Version: 0.3.5 (2025-05-26)

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WELCOME TO THE WORLD OF ATLANTIS

"Let me not then die ingloriously and without a struggle, but let me first do some great thing that shall be told among men hereafter." - The Iliad

Titans of Atlantis is a roleplaying game set in the ancient world of Atlantis, where the Titan gods battle one another for supremacy, and you the mortal players for their favor. You are the heroes of Atlantis; brave adventurers who seek to explore and preserve your home and people. You will encounter many challenges and opportunities along the way through battles with monsters, finding relics, making allies, and confronting your enemies.

It is up to you to make the difficult decisions; Your actions will have consequences, and your choices will shape the world. Will you gain favor or draw the wrath of the Titan gods? Will you be a peaceful diplomat, or a ruthless conqueror? The fate of Atlantis is in your hands.

THE TITANS AND THE OLYMPIANS

temple

Someone created men to be a race like unto the blessed gods, albeit he gave them inferior strength: whether it was the son of Iapetos, Prometheus . . . or whether we are born of the blood divine that flowed from the Titanes (Titans); for there is nothing more excellent than men, apart from the gods. - Oppian

Before the Olympian gods ruled over the earth, the Titans governed the universe. They created the early inhabitants of the earth: the Giants, the Cyclopes, the Parakonan, and the first men. Cronus, the supreme Titan, demanded unyielding obedience from his subjects, including his own children - the future heirs.

A new age was born when Zeus, the child of Cronus, rose in defiance and slew his father, marking the ascension of the Olympian gods. Cronus and the Titans were cast into the depths of Tartarus, forever trapped in agony. In the aftermath, the Giants, under the leadership of Typhon, the strongest and fiercest Giant of them all, waged war against Zeus and the Olympians. Just defeat seemed inevitable for the Olympians, Zeus summoned all of his might and smote Typhon, then sealed him within the volcanic depths of Mount Etna.

With the Olympian gods now the sovereigns over the earth, they fashioned new men to inhabit the land. These men settled in the ancient realms of Athens, Cyprus, Egypt, and Atlantis. As for the defeated Giants, many still wander the earth, hidden from the gods, intent on thwarting the works of the Olympian gods and mankind.

THE ATLANTADINES

... a golden age of mortal men who lived in the time of Cronos when he was reigning in heaven. And they lived like gods without sorrow of heart, remote and free from toil and grief: miserable age rested not on them; but with legs and arms never failing they made merry with feasting beyond the reach of all evils. When they died, it was as though they were overcome with sleep, and they had all good things; for the fruitful earth unforced bare them fruit abundantly and without stint. They dwelt in ease and peace upon their lands with many good things, rich in flocks and loved by the blessed gods. - Hesiod

During the reign of the Titans under Cronus, the Titan Atlas was given reign over all the islands of the sea, including Atlantis. Upon this island, Atlas created the men known as the "Atlantidines." The Atlantidines were intelligent, tall, strong people, who cultivated and tamed the land and established a grand society on the island.

However, the solitude of Atlantadines did not last long. Following the Olympians victory over Typhon and the Giants, some of the Giants, along with the Atlantadines, went into hiding on Atlantis. The Atlantidines, born of the same lineage as their Giant brethren, found themselves prey for the Olympians. In time, they slowly disappeared from existence.

THE ATLANTEANS

… then they who dwell on Olympus made a second generation which was of silver and less noble by far. It was like the golden race neither in body nor in spirit. A child was brought up at his good mother's side an hundred years, an utter simpleton, playing childishly in his own home. ... they could not keep from sinning and from wronging one another, nor would they serve the immortals, nor sacrifice on the holy altars of the blessed ones as it is right for men to do wherever they dwell. Then Zeus the son of Cronos was angry and put them away, because they would not give honour to the blessed gods who live on Olympus.. - Hesiod

After the Olympian victories over the Titans and Giants, the Olympians created their own race of mankind, including the new inhabitants on the island of Atlantis called the "Atlanteans."

Among the new peoples of Atlantis was a man named Euenor, and his wife Leukippe, whom begat the princess Cleito. Cleito was very beautiful, insomuch that the god Poseidon took her as one of his wives. Cleito bore Poseidon five pairs of twin boys: Atlas and Gadeiros, Ampheres and Euamon, Mneseos and Autochthon, Elasippos and Mestor, and Azaes and Diaprepres. In honor of the birth of his sons, Poseidon erected a temple surrounded by grand canals upon the island wherein Cleito and her sons would dwell.

THE DESTRUCTION OF ATLANTIS

Twenty years after the birth of the youngest sons, Poseidon granted the ten princes of Atlantis their inherited kingdoms. The eldest son, Atlas, was crowned regent of the central Kingdom of Euenor, wherein the Temple of Poseidon is located. The others were apportioned lands throughout the island equally. Each kingdom operated as independent states, free to enact laws and govern autonomously. However, the island's security, trade, and finances was governed by the central regent held by the king of Euenor.

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Through the years, the Atlanteans grew in might and power. The Atlanteans traded with their neighbors throughout the Mediterranean, but at times the Atlanteans found it easier to simply take what they wanted. The Athenians fought to repel the Atlanteans, but found they were no match for the Atlanteans. As Zeus saw the inevitable destruction of Athens, he intervened by ordering Poseidon to destroy Atlantis. Poseidon bound by the decrees from Zeus agreed. Cleito overheard the plot, and sought out the only power that could stand up to the power of Zeus, Typhon.

Cleito ascended Mount Etna, and spoke to Typhon through the caldera, pleading for his help to save Atlantis. Typhon instructed Cleito to drink the lava from caldera, and in doing so, would be granted the power she sought. As Cleito drank, the lava burned her body. She fell to the ground writhing in pain and agony until the power of Typhon overcame her. Renewed with the power of the gods, Cleito traveled back to Atlantis to save her people.

Upon the highest peak of the Atlas mountains of Atlantis, Cleito opened up the mountain top, turning into a violent volcano which spewed ash which obscured the continent. Cleito then looked out on the four largest peaks surrounding the volcano, and transformed them into four giants. She then commanded them to pick up the continent while obscured by the ash, and move it far from the view of Olympus. Soon thereafter, Poseidon created a great wave to engulf the continent. As the gods surveyed the area, they saw the continent was gone, and assumed it was destroyed.

THE TITANS OF ATLANTIS

With Atlantis safely away from the view and control of the Olympians, Cleito ruled over Atlantis. Within the womb of Cleito, Typhon planted the seed of five more pairs of twins: Eridanos and Phoenocia, Harpe and Celaeno, Hesperos and Maiea, Ichtheasus and Elecea, and Eumelos and Mera. Unlike her mortal twins she bore with Poseidon, these children were infused with the godlike powers from Typhon.

The god children of Cleito then became the Titans of Atlantis.

INTRODUCTION

THE BASICS

Titans of Atlantis is a role playing game that lets you become a legendary hero, the inspiration of poets that will recount the epic sagas heralding your battles against monsters, injustices, and even the gods themselves. Titans of Atlantis is a roleplaying game that draws its inspiration from the timeless adventures of mythical adventurers such as Heracles, Paris, Jason, and Odysseus. You are the architect of your own grand narrative. Each decision you make etches your mark on the annals of Atlantean history.

CONTENT "SIDEBARS"

Content Sidebars, such as this one, are interspersed throughout this rules text. They typically contain rules variants, comments, and advice on how to play.

THE PLAYERS

Each player except one controls a player character (PC). You decide what your PC thinks and feels, what they say and do – but not what happens to them. It is your job as a player to immerse yourself in your PC. Your character may be an adventurer in a faraway fantasy world – but at heart, your character is a person with feelings, motives, and dreams, just like you. Envision yourself in your character's stead – how would you respond? What actions would your hands take? The player characters are always the protagonists of the story. The game centers around the players. You are the protagonists, the heroes the epic.

THE GAMEMASTER

The final player is the Gamemaster, the GM. They describe the game world to you. The GM controls the people you meet, and the enemies you fight. The game is a conversation between the players and the GM, back and forth, until a critical situation arises where the outcome is uncertain. Then it's time to break out the dice. The rules in this book outlines how the narratives and dice resolves such conflicts.

It is the GM's job to put obstacles in your path and challenge your PCs, forcing them to show what they're really made of. But it is not up to the GM to decide everything that happens in the game – and above all, not how your story ends. That is decided in the game. That is why you are playing the game – to find out how your story ends.

Abbreviations

PC = Player Character
NPC = Non-Player Character
GM = Gamemaster

You and Others

Most of the rules in this rulebook are written in the second person – i.e., speaking to "you." Rules that apply to you also apply to others in the game, both PCs and NPCs, unless explicitly stated otherwise.

TOOLS OF THE GAME

Titans of Atlantis gives you plenty of room for improvisation and creativity; however, this book also provides a number of guidelines to resolve conflicts based on your characters's abilities. To help track and resolve these conflicts, this game provides a number of tools to help you in creating your own story.

CHARACTER SHEET

To document your character, you use a character sheet. Your character sheet contains all the vital information required to resolve dice rolls and conflict. Throughout this book, references will be given on how to read, track, and play your character.

character sheet

DICE

As a character in the world of Atlantis, you will have to take risks. Sooner or later, you will end up in situations where the outcome is uncertain, no matter how skilled you are. It's time to break out the dice. Twelve-sided dice (also called D12) are required to play. Players will need three to five D12s, preferably with at least one D12 a different color than the rest.

THE DICE / TARGET (DT) SYSTEM

d12 dice

Titans of Atlantis uses the Dice / Target (DT) system to determine the outcomes of activities in the game. Each skill or spell has a referenced DT value that is used to determine how many dice to roll, and what numbers are required to achieve success.

On your character sheet, you will have items listed with number followed by the label "DT" and another number. The number to the left of the DT label is the number of dice to roll, and the number to the right of the DT label is the target you must roll equal to or below for each dice to be counted as a success. For example: "3DT6" indicates you roll 3 dice, and if any of the die results are 6 or less, they count as successes.

SUCCESS: To succeed with your action, at least one result must be equal to or below the target value. If you roll several dice equal to or less than the target value, you get multiple successes.

DOUBLE SUCCESS: Any die result that is a 1 counts as two successes. For example: if you roll a 1, 5, and 8 on a 3DT5, your result would be 3 successes because the 1 counts as two successes, the 5 counts as one more success, but the 8 is over the target value.

FAULT: Any die result that is a 12 is always a failure. For situations or rules that allow a reroll, a 12 may not be rerolled.

MORE THAN ONE SUCCESS TO SUCCEED?

Some situations require more than one success rolled to succeed at the task. If the number of successes does not meet or exceed the target number required to succeed, then the result is a failure. Something that is extremely difficult may require 3 successes. When multiple successes are required, it will be noted in this rulebook and/or communicated by the GM.

PASSAGE OF TIME

Throughout this rulebook there are references to "playing time" and "in game time." Playing time is actual time passed while playing the game, while in game time refers to the passage of time for characters. In a typical session of play, one hour of playing time may be multiple hours, days or even weeks for your character.

MEASURING IN GAME TIME

There are three units are used to measure in game time in Titans of Atlantis, depending on the situation at hand. See the adjacent table. The exact duration of a round, stretch and shift can vary slightly depending on the situation. It's the GM's job to track time and determine when another round, stretch or shift has passed. There are typically four shifts in a day: morning, day, evening, and night.

UNIT OF TIME DURATION USED IN
Action 3-5 seconds Encounters / Combat
Round 5–10 seconds Encounters / Combat
Stretch 5–10 minutes Exploration
Shift 5–10 hours Travel

PLAYING SAFELY

In Titans of Atlantis, you are largely in control of the story, and with this comes responsibility. The player characters will face great danger and difficult challenges, but no player should find the situations they experience unpleasant or offensive. It is important that everyone around the gaming table is having fun and feeling safe.

Before starting the game, talk things through and see if someone wants certain subjects to be kept out of the game. Always respect a player who wants to pause and discuss what is happening in the game, or even leave the table if the player so chooses. As a group or in private with the GM, you may also want to talk about what happened after the game session as well.

YOUR CHARACTER

In the realm of Atlantis, your player character (PC) is your embodiment, your avatar, your senses navigating the ancient world. Yet, they rely on your wisdom to guide their path. Treat your PC with the gravity they deserve, playing them with the depth and complexity of a living being. The essence of the game is to weave a compelling tale, do not shield your PC from every potential peril; overcoming adversity is the hallmark for creating legendary characters. Thus, you must dare to engage with danger and embrace the unexpected.

During the course of the game, your PC will change and develop. Their Skills and abilities will be increased through experience during gameplay. Your character may also transform their vision of the world, the people, and themselves in a way that cannot be measured by numbers on a page. This is when your player character truly comes alive.

CHARACTER SHEET

To create your player character, you need a character sheet, one is included with this rulebook, and can also be downloaded online. If you do not wish to create a character from scratch, pregenerated characters of all types of archetypes are included in the appendix. If this is your first time creating a character, its highly recommended to read this entire chapter before starting your character.

SIX STEPS OF CHARACTER CREATION

How you create your player character is explained in detail in this chapter. The summary below is a helpful overview. Grab a character sheet, a pencil, and follow these steps:

  1. Determine your Attributes.
  2. Choose your Skills.
  3. Choose your Traits and vulnerabilities.
  4. Calculate your dice / target (DT) values.
  5. Pick your equipment.
  6. Create a name and backstory

Take a moment to familiarize yourself with the layout of your character sheet. Throughout this chapter, there will be references to sections of the character sheet that you should be able to identify and maintain throughout play.

character sheet annotated

  1. Quick Reference
  2. Armor
  3. Character Image
  4. Attributes
  5. General Skills
  6. Realms (Magic)
  7. Specialized Skills and Spells
  8. Traits and Vulnerabilities
  9. Equipment

ATTRIBUTES

Your character has five Attributes that indicate your basic physical and mental capabilities. The higher the Attribute level is, the more capable the character is. Your Attributes are used to determine how many dice are used when referring to a Skill's DT roll.

STRENGTH (ST): Raw physical power and muscular prowess.

RESILIENCE (RS): Physical and mental endurance.

FINESSE (FN): Athleticism, body control, speed, and motor Skills.

FOCUS (FO): Awareness, concentration, and performance under stress.

INTELLIGENCE (IT): Education, wisdom, and understanding of the world and magic.

ATTRIBUTE POINTS AND LEVELS

In Titans of Atlantis, Attribute levels range from 1 to 5. The higher the Attribute the greater capabilities of performing tasks become. Starting out, most characters will range in the 2-3 Attribute levels. After proving themselves through many trials and triumph, characters can progress to heroic status.

ATTRIBUTE DESCRIPTION
5 Heroic
4 Champion
3 Exceptional
2 Capable
1 Unremarkable

STARTING ATTRIBUTE POINTS: During character creation, each of the five Attributes start at level 1, with an additional 10 Attribute points to upgrade. To increase an Attribute level, it costs one Attribute point multiplied the Attribute level you are assigning. For example, increasing Focus from level 1 to level 2 costs 2 Attribute points, and increasing from level 2 to level 3 costs an additional 3 Attribute points - for a total of 5 Attribute points spent to upgrade Focus from level 1 to level 3.

CHARACTER CREATION STARTING POINTS

The GM has the discretion to change starting point values for Attributes, Development Points, etc. to enhance or decrease starting character effectiveness to fit the campaign or style of game they will present. Any changes from the values given in this chapter should be discussed with the players before they begin creating their characters.

ATTRIBUTE MINIMUM AND MAXIMUM: You can have a minimum Attribute level of 1 and maximum level of 5. Attribute levels cannot be be reduced below level 1.

UNUSED ATTRIBUTE POINTS

You can convert unused Attribute points as follows:

  1. You can assign remaining Attribute points to an Attribute without leveling it up. The Attribute points count towards leveling up the Attribute through play.

  2. You can transfer each unused Attribute point to 10 Background Development Points (BDPs). It takes longer to level up Attributes than Skills, so its recommended to do so sparingly.

Example:
Ray is creating a new character and has 10 Attribute points to spend on increasing his character's Attribute levels. He puts 5 Attribute points on Focus, increasing it to level 3 (level 2 requires 2 points, and level 3 requires 3 points). He now has 5 points remaining. Next, he puts 2 points into Finesse and 2 points in Strength - increasing both of those Attributes to level 2. Ray now has 1 Attribute point left. He elects to put that remaining point toward progressing Resilience. He will have to earn one more Attribute point during play to increase it to level 2.

Ray's final Attribute levels are as follows: Focus - level 3, Finesse - level 2, Strength - level 2, Resilience - level 1, and Intelligence - level 1, with one Attribute point applies it toward the progress of leveling up Resilience. The image below shows how the Attribute points are allocated on the character sheet.

character sheet attribute points section

TRAUMA (HEALTH) & RESOLVE

Your Resilience Attribute determines how much damage you can take before being incapacitated, or dies. The limit of damage your character can take is measured as Trauma. You can read more about Trauma (Health) and incapacitation in the chapter on Combat Encounters.

To determine your character's allowable Trauma, take your Resilience level and multiply it by 2 and add 5. Once you have the Trauma value, darken the corresponding Trauma boxes in excess of this value on your character sheet.

TRAUMA: (Resilience level x 2) + 5

Example:
Ray has a Resilience (RS) Attribute level of 1, thus his Trauma is (1x2)=2+5=7. He counts out 7 Trauma squares and darkens out the remaining boxes. Only the white boxes are available Trauma his character can sustain.

character sheet trauma section

MOVEMENT

Your movement speed is the number of feet you may move per Action. Movement speed is calculated as your Finesse Attribute level x 3 plus a base movement of 20. Movement is further explained in the chapter on Actions.

MOVEMENT: (Finesse level x3) + 20

MATH ?!?!

Character movement, jump distance, and height are determined by Attribute calculations, included on your character sheet for easy reference. These values seldom change. These are relatively a one time set and forget value.

JUMP

Your jump distance (how far you can jump) and vertical reach (how high you can reach) is located next to movement on the character sheet. Your Size (SZ) is covered later in this chapter. Most humanoid sized characters are Size 2. Use the default Size unless you later select a trait that increases or decreases your size. Additional rules and bonuses to jumping is explained in the chapter on Combat & Encounters.

Your character is able to jump a distance in feet equal to your Strength Attribute level multiplied by your PC size plus a base distance of 3 feet.

DISTANCE JUMPING: (Strength x Size) + 3

To calculate your vertical reach, take your character Size and multiply it by 3 then add it to the value of your Strength divided by 2.

VERTICAL REACH: (Size x 3) + (Strength ÷ 2)

For both distance jumping and vertical reach, do not round any frActions. Vertical jump height, the distance from your feet to the ground while jumping vertically, is covered in the chapter on Combat & Encounters. Since this value is rarely needed, this is not on your character sheet.

Example:
Ray's Size is 2, Finesse is 2, and Strength is 2. He calculates his movement as 2x3=6+20=26 feet per Action. He calculates his jump distance as 2x2=4+3=7, thus can jump a distance of 7 feet away. His vertical reach is calculated as 2x3=6 + 2/2=1 for a total vertical reach of 7.

character sheet movement section

BACKGROUND DEVELOPMENT POINTS (BDP)

Background Development Points are given and spent only during character creation. These points represent your character's genetic Traits, education, and Skills they have developed from birth, the trials of childhood, apprenticeships, and career knowledge.

SPENDING BACKGROUND DEVELOPMENT POINTS (BDPs)

Skills and Spells have an accompanied level to determine their effectiveness when used. During character creation BDPs are used to increase a Skill and Spell level. The amount of BDPs required to increase a Skill or Spell's level are determined by the BDP or Skill level multiplier as indicated on its description. These will be listed as 1, 2, or 3 which values are multiplied by the level you are increasing to. A General Skill with a BDP/Skill level multiplier of 3 translates to 6 BDPs to increase to level 2 and 9 more BDPs to increase to level 3, for a total of 15 BDPs spent to increase a General Skill from level 1 to level 3. A Specialized Skill will cost 1x the the required level, thus 1 BDP for level 1, and additional 2 BDPs for level 2, and so on.

Traits do not have levels, only a BDP cost. Vulnerabilities do not cost any BDPs, but have restrictions on their selection and application, as outlined in their sections below.

STARTING BDPs: When creating your character, you start with a total of 150 Background Development Points (BDPs) that can be used to spend on General Skills, Specialized Skills, Traits, Vulnerabilities, and Spells. Applicable restrictions for each category is explained below. Selecting and spending your BDPs can be done in any order!

SKILLS

Every Action in the game references a Skill that is used to perform the Action. Climbing a tree requires the Climb Skill, picking a lock requires the Pick Lock Skill, casting a Spell requires a Spell Skill, and swinging your sword in combat requires a Combat Skill.

GENERAL SKILLS

Your PC has a set of core Skills called General Skills. General Skills are high level Skills that apply to a broad range of Actions. The full list of General Skills are included on the character sheet.

Every character starts with one level on each General Skill.

SPECIALIZED SKILLS

A Specialized Skill uses a referenced General Skill as its base Skill level, and then adds its own Skill level to form the Specialized Skill's overall DT Roll; thus providing an increased effectiveness to perform specific Actions. If you do not have a Specialized Skill you can still use the the General Skill as a fallback, unless that Skill is labeled as Restricted.

GM Notation of Skills

For ease of reference, The GM should prompt the players to perform an Action using the notation of the General Skill that a Specialized Skill uses, followed by the Specialized Skill. For Example: "Awareness: Sight." Sight is the Specialized Skill name, and Awareness is the General Skill the Specialized Skill uses. If a character is not trained in Sight, they can immediately know that Awareness is the General Skill to use if they don't have any levels in Sight. A quick reference of all Skills and their General Skills are available in the Appendix.

Specialized Skills are not on your character sheet by default. If you choose to spend BDPs on a Specialized Skill, you must add it to your character sheet in the Specialized Skills section.

RESTRICTED SKILLS

Specialized Skills listed as Restricted, require a character to be trained in that Specialized Skill or it may not be performed. General Skills may not be performed as a fallback for Restricted Skills.

BIRTHRIGHT SKILLS & TRAITS

Some Skills and Traits can only be granted by birth, such as being born with horns, goat legs, etc. Skills and Traits marked as Birthright, can only be selected during character creation.

SKILL POINTS AND LEVELS

Your individual Skills are measured by a Skill level on a scale from 1 to 5. The higher the number, the better. Specialized Skills have a referenced General Skill, which when added together measure 1-10. Your Skill level determines the target number required to roll for success when presented with conflict.

STARTING SKILLS: Each General Skill starts at level 1 at no cost to BDPs. You may spend additional BDPs to advance General Skills further. Specialized Skills start at level 0 and cost BDPs to increase to level 1.

Skills have varying BDP and Skill point costs. General Skills cost 3x the Skill level to increase to. Specialized Skills cost 1x the level of the Skill level to increase to. All Skill descriptions list its cost as a multiplier (eg. 3x) as a shorthand indicating its point per level multiplier. For example: the Awareness General Skill has a Skill point multiplier of 3x; level one costing 3 BDPs/SPs, level 2 costing 6 additional BDPs/SPs, level 3 costing 9 additional BDPs/SPs, etc.

When creating your character there are some restrictions:

  1. All General Skills start at Skill level 1, while all other Specialized Skills start at level 0.
  2. During character creation, no Skill (General or Specialized) may be advanced beyond level 3. Once character creation is complete and play has started, Skills can be advanced by earning Skill points to maximum level of 5.
  3. Each character automatically starts with one language Skill at level 3 at no BDP cost. The language selected is assumed to be the native language of the character. Additional Skill points can be spent to advance this language further, or to learn other languages.

GENERAL SKILL COMPETENCE

SKILL LEVEL DESCRIPTION
5 Elite
4 Veteran
3 Experienced
2 Trained
1 Novice
0 Untrained

General Skills

Combat

Primary Ability: ST
Secondary Ability: FO
BDP/Skill Point Multiplier: 3
Combat determines your effectiveness to fight and defend yourself with various weapons and tactics.

Mental Resistance

Primary Ability: RS
Secondary Ability: IT
BDP/Skill Point Multiplier: 3
Mental Resistance determines how susceptible you are to conditions and spells that affect your mental state, such as madness, and mind control.

Physical Resistance

Primary Ability: RS
Secondary Ability: ST
BDP/Skill Point Multiplier: 3
Physical Resistance determines how susceptible you are to conditions and spells that affect your physical wellbeing, such as diseases, poisons, heat, cold, and pain tolerance.

Athletics

Primary Ability: ST
Secondary Ability: FN
BDP/Skill Point Multiplier: 3
Athleticism determines your endurance, stamina for jumping, climbing, swimming, running, etc.

Subterfuge

Primary Ability: FN
Secondary Ability: FO
BDP/Skill Point Multiplier: 3
Subterfuge is your ability to hide, sneak, and beguile.

Communication

Primary Ability: IT
BDP/Skill Point Multiplier: 3
Communication allows you to establish a commanding presence and influence others.

Awareness

Primary Ability: FO
BDP/Skill Point Multiplier: 3
Awareness affects your perception, investigation, and attention to details.

Education

Primary Ability: IT
BDP/Skill Point Multiplier: 3
Education is your general scholarship you have developed over the years. This includes your learning and understanding of mathematics, engineering, literature, geography, history, and religion. However, your viewpoint of is regionally and ethnically distinct.

Art

Primary Ability: FO
Secondary Ability: IT
BDP/Skill Point Multiplier: 3
Art determines how well you can perform, sing, draw, write, play instruments, and sculpt.

Survival

Primary Ability: IT
Secondary Ability: FO
BDP/Skill Point Multiplier: 3
Survival is your ability and instincts to navigate, track, and understand your environment.

Animal Mastery

Primary Ability: IT
Secondary Ability: FN
BDP/Skill Point Multiplier: 3
Animal Mastery determines your understanding of animals, their physiology, their environments, needs, wants, and understanding. Characters riding beasts use this skill to control their mounts.

Specialized Skills

Animal Mastery

Caretaking

General Skill: Animal Mastery
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FO

You are skilled in animal care, requiring the right tools, food, and materials. You still require the tools, food, and means for shelter. You gain Advantages or Disadvantages based on the animals' friendliness, tameness, or familiarity.

Command

General Skill: Animal Mastery
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FO

With a willing beast, you can command a friendly or familiar beast to act. This can be as simple as fetch, or attack, or with a higher difficulty, attack a certain foe, guard, etc. You cannot command an untame beast. Tame beasts provide no Skill Modifier. Familiar beasts have a +2 SM and do not require a a roll if the request is simple and does not put the beast in danger.

Commune

General Skill: Animal Mastery
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: FO
Restricted
Prerequisites and Restrictions: Animal Mastery Skill Level 3

You understand how to read an animal's emotional state. This is not a "talking" to an animal, as you would converse with people, but rather it's an an ability to understand and conveying emotions and intentions to animals. You gain Advantages or Disadvantages based on the animals' friendliness, tameness, or familiarity.

Drive

General Skill: Animal Mastery
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: FO

You are skilled in driving beasts that pull vehicles like chariots and carriages. While driving, Actions other than commanding and steering, such as throwing objects or fighting, are at a Disadvantage. You gain Advantages or Disadvantages based on the animals' friendliness, tameness, or familiarity.

Riding

General Skill: Animal Mastery
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: FO

You are skilled at riding beasts like horses, mules, and donkeys. You cannot ride untamed beasts. Tame beasts have no Skill Modifier, and Familiar beats do not require rolls for simple maneuvers (levels 1 and 2); higher-level maneuvers and commands get a +2 Skill Modifier. When mounted, you use the beast's movement for travel. Traversing difficult terrain, leaping obstacles, or charging into combat requires an Animal Mastery: Riding Skill roll with a Disadvantage.

Taming

General Skill: Animal Mastery
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: FO
Restricted
Prerequisites and Restrictions: Animal Mastery Skill Level 3

You can tame animals to make them friendly and train them to perform actions on command with time and effort. The more "wilder" the beast, the harder to tame. Advantages and Disadvantages depend on the time spent together and opportunities to commune.

Telephus attempts to tame a wild stag to make it friendly. He decides to leave out food for the stag to help gain its confidence, which the GM grants him +1 Advantage for. Since the animal is wild, the GM set the Difficulty level to 2. Telephus rolls his Animal Mastery: Taming roll (4DT6) and gets a 2, 6, 9, and 12 - two successes; a Partial Success. The stag cannot be tamed or petted, but eats Telephus' food and does not seem to be startled by his presence. The GM rules that the character can try again the next day if the stag is still present.

Art

Forgery

General Skill: Art
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FO

You have practiced the art of forgery. You are able to forge documents, signets, coins, etc. as long as you have intimate familiarity with the original. You also know the hallmarks required to identify a forged item. Forging something without intimate familiarity or using subpar materials will require you to roll with Disadvantage.

Illustration / Drawing / Painting

General Skill: Art
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FO

You're a natural talent for art. You are able to produce elaborate illustrations and paintings from memory or from referenced materials. You can sketch from memory images of the people you have met, places you have been, produce accurate maps. You require the appropriate medium for your art to produce it, such as canvases, clay, marble, paints, etc.

Instrument

General Skill: Art
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FO
Restricted

You can play captivating music with instruments. Choose one instrument you are most skilled in; all others can still be played, but at a Disadvantage.

Elche decides she wants to specialize in playing the pan flute. Should she pick up a lute, she can still play instrument, but at a Disadvantage. Since a lute is a very different type instrument, the GM rules it would be a -2 Disadvantage.

Performance

General Skill: Art
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FO

You are a trained performer. Choose one type of performance you excel in, such as acting, jesting, acrobatics, dancing, illusionist/magician, or juggling. All other performance types can still be performed, but with a Disadvantage.

Artimus uses his Art: Performance (3DT5) to recite an epic poem about a town that took up arms against an opposing army, in an effort to capture the audience's attention and influence them to so the same. The GM assigns a Difficulty level 2 due to the issue at hand, but awards an Advantage +1 for the poem being topical. Artimus rolls a 1, 4, and 6 - four successes, and a Critical Success! The audience listening to the poem is extremely engrossed and decide to take up arms against the foes!

Poetry / Writing / Literature

General Skill: Art
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FO

You are able to capture complex details, both technical and emotional in written form. You can write moving poetry as well as you can draft legal, political documents, and decrees.

Singing

General Skill: Art
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FO

Your voice can move even the gods. You quickly learn and perform complex musical arrangements. Your gift can be used to entertain, educate, and even memorize concepts mnemonically.

Athletics

Acrobatics

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: FO
Restricted

You are trained to perform "gymnastic" Actions such as flips, rolls, vaulting, and dismounts.

Balance

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: FN

You can center your balance and traverse narrow beams and ropes and stay upright more easily when the ground makes sudden movements.

Climbing

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: ST

You are adept at climbing a ropes, trees, and scaling walls. Your climbing speed depends on the surface difficulty.

Contortion

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: FN
Birthright
Restricted

You are able to contort your body to fit into tight places.

Endurance

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: ST

You have a high tolerance to exhaustion. You are able to run and swim long distances and hold onto objects or ledges for long period of time.

Flight

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: FN
Prerequisites and Restrictions: Wings Trait or at least one Skill level in Telekinesis: Fly.

You can soar into the sky and perform special aerial maneuvers. If you take any Trauma while flying you use this Skill with a Difficulty level set by the amount of Trauma sustained to maintain flight.

