Escolar Documentos
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Contents
Chapter One
What Is Atlantis?
Twelve Revelations
Chapter Two
The Heros Journey
Character Creation
Attributes
Cultural Packages
A View Of The World From Atlantis
Chapter Three
Magic
4
4
12
18
Traditions
132
Places Of Power
Calendar
143
145
Alchemy
151
67
69
77
168
83
88
90
92
Chapter Four
19
19
20
22
24
24
24
26
36
38
40
44
46
48
48
51
67
58
58
60
62
64
83
92
Skills
97
Destiny
Fate
Great Works
Overview:
Skill Descriptions
Improving Characters
92
93
94
97
98
106
Attack
Illusion
Influence
Kinetic
Manifest
Manipulate
Sensory
Shield
Summoning
Sample Spells
The Gods
Worship
Votives And Sacrifices
Holy Places
Using A Gods Dominion
Dominions
119
121
123
124
125
126
127
128
130
140
146
149
151
157
158
159
163
164
166
169
171
174
175
175
175
178
178
179
The Pantheons
192
Sample Pantheons
203
111
111
111
112
113
114
115
119
58
Life Paths
Previous Adventures
Specific Events
111
Modes
What Is Magic?
The Price
Perception Of Magic
About Traditions & Modes
Using Magic Powers
Magic Mishaps
The Mental Fatigue Penalty
110
192
193
193
199
200
201
202
203
207
210
Chapter Five
Equipment
Weapons
Bladed Weapons
Hafted Weapons
Spears & Polearms
Ranged Weapons
Other Weapons
Lemurians Weapons
Vril Weapons
214
215
215
215
215
215
217
218
219
219
221
223
225
227
228
229
Armor
230
234
Conveyances
Specialized Equipment
Chapter Six
Core Rules
Combat
231
233
240
241
241
245
249
250
251
252
252
254
254
258
259
261
263
264
Chapter Seven
272
Healing
The Environment
Great Works
Chapter Eight
Adversaries
Attributes
288
289
289
Adversary Creation
302
310
Step One
Step Two
Step Three
Step Four
Example Monster Creation
Quick Adversaries
The She Dogs Of Jhunn
Chapter Nine
Atlantis History
302
303
303
304
308
309
311
316
317
317
317
318
319
Atlantis
319
334
344
346
346
356
Amphisea
Autochthea
Azae
Diaprepea
Elassippea
Eudea
Gadirea
Mestea
Mnesea
Olokunia
328
328
329
330
330
331
331
332
333
333
265
266
273
273
273
275
275
276
278
278
279
280
282
285
Prelude to Adventure
What Is Atlantis?
Inspirations
Below is a list of inspirational
media that helped in the formation
of ATLANTIS.
Influential Writers
Below is a list of the writers
that most influence the Atlantis
RPG game youre holding.
Clark Ashton Smith: The writer
of four very important sword
and sorcery series; Averoigne,
Hyperborea, Mars, Poseidonis,
Zothique. Smith, along with
Howard are the fathers of fantasy
that ATLANTIS is trying to
emulate.
Robert E. Howard: The creator of
Conan, Kull, Solomon Kane, and
Bran Mak Morn.
Fritz Leiber: Creator of Fafhrd and
the Gray Mouser series.
Michael Moorcock: Creator of Elric
and the concept of the Eternal
Champion.
Comic Books:
Warlord: a sword and sorcery comic
book published by DC Comics.
Created by Mike Grell and infused
with just enough nutty super
heroic to make it outstanding.
Savage Sword of Conan: the
black and white Marvel Comics
magazine that exploded my brain
as a kid. I think I learned to read
with this magazine.
Age of Bronze: Eric Shanowers
epic retelling of the Trojan War,
produced by Image comics.
ATLANTIS is a sword and sorcery game that takes place thousands of years before our own
time, in a place where cosmic terrors were bargained with for arcane power and eldritch lore.
ATLANTIS depicts the tales of a time when heroes solved problems through wits and cunning
and with a strong sword arm. In antediluvian times, otherworldly gods bestowed miracles with one
hand and wrought dread curses with the other. The Player Characters are Heroes, living in a new
age, and a new world, where humanity is in its infancy and the elder races cling to life as they gaze
into their own twilight. The Heroes will live and triumph. The Heroes suffer and eventually die.
Atlantis is the record of how they lived, and the stories they leave behind. That is whats important.
ATLANTIS is inspired by early fantasy fiction, before things became codified and boggeddown with convoluted world-building. It takes its cue from fiction that was more interested in
the deeds of Heroes rather than how the world around them worked. ATLANTIS is not a fantasy
novel, but a role-playing game. The world presented in the following pages is here to facilitate new
fiction that springs from the collective imagination of those sitting around a table.
twelve revelatiOnS
1.) What is Atlantis about?
This is a game about the fictional, antediluvian pre-history of our own world. A world filled
with savage warriors, powerful magic and cosmic horrors. This is a sword-and-sorcery fantasy game
in the vein of the old TOR and DAW books. The game owes a lot to R.E. Howard, C.A. Smith,
Moorcock, and Lieber.
