Professional Documents
Culture Documents
2
Eric Baker (Order #29193734)
The Guide of Heroes
New Talents 86
Choose a Culture 88
Cultural Packages 88
Alba & Iber 88
Atlantean 89
Antilla 89
Elysium Ocean 89
A View of the World from Atlantis 91
Eria 92
Europa 93
Gondwana 94
Hesperia 95
Jambu 95
Lemuria 96
Mu 96
North Sea 96
Tamaonchan 97
Character Sheets
Ahl-At-Rab 102
Anubim 103
Asena 104
Balam 105
Owlmen 106
Nemeans 107
Taurans 108
Tritons 109
Atlanteans 110
Humans 111
Jinn 112
Lemurians 113
Nethermen 114
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Eric Baker (Order #29193734)
The Guide of Heroes
ATLANTIS:The Second Age Player’s Companion
Races
►► Ahl-At-Rab
►► Andamen
►► Atlanteans
►► Humans
►► Jinn
►► Lemurians
►► Nethermen
Ahl-At-Rab
(A.K.A. Lizard Men, Snake Men, Saurians)
Ahl-At-Rab (sometimes called “Sand Devils”) are a warlike species of Saurians who populate certain
deserts and barren wastelands. They are a nomadic race and continually move from place to place in
search of food. They are believed to be distantly related to the sea-dwelling Makara and are known
to have been the one-time slaves of the Naga.
Although many see the Ahl- Although they are not builders, the Ahl-At-Rab are fairly skilled at making weapons and crude
At-Rab as a bloodthirsty and implements, mostly of copper or obsidian. Some tribes have succeeded in domesticating certain
brutal race, the pathos and depth types of reptiles, such as vipers, sand boas, and the ponderous lizards the Ahl-At-Rab call “sand
of their artistic works can be dragons.” The Ahl-At-Rab use these giant creatures as steeds and burden beasts, and often train
staggering. The great plays of Mu them to fight along with their riders. Mounted on their sand dragons, Ahl-At-Rab are able to travel
depict all the myriad reasons one over 32 kilometers per day through most types of desert or barren terrain.
might go to war: love, revenge, The Ahl-At-Rab live for combat, and will attack even large groups of armed men without hesitation.
honor, despair, glory, greed, Though they possess ample natural weaponry, the Ahl-At-Rab usually prefer using spears, obsidian
patriotism, tradition. Many clubs, and war whips made of sand dragon hide in battle. Both their spears and clubs function as
Ahl-At-Rab cling to these plays missile weapons, as well as hand-held weaponry. The Ahl-At-Rab occasionally use copper or reptile-
and operas as historical fact, in hide shields and breastplates, and sometimes affix such protective devices on their sand dragons.
much the same way that Human Unless they are hopelessly out-classed or outnumbered, Ahl-At-Rab will fight to the death. As they
historians cling to scrawls upon are carnivorous creatures, Ahl-At-Rab usually devour those they slay in battle, but will not stop to
parchment. do so until all fighting has been resolved. They will take prisoners, both for use as slaves and as a
Ellowyn Starwind, Jinn Whisperer 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.
The Ahl-At-Rab love the beauty and honesty of violence in all its aspects and some even elevate it
to an art form. Some consider the Ahl-At-Rab brutish but they perform very elaborate plays during
ceremonies and religious gatherings. The plays are gut-wrenching tales of tragedy, unrequited love,
and black betrayals. Many great works of the antediluvian world are believed to be taken from these
plays and re-imagined by other races.
Physical Description:
Humanoid in form, Ahl-At-Rab are slow-moving but powerful creatures. They average about
2 meters in height, though 2.25 meter tall males are not uncommon. All have scaly hides, which
range in color from black to green and tan to dark brown. A fin-like crest runs from the center of
the forehead to the base of the neck, and is believed to help maintain body temperature. Females of
the race have a fan of brightly colored feathers starting at their temples and stopping at the back of
their necks. Like all reptiles, Ahl-At-Rab are cold-blooded creatures. Because of their often violent
lifestyle, Ahl-At-Rab generally live about 45 years.
Personality:
The Ahl-At-Rab are a serious and stoic people who assess every living thing as either a threat,
a pack mate, or food. The language of the Ahl-At-Rab has seventeen words for survival but none
for friendship. The Ahl-At-Rab are harsh in their dealings with others, and consider a full belly and
a dead rival a good life, hoping that when they meet their end it will be upon a heap of broken
enemies. The Ahl-At-Rab do not fear death but accept it as the logical conclusion to living; they do
not run from death but advance towards it hissing battle cries in defiance, hoping to drag whatever
opponent they face into the abyss with them.
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Eric Baker (Order #29193734)
The Guide of Heroes
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 7-CON rounds.
Acute Sense of Smell
Ahl-At-Rab smell by using their forked tongues to collect
airborne particles. When making a
Perception check based on smell, an Ahl-
At-Rab may add triple their PER to the roll
(minimum of +3).
Natural Weapons
Ahl-At-Rab Heroes are born with
fearsome fangs and clawed hands. Bite DR 3,
Claws DR 3 (armor piercing). If it’s the Hero’s
first attack in the round, the Ahl-At-Rab may
use his claws to attack twice without a multiple
action penalty
Poison Spray
Ahl-At-Rab may spit a burning poison at a
foe, blinding them for a number of rounds equal
to the Hero’s CON minus their opponent’s
DEX (minimum of one round). The foe will
suffer a penalty to all actions that require sight
equal to the Ahl-At-Rab’s CON (minimum of
minus one).
The Ahl-At-Rab must make a successful
to-hit roll using the Athletics Skill + CR for
the poison to land, and if the target is wearing
a helmet of some sort, the amount of time the
poison is active is reduced by the PR of the helm.
The range of this attack is equal to the Hero’s STR
in meters.
Example: An Ahl-At-Rab with a CON
+4 spits at a target with a DEX +0. The
venom would normally blind the target for
4 rounds but fortunately for the victim he
has a helmet with a PR 2 protection. The
target would only be blinded for 2 rounds.
Ahl-At-Rab Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +0 +2 +0 +3 -1 +2 -1
Base Hit Points: 20
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Ahl-At-Rab Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +0 +2 +0 +3 -1 +2 -1
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
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Eric Baker (Order #29193734)
The Guide of Heroes
Ahl-At-Rab Takers
Ahl-At-Rab Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +0 +2 +1 +3 -1 +1 -1
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
Bonus Talents Shadow Walking Ahl-At-Rab
Lightweight full suit of armor, Weapon of choice, Vial of poison, Character
Starting Gear Suggestion
Bow, Horse, and Traveler’s Gear
The Ahl-At-Rab Assassin is a
Starting WR +2 cool concept and the epitome of
the “cold blooded” killer. With the
Ahl-At-Rab Burglar inherent CR and the ability to spit
a blinding poison spray, Ahl-At-
INT PER WIL CHA STR DEX CON SPD CR MR Rab are very keen killers.
+0 +1 +0 +0 +2 +1 +3 -1 +1 -1
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Ahl-At-Rab Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +0 +2 +1 +3 -1 +1 -1
Base Hit Points: 20
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Ahl-At-Rab Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +0 +2 +1 +3 -1 +1 -1
Base Hit Points: 20
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Ahl-At-Rab Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +1 +2 +0 +3 -1 +1 -1
Base Hit Points: 20
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Ahl-At-Rab Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +0 +2 +0 +3 -1 +1 +0
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
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Eric Baker (Order #29193734)
The Guide of Heroes
Ahl-At-Rab Teachers
Ahl-At-Rab Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +1 +0 +2 +0 +3 -1 +1 -1
Base Hit Points: 20
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear
Starting WR +2
Ahl-At-Rab Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +1 +2 +0 +3 -1 +1 -1
Base Hit Points: 20
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Ahl-At-Rab Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +1 +0 +2 +0 +3 -1 +1 -1
Base Hit Points: 20
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Ahl-At-Rab Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 +2 +0 +3 -1 +1 -1
Base Hit Points: 20
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
New Talent!
Serpent Feint
The Hero maneuvers in such a way that he draws his opponents into a compromising and less
defensible position.
Benefit: The Hero makes a rolling with his CR+weapon Skill verses a DoD equal to his opponent’s
PER+Evade or Parry (whichever is being used at the time) Skill. If successful he reduces the
opponent’s total Skill Rating by half for a single attack. The attack may be used immediately or
saved for a future attack during the same combat.
Example: A Hero with a melee Skill of +7 and a CR +5 (total Skill Rating of +12) is
fighting an opponent with a PER +1, Evade +8, and DEX +4. The he makes a Serpent Feint
roll versus his opponent’s PER+Evade Skill, total DoD -9. He gets a success and can reduce his
opponent’s Evade Skill Rating from a -12 to a -6.
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Eric Baker (Order #29193734)
The Guide of Heroes
Silver Allergy
Because of their alchemical nature all Andamen suffer from an allergy to silver. Handling silver
items will cause irritation and discomfort resulting in a -5 penalty to all actions while in prolonged
contact (more than 2 rounds). Silver weapons cause double damage and leave blistering injuries that
take twice as long to heal.
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Eric Baker (Order #29193734)
The Guide of Heroes
New Talent!
Animal Magnetism
You have a natural way with animals.
Benefit: The Hero adds triple his CHA (minimum of +3) to rolls pertaining to Animal Handling
and Ride Skills. If you encounter an animal and are not actively in combat, you may attempt to
soothe the creature by making a successful CHA check. On a partial success, the animal will simply
retreat by the quickest means possible. A full success means the animal in question considers you to
be friendly and may aid you in some manner.
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 their CHA +3 (minimum of +3) to
Animal Handling Skill rolls involving wolves and dogs.
Anubim Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +1 +2 +0
Base Hit Points: 18
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Anubim Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +1 +2 +0
Base Hit Points: 18
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
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Eric Baker (Order #29193734)
The Guide of Heroes
Anubim Takers
Anubim Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +1 +0 +1 +1 +0
Base Hit Points: 18
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
There exists a strange cult of
Bonus Talents Shadow Walking Anubim assassins in Khemit,
Lightweight full suit of armor, Weapon of choice, Vial of poison, perhaps tied to the Cult of Set.
Starting Gear So diligent and skilled are their
Bow, Horse, and Traveler’s Gear
members that the very visage of
Starting WR +2
an Anubim is often associated
with death in the minds of the
Anubim Burglar common folk of that land.
INT PER WIL CHA STR DEX CON SPD CR MR Ellowyn Starwind, Jinn Whisperer
+1 +2 +0 +0 +0 +1 +0 +1 +1 +0
Base Hit Points: 18
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Anubim Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +1 +0 +1 +1 +0
Base Hit Points: 18
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Anubim Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +1 +0 +1 +1 +0
Base Hit Points: 18
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Anubim Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +1 +0 +0 +0 +1 +1 +0
Base Hit Points: 18
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Anubim Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +1 +1 +1
Base Hit Points: 18
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
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Eric Baker (Order #29193734)
The Guide of Heroes
Anubim Teachers
Anubim Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +1 +0 +0 +0 +0 +1 +1 +0
Base Hit Points: 18
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean)
Skills +6, Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear
Starting WR +2
Anubim Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +1 +0 +0 +0 +1 +1 +0
Base Hit Points: 18
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Anubim Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +1 +0 +0 +0 +0 +1 +1 +0
Base Hit Points: 18
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Anubim Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +2 +0 +0 +0 +0 +0 +1 +1 +0
Base Hit Points: 18
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
Racial Abilities
Asena make skilled trackers Natural Weapons
and scouts and a small group of
them can easily pursue quarry for Asena are born with fearsome fangs and claws. Bite DR 3, Claws DR 3 (armor piercing). (If
many days over great distances. it’s the Hero’s first attack in the round, the Andaman may use his claws to attack twice without a
I personally believe that this multiple action penalty)
was why they were originally
crafted: to pursue the foes of my Relentless
forebears wherever they chose to When pursuing quarry, the Asena will endure and keep going. Once per game, Asena may add
hide. triple their WIL (minimum of +3) to any roll as long as it pertains to their target.
Aeschylus, Atlantean War Magi
Acute Sense of Smell
Asena have an enhanced sense of smell. When making a Perception check or Tracking roll based
on smell, the Hero may add double their PER to the roll (minimum of +2).
