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yd Ww ee “THE SECON Se E FRE RPS OAY PRELUDE TO AOVENTURE WHAT IS ATLANTIS? ATLANTIS is as time, in a place where cosmic terrors were bargained with for arcane power and eldritch lore ATLANTIS depi and with a strong sword arm. In antediluvian times, otherworldly gods bestowed miracles with one rd and sorcery game that takes place thousands of years before our own s the tales of a time when heroes solved problems through wits and cunning inca irony a Peet aeons Soe hand and w ught dread curses with the other. The Player Characters are Heroes, living in a new age, and a new world, where humanity isin its infancy and the elder races cling to life as they gaze into their own twilight. The Heroes will live and triumph. ‘The Heroes suffer and eventually die Arlantis i the record of how they lived, and the stories they leave behind. That is what's important ATLANTIS is od down with convoluted world-building. Ic takes its cue from fiction that was mote interested in the deeds of Heroes rather than how the world around them worked. ATLANTIS is not a fantasy novel, but a role-playing game, The world presented in the following pages is here to facilitate new ind a table pred by early fantasy fiction, before things became codified and be DNR RUA LS e Pees eee ee RPG fiction chat springs from the collective i TWELVE REVELATIONS nation of those sittin ar Cee ee ae cence 1.) WHAT IS ATLANTIS ABOUT? This is a game about the fictional, antediluvian pre-history of our ov orld. A world filled with savage warriors, powerful magic and cosmic horrors. This isa sword-and Howard are the fathers of fantas in the vein of the old TOR and DAW books. The game owes a lot to RE. Howard, C.A. Smith, Moorcock, and Liebe Peer eee Robert E. Howard: ‘The creator of 2.) WHAT DO THE CHARACTERS DO IN ATLANTIS? Aclantis is about the personal journeys of the Player Characters. They each have stories to tell Conan, Kull, Solomon Kane, and Paar oe eee Ene some of which ate secret and self-serving, while othets are grandiose and world-shattering. While some protagonists in Atlantis are driven to save the world, most are driven by their own ambitions fena arene Michael Moorcock: Creator of Elsi and the concept of the Eternal a desire for fame, power, and wealth — buc all have one thing in common, while some are petty and some are noble, all are driven 3.) WHAT IS THE RESOLUTION MECHANIC OF ATLANTIS? Aclantis incorporates the Omega System, which uses a D20. eee iocis 4.) HOW DOES CHARACTER CREATION IN ATLANTIS REINFORCE [gg EDS WHAT THE GAME IS ABOUT? by DC Comi p and infused ee eae The game uses a lifepath system to construct a back story on which the players can build a foundation to tell their stories. All characters in the game are Heroes, and the lifepath helps reinforce this fact with unique, but random, story elements that flesh out the Hero. A lifepach a aaa enn aso helps the player to determine his Hero's ambitions, goals, and personality. Character creation | Sant i ooo ack and white Marvel Fee ed feign pd Gly roc 5.) HOW DO PLAYERS CONTRIBUTE TO THE ATLANTIS STORY? The players and Game Master collaboratively create extraord re see through the world of ATLANTIS. Using the rules within these pages, players are able to actively add to the story and react to elements the GM throws at them, NO story happens in Atlantis without the focus being centered on the Heroes. Because character creation infuses each character Age of Bronze: Eric Shanower pic retelling of the Trojan War. produced by Image comi with multiple plor hooks, the players becomes proactive as well as reactive to the Game Masters plots. The Heroes are the story of Atlantis. IS ABOUT? The setting models fictional antediluvian pre-history of earth with many cultutes, races, and coe cae | 6.) HOW DOES ATLANTIS’ SETTING REINFORCE WHAT THE GAME ea eet ee eee ees tee oe ener art er ee eee Deathstalker: This 80's fantasy Peace peepee fama te eet The Sword and the Sorcerer: Wh didnt havea tr-sword in the D&L Piensa eee MUSIC: Tyler Bates (300 soundtrack) poe ee ee oe een Braveheart soundtracks) James Newton Howard (Unbreakable soundtrack) Pe Conn Barbarian sounderack OLEPLAYING GAMES: Arcanum: ‘The ot Serre tat ree eee ce Se eee eens Sorcerer and. Sword by Ron Edwards. The concepts in thi game will blow your mind. Ron i eed aS eee Se ae ee mere INFORMATION VISIT WWW.ATLANTISRPG:COM To eo 8.) WHAT TYPES OF BEHAVIORS/STYLES OF PLAY DOES ATLANTIS ENCOURAGE? Player Characters are made in the vein of classic sword-and-sorcery Heroes; there isa tra dy for every triumph, Players are encouraged not only to succeed at their goals, but to bring their disadvantages into play. Renown is the primary source of character improvement, and therefore should serve to make the players proactive rather than reactive. To attain Renown, the Payer Characters must accomplish als or undertake daring exploits that catch the attention of their peers and the common man 9.) WHERE DOES ATLANTIS TAKE THE PLAYERS THAT OTHER GAMES DONT? ATLANTIS is frontloaded game, where the Heroes are accomplished and competent from the moment play begins. The goal of the ‘game is not fo amass power and skill but to use the ‘existing skil to realize their goals and affect change in the world. The game is not interested in the amassing of wealth, but the accumulation o n ied to great or infamous deeds 10.) WHAT DOES ATLANTIS DO TO ENGAGE THE PLAYERS ATTENTION; WHY SHOULD THEY CARE? The P yer Characters are the central stars ofthe game, Nothing of importance happens withou involvement. I is impressed upon the players that they are the movers and shakers in the game world, and that they have the potential to literally change the course of events as they unfold. ‘There are subsystems hat allow the characters to manipulate and change the social wel being of an entire country. Furthermore, players are motivated by the promise of Renown and the calling of their own destinies to move their characters forward. Proactive play is rewarded; the Penalty for idleness is no Renown: otten life for their character. yy. a Ww =. a 7 a & VATLANTES. THE SE@OND AcE Y v T creatures. ‘The world is familiar enough to understand, but strange and wondrous enough to fel rena . : new, enthralling previous players of Adantis or Arcanum. The setting is full of strange lands, ance bebe ceL fallen civilizations, and supernatural wonders that make the world dangerous, tertfying, and COE OMREER cxciting landscape in which to play. Along with character creation, the setting helps to illustrate ROM OMN TMM 0 sc! whar the players ae ich SOEs 7) WHAT SHOULD ATLANTIS MAKE THE PLAYERS FEEL WHEN eines "AYING? BRPNOUET yrs should ger a sense of empowerment and accomplishment while playing their Heroes. SUMARIO TEMPERS Once their advensures are complet, the players should feel that they were the primary (and mos PREMERA holo. for permanent change in the game world 7 11.) WHAT ARE THE PUBLISHING GOALS FOR ATLANTIS? Ta produce a finite number of books that further detail and expand the game. The line is envisioned as athree-book set, detailing the world, is creatures, and the Player Heroes. 12.) WHO IS ATLANTIS TARGET AUDIENCE? Goal-driven individuals who favor creative storytelling in a new fantasy world not tied t Dungeon & De s, ATLANTIS is not made in opposition to D&D or games later derived from it. Instead, i is intended as an alternative play environment (and play style) for those looking for something different, In ATLANTIS, Renown takes the place deeds take the pl gold and the Heros a: ATTRIBUTES e Below are the 10 Attributes used co determine the abilities and prowess of a Hero ATLANTIS. INTELLIGENCE (INT) A measute of the individual’ intellect and powers of reason. Intelligence is the deciding factor whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar ‘maps, dialects, or writings; appraise the relative value of goods; solve puzzles and mysteries; and so forth. -8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf), -3: Dolphin, -2: Simpleton, +0: Average Human, +3: Genius, +5: Polymath PERCEPTION (PER) [A measure of the individuals sensory awareness, taking into account the abilities of sight, hhcaring, smell, easte, and touch, plus such intangibles as instinct, intuition, and psychie talents. Perception is the deciding factor whenever an individual attempts to detect unscen presences of ambushes, detec illusions, locate lost or hidden articles, notice importane details or changes in surroundings, or utilize any sensory ability. 