2.) What do the characters do in Atlantis?
Atlantis is about the personal journeys of the Player Characters. They each have stories to tell,
some of which are secret and self-serving, while others are grandiose and world-shattering. While
some protagonists in Atlantis are driven to save the world, most are driven by their own ambitions
a desire for fame, power, and wealth but all have one thing in common, while some are petty
and some are noble, all are driven.
3.) What is the resolution mechanic of ATLANTIS?
Atlantis incorporates the Omega System, which uses a D20.
4.) How does Character Creation in Atlantis reinforce
what the game is about?
The game uses a lifepath system to construct a back story on which the players can build
a foundation to tell their stories. All characters in the game are Heroes, and the lifepath helps
reinforce this fact with unique, but random, story elements that flesh out the Hero. A lifepath
also helps the player to determine his Heros ambitions, goals, and personality. Character creation
determines how the Hero fits into the game world and the play group.
5.) How do players contribute to the ATLANTIS story?
The players and Game Master collaboratively create extraordinary stories as they adventure
through the world of ATLANTIS. Using the rules within these pages, players are able to actively
add to the story and react to elements the GM throws at them. NO story happens in Atlantis
without the focus being centered on the Heroes. Because character creation infuses each character
with multiple plot hooks, the players becomes proactive as well as reactive to the Game Masters
plots. The Heroes are the story of Atlantis.
6.) How does ATLANTIS setting reinforce what the game
is about?
The setting models a fictional antediluvian pre-history of earth with many cultures, races, and
Movies and
Television:
Conan the Barbarian: the movie
soundtrack)
Horner
(Krull,
Braveheart soundtracks)
Troy,
James
James
Newton
Howard
(Unbreakable soundtrack)
Basil Poledouris (Conan
Barbarian soundtrack)
the
Roleplaying Games:
Arcanum: The original game that
started it all for Atlantis
Talislanta: The most significant and
original fantasy role-playing game.
Sorcerer and Sword by Ron
Edwards. The concepts in this
game will blow your mind. Ron is
a genius.
GURPS Atlantis by Steve Jackson
Games
Conan by TSR. This game is
cataloguing each and every thing dreamt by the Elder Gods. It was Oldmar that
forged order into the universe and gave purpose to all things. This was the greatest of
times, but sadly, as is the way with the world, the peace was not to last.
A hand shot up Eridis again and the group let out a collective moan. Agathon
smiled, Yes, Master-Questioner?
Forgive me, Master, the child said, eyes darting from the hostile looks of his
classmates to his indulgent instructor, but I thought the dragons came before the
Ophidians?
The old teacher shook his head, No, though this is a common mistake propagated
by a dozen or more writers throughout antiquity. The dragons and the Ahl-At-Rab were
spawned much later; the latter by the Ophidians, and the former well, Im getting
to that.
Baal saw Sets creations and grew jealous. Unable to fashion life from nothing,
Baal took some of the Jinn and warped their mercurial forms into shapes he considered
beauteous. These creatures became known as the Sons of Baal, and rose to terrorize the
world, feeding on Jinn and Ophidians alike. The very presence of a Son of Baal was
enough to poison the soil and corrupt animal life.
Oldmar saw Baals hateful, corrupt children and grew angry, banishing them
from the world. Baal, enraged, conspired with his brother Set to take Oldmars
power and become the ultimate creative force of the universe.
Baal and Set led an army of their creations to attack Oldmar while he lay at rest
on the moon. The battle raged for untold ages, scouring all life from the moons surface.
Finally, through trickery and the sacrifice of countless minions, the wrathful twins were
able to shatter Oldmars form into a thousand pieces. Set tore out Oldmars
heart-shard and threw it down to the Earth, where it sank into the rich red soil of a river
delta. This was not enough to kill Oldmar. His head survived, and the thousand
shattered pieces were gathered by the eldest of the Jinn, who bound them into the same
glass jars that had saved them from the Elder Gods.
The shards of Oldmar, now beings in their own right, reworked the jars into
mirrors to reflect the spark of the divine in all things. Naming themselves Orixa a
name meaning reflections of Oldmar they confronted an exhausted Set and Baal
as they argued over what to do with Oldmars head. The Orixa took vengeance in
Oldmars name, banishing Baal and Set to prisons deep beneath the earth. Baal was
imprisoned in a city of brass with his children. Since brass is painful to the touch for Baal
and his children, the city is a place of eternal torment.
The Orixa tore Set limb from limb, and threw his serpentine form into the deepest
hole they could find. Set thrashes and rages against his prison to this day; when we feel
his fury we call it an earthquake. The blood from Sets torn limbs was given form by his
rage and desire to escape, birthing terrible, furious creatures bent on destruction.
Agathon looked expectantly at Eridis who supplied an awed, Dragons.
