You are on page 1of 138

Eric Baker (Order #29193734)

Eric Baker (Order #29193734)


ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Contents Triton Slayers
Triton Takers
46
47
How do I use this book? 5 Triton Shapers 48
Create Antediluvian Heroes! 5 Triton Teachers 49
Atlanteans 50
Races 5 Physical Description: 50
Ahl-At-Rab 6 Personality: 50
Physical Description: 6 Racial Abilities 50
Personality: 6 Atlantean Slayers 52
Racial Abilities 7 Atlantean Takers 53
Ahl-At-Rab Slayers 8 Atlantean Shapers 54
Ahl-At-Rab Takers 9 Atlantean Teachers 55
Ahl-At-Rab Shapers 10 Bonus Racial Profession 56
Ahl-At-Rab Teachers 11 New Talent! 56
Bonus Racial Profession 12 Humans 57
New Talent! 12 Physical Description: 57
Andamen 14 Personality: 57
Blood of the Andaman 14 Racial Abilities 57
Silver Allergy 14 Attribute allocation 57
Bonus Racial Profession 14 Human Slayers 58
New Talent! 15 Human Takers 59
Anubim (the Jackal-Men)  15 Human Shapers 60
Racial Abilities 15 Human Teachers 61
Anubim Slayers 16 Bonus Racial Profession 62
Anubim Takers 17 New Talent! 62
Anubim Shapers 18 Jinn 63
Anubim Teachers 19 Physical Description: 63
Asena (Wolf-men) 20 Personality: 64
Racial Abilities 20 Racial Abilities 64
Asena Slayers 21 Jinn Slayers 67
Asena Takers 22 Jinn Takers 68
Asena Shapers 23 Jinn Shapers 69
Asena Teachers 24 Jinn Teachers 70
Balam (Jaguar-Men) 25 Bonus Racial Profession 71
Racial Abilities 25 New Talent!, 71
Balam Slayers 26 Lemurians 72
Balam Takers 27 Physical Description: 72
Balam Shapers 28 Personality: 72
Balam Teachers 29 Racial Abilities 72
Nemeans (Lion-Men, Kings of Beasts, Feral Lords) Lemurians Slayers 74
 30
Lemurians Takers 75
Racial Abilities 30 Lemurians Shapers 76
Nemean Slayers 31 Lemurians Teachers 77
Nemean Takers 32 Bonus Racial Profession 78
Nemean Shapers 33 New Talent! 78
Nemean Teachers 34
Owl-men (Birdmen, Flyers, Uluka) 35
Nethermen 79
Racial Abilities 35 Physical Description: 79
Owl-Men Slayers 36 Personality: 79
Owl-Men Takers 37 Racial Abilities 79
Owl-Men Shapers 38 Nethermen Slayers 80
Owl-Men Teachers 39 Nethermen Takers 81
Taurans (Minotaurs) 40 Nethermen Shapers 82
Racial Abilities 40 Nethermen Teachers 83
Tauran Slayers 41 Bonus Racial Profession 84
Tauran Takers 42 New Talent! 84
Tauran Shapers 43
Tauran Teachers 44
Tritons (Gill-men, Mermen) 45
Racial Abilities 45

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

Magic items 116


Al-Qaum Necklace of Valor 116
Censer of Good Air 116
Cichlid Stone 116
Coat of Stars 117
Cream of Beguiling 117
Curative Kettle of Wadd 117
Divining Bowl 117
Hand of Righteous Might 118
Mantle of the Feathered Serpent 118
Perfect Servant’s Satchel 118
Puissant Rod of Vril Mastery 118
Ring of Stolen Life 119
Ring of True Sight 119
Sacrificial Knife 119
Spirit Wolf Skull 119
Staff of Blasted Oak 119

Eric Baker (Order #29193734)


3
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers

4
Eric Baker (Order #29193734)
The Guide of Heroes
ATLANTIS:The Second Age Player’s Companion

How do I use this book?


Hello and welcome to the ATLANTIS: The Second Age Player’s Guide! This book is to help
supplement the character creation process of the ATLANTIS: The Second Age role-playing game.
What makes this book so handy is that it focuses on just one aspect of the game and zeroes in on
the primary aspect of character creation: “What do I want to play?”

What is this book?


This book simplifies character creation and helps players who are overwhelmed with the 200+
character combinations available to them at the start. Some sections from the ATLANTIS: The
Second Age core book are duplicated here for quick reference.

Do you need this book?


No, if you have the ATLANTIS: The Second Age core book you don’t need this book but its
handy when everyone is sitting around the table wanting to look at the racial and professional
options.

Where are the Life paths?


They aren’t presented here because that part of character creation is designed to be done as a
group in the hopes that it will be used to tie the player characters together. Again, this book is just
to help illustrate what races look like in different professions and to streamline that aspect of the
creation process.

Where are the cultural charts?


I thought about throwing those into the book too but decided against it. There are 13 different
racial types, 16 different professions, and 102 cultural variants. For a second I got really ambitious
and started to incorporate the cultural skills and attributes into the text but realized that there
would be over 20,000 variations!!!
Since I suffer from a disease called Lazy, I quickly realized that this was way too much work and
beyond my drive to do. Sorry.

A note on the Hit Point entry


Hit Points are the base Hit Points that the race has and are not modified by the CON attribute
yet. I did this for the simple reason that a player may modify the character’s CON attribute and
didn’t want to muddy the water any. Add the character’s final CON after any modifications to the
Hit Point total.

Create Antediluvian Heroes!


Follow the normal steps for character creation found in the ATLANTIS: The Second Age core
book but augment the information there with the new information found here.

Races
►► Ahl-At-Rab
►► Andamen
►► Atlanteans
►► Humans
►► Jinn
►► Lemurians
►► Nethermen

Eric Baker (Order #29193734)


5
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers

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.

6
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.

Eric Baker (Order #29193734)


7
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Ahl-At-Rab Slayers
Ahl-At-Rab Scouts
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, Language (Atlantean) +3, Parry +4,
Skills Profession (Guide) +10, Stealth +5, Tracking/Shadowing +5, Weapon
Ahl-At-Rab make excellent (player’s choice) +10, Weapon (player’s choice) +4
soldiers, better than the rabble Bonus Talents Advanced Missile Training
some nations put into the field.
Lightweight leather full suit of armor, Weapon of choice, Bow,
Mercenary bands of my people Starting Gear
Horse, and Traveler’s Gear
are renowned for their loyalty
and their ferocity in battle. Starting WR +1
Akmit the Black, Ahl-At-Rab
Azi Dahaka Ahl-At-Rab Soldier
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 +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 leather full suit of armor, Two weapons of choice, Bow,
Starting Gear
Spear, Horse, Traveler’s Gear
Starting WR +1

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

8
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

Eric Baker (Order #29193734)


9
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Ahl-At-Rab Shapers
Ahl-At-Rab Sorcerer
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 +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

Ahl-At-Rab Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +0 +2 +0 +3 -1 +1 +0
Base Hit Points: 20
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, 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

10
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

Eric Baker (Order #29193734)


11
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Bonus Racial Profession
Ahl-At-Rab Azi Dahaka
Azi Dahaka, or ‘Night Killer’, is the derogatory name for an Ahl-At-Rab assassin. Because of
their sinewy physique the Ahl-At-Rab are trained to attack at odd angles using their chosen natural
or melee weapons. An Azi Dahaka is a trained weapon master and thief hired to kill quietly. Azi
Dahaka tend to be agile and move like serpents; their skills are often in demand and fetch a high
price.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Athletics +6, Deception +4, Evade +8, Language (Atlantean) +3, Profession
Skills (Night Killer) +10, Stealth +10, Unarmed Fighting +5, Weapon (player’s
choice) +7
Ahl-At-Rab taste like rat and
eel pie. Du’st use pepper to hide Bonus Talents Serpent Feint
the taste. Lightweight full suit of armor, Weapon of choice, Vial of poison,
Starting Gear
Du’st, Netherman Thug Bow, Horse, and Traveler’s Gear
Starting WR +2

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.

12
Eric Baker (Order #29193734)
The Guide of Heroes

Eric Baker (Order #29193734)


13
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Andamen
(A.K.A. Beast-men, Werebeasts, Chimeras)
The Andamen are a race of humanoids created long ago by the Atlantean sorcerers of the First
Age to fight the Beast Wars against the Naga and their Ophidian Empire. Once said to be quite
numerous, the so-called “Beast-men” are now considered a dwindling race. Each race was formed
for a certain task and used as slaves and soldiers for their eldritch masters. When the Atlanteans saw
no need for the Beast-men, they were abandoned and left to fend for themselves. Some embraced
their bestial nature while others formed societies and civilizations of their own.
There are several distinct sub-species of Andamen, each created through numerous attempts at
cross-breeding and magical experimentation. They include the lion-men (Nemeans), jackal-men
(Anubim), wolf-men (Asena), jaguar-men (Balam), owl-men (Uluka), gill-men (Tritons), and bull-
men (Taurans or Minotaurs). Regardless of type, all Andamen are physically altered to suit the
needs of their Atlantean creators and are physically distinct from their baseline human source.
The various breeds of Andaman
Though most Andamen choose to make their home in wilderness regions, some have no qualms
were created for different tasks.
about living amongst civilized folk. Accordingly, it is not especially uncommon to find small groups
Though they admittedly share a
of Andamen living in or nearby certain larger cities and settlements. Due to their natural abilities,
number of features, each was a
Andamen are in demand in some regions, where they are sought as skilled guides, scouts, hunters,
pinnacle of Golden Age sorcery
and so on.
and came about at different times
under different hands. While The Andamen all share a common origin but have since then become quite unique in their
many believe that such creations thinking and philosophy. Below are listed the largest and most common groups of Beast-men.
are now a thing of the past, surely
the secrets of such feats must rest
in some laboratory or alchemical Blood of the Andaman
study somewhere in the world. The blood of an Andaman is potent with the magics that first lifted them from all fours to walk
Aeschylus, Atlantean War Magus like men. When the blood is mixed in sufficient quantities with milk and fed to animals, it gives the
Andaman a bond with the beast. This makes the animal loyal to the Andaman and pliable to taming
and training. The blood will only work to make the beast loyal to the giver of the blood, and only
beasts that are of the same ilk as the Andaman may be enthralled so. An Owl-man could never tame
a lion and a wolf could never be tamed by a Triton.
Enough blood must be administered (5 hp a day) for a week to tame the beast (giving a bonus
of +10 to Animal Handling rolls). Once the animal is tamed the beast will consider the Andaman
its friend.

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

Bonus Racial Profession


Andaman Beast Master
Because of the Andaman’s ability to enthrall with their blood they make superb animal handlers.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Animal Handling +10, Athletics +2, Evade +4, Influence +2, Language
Skills (Atlantean) +3, Parry +4, Profession (Beastmaster) +10, Stealth +5, Tracking/
Shadowing +5, Weapon (player’s choice) +8
Bonus Talents Animal Magnetism
Lightweight leather full suit of armor, Weapon of choice, Bow,
Starting Gear
Mundane animal of choice, and Traveler’s Gear
Starting WR +1

14
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.

Anubim (the Jackal-Men)


Used as guards and enforcers for the Atlantean generals during the Beast Wars, the Anubim
were loyal and quick to action. Standing over 1.5 meters tall with a wiry, lean build and the heads of
jackals, Anubim are covered in short, fine fur ranging in color from jet black to a dusky gold. Most
Anubim adorn themselves in gold and lapis jewelry that contrasts their fur.
Personality:
Anubim are serious and even-tempered individuals who do what they say and always keep
their word. Anubim are loyal to those they call friends and would lay
down their life for a loved one without hesitation. If an Anubim
considers you a brother you know that he will follow you to
the ends of the world and expect the same from you.
Anubim are also the most clever and wise of the Beast-men
and were used as assistants to the Atlantean magi they served.
In that time, they quietly learned the ways of magic in secret,
hiding this from their masters.

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.

Acute Sense of Smell


Anubim have an enhanced sense of smell. When making a
Perception check or Tracking roll based on smell, the Hero may
add double their PER to the roll (minimum of +2).

Man’s Best Friend


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

Eric Baker (Order #29193734)


15
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Anubim Slayers
Anubim Scouts
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, Language (Atlantean) +3, Parry +4,
Skills Profession (Guide) +10, Stealth +5, Tracking/Shadowing +5, Weapon
Anubim Character (player’s choice) +10, Weapon (player’s choice) +4
Suggestions Bonus Talents Advanced Missile Training
Because of their high
Perception, Anubim make terrific Lightweight leather full suit of armor, Weapon of choice, Bow,
Starting Gear
scouts. Horse, and Traveler’s Gear
Since they are the only
Starting WR +1
Andaman that doesn’t suffer from
a poor MR score, Anubim make
good Andaman magic users. Anubim Soldier
Because of their higher-than-
average Intelligence Anubim INT PER WIL CHA STR DEX CON SPD CR MR
make great teachers. +1 +2 +0 +0 +0 +0 +0 +1 +2 +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

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

16
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

Eric Baker (Order #29193734)


17
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Anubim Shapers
Anubim Sorcerer
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 +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

Anubim Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +1 +1 +1
Base Hit Points: 18
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, 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

18
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

Eric Baker (Order #29193734)


19
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Asena (Wolf-men)
The wolf-men range in colors from black and dark brown to pale gray and white (the rarest).
Standing 1.8 meters tall and weighting over 115 kilograms the Asena are powerful trackers and
warriors.
Personality:
The Asena are relentless when angered and will hold a grudge until the sun burns out. The
Asena are a practical people who live in societies based on strength and cunning. The largest and
most powerful wolf must also be the most clever in order to lead. Asena do not respect weakness
and only lament the dead for an instant when a loved one is lost.

Racial 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.

20
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

Eric Baker (Order #29193734)


21
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Asena Takers
Asena Assassins
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 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

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 Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +0 +1 +2 +2 -1
Base Hit Points: 20
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, Horse, and Traveler’s Gear
Starting WR +1

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

Eric Baker (Order #29193734)


23
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Asena Teachers
Asena Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +2 +0 +1 +0 +1 +2 +2 -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
Starting WR +2

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.

