Atlantis - The Second Age

April 12, 2017 | Author: PeterBrink | Category: N/A
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ATLANTIS: The Second Age

Contents Chapter One What Is Atlantis?

Twelve Revelations

Atlantis Time Line

Chapter Two The Hero’s Journey

Character Creation Attributes

The Root Races Of The Antedeluvian World Step One: Choose A Race Races Ahl-At-Rab Andamen Atlanteans Humans Jinn Lemurians Nethermen

Step Two: Choose A Culture

Cultural Packages A View Of The World From Atlantis

Chapter Three Magic

4 4

4

12

18

Traditions

132

Places Of Power Calendar

143 145

Alchemy

151

67 69 77

Creating Enchanted Items

168

83 88 90 92

Chapter Four

19

19 20

22 24

24 24 26 36 38 40 44 46

48

48 51

Step Four: Walk Life Paths

67

Step Five: Other Details Other Details Hero Points Disadvantages Indulgence

58 58 60 62 64

83

The Heroes’ Journey

92

Skills

97

Destiny Fate  Great Works

Overview: Skill Descriptions

Improving Characters

92 93 94 97 98

106

Attack Illusion Influence Kinetic Manifest Manipulate Sensory Shield Summoning Sample Spells

Vril And Ley Lines, And Telluric Technology Other Telluric Devices Alchemical Materials Elixirs Medicinal Mixtures Narcotics Poisons Potions Powders The Enchantment Time & Enchanting

The Gods

Worship Votives And Sacrifices Holy Places Using A God’s Dominion Dominions

119 121 123 124 125 126 127 128 130 140

146 149 151 157 158 159 163 164 166 169 171

174 175

175 175 178 178 179

The Pantheons

192

Sample Pantheons

203

The Anatomy Of A God The Atlantean Pantheon The Orixa The Gods’ Reflections The Cults Of Ba’al The Cults Of Set Sprits In The Material World The Veddan Gods The Turani Gods The Tharshi Gods

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111 111 111 112 113 114 115

119

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Life Paths Previous Adventures Specific Events

111

Modes

Step Three: Choose A Profession Professions The Slayers The Takers The Shapers The Teachers

What Is Magic? The Price Perception Of Magic About Traditions & Modes Using Magic Powers Magic Mishaps The Mental Fatigue Penalty

110

192 193 193 199 200 201 202 203 207 210

ATLANTIS: The Second Age

Chapter Five Equipment

Coin Of The Realm Wealth Other Than Coin Buying Services Wealth Rating Buying & Selling Goods Item Quality

Weapons

Bladed Weapons Hafted Weapons Spears & Polearms Ranged Weapons Other Weapons Lemurians Weapons Vril Weapons

214 215

215 215 215 215 217 218

219

219 221 223 225 227 228 229

Armor

230

Equipment Master Lists

234

Conveyances Specialized Equipment

Chapter Six Core Rules

The Results Table Abilities Related To Attributes Rules And Tips For The Game Master

Combat

Damage & Protection Combat At A Glance Combat In Detail Combat Tactics Attack Defense Movement Stunts Scale

231 233

240

241

241 245 249

250

251 252 252 254 254 258 259 261 263

Character Life And Death

264

Chapter Seven

272

Healing The Environment

Game Master’s Section

What Do I Do With This Game? Creating Adventures Game Master’s Characters Starting The Adventure Scene Framing Setting The Scene Giving Options Surprise And Misdirection The Respite Phase

Great Works

Suggested Great Work Action Guide

Chapter Eight Adversaries

Attributes

288

289

289

Adversary Creation

302

The Dogs Of Jhunn

310

Step One Step Two Step Three Step Four Example Monster Creation Quick Adversaries The She Dogs Of Jhunn

Chapter Nine Atlantis History

The Iron Age The Golden Age The Dark Age The Modern Age

302 303 303 304 308 309 311

316 317

317 317 318 319

Atlantis

319

The City Of Atlantis Atlantis Map Location Key Cultures Of The Post-Cataclysmic World Index

334 344 346 346 356

Amphisea Autochthea Azae Diaprepea Elassippea Eudea Gadirea Mestea Mnesea Olokunia

328 328 329 330 330 331 331 332 333 333

265 266

273

273 273 275 275 276 278 278 279 280

282

285

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ATLANTIS: The Second Age

Prelude to Adventure What Is Atlantis? Inspirations Below is a list of inspirational media that helped in the formation of ATLANTIS. Influential Writers Below is a list of the writers that most influence the Atlantis RPG game you’re holding. Clark Ashton Smith: The writer of four very important sword and sorcery series; Averoigne, Hyperborea, Mars, Poseidonis, Zothique. Smith, along with Howard are the fathers of fantasy that ATLANTIS is trying to emulate. Robert E. Howard: The creator of Conan, Kull, Solomon Kane, and Bran Mak Morn. Fritz Leiber: Creator of Fafhrd and the Gray Mouser series. Michael Moorcock: Creator of Elric and the concept of the Eternal Champion. Comic Books: Warlord: a sword and sorcery comic book published by DC Comics. Created by Mike Grell and infused with just enough nutty super heroic to make it outstanding. Savage Sword of Conan: the black and white Marvel Comics magazine that exploded my brain as a kid. I think I learned to read with this magazine. Age of Bronze: Eric Shanower’s epic retelling of the Trojan War, produced by Image comics.

ATLANTIS is a sword and sorcery game that takes place thousands of years before our own time, in a place where cosmic terrors were bargained with for arcane power and eldritch lore. ATLANTIS depicts the tales of a time when heroes solved problems through wits and cunning and with a strong sword arm. In antediluvian times, otherworldly gods bestowed miracles with one hand and wrought dread curses with the other. The Player Characters are Heroes, living in a new age, and a new world, where humanity is in its infancy and the elder races cling to life as they gaze into their own twilight. The Heroes will live and triumph. The Heroes suffer and eventually die. Atlantis is the record of how they lived, and the stories they leave behind. That is what’s important. ATLANTIS is inspired by early fantasy fiction, before things became codified and boggeddown with convoluted world-building. It takes its cue from fiction that was more interested in the deeds of Heroes rather than how the world around them worked. 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 of those sitting around a table.

Twelve Revelations 1.) What is Atlantis about? This is a game about the fictional, antediluvian pre-history of our own world. A world filled with savage warriors, powerful magic and cosmic horrors. This is 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? Atlantis is about the personal journeys of the Player Characters. They each have stories to tell, some of which are secret and self-serving, while others are grandiose and world-shattering. While some protagonists in Atlantis are driven to save the world, most are driven by their own ambitions — a desire for fame, power, and wealth — but all have one thing in common, while some are petty and some are noble, all are driven. 3.) What is the resolution mechanic of ATLANTIS? Atlantis incorporates the Omega System, which 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 on which the players can build a foundation to tell their stories. All characters in the game are Heroes, and the lifepath helps reinforce this fact 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 determines how the Hero 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 world of ATLANTIS. Using the rules within these pages, players are able to actively add to the story and 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 as well as reactive to the Game Master’s 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

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ATLANTIS: The Second Age creatures. The world is familiar enough to understand, but strange and wondrous enough to feel new, enthralling previous players of Atlantis or Arcanum. The setting is full of strange lands, ancient fallen civilizations, and supernatural wonders that make the world a dangerous, terrifying, and exciting landscape in which to play. Along with character creation, the setting helps to illustrate 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 while playing their Heroes. 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? Player Characters are made in the vein of classic sword-and-sorcery Heroes; there is a tragedy for every triumph. Players are encouraged not only to succeed at their goals, but to bring their disadvantages into play. Renown is the primary source of character improvement, and therefore should serve to make the players proactive rather than reactive. To attain Renown, the Player Characters must accomplish goals or undertake daring exploits that catch 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 and affect change in the world. The game is not interested in the amassing of wealth, but the accumulation of the 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 of the game. Nothing of importance happens without the 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 they unfold. There are subsystems that allow the characters to manipulate and change the social well being of an entire country. Furthermore, players are motivated by the promise of Renown and the calling of their own destinies to move their characters forward. Proactive play is rewarded; the penalty for idleness is no Renown-gain 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-book set, detailing the world, its creatures, and the Player Heroes. 12.) Who is ATLANTIS’ target audience? Goal-driven individuals who favor creative storytelling in a new fantasy world not tied to the Dungeon & Dragons fantasy tropes. ATLANTIS is not made in opposition to D&D or games later derived from it. Instead, it is intended 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.

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 the 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.

Movies and Television: Conan the Barbarian: the movie

adaptation of Robert E. Howard’s classic hero. Fire and Ice: Who could forget this Frank Frazetta inspired sword and sorcery adventure. This movie packs in a lot of high action adventure and very iconic imagery. Krull: A group of Heroes band together to fight impossible odds. The Never Ending Story: Wonderful fantasy adventure with many sword and sorcery elements filtered through a child’s story book. Deathstalker: This 80’s fantasy movie is like watching a car wreck. You know it’s horrible but you just can’t stop watching. The Sword and the Sorcerer: Who didn’t have a tri-sword in the D&D game after seeing this movie? Music: Tyler Bates (300 soundtrack) Jeff Beal (Rome: The HBO Series

soundtrack)

Horner (Krull, Braveheart soundtracks)

Troy,

James James

Newton

Howard

(Unbreakable soundtrack) Basil Poledouris (Conan Barbarian soundtrack)

the

Roleplaying Games: Arcanum: The original game that started it all for Atlantis Talislanta: The most significant and original fantasy role-playing game. Sorcerer and Sword by Ron Edwards. The concepts in this game will blow your mind. Ron is a genius. GURPS Atlantis by Steve Jackson Games Conan by TSR. This game is

deceptively fun. Its compact but very well done for a game of its period

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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 night’s 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, and 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, they built whole civilizations in the very flesh of the Elder Gods themselves.” Agathon paused; the children had seen Jinn before but none had dreamed of their true antiquity. The old man could spot the looks on some of their faces, and envied them their 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, we may never know the answer. Who knows what other things, or entire 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 chose “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

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cataloguing each and every thing dreamt by the Elder Gods. It was Olódùmarè that forged order into the universe and gave purpose to all things. This was the greatest of times, but sadly, as is the way with the world, the peace was not to last.”

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 amberglass 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-jars. As a child, he had earned a terrible beating for digging up most of his mother’s vegetable patch while 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. It took the name Nemesis, and burned through the world, slaughtering the new life that Olódùmarè seeded. The Demiurge 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 molded 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.”

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A hand shot up — Eridis again — and the group let out a collective moan. Agathon smiled, “Yes, Master-Questioner?” “Forgive me, Master,” the child said, eyes darting from the hostile looks of his classmates to his indulgent instructor, “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 from nothing, 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 terrorize the world, feeding on Jinn and Ophidians alike. The very presence of a Son of Ba’al was enough to poison the soil and corrupt animal life.” “Olódùmarè saw Ba’al’s hateful, corrupt children and grew angry, banishing them from the world. Ba’al, enraged, conspired with his brother Set to take Olódùmarè’s power and become the ultimate creative force of the universe.” “Ba’al and Set led an army of their creations to attack Olódùmarè while he lay at rest on the moon. The battle raged for untold ages, scouring all life from the moon’s surface. Finally, through trickery and the sacrifice of countless minions, the wrathful twins were able to shatter Olódùmarè’s form into a thousand pieces. Set tore out Olódùmarè’s heart-shard and threw it down to the Earth, where it sank into the rich red soil of a river delta. This was not enough to kill Olódùmarè. His head survived, and the thousand shattered pieces were gathered by the eldest of the Jinn, who bound them 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 spark of 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; when we feel his fury we call it an earthquake. The blood from Set’s torn limbs was given form by his rage and desire to escape, birthing terrible, furious creatures bent on destruction.” Agathon looked expectantly at Eridis who supplied an awed, “Dragons.” “Yes,” the teacher confirmed. “The dragons, the blood of Set, 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 among Olódùmarè, Ba’al, and Set. With the Jinn too scattered and weak from saving the Orixa, the Ophidians ruled the earth.”

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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 as engrossed in the lesson as the children; no doubt they would return to their own offspring tonight and retell the tale. Agathon picked up the ewer that lay at his feet and splashed water 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 mound of damp soil. “On the Island of Lemuria, from an egg of amber, rose a figure of mystery: the Lawgiver. He was first of the Lemurians, and father of their race. The Lawgiver was born immortal, but sacrificed this gift to the apes of the island, raising them above the other beasts; bestowing on them sentience and so much more: an understanding of the natural world unparalleled by any species that walks the earth today, and the responsibility to use that knowledge to protect and preserve. The truth of the Lawgiver’s origin is lost to the mists of time, and he did not stay long. He told his people he would soon be leaving them, and they took to grieving. Before he left, he wrote his knowledge in a single tome, said to hold the answer to every question that will ever be asked. Copies of these tomes are closely guarded secrets and even our scholars long for a look at the treasures within.” “Though the Lemurians possessed knowledge beyond imagining, they thirsted for more. This gluttony became their fatal flaw and they traveled the world, seeking greater and greater wisdom. The Ape-men created great works of art, built cities that existed in total balance with nature, and grew to be masters of harmony, living in total alignment 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 abruptly. Several children nodded. “And what was your first reaction?” “I took up a rock 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 met the Ophidians for the first time. The two races had an instinctive hatred for each other that was beyond all reason. Slaughter and reprisal 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 seething cold war.” Agathon paused, raising an eyebrow. Eridis’ 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 Gondwana. The Atlanteans built a civilization there, unnoticed by the warring Lemurian and Ophidian peoples.” “The Atlanteans are a noble people. Finding another race similar to our own east of our lands, we took them under our tutelage, instructing and guiding them as I do you.

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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. Gondwana had barely been explored before the Serpent Wars. Because it had gone almost completely untouched, Humans and Atlanteans were free to expand and develop their civilizations.” “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 civilizations in Eastern Gondwana. A massive Ophidian army marched on Gondwana, hoping to enslave humanity, unaware 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. Our people raised an army and 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 Gondwana, never to return.” A small cheer rose from the assembled children. Agathon gave a grim smile; 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 in the midst of rebuilding their civilization when disaster struck. A terrible, disastrously virulent plague 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 beyond Gondwana 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. We named this promised land, 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 magics. The Ophidians called upon the Sons of Ba’al for aid, and the demons willingly answering the Serpent-men’s call, if only to escape the torment of the City of Brass. Countless Atlanteans lost their lives as cities burned, and whole colonies were sacrificed to Set.”

The Beast Wars “For a time, it looked like the Ophidians would overrun Atlantis itself. As things seemed 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 Ophidian 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 us to drive away or slay every Netherman on Atlantis.” “The sorcerer-scientists returned to their laboratories, this time giving life to the Andamen; a race born of the mixture of animal and human. The Andamen could be given a host of different forms to suit any given terrain, allowing the Atlanteans to deploy their troops anywhere. The Andamen were more intelligent than the Nethermen, and revered the Atlanteans as their makers. The Andamen also lacked the fecundity of

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the Nethermen; meaning that they were unlikely to breed in massive numbers and overcome their Atlantean masters.” “The Atlanteans bred entire legions of Andamen, 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 channeled it for the glory of Atlantis. Flying ships and Vril-gates carried Atlantean explorers, even 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 came a time when the fires of exploration and conquest burnt low, and the smoke of politics and corruption rose 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 Andamen 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. Atlanteans indulged in the darkest depths of depravity; no perversion was too great.” “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, with each warrior recruited. Spies fermented rebellion. Finally, one of them succeeded in the city of Antilla. This seemingly minor revolt 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 their hubris. Autochthea had sunk beneath the waves and the Vril, the lifeblood of Atlantis, had turned against them, ravaging the land. High Atlantean sorcery became unstable, and brought only destruction. Finally, just as Atlantis crawled its way out of a centuries-long Dark Age, the Hesperians 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. Soon, the heat would be unbearable. “Enough for today,” the old teacher called. “Tomorrow we shall discuss what happened in the wake of the Cataclysm.”

11

ATLANTIS: The Second Age

Atlantis Time Line

same drive fuels their ingenuity and they build the first great ships, taking to the sea to court adventure.

Because of its aggressive colonization, most civilized lands use the Atlantean calendar to date events. The calendar starts at the -887 A.E. beginning of the Atlantean Empire, when the 10 tribes of Atlas Exhausted by centuries of war, the Ophidians and Lemurians unified under the great Sorcerer King Atlas Amanhene, over four reach a tenuous truce. Both sides reclaim lost colonies and rebuild thousand years ago. their societies. Epochs are marked by the events that define them; for example, A.E. after the establishment of the great Atlantean Empire. After the -400 A.E. Great Cataclysm, dates are recorded as ‘after the fall’ (a.f.) or M.K. A great plague spreads across Lemuria, killing thousands. The (Meta Kataklysmos). children of the jungle become isolationists, seldom leaving the protective embrace of their home. -? A.E. (estimated by the great scholar Petranova)

-100 A.E.

The Atlanteans find a lush continent free of civilized inhabitants. The God War Set and Ba’al turn upon Olódùmarè and dismember him. The They name it Atlantis, making it their own. Orixa spring forth from the shattered body of their master after it -1 A.E. tumbles to the earth. Eons of war fold in upon themselves as the god-magic creates a great flux. Time ripples out, and lifetimes of The tribes of Atlantis are unified under the Sorcerer King Atlas war condense into the blink of an eye. The two dark usurpers are Amanhene after a ten-year battle. He builds a great golden throne banished. called the Sika ɗwa, and rules as king with ten mighty SorcererPrinces who serve under him. -7,000 A.E. The jungle’s bosom heaves, expelling the Giving Breath; the Lawgiver springs from the Amber Egg. The Lemurians awaken.

Founding Of Atlantean Empire

-6,875 A.E.

957 A. E. Seeking to share the Lawgiver’s gift, the Lemurians expand their King Atlas Amanhene dies on the morning of what should have sphere of influence, looking for new lands to explore and colonize. been the first day of his thousandth year. Lightning splits the sky in a single bolt, big enough to be seen anywhere on the continent. Violet -5,000 A.E. (estimated by the great rain falls for seventeen hours and every bird in the empire coos the scholar Petranova) same mournful notes. He is the longest-lived Atlantean. After dreaming of hunger and lust, the first Atlantean awakens along a forgotten river on the coast of Gondwana. The bottomless 960 A.E. void inside her cries out to be filled. The first Atlantean civil war. The Atlantean princes march to claim the Sika ɗwa and the power it represents. The war lasts for 20 years and ends on the Day The Lemurians encounter the Ophidians. War erupts, spreading of Scars. The war produces a line of succession that is not broken for thousands of years. across the world, engulfing all of their colonies. -2,000 A.E.

-1,500 A.E. (estimated scholar Petranova)

by

the

great

1,000 A.E.

Atlanteans design the first pyramids and circles to collect and Humans emerge from Gondwana, and quickly spread across the redirect Vril energy. The Lands of Atlantis shine like emerald stars at world. Primitive and the least powerful of the races, none take notice night, fueled by the Vril energies. of them except the Anunnaki and Atlanteans. Both take humans as pets and slaves, but theses “children” learn from their masters. Later, 1,200 A.E. they will take that knowledge, as well as the determination tempered The Atlanteans come into conflict with the Anunnaki when their by their captivity, and use it as a tool to forge their own nations. empire encroaches upon their colonies in eastern Gondwana. War breaks out between the serpentine Anunnaki and the -1,000 A.E. Atlanteans. The superior Anunnaki army wins many of the early Vice draws the Atlanteans from their river valley, creating small conflicts, but soon the world erupts into war as the Atlanteans pockets of civilization. Looking for ways to quench the fire inside, summon the full strength of their scattered peoples, and they battle they explore their new surroundings. They find knowledge hidden the Ophidians for world dominance. in the old ruins of Lemurian and Anunnaki cities, increasing their power in proportion to their lust. The tribes soon find the sea; the

12

ATLANTIS: The Second Age 1,210 A.E. The Atlantean savant-adepts create the Nethermen to fight the dark sorcery of the Anunnaki. Though a useful tool, the Nethermen prove hard to control. For the next 20 years, a battle of attrition is fought on both land and sea. Countless human civilizations are consumed in the process. 1,235 A.E. The savant-adepts create a new race of beastmen, Andamen, easier to control, and specialized to the task at hand. Within five years, the first legion of beastmen takes the field of battle. 1,267 A.E.

travel between the colonies increases, allowing even the least of their race to experience the outer reaches of the empire. Atlantean sorcerer-merchants control the Vril Gates; their wealth grows. Lesser merchants and humans still conduct trade over land and sea. The gates are soon dismantled when scholars discover that the space traveled between gates is actually the dreamstuff of the Elder Gods. Most of those who traveled through the gates manifest deformities of the mind and body. Though the council apprehends and slays most of these abominations, some escape into the wilds. 3,535 A.E. With the Beast Wars concluded and their enemies crushed, the Atlanteans disband their Andamen forces and delve deeper into the mysteries of Vril.

The war drags on for 32 years, Atlantis wresting many of its former colonies from the hands of the Ophidians. The war moves 3,950 A.E at a glacial pace as the Atlanteans push back the Ophidians to the The Great Sorcerer King closes the doors to his throne room shores of their homeland, Mu. The Atlanteans burn every settlement and never comes out. His court is held in secret. Those few of his with Ophidian influence, killing millions of Serpent-men and inner council allowed to leave the throne room do so shaken and their human thralls. The war ends with the Anunnaki “Empire” in disturbed. The King sees his council only once a year from this point shambles. on. 1,300 A.E.

3,975 A.E. The last of the first-generation Atlanteans fall into a deep sleep, The Ophidians begin rebuilding their great city on the island of only waking every one or two hundred years. The succeeding Mu. generations of Atlanteans are not the godlike, eternal beings their fathers were. Their new lifespan is a mere heartbeat, lasting only a 3,979 A.E. few hundred years. Many of the younger Atlanteans seek ways to extend their life. The Sorcerer King is assumed dead, as the doors to his throne room have not opened at their appointed time. 1,862 A.E. 3,980 A.E. The Golem War: The Great Sorcerer Mal’Sorkumar investigates the weird properties of fallen metals. Infusing the metals with his Seers spread tales of the Elder Gods’ return and tell any who will own power, he is able to capture the souls of the dead. Creating listen to expect a “great reaping”. golems to hold the souls, he uses them as his slaves. Shut away for years at a time, furthering his alchemical and necromantic research, 3995 A.E Mal’Sorkumar draws the suspicion of the Atlantean council. He Prince Quetzlan sinks the rebellious island of Antilla beneath the is accused of black sorcery and a great battle takes place between waves. Distrust spreads among the Atlantean Princes. the golems and the Atlanteans. The war lasts three weeks before Mal’Sorkumar escapes to what is now the Black Forest. The golems, 3996 A.E / 0 M.K. not so easily driven off, are put to sleep and buried in a vault, deep in the mountains of a nameless and deserted island. The Great Cataclysm. Autochthea floods. Earthquakes, tsunami, and floods wrack the lands touched by the Atlantean Ocean. 2,460 A.E. The Second Beast War: THE GREAT CATACLYSM The Atlanteans break their treaties with the Lemurians and take colonies in Jambu. In retaliation, the Lemurians attack, regaining the colonies from the Atlantean usurpers. This proves devastating for 1 M.K. / 3997 A.E. the Ape-men as the might of the Atlantean war machine obliviates Tritons inhabit the sunken lands of Antilla, driving out the their forces. Only civil unrest, both on the Atlantean continent Makara. and abroad in their colonies, saves the Lemurian homeland from destruction. The Lemurians once again embrace inner reflection and 77 M.K. isolationism. Jaguar tribe taken over in northern Tamoanchan. 2,950 A.E 105 M.K. The Vril Gates of Atlantis Atlantean sorcerers create the first Vril Gates, allowing travel between any two of the massive, orichalcum structures. Trade and

Comanch tribe invades Aztlan.

13

ATLANTIS: The Second Age 505 M.K. 106 M.K. Coyolxuahqui, last Atlantean Queen of Aztlan, dies. 113 M.K. Founding of Dardanus School by the Grey Council. 136 M.K. Tehuantl takes over the Timeri 206 M.K.

The year of the Sky Fire and the Season of Ash. On the first day of Wayeb, a bright new star appears in the sky. For over a year, the star grows in intensity, looming brighter every night. Some say it is the coming of a new god. Others preach doom and despair. Both are proven correct when, one year to the day, streaks of light blaze across the nighttime sky and the Hordelands of Eria explode into flame. Sleeping families wake and run outside to investigate the rumbling earthquakes as far away as Aztlan. For six months, the skies above Eria stagnate, choked with ash. Thousands die of starvation as crops fail and sickness spreads, brought on by the falling star.

Manuan warriors begin their great conquest of the Elysium Sea.

The Erian Plague Months after the Season of Ash many unfortunate souls in Akela 264 M.K. and as far away as Tamerac, are gripped by a cruel and aggressive Rise of the Lotus Cult in Dabba. plague that leaves large weeping boils on the skin. Those touched with the sickness die within three days. The healthiest last for a week. 278 M.K. Many flee from the interior of Akela, only to be turned away by Great Kazak Horde drives a vast band of Nethermen from the their neighbors. For a year, most of Akela is isolated by a de facto quarantine. They are left to die. east into the Mongalan Desert. The Golden Box Twelve boxes are delivered to twelve kings across the known The Cabal of the Crystal Skulls arrives in Ecua. world. The King of Atlantis receives a box followed by the Queen of Sheba, the Pharaoh of Khemit, The Erlking of the Black Forest, 341 M.K. the Queen of Hesperia, then the kings of Ophir, Tharshesh, Khitai, The Hesperan Empire embarks on an expansive series of Veda, Nazca, Quechua, and Aztlan. The boxes feel warm to the conquests in Gondwana. touch. Gilded and encrusted with precious gems, they draw praise from all who behold them. Inscribed on the side of each box, written 372 M.K. in Ænochian, shine the words “and so his time shall pass”. Atop the box sits a small mechanical time piece, assumed to open the box at Quetzacohuatl comes to Quechua. the appointed time. No known form of scrying can penetrate the box and, if forced open before the time runs out, as in Tharshesh, 423 M.K. fire burns the contents. Several kings have called for the best thieves Gorgon Civil War begins in the Hesperan Empire. in their realm to open the box but none have yet been successful. 298 M.K.

426 M.K. Armies of Khem halt Hesperan advances.

506 M.K.

Battle of the Serpent Kingdom Jambu gives its call to arms, seeking heroes to rid a mountain in 427 M.K. the Mongalan desert of an underground kingdom of serpents. The End of the Hesperan Empire, as her armies are called home to fortress city in the mountain is under siege for two years before a group of young adventurers finds a secret passageway inside, allowing defeat the Gorgons. an army of men to enter. Every Ophidian — man, woman, and child — is killed. The army finds a large store of Formorian weapons 504 M.K inside, linking the Ophidians to the northern giants. Red Tide Because of increased piracy in the Mediterranean, the nation The Black Circle Conflict of Khemit sends ships to capture and sink every rogue vessel in In Awalawa, rumors of a powerful sect of black magicians called the sea. When it finds that the sea nation of Minoa is funding the the Black Circle surfaces and a horde of Nethermen seethe from Sea People’s raids, in order to weaken the navel strength of their the interior of the jungle, infused with demonic power. The king Gondwanan rivals, Khemit goes to war. The conflict lasts for eight of Ophir mobilizes his army and calls upon Hesperia for help. The months and eventually draws in the nations of Hellas and Tharshesh Nubian mercenaries, known as the Lions of Kandake, move to stand on the side of the Minoans, with the Hesperians backing Khemit. against the Black Horde and their Diabolist masters. A call goes out The war ends in a stalemate when the Sea People use the opportunity to the heroes of every nation to help stop the threat. In a shining to pillage unchecked through Europa and Gondwana. moment of unity, many answer. Quick and bloody, the war culminates with the destruction of the demonic master’s Black Bone Tower. Before the world can catch

14

ATLANTIS: The Second Age its breath, the demonic menace that controlled the Black Circle rises from the rubble of the former tower, devouring the souls of the unlucky few too near the desolation. Sorcerers and shaman work countless spells, binding the demon into a large tree, and impale it with bronze spikes. The Nubian mercenaries pledge to watch over the tree, allowing none to pass their wall of thorn and stone.

The Last Beast War Zal and his army land on the northern coast of Atlantis and the last Great Beast war begins. His large feral army, bolstered with Formorian mercenaries, clashes with the Atlanteans. The Atlanteans do not send their own Andamen for fear that they will turn and fight with The Usurper. The battle lasts for five months as Zal pushes towards the capital. The city of Atlantis prepares for a siege, but Zal and his forces suddenly board their great barge and leave the field The Boy Usurper Zal, an albino boy from Turan, claiming to be a born of true of battle traveling east. The Formorian mercenaries are left to fend Atlantean blood and raised by wild animals, emerges from the desert for themselves. Most are captured or killed. Zal’s current location is wastes. The boy is always in the company of an Owl-woman called unknown. Simurgh the Watcher and her coven of Owl-women disciples. Zal commands an army of varied Andamen. He makes himself known The Disappearance of the Makara by seizing the Tharshesh outpost of Tarsharon, outside of Joppa The Tritons report the abandonment of several underwater in Zin. The boy-general is possessed of almost godlike power and settlements belonging to the Makara. Traders at sea report seeing arcane magics beyond his apparent 11 years of age. Every Beast-man a great migration of sea devils going towards the continent of Mu. he encounters falls to his knees and swears and oath of allegiance. The boy and his army travel in a large and ancient barge that moves 509 M.K. across both land and sea with ease. The Current Day The Pirate Queen Zenobia, a renegade princess of Sheba, harasses trade ships along the Gondwanan coast near Ophir and Tharshesh in Europa. So successful is her pirate enterprise that sailors and traders alike give her the title “Queen of the Pirates.” The traders of Tharshesh offer a bounty on her head large enough to make a man a king. So far, the elusive Pirate Queen has managed to elude capture and send the heads of the bounty hunters to the Tharshesh merchant guilds that employed them. 507 M.K. Battle of the Abyss Atlantean sailors recently lost near the Netherrealm report seeing a First Age city, perfectly preserved in glacial ice, on the coast. Its pyramid still functions and its wealth sits on display, frozen on the bodies of strange creatures that litter the city streets. Sheba, Atlantis, Tharshesh, Khitai, and Khemit send fleets to pillage the city and take its treasures back home. Battle soon erupts between the fleets, lasting for two weeks. Gelatinous creatures rumble up from beneath the city indiscriminately killing every living thing in the ancient city and sink several boats before the fleets can make their escape. The frozen dead animate and attack those remaining in the ancient city. 508 M.K. The Great Darkness and the Coming of the Worm A new foe and his legion of undead walk from the Hordelands of Eria, exalting the name Wormwood. The legion of bloated corpses and foul beasts overrun many small trading outposts and villages, filling their ranks with the newly fallen. Several of the ghouls are captured and examined by wisemen in the area. They discover a horrifying truth: the corpses of the dead are being consumed and controlled from the inside by large, white maggots. The undead legion calls itself the Conquering Worm. They threaten not only Gondwana, but the entire world. Atlantis sends an elite force from the Kadesh academy to meet and dispatch the Worm. A line is drawn.

15

Chapter 1: Amphisea

T

he jungle sun burned through the morning haze, causing the copper-decorated cranes at Ampator’s docks to blaze to life. Even at this early hour, the portside hummed with life as hundreds of longshoremen, mostly humans and Nethermen, threaded their way to and from the trade vessels carrying impossibly heavy loads. The place reminded Agathon of an anthill, with the stevedores as workers feeding the queen— Amphisea’s greedy merchant district. Glancing over his shoulder, Agathon saw the Palace of Emulsive Delights, home to the Prince of Amphisea, towering over the city from its hilltop perch. The clink of metal on stone dragged the scholar’s mind back to the present, and looking around he spotted three people approaching: the mercenaries Agathon hired to help him in his endeavor. Villains kidnapped the boy Edris, one of his students, the day before, just as he left Agathon’s makeshift schoolhouse. The child’s father, a powerful merchant, made it clear that Agathon bore the responsibility to recover the boy. This still puzzled Agathon; surely a wealthy merchant could find someone better suited to the role of rescuer than an ailing scholar-priest? It mattered little now; a few enquiries uncovered the kidnapper’s identity: Musodo Anaboa, notorious relic-hunter and criminal. Authorities from Atlantis to Sheba wanted the Lemurian for questioning, not that any of them had been smart enough to capture the giant. Everywhere he went, legends flooded the marketplaces and bars of Anaboa’s mastery of Lemurian science, his puissance in the alchemical arts, and his total lack of morality when it came to achieving his obscure goals. Anaboa’s ship left the harbor an hour after the kidnapping, bound for Diaprepea, or at least that what the seer Agathon engaged claimed. The old Atlantean didn’t know what to expect, so he prepared for the worst; hiring mercenaries and a fast ship with the bag of gems Edris’ father had practically thrown at him. The mercenaries came with sterling reputations but Agathon wondered; they looked more like pirates and thieves than heroes to his aging eyes. Striding out in front, came a Nubian warrior in full battle dress, long of limb, sheathed in hard muscle, and bearing the spear favored by his people. The smile that split his face would have looked a little quirky on a lesser man, but on the Nubian it just added to his intimidating presence. The warrior extended his hand to Agathon, who took it reluctantly and immediately regretted it as his arthritic bones crunched in the Nubian’s iron grip. “Donobey, till iron release me, I am yours,” the warrior said, in a ritualistic manner that Agathon recognized as a Nubian oath-contract. “My thanks. May the iron that releases you be mine,” Agathon replied, sealing the contract. Donobey grinned even wider in appreciation and gestured to his companions. The pair presented a study in contrasts: a massive Lemurian and a slim-figured Triton woman. The Triton’s liquid-black eyes gave away nothing, but her assured stance and scarred stomach bespoke her experience. The Lemurian stood impassively, tinkering with one of the many belts that crisscrossed her chest while Agathon tried to puzzle out her facial expression, wishing he’d spent more time in the company of Lemurians so he might read them better. “The tall one calls herself Caerwyn. I like to call her Ironjaw; I saw her take a troll fist to the face without blinking. She claims to be a scholar but I’ve never seen a scholar snap a man’s neck before.” Donobey’s introduction seemed to make the Lemurian uncomfortable, but she managed to nod before the Nubian continued. “The green-skin is Thalmia; she’s a decent sorceress but don’t let on I told you that.” The Triton quirked her lips, just a shadow of a smile, and raised a hand in silent greeting.

16

Agathon gave a brief nod to the gathered companions. “We’d best be off, I can explain our task on board the ship.” The Atlantean led the way onto a small oceangoing sailing ship, barely noticing the name; Shango’s Price.

17

ATLANTIS: The Second Age

Chapter Two Hero Creation

18

ATLANTIS: The Second Age

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 that use 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 a more 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 of one’s deeds. Whatever the case, the characters are a step above normal, everyday folk, and their backgrounds and histories reflect that, setting them apart from the rest. 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. This choice will determine the character’s general worldview. Additionally, each race will have a list of base Attribute ratings and innate racial abilities. 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 possibly influence his outlook on life.

Step Three: Choose a Profession •

What does the Hero do for a living? There are four core professions on which a character may be built. Once he has his general profession, it is encouraged that a Hero be embellished a bit to make him unique.

Step Four: Walk Life Paths •

Where has the Hero been? What has he done and seen in his time before the start of the game? By randomly rolling on the Life 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 build the character he envisions and make him his own. Finally, once the Customization points are spent, the player determines his Hero’s Hero Points, Hit Points, name, and age.

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 characters a bit of shared history between them. Create a character that is truly deserving of the mantle, a “Hero`” who brings Renown to you and the 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. 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 roll the same life event.

19

ATLANTIS: The Second Age 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; equal to the active defense value or the passive defense value (usually the opponent’s Evade Skill Rating). Critical Failure: A result represented by a 1 or lower on the Result Table roll, which indicates something bad has occurred. Critical Success: A result of 20 or more on the Result Table roll that indicates something good has happened. Customization Points: Points used when designing a character, to purchase Attributes, skills, or other features that represent the character’s abilities, experience, and background. 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 armor effect value. Damage Total: A number representing how much injury or destruction something has caused after modifiers. Defaulting to an Attribute: Using the Attribute when the character doesn’t have the needed skill. Difficulty: A number representing how challenging it is

20

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) 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)

WIL

PER

A measure of the individual’s willpower, determination, faith, and wisdom. Will Rating determines how well a character is able to INT 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 Charisma (CHA)

CHA

CON

DEX MR

A measure of the individual’s powers of STR 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)

SPD

CR

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

ATLANTIS: The Second Age 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) A measure of a character’s natural ability to sense and manipulate the flows of magic in the world. It reflects a combination of mental attributes and physical senses, as well as cultural and psychological factors. Magic Rating serves as a modifier for magic-related skills and powers. The Attribute unlocks the inner power of the Hero to manipulate the universe.

The Shakers of the World

The following rules are not meant to create the normal and mundane people of the 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 noted under the races, and are described in the Adversary chapter.

to perform an action. Degree of Difficulty (DoD): The bonus or penalty that modifies the D20 roll. Hero: The Player Character in a game of ATLANTIS. Hero Point (HrP): A bonus representing a surge of adrenaline or that extra luck the main characters of a story seem to have. Hero Points allow the player to add additional points to his D20 roll. Hit Points (HP): 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. Golden Lotus (gl): The standard monetary unit of the ATLANTIS setting. Modifier: A number that is added or subtracted from another number to represent anything atypical in a 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. Renown: The quantified glory of a Hero, measured in points. The more points of Renown, the better recognized the Hero. Result Table: The universal table used to determine the success or Failure of 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 used to represent how opponents of vastly different sizes can affect each other differently in combat. Skill: Skills are abilities acquired through training and practice.

21

ATLANTIS: The Second Age

The Root Races of the Antedeluvian World “History is a hungry beast that sates its boundless appetite with the blood of beings long since passed from this world.” -Petranova, Atlantean Scholar.

What’s in a name?

The Ophidians go by many names; they are called Anunnaki, Ophidians, Naga, Saurians, and Serpent Men by outsiders. It is said that Set has a special name for his children that forces them to obey the speaker. Of course, anyone who discovered this name would likely die a very quick and unexplained death.

A thousand years ago, Ulithis, the mad oracle of Amphisea, pronounced that there were to be seven root races, each destined to rule the world for a time. The arrival of the last would herald the beginning of a new cycle. Part of the seer’s crazed ramblings can be found in the Scrolls of Neberin and are a cause for much debate amongst scholars and philosophers alike. There is little doubt as to the identity of some of the races; the Jinn, the Lemurians, the Ophidians, and the Atlanteans are all considered to be root races. The Humans, Nethermen, Andamen, Makara, and Ahl-at-Rab all vie for consideration, and there are philosophers who believe that there are yet unknown races who will come from the stars to claim their place in the world.

The First Root Race “Shaped in fire, born of chaos, and doomed to fade, their empires shall rise and fall before the moon holds a cradle.” -Ulithis, the mad oracle of Amphisea The first root race was shaped by the Elder Gods, birthed from the primordial cosmic energies of the planet. Wild and malleable in nature, this race was not easily destroyed in the chaos of the time before time. These beings 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. Today these “endless” beings are known as Jinn.

The Second Root Race “Nothing but a tool, an artifice born of jealously and rage, the second ones shall never walk the Earth but will rule over all again and again.” -Ulithis, the mad oracle of Amphisea There are several very distinct sub-species of the second root race, which grew from Set’s power on the continent of Mu. The Ophidians were the first, dark lords with limitless ambition and a thirst for domination. Set seeded the seas with the dread Makara, while the Ophidians ruled the land of Mu. 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. During the wars, the Ophidians were slaughtered by the thousands, first by Olódùmarè and later by the Orixa. The rise of the next race would put an end to the Saurian domination of the Earth.

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ATLANTIS: The Second Age The Third Root Race “Children of the one, born of sacrifice, and gifted of beasts. Lords of metal and wood, but eaten from within as the maggots do an imperfect rose.”-Ulithis, the mad oracle of Amphisea The first of the third root race is said to have hatched from an amber 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 that spread out and colonized the other continents, creating pockets of civilization on all the corners of the earth. The Lemurians warred against the Ophidians and their thrall race, the Ahl-At-Rab, and tried in vain to exterminate the Makara who preyed upon their sea colonies. Unable to match the Ophidian’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 in 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 “Lords, brash, and flush with power. Gods in their minds, yet children in their souls. Flawed miracles that undo themselves with arts beyond measure.” -Ulithis, the mad oracle of Amphisea The fourth root race was born amidst the God War and rose to prominence while the Lemurians and Ophidians battled each other. The Atlanteans appeared 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 empire that expanded and created colonies throughout the world. For a thousand years, the sea empire expanded in the face of the waning Lemurian and Ophidian Empires. During the time of the first Beast War, the concerted effort of the Saurians pushed the Atlantean colonies back and cooled their ambitions, but this would only last until they focused their attention 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. They created 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.

Though some scholars argue over the specifics of the Root races, few can truly dismiss that the world is not as it once was. Though much has been built and preserved, much has also been lost. Or, perhaps worse, it was simply forgotten and left to fester in the dark. Caerwyn, Lemurian Scholar

The Fifth Root Race “Favoured of fate, fecund, and gifted with the keys to their own demise. Their time draws ever close but never arrives.” -Ulithis, the mad oracle of Amphisea 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 first embraced and later abused 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….

The Sixth and Seventh Root Races Ulithis has this to say about the last two races: “No shape of man nor walker be, they shall flourish in the angles lost to others. Their lies shall undo the ills of the world, their truth shatter the soul.” “The last have always been and wait in silent places for us to listen. Whence they came I cannot say for they have seen me and taken it from me.”

23

ATLANTIS: The Second Age

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 are 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 ►► Andamen ►► Atlanteans ►► Humans ►► Jinn ►► Lemurians ►► Nethermen

Ahl-At-Rab

(A.K.A. Lizard Men, Snake Men, Saurians) Ahl-At-Rab (sometimes called “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 onetime 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, the Ahl-At-Rab usually prefer using spears, obsidian clubs, and war whips made of sand dragon hide in battle. Both their spears and clubs function as missile weapons, as well as hand-held weaponry. The Ahl-At-Rab occasionally use copper or reptile-hide shields and breastplates, and sometimes affix such protective devices on their sand dragons. Unless they are hopelessly out-classed or outnumbered, Ahl-at-Rab will fight to the death. As they are carnivorous creatures, Ahl-At-Rab usually devour those they slay in battle, but will not stop to do so until all fighting has been resolved. They will take prisoners, both for use as slaves and as a hedge against times when food becomes scarce. For the latter reason, prisoners of the Ahl-At-Rab are usually not mistreated unless they are believed to be spies. Though once quite numerous, the Ahl-At-Rab are believed to be a dying race. Few existing tribes number greater than forty to fifty warriors, plus a like number of females, young, and old ones. On rare occasions, two or more tribes will join forces and travel en masse, but most of the time the AhlAt-Rab tribes are too busy warring against each other to bother with treaty-making.

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ATLANTIS: The Second Age The 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 black to green and 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, AhlAt-Rab generally live 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 rival 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. Racial Attributes: INT

PER

+0 +1 Hit Points: 20

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+0

+0

+2

+0

+3

-1

+1

-1

It is very difficult to say what will provoke an Ahl-at-Rab; I’ve seen one spit acid in the face of a merchant simply for asking if he could offer assistance. They are an alien people, the last remnants of an age-long past. Some communities kill them on sight rather than risk an incident. Thalmia, Triton Sorceress

Racial Abilities Cold Blooded Ahl-At-Rab need very little water to survive and are almost immune to extreme heat. Ahl-AtRab 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 7-CON 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 Hero’s first attack in the round, the Ahl-At-Rab may use his 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 piercing). 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 opponent’s 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, the amount of time the poison is active is reduced by the PR of the helm. 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.

25

ATLANTIS: The Second Age

Andamen

(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 “Beastmen” are now considered a dwindling race. Each race was formed for a certain task and used as slaves and soldiers for their eldritch masters. When 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 Andamen, each created through numerous attempts at cross-breeding and magical experimentation. The include the lion-men (Nemeans), jackal-men (Anubim), wolf-men (Asena), jaguar-men (Balam), owl-men (Uluka), gillmen (Tritons), and bull-men (Taurans or Minotaurs). Regardless of type, all Andamen are physically altered to suit the needs of their Atlantean creators and are physically distinct from their baseline human source. Though most Andamen 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 Andamen living in or nearby certain larger cities and settlements. Due to their natural abilities, Andamen are in demand in some regions, where they are sought after as skilled guides, scouts, hunters, and so on. The Andamen all share a common origin but have since then become quite unique in their thinking and philosophy. Below are listed the largest and most common groups of Beast-men.

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. An Owlman 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.

Silver Allergy Because of their alchemical nature all Andamen suffer from an allergy to silver. Handling silver items will cause irritation and discomfort resulting in a -5 penalty to all actions while in prolonged contact (more than 2 rounds). Silver weapons cause double damage and leave blistering injuries that take twice as long to heal.

26

ATLANTIS: The Second Age

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ATLANTIS: The Second Age 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 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 I like the Anubim, they are wise word. Anubim are loyal to those they call friends and would lay down their life for a loved one and the most predictable of the without hesitation. If an Anubim considered you a brother you know that he will follow you to the Andamen, and I include my own ends of the world and expect the same from you. race in this. Anubim are also the most clever and wise of the Beast-men and were used as assistants to the Thalmia, Triton Sorceress Atlantean magi they served. In that time, they quietly learned the ways of magic in secret, hiding this from their masters. Racial Attributes: INT

PER

WIL

CHA

STR

DEX

+1

+2

+0

+0

+0 +0 Hit Points: 18

CON

SPD

CR

MR

+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). Man’s Best Friend Of all the Andamen, the Anubim are the most closely allied with humans. When acting in a coordinated effort, the human (non-humans gain only half the bonus round up) and the Anubim both gain a bonus equal to triple the Hero’s PER (minimum +3). The bonus only applies to the first dice action in a given round for everyone involved (maximum number of participants equal to twice the Hero’s INT, minimum of 2). The coordination lasts only a number of rounds equal to the Hero’s PER +5 (minimum of 5 rounds) and may be used only once per day.

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ATLANTIS: The Second Age Asena (Wolfmen) The wolfmen range in colors from black and dark brown to pale gray and white (the rarest). Standing 1.8m tall and weighting over 115kg the Asena are powerful trackers and warriors. Personality: The Asena are relentless when angered and will hold a grudge until the sun burns out. The Asena 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. Asena do not respect weakness and only lament the dead for an instant when a loved one is lost. Racial Attributes: INT

PER

+0 +0 Hit Points: 20

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+1

+0

+1

+0

+1

+2

+2

-2

Racial Abilities Natural Weapons (If it’s the Hero’s first attack in the round, the Andaman may use his claws to attack twice without a multiple action penalty) Asena are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piercing) Relentless When pursuing quarry, the Asena will endure and keep going. Once per game, the Asena may add triple their WIL (minimum of +3) to any roll as long as it pertains to their target. Acute Sense of Smell Asena 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 and the Hero must be the first to act.

The Asena come in two flavors: those that still trust the Atlanteans and those that believe they were betrayed by them. You don’t want to meet the latter group; they are like rabid dogs and should be treated as such. Thalmia, Triton Sorceress

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ATLANTIS: The Second Age Balam (Jaguar Men) Large and powerfully built, the spotted bodies of the warrior Balam stand over 1.8m tall, weighing 80 to 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 lookout 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

+0 +0 Hit Points: 18

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+0

+0

+1

+1

+1

+2

+2

-2

Racial Abilities Natural Weapons (If it’s the Hero’s first attack in the round, the Andaman may use his claws to attack twice without a multiple action penalty) Balam are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piercing) 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 claws and natural deftness to make easy work of most vertical surfaces. When climbing, a Balam may add twice his DEX (minimum of +2) to the Athletics rolls.

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ATLANTIS: The Second Age Owlmen (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 beasts 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 1.5 to 1.75m tall, typically weighing 45 to 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 Nethermen ashen with fright. Racial Attributes: INT

PER

+1 +1 Hit Points: 18

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+1

+0

+0

+0

+0

+2

+0

+0

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). Silent Flight When in flight an Uluka is very silent and may add triple her DEX (minimum of +3) to any stealth roll. 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 atmospheres the Owlman may operate normally and when holding his breath may do so for twice as long as a normal person.

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ATLANTIS: The Second Age Nemeans (Lion Men, Kings of Beasts, Feral Lords) The generals of the Beast-men 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 Beast-men 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 to 2.25 tall and weight 95 to 130kgs. Personality: The Nemeans are born with an innate sense of entitlement and assume that other Andamen 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

+0 +0 Hit Points: 20

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+1

+2

+1

+0

+1

+0

+2

-2

Racial Abilities

Character Creation: Step One Will is sitting down to make a character for Marie’s Atlantis game. Looking over the races and their capabilities, he decides that he is going to make an Andaman, specifically a Nemean. On a piece of paper, he jots down the Nemean racial package for Attributes and Special Abilities. Already his Nemean is strong of will, charismatic, strong, and sturdy. As a Lion-man he has claws and fangs, can talk to animals, lords over other Andamen, and has a ferocious roar.

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Natural Weapons (If it’s the Hero’s first attack in the round, the Andaman may use without a multiple action penalty) Nemeans are born with fearsome fangs and claws. Bite DR 4, Claws DR3 (armor piercing) Lord of the Beast-men Among the Andamen the Nemeans are kings. All social interactions with other Beast-men 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. Lion’s 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 instill 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 Lion’s 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).

his claws to attack twice

ATLANTIS: The Second Age 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 Beast-men and are known as bullies and blowhards. 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 hornrings, 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

-1 +0 Hit Points: 25

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+0

+0

+4

+0

+2

+0

+2

-2

Racial Abilities Natural Weapons Taurans are born with prodigious Horns. Horns DR5. Bull Charge Taurans may attack an enemy 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 loses 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 6-CON rounds (minimum of one round). 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).

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ATLANTIS: The Second Age Tritons (Gillmen, 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 the 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 The Tritons may be the most are well-suited for the aquatic depths they reside in. overlooked of all the Andamen. Personality: Though they cannot truly travel The Tritons are clear and even-tempered thinkers that act in the best interest of their society. far from the water for long, They are never eager for violence but act with efficiently when presented with hostility. Triton beneath and atop the waves they diplomats and tacticians are sought after all over the world. are the masters of the sea. Caerwyn, Lemurian Scholar 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 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.

34

ATLANTIS: The Second Age

35

ATLANTIS: The Second Age

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 is as if 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 claims. 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, weighing around 68 to 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: Atlanteans, masters of land and sea, what else is there to say? I still get the urge to throw myself to the ground when I meet one. Some residual mental conditioning, no doubt. Thalmia, Triton Sorceress

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 as 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 the mind and enlighten the soul, and food and wine is to be consumed. The world is their paradise. Racial Attributes: INT

PER

+1 +1 Hit Points: 20

36

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+0

+0

-1

+0

+0

+0

+0

+4

ATLANTIS: The Second Age 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 item’s effective rating. The Hero chooses one Attribute and may augment it in some way. Example: A weapon may increase the DR, reduce the STR needed, or increase the accuracy. A vehicle could be made to move faster by increasing the SPD, a suit of armor may have its PR increased, etc. The GM and player should decide how the item’s enhanced. When drawing power from a Vrilenriched 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 flies (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. Vice is a practice or a behavior or habit generally considered immoral, depraved, or degrading in the associated society. 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 penalized by -1 per day that the Hero must go without. Once he has quenched his “thirst,” his Attributes revert to normal.

37

ATLANTIS: The Second Age

Humans

(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 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 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 anywhere 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). 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 WIL (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 must affect the Hero and may not manipulate fate for the benefit of others.

38

ATLANTIS: The Second Age 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.

I’ve heard it said that humans were the Lemurians’ version of Nethermen. Not that I’d ever say that to a human; they get so touchy about their origins. Thalmia, Triton Sorceress

39

ATLANTIS: The Second Age

Jinn

(The Elders, the Children of Fire, Chaos Folk, the Others, Moon Children, The 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, and the Jinn are in no hurry. The Jinn are a disappearing race. In the Golden Age, a Jinn was a common sight, but now fewer and fewer Jinn are seen in the world. Some say that they are all going back to the safety of their jars, while others say that the race is slowly vanishing and being forgotten like the 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 continent of Atlantis, scholars estimate the population at a little over a 1,000 and the global population at one million.

Jinn Life Spans Jinn have been around since the beginning of time, but they retain an undying curiosity about the world in which they live. They appear to live somewhat normal life spans, aging as humans do as years wear on. This is because every so often (the time appears random from Jinni to Jinni), their life essence returns to its jar to rejuvenate. A Jinni may live for a hundred years and appear to die as an old wise man, only to be reborn a thousand years later a young woman with striking looks and no memory of her sagacious past. The only link Jinn retain to their past selves are their names, which are filled with all power of their collected lives. These names are written on the inside lid of their secret jars. Some say every scrap of knowledge a Jinni learns over its many lifetimes are written on the inner walls of their jars, which it why it takes them so long to be reborn and why they seem to be so wise. A Jinni whose life is taken may never be reborn.

40

Physical Description: Jinn have skin the color of old parchment or coal, and hair of any and all colors imaginable; sometimes all at once, and usually worn long and braided, bound with hoops and pins. Their skins appear to be covered in tattoos. They are, in actuality, eldritch writings recording the mad murmurs of the Elder Gods given a physical pallet. These writings tell the history of the pre-world before the gods fell into slumber, and if all the writings could be collected and codified, would tell the world’s story from creation to today. When a Jinni dies, his words vanish, lost until another Jinni is born. Some say a Jinni’s beauty or ugliness stems from what is written upon his skin. Some of the things scribed across their bodies are the terrible imaginings of cosmic entities, gibbered and chattered during the prehistory of the universe. All Jinn are born with a single horn growing from a random location on their head. No Jinni will ever have the same type of horn on the same location. While two Jinn may have a horn jutting from the center of their forehead, one might resemble the thick horn of a rhinoceros and the other, the sharp, curling horn of an ibex. Twins share the same horn and must be broken apart at birth, the Jinn with more horn is honored and considered the elder child. Jinn are said to grow from their horns, and many take great care in ornamenting them with rings, jewel inlays, piercings, or gold caps. Wisps of black smoke issue from their mouths when they speak; above their head burns a small, perpetual flame which gives off no heat, but changes colors, as do their eyes, 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, they may seem mad, as they mumble, giggle, whimper, cry, or dance without provocation; but to a Jinni, 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 dancing, singing, and any form of creation that requires an 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.

ATLANTIS: The Second Age 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

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, she slowly changes into the person she dreams of. The metamorphosis takes a month. 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; from the ashes, the new Hero will emerge. The Hero still looks the same, physically, but her Attributes will change and, sometimes, her personality. The Hero may do this three times during her lifetime. After the third change her Attributes are set forever. When changing Attributes, the Hero simply switches the numbers between the Attributes. The numbers may only be moved or switched, but the total may never change. Example: A Hero lays down in a lonely desert cave and sleeps. INT +2

PER

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+1 +3 +0 -1 +0 +0 +0 +0 +4 During his slumber, his body and soul shift and morph to better suit the Hero’s ideas and dreams. When the Hero awakens, he is a new person; changed physically and mentally. His new configuration looks like:

INT

PER

WIL

CHA

STR

DEX

CON

SPD

+0

+0 +0 -1 +3 +2 +1 +0 The compassionate magic-user into a bloodthirsty warrior.

CR

MR

+4

+0

Metal Allergy Because of their Mercurial Nature, the Jinni’s body is disrupted by orichalcum and iron metals. The touch of these metals will stop Jinni from changing shape or revert them back if they are already in another form, and weapons made of the substance will do additional damage as if it was a Strength 5 poison. Soul Names As the eldest of races, the Jinn were given secret names at the world’s beginning. These names 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 Jinni 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 Jinni 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 Jinni may use it to alter reality in his favor. Once per week, the Jinni may call his name and do the impossible. When this is done the Jinni adds 2D20 + WIL to any one roll or to a damage rating (DR). This is very taxing and once done the Jinni must rest for 7 days – CON (minimum of one day).If the Hero resists the slumber he takes a -2 penalty to all actions for each day he has not rested. Example: A Hero who would sleep for 5 days decides that it is more important to keep going and complete the task at hand. He would suffer a -10 penalty. If he rested for one day he would have a -8 penalty. Once his name is invoked, the world around the Jinni becomes overly saturated with colors, making the mundane more vivid and sounds exceptionally clear and precise, allowing everyone to see the world the way the Jinn do. During his time of rest, the Jinni will become cold and lifeless, his skin becoming the color of gray ash.

41

ATLANTIS: The Second Age 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 using a combination of words, the colors of the environment around them, smells wafting through the air, and the sounds in the background, a Jinni 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 The Jinn, Children of Chaos, are in a constant state of flux. They may shape-change once per day into any living creature as small as a mouse up to their normal size. They may keep the form until the rising or setting of the sun (This is not a set 12-hour period, but a literal setting or rising of the sun. If a Jinni takes a new shape an hour before dawn he may hold that shape for an hour, conversely if he waits an hour and takes a new shape after the sunrise he may hold that shape until the sun sets). The Jinni may shift back to his natural state at will. The only tell that the new shape will have is that its eyes will always be green. The Jinni 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 magical fields. Magic directed at the Jinni, such as an attack with a total effect of 13 (the DoD of the spell being cast) or greater, may activate the effect. Example: A caster holding the Jinni 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 effect if their level is 3 levels above the Jinni’s CON attribute. Again the Hero must make a WIL roll with the DoD being the difference between his CON and the magic field’s level. A Jinni 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 Jinni’s body suffers instability and alters randomly.

42

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

ATLANTIS: The Second Age GMs roll on the chart below.

1 2

3

Chart A (effects last for 12 – WIL hours. Minimum of an hour unless otherwise stated) Those in a 5m radius of the Jinni cannot stop laughing. -1 on all actions. The Jinni’s skin rips off and flies away. The Jinni will grow a new skin once the duration has ended. Jinni’s legs shrivel up and she grows a dolphin tail. Movement on dry land is reduced to a drag and crawl. Water movement +2 SPD.

4

All foods spoil within a kilometer of the Hero.

5

The Jinni glows as bright as a bonfire and gives off as much heat.

6

Body shrinks to a quarter of its size.

7

Those in a 5m radius of the Jinni cannot stop weeping.

8

Reduce one Attribute by 3. Use D20: 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

9

Lightning will strike (DR7) randomly around the Jinni once every hour. All within 5m radius must make Evade rolls with a DoD equal to the Jinni’s WIL.

10

Jinni goes blind for 1D20 – CON rounds.

11

The Jinni’s tongue will only speak the truth and will burn the Hero’s mouth if he tells a lie (20DR).

12 13 14

15

16 17 18 19 20

All latches, locks, and buckles open in a 5m radius around the Jinni. The Jinni coughs up small garden snakes when he speaks. Body grows to twice its size and turns to an odd color. Increase one Attribute by 3. Use D20: 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 The Jinni’s clothes start to scream and whine, telling all of the Jinni’s dirty little secrets, habits, and foibles (but never his true name).

Chart B (all effects last for a number days Chart C (all effects are permanent unless equal to her CON unless otherwise stated) otherwise stated) Roll on Chart C

Laughter heals the Jinni (2 HP for each bout The Jinni must drink human blood from a of laughter). living body to survive. Blood is now fire. Those that draw blood must The Jinni takes the wounds of his closest friend make a Evade roll with a DoD equal to the (a party member). damage done or suffer a DR5 fire splash. The Jinni’s smile causes sickness in others. The sun burns the skin of the Jinni (2 HP for Randomly choose a disease and those affected each round of exposure). make a roll of CON versus the Jinni’s CHA. All four-legged creatures hate and attack the Gain 1 Fate Point Jinni. All liquids dry up in a radius equal to the Jinni’s Lose one Fate Point WIL in meters. Can only subsist on strong tea made from Jinni’s body becomes invisible and can only be aniseed. seen in moonlight. The Jinni gains an aura of fear that extends out to WIL in meters. All in his presence must The Jinni emits a foul gas every time a word make a WIL roll with a DoD equal to his ending in “Y” is spoken or read in his presence. CHA. Friends become immune after several days. A nimbus of flame emits from the top of the Jinni’s head. Increase one Attribute by 3 and reduce one by 4. Use D20: 1–2: STR, 3–4: All birds hate and will attack the Jinni. 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 Laughter caused the Jinni pain (2 HP for each Gain +2 MR. bout of laughter). Fall madly in love with the next viable person The moonlight burns the skin of the Jinni (2 you see. If they love you back lose 2 Fate HP for each round of exposure). Points. If they do not love you, gain 2 Fate Points. The Jinni sweats honey that solidifies into hard The Jinni gives birth to a baby monster every sweet amber. full moon. The Jinni grows a sixth finger and toe on every The Jinni’s skin becomes hard polished hand and foot. obsidian (PR 5), -2 DEX. Howl that kills. Spend Hit Points to do damage The Jinni breathes fire when he talks (DR5). on a 1-for-1 basis. Howl can be directed at one target. The Jinni’s hands fall off and his arms end in Hands become detachable and can move and tentacles. act under the command of the Jinni. All glass shatters in his presence. The radius is The Jinni permanently grows .5m taller. equal to the Jinni’s WIL in meters.

The Jinni grows usable wings that allow him to fly at SPD +2. The Jinni’s thumbs turn backward (Rolls The Jinni’s touch turns items to smoke for the requiring hands are made at DEX -4). duration. The colors of the Jinni’s surroundings will drain The Jinni speaks all the languages he knows at away and gather in his skin and clothes. once, making him hard to understand. The Jinni speaks in riddles, making him hard The Jinni’s sight burns any he looks upon to understand (INT versus Jinni’s CHA to (DR5). understand). The Jinni’s teeth turn to small pieces of butter.

Roll on Chart A

Jinni splits in two with the doppelganger being evil and hateful. Prolonged touch (2 rounds) of the Jinni’s skin will burn flesh that touches it (DR5). Jinni’s body becomes that of a random creature from the bestiary. If the Jinn’s shadow is cast by sun- or moonlight, it causes damage to anything it touches (DR 20).

NOTE: Magics shaped by a Jinni and used on his own body do not have the same effect. She may freely use magic without the side effects, since it is she who is enforcing her will on reality.

43

ATLANTIS: The Second Age

Lemurians

(Ape-men, the Tree Folk, The Lawgiver’s Children, Lemures) The Lemurians are far older than the Atlanteans, a fellow root race, but born an epoch before, and they have 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 race outside of their own. The Lemurians are noted for being rather reserved emotionally and even peaceful, but they have engaged in, and sometimes still do engage 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; turning instead 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 tree-cities in the mountains of Lemuria to study and philosophize. Knowing it to be one of the most secure locations in the world, various other 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. It was others that ruined the world, and those others can deal with it.

Physical Description: The great Ape-men stand over 1.8m tall and weigh 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 Anunnaki, 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 with whom they share their secrets. Racial Attributes: INT

PER

+3 +0 Hit Points: 20 The Lemurians have so much potential but squandered it on looking inward. Much as the Atlanteans did by their constant drive to dominate. If the two could have worked together things might have been different but their differences are irreconcilable. Thalmia, Triton Sorceress

44

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+0

+0

+3

+1

+0

+0

+0

-2

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 have an advantage 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 of his choosing, the Attribute may be doubled. This can only be used once a day and requires the Hero to focus and concentrate for one round. Once the Lemurian has centered himself, the Attribute is doubled for the entire scene. The environment is chosen at character creation and is usually the area or locale the Lemurian was raised in. Desert, ocean, forest, savannah, tundra are all acceptable locations.

ATLANTIS: The Second Age 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 the Lemurian’s chosen environment , 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).

45

ATLANTIS: The Second Age

Nethermen

(Brutes, Throwback , the Misshapen) Nethermen are not a true race of beings, but the sad product of the Atlanteans’ first try at creating a nation of slaves and soldiers for their conquest and wars. The Atlanteans intended to create a strong, hardy warrior that could be easily manipulated, but what they got was a bloodthirsty brute that was immune to most of their magics. Frightened by the monstrosities they created, all were rounded up and marched onto 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, unable to reproduce. For this reason the Nethermen, like the Andamen, seem slowly headed toward extinction. Despite this, 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 walls surrounding them. Those Nethermen who choose to live amongst humans are most often employed as mercenary soldiers, caravan guards, or general “muscle.”

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 scarred and mottled 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 choose; 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 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 heart of 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 heart is eaten, the Netherman may gain one of their innate abilities at a level equal to their CON. It usually take 5 minutes per point of Con of the victim to eat completely. The Hero may use the 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 heart of a dead Atlantean and gains the ability

46

ATLANTIS: The Second Age 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’s heart and gains the ability to breathe underwater but on land he suffocates 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, fighting beyond the point of death if need be. 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).

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. The Andamen and the Nethermen can breed with only humans, and of those unions, only sterile Andamen or Nethermen will be produced.

47

ATLANTIS: The Second Age

Step Two: Choose a Culture Cultural Packages

Not all individuals in a race are the same. They come from many different cultures and creeds throughout the world. The Cultural Package determines what skills your Hero knows, depending on 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 Zinn. To reflect this, the cultures are all racially neutral.

Alba & Iber Alba (Alba): The Avalon and the Ys people Skills

Literacy (High Speech) +3, Lore (etiquette) +3, Lore (player’s choice) +3, Resolve +1, Speak Language (Alban) +10

Attribute

+1 WIL

Aboric (Alba): The Abor Skills

Animal Handling +2, Athletics +2, Deception +1, Influence +1, Speak Language (Alban) +10, Stealth +2, Weapon (player’s choice) +2

Attribute

+1 STR

Cymbri (Alba): The Cymbrians Skills

Deception +3, Pilot (boat) +2, Speak Language (player’s choice) +3, Speak Language (Alban) +10, Stealth +2

Attribute

+1 DEX

Havar (Europa): The Havaran Skills

Animal Handling +2, Handicraft (player’s choice) +2, Literacy (Alban) +2, Lore (Alban theology) +2, Medicine +2, Speak Language (Alban) +10

Attribute

+1 INT

Picts (Iber): The Pictish people

Character Creation: Step Two For his next step, Will looks over the various nations. He’s been told that the game will be set in Gondwana, so that’s where he focuses his attention. After some time, he decides on the nation of Kush. Looking up the Cultural package for Kush, he adds several Skills to his notes. One of them, Perform, even allows him to make a specific choice of sub-skills. He makes a note of that as well.

Skills

Handicraft (player’s choice) +2, Lore (survival) (forest) +2, Instinct +1, Speak Language (Alban) +10, Stealth +2, Unarmed Fighting +1, Weapon (player’s choice) +2

Attribute

+1 CR

Skara (Alba): The Skara Skills

Handicraft (player’s choice) +2, Instinct +1, Lore (survival) (Skara moors) +2, Resolve +1, Speak Language (Alban) +10, Tracking/Shadowing +2, Weapon (player’s choice) +2

Attribute

+1 CON

Skye (Alba): The Ska Skills

Handicraft (player’s choice) +2, Instinct +1, Lore (survival) (forest) +2, Speak Language (Alban) +10, Tracking/Shadowing +3, Weapon (player’s choice) +2

Attribute

+1 CON

Uallach (Iber): The Uallach

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Skills

Animal Handling +2, Handicraft (player’s choice) +2, Influence +1, Lore (Alban theology) +1, Medicine +2, Performance (player’s choice) +2, Speak Language (Alban) +10

Attribute

+1 CHA

ATLANTIS: The Second Age Atlantean Atlantis (Atlantis): The Atlantean people

Elysium Ocean Elysium (Elysium Ocean): Elysium Tritons

Skills

Literacy (High Speech) +2, Lore (etiquette) +3, Lore (player’s choice) +2, Mode (players choice) +2 Resolve +1, Speak Language (Atlantean) +10

Skills

Athletics +4, Handicraft (player’s choice) +1, Lore (navigate) +3, Speak Language (Elysi) +10, Weapon (melee) +2

Attribute

+1 MR

Attribute

+1 PER

Atlantis (Atlantis): The Atlantean people (non-Atlantean racial Manua (Elysium Ocean): The Manuan tribes types) Athletics +2, Influence +1, Instinct +1, Lore Handicraft (player’s choice) +3, Literacy (player’s Skills (navigate) +1, Pilot (boat) +1, Speak Language choice) +1, Lore (etiquette) +1, Lore (player’s (Elysi) +10, Weapon (melee) +4 Skills choice) +3, Resolve +2, Speak Language (Atlantean) Attribute +1 CR +10 Attribute

+1 INT

Antilla Antilla (Antilla): The Antillan people Skills

Athletics +3, Investigate/Search +3, Literacy (Atlantean) +3, Speak Language (Atlantean) +10, Weapon (player’s choice) +1

Attribute

+1 SPD

Munark (Elysium Ocean): The Munark tribes Skills

Athletics +1, Handicraft (player’s 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 (player’s choice) +4, Lore (player’s choice) +3, Pilot (boat) +2, Speak Language (Elysi) +10

Attribute

+1 CHA

Ogata (Elysium Ocean): The Salawati tribes Skills

Handicraft (player’s choice) +1, Lore (navigate) +1, Lore (agriculture) +4, Pilot (boat) +3, Speak Language (Elysi) +10, Weapon (melee) +1

Attribute

+1 INT

Tora (Elysium Ocean): Rapa Nui, Matua, Tamaka, and Orongo tribes Skills

Athletics +3, Evade +2, Handicraft (player’s choice) +1, Lore (navigate) +1, Pilot +1, Speak Language (Elysi) +10, Weapon (melee) +2

Attribute

+1 DEX

Vanua (Elysium Ocean): Vanuan tribes Skills

Lore (navigate) +1, Lore (theology) +1, Speak Language (Elysi) +10, Stealth +2, Tracking/ Shadowing +3, Weapon (melee) +3

Attribute

+1 CON

49

ATLANTIS: The Second Age

50

ATLANTIS: The Second Age

A View of the World from Atlantis The Islands of Alba, Iber, and Ys The lands of Alba and Iber are heavily forested hills dotted with mountains and cliffs. Wild and dangerous, there are few people who live here and, though there are exceptions, the nations of these lands are relatively primitive and xenophobic. Ancient tribes of Jinn also make these islands their home and claim to have ruled Alba, Iber, and Ys since the world began.

Lemuria Birthplace of the Lemurian civilization and possibly the race itself, this land is now overrun by primordial jungles and impenetrable swamps. Perhaps in ages past, when the Lemurians grasped the world, this place was different, but now it has fallen back into the hands of nature itself. Mu

Antilla The sunken continent of Antilla is renowned as the current center of the Tritons, although there are some scattered bands of outsiders who also sail this region and call it home. The submerged plateau still bears Atlantean ruins from before the Cataclysm, but most are out of reach of modern man.

A brutal and uncivilized land, Mu is a harsh realm dominated by deserts, jungles, and volcanoes. There are some who claim that the slumbering dreams and nightmares of the gods walk the world in Mu, but whether such tales are meant to frighten, to warn, or simply were dreamt up by themselves is unknown. The North Sea Islands

Elysium Ocean

The icy bounds of the chilled polar region are held by a strong Dotted with small islands, this region is home to a variety of and relentless westward current that carries icebergs and worse peoples. Powerful shamans, vicious sea serpents, and ancient around the globe. The tribes of the North Sea are fierce and strong, mysteries hidden away in the thick jungles are all part of the legends for too few of the weak live to be prosperous. and lore of this isolated region. Even should one travel to this far-off and distant place, there is little to recommend to those at home. Tamaonchan Eria Rich in resources, wild and untamed, much of Eria is a mystery to outsiders. Mega-fauna abound and the tribal nations that exist across the varieties of Erian terrain depend upon them to survive. Never fully explored nor conquered, nonetheless, remnants of Atlantean influence extend along the coasts while relics of Annunakian origin dot the swamps and lowlands.

When the Atlanteans reached the shores of Tamaonchan, it was apparent that the Annunaki and Lemurians had already spent a great deal of time there. Powerful nations exist along the coasts, and the interior mountains and jungles are littered with the ruins of the past and barbaric tribes who are as likely to attack explorers as they are to war with one another.

Europa A vast but thinly populated land, Europa comprises a variety of terrains and climates. The center of the continent is dominated by a powerful magician known as the Erlking and many of its coasts have long histories influenced by Atlantean rule. As a result, most of the Europan civilizations are war-like, hardened by histories of battle. Gondwana Though the center of Gondwana is still a land of fierce jungles and impassable mountains, the lush coasts and plains of this land are the birthplaces of civilizations and empires. Much of the world’s population, culture, and history touch Gondwana. All the races are represented amongst its nations and tribes, and its major cities are home to many wise and powerful individuals. Jambu Largely considered unexplored by modern scholars, great empires and civilizations remain in the lands of Jambu. The Annunaki once held sway over much of this land and are still revered in some nations. The great mountains of central Jambu divide the continent into separate regions and inhibit travel amongst its people, but many great sailors ply its coastal waters and the ruins of the past watch its haunted shores.

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ATLANTIS: The Second Age Eria

Tamarac (Eria): The Kawanna people

Akela (Eria): The Akelan people Skills

Animal Handling +1, Athletics +1, Lore (folklore) +1, Lore (survival) (player’s choice) +2, Ride +2, Speak Language (Akealan) +10, Tracking/ Shadowing +2, Weapon (Melee) +1

Attribute

+1 CON

Akwatuk (Eria): The Kutchin people and the Seal Hunters Skills Attribute

Animal Handling +3, Athletics +1, Handicraft (player’s choice) +2, Lore (survival) (player’s choice) +2, Speak Language (Akealan) +10, Tracking/ Shadowing +2

Athletics +2, Handicraft (artisans) +2, Lore (survival) (forest) +2, Pilot (canoe) +2, Speak Language (Tamerac) +10, Tracking/Shadowing +2

Attribute

+1 STR

Tamarac (Eria): The Croatoan people Skills

Athletics +2, Deception +1, Evade +2, Lore (survival) (forest) +2, Speak Language (Tamerac) +10, Tracking/Shadowing +2, Weapon (melee) +1

Attribute

+1 DEX

Tamarac (Eria): The Timuacuan people

+1 CON

Aquaga (Eria): The tribes of the Axte, Eque, Shepaug, and the Quinetu Skills

Animal Handling +2, Athletics +2, Handicraft (artisan) +2, Lore (survival) (savannah) +1, Speak Language (Tamerac) +10, Tracking/Shadowing +2, Weapon (melee) +1

Attribute

+1 DEX

Aztlan (Eria): The Aztek people Skills

Athletics +1, Handicraft (player’s choice) +2, Literacy (Tamerac) +2, Mode (player’s choice) +3, Speak Language (Tamerac) +10

Attribute

+1 MR

Gava (Eria): The Aesir people Skills

Lore (Navigate) +3, Perform +2, Pilot (longship) +2, Speak Language (Tamarac) +10, Weapon (melee) +3

Attribute

+1 CON

Hordelands (Eria): The Beezh-Yeel tribesmen Skills

Athletics +1, Instinct +2, Resolve +2, Speak Language (Akealan) +10, Tracking/Shadowing +2, Weapon (ranged) +1, Weapon (melee) +2

Attribute

+1 STR

Kulugmiut (Eria): The Tunit people Skills

Animal Handling +2, Handicraft (player’s choice) +3, Lore (navigate) +3, Pilot (kayak) +2, Speak Language (Akealan) +10

Attribute

+1 CON

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

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Skills

Skills

Deception +3, Evade +2, Lore (survival) (swamps) +2, Pilot (canoe) +1, Speak Language (Tamerac) +10, Weapon (melee) +2

Attribute

+1 CON

ATLANTIS: The Second Age Europa

Hellas (Europa): The Hellenes Skills

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

+1 STR

Aragana (Europa): The Aragani Skills Attribute

Instinct +1, Influence +2, Resolve +1, Lore (survival) (mountains) +2, Speak Language (Alban) +10, Tracking/Shadowing +2, Weapon (player’s choice) +2 +1 CON

Galacea (Europa): The Arac Skills

Deception +3, Evade +2, Handicraft (player’s choice) +1, Sleight of Hand +1, Speak Language (Alban) +10, Stealth +2, Weapon (melee or thrown) +1

Attribute

+1 DEX

Ku (Europa): The Ku Skills Attribute

Animal Handling +2, Handicraft (player’s choice)+2, Influence +1, Lore (agriculture) +2, Pilot (boat) +3, Speak Language (Alban) +10 +1 PER

Minoa (Europa): The Minoan people Skills

Influence +3, Literacy +2, Lore (theology) +2, Speak Language (Hellene) +10, Speak Language (player’s choice) +2, Weapon (player’s choice) +1

Attribute

+1 STR

Scythia (Europa): The Kurgans Skills

Animal Handling +2, Lore (Europan folklore) +1, Lore (survival) (savannah) +1, Ride +3, Speak Language (Hellene) +10, Unarmed Fighting +1, Weapon (melee) +2

Attribute

+1 CR

Tharshesh (Europa): The Tharshi

Broceliande (Europa): The Celanus Skills Attribute

Handicraft (player’s choice) +2, Literacy (Alban) +2, Lore (folklore) +2, Lore (herb lore or agriculture) +2, Speak Language (Alban) +10, Weapon (melee or ranged) +2 +1 CHA

Oggia (Europa): The Ogi People Skills Attribute

Deception +2, Evade +1, Lore (Europan folklore) +2, Mode (Sensory) +1, Performance (player’s choice) +2, Sleight of Hand +2, Speak Language (Alban) +10 +1 CHA

Otesium (Europa): The Otesi Skills Attribute

Animal Handling +2, Handicraft (artisan) +2, Lore (Europan folklore)+1, Lore (agriculture) +2, Lore (survival) (forest) +3, Speak Language (Tharshi) +10, +1 PER

Skills

Instinct +2, Influence +2, Lore (Europan geography) +2, Speak Language (Thashi) +10, Speak Language (player’s choice) +2, Trading +2

Attribute

+1 INT

Vir (Europa): The Vir Skills

Animal Handling +2, Athletics +2, Instinct +1, Resolve +1, Speak Language (Hellene) +10, Tracking/Shadowing +1, Weapon (melee) +3

Attribute

+1 STR

Sea People (Europa): The Sea People Skills Attribute

Athletics +2, Lore (Europan Geography) +2, Lore (navigate) +2, Perform +1, Pilot (boat) +1, Speak Language (Hellene) +10, Speak Language (player’s choice) +2 +1 CON

Saturnia (Europa): The Saturnians Skills Attribute

Animal Handling +2, Instinct +1,Lore (Europan folklore) +1, Lore (survival) (forest) +3, Mode (player’s choice) + 1, Speak Language (Tharshi) +10, Stealth +2 +1 WIL

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ATLANTIS: The Second Age Gondwana Dabba (Gondwana): The Dabban people Skills Attribute

Athletics +2, Deception +2, Evade +2, Influence +2, Perform (player’s choice) +2, Speak Language (Atlantean) +10 +1 CHA

Nubia (Gondwana): The Nubian people Skills

Athletics +1, Evade +1, Instinct +1, Lore (survival) (savannah) +1, Parry +2, Speak Language (Khem) +10, Weapon (melee) +4

Attribute

+1 CR

Ophir (Gondwana): The Ophirite people

Dar (Gondwana): The Darian people Skills Attribute

Animal Handling +1, Handicraft (artificer) +3, Lore (agriculture) +2, Medicine +1, Pilot (wagon) +1, Speak Language (Atlantean) +10, Tracking/ Shadowing +2 +1 WIL

Dardanus (Gondwana): The Dardanus Institute Skills

Influence +1, Handicraft (player’s choice) +2, Literacy (player’s choice) +1, Lore (player’s choice) +2, Mode (player’s choice) +2, Mode (player’s choice) +2, Speak Language (Atlantean) +10

Attribute

+1 MR

Gorgos (Gondwana): The Gorgon people Skills

Athletics +2, Handicraft (weapons) +3, Influence +1, Lore (tactics) +2, Speak Language (Atlantean) +10, Weapon (player’s choice) +2

Attribute

+1 CR

Kush (Gondwana): The Kushite people

Skills

Influence +2, Investigate/Search +1, Lore (player’s choice) +3, Lore (theology) +2, Mode (player’s choice) +1, Speak Language (Ophiran) +10, Trading +1

Attribute

+1 MR

Okala (Gondwana): The Okaloan people Skills

Animal Handling +1, Influence +1, Lore (mining) +2, Lore (tactics) +2, Lore (survival) (savannah) +2, Speak Language (Ophiran) +10, Weapon (player’s choice) +2

Attribute

+1 DEX

Okala (Gondwana): The Tamaran Skills

Athletics +2, Deception +2, Lore (theology) +1, Speak Language (Atlantean) +10, Stealth +3 Weapon (player’s choice) +2

Attribute

+1 CR

Pemba (Gondwana): The Pemban people: Avakuli, Okwilu, Kota

Skills

Animal Handling +1, Handicraft (artificer) +2, Lore (survival) (savannah) +2, Perform (player’s choice) +2, Pilot (wagon) +1, Ride +2, Speak Language (Khem) +10,

Skills

Animal Handling +1, Evade +1, Handicraft (bower/ fletcher) +2, Lore (herb lore) +2, Lore (Pemba Geography) +2, Lore (survival) (jungle) +1, Speak Language (Ophiran) +10, Weapon (ranged) +1

Attribute

+1 INT

Attribute

+1 SPD

Magan (Gondwana): The Magani people Skills

Animal Handling +3, Handicraft (artisan) +1, Lore (agriculture) +2, Pilot (wagon) +1, Speak Language (Massawa) +10, Tracking/Shadowing +2, Trading +1

Attribute

+1 WIL

Marhashi (Gondwana): The Marhashi people Skills

Animal Handling +1, Handicraft (player’s choice)+4, Influence +1, 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, Lore (survival) (savannah) +2, Speak Language (Massawa) +10, Weapon (player’s choice) +2

Attribute

+1 DEX

54

Khemit (Gondwana): The Khem people

Skills

Influence +1, Literacy (Khem) +2, Lore (player’s choice) +1, Lore (theology) +1, Mode (player’s choice) +1, Ride 1, Speak Language (player’s choice) +2, Speak Language (Khem) +10, Weapon (player’s choice)+1

Attribute

+1 INT

Samu (Gondwana): The Acholi people Skills

Athletics +1, Evade+1, Handicraft (weaponsmith) +2, Lore (herb lore) +2, Lore (Samu geography) +2, Lore (survival) (jungle) +1, Speak Language (Massawa) +10, Weapon (melee) +1

Attribute

+1 SPD

Turan (Gondwana): The Turani people Skills

Animal Handling +1, Handicraft (artisan) +1, Lore (survival) (desert) +2, Ride +4, Speak Language (Turani) +10, Weapon (melee) +2

Attribute

+1 CON

ATLANTIS: The Second Age Joktan (Gondwana): The Joktani people Skills

Animal Handling +2, Handicraft (artisan) +1, Lore (law) +1, Lore (survival) (desert) +2, Ride +3, Speak Language (Turani) +10, Weapon (melee) +1

Attribute

+1 SPD

Sheba (Gondwana): The Sheban people Skills Attribute

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 +1 INT

Yalak (Gondwana): The Yalaku People

Skills

Attribute

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 +1 WIL

Zin (Gondwana): The Zinnite people Skills

Animal Handling +1, Handicraft (player’s choice) +1, Literacy (Tharshi) +1, Lore (agriculture) +1, Lore (player’s choice) +2, Lore (survival) (desert) +2, Ride +2, Speak Language (Turani) +10,

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

Jambu Baluchis (Jambu): The Baluchi people A.K.A the Aryans Skills

Athletics +2, Instinct +2, Influence +1, Lore (survival) (alpine) +2, Speak Language (Mongolan) +10, Tracking/Shadowing +1, Weapon (player’s choice) +2

Attribute

+1 STR

Damalawa (Jambu): The Damalawan people Skills

Athletics +2, Influence +1, Lore (engineering) +2, Lore (navigate) +1, Pilot (boat) +2, Speak Language (Khitan) +10, Trading +2

Attribute

+1 SPD

Dravidia (Jambu): The Dravidian peoples Skills

Evade +2, Handicraft (bower/fletcher) +2, Lore (herb lore) +2, Lore (Dravidia geography)+2, Lore (survival) (jungle) +1, Speak Language (Veddy) +10, Weapon (ranged) +1

Attribute

+1 SPD

Himvati (Jambu): The Kazak people Skills

Influence +2, Perform +1, Ride +2, Speak Language (Mongolan) +10, Lore (survival) (alpine) +1, Lore (survival) (desert) +1, Unarmed Fighting +2, Weapon (ranged) +1

Attribute

+1 CON

Himvati (Jambu): The Xinjiang people Skills

Animal Handling +2, Evade +2, Handicraft (artisan) +2, Lore (folklore) +2, Lore (survival) (alpine) +2, Speak Language (Khitan) +10

Attribute

+1 DEX

Himvati (Jambu): The Himvatian people

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

Skills

Animal Handling +1, handicraft (artisan) +1, Literacy (Khitan) +2, Lore (folklore) +2, Lore (theology) +2, Mode (sensory) +2, Speak Language (Veddy) +10

Attribute

+1 MR

Khitai (Jambu): The Khitan people Skills

Animal Handling +1, Athletics +2, Handicraft (player’s choice) +2, Influence +1, Literacy (Khitan) +1, Mode (player’s choice) +1, Trading +2, Speak Language (Khitan) +10

Attribute

+1 WIL

55

ATLANTIS: The Second Age Kota (Jambu): The Kota peoples: Isam, Khamar, Muong, Shan Skills

Animal Handling +2, Handicraft (player’s choice) +2, Influence +2, Lore (Jambu Folklore) +2, Lore (theology) +2, Speak Language (Khitan) +10

Attribute

+1 CHA

Kota (Jambu): The Tampan Mountain folk Skills

Athletics +2, Deception +2, Lore (survival) (mountains) +3, Resolve +1, Speak Language (Khitan) +10, Weapon (player’s choice) +2

Attribute

+1 CON

Tamala (Jambu): The Tamalan people Skills

Athletics +2, Handicraft (artisan) +1, Lore (folklore) +2, Lore (navigate) +1, Pilot (kayak) +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

Meluhha (Jambu): The Meluhan people Skills

Animal Handling +1, Athletics +1, Handicraft (artificer) +2, Literacy (Khitan) +1, Lore (agriculture) +2, Pilot (wagon) +1, 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, Speak Language (Lemurian) +10

Attribute

+1 INT

Molodo (Jambu): The Molodan people Skills Attribute

Animal Handling +3, Athletics +2, Pilot (wagon) +1, Handicraft (artisans) +2, Lore (agriculture) +1, Speak Language (Veddy) +10, Trading +1 +1 CON

Mongala (Jambu): The Mongalan people Skills

Animal Handling +2, Riding +6, Speak Language (Mongolan) +10, Weapon (ranged) +2

Attribute

+1 CR

Mu Curracurrang (Mu): The Uluka Skills

Athletics +3, Handicraft (player’s choice) +2, Perform (player’s choice) +2, Speak Language (Atlantean) +10, Stealth +2, Weapon (player’s choice) +1

Attribute

+1 SPD

Mongala (Jambu): The Tu-Holon tribes Skills

Deception +1, Lore (Survival Desert) +3, Resolve +1, Speak Language (Mongolan) +10, Stealth +1, Tracking/Shadowing +1, Weapon (player’s choice) +3

Attribute

+1 STR

Sala (Jambu): The Salan people Skills Attribute

Animal Handling +1, Athletics +1, Handicraft (artificer) +2, Literacy (Khitan) +1, Lore (agriculture) +2, Pilot (wagon) +1, Speak Language (Veddy) +10, Trading +2 +1 CON

North Sea Cimmeria (North Sea): The Cimmerian people Skills

Athletics +2, Instinct +2, Lore (survival) (alpine) +2, Resolve +2, Speak Language (Hyperborean) +10, Weapon (melee) +2

Attribute

+1 CR

Haloga (North Sea): The Vanir Skills

Athletics +2, Instinct +1, Lore (Navigate) +1, Lore (survival) (alpine) +2, Pilot (boat) +2, Speak Language (Hyperborean) +10, Weapon (melee) +2

Attribute +1 STR Sarawa (Jambu): The Sarawan people: the Akh, Lahtu, Lishun, and Kane Rhiphaen Mountains (North Sea): The Svarten Vanir Animal Handling +1, Handicraft (player’s choice) Athletics +2, Lore (mining) +3, Lore (survival) +3, Lore (survival) (player’s choice) +2, Lore Skills (mountains) +2, Speak Language (Hyperborean) Skills (player’s choice) +3, Speak Language (Veddy) +10, +10, Weapon (melee) +3 Weapon (player’s choice) +1 Attribute +1 STR Attribute +1 DEX

56

ATLANTIS: The Second Age Thule (North Sea): The Scritifi people

Birama (Tamaonchan): The Briaman Tribes

Skills

Animal Handling +1, Athletics +2, Lore (Theology) +1, Lore (survival) (desert) +2, Speak Language (Hyperborean) +10, Stealth +3, Weapon (melee) +1

Skills

Athletics +2, Lore (survival) (jungle) +2, Speak Language (Tamarac) +10, Stealth +2, Unarmed Fighting +2, Weapon (player’s choice) +2

Attribute

+1 CON

Attribute

+1 DEX

Tamaonchan Aconcagua (Tamaonchan): The Chono tribes Skills

Athletics +2, Lore (folklore)+1, Lore (survival) (jungle) +3, Speak Language (Quechuan) +10, Stealth +2, Weapon (Melee) +2

Attribute

+1 CON

Aigua (Tamaonchan): The Uraguan people Skills

Athletics +2, Evade +1, Handicraft (artisan) +2, Lore (folklore) +1, Lore (survival) (jungle) +2, Speak Language (Quechuan) +10, Weapon (ranged) +2

Attribute

+1 DEX

Awok (Tamaonchan): The Choma people Skills Attribute

Athletics +2, Handicraft (artisan) +2, Lore (folklore)+1, Lore (survival) (jungle) +2, Speak Language (Quechuan) +10, Stealth +1, Weapon (ranged) +2

Birama (Tamaonchan): The Pachamama peoples Skills

Animal Handling +2, Lore (survival) (swamps) +1, Ride (crocodile) +3, Speak Language (Tamarac) +10, Stealth +2, Weapon (player’s choice) +2

Attribute

+1 CON

Ecua (Tamaonchan): The Ecuan people Skills

Influence +1, Handicraft (player’s choice) +2, Literacy (Quechuan) +2, Lore (player’s choice) +2, Lore (theology) +2, Speak Language (Quechuan) +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

+1 DEX Skills

Athletics +2, Lore (survival) (jungle) +3, Speak Language (Quechuan) +10, Weapon (melee) +3, Weapon (ranged) +2

Attribute

+1 STR

Awok (Tamaonchan): The Timed people Skills

Athletics +1, Handicraft (artisan) +2, Lore (agriculture) +1, Lore (Tamoanchan folklore) +2, Lore (survival) (jungle) +2, Speak Language (Quechuan) +10, Weapon (player’s choice) +2

Attribute

+1 CON

Aricagua (Tamaonchan): The Timeri people Skills

Athletics +2, Lore (folklore) +1, Lore (Aricagua geography) +2, Lore (survival) (jungle) +2, Speak Language (Quechuan) +10, Stealth +1, Weapon (ranged) +2

Attribute

+1 SPD

Birama (Tamaonchan): The Hoac People Skills

Lore (demonology) +1, Lore (survival) (jungle) +2, Speak Language (Tamarac) +10, Stealth +1, Unarmed Fighting +2, Weapon (melee) +2, Weapon (ranged) +2

Attribute

+1 CR

Paragua (Tamaonchan): The Uakari people Skills

Athletics +2, Lore (herb lore) +2, Lore (survival) (jungle) +2, Speak Language (Quechuan) +10, Stealth +3, Tracking/Shadowing +1,

Attribute

+1 DEX

Quechua (Tamaonchan): The Quechuan people Skills

Influence +1, Handicraft (player’s choice) +2, Literacy (Quechuan) +2, Lore (player’s choice) +2, Lore (theology) +2, Speak Language (Quechuan) +10, 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

57

ATLANTIS: The Second Age

Step Three: Choose a Profession Professions Character Creation: Step Three

In Step Three, Will gets to choose a Profession. While the Slayer Scout looks interesting and fits with his current idea of a Nemean who roams the savannahs, he’s not sure that he wants to go the pure combat route. After some time thinking, he instead goes with the Shaper profession and chooses Martial Wizard. The Martial Wizard gives him more Skills, and he puts them into his notes. More importantly, it gives him several Modes, or magical ranges of power, as well as one Weapon category. He also gets a Talent. Will writes these down along with a note as to what they do. Taking stock of what he has so far, Will decides to go ahead and narrow the focus of some of his innate Skills. He chooses Oratory for his Performance skill taken from his Culture. From his Profession skills, he chooses Theology for his Lore specialty and Artificer for his Handicraft, since it adds to his Cultural Handicraft. Under Literacy, he puts down Atlantean, since he is already literate in his native tongue of Khem. For his Weapon Skill, he chooses Melee. He envisions using a large, heavy spear. For his three Modes, he jots down Influence, Manipulate, and Shield. He also needs to choose a Magical Tradition, and decides to go with Animism. Will decides that the notion of a Totem animal can play into his Andamen nature and abilities nicely. His Nemean is becoming a more solid concept — a tough warrior-shaman who roams the plains of Gondwana, dispensing justice.