Jumping

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: ST
Secondary Attribute: FN

You have trained your body to jump vertically higher and horizontally further than most people. With this Skill you can further or higher than your standard jump Action is listed as on your character sheet. To do so, you must succeed on an Athletics: Jump Skill roll with the Difficulty level based on the distance modified. For example jumping an extra two feet is Difficulty level 2, jumping three extra feet is Difficulty level 3, and so on.

Might

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: ST

This is your ability to lift, push, pull, and apply brute force to accomplish a goal. Examples are breaking a door down, or picking up something extremely heavy.

Swimming

General Skill: Athletics
BDP/Skill Point Multiplier: 1
Primary Attribute: ST
Secondary Attribute: FN

This skill is your ability to swim. Swimming is more difficult when wearing heavy armor, or in adverse conditions like the ocean during a storm.

Awareness

Sight

General Skill: Awareness
BDP/Skill Point Multiplier: 1
Primary Attribute: FO

You have a good visual perception. You are able to spot small and far off details. When attempting to detect something by sight, stating a detailed description of what you are looking for grants you Advantages and Disadvantages.

Smell

General Skill: Awareness
BDP/Skill Point Multiplier: 1
Primary Attribute: FO

You have a great sense of smell. You are able to identify smells in the atmosphere that are faint and not obvious. When attempting to detect something by smell, stating a detailed description of what you are smelling for, such as a type of wine, food, or even fecal, grants you Advantages and Disadvantages. The smell must be unique or something familiar to the character.

Sound

General Skill: Awareness
BDP/Skill Point Multiplier: 1
Primary Attribute: FO

You can hear faint sounds, even those that are inaudible to most people such as faint water dripping, or overhearing conversations in a loud room. When attempting to detect something by hearing, stating a detailed description of what you are listening for, such as eves dropping on a particular conversation, or a sounds of a marching army, grants you Advantages and Disadvantages.

Taste

General Skill: Awareness
BDP/Skill Point Multiplier: 1
Primary Attribute: FO

You have a refined palette that can identify flavors that are faint and not obvious, such as identifying ingredients in food or if something was laced with poison. When attempting to detect something by tasting, stating a detailed description of what you are trying to detect such as poisons, or specific ingredients, grants you Advantages and Disadvantages.

Touch

General Skill: Awareness
BDP/Skill Point Multiplier: 1
Primary Attribute: FO

You have a sensitivity throughout your body and hands. You can detect fine textures, small vibrations, slight breezes, and electrical properties that are faint. When attempting to detect something by touch, stating a detailed description of what you are trying to detect such as vibrations through the ground for marching enemies, or electrical properties of something from a slight distance grants you Advantages and Disadvantages.

Combat

Dodge

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: FO
Prerequisites and Restrictions: Reaction

You are able to dodge or evade an incoming attacks. You cannot use this Skill against missile attacks, such as from arrows or projectile Spells.

Lightning Reactions

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Restricted
Prerequisites and Restrictions: Reaction, Skill level cannot be higher than character's Dodge Skill level

This is an extension of the Combat: Dodge Skill wherein you can dodge missile/projectile weapon attacks. For close quarters combat, you must use Combat: Dodge.

Missile

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: ST

You are trained in long-ranged weapons like bows or slings. Most missile weapons require ammunition, like arrows and an action to load/reload before firing. However, some have the "quick load" ability, allowing loading and firing in one action, but with a -2 Disadvantage. Missile weapons cannot be used in close quarters combat.

One-Handed

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: FN

You are skilled with one-handed, often bladed, light weapons like the xiphos, kopis, and harpe. This allows you to also use a shield.

Polearms

demon gladiator |fr

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: ST

You are trained in polearms like spears, pikes, and lances. Some can be used one-handed with a shield, while others require two hands, but you use Combat: Polearm Skill for both. The long reach of polearm weapons allow you to counter-attack charging foes, even if they also have a polearm.

Shield Block

General Skill: Combat
BDP/Skill Point Multiplier: 1
Prerequisites and Restrictions: Reaction, Max Skill Level at Character Creation: 3

This Skill is your ability to block attacks and projectiles with your shield. A shield may only be used to defend against attacks you are facing. This Skill uses your shield size/type instead of an Attribute for your DT Attribute value.

SHIELD BASH: You may use your Shield Block Skill as an attack, but your lethality is +0, unless a specific shield states otherwise.

Elche wields a large shield, in her left hand. Her Combat: Shield Block Skill level total is 4 and the large shield uses 3 dice as it does not use an Attribute to determine the dice. Her total DT Roll when defending with the shield is 3DT4. If Elche were to use a small shield, the H Roll would be set to 1DT4.

Small Arms

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: FO

This is your effectiveness with small nimble weapons such as daggers like the makhaira. Small arms weapons can be drawn and used to attack as a single Action. Because of their size, small arms weapons can be concealed more easily. They may also be used with a shield.

Thrown

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: ST
Secondary Attribute: FN

This Skill is your effectiveness to throw weapons such as makhairas, knives, hand axes, or spears. Weapons that can be thrown indicate their effective distances on their description. Throwing a weapon or item that is not marked as throwing, is a -2 Disadvantage.

Two-Handed

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: ST
Secondary Attribute: RS

The Two-Handed Weapon Skill covers large weapons requiring both hands. This prevents using a shield.

Two-Weapon

two weapon |fr

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: FN

The Two-Weapon Skill allows attacking or parrying with either weapon. If you successfully parry, you may immediately attack with the other weapon. Dual wielding prevents using a shield.

Unarmed

General Skill: Combat
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: ST

The Unarmed Combat Skill allows you to strike, grapple, and trip, and defending against such attacks, without the use of weapons. This Skill cannot be used to parry weapons, only other unarmed attacks.

Communication

Body Language

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: IT
Restricted

You can read body language to detect deception, confidence, and esteem.

Deception

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are a skilled liar. You can gain Advantages based on how you role-play your lies.

Eloquence

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are a master of the spoken word and rhetoric. You know how to persuade or gain favor through thoughtful logic, and cultured manors. You can gain Advantages based on how believable of a narrative you describe.

Fortune-Telling

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: IT
Restricted

The Fortune-Telling Skill allows you to provide convincing fortunes. Whether they are the will of the gods or not is a mystery. Your roleplayed fortune-telling can grant Advantages based on its believability.

Hand Gestures

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are trained in communicating tactical hand gestures. This is not an alternative to Education: Language - Sign Language

Hypnotism

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: IT
Restricted

The Hypnotism Skill allows you to put a willing subject into a deep trance and control them. Roll this Skill vs their Mental Resistance: Psychology roll. If you succeed, your subject is Charmed (see Condition Charmed). If you succeed by 2+ then your subject is Controlled (see Condition Controlled). Hypnotism takes 1 minute to complete and cannot be used in Encounters.

Inspiration

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are skilled in motivating others to action. This Skill cannot be used to deceive others or act against their moral or ethical standards. Roleplaying your inspirational narrative can grant Advantages.

Intimidation

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: ST

You know just how to describe the pain and suffering they will be in should your target(s) decide not to listen to you. Roleplaying your threats and technique can grant you Advantages.

Read Lips

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: IT

You skilled in reading the lips of those in conversations that are visible but not audible.

Throw Voice

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You are able to "throw" your voice to sound as if it's coming from another nearby location.

Voice Impersonation

General Skill: Communication
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You are gifted with the ability to change your voice to sound like another person or sound.

Education

Appraisal

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You have the training and a keen eye to determine the economic worth of items or materials. You also can identify if items are forgeries or of low craftsmanship.

Carpentry

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You can create great things out of wood when you have the right materials and proper tools to do so.

Engineering and Mathematics

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are trained in mathematics and can apply this to engineering, solving complex issues. You can accurately calculate sizes, distances, and quickly understand the mechanical properties of machines.

First Aid

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You have training in medicine, especially when dealing with battlefield injury. This Skill is be used to stop bleeding, splint broken limbs, extract some poisons, or to reduce the effects of poison and disease with the proper materials, items and medicines.

Fletching

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You can create arrows that fly and straight and penetrate deep. The materials needed are wood, feathers, string and or some form of adhesive such as sap.

Geography

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You have been taught or experienced all about the land of Atlantis, its regions, and climates.

Geology / Mining

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are deeply familiar with geological rocks and mining procedures. You can identify ores, gems, and rock types, understanding their densities, hardness, and formation. You can follow veins to maximize material haul and know how to extract rocks and ores with the proper tools. This Skill is not used for smithing, smelting, or creating items from ores.

History

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are knowledgeable about Atlantis's history, able to recall figures like kings, heroes, and noblemen, and gain insights into relics, treatises, and wars. Your historical context is influenced by your society's biases.

Language - Atlantadine

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You can communicate and read the lost language of the Atlantadines. This language is extremely rare and understood only by those who have interacted with the Atlantadines in the distant past.

Language - Atlantean

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You can speak and read the common language of Atlanteans. Some regions of Atlantis have unique dialects and words, but overall you can communicate with all Atlanteans.

Language - Atauros (Centaur)

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You can communicate and read the language of the Centaurs.

Language - Other (Xenos)

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted
Prerequisites and Restrictions: Must select language (Egyptian, Hittite, Iberian, etc.)

You can communicate a selected language from old world cultures, such as those from Mycenae, Minos, or Egypt. During the age of the Titans of Cleito, these cultural languages have been passed on and evolved somewhat from their original dialects.

Language - Parakonan

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted
Prerequisites and Restrictions: Must select dialect: Titanus or Olympus

You can communicate and read in the language of the Parakonan. Parakonan Titanus have a dialect very distinct from Parakonan Olympus. Any communication between the two have a -2 Disadvantage.

Language - Satyr

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You can communicate and read Satyr. While some forest realms have different dialects, all Satyr speakers can generally understand each other.

Language - Sign Language

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted
Prerequisites and Restrictions: Must select a sign language dialect: Atlantean, Satyr, or Atauros

You are able to communicate using sign language. Different cultures have different sign languages that apply. You can communicate with other dialects of sign language at a -2 Disadvantage.

Nautikos (Sailing)

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You are skilled in sea navigation. You are capable of piloting and navigating a ship, managing a crew, coordinating rowing, and docking.

Pharmakeia

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You are trained to create potions, balms, medicines, and poisons from special plants, animals, and natural substances. You can purify and combine materials into concoctions and know how to use them. This skill does not include harvesting materials (see Botany and Butchery).

To create a concoction, you need all materials and special tools like purifiers and sources of heat/cold. A vessel is required for transporting or storing materials.

Politics

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are familiar with the art of politics, its etiquette, and processes, possibly learned through apprenticeships or public service.

Religion

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You have been trained in religious practices, its rituals, and origins. This Skill is likely learned during a time in the clergy.

Smithing

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You are able to craft weapons and armor with the materials and forge.

Tailoring (Sewing)

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Restricted

You are able to create and mend clothing. This Skill can be used to create armor of fibrous or leather materials such as linothorax.

Zoology

General Skill: Education
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You know the diets, physiology, and habitats of the known animals of Atlantis. This Skill may be used to identify types of animals they encounter, as well as have an understanding of their abilities and demeanor to people.

Mental Resistance

Fear

General Skill: Mental Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: ST

You are not scared or rattled easily, thus you have the fortitude to complete your missions despite the dangers they pose. Use this Skill when facing ferocious beasts or life-and-death situations.

Magic

General Skill: Mental Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: IT

You are resistant to Directed magic spells like Control and Sleep. This Skill does not apply to Indirect or projectile spells like Fireball.

Psychological

General Skill: Mental Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: IT

You have the restraint to withstand against confusion and madness.

Influence

General Skill: Mental Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: IT

You have the intuition to withstand against undue influence and deceit.

Concentration

General Skill: Mental Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: FO
Prerequisites and Restrictions: Use only during Manage Conditions phase

You can quickly recover from Stunning effects. During your Manage Conditions phase, use this Skill roll against the Difficulty level based on your remaining Stunned Actions. If successful, remove the remaining Stunned Actions.

Telephus is stunned for two Actions from a powerful strike from a foe. On Telephus' next turn, during the Manage Conditions phase, he rolls a Combat: Shake it Off roll. Since he is stunned for 2 Actions, he needs 2 successes. His Physical Resistance: Shake if Off Skill is 2DT3, and he rolls a 2, 3, and 6 - two success and succeeds to remove the Stunned condition. He may now act with both Actions this turn.

Will Power

General Skill: Mental Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: FO

You are trained in self-restraint. Use this Skill when put in temptation's way.

Physical Resistance

Cold

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: ST

You are resilient against the effects of extreme cold.

Disease

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Birthright

You have a high natural resistance against diseases and plagues.

Heat

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: ST

You are resistant to the effects of extreme heat.

Hold Breath

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS

You have honed your ability to hold your breath for a long period of time.

Hunger / Thirst

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS

You are able to go longer periods of time without water or food than most people.

Pain

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: ST

You have a higher pain threshold, allowing you to endure intense pain and torture.

Poison

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Birthright

You have a natural resistance to poisons.

Pungencies

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS

You have built up an immunity to intense odors. This Skill also helps you endure or even enjoy foods that may be perceptible as disgusting due to their smell.

Sensory

General Skill: Physical Resistance
BDP/Skill Point Multiplier: 1
Primary Attribute: RS
Secondary Attribute: FO

You are able to withstand extreme sensory exposure such as loud sounds or blinding lights.

Subterfuge

Concealment

General Skill: Subterfuge
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are know how to conceal items and contraband on your person to avoid detection even when being inspected. The more adept your clothing is to concealment, the greater the Advantage you gain while concealing items.

Disguise

General Skill: Subterfuge
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You are trained in the art of disguise. With the proper attire, you can make yourself appear as someone else. This Skill does not conceal you, only alters your appearance.

Escapist

General Skill: Subterfuge
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Restricted

You have an uncanny ability escape from being bound or confined. This Skill does not grant the ability to pick locks, only to a way to escape from a binding.

Hide

General Skill: Subterfuge
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: IT

You have the intuition and experience to know where and how to hide effectively. Finding places like dark shadows or places that allow you to blend in will grant you Advantages.

Pick Locks

General Skill: Subterfuge
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Secondary Attribute: IT
Restricted

You can pick locks with tools or makeshift materials. Using a "kit" grants you a +1 Advantage over makeshift items.

Pick Pockets

General Skill: Subterfuge
BDP/Skill Point Multiplier: 1
Primary Attribute: FN
Restricted

You have a keen eye and soft hand from years of experience and training to steal items from someones's person without detection. The size and/or shape and location of the item on the person will determine the Difficulty level.

Set and Disarm Traps

closing wall |fr

General Skill: Subterfuge
BDP/Skill Point Multiplier: 1
Primary Attribute: FN

You have a quick hand and knack for setting and disarming traps. A trap must be identified before disarming, and setting one requires a trap or its components.

Sneak

General Skill: Subterfuge
BDP/Skill Point Multiplier: 1
Primary Attribute: FN

You can sneak without detection and evade being trailed. Terrain, footwear, and lighting affect the Difficulty level and any Advantages for this roll.

Survival

Butchery

General Skill: Survival
BDP/Skill Point Multiplier: 1
Primary Attribute: ST
Secondary Attribute: IT

You are trained to skin, clean, and partition animal carcasses for consumption, or to harvest organs and blood for pharmakeia and rituals.

Cooking

General Skill: Survival
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You treat cooking as an art, Skillfully combining ingredients for delicious meals. Use this Skill when a discerning palate is required, or to identify bad, spoiled, and poisonous foods and ingredients.

Fishing

General Skill: Survival
BDP/Skill Point Multiplier: 1
Primary Attribute: IT
Secondary Attribute: FN

You are an accomplished angler, trained to catch fish with a line and hook, net, or spear. Difficulty and Advantages depend on your tools, location, weather, and bait.

Foraging / Botany

General Skill: Survival
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: IT

You have been taught to identify plant materials that can be used for consumption in cooking, potable water, or to be used in pharmakeia concoctions.

General Skill: Survival
BDP/Skill Point Multiplier: 1
Primary Attribute: IT

You have been taught the ways of navigating by the sun, moon, and stars, as well as identifying landmarks.

Rope Mastery

General Skill: Survival
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: IT

You are skilled in tying, braiding, splicing, and identifying knots. Use this Skill to secure or restrain something or someone. A knot's strength is determined by rolling this Skill. One success sets the escape Difficulty at 1, two successes at 2, and so on.

Tracking

General Skill: Survival
BDP/Skill Point Multiplier: 1
Primary Attribute: FO
Secondary Attribute: IT

You can determine the traffic and direction of people or animals, and identify their type or number.

TRAITS AND VULNERABILITIES

Titans of Atlantis doesn't limit or provide you to certain set Traits based on races, lineages, or classes. You can create whatever type of being you desire, "human" or otherwise, as long you follow the guidelines for selecting your character's Traits.

TRAITS

Traits are special characteristics and abilities that your character has. Traits do not require any rolls, they are permanent capabilities that you may use as described on the Trait's description.

STARTING TRAITS: You may spend your BDPs to select as many Traits as you like. Traits have varying costs as listed on the Trait. Additionally, some Traits may have prerequisites that need to be fulfilled before they can be selected.

Traits

Attractive

BDP/Skill Points: 5
Birthright

You are the new Adonis. Others drawn to and pay special attention to you. You receive a +1 Skill modifier to Communication: Inspiration rolls.

Autohypnosis

BDP/Skill Points: 25
Birthright

You enter such a deep trance while performing rituals that even with the possibility of harm on the battlefield, you cannot break concentration. You may only hypnotize yourself, and you must declare how long the your trance state will last before starting. Once successfully hypnotized, you cannot stop your trance. Your trance is so deep that any external forces (eg. pushed, thrown, attacked, etc.), you still will not break from the trance. After your trance ends and the ritual is complete, you must apply any received Trauma or Conditions you received during your trance.

Beastly Nose

BDP/Skill Points: 10
Birthright

You have the nose of wild animal. Atlanteans do not know what to make of you. Are you a monster or a man? You receive a +2 Skill modifier on Awareness: Smell rolls.

Claws, Large

BDP/Skill Points: 15
Birthright
Prerequisites and Restrictions: Gigantism

You have large claws capable of ripping through flesh. You can attack using the Claws (Nails) - Large as an unarmed weapon. You are also capable of climbing trees and other organic obstacles.

Claws, Small

BDP/Skill Points: 10
Birthright

Your have razor-sharp nails which grant you the ability to climb trees and other natural obstacles. Additionally, you can wield these claws as a formidable unarmed weapon.

Cold Tolerance

BDP/Skill Points: 10
Birthright

You are well acclimated for extreme cold. You receive a +2 Skill modifier for Physical Resistance: Cold rolls.

Darksight

BDP/Skill Points: 15
Birthright

You can see in pitch dark environments as if it were daylight.

Enhanced Initiative

BDP/Skill Points: 15
Birthright

You are quick to act in battle. Add +1 die to your initiative roll.

Enlarged Ears

BDP/Skill Points: 10
Birthright

You have enlarged ears that give you a +2 Skill modifier on Awareness: Sound rolls. Wearing a helmet that covers the ears negates this bonus.

Expanded Lifespan

BDP/Skill Points: Variable
Birthright

You live beyond the ages of most mortals. Your expected life is extended for ten years multiplied by the number of BDP/Skill Points spent plus the base lifespan for Atlanteans (75 years). For example: if you spend 10 BDP/Skill Points, your life expectancy is 175 years (75 +(10*10) = 175).

Extra Arms

BDP/Skill Points: Variable
Birthright
Prerequisites and Restrictions: GM must approve the number of arms

You have three or more arms - very handy! With more arms and hands, you can hold more weapons, shields and items, and can use the Combat: Two weapon or Combat: Two-Handed Skills and still use a shield. When you are hit in an arm location, roll an additional die and and count from each arm on the given side you were hit. For example: if you have four arms and you are hit on the "right arm" roll a D12 and if the roll is an odd number you are hit on the top right arm. If its an even number you are hit on the bottom right arm.

Each arm costs 10 BDP/Skill Points multiplied by the total number of arms you want, including the number of arms you would normally have. For example: if you want four arms total, the point cost would be 10 x 4 = 40 BDP/Skill Points.

Extra Eyes

BDP/Skill Points: Variable
Birthright
Prerequisites and Restrictions: GM must approve the number of eyes

Extra eyes expands your field of vision and avoid flank and rear attack penalties. Eye placement affects vision quality: two eyes in front provide standard vision with good depth perception, while eyes on the sides offer a larger field of vision but poor depth perception. Combining two front eyes with side eyes enhances both depth perception and peripheral vision. Placing two eyes in front and two in back grants 360-degree awareness and depth perception, though it is disorienting unless you are accustomed to this for a long period of time.

Each eye costs 10 BDP/Skill Points multiplied by the total number of eyes you want, including the number of eyes you would normally have. For example: if you want four eyes total, the point cost would be 10 x 4 = 40 BDP/Skill Points.

Extreme Fasting

BDP/Skill Points: 10
Birthright

You can go long periods with out feeling the overwhelming urge for food. You can go for up to seven days without eating, and three days without water before requiring Physical Resistance: Hunger / Thirst rolls.

Fearlessness

BDP/Skill Points: 10
Birthright

You laugh in the face of danger - even certain death. You have a +2 Skill modifier to Mental Resistance: Fear rolls.

Fangs, Large

BDP/Skill Points: 15
Birthright
Prerequisites and Restrictions: Gigantism

You have long sharp fangs that can penetrate the deepest hides and flesh. You can attack using the Bite (Fangs) - Large as an unarmed weapon.

Fangs, Small

BDP/Skill Points: 10
Birthright

You have sharp fangs capable of ripping and tearing through skin. You can attack using the Bite (Fangs) - Small as an unarmed weapon.

Fur / Hairy

BDP/Skill Points: 10
Birthright

You have a fully body of hair or fur that act as a natural barrier from the bitter cold, snow and winds. You have a +2 Skill modifier on Resistance: Cold rolls.

Gigantism

BDP/Skill Points: Variable
Birthright
Prerequisites and Restrictions: ST Attribute of 3+ for Size 3, ST Attribute of 4+ for Size 4

Your stature is great compared to humans, some may say giant! Your size makes it difficult for your opponents to reach your head and vital areas of your chest without ranged weapons. You can wield a two-handed weapon with one hand and still use a shield. Use the Combat: One-Handed Skill for normal two-handed weapons and the Combat: Two-Handed Skill for specially crafted weapons twice the size of a normal two-handed weapon. Using one-handed weapons requires the Combat: Small Arms Skill, and you cannot use any small arms like daggers.

Great size has its disadvantages as well. You must have customized armor to fit your body, with the cost of which is double the normal armor. Also, all shields become smaller based on your size. Subtract one Shield Size for each size above 2. For example, if you are size 4, with an Tower Shield (Large 3 dice), it now becomes a small shield (1 die). You can buy custom shields that use the correct Shield Size.

Finally, you have a -1 Skill modifier to Athletics rolls and a -2 Skill modifier to Combat: Dodge and Combat: Lightning Reflexes.

You must have a Strength Attribute of 3+ and spend 30 BDP/Skill Points for a Size of 3, or have a Strength of 4+ and spend 50 BDP/Skill Points for a Size of 4. You may not have Size above 4.

Glow / Illumination

BDP/Skill Points: 5
Birthright

You have a glow about you - literally. This illumination is barely noticeable in the day but intense enough to be visible in darkness. Your glowing skin is bright enough to light a small area, with enough skin is exposed.

Goat Legs (Satyrism)

BDP/Skill Points: 15
Birthright

You have the legs and grace of a mountain goat, or a Satyr. Goat Legs allow you to move farther and jump higher and further, giving you +5 to movement and +2 Skill modifier for Athletics: Jumping. However, you can't wear leg greaves unless they are custom crafted.

Heat Tolerance

BDP/Skill Points: 10
Birthright

You have are extremely acclimated for extreme heat. You have a +2 Skill modifier for Physical Resistance: Heat rolls.

High Pain Threshold

BDP/Skill Points: 15
Birthright

You have an extremely high pain threshold, granting you more Trauma before you succumb to incapacitation or death. You have double the total number of Trauma you normally would have.

Horns, Large

BDP/Skill Points: 15
Birthright
Prerequisites and Restrictions: Gigantism

You have very large horns protruding from your skull. These horns act as a natural helmet with an Armor Rating of 2. You can only wear a helmet if it is customized for your head. You can attack using Horns - Large as an unarmed weapon.

Horns, Small

BDP/Skill Points: 10
Birthright

You have small but hard horns atop your head. These horns act as a natural helmet with an Armor Rating of 1. You can only wear a helmet if it is customized for your head.

Ichor

BDP/Skill Points: Variable
Birthright
Prerequisites and Restrictions: This Trait is required to select any Realm(s) to cast spells from

You are born with the blood of the ichor, which allows you to cast from a Realm(s) of your choosing. You may choose one Realm for 10 BDP/Skill Points. Each additional Realm added is 25 BDP/Skill Points.

Note: All selected Realm(s) begins at Skill level 0. Spells cannot be casted from a selected birthright Realm until you have developed your chosen Realm to level 1 or above.

Infrared Vision

BDP/Skill Points: 5
Birthright

Your vision can only see heat signatures and faint outlines. You are not completely blind, as you can still see shapes, but anything that requires detail such as colors, or peoples faces you are blind to. Items and people that generate even faint heat cannot hide behind objects as you can still see them.

Insensitivity to Pain

BDP/Skill Points: 25
Birthright

You have insensitivity to pain are immune to the effects of pain. Physical Resistance: Pain, Heat, and Cold roll receive a +2 Skill modifier. However, this is both a blessing and a curse, Awareness: Touch Skill rolls receive a -3 Skill modifier. Conditions like frostbite or burns from excessive exposure still apply.

Loyal Beast

BDP/Skill Points: 30
Birthright
Prerequisites and Restrictions: Animal Mastery 3+

You have formed a close bond with a large animal, but no bigger than a bear, without using magic. The animal is fiercely loyal, obeying any command given, even if it risks harm.

Loyal Familiar

BDP/Skill Points: 10
Birthright
Prerequisites and Restrictions: Animal Mastery 2+

You have formed a close bond with a small animal, no bigger than a chicken, without using magic. The animal is fiercely loyal, obeying any command given, even if it risks harm.

Magic Trait

BDP/Skill Points: Variable
Birthright
Prerequisites and Restrictions: Character body part may cast one Spell or one Realm

You body has the markings of the gods. You may choose a part of your body to act as a Telesma that is imbued with a single spell or all spells within a Realm. The markings may be a tattoo, birthmark, or some other similar attribute. The part of the body with the markings must be exposed in order to cast. The expression of magic is Focus. If the body part becomes damaged or severed, the character may no longer cast its spells.

You must still spend BDP/Skill Points to develop the Realm and/or Spell level of any Spell(s).

7 BDP/Skill Points: Choose only one Spell from any Realm to imbue to body part of your choosing. You cannot spend any points in the Realm, only the selected Spell's level.

10 points: Choose any Realm to imbue to a body part of your choosing. You may cast any spell from this Realm, however must develop the Spell's Realm level and any Spell levels.

Mane (Centaurism)

BDP/Skill Points: 25
Birthright

You have the mane, legs, and hooves of a horse, deer, or other such animal. You can move faster with a +10 to movement. Your mane is hit location 4, and is not protected by chest armor. You can have customized armor to protect your mane. You can also use your hooves as unarmed weapons.

One Eye (Cyclopsia)

BDP/Skill Points: 5
Birthright

You have one centralized eye. Make sure you take care of it.

Perfect Recall

BDP/Skill Points: 25
Birthright

You possess near-photographic memory for actions and conversations. If it is unclear if you have learned or experienced a detail, make an Education roll with the Specialized Skill set appropriate for the circumstance. The GM will set the Difficulty higher for longer or less significant events / details. For in-game occurrences, such as recalling a recent conversation, the GM may restate the details without requiring a roll.

Poisonous / Venomous

BDP/Skill Points: 25
Birthright

You can inject poison or venom into your victims. You must choose a selected injection method: teeth, tail, or finger nails. The attack method chosen must inflict at least one Trauma to inject the poison or venom. The venom or poison inflicts 1 Trauma per turn during an encounter during the victim's Manage Conditions phase, or every 10 minutes outside of combat until cured.

Proficient

BDP/Skill Points: 15
Birthright
Prerequisites and Restrictions: GM must approve any specialty chosen. Only one Proficient trait can be selected.

You may select a Skill and special scenario to to grant a +1 Skill modifier. If the scenario normally would give a -1 Skill modifier (eg. Weapon Parry with some weapons), this Trait will offset the Skill modifier as +0.

Examples of Proficiencies Are:

Regeneration

BDP/Skill Points: 50
Birthright

You have skin, muscle, and bones that mend at an astonishing rate. You heal one Trauma every ten minutes. Broken limbs fix overnight. Even severed limbs and head(s), grow back in a week. However, if your heart is destroyed, death is final.

Resilient Skin

BDP/Skill Points: Variable
Birthright

You have thick skin, hide, scales, or exoskeleton that is incredibly tough and resilient to bladed weapons, acting as armor.

Your skin’s armor is 15 BDP/Skill Points for every Armor Rating, with a maximum of Armor Rating of 3. For example: for scale skin with Armor Rating 2, you would need to spend 15 x 2 = 30 BDP/Skill Points.

Short

BDP/Skill Points: 10
Birthright

You have a short stature with a height 50% of an average Atlantean. Your size is 1. Because of your height, you have a -1 Skill modifier when wielding a two-handed weapon or large shield. Also, you must use customized armor, which usually carries a hefty cost premium - generally 25% more than the "off the shelf" / average armor.

However, short height also has its advantages; All shields are increased by one Shield Size. For example, a medium shield becomes a large, but a large shield remains large (3 dice). Also, all Athletics rolls receive a +1 Skill modifier.

Snake Tongue

BDP/Skill Points: 5
Birthright

You have a snake tongue. You receive a +2 Skill modifier on Awareness: Taste rolls, and look a bit scary.

Specialized

BDP/Skill Points: 25
Birthright
Prerequisites and Restrictions: Skill Level 3+

You can increase one Specialized Skill or Spell from Skill level 3 to Skill level 4 during character creation. This trait only allows you the option to increase to Skill level 4; you must still spend the necessary BDP/Skill Points to increase the Specialized Skill to level 4. This Skill may not be selected more than once.

Tail

BDP/Skill Points: free
Birthright
Prerequisites and Restrictions: GM must approve the type and size of the tail

You have a short tail, less than 1 foot in length. It does not receive any special bonus.

Tail, Large

BDP/Skill Points: 10
Birthright
Prerequisites and Restrictions: GM must approve the type and size of the tail. Gigantism

You have a large tail, the length of your legs. Your tail can be whipped around and used as unarmed weapon.

Telesma (Talisman)

BDP/Skill Points: Variable
Birthright
Prerequisites and Restrictions: Item may cast one Spell or one Realm

You have been entrusted with a Telesma imbued with the power of the gods. You may choose any object that contains this magic, but must be carried on you to use. The item is considered to be an heirloom, and the magic is tied only to you. As an heirloom, you do not need to spend oriki to acquire the item. The expression of magic to cast is Focus. If the magical item becomes damaged or lost, you may no longer cast its spells.

You must still spend BDP/Skill Points to develop the Realm and/or Spell level of any Spell(s).

7 BDP/Skill Points: Choose only one Spell from any Realm to imbued in your item. You cannot spend any points in the Realm, only the selected Spell's level.

12 points: Choose any Realm to imbue in the item. You may cast any spell from this Realm, however must develop the Spell's Realm level and any Spell levels.