Eric Baker (Order #29193734)


25
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Balam Slayers
Balam Scouts
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, 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,
It is perhaps of little surprise that Starting Gear
Horse, and Traveler’s Gear
the Balam make superb warriors.
Their innate physical prowess and Starting WR +1
lust for combat make them ideal
for such professions; whereas, Balam Soldier
their noted inability to follow INT PER WIL CHA STR DEX CON SPD CR MR
orders makes more structured
professions difficult at times. +0 +0 +0 +0 +1 +1 +1 +2 +3 -2
Lore, Lemurian Nature Healer 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

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

Eric Baker (Order #29193734)


27
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Balam Shapers
Balam Sorcerer
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 +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

Balam Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +1 +1 +2 +2 -1
Base Hit Points: 18
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, 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

Eric Baker (Order #29193734)


29
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Nemeans (Lion-Men, Kings of Beasts, Feral Lords)
The generals of the Beast-men armies during the war with the Naga, the Nemeans are almost
always gold in color but occasionally a rare instance of a black-furred Nemean is seen. Both males
and females are fierce warriors of this species and all are known for their commanding roar and
how the other Beast-men defer to them (perhaps something imbued in them by the Atlantean
masters). Nemeans are known for their arrogance and demand that they be considered first in
status. Nemeans stand 1.75 to 2.25 meters tall and weigh 95 to 130 kilograms.
Personality:
The Nemeans are born with an innate sense of entitlement and assume that other Andamen will
defer to their regal nature. Haughty and full of themselves, the Lion-men are quick to anger when
they are crossed but are patient enough to wait for the right moment to exact their revenge. Their
regal and conceited nature is repellent to most but Lion-men see this as jealousy at their inborn
greatness. To a friend the Nemeans are loyal and will do everything, including sacrificing their
lives, to help.

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)

Lord of the Beast-men


Among the Andamen the Nemeans are kings. All social
interactions with other Beast-men have a bonus of triple
the Hero’s CHA (minimum of +3).

Beast Language
Nemeans have the ability to communicate with any
canine, feline, aquatic, or avian life to a limited degree. This
gives them a bonus equal to the CHA (minimum of +1) to
Animal Handling Skill rolls involving many creatures.

Lion’s Roar
The roar of a Nemean is used both to inspire allies and strike
fear into enemies. When used to inspire the roar gives the Hero’s
allies a bonus to one dice roll (designated by the Hero) equal to
twice his CHA (minimum of +2).
When used to instill fear, those opposed to the Hero must
make a WIL roll with a DoD equal to triple the 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

Eric Baker (Order #29193734)


31
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Nemean Takers
Nemean Assassins
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 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

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 Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +0 +1 +0 +2 -1
Base Hit Points: 20
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
There are not many Andamen
Bonus Talents Fast Cast magicians, but amongst certain
Medium half suit of armor, Weapon of choice, Dagger, Noble nations of Gondwana, not only
Starting Gear
quality robes, Horse, and Traveler’s Gear do the the Nemeans lord over
Starting WR +1 Andamen and beasts, but also
over the very spirits of nature as
well. Ignore the Atlantean lies,
Nemean Charlatan
clearly the Nemeans were meant
INT PER WIL CHA STR DEX CON SPD CR MR to rule.
+0 +0 +1 +3 +1 +0 +1 +0 +2 -2 Takhar, Nemean Beast Master
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

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

Eric Baker (Order #29193734)


33
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Nemean Teachers
Nemean Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +2 +2 +1 +0 +1 +0 +2 -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
Starting WR +2

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.

Eric Baker (Order #29193734)


35
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Owl-Men Slayers
Owl-Men Scouts
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, 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

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

Eric Baker (Order #29193734)


37
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Owl-Men Shapers
Owl-Men Sorcerer
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 +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

Owl-Men Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +2 +0 +1
Base Hit Points: 18
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, 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

Eric Baker (Order #29193734)


39
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Taurans (Minotaurs)
The large bull-men are feared for their great strength and infinite rage. Standing 2.25–2.5
meters tall and weighing 136–181 kilograms the Taurans are the largest of the Beast-men and are
known as bullies and blowhards. All Taurans have horns and the larger the horns the more prestige
they enjoy in their society. Tauran horns are adorned with many rings (the more the better), and
they wear gold horn-rings, ear-rings, nose-rings, and torcs as a sign of status. The saying, “Neck as
strong as a bull” comes from the fact that Taurans wear so much gold that a normal neck would
No eat bull boys. Dey hits you
snap under the weight.
like donkey kicking; Du’st prefer
Personality:
cow meat instead…or nice fat
human. Boastful and lusty, the Taurans live life to the fullest and expect those around them to do so as
Du’st, Netherman Thug well. Taurans eat, drink, slay, and love with equal zeal and never a day goes by that they do not do
one of these things in excess.

Racial 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

Eric Baker (Order #29193734)


41
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Tauran Takers
Tauran Assassins
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 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

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 Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +0 +2 +0 +2 -1
Base Hit Points: 25
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, Horse, and Traveler’s Gear
Starting WR +1

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

Eric Baker (Order #29193734)


43
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Tauran Teachers
Tauran Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +1 +0 +4 +0 +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

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.

Eric Baker (Order #29193734)


45
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Triton Slayers
Triton Scouts
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, 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

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

Eric Baker (Order #29193734)


47
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Triton Shapers
Triton Sorcerer
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 +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

Triton Martial Wizard


There are many things that the INT PER WIL CHA STR DEX CON SPD CR MR
Tritons do well. They serve as
+2 +0 +1 +0 +0 +1 +0 +2 +0 +0
excellent scouts when patrolling
the coasts and seas. They make Base Hit Points: 18
admirable naval soldiers, Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
defending boats from the horrors (player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
that lurk beyond the reach of Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
maps. They perform as superb Weapon (player’s choice) +5
diplomats and ambassadors. Bonus Talents Fast Cast
But, perhaps where they shine
Medium half suit of armor, Weapon of choice, Dagger, Noble
best is in the capacity as Shapers Starting Gear
quality robes, Horse, and Traveler’s Gear
of the world.
Gwythinn, Human Hero 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

Eric Baker (Order #29193734)


49
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Atlanteans
(Little Gods, God-Kings, Noble Creators, Lords of the Earth, Man Shapers)
Though they are but the fourth root race of seven, to hear the Atlanteans speak it is as if they
are greater than all the others before them. They were not a construct of any of their predecessors,
instead seeming to come into existence on their own (an oft-spoken and oft-denied rumor is that
they came from some other world or dimension, escaping some great cataclysm or other). They did
not experience an early period of growth or evolution — physical, mental, or social — but instead
always were exactly what they are: a confident, arrogant race that presumes themselves superior to
all others, and has generally had the talent and strength to back up such claims.
The Atlanteans are known for many things, all of them done seemingly without any sense of
humility, shame, or fear of failure. And when seeming defeat has come their way, the Atlanteans
have always been quick to argue it was all part of the plan. When they chose to create an empire,
it spanned the world and rivaled all others before or since, and when that empire was gradually
pushed back, it was done with a sense that such a tactical retreat was in the Atlantean interest.
Although they no longer hold the position of superiority they once did — that mantle belongs
now to humans — the Atlanteans still argue that the future is theirs to grasp. Some claim that they
are already constructing yet a new slave race to help them recapture what was once theirs; others
say that humans are in fact that race, secretly being manipulated from behind the scenes by these
cunning taskmasters. Whether or not this is the case, and whether or not the Atlanteans truly
believe any of it — or are merely pretending — is unknown; just how they like it.

Physical Description:
With skin the color of polished mahogany or deep bronze, the statuesque Atlanteans stand
above all other men on earth. They wear their kinky hair in long wavy locks, oiled with exotic
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.

50
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.

Eric Baker (Order #29193734)


51
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Atlantean Slayers
Atlantean Scouts
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, 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

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

Eric Baker (Order #29193734)


53
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Atlantean Shapers
Atlantean Sorcerer
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 +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

Atlantean Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +0 +0 +0 +0 +5
Base Hit Points: 20
The Atlanteans already see
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
themselves as the kings of the
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Earth and the rest of us as little Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
else but their unworthy servants.
Weapon (player’s choice) +5
When one of them comes to
you with a honeyed tongue to Bonus Talents Fast Cast
suggest alliances, treaties, and Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
favors, it is very hard to resist. quality robes, Horse, and Traveler’s Gear
Very hard. One can even come Starting WR +1
to believe as the Atlanteans
themselves do. Atlantean Charlatan
Takhar, Nemean Beast Master
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +1 -1 +0 +0 +0 +0 +4
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

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 Priest/Priestess The Atlanteans already see


themselves as the kings of the
INT PER WIL CHA STR DEX CON SPD CR MR Earth and the rest of us as little
+1 +1 +0 +1 -1 +0 +0 +0 +0 +4 else but their unworthy servants.
Base Hit Points: 20 When one of them comes to you
with a honeyed tongue to suggest
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s alliances, treaties, and favors, it
Skills choice) +4, Literacy +4, Lore (Theology) +10, Medicine +4, Perform +5, is very hard to resist. Very hard.
Profession (Priest) +10, Resolve +5 One can even come to believe as
Bonus Talents God’s Ear the Atlanteans themselves do.
Several religious texts, Light half suit of armor, Dagger, Holy relic Takhar, Nemean Beast Master
Starting Gear
(worth +4 Treasure), Mule, and Traveler’s Gear
Starting WR +1

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

Eric Baker (Order #29193734)


55
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Bonus Racial Profession
Atlantean War Magi
Atlanteans studying the unshaped reality of the Elder Gods’ dreams have found ways to change
probability to their favor during conflicts. Using a combination of magic and tactical acumen, the
War Magi are formidable leaders.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Evade +5, Influence +8, Language (Atlantean) +3, Literacy (player’s choice)
+2, Lore (player’s choice) +2, Mode (player’s choice) +8, Mode (player’s
Skills
choice) +6, Mode (player’s choice) +4, Profession (Warlord) +10, Weapon
(player’s choice) +5
Bonus Talents Tactician
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, 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.

56
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.

Eric Baker (Order #29193734)


57
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Human Slayers
Human Scouts
INT PER WIL CHA STR DEX CON SPD CR MR
+1
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

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

Eric Baker (Order #29193734)


59
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Human Shapers
Human Sorcerer
INT PER WIL CHA STR DEX CON SPD CR MR
+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

Humans have spread around Human Martial Wizard


the world and fill nearly any and
all imaginable niches that they INT PER WIL CHA STR DEX CON SPD CR MR
find. Clearly they are the current +1
darlings of the gods, both new
Base Hit Points: 20
and old. They seem capable of
accomplishing anything. Certainly Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
they are good at surviving. (player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Kala, Netherman Ravager Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, 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

Eric Baker (Order #29193734)


61
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Bonus Racial Profession
Human Champion Hero
Every culture has a human folk hero that does the impossible and overcome any odds mortal or
otherwise. The Champion Hero is the everyman/woman that succeeds using their wits and natural
abilities.
INT PER WIL CHA STR DEX CON SPD CR MR
* * * * * * * * * *
Athletics +4, Deception +8, Evade +9, Influence +7, Language (Atlantean)
Skills
+3, Profession (Folk Hero) +10, Stealth +5, Weapon (player’s choice) +7
Bonus Talents Adrenaline Rush
Lightweight full suit of armor, Weapon of choice, Bow, Vial of
Starting Gear
poison, Horse, and Traveler’s Gear
Starting WR +1
*= add +1 to any one attribute

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).

62
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

Eric Baker (Order #29193734)


63
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
of black smoke issue from their mouths when they speak; above their head burns a small, perpetual
flame which gives off no heat, but changes colors, as do their eyes, depending on their mood
(blue for extreme elation, black for hate, red for rage, and green for all other emotions). Jinn vary
in height, from 1.25–2.13 meters, and weigh anywhere between 35–90 kilograms. One notable
oddity of the Jinn is that their shadow is only cast in moonlight and seems to move independently.

Personality:
The Jinn live and speak as if in a lucid dream. When expressing themselves, they will sometimes
trail off a sentence into a smile and a hand flourish assuming the other knows what they mean, or
begin a conversation with the end of a thought as if they have already spoken the beginning. To
the outside world, they may seem mad, as they mumble, giggle, whimper, cry, or dance without
provocation; but to a 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

64
Eric Baker (Order #29193734)
The Guide of Heroes
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

Eric Baker (Order #29193734)