58

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; others are laconic scouts who work in the world’s armies. The common thread 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, clearing the way for those that follow. Some search the far reaches of the frozen tundra, while some plumb the depths of the sea. They climb the highest mountains, dive to the bottom of the deepest oceans, and explore the darkest underground caverns. INT PER WIL CHA STR DEX CON SPD CR MR +1 Athletics +2, Evade +8, Influence +2, Language (Atlantean) +3, Parry +4, Skills Profession (guide) +10, Stealth +5, Tracking/Shadowing +5, Weapon (player’s choice) +10, Weapon (player’s choice) +4 Bonus Talents Advanced Missile Training Lightweight Full Suit, Weapon of choice, Bow, and horse, Travelers Starting Gear Gear Starting WR +1 Soldier Most nations require military service of some sort, and all citizens — poets, politicians, and priests alike — 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 Athletics +2, Influence +3, Instinct +2, Evade +8, Language (Atlantean) +3, Skills Parry +6, Profession (soldier) +10, Ride +5, Weapon (player’s choice) +10, Weapon (player’s choice) +4 Bonus Talents Advanced Militia Training Heavy Leather full suit of armor, Two weapons of choice, bow, Starting Gear spear, and horse, Travelers Gear Starting WR +1 Warrior 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, Language (Atlantean) +3, Parry +4, Skills Profession (slayer) +10, Unarmed Fighting +7, Weapon (player’s choice) +10, Weapon (player’s choice) +4 Bonus Talents Cleave Medium full suit of armor, two weapons of choice, and horse, Starting Gear Travelers Gear Starting WR +1

ATLANTIS: The Second Age 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 Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language (Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2, Skills Profession (criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice) +10, Weapon (player’s choice) +4 Bonus Talents Second Wind Light half suit or armor, weapon of choice, dagger, and horse, Starting Gear Travelers Gear Starting WR +1

Talents of 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 may attack a number of times with his range weapon equal to his DEX +3. The Hero may do this a number of times per day equal to his CR (minimum of once). 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 weapon’s damage to an opponent, he 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. Critical Hits only affect the first target and the remains opponents suffer damage normally. 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 led 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 fourth opponent happens to be the leader 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. 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 5 plus triple his CON (minimum 5 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.

59

ATLANTIS: The Second Age

The Takers

These are the Heroes who choose to take, and make their way through the world by stealing, thievery, and other larcenous acts of chicanery. Those who 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. Assassin 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 Why Fighters, Mages, Priests, 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 to a warrior poet to a battle-hardened foot soldier depending on how she embellishes the character with other talents, skills, cultural backgrounds, and racial abilities. The templates also provide a bit of “niche protection” for the player, making him better, but not necessarily the best, in a certain field. Warriors will usually be better at murder. A thief will, in most cases, be better in stealth. Certain combinations will be better for some races than others, and that’s intended to help promote the themes and overall 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.

Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2, Language (Atlantean) +3, Profession (assassin) +10, Stealth +10, Unarmed Fighting +5, Weapon (player’s choice) +7

Skills Bonus Talents

Shadow Walking

Starting Gear

Lightweight full suit of armor, weapon of choice, vial of poison, bow, and horse, Travelers Gear

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, Investigate/Search +5, Language (Atlantean) +3, Profession (criminal) +10, Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2

Skills Bonus Talents

Great Escape

Starting Gear

Lightweight half suit of armor, weapon of choice, dagger, thieves tools, horse, Travelers Gear

Starting WR

+1

Swindler 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

60

Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence +2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette) +1, Perform +2, Profession (criminal) +10, Stealth +10, Weapon (player’s choice) +2

Bonus Talents

Misdirection

Starting Gear

Lightweight half suit of armor, weapon of choice, dagger, cards, dice, Travelers Gear, and horse.

Starting WR

+1

ATLANTIS: The Second Age 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 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, Influence +2, Language (Atlantean) +3, Profession (criminal) +10, Stealth +7, Unarmed Fighting +6, Weapon (player’s choice) +7

Bonus Talents

Amazing Dodge

Starting Gear

Lightweight half suit of armor, weapon of choice, dagger, club, Travelers Gear, and horse.

Starting WR

+1

Talents of 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 +3 (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 by making them focus on one thing to pull attention away from another. When trying to deceive or con a person the Hero may 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 of Hand or Influence (Con) roll. This may be done a number of times a day equal to his DEX (minimum of 3). Shadow Walking Those that Take must move like shadows and can quickly gain access to places as if by magic. Benefit: The Hero receives triple his DEX (minimum of +3) to rolls pertaining to Stealth. This may be done a number of times a day equal to his DEX (minimum of 3).

61

ATLANTIS: The Second Age

The Shapers

These Heroes are those that shape reality by using their magical ability. The shapers meld and manipulate the world’s magic in ways that are incomprehensible to most. Feared for their eldritch abilities, the shapers are reclusive and sometimes mad individuals who are touched by the strange powers of the universe. Shapers must choose a Magical Tradition that defines and influences their Modes. 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

Handicraft (player’s choice) +4, Influence +3, , Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +5, Mode (player’s choice) +4, Profession (Sorcerer) +10

Skills

I once came across a series of villages in the mountains of Tamochan where everyone could work some form of magic. Not one of them had the Gift, but nearly everyone used minor incantations in everyday life. When I asked about it they said they’d been taught by the mountain spirit who found it pleasing to have magical servants. What the spirit meant by this was it liked to dine on those who had the Gift; teaching these minor magics was its way of finding its next meal. Thalmia, Triton Sorceress

Bonus Talents

The Gift

Starting Gear

Lightweight half suit of armor, dagger, noble quality robes (two sets), Travelers Gear, 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, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy (player’s choice)+2, Lore (player’s choice)+2, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10, Weapon (player’s choice) +5

Skills Bonus Talents

Fast Cast

Starting Gear

Medium half suit of armor, weapon of choice, dagger, noble quality robes, Travelers Gear, 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

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Deception +3, Evade +4, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice)+2, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Grifter) +10, Sleight of Hand +3

Bonus Talents

Tradition

Starting Gear

Lightweight half suit of armor, dagger, playing cards, divination bones, Travelers Gear, and horse

Starting WR

+1

ATLANTIS: The Second Age Shaman A magi and holy man who gives guidance and help with the use of magic. INT

PER

WIL

CHA

STR

DEX

CON

SPD

CR

MR +1

Skills

Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore (player’s choice)+2, Medicine +3, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10

Bonus Talents

The Gift

Starting Gear

Lightweight half suit of armor, dagger, animal companion (dog, cat, or other small animal) , Travelers Gear, and horse

Starting WR

+1

Talents of 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 tasks for the magic-user. Benefit: The Hero has a traveling and working companion and may store a number of spells equal to his INT+1 (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 within 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. The Gift The Hero has the gift of true magic and may cast spells beyond simple cantrips and minor magics. Without this talent a magic user may only cast spells with a Spell Level of 5 or less. Benefit: The mage may cast spells beyond Spell Level of 5. Tradition The Hero has access to a tradition beyond his starting philosophies. Benefit: The Hero has access to an additional magic tradition.

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ATLANTIS: The Second Age

The Teachers

Those who teach are all learned men and women who share their knowledge with the common man. Always held in very high regard by their communities, those who teach are usually town elders, lorekeepers, 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 are frequently able to negotiate with even the most hostile enemies without being attacked. INT

PER

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+1 Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6, Language (player’s choice) +5, , Literacy (player’s choice ) +6, Lore (player’s choice ) +4, Medicine +4, Perform +5, Profession (Emissary) +10

Skills Bonus Talents

Righteous Words

Starting Gear

Lightweight half suit of armor, a dagger, several pieces of jewelry (worth +4 Treasure), 3 robes (all noble quality), travelers gear, and a horse

Starting WR

+2

Priest/Priestess Priests directly serve one of their people’s gods. While they are not reimbursed monetarily, they do receive specialized training, room and board, and additional protections and rights that other citizens 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 Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s choice ) +4, Literacy +4, Lore (theology ) +10, Medicine +4, Perform +5, Profession (Priest) +10, Resolve +5

Skills Bonus Talents

God’s Ear

Starting Gear

Several religious texts, light half suit or armor, a dagger, Travelers Gear, a holy relic (worth +4 Treasure), and a mule

Starting WR

+1

Saint 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 mandates of the gods. INT

PER

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+1 Skills

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Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice ) +4, Lore (player’s choice ) +10, Lore (theology ) +3, Medicine +4, Perform +5, Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3

Bonus Talents

Dominion Access

Starting Gear

A symbol of your faith, a holy relic (worth +4 Treasure), a staff, and a dagger, Travelers Gear

Starting WR

+1

ATLANTIS: The Second Age Scholar 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 they might work for themselves, selling what they know to survive. INT

PER

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+1 Skills

Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8, Literacy (player’s choice ) +4, Lore (player’s choice ) +4, Lore (player’s choice) +2, Medicine +5, Perform +5, Profession (scholar) +10

Bonus Talents

Alchemical Scientist

Starting Gear

Several tomes of scholarly work, a dagger, Ancient trinkets or collectables (worth +4 Treasure), Travelers Gear, and a horse

Starting WR

+1

Talents of Those that Teach 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 possesses a basic workshop and Athanor allowing him to study and make alchemical concoctions. 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. The Hero may do this a number of times per game equal to his WIL (minimum of once). 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. 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. The Hero may do this a number of times per game equal to his CHA (minimum of once). 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 followers will fear. Benefit: The Hero and those of his group 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 character in a round. The Hero may use this ability a number of times a day equal to his WIL (minimum of once).

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ATLANTIS: The Second Age Non-Profession Based Talents The talents listed below may be taken with no cost penalty. Hardiness You are tougher and able to withstand more damage than most of your peers. Benefit: The Hero may add 5 + triple his CON (minimum +8) 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. 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. 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.

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ATLANTIS: The Second Age

Step Four: Walk Life Paths Life Paths

This is where the Hero’s journey begins. Players do not have to complete the Life Paths that follow, 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 been given 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 raised? Was he born in the brutal wilds of Atlantis (savage upbringing), the farmlands outside of an Ophiran city (rural), or the bustling city of Tartessos (civilized)? A lot can be determined by 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 he 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 Base

Rural

Literacy Skill +2, Language Animal Handling +3 Instinct +3

Savage +2, Unarmed Fighting Instinct +3

+2,

Roll 1–2

Mother was a teacher of noble children. Gain +1 Lore

3–4

Child of a merchant. Gain Raised as an orphan on a +1 Trading farm. Gain +1 in any Skill

5–6

Parents were aristocrats. Gain +1 Influence

Parents were laborers. Gain +1 Handicrafts (engineering)

Bastard child raised by tribe. Gain +1 Unarmed Fighting

7–8

Parents were artisans. Gain +1 Handicraft (player’s choice)

Child of a country doctor. Gain +1 Medicine

Parents were tribal Shaman. Gain +1 Lore (player’s choice)

9–10

Child of a highly sought after courtesan. Taught +1 Influence

Born a slave. Gain +1 in any skill

Child of tribal healers. Gain +1 Performance (player’s choice)

11–12

Child of thieves. Gain +1 Stealth

Child of rural priest. Gain +1 Lore (player’s choice)

Parents were artisans. Gain +1 Handicraft (player’s choice)

13–14

Born a slave. Gain +1 in any Skill

Parents were artisans. Gain +1 Handicraft (player’s choice)

Born in a prison. Gain +1 Lore (survival)

15–16

Father was a cleric to a noble. Taught +1 Lore (player’s choice)

Child of a herdsman. Child of a slaver. Gain +1 Gain +1 Animal Handling Intimidation

17–18

Child of a retired Hero. Gain +1 in any Skill

Child of a retired Hero. Gain +1 in any Skill

19–20

Parent was a city guard to a noble. Taught +1 Weapon

Parents were laborers. Child of a Warband Gain +1 Lore (agriculture) leader. Gain +1 Influence

Child of a village elder. Gain +1 Influence

Raised by hunters in the wilderness. Taught Tracking/Shadowing +1 Born a slave. Gain +1 in any Skill

Character Creation: Step Four Will now begins to work on the Life Paths for his character. This section includes lots of charts and necessitates a d20. Pulling out his lucky die, Will starts in. He decides that life in Kush was a rural setting. He jots down the two Skills he gets from this background and then rolls on the chart. His result is a 12, which reveals that he was born the son of a rural priest. So, his mother or father is a god-speaker. He gets a point of Lore and adds it to his existing Lore (Theology) total. Moving on, he rolls twice on the Childhood Encounter table. Will’s rolls show that as a child he was lost for 18 months in the Jungles of Awalawa. Will takes a moment to look over the map of Gondwana and thinks that this is a fairly cool development. Moving on, he rolls for his family’s status. It turns out that they are loved by the people of Kush and have many allies amongst the populace.

Child of a retired Hero. Gain +1 in any Skill

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ATLANTIS: The Second Age 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 (1–7) You met someone

(8–13) You saw something

(14–20) You did something

1

Met your cousin who would later become a Hero Witnessed the birth of a great beast. (perhaps a fellow player).

2

Met a Hero from the past and told a story of things Witnessed the death of a sibling you were helpless Lost for 1D20 months in the jungles of Awalawa. to come. to stop.

3

Met someone you believed to be a god in a grove of Witnessed a great battle and almost died during the Kidnapped by bandits for 1D20 months. trees. He told you a story of your future. fight.

4

Met a great philosopher whose teachings changed Witnessed an Atlantean use his mighty magic to You eloped with what you thought was the love of your life. destroy his foes your life (perhaps a fellow player character). You spent several weeks on the run but finally decided it was best to go home to your families.

5

Met the love of your life.

Hid in a dragon’s lair for 1D20 days and escaped to tell about it.

Saw the sun stop in its tracks and the sky weep Traveled to the jungles of Awalawa with your uncle to blood. the Great Tree Lord to ask for wisdom and an answer to a great dilemma.

6

Met an ancient Atlantean who slept in a cave. He Escaped from a city being burned to the ground by Was instrumental in stopping a coup. took a liking to you and gave you a book in an a great flying dragon. ancient language.

7

Met a young person who grew up to be a fellow Saw a star fall from the sky and found its remains. Hero (one of the players).

8

Met a spider who tricked you into stealing from Witnessed the death of a parent you were helpless Your cousin (perhaps a fellow player character) and your mother to stop. you had a perilous adventure in the forest seeking refuge from a wild beast.

9

Met a great Hero in a market. She took a liking to Witnessed the death of a great Hero you were Switch places with a prince and asked to rule in his you and gave you a small trinket and told you to helpless to stop. stead. After 1D20 months the prince returned and hold it safe. You never saw her again. took his rightful place

10

Helped an old hermit on the side of the road. They Witnessed a Kraken devour a ship whole. blessed you and called you a future king. You never saw this person again.

11

Met a strange creature in a cave while lost. Instead Saw an undead hoard sweep through a city and kill Helped Anansi trick a lion into a pit. Anansi thanked of eating you it tasked you with solving a puzzle. everyone in it. you, the lion cursed you. When you completed the task it let you go. You never saw this creature again and no one believes your tale.

12

Met and mentored by a wizened slave who claimed Stood at the tomb of a great Hero and watch him Helped a wounded Lemurian and nursed her back to to be a king of a faraway land. He gave you his only revived and restored to full health by a sorcerer. health. Later you realized she was a decorated general. possession, a small trinket, and told you it would make you king.

13

Met a ghost that told you of your tragic fate.

14

Mentored by a great Hero of a different race as a Witnessed the birth of a fellow Hero (perhaps a Retrieved a stolen Vril crystal and brought it to its child. fellow player character) rightful owners

15

Met your lifelong rival.

Witnessed a great miracle by a god.

Helped carry the remains of a Hero to its final resting place.

Ran the Amazon mazes of Hesperia.

Stopped an assassination attempt on your family.

Toured the world as a child and saw many strange Outwitted a King during a hunt and stole the prize things deer.

16

Met a spirit on the side of the road who asked you Stood at the deathbed of a great Hero and watched to feed him. He asked you to wash his sore feet, and a god take his soul to the afterworld. The Hero you did. The spirit asked you to watch over him as looked backed ant you and winked. he slept and you agreed. The next day he was gone and you found in your possession a jewel worth 1,000 pieces of gold.

17

Your 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

18 19

20

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You and another young person (perhaps a fellow player character) were kidnapped and escaped. You spent several weeks lost on a remote island in the Saharan Sea.

Family cursed by an evil priest.

Parent caught in scandalous infidelity by you. They Taken by your parents and dipped in sacred waters on begged you to keep the secret but the choice was a deserted island in the Elysium sea. 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 a to burn, the god took mercy on you and saved you golden and ivory necklace as a gift. Gain +5 Renown. from the awesome sight. Gain +1 MR

ATLANTIS: The Second Age 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 your ancestors

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 a bonus Skill for his time on the adventure, then rolls on the first chart, General Event, and follows the result. The bonus skill can never take the Hero over +10 in a skill and if it does so the player may put the point in another skill comparable to the original skill. Skills gained because of a Life Path result are not bound by the Skill Level limit and may raise a skill over +10. First roll on the GENERAL EVENT 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 a path is taken, the character is aged a number of years found on the chart below. The Hero’s INT is added (if it is a positive number or subtracted if it is a negative number) from the roll and the Hero is aged the resulting years. Example: a Hero with an INT+2 rolls a 9 on the D20. The result is 11 (2+9) and the Hero is aged 3 years. Note: The Game Master and players Adventure Time may have realized that this creates -0 7 Years characters that are not balanced against 1-5 5 Years one another, and that is fine. Characters 6-10 4 Years of all ages and walks of life populate the world of ATLANTIS. 11–15 3 Years 16-19 2 Year 20+ 1 Year

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ATLANTIS: The Second Age 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 adventure to see what lay over the next horizon. NOTE: High Adventure cost double the number of years that the other Previous Adventures do. General Event 1–2

Scholarly Pursuits

3–4

Enemy

5–6

Battle

7–10

Relationship

11-12

Great Fortune!

13-15

Battle

16–18

Tragedy!

19–20

High Adventure Special Event

High Adventure Path Bonus Skill Pick any one skill at +1 High Adventure Special Event Three gods reveal themselves to you and ask you to decide a dispute for them. Roll D20: 1–2 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 Prince/Princess and their dowry of territory on a far-away land.

6

Journeyed to the center of the earth, battling dragons and Nethermen. Earned the enmity of the Great Dragon but gained a friend in the form of a Nethermen tribe. Gain the Status talent.

7

Ventured to the top of a great bellowing volcano and watched two 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

70

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 made 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

Greeted by a witch who lived in a hut, carried on a giant’s back. She took a liking to you and held you in a cage like a bird, making you sing. Gain +1 Performance (singing).

12

Took a role of leadership in a trade dispute. Gain +1 in CHA.

13

Mistaken for a king and played the part for a year and a day. Gain the Status talent.

14

Led an army of orphans in revolt against a coven of cannibal witches. Gain +1 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 regained your senses you never saw the world the same again. Gain +1 PER

16

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. Halfway 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

Became the ruler of your birth country!

ATLANTIS: The Second Age

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 Mode skill (Player’s Choice) Mage Special Event 1

Stumbled upon an imp in a bottle and accidently set it free. From time to time, it appears before you and plagues you unless you guess its riddle. The riddles become more difficult each time and he has promised to take you to his home if you fail.

2–3

Visited by a spirit who told you of things to come. Gain +1 INT.

4–5

Viewed magical writing on a Vril-infused wall. Gain +1 Lore (Arcane).

6–7

Allowed to study the sacred tomes in the great library at Veddashud. Gain +1 Lore.

8–9

Watched a Wizard-duel that lasted several days and spanned two continents. Gain +1 Mode.

10–13

Listened to the whispered murmurs of the sleeping giant on Mount Meru. Gain +1 WIL.

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 that was trapped in a mirror in your master’s sanctum. You were 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.

General Event 1–2

Battle

3–7

Enemy

8–9

Relationship

10–12

Scholarly Pursuits

13–14

Great Fortune!

15–16

Tragedy!

17–20

Mage Special Event

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ATLANTIS: The Second Age

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) Priest Special Event

General 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

1–2

Battle

Allowed to study the sacred tomes of Aesculapius. Gain +1 Medicine.

8–9

3–7

Enemy

Solved the problems of a King. Gain +3 in Lore (player’s choice).

10–13

8–9

Relationship

Favored by the gods for your service. Gain the Second Wind Talent.

14–15

10–12

Scholarly Pursuits

Blessed (cursed?) by the gods with the ability to see the future.

13–14

Great Fortune!

15–16

Tragedy!

16–17

17–18

Scholar Special Event

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 points of Fate Points equal to his WIL. The Hero must take half the Fate points as his own while the remainder are scattered to the winds.

19-20

Priest Special Event 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.

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ATLANTIS: The Second Age 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 Rogue Special Event

General Event 1–2

Scholarly Pursuits

3–7

Battle

You have become incredibly nimble evading the city guards. Gain +1 in Evade.

8–9

Enemy

4–5

You stole what could not be stolen, and lived to tell the tale. +2 Renown.

10–12

Relationship

13–14

Great Fortune!

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!

15–16

Tragedy!

17–20

Rogue Special Event

8–9

Through study you have become quite an adept rogue. Gain +3 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 has 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 Fate Points that he receives (may only do this once per character).

20

Stole a great artifact of significant Renown or power. Receive 10 Renown and then roll on the Enemy Chart to find out who you stole if from. They plan to kill you and reclaim their item.

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

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ATLANTIS: The Second Age The Sailor The pilots of Atlantis and beyond, these intrepid souls are the ones that ply the seaways and navigate the perils of the oceans.

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 Path Bonus Skill +1 Pilot (sailing vessel) 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 +2 in Lore (Navigation).

13–14

You have a lover in every port… (+2 Renown to the first person to snicker) +2 Influence skill. Roll on the Romance chart.

15

Served with Sorat Youbdi, the famous Tharshesh trader. Gain Lore skill of your choice +3.

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 Lore (Navigation).

18

You have seen many things, met many people, and experienced many different cultures. Gain +5 in any one language. Roll on the Relationship chart.

19

20

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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. 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 Fate Points you receive (may only do this once per character).

ATLANTIS: The Second Age

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 travels 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 or Handicraft Skill (player chooses) The Scholar Special Event 1

You helped a friend by writing a sonnet for his lover. The truth became known and now he or she loves you. Roll on Romance Chart A. The friend feels betrayed, Roll on Enemy Chart.

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 +5 Renown.

8–9

You have discovered a little known fact during your academic studies. +5 in any 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 Fate Points that he receives (may only do this once per character).

General Event 1–2

Tragedy!

3–6

Enemy

7

Battle

8–12

Scholarly Pursuits

13–14

Relationship

15–16

Great Fortune!

17–20

Scholar Special Event

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ATLANTIS: The Second Age The Warrior You have chosen to live your life as a protector of the weak. Your prowess and skills know no equal.

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

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The Warrior Path Bonus Skill +1 Weapon Skill (player chooses) 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

A god of war was impressed with you for a battle you participated in. He has blessed you with an exceptional steel weapon with +1 DR per point of CHA the Hero has (Determined when character creation is done)

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 Fate 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.

ATLANTIS: The Second Age

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 2

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, taken under his wing, and taught how to command men during battle. +1 Influence Skill. Fought with the Minoans 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 delivered the priest safely, but became emotionally involved during the journey. 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. 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 wickerman behemoth. Not only did you turn the tide of the battle, you now have the enmity of all revenants. Gain +1 in Thrown Weapons skill.

9

Spent 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 skill (ranged).

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 wrecked on a deserted island. There you fought not only the pirates, but Harpies as well.

17

You placed second in the gladiatorial games of Tamaonchan. +5 Renown and a horrible and distinct scar somewhere on your person.

18

Tore the tongue from the mouth of Etor the Glib. He and his band of 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 and now the pupils of your eyes are different colors.

20

You were instrumental in the downfall of the Naga King in the battle of the Serpent Kingdoms.

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ATLANTIS: The Second Age 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.

I as a great man am defined by my great enemies. There are kings in Vedda and merchants in Tharshesh that want to feed my manhood to dogs. In my life I have vexed both the highest and lowest born and built my name on those deeds. Do not fear the ire of an enemy — embrace it! Donobey of Nubia

1

A God

2–3

A Parent

4–5

A Sibling

6–7

Another player’s Relationship Disadvantage

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?

78

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.

ATLANTIS: The Second Age Relationships The Hero will make friends and fall in love along his journey. 1–3

Go to Romance Chart A.

4–5

Create a close friendship with a Noble.

6–7

Befriend a wild beast and it becomes your pet.

8–9

Create a close friendship with a Priest.

10–11

Befriend a contact in a random city (perhaps a player character).

12–13

Create a close friendship with a sailor.

14–15

Befriended a Nubian warrior king.

16–17

Create a close friendship with a Warrior.

18–19

Go to Romance Chart B.

20

Fall in love with a God (Roll on Tragedy Chart).

How strong is your relationship? 1

They would betray you at the first sign of trouble.

2–5

They have a love/hate relationship with you.

6–10

They are as friendly to you as you are to them.

11–15

You are extremely close, lifelong friends.

16–19

They are secretly in love with you and would die for you.

20

They have promised to lay their life down to appease the fates to allow you to live. Your Hero may escape death once but somewhere in the universe this friend will fall dead.

Romance Chart A You have found the love of your life. 1

The lover is ill and will die soon if they do not get a unique medical treatment.

2–3

The love is unrequited because they are in love with another player character, 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 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)

79

ATLANTIS: The Second Age Romance Chart B 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)

1

In many ways we are defined by our connections — those we cannot help but love and those we cannot help but hate. Such ties often pull us in ways that would otherwise be incomprehensible to others. Invisible connections, like the very lines of vril that bind this world together, are what unite us all for good or ill. Caerwyn, Lemurian Scholar

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

Lover 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 (-4 Renown), 6–10: two children (-8 Renown), 11–19: three children (-12 Renown), 20: twins (-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, bottle of poison in hand.

Great Fortune! The Hero has seen and experienced many things in her travels.

80

1

Saved the child of a rich and noble king. Gain +2 Renown and a reward of +4 Treasure.

2–3

Solved a Sphinx’s riddle on an adventure to Khemit. The riddle gave you great insight into the universe. Gain +1 PER.

4

Stopped a war between two countries and was rewarded by both governments. +4 Renown, and a home in one of the rival cities.

5

The Hero discovers he is the offspring of a noble with all the benefits and all the responsibilities. Gain the Status talent.

6

Became lost in the Nether Regions and found a derelict Atlantean ship. There, you found some untold treasure +8 to Treasure.

7

Made the teacher and mentor of a child who will one day be king/queen. The child and the parent hold you in high regard.

8

A heroic deed of some sort. Gain 1 permanent Hero Point.

9

Found one of the seven ancient Rings of Kings. The wearer is said to hold dominion over one of the seven lost kingdoms of the Anunnaki. While wearing the ring you gain a bonus +2 to any CHA roll regarding leadership or nobility.

10

Befriended by a Veddan prince and given one of his fastest horses. (+4 to its SPD)

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.

ATLANTIS: The Second Age

12

Roll on one of the following (roll 1D20): 1: High Adventure 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 Noble. They offer you the hand of their sibling!

15

Found a device (of the player’s choice, but GM’s approval) worth +8 Treasure

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 the Dominion Access Talent

18

Found a jar of Ambrosia.

19

Befriended a wolf in the Black Forest. You now have a wolf traveling companion.

20

Saved a hermit while traveling. He befriended you and taught you the ways of the ancient Atlanteans. Gain one Mode of your 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 in which you have expertise. Gain +5 Renown.

5

Found a golden, mechanical bird that whistles bits of wisdom. He’s become your constant companion and grants you +4 to any ancient history lore roll when he is around.

6–7

Solved a great Khitain 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 things 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 Status 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, your sons, and their sons.

17

Explored the deepest reaches of the 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 First 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. Roll on Relationship Romance chart A.

Character Creation: Step Four pt2 In the Previous Adventures section of the Life Paths, Will has to make a roll to determine how long each path lasts. Since he already has a +1 in INT he will modifier the roll by one. Looking over them, Will decides to take three, rolling on the Warrior, Mage, and Priest paths. After a brief time spent rolling and consulting the charts, Will learns that his Nemean spent 1 year on the Path of the Warrior where he saw many battles and honed his skill in combat. He then spent 3 years on the Path of the Mage, during which time he explored the depths of Awalawa with a group and chronicled the story. Spending two years on the Path of the Priest, he earned the ire of a Naga from whom he stole something of value. Now, the Naga wants his Nemean’s life ruined. From each of these Paths, Will makes a note of several Skill bonuses: +1 to a Weapon skill, +1 to a Mode, and +1 to Lore (Theology). As a result of his rolls, he also gets an additional +1 to a Weapon skill and +5 to his Renown. For those new Weapon skills, he puts them into Weapon (Thrown), but his bonus point in a Mode goes into his lowest magical skill — Shield. Almost finished, he looks at the age chart for Andamen, noting that prior to Life Paths, he just became an adult at age 16. Adding the 6 years from his Life Paths and subtracting 3 years for his INT, he’s now 19 years old. It’s younger than Will had envisioned, but he doesn’t mind.

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ATLANTIS: The Second Age Tragedy Not only do Heroes reach unparalleled heights of renown, but they also reach the dismal bowels of despair.

Character Creation: Step Five All that’s left are his Customization points. He gets 30 of them. He decides to spend 20 points increasing his Attributes. He puts +1 in CON, +2 in MR, and +1 in STR. The remaining 10 points he spends on Skills. He puts an additional +2 in to Weapon (Melee), +3 into Weapon (Thrown), +2 into his Lore (Theology), and +3 into his Perform (Oratory). Will goes on to note the character’s Hit Points, Hero Points, and WR. All that is left are his Disadvantages. Looking them over, he decides to put a 2 into Relationship, a 2 into External, and the remaining 1 point into Internal. Will doesn’t want his Relationship to be his Naga enemy, however, so he jots down that his mother’s people in Kush still look up to him and as a result he has a duty to aid them whenever he can. His External disadvantage is the noticeable golden-white coloration of his skin and mane. Not only is does it stand out, but he also dislikes being in the sun for too long. His Internal Disadvantage is a Code of Honor. He reveres Olódùmarè and, like the Great Old God, he is sometimes beneficent even when it means letting evil survive. Finally, Will names his character, Tafari.

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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 the noble as a new enemy.

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 innocents 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 resulting in the death of a player character’s loved one. 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. Gain one Fate Point.

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. Gain one Fate Point

19

Sold into slavery where you toiled for years (double the time spent) and branded on your face as a slave.

20

Watched your family sacrificed in a horrible magical ritual. Their souls scream for a brief moment anytime a fire is lit and at noon each day the shadow you cast also includes them.

ATLANTIS: The Second Age

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.

Attributes Attributes cost = 5 points per +1 During Character Creation the Hero may purchase Attributes at a cost of 5 Customization points per +1 rank Example: A Hero with a starting 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 4 Customization points for the 2-point reduction. Racial Attribute Maximums To raise an attribute above the racial maximum cost 10 Customization points. Example: a Human with a STR +5 would need 10 points to raise his STR to +6. Attribute Benchmarks Most normal Humans have Attributes in the -5 to +5 ranges, with zero being the “average.” Attributes greater than +5 are considered “superhuman” and Attributes below -5 indicate a serious disability of some kind. There will also be instances where a particular Attribute is not applicable or is missing altogether. An example might be a tree’s SPD or a non-corporeal spirit’s STR. Races have different racial maximums, with Attributes that may exceed the normal Human maximum. Consult the chart below. Racial Maximums INT

WIL

STR

CON

PER

CHA

DEX SPD

CR

MR

Anubim

+4

+5

+5

+5

+5

+4

+6

+5

*

*

Asena

+4

+5

+6

+5

+5

+4

+5

+5

*

*

Balam

+4

+5

+5

+5

+5

+4

+5

+6

*

*

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

83

ATLANTIS: The Second Age 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 character’s Life Paths will add onto this with the outcome being the Hero’s starting age.

Renown as Character Advancement Instead of using standard experience points, ATLANTIS uses Renown to gauge how accomplished a Hero is. The more Renown a Hero has, usually the more powerful she is. Renown is the prime motivator in the game and helps push the Heroes to greater heights.

Adolescent

Adult

Elder

Venerable

Andamen

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. Roll for adolescents and then add the result for adulthood. Once you have that result then roll and add the age for Elder and so on. 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 maturity; 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: A player may have a maximum of up to +10 (except for languages) in a Skill at Character Creation. If a Skill already has 10 or more levels (from Life Paths) the Hero may not spend any Customization points to increase it further.

Talents Talent cost = 5 or 10 points per Talent Talents at Character Creation cost five points each for talents in one’s Profession or 10 points for those in another Profession.

84

ATLANTIS: The Second Age Hit Points (HP)

T POINT I H

S

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 unless the Hero’s Constitution increases through experience expenditure or extraordinary circumstances. Hit Points are not used as an Attribute Modifier nor are they used to make 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 earth. 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

A Hero whose deeds have become legend. Recognized throughout the world and whose 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 in-depth information about someone, the DoD goes up one level. 300+

It is sometimes hard to understand how one’s story can travel faster than one’s own feet. And yet, it is undeniable that word of a hero’s great or terrible deeds travels ahead of them through the world like afire upon the savannah. Caerwyn, Lemurian Scholar

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. 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

RENOWN

85

ATLANTIS: The Second Age 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. NOTE: Always give Renown right on the spot. Do not treat Renown like Experience Points that are doled out at the end of the game. The immediate reward emboldens the players to continue to strive for more Renown.

Earning Renown For Renown rewards of 1–5, it doesn’t matter if the Hero succeeds or fails; all that matters is that he tried. For such acts of heroism the character receives the full reward. For Renown acts of 10–20 the character gets a full reward for success and only half for Failure (in these cases failure usually means death). Example: Donobey saves three innocents while defeating a beast. Donobey receives 5 Renown points. Example: While helping with a disastrous flood in the port city of Acheron, Donobey sees that a retaining wall is about to give way. Knowing that if the wall fails the area will be flooded and hundreds, if not thousands will die; Donobey braces his back against the wall and pushes. The Game Master decides that the task will be a Legendary feat of Strength and calls for a STR + Athletics roll. Donobey will either live to tell the glorious tale or die and have songs sung of his heroism, but either way the situation will garner him 16 Renown points. Situation

Renown Earned

Fighting naked (without armor) and with abandon

2 points

Fighting in Hand-to-Hand combat

2 points

Fighting with Style and Heroics

2 points

A Very Difficult Skill-level attempt in a time of crisis

2 points

An Extreme Skill-level attempt in a time of crisis

5 points

A Beyond Extreme Skill-level attempt in a time of crisis 8 points As a boy I killed a lion with Legendary Skill-level (DoD-20) attempt in a time of crisis 16 points nothing more than dagger and Saving a nation from destruction with the help of the group 25 points sinew, and I was known for it. As a young man I fought along Slaying a great villain or creature 50% of Renown side mercenaries during the Red Falling in love and winning a paramour’s affection 10 points Tide and killed many, and I was When multiple Renown awards are applicable they stack, yielding a larger award. known for it. Example: A naked Hero fighting and killing a 100 Renown opponent in hand-to-hand I was the first in the line to take combat would receive 54 Renown. the blood of the Black Circles minions, and I was known for it. NOTE: That Skill attempts assume that no Hero Points are being used to augment the roll. In cases where Hero Points are used, lower the Renown award by one level. I am known for many things Deeds that are a collaborative effort of an entire group are tallied and divided evenly among now and the stories travel before the group. me and praise my deeds. Example: The group defeats a band of pirates and saves a small fishing community. The Donobey of Nubia GM decides that the entire ordeal is worth 75 Renown. There are five Heroes in the group and they all receive 15 Renown. More information can be found in the Game Master Section for determining the amount of group Renown award.

86

ATLANTIS: The Second Age Losing Renown Conversely, a Hero can do something that would bring dishonor to his name. This will cause the Hero to actually lose Renown. Imagine when confronting a hydra that is about to attack a small town the Hero loses his resolve and turns to run. If survivors live to tell the tale they will cry that the Hero was a coward. It’s much easier to lose Renown than to gain it, and the worlds love to see the glorious fall or blunder. Dishonorable deeds spread much faster than the honorable ones; therefore, a Hero loses a larger proportion of honor than he gains. The GM is the final arbiter of the reduction of Renown and once it is gone it cannot be atoned for. A Hero may fix the problem later but the damage is already done. He may even gain Renown from fixing the problem but the die is cast and the blemish still stands. Below are several examples. Situation

Renown Lost

Looking foolish or acting dishonorably in front of the common man.

2 points

Losing a lover because of personal negligence.

2 points

Allowing oneself to be bamboozled by a small-time criminal. Disregarding the 4 points pleas of the helpless. Allowing an insult to go unanswered. Not defending the honor of one’s 6 points companions. Allowing a great injustice to go unanswered or running in the face of defeat.

7 points

Allowing a companion to die because of one’s incompetence or cowardice.

10 points

Turning one’s back on a helpless city or nation and allowing them to be destroyed 25 points because of one’s inaction.

87

ATLANTIS: The Second Age What does the Element represent? Air Thought, perception, the focused mind and imagination. This element represents the Hero’s reasoned mind and the 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 thinking things through in order to get things done. She calls upon her Air to solve riddles, inspire those around her, and perform great works. 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. 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. Water Compassion, wisdom, change, fluidity, deception. A Hero’s water presides over his compassion and sensitivity. In some, it manifests

88

Hero Points Hero Points = 5+ (Charisma Attribute) Hero Points represent 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 which helps him stand apart from his more mundane counterparts. He is able to climb the mountain no sane person would; he can fight, and best, a lion, barehanded; he can endure an injury that would lay a common man low. This is illustrated by the Hero spending Hero Points. Your Hero starts the game with a pool of points which can be used to affect the outcome of dice rolls or damage taken. The maximum amount of Hero Points a character may have in her Pool is equal to 5+ her CHA Attribute (minimum of 5 Hero Points). This amount goes up as the Hero gains Renown. Example: A newly minted Hero with a CHA +1 would have 6 Hero Points to start. Hero Point Ātman Allocation Once the Hero has determined how many Hero Points he has, he then arranges them as he sees fit among his Ātman elements. The Hero may arrange the points how he sees fit, putting points in all his elemental Ātman, or focusing on just one element. The Ātman represents aspects of the Hero, and help define his personality. When a Hero uses the Hero Points, they work normally; but if he is performing an action which corresponds to an attached element, the Hero Points offer double the effect. The Ātman are Empyrean, Void, Earth, Fire, Water, and Air. Example: The Hero decides that he will allocate his Hero Points evenly among the elements with one in each Ātman. What the Ātman Elements represent The universe and all inside the great sphere are composed of several elements. These 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. The Hero’s personality, 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. A happy person is a balanced person, but what fun is that in a roleplaying game filled with drama and pathos? 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. ►► One Hero Point 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: Donobey 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! Donobey 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. Donobey’s player spends all three Hero Points and negates 12 points of damage. ►► Two points will give the Hero 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. Hero Points; Ātman Focused Hero Points may be used as the Hero sees fit and all give the same bonus to rolls or negating/ enhancing damage but when they are used in actions that pertain to the element, the Hero Points give double the benefit.

ATLANTIS: The Second Age Example: Dayn, with 8 Hero Points distributed over his Ātman like so: Empyrean 2, Void 1, Earth 2, Fire 2, Water 1, and Air 0, is in the middle of a fierce struggle with two Nethermen bandits. The Hero wants to hit the largest one, but he doesn’t believe his sword skill is adequate and spends 1 Hero Point from Fire to augment his roll. Normally, the Hero Point would give the Hero a +2 to his roll but since Fire is active and commonly associated with strong emotions or attack, the Hero Point gives him a +4! Later in the battle Dayn is all out of Hero Points except for one that he has in his Water Ātman. He is struck by a ferocious axe blow that does 12 points of damage! Dayn uses the last Hero Point to negate 4 points of the damage. If the Point had been an Earth Ātman it would have negated 8 points instead. Hero Point Limit per roll 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. Example: A Hero with Renown Score Hero Point Max Per Roll 20 Renown may only spend 2 1–49 2 Hero Points during an action, 50 4 while his much more famous friend with 150 Renown can 100 5 spend up to 7. 150 7 200

10

300+

Any

HERO POINTS

Giving 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 gains 2 Fate Points because of grief and guilt. Regaining Spent Hero Points Hero Points are used throughout 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. The new Hero Points may be allocated to any of the elemental Ātman the Hero chooses. Example: Donobey (with 5 Hero Points) reaches 50 Renown. He may add 2 points to his Hero Points for a total of 7 points. He puts one point in his Earth and the other in his Fire Ātman.

Other ways to get Hero Points Below are the other ways a Hero can get Hero Points in the game. Each way has its own benefits and risks involved but do not suffer from the constraints of Renown. The player is in total control of how each of the following systems is used and if they are willing to pay the price, the Points are theirs.

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 amicable agreement or when moving in a defensive manner. 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. The Void Despair, intuition, emptiness, gloom, darkness, madness, the unknown The void is not evil; it 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. A Hero’s Void allows her to know that the world has become dark and dangerous. 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.

89

ATLANTIS: The Second Age

Disadvantages

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) ►► Indulgence ►► Using Fate

Who am I?

This is one of the questions Ātman tries to answer in the game. It’s a personality mechanic that helps define who the Hero is during her travels. When a Hero is freshly made, she may look completely different from the Hero she becomes near the end, changing as she goes. As the Hero journeys though life, she will change, making her name and deeds known to the world. Doing so will require the Hero to define who she is and how she approaches the world.

90

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. Disadvantage types Disadvantages come in three varieties: Relationships, Internal, and External Problems. 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. Relationship

Internal

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

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 ►► 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

ATLANTIS: The Second Age 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 help 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 wine. No matter what the case, the disadvantage should be role-played. When can I use these Points? The disadvantage bonus may be used any time 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.

Hero Points are the cornerstone of the game.

Beyond the actions of the players, the Hero Point system is the one thing that makes the Heroes impressive and dynamic forces in the game world. The player characters are powerful to begin with. Hero Points enforce this fact and allow them to break the rules of the game. This aspect of the game is in the hand of each and every player, GM included. GMs shouldn’t be afraid that the players have so much power in their hands. Embrace the fact that the players have the ability to dominate the setting with Hero Points. Coupled with Renown, a Hero will enter a feedback loop that starts with using Hero Points to accomplish task, getting Renown for their actions, which allows them to use more Hero Points to do greater things, etc... Once the players realized they aren’t constrained, but can try any action the game is blown wide open. Some GMs fear this much power in the hands of a player but ATLANTIS tries to embrace it and lets the dice fall where they may.

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)

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ATLANTIS: The Second Age

Indulgence

Indulgence is another way of getting extra Hero Points when you need them. Of all the different ways to get extra points this is, in some ways, the most fun and potentially most true to the genre of ATLANTIS. Heroes in Sword and Sorcery fiction are constantly indulging in some sort of debauchery. In ATLANTIS you get Hero Points for it. If the Hero needs Hero Points, she may decide she is spending the night out on the town drinking and making merry. Another Hero may decide that a particular courtesan needs his full attention, while the third may spend the night reflecting on a sonnet that he is composing to his lover, the king. All are legitimate and all the Heroes are entitled Nothing reinvigorates my soul to receive Hero Points from their Indulgence. more than a night of strong drink A Hero receives a number of Hero Points as dictated by the table below. If the indulgence goes and wild dance. To focus my poorly, the Hero may actually be worse off then when he started his night. mind on things other than battle -3 versus the Hero’s INT for intellectual pursuits, CON for physical pursuits, reaffirms who I am and why I do Standard DoD or CHA for social pursuits. this. Donobey of Nubia Critical Failure: Things go horribly wrong that night, leaving the Hero shaken and in some sort of pinch. Gain one Fate Point Failure:

The night didn’t go as planned, leaving the Hero frustrated.

Partial Success:

The Hero gets his CHA in Hero Points for his night’s efforts (Minimum of one Hero Point).

Full Success:

The Hero gets CHA +3 (minimum of 3 Hero Points) for his night’s efforts and maybe has a story to tell.

The Hero gets twice his normal amount of Hero Points back and gains 5 Renown. Example: Dayn is spent after his last encounter with the towns guards (zero Hero Points). Dayn decides that what he needs is some strong drink and the comfort of a beautiful woman. The GM decided this will be a social indulgence and will use Dayn’s CHA attribute. Dayn’s player rolls, gets a Partial Success, and receives 2 Hero Points and has a few good stories to tell of the night of drunken songs that ended with his purse being stolen by a young street urchin. NOTE: If the Indulgence also involves a Wealth Roll, the Hero may be entitled to Renown as well. See Wealth Rating for Details. Critical Success:

Indulgence Uses A Hero may pursue an Indulgence once per adventure. This is the Hero’s story. Live it! Every player should ask how her character will change the world. What makes the character a hero? What makes her a cut above the rest? What makes her special? The Heroes in Atlantis are not mundane in any way, and their travels through character creation will give them plenty of grist for the idea mill. A character without a destiny is a character without motivations or a reason to play. The Hero’s destiny is the most important aspect of her character. Without it, the character will wander aimlessly through the world, meant for something greater, but never able to achieve it.

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The Heroes’ Journey The Epic Endgame

Destiny

“The only person you are destined to become is the person you decide to be.” -Ralph Waldo Emerson A character’s destiny can be any effort; worthy of a Hero, grand enough to inspire the help of a god. The Heroes’ efforts are intended to change the face of the world, leaving their mark on the land and their names upon the lips of all mortals. A Hero’s destiny is an aspect of Olódùmarè’s divine spark. When a Hero achieves her Destiny, she is helping Olódùmarè, the Demiurge, move and shape the world. The Hero’s destiny, chosen by the player, should be something great, which sets the Hero above the mundane mortals of the world. Each Hero in Atlantis is meant for better things. Sample Destinies include: ►► Become king of Atlantis ►► Slay the great Conqueror Worm and free the people of Eria ►► Bring prosperity to the people of Dabba ►► Defeat the Sons of Ba’al and bar the demons from reaching the world. Once a Hero has achieved her Destiny, she is done and taken out of play. She has won the game, and either goes about refining her great work or settling down to even greater things. Either way, this is not the purview of the game. This is her “happy ending”. Example: Renee decides that her Hero, Monev, an Ahl-At-Rab assassin, will become Queen of Assassins, infamous around the world.

ATLANTIS: The Second Age

Fate

“You often meet your fate on the road you take to avoid it.” -Goldie Hawn All great Heroes have a Fate, most often a tragic one. A Hero’s Fate is tied to the horrible and unreasoned dreams of the sleeping Elder Gods. The stuff of horror and nightmare are the normal state for the elder gods. Their dreams manifest when mortal greatness rivals their own, drawing those motes of bright light to their oblivion. The nail that sticks up must be hammered down; such is the purpose of Fate. Normal, mundane mortals go about their lives walking down the middle road. They die in obscurity, but the higher a person climbs, and falls far if she fails. Most Heroes discover their fate in some way during their many adventures. The Fate of a great Hero can become part of her legend; known far and wide. A player chooses her own Fate at character creation, and if she does not accomplish enough before she reaches the zenith of 325 Renown, she is embraced by the Elder Gods’ dark dreams and somehow claimed by oblivion. Sample Fates include: ►► Die alone in squalor beneath the window of the King of Atlantis ►► Becomes a thrall of the great Conqueror Worm, and helps subjugate the people of Eria ►► Destroy the people of Dabba ►► Open the gates to the brass City and unleash Hell on Earth If, by 325 Renown, a Hero has more Fate Points than she does Great Works, then she fails herself and loses. The Player and the GM work out a way that the character exits the game using the Fate as a guide. Perhaps the Hero’s last adventure involves her death or fall into obscurity. Example: Monev the Ahl-At-Rab Assassin does not achieve her Destiny, but succumbs to her Fate. She is betrayed and killed by a trusted friend in a dirty back alley and all but her palms are eaten by wild dogs. Monev dies forgotten and is lost to history. Her many great deeds are eventually forgotten.

Does a Destiny have to be a good and noble thing? No. Olódùmarè’s will is strange and sometime capricious. What final form the earth is intended to take lies in the mind of the Demiurge, and is beyond the speculations of mortals. A person’s Destiny may seem horrible or counterproductive to those looking on, but may later reap some great reward one hundred or a thousand years later. The heroes are the agents of this great change on earth and their Destinies may be filled with a noble and ignoble effort. Only Olódùmarè knows why a particular path is chosen for a hero to walk, and only Olódùmarè’s may judge if a great effort is worthy.

Fate

Fate Points A Hero may “Tempt” Fate by using the Elder Gods’ own will against them. When a Hero “Tempts” Fate, she may use up to six fate points on a single roll. Each point acts as a normal Hero Point usable on any roll at any time, until they expire. She may do this an unlimited number of times during the game. The Fate Points can be used in any way standard Hero Points may be used. Example: Dayn is trying to convince a guard that he actually belongs at the dinner party he is trying to infiltrate. The Influence roll will be difficult to make and Dayn decides to “Tempt” Fate to gain a few more Hero Points. He may tap up to six of ten Fate Points but decides that he will only need an additional 2 Hero Points to make the roll a success. Fate is enticing and easy to use, but ultimately leads to the Hero’s demise. If any of the Fate Points are used and the end result is a Failure, or the die rolls a natural Failure (a roll of 1–5 on the D20), even if the end result is a success, then the Hero marks off a number of Fate Points equal to half the amount of points used (round up). If Fate Points are used to negate damage, the Hero takes a number of Fate Points equal to half the number of points used automatically. No roll is made. Once the Hero has 10 Fate Points, she has caught the attention of the sleeping Elder Gods who enact their dark designs upon him. Example: A Hero is trying to disarm a trap on a door, so that she and her companions can move through before a horde of enemies arrive. The Hero decides to Tempt Fate, 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. Her Fate goes up by 3 points, moving him closer to the dark designs of the sleeping Elder Gods. NOTE: The use of Fate must be declared before the roll is made. Succumbing to One’s Fate When a Hero reaches 10 Fate Points her time is up, no matter the how much Renown she has. The Hero succumbs to her Fate and suffers the dark destiny dreamt of by the Elder Gods. Theoretically, a Hero can succumb to her Fate in one game session if she foolishly uses Fate as her own personal Hero Point faucet. The only thing that may save a Hero is having more Great Works than Fate Points. If a Hero has 10 Fate Points and 11 Great Works before she reaches 325 Renown, she does not die, but reduces her Fate down to 5 and loses one Great Work, starting with the most recent and working her way backward.

Why would I ever Tempt Fate? The repercussions of tempting Fate can seem harsh and selfdefeating; despite the greater Hero Point yield and the number of times it can be used. Heroes tend to Tempt Fate, because doing so allows the impossible to happen, or ensures they won’t falter during their moment in the spotlight. It’s seductively easy to use. It’s also fun to gamble with your own destiny, and Heroes are constantly taking risk they will someday regret.

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ATLANTIS: The Second Age

Great Works

Share Goals

Characters can share the same goals or aspirations, but that makes for a rather uncomplicated story; and I don’t mean that as a compliment. It’s more interesting if at least some goals within the party are at odds. If Character A wants to crush the people of X Village under his heel out of revenge and Character B wants to educate and convince the people of X Village to put an end to their terrible, bloodthirsty ways… Voila! Drama.

Great Works are smaller motivations for a character to complete during his travels. Where Destiny is the overarching motivation of the Hero, the Great Works are the small individual motivations that keep him going day to day; when gathered together, the total of a Hero’s Great Works culminate into that Hero’s Destiny. Great Works can be used as motivational tools during play and give the characters a bit more direction and purpose. A Hero may have up to three Great Works that he is working towards at a time and the Great Works can be almost anything the Hero can come up with. What makes a Great Work? Is the goal achievable? Does it present a problem the character must take action to resolve? Achievable goals immediately drive your character to action. Does it have dramatic importance? In theory, a Great Work is something a character is willing to risk his or her life over. Achieving the goal of a Great Work should force a character to make important, weighty decisions, or to grow as a person. Sure, “get milk and diapers on the way home from work” is an achievable goal, but it probably doesn’t have much dramatic impact, and the character likely won’t grow as a person from a quick stop at the grocery store. Give the Great Work a name and a face that can be used in the game. What Great Works are not Great Works can never be anything that can be bought with character points such as a Talent. A Great Work to become wealthy should not be easily bought as an advantage. A Great Work to take the wealth of the corrupt king, Tuthusmos and rule his land benevolently is a worthy one. This checklist ensures that all Great Works will be specific enough to be interesting. “Find my brother, Darion, and avenge myself upon him for the death of our father!” is a good Great Work. “Kill all my enemies!” is not, since it doesn’t involve a specific character, even if it is (arguably) achievable. Sample Great Works include: Bad

Good

To marry a woman of my dreams

Rescuing the priestess Aerope from the depraved merchant Krion.

To quell a large unruly mob

Find a cure to the curse of madness cast by the sorceress Elakshi upon the people of Vedda.

I want to find the one who betrayed the Prove that the Necromancer Gorka is behind the plague that’s Arcanum causing sickness in the kingdom.

Great Works are a GM’s Friend

Great Works are a love letter to the GM begging to be used. When a player writes down a Great Work, he is asking for that to be used in the game somehow. Have multiple player Great Works show up in the game. Make some of them easy for the group to work towards and then throw in a few that are diametrically opposed. What if one Hero wants a golden cloak worn by a dead king and another Hero’s Great Work is to destroy said cloak? Drama! With Great Works, Destiny, and player Disadvantages, the plots will start to write themselves.

Find my sister’s killer

Find and take my revenge upon Xeresi the Turani, the murderer of my sister.

Marry a princess

Impress King Hicteon so that I can have the hand of his daughter, the fair and lovely Megio.

Do great deeds and become king

Retrieve the Black Cloak of War and bring it before the corrupt priest Mernegrus and earn my rightful place as king.

Find a cure for my mother’s illness

Steal apples from the private orchard of the Erlking, a cure for my ailing mother’s sickness.

Changing Great Works Because of the mercurial nature of a game and the happenstance of life in general, the Hero may change the focus of his Great Work during moments of introspection. In some cases something that was incredibly important may seem trivial when the Hero is presented with something more dire or weighty than his intended goals. Example: While on a journey to stop the Erlking, Dayn is captured and thrown in a cell with a blind man named Selemnos. Selemnos tells the young Hero the location of the fabled bridle of the firebird Vash. The bridle would control the terrible creature and stop is mad rampage in the neighboring kingdom. Dayn pledges an oath to the man that he will find this fabled artifact and stop the firebird’s rampage. Dayn can always come back to the Great Work of the Erlking but decides that the carnage and misery in the neighboring kingdom weighs heavily on his shoulders. Dyan’s player decides to change one of his Great Works (Stop the Erlking) to “Finding the fabled bridle of the Firebird Vash.” The Benefit of Great Works Each Time a Great Work is realized, the Hero notes this on his character sheet. The more Great Works the betters because it is ultimately used to stave off Fate and achieve one’s Destiny.

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ATLANTIS: The Second Age

A Hero may make a number of Wealth checks each game equal to his INT +3. When to use 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. Wealth Rolls and DoD When a Hero wants to purchase something, she uses her Wealth rating with a DoD equal to the item’s 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 +5 while a large sailboat may have a rating of -15. Example: A Hero with a WR +4 wants to purchase an item with a price DoD-9. The Hero would roll with a penalty of -5 to his roll. Critical Failure

The Hero loses one point of WR for the remainder of the adventure

Failure

The Hero may try again with a cumulative 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, and does not waste 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 increases 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. Hero Points and Wealth Hero Points may never be used to modify a wealth roll or mitigate a Critical Failure.

Tr e

as

th Rati al

ng

Wealth Rating = Determined by profession In ATLANTIS, wealth is represented much like an 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. Uses of the Wealth Rating

We

Wealth Rating (WR) u re

A Hero and his Money Many times in Sword and Sorcery fiction, a Hero and his wealth are soon parted. They will have huge piles of treasure at the end of one adventure only to begin the next broke and on the run from the law. Heroes live life to the fullest and aren’t always prudent investors of wealth. A large windfall could mean the addition on the barn back home or a wild night of drinking and philandering with complete strangers. When a Hero spends Treasure Points in this manner, stories are told. The night the Jewel of Acheron provided dozens with drink, food, and lotus bliss is something people will talk about for years to come. For each Treasure Point discarded in this manner the Hero gains 2 points of Renown. Example: Dayn has just stolen the Eye of Acheron from the Temple of the Moon Goddess. The Eye is worth a +8 Treasure Points. While in a colony of Tharshesh he trades the jewel for a night of fun with a tavern full of newfound friends. The night is wild and full of bawdy tales of lechery and drinking. The next day, Dayn wakes in a nearby marsh with other halfdressed rabble-rousers, 2 emu, and a half-empty drum of candle wax. The stories told of that night follow Dayn for years to come, leaving him with 16 additional Renown.

Treasure Points When a Hero finds treasure, it is represented as Treasure Points. Example: A group of Heroes finds a buried box of jewels worth +10. The treasure can be divided how the Heroes see fit, evenly or otherwise. Example: The three Heroes involved divide the treasure evenly, with the remainder going to the person who originally found the treasure. Two Heroes get 3 points while the last gets 4 points. The points of treasure are spent just like Hero Points, with one point adding +2 to a Wealth Roll. Once the points are used they are gone and may not be used again. Example: A Hero with a WR +3 is in town and looking for a new suit of armor (DoD-7). In his recent travels he found a small bag of jewels worth 4 Treasure Points. Once the merchant

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ATLANTIS: The Second Age tells the Hero how much the armor will be he counts his coins (his WR attribute) and then adds a few of the jewels (treasure points). The Hero decides to add two Treasure Points to his roll, giving him a total of +7 to his roll versus a DoD-7. Once the points are used they are gone forever. Treasure Points can also mitigate a Critical Failure of a Wealth Roll just as a normal Hero Points do and may be spent after the roll and do not have to be declared beforehand. Treasure Points can be saved until used. Summary of Treasure ►► Adds +2 to any Wealth Roll and can be declared after the roll is made. ►► May negate a Critical Failure of a Wealth Roll. ►► Two may be spent to gain one additional Wealth Roll beyond the normal limit.

I have had more gold pass through my hands than any king of Ophir! I was never meant to be rich or live a comfortable life like Combining Wealth Rolls some civilized Tharshesh merchant. A number of Heroes may combine their Wealth Rating and attempt to make a purchase. My ravenous appetites require me When doing so the Hero with the highest WR makes the roll and may add a +1 to his roll for to spend the treasure I’ve earned as every two points of WR contributed. The contributing Hero loses a use of his wealth for each fast as I take it. Asking me to save point contributed, up to his WR rating. money is like asking a thirsty man Example: Four Heroes want to pitch in and purchase a large ship for use during their to save the water he has cupped in adventures. The first Hero has a WR +5 the second a WR +2, the third has a WR +4, and his hands. the last a WR +3. The Hero with the WR+5 will take the lead and the other three all throw Donobey of Nubia in two points of Wealth Rating each for a total of +6. The Hero with the WR+5 makes the roll with a bonus of +6 from his friends, (+11 total) to his roll.

Permanent gains in Wealth Rating The only way to raise a Hero’s WR is through roleplaying and the expenditure of Treasure Points. It takes 5+ the new WR in Treasure Points to raise the Wealth Rating. Example: A Hero with a WR +2 has just found a large amount of treasure (15 points). He decides that he will raise his wealth by one point and spends 8 of the Treasure Points (5 plus the new WR of 3). The Hero now has a permanent WR +3. There should always be a good reason as to why the Hero has gained permanent wealth. He may have invested the wealth into land that provides steady income or an inn on the docks of a port town. The player and the GM should come to some sort of reasonable conclusion.

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ATLANTIS: The Second Age

Skills There are many different types of Skills available to characters. These range from combat skills to practical skills like climbing and swimming (Athletics) to social skills like diplomacy and etiquette (Influence), and Heraldry (Lore). Specific skills are covered in detail later in this section.

Skills

OVERVIEW: PROCEDURE FOR SKILL ROLLS 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 the character is trying to accomplish) 2. GM determines bonuses or penalties (based on the character’s Skill Rating, Degree of Difficulty, and opposing factors, if any) 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 penalties 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 determine 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.

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

3. 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. 4. 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. Dayn has been cornered by two ruffians who think he stole their purses. Dayn has no weapon but has picked up a large stone from the ground and wants to defend himself with it. Dayn does not have the Weapon (Thrown) skill, but he does have Weapon (Melee) at +5. The

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ATLANTIS: The Second Age GM decides that this is close enough and lets Dayn’s player use the Melee Skill with only a -2 penalty. 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: Dayn wants to sneak aboard a ship while it is docked. Dayn does not have the Stealth Skill. The GM lets Dayn’s player roll on the Results Table as if Dayn had a Stealth Skill of zero. Dayn’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, Dayn encounters a locked chest that he wants to open. Dayn does not have the Disable Mechanism Skill but he wants to try to pick it anyway. Once again, the GM lets Dayn’s player roll on the Results Table as if he had a Disable Mechanism Skill of zero. However, the GM rules that lock-picking is a very precise and sophisticated skill that requires training (not just nimble fingers) so Dayn takes an additional penalty of -10. 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

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

4-5

Competent

7–9

Adept

10

Professional

15

Expert

20

Master

30

Grandmaster

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 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.

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.

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ATLANTIS: The Second Age Athletics

TT:

24wks

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 The 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. The Hero may keep a number of animals equal to his WIL and teach them a number of commands equal to his Skill level plus their INT Attribute (minimum of one command). Example: A Hero with a Skill level of +7 is teaching a wild dog (INT -5) a few tricks. The Hero can teach the dog 2 commands. He teaches him to attack and to fetch. 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. Deception 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 Investigate/Search (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 passageways, etc., although the Handicraft (artificer) skill is required to construct such mechanisms. 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, sling bullet, or a fire bolt. Handicraft (Specific)

TT:

8wks

Mod: varies Like the Lore, Perform, and Science skills, Handicraft is actually comprised of a number of sub-skills. These subskills 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, including the ability to read alchemical ciphers, prepare and preserve ingredients, identify mixtures through testing, 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

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ATLANTIS: The Second Age 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

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 Artisan may learn how to build one type of weapon per +5 ability Skilled builders and craftsmen specializing in one or more of in this skill. the following: carpentry, masonry, wheelwright, cartwright, Modifier: STR etc. The artisan may learn how to build one type of device per +5 ability in this skill. Note: The Handicraft skill is generally used whenever Modifier: DEX a character wishes to build or construct relatively simple items. More complex items (like internal combustion engines and electronic items) require the relevant Bowyer/Fletcher Skill in the manufacture of arrows, crossbow bolts, bows, Engineering skill. Other items, like chemical compounds, explosives, and such may be created using the relevant Lore crossbows, and some siege equipment such as ballistae. skill. 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 Skill 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. 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

100

ATLANTIS: The Second Age 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 (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. Intuition (PER) Intuition 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 Hero may make an assumption by just observing the area. This allows a Hero to use the Skill in situations where he may be ambushed or a trap has been set. If successfully used, the Skill allows the Hero to be ready for the encounter In social situations, the Skill can 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 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 initiative the Hero may add the Skill to the total. Investigate/Search

TT:

8wks

PER (Deduce Motive), 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. Deduce Motive (PER) This skill is used to sense whether someone is being truthful, bluffing, or to notice hidden meaning and innuendo in a conversation. A successful check lets you avoid being bluffed (see the Deception Skill).You can also use this Skill to determine when something odd is going on or to assess someone’s trustworthiness. 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. Mod:

101

ATLANTIS: The Second Age 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 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 (Jambu) Skill Rating Language Proficiency +0 to +3

Basic

+4 to +9

Fluent

+10

Native

+11 or greater

Advanced

Language roots All the languages of the known worlds have their roots in the languages of the First Races. Some languages share things in common making them easier to speak (even if you didn’t purchase the language). The diagram shows how the languages are linked and the difficulty to speak a language that is connected. A penalty to the skill level of -5 is attributed to a language per step away from the language spoken when the line is solid or -10 if the line is dotted. If the skill is reduced to zero (0) or a negative then the language is not known well enough to speak or is not known. Example: A Hero with the Khem language at +12 can speak Atlantean at +7 (Khem 12 – 5 = 7). The same Hero could speak Turani at +7 or Veddy at +2. A Hero who can speak Ænochian at +15 can speak Atlantean at +10, Alban at +5, or Lemurian at +5. Literacy

TT:

30wks

Mod: INT A Hero has basic understanding of a chosen language in the same manner as languages (See Language Skill Proficiency Chart). With basic literacy the Hero can muddle through a text or write simple phrases to convey an idea. A character who is fluent or better in a particular written language (see Language skill) will generally have little difficulty reading any but the most in-depth tomes on a particular topic.

102

ATLANTIS: The Second Age The major written languages are: ►► Akealan (Eria) ►► Alban (Europa) ►► Ænochian (Atlantean High speech) ►► Atlantean (low speech, or 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 (Specific)

TT:

8wks

Mod: INT Like Handicraft, Lore actually comprises a number of subskills. 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 Survival: the ability to survive in a specific, 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 loss 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.

103

ATLANTIS: The Second Age 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). TT:

Mode (Specific)

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. TT:

Parry

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 wks

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 seacraft of some type. This ability does not include Lore (Navigation) skills or other detailed knowledge, which may be covered under a Lore skill. Profession (Specific)

104

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 Lore and Etiquette Skills 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 Guide profession would know naturally dangerous areas to be avoided, or what specific equipment would be useful in crossing a given terrain. 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 intimidation, 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 The 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) The ability to fight from the back of a mount (such as a rhinoceros, horse, or whale) 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 The 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 skill 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).

ATLANTIS: The Second Age Tracking/Shadowing

TT:

10wks

Mod: PER or DEX Tracking is the ability to read and follow tracks and traces left by creatures or beings. A 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 or in urban areas. In such cases, 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 (+STR) while unarmed. 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 (specific)

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 (ballistae, 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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ATLANTIS: The Second Age

Improving Characters Characters in Atlantis are improved through an abstract use of Renown. The more famous a Hero is the more capable she becomes. When a Hero achieves a certain level of Renown he gains enough experience to raise or purchase Skills, Attributes, or talents. This is done to cut out much of the bookkeeping (and let’s face it, the game has enough to keep track of ) and adds incentive to do great deeds.

WHAT!!! Why not just use Experience Points like everyone else?

Yeah, I know it may look like a gimmick or me just trying to be clever but I assure you that isn’t the case. What the system is trying to do is incentivize the acquisition of Renown. There are no experience points or just showing up and rolling the dice a few times. The Heroes must do things that earn them Renown. As they play and the GM doles out Renown, the Heroes will increase in power and capability and it will happen in real time. Since Renown is given out at the table at the time an incredible act happens, they will feel like their characters are growing. Still not convinced? Haven’t drunk the kool-aid yet? That’s fine; call me a jackass — I deserve it on more than one level. All I ask is that you try it and see how well it works and how proactive it makes the players.

Renown

Improvement

50

10 Points

100

10 Points

150

10 Points

200

10 Points

250

10 Points

300

10 Points

+1 point attribute increase of player’s choice except for CR & MR

The Hero may pick one of the following combinations to use the 10 points on. ►► Buy or raise a number of Skills by a total of 10 points (no more than 3 points in a given skill) ►► Buy or raise a number of Skills by a total of 5 points (no more than 3 points in a given skill) and raise one Attribute by one point ►► Buy or raise a number of Skills by a total of 5 points (no more than 3 points in a given skill) and gain one new professional talent ►► Raise two attributes by one point or raise one Attribute by two points ►► Raise one Attribute by one and gain a professional talent. ►► Gain 2 professional talents ►► Gain one talent outside your chosen profession Example: Dayn finally has 50 Renown and has the opportunity to improve himself. He decides to raise several Skills. He adds 3 points to his Evade Skill, 2 points to his Influence Skill, 2 points in his Melee Skill, buys a new Skill of Trading, putting 2 points in it, and finally increasing Athletics by one point. Example Two: Dayn has 150 Renown and decides to this time increase an Attribute by one point and buy a new talent.

Character Creation Sample Finale Tafari

Kushite Nemean Martial Wizard INT

PER

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+1

+0

+1

+2

+1

+0

+2

+0

+2

+1

Hit Point

Hero Points

Renown

WR

22

5

5

+1

Skills

106

+1 point attribute increase of player’s choice except for CR & MR

Animal Handling +3, Evade +5, Handicraft (Artificer) +6, Instinct (Initiative) +3, Literacy (Atlantean) +3, Lore (Survival: Savannah) +2, Lore (Theology) +6, Mode (Influence) +10, Mode (Manipulate) +8, Mode (Shield) +5, Perform (Oratory) +5, Pilot (Wagon) +1, Profession (Mage) +10, Speak (Khem) +10, Speak (Atlantean) +3, Weapon (Melee) +7, Weapon (Thrown) +4

Talents

The Gift

Starting Gear

Medium Half Suit of Armor, Dagger, Spear, Noble quality Robes, Horse.

Racial Abilities

Beast Language, Lions Roar, Lord of the Beast-men, Natural Weapons

ATLANTIS: The Second Age

107

Chapter 2: Diaprepea

T

he wreckage of the Shango’s Price rolled wildly on the ocean. Thalmia tried not to enjoy the feeling of freedom too much; focusing instead on finding a large enough piece of wreckage for her companions to cling to. Poor Caerwyn in particular looked miserable. Of them all, she fared worst in the water, looking particularly bedraggled with her drenched fur. Locating a chunk of decking, Thalmia guided each of her allies in turn to its flat wooden surface. Donobey, difficult to shake, didn’t seem fazed; the Atlantean took being sunk better than the Thalmia would have expected. Shango’s Price’s captain had claimed his vessel was the fastest on the seas. He neglected to mention he was not averse to a little piracy. An Atlantean warship chased them for two days, until an undersea ruin gutted the pirate ship’s hull and the Atlantean’s Vril cannon finished the job. Thalmia felt pleasantly surprised when they didn’t hunt down the survivors. Seaweed choked the water below, and it took Thalmia a few minutes to realize that the rocky protrusions that broke the water here and there were actually man-made. They floated above the ruins of an inundated city. “Does anyone know where we are?” Thalmia enquired. “There are signs of some kind of underwater ruin”. Caerwyn looked up at the evening sky and squinted at the few stars already making their presence felt in the cloud-stained sky. “I’d say about two hours from the Diaprepean coastline, directly due south.” Donobey coughed, “I know this place. I heard about it in a tavern tale; we’re in Domanu, city of the Drowned!” Hearing what sounded like genuine fear in the massive Nubian’s voice surprised Thalmia. “I’ve heard a little about it,” she said “it’s a haven for Makara. We need to get out of here quickly.” Too late she saw shark fins breaking the water, and the tell-tale eddies made by the Makara’s’ hunting-eels. Memories flashed. The Makara would come from below and drag them down. The scar on her stomach ached as she remembered the last time she’d felt a Makara hook. Donobey followed her gaze across the murky surface and scrunched his eyes against the fading twilight. “Blast it all, Sorceress. We need light,” the Nubian bellowed, standing on the crude raft, spear in hand. Thalmia complied, chanting in the high tongue and tracing the nine portals that brought light into the world onto the ocean’s surface. Light erupted from everywhere; the sudden burst illuminating half a dozen Makara only inches from the surface.

108

Donobey let slip a battle cry loud enough to wake the Kraken itself, plunging his spear downwards over and over again. Blood blossomed across the water as the Nubian pieced the tops of two Makara skulls from his lofty position. A third Makara dove beneath the platform trying to unseat Donobey, while another two headed for Thalmia. Seeing the ungainly Lemurian as an easy target, the remaining Makara came straight at Caerwyn. A sharp crack split the air and the Makara dropped dead with a tiny hole in his forehead. Caerwyn and her lawgiver sought out a new target. Flashbacks to her last encounter with Makara hunters filled Thalmia’s mind, rooting her to the spot. The creatures grinned, pure malevolence, and advanced on the slender Triton.

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ATLANTIS: The Second Age

Chapter Three MAGIC

110

ATLANTIS: The Second Age

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. They emanate 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 unwoven 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 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. The truth, realized by the Atlanteans, is that all magic in the antediluvian world is nothing more than the summoning of the half-formed motes of discarded dream potential of an unaware, slumbering god.

The Price

All magic has a cost; thus it is exacted on those who manipulate the unconscious potential of the Endless Dreamers. The magician must coax the entities into their flesh, and then 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 rousts from the slumbering depths of reality. Over 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.

Perception of Magic

Magic is something every household has seen, experienced, and believes in. It’s not so common that there are magic shops down the street from the local tavern (except in Atlantis), but it is present. This does not mean that people embrace magic, or even that they are comfortable with it. Most magicians are shunned by the normal populace and most live forlorn lives, far away from mundane society. When a magic-user comes into town, people cross the street. Old women ward themselves against the evil eye. Those who must deal with him show pause. This is not to say that some magic practitioners aren’t respected or liked, just that people are wary 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, or cause lightning to streak from the heavens and smite them where they stand. 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 Unless one is near a big city, practitioners of magic are rare and hard to find. One percent of the population may dabble in the arts, with half that number actually being knowledgeable of 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. Magic is powerful, but very, very rare. The price of prolonged 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, hunched-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.

111

ATLANTIS: The Second Age The Price of Power Magic Chart Trait

The miens of magic

The social modifiers for magic are most often associated with a strange feeling common people get when in the presence of a user of magic. Tapping the unknowable and using it also has physical effects on the practitioner as well in the form of physical deformities. Nothing that touches the Elder Gods comes away unscathed and even the smallest brush with the minds of these entities leaves things tainted and alien. Below is a list of suggested reasons why the magic-user is known as a practitioner of the mystical arts, broken down by magical traditions.

Sorcerers

The tips of their hair are constantly burnt or burning. Wet footprints where ever they walk Hair moves in an unseen wind Skin is constantly caked with earth. The smell of seawater, fire, earth or ozone.

Dark Arts

Eyes are red or bloodshot Skin takes on a sallow or greenish complexion Teeth become sharp and predator-like Fingers become, long, gnarled, and skeletal The smell of rot, decay, or sulfur

1

Grow an eye someplace on your body that the Elder Gods may peer through and a mouth that sometimes jibbers madness

11

One of your eyes turns white. 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 bay in your presence

13

Roll twice and take both results

4

Your body becomes hunched and twisted

14

Your lips and turn black

5

Others are always cold in your presence

15

Your breath smells of smoke and brimstone

6

Tongue becomes forked and serpentlike

16

Your hair grows your body length every 12 hours. Must be cut twice per day

7

Milk curdles and water becomes salty in your presence

17

Webs form where you lay or sit for prolonged periods of time, as if to hold you there

8

Skin becomes unnaturally pale or ashen, like that of a corpse

18

When the mage speaks, an echoed whisper can be heard just behind the listener’s ear

9

Your 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

Your hair turns white

20

A colored ball of light orbits your head (gain +1 MR)

About Traditions & Modes Traditions

A Tradition is a particular school of thought on magic. 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. Modes A Mode is essentially an effect, such as Attack (lightning bolt, an ethereal spirit 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, as the player or GM so desire.

Limitations of Magic Magics are neither freeform nor spontaneous. Rather they are precise, metaphysical procedures that involve memorization, physical discipline, and mental formulae. 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: ►► ►► ►► ►►

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Trait

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)

ATLANTIS: The Second Age

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 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 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 Action Table roll. Example: Thalmia the Triton 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 of a ship (a Kinetic Mode Magic Power at Level 6). Her final Action Table modifier is +6 (12 – 6 = 6).

Animism

Odd patches of fur or feathers on skin, Hair full of insects or small vermin The eyes or teeth of an animal A vestigial tail or wings The smell of wet fur or a deep musky odor

Witchcraft

Black gums, discolored tongue, or lips Long, unnaturally colored nails Eyebrows or facial hair thick and coarse (men and women) The smell of upturned earth or a stagnant mud pool Pronounced blue or black veins just under the skin

4. The Magic Power Roll To determine whether the Magic Power is successful or not, the player rolls a d20 on the Action Table, applying the GM’s modifier to the die result.

5. Judging the Result After the player rolls, the GM interprets the Action Table result, taking into account the specific circumstances surrounding 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 a Magic Power can be catastrophic to the Hero, and may lead to one or more of the following effects: Roll the D20 and add the amount by which the roll was missed by. Mishap The mage sweats primordial ooze or exhales some foul organic odor. 1–5 The caster is stunned for a number of rounds equal to the amount he missed the roll by, minus his WIL (minimum 1 round). 6 Magic Power strikes an unintended target (random direction). 7 Reverse Magic Power effect (rebounds upon magic-user). 8 Magic backlash. Magic-user takes a -1 penalty to MR for double his INT in rounds. 9 10–11 Reverse Magic Power effect (random direction). The magic-user is Stunned for a number of rounds equal to his MR. 12 13

The magic-user vomits flies from his mouth, blinding everyone within a radius equal to his MR x 10m. The flies stay in the area for a number of rounds equal to the magic-user’s 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 mage’s MR for his WIL+1 rounds

15

Milk curdles in an radius around the magi equal to his MRx10 kilometers.

16

All metal becomes too hot to hold or wear. Anyone who wants to act normally while in possession of metal must make a WIL roll with a DoD equal to the magic-user’s MR. If the roll is a Failure, the person must spend the round trying to get rid of the heated metal. The mishap lasts for a number of round equal to the mage’s 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 in a radius around the magus 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 mage’s MR x 1 kilometers.

20

MR reduced by the amount missed by for 2 hours.

21

All infants born in the next week will have some minor birth defect in a radius around the mage equal to his MR x 10 kilometers. The mage rolls on the Price of Power Magic chart.

22

The powerful arcane energies used by the mage push him into the body of another. The mage switches bodies with a random living being within a range of his MR x 5m. 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 +10. The Elder Gods will exist in the mage for 6-WIL rounds (minimum of one round). The mage rolls on the Price of Power magic chart.

24

Arcane symbols written in blood appear on the magic-user’s face. They weep when the sun rises and scab 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 Power 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 Power 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 MR x 20m. Everything that was damaged glows for a number of hours equal to the mage’s MR.

28

Smoke will issue from the mage’s ears as his mind starts to burn with arcane knowledge. Lose 1 WIL and 1 CHA as blood constantly weeps from the mages ears.

29

The mage’s 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 and become a doppelganger of the mage with all his abilities and skills, but an opposite disposition. The skin will become the mage’s archenemy and seek to destroy him. The mage will take damage equal to his MR from the mishap and his skin will grow back, imperfectly, in several minutes; the mage looks as though he has survived a terrible fire. Permanent loss of 2 CHA.

30

The mage’s 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 Power Magic chart.

31

The magic-user permanently loses one point of INT and bursts 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 mage rolls on the Price of Power 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 away to commit unspeakable acts in his name. Every full moon, the magic-user loses 1D20 Renown until the demon is stopped.

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 lose 1 point of WIL permanently and all pregnancies in a 13-kilometer radius become stillborn prematurely.

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The Mental Fatigue Penalty

Using Magic Powers is mentally exhausting; Magic itself is draining. A Magician can use his powers a number of times equal to his MR Attribute +1 before feeling tired. After this number of uses the Hero incurs a cumulative penalty of -1 on further Magic 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, eight 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 a light breeze and, in other cases, as mind-shattering as 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. It should incorporate the Hero’s personality as well as the tradition they use. The tell only manifests on spells with a level of 15 or more and last for a number of minutes equal to the caster’s Magic Rating (MR). Example: A Hero (MR + 5) with the 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 glowing feathers made of ash and embers would drift in whirling eddies of smoke around the blasted area for five minutes.

