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What Is Atlantis?
        ATLANTIS is a sword and sorcery game that takes place thousands of years before our own
    time. A place where cosmic terrors were bargained with for arcane power and eldritch lore. A time
    when heroes solved problems with their wits and a strong sword arm, a time when otherworldly
    gods bestowed miracles with one hand and entropy with the other. The player characters are Heroes
    living in a new age and world where humanity is new and elder races cling to life as they face their
    own extinction. . The heroes will live, triumph, suffer, and eventually die but how they lived is what
    is of importance.
        ATLANTIS is greatly inspired by the early fantasy writing of the genre before things became
    codified and bogged down in overly wrought world building. Fiction that was more interested
    in what the hero did rather than how the world around him worked. However, ATLANTIS is not
    a fantasy novel but a role-playing game, The world presented in the following pages is here to
    facilitate new fiction that springs from the collective imagination sitting around a table.



    Twelve Revelations
       1.) What is Atlantis about?
       A game about the fictional antediluvian pre-history of our own world. A world filled with savage
    warriors, power magic and cosmic horrors. A sword and sorcery fantasy game in the vein of the old
    TOR and Daw books. The game owes a lot to R.E. Howard, C.A. Smith, Moorcock, and Lieber.

        2.) What do the characters do in Atlantis?
        The characters all have personal journeys and stories to tell in Atlantis, most personal and self
    serving while others are grandiose and world shattering. The antagonist of Atlantis aren’t necessarily
    driven to save the world and most are driven by their own ambitions petty and noble.

       3.) What is the resolution mechanic of ATLANTIS?
       Atlantis incorporates the Omega System that uses a D20.

       4.) How does Character Creation in Atlantis reinforce what
    the game is about?
       The game uses a lifepath system to construct a back story for the players to build on. All
    characters in the game are Heroes, and the lifepath helps reinforce this with unique but random story
    elements that flesh out the Hero. A lifepath also helps the player to determine his hero’s ambitions
    goals and personality. Character creation also helps the player determine how he fits into the game
    world and the play group.

        5.) How do players contribute to the ATLANTIS story?
        The players and Game Master collaboratively create extraordinary stories as they adventure
    through the universe of ATLANTIS. Using the rules within these pages, players are able to actively
    add to the story and just react to elements the GM throws at them. NO story happens in Atlantis
    without the focus being centered on the heroes. Because character creation infuses each character
    with multiple plot hooks the players becomes proactive and reactive to the Game Masters pre-
    generated plots. The heroes are the story of Atlantis.

        6.) How does ATLANTIS’ setting reinforce what the game is
    about?
        The setting models a fictional antediluvian pre-history of earth with many cultures, races, and
    creatures. The world is familiar enough to understand but strange and wondrous enough to be new to
    enthrall previous players of Atlantis or Arcanum. The setting is full of strange lands, ancient fallen
    civilizations and supernatural wonders that make the world dangerous, terrifying, and exciting to
    play in. Along with character creation the setting helps by illustrating who and what the players are.

       7.) What should ATLANTIS make the players feel when playing?
       Players should get a sense of empowerment and accomplishment when playing their heroes.


2
Once their adventures are complete, the players should feel that they were the primary (and most
important) element in the story. To support this, their characters actually have access to mechanics
that allow for permanent change in the game world.

    8.) What types of behaviors/styles of play does ATLANTIS
encourage?
    The player characters are made in the vein of classic sword and sorcery Heroes; there is a
tragedy for every triumph. Players are encouraged to not only succeed at goals, but to bring their
disadvantages into play. Renown is particularly important, and therefore makes players proactive
rather than reactive. To attain Renown the player characters must accomplish goals or having daring
exploits that catches the attention of their peers and the common man.

    9.) Where does ATLANTIS take the players that other games
don’t?
    ATLANTIS is a front loaded game where the heroes are accomplished and competent from the
moment play begins. The goal of the game is not to amass power and skill but to use their existing
skill to realize their goals. The game is not interested in the amassing of wealth but the accumulation
of renown tied to great or infamous deeds.

    10.) What does ATLANTIS do to engage the players’ attention;
why should they care?
    The player characters are the central stars in the game. Nothing of importance happens without
their characters’ involvement. It is impressed upon the players that they are the movers and shakers
in the game world, and that they have the potential to literally change the course of events as it
unfolds. There are subsystems that allow the characters to manipulate and change the social well
being of an entire country. Furthermore, players are motivated by Renown and destiny to move their
character forward through their adventures. Proactive play is rewarded; the penalty for idleness is no
Renown and a forgotten life for their character.

   11.) What are the publishing goals for ATLANTIS?
   To produce a finite number of books that further detail and expand the game. The line is
envisioned as a three core book set detailing the world, the beast and the player heroes.

   12.) Who is ATLANTIS’ target audience?
   Goal driven Individuals who favor creative story telling in a new fantasy world not tied to the
Dungeon and Dragons fantasy tropes. Atlantis is not made in opposition to D&D and the derivative
games that came after it but as an alternative play environment and play style for those looking for
something different. In ATLANTIS, Renown takes the place of gold and the Hero’s deeds take the
place of their loot.




                                                                                                          3
Inspirations
       Below is a list of inspirational media that helped in the formation of ATLANTIS.

       Books:
       Age of Bronze: Eric Shanower’s epic retelling of the Trojan War, produced by Image comics.

       Movies and Television:
       Conan the Barbarian: the movie adaptation of Robert E. Howards classic hero.
       Hercules: The Legendary Journeys: A lighthearted adventure series re-imagining the ancient
    myths.
       Krull: A group of Heroes band together to fight impossible odds.
       Xena: Warrior Princess: A spin-off of Hercules. The warrior princess expanded Hercules’
    universe and showed that women are just as capable as men, if not more so.

       Music:
    Tyler Bates (300 soundtrack)
    Jeff Beal (Rome: The HBO Series soundtrack)
    James Horner (Krull, Troy, Braveheart soundtracks)
    James Newton Howard (Unbreakable soundtrack)
    Basil Poledouris (Conan the Barbarian soundtrack)


         Games:
    Arcanum
    Talislanta
    Sorcerer and Sword by Ron Edwards
    Age of Heroes Campaign Source book by TSR
    Exalted by White Wolf
    GURPS Atlantis by Steve Jackson Games
    Conan by TSR


       What Do I Need to Play?
        To play this game, you need this book, some paper, something to write with, some twenty-sided
    dice, a lot of imagination, and a group of people, one of whom is willing to be the guiding force
    in the game. This person is called many things, but “Game Master” serves well as shorthand for
    someone who presents information about the game setting and obstacles the other players encounter;
    who takes the part of the people the players’ characters interact with; and who adjudicates the rules.
    The rest of the group, simply called “the players,” takes on roles of major characters in the stories
    that they and the Game Master create together. These stories are called “adventures,” or “scenarios.”
    Very short adventures, usually encompassing only one or two obstacles to a simple goal, are referred
    to as “encounters.” A series of encounters can become an adventure, while a series of adventures can
    turn into a campaign. This book contains a chapter on how to come up with adventures.




4
Glossary
     These definitions provide you with a general idea of what each term means; they are described in
more detail within the book. Terms italicized within each definition refer to another entry within this
glossary.
Action: A task that the character undertakes or something that the character does, like give a speech or climb a
wall.
Attributes: Attributes represent natural abilities, such as strength, intelligence, and dexterity.
Character: A player’s in-game persona; also referred to as the Hero.
Combat Difficulty: A number representing how challenging it is to attack someone or something. It equals the
active defense value or the passive defense value (usually the opponent’s Evade skill rating).
Creation Points: Points used when designing a character to purchase game characteristics or other features
that represent the character’s abilities, experience, and background.
Critical Failure: A result represented by a 1 or lower on the Result Table roll that indicates something bad has
occurred.
Critical Success: A result of 20 or more on the Result Table roll that indicates something good has happened.
D20 : An abbreviation for “twenty-sided die.” The D20 is the only polyhedron die used in ATLANTIS.
Damage Rating (DR): The basic amount of damage a person or item can do before modifiers such as effect
value.
Damage Total: A number representing how much injury or destruction something has caused.
Defaulting to an Attribute: Using the Attribute when the character doesn’t have the needed skill.
Difficulty: A number representing how challenging it is to perform an action.
Degree of Difficulty (DoD): The bonus or penalty that modifies the D20 roll.
Drachma (dm): The standard monetary unit of the ATLANTIS setting.
Experience Points (XP): Points gained by completing or participating in an adventure. Experience Points are
used to enhance or better one’s character.
Hero: The player character in a game of ATLANTIS.
Hero Point: A bonus representing a surge of adrenaline or that extra luck the main characters of a story seem to
have. Allows the player to add additional points to his D20 roll.
Hit Points: The amount of injury a character can sustain, listed as a number. The damage total is subtracted
from the character’s current Hit Point total.
Intent: Intent is a player’s description of what his or her Hero hopes to accomplish by a particular action.
Free Action: Any action that needs only a few seconds to perform or do, such as taking a few steps or glancing
quickly around a room.
Modifier: A number that is added or subtracted from another number to represent a change in the typical
situation.
Opposed Action, Opposed Difficulty, Opposed Roll: Whenever a character attempts an action that is directly
opposed by another individual or creature, the opponent’s ability rating is used as the Degree of Difficulty
(DoD).
Protection Rating (PR): A number representing the amount of protection a defensive covering provides.
Range (in combat): The distance from the attacker to the target.
Renown: The glory of a Hero measured in points. The more points in Glory, the better recognized the Hero.
Result Table: The universal table used to determine success and failure at an action.
Round: A unit of time equal to six seconds in the game world. Figuring out what happens in a round can take
longer.
Scale: A game mechanic representing opponents of vastly different sizes can affect each other differently in
combat.
Skill Rating: Skills are abilities acquired through training and practice.
XP: Experience points.




                                                                                                                   5
Lessons of the Past
       “Tell us a story of the past; tell us of when Atlantis ruled the world.”

        The children, scions of the great Atlantean houses, gathered around cross-legged in the ruins of
    the open-air theatre that served as Agathon’s school. The old man rubbed the rheumatism from his
    knee with one hand, waving the children into silence with the other. The morning sun had yet to rise
    above the ruins and the air still held the memory of nights chill.

       “Very well, we shall start the lesson today with the story of the world, which is, as you should
    know by now the story of Atlantis.”

      Agathon looked at his audience; these children would grow up to be statesmen, generals, and
    magi. He offered a silent prayer to the Gods that they would remember the lessons of the past.



    The Age of Unreasoned Sleep
        “The oldest spirits speak of a dimly remembered time called the Age of Unreasoned Sleep. This
    was the beginning of everything, when existence flowed from the dreams of the Elder Gods.”

       “Who were the Elder Gods?”

        Agathon looked down at the student. “A wise question Eridis, the Elder Gods were, and are, the
    source of all things, from the air that surrounds us to the time that I waste answering questions that
    my students should know I will get to soon enough.” The old man gave a mock scowl then chuckled
    at the solemn look on the child’s face. “Patience Eridis, everything comes with time. Now, if I may
    continue without interruption?” Eridis nodded eagerly.

         “The Elder Gods were beings out of time, endless creatures beyond our feeble capacity to
    reason or comprehend. The dreams of these sleeping Titans were enough to ignite suns and set time
    flowing in its proper order. It was a time of wonders and horrors beyond comprehension; it was also
    the birthplace of the race we now call the Jinn. Today we know the Jinn as mercurial beings with
    shifting allegiances and powerful magic. Back then, they were something different, born from the
    eyes of a fiery titan and building whole civilisations in the very flesh of the Elder Gods themselves.”

        Agathon paused, the children would have seen Jinn before but none would have guessed their
    true antiquity. The old man could spot the looks on some of their faces and envied them the sense of
    wonder.

        “Yes, the Jinn are a very old race, perhaps the first, perhaps not, since the ages of time we know
    are but the pale remembrances of beings that, while immortal, only stretch back to the beginning of
    the Age of Unreasoned Sleep. Who knows what other things or cycles of time existed before that?
    Perhaps the universe has existed countless times before?” Agathon shrugged, it was too early for a
    philosophy lesson.

        “The spirits tell us that as the Age of Unreasoned Sleep declined, something awoke. Perhaps
    this entity was an Elder God, perhaps it was their collective consciousness given form, or maybe it
    was just an emissary, the reverse of a dream, sent to our plane of existence by the sleeping titans.
    The being named itself Olódùmarè, and choose Demiurge as its title. By this act it gave itself form
    and purpose. Olódùmarè became fascinated by the myriad wonders of existence and set itself the
    impossible task of cataloguing each and every thing dreamt by the Elder Gods. It was Olódùmarè
    that forged order into the universe and gave reason to things. This was the greatest of times but sadly,
    as is the way with the world, the peace was not to last.”




6
The Age of Screams and Fire
    “Olódùmarè was only the first being to awaken, and the most beneficent. By laying down rules
for the universe Olódùmarè inadvertently woke the Elder Gods. These timeless beings did not like
what they saw and set about returning the world to its primeval state through death and fire. The
Jinn, warned by Olódùmarè, persevered themselves by hiding beneath the earth in jars of amber
glass and orichalcum.”

    Agathon grinned as he thought of all those gardens that were going to be sacrificed tonight in
the name of finding lost Jinn. As a child he had earned a terrible beating for digging up most of his
mother’s vegetable patch seeking the ancient wonder he knew in his heart was lurking under the next
cabbage.

    “The wrath of the elder gods was terrible, and when they were done, all that remained was
blackened stone and ash. As their rage subsided a great weariness overcame the Titans, and
Olódùmarè sang an ancient song that lulled them back to their ageless slumber. With the Elder Gods
asleep once more, Olódùmarè set about restoring the world. But the wrath of the Elder Gods was not
so easily put aside; it had become a distinct entity, and taking the name Nemesis, it burned through
the world slaughtering the new life that Olódùmarè seeded. The last titan would not be so easily
defied however; Olódùmarè captured Nemesis in a box made from the scorched wood of the last tree
in creation.”

   “Is that the box that Pandora found?”

   A chorus of hisses worthy of an Ophidian opera shushed the questioner into silence.

   “No child,” smiled Agathon “that was an entirely different box, one I will tell you about some
other time if you ever let me finish.”

   The child huddled down silently, doing a very good impression of a Jinn hiding in a bottle.

   “Olódùmarè kept the box under his tongue and after a time his voice seeped into the box,
changing the Nemesis into something new. One day, Olódùmarè awoke to find two small beings
creeping out of his mouth, he named them Set and Ba’al, and gave them the task of aiding him in
rebuilding the world. The three worked ceaselessly to repopulate the world with all manner of flora
and fauna. Much of the life we know today came to us from the hands of these three.”

    “It was during this time that Olódùmarè discovered the Jinn, hiding beneath the earth and set
them free. It pleased the ancient god that some part of the former age still walked the Earth. Inspired
by the Jinn, Set strove to create a race of his own, a race with mind and purpose. Set poured his
soul into these beings; gifting them with limitless ambition so that they might surpass the Jinn and
a belief that they were superior to all others. This race he called the Ophidians and moulded their
form to match his own. The Ophidians proved fruitful and spread across the Earth, founding great
kingdoms and forging Empires.”

   Agathon sighed. “Set’s gifts would prove to be curses on the Ophidian race; leading them to
war with the peaceful, to enslave those that wished nothing but friendship, and to sunder their own
bloodlines to weed out perceived weakness.”

    A hang shot up, Edris again, and the group let out a collective moan. Agathon smiled, “yes
master-questioner?” “Forgive me master, but I thought the dragons came before the Ophidians?” The
old teacher shook his head “No, though this is a common mistake propagated by a dozen or more
writers throughout antiquity. The dragons and the Ahl-At-Rab were spawned much later, the latter by
the Ophidians, and the former, well, I’m getting to that.”

    “Ba’al saw Set’s creations and grew jealous. Unable to fashion life whole Ba’al took some of the
Jinn and warped their mercurial forms into shapes he considered beauteous. These creatures became
known as the sons of Ba’al, and rose to terrorise the world, feeding on the Jinn and Ophidians alike.
The very presence of a son of Ba’al was enough to poison the soil and corrupt animal life.”


                                                                                                          7
“Olódùmarè saw Ba’al’s hateful and corrupted children and grew angry, banishing them from the
    world. Ba’al was angered by this and conspired with Set to take Olódùmarè’s power and become the
    ultimate creative force of the universe.”

         “Ba’al and Set led and army of their creations to attack Olódùmarè while he lay at rest on the
    moon. The battle raged for untold ages and scoured all life from the moon’s surface. Finally, through
    trickery and the sacrifice of countless minions, the twins of wrath were able to shatter Olódùmarè’s
    form into a thousand pieces. Set tore Olódùmarè’s heart-shard and threw it down to the Earth, where
    it sank into the rich red earth of a river delta. This was not enough to kill Olódùmarè, as his head
    survived, and the thousand shattered pieces were gathered by the eldest of the Jinn, who bound the
    shards into the same glass jars that had saved them from the Elder Gods.”

        “The shards of Olódùmarè, now beings in their own right, reworked the jars into mirrors to
    reflect the divine in all things. Naming themselves Orixa – a name meaning reflections of Olódùmarè
    - they confronted an exhausted Set and Ba’al as they argued over what to do with Olódùmarè’s head.
    The Orixa took vengeance in Olódùmarè’s name; banishing Ba’al and Set to prisons deep beneath
    the earth. Ba’al was imprisoned in a city of brass with his children. Since brass is painful to the touch
    for Ba’al and his children the city is a place of eternal torment.”