Wings

griffin |fr

BDP/Skill Points: 50
Birthright

You have wings of a bird, bat, or other flying creature. To fly you must use 1 Action to lift off and land. Once airborne, the movement rate for flying is FNx20, even when moving vertically.

If one or more wings are damaged, you cannot fly. Wing hit in locations are: 5 = Left Wing, 7 = Right Wing. Damage for wings is similar to damage to arms, but it does not affect holding or equipping a weapon or shield. You cannot apply armor to wings.

VULNERABILITIES

Vulnerabilities are Traits that do not cost any BDPs but may hinder your character's performance. Because Vulnerabilities are hindrances, they come with a reward for choosing them in the form of additional Attribute points or BDPs, players choice, to use during character creation.

STARTING VULNERABILITIES: You may only select only one Vulnerability during character creation. If you choose a Vulnerability, you may choose to increase your Attribute points as indicated by the Attribute Reward value, or increase your BDPs by the value of the Background Development Point Reward value.

Vulnerabilities

Beast Face

minotaur |fr

Attribute Reward: 1
BDP Reward: 25

You have the face of a beast or animal, or a resemblance thereof. Your appearance is feared, or at best, shunned by the Atlanteans.

Blind

Attribute Reward: 3
BDP Reward: 40

You have been blind for a long period of time, perhaps since birth. Your blindness is such that cannot be healed. You cannot make Awareness: Sight rolls, and cannot cast Spells or other Actions that require a line of sight. However, you have been accustomed to your blindness, and have a +2 Skill modifier to Awareness: Sound and Awareness: Smell rolls.

Chaotic Power

Attribute Reward: 1
BDP Reward: 25

Your failures are cursed by the gods. When you cast a Spell and Fail you take double Trauma.

Day Blindness

Attribute Reward: 2
BDP Reward: 25

You are blinded in very bright environments such as daylight. When in bright conditions, you have the Blind Condition.

Deaf

Attribute Reward: 1
BDP Reward: 10

You have been deaf for a long period of time, perhaps since birth. Your blindness is such that it cannot be healed. You cannot make Awareness: Sound rolls. However, your heightened sense of vibration gives you a +2 Skill modifier to Awareness: Touch when loud sounds are emitted.

Delusion

Attribute Reward: 1
BDP Reward: 10
Prerequisites and Restrictions: GM must approve the phobia

You have a severe delusion. You see black as white, up is down, etc. Your chosen delusion must be something obvious that would come up in regular conversation.

Foul Odor

Attribute Reward: 1
BDP Reward: 10
Prerequisites and Restrictions: GM must approve this Vulnerability

You have a stench that cannot be quenched by simply bathing. Due to the pungency of the odor, simply being in your presence requires them to make a Physical Resistance: Pungencies vs Difficulty 1. Those that fail are Repulsed (see Repulsed Condition). Because the odor is unnatural to Atlanteans, your scent is masked to beasts and monsters.

Hard of Hearing

BDP Reward: 10

You have severe hearing loss, but you are not deaf. You have an Awareness: Sound Skill modifier of -1.

Illiterate

Attribute Reward: 1
BDP Reward: 10

You are illiterate. You cannot perform any Actions that requires reading. Your Education General Skill receives a -2 Skill modifier, and you cannot have any Specialized Language Skills above Skill level 2, except your primary language.

Insomnia

Attribute Reward: 1
BDP Reward: 10

You struggle to sleep. You have -2 Skill modifier to all Actions during the first two hours of the day.

Low Pain Threshold

Attribute Reward: 2
BDP Reward: 25

Your tolerance for pain is extremely weak. Your maximum Trauma is cut in half.

Missing Limb

Attribute Reward: 3
BDP Reward: 40

Choose one of your limbs that is missing or non-functioning. This is a permanent condition and cannot be healed, even with magic. All Conditions for Missing or Destroyed Limbs apply.

Mute

Attribute Reward: 1
BDP Reward: 15

You have been mute, for a long period of time, perhaps since birth. You cannot be healed from this Condition, even with magic. Since you cannot talk, you must use alternative communication methods.

Narcolepsy

Attribute Reward: 1
BDP Reward: 10

You suffer from a health condition or curse that causes you fall asleep every 4 hours. Every 4 hours you must roll Mental Resistance: Will Power vs a Difficulty level 1. If you fail, you immediately fall asleep for 30 minutes.

Near Sighted

Attribute Reward: 1
BDP Reward: 10

Your eyesight at distance is poor. You have a -1 Skill modifier to ranged attacks and Awareness: Sight to anything over 50 feet, and -2 Skill modifier at more than 100 feet.

Night Blindness

Attribute Reward: 1
BDP Reward: 10

Your pupils have trouble adjusting to the dark and dimly lit environments. In dimly lit environments you are Blind (see Condition Blind).

Nightmares

Attribute Reward: 1
BDP Reward: 10

You have extremely realistic nightmares that can cause fear and panic even after you awake. Every time you sleep, you must make a Mental Resistance: Fear roll vs Difficulty level 2. If you succeed, you awake with increased breathing but within seconds you realize it was a nightmare. If you fail, you wake up screaming and unable to distinguish reality from your dream. You must make one Action to flee or fight your perceived nightmare. After this Action, you must make another, Mental Resistance: Psychological roll vs Difficulty level 1. If you succeed, you realize it was a dream then enter a calm state. If you fail, you continue fighting or fleeing the perceived nightmare for another action, then repeat until you succeed.

No Teeth

Attribute Reward: 1
BDP Reward: 10

You have no teeth. You cannot eat many solid foods. You also have trouble speaking clearly; your Communication: Eloquence has a -1 Skill modifier.

Overweight

Attribute Reward: 1
BDP Reward: 10

Your are more than big boned. All Athletics skills have a -2 Skill modifier.

Phobia

Attribute Reward: 1
BDP Reward: 10
Prerequisites and Restrictions: GM must approve the phobia

You have a paralyzing fear. The fear must be something fairly common like heights, tight spaces, the dark, snakes, rats, bees, etc. When faced with these things, you must make a Mental Resistance: Fear roll vs Difficulty 1. During encounters, you must make this roll on each of your Manage Conditions phases. Each round you fail, you must flee if possible. If fleeing isn't an option, you have a break down and loose all of your Actions that turn.

Poor Depth Perception

BDP Reward: 10
Prerequisites and Restrictions: Not allowed (Under Construction / Consideration)

You have trouble sizing distances. You have a -1 Skill modifier to Actions requiring precision such as throwing and ranged attacks.

Possession

Attribute Reward: 1
BDP Reward: 25
Prerequisites and Restrictions: GM must approve the possessor's intent

Your body hosts not only your own soul, but the soul of another. The possessor's intent must differ from your own, and must be approved by the GM. You and the GM must agree on a suitable trigger, like violence, drunkenness, nighttime, that activates possession. You may attempt to resist the trigger with a Mental Resistance: Will Power roll vs Difficulty 1. Each successful resistance increases the next roll's Difficulty by one, resetting to Difficulty 1 after the possession finally occurs.

Once possessed your Actions must align with that of the possessor. You may attempt to expel the possessor once per minute and/or on your Manage Conditions phase. If you are successful the possession stops and you cannot trigger its return until the next day.

Reduced Attribute

Attribute Reward: 1
BDP Reward: 10

You have physical or mental restrictions that limit your capabilities. You must select an Attribute that cannot not exceed Attribute level 2.

Severe Reduced Attribute

Attribute Reward: 3
BDP Reward: 40

You have a severe physical or mental restrictions that limit your capabilities. You must select an Attribute that cannot not exceed Attribute level 1.

Sores

Attribute Reward: 2
BDP Reward: 25

You suffer from extremely painful has sores over your body that constantly ooze and get infected. If you wear armor or restrictive clothing you take 1 Trauma per hour. You must also use dress yourself with fresh bandages every day or take 2 Trauma.

Unattractive / Homely

Attribute Reward: 1
BDP Reward: 10

You are so unattractive that it is hard for people to pay attention to your words and needs. You have a -2 Skill modifier to Communication: Deception and Communication: Eloquence.

Unfortunate

Attribute Reward: 1
BDP Reward: 10
Prerequisites and Restrictions: GM must approve this Vulnerability

Things often do not go your way. You cannot succeed on a Partial Success; but instead fail.

Vice

Attribute Reward: 1
BDP Reward: 10
Prerequisites and Restrictions: GM must approve the vice

You have a vice so strong, that when faced with it, you must roll to resist it with a Difficulty level of 2. If you fail, you must engage in the vice activity. The player and GM should be careful selecting the vice to ensure all players are comfortable with the potential outcomes that may result from the vice.

Examples of Vices:

Vow

Attribute Reward: 1
BDP Reward: 10
Prerequisites and Restrictions: GM must approve the vow

You have taken a special vow that cannot be broken without severe penalty. You and GM must agree on what the vow and penalty is for breaking the vow.

Examples of Vows:

Weak Spot

Attribute Reward: 1
BDP Reward: 25

Choose a body part location as your "Achilles' heel." If an enemy hits this location, they gain a +2 to their Lethality roll.

CHARACTER SIZE

Each PC and NPC has a Size characteristic (SZ) indicated by a numeric value. A Size value of 2 is the standard height of a human. Characters, animals, or creatures with a Size value of 1 are roughly half the average height of a human. A Size value of 4 is twice the height of an average human, and so forth. Some Traits or vulnerabilities will dictate the value for your size, otherwise your Size is 2.

character sheet size section

SPELLS AND REALMS

There are few chosen peoples born into the world granted with the power and magic of the gods. The source of this magic comes from within their flesh and blood, a substance called "ichor." It is a rare gift among the Atlanteans to be endowed with magic, thus, only those descended from the gods may wield this power.

REALMS

Realms are related types of magic. For example: A character with the Pyromanteia Realm, has the ability to cast all Spells related to the use of fire as outlined by the Realm.

STARTING REALMS: You may spend BDPs on one or more Realms of magic if you have the Ichor Trait and meet its requirements for selecting a Realm. A Realm's BDP cost is 3x the level of the Realm you wish to increase to.

Realm descriptions and their BDPs costs are listed in Chapter 5. Magic.

SPELLS

magic |fr

A Spell is a magical Action, ritual, or incantation used to harness and control magical power. You can cast any Spells associated with your Realm of magic. Spending BDP or Skill points on individual Spells extend that Spell's effective similar to how Specialized Skills extend from General Skills. How Spells work is detailed in the chapter on Magic.

STARTING REALMS: You may spend BDPs on one or more Spells if you have at least one level of the associated Realm. A Spell's BDP cost is 2x the level of the Spell you wish to increase to.

Spell descriptions and their BDPs costs are listed in Chapter 5. Magic.

CAST EXPRESSIONS

Casting a spell requires the caster to 'express' the force outward. The articulation of the Expression is chosen by the caster. When filling out your character sheet you must fill in the type of Cast Expression. More details on how Expression works is in Chapter 5. Magic.

There are three Expressions to choose from:

PHYSICAL CONJURING: You require movement of your body, in particular your arms to cast.

INCANTATIONS: Your voice is needed to recite incantations. Your voice must be audible to your own ears.

FOCUS: You use an external item or focus your magic. A focus is not a magical item, as power still comes from within you; however, the focus is used to express it outwardly.

Example:
To cast spells, Ray decides he is going to use Incantations as his Cast Expression.

character sheet cast expression section

UNUSED BACKGROUND DEVELOPMENT POINTS

You can convert unused Background Development Points (BDPs) as follows:

  1. You can assign the remainder of BDPs as Skill Points. Once they are assigned to a Skill, they cannot be moved to another Skill or used on Traits after character creation.
  2. Convert each unused BDP to 10 orikhalkon (oriki). Oriki is the currency used in Atlantis that can be used to purchase equipment.

Example:
Ray chooses to spend 15 BDPs to increase the General Skill Combat to level 3 (6 points for level 2 and 9 points for level 3). He likewise spends 15 BDPs to increase Athletics to level 3. Finally, He spends 6 BDPs on Mental Resistance, 6 BDPs on Physical Resistance, and 6 BDPs on Communication to increase them all to level2. In total Ray has spent 54 out of 150 BDPs on General Skills, with 96 BDPs remaining.

character sheet general Skills section

Next, Ray decides he wants to have the magical ability to make his weapon materialize in his hands, which are spells from the Hylemanteia Realm. The ability to cast spells from a Realm requires the Trait of Ichor, which for access to one Realm will cost 10 BPDs, as stipulated on the Ichor Trait's description. Next, he spends 18 points to increase Hylemanteia from level 0 to level 3.

character sheet magic realm section

With 68 BDPs remaining, Ray chooses to increase his Hylemanteia: Recall and Imprint spells to level 3. Each spell level costs 2x the level for a total of 12 BPDs each. Ray then selects that he wants to fight best with a spear and shield. He maxes out the available Skill levels for the Specialized Skills Combat: Polearm and Combat: Shield. Because Specialized Skills are 1x the level, each is 6 BDPs. He now has 32 BPDs remaining.

To round out his Specialized Skills, Ray increases Athletics: Climbing, Athletics: Jumping, Athletics: Balance, Awareness: Sight, and Awareness: Sound each to level 2 for 3 BDPs each. Ray now has 17 BDPs remaining. For 15 BDPs, Ray decides to select the Proficient Trait for 15 BDPs. This Trait allows him a +1 Skill Modifier for specialized circumstances. He discusses with the GM, whom agrees to allow Ray's character have a +1 SM when using a spear for attack with one hand. This bonus will not apply when he is parrying or if he uses 2 hands, or when using any other polearm (pike, etc.)

Ray can also choose one Vulnerability to either add some more BDPs or additional Attribute points. He chooses the Unattractive Vulnerability. This provides one additional Attribute point, but also a -2 SM when using Communication: Deception or Eloquence. He adds these to his character sheet with no levels indicated and -2 SM to help him remember these penalties. With his new found Attribute point, he applies it to Resilience which already had 1 Attribute point. Together this is enough to increase Resilience to level 2.

character sheet Skills and Traits

CALCULATING DICE / TARGET (DT) VALUES

On your character sheet, your Skills and Spells will have an section to fill in the dice / target (DT) values. These values are calculated by combining the Skill or Spell's Attribute values to determine the number of dice to be rolled, and adding the General and Specialized Skill values to determine the target values.

PRIMARY & SECONDARY ATTRIBUTES (DICE VALUES): Each Skill references one or two Attributes. Skills with only a Primary Attribute, roll the number of dice equal to the Primary Attribute level. Skills with both Primary and Secondary Attributes use the Primary Attribute value divided by 2 rounded up, plus the Secondary Attribute value divided by 2 rounded down.

TOTAL SKILL LEVEL (TARGET VALUES): A General Skill's target value is the General Skill's level. A Specialized Skill target value uses its own Skill level plus it's referenced General Skill's level.

Example:
Ray looks at each of the Skills and writes in the Primary Attribute and Secondary Attributes and their values as indicated for each of his Skills and spells. For example, the Combat General Skill lists Strength (ST) and Focus (FO). His Strength is 2 and Focus is 3. Half rounded up for ST of 2 is 1 + half rounded down of 3 is 1 it comes to a total of 2 for the DT dice value and simply adding in the Combat level as the target value, which is set to level 3. The final DT value is 2DT3. Ray does the same for all of the remaining General Skills and Realm.

Next Ray needs to fill in the Spells and Specialized Skills. The process is the same except that Specialized Skills and Spells add their respective General Skill or Realm's Skill level to the final DT value. Ray's Combat: Polearm uses a Primary of Focus (FO) and Secondary of Strength (ST). FO is 3, and half rounded up is 2 and ST is 2 and half rounded down is 1 for a dice value of 3. For the target value, the Polearm and Combat Skill added together gives a value of 6. Ray writes down the DT value of 3DT6. Ray follow the same process across all remaining Skills.

character sheet DT values added

For each Skill, Realm, and Spell, fill in all the DT values on your character sheet.

EQUIPMENT

Equipment is the items, consumables, armor, and weapons you have on your person. You must write down all the items you are carrying. Write down one item per row in the equipment section on your character sheet. If it's not listed on your sheet, you don't have it with you.

STARTING EQUIPMENT: You start with 25 oriki to buy weapons, armor, and other equipment, or may save it to spend later.

A list of weapons, armor, and other items is provided in Chapter 7: Equipment.

CARRYING CAPACITY

Every item carries a slot value. It's a measure of its size, its weight, and how simply it can be hauled. The number of items / Slots your character can have on its person is your Carrying Capacity, which is determined by your Resilience and Strength Attributes. Items carried in hand or worn still count toward your Carrying Capacity.

Carrying more equipment than your Item Slots than your Carrying Capacity will Encumber you. If you are carrying more than double your maximum Item Slots you are Overburdened. The penalties you have when Encumbered or Overburdened are listed on their respective Conditions.

Carrying Capacity: (Resilience x3 + Strength x3) +10

TINY ITEMS: Items with negligible weight or size, don't affect your Carrying Capacity. Tiny items still need to be listed on your character sheet, but are recorded with 0 Item Slots.

MOUNTS & VEHICLES: If you have a horse or other mount, you can let it carry some of your equipment. The animal can carry a number of regular items up to its own Carrying Capacity, and twice that number if you dismount and lead it. Vehicles can store even more equipment.

ENCUMBRANCE VARIANTS

GMs and players may wish to avoid the complexity and record keeping associated with Carrying Capacity and Item Slots. These alternative rules should be agreed upon by all players before the game begins.

ARMOR ONLY: In this variant, you track only track the Item Slots for armor. Your Carrying Capacity is reduced to (Resilience x2 + Strength x2) +5

NO ENCUMBRANCE: You can do away with encumbrance. This option enables all players to completely gear up in armor without penalty, so this option should only be used after careful consideration with how it will impact the difficulty of game.

Example:
Ray has a Resilience of 2 and Strength of 2. Ray calculates his carrying capacity as 22 Slots. 2x3=6 + 2x3=6 + 10 = 22. Ray places this value on his sheet.

character sheet carrying capacity section

Next, Ray 25 starting Oriki for buying equipment. He also has 2 remaining BDPs. He could grab a few more Specialized Skills, but instead chooses to convert them to Oriki to purchase equipment. Each BDP is worth 10 Oriki, bringing his total Oriki to 45.

Ray knows he wants a Dory (spear) and shield. The Dory is 5 oriki (shown on chart as 5o) and takes 3 Slots.
He then selects the Argolic Shield, the largest most expensive one, but gives him 3 dice when used to block. The Argolic Shield costs 25o and requires 5 Slots to carry. This leaves him with 15 oriki and 14 Slots.

Ray decides to buy some body armor - Linothorax is great as it provides some protection on both the body and arms. This costs 10o and 3 Slots. He pockets the remaining 5o to be used on his adventures.

For each of his items he notes their capabilities in brackets. For instance the Dory has a range of 10', the reach provides a -1 Size penalty for large monsters, and the max lethality damage is 1 when used with one hand, and 2 when used with two hands. It also has the Impaling critical type. The argolic shield is a large type which provides 3 dice for block Actions, and the Linothorax gives a 1 Armor Rating for body, and both arms.

character sheet equipment section

CONSUMABLES

A special category of items in the game are called consumables. It can be food, water, ammunition, arrows, torches, etc. Consumables must be tracked on your character sheet. Keep track of the quantity of the consumables and update them as they are used. Consumables that have Item Slots are also tracked toward encumbrance.

DON'T WANT TO TRACK EACH ARROW OR FOOD RATION?

If the GM and players agree, you may waive tracking certain types of consumables such as arrows and food. These types of items can assumed as available or readily accessible.

THE QUICK REFERENCE SECTION

Once all the abilities, Traits, Skills and equipment have been selected, you can now fill in the top "Quick Reference" section of the character sheet.

Weapons or items held in hand must be indicated in the top section. Any weapon or item has an attack or parry property they should be written in the corresponding area to the left of the item. Additional notes for your equipment or Skills can be indicated in the notes field or on the back of the character sheet.

Armor details are tracked on the left side of the quick reference section. To the right of each item of armor, indicate each piece of armor's Armor rating.

Example:
Ray is now ready to add the finishing touches to his character sheet. He starts by adding notes about the details about this weapons capabilities in the equipment section, and in the top quick reference section. For ease of reference, the current lethality values for his dory is placed in brackets with a 1/2 indicating that 1 is the lethality damage with one hand, and 2 for when used with two hands.

character sheet quick reference section

FINISHING TOUCHES

Once you have finished filling in the entire character sheet, you may take a final look at your character and decide if you need to make any last minute changes. If you are ready to proceed, you must declare your character as "finalized." After a character is finalized, no more adjustments can be made to the character sheet. Any leftover Attribute or Background Development Points must be placed as progress to an Attribute, Skill, or Oriki, or be lost.

CREATE A BACKSTORY

Under the direction of the GM, your are encouraged to create a backstory for your character. You should outline your character's motivations for joining the adventure, and why they have developed with the Traits and Skills they have selected. The GM should try to weave these backstories into the game's story to make the players feel like a meaningful contributor to the game's campaign, history, and world in which they are created.

Example:
Ray finally chooses a name for his character: Amenias. Amenias is a warrior, trained as a conscript for the kingdom of Euenor, but he deserted when it came to light that he had magical abilities, and he did not want this to come to light. Wielders of magic as seen as demigods - gifts from the gods for kings to wield as weapons. As a demigod under service to the king, he would for forced to be used as a weapon, without a voice in his Actions. Rather than be a slave to the king, he ran away looking to free fellow magic users. Of course, this puts a bounty on his life by doing so, making him an enemy to the kingdom of his upbringing.

He is also an unattractive man. This comes as two edged sword. He doesn't present as a commanding voice to influence others without much effort, but it also helps him maintain a low key existence.

This backstory was written on the back of his character sheet and provided to the GM to complete finalization. The GM sees no conflict with the world and adventures he plans to present and accepts it.

The final character sheet is as follows:

character sheet all

EXPERIENCE

Your character's physical Attributes and learning experiences are measured in Skill points (SP) and Attribute points (AP).

SKILL POINTS: After each gaming session, your character receives 1 SP for each hour of the game session, rounded to the nearest hour.

ATTRIBUTE POINTS: When your character completes a major milestone in the plot or completing a quest, your GM may award 1 AP.

ALTERNATIVE EXPERIENCE AWARDS

The GM may reward 1 AP for every 10 hours of gameplay, rather than at milestones. This makes rate of progression predictable, but could disincentive players from progressing to complete the objectives quickly. To offset this, the GM may instead choose to award 1 or 2 bonus SP for completing major milestones.

SPENDING SP and AP

You can only spend earned Skill points (SPs) and Attribute points (APs) when your PC gets a chance to rest, or between game sessions. Once SPs or APs are spent, they are removed from your character sheet.

SKILLS: SPs may only be used on Skills (General and Specialized) and Spells (Realms and Spells), but not Traits. To raise a Skill level, you must have used and succeeded with the Skill at least once since your last increase of that Skill. Your character sheet has a "used" checkbox to help you track Skills that have been used. Only meaningful Skill rolls where something is truly at stake count for this purpose. The GM has final say. Once you have enough points to level up the Skill, remove the Skill points and remove the used check.

Leveling up Skills works in the same way as spending BDPs. 3x the level for General Skills and Realms, 2x the level for Spells, and 1x the level for Specialized Skills. See the charts below.

ATTRIBUTES: Leveling up Attributes works the same as during character creation; 1x the AP x the level to increase to. APs may only be used for leveling up Attributes.

LEARNING NEW SPECIALIZED SKILLS

After your character is created, you can only acquire and learn new Specialized Skills (i.e. Skills that a character does not have at least one Skill level already), by visiting a trainer. A trainer is a non-player character, designated by the GM, to teach specific Specialized Skills or increase an already trained Specialized Skill to a higher level.

Trainers usually charge for their services, and have limitations on highest level of advancement to which the Specialized Skill may be taught.

Learning a new Skill to level 1 takes 1 shift. Advancing a Skill to level 2 requires 1 day, and level 3 is one week. Advancing beyond level 3 is generally not possible except when accepted by the GM. Trainers may not be used to increase General Skill levels. Only one Skill can be learned at a time.

BECOMING THE TRAINER: PCs can train one another as long as the trainer's Specialized Skill is level 3 or higher, and only to a maximum of two levels below their own Skill level. The same amount of time train remains the same. For example: a PC with a Specialized Skill of level 3 can train another PC in that Specialized Skill to a maximum of level 1, and requiring a full shift to doing so.

TRAINING

Specialized Skill Level Amount of Time
1 1 shift
2 1 day
3 1 week
4 not possible
5 not possible

SKILL LEVEL INCREASE

GENERAL SKILLS

TARGET LEVEL SP COST
1 3
2 6
3 9
4 12
5 15

SPECIALIZED SKILLS

TARGET LEVEL SP COST
1 1
2 2
3 3
4 4
5 5

REALMS

TARGET LEVEL SP COST
1 3
2 6
3 9
4 12
5 15

SPELLS

TARGET LEVEL SP COST
1 2
2 4
3 6
4 8
5 10

ATTRIBUTE LEVEL INCREASE

ATTRIBUTES

TARGET LEVEL AP COST
1 1
2 2
3 3
4 4
5 5

UPDATING TRAITS

Traits and vulnerabilities are inherent to your character. Traits are only added, changed, or removed when the GM feels its appropriate, such as a major plot point in the story.

ACTIONS

Roleplaying is a conversation. The GM describes the scene, you describe how your PC behaves, the GM describes how any NPCs react, you reply, and it goes back and forth. That is how the story is told and progresses. Every interAction in the is called an Action. Some Actions your PC can do freely such as moving from one room to another or having a conversation with an NPC or fellow adventurers. But sooner or later, a decisive situation will arise where Actions pose conflict; the results of which are left to fate. Then it's time to break out the dice and use one of your Skills.

DIFFICULTY ROLL

skeleton impaled

When you make a Skill roll to resolve your PC's circumstances or environment, not in reaction to an NPC or PC who can oppose your Actions, a Difficulty roll is used. Searching a room, climbing a wall, and reading a rune are all examples where a Difficulty roll is used because your Actions are in opposition to your environment.

The GM will assign a Difficulty level of 1-5 which determines the number of successes your character must roll. Under most circumstances, only one success is required.

ROUTINE TASKS, DO I NEED TO ROLL?

Under normal circumstances, "Routine" Actions like opening a door, climbing a ladder, etc. do not require a Difficulty roll. However, if a character is impaired due to Conditions that reduce mental or physical capacity, such as under the effects of a Spell, drunk, charmed, destroyed limbs, etc. the GM may require a Difficulty roll.

DIFFICULTY REQUIRED SUCCESSES
Routine no roll required
Average / Standard 1
Demanding 2
Hard 3
Arduous 4
Absurd 5
Impossible Action cannot be performed

SKILL PREREQUISITES

Certain Actions require specific equipment. You need a Lock Pick to use the Subterfuge: Lock Pick Skill, a First Aid Kit to perform the Education: First Aid Skill, and so on. These requirements are listed under the Skill. If you don't meet these prerequisites, you cannot perform the Action.

MAXIMUM / MINIMUM DICE AND TARGET VALUES

MAX/MIN DT DICE VALUE: The number of dice for any DT roll is capped at 5. Any bonuses that would extend this above 5 is removed. If you receive a penalty or Condition that sets your DT dice value to 0 or below, you cannot perform the Action and automatically fail.

MAX/MIN DT TARGET VALUE: Your DT target values for rolls may not exceed 11. A 12 is always a non-success regardless if any boosts or Spell Conditions would raise the DT target value above 11. If you receive a penalty or Condition that sets your DT target value to 0 or below, you cannot perform the Action and automatically fail.

ADVANTAGES AND DISADVANTAGES

Advantages and Disadvantages are special tactical, magical, or conditional alterations which either increase or decrease your DT target value. The amount of increase or decrease is assigned by the GM based on your PC's scenario and choices. A GM may assign different Advantage and Disadvantage modifiers to other PCs based on their own specific circumstances and choices for the same situation.

ADVANTAGE: an Advantage is a temporary increase to your Skill's DT target value. For example: If you flank attack an enemy while they are engaged in combat with another PC, your GM may grant +2 to your DT target value, taking a 2DT3 to 2DT5.

GMs are encouraged to give higher Advantage bonuses to PCs that provide specificity to how they will approach their Actions and role-play how they approach scenario. For example: "searching the room for traps," is a generic approach to that should not grant an Advantage. However, a GM may grant a +1 or +2 Advantage for a player who says they are "Searching the door frame for traps," because they are specific in how and where they are searching for traps.

DISADVANTAGE: a Disadvantage subtracts from your Skill's DT target value. For example: If you are wearing heavy armor walking on a narrow beam in the rafters of a castle, the GM may assign your PC a -1 Disadvantage to your Athletics: Balance Skill roll.

In general, GMs should grant the Advantage or Disadvantage to the PC or NPC initiating the Action. Say a PC tries to scare a shopkeeper into spilling info about some crime. They might accuse the shopkeeper of being in on it and threaten to call the guards. The GM should give Advantage to the PC because they initiated the Action and were clear in how they will carry out the Action. The shopkeeper wouldn't get Disadvantage. The bonus for the situation was already given.

GMs should assign minimal bonuses for Advantages or Disadvantages, no more than +2 or -2, unless it is truly fitting. This is to prevent circumstances where Actions become impossible or absolute. GMs should assign an overall Advantage and Disadvantage modifier based on an overall assessment of circumstances rather than stacking bonuses.

OTHER MODIFIERS

Special Skills, Spells, or Conditions may provide modifiers that affect your character's performance. These are applied to your DT values in addition to Advantages and Disadvantages.

SKILL MODIFIER: Skill modifiers act similarly to Advantage and Disadvantages by increasing or decreasing a Skill's DT target value. Skill modifiers are specifically identified on an item, Spell, or Condition's description. Example: a magical weapon that "grants a +2 Combat Skill modifier" adds +2 to any Combat DT target value, until the modifier expires or is removed as directed.

ATTRIBUTE MODIFIER: Attribute modifiers increase the DT dice value for Actions that use the referenced Attribute. Example: a "+1 ST" modifier adds one die to any Action that uses a Skill with Strength as the Primary or Secondary Attribute. These modifiers remain in effect until the Conditions of the modifier expire or are removed as directed. If no Skill is listed for the modifier, then all Skills receive the modifier.

DICE MODIFIERS: Conditions or Spells may have a "+" or "-" "D" modifier. Dice modifiers affect all Skill DT dice values until the Conditions for the modifier are removed.

REROLL MODIFIERS: Reroll modifiers dictate when you can or cannot reroll your results. Some items, Spells, or Conditions may direct you to "must reroll all successes once," "may reroll all non-success once," or "may reroll all dice once". After the reroll is performed, the results of the reroll must be accepted regardless if the results are better or worse than the first roll.

EQUIPMENT MODIFIERS

Some equipment may grant Skill modifiers. Items that grant modifiers will outline their rules and usage in the items' description.

CRITICAL SUCCESSES

If you roll two or more successes than the assigned Difficulty level, you not only succeed, but also gain an additional bonus effect, depending on the situation and the Skill used. In combat, extra successes grant a bonus effect based on the weapon's description. For other Skills, you can suggest a bonus effect yourself. However, the GM has final say whether it is acceptable.

Some suggestions:

PARTIAL SUCCESS

skulls on pikes |fr

If you roll the same number of successes as required by the Difficulty level, the Action is a Partial Success. A Partial Success means the result of the Action doesn't fail, but does not resolve completely either. For example: you may detect a trap, but may not find or understand the trap's mechanism to trigger it. The GM may assign a Disadvantage -2 to disarm the trap. The GM can also require you to roll again to fully resolve the situation. If the second attempt is successful the intended Action is successfully resolved; otherwise, the Action fails, even if it's another Partial Success.