Perceptible Versus Imperceptible Effects

In some cases, it may be prudent to hide this effect; 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.

I will never understand how one shapes reality, it seems horrible and taxing. I have seen a witch cast a spell that left him drowsy and drunk, a shaman whose life force was taken as payment, and an Atlantean who gave the color of her hair as bargain to a demon. There are too many prices and I will stay a simple man who relies on his spear. Donobey of Nubia

Spell Levels vs. Effect Levels

Spell Levels and Effect levels share a lot in common when describing spells but are actually two different things.

Spell Level

Spell level is the Degree of Difficulty (DoD) when casting a spell. It is the sum of all the modifiers that go into shaping a spell from its effect, duration, and range.

Example: An Attack spell that does DR5 (-5), and has an Area of Effect of 3m radius (-9), has a total spell level of -14. The spell caster would have a DoD-14 to cast that spell. Effect Levels

Effect levels are the active part of the spell, the core of the spell, the parts that actually affects the outside world in any meaningful way.

Example: The Effect Levels of the Attack spell mentioned earlier is -5; the Damage Rating of the spell For Attack spell mentioned above the Effect Level is the actual damage the spell does (in this case 5). The duration, Area of Effect, and Range have no bearing on the Effect Level.

Range, Duration, and Area of Effect never factor into the actual Effect Level of a spell.

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ATLANTIS: The Second Age Taking Extra Time A Hero may try and take his time when shaping powerful magics. A Hero may receive a bonus to his roll up to the level of his skill. The Hero must spend time preparing and performing a ritual equal to twice the bonus he wishes to receive (+1 per 2 minutes 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 ceremony. The player must explain what’s occurring during the extra time taken. Example: A Hero with an Influence Mode +15 can only benefit from taking an extra halfhour of time (bonus +15 to his roll).

Magic Dabblers

Those without the Gift talent no matter how skilled they are may not cast magic with a Spell Level higher than a 5. Only those who truly understand the cosmic forces at play may truly manipulate them with any effectiveness.

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.

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. DoD equal to the damage received). Loss of consciousness automatically means the Magic is lost. Also, a Hero is further limited to the number of spells he can hold in reserve by his MR attribute. A Hero may hold a maximum of MR spells 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 multiaction 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 place and, once placed, cannot be changed or altered. Example: Petranova is being pursued through a temple by an angry cultist. She runs into a room and bolts the door. The mage places an 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. Thirty 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 Mode 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. If a participant rolls a Critical Failure, everyone fails miserably, rolling on the Magical Mishap chart and adding the number of participants to the mishap roll. 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.

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ATLANTIS: The Second Age 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: During a major battle, the dark sorcerer Vibun Khole has cast a magical darkness over the battlefield. Thalmia wants to give her squad of soldiers the ability to see heat signatures (increased PER). The total Manipulate Mode DoD is -35. She is accompanied by three Acheron warriors who also possess the Manipulate Mode of Magic. Thalmia 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. Thalmia 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 allow the soldiers see in the darkness.

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! The Hero Points must be spent all at once before the roll, but an unlimited number of Hero Points may be spent in this manner as long as the Hero has the Hero Points to spend and meets the Renown prerequisite. Example: Thalmia needs to lift a fallen cargo wagon off of a worker. The wagon weights 250kg, far beyond her ability to lift. If she spends 10 Hero points on the Magic, it allows her to lift 500 kilograms instead of 50kg. Example 2: Petranova wants to erect a force bubble to protect her body from a blazing gout of dragon’s breath. Usually a level-10 shield would have a PR of 20, but with the 10 Hero Point expenditure the shield’s PR is magnified to PR 200! Sadly, against an ancient dragon of the First Age, this still may not be enough. 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. NOTE: A Hero is still required to abide by the Renown limitation on the expenditure on Hero Points. This limit will keep all but the most experienced from using this enhancement.

Rituals, Sacrifice, and Bloodletting See the sacrifice rules in the Gods section. Change the Roll from a CHA roll to a MR roll and may only be used with living creatures.

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 sleeping Elder Gods. Once the spell is cast, the Hero must roll on the Price of Power 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 Tradition 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

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ATLANTIS: The Second Age 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 Stormlord. However, Alkan is proficient in this Mode (Ward), and is of the same Tradition 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 ’Abanda’s level-9 spell = -1). He rolls a 17, for a result of a full success. ’Abanda’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. 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.

Magic is dangerous, like holding a slumbering viper in one hand with no foreknowledge of when it will awaken. The Lawgiver set out certain rules and order for the world, yet magic seems to bend and subvert those laws. Better to study something sensible and predictable like alchemy or Attack Mode vs. Other Modes weather-prediction than to waste Ideally, Attack is the Mode of choice for violence. Conceivably, other modes might be used one’s breath in pursuit of a beast to cause harm or damage an opponent. Other modes, however, may be used to indirectly cause that cannot be tamed. Caerwyn, Lemurian Scholar damage, like manifesting molten lead above a person’s head, or hurling rocks at an opponent using the Kinetic 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 number of Magical 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 skills 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.

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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 cause injury? Does it move an object? Once you know the Magic Power’s primary effect, you know its Mode, and how it works in the game. The following is a list of Modes; each is described in detail later in this chapter. Attack Illusion Influence Kinetic Manifest Manipulate Sensory Shield Summoning

Like all other skills, though, Modes can be improved. 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.

Attack DoD Mod Damage

Does damage to target’s Hit Points

-1 per Hit Point damage

Attack Bonus

A bonus to the attack roll

-1 per +1 bonus

Area

May do area damage

-3 per meter radius

Range

20m base

-1 per additional 3m

-1 per round or -3 per round for “Burning” attacks The Mode of Attack is a literal unleashing of destructive Magical 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). Ranged Attacks Duration

Instant for most attacks

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: Thalmia 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 -5 for her second action penalty to hit her opponent, who uses his DEX + Evade as the DoD to hit. If she is successful hitting her opponent, then he will take 10 points of damage. Close Combat Attacks

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.” “I hurl a bolt of pure, divine energy to destroy the undead creature that dares return to the world of the living.” “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.”

Close-combat magics are also within the purview of this Mode, such as magic-generated melee weapons of pure energy. These effects last for a number of rounds as determined by the duration added to the spell. Damage is determined as normal with each level adding one point of damage. 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. Example: Thalmia infuses her sword with the spirit of a fiery elemental. She must determine how much damage she wants the blade to do (in addition to its normal damage). She decides that an additional 5 points of damage should be sufficient (-5 to the roll). She then determines the duration of the spell and decides that 5 rounds should be enough time (-1 for each round of duration). The total DoD of the spell is -10. Area Effect 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. Area-effect spells

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ATLANTIS: The Second Age are treated just like grenade attacks (see the rules in combat for grenade throws and Evades) and are resolved using CR + Attack mode versus a normal grenade throw difficulty. Those in the area of effect must make an active Evade roll or be hit by the damage. Example: Thalmia wants to rain earth down on a group of ruffians. She decides that she would like to do 10 points of damage (DoD-10), to everyone within a 4-meter radius (DoD12). The total DoD of the spell is -22. Duration Most durations attached to spells are used on close combat attacks (see above); however, it can be used in a number of ways. Ranged Attacks A normal ranged attack may have a duration incorporated into the spell. This usually represents a spell that has been cast and can be used to attack a number of times. The spellcaster must still hit with the spell every time she wants to use it, but it’s already available and doesn’t need to be recast until the expiration of the duration. Example: Thalmia creates small orbs of flame to attack her foe. The spell will do ten points of damage (-10), and has a duration of three rounds (-3). The total DoD is -13. The small balls of flame are successfully created and may be used to attack with for 3 rounds. Each attack is done separately and uses her CR + Attack mode to accomplish. Area effect Area effect spells may have a duration attached to them to represent an area that is on fire or filled with poisonous gas. The spell will continue to do damage to anyone within the area of effect, until the end of the duration. Example: Thalmia creates an acidic gas cloud in a doorway. It eats away at unprotected skin, doing ten points of damage (-10) in a four-meter radius (-12) for three rounds (-3). The total DoD to cast the spell is -25. Anyone in the area of effect will take 10 points of damage and the cloud will exist there for 3 rounds. Burning Attacks spells can be made to hit once but do damage over several rounds, like the prolonged effect of poison, or fire continuously burning a foe. When the Duration is used in this way the spellcaster casts and attacks with the spell once. If it hits, the spell does damage for a number of rounds equal to the duration. Any damage not mitigated by protection continues to affect the target until the duration of the spell is over. Example: Thalmia creates a magical poison dart and launches it at a foe. The spell does ten points of damage (-10) and has a duration of three rounds (-9). She successfully cast and hits the foe with the magic dart. The target is wearing light armor (PR4) and takes 6 points of damage from the attack the first round. For an additional 3 rounds the target will take 6 points of damage (Armor mitigates no further damage, since this is the amount that initially got through).

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ILLUSION DoD Mod Base Illusion

Level one

-1 per level

Features:

For each feature the spell possesses

-3 per Feature

Range

20m base

-1 per additional 3m

Duration 10 rounds base -1 per additional 1 round 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. Example: Alcmene wants to create the illusion of a deer in the woods. To do so is a DoD1. If she wants the illusion to make sounds, such as crushing leaves or twigs breaking as it walks, that requires a Sensory Enhancement (-3). If she wants it to have a musky smell, that’s an additional Sensory Enhancement (-3). If she wants those who see the deer to be able to physically touch it, that an additional Sensory Enhancement (-3). If she would like it to move freely around the forest, that’s a Motion feature increasing the DoD again (-3). If she wants that deer to pass a detailed inspection she would have to add the Details feature for an addition -3 to the DoD. The total DoD for the forest deer is DoD-16. Magnitude The sound, volume, brightness, and apparent size of the Illusion effect can be enhanced by increasing its magnitude. Each level of magnitude increases the DoD by one. ►► 1 Magnitude added: as loud as a shout, as bright as a torch, as big as a humanoid. ►► 2 Magnitudes added: as loud as a trumpet, as bright as a campfire, as big as a horse. ►► 3 Magnitudes added: as loud as a cheering crowd, as bright as a bonfire, as big as a wagon. ►► 4 Magnitudes added: as loud as thunder, as bright as a lightning flash, as big as a house. ►► 5 Magnitudes added: as loud as a hurricane, as bright as the sun, as big as a ship. Example: Thalmia wants to create a crowd of people that run through the streets rioting. The illusion requires motion and sound for a total of DoD-7 so far. If she wants the ruckus caused by the illusion to be loud she must add a Magnitude to the spell. She determines that a Magnitude 3 is in order, making the DoD-10.

Example Uses of the Illusion Mode

“I bend light away from myself, altering the flow of what is perceived by those around me, 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.”

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 Effect level of the spell 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 accomplished by having the Hero make a PER + Investigation roll versus the Illusion’s Effect Level as the DoD. Success indicates that the viewer suspects the Illusion effect to be unnatural or artificial in some way.

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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. Every order of magnitude allows the Hero to cloak two additional man-sized people or one large creature. 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 with an additional penalty of -7 for aiming at a small target (the eyes). If successful, targets are blinded for three rounds, +3 rounds 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. Phantasmal Visage Illusions can be useful tools when attempting to fool or trick another. Charlatans and others may use illusory creations to gain a slight bonus to their attempts to fool or influence others. When appropriate, an illusory effect may provide a bonus; it does so at a rate of +1 Skill per 3 spell Effect Levels. Influence and Deception are the Skills most commonly affected by such a bonus, but creative players may find other ways to utilize the Illusion Mode.

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Influence DoD Mod Mental Attribute:

Increase or decrease INT or WIL

Resistance

WIL+ Resolve vs Effect Level

Area

Single target base

Range

Line of sight

-3 per +/- 1 INT or WIL -1 per additional target

Duration 1 round base -1 per additional 1 round Magic Powers that effect and manipulate 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. 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. Resisting the Influence Effect The target of an Influence effect can resist being controlled by making a Resolve Skill roll with a DoD equal to the Effect Level. Example: Thalmia 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.” Thalmia decides that the Effect Level will be 12 and makes her roll, getting a success. The guard now has a DoD-12 to resist the Magic.

Example Uses of the Influence Mode

“I psychically weaken his desire to search everywhere in the room; he will lose the will to search before checking 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.”

Note: Levels of duration do not factor into the difficulty to resist the Influence. Altering Mental Attributes 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 have the same effect as lowering the target’s INT or WIL ratings. Example: Later, in the corrupt noble’s room, Thalmia 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 Thalmia 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.

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Kinetic DoD Mod STR:

STR+0. May lift 50 kilograms

-3 per STR+1

SPD:

Base SPD-4 that allows 10m per round movement

-3 per SPD+1

Area

0m radius base

-3 per 1m radius

Range

20m base

-1 per extra 3m

Duration 1 minute base -1 per additional 1 minute 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 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. To initiate a Kinetic effect, a magic-user must have line of sight with the target, though his vision can be augmented mechanically or magically. 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 (base range). 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: Thalmia 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 Triton 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 Triton causes the air under her to solidify as she moves across to safety. Holding and Lifting an Object 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 Effect Levels for a lifting STR of +2 (enough to lift 75kg). Example: Later that day, in the mountains above the town, Thalmia finds the kidnapped peasant and flees with him. While escaping the corrupt noble, the peasant falls into a chasm and Thalmia 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. When lifting multiple objects, the total weight of all the objects lifted must be accounted for. When any of them fall beyond the range of the spell, they begin to fall normally. Example: While in the forest, Thalmia searches for a dropped hand axe. She knows the general area, so she calls upon the local spirits through her magic to lift everything in the area. Spreading the 50 kg weight across a 20m radius, all of the vines and leaves and fallen branches slowly start to lift into the air. While they float, Thalmia crouches and catches a glimpse of light off of metal. She runs through the floating debris, snatching the axe as she runs. Distant Manipulations 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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ATLANTIS: The Second Age 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. If successful, the level of the power being used acts as the STR, determining the DoD to later break the grapple. While grappled, the target is rendered immobile, or moves at a SPD of -4. This same method would also be used to choke an opponent; first, they must be grappled, and once that is successful, then they can be deprived of air until they fall unconscious.

Manifest DoD Mod Mass:

10kg

-1 per 10kg

Complexity:

Simple objects (knives, cups)

-2

Complex objects (furniture, door and frame)

-5

Simple device (a water clock)

-10

Complex device (a working automaton, a gear-driven -15 timepiece, an automated Antikythera mechanism) Material:

Range

Mundane materials (rock, water, air, etc.)

-0

Dangerous material (poison, acid)

-10

Precious materials (gold, silver, emeralds)

-10

Magical materials (Orichalcum, Quicksilver)

-15

20 meters base

-1 per additional 3m

-1 per additional minute Manifest effects create non-living materials and objects from the primordial dream stuff of the Elder Gods and make them appear at the Magician’s disposal. 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. Example: Thalmia wants to create a number of weapons for a group of slaves she has recently freed. She casts a spell creating 20kg of material (-2), and shapes them into swords (-2). She wants the swords to last for 10 minutes (-9). The total DoD of the spell roll is -13. The creation of exact replicas or finely detailed pieces incurs a -1 to -10 DoD on the casting roll and may require the spellcaster to have the appropriate Handicraft Skill, at the GM’s discretion. Example: Thalmia wants to make a small golden clock to impress a sultan in Turan. The difficulties of the casting are as follows: 10kg of gold (1 for the mass, -10 for the material), the item is very complex, with many moving parts (-15 for a complex device). She leaves the duration for one minute and the total DoD is -25. The GM also requires her to make a Handicraft (artisan) roll to make the machine work properly. 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 Duration

1 minute base

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.”

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. Again, this Mode does not apply to living matter. A Sorcerer cannot make a man’s heart or eyes simply disappear.

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Manipulate DoD Mod Level Required:

See description.

Subject:

One object/person

-1 per additional subject

Range:

Normally touch

-1 per meter

Duration: 1 minute base -1 per minute 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 highlevel effects can temporarily 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 alter Attributes, abilities, and Skills as follows: Increased/Decreased Skill Rating: +1/-1 in Skill Rating per power level. Example: Finally, in the woods, Thalmia and the peasant boy use stealth to move away unseen from the pursuing guards. Thalmia, a rogue, has no trouble sneaking away, but the boy is clumsy, with little ability (Stealth+2). Thalmia 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: Thalmia 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. Thalmia stops and enhances the boy’s speed so that he may escape. She increases the boy’s SPD+0 to +4 with her ability. This results in a DoD-12. The boy thanks and blesses her, and moves off at a great speed through the woods. Alter Protection/Damage Rating: The PR of the magic-user’s skin can be enhanced +1 per 3 power levels. The same DoD is used for increasing the DR of mundane or natural weapons (such as the teeth or claws of the Andamen) Example: Thalmia, 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 coral. She gives her skin PR4 armor (DoD-12) of living coral, 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). Changing the scale of a living being by one level. Significant Manipulation (Level 10): Alters one humanoid to another humanoid species, provides unnatural alterations such as feathers or grass instead of hair, or changes the form and material of objects no larger than an average adult human. Major Manipulation (Level 15): Alters one species into any other; transforms 5m x 5m of any one non-living object into any other substance; i.e. stone to metal, metal to wood, or soil to water. Complete Alteration (Level 20): Alters any living being in any way imaginable; flesh to stone, etc. Also alters 20m volume of any non-living material into any other — even living — substances. This is the only way in which life can be created magically, short of divine intervention. The modifiers and effects of Manipulate Magics always stack. A Magician turning himself into an eagle would be activating a Major Manipulation (Level 15). If he wished to enhance the DR of

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ATLANTIS: The Second Age 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. Activated as a countermagic, Manipulate effects can restore objects or beings affected by Manipulate Magics back to their original forms.

Sensory DoD Mod PER

Increase or decrease PER Attribute

-1 per +/-2 to PER

Scrying Range:

Used for seeing at a distance

-1 per 1km

Scrying Time Range Used for seeing through time Range

20m base

-1 per hour into the past or future -1 per extra 3m

Duration 1 minute base -1 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. Twice the level of the Magic is added to the Hero’s PER when trying to sense. Example: Thalmia 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 5 and may now add +10 to her PER + Investigate/Search (Deduce Motive) when trying to root out the lie. Example: Thalmia 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: Thalmia 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 Thalmia a DoD-8 to find it. She reaches out with her Sensory ability with a range of 32m and an enhancement of +20 PER. The total DoD to cast the Magic is -14. Since the grate is within range, the GM allows her to roll her PER +20 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. Example: Thalmia is out at sea and wants to spy on a group of pirates in a port 10 kilometers away. She casts a spell in a bowl of water and asks the elemental spirits there to show her what the pirates are doing. She needs to see 10km away and has a spell DoD of -9 (the first kilometer is free) and enhances her PER by +8 to find the pirates (-4). The total DoD to see into the port is -14. 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: Thalmia has the stolen amulet, and is trying to get past a checkpoint where guards are searching travelers’ belongings. Thalmia 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: Thalmia 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.

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Shield DoD Mod -1 per 2 HP

Hit Point Rating: PR Rating:

Used for Barriers

-3 per 1PR

DoD Rating:

Used for Wards

-1 per -2 DOD

Area:

Single target (aura) or a 2m radius for Barriers or -3 per additional Wards meter

Range

Touch

-1 per additional minute Shield Mode Magics come in three varieties: auras, barriers, and wards. All Magics of this Mode have 2 Hit Points per Magic Level. All damage that would be done to a target protected by an aura, barrier, or ward beyond its PR will be absorbed by the Magic itself. 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 the type of damage to which it is attuned will pass through the ward unaffected. Duration

1 minute base

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 the 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 a level-10 Aura of Protection. The aura provides the Hero with 20 points of protection. During the battle, the Hero suffers 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, doing damage to the Hero. While protected by an 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, this also negates “called shots” to unarmored portions of the body. 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 and 2 Hit Points per level. Thus a level-9 barrier would have a PR of 3 and 18 Hit Points. Once damage is done to reduce the Barrier to zero Hit Points, the Barrier is shattered. Barriers are immobile once created; they cannot be moved. The spell caster may pass freely through the barrier or allow others to pass.

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ATLANTIS: The Second Age 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 particular type of weapon: swords, bows, or claws (not weapons in general). ►► An elemental or environmental effect: heat, cold, electricity, acid, drowning. ►► A Skill: 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 against Ward Magics. Casting Ward Magic against the Attack Mode effectively functions as protection against Magic damage. ►► Any single type of creature: 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 do not protect like an aura or a barrier, but make it more difficult for the thing warded against to affect the Hero. For every Effect Level, the Hero gains a bonus +2 to any difficulty to affect him. Example: a person using a sword to attack a person with a level-10 ward versus swords would have an additional -20 to hit the person. If the person decided to sheathe his sword and use an axe, the warded person would be vulnerable since an axe is not a sword. Example: Petranova is searching for Chimera eggs below the city of Argos. Knowing that she will encounter the foul creatures in the labyrinth of caves below the metropolis, she creates a Magical Ward level 12, protecting against Chimeras. She finally finds a cave choked with eggs, but also encounters the clutch’s mother. The Ward provides -24 to any Chimera that attacks her. If Petranova stumbles upon a blind cave troll in her travels would have no additional defense against that beast since it is not what the ward is dedicated to protecting against. 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 (+1DR per 3 Magic Levels) from the threat or malady. In the case of Curses that do not inflict damage, they inflict the target with a penalty of some sort equal to -1 per level. Curses may be resisted with a successful WIL + Resolve roll.

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Summoning DoD Mod Base DoD:

Determined by the Ability Level of the creature summoned

Ability level

Casting time:

Base 10 minutes +1 minute per spell level. This may be -1 per minute reduced reduced

-2 for WIL in minutes, -5 for WIL in hours, -10 for WIL in days, -20 for WIL in months, -35 for a permanent summons. All have a minimum of 1 time increment NOTE: Those with very low WIL attributes usually do not make good Summoners. A magic-user with a low WIL attribute may not be able to summon a creature and hold it for every long. 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 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 powerful beings, transporting a creature from where ever it happens to be, and bringing it to the summoner. The type of creature 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: Petranova wants to summon a horse to ride to the next city to meet a contact. The Ability level of the horse is 7 and she decides she will need the mount for a few days. She has a total DoD-17 (-7 for the ability level and -10 for the duration). All this requires 27 minutes to accomplish (base of 10 minutes, plus the DoD of the spell). If the Summoning spell is cast correctly, the intended subject will appear at once. Constrained by the forces of the spell, it will be unable to do harm to the caster or move without his permission. In return for the caster’s promise to release it, the creature can be compelled to answer up to three questions, or to perform a single, specified service. This it will do to the best of its capabilities. Summoned beings can only provide useful answers to questions they are likely to know. For example, the spirit of a murder victim may be able to name its killer, assuming it saw the murderer. The GM is the final judge of what the summoned being does and does not know. 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. 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. Duration:

Example Uses of the Summoning Mode

“I summon the demon Uthuk A’Lan 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.”

Servitude The summoned creature will serve the summoner for the duration of the spell. It may not want to serve but will be compelled to do so to the best of its ability. Once the duration is over the being will go back to its home wherever that may be. Certain enchanted items can be used to imprison summoned creatures in gemstones, crystal orbs, brass lanterns, and so forth. If the being is not restrained, it vanishes instantly when the spell ends. The Offering A spellcaster may try to entice the entity or creature into service by bribing it with wealth, food, and — in dire circumstances — souls. If offering tangible goods, a spellcaster must make a Wealth Rating roll and for every -1 on the DoD the Hero gains a bonus of +1 (maximum of +10). If doing a blood offering, the Hero gets a +1 bonus for ever one Ability Level of the creature being sacrificed. Example: Thalmia is summoning a powerful elemental to do her bidding and the summoning roll has a DoD-25. She decides to offer the being rare incense to entice the creature. She decides she wants a +5 to her roll. Before she can summon the elemental, she must make a Wealth roll with a DoD-5 and get a full success. If she succeeds, then she gets a +5 to her roll.

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ATLANTIS: The Second Age Example: Malikar the Wicked is trying to summon a demon from the City of Brass and also has a DoD-25.To do so, the mage brings in 4 slaves, each with an Ability Level +2. After completing his grizzly blood sacrifice, he gains +8 to his roll. 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 performs 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.

Battle of Wills Once the creature is summoned, the spellcaster must impose herself upon the creature in a battle of wills. The Hero uses his WIL+ Summon versus a DoD of the being’s WIL. If successful, the summoned being is forced into servitude and will do the bidding of the summoner for the prescribed amount of time, and will not try and foil or attack him. If the roll is a Partial Success, the being will try at every turn to free itself from bondage and may try to sour the Summoner’s plans. A Failure means the creature is not bound and may leave at its convenience. A Critical Failure could mean the creature attacks the summoner, trying to kill him. This depends of the disposition of the creature summoned. 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 Degree of Difficulty (DoD) penalty equal to the creature’s overall ability level. Like Summoning, Banishment effects take 10 minutes per Ability 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.

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ATLANTIS: The Second Age

Traditions

Magic Traditions and their Modifiers

The bonuses and penalties received from a tradition do not stack with bonus or penalties from another tradition. When using a tradition of magic, the Hero is required to follow all the limitations and penalties if he wants to receive the benefits. Example: A hero with both Animism and Witchcraft wants to use a Manipulate spell. To do so, he would have to use his Animism tradition and practice magic as a shaman would and gain a bonus of +3 to his roll. If the same Hero wanted to use Influence he would not receive both the bonus from Witchcraft and Animism but would have to pick how he wanted to create the spell and then take that tradition’s bonus.

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. Traditions Format Each tradition is described according to the following format: Name of Tradition Description of the Tradition: its history, and/or practices Advantages: special advantages of this Tradition Limitations: disadvantages or limits of the Tradition 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 Tradition Example Spells: examples of spells that might be used by members of this Tradition. The example spells are categorized into three different difficulty levels: Basic (or beginner) spells, Advanced Spells, and Master Spells

Animism (Medicine Men, N’anga, Houguns, Inyanga, Mystic, Witchdoctors) Animism is the magic of spirit and dream. By connecting with his unconscious dream-self, an Animist 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 Animists see spirits in abundance in the world. Every natural form is an extension of one Totem or another. Oak trees are simply manifestations of the many-armed of the Giver-ofLife; the crow is the embodiment of Raven. When in communion with a Totem spirit, a Animist may either seek the spirit’s council or take on the powers and aspects of the Totem. Attaining the dream-like state necessary to commune with the Totems often requires the ingestion of herbs, mushrooms, or other naturally psychotropic substances. Some Animists also train themselves to visit the Dreamrealms while sleeping or meditating. Like Witchcraft, Animism is an oral tradition, without scrolls or spellbooks. Shamanic initiates are usually chosen by their instructors and trained in private. In tribal communities, the Shaman is often the leader or chief counsel to the tribal head. Animism can be found throughout the world, but is rarely practiced in civilized realms. Components Animism relies on complex chants, gestures, or dances, and specific natural fetishes. For example, to summon up an Avian-Totem, the Animist might cry out like a raven or hawk, flap his arms like wings, and brandish a fetish made of feathers.

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ATLANTIS: The Second Age Advantages ►► Every Animist has a specific totem animal that guides them in the Spirit World. When casting spells appropriate to their totem, the Animist 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). An Animist will never be attacked or threatened by an animal of the type that corresponds to his totem. In my experience most Shamans ►► An Animist who spends extra time reaching an ecstatic state (Taking Extra Time) and do not like to see other magicians makes a Performance skill roll with a DoD equal to the spell level will receive double the arriving in their locale. Shamans benefit. are often the central figures in ►► Animist magic doubles their MR for the sake of Magic Fatigue. spiritual life and having another being that can use magic in a Limitations totally different way dilutes the ►► An Animist must first attain an ecstatic state to cast his spells. This can be accomplished by locals’ belief in the Shaman and ingesting a natural hallucinogen such as opiates, or other psychotropic herbs or mushrooms his spirit totems. or by careful meditation, dance, singing, or the performance of music. Without these Thalmia, Triton Sorceress benefits the Animist suffers a casting roll penalty of -5. Modes Attack

-2

Manipulate

+3

Illusion

+1

Sensory

+3

Influence

+2

Shield

-2

Kinetic

N/A

Summoning

+0

Manifest

-5

Sample Animist Choden, an Uluku Shaman from Himvati, wants to call on the spirits of the great eagles so that he can clearly see down into the river valley from his hidden camp on the cliffs above. Knowing if the moving figures are enemies or allies is very important. (Choden wants to increase his PER so that he can see detail from a distance.) Choden sits and wafts some of the sacred smoke from an incense stick over his head. He sways gently, quickly dropping into a trance. He hears the cry of one of the great eagles in his mind and when his eyes snap open, they are the deep golden-brown of an eagle. (Choden gains the sight of an eagle as well as a +3 to his PER score.) He peers over the edge of the cliff and spots the dark skin of his Nubian ally Donobey. Breathing a sigh of relief, he shakes himself free of the trance and begins gathering his belongings. Enchantment Animists 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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ATLANTIS: The Second Age The Dark Arts

The Dark Gods and their minions

Ba’al and Set employ many minions in their prisons deep within the earth. Most of these horrors are misshapen, vile manifestations of the two dark deceivers’ own corrupt hearts and repugnant ambitions. No two demons are alike and all are horrible and to behold. Only through illusion and trickery will a demon ever look pleasing to the eyes of mortals. Most steal their forms from the Elder Gods’ horrible dreams; therefore seeing one brings lesser men to their knees, screaming in madness, begging for their eyes to be plucked out. Ba’al frequently allows his servitors to be bound to Diabolists because this is the easiest way to allow them to gain access to the mortal world. His nihilistic goals are furthered by unwitting humans who play with powers beyond their small understandings. Set usually only allows his minions to be bound by those with power to shape the human world, and his demons are never in the employ of smallminded men. Set seeks dominion over the mortal world so that, ultimately, he might rule.

(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 demonic powers. Aspirants need a great number of corpses and living beings to practice on; another reason why this Tradition 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. The chief component of all dark magicians is the demon that serves them. All magic is done through the demon. In most cases, the demon is quiet and hidden, but when its master is angered, it will show itself. The demon is a part of the diabolist and hides in shadows near the magic-user, or sometimes in the shadows of his heart. Most of the time, the demon is intangible and invulnerable to physical or magical attack. Typically, it only manifests when the magic-user wants something done. The demon or evil spirit has a known name (given by the player) and a true name that it holds secret, but is known by the magic-user. The true name is what gives the dark magician his power over the demon. The demon is not a likable servant and is never happy with its subservience to the mage. He may be argumentative and combative or tries to lull the mage into a false sense of security, but will usually relent and perform the tasks of the magician. Advantages ►► Death and pain are not only the subjects of the Dark Arts — they are also its ally. The vast majority end up spending eternity enslaved to a demon or some other dark spirit, but a 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 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 Levels from all Skills known as a result of the horrific transformation (to a minimum of +0). ►► The mage of the Dark Arts gains twice the normal benefit from bloodletting when a living creature is sacrificed. Limitations ►► Those who practice The Dark Arts are universally regarded with fear and suspicion by most decent folk. They are welcome in few lands. Nature spirits and other benevolent entities will not willingly cooperate with spellcasters of this Tradition, whom they consider cruel and vile. The mage gains an additional +2 to all Intimidation rolls, and in social situations suffers a penalty of -4 in addition to any social modifiers he may already have. ►► Manipulate Effects: Dark Arts practitioners are able to manipulate many qualities, most commonly physical strength and power. In all cases, uses of the Manipulation Mode by a Dark Arts spellcaster manifest as a demonic appearance in the recipient’s augmentations in some way. ►► Summoning Effects: Dark Arts adherents specialize in dealing with otherworldly entities,

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ATLANTIS: The Second Age but generally not of the benign type. Dark Arts summonings are always of demons and other malign spirits. ►► Those who know the true name of a Dark Arts practitioner’s demon gain a +5 to resist any magical effect that targets them. ►► If a Critical Failure is rolled on any Mode Skill roll the demon may escape and cause some sort of mayhem for a time. The demon usually targets the magic-user’s friends and loved ones, in the hopes that it can make the magic-user suffer. Many Dark Arts practitioners ►► High-level spells taint the area with a malignant odor when cast. If the spell Effect level is 15 or higher, a taint is left in the area. The radius is equal to the 1m per point of MR and are adept at hiding their powers, those in the area suffer a -1 penalty to all actions. The area will be tainted for a number of either pretending to be mundane or another type of magician. days equal to the levels above 15 (minim of 1 day). Never trust a magician that reeks of perfume—they’re hiding Modes something. Many practitioners Attack +1 Manipulate +1 of the Dark Arts started out on other paths and fell prey to the Illusion +1 Sensory +1 lure of power. Influence N/A Shield +0 Thalmia, Triton Sorceress Kinetic -5 Summoning +3 Manifest

-3

Sample Diabolist Asha Khum, a necromancer of Acheron, is displeased with a servant who has failed him. (Asha Khum wants to burst the servant’s heart with an attack spell) Asha calls the name of his demon, and the diabolic entity shambles forth from the shadows behind him. Asha commands that the heart of the man be brought to him. Before he can finish his request, the demon is upon the man, savaging him with its gibbering mouths and gnarled fingers. (Asha does 15 points of damage to the man, killing him) The demon rips the beating heart from the servant’s chest, and throws it at the feet of its master. Enchantment Common enchanted items created with the Dark Arts include: ►► Talismans that ward away or control undead (Ward or Influence) ►► Weapons or items enchanted with disease-causing spells (Manipulate)

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ATLANTIS: The Second Age Sorcery (Mages, Magi, Sorcerers, Elementalist, Wizards, Kashaph, Invokers, and Astrologers) The invocation of elemental spirits through the use of arcane symbols, expressions, and concepts to provoke the entities to do his bidding. 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. 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. Because of their knowledge of the natural world, the Atlanteans were able to make bargains, enslave, or coax through blackmail or threat the very elemental forces that compose the natural world. By no means were the elementals happy with this, but through pacts made long ago a mutual agreement was reached. The life essence of the universe would be allowed to flow in abundance and the elemental Lords would allow their minions to do the bidding of the Atlanteans. The elementals and Atlantean sorcerers created a complex language of high concepts and ideas. Powerful bits of this codified, arcane language later became known as “spells” and are now used by sorcery to coax, compel, or trick the elementals into performing acts in the material world. Components Those who practice Sorcery must gesture with both hands and speak arcane phrases aloud in order to invoke and direct the elemental spirits. Devices or components composed of one or more of the elements are sometimes used. Advantages ►► The Atlantean school of magic is much more disciplined than the other traditions because of the laws that govern agreements made between the elementals and the ancient Atlanteans. Ritual is very important to the sorcerer and any extra time taken doubles the bonus received. ►► The Sorcerer may pick one Mode to represent the type of spells she regularly practices. The sorcerer must have one mode that is not available to her, one mode with a penalty of -5, and my allocate a total of 5 points to the other modes as she sees fit. They may also reduce a mode to negative numbers and add the points to another mode as a positive number (not the N/A mode or the -5 mode)up to a maximum of -3. Limitations ►► Spells of Atlantean Sorcerers are always accompanied by an effect defined by the type of spell being cast and the entities involved in the magic. An elemental summoned to throw a fireball may smell of brimstone and sulfur, and howl as it streaks towards the target. An Influence spell may manifest in the form of a bird composed of air that sings into the ear of a person to be seduced. ►► Spells of Sorcery are always accompanied by some combination of glowing green Vril lights, an electrical charge in the air, or strange sounds. Anyone nearby that makes a successful PER roll with a bonus equal to half the spell level 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 Tradition. Likewise, anyone affected by a spell of Sorcery (magical influence, protection) will have a noticeable elemental aspect. Modes

136

Attack

*

Manipulate

*

Illusion

*

Sensory

*

Influence

*

Shield

*

Kinetic

*

Summoning

*

Manifest

*

ATLANTIS: The Second Age Sample Sorcerer The Triton Thalmia is a practiced sorceress. When she casts a spell to move a set of keys from a guard belt to her hands, she invokes the name of the Empress of the Twelve Winds, Yansan. (Thalmia cast a level-8 Kinetic spell) In the invocation, she recites the name of the 10 Atlantean bargainers who originally made the pacts, and asks the Empress to send aid in her endeavor. The air around Thalmia swirls into a small, vaguely human, shape. The small form wisps toward the keys, lightly tugs them from the sleeping guard’s belt, and bring them to the waiting hands of the sorceress. Enchantments • •

A ring housing a wind elemental that allows the wearer to produce a wall of wind to negate damage a 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)

The Elemental Lords

There are four Elemental lords that are invoked when performing sorcery. Ruwa Bhūmi Lord of the Earth, and all that crawl and slither on it. Yansan Pavan Empress of the Air and all that fly in it. Jala Uthlanga Mistress of the Waters and all that swim in it. Qamata Iosis Sovereign of Fire and all things burning. The four lords were realized and given awareness in the early times by Olódùmarè to help in his task of ordering the universe. After Olódùmarè’s dismemberment, the Elemental Lords and their progeny were imprisoned by Ba’al and Set near Mount Meru. Thousands of years past, and the Atlanteans soon discovered the Elementals Lords. The Sorcerers controlled and harnessed Vril (the primal elemental energy), forging a way to release the Elemental lords and their kin back into the world for an exchange of services. The Elemental Lords saw these little favors as a small price to pay for their freedom, and agreed. To the Atlanteans, it was a windfall; but to the Elemental Lords it was a pittance.

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ATLANTIS: The Second Age 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 tradition are similarly at peace with their surroundings and are known in most civilized lands as Witches (both male and female casters). Looked down on by most casters of more scholarly traditions, Witches are more common in primitive and rural places than in cities and civilized lands. There are a few exceptions; in the lands of Havar, for example, the ruling class is comprised of practitioners of this tradition, known collectively as Druids. Unlike the sorcery of the Atlanteans, witchcraft comes from a tradition of stewardship and communing with the spirits of nature. One should not be fooled by its placid appearance, however. Nature has fury and strength; it 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 practitioner, component, and end goal 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 Traditions, 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 Tradition, 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 a 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. ►► Practitioners of witchcraft 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. Modes

138

Attack

-3

Manipulate

+1

Illusion

+0

Sensory

+1

Influence

+4

Shield

+2

Kinetic

+0

Summoning

-5

Manifest

N/A

ATLANTIS: The Second Age Sample Witch The Lemurian Chaska, a wandering witch-woman of Tamoanchan, poles through one of the swamps in a low, dugout canoe. She spies some local tribesmen on the shore, but they are Nethermen. Seeing that they have bows, she calls to the spirits, chanting to herself. Finally, she drives a bone needle into the palm of her hand. As her blood wells, red and rich, she makes a fist around it. (Chaska wants to cast a protective spell to shield herself from the arrows.) Her canoe sails past the Nethermen tribesmen, and their arrows seem to halt just above her skin before falling harmlessly into the canoe. Enchantment ►► ►► ►► ►►

Wooden staves or wands enchanted with spells of Witchcraft (Attack, Shield, etc.) Medallions or brooches that protect from harm (Shield) Rings or stones that render a subject invisible to scrying (Sensory - Obscure) Crystals or mirrors for viewing distant locales (Sensory)

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ATLANTIS: The Second Age

Sample Spells Thalmia’s Ivory Tome Icy Winds Sorcery Attack, DoD-14 DR 5 for two rounds Range: 2-meter circle within 20 meters of caster Calling upon Jala Uthlanga and Yansan Pavan, the caster of this spell causes a freezing wind filled with shards of ice to swirl through an area. The winds last but a few moments but continue to freeze anything caught in its swirling winds. While this spell is in effect, the caster’s eyes glow green and they too are surrounded by winds that swirl and catch at their clothing and hair. Spell Construction: -5 (DR) + additional radius (-6) + burning (-3) Winds of Thought Sorcery Influence, DoD-14 Area: 1 Target in line of sight Duration: 5 rounds Her words, given strength and quickness by Yasan Pavan, are used in this spell to bend the mind of another to her will. While winds whisper with the echoes of her words, the target of this spell will do as she commands. The target can resist her commands with a WIL + Resolve roll, DoD-10. Spell Construction: -10 (command) + additional duration (-4) Walk the Sky Sorcery Kinetic, DoD-13 Lift: 50 kg SPD: +0 Range: 20 meters Duration: 1 minute (10 rounds) Calling upon the spirits of the air to bear her aloft, Thalmia can use this spell to cross a span of open air. Though she cannot move rapidly, the air spirits will keep her in the air as if she were walking on a flat and level surface. Alternately, she can ask them to lift an object nearby and move it at the same slow walking speed. Spell Construction: -1 (lift) + increased Speed (-12) Infusion of Vril Sorcery Manipulate, DoD-17 Area: Up to three individuals Duration: 1 minute (10 rounds) By calling upon the old Atlantean masters and the elemental gods, Thalia can clasp her hands with two others, directing some small measure of the local flows of Vril into all three of them. For a short time after, each individual will crackle with bolts of green aetheric energy during which time each gains the benefit of +5 to PR as the flows of Vril turn aside any incoming attacks. Spell Construction: -15 (PR modifier) + additional targets (-2)

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Flow like Water Sorcery Shield, DoD-12 24 HP for 1 Minute (10 rounds) With this spell, Thalmia surrounds herself with swirling streams of water drawn from nearby or condensed from the air. These streams and flows of water intercept incoming attacks from opponents, stopping them until 24 points of damage are absorbed. The spell also makes her slightly more supple and able to avoid attacks (+4 to Evade attempts). Spell Construction: -12 (damage absorbed), secondary effect at 1/3 level (level 12 divided by 3 = 4. Level 4 Manipulate effect = +4 to Skill)

Asha Khum’s Obsidian Tome Claim the Heart’s Blood Dark Arts Attack, DoD-15 DR 15 Range: 20 meters With an intonation and gesture to focus the diabolic energies, Asha Khum can send forth a summoned diabolic creature. The hideous fiend flies shrieking toward a target where it unerringly strikes the victim’s chest, attempting to pierce through to reach the heart. The caster must still roll an attack roll to direct the vicious, blood-drinking fiend. Spell Construction: -15 (DR) Dead Visage Dark Arts Illusion, DoD -13 Duration: 1 minute (10 rounds) By smearing his face with blood and ash, Asha Khum can invoke a demonic servitor to change his appearance to that of a dead and rotting human corpse. The illusion is convincing, complete with the smell of rotting flesh and a subtle masking of his natural breathing. When using it to hide, posing as a corpse, Asha Khum has a +2 to his Deception attempts. If instead he poses as a shambling, articulate undead monstrosity, he can instead gain a +2 to his attempts at Intimidation. Oft times, the vision of the dead face takes on demonic overtures in addition to the undead appearance. Spell Construction: -1 (illusion) + sensory enhancements (smell, motion; -6) + phantasmal visage (-6) Strength Beyond Measure Dark Arts Manipulate, DoD-24 Subject: Caster or single target Duration: 10 minutes (100 rounds) By aligning himself with Ba’al’s aching hunger for destruction and allowing one of Ba’al’s demonic servitors to temporarily inhabit his body, Asha Khum can increase his Strength Attribute by +5. While so enhanced, Asha Khum’s body swells with energy. His muscles bulge as if they will tear through his skin. His skin becomes feverishly hot, turning a diabolic and disturbing shade of red as if he burns with an internal fire. Sometimes the gut-wrenching form of the possessing demon can be seen crawling below his skin, across his now mighty arms and chest. Spell Construction: -15 (STR modifier) + duration (-9)

ATLANTIS: The Second Age Grave Ash Pyre Dark Arts Shield, DoD-19 PR 3, Wall HP 18 5 meter wall Duration: 2 minutes (20 rounds) By crushing a piece of ash and grave dirt in his hands and calling upon the powers of the Children of Ba’al, Asha Khum can call forth a huge wall of burning bone and infernal fire within which small demonic forms cavort and caper. The wall stretches across 5 meters. Through the flames and beneath the crackling of the burning bones, it is possible to hear the cries and screams of the dead, and the mad whispers of their demonic tormentors. Spell Construction: -9 (PR and damage absorbed) + additional area (-9) + additional time (-1) Call Forth the Djay’mut Dark Arts Summoning, DoD -20 Summons a Djay’mut Duration: Caster’s WIL in days Casting time: 20 minutes By means of this spell, Asha Khum can call up a djay’mut, a type of demonic undead, and bind it to his service. The djay’mut is generally sullen and cannot bear the presence of holy symbols, but as a fighter, a scout, or an assassin it thrives. Djay’mut, demonic undead Int 0 Wil -2 Per +2 CHA -2 MR -1 Str +3 Dex +1 Con +2 Spd +3 CR +4 AL 10 HP 22 HrP 10 Rn 22 Scale: M TL: Troublesome Dagger-like Claws DR 7 Chitinous, bony shell PR 8 Armor-piercing claws, Flight, Intangible, Invisible Spell Construction: -10 (level of summoned creature) + duration (-10)

Choden’s Ancestral Chants Claws of Berkhut Animism Attack, DoD -16 DR +6 Duration: 1 minute (10 rounds) Entering a trance and communing with Berkhut, the great Eagle of the Mountains, Choden’s hands take on the semblance of great talons. His physical hand-to-hand attacks are stronger, capable of rending through flesh and hide. Such attacks gain +6 to their DR for the duration of the spell. Spell Construction: -6 (DR) + duration (-10) Voice of the Ancestors

of those they loved who have since died. The voices exhort them to be strong in the face of danger. Bolstered by his chants, those five individuals each have their WIL raised slightly (+2 to WIL) Spell Construction: -6 (WIL modifier) + duration (-4) + area (-4) Walking the Road of Dreams Animism Manipulation, DoD-29 Area: Caster Duration: 10 minutes (100 rounds) This spirit-working requires intense mental preparation. Falling into a trance aided with burning herbs and incense, it is possible for the shaman to shift much of their body into the Dreamrealms. When this is done, the shaman’s body on Earth becomes intangible. It is still visible as a ghostly after-image, but no physical harm can come to it. The shaman can rise up and walk around, even passing through solid objects at their normal SPD. However, they cannot interact with physical objects themselves for the duration of the spell. While in this intangible state, the shaman does get a bonus of +18 to PER rolls to perceive spirits in her immediate area (20m radius). Spell Construction: -20 (transmutation) + duration (-9), secondary effect at 1/3 level (level 29 divided by 3 = 9. Level 9 Sensory effect = able to see spirits, PER bonus) Dream Vision Animism Sensory, DoD-23 Scrying Range: 10 km Duration: 10 minutes (100 rounds) By entering a trance and calling upon the Berkhut, the great Eagle of the Mountains, Choden’s senses temporarily leave his body. He feels as if he flies with Berkhut and can move his perceptions anywhere within the radius. His senses are sharpened, giving a +8 to rolls involving PER through the spell. He can move his perceptions from place to place within the range quite rapidly, though all of it seems to be through a slight haze of mist or smoke. Spell Construction: -4 (PER modifier) + distance (-10) + duration (-9) Footsteps of Dreams Animism Shield, DoD-18 Ward vs Tracking Duration: 10 minutes (100 rounds) By slipping into a trance, Choden can then walk as if in a dream and the tracks he leaves behind are instead left in the Dreamrealms rather than upon the base Earth. This greatly increases the difficulty of anyone attempting to track the Uluku (-18 to opponent’s Tracking rolls). Spell Construction: -9 (strength of ward) + duration (-9)

Animism Influence, DoD-14 Area: Small group (5 individuals all within line of sight) Duration: 5 rounds While in a trance, Choden can call on the ancestors that served a totem, relaying their strength and resolve to a small group nearby for a short period of time. While Choden chants, his voice takes on an echoing quality. Five individuals nearby can hear the voices

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ATLANTIS: The Second Age Chaska’s Bloodied Leaves Curse the Name Witchcraft Attack, DoD-18 3 DR + 3DR per round Duration: five rounds By fashioning a crude fetish image of a victim, usually with local vegetation plus some of the victim’s hair or clothing, Chaska can smear the fetish with her own blood and then rend the fetish apart (with a targeted attack roll). The victim represented by the fetish, no matter where they are, suffers wracking pain for half a minute as their bones twist and organs bleed. Spell Construction: -3 (DR) + burning duration (-15)

The Shadows Speak Witchcraft Influence, DoD-24 Single target within line of sight Duration: 1 minute (10 rounds) By coating her lips with blood and holding a small piece of silver under her tongue, Chaska can speak words that the spirits carry into the mind of someone nearby. She is able to issue commands, suggestions, or otherwise erode their resolve in such a manner. Targets can attempt to resist with a WIL + Resolve roll, DoD-15 Spell Construction: -15 (command) + duration (-9)

The Crush of Serpents Witchcraft Manipulate, DoD-24 Single target Duration: 10 minutes By fashioning a crude fetish image of a victim, usually with local vegetation plus some of the victim’s hair or clothing, Chaska can wrap her powerful hands around the fetish and begin to crush it, grinding her palms together. Wherever the victim may be, they feel the air pushed from their lungs and their body squeezed by phantom bands of force. So imprisoned, the victim suffers a penalty of -5 to all of their CON rolls for the next 10 minutes. Spell Construction: -15 (CON modifier+ duration (-9)

The Baleful Eye of Chaska Witchcraft Sensory, DoD-10 Range: 20 meters Duration: 1 minute (10 rounds) Calling on the spirits, Chaska pricks a finger and smears her eyelids with blood. The spirits enter her eyes, turning them a wretched and ghastly opaque green. However, while her eyes are so enchanted, she is able to sense the subtle twists and elements of an individual’s soul, giving her a bonus of +20 on PER + Investigate/ Search (Deduce Motive) rolls. Spell Construction: -10

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Bloodied Hands Witchcraft Shield, DoD-10 20 HP Duration: 1 Minute (10 rounds) By gesturing to gain the attention of the spirits and then pricking the palm of her hand, Chaska can create an aura of eldritch energy that absorbs incoming attacks. The blood in her palm signifies her life-force, and when she closes her hand into a fist, she forms a barrier between that life-force and the outside world. So symbolized, the aura forms and works to absorb the next 20 points of damage that Chaska would otherwise suffer from weapons or spells. Spell Construction: 10

ATLANTIS: The Second Age

Places of Power Scattered throughout the globe (and the universe) are numerous places of cosmic power known as Vril energy. 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.

Places of power are almost never unguarded. Spirits, magicians, and monstrous beings all covet these locations and even the most beneficent of them will make you pay for the power within. I’ve paid tithes of blood to a vampiric entity in Iber, a pouch of gold to an Atlantean What are the points? The energies pulled from Points of Power are represented as temporary Hero Points and may sorcerer, and plucked a flower be used as Hero Points are used. They may only be stored for later use for a time period of minutes from a tall mountain for a spirit in Tamochan. equal to twice the WIL of the Hero (minimum of two minutes). Thalmia, Triton Sorceress The Game Master determines the exact amount, but most mystical places provide at least 2 Hero Points worth of power.

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ATLANTIS: The Second Age Finding a Place of Power Finding a Vril Site MR + Investigation/Search vs. a varying DoD 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: Nadeera is fighting two adversaries, one known as Dispater the wicked and the other an Ophinite named Mongo the bloody. Knowing that she is outmatched, Nadeera ducks into a barn and hides. She opens her mind, feeling the flow of ambient Vril energy around her; 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 that holds 16 Hero Points of power (DoD-8. Nadeera rolls her MR + Investigate/Search and gets a success, enough to find the power charged well. Circumstance (base DoD of -2)

Investigation Roll Modifier

During a Solstice or holy day

+2

Tiny (a rock outcropping or well)

-4

Small (size of a small house or cave)

+0

Medium (the size of a foothill or small cemetery)

+2

Large (the size of a small forest grove)

+4

Huge (a mountain range or large forest)

+6

Distance

Modifier

1 meter

+4

5m

+2

+0

0

20m–49m

-2

50m–100m

-4

Every additional 100m

-1

1km

-10

+4 difficulty for every additional kilometer Energy Stored

Modifier

2 Hero Points of Stored Energy

-6

4-–6 Hero Points of Stored Energy

-2

8–14 Hero Points of Stored Energy

0

16–22 Hero Points of Stored Energy

+2

24–30 Hero Points of Stored Energy

+4

+2 difficulty for every 10-point increment

Tapping the Flow of VRIL WIL versus a DoD-6 or GM-assigned difficulty Once a site has been found, the energy may be tapped and used. A Hero may pull a number of bonus points per round equal to his MR Attribute +1 (minimum of +1). The Hero uses her WIL versus a DoD-6 to siphon the energy. Die Roll Result The Hero loses MR +1 Hero Points. If he has none available, he loses Hit Critical Failure Points Failure The Hero 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

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ATLANTIS: The Second Age 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 pull the points in initiative order rolling against their normal DoD. 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 a 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, there are the 5 evil days. On these days it is said that the boundaries between the spirit 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. All devotees spend the day paying tribute. In some regions all conflicts stop with both sides taking respite in recognition of the gods. Feast Days

Whether the Atlantean Empire Every month has two feast days; one on the 15th and one on the 30th. The feast days are usually was good or ill, I leave for other family gatherings, where the extended family can meet and talk about the happenings of the month. historians to decide. However, Months Elemental Force the unification of the world under one calendar is a benefit Nisanu The beginning of the new year Air that few men appreciate. Ayaru Water Caerwyn, Lemurian Scholar Simanu Equinox on the 20th day of Simanu Fire Earth

Du’uzu

Air

Abu Ululu

Summer solstice on the 21 day of Ululu st

Fire

Tashritu

Earth

Arakhsamna Kislimu

Water

Equinox on the 22 day of Kislimu nd

Air Water

Tebetu

Fire

Shabatu Adaru.

Winter solstice on the 21 day of Adaru

Earth

Wayeb

5 ill-fated days and the end of the year

The Void

st

Magic and the time of year Different magic users work differently depending on the season or month. The differences depend on the month or season, and are explained below, but all work the same way. A Hero using their traditions will automatically gain a bonus to their spell casting equal to twice the Hero’s CHA score. To activate this benefit, the Hero must spend 1 Hero Point. Example: A Hero with a CHA +3 and Attack Mode of +10 is trying to cast a spell with a DoD-18. Normally the hero would have a -8 to his roll but during the dark month he may add +6 to his roll if he spends 1 Hero Point. The Solstices During the solstices and equinoxes, magics performed in the Witchcraft and Animism Traditions have increased potency and brim with extra power.

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ATLANTIS: The Second Age The month of Wayeb During this wicked month, the forces of darkness are set upon the earth, enhancing and helping their mortal allies with the Dark Arts. 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 player may pick 4 months where they receive a bonus to their magic. 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 casting equal to 5x their CHA. 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 WIL to all spells cast during this time. To activate this benefit or negate the disadvantage the Hero must spend 1 Hero Point. Solar Eclipse During these inauspicious (for most) occasions, the dark powers of the world gather in strength and the Elder Gods dream more potent horrors. All who practice the Dark Arts tradition double their magical effects (a level 5 spell is now a level 10). To activate this benefit, the Hero must spend 1 Hero Point. The Great Conjunction Every 500 years, the Great Conjunction happens. All six planets and the moon gather imperfect alignment with the sun. When this occurs, great and powerful magic can be worked. 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 (a level 6 spell works as if it’s a level 12 spell). The next conjunction will happen soon….

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 remaining First Age technologies they have learned to use, and occasionally, even duplicate. Atlantis is the most technologically advanced nation of the Second Age. It leads the Vril is the life-blood of the world in both magical and mundane technologies. world. It unites the physical and the spiritual; it crosses the boundaries between the Vril dreaming shores and the banks of Vril flows through the universe, forming invisible rivers of power. Powerful fluxes of energy reality. It is power immeasurable. connect everything: star to moon, sun to mountain, plain to river to lake. Vril energy flows in certain The Lawgiver taught us how to predictable patterns, shifting with creative energy and telluric tides. The areas around these flows bend and shape and use vril. We of energy tend to benefit, as long as they flow properly. In such cases, plants are more productive; tried to do so wisely. animals are larger and healthier. This fertile area extends outward in a band just a few yards wide Caerwyn, Lemurian Scholar (1–10 meters). At the intersection of two or more lines, the energy increases at an exponential rate, extending outwards in a rippling surge (10–100 meters). 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, or 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

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ATLANTIS: The Second Age 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, gargantuan trees, or earthwork mounds that functioned in much the same way. When the Atlanteans rose to power and established their own empire after the Beast Wars, they reconstituted the bonds that ran through some of the old ley line roads by reconstructing ancient pyramids, covering them in Vril-glass, layers of orichalcum, and crystal, painstakingly re-aligning and repairing them.

Atlantean Letters

Vril Pyramids Vril pyramids are large, even mountainous. They may be constructed as either step pyramids or geometrically perfect straight-sided pyramids. They transmit their power to specially made crystal matrices and are usually found at the center of large, thriving cities. Every modern Atlantean city has a collector pyramid in the center although only a handful work properly if at all. Because of the vast power of the telluric currents, each pyramid can power an almost limitless number of crystal matrices. The power is geographically restrictive, however, and any crystal matrix that is taken more than 33km from a Vril pyramid instantly ceases to work until it is brought back within range. Each crystal matrix can only hold a limited amount of power drawn from the collector. Large devices may require multiple crystal matrices to operate. Unfortunately, more than half of these collectors were destroyed during the collapse of the First Age. Many of the remaining matrices have failed over the centuries since the First Age due to wear or vandalism. Modern Atlanteans long ago abandoned the large cities that lack Vril pyramids. On Atlantis, only three working pyramids exist and one of them periodically goes dormant and will soon falter and fail. During their time of dominance, the Lemurians constructed large earthworks, sometimes resembling large hills in various geomantic patterns that functioned as Vril pyramids, but many of these have since been 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. Siphoning power if difficult and dangerous (imagine trying to drink from a fire hose or charging your phone from a live power line). Vril Pyramids have no upper limit on the power they can provide and refresh almost immediately when working properly. Drawing power from Vril Pyramids has a base WIL vs. DoD-15 plus any GM-assigned modifiers. Roll and consult the chart below. Die Roll

Result

Critical Failure

The Hero cannot absorb or release the torrent of energy fast enough and takes 80-MR damage.

Failure

The Hero draws nothing from the source and suffers a Vril burn, suffering 40-MR damage (no armor mitigation).

Partial Success

The Hero may draw half his MR +10 points from the source and suffers a Vril burn, taking 20-MR damage (no armor mitigation).

Success

The Hero may draw his MR +30 points from the source and suffers a Vril burn, taking 10-MR damage (no armor mitigation).

Critical Success

The Hero may draw double his MR +60 points from the source and suffers a Vril burn, taking 5-MR damage (no armor mitigation).

Vril Circles Vril circles are large, hemispherical crystals, between three and five meters across, surrounded by a large circle of Menhir (standing stones). The Menhir are connected along their tops by long, narrow stones that form a ring. The Menhir are between 2m and 4m high, and all are identical. The Atlanteans long ago found that the Menhir absorb and direct 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.

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ATLANTIS: The Second Age 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 which the sky can be seen. The Atlanteans discovered a way to tap Vril circles and tie them to matrices, enhancing the abilities of nearby pyramids and extending the range at which any matrix can be used. As long as a circle is working properly, and lies within the active range of power of a pyramid, a matrix can be used within 11km of that circle. Drawing Vril from a Circle The circles are a less dangerous source from which to draw energy, but house less raw potential. 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 calendar. During this time, the metaphysical fluidity of 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, 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 points currently held in the site.

Stone Alignments Unlike stone circles, alignments are lines of stones; rather than rings. They serve a similar purpose, covering greater areas. Usually the product of earlier civilizations, these alignments sometimes run in multiple, parallel lines and can sometimes create artificial ley line nodes. In some cases, they were used to unnaturally redirect ley lines, diverting them from their paths. Because of this, they must be constantly maintained and tended in the same way as the Menhirs from which they are constructed. The Lemurians built similar tools, 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 untended for centuries. Unlike other Vril collectors, individuals cannot tap alignments for points. While Vril can be drawn from the area in the normal way, alignments merely redirect and funnel the natural energy toward a destination and do not store it up. Menhir A Menhir is a standing stone that can tap the power of a ley line or junction. These stones function 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, Animist or witches perform this duty, usually by painting powerful symbols on the stone (with ink, clay, or blood) or performing powerful rituals at the appropriate times. On some occasions, the Atlanteans used these less intensive methods of cultivating power to create huge, 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 stores relatively little power. Primarily, a Menhir’s 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

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ATLANTIS: The Second Age on the WIL roll when tapping the power source), but they only store 10–15 points of Vril. As with circles, most are attuned to a powerful time of day or a day of the year on which the veil between the physical and spirit worlds is thin. During the prescribed time, the power at a circle may 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 loss of a number of Hit Points 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 total currently held in the site.

Critical Success

The Hero may draw double his MR+5 points from the source, up to what is currently held in the site.

Other Telluric devices Crystal Matrices Second Age Atlanteans have lost the skills to create crystal matrices. In a bygone era the Atlanteans artificers could produce as much light as a 150-watt light bulb, generate as much heat as a campfire, pump and purify water, or lift and propel vehicles (assuming the vehicle runs on one of the specially made ley line roads). Unfortunately this time has passed. Remaining matrices used in the Second Age may have 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. 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 Vril 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 do survive, including ones that can provide both lift and propulsion for the rare flying palanquins. The matrices are old now and falter often, usually with horrible side effects. Some of the light-emitting lamps have been known to randomly throw bolts of raw Vril energy, harming or killing citizens. Heat-producing kilns have abruptly and drastically increased heat production, baking artisans like bread; or sucked the heat from an area, creating a terrible cold that flash-freezes the smith, as well as the buildings in the surrounding area.

I’ve heard tell of a Master Matrix that can control any other matrix within a mile or more of it. If someone were to get hold of such a device, they could cause much pain and suffering. Thalmia, Triton Sorceress

Ley Line Roads Among 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 nodes by ley lines. During the First Age, savant-adepts discovered how to tap into 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. The vast majority of the material used in Second Age ley-line roads is actually fragments of damaged or destroyed Vril-glass gathered on the remnants of roads dating from before the Cataclysm. Vril-glass channels telluric currents, so that the roads produce energies that shield everyone on them from precipitation and extreme temperatures. The roads also glow softly at night, gradually pushing inanimate debris to the side.

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ATLANTIS: The Second Age 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 to uselessness after the empires of the East began to fall. Few of the 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 their neighboring cities by ley-line roads. Vril chariots are used to travel, both inside cities and between them. While ordinary citizens must walk or ride horses (or similar animals), the wealthy transport themselves in these floating vehicles.

Windships The Atlantean 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 one of the top naval forces in the world. Today, Atlantis has only 29 of these powerful vessels. Although Atlantean sorcerers, alchemists, and engineers can usually repair damaged levitationals, and can rebuild portions of these vessels, if a levitational is lost or destroyed, no one knows how to create another. The knowledge is simply gone. As a result, all levitationals are considered treasures of the Sea Lord, who personally chooses brave merchant-adventurers or heroic naval captains to 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. 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 matrix-powered sea vessel.

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 has a handful of each of these vehicles. However, the most famous and feared of the independent, matrix-powered devices are the deadly Vril weapons. The deadliest were handheld Vril cannons that could level city walls with a gesture. These are all thought to be lost or destroyed during the Cataclysm, and in the following Dark Age. 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 lost, First Age science are known as Technomancers. Technomancers are essentially specialty alchemists; for the scientific mind of the alchemist serves those interested in technology very well. Along with alchemical skills, the Technomancer requires advanced skill in the handicrafts, such as Handicraft (artisan) and Handicraft (artificer). When attempting to construct or repair First Age Technology, characters must successfully make two rolls: one against a DoD set by the GM using their Alchemy, and the other, a 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 DoD of -3 while a non-functional Vril Pyramid would have a DoD of -40 or more.

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ATLANTIS: The Second Age

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, and cost of materials. 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. This is, in part, to protect proprietary knowledge gleaned from years of research and work, but also 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, art, construction, sculpting, and Vril through chemistry and other, darker, arts. Their complex experiments involved everything from the 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 or knowledge (or both) for such wonders and are confined to smaller, simpler works. 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 formulae. A character should know a number of formulae equal to their Alchemy Skill Rating (Handicraft (Alchemy) Skill + INT Attribute). As their skill goes up, characters should be allowed to learn more formulae, or upon finding older texts, be able to 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 of Superior Quality. So as not to bog down the game, ingredients needed for alchemical concoctions have 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 the alchemist must create to use.

How to use Alchemy The Handicraft (Alchemy) Skill is needed, plus a workshop and an Athanor ►► The alchemist must pay the cost to gather the ingredients (a successful WR roll) ►► The alchemist must then roll using the Creation DoD

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ATLANTIS: The Second Age

Measurements for Alchemical Creations

For the sake of simplicity, measurements are provided using the abstraction of units. Example: a recipe that requires 5 Pavan.

• •

10 units = 1 kilogram (kg) or 1 Liter (l) 1 unit = 1 dose (liquid or solid)

Mishap:

Something went horribly wrong. An explosion destroys the area around where the concoction was brewing, ruining it and damaging everything within 20 meters, possibly even killing the alchemist.

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 MR to the Attributes of the item.

The Workshop The quality of the Hero’s workshop, or lack thereof, will affect the speed and precision at which the character will create his wonders. Someone in a cave is going to have a much more difficult time creating his decanter of Vril-light than an Atlantean in her laboratory. The adjustment modifiers to DoD for creating alchemical concoctions are listed below. Also listed are the costs to purchase increasing levels of sophistication in a workshop. The workshop only need be purchased once. It is stationary and cannot be moved. Workshop Quality

DoD Mod.

Wealth DoD

No workshop. Working on a tavern table

-5

+0

Standard Workshop

+0

-2

The workshop is considered excellent, with good equipment and +5 a large, clean work area.

-5

First Age laboratory. A workshop stocked with antiquarian +10 books and operational equipment

-12

The Athanor The alchemical oven is 1 meter tall, composed of stone and brass, and coated on the inside with obsidian glass. The oven is used to cook and infuse many of the alchemical substances coveted by would-be alchemists. 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

Wealth 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 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

Wealth DoD:

-2

Time:

7 days

Manufactured: 100 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 power is created from 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.

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ATLANTIS: The Second Age 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 or 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, orichalcum’s enhancing abilities allow those who wield the item to add double their WIL to a specific type of roll. If made into jewelry, it adds the bonus to a type of Skill roll. Example: A Hero (WIL +3) with an orichalcum pendant may add double her WIL (+6) to an Influence roll. A ring may add double the WIL to a magic-casting roll (a specific mode). When forged into armor the metal adds additional PR equal to double the user’s WIL Example: A Hero (WIL +3) with a suit of orichalcum armor PR 6 would add +6PR to the armors protection for a total PR of 12 Weapons add either to the accuracy of the weapon or the damage. This is chosen when the weapon is forged. Example: A Hero (WIL +3) with a sword DR9 could add an additional +6 to the DR or have an accuracy +6 with the weapon. Creation DoD:

-10

Ingredients:

25 Iosis, 10 Pavan, 5 each- powdered copper, iron, Quicksilver, 5 gold, and 1 powdered diamond.

Wealth DoD:

-4

Time:

12hrs

Manufactured:

10 units of Orichalcum

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 create raw spheres of amberglass, shaping it into usable items requires additional work, using a skill such as Artisan or 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 alchemists store their alchemical creations in amberglass precisely because of this preservative property. Creation DoD:

-5

Ingredients:

11 powdered amber, 5 powdered glass, and 1 clear water.

Wealth DoD:

-2

Time:

6 hours

Manufactured:

Four amberglass bottles with a one dose holding capacity

Quicksilver This liquid metal is coveted for its use in the making of vials for holding vitriol, but has use in other alchemical operations as well. It is poisonous if swallowed or inhaled. Some alchemical treatises describe it as having animate properties as well. Creation DoD: -5 Ingredients: 7 powdered silver, 1 powdered diamond, 2 Jala powder, 5 Iosis powder Wealth DoD: -1 Time: 1 day Manufactured: 10 units of quicksilver

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ATLANTIS: The Second Age Alkahest This single substance is a perfect blend of all solvents, distilled to retain the most potent properties of each and, thus, may dissolve anything. 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; as such, amberglass vials are commonly used to store solvents of all kinds. A direct hit with a dose of Alkahest will deal DR 75 to any it touches in the first round and DR 40 for two rounds after that. Creation DoD:

-8

Ingredients:

3 vitriol, 30 Iosis, 30 Jala, 1 mothers’ tears

Wealth DoD:

-2

Time:

2 days

Manufactured:

2 doses

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 vitriol will deal DR 35 to any living creature.

Though most modern concoctions of vril-light only last for a few months before losing their potency, I personally have found centuries’ old glass orbs filled with a substance that bears the same properties, waiting only to be shaken into vibrant use once more. Caerwyn, Lemurian Scholar

Creation DoD:

-10

Ingredients:

5 quicksilver, 30 Iosis, 30 Bhūmi

Wealth DoD:

-2

Time:

2 days

Manufactured:

4 doses

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 batch of Vril-light can serve to illuminate a 6-meter radius 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. 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 10-CON rounds (minimum of one round) Creation DoD:

-5

Ingredients:

30 powdered amber, 6 clear water, 1 powdered diamond. Additionally, 1 unit of different types of powdered gemstones can be added to affect hue and pattern.

Wealth DoD:

-1

Time:

5 days

Manufactured:

5 doses

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 Regent’s Wax produces about 16 doses of the adhesive, enough to cover one square meter.

154

Creation DoD:

-7

Ingredients:

25 Bhumi, 15 of Jala, 1 Iosis, 8 various common animal product, 1 liter of clear water

Wealth DoD:

-2

Time:

3 days

Manufactured:

10 doses

ATLANTIS: The Second Age 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 dose of Aqua Vitae is powerful enough to regenerate lost limbs, heal wounds completely in the blink of an eye, and cure any known disease. Once imbibed, the glowing liquid works immediately and leaves the user with a golden glow for 10 minutes. Creation DoD:

-25

Ingredients:

20 (units) assorted rare herbs, 30 various animal ingredients, 10 powdered diamond, 1 pearl, 2 powdered iron, 1 powdered orichalcum, 1 powdered jade, 1 alkahest, 50 units each of Bhumi, Pavan, Jala, and Iosis

Wealth DoD:

-3

Time:

30 days

Manufactured:

2 doses

Vril Glass Vril Glass is a unique material that can be used to contain the Vril energy of the earth. The opallike glass glows when full of Vril and pushes gently away from living flesh. Very wealthy Atlanteans wear crowns or tiaras with Vril glass jewels that float above their heads, attached to orichalcum or gold chains. One unit of Vril Glass may hold 5 Hero Points drained from a place of power or infused from a living being. The user does nothing, but wills the energy into or out of the glass requiring no action. Heroes may store the Hero Points for a number of days equal to their WIL +1 (minimum of one day), after which the Vril leaks back into the universe. Creation DoD:

-15

Ingredients:

25 powdered amber, 100 Bhūmi, 20 Jala, 10 powdered glass, and 100 clear water.

Wealth DoD:

-2

Time:

2 days

Manufactured:

10 units of Vril Glass

Homunculus Only the most advanced alchemists attempt to deal in (even the most basic) First Age alchemical hybridization techniques. Once performed regularly by First Age artificers, much of this ancient science has been lost, though a few alchemists have scavenged enough knowledge to create an autonomous, semi-magical creature known as a homunculus. The artificer must carefully prepare and mix the many ingredients into the base of Aqua Vitae in exact proportions. As a final step, a small figurine (usually 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

+0

+2

+3

+0

-5*

Hit Points 20 *A homunculus may never use magic, and magical artifacts become inert in their hands. These base scores may be increased, but doing so alters the difficulty to create the 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

155

ATLANTIS: The Second Age 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 creature’s 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 as if they were learning the skill themselves. Creation DoD:

-15

Ingredients:

10 powdered orichalcum, 2 powdered diamond, a gemstone of Superior quality, 1 unit each of 8 different animal ingredients relevant to the desired homunculus, 3 alkahest, 1 vitriol, 2 aqua vitae

Wealth DoD:

-6

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 golems formed primarily of vines and twigs, accumulations of bone, pyre ash and grave earth, or of copper, bronze, or iron. While some may occasionally confuse a golem with an elemental creature, golems tend to be slower and 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. 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 Handicraft (artificer), DoD-10) to create, despite their simple words. This item is then placed within the golem before it is finished; sometimes under a crude tongue within the golem’s head, or inside of its chest where the heart would reside. The base difficulty to create a golem is -30. This standard creature has the attributes listed below: INT

PER

WIL

CHA

STR

DEX

CON

SPD

CR

MR

-5

+0

+0

+0

+5

+0

+5

+0

+0

-5*

Hit Points 50 * = A Golem may never use magic and magical artifacts become inert in their hands. These base scores may be increased, but doing so alters the difficulty to create the golem by -2 for every +1 to an Attribute. Additionally, the ingredients used should reflect the type of golem sought. The whole process takes two months of uninterrupted preparatory work and another month for

156

ATLANTIS: The Second Age 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 maturing, 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 creature’s 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 powdered orichalcum, 2 powdered diamond, a gemstone of Superior quality, a clay tablet with the golems primary instruction engraved, 5 alkahest, 2 vitriol, 5 aqua vitae, 10 units of Jinni blood

Wealth DoD:

-7

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, just in case. Variations on these formulas can be found in most lands. Habibi This concoction promotes feelings of desire. The imbiber’s WIL is reduced by CON -5 (minimum of 1). Each dose lasts for one hour. During this time, the drinker is easily persuaded and very suggestible. Creation DoD:

-3

Ingredients:

1 crushed flowers, 1 Lotus narcotic, 1 pulped heart of hare, 5 Pavan, 5Jala

Wealth DoD:

-1

Time:

2 days

Manufactured:

4 doses

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ATLANTIS: The Second Age Wesh Removes hair on contact, frequently used by priests and religious adherents, as well as some gladiators. The effects last for 1–10 weeks.

Panacea is one of the most sought-after elixirs. Finding an Alchemist willing to part with his stock for less than a king’s ransom can be a challenge. Thalmia, Triton Sorceress

Creation DoD:

-1

Ingredients:

5 crushed plant (various types)

Wealth 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 someone with the Heal 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 powdered Amber, 10 powdered silk worm, 10 Pavan, 5 Iosis

Wealth DoD:

-2

Time:

3 days

Manufactured:

4 doses

Sal Amun Rids the body of parasitic organisms and ingested poisons within an hour after copious vomiting (and other expellations). The patient is advised to rest and drink plenty of liquids. Creation DoD:

-7

Ingredients:

8 powdered dung, 3 powdered amber, 5 Bhumi, 5 Pavan, 5 Iosis, 1 Panacea

Wealth DoD:

+0

Time:

4 days

Manufactured:

2 doses

Endymion Causes the imbiber to fall into a deep slumber, lasting 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) penalty to all actions. Unless an antidote is employed, it will not be possible to awaken the sleeper while the elixir remains in effect. Endymion has a very distinctive and pleasant taste. I’ve heard of “sleepy feasts” where vials are added to six-gallon barrels of water and drunk for relaxation and the taste. At worst, the feasters feel a little drowsy. Thalmia, Triton Sorceress

Creation DoD:

-8

Ingredients:

1 Kem Narcotic, 5 powdered amber, 1 powdered gold

Wealth DoD:

-1

Time:

3 days

Manufactured:

4 doses

MEDICINAL MIXTURES

Concoctions in this category include tonics, serums, balms, ointments, salves, and various other medicants commonly used by healers, charlatans, and wandering wisemen. 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 Hero can learn medicinal mixtures as an entire category instead of learning individual recipes.

158

ATLANTIS: The Second Age Creation DoD:

-3

Ingredients:

Varies according to locale, customs, and particular malady

Wealth DoD:

0 to -3

Time:

3-12 hours

Manufactured:

4 doses

NARCOTICS

Many narcotics suffer varying degrees of illegality, depending on one’s locale. Furthermore, long-term and repeated use of these substances can produce addiction in the user that must be resisted with a CON roll, using the Narcotics difficulty as a modifier. Narcotics come in a variety of forms, from powders, which can be 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. Adroa This chalky soup is used in many Gondwanan rituals when communing with higher-order spirits. It is dark purple in color, salty in taste and very spicy (this is usually to cover the bitterness) Adroa is consumed while it is still boiling, along with as much wine or beer as the imbiber can hold. Soon after the soup is digested, the user falls into a deep sleep that lasts for 5-CON hours and travels to the outermost planes of existence, where she may commune freely with her god(s). When the user awakens from her fevered dream, she may call upon her god for a favor with a bonus of +5 to the roll, and reduce the Hero Point cost by her CHA (minimum of 1 point reduction or cost). So taxing is the soup that it may only be imbibed safely once per week. If used more often, there is a chance that the user may poison herself. Each dose per week, beyond the first, must be resisted by a CON-5. If the roll is a Failure, the user still gets the benefit, but suffers as if she has been Poisoned (Strength 10). Creation DoD:

-5

Ingredients:

10 (units) roots and herbs, 2 Jala, 2 Bhumi

Wealth DoD:

-1

Time:

2 hours

Manufactured:

4 doses

Euphoria Created from the pollen of certain plants, this highly popular drug affords the partaker a feeling of pure pleasure; true bliss. During this period, the user experiences such intense emotions and physical delights that she will see and hear nothing of the outside world. Euphoria will allow the user to speak to beings beyond the normal world, giving them a bonus number of Hero Points equal to 3xCHA (minimum of +3) that last duration of the drug, or until spent. While under the influence, the user will be aloof and detached from the real world reducing their PER and INT by -2. A single dose lasts for up to two hours. Characters must roll WIL every CON-10 doses to resist addiction. Highly sought after in Atlantis and Hesperia, the highly addictive Euphoria is little known in other lands. Creation DoD:

-4

Ingredients:

3 powdered herbal extract, 2 crushed lotus leaf, 5 Pavan

Wealth DoD:

+0

Time:

3 hours

Manufactured:

2 dose

159

ATLANTIS: The Second Age Guruhi Gum Very popular in western Gondwana and used by Nubian mercenaries, this dried lump of chewy tar is kept in the cheek and absorbed into the mouth. It leaves the mouth and tongue blue for several hours after use. The drug heightens the user’s awareness and keeps them alert for long periods of time. Some also say that the drug slows down time for the user, making danger easier to see and avoid. The drug gives the imbiber SPD +5 for the sake of initiative and PER +2 bonus to Evade rolls. The effects last for 10-CON hours, and afterward the imbiber will be sluggish, tired, and dehydrated, suffering a -5 to all actions until they get a good night’s sleep. Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative -1 penalty per use. Creation DoD:

-4

Ingredients:

3 powdered herbal extract, 2 crushed lava stone, 15 Bhumi, 5 Pavan

Wealth DoD:

+0

Time:

3 hours

Manufactured:

6 doses

Kem (Red lotus) The powder of the lotus plant possesses powerful mind-expanding (and narcotic) 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. The imbiber receives the Sensory mode at level 15 + PER for pre- or postcognition only (this benefit does not add to an existing skill level in Sensory). Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative -1 penalty per use. A single dose lasts for up to an hour. Creation DoD:

-10

Ingredients:

5 powdered red lotus flower, 1 crushed amber, 2 crushed leaves and vines

Wealth DoD:

+0

Time:

6 hours

Manufactured:

4 doses

Iritu (Purple Lotus) This narcotic is derived from the pollen of the purple lotus plant. It is a popular drug in Atlantis, Europa, and Gondwana, reportedly offering the partaker a sensation of heightened pleasure. During this time, the user is in an extreme state of euphoric bliss, and is never frightened or worried. Anyone touching the user will feel the same strong physical pleasures as the imbiber, and must make a WIL roll DoD 0 or become engrossed in the user’s bliss. Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative -1 penalty per use. A single dose lasts for up to two hours. Some Atlanteans keep attractive slaves in their employ who use the drug for them so that they may “leech” the high off of their affected minds. Creation DoD:

-5

Ingredients:

10 Purple lotus pollen, 5 Jala

Wealth DoD:

-2

Time:

2 hours

Manufactured:

4 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 +4) and produces

160

ATLANTIS: The Second Age a sense of euphoria that lasts for several hours (7-CON hours). However, it also dulls the reflexes (DEX -1) and impairs judgment (INT -2). Imbibers of the drug must succeed at a CON DoD +0 roll to resist addiction, with a cumulative -1 penalty per 5 uses. A single dose lasts for up to two hours. Creation DoD:

-3

Ingredients:

10 hemp bud, 1 powdered amber, 1 clear water

Wealth DoD:

+1

Time:

1 day

Manufactured:

10 doses

Padma (White Lotus) The most common (and least insidious) of the lotus narcotics, Padma is found in the homes of those wishing for a mild, long-lasting sense of euphoria. The drug relaxes the user, but heightens awareness; allowing him to focus on a single subject. Mages use the drug to help alleviate the burden of channeling the unshaped dream energy of the Elder Gods. When used, it allows magicusers to add their INT to the their MR when determining magic fatigue. Imbibers of the drug must succeed at a WIL roll DoD +0, to resist addiction, with a cumulative -1 penalty per 5 uses. A single dose lasts for up to two hours. Creation DoD:

-7

Ingredients:

2 units of White lotus seeds, 5 Pavan

Wealth DoD:

-0

Time:

4 hours

Manufactured:

10 doses

Opium An insidious drug derived from the seeds of a certain variety of poppy found throughout southern Jambu, originally cultivated by the Anunnaki. When smoked, it enables the user to see visions of the near-future. The imbiber receives the Sensory Mode at level 15 + PER for precognition only (this benefit does not add to an existing skill level in Sensory). 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 . Imbibers of the drug must succeed at a WIL roll DoD-2, to resist addiction, with a cumulative -1 penalty per 5 uses. A single dose lasts an entire day. Creation DoD:

-4

Ingredients:

2 poppy seed, 1 Pavan

Wealth DoD:

+0

Time:

4 hours

Manufactured:

10 doses

Tascela (Black Lotus) This narcotic is derived from the pollen of the powerful, and highly illegal, lotus plant. It is highly sought after, yet hard to acquire, even in the roughest den of iniquity. The black lotus reportedly heightens the partaker’s sense of physical pleasure and mental stimulation to the extreme. Tascela is the hardest of the lotuses to cultivate, and was originally grown by Anunnaki alchemistpriests for dark and horrible rituals. Those who use the drug fall into a slack-jawed stupor and experience a feeling of cosmic awareness beyond any other, save those touched by the dreaming gods themselves. Users enter, directly, the far-off dreams of the Elder Gods. The user must make a WIL roll versus a DoD-10 or be flung headlong into oblivion for several days. During this time, all the pleasures of depravity,

161

ATLANTIS: The Second Age every torture and conceivable horror all intermingle into one powerful sensation. They fill not only the mind, but the soul, pumping both full of sensation until they overflow. When they awaken, their body is marked by the scars and bruises of their rough handling at the hands of the Elder Gods. These marks will fade in 20-CON days. Imbibers of the drug must succeed at a CON roll DoD+0 to resist addiction, with a cumulative -1 penalty per use. A single dose lasts for up to 8 hours. With a successful WIL roll DoD-4 the Hero does not fall into the stupor, but experiences the sensations while lucid and awake. The sensations will wash over the Hero in waves as long as the drug is in her system. As an additional bonus to resisting falling into the stupor, the Hero may rearrange their Attributes as they see fit and gain an additional 4 Attribute points. Once the duration is over, the user’s Attributes return to normal. The effects last for MR +4 hours (minimum of 4 hours). Creation DoD:

-10

Ingredients:

10 Black Lotus pollen, 5 Jala, 10 Pavan

Wealth DoD:

-2

Time:

2 hours

Manufactured:

2 doses

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 vine from which it is made (also called Yaje), with outsiders. As a result, this narcotic is highly valuable in other lands and among those seeking forbidden experiences. The imbiber receives the Sensory Mode at level 20 +PER for scrying only (this benefit does not add to an existing Skill level in Sensory) and is good for one use. Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative -1 penalty per 5 uses. A single dose lasts for up to two hours. Creation DoD:

-10

Ingredients:

6 Yaje syrup, 6 powdered bone, 10 Bhumi

Wealth DoD:

-1

Time:

7 days

Manufactured:

6 doses

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 +5 for initiative purposes only) and then a precipitous crash that can dull user’s senses (DEX and PER -2) or, send them into hour-long slumbers. Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative -1 penalty per 5 uses. A single dose lasts for up to two hours.

