Tag: Rules

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  • Character Creation

    Most of you are at least semi- used to the Hero System by now. How Atlantis differs however is in 2 primary ways. 1. *Power Level* As a non-"Super heroic" campaign, the points that characters are built upon are a lot less. An Atlantean character is …

  • Races of Atlantis

    [[Atlantean]] Rulers of the Dominion, and the most blessed citizens. Low in number, but great in power. [[Alarii]] Winged humanoids. Reclusive and mysterious. [[Aslani]] A feline people, from the far east of the World. [[Centaur]] Equinoids …

  • Atlantean

    The Atlanteans are the predominant people of the Age named for them — a chosen people gifted by the gods with a wondrous home, the capacity for immense magical power, and personal attributes that are the envy of all other humans. Compared to ordinary …

  • Alarii

    During their early exploration of the forests and mountains of the Great Island, the Atlanteans encountered a race of winged men known as the Alarii (singular: Alar). Regarding them as children of the gods, the Atlanteans treated them with kindness and …

  • Centaur

    Centaurs are half-man, half-horse creatures; they have the upper torso, arms, and head of a man projecting from the front of a horse’s body where the horse’s neck and head would normally be. They’re large, heavy, strong, and can run with great speed, but …

  • Satyr

    Satyrs are creatures with the upper bodies of men, the legs of goats, and short goat’s horns growing from their heads. They usually have dark skins and short, pointed beards. They inhabit the light woodlands and fields of parts of Atlantis. When men first …

  • Lemurian

    The Lemurians, a proud and ancient people, often seem like a dark mirror image of the Atlanteans. They average about 6’0” to 6’2” for the males, and 5’4” to 5’10” for the females. They tend toward black or brown hair and dark eyes. Among men, hair is kept …

  • Empyrean

    Empyreans are far too high powered for a PC to play, without raising the whole campaign to "Superheroic" levels. The base Package Deal for an Empyrean is a whopping 377 Points! (and is therefore not included here. However, the Children of an Empyrean …

  • Deogharans

    Deoghar is a mostly tropical/subtropical continent (though its furthest reaches and mountainous areas can become quite cold during the winter months). As a result, the average Deogharan tends to be shorter and duskier skinned than the typical Atlantean or …

  • Hazarian

    The people of the Empire of Hazaria are a sometimes-fractious group of clansmen linked by a common ethnicity, language, and religion. They’re similar to, though apparently not related to, the Northlanders of Pelasgar. Compared to average humans Hazarians …

  • Kaphtoran

    The people of Kaphtor (and to a lesser extent the similar people of Kalla’har) are widely regarded with suspicion. It’s said that Kaphtorans practice strange, unwholesome rites to propitiate their dark gods, that their mages are masters of strange shadow …

  • Northlander

    “Northlander” is an Atlantean term for the men who live in the northern parts of Pelasgar. For the most part it refers to the Regnarians and Truscorans (especially the latter), though some Atlanteans include Larasans, Baltarians, and even Skraythans in …

  • Pelasgaran

    The Atlantean term “Pelasgaran” refers to the peoples of Pelasgar south of the Northlands, though it’s something of a misnomer. Pelasgar is a large continent with many peoples who do not all speak the same language or share the same customs, though they …

  • Serpentmen of Vangkor

    The most unusual inhabitants of Saravon are the Serpent-Men of Vangkor — ophidian humanoids who have occupied these lands for as long as Lemurians and Atlanteans can remember. They look like thick-bodied serpents with slender arms and legs; the lower part …

  • Saravonans

    Despite its location relatively far from the equator, Saravon is warmed by some significant oceanic currents (and in Vangkor, by magic as well), giving it a climate more like that of Deoghar than many people expect. Saravonans display a wide variety of …

  • Tellat

    The people of the Empire of Tellat are a proud, even arrogant, race who seem to think it’s their destiny to rule the world despite having had no success achieving that goal since the Empire was declared. The Tellat male is upwards of 6’0” tall with …

  • Atlantean Zodiac

    The following Package Deals represent the qualities and attributes a character obtains from the star-sign under which he’s born. To Take a Zodiac Package, the character *MUST* have been born in the Atlantis Dominion. Obviously a character can only have …

  • The Atlantean Advantage

    The following three *Background Package Deals* are for *Atlantean* characters only. They don’t apply to characters of other races, not even if those characters were born and raised on Atlantis by parents who immigrated to the Great Island. a) [[Demigod …

  • Professions of Atlantis

    *Priests* [[Atlantean Priest]] - Package Cost: 6 points [[Oracle]] - Package Cost: 9 points --- *Rogues* [[Assassin]] - Package Cost: 37 points [[Atlantean Bard]] - Package Cost: 43 points [[Atlantean Spy]] - Package Cost: 25 points …

  • Skills

    Skills are abilities characters have learned or were trained to perform; in some cases, they may represent a character’s innate “knack” or talent for something, or an ability he’s born with. Examples of Skills include lockpicking, boat piloting, knowing …

  • Skill Categories

    The HERO System groups Skills into five categories for ease of reference: [[Agility Skills]]; [[Background Skills]]; [[Combat Skills]]; [[Intellect Skills]]; and [[Interaction Skills]]. Characters may have Skills from any or all categories. [[Agility …

  • Agility Skills

    Agility Skills are based on Dexterity. They cost 3 Character Points for a base (9 + DEX/5) or less roll; a +1 to any Agility Skill costs 2 Character Points. Agility Skills suffer penalties when a character is Encumbered. Agility Skills include: [[ …

  • Background Skills

    Background Skills represent different kinds of information or knowledge a character possesses. Typically, characters acquire them by growing up in a certain society, studying under a teacher, or through their life experiences. Background Skills help …

  • Combat Skills

    Combat Skills help the character fight effectively. Typically they do not require a Skill Roll. They include: [[Combat Skill Levels]] [[Defense Maneuver]] [[Martial Arts]] [[Penalty Skill Levels]] [[Rapid Attack]] [[Two-Weapon Fighting]] [[ …

  • Intellect Skills

    Intellect Skills are based on INT. Most cost 3 Character Points for a base (9 + INT/5) or less roll; a +1 to the roll of most Intellect Skills costs 2 Character Points (a few, such as Forgery, and Survival, have different cost structures). Intellect …

  • Interaction Skills

    Interaction Skills are based on PRE. Most cost 3 Character Points for a base (9 + PRE/5) or less roll. A +1 to most Interaction Skills costs 2 Character Points. A COM Roll may sometimes act as a Complementary Skill for many Interaction Skills. Of …

  • Skill List

    |*Skill*|*Category*|*Base Roll*|*Cost*| |[[Acrobatics]] |Agility|9+(DEX/5)|3/2| |[[Acting]] |Interaction|9+(PRE/5)|3/2| |[[Analyze]] |Intellect| 9+(INT/5)| 3/2| |[[Animal Handler]] |Interaction| 9+(PRE/5)| 2/2| |[[Breakfall]]|Agility|9+(DEX/5)| 3/2| …

  • Skill Enhancers

    Skill Enhancers reduce the cost of certain Skills or Perks. Each Skill Enhancer costs 3 Character Points, can only be purchased once, and cannot be increased beyond the basic level. The minimum cost of any Background Skill learned through a Skill …

  • Skill Modifiers

    There are a few situations that can modify a skills use. Things such as Encumbrance, Injury, or Time Constraints *Encumbrance* Encumbrance penalties to Agility Skills, listed on page 250 of the HERO System 5th Edition, often come into play during …

  • Time Chart

    |*Time Chart*| |1 Phase (1 Second)| |1 Turn (12 Seconds)| |1 Minute| |5 Minutes| |20 Minutes| |1 Hour| |6 Hours| |1 Day| |1 Week| |1 Month| |1 Season| |1 Year| |5 Years| |25 Years| |1 Century| [Return to [[Home Page]] ]

  • Skill Cost Structures

    The HERO System has five cost structures for Skills. The most common is the standard Characteristic-based Skill model: for 3 Character points, a character gets a base roll of (9+(CHAR/5)) or less; +1 to the roll costs +2 Character Points. Characters …

  • Everyman Skills

    All characters have some ability in a few Skills to reflect the fact that everybody knows how to do these things to some extent. The actual “Everyman” Skills vary according to the genre and the campaign setting. The Everyman skills for inhabitants of the …

  • Atlantean Priest

    The following Package Deals cover the gamut of 'Primary' (Active) Atlantean priests. In addition to the skills and learning which are common to all priests, a priest has special abilities granted to him by the god they primarily worship: *Ares:* …

  • Oracle

    Some people, most of them priests, are gifted by the gods with the ability to foresee the future. However, this gift comes with restrictions. First, it takes time and effort; the oracle must enter a trance to receive a vision of the future. Second, it …

  • Assassin

    Assassins are professional killers. They mix the agility and sneakiness of the rogue with the fighting skill of the warrior in a lethal combination. They range from cultists serving dark gods, to professionals trained by militaries and organizations, to …

  • Atlantean Bard

    Atlantean Bards are renowned throughout the world for the quality of their composition and playing. Their instruments are the lyre, the aulos (pipes, played singly or doubly), syrinx (or panpipes), and small drum. Typically they do not sing while they …

  • Atlantean Spy

    It is not by magic alone that Atlantis maintains her power. A wise empire learns all that it can about its enemies (or potential enemies)... and that’s where the Atlantean spy comes in. Sent into the world to ferret out secrets about the Tellats, the …

  • Bandit

    Also known as an outlaw, highwayman, or wolf ’s-head, a bandit is a rogue, thief, and perhaps killer who lives in the wilderness. He (often together with a group of other bandits) preys upon hapless travellers, lone farmsteads, and the like. |*Cost*|* …

  • Bounty Hunter

    *Bounty Hunter* Like the bandit, the bounty hunter mixes the skills of rogue and fighter. But the bounty hunter uses his abilities to track down and capture or slay deadly monsters, ferocious beasts, and wanted criminals. |*Cost*|*Ability*| |3| …

  • Gardarican Bard

    Bards from Gardarica play most of the same instruments as Atlantean bards, but unlike Atlantean bards are highly trained in the use of the voice. Not only do they sing beautifully, but they can perform other vocal tricks if necessary. |*Cost*|*Ability …

  • Kaleshi Poisoner

    The Ka’leshi aren’t the only people with a tradition of assassination, but the Poisoner specialises in poisons and antidotes, and deaths involving them. |*Cost*|*Ability*| |6|+ 2 DEX| |3|+ 3 INT| |3|Acting| |3|Disguise| |3|Mimicry| |6|PS: Brew …