Example:
Telephus attempts to jump a 7 foot wide pit with spikes in it. The GM rules the leap as Difficulty 2. Telephus' Athletics: Jumping Skill is 3DT5, which makes the jump a bit of a gamble, but decides to attempt it regardless. He rolls a 1, 7 and 11 - 2 successes, which is a Partial Success. The GM describes the character's leap: “you jump the pit with sure confidence only to find it was not quite enough. Your feet are just out of range of the other side, but your upper body and arms catch the bricks on the other side of the pit, preventing you from falling to your death. You must now use your strength to climb out of the pit (Athletics: Climb at Difficulty 4) or risk falling in.” The attempt was not a success (reaching the other side), nor was it a failure (impaled on spikes), thus a middle ground was presented, but now the character must make an Athletics: Climb roll, to get to the other side.

PARTIAL SUCCESS OR JUST SUCCESS?

Partial successes create additional roleplaying scenarios, drama, and challenges. However, if the GM and players want less subjectivity for consequences, then a tied result can simply grant a full success for PCs and failures for NPCs. This changes the difficulty of the game, and should be agreed upon by all players if used.

CONCENTRATED ACTIONS

When you are faced with an elective or unabated situation, you can make a Concentrated Action. Concentrated Actions allow you to make one reroll for all non-success for that Action, except any Faults (12s). Concentrated Actions may be performed with any Skill or Spell unless its description specifies otherwise. You may also use a Concentrated Action to reroll successes in an effort to try and roll for Double Successes (1s). The results of the reroll must be accepted even if it is worse than the previous result.

If you are making a reaction roll, such as when the GM asks you to make an Awareness roll, or when making any Resistance roll, you cannot use a Concentrated Action.

Example:
Artimus attempts to pick a lock on a chest. Because the owner of the chest isn't around, the GM allows him to make a Concentrated Action because he is not under any stress or time constraints to pick the lock. Artimus' Pick Lock Skill is 3DT3 and the GM determines that it's a Difficulty 2 to pick the lock. Artimus rolls a 1, 7, and 12 - one success. Artimus may make one reroll for any non-successes that is not a 12. He rerolls the 7 and gets a 3 - a final total of two successes. Artimus achieves enough successes for a Partial Success and picks the lock, but also bends his lock pick in the process. The GM allows the PC to make a concentrated Subterfuge roll to properly bend the pick back into position to be useable again - at difficulty 1. Artimus' Subterfuge General Skill is 2DT2, and he rolls a 2 and 10 - one success. Since the second roll was in response to a Partial Success result, Artimus is awarded a full success and the pick is properly bent back and is still reusable.

buried treasure

THE ART OF FAILURE

If you fail to roll equal to more than the number of required successes, something goes wrong. For some reason, you failed to achieve your goal. Feel free to elaborate on why with the help of the GM. The GM might even let a failed roll have further consequences to move the story forward in a dramatic way.

If you fail an Action you cannot perform the Action again for one shift. If another player attempts the same action, the GM should assign a Disadvantage to each subsequent player who attempts the same Action.

FAVOR OF THE GODS

Through acts of devotion, divine quests, good roleplaying, or heroic courage, you can earn Favor of the Gods points, up to a maximum of three. Use these points as tokens of gratitude to your protectors, rather than hoarding them.

You can use a Favor of the God point in the following ways:

GIFTING FAVOR OF THE GODS TO OTHER PLAYERS

If the GM and players agree the situation or circumstance is appropriate, PCs can choose to use or gift Favor of the Gods points to another PC. Yet, tread with caution, for the gods may frown upon squandering these divine gifts on causes they deem unworthy or feeble. The ramifications for doing so is up to GM to decide.

OPPOSED ROLLS

When you are pitted in a contest against another NPC (or PC), then your success is determined in an opposed roll. To win an opposed roll, you make a Skill roll and compare it to the results of your opponents Skill roll. If you score equal to or more successes than your adversary, you succeed. Even if your opponent rolls no successes, you must always roll at least one success to accomplish your action.

Usually you and your adversary roll using different Skills, sometimes the same. For example: if you want to influence a guard to let you into a building, you would roll a Communication: Eloquence Skill versus the guard's Mental Resistance: Psychological Skill. Or you could simply try to sneak around the guard by using your Subterfuge: Sneak versus their Awareness: Sight or Sound.

TIES: If you and your opponent roll the same number of successes, the result is a Partial Success. If a Partial Success doesn't work for the given scenario, then a full success is awarded to the PC.

NPC ON NPC ACTION

NPCs use Skills in the same way as PCs. The GM rolls dice for them, but the GM only has to roll for Actions that affect a PC directly. When an NPC performs an Action that does not directly affect a PC, the GM can simply decide what happens, without rolling dice.

QUANTITY ROLLS

Difficulty and opposed rolls are the most commonly used rolls used to resolve actions, but sometimes rolls need to determine a quantity result produced from an action. For example, the First Aid Skill uses a quantity roll to determine how much Trauma is healed. Descriptions of Skills, Spells, and Equipment that use quantity rolls will specify how to resolve them.

COMBAT & ENCOUNTERS

Each clash of metal rolls the dice against your fate, the difference between existence and oblivion. You and your adversaries are capable of delivering savage wounds, bones can be shattered, and vital organs can be punctured. Yet, remember, the sword swings both ways - you too can fall victim to such gruesome fates. So, before you step into the fray, pause and ponder: Is the price of victory worth the potential cost?

ENCOUNTERS

When you're in a situation where you need to keep track of the sequence and timing of Actions, it's called an Encounter. Fighting monsters or enemies is a time when you'd need an Encounter.

Encounters typically use a map of the battleground to help players and the GM understand their surroundings and models or tokens are used on the battle map to can show the distances, and PC orientation.

PLAYING WITH MAPS

cartography

A traditional approach to combat in role-playing games is using a map with a grid, hexes, or using rulers and converting centimeters or inches to feet. Distances per unit is determined by the GM. In either case, the GM must declare the distances per unit, at the beginning of the Encounter.

PLAYING WITHOUT MAPS

Maps can be handy, but you can opt to not use them and lean on the 'theater of the mind' instead. This method uses the GM and player narratives to paint the battlefield, without visual aids. The GM sets the scene, using rough distances like short, medium, or long range instead of exact measurements. PCs then outline their intended Actions, and the GM tells them how to resolve the Action. It's crucial for the GM to give enough detail so players know how they can interact with the scene.

ORIENTATION

Top View of Model Showing Facing |fr

You may only perform Actions on "visible" targets and events. If you are using models or tokens, designate a front and back to indicate your character's field of vision. If a model lacks an obvious front and back, communicate its facing direction. You can change orientation during any action, otherwise, it remains as last set.

Without maps or models, use descriptive narration to indicate your character's focus.

ROUNDS & INITIATIVE

Combat is played out in rounds, each roughly 5–10 seconds long. When combat begins, the first step is to determine who has the initiative.

ROLLING FOR INITIATIVE

Each PC and NPC participating in an Encounter must make an initiative roll at the start of every Encounter. When the GM calls for an initiative roll, you roll the number of dice equal your Finesse score, then select the lowest die value as your initiative result. The order of turns starts with the PC or NPC with the lowest initiative result, then continues with the next lowest, and so on. If multiple participants in the Encounter have the same initiative result, the participants with tied results each roll one D12; the lowest result determines which participant goes before the other.

DRAWING CARDS

Instead of rolling for initiative, you can use playing cards. Take a standard 52 card poker deck and remove all face cards, leaving the aces as ones.

Each PC in the conflict draws cards equal to their Finesse Attribute. The GM does the same for each NPC or NPC group. Then pick the lowest valued card and discard the rest. This is called "drawing the initiative."

For each round of the Encounter, the order moves from from the PC or NPC with the lowest value to highest. If there's a tie, the order is diamond, heart, spade, clubs. To help track the order, place your initiative card face up near your character sheet so everyone can see the order. The GM puts the NPC initiative card(s) in front of them.

Once everyone in the combat has acted, the round ends and a new one starts. The round order stays the same for the whole Encounter.

NPC INITIATIVE

For a group of NPCs with identical stats, the GM can, if they want, roll for initiative for the group instead of one per individual. All the NPCs in that group act at the same point in the round order. In what order they act individually within the group is up to the GM.

SURPRISE

If you start an Action that causes an Encounter, like attacking someone who doesn't expect it, the GM might call it 'surprising.' In that case, you automatically go first in the initiative. Everyone else in the Encounter, including other PCs, rolls for initiative as usual.

YOUR TURN

The point in the initiative order at which you act is called "your turn." The phrase "your next turn" means the next upcoming point in the initiative order at which you normally act, whether that happens to be in the current round or the next round (if your turn in the current round has already passed). The phrase "your previous turn" means your latest previous point in the initiative order, whether it was in the current round or the previous round.

ENCOUNTER ACTIONS

On your turn, you can perform two Actions. You may perform your Actions in any order or the same Action twice.

FREE ACTIONS: Shouting a few words, or quickly motioning to another PC are free Actions – they don't count toward your two Actions for the round, but you can only do them on your own turn.

MARK YOUR ACTIONS

Because Waits and Reactions occur out of turn, it can be hard to keep track of how many Actions the combatants have performed. A tip is to keep track of this by using tokens, coins, or if using playing cards - turning the initiative card 90 degrees for every performed Action. All Actions are refreshed at each PC or NPC's next turn.

DESCRIBE YOUR ACTIONS

When it's your turn to act, simply state which Actions you wish to perform and roll dice if needed to see if you are successful. If your Action is directed toward an opponent, your opponent must roll a Reaction roll to determine if your Action is successful.

CONCENTRATED ACTIONS

warrior woman |fr

During combat you may use both Actions to perform a single Concentrated Action. You must declare before rolling that you are making a Concentrated roll. A Concentrated Action allows you to reroll one time for all non-success, except results that are a 12. The results of the Concentrated reroll must be accepted even if it is worse than the previous result. This is especially useful when failure will result in consequential harm.

WAIT ACTIONS

On your turn, you may choose to Wait / defer one or both of your Actions for a later time, but before your next turn. A Wait Action may be used immediately before, or after, another PC or NPC's Action, or at any point during another PC or NPC's movement Action. For example: You may shoot your bow at an enemy, as soon as the enemy moves out from cover.

If you defer both Actions as Wait Actions, they may be combined into a Concentrated Action. Unused Wait Actions are lost at the beginning of your next turn.

Example:
Artimus is fighting a centaur warrior. The centaur is just out of range for Artimus' bow, but he expects the centaur to Charge at him. He uses one Action to ready an arrow and holds his second Action as a Wait Action. When the centaur Charges as expected, Artimus Waits until it's halfway to him, now in short range, then decides to shoot the arrow before the centaur finishes its Charge.

If multiple players elect to activate their Wait Actions at the same time, the order of Wait Actions are performed in order of Initiative.

MOVEMENT

To move during an Encounter, you can spend one Action to move equal distance in feet to your movement speed. Your movement speed is calculated by your Finesse Attribute level x2 plus a base movement of 25. You "run" by simply using two movement Actions back to back.

MOVEMENT PER ACTION: (Finesse x3) + 20

If the GM is using a map with a grid to determine distance, round up or down your movement speed to the nearest grid unit.

Example:
Telephus uses one Action to move into position to attack. Telephus' Finesse Attribute level is 3, so his movement is 29 feet per Action (3x3+20=29). The GM is using a map with a grid with each square representing 5 feet. Rounding to the nearest 5 foot marking, the character can move 6 squares per Action (29' rounded up to 30').

DIFFICULT TERRAIN

Your movement speed is reduced by half when moving over any terrain that would normally be difficult to walk upon, such as sand, rocky terrain, or low standing water. If the terrain is extra difficult to move upon, the GM may further reduce your movement speed, or require Skill rolls to successfully advance. For example: moving in waist high water or in pitch black darkness may be extra difficult terrain.

BALANCING

If the GM determines that your PC is moving over ground that could reasonably cause the character to fall, then the GM may require your PC to roll an Athletics: Balance difficulty roll to avoid falling. If you fail the roll, you fall and receive the Knocked Down Condition. Depending on the height of the fall, additional damage can be given (See FALLING). If you are successful, you are able to traverse the terrain as if it was difficult terrain.

BACKPEDALING

If your PC is walking backwards (backpedaling), you can only move at half your normal movement. If your are backpedaling over difficult terrain, your movement is further reduced to one quarter your movement.

RETREAT

If you are engaged in close quarters combat with an enemy, you may only move away from your opponent using a backpedal movement using one of your Actions on your turn. You may afterwards using any remaining Actions to move and act freely.

JUMPING

You are able to jump a distance in feet equal to your Strength Attribute level multiplied by your PC size plus a base jump of 3 feet without needing to roll.

DISTANCE JUMPING: (Strength x Size) + 3

To calculate your vertical reach, take your character size and multiply it by 3 then add your Strength.

VERTICAL REACH: (Size x 3) + (Strength ÷ 2)

Your vertical jump is the distance from your feet to the ground. This is rarely used, and thus not included on the character sheet.

VERTICAL JUMP: Strength ÷ 2

If you want to jump further or higher, you must succeed on an Athletics: Jump Skill roll with the Difficulty level based on the distance modified. For example jumping an extra two feet is Difficulty level 2, jumping three extra feet is Difficulty level 3, and so on.

SWIMMING

Every turn you are in deep water that is over your head you must make a swim check during your Manage Conditions phase. The GM uses water depth and character size to determine if you are in deep water. The Difficulty level is based on water conditions on the table below. Additional Advantages and Disadvantages apply based on their Condition descriptions. Success allows normal movement as your swim Action; partial success allows half movement. Failure means treading water with no movement. Two consecutive failures results in your head going underwater, causing the Suffocation Condition (see Condition Suffocation).

Water Condition Difficulty level
Calm waters (ponds, creeks), slow currents, little to no waves 1
Fast Currents (river) and/or waves (ocean) 2
Rapids (large river, cataracts) 3
Whirlpool or Tsunami 4 or 5 (GM discretion)

FLYING

You must have a Trait, Spell, or mount to fly. In order to take off from the ground, you must first use an one Action as a "lift off" Action. Once you have lifted off, then you may move freely in all directions including vertically using a flight movement speed of your Finesse multiplied by 20 feet.

FLIGHT MOVEMENT: FN x 20

Unless the Trait or Spell restricts it, you may perform special maneuvers such as loops etc., by performing an Athletics: Flight Skill roll vs a Difficulty level as determined appropriate by the GM. If you take any Trauma while flying you must also make an Athletics: Flight Skill roll with a Difficulty level set by the amount of Trauma sustained. A success allows you to stay in the air without penalty. A Partial Success allows you to stay in the air but your elevation is reduced in half and any forward momentum is also reduced in half. If you fail, you crash into the ground, nearby walls, trees, etc. and sustain Falling damage (See FALLING).

AMBUSHES, SNEAK, & FLANK ATTACKS

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The key to winning a conflict is often attacking when your enemy least expects it. You can achieve this in several different ways.

SNEAK ATTACK: When you sneak up on someone undetected and perform an attack, it is called a sneak attack. First you must succeed on a Subterfuge: Sneak roll vs the NPC's Awareness roll, using whichever specialized Awareness sense the GM deems as appropriate. The GM may modify the Advantage/Disadvantage value based on the environment such as lighting, or distance to your opponent etc. If you fail, the enemy notices you – roll initiative.

If you succeed, your attack counts as surprising, which means you are automatically placed at the top of the initiative. If your target is completely unaware of any potential harm, your attack automatically hits, you only need to roll for damage. Sneak attacks are always performed individually, by one attacker against one target.

FLANK ATTACK: Attacking your opponent from the side or rear when they are aware of your presence, but they are engaged in combat, gives you an Advantage on your attack. Attacking from the side give you a +1 Advantage, and attacking from the rear gives you a +2 Advantage. If they are not engaged in combat, then the target can make a free turn to make a defense reaction or choose to accept a flank attack. An target is aware of your presence if you start movement within their field of view, or if you fail your Subterfuge: Sneak roll while making a sneak attack.

AMBUSH: A special kind of sneak attack is an ambush – lying in wait for an enemy and attacking as it passes by. In this case, each victim makes an Awareness roll vs the Ambushers Subterfuge: Sneak Skill to spot the ambush, with Advantage/Disadvantage set by the GM. If the ambush is successful, all ambushers will go first in the initiative, the order chosen by the ambushers, then followed by those being ambushed as determined by an initiative roll. If the victims see the ambush, the PC or NPC that spots the ambush gets first initiative, the rest of the PCs and NPC roll for initiative normally.

CLOSE COMBAT

Close combat happens at close range from your target, within 5 feet. When you attack in close combat, use the appropriate Combat Skill as determined by your attack Action. If the enemy is within reach of your weapon but there is a barrier between you and the enemy, the GM may assign a a Disadvantage penalty for attacking a target behind cover. The amount of the Disadvantage depends on the size of the barrier (see COVER).

CHARGE & COUNTER CHARGE

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CHARGE: If you are within one move distance from entering close combat, you may Charge the target. A Charge combines a movement Action with an attack Action as a single action.

COUNTER CHARGE: If an enemy charges you and you have a ready ranged weapon like a loaded bow, or you're holding a spear or pike, and you still have at least one Action or Wait Action, you can attack the charging enemy before they roll their attack. This holds true even if the charging enemy has a ranged weapon.

COMBAT TACTICS

In combat, you want to exploit any advantage available, or want to achieve a different result than simply hurting your opponent. A tactic is simply establishing how you will approach a situation in order to gain Advantages to your roll. The intent and complexity of your maneuver determines if and how Advantages or Disadvantages are applied to the Skill roll, and if the target will require a change or additional rolls as a result. Before you roll, you must declare the tactic action and its intended result, and the GM must outline the Advantages or Disadvantages, and any additional rolls to for the target to avoid a Condition. If you roll a Critical Success during the initial tactic roll, the tactic succeeds and the target automatically receives any Conditions without rolling.

Example:
Telephus wants to trip an Atlantean guard. The GM rules this is a Combat: Unarmed Action and is difficult, a -1 Disadvantage, that the guard can use any defensive Reaction to avoid, and will require the guard to additionally fail an Athletics: Balance roll with the Difficulty level set as the number of successes rolled more than the guard during the combat attack Action. Telephus decides to proceed and rolls for his Combat: Unarmed (3DT6 -1 Disadvantage = 3DT5) a 1, 3, and 6 - three successes! The guard rolls a Combat: Shield Block (2DT4) and gets a 2 and 4 - two success. The Attack lands, and the Guard has to roll an Athletics: Balance roll (1DT2) vs Difficulty level 1 because the attack had one more successes more than defender's roll. The guard rolls a 4 and fails. The guards legs are swept out from under him and he falls to the ground takes the Knocked Down Condition.

TACTICS ARE INTENTIONALLY OPEN ENDED

The list of tactics is too extensive and situational, So the list below is provided to inspire players without providing too many details. Advantages and Disadvantages are cumulative values applied to your DT target roll, so don't try to add different situational modifiers, just provide an overall Advantage or Disadvantage as appropriate. This will speed up tactical resolution while still rewarding players for good use of narration and interaction. For a detailed list of tactics, refer to the Titans of Atlantis Gamemaster's Guide.

EXAMPLE TACTICS:

DEFENSIVE REACTIONS

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When an enemy attacks you in close combat, you are allowed to make a defensive Reaction to parry, block, or dodge the attack. Reactions allow you to use your Actions immediately in response to an incoming attack. If you have no remaining Actions or Wait Actions, or choose not to use any Actions, you may make a free "0 point" Reaction (see REACTION POINTS).

WEAPON PARRY: You use your weapon Skill to fend off an attack. To use this Reaction, you need a weapon that can parry. Some weapons have a parry modifier. You can't use a weapon parry to defend against missile attacks. If you are unarmed, you can only block unarmed attacks from hands and feet. To block an armed close combat attack, or an attack by an animal or beast using teeth or claws, you need to hold some kind of sturdy weapon, shield, or tool.

SHIELD BLOCK: You use your shield to block your opponent's weapon or ranged missile attacks. You can only use a shield block to defend attacks you are facing and can see.

Using a shield to block is slightly different from other Skills because your DT roll does not use an Attribute, instead the number of dice you roll is determined by the size and type of shield you have. For example: if you have a Shield Skill level of 4 while holding a large shield, your DT roll is 3DT4 (3 dice for the large shield and target value of 4).

DODGE: You use your reflexes to dodge an attack. You may not dodge missile attacks unless you have the Lightning Reflexes Skill.

REACTIONS

When defending you can choose to use no Actions (0 Actions), one Action, or two Actions in your defensive Skill's DT roll. If you choose to use Actions for your Reactions, they are removed from your available Actions until your next turn.

0 ACTIONS: If you have no renaming Actions, or choose to reserve them for a later time, you may still make a defensive Reaction but at half your Skill level rounded up. For example: if your Combat: One Handed Skill's DT roll is 3DT3, using zero Action points for a defense Reaction would make your weapon parry DT roll is now 3DT2.

1 ACTION: If you have at least one Action or Wait Action available, you may use one Action point for your defensive Reaction using the your Skill's normal DT Roll.

2 ACTIONS: If you have two Actions available, may use both Actions as a Concentrated defensive Reaction. See Concentrated Actions.

RANGED COMBAT

There are three types of ranged attacks: missile, thrown, and reach. Ranged attacks provide you with the ability to attack while keeping a safe distance from your enemies. You may also use Actions to counter attack charging attackers (see CHARGE & COUNTER CHARGE).

Your weapon's descriptions indicate its effective range at which the weapon can be used. Outside of this range the weapons can still be used but at half its DT target value. You cannot use a missile or thrown weapon against a target within 5 feet of you. Additionally, you must be have line of sight to your target. If the target is fully obstructed from an attack, you do not have line of sight and cannot make an attack.

MISSILE: Weapons marked as "missile weapons" use the Combat: Missile Skill. Loading or drawing ammunition like an arrow takes one Action; shooting takes another. Some weapons let you "quick draw" to load and fire in one Action, but this might lower accuracy and damage. "Projectile" spells count as missile attacks, but they don't need ammunition or a loading Action.

You can't parry a missile attack with a weapon, and you can only dodge if you have the Lightning Reflexes Skill. If the attack roll has at least one success, it hits you.

THROWN: Thrown weapons use the Combat: Thrown Skill. Thrown weapons can be dodged using the normal Dodge Skill. Weapons that can be thrown will be indicated with its effective range on the weapon's description. Once the weapon is thrown it can be recovered where it lands - or pulled from your opponent.

REACH: Reach weapons are longer than most hand-held weapons, such as a spear or pike. Reach weapons indicate a range from which you can attack with. Any weapons that have a range value can be used for a Counter Charge.

FRIENDLY FIRE

If you shoot or throw a weapon at an enemy target that is engaged in close quarters combat of another PC or NPC, and fail to roll at least one success, you may accidentally hit one of the other combatants engaged with your initial target. Roll a D12 and if the result is 6 or higher, you may select any friendly target engaged with the enemy that is hit. That target cannot make a Reaction roll. If the roll is 1-6 the attack is simply missed.

COVER

When foes are firing at you, taking cover – ideally behind something sturdy – can be a lifesaver. If you're shooting at a target that's hidden behind objects, you get a Disadvantage depending on how much of the target is hidden.

COVER

TARGET COVERAGE DISADVANTAGE
25-50% target obscured -1 Disadvantage
50-90% target obscured -2 Disadvantage
90-99% target obscured -3 Disadvantage

The GM can adjust the Disadvantage as needed. For instance, if you're shooting at a giant that's 95% hidden behind a big rocky hill, the target might still be big enough to only need a -1, or no Disadvantage at all.

TAKING COVER: As a combat tactic, you may use an Action to reduce your profile behind object next to you to increase your opponent's Disadvantage when attacking you.

WEAPONS

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Your weapon choice impacts your ability to hit and damage opponents. Each weapon has specific combat parameters, including a "Type" that dictates the Combat Skill required, and a "Base Damage" value which is the minimum damage before modifications the weapon will do. Some weapons have an Attribute listed for Base Damage, this Attribute as your Base Damage. For a detailed list of weapon properties, see EQUIPMENT: WEAPONS.

Additionally, weapons have a critical success property, which is applied if you achieve 2 or more successes over your opponent's Defense roll. For more information, see CRITICAL SUCCESS IN COMBAT.

HITTING YOUR OPPONENT

To strike your opponent, you need to make a roll against them. You pick your PC's weapon, which decides the Combat Skill you roll; the GM picks the NPC's defensive Reaction. Apply any special modifiers or Advantages and Disadvantages, then you and the GM roll at the same time. If you roll as many or more successes than the NPC's defensive Reaction roll, you hit. If the NPC rolls more successes, the attack is blocked, parried, or dodged.

CRITICAL SUCCESS IN COMBAT

When you roll to hit your opponent and score two or more successes than your opponent's defensive Reaction roll, you score a critical success! A critical success adds an extra effect to your attack as outlined on your weapon's description. If the attack is a spell and succeeds by two or more, then your critical is a spell Surge. Any other Action uses the "normal" Critical Success description.

CRITICAL SUCCESS (Normal): The action is so successful that you gain a tactical Advantage or learns additional details than what you were expecting to learn.

GRAPPLE: Target is grappled and held until the target breaks free. See Condition Grappled.

IMPALING: After all Lethality is calculated, and armor saves are rolled, any remaining wounds are doubled.

KNOCK BACK: Target must make an Athletics: Balance roll vs target's size difference + strength. If target succeeds, they are knocked back 5 feet. If the target fails they are knocked back 5 feet and knocked down. See Condition Knocked Down.

LETHAL STRIKE: Roll 2 Dice for Lethality Rating and pick the best roll.

PRECISION STRIKE: Roll 2 Dice for Lethality Location and pick the best roll.

SUCCESSIVE BLOW: You attack is quick, leaving you ample opportunity to strike again without using an Action. However, this attack comes at a -1 Disadvantage.

SURGE: The power of your spell becomes intense enough to increase the spell's cast level by +1.

LETHALITY & DAMAGE

If you hit your opponent, you then roll to find out where you hit them and how much damage they could take. Pick two different color dice and decide which color is for Location and which is for Intensity. Roll the dice and use the Lethality chart to see what happens.

Roll 1: Head 2-4: Chest/Torso 5-6: Left Arm 7-8: Right Arm 9-10: Left Leg 11-12: Right Leg
1 +2 Devastating blow to the head, if no full save, target dies instantly, otherwise target is knocked unconscious +2 New holes emerge from the targets chest, if no full save, target dies instantly, otherwise target is bleeding profusely and takes 3 wounds each round until the wounds can be healed +2 Brutal Hit to the upper arm. If no full save, the target loses the damaged limb permanently. +2 Brutal Hit to the upper arm. If no full save, the target loses the damaged limb permanently. +2 Brutal Hit to the upper leg. If no full save, the target loses the damaged limb permanently. No actions can be made that require the use of the leg. +2 Brutal Hit to the upper leg. If no full save, the target loses the damaged limb permanently. No actions can be made that require the use of the leg.
2 +2 Strong hit to the top of the head fractures the skull. If no saves, target dies instantly, otherwise, knocked unconscious +2 Ribs are heavily fractured. If no saves, the target dies of asphyxiation. Otherwise, the target is stunned for 4 rounds. +1 Direct blow to the forearm. If no saves, the arm sustains a clean break. No actions can be made with the damaged limb until mended. +1 Direct blow to the forearm. If no saves, the arm sustains a clean break. No actions can be made with the damaged limb until mended. +1 Direct blow to the lower leg. If no saves, the leg sustains a clean break. No actions can be made with the damaged limb until mended. +1 Direct blow to the lower leg. If no saves, the leg sustains a clean break. No actions can be made with the damaged limb until mended.
3 +2 Wack to the back of the head, if no saves, target is stunned for 4 actions, otherwise stunned for 2 actions +2 Clavicle snaps. If no saves, the target is unconscious and collapses from the pain. Otherwise, the target is stunned for 3 actions +1 Lucky strike to the elbow. If no saves, you are stunned for 1 action. That wasn't funny +1 Lucky strike to the elbow. If no saves, you are stunned for 1 action. That wasn't funny +1 Lucky strike to the calf. If no saves, the target is slowed by the large bruise sustained. +1 Lucky strike to the calf. If no saves, the target is slowed by the large bruise sustained.
4 +2 Strike to face breaks the jaw. If no saves, the target is stunned for 3 actions, otherwise, the target is stunned for 1 action. +1 Hard blow to the chest. If no saves, Lung collapses and the target drops prone and stunned for 3 actions. Otherwise, the target is stunned for 2 actions +0 +0 +0 +0
5 +1 Bell rung. If no saves, target is stunned for 2 actions, otherwise, the target is stunned for 1 action +1 Hard blow. If no saves, the target is stunned next round. +0 +0 +0 +0
6 +1 Hard hit. If no saves, target is stunned for one action +0 +0 +0 +0 +0
7 +0 +0 +0 +0 +0 +0
8 +0 +0 +0 +0 +0 +0
9 +0 +0 +0 +0 +0 +0
10 +0 +0 +0 +0 +0 +0
11 +0 +0 +0 +0 +0 +0
12 +0 +0 +0 +0 +0 +0

Monsters or enemies that aren't shaped like humans will have alternate Locations listed in their description. Conditions for these alternate Locations should be changed as the enemy Location description suggests, or as the GM sees fit.

If the chart shows a plus modifier that's not 0, this number is the extra damage you add to your weapon's base damage. If there's a description with the result, use these instructions to see if more conditions apply.

ATTACKING LARGE OR SMALL MONSTERS

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Human and human-sized creatures have a Size value of 2. If you're attacking a target that's bigger or smaller than you, you might get a Size Penalty. This penalty is the difference between your opponent's Size and your Size. If you're attacking a giant with a Size of 4 and you're a Size 2, you add +2 to your Location roll. This makes it harder to hit Locations on an enemy above your reach. If you're attacking a smaller opponent, you're more likely to hit their upper body than their lower body. Missile and thrown weapons do not suffer from Size Penalties.

SIZE PENALTY: Opponent's size - Your size.

REACH

Ranged weapons like spears have a "reach" value. Your weapon's reach value is used to reduce a size penalty when attacking larger creatures. For example: A spear has a reach value of 1, you can reduce any Size Penalty by 1. If you were to attack a giant with a size of 4, and you have size of 2, you have a Size Penalty of +2. If you use a spear to attack with a Reach of 1, the Size Penalty is now only +1.

ARMOR SAVES

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Armor can absorb incoming damage from combat. If an opponent hits you where you're armored, you can roll an Armor Save to see how much damage is blocked and if any conditions are stopped. An Armor Save roll is a DT Roll with dice equal to the damage amount, and the target value is the Armor Rating for the armor on the hit Location. Each success 'saves' one damage point. After Armor Saves are calculated, take the remaining damage and apply it toward your Trauma.

Extra effects from an attack, spell, or Lethality table might apply based on the number of saves. There are two ways to see if conditions apply:

NO SAVES: Conditions apply if none of your Armor Save dice succeed, or if you're not armored in the hit Location.

NO FULL SAVES: Conditions apply unless all dice succeed, or if you're not armored in the hit Location.