        “The Orixa tore Set limb-from-limb, and threw his serpentine form into the deepest hole they
    could find. Set thrashes and rages against his prison to this day; we feel his fury and call them
    earthquakes. The blood from Set’s ragged stumps was given form by his rage and desire to escape
    birthing terrible creatures of fury bent on destruction.”

        Agathon looked expectantly at Edris who supplied an awed “Dragons”. “Yes, the dragons, the
    blood of Set, they rose from the darkness, buoyed by Set’s own rage, spreading misery in their wake.
    While the dragons raged, the Orixa focused on shoring up the damage to creation wrought by the
    battle between Olódùmarè, Ba’al, and Set. With the Jinn too scattered and weak from saving the
    Orixa the Ophidians ruled the earth.”



    The Age of Water and Reason
        Agathon looked around at the sea of faces. A few servants sat at the back, sent by the parents
    to make sure their children behaved. The servants seemed to be as engrossed in the lesson as the
    children; no doubt they would return to their own offspring tonight and pass on the knowledge.

        Agathon picked up the ewer that lay at his feet and splashed the water within onto the dusty
    ground. “From the mating of earth and water came a race both bestial and noble.” The old man
    cupped his hands either side of the wet earth and brought them together to form a small pile of damp
    soil.

        “On the Island of Lemuria, from an egg of amber, rose a figure of mystery: the Lawgiver, first of
    the Lemurians, and father of their race. The Lawgiver was born immortal but sacrificed this gift to
    raise the apes of the Island up so that they became sentient. The truth of the Lawgiver’s origin is lost
    to the mists of time and he did not stay long. Before departing, the Lawgiver gifted his people with
    an unparalleled understanding of the natural world.”

       “The Lemurians travelled the world, thirsting for the knowledge that was their one weakness.
    The ape-men created great works of art, built cities that existed in total balance with nature, and
    grew to be masters of living in harmony with the natural world. Wherever they went the Lemurians
    brought peace until they encountered the Ophidians.”

       “Have any of you ever seen a snake in the wild?” Agathon asked. Several children nodded. “And
    what was your first reaction?” “I took a rock up and killed it, they’re dangerous” said one of the
    older scions. The other children murmured agreement.

       “This is exactly what happened when the Lemurians meet the Ophidians for the first time. The

8
two races had an instinctive hatred for each other that was beyond all reason. Slaughter and reprisal
was the pattern that defined the relationship between the two races. The Lemurians used their
understanding of the natural world to set it against the serpent-folk, while the Ophidians bred with
dragons to spawn their Ahl-At-Rab soldiers. ”

   “The war continued for centuries until the two races exhausted their resources and open warfare
gave way to a simmering cold war.”

    Agathon paused and raised and eyebrow…Edris’ hand was up. “But master, what about the
Atlanteans? My father says that our first Empire blossomed while the apes and serpents fought?”
The child’s brow furrowed as he tried to reconcile the two accounts. “Quite so,” Agathon replied
“sometime during the Golden age of Lemuria the Atlanteans emerged fully-formed from a river bank
in Gondwanna. The Atlanteans built a civilisation in Gondwanna unnoticed by the warring Lemurian
and Ophidian peoples.”

    “The Atlanteans were a noble people, and finding another race like their own to the East of their
lands they took them under their tutelage, instructing and guiding them as I do you. This race was
humanity, given life it is said, by the breath of Olódùmarè himself. Some humans regard this time
as a period of slavery where the Atlanteans dominated them, but our relationship was beneficent and
much of their culture and technology came from us. Gondwanna had barely been explored before
the serpent wars and was almost completely untouched, allowing the Atlanteans and humans free
reign to expand and develop their civilisations.”

    “It was during the lull in the serpent war that the Ophidians first became aware of the Atlanteans.
Scouts from the Eastern Ophidian Empire, seeking new resources to restart the war, encountered
the human civilisations in Eastern Gondwanna. A massive Ophidian army marched on Gondwanna
hoping to enslave humanity but unaware that the humans were under Atlantean protection. The
Ophidians had some early successes, overrunning the human’s coastal settlements and enslaving the
populations. The Atlanteans were outraged and, raising an army, struck back hard. The Ophidian
forces, used to combating the patient Lemurians, were not prepared for the speed of the Atlantean
strikes and quickly retreated from Gondwanna never to return.”

    A small cheer rose from the assembled children. Agathon smiled grimly; Atlantean thoughts went
easily to the glories of the past, living as they did in the crumbling cities their ancestors built when
Atlantis ruled the world.

“Now we turn back to the Lemurians, the gentle ape-men were rebuilding their civilisation when
disaster struck. A terrible plague, of incredible virulence all but annihilated the Lemurian people.
Entire cities were scoured of life and the few remaining ape-men fled back to Lemuria, abandoning
their outposts and colonies.”



The Rise of Atlantis
    “With the Lemurians gone and the Ophidians recovering from centuries of warfare the Atlanteans
were able to stride from Gondwanna unhindered. Early in their explorations the Atlantean scouts
discovered a rich and fertile land like nothing they had seen before. It took less than a century for the
entire Atlantean population to migrate to this vast continent, giving it the name Atlantis.”

    “Not content with seeding their homeland, the Atlanteans became traders and conquerors,
spreading their empire throughout the world. It wouldn’t be long before Atlantis came into conflict
with the remnants of the Ophidian Empire. Although greatly diminished the Ophidians were well
versed in the ways of war, had massive slave armies, and possessed potent black magic. The
Ophidians called upon the Sons of Ba’al for aid and the demons willingly answering the 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.”




                                                                                                            9
The Beast Wars
         “For a time it looked like the Ophidians would overrun Atlantis itself. As things looked their
     blackest Atlantis’ great sorcerer-scientists uncovered the secrets of Alchemy and Vril. The Atlanteans
     used these twin powers to create the Nethermen. These savage monster-men repelled the Ophdian
     invaders from the shores of Atlantis though it quickly became apparent that they could not be
     controlled. A mass Nethermen rebellion cost Atlantis dearly and forced the Altanteans to drive away
     or slay all Nethermen on Atlantis.”

         “The sorcerer-scientists returned to their laboratories, this time giving life to the Andaman; a race
     born of the mixture of animal and human. The Andaman could be given a host of different forms to
     suit any given terrain, allowing the Atlanteans to deploy their troops anywhere. The Andaman were
     more intelligent than the Nethermen and revered the Atlanteans as their makers. The Andaman also
     lacked the fecundity of the Nethermen; meaning that they were unlikely to breed in massive numbers
     and overcome their Atlantean masters.”

         “The Atlanteans bred entire legions of Andaman, sending them into battle against the Ophidian’s
     Ahl-At-Rab and dragons. The hosts of Atlantis won the day and the Ophidians retreated from their
     strongholds, hiding in the farthest regions of the Earth. Never again would the Ophidians rise to
     threaten Atlantis.”

        Another cheer welled up from the listeners but Agathon ignored it and continued.



     The Golden Age
         “For five centuries Atlantis’ star rose until it shone over the entire Earth. Vril pyramids captured
     the Earth’s lifeblood and channelled it for the glory of Atlantis. Flying ships and shunt-gates carried
     Atlantean explorers and armies to the farthest corners of the world and beyond. Great glass roads
     connected golden cities and no Atlantean wanted for anything.”

        “As with all Empires there comes a time when the fires of exploration and conquest burn low
     and the smoke of politics and corruption rises in thick clouds. So it was that after five centuries of
     burning bright the fires of Atlantis became embers and ash.”



     The Fall of Atlantis
         The faces of the children grew solemn and sorrowful. They all knew the next part of the tale, of
     the paranoia of kings, the immorality of the people, and the twisted will of the sorcerer-adepts.

        “In the last Century before the great Cataclysm the Atlantean people fell to corruption and
     madness. The high magic that created the Andaman was perverted to create all manner of twisted
     creations and monstrosities. The sorcerer-scientists experimented on the populations with impunity
     and only those of pure Atlantean blood were free from their meddling. Those not of Atlantean blood
     were little more than slaves, and treated worse than animals. No perversion or corruption was too
     great for the Atlanteans to indulge in.”

         “While the laboratories of the sorcerer-scientists spewed forth horrors, the slave pits and
     gladiatorial arenas ran red with the blood of innocents. The princes of Atlantis grew increasingly
     paranoid as assassination and border wars replaced diplomacy. Great weapons were constructed
     in the name of peace, armies were trained, and vast armament stockpiles created. Suspicions grew
     with each weapon forged and recruit signed up. Spies fermented rebellion and finally one of them
     succeeded in triggering a rebellion in the city of Antilla. This seemingly minor rebellion was the
     beginning of the end.”

         Agathon trailed off, everyone knew the rest of the story. They knew that the gods had punished
     the Atlanteans for the hubris. Autochthea had sunk beneath the waves and the Vril that was the

10
lifeblood of Atlantis had turned against them ravaging the land. The high Atlantean sorcery had
become unstable and brought only destruction. Finally, as Atlantis had crawled its way out of a
centuries-long Dark Age the Hesperian’s had launched an invasion that came close to destroying the
Atlanteans once and for all. Nobody wanted to hear that story.

    The sun rose above the lip of the ancient amphitheatre and soon it would become unbearably hot.
“Enough for today,” the old teacher called, “tomorrow we shall discuss what happened in the wake
of the Cataclysm.”




                                                                                                      11
The Hero’s Journey
     Character Creation
        To be a god
         First I must be a god-maker:
          We are what we create.
     James Oppenheim,

         Creating a Hero in ATLANTIS is a bit different than in most games using the Omega system. In
     keeping with the feel of Sword and Sorcery Fantasy that ATLANTIS is trying to emulate, the system
     has been geared to give the game and the characters more of a Sword and Sorcery-inspired feel.
         Heroes all have at least one thing in common; they are in some way touched by greatness. This
     touch may be favoritism by the gods, an auspicious birth, or a burning drive to achieve immortality
     through the fame one’s deeds produce. Whatever the case may be, the characters are a step above
     normal everyday folk, and their backgrounds and histories portray that, setting them apart from the
     rest of the Humans.
         First time character creation may take quite some time as the players as a group are collectively
     creating a history and shared narrative.

        Hero Creation
        Step One: Choose a Race
         ·	 The first step in creating an ATLANTIS player character is to select the character’s race or
            culture. This choice will determine the character’s general outlook on life. Additionally,
            each race will have a list of base Attribute ratings, and special abilities open to characters of
            the race. These serve to differentiate the races and cultures from each other.

        Step Two: Choose a Culture
         ·	 Where is the hero from? What part of the world? The hero’s land of birth will determine his
            base skills and possible his outlook on life.

        Step Three: Choose a Profession
         ·	 What does the hero do for a living? There are four core professions to build a character
            from. Once he has his general profession it is encouraged that a hero embellish her a bit to
            make the hero unique.

        Step Four: Walk Life Paths
         ·	 Where has the hero been, what has he done and seen in his time before the start of game?
            By randomly rolling on the Callings Paths charts, the player will further enhance and enrich
            the Hero with events, dramas, and tragedies that will round out and help define the Hero.

        Step Five: Other Details
         ·	 Next the Hero will spend a 30 Customization Points to customize his character further.
         ·	 Determine age and name. Once the Customization points are spent the player determines
            his Hero’s Hero Points, Hit Points, and age.




12
What Players are creating
      Players are creating a Hero that is favored to achieve his destiny and hopefully escape his
 fate. The player characters are special in some way, a cut above the rest, and a paragon of what it
 means to be a Human. The Hero is unique. He is not like Batman™, Doc Savage™, a Ninja, Han
 Solo, a Cleric, or a Fighter; he is a Sword and Sorcery Hero.
      The characters should be painted with broad colorful strokes, leaving the subtle details to be
 filled in during play. The Life Paths may look daunting but they are there to give your character a
 bit of shared history between them.
      Create a character that is truly deserving of the mantle of “Hero,” who brings Renown to you
 and your gods. It is your destiny!

     Character Creation as a group activity
     The character creation method presented is more fun when not done in a vacuum. All
 interested parties should sit together and discuss who and what they want to play. This will give
 everyone a chance to talk about how and why their characters know one another.

    The Life Path is the player’s muse.
    Hearing where the Life Paths take a character will give everyone at the table ideas, and the
 suggestions will start flying as to how to intertwine character histories. There are hundreds if not
 thousands of twists and turns the paths can take, and connections can be made anywhere along the            The Shakers of
 path. For example, a player character may have met one of the other characters long ago, if they            the World
 by chance rolled the same life event.                                                                        The following
                                                                                                          rules are not meant to
                                                                                                          create the normal and
                                                                                                          mundane people of
Attributes                                                                                                Antediluvian world
   Below are the 10 Attributes used to determine the abilities and prowess of a Hero in ATLANTIS.         (the NPCs) but the
                                                                                                          Movers and Shakers
                                                                                                          who alter the world
   Intelligence (INT)                                                                                     and leave change in
    A measure of the individual’s intellect and powers of reason. Intelligence is the deciding factor     their wake.
whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps,                    Mundane peoples
dialects, or writings, appraise the relative value of goods, solve puzzles and mysteries, and so forth.   of a particular race do
    -8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf), -3: Dolphin, -2: Simpleton, +0:        not have all the special
Average Human, +3: Genius, +5: Polymath                                                                   abilities and noted
                                                                                                          under the races and
                                                                                                          are described in the
                                                                                                          Adversary chapter
   Perception (PER)
    A measure of the individual’s sensory awareness, taking into account the abilities of sight,
hearing, smell, taste, and touch, plus such intangibles as instinct, intuition, and psychic talents.
Perception is the deciding factor whenever an individual attempts to detect unseen presences or
ambushes, detect illusions, locate lost or hidden articles, notice important details or changes in
surroundings, or utilize any sensory ability.
    -5: Mole, +0: Average Human, +4: Most Herbivores, +6: Fox, +8: Owl


   Will (WIL)
    A measure of the individual’s willpower, determination, faith, and wisdom. Will Rating
determine show well a character is able to resist temptation, bribery, seduction, torture, coercion,
interrogation, or influence.
    -3: Human Child, +0: Most Animals, +2: Stubborn or Tenacious Wild Animals, +3: Dedicated
Philosopher, +5: Oracle




                                                                                                                              13
Charisma (CHA)
         A measure of the individual’s powers of persuasiveness, including such intangibles as leadership
     and the ability to command the respect of others. Charisma Rating affects a character’s ability to lead
     or persuade other individuals, make a favorable impression, negotiate, bargain, or haggle.
         -5: Repellent Boor, -3: Sullen Introvert, +0: Average Human, +3: Natural Diplomat, +5: Inspiring
     National Leader


        Strength (STR)
         A measure of an individual’s physical power. Strength Rating determines how much weight a
     character can carry or lift, how much damage a character does with a hand-held weapon, and so
     forth. It is also the deciding factor in attempts to bend or break objects; force open or hold shut a
     door, and restrain other characters or creatures.
         -8: Mouse, -6: Domestic Cat, -4: Eagle, -2: Preadolescent Human, +0: Wolf, +3: Donkey, +5:
     Lion, +8: Bull


        Dexterity (DEX)
         A measure of the individual’s agility, coordination, and maneuverability. Dexterity Rating is an
     important factor in most physical skills and determines how well a character can perform acts of
     manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object.
        -3: Domestic Cattle, -1: Domestic Sheep, +0: Average Human, +2: Athlete, +4: Gymnast, +7:
     Squirrel


        Constitution (CON)
          A measure of the individual’s endurance, stamina, and durability. Constitution Rating determines
     how well a character can resist the effects of disease, wounds, poisons, toxins, exposure, hunger, and
     thirst.
         -4: Phthisis (“Consumption”) Sufferer, -2: Indolent Epicurean, +0: Average Human, +2: Athlete,
     +4: Wild Boar, +5: Champion Marathon Runner, +8: Elephant


        Speed (SPD)
          A measure of how swiftly an individual is capable of moving, either on land, in the water,
     through the air, or by other means. Speed Rating determines Initiative in combat, as well as attempts
     to pursue others or escape pursuit.
         -5: Immobile, -4: Tortoise, -2: Mouse, +0: Average Human, +3: Serpent, +5: Champion Sprinter,
     +7: Fox, +10: Horse, +12: Deer, +14: Hare


        Combat Rating (CR)
        A measure of a character’s natural ability in combat situations. It reflects a combination of
     physical and mental attributes, cultural and social factors, biological traits, and personal inclination.
     Combat Rating serves as the modifier for most combat-related skills. Combat Rating affects a
     character’s ability to attack as well as defend.


        Magic RATING (MR)
        The Attribute unlocks the inner power of the Hero to manipulate the universe.




14
The Root Races of the
Antedeluvian World
    The history of the earth can be divided up into five eras, each one dominated by a distinct “root
race.” According to the great Atlantean scholar Petranova there will ultimately be seven root races,
though it remains to be seen which two will close out the cycle: one of the existing races, or one as
yet unknown.