Yes, the teacher confirmed. The dragons, the blood of Set, rose from the darkness,
buoyed by Sets own rage, spreading misery in their wake. While the dragons raged,
the Orixa focused on shoring up the damage to creation wrought by the battle among
Oldmar, Baal, and Set. With the Jinn too scattered and weak from saving the Orixa,
the Ophidians ruled the earth.
This race was Humanity, given life, it is said, by the breath of Oldmar himself. Some
humans regard this time as a period of slavery, where the Atlanteans dominated them,
but our relationship was beneficent and much of their culture and technology came
from us. Gondwana had barely been explored before the Serpent Wars. Because it had
gone almost completely untouched, Humans and Atlanteans were free to expand and
develop their civilizations.
It was during the lull in the Serpent War that the Ophidians first became aware of the
Atlanteans. Scouts from the Eastern Ophidian Empire, seeking new resources to restart
the war, encountered the human civilizations in Eastern Gondwana. A massive Ophidian
army marched on Gondwana, hoping to enslave humanity, unaware the humans were
under Atlantean protection. The Ophidians had some early successes, overrunning
the humans coastal settlements and enslaving the populations. The Atlanteans were
outraged. Our people raised an army and struck back, hard. The Ophidian forces, used
to combating the patient Lemurians, were not prepared for the speed of the Atlantean
strikes and quickly retreated from Gondwana, never to return.
A small cheer rose from the assembled children. Agathon gave a grim smile; Atlantean
thoughts went easily to the glories of the past, living as they did in the crumbling cities
their ancestors built when Atlantis ruled the world.
Now, we turn back to the Lemurians. The gentle Ape-men were in the midst of
rebuilding their civilization when disaster struck. A terrible, disastrously virulent plague
all but annihilated the Lemurian people. Entire cities were scoured of life, and the few
remaining Ape-men fled back to Lemuria, abandoning their outposts and colonies.
10
the Nethermen; meaning that they were unlikely to breed in massive numbers and
overcome their Atlantean masters.
The Atlanteans bred entire legions of Andamen, sending them into battle against
the Ophidians Ahl-At-Rab and dragons. The hosts of Atlantis won the day and the
Ophidians retreated from their strongholds, hiding in the farthest regions of the Earth.
Never again would the Ophidians rise to threaten Atlantis.
Another cheer welled up from the listeners, but Agathon ignored it and continued.
11
same drive fuels their ingenuity and they build the first great ships,
taking to the sea to court adventure.
-100 A.E.
-6,875 A.E.
957 A. E.
Seeking to share the Lawgivers gift, the Lemurians expand their
King Atlas Amanhene dies on the morning of what should have
sphere of influence, looking for new lands to explore and colonize. been the first day of his thousandth year. Lightning splits the sky in a
single bolt, big enough to be seen anywhere on the continent. Violet
-5,000 A.E. (estimated by the great rain falls for seventeen hours and every bird in the empire coos the
scholar Petranova)
same mournful notes. He is the longest-lived Atlantean.
After dreaming of hunger and lust, the first Atlantean awakens
along a forgotten river on the coast of Gondwana. The bottomless
960 A.E.
void inside her cries out to be filled.
The first Atlantean civil war.
The Atlantean princes march to claim the Sika wa and the
power it represents. The war lasts for 20 years and ends on the Day
The Lemurians encounter the Ophidians. War erupts, spreading of Scars. The war produces a line of succession that is not broken for
thousands of years.
across the world, engulfing all of their colonies.
-2,000 A.E.
by
the
great
1,000 A.E.
12
3,975 A.E.
The last of the first-generation Atlanteans fall into a deep sleep,
The Ophidians begin rebuilding their great city on the island of
only waking every one or two hundred years. The succeeding
Mu.
generations of Atlanteans are not the godlike, eternal beings their
fathers were. Their new lifespan is a mere heartbeat, lasting only a
3,979 A.E.
few hundred years. Many of the younger Atlanteans seek ways to
extend their life.
The Sorcerer King is assumed dead, as the doors to his throne
room have not opened at their appointed time.
1,862 A.E.
3,980 A.E.
The Golem War: The Great Sorcerer MalSorkumar investigates
the weird properties of fallen metals. Infusing the metals with his
Seers spread tales of the Elder Gods return and tell any who will
own power, he is able to capture the souls of the dead. Creating listen to expect a great reaping.
golems to hold the souls, he uses them as his slaves. Shut away for
years at a time, furthering his alchemical and necromantic research,
3995 A.E
MalSorkumar draws the suspicion of the Atlantean council. He
Prince Quetzlan sinks the rebellious island of Antilla beneath the
is accused of black sorcery and a great battle takes place between
waves.
Distrust spreads among the Atlantean Princes.
the golems and the Atlanteans. The war lasts three weeks before
MalSorkumar escapes to what is now the Black Forest. The golems,
3996 A.E / 0 M.K.
not so easily driven off, are put to sleep and buried in a vault, deep
in the mountains of a nameless and deserted island.