  • Kaleshi Poisoner

    The Ka’leshi aren’t the only people with a tradition of assassination, but the Poisoner specialises in poisons and antidotes, and deaths involving them. |*Cost*|*Ability*| |6|+ 2 DEX| |3|+ 3 INT| |3|Acting| |3|Disguise| |3|Mimicry| |6|PS: Brew …

  • Kaphtoran Assassin

    In Kaphtor the art of murder for hire has reached its own heights. Unlike their Ka’leshi brethren, the assassins of Kaphtor tend to rely on stealth, ambush, and the use of weapons, though they’re not ignorant of poisons, they consider them 'too easy' a …

  • Rogue

    This Package Deal encompasses a wide variety of scoundrels, thieves, agile “troubleshooters” and “finders of lost treasure,” likeable frauds, and clever killers. They run the gamut of the Fantasy underworld, though not all are truly criminals per se. Some …

  • Shem Thief

    The thieves of Karshemish (Known as 'Shem') are generally acknowledged as the best in the world. Most live in the royal seat Ekbatahn, where they organize themselves into large gangs that compete (and fight) with one another. More than a few of the gangs …

  • Archer

    An archer is a fighter who specializes in ranged combat using the bow (or, more rarely, the crossbow). Able to hit a troll in the eye from a hundred paces, he significantly expands an army’s, or an adventuring party’s, tactical options. He wears light …

  • Atlantean Archer

    The Atlantean Archer forms part of the Atlantean military, but is not as broadly trained as the Lancer. They specialise in picking off key targets at distance, and their accuracy is legendary. |*Cost*|*Ability*| |10|+ 10 STR| |24|+ 8 DEX| |10|+ 5 …

  • Atlantean Lancer

    The Atlantean Lancer is the strongest, best-trained, and best equipped warrior in the world. Completely loyal to the Atlan and his government, the Lancers form the backbone of the military might of the Dominion. |Cost|Ability| |10|+ 10 STR| |24|+ 8 …

  • Atlantean Marine

    Being primarily an Island Nation, Atlanteans rely heavily on their well trained and regimented Navy. Their Marines are as powerful on the water as the Lancers are on the land. |Cost|Ability| |10|+ 10 STR| |24|+ 8 DEX| |20|+ 10 CON| |10|+ 5 BODY| …

  • Atlantean Sky Cavalry

    Another aspect of the Atlantean advantage in warfare is the Sky Cavalry, those warriors that are trained to make devastatingly effective use of the flying mounts and vehicles available to the Dominion. |*Cost*|*Ability*| |10|+ 10 STR| |24|+ 8 DEX| | …

  • Brawler

    A brawler is a warrior who fights with his bare hands (he may occasionally use weapons, but he doesn’t depend on them). One type of brawler uses skill, speed, and accuracy to deliver lethal blows that make him a match for any armed warrior. Another type …

  • Fighter

    Generally speaking, you can divide fighters into two broad groups: heavy fighters and light fighters. A heavy fighter relies on great strength, large weapons, and heavy armour for his tactical advantage. He hits hard, and he can absorb hard blows in …

  • Hazarian Knight

    The “knights” of Hazaria are skilled fighting-men best known for two things. First, they’re the only warriors in the Dominion of Atlantis to wear what a modern scholar would call “full plate armour.” Instead of limiting themselves to just the breastplate …

  • Khendai Archer

    The Hill-Men of Khendai are said to be matchless archers. Not only are they lethally accurate with a bow, but they know a special magic spell that transforms their arrows into bolts of even deadlier fire! This is tiring (it costs 7 END), so they can’t do …

  • Tellat Beastmaster

    To balance the power of Atlantean magic and Lemurian magiconstructs, the Tellat army relies on large, ferocious _battle-beasts_ that it captures or breeds for military purposes. Specially-trained soldiers known as “beastmasters” (_Belundom_ in Tellat) …

  • Truscoran Axeman

    Among the Truscoran peoples of northern Pelasgar are certain warriors known for their strength, skill, and ferocity. Known as _kapelta’orneksi_, which usually translates into Atlantean as “axemen” or “axe berserkers,” these axe-wielding warriors work …

  • Woodsman

    A Woodsman is a woodland warrior, a light fighter or hunter accustomed to spending time in forests and other wilderness areas. He frequently works as a scout or frontier patroller for a king or noble, or he may serve another organization (such as a circle …

  • Commander

    Characters can take the Commander Package Deal in addition to any other Warrior Package Deal, though it’s most common for the members of the Atlantean Military. It represents a character who’s a skilled and seasoned leader of fighting men. He knows how to …

  • Alchemist

    Alchemists specialize in the creation of potions, elixirs, dusts, unguents, and similar magical substances. Instead of learning incantations, they learn formulae and mixtures; instead of casting spells they quaff potions or throw magic dust at their foes. …

  • Atlantean Wizard

    Atlantean wizards are the most skilled and powerful spellcasters in the world. Their lore is deep, their repertoire of spells vast, and their arcane might unparalleled. Beyond that it’s hard to stereotype them; they run the gamut from somber and serious …

  • Dushaanian Serpentdancer

    Dushaanian wizards practice a type of magic known as _serpentdancing_. Involving shapechanging, illusions, beguilement, and similar trickery, it’s very different from Atlantean magic (and any other type of magic in the Dominion of Atlantis, for that …

  • Eshunian Mage

    A close second to Atlantean Wizards in flexibility and scope, Eshunian Mages are able to learn amazing feats of conjuration in addition to the standardly taught Elemental Magic. |*Cost*|*Ability*| |6|+ 2 DEX| |6|+ 3 CON| |10|+ 10 INT| |20|+ 10 EGO| …

  • Kaphtoran Sorcerer

    Kaphtoran sorcerers are not quite as innately or inherently powerful at magic as an Atlantean Wizard, but they are skilled in the use of enchanted staves to absorb mana from the surrounding area for use with their spells. |*Cost*|*Ability*| |6|+ 2 DEX …

  • Lemurian Sorcerer

    The Lemurian sorcerer is one of the most respected members of his society and the repository for the ancient lore of his people. Sorcerers are divided into two types: true sorcerers and sorcerer-scientists. The vast majority of Lemurian sorcerers are “ …

  • Lemurian Sorcerer-Scientist

    Sorcerer-scientists possess no personal magical abilities. They are basically scholars who’ve dedicated their lives to the study of the elemental substances that are the basis for Lemurian alchemy and mechano- mysticism. Just like their true sorcerer …

  • Wild Talent

    Not all wizards gain their spells through study and learning. Sometimes certain people - “wild talents” - have an innate gift for magic. In short, they can cast spells without any formal training. Their power may be crude and unfocused at first, but as …

  • Conjurer

    This Package Deals represent a typical spellcaster, call him what you will (wizard, mage, magician, sorcerer, spellslinger, warlock...). It reflects extensive learning and practice with a craft that’s part Arcane Art, part Secret Science. Some hide …

  • Diviner

    This Package Deals represent a typical spellcaster, call him what you will (wizard, mage, magician, sorcerer, spellslinger, warlock...). It reflects extensive learning and practice with a craft that’s part Arcane Art, part Secret Science. Some hide …

  • Elementalist

    This Package Deals represent a typical spellcaster, call him what you will (wizard, mage, magician, sorcerer, spellslinger, warlock...). It reflects extensive learning and practice with a craft that’s part Arcane Art, part Secret Science. Some hide …

  • Enchanter

    This Package Deals represent a typical spellcaster, call him what you will (wizard, mage, magician, sorcerer, spellslinger, warlock...). It reflects extensive learning and practice with a craft that’s part Arcane Art, part Secret Science. Some hide …

  • Loremaster

    This Package Deals represent a typical spellcaster, call him what you will (wizard, mage, magician, sorcerer, spellslinger, warlock...). It reflects extensive learning and practice with a craft that’s part Arcane Art, part Secret Science. Some hide …

  • Necromancer

    This Package Deals represent a typical spellcaster, call him what you will (wizard, mage, magician, sorcerer, spellslinger, warlock...). It reflects extensive learning and practice with a craft that’s part Arcane Art, part Secret Science. Some hide …

  • Noble

    Most kingdoms and other governments have persons of higher social station than average - nobles, in other words. They may gain their titles through birth, merit, or other methods, but the end result is the same: a person with, at least in theory, greater …

  • Athlete

    The Dominion of Atlantis is famous for its athletic competitions, in which not only Atlanteans but peoples from all parts of the world compete for both prizes and fame. Atlantean Age athletes generally do not “specialize”; they’re trained to compete in …

  • Atlantean Emaeros

    The _emaeroi_, or adventuring traders, are some of the most colourful characters in all of Atlantis... though many of them spend little time on the Great Island. They travel the world, typically on their own ships but sometimes on the ships of others, in …

  • Craftsman

    This Package Deal represents any of the typical workers and craftsmen found in the Dominion of Atlantis - blacksmiths, innkeepers, rat-catchers, artists, tailors, builders, miners, and dozens more. Many heroes start their careers as humble craftsmen until …

  • Darvilan Achtharon

    The _achtharons_ of Darvila are pearl-divers and fish-hunters who use secret spells to breathe underwater, swim at great speed, survive the incredible cold and pressure, and see deep beneath the surface. They’re also skilled swimmers in their own right, …

  • Mariner

    Also known as a sailor (or when criminally inclined, a corsair or pirate), a mariner is a person who makes his living working on boats and ships. He knows how to sail a ship (including working the sails and rigging, tying knots, and so forth), how to …

  • Merchant

    Merchants are the businessmen of the Fantasy world. They range from fast-talking shopkeepers to bold caravan leaders and sea captains who journey across wastelands and forbidding seas to reach important markets. Regardless of what they trade and how, all …

  • Entertainer

    Entertainers are normally wandering bards and storytellers, always searching for another place to play or seeking a new legend or tale, and bringing the news with them as they travel. Others are court minstrels, earning accolades and rewards by playing …

  • Acrobatics

    *Agility Skill* *Cost:* 3 Character Points; ; + 1 to roll per + 2 points This Agility Skill allows a character to perform flips, jumps, and rolls like a circus acrobat. Acrobatics lets the character jump from one moving vehicle to another safely, …

  • Acting

    *Interaction Skill* *Cost:* 3 Character Points; ; + 1 to roll per + 2 points A character with this Interaction Skill can alter his physical mannerisms and speech patterns to seem to be another person, to fool someone, or to fake moods and emotions. A …

  • Analyze

    *Intellect Skill* *Cost:* 3 Character Points; ; + 1 to roll per + 2 points This Intellect Skill allows a character to analyze another character's abilities or skills to determine the other character's level of power or degree of competence. The …

  • Animal Handler

    *Interaction Skill* *Cost:* 2 Character Points; + 1 category for +1 point, + 1 to roll (all categories) per + 2 points, This Interaction Skill lets a character train animals to do his bidding. Characters purchase the ability to handle one category of …