5: Mole, +0: Average Human, +4: Most Herbivores, +6: Fox, +8: Owl SPEED (SPD) WILL (WIL) A measure of how swiftly an [A measure of the individuals willpower, determination, faith, and wisdom, Will Rating. indvkualiscapable of moving cher dleermines how well a characteris able to vest tempration, bribery, seduction, tomar, coercion, 09 andy in the wate, dhrough the interrogation, oF influence. air, or by other means. Speed Rating ‘Human Child, +0: Most Animals, +2: Stubborn or Tenacious Wild Animals, +3: Dedicated determines iniiative in combat, as Philosopher, +5: Oracle well as attempts to pursue others or scape pursuit. (CHARISMA (CHA) -5: Immobile, -4; Tortoise, -2: Mouse, +0: Average Human, 43: A measure ofthe individuals powers of persuasivenes, including such intangibles as kadership Serpent, 15: Champion Sprints 7 and the ability to command the respect of others. Charisma Rating affects a characters ability to foe 10. Home, 12 Deer, wld, lead or persuade other individuals, make a favorable impression, negotiate, bargain, or haggle. fare 5: Repellent Boor, 3: Sullen Introvert, +0: Average Human, +3: Natural Diplomat, +5: Inspiring National Leader COMBAT RATING (CR) STRENGTH (STR) A measure ofa characters natural ‘ ability in combat situations. Ie refleets ‘A measure of an individuals physical power. Suength Rating determines how much weight 2 4” combination of physcal. and character ean carry oF lft, how much damage a character does witha hand-held weapon, and sO mental atibutes, cultural and social fort. Ie aio the deciding factor in atempts to bend or break objects: force open or hold shut factors, biological ais, and personal door, and restrain other characters or creatures. “ inclination. Combat Rating. serves -8: Mouse, -6: Domestic Cat, -4: Eagle, -2: Preadolescent Human, +0: Wolf, +3: Donkey, +5: as the modifier for most combat. Lion, +8: Bll related skill. Combat Rating affects a character’ abilcy to atack a8 well DEXTERITY (DEX) as defend ‘A measure of the individual’ agility, coordination, and maneuverability, Dexterity Rating is aan important factor in most physical skills and determines how well a character can perform acts. MAGIC RATING (MR) ‘of manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object. ‘Nicene eaters nae -3: Domestic Cattle, -1: Domestic Sheep, +0: Average Human, +2: Athlete, +4: Gymnast, +7: ability to sense and manipulate Squirrel the flows of magic in the world. Ie reflects a combination of mental CONSTITUTION (CON) attributes and physical senses, as well | io as cultural and psychological factors ‘A measure of the individual’ endurance, stamina, and durability. Constitution Rating % Players may spend Hero Points to increase a roll by +2. Hero Points may be spent after the roll is made > One Hero Point may be used to negate a mishap or Critical Failure > One Hero Point will add +4 to dam: D> Hero Points may be spent to negate 4 points of damage per point spent. The Hero can nflcte. spend up to his maximum amount of Hero Points in this way Example: Donobey is fighting a giant Lemurian machine the Elysium Ocean. At his disposal are three Hero Points, The machine sh spends all three Here Points and > Two points will give che Hero one extra action for one round of combat without any mult action penalty. > Two points can be spent ro negate the unconsciousness effects ofa critical ht. ae waral 4p rl RENOWN ‘A Heros Renown encompass his deals and reputation thoughout the Known Word, Ths value represents his deeds, special abilities, attitude, and all the other subtle acts that together represent her stature in the eyes of individuals. Heroes eam Renown as they adventure across the cath BELOW IS A BENCHMARK LIST OF WHAT R A Hero known in a local town, ‘A Hero known in one major city A Hero known in one province or stat A young Hero known on one country A known Hero in one continent BOBBED A Hero known on several continents ESET A Hero known all over the world BARRE Hero whose deeds have become legend. Recognized throughout the world and whose actions have been deified SOCIAL AFFAIRS In social situations, Renown adds a bonus of +1 per 50 points of Renown to any social dice roll situation where your name is heard. In some cases it will at asa penalty EARNING RENOWN For Renown rewards of 1-5, it doesn’t matter if the Hero succeeds or fails ll that matters is thar he tried. For such acts of heroism the character receives the fll reward. For Renown acts of 10-20 the character gets a full reward for success and only half for Failure (in these cases failure usually means death). Renown Earned Fighting naked (without armor) and with abandon 2 points Fighting in Hand-to-Hand combat 2 points Fighting with Style and Heroies 2 points A Very Difficult Skill-level atempr ina time of 2 points ‘An Extreme Skill-level attempt ina time of crisis 5 points ‘A.Beyond Extreme Skill-level attempt ina time of crisis 8 points Legendary Skil-level (DoD-20) atempe in atime of crisis 16 points, Saving a nation from destruction with the help of the group 25 points Slaying a great villain or creaure 50% of Renown Falling in love and winning a paramour’ affection 10 points ‘When multiple Renown awards are applicable they stack, yielding a larger award. NOTE: That Skill attempts assume that no Hero Points are being used to augment the rll. In cases where Hero Points are used, lower the Renown award by one level. Deeds that area collaborative effort of an entire group are tallied and divided evenly among. the group. PRUNES RC en re ee eae TYYAWDI HUMAN RACIAL ABILITIES eNOuy ZEAL THASHESHI HUMAN BUGLAR = Tyyawdi may add +2 © one rol per adventure DISADVANTAGES - ababisties Tyyawei can force a retll of any dice action that foe lor ee INA ices ta dea inet pie el Tl ree re Oe w need not be made by the Hero and may affect rolls Rasta in Saree Connael v made by the GM or other players when it perains tol RMR SOMONE ch character. The reroll must affect the Hero and may rot manipulate fae 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 21 +1 could affect more than one person. cr Tr Rar aes a rar co x fas eet) th Rating Athletics +8, Deception +6, Disable Mechanisms 49, Evade +14, Influence +10, Investigate/Search +5, Language (Atlantean) +10, Lore (Europan geography) +2, Profession (Criminal) +10, Stealth +14, Tracking/Shadowing +10, Weapon (Melee) +9 Ce 5, Language (Tharshesh) Great Escape Lightweight half suit of armor, Dagger, Gladius Sword, Thieves tools, Horse, and Travelers Gear es WRDoD +0 [ed AMMO — Rng 2 6H Ske 0 Gladius WRDoD +0 Loan) ah ca AMMO Rng 8% 1Bkg 40 POMPPII igh Half Suic PRO Tee N/A (RR SGIARO UMD EIN FORATION vague WHY ARAN TISREGBEO! Doxosey NUBIAN HUMAN SOLDIER DISADVANTAGES. @® Sworn Enemy of Any Devil © Will Never Back Down OO = Loves to carouse OO fe a 40 i ch Rating fs Athletics 45, Evade +8, Influence +4, Instinct (initiative)+5, Language (Atlantean) +3, Language (Khem) +10, Parry +14, Profession (Soldier) +10, Ride +7, Unarmed Fighting 10, Weapon (Melee) +15, Weapon (thrown) +12, ‘Weapon (Ranged) +7 er ‘Advanced Militia Training Light half suit of armor, Bow, Spear, Pinga, Medium shield, Horse, and Travelers Gear Spear Sr) eae a YL i eae “1 1 1 st Sr) DR WT STR __RoF i 5 ae a ee 1 rom Medium Half Suit PRS EEE Medium Shield, +1 defense, +2 Pay HUMAN RACIAL ABILITIES ZEAL Donobey can force a re-roll of any dice action that affects them directly, 1 time a game session, The roll need not be made by the Hero and may affect rolls made by the GM or other players when it pertains to he re-rll 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, AGATHON E eNOly NAME: OBATALA ATLANTEAN HUMAN SAINT — DOMINIONS: 1. Sun DISADVANTAGES © ata Defers to Atlantean Wisdom O ma Must do what is right OOO Old and weak ease im ee 3 BUY Help those in need. All with souls are connected and brothers +040 +0 Uphold the law of the land, even for those you deem unjust. ‘Obata is the final arbiter 20 “1 The cuth i purty. Impurity of body, mind, and soul are on se Deception +3, Evade +5, Handicraft (atisan)s3, Influence +12, Instince +4, Prostrate yourself before che sing and seting sun Language (Atlantean) +15, Literacy (Atlantean) +6, Lore (Ancient History) Never touch blood, asic is unclean and bury any dead +8, Lore (Theology) +12, Lore (Etiquette) +3, Medicine +12, Perform +7, _withina day of death Profession (Holy Man) +10, Resolve +13, Unarmed Fighting +3, Weapon FOU (Melec}+3 OF OBATALA Dominion Access, Righteous Words Gear ‘A symbol of your faith, Holy relic (worth +4 Treasure), Traveler’ Gear har) ee ee St ae oe FORPIRE ighe Half Suic PR shicld XM HUMAN RACIAL ABILITIES: ZEAL Agathon may add +6 to one roll per adventure TYCHE Agathon can force a reroll of any dice action that affects chem directly, 3 times a game session. The rll 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 fone person. taf, Dagger, and as ifthe sun was over his head and no darkness, normal or ‘otherwise, may prevent this (except for the Moon Dominion, which may be overcome with atest of PER versus DoD equal 1 the opposing person's WIL). ‘Agathon may do two ofthe following (player chooses at the start of day) > Boost: ‘The Hero can use the energy of the sun 10 enhance