65
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
GMs roll on the chart below.
Chart A (effects last for 12 – WIL hours.
Chart B (all effects last for a number days Chart C (all effects are permanent unless
Minimum of an hour unless otherwise
equal to her CON unless otherwise stated) otherwise stated)
stated)
Those in a 5m radius of the Jinn cannot stop
1 Roll on Chart C Roll on Chart A
laughing. -1 on all actions.
The Jinn’s skin rips off and flies away. The Jinn
Laughter heals the Jinn (2 HP for each bout The Jinn must drink human blood from a
2 will grow a new skin once the duration has
of laughter). living body to survive.
ended.
Jinn’s legs shrivel up and she grows a dolphin Blood is now fire. Those that draw blood must
The Jinn takes the wounds of his closest friend
3 tail. Movement on dry land is reduced to a drag make an Evade roll with a DoD equal to the
(a party member).
and crawl. Water movement +2 SPD. damage done or suffer a DR 5 fire splash.
The Jinn’s smile causes sickness in others.
The sun burns the skin of the Jinn (2 HP for
4 All foods spoil within a kilometer of the Hero. Randomly choose a disease and those affected
each round of exposure).
make a roll of CON versus the Jinn’s CHA.
The Jinn glows as bright as a bonfire and gives All four-legged creatures hate and attack the
5 Gain 1 Fate Point
off as much heat. Jinn.
All liquids dry up in a radius equal to the Jinn’s
6 Body shrinks to a quarter of its size. Lose 1 Fate Point
WIL in meters.
Those in a 5m radius of the Jinn cannot stop Can only subsist on strong tea made from Jinn’s body becomes invisible and can only be
7
weeping. aniseed. seen in moonlight.
The Jinn gains an aura of fear that extends out
Reduce one Attribute by 3. Use D20: 1–2:
to WIL in meters. All in his presence must
STR, 3–4: CON, 5–6: DEX, 7–8: SPD, 9–10: The Jinn emits a foul gas every time a word
8 make a WIL roll with a DoD equal to his
CR, 11–12: MR, 13–14: INT, 15–16: PER, ending in “Y” is spoken or read in his presence.
CHA. Friends become immune after several
17–18: CHA, 19–20: WIL
days.
A nimbus of flame emits from the top of the
Lightning will strike (DR 7) randomly around Jinn’s head. Increase one Attribute by 3 and
the Jinn once every hour. All within 5m radius reduce one by 4. Use D20: 1–2: STR, 3–4:
9 All birds hate and will attack the Jinn.
must make Evade rolls with a DoD equal to CON, 5–6: DEX, 7–8: SPD, 9–10: CR, 11–
the Jinn’s WIL. 12: MR, 13–14: INT, 15–16: PER, 17–18:
CHA, 19–20: WIL
Jinn goes blind for 1D20 – CON rounds Laughter causes the Jinn pain (2 HP for each
10 Gain +2 MR.
(minimum of 1 round). bout of laughter).
The Jinn’s tongue will only speak the truth and Fall madly in love with the next viable person
The moonlight burns the skin of the Jinn (2
11 will burn the Hero’s mouth if he tells a lie (DR you see. If they love you back lose 2 Fate Points.
HP for each round of exposure).
20). If they do not love you, gain 2 Fate Points.
All latches, locks, and buckles open in a 5m The Jinn sweats honey that solidifies into hard The Jinn gives birth to a baby monster every
12
radius around the Jinn. sweet amber. full moon.
The Jinn coughs up small garden snakes when The Jinn grows a sixth finger and toe on every The Jinn’s skin becomes hard polished obsidian
13
he speaks. hand and foot. (PR 5), -2 DEX.
Howl that kills. Spend Hit Points to do damage
Body grows to twice its size and turns an odd
14 The Jinn breathes fire when he talks (DR 5). on a 1-for-1 basis. Howl can be directed at one
color.
target.
Increase one Attribute by 3. Use D20: 1–2:
STR, 3–4: CON, 5–6: DEX, 7–8: SPD, 9–10: The Jinn’s hands fall off and his arms end in Hands become detachable and can move and
15
CR, 11–12: MR, 13–14: INT, 15–16: PER, tentacles. act under the command of the Jinn.
17–18: CHA, 19–20: WIL
The Jinn’s clothes start to scream and whine,
All glass shatters in his presence. The radius is
16 telling all of the Jinn’s dirty little secrets, habits, The Jinn permanently grows .5m taller.
equal to the Jinn’s WIL in meters.
and foibles (but never his true name).
The Jinn grows usable wings that allow him to Jinn splits in two with the doppelganger being
17 The Jinn’s teeth turn to small pieces of butter.
fly at SPD +2. evil and hateful.
The Jinn’s thumbs turn backward (Rolls The Jinn’s touch turns items to smoke for the Prolonged touch (2 rounds) of the Jinn’s skin
18
requiring hands are made at DEX -4). duration. will burn flesh that touches it (DR 5).
The colors of the Jinn’s surroundings will drain The Jinn speaks all the languages he knows at Jinn’s body becomes that of a random creature
19
away and gather in his skin and clothes. once, making him hard to understand. from the bestiary.
The Jinn speaks in riddles, making him hard
The Jinn’s sight burns any he looks upon (DR The Jinn’s shadow when cast by moonlight,
20 to understand (INT versus Jinn’s CHA to
5). causes damage to anything it touches (DR 20).
understand).
NOTE: Magics shaped by a Jinn and used on his own body do not have the same effect. She may freely use magic without the side effects, since it is she
who is enforcing her will on reality.

66
Eric Baker (Order #29193734)
The Guide of Heroes
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

Eric Baker (Order #29193734)


67
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Jinn Takers
Jinn Assassins
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 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

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

68
Eric Baker (Order #29193734)
The Guide of Heroes
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 Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +0 +0 +0 +0 +4
Base Hit Points: 20
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, Horse, and Traveler’s Gear
Starting WR +1

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

Eric Baker (Order #29193734)


69
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Jinn Teachers
Jinn Emissary
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +3 +0 -1 +0 +0 +0 +0 +3
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

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

70
Eric Baker (Order #29193734)
The Guide of Heroes
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).

Eric Baker (Order #29193734)


71
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Lemurians
(Ape-men, the Tree Folk, The Lawgiver’s Children, Lemures)
The Lemurians are far older than the Atlanteans, a fellow root race, but born an epoch before,
and they have essentially ruled the world in their own time. Although this era is long past them, the
Lemurians have never looked back, nor bemoaned their fate. They instead choose to look inward
and onward, shaping their own individual destinies. In this way, they are perhaps most akin to the
Humans, and enjoy their company more than that of any race outside of their own.
The Lemurians are noted for being rather reserved emotionally and even peaceful, but they
have engaged in, and sometimes still do engage in, actions that others might deem unseemly. For
example, Lemurians are known for riding rhinoceroses into battle, but have not done much to
ensure the safety of the species, even as their numbers dwindled, turning instead to technological
means to reanimate or replace their steeds. Lemurians are also known for keeping Nethermen as
slaves, and while many would see the Nethermen as perhaps most deserving of this fate, there are
some who oppose slavery in all forms. The Lemurians care not for what others think.
This seemingly unconcerned selfishness somewhat explains the fact that most currently seclude
themselves in the large tree-cities in the mountains of Lemuria to study and philosophize. Knowing
it to be one of the most secure locations in the world, various other races have, at times, sought
refuge there and been coldly refused, no matter how urgent the plea. Scholars, Heroes, and those
who are of use or interest to the Lemurians might enter, but simple need is no concern of theirs. It
was others that ruined the world, and those others can deal with it.

Physical Description:
The great Ape-men stand over 1.8 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).

Masters of the Natural World


The Lemurians are in complete balance with the natural world. They do not have a supernatural
advantage, but an exact understanding of how the natural world works and the harmony between
earth, air, fire, and water. To this end, when in a natural setting, Lemurians have an advantage
and excel at their chosen vocation. At character creation, Lemurians choose an Attribute (CR and
MR included) that is attuned to the world. When in a natural environment of his choosing, the
Attribute may be doubled. This can only be used once a day and requires the Hero to focus and
concentrate for one round. Once the Lemurian has centered himself, the Attribute is doubled for
the entire scene. The environment is chosen at character creation and is usually the area or locale
the Lemurian was raised in. Desert, ocean, forest, savannah, or tundra are all acceptable locations.
As an added bonus, the Hero understands how plants grow and may grow them twice as fast
and four times as large (or small). The Hero may add double his INT (minimum of +2) to any Lore
(Agriculture) roll.
When crafting or working with wood, the Hero may add double his INT (minimum of +2).
When climbing, jumping, running, or evading in the Lemurian’s chosen environment , the

72
Eric Baker (Order #29193734)
The Guide of Heroes
Hero gains a bonus equal to his INT (minimum of +2).

The Flow of Heavenly Water


Lemurians may redirect or change the flow of Vril energy along what they call “Heavenly
Water.” They may redirect a ley line by a number of meters equal to 100x their INT. It takes 5
hours per 100 meters moved and requires nothing more than the movement of rocks, pruning of
trees, and damming or releasing the flow of springs and rivers. Once done the ley line will be moved
where the Hero sees fit.

Logic of the Lawgiver


Precepts handed down from the Lawgiver are ingrained into the thinking of every Lemurian. The
laws of science and the natural world allow the Lemurian to use his prodigious intellect to overcome
any type of problem. The Hero may add double his INT to a number of rolls per adventure equal
to his WIL (minimum of once per game).

Eric Baker (Order #29193734)


73
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Lemurians Slayers
Lemurians Scouts
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, 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

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

74
Eric Baker (Order #29193734)
The Guide of Heroes
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

Eric Baker (Order #29193734)


75
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Lemurians Shapers
Lemurians Sorcerer
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 +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

Lemurians Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +1 +0 +0 +0 -1
Base Hit Points: 20
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, 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

76
Eric Baker (Order #29193734)
The Guide of Heroes
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

Eric Baker (Order #29193734)


77
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Bonus Racial Profession
Lemurian Nature Healer
Using ancient knowledge passed down from the Lawgiving the healers are able to extent and
prolong life using natural bounties of the earth. Healers are sought after for their great abilities and
travel the world helping those in need.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Evade +4, Influence +2, Instinct +4, Investigate/Search +7, Language
Skills (Atlantean) +5, Literacy (player’s choice) +4, Lore (Alchemy) +6, Medicine
+10, Profession (Healer) +10,
Bonus Talents Natural Remedy
Several tomes of scholarly work, 5 alchemical concoctions, Dagger,
Starting Gear
Horse, and Traveler’s Gear
Starting WR +2

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).

78
Eric Baker (Order #29193734)
The Guide of Heroes
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).

Eaters of the Dead


Nethermen may eat the heart of the dead and gain an aspect or ability possessed by them. The being
must have been dead for no longer than a few hours, but once the heart is eaten, the Netherman may
gain one of their innate abilities at a level equal to their CON. It usually takes 5 minutes per point of
Con of the victim to eat completely.
The Hero may use the ability a number of times equal to his CON (minimum of 1) before it is
expended from his system. Any vice, physical malady, or physical/mental disadvantage that the dead
may have had is also transferred.
Example: A Netherman (CON +2) eats the heart of a dead Atlantean and gains the ability of
Vril Master at +2 but since the Atlantean was a drunk the Netherman gains that vice as well. On
another occasion, he eats a Triton’s heart and gains the ability to breathe underwater but on land
he suffocates without the special apparatus. In both cases the Hero would have access to the ability
for 2 uses.

Too Dumb to Die


The brutish Nethermen blaze with life when their ire is up, fighting beyond the point of death if
need be. A Hero may automatically succeed at all Death Saves and ignore critical hit penalties for a
number of rounds equal to three times his CON (minimum of 3). The Hero must still make the initial
rolls but may ignore the results for the allotted amount of time. The Hero may use this ability once per
adventure for every -1 he has in INT (minimum of once per adventure).

Eric Baker (Order #29193734)


79
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Nethermen Slayers
Nethermen Scouts
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, 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
The Nethermen are brutish, Starting WR +1
often unintelligent, and
frequently fall into lives of Nethermen Soldier
depravity and and vice. Those INT PER WIL CHA STR DEX CON SPD CR MR
among them who outshine
and outlive the others often -1 +0 +0 +0 +3 -1 +2 +0 +3 -2
become the minor bandit-kings Base Hit Points: 25
and petty tyrants of sad little Athletics +2, Evade +8, Influence +3, Instinct +2, Language (Atlantean) +3,
pieces of the world. That fact Skills Parry +6, Profession (Soldier) +10, Ride +5, Weapon (player’s choice) +10,
notwithstanding, they remain Weapon (player’s choice) +4
incredibly hard to kill and harder
to dissuade from their chosen Bonus Talents Advanced Militia Training
courses of action. Best not to Heavy full suit of armor, Two weapons of choice, Bow, Spear,
Starting Gear
anger them if you can. Horse, and Traveler’s Gear
Ellowyn Starwind, Jinn Whisperer Starting WR +1

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

80
Eric Baker (Order #29193734)
The Guide of Heroes
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

Eric Baker (Order #29193734)


81
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Nethermen Shapers
Nethermen Sorcerer
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 +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

Nethermen Martial Wizard


INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 -1 +2 +0 +2 -1
Base Hit Points: 25
Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
(player’s choice) +2, Lore (player’s choice) +2, Mode (player’s choice) +10,
Skills
Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
Weapon (player’s choice) +5
Bonus Talents Fast Cast
Medium half suit of armor, Weapon of choice, Dagger, Noble
Starting Gear
quality robes, 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

82
Eric Baker (Order #29193734)
The Guide of Heroes
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

Eric Baker (Order #29193734)


83
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Bonus Racial Profession
Netherman Ravager
Feared by all for their savage fighting ability and insane berserker rages the Ravager is a sight to
behold on the battlefield. The Ravager is nothing more than a tempest of fury wrapped in corded
muscle and mangy hair.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Evade +8, Instinct +7, Language (Atlantean) +3, Parry +4, Profession
Skills (Ravager) +10, Resolve +5, Weapon (player’s choice) +10, Weapon (player’s
choice) +6
Bonus Talents Rage
Light full suit of armor, Two weapons of choice, 3 War trophies
Starting Gear
(ears, teeth, heads) worth +3 Treasure, 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.

84
Eric Baker (Order #29193734)
The Guide of Heroes

Eric Baker (Order #29193734)


85
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
New Talents
The following new talents can be purchased by other races or professions as if they are out of
profession skills costing 10 points at character creation or as an improvement with Renown. When
purchased with Renown the Hero may only do so once he has 100 Renown.

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.

Signs and Portents


Jinn
The hero has access to a tradition beyond his starting philosophies
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).

86
Eric Baker (Order #29193734)
The Guide of Heroes
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.

Eric Baker (Order #29193734)


87
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Choose a Culture

Cultural Packages
Not all individuals in a race are the same. They come from many different cultures and creeds
throughout the world. The Cultural Package determines what skills your Hero knows, depending
on the land he comes from. All the skills listed with the package are common to Heroes from that
particular land.