The Great Cataclysm. Autochthea floods. Earthquakes, tsunami,
and floods wrack the lands touched by the Atlantean Ocean.
2,460 A.E.
The Second Beast War:
THE GREAT CATACLYSM
The Atlanteans break their treaties with the Lemurians and take
colonies in Jambu. In retaliation, the Lemurians attack, regaining
the colonies from the Atlantean usurpers. This proves devastating for
1 M.K. / 3997 A.E.
the Ape-men as the might of the Atlantean war machine obliviates
Tritons inhabit the sunken lands of Antilla, driving out the
their forces. Only civil unrest, both on the Atlantean continent
Makara.
and abroad in their colonies, saves the Lemurian homeland from
destruction. The Lemurians once again embrace inner reflection and
77 M.K.
isolationism.
Jaguar tribe taken over in northern Tamoanchan.
2,950 A.E
105 M.K.
The Vril Gates of Atlantis
Atlantean sorcerers create the first Vril Gates, allowing travel
between any two of the massive, orichalcum structures. Trade and
13
426 M.K.
Armies of Khem halt Hesperan advances.
506 M.K.
14
15
Chapter 1: Amphisea
he jungle sun burned through the morning haze, causing the copper-decorated
cranes at Ampators docks to blaze to life. Even at this early hour, the portside
hummed with life as hundreds of longshoremen, mostly humans and Nethermen,
threaded their way to and from the trade vessels carrying impossibly heavy loads.
The place reminded Agathon of an anthill, with the stevedores as workers feeding the
queen Amphiseas greedy merchant district.
Glancing over his shoulder, Agathon saw the Palace of Emulsive Delights, home to
the Prince of Amphisea, towering over the city from its hilltop perch. The clink of metal
on stone dragged the scholars mind back to the present, and looking around he spotted
three people approaching: the mercenaries Agathon hired to help him in his endeavor.
Villains kidnapped the boy Edris, one of his students, the day before, just as he left
Agathons makeshift schoolhouse. The childs father, a powerful merchant, made it clear
that Agathon bore the responsibility to recover the boy. This still puzzled Agathon;
surely a wealthy merchant could find someone better suited to the role of rescuer than
an ailing scholar-priest?
It mattered little now; a few enquiries uncovered the kidnappers identity: Musodo
Anaboa, notorious relic-hunter and criminal. Authorities from Atlantis to Sheba wanted
the Lemurian for questioning, not that any of them had been smart enough to capture
the giant. Everywhere he went, legends flooded the marketplaces and bars of Anaboas
mastery of Lemurian science, his puissance in the alchemical arts, and his total lack of
morality when it came to achieving his obscure goals.
Anaboas ship left the harbor an hour after the kidnapping, bound for Diaprepea,
or at least that what the seer Agathon engaged claimed. The old Atlantean didnt know
what to expect, so he prepared for the worst; hiring mercenaries and a fast ship with
the bag of gems Edris father had practically thrown at him. The mercenaries came with
sterling reputations but Agathon wondered; they looked more like pirates and thieves
than heroes to his aging eyes.
Striding out in front, came a Nubian warrior in full battle dress, long of limb, sheathed
in hard muscle, and bearing the spear favored by his people. The smile that split his face
would have looked a little quirky on a lesser man, but on the Nubian it just added
to his intimidating presence. The warrior extended his hand to Agathon, who took it
reluctantly and immediately regretted it as his arthritic bones crunched in the Nubians
iron grip. Donobey, till iron release me, I am yours, the warrior said, in a ritualistic
manner that Agathon recognized as a Nubian oath-contract.
My thanks. May the iron that releases you be mine, Agathon replied, sealing the
contract.
Donobey grinned even wider in appreciation and gestured to his companions. The
pair presented a study in contrasts: a massive Lemurian and a slim-figured Triton woman.
The Tritons liquid-black eyes gave away nothing, but her assured stance and scarred
stomach bespoke her experience. The Lemurian stood impassively, tinkering with one
of the many belts that crisscrossed her chest while Agathon tried to puzzle out her facial
expression, wishing hed spent more time in the company of Lemurians so he might read
them better.
The tall one calls herself Caerwyn. I like to call her Ironjaw; I saw her take a troll
fist to the face without blinking. She claims to be a scholar but Ive never seen a scholar
snap a mans neck before. Donobeys introduction seemed to make the Lemurian
uncomfortable, but she managed to nod before the Nubian continued. The green-skin
is Thalmia; shes a decent sorceress but dont let on I told you that. The Triton quirked
her lips, just a shadow of a smile, and raised a hand in silent greeting.
16
Agathon gave a brief nod to the gathered companions. Wed best be off, I can
explain our task on board the ship. The Atlantean led the way onto a small oceangoing sailing ship, barely noticing the name; Shangos Price.
17
Chapter Two
Hero Creation
Creating a Hero in ATLANTIS is a bit different than in most games that use the Omega system.
In keeping with the feel of Sword and Sorcery fantasy that ATLANTIS is trying to emulate, the
system has been geared to give the game and the characters a more Sword and Sorcery-inspired feel.