an attribute of ability (chosen when the power is granted). The Hero may enhance the ability by a number of poines equal to 3. The Hero afects alles in a radivs around him equal to 15km. The benefit last for Gminuts. Those so imbued glow, radiating a golden aura, > Healing: The healing rays of the sun may heal everyone within a radius of 30m. Everyone within the glowing radius heals 4Hic Points, while undead cor demons suffer the same amount as damage. This es one per day favor may be used once per request, > Flash Attack The Hero may emit a burst of energy that blinds all his foes, causing them a penalty, equal 10 -3, to all sight based actions for3 rounds. The attack may be resisted with a PER Evade rll, versus ‘4 DoD 12. The Hero may use this power 7 times. Undead suffer double the effec. > Luck Those with love in their hears gain 5 of dice reroll The benefic affects 30 people. Ths favor may bbe used once per request > Pull Heart: A Hero may put love in another’ heart, ‘quelling the rage and making it more difficult ro do harm. Those trying to do harm in anyway (physica ‘or emotional) wil suffer a penalty equal 5x the hero's (CHA (minimum of 5) and may not use Hero Poin atl. The Hero can afect a number of people equal to her CHAXI0. This favor may be used once pet request. > Detect Guilts Know the guilt of 20 peopleby looking into thei ees. The Hero knows wh the person has done and why they performed the transgression. A Hero may use thie ability 4 times per request. CAERWYN LEMURAIN LEMURIAN SCHOLAR. eNO DISADVANTAGES Enemy Lemurain Scholar O Mast know the truth OO Bad temper OO ia 50 4040 ae im == Hit Points fs | Athletics +1, Handicraft (alchemy)+9, Influence +4, Instinet (Danger Sense) +4, Investiga Language (Atlantean) +13, , Language (Lemusian) +15 Literacy (Lemurian) +9, Lore (Medicinal plants)+8, Lore (Alchemical Formulas) +11, Medicine +10, Perform +5, Profession (Scholar) +10, Weapon (Ranged) +2 carch + Talents ‘Alchemical Scientist Gear Several tomes of scholarly work, Ancient Treasure), Dagger, Horse, and Traveler’ Gear nkets oF collectables (worth +4 Pee Stn) os Coy AMMO _ Rag Sa 67 ky enon en) arr) a Ae Sg AMMO Bega” hg 0s Fal 6 20m Light Half Suit PR2 Nha ro Aree ST ATLANTIS:THESEEOND AGE | LEMURIAN RACIAL ABILITIES. PRIMORDIAL MIGH The Hero can perform great fats of strength, This allows the Hero to make a roll involving Srength with a bonus +5. The ero may perform a number of such feats once per game. MASTERS OF THE NATURAL WORLD. The Lemurians ae in complete balance with the naural world. They do not have a supernatural advantage, but an exact understanding of how the natural word works and the harmony between earth, ar fre, and wate. To thisend, when ina natural setting, Lemurians have an advantage ad excel at reir chosen vocation. When in a forest arex Caerwynis INT is +10. Cacrwyn must meditate for one round to gain this bonus and che bonus ls fo LOGIC OF THE LAWGIVER Precepts handed down from the Lawgivr are ingrained ino the thinking of every Lemurian, The laws of sience and the natural world allow the Lemuria to use his prodigious inllet to overcome any ype of problem, May add +10 to ‘one roll per game ELIXIRS ON HAND. Panacea (2 doses) Panacea ie a healing elixir that restores 10 HP when swallowed. Pain is dampened and wounds begin t0 kn closed within ten minutes. Skilled healers quickly learn that the individual to be healed first nceds their boy relatively sill and hopefully patched up before the elixir is consumed inorder to avoid poorly set bone, Seats ate a common result, unless the individual is tended to prior by someone with the Heal kill. When used to reat disease, the Panacea gives the Imbiber a new resistance roll with a bonus +10 ro the rll POTIONS ON HAND Ruwa liqueur (1 vial) This thick, syrupy, brown liguid has the harsh taste of aniseed and bestows the strength of the cath, giving him STR +4 and skin as hard as ebony wood (PR), The eects las for 4 rounds POSIONS ON HAND Dragon's Breath (3 vials) ‘When concocted, yiekls a very strong, noxious gas ined to icrease the area). The gas will burn exposed ski, causing blisters and rashes and burning the eyes. Those in the aca will suffer CON -10 points of damage, plus a penalty to all physical actions equal to their DEX -5. The loud lst fr 2 rounds and chen settles on the ground as an inert red crystal thar fills an area of 4m per dose (doses ean be con power. The damage effects are immediate, but the penalty last for CON -5 rounds, POWDERS ON HAND. Muhraq (2 doses) This power ignites upon contact with ar. When poured ‘our, or exposed by more violent means, i creates fre (DR 10) and dense smoke (3m radius). Normally stored in ambrglass vials or spheres for safe, can instead be placed inside much moe fr ile glass containers and used a a volatile project I ee IES D E .. Z THALMIA ANTILLAN TRITON SORCERER, DISADVANTAGES: % nowy SoS é 6B ¢ « TRADITION SORCERY MODES rai Attack v« 10-45 +3 =18 Too inquisitive OO Manipulatex... 8 +5. +1 =14 Horrible belly scar OO Vv Saya 15 aC SAMPLESPELIS Fatigue, Each subsequent spell wil give her a penalty ofa an additional -1 (tacked on the fatigue chart) a 2 ATTACK SPELLS beta Ice Shards (Casting DoD-10) ‘Athletics +3, Evade +5, Handicraft (artfcer) +4, Influence +3, Language An atack oma single opponent for 1ODR. range 20m (Atlantean) +15, Literacy (Atlantean) +7, Lore (Arcane Magic) +6, Mode (Kentic) +13, Mode Atack) +11, Mode (Manipulate) +8, Mode Sensory) +7, Sea Tick Sting (Casting DoD-19) Profession (Sorceret) +10, Weapon (melee)+6 Atacs a single age for DRO for 3 ounds a I scr (casing Dod-17) ‘The Gift, Fast Cast Lightweight half suit of armor, Dagger, Noble quality robes (ewo sets), Horse, ‘Aatacks an aes for 8 DR. affect everyone ina 3m radius MANIPULATE SPELL. and Traveler’ Gear Strength of Grom Ads +5 tothe argets STR. Last fr 1 minute oma Casting DoD-15 eee ee ie ‘Skin Shifting (Casting DoD-10) Bae Gap Sg DE Z zs The targets skin shifs on his body changing his appearance, Tasting for § minutes. BI igh Half Suic PRS Empyrean Fire (Casting DoD-10) BEER Medium Shield, +1 defense, +2 Parry The target of thie spll is enlightened by the heavenly flames of god. TRITON RACIAL ABILITIES Increases the level ofa sill by +5 for 5 minutes SILVER ALLERGY aE ORERTS Die of cir scicical same all Andree ser frm ft egy wae Handing iver items wil ease itaton and discomfort resting in 2-5 pena to all Wind of protection teow In roped cou (more than 2 round) Sther “The wer is enveloped na whipping wind that protec the ‘weapons cause double damage and lave lisering injuries that ake hero for 20 pines of damage: tor slong to hel AQUATIC ‘Ward (Casting DoD-11) “The elemental fies of haven ence an ara Thalmia may move a +9 in water and breathe rcely in water “Thalmia may only survive ouside of water for 1 hour before 4 suffocating. To councer this all Trtons are given a small water [ladder apparatus tha fits to thie neck, The device must be refilled ‘very 4 hours to work propedy and with ita Triton may stay out of water indefinitely. BEAST LANGUAGE “Trtons have the ability t communicate with aquatic lie to a limited degree. Thalmia has a +3 to Animal Handling Skil rll involving sc life NIGHT VISION The Hero has the ability to amplify existing ambient light allowing him to sce, Normal penalties for darkness are halved and Thalia receives a +3 bonus to Perception rolls In pitch darkness the Hero is as blind as anyone ele. allowing no harm to come to the hero. Anyone inside the are of che ward is protected and may add 4110 to the DoD to affect chem. Area of eect 2m radius a ee her pee ene TALENT EXPLANATION “ADVANCED MILITIA TRAINING Benefit: The Hero may double his STR (minimum of +2) when determining armor penalties because of weight. This talent does not make the Hero stronger; just able vo wear heave armor | with fewer penalties. ALCHEMICAL SCIENTIST. Benefit: The Hero has the knowledge and the ability to create the four basic substances; Bhi Pavan, Jala, and losis. The Hero also possesses a basic workshop and Athanot allowing him to study and make alchemical concoctions. DOMINION ACCESS Benefit: The Hero may pray and ask for favor from their pantheon of gods. Sce the chapter on Gods. FAST CAST. Benefit: The Hero can work a spell and attack wi ‘multiple action penalties. in the same round withour suffering, GREAT ESCAPE Benefit: The Hero may add triple his INT or PER (minimum of +3 and player chooses Attribute) to any roll involving escape. The Hero may do ths a numberof times per game equal to his DEX (minimum of once. RIGHTEOUS WORDS Benefit: The Hero and those of his group gain a bonus to anyone ONE action equal to double the Heros CHA (minimum of +2). The bonus will stay in effect until che ask is completed or the Hero stops speaking. The bonus only applies to the frst action taken by a character in a round. “The Hero may use