162

Creation DoD:

-5

Ingredients:

5 crushed coca leaf, 3 powdered coca bean, 10 Bhumi

Wealth DoD:

+1

Time:

7 hours

Manufactured:

4 doses

ATLANTIS: The Second Age

POISONS

Like narcotics, poisons and their use suffer from varying degrees of illegality, dependent upon locale. Victims of poison may roll their CON, with the difficulty of the poison as a modifier to resist its effects. Furthermore, poisons come in a variety of formats; some are ingested, some injected (by being coated on a weapon), some are absorbed through the skin. Meug When ingested, causes severe hallucinations (-5 to all actions) and lasts for about 30 minutes; if resisted, the hallucinations still occur, but only last for 1 minute. To resist, the victim must make a CON roll with a DoD-3 Creation DoD:

-7

Ingredients:

12 powdered black mushroom, 1 powdered amber, 15 Bhumi

Wealth DoD:

-1

Time:

1 day

Manufactured:

2 doses

Kefa When injected, Kefa causes paralysis lasting up to one hour; if resisted, the victim is rendered sluggish (-3 on all actions) for one minute. To resist, the victim must make a CON roll with a DoD -3. Creation DoD:

-2

Ingredients:

12 spider venom, 2 crushed vine, 1 crushed amber

Wealth DoD:

-1

Time:

1 day

Manufactured:

2 doses

Yamma’s Blood This formula produces enough sticky, tar-like toxin to coat either one edged weapon, twelve arrows, or four darts, daggers, or knives with one dose. Larger weapons require two doses to be effective. Yamma’s Blood behaves like a normal STR 15 poison and is only good for one successful strike. Creation DoD:

-8

Ingredients:

9 snake venom, 1 powdered serpent fang, 5 Iosis, 5 Jala, 1 crushed charcoal

Wealth DoD:

-1

Time:

9 hours

Manufactured:

2 doses

Dragon Venom Derived from various poisonous lizards, Dragon Venom causes pain sufficient to incapacitate a victim for 5 rounds (-10 on all actions). If successfully resisted, the venom’s effects can be ignored. To resist, the victim must make a CON roll with a DoD-4 Creation DoD:

-8

Ingredients:

9 viper’s blood, 2 powdered amber, 10 Iosis, 5 Jala, 2 powdered lizard skin

Wealth DoD:

-1

Time:

1 day

Manufactured:

4 doses

163

ATLANTIS: The Second Age Dragon’s Breath When concocted, yields a very strong, noxious gas that fills an area of 4m per dose (doses can be combined to increase the area). The gas will burn exposed skin, causing blisters and rashes and burning the eyes. Those in the area will suffer CON -10 points of damage, plus a penalty to all physical actions equal to their DEX -5. The cloud last for 2 rounds and then settles on the ground as an inert red crystal powder. The damage effects are immediate, but the penalty last for CON -5 rounds. Creation DoD:

-15

Ingredients:

9 powdered poison oak, 20 (units) ground toad bones, 2 powdered amber, 1 Yamma’s Blood, 5 Iosis

Wealth DoD:

-2

Time:

2 days

Manufactured:

5 doses

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 This unfreezable wonder bestows immunity to cold and ice (up to DR 10); lasts for MRx 5 hours (minimum of 5 hours) per dose. Even magically summoned frost or elemental spirits have difficulty penetrating the effects of this potion. Creation DoD:

-5

Ingredients:

10 powdered yeti tooth, 1 amberglass, 5 Iosis, 5 Pavan

Wealth DoD:

-1

Time:

3 days

Manufactured:

4 doses

Kaidwid Vials of Kaidwid are constantly warm to the touch. It confers a resistance to heat and flame (up to DR 10), whether magic or mundane in nature. A dose lasts for MRx 5 hours (minimum of 5 hours). Creation DoD:

-5

Ingredients:

2 powdered ruby, 1 Ahl-at-Rab blood, 10 Jala, 10 Iosis, 5 Bhumi

Wealth DoD:

-1

Time:

3 days

Manufactured:

4 doses

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 DoD +0 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.

164

Creation DoD:

-8

Ingredients:

40 purple lotus pollen, 10 Pavan, 5 Jala

Wealth DoD:

-2

Time:

6 days

Manufactured:

4 doses

ATLANTIS: The Second Age Fehakhet This quasi-magical potion causes the drinker to be reduced to one-half their normal size. The effects of this drastic change last for MRx 5 hours (minimum of 5 hours). Multiple doses will not further shrink the drinker, but will instead extend the duration. Creation DoD:

-10

Ingredients:

10 shrinking violet, 10 Jinn blood, 5 Quicksilver

Wealth DoD:

-2

Time:

4 days

Manufactured:

4 doses

Qamata Water The imbiber of this bright orange, cinnamon-tasting liquid will move with the alacrity of Qamata Iosis. The user becomes immune to magical flames and increases her SPD by MR +4. The effect last for MR x4 minutes (minimum of four minute). Creation DoD:

-5

Ingredients:

10 burnt and powdered salamander, 1 amberglass, 20 Iosis, 5 Pavan

Wealth DoD:

-1

Time:

3 days

Manufactured:

4 doses

Ruwa liqueur This thick, syrupy, brown liquid has the harsh taste of aniseed and bestows the strength of the earth, giving him STR +4 and skin as hard as ebony wood (PR4). The effects last for MR x4 minutes (minimum of four minute). Creation DoD:

-5

Ingredients:

10 burnt and powdered stag penis, 1 amberglass, 20 Bhūmi, 5 Jala

Wealth DoD:

-1

Time:

3 days

Manufactured:

4 doses

The Elemental Potions — Qamata, Ruwa, Uthlanga, and Manufactured: 4 doses Yasan — are said to be easy enough to create and certainly do not cost a great fortune. Uthlanga Milk This thin, white, milky liquid tastes of salty honey. The potion allows the user to breathe any However, I can never seem to find anyone who has more liquid as if it was air and to swim with a SPD +4. than a few at any given time. The effect last for MR x4 minutes (minimum of four minute). It makes me wonder if perhaps Creation DoD: -5 the Elemental Lords might have Ingredients: 10 burnt and powdered crab shell, 1 amberglass, 20 Jala, 5 Pavan some influence over even such a mundane task as potion-mixing. Wealth DoD: -1 Caerwyn, Lemurian Scholar Time: 3 days

Yasan Wine The imbiber of this crystal blue liquid will become light as air and able to fly at her normal SPD. During this time, cold will have no effect upon the user. The effect last for MR x4 minutes (minimum of four minute). Creation DoD:

-5

Ingredients:

10 bottled incense smoke, 1 amberglass, 5 Quicksilver, 20 Pavan, 5 Iosis

Wealth DoD:

-1

Time:

3 days

Manufactured:

4 doses

165

ATLANTIS: The Second Age Sumugan Wine The potion was created using fragments of older First Age Atlantean text on the creation of the Andamen. The syrupy, green liquid is injected directly into the neck of the user and opens a conduit to the primal beast lords created by Olódùmarè. The potion allows the user to change into any beast, as long as the proper ingredients are used. The duration is equal to 10-CON hours, at which time the Hero is the creature with all the skills and abilities of the Hero but the physical characteristics of the animal. The physical transformation back to his original form is brutal and causes 15-CON Hit Points of damage and leaves him incapacitated for 10-CON minutes. Creation DoD:

-5

Ingredients:

20 flesh of the creature to transform into, 5 Quicksilver, 5 Pavan, 5 Iosis, 20 Bhūmi, 5 Jala

Wealth DoD:

-2

Time:

5 days

Manufactured:

1 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 Sumagan Wine...this liquid inhaled. makes me wonder about my Nefer Powder own people’s origin. Where does the humanoid part of our being These powders can be used to change the color of an individual’s skin or hair. They are sold come from? If we came from in small kits containing enough powder to cover an average-sized person from head to feet. men, were they volunteers or Enhancements come in a variety of brilliant (and sometimes garish) colors. The effects last for 24 slaves forced into the role? hours, or until removed by magic or altered by additional enhancements. Thalmia, Triton Sorceress Creation DoD: -2 Ingredients:

1 powdered chameleon skin, 7 powdered glass

Wealth DoD:

-1

Time:

6 hours

Manufactured:

6 doses

Muhraq This powder ignites upon contact with air. When poured out, or exposed by more violent means, it creates fire (DR 10) and dense smoke (3m radius). 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. Creation DoD:

-10

Ingredients:

6 powdered ruby, 2 powdered serpent fang, 50 Iosis, 10 Bhumi, 5 Pavan

Wealth DoD:

-1

Time:

5 days

Manufactured:

5 doses

Istilqa This substance causes victims to fall into a stupor 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 DoD+0, the powder instead causes drowsiness (-1 to all actions) for 10 rounds.

166

ATLANTIS: The Second Age Creation DoD:

-7

Ingredients:

12 powdered Kem narcotic, 1 powdered amber

Wealth DoD:

-2

Time:

2 days

Manufactured:

2 doses

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 powdered amber, 2 powdered moss, 1 Alkahest, 5 Jala, 10 Bhumi

Wealth DoD:

-1

Time:

3 days

Manufactured:

2 doses

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 with which they come into contact (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 ground Ganzer spores, 1 Vitriol, 2 Iosis, 1 Bhumi, 1 Pavan

Wealth DoD:

-3

Time:

4 days

Manufactured:

2 doses

Ingredients:

10 incense, 1 powdered glass

Wealth DoD:

+0

Time:

6 hours

Manufactured:

4 doses

The varieties and extensive properties of alchemical Dakhana powders are almost as varied When exposed to air, a dose of this powder is sufficient to create a volume of dense blue smoke, and wondrous as the pollens 2 meters in radius. The smoke is non-toxic and disperses in about 10 minutes (100 rounds), or less and spores from the plants of if used outdoors in windy conditions. Any sight-based Perception roll made within the cloud has Lemuria. Such wonders the world contains! a penalty of -10. Caerwyn, Lemurian Scholar Creation DoD: -3

167

ATLANTIS: The Second Age

Creating Enchanted Items

The Aiza

An Aiza is the heart of any enchanting laboratory. Aizas are quasi-magical forges, 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 workshop due to the extremes of heat and strange emanations of magical energy, but traveling models do exist.

Some Sorcery schools on Atlantis require their students to create enchanted items as part of their final tests. The items become the property of the school, so many of these devices, some of them horribly flawed, rest in vaults beneath the magical academies. Thalmia, Triton Sorceress

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 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. Enchanting consists of the following steps: 1. Choose what you want to enchant and with what effect. 2. Arrange or purchase a place to do the enchanting. This is typically a once-off cost. 3. Create or purchase the physical item you want to enchant. 4. Spend the time and resources required to enchant the item. 5. Make the enchanting roll.

Creating/Purchasing the Object to be Enchanted Intent Example:

I want to create a superior quality ring

Most Common Roll

Handicraft (artificer) vs Creation DoD

Quality: The work and materials that go into the making of the item. Creation DoD: The difficulty for making the item. Creation Time: The amount of time it takes to make the item. WR Mod: The Wealth Roll modifier for purchasing the material to make the item. Enchantment DoD Modifier: The modifier added or subtracted from the final enchantment spell roll. The better the quality of the item, the easier it is to enchant. You have an easier time enchanting a wand forged in the heart of a volcano than a pair of slippers you stole from your uncle’s garage… unless your uncle is named Gale and the slippers belonged to his great aunt Dorothy. The artificer must make the item (this does not have to be the enchanter) using the chart below. Example: Thalmia wants to create a ring that allows the user to produce a defensive shield of elemental wind. She must first create or contract the creation of the ring. She can use any material but the better the material the better the ring. She decided that the total Spell Level will be 10 and wants the ring to be of superior quality. The ring will take 20 days to create properly. The DoD of the Handicraft (artificer) roll is -16. A normal ring would require a Wealth roll with a DoD+0 but since it is of superior quality the DoD is now -4 WR Mod

Enchantment DoD modifier

Quality

Creation DoD

Creation Time

Below Average

2

Half Spell level in weeks +2 DoD

+4 Modifier

Average

4

Days equal to the half Normal Spell Level

+0 to the enchantment roll

Excellent

8

Days equal to the Spell -1 WR Level

-2 Modifier

Superior

16

2x Days equal to the -2 WR Spell Level

-4 Modifier

Masterwork

24

4x Days equal to the -4 WR Spell Level

-6 Modifier

A Partial Success on the creation roll means the item is considered one step down. A Critical Success gives a bonus +1 to the enchantment roll.

168

ATLANTIS: The Second Age

The Enchantment The Workshop The quality of an enchanter’s workshop, or the lack thereof, affects the speed and precision at 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 master smith with a bellows and forge at their disposal. The DoD modifiers for enchanting an item are listed below along with the cost to purchase such a workshop. The DoD is bonus or penalty applies only to the enchantment roll and not to the artifice roll. The workshop only need be purchased once and is a stationary item that cannot be moved unless you pay extra for the mobile version. To buy a mobile version of a workshop, increase the Wealth DoD by 4. For example, a mobile, high-quality workshop has a wealth DoD of -8. Workshop Quality

DoD Modifier

Wealth DoD

No workshop. Working on a tavern table

-5

+0

Standard workshop

+0

-2

High-quality workshop. The workshop is considered excellent with good equipment and a large, clean work +5 area

-4

First Age laboratory. A workshop stocked with the best +10 tools and equipment

-6

Pulling out all the Stops

Items forged in unusual circumstances or with components of particular (appropriate) potency can give an additional 1–5 point bonus to the enchantment DoD at the GM’s option. For example, enchanting a staff intended to allow the user to fly is easier if you the tail feathers of a Roc plucked while flying through a thunderstorm.

Enchantment Types There are two types of enchantments: Limited and Continuous. Both modify the enchantment roll. 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, or a ring that gives the power of flight. DoD Modifier

-10

Time Required

2 weeks (80 hours) per Spell Level (one and a half weeks if the item must be recharged manually)

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 or magically enhanced weapons and armor. Continuous enchantments take considerably longer to make than limited enchantments and require finer, more expensive materials. Modes with an “Instant” duration cannot be incorporated into continuous enchantments. DoD Modifier

-15

Time Required

6 weeks (240 hours) per Spell Level

The Candle that Burns Twice as Bright One-shot items are common throughout the world. These items are expended when used but are often carry potent effects. One-shot items are cheap to make (+2 DoD for WR), and fast to construct (1 day to build the item), though they don’t modify the enchanting roll. One-shot items with multiple effects activate all their effects when used. Typical examples of one-shot items include magic acorns that turn targets into stone when thrown, glass balls that produce sounds when shattered, and origami objects that become real when set on fire.

Materials to make an item

If an item made using alchemy is being imbued with magic or the Heroes just need to buy and make an item, a quick and easy way to do this is to use the unit measurements found in the alchemy section. It takes 20 units of metal to make a sword or other mediumsized weapon, half as much or less to make a smaller weapon, and twice as much or more to make a larger weapon. To make a ring or other piece of jewelry it takes 2 units of material.

169

ATLANTIS: The Second Age DoD Modifier

-5

Time Required

8 hours per Spell Level

Creating Triggered Enchanted Items 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.

Slyph Ring

Item: A Wind Elemental bound into a ring that produces a swirling aura of winds, allowing the wearer to negate damage. The wind elemental envelops the caster in whirling mist and wind, stopping 20 hp worth of damage, up to three times per day. Tradition: Sorcery Mode: Shield Spell Level: 10 Type: Limited Time Required: 20 weeks, 1 superior quality orichalcum ring

Bane Blade of D’Gath

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: 5 Type: Continuous Time Required: 30 weeks, 1 high quality long sword, 1 funeral pyre and accoutrements

Eagle Marks

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

170

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 3m). Creating an enchanted item with a trigger adds an additional week to the time required.

Saving Time – Non-Permanent Items Sometimes getting something done quickly is more important that quality. Any item can be enchanted as a “rush job”. Doing so quarters the enchantment time, but every time the item is used it is constantly in danger of the magic inside it unraveling and the item becoming forever nonmagical. The user must make an activation roll every time the item is used, rolling a 6+ on a D20. A roll of 1–5 means the item’s magical investment is spent and the item becomes useless. One-shot items cannot be made non-permanent.

Enchantments per Item An enchantment item can hold up to ten different enchantments. Each enchantment must be put in separately as if they were a single item taking the allotted amount of time. Example: A ring that has a Shield spell level 10 that has limited uses would take 20 weeks to enchant. If a Levitate (Kinetic) spell were added at level 5, it would take an additional 10 weeks for a total of 30 weeks. Each spell is rolled separately when the time comes to make the enchantment roll. A user can only access a number of enchantments equal to his WIL (minimum of one), and only in the order in which the enchantments were imbued. Example: A magic sword has +5 damage (Alter) and +3 accuracy (Alter), which emits light (Illusion), and can shoot fireballs (attack). The sword has 4 enchantments in it and can be accessed in the order it was enchanted. A hero with a WIL of +3 could access the extra damage, accuracy, and light spell but not the fireball. A hero with a WIL+0 could only access the +5 damage. Lesser heroes will never be able to fully utilize some of the world’s most powerful artifacts.

The Enchantment Die Roll Stating Intent for Enchantment Just as in stating Intent for spellcasting, 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. Intent Example:

I want to imbue this ring with a protective aura.

Most Common Roll

Shield Mode Skill Rating vs the DoD of the Spell level

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. Example: Thalmia decides that the ring will have limited uses and recharge everyday by singing to the air elemental in the morning. The Spell Level is 10 and is modified with the Limited use Modifier (-10) for a total DoD of -20. Since the ring that will be imbued is of superior quality (-4), and is being enchanted in an average workshop (-0), the final DoD is -16. The ring will take a total of 20 weeks to imbue with the elemental energies to create the shield.

ATLANTIS: The Second Age

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. Once the allotted amount of time is up, the enchanter makes a single Enchantment roll using their Mode Skill Rating vs. the determined DoD. Judging Results Mishap:

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.

Failure:

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.

Partial Success:

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.

Success:

The item has been enchanted and works as planned.

Critical Success:

The item has been enchanted, and 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.

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.), may be activated by touch, or by a specific trigger of some sort. If an enchanted item must be aimed to work properly, the character can use any Ranged Combat skill.

Identifying Magic Items Magicians can divine the operation of an unfamiliar enchantment by studying it for one hour and making a successful Investigation/Search +MR 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 spellcaster.

Enchanted Weapons And Armor

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: Animism Mode: Sensory Spell Level: 10 Type: Limited, manual recharge Time Required: 8 weeks, jars of pigments and unguents, ritual knife

The Laurel of Harmony

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: 20 Type: Limited Time Required: 120 weeks, freshly picked vines of ivy, collection of bones and antlers, powdered herbs

Most magical weapons carry enchantments that enhance their basic Damage Rating. The Manipulate 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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Chapter 3: Galecea

C

aerwyn took shallow breaths, hoping not to destabilize the loose soil and cut stone which encased her almost completely. Slowly she worked her limbs back and forward, sensing the movement of the soil, trying to support it with her body so that the remaining earth in the tunnel wouldn’t come crashing down on her. Out of the corner of her eye, she could see the void of the ruin’s main Vril chamber, so close yet out of her reach. Years of fieldwork had not prepared her for burial beneath an unspeakably ancient underground ruin. Such things lay just a little outside her purview. Alien faces mocked her from the surviving parts of the vaulted ceiling; tiny rivers of dust flowed from them like tears. That Musodo’s attempt to bury them alive with a Vril blacklash hadn’t succeeded testified to the ancient builders’ skill. Their misadventures in Domanu had paid off handsomely. Donobey pinned one of the Makara to their crude raft with his spear and, in exchange for its life, the creature revealed that Musodo Anaboa had come to Domanu only a few days before. The Lemurian alchemist had terrorized the Makara into leaving his group alone before diving down to Domanu’s sunken Vril pyramid and performing some kind of arcane rite there. The Makara fumed as he spoke of Musodo removing a glowing thurible from the pyramid. The description teased some faded memory stuck in the back of Caerwyn’s brain, but she could not call it to mind despite hours of meditation. Not that it mattered; the Makara had given them the course Musodo’s ship had taken and they’d followed him here to a subterranean ruin in the heart of Galecea. Caerwyn closed her eyes and focused; though she would work her arm and shoulder free shortly, t something heavy, probably a lintel, pinned her hips, slowly crushing her organs. “With patience, the ant can move the world”, she said, quoting the Lawgiver. Painful memories from a lifetime ago came crashing back; she remembered Musodo Anaboa, her friend, lover, and classmate. Now, Anaboa walked a different path from hers, his mind a raging storm obsessed with restoring their people’s power and glory. At this point Musodo didn’t care if his people wanted it or not; Lemuria would rule the Earth once again. Tears born of pain, or so Caerwyn told herself, ran down her face and anger gave her a new, terrible strength. Roaring with effort, the Lemurian tore free of her prison, diving into the Vril chamber accompanied by a rain of rock. She shook her head to clear it, then looked around. Violet light emanating from a clear crystal column in the center illuminated the chamber. The column, the heart of this strange Vril-powered complex, flicked wildly, its light almost going out. Caerwyn walked around the column and saw Musodo holding an odd brass thurible before him, smiling as it siphoned off a small portion of the collector’s energy. The thurible hummed as Musodo tucked it into a satchel at his side. The sight of the alchemist struck Caerwyn speechless; she hadn’t spoken to or seen him in nearly a decade. Time had riven deep paths on his face and body; scars both physical and mental were drawn plainly for her to see. Musodo looked up. Seeing Caerwyn, he smiled kindly. “Caerwynithulenith, it was you. I wasn’t sure when I saw you in the darkness before.” His use of her full name felt like a bucket of water in the face, she hadn’t heard it since she left Lemuria; humans tended to be in such a rush that even a name had to be short. She waged a constant battle to stop them from calling her “Caer” most of the time. “What are you doing here Musodo?” she asked, deliberately using his short name. “You’ve taken a human child. You need to return him to us unharmed.”

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“Is that what this little pursuit is all about? Some ungrateful Atlantean broodling?” Musodo smiled again, “trust me dear one, he’s not worth worrying about. If it makes you feel better, I’ll even return him when I’m done.” Caerwyn snarled, she didn’t mean to but it came out, “You’ll return him now and give up whatever crazed scheme you’re up to.” “Not possible dear one,” Musodo smiled, this time showing his teeth, “I need him for at least a little while longer. That little boy is going to help me bring back the grand Lemurian Empire. You could help me too, you know…” Caerwyn rolled her eyes, “That again? Have you totally taken leave of your senses? There will be no rebirth. Our time is done. Any sane Lemurian knows better than to try dominating this earth again!” Her voice brimmed with a combination of frustration and anger. Musodo hurt her badly in the past, and she felt rage begin to take over. The alchemist’s eyes flickered to her right and she spun in time to see a savage man-like spider thing hurl itself toward her. She grabbed the creature’s extended arm, noting the twin-bladed knife, and threw him over her shoulder so that he sailed through the air and crashed into the crystal column. A dozen more of the creatures stood before her, each bearing a net and one of the strange knives. Recognizing the arachnid masks, not spider-things, but masks, Caerwyn’s fevered mind identified them: the Arac, human natives of this region and jealous protectors of the ruins. Turning to run, Caerwyn saw no sign of Musodo, and cursed his name as a dozen sticky nets blanketed her. Echoing through the tunnels, she heard the alchemist’s laughter mocking her.

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ATLANTIS: The Second Age

Chapter Four The Gods

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ATLANTIS: The Second Age

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. Little in the way of organized religion exists anywhere in the world. 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; therefore the mortals worship and pray to 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 too frequently. Exactly what the balance between “healthy” and “too frequent” changes in worship 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 in regard to 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 worship 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-dimensional realm, but right on the same planet as their worshippers. The places they call 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 WIL +Resolve versus a DoD-20. If the roll is a partial or success the Hero sees the god as he actually is, and gains 2 permanent points of WIL. A critical will give twice the amount. A failed roll will result in the Hero losing a point. A Critical Failure will result in the Hero being consumed by the empyrean flames that burn in the eyes of all gods 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 Votives might be anything — jewelry, weapons, prized possessions, statues, and money are just some examples. Large votives are sometimes given by organizations or even countries 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 of time, and then ritually discarded by a priest or priestess, or given to some charity.

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ATLANTIS: The Second Age Sacrifices 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 value of the sacrifice Sacrifice rewards are based on what’s given to the god. A small trinket sacrificed is not worth as much as a prized bull or needed workhorse. Use the chart below to determine what a particular votive or sacrifice is worth and how many Hero Points are gained. Wealth This represents an initial Wealth roll required to purchase a sacrificial item. If a Wealth roll is expended successfully then that amount of wealth may be sacrificed. Ability Level Anyone may call upon the This represents the Ability Level of the live offering killed for the gods as a blood sacrifice. gods for aid. Anyone! Though Ability Level Hero Points Gained the devoted followers, priests, Wealth and chosen of the gods are 1-2 1-2 3+CHA Hero Points more likely to cull their divine 4-5 3-5 4+CHA Hero Points attention, anyone can offer 6-10 8+CHA Hero Points sacrifice. Though the price asked 6-7 by the gods in return for their 8-9 11-15 12+CHA Hero Points favor may be high, and though 15+ 16+CHA Hero Points the prayers and rituals may take 10+ Example: a Hero with a CHA+2 makes a sacrifice of a common goat (Ability Level 2). If some time, those who earnestly he is successful in his plea the god will give him 5 Hero Points. call upon the gods for aid are seldom truly ignored. Caerwyn, Lemurian Scholar

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 at least -5, and may sometime be more depending on the circumstances. 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 sinister).

Failure:

Nothing occurs, but the gods are pleased.

Partial:

The Hero receives half the Hero Points to spend as the Hero sees fit.

Success:

The Hero receives the full number Hero Points to use as she sees fit.

Critical: The Hero receives twice as many Hero Points to use as she sees fit. The blessing may be saved for a number of days equal to the Hero’s CHA. After the allotted time the blessing is lost. Time Votives and sacrifices take time to prepare properly. Rites have to be performed, rituals have to be observed and proper offerings have to be cleaned and prepared. It usually takes 2 hours to properly perform a sacrifice. During this time the Hero is prepping the item or thing and praying for the blessing. If the sacrifice is interrupted then the Hero must start over from scratch with an entirely new offering. The time required can be reduced by 5 minutes per additional -1 DoD. Extra time will not gain the Hero any additional benefit. Needy Worshipers Gods do not like the constant whining and begging of their worshipers; constantly asking for favor will eventual have a diminishing return. A Hero may make a sacrifice expecting a blessing a number of times per week equal to their CHA attribute (minimum of once per week). After that, the DoD of any sacrifice becomes higher

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ATLANTIS: The Second Age (-5 DoD per additional sacrifice beyond the CHA limit). The Hero also receives less Hero Points for each sacrifice as well. The number is reduced by 2 Hero Points per sacrifice over the CHA limit

The Price A Hero will always have to pay a price for the assistance of a god. The minds of these cosmic entities are unknowable, and the price can be as simple as “move six pebbles across a stream” or something as outlandish as “drink the blood of the Hyperboreans’ prince”. Any time a god is asked for something, there is a price to be paid. No matter the outcome, the god will have its due. It doesn’t matter if the Hero was successful in offering a sacrifice or begging for a favor. Just calling the gods’ names and asking for some type of service is enough to invoke the price. The only guideline is that the Price should somehow fit the granted benefit. Those that disregard or fail to do the service requested are never struck down right away, but their access to their Hero Points is restricted if they are not in active pursuit of their gods will to 1 per adventure making the Hero rely on his Disadvantages for Hero Points.

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 of rage or despair, but this usually occurs when the Hero is upset. The slight may travel all the way to the home of the gods. If a god hears the curse, it 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 CHA (minimum of two) 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. Heroes know that a god-sworn oath is the heaviest burden with which a person can saddle themselves; thus most only swear make such dire proclamations 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 WIL+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 WIL (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 one Fate Point; 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 Renown. Trivial oaths sworn to a god will anger them and result in the Hero losing 10 Renown.

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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 bonuses to difficulties in the holy place are determined by its size and sanctity. Use the chart below Size of the Holy Place

DoD Mod

Small (a small shrine the size of a closet or single 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

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. The Hero may add any social modifiers from Renown to a roll beseeching a god’s assistance.

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

All these Hero Points

Looking at the many different ways to get Hero Points, one may say that the DoD of a roll doesn’t really matter. That a roll can be made because a nearlyinfinite amount of Hero Points are available to Heroes. This is true, sort of. A Hero is still restricted on the number of points that he can spend per actions as it relates to his Renown. You may be boiling over with Hero Points, but if you can only spend 2 per action, it doesn’t mean much.

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A Hero with Dominion Access may devote himself to a particular god of a pantheon. That god is his “Primary”. For every 5 skill levels of Lore (theology), the Hero may have another god upon whom he may call. The first two beyond his primary are considered secondary and any after that are considered Tertiary. A Hero may have a maximum of 8 gods that he may call upon (at +40 skill levels). Example: Metnu Resha is an Atlantean priest with a Lore (Theology) skill level of +12 and the Dominion Access talent. As his primary focus of worship, which he gets for free with the talent, Metnu has chosen Ochumare, as his secondary he has chosen Obatala and Oya.

Asking for Favor from the gods A Hero may ask for a use of one of the god’s abilities, chosen from his major powers. The difficulty of the Lore (Theology) roll as well as the Hero Point cost is determined by the priority the Hero has placed on the god. A Hero must make the theology roll and pray out loud for a number of minutes, entreating the god for his favor (longer for secondary and tertiary gods). The Hero can choose to take less time, but the difficulty increases by +2 per minute reduced. Extra time may be taken to reduce the roll. Every additional 10 minutes spent pleading adds a +1 bonus to the roll. A roll can never be reduced below a DoD of -2. Hero Points must also be spent as cosmic currency to lure the god’s attention. Priority

Favor DoD

Cost

Time

Primary

-15

6 Hero Points

15-WIL in minutes

Secondary

-18

12 Hero Points

30-WIL in minutes

Tertiary

-24

18 Hero Point

60-WIL in minutes

ATLANTIS: The Second Age 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 and no Hero Points are lost.

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 The power is granted and the Hero may double the duration of the favor. Example: Metnu Resha is a priest with a total lore (theology) skill rating of +12, a WIL of +4, and 9 Hero Points. Metnu prays for 11 minutes to Ochumare for the favor of changing the weather in 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 6 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 shed light on the evil that lies within. Since Obatala is a secondary focus of Metnu the DoD to receive the favor is -18 and costs 12 Hero Points.

Critical Success

Duration of the Favor Unless otherwise stated, the Hero may hold the favor for a Day. If a Hero wishes to hold a favor longer. he must pay half the amount of Hero Points originally spent.

Favor from other Pantheons I admit it, these God-callers Gods are not exclusive to one persona and a Hero may petition, pray to, or beg from a god of scare me. I don’t think they know another pantheon. really what they are invoking. Doing so is done as if the god where a tertiary god with a DoD -24. Who in their right mind makes demands of a God? Thalmia, Triton Sorceress

Dominions

All dominions have a major set of abilities that allow the Hero to perform astounding feats, powered by their god.

Anatomy of a Dominion Major: The major abilities the god can bestow upon his devout follower. Most powers, unless otherwise stated, have a number of uses equal to twice their CHA (minimum of two), and must be used within a day of entreating the favor from the god. Example: Metnu Resha is using the Sky Dominion and has successfully begged his god for the ability to strike his foes with lightning. Metnu has a CHA of +2 and may use the god-given ability 4 times. 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 Dominion’s minor abilities he has. Once chosen, they 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 and lightning strikes.

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ATLANTIS: The Second Age Air Clouds, Wind, Speech, Flight, Howls, Breath

Major

Wind Gust: The Hero can create a strong gust of wind in a radius equal to his WIL+5m, or a fan-shaped area emanating from his outstretched arms, with a range equal to his 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 SPD+10. The Hero may use this ability for a number of hours equal to twice his CHA. Wind Message: The Hero can whisper a message into the winds, and it will find the intended target, no matter the distance, as long as the wind can touch her ears. The recipient may reply with a message. Stolen Breath: the Hero can remove breathable air from an area causing a foe to suffocate. The area created has a radius equal to the Hero’s CONx5m, and may be centered 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 breath 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. They 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 target’s mouth and revive him to full Hit Points. The Hero also loses one Fate Point. Air Bubble: The Hero may create an area of clean, pure, breathable air. The area has a radius centered on the Hero, equal to their WIL+3m. The area lasts for a number of hours equal to the Hero’s WIL+3. Control Winds: 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 (the Hero decides). 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.

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,

Animal Animals, Hunting, Tracking, Healing

Major

Control Animals: The Hero can control a pack of animals equal to his WILx10. The animals will do whatever 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 number that arrives is equal to the Hero’s CHAx20. The summoned creatures will arrive with two hours -30minutes per point of WIL and stay in the Hero’s presence for CHAx4 hours. Animal Mimicry: the Hero may mimic a number of abilities equal to his INT+1. The abilities can be natural weaponry, special defenses or special abilities of a creature in the area around him. The Hero possesses the abilities for a number of hours equal to double his WIL. 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 somehow teleported, the Hero must find the trail another way. The range of the tracking is equal to the Hero’s PERx10km. Beast Lord: The Hero can breed any mundane animal into a larger, more powerful, primal version. The animal, when born, will grow at its normal rate to maturity; when it reaches adulthood, the animal will be larger and more powerful than a normal specimen. The animal will be considered Dire (see adversary section) and will be sentient; speaking the language of whatever region it was reared in. The Hero will not have control of the beast but if it is nurtured properly it will consider the Hero its parent. This favor may be used once per request.

Minor

Receive a bonus of +10 to all animal handling rolls. With an INT roll DoD-3 the Hero can speak with any animal.

Aspects

Animals become quiet or loud in his presence, animals stare at or even bow to him, animalistic musk, leaves different animal tracks as he walks, people act more animalistic around him.

180

ATLANTIS: The Second Age Craft Skill, Technique, Expertise

Major

Celestial Method: The Hero has learned directly from his god a skill or ability known only by divine entities and Elder gods. The skill can be any the Hero chooses and it will function perfectly a number of times equal to the Hero’s CHAx2. When the skill is used it will always be a Critical Success no matter how difficult. The Good Work: The Hero is bestowed with the ability to create some work or item that will help or plague a group of people. The work will take a number of months equal to 12- Hero’s Empyrean to create. Once done the surrounding community will receives a bonus equal to the Hero’s INT or suffer an equal penalty. The affects of the work will last for a number of months equal to the Hero’s WIL or years with the permanent expenditure of 2 Hero Points. If the Hero permanently spends 5 Hero points the work stays in effect until the Hero’s name is forgotten by everyone who knew him. Talent: The Hero can make any Handicraft or Performance skill in a 10km radius a Critical Failure or success. The favor last for a number of hours equal to CHAx2. Divine Creation: At the cost of 1 permanent Hero Point, the Hero can create a work that will be remembered for a 100 years per point of the appropriate skill rating. The item will be a Master Work. The item will be obviously divine and glow with a divine light. When the Hero’s name is spoken in the presence of the work or item, it will shine with heavenly illumination. Once created, the Hero must abandon the item to be found by another.

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 becomes 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 INT (minimum of once). A skill to implore the god for help can never be augmented by this ability.

Aspects

All things created by mortal hands become more vibrant, plays become more real, the written word carries additional weight or gravitas, and painted or sculptured art imparts exactly the part of the soul the creator wanted to display.

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, magical or mundane. The Hero is unaffected by the material world while in this state and may stay this way for a number of hours equal to CHAx2. It takes one full turn to transition between a tangible and intangible state. During this time the Hero may do nothing but pray to his god. Resurrection: The Hero can resurrect a dead creature as long as it has not been dead longer than WILL+3 days. The Hero reduces his Fate Points by one. Sleep: The Hero can put any living creature to sleep within a radius equal to 1km per point of WIL (minimum of 1km). The targets must make a WIL roll with a DoD equal to the targets’ WIL +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 actions 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 equal to his INT +1 in kilometers. Conversely, the Hero may bring a plague down on the same area but receives 1 Fate Point. The disease is determined randomly, and sits in the area for a number of days equal to the Hero’s WIL. This favor may be used once per request. 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 WIL 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 affect; in which case they receive another WIL roll with a DoD-0 to remember. This favor may be used once per request.

Minor

The Hero may kill an animal and take its life force to heal another. The Hero may transfer a number of Hit Points (formerly held by the Creature) to another, or divide it among a group. Unnerve an animal with a baleful stare using Intimidation +WIL versus a DoD equal to the animal’s WIL

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.

181

ATLANTIS: The Second Age The Dead The Undead, The Corpses of Things Once Living. Decay, Rot, Unlife

Major

Animate Dead: The Hero can animate and control a number of corpses equal to his WIL X100. Animated dead behave just like normal zombies. This favor may be used once, but its duration is equal to twice the Hero’s CHA in days. Speak with Dead: The Hero may go to the area of a being’s death, summon his spirit, and speak to him. The dead will answer (perhaps not honestly)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 CON x5 (minimum of 5) DR to anything he can successfully touch. Dead things are not affected by the touch. Vampirism: The Hero may sup from the life force of others. If a Hero successfully touches his victim, he may take a number of attribute points equal to his CON +3 and add them to his own for a duration of WIL+2 hours. Control Undead: The Hero can control a number of animated dead beings equal to his CHA X50 (minimum of 50). Those under his thrall will follow his commands to the best of their ability for a number of hours equal to his CHA +2 (minimum of one hour)

Minor

Unnerve an animal with a baleful stare, using Intimidation +WIL versus a DOD equal to the animal’s WIL. Can cause 1 kilogram per point of CHA+1 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 and all colors mute in your presence.

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 at SPD+10. He may take followers with him, but moves at SPD+2. The Hero creates a tunnel through the earth that closes behind him as he passes. The Hero may use this favor for a number of hours equal to his CHAx2. 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. Fortified structures, such as castles, have a +5 to their roll. Large buildings have a +3, medium buildings +2, small homes +0. Mountainous Strength: As long as the Hero is in touch with the earth he has a STR+10, can never be knocked down, and heals CON+3 Hit Points per minute. The Hero may use this favor for a number of hours equal to his CHAx2. 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 point of the Hero’s CHA will sprout and fully bloom over night. This favor may be used once per request. Earthen Allies: the Hero can call upon the earth, or the plants that rest there, to grapple or attack an opponent. The attack requires an action and does DR5+CHA. This is an area attack that requires an active evade to escape. The grapple is an action which uses the Hero’s Unarmed fighting skill, and he may grapple a number of opponents equal to his DEX+2 (minimum +2). The grapple has a STR+10. The ability may be used a number of times equal to the Hero’s CHAx2. 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 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 this favor for a number of hours equal to his CHAx2.

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.

182

ATLANTIS: The Second Age Fertility The Home, Women, Crops, Harvest, Food

Major

Children: The Hero can make any female fertile or man virile so that their next encounter will produce a child. The Hero may affect a number of people equal to her PERx10. This favor may be used once per request. Bountiful Pot: The Hero can make every pot containing food or drink produce twice as many servings. All pots within a radius equal to the Hero’s CON+1 x10 Kilometers may receive this bounty. This favor may be used once per request. 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 CONx10 Kilometers (minimum of 10 km) may receive this bounty. This favor may be used once per request. Saint of Women: the Hero can give all females in a 10 kilometer radius protection equal to PR2 x the Hero’s CON+2(minimum of 2). The favor stays in active for CHAx2 hours. 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 CON (minimum of 100 people). The food will last for a number of days equal to his WIL before changing back to its original state. This favor may be used once per request. 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 WIL x5 (minimum of 5 HP). Once the wave of healing has subsided, 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 WIL+5 to shirk off the ailment. The area affected has a radius equal to the WILx10 (minimum of 10) meters and a duration of days, equal to the Hero’s WIL+5.

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. Once a week the hero can declare a home a place of refuge where no violence can occur. All inside will be safe and unharmed for a number of days equal to the hero’s WIL+1.

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 which burn everything in the area. The radius is centered on the Hero, and extends a number of kilometers equal to the Hero’s CHA (minimum of one kilometer). Those caught in the fiery deluge (including the hero) must make an Evade roll with a DoD of 10+ the hero’s 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. This favor may be used once per request. 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. The favor stays active for a number of hours equal to the Hero’s CHAx2. Empyrean Flame: The Hero can create a blue burning fire in a campfire, forge, or hearth that burns with the power of divinity. Any weapon forged in the flames is considered a master work and normal weapons bathed in such a flame gain +5 to DR and +5 to accuracy for a number of attacks equal to the Hero’s INT+5. The fire may be created once per request only last long enough to forge one weapon. Fire Cloak: The Hero may cover her body in soot and ash that ignites into a fiery sheath which covers her body. The Hero ignites any flammable thing she touches and those who touch or grapple her suffer DR10 burns. The cloak may be used 3 +Con times per day and last for minutes equal to twice his CHA. Control Flames: The Hero may make fires burn as bright as bonfires or as low as a candle. She may manipulate fires in a radius of CHAx10m centered on herself. When trying to manipulate Fire elementals, the Hero receives a +10 bonus to her Influence skill roll. The Hero may use the gift 3 times a day with a duration of CHA+3 rounds. The favor stays active for a number of hours equal to the Hero’s CHAx2. Flame Jet: the Hero can emit a jet of flame from her hands which causes DR10+CON damage. The range of the attack is 10m per point of WIL and causes anything flammable it touches to ignite. The Hero uses 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, suffering half the damage originally taken.

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, smoky air.

183

ATLANTIS: The Second Age Fortune Luck, Catastrophe, Generosity, Fate, Destiny

Powers

Luck: the Hero can bestow luck (good or bad) upon a group. The Hero can affect a group of people equal to his CHA (good luck) or WIL (bad luck) x10 (minimum of 10). 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 adjudicates bad luck reroll). This favor may be used once per request. The Smile of Fortune: A Hero may make one important roll no, matter the difficulty or penalty involved. The Hero must possess the skill or ability to perform the action. If she does, the action will be a success. The ability may be used in reverse as well, making any task performed a failure. A targeted opponent they may resist with a WILL roll (DoD equal to the Hero’s WIL). If they succeed, they only suffer a -10 penalty to the roll. A Partial Success on the Resistance roll is considered a Failure. Curse: a Hero may cause a person or area to suffer misfortune or bad luck for a number of days equal the Hero’s WIL+10. While under the curse, any time a 13 is rolled naturally, the result is a Critical Failure. Victims suffer 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 effect, the duration is reduced to a number of hours. This favor may be used once per request. Right Place at the Right Time: The Hero, or a person of his choosing, is blessed with being where she needs to be at that particular moment in time. The Hero will make a number of successful rolls, or resist a number of attacks equal to the CHA of the Hero(minimum of one). The Road Less Traveled: The Hero may help someone towards their Fate or Destiny by looking at them and speaking their name. The Hero may bestow upon the target a Great Works (first box) or a Fate Point by giving one of their away or taking a Fate Point himself. Those wishing to resist must make a WIL+Resolve Roll versus a DoD equal to the hero’s WIL+2. If the power is resisted the Hero takes 2 Fate points. This power may never be used for the Hero’s benefit.

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 and a full belly no matter the circumstances.

Aspects

The sound of rolling dice, falling coins, or pouring wine. After a storm, a rainbow appears over the Hero. Lanterns seem to glow red. Seven birds fly overhead. A falling star is seen. Companion’s boots turn red, permanently. An innocent’s wish is granted.

Law Being Just; Righteousness, Equitableness or Moral Rightness, Upholding the Law, Stability

Major

Detect Guilt: Know the guilt of a group PER x 10 (minimum of 10) 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 PERx2. Make a Rule: The Hero can make one rule that all the players (GM included) must use for one scene in the game. The rule can be no larger than 10 words in length. Detect Truth: The Hero can detect the truth of a situation and know what parts are false or true and why the deception, if any, was caused. This power allows a Hero to see through disguises, where something is hidden and even settle paternity disagreements. The favor may be used a number of times equal to the Hero’s PERx2. Summoning: The Hero may summon a person or group of people (who are guilty) to 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 can be summoned is equal to the WIL+10(minimum of 10) of the Hero. 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+10 (minimum of 10) of the Hero. If the target fails to resist, he relents to the punishment that fits the crime. If the punishment is death, the Hero takes 2 Fate Points. If he gives the guilty a reprieve, he loses one Fate Point.

Minor

Always know the laws of a region and the rules to any game. When enacting the law, a Hero has a bonus equal to his WIL+1 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 folded or creased clothes. Dice roll from lowest to highest number, cards drawn in ordered suits. Books are all alphabetized.

184

ATLANTIS: The Second Age Love Lovers, Deception, Beguilement, Children

Major

Children: The Hero can make any female fertile or man virile, so that their 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 deepest 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 CON (minimum of 5) This favor may be used once per request. Beguiling: The Hero can lure or make a person alluring to another. The target of the beguiling must make a WIL roll with a DoD-12+ the hero’s 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. This favor may be used once per request. 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. This favor may be used once per request. Full Heart: A Hero may put love in another’s heart, quelling the rage and making it more difficult to do harm. Those trying to do harm in anyway (physical or emotional) will suffer a penalty equal 5x the hero’s CHA (minimum of -5) and may not use Hero Points at all.. The Hero can affect a number of people equal to her CHAx10. This favor may be used once per request. Language of Love: The Hero can give everyone in a 10 kilometer radius, who is earnestly seeking understanding, the ability to speak the same language and understand one another perfectly. This favor may be used once per request. Reprieve: The Hero can save one person from certain death if they are truly loved by at least one living person in the world. The target will be made whole and healthy. ,Afterwards, the Hero will fall into a deep sleep for a number of days equal to the CON+5 of the target. This favor may be used once per request. When Two are as One: The Hero can create a link between two people, fusing their souls together. The two may act in unison, gaining a bonus to any action equal to their combined CHA+2. During this time, they share one pool of Hit Points and Hero Points that each may take from, freely. When linked, the two may communicate over any distance, and each always knows the whereabouts and status of the other. If the two happen to be in love, the bonuses are doubled. The ability lasts for a number of hours equal to the Hero’s PER+1 (minimum of one hour). This favor may be used once per request.

Minor

Always well kept and never disheveled. Always the last to be attacked in a group. Always shown mercy, if asked for. Never harmed if he or his companions offer no harm, offense, or transgression.Can heal a number of points of damage equal to his WIL x10 to anything each day.

Aspects

Love blossoms around her, 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 and lore rolls with a bonus equal to the Hero’s INT x2 (minimum of 2). This favor may be used once per request. Possibility Manipulator: The Hero can Increase/stunt the flow of creative energy in a radius of INT x10Km. (minimum of 10) Those in the area suffer a penalty, or gain a bonus/penalty equal to the Hero’s WIL+2 (minimum of 2) on all rolls (magic rolls gain/suffer double this). The duration is hours equal to WIL. 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 CON+2 (minimum of 2) a number of kilometers equal to his SPD x10 (minimum of 10). This favor may be used once per request. Farseeing: The Hero may look into a bowl of water and see a distance equal to his PERx10 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 language that has ever been or will ever be created. He has this ability for a number of days equal to his INTx2 (min. 2 days) Magic Negation: A Hero can make himself immune to any one mode of magic as if he had a Ward spell cast upon him at Level 20. He may include a group of people equal to his CON+10 (minimum of 10) but the resistance for all (including the Hero) is only equal to the Hero’s WIL+5

Minor

The Hero receives a +10 bonus to solve any math problem or puzzle. The Hero receives a bonus equal to his INT (minimum of +1) when doing any sort of handicraft or lore (excluding theology). Know any magical effect for what it is.

Aspects

Strange music playing in the background, created images move and animate in his presence, people are inspired to create things, natural optical illusions and mirrors, sidewalk and graffiti art appearing in his wake.

185

ATLANTIS: The Second Age Moon Madness, Secrets, Evasion, Prophecy, Sleep, Shadows Darkness Manipulation: The Hero can cast a shadow in a radius equal to his CHA (minimum of 1) 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 any place in the real world or the horrifying dreamscape of the elder gods. The Hero can travel at a rate of WIL x1000kph while in this wraithlike form and cannot be seen or affected by any means except magic or other godly powers. While in the astral form, the Hero cannot affect the material world in any way. It takes a full round to move from the astral to the material world and during this time the Hero may do nothing; his body is completely vulnerable. The Hero may use this ability a number of times to shift back and forth equal to his CHA+3 and remain in the astral state for WIL+3 hours. Possession: The Hero may possess a living being or inanimate object at a range equal to his WILx2km. The Hero must know where the person or thing is located, then he may control its actions and speak through it. The Hero must make an 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 do so. All will speak with the Hero’s voice. Sleep: The Hero can put any living creature within a radius equal to 500m per point of CHA (minimum of 500m) to sleep. The target must make a WIL roll with a DoD equal to the hero’s CHA +2. Those who fail are put to sleep for a number Major of hours equal to the Hero’s WIL+2. Those who get a partial are sluggish and suffer a penalty to all dice actions equal to the Hero’s WIL (minimum of -1). Any intended harm will give the sleeper a chance to wake up (a WIL roll 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. 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. 2 Hero Points spent will increase the range to PERx100 and 5 Hero Points increase the range to PERx1000 years. Moon-cast Shadows: The Hero can walk into any moon-cast shadow and travel to any place that is currently casting a shadow by the moon’s light. 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 (equal to the Hero’s WILx2) to all efforts that require a strong, focused mind. May be resisted with a WIL+ Resolve roll versus the hero’s WILx2 (minimum of -2). The penalty lasts for a number of hours equal to the Hero’s CHAx2. Always know the quality of any piece of silver. See in any darkness with no penalty. Know one secret per game session. The question must be phrased in such a way that it can be answered with a Yes or No answer. Never blinded by bright light, Minor magical or otherwise. Those with the Sun Dominion may try and blind her, but she receives a bonus to resist equal to her WIL+3. Uncanny shadows, fatigue, scent of out-of-doors at night, sound of crickets, déjà vu, sounds of crashing waves. Madness, Aspects insanity. Slight glow in darkness. A need to kiss or make love. Sky The Sky, Thunder, Rain, Storms Change Weather: The Hero can change the weather in an area causing a sunny day to become a raging tempest or vice versa. The Hero can manipulate a radius equal to his WIL+3 kilometers. The weather lasts for a number of hours equal to the Hero’s CHAx2. Thunder: The Hero can create a clap of thunder that can be heard for a number of kilometers equal to the Hero’s CON +3. The thunder also has the benefit of stunning all foes (not allies) in a radius around the Hero, equal to CONX3m. The opponents must make a successful WIL roll with a DoD equal to the Hero’s CON+1 (minimum of 1). If they fail, they are stunned for a number of rounds equal to the Hero’s CON+1 (minimum 1 round) Lightning. The Hero may hurl a number of bolts of lightning equal to his WILX2. The bolts do WILx10DR and suffer Majors no scale penalties. The bolts may be hurled 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 his WIL+5m, or a fan-shaped area emanating from his outstretched arms, with a range equal to his 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 SPD+10 for CHAx2 hours. The Hero may allow a number of others equal to his WILx2 to share the ability, but the entire group moves at SPD +5, and for only half the normal duration.. 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. The Hero may speak freely with any bird once per 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.

186

ATLANTIS: The Second Age Storytelling Recall, Legends, Entertainment, Teaching and Messengers

Major

Phantasms: The Hero can create an incredible illusion of light and sound, which can be seen and heard by everyone within an area of 1km per point of CHA (minimum one kilometer). The illusion is obvious and not real, but can convey any information or ideas the Hero wishes, and changes at his whim. Anyone who sees it will understand the message, no matter who they are or what language they speak. The phantasm will last for 1 hour per point of the Hero’s INT Comprehend Language: The Hero can read, write, and speak any known language ever created, or that will ever be created. He has this ability for a number of days equal to his INTx2 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. Confusion: The Hero can addle the minds of his foes in a 5 km radius. Those affected (failing a WIL roll versus a DoD equal to the Hero’s WIL+3) 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 WILx2. Dupe: The Hero may deceive a group of people equal to his CHAx10. Those tricked will believe the deception for the Hero’s WIL+5 hours, as long as the Hero does not contradict his lie. If the deception is compromised, the duped receive a PER roll first with a penalty equal to the Hero’s CHA to figure out the truth. This favor may be used once per request.

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 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.

Sun the sun, light, healing, excellence

Major

Light Manipulation: The Hero can dim or brighten any light source in an area equal to his CHA x5km. Undead suffer a penalty equal to the Hero’s CHAx2 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 CHA+1(minimum of 1). The Hero affects allies in a radius around him equal to his WIL x5km (minimum of 5). The benefit last for a number of minutes equal to the Hero’s WILx2. Those so imbued glow, radiating a golden aura. Healing: The healing rays of the sun may heal everyone within a radius equal to his WIL x10m (minimum of 10). Everyone within the glowing radius heals a number of Hit Points equal to the Hero’s CHA x2 (minimum of 2) while undead or demons suffer the same amount as damage. This favor may be used once per request. Flash Attack: The Hero may emit a burst of energy that blinds all his foes, causing them a penalty, equal to the Hero’s CONx3, 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+ Influence skill. 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. This may be evaded per normal combat rules. The beam does DR10+CHA in damage, and may be used WIL+5 times. Undead suffer double the damage

Minor

Always know the time of day. The Hero may always see as if the sun was over his head and no darkness, normal or otherwise, may prevent this (except for the Moon Dominion, which may be overcome with a test of PER versus a DoD equal to the opposing person’s WIL).

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

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ATLANTIS: The Second Age

188

ATLANTIS: The Second Age Time The Caretaker of the Past, Present and Future. Cycles with a Beginning and End.

Major

Time Manipulation: The Hero can speed up or slow down the flow of time in a radius equal to his INT (minimum of 1) in kilometers. While the power is in effect, the Hero always wins initiative, gains a bonus to his evade and attack rolls equal to SPD+1 (minimum of 1). Outside of combat, tasks are performed at five times their normal speed. The Hero may control time for WIL+D20 hours Paralyze: A Hero may freeze a group of people in time equal to his WIL X10(minimum of 10). Those who wish to resist may make a WIL roll with a DoD equal to double the Hero’s WIL. The paralysis lasts for a number of hours equal to the Hero’s CON +2(minimum of 2). If any harm could potentially come to the paralyzed, the effect is broken, and targets may move freely. Post &Precognition: The Hero 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 events 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 WIL +2 (minimum of 2). This favor may be used once per request. Age: The Hero may take or add WIL x1D20 years to a living creature. The target may resist the change with a WIL + Resolve roll versus the Hero’s WIL+3 as the DoD. The change last for a number of weeks equal to the hero’s CON (minimum of one week), but can be made permanent with the permanent expenditure of 1 Hero Point. This favor may be used once per request.

Minor

Always know the time of day. Know when an item was made. +10 on history lore rolls. Never late. Know how old a person is by the wrinkles on their hands. Has the initiative a number of times a day equal to his PER+2 (minimum of twice).

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: No door is barred to the Hero and he may come and go as he pleases. Others traveling with the Hero may also benefit for a cost of one Hero Point per additional traveler. The True Path: The Hero knows the location of any real destination spoken of or ever traveled to. The Hero will know the quickest route (not necessarily the safest) to the location. This favor may be used once per request. A Hop, Skip, and a Jump: The Hero may travel to any place in the world as long as he knows the location, or has seen or read about it. The travel time is instant, but when he arrives he must find a place to rest for a night. The Hero may take a number of additional travelers equal to his CON+2 (minimum of 2) with him, but must sleep an additional night for each person. The Hero only has an hour to find a safe haven to rest his head and after that he falls into a sleep from which he cannot be roused. Safe Travel: A Hero may ask for a number of days of safe travel equal to his CHA (minimum of one day). During this time, the Hero and any traveling companions will be safe and unmolested as long as they take no malicious actions toward another. This gift may be reversed, cursing someone with days of travel plagued by terrible events. This cost 2 additional Hero Points. This favor may be used once per request. Summons: A Hero can speak a person’s name, and they will be compelled to travel to his location to meet him. The Hero must know the name of the person, and succeed with a full success (partials count as failures) at a WIL + Influence roll with a DoD equal to the target’s WIL + Resolve. If successful, the target will travel as best they can to the Hero. For each day they resist, they suffer Hit Point Damage equal to the Hero’s WIL. This favor may be used once per request. The Long and Winding Road: The hero may stop a person from traveling or moving far from a location. The person may move freely but will never reach their destination, and always find themselves at their starting location at the end of the day. The Hero may affect a group (no larger than 100 x PER people) with the expenditure of 5 Hero Points. The affect last for a number of days equal to twice the Hero’s WIL (minimum of two days). This favor may be used once per request.

Minor

The Hero moves twice as fast as his SPD attribute would normally allow. Always finds a means of travel to whatever destination he wishes (although maybe not the safest or most comfortable).

Aspects

The Hero’s body seems to blur with movement and motion. Items around the Hero vibrate and move on their own. The Hero must keep moving, and can never stay in the same place for more than a number for days equal to twice his WIL (minimum of two days). If the Hero does stay in a location over his time limit then he takes 1D20 damage per day. The Hero may leave the location for a time and return after 24 hours but he must stay in motion and constantly moving. If on a boat or other conveyance, he is safe as long as it’s moving.

189

ATLANTIS: The Second Age 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 receive a PER roll with a penalty equal to the Hero’s CHA to realize the truth. This favor may be used once per request. 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 item or person must be something the Hero has seen before and cannot be created out of their imagination. When done to another, the change is perfect if the target is willing. It may be resisted with a WIL roll DoD equal to the Hero’s WIL+5. The change lasts for 10+WIL minutes for a willing subject, or half as long for unwilling victims. Possession: The Hero may possess a living being or inanimate object at a range equal to his WILx2km. The Hero must know where the person or thing is located. He may control its actions and speak through it. The Hero must make an influence roll with a DoD equal to twice the being’s WIL (-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 a number of times equal to his CHAx2. 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 hours equal to CHAx2. 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 of the Hero. The Hero must be able to lift or carry the item and any item he cannot carry he will be stuck, unable to move. The Hero may do this a number of times equal to his DEX +3 (minimum of 3) Takes one to know one: The Hero knows who all the thieves, and what was stolen, in a radius of PERx2 kilometers. He will know what and when something was stolen, and the name of the person who did it. The knowledge will be available to the Hero for 12 hours. This favor may be used once per request. Step in a pit and Die: The Hero can make a hole that one of will automatically fall in. The foe may make a PER +investigation roll versus a DoD equal to the Hero’s WIL+ Performance. If they fail the step into the whole and take the 5X the Hero’s Void rating in damage. This favor may be used once per request.

Minor

Always the last to fall into a pit. May redirect one fumbled roll to another player three times per game. Gains a temporary 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.

190

ATLANTIS: The Second Age War War, Combat, Competition, Anger, Blood

Major

Killing Field: The Hero may make one attack that hits a number of opponents of equal ability level or less. The Hero must attack one opponent with a Full Success. Those standing in a radius of STRx3m will also take damage from the attack as well, if they could have been hit. The damage done is equal to the original damage, minus any armor. This favor may be used, or bestowed upon a number of others, a number of times, both equal to the Hero’s CHAx2. Heart of the Lion: The Hero may strengthen the resolve of all allied combatants, giving them a bonus equal to their CHAx2 for a number of attacks equal to his WIL+5. Everyone allied with the Hero on the field of battle gains this benefit. This favor may be used once per request. 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 who 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 broth’s creation, and does not stack with the imbiber’s own skills or CR. There is enough broth for CONx10 drinks and must be consumed within 10 minutes of it reaching its boiling point. 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 it only allows them to disregard 3 critical hit rolls. Full of Rage: A Hero may put rage in another’s heart making him more impressive in battle. The hero can supercharge the anger and bloodlust in a person’s heart, making their attacks either more accurate or more prodigious. The Hero can add a bonus to damage or accuracy equal to his double his CHA (minimum of +2). He may imbue a number of people equal to his 5XCHA (minimum of 5) for a number of rounds equal to 5x WIL (minimum of 5 rounds). Strategy: The Hero knows all the rules to any conflict or game, and uses it to his advantage. In any sort of competitive activity, if the Hero takes an action to assess the situation, she gains a bonus equal to her PER+5. Those on her side or “team” gain a bonus of +3 to any one action that round.

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, the stench of death, drinks turn to blood, smell of gunpowder.

Water The Sea, Rivers, Lakes

Major

Control Waters: The Hero may part a body of water, creating 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+10m 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. This favor may be used once per request. 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 uses his Throwing skill to hit with the attack and, if the roll is a critical, the target is enveloped in a bubble of water. Victims drown for a number of rounds equal to the Hero’s WIL+1 and suffer half the damage originally taken. 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. This favor may be used once per request. 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 consumed. Water Horse: The Hero may move any vehicle that rests 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. If the hero is in pursuit of another vessel, the power may be reversed. 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 may move, see, and speak freely at any depth in water. They do not suffer from the cold, even if swimming in the frozen waters of the north. The ability lasts for a number of hours equal to CHAx2.

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.

191

ATLANTIS: The Second Age

The Pantheons Pantheons may be many things: a loose confederation of gods that have banded together for mutual protection, or a cosmic family that has taken a particular region as its 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 Dogma and Precepts Almost all the religions of the known world have rules and sacred beliefs to which they adhere. Nothing from the gods is ever freely. They require sacrifice, literal and metaphoric. To be in good standing with the gods, the Hero must follow the tenets of the pantheon and the individual gods. Dogma The overall tenets of the pantheon. The dogma of the god helps define her and sets the tone of the religion. Who or what is the god or pantheon about? This is defined by their dogma. Breaking these tenets is a sin (see precepts below). Precepts For each Domain that a god possesses, they must have a Precept; a rule or principle prescribing a particular course of action or conduct. A Precept has three acts or behaviors considered a sin and two that are considered duties. All belief systems have them, and priest and the devoutly religious follow them without reservation. Each precept encompasses things that are restricted to the follower and things that the follower must do, or from which they must abstain . Sinning: The breaking of a precept. Each Precept has three points that are forbidden and considered a sin. When a Precept is broken, the Hero suffers a penalty of -3 to the DOD of any Favor roll. Multiple broken Precepts (sin) equal multiple, stacking penalties. Duties: The functions and responsibilities of the devout. Each precept has two behaviors which must be done on a regular basis. If the Duties aren’t performed, the follower is considered to have sinned.

Attributes of a God. Persona: Who or what the god is and how he relates to the world or his followers. 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. Some are more powerful and may have secondary and tertiary purviews of power that they rule over. The Secondary Dominion bestows half the listed effects and the Tertiary (if available) grants the Dominion’s abilities at only a quarter of their listed power.

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ATLANTIS: The Second Age

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 forms in which they understood them were less refined, more primitive 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.

Dogma ►► Bury the dead under the earth within a day of death, with a necklace of shells (preferably snail) to announce their arrival. ►► Recite the 256 secrets of life at the beginning and ending of each day ►► Tend to graves, bury the dead and allow the souls to move on. ►► Never consort with the unclean things of the city of Bronze ►► Never turn your back on a serpent for it will rear up and bite at your heels.

Symbol All Orixa share the same symbol; the Obsidian Mirror.

Realm The Orixa are all said to reside in the grand obsidian shard resting in the Great Temple of the Orixa in the city of Atlantis.

The Orixa (uh-REE-shuh)

Manifestations of the first god. Each and every god that exist in the hearts and minds of the antediluvian people are aspects of the Elder Gods’ 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 younger god or manifestation that came after have been pale reflections of his grandeur and prowess. ►► Who are the gods of Antediluvian world? Reflections of the Orixa upon whom they are based. ►► Who are the Orixa? They are the aspects that composed Olódùmarè. ►► Who is Olódùmarè? The active hand of the sleeping Elder Gods or perhaps an awakened Elder God. None know for sure. ►► Note that the Orixa are the aspects of the Demiurge and are exempt from the rules that govern other gods pertaining to the number of dominions possessed and the precepts they have. They are the essence of all the gods and none are more potent than the Orixa, since their power comes directly from Olódùmarè.

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.

193

ATLANTIS: The Second Age The Temples of Mirrors The Great orichalcum and obsidian Temple of the Orixa stands in the city of Atlantis. The temple is kept dark at all times, and is lit only by a set of frankincense-scented candles at the base of each Orixa mirror. The mirrors are kept in their own 10m deep, 5m wide alcove draped with a white silk cloth. The walls and floor are polished basalt rock with inlaid designs of lapis, orichalcum, gold, and obsidian. Many statues representing the gods line the causeway to the great mirrors, all gilded with gold and precious stones. The only entrance into the temple is through a set of 10m high doors, made of a black glass mosaic of the Orixa. The doors are kept close at all times so that light will never reflect from obsidian mirrors showing the true face of the gods and burning all that see them alive. Aganju

Volcanoes and Wealth

Ochosi

Divinity of Law

Anansi

Stories and Myths

Ochumare

Guardian of Children

Babalu Aye

Divinity of Sickness

Ogou

Warrior and Metal Worker

Erinle

Divinity of Health

Olukun

Divinity of the Deep Ocean

Exú

Caretaker of the Roads and the Dead

Orunmila

Wise Divinity

Ibeji

Sacred Twins; Protectors of the Young

Oshún

Divinity of Rivers

Iemanja

Divinity of the Calm Sea

Oya

Warrior and Guardian of the Door of the Dead

Oba

Divinity of Femininity

Ozain

Harvester of the Earth

Obatala

Ruler of the Orixa

Shango

Divinity of Strife and War

Aganju The Shaking Ground; The Sighing Desert; The Rising Mountain; Fiery Volcano. These are the names and purviews of Aganju the Orixa. Aganju is said to be the father of Shango and a vastly important Orixa. Aganjú is a force that is essential for growth, as well as a cultivator of civilizations. Like the volcano with which he is associated, he forms the foundation upon which societies are built, and is the catalyst for the production of all wealth and commerce. He is Advancement. He is Development. He is most revered for his willingness to assist in overcoming barriers, physical as well as psychological. His priests believe that, with Aganju as their intercessor, no task is impossible. It is said that upon his back, the people of the world breed and multiply. Dominion

Earth, Fire, and Fortune

Precepts

Vows taken are never broken. All things promised will be fulfilled. Create wealth by investing in others A wealthy man carries his wealth in his heart, a greedy man holds wealth in a clenched hand.

Anansi The Trickster God; Teller of Tales; Imparter of Wisdoms, both divine and absurd; Spinner of Enigmas. Olódùmarè kept this aspect in his mouth before the usurpers dismembered him. As a speaker, Anansi held all the stories of the world that have ever been or will ever be told. Some stories are true, some are lies; some are hard, blunt truths,, some are sublime metaphors. Anansi’s stories may be a lot of things, but they are never frivolous and all hold weight. They carry meaning pertaining to the world and the human condition. Anansi has the ability to speak a thing and make it true. His word can make a concept important or ridiculed. When angered or bored, Anansi will play a trick to teach a lesson, or to show the object in a different light. His observations and satirical commentary often wash away the fear of the unknown and present things in a different light. Anansi is easy going and always has a smile to share. He is wise, witty and clever but a sore loser if he himself is tricked.

194

ATLANTIS: The Second Age Dominion

Trickster, Storytelling, and Animals

Precepts

Never tell what you can show. All stories have a beginning, middle, and end. Never leave a story unfinished, never begin a task that you will not complete. Never disregard a story

Babalu Aye Divinity of Disease and Illness (Smallpox and Leprosy are his favorite); Champion of Plague; also, the Orixa of Healing and the Earth. The physical wellbeing of all living is the domain of this Orixa. Babalu Aye is the son of Iemanja and has authority over the bodies of all living things. As an aspect of Olódùmarè, he was the life-giving breath blown into all things. Babalu Aye delivers punishment, at the behest of the other divinities, to all that transgress against the Orixa in the form of slow, wasting diseases, or quick deaths. Babalu Aye also holds Dominion over the prosperity of all things living, and is bestows health or wealth upon the deserving. His mirrors often reflect the actual, metaphysical health of an individual. Dominion

The Dead, Fertility, and Fortune

Precepts

At sunrise, sweep the earth and all that it carries from your door. Keep one’s face and hands covered at all times, unless in the presence of relatives. Wear a necklace of snail shells. Wash at sunrise and sunset

Erinle The Physician; Keeper of Secret Medicines; The Orixa of Healing Drinks, Alcohol and Foods that Comfort. As a spirit of abundance, he is believed to serve as both a healer and the patron of homosexuality. Erinle provides succor to all who need it. When the bodies’ needs have been met he ferments ideas in minds. His essence guides artists of all kinds to do great works and his whispered words hide in every meal, waiting to grow into fiery inspiration in the belly. Dominion

Magic and Craft, and Death

Precepts

Never harm another. Give medicinal aid to any in need. Teach any who are willing to learn. Practice a craft before sleep.

Exú Between; Caretaker of Roads, and the Dead; Psychopomp. It is Exú who leads the recently deceased to the underworld. He is the messenger who brings the divine word to the mortal world. Every road that’s crosses the earth, and every footstep taken in travel is known to Exú. This Orixa educates mortals frequently by leading them to temptation, and possible tribulation, in the hopes that the experience will lead ultimately to their maturation. In this way, he is a difficult teacher, but nearly all find, in the end, that he is the best. Dominion

The Dead, Travel, and Craft

Precepts

Tend to graves, bury the dead and allow the souls to move on. Give aid and hospitality to travelers The removal of items from the dead without permission is forbidden.

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ATLANTIS: The Second Age Ibeji The Sacred Twins; The Guardians; Hope and Wonder. This Orixa, two entities as one, represent vitality and youthful exuberance. The twins represent magic, the wonder of the world around us, the sacred union between two lovers, and the complexity of one’s personal identity. The twins share one name and are considered to be two aspects of a greater whole; the physical and the spiritual. When both are in harmony the whole is healthy. Dominion

Fortune, Love, and Magic

Precepts

Protect children through your actions. Attain balance in all things. Bring harm to no one, lest you harm yourself.

Iemanja Blue Lady; Calm Ocean; Obatala’s Daughter; Duality. She is the wife of Aganju and the divinity of the calm sea. Iemanja represents the healing touch of water and the sensitivity or rage of the heart. She is the moon and the mysteries that it holds. Her name means “Mother whose children are like fish.” This represents the vastness of motherhood, her fecundity and her reign over all living things. Iemanja often delivers the faithful to safe harbors and, in extreme instances, drowns them, taking them to her paradise at the bottom of the sea. There, the faithful experience wonders and delights before being reborn on a strange shore with new insight and wealth beyond their wildest dreams. She is invoked during childbirth and when healing the sick. Dominion

Water, Moon, and Love

Precepts

Protect children through your actions. Revere and respect the wisdom of a mother or daughter. Never deny a person food

Oba The Embodiment of Marriage; Loyalty and Devotion; Domesticity. Equally at home at the hearth or the battlefield, Oba, the daughter of Iemanja, is the embodiment of femininity, beauty and intelligences. She is the giver of life and fortune to those who stay true to their word and their soul. Commitments made by Oba are never broken, and those who worship her follow her example. As the wife of Shango, she is loyal and committed to his every endeavor and supports him in every cause. Generals of armies keep a priest of Oba in their retinue for guidance and wisdom that only they can provide. Oba is the calming influence of her husband, Shango. Dominion

Love, Fertility, and Fortune

Precepts

Vows taken are never broken. Things promised will be fulfilled. Never make an enemy of a potential friend. Revere and respect the wisdom of a mother or daughter

Obatala The Keeper of Light, The All King, Ruler of the Orixa. Obatala is moral uprightness and purity. He is associated with the sun, cleanliness and, the triumph of the human soul. Obatala owns every soul and his hands helped shape the earth as an aspect of Olódùmarè. He is very active, in the shaping and reshaping the world, and his hands are said to have built the island of Atlantis from the very last piece of primordial clay. During the time of the great creation, Orunmila recited the name from the sacred Ifá and Obatala spoke the name to make it real. Obatala lead the battle against the unclean usurpers Ba’al and Set and laid claim to all the souls of the world, once the battle was over. Obatala is the paragon of clarity, and anyone that peers into his mirror see a reflection of who they truly are.

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ATLANTIS: The Second Age Dominion

Sun, Law, and Love

Precepts

Help those in need. All with souls are connected and brothers Uphold the law of the land, even for those you deem unjust. Obatala is the final arbiter. The truth is purity. Impurity of body, mind, and soul are a sin. Prostrate yourself before the rising and setting sun Never touch blood, as it is unclean and bury any dead within a day of death.

Ochosi The Three; Chimera; Primordia; The Lattice Ochosi has three aspects or faces. The aspects that fell from Olódùmarè are said to have cracked into three, but never broke. Any mirror representing Ochosi is cracked three ways and each casts a different reflection. The Orixa is the seeker of swift justice, the master of all hunting, and finally the patron and protector of all animals. Ochosi was responsible for the creation of all creatures that populate the world and he alone understands their wild, and sometimes savage ways. Andamen of all types revere Ochosi above all others and in return he favors them in their times of need. Dominion

Animal, Law, and Air

Precepts

Never start a pilgrimage at midday Never hide the truth Help bring those deserving to justice Respect all animals that crawl, walk, or fly. Revere them before taking their flesh.

Ochumare Guardian of Children; Duality; Epicene. At times, Ochumare is the Orixa of childbirth, the safe home, nurturing parents; at others, of movement, soothing rains and rainbows that signify hope. Ochumare is male half the year and female the other half. This divinity is said to still be in touch “Father Ogou, we open our with the Demiurge, Olódùmarè or some aspect of him. The Orixa respect and hold Ochumare in hearts to you. very high regard, because of this rapport with their greater self. Ochumare is the mouth piece that Master of Metal, Fire, and the all Orixa speak through when ideas must be conveyed to mortals. Forge, Dominion Magic, Love, and Sky Master of the Machete! Never speak an untruth Show each of us the source of Always seek balance in body, mind, and spirit. our Inner Power Precepts Protect hope and exact retribution with love. And help each of us to Never poison a heart with your own ignorance or fears. understand how best to wield it.” As my father taught me, I say this before every great battle. Ogou The power of that litany is a Warmind; The Builder and the Destroyer; The End. Ogou is the great warrior deity of the testament to the continued Orixa. The patron of metalworking, blades, iron, bronze, and blood sacrifice. During the time beating of my heart. before, he was the bloody right hand of Olódùmarè. It was Ogou who smote the unclean creations Donobey of Nubia of the usurpers. He is a killer without mercy, and an enemy to all snakes and things which crawl on their bellies. Ogou is arrogant beyond measure, and his mirrors all show the viewer the ideal of what they want to become, not truly what they are. Dominion

Craft, War, and Fortune

Precepts

Never destroy a work of art or a craft. Make something new each day at sunrise. Try and perfect it by nightfall. Kill cleanly and only with iron or bronze. Deliver your enemy with reverence to the afterlife.

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ATLANTIS: The Second Age Olukun Bountiful Void; Madness; Deepwater; Unknowable One. Olukun is 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. Olukun is the unsuspected wisdom hidden in the heart of all people. He is the Orixa that is prayed to when safe travel upon the sea is needed and the patron of all sea-going people. Olukun keeps secrets in the sea, and holds them until such time as he deems them needed, then he washes them upon the shore for all to see. All secrets eventually come to Olukun, as all rivers run into his great oceans. Without the rise and ebb of his chest, the waters of the oceans would stand still. Dominion

Water, Storytelling, and Moon

Precepts

Take time to learn and understand what you can. Prostrate yourself before a pool of water and sing Olukun's praise. On the night of the full moon, bathe in waters that hold the image of the moon. Never willingly withhold knowledge

Orunmila The Old One; Wisdom; Keeper; The Logician Orunmila is the oldest and wisest of all the Orixa, as his shard was the eyes and ears of Olódùmarè during the shattering. He is the keeper of the sacred Ifá, a sacred system of divination and philosophy spoken to divine the universe. He shares this knowledge freely with anyone who is willing to learn, but warns that those who look must be strong enough to such knowledge inside them. Once his secrets are learned, his disciples scribe them on palm nuts. When cast and properly read, the nuts open the user to all facets of creation. Dominion

Time, Magic, and Fortune

Precepts

Take time to learn and understand what you can. Respect elders and those who have gone before you. Speak freely of things you know; help those that don’t. Never act with a mind clouded with emotion.

Oshún Mother River; Water of Life and Love; She Who Has Ears; The Aspect. Oshún is the divinity of rivers, love, feminine beauty, deceit, diplomacy, wealth, and art. She is one of Shango’s three lovers and beloved of Ogou. Oshún is very vain and petulant at times. When roused to anger, she can never be stopped or halted. When calm, Oshún is the force of harmony which we see as beauty, feel as love, and experience as ecstasy. Oshún is the beautiful weeping goddess who laments the world for not loving her enough, or realizing how beautiful the world can be. Those who pray to the goddess know her as “She who has ears” because, of all the Orixa, she is the most likely to answer a prayer. Dominion

Fertility, Water, and Fortune

Precepts

Revere and honor every seed you plant and the soil that it grows in. Never allow women to suffer at your hands or the hands of others. Quench every thirst with, or in water

Oya Gatekeeper; Mistress of Darkness; The Open Hand; Warbeauty. Oya is the divinity of soldiers, as opposed to warriors. She is guardian of the door to the underworld. Her heart, just as the hearts of young men gone to war, is a mercurial and ever-changing tempest of passion. Oya is a powerful being capable of great destruction when roused to anger, causing tornadoes, fires, earthquakes. Just as an army on the march, she is capable of unlimited destruction. Beyond destruction, Oya is the spirit of change, transition, and the ordered chaos that often brings it about. Her association with the marketplace, and more specifically with the gates of cemeteries (as opposed to the entire

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ATLANTIS: The Second Age underworld), reveals her in her aspect as facilitator of transition. She is passionate and greedy, taking what she wants when she wants. By force, she took Shango as her lover even as he rebuked her. Eventually he saw the effort as pointless and relented to her passion. Dominion

Death, Earth, and Fortune

Precepts

Experience all the pleasures the world has to offer. Take what you want and defend what is yours. Never let a slight go unpunished; weakness is a sin. Let the dead sleep and do not disturb their home

Ozain Bountiful Harvest; Cultivator; The Green; Maker. Ozain is the Orixa of the bountiful harvest and the natural world. His aspect is seen in the tallest tree and the smallest blade of grass. He is the maker of all seeds, in the ground or the living body. Ozain 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 herbs, and is a natural healer. He sometimes appears as a beautiful wood spirit, when in female form. He is sometimes a capricious being, and grows wholesome foods next to the deadliest poisons. Ozain is also a peacemaker and arbitrator of disputes, particularly those that involve women. Dominion

Earth, Fertility, and Craft

Precepts

Only eat the material bounty of the earth and moving water. Nothing that bleeds should pass your lips. Never speak, eat, or drink after sundown. Seek balance. The middle way is always true

Shango Thundermouth; Heart-Fire; Consumer; Flamewind. The Great Shango, Divinity of War, Thunder, and Fire. Shango is the manifestation of male sexuality, power and will. Shango is passionate, and quick to action, taking what he wants by guile or force. He is the patron of all kings and rulers. Thunder is the sound of his drums beating and lightning strikes where his gaze touches. He is the embodiment of aggression, force of will, and unbridled passion. Shango is active and constantly moving to conquer, reap, and dominate. His passion is struggle and his reward is triumph. He was the beating heart of Olódùmarè before the shattering and continues to play that role now. All who seek to prevail at a game or accomplish a goal look to Shango for inspiration. Dominion

Sky, Fire, and War

Precepts

Always have means to defend one’s self Never let anyone steal from your mind, body, or soul. Show dignity and respect to all things but never bow to a lesser. Eat, drink, love and kill with equal passion.

The gods’ reflections

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 bear a resemblance to 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.

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ATLANTIS: The Second Age

Cults

Player involvement in the cults of Set and Ba’al

It’s a bad idea. No, really, it’s a very bad idea. There may be a player or two who think playing the guy with the evil god is a “cool idea”. In most cases I would agree, but Ba’al and Set are villains through and through. In other games the gods take a back seat and are unknowable, but the gods of Atlantis actively move and interact with the Heroes of the story. Ba’al and Set are not going to sit idly by and allow the Hero to use any divine gift without some sort of horrific price. They will want the other party members killed, actively sabotaged, and generally made to suffer at every turn. These guys don’t play and will pull a Darth Vader throat crush on the first failure or sign of weakness. They won’t listen to reason, or cut the Hero any slack. Both are diabolic nihilists who have a slightly different world view. Also, think of the party and the dynamic this will create. This isn’t just a little PVP between the chaotic good and lawful good character; this is the devil asking a party member to eat babies with his mouth open while the others pass the salt. Just my two cents…

‘Cult’ is a perfect term to describe the breakdown of the Atlantean religious factions from a secular perspective. 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 and fraternities (political and magical), 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 Ba’al Symbol

Fire, Lightning, inverted pentagrams, goats

Realm

The pit of Sheol in Zin, near the plain of Megido

Dominion

Air, Sky, the Dead, and War

The following are cults associated with Ba’al and his ambitions to bring about the destruction of the world. Even novice cultists of Ba’al are all corrupt in some small way. Long-standing members are ruined. This is represented by rolling on the Price of Prolong use of Magic found in the magic chapter.

Who is Ba’al? Ba’al is the most primal and base emotions and urges a mortal being can have. He is lust, greed, anger, fear, and gluttony—a maelstrom of primal power. At one time, Ba’al represented the storms of change, but lost his way and became chaos; destruction for its own sake. Ba’al is a nihilistic god, greedy only interested in his own self-gratification, in all its most depraved forms. Ba’al is a brute, without creative thought. He constantly boils with anger and hate. Long ago, Ba’al tried to create. Lacking some fundamental quality, he turned to reshaping that which already existed, but quickly realized that his imitations paled in comparison to what Olódùmarè had already done. His misshapen jinn coalesced into the twisted, demonic entities which now live in the Brass City. Ba’al’s Agenda Ba’al is impotent on a cosmic level; unable to create anything except death and misery. This deficiency angers the dark god, and now he rages against all creation. Nothing touched by Ba’al is ever whole or pure again, and will always be tainted by his black hand. Ba’al wants the earth, and all living things, as his playthings. He believes that he was denied the world by his former master, and is now motivated to pervert and twist what he could not create. 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 Black Circle.

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ATLANTIS: The Second Age 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 witchdoctors of the Abara tribe, a violent people who engage in the practice of headhunting. Its members enjoy a number of gruesome practices, including the creation of necromantic fetishes, such as shrunken heads, hands of glory and monkey paws. Despite its primitive and savage nature, the Abara Witch Cult is said to have secret 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, whom 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, the cult thrives in rumor and ghost story anywhere it operates.

The Cults of Set Symbol

The serpent, reptiles, fangs

Realm

The Great Viper’s nest in Kush

Dominion

Death, Earth, Magic, and Moon

Who is Set Set is the evil, conniving instigator of Olódùmarè’s death. Where Ba’al moves with reckless abandon, Set moves with slow certainty and surgical precision. He is a dark liar; a deceiver who plots and waits for his time. Unlike Ba’al, whose sole objective is to take this world, Set’s ambitions Many associate the Ahl-at-Rab are infinite and he is prepared not only to conquer this world, but the resting place of the Elder and the Serpent Empires with the Gods. Cult of Set with good reason. Set’s Agenda However, not all of the Ahl-atSet wants to rule the universe and order it in the way of his choosing. Set wants to continue Rab are part of the Cult. Or, if the work of Olódùmarè, but with his own skewed vision of reality. His desire is to dominate the they are, then some of them are universe and have it pay tribute to his superior intellect and vision. very good at hiding it. Still, I treat every Ahl-at-Rab Below are cults that associate with Set, the serpent. Most serpent cults are known by a small with caution until I learn whether branding or tattoo of some type of serpent hidden on their bodies. The mark is unmistakably the or not they do serve Set. The ones that do bow to that black mark of Set and is worn openly, only by the most devout followers of this dark god. god I kill with my bare hands to ensure that they are truly dead. The Cult of Ouroboros Caerwyn, Lemurian Scholar This secret fraternity is based in the city of Acheron, in Khemit. Its members, primarily 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 imagining. The Serpent Cult has followers in Nubia, and in various places throughout Gondwana and Europa. Many believe the cult is associated with the Cult of Sefar, and possibly the various non-human sects associated with the evil entities known as Tiamat and Jormungandr. The objectives of the Serpent Cult are not known. sect 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,

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ATLANTIS: The Second Age 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 Jormungand Society This secret religious sect of magicians is based in northern Europa, with many cells all around the world. The society invests heavily in local infrastructure and insinuates itself into local religious organizations. The society’s agendas are to strengthen their hold on a region by controlling the resources and religious practices of a local people and slowly converting them to serpent worship. The society members are all masters of poison creation and each member is required to carry a small vial, for defense or suicide, if ever captured. High-ranking members all have tattoos of snakes or coiled rope encircling their wrist to represent their willing bondage to Set. The Society is aware of the Arcanum and their agendas and actively works to stop them. The two organizations have fought many conflicts through their proxies and the two prepare for an all out war that will decide the fate of the world.

Sprits in the Material World

The World of Atlantis is full or spirits from the time before. Most are escaped dreams that survived by incorporating their essence into an item or creature. There are spirits in the trees, swords, the gentle brook, houses, and even such insignificant items as a woman’s hairbrush. Most of these spirits are not strong enough to make a difference, but have just enough essence to exits by their defining quality. A spirit in a comb will be nothing more than a comb. Some of these spirits become stronger when additional “essence”, or strong belief is infused within them. These spirits become strong enough to enact their will upon the world. Most of their actions and personalities are colored by the circumstances of the infusion of potential energy released. A temple where a horrible murder took place will taint the energies there, making the temple spirit malevolent and violent. A grove of trees where marriages are performed will infuse spirits with elation and happiness. Most people will never know that Olódùmarè built the world from this cosmic potential and that such a thing could, given the right circumstances and enough energy, become sentient. Mortals can feel this untapped potential when using, or in the presence of. such an item or place. Stories of haunted woods, a sinister axe used by an executioner, or brooks with waters that soothe the soul, are all manifestations of the sprits in those areas or items. When an item is infused with enough potential essence, the sprits may actually manifest physically. A grove may be inhabited by a nymph, a sword may speak, or a boats be populated by a phantom crew. Some sprits are directed worship and the energy focused on them by many devout people may grant them some minor abilities that, to some, look like divinity. Most can be killed or destroyed when the item or area is destroyed, changed, or repurposed therefore most guard their anchor here in the material world.

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ATLANTIS: The Second Age

Sample Pantheons The Veddan Gods

All the gods of the Veddan people are bold and beautiful, possessing four arms and skin the color of marbled lapis lazuli. Above their heads burns the divine flame of Waruna in the center of a white lotus. Waruna rules the pantheon with his wife and lover Aditi from their sacred mountain in Vedda called Akasa. Aditi

Mother of the gods

Saranya

Goddess of the dawn

Aranyani

Goddess of the wilds

Saraswati

Goddess of wisdom

Chaya

Moon wife

Surya

The living sun and beauty

Murukan

War god

Tarksya

The great bird

Nirriti

Keeper of the dead

Tvashtri

The god of trade

Revanta

Patron of horses and hunters

Waruna

The all-powerful king

Dogma ►► ►► ►► ►► ►►

All must bow before the gods Hospitality is a virtue Burn the dead Never trust a snake Eat only thing provided by the earth. Things that crawl or walk are your brothers

Aditi Aditi is queen of the universe and the mother of all living things. She is called “Celestial Mother” because she is the source, from which all things flow. She embodies the virtues of love and devotion as the wife of Waruna, the all powerful god of the universe. Aditi loves all of creation, and bestows Vāc, the blessings of speech and reason, upon anything with a soul from her palace in the sky, where she is surrounded by her sacred animal, the dove, which she rides to earth on the rare occasions she descends. Symbol

An ivory triangle; the Peacock

Realm

Mount Akasa

Dominion

Storytelling and Water

Precepts

Speak freely, as it is my gift Teach freely, as it is your responsibility Keep good company as your friends mark your character Never sit with demons, or those of them, for they lust after your soul

Aranyani The youngest of all of Aditi’s children, and closest to all mortal things, she is queen of all that has not yet been sullied by “progress”. Aranyani is the woodland goddess of the Veddy people. She appears covered in floating rose and lotus petals that shift and change color with her mood. Because her words shape the world around her, she rarely speaks, and is called, The Quiet Goddess. Bagha, the tiger upon whose back she rides, is also her mouthpiece, speaking her wishes aloud. Aranyani is always accompanied by a score of golden monkeys who do her bidding; they are also known to answer the prayers of her worshippers; those she blesses are those who show kindness to others. As is fitting, she is the patron of all Andamen. Symbol

The Tulasi plant; The Tiger

Realm

The Sacred Woods of Mandir

Dominion

Earth

Precepts

Keep the Tulasi sacred and with you at all time, for I dwell in each blossom. All are equal in my eyes. All. Avoid greed, for this is the fall of man and an affront to me.