    The First Root Race (the Elder Gods)
    The first root race was comprised of the Elder gods born in the primordial cosmic energies of the
planet. These aetheric beings coalesced into abstract thoughts and ideas and made their home in a
great tower on the volcanic mountain of Meru, from where they built and shaped the earth while it
was young and they could take advantage of its wild magical energies. Folding ideas and concepts
into shapes and forms the Elder gods raised land from the volcanic sea and made atmosphere from
the caustic miasma swirling in the great tempest.
    Once the Elder Gods were done they slept, and from time to time their fevered dreams created
beasts and plant s of unimaginable description. It is said that once in every twenty-four thousand
years of slumber, they would awake occasionally to see what their chaotic imaginations had created,
toying with and in some instances destroying them.
    Some of these dream-constructs banded together and sought refuge far away from their dreaming
progenitors; these formed the pantheons of gods we know today. Others were more wild and
malleable in their nature and were not easily destroyed; these Jinn existed in the folds and crevices of
the Elder Gods as they slept and fed on the dream potential of these cosmic dreamers. In their time
on earth, these “Endless Ones” as they were called created many wondrous things and infused much
with their mercurial potential.

     The Second Root Race (the Saurians)
     There are several very distinct subspecies of the third root race, which arose and lived on the
continent of Mu. Dragons were the first and most glorious of the saurians and took flight to dominate
all for corners of the earth. All other life paid homage to the dragons and brought tribute to their
mountain fortresses, although the dragon lords allowed the other lesser saurians to do as they pleased
as long as they were left alone in their solitude to dream like the elder gods and travel the cosmos.
The Makara ruled the seas, while the Naga ruled the land of Mu with their Ahl-At-Rab servants.
     During the thousands of years they controlled the earth they warred against one another and
played with dark magic, perverting the abundant Vril energies. They would still rule to this day if not
for the God Wars that took the greatest toll on the saurians and their dragon masters. During the wars
the Naga turned on the dragons and sided with the gods, hunting the dragons or tricking them into
coming to their own slaughter. The remaining dragons hid in far away lands, but the saurians as a
whole never recovered their former grandeur. Now only pockets of their civilization remain as proof
that they once stood glorious on the earth.

    The Third Root Race (The Lemurians)
    The first of the third root race is said to have hatched from a golden egg on the continent of
Lemuria. The Lawgiver, as he was called, watched over the rest of his race as they came out of the
trees and became a race of great apes which spread out and colonized the other continents, creating
pockets of civilization on all the corners of the earth. The Lemurians warred against the Naga and
their thrall race the Ahl-At-Rab and tried in vain to exterminate the Makara who preyed upon their
sea colonies. Not being a match for the Naga’s use of Vril and magic the Lemurians eventually
turned toward technology that utilized powerful energies, and became potent adversaries. In the last
days of their dominance on the earth most of the great apes were wiped out with a plague that killed
thousands, including the Great Lawgiver. Devastated, the Lemurians isolated themselves on their
island and now look inward, studying their technology and philosophies in seclusion.

   The Fourth Root Race (the Atlanteans)
   The fourth root race was born amidst the God War that devastated the first three races, rising
whole along a forgotten river that empties out into the ocean off the eastern coast of Gondwana.
They built many cities there before moving on to the island of Atlantis, and it is from this rich fertile
land that they grew an Atlantean empire that expanded and created colonies throughout the world.

                                                                                                            15
For a thousand years the sea empire expanded in the face of the waning third races. During the
                           time of the first Beast War the concerted effort of the third races pushed the Atlantean colonies back
                           and cooled their ambitions, but this would only last until attention was focused elsewhere. With the
                           advent of the fifth root race the Atlanteans began to expand again, and during the second and third
                           Beast Wars the Atlanteans cemented their place in the world and ruled unchecked for a thousand
                           years, creating several slave races to serve their needs even as the humans slowly rebelled. They
                           were ultimately unseated by their own hubris, magical experimentation, and civil war.

                               The Fifth Root Race (Humans)
                               The youngest race in the antediluvian world and the one with the most promise, the humans have
                           sprung up and spread across the world with amazing speed. They seem to be the least connected
                           to other root races, but shared many common traits with the Atlanteans, who abused rather than
      Half Breeds
                           embraced them. The humans soon found the yoke of an Atlantean master unbearable, bringing about
        At some
                           several slave revolts and finally freedom.
point during the
                               The humans seem destined to rule the world as those before them have, especially as the older
game a player may
                           races slowly die or fade into memory. The other races wonder why this small young race has the
be tempted to play a
                           ability to dominate all four corners of the world, and some believe that this is just a passing age
mixture of two races.
                           where they too will ascend and fall spectacularly from grace. Only time will tell…
This is possible to an
extent but most of the
races will breed true.
    As a rule, a root
race can breed with
                           Step One: Choose a Race
the root race below
them. The union will       RACES
produce a member of
                               Below is a list of the races available and the special talents attributed to them. Note that these
the newest race. The
                           are just general overviews of the race, and that many different variations exist throughout the world;
child may have some
                           there many human cultures, for example, and not all of them look or behave identically.
of the features of both
                               Each race is described in more detail on the pages that follow.
parents but only the
                                ·	 Ahl-At-Rab
abilities of one parent.
      Example: A                ·	 Andaman
  Human can breed with          ·	 Atlanteans
  an Atlantean and is           ·	 Humans
  considered Human              ·	 Jinn
  for game purposes.            ·	 Lemures
  An Atlantean and              ·	 Nethermen
  Lemurian can breed
  but the union only
  produces an Atlantean.
    Th Andamen
and the Nethermen
can breed with
only humans and
of those union only
sterile Andamen or
Nethermen will be
produced.




16
17
Ahl-At-Rab
                  (A.K.A. Lizard Men, Snake Men, Saurians)
     Ahl-At-Rab (or “sand devils”) are a warlike species of saurians who populate certain deserts and
     barren wastelands. They are a nomadic race and continually move from place to place in search of
     food. They are believed to be distantly related to the sea-dwelling Makara and are known to have
     been the one time slaves of the Naga.
     Although they are not builders, the Ahl-At-Rab are fairly skilled at making weapons and crude
     implements mostly of copper or obsidian. Some tribes have succeeded in domesticating certain types
     of reptiles, such as vipers, sand boas, and the ponderous lizards the Ahl-At-Rab call “sand dragons.”
     The Ahl-At-Rab use these giant creatures as steeds and burden beasts, and often train them to fight
     along with their riders. Mounted on their “sand dragons,” Ahl-At-Rab are able to travel up to twenty
     miles per day through most types of desert or barren terrain.
     The Ahl-At-Rab live for combat, and will attack even large groups of armed men without hesitation.
     Though they possess ample natural weaponry Ahl-At-Rab usually prefer using spears, obsidian
     clubs, and war whips made of sand dragon hide in battle. Both their spears and clubs function as
     missile weapons, as well as hand-held weaponry. The Ahl-At-Rab occasionally use copper or reptile-
     hide shields and breastplates, and sometimes affix such protective devices on their sand dragons.
     Unless they are hopelessly out-classed or outnumbered, Ahl-at-Rab will fight to the death. As they
     are carnivorous creatures, Ahl-At-Rab usually devour those they slay in battle, but will not stop to
     do so until all fighting has been resolved. They will take prisoners, both for use as slaves and as a
     hedge against times when food becomes scarce. For the latter reason, prisoners of the Ahl-At-Rab
     are usually not mistreated unless they are believed to be spies.
     Though once quite numerous, the Ahl-At-Rab are believed to be a dying race. Few existing tribes
     number greater than forty to fifty warriors, plus a like number of females, young, and old ones. On
     rare occasions, two or more tribes will join forces and travel en masse, but most of the time the Ahl-
     At-Rab tribes are too busy warring against each other to bother with treaty-making.
     Ahl-At-Rab love the beauty and honesty of violence in all its aspects and some even elevate it to
     an art form. Some consider the Ahl-At-Rab brutish but they perform very elaborate plays during
     ceremonies and religious gatherings. The plays are gut wrenching tales of tragedy, unrequited love
     and black betrayals. Many great works of the antediluvian world are believed to be taken from these
     plays and re-imagined by other races.


        Physical Description:
         Humanoid in form, Ahl-At-Rab are slow-moving but powerful creatures. They average about 2m
     in height, though 2.25m males are not uncommon. All have scaly hides which range in color from
     tan to dark brown. A fin-like crest runs from the center of the forehead to the base of the neck, and
     is believed to help maintain body temperature. Females of the race have a fan of brightly colored
     feathers starting at their temples and stopping at the back of their necks. Like all reptiles, Ahl-At-Rab
     are cold-blooded creatures. Because of their often violent lifestyle, Ahl-At-Rab generally live for
     about 45 years.


        Personality:
         The Ahl-At-Rab are a serious and stoic people who assess every living thing as either a threat,
     a pack mate, or food. The language of the Ahl-At-Rab has seventeen words for survival but none
     for friendship. The Ahl-At-Rab are harsh in their dealings with others, and consider a full belly and
     a dead enemy a good life, hoping that when they meet their end it will be upon a heap of broken
     enemies. The Ahl-At-Rab do not fear death but accept it as the logical conclusion to living; they do
     not run from death but advance towards it hissing battle cries in defiance, hoping to drag whatever
     opponent they face into the abyss with them.




18
Racial Attributes:
 INT     PER       WIL CHA          STR       DEX       CON       SPD       CR      MR
 +0     +1     +0          +0       +2        +0        +3        -1        +1      -1
Hit Points: 20


   Racial Ātman
   +1 Fire

   Racial Abilities
Cold Blooded
      Ahl-At-Rab need very little water to survive and are almost immune to extreme heat. Ahl-At-Rab
characters receive a bonus of triple their CON (minimum of +3) to any CON resistance check for
heat exposure. Versus cold exposure and cold based attacks the Ahl-At-Rab suffer a penalty of -3 to
resist and a penalty to their SPD of -3 for CON-7 rounds.
Acute Sense of Smell
      Ahl-At-Rab smell by using their forked tongues to collect airborne particles. When making a
perception check based on smell an Ahl-At-Rab may add triple their PER to the roll (minimum of
+3).
Natural Weapons
(If it’s the first attack in the round for the hero the Ahl-At-Rab may use the claws to attack twice without a
multiple action penalty)
      Ahl-At-Rab heroes are born with fearsome fangs and clawed hands. Bite DR 3, Claws DR 3
(armor piecing).
Poison Spray
      Ahl-At-Rab may spit a burning poison at a foe blinding them for a number of rounds equal to the
hero’s CON minus their opponents DEX (minimum of one round). The foe will suffer a penalty to all
actions that require sight equal to the Ahl-At-Rab’s CON (minimum of minus one).
      The Ahl-At-Rab must make a successful to hit roll using the athletics skill+CR for the poison to
land and if the target is wearing a helmet of some sort that reduces the amount of time the poison is
active. The range of this attack is equal to the hero’s STR in meters.
             Example: an Ahl-At-Rab with a CON+4 spits at a target with a DEX +0. the venom would
         normally blind the target for 4 rounds but fortunately for the victim he has a helmet with a PR 2
         protection. The target would only be blinded for 2 rounds.
   	




                                                                                                                 19
Andaman
                   (A.K.A. Beastmen, Werebeasts, Chimeras)
     The Andamen are a race of humanoids created long ago by the Atlantean sorcerers of the First Age
     to fight the Beast Wars against the Naga. Once said to be quite numerous, the so-called “beast-men”
     are now considered a dwindling race. Each race was formed for a certain task and used as slaves
     and soldiers for their eldritch masters. Once the Atlanteans saw no need for the beastmen they were
     abandoned and left to fend for themselves. Some embraced their bestial nature while others formed
     societies and civilizations of their own.
     There are several distinct sub-species of Andaman, each created through numerous attempts at
     cross-breeding and magical experimentation. The lion-men (Nemeans), jackal-men (Anubim), wolf-
     men (Garou), Jaguar-men (Balam), Owlmen (Uluka), Gillmen (Tritons), and Bull-men (Taurans
     or Minotaurs). Regardless of type, all Andaman are physically altered to suit the needs of their
     Atlantean creators and are physically distinct from their baseline human source.
     Though most Andaman choose to make their home in wilderness regions, some have no qualms
     about living amongst civilized folk. Accordingly, it is not especially uncommon to find small groups
     of Andaman living in or nearby certain of the larger cities and settlements. Due to their natural
     abilities, Andaman are in demand in some regions, where they are sought after as skilled guides,
     scouts, hunters, and so on.
     The Andaman all share a common origin but have since then becomes quite unique in their thinking
     and philosophy. Below is listed the largest and most common groups of beastmen

        Blood of the Andaman
         The blood of an Andaman is potent with the magics that first lifted them from all fours to walk
     like men. When the blood is mixed in sufficient quantities with milk and fed to animals it gives the
     Andaman a bond with the beast. This makes the animal loyal to the Andaman and pliable to taming
     and training. The blood will only work to make the beast loyal to the giver of the blood, and only
     beasts that are of the same ilk as the Andaman may be enthralled so. A hawkman could never tame a
     lion and a wolf could never be tamed by a triton.
         Enough blood must be administered (5 hp a day) for a week to tame the beast (giving a bonus
     of +10 to animal handling roles). Once the animal is tamed the beast will consider the Andaman its
     friend.

        Physical Description:

        Anubim (the Jackal Men)
         Used as guards and enforcers for the Atlantean generals during the Beast Wars the Anubim were
     loyal and quick to action. Standing over 1.5m tall with a wiry lean build and the heads of jackals,
     Anubim are covered in a short fine fur ranging in color from jet black to a dusky gold. Most Anubim
     adorn themselves in gold and lapis jewelry that contrasts their fur.
         Personality:
         Anubim are serious and even-tempered individuals who do what they say and always keep their
     word. Anubim are loyal to those they call friends and would lay down their life for a loved one
     without hesitation. If an Anubim considered you a brother you know that he will follow you to the
     ends of the world and expect the same from you.
         Anubim are also the most clever and wise of the beast men and were used as assistants to the
     Atlantean magi they served. In that time they quietly learned the ways of magic and hid this from
     their masters.
         Racial Attributes:
      INT    PER       WIL CHA          STR      DEX         CON   SPD   CR      MR
      +1     +2     +0         +0       +0       +0          +0    +1    +1      +0
     Hit Points: 18


        Racial Ātman
        +1 Water



20
Racial Abilities
Natural Weapons
    Anubim are born with fearsome fangs. Bite DR 4.
Beast Language
    Anubim have the ability to communicate with jackals, dogs, wolves and similar creatures to a
limited degree. This gives them a bonus equal to the CHA +3 (minimum of +3) to animal handling
skill rolls involving wolves and dogs.
Acute Sense of Smell
    Anubim have an enhanced sense of smell. When making a perception check or tracking roll
based on smell the hero may add double their PER to the roll (minimum of +2).
Mans Best Friend
    Of all the Andaman the Anubim are the most closely allied with humans. When acting in a
coordinated effort the human and the Anubim both gain a bonus equal to the hero’s PER (minimum
+2). Everyone involved in the effort (maximum number equal to twice the hero’s INT, minimum of
2) must spend an action the previous round coordinating their actions.


    Balam (Jaguar Men)
    Large and powerfully built the spotted bodies of the warrior Balam stand over 1.8m tall,
weighting 80-90kg. Most males wear necklaces made from the teeth or bones of dead ancestors. In
some families, prized or great ancestors’ bodies are stripped at death for the sacred bones.
    Personality:
    Balam are crafty and clever people constantly on the look out for ways to better their situation.
Incurably selfish the Balam focus almost entirely on their needs and wellbeing. Quick to anger, they
solve most of their problems with physical force; fools and the weak are never suffered.
    Racial Attributes:
 INT      PER       WIL CHA           STR       DEX        CON       SPD       CR      MR
 +0     +0     +0           +0        +2        +0         +1        +2        +2      -2
Hit Points: 18


    Racial Ātman
    +1 Fire


    Racial Abilities
Natural Weapons
(If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multiple
action penalty)
      Balam are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piecing)
Cat Prowess
      Balam have the ability to leap a number of meters into the air equal to their STR+SPD.
      When falling the hero has the natural ability to fall on her feet, and subtracts her DEX in meters
(minimum of 2 meters) for the purpose of determining falling damage.
Night Vision
      The hero’s eyes amplify existing ambient light, allowing him to see well in conditions of
darkness. Normal penalties for darkness are halved and the hero receives a bonus to perception rolls
equal to triple his PER (minimum of +3). In pitch darkness the hero is as blind as anyone else.
Climber
      Balam are excellent climbers and user their clws and natural deftness to make easy work of
most vertical surfaces. When climbing a Balam may add twice their DEX (minimum of +2) to the
Athletics rolls.