Wolf Pack
The Hero fights best in a group of like-minded individuals. When a Hero is with a group
that it considers its “pack,” he may provide a bonus (if he is the Alpha or leader) equal to
twice his PER (minimum of +2) to all damage done to a single target. The group must
be surrounding the target and make a concerted effort at attacking it and the hero
must be the first to act.
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Eric Baker (Order #29193734)
The Guide of Heroes
Asena Slayers
Asena Scouts
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +0 +1 +2 +3 -2
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Language (Atlantean) +3, Parry +4,
Skills Profession (Guide) +10, Stealth +5, Tracking/Shadowing +5, Weapon
(player’s choice) +10, Weapon (player’s choice) +4
Bonus Talents Advanced Missile Training
Lightweight leather full suit of armor, Weapon of choice, Bow,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Asena Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +0 +1 +2 +3 -2
Base Hit Points: 20
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Advanced Militia Training
Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Asena Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +0 +1 +2 +3 -2
Base Hit Points: 20
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Asena Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +0 +1 +2 +3 -2
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Asena Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +1 +1 +2 +2 -2
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Asena Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +1 +1 +2 +2 -2
Base Hit Points: 20
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Asena Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +1 +1 +2 +2 -2
Base Hit Points: 20
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
22
Eric Baker (Order #29193734)
The Guide of Heroes
Asena Shapers
Asena Sorcerer
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +0 +1 +2 +2 -1
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +3, Language (Atlantean) +3,
Literacy (player’s choice) +2, Lore (player’s choice) +2, Lore (player’s choice)
Skills
+2, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s
choice) +5, Mode (player’s choice) +4, Profession (Sorcerer) +10
Bonus Talents The Gift
Lightweight half suit of armor, Dagger, Noble quality robes (two
Starting Gear
sets), Horse, and Traveler’s Gear
Starting WR +2
Asena Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +1 +1 +0 +1 +2 +2 -2
Base Hit Points: 20
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Asena Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +0 +1 +2 +2 -1
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
Asena Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +1 +1 +0 +1 +2 +2 -2
Base Hit Points: 20
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Asena Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +2 +0 +1 +0 +1 +2 +2 -2
Base Hit Points: 20
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Asena Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +0 +1 +0 +1 +0 +1 +2 +2 -2
Base Hit Points: 20
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
24
Eric Baker (Order #29193734)
The Guide of Heroes
Balam (Jaguar-Men)
Large and powerfully built, the spotted bodies of the warrior Balam stand over 1.8 meters tall,
weighing 80 to 90 kilograms. Most males wear necklaces made from the teeth or bones of dead
ancestors. In some families, prized or great ancestors’ bodies are stripped at death for the sacred
bones.
Personality:
Balam are crafty and clever people, constantly on the lookout for ways to better their situation.
Incurably selfish, the Balam focus almost entirely on their needs and well-being. Quick to anger,
they solve most of their problems with physical force; fools and the weak are never suffered.
Racial Abilities
Natural Weapons
Balam are born with fearsome fangs and claws. Bite DR 3, Claws DR 3 (armor piercing). (If
it’s the Hero’s first attack in the round, the Andaman may use his claws to attack twice without a
multiple action penalty)
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 use their claws and
natural deftness to make easy work of most vertical surfaces.
When climbing, Balam may add twice their DEX (minimum
of +2) to their Athletics rolls.
Balam Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +1 +1 +2 +3 -2
Base Hit Points: 18
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Balam Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +1 +1 +2 +3 -2
Base Hit Points: 18
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
26
Eric Baker (Order #29193734)
The Guide of Heroes
Balam Takers
Balam Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +2 +1 +2 +2 -2
Base Hit Points: 18
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
Bonus Talents Shadow Walking
Lightweight full suit of armor, Weapon of choice, Vial of poison,
Starting Gear
Bow, Horse, and Traveler’s Gear
Starting WR +2
Balam Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +2 +1 +2 +2 -2
Base Hit Points: 18
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Balam Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +2 +1 +2 +2 -2
Base Hit Points: 18
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Balam Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +2 +1 +2 +2 -2
Base Hit Points: 18
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Balam Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +1 +1 +1 +1 +2 +2 -2
Base Hit Points 18
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Balam Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +1 +1 +2 +2 -1
Base Hit Points 18
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
28
Eric Baker (Order #29193734)
The Guide of Heroes
Balam Teachers
Balam Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +1 +1 +2 +2 -2
Base Hit Points 18
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear
Starting WR +2
Balam Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +1 +1 +1 +1 +2 +2 -2
Base Hit Points: 18
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Balam Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +1 +1 +2 +2 -2
Base Hit Points: 18
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Balam Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +0 +0 +0 +1 +1 +1 +2 +2 -2
Base Hit Points: 18
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
Racial Abilities
Natural Weapons
Nemeans are born with fearsome fangs and claws. Bite DR
4, Claws DR 3 (armor piercing). (If it’s the Hero’s first attack
in the round, the Andaman may use his claws to attack twice
without a multiple action penalty)
Beast Language
Nemeans have the ability to communicate with any
canine, feline, aquatic, or avian life to a limited degree. This
gives them a bonus equal to the CHA (minimum of +1) to
Animal Handling Skill rolls involving many creatures.
Lion’s Roar
The roar of a Nemean is used both to inspire allies and strike
fear into enemies. When used to inspire the roar gives the Hero’s
allies a bonus to one dice roll (designated by the Hero) equal to
twice his CHA (minimum of +2).
When used to instill fear, those opposed to the Hero must
make a WIL roll with a DoD equal to triple the Hero’s 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 (minimum of one round).
The Lion’s Roar is taxing and may only be used (in
either capacity) a number of times per day equal to his
CON (minimum of once a day).
30
Eric Baker (Order #29193734)
The Guide of Heroes
Nemean Slayers
Nemean Scouts
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +0 +1 +0 +3 -2
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Language (Atlantean) +3, Parry +4,
Skills Profession (Guide) +10, Stealth +5, Tracking/Shadowing +5, Weapon
(player’s choice) +10, Weapon (player’s choice) +4
Bonus Talents Advanced Missile Training
Lightweight leather full suit of armor, Weapon of choice, Bow,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Nemean Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +0 +1 +0 +3 -2
Base Hit Points: 20
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Advanced Militia Training
Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Nemean Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +0 +1 +0 +3 -2
Base Hit Points: 20
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Nemean Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +0 +1 +0 +3 -2
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Nemean Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +1 +1 +0 +2 -2
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Nemean Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +1 +1 +0 +2 -2
Base Hit Points: 20
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Nemean Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +1 +1 +0 +2 -2
Base Hit Points: 20
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
32
Eric Baker (Order #29193734)
The Guide of Heroes
Nemean Shapers
Nemean Sorcerer
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +0 +1 +0 +2 -1
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +3, Language (Atlantean) +3,
Literacy (player’s choice) +2, Lore (player’s choice) +2, Lore (player’s choice)
Skills
+2, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s
choice) +5, Mode (player’s choice) +4, Profession (Sorcerer) +10
Bonus Talents The Gift
Lightweight half suit of armor, Dagger, Noble quality robes (two
Starting Gear
sets), Horse, and Traveler’s Gear
Starting WR +2
Nemean Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +0 +1 +0 +2 -1
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
Nemean Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +3 +1 +0 +1 +0 +2 -2
Base Hit Points: 20
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Nemean Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +2 +2 +1 +0 +1 +0 +2 -2
Base Hit Points: 20
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Nemean Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +0 +1 +2 +1 +0 +1 +0 +2 -2
Base Hit Points: 20
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
34
Eric Baker (Order #29193734)
The Guide of Heroes
Owl-men (Birdmen, Flyers, Uluka)
Used as aerial forces, the Owl-men closely resembled normal Atlanteans in the beginning, with
dark skin and large powerful wings on their backs. Soon, the magics that created them took hold
tightly and formed them closer to the beasts they were bred with. Now Uluka are covered in a
light coat of feathers ranging in color from black to brownish red. The Owl-men are lithe and wiry
standing 1.5 to 1.75 meters tall, typically weighing 45 to 50 kilograms.
The Uluka took the last of the Atlantean’s sky fortresses as their home and built and expanded
Ul…Uk…birdie men are
the keep into a small city held together by adamantine chains and connected by ornate rope bridges.
Du’st’s favorite. Birdie men taste
The magic that keeps the city afloat is slowly failing and all know that soon the drifting city will fall
good, like chicken and eagle.
to the ground. Currently the Uluka are looking for a place to settle their city high in the mountains.
Lots of small bones though; Du’st
almost choke once.
Personality:
Du’st, Netherman Thug
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 Owl-men are a peaceful people, but this does not mean they are pacifists. They will pursue
every avenue to a non-violent solution, but when all corridors to peace are blocked they will fight
with a furor and savagery that would make a Nethermen ashen with fright.
Racial Abilities
Lords of the Sky
The Uluka are winged creatures who are at home in the sky. When flying Uluka move at
triple their SPD (minimum of +6).
Silent Flight
When in flight an Uluka is very silent and may add triple her DEX
(minimum of +3) to any stealth roll.
Beast Language
Uluka have the ability to communicate with birds to a limited degree.
This gives them a bonus equal to their 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 Owl-men are used to operating in very thin air and do not suffer
as badly as others in such environments. In thin atmospheres the Owl-man
may operate normally and when holding his breath may do so for twice as
long as a normal person.
Owl-Men Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +2 +1 +0
Base Hit Points: 18
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Advanced Militia Training
Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Owl-Men Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +2 +1 +0
Base Hit Points: 18
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Owl-Men Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +2 +1 +0
Base Hit Points: 18
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
36
Eric Baker (Order #29193734)
The Guide of Heroes
Owl-Men Takers
Owl-Men Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +1 +0 +2 +0 +0
Base Hit Points: 18
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
Bonus Talents Shadow Walking
Lightweight full suit of armor, Weapon of choice, Vial of poison,
Starting Gear
Bow, Horse, and Traveler’s Gear
Starting WR +2
Owl-Men Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +1 +0 +2 +0 +0
Base Hit Points: 18
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Owl-Men Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +1 +0 +2 +0 +0
Base Hit Points: 18
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Owl-Men Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +1 +0 +2 +0 +0
Base Hit Points: 18
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Owl-Men Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +1 +0 +0 +0 +2 +0 +0
Base Hit Points: 18
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Owl-Men Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +2 +0 +1
Base Hit Points: 18
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
38
Eric Baker (Order #29193734)
The Guide of Heroes
Owl-Men Teachers
Owl-Men Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +1 +0 +0 +0 +0 +2 +0 +0
Base Hit Points: 18
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear
Starting WR +2
Owl-Men Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +1 +0 +0 +0 +2 +0 +0
Base Hit Points: 18
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Whatever the Atlanteans may
Owl-Men Saint have intended the Uluka to be,
few can deny that they make
INT PER WIL CHA STR DEX CON SPD CR MR superb scholars. The few who
+1 +2 +1 +0 +0 +0 +0 +2 +0 +0 wander the world in search
of greater knowledge are a
Base Hit Points: 18
boon to the future. I find them
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice) pliable enough to boost my own
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5, knowledge from time to time.
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3 Lore, Lemurian Nature Healer
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Owl-Men Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +2 +0 +0 +0 +0 +0 +2 +0 +0
Base Hit Points: 18
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
Racial Abilities
Natural Weapons
Taurans are born with prodigious Horns.
Horns DR 5.
Bull Charge
Taurans may attack an enemy by charging
at him with his horns. The attack suffers a
-5 penalty above what is needed to hit
but if successful he hits his opponent
for 15 + STR Hit Points of damage
and knocks his opponent off his
feet. The target must spend an
action to regain his footing.
If the Tauran fails in the
attack he loses an action next
round and on a Critical Failure
he hits something hard with
his head and must make a
CON roll with a DoD-10. If
he fails he suffers a -2 penalty
for 6-CON rounds (minimum
of one round).
Strong as a Bull
Tauran strength and
stamina is legendary. The Hero
may take damage that would
kill another being (zero Hit
Points) and continue to stay
on his hooves and be active
for a number of rounds equal
to twice his CON (minimum
of 2 rounds).