Strangers in a Alba & Iber


Strange Land
Alba (Alba): The Avalon and the Ys people
You may notice that there
are no racial packages and Literacy (High Speech) +3, Lore (etiquette) +3, Lore (player’s choice) +3, Resolve
Skills
that is intentional. A Lemurian +1, Speak Language (Alban) +10
raised in Ophir will have different
Attribute +1 WIL
belief and social mores than a
Lemurian born on the island of
Zinn. To reflect this, the cultures Aboric (Alba): The Abor
are all racially neutral. Animal Handling +2, Athletics +2, Deception +1, Influence +1, Speak Language
Skills
(Alban) +10, Stealth +2, Weapon (player’s choice) +2
Attribute +1 STR

Cymbri (Alba): The Cymbrians


Deception +3, Pilot (boat) +2, Speak Language (player’s choice) +3, Speak
Skills
Language (Alban) +10, Stealth +2
Attribute +1 DEX

Havar (Europa): The Havaran


Animal Handling +2, Handicraft (player’s choice) +2, Literacy (Alban) +2, Lore
Skills
(Alban theology) +2, Medicine +2, Speak Language (Alban) +10
Attribute +1 INT

Picts (Iber): The Pictish people


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

Skara (Alba): The Skara


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

Skye (Alba): The Ska


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

Uallach (Iber): The Uallach


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

88
Eric Baker (Order #29193734)
The Guide of Heroes
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

Ogata (Elysium Ocean): The Temuah tribes


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

Ogata (Elysium Ocean): The Salawati tribes


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

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


tribes

Athletics +3, Evade +2, Handicraft (player’s choice)


Skills +1, Lore (navigate) +1, Pilot +1, Speak Language
(Elysi) +10, Weapon (melee) +2

Attribute +1 DEX

Vanua (Elysium Ocean): Vanuan tribes


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

Eric Baker (Order #29193734)


89
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers

90
Eric Baker (Order #29193734)
The Guide of Heroes
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.

Eric Baker (Order #29193734)


91
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Eria Tamarac (Eria): The Kawanna people
Akela (Eria): The Akelan people Athletics +2, Handicraft (artisans) +2, Lore
Skills (survival) (forest) +2, Pilot (canoe) +2, Speak
Animal Handling +1, Athletics +1, Lore (folklore)
Language (Tamerac) +10, Tracking/Shadowing +2
+1, Lore (survival) (player’s choice) +2, Ride
Skills Attribute +1 STR
+2, Speak Language (Akealan) +10, Tracking/
Shadowing +2, Weapon (Melee) +1
Attribute +1 CON Tamarac (Eria): The Croatoan people
Athletics +2, Deception +1, Evade +2, Lore
Akwatuk (Eria): The Kutchin people and the Seal Hunters Skills (survival) (forest) +2, Speak Language (Tamerac)
+10, Tracking/Shadowing +2, Weapon (melee) +1
Animal Handling +3, Athletics +1, Handicraft
(player’s choice) +2, Lore (survival) (player’s choice) Attribute +1 DEX
Skills
+2, Speak Language (Akealan) +10, Tracking/
Shadowing +2 Tamarac (Eria): The Timuacuan people
Attribute +1 CON Deception +3, Evade +2, Lore (survival) (swamps)
Skills +2, Pilot (canoe) +1, Speak Language (Tamerac)
Aquaga (Eria): The tribes of the Axte, Eque, Shepaug, and the +10, Weapon (melee) +2
Quinetu Attribute +1 CON
Animal Handling +2, Athletics +2, Handicraft
(artisan) +2, Lore (survival) (savannah) +1, Speak
Skills
Language (Tamerac) +10, Tracking/Shadowing +2,
Weapon (melee) +1
Attribute +1 DEX

Aztlan (Eria): The Aztek people


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

Gava (Eria): The Aesir people


Lore (Navigate) +3, Perform +2, Pilot (longship)
Skills +2, Speak Language (Tamarac) +10, Weapon
(melee) +3
Attribute +1 CON

Hordelands (Eria): The Beezh-Yeel tribesmen


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

Kulugmiut (Eria): The Tunit people


Animal Handling +2, Handicraft (player’s choice)
Skills +3, Lore (navigate) +3, Pilot (kayak) +2, Speak
Language (Akealan) +10
Attribute +1 CON

Tamarac (Eria): The Tamarac people


Athletics +1, Influence +1, Handicraft (artisans)
Skills +2, Literacy (Tamarac) +2, Lore (folklore)+2, Speak
Language (Tamerac) +10, Tracking/Shadowing +2
Attribute +1 INT

92
Eric Baker (Order #29193734)
The Guide of Heroes
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

Saturnia (Europa): The Saturnians


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

Eric Baker (Order #29193734)


93
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Gondwana Nubia (Gondwana): The Nubian people
Dabba (Gondwana): The Dabban people Athletics +1, Evade +1, Instinct +1, Lore (survival)
Athletics +2, Deception +2, Evade +2, Influence Skills (savannah) +1, Parry +2, Speak Language (Khem)
Skills +2, Perform (player’s choice) +2, Speak Language +10, Weapon (melee) +4
(Atlantean) +10 Attribute +1 CR
Attribute +1 CHA
Ophir (Gondwana): The Ophirite people
Dar (Gondwana): The Darian people Influence +2, Investigate/Search +1, Lore (player’s
Animal Handling +1, Handicraft (artificer) +3, choice) +3, Lore (theology) +2, Mode (player’s
Skills
Lore (agriculture) +2, Medicine +1, Pilot (wagon) choice) +1, Speak Language (Ophiran) +10,
Skills
+1, Speak Language (Atlantean) +10, Tracking/ Trading +1
Shadowing +2
Attribute +1 MR
Attribute +1 WIL
Okala (Gondwana): The Okaloan people
Dardanus (Gondwana): The Dardanus Institute
Animal Handling +1, Influence +1, Lore (mining)
Influence +1, Handicraft (player’s choice) +2, +2, Lore (tactics) +2, Lore (survival) (savannah) +2,
Literacy (player’s choice) +1, Lore (player’s choice) Skills
Skills Speak Language (Ophiran) +10, Weapon (player’s
+2, Mode (player’s choice) +2, Mode (player’s
choice) +2, Speak Language (Atlantean) +10 choice) +2

Attribute +1 MR Attribute +1 DEX

Gorgos (Gondwana): The Gorgon people Okala (Gondwana): The Tamaran

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

94
Eric Baker (Order #29193734)
The Guide of Heroes
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

Himvati (Jambu): The Himvatian people


Hesperia Animal Handling +1, handicraft (artisan) +1,
Hesperia (Hesperia): The Hesperian people Literacy (Khitan) +2, Lore (folklore) +2, Lore
Skills
(theology) +2, Mode (sensory) +2, Speak Language
Athletics +2, Influence +2, Lore (theology) +1, (Veddy) +10
Skills Speak Language (Atlantean) +10, Unarmed
Fighting +3, Weapon (player’s choice) +2 Attribute +1 MR

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

Eric Baker (Order #29193734)


95
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Kota (Jambu): The Kota peoples: Isam, Khamar, Muong, Shan Tamala (Jambu): The Tamalan people
Animal Handling +2, Handicraft (player’s choice) Athletics +2, Handicraft (artisan) +1, Lore
Skills +2, Influence +2, Lore (Jambu Folklore) +2, Lore (folklore) +2, Lore (navigate) +1, Pilot (kayak) +1,
Skills
(theology) +2, Speak Language (Khitan) +10 Speak Language (Mongolan) +10, Lore (survival)
Attribute +1 CHA (arctic) +1, Tracking/Shadowing +2
Attribute +1 CON
Kota (Jambu): The Tampan Mountain folk
Athletics +2, Deception +2, Lore (survival) Vedda (Jambu): The Veddan people
Skills (mountains) +3, Resolve +1, Speak Language Influence +2, Handicraft (player’s choice) +2,
(Khitan) +10, Weapon (player’s choice) +2 Skills Literacy (Veddy) +2, Perform +2, Speak Language
Attribute +1 CON (Veddy) +10, Trading +2
Attribute +1 CHA
Meluhha (Jambu): The Meluhan people
Animal Handling +1, Athletics +1, Handicraft
(artificer) +2, Literacy (Khitan) +1, Lore Lemuria
Skills
(agriculture) +2, Pilot (wagon) +1, Speak Language Lemuria (Lemuria): The Lemurian people
(Veddy) +10, Trading +2
Athletics +1, Handicraft (player’s choice) +2,
Attribute +1 CHA Handicraft (player’s choice) +2, Literacy (Lemurian)
Skills
+2, Lore (player’s choice) +1, Lore (player’s choice)
Molodo (Jambu): The Molodan people +2, Speak Language (Lemurian) +10
Animal Handling +3, Athletics +2, Pilot (wagon) Attribute +1 INT
+1, Handicraft (artisans) +2, Lore (agriculture) +1,
Skills
Speak Language (Veddy) +10, Trading +1
Attribute +1 CON Mu
Curracurrang (Mu): The Uluka
Mongala (Jambu): The Mongalan people Athletics +3, Handicraft (player’s choice) +2,
Animal Handling +2, Riding +6, Speak Language Perform (player’s choice) +2, Speak Language
Skills
Skills (Mongolan) +10, Weapon (ranged) +2 (Atlantean) +10, Stealth +2, Weapon (player’s
choice) +1
Attribute +1 CR
Attribute +1 SPD
Mongala (Jambu): The Tu-Holon tribes
Deception +1, Lore (Survival Desert) +3, Resolve
+1, Speak Language (Mongolan) +10, Stealth +1, North Sea
Skills
Tracking/Shadowing +1, Weapon (player’s choice) Cimmeria (North Sea): The Cimmerian people
+3 Athletics +2, Instinct +2, Lore (survival) (alpine)
Attribute +1 STR Skills +2, Resolve +2, Speak Language (Hyperborean)
+10, Weapon (melee) +2
Sala (Jambu): The Salan people Attribute +1 CR
Animal Handling +1, Athletics +1, Handicraft
(artificer) +2, Literacy (Khitan) +1, Lore Haloga (North Sea): The Vanir
Skills
(agriculture) +2, Pilot (wagon) +1, Speak Language Athletics +2, Instinct +1, Lore (Navigate) +1,
(Veddy) +10, Trading +2 Skills Lore (survival) (alpine) +2, Pilot (boat) +2, Speak
Attribute +1 CON Language (Hyperborean) +10, Weapon (melee) +2
Attribute +1 STR
Sarawa (Jambu): The Sarawan people: the Akh, Lahtu, Lishun, and
Kane Rhiphaen Mountains (North Sea): The Svarten Vanir
Animal Handling +1, Handicraft (player’s choice) Athletics +2, Lore (mining) +3, Lore (survival)
+3, Lore (survival) (player’s choice) +2, Lore Skills (mountains) +2, Speak Language (Hyperborean)
Skills
(player’s choice) +3, Speak Language (Veddy) +10, +10, Weapon (melee) +3
Weapon (player’s choice) +1
Attribute +1 STR
Attribute +1 DEX

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

Birama (Tamaonchan): The Pachamama peoples


Tamaonchan Animal Handling +2, Lore (survival) (swamps) +1,
Aconcagua (Tamaonchan): The Chono tribes Skills Ride (crocodile) +3, Speak Language (Tamarac)
+10, Stealth +2, Weapon (player’s choice) +2
Athletics +2, Lore (folklore)+1, Lore (survival)
Skills (jungle) +3, Speak Language (Quechuan) +10, Attribute +1 CON
Stealth +2, Weapon (Melee) +2
Attribute +1 CON Ecua (Tamaonchan): The Ecuan people
Influence +1, Handicraft (player’s choice) +2,
Literacy (Quechuan) +2, Lore (player’s choice) +2,
Skills
Aigua (Tamaonchan): The Uraguan people Lore (theology) +2, Speak Language (Quechuan)
+10, Weapon (melee) +1
Athletics +2, Evade +1, Handicraft (artisan) +2,
Skills Lore (folklore) +1, Lore (survival) (jungle) +2, Speak Attribute +1 INT
Language (Quechuan) +10, Weapon (ranged) +2
Attribute +1 DEX Nazca (Tamaonchan): The Nazcan people
Influence +1, Handicraft (player’s choice) +2,
Awok (Tamaonchan): The Choma people Skills Literacy (Nazcan) +2, Lore (theology) +2, Speak
Language (Nazcan) +10, Weapon (melee) +3
Athletics +2, Handicraft (artisan) +2, Lore
(folklore)+1, Lore (survival) (jungle) +2, Speak Attribute +1 CR
Skills
Language (Quechuan) +10, Stealth +1, Weapon
(ranged) +2 Oguanabara (Tamaonchan): The Oguanan people
Attribute +1 DEX Athletics +2, Lore (survival) (jungle) +3, Speak
Skills Language (Quechuan) +10, Weapon (melee) +3,
Awok (Tamaonchan): The Timed people Weapon (ranged) +2
Athletics +1, Handicraft (artisan) +2, Lore Attribute +1 STR
(agriculture) +1, Lore (Tamoanchan folklore)
Skills
+2, Lore (survival) (jungle) +2, Speak Language Paragua (Tamaonchan): The Uakari people
(Quechuan) +10, Weapon (player’s choice) +2 Athletics +2, Lore (herb lore) +2, Lore (survival)
Attribute +1 CON Skills (jungle) +2, Speak Language (Quechuan) +10,
Stealth +3, Tracking/Shadowing +1,
Aricagua (Tamaonchan): The Timeri people Attribute +1 DEX
Athletics +2, Lore (folklore) +1, Lore (Aricagua
geography) +2, Lore (survival) (jungle) +2, Speak Quechua (Tamaonchan): The Quechuan people
Skills
Language (Quechuan) +10, Stealth +1, Weapon Influence +1, Handicraft (player’s choice) +2,
(ranged) +2 Literacy (Quechuan) +2, Lore (player’s choice) +2,
Skills
Attribute +1 SPD Lore (theology) +2, Speak Language (Quechuan)
+10, Weapon (melee) +1
Birama (Tamaonchan): The Hoac People Attribute +1 INT
Lore (demonology) +1, Lore (survival) (jungle)
+2, Speak Language (Tamarac) +10, Stealth Taracua (Tamaonchan): The Taracuan people
Skills
+1, Unarmed Fighting +2, Weapon (melee) +2,
Influence +1, Literacy (player’s choice) +1, Lore
Weapon (ranged) +2
(player’s choice) +2, Mode (player’s choice) +2,
Attribute +1 CR Skills
Mode (player’s choice) +2, Speak Language
(Atlantean) +10, Trading +2
Attribute +1 MR

Eric Baker (Order #29193734)


97
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers

98
Eric Baker (Order #29193734)
Upbringing pg. 67

Roll: Type:

Childhood Encounter pg. 68

Roll: Type:

Roll: Type:

Family Status pg. 69

Roll: Type:

Previous Adventure 1 pg. 70

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:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


NAME: ATTRIBUTES Pg.
18

Race: pg.24 AGE: pg.24 PER WIL


Culture: pg.48
Profession: pg.58 INT CHA ©Copyright 2013 Khepera Publishing

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

Eric Baker (Order #29193734)


Spell Animal/Mount
VL io
at n nge av
e
ol
l
NT ER IL HA it
Poin

W
L

Ra

ts
D ur

H
I
R
S
©Copyright 2013 Khepera Publishing

Mental Fatigue Pg.