Example:
Artimus lands a successful hit on a centaur with an arrow from a warbow, and now needs to roll for Lethality. He picks a red die for Location and a black one for Intensity. He rolls a 4 for Location, hitting the chest/torso, and a 1 for Intensity. The table shows a result of "+2 New holes appear in the target's chest. If no full save, target dies instantly. Otherwise, target bleeds heavily, taking 3 wounds each round until healed." The base damage for Artimus' arrow is 2, making the total damage 4. The centaur wears bronze armor over its mane to protect its chest, with an armor rating of 2. The GM rolls 4 dice (one for each damage point), needing to roll 2 or less. All saves must be rolled or the "if no full save, target dies instantly" rule applies. The GM rolls a 1, 2, 2, and 7. Since one result isn't a save, the arrow finds a gap in the armor and pierces the centaur's chest, killing it instantly. Good shot!

ADDITIONAL EFFECTS

Magic weapons and spells may apply extra effects or conditions if the opponent is hit or wounded. If the spell or weapon says the effect applies "when hit," the effects are applied if the opponent fails to defend the attack, even if the opponent doesn't sustain any damage. If the spell says the effect applies "when wounded," the effects are applied only if the target takes at least one damage after Armor Saves are calculated. Additional effect damage is applied after Armor Saves are rolled.

Example:
Artimus shoots an electrified arrow from a warbow at a harpy. The electrified arrow applies the electrocution condition "when wounded." The roll to hit is successful and the roll for Location is 5 (left arm) and Intensity is 2, resulting in "+1 Direct blow to the forearm. If no saves, the arm sustains a clean break. No Actions can be made with the damaged limb until mended." The warbow's base damage is 2, and the Lethality roll adds +1, resulting in a total of 3 damage. The harpy has no armor, thus must take all 3 damage toward its Trauma, and is electrocuted which causes the harpy to also be stunned for 2 Actions and take an additional 1 wound (no Armor Save may be rolled) per Action stunned.

CONDITIONAL & AREA OF EFFECT TRAUMA

Certain Trauma sources, like Conditions, falling or impact damage, area-of-effect Spells, or explosions, don't allow Lethality rolls or specify locations for Armor Save rolls. Armor cannot prevent the Trauma sustained. Simply apply the Trauma as described by the effect.

CONDITIONS

Conditions, whether they be of the body, mind, or magic, shape your Actions. They come in many forms: Bleeding, Stunned, Blinded, Poisoned, to name a few. Some Conditions only take hold after a failed Resistance roll. Some can be shaken off during the Manage Conditions phase, as the condition's description dictates.

Each condition carries its own weight. Some, like a damaged limb reduces your Attributes and character's capabilities or saddle you with a -1 or -2 Skill modifier. Every Condition has its own effects, duration, and resolution, as indicated in the Condition's description.

When you roll against conditions, a tie still succeeds.

FREQUENCY OF CONDITION ROLLS DURING ENCOUNTERS

During Encounters, stress and adrenaline require more frequent checks for proper function. Consequently, some Conditions have different rolling intervals during Encounters compared to non-Encounter times.

BLEEDING

You receive a large open wound that causes blood to gush forth. You take 1 Trauma during each of your Manage Conditions phase until the Bleeding stops. You can use bandages, magic Spells, or items designated and used as described on their descriptions to stop the Bleeding.

CHARMED

A strong magical presence clouds your thoughts and actions. You retain your ability to perform Actions, but your judgement is clouded and you are easily convinced to act against your own interest if given a command. On your Managed Conditions phase, you must make two rolls:

  1. Mental Resistance: Magic vs Difficulty level set by the Charm Spell, or if not provided, Difficulty level 3. If you are successful the Charm Spell is broken.
  2. If you are unsuccessful in breaking the Charm Spell, you must next make a Mental Resistance: Will Power at Difficulty level 3. If you are successful, you do not have to comply to instruction for this turn and can act as you wish, but the Spell is not broken. If you are unsuccessful, you must comply with any commands by the one whom charmed you, but you may choose how to carry out the command.

The Charm is broken when you succeed in your Mental Resistance: Will Power roll, or the caster is Interrupted or the Spell is Discontinued.

CONTROLLED / POSSESSED

Your thoughts are no longer your own, they are controlled by the initiator. This Condition is only broken once the Spell or influence is Discontinued or Interrupted. While controlled, the caster or possessor may control your character as they wish.

PLAYER FREE WILL

Taking away a players free will should be used sparingly, and with clear instruction on how to remove the curse. If players have strong feelings toward the taking away their ability to control their player, or if the theme of possession is traumatic in anyway, then do not include it in your game.

BLIND

You lose your ability to see. Your blindness is a -4 Disadvantage to any Skill that requires sight such as combat, picking a lock, etc. If you are blinded for an extended period of time, as designated by the GM, you gain a +1 Advantage to other Awareness rolls using other senses.

DEAF

You cannot hear. You receive a -2 Disadvantage to anything that requires hearing, such as communication, casting Spells with an incantation Expression, etc. If you are deaf for a long period of time, the GM may reduce the Disadvantage to -1.

DISEASED

You are exposed to an illness or infection. Make a Physical Resistance: Disease Difficulty roll against the Virulence rating of the disease. If no Virulence level is indicated, then it is level 2.

If you fail the roll, you suffer Trauma equal to the Virulence level immediately, and have a -1 Skill Modifier to all Actions until you are cured or the disease has run its course. Each day make another Physical Resistance: Disease roll, but reduce the Virulence rating for each day that has passed. For each day you fail, you suffer another point of Trauma and continue to have a -1 Skill Modifier. Once the Virulence level reaches 0, the disease has run its course.

ELECTROCUTED

You immediately take electric Trauma and are Stunned (see Stunned) until the Electrocution ends. The amount of Trauma is indicated by the Spell or weapon, or 1 Trauma if not it's not indicated. On each Managed Conditions phase you can resist the Electrocution by rolling a Physical Resistance: Pain vs the Difficulty indicated on the Spell or item, or Difficulty level 2 if none is provided. If you succeed, you may immediately use your Actions normally. If you fail, you continue to be Electrocuted and take Trauma as indicated by the Spell or weapon causing the Electrocution. Electrocution ends when the Spell is Discontinued or you have passed your Physical Resistance: Pain roll.

ENCUMBERED

The weight upon you is so great you cannot move or act as quickly. All maneuverable Actions such as Combat, Athletics, etc., and Reactions are at a -1 Disadvantage. If you are in water that is higher than your shoulders, your Disadvantage is increased to -2.

EXPOSED

You are vulnerable and cannot make any Reactions - even if its fatal. Any action will automatically succeed.

ENTERTAINED

You are enamoured by the spectacle you are witnessing. You have a -1 Disadvantage to all Awareness rolls while the performance is ongoing.

EXHAUSTED

You suffer from extreme fatigue which slows your mind and body down. In Encounters, you may only use one action per turn and cannot do Concentrated Actions. If you are not in an Encounter, you cannot make Concentrated Actions. Non-magical Exhaustion can be remedied by simply resting for one shift.

FROZEN

You immediately take Trauma from the intense cold and cannot move your limbs until the Frozen Condition is removed. The amount of Trauma is indicated by the Spell or weapon, or 1 Trauma if not it's not indicated. On each Managed Conditions phase you can attempt to break from the Frozen state by rolling an Athletics: Might vs the Difficulty indicated on the Spell or item, or Difficulty level 2 if none is provided. If you succeed, you break out and may immediately use your Actions normally. If you fail, you continue to be Frozen and take Trauma as indicated by the Spell or weapon causing the Frozen state. The Frozen state ends when the Spell is Discontinued or you pass your Athletics: Might roll.

HEAT STROKE

In scorching heat without enough water or shade, roll Physical Resistance: Heat once per shift. Extra protection and shade give you a +1 Advantage. Failing results in Heat Stroke. You take 1 Trauma, receive the Thirsty Condition. Continue rolling each shift, taking an additional Trauma with each failure and remaining Thirsty. If you are Incapacitated by Heat Stroke, you die on the next roll. Cooling down for one full stretch lifts this Condition.

HELD

You are cannot move any part your body more than a few inches. During your Manage Conditions phase, you can break free by rolling a Mental Resistance: Magic roll vs the Spell's Cast level. If the caster's Spell is Interrupted or Discontinued, you are no longer held and may act on your next turn normally.

HUNGRY / THIRSTY

Your every thought and movement is guided by your desire to eat or drink. If you are Thirsty or Hungry and you are presented with food or drink, even if its poisonous, you must make a Mental Resistance: Will Power vs the Difficulty level set by the number of days without food or drink to resist devouring on the meal.

THIRSTY: For each day without water you must make a Physical Resistance: Hunger / Thirst roll vrs a Difficulty level set by the number of consecutive days without water. If you fail, you receive a 1 Trauma and a -1 Disadvantage for all Actions, and this Disadvantage cannot be removed until you drink. If you go more than 3 consecutive days without water, you automatically become Unconscious (see Unconscious). If you go more than 5 days without water, you die.

HUNGRY: If you go 3 consecutive days without food you must make a Physical Resistance: Hunger / Thirst roll vrs a Difficulty level set by the number of consecutive days after the first three without food. If you fail, you receive 1 Trauma and you receive a -1 Disadvantage for all Actions, and this Disadvantage cannot be removed until you eat. If you go more than 5 consecutive days without food, your Disadvantage becomes -2 and you take 2 Trauma.

If you are both Hungry and Thirsty, Make one roll but compare the results against both Conditions. Apply the highest Disadvantage modifier but take Trauma for both Conditions.

Example:
Telephus has been wandering the desert for 24 hours without food or water. finds a rock to rest upon, and rests for the day. He must now make a Thirst Roll - Physical Resistance: Hunger / Thirst, which is 1DT2. It has only been one day without so the Difficulty level is 1. He rolls a 2, and 12 - one success, thus passing the roll.

As Telephus wanders the desert on the second day he finds to an oasis and rushes toward it. At the oasis he sees that the water is tainted with dead fish floating on the surface. He now must make a Mental Resistance: Will Power roll to resist drinking it anyway - 1DT3 vs Difficulty level 1 (1 full days as thirsty). he rolls a 4, 6, and 12 - failing to resist his urge to drink. The tainted water gives him severe stomach problems. The GM rules this is a minor disease and which only increases the Disadvantage to -2. Because he drank water, despite it being tainted, he is no longer thirsty. Telephus ends his second day without food, but does not need to roll for hunger until 3 full days have lapsed.

As Telephus wanders on the third day fails to come across food and now must make a Hunger roll, 1DT3 vs Difficulty level 1 (one day Hungry). He rolls a 2, 4, and 9 - one success and passes.

HYPOTHERMIC

You run a severe chill from the bitter cold. You must roll for Physical Resistance: Cold once per shift. Extra protection and sources of warmth such as thick fur skins, and fire give you Advantage. Failing results in Hypothermia. You take 1 Trauma and -2 Disadvantage all rolls. Continue rolling for each shift, taking additional Trauma with each failure. If you are Incapacitated by Hypothermia, you die on the next roll. Warming up next a fire down for one full stretch lifts this Condition.

GRAPPLED

You are cannot move any part your body more than a few inches. During your Managed Conditions phase you may attempt to break out of the Grapple with a successful Athletics: Might or Athletics: Contortion roll vs your attacker's Combat: Unarmed Skill. If you are successful, you may move and act freely. If you fail, you remain grappled. If you are grappled by magical means, if the caster's Spell is Interrupted or Discontinued, you are no longer Grappled.

IMMOBILE

Your legs are immovable. You cannot make any Actions that requires you to move your legs. If your immobility is caused due to injury, you must be healed of the immobility before you can move. If the immobility is caused by magical means, if the caster's Spell is Interrupted or Discontinued, you are no longer Immobile.

IMPAIRED

You are thoughts and physical Actions are severely impaired. You have a -2 Skill Modifier to all Actions.

INCAPACITATED

You have suffered a severe injury, causing your body and mind to fail, rendering you near lifeless on the ground. You cannot perform any Actions or communicate until you recover from your Trauma through healing or recovery.

INFLUENCED

Your conversation is captivating with many salient points. You have a -2 Disadvantage to Mental Resistance: Will Power and -1 to Mental Resistance: Psychology if the speaker asks you to do something. You cannot cause direct harm to yourself or others you care about, but may make irrational decisions that could lead to harm.

KNOCKED DOWN (PRONE)

You are knocked to the ground and cannot move or perform any actions until you stand up, which requires one action. While on the ground, you can only use 0 point defensive Reactions.

MISSING OR DESTROYED LIMB

You cannot perform any Actions requiring the use of a damaged limb. A destroyed limb may be badly broken or severed. A destroyed limb can be restored or healed.

One destroyed leg reduces movement by half. If you have more than two legs, movement is reduced proportionally. For example, with four legs, one damaged leg reduces speed by 25%. If all legs are destroyed, you cannot move.

You cannot hold items or weapons with a destroyed arm. Skills using Strength and arms, like moving a lever, are at a -1 Disadvantage. If both arms are destroyed, you cannot perform actions requiring arms.

Attacks against an already destroyed limb are applied to the next limb of the same type. If both limbs of the same type are destroyed, the attack moves to the next adjacent limb. For example: if an attack against the right arm hits a character with both right and left arms destroyed, the attack is now applied to the right leg. If all limbs are destroyed and the character survives, the attack is applied to the head. "Tis' only a flesh wound!"

MUTE

You cannot perform any Skills that requires your voice such as singing, communication, or casting Spells with the Incantation Expressions, etc.

ON FIRE (AFLAME)

You are on fire and take additional Trauma each Managed Conditions phase until the fire is extinguished. The Trauma you take is specified by the weapon or spell that caused the fire; if unspecified, you take 1 Trauma per turn. To extinguish the flames, use two continuous Actions to drop and roll. Afterward, you remain on the ground with the Knocked Down (Prone) Condition.

PETRIFIED

You are encased in stone and cannot move any part of your body. You cannot make any Actions or defensive Reactions until the petrification is removed. The Petrified Condition does not end until the Spell is Discontinued, Interrupted, or cured.

POISONED

Your blood is exposed to a dangerous toxin. Make a Difficulty roll for Physical Resistance: Poison against the toxin's indicated Toxicity level. If no level is given, use level 3, with failure resulting in 1 Trauma and a -1 Disadvantage.

If you fail the roll, you suffer Trauma equal to the Toxin level immediately, and have a -2 Skill Modifier to all Actions until you are cured. Each shift make another Physical Resistance: Poison roll. For each shift you fail, you suffer additional Trauma equal to the Toxin level and continue to have a -2 Skill Modifier. If you succeed, you still have the -2 Skill Modifier but are not cured and must make a new roll next shift. The poison may only be cured through medicine or an appropriate Spell.

REPULSED

You are so disgusted that you cannot function normally. You are immediately, you are stunned for 1 Action, thereafter you have a -1 Disadvantage to all Actions until the source of the repulsion is removed.

SCARED (FEAR)

You are stricken with intense fear and can only try to flee. During your Manage Conditions phase, attempt a Mental Resistance: Fear roll against the Fear's indicated Difficulty level, or level 3 if unspecified. If you succeed, you immediately recover and can use your Actions normally.

SLEEP (ASLEEP)

You become sleepy and drop to the ground, unable to perform any Actions or communicate until awakened. If the Sleep is non-magical or unbinding (eg. the caster is not actively Continuing the Spell), another PC can awaken you by using an Action to physically shake or slap you.

SLEEP DEPRIVATION

You have gone a long period of time without sleep. After each day without sleep, make a Physical Resistance: Will Power roll against the number of days without sleep as the Difficulty level. If you fail, you must find place to sleep within one hour or collapse in slumber for one shift. If you succeed, you can function for another day.

SLOWED (SLOW) / OVERBURDENED

The weight on you is so great that you can only move at half speed. All maneuverable actions, like Combat and Athletics, and Reactions are at a -2 Disadvantage. If Overburdened in deep water, you cannot swim and will sink until you drop enough equipment.

STUNNED / DAZED / CONFUSED

You lose a specified number of Actions due to an attack/effect, carrying over to subsequent turns until the Condition is fulfilled. Pending wait Actions are removed and don't count towards lost Actions. The Condition ends after the last Stunned Action is resolved or you make a recovery. During your Managed Conditions phase, roll a Mental Resistance: Concentration roll with Difficulty equal to the remaining Stunned Actions. If you fail, you stay Stunned. If you succeed, you recover and can use your two Actions immediately. While Stunned, you can still use 0-point defensive Reactions.

Example:
Elche receive a vicious blow which causes her to be stunned for three Actions. When the stun was delivered, she already had one wait action reserved. She loses the wait action as well as next three Actions. While Stunned, she can still use 0 action point Reactions to defend herself. On Elche's next turn she makes a Mental Resistance: Concentration roll (2DT2) vs Difficulty 3 because she has three remaining Stunned Actions. She rolls a 3, 6, and 7 failing to recover from the Stun. She loses both Actions for this turn, which ends her turn with one action of Stun remaining for her next turn. On her subsequent turn, She makes a Mental Resistance: Concentration roll vs Difficulty 1. She rolls a 2, 5, and 12 - and succeeds. She regains her one Stunned Action and can use both of her Actions.

SUFFOCATION

You gasp for air, struggling to stay conscious. Each round you hold your breath, roll Physical Resistance: Hold Breath against a Difficulty level equal to the number of turns you have held your breath. For example, by the third round, the Difficulty is 3. If you fail, take 1 Trauma and you must immediately seek air or breathe in the surrounding environment. During an Encounter, these rolls occur in the Manage Conditions phase.

UNCONSCIOUS

You fall to the ground and cannot perform any Actions or communicate with others. Your Unconsciousness lasts until the end of the Encounter or D12 minutes, whichever comes first.

OTHER

Conditions not listed above are described by the Action, Spell, or item as indicated.

MANAGING CONDITIONS

During Encounters, you deal with Conditions at the start of your turn during. This is called the Manage Conditions phase. If a Condition is set to end after some rounds or Actions, then remove any expired Conditions first. Next, handle the remaining Conditions in any order, unless the GM says otherwise. If a condition needs a roll to remove, do so. If successful, remove it. If not, continue to apply its effect. If no roll is required and it has not expired, then the effect still applies.

Example:
Telephus is dealt a devastating wound that causes him to bleed (Bleeding). For every round Telphus acts without bandaging the wound, he takes one damage. He has no remaining Actions to bandage his wound. On Telephus' next turn, before doing any Actions, he must resolve the Bleeding Condition as his Manage Conditions phase. The Bleeding causes one point of damage each turn because the wound was not yet bandaged. After damage has been applied toward his Trauma, he may now use his Actions to apply the bandage to stop the Bleeding.

Most spell effects cannot be broken until the spell is dispelled, discontinued or interrupted by the caster. Any extraneous effects that are not linked to the spell itself, such as fire lighting brush on aflame, continue after the spell casting the fire has stopped.

Example:
A Fireball spell sets a target ablaze (On Fire), which has an additional Condition. The ignition of the target is separate from the spell itself. It doesn't need the spell to keep burning, nor does extinguishing the fire require the spell to be dispelled.

CURING CONDITIONS

Each condition has a specific effect that you suffer from until the condition naturally runs its course or healed. Some condition durations are measured in actions or turns, while others will last days, indefinitely, or permanently. If an injury is listed as permanent, it will never heal.

DISADVANTAGES: Disadvantages caused by conditions are not cumulative. As appropriate, the GM will assign an overall Disadvantage score or simply use the highest Disadvantage score to apply.

SKILL MODIFIERS: Skill roll modifiers are cumulative. If the Condition affects Specialized Skills that you do not have, then the Skill Modifier applies to the General Skill roll.

ATTRIBUTE MODIFIERS: Attribute modifiers are cumulative, and apply to all Skills that use the Attribute either as a Primary or Secondary Attribute.

STABILIZE: Some effects can be lessened or cured with First Aid, rest, or other types of treatment. Sometimes, the healing isn't immediate and takes time. During this stabilizing period, the conditions may be reduced or persist in full as indicated by the Condition and treatment Skill applied. If no description is provided, the Condition is assumed to be in full until the treatment is complete.

HEALING TRAUMA

first aid

A First Aid Kit can be used to heal Trauma, either to yourself or to others after a resting period is completed. To perform the First Aid, you must use one First Aid kit use, then roll for Education: First Aid. For each success rolled you heal one Trauma after resting for a number of hours equal to the wounds healed. Double Successes (naturally rolled 1s) count as two Trauma healed.

Example:
Elche has received 4 Trauma from her battles. Artimus is skilled with Education: First Aid - 3DT5, and has multiple uses still available with his First Aid Kit. Artimus applies the first aid to Elche and rolls a 1, 7, and 11. Artimus stabilized two of Elche's Trauma, but they will not not removed until Elche has rested at least two hours.

TRAUMA TYPES

Trauma is often associated with physical localized damage like a slash to the chest or a pierced leg, and can be mitigated by armor. However not all Trauma is reduced by armor, such as suffocation, poison, or extreme temperatures. These types of Trauma are applied automatically if not entirely avoided by a successful Skill roll. All Trauma can be recovered using First Aid, but the conditions thereof must be cured independently (see CURING CONDITIONS).

INCAPACITATION

When your PC receives more damage than your Trauma, you are incapacitated. Some lethal blows may also immediately render your PC incapacitated. When Incapacitated, you can't perform any Actions or roll for any Skills. Your only means to recover from this condition is for someone to apply healing or First Aid and raising your wounds to above 0.

KNOCKOUT: You may choose to "knock out" an enemy rather than kill them. Simply declare your intent to knock them out. During combat, when the enemy reaches 0 Trauma, they are knocked out instead of killed. If there are any lethal blows that would kill the enemy, ignore them.

INCAPACITATED NPCS

NPCs can be incapacitated in the same ways as PCs. An NPC can use healing or First Aid on a PC and vice versa. However, dice are usually not rolled when an NPC heals another NPC – instead, the GM decides what happens.The GM can also decide that a minor NPC who is broken by damage simply dies.

FINISHING BLOW

When you're incapacitated, your foe can deliver a coup de gras, a death blow. This lethal strike takes one action and is a guaranteed success. However, another PC with a Wait Action can attempt to step in to prevent the blow. After a finishing blow, you're dead. First Aid won't bring back what's lost.

DEATH

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Even the strongest heroes at some point meet their end. If, or perhaps when, your PC dies, your character's story is over. Create a new PC and your GM should re-introduce your new character back into the game as soon as possible.

THE UNDERWORLD

The end may not be the end. You, your GM, and your fellow adventurers may desire to extend your epic saga. Revival could be within reach, perhaps through a divine intervention bestowed by the gods themselves or the miraculous abilities of a potent healer. However, there must there be a toll for returning, or it will diminish the game's stakes for risks and reward.

Greek mythology teems with tales of brave souls who dared to traverse the treacherous terrain of the Underworld, only to emerge back into the realm of the living. However, tread lightly with this narrative device. The Underworld is a domain where spirits are not meant to depart freely. Use this trope sparingly, for it carries the weight of life and death itself.

ANIMAL COMPANIONS

Animal companions are treated as PCs, with their own Attributes, Combat Skill, Actions, and Trauma. They will only act in self-defense unless commanded otherwise by a PC using the Animal Handling: Command Skill. The beast will follow the command using its own Actions until it’s complete or a new command is given. Animal Companions move on their master's turn, but make their own Manage Conditions rolls and use their own Actions.

TYPES OF ANIMAL COMPANIONS & MOUNTS:

UNTAMED: Wild and unpredictable, these beasts cannot be given commands. These beasts will flee or attack PCs if they feel threatened in anyway.

TAMED: Broken-in beasts that require no Skill Modifier to perform Action rolls when given a command.

FAMILIAR: Long-term companions. Simple maneuvers (levels 1 and 2) require no roll; higher-level maneuvers and commands get a +2 Skill Modifier.

MOUNTS

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A mount provides transportation and can carry equipment. You may only ride beasts equal to or greater than your size. You cannot ride an untame beast. When moving, use your mount's movement.

Your mount will only act in its own self interest and defense unless commanded. Riding commands follow the rules as animal companions only using Animal Handling: Ride Skill rolls.

MOUNTED COMBAT:

MOVEMENT: Mounts allow you to move faster in combat than on foot. When making a move Action, use the beast's movement. Traversing difficult terrain, leaping obstacles, or charging into combat requires an Animal Mastery: Riding Skill roll with a Disadvantage as assigned by the GM.

CLOSE COMBAT: When mounted, your combined size is the sum of half your size (rounded up) plus your mount's size. When attacking an NPC opponent atop a mount, you must choose if you are attacking the mount or the NPC.

RANGED COMBAT: When riding a mount, all ranged missile and thrown attacks suffers a −2 Disadvantage. Opponents shooting at you must decide if they attack you or the mount.

TRAUMA: Mounts can suffer from, and heal damage, just like a character.

VEHICLES

cart

Vehicles, like carriages or chariots, have a set capacity for cargo and crew. Boarding or disembarking takes one Action in an Encounter. If you're at the reins, commanding the beasts that pull the vehicle also takes an Action.

Example:
Telephus is driving a chariot pulled by two horses. One of the horses receives a fatal shot from an arrow, and the chariot immediately stops. On his turn, Telephus uses one Action to quickly cut the harness to the dead horse, and uses his second Action to order the remaining horse to move. The original speed of the chariot was 60 feet per Action, but now moves at half speed - 30 feet per Action.

VEHICLE ATTRIBUTES

PASSENGERS: The number of people that can ride in the vehicle, in addition to the driver.

CAPACITY: The number of item slots the chariot can carry. Each passenger is equivalent to their item slots. Vehicles can be used to store PCs goods and treasure; this represents the finite amount it can carry.

HULL: How much damage the vehicle can take before becoming wrecked.

ARMOR: The armor rating of the vehicle. Like a PC, armor is assigned to a Location of the vehicle.

MOVEMENT SPEED: Indicates the speed of the vehicle.

MANEUVERABILITY: Indicates how much distance it takes to move 90%.

BEASTS: The number of beasts that is used to power the vehicle.

VEHICLES

VEHICLE PASSENGERS CAPACITY Hull ARMOR MOVEMENT SPEED MANEUVERABILITY BEASTS
Carriage 4 100 3 5 100 50 2
Chariot 2 50 3 3 260 30 2

TRACKING VEHICLE CAPACITY

Calculating vehicle capacity can be tedious when its not vital to advancing the game's objective. A GM may waive tracking capacity.

VEHICLES IN COMBAT

Chariots are prized on the battlefield for their agility, however, their offensive power largely depends on their passengers. All passenger attacks follow the standard rules for mounts (see Mounts).

RAMMING: Vehicles that have beasts attached to the rear of the vehicle can be used as rams. Ramming is a close combat attack and is rolled for with an Animal Handling: Ride Skill roll when determine if the ram hits. Defenders can only use Combat: Dodge to avoid damage. The base damage rating of the attack equals your vehicle's front most armor rating. Vehicles that are pulled by beasts cannot use a ram attack.

DAMAGE TO VEHICLES

These vehicles rely on beasts to drive forward. Like mounts, these beasts can be injured and if they die, the vehicle stops. If several beasts are harnessed to the vehicle, it can't move if even one beast is Incapacitated and still attached. If the beast is unhitched, the vehicle's speed drops in proportion to the number of beasts still pulling it.

WRECKED: Not just the beasts can be hurt, the vehicle has its own health, known as the Hull. If the damage to a vehicle surpasses its Hull, it's beyond saving and is destroyed. If the vehicle is in motion when it's destroyed, all passengers must make a quick Combat: Dodge Reaction vs Difficulty level 3. Success means they've jumped clear. Failure means they take damage equal to the vehicle's armor value where the impact occurred. If the vehicle is stationary when it's damaged, there's no need for a Dodge roll.

ARMOR: Vehicles have location based Armor Ratings, just like PCs do (see Armor Saves).

PASSENGERS: The driver and passengers in a vehicle can be hit by component damage to a vehicle. If they are visible, they can also be targeted directly by a ranged missile or thrown attack. In a ground car, this counts as cover with an armor rating equal to that of the vehicle.

VEHICLE REPAIRS

Repairing damage to a vehicle requires an tools, materials (wood), and a successful Education: Carpentry Skill roll. For each success rolled, one Hull point is restored. The vehicle is not operational and cannot be used until all of its Hull points are restored. One roll can be made per day.

MAGIC

In the vast cosmos, there exist a select few, born of the world, who are imbued with the divine power of the gods. This mystical force emanates from their very essence, their blood and flesh, in the form of a substance known as 'the ichor'. To wield the gifts of the ichor, one must be born with ichor coursing through their veins.

Among the Atlanteans, it is a rare and precious gift to be blessed with such magic. Yet, those who trace their lineage back to Poseidon, retain a vestige of this ichor. However, the elder children of Atlantis such as ancient Atlantadines, the noble Parakonen, and the Satyrs, boast a more abundant presence of ichor in their blood.

What most people call magic is the power of the ichor at work. The gods can reliably harness the forces of the ichor at will, while mortals run the risk of being consumed in the wash of pure power.

REALMS

It is not enough to be born with ichor to be considered a god. Ichor is a sign of divinity, but only the gods have immortality. Mortals' ichor is far less potent than that of gods.

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When creating or choosing a character that can cast magic, you must first choose the Ichor trait and a Realm, or multiple Realms, in order to cast magic. The ability to conjure magic is granted at birth and cannot be learned or developed. Those born with the ability to conjure Spells are restricted to casting Spells only from the chosen Realms of magic, and may only increase their magic skill levels to Spells within those chosen Realms.

LEVELING UP REALMS: During character development you may increase your PCs effectiveness in casting Spells by spending Development points. To increase a Realm level, it costs 3x the level. During play, you may apply earned Skill points to increase Realm levels. You may not apply Development points or Skill points to Realms you did not select with the Ichor trait.

SPELLS

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Each Realm has multiple Spells that all relate to a power type, such as fire, ice, prophecy, etc. Each Spell has its own unique abilities, restrictions, and properties as indicated on its description, such as how long it takes to cast, how long the Spell lasts, and any component items or performances that are required.

Spells are Skills, and work in the same way. You use one Actions to cast a Spell, or a Concentrated Action, and you use the magic Spell's DT roll to determine if you are successful. You can cast any Spell in your chosen Realms.

LEVELING UP SPELLS: During character development you may increase individual Spells by spending Development points. To increase a Spell level, it costs 2x the level to increase it. During play, you may apply earned Skill points to increase any Spell level within your Realms. You may not apply Development points or Skill points to Spells in Realms you did not select with the Ichor trait.

MAGIC ITEMS: If you do not have ichor to cast Spells, you may still cast Spells if you have special items or talismans that that have magical properties. These powers are owned by the item, and if you lose the item, you lose the ability to cast its related Spell.

EXPRESSIONS

To channel the might of the ichor requires and emotional 'expression', a force of will that propels the internalized power within the caster outward, manifesting as the Spell.

The articulation of magic can assume myriad forms, but you must choose only one to be used for casting all Spells. Once an expression is chosen during character development, it becomes the only conduit for all of your Spells.

There are three expressions to choose from:

PHYSICAL CONJURING: You require movement of your body, in particular your arm(s) to cast the Spells. These gestures allow the magic to flow from your blood to your fingertips or palm then outward. Physical Conjuring requires the use of at least one arm; should both arms become damaged or restricted in movement, the caster cannot cast Spells.

INCANTATIONS: Your voice expresses the magic from within and out through your lips. These can be recitations of verses or song to invoke your Spells. Incantations requires an audible vocal response, loud enough to reach the caster's own ears. Should you be silenced or mute, you cannot cast Spells.