40
Eric Baker (Order #29193734)
The Guide of Heroes
Tauran Slayers
Tauran Scouts
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +0 +2 +0 +3 -2
Base Hit Points: 25
Athletics +2, Evade +8, Influence +2, Language (Atlantean) +3, Parry +4,
Skills Profession (Guide) +10, Stealth +5, Tracking/Shadowing +5, Weapon
(player’s choice) +10, Weapon (player’s choice) +4
Bonus Talents Advanced Missile Training
Lightweight leather full suit of armor, Weapon of choice, Bow,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Tauran Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +0 +2 +0 +3 -2
Base Hit Points: 25 Few will dispute that the sheer
brute force of a Tauran warrior is
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3, something to be feared, but I long
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10, for a cadre of well-disciplined
Weapon (player’s choice) +4 Tauran soldiers standing shoulder
Bonus Talents Advanced Militia Training to shoulder, shields locked to
Heavy full suit of armor, Two weapons of choice, Bow, Spear, repel a charge. With such a force
Starting Gear before me, there is little that I
Horse, and Traveler’s Gear
could not accomplish.
Starting WR +1
Aeschylus, Atlantean War Magus
Tauran Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +0 +2 +0 +3 -2
Base Hit Points: 25
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Tauran Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +0 +2 +0 +3 -2
Base Hit Points: 25
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Tauran Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +1 +2 +0 +2 -2
Base Hit Points: 25
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Tauran Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +1 +2 +0 +2 -2
Base Hit Points: 25
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Tauran Thug
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +1 +2 +0 +2 -2
Base Hit Points: 25
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
42
Eric Baker (Order #29193734)
The Guide of Heroes
Tauran Shapers
Tauran Sorcerer
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +0 +2 +0 +2 -1
Base Hit Points: 25
Handicraft (player’s choice) +4, Influence +3, Language (Atlantean) +3,
Literacy (player’s choice) +2, Lore (player’s choice) +2, Lore (player’s choice)
Skills
+2, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s
choice) +5, Mode (player’s choice) +4, Profession (Sorcerer) +10
Bonus Talents The Gift
Lightweight half suit of armor, Dagger, Noble quality robes (two
Starting Gear
sets), Horse, and Traveler’s Gear
Starting WR +2
Tauran Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +1 +4 +0 +2 +0 +2 -2
Base Hit Points: 25
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Tauran Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +0 +2 +0 +2 -1
Base Hit Points: 25
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
Tauran Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +1 +4 +0 +2 +0 +2 -2
Base Hit Points: 25
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Tauran Saint
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +1 +0 +4 +0 +2 +0 +2 -2
Base Hit Points: 25
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Tauran Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +4 +0 +2 +0 +2 -2
Base Hit Points: 25
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
44
Eric Baker (Order #29193734)
The Guide of Heroes
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 the alchemical
magics soon twisted them into the form they hold today. Now unsuited for the surface world,
Tritons must wear special apparatus at their necks to breathe out of water.
Tritons stand 1.5–1.8 meters tall and weigh 68–90 kilograms. 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 to the aquatic depths they reside in.
Personality:
The Tritons are clear and even-tempered thinkers that act in the best interest of their society. Don’t believe everything
They are never eager for violence but act with efficiency when presented with hostility. Triton you hear about Tritons, I know
diplomats and tacticians are sought after all over the world. more than one with a wicked
temper and bloodthirsty nature.
Granted, those who spend long
periods on land tend to be more
Racial Abilities tolerant.
Aquatic Thalmia, Triton Sorceress.
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 his 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 their 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.
Triton Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +1 +0 +2 +1 -1
Base Hit Points: 18
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Advanced Militia Training
Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Triton Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +1 +0 +2 +1 -1
Base Hit Points: 18
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Triton Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +1 +0 +2 +1 -1
Base Hit Points: 18
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
46
Eric Baker (Order #29193734)
The Guide of Heroes
Triton Takers
Triton Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +2 +0 +2 +0 -1
Base Hit Points: 18
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
Bonus Talents Shadow Walking
Lightweight full suit of armor, Weapon of choice, Vial of poison,
Starting Gear
Bow, Horse, and Traveler’s Gear
Starting WR +2
Triton Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +2 +0 +2 +0 -1
Base Hit Points: 18
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Triton Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +2 +0 +2 +0 -1
Base Hit Points: 18
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Triton Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +2 +0 +2 +0 -1
Base Hit Points: 18
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Triton Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +1 +0 +1 +0 +2 +0 -1
Base Hit Points: 18
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Triton Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +1 +0 +2 +0 +0
Base Hit Points: 18
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
48
Eric Baker (Order #29193734)
The Guide of Heroes
Triton Teachers
Triton Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +2 +0 +0 +1 +0 +2 +0 -1
Base Hit Points: 18
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear
Starting WR +2
Triton Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +1 +0 +1 +0 +2 +0 -1
Base Hit Points: 18
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Triton Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +2 +0 +0 +1 +0 +2 +0 -1
Base Hit Points: 18
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Triton Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +1 +0 +0 +1 +0 +2 +0 -1
Base Hit Points: 18
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
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
fragrances 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 1.8 meters tall, weighing around 68 to 90 kilograms.
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 as compassion and a steady hand.
Most of the races see them as depraved and hedonistic but the Atlanteans see the world as
something to be explored and brought low before its rightful masters. Sex is casual and meant to
be explored, drugs expand the mind and enlighten the soul, and food and wine is to be consumed.
The world is their paradise.
Racial 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 (minimum +2) 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.
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Eric Baker (Order #29193734)
The Guide of Heroes
Vril Masters
They alone can control Vril to its maximum effects. Vril items add the Hero’s MR rating
(minimum of +2) to the Vril item’s effective rating. The Hero chooses one Attribute and may
augment it in some way.
Example: A weapon may increase the DR, reduce the STR needed, or increase the accuracy.
A vehicle could be made to move faster by increasing the SPD, a suit of armor may have its PR
increased, etc. The GM and player should decide how the item’s enhanced.
When drawing power from a Vril-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 flies (INT roll with a DoD determined by
the GM). This also gives them some slight authority over the Beast-
men they created. When encountering an Andaman they will
be the last to ever be attacked and in social situations
they gain a bonus of 2 + CHA (minimum of 2, does not
stack with the Aura of the Gods ability).
Vice
All Atlanteans have some sort of vice that holds
them in its thrall. Vice is a practice or a behavior or
habit generally considered immoral, depraved, or
degrading in the associated society. Some indulge in
drinking or another intoxicant, while others embrace
the pleasures of the flesh. The Hero must indulge
in his vice once per day to keep his soul sated. If
he cannot, his mind becomes addled and his
disposition becomes foul. The Hero’s INT, WIL,
MR, and CHA are penalized by -1 per day
that the Hero must go without. Once he has
quenched his “thirst,” his Attributes revert to
normal.
Atlantean Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +0 +0 +0 +1 +4
Base Hit Points: 20
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Advanced Militia Training
Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Atlantean Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +0 +0 +0 +1 +4
Base Hit Points: 20
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Atlantean Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +0 +0 +0 +1 +4
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
52
Eric Baker (Order #29193734)
The Guide of Heroes
Atlantean Takers
Atlantean Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +1 +0 +0 +0 +4
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
Bonus Talents Shadow Walking
Lightweight full suit of armor, Weapon of choice, Vial of poison,
Starting Gear
Bow, Horse, and Traveler’s Gear
Starting WR +2
Atlantean Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +1 +0 +0 +0 +4
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear Atlantean
tools, Horse, and Traveler’s Gear
Character
Starting WR +1 Suggestion
I don’t think it needs to be said
Atlantean Swindlers but Atlanteans make the best
users of magic in the game. It’s
INT PER WIL CHA STR DEX CON SPD CR MR a fact. What people fail to realize
is that they make very good
+1 +1 +0 +0 -1 +1 +0 +0 +0 +4
Slayers, Takers, and Teachers,
Base Hit Points: 20 too. Fighter/magic users, Thief/
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence magic users, or Alchemist/magic
users are all good choices for
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills the Atlanteans. Since they are
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s so front-loaded with magical
choice) +2 ability, points can be allocated
Bonus Talents Misdirection in other areas making them very
versatile.
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Atlantean Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +1 +0 +0 +0 +4
Base Hit Points: 20
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Atlantean Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +0 +0 +0 +0 +5
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
54
Eric Baker (Order #29193734)
The Guide of Heroes
Atlantean Teachers
Atlantean Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +1 +0 -1 +0 +0 +0 +0 +4
Base Hit Points: 20
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear
Starting WR +2
Atlantean Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +1 +0 -1 +0 +0 +0 +0 +4
Base Hit Points: 20
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Atlantean Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +1 +0 +0 -1 +0 +0 +0 +0 +4
Base Hit Points: 20
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
New Talent!
Tactician
You have studied the tactics and strategies of the battlefield.
Benefit: The Hero receives his PER (minimum of +1) to augment his side’s Initiative rolls. If the
Hero spends an action for the round he may also coordinate attacks against a foe and all under
his command (using the Influence-Command Skill with a DoD equal to the target’s Evade Skill
Rating) receive a +2 to all attack or defense rolls (chosen when the talent is used and may be
changed from round to round). All under his command must go on his Initiative or after in order
to gain this bonus.
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Eric Baker (Order #29193734)
The Guide of Heroes
Humans
(Men, the Earth Children, Children of Edom)
Humans work the land in every nation, comprising the majority of the world’s population.
They are slaves and serfs, beggars and bandits. They are alchemists and scholars, nobles and kings.
Many Humans harbor hatred or mistrust for the “lesser” races and monsters. In some nations,
this attitude is more pronounced than in others, just as such a demeanor often depends on a
person’s education, religious beliefs, or social rank. In all things, Humans are a race most affected
by the events around them. Just as the highest king or queen deals in war and the intricacies of
the courts, so does the lowest peasant listen for news of a coming battle or seek signs to indicate
the quality of a harvest. Humans are unique among the races, for they are not shut away from the
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
Humans such as those of Atlantis, 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 Abilities
Zeal
All Humans are born with a fire in their belly and a drive to succeed where
others would fail. The Hero may add double his WIL (minimum of +2) to a number
or rolls per adventure equal to his CON (minimum of once).
Tyche
Being the favored of the gods (at least at present), Humans are allowed in a small
way to enforce their personal will upon the universe. They can force a re-roll of any dice
action that affects them directly, a number of times per game session equal to their WIL
(minimum once per game). The roll need not be made by the Hero and may affect rolls
made by the GM or other players when it pertains to the character. The re-roll must affect
the Hero and may not manipulate fate for the benefit of others.
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.
Attribute allocation
Inheritors of the Earth
Some say that the Humans will eventually inherit the Earth. To represent this, Human Heroes
may allot their 5 points in Attributes anywhere they see fit. They may also reduce an Attribute by
negative numbers (up to a maximum of -2) and add the points to another Attribute as a positive
number. Once this is done the Human receives 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.
Human Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Advanced Militia Training
Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Human Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Human Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, weapon of choice, dagger, and horse,
Starting Gear
Traveler’s Gear
Starting WR +1
58
Eric Baker (Order #29193734)
The Guide of Heroes
Human Takers
Human Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
Bonus Talents Shadow Walking
Lightweight full suit of armor, Weapon of choice, Vial of poison,
Starting Gear
Bow, Horse, and Traveler’s Gear
Starting WR +2
Human Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Human Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Human Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Human Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Human Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
60
Eric Baker (Order #29193734)
The Guide of Heroes
Human Teachers
Human Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear
Starting WR +2
Human Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Human Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Human Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Base Hit Points: 20
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
New Talent!
Adrenaline Rush
You are able to summon an inner strength and energy when the going gets tough.
Benefit: Once per day the Hero may add triple his CON (minimum of +3) to his STR or SPD
(chosen at character creation), suffering a -2 penalty to DEX. The effects of Adrenaline Rush last
for a number of minutes equal to his CON (minimum of 1 minute).
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Eric Baker (Order #29193734)
The Guide of Heroes
Jinn
(The Elders, the Children of Fire, Chaos Folk, the Others, 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. No eat Jinn. Du’st eat Jinn
The Jinn never ruled over the Earth like many of the other races, nor did they ever seek to do once. Du’st turn into cow for
so. How can one rule over something that one is a part of? And to what purpose? The machinations days. Du’st nearly eaten by wife.
of the Atlanteans in particular were both amusing and confusing to the Jinn. What would you do No eat.
with the world once you had it in your grasp? Du’st, Netherman Thug
The Jinn have also not engaged in mass warfare like many of the other races. This is
not to say that they are incapable of violence, but rather that they have little inclination
to try to take from others by force. If there are desirable things, there are much better
ways of grasping those things; warfare is easy in the short term, but pointless in the
long, and the Jinn are in no hurry.