                                                                                                                       21
Garou (Werewolves)
         The wolf men range in colors from black and dark brown to pale gray and white (the most rare).
     Standing 1.8m tall and weighting over 115kg the Garou are powerful trackers and warriors.
         Personality:
         The Garou are relentless when angered and will hold a grudge until the sun burns out. The Garou
     are a practical people who live in societies based on strength and cunning. The largest and most
     powerful wolf must also be the most clever in order to lead. Garou do not respect weakness and only
     lament the dead for an instant when a loved one is lost.
         Racial Attributes:
      INT      PER       WIL CHA           STR       DEX       CON       SPD       CR       MR
      +0     +0     +1           +0        +1        +0        +1        +2        +2       -2
     Hit Points: 20


         Racial Ātman
         +1 Earth


         Racial Abilities
     Natural Weapons
     (If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multiple
     action penalty)
           Garou are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piecing)
     Relentless
           When pursuing quarry the Garou will endure and keep going. Once per game the Garou may add
     triple their WIL (minimum of +3) to any roll as long as it pertains to their target.
     Acute Sense of Smell
           Garou have an enhanced sense of smell. When making a perception check or tracking roll based
     on smell the hero may add double their PER to the roll (minimum of +2).
     Wolf Pack
           The hero fights best in a group of like minded individuals. When a hero is with a group that it
     considers its “pack” he may provide a bonus (if he is the Alpha or leader) equal to twice his PER
     (minimum of +2) to all damage done to a single target. The group must be surrounding the target and
     make a concerted effort at attacking it.




22
Owlkmen (a.k.a Birdmen, Flyers, Uluka)
    Used as aerial forces the owlmen closely resembled normal Atlanteans in the beginning with dark
skin and large powerful wings on their backs. Soon the magics that created them took hold tightly
and formed them closer to the beast they were bred with. Now Uluka are covered in a light coat of
feathers ranging in color from black to brownish red. The Owlmen are lithe and wiry standing 1.5-
1.75m tall, typically weighing 45-50kgs.
    The Uluka took the last of the Atlantean’s sky fortresses as their home and built and expanded
the keep into a small city held together by adamantine chains and connected by ornate rope bridges.
The magic that keeps the city afloat is slowly failing and all know that soon the drifting city will fall
to the ground. Currently the Uluka are looking for a place to settle their city high in the mountains.
    Personality:
    The Uluka are a quiet and introspective people who are honest and plain spoken. They are always
clear in how they feel and straightforward in how they express it. Other races find this troubling or
off-putting since the ugly truth is sometimes hard to stomach.
    The Owlmen are a peaceful people but this does not mean they are pacifists. They will pursue
every avenue to a non violent solution but when all corridors to peace are blocked they will fight
with a furor and savagery that would make a netherman ashen with fright.
    Racial Attributes:
 INT     PER      WIL CHA          STR      DEX      CON      SPD      CR      MR
 +1     +1     +1        +0        +0       +0       +0       +2       +0      +0
Hit Points: 18


   Racial Ātman
   +1 Air


   Racial Abilities
Lords of the Sky
    The Uluka are winged creatures who are at home in the sky. When flying Uluka move at triple
their SPD (minimum of +6).
Beast Language
    Uluka have the ability to communicate with birds to a limited degree. This gives them a bonus
equal to the CHA +3 (minimum of +3) to animal handling skill rolls involving avian life.
Owl Perception
    The hero has incredible perception and may hear and see at greater than normal distances with
amazing clarity. The hero receives a bonus to sight and sound based perception checks equal to triple
their PER (minimum of +3). All sight based range penalties are reduced by one range step when
targeting with a ranged weapon.
Rarified Air
    The Owlmen are used to operating in very thin air and do not suffer as badly as others in such
environments. In thin atomospheres the hawkman may operate normally and when holding his
breath may do so for twice as long as a normal person.




                                                                                                            23
Nemeans (Lion Men, King of Beasts, Feral Lords)
         The generals of the beastmen armies during the war with the Naga, the Nemeans are almost
     always gold in color but occasionally a rare instance of a black furred Nemean is seen. Both males
     and females are fierce warriors of this species and all are known for their commanding roar and how
     the other beastmen defer to them (perhaps something imbued in them by the Atlantean masters).
     Nemeans are known for their arrogance and demand that they be considered first in status. Nemeans
     stand 1.75-2.25 tall and weight 95-130kgs.
         Personality:
         The Nemeans are born with an innate sense of entitlement and assume that other Andaman will
     defer to their regal nature. Haughty and full of themselves the lion men are quick to anger when they
     are crossed but are patient enough to wait for the right moment to exact their revenge. Their regal
     and conceited nature is repellent to most but lion men see this as jealousy at their inborn greatness.
     To a friend the Nemeans are loyal and will do everything including sacrificing their life to help.
         Racial Attributes:
      INT      PER       WIL CHA           STR       DEX       CON        SPD       CR      MR
      +0     +0     +1           +2        +1        +0        +1         +0        +2      -2
     Hit Points: 20


         Racial Ātman
         +1 Earth


         Racial Abilities
     Natural Weapons
     (If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multiple
     action penalty)
           Nemeans are born with fearsome fangs and claws. Bite DR 4, Claws DR3 (armor piecing)
     Lord of the Beastmen
           Among the Andaman the Nemeans are kings. All social interaction with other Beastmen has a
     bonus of triple the hero’s CHA (minimum of +3).
     Beast Language
           Nemeans have the ability to communicate with any canine, feline, aquatic, or avian life to a
     limited degree. This gives them a bonus equal to the CHA (minimum of +1) to animal handling skill
     rolls involving many creatures.
     Lions Roar
           The roar of a Nemean is used both to inspire allies and strike fear into enemies. When used to
     inspire the roar gives the hero’s allies a bonus to one dice roll (designated by the hero) equal to twice
     his CHA (minimum of +2).
           When used to inspire fear, those opposed to the hero must make a WIL roll with a DoD equal
     to triple the CHA (minimum of +3). If they fail, they suffer a penalty equal to the Hero’s CHA for a
     number of rounds equal to the Hero’s CON+1
           The Lions Roar is taxing and may only be used (in either capacity) a number of times of day
     equal to his CON (minimum of once a day).




24
Taurans (Minotaurs)
    The large bull men are feared for their great strength and infinite rage. Standing 2.25-2.5m tall
and weighing 136-181kgs the Taurans are the largest of the beastmen and are known as bullies. All
Taurans have horns and the larger the horns the more prestige they enjoy in their society. Tauran
horns are adorned with many rings (the more the better), and they wear gold horn-rings, ear-rings,
nose-rings, and torcs as a sign of status. The saying “Neck as strong as a bull” comes from the fact
that Taurans wear so much gold that a normal neck would snap under the weight.
    Personality:
    Boastful and lusty, the Taurans live life to the fullest and expect those around them to do so as
well. Taurans eat, drink, slay and love with equal zeal and never a day goes by that they do not do
one of these things in excess.
    Racial Attributes:
 INT    PER      WIL CHA          STR      DEX      CON      SPD      CR     MR
 -1     +0     +0        +0       +4       +0       +2       +0       +2     -2
Hit Points: 25


   Racial Ātman
   +1 Earth


   Racial Abilities
Natural Weapons
    Taurans are born with prodigious Horns. Horns DR5
Bull Charge
    Taurans mayattack an emnemy by charging at him with his horns. The attack suffers a -5 penalty
above what is needed to hit but if successful he hits his opponent for 15 Points+STR and knocks his
opponent off his feet. The target must spend an action to regain his footing.
    If the Tauran fails in the attack he looses an action next round and on a critical failure he hits
something hard with his head and must make a CON roll with a DoD -10. If he fails he suffers a -2
penalty for CON-6 rounds.
Strong as a Bull
    Tauran strength and stamina is legendary. The hero may take damage that would kill another
being (zero hit points) and continue to stay on his hooves and be active for a number of round equal
to twice his CON (minimum of 2 rounds).




                                                                                                         25
Tritons (Gill Men, Mermen)
         Used in the Beast Wars to fight against the Naga leviathans and Makara forces, in the beginning
     the Tritons resembled closely the normal humans from which they were birthed but he alchemical
     magics soon twisted them into the form they hold today. Now unsuited for the surface world, Tritons
     must wear special apparatus at their necks to breathe out of water.
         Tritons stand 1.5-1.8m and weight 68-90kgs. Their skin ranges in color from green to blue, with
     accents of reds and gold on scales that shimmer with a metallic sheen. Their large black eyes are
     well-suited for the aquatic depths they reside in.
         Personality:
         The Tritons are clear and even-tempered thinkers that act in the best interest of their society.
     They are never eager for violence but act with efficiently when presented with hostility. Triton
     diplomats and tacticians are sought after all over the world.

        Racial Attributes:
      INT       PER      WIL       CHA       STR       DEX       CON       SPD       CR        MR
      +2       +0        +1        +0        +0        +1        +0        +2        +0        -1
     Hit Points: 18


        Racial Ātman
        +1 Water


        Racial Abilities
     Aquatic
         The Tritons are born of the water and are at home in the crushing and cold depths of the sea. In
     water the Triton may move at triple his SPD (minimum of +3) and may breathe freely. When on dry
     land the Triton is awkward and unaccustomed to land movement acting as if her SPD is -1 (only for
     distance moved and not initiative).
         Tritons may only survive outside of water for CON+1 hours (minimum of 1 hour) before
     suffocating. To counter this all Tritons are given a small water bladder apparatus that fits to their
     neck. The device must be refilled every 4 hours to work properly and with it a Triton may stay out of
     water indefinitely.
     Beast Language
         Tritons have the ability to communicate with aquatic life to a limited degree. This gives them a
     bonus equal to the CHA +3 (minimum of +3) to animal handling skill rolls involving sea life.
     Night Vision
         The hero has the ability to amplify existing ambient light allowing him to see. Normal penalties
     for darkness are halved and the hero receives a bonus to perception rolls equal to triple his PER
     (minimum of +3). In pitch darkness the hero is as blind as anyone else.




26
27
Atlanteans
                  (Little gods, God-Kings, Noble creators, Lords of the Earth, Man Shapers)
         Though they are but the fourth root race of seven, to hear the Atlanteans speak it they are greater
     than all the others before them. They were not a construct of any of their predecessors, instead
     seeming to come into existence on their own (an oft-spoken and oft-denied rumor is that they
     came from some other world or dimension, escaping some great cataclysm or other). They did not
     experience an early period of growth or evolution—physical, mental or social—but instead always
     were exactly what they are: a confident, arrogant race that presumes themselves superior to all
     others, and has generally had the talent and strength to back up such claim.
         The Atlanteans are known for many things, all of them done seemingly without any sense of
     humility, shame, or fear of failure. And when seeming defeat has come their way, the Atlanteans
     have always been quick to argue it was all part of the plan. When they chose to create an empire, it
     spanned the world and rivaled all others before or since, and when that empire was gradually pushed
     back, it was done with a sense that such a tactical retreat was in the Atlantean interest.
         Although they no longer hold the position of superiority they once did—that mantle belongs
     now to humans—the Atlanteans still argue that the future is theirs to grasp. Some claim that they
     are already constructing yet a new slave race to help them recapture what was once theirs; others
     say that Humans are in fact that race, secretly being manipulated from behind the scenes by these
     cunning taskmasters. Whether or not this is the case, and whether or not the Atlanteans truly believe
     any of it—or are merely pretending—is unknown. Just how they like it.


        Physical Description:
         With skin the color of polished mahogany or deep bronze, the statuesque Atlanteans stand above
     all other men on earth. They wear their kinky hair in long wavy locks, oiled with exotic fragrance
     and sprinkled in gold and silver flakes. Their eyes are the color of gold or emeralds (sometimes
     a mixture of both) and their inviting lips the color of pitch. The Atlanteans are all beautiful and
     gracefully built, the idea of perfection in a primitive world. All Atlanteans stand at least 1.8m tall
     with weights around 68-90kgs.
         Whenever possible, Atlanteans wear fine clothing made from exotic fabrics from far off lands,
     arms, hands, legs, and feet adorned with precious metals and gems.

        Personality:
         Most other cultures think the Atlanteans arrogant, cold and condescending, always looking down
     their noses at the other races as if they are beneath them. The Atlanteans would say this is true and
     that most other races are like children to them, lost in the world and likely to remain so without their
     seneschals to look after them.
         The Atlanteans believe it is their destiny to rule, a right given them by their god. What some see
     as cruelty they see is compassion and a steady hand.
         Most of the races see them as depraved and hedonistic but the Atlanteans see the world as
     something to be explored and brought low before its rightful masters. Sex is casual and meant to
     be explored, drugs expand and enlighten, and food and wine is to be consumed. The world is their
     paradise.


        Names
        Atlanteans share the naming practices of their two greatest colonies; the Hellenes and the
     Acherons.




28
Racial Attributes:
 INT      PER       WIL       CHA      STR       DEX       CON       SPD      CR        MR
 +1       +0        +0        +0       -1        +0        +0        +0       +0        +5
Hit Points: 20


   Racial Ātman
   +1 Empyrean


   Racial Abilities
Aura of the Gods
   Atlanteans get bonuses in social situations because the world has been conditioned to deal with
them. They receive a bonus equal to double their CHA to leadership rolls.
Unearthly Beauty
   They can never be mistaken for anything but an Atlantean. They are always in some way
beautiful. The hero adds double his CHA (minimum +2) to any social situation where physical
beauty may be an advantage.
Vril Masters
   They alone can control Vril to its maximum effects. Vril items add the hero’s MR rating
(minimum of +2) to the Vril level of the item.
   When drawing power from a Vrill enriched area the Atlantean hero may double his MR for the
sake of the amount of Hero Points drawn.
Beast Lore
   Because they were the original seneschals of the earth, they know the names of every beast that
crawls, swims or fly (INT roll with a DoD determined by the GM). This also gives them some slight
authority over the beast-men they created. When encountering an Andaman they will be the last to
ever be attacked and in social situations they gain a bonus of 2+CHA (minimum of 2 does not stack
with the Aura of the Gods ability).
Vice
   All Atlanteans have some sort of vice that holds them in its thrall. Some indulge in drinking or
another intoxicant, while others embrace the pleasures of the flesh. The hero must indulge in his
vice once per day to keep his soul sated. If he cannot, his mind becomes addled and his disposition
becomes foul. The hero’s INT, WIL, MR, and CHA are reduced by one per day that the hero must go
without. Once he has quenched his “thirst” his attributes revert to normal.




                                                                                                      29
Humans
                 (A.K.A. men, the earth children, children of edom)
         Humans work the land in every nation, comprising the majority of the world’s population. They
     are slaves and serfs, beggars and bandits. They are also alchemists and scholars, nobles and kings.
         Many humans harbor hatred or mistrust for the “lesser” races and monsters. In some nations,
     this attitude is more pronounced than in others, just as such a demeanor often depends on a person’s
     education, religious beliefs or social rank. In all things, humans are a race most affected by the
     events around them. Just as the highest king or queen deals in war and the intricacies of the courts,
     so does the lowest peasant listen for news of a coming battle or seek signs to indicate the quality of
     a harvest. Humans are unique among the races, for they are not shut away from world – they are the
     world. Kingdoms rise and Empires fall by the actions of all men and women.


        Physical Description:
         Human adults generally range between 1.5-1.8m in height, weighing between 56-60kg, although
     there are many larger and smaller, lighter and heavier humans. Those who live without the need for
     toil or effort are often prone to corpulence and fatness, while a peasant who works hard and a soldier
     that practices with the blade will be able to keep themselves reasonably healthy for their whole lives,
     short of suffering injury or illness.


        Personality:
        The diversity among humanity varies among the nations of the Second Age. The Atlanteans and
     other humans such as those of Khemit, Minoa or Khitai live fairly safe lives. They want for little
     save ever increasing wealth and power. Others, not fortunate enough to be born in such civilized
     places, must struggle simply to survive; they are one drought or monster raid away from starvation
     and death. The nations of men and women battle each other just as often as they stand united.


        Racial Attributes:
      INT       PER       WIL        CHA        STR        DEX        CON    SPD       CR        MR
      +0       +0         +0         +0         +0         +0         +0     +0        +0        +0
     Hit Points: 20


        Racial Ātman
        +1 to Element of his choice


        Racial Abilities
     Inheritors of the Earth
         Some say that the humans will eventually inherit the earth. To represent this human heroes may
     allot their 5 points in attributes any where they see fit. They may also reduce an attribute to negative
     numbers and add the points to another attribute as a positive number (up to a maximum of -2). Once
     this is done the Human receive an additional +2 to add to any attribute as a gift from the gods. This
     gives humans a total of +7 to add to attributes or a +9 if negative attributes are taken.
     Zeal
         All humans are born with a fire in their belly and a drive to succeed where others would fail The
     hero may add double his WIL (minimum of +2) to a number or rolls per adventure equal to his CON
     (minimum of once per game)
     Tyche
         Being the favored of the gods (at least at present), Humans are allowed in a small way to enforce
     their personal will upon the universe. They can force a re-roll of any dice action that affects them
     directly a number of times a game session equal to their WILL (minimum once per game). The roll
     need not be made by the Hero and may affect rolls made by the GM or other players when it pertains
     to the character. The re-roll only affects the Hero and may not manipulate fate for the benefit of
     others.

30
Note: The ability to affect rolls only applies to the Hero and never the group when a situation
occurs that could affect more than one person.
             Example: The Hero may affect the throwing roll of a fireball when an adversary makes an attack
         but all others must use the original roll and gain no benefit from the Hero’s Tyche ability.