  • Breakfall

    *Agility Skill* *Cost:* 3 Character Points; ; + 1 to roll per + 2 points A character with this Agility Skill can perform many tasks related to keeping his footing and protecting himself from falls and related situations. First, a character can use …

  • Bribery

    *Interaction Skill* *Cost:* 3 Character Points; ; + 1 to roll per + 2 points A character with this Interaction Skill knows when to bribe someone, how to approach him, and how much to offer. The proper bribe can vary greatly from place to place; …

  • Bureaucratics

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points A character with this Interaction Skill can deal with bureaucrats, cut through red tape, and extract information from bureaucracies. He also knows the right people to talk to ( …

  • Charioteering

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Agility Skill can drive and control a animal-pulled ground vehicle in difficult situations. It applies to all vehicles that are drawn by animals from chariots …

  • Combat Driving

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Agility Skill can drive and control a non animal-based ground vehicle in difficult situations. It applies to all vehicles that operate magically, or …

  • Combat Piloting

    *Agility Skill *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Agility Skill can pilot and control vehicles that operate in three dimensions (everything from flying carpets to reindeer-pulled sleighs) in difficult …

  • Combat Sailing

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Agility Skill can pilot and control a water vehicle in difficult situations. It applies to all vehicles that operate in two or three dimensions on or under …

  • Climbing

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Agility Skill allows a character to climb unusually difficult walls, trees, and buildings, as long as handholds exist. Most characters can climb ordinary things (like ladders) …

  • Combat Skill Levels

    *Combat Skill* *Cost:* 1 - 8 Character Points per Level (see text/table) Once a character knows how to use an attack, he can improve his skill with it by buying Combat Skill Levels. Combat Skill Levels (CSLs) have several potential uses, though a …

  • Concealment

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Intellect Skill represents a character's ability to hide things and to find things others have hidden — important papers, weapons, jewels, artefacts drugs, and so forth. …

  • Contortionist

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Agility Skill gives a character the ability to manipulate his body so as to get out of ropes and other bonds (including some forms of Entangle). An attempt to escape from …

  • Conversation

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Interaction Skill allows a character to extract information from people with careful conversation, and/or to be an entertaining conversationalist. Use of this Skill takes …

  • Courtier

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Interaction Skill know about upper-class culture and how to interact with it: what clothes to wear, what are considered "sophisticated" drinks, which fork …

  • Cryptography

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Intellect Skill allows a character to solve ciphers and codes, encrypt or encode messages, and hide messages in ordinary text. Ciphers, which involve replacing letters and …

  • Deduction

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Deduction, an Intellect Skill, represents the ability to take several facts and leap to an inobvious conclusion — the classic detective's skill. Complementary Skills include any …

  • Defense Maneuver

    *Combat Skill* *Cost:* 3 - 10 Character Points (see text) A character with this Combat Skill is an expert at moving while in combat. He never allows an attacker a clear shot at his back. This Skill requires a Half Phase Action to use; the character …

  • Disguise

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Intellect Skill allows a character to change his appearance with makeup, costumes, body language, and facial expression. He can, with a successful roll, alter his appearance …

  • Eavesdropping

    *Intellect Skill* *Cost:* 3 Character Points; ; + 1 to roll per + 2 points Eavesdropping is the ability to find the best places from which to spy on and overhear people. In this case, Eavesdropping acts as a Complementary Skill for the character's PER …

  • Embalming

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Intellect Skill can make inferences from a corpse about the cause of death, how long the individual has been dead, if someone moved the corpse after death, …

  • Fast Draw

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Agility Skill represents the ability to ready and use a weapon (or, at the GM's discretion, any sort of attack) quickly. A character with Fast Draw can draw a weapon as a Zero …

  • Forgery

    *Intellect Skill* *Cost:* 2 Character Points for a category, or 1 Character Point for a subcategory; + 1 to roll with all categories and subcategories per + 2 points This Intellect Skill represents the ability to duplicate documents, objects, and …

  • Gambling

    *Intellect Skill* *Cost:* 2 Character Points for a category, or 1 Character Point for a subcategory; + 1 to roll with all categories and subcategories per + 2 points This Intellect Skill represents a character's ability to win gambling games that …

  • Inventor

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Intellect Skill allows a character to design and construct new devices. It represents that spark of genius, creativity, or perhaps madness that leads to new discoveries. …

  • Knowledge Skills

    *Background Skill* *Cost:* 2 Character Points for an 11 - roll, or 3 Character Points for an INT-based Roll; + 1 to roll per + 1 point This very general and flexible Background Skill includes knowledge of certain groups, places, people, and things — …

  • Language

    *Background Skill* *Cost:* 1-5 Character Points (see table) This Background Skill represents a level of fluency in, and knowledge of, a language. Each character knows his native language for free (at the 4-point level as described in the Fluency Table …

  • Lipreading

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Intellect Skill allows a character to read someone's lips to tell what they are saying. The character must know the [[language]] being spoken to lipread it successfully. …

  • Lockpicking

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Agility Skill allows a character to open key and/or combination locks using special tools instead of keys. It does not allow the character to find or bypass alarms, traps, and …

  • Inquisition

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points A character with this Intellect Skill knows how to quiz witnesses for clues, and link seemingly unrelated facts to create and support evidence. The character can discern many …

  • Healing

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Intellect Skill can perform first aid, stop bleeding, treat injuries, and generally keep someone alive. A character at zero BODY is dying (see Death, in …

  • Magic

    *Special* See text *Cost:* 3 Character Points; + 1 to roll per + 2 points This Skill represents a character's ability to use his magic, or innate powers. Characters can base Magic on any one of several Characteristics, depending on the nature of …

  • Martial Arts

    *Combat Skill* *Cost:* 3 - 5 Character Points per Martial Maneuver, with a minimum expenditure of 10 Points (see text) Martial Arts represent any form of hand-to-hand combat that requires training (or innate ability or experience) and expertise. …

  • Mechanics

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points A character with this Intellect Skill can repair, replace, and build mechanical devices. It can also (with appropriate Complimentary Skills) also allows a character to modify or …

  • Mimicry

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points A character with this Intellect Skill can imitate someone else's voice, or certain other sounds, perfectly. Other people can detect Mimicry with a Skill Versus Skill Contest …

  • Navigation

    *Intellect Skill* *Cost:* 2 Character Points for a category, + 1 point for each additional category; + 1 to roll with all categories per + 2 points A character with this Intellect Skill can determine his location and plot an efficient course between …

  • Oratory

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Interaction Skill represents the ability to speak to an audience and deliver a convincing presentation. A good orator knows how to modulate his voice, use body language, …

  • Penalty Skill Levels

    *Combat Skill* Cost: 1 1/2 - 3 Character Points per Level (see text) Penalty Skill Levels (PSLs) are a type of Skill Level that only reduce or counteract a specific type of negative OCV modifier for making particular types of attacks. Examples include …

  • Persuasion

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Interaction Skill can convince, persuade, or influence individuals, or tell believable lies. Typically characters only use Persuasion on NPCs; PCs are …

  • Professional Skills

    *Background Skill* *Cost:* 2 Character Points for an 11 - roll, or 3 Character Points for a Characteristic-based Roll (usually based on INT); +1 to roll per + 1 point This Background Skill gives a character the ability to perform certain professions, …

  • Rapid Attack

    *Combat Skill* *Cost:* 5 Character Points (see text) A character with this Combat Skill has a heightened ability to move in combat. Characters must purchase Rapid Attack separately for HTH Combat and Ranged Combat; either version costs 5 Character …

  • Riding

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Agility Skill can ride living creatures (such as horses, camels, rocs, and the like) under difficult circumstances. To use Riding, the character must know how …

  • Sapping

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points A character with this Intellect Skill can use explosives and other methods of bringing down large objects and fortifications properly. He knows about different types of …

  • Science Skills

    *Background Skill* *Cost:* 2 Character Points for an 11 - roll, or 3 Character Points for an INT-based Roll; + 1 to roll per + 1 point This Background Skill gives a character a solid grasp of and working knowledge of a particular field of science ( …

  • Seduction

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Interaction Skill is the ability to gain others' trust (and perhaps even friendship) by offering companionship or favours. Despite its name, it has less to do with …

  • Shadowing

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Intellect Skill is the ability to follow or watch someone subtly. Characters can perform Shadowing on foot, on a mount or in a vehicle. Different circumstances modify …

  • Signalling

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Intellect Skill understand how to communicate over distances subtly and properly. It does not encoding messages (that's [[Cryptography]]), but it does allow …

  • Skill Levels

    *No type* *Cost:* Varies Skill Levels provide bonuses to related Skills. (Skills may be related without being in the same category; the GM is the final judge of whether or not Skills are related.) The cost for Skill Levels is indicated on the …

  • Sleight Of Hand

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Agility Skill represents the ability to palm items, fool the eye, perform certain magic tricks, and so forth. It's useful when a character needs to get a weapon into his hand …

  • Stealth

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Agility Skill can hide in shadows, move silently, and/or avoid detection in combat conditions. When a character wants to be stealthy, use his Stealth roll …

  • Spell Research

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Intellect Skill allows a character to design and construct new spells. It represents that spark of genius, creativity, or perhaps madness that leads to new discoveries. …

  • Streetwise

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Interaction Skill gives a character knowledge of the seamy side of civilization: he knows how to find the black market, talk to thugs and criminals, gain information, deal …

  • Survival

    *Intellect Skill* *Cost:* 2 Character Points for a category, or 1 Character Point for a subcategory; + 1 to roll with all categories and subcategories per + 2 points Characters with this Intellect Skill can live off the land, find food and water, hunt …

  • Tactics

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Characters with this Intellect Skill know how to fight effectively and efficiently. Generally Tactics only applies to discrete battles and small units (squads, platoons, or …

  • Teamwork

    *Agility Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Agility Skill reflects a character's ability to fight well with others in combat. Use it when characters try to Coordinate attacks (see the Hero System Rulebook, page 378). …

  • Torture

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points A character with this Interaction Skill can extract information from people, forcibly. He knows how to avoid leaving marks, can judge how close a victim is to death or breaking …

  • Tracking

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points A character with this Intellect Skill can follow a trail by observing tracks, marks, broken twigs, and the like. He also knows how to hide tracks. He can derive a great deal of …

  • Trading

    *Interaction Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points This Interaction Skill gives a character the ability to strike a good bargain with a merchant or customer. Prices often aren't fixed, especially in smaller locales, so a …

  • Transport Familiarity

    *Background Skill* No roll required *Cost:* 1 Character Point per TF This Background Skill allows characters to drive or pilot specific types of vehicles, or ride a living mount, under routine conditions. It does not include combat maneuvering (that …