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FOCUS: You use an external item or focus to cast. A focus is different from a magical item, as your blood still contains the power within, the focus is just means to express it outwardly. Your focus can be a Talisma, medallion, sword, armor, or even another person, animal, or thing; however you must maintain touching contact with the focus in order for the Spell to be cast and active. If the focus is removed, damaged, or killed, the caster cannot cast Spells. Your focus also needs to have an Action related to its use; for example: Using a sword as a Focus to cast a fireball might require you to point the sword toward the target. Another example: If you have a special emblem on your plate armor, you might need to touch it with your hand. The focus should be something of emotional attachment to your PC, and must be agreed upon by the GM as an acceptable focus.

CASTING SPELLS

Each Spell has up to 5 levels of power, or Cast level. The higher the Cast level, the more powerful and difficult it is to cast the Spell. When casting a Spell, you decide what Cast level you wish to use. The Cast level is the Difficulty level, the amount of successes you need roll equal to or more than to successfully cast the Spell. For example: if you select Cast level 1, you need 1 success to cast. Cast level 3 requires 3 successes, and so on.

SPELL FAILURE: If you fail your Cast roll, the untamed might of the ichor blazes within, its expression thwarted from escape. You are take Trauma equal to the level of the Cast level chosen.

SPELL PREPARATION

The Cast level dictates the number of rounds needed to "prepare" a Spell without penalty. For a Cast level 3 Spell, you need two Actions to prepare before using your cast Action, totaling three Actions. During Spell Preparation you may move 5 feet per Action but you must maintain any distances and line of sight as indicated by the Spell's description. While you Prepare a Spell you cannot use any Reactions to defend yourself. Any Actions taken against you will automatically succeed. If you take any Trauma while Preparing your Spell, the Preparation is interrupted and your Spell cannot be cast.

QUICK CASTING: You can cast your Spell with fewer Preparation Actions but at a -1 Skill modifier per Action cut short. For a Cast level 3 Spell, you can cast in one Action by accepting a -2 Skill modifier.

REACTION SPELL CASTING

Most Spells can only be cast on your turn, however, there are a few Spells marked as "Reaction" that allow you to use actions to cast as a defensive Reaction. You must have unspent Actions to use to cast the Spell; however, since you will only have a max of two Actions per turn, you may use Quick Casting to increase the cast level. For example: Telekinesis: Halt Projectile allows you to cast the Spell in Reaction to projectile attacks against you. If you have not used your Actions yet, you have two Actions to spend on casting the Spell. If you want to cast to Cast level 3, you will need to use Quick Casting with a -1 Skill modifier and use both Actions, or one Action and a -2 Skill modifier to cast the Spell.

SPELL TYPES

There are different ways in which a Spell may affect yourself, others, or the world around you.

DIRECTED SPELLS: You select one or more living target(s) for which the Spell may effect. Your targets must then roll a Mental Resistance: Magic roll vs the number of successes you rolled during your Cast roll. If the target rolls more successes than your Cast roll, the Spell is resisted and the target is unaffected. If your target fails to surpass your caster's roll, the Spell is successful the Spell's effects are immediately applied. Tied results favor PCs.

If you are casting a Directed Spell on yourself or a friendly PC or NPC, the target is considered to be "willing." However, as the body will naturally want to resist magic, a willing target must be aware that the Spell is being cast on them. Since a willing target wants the Spell to take effect, a willing target can reroll any successes to avoid resisting the Spell.

A target that is incapable of resisting the Spell, such as being incapacitated, automatically succeeds.

INDIRECT SPELLS: Indirect Spells are not directed at a specific target, but rather at a location or the environment. The effectiveness of Indirect Spells are determined by two factors: the range at which they are cast, and the amount of time the caster is able to maintain their Concentration in order to keep the Spell in effect. Since there are no active resistances to the Spell, only the Cast roll is required for success.

RITUALS: You must enter a trance state for a specified period as indicated by the Ritual Spell's description. Because of the intense focus required for a ritual, all Ritual Spells are Concentrated. Before attempting to cast a Ritual Spell, you must have all the necessary components as indicated by the Ritual Spell's prerequisites. Unless the Ritual Spell states otherwise, the caster may cast the Spell upon themselves. If a Ritual fails, you cannot perform it again for 24 hours.

Ritual Spells do not require any Spell Preparation Actions as the trance durations listed dictate the time needed to cast. Additionally, you cannot Quick Cast a Ritual Spell.

Whilst in a ritual trance, you are unable to take any Action or defensive Reactions. Any physical Action taken against the caster automatically succeeds and the trance is interrupted, and the ritual fails. Also while in a trance, your eyes and mind cuts outs all things around you, and you are completely unaware of what is going on until you come out of the trance. Only physical interActions will interrupt you.

Unless specified by the Ritual Spell's description, you cannot perform a Ritual Spell on yourself.

RITUALS DURING COMBAT

Some complicated Spells can't be cast as an Action in combat, as they require more time and preparation. A typical ritual takes at least 10 Actions of time to perform and often have other prerequisites, such as ingredients that must be used and prepared before performing the ritual.

SPELL PROJECTILES

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Projectile Spells are hurled at great speed forth from the caster toward the target. Projectile Spells follow a straight path to the target, any barriers will obstruct the projectile, blocking it from hitting the target.

If line of sight to the target is established, your target may make a Reaction to shield block the projectile, or if they have Combat: Lightning Reactions, they may attempt to dodge the projectile. The roll used to cast the Spell is used as the attack roll. If the target is unsuccessful in blocking or dodging the projectile Spell, then the Spell hits the target and the damage and effects of the Spell's impact is applied as indicated by the Spell.

Projectile Spells may have extra effects when the target is hit or wounded. If the Spell indicates the effect applies "when hit," the Conditions are applied if the target can't block or dodge the projectile. If the Spell indicates the effect applies "when wounded," the Conditions are applied only if the target takes at least one Trauma after Armor Saves are calculated.

SPELL CONTINUATION

Spells marked as "Continuation" allow you to Continue maintaining the Spell for multiple rounds. On your turn, you may choose to Continue or Discontinue the Spell. If you choose to Continue the spell, you must make a Cast roll again at the same Cast level as when the Spell was first cast. You do not require any Preparation for a Spell Continuation. If the roll is successful the Spell remains active. If the Spell is a Directed Spell, the target(s) also roll to resist the Spell again. If the Cast roll is unsuccessful, the Spell is broken. When not in an Encounter, the period of in game time before you must make another Continuation roll is one minute.

Continuing a Spell requires one Action, and it must be the first Action your PC does. While a Spell is Continued, the only other Actions you may perform is movement at half your movement speed. You cannot hold a second Action as a Wait Action. Doing any other Action or Reaction, other than movement will interrupt the Spell. Attempting to cast another Spell will Discontinue the active Spell.

INTERRUPTION: If you are attacked while Continuing a Spell, you may choose to use a Reaction, but doing so will immediately stop the Continued Spell. You may alternatively choose to allow the Action against you without any Reaction. If you choose not to React and your opponent rolls at least one success, the Action is successful and your Spell is interrupted. If the Action fails to roll at least one success, the Action fails to physically interrupt you, and the Spell remains in effect.

Example:
Atreus casts Pyromanteia: Firewall (3DT5) in front of two centaurs and elects to cast it at Cast level 2. He Prepares the Spell for one Action, casting on the second Action, incurring no Quick Casting penalty. He rolls a 1, 9, and 10; 2 successes, the Spell succeeds and a wall a flame ignites in front of the centaurs. The Spell requires Continuation to stay ablaze, so one of the centaurs chooses to rush through the flames to attack the caster. As the centaur runs through the Firewall, it is caught on fire for 3 rounds, and fails to reach the caster on this round. The other centaur stays put.

On Atreus' next turn, he Continues the Firewall Spell and makes a Cast roll again rolling a 4, 5, and 8. The Spell succeeds again keeping the Firewall for another round. Atreus uses his second Acton to move backwards at one quarter movement (Spell Continuation is half movement and backpedaling is also half movement).

The centaurs that was set on fire uses both Actions to drop to the ground and roll. Since the Firewall Spell is Continued, the other centaur does not visibility to Atreus, so it uses its Actions to moves around the firewall.

Atreus Continues the Spell again on his next turn, however, the centaur, no longer on fire, rushes to attack. Atreus can choose to use a defensive Reaction and stop the firewall, or be automatically hit.

REALMS AND SPELLS

Realms

ADYNAMANTEIA: Magic of weakness and vulnerability. You can affect an opponents Attributes or cause extreme conditions like blindness and deafness.

AENEMANTEIA: Magic of wind and air. You control the weather, summoning intense tempests, winds, and rain.

AESTHESIA: Magic of enhanced senses. You can enhance the senses for sight or sound, and even senses most people are unaware of in the mind.

DUNAMANTEIA: Magic of power and energy. You control over the properties of the ichor. You can disintegrate matter, reflect spells, and sap your opponents' magical essence.

DYNAMANTEIA: Magic of strength and prowess. You can project strength an enhance Attribute to to perform above what mortals are capable of.

GEOMANTEIA: Magic of the earth. You control the properties of the earth. Your are capable of moving large amounts of rock and soil to hurl or protect your party against your foes.

HYDROMANTEIA: Magic of water. You control the properties of water. You can call down torrents of rain and even freeze it to for intense blizzards.

HYLEMANTEIA: Magic of matter. You can create materials from nothing and animate life from non-living materials.

HYPNOMANTEIA: Magic of thoughts and dreams. You can divine the thoughts and dreams of those you have contact. You can also charm and control the thoughts and actions of those around you. Be careful! If you are caught controlling the minds of another, the penalties are severe.

NECROMANTEIA: Magic of the dead. You can communicate with the dead to learn their secrets. You can also animate and exorcize the dead and the undead.

PHOTOMANTEIA: Magic of light and electricity. You harness the powers of light and electricity. With great power, you can throw bolts of lightning as did Zeus.

PROPHEMANTEIA: Magic of prophecy and visions. You can see the events of the past and future, as well as converse with others in tongues that others cannot.

PSUEDOMANTEIA: Magic of illusions. You can create illusions and projections of images that are not there.

PYROMANTEIA: Magic of fire. You control the power of fire and heat. Those blessed with power can even walk on the calderas of the volcanoes.

TELEKINESIS: Magic of moving and projecting objects. You can move items, yourself, and even others simply by projecting a location for them to appear.

THERAMANTEIA: Magic of healing. You can heal and mend those who have suffered great trauma.

ZOOMANTEIA: Magic of animals and nature. You can converse, command, and even transform into the beasts you encounter.

SPELLS

Magic

Caster and Targets

Spell descriptions indicate casters and targets. The caster is the one casting the spell. A target is a singular living creature, friendly or foe, receiving the spell. If the spell refers to "targets" (plural) without specifying friendly or foe, then everyone, including friendly PCs, are affected.

Adynamanteia

Blind

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation, Variable
Range: LOS & 50'

Your spell blinds the target. As long as the spell lasts, the target has the Blind Condition.

Cast Level 1: Target is Blind while the spell is continued.
Cast Level 2: Target is Blind for 5 turns. The spell remains in effect for this duration without the caster Continuing the spell.
Cast Level 3: Target is Blind for 10 min. The spell remains in effect for this duration without the caster Continuing the spell.
Cast Level 4: Target is Blind for 1 hour. The spell remains in effect for this duration without the caster Continuing the spell.
Cast Level 5: Target is Blind for 1 day. The spell remains in effect for this duration without the caster Continuing the spell.

Deafen

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation, Variable
Range: LOS & 50'

Your spell deafens your target. Your target has the Deaf Condition while the spell remains in effect.

Cast Level 1: Target is Deaf while the spell is continued.
Cast Level 2: Target is Deaf for 5 turns. The spell remains in effect for this duration without the caster Continuing the spell.
Cast Level 3: Target is Deaf for 10 min. The spell remains in effect for this duration without the caster Continuing the spell.
Cast Level 4: Target is Deaf for 1 hour. The spell remains in effect for this duration without the caster Continuing the spell.
Cast Level 5: Target is Deaf for 1 day. The spell remains in effect for this duration without the caster Continuing the spell.

Feeblemind

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

Your spell decreases your target's Intelligence. The target has a negative Skill or Attribute Modifier to any Actions that use Intelligence.

Cast Level 1: Target receives -1 Skill Modifier to all Skills that use Intelligence as their Primary Attribute.
Cast Level 2: Target receives -1 Skill Modifier to all Skills that use Intelligence as their Primary or Secondary Attribute.
Cast Level 3: Target receives -2 Skill Modifier Modifier to all Skills that use Intelligence as their Primary or Secondary Attribute.
Cast Level 4: Target receives -1 Intelligence Attribute Modifier.
Cast Level 5: Target receives -2 Intelligence Attribute Modifier.

Frailty

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

Your spell saps your target's Strength. The target has a negative Skill or Attribute Modifier to any Actions that use Strength.

Cast Level 1: Target receives -1 Skill Modifier to all Skills that use Strength as their Primary Attribute.
Cast Level 2: Target receives -1 Skill Modifier to all Skills that use Strength as their Primary or Secondary Attribute.
Cast Level 3: Target receives -2 Skill Modifier Modifier to all Skills that use Strength as their Primary or Secondary Attribute.
Cast Level 4: Target receives -1 Strength Attribute Modifier.
Cast Level 5: Target receives -2 Strength Attribute Modifier.

Ineptness

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

Your spell slows your target's quickness. The target has a negative Skill or Attribute Modifier to any Actions that use Finesse.

Cast Level 1: Target receives -1 Skill Modifier to all Skills that use Finesse as their Primary Attribute.
Cast Level 2: Target receives -1 Skill Modifier to all Skills that use Finesse as their Primary or Secondary Attribute.
Cast Level 3: Target receives -2 Skill Modifier Modifier to all Skills that use Finesse as their Primary or Secondary Attribute.
Cast Level 4: Target receives -1 Finesse Attribute Modifier.
Cast Level 5: Target receives -2 Finesse Attribute Modifier.

Slow

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation, Variable
Range: LOS & 50'

Your spell slows your targets the target's movement. While the spell is in effect, the target has the Slow Condition with the alterations listed below. If the target is encumbered or moving in uneven ground, this spell will further reduce their movement.

Cast Level 1: Target has the Slow Condition with movement half their normal movement per action.
Cast Level 2: Target has the Slow Condition with movement a quarter their normal movement per action.
Cast Level 3: Target has the Immobile Condition.
Cast Level 4: Target has the Immobile Condition and the spell remains in effect for 5 minutes without the caster Continuing the spell.
Cast Level 5: Target's movement is half their normal movement per action. The caster spell remains in effect for 10 minutes without the caster needing to continue the spell.

Stress

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

Your spell causes confusion and frustration in your target. The target has a negative Skill or Attribute Modifier to any Actions that use Focus.

Cast Level 1: Target receives -1 Skill Modifier to all Skills that use Focus as their Primary Attribute.
Cast Level 2: Target receives -1 Skill Modifier to all Skills that use Focus as their Primary or Secondary Attribute.
Cast Level 3: Target receives -2 Skill Modifier Modifier to all Skills that use Focus as their Primary or Secondary Attribute.
Cast Level 4: Target receives -1 Focus Attribute Modifier.
Cast Level 5: Target receives -2 Focus Attribute Modifier.

Vulnerable

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

Your spell reduces your target's resistances. The target has a negative Skill or Attribute Modifier to any Actions that use Resilience.

Cast Level 1: Target receives -1 Skill Modifier to all Skills that use Resilience as their Primary Attribute.
Cast Level 2: Target receives -1 Skill Modifier to all Skills that use Resilience as their Primary or Secondary Attribute.
Cast Level 3: Target receives -2 Skill Modifier Modifier to all Skills that use Resilience as their Primary or Secondary Attribute.
Cast Level 4: Target receives -1 Resilience Attribute Modifier.
Cast Level 5: Target receives -2 Resilience Attribute Modifier.

Aenemanteia

Fog

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can create an intense obscuring fog.

Cast Level 1: Caster creates a thin fog covering a 50 feet radius around the caster. Outlines of items and people are visible within the fog. All Actions inside the fog requiring sight are -1 Disadvantage beyond 10 feet.
Cast Level 2: Caster creates a thin fog covering a 100 feet radius around the caster. Outlines of items and people are visible within the fog. All Actions inside the fog requiring sight are -1 Disadvantage beyond 10 feet.
Cast Level 3: Caster creates a thick fog covering a 50 feet radius around the caster. Outlines of items and people are visible within 25 feet. All Actions inside the fog requiring sight are -2 Disadvantage beyond 10 feet. No Actions can be taken on targets beyond 25 feet.
Cast Level 4: Caster creates a thick fog covering a 100 feet radius around the caster. Outlines of items and people are visible within 10 feet. All Actions inside the fog requiring sight are -2 Disadvantage beyond 10 feet. No Actions can be taken on targets beyond 10 feet.
Cast Level 5: Caster creates an impenetrable fog covering a 100 feet radius around the caster. Outlines of items and people are visible within 5 feet. All Actions inside the fog requiring sight are -2 Disadvantage beyond 5 feet. No Actions can be taken on targets beyond 5 feet.

Toxic Cloud

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can create a toxic cloud. All targets inside the toxic cloud zone must make a Physical Resistance: Hold Breath vs Difficulty level 5 when the spell is first cast and during each target's Manage Conditions phase. Each round the targets remain in the cloud, the Difficulty level increases by 1. If the target fails to hold their breath, the target is Poisoned (see Poisoned Condition). The cloud will immediately dissipate when the spell is Discontinued.

Cast Level 1: Caster creates a 10 feet x 10 feet poison cloud, up to 50 feet from the caster and within line of sight.
Cast Level 3: Caster creates a 30 feet x 30 feet poison cloud, up to 100 feet from the caster and within line of sight.
Cast Level 2: Caster creates a 20 feet x 20 feet poison cloud, up to 75 feet from the caster and within line of sight.
Cast Level 4: Caster creates a 40 feet x 40 feet poison cloud, up to 100 feet from the caster and within line of sight.
Cast Level 5: Caster creates a 50 feet x 50 feet poison cloud, anywhere within line of sight.

Weather Prediction

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Misc / Process: Caster must have an unobstructed view of the sky and enter a Trance for 1 minute / 10 rounds.

You can sense and predict weather activity down to the minute.

Cast Level 1: Caster can predict the weather for the next 12 hours.
Cast Level 2: Caster can predict the weather for the next 24 hours.
Cast Level 3: Caster can predict the weather for the next 36 hours.
Cast Level 4: Caster can predict the weather for the next 48 hours.
Cast Level 5: Caster can predict the weather for the next 72 hours.

Whisper

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can send an whisper communication to any target that is inaudible to others. Your lips must still move when whispering, but only the target will hear the words. The target does not need to be aware of the spell to hear the communication.

Cast Level 1: Caster may whisper to a target within 20 feet and line of sight.
Cast Level 2: Caster may whisper to a target within 30 feet and line of sight.
Cast Level 3: Caster may whisper to a target within 50 feet and line of sight.
Cast Level 4: Caster may whisper to a target within 75 feet and line of sight.
Cast Level 5: Caster may whisper to a target within 100 feet and line of sight.

Wind

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can generate wind ranging from a slight breeze to gale force.

Cast Level 1: Caster creates a slight breeze (~5 miles per hour) within 50 feet of the caster that affects a 10 feet in diameter.
Cast Level 2: Caster creates a strong gust (~20 miles per hour) within 50 feet of the caster that affects a 20 feet in diameter.
Cast Level 3: Caster creates a strong swirl of wind, strong enough to create large dust devils (~30 miles per hour) within 50 feet of the caster covering an area of 30 feet in diameter. Any projectiles passing through the swirl is blown off course and misses the target. Moving through the swirl is difficult terrain.
Cast Level 4: Caster creates a gale of wind (~75 miles per hour) covering the entire battlefield. No missile projectiles can be fired. All movement is difficult terrain.
Cast Level 5: Caster creates a tornado (100+ miles per hour) covering an area of 100 feet in diameter centered on the caster. The caster may choose which direction the tornado vortex rotates. Anyone within 20 feet of the caster are inside the eye and are unaffected. Those in the vortex of the tornado must pass am Athletics: Might roll vs Difficulty level 4. Targets that fail the Might roll are lifted up and thrown D12 x 5 feet in the direction of the vortex. Those thrown receive 3 impact Trauma damage.

Vacuum

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can remove oxygen from an area, creating a "suffocation zone." The suffocation zone is centered on the caster, and has an inner "protection" area around the caster that is unaffected. The caster may choose shrink the protection zone, but may not enlarge it. All targets inside the suffocation zone receive the Suffocation Condition. Targets may not "holding their breath" to prevent the Suffocation.

Cast Level 1: Caster creates a suffocation zone of 25 feet in diameter and an inner protection zone of 5 feet.
Cast Level 2: Caster creates a suffocation zone of 30 feet in diameter and an inner protection zone of 10 feet.
Cast Level 3: Caster creates a suffocation zone of 40 feet in diameter and an inner protection zone of 15 feet.
Cast Level 4: Caster creates a suffocation zone of 45 feet in diameter and an inner protection zone of 15 feet.
Cast Level 5: Caster creates a suffocation zone of 50 feet in diameter and an inner protection zone of 20 feet.

Aesthesia

Eagle Eye

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You, or a target of your choosing within sight, can see and distinguish details of people and objects from very far distances.

Cast Level 1: Target can see clearly up to 100 feet away.
Cast Level 2: Target can see clearly up to 150 feet away.
Cast Level 3: Target can see clearly up to 200 feet away.
Cast Level 4: Target can see clearly up to 500 feet away.
Cast Level 5: Target can see clearly up to 1 mile away.

Long Ear

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You, or a target of your choosing within sight, can hear sounds from very far distances. Sound details such as individual spoken words and distinguishable sounds can be heard clearly as if you were right next to them.

Cast Level 1: Target can hear sounds and dialogue from up to 100 feet away.
Cast Level 2: Target can hear sounds and dialogue from up to 150 feet away.
Cast Level 3: Target can hear sounds and dialogue from up to 200 feet away.
Cast Level 4: Target can hear sounds and dialogue from up to 500 feet away.
Cast Level 5: Target can hear sounds and dialogue from up to 1 mile away.

Nightvision

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Touch or Self

You, or a target of your choosing within sight, can see perfectly in absolute darkness as they would in daylight.

Cast Level 1: Target can see in darkness clearly up to 50 feet.
Cast Level 2: Target can see in darkness clearly up to 100 feet.
Cast Level 3: Target can see in darkness clearly up to 200 feet.
Cast Level 4: Target can see in darkness clearly at any distance.

Rear Sense

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You, or a target of your choosing within sight, can sense movement and Actions that are in their peripheral or rear. While under this spell, the target cannot be surprised by enemies, traps, etc. that originate from behind them.

Cast Level 1: Target can sense targets in the peripheral up to 10 feet.
Cast Level 2: Target can sense targets in the peripheral up to 25 feet.
Cast Level 3: Target can sense targets in the peripheral up to 25 feet and rear up to 10 feet.
Cast Level 4: Target can sense targets in the peripheral and rear up to 25 feet.
Cast Level 5: Target can sense targets in the peripheral and rear up to 50 feet.

Sense Magic

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You, or a target of your choosing within sight, can sense magical and/or invisible presences.

Cast Level 1: Target can sense magical and/or invisible presences within 5 feet.
Cast Level 2: Target can sense magical and/or invisible presences within 10 feet.
Cast Level 3: Target can sense magical and/or invisible presences within 25 feet.
Cast Level 4: Target can sense magical and/or invisible presences within 50 feet.
Cast Level 5: Target can sense magical and/or invisible presences within 100 feet.

Smell

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You, or a target of your choosing within sight, can smell and distinguish different types of smells from very far distances.

Cast Level 1: Target can smell things up to 50 feet away.
Cast Level 2: Target can smell things up to 100 feet away.
Cast Level 3: Target can smell things up to 200 feet away.
Cast Level 4: Target can smell things up to 500 feet away.
Cast Level 5: Target can smell things up to 1 mile away.

Sonar

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Min
Range: Variable

You gain a "mental mapping" of an area based on echo location sounds, even in pitch darkness. The echos allow the target to know precisely where walls and objects are, and also hear movement around corners to pin point accuracy.

Cast Level 1: Caster receives a mental mapping of everything within 25 feet.
Cast Level 2: Caster receives a mental mapping of everything within 50 feet.
Cast Level 3: Caster receives a mental mapping of everything within 75 feet.
Cast Level 4: Caster receives a mental mapping of everything within 100 feet.
Cast Level 5: Caster receives a mental mapping of everything within 150 feet.

Telepathy

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You and a target of your choosing can exchange thoughts as if you were in a conversation. This spell lasts as long as you maintain eye contact, are within proper distance, and the spell continues.

Cast Level 1: Caster and target are within 10 feet and maintain line of sight.
Cast Level 2: Caster and target are within 25 feet and maintain line of sight.
Cast Level 3: Caster and target are within 50 feet and maintain line of sight.
Cast Level 4: Caster and target are within 50 feet and do not need to maintain line of sight.
Cast Level 5: Caster and target are within 100 feet and do not need to maintain line of sight.

Touch

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You, or a target of your choosing within sight, can feel what an object is like from distance without physically touching it. Keep it PG players!

Cast Level 1: Target can feel an object 5 feet away.
Cast Level 2: Target can feel an object 10 feet away.
Cast Level 3: Target can feel an object 25 feet away.
Cast Level 4: Target can feel an object 50 feet away.
Cast Level 5: Target can feel an object 100 feet away.

Dunamanteia

Disintegrate

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Range: touching

You can disintegrate an item (not a living being) with no byproduct (ash, dust, etc.) remaining.

Caster Level 1: Caster can disintegrate an item no larger than the size of the palm of their hand.
Caster Level 2: Caster can disintegrate an item no larger than 6 inches cubed.
Caster Level 3: Caster can disintegrate an item no larger than 1 foot cubed.
Caster Level 4: Caster can disintegrate an item no larger than 2 feet cubed.
Caster Level 5: Caster can disintegrate an item no larger than 3 feet cubed.

Dispel

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Range: Variable

You can remove conditions and properties created produced from magic. Conditions brought upon by non-magical means are not relieved.

Cast Level 1: Caster dispels a single magical property or condition on a target (living person). Caster must be touching the target.
Cast Level 2: Caster dispels a single magical property or condition on a target (living person). Caster must be within 10 feet of the target.
Cast Level 3: Caster dispels a single magical property or condition on a target (living person). Caster must be within 50 feet of the target.
Cast Level 4: Caster dispels all magical property or condition on a target (living person). Caster must be within 50 feet of the target.
Cast Level 5: Caster dispels any magical property or curse on an item. Caster must be touching the target.

Drain Life

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: touching

You drain the life force from a target and heal yourself. Every 10 minutes or 1 turn the caster continues the ritual will drain more Trauma from the target. Once the target is drained to 0 Trauma, the target is incapacitated and the ritual stops. Except at Cast Level 5, once your Trauma is completely healed, the ritual must stop.

Caster Level 1: Target looses 2 Trauma and the caster gains 1 Trauma.
Caster Level 2: Target looses 2 Trauma and the caster gains 2 Trauma.
Caster Level 3: Target looses 3 Trauma and the caster gains 3 Trauma.
Caster Level 4: Target looses 4 Trauma and the caster gains 4 Trauma.
Caster Level 5: Target is instantly incapacitated and the caster is completely healed.

Magic Item

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You have the ability to materialize items from magic essence. Once the spell ends, the items will dematerialize.

Cast Level 1: Caster generates a magical large shield (3 dice) that hovers in front of the caster. While the spell is continued, the caster may use the shield as a 1 Action reAction Combat: Shield Parry but will not expend any Actions from the caster to use it.
Cast Level 2: Caster generates magical armor for yourself or any target within 50 feet and in line of sight. It has an Armor Rating of +4 but does not cause any encumbrance. The armor dissipates when the spell is discontinued.
Cast Level 3: Caster generates magical weapon of any kind for yourself or any target within 50 feet and in line of sight. The target must be aware the spell is being cast on them, or they drop the weapon. The weapon uses the same properties as a normal weapon from the weapon listing. The weapon dissipates when the spell is discontinued.
Cast Level 4: Caster generates an extra large magical shield (4 dice) that hovers in front of yourself or any target within 50 feet and in line of sight. While the spell is continued, the caster may control the shield as a 1 Action reAction Combat: Shield Parry but will not expend any Actions for the caster or target.
Cast Level 5: Caster generates magical armor for any target within 50 feet and in line of sight. The armor has a rating of +5 but does not cause any encumbrance. The armor dissipates when the spell is discontinued.

Reflect Magic

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You create a barrier around yourself, or a target you choose, that reflects any spells back at any enemy caster. The barrier is invisible, and unless you are seen casting the spell, other casters will be unaware of the barrier. This barrier also reflects friendly spells, so use it at the right moment. The barrier moves with you or the target its attached to.

Caster Level 1: Target reflects any Caster Level 1 spell.
Caster Level 2: Target reflects any Caster Level 1 or 2 spell.
Caster Level 3: Target reflects any Caster Level 1 - 3 spell.
Caster Level 4: Target reflects any Caster Level 1 - 4 spell.
Caster Level 5: Target reflects any Caster Level spell.

Sap Magic

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You sap the ichor needed to express magic from your target. The target is unaware the spell is in effect unless they see the caster preparing the spell, or they have the Spell Detect Magic. If the target fails a spell Action, an intelligent caster may infer this spell is in effect, however. While active, any time the target tries to cast a spell, it must succeed on a Mental Resistance: Magic vs a Difficulty level equal to the Cast level they are casting. If this roll fails, the spell doesn't cast but target takes no Trauma.

Cast Level 1: Caster may cast this spell on any target within 5 feet.
Cast Level 2: Caster may cast this spell on any target within 10 feet.
Cast Level 3: Caster may cast this spell on all targets in a 15 foot diameter within 30 feet and line of sight.
Cast Level 4: Caster may cast this spell on a 20 foot diameter within 50 feet and line of sight.
Cast Level 5: Caster may cast this spell on a 25 foot diameter area anywhere within line of sight.

Dynamanteia

Adeptness

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, gain increased Finesse capabilities.

Cast Level 1: Target receives +1 Skill Modifier to all Skills that use Finesse as their Primary Attribute.
Cast Level 2: Target receives +1 Skill Modifier to all Skills that use Finesse as their Primary or Secondary Attribute.
Cast Level 3: Target receives +2 Skill Modifier Modifier to all Skills that use Finesse as their Primary or Secondary Attribute.
Cast Level 4: Target receives +1 Finesse Attribute Modifier.
Cast Level 5: Target receives +2 Finesse Attribute Modifier.

Alter Shape

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can alter the properties of your body and limbs, or that of a target. Flesh and bones temporarily become pliable to accommodate the will of the caster. This spell doesn't reduce the amount of mass, only the form and properties. The target does not take wounds as a result of the transformation.

Cast Level 1: Target's ear or nose transforms.
Cast Level 2: Target's finger, hand, or foot can be transformed.
Cast Level 3: Target's arm or leg can be transformed (one limb).
Cast Level 4: Target's arms or legs can be transformed (both limbs of one type).
Cast Level 5: Target's entire body, all limbs and legs can be transformed.

Alter Size

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can alter you or a target's size to be larger or smaller.

Cast Level 1: Target increases or decreases their size by plus or minus 1.
Cast Level 2: Target increases or decreases their size by plus or minus 2.
Cast Level 3: Target increases or decreases their size by plus or minus 3.
Cast Level 4: Target increases or decreases their size by plus or minus 4.
Cast Level 5: Target increases or decreases their size by plus or minus 5.