                                                                                                              31
Jinn
                 (A.K.A. Elves, Tree Folk, the Others, the Little People, Fey, Moon Children, people under the
              mound)
         To try and define what the Jinn are is to try and define creation itself, for the Jinn are quite
     literally the stuff from which the world was shaped by the elder gods, the first root race. To them the
     world is full of nothing but possibility, just as they are. In some ways, it is easier to define what they
     are by defining what they are not.
         The Jinn never ruled over the earth like many of the other races, nor did they ever seek to do so.
     How can one rule over something that one is a part of? And to what purpose? The machinations of
     the Atlanteans in particular were both amusing and confusing to the Jinn. What would you do with
     the world once you had it in your grasp?
         The Jinn have also not engaged in massed warfare like many of the other races. This is not to
     say that they are incapable of violence, but rather that they have little inclination to try to take from
     others by force. If there are desirable things, there are much better ways of grasping those things;
     warfare is easy in the short term, but pointless in the long run, and the Jinn are in no hurry.
         The Jinn are also not (or at least not apparently) able to produce offspring of their own; no young
     Jinn have ever been seen, and while Jinn are known to enjoy all things—including sex—the subject
     of procreation is not one that they generally care to talk about. That they exist is enough for them,
     and will have to be enough for others.
         The Jinn are a disappearing race. In the golden age a Jinn was a common sight but now fewere
     and fewrer Jinn are seen in the world. Some say that they are all going back to the safety of their jars
     while others says that the race is slowing vanishing and being forgotten that he wild dreams they are.
     Now Jinn are a sight seen perhaps once in a lifetime for most and a large group of 20 or so is very
     rare indeed. On the continenet of Atlantis scholars estimate the population at a little over a 1,000 and
     the global population at one million.


        Physical Description:
         Jinn have skin the color of old parchment or coal and hair the color of white gold usually worn
     long and braided, bound with hoops and pins. The eyes of the Jinn are black with a spot of light in
     the center that glows different colors depending on their mood (blue for extreme elation, black for
     hate, red for rage, and green for all other emotions). Jinn vary in height from 1.25-2.13m and weigh
     anywhere between 35-90kgs. One notable oddity of the Jinn is that their shadow is only cast in
     moonlight and seems to move independently.


        Personality:
         The Jinn live and speak as if in a lucid dream. When expressing themselves they will sometimes
     trail off a sentence into a smile and a hand flourish assuming the other knows what they mean, or
     begin a conversation with the end of a thought as if they have already spoken the beginning. To
     the outside world this may seem madness as they mumble, giggle, whimper, cry, or dance without
     provocation, but to a Jinn the world is an ever shifting realm of colorful smoke and disjointed
     harmonies. Most Jinn try to accommodate the younger races and speak in a coherent but often
     cryptic manner, but some simply don’t bother to fit in.
         The Jinn enjoy dance, singing and any form of creation that requires and expression of the
     soul. Even bad performances are something appreciated by the Jinn who find valid enjoyment in
     a perfectly executed dance or the wailing of a newborn child. The Jinn will watch with the same
     fascination the slow torture and execution of a thief or the lovemaking of a couple in a spring rain.

        Racial Attributes:
      INT       PER        WIL        CHA        STR        DEX       CON        SPD        CR         MR
      +0        +1         +2         +0         -1         +0        +0         +0         +0         +3

     Hit Points: 20




32
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
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Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
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Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
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Atlantis playtest v1.0
Atlantis playtest v1.0
Atlantis playtest v1.0
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Atlantis playtest v1.0

