by its nature much more difficult to accomplish than
a standard attack.
Aiming for Accuracy
A hero may aim a shot or take extra time for added precision. Doing this gives the hero a bonus
to his roll but takes one full round to accomplish. If the hero forgoes any other action that round he
receives a bonus of +5 to his next action. During that round the hero must remain steady and only
receives half his defense verses attacks.
Disarming a Weapon
Disarming an opponent has an additional penalty of -2 to -10 depending on the size of the
weapon 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 their
armor, and thus ignore its Protection Rating. The additional Degree of Difficulty penalty for this
tactic 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 the
protection 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 Aimed
Shots, 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 — are
handled 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 of
fire 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 the
weapon used, representing a single action. These shots must be fired at a single target. In the case of
shotguns and similar area-effect weapons, shots must be fired into a single 10-foot target area. If a
character 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 attack
roll 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 of
Fire (RoF).
Example: a weapon with a DR of 8 and a RoF of 3 would do 24 points of damage on a successful
attack.
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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) unjamming 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
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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
Average Human
1
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
-10
At Human-level, scales do not make a difference and damage is not modified. It is assumed that
larger animals and constructs have attributes built in such a way to define how big they are and the
difficulty to hit or be hit by them. An elephant, for example, is large and lumbering, represented by
a low DEX attribute; but hits incredibly hard when it does, represented by its much greater STR
attribute.
Scale only becomes a factor when the size difference between objects becomes extreme. A fighter
plane 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 trying
to 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
-8
-8
-6
-6
-4
-4
-2
-
-
10
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 the
damage. 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.
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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-themill 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 multiaction 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
Success
The victim will recover completely, with or without medical attention, and
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
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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.
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 any
other character not central to the story) dies or is otherwise rendered unconscious and out of combat
when they reach zero Hit Points and may not roll on the Death and Dying Chart. When a mook is hit
with 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 +1
Constitution 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). These
healing rates assume reasonably good conditions and treatment as well as no strenuous activity. Note
that specific injuries, such as broken bones, may take longer to heal than simply regaining the Hit
Points 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 death
may 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 could
range from a day or two to a week, several weeks, or even longer. The amount of time required to
make a full recovery in such instances is up to the GM to decide, based on the nature and extent of
the victim’s injuries.
THE ENVIRONMENT
A GM should always keep the character’s environment in mind. The environment can come into
play in a number of ways. Is it raining? If so, perhaps a penalty for wet and slippery surfaces should
be applied to combat. Is there a considerable amount of noise and confusion? If so, Concentration
and skills like Disable Mechanism may require negative penalties.
Extreme Temperatures
Most importantly, severe environmental factors like extreme heat or cold could actually cause
damage 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 well
as from possible thirst. Those who are shipwrecked in an arctic environment without adequate
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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
Vacuum
After 3 rounds in a vacuum, a Hero must make a CON roll versus a DoD-6 needing a FULL
success. If successful the Hero is safe that round and must make another the next round. If he fails
the roll he suffers a reduction of 50% of his Hit Points, suffering excruciating pain as air bubbles
form in his blood stream (no PR protection). If the Hero misses two rounds of CON rolls he is on the
brink 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 falls
unconscious and dies.
Diseases And Afflictions
The following is a list of ailments common to the Known Worlds. Included are various folk
remedies and other treatments known (or at least believed) to be of some effect in curing or abating
these maladies. This list is by no means exhaustive and there are dozens if not hundreds of other
diseases 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 the
malady. Only one roll is made to resist and if successful no other roll need be made. This does not
make the Hero immune to the affliction and she may later encounter the affliction again requiring
another roll.
If the CON roll is a failure, the Hero succumbs to the disease and suffers the full effects. If a
partial 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 and
headache. After several hours the victim begins sweating profusely, whereupon the headache and
fever 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 effects
of the disease characters suffer a -2 penalty to all Attributes due to fever and shakes. Normally, the
infection runs its course in two to three weeks.