  • Trapbreaker

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points A character with this Intellect Skill can locate, recognize, evade, and build various types of alarms and traps. These alarms and traps include such things as deadfalls, scrying …

  • Two-Weapon Fighting

    *Combat* No roll required *Cost:* 10 Character Points (see text) A character with this Combat Skill has been trained to fight with two weapons, one in each hand. Two-Weapon Fighting (either Ranged or HTH) costs 10 Character Points. Two-Weapon …

  • Weapon Familiarity

    *Combat* No roll required *Cost:* 1 Character Point per WF, or 2 Character Points for a category (if purchasable) Weapon Familiarity represents the knowledge of how to use specific weapons. It's used primarily in Heroic campaigns where characters pay …

  • Weaponsmith

    *Intellect Skill* *Cost:* 2 Character Points for a category, + 1 point for each additional category; + 1 to roll with all categories per + 2 points A character with this Intellect Skill can make, maintain, and repair various types of weapons. He can …

  • Special Skills

    A Few Skills do not easily fit into the other categories. These are: [[Magic]] (also known as [[Magic|Prayer]]) which enables a Wizard (or Priest) to control their gifts. [[Skill Levels]] Which are bonuses which can be applied to a variety of …

  • Cramming

    *Cost:* 5 Character Points Cramming, which is an Intellect Skill although it involves no roll, allows a character to acquire a basic understanding of a non-combat Skill quickly. The character needs several hours to study the Skill, and must have …

  • Armoursmith

    *Intellect Skill* *Cost:* 3 Character Points; + 1 to roll per + 2 points Armoursmith allows a character to manufacture, modify, or repair primarily metal armours such as brigandine, chainmail, or plate armour. (Manufacturing armour made mainly of …

  • Characteristics

    A set of Characteristics representing natural attributes (such as physical strength, intellect, and willpower) describes every character. Each Characteristic has a numerical value — a rating indicating how the character compares to other characters, …

  • Cultures of Atlantis

    The world of the Atlantean Dominon and its enemies and allies are split into several wide areas. Each of those areas is further split into countries and regions, each with its own flavour, language, culture and traditions. Presented below are a list of …

  • Amoria Package

    Thanks to its proximity to eastern Atlantis, Amoria has been enriched by trade with the Great Island. Inland realms such as Baltaria and Tardania send goods down the Angettor River to Andermott, which sits at its mouth, so they can be shipped onward to …

  • Avoris Package

    Between the Markalena and Saka Rivers lies the land of Avaris, a windswept and often chilly land of prairies and scrub forests. Its western regions are more hilly as it approaches the mountains, but few people live there; most Avarins cluster in the …

  • Baltaria Package

    Baltaria is a small, almost backwater realm between the mountains, Truscoran lands, Larasa, and the Angettor River. Originally its people were semi-nomadic tribes, but they quickly fell to the might of Atlantis. The Atlanteans forced them to settle down, …

  • Dalasia Package

    Cooler than Kartalia and Therek due to its higher elevation, but not as wet as the lands north of the Tardanian Pass, Dalasia is a pleasant land where many Atlanteans take “rustic vacations” from time to time. The Dalasians themselves are mostly farmers …

  • Kartalia Package

    The southern realm of Kartalia is a warm, in some places subtropical, land inhabited by a simple people who raise crops and livestock. The capital Roslan, at the mouth of the Harelga River, is considered one of the most humid and uncomfortable cities in …

  • Khirbet Package

    The highland kingdom of Khirbet occupies a plateau between the southern Sharakkian Mountains and a range of hills and cliffs that create a natural border with Mitania and Saskia. There are only three ways to reach it by land. The most common is the upland …

  • Larasa Package

    Larasa is a northwestern Pelasgaran kingdom little known among Atlanteans or most other peoples. In the past the Larasans were a minor tribe that warred frequently with the Baltarians to the northeast, and even today resent having to share a capital city …

  • Mitania Package

    Mitania is a sleepy kingdom of fisherfolk and boat-builders that’s never attracted much attention from anyone — even Sakasian raiders usually ignore it, since it doesn’t have much worth stealing. Compared to his peers, Prince Kalvahr is a simple man who …

  • Sakasia Package

    The plains and fields of Sakasia would make superb land for farming... if the Sakasians were farmers. Unfortunately they’re a semi-nomadic people whose culture revolves around two things: herding a horned sheep called a corun; and raiding other Sakasians …

  • Regnaria Package

    Regnaria is a cold and often stormwracked peninsula with a short growing season. Known to Atlanteans as “the civilized Northlanders,” the Regnarians were once tribesmen who lived by fishing, herding, and warring with the neighboring Truscorans and …

  • Skraytha Package

    The Skraythans are, if anything, even more intractable than the Sakasians, though they have at least had a prince appointed to “rule” them, the great chieftain Arnza. Since the natural barriers of the Markalena River and Sea of Allakh prevent the …

  • Tardania Package

    Tardania is a large, temperate realm between the Angettor and Varbad rivers and the Sharakkian Mountains. It possesses an abundance of game, a generous growing season, and many other natural resources. Its capital, Stalden, sits at one end of the …

  • Therek Package

    The southernmost land of Pelasgar, Therek ranges from relatively cool uplands near the Sharakkian Mountains to swelteringly hot lowlands in the south. Uplanders are generally miners and herdsmen, midlanders and lowlanders farmers or fishermen. Although …

  • Truscora Package

    Related to the Regnarians, the Truscorans have never really settled down the way they did. They’re a nomadic people who live on the steppe/tundra of the far north, riding their heavy, shaggy-haired horses in pursuit of the great northern deer that is …

  • Avaria Package

    Avaria is one of three northern realms founded by the Hazarian tribes millennia ago. Exposure to Simbrian, and later Atlantean, ideas and technologies led them to abandon the original Hazarian lifestyle in favor of a more “civilized” life. Avaria was …

  • Darvilos Package

    The southernmost land of Sangobar is Darvilos, a humid tropical/subtropical land where, so the Atlantean stereotype has it, most people seem to devote their energies to avoiding work. The Darvilans aren’t actually any lazier than anyone else, but they’re …

  • Gadarica Package

    Like Darvilos, Gardarica was essentially conquered away from Lemuria and into the Dominion. Until the late 12000s it was a province of Lemuria, one of the undersea empire’s main sources of certain types of food, including wheat. Eager to augment its own …

  • Hernicia Package

    The history of Hernicia largely parallels that of Avaria. A breakaway kingdom from what would in time become the Empire of Hazaria, much of its early history revolves around minor conflicts with Avaria (and to a lesser extent Varinia). Facing the threats …

  • Simbria Package

    Located between the Ractoris and the sea in the midsection of Sangobar, Simbria is a pleasantly temperate land of lightly wooded fields and low hills. Its long growing season and copious natural resources have made it a wealthy land and a mainstay of the …

  • Varinia Package

    The history of Varinia largely parallels that of Avaria. A breakaway kingdom from what would in time become the Empire of Hazaria, much of its early history involves fending off attacks from Hazarian tribes and armies. Since no rivers, hills, or other …

  • Ystria Package

    Ystria was the last realm to join the Dominion as part of the Bloodless Conquest. After seeing how Simbria fared in its attempt to stand against Atlantis, when the Atlan’s envoys approached the King of Ystria he was quick to agree to their “proposals”. …

  • Chagaria Package

    The Dominion province of Chagaria was once two separate realms: Chaghanda, a land north of the Akontine River controlled by Lemuria; and Eltaria, the land south of the Akontine, which was part of the Empire of Tellat. After Lemuria and Tellat were …

  • Eshuna Package

    The ancient land of Eshuna is a place of exotic legends, mysterious lore, and a civilization that accounted itself old when the Dominion was just a-borning. It fell to the conquering armies of Atlantis when they overcame its powerful magics, though for …

  • Karshemish Package

    Some wizards believe the Karshemish civilization is nearly as old as Eshuna’s, though it’s never been as stable — based on historical records and the visions of seers, until about 4,000 years ago the region was inhabited by various tribes who spoke …

  • Parinda Package

    Like other southern lands, Parinda has been inhabited for millennia, before even the creation of Atlantis. It was once a region of many small kingdoms that traded, competed, and sometimes fought with one another. Ancient Parindan chronicles, written in …

  • Ras Shamra Package

    Ras Shamra, the only southern realm to field an army against Atlantis, is a warm, dry land of plains and fields. It has few large stands of forest and no large inland bodies of water. Despite occasional problems with drought the climate is well-suited for …

  • Hazaria Package

    Occupying the northwest corner on maps produced in Atlantis, the small but doughty Empire of Hazaria has remained free despite occasional threats from both the Dominion and the Lemurians. Though it has never succeeding in expanding beyond its present …

  • Kaphtor Package

    “Dark Kaphtor, where shadows lie/Even when Helios rides the crest of sky,” wrote the poet Domikos, neatly summarizing most Atlanteans’ opinion of the land to the far south. Despite their low opinion of the land, its people, and its customs, the Atlanteans …

  • Tellat Package

    Occupying half of the continent of Tel’Ramas, the Empire of Tellat has been a persistent source of trouble for Atlantis. Unable to conquer the southern upstarts, the Dominion must now confront the fact that Tellat may choose to ally with Lemuria, giving …

  • Chadir Package

    The northernmost and coolest land of Deoghar, Chadir has a higher elevation than most of the continent. This makes it less prone to flooding and better for various types of crops and herd animals (cattle in the lowlands, goats and sheep in the southern …

  • Dazhvan Package

    Dazhvan, in the southwestern corner of Deoghar, is a land of grassy plains an small forests. Both in the Empire and the Dominion it’s known as a land of herdsmen and weavers. The Dazhvani raise a special species of shaggy goat whose long hair is ideal for …

  • Dushaan Package

    Dushaan is a low-lying land bordered by the Serpent Hills, the U’tan River, and the great central jungle. For years it’s disputed control of the eastern part of the jungle with Ka’lesh, but circumstances, military force, and the Lemurian governors have …

  • Kalesh Package

    Located in the western-central part of Deoghar, Ka’lesh competes with Subatar to be the most prosperous realm on the continent. Much of its wealth derives from controlling the large central jungle (which it calls the Ka’lesh Jungle). However, the …

  • Nikarkar Package

    Nikar’kar, in the southeastern corner of Deoghar, is a marshy lowland suitable for agriculture and the breeding of disease-bearing insects. Most Nikarese are farmers, fish in the swamps or sea, or herd water buffalo. However, Nikar’kar is also known for …

  • Subatar Package

    Subatar is a large, prosperous realm. Its land makes it ideal for farming and herding, it controls rich mines in the Ogat Mountains, and its capital Ab’dahn is the continent’s main port for trade with Sangobar. Unfortunately it’s also a restless land. …