his ability a number of times a day equal to his WIL (minimum of once). THE GIFT. Benefit: The mage may cast spells beyond level 5 of difficulty. PT ATLANTIS: THE SECOND AGE | ROUNDING NUMBERS CORE RULES Cone oer va Th forward ruleset chat utilizes a single 120 roll co resolve actions. The | haye to be divided a following section explains how to apply the rules to combat and non-combat situations. Pert GURSesE Gnaaas othe reason, When rounding numbers, | always round UP 'o the next ‘whole number. ne employs astral Tue Resurrs Tabu Allactionsin the g led bythe Tollowing procedure 1. Determine the Degree of Difficulty a (Dob). The DoD represen the relative ome RESULT TABLE 2. Add the characters Skill or Attribute Rating to the DoD. Sik ier oie nince OKO USS MMRCRMe Eo: negative number, or zero) and add it to a D20 voll A har jes) reat as | dena ba at ato 610 PAILS bCcEss | Baa arcane ite Garis ine) Siccss | ae tae Corea: chicas 3 cos dursen «cil. MZ KO MN CO) ssa en MenE SUCCESS | rolls are covered later / RESULTS TABLE KEY [Not only does the attempted action fl, bu cil miserably. There may be additional negative consequences, such at accidental damage to the PEENTSTRSSEE character atempting the action, the opposite outcome of the Intended effect, etc. Iv is the GM's job to determine the actual results of any Critical See Fall, based on the circumstances surrounding the attempted action RESULTS TABLE ae The action fils to achieve the intended result, There is no further negative | MODIFIERS re impact, Results Table die rolls may be “The action is only moderately success achicving part but not all ofthe | *Ubict co bonuses or penis for PRATER isccndd effect (uch a hal damage from an atack or paral effect from | 3 ofthe following modifiers ae > Aucibutes > Still Ratings BIRR The action achieves the intended res ener “The action is even more succes chan intended, achieving the players |B Degree of Dilficuly stated intent and alo yielding additonal benefits of some sor (an atack | Opposing. Attributes or Causes a Cvcal Wound chat diables the opponent, there ian increased stil effect from Magic, etc). Itis the GM's job to determine the actual eee and extent of any Critical Success. MS Nereodieiponiss Penalty "ATLANTIS EXAMPLE ‘OF PLAY Jey and some friends are sitting down to play a session of ‘Alianls: the Second Age. They ‘are picking up from a previous session wherein their characters ‘were being pursued by a group ‘f assassins tied to the Dogs ‘of Jhunn. The game starts with the Heroes huddled in a tavern room cut off from the port where their ship awaits. Somewhere ‘on the streets below, a group of assassins stalks. Doug wants his Lemurian to head onto the balcony. His intent is to attempt to spot the assassins. Renee, the GM, asks if Doug's character, Caerwyn, is also intending to hide. Doug says No, that his priority is spotting the threat, Thisis fairy srighnforward contested. shill roll. Caeruyn is attempting 0 spot some Iidden assassins, 1o Renee has Doug roll Perception against a Aiffculy of the Assasins’ Dex + Stealth. Doug has a total of but be has to subract the Ascasins skill rating of +12 as ‘adificuly modifier, so Doug is rolling « d20 with a modifier of 8. Luckily, he gets a 17. That ‘modifies down toa 9, s0 be has Partial Succes Caerwyn spots where two of the assassins ie in wait in an alleyway across from the tavern | KKieran’s character, Thalmia, is concemed because there were at least five of the assassins pursuing them before, Thalmia wants to try to remember as ‘much as she can about the Dogs ‘of Jhunn in the hopes that shell recall something that might help. Kieran intent isto remember some bit of Lore that ‘might help. Thalmia bas the ill Lore: Arcane Arts ATTRIBUTES AND ATTRIBUTE ROLLS Auibutes represent natural abilities, such as Strength, Intelligence, or Dexterity. Each has a ‘numerical value, referred toasts Atribute Rating, The Arcibuce Rating fora Human of “average” ability is “0.” An attribute rating of +1 or greater is above average, while a rating of -1 of lower is below average Atributes can be used as modifiers co specifi sills by adding the Arcibute’s numerical value to the level of the skill (he roral is referred to asthe Skill Rating; see che section on skills in the Character Creation chapter). Atributes can also be used to determine the results of actions for which there are no correlating skills. Example: Lifting a heavy objects a function ofthe Stengsh (STR) Attribute. Trying to locate a lost item is a function ofthe Perception (PER) Ateribute SKILL RATING ‘Skill Rating = Skil Level + Attribute Skills are abilities acquired through training and practice. There are two terms used to describe skill: Level and Rating, Skill Level indicates the character's degree of training, with “+1” representing a Spell Construction: of proficiency Aki’ Level can be improved over time through training (see Improving Skil, in cis section). Skill Rating isthe combination of a characters training (Skill Level) and natural ability a related ‘Acribute). Each skill has an Attribute that acts as its modifier; for example, the modifier forthe skill “Sleight of Hand” is Dexterity: To determine your overall Skil Rating, add the level ofthe skill plus its Attribute modifier. Whenever a skills used for a Results Table dic rol, always use its Skill Rating, Example: Dayn, with a DEX of +1 and an Evade skill of +5, would have a Skill Level of +5 and a Skill Rating of +6. INTENT. Intent is a players description of what his or her character hopes to accomplish through @ particular action, and the crux of the entre system. Players can help the Game Master by offering specific information on their character's Intent before rolling on the Results Table. This helps the ‘Game Master determine the chance of success forthe attempted action, as well a its actual outcome. Icis very important to try and determine what skill will be used, and what the desired outcome of the skill use will be. Embellishing details and explanations are welcome and considered very important when trying to “sll” che action to the GM. Intent in game-play is essential, as it helps the GM set modifiers for the rol, and helps when interpreting the rol on the result table. A Hero ‘whose intent was to put out fre using Sleight of Hand may only put out half che fire with a Partial Success. Example: A Hero with the Evade sil is trying rows te skill for more shan jus a dodge. His inten isto backflip toward an opponent, leading the archer aim in that direction, and at the last minute move out ofthe way and cause the archer to shoot his own ally. The GM decides this is a ericky prospect and adds additional DoD to the Heroi roll. Ifthe Hero fails, the GM determines the Hero willbe hit bythe arrow: Ife gets a Partial Success he is nicked an the way past, and om a ull suces his clever we of Euade is rewarded with his intended result. Example: A Hero wants to shoot a sandbag hanging from the rafers thas it falls on an epponent, making him collapse tothe ground. His inten is nt to do damage but to sow bis enemy down, If the player informs the Game Master beforehand of the characters Intent, the GM will be better prepared to interpret the outcome according to the Results Table. Intent is also important in helping the GM establish an action’s Degree of Difficulty. DEGREE OF DIFFICULTY (DOD) Degree of Difficulty (DoD) is a modifier determined by the Game Master. Ie is based on the GM’ appraisal of how hard or easy it would be for an individual with an Attribute or Skill Rating ‘of “0” to attempt a given action. The Degree of Difficulty modifier typically falls berween +10 and -10, with easy actions given a bonus (+1, +2, etc.) on the Results Table die rol, and dificult actions given a penalty (-1, 2, et). The character’ Intent and any extraordinary ci surrounding the proposed action are also factored in determining Degree of Di Example: A Hero has a +3 to bis roll but bas a DoD (penalty). He would have a net penale of 1 tis roll A Hero has a +3 to bis roll and a DoD+2 (bonus). He would hive a net bonus of. OPPOSED ACTIONS Whenever a character attempts an action that is directly opposed by another individual or creature, the opponent’ ability rating is used as the Degree of Difficulty. In such cases, che Degree of Difficulty wil ether be the opponents Skill Rating or an Attribute Rating, whichever is most appropriate Example: Dayn the thief wants to use his Stealth skill sneak past a watchman. Because this is an Opposed Action, the Degree of Difficulty is he watchman’ ability to detect the thie. The watchman has a Perception of +3 and an InvestiqatelScarch sill of +3 fora total of +6, Dayn Stealth Skill Rating is +9. Dayn’ player ros a D20 and adds +9 Versus a DoD of “6 (the watchman Perception + sil) as a penalty. MULTIPLE ACTIONS [Every characteris allowed to take one ation per round, but