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  • 2. What Is Atlantis? ATLANTIS is a sword and sorcery game that takes place thousands of years before our own time. A place where cosmic terrors were bargained with for arcane power and eldritch lore. A time when heroes solved problems with their wits and a strong sword arm, a time when otherworldly gods bestowed miracles with one hand and entropy with the other. The player characters are Heroes living in a new age and world where humanity is new and elder races cling to life as they face their own extinction. . The heroes will live, triumph, suffer, and eventually die but how they lived is what is of importance. ATLANTIS is greatly inspired by the early fantasy writing of the genre before things became codified and bogged down in overly wrought world building. Fiction that was more interested in what the hero did rather than how the world around him worked. However, ATLANTIS is not a fantasy novel but a role-playing game, The world presented in the following pages is here to facilitate new fiction that springs from the collective imagination sitting around a table. Twelve Revelations 1.) What is Atlantis about? A game about the fictional antediluvian pre-history of our own world. A world filled with savage warriors, power magic and cosmic horrors. A sword and sorcery fantasy game in the vein of the old TOR and Daw books. The game owes a lot to R.E. Howard, C.A. Smith, Moorcock, and Lieber. 2.) What do the characters do in Atlantis? The characters all have personal journeys and stories to tell in Atlantis, most personal and self serving while others are grandiose and world shattering. The antagonist of Atlantis aren’t necessarily driven to save the world and most are driven by their own ambitions petty and noble. 3.) What is the resolution mechanic of ATLANTIS? Atlantis incorporates the Omega System that uses a D20. 4.) How does Character Creation in Atlantis reinforce what the game is about? The game uses a lifepath system to construct a back story for the players to build on. All characters in the game are Heroes, and the lifepath helps reinforce this with unique but random story elements that flesh out the Hero. A lifepath also helps the player to determine his hero’s ambitions goals and personality. Character creation also helps the player determine how he fits into the game world and the play group. 5.) How do players contribute to the ATLANTIS story? The players and Game Master collaboratively create extraordinary stories as they adventure through the universe of ATLANTIS. Using the rules within these pages, players are able to actively add to the story and just react to elements the GM throws at them. NO story happens in Atlantis without the focus being centered on the heroes. Because character creation infuses each character with multiple plot hooks the players becomes proactive and reactive to the Game Masters pre- generated plots. The heroes are the story of Atlantis. 6.) How does ATLANTIS’ setting reinforce what the game is about? The setting models a fictional antediluvian pre-history of earth with many cultures, races, and creatures. The world is familiar enough to understand but strange and wondrous enough to be new to enthrall previous players of Atlantis or Arcanum. The setting is full of strange lands, ancient fallen civilizations and supernatural wonders that make the world dangerous, terrifying, and exciting to play in. Along with character creation the setting helps by illustrating who and what the players are. 7.) What should ATLANTIS make the players feel when playing? Players should get a sense of empowerment and accomplishment when playing their heroes. 2
  • 3. Once their adventures are complete, the players should feel that they were the primary (and most important) element in the story. To support this, their characters actually have access to mechanics that allow for permanent change in the game world. 8.) What types of behaviors/styles of play does ATLANTIS encourage? The player characters are made in the vein of classic sword and sorcery Heroes; there is a tragedy for every triumph. Players are encouraged to not only succeed at goals, but to bring their disadvantages into play. Renown is particularly important, and therefore makes players proactive rather than reactive. To attain Renown the player characters must accomplish goals or having daring exploits that catches the attention of their peers and the common man. 9.) Where does ATLANTIS take the players that other games don’t? ATLANTIS is a front loaded game where the heroes are accomplished and competent from the moment play begins. The goal of the game is not to amass power and skill but to use their existing skill to realize their goals. The game is not interested in the amassing of wealth but the accumulation of renown tied to great or infamous deeds. 10.) What does ATLANTIS do to engage the players’ attention; why should they care? The player characters are the central stars in the game. Nothing of importance happens without their characters’ involvement. It is impressed upon the players that they are the movers and shakers in the game world, and that they have the potential to literally change the course of events as it unfolds. There are subsystems that allow the characters to manipulate and change the social well being of an entire country. Furthermore, players are motivated by Renown and destiny to move their character forward through their adventures. Proactive play is rewarded; the penalty for idleness is no Renown and a forgotten life for their character. 11.) What are the publishing goals for ATLANTIS? To produce a finite number of books that further detail and expand the game. The line is envisioned as a three core book set detailing the world, the beast and the player heroes. 12.) Who is ATLANTIS’ target audience? Goal driven Individuals who favor creative story telling in a new fantasy world not tied to the Dungeon and Dragons fantasy tropes. Atlantis is not made in opposition to D&D and the derivative games that came after it but as an alternative play environment and play style for those looking for something different. In ATLANTIS, Renown takes the place of gold and the Hero’s deeds take the place of their loot. 3
  • 4. Inspirations Below is a list of inspirational media that helped in the formation of ATLANTIS. Books: Age of Bronze: Eric Shanower’s epic retelling of the Trojan War, produced by Image comics. Movies and Television: Conan the Barbarian: the movie adaptation of Robert E. Howards classic hero. Hercules: The Legendary Journeys: A lighthearted adventure series re-imagining the ancient myths. Krull: A group of Heroes band together to fight impossible odds. Xena: Warrior Princess: A spin-off of Hercules. The warrior princess expanded Hercules’ universe and showed that women are just as capable as men, if not more so. Music: Tyler Bates (300 soundtrack) Jeff Beal (Rome: The HBO Series soundtrack) James Horner (Krull, Troy, Braveheart soundtracks) James Newton Howard (Unbreakable soundtrack) Basil Poledouris (Conan the Barbarian soundtrack) Games: Arcanum Talislanta Sorcerer and Sword by Ron Edwards Age of Heroes Campaign Source book by TSR Exalted by White Wolf GURPS Atlantis by Steve Jackson Games Conan by TSR What Do I Need to Play? To play this game, you need this book, some paper, something to write with, some twenty-sided dice, a lot of imagination, and a group of people, one of whom is willing to be the guiding force in the game. This person is called many things, but “Game Master” serves well as shorthand for someone who presents information about the game setting and obstacles the other players encounter; who takes the part of the people the players’ characters interact with; and who adjudicates the rules. The rest of the group, simply called “the players,” takes on roles of major characters in the stories that they and the Game Master create together. These stories are called “adventures,” or “scenarios.” Very short adventures, usually encompassing only one or two obstacles to a simple goal, are referred to as “encounters.” A series of encounters can become an adventure, while a series of adventures can turn into a campaign. This book contains a chapter on how to come up with adventures. 4
  • 5. Glossary These definitions provide you with a general idea of what each term means; they are described in more detail within the book. Terms italicized within each definition refer to another entry within this glossary. Action: A task that the character undertakes or something that the character does, like give a speech or climb a wall. Attributes: Attributes represent natural abilities, such as strength, intelligence, and dexterity. Character: A player’s in-game persona; also referred to as the Hero. Combat Difficulty: A number representing how challenging it is to attack someone or something. It equals the active defense value or the passive defense value (usually the opponent’s Evade skill rating). Creation Points: Points used when designing a character to purchase game characteristics or other features that represent the character’s abilities, experience, and background. Critical Failure: A result represented by a 1 or lower on the Result Table roll that indicates something bad has occurred. Critical Success: A result of 20 or more on the Result Table roll that indicates something good has happened. D20 : An abbreviation for “twenty-sided die.” The D20 is the only polyhedron die used in ATLANTIS. Damage Rating (DR): The basic amount of damage a person or item can do before modifiers such as effect value. Damage Total: A number representing how much injury or destruction something has caused. Defaulting to an Attribute: Using the Attribute when the character doesn’t have the needed skill. Difficulty: A number representing how challenging it is to perform an action. Degree of Difficulty (DoD): The bonus or penalty that modifies the D20 roll. Drachma (dm): The standard monetary unit of the ATLANTIS setting. Experience Points (XP): Points gained by completing or participating in an adventure. Experience Points are used to enhance or better one’s character. Hero: The player character in a game of ATLANTIS. Hero Point: A bonus representing a surge of adrenaline or that extra luck the main characters of a story seem to have. Allows the player to add additional points to his D20 roll. Hit Points: The amount of injury a character can sustain, listed as a number. The damage total is subtracted from the character’s current Hit Point total. Intent: Intent is a player’s description of what his or her Hero hopes to accomplish by a particular action. Free Action: Any action that needs only a few seconds to perform or do, such as taking a few steps or glancing quickly around a room. Modifier: A number that is added or subtracted from another number to represent a change in the typical situation. Opposed Action, Opposed Difficulty, Opposed Roll: Whenever a character attempts an action that is directly opposed by another individual or creature, the opponent’s ability rating is used as the Degree of Difficulty (DoD). Protection Rating (PR): A number representing the amount of protection a defensive covering provides. Range (in combat): The distance from the attacker to the target. Renown: The glory of a Hero measured in points. The more points in Glory, the better recognized the Hero. Result Table: The universal table used to determine success and failure at an action. Round: A unit of time equal to six seconds in the game world. Figuring out what happens in a round can take longer. Scale: A game mechanic representing opponents of vastly different sizes can affect each other differently in combat. Skill Rating: Skills are abilities acquired through training and practice. XP: Experience points. 5
  • 6. Lessons of the Past “Tell us a story of the past; tell us of when Atlantis ruled the world.” The children, scions of the great Atlantean houses, gathered around cross-legged in the ruins of the open-air theatre that served as Agathon’s school. The old man rubbed the rheumatism from his knee with one hand, waving the children into silence with the other. The morning sun had yet to rise above the ruins and the air still held the memory of nights chill. “Very well, we shall start the lesson today with the story of the world, which is, as you should know by now the story of Atlantis.” Agathon looked at his audience; these children would grow up to be statesmen, generals, and magi. He offered a silent prayer to the Gods that they would remember the lessons of the past. The Age of Unreasoned Sleep “The oldest spirits speak of a dimly remembered time called the Age of Unreasoned Sleep. This was the beginning of everything, when existence flowed from the dreams of the Elder Gods.” “Who were the Elder Gods?” Agathon looked down at the student. “A wise question Eridis, the Elder Gods were, and are, the source of all things, from the air that surrounds us to the time that I waste answering questions that my students should know I will get to soon enough.” The old man gave a mock scowl then chuckled at the solemn look on the child’s face. “Patience Eridis, everything comes with time. Now, if I may continue without interruption?” Eridis nodded eagerly. “The Elder Gods were beings out of time, endless creatures beyond our feeble capacity to reason or comprehend. The dreams of these sleeping Titans were enough to ignite suns and set time flowing in its proper order. It was a time of wonders and horrors beyond comprehension; it was also the birthplace of the race we now call the Jinn. Today we know the Jinn as mercurial beings with shifting allegiances and powerful magic. Back then, they were something different, born from the eyes of a fiery titan and building whole civilisations in the very flesh of the Elder Gods themselves.” Agathon paused, the children would have seen Jinn before but none would have guessed their true antiquity. The old man could spot the looks on some of their faces and envied them the sense of wonder. “Yes, the Jinn are a very old race, perhaps the first, perhaps not, since the ages of time we know are but the pale remembrances of beings that, while immortal, only stretch back to the beginning of the Age of Unreasoned Sleep. Who knows what other things or cycles of time existed before that? Perhaps the universe has existed countless times before?” Agathon shrugged, it was too early for a philosophy lesson. “The spirits tell us that as the Age of Unreasoned Sleep declined, something awoke. Perhaps this entity was an Elder God, perhaps it was their collective consciousness given form, or maybe it was just an emissary, the reverse of a dream, sent to our plane of existence by the sleeping titans. The being named itself Olódùmarè, and choose Demiurge as its title. By this act it gave itself form and purpose. Olódùmarè became fascinated by the myriad wonders of existence and set itself the impossible task of cataloguing each and every thing dreamt by the Elder Gods. It was Olódùmarè that forged order into the universe and gave reason to things. This was the greatest of times but sadly, as is the way with the world, the peace was not to last.” 6
  • 7. The Age of Screams and Fire “Olódùmarè was only the first being to awaken, and the most beneficent. By laying down rules for the universe Olódùmarè inadvertently woke the Elder Gods. These timeless beings did not like what they saw and set about returning the world to its primeval state through death and fire. The Jinn, warned by Olódùmarè, persevered themselves by hiding beneath the earth in jars of amber glass and orichalcum.” Agathon grinned as he thought of all those gardens that were going to be sacrificed tonight in the name of finding lost Jinn. As a child he had earned a terrible beating for digging up most of his mother’s vegetable patch seeking the ancient wonder he knew in his heart was lurking under the next cabbage. “The wrath of the elder gods was terrible, and when they were done, all that remained was blackened stone and ash. As their rage subsided a great weariness overcame the Titans, and Olódùmarè sang an ancient song that lulled them back to their ageless slumber. With the Elder Gods asleep once more, Olódùmarè set about restoring the world. But the wrath of the Elder Gods was not so easily put aside; it had become a distinct entity, and taking the name Nemesis, it burned through the world slaughtering the new life that Olódùmarè seeded. The last titan would not be so easily defied however; Olódùmarè captured Nemesis in a box made from the scorched wood of the last tree in creation.” “Is that the box that Pandora found?” A chorus of hisses worthy of an Ophidian opera shushed the questioner into silence. “No child,” smiled Agathon “that was an entirely different box, one I will tell you about some other time if you ever let me finish.” The child huddled down silently, doing a very good impression of a Jinn hiding in a bottle. “Olódùmarè kept the box under his tongue and after a time his voice seeped into the box, changing the Nemesis into something new. One day, Olódùmarè awoke to find two small beings creeping out of his mouth, he named them Set and Ba’al, and gave them the task of aiding him in rebuilding the world. The three worked ceaselessly to repopulate the world with all manner of flora and fauna. Much of the life we know today came to us from the hands of these three.” “It was during this time that Olódùmarè discovered the Jinn, hiding beneath the earth and set them free. It pleased the ancient god that some part of the former age still walked the Earth. Inspired by the Jinn, Set strove to create a race of his own, a race with mind and purpose. Set poured his soul into these beings; gifting them with limitless ambition so that they might surpass the Jinn and a belief that they were superior to all others. This race he called the Ophidians and moulded their form to match his own. The Ophidians proved fruitful and spread across the Earth, founding great kingdoms and forging Empires.” Agathon sighed. “Set’s gifts would prove to be curses on the Ophidian race; leading them to war with the peaceful, to enslave those that wished nothing but friendship, and to sunder their own bloodlines to weed out perceived weakness.” A hang shot up, Edris again, and the group let out a collective moan. Agathon smiled, “yes master-questioner?” “Forgive me master, but I thought the dragons came before the Ophidians?” The old teacher shook his head “No, though this is a common mistake propagated by a dozen or more writers throughout antiquity. The dragons and the Ahl-At-Rab were spawned much later, the latter by the Ophidians, and the former, well, I’m getting to that.” “Ba’al saw Set’s creations and grew jealous. Unable to fashion life whole Ba’al took some of the Jinn and warped their mercurial forms into shapes he considered beauteous. These creatures became known as the sons of Ba’al, and rose to terrorise the world, feeding on the Jinn and Ophidians alike. The very presence of a son of Ba’al was enough to poison the soil and corrupt animal life.” 7
  • 8. “Olódùmarè saw Ba’al’s hateful and corrupted children and grew angry, banishing them from the world. Ba’al was angered by this and conspired with Set to take Olódùmarè’s power and become the ultimate creative force of the universe.” “Ba’al and Set led and army of their creations to attack Olódùmarè while he lay at rest on the moon. The battle raged for untold ages and scoured all life from the moon’s surface. Finally, through trickery and the sacrifice of countless minions, the twins of wrath were able to shatter Olódùmarè’s form into a thousand pieces. Set tore Olódùmarè’s heart-shard and threw it down to the Earth, where it sank into the rich red earth of a river delta. This was not enough to kill Olódùmarè, as his head survived, and the thousand shattered pieces were gathered by the eldest of the Jinn, who bound the shards into the same glass jars that had saved them from the Elder Gods.” “The shards of Olódùmarè, now beings in their own right, reworked the jars into mirrors to reflect the divine in all things. Naming themselves Orixa – a name meaning reflections of Olódùmarè - they confronted an exhausted Set and Ba’al as they argued over what to do with Olódùmarè’s head. The Orixa took vengeance in Olódùmarè’s name; banishing Ba’al and Set to prisons deep beneath the earth. Ba’al was imprisoned in a city of brass with his children. Since brass is painful to the touch for Ba’al and his children the city is a place of eternal torment.” “The Orixa tore Set limb-from-limb, and threw his serpentine form into the deepest hole they could find. Set thrashes and rages against his prison to this day; we feel his fury and call them earthquakes. The blood from Set’s ragged stumps was given form by his rage and desire to escape birthing terrible creatures of fury bent on destruction.” Agathon looked expectantly at Edris who supplied an awed “Dragons”. “Yes, the dragons, the blood of Set, they rose from the darkness, buoyed by Set’s own rage, spreading misery in their wake. While the dragons raged, the Orixa focused on shoring up the damage to creation wrought by the battle between Olódùmarè, Ba’al, and Set. With the Jinn too scattered and weak from saving the Orixa the Ophidians ruled the earth.” The Age of Water and Reason Agathon looked around at the sea of faces. A few servants sat at the back, sent by the parents to make sure their children behaved. The servants seemed to be as engrossed in the lesson as the children; no doubt they would return to their own offspring tonight and pass on the knowledge. Agathon picked up the ewer that lay at his feet and splashed the water within onto the dusty ground. “From the mating of earth and water came a race both bestial and noble.” The old man cupped his hands either side of the wet earth and brought them together to form a small pile of damp soil. “On the Island of Lemuria, from an egg of amber, rose a figure of mystery: the Lawgiver, first of the Lemurians, and father of their race. The Lawgiver was born immortal but sacrificed this gift to raise the apes of the Island up so that they became sentient. The truth of the Lawgiver’s origin is lost to the mists of time and he did not stay long. Before departing, the Lawgiver gifted his people with an unparalleled understanding of the natural world.” “The Lemurians travelled the world, thirsting for the knowledge that was their one weakness. The ape-men created great works of art, built cities that existed in total balance with nature, and grew to be masters of living in harmony with the natural world. Wherever they went the Lemurians brought peace until they encountered the Ophidians.” “Have any of you ever seen a snake in the wild?” Agathon asked. Several children nodded. “And what was your first reaction?” “I took a rock up and killed it, they’re dangerous” said one of the older scions. The other children murmured agreement. “This is exactly what happened when the Lemurians meet the Ophidians for the first time. The 8
  • 9. two races had an instinctive hatred for each other that was beyond all reason. Slaughter and reprisal was the pattern that defined the relationship between the two races. The Lemurians used their understanding of the natural world to set it against the serpent-folk, while the Ophidians bred with dragons to spawn their Ahl-At-Rab soldiers. ” “The war continued for centuries until the two races exhausted their resources and open warfare gave way to a simmering cold war.” Agathon paused and raised and eyebrow…Edris’ hand was up. “But master, what about the Atlanteans? My father says that our first Empire blossomed while the apes and serpents fought?” The child’s brow furrowed as he tried to reconcile the two accounts. “Quite so,” Agathon replied “sometime during the Golden age of Lemuria the Atlanteans emerged fully-formed from a river bank in Gondwanna. The Atlanteans built a civilisation in Gondwanna unnoticed by the warring Lemurian and Ophidian peoples.” “The Atlanteans were a noble people, and finding another race like their own to the East of their lands they took them under their tutelage, instructing and guiding them as I do you. This race was humanity, given life it is said, by the breath of Olódùmarè himself. Some humans regard this time as a period of slavery where the Atlanteans dominated them, but our relationship was beneficent and much of their culture and technology came from us. Gondwanna had barely been explored before the serpent wars and was almost completely untouched, allowing the Atlanteans and humans free reign to expand and develop their civilisations.” “It was during the lull in the serpent war that the Ophidians first became aware of the Atlanteans. Scouts from the Eastern Ophidian Empire, seeking new resources to restart the war, encountered the human civilisations in Eastern Gondwanna. A massive Ophidian army marched on Gondwanna hoping to enslave humanity but unaware that the humans were under Atlantean protection. The Ophidians had some early successes, overrunning the human’s coastal settlements and enslaving the populations. The Atlanteans were outraged and, raising an army, struck back hard. The Ophidian forces, used to combating the patient Lemurians, were not prepared for the speed of the Atlantean strikes and quickly retreated from Gondwanna never to return.” A small cheer rose from the assembled children. Agathon smiled grimly; Atlantean thoughts went easily to the glories of the past, living as they did in the crumbling cities their ancestors built when Atlantis ruled the world. “Now we turn back to the Lemurians, the gentle ape-men were rebuilding their civilisation when disaster struck. A terrible plague, of incredible virulence all but annihilated the Lemurian people. Entire cities were scoured of life and the few remaining ape-men fled back to Lemuria, abandoning their outposts and colonies.” The Rise of Atlantis “With the Lemurians gone and the Ophidians recovering from centuries of warfare the Atlanteans were able to stride from Gondwanna unhindered. Early in their explorations the Atlantean scouts discovered a rich and fertile land like nothing they had seen before. It took less than a century for the entire Atlantean population to migrate to this vast continent, giving it the name Atlantis.” “Not content with seeding their homeland, the Atlanteans became traders and conquerors, spreading their empire throughout the world. It wouldn’t be long before Atlantis came into conflict with the remnants of the Ophidian Empire. Although greatly diminished the Ophidians were well versed in the ways of war, had massive slave armies, and possessed potent black magic. The Ophidians called upon the Sons of Ba’al for aid and the demons willingly answering the 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.” 9