  • Bulhan Package

    Bu’lhan is a land divided in two. Toward the south and west, as one approaches the Altalai Mountains and the hills running off them, it’s a plateau where the people tend to live as herders and farmers. But about halfway through the country the plateau …

  • Khendai Package

    North of the turbulent Shangkam River lies the land of Khendai, said to be one of the most ancient and mysterious of lands. The Khendai people are secretive and quiet (at least among outsiders), and their language is extremely complex and difficult to …

  • Udongar Package

    A green, temperate land between the Banag and Shangkam Rivers, Udongar is a tranquil place where the people — mostly farmers and fishermen — live their lives much as their ancestors did centuries and millennia ago. It’s most noted for its wines; Udoni …

  • Vangkor Package

    Vangkor is unique in the world as the only realm held by non-humans. Its inhabitants are the Serpent-Men, reptilian people who’ve lived there ever since either the Lemurians or Atlanteans can remember. When the Lemurians first began to conquer the lands …

  • Vastam Package

    Vastam is a long “strip” of grasslands between the Altalai Mountains and the sea. It’s home to a nomadic people, the Vasta, known for their skill at riding horses and herding the semi-domesticated sheep that are the foundation of the land’s economy. A …

  • The Pelasgaran Continent

    The Dominion is strongest on the eastern continent of Pelasgar, which it controls entirely. The main geographic feature of Pelasgar is the Sharakkian Mountains, which effectively split the continent in two. The drier, windier eastern half of the continent …

  • The Sangobaran Continent

    The lands of Sangobar came to the Dominion later than those of Pelasgar, but as with Pelasgar their proximity to Atlantis has allowed Atlantean culture to take firm hold through trade and intermingling. However, the presence of the Empire of Hazaria in …

  • The Southern Continent

    Although it does not exercise total control over either Tel’Ramas or Angatar, Atlantis has significant holdings on both continents. It keeps a careful eye on these lands, and many soldiers stationed there, since Lemuria’s always eager to regain lost …

  • Empire of Lemuria

    Atlantis’s chief rival, and at times enemy is the Empire of Lemuria. Once the most powerful realm in the world, Lemuria is slowly but surely being eclipsed by the Dominion... but it remains mighty, and the final outcome of the struggle between the two is …

  • Deoghar

    Deoghar straddles the equator, making it a mostly tropical/subtropical continent that fades to temperate in its northern and southern reaches, though the peaks of the Ogat Mountains are very cold even at the height of summer. Away from the mountainous or …

  • Saravon

    Located far south of the equator, Saravon is an often cold and inhospitable place. Nevertheless, men — and one other species — have found ways to live and thrive here. Areas contained within the Saravonian Contient: [[Bulhan Package|Bu'lhan]] [[ …

  • Atlan'Elos

    At the very center of the island of Atlantis sits its capital, Atlan’elos, the City of the Crown, seat of the Atlan and his tenth of the island. It’s said in other parts of the world that the streets of Atlan’elos are paved with marble and lit at night …

  • Atlantis Package

    The island of Atlantis, seat of the Dominion and center of the world, occupies the north-central body of water known as the Atlantean Sea almost equidistantly between the continents of Pelasgar, Sangobar, and Tel’Ramas. It’s approximately 400 miles across …

  • Anthele

    Anthele, located on the southern half of Atlantis’s eastern peninsula, is the domain of Euaemon. From his capital city of Eleukas, one of the busiest ports on the world, Atlantean ships fare forth to trade with Pelasgar, Angatar, and Tel’Ramas, bringing …

  • Aratolia

    Aratolia, the domain of King Mestor the Wise, is the southernmost part of Atlantis. Compared to some other parts of the island it can be rocky, hilly, and a little dry, but nevertheless possesses great natural beauty. The Aratolian people are known as …

  • Argolis

    The largest of the ten Atlantean domains, Argolis is ruled by Vondarien’s twin Gadrius, who enjoys the Atlan’s special favor. It’s also one of the most beautiful, with rolling green hills, grassy plains, thick forests, and rivers teeming with fish. * …

  • Evoia

    Evoia is a green and fruitful land of light forests, broad meadows split by streams and shallow rivers, and low hills. It has a slightly cool climate and gets lots of rain, especially in the spring and autumn. Evoian farmers have found that this makes …

  • Laconia

    Between the mighty Hippolous River and the Atlantean Sea is Laconia, a hilly and in some places rocky land. Some of the hills are deep and wild, with caves where fearsome wild beasts or even monsters dwell. The most infamous of these was the Aulean …

  • Messania

    Between the Livadian Mountains and the Trobas River lies Messania, a land of forested hills, cloudy weather, and much rain. Many Atlanteans consider Messania “gloomy” compared to the sunnier southern regions of the Great Island, but Messanians often tell …

  • Paros

    Paros, sometimes referred to by Atlantean poets as “the Northwest Kingdom,” is a sun-dappled land of plains, streams, and small forests. It starts with the high elevations of the Kopani Mountains to the south, and gradually slopes downward to Poseidon’s …

  • Sephailios

    The land of Sephailios is wedged in between Atlan’elos, the Hipponous River, and Aratolia. Its royal seat, Tarkailia, is closer to Atlan’elos than any other, creating strong ties between them. Atlan Vondarien is more apt to visit his brother Diaprepes …

  • Zanthinus

    Occupying the lands between the Lividian Mountains and Poseidon’s Well, Zanthinus is mostly elevated. The eastern half of the country is a sort of plateau that eventually slopes down sharply to the river. As a result the eastern half tends to be cooler …

  • Mount Oeranos

    Located in the wilderlands between Argolis, Aratolia, and Atlan’elos, Mt. Oeranos is the home of the gods. High atop its cloud-shrouded peaks they have built their glittering palaces (though some, such as Poseidon, have other homes as well), and at the …

  • Perks

    |*Perk*|*Cost*|*Description*| |[[Access]]|1 - 5 points|Character has special access to a secured area| |[[Anonymity]]|3 +|No official records of character exist| |[[Atlantean Wizard Perk|Atlantean Wizard]]|10|Access to Atlantean Magic *Restricted*| …

  • Access

    Sometimes characters have access to heavily secured areas or buildings as a result of secret entrances or passages they know of or built, keys they have stolen or forged, and so forth. For example, if a character suspects that one day he may need to gain …

  • Anonymity

    For many characters, a high degree of anonymity is a valuable asset — what the authorities don’t know about someone, they can’t use to catch him. With the GM’s permission, characters can buy this Perk. Anonymity means no official or guardsman records …

  • Atlantean Wizard Perk

    Atlantean characters who want to cast spells must buy this 10 Character Point Perk. It gives them access to their lesser spells (known as _Arkanoi Legoteros_). These are a wide variety of spells of minor power — or at least “minor power” as Atlantean …

  • Rules of Atlantean Wizardry

    Though powerful, Atlantean magic is not without its weaknesses and limitations. These include: *Gesturing And Incanting* Almost all Atlantean spells (and certainly all powerful ones) require the Limitations Gestures and Incantations. Other common …

  • Contact

    A character with this Perk knows someone who can occasionally help him out. Characters can purchase this Perk multiple times; in each case, it represents a person or persons the character knows. The Contact usually holds a job or position that can be …

  • Imperial Bloodline

    Imperial Bloodline is a special form of [[Contact]] with one of the Ten Brothers based on being the Contact’s descendant. If a character takes one of the [[Descendant of the Ten]] Package Deals, he can buy a [[Contact]] with *that Brother* for a -1 …

  • Corusca Supply

    This Perk represents a wizard’s access to supplies of corusca. He might get it by buying it from the Priest-King (or as a gift from him), from his own small private mine somewhere in the Lemurian depths, as tribute from extradimensional spirits he holds …

  • Crystallos Supply

    This Perk represents a wizard’s access to supplies of crystallos. He might get it by buying it from the Priest-King (or as a gift from him), from his own small private mine somewhere in the Lemurian depths, as tribute from extradimensional spirits he …

  • Orichalcum Supply

    This Perk represents a wizard’s access to supplies of orichalcum. He might get it by buying it from the Atlan (or as a gift from him), from his own small private orichalcum mine somewhere in the Atlantean mountains, as tribute from extradimensional …

  • Fulminor Supply

    This Perk represents a wizard’s access to supplies of fulminor. He might get it by buying it from the Priest-King (or as a gift from him), from his own small private mine somewhere in the Lemurian depths, as tribute from extradimensional spirits he holds …

  • Ignaetium Supply

    This Perk represents a wizard’s access to supplies of ignaetium. He might get it by buying it from the Priest-King (or as a gift from him), from his own small private mine somewhere in the Lemurian depths, as tribute from extradimensional spirits he holds …

  • Grand Library Access

    Some wizards are privileged to have access to the grimoires and magical tomes kept on the upper two floors of the Grand Library. You can represent this with a 5 Character Point Perk, *Grand Library Access*. For purposes of performing research, think of …

  • Favour

    This Perk means someone, or some organization, owes the character a favour. A Favour functions like a Contact with a 14 - roll. However, once the character uses the Favour, it’s gone — he can only call in a Favour once. Really large tasks may require …

  • Reputation

    While some Reputations mostly hinder a character, and are a Disadvantage, many are primarily beneficial. Beneficial Reputations are Perks and cost Character Points. Before buying this Perk, a player should decide, aft er consulting with his GM, whether …

  • Deep Cover

    A character with this Perk, also known as Alternate Identity, has a long-established, nigh-unquestionable false identity or disguise he can use. The player defines how the character established the Deep Cover — he may have spent years creating an …

  • Follower

    This Perk means the character has a Follower of some kind who’s loyal to the character and willing to do what he asks. Examples of Followers include special human agents, unusual animal companions, familiars, and magiconstructs. *Buying Followers* …

  • Fringe Benefit

    Fringe Benefit is a Perk which the character acquires from his job or background — a “perk” in the classic sense. [[Membership]] represents the benefits that accrue to a character from belonging to a large and/or powerful organization — the City Guards …

  • Vehicles

    A character with this Perk has a Vehicle of some kind ranging from a flying ship, to a unique magical or magiconstructed mount of some kind. In Heroic campaigns, characters should pay for normal Vehicles with money. In the Atlantean campaign, …

  • Bases

    A character with this Perk has a speciak Base of some kind ranging from a mystically guarded and warded cave on the side of a mountain, a flying citadel hovering over the countryside of the Island of Atlantis, to a small pocket dimension. In Heroic …

  • Money

    This Perk represents the amount of money or related assets a character possesses. Money may not make the world go round, but it can help motivate PCs. Characters receive money as payment for services, loot from treasure hoards, gifts, and so forth. They …