may take more ifthe player desires. If a player chooses to take more than one action per round, they suffer a penalty. For each action already performed during the round, characters suffer a cumulative -5 Results Table penalty. Extra actions can be performed during a character's tur, or later inthe round as responses to the actions of other characters, The GM decides what constitutes an “action” and what doesnt. Simple things like quickly looking around a room or dropping an item probably arent actions that would add to the multiple action penalty Ifan action requites a roll, it always adds to the multiple action penalty; some actions that do not require die rolls (activating certain abilities, for example) may add to the penalty as well. More complex procedures, like drawing a weapon or exiting a vehicle probably would count as extra actions. In some eases, the GM may ask the player to make a skill or Attribute roll 0 determine the success of ordinary tasks performed as part of a multiple action sequence (a DEX roll to quickly throw off a bulky cloak and still make an atack, for example) ‘Example: Abena the serving wench wants to throw her empty mug at a rude male across the bar, then sand up and punch him inthe face. First, Abert player makes an attack roll 0 bie with the mug. This sa normal attack rll since it is Abert first action during the round. Next, Abe player roll to see if she punches the male. This atack roll suffers a -5 penalty (in addition to any other modifiers since Abera has already acted once during this round. If Abert twanted to then take a third action her player would rl for this witha penalty of-10. [Note that a resule of Critical Failure on any Multiple Action die roll prevents any additional action from being taken in that round. Example: If Aber fire die rll results in a Critical Failure, she does not gett attempt the second action COOPERATIVE EFFORTS Tfewo or more characters both have ranks in a given skill, they may be able vo work cooperatively to achieve a shared goal. More often than no, cis will give the character some benefit as long as they are near the same level of competency (+/-5) and working toward a common goal, bu always cep in mind the old adage: “Too many cooks spol the stew.” When two characters work together tusing the same sill, allow the player with che higher skill rank to make the Results Table roll, but award a bonus to that roll equal 1/3 ofthe relevant skill ranks of the characters assisting. ‘and wants tows 10 eal up some knowledge about the Dog of Jhunn, a degenertte cul. Renee decides thatthe Degs are widespread but sereive and seas the Degre of Difficulty at a “15. Kieran adds Thana’ Lore Rating, which is her Intelligence ++ Lore: Arcane Art, of +17 t0 ‘that DoD and roll 420. The dice shows a 14, s0 the final resales 16 — a succes Renee tells the group thatthe Dogs of Jhunn work fora servant of Bhaal, can be blood-hirsy, and typically have litle remorse. Thalmia knows that there are also several packs of the Dogs and that they somehow communicate with one another across. vast differences in order to coordinate attacks. Jey decides that his character, Donobey, has had ‘enough of this skuking and hiding, and plans on attacking. He just has to get his warrior down to the assassins first. He iting one that Donobey is going to grab his spear, cast aside his shield, take a running sprint across the Upstairs room so that he can leap {rom the balcony, clear the street, ‘and spear at least the first one before the other has time to react. Renee, a bit aghast, asks Jerry to ‘larity that his intent is to Charge ‘one of the assassins and then attack. Yes, Jerry says. A charge attack, on foot, by leaping off of a baloony from the other side of the street. Right, Renee says. Let's do this. Renee says that Jerry needs to rll for the Charge with Speed + Athletics and then, as a second action, ell be atacking the Asasin who will only be sing a pasive defense since the atack is unexpected Jerry decides that hei ‘going 10 spend some Hero Point. Since Donobey: Renown is currently @ 90, Jerry can only spend a mac of 4 Hero Points per roll. However, be wan: to ‘ot only succeed, but alo do as ‘much damage as he can. Jerry decidesto spend 2 Hero poinson the Charge and then 2 more on the attack. Donobeys Athletics Rating (SPD + Athletics) is a +8, With the addition of 2 Hero Points, Jerry has a +12 to the rll Rencesays that the DoD for ‘the leap acros the streci going to beat a-10. Jerry ely makes the roll. Donobey sprints across the room and launches himself into the air. The asasins are swarching the door tothe inn, s0 this attack will be against one of the Asassini pasive defense (bis Dex + Evade, a +10). Its sao Jerry second action for the turn, 50 there is an additional 5 0 the roll. Jers Weapon Rating (CR + Weapon: Melee) isa +16, s0 he decides he going to spend 2 Hero Points on the attack roll Renee has Jerry rll ‘is Weapon Rating, modified by 14-15 for the opponents pasive defense. Jery is abo spending Hero Points to modify the roll ‘aswell Tat will mean that he's rolling d20+5 10 bit. He ges a 17 on bis die which means a total of 22! A Critical Succes! Donobey brings the spear crashing down along with all of bis weight into the asassn's shoulder ery is already going to be doing bis normal damage (RIO + STR) and some ‘additional damage from the Charge (Donobeys SPD+1). However he alo wants 0 OTHER MODIFIERS ‘Combat, Magic, and some of the more complicated skills have additional rules and modifiers that the Game Master and players should know about. For more information see the corresponding, chapters inthis book. TIME IN THE GAME Se a ‘enough time fora character to trade blows with an opponent, create a magic effect, or do anything clse that can be accomplished in six seconds or less. Asiiries RELATED TO ATTRIBUTES REACTION ROLLS. The fist impression that a character makes on any new acquaintance is determined by making Reaction roll on the Results Table. Normally, a Reaction rll is based on the sum of a characters CHA + Skill (Influence) and modified by Renown. Failure indicates an unfavorable or even hostile reaction; success indicates acceptance (oF at least ambivalence), while Critical Success will always yield the most favorable response possible under the prevailing circumstances. At the Game Master's discretion, Reaction rolls can be employed for encounters of almost any sort. In some situations, skills such as Etiquette or Diplomacy can be used in liew of Reaction rolls, depending on the nature of the individuals being encountered, their naive culture, and other actors PERCEPTION CHECKS ER Attribute ‘When a Hero is called upon to see something interesting or important, he makes a perception check using his PER Attribute with a DoD determined by the GM. Sample DoD modifiers are listed below. pes eee Poor i twilight Moonlie night 4 ‘Complete darkness -10 RESISTANCE ROLLS Pees Mental Resistance = WIL Physical resistance rolls are used to defend against che effects of poison, disease or other ailments, that might affect a Hero physically. The Hero uses his CON Attribute with a DoD equal to the strength ofthe poison or disease. Ifsuccessul, he Hero suffers no il effects on a partial the Hero suffers half the normal DR of the poison or the listed partial effect of the disease, ifany. All other physical resistance rolls follow the same procedure. Examples: A Hero ingests a Strength 7 poison. The Hero must make a CON roll DoD-7 or suffer the DR of the txic concoction Example: A Hera is taveling through a particularly dangerous jungle and is biten by an insect that carves avirulent disease. The strength ofthe malady is 4. The Hero must make a CON roll with a DoD-4. ‘Mental resistance rolls follow the same procedute and are used when defending against a mental assault oF social reaction roll. rounds time, twice this if sprinting, tiple this if running, or 4g quadruple this if moving at an all-out pace. ‘Movement beyond the standard 15m move requires a SPD roll with a DoD modifier equal to the amount moved and the terrain 4 ‘moved over. Failure means the Hero stumbles, loses his footing, ‘or cannot move for some reason. A partial means he only moves half. A Critical Success means the Hero moves twice the intended distance. ‘A SPD Rating of -6 indicates an immobile creature or objec. ‘The Speed table should cover any possible living creature, a wells ground, naval, and fying vehicles, Jumping [A character’ total leaping distance (vertically and horizontally) from a sanding postion equals one-quarter of his Move in meters (rounded up). Increasing the rate traveled increases the difficulty as with all movement. Climbing [A Hero can limb a distance qual to half his normal movement rate ina round. Increasing the rate traveled increases the difficulty, as with all movement. Swimming £5 ‘A Hero can swim a