The Jinn are a disappearing race. In the Golden Age, a Jinn was a common
sight, but now fewer and fewer Jinn are seen in the world. Some say that they
are all going back to the safety of their jars, while others say that the race is
slowly vanishing and being forgotten like the wild dreams they are. Now, Jinn
are a sight seen perhaps once in a lifetime for most and a large group of 20
or so is very rare indeed. On the continent of Atlantis, scholars estimate
the population at a little over a 1,000 and the global population at one
million.
Physical Description:
Jinn have skin the color of old parchment or
coal, and hair of any and all colors imaginable;
sometimes all at once, and usually worn long
and braided, bound with hoops and pins. Their
skins appear to be covered in tattoos. They
are, in actuality, eldritch writings recording
the mad murmurs of the elder gods given
a physical pallet. These writings tell the
history of the pre-world before the gods
fell into slumber, and if all the writings
could be collected and codified, would tell
the world’s story from creation to today.
When a Jinn dies, his words vanish, lost
until another Jinn is born. Some say a
Jinn’s beauty or ugliness stems from
what is written upon his skin. Some of
the things scribed across their bodies are
the terrible imaginings of cosmic entities,
gibbered and chattered during the prehistory
of the universe.
All Jinn are born with a single horn growing
from a random location on their head. No Jinn will
ever have the same type of horn on the same location.
While two Jinn may have a horn jutting from the
center of their forehead, one might resemble the
thick horn of a rhinoceros and the other, the sharp,
curling horn of an ibex. Twins share the same horn
and must be broken apart at birth; the Jinn with
more horn is honored and considered the elder child.
Jinn are said to grow from their horns, and many take great care in
ornamenting them with rings, jewel inlays, piercings, or gold caps. Wisps
Personality:
The Jinn live and speak as if in a lucid dream. When expressing themselves, they will sometimes
trail off a sentence into a smile and a hand flourish assuming the other knows what they mean, or
begin a conversation with the end of a thought as if they have already spoken the beginning. To
the outside world, they may seem mad, as they mumble, giggle, whimper, cry, or dance without
provocation; but to a 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 dancing, singing, and any form of creation that requires an expression of the
soul. Even bad performances are something appreciated by the Jinn who find valid enjoyment in
a perfectly executed dance or the wailing of a newborn child. The Jinn will watch with the same
fascination the slow torture and execution of a thief or the lovemaking of a couple in a spring rain.
Racial Abilities
Child of Fire and Ash
The Jinn are ever-changing creatures of fire, smoke, and possibility. The Hero builds a large fire
and lays in it telling the story of the new person that she will become. The fire will not burn her, and
as she dozes off to sleep, she slowly changes into the person she dreams of. The metamorphosis takes
a month. During that time, the Hero may rearrange her Attribute points into a new configuration.
At the end of the month, the fire will die down; from the ashes, the new Hero will emerge. The
Hero still looks the same, physically, but her Attributes will change and, sometimes, her personality.
The Hero may do this three times during her lifetime. After the third change her Attributes
are set forever. When changing Attributes, the Hero simply switches the numbers between the
Attributes. The numbers may only be moved or switched, but the total may never change.
Example: A Hero lays down in a lonely desert cave and sleeps.
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +1 +3 +0 -1 +0 +0 +0 +0 +4
During his slumber, his body and soul shift and morph to better suit the Hero’s ideas and
dreams.
When the Hero awakens, he is a new person; changed physically and mentally. His new
configuration looks like:
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 -1 +3 +2 +1 +0 +4 +0
The compassionate magic-user has changed into a bloodthirsty warrior.
Metal Allergy
Because of their mercurial nature, the Jinn’s body is disrupted by orichalcum and iron metals.
The touch of these metals will stop Jinn from changing shape or revert them back if they are
already in another form, and weapons made of the substance will do additional damage as if it was
a Strength 5 poison.
Soul Names
As the eldest of races, the Jinn were given secret names at the world’s beginning. These names
hold power over their personal reality. Because of this, the Jinn hide their true names and take
personal monikers or epithets that describe them but give away nothing.
A person who knows the personal name of a Jinn can manipulate them in ways that no other
being can. The speaker of the name can lower one Attribute by 5 points for a number of rounds
equal to their WIL (minimum of one round). The Jinn must hear his name being said and, once he
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does, he is vulnerable. This may be done once a week.
Because the name is tied to the magic of the world the Jinn may use it to alter reality in his favor.
Once per week, the Jinn may call his name and do the impossible. When this is done the Jinn adds
2D20 + WIL to any one roll or to a damage rating (DR). This is very taxing and once done the Jinn
must rest for 7 days – CON (minimum of one day).If the Hero resists the slumber he takes a -2
penalty to all actions for each day he has not rested.
Example: A Hero who would sleep for 5 days decides that it is more important to keep going
and complete the task at hand. He would suffer a -10 penalty. If he rested for one day he would
have a -8 penalty.
Once his name is invoked, the world around the Jinn becomes overly saturated with colors,
making the mundane more vivid and sounds exceptionally clear and precise, allowing everyone to
see the world the way the Jinn do. During his time of rest, the Jinn will become cold and lifeless,
his skin becoming the color of gray ash.
Chaos Speech
The Jinn speak with other Jinn in a “speech” that is incomprehensible to others. The Jinn
can communicate complex ideas and have whole conversations that seem chaotic and nonsensical.
By using a combination of words, the colors of the environment around them, smells wafting
through the air, and the sounds in the background, a Jinn can illustrate and convey ideas. No other
race can understand the language unless they are suffering from dementia, inebriated, or at the
climax of ecstasy. The speech takes as long as normal conversation to convey an idea but cannot be
understood and sounds like gibberish accompanied with senseless movements.
Mercurial Nature
The Jinn, Children of Chaos, are in a constant state of flux. They may shape-change once per
day into any living creature as small as a mouse up to their normal size. They may keep the form
until the rising or setting of the sun (This is not a set 12-hour period, but a literal setting or rising
of the sun. If a Jinn takes a new shape an hour before dawn he may hold that shape for an hour,
conversely if he waits an hour and takes a new shape after the sunrise he may hold that shape until
the sun sets.) The Jinn may shift back to his natural state at will. The only tell that the new shape
will have is that its eyes will always be green. The Jinn will have only the most basic natural abilities
of the animal and all are subject to the GM’s approval.
As a drawback of their mercurial natures, the Jinn are susceptible to strong magics and magical
fields. Magic directed at the Jinn, such as an attack with a total effect of 13 (the DoD of the spell
being cast) or greater, may activate the effect.
Example: A caster holding the Jinn in place using a spell that has a total level of 15 would
activate the mercurial nature while a spell level of 8 would not.
When strong magics act upon the Hero, they must make a WIL roll with a DoD equal to the
amount over 13.
Example: A Hero is struck by a mage’s level15 bolt of lightning. After the Hero takes the
damage he must then make a WIL roll with a DoD-2.
Magic fields such as Stone Circles and Vril lines will also have the same effect if their level is 3
levels above the Jinn’s CON attribute. Again the Hero must make a WIL roll with the DoD being
the difference between his CON and the magic field’s level.
A Jinn with a CON of +0 could stand in a Stone Circle of level 1–2 without effect but if
the Circle is level 3 or greater he would be affected and have to make a WIL roll with a DoD-0.
If the Stone Circle was level 5 then the roll would have a DoD-2.
The Jinn’s body suffers instability and alters randomly.
Critical Failure The Hero Rolls on Chart B and the effect is permanent
Failure The Hero rolls on Chart A
Partial Success The Hero roll on Chart A but suffers for half the listed time
Success Nothing happens
The Hero is unaffected by the magics and gains a bonus of +3 to his next
Critical Success
resistance roll this adventure
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Jinn Slayers
Jinn Scouts
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +0 +0 +0 +1 +3
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Language (Atlantean) +3, Parry +4,
Skills Profession (Guide) +10, Stealth +5, Tracking/Shadowing +5, Weapon
(player’s choice) +10, Weapon (player’s choice) +4
Bonus Talents Advanced Missile Training
Lightweight leather full suit of armor, Weapon of choice, Bow,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Jinn Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +0 +0 +0 +1 +3
Base Hit Points: 20
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Advanced Militia Training
Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Jinn Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +0 +0 +0 +1 +3
Base Hit Points: 20
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Jinn Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +0 +0 +0 +1 +3
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Jinn Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +1 +0 +0 +0 +3
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Jinn Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +1 +0 +0 +0 +3
Base Hit Points: 20
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Jinn Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +1 +0 +0 +0 +3
Base Hit Points: 20
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
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Jinn Shapers
Jinn Sorcerer
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +0 +0 +0 +0 +4
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +3, Language (Atlantean) +3,
Literacy (player’s choice) +2, Lore (player’s choice) +2, Lore (player’s choice)
Skills
+2, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s
choice) +5, Mode (player’s choice) +4, Profession (Sorcerer) +10
Bonus Talents The Gift
Lightweight half suit of armor, Dagger, Noble quality robes (two
Starting Gear
sets), Horse, and Traveler’s Gear
Starting WR +2
Jinn Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +1 -1 +0 +0 +0 +0 +3
Base Hit Points: 20
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language No eat Jinn. Du’st eat Jinn
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode once. Du’st turn into cow for
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4, days. Du’st nearly eaten by wife.
Profession (Grifter) +10, Sleight of Hand +3 No eat.
Bonus Talents Tradition Du’st, Netherman Thug
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Jinn Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +0 +0 +0 +0 +4
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
Jinn Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +1 -1 +0 +0 +0 +0 +3
Base Hit Points: 20
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Jinn Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +3 +0 -1 +0 +0 +0 +0 +3
Base Hit Points: 20
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Jinn Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +2 +0 -1 +0 +0 +0 +0 +3
Base Hit Points: 20
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
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Bonus Racial Profession
Jinn World Whisperer
These wise jinn are able to listen to the natural songs and rhythms of the world and take small
pieces of wisdom for themselves. Some whispers are known as wise men, teachers, and some as
blasphemous holders of obscene knowledge.
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +1 -1 +0 +0 +0 +0 +3
Base Hit Points: 20
Influence +4, Investigate/Search +8, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Players Choice) +10, Perform +5, Profession
(Wise man/Woman) +10, Resolve +5
Bonus Talents Signs and Portents
Several history texts, Light half suit of armor, Dagger, Weapon of
Starting Gear
choice, Horse, and Traveler’s Gear
Starting WR +1
New Talent!,
Signs and Portents
The Hero has access knowledge beyond his normal ken.
Benefit: The Hero may ask the universe, the trees, the river, a stone statue, etc. (i.e., the GM) a
question that the GM must answer honestly. To get the answer the Hero must pray or meditate for
a number of minutes (for a simple unobtrusive question) up to a few days (for an Earth-shattering
inquiry). The answer must be truthful but may be shrouded in allegories. The Hero may do this a
number of times per game equal to his CHA (minimum of once).
Physical Description:
The great Ape-men stand over 1.8 meters tall and weigh between 90–136 kilograms. Most have
dark brown or black fur with some being born with gold or white fur. Most common eye colors are
black or brown, but hazel and blue are not uncommon.
Personality:
The Lemurians are very stoic and reserved when dealing with others not of their race. Most
blame the Atlanteans and their foes, the Anunnaki, for the problems that the world faces. Though
peaceful by nature, the Lemurians know the ways of war and have spent much time in recent years
creating weapons that keep their home island and colonies safe. Because their technology is so
sought after, the Lemurians are very guarded about with whom they share their secrets.
Racial Abilities
Primordial Might
The Hero can perform great feats of strength. This allows the Hero to make a roll involving
Strength with a bonus equal to five times their WIL (minimum of +5). The Hero may perform a
number of such feats per game session equal to his CON (minimum of once).
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Hero gains a bonus equal to his INT (minimum of +2).