Heroes all have at least one thing in common: they are, in some way, touched by greatness. This
touch may be favoritism by the gods, an auspicious birth, or a burning drive to achieve immortality
through the fame of ones deeds. Whatever the case, the characters are a step above normal, everyday
folk, and their backgrounds and histories reflect that, setting them apart from the rest.
First-time character creation may take quite some time as the players, as a group, are collectively
creating a history and shared narrative.
Hero Creation
Step One: Choose a Race
The first step in creating an ATLANTIS player character is to select the characters race.
This choice will determine the characters general worldview. Additionally, each race will
have a list of base Attribute ratings and innate racial abilities. These serve to differentiate
the races and cultures from each other.
Where is the Hero from? What part of the world? The Heros land of birth will determine
his base skills and possibly influence his outlook on life.
What does the Hero do for a living? There are four core professions on which a character
may be built. Once he has his general profession, it is encouraged that a Hero be
embellished a bit to make him unique.
Where has the Hero been? What has he done and seen in his time before the start of the
game? By randomly rolling on the Life Paths charts, the player will further enhance and
enrich the Hero with events, dramas, and tragedies that will round out and help define
the Hero.
Next, the Hero will spend a 30 Customization Points to build the character he envisions
and make him his own.
Finally, once the Customization points are spent, the player determines his Heros Hero
Points, Hit Points, name, and age.
Character Creation as
a group activity
19
20
Attributes
Below are the 10 Attributes used to determine the abilities and prowess of a Hero in ATLANTIS.
Intelligence (INT)
A measure of the individuals intellect and powers of reason. Intelligence is the deciding factor
whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps,
dialects, or writings; appraise the relative value of goods; solve puzzles and mysteries; and so forth.
-8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf ), -3: Dolphin, -2: Simpleton, +0:
Average Human, +3: Genius, +5: Polymath
Perception (PER)
A measure of the individuals sensory awareness, taking into account the abilities of sight,
hearing, smell, taste, and touch, plus such intangibles as instinct, intuition, and psychic talents.
Perception is the deciding factor whenever an individual attempts to detect unseen presences or
ambushes, detect illusions, locate lost or hidden articles, notice important details or changes in
surroundings, or utilize any sensory ability.
-5: Mole, +0: Average Human, +4: Most Herbivores, +6: Fox, +8: Owl
Will (WIL)
WIL
PER
CHA
CON
DEX
MR
SPD
CR
A measure of an individuals physical power. Strength Rating determines how much weight a
character can carry or lift, how much damage a character does with a hand-held weapon, and so
forth. It is also the deciding factor in attempts to bend or break objects; force open or hold shut a
door, and restrain other characters or creatures.
-8: Mouse, -6: Domestic Cat, -4: Eagle, -2: Preadolescent Human, +0: Wolf, +3: Donkey, +5:
Lion, +8: Bull
Dexterity (DEX)
A measure of the individuals agility, coordination, and maneuverability. Dexterity Rating is
an important factor in most physical skills and determines how well a character can perform acts
of manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object.
-3: Domestic Cattle, -1: Domestic Sheep, +0: Average Human, +2: Athlete, +4: Gymnast, +7:
Squirrel
to perform an action.
Degree of Difficulty (DoD):
The bonus or penalty that modifies
the D20 roll.
Hero: The Player Character in
a game of ATLANTIS.
Hero Point (HrP): A bonus
representing a surge of adrenaline
or that extra luck the main
characters of a story seem to have.
Hero Points allow the player to
add additional points to his D20
roll.
Hit Points (HP): The amount
of injury a character can sustain,
listed as a number. The damage
total is subtracted from the
characters current Hit Point total.
Intent: Intent is a players
description of what his or her
Hero hopes to accomplish by a
particular action.
Golden Lotus (gl): The
standard monetary unit of the
ATLANTIS setting.
Modifier: A number that is
added or subtracted from another
number to represent anything
atypical in a typical situation.
Opposed Action, Opposed
Difficulty, Opposed Roll:
Whenever a character attempts an
action that is directly opposed by
another individual or creature, the
opponents ability rating is used as
the Degree of Difficulty (DoD).
Protection Rating (PR): A
number representing the amount
of protection a defensive covering
provides.
Renown: The quantified glory
of a Hero, measured in points. The
more points of Renown, the better
recognized the Hero.
Result Table: The universal
table used to determine the success
or Failure of an action.
Round: A unit of time, equal
to six seconds in the game world.
Figuring out what happens in a
round can take longer.
Scale: A game mechanic used
to represent how opponents of
vastly different sizes can affect each
other differently in combat.
Skill: Skills are abilities
acquired through training and
practice.
21
Whats in a name?
A thousand years ago, Ulithis, the mad oracle of Amphisea, pronounced that there were to be
seven root races, each destined to rule the world for a time. The arrival of the last would herald the
beginning of a new cycle. Part of the seers crazed ramblings can be found in the Scrolls of Neberin
and are a cause for much debate amongst scholars and philosophers alike.