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

Lvl MR Trad rating Dominions: 1-


Tradition Sorcery MODES pg.136
Spell Description 2-
Attack PG.119 + + =
3-
Illusion PG.121 + + =

Influence PG.123 + + = Precepts:


Kinetic PG.124 + + =
Spell
Manifest PG.125 + + =

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

Eric Baker (Order #29193734)


Upbringing pg. 67 Ahl-At-Rab
Roll: Type:

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.

Previous Adventure 1 pg. 70


Acute Sense of Smell
Ahl-At-Rab smell by using their forked
Roll: Type:
tongues to collect airborne particles. When
Skill making a Perception check based on smell an
Roll: Type: Ahl-At-Rab may add triple their PER to the roll
(minimum of +3).

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

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Anubim
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives
Anubim are born with fearsome fangs. Bite
the Andaman a bond with the beast. This makes
DR 4.
the animal loyal to the Andaman and pliable to
Roll: Type: taming and training. The blood will only work
to make the beast loyal to the giver of the blood, Beast Language
and only beasts that are of the same ilk as the Anubim have the ability to communicate
Family Status pg. 69
Andaman may be enthralled so. An Owlman with jackals, dogs, wolves, and similar creatures
Roll: Type: could never tame a lion and a wolf could never to a limited degree. This gives them a bonus equal
be tamed by a Triton. to the CHA +3 (minimum of +3) to Animal
Enough blood must be administered (5 hp Handling Skill rolls involving wolves and dogs.
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a
Roll: Type: bonus of +10 to animal handling roles). Once Acute Sense of Smell
Skill the animal is tamed the beast will consider the
Anubim have an enhanced sense of smell.
Andaman its friend.
Roll: Type: When making a Perception check or Tracking
roll based on smell, the Hero may add double
their PER to the roll (minimum of +2).
Time Taken Silver Allergy
Previous Adventure 2 Because of their alchemical nature all Man’s Best Friend
Andamen suffer from an allergy to silver. Of all the Andamen, the Anubim are the
Roll: Type:
Handling silver items will cause irritation and most closely allied with humans. When acting
Skill discomfort resulting in a -5 penalty to all actions in a coordinated effort, the human (non-humans
Roll: Type: while in prolonged contact (more than 2 rounds). gain only half the bonus round up) and the
Silver weapons cause double damage and leave Anubim both gain a bonus equal to triple the
blistering injuries that take twice as long to heal. Hero’s PER (minimum +3). The bonus only
Time Taken
applies to the first dice action in a given round
Previous Adventure 3 Great Works pg. 94 for everyone involved (maximum number of
Roll: Type: participants equal to twice the Hero’s INT,
minimum of 2). The coordination lasts only a
Skill
number of rounds equal to the Hero’s PER +5
Roll: Type: (minimum of 5 rounds) and may be used only
once per day.
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Asena
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives (If it’s the Hero’s first attack in the round, the
the Andaman a bond with the beast. This makes Andaman may use his claws to attack twice
the animal loyal to the Andaman and pliable to without a multiple action penalty)
Roll: Type: taming and training. The blood will only work Asena are born with fearsome fangs and
to make the beast loyal to the giver of the blood, claws. Bite DR 3, Claws DR3 (armor piercing)
and only beasts that are of the same ilk as the
Family Status pg. 69
Andaman may be enthralled so. An Owlman
Relentless
Roll: Type: could never tame a lion and a wolf could never
be tamed by a Triton. When pursuing quarry, the Asena will endure
Enough blood must be administered (5 hp and keep going. Once per game, the Asena may
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a add triple their WIL (minimum of +3) to any roll
Roll: Type: bonus of +10 to animal handling roles). Once as long as it pertains to their target.
the animal is tamed the beast will consider the Acute Sense of Smell
Skill
Andaman its friend. Asena have an enhanced sense of smell. When
Roll: Type: making a Perception check or Tracking roll based
on smell, the Hero may add double their PER to
the roll (minimum of +2).
Time Taken Silver Allergy
Previous Adventure 2 Because of their alchemical nature all Wolf Pack
Andamen suffer from an allergy to silver.
Roll: Type: The Hero fights best in a group of like-minded
Handling silver items will cause irritation and
Skill discomfort resulting in a -5 penalty to all actions individuals. When a Hero is with a group that it
while in prolonged contact (more than 2 rounds). considers its “pack,” he may provide a bonus (if
Roll: Type:
Silver weapons cause double damage and leave he is the Alpha or leader) equal to twice his PER
blistering injuries that take twice as long to heal. (minimum of +2) to all damage done to a single
Time Taken target. The group must be surrounding the target
and make a concerted effort at attacking it and
Previous Adventure 3 Great Works pg. 94
the hero must be the first to act.
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 ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Balam
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives (If it’s the Hero’s first attack in the round, the
the Andaman a bond with the beast. This makes Andaman may use his claws to attack twice
the animal loyal to the Andaman and pliable to without a multiple action penalty)
Roll: Type: taming and training. The blood will only work Balam are born with fearsome fangs and
to make the beast loyal to the giver of the blood, claws. Bite DR 3, Claws DR3 (armor piercing)
and only beasts that are of the same ilk as the
Family Status pg. 69
Andaman may be enthralled so. An Owlman
Cat Prowess
Roll: Type: could never tame a lion and a wolf could never
be tamed by a Triton. Balam have the ability to leap a number of
Enough blood must be administered (5 hp meters into the air equal to their STR + SPD.
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a When falling, the Hero has the natural ability
Roll: Type: bonus of +10 to animal handling roles). Once to fall on her feet, and subtracts her DEX in
the animal is tamed the beast will consider the meters (minimum of 2 meters) for the purpose
Skill
Andaman its friend. of determining falling damage.
Roll: Type:
Night Vision
Time Taken Silver Allergy The Hero’s eyes amplify existing ambient
Because of their alchemical nature all light, allowing him to see well in conditions of
Previous Adventure 2 darkness. Normal penalties for darkness are halved
Andamen suffer from an allergy to silver.
Roll: Type: and the Hero receives a bonus to Perception rolls
Handling silver items will cause irritation and
Skill discomfort resulting in a -5 penalty to all actions equal to triple his PER (minimum of +3). In
Roll: Type: while in prolonged contact (more than 2 rounds). pitch darkness the Hero is as blind as anyone else.
Silver weapons cause double damage and leave
blistering injuries that take twice as long to heal. Climber
Time Taken
Balam are excellent climbers and user their
Previous Adventure 3 Great Works pg. 94 claws and natural deftness to make easy work of
Roll: Type: most vertical surfaces. When climbing, a Balam
may add twice their DEX (minimum of +2) to
Skill the Athletics rolls.
Roll: Type:

Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Owlmen
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Lords of the Sky
Roll: Type: quantities with milk and fed to animals, it gives The Uluka are winged creatures who are at
the Andaman a bond with the beast. This makes home in the sky. When flying Uluka move at
the animal loyal to the Andaman and pliable to triple their SPD (minimum of +6).
Roll: Type: taming and training. The blood will only work
to make the beast loyal to the giver of the blood, Silent Flight
and only beasts that are of the same ilk as the
Family Status pg. 69
Andaman may be enthralled so. An Owlman When in flight an Uluka is very silent and
Roll: Type: could never tame a lion and a wolf could never may add triple her DEX (minimum of +3) to any
be tamed by a Triton. stealth roll.
Enough blood must be administered (5 hp
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a Beast Language
Roll: Type: bonus of +10 to animal handling roles). Once Uluka have the ability to communicate
Skill the animal is tamed the beast will consider the with birds to a limited degree. This gives them a
Andaman its friend. bonus equal to the CHA +3 (minimum of +3) to
Roll: Type:
Animal Handling Skill rolls involving avian life.

Time Taken Silver Allergy Owl Perception


Previous Adventure 2 Because of their alchemical nature all The Hero has incredible perception and may
Andamen suffer from an allergy to silver. hear and see at greater than normal distances
Roll: Type:
Handling silver items will cause irritation and with amazing clarity. The Hero receives a bonus
Skill discomfort resulting in a -5 penalty to all actions to sight- and sound-based Perception checks
Roll: Type: while in prolonged contact (more than 2 rounds). equal to triple their PER (minimum of +3). All
Silver weapons cause double damage and leave sight-based range penalties are reduced by one
blistering injuries that take twice as long to heal. range step when targeting with a ranged weapon.
Time Taken
Previous Adventure 3 Great Works pg. 94 Rarified Air
Roll: Type: The Owlmen are used to operating in very
Skill thin air and do not suffer as badly as others in
such environments. In thin atmospheres the
Roll: Type:
owlman may operate normally and when holding
his breath may do so for twice as long as a normal
Time Taken person.

Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Nemeans
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives (If it’s the Hero’s first attack in the round, the
the Andaman a bond with the beast. This makes Andaman may use his claws to attack twice
the animal loyal to the Andaman and pliable to without a multiple action penalty)
Roll: Type: taming and training. The blood will only work Nemeans are born with fearsome fangs and
to make the beast loyal to the giver of the blood, claws. Bite DR 4, Claws DR3 (armor piercing)
and only beasts that are of the same ilk as the
Family Status pg. 69
Andaman may be enthralled so. An Owlman
Lord of the Beast-men
Roll: Type: could never tame a lion and a wolf could never
be tamed by a Triton. Among the Andamen the Nemeans are kings.
Enough blood must be administered (5 hp All social interactions with other Beast-men has
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a a bonus of triple the Hero’s CHA (minimum of
Roll: Type: bonus of +10 to animal handling roles). Once +3).
Skill the animal is tamed the beast will consider the
Andaman its friend. Beast Language
Roll: Type:
Nemeans have the ability to communicate
with any canine, feline, aquatic, or avian life to a
Time Taken Silver Allergy limited degree. This gives them a bonus equal to
Previous Adventure 2 Because of their alchemical nature all the CHA (minimum of +1) to Animal Handling
Andamen suffer from an allergy to silver. Skill rolls involving many creatures.
Roll: Type:
Handling silver items will cause irritation and
Skill discomfort resulting in a -5 penalty to all actions Lion’s Roar
Roll: Type: while in prolonged contact (more than 2 rounds). The roar of a Nemean is used both to inspire
Silver weapons cause double damage and leave allies and strike fear into enemies. When used to
blistering injuries that take twice as long to heal. inspire the roar gives the Hero’s allies a bonus to
Time Taken one dice roll (designated by the Hero) equal to
Previous Adventure 3 Great Works pg. 94 twice his CHA (minimum of +2).
Roll: Type: When used to instill fear, those opposed to
the Hero must make a WIL roll with a DoD
Skill equal to triple the CHA (minimum of +3). If
Roll: Type: they fail, they suffer a penalty equal to the Hero’s
CHA for a number of rounds equal to the Hero’s
CON+1
Time Taken
The Lion’s Roar is taxing and may only be
Previous Adventure 4 used (in either capacity) a number of times of
Roll: Type: day equal to his CON (minimum of once a day).
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Taurans
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives Taurans are born with prodigious Horns.
the Andaman a bond with the beast. This makes Horns DR5.
the animal loyal to the Andaman and pliable to
Roll: Type: taming and training. The blood will only work Bull Charge
to make the beast loyal to the giver of the blood,
and only beasts that are of the same ilk as the Taurans may attack an enemy by charging
Family Status pg. 69
Andaman may be enthralled so. An Owlman at him with his horns. The attack suffers a
Roll: Type: could never tame a lion and a wolf could never -5 penalty above what is needed to hit but if
be tamed by a Triton. successful he hits his opponent for 15 Points +
Enough blood must be administered (5 hp STR and knocks his opponent off his feet. The
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a target must spend an action to regain his footing.
Roll: Type: bonus of +10 to animal handling roles). Once If the Tauran fails in the attack he loses an
the animal is tamed the beast will consider the action next round and on a critical failure he hits
Skill something hard with his head and must make a
Andaman its friend.
Roll: Type: CON roll with a DoD-10. If he fails he suffers
a -2 penalty for 6-CON rounds (minimum of
one round).
Time Taken Silver Allergy
Previous Adventure 2 Because of their alchemical nature all Strong as a Bull
Andamen suffer from an allergy to silver.
Roll: Type: Tauran strength and stamina is legendary.
Handling silver items will cause irritation and
Skill discomfort resulting in a -5 penalty to all actions The Hero may take damage that would kill
while in prolonged contact (more than 2 rounds). another being (zero Hit Points) and continue to
Roll: Type:
Silver weapons cause double damage and leave stay on his hooves and be active for a number of
blistering injuries that take twice as long to heal. round equal to twice his CON (minimum of 2
Time Taken rounds).
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:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Tritons
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Aquatic
Roll: Type: quantities with milk and fed to animals, it gives The Tritons are born of the water and are
the Andaman a bond with the beast. This makes at home in the crushing and cold depths of the
the animal loyal to the Andaman and pliable to sea. In water, the Triton may move at triple his
Roll: Type: taming and training. The blood will only work SPD (minimum of +3) and may breathe freely.
to make the beast loyal to the giver of the blood, When on dry land, the Triton is awkward and
and only beasts that are of the same ilk as the unaccustomed to land movement, acting as if
Family Status pg. 69
Andaman may be enthralled so. An Owlman her SPD is -1 (only for distance moved and not
Roll: Type: could never tame a lion and a wolf could never initiative).
be tamed by a Triton. Tritons may only survive outside of water for
Enough blood must be administered (5 hp CON + 1 hours (minimum of 1 hour) before
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a suffocating. To counter this all Tritons are given
Roll: Type: bonus of +10 to animal handling roles). Once a small water bladder apparatus that fits to their
Skill the animal is tamed the beast will consider the neck. The device must be refilled every 4 hours to
Andaman its friend. work properly and with it a Triton may stay out
Roll: Type:
of water indefinitely.