Lemurians Soldier
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +1 +0 +0 +1 -2
Base Hit Points: 20
Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Advanced Militia Training
Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Lemurians Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +1 +0 +0 +1 -2
Base Hit Points: 20
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Lemurians Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +1 +0 +0 +1 -2
Base Hit Points: 20
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
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Lemurians Takers
Lemurians Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +2 +0 +0 +0 -2
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
Bonus Talents Shadow Walking
Lightweight full suit of armor, Weapon of choice, Vial of poison,
Starting Gear
Bow, Horse, and Traveler’s Gear
Starting WR +2
Lemurians Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +2 +0 +0 +0 -2
Base Hit Points: 20
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10,
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
Bonus Talents Great Escape
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves
Starting Gear
tools, Horse, and Traveler’s Gear
Starting WR +1
Lemurians Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +2 +0 +0 +0 -2
Base Hit Points: 20
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Lemurians Thug
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +2 +0 +0 +0 -2
Base Hit Points: 20
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Lemurians Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +1 +3 +1 +0 +0 +0 -2
Base Hit Points: 20
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Lemurians Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +1 +0 +0 +0 -1
Base Hit Points: 20
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
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Lemurians Teachers
Lemurians Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +1 +0 +3 +1 +0 +0 +0 -2
Base Hit Points: 20
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear It is almost cliché to think of
Starting WR +2 the Lemurians as gentle scholars,
the grandfathers of some bygone
Lemurians Priest/Priestess age, telling quaint stories by
the fire. But, I tell you this: the
INT PER WIL CHA STR DEX CON SPD CR MR strength and passion that beats
+3 +0 +0 +1 +3 +1 +0 +0 +0 -2 in the chests of the Lemurians
Base Hit Points: 20 is like the heart of a mountain’s
fury. We may be slow to anger,
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s but we are fierce and cunning
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5, as well. Our empires may have
Profession (Priest) +10, Resolve +5 fallen, but our honor remains.
Bonus Talents God’s Ear Lore, Lemurian Nature Healer
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Lemurians Saint
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +1 +0 +3 +1 +0 +0 +0 -2
Base Hit Points: 20
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Lemurians Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+4 +0 +0 +0 +3 +1 +0 +0 +0 -2
Base Hit Points: 20
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
New Talent!
Natural Remedy
The knowledge of folk remedies and charms have been passed down to you by your elders.
Benefit: By spending 10-INT hours gathering common ingredients and carefully preparing them,
the Hero may make a potion, tincture, or salve that will cure a specific disease, cure a specific
poison, or make a medicine to heal Hit Point damage. When used to cure diseases and poison,
the remedy will add double the Hero’s INT (minimum of +2) to the patient’s CON for resistance
purposes. When used to make a healing salve/potion the Hero can make one dose in the allotted
time that heals a number of Hit Points equal to double the Hero’s INT (minimum of +2).
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Nethermen
(Brutes, Throwback , the Misshapen)
Nethermen are not a true race of beings, but the sad product of the Atlanteans’ first try at creating
a nation of slaves and soldiers for their conquest and wars. The Atlanteans intended to create a strong,
hardy warrior that could be easily manipulated, but what they got was a bloodthirsty brute that was
immune to most of their magics. Frightened by the monstrosities they created, all were rounded up and
marched onto a great barge, hopefully to be lost at sea.
Nethermen have a fairly short lifespan. As they are not a true species, over half of both the males
and females are sterile, unable to reproduce. For this reason the Nethermen, like the Andamen, seem
slowly headed toward extinction. Despite this, a number of nomadic clans still exist in various regions
throughout the known world. All are war-like in nature, though not all are hostile to Humans. For this
reason, Nethermen are tolerated in many areas of Human civilization.
Though most Nethermen clans are nomadic by nature, some few build permanent villages and
settlements in certain wilderness areas. Such villages tend to be small and crudely built, often having
stockade or earthen walls surrounding them. Those Nethermen who choose to live amongst Humans are
most often employed as mercenary soldiers, caravan guards, or general “muscle.”
Physical Description:
Nethermen basically resemble humans in stature, but have a tendency to be more muscular and less
agile than their human cousins. They stand taller than men and have heavily scarred and mottled brown
skin. The deep-set eyes are startling to look upon and have “reverse” eye coloration (black with white
pupils).
Personality:
In a word, Nethermen are psychopaths. They are incapable of feeling emotions such as fear or
love, although they are experts at feigning both to get their ways, and with a short lifespan — both
individually and as a race — they are prone to fulfilling their own needs and desires with little concern
for what others might want or need. Their ruthless nature makes them excellent at many tasks, and many
could easily be great generals or leaders if they so choose; however, the fact that they care for themselves
above all else could easily mean that they would march their army into the sea if it suited their whims.
Racial Abilities
Magic Immunity
Because of the alchemical process used to make the Nethermen, they have a slight immunity to magic
effects. A Netherman may add double his CON (minimum of +2) to any resistance roll pertaining to
magical effects, and damage done by magic (and magic weapons) is reduced by twice the CON of the
Netherman Hero (only the magical enhancement of the weapon and not the base DR of the weapon).
Nethermen Warriors
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 -1 +2 +0 +3 -2
Base Hit Points: 25
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (Slayer) +10, Unarmed Fighting +7, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, Two weapons of choice, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
Nethermen Pirate/Brigand
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 -1 +2 +0 +3 -2
Base Hit Points: 25
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (Criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit of armor, Weapon of choice, Dagger, Horse, and
Starting Gear
Traveler’s Gear
Starting WR +1
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Nethermen Takers
Nethermen Assassins
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 +0 +2 +0 +2 -2
Base Hit Points: 25
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Skills Language (Atlantean) +3, Profession (Assassin) +10, Stealth +10, Unarmed
Fighting +5, Weapon (player’s choice) +7
Bonus Talents Shadow Walking
Lightweight full suit of armor, Weapon of choice, Vial of poison,
Starting Gear
Bow, Horse, and Traveler’s Gear
Starting WR +2
Nethermen Burglar
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 +0 +2 +0 +2 -2
Base Hit Points: 25
Nethermen and
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2, Magic
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (Criminal) +10, Playing a character that goes
Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2 against the racial stereotype can
be fun. Nethermen Sorcerers and
Bonus Talents Great Escape
Charlatans definitely fit this niche;
Lightweight half suit of armor, Weapon of choice, Dagger, Thieves you won’t be as good a magician
Starting Gear
tools, Horse, and Traveler’s Gear as your Atlantean buddy but you’ll
certainly surprise the heck out of
Starting WR +1 your enemy.
Nethermen Swindlers
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 +0 +2 +0 +2 -2
Base Hit Points: 25
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (Criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, Weapon of choice, Dagger, Cards,
Starting Gear
Dice, Horse, and Traveler’s Gear
Starting WR +1
Nethermen Thug
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 +0 +2 +0 +2 -2
Base Hit Points: 25
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (Criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, Weapon of choice, Dagger, Club,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +1
Nethermen Charlatan
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +1 +3 -1 +2 +0 +2 -2
Base Hit Points: 25
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice) +2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, Dagger, Playing cards, Divination
Starting Gear
bones, Horse, and Traveler’s Gear
Starting WR +1
Nethermen Shaman
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 -1 +2 +0 +2 -1
Base Hit Points: 25
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice) +2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents Familiar
Lightweight half suit of armor, Dagger, Animal companion (dog,
Starting Gear
cat, or other small animal), Horse, and Traveler’s Gear
Starting WR +1
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Nethermen Teachers
Nethermen Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +1 +0 +3 -1 +2 +0 +2 -2
Base Hit Points: 25
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, Literacy (player’s choice) +6, Lore (player’s
choice) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, Dagger, Several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), Horse, and
Traveler’s Gear
Starting WR +2
Nethermen Priest/Priestess
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +1 +3 -1 +2 +0 +2 -2
Base Hit Points: 25
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, Light half suit of armor, Dagger, Holy relic
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1
Nethermen Saint
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +1 +0 +3 -1 +2 +0 +2 -2
Base Hit Points: 25
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice)
Skills +4, Lore (player’s choice) +10, Lore (Theology) +3, Medicine +4, Perform +5,
Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, Holy relic (worth +4 Treasure), Staff,
Starting Gear
Dagger, and Traveler’s Gear
Starting WR +1
Nethermen Scholar
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +3 -1 +2 +0 +2 -2
Base Hit Points: 25
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice) +4, Lore (player’s choice) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (Scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, Ancient trinkets or collectables
Starting Gear
(worth +4 Treasure), Dagger, Horse, and Traveler’s Gear
Starting WR +1
New Talent!
Rage
The ability to channel one’s anger in combat.
Benefit: The Hero may choose to take a penalty on her attack roll to increase the damage dealt.
For each -1 penalty taken to the attack roll, +1 DR is dealt on a successful hit (up to a maximum
of twice his CON). The player must state his intention to use this talent before the roll to attack.
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Animal Magnetism
Andamen
You have a natural way with animals.
Benefit: The Hero adds triple his CHA (minimum of +3) to rolls pertaining to Animal Handling
and Ride Skills. If you encounter an animal and are not actively in combat, you may attempt to
soothe the creature by making a successful CHA check. On a partial success, the animal will simply
retreat by the quickest means possible. A full success means the animal in question considers you to
be friendly and may aid you in some manner.
Adrenaline Rush
Human
You are able to summon an inner strength and energy when the going gets tough.
Benefit: Once per day the Hero may add triple his CON (minimum of +3) to his STR or SPD
(chosen at character creation), suffering a -2 penalty to DEX. The effects of Adrenaline Rush last
for a number of minutes equal to his CON (minimum of 1 minute).
Natural Remedy
Lemurian
The knowledge of various folk remedies and charms were passed down to you by your elders.
Benefit: By spending 10-INT hours gathering common ingredients and carefully preparing them,
the Hero may make a potion, tincture, or salve that will cure a specific disease, cure a specific
poison, or make a medicine to heal Hit Point damage. When used to cure diseases and poison,
the remedy will add double the Hero’s INT (minimum of +2) to the patient’s CON for resistance
purposes. When used to make a healing salve/potion the Hero can make one dose in the allotted
time that heals a number of Hit Points equal to double the Hero’s INT (minimum of +2).
Serpent Feint
Ahl-At-Rab
The Hero maneuvers in such a way that he draws his opponents into a compromising and less
defensible position.
Benefit: The Hero makes a rolling with his CR+weapon Skill verses a DoD equal to his opponent’s
PER+Evade or Parry (whichever is being used at the time) Skill. If successful he reduces the
opponent’s total Skill Rating by half for a single attack. The attack may be used immediately or
saved for a future attack during the same combat.
Example: A Hero with a melee Skill of +7 and a CR +5 (total Skill Rating of +12) is
fighting an opponent with a PER +1, Evade +8, and DEX +4. The he makes a Serpent Feint
roll versus his opponent’s PER+Evade Skill, total DoD -9. He gets a success and can reduce his
opponent’s Evade Skill Rating from a -12 to a -6.
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Rage
Nethermen
The ability to channel one’s anger in combat.
Benefit: The Hero may choose to take a penalty on her attack roll to increase the damage dealt.
For each -1 penalty taken to the attack roll, +1 DR is dealt on a successful hit (up to a maximum
of twice his CON). The player must state his intention to use this talent before the roll to attack.
Tactician
Atlantean
You have studied the tactics and strategies of the battlefield.
Benefit: The Hero receives his PER (minimum of +1) to augment his side’s Initiative rolls. If the
Hero spends an action for the round he may also coordinate attacks against a foe and all under
his command (using the Influence-Command Skill with a DoD equal to the target’s Evade Skill
Rating) receive a +2 to all attack or defense rolls (chosen when the talent is used and may be
changed from round to round). All under his command must go on his Initiative or after in order
to gain this bonus.
Cultural Packages
Not all individuals in a race are the same. They come from many different cultures and creeds
throughout the world. The Cultural Package determines what skills your Hero knows, depending
on the land he comes from. All the skills listed with the package are common to Heroes from that
particular land.