There is little doubt as to the identity of some of the races; the Jinn, the Lemurians, the
Ophidians, and the Atlanteans are all considered to be root races. The Humans, Nethermen,
Andamen, Makara, and Ahl-at-Rab all vie for consideration, and there are philosophers who believe
that there are yet unknown races who will come from the stars to claim their place in the world.
22
23
Below is a list of the races available and the special talents attributed to them. Note that these
are just general overviews of the race, and that many different variations exist throughout the world.
There are many human cultures, for example, and not all of them look or behave identically.
Each race is described in more detail on the pages that follow.
Ahl-At-Rab
Andamen
Atlanteans
Humans
Jinn
Lemurians
Nethermen
ahl-a
at-r
rab
24
Physical Description:
Humanoid in form, Ahl-At-Rab are slow-moving but powerful creatures. They average about
2m in height, though 2.25m males are not uncommon. All have scaly hides, which range in color
from black to green and tan to dark brown. A fin-like crest runs from the center of the forehead to
the base of the neck, and is believed to help maintain body temperature. Females of the race have
a fan of brightly colored feathers starting at their temples and stopping at the back of their necks.
Like all reptiles, Ahl-At-Rab are cold-blooded creatures. Because of their often violent lifestyle, AhlAt-Rab generally live about 45 years.
Personality:
The Ahl-At-Rab are a serious and stoic people who assess every living thing as either a threat,
a pack mate, or food. The language of the Ahl-At-Rab has seventeen words for survival but none
for friendship. The Ahl-At-Rab are harsh in their dealings with others, and consider a full belly and
a dead rival a good life, hoping that when they meet their end it will be upon a heap of broken
enemies. The Ahl-At-Rab do not fear death but accept it as the logical conclusion to living; they do
not run from death but advance towards it hissing battle cries in defiance, hoping to drag whatever
opponent they face into the abyss with them.
Racial Attributes:
INT
PER
+0
+1
Hit Points: 20
WIL
CHA
STR
DEX
CON
SPD
CR
MR
+0
+0
+2
+0
+3
-1
+1
-1
Racial Abilities
Cold Blooded
Ahl-At-Rab need very little water to survive and are almost immune to extreme heat. Ahl-AtRab characters receive a bonus of triple their CON (minimum of +3) to any CON resistance check
for heat exposure. Versus cold exposure and cold-based attacks, the Ahl-At-Rab suffer a penalty of
-3 to resist and a penalty to their SPD of -3 for 7-CON rounds.
Acute Sense of Smell
Ahl-At-Rab smell by using their forked tongues to collect airborne particles. When making a
Perception check based on smell an Ahl-At-Rab may add triple their PER to the roll (minimum of
+3).
Natural Weapons
(If its the Heros first attack in the round, the Ahl-At-Rab may use his claws to attack twice without
a multiple action penalty)
Ahl-At-Rab Heroes are born with fearsome fangs and clawed hands. Bite DR 3, Claws DR 3
(armor piercing).
Poison Spray
Ahl-At-Rab may spit a burning poison at a foe, blinding them for a number of rounds equal
to the Heros CON minus their opponents DEX (minimum of one round). The foe will suffer a
penalty to all actions that require sight equal to the Ahl-At-Rabs CON (minimum of minus one).
The Ahl-At-Rab must make a successful to-hit roll using the Athletics Skill + CR for the poison
to land, and if the target is wearing a helmet of some sort, the amount of time the poison is active
is reduced by the PR of the helm. The range of this attack is equal to the Heros STR in meters.
Example: An Ahl-At-Rab with a CON +4 spits at a target with a DEX +0. The venom
would normally blind the target for 4 rounds but fortunately for the victim he has a helmet
with a PR 2 protection. The target would only be blinded for 2 rounds.