Time Taken Silver Allergy Beast Language


Previous Adventure 2 Because of their alchemical nature all Tritons have the ability to communicate with
Andamen suffer from an allergy to silver. aquatic life to a limited degree. This gives them
Roll: Type:
Handling silver items will cause irritation and a bonus equal to the CHA +3 (minimum of +3)
Skill discomfort resulting in a -5 penalty to all actions to Animal Handling Skill rolls involving sea life.
Roll: Type: while in prolonged contact (more than 2 rounds).
Silver weapons cause double damage and leave Night Vision
blistering injuries that take twice as long to heal.
Time Taken The Hero has the ability to amplify existing
ambient light allowing him to see. Normal
Previous Adventure 3 Great Works pg. 94 penalties for darkness are halved and the Hero
Roll: Type: receives a bonus to Perception rolls equal to triple
Skill his PER (minimum of +3). In pitch darkness the
Hero is as blind as anyone else.
Roll: Type:

Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Atlanteans When drawing power from a Vril-enriched
area the Atlantean Hero may double his MR for
Roll: Type: the sake of the amount of Hero Points drawn.
Racial Abilities Beast Lore
Childhood Encounter pg. 68 Aura of the Gods Because they were the original seneschals of
the earth, they know the names of every beast
Roll: Type: Atlanteans get bonuses in social situations that crawls, swims, or flies (INT roll with a
because the world has been conditioned to deal DoD determined by the GM). This also gives
with them. They receive a bonus equal to double them some slight authority over the beast-men
Roll: Type: their CHA to Leadership rolls. they created. When encountering an Andaman
they will be the last to ever be attacked and in
Family Status pg. 69
Unearthly Beauty social situations they gain a bonus of 2 + CHA
They can never be mistaken for anything (minimum of 2, does not stack with the Aura of
Roll: Type:
but an Atlantean. They are always in some the Gods ability).
way beautiful. The Hero adds double his CHA
Previous Adventure 1 pg. 70 (minimum +2) to any social situation where Vice
physical beauty may be an advantage. All Atlanteans have some sort of vice that
Roll: Type:
Vril Masters
Skill holds them in its thrall. Vice is a practice or a
They alone can control Vril to its maximum behavior or habit generally considered immoral,
Roll: Type: effects. Vril items add the Hero’s MR rating depraved, or degrading in the associated society.
(minimum of +2) to the Vril item’s effective Some indulge in drinking or another intoxicant,
rating. The Hero chooses one Attribute and may while others embrace the pleasures of the flesh.
Time Taken augment it in some way. The Hero must indulge in his vice once per day
Previous Adventure 2 Example: A weapon may increase the to keep his soul sated. If he cannot, his mind
Roll: Type: DR, reduce the STR needed, or increase becomes addled and his disposition becomes
the accuracy. A vehicle could be made to foul. The Hero’s INT, WIL, MR, and CHA are
Skill move faster by increasing the SPD, a suit penalized by -1 per day that the Hero must go
Roll: Type: of armor may have its PR increased, etc. without. Once he has quenched his “thirst,” his
The GM and player should decide how Attributes revert to normal.
the item’s enhanced.
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:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Humans
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 ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Jinn The speaker of the name can lower one Attribute by
5 points for a number of rounds equal to their WIL
Roll: Type: (minimum of one round). The Jinni must hear his
name being said and, once he does, he is vulnerable.
Racial Abilities This may be done once a week.
Because the name is tied to the magic of the world
Childhood Encounter pg. 68
Child of Fire and Ash the Jinni may use it to alter reality in his favor. Once
per week, the Jinni may call his name and do the
Roll: Type: The Jinn are ever-changing creatures of fire, smoke, impossible. When this is done the Jinni adds 2D20 +
and possibility. The Hero builds a large fire and lays WIL to any one roll or to a damage rating (DR). This
in it telling the story of the new person that she will is very taxing and once done the Jinni must rest for 7
become. The fire will not burn her, and as she dozes days – CON (minimum of one day).If the Hero resists
Roll: Type:
off to sleep, she slowly changes into the person she the slumber he takes a -2 penalty to all actions for each
dreams of. The metamorphosis takes a month. During day he has not rested.
that time, the Hero may rearrange her Attribute points
Family Status pg. 69
Once his name is invoked, the world around the
into a new configuration. At the end of the month,
Jinni becomes overly saturated with colors, making the
Roll: Type: the fire will die down; from the ashes, the new Hero
mundane more vivid and sounds exceptionally clear
will emerge. The Hero still looks the same, physically,
and precise, allowing everyone to see the world the
but her Attributes will change and, sometimes, her
way the Jinn do. During his time of rest, the Jinni will
personality.
Previous Adventure 1 pg. 70
The Hero may do this three times during her
become cold and lifeless, his skin becoming the color
of gray ash.
Roll: Type: lifetime. After the third change her Attributes are set
forever. When changing Attributes, the Hero simply
Skill
switches the numbers between the Attributes. The
Chaos Speech
Roll: Type: numbers may only be moved or switched, but the total The Jinn speak with other Jinn in a “speech” that is
may never change. incomprehensible to others. The Jinn can communicate
complex ideas and have whole conversations that seem
Time Taken Metal Allergy chaotic and nonsensical. By using a combination of
words, the colors of the environment around them,
Previous Adventure 2 Because of their Mercurial Nature, the Jinni’s body smells wafting through the air, and the sounds in the
is disrupted by orichalcum and iron metals. The touch background, a Jinni can illustrate and convey ideas.
Roll: Type: of these metals will stop Jinni from changing shape or No other race can understand the language unless
Skill revert them back if they are already in another form, they are suffering from dementia, inebriated, or
and weapons made of the substance will do additional at the climax of ecstasy. The speech takes as long as
Roll: Type: damage as if it was a Strength 5 poison. normal conversation to convey an idea but cannot be
understood and sounds like gibberish accompanied
Time Taken with senseless movements.
Soul Names
Previous Adventure 3 As the eldest of races, the Jinn were given secret Mercurial Nature
Roll: Type: names at the world’s beginning. These names hold The Jinn, Children of Chaos, are in a constant
power over their personal reality. Because of this, the state of flux. They may shape-change once per day
Skill Jinn hide their true names and take personal monikers into any living creature as small as a mouse up to their
Roll: Type: or epithets that describe them but give away nothing. normal size. They may keep the form until the rising
A person who knows the personal name of a Jinni or setting of the sun (This is not a set 12-hour period,
can manipulate them in ways that no other being can. but a literal setting or rising of the sun. If a Jinni takes
Time Taken a new shape an hour before dawn he may hold that
shape for an hour, conversely if he waits an hour and
Previous Adventure 4 Great Works pg. 94
takes a new shape after the sunrise he may hold that
Roll: Type: shape until the sun sets). The Jinni may shift back to
his natural state at will. The only tell that the new
Skill shape will have is that its eyes will always be green. The
Roll: Type: Jinni will have only the most basic natural abilities of
the animal and all are subject to the GM’s approval.
As a drawback of their mercurial natures, the Jinn
Time Taken are susceptible to strong magics and magical fields.
Magic directed at the Jinni, such as an attack with a
Previous Adventure 5 total effect of 13 (the DoD of the spell being cast) or
Roll: Type: greater, may activate the effect.
randomly.
Skill NOTE: Magics shaped by a Jinni and used on his
Roll: Type: own body do not have the same effect. She may
freely use magic without the side effects, since it
is she who is enforcing her will on reality.
Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Lemurians is chosen at character creation and is usually the
area or locale the Lemurian was raised in. Desert,
Roll: Type: ocean, forest, savannah, tundra are all acceptable
locations.
Racial Abilities As an added bonus, the Hero understands
how plants grow and may grow them twice as
Childhood Encounter pg. 68 Primordial Might fast and four times as large (or small). The Hero
Roll: Type: The Hero can perform great feats of strength. may add double his INT (minimum of +2) to
This allows the Hero to make a roll involving any Lore (agriculture) roll.
Strength with a bonus equal to five times their When crafting or working with wood, the
Roll: Type: WIL (minimum of +5). The Hero may perform Hero may add double his INT (minimum of +2).
a number of such feats per game session equal to When climbing, jumping, running, or
his CON (minimum of once). evading in the Lemurian’s chosen environment
Family Status pg. 69
, the Hero gains a bonus equal to his INT
Roll: Type:
Masters of the Natural (minimum of +2).
World
Previous Adventure 1 pg. 70 The Lemurians are in complete balance with
The Flow of Heavenly
Roll: Type: the natural world. They do not have a supernatural Water
advantage, but an exact understanding of how the Lemurians may redirect or change the flow
Skill
natural world works and the harmony between of Vril energy along what they call “Heavenly
Roll: Type: earth, air, fire, and water. To this end, when in Water.” They may redirect a ley line by a number
a natural setting, Lemurians have an advantage of meters equal to 100x their INT. It takes 5
and excel at their chosen vocation. At character hours per 100m moved and requires nothing
Time Taken
creation, Lemurians choose an Attribute (CR more than the movement of rocks, pruning
Previous Adventure 2 and MR included) that is attuned to the world. of trees, and damming or releasing the flow of
Roll: Type: When in a natural environment of his choosing, springs and rivers. Once done the ley line will be
the Attribute may be doubled. This can only moved where the Hero sees fit.
Skill
be used once a day and requires the Hero to
Roll: Type: focus and concentrate for one round. Once the Logic of the Lawgiver
Lemurian has centered himself, the Attribute is
doubled for the entire scene. The environment Precepts handed down from the Lawgiver are
Time Taken ingrained into the thinking of every Lemurian.
The laws of science and the natural world allow
Previous Adventure 3 Great Works pg. 94
the Lemurian to use his prodigious intellect to
Roll: Type: overcome any type of problem. The Hero may
Skill add double his INT to a number of rolls per
Roll: Type: adventure equal to his WIL (minimum of once
per game).

Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Nethermen
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

Eric Baker (Order #29193734)


Eric Baker (Order #29193734)
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Magic items
Below is a small list of magical items that could be possessed by heroes in the world of Atlantis.
Items can also be created using enchantment creation system found in the core book (page 168).

Al-Qaum Necklace of Valor


This necklace displays tight-packed jet cubes, interspersed with gilded lions’ teeth. The necklace
gives the wearer vast strength and heightened abilities in combat. The hero may do this three times
a day and once the charges are used the hero must allow the necklace to be soaked in the blood of
a hero (5 Hit Points worth) until the next sunrise.
The user’s weapon is possessed by the spirit of a Dread Lion, doing an
Game Effect:
additional 5 points of damage for 1 minute, three times a day.
Tradition: Witchcraft
Mode: Attack
Spell Level: 15
Type: Limited

Censer of Good Air


The small brass censer gives off a fragrant smoke and purifies the air. Once it is lit and the prayer
spoken, this magical item produces 100kgs of perfumed air, and cannot be stopped until it does
so. The air last 10 minutes, after that the magic is spent and must be replenished with myrrh oil
incense.
The censer produces 100 kilograms of myrrh-scented air lasting for 10
Game Effect:
minutes.
Tradition: Witchcraft
Mode: Manifest
Spell Level: -20
Type: Limited

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

Curative Kettle of Wadd


This small, nicely appointed tea kettle is sought after by merchants and swindlers alike. When
tea leaves (and only tea leaves) are brewed in the kettle, the concoction destroys all anger in the
hearts of whoever drinks it. The kettle takes 5 minutes to brew the tea and must be drunk while
hot or it loses its potency. The magic inside the kettle has the strength to make enough tea for three
people per day, after which it must be allowed to cool down for 12 hours.
The tea reduces the drinkers’ WIL by 5, making them more agreeable to
Game Effect:
the brewer for duration of 2 minutes.
Tradition: Witchcraft
Mode: Influence
Spell Level: 25
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

Eric Baker (Order #29193734)


117
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers
Hand of Righteous Might
This severed tiger’s paw hangs from the neck of its bearer; the cord stretched tight as if being
pulled. When presented boldly, the paw increases the skill of the wearer. When the paw is held or
tied to the weapon hand of the user it gives them incredible power to slay their enemies. The wielder
may use this talisman 3 times per day, after which time it must be soaked in the blood of the slain
for 10 hours
Game Effect: The user’s weapon skill is increased to +10 for 1 minute.
Tradition: Animism
Mode: Manipulate
Spell Level: 10
Type: Limited

Mantle of the Feathered Serpent


When worn, this cloak of multi-colored feathers makes the user appear trustworthy and noble
to whomever is watching, granting a bonus to Influence and Deception skills. Tribal shamans in
Eria and Tamoanchan wear these garments when dealing with outsiders.
Game Effect: +4 to Influence and Deception skills while the cloak is worn.
Tradition: Shamanism
Mode: Illusion
Spell Level: 12
Type: Continuous

Perfect Servant’s Satchel


This leather satchel is covered in elaborate runes, binding servants of the four Elemental Lords
to the bag’s interior. The user loudly states what he wants to find in the satchel and reaches inside
to find it. If the owner ever looks inside the bag it immediately loses all its power and becomes a
non-magical item. The satchel can function three times a day.
The satchel can create any simple object, made of mundane material, up to
Game Effect:
10kg in weight. Objects created last 10 minutes.
Tradition: Sorcery
Mode: Manifest
Spell Level: 13
Type: Limited/Continuous

Puissant Rod of Vril Mastery


Orichalcum and vril glass decorate this elaborate rod. The bearer can tap the power of a vril
pyramid, circle, or other vril source without as much risk to his life.
Three times a day the rod grants a +5 to Will for tapping sources of vril
Game Effect:
energy.
Tradition: Sorcery
Mode: Influence
Spell Level: 15
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

Ring of True Sight


When peering through this golden ring, large enough to wear around the waist, one may break
any deception. Inside the ring, the hero will see the true intentions of a person in spite of any
illusion. The magic lasts for 5 minutes and may be used three times per day.
The ring gives the user +10 to any perception check to see through
Game Effect:
deceptions and illusions for a duration of 5 minutes.
Tradition: Sorcery
Mode: Sensory
Spell Level: 10
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

Spirit Wolf Skull


Shamans across Europa and Eria use these wolf skulls to summon potent servants. The skull
is sometimes worn as a headdress for easy access. The main advantage of this skull is that the
summoning is instant, enabling the Shaman to defend himself in battle.
Game Effect: Summons a ghostly wolf (AL5) to serve the caster for his WIL in minutes.
Tradition: Shaman
Mode: Summoning
Spell Level: -17
Type: Limited/Continuous

Staff of Blasted Oak


This six-foot long black staff was crafted from the heart of an oak tree that was struck three times
by lightning. The wielder can blast opponents with a crackling bolt of lighting, up to three times
per day. The staff smolders for up to an hour after each use with fine wisps of smoke rising from it.
The staff must be ritually immersed in water to recharge it.
Game Effect: DR15 damage to a single target within 20m
Tradition: Witchcraft
Mode: Attack
Spell Level: 15
Type: Limited

Eric Baker (Order #29193734)


119
ATLANTIS: Zealots, Dreamers, Betrayers, Reavers

Based on the works of Stephan Michael Sechi, Vernie Taylor, and Ed Mortimer

Written by Thanks to the following


Doug Bramlett, Kieran Turley, and Jerry D. Grayson. Doug Bramlett
My wife for putting up with me, Jerry for the opportunity to
Editing write for Atlantis, SMS for his original work, and RPG.net for
Jennifer Seiden occasional inspiration.