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Atlantean Elysium Ocean
Atlantis (Atlantis): The Atlantean people Elysium (Elysium Ocean): Elysium Tritons
Literacy (High Speech) +2, Lore (etiquette) +3, Athletics +4, Handicraft (player’s choice) +1, Lore
Skills Lore (player’s choice) +2, Mode (players choice) +2 Skills (navigate) +3, Speak Language (Elysi) +10, Weapon
Resolve +1, Speak Language (Atlantean) +10 (melee) +2
Attribute +1 MR Attribute +1 PER
Atlantis (Atlantis): The Atlantean people (non-Atlantean racial Manua (Elysium Ocean): The Manuan tribes
types) Athletics +2, Influence +1, Instinct +1, Lore
Handicraft (player’s choice) +3, Literacy (player’s Skills (navigate) +1, Pilot (boat) +1, Speak Language
choice) +1, Lore (etiquette) +1, Lore (player’s (Elysi) +10, Weapon (melee) +4
Skills
choice) +3, Resolve +2, Speak Language (Atlantean) Attribute +1 CR
+10
Attribute +1 INT Munark (Elysium Ocean): The Munark tribes
Athletics +1, Handicraft (player’s choice) +1, Lore
Skills (navigate) +3, Pilot (boat) +4, Speak Language
Antilla (Elysi) +10, Weapon (melee) +1
Antilla (Antilla): The Antillan people Attribute +1 DEX
Athletics +3, Investigate/Search +3, Literacy
Skills (Atlantean) +3, Speak Language (Atlantean) +10, Ogata (Elysium Ocean): The Ogaramango tribes
Weapon (player’s choice) +1
Athletics +4, Evade +2, Speak Language (Elysi)
Attribute +1 SPD Skills
+10, Weapon (melee) +4
Attribute +1 CON
Attribute +1 DEX
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A View of the World from Atlantis
The Islands of Alba, Iber, and Ys Lemuria
The lands of Alba and Iber are heavily forested hills dotted with Birthplace of the Lemurian civilization and possibly the race itself,
mountains and cliffs. Wild and dangerous, there are few people who this land is now overrun by primordial jungles and impenetrable
live here and, though there are exceptions, the nations of these lands swamps. Perhaps in ages past, when the Lemurians grasped the
are relatively primitive and xenophobic. Ancient tribes of Jinn also world, this place was different, but now it has fallen back into the
make these islands their home and claim to have ruled Alba, Iber, hands of nature itself.
and Ys since the world began.
Mu
Antilla A brutal and uncivilized land, Mu is a harsh realm dominated by
The sunken continent of Antilla is renowned as the current deserts, jungles, and volcanoes. There are some who claim that the
center of the Tritons, although there are some scattered bands of slumbering dreams and nightmares of the gods walk the world in
outsiders who also sail this region and call it home. The submerged Mu, but whether such tales are meant to frighten, to warn, or simply
plateau still bears Atlantean ruins from before the Cataclysm, but were dreamt up by themselves is unknown.
most are out of reach of modern man.
The North Sea Islands
Elysium Ocean The icy bounds of the chilled polar region are held by a strong
Dotted with small islands, this region is home to a variety of and relentless westward current that carries icebergs and worse
peoples. Powerful shamans, vicious sea serpents, and ancient around the globe. The tribes of the North Sea are fierce and strong,
mysteries hidden away in the thick jungles are all part of the legends for too few of the weak live to be prosperous.
and lore of this isolated region. Even should one travel to this far-off
and distant place, there is little to recommend to those at home. Tamaonchan
When the Atlanteans reached the shores of Tamaonchan, it was
Eria apparent that the Annunaki and Lemurians had already spent a great
Rich in resources, wild and untamed, much of Eria is a mystery to deal of time there. Powerful nations exist along the coasts, and the
outsiders. Mega-fauna abound and the tribal nations that exist across interior mountains and jungles are littered with the ruins of the past
the varieties of Erian terrain depend upon them to survive. Never and barbaric tribes who are as likely to attack explorers as they are to
fully explored nor conquered, nonetheless, remnants of Atlantean war with one another.
influence extend along the coasts while relics of Annunakian origin
dot the swamps and lowlands.
Europa
A vast but thinly populated land, Europa comprises a variety of
terrains and climates. The center of the continent is dominated by a
powerful magician known as the Erlking and many of its coasts have
long histories influenced by Atlantean rule. As a result, most of the
Europan civilizations are war-like, hardened by histories of battle.
Gondwana
Though the center of Gondwana is still a land of fierce jungles
and impassable mountains, the lush coasts and plains of this land
are the birthplaces of civilizations and empires. Much of the world’s
population, culture, and history touch Gondwana. All the races are
represented amongst its nations and tribes, and its major cities are
home to many wise and powerful individuals.
Jambu
Largely considered unexplored by modern scholars, great empires
and civilizations remain in the lands of Jambu. The Annunaki once
held sway over much of this land and are still revered in some
nations. The great mountains of central Jambu divide the continent
into separate regions and inhibit travel amongst its people, but many
great sailors ply its coastal waters and the ruins of the past watch its
haunted shores.
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Europa Hellas (Europa): The Hellenes
Aragana (Europa): The Aragani Influence +2, Literacy +2, Lore (theology) +1,
Speak Language (player’s choice) +2, Speak
Instinct +1, Influence +2, Resolve +1, Lore Skills
Language (Hellene) +10, Unarmed Fighting +1,
(survival) (mountains) +2, Speak Language (Alban)
Skills Weapon (player’s choice) +2
+10, Tracking/Shadowing +2, Weapon (player’s
choice) +2 Attribute +1 STR
Attribute +1 CON
Minoa (Europa): The Minoan people
Galacea (Europa): The Arac Influence +3, Literacy +2, Lore (theology) +2,
Skills Speak Language (Hellene) +10, Speak Language
Deception +3, Evade +2, Handicraft (player’s
(player’s choice) +2, Weapon (player’s choice) +1
choice) +1, Sleight of Hand +1, Speak Language
Skills Attribute +1 STR
(Alban) +10, Stealth +2, Weapon (melee or thrown)
+1
Attribute +1 DEX Scythia (Europa): The Kurgans
Animal Handling +2, Lore (Europan folklore)
Ku (Europa): The Ku +1, Lore (survival) (savannah) +1, Ride +3, Speak
Skills
Animal Handling +2, Handicraft (player’s Language (Hellene) +10, Unarmed Fighting +1,
Skills choice)+2, Influence +1, Lore (agriculture) +2, Weapon (melee) +2
Pilot (boat) +3, Speak Language (Alban) +10 Attribute +1 CR
Attribute +1 PER
Tharshesh (Europa): The Tharshi
Broceliande (Europa): The Celanus Instinct +2, Influence +2, Lore (Europan
Handicraft (player’s choice) +2, Literacy (Alban) +2, Skills geography) +2, Speak Language (Thashi) +10,
Lore (folklore) +2, Lore (herb lore or agriculture) Speak Language (player’s choice) +2, Trading +2
Skills
+2, Speak Language (Alban) +10, Weapon (melee Attribute +1 INT
or ranged) +2
Attribute +1 CHA Vir (Europa): The Vir
Animal Handling +2, Athletics +2, Instinct +1,
Oggia (Europa): The Ogi People
Skills Resolve +1, Speak Language (Hellene) +10,
Deception +2, Evade +1, Lore (Europan folklore) Tracking/Shadowing +1, Weapon (melee) +3
+2, Mode (Sensory) +1, Performance (player’s
Skills Attribute +1 STR
choice) +2, Sleight of Hand +2, Speak Language
(Alban) +10
Sea People (Europa): The Sea People
Attribute +1 CHA
Athletics +2, Lore (Europan Geography) +2, Lore
Otesium (Europa): The Otesi (navigate) +2, Perform +1, Pilot (boat) +1, Speak
Skills
Language (Hellene) +10, Speak Language (player’s
Animal Handling +2, Handicraft (artisan) +2, Lore
choice) +2
(Europan folklore)+1, Lore (agriculture) +2, Lore
Skills Attribute +1 CON
(survival) (forest) +3, Speak Language (Tharshi)
+10,
Attribute +1 PER
Athletics +2, Handicraft (weapons) +3, Influence Athletics +2, Deception +2, Lore (theology) +1,
Skills +1, Lore (tactics) +2, Speak Language (Atlantean) Skills Speak Language (Atlantean) +10, Stealth +3
+10, Weapon (player’s choice) +2 Weapon (player’s choice) +2
Attribute +1 CR Attribute +1 CR
Kush (Gondwana): The Kushite people Pemba (Gondwana): The Pemban people: Avakuli, Okwilu, Kota
Animal Handling +1, Handicraft (artificer) +2, Animal Handling +1, Evade +1, Handicraft (bower/
Lore (survival) (savannah) +2, Perform (player’s fletcher) +2, Lore (herb lore) +2, Lore (Pemba
Skills Skills
choice) +2, Pilot (wagon) +1, Ride +2, Speak Geography) +2, Lore (survival) (jungle) +1, Speak
Language (Khem) +10, Language (Ophiran) +10, Weapon (ranged) +1
Attribute +1 INT Attribute +1 SPD
Magan (Gondwana): The Magani people Khemit (Gondwana): The Khem people
Animal Handling +3, Handicraft (artisan) +1, Lore Influence +1, Literacy (Khem) +2, Lore (player’s
(agriculture) +2, Pilot (wagon) +1, Speak Language choice) +1, Lore (theology) +1, Mode (player’s
Skills Skills choice) +1, Ride 1, Speak Language (player’s
(Massawa) +10, Tracking/Shadowing +2, Trading
+1 choice) +2, Speak Language (Khem) +10, Weapon
(player’s choice)+1
Attribute +1 WIL
Attribute +1 INT
Marhashi (Gondwana): The Marhashi people
Samu (Gondwana): The Acholi people
Animal Handling +1, Handicraft (player’s
choice)+4, Influence +1, Mode (player’s choice) Athletics +1, Evade+1, Handicraft (weaponsmith)
Skills +2, Lore (herb lore) +2, Lore (Samu geography)
+1, Mode (player’s choice) +1, Speak Language Skills
(Massawa) +10, Trading +2 +2, Lore (survival) (jungle) +1, Speak Language
(Massawa) +10, Weapon (melee) +1
Attribute +1 MR
Attribute +1 SPD
Massawa (Gondwana): The Massawan people
Turan (Gondwana): The Turani people
Animal Handling +1, Influence +1, Lore
(agriculture) +2, Lore (tactics) +2, Lore (survival) Animal Handling +1, Handicraft (artisan) +1, Lore
Skills
(savannah) +2, Speak Language (Massawa) +10, Skills (survival) (desert) +2, Ride +4, Speak Language
Weapon (player’s choice) +2 (Turani) +10, Weapon (melee) +2
Attribute +1 DEX Attribute +1 CON
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Joktan (Gondwana): The Joktani people Jambu
Animal Handling +2, Handicraft (artisan) +1, Baluchis (Jambu): The Baluchi people A.K.A the Aryans
Skills Lore (law) +1, Lore (survival) (desert) +2, Ride +3,
Athletics +2, Instinct +2, Influence +1, Lore
Speak Language (Turani) +10, Weapon (melee) +1
(survival) (alpine) +2, Speak Language (Mongolan)
Attribute +1 SPD Skills
+10, Tracking/Shadowing +1, Weapon (player’s
choice) +2
Sheba (Gondwana): The Sheban people Attribute +1 STR
Influence +1, Literacy (player’s choice) +1, Lore
(player’s choice)+2, Mode (player’s choice) +2, Damalawa (Jambu): The Damalawan people
Skills
Speak Language (Turani) +10, Speak Language
Athletics +2, Influence +1, Lore (engineering) +2,
(player’s choice) +2, Trading +2
Skills Lore (navigate) +1, Pilot (boat) +2, Speak Language
Attribute +1 INT (Khitan) +10, Trading +2
Attribute +1 SPD
Yalak (Gondwana): The Yalaku People
Influence +1, Handicraft (player’s choice) +1, Dravidia (Jambu): The Dravidian peoples
Literacy (player’s choice) +1, Lore (player’s choice)
Skills +2, Lore (agriculture) +1, Speak Language (Turani) Evade +2, Handicraft (bower/fletcher) +2, Lore
+10, Speak Language (player’s choice) +2, Trading (herb lore) +2, Lore (Dravidia geography)+2, Lore
Skills
+2 (survival) (jungle) +1, Speak Language (Veddy)
+10, Weapon (ranged) +1
Attribute +1 WIL
Attribute +1 SPD
Zin (Gondwana): The Zinnite people
Himvati (Jambu): The Kazak people
Animal Handling +1, Handicraft (player’s choice)
+1, Literacy (Tharshi) +1, Lore (agriculture) +1, Influence +2, Perform +1, Ride +2, Speak Language
Skills (Mongolan) +10, Lore (survival) (alpine) +1, Lore
Lore (player’s choice) +2, Lore (survival) (desert) Skills
+2, Ride +2, Speak Language (Turani) +10, (survival) (desert) +1, Unarmed Fighting +2,
Weapon (ranged) +1
Attribute +1 PER
Attribute +1 CON
Punt (Gondwana): The Puntian
Himvati (Jambu): The Xinjiang people
Animal Handling +1, Handicraft (alchemy) +1,
Handicraft (player’s choice) +3, Literacy (Massawa) Animal Handling +2, Evade +2, Handicraft
Skills Skills (artisan) +2, Lore (folklore) +2, Lore (survival)
+1, Lore (player’s choice) +2, Ride +2, Speak
Language (Massawa) +10 (alpine) +2, Speak Language (Khitan) +10
Attribute +1 PER Attribute +1 DEX
Attribute +1 CR
Khitai (Jambu): The Khitan people
Animal Handling +1, Athletics +2, Handicraft
(player’s choice) +2, Influence +1, Literacy (Khitan)
Skills
+1, Mode (player’s choice) +1, Trading +2, Speak
Language (Khitan) +10
Attribute +1 WIL
96
Eric Baker (Order #29193734)
The Guide of Heroes
Thule (North Sea): The Scritifi people Birama (Tamaonchan): The Briaman Tribes
Animal Handling +1, Athletics +2, Lore (Theology) Athletics +2, Lore (survival) (jungle) +2, Speak
Skills +1, Lore (survival) (desert) +2, Speak Language Skills Language (Tamarac) +10, Stealth +2, Unarmed
(Hyperborean) +10, Stealth +3, Weapon (melee) +1 Fighting +2, Weapon (player’s choice) +2
Attribute +1 CON Attribute +1 DEX
98
Eric Baker (Order #29193734)
Upbringing pg. 67
Roll: Type:
Roll: Type:
Roll: Type:
Roll: Type:
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 2
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 3 Great Works pg. 94
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Disadvantages Pg.