25
Index
A
Action
20
Advanced Militia Training
59
Advanced Missile Training
59
289
Adversaries
Adversary Creation
302
Age
84
Ahl-At-Rab
24
Aimed Shots
261
249
Airborne Travel
Alba & Iber
48
Alchemical Scientist
65
Alchemy
151
Alchemy Workshop
152
61
Amazing Dodge
Amphisea
328
Andamen
26
Animism
132
Anubim
26, 28
22
Anunnaki
44
Ape-men,
Area-effect Attacks
258
Armor
230
230
Donning Armor
Protection Rating (PR)
230
29
Asena
Assassin
60
Athanor
152
193
Atlantean Pantheon
Atlanteans
36
319
Atlantis
Atlantis, city of
334
Atlantis History
317
344
Atlantis Map
Attack
254
119
Attack Mode
Attribute Racial Maximums
83
Attribute Rolls
242
20, 83
Attributes
Charisma (CHA)
20
21
Combat Rating (CR)
Constitution (CON)
21
Dexterity (DEX)
20
20
Intelligence (INT)
Magic Rating (MR)
21
Perception (PER)
20
Speed (SPD)
21
Strength (STR)
20
Will (WIL)
20
Auras
128
Autochthea
328
Azae
329
B
Baal
200
Balam
26, 30
Beastmen
26
Beasts
234
Beasts of the island of Atlantis295
Birdmen
31
Bladed Weapons
219
Blasphemy
177
Blessing
65
Burglar
60
Buying & Selling
217
Buying Services
215
261
Bypassing Armor
356
C
Calendar
Chaos Speech
Character
Character Creation
Charge
Charisma (CHA)
Charlatan
Cleave
Climbing
Close Attacks
Clothing
Combat
Combat Damage
Combat Rating (CR)
Combat Rounds
Combat Tactics
Constitution (CON)
Conveyances
Cooperative Efforts
Core Rules
Counterspells
Creating Adventures
Critical Success
Critical Wounds
Crystal Matrices
Cults
Cults of Baal
Cults of Set
Culture
Culture: Alba & Iber
Culture: Antilla
Culture: Atlantean
Culture: Elysium Ocean
Culture: Eria
Culture: Europa
Culture: Gondwana
Culture: Jambu
Culture: Lemuria
Culture: Mu
Culture: North Sea
Culture: Tamaonchan
Customization Points
145
42
20
19
259
20
62
59
246
254
235
250
249
21
251
254
21
231
98, 244
241
117
273
20
265
149
200
200
201
48
48
49
49
49
52
53
54
55
56
56
56
57
83
D
D20
20
Damage
251
Fire
266
Poison
266
Radiation
267
Damage Rating (DR)
20, 251
Damage Total
20
Dark Arts
134
Death & Dying
264
Defense
258
Degree of Difficulty (DoD)
21,
243, 250
Dexterity
20
Diaprepea
330
Disarming
261
Diseases
267
DoD
21, 243, 250
Dodge
258
Dogma
192
Dogs of Jhunn
310
Dominion Access
65
Dominions
179
Air
180
Animal
180
Craft
181
181
Death
Earth
Fertility
Fire
Fortune
Law
Love
Magic
Moon
Sky
Storytelling
Sun
The Dead
Time
Travel
Trickster
War
Water
Donning Armor
Drowning
182
183
183
184
184
185
185
186
186
187
187
182
189
189
190
191
191
230
266
E
Elassippea
Elixirs
Elysium Ocean
Emissary
Encumbrance
Equipment
Equipment Lists
Eria
Eudea
Europa
Evade
Evading Grenades
Experience Points
330
157
49
64
248
215, 234
234
52
331
53
258
258
106
F
Familiar
Fast Cast
Fire
Firearms
Flee
331
326
175
65
21, 215
54
256
61
282
255
H
Hafted Weapons
Hardiness
Healing
Hero Creation
Hero Points (HrP)
Hesperia
Hit Points (HP)
Holy Places
Humans
221
66
265
19
21, 87
55
21, 85, 264
178
38
I
Iber
Illusion
Improving Characters
Improvised Weapons
123
20
21, 242
218
J
Jackal-Men
Jaguar
Jambu
Jinn
Jumping
28
30
55
40
246
L
Lemuria
56
Lemurians
44
Lemurians Weapons
228
Ley Line Roads
149
146
Ley Lines
Life Path: Battle
77
Life Path: Family Status
69
Life Path: Great Fortune!
80
Life Path: High Adventure
70
79
Life Path: Relationships
67
Life Paths
Life Path: Scholarly Pursuits 81
Life Path: The Enemy
78
71
Life Path: The Mage
Life Path: The Priest
72
73
Life Path: The Rogue
Life Path: The Sailor
74
Life Path: The Scholar
75
76
Life Path: The Warrior
Life Path: Tragedy
82
32
Lion Men
M
63
63
266
262
260
G
Gadirea
Gladiatorial Games
Gods
Gods Ear
Golden Lotus (GL)
Gondwana
Grappling Attacks
Great Escape
Great Works
Grenade Throws
Influence
Intelligence (INT)
Intent
Item Quality
48
123
106
257
Magic
111
Action Penalties
116
Cooperative Effort
116
117
Counterspells
Delayed Magic Effect
116
114
Magic Mishaps
Mental Fatigue Penalty
115
Modes
112, 119
111
Perception of Magic
Taking Extra Time
116
The miens of magic
112
The Price
111
Using Magic Powers
113
What is Magic?