distance equal to half his normal movement rate ina round. Increasing the rate traveled increases the difficulty, as with all movement. DETERMINING DEGREE OF DIFFICULTY (DOD) Setting the Degree of Difficulty (DoD) for a given action is another important GM job. For ‘many actions, the rulebook provides guidelines fr selecting difficulty numbers. In combat, for example, the DoD to hie foe is equal to the Evade Skill Rating ofthe defender. Not all actions are so cut-and- DEX + Evade skill (usable HITTING AN Froud, Sen tnd ona rand hg ling ead tng bit rn, “i OVER OPPONENT IN COMBAT HERE!" The GM decides that Dayn is quite distance away, and is entranced by collection Te oly tot an offen Sil ths ened rls xe Ws bi Prepon Dap i ono cononent hing Hh So ra nd en in Tues Dates Se Cal ding slo nial sa Ks all pes wep ely i J be nda a win SN dete Clr se Ave ouceepercee “Ib ao oie a ee vermis all attacks) > CR+ Parry dil (usable versus | COM BAT all attacks if a shield is used.) > CR + Pary sil (sable versus hand-to-hand ataca If macce | | The attacker's CR+ weapon, | ‘Combat canbe a very deadly aff. Although drawing your sword or bow should be considered | last resort when more sensible means of serding a dispute ful, there will inevitably be those Freemans tac Taree | isaness where ic isnecessary. When this occurs, fairy wich this section wil realy increase | emia ean, defsuleny| OU charters chance of survival |e -geae ee Like all actions in the game, combat results are determined by rolling a D20 on the Results Table. However, the level of detail required to simulate combat in the game is signifcandy greater | than for skills oF Attributes + Aswith all skils, Combac Skills also have an Attribute Modifier, which is called Combat Rating (CR, for shor). The term Combat Skill Rating always refers to the combination of a Combat Skills Jevel plus the characters CR modifier. ‘Combat Rating (CR): The Hews Acribute ‘Combat Skill Rating: The tora ofthe Comba skill and the Combat Rating P Sce defense for more detail COMBAT ROUNDS AND TURNS During combat, time is measured in rounds. A round is roughly six seconds long: enough time for combatants to draw weapons and exchange attacks or move up to the maximum allowable EEESESE TE — he besedon their movement During a combat round cach characteris given chance wa ‘A single characters action within around is called a eurn, as in: “it’s Dayn’s turn to attack.” Once 7 MISCELLANEOUS > ll characters involved in the combat have taken chee tuen, the round is over COMBAT MODIFIERS ‘On occasion, circumstances willhave an effect on combat, resulting ina penaity orbonus | DAMAGE & PROTECTION to the combatants’ Results Table | “Weapons and other forms of attack do a set amount of damage based on thelr Damage Raving ae i (DR) and the Results Table de roll, Protzcion Rating (PR) describes the protective value of tmor ‘3 ee Sere DAMAGE RATING (DR) > Moumed’ ve unmounted | _ ©.weapons Damage Rating (DR) is equivalent to the maximum number of Hit Points ic is capable of doing in the hands of an individual or creature of “avera (+0) Strength. ieee Example: A long sword with a DR of 8 will do eight HP damage inthe hands ofan average > Limived visibility": -1 0 -10 > Unstable footing -1 r0-10 oman. Using an offhand: -5 aie sep handheld weapons, combatants add their Strength Rating (STR) to the Damage ae ee Fer cemple Her wich n STR of +2 weil de a omaxlouin of 10 EP domaeigh tae vehicle: 5 For example, a Hero with a STR of +2 will d Foetal same lang sword (DRS plus STR+2 = 10). Remember that damage totals for most ranged weapons, such as bows, are not modified by the user's STR, although many hand-thrown weapons like javelins are, Derails are provided in the Equipment chapter ‘The roll on the Results Table indicates how much of the total DR a weapon does on a gi axtack, a8 follows: ore (Critical Failure means no damage and possibly a terrible mishap! No Damage (sword DR8 + STR+2 = DRIO. Failure means no damage) Half the total DR (sword DRS + STR+2 = DRO. Partial Success means 5 points of damage) Full Damage Rating (sword DR8 + STR+2 = DR1O. Success means 10 points of damage) Full DR + Critical Wound (sword DRS + STR+2 = DRIO. Critical Success means 10 points of damage, Target must make a CON roll DoD-10 as per Critical Wound rules) ‘A complete list of Damage Ratings for weapons can be found in the Equipment chapter. ree en Reet aes Correa DR3 + STR Choke DR2 + STR per round cxxxxKxxXXH Kick DR2+STR ‘ MOOKs’ DEATH AND. inck + | CRITICAL HITS Pind PRLSTE: | The critical hit rules are only Hoda DRI «STR (sem ad en We Ask honor pee Rest aaa | any other character not central Baring DRA perrund ‘he son) anno saree | : | med toes ene | Drowning DR2 per round ‘of combat when they reach zero Plasr ann aor)” ar Faling ee | Beam ard ong aren 3 | matt wince tty hit DR per dy Stonatnty tl and ae ion ole contat Teg DRY dy Eun PROTECTION RATING (PR) ‘Armor is rated according to its ability o absorb and reduce damage, which is referred to as is Protection Rating (PR).The PR of any type of armor is equivalent to the amount of damage it will absorb in Hie Points from each successful hit. Example: Armor with a Protection Rating of +3 will reduce the damage of an attack by three Hit Point, ES eee ee Handbeld shields provide adaliional protection by making the bearer harder eo hit. Shields increase the DoD to hit the usr in combat (-1 modifier for light oF medium shields, 2 modifier for heavy) and also provide a bonus when used to parry. Specific penalties © DoD and bonuses to Parry are covered under the equipment chapee. Example: A Hero has 4 DoD-10 to hit an opponent fhe opponent had a medinm shield, the Hero would have « DoD-11 to hit the opponent. When used to parr, the shield provides a bonus tothe roll determined by the size of che shield. Example: The Hero a a Shield Parry ill al of +10: with a medium shield his tal ies . Comsat IN DETAIL COMBATANTS ROLL FOR INITIATIVE Ac the beginning of any combat situation, each combatant makes a SPD Artribute roll. Tis is called rolling for Initiative. This roll is nor judged on the Results Table buc is simply the sum of the 120 roll + the Hero's SPD and Instinct skill, if applicable. Weapon Rating of +25 Donobey, however, only ‘asa Parry Rating (CR + Perry) of +14. Jerry says that he’ going 10 Tempe Fate: he spends 6 Hero Points to add +12 to his rol Jerry rolls bis Active Defeme (d20 + 14 Parry Rating + 12 from Hero Points) againss 4 diffculey of bis opponent: Weapon Rating 25). With only a +1 10 bis rol Jerry hopes that be succeeds Bursting out from the door of the tavern, leaving a wake of startled patrons who flock to the front windows, Caerwyn raises a ‘Lemurian thunder lance rifle to her shoulder and takes aim at one of the Dogs of Jhunn who is sprinting down the street. Doug says that his Intent isto shoot the assassin before the attacker can reach the alleyway where Donobey is fighting. Unfortunately, the ‘assassin spots the Lemurian and starts to duck and weave his way down the street. Caerusm’s target is within range, but is moving at a full run The assasins Dexterity + Evade is a +10, which acts 14s a penalty to Cacruyr' ral The assassins Speed is another 4 penaley. Caeruym only has 44 total of +11 with her CR + Weapon: Ranged, so Doug is rolling « 20-3. The die comes supa 15; the total isa 12, which ia hit. The rifle does DR 1210 the asasin, Doug says that het going to spend two Hero Point to boost the DR by another 48. A total DR of 20 should be enough, he hopes, 10 ill the Thalmia, coming up from behind Caerwyn, surveys the street. Kieran asks Renee if there's any water out on the ‘street, So far no mention hhas been made of rain or water, but Renee says that Kieran ‘can spend a Hero Point fo add a detail about water. Kieran marks ‘off the Hero Point and says that ‘since this district is near the port, that there's a lot of sea water that washes up from beneath the streets, through drains and onto the cobbles during high tide. A high tide, like right now. Kieran says that Thalmia wants to reach ‘down and touch the salty seawater 1 call up on the elemental spirits present, so that she can get an idea where each ofthe Assassins are with a spell, Renee says that it sounds tke Kieran's intent isto Use the Sensory Mode to boost Thalmia’s Perception. Kieran wanes to boost Thalmias PER by +10, which will mean a minimum of a devel 5 spell. Renee says shat the immediate area of sree surrounding the tavern thatthe Herves can clearly see is about 30° meters diameter, which ‘means that Kieran will bave 10 boost the range of Thalmia’s spell by 12 meters —another 4 to the roll The spell itself should be easy as Thalmias MR + Sensory isa +12. The DoD of 9,5 forthe level and 4 forthe range enbancement, means that Kieran is rolling 20+3. The die result isa 19, which means 1 total of 22. Since the roll is 4 Grtical