90
Destiny: pg.92 CR MR
Result CHART Relationship
Critical Failure 0 or Less
Failure 1-5
Internal
Partial Success 6-10
STR SPD
Success 11-19
External
Critical Success 20 or More
th Rati DEX CON
T POINT
Fate
We al HERO HI
ng
S
POINTS Pg.
93
a s u re
e
Tr
Pg. Pg.
95 85
Pg.
97
Pg.
88
Skills *=Specific Sub Skill Level Attr rating
Skills *=Specific Sub Skill Level Attr rating
Athletics + = Medicine + =
Animal Handling + = Parry + =
Deception + = Perform + =
Disable Mechanism + = RENOWN Pilot * + =
Evade + = Profession * + =
Handicraft* + = Pg.
85
Resolve + =
Handicraft* + = Ride + =
Handicraft* + = Sleight of Hand + =
Influence + = Stealth + =
Instinct* + = Tracking/Shadowing + =
Investigate/Search + = Talents Trading + =
Language* + = Unarmed Fighting + =
Language* + = Weapon Gun + =
Language* + = Weapon Hvy + =
Literacy* + = Equipment Weapon Melee + =
Lore* + = Weapon Ranged + =
Lore* + = Weapon Thrown + =
Lore* + = Weapon Vehicle + =
ARMOR
° LT ° MED ° HVY °
Pg.
219 Weapon ° Half ° Full ° Weapon
Pg.
Type: PR 230 Type:
CC DR TR NG oF CC DR TR NG oF
A
A
R
R
S
S
R
STR
Weapon Weapon
Type: Shield Type:
CC DR TR NG oF ° LT ° MED ° HVY ° CC DR TR NG oF
A
A
R
R
S
S
R
efe n MD rr
Pa y
se
D
STR
Pg.
231
W
L
Ra
ts
D ur
H
I
R
S
©Copyright 2013 Khepera Publishing
TR ON EX PD
113 lity L
-1 -2 -3 -4 -5 -6 -7 -8 -9 -1 0 Spell Description bi
vL
S
S
C
A
Pg.
132 Lvl MR Trad rating
Tradition Animism MODES pg.132 Special Abilities/Comments
Attack PG.119 + -2 = Spell
Illusion PG.121 + +1 =
VL io
at n nge av
e
ol
l
Influence PG.123 + +2 =
Ra
D ur
R
S
Manifest PG.125 + -5 = GODS
Pg.
174
ManipulatePG.126 + +3 =
Sensory PG.127 + +3 = Spell Description Name:
Shield PG.128 + -2 = Dominions: 1-
Summoning + +0 = 2-
PG.130
Spell 3-
Lvl MR Trad rating
Tradition Dark Arts MODES pg.134 VL io
at n nge av
e
ol
l Precepts:
L
Ra
D ur
Attack PG.119
R
S
+ +1 =
Illusion PG.121 + +1 =
Kinetic PG.124 + -5 = Spell Description
Manifest PG.125 + -2 =
ManipulatePG.126 + +1 =
Sensory PG.127 + +1 =
Shield PG.128 + +0 = Spell
GODS
Summoning + +4 =
PG.130 VL io
at n nge av
e
ol
l
Name:
L
Ra
D ur
R
S
ManipulatePG.126 + + = VL io
at n nge av
e
ol
l
L
Sensory PG.127
Ra
D ur
R
S
+ + =
Shield PG.128 + + =
Summoning + + =
Spell Description
PG.130
GODS
Lvl MR Trad rating
Tradition WitchCraft MODES pg.138 Name:
Spell
Attack PG.119 + -3 = Dominions: 1-
Illusion PG.121 + +0 = VL io
at n nge av
e
ol
l
2-
Influence PG.123 +4 =
L
Ra
D ur
+
R
S
Kinetic PG.124 + +0 = 3-
ManipulatePG.126 + +1 = Precepts:
Sensory PG.127 + +1 = Spell Description
Shield PG.128 + +2 =
Summoning + -5 =
PG.130
Spell
VL io
at n nge av
e
ol
l
L
Ra
D ur
R
S
Spell Description
Racial Abilities
Childhood Encounter pg. 68 Cold Blooded
Roll: Type: 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
Roll: Type: 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
Family Status pg. 69
penalty of -3 to resist and a penalty to their SPD
Roll: Type: of -3 for 7-CON rounds.
Time Taken
Natural Weapons
Previous Adventure 2 (If it’s the Hero’s first attack in the round, the
Roll: Type: Ahl-At-Rab may use his claws to attack twice
Skill without a multiple action penalty)
Ahl-At-Rab Heroes are born with fearsome
Roll: Type:
fangs and clawed hands. Bite DR 3, Claws DR 3
(armor piercing).
Time Taken
Previous Adventure 3 Great Works pg. 94
Poison Spray
Ahl-At-Rab may spit a burning poison at a
Roll: Type:
foe, blinding them for a number of rounds equal
Skill to the Hero’s CON minus their opponent’s DEX
Roll: Type: (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
Time Taken one).
Previous Adventure 4 The Ahl-At-Rab must make a successful
Roll: Type:
to-hit roll using the Athletics Skill + CR for
the poison to land, and if the target is wearing
Skill a helmet of some sort, the amount of time the
Roll: Type: poison is active is reduced by the PR of the helm.
The range of this attack is equal to the Hero’s
STR in meters.
Time Taken Example: An Ahl-At-Rab with a
Previous Adventure 5 CON +4 spits at a target with a DEX
Roll: Type:
+0. The venom would normally blind
the target for 4 rounds but fortunately
Skill for the victim he has a helmet with a PR
Roll: Type: 2 protection. The target would only be
blinded for 2 rounds.
Time Taken ©Copyright 2013 Khepera Publishing
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Racial Abilities
Childhood Encounter pg. 68 Inheritors of the Earth
Roll: Type: Some say that the humans will eventually
inherit the earth. To represent this, human
Heroes may allot their 5 points in Attributes
Roll: Type: anywhere they see fit. They may also reduce an
Attribute to negative numbers and add the points
to another Attribute as a positive number (up to
Family Status pg. 69
a maximum of -2). Once this is done the human
Roll: Type: 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
Previous Adventure 1 pg. 70
Attributes are taken.
Roll: Type:
Skill Zeal
Roll: Type: 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
Time Taken of +2) to a number or rolls per adventure equal
Previous Adventure 2 to his CON (minimum of once).
Roll: Type:
Tyche
Skill
Being the favored of the gods (at least at
Roll: Type:
present), humans are allowed in a small way to
enforce their personal will upon the universe.
Time Taken They can force a re-roll of any dice action that
affects them directly, a number of times a game
Previous Adventure 3 Great Works pg. 94
session equal to their WIL (minimum once per
Roll: Type: game). The roll need not be made by the Hero
Skill and may affect rolls made by the GM or other
players when it pertains to the character. The re-
Roll: Type:
roll must affect the Hero and may not manipulate
fate for the benefit of others.
Time Taken Note: The ability to affect rolls only applies to
the Hero and never the group when a situation
Previous Adventure 4 occurs that could affect more than one person.
Roll: Type: Example: The Hero may affect the
Skill throwing roll of a fireball when an
adversary makes an attack, but all others
Roll: Type:
must use the original roll and gain no
benefit from the Hero’s Tyche ability.
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Racial Abilities
Childhood Encounter pg. 68 Magic Immunity
Roll: Type: Because of the alchemical process used
to make the Nethermen, they have a slight
immunity to magic effects. A Netherman may
Roll: Type: add double his CON to any resistance roll
pertaining to magical effects, and damage done
by magic (and magic weapons) is reduced by
Family Status pg. 69
twice the CON of the Netherman Hero (only
Roll: Type: the magical enhancement of the weapon and not
the base DR of the weapon).
Previous Adventure 1 pg. 70
Eaters of the Dead
Roll: Type:
Nethermen may eat the heart of the dead and
Skill gain an aspect or ability possessed by them. The
Roll: Type: being must have been dead for no longer than
a few hours, but once the heart is eaten, the
Netherman may gain one of their innate abilities
Time Taken at a level equal to their CON. It usually take 5
Previous Adventure 2 minutes per point of Con of the victim to eat
completely.
Roll: Type:
The Hero may use the ability a number of
Skill times equal to his CON before it is expended
Roll: Type: from his system. Any vice, physical malady, or
physical/mental disadvantage that the dead may
have had is also transferred.
Time Taken Example: A Netherman (CON+2)
Previous Adventure 3 Great Works pg. 94 eats the heart of a dead Atlantean and
Roll: Type:
gains the ability of Vril Master at +2
but since the Atlantean was a drunk
Skill the Netherman gains that vice as well.
Roll: Type: On another occasion, he eats a Triton’s
heart and gains the ability to breathe
underwater but on land he suffocates
Time Taken without the special apparatus. In both
Previous Adventure 4 cases the Hero would have access to the
ability for 2 uses.
Roll: Type:
Skill
Too Dumb to Die
Roll: Type:
The brutish Nethermen blaze with life when
their ire is up, fighting beyond the point of death
Time Taken if need be. A Hero may automatically succeed at
all Death Saves and ignore critical hit penalties
Previous Adventure 5 for a number of rounds equal to three times
Roll: Type: his CON. The Hero must still make the initial
rolls but may ignore the results for the allotted
Skill
amount of time. The Hero may use this ability
Roll: Type: once per adventure for every -1 he has in INT
(minimum of once per adventure).
Time Taken ©Copyright 2013 Khepera Publishing
Cichlid Stone
This small, flat stone comes from a riverbed and has the power to grant the ability to breathe
water for a short period of time. The witch places the painted stone under her tongue and says a
prayer to the spirit of the river to activate the magic. This causes the witch to grow gills for a short
time.
Game Effect: Allows the target to breathe water for up to 10 minutes.
Tradition: Witchcraft
Mode: Manipulate
Spell Level: 20
Type: Limited
116
Eric Baker (Order #29193734)
The Guide of Heroes
Coat of Stars
A black fur coat made from a giant Erian bear. The coat shines in the moonlight, displaying the
stars under which it was made. It allows the user to produce any sight, sound, taste, or touch they
can imagine 3 times per day.