  • 10. The Beast Wars “For a time it looked like the Ophidians would overrun Atlantis itself. As things looked their blackest Atlantis’ great sorcerer-scientists uncovered the secrets of Alchemy and Vril. The Atlanteans used these twin powers to create the Nethermen. These savage monster-men repelled the Ophdian invaders from the shores of Atlantis though it quickly became apparent that they could not be controlled. A mass Nethermen rebellion cost Atlantis dearly and forced the Altanteans to drive away or slay all Nethermen on Atlantis.” “The sorcerer-scientists returned to their laboratories, this time giving life to the Andaman; a race born of the mixture of animal and human. The Andaman could be given a host of different forms to suit any given terrain, allowing the Atlanteans to deploy their troops anywhere. The Andaman were more intelligent than the Nethermen and revered the Atlanteans as their makers. The Andaman also lacked the fecundity of the Nethermen; meaning that they were unlikely to breed in massive numbers and overcome their Atlantean masters.” “The Atlanteans bred entire legions of Andaman, sending them into battle against the Ophidian’s Ahl-At-Rab and dragons. The hosts of Atlantis won the day and the Ophidians retreated from their strongholds, hiding in the farthest regions of the Earth. Never again would the Ophidians rise to threaten Atlantis.” Another cheer welled up from the listeners but Agathon ignored it and continued. The Golden Age “For five centuries Atlantis’ star rose until it shone over the entire Earth. Vril pyramids captured the Earth’s lifeblood and channelled it for the glory of Atlantis. Flying ships and shunt-gates carried Atlantean explorers and armies to the farthest corners of the world and beyond. Great glass roads connected golden cities and no Atlantean wanted for anything.” “As with all Empires there comes a time when the fires of exploration and conquest burn low and the smoke of politics and corruption rises in thick clouds. So it was that after five centuries of burning bright the fires of Atlantis became embers and ash.” The Fall of Atlantis The faces of the children grew solemn and sorrowful. They all knew the next part of the tale, of the paranoia of kings, the immorality of the people, and the twisted will of the sorcerer-adepts. “In the last Century before the great Cataclysm the Atlantean people fell to corruption and madness. The high magic that created the Andaman was perverted to create all manner of twisted creations and monstrosities. The sorcerer-scientists experimented on the populations with impunity and only those of pure Atlantean blood were free from their meddling. Those not of Atlantean blood were little more than slaves, and treated worse than animals. No perversion or corruption was too great for the Atlanteans to indulge in.” “While the laboratories of the sorcerer-scientists spewed forth horrors, the slave pits and gladiatorial arenas ran red with the blood of innocents. The princes of Atlantis grew increasingly paranoid as assassination and border wars replaced diplomacy. Great weapons were constructed in the name of peace, armies were trained, and vast armament stockpiles created. Suspicions grew with each weapon forged and recruit signed up. Spies fermented rebellion and finally one of them succeeded in triggering a rebellion in the city of Antilla. This seemingly minor rebellion was the beginning of the end.” Agathon trailed off, everyone knew the rest of the story. They knew that the gods had punished the Atlanteans for the hubris. Autochthea had sunk beneath the waves and the Vril that was the 10
  • 11. lifeblood of Atlantis had turned against them ravaging the land. The high Atlantean sorcery had become unstable and brought only destruction. Finally, as Atlantis had crawled its way out of a centuries-long Dark Age the Hesperian’s had launched an invasion that came close to destroying the Atlanteans once and for all. Nobody wanted to hear that story. The sun rose above the lip of the ancient amphitheatre and soon it would become unbearably hot. “Enough for today,” the old teacher called, “tomorrow we shall discuss what happened in the wake of the Cataclysm.” 11
  • 12. The Hero’s Journey Character Creation To be a god First I must be a god-maker: We are what we create. James Oppenheim, Creating a Hero in ATLANTIS is a bit different than in most games using the Omega system. In keeping with the feel of Sword and Sorcery Fantasy that ATLANTIS is trying to emulate, the system has been geared to give the game and the characters more of a Sword and Sorcery-inspired feel. Heroes all have at least one thing in common; they are in some way touched by greatness. This touch may be favoritism by the gods, an auspicious birth, or a burning drive to achieve immortality through the fame one’s deeds produce. Whatever the case may be, the characters are a step above normal everyday folk, and their backgrounds and histories portray that, setting them apart from the rest of the Humans. First time character creation may take quite some time as the players as a group are collectively creating a history and shared narrative. Hero Creation Step One: Choose a Race · The first step in creating an ATLANTIS player character is to select the character’s race or culture. This choice will determine the character’s general outlook on life. Additionally, each race will have a list of base Attribute ratings, and special abilities open to characters of the race. These serve to differentiate the races and cultures from each other. Step Two: Choose a Culture · Where is the hero from? What part of the world? The hero’s land of birth will determine his base skills and possible his outlook on life. Step Three: Choose a Profession · What does the hero do for a living? There are four core professions to build a character from. Once he has his general profession it is encouraged that a hero embellish her a bit to make the hero unique. Step Four: Walk Life Paths · Where has the hero been, what has he done and seen in his time before the start of game? By randomly rolling on the Callings Paths charts, the player will further enhance and enrich the Hero with events, dramas, and tragedies that will round out and help define the Hero. Step Five: Other Details · Next the Hero will spend a 30 Customization Points to customize his character further. · Determine age and name. Once the Customization points are spent the player determines his Hero’s Hero Points, Hit Points, and age. 12
  • 13. What Players are creating Players are creating a Hero that is favored to achieve his destiny and hopefully escape his fate. The player characters are special in some way, a cut above the rest, and a paragon of what it means to be a Human. The Hero is unique. He is not like Batman™, Doc Savage™, a Ninja, Han Solo, a Cleric, or a Fighter; he is a Sword and Sorcery Hero. The characters should be painted with broad colorful strokes, leaving the subtle details to be filled in during play. The Life Paths may look daunting but they are there to give your character a bit of shared history between them. Create a character that is truly deserving of the mantle of “Hero,” who brings Renown to you and your gods. It is your destiny! Character Creation as a group activity The character creation method presented is more fun when not done in a vacuum. All interested parties should sit together and discuss who and what they want to play. This will give everyone a chance to talk about how and why their characters know one another. The Life Path is the player’s muse. Hearing where the Life Paths take a character will give everyone at the table ideas, and the suggestions will start flying as to how to intertwine character histories. There are hundreds if not thousands of twists and turns the paths can take, and connections can be made anywhere along the The Shakers of path. For example, a player character may have met one of the other characters long ago, if they the World by chance rolled the same life event. The following rules are not meant to create the normal and mundane people of Attributes Antediluvian world Below are the 10 Attributes used to determine the abilities and prowess of a Hero in ATLANTIS. (the NPCs) but the Movers and Shakers who alter the world Intelligence (INT) and leave change in A measure of the individual’s intellect and powers of reason. Intelligence is the deciding factor their wake. whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps, Mundane peoples dialects, or writings, appraise the relative value of goods, solve puzzles and mysteries, and so forth. of a particular race do -8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf), -3: Dolphin, -2: Simpleton, +0: not have all the special Average Human, +3: Genius, +5: Polymath abilities and noted under the races and are described in the Adversary chapter Perception (PER) A measure of the individual’s sensory awareness, taking into account the abilities of sight, hearing, smell, taste, and touch, plus such intangibles as instinct, intuition, and psychic talents. Perception is the deciding factor whenever an individual attempts to detect unseen presences or ambushes, detect illusions, locate lost or hidden articles, notice important details or changes in surroundings, or utilize any sensory ability. -5: Mole, +0: Average Human, +4: Most Herbivores, +6: Fox, +8: Owl Will (WIL) A measure of the individual’s willpower, determination, faith, and wisdom. Will Rating determine show well a character is able to resist temptation, bribery, seduction, torture, coercion, interrogation, or influence. -3: Human Child, +0: Most Animals, +2: Stubborn or Tenacious Wild Animals, +3: Dedicated Philosopher, +5: Oracle 13
  • 14. Charisma (CHA) A measure of the individual’s powers of persuasiveness, including such intangibles as leadership and the ability to command the respect of others. Charisma Rating affects a character’s ability to lead or persuade other individuals, make a favorable impression, negotiate, bargain, or haggle. -5: Repellent Boor, -3: Sullen Introvert, +0: Average Human, +3: Natural Diplomat, +5: Inspiring National Leader Strength (STR) A measure of an individual’s physical power. Strength Rating determines how much weight a character can carry or lift, how much damage a character does with a hand-held weapon, and so forth. It is also the deciding factor in attempts to bend or break objects; force open or hold shut a door, and restrain other characters or creatures. -8: Mouse, -6: Domestic Cat, -4: Eagle, -2: Preadolescent Human, +0: Wolf, +3: Donkey, +5: Lion, +8: Bull Dexterity (DEX) A measure of the individual’s agility, coordination, and maneuverability. Dexterity Rating is an important factor in most physical skills and determines how well a character can perform acts of manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object. -3: Domestic Cattle, -1: Domestic Sheep, +0: Average Human, +2: Athlete, +4: Gymnast, +7: Squirrel Constitution (CON) A measure of the individual’s endurance, stamina, and durability. Constitution Rating determines how well a character can resist the effects of disease, wounds, poisons, toxins, exposure, hunger, and thirst. -4: Phthisis (“Consumption”) Sufferer, -2: Indolent Epicurean, +0: Average Human, +2: Athlete, +4: Wild Boar, +5: Champion Marathon Runner, +8: Elephant Speed (SPD) A measure of how swiftly an individual is capable of moving, either on land, in the water, through the air, or by other means. Speed Rating determines Initiative in combat, as well as attempts to pursue others or escape pursuit. -5: Immobile, -4: Tortoise, -2: Mouse, +0: Average Human, +3: Serpent, +5: Champion Sprinter, +7: Fox, +10: Horse, +12: Deer, +14: Hare Combat Rating (CR) A measure of a character’s natural ability in combat situations. It reflects a combination of physical and mental attributes, cultural and social factors, biological traits, and personal inclination. Combat Rating serves as the modifier for most combat-related skills. Combat Rating affects a character’s ability to attack as well as defend. Magic RATING (MR) The Attribute unlocks the inner power of the Hero to manipulate the universe. 14
  • 15. The Root Races of the Antedeluvian World The history of the earth can be divided up into five eras, each one dominated by a distinct “root race.” According to the great Atlantean scholar Petranova there will ultimately be seven root races, though it remains to be seen which two will close out the cycle: one of the existing races, or one as yet unknown. The First Root Race (the Elder Gods) The first root race was comprised of the Elder gods born in the primordial cosmic energies of the planet. These aetheric beings coalesced into abstract thoughts and ideas and made their home in a great tower on the volcanic mountain of Meru, from where they built and shaped the earth while it was young and they could take advantage of its wild magical energies. Folding ideas and concepts into shapes and forms the Elder gods raised land from the volcanic sea and made atmosphere from the caustic miasma swirling in the great tempest. Once the Elder Gods were done they slept, and from time to time their fevered dreams created beasts and plant s of unimaginable description. It is said that once in every twenty-four thousand years of slumber, they would awake occasionally to see what their chaotic imaginations had created, toying with and in some instances destroying them. Some of these dream-constructs banded together and sought refuge far away from their dreaming progenitors; these formed the pantheons of gods we know today. Others were more wild and malleable in their nature and were not easily destroyed; these Jinn existed in the folds and crevices of the Elder Gods as they slept and fed on the dream potential of these cosmic dreamers. In their time on earth, these “Endless Ones” as they were called created many wondrous things and infused much with their mercurial potential. The Second Root Race (the Saurians) There are several very distinct subspecies of the third root race, which arose and lived on the continent of Mu. Dragons were the first and most glorious of the saurians and took flight to dominate all for corners of the earth. All other life paid homage to the dragons and brought tribute to their mountain fortresses, although the dragon lords allowed the other lesser saurians to do as they pleased as long as they were left alone in their solitude to dream like the elder gods and travel the cosmos. The Makara ruled the seas, while the Naga ruled the land of Mu with their Ahl-At-Rab servants. During the thousands of years they controlled the earth they warred against one another and played with dark magic, perverting the abundant Vril energies. They would still rule to this day if not for the God Wars that took the greatest toll on the saurians and their dragon masters. During the wars the Naga turned on the dragons and sided with the gods, hunting the dragons or tricking them into coming to their own slaughter. The remaining dragons hid in far away lands, but the saurians as a whole never recovered their former grandeur. Now only pockets of their civilization remain as proof that they once stood glorious on the earth. The Third Root Race (The Lemurians) The first of the third root race is said to have hatched from a golden egg on the continent of Lemuria. The Lawgiver, as he was called, watched over the rest of his race as they came out of the trees and became a race of great apes which spread out and colonized the other continents, creating pockets of civilization on all the corners of the earth. The Lemurians warred against the Naga and their thrall race the Ahl-At-Rab and tried in vain to exterminate the Makara who preyed upon their sea colonies. Not being a match for the Naga’s use of Vril and magic the Lemurians eventually turned toward technology that utilized powerful energies, and became potent adversaries. In the last days of their dominance on the earth most of the great apes were wiped out with a plague that killed thousands, including the Great Lawgiver. Devastated, the Lemurians isolated themselves on their island and now look inward, studying their technology and philosophies in seclusion. The Fourth Root Race (the Atlanteans) The fourth root race was born amidst the God War that devastated the first three races, rising whole along a forgotten river that empties out into the ocean off the eastern coast of Gondwana. They built many cities there before moving on to the island of Atlantis, and it is from this rich fertile land that they grew an Atlantean empire that expanded and created colonies throughout the world. 15
  • 16. For a thousand years the sea empire expanded in the face of the waning third races. During the time of the first Beast War the concerted effort of the third races pushed the Atlantean colonies back and cooled their ambitions, but this would only last until attention was focused elsewhere. With the advent of the fifth root race the Atlanteans began to expand again, and during the second and third Beast Wars the Atlanteans cemented their place in the world and ruled unchecked for a thousand years, creating several slave races to serve their needs even as the humans slowly rebelled. They were ultimately unseated by their own hubris, magical experimentation, and civil war. The Fifth Root Race (Humans) The youngest race in the antediluvian world and the one with the most promise, the humans have sprung up and spread across the world with amazing speed. They seem to be the least connected to other root races, but shared many common traits with the Atlanteans, who abused rather than Half Breeds embraced them. The humans soon found the yoke of an Atlantean master unbearable, bringing about At some several slave revolts and finally freedom. point during the The humans seem destined to rule the world as those before them have, especially as the older game a player may races slowly die or fade into memory. The other races wonder why this small young race has the be tempted to play a ability to dominate all four corners of the world, and some believe that this is just a passing age mixture of two races. where they too will ascend and fall spectacularly from grace. Only time will tell… This is possible to an extent but most of the races will breed true. As a rule, a root race can breed with Step One: Choose a Race the root race below them. The union will RACES produce a member of Below is a list of the races available and the special talents attributed to them. Note that these the newest race. The are just general overviews of the race, and that many different variations exist throughout the world; child may have some there many human cultures, for example, and not all of them look or behave identically. of the features of both Each race is described in more detail on the pages that follow. parents but only the · Ahl-At-Rab abilities of one parent. Example: A · Andaman Human can breed with · Atlanteans an Atlantean and is · Humans considered Human · Jinn for game purposes. · Lemures An Atlantean and · Nethermen Lemurian can breed but the union only produces an Atlantean. Th Andamen and the Nethermen can breed with only humans and of those union only sterile Andamen or Nethermen will be produced. 16
  • 17. 17
  • 18. Ahl-At-Rab (A.K.A. Lizard Men, Snake Men, Saurians) Ahl-At-Rab (or “sand devils”) are a warlike species of saurians who populate certain deserts and barren wastelands. They are a nomadic race and continually move from place to place in search of food. They are believed to be distantly related to the sea-dwelling Makara and are known to have been the one time slaves of the Naga. Although they are not builders, the Ahl-At-Rab are fairly skilled at making weapons and crude implements mostly of copper or obsidian. Some tribes have succeeded in domesticating certain types of reptiles, such as vipers, sand boas, and the ponderous lizards the Ahl-At-Rab call “sand dragons.” The Ahl-At-Rab use these giant creatures as steeds and burden beasts, and often train them to fight along with their riders. Mounted on their “sand dragons,” Ahl-At-Rab are able to travel up to twenty miles per day through most types of desert or barren terrain. The Ahl-At-Rab live for combat, and will attack even large groups of armed men without hesitation. Though they possess ample natural weaponry Ahl-At-Rab usually prefer using spears, obsidian clubs, and war whips made of sand dragon hide in battle. Both their spears and clubs function as missile weapons, as well as hand-held weaponry. The Ahl-At-Rab occasionally use copper or reptile- hide shields and breastplates, and sometimes affix such protective devices on their sand dragons. Unless they are hopelessly out-classed or outnumbered, Ahl-at-Rab will fight to the death. As they are carnivorous creatures, Ahl-At-Rab usually devour those they slay in battle, but will not stop to do so until all fighting has been resolved. They will take prisoners, both for use as slaves and as a hedge against times when food becomes scarce. For the latter reason, prisoners of the Ahl-At-Rab are usually not mistreated unless they are believed to be spies. Though once quite numerous, the Ahl-At-Rab are believed to be a dying race. Few existing tribes number greater than forty to fifty warriors, plus a like number of females, young, and old ones. On rare occasions, two or more tribes will join forces and travel en masse, but most of the time the Ahl- At-Rab tribes are too busy warring against each other to bother with treaty-making. Ahl-At-Rab love the beauty and honesty of violence in all its aspects and some even elevate it to an art form. Some consider the Ahl-At-Rab brutish but they perform very elaborate plays during ceremonies and religious gatherings. The plays are gut wrenching tales of tragedy, unrequited love and black betrayals. Many great works of the antediluvian world are believed to be taken from these plays and re-imagined by other races. Physical Description: Humanoid in form, Ahl-At-Rab are slow-moving but powerful creatures. They average about 2m in height, though 2.25m males are not uncommon. All have scaly hides which range in color from tan to dark brown. A fin-like crest runs from the center of the forehead to the base of the neck, and is believed to help maintain body temperature. Females of the race have a fan of brightly colored feathers starting at their temples and stopping at the back of their necks. Like all reptiles, Ahl-At-Rab are cold-blooded creatures. Because of their often violent lifestyle, Ahl-At-Rab generally live for about 45 years. Personality: The Ahl-At-Rab are a serious and stoic people who assess every living thing as either a threat, a pack mate, or food. The language of the Ahl-At-Rab has seventeen words for survival but none for friendship. The Ahl-At-Rab are harsh in their dealings with others, and consider a full belly and a dead enemy a good life, hoping that when they meet their end it will be upon a heap of broken enemies. The Ahl-At-Rab do not fear death but accept it as the logical conclusion to living; they do not run from death but advance towards it hissing battle cries in defiance, hoping to drag whatever opponent they face into the abyss with them. 18
  • 19. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +1 +0 +0 +2 +0 +3 -1 +1 -1 Hit Points: 20 Racial Ātman +1 Fire Racial Abilities Cold Blooded Ahl-At-Rab need very little water to survive and are almost immune to extreme heat. Ahl-At-Rab characters receive a bonus of triple their CON (minimum of +3) to any CON resistance check for heat exposure. Versus cold exposure and cold based attacks the Ahl-At-Rab suffer a penalty of -3 to resist and a penalty to their SPD of -3 for CON-7 rounds. Acute Sense of Smell Ahl-At-Rab smell by using their forked tongues to collect airborne particles. When making a perception check based on smell an Ahl-At-Rab may add triple their PER to the roll (minimum of +3). Natural Weapons (If it’s the first attack in the round for the hero the Ahl-At-Rab may use the claws to attack twice without a multiple action penalty) Ahl-At-Rab heroes are born with fearsome fangs and clawed hands. Bite DR 3, Claws DR 3 (armor piecing). Poison Spray Ahl-At-Rab may spit a burning poison at a foe blinding them for a number of rounds equal to the hero’s CON minus their opponents DEX (minimum of one round). The foe will suffer a penalty to all actions that require sight equal to the Ahl-At-Rab’s CON (minimum of minus one). The Ahl-At-Rab must make a successful to hit roll using the athletics skill+CR for the poison to land and if the target is wearing a helmet of some sort that reduces the amount of time the poison is active. The range of this attack is equal to the hero’s STR in meters. Example: an Ahl-At-Rab with a CON+4 spits at a target with a DEX +0. the venom would normally blind the target for 4 rounds but fortunately for the victim he has a helmet with a PR 2 protection. The target would only be blinded for 2 rounds. 19
  • 20. Andaman (A.K.A. Beastmen, Werebeasts, Chimeras) The Andamen are a race of humanoids created long ago by the Atlantean sorcerers of the First Age to fight the Beast Wars against the Naga. Once said to be quite numerous, the so-called “beast-men” are now considered a dwindling race. Each race was formed for a certain task and used as slaves and soldiers for their eldritch masters. Once the Atlanteans saw no need for the beastmen they were abandoned and left to fend for themselves. Some embraced their bestial nature while others formed societies and civilizations of their own. There are several distinct sub-species of Andaman, each created through numerous attempts at cross-breeding and magical experimentation. The lion-men (Nemeans), jackal-men (Anubim), wolf- men (Garou), Jaguar-men (Balam), Owlmen (Uluka), Gillmen (Tritons), and Bull-men (Taurans or Minotaurs). Regardless of type, all Andaman are physically altered to suit the needs of their Atlantean creators and are physically distinct from their baseline human source. Though most Andaman choose to make their home in wilderness regions, some have no qualms about living amongst civilized folk. Accordingly, it is not especially uncommon to find small groups of Andaman living in or nearby certain of the larger cities and settlements. Due to their natural abilities, Andaman are in demand in some regions, where they are sought after as skilled guides, scouts, hunters, and so on. The Andaman all share a common origin but have since then becomes quite unique in their thinking and philosophy. Below is listed the largest and most common groups of beastmen Blood of the Andaman The blood of an Andaman is potent with the magics that first lifted them from all fours to walk like men. When the blood is mixed in sufficient quantities with milk and fed to animals it gives the Andaman a bond with the beast. This makes the animal loyal to the Andaman and pliable to taming and training. The blood will only work to make the beast loyal to the giver of the blood, and only beasts that are of the same ilk as the Andaman may be enthralled so. A hawkman could never tame a lion and a wolf could never be tamed by a triton. Enough blood must be administered (5 hp a day) for a week to tame the beast (giving a bonus of +10 to animal handling roles). Once the animal is tamed the beast will consider the Andaman its friend. Physical Description: Anubim (the Jackal Men) Used as guards and enforcers for the Atlantean generals during the Beast Wars the Anubim were loyal and quick to action. Standing over 1.5m tall with a wiry lean build and the heads of jackals, Anubim are covered in a short fine fur ranging in color from jet black to a dusky gold. Most Anubim adorn themselves in gold and lapis jewelry that contrasts their fur. Personality: Anubim are serious and even-tempered individuals who do what they say and always keep their word. Anubim are loyal to those they call friends and would lay down their life for a loved one without hesitation. If an Anubim considered you a brother you know that he will follow you to the ends of the world and expect the same from you. Anubim are also the most clever and wise of the beast men and were used as assistants to the Atlantean magi they served. In that time they quietly learned the ways of magic and hid this from their masters. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +1 +2 +0 +0 +0 +0 +0 +1 +1 +0 Hit Points: 18 Racial Ātman +1 Water 20