  • Coinage

    The coinage of Atlantis is representative of its power and mentality. The price list has prices primarily in Silver Princes (SP), however, certain items may be priced in Orichalcum Crowns (OC), Gold Kings (GK), Copper Lancers (CL), and Iron Spears (IS) …

  • Lordship

    The Lordship Fringe Benefit represents a character’s position in, and authority deriving from, a government or other rulership hierarchy. In the Atlantean World societies have political structures similar to the feudal governments of Eastern Europe and …

  • Membership

    *Membership* represents the benefits that accrue to a character from belonging to a large and/or powerful organization — the Church of Poseidon, the Lancers, a powerful Mercantile family, a trade guild, etc. The character can call on the group’s resources …

  • Military Rank Perk

    In some settings, military ranks are a part of being a noble (i.e., of the [[Lordship]] Fringe Benefit), but in the Atantean World the privilege of commanding an army, navy, or part thereof is separate from [[Lordship]]. Some commoners can rise far …

  • Religious Rank Perk

    Characters who belong to large religious organizations — churches, temples, cults, and the like — need a form of Membership, 'Religious Rank', to reflect that. The accompanying table gives suggested values based on Atlantean and Lemurian religions; there …

  • Guild Rank Perk

    Trade guilds flourish in many cities of the Atlantean World, and equivalent organizations exist elsewhere. There are many variants upon this concept, including Thieves’ Guilds, Assassins’ Guilds, Mages’ Guilds, and the like. Belonging to a guild …

  • Talents

    Talents are unusual abilities some characters possess. They include weird or unique attributes, bizarre skills, and a variety of effects that aren’t common among normal folk, but are sometimes possessed by heroes and their enemies. Think of Talents as …

  • Absolute Range Sense

    A character with this [[Talents|Talent]] can detect the distance between himself and any object within his Line Of Sight accurately without the aid of any external measuring devices. He still suffers the Range Modifier to Attack Rolls and Skill Rolls, …

  • Absolute Time Sense

    A character with this [[Talents|Talent]] can gauge the passage of time accurately without using a watch, the sun, or other external means. This [[Talents|Talent]] can be useful when timing or coordinating assaults and infiltrations, estimating distance …

  • Ambidexterity

    This [[Talents|Talent]] allows the character to use either hand to perform tasks with no penalty. Normally, a character using a weapon or performing certain [[Skills]] with his off hand (the left hand for right-handers, and vice-versa) suffers a - 3 OCV ( …

  • Bump of Direction

    A character with this [[Talents|Talent]] has an innate sense of direction. He can always tell direction without reference to visual clues, and can also tell if he is above or below the local ground level (Bump Of Direction applies in three dimensions, not …

  • Combat Luck

    This [[Talents|Talent]] represents a character’s ability to avoid damage in combat due to luck, skill, training, or some similar reason. Although referred as Combat Luck, it can indicate a character’s skill at dodging attacks (it’s sometimes known as the …

  • Combat Sense

    This [[Talents|Talent]] gives a character the innate ability to fight effectively even while in darkness or blinded. Combat Sense costs 15 Character Points for a base 9 + (INT/5) or less roll, + 1 for 1 Character Point. A successful Combat Sense roll …

  • Danger Sense

    A character with this [[Talents|Talent]] has a sixth sense about danger. At its most basic level, Danger Sense prevents the character from being surprised in combat; at more powerful levels, Danger Sense alerts the character to any threat to his person, …

  • Eidetic Memory

    A character with this [[Talents|Talent]] has a photographic memory. He can remember images and other sensations which he’s studied (including written pages) with near photographic exactness. This doesn’t mean he remembers everything that happens …

  • Environmental Movement

    A character with this [[Talents|Talent]] can move easily and without restrictions in environments which hamper most characters. For example, walking or fighting on ice without slipping is difficult, as is doing just about anything underwater. A character …

  • Double Jointed

    A character with this [[Talents|Talent]] has unusually flexible joints. Double Jointed gives a bonus of + 1 to + 3 to [[Contortionist]] rolls (and sometimes [[Breakfall]] rolls as well), depending on the circumstances. [ Return to [[Talents]] ] [ …

  • Lightning Calculator

    A character with this [[Talents|Talent]] has the innate ability to perform mathematical operations mentally with startling speed. Multiplying four-digit numbers takes a Full Phase; more complex calculations might take up to a full Turn. This is a handy …

  • Lightning Reflexes

    A character with this [[Talents|Talent]] can act before other characters with higher DEXs. A character with Lightning Reflexes has an increased effective DEX only for the purpose of acting earlier in a Phase. Lightning Reflexes doesn’t affect CV, Figured …

  • Lightsleep

    A character with this [[Talents|Talent]] sleeps lightly, and therefore is rarely surprised while asleep. Normally a character must make Hearing PER Rolls at - 6 to wake up when someone enters the room, leans over his bed, makes an unusual noise, or the …

  • Perfect Pitch

    A character with this [[Talents|Talent]] can tell the exact pitch of a musical tone by listening; no roll is necessary. Perfect Pitch also adds a +1 to any music-related Skill Roll. [ Return to [[Talents]] ] [ Return to [[Character Creation]] ]

  • Resistance

    Resistance represents a character’s ability to resist interrogation and torture through self-hypnosis, meditation, pure stubbornness, or the like. Resistance has no effect on Mental Powers or Pushing. Resistance costs 1 Character Point for each + 1 to …

  • Simulate Death

    This [[Talents|Talent]] allows a character to slow his metabolism down to the point where he appears completely dead (although a thorough medical investigation would reveal signs of life). For 3 Character Points, a character can simulate death; he …

  • Speed Reading

    This [[Talents|Talent]] allows a character to read books and documents up to ten times faster than normal. A book that takes three hours to read can be read in twenty minutes with Speed Reading. When combined with [[Eidetic Memory]], Speed Reading …

  • Universal Translator

    A character with this [[Talents|Talent]] can understand any form of communication — from verbal speech, to gestures and body language used as part of a deliberate process of speaking (such as sign language), to written text — and communicate back in a …

  • Combat Spellcasting

    The character is adept at casting a particular spell in battle. He has practiced with that spell extensively to increase his accuracy with it. He chooses one Spell when he buys this [[Talents|Talent]], and receives + 3 OCV with it (this costs 6 Character …

  • Combat Focus

    Trying to use certain Skills in combat conditions, or other high-stress crisis situations, imposes a - 1 to - 3 penalty on the Skill Roll. A character with this [[Talents|Talent]] does not suffer that difficulty; he knows how to keep his head and focus on …

  • Combat Archery

    A character with this [[Talents|Talent]] is an expert at firing arrows into melee — he can do so with much less risk of accidentally hitting a friend or ally. In game terms, this [[Talents|Talent]] provides + 5 OCV with Bows that only serves to prevent …

  • Berserk Fury

    The character has the ability to work himself into a bloodthirsty rage while in combat. When he becomes berserk, his Strength increases and he feels less pain, but he also loses the ability to distinguish friend from foe; he simply attacks the person …

  • Beast Speech

    Like Dr. Doolittle, the character can “talk to the animals.” This doesn’t guarantee they’ll respond, be amicable, or comply with his requests, but it often helps to establish friendly relations... particularly if the character offers the animal some food. …

  • Animal Friendship

    The character has an innate bond with animals, or a mystical ability to make animals like and respect him. Whenever he encounters an animal, he can make a PRE Roll at + 3 to gain that animal’s friendship (the GM may impose penalties for fierce or angry …

  • Divine Favour

    A god or gods looks out for the character, blesses him, and protects him from harm... at least some of the time, and only as long as the character serves the god’s purposes. To represent this “protection,” the character has the equivalent of Luck 3d6. …

  • Fascination

    A character with this [[Talents|Talent]] has such a melodious voice, or such talent for speaking or singing, that he can almost instantly attract an audience. He has a harder time getting the attention of distracted people (people who are in the middle of …

  • Fearless

    The character possesses such great courage that virtually nothing can terrify him — not even fear-spells or demonic fear-auras. In game terms, this counts as 20 points of Mental Defense (plus EGO/5) and Power Defense that only apply against fear- …

  • Follow-Through Attack

    A character with this [[Talents|Talent]] is accomplished at striking down multiple foes in combat. After he kills one enemy, he may immediately make another attack against any enemy in HTH Combat range. He does not have to use this [[Talents|Talent]], he …

  • Inspire

    The character’s voice inspires courage and confidence in his allies and those he protects, giving them the ability to withstand fear. He must spend a Full Phase to use this [[Talents|Talent]], and when doing so must focus on it so thoroughly that his DCV …

  • Mounted Warrior

    A character with this [[Talents|Talent]] is an expert at fighting from horseback (or while riding any other sort of mount). When he buys it, he selects either HTH Combat or Ranged Combat. He does not suffer the standard -2 OCV penalty for fighting from …

  • Rapid Archery

    This [[Talents|Talent]] allows a character to fire arrows much more quickly than normal — three per Phase, instead of one. He can make all attacks against the same target, or against two or three different targets. To hit with multiple attacks, the …

  • Trackless Stride

    The character can move so stealthily and lightly that he leaves no tracks upon the ground (not even on sand or snow), and does not trigger ground-based traps involving pressure (such as many deadfalls or pit traps). He cannot move very fast while doing …

  • Crippling Blow

    A character with this [[Talents|Talent]] knows how to strike blows that cripple, or inflict other potentially long-lasting harm on, his targets. By hamstringing an enemy, he can reduce that enemy’s ability to walk or run. By striking a blow to the arm, he …

  • Deadly Blow

    The character’s skill with weapons allows him to strike highly accurate and deadly blows, though usually only in limited circumstances (such as against specific types of foes, only with a specific type of weapon, or only when the target is Surprised). …

  • Disadvantages

    Characters have weaknesses as well as strengths — both are necessary to create an interesting, well-rounded individual. In the HERO System, the personal complications, hindrances, and drawbacks a character has to confront during his adventures are …

  • Accidental Change

    A character with this Disadvantage has at least two forms or identities and sometimes accidentally or involuntarily changes between them. Accidental Change is most often used in the horror and comic book superhero genres. It is *not* appropriate for …

  • Age

    This Disadvantage, which only characters subject to [[Normal Characteristic Maxima]] can buy, represents the effects on a character of being younger or older than normal. A character with Age is not at the peak of his physical capabilities due to the fact …

  • Dependence

    A character with this Disadvantage is dependent on a certain substance or item. If he cannot get it, he suffers negative effects, possibly even injury or death. You can use this Disadvantage to simulate drug addictions and other chemical dependencies, …

  • DNPC

    A character with this Disadvantage has a nonplayer character friend, companion, or associate who often gets into trouble, requiring the character to protect or save him. You can also use Dependent Non-Player Character (DNPC) to simulate fans, villainous …