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ATLANTIS: The Second Age Chaya Chaya is goddess of the moon and all things hidden from her lover and master, Surya, the sun. She receives him when he ends his travels and returns home at the end of the day. She comforts him, serves him and makes him ready for his next. In doing so, she provides an example for all wives; providing support but retaining her power. Once her husband is asleep, she follows the tracks of that day’s journey on the back of a silver-feathered owl. She is Saranya’s twin sister, who stands in her shadow in the presence of Suya. She is Surya’s second wife, and the mother of Ravanta and Nirriti. Symbol

A silver coin; the Owl

Realm

The cave of Tabir

Dominion

Moon and Magic

Precepts

Steal as many secrets as one can carry. They are sacred to me. Use secrets as power. This is tribute to me. Never let your true nature be seen. Your secrets are to be shared with me alone. Cover your face, or be burned by the sun.

Murukan The young, elephant-riding war god of the Veddy people wears only a garland of colorful flowers that sparkle and burn with his divinity. He carries Vhel, a divine spear tipped with a spark of the sun, in his left hand and a blooming branch of the Babul tree in the other. Behind him trails 100 hounds, each a different color, with glowing golden eyes and teeth of orichalcum. Murukan is arrogant and selfish, wanting only glory for himself. Enemies are killed quickly and left to rot on the battlefield, or to be eaten by his dogs. Symbol

A black dog

Realm

Empitir, the first Warground

Dominion

War

Precepts

Strike first, in war and in love, as I do. Demons and, those who traffic with them, offend me. They should die. Do not speak with spirits of those you have slain. I look down on those who look back.

Nirriti A dark and terrible figure with black skin and glowing red eyes, Nirriti is the stuff of nightmares. She rides through the visions of prophets on the back of a flame-scaled crocodile. She revels in the deprivation and suffering of all living things. She is the goddess of destruction, death, and decay and delights in bringing souls to the afterlife. Even when enraged, Nirriti is the most beautiful of all the Veddy goddesses, this great beauty has made her vain and easily pacified. Only bribery, in the form of humble and frequent offerings and loving praise will keep her attention away from her duties. It is said that wise men praise her so that they may never have to look upon her beauty. Nethermen pray to her above all others, singing the praises of the black goddess.

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Symbol

A skull, A crocodile

Realm

The alley of the dead in the city of Veddashud

Dominion

Death and the Dead

Precepts

Dance when you see the dead, for they delight me. Preserve the bodies of the mighty who fall, for they are chief among my servants. Bury the dead within 3 days of death. Do not make me wait for my due. Take nothing from those who belong to Nirriti, what they have is mine.

ATLANTIS: The Second Age Revanta A forest deity who is the patron of warriors and horses, Revanta is a great hunter sometimes encountered in the forest, riding an antelope with horns like orichalcum sabers, where he protects the unwary from any troubles that lurk there. Revanta is the Master Hunter. He is the defender of the innocent, the righteous and the pious. Embodying these two roles, he sometimes hunts those who prey on his charges. Revanta is the tallest of all the Veddan gods, (except Warunna who touches the sky with his head) and enemy of all Asura, since the beginning of time. Revanta carries a black bow with a single golden arrow in his right hand and a great whip on his belt, made from the stars in the sky. Symbol

The claws of a great cat; the Antelope

Realm

The Great Veddan hall of Heroes in the city of Veddashud

Dominion

Animals

Precepts

Show your best side. My warriors must show pride in themselves. Let all know who you are. My warriors are not meek. Eat only things you kill. My warriors serve themselves. Only bare your teeth when you plan to bite. My warriors do not posture.

Saranya Saranya is the wife of Surya, and a goddess of the dawn, the clouds, agriculture and the changing seasons. The beating wings of the great hawk on whose back she rides create the monsoon season winds that pollinate crops and bring the rain. She is the twin sister of Chaya and lovely to behold. She is the caretaker of all mortal life that walks the earth. Saranyu precedes her husband in the morning, heralding his arrival for the coming day. Symbol

A burning dawn; the great hawk

Realm

The eastern horizon as seen from the coast of Veddy

Dominion

Fire and fertility

Precepts

Protect the family; they are the foundation that supports us all Obey your lord; in this you mirror my actions Speak well of all; in doing so you spread my light. Never let a false thing pass your lips for lies are darkness and my light will reveal the truth.

Saraswati The goddess of wisdom and creativity rides upon the back of a giant metallic peacock, streaming fire from its wings. In one of her four hands. she holds a golden peacock feather used for writing; in another, a brilliant piece of hammered gold on which she writes. Her long, black hair is braided into raven ropes that stream to the far horizons. Her eyes glow gold with divine knowledge. Saraswati is the bringer of knowledge, poetry, and all forms of artistry to the people of Jambu. Those on whom she gazes are blessed with immaculate knowledge, and burn with divine powers of creations until their great works are done. Symbol

A black iron key; the peacock

Realm

The floating gardens of Imvasol

Dominion

Craft

Precepts

All knowledge should be free; this is my gift. Never take what you can make by your own hands; this makes me proud. Learn to make all things; then I will forever smile upon you. Be the best at what you do; then you will be one of my greatest disciples. Always be a student for my gifts are ever-coming.

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ATLANTIS: The Second Age Surya Surya, immutable and majestic is the living sun whose divinity touches the faces of all mortals, every day. Surya is the indomitable will that burns in all mortal bellies, the wise words on every tongue, and the compassion that moves every heart. Surya is wisdom, strength and beauty personified in a singular radiant truth. He rides a black horse. Flashes of brilliant light and heavenly sound issue from his hooves when they strike the ground. Surya embodies everything that is beautiful in human strength and will. Symbol

The sun, the horse

Realm

The eastern horizon, as seen from the coast of Veddy

Dominion

Sun

Precepts

Speak the truth. Deceit is for others, not my people. Always stand tall and never bow to the wicked. You are strong when bathed in my light. Act thusly. Be righteous in your actions, for in this you emulate me. Peace is an ally that will never fail you. The light of peace is my gift to you.

Tarksya A giant divine birdman, and father of all birds great and humble. He is the Vahana, divine mount, of the gods and when called upon can take them at incredible speeds to any part of the universe. From his back, sprouts wings of gold and red fire and around his waist and wrists he wears the skins of the first Naga kings. His face is pale white and his neck and chest are covered in scintillating feathers made of emeralds and sapphires. He is the scourge of all snakes and their offspring. Symbol

A bird of crimson and gold

Realm

None

Dominion

Air

Precepts

Protect your master. This duty is a duty we share. Staying true to it likens you to me. Stay true to any oath. Lies are unclean things. I detest them. Take your burden and carry it until death. Bear the weight of your responsibilities as I bear mine. Bondage is for animals that crawl on their belly. Remain free and unfettered, as I am. Nagas are your enemy as they are mine.

Tvashtri Tvashtri is the shrewd boy-child of Waruna and Aditi. He is the creator of all divine weapons and tamer of all the Vahana (divine mounts of the Veddan Pantheon), though he is no smith or breaker of beasts. He simply tells stories of the stable or the forge, and then it simply is. Because of this he is the gods’ scribe and keeper of all records. He involves himself in all trade and commerce of the Vedda people, because he finds mortal occupation endlessly fascinating.. Around his head spin great orbs of silver and gold, inlaid with every precious stone known to exist. In his bejeweled hands, he holds an orichalcum fan and in the others a cup, a pitcher of Soma, and a plate weighed down with fruit. He rides a mouse called Tavì, said to be as clever as his master.

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Symbol

A gold coin in a bowl of water ; the mouse

Realm

The great market shrine in Veddashud

Dominion

Fortune and Storytelling

Precepts

Say what you mean plainly. Riddles waste precious time. Your fortune is your families fortune. Blood is an unbreakable bond. Greed is master of the wicked. My servants are stronger than that. Each one teach one. This is our sacred purpose.

ATLANTIS: The Second Age Waruna The lord and ruler of all the gods of Vedda, Waruna resided in a great lotus in the sky that sails over the great southern ocean. The universe was born from his breath, as he cupped his hands to sip from the great cosmic sea. It is said that with one exhalation he created the universe and with his next inhalation the universe will cease to exist. He is the giver of all laws that mortals live by, and he rules of the sky, the sea, and the underworld. Nothing lives without Waruna’s approval. He rides a great, unblinking turtle who watches all his master’s creations. Some say it’s upon it’s the entire, impermanent, world exists. Symbol

The white Lotus with a burning flame at its center; the turtle

Realm

Mount Akasa

Dominion

Sun, Law, and the Sky

Precepts

Praise none above me Stay true and honorable to your word your word is your bond Speak only the truth; my breath is not to be used on untruth Protect the weak as if they were your children; for you are weak, and you are my children.

The Turani Gods

The gods of Turan live in the dry cities of the desert nations, or upon a large mountain that spits flame and soot into the air. The mountain has no other name but the House of God. Atargatis

Mistress of the Desert

Eshmoun

The Desert Breeze

Athirat

Queen of the Oceans

Resheph

God of Woe and Death

Eloah

God of Creation

Shed

Lord of Salvation

Dogma ►► ►► ►► ►► ►► ►►

Avenge slights to your house and home Obey your wife in matters of the heart Never strike a foe with an indifferent hand Above even the gods, love thy family Pray at midday and give thanks Strong drink is the enemy of a sound mind

Atargatis In Turani, her name translates as “Courtesan of Heaven”, the great mistress of the Northern lands is a beguiling goddess of comfort, love and wealth. She resides in every pool of standing water and stories abound of Atargatis emerging from the pond at the center of a lush oasis to lie beside a lone, young herdsman, or wading from a reflecting pool and demanding the love of a mighty sultan. Upon her head rest the rising sun and between her legs is the moon; she is beauty, pleasure, and elegance in all it manifestations. Symbol

The desert gazelle

Realm

The sacred temple of Silver Water near the northern coast of Turani.

Dominion

Fertility and Moon

Precepts

Show hospitality to all Drink deeply of any you love Kill only when hospitality has failed

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ATLANTIS: The Second Age Athirat Athirat’s name means “Walker of the Sea”. She is the goddess of all oceans, and appears as a great-bronze scaled woman, with the lower body of a great fish. From her streams all the bounty of the seas; in her bosom, she cradles those lost in the dark depths of her home. She is patron to all Triton and revered by sea–goers. She lives in every churning lake, running river and the tide of every ocean. Symbol

The great fish of the Red Sea

Realm

The Howling Cave on the coast of the Read Sea

Dominion

Water

Precepts

A bountiful harvest is a feast for all Water is Athirat’s gift to all Those killed in the water belong to Athirat

Eloah Eloah is the all-powerful god of reason, creation and effort. With his first shrug, the world existed. A blink of his eye created all mankind. With his first utterance, reason entered the mind of man; language was born. He is every story ever told, and every thought every ever conceived. Form him, all things spring. His worshippers know a mote of Eloah’s power infuses every word; knows this is what gives language meaning. Many are gifted advisors, storytellers and lorekeepers. Some, often militant, zealots leave their lives of solitary asceticism to write their own stories, in his honor. Symbol

The crooked staff

Realm

The great stone of Eternity

Dominion

Storytelling, Magic, and Time

Precepts

Never take more than you need Help all who help themselves Eat only what the body needs, and never take poison into your belly Always offer an upturned palm, but strike with a clenched fist.

Eshmoun Eshmoun is the cool breeze that blows on the desert sands. He is master of the storm clouds and master of the hundred different thunders. In his wrath, he rides in a chariot pulled by one thousand white horses. They create canyons where they’ve tread and shake the rain from the sky. In times of solitude he puts light and sound to rest, and sits in an endless moment of perfect, silent darkness. Eshmoun is the keeper of the beating heart of the world and protects it with his twin swords Barack and Rham.

208

Symbol

The White Horse of Turan

Realm

The plains of Arabea

Dominion

Sky and Sun

Precepts

Treat your horse as family Those not of your tribe are never to be trusted. Show only a bare face and head to God. To all others be modest.

ATLANTIS: The Second Age Resheph The older brother of Shed, Resheph is the mutilated and bloody god of war, destruction, and plagues. His warrior poets call him Twilight. All others call him Death. All things dying or killing have entered the domain of the black god known as Resheph. Riding a large black horse, he is always preceded by a plague of ravenous locusts. Carrion birds flock in his wake. In his right hand, he holds a great, black axe which drips fire and moans with screams of the recently dead as it cuts the air. In his left hand, he clutches the heads of Lotan, the seven-headed serpent of the Anunnaki. Symbol

A black stone

Realm

The battlefield of Shamar

Dominion

War and The Dead

Precepts

Take all things from your enemy An unsheathed sword should taste blood Before battle, scream my name Never refuse a fight

Shed The son of Eshmoun and the brother of Resheph, Shed is the golden son of salvation and peace. Shed is a dark-haired boy, naked and holding a jar of pure water. Those who drink from the jar are free from all troubles and worries of the world. Shed forgives all those who earnestly wish it and protects all those in need. A carpet of wild desert flowers bloom before him and stay for three days after. Any woman who gives birth in this magical, temporary garden, have strong, healthy babies and survive childbirth without complication. Outsiders cannot believe Shed and Resheph are brothers. Those who worship them know they are simply two sides of a coin. Together they represent, ultimately, all that matters in the mortal spectrum: The giving of life, and the taking of it. Symbol

A white stone or a clay jar

Realm

The apple tree in the great court of the beggars

Dominion

Love and Fertility

Precepts

Show mercy to all who ask Never kill a thing that can bleed Bury ALL dead before the setting or rising sun The bond of love is sacred. Once vowed to another, do not stray.

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ATLANTIS: The Second Age

The Tharshi Gods

The Tharshi gods are typically cunning and secretive. Mortals find them hard to look upon — their faces and forms are generally obscured by stinging smoke or blinding golden light. In Tharshesh their priests and priestesses are commonly called the “weeping saints.” The Tharshi gods rule over their worshippers from a variety of temples in the cities of Tharshesh, as each of them tends to be jealous and paranoid of the others. Tharvan The Golden One Ahbra Sister of the Depths Sagura Mother of the Waves Hatlimpoco God of Betrayal Heron God of Wisdom and Knowledge Tartessa Mistress of Merchants

Dogma ►► ►► ►► ►► ►►

All must give offerings to the gods whether coin or sacrifice. Give travelers thanks and welcome them to your bosom. Never give your trust without payment in kind. Always pay your debts to friend and foe alike. Every bruise, every insult, every coin, every favor must be met in time.

Tharvan The highest power in the Tharshi pantheon, Tharvan is the god of currency and wealth. Some see him as a god of luck, but his favor is capricious, easily bought with sacrifices and tithes, or so his priests claim. He is commonly depicted as a corpulent man, wrapped in silks, and bedecked in jeweled chains of office. Symbol A spinning, golden coin Realm The Temple-Vault at the Harbor of Tartessos Dominion Fortune and Trickster Avoid poverty for wealth provides for all. Precepts Pay your debts to both friend and foe. Always keep your word for it is the gold of your heart.

Sagura Called the Mother of the Waves, Sagura is worshiped by shipwrights, sailors, and mothers alike. Some foreigners to Tharsheh occasionally mistake Tharshi sailors for common pirates, and thus stories calling Sagura the Bloodied Bride of the Sea also circulate amongst distant ports. She gives birth to storms as well as favorable seas; passionate and ever-changing, she can be wooed, but never won. Symbol A cresting wave or foaming surf Realm The Great Stone Harborhouse at Garanada Dominion Water and Love Give the dead to the sea, for all must come back to me in time. Precepts Family and honor are like waves, ever-constant. Heed them. Always welcome a guest.

Heron Created by Jackson Nederveen The Fount of Wisdom and Knowledge, Heron is a whimsical and pragmatic god, who is also somewhat subdued. He prefers to give hints, clues, or messages rather than direct aid. His temple at Cadaza sits atop a huge library. Every tome, text, scroll, or written work that is brought into a Tharsheh port is copied; the originals are donated to Heron, and the copies returned to the former owner. Symbol A striding heron, a closed book, or a rolled-up scroll. Realm The Great Library at Cadaza Dominion Magic and Time

210

ATLANTIS: The Second Age Precepts

Knowledge, like coin, is power. Spend it sparingly, gather ceaselessly. Secrets are worthless: kept, they are meaningless; spent, useless. Seek out all sides before choosing.

Ahbra The Sister of the Depths is the beloved of miners and misers alike. Foreign merchants often claim that Tharshi merchants must all worship this goddess who advocates jealously clinging to every scrap of wealth. Miners seek to pry open her hidden ways with generous sacrifices and those who hold wealth seek her protective embraces over their hidden stores of coin as well. Symbol A darkened cave, a closed chest, or crossed arms. Realm The Ever-dark Depths of the Mines of Tara Dominion Earth and Fortune One can never have too much; gather what wealth you can. Bury sacrifices to Ahbra each new moon. Precepts Take nothing from the dead. Embrace darkness and extinguish fire.

Hatlimpoco Created by Chris Gunning A god of betrayal and lies, Hatlimpoco is actually a transplanted god from distant shores. Once worshiped in far Tamoanchan and even in Diaprepea as a god of subterfuge and brutality, he was in the past known as the Traveled One or the Mask of Blood. Carried to Atlantis by worshippers brought to the island-nation’s gladiatorial and slave pits, his worship spread despite being repeatedly quashed by Atlantean priests. A new Cult of Masks has arisen in Tharshesh. Hatlimpoco’s followers are a competitive lot who place as much value in the battlefield as they do the confines of society. Hatlimpoco wishes to ultimately supplant the Orixa and the wealth of Tharshesh might take him there. Symbol A crimson mask, a bloodied fist, or a coiled serpent. Realm The Mount of Spears in Targrim Dominion War and the Dead Avenge all slights and insults. Be wary and cunning; never strike head on. Precepts If you must submit, defy your oppressors at every turn. Blood pays all debts. Wash your sins away with the blood of those who sinned against you.

Tartessa Whereas Tharvan is the Lord of Gold, Tartessa is the Mistress of Merchants, the Opener of Ways, and the Finder of Fortune. Rivals to the Lotus Cult in the south, Tartessa’s temples are as much places of worship as they are both centers of commerce and hothouses of vice. Tartessa woos the other powers of the Tharshesh pantheon throughout the year as their powers wax and wane in a constant bid to surpass, but never displace, Tharvan. Symbol A bag of coin, an open doorway, and crossroads. Realm The Great Market of Tartessos Dominion Travel and Storytelling Everything has a price. Freedom is worth any amount of coin. Precepts All are slaves to something higher. Always obey your master. Always watch over your property.

211

Chapter 4: Otesium

P

etranova leapt back and forth across the River Eridanus, a feat that would have been incredible a few days travel south, but here in the foothills, at its birth, the river flowed as a narrow torrent, cutting a deep channel into the rock. The Atlantean sorceress hopped across this small canyon, barely the width of a man, wearing a wide grin on her face. “What are you doing?” asked Dayn, the tomb-robber that Anaboa hired to crack open any vaults he couldn’t burn through with his alchemical arts. “If Anaboa comes back he’ll crack your skull open with a rock.” Dayn could smell the stink of lotus and brandy from ten yards away; Petranova had started early this morning. Anaboa tolerated the erratic Atlantean because of her power, but ever since the near brush with their pursuers in Galecea the Lemurian had become increasingly punitive. Petranova turned and, distracted, teetered at the canyon’s edge. “Dayn, my poor little human friend,” she said, pin-wheeling her arms to stay upright, “Anaboa’s too worried about finding his silly rock to worry about what I’m doing. Besides, I’d cook that ape in his own skin if he dared lay a finger on me.” The Lemurian had left a few hours ago, scouting ahead to locate a specific stone that he believed lay close to the river’s source. Dayn shook his head, trying not to let Petranova’s constant patronizing bother him. Instead, he glanced over to the boy Edris; the child had barely said a word since they’d kidnapped him. Anaboa must have slipped some drug or other to the boy; no child was that quiet by choice This job did not sit well with Dayn; he did not care for the trace of the fanatic about Anaboa, a trace that was growing stronger by the day. A couple of weeks ago, the thief got up the nerve to ask the alchemist about his work. Anaboa said nothing, but a day later he’d poisoned an Asena who stumbled on their camp; and while the Andaman died, writhing silently on the ground, the Lemurian had stared at Dayn, as if daring the human to question his authority. Petranova came up behind Dayn, her hands snaking across his belly. “Maybe I could find a better way to occupy myself.” Dayn dragged himself from her arms, “Not while the child is watching.” “Oh, my poor little pet, it would be an education for him, besides, it’s better when someone’s watching.” Dayn turned and tried to stare the sorceress down, rather unsuccessfully; her dark lips held the hint of a smile but her golden eyes were filled with fire and he knew he couldn’t resist. A feral growl cut the air, as Anaboa announced his presence. “Breed on your own time, Wretches,. I have what I need and we’re moving on.” Petranova scowled, shoving Dayn to the ground as she stalked towards the massive white Lemurian. “I’ve had enough of your attitude, you overgrown monkey,” her eyes narrowed and Anaboa’s fur bristled “you give me one more order like that and I’ll melt the fat from your worthless bones and make soap from it. I’m an Atlantean, your better, not some gutter-swilling human slave you can order to pick the lice from your stinking hide.” Dayn could have sworn that Petranova had grown a foot or more, her anger surrounding her like thunder embracing lightning. He had to check an instinct to lie prostrate on the ground.

212

Anaboa roared, baring his massive canines, and raising his arms over his head, radiating a primeval menace. Dayn’s gut screamed at him to flee as these two primordial beings faced each other. Then he heard it. Caught up in their struggle for dominance, Anaboa and Petranova stayed oblivious, but Dayn, senses burning with terror, heard the crashing of breaking scrub as something charged directly towards them. The underbrush less than a hundred meters away burst asunder, disgorging a howling mass of Asena. The Andaman horde surged forward, accompanied by dozens of wolves, forming an endless wave of fur, fury, and fang. Already numbed by his companions’ showdown, Dayn reacted swiftly, calling a warning before drawing his kukri and falling back to the camp. The thief cursed Anaboa; his murderous act days earlier had drawn this doom upon them. Anaboa reacted with uncanny speed, plucking a strange flask from one of his many bandoliers and hurling it at the onrushing storm. The flask flew true and exploded with a hiss into a cloud of yellow-white vapor. The wolves dove away the mist but it was too late. Animal screams filled the air and Dayn watched in horror as Andaman flesh dissolved into a bloody mess. The remaining wolves and Andamen surged forward, straight toward Anaboa, who bellowed a challenge and drew forth a vial from his belt. Petranova drew power into herself ,relishing the way the magic interacted with the lotus she’d taken this morning, heightening the euphoria, and giving her a feeling of invincibility. This is how the Orixa must feel she thought to herself, as she called upon the prime elemental forces. Petranova’s fingers carved arcane symbols in the air, and her voice cut through the clearing, issuing commands in the arcane tongue, demanding the world conform to her whim. The magic burned like good brandy as it burst forth from the orichalcum rod she used to focus her power. Dayn braced himself as an Asena leaped at him. Rolling to the side, he brought his kukri in a wide arc, following his body’s motion. The glittering steel, pulled by the weight of his whipping arm, sliced deep into the Asena’s neck, leaving the Andaman to die in gurgling mess. Rolling to his feet, he saw Petranova finishing a spell; a ghostly white Atlantean woman’s face appeared in front of the sorceress, opened its mouth, and began to scream. Dayn clamped his hands over his ears but the scream was already inside his skull. The thief’s eyesight blurred and black spots dotted his vision; a second or two later he passed out. Dayn awoke to see Anaboa standing above him, holding an empty vial. A taste of rot and pomegranate filled his mouth. “What happened?” he gasped, coughing and spitting the foulness from his mouth. “The sorceress saved our lives, her banshee stunned the beasts long enough for me to slit their throats,” the large Lemurian rumbled. “Sadly, she didn’t make it.One of the creatures managed to land a killing blow and I wasn’t awake in time to save her.” Dayn sat speechless. He could see Petranova’s broken form lying on the ground nearby, her neck distorted and clearly broken, though the skin remained uncut. His gaze slid unbidden to the long claws and teeth of the Asena before flicking back to meet the challenge in Anaboa’s black eyes. The thief shuddered involuntarily while behind him, unseen, the child Edris smiled coldly.

213

ATLANTIS: The Second Age

Chapter Five Equipment

214

ATLANTIS: The Second Age

Equipment Coin of the Realm

A wide variety of currency is 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 Golden Lotus (gl). A gold lotus 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 a 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 or abstracted for the Wealth Rating system.

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 ealth ther han oin type per day of service. It is assumed Merchants commonly exchange trade goods without using currency. In fact, in many areas of that the person has all the equipment the world, currency is not even recognized. Folk from these regions rely on barter as a means of needed to work. trade. In these cases, trade goods, weapons, armor, tools, gems, or other such items may be required Profession WR DoD for trade. Substitutes for standard metal coins also exist, such as the Vanir’s hacksilver bracelets +0/-1/-3 that are wound around the arm and chopped up for trading. Some portions of the East even use Ambassador intricately carved clay chits or powdered gold, measured by weight, as their currency. Artisan, Crafter, Entertainer, +1/+0/-1 The Average Wealth of a Person Playwright Below is a simple benchmark of a person’s income per month. Most of what a person earns is Assassin +0/-1/-3 spent on lodging, food, and other day-to-day necessities. Athlete +1/+0/-1 Class Earnings Average Wealth Rating Bounty Hunter +0/-1/-3 Helots or Indentured Servants earn 100 silver petals (10 Gold +0 Chauffeur +1/+0/-1 (Poor) Lotuses) or less per month Courtesan +1/+0/-1 Free laborer, guard, teamster 25 Gold Lotuses per month +1

W

O

T

C

Artisans, Craftsmen, and Merchants 50 Gold Lotuses per month (Middle Class)

+2

Aristocrats and Noblemen (Rich)

+5

Wealth Rating

100 Gold Lotuses or more per

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-to-day. GMs should only allow/require rolls on things that may actually affect the game or adventure. WR rolls for a slice of cheese or a new pair of socks bogs the game down; if the Hero could realistically purchase the item the GM should just allow it.

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

215

ATLANTIS: The Second Age What do the Modifiers Mean? The modifiers represent how expensive something is. A positive modifier represents something that is 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.

A Hero and his Wealth

The Wealth System is an abstraction, and in most cases favors the Hero. In most games this shouldn’t be a problem. Buy an item, make a roll, and move on. Some players will see this as their opportunity to buy everything and abuse the system. When this occurs, the GM is encouraged to break every purchase into its own roll and not allow them to bundle and purchase. This will control how much a Hero can buy at one time with his Wealth Rating.

Cost of Item or Service

DoD

Cost

DoD

One Silver Petal or less, why roll at all?

+5

4,000 gl

-7

5 Silver Petals

+3

8,000 gl

-8

1 Gold Lotus

-0

16,000 gl

-9

50 gl

-1

32,000 gl

-10

200 gl

-2

50,000 gl

-11

400 gl

-3

100,000 gl

-12

800 gl

-4

200,000 gl

-13

1,000 gl

-5

400,000 gl

-14

2,000 gl

-6

1 million gl

-15

The cost of an item or service can be further modified by other factors. Item or Service Is...

Modifier

Common; average quality

0

Very common; local market is flooded; of slightly lower technological complexity than commonly available

+3

In high demand; limited availability; of slightly higher technological complexity than commonly available

-1

Not generally available to the public; of significantly higher technological complexity than commonly available

-5

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

Buying More than One Thing

216

Determining wealth rolls is not so simple as just adding difficulties together. This would produce rolls where DoD represents a far greater amount of wealth than was intended. Some items will not raise the difficulty much if at all and should be subsumed into the original DoD of the purchase. Example: A Hero wants to buy an item that is 30 gl (-2) and an item that is 25 gl (-2). The total cost of the items is 55 gl, no where near the threshold of 100 gl to make the DoD -3. The difficulty of the total purchase is -2. ►► When adding items and “bundling” purchases, only a maximum of three like items may be purchased with one Wealth Roll. ►► When adding items, always start with the most expensive item and add the price of the other two items. Example: A Hero wants to buy an item that is 800gl (-4), 400 gl (-3), and 50 gl (-1). The total DoD is -5 and not -8 because the price does not exceed the DoD of a -5 difficulty.

ATLANTIS: The Second Age

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. This 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 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, and so on. 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 time. 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 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 Atlanteans strictly guard the secrets of its manufacture. Finally, there is steel. This incredibly strong refined metal has only recently been rediscovered by Atlantean metallurgists (though some other regions have retained the knowledge of it). The hardest metal known to Second Age men, steel is very rare but makes incredibly durable weapons and armor. Material

Weapon Mod.

Armor Mod.

W Mod.

Iron

+1DR

+1 PR

-1

Orichalcum

+2DR or ACC per point of WIL( minimum of +2)

+2 PR per point of WIL( minimum of +2)

-5

Steel

+1DR Ω

+1 PR negates armor piercing unless if by steel weapons.

-3

Brass

Demons are vulnerable to brass, taking double damage.

Treat as normal armor

-1

Silver

Andamen and certain supernatural creatures are vulnerable to silver, taking double damage. Reduce DR by 2 to a minimum of one point

-2 PR

-2

Obsidian

Undead take double damage from weapons of obsidian. There is a 50% chance of breaking on an attack’s Critical Success or Failure

No usable as armor

+0

R

The Traveler’s Gear It’s assumed that all player characters are equipped with the Traveler’s Gear A.K.A the “Adventurer’s Kit”. The kit has all the essentials that any selfrespecting adventurer would have. ►► Bedroll ►► A change of undies ►► 2 changes of culturally appropriate clothing ►► 2 torches ►► Waterskin ►► Wax paper for holding food ►► 3m pole ►► 15m of rope ►► Flint and tender ►► Backpack or large bag ►► One large blanket or sheet (for sleeping or making a lean-to) ►► One apple

Other substances are also used in the manufacture of weapons and armor, including wood, hide, shark teeth, and stone. Non-standard components are further explained under the relevant weapon or armor description.

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ATLANTIS: The Second Age

Item Quality

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.

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 unless the trader is exceptionally skilled at “polishing” his wares. 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.

Clothing

Equipment

Weapon

Armor

Vehicles

WR Mod

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.

+2 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 ACC.

+1 to PR +1 to any one requirement. Weight Attribute or +10 to is 75% normal. SPD.

-1 WR

Superior

Noble Wear. +4 Bonus

+4 or 20% to item’s effect.

+1 to DR and ACC, or -1 STR requirement.

+1 to PR or -1 to STR requirement. Weight is 75% normal.

+1 to any two Attributes or +15 SPD.

-2 WR

+6 or 30% to item’s effect.

+2 to DR and +1 ACC, 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.

-4 WR

Quality

Masterwork

218

Godlike. +6 Bonus

ATLANTIS: The Second Age

Weapons Weapon Modifier Icon Key Some weapons have added benefits when used. The icons below are used to detail this. Weapon Key

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 lose 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 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 parrying weapon. 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.

Bladed Weapons Dagger Acc

DR

WT

STR

WR DoD

+0

RoF

AMMO

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 at which the weapon can be used without suffering any range penalties. Not applicable to most melee weapons. The abbreviation THR(throwing) means hat the weapon’s range is equal to the hero’s throwing range (usually 15m+3m per +1 STR). Wealth Rating Degree of Difficulty (WR DoD): The DoD against which the Hero rolls when making a Wealth check to purchase the item.

Rng

+2 +0 6† .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 8 Originally an Atlantean weapon, the Gladius can now be found in almost all lands. It is a short sword with a double-edged blade.

219

ATLANTIS: The Second Age WR DoD -2 Great Sword (2H) Acc DR WT STR RoF AMMO Rng 12 b 9.7kg +3 The large (2m) two-handed sword commonly found among the Ska and Starrans of Alba. Only the strongest warriors may wield this massive weapon, WR DoD +0 Haladie Acc DR WT STR RoF AMMO Rng .4kg +0 6† A Meluhan double dagger with curved blades. These weapons are often used in both hands and can be quite deadly against unarmored foes. WR DoD +0 Katar Acc DR WT STR RoF AMMO Rng .9kg +0 6 The katar is a punching dagger, consisting of a double-edged blade affixed to a hilt. When held, the blade juts out from the user’s fist. This weapon may be used with the Unarmed Fighting skill. Khopesh Acc DR

WT

STR

WR DoD RoF

-2 AMMO

Rng

-

9† 2.3kg +0 The traditional sword of Khemit, the Khopesh is a sickle-sword made of bronze, 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. WR DoD +1 Knife Acc DR WT STR RoF AMMO Rng .25kg +0 9m 5 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. WR DoD -1 Kukri Acc DR WT STR RoF AMMO Rng .9kg +0 7 A type of fighting knife common in central Jambu. The Kukri has a single sharpened edge and a curved blade. WR DoD -2 Sword Acc DR WT STR RoF AMMO Rng 10 4.5kg +0 The sword represents any number of blades, from sabers and scimitars to longswords and broadswords. These swords all share a simple design with a double-sided blade and a simple crossbar separating blade from hilt.

220

WR DoD -4 Mong Acc DR WT STR RoF AMMO Rng 8† 2.3kg +1 The Mong is a strange weapon found most commonly in Gondwana (particularly among the Nubian tribes). It is an oddly shaped metal weapon normally of bronze, though iron Mongs are known. Shaped like a large Pinga, it is normally used as a melee weapon.

ATLANTIS: The Second Age Tjaluk Acc

DR

WT

STR

WR DoD

-2

RoF

AMMO

Rng

-

+0 6† .7kg A knife with a curved blade and knuckle guard. It is most commonly found in Jambu and Gondwana.

Hafted Weapons

When attacking, if the attack roll is a critical hit the attacker has knocked his opponent down. If knocked down, the opponent must spend an action getting back up. Aclys Acc

DR

WT

STR

WR DoD

-1

RoF

AMMO

Rng

-

1.4kg +0 THR 8 A wooden throwing club usually with metal spikes of studs attached. The haft of the aclys is attached to the thrower’s 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

-

9b 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

-2

RoF

AMMO

Rng

-

10 4.5 +1 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 Acc

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

-2

RoF

AMMO

Rng

-

9b 2.3kg +1 Flails were originally derived from the tools used to thresh grain. They consist of a metal club attached to a wooden haft by a short chain. The additional leverage makes them deadly in combat but more difficult to wield than a normal club. Those trying to parry a club suffer a penalty of -5.

221

ATLANTIS: The Second Age WR DoD +0 Hammer Acc DR WT STR RoF AMMO Rng 8 2.7kg +0 Another tool-turned-weapon, the hammer consists of a heavy square or rectangular head mounted on a wooden or metal haft. WR DoD +0 Ja-Dagna Acc DR WT STR RoF AMMO Rng 1.8kg +0 8 An ironwood club used by the Akelan tribes of Eria. The Ja-dagna has a polished, round striking edge. WR DoD Mace Acc DR WT STR RoF 8 2.7kg +0 Maces have a round or pear-shaped head made usually wrapped with a cord for a better grip.

+0 AMMO Rng of bronze. The hilt is

WR DoD -1 Maquahuitl Acc DR WT STR RoF AMMO Rng 1.8kg +0 9 A common weapon in Tamoanchan, 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 obsidian will shatter, reducing the DR 6 and removing the bonus of Bleeding () from the weapon. WR DoD -2 Maul (2h) Acc DR WT STR RoF AMMO Rng 12b 7.3kg +3 A maul is a heavy hammer normally made of wood and wielded twohanded. 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

-1

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 opponent’s PR on a successful hit. Pacho

WR DoD

-1

Acc DR WT STR RoF AMMO Rng 1.8kg +0 7 This wooden club from the Elysium Ocean region has dozens of shark teeth lashed to its surface. WR DoD -2 Tebutje (2H) Acc DR WT STR RoF AMMO Rng +2 11 b 3.2kg The Tebutje is the two-handed version of the Pacho. It is found most commonly in the Elysium Ocean region.

222

ATLANTIS: The Second Age Tomahawk Acc

DR

WT

STR

WR DoD

+0

RoF

AMMO

Rng

+1 1.8kg +0 THR 7 The traditional fighting axe of the Erian tribes. The axe head is normally bronze although stone heads are also used. The weapon may also be thrown as a ranged weapon. Tonfa Acc

DR

WT

STR

WR DoD

+0

RoF

AMMO

Rng

-

+0 6† 1kg The Tonfa consists of a wooden block about .5m 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 pairs. Warhammer (2H) Acc

DR

WT

STR

WR DoD

-2

RoF

AMMO

Rng

-

10 4.5kg +2 The warhammer is a two-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 during 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. -2 Khitan Halfmoon (2H) WR DoD Acc DR WT STR RoF AMMO Rng 9b 6.4 +1 A polearm consisting of a crescent-shaped blade affixed to a 2.2m pole. The weapon is used in great sweeping arc and can devastate unarmored or lightly armored opponents. WR DoD -3 Maki (2H) Acc DR WT STR RoF AMMO Rng 10 6.8kg +1 The Maki is a weapon from Jambu that blurs the line between polearm 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 and polearm use. WR DoD -2 Mancatcher (2H) Acc DR WT STR RoF AMMO Rng 3 5.4 +1 A forked polearm with a spring-loaded mechanism that closes around the hapless victim requiring a full success STR roll versus a DoD-3 to break free. WR DoD -2 Poleaxe (2H) Acc DR WT STR RoF AMMO Rng 10 b 8.2 +3 The poleaxe is exactly what it sounds like — an axe head mounted on a pole. It is often used by city guards in a crowd-control capacity.

223

ATLANTIS: The Second Age 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 hardwood. A simple traveler’s weapon.

Sarissa Acc

DR

WT

STR

WR DoD

-1

RoF

AMMO

Rng

-

+1 10b 6.4 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 hits with a Critical Success.

Sjang Sutai Acc

DR

-

8

WT

STR

WR DoD

-1

RoF

AMMO

Rng

3.6 +1 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..

Spear WT

STR

WR DoD

+0

RoF

AMMO

Acc

DR

-

2.7 +1 1/2 THR 10 A simple weapon consisting of a wooden shaft and a sharpened end. More sophisticated versions exist with metal blades instead of simple sharpened sticks.

Tepoztopili Acc -

DR

WT

STR

-

+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

WR DoD

Rng

DR

WT

STR

WR DoD

-1

RoF

AMMO

Rng

3.6 +0 1/2 THR 9† 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.

224

ATLANTIS: The Second Age

Ranged Weapons Atlatl Acc

DR

WT

STR

Arrow Heads: WR DoD

+0

RoF

AMMO

Rng

1

THR +6m

+1 +STR .5kg +0 1 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

Acc

DR

WT

STR

WR DoD

+0

RoF

AMMO

Rng

WR DoD

+0

RoF

AMMO

Rng

-

5 .5 +0 1 1 THR Bolas are found in various cultures around the world, most notably some tribes of Tamoanchan and the Owlmen tribes of Mu. A bola consists of stones attached to each other 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 THR 5 A type of throwing stick most often found in southern Gondwana and parts of Lemuria. Because of its unique shape, a boomerang will return to the hand of its thrower the round after it is thrown if the attack missed and the roll was not a Critical Failure. Bow, Composite (2H)

WR DoD

-2

Acc

RoF

AMMO

DR

WT

STR

Rng

-

2.7 +0 1 1 60m A composite short bow designed by the Kurgan horse nomads of the Scythian steppes. It makes an excellent horse bow and is superior to most other short bows. Bow, Long (2H) Acc

DR

WT

STR

Acc

DR

Armor-Piercing -1 7Ω A heavier arrowhead that pierces physical armors, using the standard armor-piercing rules. The arrow has half the normal range.

+2 .5 +0 1 1 17m 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

There are several different types of arrows used with bows in the age of Atlantis. Listed below are the most common.

WR DoD

-3

RoF

AMMO

Acc

DR

Barbed -1 5 These arrows have many barbed points instead of one arrowhead. As well as doing normal damage, removing a barbed arrow does 4-CON points of additional 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. Acc

DR

Blunt -2 6 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 10CON rounds of taking damage. Acc

DR

Poison -1 7 An arrow that is coated with a small amount of poison. The poison has a base DR 4 and is only halfeffective 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 8 The standard arrowhead. 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.

225

ATLANTIS: The Second Age 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, primitive versions made of bone or horn are also manufactured by some cultures. Bow, Stone (2H) Acc

DR

WT

STR

WR DoD

-1

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 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 30 centimeters across with a sharpened edge. Javelin Acc

DR

WT

STR

WR DoD

+0

RoF

AMMO

Rng

+1 1.8 +0 1 1 THR 8 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

-1

RoF

AMMO

Rng

-

6Ω 1 +1 1 1 10m The Pinga, also called the tree blade because it resembles the trunk and branches of a tree. The Pinga is a throwing weapon consisting of a handle and a blade that branched at odd angles into many additional blades of differing sizes and widths. The weapon can be used to hack at an opponent or thrown in a spinning fashion, allowing the multiple blades to dig into targets. Sling Acc

DR

WT

STR

WR DoD

+2

RoF

AMMO

Rng

-

6 .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

6 .5 +0 1 1 12m Perhaps among the first ranged weapons used by humans, the throwing stick is simply a weighted club used for ranged combat. There are dozens of regional variants.

226

ATLANTIS: The Second Age

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. A garrote grants a +2 bonus to rolls when attempting to choke an opponent and allows the user to double their STR bonus where damage is concerned. May require a successful Stealth roll to get into a position to use. 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 (Evade and Parry at half Skill Level) and must make a STR + Athletics 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 for one 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.

227

ATLANTIS: The Second Age

Lemurians Weapons

The Lemurians are masters of technology, and have created several wondrous weapons. The process of their manufacturing is a closely guarded secret. 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 the hands of a non-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 break down 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. NOTE: Only Lemurians may purchase these items at character creation. WR DoD listed is for non-Lemurians. Lemurians may purchase these items with a bonus +2 versus the WR DoD WR DoD -1 Gas Cartridge A single cartridge of ammo plus the gas cartridge. NOTE: Gas cartridges are very hard to come by outside of Lemuria- dominated areas. When looking for restocks of ammo the Hero may make a roll for availability. The ammo is available on a roll of 1–8 on a D20 in any major city. The roll should be modified depending on location and size of the settlement the resources are sought in. WR DoD -5 The Lawgiver (Gas Pistol) Acc DR WT STR RoF AMMO Rng 8 3kg +0 1 6 20m The least complicated weapon is the gas pistol used by the Lemurian militia on their 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. -5 Storm Cloud Gas Rifle WR DoD Acc DR WT STR RoF AMMO Rng 9 3kg +1 2 12 40m The larger bolt-action rifle version of the Gas Pistol. The rifle shoots a hail of smaller bronze pellets at a target. Those standing next to the intended target (1m) may be hit by the cloud of pellets and must make a Evade roll DoD-5. If successful they take no damage, but if they fail the roll or choose not to make it take 4 DR. WR DoD -6 Death bellows (2H) Acc DR WT STR RoF AMMO Rng 7Ω 9.5kg +4 3+STR 20 40m A bulky rifle that shoots thin bronze spikes. Twenty 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 user’s 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. WR DoD -6 Thunder Lance (2H) Acc DR WT STR RoF AMMO Rng +2 3kg +2 1 1 130m 12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.

228

ATLANTIS: The Second Age

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’s mind rather than brawn. 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

-6

RoF

AMMO

Rng

-

8+WILΩ 3kg +0 Crystal Swords are enchanted blades carved from flawless crystals of quartz, with guards, hilts, and inlay work of golden orichalcum. When held be a living wielder, the blade coruscates with brilliant white Vril-fire and a transparent, faintly glowing shield of energy emanates from the hilt, protecting the wearer from all attacks from the front and sides. This shield is the equivalent of 6 PR armor for any attack that does not come from behind the wielder. Also, this shield is wide enough that a person standing within 1m of the wielder, on either side, is also fully protected. This shield does not in any way impair the wielder or slow his attacks or movements. Vril Cannon*

WR DoD

-12

Acc

DR

WT

Crew

RoF

AMMO

Rng

-5

40

500kg

3

1

3

1km

NOTE This is a scale 3 weapon These ancient weapons are relics of the Golden 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. Nearly every major Atlantean port has at least one of these weapons mounted on a tower to defend the port. Flame Spear Acc

DR

WT

STR

WR DoD

-6

RoF

AMMO

Rng

+2 +1 4 4 25m 8+WILΩ 2.7kg 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 1.25m 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. The spear regains a single “charge” for every six hours it is not in use.

229

ATLANTIS: The Second Age

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 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 negates. 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)

2

2kg

+0

-1

Medium Cuirass (chest and shoulders)

5

3kg

+1

-2

Heavy Cuirass (full upper body)

7

10kg

+2

-3

Lightweight

5

6kg

+1

-2

Medium

8

10kg

+3

-3

Heavy

10

20kg

+6

-4

Lightweight (skullcap, -0 PER)

1

1kg

+0

-1

Medium (head, -1PER)

2

2kg

+0

+0

CUIRASS (half-suit)

Full Suit (cuirass, broad belt, apron, and legs)

HELMET

Heavy (full face, -2 PER) 3 4kg +1 +1 Example: A Hero with a medium half-suit of armor and a medium helmet has a total PR of 7 with a STR requirement of +1.

230

ATLANTIS: The Second Age 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 DoD/+1 to Shield Parry)

2kg

15

+0

+0

Why would any warrior travel without a shield? Some say they Heavy (-2DoD/+4 to Shield Parry) 10kg 35 +2 +1 are too heavy, some say to cumbersome. I say they are fools. My shield has turned blows away and saved my life countless times. onveyances A shield makes my arm larger and Most of the conveyances listed here are self-explanatory. A few, however, are unique to the able to push aside assaults, and Atlantean world and require some description. hides the machinations of my spear attacks until it is too late. Aquanos Donobey of Nubia 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 have been lost to Second Age men and there are currently no more than nine functioning Aquanos known to exist (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). Medium (-1DoD/+2 to Shield Parry)

5kg

25

+1

+1

C

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 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 haul 80 tons of cargo or accommodate 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).

231

ATLANTIS: The Second Age Trireme These vessels are propelled both by sails and humanoid slaves, rowing in three banks on each 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). Conveyances Type

WR

SPD

Aquanos

-15

+8

Cargo barge

-7

+2

Carriage (fancy)

-2

-2*

Cart, small

+2

-1*

Chariot

-5

+0*

Dragonship

-14

+8

Galley

-8

+5

Palanquin (curtained)

-1

+0

Pleasure barge

-13

+3

Raft

+3

+0

Reed boat

+2

+5

Sailing Ship

-9

+10

Trireme

-10

+6

Wagon (enclosed)

-1

-2*

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 ovular 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, 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. Vimanas move over the earth at a height of 10m and emit a slight humming noise. 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. Wagon (open) -0 -2* 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. War chariot -7 -1* In the front is mounted a spherical crystal matrix the size of a human skull. This matrix provides Vimana* -14 +25 both lift and propulsion to the Vril chariot. The driver need only touch this sphere in specific places Vril Chariot -10 +1 to cause it to float, land, turn, 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 Windship* -14 +14 of up to 12 kph. Vril chariots can travel up to 144 kilometers per day. However, when used on the Windship of war* -15 +14 crowded ley-line roads within cities, they rarely move faster than 6 to 12 kph. * This SPD rating is added to the Size: Up to 3m in length. SPD of the animal or animals pulling Speed: Cruise at +1 (12khp); top speed +6 (27khp). the conveyance. 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 are prohibitive. These vessels navigate the sky with an unseen wind in their sails, hovering 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, 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 ballistae, 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 four 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).

232

ATLANTIS: The Second Age

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 know 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’s 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 19 kph. Such vessels can briefly attain speeds of 45 kph, 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 weather, these distances are sometimes reduced by as much as half. 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 alkahest and other alchemical substances. Vial, Quicksilver These vials are lined with quicksilver and used for holding vitriol.

233

ATLANTIS: The Second Age

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 goods 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:

Tack and Harness Type

Cost

Barding

*

Battle rig (thunder lizard)

-5

Battle tower (elephant)

-5

Harness (any steed)

+0

Saddle bag

+0

Sedan chair (elephant)

-1

►► Half-price for shoddy or used goods Yoke (per burden beast) +3 ►► Double the price or more for goods of superior quality or * Based on the price comparable to a humanoid’s armor. Add-1 material to the cost for horse or camel mounts, -3 for larger animals. ►► -2to -5 WR DoD modifier in areas where such goods are rare or illegal ►► +1 to +2 DOD modifier for tariffs on imported goods Traveler’s Equipment

Beasts

Type

Cost

Backpack/traveler’s satchel

+0

Type

Cost

Bandolier belt

-1

Baboon (tamed)

-2

Bedroll

+3

Camel

-1

Chest, large (10,000 coins)

-1

Cat, house

+3

Chest, small (1,000 coins)

+0

Cheetah (tamed)

-2

Coin purse (50 coins)

+5

Chicken

+3

Cow

+0

Fan

+5

Dog, guard

+0

Flask, copper (1 pint)

+5

Dog, hunting

-1

Flask, pottery (1 pint)

+5

Donkey/Mule

+0

Gourd (w/stopper; 1 quart)

+5

Elephant (tamed)

-6

Lantern

+0

Elephant, war

-7

Lantern oil (pint; one hour)

+0

Falcon, hunting

-2

Map Case (bone)

+0

Goat

+3

Mirror, crystal

-1

Horse, riding

-1

Mirror, metal

+0

Horse, draft

-1

Pouch, belt (100 coins)

+2

Horse, war

-3

Pouch, shoulder (500 coins)

+0

Lion (tamed)

-4

Rope, hemp (15m)

+1

Monkey, small

-1

Rope ladder (15m)

+0

Ostrich (riding)

-2

Sack, cloth (1,000 coins)

+3

Ostrich (tamed)

-1

Ox

+0

Sack, hide (1,500 coins)

+2

Parrot

-1

Strongbox, large (10,000 coins)

-1

Parrot (talking)

-2

Strongbox, small (1,000 coins)

+0

Pig

+2

Tallow (burns one hour)

+5

Pigeon, homing

+0

Tent

+0

Pony

+0

Tinderbox

+3

Rhino (tamed, riding)

-3

Sheep

+3

Songbird

-1

Thunder Lizard (tamed)

-6

234

Torch (burns four hours bought in groups of 4) +1 Walking stick

+5

Waterskin, large (1 liter)

+4

ATLANTIS: The Second Age 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 society wears. The 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.

Off-theRack

Clothing bought from the local markets. Normal It tries for a bit of style at an affordable cost price.

High Fashion

The outré and highly extravagant fashion of the Known World. 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 quality of the fabric they wear.

-1 WR

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

Noble Wear

+1WR

Type

Cost

Boots

+0

Cap

+3

Cape

+2

Cloak

+2

Gloves

+2

Harness (leather)

+0

Headband

+3

Hooded cloak

+0

Loincloth

+5

Ritual vestments

-1

Robe

+0

Sandals/slippers

+0

Smock/dress

+3

Toga

+0

Tunic/breeches

+0

Social Bonus Clothing may provide a bonus to any social interaction skill, such as Influence, Deception, or Performance. 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 highest quality piece of clothing and is not cumulative for several pieces. The penalties for visible armor and weapons do stack, so a Hero with a weapon on his hip, wearing heavy armor, receives 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 equal to double CHA

Utility

-

Off the Rack

+1

High Fashion

+2

Noble Wear

+4

Visible Weapons

-2

Visible Armor

-4

235

ATLANTIS: The Second Age Tools and Professional Equipment

Alchemical and Magical Equipment

Item

Cost

Item

Cost

Abacus

+4

Alchemical test kit

+0

Adze

+5

Navigation Clock (Atlantean)

-3

Alembic

+0

Barrel, large (10 liters

+3

Apothecary jars (12)

+0

Barrel, small (1 liter)

+5

Bellows

+1

Cage, metal (1 cubic meter)

-1

Blowtube (alloy)

+0

Cage, metal (1 cubic meter)

+0

Blowtube (silver)

+0

Chain (7m)

+0

Brazier

+0

Chart, navigational

-1

Censer

+0

Chart, astrological

-1

Crucible

+0

Clockwork tool kit

-1

Crystal ball (not enchanted)

-1

Costume (fool/jester)

+0

Furnace

-2

Costume (for stage)

+0

Hour glass

+0

Crowbar

+5

Incense

+5

Glass worker’s tools

-1

Ink, sepia (per ounce)

+5

Grapnel

+2

Inkwell (crystal)

+5

Iron maiden/rack

-2

Jeweler’s tools

-1

Inkwell (pottery)

+5

Juggler’s pins (each)

+4

Mirror (obsidian)

-2

Crystal matrix engineer’s tools

-2

Mirror (silver)

+0

Lens cusps

+0

Mortar and pestle

+0

Locksmith’s tools

-1

Piping/tubing per 1m

+1

Logbook/ledger

+1

Prism

+0

Loom

+0

Quill pen

+5

Mallet

+5

Retort

+0

Manacles

+0

Scroll (hide)

+5

Metalworker’s tools

-1

Scroll (parchment)

+0

Net, dredging

+0

Scroll case (bone)

+0

Net, fishing/throwing

+5

Scroll case (hide/wood)

+3

Notebook/folio

+4

Ship matrix

-12

Oil cloth 1 square meter

+1

Scroll case (silver)

-1

Performer’s make-up kit

+0

Pick/shovel

+5

Spell book (iron-bound)

-1

Saw

+5

Spell book (leather-bound)

+0

Seal (to stamp documents)

-1

Spell book (silver-bound)

-2

Sharpening stone

+5

Vial (12)

+0

Slave’s collar

+5

Vial, amberglass (each)

-1

Spy glass

-1

Vial, quicksilver (each)

-1

Spikes/pitons (10)

+5

Stone worker’s tools

+0

Thieves’ tools

+0

Veil, silk (dancer’s)

+0

Winch

+4

Woodsman’s axe

+5

Woodworker’s tools

+0

236

ATLANTIS: The Second Age Food & Lodging

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 meter wide and five meters long.

Type

Cost

Beer, mug

+4

Coffee, cup

+0

Mead, mug

+4

Type

Unit

Cost

Ale

liter

+1

Amberglass

kilogram

-3

Meal, inn, full

+0

Coffee

kilogram

+0

Meal, inn, simple

+2

Copper

10 kilograms

+0

Night’s lodging (simple)

+3

Cotton

bolt

+0

Night’s lodging (quality)

+0

Dung, cattle

ton

-1

Rations, travel (one week)

+3

Dung, elephant

ton

-1

Gauze

square meter

+1

Stable fees (per night)

+4

Glass, clear

kilogram

+0

Tea, cup

+5

Glass, colored

kilogram

+0

Whiskey, shot

+4

Gold

10 kilograms

-3

Wine, glass

+4 to +0

Hide/fur

20 pelts

+0 to -6

Iron

10 kilograms

+0

Steel

10 kilograms

+0

Ivory

kilogram

+0

Linen, common

bolt

+5

Linen, fine

bolt

+0

Mead

liter

+5

Mahogany

board meter

+0

Musk

20 drams

-3

Oak

board meter

+3

Oranges/lemons

ton

-1

Orichalcum

10 kilograms

-1

Produce/grain

ton

-1

Sackcloth

bolt

+5

Sambucan (Hellas liquor)

liter

+0 to -1

Silver

10 kilograms

-1

Silk

bolt

+0

Spices

kilogram

+0 to -3

Sulfur

ounce

+5

Tea, Khitan

kilogram

+0

Tea, Meluhan

kilogram

+0

Timber, common

board meter

+5

Timber, hardwood

board meter

+5

Yew wood

board meter

+5

Whiskey

liter

+0

Wine, Atlantean

liter

+0

Wine, common

liter

+0

Wine, Hellene

liter

+0

Wine, Hesperian

liter

+0

Wine, Sheban

liter

+0

Wool

bolt

+0

237

Chapter 5: Gorgos

D

onobey strode through the moonlit fields of Cassava plants, enjoying the warm breeze that rode in off the nearby ocean, listening to the crash of distant waves. The Nubian walked alone through the Gorgos plantation while Thalmia negotiated with their hostess, Mel’tifa, in the estate house, trying to arrange passage through the dark magician’s lands. The matriarchal Gorgos refused to deal with Agathon, leaving the Atlantean dependent on Thalmia’s diplomatic skills, or lack thereof. To make matters worse, the Triton had confided in them that she was wanted by a cult in Gorgos, so they’d had to avoid the main cities and deal with the ruler of an estate who was known to be at odds with the Cult of Sefar. Donobey was waiting patiently for everything to fall apart, his walk an excuse for a scouting expedition for when things went horribly wrong. Angry words drifted on the air from a nearby gazebo where Agathon and Caerwyn fought bitterly over a small mountain of arcane notes and maps. The Atlantean and Lemurian had figured out some pattern to Musodo Anaboa’s movements, something about Vril lines, samples of crystalized Vril, and other things that made Donobey want to put a spear through his ears. It sounded like there was still some work to do on the details. On a whim, Donobey headed toward the coastline, his long gait eating up the distance. The farmland gave way to a tangle of vines and palm trees, and then to a sandstone-dominated, rocky shoreline. The surf pounded relentlessly against the stone, as if some ocean god were trying to claw his way onto land. Donobey reveled in the cooling spray, happy that he’d been forced to leave his iron spear behind at the estate house. Walking along the shoreline, he came across a startling sight: a massive sheet of rock angling down into the water, carved with an image of hundreds of intertwined serpents, each one easily six times the length of a man. The stone sheet ran along the coast for as long as Donobey could make out in the dying light. The Nubian had heard of cyclopean ruins buried in the Gorgos jungle but hadn’t dreamed of anything like this. A gravelly voice called from behind the Nubian, “You’re a long way from home little human, dealing with Mel’tifa will get you killed you know.” Donobey spun around, using his foot to flick a rock into his hand. “Show yourself, Spirit, or I’ll dash your brains out!” Something shifted at the edge of the jungle. “I don’t like threats, Little Man. Be careful of who you choose to make enemies.” Donobey twitched. Used to looking even the tallest Atlanteans right in the eyes, being called little irritated him. “Then show yourself, One-Who-Stands-So-High-HisHair-Scrapes-The-Heavens.” Raising his rock, the Nubian squinted to get a better look at his conversation partner. A strange noise that Donobey took to be a laugh filled the air, “I surrender to your rock, oh mighty man-child, please don’t slay me with your lump of stone.” From the darkness stepped a terrifying sight: a hulking being, over seven feet tall, with a spiny crimson crest that made him seem even taller, a skin of tan-colored scales, and long ivory claws that gleamed in the moonlight.

238

“Raptoran,” Donobey spat, using his people’s name for the Ahl-At-Rab, “what do you know of Mel’tifa?” The Ahl-At-Rab grinned and spat on the ground in return; the phlegm bubbled and hissed where it struck the Earth. “Enough that I wouldn’t deal with her unless you were to hit me on the head with that rock seven or eight times” he said, moving his arms apart and showing his palms in a gesture of peace. It was then that Donobey noticed the blood dripping from the Ahl-At-Rab’s claws. “Mel’tifa is a devout Cultist of Sefar, despite what you may have heard, the Cult finds it useful to let people believe she’s a rogue in order to lure fools such as yourselves to their doom.” The hulking creature gestured to the ground behind him, where Donobey could make out the shape of a dead snake of epic proportions. “They sent this serpent to kill you. If not for me, you’d be lying dead in the waters below. You owe me man-child. You can pay your debt and service yourself at the same time by slaying the witch; she’s already captured your fish-girl and has the others are surrounded.” Donobey growled “You offer insult and aid in equal measure. Be assured that the next time we meet I’ll pay back each threefold.” With that, the Nubian sprinted back through the palm trees toward the gazebo, tearing a fence-post from the earth on the way as a crude club. The man-sized Cassava plants hid Donobey’s approach from the Gorgos. Looking between the leaves, he spied at least twenty warriors surrounding the Gazebo, Mel’tifa in the center of their lines wearing a cloak made of snakeskin, and little else. Caerwyn held aloft a flask which Donobey recognized as Agathon’s personal liquor bottle,threatening to break it, clearly attempting some kind of ruse. Agathon seemed to have been injured. Donobey saw him standing behind Caerwyn, clutching his chest. Donobey could have sworn the old Atlantean looked right at him, though that seemed impossible. Donobey’s heart sank as Caerwyn’s ploy lost momentum and Mel’tifa ordered her people forward. Heeding his natural instincts, the Nubian screamed a blood-curdling battle cry and flung himself to the attack. If luck smiled on him, maybe he’d take out Mel’tifa. Hope died when he saw her turn and glimpsed the rotting remains of her body without the illusions she’s used when they first met; she was a very powerful magician indeed to show such marks of favor from the dark powers. Even her soldiers appeared to be rotting husks of what had been men. With a gesture, a whirlwind of screaming souls leapt from Mel’tifa’s hand, lifting Donobey off the ground, suspending him in mid-air in ethereal hands colder than ice, while her soldiers shambled forward to grab his defenseless friends. Then Agathon caught the Nubian’s eye once again, standing straight and looking at him, while making a fist with his right hand. Donobey felt like screaming in frustration, and then subconsciously echoed the Atlantean’s gesture, feeling the rock in his hand. One try, what were the odds that a single rock could end the dark power this witch wielded? Not one to bet the odds, Donobey hefted the rock once and threw it with a powerful overhand swing.

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Chapter Six Game System

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ATLANTIS: The Second Age

Core Rules The game employs a straightforward ruleset that utilizes a single D20 roll to resolve actions. The following section explains how to apply the rules to combat and non-combat situations.

The Results Table

All actions in the game are resolved by the following procedure: 1. Determine the Degree of Difficulty (DoD). The DoD represents the relative ease or difficulty of an action. A positive DoD represents an easy action while a negative DoD represents a difficult action. 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 on 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 Key

Critical Failure:

Not only does the attempted action fail, but it fails miserably. There may be 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.

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-unskilled Proficiency Penalty

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ATLANTIS: The Second Age Attributes And Attribute Rolls Attributes represent natural abilities, such as Strength, Intelligence, or 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 results of actions for which there are no correlating skills. 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.

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.

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 Spell Construction: of proficiency. A skill’s Level can be improved over time through training (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. Some skills have two related Attributes. In such cases, the GM will decide which of them is to be added to the Skill Level, depending on the context in which they are being used. In rare cases, a situation may call for a roll that incorporates a skill paired with an entirely different Attribute. Such cases are rare and should always be approved by the GM. Example: Dayn wishes rolls his INT + Melee to determine where a warrior was trained by observing his fighting style.

Intent Intent is a player’s description of what his or her character hopes to accomplish through 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 his own ally. 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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ATLANTIS: The Second Age If the player informs the Game Master beforehand of the character’s Intent, the GM will be better prepared to interpret the outcome according to the Results Table. 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 factored 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 and an Investigate/Search skill of +3 for a total of +6. Dayn’s Stealth Skill Rating is +9. Dayn’s player rolls a D20 and adds +9 Versus a DoD of -6 (the watchman’s Perception + skill) as a penalty.

Multiple Actions Every character is allowed to take one action per round, but may take more if the player desires. If a player chooses to take more than one action per round, they suffer a penalty. 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. If an action requires a roll, it always adds to the multiple action penalty; some actions that do not require die rolls (activating certain abilities, for example) may add to the penalty as well. 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.

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ATLANTIS: The Second Age 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 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 will go last. SPD Modifier A Hero’s SPD attribute modifies the amount of the multi-action penalty. Every +1 lowers the penalty 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 competency (+/- 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 individual units, called rounds. A round is roughly six seconds long, enough time for a character to trade blows with an opponent, create a magic 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 to 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.

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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 Renown. 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.

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 Strength 7 poison. 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 social reaction roll.

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ATLANTIS: The Second Age Movement Standard Movement = 30m (for Humans with SPD+0) per round Individuals and creatures can move up to 15 meters in one round’s time, twice this if sprinting, triple this if running, or quadruple this if moving at an all-out pace. Movement beyond the standard 15m move requires a SPD roll with a DoD modifier equal to the amount moved and the terrain moved over. Failure means the Hero stumbles, loses 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 any other actions while moving 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 -+0 rain, or fog), no movement penalty Moderate terrain (uneven surface, small obstacles, choppy water, climbing a -2 tree, strong winds, heavy rain or fog) Rough terrain (large but negotiable obstacles, strong undercurrent, climbing -4 a rough wall, unyielding obstacles — pillars, trees — to flight) Very rough terrain (dense and large obstacles, stormy weather, a few airborne -6 hazards, hail) Example: A Hero wants to move at triple his normal movement over moderate terrain. The Hero rolls his SPD with a DoD-7. A SPD Rating of -6 indicates an immobile creature or object. The Speed table should cover any possible living creature, as well as ground, naval, and flying vehicles. Jumping 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.

246

ATLANTIS: The Second Age 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

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

535

321

2000

10,015

6,009

30 165 99 67 350 210 104 Speed of Sound = 1,236 KPH (To determine Kilometers per hour, multiply the meters per round by .6)

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ATLANTIS: The Second Age Encumbrance Encumbrance = Hero’s body weight + 50kg per +1STR, or - 25kg 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 feel of the narrative. 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.

Travel Rates All figures listed here represent the average rate of movement in kilometers per day (assuming 10 hours of travel time, not including rest periods or stopovers) or, in some cases, kilometers per hour (KPH). The Game Master may modify these figures as necessary, according to game circumstances. Overland Travel Method

Distance

KPH

Walking

32 kilometers

3.2

March, militia

37 kilometers

3.7

March, trained soldiers

45 kilometers

4.5

Mounted, riding horse

45 kilometers

4.5

Mounted, elephant

32 kilometers

3.2

Caravan

18 kilometers

1.8

Roads, especially the many surviving First Age highways, increase movement by up to 10% and negate the penalty due to inclement weather such as rain. Roads have no effect on extreme weather or snow and ice. The bonus for road movement somewhat negates the penalty for bad terrain. Rugged terrain includes hills, light woodlands, broken terrain, etc., and reduces movement by up to 25%. Movement speed while mounted or with wagons is limited to 50%. Very Rugged terrain includes mountains, swamps, deserts, etc. and reduces movement by up to 75%; movement in such terrain while mounted or with wagons is generally impossible, though mounts may be led at the walking speed. Inclement weather conditions may reduce rates by 50% or more in addition to the above terrain restrictions. Waterborne Travel Vehicle

Distance

KPH

Dragonship

314

26

Galley

232

19

Aquanos

175

15

Longboat

310

26

Halve listed figures for unfavorable winds/currents, navigational hazards, etc. Crafts without oars have an effective speed of ‘0’ if becalmed. Crafts with oars will normally move at 25% of their speed when under oar. Dragonships and Aquanos require neither oar nor wind for propulsion and always travel at full speed unless there is a problem with its crystal matrix.

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ATLANTIS: The Second Age Airborne Travel Airborne travel rates can be figured by the hour. Use the ship’s SPD rating and listed KPH total in favorable conditions. In unfavorable conditions (high winds, storms, etc.), reduce the figure by 1/2 or more, depending on the severity of the prevailing conditions.

Combat Damage Combat Damage = Weapon DR + STR Attribute Damage totals for physical melee attacks employing any sort of weaponry, natural or otherwise, 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) ...the character fails in the attempt (Failure) ...the character bungles the action (Critical Failure)

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.

Get Creative

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.”

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.

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ATLANTIS: The Second Age 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-and-dried, 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.

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 than for skills or Attributes. As with all skills, Combat Skills also have an Attribute Modifier, which is called 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

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ATLANTIS: The Second Age 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 act. 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) Strength. Example: A long sword with a DR of 8 will do eight HP damage in the hands of an average human. 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 roll on the Results Table indicates how much of the total DR a weapon does on a given attack, as follows: Critical Failure:

Critical Failure means no damage and possibly a terrible mishap!

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. Critical 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

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ATLANTIS: The Second Age 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 (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 to hit the user in combat (-1 modifier for light or medium shields, -2 modifier for heavy) and also provide a bonus when used to parry. Specific penalties to DoD and bonuses to Parry are covered under the equipment chapter. 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.

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.

My father once told me a story of two bulls on a hill overlooking a pasture of grazing cows below. The young bull said to the older, “Let us quickly run down there and ravish one of those cows.” The older bull smiled at the younger and said “No, let us walk down there and ravish them all.” Striking first is good, but delivering the final blow is better. Never rush headlong into a battle when caution will win the day. Donobey of Nubia

Combat in Detail 1. Combatants Roll For Initiative At the beginning of any combat situation, each combatant makes a 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 and Instinct skill, if applicable. The character with the highest Initiative total is allowed to act first. The combatant with the next highest total goes next, and so on until all the combatants have taken their turns. In the case of a tie those involved acts simultaneously. 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.

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ATLANTIS: The Second Age 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 that corresponds with the player’s/GM’s Intent. To save time during the game, it’s a good idea to have players figure their characters’ modified Combat Skill Ratings in 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 Melee Weapon Skill Rating of +10. His opponent has a Parry 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 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. The roll is modified by 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 an ally, 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. The victim suffers a Critical Wound, and must make CON roll with a DoD equal to the damage taken. 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 section on Combat for more information of Critical Wounds.

MISCELLANEOUS COMBAT MODIFIERS

On occasion, circumstances will have an effect on combat, resulting in a penalty or bonus to the combatants’ 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

Example: Dayn gets a full success with his roll of 12 and does full damage with his arrow. If the roll had a DoD of -8 the final result would have been a 7 (15 – 8 = 7), a Partial Success doing half-damage.

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ATLANTIS: The Second Age

COMBAT TACTICS

Hitting an opponent in Combat

The difficulty to hit an opponent is: The attacker’s CR+ weapon skill – Target’s 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.

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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.

Close Attacks Intent Example:

I will move in and stab my opponent with my dagger.

Most Common Roll Attacker’s CR+ Skill vs. DoD (DEX + Evade) 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 attack form (Melee, Unarmed) being employed. The defender’s Skill Rating (Evade or Parry) 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.

ATLANTIS: The Second Age Ranged Attacks Intent Example:

I will take my dagger and throw it at the man escaping on foot.

Most Common Roll Attacker’s CR+ Skill vs. DoD (DEX + Evade) A Ranged Attack is 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 a catapult or other siege weapon, using a Vril-powered fire-thrower, 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 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 missile weapons can be found in the chapter on Equipment. Example: Dayn is firing his bow (Ranged 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 7 and 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

Most Common Roll Attacker’s CR + Thrown vs. DoD (DEX + Evade) The effective range for hand-thrown weapons is 15m plus 3m per +1 STR.

Range Attack Melee Combat

Shooting a bow or throwing a javelin is difficult to do accurately at the best of times and almost impossible when someone is swinging a sword at your belly (Unless you’re in a Peter Jackson movie). Ranged combatants suffer a penalty of -5 when attacking someone while engaged in melee combat.

Grenade Throws Intent Example:

I pick up a bottle of the strongest liquor, push a rag into the neck, and light it. I wait for the pirates to show up and then throw the explosive spirits at their feet.

Most Common Roll Attacker’s CR + Thrown vs. DoD (DEX + Evade) 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.

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ATLANTIS: The Second Age Grappling Attacks Intent Example:

Atlantis Example of Play

Jerry and some friends are sitting down to play a session of Atlantis: the Second Age. They are picking up from a previous session wherein their characters were being pursued by a group of assassins tied to the Dogs of Jhunn. The game starts with the Heroes huddled in a tavern room cut off from the port where their ship awaits. Somewhere on the streets below, a group of assassins stalks. Doug wants his Lemurian to head onto the balcony. His intent is to attempt to spot the assassins. Renee, the GM, asks if Doug’s character, Caerwyn, is also intending to hide. Doug says no, that his priority is spotting the threat.

This is fairly straightforward contested skill roll. Caerwyn is attempting to spot some hidden assassins, so Renee has Doug roll Perception against a difficulty of the Assassins’ Dex + Stealth. Doug has a total of +4, but he has to subtract the Assassins’ skill rating of +12 as a difficulty modifier, so Doug is rolling a d20 with a modifier of -8. Luckily, he gets a 17. That modifies down to a 9, so he has a Partial Success.

Caerwyn spots where two of the assassins lie in wait in an alleyway across from the tavern. Kieran’s character, Thalmia, is concerned because there were at least five of the assassins pursuing them before. Thalmia wants to try to remember as much as she can about the Dogs of Jhunn in the hopes that she’ll recall something that might help.

Kieran’s intent is to remember some bit of Lore that might help. Thalmia has the skill Lore: Arcane Arts

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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.

Most Common Attacker’s CR + Unarmed Fighting vs. DoD = DEX + Evade Roll 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). 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 make the first move. 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 Unarmed Fighting 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). The defender twists himself into an even worse position. He takes an additional -5 penalty to any further escape attempts. Critical Failure: Note that further Critical Failure results do not add to this penalty. The maximum is -5. Failure: The defender remains in the hold. The defender slips partway out of the hold. Add +5 to his next escape Partial Success: attempt. Full Success: The defender escapes the grapple. The defender performs a perfect reversal. The defender may make an Critical Success: immediate attack on his opponent at full skill, flee, or perform any other action.

ATLANTIS: The Second Age 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:

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 type that he is not proficient (less than 1 rank in the appropriate skill) 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 that were never intended for violence 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 it to something of relative size and damage on the list of weapons in the Equipment chapter. 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). 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 three times before it falls to pieces. Intent Example:

and wants to use it to call up some knowledge about the Dogs of Jhunn, a degenerate cult. Renee decides that the Dogs are widespread but secretive and sets the Degree of Difficulty at a -15. Kieran adds Thalmia’s Lore Rating, which is her Intelligence + Lore: Arcane Arts, of +17 to that DoD and rolls a d20. The dice shows a 14, so the final result is a 16 — a success.

Renee tells the group that the Dogs of Jhunn work for a servant of Bhaal, can be blood-thirsty, and typically have little remorse. Thalmia knows that there are also several packs of the Dogs and that they somehow communicate with one another across vast differences in order to coordinate attacks.

Jerry decides that his character, Donobey, has had enough of this skulking and hiding, and plans on attacking. He just has to get his warrior down to the assassins first. He stands up at the table, lifting one hand high, and loudly announces that Donobey is going to grab his spear, cast aside his shield, take a running sprint across the upstairs room so that he can leap from the balcony, clear the street, and spear at least the first one before the other has time to react. Renee, a bit aghast, asks Jerry to clarify that his intent is to Charge one of the assassins and then attack. Yes, Jerry says. A charge attack, on foot, by leaping off of a balcony from the other side of the street. Right, Renee says. Let’s do this.

Renee says that Jerry needs to roll for the Charge with Speed + Athletics and then, as a second action, he’ll be attacking the Assassin who will only be using a passive defense since the attack is unexpected.

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Defense

Jerry decides that he’s going to spend some Hero Points. Since Donobey’s Renown is currently a 90, Jerry can only spend a max of 4 Hero Points per roll. However, he wants to not only succeed, but also do as much damage as he can. Jerry decides to spend 2 Hero points on the Charge and then 2 more on the attack. Donobey’s Athletics Rating (SPD + Athletics) is a +8. With the addition of 2 Hero Points, Jerry has a +12 to the roll. Renee says that the DoD for the leap across the street is going to be at a -10. Jerry easily makes the roll. Donobey sprints across the room and launches himself into the air. The assassins are watching the door to the inn, so this attack will be against one of the Assassin’s passive defense (his Dex + Evade, a +10). It is also Jerry’s second action for the turn, so there is an additional -5 to the roll. Jerry’s Weapon Rating (CR + Weapon: Melee) is a +16, so he decides he’s going to spend 2 Hero Points on the attack roll. Renee has Jerry roll his Weapon Rating, modified by a -15 for the opponent’s passive defense. Jerry is also spending Hero Points to modify the roll as well. That will mean that he’s rolling d20+5 to hit. He gets a 17 on his die which means a total of 22! A Critical Success! Donobey brings the spear crashing down along with all of his weight into the assassin’s shoulder. Jerry is already going to be doing his normal damage (DR10 + STR) and some additional damage from the Charge (Donobey’s SPD+1). However, he also wants to

Defense is 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 allout 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 Roll Defender’s DEX + Skill vs. DoD = CR + Skill 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. 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 Melee 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 crackling bottle of some alchemical mixture. Thinking quickly, Dayn leaps out of the blast area and tumbles to safety.

Most Common Roll Defender’s DEX + Evade vs. DoD = -3 per 1m radius 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. If he fails the roll he takes full damage, if he gets a Partial Success he takes only half, and for a full success he manages to leap out of harm’s way and takes no damage.

Parry Intent Example:

Quickly pulling his dagger from the back of the foe he’d just slain, he parries the next sword blow.

Most Common Roll Defender’s CR + Skill vs. DoD = CR + Skill

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ATLANTIS: The Second Age 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 Roll Defender’s WIL + Resolve vs. DoD = WIL+ Skill 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 STR + Influence (Intimidate) versus a DoD equal to the target’s WIL + Resolve skill.

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 Roll Hero’s SPD + Athletics 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 (no multiple-action 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.).

spend some Hero Points on damage as well, but currently he has no more Hero Points available. However, he does have the Internal Disadvantage of Reckless and the GM decides that this warrior’s leap certainly qualifies. Jerry taps that Disadvantage and uses the additional 2 Hero Points from it to fuel the damage from this upcoming attack. His total DR is going to be 10 (Spear) + 3 STR + 2 SPD +1 Charge movement +8 Hero Points; a total of DR 24. With his Critical Success on the attack, Donobey would have pinned the Assassin to the cobbles of the alley, but with the 24 points of damage, the unarmored Assassin is already dead.

The attack succeeds as Donobey had planned! Renee rewards Donobey with an additional 5 Renown on the spot. Caerwyn gives up a great bellowing cheer while Thalmia shakes her head at Donobey’s antics. The Lemurian’s roar does serve to notify all of the assassins that they have become the hunted. Renee tells everyone that the element of surprise is lost and an Initiative roll is in order. Dice begin to roll. While Caerwyn and Thalmia speed their way down to street level, Donobey is stuck in an alleyway with a surprised assassin from the Dogs of Jhunn. Renee says that his opponent, shocked by the sudden attack, is lashing out with abandon, poison already dripping from his blade. Jerry says that his Intent in the next round is to put Donobey’s back to a wall and keep the assassin at bay with his spear; in effect, parrying to keep the assassin away.

The Assassin has a

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 Roll Hero’s SPD + Athletics

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Weapon Rating of +25. Donobey, however, only has a Parry Rating (CR + Parry) of +14. Jerry says that he’s going to Tempt Fate; he spends 6 Hero Points to add +12 to his roll. Jerry rolls his Active Defense (d20 + 14 Parry Rating + 12 from Hero Points) against a difficulty of his opponent’s Weapon Rating (-25). With only a +1 to his roll, Jerry hopes that he succeeds… Bursting out from the door of the tavern, leaving a wake of startled patrons who flock to the front windows, Caerwyn raises a Lemurian thunder lance rifle to her shoulder and takes aim at one of the Dogs of Jhunn who is sprinting down the street. Doug says that his Intent is to shoot the assassin before the attacker can reach the alleyway where Donobey is fighting. Unfortunately, the assassin spots the Lemurian and starts to duck and weave his way down the street.

Caerwyn’s target is within range, but is moving at a full run. The assassin’s Dexterity + Evade is a +10, which acts as a penalty to Caerwyn’s roll. The assassin’s Speed is another -4 penalty. Caerwyn only has a total of +11 with her CR + Weapon: Ranged, so Doug is rolling a d20-3. The die comes up a 15; the total is a 12, which is a hit. The rifle does DR 12 to the assassin. Doug says that he’s going to spend two Hero Points to boost the DR by another +8. A total DR of 20 should be enough, he hopes, to kill the assassin.

Thalmia, coming up from behind Caerwyn, surveys the street. Kieran asks Renee if there’s any water out on the

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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 Roll Hero’s SPD+ Athletics Fleeing is an attempt to disengage from an attack without regard for 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 receives 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: 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.

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. Critical Success:

Retreat Intent Example:

Dayn sees that the tavern is becoming crowded with attackers and moves back through the kitchen door.

Most Common Roll Hero’s SPD + Athletics A Retreat is an attempt to disengage from a melee attack in a cautious 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. 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.

ATLANTIS: The Second Age

Stunts

A Stunt is 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 to their 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, there is no exhaustive list. 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). Example: 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).

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 severe penalty to their 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 vs. attacks. Disarming a Weapon The DoD for disarming an opponent is equal to their Weapon Skill Rating and may have 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. 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 Dayn 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.

street. So far no mention has been made of rain or water, but Renee says that Kieran can spend a Hero Point to add a detail about water. Kieran marks off the Hero Point and says that since this district is near the port, that there’s a lot of sea water that washes up from beneath the streets, through drains and onto the cobbles during high tide. A high tide, like right now. Kieran says that Thalmia wants to reach down and touch the salty seawater to call up on the elemental spirits present, so that she can get an idea where each of the Assassins are with a spell. Renee says that it sounds like Kieran’s intent is to use the Sensory Mode to boost Thalmia’s Perception.

Kieran wants to boost Thalmia’s PER by +10, which will mean a minimum of a level 5 spell. Renee says that the immediate area of streets surrounding the tavern that the Heroes can clearly see is about 30 meters diameter, which means that Kieran will have to boost the range of Thalmia’s spell by 12 meters —another -4 to the roll. The spell itself should be easy as Thalmia’s MR + Sensory is a +12. The DoD of -9, 5 for the level and 4 for the range enhancement, means that Kieran is rolling d20+3. The die result is a 19, which means a total of 22. Since the roll is a Critical Success, Thalmia doesn’t take any additional Mental Fatigue Penalty for the day. With a bonus of +10 to Thalmia’s PER, Kieran rolls a d20 + 10 from the sorcery spell and a +2 for Thalmia’s natural PER. The assassins have a DEX + Stealth total of +12 which acts as a penalty to

All Aimed Shots need a FULL success. A Success or Critical Success on the Results Table is required to achieve the intended effect; for Aimed Shots, a result of Partial Success is the same as Failure.

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Thalmia’s PER roll. Since this is Thalmia’s second action of the round, there’s an additional -5 penalty. The total modifier for Kieran’s roll is currently a -5. Kieran decides that he’s going to spend three Hero Points that will allow him to add another +6 to his roll. A total bonus of +1 isn’t much, but it’s what he’s got at the moment. He rolls a d20 and gets a 14. That gets modified up to a 15, and it is good enough.

Kieran describes how Thalmia shapes the eldritch energies with Atlantean sorcery, calling on the elementals of the water. Renee reveals the remaining three assassins on a quickly sketched map, saying that the elementals in the saltwater reveal where they are. Thalmia calls out the assassin’s locations to Caerwyn and the Lemurian takes aim again.

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 weapon’s listed Rate of Fire (RoF) as a single action; this is handled with a single roll. 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 ten-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 when firing multiple shots. 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. Ammo Use Automatic weapons can obviously fire more than two, three, or even ten 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 three times the RoF. For the purposes of determining the amount of damage done, consult the Results Table Critical Failure

The weapon jams. The Hero must spend 5-INT rounds (minimum of one) un-jamming the weapon.

Failure

The attack misses completely; uses 3x ROF ammo

Partial Success:

The attack does standard DR of weapon, uses 3x ROF ammo

Full Success

Multiply DR by the Rate of Fire; uses 3x ROF ammo

Critical Success

Multiply DR by the Rate of Fire; uses half as much ammo

Spraying an Area Sometimes there may be a need to spray an area in the hopes of hitting multiple targets. The Hero determines the area in meters he wants to shoot into and takes that as a penalty to his roll. Everyone in the area has a DoD equal to his modified skill total to evade the attack. If the attack is successful, those who fail to evade are hit by a single round of ammo. Normal rate of fire rules apply for the expenditure of ammo. Example: A Lemurian soldier (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.

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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. 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. 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 subtracted from the attack. ►► If the attacker is smaller than the defender, then the scale modifier is added to the attack. Scale Modifiers Scale

-2

-1

0

+1

+2

+3

-2 (Tiny) 0 +2 +4 +6 +8 +10 -1 (Small) -2 0 +2 +4 +6 +8 0 (Medium) -4 -2 0 +2 +4 +6 +1 (Large) -6 -4 -2 0 +2 +4 +2 (Colossal) -8 -6 -4 -2 0 +2 +3 (Gargantuan) -10 -8 -6 -4 -2 0 Example: A scale 0 opponent trying to hit a scale +3 opponent would receive a bonus of +6 to hit his opponent. Example: A scale +3 opponent is attempting to attack a scale -1 opponent. He would suffer a -8 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. -2 -1 to +1 +2 +3 -2 +0 -5 -10 -20 -1 to +1 +5 +0 -5 -10 +2 +10 +5 +0 -5 +3 +20 +10 +5 +0 Example: A scale +0 opponent (with a DR12 weapon) trying to hit a scale +2 opponent would receive a bonus of +4 to hit his opponent and would suffer a 5-point reduction in damage. Example: A scale +3 opponent (with a DR12 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 +10 points of additional damage. Grappling opponents of different scale There may be some instances where a hero may want to grapple a larger opponent and restrain him. When grappling take the bonus for hitting that opponent and double it as a penalty to the attack roll. Example: a scale zero (0) opponent is trying to grapple a scale 2 opponent. His attack roll would suffer and additional penalty of -8. When trying to break free a larger opponent has a bonus equal to double his penalty to hit the small. Example: A scale 2 beast is trying to break the grip of a scale zero opponent would receive a benefit of +8 to his roll. Smaller opponents are easier to hold on to so that when they try and break free they suffer a penalty equal to twice the bonus to hit the larger opponent. Example: A scale zero hero is in the clutches of a scale 2 opponent. He would suffer a -8 to break the grapple.

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Character LIFE AND DEATH 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).

The victim will recover completely, with or without medical attention, and suffer no permanent damage. These rules should be reserved only Full or Critical Success 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.