111
Magic Mode: Attack
119
Magic Mode: Illusion
121
Magic Mode: Influence
123
Magic Mode: Kinetic
124
Magic Mode: Manifest
125
Magic Mode: Manipulate
126
Magic Mode: Sensory
127
Magic Mode: Shield
128
Magic Mode: Summoning
130
Magic Powers
113
Magic Rating (MR)
21
Manifest
125
Manipulate
126
Martial Wizard
62
Medicinal Mixtures
158
Menhir
148
Mental Defense
259
Mental Fatigue
115
Mermen
34
Mestea
332
Metallurgy
217
26, 33
Scholar
65
61 Protection Rating (PR) 21, 230,
333
252
112, 119
21 Q
265 Quick Adversaries
309
246, 259
56 R
243
24
290 Race: Ahl-At-Rab
Race: Anubim
28
N
Race: Asena
29
Race: Atlanteans
36
Naga
22 Race: Balam
30
Narcotics
159 Race: Humans
38
Nemeans
32 Race: Jinn
40
Nethermen
46 Race: Lemurians
44
Non-Profession Based Talents 66 Race: Nemeans
32
Non-proficient Weapon Use 257 Race: Nethermen
46
North Sea
56 Race: Owlmen
31
33
Race: Taurans
O
Race: Tritons
34
83
Obscure
127 Racial Attribute Maximums
267
Off-Handed Weapon Use
257 Radiation
255
193 Ranged Attacks
Oldmar
225
333 Ranged Weapons
Olokunia
245
Ophidians
22 Reaction Rolls
21, 85
243 Renown
Opposed Actions
245
Orixa
193 Resistance Rolls
280
Other Weapons
227 Respite Phase
21, 241
31 Results Table
Owlmen
Retreat
260
P
65
Righteous Words
117
Pantheons
192 Rituals
22
Atlantean Pantheon
193 Root Races
21, 244
Cults of Baal
200 Round
Cults of Set
Tharshi Gods
Turani Gods
Veddan Gods
Perception Checks
Perception of Magic
Perception (PER)
Pirate/Brigand
Places of Power
Poison
Potions
Powders
Power Level
Precepts
Previous Adventures
Priest/Priestess
Professions
Profession: Shapers
Charlatan
Martial Wizard
Shaman
The Sorcerer
Profession: Slayers
Pirate/Brigand
Scout
Soldier
Warrior
Professions: Takers
Assassin
Burglar
Swindler
Thug
Professions: Teachers
Emissary
Priest/Priestess
Saint
201 S
210
207 Sacrifices
203 Saint
245 Sample Spells
111 Saurians
20 Scale
59 Scholar
143 Scout
163, 266 Second Wind
164 Secret Societies
166 Serpent Men
113 Set
192 Shadow Walking
69 Shaman
64 Shields
58 Skill Check
Skill Rating
62 Skills
62
Animal Handling
63
Athletics
62
Deception
58
Disable Mechanism
59
Evade
58
Handicraft (Specific)
58
Influence
58
Instinct (specific)
60
Investigate/Search
60
Language
60
Literacy
60
Lore (Specific)
61
Medicine
Mode (Specific)
64
Parry
64
Perform
64
Pilot (Specific)
117, 175
64
140
22
21, 263
65
58
59
200
22
201
61
63
231, 252
97
98, 242
21, 97
99
99
99
99
99
99
101
101
101
102
102
103
103
104
104
104
104
Profession (Specific)
104
Resolve
104
Ride
104
Skill Format
98
104
Sleight of Hand
Stealth
104
Tracking/Shadowing
105
Trading
105
Unarmed Fighting
105
105
Weapon (specific)
Skills cost
84
326
Slavery
Soldier
58
Sorcerer
62
136
Sorcery
Soul Power
117
Spears & Polearms
223
Speed (SPD)
21
Speed Table
247
140
Spells
Spending Customization Points 83
Status
66
Strength (STR)
20
Stun
264
Stunts
261
257
Subdual Attacks
Swimming
246
Swindler
60
T
Tack and Harness
234
Talents
84
Advanced Militia Training 59
Advanced Missile Training 59
Alchemical Scientist
65
61
Amazing Dodge
Blessing
65
Cleave
59
65
Dominion Access
Familiar
63
63
Fast Cast
Gods Ear
65
Great Escape
61
66
Hardiness
Misdirection
61
Non-Profession Based Talents66
Righteous Words
65
Second Wind
59
Shadow Walking
61
Status
66
The Gift
63
Tradition
63
Wealthy
66
Talents cost
84
Tamaonchan
57
Tapping the Flow of Vril
144
Taurans
26, 33
Telluric Technology
146
Tharshi Gods
210
The Gift
63
Throwing Distances
255
Thug
61
Time In The Game
244
Time Line
12
Traditions
63, 112, 132
Animism
132
Dark Arts
134
Sorcery
136
Witchcraft
138
Travelers Equipment
234
Travel Rates
248
Tritons
Turani Gods
Twelve Revelations
34
207
4
U
Upbringing
67
V
Vacuum
Votives
Vril
Vril Circles
Vril Collectors
Vril Pyramids
Vril Weapons
267
175
144, 146
147
146
147
150, 229
W
Wards
129
Warrior
58
Wealth Rating (WR)
95, 215
Average Wealth of a Person 215
Buying More than One Thing
216
216
Cost of Item or Service
Wealthy
66
Weapon Modifier Icon Key 219
Weapons
219
20
Willpower (WIL)
Windships
150
Witchcraft
138
29
Wolfmen
Worship
175
357
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