  • 21. Racial Abilities Natural Weapons Anubim are born with fearsome fangs. Bite DR 4. Beast Language Anubim have the ability to communicate with jackals, dogs, wolves and similar creatures to a limited degree. This gives them a bonus equal to the CHA +3 (minimum of +3) to animal handling skill rolls involving wolves and dogs. Acute Sense of Smell Anubim have an enhanced sense of smell. When making a perception check or tracking roll based on smell the hero may add double their PER to the roll (minimum of +2). Mans Best Friend Of all the Andaman the Anubim are the most closely allied with humans. When acting in a coordinated effort the human and the Anubim both gain a bonus equal to the hero’s PER (minimum +2). Everyone involved in the effort (maximum number equal to twice the hero’s INT, minimum of 2) must spend an action the previous round coordinating their actions. Balam (Jaguar Men) Large and powerfully built the spotted bodies of the warrior Balam stand over 1.8m tall, weighting 80-90kg. Most males wear necklaces made from the teeth or bones of dead ancestors. In some families, prized or great ancestors’ bodies are stripped at death for the sacred bones. Personality: Balam are crafty and clever people constantly on the look out for ways to better their situation. Incurably selfish the Balam focus almost entirely on their needs and wellbeing. Quick to anger, they solve most of their problems with physical force; fools and the weak are never suffered. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +0 +0 +2 +0 +1 +2 +2 -2 Hit Points: 18 Racial Ātman +1 Fire Racial Abilities Natural Weapons (If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multiple action penalty) Balam are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piecing) Cat Prowess Balam have the ability to leap a number of meters into the air equal to their STR+SPD. When falling the hero has the natural ability to fall on her feet, and subtracts her DEX in meters (minimum of 2 meters) for the purpose of determining falling damage. Night Vision The hero’s eyes amplify existing ambient light, allowing him to see well in conditions of darkness. Normal penalties for darkness are halved and the hero receives a bonus to perception rolls equal to triple his PER (minimum of +3). In pitch darkness the hero is as blind as anyone else. Climber Balam are excellent climbers and user their clws and natural deftness to make easy work of most vertical surfaces. When climbing a Balam may add twice their DEX (minimum of +2) to the Athletics rolls. 21
  • 22. Garou (Werewolves) The wolf men range in colors from black and dark brown to pale gray and white (the most rare). Standing 1.8m tall and weighting over 115kg the Garou are powerful trackers and warriors. Personality: The Garou are relentless when angered and will hold a grudge until the sun burns out. The Garou are a practical people who live in societies based on strength and cunning. The largest and most powerful wolf must also be the most clever in order to lead. Garou do not respect weakness and only lament the dead for an instant when a loved one is lost. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +1 +0 +1 +0 +1 +2 +2 -2 Hit Points: 20 Racial Ātman +1 Earth Racial Abilities Natural Weapons (If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multiple action penalty) Garou are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piecing) Relentless When pursuing quarry the Garou will endure and keep going. Once per game the Garou may add triple their WIL (minimum of +3) to any roll as long as it pertains to their target. Acute Sense of Smell Garou have an enhanced sense of smell. When making a perception check or tracking roll based on smell the hero may add double their PER to the roll (minimum of +2). Wolf Pack The hero fights best in a group of like minded individuals. When a hero is with a group that it considers its “pack” he may provide a bonus (if he is the Alpha or leader) equal to twice his PER (minimum of +2) to all damage done to a single target. The group must be surrounding the target and make a concerted effort at attacking it. 22
  • 23. Owlkmen (a.k.a Birdmen, Flyers, Uluka) Used as aerial forces the owlmen closely resembled normal Atlanteans in the beginning with dark skin and large powerful wings on their backs. Soon the magics that created them took hold tightly and formed them closer to the beast they were bred with. Now Uluka are covered in a light coat of feathers ranging in color from black to brownish red. The Owlmen are lithe and wiry standing 1.5- 1.75m tall, typically weighing 45-50kgs. The Uluka took the last of the Atlantean’s sky fortresses as their home and built and expanded the keep into a small city held together by adamantine chains and connected by ornate rope bridges. The magic that keeps the city afloat is slowly failing and all know that soon the drifting city will fall to the ground. Currently the Uluka are looking for a place to settle their city high in the mountains. Personality: The Uluka are a quiet and introspective people who are honest and plain spoken. They are always clear in how they feel and straightforward in how they express it. Other races find this troubling or off-putting since the ugly truth is sometimes hard to stomach. The Owlmen are a peaceful people but this does not mean they are pacifists. They will pursue every avenue to a non violent solution but when all corridors to peace are blocked they will fight with a furor and savagery that would make a netherman ashen with fright. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +1 +1 +1 +0 +0 +0 +0 +2 +0 +0 Hit Points: 18 Racial Ātman +1 Air Racial Abilities Lords of the Sky The Uluka are winged creatures who are at home in the sky. When flying Uluka move at triple their SPD (minimum of +6). Beast Language Uluka have the ability to communicate with birds to a limited degree. This gives them a bonus equal to the CHA +3 (minimum of +3) to animal handling skill rolls involving avian life. Owl Perception The hero has incredible perception and may hear and see at greater than normal distances with amazing clarity. The hero receives a bonus to sight and sound based perception checks equal to triple their PER (minimum of +3). All sight based range penalties are reduced by one range step when targeting with a ranged weapon. Rarified Air The Owlmen are used to operating in very thin air and do not suffer as badly as others in such environments. In thin atomospheres the hawkman may operate normally and when holding his breath may do so for twice as long as a normal person. 23
  • 24. Nemeans (Lion Men, King of Beasts, Feral Lords) The generals of the beastmen armies during the war with the Naga, the Nemeans are almost always gold in color but occasionally a rare instance of a black furred Nemean is seen. Both males and females are fierce warriors of this species and all are known for their commanding roar and how the other beastmen defer to them (perhaps something imbued in them by the Atlantean masters). Nemeans are known for their arrogance and demand that they be considered first in status. Nemeans stand 1.75-2.25 tall and weight 95-130kgs. Personality: The Nemeans are born with an innate sense of entitlement and assume that other Andaman will defer to their regal nature. Haughty and full of themselves the lion men are quick to anger when they are crossed but are patient enough to wait for the right moment to exact their revenge. Their regal and conceited nature is repellent to most but lion men see this as jealousy at their inborn greatness. To a friend the Nemeans are loyal and will do everything including sacrificing their life to help. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +1 +2 +1 +0 +1 +0 +2 -2 Hit Points: 20 Racial Ātman +1 Earth Racial Abilities Natural Weapons (If it’s the first attack in the round for the hero the Andaman may use the claws to attack twice without a multiple action penalty) Nemeans are born with fearsome fangs and claws. Bite DR 4, Claws DR3 (armor piecing) Lord of the Beastmen Among the Andaman the Nemeans are kings. All social interaction with other Beastmen has a bonus of triple the hero’s CHA (minimum of +3). Beast Language Nemeans have the ability to communicate with any canine, feline, aquatic, or avian life to a limited degree. This gives them a bonus equal to the CHA (minimum of +1) to animal handling skill rolls involving many creatures. Lions Roar The roar of a Nemean is used both to inspire allies and strike fear into enemies. When used to inspire the roar gives the hero’s allies a bonus to one dice roll (designated by the hero) equal to twice his CHA (minimum of +2). When used to inspire fear, those opposed to the hero must make a WIL roll with a DoD equal to triple the CHA (minimum of +3). If they fail, they suffer a penalty equal to the Hero’s CHA for a number of rounds equal to the Hero’s CON+1 The Lions Roar is taxing and may only be used (in either capacity) a number of times of day equal to his CON (minimum of once a day). 24
  • 25. Taurans (Minotaurs) The large bull men are feared for their great strength and infinite rage. Standing 2.25-2.5m tall and weighing 136-181kgs the Taurans are the largest of the beastmen and are known as bullies. All Taurans have horns and the larger the horns the more prestige they enjoy in their society. Tauran horns are adorned with many rings (the more the better), and they wear gold horn-rings, ear-rings, nose-rings, and torcs as a sign of status. The saying “Neck as strong as a bull” comes from the fact that Taurans wear so much gold that a normal neck would snap under the weight. Personality: Boastful and lusty, the Taurans live life to the fullest and expect those around them to do so as well. Taurans eat, drink, slay and love with equal zeal and never a day goes by that they do not do one of these things in excess. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR -1 +0 +0 +0 +4 +0 +2 +0 +2 -2 Hit Points: 25 Racial Ātman +1 Earth Racial Abilities Natural Weapons Taurans are born with prodigious Horns. Horns DR5 Bull Charge Taurans mayattack an emnemy by charging at him with his horns. The attack suffers a -5 penalty above what is needed to hit but if successful he hits his opponent for 15 Points+STR and knocks his opponent off his feet. The target must spend an action to regain his footing. If the Tauran fails in the attack he looses an action next round and on a critical failure he hits something hard with his head and must make a CON roll with a DoD -10. If he fails he suffers a -2 penalty for CON-6 rounds. Strong as a Bull Tauran strength and stamina is legendary. The hero may take damage that would kill another being (zero hit points) and continue to stay on his hooves and be active for a number of round equal to twice his CON (minimum of 2 rounds). 25
  • 26. Tritons (Gill Men, Mermen) Used in the Beast Wars to fight against the Naga leviathans and Makara forces, in the beginning the Tritons resembled closely the normal humans from which they were birthed but he alchemical magics soon twisted them into the form they hold today. Now unsuited for the surface world, Tritons must wear special apparatus at their necks to breathe out of water. Tritons stand 1.5-1.8m and weight 68-90kgs. Their skin ranges in color from green to blue, with accents of reds and gold on scales that shimmer with a metallic sheen. Their large black eyes are well-suited for the aquatic depths they reside in. Personality: The Tritons are clear and even-tempered thinkers that act in the best interest of their society. They are never eager for violence but act with efficiently when presented with hostility. Triton diplomats and tacticians are sought after all over the world. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +2 +0 +1 +0 +0 +1 +0 +2 +0 -1 Hit Points: 18 Racial Ātman +1 Water Racial Abilities Aquatic The Tritons are born of the water and are at home in the crushing and cold depths of the sea. In water the Triton may move at triple his SPD (minimum of +3) and may breathe freely. When on dry land the Triton is awkward and unaccustomed to land movement acting as if her SPD is -1 (only for distance moved and not initiative). Tritons may only survive outside of water for CON+1 hours (minimum of 1 hour) before suffocating. To counter this all Tritons are given a small water bladder apparatus that fits to their neck. The device must be refilled every 4 hours to work properly and with it a Triton may stay out of water indefinitely. Beast Language Tritons have the ability to communicate with aquatic life to a limited degree. This gives them a bonus equal to the CHA +3 (minimum of +3) to animal handling skill rolls involving sea life. Night Vision The hero has the ability to amplify existing ambient light allowing him to see. Normal penalties for darkness are halved and the hero receives a bonus to perception rolls equal to triple his PER (minimum of +3). In pitch darkness the hero is as blind as anyone else. 26
  • 27. 27
  • 28. Atlanteans (Little gods, God-Kings, Noble creators, Lords of the Earth, Man Shapers) Though they are but the fourth root race of seven, to hear the Atlanteans speak it they are greater than all the others before them. They were not a construct of any of their predecessors, instead seeming to come into existence on their own (an oft-spoken and oft-denied rumor is that they came from some other world or dimension, escaping some great cataclysm or other). They did not experience an early period of growth or evolution—physical, mental or social—but instead always were exactly what they are: a confident, arrogant race that presumes themselves superior to all others, and has generally had the talent and strength to back up such claim. The Atlanteans are known for many things, all of them done seemingly without any sense of humility, shame, or fear of failure. And when seeming defeat has come their way, the Atlanteans have always been quick to argue it was all part of the plan. When they chose to create an empire, it spanned the world and rivaled all others before or since, and when that empire was gradually pushed back, it was done with a sense that such a tactical retreat was in the Atlantean interest. Although they no longer hold the position of superiority they once did—that mantle belongs now to humans—the Atlanteans still argue that the future is theirs to grasp. Some claim that they are already constructing yet a new slave race to help them recapture what was once theirs; others say that Humans are in fact that race, secretly being manipulated from behind the scenes by these cunning taskmasters. Whether or not this is the case, and whether or not the Atlanteans truly believe any of it—or are merely pretending—is unknown. Just how they like it. Physical Description: With skin the color of polished mahogany or deep bronze, the statuesque Atlanteans stand above all other men on earth. They wear their kinky hair in long wavy locks, oiled with exotic fragrance and sprinkled in gold and silver flakes. Their eyes are the color of gold or emeralds (sometimes a mixture of both) and their inviting lips the color of pitch. The Atlanteans are all beautiful and gracefully built, the idea of perfection in a primitive world. All Atlanteans stand at least 1.8m tall with weights around 68-90kgs. Whenever possible, Atlanteans wear fine clothing made from exotic fabrics from far off lands, arms, hands, legs, and feet adorned with precious metals and gems. Personality: Most other cultures think the Atlanteans arrogant, cold and condescending, always looking down their noses at the other races as if they are beneath them. The Atlanteans would say this is true and that most other races are like children to them, lost in the world and likely to remain so without their seneschals to look after them. The Atlanteans believe it is their destiny to rule, a right given them by their god. What some see as cruelty they see is compassion and a steady hand. Most of the races see them as depraved and hedonistic but the Atlanteans see the world as something to be explored and brought low before its rightful masters. Sex is casual and meant to be explored, drugs expand and enlighten, and food and wine is to be consumed. The world is their paradise. Names Atlanteans share the naming practices of their two greatest colonies; the Hellenes and the Acherons. 28
  • 29. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +1 +0 +0 +0 -1 +0 +0 +0 +0 +5 Hit Points: 20 Racial Ātman +1 Empyrean Racial Abilities Aura of the Gods Atlanteans get bonuses in social situations because the world has been conditioned to deal with them. They receive a bonus equal to double their CHA to leadership rolls. Unearthly Beauty They can never be mistaken for anything but an Atlantean. They are always in some way beautiful. The hero adds double his CHA (minimum +2) to any social situation where physical beauty may be an advantage. Vril Masters They alone can control Vril to its maximum effects. Vril items add the hero’s MR rating (minimum of +2) to the Vril level of the item. When drawing power from a Vrill enriched area the Atlantean hero may double his MR for the sake of the amount of Hero Points drawn. Beast Lore Because they were the original seneschals of the earth, they know the names of every beast that crawls, swims or fly (INT roll with a DoD determined by the GM). This also gives them some slight authority over the beast-men they created. When encountering an Andaman they will be the last to ever be attacked and in social situations they gain a bonus of 2+CHA (minimum of 2 does not stack with the Aura of the Gods ability). Vice All Atlanteans have some sort of vice that holds them in its thrall. Some indulge in drinking or another intoxicant, while others embrace the pleasures of the flesh. The hero must indulge in his vice once per day to keep his soul sated. If he cannot, his mind becomes addled and his disposition becomes foul. The hero’s INT, WIL, MR, and CHA are reduced by one per day that the hero must go without. Once he has quenched his “thirst” his attributes revert to normal. 29
  • 30. Humans (A.K.A. men, the earth children, children of edom) Humans work the land in every nation, comprising the majority of the world’s population. They are slaves and serfs, beggars and bandits. They are also alchemists and scholars, nobles and kings. Many humans harbor hatred or mistrust for the “lesser” races and monsters. In some nations, this attitude is more pronounced than in others, just as such a demeanor often depends on a person’s education, religious beliefs or social rank. In all things, humans are a race most affected by the events around them. Just as the highest king or queen deals in war and the intricacies of the courts, so does the lowest peasant listen for news of a coming battle or seek signs to indicate the quality of a harvest. Humans are unique among the races, for they are not shut away from world – they are the world. Kingdoms rise and Empires fall by the actions of all men and women. Physical Description: Human adults generally range between 1.5-1.8m in height, weighing between 56-60kg, although there are many larger and smaller, lighter and heavier humans. Those who live without the need for toil or effort are often prone to corpulence and fatness, while a peasant who works hard and a soldier that practices with the blade will be able to keep themselves reasonably healthy for their whole lives, short of suffering injury or illness. Personality: The diversity among humanity varies among the nations of the Second Age. The Atlanteans and other humans such as those of Khemit, Minoa or Khitai live fairly safe lives. They want for little save ever increasing wealth and power. Others, not fortunate enough to be born in such civilized places, must struggle simply to survive; they are one drought or monster raid away from starvation and death. The nations of men and women battle each other just as often as they stand united. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 Hit Points: 20 Racial Ātman +1 to Element of his choice Racial Abilities Inheritors of the Earth Some say that the humans will eventually inherit the earth. To represent this human heroes may allot their 5 points in attributes any where they see fit. They may also reduce an attribute to negative numbers and add the points to another attribute as a positive number (up to a maximum of -2). Once this is done the Human receive an additional +2 to add to any attribute as a gift from the gods. This gives humans a total of +7 to add to attributes or a +9 if negative attributes are taken. Zeal All humans are born with a fire in their belly and a drive to succeed where others would fail The hero may add double his WIL (minimum of +2) to a number or rolls per adventure equal to his CON (minimum of once per game) Tyche Being the favored of the gods (at least at present), Humans are allowed in a small way to enforce their personal will upon the universe. They can force a re-roll of any dice action that affects them directly a number of times a game session equal to their WILL (minimum once per game). The roll need not be made by the Hero and may affect rolls made by the GM or other players when it pertains to the character. The re-roll only affects the Hero and may not manipulate fate for the benefit of others. 30
  • 31. Note: The ability to affect rolls only applies to the Hero and never the group when a situation occurs that could affect more than one person. Example: The Hero may affect the throwing roll of a fireball when an adversary makes an attack but all others must use the original roll and gain no benefit from the Hero’s Tyche ability. 31
  • 32. Jinn (A.K.A. Elves, Tree Folk, the Others, the Little People, Fey, Moon Children, people under the mound) To try and define what the Jinn are is to try and define creation itself, for the Jinn are quite literally the stuff from which the world was shaped by the elder gods, the first root race. To them the world is full of nothing but possibility, just as they are. In some ways, it is easier to define what they are by defining what they are not. The Jinn never ruled over the earth like many of the other races, nor did they ever seek to do so. How can one rule over something that one is a part of? And to what purpose? The machinations of the Atlanteans in particular were both amusing and confusing to the Jinn. What would you do with the world once you had it in your grasp? The Jinn have also not engaged in massed warfare like many of the other races. This is not to say that they are incapable of violence, but rather that they have little inclination to try to take from others by force. If there are desirable things, there are much better ways of grasping those things; warfare is easy in the short term, but pointless in the long run, and the Jinn are in no hurry. The Jinn are also not (or at least not apparently) able to produce offspring of their own; no young Jinn have ever been seen, and while Jinn are known to enjoy all things—including sex—the subject of procreation is not one that they generally care to talk about. That they exist is enough for them, and will have to be enough for others. The Jinn are a disappearing race. In the golden age a Jinn was a common sight but now fewere and fewrer Jinn are seen in the world. Some say that they are all going back to the safety of their jars while others says that the race is slowing vanishing and being forgotten that he wild dreams they are. Now Jinn are a sight seen perhaps once in a lifetime for most and a large group of 20 or so is very rare indeed. On the continenet of Atlantis scholars estimate the population at a little over a 1,000 and the global population at one million. Physical Description: Jinn have skin the color of old parchment or coal and hair the color of white gold usually worn long and braided, bound with hoops and pins. The eyes of the Jinn are black with a spot of light in the center that glows different colors depending on their mood (blue for extreme elation, black for hate, red for rage, and green for all other emotions). Jinn vary in height from 1.25-2.13m and weigh anywhere between 35-90kgs. One notable oddity of the Jinn is that their shadow is only cast in moonlight and seems to move independently. Personality: The Jinn live and speak as if in a lucid dream. When expressing themselves they will sometimes trail off a sentence into a smile and a hand flourish assuming the other knows what they mean, or begin a conversation with the end of a thought as if they have already spoken the beginning. To the outside world this may seem madness as they mumble, giggle, whimper, cry, or dance without provocation, but to a Jinn the world is an ever shifting realm of colorful smoke and disjointed harmonies. Most Jinn try to accommodate the younger races and speak in a coherent but often cryptic manner, but some simply don’t bother to fit in. The Jinn enjoy dance, singing and any form of creation that requires and expression of the soul. Even bad performances are something appreciated by the Jinn who find valid enjoyment in a perfectly executed dance or the wailing of a newborn child. The Jinn will watch with the same fascination the slow torture and execution of a thief or the lovemaking of a couple in a spring rain. Racial Attributes: INT PER WIL CHA STR DEX CON SPD CR MR +0 +1 +2 +0 -1 +0 +0 +0 +0 +3 Hit Points: 20 32