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ATLANTIS: The Second Age CRITICAL WOUNDS Any attack that is made with the intent to kill or injure that yields a Results Table result of Critical Success will cause a Critical Wound. Assuming the victim has not been reduced to zero or less Hit Points, he must make a roll vs. his CON Rating (minus the DR of the attack) to determine the extent of the injury, as follows:

Failure/Critical Failure

Victim is incapacitated and rendered incapable of movement, regardless of actual Hit Point total. No further actions can be taken until the Critical Wound damage is healed with a Medicine skill roll. In the case of minor NPCs, a critical hit can cause instant death or knockout (GM’s ruling) without the need for a CON roll.

Partial Success:

Victim can continue, but suffers a penalty of -5 on all die rolls until the Critical Wound damage is healed (by magic or nonmagic 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 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 Crime Lord….

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 magical 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.

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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 on the icy shores of a frozen wasteland without adequate 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 his 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. Adjust this value based on the size and intensity of the fire; the damage rating for a blazing campfire is 8 points for each round of skin contact.

Poison The resistance, Damage Rating, and time for a poison to have an effect depends upon its toxicity. The Damage Ratings listed here are for doses lethal Poison STR & DR to the averagehHuman, which may vary from a Poison few drops (cyanide) to several ounces (ammonia). Black Widow Bite 3 For poisons that are ingested or inhaled, the Hero Ammonia 3 takes the damage until he makes a successful CON Mandrake 5 resistance roll and thus flushes the toxin out of his 7 system. Armor and Protection powers do not help Hydrochloric Acid 8 against poison. Timely administration of an antidote Botulism gives the resistance roll a +10 modifier. Arsenic 9 For acids and contact poisons, which do damage Cobra Venom 10 as soon as they touch the correct surface, the Hero Cyanide 30 does not make a resistance roll. Instead, he takes Example: Dayn drinks a cup of wine damage until he washes off the poison (armor may tainted with a STR 8 poison. To resist the protect in this instance). effects, Dayn must make a CON roll with Poisons can do more or less harm depending on a DoD-8. If he fails, he takes 8 points their quantity, though the DoD to resist will always of damage and must make another CON be the same. roll to resist next round.

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ATLANTIS: The Second Age 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.

Vacuum After three 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 bloodstream (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 world. Included are various folkremedies 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 by succeeding on 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.

There are many afflictions of the body throughout the known world. The gods and goddesses of disease and suffering are seldom restrained or lazy. All must work at avoiding their ire… or at cultivating the friendship of trusted healers and respected alchemists. Caerwyn, Lemurian Scholar

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.

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ATLANTIS: The Second Age 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, and 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.

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 while their voice becomes hoarse. Pale spots appear on the skin and eyes turn into red, raised, blister-like nodules. Skin spots are insensitive to cold, touch, and pain. Hands and feet lose feeling. Eventually muscle weakness and paralysis sets 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 7–14 days. 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.

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ATLANTIS: The Second Age 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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Chapter 6: Gorgos

A

gathon’s arm strained as he hung from the slick, subterranean ledge; his muscles, softened by years of easy living, hummed with pain and trembled uncontrollably. He almost wished he hadn’t given Orunmila’s blessing to Donobey, allowing the Nubian’s simple rock to bypass Mel’tifa’s wards and crush her skull. The slave pens might have hurt less. Caerwyn hung carelessly beside him, unconcerned with the 100-foot drop or the fact that they’d been climbing sideways along this slippery cave wall for nearly an hour. The murmur of chanting rose and fell, and in the darkness below, Agathon saw the guttering torches which marked the trail the Sefar cultists used to get to the complex’s central chamber. The air stank of sulfur and his lungs burned. The Atlantean silently cursed Anaboa, wishing all manner of unlikely misfortunes to infest his life…the cursing made his muscles ache a little less. Agathon and Caerwyn puzzled out part of Anaboa’s plan from scattered notes discarded beneath an Asena corpse at a campsite in Otesium. Agathon wondered how such a smart individual could have made such a mistake, but his devotion to Orunmila prevented him from questioning good fortune overmuch. The Lemurian seemed bent on taking samples of Vril energy from ancient sites across the world and storing them within the crucible that Caerwyn had seen him use in Galecea. What purpose this served, they could not guess, but they knew two things: firstly, that the boy Edris still lived, and second that Anaboa’s targets followed a predictable pattern. And so here they were, in a labyrinth of caves in the depths of the Gorgos jungle, trying to steal some kind of Vril-infused crystal from the Cult of Sefar before the Alchemist could do the same thing. If everything went as planned, they could trade the crystal for Edris and Agathon could go back to Atlantis and enjoy his retirement. After what seemed like an eternity, the ledge finally broadened enough to walk on, and Agathon gratefully scrambled up. Caerwyn swung up with practiced ease, while Donobey grunted softly as he too reached the top. Thalmia smirked, hovering with one hand trailing on the wall, suspended mid-air by her sorcery, trailing tiny motes of light. Agathon tried unsuccessfully to choke back his anger, “Are you insane?” he hissed “If one cultist looks up, we’ll be been neck-deep in serpents.” Thalmia tilted her head back with a slight sneer, “Humans never look up, it’s a weakness you Atlanteans share with them; lack of three-dimensional thinking. Besides, the cultists wear hoods; they can’t see anything above the horizon.” Agathon’s opened his mouth, but before he could say a word the sorceress sighed, stepped onto the ledge, and ended her spell. “Apologies master teacher, this place is not for me, I need the open sky or sea.” Agathon nodded slowly, remembering the Triton’s reluctance to enter the caves, and noting how her hand traced the scars on her stomach, a gesture he’d learned to interpret as anxiety. Nervous people made mistakes; the Atlantean hoped that this would be her last for today. “This ledge should take us to a point above the central chamber” Caerwyn interrupted, logical as ever. “If I’ve read the disruptions to the ley lines in the Jungle above correctly, the object we seek should be there.” Donobey nodded and made to move along the ledge, but Thalmia held up a hand “There’s something else. That chanting isn’t just simple worship, and the path below is thronged with people. I think we’ve stumbled onto some kind of ritual.” Donobey rolled his eyes and groaned, “Whoremongering, goat-faced, snake-lickers,” he hissed.”Why can’t they stick with ritual orgies and drugs like any decent cult?” Agathon’s mouth twitched in an involuntary smile as he followed the silently cursing Nubian along the slick ledge. “I’m not surprised,” Donobey whispered as he looked down on the orgy of violence less than twenty feet below. The ledge overlooked a massive circular chamber filled with dozens of naked, blood-drenched, chanting Gorgon priests. In the center of the cave, atop a low altar, lay the remains of what might have been a giant snake or drake of some kind, the bones already slick with blood and gore.

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Drugged slaves shambled into the room in a zombie-like procession. As they approached the center, the priests took it in turns to rush forward and rip the hapless slave’s throats out with their teeth. The chanting rose in pitch each time a slave died. Dozens of bodies lay all around the chamber, discarded husks surrounded by pools of blood. As Agathon watched, the blood on the ground began to rise as a mist, making it difficult to see the chamber floor. “There,” Caerwyn hissed, “the fang in the dead drake’s mouth. That’s the crystal we’re looking for.” Squinting, Agathon could just make out the glimmer of blue light that had caught Caerwyn’s attention. “Let’s get down there and get the blasted thing then” he said, “Thalmia, can you seal the chamber while we get down there and deal with the cultists?” The sorceress nodded, “I’ll bring the overhang over the door down, but you’ll have to deal with the cultists.” “Fine. Donobey, you’re with me, clear a path to the drake, Caerwyn, shoot anyone who looks like they’re going to cast a spell.” Agathon looked around briefly and, seeing everyone indicate their readiness, turned his thoughts inward. “Orixa, Orunmila, turn your face to us in this endeavor,” the Atlantean called softly, drawing upon the favor granted to him that very morning. Then, in a single motion, he and Donobey dropped to the ground below, accompanied by the clink of coins falling on stone. Agathon and Donobey hit the ground running, the impact lessened by a pile of discarded robes they hadn’t noticed earlier. The cultists reacted slowly, impossibly thick roots ripping the stone above the chamber entrance lose, sealing them in. Donobey’s spear found two throats and a heart before the women finally turned en-masse toward him. The bloody mist fell to the ground as rain, making the floor slick while the hissing crack of Caerwyn’s gas rifle sent cultist after cultist to meet their lord Set. Then things seem to turn all at once, a trio of Gorgons dragged Donobey’s spear from his grasp, and pulled him to the ground. The slick, bloody floor doing most of their work for them. High above, Agathon could hear the Lemurian curse as her rifle misfired. He could only hope that Thalmia was still there to watch his back. Agathon ran to the drake, but a tall Gorgon blocked his path. Naked and drenched in the blood of innocents, teeth sharpened to points, she presented a terrifying figure. “Little avatar thinks he can steal what belongs to my lord Set does he?” she hissed, licking the blood from her teeth with her ritually-split tongue. She lifted her hand to reveal the crystal fang from the drake-bones, “Master says no.” Agathon cursed, he could feel the foul power coursing from this woman; a priestess, a servitor like himself. Unlike Agathon, she stood in her place of power, filled with the dark energies of human sacrifice and backed by her cult. Reality warped around the priestess forcing Agathon to fumble his dagger to the floor. His world shrank to just her face. “Master says thieves must die.” The priestess clamped one hand around Agathon’s throat, his attempts to resist thwarted by waves of corrupted reality that threatened to shred his physical form. The Gorgon used her thumb to expose his neck and bent her head to tear the Atlantean’s throat out with her teeth. A sickening crack and a spray of warm wetness drew Agathon’s eyes to the priestess’ now-ruined face, her forehead staved in. Everything shifted into focus as her dark power waned. Agathon looked around for answers to find a grinning Donobey standing directly behind him. The Nubian hefted a gore-splattered rock in his hand. “It’s my lucky rock. I’m thinking of naming it snake-smasher” he said, winking at a stunned Agathon. “Never take a man’s weapon from him, you can never tell what devilish invention he’ll come up with instead to do you harm.” Agathon glimpsed around the chamber. The cultists lay dead, slain by stone, spear, and spell. Caerwyn and Thalmia threw a rope down while Donobey picked up the crystal fang. “Best you take this, Atlantean,” he said, “maybe you can make use of it on the way out.” Agathon groaned.He’d forgotten they’d have to climb back out of this trice-forsaken pit.

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Chapter Seven Game Mastery

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Game Master’s Section What do I do with this game?

According to Aristotle, every great story (“mythos”) should have a beginning, middle, and an end. Unlike many Roleplaying Games, which focus on a brief beginning and an eternal middle, Atlantis was conceived from its inception to consist of a finite number of books that help tell a cohesive story of the characters and their Heroic destiny. The metaplot of this game takes place at the dawn of the Atlantean Second Age. The characters grow, some passing away and others becoming triumphant. Atlantis includes several key adventures designed to move the game along. As one might expect, it is suggested that the campaign starts with the introductory adventure. Each of these adventures happens during a particular year of the game; in between these adventures, the GM is free to create other stories and plots for his group to partake in. Each adventure presented is formatted to give the GM a basic skeleton or premise to customize to his liking. No two GMs will run the Atlantis campaign the same, and each will be as unique as the person running and playing in the game. Each Adventure gives a Who, When, and Where, and several hooks to get the players involved. This format will do the preliminary work for the GM, and allow him to focus on creating the high drama associated with epic adventures.

The Players are the Heroes Nothing happens without player involvement. The Heroes are the most important aspect of the game and should be considered the movers and shakers of the world. Their destiny is tied inexorably to the fate of the world in some way. If a story does not involve the players, then it isn’t important enough to tell. If the players don’t care about something in the game, then it isn’t important to deal with it. The players should be made aware of their stature and importance in the game. In most game settings, the PCs revolve around the setting, or react to the events as they are thrown at them. In ATLANTIS, the characters are involved in the events, and the world around them reacts to them like a ripple in a pond. If a Hero slays a monster and gains renown for it, he will arrive at the next city and hear songs sung about the deed. Great kings will seek out the advice and talents of the players, and great warriors and high-ranking officials will look to the Heroes to determine their actions. There are no “first-level fighters” in Atlantis; all Heroes exert some type of influence on their environment.

Creating Adventures

As in most games, the PCs must overcome a series of obstacles to reach a final goal. That combination of obstacles and goals, called an adventure, takes on the same structure as a story, and should follow as closely as possible the dramatic ideals lain down by Aristotle. According to him (speaking of tragedy but in terms that apply to most stories), a plot should have four characteristics. ►► The plot should be “whole.” The plot starts with a beginning (incentive moment) that triggers a cause-and-effect chain that leads the story into its middle. The middle of the story should lead to a climax of events, which ultimately spill over into an end, or resolution, somehow resolving the problem created at the beginning. The events that take place between the beginning and the climax are called the desis, a word that means “tying up”. The events which take place from the climax to the resolution are called the lusis, a word that means “unraveling”. Try to think of the story as a package that you carefully tie up with string and wrapping paper; at the end of the story, the PCs will get a chance to tear it open and see what’s inside. ►► The plot should be complete and self-contained, with every event taking place within the context of the elements of the story. Moments of “Deus ex Machina” where the narrator has to rescue the characters from outside the story should be avoided. Likewise, self-contained episodes that do not link to one another in a larger context are unwise; in other words, don’t send your players into a new random dungeon every week. Every piece of the story

What is a Player’s Responsibility in Atlantis?

The players are given the responsibility to be proactive in their game world. The players have characters to whom they have given destinies; with ambitions to achieve and fates to cheat. Once a player realizes that he has the power to change the world, he should use that power. The player is not a pawn to be moved around on a board, but the person moving the pieces. Through their actions, histories will be made. Ultimately, the responsibility of the player is to help create a story that the entire group can enjoy.

What if my players stray from the path?

Players are a very unpredictable lot. If they do stray from the course of an event or find other events more interesting to them, then go with it. Be flexible. There are several ways a group of Heroes can get to the key moments in the Atlantis campaign, and several outcomes once they get there. Every outcome in the game will be an honest outcome, predicated upon the actions of the players. There are no right and wrong results in roleplaying one’s character. The world of Atlantis might also grow in unpredictable ways based on the inaction of the players. If a group decides to bypass one of the key events entirely, that’s fine too; it’s their choice. Each key gives an outcome if the group isn’t successful. This is their world; let them decide what to do with it.

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ATLANTIS: The Second Age should tie somehow to the piece before it and the piece after it. ►► The plot should be of a worthy magnitude or greatness, both in length and complexity as well as thematically. Characters should not be asked to clean a stable, pick weeds, or kill boars; they should be sent to clean the Stables of the Gods in one night, fetch the Golden Apple from the Atlantean king’s private gardens, or kill Nischak the Hellfire Boar. ►► The plot should be complex if possible. Complex plots involve surprises, including moments of peripeteia and anagnorisis. Peripeteia is a “reversal of intention,” when a character tries to do something and ends up producing the opposite effect. Anagnorisis is the unexpected “discovery” of the true nature of a character, an often emotional movement from ignorance to understanding. For inspiration, you should feel free to use movies, television shows, novels, or comic books to come up with ideas for adventures. Heroic archetypes have remained the same for thousands of years, and just about any story you pick up will have echoes of the past. Always remember that the players get to decide how their characters react to any given obstacle, so be prepared for them to deviate from the course you have in mind. However, you choose the hurdles the characters must deal with. You are the Game Master, and in this manner you can make their story interesting, no matter what direction they choose to follow. You merely provide a goal, and once the characters begin a path toward that goal, you can unveil a series of problems that prevent them from reaching that objective. The hindrances can take a variety of forms, depending on the particular circumstances of the adventure through which the players’ characters are working. In overcoming those obstacles, Heroes are made.

Types of Adventures The simplest way to create an adventure is to select the goal first. Once you know how the story should end, you can more easily decide what types of obstacles will make it interesting for the characters to reach the goal. Some examples include: Caught in a Tight Spot: Escape from a situation that could cause some type of harm to the characters or their allies. Contest: Accomplish a predetermined goal more quickly or more efficiently than everyone else involved. Guard Duty: Protect someone or something from harm. Foil a Plan: Stop someone else from accomplishing their goal. Generally, the plan to be foiled has something to do with the destruction of a person, place, or thing of importance to the characters, a nation, or to the entire world. Mystery: Discover the truth about a person, thing, or event. The Quest: Locate and retrieve an object or person at the behest of another. It could be a stolen object, a person kidnapped, or a criminal who has escaped justice.

Types of Obstacles Once you’ve determined the type of adventure you want to create, you should divide it up into smaller chunks called “scenes,” each containing one or two obstacles. A scene is triggered by the characters’ arrival at a given location, or by the passage of time. Once the characters overcome or bypass the obstacle, they move on to the next scene and are one step closer to the goal of the adventure. Here are a few examples: Adverse Conditions: Weather, terrain, and hostile nobles/farmers/tax collectors can hamper the characters’ ability to accomplish the goal. GM’s Characters: The people that the characters meet come in handy for all sorts of situations, so much so that there’s a whole section on them later in the book. Combat: In order to continue forward or get to something, the characters first must defeat a creature or villain. Diversions: Include extraneous details in descriptions or when the characters talk to other people. The details will offer many interesting roleplaying opportunities and give your players a chance to alter their characters’ course in the process. Information: The characters often need to obtain information, and you can make this more challenging by making it harder to find (two officials to convince instead of one), missing (part of a needed tablet has been destroyed), in the form of a puzzle or riddle, or from a questionable source,

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ATLANTIS: The Second Age or by giving the characters what seems like a right lead but ends up sending them to the wrong place. However, make sure that the information the characters seek really is attainable. Be careful not to force the characters to go through an enormous amount of trouble based on clues and hints you’ve given them only to find that their efforts were wasted. Multiple Goals: Typically for experienced players; adding the rumor of a new goal can force the characters to rearrange their priorities. Restrictions: The characters can’t use some of routine and useful equipment or must be certain to perform certain rituals, or there will be dire consequences. Time Limits: There’s nothing like a time limit to speed up a scene. This kind of obstacle can take the form of limited supplies, limited ammunition, or a set amount of time before something horrible occurs.

Game Master’s Characters

During their adventures, the player characters will encounter various allies, enemies, and neutrals who serve to shape the story, establish the setting, or help or hinder the characters at critical moments. Without these characters, nothing much would happen. However, you don’t have to create enough characters to fill the entire world. Save yourself work and carefully choose which ones play the most pivotal roles in your adventure, then design them in detail. Next, select the less-important characters and determine most of their background and personality, and so on until you come down to the nameless characters who need nothing more than a brief mention.

Assigning Characteristics Once you’ve come up with the overall concept for a character, you should decide on his game statistics. Skim through the “Character Creation” chapters for some ideas, jotting down whatever details are important for the character in the context of the adventure and what’s needed to use him. There’s no need to follow the character creation rules exactly; instead, give each character what you think he needs to play his part in the story.

Hero Points Cannon-fodder villains, such as army troops, henchmen, and merchants, typically have no Hero Points. Minor villains whose survival isn’t dependent upon the adventure’s plot, may have one to three Hero Points. Continuing villains, such as those who may be used for several adventures or who are subordinate to the main villain, may have several Hero Points. Major villains who might be used over the course of a campaign and are integral to an adventure should have at least 11 or more Hero Points.

Starting the Adventure

Once you’ve got the goal and a few obstacles, you’ll need to give the Heroes a reason to go on the adventure. Often called the hook, here are a few examples. Hero Goals: The group, or even just one of the Heroes, gets information that could help get them closer to a long-term goal. Informant: Someone lets the Heroes know about the goal and gives them just enough information to get to the first obstacle. The information could be provided as a letter, an announcement in the public square, or an anonymous source. In Medias Res: Start the game in the middle of an explosive or suspenseful event. Such fast starts put the players on their toes, thrusting their Heroes into the action before they even know it. Once they’ve dealt with their immediate problem, they’re thoroughly enmeshed in the story. Mission Briefing: The organization in which the Heroes are involved calls a meeting and sets the goal (though, of course, not how to accomplish it!).

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Running Adventures

You’ve successfully brought the Heroes into the adventure. Now you have to keep them focused and enthralled with the plot. If you see their eyes start to wander, or they fall into a conversation about the last game (or worse, what they watched on television last night), you know something’s gone wrong. This section should help you maintain an involving story and a sense of “really being there.”

Scene Framing

Rather than simply reciting a list of events and descriptions, the GM is encouraged to invite the input and participation of the players in setting the scene. This allows players to feel more engaged in the tale, and helps everyone visualize the scene more vividly. This also takes some of the burden off of the GM and passes it on to the players. Once the GM has set the scene and described what is going on, the players in the group should each get a turn to (if they wish) add some minor detail or flavor to the scene. This can be anything that would be appropriate for the scene, taking into account the setting, NPCs present, etc. The details need not be beneficial to the players, and in some cases may even hinder them or play to their disadvantages, but they might also be helpful. Players who constantly add features to the scene that benefit their characters should not be chastised, but encouraged to continue participating. However, if a player seems to be taking advantage of the trappings, the GM should always remember that he is the final arbiter of how anything added to the scene will be used or function. For example, just because a crate of bear traps is sitting on the desk does not mean they’re all functional; they could be duds or booby-trapped. Play Example: Setup: The Heroes have been captured, stripped of their belongings, and brought before their archnemesis, Bazmodius, Dark Sorcerer of Acheron. Jerry the Game Master (GM): You are all escorted in chains to the tower before the diabolist Bazmodius. He stands with his back to you, looking out of the windows as the sunrise breaks over the city below. At his side, armed with a spear and shield, stands his Andaman bodyguard, Eurydices. Would anyone like to add anything? Eric: Yeah, we notice a large map showing troop and ship movements around the area. Jerry: Yes, and the map is inlaid on the floor so you can walk on it. A few acolytes fiddle over it and talk among themselves about what’s going on. Renee: I bet the tower is dark and foreboding. Like the only light in the tower from the smokey candles hanging from the ceiling. Jerry: Very cool, I like it. Rex: Are there other doors besides the one we entered? There must be another way out of this room. Jerry: Yes. There are two other doors, one on other side; one guarded by another Andaman, and one archway that leads to a hallway. Robert: Are our weapons here? My sword is too valuable to be left where we were captured. It has to be in the tower, somewhere. Jerry: Sure. You see the ornate sword hanging from the side of Bazmodius. Turning his head, he sees you checking it out and smiles at you, as if daring you to grab for it. For groups that are not used to sharing such descriptive responsibilities, it may be helpful to remember some of the unofficial rules of improvisation: ►► Never say “No, but...”; always say “Yes, and...”. Good participation means that everyone involved is actively building on the contributions of others. Players may add to a scene, and to the additions of others, but they should never try to counteract someone else’s contributions, or subtract something from the scene. Once it’s been added, it’s been added. No retconning. ►► Be subtle, simple, and specific. Don’t try for odd contrivances, over-the-top additions, bad humor, sight gags, or the like. Let any humor, excitement or drama arise from the situation. Don’t TRY to be funny, showy or dramatic. ►► Respect the other players. Anything you add to a scene — whether through roleplaying or

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►►

►► ►►

►►

round-the-table scene additions — should be for the benefit of everyone in the scene in some way, even if only descriptively. Adding a toxic cloud of gas to the room that only your character can breathe in is not helpful. Don’t trap other players or the GM into a corner by adding things that directly impact other characters or NPCs. For example, don’t say “Renee’s character is standing next to a book that flips open. I wonder what it says.” because this statement forces Renee to react to your addition instead of giving her freedom to add as she pleases. Pay attention to everything going on. Know what’s been added, and react to the scene as a whole. based on your character’s function in that scene. Everyone gets a chance to contribute. There’s nothing saying that each player can only add one thing, or that each player must add one thing. However, everyone should get the chance. A good tactic is to proceed clockwise from the GM, allowing each player in turn the opportunity to add something or pass. If someone wishes to add more, they can wait until their turn comes around again. Be aware of pacing. Don’t hog the spotlight adding something that requires ludicrous explanation or description, and don’t feel compelled to add seven things to every scene. Doing so will cause the game to drag. Be terse.

Player Changes to the Environment Hero Points can also be used to change the environment around you in some narrative way. The Hero spends the points and adds something to the narrative that wasn’t there before. The change can not be something that would completely change the campaign but can be something that benefits the player, or makes the game interesting or creates better drama. Example: A Hero is lost on the frozen plains of Hyperborea and is slowly freezing to death in the icy waste. He knows that he cannot take much more of this and decides to spend a Hero Point to insert a small cave into the story that allows him to take shelter. Example Two: The Hero is speaking to a local priest about the woman he loves. He waxes poetic about the color of her eyes and the fullness of her lips and states his undying love for her. He spends the Hero Point to have her show up at the temple coincidentally to make an offering and overhear him. Example Three: A Hero is fighting a savage battle on the rooftop of a multistory tower. In the scuffle, he is pushed off the building and plummets to his death. Spending a Hero Point allows for a flagpole to be just below the roof. He grabs the pole, uses his Athletics skill and swings back into the fight. Bad Example: The Hero is cornered in an alley by thugs of the local crime boss. He is unarmed and outnumbered. The player spends a Hero Point and legions of well-armed soldiers arrive and kill all the thugs but one so the Hero can question him.

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Setting the Scene

Your first job is to depict a vivid scene unfolding before the characters’ eyes, ears, noses, etc. Where are they? Who else is there? What’s happening? These are the questions you must answer immediately.

Description The key here is to engage the players’ senses, just like a good movie, novel, or television show. Try to use evocative words to give the players a clear and vivid view of their characters’ environment. The best way to learn how to provide such lifelike descriptions is to picture the scene in your mind and do whatever you can to convey that same scene to your players. You may incorporate movie or television footage you’ve taped, maps and diagrams you copied out of library books, or even illustrations you’ve drawn yourself. Sound effects, CDs especially, can help you set the stage for the characters, as long as you don’t overdo it. Just remember that your players have five senses. Don’t just rely on the sense of sight. Describe what your characters hear, smell, touch, and (sometimes) taste. The following example engages several senses. Game Master: “You step off the barge and onto the soggy ground with a squish. The thick, musty smell of the swamp immediately washes over you. From all around, you can hear the screeching chirps of birds and small animals. Humidity settles against your skin like a blanket of moisture as you walk toward the nearby jungle. The gangly gray trees scattered in small stands reach upward into the mist, and you get the distinct feeling that something out there is watching you.”

Believable Characters Other than the setting, the players’ characters will also encounter other people who live in the game world. Your job is to make sure that these people appear real to the players. Their words and actions must seem appropriate in the context of their histories, personalities, and ambitions. If a stoic military officer suddenly took off his helmet and started joking around, the players would probably just stare at you for a minute as the game came crashing to a halt. Play each character to the best of your ability. Make sure he does everything in his power to achieve his goals, whether he’s trying to thwart the characters or earn a hefty sum of credits. This does not mean that each of the Game Master’s characters should act in an obvious or overt fashion. Part of his goal may be to achieve his objective undetected, or to make it look like someone else was responsible. The idea is simply that the character should use all of his resources — his skills, allies, finances, and so on — to accomplish his immediate as well as his long-term goals.

Exciting Locales Try to make each place the characters visit seem different than the others. By doing this, you can make these sites engaging and memorable for the players.

Personal Stake Every once in while, you should ask to see the players’ character sheets. Look for background information and personality traits that might lend themselves to a personal stake. If a player has written that her character is extremely competitive, for example, you could create a rival group that seeks to outdo the player characters at every turn. The players will do everything in their power to make sure their characters succeed more often and more quickly than the newcomers.

Giving Options

Don’t constantly force your players to follow the prescribed path of the adventure. They may have devised an alternate scheme for success not covered by the scenario, and you shouldn’t penalize them for their creativity. Instead, you’ll have to use your judgment to run the remainder of the adventure. If the players feel that they never have a choice, that you have predetermined what their characters will do and say — and therefore, how the adventure will turn out — they’re not going to have any interest in playing. Part of the fun of a roleplaying game is the almost unlimited possible reactions to any given situation. Take that away, and you’ve lost much of the reason for participating in this type of game.

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ATLANTIS: The Second Age Sometimes the characters will have only a few choices — or at least, a few obvious choices — and that’s fine if it makes logical sense in the context of the scenario and doesn’t seem like an attempt by you as the Game Master to dictate their characters’ paths. Reward creativity. Give the players a reason to exercise their brains. The more freedom they have, the more they’ll enjoy the adventure. When their characters make a mistake, they have no one else to blame it on, and when their characters succeed, they feel a genuine sense of accomplishment.

Surprise and Misdirection

If the players can correctly guess the conclusion of an adventure while they’re progressing through the first encounter, the ensuing encounters won’t provide as much excitement as they should. This is where the art of surprise and misdirection comes in. One way to keep the players (and their characters) guessing and revising those guesses through the whole adventure is to use misdirection. You can do this in small ways: make die rolls, smile for a moment, and then don’t say anything about it; have the characters roll Perception checks, ask for their totals, and then just continue with the encounter; ask a player for detailed information on how her character is going to close a door (“Which hand are you using?” “Do you have a weapon in your hand?”), but then have the portal close uneventfully. You also have the option of throwing in major red herrings. If a character starts tracking the Heroes, the players will immediately attempt to mesh this new person’s presence with the rest of the adventure. In reality, however, he’s just a common thief looking for an easy mark, or he thinks that one of the characters looks familiar but doesn’t want to say anything until he’s sure he’s not mistaking that character for someone else. Keep in mind what Aristotle called peripeteia and anagnorisis — surprise your players with sudden turns of fortune, and changes in the nature of their understanding of other characters, and each other. Let the drama unfold in unexpected ways. Your players are going to surprise you. Learn to surprise them back.

Allowing the Characters

to

Fail

It’s that chance of failure that gives excitement to a roleplaying game, so sometimes characters need to fail. If they roll poorly, are simply outclassed, or, most importantly, if they play poorly, their characters will not accomplish their goals. Yet with each defeat, the characters (and players) should learn something. They may learn a better way to approach a situation or they may stumble upon a tool or gadget that will help them in the future. It should take perseverance and dedication, but learning from mistakes will eventually lead to success.

Getting Feedback Sometimes an adventure doesn’t thrill the players like you expected it to when you were first reading or creating it. As you run a scenario, you should pay attention to the players’ reactions to the various scenes. Did they stand up and all try to talk at once during the chase? Did they go comatose when they reached the puzzle-solving encounter? Gauge their reactions to your judgment calls and improvisation. The players’ words and actions can convey a great deal of information about which parts of the adventure they enjoyed and which parts put them to sleep. Ask the players what they did and didn’t like. You could even have them write you an anonymous note with a list of their favorite and least favorite scenes. View player reactions and comments as hints for what you can do in the next adventure that will keep them on the edge of their seats. Don’t take any negative responses as criticism. It takes a lot of work to plan and run a game, and you can’t always please everyone no matter what you do. Just don’t forget to listen to what your players have to say. They may want to take the game in a different direction than you do. Compromise. Make sure you and your players have fun. If not, either you or your players will eventually give up and find something else to do during those precious spare moments.

Rewards

Part of the fun of roleplaying is watching characters improve and develop. Game Masters have plenty of options for helping that along, though of course no single option should be overused, or the players will have no reason to continue adventuring.

Talents and Disadvantages

Look through the list of Talents for some reward ideas. Typically, when a Game Master allows access to a Talent, it’s a one-shot deal, especially for particularly powerful Talents, such as being owed a favor by a tyrant. If the characters want a more permanent access to this kind of Talent, they will have pay for it.

Equipment and Other Loot

Depending on the circumstances of the present adventure and the Game Master’s ideas for future adventures, a GM may allow the players’ characters to keep equipment, gear, and treasure that they find in abandoned temples or acquire from a villain’s lair. Game Masters may even want to plant various items in the adventure for the players’ characters to locate, whether to fulfill a character’s dream or help the group in a future scenario. Should the equipment or other material cause the players’ characters to become too powerful, too quickly; remember that things can break, become the object of desire by more powerful personages, or get stolen.

Funds

Characters might choose to sell some of their loot.

Information

While not tangible, information could be useful for drawing the characters into another adventure, or helping to fulfill a character’s goal (such as discovering details about her mysterious past).

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The Respite Phase

A Return to the Ordinary World

The Hero does not spend every waking hour of every day with the other Heroes in the pursuit of adventure and renown. In every Hero’s life there must be a period of “down” time for the Hero to rest and reflect upon his deeds. During this time, the Heroes disband and go their separate ways for a time to take care of personal concerns and pursue personal agendas. This time is called the Respite Phase. The Respite Phase represents time the Hero spends not in notable heroic endeavors. During this time, the Hero is usually not fighting for his life or doing things that call for songs of immortality. Although it is called the Respite Phase, this does not mean that the character has to go home and rest. Simply, he is pursuing other things that fall between his great adventures or participating in events that spark the larger adventures or quests. The Hero rolls on the chart below to determine what occurs during that time period. The Respite Phase also gives the player a chance to assess his character and make changes, or change the focus of their disadvantages. Event that Occurs during the Respite Roll

Result

Attribute

1–2

Family intrigue

PER

3–4

Tragedy

WIL

5–6

A small adventure

DEX

7–8

A romance or affair or a visit by someone important

CHA

9–10

A mystery or riddle requiring illumination

INT

11–12

A test or vigor and physical prowess

STR

13–14

Chased or pursuing something or someone important

SPD

15–16

Struck by a hardship or sickness

CON

17–18

A battle was fought

CR

19–20

A moment of clarity or introspection

MR

Once the hero has discovered what the hand of Fate has dealt him, he may decide just how the event affected him and flesh out exactly what the event was. If the player and the GM feel up to it, the episode can be roleplayed out to their satisfaction. After the player has decided what the hero has done in the allotted time, he rolls the appropriate attribute (no bonuses or modifiers allowed) and consults the chart below. Attribute rolled

Renown Gained

Critical Failure

One Fate Points

Failure

Nothing gained

Partial Success

Attribute used +2

Full Success

Attribute used +4

Critical

Attribute used +6

The amount of Renown is immediately added to the hero’s Renown total or, if he rolled badly, one or two Fate Points may be awarded. Note that if this takes the hero to 10 Fate Points, this may trigger that hero’s impending death, and the GM and player should discuss plans for it.

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ATLANTIS: The Second Age Time Spent during the Respite Roll

Time

Roll

Time

1

1D20 months

11

5 years+1D20 months

2

2D20 months

12

5 years+2D20 months

3

3D20 months

13

5 years+3D20 months

4

4D20 months

14

5 years+4D20 months

5

5D20 months

15

5 years+5D20 months

6

3 years+1D20 months

16

7 years+1D20 months

7

3 years+2D20 months

17

7 years+2D20 months

8

3 years+3D20 months

18

7 years+3D20 months

9

3 years+4D20 months

19

8 years+3D20 months

10

3 years+5D20 months

20

9 years+3D20 months

The Adversaries’ Machinations During their time of respite, the Heroes’ enemies aren’t sitting around and waiting for things to happen. The world around them is still moving during the upheaval of the Second Age. Once the Heroes figure out what they did during the Respite Phase, the GM rolls on the chart below and tells the Heroes what events occurred while they were busy with their own lives. The GM only rolls once for the entire group and allows the group to help flesh out what the event was exactly, while incorporating plot elements and story hooks. The players do not have to act on these events, but they are an added tool to help both the GM and players become more involved with the game. Roll

Machinations

1

A great Kraken cuts off a busy sea route.

2

A leader on a random nation is assassinated.

3

A close ally of the Hero is missing or dead.

4

A city close to a random player is under martial law or suffers civil unrest.

5

A random nation cuts off all contact to the outside world.

6

The Enemy is silent but a random Hero has vivid dreams of a beleaguered pesant in a random nation in great danger.

7

A random Hero’s city falls sick to a mysterious plague and is quarantined.

8

A pirate fleet savages a port city looking for something.

9

A large city falls to famine.

10

A relative of a random Hero joins the enemy.

11

A huge battle is being fought over a peaceful nation in a distant land.

12

A boy claiming to be a god takes a distant nation as his own. He shows many fantastic abilities and powers. He also eats the flesh of 12 virgins every full moon.

13

A temple is besieged by an enemy.

14

A nation/city is decimated and the inhabitants all disappear.

15

A coup happens on a random city involving a Hero’s relatives.

16

A lost ship rises from the ocean, floating aimlessly. None can seem to every reach or board it.

17

A Hero’s Enemy calls him out.

18

A Hero is impersonated and vile acts are committed in his name.

19

A ruler has gone mad and executes a person close to the Hero.

20

An outlying settlement peopled by distant relatives of the Hero vanishes.

When does the Respite occur during the game?

The Respite Phase should occur between story arcs, usually every 3–6 adventures. This helps time pass, allows the characters to age, and creates an epic quality to the campaign. Depending on how ambitious the GM and players are, the Respite Phase can happen as little as 3 times or as many as 10 times. The Game Master rolls to see how many months are spent in the Respite Phase for the entire group.

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Great Works The Hero’s ability to change the world. The system below is used when a Hero is pursuing his great works as he moves towards his destiny. The Heroes are the active hand of change in the world and many of their deeds will have lasting effects on the people and places they encounter. All Heroes want to leave their mark and be remembered in song and art for as long as the stars shine in the heavens. In ATLANTIS, a Hero can actively change his environment for better or worse through his deeds and actions, and the meta-system known as Great Works. The Great Works system allows the player to actively pursue plots that will change one or more aspects of a region, a continent or even the world of ATLANTIS.

Anatomy of a Community

Just like any other character in ATLANTIS, a community is an entity with attributes. These attributes define what the community is like and how it reacts in certain situations. Imagine a highly religious community, meeting a great Hero for the first time, who happens to be agnostic, or the situation that occurs when the Heroes try and smuggle a young prince out of a city with a high Earth trait. Treat the community as a character.

By looking at the community as a character, the Heroes can, through attrition or aggressive action, take down a tyrannical despot or change the religious outlook of a place while in play.

Assigning Traits The first six traits are rated from -5 to +5, with +0 being the average. The numbers are usually derived by the GM who determines what a society will look like. If the GM wants to roll randomly to decide the traits, use the chart below.

Traits

Roll 1D20 1

-5

2–3

-4

4–5

-3

6–7

-2

8–9

-1

10–12

+0

13–14

+1

15–16

+2

17–18

+3

19

+4

20

+5

Air The trait that defines a people’s education, self-awareness, and civic role in society. A high level means a well-educated and reasonable people while a low level defines a lowly, cruel people devoid of any higher refinement or thought. Earth This represents the community’s ability to defend itself, security of its environs and the order of the society. Earth represents community and family. A high Earth represents the community’s ability to come together and withstand adversity.

Fire This attribute represents the drive and vigor of the society. A high attribute level may mean a society that is passionate and constantly moving forward. A low level may mean a languid society with a high level of ennui. Water This trait represents the common person’s ability to get necessities such as food, medicine, and education. A high level could mean a society well taken care of with many social programs that help the average person. A low level could mean a society with homelessness, famine, and very few or no social programs. Empyrean (EMP) This attribute represents the cities high minded ideas and openness of the community. A high attribute may equate to lots of bright individuals striving for the greater good of the community. Void This represents the lowly attributes of the city like crime, violence, and depravity. A high Void may mean that the community is a wicked and corrupt place where the locals will shut the doors at the approach of the heroes and one which is full of closed-minded small thinkers.

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ATLANTIS: The Second Age Governmental Modifiers A society’s government will modify the society’s traits. After a society’s traits are determined, modify them using the chart below. The modifier is added before the quality of life is calculated. NOTE: These modifiers may take the trait under or over the -5/+5 limits. Government Modifier -5 Air, -2 Water -3 Fire, Anarchy* No Ruling party. Each individual has absolute liberty. -7 Earth Rule by an elite class who holds power by means of Aristocracy +1 Earth, +1 Water hereditary right. Autocracy +1 Air, +1 Earth Rule by a single elected individual. Rule by the people, either directly or through elected Democracy +2 Air, +1 Water officials. Rule by the wealthy, at the expense of the populace, to Kleptocracy -2 Water gain more personal wealth. Rule by judges based on ideas of equal justice and Kritarchy +2 Earth, +1 Air natural rights. Rule by judges who make decisions based on personal Kritocracy +1 Earth, +1 Water interpretation and opinion. Rule by those deemed most worthy of ruling (though Meritocracy +1 Air, +1 Fire not necessarily most capable). Rule by a single individual from one of several noble Monarchy +2 Earth families. Oligarchy +1 Earth, -1 Water Rule by a few individuals chosen by the masses. Rule by the wealthiest people in a society, for the benefit Plutocracy +2 Water of the people. Rule by those who are most technically skilled and Technocracy +3 Air qualified. Rule by a God or deity, generally through a selected Theocracy +2 Fire representative of that deity. Rule by those who own property, with classes or castes Timocracy +1 Earth based on property production. Rule by an individual who has seized power, often with Tyranny +2 Earth, -1 Fire the blessing of the people. * = Not a form of government but an added modifier when available

How to Affect Traits and achive a Great work When Heroes set foot in a particular society, whether it be a small town, a sprawling metropolis, or a nation, it has traits. The system allows the Heroes to affect the society on a micro or macro level. When a hero wants to affect a particular aspect of a society, she does so by completing certain tasks, or meeting certain guidelines set forth by the GM. For each completed task, the targeted trait is increased by a certain amount. Traits accumulated from one society are never carried over to another, and are lost if they can not be used. Raising Traits To raise a trait, the Hero or group needs a number of points equal to DOUBLE the next highest rank they want to achieve. Example: A group wants to move Air from a +3 to a +4. They would need to accumulate 8 points. If the group wanted to raise the Air from a +3 to a +5 they would need 18 points. To raise a negative trait “up” to a positive cost, double the existing trait. Example: Raising a -3 to a -2 cost 6 points.

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ATLANTIS: The Second Age Lowering Traits To reduce a trait, double the number of points for the current trait is needed to lower it one step. Example: To reduce Earth +4 to +3 the Heroes would have to accumulate and spend 8 points. A trait can be affected any number of times and is only limited by how far the Heroes want to go. To lower a negative trait to a lower negative number cost double the new trait level. Example: To lower a trait from a -3 to a -4 costs 8 points. Example: The Mining Colony of Tarbadar: A level One Great Work Dayn has a level one Great work about changing the crime ridden colony of Tarbadar that he grew up in. The GM takes the concept of the Great Work, and works something up for the heroes. The small colony is plagued by a cult of Ba’al called the Night Diamos who extort payment from the miners and who are currently fighting a rival serpent cult called the Sons of Yig, for total control. The colony has considerable wealth but must pay a tithe to one or both the rival cults to keep the peace. The local law is all dead and the supervisor of the colony is frightened into submission by his son, who is involved heavily with one of the cults. The rating for the colony is illustrated below: AIR

EARTH

WATER

FIRE

EMP

VOID

+2

+0 +4 +0 +0 +2 The Fire in this instance represents the station supervisor being relatively weak and ineffectual. The Void represents the strength of the roving cultists that harass and strong-arm the simple miners of the colony. The Heroes want to get rid of the cults and generally improve the wellbeing of the people in the colony. The GM makes out the guidelines for what must be done to change the traits. He sees that the Void of the colony needs to be targeted to lower the criminal and the dangerous aspects of the colony and raise Earth to strengthen the community element. The Heroes may complete any of the tasks below to receive the points: ►► Talk the colony officials into taking firmer action against the ruffians = 2 pts ►► Talk the citizens into standing up for themselves = 2 pts ►► Convince young Tilmion to leave the Sons of Yig and go home to his father, the colony’s governor = 1 pt ►► Defeat the leader of the Night Diamos = 1 pt ►► Destroy the Night Diamos = 3 pts ►► Defeat the leader of the Sons of Yig = 1 pt ►► Destroy the Sons of Yig = 3 pts During the course of the adventure, the Heroes accomplish everything on the list! They get a total of 13 points. Amazing! The hero’s decided that they will reduce the Void attribute by two points, using six of their total points and raise the Earth attribute by two, using another six. The reaming one point is not used and lost.

284

AIR

EARTH

WATER

FIRE

EMP

VOID

+2

+2

+4

+0

+0

+0

ATLANTIS: The Second Age Changing Governments This can have a significant impact on the quality of life for the people living in an area. Changing the government types is listed on the chart below. Government

Cost

From another government to Democracy

10 pts

From another government to Theocracy

10 pts

All others

5 pts

Anarchy to any Government

15 pts

Government to Anarchy

10 pts

Scale Modifier As stated previously the Great Works system can be used to change things at different levels of magnitude. To affect change on a larger scale, it will cost more but gain the Heroes more Renown. Scale: Represents the magnitude of what the Heroes are trying to change. Multiplier: The amount of points needed to change a trait is multiplied by this amount. Renown Award: The Heroes receive this standard award for EACH point changed. Scale

Multiplier

Renown Award

Local

The change affects a community or a small X1 group of people.

2

Regional

The change affects a large group of people X2 or a nation.

5

Global

The change is felt by the entire world.

8

X5

Suggested Great Work Action Guide

A suggestion of a guide on granting Great Work points for actions: An Easy test represents using a skill with a DoD-5, or fighting an Ability Level opponent of +5 of more. A Moderate test represents using a skill with a DoD-10, or fighting an Ability Level opponent of +10 of more. A Difficult test represents using a skill with a DoD-15, or fighting an opponent with an Ability Level of +15 or more. ►► A successful Easy non-combat skill test (Influence, Perform, Handicraft): 1 pt ►► A successful Moderate non-combat skill test (Influence, Perform, Handicraft): 3 pts ►► A successful Difficult non-combat skill test (Influence, Perform, Handicraft): 5 pts ►► A successful Easy combat:1 pt ►► A successful Moderate combat: 3 pts ►► A successful Difficult combat: 5 pts

285

Chapter 7: Anostos

T

halmia coughed uncontrollably; the ash and fumes that filled the air scoured her lungs with every breath. If it weren’t for their captors submerging their cage every few minutes, she would have died by now. Her companions crouched beside her in the bloodwood cage, still shivering from their last dunking. Volcanic vents heated the sea to a degree that felt unnatural, especially to her sensitive skin, but the frigid air immediately dusted their sopping clothing with frost. Caerwyn looked on her with concern in her dark eyes, “how long can you survive without your breathing apparatus?” Thalmia just shook her head, too breathless to speak.

Their cage hung suspended from a boom over a sea cliff; below them the snarling ocean leapt and tore at the air. Every so often one of their Fomorian captors would loosen a rope and the cage would sink into the waters for a minute or so. A clatter of stone above announced the presence of one of the great greyskinned giants and Thalmia braced herself for the fall. Instead, the cage lurched upwards. The companions exchanged glances and Donobey gripped a dagger he’d managed to conceal from the giants’ rather clumsy search. The cage reached the top and a hulking Fomorian with only one arm dragged the cage to the center of the cliff-top village, saying nothing as he did. The cage passed dozens of massive huts, skillfully crafted from bloodwood, yet still filthy and stinking. Swarms of insects buzzed around the human heads that hung above every door. Human slaves shuffled between the huts carrying improbably heavy loads of food or refuse. “A lot of these huts look abandoned,” Thalmia whispered “there can’t be more than a dozen giants in the whole place.” Caerwyn nodded mutely, she had been to Anostos before with Donobey; neither of them were happy to be back. The plan seemed simple: sneak onto the island, locate Musodo Anaboa and cut a deal with him to release the boy. Instead they’d blundered into the middle of a Fomorian war party about to go raiding. The fight ended before it began; the Fomorians threw some kind of poison gas bomb at them and they awoke stripped and hanging from a crow’s cage. The one-armed giant dragged them to the edge of a deep, wood-lined pit and unceremoniously tipped them out of the cage. Wooden stumps served as seats for the two dozen giants that sat around the pit, drinking, eating, and abusing each other in their guttural language. Thalmia, still trying to untangle her limbs from those of her allies, froze as the giants emptied a second cage into the arena. This one disgorged the Lemurian Anaboa, the boy Edris, a scrawny human male, and a hulking Netherman. The largest giant, wearing a crudely hammered gold crown, bellowed down to them, “I am Sengann, king of Fomorians. You fight for me, the loser is dinner! Now fight!” Around his neck, like a torc, Sengann wore Thalmia’s metal breathing apparatus. A quick glimpse between Anaboa and Agathon, and the two men to came to an unspoken agreement. The Lemurian and Atlantean crossed their arms, and faced the giant, who would towered over both of them even if they had not been standing beneath twenty foot high pit walls. The Fomorian king grinned wickedly and gestured, three giants bearing massive javelins stepped up to the edge of the pit and took aim. The intent was clear, fight or be slaughtered. At the same time, the crowd began to pelt them with objects. It took almost no time for Thalmia to recognize these items as their clothing, equipment, and weapons. The two groups split apart quickly, scavenging the rain of debris to find weapons. Anaboa and Caerwyn began a rapid fire conversation in their own language, to Thalmia it sounded more like a song or duet than the tense negotiation it really

286

was. The giants roared in approval as Caerwyn grabbed her rifle, mistaking it for a club in their ignorance. Thalmia snatched up her orichalcum focus, but the effort sent her into another wracking coughing fit, forcing her to her knees. She needed her breathing apparatus back. Caerwyn and Anaboa made a few passes at each other, landing a few convincing blows, while Donobey and the Netherman, unaware of the Lemurian’s negotiation, had given up on weapons and seemed intent on strangling each other. Another time, Thamia might actually have enjoyed the sight of two naked men wrestling, but this wasn’t the time. Eyes streaming from the fumes in the air the Triton sought out the last of Anaboa’s men. Lithe and strong, he carried himself like an athlete. He and Agathon made a great show of missing each other with their blades while Edris ducked between them, seeking out something on the arena floor. Thalmia dashed toward the boy, if she could keep him safe they could be back in Atlantis in time for the reef festival in Amphisea. The thought of her home kept her going as she hacked up more blood from her shredded lungs. Edris looked up as she approached, a small satchel in his hand and his head tilted in curiosity. Thalmia tried not to cough her lungs up onto the arena floor. As she got closer, the Triton felt the ground heave beneath her, the compacted sand wich made up the arena floor erupted all around her and she felt herself hurled into the air to land on the edge of the pit, barely managing to hang onto the lip. The giants burst into chaos as a massive brass spike ripped through the arena floor, spearing Sengann through the chest. A host of thumb-sized flies erupted from the hole, filling the air with a maddening drone and making it almost impossible to see. Donobey, Agathon, and the rest dashed up the spike using it as a ramp to exit the pit. Thalmia crawled toward the dead body of the king, her ribs, broken in the fall, added to the agony of each rasping breath. Anaboa hurled folded paper packages that exploded into clouds of thick black smoke while Caerwyn’s rifle fired again and again. Agathon and Anaboa’s thief ducked in and out between the Fomorians, using the smoke to cover their movements, their blades finding tendons and arteries with uncanny accuracy. Thalmia lost sight of Edris but she spotted Donobey, spear in hand, standing atop of a heap of dead Fomorians, bellowing challenges. Anaboa watched the Triton’s progress towards her breathing apparatus, still hanging around the neck of the impaled Fomorian king. The Lemurian couldn’t afford to have the sorceress join the fight; her magic would tip the scales against the Fomorians to be sure, but once the giants perished he’d rather deal with Agathon’s people without sorcerous support. Anaboa shook his head; he rarely killed needlessly. Why had he murdered Petranova when she was still useful? He had no time to think about it; he needed to get Edris and leave now. A touch on his elbow revealed the boy, who silently handed Anaboa the satchel containing the Vril samples, and the crystal fang to which Agathon’s people had beaten him. The Lemurian grinned; time to leave. Caerwyn pulled Thalmia’s breathing apparatus around her neck, adding a purifying concoction of her own devising to the water mix. A few moments later Thalmia’s eyes opened. “What happened?” she asked. “Anaboa used more smoke bombs to cover his escape; it would seem the fumes were too much for you” replied the Lemurian. “Did we get the boy?” Caerwyn shook her head. “No, Anaboa, Edris, and the other human got away with the crystal fang. The Netherman managed to get himself killed, but everyone else is well.” Thalmia bowed her head; the reefs of Atlantis would have to wait, who knows where they the tide would pull them next.

287

ATLANTIS: The Second Age

Chapter Eight Bestiary

288

ATLANTIS: The Second Age

Adversaries The antediluvian world is filled with harrowing entities, the enemies of all mortals. They wait in the shadows, plotting. They rule the unexplored reaches. To them, all are prey. Other beings, less extraordinary, but just as sinister lurk on every city street, in backwater villages, and even in the temples. A Hero must be forever on guard while adventuring in the known world. The NPC creatures, criminals, and challenges that follow are formatted in such a way as to give only their pertinent skills and abilities; it is not intended to be a comprehensive list of every skill and advantage each NPC may have. Game Masters are encouraged to create other abilities and skills, to customize them, and tailor them for their NPCs, to make the game a unique experience..

Attributes

Adversaries aren’t built like players characters. This is done for speed and simplicity. The stat block for an adversary is abbreviated, and in some cases changed completely. The Attributes listed are for the most common type of adversary encountered and should be modified for more or less powerful opponents. Some attributes are unique to Adversaries and are listed below: Ability Level (AL): The Ability Level of the adversary Hit Points (HP): The amount of damage the adversary can take before it’s dead. Hero Points (HrP): The number of Hero Points the adversary possesses. The number of Hero Points an adversary can use is restricted by the amount of Renown it has, just like a player character. Scale (Scl): The scale and size of the adversary. Renown (Ren): The amount of Renown the adversary has. Threat Level (TL): The threat level of the adversary; used to make more or less potent opponents.

Do I need all the creatures’ attributes?

No. The attributes are there just to be thorough for a “just in case” moment. You only really need to know the Ability level, damage, armor and special abilities of a creature. Most of the time, the actual attributes wont be used, but in some cases it’s good to know what the creature’s PER is, or exactly how strong a creature is. The short of it is; it’s there if you need it.

Skill ratings for creatures In Atlantis, creatures use a simplified system for determining the extent of their abilities. In place of the assortment of skills that PCs and NPCs possess, creatures are rated according to the overall Ability Level, which is used as a modifier for almost every situation. Additionally, Constitution Ratings have already been added to Hit Point totals, and Strength Ratings have been factored into Damage Ratings. Creatures do not have Combat Ratings or Magic Ratings, since all fighting or magic abilities are based on Ability Level.

289

ATLANTIS: The Second Age Mundane Animals

Cat

Alligator/Crocodile

INT

PER

WIL

CHA

STR

DEX

CON

INT

PER

WIL

CHA

STR

DEX

CON

-4

+4

+0

+2

-4

+5

-1

-5

+1

+0

-5

+5

+0

+3

SPD

HP

HrP

Scl

Ren

TL

AL

SPD

HP

HrP

Scl

Ren

TL

AL

+3

4

5

-1

15

0

1-5

+1

13

5

0

15

0

1-5

Att/Dam

Bite DR4+STR (9)

Abilities

Swimming

Armor

Hide PR2

Att/Dam

Claw DR2+STR (2)

Abilities

Enhanced Perception (sight)

Armor Weakness Suggested Extra Abilities

Weakness

Dire, Speak like a Man, Sundering, Stunning, Tough

Suggested Extra Abilities

Cobra

Dire, Tail Attack, Rending, Armored Hide Ape INT PER WIL CHA STR DEX -3 +0 +0 +0 +5 +0 SPD HP HrP Scl Ren TL +0 13 5 0 15 0 Att/Dam Punch DR2+STR (7) Abilities Knock Down Armor Pelt PR2 Weakness Suggested Extra Abilities Dire, Speak like a Man, Sundering, Stunning, Tough

CON +3 AL 1-5

INT

PER

WIL

CHA

STR

DEX

CON

-5

+1

+1

-2

-3

+3

+0

SPD

HP

HrP

Scl

Ren

TL

AL

+5

5

5

-1

30

0

1-5

Att/Dam

Bite DR2+STR (2)

Abilities

Poison x2 (STR 6)

Armor Weakness Suggested Extra Abilities Armor Piercing, Dire, Ranged Attack, Speak like a Man, Spell Ability, Stunning, swift, Tough Dog, Jackal

Boar INT PER WIL CHA STR DEX -9 +0 +3 -1 +3 +1 SPD HP HrP Scl Ren TL +1 18 0 0 9 0 Att/Dam Tusk DR2+STR (5) Abilities Knock Down, Sundering Armor Pelt PR2 Weakness Suggested Extra Abilities Dire, Speak like a Man, Sundering, Stunning, Tough

CON +3 AL 5-7

INT

PER

WIL

CHA

STR

DEX

CON

-4

+4

+0

+2

-1

+0

+2

SPD

HP

HrP

Scl

Ren

TL

AL

+2

12

5

0

15

0

1-5

Att/Dam

Bite DR2+STR (2)

Abilities

Pack Animal

Armor

Pelt PR2

Weakness Suggested Extra Abilities Dire, Speak like a Man, Enhanced Perception (Smell), Tough Eagle

Brown /Black Bear INT

PER

WIL

CHA

STR

DEX

CON

INT

PER

WIL

CHA

STR

DEX

CON

-5

+3

+1

+1

+5

+1

+7

-5

+5

+2

+1

-1

+1

+0

SPD

HP

HrP

Scl

Ren

TL

AL

SPD

HP

HrP

Scl

Ren

TL

AL

+2

36

10

0

30

0

6-10

+5

5

5

-1

30

0

1-5

Claw DR2+STR (7), Bite DR2+STR (7)

Att/Dam

Bite DR2+STR (2)

Abilities

Grapple, Sundering

Abilities

Enhanced Perception, Flight

Armor

Fur PR2

Armor

Att/Dam

Weakness

Weakness

Suggested Extra Abilities

Suggested Extra Abilities

Dire, Speak like a Man, Sundering, Stunning, Tough

Dire, Rending, Speak like a Man, Tough

290

ATLANTIS: The Second Age Elephant

Lion

INT

PER

WIL

CHA

STR

DEX

CON

INT

PER

WIL

CHA

STR

DEX

CON

-1

+0

-1

+0

+8

-2

+8

-4

+0

+0

+3

+3

+2

+4

SPD

HP

HrP

Scl

Ren

TL

AL

SPD

HP

HrP

Scl

Ren

TL

AL

+1

89

10

1

84

1

6-10

+2

27

10

0

45

1

6-10

Att/Dam

Tusk DR DR8+STR (16)

Att/Dam

Claw DR2+STR (5), Bite DR2+STR (5)

Abilities

Tough, Trample

Abilities

Pack Animal, Howl

Armor

Thick Hide PR4

Armor

Fur Pelt PR2

Weakness

Weakness

Suggested Extra Abilities

Suggested Extra Abilities

Armored Hide, Dire, Trample, Stunning, Howl

Aura of Fear, Dire, Drag Down, Grapple, Knock Down, Speak like a man, Rending, Tough

Elk INT

PER

WIL

CHA

STR

DEX

CON

-5

+1

+0

+0

+3

+1

+5

SPD

HP

HrP

Scl

Ren

TL

+0

15

5

0

515

0

Ostrich, Riding INT

PER

WIL

CHA

STR

DEX

CON

AL

-4

+0

+0

-1

+2

+2

+1

1-5

SPD

HP

HrP

Scl

Ren

TL

AL

11

5

0

15

0

1-5

Att/Dam

Antlers Gore DR2+STR (5)

+5

Abilities

Armor Piercing

Att/Dam

Claw DR2+STR (4)

Armor

Pelt PR2

Abilities

Swift

Weakness

Armor

Plumage PR2

Suggested Extra Abilities

Weakness

Dire, Rending, Tough

Suggested Extra Abilities Armor Piercing, Dire, Flight, Tough, Trample

Horse, Riding INT PER WIL CHA STR -5 +0 +0 +0 +4 SPD HP HrP Scl Ren +4 12 5 0 15 Att/Dam Kick DR2+STR (7) Abilities Swift Armor Pelt PR2 Weakness Suggested Extra Abilities Dire, Flight, Trample, Tough

DEX +0 TL 0

CON +2 AL 1-5

Hyena INT PER WIL CHA STR DEX CON -4 +2 +1 -5 -1 +1 +4 SPD HP HrP Scl Ren TL AL +2 14 5 0 15 0 1-5 Att/Dam Bite DR2+STR (1) Abilities Pack Animal Armor Fur Hide PR2 Weakness Suggested Extra Abilities Aura of Fear, Drag Down, Dire, Grapple, Poison, Rending, Tough

291

ATLANTIS: The Second Age Rat

Rhinoceros

INT

PER

WIL

CHA

STR

DEX

CON

INT

PER

WIL

CHA

STR

DEX

CON

-5

+2

+0

+0

-5

+5

-1

-5

+0

+2

-3

+7

+0

+7

SPD

HP

HrP

Scl

Ren

TL

AL

SPD

HP

HrP

Scl

Ren

TL

AL

+3

1

5

-1

15

0

1-5

+3

46

10

1

75

1

6-10

Att/Dam

Bite DR2+STR (1)

Att/Dam

Horn DR2+STR (9)

Abilities

Swarm

Abilities

Trample, Sundering

Armor

Armor

Hide PR2

Weakness

Weakness

Suggested Extra Abilities

Suggested Extra Abilities

Armor Piecing, Dire, Tunneling, Tough, Wall Crawling

Armor Piecing, Dire, Tough

Raven

Shark, Great White

INT

PER

WIL

CHA

STR

DEX

CON

INT

PER

WIL

CHA

STR

DEX

CON

-3

+5

+2

-2

-5

+2

-1

-5

+5

+4

-5

+6

+2

+6

SPD

HP

HrP

Scl

Ren

TL

AL

SPD

HP

HrP

Scl

Ren

TL

AL

+7

4

5

-1

15

0

1-5

+5

65

15

1

60

2

11-15

Att/Dam

Beak Peck DR2+STR (1)

Att/Dam

Serrated Teeth DR4+STR (10)

Abilities

Flight

Abilities

Armor Piercing, Rending, Swimming

Armor

Armor

Hide PR2

Weakness

Weakness

Suggested Extra Abilities

Suggested Extra Abilities

Armor Piecing, Dire, Speak like a Man, Swarm, Tough

Aura of Fear, Dire, Swallow, Tough

292

ATLANTIS: The Second Age Thunder Lizard( Carnivore) INT

PER

WIL

CHA

STR

DEX

CON

-5

+2

-5

+0

+8

+0

+7

SPD

HP

HrP

Scl

Ren

TL

AL

+3

101

10

+2

99

1

6-10

Att/Dam

Teeth DR8+STR (16)

Abilities

Tough, Swallow

Armor

Very Leathery Hide PR PR4

Weakness Suggested Extra Abilities Dire, Howl, Rending, Sweep attack Thunder Lizard( Herbivore) INT

PER

WIL

CHA

STR

DEX

CON

-5

+0

-5

+0

+10

+0

+10

SPD

HP

HrP

Scl

Ren

TL

AL

+0

141

10

+2

99

1

6-10

Att/Dam

Tail Sweep DR8+STR(18)

Abilities

Tough, Trample

Armor

Very Leathery Hide PR PR4

Weakness Suggested Extra Abilities Dire, Speak like a Man, Swallow, Sweep attack Wolf INT

PER

WIL

CHA

STR

DEX

CON

-4

+4

+0

+0

+1

+2

+1

SPD

HP

HrP

Scl

Ren

TL

AL

+1

11

5

0

15

0

1-5

Att/Dam

Bite DR2+STR (4)

Abilities

Pack Animal

Armor

Pelt PR2

Weakness Suggested Extra Abilities Dire, Speak like a Man, Enhanced Perception (Smell), Tough

293

ATLANTIS: The Second Age

294

ATLANTIS: The Second Age Beasts of the island of Atlantis The following creatures are all indigenous to Atlantis and its surrounding islands. Crypt Keepers In ages past, the Atlantean nobles where entombed with not only their riches but their most beloved and trusted slaves. These slaves suffered terribly and died horrible deaths, buried alive beside those they faithfully served. Their restless and hungry souls are now twisted and guard the tombs of their former masters, killing any interloper that is unfortunate enough to open their place of resting. INT

PER

WIL

CHA

STR

DEX

CON

+3

+6

+4

-5

+5

+0

+4

SPD

HP

HrP

Scl

Ren

TL

AL

+3

89

20

0

60

3

16-20

Att/Dam

Claws DR2+STR (7)

Abilities

Aura of Fear, Drain Life Force DR4, Howl, Spell Ability

Armor

Leathery Hide PR 4

Weakness Suggested Extra Abilities Grapple, Regeneration, Tough, Tunneling Gryphon Griffons are hybrids created long ago through the magical experimentations of First Age Atlantean sorcerers. They have the body, hind quarters, and tails of a lion and the forelegs, visage, and wings of a giant eagle. Like eagles, griffons make their lairs in high places such as sheer cliffs, mountainsides, etc. They build sturdy nests of roots, branches, and such odds and ends as they can scavenge from the surrounding countryside. Such nests may be as large as 4m in diameter, with “walls” as high as 2m. A mated pair of griffons will generally have 1 - 4 young fledglings, eggs, or some combination thereof. Adult griffons will never leave a nest untended; either the male or female will always remain in the nest to guard their young. Griffons are fierce predators who will take almost any type of prey, up to the size of a full-grown horse. Their preferred method of attack is to swoop down on their chosen victim from above, inflict a grievous wound with either talons or hooked beak, and carry the prey back to its lair. They are strong flyers, and when not encumbered are capable of maneuvering with swiftness and agility. INT

PER

WIL

CHA

STR

DEX

CON

-2

+2

+0

+0

+5

+0

+5

SPD

HP

HrP

Scl

Ren

TL

AL

+5

45

15

1

75

2

10-15

Att/Dam

Beak DR4+STR (9), Claw DR2+STR (7)

Abilities

Flight x2 (flight SPD 15, +30 with the Swift ability), Armor Piercing (Claws), Enhanced Perception (Sight), Swift

Armor

Dense feathers PR4

Weakness

(-5) Soothing Bane (calming music), (-5) Avarice (gold and jewels)

Suggested Extra Abilities Dire, Speak like a Man, Toughness, Swift

295

ATLANTIS: The Second Age Juggernauts These large creatures reside in the northern mountains of Atlantis living peaceful lives. When threatened, the beasts are dangerous and unstoppable. Originally bred as beasts of burden, the anteater-like Juggernaut soon proved to be too ornery and intelligent to tame with any certainty, and would often “accidently” kill their handlers. After the cataclysm, the remaining bands of Juggernauts moved into the northern mountain to live unfettered by the Atlanteans. INT

PER

WIL

CHA

STR

DEX

CON

-2

-1

+1

+0

+8

+0

+12

SPD

HP

HrP

Scl

Ren

TL

AL

-1

182

15

2

105

2

11-15

Att/Dam

Fist DR2+STR (10), Tail Sweep DR8+STR (16)

Abilities

Tough, Knockdown, Trample

Armor

Thick Hide PR4

Weakness Suggested Extra Abilities Dire , Howl, Multiple Heads, Speall Ability Keenings (For a 100 bird swarm) Named for the sharp tips of their feathers and high pitched song, the Keenings are terrors in large flocks. The small, white finches move in orchestrated maneuvers and take down larger prey by sweeping past them, cutting them severely. The death by a thousand cuts can bring down even the largest of foes. Keenings are attracted to brightly colored objects and will often attack a merchant caravan and try and carry off any baubles that pique their interest. INT

PER

WIL

CHA

STR

DEX

CON

-5

+0

+0

+0

+0

+0

-2

SPD

HP

HrP

Scl

Ren

TL

AL

+5

6

5

-2

24

0

3-7

Att/Dam

Wing Tips DR8+STR and Swarm bonus (6)

Abilities

Flight, Flurry, Swarm, Armor Piercing

Armor

None

Weakness

(-5) Fear of Loud Noises, Avarice for bright colored things

Suggested Extra Abilities Sweep Attack, Swift

296

ATLANTIS: The Second Age Loving Dead A skeletal undead that sleeps within a large sarcophagus, this creature slinks from its resting place at night, seeking company. It attacks by staring at a person, transfixing them with its gaze and bringing the person back to its spot, where it suffocates them in its embrace over the course of hours. INT

PER

WIL

CHA

STR

DEX

CON

+0

+0

+2

+0

+1

+1

+0

SPD

HP

HrP

Scl

Ren

TL

AL

+1

10

5

0

33

2

11-15

Att/Dam

Claws DR 4 +STR (5)

Abilities

Beguile, Expert x2

Armor

Specially Mummified Bones PR4

Weakness

(-5) Allergy (Destroying the creatures pot kills it immediately)

Suggested Extra Abilities Aura of Fear, Drain Life-force Skull Spiders Skull Spiders live in the First Age ruins near the southern volcanoes of Atlantis. Most make their homes in the skulls of the unburied dead which litter the abandoned cities. Skull Spiders are the size of a large rat or a small dog, and are fond of eating or laying eggs in the skulls of magic-using creatures. It is reasoned that the spiders were originally familiars of Sothern Atlanteans who considered it fashionable to keep them as pets. After the cataclysm, the arachnids escaped and began to breed in the wild, losing their domesticity. The spider usually attacks using its webs, which it can spit at a foe, causing damage and entangling them. The Spiders see only magical auras around a creature, which can be obscured by the oil of the Amphisean Palms that grow in the region. Those covered in it become almost invisible to the spiders. INT

PER

WIL

CHA

STR

DEX

CON

-1

+0

+0

-1

+0

+5

-2

SPD

HP

HrP

Scl

Ren

TL

AL

+9

10

10

-1

51

1

6-10

Att/Dam

Fangs DR2+STR (2), Webspit DR3 (ranged Attack)

Abilities

Ranged Attack, Spell Ability, Entangle x2, Wall Crawling

Armor

None

Weakness

(-5) Magic Allergy, Soothing Bane

Suggested Extra Abilities Aura of Fear, Camouflage, Speak like a man

297

ATLANTIS: The Second Age Southern Mountain Sloth The Mountain Sloth is a huge, solitary creature that roams the dense rainforest of southern Atlantis. Unlike its smaller, more docile cousins, the Mountain Sloth is an aggressive meat eater that hunts during the day and sleeps in mountain caves at night. When encountered, the sloths will try to ambush and then attack its prey, choosing the largest or plumpest target to attack and bring back to its lair. INT

PER

WIL

CHA

STR

DEX

CON

-5

+4

+3

-1

+8

+0

+8

SPD

HP

HrP

Scl

Ren

TL

AL

-2

68

15

0

99

2

11-15

Att/Dam

Claws DR4+STR (12)

Abilities

Immunity (fire), Poison Sundering, Wall Crawling

Armor

Fur Covered Hide PR8

Weakness

Achilles Heel (soft underbelly)

(STR

11),

Suggested Extra Abilities Armored Hide, Armor Piecing, Camouflage, Stunning

Troll, Hill Hill Trolls are the most common species of Trolls, an evil and dangerous breed of creatures feared for their great strength and cruelty. Hill Trolls are the smallest of Troll-kind, but also the cleverest. As cleverness is relative, however, even Hill Trolls are, by human terms, brutish and stupid. Most Hill Trolls stand between 2-3m in height, are brawny, overmuscled and extraordinarily ugly. Their skin is greyish in color and their bodies are hairless. Hill Trolls have flat-featured faces, with low foreheads, and broad noses. Their ugly ruined mouths are wide and filled with long, sharp teeth. INT

PER

WIL

CHA

STR

DEX

CON

-2

+1

+0

-2

+7

+1

+6

SPD

HP

HrP

Scl

Ren

TL

AL

+0

43

20

+1

30

1

6-10

Att/Dam

Fist DR2+STR (9), Maul DR12b+STR (19b)

Abilities

Armored Hide, Knock Down, Stunning, Sweep Attack

Armor

Armored Hide PR5

Weakness

Allergy (Fire)

Suggested Extra Abilities Camouflage, Dire, Multiple Heads, Regeneration, Tough

298

ATLANTIS: The Second Age Demons Contrary to popular belief, there are not myriad types of demons. Ba’al had trouble enough making one life form; dozens of subspecies would have been completely beyond him. This does not mean all demons are alike. The Jinn’s mercurial nature still exists in every demon, allowing each demon to choose its own form, cultivate its own strengths. Demons are forbidden from taking humanoid form and always appear as wild, undulating masses of flesh, smoke and fire. Gibbering mouths, chattering teeth, unripe eyes, and wagging tongues are the natural form of demons. Some will themselves into more pleasing shapes (if they posses s the shape change ability), but always revert back at the touch of brass. One thing all demons have in common is that they are malicious; hating all non-demonic life. Most demons feel disdain, rather than outright hatred for the Jinn, whom they consider primitive and inferior cousins. Demons share the language of the Jinn and communicate freely with their distant cousins. All demons have secret names, but all begin with the name of their god and master, Ba’al. Some renowned demon names are Ba’al Zebub, Ba’al Shamin and Ba’al Hadad. Though everyone knows these names, and they are indicative of the demons’ nature, it’s not enough to tether their souls. No demon will ever reveal its name and most simply go by the name Ba’al to convolute and confuse matters. No two demons are ever identical, but all share a few common traits and abilities listed below. INT

PER

WIL

CHA

STR

DEX

CON

+0

+0

+5

+0

+5

+0

+5

SPD

HP

HrP

Scl

Ren

TL

AL

+0

45

15

+0

60

2

11-15

Att/Dam

Black, gnarled nails DR2+STR (7)

Abilities

Aura of fear, Flight, Damage Aura, Rending

Armor

Hide like leather PR 2

Weakness

Allergy (brass), Achilles Heel (True Name)

Suggested Extra Abilities Beguile, Damaging Aura, Spell ability, etc.

299

ATLANTIS: The Second Age Sample demon Ba’al Shathar a.k.a. Baaluku the Black A demon that roamed the streets of Khaffir, in the country of Ophir, during the night; gaining power. Soon he seized control of the criminal underworld there. Ba’al Shathar goes by the name of Baaluku the Black, and lives in the impoverished warrens outside the gleaming capital. When he appears in public, he is a tall man with jet black skin, hollow eye sockets, and jagged, coral-like teeth. Ba’al Shathar does most of his work through minions and intermediaries in the city, pulling the strings of wealthy nobles from the shadows. Ba’al Shathar’s ultimate goal is to bring the worship of Ba’al to the city, making it a den of depravity. INT

PER

WIL

CHA

STR

DEX

CON

+0

+0

+5

+0

+5

+0

+5

SPD

HP

HrP

Scl

Ren

TL

AL

+0

45

15

+0

75

2

16-20

Att/Dam

Fists like iron DR2+STR (7)

Abilities

Aura of fear, Flight, Damage Aura, Spell Ability, Shape Changing, Expert

Armor

Hide like leather PR 2

Weakness

Allergy (brass), Achilles Heel (its true name)

Suggested Extra Abilities Howl, Regeneration, Beguile

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ATLANTIS: The Second Age

301

ATLANTIS: The Second Age

Adversary Creation The following system is recommended for creating unique, special monsters. The system can also be used to modify existing foes encountered by the heroes during the course of the game. The creatures of Atlantis are not standard, and the GM is encouraged to make the adversary suit the heroes and setting of the adventure.

Step One Basic Adversaries Adversaries are easily created using the basic list below. These are the primary building blocks for an adversary. Threat Level (TL) There are five levels for an adversary that will help determine how powerful the creature or person is, and how much of a threat it poses to the heroes. Attribute Points (AP) The number of points distributed among the creature’s attributes. More points may be added if attributes are reduced below zero on a one for one basis. A maximum of 10 points may be garnered in this way. Hit Points (HP) The base number of Hit Points the adversary has. Hero Points (HrP) Instead of giving the adversary a complete fate track and disadvantages to pull from, adversaries have an increased number of Hero Points. You may notice that adversaries have quite a few more Hero Points than the average hero. This is to help the GM manage all the NPCs at his disposal without bogging the system down with minutia. Adversaries may spend Hero Points in the same manner as a Hero, and are restricted to 10 Points per action, regardless of its Renown. Renown (Rn) The adversary’s base amount of Renown. Ability Level (AL) The competency level of the adversary. This is the adversary’s basic ability level. Additional Abilities(A+) The number of abilities a basic adversary starts with. The adversary may have additional abilities, depending on Threat Level

302

TL

AP

HP

HrP

Rn

AL

A+

Mundane (0)

+5

10+CON

5

15

1-5

1

Troublesome (1)

+10

15+CONx3

10

30

6-10

2

Difficult (2)

+15

20+CONx5

15

45

11-15

3

Fierce (3)

+20

25+CONx10

20

60

16-20

4

Dangerous (4)

+25

30+CONx15

25

75

21-25

5

Nightmarish (5)

+33

40+CONx20

50

105

31-35

6

ATLANTIS: The Second Age

Step Two Scale The Scale attribute determines how big the adversary is. Use the Scale rules and modifiers in “Combat”, found on page 263 in the “Rules” chapter. RN The additional Renown the adversary has HP The modifier to the creature’s base Hit Points. This number is added or subtracted from the adversary. If the modifier becomes a negative number, assume the creature has one Hit Point. CON The modifiers to the creatures CON attribute.

Size

Scale

Rn

HP

CON

Tiny

-2

0

-10*

-1

Small

-1

0

-5

+0

Medium

0

0

+0

+0

Large

+1

10

+10

+1

Colossal

+2

15

+30

+2

+100

+5

Gargantuan +3 20 *= Minimum of 1 Hit Point

Step Three Attack Form and Protection Most creatures will use natural weapons to attack. These attacks are rated like any weapon held in a heroes hand. The larger or more lethal the weapon, the more damage (DR) the creature can do and the more Renown (Rn) it will posses. Armor or Protection Rating (PR) the adversary has is similarly rated, to illustrate the type of protection a creature may have. Hand Held Weapon The adversary uses mundane weapons, such as swords or spears. The adversary gains no added Renown for this weapon type. Claws/Bite

DR

Rn

Notes

Note: All beasts with a claw attack may attack twice with no action penalty. DR does the minimum damage regardless of the adversary’s STR. Standard Nails or teeth

DR2+STR

0

Normal animal claws

Like Daggers

DR4+STR

9

Like Swords

DR8+STR

15

Must be Scale 2+

Like Poleaxes

DR12+STR

30

Must be Scale 3+

Tail Sweep

DR

Rn

Notes

This table is meant to lend itself to narration, assisting the GM with descriptions of adversaries. A swamp witch clawing at a Hero’s throat should do so with “nails like black daggers”, rather than “really, seriously sharp nails”.

A successful tail sweep may knock an opponent down if he fails a STR+ Athletics roll with a DoD equal to the creatures STR. Like a whip

4

9

May hit one opponent

Like a mighty oak

8

15

May hit a number of opponents equal to the beast’s CON. Must be Scale 2+

Like a tidal wave

12

30

May hit a number of opponents equal to the beast’s CON+2. Must be Scale 3+

Natural Armor

PR

Rn

Furry or leathery hide

2

0

Heavy Fur Pebbly Hide

4

9

or

Thick,

Chitinous shell or Dense, 8 Hard hide

15

Dragon Scale or Similar

30

16

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ATLANTIS: The Second Age

Step Four Abilities

Abilities

Armor Piercing Armored Hide Aura of Fear Beguile Camouflage Damaging Aura Dire Drag Down Drains Life-force Enhanced Perception (X) Entangle Expert Flight Flurry Grapple Howl Immunity (X) Intangibility Knock-Down Miasma Multiple Heads Pack Animal (bonus for more animals) Poison (X) Ranged Attack Regeneration Rending Shapechange Speak like a Man Spell Ability Spit Venom Stunning Sundering Swallow Swarm Sweep Attack Swift Swimming Terrain Immunity Tough Trample Tunneling Wall Crawling

All creatures (and some humanoid types) may have a number of abilities as determined by their Threat Level and 2 additional abilities for every Weakness they have. Add +15 Renown for every ability the creature has beyond its allotted amount. Some creatures have unique special abilities not listed here. Those are noted in the description of the particular creature. The list below details common abilities for most creatures. Armored Hide The creature’s hide is armored like Cimmerian steel, or its existing armor is unusually tough. Add +5 PR to the creature for each time this ability is purchased. Weapons that strike the creature with a natural roll of one (1) break against its hide. Armor Piercing The creature’s melee attack is very keen and disregards half the PR of any armor. Aura of Fear The adversary has a terrible mien that strikes fear in the hearts of those who see it. Everyone within 5m radius of the adversary must make a WIL+ Resolve roll DoD-5. Those who fail suffer a -5 penalty to all actions the first round and -2 each round thereafter. Those who critically fail run in fear for a number of rounds equal to their WIL-5 (minimum of one round). The ability can be purchased additional times to increase the DoD by an added -2, or increase the radius by an additional +5m. Beguile The creature has the ability to cause a target to enter a trance, from which he cannot wake without outside assistance. The victim rolls its WIL+Resolve with a DoD equal to double the creatures WIL; if the victim fails, they are transfixed and will not react to anything the creature does.The effect can be broken by calling the victim’s name, destroying the creature or shaking the person violently. The victim can break free at any time by making a WIL+Resolve roll versus the Ability level of the creature. Camouflage The creature has the ability to change its appearances so that it blends in with its surroundings, becoming effectively invisible.

304

Those wishing to see it must make a PER roll with a DoD equal to its ability level. If spotted, it is targeted as normal. Becoming invisible or visible takes an action. Damaging Aura The adversary is enveloped in a nimbus of fire, acid, buffeting air, ice, thorns, etc. Anything touching it that can be damaged or injured, suffers DR 4+CON damage. Its own melee attacks add DR 4 damage. The ability can be purchased additional times to increase the DR by +3. Dire The Creature is larger than most of its ilk. Each use of the ability increases the scale of the adversary by +1, up to a maximum of scale 3. The adversary’s STR and CON also modified by the Scale chart. Drag Down The beast latches on to the prey and immobilizes it while the rest of the pack can move in and kill the victim. For each beast that makes a successful grapple attack, the target looses 2 points of SPD and DEX. When either attributes reaches -6 the victim is unable to move. Targets may break free from the beast using the normal grappling rules. This ability may only be taken by creatures with a scale of -1 or higher. Drains Life-force The creature consumes the very essence of one’s soul, leaving the victim a dried husk. The feed can take the form of blood-drinking, flesh eating, or just a powerful energy drain, but the results are the same. On a successful (full success, partials count as failures) attack, the target is drained of a number of CON points equal to the creatures WIL+5. The victim reduces the amount drained by a number of points equal to his WIL, but still takes a minimum of one point from the attack if it was successful. When the target reaches -5 CON, he falls to the ground dead. The damage may be mitigated by Hero Points as normal. Enhanced Perception (X) One of the beast’s perceptions is enhanced or different, beyond that of normal humans. Scent, hyper-sensitive hearing and night vision are all examples. This provides the beast with a PER bonus equal to half its Ability Level when using the sense in question.

ATLANTIS: The Second Age Entangle The adversary may entangle an opponent in a web, tentacles, additional arms, tail, etc, as an additional attack. Once this is done, the entanglement is broken by a grapple roll with a DoD equal to half the adversary’s Ability Level. This ability may be taken additional times, increasing the base DoD by an added +2. Expert The adversary is more accomplished and skilled than its common counterpart and gains +5 to its ability level. The ability can be purchased additional times to increase the Ability Level by an additional +5. Flight The creature can fly at its normal SPD+5. Additional purchases of the Flight ability increases the flight SPD by +5 Flurry The adversary is able to assault an opponent with a quick flurry of attacks. The adversary may attack a number of times in one round equal to his SPD+2 with no action penalty. It may do this three times per day. Additional purchases of the ability increases the number of times it may use the ability by +1. Grapple The adversary is adept at grabbing and holding an opponent. When held, the target has an additional penalty of -5 to escape the hold. If the Adversary has a bite attack, it may use it unhindered unless it uses its mouth to grapple. Howl The creature has some sort of howl or battle cry that unnerves its opponent. The howl is mind-numbing and strikes at the very soul of the victim. It can be heard clearly for a number of meters equal to the creature’s CON+10. Those in the area must make a WIL+Resolve roll with a DoD penalty equal to the creatures 5+CHA or be shaken with fear, losing the use of a number of Hero Points equal to the creatures CON+3. The effect does not stack with other uses and once a victim has heard the howl he cannot loose further Hero Points from additional howls. The loss lasts for as long as the creature is in the presence of the victims, and only return once the creature is no longer an immediate threat. This ability may be used 3 times a day. Additional purchases of the ability increases the number of times it may use the ability by +1.

the pack loses the bonus to its offensive ability. Also, one adversary in the pack is considered the Alpha. When the Alpha is killed, the pack as a whole make a WIL roll (DoD-2, minus one additional for every pack member killed) or lose its resolve and stop the attack, so that they may retreat and regroup. Only one WIL roll is made for the entire pack. No individual rolls are made. NOTE: The offensive ability level is only an increase to attacks. The DoD to hit a creature Intangibility The creature can become ghost- or wraith- in a pack is not increased. like and thus immune to normal physical attacks. The adversary may pass through Poison (X) solid barriers without penalty, moving at The creature can inject a poison into its their normal SPD; but cannot interact with target with an appropriate (bite, sting, etc.) the world in a physical way. Transforming successful melee attack. The poison has a between the tangible and intangible takes one STR equal to the CON of the creature +3 full round, and while doing so the adversary (minimum of STR 3), and either causes can do nothing else. damage or induces paralysis for a number of rounds equal to its Strength if not resisted. For each time this ability is taken, add an Knock-Down additional +3 to the poison strength. If a melee attack is successful, the target is sent sprawling to the ground. The target must spend an action to return to a standing Ranged Attack position. This ability can only be taken by The creature has some sort of ranged creatures scale +0 or larger. attack, such as fiery breath or the ability to shoot a volley of quills. The attack does DR5 + CON (minimum of 1 point) with a range Miasma The creature emits a noxious gas or is of 10m per +1PER (minimum of 10m). Each surrounded by some sort of supernatural time this ability is taken, add an additional cloud of evil that debilitates those engulfed +5DR or 20m range. in it. The miasma may affect either the breathing, or sight of the victim and must Rending be chosen when the ability is taken. Those The adversary’s main attack is vicious, in the miasma suffer a penalty equal to half causing massive tearing or splitting of the the creatures Ability Level minus the victims subject’s skin and body. Wounds continue to CON to all action. The affects may be bleed for 2 rounds, causing the victim to take mitigated by either keeping one’s eyes closed half the damage suffered in the initial attack. or holding their breath (depending on the type of cloud). Regeneration The cloud has a radius equal to the The adversary gains the ability to swiftly creatures Ability Level in meters. The ability regenerate damage. It automatically heals can be purchased additional times to increase CON+2 Hit Points per round, unless the radius by half the Ability Level. wound is caused by fire or caustic substances such as acid. Limbs may be reattached and Multiple Heads poisons run their course very quickly, allowing The creature has an extra head. It gains the adversary an additional resistance roll per an extra attack at no penalty, and +2 to PER. round. If the adversary is killed (Hit Points This ability may be taken more than once and reduced to zero or less and a failed Death for each additional head the creature gains an Save), the regeneration stops. The ability may additional attack and +1PER. be purchased additional times to increase the amount regenerated each round by +3. Pack Animal (bonus for more animals) The creature travels in a pack and Shapechange coordinates its attacks to better take down The creature has the ability to change its prey. The pack’s offensive ability is increased shape and appearance at will. The creature by +1 for every additional member of the can only assume the shape beings or items of pack. When an animal in the pack is killed, roughly the same size or smaller. To discern Immunity (X) The creature is immune to an item or type of attack, such as bashing weapons, fire, knives, cold weather, etc. The immunity reduces any damage taken by half. If the same Immunity is taken three times, it indicates complete immunity to the attack form, meaning it never inflicts damage on the creature.