  • Distinctive Features

    A character with this Disadvantage has some easily recognizable feature(s) that are difficult to conceal. *WHAT MAKES A FEATURE DISTINCTIVE* Distinctive Features could be such things as bright red hair, a facial scar, unusual height (large or small), …

  • Enraged

    A character with this Disadvantage tends to become extremely angry and lose control of himself when confronted by certain situations or stimuli. (Alternately, despite this Disadvantage’s name, it can reflect things other than anger — panic, enthusiasm, …

  • Hunted

    A character with this Disadvantage is pursued by some person or group. The Hunter may show up during adventures and attempt to do something to the character. This can range from monitoring his activities, to interrogating him, to arresting him, to trying …

  • Physical Limitation

    A character with this Disadvantage has a physical problem that hampers him, such as blindness or a weak leg. _Physical Limitations are rare among Atlantean characters. Most long-term/permanent physical maladies can be cured by priestly magic... or, for …

  • Psychological Limitation

    A character with this Disadvantage has a mental quirk or impairment regarding a given thing or situation. The character defines how often the condition affects him and the degree of impairment he suffers. Th e accompanying Psychological Limitation table …

  • Reputations

    A character with this Disadvantage is viewed in an unfavourable light; also, people may know something harmful or disadvantageous about him. Sometimes a Reputation can be useful, but usually it should cause problems for the character — people run …

  • Rivalry

    A character with this Disadvantage is engaged in a not-so-friendly rivalry, whether professional, romantic, or both, with another character. The character always attempts to outdo his Rival, though the extent to which he’ll go to do this depends on the …

  • Social Limitation

    This Disadvantage means the character’s ability to interact with society and/or other people is somehow limited, restricted, more difficult than usual, or dangerous to him. Examples include keeping an important secret (such as a secret identity or the …

  • Susceptibility

    A character with this Disadvantage takes damage from objects or effects that are harmless to most people. It is not appropriate for _normal_ characters in the Atlantean World, though it may be used to represent a rare "curse" or "displeasure of the gods …

  • Vulnerability

    A character with this Disadvantage takes extra damage from a particular attack form. It is not appropriate for _normal_ characters in the Atlantean World, though it may be used to represent a rare “curse” or “displeasure of the gods”. The value of this …

  • Unluck

    Improbable and unlucky things happen to a character who has Unluck. The GM should require an Unluck Roll when the character is winning easily in a fight, depending on a sure thing, succeeding easily, taking a simple task for granted, and so forth. …

  • Atlantean Code of Honour

    The Atlanteans have their own conception of “honour” and a code to enforce it, and many Atlantean characters take this as a [[Psychological Limitation]]. The precepts of Atlantean honour include: * treat foes with the respect and courtesy due a …

  • Code of the Wandering Hero

    This [[Psychological Limitation]] (and its counterpart, [[Code of the Assassin]]) signifies a character who maintains a professional code of honor. If someone asks him for help, and he agrees to help them, he becomes absolutely loyal to that person. He …

  • Hazarian Code of Honour

    The code of honour followed by Hazarian “knights” dictates: * your actions reflect not just on yourself, but on your family, clan, and leaders; do not shame them by acting in an ignoble, selfish, or cowardly manner. * never ask for quarter, but give …

  • Code of the Assassin

    This [[Psychological Limitation]] (and its counterpart, [[Code of the Wandering Hero]]) signifies a character who maintains a professional code of honour. If someone hires him to do a job, he becomes absolutely loyal to that employer. He does his best to …

  • Hatred of Lemurians

    Atlanteans have hated and distrusted Lemurians since literally the very first time the two empires met. Lemurians 'proved' themselves to be underhanded and untrustworthy, and that has stayed as part of the Atlantean mentality ever since. *Distrust of …

  • Fear of Magic

    In the Atlantean World, a Fear of Magic isn't a phobia. A phobia is an irrational fear of something, and with the sheer power that Atlantean and Lemurian wizards can throw around, a fear of it is completely rational. This limitation is occasionally …

  • Atlantean Superiority Complex

    Atlanteans are a blessed people, direct descendants from the God Poseidon, and rulers of more than half of the World. And whilst the true Atlanteans are low in number, they know their special abilities make them far more than those around them. An …

  • Lemurian Superiority Complex

    Lemurians a cold people, descended from reptiles and almost as distant. Unlike Atlanteans, Lemurians are relatively commonplace, at least in the Undersea Kingdom and see themselves as far more important than the myriad squabbling mammals that surround …

  • Casual Killer

    This Limitation is most oft en taken by criminals and villains; it’s not really appropriate for most PCs. It signifies a person who has no compunctions about killing, and who’s prone to using lethal force to resolve problems. He can kill quickly and …

  • Vengeful

    Also sometimes defined as "Wants Revenge On...", these [[Psychological Limitation|Psychological Limitations]] apply to a character who’s out to get someone else. A Vengeful character tends to be revenge-minded; he wants to wreak vengeance on any NPC …

  • Hunting

    For whatever reason — hatred, a desire for revenge, a need to capture or kill him — the character is Hunting another character, or even an entire organization (such as the Lemurian Guard or Atlantean Lancers). He feels compelled to try to track his quarry …

  • Aslani

    The Aslani are a race mixing the features of humans and cats. Soft fur covers their bodies. They may all have the same general body type, or they may vary among themselves much as great cats do, leading to tall, lean, fast cheetah-folk, broad-shouldered, …

  • Insectare

    The Insectare are a humanoid race rumoured to be the result of Lemurian experimentation with humans and insects. Whatever the truth of their origins, they appear as bipedal creatures with a mix of insectoid and mammalian traits. Their head, body, arms …

  • Lupinal

    As Aslani are to great cats, Lupinals are to wolves, hunting dogs, and other large canines. Shaggy fur covers their bodies, and fangs fill their mouths; sometimes they have claws on their fingers as well. Lupinals tend to live in small tribes in …

  • Basics of Atlantean Magic

    Atlantean magic involves the manipulation of the four classical elements — Air, Earth, Fire, and Water — plus some other elements and raw arcane power (though the latter are rare, and often viewed with suspicion). Spells are divided into the simple, …

  • Orichalcum in Game Terms

    In HERO System terms, raw orichalcum functions as an Endurance Reserve that can power spells, magical vehicles, and the like. Sairoi (spherical) orichalcum has relatively little END and no REC — once it's used up, it crumbles to inert powder. Talloi ( …

  • Orichalcum

    The key to the power of Atlantean magic is orichalcum, a mystical metal. Minuscule fragments of orichalcum infuse the rock and soil of the entire island of Atlantis, giving the realm and its people a foundation for their mystical might. More importantly, …

  • Restrictions on Atlantean Magic

    Though powerful, Atlantean magic is not without its weaknesses and limitations. These include: *Gesturing And Incanting* Almost all Atlantean spells (and certainly all powerful ones) require the Limitations Gestures and Incantations. Other common …

  • Endurance and Greater Powers

    Typically, Greater Powers spells cost a lot of END. During a sustained battle, it's more END than any wizard, no matter how powerful, can muster — if a wizard tried to pay all the END costs with his personal END, he'd quickly use up all his END and STUN …

  • Impromptu Spells

    Due to their profound understanding of mystic forces and their consummate skill, Atlantean wizards do have some ability to create and cast spells in battle or crisis situations without having previously researched and developed them. This is referred to …

  • Using Atlantean Spells

    Characters are allowed to make multiple-power attacks with two or more spells in the same Multipower if they have a sufficiently large reserve to do so. However, the spells from one Multipower cannot add to or modify the spells in another power, per the …

  • Greater Atlantean Magic

    The second category is the _Arkanoi Segalos_, or "Greater Powers". These are spells of much greater power than the _[[Lesser Atlantean Magic|Arkanoi Legoteros]]_ — often vastly greater power. A sufficiently accomplished wizard can devastate the world …

  • Lesser Atlantean Magic

    Atlantean wizards divide their magic into two types of spells. The first, and least powerful, are the _Arkano Legoteros_, or "Lesser Powers". These are a wide variety of spells of minor power — or at least "minor power" as Atlantean wizards define the …

  • Atlantean Magic in Game Terms

    To learn Atlantean magic, a character must first be an Atlantean — that is, he must take the Atlantean Package Deal from Chapter Two. Non-Atlanteans cannot learn Atlantean magic (or at least, not without the GM giving them a way to... which comes with " …

  • Magic Section

    The foundation of Atlantis's power in the world is its magic. Long ago the gods revealed special arcane secrets to the Atlanteans, and so Atlantean mages have become the most powerful in the world, and magic a fundamental part of Atlantean society. Even …

  • Atlantean Spells

    Atlantean magic involves the manipulation of the four classical elements — Air, Earth, Fire, and Water — plus some other elements and raw arcane power (though the latter are rare, and often viewed with suspicion). [[Spells of Air]] [[Spells of Earth …

  • Spells of Air

    [[Air Spirit Matrix]] [[Becalming]] [[Call the Winds]] [[Fleetness of Cloud]] [[Fury of the Winds]] [[Irressistable Winds]] [[Leash the Storm]] [[Levitation]] [[Lighting Spear]] [[Reaping the Whirlwind]] [[Shield of the Winds]] [[Storm of …

  • Spells of Earth

    [[Breaking of Earth]] [[Clasp of Stone]] [[Dardarian Prison]] [[Earth Spirit Matrix]] [[Eordicas Wrath]] [[Giants Sling]] [[Parting the Earth]] [[Raise the Mountain]] [[Stonewall]] [[Strength of Earth]] [ Return to [[Atlantean Spells]] ] [ …

  • Spells of Fire

    [[Extinguishing]] [[Fire Ball]] [[Fire Darts]] [[Fire Spirit Matrix]] [[Fists of Fire]] [[Rain of Fire]] [[Firestorm]] [[Immolation]] [[Shield Against Flame]] [ Return to [[Atlantean Spells]] ] [ Return to [[Magic Section]] ] [ Return to [[ …

  • Spells of Water

    [[Blizzard]] [[Fist of Poseidon]] [[Flood]] [[Frigid Doom]] [[Part The Waters]] [[Stilling the Waves]] [[Unleash the Waters]] [[Water Spirit Matrix]] [ Return to [[Atlantean Spells]] ] [ Return to [[Magic Section]] ] [ Return to [[Character …

  • Spells of Light

    [[Armour of Light]] [[Dimming]] [[Eyes of Helios]] [[Illuminating]] [[Irresistible Flame]] [[Leeching Shadows]] [[Light Spirit Matrix]] [[Shadow Bolt]] [[Shadow Spirit Matrix]] [[Sunfire Field]] [[Sword of Light]] [ Return to [[Atlantean …