The user may make magnitude 3 illusions with sights, sound, smell, and
Game Effect:
touch aspects. The illusion last for 2 minutes.
Tradition: Sorcery
Mode: Illusion
Spell Level: 25
Type: Limited
Cream of Beguiling
Several small tubs of colorful cream used as makeup by the Atlanteans. The vibrant colors
enhance the appearance of anyone who applies it, making them more attractive. The tubs may be
use 3 times a day and replenish their supply of cream at sunrise.
The user of the cream may enhance their appearance for 30 minutes. The
Game Effect:
user receives a bonus of +5 to their CHA
Tradition: Sorcery
Mode: Manipulate
Spell Level: 35
Type: Limited
Divining Bowl
This simple clay bowl doesn’t look like anything out of the ordinary until the user puts a mixture
of animal blood and herbs into the bowl to activate it. Gazing into the mixture the user can sense
distant places of power (See Atlantis core book, page 142) as if they were right beside him. The
Divining Bowl can be used three times per day and must be ritually washed in first rays of dawn
to recharge.
Extends the users perceptions to 10km when looking for places of power.
Game Effect: Any place of power within 10km is treated as being within 1 meter for
investigation rolls.
Tradition: Witchcraft
Mode: Sensory
Spell Level: 10
Type: Limited
118
Eric Baker (Order #29193734)
The Guide of Heroes
Ring of Stolen Life
This obsidian ring has a small jagged spike in place of a setting and is crusted in dried blood. By
grazing his palm with the spike, the wielder can surround himself with a defensive shield. The ring
can be used three times a day, but must be recharged by inflicting deep cuts on a sentient being with
the ring’s spike (DR2+STR). Practitioners of the dark arts often keep slaves nearby for this purpose.
Game Effect: Create a shield with PR4 and 24HP
Tradition: Dark Arts
Mode: Shield
Spell Level: 12
Type: Limited
Sacrificial Knife
This curved, sacrificial knife has a wicked blade and a jeweled pommel. The blade summons
demonic claws, mouths, and tentacles which hold down unwilling victims, making them ready for
sacrifice. This ability can be used three times per day.
Game Effect: Grapples the target with STR 15
Tradition: Dark Arts
Mode: Kinetic
Spell Level: 15
Type: Limited
Based on the works of Stephan Michael Sechi, Vernie Taylor, and Ed Mortimer
120
Eric Baker (Order #29193734)
Upbringing pg. 67
Roll: Type:
Roll: Type:
Roll: Type:
Roll: Type:
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 2
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 3 Great Works pg. 94
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Disadvantages Pg.
90
Destiny: pg.92 CR MR
Result CHART Relationship
Critical Failure 0 or Less
Failure 1-5
Internal
Partial Success 6-10
STR SPD
Success 11-19
External
Critical Success 20 or More
th Rati DEX CON
T POINT
Fate
We al HERO HI
ng
S
POINTS Pg.
93
a s u re
e
Tr
Pg. Pg.
95 85
Pg.
97
Pg.
88
Skills *=Specific Sub Skill Level Attr rating
Skills *=Specific Sub Skill Level Attr rating
Athletics + = Medicine + =
Animal Handling + = Parry + =
Deception + = Perform + =
Disable Mechanism + = RENOWN Pilot * + =
Evade + = Profession * + =
Handicraft* + = Pg.
85
Resolve + =
Handicraft* + = Ride + =
Handicraft* + = Sleight of Hand + =
Influence + = Stealth + =
Instinct* + = Tracking/Shadowing + =
Investigate/Search + = Talents Trading + =
Language* + = Unarmed Fighting + =
Language* + = Weapon Gun + =
Language* + = Weapon Hvy + =
Literacy* + = Equipment Weapon Melee + =
Lore* + = Weapon Ranged + =
Lore* + = Weapon Thrown + =
Lore* + = Weapon Vehicle + =
ARMOR
° LT ° MED ° HVY °
Pg.
219 Weapon ° Half ° Full ° Weapon
Pg.
Type: PR 230 Type:
CC DR TR NG oF CC DR TR NG oF
A
A
R
R
S
S
R
STR
Weapon Weapon
Type: Shield Type:
CC DR TR NG oF ° LT ° MED ° HVY ° CC DR TR NG oF
A
A
R
R
S
S
R
efe n MD rr
Pa y
se
D
STR
Pg.
231
W
L
Ra
ts
D ur
H
I
R
S
©Copyright 2013 Khepera Publishing
TR ON EX PD
113 lity L
-1 -2 -3 -4 -5 -6 -7 -8 -9 -1 0 Spell Description bi
vL
S
S
C
A
Pg.
132 Lvl MR Trad rating
Tradition Animism MODES pg.132 Special Abilities/Comments
Attack PG.119 + -2 = Spell
Illusion PG.121 + +1 =
VL io
at n nge av
e
ol
l
Influence PG.123 + +2 =
Ra
D ur
R
S
Manifest PG.125 + -5 = GODS
Pg.
174
ManipulatePG.126 + +3 =
Sensory PG.127 + +3 = Spell Description Name:
Shield PG.128 + -2 = Dominions: 1-
Summoning + +0 = 2-
PG.130
Spell 3-
Lvl MR Trad rating
Tradition Dark Arts MODES pg.134 VL io
at n nge av
e
ol
l Precepts:
L
Ra
D ur
Attack PG.119
R
S
+ +1 =
Illusion PG.121 + +1 =
Kinetic PG.124 + -5 = Spell Description
Manifest PG.125 + -2 =
ManipulatePG.126 + +1 =
Sensory PG.127 + +1 =
Shield PG.128 + +0 = Spell
GODS
Summoning + +4 =
PG.130 VL io
at n nge av
e
ol
l
Name:
L
Ra
D ur
R
S
ManipulatePG.126 + + = VL io
at n nge av
e
ol
l
L
Sensory PG.127
Ra
D ur
R
S
+ + =
Shield PG.128 + + =
Summoning + + =
Spell Description
PG.130
GODS
Lvl MR Trad rating
Tradition WitchCraft MODES pg.138 Name:
Spell
Attack PG.119 + -3 = Dominions: 1-
Illusion PG.121 + +0 = VL io
at n nge av
e
ol
l
2-
Influence PG.123 +4 =
L
Ra
D ur
+
R
S
Kinetic PG.124 + +0 = 3-
ManipulatePG.126 + +1 = Precepts:
Sensory PG.127 + +1 = Spell Description
Shield PG.128 + +2 =
Summoning + -5 =
PG.130
Spell
VL io
at n nge av
e
ol
l
L
Ra
D ur
R
S
Spell Description
Racial Abilities
Childhood Encounter pg. 68 Cold Blooded
Roll: Type: 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
Roll: Type: 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
Family Status pg. 69
penalty of -3 to resist and a penalty to their SPD
Roll: Type: of -3 for 7-CON rounds.
Time Taken
Natural Weapons
Previous Adventure 2 (If it’s the Hero’s first attack in the round, the
Roll: Type: Ahl-At-Rab may use his claws to attack twice
Skill without a multiple action penalty)
Ahl-At-Rab Heroes are born with fearsome
Roll: Type:
fangs and clawed hands. Bite DR 3, Claws DR 3
(armor piercing).
Time Taken
Previous Adventure 3 Great Works pg. 94
Poison Spray
Ahl-At-Rab may spit a burning poison at a
Roll: Type:
foe, blinding them for a number of rounds equal
Skill to the Hero’s CON minus their opponent’s DEX
Roll: Type: (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
Time Taken one).
Previous Adventure 4 The Ahl-At-Rab must make a successful
Roll: Type:
to-hit roll using the Athletics Skill + CR for
the poison to land, and if the target is wearing
Skill a helmet of some sort, the amount of time the
Roll: Type: poison is active is reduced by the PR of the helm.
The range of this attack is equal to the Hero’s
STR in meters.
Time Taken Example: An Ahl-At-Rab with a
Previous Adventure 5 CON +4 spits at a target with a DEX
Roll: Type:
+0. The venom would normally blind
the target for 4 rounds but fortunately
Skill for the victim he has a helmet with a PR
Roll: Type: 2 protection. The target would only be
blinded for 2 rounds.
Time Taken ©Copyright 2013 Khepera Publishing
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Racial Abilities
Childhood Encounter pg. 68 Inheritors of the Earth
Roll: Type: Some say that the humans will eventually
inherit the earth. To represent this, human
Heroes may allot their 5 points in Attributes
Roll: Type: anywhere they see fit. They may also reduce an
Attribute to negative numbers and add the points
to another Attribute as a positive number (up to
Family Status pg. 69
a maximum of -2). Once this is done the human
Roll: Type: 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
Previous Adventure 1 pg. 70
Attributes are taken.
Roll: Type:
Skill Zeal
Roll: Type: 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
Time Taken of +2) to a number or rolls per adventure equal
Previous Adventure 2 to his CON (minimum of once).
Roll: Type:
Tyche
Skill
Being the favored of the gods (at least at
Roll: Type:
present), humans are allowed in a small way to
enforce their personal will upon the universe.
Time Taken They can force a re-roll of any dice action that
affects them directly, a number of times a game
Previous Adventure 3 Great Works pg. 94
session equal to their WIL (minimum once per
Roll: Type: game). The roll need not be made by the Hero
Skill and may affect rolls made by the GM or other
players when it pertains to the character. The re-
Roll: Type:
roll must affect the Hero and may not manipulate
fate for the benefit of others.
Time Taken Note: The ability to affect rolls only applies to
the Hero and never the group when a situation
Previous Adventure 4 occurs that could affect more than one person.
Roll: Type: Example: The Hero may affect the
Skill throwing roll of a fireball when an
adversary makes an attack, but all others
Roll: Type:
must use the original roll and gain no
benefit from the Hero’s Tyche ability.
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:
Time Taken
Previous Adventure 5
Roll: Type:
Skill
Roll: Type:
Racial Abilities
Childhood Encounter pg. 68 Magic Immunity
Roll: Type: Because of the alchemical process used
to make the Nethermen, they have a slight
immunity to magic effects. A Netherman may
Roll: Type: add double his CON to any resistance roll
pertaining to magical effects, and damage done
by magic (and magic weapons) is reduced by
Family Status pg. 69
twice the CON of the Netherman Hero (only
Roll: Type: the magical enhancement of the weapon and not
the base DR of the weapon).
Previous Adventure 1 pg. 70
Eaters of the Dead
Roll: Type:
Nethermen may eat the heart of the dead and
Skill gain an aspect or ability possessed by them. The
Roll: Type: being must have been dead for no longer than
a few hours, but once the heart is eaten, the
Netherman may gain one of their innate abilities
Time Taken at a level equal to their CON. It usually take 5
Previous Adventure 2 minutes per point of Con of the victim to eat
completely.
Roll: Type:
The Hero may use the ability a number of
Skill times equal to his CON before it is expended
Roll: Type: from his system. Any vice, physical malady, or
physical/mental disadvantage that the dead may
have had is also transferred.
Time Taken Example: A Netherman (CON+2)
Previous Adventure 3 Great Works pg. 94 eats the heart of a dead Atlantean and
Roll: Type:
gains the ability of Vril Master at +2
but since the Atlantean was a drunk
Skill the Netherman gains that vice as well.
Roll: Type: On another occasion, he eats a Triton’s
heart and gains the ability to breathe
underwater but on land he suffocates
Time Taken without the special apparatus. In both
Previous Adventure 4 cases the Hero would have access to the
ability for 2 uses.
Roll: Type:
Skill
Too Dumb to Die
Roll: Type:
The brutish Nethermen blaze with life when
their ire is up, fighting beyond the point of death
Time Taken if need be. A Hero may automatically succeed at
all Death Saves and ignore critical hit penalties
Previous Adventure 5 for a number of rounds equal to three times
Roll: Type: his CON. The Hero must still make the initial
rolls but may ignore the results for the allotted
Skill
amount of time. The Hero may use this ability
Roll: Type: once per adventure for every -1 he has in INT
(minimum of once per adventure).
Time Taken ©Copyright 2013 Khepera Publishing