305

ATLANTIS: The Second Age the creature through its disguise, the hero must make a PER+ Investigate/Search roll with a DoD equal to half the creatures ability level. To change, the creature must spend a round in concentration and may do nothing else.

Swarm The adversary attacks as a swarm. For every 100 in the swarm, the Hit Point total is increased by 5, the DR of the swarm by+2, and the Attack Ability Level is increased by +2. Likewise, every time the Hit Point total is reduced by 5, the swarm loses the same amount from the increased scores. This Speak like a Man They adversary can speak and ability may only be taken by creatures of communicate like a man and is easily Scale -1 or lower. understood in its regional language of origin. Sweep Attack The adversary may make one melee attack Spell Ability and hit multiple opponents. The number The adversary has the ability to cast of targets that can be hit is equal to the spells at their ability level. The GM should adversary’s DEX. The adversary must hit the determine what spellcasting tradition most target with the highest defense of the group closely resembles the types of spells cast. Spell and, if successful, all take normal damage. Ability may also be used as a way to replicate Those caught in the sweep must make active the innate, natural abilities of a creature. A Evade rolls to dodge out of the way. This creature that can create illusions may not ability may be taken multiple times, adding know a spell, but may have an innate ability 2 additional targets to the base. This ability to make illusions that work similarly to the may only be taken by adversaries that are spell mode. Spell Ability may be the easiest Scale 3 or more. way to create abilities that go beyond the scope of the ones listed here. Swift The adversary is astoundingly fleet. Spit Venom A creature with the Poison ability can take Double it’s SPD (minimum of +2) for the this ability to enable it to spray a stream of purpose of movement. If selected more than venom at a creature nearby. This has a range once, add +2. of 10m per +1 PER (minimum of 10m), though used at range the poison only has half Swallow its normal Strength. If taken a second time, The creature is so large that it may this ability increases the effect of the poison swallow an opponent whole. To use this to its full Strength and increases the range by ability, the adversary must make an attack an additional 20m. against the normal defense of his opponent, adding in an additional modifier equal to the targets STR+CON. If successful, the Stunning The creatures is so strong that is dazes target is swallowed whole and is deposited the target with its powerful attacks. On a in the adversary’s belly. Trapped targets take successful attack that does at least 1 point damage equal to twice the targets CON and of damage, the target is considered stunned all physical actions are hampered with a -5 for one round. Additional purchases of the penalty. A target may try to hack his way out, Stunning ability increases the duration by and doing so cause double normal damage to the beast, no armor mitigation. one additional round. This ability can only be taken by creatures scale +2 or larger. Sundering The creature’s melee attacks rend and destroy non-magical armor and shields. Each successful attack reduces the PR of a shield or suit of armor by 2, destroying the shield first (if any) before beginning to damage worn armor.

306

Swimming The creature is amphibious and supremely at home in the water. It can hold its breath or breathe underwater and swims at full SPD. Additional purchases of the Swimming ability increases the SPD by +5 Terrain Immunity The adversary is not hampered by a type of terrain and may move without obstruction. This can be explained as moving around the terrain with deftness while other adversaries may simple move through the obstacle as if it wasn’t there. The terrain must be narrowly specified when taken. Examples include forest, rocks, prison walls, lakes, etc. Tough The beast is very tough and hard to kill. Add 5x the creatures CON to the base Hit Points (minimum of+10). This Advantage may be taken up to 3 times. Trample The adversary may run roughshod over its opponent, attacking with its feet as it moves over. The target is allowed to make a STR roll with DoD versus the adversary’s STR. If successful, they take normal damage from the attack, but if they fail they take an additional amount of damage equal to the adversary’s STR+CON. This ability can only be taken by creatures scale +0 or larger. Tunneling The creature can tunnel through the earth in some manner at its normal SPD. Additional times the tunneling advantage is taken increases the SPD by +5 Wall Crawling The creature can move across any surface at its normal SPD. Additional purchases of the Wall Crawling ability increases the SPD by +5. Other Abilities Some adversaries have unique abilities that are not represented here. Those abilities are explained individually, under each adversary’s Special Abilities.

ATLANTIS: The Second Age Weakness Some of the adversaries have noted weaknesses. All heroes have a chance to know the weaknesses of a creature they encounter using the adversaries Renown Attribute. To know of an adversary’s weakness, the hero must make an INT roll with a DOD determined by the amount of Renown the adversary possesses. Renown

DoD

1–10

-5

21–30

-2

31–40

0

41–50

+2

51–100

+3

101–150

+5

151–200+

+10

Achilles Heel The adversary has a weakness or soft spot on its body that can be exploited by an opponent. The vulnerability is usually hard to target (an additional -5 DoD to an attack roll), but if successful, causes double damage. Allergy (X) The adversary is vulnerable to a substance. When touched, it causes damage to the adversary. The substance causes extreme pain, doing double damage if it’s a weapon or 10 points of damage if it’s just a raw substance, whichever is greater. This weakness may be taken multiple times, causing an additional 5 points of damage. Avarice (X) The adversary is greedy, or finds a particular subject or item all-consuming. The adversary must a make a WIL roll (DoD-5) to keep its wits about it. If the roll is a Failure, then the adversary will attempt to posses the object of its avarice. Fear (X) The adversary fears something to the point of disaster. When the adversary is presented with the object of its fear, it suffers a reduction -5 to its combat Ability level. This weakness may be taken multiple times, each time reducing the combat Ability Level by an additional -5. Prey Ban (X) The creature absolutely will not attack a given type of creature or individual under any circumstances, even if magically compelled. Soothing Bane (X) The creature is calmed by the presence of an unusual element in its surroundings such as a gentle song, the presence of a virgin, or someone carrying violet orchids. While it is within 10m or clear earshot of the element, it remains placid and approachable, only attacking if hurt or otherwise clearly threatened. Ward (X) The creature cannot physically approach within 10m of a given thing, be it a natural material, herb, or symbol of some variety, and can even be held at bay if presented with such.

307

ATLANTIS: The Second Age

Example Monster Creation Step One

The GM decides that he wants to create a large beast that inhabits the southern jungles of Atlantis. A giant mountain sloth that inhabits the black volcanic mountains of the south sounds cool, and the GM starts with the first step of monster creation. The creature will be a Threat Level 2 adversary. The attribute points are distributed below. For the Free ability, the GM decides to assign the Mountain Sloth the Poison Ability. The sloth has one poison filled claw on each paw. Living near the harsh southern volcanoes also bestows an immunity to fire to the beast. INT

PER

WIL

CHA

STR

DEX

CON

-5

+4

+3

-1

+8

+0

+8

SPD

HP

HrP

Scl

Ren

TL

AL

-2

68

15

0

45

2

11-15

Att/Dam Immunity (fire), Poison (STR 11)

Abilities Armor Weakness

Sep Two The Mountain Sloth is as large as a man, so the scale is medium +0. INT

PER

WIL

CHA

STR

DEX

CON

-5

+4

+3

-1

+8

+0

+8

SPD

HP

HrP

Scl

Ren

TL

AL

-2

68

15

0

45

2

11-15

Att/Dam Immunity (fire), Poison (STR 11)

Abilities Armor Weakness

Step Three Now we add offensive and defensive capabilities to the sloth. Since it’s so large, its claws are like daggers and its dense fur turns away the harsh climate of the fiery southern volcanoes. This adds an additional +24 Renown INT

PER

WIL

CHA

STR

DEX

CON

-5

+4

+3

-1

+8

+0

+8

SPD

HP

HrP

Scl

Ren

TL

AL

-2

68

15

0

69

2

11-15

Att/Dam

Claws DR4+STR (12)

Abilities

Immunity (fire), Poison (STR 11)

Armor

Fur Covered Hide PR8

Weakness

308

ATLANTIS: The Second Age Step Four Now we can look at adding more abilities to the creature if we so choose. The GM decides to add Sundering and Wall Crawling to the creature’s abilities, but must also take a Weakness. For the weakness, the GM gives the sloth an Achilles Heel, stating that the beast has a very soft underbelly that isn’t covered in fur. The two additional abilities also give the beast 30 more Renown. When all is said and done the creature looks like the following Giant Atlantean Mountain Sloth INT

PER

WIL

CHA

STR

DEX

CON

-5

+4

+3

-1

+8

+0

+8

SPD

HP

HrP

Scl

Ren

TL

AL

-2

68

15

0

99

2

11-15

Att/Dam

Claws DR4+STR (12)

Abilities

Immunity (fire), Poison Sundering, Wall Crawling

Armor

Fur Covered Hide PR8

Weakness

Achilles Heel (soft underbelly)

(STR

11),

Quick Adversaries

Most encounters do not call for an NPC with a completely realized character sheet. Most situations, including a combat with a group of no-name “mooks” can be done with an abbreviated character stat block listed below. The NPCs listed below are written with the bare minimum information one would need to run an encounter. There are three levels of NPCs; Mooks

Bodyguard

(A.K.A rent-a-goons, mauls, stooges, cronies) A no-name goon, barely competent enough to hold a sword. Ability Levels

1-5

Hit Points

15

Hero Points

0

Weapon

Sword DR8

Armor

None

The highest level NPC before he gets a name and becomes truly dangerous. Ability Levels

10-12

Hit Points

20

Hero Points

0

Weapon

Sword DR11

Armor

PR5

Henchman A higher-level mook with sense enough to run when the going gets tough. Ability Levels

5-8

Hit Points

15

Hero Points

0

Weapon

Sword DR9

Armor

PR2

309

Enemies of Atlantis Antia dragged herself from the waters of Promeus Bay and onto the decks of the small ship. While she gasped for air, a Balam padded quietly over to her. The Balam kneeled over the small blonde woman, green eyes staring down into blue. Antia’s kind face crinkled in a smile. “It’s done, Itzel,” she gasped. “Tell Xoco we can leave port whenever she wishes. The Harbormaster won’t notice.” The Balam lifted her gaze to the wooden piers dotted with light. “So that old screw is dead, is he,” she said. It wasn’t a question; Antia’s skill with a blade seemed to grow every year. While she wasn’t as skilled as Itzel yet, she was much less noticeable than the Balam, especially in some of the Atlantean ports. Her gazed dropped back down to the muscular woman who had just crawled from the sea. “And the gems? The emeralds,” she purred. Antia nodded before rolling to her feet. In the aft castle, the pale slim form of Xoco stood poring over a set of maps and documents speared to the table by various knives and daggers. As Antia entered, she made a rude gesture towards the tall, obsidian mirror behind the Jinn. “Must you keep that thing uncovered, Xo?” Antia’s Tharshi accent slurred the diminutive of Xoco’s name. The Jinn shrugged without looking up. “I can put a cloak over it if you’d like, but we’re still going to deliver back to your homeland.” She stabbed a finger down on the map before looking up. “We should be able to make for Mneseopolis in Mnesea in short order. We’ll use the emeralds to bribe the overstuffed governor there. His wife has an overwhelming fondness for them. We can sell this tub and make for Lascia before the moon is full.” She paused, as if listening to some unseen melody on the wind. “The mountain’s

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The Dogs of Jhunn The Dogs of Jhunn are a small band of mercenaries who roam the Seas of Atlantis for mysterious purposes. Their common routes extend west from Atlantis to Ecua in Tamoanchan and east to Tharshesh in Europa. There are many stories told about the Dogs of Jhunn: they are pirates searching for a cursed treasure; they have all taken a vow to one another, pledging their hearts to Bhaal; they work for the Gorgons and serve Set’s will; they labor to destroy the throne of Atlantis. There are actually several “packs” of Dogs, each of whom operate in different regions. In truth, the Dogs serve one of the old True Atlanteans. Jhunn was a competent and powerful sorcerer and practitioner of the dark arts. Though he spent much of his time in a crystal sarcophagus, he lost everything during the Great Cataclysm when Autochthea sank beneath the waves — his lands, his family, his treasures, his slaves. His body, still interred in the crystal sarcophagus, has since been moved. Through demonic servitors, sorcerous illusions, and brief spells of wakefulness, Jhunn has manipulated events around his body, moving his sarcophagus from the ruined seafloor of Autochthea to the Acuan Sea, back to Atlantis on the island of Diaprepea, and eventually to the husk of a ship anchored off the coast of Tharsheh near Tartessos. Jhunn’s pacts and bargains with several dark entities allow him to pass information along to the Dogs. Jhunn’s latest bargains involve deals with two of the deities in the Tharshi pantheon: Heron and Hatlimpoco. He hopes to use the knowledge of one and the brutal ferocity of the other to find vengeance against the current royal line of Atlantis. Scions of his own line were passed over for the throne in ages past, and the destruction of Autochthea only cemented Jhunn’s paranoia and hatred against the throne.

The Dead Sorcerer Jhunn Atlantean undead and servant of Ba’al. INT

PER

WIL

CHA

STR

DEX

CON

+5

+5

+5

+4

-2

-3

+6

SPD

HP

HrP

Scl

Ren

TL

AL

-4

38

25

0

300

4

+25

Att/Dam

Crystal Shard Spears (Range Attack) DR16, 70m range

Abilities

Aura Fear, Ranged Attack (x3), Spell Ability, Stunning (used with ranged attack), Sweep Attack (use with ranged attack)

Armor

Crystal Shard Sarcophagus PR16

Weakness

Avarice (Power Hungry), Avarice (Vengeance on Atlantis), Achilles Heel (The Black Crystal Flaw)

Notes Jhunn is always accompanied by Demonic entities that he has summoned for various services. Jhunn also has Dominion Access and is blessed by Ba’al

ATLANTIS: The Second Age

The She Dogs of Jhunn

The roaming pack of Dogs known as the She Dogs is comprised of a trio of women who sail from ports of dubious legality around Atlantis. They are held in high esteem amongst the Dogs due to the innumerable successes they have had in tracking down and eliminating those who oppose the Dogs of Jhunn. The three lieutenants have been augmented and transformed by the dark alchemical arts of the sorcerer Jhunn, twisting their minds as well as their bodies. All bear the mark of Jhunn on their palms — a black skull — and all wear collars of orichalcum studded with dark opals.

Itzel Itzel by Aislinn Bramlett Female Timeri Balam Assassin INT

PER

WIL

CHA

STR

DEX

CON

+0

+0

+0

+0

+2

+1

+1

SPD

CR

MR

HP

HrP

WR

Ren

+3

+2

-1

19

11

+3

200

Attack/ Damage Short Bow DR8, Macuahuitl DR9

song is mournful, but we shall turn it to a martial drum.” Days later, in the port of Mneseopolis, the three women met with a cloaked Atlantean in a dockside tavern. “The Dogs of Jhunn,” the man sneered from within his hood. Antia tensed, ready for a fight. Xoco put a restraining hand on the younger woman’s arm. “Yes. You have heard of us, and though there be many soldiers here, the song of blood does not yet sing for their children. Jhunn was one of you,” she crooned. “Once.” The man’s hood dipped slowly in a nod. The bag of gems, still crusted with salt from the sea, slid across the table towards him, and he slid a large bronze key back towards the women. Xoco smiled.

Armor Lightweight full suit of Leather PR 5 Skills Athletics +6, Deception +4, Disable Mechanism +5, Evade +5, Influence +2, Instinct +6, Lore (Tamoanchan Folklore) +3, Lore (Aricagua Geography) +2, Lore (Jungle Survival) +3, Profession (Assassin) +10, Speak (Quechan) +10, Speak (Atlantean) +6, Stealth +18, Mode (Dark Arts Attack) +6, Mode (Dark Arts Shield) +5, Weapon (Melee) +17, Weapon (Ranged) +3, Unarmed Fighting +7 Racial Abilities/Talents Balam Racial Abilities, Amazing Dodge, Shadow Walking, The Gift, Fast Cast Special Abilities Rending, Flurry Weakness Allergy to brass, Prey Ban (the sorcerer Jhunn) Gear Vials of poison, Collar of Jhunn (allows the user to use the Sensory Mode at level 20 to communicate telepathically with others. Useable 3 times per day) Itzel’s mother was a Jinn and her father a Balam she never knew. Her mother raised her to be a fighter, stalking her prey through both jungle and city. Her mind honed in the arts of death by her mother, she was taken into the confidence of the Dogs of Jhunn by her younger sister. She serves the Dogs because it keeps her close to her sister, and she sees her Pack as an extended family. Jhunn has promised her the knowledge to free the Timeri from the dark curse they labor under, and Itzel hopes to one day sire a family. Tainted by Jhunn’s embrace, Itzel’s claws resemble obsidian, and when she attacks it is often with a savage fury during which times her fur seems to smolder and burn. The smoke from her smells of sulfur and burnt flesh.

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ATLANTIS: The Second Age Antia Antia by Andy Kitkowski Female Tharshi Human Scout INT

PER

WIL

CHA

STR

DEX

CON

+0

+2

+3

+0

+0

+0

+2

SPD

CR

MR

HP

HrP

WR

Ren

+2

+2

+0

33

11

+2

200

Attack/ Damage Spear (orichalcum) DR 10, Steel Gladius DR8 Short Bow DR8 Armor Lightweight full suit of Leather PR 5, Medium Shield Skills Athletics +2, Evade +8, Influence +4, Instinct +2, Literacy +2, Lore (Europan Geography) +2, Mode (Dark Arts Sensory) +5, Mode (Dark Arts Summon) +3, Parry +12, Profession (Guide) +10, Speak (Alban) +3, Speak (Quechan) +5, Speak (Atlantean) +5, Speak (Tharshi) +15, Stealth +6, Tracking/Shadowing +7, Trading +2, Weapon (Melee) +10, Weapon (Thrown) +4, Weapon (Ranged) +14 Racial Abilities/Talents Human Racial Abilities, Advanced Missile Training, Hardiness, The Gift Special Abilities Regeneration Weakness Allergy to brass, Prey Ban (the sorcerer Jhunn) Gear Horse, Collar of Jhunn (allows the user to use the Sensory Mode at level 20 to communicate telepathically with others. Useable 3 time per day) Antia’s life is driven by loyalty. Once she had a loving family, but something happened. In desperation and sorrow, Antia turned to the Dogs of Jhunn, particularly Xoco and Itzel, in order to track down those that destroyed her family. After taking her revenge, Antia became a faithful follower of Jhunn. While she could be mistaken for a young man in the dark, the muscular young woman is adept with tracking and close combat. Jhunn’s servants have endowed her with supernatural endurance and healing. She frequently uses her slight stature to gain the element of surprise, and she is tenacious and enduring in her pursuits. On an average day, she might appear the fair-haired but homely and friendly girl in the marketplace, but she is so utterly loyal to the Bitches that she will gladly kill for either of them in a heartbeat.

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ATLANTIS: The Second Age Xoco Xoco by Rowan Bramlett Female Ecuan Jinn Pirate INT

PER

WIL

CHA

STR

DEX

CON

+1

+1

+2

+1

-1

+0

+1

SPD

CR

MR

HP

HrP

WR

Ren

+0

+1

+4

21

12

+2

200

Attack/ Damage Dagger (orichalcum) DR10, Short Bow DR8 Armor Light leather half-suit Skills Athletics +2, Evade +8, Handicraft (Flower Arranging) +7, Influence +12, Investigate/Search +4, Literacy (Quechan) +4, Lore (Theology) +5, Lore (Tamoanchan Folklore) +3, Mode (Dark Arts Summon) +5, Lore (Navigation) +6, Parry +4, Pilot (Small ship) +7, Profession (Pirate) +10, Speak (Quechan) +10, Speak (Atlantean) +9, Weapon (Melee) +12, Weapon (Ranged) +7, Unarmed Fighting +3 Racial Abilities/Talents Jinn Racial Abilities, Second Wind, Advanced Missile Training, The Gift Special Abilities Spit Venom, Poison Weakness Allergy to brass, Prey Ban (the sorcerer Jhunn) Gear Small sea-chest with books and scrolls, Collar of Jhunn (allows the user to use the Sensory Mode at level 20 to communicate telepathically with others. Useable 3 time per day) Xoco is the child of a fair-skinned Jinn necromancer. Raised in the cities of Tamoanchan, she was brought up to flow through their cities and palaces with grace and decorum. She seems to know everyone, from queens to urchins to demonic powers, but her true loves are the seas and waterways of the world. It was she that found Jhunn’s crystal sarcophagus in the Acuan Sea, retrieving it from a band of Makara. Jhunn spoke to her through dreams and summoned servitors, promising her a nation of her own. She has taken the talent and power from Jhunn and the Dogs to aid other orphaned women when she can, but her ultimate goal is to rule over others. Xoco frequently scouts targets that the Dogs have been directed to kill. Sometimes, she leaves a calling card — black roses, white lilies, or a pale lotus — as a signifier that the target has been marked for death.

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Chapter 8: Tharshesh

M

usodo Anaboa stood on the prow of the merchantman, the creek of oars and screaming of gulls filling his ears. The stink of humans hung in the sea air, staining it. The pungent aroma of rotting fish warred with the gag-inducing reek of the cities’ sewers which pumped directly into the harbor. Beside the Lemurian, the ship’s captain breathed in deep “That’s the goodly scent of honest toil. Get a snoutfull of that, My Friend.” Anaboa snarled, his skull buzzing from the headache he’d been nursing since Anostos. “Honest toil? It’s a filthy hole in the ground, a cancerous sore on the armpit of the world, depraved and primitive as its inhabitants; nothing more than maggots feasting on the rotting corpse of the Atlantean usurpers.” The captain retreated from the infuriated Lemurian, muttering something about docking arrangements. Anaboa couldn’t care less about docking; the pain grew daily. It may have been some side-effect of carrying the crystallized Vril for so long, but at this point, it didn’t matter. He only needed the vessel and he’d finally have what he needed to restore the glory of his people. Yes, that’s all that mattered now. Across the deck, Dayn watched Anaboa with concern. He could not even guess at what went on in the giant white Lemurian’s head; even the slightest thing set him off. They’d managed to salvage a small sailing boat from Anostos which Edris had piloted with surprising skill into a major shipping lane. Dayn had heard the Atlanteans were born to the sea, but he had never seen such a thing before. They’d come across this Tharsheshi vessel after a week at sea and Anaboa had bargained their passage in exchange for some rare alchemical draft or other. Now they approached the port of Tartessos, capital of Tharshesh,in search of a man called Deimos. Dayn gazed on Tartessos with, he’d seen the Atlantean ports with their orderly rows of ships, but never a port like this; a heaving mass of ship-borne chaos with hundreds of ships at rest in seemingly random births. Wooden moorings sprouted like vines from the towering Atlantean docks, each stone arm giving rise to dozens of floating sub-docks. Dayn couldn’t count the number of ships at birth and a steady stream of vessels flowed in and out of the port. Proud trading ships from Sheba and Atlantis drifted alongside Hesperian slave-galleys, Hyperborean longships, and Cymbrian pirate sloops. The sight overwhelmed him. Dayn had heard of Deimos; he sometimes heard rumors that he had masterminded three of the last eight attempts to establish a thieves’ guilds in the city; a determined character and a sly one, able to evade or pay off the authorities again and again. Dayn expected a troublesome trip through the city but the pickpockets and thieves sensed something about the group, and choose to keep well away. Just as well, Anaboa had the physical strength to snap a man in two and it took little to provoke the alchemist to violent extremes. Their journey ended in the Oldport district, a place built upon the silted-up land created by the collapse of several docks during the cataclysm. Later residents built many of the larger structures around the hulks of Atlantean merchant vessels; by and large the place was a slum, and a dangerous one at that. Dayn couldn’t guess how Anaboa knew where to find Deimos; the Lemurian hadn’t mentioned previously knowing the man. It was as if some force pulled the Alchemist towards the master thief’s lair. . A burly fishmonger stood outside their destination, a rotting shack splattered with fish guts, his bare chest a testament to the torturers art. The peasant used a cleaver to behead a black-finned fish just as they arrived, spattering Anaboa in fish blood and brine. A second later the cleaver rested in the man’s neck. The street emptied like someone had pulled a giant plug, all the human refuse just swirled down some invisible drain.

314

Anaboa pushed Dayn inside the rancid hut, the stench so strong it could have battled in the gladiatorial pits of Atlantis. Dayn tripped over something in the darkness and plummeted down a hole to land on what felt like a mattress three meters or so below. Anaboa dropped down into the dark with Edris in his arms, Dayn only just managing not to be crushed underfoot. “What is this place?” Dayn wondered aloud. “A sewer,” Anaboa replied, “one that hasn’t been used in a hundred years or more.” The place smelled of sweet incense, and a dim light came from up ahead illuminating a massive, marble-lined corridor. “When Atlantis collapsed, many of their public works were forgotten, no doubt this sewer once serviced the homes of great lords, now long dead. Now it serves as a bolt hole for a new breed of rat.” Anaboa’s voice sounded different as he continued to recite facts about Atlantean architecture. The Lemurian sounded a lot like the man that had hired Dayn all those months ago; the sane one. The light grew brighter and they came out into a palatial chamber; once a major junction room, now a testament to the profitability of criminal activity in Tartessos. Atop a pile of silk cushions, seemingly alone and unconcerned at their intrusion, sat a slim man, his parchment skin painted in swirling green writing and his long hair the color of a summer sky. A bright green light burned above his head. Smoke poured from his mouth as he spoke, “Master Anaboa, you come with many visitors; perhaps you’d kindly explain your intrusion upon the halls of Deimos?” Dayn looked around for more people, but found only Edris, Anaboa and himself. He shrugged. Perhaps Deimos wasn’t used to visitors, after all, he lived in a sewer. “Lord Deimos, Master of Lights, and kindliest of Those Who Walked Before,” Anaboa began “I have need of a certain vessel that rumor tells me that you possess.” Deimos’ tattoos began to glow softly, giving him the appearance, to Dayn’s eyes at least, of an ancient moss-covered tree. “I know of that which you seek, but what prize do you offer in return for such a treasure? I know you are smarter than to offer me violence, so you must have some great gift for me?” Anaboa nodded, took a small object from his satchel, and held it out. A small scroll sat in his gargantuan hand. “I copied this scroll from its mate in the great library of Atlantis. It contains your true name. With it I could force the location of the vessel from you or slay you in a heartbeat.” Deimos seemed both angered and terrified, his eyes riveted to the scroll. “I propose neither, and offer you this notion: when I copied this name a sorcerer in my employ bonded this scroll to the one in Atlantis. If I destroy this scroll, the one in Atlantis shares its fate and you might once again return to the home of your ancestors.” Anaboa paused for effect, “give me the Mercurial Nemesis and I’ll destroy the scroll.” Deimos stood and smiled, as if at a private joke. “Your words strike truth master Anaboa. I agree to the bargain, so let us both be bound to our word.” The air between the two creatures grew warm and Dayn felt again like a bug beneath the foot of some great giant. Anaboa grinned and hurled the scroll into a nearby brazier, where it burned to naught but ash. Deimos smiled again, “follow the passage you came in by, the Nemesis lies docked at the end. Your reputation is touted overmuch lord Lemurian, for I have gotten the better of you. The vessel’s controls are locked and none now alive can puzzle them out. Believe me, I have tried.” Anaboa’s shoulders slumped as he walked from Deimos’ chamber. “What do we do now?” asked Dayn. “We get our vessel, Little Lock Pick,” the Lemurian replied, straightening up and grinning, eerily unwholesome. “I have it on authority that the vessel’s controls are locked using the same coding that you managed to defeat when you broke into the Tombs of Ptolius the Engineer last year in Amphisea.” Anaboa continued walking in silence, his large hand falling possessively onto Dayn’s shoulder.

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ATLANTIS: The Second Age

Chapter Nine The Modern World

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ATLANTIS: The Second Age

Atlantis History Physically, the islands of Atlantis stretch across part of the northern hemisphere, resulting in disparate climates from one end of the great island-continent to the other. Mountains, plains, and woodlands are spread across her, with the cold island-kingdom of Mestea in the north and the almost tropical island-kingdoms of Azae and Diaprepea in the south. Winding across the continent, father to the smaller islands off of Atlantis’s coasts, is a mountainous divide. The greatest of these peaks is Mount Atlas, which towers over the kingdom of Olokunia. Stretching out to the southwest from the foothills of the mountain chain is the Plain of Obatala (Oh-bah-TAH-lah) — a fertile, rolling tableland that once served as the source of a great deal of Atlantean farming. These plains are outlined in parts by large, cut-stone irrigation canals. Some of these are still lined with copper, but many of them have fallen into disrepair, some choked by weeds, others dry and nearly filled with dirt, others hidden as channels beneath swift rivers. There are several large forestlands across Atlantis, though each is distinct with differing local vegetation. The jungles of Eseasar stretch across the southern kingdom of Amphisea, while thick stands of deciduous trees cover the hills of Eudea, and the dark evergreen forests of Kalpataru blanket parts of northern Elassippea. Atlanteans divide their culture’s history into four distinct periods: the Age of Iron when they still dwelled in Gondwana and began to forge an empire; the Golden Age when they settled the islands of Atlantis and their Empire rose to prominence in the world; the Dark Age following the Great Cataclysm when their colonies were lost, their cities in ruin, and then rebuilding their Empire from the ashes; and finally, the Modern Age.

The Iron Age

The years of Atlantean growth in Gondwana are largely lost to history. Many of the earliest histories have been lost to time, passed down instead as legends and lore. Sometimes, this age is known to Atlantean historians as the Age of Serpents in recognition of their ancestors’ continued battles with the serpentine races of the Anunnaki. The Atlanteans were some of the first on Gondwana to produce iron in great quantities, and the use of iron weapons and armor made their troops the terror of the battlefield. The Age of Iron came to a close as the Atlantean alchemists discovered the secrets of how to forge orichalcum. In time, this shining metal came to replace both bronze and iron in the belongings and gear of Atlantean heroes, particularly those who sailed from Gondwana’s shores to explore the distant world. Past the Hesperian islands, the early Atlantean explorers found the islands of Atlantis. Colonies were established, and eventually, the First Kingdoms arose on the island. Ruled by Atlanteans, many humans came with the ships from Gondwana and made up a second class of slaves, servants, and freed men in the Atlantean kingdoms.

The Golden Age

The Golden Age of Atlantis, sometimes known as the First Age, in deference to the First Kingdoms, was a time of Atlantean glory, expansion, and domination. Unfortunately, the descendents of the First Kings of Atlantis grew to believe that their great power meant that they could twist and mold nature in any way they wished, without thought of fear or consequences. Their increasing power and majesty also bred many vices, including a lust for greater and greater power. From time to time, they fell to fighting amongst themselves as one scheme or another came to light. In their efforts to prove the nearly endless reaches of their power, Atlantean sorcerers and alchemists transformed and bred animals into new and terrible forms. When war came to the shores of Atlantis, the savant-adepts created armies, first of the foul Nethermen and later the bestial Andamen, to fight the serpentine Anunnaki. Even during times of peace, the Atlanteans treated others living on their shores as little more than chattel-slaves. Worse still, the savantadepts frequently ordered many non-Atlanteans to become the subjects of their various vile and blasphemous experiments, twisting them, still living, into new and horrendous forms. The worst of these horrors preceded the time of the Great Cataclysm. Though the cause of the Great Cataclysm remains largely unknown to the inhabitants of the Modern Age, some claim that Olokun, angered at the degeneracy of his mortal charges, caused the seas to rise up and drown the land. Others claim that the Atlanteans brought about their own destruction through the misuse of

317

ATLANTIS: The Second Age

While the Atlanteans remember this time with horror, we Tritons see things just a little differently. For us, the fall of Atlantis heralded the age of freedom. Prince Quetzlan was our savior. Thalmia, Triton Sorceress

magical forces beyond the ability of mortals to control. Perhaps it is most accurate to place the blame for the Great Cataclysm lies with the savant-adepts working for Prince Quetzlan of Elassippea. Ordered to create a weapon of power, the savant-adepts attempted to focus the entire power of Elassippea’s Vril-collectors into a single devastating weapon. Prince Quetzlan turned the weapon upon what he deemed a rebellious and recalcitrant city in Antilla whose Prince had slighted him at a banquet the previous year. However, when the weapon was turned upon the city of Arintichlan, the entire island sank beneath the waves, shattered by an earthquake and inundated by the sea. The earthquakes were echoed amongst the Vril-collectors that powered the weapon, sending surges of power along the ley-lines. The other Atlantean rulers were shocked, afraid, and jealous. They demanded that the Kingdom of Elassippea turn over the knowledge and the weapon, but Prince Quetzlan worried that he might become the target of a similar attack. After ordering his cadre of savant-adepts slain, it is said he turned the weapon upon the Atlantean armies massing in Autochthea. The result, some historians claim, was the Cataclysm. Again, earthquakes and floods shattered the lands of Atlantis, and Autochthea sank beneath the waves just as Antilla had done before. The capital city of Attalus was destroyed in an instant, her walls tumbled, the sea flooding the streets. The echoing of Vril energy back along the ley-lines also caused massive earthquakes in Diaprepea, though that land was spared the devastating flooding of the sea. The raw Vril rippled outwards, and in moments the magics that had sustained the Empire’s military might were destroyed as crystal matrices overloaded and began to explode. With the destruction of Attalus as well as the ruling nobility of many of the Empire’s kingdoms, the Empire itself was no more. Whatever the cause may have been, the suddenly unpredictable nature of the Vril network in the cities of Atlantis, and ultimately around the globe, were an almost insurmountable disaster as great as the sinking of both Antilla and Autochthea. All over the Empire, from its cities to its colonies, servants and slaves took advantage of the chaos, rose up, and slaughtered their masters. Blood literally ran in the streets, and across colonies many symbols of Atlantean power were pulled down and destroyed. Armies of Nethermen, tribes of Andamen, as well as scores of twisted creatures of Atlantean creation fled their powerless overseers and walked away from civilization.

The Dark Age

I heard that the Amazon Queen reached forth what she called the hand of friendship to the Tritons living near Hesperia, hoping they would fight for her. She lost a dozen ships and twice as many diplomats before she got the message. Thalmia, Triton Sorceress

318

The period following the collapse of the Atlantean Empire and the Great Cataclysm was one of chaos across the Atlantean world. Known to some scholars as the Age of Sorrow, it was during this time that many of the survivors fell to warring among themselves, struggling to survive with the barest scraps of what had once been so readily available. The knowledge and culture of the First Golden Age of Atlantis were spurned, and in some places forgotten, as what had once been subject populations turned back to their native customs. Atlantean colonies struggled to remake themselves in the absence of power. In time, larger tribes began to settle again along coastal regions long thought haunted by the specters of past Atlantean conquests. Client-states which once paid tribute to the great Empire suffered from the collapse of trade and the rise of lawlessness. For many, after a time, the Atlantean Empire became a nightmarish memory that only lived on in the tales of their storytellers and elders. But the marks of Atlantis remained on many cultures which evolved into modern day powers. From Khemit to Hellas, from Tamoanchan’s coasts to Europa’s seas, the legacies of the Atlantean Golden Age lived on, halfremembered, filtering into architecture, culture, and language. Into the vacuum of power left behind by the Cataclysm, the Amazons of Hesperia soon rose to superiority in northern Gondwana. Retaining more fragments of magical knowledge than other nations in the region, the sorcerous prowess and fierce militaristic spirit drove the Hesperians to expand. Within the span of a few decades, the Hesperians conquered and colonized much of the northwest of Gondwana. Khemit and Ophir resisted the Amazons, bringing their expansion to a standstill. The Hesperians turned their eyes towards Atlantis. Their own histories contained stories of how a Hesperian queen of old had once aided a colony of Atlanteans. Furthermore, there had been centuries of trade during the Atlantean Golden Age. The lack of Atlantean warships in the seas combined with the history of recent successful campaigns led the Amazonian military to turn its eyes towards Atlantis. The once-mighty Atlanteans, still struggling to rebuild their shattered kingdoms, proved no match for the Amazons. Coming up from the south, Amazon forces advanced, repulsing the now-weaker Atlantean army at every turn, coming almost to the walls of the new capital, Atlantis, in Olokunia.

ATLANTIS: The Second Age However, just when it seemed that victory would go to the Amazons, the Hesperian Empire was weakening from within. Internal squabbles with the Gorgons, a sect of snake-worshipping cultists, and a declining ability to maintain order in their Gondwanan colonies stretched and drained Hesperia’s resources. The Atlantean Campaign had over-extended the reach of the Amazons. Sensing weakness, Ophir and Khemit launched strikes against the Hesperia’s easternmost colonies. As a result, a civil war erupted within the Hesperian Empire and, for a time, all of her troops were recalled to quell the rebellion. As the war raged on, Hesperia lost control of many of its conquered lands and ports, trade collapsed, and Hesperia’s own golden age came to an end. Though it was brief, less than a century, the Hesperians had managed to bring a portion of the world back into contact, forcing many of them to relearn the arts of diplomacy, warfare, and at times, magic. After its own internal war with the Gorgons, the rulers of Hesperia turned their focus as much inward as they did outward. While Hesperia kept several of its Gondwanan colonies, it lost everything it had held in Atlantis as well as a large part of northern Gondwana and ports near to Europa.

The Modern Age

The fall of the Hesperian Empire signaled a second era of Atlantean growth. Known as the Modern Age to Atlantean scholars, many Atlantean emissaries call it the Second Age, hinting (and hoping) that a new Golden Age is dawning. The invasion of their island home by the Amazon armies caused many of the Kingdoms to set aside differences which had grown during the Dark Ages, banding them together and rousing the Kingdoms from their post-Cataclysm torpor. The past centuries have seen the fleets of the Kingdoms sailing out on the open seas once more, striking deals and alliances, opening trade and imposing Atlantean power and rule with the rest of the world. Unlike Atlantis’s Golden Age, however, there are now new powers in the world to rival her greatness: Hesperia, Ophir, Tharshesh, Khemit, Sheba, and Khitai have all established themselves as imperial forces and major powers. Ruins of the Golden Age left by Atlantean colonists are said to exist in many wilderness regions throughout the world. Some have been found to hold wondrous treasures and artifacts; others have yielded nothing, their contents long since ransacked by thieves and adventurers. Of the abominations created by past Atlantean savant-adepts, few such creatures are believed to still exist. However, the same cannot be said for the Nethermen and Andamen races, many of whom survived the Great Cataclysm and the Dark Ages that followed. Though less numerous than other races, tribes and villages of both are still found throughout the world. Even in the lands now lost to them, the marks of Atlantean culture still peek through the histories and civilizations of modern day powers. Less noticeable, perhaps, is a more subtle legacy of superstition and fear. Many savage tribes dwelled in lands conquered by the Atlanteans. In such places, the Atlanteans were seen as devils, wearing hideous masks of iron, bronze, gold, and orichalcum, speaking in incomprehensible tongues, slaying all who opposed them. Stories of these powerful invaders, twisted over the course of countless retellings and centuries of fading memories, have themselves becomes part of the folklore and mythology of many lands who view the distant horizon of the sea with trepidation and strangers with fear.

Atlantis

Fear of the Iron Mask It is indeed true that many in foreign lands feel strongly about the Atlanteans and their empire. The most recent empire to spread its influence across much of the globe, and the attendant wars that accompanied it, affected many of the indigenous peoples around the world. Those same people now greet the Atlanteans, or indeed any who seem to bear imperial designs, with fear and loathing or with hope and admiration, depending on how their ancestors were themselves treated. Caerwyn Ironjaw, Lemurian Scholar

World View Atlanteans today see the world through their own storied history. The glories of the past are all around them and evidence of their empire stretches across the horizons. Even after the Great Cataclysm, evidence of tribute from the four corners of the Earth were still visible around them. Boats straining under the weight of gold and iron, slaves and jewels, fabulous beasts and fierce monstrosities, and rare plants and herbs all reached Atlantean ports. Little was forbidden to the Atlanteans, and their desires and whims were sated by servant nations, armies of slaves, and chests of gold. Each Atlantean was treated with respect and adoration or fear and terror, but they were obeyed. They still are. Atlanteans tend to view other races and nations as subservient to their own needs and desires. Rarely are things asked; terms are instead couched as demands. Some see the Atlanteans as arrogant

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ATLANTIS: The Second Age in this age, when so much has been lost. But the Atlanteans view the Cataclysm as a setback and are ready to stride the world from horizon to horizon once more. Atlanteans raised far from their island homes tend to be more pragmatic, working with those around them rather than simply demanding that their will be done. Nonetheless, Atlanteans are born with an innate sense of their own superiority and cannot help but indulge it. Atlanteans in the World

There are, of course, Atlanteans who do not live within the bounds of the Empire, surrounded by the races that their peers so despise. The Satrap of Olokunia has said that such scions are welcome at home, but many of these individuals are more than happy where they are. The Satrap of Azae has derided these scions as the “petty little emperors of a thousand far-flung nations,” a sentiment shared by many of the Empire’s traditionalists.

Ambassadorial Duties

Of course, there are things that even Ambassadors in the most cosmopolitan city in the world can not easily get access to nor publicly do. Always capable of finding a niche, human merchants and rogues, and those with professions less easy to pin down, have slipped into society to take care of such needs. One day, they may be finding a new source of narcotics; the next, they might be tasked with finding a very specific slave in the employ of an Atlantean noble.

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The Root Races The Atlanteans see themselves as the culmination of centuries of trial and error by the world and its gods. The other races, they believe, are failed dreams of what the Atlanteans are; pale shadows, anemic reflections, and childish shapings of the great stature the Atlanteans would exhibit. The Jinn are viewed with curiosity and respect, but their capricious nature is seen as their undoing. The Jinn never managed to unite to build an empire, at least not in recent memory. The Ophidian races are loathed for their crudeness. Though they built empires, they did not rule beyond the fist and club. The Lemurians are respected as mere intelligent beasts that are able to plan beyond rutting and hunger, but are looked down upon for their animalistic form. The Andamen and Nethermen are seen as pets no longer wanted and thus no longer loved. And finally, the recent humans are seen as a degeneration of what the Atlanteans truly are. They are considered as little more than a failing scion of the Atlantean race.

Foreigners In Atlantis Living in the largest city of the world, no matter how cosmopolitan, most Olokunians are unwilling to consider that other cultures might be, in any way, superior to their own. Prejudice against the other races is exceptionally common. Many Atlanteans consider foreigners to be little more than savages who should be grateful that they were not simply killed and who should be pleased with their rightful lot of servitude. When faced with powerful, eloquent, and wealthy members of other races, few Atlanteans feel any kinship with them, but most will at least grudgingly admit to a modicum of respect and occasionally envy the physical prowess others possess. NonAtlanteans who have grown up in the Empire are afforded a bit more respect and tolerated just a bit more, as long as they are loyal in their service to the state and its masters. Ambassadors and other important dignitaries are treated extremely well by everyone of importance, but comments, jokes, rumors, and insults commonly follow them in private. Amongst the non-noble Olokunians, reactions to outsiders such as Andamen and Lemurians are a mixture of curiosity, distrust, and bigotry. The only non-Atlanteans who are sheltered in any way from such prejudices are the Tritons. Atlantean sailors consider all Tritons to be good-luck charms and are willing to share drinks with them, as well as rough up anyone who speaks ill of, insults, or harms a Triton in their presence. This closeness has given rise to a tradition of dockside bars in Atlantis known locally as “wet and drys” owing to their accommodation of both human sailors and Tritons. Built right up against the docks, some as far as a block from the harbor, and situated above tunnels or narrow canals that end in small, narrow pools inside the taverns, these establishments are one of the places where it is possible to find members of several races, even several nations, all joined in conviviality. Still, it is worth noting that many True Atlanteans consider the Tritons to be little more than intelligent lapdogs, well-trained aquatic animals who serve an important function to the Empire. Olokunians make little distinction between foreign races and foreign cultures. A human from Khemit, a Jinn from Ys, or an Nemean from Hyperborea: they are all odd-looking foreigners with strange, exotic, and barbaric customs. During the Golden Age, Atlantean scholars, explorers, and priests carried civilization to what they saw as the far reaches of the globe. After the Great Cataclysm, Atlantean refugees left behind in these lands were eventually absorbed by the native populations. Thus, many people have borrowed Atlantean myths and legends, customs and mannerisms. Perhaps unsurprisingly, modern Atlanteans consider such cases as lesser and highly derivative versions of their own past glories and are often subtly, sometimes openly, patronizing to such people. Those people from regions that were never conquered nor colonized by the Atlanteans are often considered to be little more than savages who lack all traces of proper civilization. Many Olokunians are knowledgeable about the history of their land and regularly talk as if the Golden Age never truly ended. Foreigners must learn to ignore the subtle common prejudices; those who do not frequently gain a reputation for being uncivilized or at least ungrateful for the all the wonders that Atlantis has bestowed upon the world.

ATLANTIS: The Second Age Not all Olokunians, nor even all Atlanteans, are necessarily so closed-minded. There are many who are deeply interested in foreign cultures and all that they offer: foreign dress, religions, exotic foods. From rebellious youths to erudite scholars, there are always a few Atlanteans who have a deep respect for foreign customs, but even they put such mores second to those of their home.

Sea Trade And Travel While it once boasted a vast fleet and is now much reduced in these latter days, Atlantis remains the preeminent ocean-going power. Atlanteans still speak of their nation ruling the oceans, but even at their height, their control was not absolute. The numerous lands whose waters border those of the Atlantean Empire – Europa, Gondwana, Anostos, Eria, and Tamoanchan – all existed under Atlantean influence of some degree. The further shores of Jambu, Mu, and Lemuria are almost legendary places, stories of which are filled with as many genuinely told lies and exaggerations as they are solid truths. Nevertheless, Atlantis remains an important sea-power, even if her great fleets and ports are much diminished. Atlantean crystal matrices still fuel some vessels and Atlantean technology and knowledge serve her other ships nearly as well. During the Great Cataclysm, over half of the Atlantean ports were destroyed and much of her fleets sunk or lost at sea, but Atlantean sailors maintain the traditions of their past proudly and are still some of the greatest sailors in the world. Their ships carry goods around the globe. Shrewd Atlantean traders sell complex clockwork toys, printed books, and other wonders in exchange for cloth, medicinal herbs, exotic pets, unique foodstuffs, and other foreign goods to adorn the tables and homes of all Atlanteans, rich and poor alike. While great fortunes are occasionally made and sometimes lost in the buying and selling of goods such as furs, gemstones, gold, silver, and spices, the vast bulk of the Empire’s vessels carries far more mundane goods such as ingots of bronze or iron, timber, grain, and pottery.

I once had my head patted when visiting Olokunia…I’m now barred from entering the city again. The Olokunian Tritons are a very tolerant lot. My people provide the Atlantean navy with an edge that no other group outside of the Makara can match. Thalmia, Triton Sorceress

The Economics Of Trade While expensive commodities like spices are often the province of individual ship captains making deals with wealthy merchants and nobles in Europa, Gondwana, and Tamoanchan, the bulk trade of timber, foodstuffs, ores, furs, and other common commodities that make up the majority of shipped goods involve government-controlled monopolies granted to individual shipping companies. Many of these deals go back centuries, traditions held by various noble houses and families. As a reward for services performed or in return for bribes that would beggar some nations, the Empire occasionally gives out the exclusive right to trade in a single commodity coming from a single nation. Enforcement of such traditions is largely more a matter of societal pressure than government intervention. Too, companies that fail to deliver the expected amounts of these goods for the hungry markets of Atlantis can find their monopolies revoked or handed off to rivals. Similar to trade monopolies, the government regulates the number of active ship matrices sailing from its ports. The matrices are all under governmental control; Olokunian marines can frequently be seen in the various harbors of the city of Atlantis, inspecting ships to ensure that they are being maintained. Tavern tales even claim that the Olokunian marines have ventured as far as eastern Gondwana to retrieve a missing ship and its Vril matrix. There are a few dozen independent ship captains who have earned the right to use a ship matrix either in their own ship or in one leased from the crown. Such individuals are often at odds with the larger merchant families who own the vast majority of such ships. The independent captains often resent the power and wealth of the large trading fleets, while the merchant-princes consider the independent captains to be dangerously reckless swashbucklers and pirates. Tensions between the two groups often reach a peak before the yearly Festival of Olokun on Sea Day, when the Lord of All Seas reviews the Great Roster and assigns ships and matrices. Grants to the various ships and their linked matrices are given to those who have performed some exemplary service to the Sea Lord and the Empire. In the case of such heroes, grants are made for life unless the matrix is captured or destroyed. Half of the existing roster is always reserved for the Atlantean navy, and what remains after heroes and the military have been rewarded is divided amongst the merchant families. Merchant companies that are selected must still pay for the use of the Empire’s technology and largess. Some captains who work for the merchant families are offended that there are adventurers who need not pay for their ships who receive their grants for life. Though it has rarely been proven,

Law of the Sea

Whether from Atlantean navies, fishermen from far Jambu, merchant-seamen from Tamaochan, or Antillan pirates, there is one constant amongst those who spend their lives upon the waves of the Atlantean world – leave no man to face the open sea alone. Some say it is simply mercy against the endless waves and ship-shattering storms. Others relate stories of the Makara, of devil-sharks, of sea serpents; the pious claim that it is the will of the gods of sea and storm, of life and death upon the waves. Whatever the reason, it is custom among those who sail the waves to rescue those stranded upon the sea, even in times of war.

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ATLANTIS: The Second Age there have been cases before the Atlantean courts accusing merchant captains of hiring mercenaries and pirates to seize ship-matrices in foreign ports and returning them to Olokunia to increase the listings on the Great Roster.

Politics And Government The Atlanteans reserve the title Merchant Prince for those who can afford to control monopolies. There are several of these men and woman in each kingdom and the power they wield is almost unimaginable. They also have the nicest toys, if you are feeling a little larcenous. One of them, Prince Naha Sabor of Amphisea, is a known supporter of the Arcanum. Thalmia, Triton Sorceress

The Politics of Trade With fortunes and lives hinging on getting goods to market in a timely manner, the yearly lottery for Vril matrix-equipped ships, as well as the more mundane threats of storms, sea monsters, and foreign politics, the machinations and maneuverings of the Atlantean merchant-princes are as cutthroat and complicated as any others in the world. Sometimes it is a wonder to me that they were able to supplant us so thoroughly. Caerwyn Ironjaw, Lemurian Scholar

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The Empire of Atlantis is controlled from Olokunia. It is here that the Lord of All Seas, advised and assisted by a Royal Council, governs. The Royal Council consists of Satraps from all of the Atlantean kingdoms. Each of these Satraps is appointed by the ruler of their respective kingdom, under the direction and authority of the Lord of All Seas. While they serve their individual kingdoms in Olokunia, they are also in turn courted by various merchant houses, mercenary captains, seers, sages, and priests in an attempt to sway their opinion or earn their good favor. While the Lord of All Seas has vast power, if two-thirds of his council goes against his wishes, they can overrule his edicts and decisions. If the Royal Council unites, together they can unanimously depose any of the Atlantean monarchs, including the Lord of All Seas. Historically, this has only occurred once with the execution of Toltan II, known as Toltan the Mad. The first Lord of All Seas after the Hesperian War, Toltan II gradually went mad, becoming increasingly harsh in his interpretations of law and tradition. After decades of executions and imprisonments, widespread corruption, and royal excess, the Council unanimously voted to remove Toltan from power by any means necessary. His subsequent assassination was eventually widely celebrated and remains a dark bit of political history debated still by scholars and priests. The Lord of All Seas personally appoints the Satrap of Olokunia, and can traditionally depose a single Satrap per year without question. A further change to the Royal Council requires at least some evidence that the Satraps are deliberately betraying Atlantis or working against the Empire’s interests. Armed with such evidence, the Sea Lord can dismiss the Satraps and demand a new council be formed. Rulership of the Empire, and therefore also of Olokunia, passes through the female line. The Lord of All Seas chooses his or her successor from among their children if female, or the children of their sisters if male. Tradition holds that the child should be at least thirteen years of age so that their true character can be known. Once the heir has been chosen, he or she is brought before the Royal Council for approval. If the Lord of All Seas dies before selecting a successor, the existing Royal Council selects the new heir. If the heir is not yet an adult, the Royal Council rules both Olokunia and the Empire as joint regents until the heir reaches maturity.

Daily Life In Atlantis Life in the city of Atlantis can vary greatly depending on one’s wealth and status. Land near the city is extensively used for farmland and vineyards. Manor houses dot the nearby hills and slaves work in relative security. Further from the capital, however, the land is untamed and overgrown. Herdsmen and foresters, hunters and bandits are more common in these areas. The ley-line roads ensure some measure of protection from the elements, but not from outlaws and opportunistic bandits. Within the city, a similar dichotomy exists splitting along lines of race and class. Atlanteans and wealthy foreigners are largely immune to hardships, while the lower classes, slaves, and the destitute find daily life to sometimes be a struggle even in the world’s largest city. There are few gardens, and so all food must be imported either from the farms outside the city or from distant nations. Thus, many of the lower classes spend a sizable portion of their earnings on food and drink, and food shortages can devastate the poor.

Wilderness Areas As in other Atlantean kingdoms, the wilderness areas beyond the city of Atlantis in Olokunia are largely untamed. An area around each city, particularly cities with an active VVril pyramid and stone circles, is tamed and heavily farmed in order to feed the inhabitants of the cities, but during the Dark Ages the once-populous kingdoms all diminished. With no one to oversee the countryside, much of it has been reclaimed by nature. Criminals attempting to avoid capture or detection sometimes flee the Empire by ship, but all too often they simply vanish into the wilds between the cities. On occasion, abandoned manor houses, sorcerer’s towers, or even entire villages can be found hidden in valleys or on hillsides far

ATLANTIS: The Second Age from the active ley-line roads. Stories of bandit-kings or strange monsters surround such places, but most of these are simply legends or exaggerations clinging to the ruins like overgrown vines. Olokunia does not lack for such stories despite being the shining crown of the Empire, though such tales are more often scoffed at in the city of Atlantis than taken as truth.

Travel Through The Wilderness Most Atlantean cities are either located on the coast, on the banks of rivers, lakes, or canals, or connected to one another by means of ley-line roads. It is due to this fact that much of the wilderness remains untamed during this Modern Age as the Atlanteans would rather avoid the dangers and privation of the wilderness for the safety, speed, and comfort of traditional means of transport. Travel by sea from one city to another is relatively inexpensive, if occasionally slow. The ley-line roads predate the Cataclysm, but their Vril-glass construction is seemingly immune to wear. Modern Atlanteans have repaired some of the damaged roads along the coasts. as the most skilled or wealthy have created a few extensions of their own, largely by recycling Vril-glass from roads that no longer lead to inhabited locations. Wealthy Atlanteans travel in Vril-powered chariots along the ley-line roads, speeding their journey as much as possible. Others utilize carriages, horses, or carts, and travel in well-armed caravans to dissuade attacks from bandits. Across the skies, hot air balloons occasionally drift slowly from place to place, but they are generally seen as unreliable or the purveyance of the exceedingly wealthy or the ostentatiously insane. Windships, held aloft by magical means and powered by crystal matrices are not unheard of, but are rare enough to cause comment when they do appear. After the Cataclysm, thousands of Andamen and Nethermen escaped into the wilderness as did beasts bred for war or crafted for ancient gladiatorial games. Alchemical and magical workshops, hidden away by distrustful masters, were wrecked or breached. Ley-lines were tangled, stone circles toppled, and magical energies ran rampant while earthquakes and floods washed across the land. During the Dark Ages, those tainted magical emanations mixed with alchemical waste fouled the land and the escaped brutes that lived upon it. Today, tribes of Nethermen and Andamen inhabit the remote reaches, exotic and deadly creatures lurk in the forests, and blasted ruins exist behind the hills. Most civilized Atlanteans, particularly those in Olokunia, regard these wild tribes as little more than savage beasts at worst and a seemingly inexhaustible supply of slaves or indentured servants at best. Atlantean slave-takers from Olokunia regularly capture individuals or small groups and ship them to the city of Atlantis to be displayed in the arena or sold off as slaves. Such slavetakers regularly listen for reports of caravan attacks, striking off to mete out justice, capturing the bandits and forcing them into indentured servitude in order to make restitution for their crimes.

The Atlanteans enjoy a much reduced rate of taxation, making it easy for them to live well while the other races labor under rates of tax that range from draconian to merely harsh. Then again, the running water, brightly lit streets, and sanitation make up for this in most respects. Wealthy Atlanteans often sponsor public works; they see it as a point of pride. Personally I don’t see the attraction of having a sewer named after you. Thalmia, Triton Sorceress

Life In The Wilderness Although life in the wilderness can be dangerous, there are civilized Atlanteans as well as others who do live away from the cities. Miners, trappers, and herb collectors that sell gems, metals, furs, and rare plants to wandering merchants and farmers who cannot afford the taxes imposed near the Vril pyramids all live in small villages and towns. Some of these are surrounded by walls to provide protection from bandits and wild beasts, but most simply make do with what they have. Citizens in the city of Atlantis mostly consider such rustics to be desperate individuals who live in constant danger, and there is some small truth to that belief. Furthermore, most Atlanteans find life away from civilization of their cities to be a poor shadow; their vices seldom allow for such rustic and rural banalities. As a result, most of those living in the wilderness tend to be humans, Andamen, and Nethermen. By being willing to deal with one another, most of these far-flung villages have loose alliances with the other settlements near them. Though they can call on their Atlantean Kings and Satraps for aid, medicine, tools, and the like, on occasion it is easier to simply deal with issues on a local level rather than wait for support that may not come.

Ancient Ruins Ruins from ages past continue to fascinate scholars and sorcerers, and the ones as yet unfound naturally all exist in the wilds. On occasion, an Atlantean family will awaken one of their slumbering True Atlantean ancestors and sometimes learn of family holdings long forgotten. Expeditions to such ruins are intermittently sponsored by the Lord of All Seas, an Atlantean king, or one of the

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I took part in an expedition in Amphisea that used underground rivers to gain passage into a hidden valley deep in the jungle. I barely got out with my life. The underground waterways of Atlantis are to be avoided at all costs: there are things lurking there that have not felt the light of the sun since the Jinn first walked the Earth. Thalmia, Triton Sorceress

Satraps, but such official sponsorship is generally only granted to the wisest scholars, most powerful sorcerers, or most popular heroes. Other explorers may find funding from one of the universities, wealthy merchants, or on occasion the scions of an Atlantean family. While some such journeys are intent on re-discovering a scrap of lost knowledge of the past, or at least finding magical artifacts that can be studied, recreated, or at least put to good use, such rewards are difficult to come by. Scholars who achieve even some moderate success still gain substantial wealth and acclaim. Even managing to uncover some ancient cache of spare windship parts, Vril weapons, or crystal matrices can bring members of an expedition wealth to live well for a year or more. As a result, despite the dangers involved, such expeditions are popular with daring laborers, impoverished scholars, and bored Atlanteans. Unfortunately, the risks involved in such journeys can indeed be quite high. In addition to the physical dangers of traveling the untamed wilderness, wandering around unstable ruins, and exploring buildings that could collapse at any moment, the lost cities of the Atlantean past sometimes contain more active and serious threats. The savant-adepts of the Golden Age knew countless methods of drawing on the vast power of the telluric currents, and some experimented wildly with storing and channeling Vril. Sometimes devices are discovered that still command significant powers such as magical constructs and augmented golems that defend sanctums and streets from intruders, searing flesh and blasting the minds of unwary explorers. Also, there are some devices that may have originally been harmless, but upon which centuries of wear have altered their fragile and delicate alignment of their crystals and the structure of their orichalcum settings. Some of these may explode the instant they are jostled, whereas others may perform dangerously twisted versions of their original functions, such as medical crystals that now bond living flesh to anything it touches instead of merely closing wounds.

True Atlanteans

Treasures of the Past Made New Inevitably, some adventureseeking charlatan finds one of the old ruins yet unbreached, makes their way through whatever security system may have survived, and emerges with a treasure of magical significance, tomes of ancient secrets, or the like. Some of these individuals will attempt to pass of their finds as their own creations whereas others will simply attempt to sell them to the highest bidder. More fools, they, who accept such devices of unscrupulous origin. Caerwyn Ironjaw, Lemurian Scholar

A subject of great consternation and embarrassment amongst the Atlantean population is that of the purity of the Atlantean bloodlines. Many of them have grown weak or polluted, some claim, over the course of this great people’s history. During the Dark Ages, some Atlanteans took human wives. Others were savages and did all manner of despicable things during those chaotic years. In any case, most Atlanteans agree that what is considered Atlantean today is not what the once glorious race was in antiquity. Most do not talk about the subject, but many parents closely monitor whom their sons and daughters marry in an effort to keep their bloodlines from becoming baser and baser. At one time, the Atlanteans reportedly boasted lifespans of centuries with the oldest recorded Atlantean being 978 years old. No one knows why the Atlanteans grow older quicker in these much diminished days, nor why their once potent blood is now less substantial. But it is known that the decline started even before the Great Cataclysm and the Dark Ages. Efforts to counter this aging resulted in the creation of an alchemical potion called Ilmarinen that allowed them to age very slowly. Ilmarinen was successful in halting the aging process; however, the side effect of this was a constant slumber from which it was immanently difficult to awaken them. So while the Atlanteans could arrest aging, many of their brightest minds began to slumber through the decades and centuries. Like the Elder Gods, the old Atlanteans now sleep for scores upon scores of years before awakening. The older one becomes, the more Ilmarinen is needed, and the longer the postponement between waking. Some Atlanteans hold centuries of knowledge but unfortunately cannot be roused to speak of it. When they are awakened, they often speak in cryptic prophesies, mumble curses, or scream magical incantations that blast or vaporize those gathered to listen to them and welcome them back. Atlanteans lucky enough to have sleeping ancestors still accessible to them after the Dark Ages built great mausoleums and necropolises for the ancient ones to rest in, complete with powerful magical wards to keep out looters and kidnappers. Those slumbering Atlanteans have the purest blood, many believe, unpolluted by interbreeding with humans. Considered the ‘True Atlanteans’ by those modern Atlanteans descended from them, they are storehouses of lore and wisdom of ages past.

Culture In Atlantis

The island nations of Atlantis are vast and sprawling. They are not a single monolithic and homogenous culture, but rather a group of nations bound by a common past, blood, and strife. Though each Atlantean kingdom differs from its neighbors, all Atlanteans share the following commonalities.

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ATLANTIS: The Second Age Language The language of the Atlanteans is taken very seriously and its most formal versions are never spoken in the manner of the other races. There is very little slang or colloquialism in the Atlanteans’ native language. It is a direct and subtle lexicon of words that build upon one another in complex grammatical constructions. Other races that have learned the Atlantean tongue sometimes make the mistake of thinking that since they speak the language of their masters, such skill is appreciated. However, many Atlanteans would rather speak in the tongues of savages and barbarians instead of hearing their native words butchered by the swollen tongues of slaves. When speaking to those of a higher station, most Atlanteans will use the High Atlantean tongue and when speaking to equals, the common version. Non-native speakers (those with the Atlantean Language skill at 9 or less) will be looked down upon and suffer a -3 to all social interaction rolls with Atlanteans. The highest compliment that can be paid to an Atlantean by a foreigner is to speak the language of the Sea Kings as if they are native-born. Similarly, to be addressed in High Atlantean is a great honor afforded to few foreigners.

The noble Atlantean houses have a dirty little secret: they use their True Atlantean ancestors to improve the purity of their bloodlines. Ritual orgies are a common part of the awakening ritual for male Ancients. These events can go on for days with rival houses often attempting to use this time to make off with a Birth And Funerary Rites ‘sample’. Thalmia, Triton Sorceress At birth, all Atlanteans are presented with the seed of a great blackwood tree. These trees live for over a thousand years and grow to immense size. Upon the child’s first birthday, their seed is planted in the city of their birth, in a great plaza or in groves within the city’s walls. As the child ages, so does their tree. Some Atlanteans reserve great pride for the tree that bears their name, seeing its life and health as a signifier of their own achievements. Upon death, Atlanteans are buried in ornate sarcophagi made from the wood of their birth tree.

Art Atlantean homes of any merit all contain painted murals, either fresco or secco, in a style known as adrar. This style always uses the same three colors: a stark harsh black, a golden and ochreinfluenced orange, and a vibrant blue reminiscent of the sea or sky. Usually depicted are stories and scenes of the household’s ancestors. The depictions are usually simple, showing dynamically drawn figures in profile with borders of repetitive keys surrounding the work. Atlantean homes that can afford it have walls carved with relief sculptures and then painted in the adrar style. Some sculptures are also gilded with orichalcum and encrusted with lapis or obsidian for a greater effect. The Atlanteans are great appreciators of poetry and song. Most homes have at least an instrument or two for entertaining both household members and guests. All children are taught to sing as part of their schooling, and the arts are held in high regard. Even art produced by the lesser races are held up as examples of what others can accomplish. Operas in particular are important to the Atlanteans, and there are two long running and constantly evolving operas — “The House of Atreyu” and “Klytus the Fool” — that have been performed nightly for the past five decades. Those who miss an evening’s operatic performance rarely have to worry, for the events are retold and embellished by criers in the plazas of major cities the next day, and sometimes for weeks after. It is not uncommon to find a pair of Atlantean men debating the finer points and minutiae of their favorite works. In the Great Library in Atlantis, there is an ever-expanding volume of examples of the latest operas as well as critiques to accompany them. While any of the learned may borrow them for reading, there is currently an extensive waiting list.

Schooling All Atlanteans who can afford it are allowed to attend public universities. From the age of reasoning, around 5 years old, any Atlanteans without criminal record or extensive debt may learn and are given access to the great libraries and Atlantean masters that teach there. This privilege is only provided to Atlanteans, and in some areas it is considered a crime to allow non-Atlanteans to learn at one of these centers of knowledge. However, given that many Atlanteans bring slaves with them, it is hard to say how much knowledge is the preserve of Atlanteans alone.

The Cataclysm Groves When the Cataclysm struck, and on occasion during the Dark Ages, there were simply not enough morticians and cerements to perform all of the necessary burials. As such, there are large groves of blackwood trees dotting the islands of Atlantis and occasionally in lands where the Atlanteans once ruled. Some say that these ancient groves are haunted by the shades of Atlanteans angry at never having received the proper rites.

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ATLANTIS: The Second Age Gladiatorial Games

The Symbol of Atlantis It is known far and wide that the great black bull with the sun blazing between its large upturned horns represent Atlantis. The bull is known as Osorapis and represents the virile and strong island nation of Atlantis while the sun disk represents the power and might of Olódùmarè residing overhead. When the sun shines on the great obsidian mirrors, every aspect of Olódùmarè can be seen in the Orixa’s light that is reflected.

Many an adventurer has made his name providing a rare or unusual delicacy to an Atlantean lord. There are treasures other than gold and good steel. Thalmia, Triton Sorceress

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Although there are successful free men and women who become gladiators for the chance at wealth and fame, the vast majority of gladiators in Atlantis are indentured servants and slaves. There are a few who remain gladiators after their term of indenture is over, but most gladiators rarely emerge unscathed from the sands of battle. Nethermen and Andamen make up the majority of gladiatorial slaves, but gladiators can be of any race and from nearly any nation, although Atlanteans and Jinn are exceedingly rare. A few critics decry the games as cruel, but the vast majority of Atlanteans find them both exciting and trendy, occasionally exceeding chariot races and opera in popularity. Some events even combine these other pastimes, featuring combats on the sands of the arena while singers perform on raised stages above the fray. Most games ostensibly involve two or more individuals fighting to the death, but in practice the games are far less lethal. Gladiators are taught to avoid killing blows and will give quarter to a fallen gladiator, allowing all to live to fight another day. Truly lethal games do occur with some frequency as convicted criminals, slaves taken in battle, or those who have amassed massive debts each gamble their lives on a shot at the freedom of a one-way passage from the shores of the Empire. The ostensible winners of such blood sports, scarred and wounded, are allowed passage to some foreign port, though they are usually chained for the duration.

Slavery Slavery is a part of the natural order of the world as far as the Atlanteans view it. Those that are born to serve or who allow themselves to serve should be provided a place to work in the manner that the world intended. Why should an Atlantean do the work that a beast can do? If that beast happens to be an Andaman or a Human, then so be it. The Atlanteans do not consider themselves to be cruel with their slaves, and most grow fond of a long-serving slave or three that are treated as part of the family, in the same way that others would consider a beloved pet as being part of the household. Slaves can be freed if they serve their house well, and some are awarded with some amounts of wealth on their own. It is not uncommon for an Atlantean approaching death to free a favored slave. There are tales that one of the Atlantean kings of the Golden Age gave an entire island kingdom in Elysium to a favored slave. Slaves in Atlantis are given rights under Atlantean law and masters who treat their slaves with cruelty are frowned upon. A slave may be beaten for a transgression, but never in excess. Killing a slave is only justifiable if the slave committed egregious acts against his master or his kingdom, or if an Atlantean child was harmed. Many Atlanteans who sire children with slaves my claim the children as their own or allow them to be raised by their non-Atlantean parent. Slave children are never considered True Atlanteans because Atlantean law states that it is illegal for Atlanteans to be slaves. In any case, most of these children more closely resemble their non-Atlantean parent. Indentured servitude also exists in the city of Atlantis. In order to pay off debts, to gain a moderate sum of money, or as punishment for certain crimes, citizens of Olokunia can temporarily place themselves into indentured servitude for a period of up to seven years. For the duration of this time, the individual can be bought and sold as freely as slaves are in other parts of the world. However, since tradition prevents Atlanteans from being slaves and many view indentured servitude as little more than legal slavery, the majority of indentured servants are criminals, impoverished crafters, or former soldiers seeking a way back out of poverty.

Marriage Most Atlantean marriages are arranged by the heads of the family to ensure that the bloodlines stay true. Family names and lineage are important to the Atlanteans, and some among them claim that they can trace their lines back to the shores of Gondwana. Many Atlanteans take a husband or wife, but then also indulge in many affairs on the side. A blind eye is turned to this practice as long as the unions do not sire non-Atlantean children that dilute the bloodline or endanger inheritance. All wealth and inheritances are passed on to the firstborn Atlantean child no matter the gender. In the case of twins, common for Atlantean births, the one with the brightest eyes inherits the bulk of the family fortune. Most marriages try to produce as many children as possible, and a large family is looked upon with great esteem. If for some reason one of the members of the marriage cannot produce children, a divorce is frequently granted. Otherwise, Atlantean marriages are forever. Those children who do not immediately inherit are encouraged to make their own fortune. The world is wide and there is nothing that the Atlanteans cannot build from it.

ATLANTIS: The Second Age Religion The Orixa are seen as the only thing greater than the Atlanteans, and are paid their due in tribute in the great dark temples built to house their mirrors. Every home has a small shrine to the gods, usually with a particular Orixa given a place of prominence as a household patron. Mirrors are ubiquitous in an Atlantean home and usually the gilded obsidian mirrors are in every room. Most foreigners who do not worship or understand the Orixa believe the Atlanteans are just vain because of the number of mirrors in their home. Atlantean Slavery All of the gods are given a place of honor at their table, and in religious homes a portion of every Slavery in the Atlantean meal is given to the gods as a votive. On holy days, the entire country pays homage to the Orixa Kingdoms may be traditional, with great public offerings of animal sacrifices. and the Atlanteans may speak with fondness of specific slaves, Food but the life of a slave for many is Atlanteans love a variety of foods, and are very cosmopolitan in their eating habits. Having once no life at all. There are horrors in ruled the world, and still enjoying trade with ports across the seas, the Atlanteans have imported the Atlantean slave pens that are many exotic dishes from distant lands. All Atlantean food tends to be spicy, hot, and full of potent rarely spoken of by light of day, flavors. An Atlantean diet mostly consists of different types of seafood, spiced with powerful herbs and many Atlantean criminals are and salts. Many types of beans and lentils are often eaten along with several exotic pastries flavored only called such because escaping with chocolates, honey, and spices. to freedom is a crime against the Honey steeped in water is the preferred drink of the island, sometimes augmented with other state. spices or teas. Atlanteans prefer wines, shunning meads and beer as drinks for lesser races. Atlantean Caerwyn Ironjaw, Lemurian wines are often sweet, sometimes tart, with most made from the large red cranberries found on the Scholar northern part of the island.

Fashion For the Atlantean, cloth and clothing is an important indicator of wealth and status. Most Atlantean clothes are made from cotton or silks, and make use of muted colors with white, paleblue, and faint-orange dominating the color palate. At least one garment of any ensemble will have an intricate pattern unique to the family upon it. This pattern is woven with orange thread, or actual gold or orichalcum thread if the family is wealthy. Most clothes consist of long, layered robes, divided at the waist with a large embroidered belt, and a light shawl that can be worn as a cloak. Women dress simply, but do not wear the belt as it is considered masculine. Footwear usually consists of simple sandals or slippers made from leather or hemp, tied with leather or hemp laces.

Jewelry All Atlanteans, no matter their status or wealth, wear earrings. These tend to be gold, but wooden or obsidian jewelry is not unheard of. Glass and pearl beads are commonly woven into the hair along with brightly colored wooden loops. Women adorn their heads with strings of gold or amber beads infused with bright colors. These beads hang from the tops of their heads, dangling in the center of the forehead usually with a large jewel. Nose rings, hoops, and lip piercings are also commonly seen. Atlanteans adorn their fingers with as many rings as possible, some even topping their fingertips with golden caps. Many of these rings carry some significance to their owners, purchased or given after notable successes or victories. The only metal that an Atlantean will never wear is silver, as it was the metal most closely worn and associated with the reptilian races. While it is used as wealth, it is never used for adornment.

There’s a lot more than songbooks in the Great Library. The deep vault, situated half a mile beneath the library, contains books of lore the ancient Atlanteans considered too dangerous to use but too important to simply discard. Grostanian, the chief librarian, is extremely paranoid and more Cosmetics Male and female Atlanteans wear cosmetics, primarily around their eyes. The palette is typically than a little mad. Thalmia, Triton Sorceress black, blue, or orange with metallic flakes of gold or orichalcum worn by the wealthy. The eyes are heavily adorned with the colors, painted mask-like around the eyes with a single stripe running down their noses. Arms, hands, and feet are frequently decorated with henna in dots and swirling lines reminiscent of ocean waves.

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ATLANTIS: The Second Age

Amphisea

(Am-Fih-SEE-A) The jungle kingdom of Amphisea lies on the most southerly point of Atlantis proper. Amphisea’s steaming jungles teem with life but are ravaged by regular earthquakes and ferocious thunderstorms. The sky here is marred by ash clouds thrown up by the chain of volcanoes that dots the central mountain range. Shiploads of wild animals depart daily from the capital city of Ampator, destined for amphitheaters and menageries all across Atlantis. The people here are skilled animal handlers, training all manner of beasts as pets and guardians. The inhabitants even train baboons to pick fruit. The Amphisian jungle hides the ruins of several Golden Age cities. Only the foolish or desperate seek to plunder them as these ruins harbor monstrous beings born of sorcery and unquiet spirits seeking vengeance on the living. The ley-line roads that once led to these ancient ruins are now little more than animal trails and assorted rubble. Human, Andamen, and Nethermen tribes prey on unwary jungle travelers and more than one tribe has cannibalistic tendencies. Because of the constant heat and humidity, Amphiseans wear little clothing and almost all of it is made from the lightest linen. Those from colder climes may find themselves embarrassed by the Amphiseans’ lack of modesty. Jewelry signals status to the Amphiseans, so much so that there are a series of popular jokes surrounding the amount worn by their high-ranking nobles. Civilization clings to the coastline where the temperature and humidity are more bearable. Ley-line roads link together the port cities of Caprar (KA-prahr), Likong (LEE-kong), Marena (ma-REE-na), with the capital, Ampator (AM-pa-tor), home of the prince of Amphisea. A number of small resort towns capitalize on the hot springs common to the land.

The Vril lines no longer run to the ancient workshops and laboratories in central Amphisea, for those places once birthed horrors that were used against the enemies of the Atlanteans. Though the Atlanteans do not yet know it, the Vril lines in Amphisea have been shifted on purpose. There is some concern about the devastation these changes may wreak on the inhabitants of the island, but at least there may be Ampator, The Living City fewer monstrosities born there. The massive port city Ampator is the capital of Amphisea. The city gained its nickname because Caerwyn Ironjaw, Lemurian of the vines that coat every building and form a canopy over many of the streets. Scholar The entire city gives the impression that it is part of the jungle. The vines are not natural but instead are carefully planted and tended for their insect-repelling properties. The Palace of Emulsive Delights serves as the prince’s seat of power and consists of hundreds of rooms, each with its own special bathing area. Even the corridors and service rooms have pools of various temperatures with different combinations of bath salts and other soaks. Twenty years ago the city was struck by a plague brought in by sailors from Diaprepea. Since then, the city has some of the strictest customs inspections in Atlantis; they go so far as requiring health checks for the crews. The harbor has two Vril cannons that have been used more than once to destroy vessels suspected of trying to land while bearing plague.

Autochthea

(aw-tow-CHEE-a) (The Sea Of Lost Souls) Though it is still listed in the rolls of the Atlantean kingdoms, the land of Autochthea, home to the Golden Age capital of Attalus, was destroyed during the Cataclysm. The remnants of this once fabulous kingdom now lie at the bottom of the Sea of Lost Souls. In its day, Autochthea was renowned as the most important trading center in the world. Into its ports came ships laden with the spoils of the Golden Age Atlantean conquerors. The coffers of its cities overflowed with such incredible riches that many of its buildings were plated with precious metals. When Prince Quetzlan’s weapon struck Autochthea, the Barrier Ridge that guarded the low-lying valley kingdom crumbled and the waters of the Atlantean Ocean rushed through the gap to drown the unfortunate land. What the weapon didn’t annihilate, the ocean drank up and hid from the sight of mortal men. The Sea of Lost Souls is now a cauldron of terrible, necromantic energies tainted by the deaths of millions of men, women, and children. Those that die on or near the Sea are destined to rise up again to haunt the living. The sky above the sea is permanently shrouded in dark clouds and strange lights are seen over and around the black waters. Sailors from Eudea and Elassippea, who sometimes dredge the shallow sea in the hopes of finding lost treasures, speak of a ship made of seaweed and crewed by ghosts that protects these waters.

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ATLANTIS: The Second Age Attalus’ three great Vril pyramids survived the cataclysm, but were terribly damaged. They now spew raw Vril from cracks in their stonework. The Vril energy flows upwards, boiling the sea around the pyramids, and forming Vril-infused water spouts that have unpredictable effects on anything they encounter. The Atlantean government pays a fortune to Triton tribes to scavenge the lesser cities surrounding Attalus for lost lore and other treasures. Originally, the Tritons were paid to loot Attalus itself but none of their expeditions returned and now they simply guard the city gates, turning away those foolish or evil enough to want to enter. The last expedition to enter the city was lead by the legendary Jinn sorceress Mei-ha-tari; the party consisted of dozens of powerful Triton warriors and a number of their shaman. Mei-ha-tari returned alone to the waiting ship almost insane with terror, whispered to the captain that “the beginning all things” lived in the city, and then transformed into water, never to reappear. The restless dead are common around the Sea of Souls, but once a year, on Wayeb, the situation becomes much worse. For five days the ocean level dips by about three to five meters and the dead rise up to plague the land. Some of these hapless creatures are little more than figments of memory given form, still trying to escape the disaster that killed them centuries ago. Others are much more dangerous, wrathful and filled with malicious intent; these wraiths seek fresh victims to add to their ever-growing army of the undead. Olokunia, Elassippea, and Eudea station troops at their borders at this time though the situation is getting worse by the year and the farmland around the borderlands is showing signs of a strange rotting disease.

The Tritons that guard the gates of Attalus are a dour breed, volunteers that serve so that their families can gain the rich rewards offered by the Atlanteans. The duty is considered a suicide mission, with most of the guards simply vanishing, either wandering off in madness or dragged down by the ghosts that haunt this region. Their tribes are well compensated by the Atlanteans but the loss of life is staggering. Thalmia, Triton Sorceress

Azae

(A-ZAY) Directly south of the main Atlantean continent is the island of Azae. Similar in climate and terrain to Hesperia, Azae is the most active of the satellite island kingdoms of Atlantis. Due to the convergence of winds and currents, it is easier for sailors from Tamoanchan and the southern reaches of Gondwana to sail to Azae than other Atlantean ports. Because Diaprepea to the south is so sparsely populated, Azae is the southernmost center of Atlantean power and one of its largest naval centers. Its naturally deep harbors teem with ships, including permanent squadrons from Atlantis charged with guarding merchant traffic on the various surrounding sea lanes. All of this makes Azae an important economic center. Most Azaeans work closely with the sea. Professions such as dock workers, merchants, fishermen, and service in the Atlantean navies are all commonplace. Four port cities dot the Azaean coastline: Gaharba (ga-HAR-ba), Korva (kor-VA), Mamura (ma-MU-ra), and Karkanna (kar-KAN-na). Warehouses, shops, inns, and taverns do brisk business in these cities. Both Mamura and Karkanna have dock areas that are actually larger than their respective cities and rival some of the major seaports of Olokunia. Because of the near-constant ship traffic, which has almost reached a level equal to the Golden Age, non-Atlanteans make up the bulk of the population of Azae. Taxes on these “foreigners” go to fill the Azaean Queen’s coffers. Traditionally, True Atlanteans pay no taxes in Azae, but instead must serve in the kingdom’s navy for five years or pay for a mercenary substitute. Other revenues are generated through port fees and tariffs. Most merchants tolerate these fees, which can sometimes be exorbitant in comparison to other lands, because of the reputation the kingdom enjoys when it comes to the safety and security of its sea routes. Citizens proudly boast that no corsair has ever successfully penetrated the net of Azaean warships patrolling the nearby seas. In truth, however, the Azaean monarchy issues letters of mark to enterprising captains and their vessels. As long as they ply their illicit trade far from Azaean waters, they can sell off loot and have their vessels serviced in Azaean ports. Because of this, organized crime and petty theft are exceedingly common in the four Azaean port cities. Unlike the other four cities, the capital of Azae, Surkan (sur-KAN) is located inland. It is less commercialized than the ports with smaller populations, but it does contain a pair of Vril circles in the nearby countryside. Surkan also hosts a small naval garrison in the large lake neighboring the city. These vessels patrol the wide river that descends to the coast and frequently serve to display the monarchy’s might.

Unseen Cargos Azae’s military governors and tax collectors frequently take their coin directly from ships that enter the harbor and occasionally from those who are leaving. Since crews change frequently, they are seldom noticed, and thus it is possible for enterprising individuals to find passage into and out of Azaean ports without being seen simply by being out in the open. Caerwyn Ironjaw, Lemurian Scholar

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Diaprepea

Kadesh produces good warriors that some say rival the fighting men and women of my beloved homeland. All lies! It’s more Atlantean propaganda to shore up the egos of a declining people. I would pit my sword arm against Atlantean-bred warriors any day. Donobey of Nubia

The Arcanum

Starting originally as a cabal of scholars hoping to find lost Golden Age artifacts and lore, the Arcanum has become much more. In the year 10 M.K. the Arcanum’s mandate was to find the eldritch knowledge lost in the cataclysm and to restore the island nation to its former stature. Some of that found knowledge shocked and disturbed the scholars, who quickly recognized that what was let loose upon the world was far darker than they had imagined. The wars of the Atlanteans inadvertently stirred the dreaming gods who will soon awake and cleanse the world of their errant dreams. It was evident that it had already started with the new supernatural threats that seem to spring whole and complete into the world. Many new

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(dee-ah-PREP-ee-ah) Diaprepea is one of Atlantis’s satellite island kingdoms. Immediately south of Azae, it is a relatively poor kingdom. Much of its arable land and several Golden Age cities were lost in the deluge of the Great Cataclysm. Only one notable city remains, spared due to its location on the island’s highlands. Mehedra (meh-HED-ra) sits atop a ridge overlooking the southeastern seas, with steep cliffs dropping away from the city’s walls to prevent attack on three sides. Mehedra’s sole Vril pyramid was damaged in some way during the Dark Ages. Ever since, it has been sporadically failing, but it does illuminate some of the night sky with a brilliant jet of emerald flame that reaches high into the air above the city. The Diaprepeans are renowned for their martial prowess, a tradition dating back to the Golden Age, and one that the citizens are very proud of. While few merchant ships visit this small island, military vessels can frequently be found in its waters patrolling, escorting Gondwanan merchantmen, or hiring marines and other troops. Tradition holds that the Diaprepean monarch must have served in the Atlantean military (army or navy) for at least a decade. Like in Olokunia, Eudea, and Azae, both men and women serve in the military and treat one another as equals. Elite units of the Diaprepean infantry often serve as members of the Royal Guard in the capital city of Atlantis. A large military academy is based in Mehedra, but conducts classes across the entirety of the island. Currently run by a former Diaprepean monarch and his Nemean captain, the Academy of Kadesh (kah-DESH) is open to anyone willing to serve. Kadesh squadrons are renowned for being some of the finest mercenaries in the region, and its commanders are sought after for military advice around the world. A second Diaprepean academy, the Academy of Halule (ha-LOOL) lies lost somewhere in the heavy jungles of the island’s interior. Legend has it that Halule was working on a third great warrior race for the Atlanteans to replace the failures of the Nethermen and Andamen, but the work was interrupted by the Great Cataclysm. Stories claim that the ruins of Halule are a veritable tomb of horrors from whence all sorts of monstrosities occasionally still emerge. There are several bands of Nethermen in the jungle interior, sometimes joined by cast-offs or failures of Kadesh, that will band together to launch raids against Mehedra or one of the minor ports. Infrequently such raids are accompanied by monsters, possibly from Halule, but the Diaprepeans have, thankfully, always repelled such attacks. The island holds several Golden Age ruins. The majority of these are actually situated off the Diaprepean coast in open waters, their tops breaching the waves and coral formations now guarding their submerged entrances. The infamous City of the Drowned, Domanu (doh-MAN-oo) rests off the island’s southernmost point. Despite stories that the towers of Domanu are dry and secure beneath the waves, the emanations of its half-submerged pyramid have also drawn a colony of Makara who fiercely guard the sunken city as if it were their own.