Suces, Thalia doesnt take any additional ‘Mental Fatigue Penalty for the ay. With « bonus of +10 10 Thalmias PER, Kieran rolls 1 20 + 10 from the sorcery spell and a +2 for Thalmias natural PER. The asasins bave @ DEX + Stealth toal of +12 which acts as a penaley 19 of ati those involved acts simultancouy. Have the combatants roll for Ini ve cach round of combat, to establish who goes frst, second, and so on. Then have all opponents proceed in turn for the remainder ofthe round. Example: Dayn is fighting two opponents. The Hero has a SPD+2, the firs opponent has 4 SPD+0, and the last opponent has a SPD+3. They all olla D20 and add the result to their SPD Ateribute, Dayn rolla 7 and adds hs SPD+2 fora total of 9. The fre opponent roll: an 11 and addi bis SPD+0 for a tora of 1, and she lst opponent rola 9 and adds his SPD of +3 for atoal of 12, The order of the combat round is second opponent, first opponent, and then Dayn 2. PLAYER/GM STATES INTENT Before rolling fora combat action, che player or GM must sae his character’ Intent. The GM states Intent for his NPCs. This is done by choosing a weapon or Combat Skil, and a Combat Tactic ‘There are four categories of Combat Tactics: Attack, Defend, Movement, and Stunt. Each has a numberof variations, as described in the section on Comba, Example: A characters Intent might be to throw aspeer, parry with a shield, retreat, or try 10 wip or distract an opponent ‘he winner ofthe Initiative roll can choose to declare Intent fist or wait until other combatants have done so, in order to anticipate their opponents’ moves and act accordingly. Either way, the individual who has the Initiative rols fst 3. GM DETERMINES BONUSES OR PENALTIES ‘After the player/GM indicates che weapon and tactic being used and describes the charac Intent, the Game Master determines if any bonus or penalty will be applied before the player/GM rolls on the Results Table ‘Apply a bonus based on the Combat Skill Rating thar corresponds with the player’GM's Intent. To save time during the game, isa good idea to have players igure their characters’ modified ‘Combat Skill Ratings in advance and record these numbers on their Character Sheet. Apply a modifier based on the Degree of Difficulty. If the Combat tactic is being opposed by another individual or creature, the Degree of Difficulty is always based on the defenders abilities. Decide which ability is most appropriate, based on the following considerations: P The DoD tohitaan opponent in combat is usually equal to the targets DEX + Evade skill Example: Dayn has a Mele Weapon Skill Rating of +10. His opponent has an Evade Skill Rating of +6. Dayn has a DoD +4. > If che opponent is actively parrying, the DoD is equal to the opponent’ CR + Parry skill (See Defense Rule). Example: Dayn has a Melee Weapon Skill Rating of +10. His eppoment has a Parry sil af +12. The Hero has a DoD-2 Ifthe atack is unopposed, then the Degree of Difficulty i based on how simple or dificult it will be for the characte to achieve his or her stated Intent. Example: If Dayn is trying to hit an unwary opponent with an arrow, the Degree of Difficulty would be based on such factors as the targets range and degree of cover, not the ‘epponentscomba abilities ‘Compare applicable bonuses and penalties, and use the tral as the modifier that will be applied to the players Results Table Combat roll 4, PLAYER/GM ROLLS TO ATTEMPT THE ACTION s succesful oF not, the playee/GM adds his Combat Rating to the DoD and rolls 120, adding it wo the result. Example: Dayn wants to shoot the unaware opponent. Dayn’ player rolls the D20 and gets 1 resls of 15. The rll is modified by the DoD (Degree of Difficult) of-3. The final number is 12(15 3 = 12), a Succes 5.GM JUDGES RESULT ‘Aer the player/GM ols, the GM interprets the Results Table result, raking into account the specific circumstances surrounding of the action, and other factors. Combat actions intended to cause damage will produce one ofthe following results: “The attack fils de to 4 mishap of some sort: the attacker stumbles and falls, its anally hits an unineended tage, breaks the weapon being used, et. (GM's ruling) cree “The attack mises the intended target “The atacker scores glancing blow that only does haf the atack forms total Damage Rating rounded-up to the nearest whole number). omer ere Ronee Thalia PER roll Since this is Thabmias second action of the round, theres an additional -5 penalty. The tral modifier for Kieran roll is curently a -5. Kieran decides that bet going to spend three Hero Points that will allow him t0 add another +6 to bis Fall Succe The attack docs its all Damage Rating “The attack docs fll Damage Rating, The victim suffers a Critical Wound, and must make CON roll with a DoD equal to the damage taken. Partal Success means the CoRR Seem victim sufersa penalty of 5 onall further actions until healed of the Crccal Wound, Failure or Crical Failure means the victim is incapacitated until healed. See the section on Combat for more information of Critical Wounds Example: Dayn gets a full suces with bi roll of 12 and does full damage with bis arrow If the rll had a DoD of 8 the final resus would have been a 7 (15 ~8 = 7), a Partial Success doing half damage. roll. A oral bonus of +1 isnt ‘much, but its what hes got at the moment. He rolls a d20 and get 14, That gets modified up CHARACTER UFE AND DEATH fa l5,andit is good enough Kieran describes how Thalmia shapes the eldritch energies with HIT POINTS (HP) Atlantean sorcery, caling on the ya character can sustain before dying. This total is modified | Slementals of the water. Renee ‘Thisisa measure of how much injury a ch before dying. This toa is modified J omaniat, of re ier ee ‘onetime only for beginning characters by adding or suberacting a number of points equal to the Et. individuals Constitution Rating, Thereafer, Hit Point onl incre witha rascin the Constitution | wap’ syne that the alomortal ‘Aribute, Hit Points are not used as an Attribute Modifier orto make Results Table rolls Si tetiechseier|rovoel. where See STUN, assassin’s locations to Caerwyn action penalty a if he has already performed an action. DEATH & DYING Individuals or creatures reduced to zero or less Hit Points are rendered unconscious and on the verge of death. Should this happen the Game Master should immediately roll on the Results Table, using the victim’s CON versus a DoD equal to the number of points he is below zero Hit Points ‘The total will yield one of the following results: es The characteris dead. “Things are looking rim. The victim is fading fast and will need to make another CON roll every minute ata cumulative penalty of -1 per minute, A result of Failure or worse on any ofthese subsequent CON rolls results in death, A result of Partial Successor beter, and the victim gets to live for another minute. At best, the victim will suffer a permanent injury of some kind (as pera result of Partial Success). The need for the CON roll can bbe negated if someone with the Heal or Medicine skill stabilizes the Hero with a roll versus a DoD equal to ‘the number of Hit Points below zero. This roll wll no restore Hit Points only stop the need for further rolls. cores “The viet wil recover, but will suffer some sort of permanent injury Posies include disfiguring scars, Pore eee 4 Lepoine reduction of one of the victimis Attributes, amnesia, or some other disability appropriate to the «cumstances surrounding the victim’ “near-death experience” (GM's ruling). ‘The victim will recover completely, with or without medical attention, and suffer no permanent damage. PERSE ‘These rules should be reserved only for PCs or important NPCs. Any other individual reduced to 0 HP or less, ‘ean simply be considered dead at once. HACE Sse SOMETHING FOUL IN POTOS Synopsis ears ot a ‘Where: A small por town ofthe coast of Gondwanna called Pros i cps Eh Sea tote ol cae it al eet gi lites cei at rca Sr CR aS pea ‘The Heroes are part of a small merchant fleet sailing to the «ity of Atlantis. To pay for their passage to the city, the Heroes ate working as troubleshooters and generally keeping the small convoy of five ships safe. ‘The small group of ships pulls into port to replenish supplis off the coast ofthe continent of Gondwanna, and run afoul of a group of brigands that kidnap sailors and sell chem into slavery The Heroes are asked by the captain of the flet to help return the crew to safety NPCs Below is a lst of the non-player characters that the Heroes will ‘The leader of a group of slavers working just Asluht Nano oapside of Potos Saban ‘Addu’ lave capaln and hited rule ‘Ay Sane Snes ised om infancy by (ee ‘Asluhe “The captain ofthe Lumaluma and leader of Rapala Nea) Ce aaalineciaelict “The son of Caprain Nanaa and the coprain of i the Sea Ball oka igs Dab king make maton Act ONE ‘The Fleroes stumble back to the ship in the are morning afer 4 