Gonorrhea Level 10
A bacterial infection of the genital tract, transmitted through sexual contact, with an incubation
period of 2–8 days. After incubation, characters suffer an urgent and burning sensation on urination
with profuse discharge of pus. Inflammation of the prostate and seminal vesicles may lead to fever
and difficulty urinating. If infection spreads to the upper tract, there is acute fever and abdominal
pain. Bacteria may invade the bloodstream and produce infections in other parts of the body, most
commonly 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 infections
may result in infertility for both males and females. Sufferers may remain infectious for several
months following infection. Known colloquially as the Clap, this disease is rarely fatal, -1 CON for
duration, -5 to any Diplomacy or CHA rolls made on the Results Table where the target knows of the
character’s infection.
Influenza Level 10
An acute, extremely contagious viral infection of the upper respiratory tract, spread by inhalation
or contact with an incubation period of only 1–2 days. Those afflicted suffer a sudden onset of chills
and fever, headache, general body pain and overall malaise; weakness, nausea, eye pain, mental
confusion.
After 1–5 days the respiratory symptoms increase: dry or sore throat, cough, runny nose. Serious
complications 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 the
winter or early spring.
219
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 hoarse. Pale spots appear on the skin and eyes that
turn into red, raised, blister-like nodules. Skin spots are insensitive to cold, touch, and pain; hands
and feet lose feeling and eventually muscle weakness and paralysis set in, usually in the extremities.
Secondary infections of lesions or unnoticed wounds often become gangrenous and lead to further
complications. In most cases, blindness occurs after several years. In time, the nose, fingers, and
toes decay and rot, and the hands become clawed. Sufferers take -1 CON and -1 CHA per year of
infection until death occurs at -5 CON.
Measles Level 7
A mild, highly contagious viral disease transmitted via respiration with an incubation period of
7–14days. The first signs are cold-like symptoms (runny nose, dry cough, high fever, aching), plus
inflamed and sensitive eyes. After three days of initial symptoms, red spots appear in the mouth,
followed quickly by a red rash that starts on the face and spreads over the rest of the body. Most
symptoms disappear after only a few days. Those afflicted take -1 to CON and -1 INT for duration
due to fever.
Plague Level 15–25
A bacterial infection transmitted by flea bites (or occasionally by respiration), the disease has
several forms.
Bubonic (level 15): After 2–6 days, necrosis of the flea bite and heat and swelling in the nearest lymph
nodes (neck, groin, or armpit); buboes can be as large as an orange and extremely painful. Symptoms include
headache, fever, and delirium. Approximately one in five will go on to develop the pneumonic form.
Pneumonic (level 15): Less common but more infectious. Involves a lung infection with coughing and
sneezing.
Septicemic (level 25): Rare, the infection spreads throughout body in the bloodstream; death occurs too fast
(within hours) for buboes to form.
In all cases, the victim suffers -1 CON per day after symptoms appear until death occurs at -5
CON. Survivors are generally immune for years after.
Smallpox Level 12
A severe, highly contagious viral disease transmitted by inhalation, has an incubation period of
12 days. Those infected suffer high fever, chills, severe headache and backache, and general malaise.
Hemorrhages (bleeding) may occur in lungs or other organs. After 4 more days, a distinctive itchy
rash of red lesions appears on face, arms, legs, and sometimes the trunk. The bumps soon become
pus-filled blisters and, if secondary infections do not occur, they break and begin to dry up in about
one week. Victims take -2 CON and -2 STR for duration. Survivors have a 45% chance of suffering
a permanent -1 CHA due to scarring.
Notes: Varies in severity from a mild form with few skin lesions to a highly fatal hemorrhagic
form. The majority of deaths occur in the second week of the disease.
Swamp Fever Level: 10
Swamp fever is a disease believed to be transmitted through contact with rats; drinking water
tainted by these noxious creatures may also lead to the contraction of this malady. Swamp fever
causes permanent insanity, perhaps in as short a time as two days. Most humanoid creatures appear
to be susceptible to the disease, which can sometimes be treated via the ingestion of a mixture of
crushed cleric’s cowl root and vinegar. Some folk claim that immersion for 12 hours in a trough of
fresh elephant’s dung is a more certain cure, though madness might be deemed preferable to such a
malodorous treatment. The symptoms of swamp fever are irrational behavior, a constant thirsting,
and a tendency to lean to the left while walking, standing, or running. Victims rendered insane by the
disease typically evince the strangest behavior imaginable: prancing, capering, laying on the ground
and rolling about, speaking in gibberish, emitting loud yelps and hoots, and so forth.
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221