Elassippea

(el-ah-SIP-pee-ah) The rolling hills of Elassippea were a great center of Atlantean culture during the Golden Age. A pastoral countryside dotted with several large and important cities, Elassippea was a center of trade, horse-breeding, ship-building, and agriculture. However, when the Cataclysm swept over these lands, it took with it all the best that the Elassippeans had built. The Dark Ages hit the kingdom harshly, leaving much of the land undeveloped and under-populated. Much of the region today is divided between herders, nomadic hunters, and the occasional farmstead. The original royal family, the Line of Elassippus, who traced their lineage back to Gondwana, perished long before the end of the Golden Age. Legends dating back to that time claim that a rebelling band of nobles assassinated the royal family because of their infamous excesses. As a result, there is a tradition amongst the nobles of Elassippea of struggle against tyranny and authoritarianism. The irony that the Atlantean nobles themselves are seen as tyrants by some of their subjects is frequently lost or ignored. Servants who speak out are quickly silenced. Wooly mammoths roam the hills of Elassippea today. While there are always wild herds, most of these majestic beasts are bred to be used as beasts of burden; turning waterwheels, dragging immense plows, and the like. Contingents of them have also been trained to serve the Elassippean military as beasts of war. The capital of Elassippea is Zarzis (ZAR-zis), a port on the Sea of Lost Souls. Still a center of trade and commerce, it boasts a handful of Vril circles dotting the neighboring farmlands. The royal

ATLANTIS: The Second Age palace in Zarzis sits unoccupied. Built by the original royal family, tradition in Elassippea since their fall has been that while the reigning monarch now rules from the buildings of state in Zarzis, they live in their own manor, wherever that may be. Stories that the ghosts and shades of the assassinated family still haunt the royal palace are not dismissed, but only spoken of in nervous whispers. Five other notable locales exist in Elassippea; all of them build upon the sites of older Golden Age cities. Two of these, Chaha (CHA-ha) and Suso (SU-soh), sit upon the western shore amidst the cleared rubble of ancient cities. Collapsed Vril pyramids mark the shallow harbors where merchants and traders come to meet with nomads and shepherds. Two other locations, Paria (pah-REE-ah) and Motua (mo-TOO-ah), are focal points for ranchers and huntsmen. Built directly upon the ruins of the past, these two cities bear pyramids which were ruined during the Cataclysm. They occasionally emit strange noises and disturbing lights that cause fear among the natural creatures of the area. Paria is also notable for its population. Comprised mostly of Andamen who have carved out an existence relatively free from direct Atlantean rule, the Parians have begun to push for recognition as a separate and legitimate kingdom, or at least city-state, of their own. The fifth site, Helioselen (HEE-lee-OH-see-len), is the largest and most intact of Elassippea’s ruins. However, it is infamous as a hideout for brigands, where bandits ally themselves with monsters and worse.

Eudea

(YOO-dee-ah) Situated on a peninsula that juts out toward the Sargasso Sea, Eudea is one of the smaller Atlantean kingdoms. The kingdom suffered great losses during the Dark Ages, including its only active pyramid, but has recovered economically due to a series of calculated decisions by its monarchs. Terraced gardens and vineyards provide a scenic backdrop for the wealthy capital city of Goldar (GOL-dar), renowned in modern days for being a supplier of a variety of herbs and plants, many of which are useful in the preparation of alchemical mixtures. The fabled Marble Towers of Goldar are also home to a number of renowned sorcerers, tolerated by the populace and welcomed by the traditions of the monarchy. Due to the collection of magical knowledge that resides here, alchemical and magical materials tend to be sold at a lower cost than elsewhere, a fact that only serves to draw others interested in the arcane arts. Since the end of the Dark Ages, the Prince of Eudea has traditionally been at least a novice when it comes to alchemy so that they might understand the benefits and dangers of such merchandise. Eudea’s only other major city is Valum Chivum (VAL-uhm CHEE-vuhm), a trading port that is frequented by vessels heading to and from Eria, Tamoanchan, and Antilla. Atlantean warships pay visits to the port, but few remain for long for the port is well-fortified against sea attack. Bands of Makara sea-devils instead attack homesteads along the coast, while bands of Tritons visit the port to trade with merchants. Navigators, seamen, cartographers, and mercenary guards are all sought after in Valum Chivum because of the number of expeditionary forces that periodically depart for the lands of the far west. Eudea offers contracts to such individuals trading outfitting gear in exchange for first purchase rights to the wonders successful explorers bring back: maps, trade goods, exotic plants, and especially artifacts from the Golden Age. All of this results in merchants from Valum Chivum to Goldar, supplying a great deal of rare and exotic merchandise from alchemical products to Vril-powered items to purported maps of First Age cities lost in the Cataclysm.

Gadirea

(ga-DEER-ee-a) The mountain realm of Gadirea is second only to Olokunia in strength and stability, having retained much of its Golden Age power and prosperity. The kingdom’s western border is the line of the Atlas Mountains, which largely isolate it from the rest of Atlantis. The kingdom is famed for its mineral resources. This vast wealth, mined from the eastern banks of the mountain range, has made Gadirea one of the most powerful kingdoms in the empire. The Cataclysm was a double-edged sword to the Gadireans, as the heaving mountains exposed new mineral veins while simultaneously destroying most of the existing mining operations. Gadirea has the second largest population of the Ten Kingdoms. The largest city is Kabir (kaBEER), the capital. Kabir is an inland city that dominates the major junction of ley-line roads. The

creatures crept from the wilderness and unspeakable power became available to necromancers from dark, halfdreamt voices. Compounded with the machinations of both Ba’al and Set, the world would be consumed from both ends by cosmic horrors with agendas that could only spell doom for the unsuspecting races of the world. At first they tried warn the populace of the impending dooms they had discovered but those warnings fell on deaf ears. The cold truth was that what they knew to be true, no one would believe. The scholars set in motion a plan to save the world from itself by recruiting from the varied peoples of the world— the best and brightest, not just scholars but warriors and sorcerers. Realizing that the task of finding and obtaining the lost lore, physical or otherwise, was one better suited for more rugged and adventurous sorts, the Arcanum gave way to what it is today. This secret army operates in the open under the disguise of a university looking to restore the grandeur of the Atlantean people, but its real agenda is to find the evil that stirs in the shadows and root it out. The Elder Gods could never, must never, wake.

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Valum Chivum is one of the few air-breather cities in which I feel comfortable walking around. Tritons are very common here and nobody gives us a second glance. The Merchant Princes of Eudea have a generous standing offer to any Triton tribe that wants to set up a colony, but my people are aware that this is simply a ploy: they hope that we will fight the Makara for them. Thalmia, Triton Sorceress

second major city, and Gadirea’s only port, is Cardigiawn (kar-DIG-e-awn), located on the Bay of Dyved (di-VED). Because of the multitude of rocky shoals near this harbor, landing at Cardigiawn is exceedingly dangerous when the winter winds set in. As a result, much of Gadirea’s trade is carried south along the ley-line roads, to the port of Atlantis. The foreign population in Gadirea is large and diverse, making the food here some of the most interesting in Atlantis. The climate in the Gadirean Mountains is cold and harsh, and clothing tends to be heavier. Furs are common, with bear, deer, ram, and griffon being popular. Long, heavy linen tunics are worn by most, and thick cotton robes are also considered fashionable. Gadireans tend to be wary and don’t give their friendship easily; once you win one over, however, you can expect them to give their life for you. Numerous tales are told of Gadirea’s mountains, from stories of lost mines, chilling accounts of cannibal ghosts, and rumors of hidden cities with walls of gold. Prospectors speak of finding a hidden valley where hundreds of giant humanoid statues stand in rows, each one with a massive hole in their chests over the heart. One of the greatest mysteries surrounds Mount Hazred, the tallest peak in the Atlas Mountains. This lonely mountain stands apart from its fellows and is permanently shrouded in thick fog banks. Unearthly screeching noises regularly echo through the mists. Numerous mining expeditions have failed to return from Mount Hazred and it is widely regarded as cursed.

Mestea

(mess-TEE-ah) The island kingdom of Mestea is the northernmost point of the Atlantean Empire. Few Mesteans travel the interior of the rocky and forested island, instead keeping to the ley-line road that circles the coast from the fishing port of Promeus (pro-ME-us) in the north to the capital city of Klymeus (kli-ME-us) on the southern coast. Promeus is primarily inhabited by fishermen who ply the seas nearby, amber-miners who dredge the local marshes and swamps, and woodsmen who bring in fallen timber, furs, and hides, as well as the merchants who trade in all their wares. A disreputable city, known as something of a last stand for fugitives from Atlantean justice, smugglers of contraband and stolen merchandise, corsairs, and pirates frequently pay visits to the port. The few Atlantean warships that travel this far north would rather be somewhere else and rarely stay any longer than it takes to make a show of force and reestablish Atlantean superiority. In contrast, Klymeus is an active city situated on a hill, overlooking a large port. The Saros observatory, renowned since the Golden Age, perches atop the highest peak in the city. This ancient facility survived the Cataclysm, but sat largely dormant during the Dark Ages. During the early years of the Dark Age, extensive repairs and additions were conducted at the Saros Observatory. It now boasts a pair of large telescopes with polished orichalcum mirrors and crystal lenses, as well as a variety of other astronomical instruments. All of these find frequent use as astrologers( and the occasional magician) from various lands come here to study the movements of the stars and planets in the heavens, in the hopes of predicting the course of future events. Foreign dignitaries, nobles, and other notables often visit Klymeus seeking the advice and counsel of its sages regarding events in both the past and future. Scribes, chart-makers, and scholars all live and work in the village in hopes of one day working in Saros. The astrologer-priests who maintain the Observatory are said to have found evidence of past battles in the scars and craters of the moon, but whispers in the ports claim that the holy seers have spotted something dangerous looming in the future. A ruined Golden Age city, Minoeus (min-OH-ee-us), sits deep inland. Destroyed before the Cataclysm, Minoeus was never repaired. Stories hold that the ruins are now overgrown and crumbling. Nonetheless, the towers and mines below the ruined city are called home by a large group of diseased and afflicted humanoids. Many of these lepers are simply ill, but an increasing number of them bear the marks of alchemical mishaps and sorcerous mistakes. Tales from Promeus claim that there are even a number of unconventional individuals who have chosen to dwell in Minoeus so that they can conduct unorthodox experiments undisturbed.

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Mnesea

(ne-SEE-ah) Opposite Gadirea in the Atlas Mountains, Mnesea is a land of mines. Iron, tin, gold, silver, and copper are all commonly found in Mnesea and much of the local economy is based on mining and metalworking. Most of these raw materials and worked ores are used within the Atlantean kingdoms instead of being shipped abroad. Mnesea’s coasts boast no large bays or harbors, and few settlements. The coast is largely choked by the Sargasso Sea or filled with treacherous reefs and shoals. The local trading fleets are smaller than other Atlantean kingdoms because this land possesses no Vril circles or pyramids. The only sizable city in the kingdom is the port of Mneseopolis (ne-SEE-ah-PO-lis). The remaining settlements are mining and agricultural towns spread throughout the mountains and valleys, linked by a tenuous network of fading roads. A single ley-line road connects Mneseopolis with Kabir across the mountains and Chaha further down the coast. All Atlantean Mneseans serve in the kingdom’s military for a period of no less than five years. During the Dark Ages, the monarchy forbade the use of hired mercenaries in place of noble service, and since then the Mnesean military has risen in prominence. Mnesean mountaineers served notably in both of the Amazon Wars, both against the Amazonian empire, and later against the Gorgos. Now that there is little need for an active military in Mnesea; the government and monarchy uses her troops as mercenary soldiers throughout the hemisphere. Mnesean military units tend to serve together. Military rank is a source of pride and prestige among Mnesean Atlanteans, even after active duty is completed, and a significant portion of the citizenry make a lifelong career out of military service. As many of its citizens spend a great deal of time in pursuit of martial prowess, the kingdom relies heavily upon a human merchant class and a numerous slave population. Andamen slaves toil in the mines, and are occasionally preyed upon in the dark depths by unseen things. Escaped Nethermen form tribes and bandit circles in the mountain passes, at least until they are cleared away by Mnesean infantry patrols. Uprisings and revolts amongst the slaves in various mines are a periodic occurrence, and one that is a continual worry to the other Atlantean kingdoms who rely heavily upon the substantial mineral resources of Mnesea. The mountain peak known as Lascia (la-SEE-ah) once produced a great deal of ore during the Golden Age. As its veins, tunnels and excavations yielded less and less ore, it was gradually turned into an improvised prison. Criminal refuse of the empire was sent to toil in Lascia, locked away and forced to toil unceasingly. A guarded tunnel at the base of Lascia winds over a kilometer into the mountain and ends at a great bronze door fifteen meters tall and ten meters wide. Generations of slaves, criminals, and failed experiments have passed through those doors, forgotten by the Empire, never to be seen again.

Olokunia

(OL-O-kun-E-ah) Traditionally regarded as the most prestigious of the Atlantean kingdoms, Olokunia is considered a great and powerful nation in its own right, that it is also the center of the Atlantean Empire is a jewel in its crown. In many ways it is the heart of the Empire, a center of trade, culture, and learning with traditions echoing back to past ages. The Plain of Obatala remains the heartland of Atlantean farming. Plantations owned by nobles and small farming villages populated by slaves dot fertile valleys across the plain; though large areas have now reverted to wilderness, grazed by herds of wild animals and haunted by outcasts and bandits.

I’ve heard rumors that a new power has arisen in Lascia. This power is alternatively described as a brutal Netherman imprisoned for mass murder, a necromancer whose undead minions tunneled into the prison, or a dark spirit of despair that arose from the amalgamation of a thousand damned souls. I hope that bronze door is very thick. Thalmia, Triton Sorceress

It is so very easy for a Triton to travel around Olokunia — the vast network of irrigation canals, plentiful rivers, and deep lakes make this place a haven on land. It’s also really easy to make your escape after a second-story job…if you take my meaning. The wilderness areas are no less plentiful or deadly than any other kingdom, however, and you should swim with care. Thalmia, Triton Sorceress

Four great cities circle Lake Kivu (kee-VU), built on and from the ruins of Golden Age cities. Findias (FIN-dee-ahs), Gorias (GORE-ee-ahs), Murias (MOO-ree-ahs), and Falias (FAL-ee-ahs) have been largely rebuilt to their Golden Age splendor, each replete with plazas, gardens, monuments, and amphitheatres built in Atlantean architectural styles. Many of these recent constructions have reused the very stones of the past, salvaging marble and granite, obsidian, and iron where they can. Largely reduced in population from their height in past ages, each of these cities tolerates piles of rubble and ruins either nearby or sometimes within the very heart of their boundaries. These ruins occasionally shelter runaway slaves or host illicit meetings. Greater than all of these cities is the city of Atlantis (at-LAN-tis), capitol of the kingdom as

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The Osorapeans (The Black Guard, the Osors, the Dark Sons)

The capital city of Atlantis is guarded by an elite guard known as the Osorapeans. Dressed in steel and black leather with the symbol of Osorapis on their helmets, the Osorapeans are the best trained, best equipped fighting force in the city. Above all, the Black Guard’s mission is to see to the well-being of all Atlanteans in the city, and to keep the peace. They are given wide latitudes when pursuing these goals and covert operations are not unheard of when dealing with some of the less savory characters dwelling in the jewel of the Atlantean Empire. No one dares to make a stand or even confront the Black Guard and it is best to leave the city if one harms or actually kills one of their members. Before one can wear the helm of an Osorapean, they must train on the island of Diaprepea at the academy there for two years. Once the training is done, the man or woman is considered near-nobility and may pass along some of the benefits to their firstborn child. All Osorapeans are considered equal, and this is one of the only ways nonAtlanteans can achieve some sort of status in the city. Housing is provided in a district close to the harbors for the Black Guard and their families, and they are well protected and looked after. Some fear that the Guard are amassing too much political power and will and are looking into ways of bringing down the force. Those caught in the middle should beware.

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well as capitol of the Empire. Described as the foremost wonder of the world at its height, Atlantis still clings to prominence, holding tight to its traditions while spreading its influence far and wide. The regent of Olokunia traditionally resides in a prodigious tower of black stone, Vril-glass, and orichalcum built during the height of the Golden Age. This same sovereign is also the ruler of the Atlantean Empire and in that capacity is known formally as the Lord of All Seas. Olokunia is the most populous of all the Atlantean kingdoms, and home to the largest foreign population as well.

The City Of Atlantis Despite the widespread devastation caused during the Great Cataclysm, the city of Atlantis managed to survive, though it was not unscathed. In the ages since, some locations have been rebuilt or restored, while other parts of the city seem to be in a state of arrested decay. Sprawling and massive, the city remains one of the largest in the world and it frequently inspires awe in visitors who see it for the first time. Atlantis boasts a sizable port district that is, in turn, supported by a wonder of the past: the vast Canal of Olokun. Many hundreds of kilometers long, still lined in places with polished marble, the Canal of Olokun was originally constructed to allow the passage of ships from the ocean to Atlantis and further inland to Lake Kivu, as well as provide additional irrigation to the surrounding countryside. Dotted with locks along its length, the flow of the canal controls the passage of freshwater out toward the sea as well as allowing ships powered by either oars or crystal matrices to travel in either direction. Many of the ancient city’s major structures are built of finely hewn blocks of stone. The circular walls surrounding the city, and important islands within it, are all plated with various metals: brass, tin, copper, and orichalcum. The walls of the more important government buildings are plated with the same materials, but are also etched with whisping, geometric designs that appear to scintillate when the sun hits them from the correct angle. Newer structures tend to mimic the older ones in architectural style, and the wealthiest Atlanteans build in traditional materials, but constructions of wood and clay can be found away from the main thoroughfares. Spread over several islands, connected by the waterways of the Canal of Olokun, Atlantis has several notable districts. Wealthy Atlanteans travel in stately fashion through the city aboard boats powered by Vril or poled by servants. The poorer citizens of the city may hire such craft on occasion, but, like slaves in the city, they travel by foot around and across the veritable maze of bridges, streets, and alleyways. Dominating the city’s skyline is the Hill of the Orixa (uh-REE-shuh). The primary and most sacred site in the city, the pinnacle of this mount supports a large Vril pyramid. Built of polished white marble and inlaid with patterns of orichalcum, the pyramid is visible from a great distance by day and is lit by Vril-light and torches by night. The entire hill is surrounded by a high wall, guarded to prevent admittance to any but the extensive royal family, and the priests and nacaals who perform sacred ceremonies. During festival days, the gates to the temple grounds are open and the populace is free to pay their respects to the Orixa in the grandest temples upon the globe. The inner harbor or “Royal Harbor” is situated in the center of the Royal District where the Tower of the Sea Lord overlooks much of the city. In addition, palaces for each of the other kingdoms house the extended families of the nobility of the Empire. Elaborate gardens, the dwellings of nacaals and high priests, and the more modest homes of lesser nobles fill the remainder of the island’s space. Only authorized visitors are allowed into this district, which tends to be heavily patrolled by honor guards from each kingdom. Frequent ornate balls, exclusive operatic performances, and fanciful dinner parties are held here, and on such occasions both the canals and bridges into the district are filled with the riches of the Empire. Heroes of the Empire are also allowed residence, particularly during the most important festival of Olokun, Sea Day. The Royal District is said to have suffered the least since the Golden Age and it is a constant source of pride for all Atlanteans. Another notable harbor is the Heroes Harbor. This anchorage is surrounded by the Garden District. An ancient Atlantean university occupies a significant portion of the land here. Parts of it were destroyed after the Cataclysm, and in the Modern Age many of its buildings have been appropriated for other uses, such as art galleries and foreign embassies. Still, its tradition and prestige are strong enough that young priests, wizards, alchemists, and scholars continue to come here to be trained in the knowledge of the world. Anyone may visit here during daylight hours, but guardsmen patrol by night to ensure the safety of the treasures kept here. Tavern tales say that there are locked rooms in the University that hide forgotten laboratories and alchemical workshops.

ATLANTIS: The Second Age

Though such tales may be little more than fanciful rumor, the waters around Heroes Harbor are a constant source of pollution for nearby waterways as the effluvia of alchemical work unceasingly seeps into the canals. The Great Harbor is the largest public harbor in the city of Atlantis. Wealthy merchants and heroes from around the seas come here to unload their wealth and wonders. Vril-lights shine here day and night, both above and below the water. Warehouses and port facilities, fishermen and shipwrights, all make this area home. Adjoining the Great Harbor are sections of the city containing hostels, inns, tenements, and apartments for the poor and working class visitors, sailors, itinerant peddlers, and journeymen crafters. This Wharf District is poorly maintained and little of the Empire’s wealth has been spent to make any repairs here. Buried inside the Wharf District are large portions of the old city, half-submerged from the time of the Cataclysm. Amongst the rotting and slowly sinking buildings are a number of infamous gambling dens, saloons, drug dens, and ale houses. Petty crime tends to be rampant here and the city guard rarely investigates the thefts, burglaries, and muggings that occur unless an Atlantean is victimized. Stories of travelers, vagrants, and others who will not be missed vanishing from their beds or being abducted off of the nighttime streets and alleyways to be sold off as rowers or slaves in foreign lands are commonplace. A large ley-line concourse curves around one end of the Wharf District linking the Great Harbor at one end to the Garden District at the other. Known formally as the Boulevard of Dreams, the strip of businesses and manors along this Vril-glass road are called the Silver Ring. Merchantprinces, minor nobles whose fortunes are in decline, foreign princes whose status is on the rise: all of these and more live along the Silver Ring. Trapped between the opulence of the Garden District and the desperation of the Wharf, a ruthless and competitive spirit fills these courtiers and merchants, and rumors of their complex betrayals, trade wars, and the occasional murder plot fill every tavern. Near the external wall of the city is a district known as the Foreigner’s Quarter. The majority of foreigners and non-humans who are neither slaves nor gladiators live in this section of the city. Though there are no laws that forbid foreigners from living elsewhere, anyone who does not hold to Olokunian customs and styles of dress finds it difficult at best to rent or purchase housing anywhere else in the city. Within the Foreigner’s Quarter is a second neighborhood. called the Haunted Ward. Comprised mainly of ruins, unrepaired since the Cataclysm, as well as countless years of refuse and rubbish, the Haunted Ward is shunned by the sane and healthy. Eerie noises and strange lights occasionally emanate from the area at night, and during the day it is unnaturally silent.

I’ve traveled to the city of Atlantis several times during my journeys and each visit makes me hate the city and those that live there more and more. If not for my companions prying my fingers from around his neck, I would have killed the condescending merchant who scoffed at selling “a foreign brute a sword made of Atlantean steel”. Donobey of Nubia

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ATLANTIS: The Second Age Names

Names

Atlanteans and Hesperan

Atlanteans and Hesperan

Male

Female

Male

Female

Abidemi

Abeni

Olamilekan

Lelia

Abiodun

Abimbola

Olanrewaju

Lenore

Abioye

Adebowale

Olufemi

Ligia

Adegoke

Adetokunbo

Olufunmilayo

Lycoris

Adisa

Alaba

Olujimi

Lydia

Afolabi

Anthea

Olukayode

Mojisola

Agesilaus

Aspasia

Olumide

Monifa

Agis

Asta

Oluwaseun

Myra

Amadi

Ayo

Opeyemi

Nerissa

Antiochus

Ayomide

Peder

Olamide

Antipater

Bolanle

Qualyn

Olayinka

Ayodele

Cybele

Thamyris

Olubunmi

Ayokunle

Dada

Thanos

Olufunke

Ayotunde

Dayo

Theodosios

Olufunmilola

Babajide

Delbin

Theophile

Oluwasegun

Babatunde

Delphoine

Thespis

Omolara

Bamidele

Demeter

Titos

Oni

Borchuka

Eniola

Todor

Pelagia

Bosede

Eudosia

Uranus

Phaedra

Busiris

Eugenie

Vasilis

Simisola

Callimachus

Evadne

Wymaz

Temitope

Cassander

Folami

Xenophanes

Titilayo

Cheech

Gaea

Xenophon

Yejide

Cimon

Galatea

Yolo

Yewande

Darmanu

Gbemisola

Zephyrus

Yewande

Demosthenes

Grette

Zotikos

Zari

Ekundayo

Helen

Enitan

Helia

Euthydemus

Hera

Femi

Hesper

Halyu

Ife

Idowu

Ige

Ikantha

Jacinthe

Jeru

Jocasta

Kayin

Kaia

Kayode

Kairos

Lanre

Kalcya

Lekan

Kalonice

Metnu

Kama

Naul

Lalage

Olabode

LanaLeda

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Chapter 9: The Bottom of the Forgotten Sea

C

aerwyn crouched low and tried to hide from Anaboa’s stiletto-wielding lackey. She could hear the human picking his way through the maze of brass-lined caverns, expecting her to leap out and attack at any moment. Not likely to happen, Caerwyn thought bitterly, as she tried to stem the flow of blood from her leg and arm; too much blood and no sign of Thalmia, Donobey, or Agathon to lend a hand. They’d spent nearly two weeks on the wastelands of Anostos gathering materials to build a raft. Agathon had called upon the Orixa for aid, offering his own blood as sacrifice every morning. The offerings worked, the raft held together, the unnaturally clement weather guided them to a tribe of friendly tritons who’d seen them to a friendly port. Caerwyn and Agathon spent most of the voyage trying to figure out Anaboa’s scheme. The answer hadn’t been easy to find; materials all gathered from points which held geomantic significance, each one a confluence of lay lines and a potent source of Vril. Donobey, with his knowledge of his native land’s witchcraft, finally stumbled on the answer. The Vril samples Anaboa had taken would serve as sympathetic foci, enabling the Lemurian to tap the power of the ancient sites and focus it into some kind of ritual. This troubled Caerwyn deeply, not only did it smack of sorcery, something Anaboa never had an interest in before, but this type of gross manipulation of ley lines went against everything the Lemurians stood for. Once they figured out what Anaboa meant to do, a simple calculation led them to the geomantic focal point needed for his next step. And so here they sat, in an undersea complex of unknown origin, at the bottom of the Forgotten Sea. A variant of the Triton breathing apparatus allowed them access to the ocean’s floor; Thalmia’s magic providing illumination in the dark depths. The local Triton tribes knew of the hidden entrance. They gave dire warnings of monsters guarding the site. Shredded corpses littered the water-filled entrance tunnel; some undead, others creations of sorcery and science. The group felt no surprise when they emerged from a moon pool to find an Atlantean-designed Aquanos, heavily battle-scarred but still functioning, and of course, empty. The brass-walled complex made a labyrinth, filled with arcane runes and polished mirrors. Within minutes of entering the maze, the walls shifted. This happened again and again at seemingly random intervals, cutting off from each other. After minutes, or an eternity, of study, Caerwyn discovered a mathematical sequence in the openings and made her way to the center. This turned out to be a mistake. Caerwyn found a smiling Edris, standing in a coffin-like brass framework, seemingly made just for him, in the middle of a circular room lined with brass and orichalcum panels. Musodo’s Vril crystals hung mounted high on the walls at each compass point, with pivoting matrices attached to them, sending a steady stream of energy into the boy. Musodo and his human ally stood to one side, their faces blank, as if in a trance. Caerwyn hadn’t had a chance to raise her rifle before the human hurled a stiletto at her, pinning her arm to her thigh. She only just had time to escape back into the maze before he’d reached for a second blade. The human hunter stalked closer. Caerwyn used one of her bandoliers as a crude tourniquet for her leg. The arm didn’t seem to be bleeding as much; her fur combined with the clotting agent she’d used slowed her loss. The Lemurian reached for a bottle of “aquis volatile” to relieve her dizziness just as the wall behind her slid almost soundlessly into the floor, tipping Caerwyn onto her back. “Don’t move, Ape,” said a cold, inhuman voice. The stiletto pointed at her eye punctuated the sentence. Caerwyn froze in place

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as the human stood over her, his face twitching and covered in perspiration. She saw the conflict on his face, as if he were not in full control of his actions. Then it all made sense: Musodo acting out of character for months, though dangerous and determined to bring glory to his people, he had always operated by a code. Someone else sat at the reins of his mind. But whom? Edris now seemed the most likely choice; no simple child or kidnap victim, but what? She needed to find out. Caerwyn batted the stiletto aside and at the same time crushed the vial of “aquis volatile” in her left hand, throwing the remains into the human’s face. The human needed a dose of ammonia, broken glass, and lavender oil in his nostrils, it seemed; he looked on Caerwyn with new eyes. “W—what happened?” he asked, trying to clear his face of the stinking mess. “I broke Edris’ control over you.” Caerwyn said. “I’m not sure how long the effect will last. What can you tell me about what’s going on here, Human?” The man shook his head, raining glass from his hair. “I’m Dayn, Edris isn’t what he seems, he’s a Child of Ba’al. Actually, I think he’s more than one.” Caerwyn’s brow rose quizzically, “Some of what he knows passed to me when he controlled me. He’s some kind of living demon bottle, made to contain a dozens of them. He couldn’t access his full powers so he used Anaboa to do it. He could influence the mind over time, not fully control it, but some kind of subtle influence. He used Anaboa’s desire to bring about a new Lemurian Empire as a lever to control him.” Caerwyn shook her head, poor Anaboa, a victim of his own quest for power. “Edris is using the power of the ley lines to rip open his prison. He plans to tear open a gate to somewhere called the City of Brass, one that demons could use to escape it permanently.” Caerwyn remembered seeing references to the City of Brass in her studies. They had to stop Edris. “Enough talk,” she snarled, “we need to find the others now.” Dayn nodded mutely, following the Lemurian as she stalked away. Minutes later, Donobey, Agathon, and Thalmia joined Caerwyn and Dayn. While the maze held demons in flesh readily enough, mere mortals did not agree with its tastes. “I have a plan,” said Agathon. “The crystals are the means by which Edris plans to open the gate. We must distract Anaboa, rip out the crystals, and run.” “Um, won’t that mean that Edris will just hunt us down for the crystals or get some new ones?” Dayn asked. “I don’t think he will be able,” said Agathon. “From what you told me, he had Anaboa carry him in here, correct?” Dayn looked confused, “Yes, but–“ “I don’t think he’s able to navigate this maze on his own.” said Agathon. “I believe that this maze was built to prevent him entering or exiting it without help. All we need to do is get the crystals before he can transform into this demon gate, and collapse the entrance outside so nobody else can get to it. That should hold him for a few millennia.” The teacher looked around as everyone nodded assent. “Let’s get moving, Caerwyn, can you pull off the same trick on Anaboa that you did on Dayn?” Caerwyn shook her head, “I don’t think it would work, he’s too far under the influence it would distract him at best. We might be able to overpower him however. If Donobey, Dayn, and I work together we could drag him from the chamber.”

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“Wait, what?” Dayn interrupted. “He’s a madman who killed my friend in cold blood. Why not just kill him?” Caerwyn faced Dayn, bristling with anger. “Because he’s my blood, Human, and he deserves more than a watery tomb, especially since he’s been under the influence of a demon all this time. And also because you can bet he’s trapped the Aquanos controls and we need its firepower to collapse the cave.” Dayn backed away from the Lemurian, holding his hands wide. Donobey put an arm around Dayn’s shoulders. “Don’t worry, Little Man, I’ll protect you from the big, bad Lemurians.” The Nubian grinned again and Dayn couldn’t help but smile. Caerwyn called Thalmia aside while Agathon called upon the Orixa for inspiration. Standing at the entrance to the Vril-focusing chamber, a thousand screams of pain assaulted their ears. Edris’ face grew manic as Dayn stepped inside, hurling a stiletto straight at the demon-child. The blade exploded into flame and molten metal before it reached Edris. The boy threw his head back, laughing. Things crawled beneath the demon-child’s skin, clawed hands and devilish faces pushed out from the inside, all the while, bright green Vril energy flowed into him. A moment later, Agathon, Donobey, and Caerwyn entered the room, moving toward Anaboa. Edris smiled again and winked at Agathon. “Mine!” he said looking at Dayn. Without warning, the human spun around and hurled himself at Agathon. Donobey and Caerwyn launched themselves at Anaboa, but the child hurled them back, his tiny muscles fueled by demonic strength. Dayn, Anaboa, and Edris smiled in concert, their voices speaking in concert, “Did you really think that you were going to defeat me, you pathetic fools? You were nothing but a backup plan in case Anaboa got himself killed.” Donobey flung his dagger at Anaboa, who caught it. midair and flung it back, catching the Nubian in the gut, driving him into the wall near one of the Vril matrixes, where he slumped to the ground. “That wasn’t very nice, was it?” Edris teased. “Don’t bother trying anything else, here they come.” The demon-child puffed out his chest and a horrible ripping sound filled the air. Caerwyn stood up and staggered toward Anaboa, Edris’ mocking laughter ringing in her ears. As she passed Agathon lying on the ground, Dayn on top of him throttling the Atlantean, she roared, an ear-splitting howl of animal rage that made the demonic screams sound like a distant infant’s cries. In that instant, as one coordinated unit, the group sprang into action. Agathon shoved a fistful of ground peppers into Dayn’s face and, whispering a prayer to Orunmila, tossed a single Atlantean coin at the nearest Vril matrix. Caerwyn hurled a similar mixture at Anaboa, leaping onto the spluttering Lemurian’s shoulders, batting the Vril matrix to one side on its pivot, so that it faced away from Edris and directly at the next one in line. From nowhere, a previouslyinvisible Thalmia used her focusing rod to tip the matrix on the far side of the room, sending its beam directly at the next crystal in line. Agathon’s coin flew out of control, hit the ceiling and rebounded against yet another matrix, sending its energy stream to the next matrix in line. Three of the matrices now sent their power into the fourth, which burned with the power of the sun. Edris cackled with glee, “Yes! Yes! More power!” A mass of writhing tentacles tore free of the boy’s chest. In the center rose a stalk made of eyes topped by a blazing flame, an embodiment of hate. “Fools, you’ve just hastened your doom.” “I think that is my cue,” Donobey grinned as he casually slapped the forth matrix, the one he’d “happened” to fall near, with his spear tip. The circle complete, the crystal matrices began to overload, one by one, in a chain reaction. In succession, each Vril crystal exploded. For a second, the room went dark and silent. Then came a hellish scream as the brass framework around Edris turned molten, and the demongate’s form

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became a living candle. The demonic tentacles twitched spasmodically as they too burnt to a cinder. “Just demon enough for the brass to have the appropriate effect,” said Agathon with a sigh, from under a now unconscious Dayn. “Are they ok?” Thalmia asked, poking Anaboa’s silent form with a webbed toe. Caerwyn nodded. “I think so. I’d imagine getting a demon ripped out of your mind is probably traumatic. We should probably leave here quickly though,” she said, pointing at the bubbling, demonic mass on the floor. “I don’t think it’s quite so easy to kill whatever the hell Edris is.” Gathering their wits, their wounded, and their fallen enemies, the allies turned away from the demongate, and set their sights on Atlantis.

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Atlantis Map Location Key The locations presented below are bare bones’ descriptions to use as plot hooks for GMs. These locations can be as involved as the GM wants and are listed to add a little flavor to an existing game. 1: Pool of the Sky Mammoths

10: The City of Bones

Built around and on the remains of the petrified bones of the last true giant is the City of Bones. Founded by a Tauran after the First Beast War, the skeleton now houses over a hundred stone buildings carved out of the cyclopean remains scattered over a 10km range. Fifty years ago the entire community died of a virulent plague in a single night. 11: Bosedes’ Gullet A small network of caves at the base of the Nujomo Mountain A great underground river that spills into the Sea of Lost Souls. Range in Amphisea. Sitting in the roughhewn alcoves of the cave are the mummified heads of a First Age order of sorcerers. The heads are For years pirates have made the Gullet their haven and used it to attack settlements and villages further inland where the river opens. said to speak to only the most worthy of souls. In recent years the authorities have tried to patrol the underground 3:Tower of the Necromancer The twisted black tower sits in the blasted and crumbling river but have encountered resistance in the form of subterranean courtyard of Mal’Sorkumar the Necromancer. The land and the Nethermen tribes. 12: Ochosi’s Rock crumbling ruins are patrolled heavily and considered forbidden In the rolling hills of Mnesea lies a large cave complex holding a large pool of water. The pool is used by the Atlantean mammoths as they migrate south during the rainy seasons. Andamen shamans believe a great moth spirit resides at the lake and imparts wisdom to those that listen. 2: Cave of the Talking Heads

A large obsidian stone near the Zarzis in Elassippea. Those ground to any but those given permission by the ruling body of Atlantis. Strange lights dance at the top of the tower when the moon wronged and seeking justice leave offerings here for the god of justice to take up their cause. is obscured. 13: The Bloody Coast 4: Hill of the Howler Site of an ancient First Age battle, the hill can be seen for miles on the plains of Eudea. A lone ancient spear juts from the hill, covered in tatters of banners and keepsakes of the fallen. The lone spear belongs to a forgotten warrior and legends say that he was the last of his regiment, and with his trusted hound held the hill for three days against a legion of opponents before he fell, his spear the only remaining artifact of his passing. Warriors that are dying ask that their bodies and belonging be buried on the hill with the forgotten warrior. Grave robbers and some unfortunates who stray too close to the hill hear the guttural wail of the howler, a spectral beast that protects those interred there. 5: Valley of the Ibeji

So named for the red sands and coral that mark this southern stretch of Atlantean coastline, the Bloody Coast also serves as a tribute of sorts to those citizens of Autochthea lost during the Cataclysm. Some carry vials of the red sand when traveling far from home as a reminder of past loss, while others claim that the vials serve as a means to ward off spirits. 14: The Impossible Academy

This school for magicians clings to Jaddress Island, a tiny rock spur in the River Olukun. The master of Jaddress is a fearsome individual by the name of A-Thuk Dwar. Master Dwar is said to be half-demon and drinks the blood of a fallen god to keep young. The price for attending the academy is ten slaves a year; these slaves are The valley lies deep in the Garderian mountain range and sits brought to the great vault beneath the island, never to be seen again. between two small mountains known as the twin Ibeji. At the very 15: Resurrection Rock center of the valley is a small ancient well with cool dark waters at In the Mount Hazred mountain range is a rock formation said the bottom. to be stained with the blood of Olódùmarè. Legends say that the 6: The Road of Kings righteous dead can be laid to rest on the red peak and be restored Once the Vril road touched every city on Atlantis but now the to life within nine days. Those deemed not worthy roam the broken green-and-gold road stretches only 20 miles from Atlantis surrounding area as revenants hungry for the souls of the living. and winds north. 16: Ba’al’s Throat 7: The Temple of the Nameless One Used by a secret sect of religious assassins following twisted Two hundred years ago, escaped slaves from Gondwanna built precepts of the demon Ba’al. This unmarked cave system begins a crude temple to a forgotten wilderness god in the jungles of Azae. with a lengthy descending tunnel that opens into a massive cavity of Atlanteans sent to retrieve the slaves laid siege to the temple for deadly hot pools of sulfur water and magma, deafened by continuous 100 days before finally breaking in and slaughtering everyone. The roaring from the depths of the planet. The abundant Vril-infused magma is used to make all the assassins’ masterwork weapons, which temple was torn down but the ruins still hold many secrets. are regarded as some of the finest in the land. A second tunnel ascends 8: Salt Marshes of Erinle A dangerous salt marsh off the western coast of Eudea. The wild into an enclosed meadow of unparalleled beauty. The forefathers of roots and plants that grow here are eagerly sought after by alchemists. the assassins’ guild developed the meadow into a garden of paradise. At the center of the marsh are the petrified remains of a behemoth. They use the cave system to initiate potential students, drugging them with hallucinogens and taking them to witness the promised Its bones rise above the marsh, forming an unnatural island. rewards of a “heavenly repose.” Those who fail or betray the guild 9: Black Cage Canyon (or accidentally stumble upon this secret place) are cast into “the fire The site of the first Nethermen rebellion and home to several and flame of hell.” Nethermen tribes. The Nethermen here belong to some of the first ever created and they take pride in the fact.

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Cultures of the Post-Cataclysmic World Alba and Iber

Qaerym, do you consider this crime against science as an acceptable discourse on the people and places of the world outside our borders? I will be speaking to your parents about this slovenly approach to your studies. I pray to the Orixi that you have simply handed in your notes by mistake. This piece work is biased, dismissive, and condescending to cultures that have existed for thousands of years. Come back to me when you’ve produced something worthy of Luden’s Geographica and I may consider a letter of introduction to the Hergratic Academy.

►► These are savage lands plagued by monsters and barely touched even in the Golden Age due to their lack of natural resources. The native peoples lack knowledge of iron and many cannot even make bronze. Iber is home to dangerous Jinn with a small human kingdom in Uallach to the north. The few humans in the south are tribal warriors called Picts. The Tharshi have a colony at Tara that is constantly under siege. ►► Alba is home to the barbaric Abor, the pirate nation of Cymbri, and the Druids of Havar. Don’t bring Andamen to Havar, they are locked in a war with the Asena that populate the land and don’t trust any Andamen. ►► The Skara and Ska are sophisticated stoneworkers but lack the knowledge to craft bronze and iron. The Ska have taken to piracy while the Skara are known as land-bound raiders.

Antilla ►► A fallen Atlantean kingdom sunk beneath the waves during the Cataclysm. Antilla is home to dozens of Triton tribes who passively resist Atlantean rule. Avoid the Sargasso Sea; it is held by powerful Makara tribes.

Elysium Ocean An expanse of ocean dotted with islands and said to be home to a thousand tribes. The people here are crude, uncouth, and lack even basic metallurgy. ►► The Ogata peoples practice farming though they lack metal implements. The Ogata resist Manuan expansion, but they might be fighting a losing battle. The Tora islanders are nearly all exiles, either political refugees, taboo breakers, or the children of such people. The Tora, despite their origins, are a paranoid and xenophobic people. ►► The Munark tribes wander the ocean, never staying too long in a single place. They know more secret places and hidden islands than anyone, except perhaps the Elysium Tritons. The Vanuan Nethermen slay all who dare to set foot on their island home — why they do so is unclear, but who needs a reason when you are a mindless brute? ►► Beware the fierce Manuans, warriors unconquered by even the lords of Atlantis! The Manuan tribes are the largest military force in the region and are almost fearless when it comes to battle. Their crude shortbows are made with human sinew, no other animal in the region being large enough to provide the required material.

Eria More savages, never considered important enough to fully place under Atlantean control, or intelligent enough to share our technology with. The people lack metal implements except for what they have managed to steal or trade for. ►► The Akelan people are nomadic hunters who follow their bison herds. Horse masters who live in the saddle. ►► The Kutchin and Seal-Hunter peoples of Akwatuk are a study in contrasts. The Kutchin are pragmatic and xenophobic while the Seal-Hunters are warm and welcoming. ►► The Aquagan tribes are mostly hunter-gatherers but some do practice agriculture. They are suspicious of strangers (particularly those tribes living near the sea) but warm to visitors with time. ►► The Azlek people rule over the only Atlantean city on the continent. The former Atlantean masters were overthrown around the time of the Cataclysm and replaced by native warlords. The Azlek are a powerful people with magic and knowledge of metallurgy. They could one day be a threat to Atlantis itself. ►► The Aesir people of Gava are no-doubt related to the peoples of the North Sea region.

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Their height and general appearance points to their origins. The Beezh-Yeel tribesmen haunt the Hordelands, the western mountains of Eria. These Nethermen, Andamen, and Humans work together to raid the surrounding lands. The Tunit people of northern Eria follow animal totems and are masters at living in this harsh polar wilderness. The Tamarac people work copper and build mounds that channel vril. These technologies may have come from Lemurian interference in the distant past. The Kawanna people are hunter-gatherers who trade jewelry with their neighbors and sometimes make war on the violent Timuacuan Ahl-At-Rab of the coastal swamplands. The nomadic Croatoan tribe ravages the eastern seaboard. Consisting mostly of Nethermen, the tribe is led by a demon called, predictably, Croatoan. Legend says that the Croatoan has some arrangement with the Makara, guaranteeing safe harbor for his people.

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worse lie between would-be tomb robbers and their goal. The bloodthirsty Kurgan horse-nomads of Scythia could be the terror of the continent if they ever choose to go to war. Instead, the Kurgan raid and hunt with equal relish, but their threat is ever-present. Tharshesh is a blight on the Europan continent, a nation filled with corruption and dishonesty. This is a place where thieves call themselves merchants. Tharshesh has no culture beyond the coin and spear, and while their fleets roam far and wide they do not fight open wars, relying instead on the assassin’s blade and the blackmailer’s trade. The Vir are a stone-age people dwelling in the land of the same name. These simple people trade goods with nearly every civilized people in Europa and are regarded as fair and truthful merchants. The Sea People of Europa are a sad lot, said to be cursed in the ancient past for some forgotten crime so they can never settle down. These wanderers of the seas and waterways of Europa are attacked on sight by some naval powers. The Sea People are a mongrel breed; a mixture of dozens of cultures and races. The blood of Atlantis runs strong in the Minoan people. Though they lack our purity they are an example to all their kind. Minoan magi still practice high magic and their culture and arts are second to none outside of Atlantis itself. Broceliande is the city of Celanus and Celanus is Broceliande. The city is a Golden Age Atlantean city that survived almost completely intact during the Cataclysm. The humans of Celanus hate sorcery with a passion and are quick to act against perceived threats; two traits that stood them well during the Dark Age.

Europa is a small region, yet its rich lands have led to dense ►► populations. In ages past, Atlantis kept the Europan peoples firmly under its boot but today these savages run wild with little regard for their former masters. ►► The Aragani are olive-skinned barbarians with limited ►► technology and a druidic religion. They are fiercely xenophobic and rarely trade with outside groups. The mysterious humans of the Citadel of Namtu provide the Argani with a few of the metal tools and weapons they crave. ►► The Arac of Galacea worship the Orixa Anansi; these bronze-using people are the self-proclaimed defenders of the ruins that dot the Galacean landscape. Their spider-worship is the source of rumors of “spider-folk” living in the region. Gondwana ►► The Hellenes are concentrated in their city-states and It is said that Gondwana birthed the Atlantean people countless while they share a common culture they can’t seem to millennia ago. Since then nothing much of note has occurred on agree on anything. Wars are common but their culture and this continent. technology is such that they could control most of Europa ►► The Dabban people are a fallen breed; most of them are if they took a mind to do so. The Orixi are known to take hopelessly addicted to a drug created from lotus leaves. an “interest” in Hellene women for some reason and divine Those that aren’t addicts work as city administrators or highchildren are not uncommon. ranking members of the lotus cults. The whole country is a ►► The Ku of Northern Europa are fishermen and miners who stinking hive of depravity. trade amber, tin, and other goods all through Europa. They ►► The Darian people are simple farmers with a gift for pottery seem blissfully unaware of the twin dangers of Draconea that elevates it to an art form. Much of the economy is and the Black Forest that lie waiting at their borders. based around providing food to the Dardanus Institute. The ►► The Ogi of Oggia are a strange, clan-based culture that Darians lack a central government and rely on the Dardanus wander the wilds of their land and beyond. It is said that Institute for protection and guidance. they have sworn an oath to do no physical harm to others ►► The Gorgons of Gorgos are an offshoot of the Hesperian but this hasn’t stopped them from tricking their way into culture; these warrior women are dangerous in the extreme, vast fortunes. The Ogi seem to be a displaced people, and have a history of attacking their neighbors. The cult of perhaps refugees from some ancient war that never settled Set flourishes openly here. down again. ► ► The Joktani people are tall and fair to behold, with light►► Otesium is home to the Otesti, a long-lived and peaceful brown skin and straight, black hair. They have a strong people whose extended lifespans have led many to their agrarian economy and export strangely resilient clay that is deaths seeking a well of youth somewhere within their lands. so hard it can even be used for armor. ►► Saturnia is a land of thick forests and dark primordial terrors. ►► Mostly humans with reddish-brown skin, black hair, and The few people who dwell here do so under the protection dark eyes, the Khem emulate much of the architecture and of their druidic masters and outsiders are discouraged. Ruins customs of Atlantis. The nation traditionally has strong of Atlantean cities lie deep in the forests but monsters and

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borders that have weakened in recent years due to a series of plagues. The Kushite people of Kush are a wealthy and stable nation. While the nation has extensive mineral wealth it lacks significant farmland and is therefore heavily reliant on food imports. Kush is ruled by a hereditary matriarch called the Candace. Kush has significant Andamen and Ahl-At-Rab populations. The Magani are tall and ebony-skinned. They shave their heads, paint their faces with white pigments, and wear elaborate headdresses of cowrie shells and lions’ manes. They are said to treat strangers with hospitality. Most Magani reside in tribes or small villages, but the city of Zimba is supposed to be a wonder to behold. Marhashi is a land of great wealth ruled over by a ruling class of “witches”. These witches can be men or women and are all magical practitioners but do not necessarily practice the art of witchcraft. Slaves make up the bulk of the population and periods of slavery are nearly the only punishment for crimes. The people of Massawa are tall, black-skinned humans. They prefer bright, single-colored cotton robes worn over one shoulder, and wear their hair in long, elaborate braids. Most people in Massawa are either cattle herders or members of the nation’s massive army. The Massawa lack metallurgy so most items are made from stone and bone. Nubians are tall (rarely less than 1.8m in height and often as much as 2.2m tall), with ebony skin and close-cropped, kinky black hair. Their clothing is distinguished by the common use of necklaces of hammered copper plates or disks and colorful silk or dyed cotton headdresses copied from the Khemiti style. They also wear loincloths and loose robes or tunics, depending upon their immediate needs. Nubians are great warriors and are highly sought after as mercenaries. Most Nubians enjoy a peaceful hunter-gatherer lifestyle. Okala is a nation that is moving from a pastoral lifestyle to a city-based one. New ports bring merchants into the land to buy items crafted by Okaloan gem-cutters. The nation is ruled by a Shaman-king, with Shamans ruling each individual tribe. The human inhabitants of Ophir are a black-skinned people, nearly as tall as Nubians. They wear loose-fitting white kaftans and elaborate burnooses. Most citizens wear a great deal of jewelry, especially gold and copper, on their arms, ankles, and necks. Trade with such nations as Atlantis, Okalo, and Marhashi ensure a variety of ideas and cultural exchanges as well. The people of Ophir are some of the most educated in the world. Primarily living in the northern half of Pemba north of Dkawala, the Avakuli have chocolate-brown skin and kinky black hair, usually dyed in several colors. They wear little if any clothing, decorating themselves with brightly colored body paint and the occasional piece of jewelry. They are a migratory people, following small herds of cattle or game. The Okwilu roam across the southern half of Pemba, occasionally trading with their neighbors to the south or raiding them when trade goods are lacking. Both tribes war with each other but dread the coming of the Kota; a

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cannibalistic Nethermen tribe bent on destruction. Punt is often called land of the small giants, inhabited by a race of pygmies. Skin color is dark brown and the people of Punt have lean athletic builds. Facial hair is virtually nonexistent, but the black, kinky hair on their heads is worn long and in a variety of intricate dreadlock styles. Personal ornamentation is used to suggest social standing and occupation. Punt is extremely wealthy and civilized nation, the envy of every other region in Gondwana. The Acholi tribe of Samu are a decent people under the heel of the Aftoki “ghouls”, a group of Nethermen dark magicians. The Acholi are short and slender, averaging 1.6m and 55kg. Their skin is an olive brown, but is usually covered with grey mud (an effective deterrent against biting insects). They wear only a strip of leather as a loincloth and adorn their stiff, straight, black hair with colorful bird feathers. Their weapons are crude, the most popular being a sharpened variety of throwing stick. The Shebans are a tall, black-skinned folk believed to be descended from the Nubians of Gondwana. Most wear colorful, loose-fitting kaftans, sandals, and long flowing capes. Sheba is the foremost power of the Turanian subcontinent, a nation of traders that has extended its contacts from Gondwana and even Atlantis to the distant shores of Jambu. The Turanians are slim, dark-skinned, and black-haired humans related to the neighboring peoples of Zin. These desert nomads usually wear turbans and loose, layered clothing. The Turanians are an aggressive, independent, hottempered people, ruled over by a Sultan who dwells in the city of Ispahan. The Yalaku are brown-skinned and black-haired, slender in build, and of average height. They wear simple robes — brown or green being the favored colors. Little is known about the Yalaku, because they avoid contact with outsiders as much as possible. The Yalaku dwell in massive fortresscities that lack gates or easy means of egress. The Tribes of Zin are all related peoples, but few are friendly to each other or outsiders. Most are constantly engaged in feuds with rival tribes. The natives are swarthy of complexion, dark-haired, and of average height and build. The men are nearly always bearded, and carry long, curved daggers of excellent quality. Turbans, cloaks, and other apparel best suited for the desert are most popular.

Mu ►► Hidden amidst the western cliffs of Curracurrang are the eyries of the winged Andamen, called the Uluka (Owlmen). This area represents the only large Uluka settlement outside of their flying city. The Andamen are a peaceful lot and are markedly sensitive to the needs of the very young, old, and infirm. The Uluka operate a hunter-gatherer existence and are very careful in managing their food supply and population.

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Jambu ►► The Baluchi are light-skinned, dark-haired people, fierce and known for attacking strangers on sight. They honor bravery in battle above all else, believing that only those strong enough to take what they need are worthy of life. As such, many of the Baluchi tribes fight amongst one another, raiding neighboring villages and lands. Amongst the Baluchi, cowardice is a crime punishable by death. ►► Damalawans are somewhat short in stature with darkbrown skin and black hair. Despite their small size, they are considered to be quite fierce and are known to engage in the torture and mutilation of captured foes. The Damalawan engage in the practice of chewing betel nuts that stain and blacken their teeth. They are master woodworkers. ►► The Dravidians are a dark-skinned people whose villages are hidden amongst the trees to provide some defense against intruders. The Dravidians are ruled by Lemurians who remained in the area after the Great Plague. Dravidian architecture and villages are modeled after the Lemurian style of building in trees high off the ground. ►► The Xinjiang are a reclusive people who practice an agrarian lifestyle. The Xinjiang trade with outsiders sometimes and are known to record their history in chanted poems. ►► The Kazak are skilled horsemen who are fond of strong drink, wrestling, and games of chance. Their culture is similar to the Mongalan horse-lords, though the Kazaks tend to be more aggressive. ►► The Himvati typically live along the foothills, but they preserve knowledge of all of the passes across the mountains, keeping records of when certain passes are open and watching for the coming of ice and snow. The Himvati see themselves as a noble people with ancient traditions. ►► Khitai is the largest and most powerful nation on the continent of Jambu. They are ruled by an emperor that traces his lineage back to the “dragon kings” of old. The

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Khitai have a sophisticated culture strongly influenced both by Atlantis and Mu. Kota is a nation of four distinct peoples: the Shan of the northwest, the Muong of the northeast, the Isam of central Kota, and the Khamar of the south. All are of average height, have dark-brown skin, black hair, and almond-shaped eyes. The Kotans are generally quite religious and most believe in a multitude of gods and spirits. Little is known of the fierce Tampan mountain folk who raid the other nations for food and slaves. Meluhans are below average height, with deep-brown skin, dark eyes, and black hair. Although the poor who make up the majority of Meluha’s population dress in little more than loincloths or saris of poor cotton gauze, the wealthy dress in colorful robes, turbans, and capes of silk and velvet, and adorn themselves with gold and silver, costly perfumes, and scented oils. The Molodons are of average height with brown skin and coarse, black hair. They dress in rough-spun wool garments, layered for protection against the harshness of the upper altitudes when they must travel there. The Molodons have a tribal culture. Mongalans are a sallow-skinned group of human nomadic hunters and herdsmen. Mongalans are fierce fighters who have a reputation as the finest riders and horse archers on the continent. The Tu-Holon tribes consist of Nethermen led by Andamen chieftains. They are extremely violent and rumored to be the remnants of a lost Atlantean legion. The Salan people form a loose confederation of tribes that dwell in villages along the coast and grasslands of their land. They are a secretive folk and are believed to worship totem spirits, possibly corruptions of ancient Ophidian sacred texts. Sarawa is home to four tribes, the Kane fishermen, the Akh farmers, the Lahtu, and the drug-using Lishun. These tribes each have unique cultural identities but are ruled over by the Kane. The fire-worshipping Tamalan people dwell in the tundra and lack metallurgy. They hunt whales, seals, and caribou from their hide and bone houses. Lack of food sometimes drives them to raid other nations along the Jambu coastline. The Veddans resemble the Meluhans, but Veddans wear only the lightest of garments possible as well as staining most of their exposed skin with henna, which results in tones of deep reds, oranges, and browns. The Veddans are ruled by a monarch known as the Raja; below the Raja, society is divided into a strict caste system. Mistreatment of the lower castes and the great disparity of wealth means that a rebellion may not be far away.

Tamaonchan ►► Noted for their shamans, the Chono tribes are made up largely of taupe-skinned Nethermen who live fairly harmoniously with nature. Clever and talented, the shamans of the Chono create large rock-wall paintings as part of their worship of the New Gods. The Chono defend themselves against invaders from the mainland, but by and large they

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are not aggressively warlike. The Uragua live in caves and valleys in the mountains, where they tend flocks of domesticated rhea. Metalworking is largely unknown to the Uragua, though they do know how to work lead taken from their mountain into primitive shapes, mainly cups, bowls, and simple tools. Their society has strong gender-defined roles. The Choma are a wild, primitive, animistic people who worship animal gods and prowl the jungle in a bestial existence. They live and hunt as the animals that they worship do, and shun interaction with other peoples. They often flee initial encounters, only to return later in force to investigate trespassers. Many of the Choma are shamans, or exhibit some small ability to speak with the spirit world. The Timed people live a precarious existence of hard work, using slash-and-burn agriculture to keep back the encroaching jungle and eke out an existence with simple farming, hunting, and fishing. Women are responsible for hunting while men do the farming.The Timeri people are mostly Balam Andamen. Known as the “Jaguar-people” to surrounding lands, they are feared not only for their ferocity, but also for the frequent raids on neighboring settlements to steal women and slay warriors. The Hoac of Birama are Nethermen warrior-cannibals responsible for many of the stories that Birama is infested with demons. The Hoac are friends to none, often attacking strangers on sight. Though they do take captives, they also drag off the bodies of those they kill for food. Brownskinned and short of stature, the Hoac make extensive use of facial and body scarring as ornamentation. The Pachamama are a large, matriarchal tribe of Ahl-atRab led by a sorceress queen who fights for dominance in the region against the Hoacans and the scattered bands of Biraman Andamen. She rules a subterranean and halfsubmerged city at the edge of the northern swamps, called Karmaq. The Ahl-at-Rab occasionally sell their services as mercenaries to other nations in Tamaonchan. The other Briaman tribes that live in this region are nomadic in an attempt to avoid the predations of the Hoac. Their cultures are in tatters from years of attacks and more closely resemble scattered bands of refugees than actual tribes. A good proportion of these tribes are Andamen, perhaps the remnants of some Golden Age legion. The Ecuan civilization is fairly sophisticated, centrally organized, and based around a concept of perfection. The people are short in stature with swarthy skin and straight, black hair. Their culture is supported by agriculture and magical knowledge, but hunting is a traditional pastime that displays individual strength, cunning, and prowess. The Nazcan people call themselves the Falcon People after their ancient tribal totem. Members of the Nazca distinguish themselves by elaborate facial tattoos resembling falcons, and by wearing falcon-feather capes. The Nazca have a strong military and are likely to start a war sometime soon as they require more land and resources to continue expansion. The Abara are a tall and dark-skinned race thought to be related to the distant Nazca. Feared for their hostile demeanor and grisly practices, the Abara give Oguanabara a

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disquieting reputation. The Abara are known to shrink the heads of those they defeat in combat. ►► In the tiered canopies of the tropical jungle of Paragua, a tribe of Lemurians known as the Uakari live and thrive. The warriors of this clan shave their heads, and then dye the skin red and black in fearsome visages. Believing that the Great Plague was engineered by the Anunnaki, the Uakari retreated higher and higher above the forest floor. They have adopted a fierce isolationist culture, but are rarely violent. ►► The Quechua are a tall, bronze-skinned group of humans and Ahl-at-Rab. The Quechua claim social and spiritual descent from the Annunaki who ruled much of Tamoanchan in past millennia. Religion dominates all aspects of Quechuan life and human sacrifice is commonplace and accepted. ►► The Taracuan people are a city-based culture of great vigor and sophistication. The Taracuans grow crops, work metal, and engage in trade with far-off lands. Art, and sculpture in particular, are very important to the Taracuan and examples of their work can be found in the hands of collectors across the world.

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Chapter 10: Amphisea

A

gathon rubbed liniment into his knees, and relished the heat of the Amphisea summer sunlight on his old bones. The sun barely rose above the edge of the ruins where he taught his school, and soon the children would arrive. He had almost enjoyed the quiet trip back to Amphisea, until Anaboa drugged them all in their sleep and made off with the Aquanos, selling them to a slaver from Punt. Fortunately the slaver, an old “friend” of Donobey, agreed to set them free for a price just below extortion. They’d even managed to find a Sheban vessel to take them directly to Diaprepea, where Donobey, Dayn, and Caerwyn found work, and Thalmia joined a group of Tritons, heading to some annual celebration in the reefs outside of Amphisea. Agathon had managed to book passage to Amphisea on a trading galleon, making it home without further misadventure. Agathon’s meeting with Edris’ father went better than he expected. A little gentle threatening got the man to admit that the boy wasn’t his. Unable to have children, the merchant and and his wife had visited an oracle who, in exchange for her weight in gold, told the poor woman that she’d find a child, a son, buried in some long forgotten temple. They’d engaged Anaboa to excavate the temple, but soon after the child came to them, they’d come under his influence, forced to obey his commands. They’d employed Anaboa again, at Edris’ direction, to find the crystals and bring the boy to the cavern under the Forgotten Sea. In the meantime, Edris used Agathon’s school to learn more of the world. He’d been imprisoned under the temple for a very long time, perhaps even as far back as the appearance of the first Orixa, and wanted to know more of the world. As Edris had stated, he considered Agathon a fallback plan, in case Anaboa failed. He had no idea that Agathon would bring such strong allies, or that the Orixa possessed such power. The merchant promised Agathon wealth and power, if only he would keep quiet. Agathon turned the man’s offers down. After all, the demon had used them all as his pawns. He did, however, take a small bag of coin to purchase the ruined amphitheater where he taught his school. After all, it wouldn’t do for the city guard to throw such an esteemed teacher out on the street for squatting. Agathon smiled to himself as he heard his students gathering outside. No, that would not do at all.

END 352

THANK YOU

Many thanks to the Kickstarter backers. Their generosity is much appreciated. A Jacob Cord Aaron Alberg Aaron Gerstorfer Aaron J. Schrader Aaron Wong Adam Windsor Alea Tools Alex Manduley Alexia Harvey Andrew "MacAndrew" Walker Andrew Byers Andrew Girdwood Andy Kitkowski Aragorn Weinberger ART! Lyon Bastian Flinspach BJ Campana Bongs, the Thief Brad Everman Brant Clabaugh Bruce Novakowski CaptCalamitous Chapel Chase Wassenar Chris Allison Chris Edwards Chris Fazio Chris Michael Jahn Chris Perkins Chris Snyder Chris W. Harvey Christopher Gunning Christopher Irvine Clay Karwan Clete D. Collum Corey Elliott CravenGames.com Dan Senn Daniel Jones Daniel Stack Danielle Skodak Dave Donohoo David B. Semmes David Dalton David Dalton David Nixon David R Thrush Douglas Bramlett Drew (Andrew) South Dustin D. Rippetoe E. Michael Rupert e.carletti Ed Heil Ed Kowalczewski Eric R. Franklin Eric S. Felix Girke Francis Helie Frank Rafaelsen

Frans Evaldsson Gauthier Descamps Gavken Graeme Rigg Graham Spearing Grimpynz Guillaume Bernard Hap Perry Iason of Italia Ingo Beyer | obskures.de Isaac Carr J. Quincy Sperber j0rdi Jack Gulick Jackson "Heron" Nederveen James "Gee, I Wish I Had a Funny Quotation in the Middle of MY Name" Gillen James Van Horn Jan M Novak Jason "Hierax" Verbitsky Jason Blalock Jason Childs Jason Ellwanger Jay "Doughnut" Richards Jeff Scifert Jeff Workman Jim DelRosso Jim Plamondon Jim Ryan Jim Stutz jimmie Rush jr John "johnkzin" Rudd John Fiala John Gabriel John Giovagnoni John Hayholt John Lambert John M. Kahane Jon Whitney Jonathan Finke Josema "Yrdin" Romeo Joshua Ramsey Judd M. Goswick Judd M. Goswick Julia B. Ellingboe Justin Smith K.L.Svarrogh Karl Barbosa Keith Armour Keith Trost Ken "Professor" Thronberry Kevin Cook Kevin Donovan Kevin L. Dean Kitsune Kristopher Stein Kurt McMahon Lee J. Rice

Leonard Balsera Lester Ward Lindsey Liryel Lord Bones Lou Goncey Luke & Sam Walker MAGMAN Magnus Gillberg Mario Dongu Marius B Mark Featherston Mark Kadas Mark Solino Mark Townshend Martin Greening Matías N. Caruso Matt D. Matthew B. Stewart Matthew Bottiglieri Matthew Sullivan-Barrett Max Kaehn Mendel Schmiedekamp Michael Baumann Michael D. Blanchard Michael Feldhusen Michael G. Michael Hill Mirko "Cormac" Hess Morgan Weeks Mossymole Nate Marcel Neal Dalton Nick Clements Nyrreah Owen Milton Patrice Mermoud Paul Mitchener Pete DiMauro Phillip Bailey Qali Va'Shen Ralph Mazza Raphael Päbst Raven Daegmorgan Renato Retz Rich Canino Rich Forest Richard"DEADTRANCE" Rivera Richard Percy Rick Hull RJ Stewart Rob Schubert Robert Slaughter Robert Stehwien Rónán Kennedy Rose Bailey Russell Lenhares Russell Street Ryan Macklin

S. Gilbert Sam Stoute Sam Stoute Scott Butcher Scott Kehl Scott Smith SD Stutzel SD Stutzel Shadow Shane Mclean Silvio Herrera Gea Simon Ward Sizzled Wyvern Skippy Tattersails Sky Kruse Stacie Winters Stephen Delear Stephen Esdale Steve Dodge Steve Lord Steven Ross Steven Thesken Stewart Skeel Stras "Blue Flamed Djinn" Acimovic That Guy The Pigeons from Hell Theo Theodore T. Posuniak, II Thierry De Gagné Tim Bogosh Tim Rudolph Todd Roy trasapa Travis Bryant Trentin C Bergeron Tundra Jon Tundric Damned Ulysses Cruz Vaughan Cockell W. T. Piggott William S. Ashley, "The Evil Midnight Lurker what Lurks at Midnight" Xavier Freycon Zakharov "Zaksquatch" Sawyer

ATLANTIS: The Second Age

Based on the works of Stephan Michael Sechi, Vernie Taylor, and Ed Mortimer Written by

Thanks to the following

Doug Bramlett, Kieran Turley, and Jerry D. Grayson.

Doug Bramlett My wife for putting up with me, Jerry for the opportunity to write for Atlantis, SMS for his original work, and RPG.net for occasional inspiration.

Additional writing, concept and ideas by Colin Chapman, Ron Edwards, and Tony Robertson, Editing Jennifer Seiden Art Nate Marcel, Yoann Boissonnet, Olli Hihnala, Nathan Rosario, Desi Conrad, Chris Swall, Renee Grayson, Jerry D. Grayson, Cover art by Nathan Rosario Layout Jerry D. Grayson Contributions and Playtesting Jeff Scifert, Aakin Patel, Tony Robertson, Janet Nelson, Eric Durcan, Colin Chapman, Dave Thrush, Loretta Thrush, Craig Sisco, Gabriel Grayson, Reggie Sanders, Josh Johnson, Aislinn Bramlett, Desi Conrad , Renee Grayson, Clea Grayson, Matthew Bottiglieri, Dirk Cjelli, Stephan Delear, Judd M. Goswick , John M. Kahane and Matthew Slepin

Kieran Turley My wife and kids (Ruth, Mia, and Chloe) for putting up with the crazy. Jerry D. Grayson My loving family, extended family and any one I have personally called friend. Frank Frazetta, John Buscema, Haile Selassie I, Conan the Barbarian in all his iterations, and Jack Kirby. This journey was like piloting War Rocket Ajax into Ming’s wedding (if you don’t get the reference that’s cool, if you do rock on!). Special thanks to several people who went the extra mile in trying to make this thing a success. Renee for keeping the wheels on and believing in me, and Kieran, Doug, for all their help and keeping me honest. Luke W. and John K for their enthusiasm and online pushing to make people aware. Jeff S. for going above and beyond. ISBN 0-9842500-9-3 Check us out on the web WWW.ATLANTISRPG.COM The contents are TM and © 2013 Khepera Publishing. The Khepera Scarab and the Atlantis logo are ® Khepera publishing. No portion of this book may be reproduced by any means without written consent from the publisher, except for review purposes. Any resemblance to persons living or dead is purely coincidental or used for the expressed purpose of parody. “Omega System” and the Omega System logo are Trademarks owned Khepera Publishing.

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ATLANTIS: The Second Age

Thank you. You’re helping the world. “I want to help change the world” I thought one day. I don’t have any awesome skills like engineering or medical training so for a while I was lost. Then it occurred to me that I write RPGs and through that maybe I could do my part to help make the world a better place. I’ll never get rich from doing these little niche hobby books but I can put some of this effort to good use. If I could produce something of merit that you enjoy and are willing to pay for I could translate that into my Good Work. I’ve been blessed with a wonderful family and a decent quality of life. I’m not rich by any stretch but I consider myself very fortunate. What’s a Good Work? It’s something we should all be doing. Something that helps makes society better. A good Work could be as grand as finding a cure to a terrible disease or as subtle (but equally important) as raising compassionate children that are tolerant of others and seek to help where they can. My Good Work is to help at least one person have a better quality of life, to touch someone in a meaningful way and leave the world a little better than I found it. Along with my personal donations a portion all profits from the Atlantis line is donated to the charities below. This is something important to me and I hope you find value in it too. You’ve helped by buying this book but if you want to take an extra step check out the sites below. One person can make a difference. Jerry D. Grayson

GiveWell www.givewell.org GiveWell is a nonprofit dedicated to finding outstanding giving opportunities and publishing the full details of our analysis to help donors decide where to give.

Against Malaria Foundation www.againstmalaria.com AMF provides long-lasting insecticide-treated nets (for protection against malaria) in bulk to other organizations, which then distribute them in developing countries.

355

ATLANTIS: The Second Age

Index A Action 20 Advanced Militia Training 59 Advanced Missile Training 59 289 Adversaries Adversary Creation 302 Age 84 Ahl-At-Rab 24 Aimed Shots 261 249 Airborne Travel Alba & Iber 48 Alchemical Scientist 65 Alchemy 151 Alchemy Workshop 152 61 Amazing Dodge Amphisea 328 Andamen 26 Animism 132 Anubim 26, 28 22 Anunnaki 44 Ape-men, Area-effect Attacks 258 Armor 230 230 Donning Armor Protection Rating (PR) 230 29 Asena Assassin 60 Athanor 152 193 Atlantean Pantheon Atlanteans 36 319 Atlantis Atlantis, city of 334 Atlantis History 317 344 Atlantis Map Attack 254 119 Attack Mode Attribute Racial Maximums 83 Attribute Rolls 242 20, 83 Attributes Charisma (CHA) 20 21 Combat Rating (CR) Constitution (CON) 21 Dexterity (DEX) 20 20 Intelligence (INT) Magic Rating (MR) 21 Perception (PER) 20 Speed (SPD) 21 Strength (STR) 20 Will (WIL) 20 Auras 128 Autochthea 328 Azae 329

B Ba’al 200 Balam 26, 30 Beastmen 26 Beasts 234 Beasts of the island of Atlantis295 Birdmen 31 Bladed Weapons 219 Blasphemy 177 Blessing 65 Burglar 60 Buying & Selling 217 Buying Services 215 261 Bypassing Armor

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C Calendar Chaos Speech Character Character Creation Charge Charisma (CHA) Charlatan Cleave Climbing Close Attacks Clothing Combat Combat Damage Combat Rating (CR) Combat Rounds Combat Tactics Constitution (CON) Conveyances Cooperative Efforts Core Rules Counterspells Creating Adventures Critical Success Critical Wounds Crystal Matrices Cults Cults of Ba’al Cults of Set Culture Culture: Alba & Iber Culture: Antilla Culture: Atlantean Culture: Elysium Ocean Culture: Eria Culture: Europa Culture: Gondwana Culture: Jambu Culture: Lemuria Culture: Mu Culture: North Sea Culture: Tamaonchan Customization Points

145 42 20 19 259 20 62 59 246 254 235 250 249 21 251 254 21 231 98, 244 241 117 273 20 265 149 200 200 201 48 48 49 49 49 52 53 54 55 56 56 56 57 83

D D20 20 Damage 251 Fire 266 Poison 266 Radiation 267 Damage Rating (DR) 20, 251 Damage Total 20 Dark Arts 134 Death & Dying 264 Defense 258 Degree of Difficulty (DoD) 21, 243, 250 Dexterity 20 Diaprepea 330 Disarming 261 Diseases 267 DoD 21, 243, 250 Dodge 258 Dogma 192 Dogs of Jhunn 310 Dominion Access 65 Dominions 179 Air 180 Animal 180 Craft 181 181 Death

Earth Fertility Fire Fortune Law Love Magic Moon Sky Storytelling Sun The Dead Time Travel Trickster War Water Donning Armor Drowning

182 183 183 184 184 185 185 186 186 187 187 182 189 189 190 191 191 230 266

E Elassippea Elixirs Elysium Ocean Emissary Encumbrance Equipment Equipment Lists Eria Eudea Europa Evade Evading Grenades Experience Points

330 157 49 64 248 215, 234 234 52 331 53 258 258 106

F Familiar Fast Cast Fire Firearms Flee

331 326 175 65 21, 215 54 256 61 282 255

H Hafted Weapons Hardiness Healing Hero Creation Hero Points (HrP) Hesperia Hit Points (HP) Holy Places Humans

221 66 265 19 21, 87 55 21, 85, 264 178 38

I Iber Illusion Improving Characters Improvised Weapons

123 20 21, 242 218

J Jackal-Men Jaguar Jambu Jinn Jumping

28 30 55 40 246

L Lemuria 56 Lemurians 44 Lemurians Weapons 228 Ley Line Roads 149 146 Ley Lines Life Path: Battle 77 Life Path: Family Status 69 Life Path: Great Fortune! 80 Life Path: High Adventure 70 79 Life Path: Relationships 67 Life Paths Life Path: Scholarly Pursuits 81 Life Path: The Enemy 78 71 Life Path: The Mage Life Path: The Priest 72 73 Life Path: The Rogue Life Path: The Sailor 74 Life Path: The Scholar 75 76 Life Path: The Warrior Life Path: Tragedy 82 32 Lion Men

M 63 63 266 262 260

G Gadirea Gladiatorial Games Gods God’s Ear Golden Lotus (GL) Gondwana Grappling Attacks Great Escape Great Works Grenade Throws

Influence Intelligence (INT) Intent Item Quality

48 123 106 257

Magic 111 Action Penalties 116 Cooperative Effort 116 Counterspells 117 Delayed Magic Effect 116 Magic Mishaps 114 Mental Fatigue Penalty 115 Modes 112, 119 Perception of Magic 111 Taking Extra Time 116 The miens of magic 112 The Price 111 Using Magic Powers 113 What is Magic? 111 Magic Mode: Attack 119 Magic Mode: Illusion 121 Magic Mode: Influence 123 Magic Mode: Kinetic 124 Magic Mode: Manifest 125 Magic Mode: Manipulate 126 Magic Mode: Sensory 127 Magic Mode: Shield 128 Magic Mode: Summoning 130 Magic Powers 113 Magic Rating (MR) 21 Manifest 125 Manipulate 126 Martial Wizard 62 Medicinal Mixtures 158 Menhir 148 Mental Defense 259 Mental Fatigue 115 Mermen 34 Mestea 332 Metallurgy 217

ATLANTIS: The Second Age Minotaurs Misdirection Mnesea Modes Modifier Mooks Movement Mu Multiple Actions Mundane Animals

26, 33 Scholar 65 61 Protection Rating (PR) 21, 230, 333 252 112, 119 21 Q 265 Quick Adversaries 309 246, 259 56 R 243 24 290 Race: Ahl-At-Rab Race: Anubim 28 N Race: Asena 29 Race: Atlanteans 36 Naga 22 Race: Balam 30 Narcotics 159 Race: Humans 38 Nemeans 32 Race: Jinn 40 Nethermen 46 Race: Lemurians 44 Non-Profession Based Talents 66 Race: Nemeans 32 Non-proficient Weapon Use 257 Race: Nethermen 46 North Sea 56 Race: Owlmen 31 33 Race: Taurans O Race: Tritons 34 83 Obscure 127 Racial Attribute Maximums 267 Off-Handed Weapon Use 257 Radiation 255 193 Ranged Attacks Olódùmarè 225 333 Ranged Weapons Olokunia 245 Ophidians 22 Reaction Rolls 21, 85 243 Renown Opposed Actions 245 Orixa 193 Resistance Rolls 280 Other Weapons 227 Respite Phase 21, 241 31 Results Table Owlmen Retreat 260 P 65 Righteous Words 117 Pantheons 192 Rituals 22 Atlantean Pantheon 193 Root Races 21, 244 Cults of Ba’al 200 Round Cults of Set Tharshi Gods Turani Gods Veddan Gods Perception Checks Perception of Magic Perception (PER) Pirate/Brigand Places of Power Poison Potions Powders Power Level Precepts Previous Adventures Priest/Priestess Professions Profession: Shapers Charlatan Martial Wizard Shaman The Sorcerer Profession: Slayers Pirate/Brigand Scout Soldier Warrior Professions: Takers Assassin Burglar Swindler Thug Professions: Teachers Emissary Priest/Priestess Saint

201 210 207 203 245 111 20 59 143 163, 266 164 166 113 192 69 64 58 62 62 63 62 58 59 58 58 58 60 60 60 60 61 64 64 64

S

Sacrifices Saint Sample Spells Saurians Scale Scholar Scout Second Wind Secret Societies Serpent Men Set Shadow Walking Shaman Shields Skill Check Skill Rating Skills Animal Handling Athletics Deception Disable Mechanism Evade Handicraft (Specific) Influence Instinct (specific) Investigate/Search Language Literacy Lore (Specific) Medicine Mode (Specific) Parry Perform Pilot (Specific)

117, 175 64 140 22 21, 263 65 58 59 200 22 201 61 63 231, 252 97 98, 242 21, 97 99 99 99 99 99 99 101 101 101 102 102 103 103 104 104 104 104

Profession (Specific) 104 Resolve 104 Ride 104 Skill Format 98 104 Sleight of Hand Stealth 104 Tracking/Shadowing 105 Trading 105 Unarmed Fighting 105 105 Weapon (specific) Skills cost 84 326 Slavery Soldier 58 Sorcerer 62 136 Sorcery Soul Power 117 223 Spears & Polearms Speed (SPD) 21 Speed Table 247 140 Spells Spending Customization Points 83 Status 66 Strength (STR) 20 Stun 264 Stunts 261 257 Subdual Attacks Swimming 246 Swindler 60

T Tack and Harness 234 Talents 84 Advanced Militia Training 59 Advanced Missile Training 59 Alchemical Scientist 65 61 Amazing Dodge Blessing 65 Cleave 59 65 Dominion Access Familiar 63 63 Fast Cast God’s Ear 65 Great Escape 61 66 Hardiness Misdirection 61 Non-Profession Based Talents66 Righteous Words 65 Second Wind 59 Shadow Walking 61 Status 66 The Gift 63 Tradition 63 Wealthy 66 Talents cost 84 Tamaonchan 57 Tapping the Flow of Vril 144 Taurans 26, 33 Telluric Technology 146 Tharshi Gods 210 The Gift 63 Throwing Distances 255 Thug 61 Time In The Game 244 Time Line 12 Traditions 63, 112, 132 Animism 132 Dark Arts 134 Sorcery 136 Witchcraft 138 Traveler’s Equipment 234 Travel Rates 248

Tritons Turani Gods Twelve Revelations

34 207 4

U Upbringing

67

V Vacuum Votives Vril Vril Circles Vril Collectors Vril Pyramids Vril Weapons

267 175 144, 146 147 146 147 150, 229

W Wards 129 Warrior 58 Wealth Rating (WR) 95, 215 Average Wealth of a Person 215 Buying More than One Thing 216 216 Cost of Item or Service Wealthy 66 Weapon Modifier Icon Key 219 Weapons 219 20 Willpower (WIL) Windships 150 Witchcraft 138 29 Wolfmen Worship 175

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ATLANTIS: The Second Age

HELLAS Core Books

HELLAS: Wine Dark Void MSRP: $30.95 Product number KHP018 ISBN 0-9842500-5-0 144 pages Hard Cover full color (8”x11”) The second major supplement to the original HELLAS Core Rules! With this expansion to the HELLAS Core Rules, you will at last be able to sail the cosmic all sea in search of adventure and glory. Will you be immortalized among the stars? The 144 page book includes: BB Full color illustrations of 40+ detailed ships. BB Ship modification and construction rules. BB Slipspace phenomena. An in-depth look into the wine dark void known as the Panthalassa; the cosmic all sea BB Slipspace encounters. A detailed look at the strange denizens that ply the slipspace trade routes preying on the weak BB A detailed look at the planet Korinthos. A mega city sprawl that covers the entire planet. BB New Metousia rules. A clear look at the BB player’s ability to change the world around them. BB Planetary Consumer/Trade scores for all the known worlds. BB A detailed look at the goddess Aionisia and her temple moon. BB Vehicle space combat and chase rules.

HELLAS: Swords and Sandals HELLAS: Worlds of Sun and Stone Second Edition revised and expanded.

MSRP: $49.99 Product number KHP020 ISBN 0-9842500-7-7 340 pages Hard Cover full color (8”x11”) In ancient times, the spacefaring Hellenes and their Gods defeated an empire that threatened the entire galaxy. Now, after centuries of darkness, their enemies have returned for a final reckoning, and only a chosen few -- wielding the power of the Gods -- stand between them and certain destruction. Hellas is an exciting fusion of high drama, action-adventure, romance, mythology-infused space opera and science fiction that features: BB Extensive history and character background set in the world of Hellas BB A style sheet for life in the galaxy of the Hellenes BB Over 30 pre-constructed star ships BB Seven thoroughly explored factions and alien races: Amazorans, Goregons, Hellenes, Nephelai, Nymphas, Kyklopes, and Zintar BB Awesome Godly Powers and Feats befitting a champion of the galaxy BB

Clear and concise rules for the gift of the Gods of legendary power.

HELLAS: Princes of the Universe MSRP: $30.95 Product number KHP012 ISBN 0-9842500-0-X 160 pages Hard Cover full color (8”x11”) The first followup to the original HELLAS Core Rules is coming soon! The blood of kings and gods runs through your veins! Now strike a blow for the future of your world! This book contains: BB A dozen killer queens, kings and princes of the universe, complete with intertwining stories and statistics on their home systems and armies. BB Customized lifepaths for characters of non-Hellene ancestry, allowing players to create more specialized backgrounds. BB Two brand new races -- the ancient and mystical Zorans, and the newlydiscovered Pandorans, children of the Atlanteans. BB Mass combat rules to lead your armies and space armadas in to glorious battle BB A supplemental Honor system that works alongside the HELLAS Glory system. BB

Planetary calendars, Zoran deities, and much more!

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MSRP: $30.95 Product number KHP019 ISBN 0-9842500-6-9 144 pages Hard Cover full color (8”x11”) The third major supplement to the original HELLAS Core Rules! With this expansion to the HELLAS Core Rules, you will at last be able to experience the largest and most famous retail catalog in the Known Worlds. The Biggest Equipment Catalog in the Universe! The Empori Piraeus has been shipping equipment to intrepid heroes for over 150 years. From all corners of the Known Worlds, the Empori provides you with the mundane to exotic, always of the highest quality. This book contains: BB Over 150 pieces of equipment to be used in any HELLAS game. BB Food recipes for the discerning Hellene palette. BB New armor types and rules. BB New weapon types. BB Symposium rules. Now you can throw your own dinner party! BB The Adventures of the Brazen Bull! A full-length graphic novel. BB The history of the Delphoi Legion. BB New sinister Atlantean equipment.

ATLANTIS: The Second Age

HELLAS Adventures Books HELLAS: Fire in the Blood Adventure Supplement MSRP: $8.95 Product number KHP011 ISBN 0-9842500-6-9 45 pages Black and white (5.5”x8.5”) "Long ago, in a galaxy far, far away, a brave Hellenic explorer named Telemikus unlocked one of the secrets of the universe with the aid of his Machina servants. Mistrustful of his assistants, he locked the secrets away in a hidden archive, and buried the key where none would find it for thousands of years." Fire in the Blood is the first of five adventures in the Legacy of the First Age series. It contains an exciting and mysterious 4-Act storyline, new creatures and enemies, and five pregenerated characters to get started right away. This scenario can be run either as a stand-alone adventure, or as just the first step on an epic adventure across the Worlds of Sun and Stone.

HELLAS: Shades of Aegis Adventure Supplement MSRP: $8.95 Product number KHP013 ISBN 0-9842500-0-X 45 pages Black and white (5.5”x8.5”) HELLAS: Shades of Aegis is the second of five adventures in the Legacy of the First Age series.

HELLAS: Frozen twilight Adventure Supplement MSRP: $8.95 Product number KHP014 ISBN 0-9842500-1-8 45 pages Black and white (5.5”x8.5”) HELLAS: In Frozen Twilight is the third of five adventures in the Legacy of the First Age series.

HELLAS: Threads of Fate Adventure Supplement MSRP: $8.95 Product number KHP015 ISBN 0-9842500-2-6 45 pages Black and white (5.5”x8.5”) HELLAS: Threads of Fate is the fourth of five adventures in the Legacy of the First Age series.

HELLAS: Immortal Memory Adventure Supplement MSRP: $8.95 Product number KHP016 ISBN 0-9842500-3-4 45 pages Black and white (5.5”x8.5”) HELLAS: Immortal Memory is the fifth and final adventure in the Legacy of the First Age series.

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Special Thanks to Jeff Scifert for his generosity.

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shannon lewis (order #5646193)

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