Ascent

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, gain increased Focus capabilities.

Cast Level 1: Target receives +1 Skill Modifier to all Skills that use Focus as their Primary Attribute.
Cast Level 2: Target receives +1 Skill Modifier to all Skills that use Focus as their Primary or Secondary Attribute.
Cast Level 3: Target receives +2 Skill Modifier Modifier to all Skills that use Focus as their Primary or Secondary Attribute.
Cast Level 4: Target receives +1 Focus Attribute Modifier.
Cast Level 5: Target receives +2 Focus Attribute Modifier.

Breath of Life

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation, Variable
Range: LOS & 50'

You, or a target of your choosing, can breathe underwater.

Cast Level 1: Target may breathe underwater only while the caster continues the spell. If the spell ends while the target is underwater, the target will need to follow rules for holding breath. Caster must be able to see the target underwater, thus this spell not work long distances, or if the target is in muddy or murky water.
Cast Level 2: Target may breathe underwater for up to 3 turns.
Cast Level 3: Target may breathe underwater for up to 5 turns.
Cast Level 4: Target may breathe underwater for up to 1 hour.
Cast Level 5: Target may breathe underwater for up to 3 hours.

Harden

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, gain increased Strength capabilities.

Cast Level 1: Target receives +1 Skill Modifier to all Skills that use Strength as their Primary Attribute.
Cast Level 2: Target receives +1 Skill Modifier to all Skills that use Strength as their Primary or Secondary Attribute.
Cast Level 3: Target receives +2 Skill Modifier Modifier to all Skills that use Strength as their Primary or Secondary Attribute.
Cast Level 4: Target receives +1 Strength Attribute Modifier.
Cast Level 5: Target receives +2 Strength Attribute Modifier.

Leap

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, can leap great hights and distances.

Cast Level 1: Target can leap 1.5x their normal distance and height.
Cast Level 2: Target can leap 2x their normal distance and height.
Cast Level 3: Target can leap 2.5x their normal distance and height.
Cast Level 4: Target can leap 3x their normal distance and height.
Cast Level 5: Target can leap 5x their normal distance and height.

Reinforce

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, gain increased Resilience capabilities.

Cast Level 1: Target receives +1 Skill Modifier to all Skills that use Resilience as their Primary Attribute.
Cast Level 2: Target receives +1 Skill Modifier to all Skills that use Resilience as their Primary or Secondary Attribute.
Cast Level 3: Target receives +2 Skill Modifier Modifier to all Skills that use Resilience as their Primary or Secondary Attribute.
Cast Level 4: Target receives +1 Resilience Attribute Modifier.
Cast Level 5: Target receives +2 Resilience Attribute Modifier.

Sprint

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, can move and run faster.

Cast Level 1: Target can move 1.5x their normal movement per Action.
Cast Level 2: Target can move 2x their normal movement per Action.
Cast Level 3: Target can move 2.5x their normal movement per Action.
Cast Level 4: Target can move 3x their normal movement per Action.
Cast Level 5: Target can move 5x their normal movement per Action.

Sprout Limbs

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, can grow additional limbs.

Cast Level 1: Target grows 1 additional arm.
Cast Level 2: Target grows 2 additional arms.
Cast Level 3: Target grows 2 additional legs.
Cast Level 4: Target grows 3 additional arms.
Cast Level 5: Target grows 4 additional legs.

Swim

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, can swim and manuever in water faster.

Cast Level 1: Target can swim 1x their normal movement per Action while in water.
Cast Level 2: Target can swim 1.5x their normal movement per Action while in water.
Cast Level 3: Target can swim 2x their normal movement per Action while in water.
Cast Level 4: Target can swim 3x their normal movement per Action while in water.
Cast Level 5: Target can swim 4x their normal movement per Action while in water.

Wise

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, gain increased Intelligence capabilities.

Cast Level 1: Target receives +1 Skill Modifier to all Skills that use Intelligence as their Primary Attribute.
Cast Level 2: Target receives +1 Skill Modifier to all Skills that use Intelligence as their Primary or Secondary Attribute.
Cast Level 3: Target receives +2 Skill Modifier Modifier to all Skills that use Intelligence as their Primary or Secondary Attribute.
Cast Level 4: Target receives +1 Intelligence Attribute Modifier.
Cast Level 5: Target receives +2 Intelligence Attribute Modifier.

Geomanteia

Break Down

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Range: Touching

You can reduce large earth and stone to sand. You must be able to touch the wall to cast the spell.

Cast Level 1: Caster can reduce hard earth to sand a section of 10 foot tall by 5 foot wide.
Cast Level 2: Caster can reduce hard earth to sand a section of 15 foot tall by 10 foot wide.
Cast Level 3: Caster can reduce hard earth to sand a section of 20 foot wide by 20 foot tall by 15 foot wide.
Cast Level 4: Caster can reduce hard earth to sand a section of 25 foot wide by 25 foot tall by 20 foot wide.
Cast Level 5: Caster can reduce hard earth to sand a section of 30 foot wide by 30 foot tall by 25 foot wide.

Earthwall

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can create a wall of earth, rock and stone. The wall must be placed on the solid ground, it cannot be in the air or on a wall. The wall is solid and may be scaled or climbed. The earthwall may be broken through after taking 30 damage. Once the spell is discontinued, the wall loses its form and collapses as rubble on the ground. The rubble remains are 1/4 its original height and is difficult terrain to maneuver over.

Cast Level 1: Caster creates a wall of earth 10 feet high x 10 feet wide x 1 foot deep.
Cast Level 2: Caster creates a wall of earth 20 feet high x 20 feet wide x 1 foot deep.
Cast Level 3: Caster creates a wall of earth 30 feet high x 30 feet wide x 1 foot deep.
Cast Level 4: Caster creates a half circle of earth up to 25 feet from the caster in the direction the caster is facing. The half circle is 20 feet high x 1 foot deep.
Cast Level 5: Caster creates a full circle of earth up to 25 feet from the caster. The circle of earth is 20 feet high x 1 foot deep.

Animate Plant Life

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Variable
Range: Touching

You can move the limbs and branches of nearby plants and trees. They must remain rooted and cannot move, only bend in a manner to your commands. You can use the limbs of the plants to restrain targets if the plants or tree branches are strong enough to do so. The Plants cannot talk or communicate.

Cast Level 1: You can animate a single plant or tree no larger than a human (up to Size 2), while Continued.
Cast Level 2: You can animate a single plant or tree up to 2x the size of a human (up to Size 4), while Continued.
Cast Level 3: You can animate a up to three plants or trees up to 2x the size of a human (up to Size 4), while Continued.
Cast Level 4: You can animate a up to four plants or trees up to 3x the size of a human (up to Size 6), and they will remain doing their last command for up to 1 minute / 10 Actions after you Discontinue your Spell.
Cast Level 5: You can animate a up to five plants or trees up to 4x the size of a human (up to Size 8), and they will remain doing their last command for up to 1 minute / 10 Actions after you Discontinue your Spell.

Fissure

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation

You can split the earth. The fissure starts from the extending outward in a straight line. When the spell ends the crack remains, but targets no longer need to roll Athletics: Balance.

Cast Level 1: Caster splits the earth, extending 10 feet each round Continued. Targets within 10 feet on either side of the fissure must make an Athletics: Balance Skill roll vs a Difficulty level 1 or fall down a(Knocked Down Condition). If the fissure reaches a wall, the fissure ends.
Cast Level 2: Caster splits the earth, extending 20 feet each round Continued. Targets within 15 feet on either side of the fissure must make an Athletics: Balance Skill roll vs a Difficulty level 1 or fall down a(Knocked Down Condition). If the fissure reaches a wall, the fissure ends.
Cast Level 3: Caster splits the earth, extending 30 feet each round Continued. Targets within 20 feet on either side of the fissure must make an Athletics: Balance Skill roll vs a Difficulty level 2 or fall down a(Knocked Down Condition). If the fissure reaches a wall, the wall cracks and will be collapse if it less than 1 foot thick.
Cast Level 4: Caster splits the earth, extending 40 feet each round Continued. Targets within 20 feet on either side of the fissure must make an Athletics: Balance Skill roll vs a Difficulty level 3 or fall down a(Knocked Down Condition). If the fissure reaches a wall, the wall cracks and will be collapse if it less than 3 foot thick.
Cast Level 5: Caster splits the earth, extending 50 feet each round Continued. Targets within 25 feet on either side of the fissure must make an Athletics: Balance Skill roll vs a Difficulty level 4 or fall down a(Knocked Down Condition). If the fissure reaches a wall, the wall cracks and will be collapse if it less than 7 foot thick.

Grow

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Variable
Range: Touching

Your touch causes plants to grow at miraculous speeds and at many times their size.

Cast Level 1: The plant grows to 2x its current size instantly. This will not work on plants or trees already 2 feet tall or more. The plant will return to its original size in 1 minute.
Cast Level 2: The plant grows to 5x its current size instantly. This will not work on plants or trees already 3 feet tall or more. The plant will return to its original size in 10 minutes.
Cast Level 3: The plant grows to 10x its current size instantly. This will not work on plants or trees already 5 feet tall or more. The plant will return to its original size in 20 minutes.
Cast Level 4: The plant grows to 15x its current size instantly. This will not work on plants or trees already 5 feet tall or more. The plant will return to its original size in 30 minutes.
Cast Level 5: The plant grows to 20x its current size instantly. This will not work on plants or trees already 10 feet tall or more. The plant will return to its original size in 1 hour.

Nature Communion

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 hour
Range: Variable

You sense the types and health of the flora and fauna.

Cast Level 1: Caster senses and identifies all types of plants within 100 feet.
Cast Level 2: Caster senses and identifies all types of plants within 200 feet.
Cast Level 3: Caster senses and identifies the types of plants and their health within 200 feet. Caster also identifies the potency and effectiveness of the plants.
Cast Level 4: Caster senses and identifies the types of plants and their health within 300 feet. Caster also identifies the potency and effectiveness of the plants. Caster identifies where humans have interfered with the plants as a form of tracking their movements.
Cast Level 5: Caster senses and identifies the types of plants and their health within 500 feet. Caster also identifies the potency and effectiveness of the plants. Caster identifies where humans have interfered with the plants as a form of tracking their movements.

Petrify

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can turn any living target to stone. All organic material touching the target also becomes stone. Any inorganic material remains in its natural form. If the target sustains any breakage while petrified, the target retains any damage when reverted back to their natural state (for example: if the petrified target's arm is broken off, when the spell wears off the target will have a severed arm).

Attempting to knock over a statue requires an Athletics: Might vs Difficulty level equal to their Size. Attempting to damage or break the statue requires a Combat attack that automatically succeeds but the target has an Armor Rating of their Size x 2.

Cast Level 1: Caster must be touching the target. The target will return to its natural form after the spell is discontinued.
Cast Level 2: Caster may cast the spell on a target up to 5 feet away. The target will return to its natural form 1 turn after the spell is discontinued.
Cast Level 3: Caster may cast the spell on a target up to 10 feet away. The target will return to its natural form 1 hour after the spell is discontinued.
Cast Level 4: Caster may cast the spell on a target up to 15 feet away. The target will return to its natural form 1 day after the spell is discontinued.
Cast Level 5: Caster may cast the spell on a target up to 20 feet away. The target will return to its natural form only if the spell is dispelled.

Quake

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You cause the earth to violently shake with the epicenter at your feet.

Cast Level 1: Caster causes the earth to rumble with a radius of 50 feet. For each round Continued, all targets in the quake zone, even friendly ones, must make an Athletics: Balance Skill roll vs a Difficulty of 1 or fall down (see Knocked Down Condition).
Cast Level 2: Caster causes the earth to rumble with a radius of 60 feet. For each round Continued, all targets in the quake zone, even friendly ones, must make an Athletics: Balance Skill roll vs a Difficulty of 2 or fall down (see Knocked Down Condition).
Cast Level 3: Caster causes the earth to rumble with a radius of 70 feet. For each round Continued, all targets in the quake zone, even friendly ones, must make an Athletics: Balance Skill roll vs a Difficulty of 3 or fall down (see Knocked Down Condition).
Cast Level 4: Caster causes the earth to rumble with a radius of 100 feet. For each round Continued, all targets in the quake zone, even friendly ones, must make an Athletics: Balance Skill roll vs a Difficulty of 3 or fall down (see Knocked Down Condition). The earth shakes so violently, walls begin cracking and brittle walls will collapse.
Cast Level 5: Caster causes the earth to rumble with a radius of 100 feet. For each round Continued, all targets in the quake zone, even friendly ones, must make an Athletics: Balance Skill roll vs a Difficulty of 4 or fall down (see Knocked Down Condition). The earth shakes so violently, all walls begin cracking and structured walls will collapse at random. For each wall in the area, roll a 1D12. On a roll of 10 or higher the wall collapses.

Stone Volley

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'
Projectile

You can project fast moving stone projectiles. The projectile attacks are ranged missile attacks. The target may their shield to parry the projectiles or use Combat: Lightning Reflexes to dodge.

Cast Level 1: Caster projects a blast of gravel stones. The attack does +1 Lethality if successfully hit.
Cast Level 2: Caster projects a blast of pebbles. The attack does +2 Lethality if successfully hit.
Cast Level 3: Caster projects a large volley of stones hitting all targets within 5 feet of the selected target. Each attack is capable of +2 Lethality to each target.
Cast Level 4: Caster projects a large boulder. If the boulder hits, the target receives +5 Lethality.
Cast Level 5: Caster projects a continual volley of rock from the caster's hand extending to 25 feet. This cone of rock acts like an stone gatling gun, and any target caught in the path of the stream of rock receives +5 Lethality. Each round, the caster may redirect the stream of rock up to 180 degrees; any targets in the path of the redirection must block or dodge the attack or receive +5 Lethality.

Swallow

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 10'

You can turn solid ground into quicksand. All Targets in the quicksand cannot move unless they successfully perform an Athletics: Might vs Difficulty level 2 or higher. If the targets succeed they may move 3 feet. If they fail, they remain stuck in place. When the spell ends, the earth solidifies with the targets cemented into the ground. The ground may be broken with 5 damage.

Cast Level 1: Caster creates quicksand up to 10 feet away with a diameter of 5 feet around.
Cast Level 2: Caster creates quicksand up to 10 feet away with a diameter of 10 feet around.
Cast Level 3: Caster creates quicksand up to 20 feet away with a diameter of 10 feet around.
Cast Level 4: Caster creates quicksand up to 20 feet away with a diameter of 15 feet around.
Cast Level 5: Caster creates quicksand up to 25 feet away with a diameter of 25 feet around.

Walk On Water

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 10'

You, or a target of your choosing, can walk on liquid (eg. water) as if it was solid ground.

Cast Level 1: Target may walk on stagnant water as if it was normal ground.
Cast Level 2: Target may walk on calm water (eg. pond without waves) as it was normal ground.
Cast Level 3: Target may walk on water that has minor ripples (eg. slow moving streams and ponds) as if it was normal ground.
Cast Level 4: Target may walk on water that has small swells or tiny waves (eg. a lake with wind) as if it was difficult terrain.
Cast Level 5: Target may walk on water that has waves (eg. ocean water) as if it was very difficult terrain.

Hydromanteia

Downpour

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Misc / Process: Caster must have an unobstructed view of the sky (except for Cast level 5) and enter a Trance for 1 minute / 10 rounds.

You call upon rain from the heavens.

Cast Level 1: Caster can call upon light rain, but clouds must be overhead. This will not work indoors or on a sunny day.
Cast Level 2: Caster can call upon heavy rain, but clouds must be overhead. This will not work indoors or on a sunny day.
Cast Level 3: Caster creates clouds and heavy rain in a 200 foot diameter area. This will not work indoors.
Cast Level 4: Caster creates large clouds and an intense downpour of rain in a half mile diameter area. If the spell is continued for more than 1 hour the area (6 successful rolls), basins will pool water and start flooding. This will not work indoors.
Cast Level 5: Caster creates large clouds and an torrent of rain in a 1 mile diameter area. If indoors, the clouds will form but will be limited to the amount of rain in Cast Level 1. If the spell is continued for more than 30 minutes the area (3 successful rolls), basins will pool water and start flooding. This will not work indoors.

Freeze

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You emanate an intense freezing cold.

Cast Level 1: Caster generates coldness 20 feet in diameter. All targets must use their next action to move out from the cold wave or resist a Difficulty 1 Physical Resistance: Cold. If target fails the cold resistance roll they take 1 Trauma.
Cast Level 2: Caster generates coldness 30 feet in diameter. All targets must use their next action to move out from the cold wave or resist a Difficulty 2 Physical Resistance: Cold. If target fails the cold resistance roll they take 1 Trauma.
Cast Level 3: Caster generates coldness 40 feet in diameter. All targets must use their next action to move out from the cold wave or resist a Difficulty 3 Physical Resistance: Cold. If target fails the cold resistance roll they take 2 Trauma.
Cast Level 4: Caster generates coldness 50 feet in diameter. All targets must use their next action to move out from the cold wave or resist a Difficulty 3 Physical Resistance: Cold. If target fails the cold resistance roll they take 3 Trauma and is Frozen (see Frozen Condition).
Cast Level 5: Caster generates coldness 100 feet in diameter. All targets must use their next action to move out from the cold wave or resist a Difficulty 4 Physical Resistance: Cold. If target fails the cold resistance roll they take 3 Trauma and is Frozen (see Frozen Condition).

Ice Shard

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action, Continuation
Range: LOS & 50'
Projectile

You can project fast moving ice projectiles. The projectile attacks are ranged missile attacks. The target may their shield to parry the projectiles or use Combat: Lightning Reflexes to dodge.

Cast Level 1: Caster projects a single ice shard. The attack does +1 Lethality if successfully hit.
Cast Level 2: Caster projects a small cluster of ice shards. The attack does +2 Lethality if successfully hit.
Cast Level 3: Caster projects a large volley of sharp ice hitting all targets within 5 feet of the selected target. Each attack is capable of +2 Lethality to each target.
Cast Level 4: Caster projects a large boulder of ice. If the boulder hits, the target receives +5 Lethality.
Cast Level 5: Caster projects a continual volley of ice shards from the caster's hand extending to 25 feet. This cone of rock acts like an ice gatling gun, and any target caught in the path of the stream of ice receives +5 Lethality. Each round, the caster may redirect the stream of ice up to 180 degrees; any targets in the path of the redirected volley may dodge or block the attack.

Icewall

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can create a wall of ice. The wall must be placed on the solid ground, it cannot be in the air or on a wall. The wall is solid but unless the character has special equipment, the wall cannot be scaled or climbed. The ice wall may be broken through after taking 10 damage. Once the spell is discontinued, the wall will remain in place until it melts naturally.

Cast Level 1: Caster creates a wall of ice 10 feet high x 10 feet wide x 1 foot deep.
Cast Level 2: Caster creates a wall of ice 20 feet high x 20 feet wide x 1 foot deep.
Cast Level 3: Caster creates a wall of ice 30 feet high x 30 feet wide x 1 foot deep.
Cast Level 4: Caster creates a half circle of ice up to 25 feet from the caster in the direction the caster is facing. The half circle is 20 feet high x 1 foot deep.
Cast Level 5: Caster creates a full circle of ice up to 25 feet from the caster. The circle of ice is 20 feet high x 1 foot deep.

Infuse Cold

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation, Variable
Range: Variable

You can chill or freeze an item down to extremely low temperatures.

Cast Level 1: Caster chills up an item they are touching to be extremely cold. While Continued, anyone other than the caster touching or holding the item must immediately let go or make a Physical Resistance: Cold vs Difficulty level 2. A failed roll causes 1 Trauma and the item must be released.
Cast Level 2: Caster chills up an item they are touching to be extremely cold to the point it begins to freeze flesh. While Continued, anyone other than the caster touching or holding the item must immediately make a Physical Resistance: Cold vs Difficulty level 3. A failed roll causes 2 Trauma and the item must be released.
Cast Level 3: Caster freezes a portion of an item they are holding, while the rest remains warm to the touch (eg. only the blade of a sword, or tip of a spear). Anyone other than the caster touching or holding the item must immediately let go or make a Physical Resistance: Cold vs Difficulty level 2. A failed roll causes 2 Trauma and the item must be released. The item remains frosted for the 10 minutes after the spell is Discontinued. The frosted weapon gains +1 Lethality.
Cast Level 4: Caster freezes a portion of an item up to 20 feet away. The rest of the item remains warm to the touch (eg. only the blade of a sword, or tip of a spear). Anyone other than the caster touching or holding the item must immediately let go or make a Physical Resistance: Cold vs Difficulty level 3. A failed roll causes 2 Trauma and the item must be released. The item remains frosted for the 10 minutes after the spell is Discontinued. The frosted weapon gains +2 Lethality.
Cast Level 5: Caster freezes a portion of an item up to 50 feet away. The rest of the item remains warm to the touch (eg. only the blade of a sword, or tip of a spear). Anyone other than the caster touching or holding the item must immediately let go or make a Physical Resistance: Cold vs Difficulty level 3. A failed roll causes 3 Trauma and the item must be released. The item remains frosted for the 10 minutes after the spell is Discontinued. The frosted weapon gains +3 Lethality.

Resist Cold

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, can resist extreme cold and potentially immunity to Hypothermic and Frozen Conditions.

Cast Level 1: Target gains +1 Skill Modifier to Physical Resistance: Cold. If the target is currently Hypothermic or Frozen, these Conditions are removed.
Cast Level 2: Target gains +2 Skill Modifier to Physical Resistance: Cold. If the target is currently Hypothermic or Frozen, these Conditions are removed.
Cast Level 3: Target gains +1 Attribute Modifier to Physical Resistance: Cold. If the target is currently Hypothermic or Frozen, these Conditions are removed.
Cast Level 4: Target is immune to cold, they cannot be Hypothermic or Frozen, or take additional cold damage. Cold induced Lethality modifiers (eg. Infuse Cold), are nullified.
Cast Level 5: Target is immune to cold for 1 hour after the spell is discontinued, even if they are encased in ice. The target cannot be Hypothermic or Frozen, or take additional cold damage. Cold induced Lethality modifiers (eg. Infuse Cold), are nullified.

Waves

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can create large waves on surfaces of water. This spell does not create water, there must be sufficient water and surface area for the waves.

Cast Level 1: Caster creates rolling waves, approximately 1 foot in height.
Cast Level 2: Caster creates large breaking waves, approximately 5 feet in height.
Cast Level 3: Caster creates giant surging waves, approximately 10 feet in height.
Cast Level 4: Caster creates an enormous wall of water, 50 feet in height. This will only work on large bodies of water like a large lake or the ocean.
Cast Level 5: Caster creates a 20 foot wide whirlpool. All targets caught in the whirlpool will be sucked down under the water. Targets sucked underwater will have to hold their breath (see Suffocation Condition) until the whirlpool is Discontinued.

Hylemanteia

Animate

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Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: 10'
Misc / Process: Caster must be in a Trance for 1 minute / 10 rounds and within 10' of the material that will be animated.

You can create an animated “golem” of whatever loose material the caster is near during the ritual. The golem only functions as long as the caster continues the spell after the ritual. When the caster Discontinues the spell, the golem falls to the ground returning to the loose materials it was made of. The stats for the golem are given in the bestiary and its properties will depend on the material used in the ritual. If the golem is made of fire, it is immune to fire and heat. If the golem is made of ice, it is immune to Freezing.

Caster Level 1: Caster creates a 3 foot tall golem (size 1).
Caster Level 2: Caster creates a 7 foot tall golem (size 2).
Caster Level 3: Caster creates a 15 foot tall golem (size 3).
Caster Level 4: Caster creates a 20 foot tall golem (size 4).
Caster Level 5: Caster creates a 25 foot tall golem (size 5).

Create Food

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: 10'

You can materialize food.

Caster Level 1: Caster materializes enough food for 1 ration.
Caster Level 2: Caster materializes enough food for 2 rations.
Caster Level 3: Caster materializes enough food for a 3 person meal.
Caster Level 4: Caster materializes enough food for a 5 person meal.
Caster Level 5: Caster materializes enough food for a 10 person feast.

Create Water

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: 10'

You can materialize drinking water.

Caster Level 1: Caster materializes enough water for 1 ration (8oz).
Caster Level 2: Caster materializes enough water for 2 rations.
Caster Level 3: Caster materializes enough water for 3 rations.
Caster Level 4: Caster materializes enough water for 5 rations.
Caster Level 5: Caster materializes enough water for 10 rations.

Ichor Forge

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: touching
Misc / Process: Trance for 1 hour while touching the forge. The forge must have the tools and materials for the item upon the forge during the trance. The caster must be the smith to create the item - the item cannot be created by an assistance or proxy unless they have also been in a trance for the ritual. The item can be reforged from an existing item.

You can enchant an item with magical properties. You can forge the enchantment properties into an existing item or forge items into a new item. After the item is created, you must select how the magic is activated by the item. Once created, the item can be used by anyone as a magical item.

Caster Level 1: Item's magic may be expressed only once, then it loses its magic properties.
Caster Level 2: Item's magic may be expressed 3 times, then it loses its magic properties.
Caster Level 3: Item's magic can be expressed unlimited times, but only for one day.
Caster Level 4: Item's magic can be expressed once per day.
Caster Level 5: Item's magic is permanent.

Imprint

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: Touching
Misc / Process: Trance for 10 minutes while holding an item no larger than 25lbs.

You may imprint the shape, form, and matter of an object into the mind of the caster. Once the item is imprinted in your mind, you can rematerialize the item using the "Recall" spell.

Caster Level 1: Caster's imprint lasts 1 day.
Caster Level 2: Caster's imprint lasts 5 days.
Caster Level 3: Caster's imprint lasts 1 month.
Caster Level 4: Caster's imprint lasts 1 year.
Caster Level 5: Caster's imprint is permanent.

Recall

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: Variable

You can recall an item you have imprinted (see Spell Imprint). The item in its original location dematerializes and rematerializes in your hand. You must have an open hand to recall the item.

Caster Level 1: Caster may recall an item no farther than 1 mile from its original location.
Caster Level 2: Caster may recall an item no farther than 10 miles from its original location.
Caster Level 3: Caster may recall an item no farther than 20 miles from its original location.
Caster Level 4: Caster may recall an item no farther than 50 miles from its original location.
Caster Level 5: Caster may recall an item from any distance from its original location.

Teleport

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: Variable

You can teleport yourself or a target of your choosing.

Caster Level 1: Target and location are within 10 feet and in line of sight from the caster.
Caster Level 2: Target and location are within 25 feet and in line of sight from the caster.
Caster Level 3: Target and location are within 50 feet and in line of sight from the caster.
Caster Level 4: Target and location are within 75 feet and in line of sight from the caster.
Caster Level 5: Target and location are within 100 feet and in line of sight from the caster.

Hypnomanteia

Astral Consciousness

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable
Misc / Process: Caster must enter a Trance for 1 hour. Any sound or sensation will break the trance. This is best done in solitude.

Your consciousness is expressed beyond your body. Your "vision" from your consciousness can move and fly freely through solid matter such as walls, rock, even mountains, for as long as you Continue the ritual. Once the Continuation is complete or broken, your consciousness is immediately returned to your body.

Cast Level 1: Caster's consciousness can move up to 50 feet from the caster's body.
Cast Level 2: Caster's consciousness can move up to 100 feet from the caster's body.
Cast Level 3: Caster's consciousness can move up to 200 feet from the caster's body.
Cast Level 4: Caster's consciousness can transport to any place the caster has visited in the last week.
Cast Level 5: Caster's consciousness can transport to any place that the caster ever visited.

Charm

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can control a target's Actions for brief period of time. Depending on the Cast Level, the target may be "Charmed" or "Controlled." A Charmed target is unaware they are mentally manipulated and is more easily convinced to act in the interest of the caster (See Condition Charm). A Controlled target is unable to act on their own, allowing the caster to choose how the target will make their Actions (see Condition Controlled).

Cast Level 1: Target is Charmed with a -1 Disadvantage for the target to "resist" suggestions. The caster must be touching the target to cast the spell.
Cast Level 2: Target is Charmed with a -2 Disadvantage for the target to "resist" suggestions. The caster must be touching the target to cast the spell.
Cast Level 3: Target is Charmed with a -2 Disadvantage for the target to "resist" suggestions. The caster may cast the spell up to 25 feet away from the target.
Cast Level 4: Target is Controlled. The caster must be touching the target to cast the spell.
Cast Level 5: Target is Controlled. The caster may cast the spell up to 25 feet away from the target.

Confuse

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can put your target into a stupor, which slows their responses, Stunning target while continued (see Stun Condition).

Cast Level 1: Caster must be touching the target to cast this spell.
Cast Level 2: Caster must be within 10 feet and within line of sight to cast this spell.
Cast Level 3: Caster must be within 25 feet and within line of sight to cast this spell.
Cast Level 4: Caster must be within 50 feet and within line of sight to cast this spell.
Cast Level 5: Caster must be within 100 feet and within line of sight to cast this spell.

Fear

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You cause your target to become extremely afraid (see Fear Condition). Once the spell is Discontinued, the target regains control, but retains no knowledge of what caused the fear.

Cast Level 1: Caster must be touching the target to cast this spell.
Cast Level 2: Caster must be within 10 feet and within line of sight to cast this spell.
Cast Level 3: Caster must be within 25 feet and within line of sight to cast this spell.
Cast Level 4: Caster must be within 50 feet and within line of sight to cast this spell.
Cast Level 5: Caster must be within 100 feet and within line of sight to cast this spell.

Forgetful

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Range: Touching

You cause a fog of forgetfulness to fall upon your target. The target forgets any memory of your choosing.

Cast Level 1: Target forgets a memory of the caster's choosing that occurred in the last hour.
Cast Level 2: Target forgets a memory of the caster's choosing that occurred in the last 12 hours.
Cast Level 3: Target forgets a memory of the caster's choosing that occurred in the last 24 hours.
Cast Level 4: Target forgets a memory of the caster's choosing that occurred in the last week.
Cast Level 5: Target forgets a memory of the caster's choosing that occurred at anytime in the target's lifetime.

Hold

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

Your target is bound in place, unable to move any of their arms and legs (see Held Condition).

Cast Level 1: Caster must be within 10 feet and within line of sight to cast this spell.
Cast Level 2: Caster must be within 25 feet and within line of sight to cast this spell.
Cast Level 3: Caster must be within 50 feet and within line of sight to cast this spell.
Cast Level 4: Caster must be within 75 feet and within line of sight to cast this spell.
Cast Level 5: Caster must be within 100 feet and within line of sight to cast this spell.

Magic Tongue

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You control your target to speak whatever words you want, in the language and voice of the target.

Cast Level 1: Caster must be within 10 feet and within line of sight to cast this spell.
Cast Level 2: Caster must be within 25 feet and within line of sight to cast this spell.
Cast Level 3: Caster must be within 50 feet and within line of sight to cast this spell.
Cast Level 4: Caster must be within 75 feet and within line of sight to cast this spell.
Cast Level 5: Caster must be within 100 feet and within line of sight to cast this spell.

Sleep

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can cause a deep magical sleep to fall over your target (see Sleep Condition).

Cast Level 1: Caster must be touching the target's head in order to cast the spell.
Cast Level 2: Caster must be touching any part of the target in order to cast the spell.
Cast Level 3: Caster may be up to 1 foot away and within line of sight in order to cast.
Cast Level 4: Caster may be up to 5 feet away and within line of sight in order to cast.
Cast Level 5: Caster may be up to 10 feet away and within line of sight in order to cast.