  • Spells of Order

    [[Chaos Doom]] [[Chaos Mantle]] [[Chaos Spirit Matrix]] [[Imposition of Chaos]] [[Imposition of Order]] [[Order Spirit Matrix]] [[Shapechanging]] [[Shield Against Chaos]] [[Stability]] [ Return to [[Atlantean Spells]] ] [ Return to [[Magic …

  • Spells of the Arcane

    [[Arcane Beam]] [[Arcane Darts]] [[Arcane Spirit Matrix]] [[Countermagic]] [[Paralyse Army]] [[Shield of Arcane]] [ Return to [[Atlantean Spells]] ] [ Return to [[Magic Section]] ] [ Return to [[Character Creation]] ]

  • Divine Magic

    Here are some examples of the typical healing powers conferred on certain priests by the gods. Others are possible, but rare. They all have the Limitation Only When Serving The Gods’ Purposes (-½), meaning that if the gods (or even a single god, in some …

  • Lemurian Items

    Lemurian enchanted items usually have a different appearance and “feel” from Atlantean ones. Many are “magiconstructs,” devices (often large ones) that seem to mingle the principles of magic and engineering. [[Arcanomantic Harness]] [[Astral-Spark …

  • Lemurian Magic

    The Lemurian magic practiced by Lemuran "true sorcerers" is basically the same as Atlantean magic. It involves manipulation of the same elements and uses many of the same spells. However, there are some important differences. First, Lemurian sorcery …

  • Elemental Substances

    Lemurian mechano-mysticism is responsible for the wonders Lemurian sorcerers have created over the millennia. Everything from magi-constructs, to war machines, to the personal weapons of its warriors have their power because of the four elemental …

  • Kaphtoran Magic

    The Kaphtorans practice the same style of magic as the Atlanteans, with a few important differences. First, the Kaphtorans access spells differently. Some they generally don't know at all, and they don't have a "Lesser Powers" VPP. Second, they learn …

  • Tellat Magic

    Tellat magic is similar to Atlantean, but with some important differences. First, the Tellats lack orichalcum or any other substance they can reliably draw on to provide END to fuel their spells. To compensate for this, they've developed a system of …

  • Dushaanian Magic

    The basic shapechanging power of Dushaanian serpentdancing is a part of the appropriate Package Deal. Beyond that, you should use Sorcery spells from _The Fantasy Hero Grimoire_, with an emphasis on spells of illusion and trickery rather then mental …

  • Hazarian Magic

    Hazarian spells tend to involve enhancing or augmenting the personal attributes of the subject, ranging from mundane things like strength and quickness to more abstract abilities like "luck". Outright combat magic, like that practiced by Atlantean, …

  • Parindan Magic

    In Parinda magic is known as _Abnusalaivari_, meaning "fruit of the Black Needles", since Parindan spellcasters' power derives from the three large, mystically powerful obelisks in their land. In game terms, Parindan magic is like Kaphtoran magic, …

  • Serpent-Man Sorcery

    The magic of the Serpent-Men is best represented in game terms they buy spells from _The Fantasy Hero Grimoire_ (and _Grimoire II_), with the categories of Elemental Magic, Sorcery, Thaumaturgy, and Wizardry being the most common. They may buy their …

  • Shamanism

    Some peoples of the Atlantean World, such as the Skraythans, Truscorans, Urguts, and Vasta, practice what amounts to shamanism. You can use the Shamanism spells from _The Fantasy Hero Grimoire II_ for them, perhaps seasoned with a bit of Witchcraft or …

  • Alchemy

    _*Alchemy*_ is the art of creating potions, elixirs, salves, unguents, and the like by mixing and activating various substances and, in the process, unlocking the magical essences within them. Alchemists can also create some magical constructs, such as …

  • Potion of Cloud Form

    *Effect:* Desolidification *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 6 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -6 to brew *Charges:* 4 Continuing Charges lasting 5 Minutes each * …

  • Potion of Elemental Resilience

    *Effect:* Armour (6 PD/6 ED), Only Works Against Fire/Heat And Ice/Cold Damage *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 27 IS *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -2 to brew *Charges …

  • Potion of Eloquence

    *Effect:* +4 with Interaction Skills *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 3 SP *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -3 to brew *Charges:* 4 Continuing Charges lasting 1 Hour each …

  • Potion of Fire Breath

    *Effect:* RKA 2d6 *Target:* 1m radius *Quaffing Time:* Full Phase *Ingredients Cost:* 6 SP *Duration:* Instant *Range:* 16m *Magic Roll Penalty:* -6 to brew *Charges:* 4 *Description:* This strong, bitter-tasting, dark amber-coloured potion doesn' …

  • Potion of Giant Form

    *Effect:* Growth *Target:* One character (usually self) *Quaffing Time:* Full Phase *Ingredients Cost:* 45 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -5 to brew *Charges:* 4 Continuing Charges lasting 5 Minutes each *Description:* …

  • Potion of Giants Strength

    *Effect:* +40 STR *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 6 SP *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -6 to brew *Charges:* 4 Continuing Charges lasting 5 Minutes each Description: …

  • Potion of Healing

    *Effect:* Simplified Healing 4d6 *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 6 SP *Duration:* Instant *Range:* Self *Magic Roll Penalty:* -6 to brew *Charges:* 4 *Description:* A favourite of adventurers …

  • Potion of Invisibility

    *Effect:* Invisibility to Sight Group, No Fringe *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 45 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -5 to brew *Charges:* 4 Continuing Charges …

  • Potion of Longevity

    *Effect:* Life Support (Longevity - +100 years lifespan) *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 1 CL *Duration:* Persistent *Range:* Self *Magic Roll Penalty:* No Penalty to brew *Charges:* 1 * …

  • Potion of Love

    *Effect:* Major Transform 7d6 (person to person in love) *Target:* One character *Quaffing Time:* Half Phase *Ingredients Cost:* 157 CL *Duration:* Instant *Range:* Self *Magic Roll Penalty:* -16 to brew *Charges:* 1 *Description:* When a …

  • Potion of Stamina

    *Effect:* +40 END *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 3 SP *Duration:* See text *Range:* Self *Magic Roll Penalty:* -3 to brew *Charges:* 1 *Description:* This potion overcomes fatigue and gives a …

  • Potion of Swiftness

    *Effect:* +3 SPD *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 45 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -5 to brew *Charges:* 4 Continuing Charges lasting 1 Minute each Description: A …

  • Potion of Sylphs Agility

    *Effect:* +10 DEX *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 45 *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -5 to brew *Charges:* 4 Continuing Charges lasting 1 Minute each *Description:* A …

  • Potion of the Owls Eyes

    *Effect:* Nightvision *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 7 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -1 to brew *Charges:* 4 Continuing Charges lasting 1d6 Hours each * …

  • Potion of Tiny Form

    *Effect:* Shrinking *Target:* One character (usually self) *Quaffing Time:* Full Phase *Ingredients Cost:* 6 SP *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -6 to brew *Charges:* 4 Continuing Charges lasting 5 Minutes each *Description …

  • Potion of Underwater Comfort

    *Effect:* Life Support (Expanded Breathing: Breathe Underwater) *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 7 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -1 to brew *Charges:* 4 Continuing …

  • Potion of Wizards Sight

    *Effect:* N-Ray Vision for Sight Group *Target:* One character (usually self) *Quaffing Time:* Half Phase *Ingredients Cost:* 15 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -2 to brew *Charges:* 4 Continuing Charges lasting 1 Hour …

  • Potion of Beast Form

    *Effect:* Multiform (defined type of animal built on up to 250 Total Points) *Target:* One character (usually self) *Quaffing Time:* Full Phase *Ingredients Cost:* 75 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -8 to brew *Charges:* …

  • Salve of Wound Knitting

    *Effect:* Simplified Healing 6d6 *Target:* One character *Quaffing Time:* 1 Minute *Ingredients Cost:* 9 SP *Duration:* Instant *Range:* Self *Magic Roll Penalty:* -9 to brew *Charges:* 4 *Description:* Similar to a [[Potion of Healing]], but more …

  • Stonyskin Salve

    *Effect:* Armour (5 PD/3 ED) *Target:* One character (usually self) *Application Time:* 1 Minute *Ingredients Cost:* 18 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -2 to brew *Charges:* 4 Continuing Charges lasting 1 Hour each * …

  • Ointment of Armour Enhancement

    *Effect:* Armour (+ 3 PD/+ 3 ED), Only Adds To Worn Armours *Target:* One suit of armour *Application Time:* 1 Minute *Ingredients Cost:* 13 CL *Duration:* Constant *Range:* Self *Magic Roll Penalty:* -1 to brew *Charges:* 4 Continuing Charges …

  • Atlantean Fire

    *Effect:* RKA 3d6 *Target:* 6m Radius *Usage Time:* Half Phase (Attack Action) *Ingredients Cost:* 157 CL *Duration:* Instant *Range:* (Based on Strength) *Magic Roll Penalty:* -16 to brew *Charges:* 4 Continuing Charges lasting 5 Minutes each * …

  • Dust of Illusion

    *Effect:* Sight Group Images, -3 PER Rolls *Target:* 8m Radius *Casting Time:* Half Phase *Ingredients Cost:* 38 CL *Duration:* Constant *Range:* Range Based On Strength (If In Container) / 3" (If Loose) *Magic Roll Penalty:* -4 to brew *Charges:* …

  • Dust of Imprisonment

    *Effect:* Entangle 4d6, 4 DEF, Takes No Damage From Attacks *Target:* One character *Casting Time:* Half Phase (Attack Action) *Ingredients Cost:* 8 SP *Duration:* Instant *Range:* Range Based On Strength (If In Container) / 3" (If Loose) *Magic …

  • Dust of Obscurement

    *Effect:* Change Environment, -4 to Sight Group PER Rolls *Target:* 8m Radius *Casting Time:* Half Phase *Ingredients Cost:* 36 CL *Duration:* Constant *Range:* Range Based On Strength (If In Container) / 3" (If Loose) *Magic Roll Penalty:* -4 to …

  • Dust of Revelation

    *Effect:* Suppress vs Invisibility to Sight Group and Images to Sight Group *Target:* Special *Casting Time:* Half Phase *Ingredients Cost:* 137 CL *Duration:* Constant *Range:* Range Based On Strength (If In Container) / 3" (If Loose) *Magic Roll …

  • Morphean Dust

    *Effect:* Energy Blast 8d6, NND *Target:* One character *Casting Time:* Half Phase (Attack Action) *Ingredients Cost:* 10 SP *Duration:* Instant *Range:* Range Based On Strength (If In Container) / 3" (If Loose) *Magic Roll Penalty:* -10 to brew * …

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