night in the taverns ofthe small pore of Potos. They've spent the night drinking and singing, and generally stretching their legs after spending the lst wo weeks onboard che Lumaluma. HOOK > As the Heroes stumble up the gang plank to the ship, they see the stern fice of Captain Nanan, Fist the capeain chastises the Heroes for their tardiness in returning to the ship, but then asks where the others are. a He will inform the Heroes thatthe Sea Bul is missing half its crew—including its captain. The Heroes know that “Tortello, the ship's captain, is che son of Nanan. > Ics unlike Tortello to be late and he has never filed to return on time from a shore leave. > Captain Nanan asks the Heroes to go back into the town and find the missing crew members. CONFLICT > The Heroes arrive back in the town of Potos, which is a half-mile away from the docks. They search the three local taverns in the town and all che barkeeps tell the same story. D Al chree tavern owners say the crew members from the ships came in a flury from the docked ships, drank, caroused, and left that morning. With an Investigate/Search + CHA roll versus a DoD-5, the Heroes realize that the tavern ‘owners are hiding something, but no one will reveal what they know for fear of death. > An Intimidation roll (Influence + STR) versus a DoD-5 will reveal only the name Asluht Nanoc. > When the Heroes leave a tavern they will be followed by cone of the bar patrons from inside. RESOLUTION > The person following the Heroes is a young thief named Zokculli Haffa, He will have information on Astuht Nanoc. > Zukuli will give all the information to the Heroes for a price. He wants 30 Gold Lotus for the information (a ‘Wealth roll with a DoD-2). Depending on how much the Heroes give, the young thief will determine how stingy he is with the information. > Zukull will ll dhe Heroes that Asluhe Nanoc ean be found ‘outside the town of Potos in the hills. He lives in a large house nea river and sells che shanghaied sailors co slavers downstream. P Asluht Nanoc usually works with several brigands and is always accompanied by a small beast chat he found in acave and raised from infancy. Act Two The Heroes find the dilapidated manor house near a wide, sluggish river five kilometers outside of Potos. By the time the Heroes crest the lat hill the sun is beginning, o se in a crimson sky. > The large manor house has a dock to one side that allows boats from the river co land. > The house is has five guards, each armed with a spear and a short sword, D> Asthe Heroes recon the house, the sce a large man guiding a group of shackled men and women into the manor house. ‘The Heroes recognize some asthe crew of the Sea Bull. > With an Investigate/Search + PER roll versus a DoD-4, the Heroes can spend time to get a general lay ofthe land detailing the coming and goings of the guards and the master of the house. > Ifthe Investigate/Search roll is a success, the Heroes will have an easier time snaking into the house. They will also notice Asluht and his giant anteater, Ganx, as they roamed the dilapidated estate. They will also notice the lights of a large river barge in the distance. The barge is coming to pick up the slaves and will arrive soon. This should be expressed 10 the Heroes to impress upon chem that time is of the CONFLICT > Getting into the house is not that hard and the Heroes ean casily sneak in with a Stealth rol versus a DoD. > If the Heroes choose to storm the building to rescue their shipmates, they will be set upon by al five guards in «wo rounds and Suban in the third round. Asluht Nanoc will appear in the fourth round unless the Heroes are winning; in which case, he wil try to escape downriver in his small boat. RESOLUTION P The Heroes will find the crew in the house shackled to a great post. All their belongings are stripped and sorted. in piles. D The river barge will sound a horn heralding its approach, warning the Heroes tha iis time t0 go. D The Heroes and the rescued crewmembers will be able to make it back to the waiting ships with no problem, easily ‘outrunning the river barge slavers. REWARDS: = rr ADVERSARIES UTES Adversaies arent built like player characters. This is done for speed and simplicity. The stat block for an Adversary is abbreviated, and in some cases changed completely. Ability Level (AL): The Ability Level of the Adversary. Hit Points (HIP): The amount of damage the Adversity can take before it’s dead. Hero Points (HeP): ‘The number of Hero Points the Adversary possesses. The number of Hero Points an Adversary can use is restricted by the amount of Renown ithas, just lke a player characte, Seale (Sel): The Scale and size ofthe Adversary. Renown (Ren): The amount of Renown the Adversary has SKILL RATINGS FOR CREATURES AND. ADVERSARIES Ability Level (AL): The Ability Level of che Adversary. In Alants, creatures use a simplified system for det the extent of their abilities. In place ofthe assortment of PCs and NPCs possess, creatures are rated according to the overall Ability Level, which is used as a modifier for almost every situation. Additonaly: Constcution Ratings have already been added to Hi Point corals, and Suength Ratings have been factored into Damage Ratings. Creatures do not have Combat Ratings or Magic Ratings, since all fighting or magic abilities are based on Ability Level ABILITY LEVELS DURING COMBAT. In combat, the Ability Level of che ereature/ Adversary is broken down to help manage its effectiveness. Some creatures are very effective but easy 0 hit, while some beasts are very nimble but not very good at offensive actions. To represent this, Ability Level is broken into two Attributes for each Adversary Attack Level (Atk) — used to perform attacks during combat Defense Level (Def) — used as the DoD when being attacked ‘To determine the Ability Levels for both Atk and Def, the GM. uses the Ability Level for one of the abilities and half ofthe Ability Level for the other. This will give the Adversary cither a high Attack Level or 2 high Defense Level, but not both. When the creature is chosen, the GM decides which score is which and i stays fixed. Example: a Dire Lion with an Ability Level of 16 can ‘have an Atk 16 and a Def8 or an Atk 8 and a Def 16. The Expert ability can be purchased to increase either Ability Level PYAANAB Te SeeNa Ree ASLUHT NANOC Human slaver and low Magician ‘Asluht wears the colorful clothing from many of the sailors hhe has abducted. He adorns his ears and nose with onare golden rings and has a clean-shaven head tattooed with a crimson skull His dark-brown skin is marked with scars from terrible magics practiced in his youth a Bo 243 2. Seed AL a1, hore sword DRS. A large leather belt PR 2 ‘Magic us. Asubt ha the ability to east che following spells Poison Tongue He can strike with his tongue up to a distance of 20m doing DR& damage. - He can do this ice (Cloak of les Asluht can summon a plague of flies to protect his person, giving him a shield with 20 Hit Points. Once the points are expended the shield fll He may do this once SABAN ‘Human slaver and chief Rent-a-Goon Asluhe’s brutish enforcer is tall, ugly man with scats and burns covering all his exposed skin. Saban has filed his teeth to points to make him appear more Ferocious. PER Gry pod ee ae ee a ee Se ee ee TE isewioia ene Battle Axe DRI2 fore ‘Allarge leather belt PR 2 WWW.ATLANTISRPG.COM. ‘The contents are TM and © 2015 Khepera Publishing. The Khepera Scarab and the Atlantis logo are* Khepera publishing. No portion of this book may be reproduced by a written consent from the publisher, excepe for review purposes living oF dead is purely coincidental oF used for the expressed purpose of parody ‘Omega System” and the Omega System logo wdemarks owned Khepers Any resemblance to persons THE GUARDS Human slavers and Mooks Asluhr’s hired help. They exis to be dispatched b INT PER WIL Sra 40. 40 4019 eft aesDaae OND So HP Ren AL His placing «ahaa Spear DRS, short sword DRS None ‘The Giant Anteater This large species of anteater stands two meters tall at the shoulder and is over three meters in length. Iti a solitary and docile creature of the savannahs, feeding mostly on giant forms of ants and termites, and usually keeps its distanc from most predators. If attacked, the beast will use its powerful forearms to strike or its long, darting tongue like a whip. [See 2 oT OT aul Wit) A si 14g aes Raa HP HP Sd Ren TL AL ioe 300 ed 2 ws DR 2 + STR (6), Broom-like Tail DR 44 STR(8) Armor Piercing (Claws), Entangle (Tongue) Bristly Fur PR 2 oo ‘Asmor Piercing The creature’ melee attack is very keen and disregards half the PR of any armor. Entangle The anteater may entangle an opponent with its tongue as an additional atack. Once this is done, the entanglement may be broken by a grapple rll with a DoD equal to half Ganx’s Ability Level

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