Proof Reading Kieran Turley


My wife and kids (Ruth, Mia, and Chloe) for putting up with
Jeff Scifert the crazy.

Art Jerry D. Grayson


Nate Marcel, Yoann Boissonnet, Nathan Rosario, David Arenas, Science Ninja Team Gatchaman, Charles R. Saunders,
Miguel Santos Ultraman Hayata, and Marcus Garvey

Cover art by ISBN 978-0-9960952-1-1


David Arenas, Nate Marcel KHP024
Layout and design by Jerry D. Grayson
Check us out on the web
Logo Design & layout WWW.ATLANTISRPG.COM
Jerry D. Grayson
The contents are TM and © 2014 Khepera Publishing. The
Contributions and Playtesting Khepera Scarab and the Atlantis logo are ® Khepera publishing.
Jeff Scifert, Aakin Patel, Tony Robertson, Janet Nelson, Eric No portion of this book may be reproduced by any means without
Durcan, Dave Thrush, Loretta Thrush, Craig Sisco, Gabriel Grayson, written consent from the publisher, except for review purposes.
Reggie Sanders, Josh Johnson, Aislinn Bramlett, Desi Conrad , Any resemblance to persons living or dead is purely coincidental
Renee Grayson, Clea Grayson, Matthew Bottiglieri, or used for the expressed purpose of parody.

“Omega System” and the Omega System logo are Trademarks


owned Khepera Publishing.

120
Eric Baker (Order #29193734)
Upbringing pg. 67

Roll: Type:

Childhood Encounter pg. 68

Roll: Type:

Roll: Type:

Family Status pg. 69

Roll: Type:

Previous Adventure 1 pg. 70

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:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


NAME: ATTRIBUTES Pg.
18

Race: pg.24 AGE: pg.24 PER WIL


Culture: pg.48
Profession: pg.58 INT CHA ©Copyright 2013 Khepera Publishing

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

Eric Baker (Order #29193734)


Spell Animal/Mount
VL io
at n nge av
e
ol
l
NT ER IL HA it
Poin

W
L

Ra

ts
D ur

H
I
R
S
©Copyright 2013 Khepera Publishing

Mental Fatigue Pg.

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

Lvl MR Trad rating Dominions: 1-


Tradition Sorcery MODES pg.136
Spell Description 2-
Attack PG.119 + + =
3-
Illusion PG.121 + + =

Influence PG.123 + + = Precepts:


Kinetic PG.124 + + =
Spell
Manifest PG.125 + + =

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

Eric Baker (Order #29193734)


Upbringing pg. 67 Ahl-At-Rab
Roll: Type:

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.

Previous Adventure 1 pg. 70


Acute Sense of Smell
Ahl-At-Rab smell by using their forked
Roll: Type:
tongues to collect airborne particles. When
Skill making a Perception check based on smell an
Roll: Type: Ahl-At-Rab may add triple their PER to the roll
(minimum of +3).

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

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Anubim
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives
Anubim are born with fearsome fangs. Bite
the Andaman a bond with the beast. This makes
DR 4.
the animal loyal to the Andaman and pliable to
Roll: Type: taming and training. The blood will only work
to make the beast loyal to the giver of the blood, Beast Language
and only beasts that are of the same ilk as the Anubim have the ability to communicate
Family Status pg. 69
Andaman may be enthralled so. An Owlman with jackals, dogs, wolves, and similar creatures
Roll: Type: could never tame a lion and a wolf could never to a limited degree. This gives them a bonus equal
be tamed by a Triton. to the CHA +3 (minimum of +3) to Animal
Enough blood must be administered (5 hp Handling Skill rolls involving wolves and dogs.
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a
Roll: Type: bonus of +10 to animal handling roles). Once Acute Sense of Smell
Skill the animal is tamed the beast will consider the
Anubim have an enhanced sense of smell.
Andaman its friend.
Roll: Type: When making a Perception check or Tracking
roll based on smell, the Hero may add double
their PER to the roll (minimum of +2).
Time Taken Silver Allergy
Previous Adventure 2 Because of their alchemical nature all Man’s Best Friend
Andamen suffer from an allergy to silver. Of all the Andamen, the Anubim are the
Roll: Type:
Handling silver items will cause irritation and most closely allied with humans. When acting
Skill discomfort resulting in a -5 penalty to all actions in a coordinated effort, the human (non-humans
Roll: Type: while in prolonged contact (more than 2 rounds). gain only half the bonus round up) and the
Silver weapons cause double damage and leave Anubim both gain a bonus equal to triple the
blistering injuries that take twice as long to heal. Hero’s PER (minimum +3). The bonus only
Time Taken
applies to the first dice action in a given round
Previous Adventure 3 Great Works pg. 94 for everyone involved (maximum number of
Roll: Type: participants equal to twice the Hero’s INT,
minimum of 2). The coordination lasts only a
Skill
number of rounds equal to the Hero’s PER +5
Roll: Type: (minimum of 5 rounds) and may be used only
once per day.
Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Asena
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives (If it’s the Hero’s first attack in the round, the
the Andaman a bond with the beast. This makes Andaman may use his claws to attack twice
the animal loyal to the Andaman and pliable to without a multiple action penalty)
Roll: Type: taming and training. The blood will only work Asena are born with fearsome fangs and
to make the beast loyal to the giver of the blood, claws. Bite DR 3, Claws DR3 (armor piercing)
and only beasts that are of the same ilk as the
Family Status pg. 69
Andaman may be enthralled so. An Owlman
Relentless
Roll: Type: could never tame a lion and a wolf could never
be tamed by a Triton. When pursuing quarry, the Asena will endure
Enough blood must be administered (5 hp and keep going. Once per game, the Asena may
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a add triple their WIL (minimum of +3) to any roll
Roll: Type: bonus of +10 to animal handling roles). Once as long as it pertains to their target.
the animal is tamed the beast will consider the Acute Sense of Smell
Skill
Andaman its friend. Asena have an enhanced sense of smell. When
Roll: Type: making a Perception check or Tracking roll based
on smell, the Hero may add double their PER to
the roll (minimum of +2).
Time Taken Silver Allergy
Previous Adventure 2 Because of their alchemical nature all Wolf Pack
Andamen suffer from an allergy to silver.
Roll: Type: The Hero fights best in a group of like-minded
Handling silver items will cause irritation and
Skill discomfort resulting in a -5 penalty to all actions individuals. When a Hero is with a group that it
while in prolonged contact (more than 2 rounds). considers its “pack,” he may provide a bonus (if
Roll: Type:
Silver weapons cause double damage and leave he is the Alpha or leader) equal to twice his PER
blistering injuries that take twice as long to heal. (minimum of +2) to all damage done to a single
Time Taken target. The group must be surrounding the target
and make a concerted effort at attacking it and
Previous Adventure 3 Great Works pg. 94
the hero must be the first to act.
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 ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Balam
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives (If it’s the Hero’s first attack in the round, the
the Andaman a bond with the beast. This makes Andaman may use his claws to attack twice
the animal loyal to the Andaman and pliable to without a multiple action penalty)
Roll: Type: taming and training. The blood will only work Balam are born with fearsome fangs and
to make the beast loyal to the giver of the blood, claws. Bite DR 3, Claws DR3 (armor piercing)
and only beasts that are of the same ilk as the
Family Status pg. 69
Andaman may be enthralled so. An Owlman
Cat Prowess
Roll: Type: could never tame a lion and a wolf could never
be tamed by a Triton. Balam have the ability to leap a number of
Enough blood must be administered (5 hp meters into the air equal to their STR + SPD.
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a When falling, the Hero has the natural ability
Roll: Type: bonus of +10 to animal handling roles). Once to fall on her feet, and subtracts her DEX in
the animal is tamed the beast will consider the meters (minimum of 2 meters) for the purpose
Skill
Andaman its friend. of determining falling damage.
Roll: Type:
Night Vision
Time Taken Silver Allergy The Hero’s eyes amplify existing ambient
Because of their alchemical nature all light, allowing him to see well in conditions of
Previous Adventure 2 darkness. Normal penalties for darkness are halved
Andamen suffer from an allergy to silver.
Roll: Type: and the Hero receives a bonus to Perception rolls
Handling silver items will cause irritation and
Skill discomfort resulting in a -5 penalty to all actions equal to triple his PER (minimum of +3). In
Roll: Type: while in prolonged contact (more than 2 rounds). pitch darkness the Hero is as blind as anyone else.
Silver weapons cause double damage and leave
blistering injuries that take twice as long to heal. Climber
Time Taken
Balam are excellent climbers and user their
Previous Adventure 3 Great Works pg. 94 claws and natural deftness to make easy work of
Roll: Type: most vertical surfaces. When climbing, a Balam
may add twice their DEX (minimum of +2) to
Skill the Athletics rolls.
Roll: Type:

Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Owlmen
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Lords of the Sky
Roll: Type: quantities with milk and fed to animals, it gives The Uluka are winged creatures who are at
the Andaman a bond with the beast. This makes home in the sky. When flying Uluka move at
the animal loyal to the Andaman and pliable to triple their SPD (minimum of +6).
Roll: Type: taming and training. The blood will only work
to make the beast loyal to the giver of the blood, Silent Flight
and only beasts that are of the same ilk as the
Family Status pg. 69
Andaman may be enthralled so. An Owlman When in flight an Uluka is very silent and
Roll: Type: could never tame a lion and a wolf could never may add triple her DEX (minimum of +3) to any
be tamed by a Triton. stealth roll.
Enough blood must be administered (5 hp
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a Beast Language
Roll: Type: bonus of +10 to animal handling roles). Once Uluka have the ability to communicate
Skill the animal is tamed the beast will consider the with birds to a limited degree. This gives them a
Andaman its friend. bonus equal to the CHA +3 (minimum of +3) to
Roll: Type:
Animal Handling Skill rolls involving avian life.

Time Taken Silver Allergy Owl Perception


Previous Adventure 2 Because of their alchemical nature all The Hero has incredible perception and may
Andamen suffer from an allergy to silver. hear and see at greater than normal distances
Roll: Type:
Handling silver items will cause irritation and with amazing clarity. The Hero receives a bonus
Skill discomfort resulting in a -5 penalty to all actions to sight- and sound-based Perception checks
Roll: Type: while in prolonged contact (more than 2 rounds). equal to triple their PER (minimum of +3). All
Silver weapons cause double damage and leave sight-based range penalties are reduced by one
blistering injuries that take twice as long to heal. range step when targeting with a ranged weapon.
Time Taken
Previous Adventure 3 Great Works pg. 94 Rarified Air
Roll: Type: The Owlmen are used to operating in very
Skill thin air and do not suffer as badly as others in
such environments. In thin atmospheres the
Roll: Type:
owlman may operate normally and when holding
his breath may do so for twice as long as a normal
Time Taken person.

Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Nemeans
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives (If it’s the Hero’s first attack in the round, the
the Andaman a bond with the beast. This makes Andaman may use his claws to attack twice
the animal loyal to the Andaman and pliable to without a multiple action penalty)
Roll: Type: taming and training. The blood will only work Nemeans are born with fearsome fangs and
to make the beast loyal to the giver of the blood, claws. Bite DR 4, Claws DR3 (armor piercing)
and only beasts that are of the same ilk as the
Family Status pg. 69
Andaman may be enthralled so. An Owlman
Lord of the Beast-men
Roll: Type: could never tame a lion and a wolf could never
be tamed by a Triton. Among the Andamen the Nemeans are kings.
Enough blood must be administered (5 hp All social interactions with other Beast-men has
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a a bonus of triple the Hero’s CHA (minimum of
Roll: Type: bonus of +10 to animal handling roles). Once +3).
Skill the animal is tamed the beast will consider the
Andaman its friend. Beast Language
Roll: Type:
Nemeans have the ability to communicate
with any canine, feline, aquatic, or avian life to a
Time Taken Silver Allergy limited degree. This gives them a bonus equal to
Previous Adventure 2 Because of their alchemical nature all the CHA (minimum of +1) to Animal Handling
Andamen suffer from an allergy to silver. Skill rolls involving many creatures.
Roll: Type:
Handling silver items will cause irritation and
Skill discomfort resulting in a -5 penalty to all actions Lion’s Roar
Roll: Type: while in prolonged contact (more than 2 rounds). The roar of a Nemean is used both to inspire
Silver weapons cause double damage and leave allies and strike fear into enemies. When used to
blistering injuries that take twice as long to heal. inspire the roar gives the Hero’s allies a bonus to
Time Taken one dice roll (designated by the Hero) equal to
Previous Adventure 3 Great Works pg. 94 twice his CHA (minimum of +2).
Roll: Type: When used to instill fear, those opposed to
the Hero must make a WIL roll with a DoD
Skill equal to triple the CHA (minimum of +3). If
Roll: Type: they fail, they suffer a penalty equal to the Hero’s
CHA for a number of rounds equal to the Hero’s
CON+1
Time Taken
The Lion’s Roar is taxing and may only be
Previous Adventure 4 used (in either capacity) a number of times of
Roll: Type: day equal to his CON (minimum of once a day).
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Taurans
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Natural Weapons
Roll: Type: quantities with milk and fed to animals, it gives Taurans are born with prodigious Horns.
the Andaman a bond with the beast. This makes Horns DR5.
the animal loyal to the Andaman and pliable to
Roll: Type: taming and training. The blood will only work Bull Charge
to make the beast loyal to the giver of the blood,
and only beasts that are of the same ilk as the Taurans may attack an enemy by charging
Family Status pg. 69
Andaman may be enthralled so. An Owlman at him with his horns. The attack suffers a
Roll: Type: could never tame a lion and a wolf could never -5 penalty above what is needed to hit but if
be tamed by a Triton. successful he hits his opponent for 15 Points +
Enough blood must be administered (5 hp STR and knocks his opponent off his feet. The
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a target must spend an action to regain his footing.
Roll: Type: bonus of +10 to animal handling roles). Once If the Tauran fails in the attack he loses an
the animal is tamed the beast will consider the action next round and on a critical failure he hits
Skill something hard with his head and must make a
Andaman its friend.
Roll: Type: CON roll with a DoD-10. If he fails he suffers
a -2 penalty for 6-CON rounds (minimum of
one round).
Time Taken Silver Allergy
Previous Adventure 2 Because of their alchemical nature all Strong as a Bull
Andamen suffer from an allergy to silver.
Roll: Type: Tauran strength and stamina is legendary.
Handling silver items will cause irritation and
Skill discomfort resulting in a -5 penalty to all actions The Hero may take damage that would kill
while in prolonged contact (more than 2 rounds). another being (zero Hit Points) and continue to
Roll: Type:
Silver weapons cause double damage and leave stay on his hooves and be active for a number of
blistering injuries that take twice as long to heal. round equal to twice his CON (minimum of 2
Time Taken rounds).
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:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Andamen Tritons
Roll: Type:
Blood of the Andaman
The blood of an Andaman is potent with the Racial Abilities
magics that first lifted them from all fours to walk
Childhood Encounter pg. 68 like men. When the blood is mixed in sufficient Aquatic
Roll: Type: quantities with milk and fed to animals, it gives The Tritons are born of the water and are
the Andaman a bond with the beast. This makes at home in the crushing and cold depths of the
the animal loyal to the Andaman and pliable to sea. In water, the Triton may move at triple his
Roll: Type: taming and training. The blood will only work SPD (minimum of +3) and may breathe freely.
to make the beast loyal to the giver of the blood, When on dry land, the Triton is awkward and
and only beasts that are of the same ilk as the unaccustomed to land movement, acting as if
Family Status pg. 69
Andaman may be enthralled so. An Owlman her SPD is -1 (only for distance moved and not
Roll: Type: could never tame a lion and a wolf could never initiative).
be tamed by a Triton. Tritons may only survive outside of water for
Enough blood must be administered (5 hp CON + 1 hours (minimum of 1 hour) before
Previous Adventure 1 pg. 70 a day) for a week to tame the beast (giving a suffocating. To counter this all Tritons are given
Roll: Type: bonus of +10 to animal handling roles). Once a small water bladder apparatus that fits to their
Skill the animal is tamed the beast will consider the neck. The device must be refilled every 4 hours to
Andaman its friend. work properly and with it a Triton may stay out
Roll: Type:
of water indefinitely.

Time Taken Silver Allergy Beast Language


Previous Adventure 2 Because of their alchemical nature all Tritons have the ability to communicate with
Andamen suffer from an allergy to silver. aquatic life to a limited degree. This gives them
Roll: Type:
Handling silver items will cause irritation and a bonus equal to the CHA +3 (minimum of +3)
Skill discomfort resulting in a -5 penalty to all actions to Animal Handling Skill rolls involving sea life.
Roll: Type: while in prolonged contact (more than 2 rounds).
Silver weapons cause double damage and leave Night Vision
blistering injuries that take twice as long to heal.
Time Taken The Hero has the ability to amplify existing
ambient light allowing him to see. Normal
Previous Adventure 3 Great Works pg. 94 penalties for darkness are halved and the Hero
Roll: Type: receives a bonus to Perception rolls equal to triple
Skill his PER (minimum of +3). In pitch darkness the
Hero is as blind as anyone else.
Roll: Type:

Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Atlanteans When drawing power from a Vril-enriched
area the Atlantean Hero may double his MR for
Roll: Type: the sake of the amount of Hero Points drawn.
Racial Abilities Beast Lore
Childhood Encounter pg. 68 Aura of the Gods Because they were the original seneschals of
the earth, they know the names of every beast
Roll: Type: Atlanteans get bonuses in social situations that crawls, swims, or flies (INT roll with a
because the world has been conditioned to deal DoD determined by the GM). This also gives
with them. They receive a bonus equal to double them some slight authority over the beast-men
Roll: Type: their CHA to Leadership rolls. they created. When encountering an Andaman
they will be the last to ever be attacked and in
Family Status pg. 69
Unearthly Beauty social situations they gain a bonus of 2 + CHA
They can never be mistaken for anything (minimum of 2, does not stack with the Aura of
Roll: Type:
but an Atlantean. They are always in some the Gods ability).
way beautiful. The Hero adds double his CHA
Previous Adventure 1 pg. 70 (minimum +2) to any social situation where Vice
physical beauty may be an advantage. All Atlanteans have some sort of vice that
Roll: Type:
Vril Masters
Skill holds them in its thrall. Vice is a practice or a
They alone can control Vril to its maximum behavior or habit generally considered immoral,
Roll: Type: effects. Vril items add the Hero’s MR rating depraved, or degrading in the associated society.
(minimum of +2) to the Vril item’s effective Some indulge in drinking or another intoxicant,
rating. The Hero chooses one Attribute and may while others embrace the pleasures of the flesh.
Time Taken augment it in some way. The Hero must indulge in his vice once per day
Previous Adventure 2 Example: A weapon may increase the to keep his soul sated. If he cannot, his mind
Roll: Type: DR, reduce the STR needed, or increase becomes addled and his disposition becomes
the accuracy. A vehicle could be made to foul. The Hero’s INT, WIL, MR, and CHA are
Skill move faster by increasing the SPD, a suit penalized by -1 per day that the Hero must go
Roll: Type: of armor may have its PR increased, etc. without. Once he has quenched his “thirst,” his
The GM and player should decide how Attributes revert to normal.
the item’s enhanced.
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:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Humans
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 ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Jinn The speaker of the name can lower one Attribute by
5 points for a number of rounds equal to their WIL
Roll: Type: (minimum of one round). The Jinni must hear his
name being said and, once he does, he is vulnerable.
Racial Abilities This may be done once a week.
Because the name is tied to the magic of the world
Childhood Encounter pg. 68
Child of Fire and Ash the Jinni may use it to alter reality in his favor. Once
per week, the Jinni may call his name and do the
Roll: Type: The Jinn are ever-changing creatures of fire, smoke, impossible. When this is done the Jinni adds 2D20 +
and possibility. The Hero builds a large fire and lays WIL to any one roll or to a damage rating (DR). This
in it telling the story of the new person that she will is very taxing and once done the Jinni must rest for 7
become. The fire will not burn her, and as she dozes days – CON (minimum of one day).If the Hero resists
Roll: Type:
off to sleep, she slowly changes into the person she the slumber he takes a -2 penalty to all actions for each
dreams of. The metamorphosis takes a month. During day he has not rested.
that time, the Hero may rearrange her Attribute points
Family Status pg. 69
Once his name is invoked, the world around the
into a new configuration. At the end of the month,
Jinni becomes overly saturated with colors, making the
Roll: Type: the fire will die down; from the ashes, the new Hero
mundane more vivid and sounds exceptionally clear
will emerge. The Hero still looks the same, physically,
and precise, allowing everyone to see the world the
but her Attributes will change and, sometimes, her
way the Jinn do. During his time of rest, the Jinni will
personality.
Previous Adventure 1 pg. 70
The Hero may do this three times during her
become cold and lifeless, his skin becoming the color
of gray ash.
Roll: Type: lifetime. After the third change her Attributes are set
forever. When changing Attributes, the Hero simply
Skill
switches the numbers between the Attributes. The
Chaos Speech
Roll: Type: numbers may only be moved or switched, but the total The Jinn speak with other Jinn in a “speech” that is
may never change. incomprehensible to others. The Jinn can communicate
complex ideas and have whole conversations that seem
Time Taken Metal Allergy chaotic and nonsensical. By using a combination of
words, the colors of the environment around them,
Previous Adventure 2 Because of their Mercurial Nature, the Jinni’s body smells wafting through the air, and the sounds in the
is disrupted by orichalcum and iron metals. The touch background, a Jinni can illustrate and convey ideas.
Roll: Type: of these metals will stop Jinni from changing shape or No other race can understand the language unless
Skill revert them back if they are already in another form, they are suffering from dementia, inebriated, or
and weapons made of the substance will do additional at the climax of ecstasy. The speech takes as long as
Roll: Type: damage as if it was a Strength 5 poison. normal conversation to convey an idea but cannot be
understood and sounds like gibberish accompanied
Time Taken with senseless movements.
Soul Names
Previous Adventure 3 As the eldest of races, the Jinn were given secret Mercurial Nature
Roll: Type: names at the world’s beginning. These names hold The Jinn, Children of Chaos, are in a constant
power over their personal reality. Because of this, the state of flux. They may shape-change once per day
Skill Jinn hide their true names and take personal monikers into any living creature as small as a mouse up to their
Roll: Type: or epithets that describe them but give away nothing. normal size. They may keep the form until the rising
A person who knows the personal name of a Jinni or setting of the sun (This is not a set 12-hour period,
can manipulate them in ways that no other being can. but a literal setting or rising of the sun. If a Jinni takes
Time Taken a new shape an hour before dawn he may hold that
shape for an hour, conversely if he waits an hour and
Previous Adventure 4 Great Works pg. 94
takes a new shape after the sunrise he may hold that
Roll: Type: shape until the sun sets). The Jinni may shift back to
his natural state at will. The only tell that the new
Skill shape will have is that its eyes will always be green. The
Roll: Type: Jinni will have only the most basic natural abilities of
the animal and all are subject to the GM’s approval.
As a drawback of their mercurial natures, the Jinn
Time Taken are susceptible to strong magics and magical fields.
Magic directed at the Jinni, such as an attack with a
Previous Adventure 5 total effect of 13 (the DoD of the spell being cast) or
Roll: Type: greater, may activate the effect.
randomly.
Skill NOTE: Magics shaped by a Jinni and used on his
Roll: Type: own body do not have the same effect. She may
freely use magic without the side effects, since it
is she who is enforcing her will on reality.
Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Lemurians is chosen at character creation and is usually the
area or locale the Lemurian was raised in. Desert,
Roll: Type: ocean, forest, savannah, tundra are all acceptable
locations.
Racial Abilities As an added bonus, the Hero understands
how plants grow and may grow them twice as
Childhood Encounter pg. 68 Primordial Might fast and four times as large (or small). The Hero
Roll: Type: The Hero can perform great feats of strength. may add double his INT (minimum of +2) to
This allows the Hero to make a roll involving any Lore (agriculture) roll.
Strength with a bonus equal to five times their When crafting or working with wood, the
Roll: Type: WIL (minimum of +5). The Hero may perform Hero may add double his INT (minimum of +2).
a number of such feats per game session equal to When climbing, jumping, running, or
his CON (minimum of once). evading in the Lemurian’s chosen environment
Family Status pg. 69
, the Hero gains a bonus equal to his INT
Roll: Type:
Masters of the Natural (minimum of +2).
World
Previous Adventure 1 pg. 70 The Lemurians are in complete balance with
The Flow of Heavenly
Roll: Type: the natural world. They do not have a supernatural Water
advantage, but an exact understanding of how the Lemurians may redirect or change the flow
Skill
natural world works and the harmony between of Vril energy along what they call “Heavenly
Roll: Type: earth, air, fire, and water. To this end, when in Water.” They may redirect a ley line by a number
a natural setting, Lemurians have an advantage of meters equal to 100x their INT. It takes 5
and excel at their chosen vocation. At character hours per 100m moved and requires nothing
Time Taken
creation, Lemurians choose an Attribute (CR more than the movement of rocks, pruning
Previous Adventure 2 and MR included) that is attuned to the world. of trees, and damming or releasing the flow of
Roll: Type: When in a natural environment of his choosing, springs and rivers. Once done the ley line will be
the Attribute may be doubled. This can only moved where the Hero sees fit.
Skill
be used once a day and requires the Hero to
Roll: Type: focus and concentrate for one round. Once the Logic of the Lawgiver
Lemurian has centered himself, the Attribute is
doubled for the entire scene. The environment Precepts handed down from the Lawgiver are
Time Taken ingrained into the thinking of every Lemurian.
The laws of science and the natural world allow
Previous Adventure 3 Great Works pg. 94
the Lemurian to use his prodigious intellect to
Roll: Type: overcome any type of problem. The Hero may
Skill add double his INT to a number of rolls per
Roll: Type: adventure equal to his WIL (minimum of once
per game).

Time Taken
Previous Adventure 4
Roll: Type:
Skill
Roll: Type:

Time Taken
Previous Adventure 5
Roll: Type:

Skill
Roll: Type:

Time Taken ©Copyright 2013 Khepera Publishing

Eric Baker (Order #29193734)


Upbringing pg. 67 Nethermen
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

Eric Baker (Order #29193734)


Eric Baker (Order #29193734)

You might also like