Necromanteia

Animate Dead

Animate the Dead |fr

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Line of Sight and 50 feet

You have the power to animate and control the dead. There must a corpse within range to animate. The dead has no memory or objectives that they had when they were living, they are simply husks of flesh that move in accordance to the will of their master. You control the animated corpse's actions on your turn by issuing command Actions. Once the spell is Discontinued, the corpses immediately fall to the ground lifeless as before. Once animated once, a corpse cannot be animated again.

Caster Level 1: Caster animates one corpse, which has 1 Action per turn while the spell is continued.
Caster Level 2: Caster animates one corpse and immediately gives them a command without using the caster's Action. The animated corpse has 1 Action per turn while the spell is continued.
Caster Level 3: Caster animates one corpse and immediately gives them a command without using the caster's Action. The animated corpse has 2 Actions per turn while the spell is continued.
Caster Level 4: Caster animates one corpse and immediately gives them a command without using the caster's Action. The animated corpse has 2 Actions per turn. When the spell is discontinued, the animated corpse will continue to act upon its last command for 2 Actions before becoming lifeless.
Caster Level 5: Caster animates one corpse and immediately gives them a command without using the caster's Action. The animated corpse has 2 Actions per turn. When the spell is discontinued, the animated corpse will continue to act upon its last command for 4 Actions before becoming lifeless.

Commune

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable
Misc / Process: Caster must enter a Trance for 1 minute / 10 rounds within 50' of any spirits.

You can hear and communicate and see spirits in the vicinity. They retain all the memories and experiences they had when they were alive.

Caster Level 1: Caster can hear spirits within 25 feet. The caster can hear and understand the spirits communications with other spirits, but the spirits cannot see nor hear the caster.
Caster Level 2: Caster can hear and talk with spirits within 25 feet. The spirits can see and hear the caster.
Caster Level 3: Caster can hear and talk with spirits within 50 feet. The spirits can see and hear the caster.
Caster Level 4: Caster can see, hear, and talk with spirits within 25 feet. The spirits can see and hear the caster.
Caster Level 5: Caster can see, hear, and talk with spirits within 100 feet. The spirits can see and hear the caster.

Contagion

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You create an invisible sphere of disease around you. All targets except yourself, friendly and foe, must make a Physical Resistance: Disease roll. If a target fails, they are Diseased (see Condition Diseased). The contagion persists in the air until you Discontinue the Spell.

Caster Level 1: Caster creates a contagion zone of 10 feet around themselves. Targets must make a Physical Resistance: Disease roll vs Virulence level 1.
Caster Level 2: Caster creates a contagion zone of 20 feet around themselves. Targets must make a Physical Resistance: Disease roll vs Virulence level 2.
Caster Level 3: Caster creates a contagion zone of 30 feet around themselves. Targets must make a Physical Resistance: Disease roll vs Virulence level 3.
Caster Level 4: Caster creates a contagion zone of 40 feet around themselves. Targets must make a Physical Resistance: Disease roll vs Virulence level 4.
Caster Level 5: Caster creates a contagion zone of 50 feet around themselves. Targets must make a Physical Resistance: Disease roll vs Virulence level 5.

Decay

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: touching

You can cause plant life to die and decay immediately, as if it’s been dead for months.

Caster Level 1: Caster can decay a small plant.
Caster Level 2: Caster can decay a small bush.
Caster Level 3: Caster can decay a small tree.
Caster Level 4: Caster can decay a large tree including its roots.
Caster Level 5: Caster can decay a large tree including its roots, and all other plant life within 20 feet.

Drain Life

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: touching

You can drain the life force from a target refueling your own health. As the ritual Continues, you can drain more life until the target has no more Trauma to give, or the spell is Discontinued. You cannot gain more health (Trauma) than your maximum Trauma allows.

Caster Level 1: Target looses 2 Trauma and the caster gains 1 Trauma.
Caster Level 2: Target looses 3 Trauma and the caster gains 2 Trauma.
Caster Level 3: Target looses 4 Trauma and the caster gains 3 Trauma.
Caster Level 4: Target looses 5 Trauma and the caster gains 4 Trauma.
Caster Level 5: Target looses 7 Trauma and the caster gains 5 Trauma.

Exorcize

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: touching

You can remove foreign spirits that possess another target. You cannot perform this ritual on yourself.

Caster Level 1: Caster must perform the ritual exorcism for 4 hours.
Caster Level 2: Caster must perform the ritual exorcism for 2 hours.
Caster Level 3: Caster must perform the ritual exorcism for 1 hour.
Caster Level 4: Caster must perform the ritual exorcism for 10 minutes.
Caster Level 5: Caster expels the spirits immediately.

Feign Death

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: 50' and line of sight

You can cause a target feign as dead. The target falls to the ground and will not have any breath or pulse, but only appears dead. When the spell ends, the target will suffer no side effects.

Caster Level 1: Target feigns dead for 1 hour.
Caster Level 2: Target feigns dead for 4 hours.
Caster Level 3: Target feigns dead for 12 hours.
Caster Level 4: Target feigns dead for 24 hours.
Caster Level 5: Target feigns dead for 72 hours.

Photomanteia

Bolt

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Range: LOS & 50'
Projectile

You can project lighting bolts. The projectiles are hurled at the target as a missile attack. The target may shield parry or use lightning reflexes to try and dodge the attack. If the bolts hit and cause at least one Trauma, the target is Electrocuted (see Condition Electrocuted).

Cast Level 1: Caster projects a bolt of electricity at +1 Lethality. If the target sustains any Trauma, target is Electrocuted for 1 additional Trauma and Stunned for 1 Action. Electrocution resistance is Difficulty level 2.
Cast Level 2: Caster projects a bolt of electricity at +2 Lethality. If the target sustains any Trauma, target is Electrocuted for 1 additional Trauma and Stunned for 2 Actions. Electrocution resistance is Difficulty level 2.
Cast Level 3: Caster projects a cluster of electricity bolts hitting two additional targets within 5 feet of the central target. If no other targets are within range within the central target, or if the caster wants to focus all strikes on the central target, then the central target receives all three strikes. Each bolt strike is +2 Lethality. If the targets sustains any Trauma, the targets are Electrocuted for 1 additional Trauma per strike, and Stunned for 1 Action per strike. Electrocution resistance is Difficulty level 2. Even is struck with more than one bolt, the target only needs to roll one Physical Resistance: Pain roll.
Cast Level 4: Caster projects a ball of electricity that explodes on contact with a target with a radius of 20 feet around the target. The central target receives a +3 Lethality strike, and all other targets in the area receive a +2 Lethality strike. If any of the targets sustains any Trauma, the targets are Electrocuted for 3 additional Trauma per strike, and Stunned for 2 Actions. Electrocution resistance is Difficulty level 3. If the central target dodges the attack, the projectile continues until it hits another target or wall or leaves the battlefield.
Cast Level 5: Caster projects a constant stream of electricity from the caster, extending to a target within 25 feet and will travel through targets to the maximum distance. Any target caught in the path of the electrical stream receive a +3 Lethality strike. If any targets sustains any Trauma, target is Electrocuted for 5 additional Trauma and Stunned for 4 Actions. Electrocution resistance is Difficulty level 3.

Darkness

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can create a shroud of darkness that will swallow any light in the area. Lanterns and torches will continue to burn, but the darkness is so intense that nobody can see their light.

Cast Level 1: The caster creates a shroud of darkness around the caster with a radius of 25 feet.
Cast Level 2: The caster creates a shroud of darkness around the caster with a radius of 30 feet.
Cast Level 3: The caster creates a shroud of darkness around the caster with a radius of 40 feet.
Cast Level 4: The caster creates a shroud of darkness around the caster with a radius of 50 feet.
Cast Level 5: The caster creates a shroud of darkness around the caster with a radius of 100 feet.

Infuse Electricity

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Variable
Range: Variable

You can infuse an item with electricity.

Cast Level 1: Caster electrifies up an item they are touching. While the electrification is active, anyone other than the caster touching or holding the item, must immediately make a Physical Resistance: Pain vs Difficulty level 2. If the target fails, they are Electrocuted (see Electrocution Condition) sustaining 1 Trauma and Stunned for 1 Action. The target cannot let go of the item until the Electrocution stops or they pass the Physical Resistance: Pain roll. The spell remains electrified for 2 actions after the spell is cast.
Cast Level 2: Caster electrifies up an item they are touching. While the electrification is active, anyone other than the caster touching or holding the item, must immediately make a Physical Resistance: Pain vs Difficulty level 2. If the target fails, they are Electrocuted (see Electrocution Condition) sustaining 2 Trauma and Stunned for 2 Actions. The target cannot let go of the item until the Electrocution stops or they pass the Physical Resistance: Pain roll. The spell remains electrified for 4 actions after the spell is cast.
Cast Level 3: Caster electrifies a portion of an item they can see up to 25 feet away, while the rest remains unaffected (eg. only the blade of a sword, or tip of a spear). The item receives a +2 Lethality. If the target sustains any Trauma, target is Electrocuted for 2 additional Trauma and Stunned for 2 Actions. While the electrification is active, anyone other than the caster touching or holding the electrified portion of the item, must immediately make a Physical Resistance: Pain vs Difficulty level 2. If the target fails, they are Electrocuted (see Electrocution Condition) sustaining 2 Trauma and Stunned for 2 Actions. The target cannot let go of the item until the Electrocution stops or they pass the Physical Resistance: Pain roll. The spell remains electrified for 6 actions after the spell is cast.
Cast Level 4: Caster electrifies a portion of an item they can see up to 50 feet away, while the rest remains unaffected (eg. only the blade of a sword, or tip of a spear). The item receives a +2 Lethality. If the target sustains any Trauma, target is Electrocuted for 2 additional Trauma and Stunned for 2 Actions. While the electrification is active, anyone other than the caster touching or holding the electrified portion of the item, must immediately make a Physical Resistance: Pain vs Difficulty level 2. If the target fails, they are Electrocuted (see Electrocution Condition) sustaining 2 Trauma and Stunned for 2 Actions. The target cannot let go of the item until the Electrocution stops or they pass the Physical Resistance: Pain roll. The spell remains electrified for 8 actions after the spell is cast.
Cast Level 5: Caster electrifies a portion of an item they can see, while the rest remains unaffected (eg. only the blade of a sword, or tip of a spear). The item receives a +3 Lethality. If the target sustains any Trauma, target is Electrocuted for 3 additional Trauma and Stunned for 3 Actions. While the electrification is active, anyone other than the caster touching or holding the electrified portion of the item, must immediately make a Physical Resistance: Pain vs Difficulty level 3. If the target fails, they are Electrocuted (see Electrocution Condition) sustaining 3 Trauma and Stunned for 3 Actions. The target cannot let go of the item until the Electrocution stops or they pass the Physical Resistance: Pain roll. The spell remains electrified for 8 actions after the spell is cast.

Radiance

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can conjure illuminating light from nothingness.

Cast Level 1: The caster projects a narrow directional light that illuminates up to 40 feet.
Cast Level 2: The caster projects a 45 degree cone of light that illuminates up to 40 feet.
Cast Level 3: The caster illuminates a large circle of light up to 50 feet in diameter.
Cast Level 4: The caster illuminates a large circle of light up to 100 feet in diameter.
Cast Level 5: The caster creates broad daylight in the area. Everything within normal line of sight is visible. The light is so brilliant that no shadows are cast.

Wisps

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can create a swarm of dancing lights, similar in size and illumination as that as lightning bugs. These dancing lights can be controlled while concentrated to create shapes out of light. This can be used to entertain guests or enhance the experience of a good intoxication.

Cast Level 1: Caster creates 5 wisps, giving off relatively low light.
Cast Level 2: Caster creates 20 wisps, when clustered gives off roughly the same amount of light as a torch.
Cast Level 3: Caster creates 50 wisps, when clustered gives off roughly the same amount of light as a lantern.
Cast Level 4: Caster creates hundreds of wisps, giving off enough light to lightly illuminate a 25 foot area.
Cast Level 5: Caster creates thousands of wisps, giving off enough light to lightly illuminate a 50 foot area.

Prophemanteia

Awareness

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation, Variable
Range: LOS & 50'

While under this spell, you or target you choose, automatically succeeds on any Awareness: Sight, Sound, Touch, Taste, and Smell for a given period of time.

Cast Level 1: Target automatically succeeds while the Spell is Continued.
Cast Level 2: Target automatically succeeds for 1 minute.
Cast Level 3: Target automatically succeeds for 10 minutes.
Cast Level 4: Target automatically succeeds for 1 hour.
Cast Level 5: Target automatically succeeds for 24 hours.

Death's Tale

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Min
Range: Touch
Misc / Process: Caster must enter a Trance for 1 minute / 10 rounds while touching a dead target.

You can see a vision of how a deceased person died.

Cast Level 1: Caster may view the death if it occurred in the last 2 days.
Cast Level 2: Caster may view the death if it occurred in the last 1 week.
Cast Level 3: Caster may view the death if it occurred in the last 1 month.
Cast Level 4: Caster may view the death if it occurred in the last 1 year.
Cast Level 5: Caster may view the death any time.

Dream Catcher

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Min
Range: Touch
Misc / Process: Caster must enter a Trance for 1 minute / 10 rounds while touching a sleeping target.

You can experience the dreams of someone else.

Cast Level 1: Caster experiences a current dream of the target. The target must be sleeping during the ritual.
Cast Level 2: Caster experiences the last dream of the target. The target does not need to be sleeping during the ritual.
Cast Level 3: Caster experiences any dream of the target of the last week. If the caster does not specify the dream, then a one is chosen based on the influential or meaningful. The target does not need to be sleeping during the ritual.
Cast Level 4: Caster experiences any dream of the target of the year. If the caster does not specify the dream, then a one is chosen based on the influential or meaningful. The target does not need to be sleeping during the ritual.
Cast Level 5: Caster experiences any dream of the target's lifetime. If the caster does not specify the dream, then a one is chosen based on the influential or meaningful. The target does not need to be sleeping during the ritual.

Flash of the Future

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Range: LOS & 50'

You can see how a target will act on their turn during an encounter. The target must declare their Action(s) and cannot change them unless the Action is no longer possible, in which case, the target must immediately declare a new Action. The target cannot not declare a wait Action<!--> unless there is a trigger Action-->.

Cast Level 1: Caster forces the target to declare 1 Action.
Cast Level 3: Caster forces the target to declare 2 Actions.

Item History

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Min
Range: Touch
Misc / Process: Caster must enter a Trance for 10 minutes while holding or touching the item.

You see a flashes of visions from an object or item's history, its properties, and purpose. You must be holding or touching the object.

Cast Level 1: Caster sees visions that reveal when the object was created.
Cast Level 2: Caster sees visions that reveal who created the object.
Cast Level 3: Caster sees visions that reveal what properties or magic (if any) the object has.
Cast Level 4: Caster sees visions that reveal the creators intent for the object.

Lore

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Min
Range: Self
Misc / Process: Caster must enter a Trance for 1 minute / 10 rounds while meditating on a topic.

You can recall difficult instructions, knowledge, or passages you have read or been taught with perfect recollection. You do not need to roll for this knowledge recollection.

Cast Level 1: Caster recalls any knowledge from the past week.
Cast Level 2: Caster recalls any knowledge from the past month.
Cast Level 3: Caster recalls any knowledge from the past year.
Cast Level 4: Caster recalls any knowledge from the past 10 years.
Cast Level 5: Caster recalls any knowledge from the caster's lifetime.

See into the Past

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Min
Range: Self
Misc / Process: Caster must enter a Trance for 1 minute / 10 rounds while in the location.

You see a vision of events that occurred in the your current location.

Cast Level 1: Caster sees a vision of events in the current location in the last 3 hours.
Cast Level 2: Caster sees a vision of events in the current location in the last 12 hours.
Cast Level 3: Caster sees a vision of events in the current location in the last 24 hours.
Cast Level 4: Caster sees a vision of events in the current location in the last 48 hours.
Cast Level 5: Caster sees a vision of events in the current location in the last 7 days.

Tongues and Interpretation

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can understand, speak, or read any language.

Cast Level 1: Caster can understand a spoken language.
Cast Level 2: Caster can speak and understand a language.
Cast Level 3: Caster can speak, understand, and read any language.
Cast Level 4: Caster can read a language from a civilization that no longer exists.
Cast Level 5: Caster can read, speak, and understand a language from a civilization that no longer exists.

Psuedomanteia

Disguise

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, can appear indistinguishable as another person or object that you have seen. If you disguise yourself as a solid object and move, the object other targets see will be also moving as well.

Cast Level 1: Target appears as a person or object that the caster has seen in the last 10 minutes.
Cast Level 2: Target appears as a person or object that the caster has seen in the last hour.
Cast Level 3: Target appears as a person or object that the caster has seen in the last day.
Cast Level 4: Target appears as a person or object that the caster has seen in the last month.
Cast Level 5: Target appears as any person or object that the caster has ever seen.

Illusion

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation

You projects a fully indistinguishable illusion of something the caster viewed.

Cast Level 1: Caster projects anything they saw in the last 10 minutes.
Cast Level 2: Caster projects anything they saw in the last hour.
Cast Level 3: Caster projects anything they saw in the last day.
Cast Level 4: Caster projects anything they saw in the last month.
Cast Level 5: Caster projects anything they imagine.

Invisibility

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You, or a target or object of your choosing, become invisible.

Cast Level 1: Target or object is smaller than 5 feet cubed, within 25 feet and in line of sight of the caster.
Cast Level 2: Target or object is smaller than 10 feet cubed, within 50 feet and in line of sight of the caster.
Cast Level 3: Target or object is smaller than 15 feet cubed, within 75 feet and in line of sight of the caster.
Cast Level 4: Target or object is smaller than 25 feet cubed, within 100 feet and in line of sight of the caster.
Cast Level 5: Target or object is smaller than 50 feet cubed, and in line of sight of the caster.

Phantasm/Aberration

Aberration |fr

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You project a ghostly aberration of something the caster viewed, within the caster's line of sight. This aberration is not physical and cannot interact with anything. Targets are likely to be afraid of the aberration and need to make a Mental Resistance: Psychological roll vs the Cast Level as the Fear Difficulty level. If you do not intend the aberration to be fearful, for example projecting the parents that have died to someone who misses them, then the Difficulty level is cut in half rounded down.

Cast Level 1: Caster projects anything they saw in the last hour.
Cast Level 2: Caster projects anything they saw in the last day.
Cast Level 3: Caster projects anything they saw in the last month.
Cast Level 4: Caster projects anything they saw in the last year.
Cast Level 5: Caster projects anything they can imagine.

Smell Mirage

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You create a smell of your choosing at varying distances and potency.

Cast Level 1: Caster creates an odor within 10 feet. The smell is not potent enough to cause any Conditions or sicknesses.
Cast Level 2: Caster creates an odor within 25 feet. The smell is not potent enough to cause any Conditions or sicknesses.
Cast Level 3: Caster creates an odor within 50 feet. The smell is not potent enough to cause any Conditions or sicknesses.
Cast Level 4: Caster creates an potent odor within 50 feet. If the caster chooses the smell to be foul, it is potent enough to cause the Repulsed Condition to any targets within 25 feet of the smell's location except the caster.
Cast Level 5: Caster creates an potent odor within 100 feet. If the caster chooses the smell to be foul, it is potent enough to cause the Repulsed Condition to any targets within 50 feet of the smell's location except the caster.

Sound Mirage

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can create a sound of your choosing at varying distances and volumes.

Cast Level 1: Caster creates a soft sound within 25 feet that can be heard within 10 feet of target area.
Cast Level 2: Caster creates a soft sound within 50 feet that can be heard within 15 feet of target area.
Cast Level 3: Caster creates a "normal" sound within 50 feet that can be heard within 20 feet of target area.
Cast Level 4: Caster creates a loud sound within 100 feet that can be heard within 100 feet of target area.
Cast Level 5: Caster creates an enormous sound within 250 feet that can be heard for 1 mile.

Pyromanteia

Heatwave

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You emanate intense burning heat.

Cast Level 1: Caster generates extreme heat 20 feet in diameter. All targets must use their next action to move out from the heat wave or resist a Difficulty 1 Physical Resistance: Heat. If target fails the heat resistance roll they take 1 Trauma.
Cast Level 2: Caster generates extreme heat 30 feet in diameter. All targets must use their next action to move out from the heat wave or resist a Difficulty 2 Physical Resistance: Heat. If target fails the heat resistance roll they take 1 Trauma.
Cast Level 3: Caster generates extreme heat 40 feet in diameter. All targets must use their next action to move out from the heat wave or resist a Difficulty 3 Physical Resistance: Heat. If target fails the heat resistance roll they take 2 Trauma.
Cast Level 4: Caster generates extreme heat 50 feet in diameter. All targets must use their next action to move out from the heat wave or resist a Difficulty 3 Physical Resistance: Heat. If target fails the heat resistance roll they take 3 Trauma and is set On Fire (see On Fire Condition).
Cast Level 5: Caster generates extreme heat 100 feet in diameter. All targets must use their next action to move out from the heat wave or resist a Difficulty 4 Physical Resistance: Heat. If target fails the heat resistance roll they take 3 Trauma and is set On Fire (see On Fire Condition).

Infuse Heat

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation, Variable
Range: Variable

You can heat up an items to extreme temperatures, even to the point of combustion.

Cast Level 1: Caster heats up an item they are touching to be extremely hot. While Continued, anyone other than the caster touching or holding the item must immediately let go or make a Physical Resistance: Heat vs Difficulty level 2. A failed roll causes 1 Trauma and the item must be released.
Cast Level 2: Caster heats up an item they are touching to be extremely hot to the point it begins to burn flesh. While Continued, anyone other than the caster touching or holding the item must immediately make a Physical Resistance: Heat vs Difficulty level 3. A failed roll causes 2 Trauma and the item must be released.
Cast Level 3: Caster ignites a portion of an item they are holding, while the rest remains cool to the touch (eg. only the blade of a sword, or tip of a spear). Anyone other than the caster touching or holding the item must immediately let go or make a Physical Resistance: Heat vs Difficulty level 2. A failed roll causes 2 Trauma and set On Fire (see On Fire Condition). The item remains ignited for the 10 minutes after the spell is Discontinued. The ignited weapon gains +1 Lethality.
Cast Level 4: Caster heats a portion of an item up to 20 feet away. The rest of the item remains cool to the touch (eg. only the blade of a sword, or tip of a spear). Anyone other than the caster touching or holding the item must immediately let go or make a Physical Resistance: Heat vs Difficulty level 3. A failed roll causes 2 Trauma and set On Fire (see On Fire Condition). The item remains ignited for the 10 minutes after the spell is Discontinued. The ignited weapon gains +2 Lethality.
Cast Level 5: Caster heats a portion of an item up to 50 feet away. The rest of the item remains cool to the touch (eg. only the blade of a sword, or tip of a spear). Anyone other than the caster touching or holding the item must immediately let go or make a Physical Resistance: Heat vs Difficulty level 3. A failed roll causes 2 Trauma and set On Fire (see On Fire Condition). The item remains ignited for the 10 minutes after the spell is Discontinued. The ignited weapon gains +3 Lethality.

Fireball

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action, Continuation
Range: Variable
Projectile

You can project fast moving fire projectiles. The projectile attacks are ranged missile attacks. The target may their shield to parry the projectiles or use Combat: Lightning Reflexes to dodge. If the target takes any Trauma, the target is set On Fire (see On Fire Condition). Targets set On Fire receive +1 Trauma every round, until the fire is extinguished.

Cast Level 1: Caster projects a bolt of fire. The attack +1 Lethality if successfully hit.
Cast Level 2: Caster projects a small cluster of fire bolts. The attack does +3 Lethality if successfully hit.
Cast Level 3: Caster projects a large volley of fire bolts hitting all targets within 5 feet of the selected target. Each attack is capable of +2 Lethality to each target.
Cast Level 4: Caster projects a ball of flame that explodes on contact to a target. The central target receives +3 Lethality and any additional targets (friendly or foe) within 5 feet of the central target receives +1 Lethality.
Cast Level 5: Caster projects a flame of fire from the caster's hand extending to the target within 25 feet. This flame acts as a flame thrower, and any target caught in the path of the flame receives +5 Lethality. Each round, the caster may redirect the flame up to 180 degrees; any targets in the path of the redirected flame may dodge or block the flames.

Firewall

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can create a wall of fire. The wall must be placed on the solid ground, it cannot be in the air or on a wall. Any target that moves through the wall of fire is set On Fire. Once the spell is discontinued, the wall is immediately extinguished.

Cast Level 1: Caster creates a wall of fire 10 feet high x 10 feet wide x 1 foot deep.
Cast Level 2: Caster creates a wall of fire 20 feet high x 20 feet wide x 1 foot deep.
Cast Level 3: Caster creates a wall of fire 30 feet high x 30 feet wide x 1 foot deep.
Cast Level 4: Caster creates a half circle of fire up to 25 feet from the caster in the direction the caster is facing. The half circle is 20 feet high x 1 foot deep.
Cast Level 5: Caster creates a full circle of ice up to 25 feet from the caster. The circle of ice is 20 feet high x 1 foot deep.

Resist Heat

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, can resist extreme heat to the point where igniting your own flesh is but a tickle.

Cast Level 1: Target gains +1 Skill Modifier to Physical Resistance: Heat. If the target is suffering from Heat Exhaustion this condition is removed.
Cast Level 2: Target gains +2 Skill Modifier to Physical Resistance: Heat. If the target is On Fire or suffering from Heat Exhaustion, these Conditions are removed.
Cast Level 3: Target gains +1 Attribute Modifier to Physical Resistance: Heat. If the target is suffering from Heat Exhaustion, this Condition is removed. If the target is on Fire, they remain on fire but take no Trauma.
Cast Level 4: Target is immune to heat and fire. They are cannot suffer from Heat Exhaustion. The target can be On Fire but take no Trauma. Heat induced Lethality modifiers (eg. Infuse Heat), are nullified.
Cast Level 5: Target is immune to heat and fire for 1 hour after the spell is discontinued, even if they swim in lava. They are cannot suffer from Heat Exhaustion. The target can be On Fire but take no Trauma. Heat induced Lethality modifiers (eg. Infuse Heat), are nullified.

Telekinesis

Crush

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: LOS & 50'

You conjure an invisible hand that can be used to grasp and crush objects.

Cast Level 1: Caster creates an invisible hand that can crush objects up to 5 inches cubed with enough force to break glass.
Cast Level 2: Caster creates an invisible hand that can crush objects up to 1 foot cubed with enough force to break ice.
Cast Level 3: Caster creates an invisible hand that can crush objects up to 2 feet cubed with enough force to break / splinter wood.
Cast Level 4: Caster creates an invisible hand that can crush objects up to 4 feet cubed with enough force to crack rock.
Cast Level 5: Caster creates an invisible hand that can crush objects up to 5 feet cubed with enough force to shatter / explode rock.

Expand

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can enlarge inanimate objects. Once the spell is Discontinued, it returns to its original size.

Cast Level 1: Caster expands an object by 5% of its original size.
Cast Level 2: Caster expands an object by 10% of its original size.
Cast Level 3: Caster expands an object by 15% of its original size.
Cast Level 4: Caster expands an object by 25% of its original size.
Cast Level 5: Caster expands an object by 50% of its original size.

Fly

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You, or a target of your choosing, can fly. You can move in any direction including upward and downward as a move Action. If you receive any Trauma while in flight, you must make a Physical Resistance: Pain roll vs Difficulty set by the amount of Trauma received. If you fail, you fall to the ground and take fall damage (see Falling). If the spell is Discontinued while you are in the air, you fall to the ground and take fall damage. Fo

Cast Level 1: Target may hover up to 1 foot above the ground. The target moves at their normal speed.
Cast Level 2: Target may levitate up to 10 feet above the ground. The target moves at their normal speed.
Cast Level 3: Target may fly up to 10 feet per action.
Cast Level 4: Target may fly up to 25 feet per action.
Cast Level 5: Target may fly up to 50 feet per action.

Guided Projectile

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: LOS & 50' to both the projectile object and the target
Projectile

You can project objects as missiles toward your targets. The size of the object determines the Lethality.

Cast Level 1: Caster projects an object up to 1 lb (roughly the weight of an arrow) at the target for a Lethality of +1.
Cast Level 2: Caster projects an object up to 3 lbs (roughly the weight of an knife) at the target for a Lethality of +2.
Cast Level 3: Caster projects an object up to 5 lbs (roughly the weight of an short sword or spear) at the target for a Lethality of +3.
Cast Level 4: Caster projects an object up to 10 lbs (roughly the weight of an large two-handed weapon) at the target for a Lethality of +5.
Cast Level 5: Caster projects an object up to 20 lbs (roughly the weight of an rock or boulder) at the target for a Lethality of +7.

Halt Projectile

Type: Indirect (Reaction)
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50' to both the projectile object and the target

You can deflect or halt projectiles launched toward a target. Deflected projectiles simply miss the target and continue in a deflected trajectory and will not impact other targets. A halted projectile "hangs" at a distance of your choosing. Halted projectiles will fall to the ground when the spell is Discontinued.

Cast Level 1: Deflect a single 1 lb projectile or thrown object (projectile arrows or darts).
Cast Level 2: Deflect a single or multiple projectile or thrown objects totaling up to 5 lbs (projectile rock, fireball, icebolt, etc.).
Cast Level 3: Halt a single projectile or thrown object up to 10 lbs (large projectile rocks).
Cast Level 4: Halt a single or multiple projectile or thrown objects totaling up to 10 lbs (large projectile rocks).
Cast Level 5: Halt a single or multiple projectile or thrown objects totaling up to 20 lbs (projectile boulders).

Invisible Hand

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 action
Range: LOS & 50'

You can create an invisible force or "hand" that can move objects. The speed of the force is slow, but allows you to do simple interactions like pulling pushing or lifting with the objects.

Cast Level 1: Caster can push, pull, or lift objects up to 10 lbs.
Cast Level 2: Caster can push, pull, or lift objects up to 25 lbs.
Cast Level 3: Caster can push, pull, or lift objects up to 50 lbs.
Cast Level 4: Caster can push, pull, or lift objects up to 75 lbs.
Cast Level 5: Caster can push, pull, or lift objects up to 100 lbs.

Shrink

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: LOS & 50'

You can shrink inanimate objects. Once the Spell is Discontinued, the object returns to its original size.

Cast Level 1: Caster shrinks an object to 75% of its original size.
Cast Level 2: Caster shrinks an object to 50% of its original size.
Cast Level 3: Caster shrinks an object to 25% of its original size.
Cast Level 4: Caster shrinks an object to 10% of its original size.
Cast Level 5: Caster shrinks an object to 5% of its original size.

Theramanteia

Awake

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Misc / Process: Caster must enter a Trance for 30 seconds / 3 rounds while touching the target.

You can awake a target from a magically or drug induced sleep.

Caster Level 1: Target recovers / awakes in 30 minutes.
Caster Level 2: Target recovers / awakes in 15 minutes.
Caster Level 3: Target recovers / awakes in 10 minutes.
Caster Level 4: Target recovers / awakes in 5 minutes.
Caster Level 5: Target recovers / awakes in immediately.

Bless

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Misc / Process: A drop of healing water from The Temple of Cleito/Poseidon or special pools is needed, and the Caster must verbally pronounce the blessing with a finger touching the liquid or balm. The blessing takes 1 minute/10 Actions to complete. If the liquid is harmful to the skin, the Caster will sustain Trauma as specified by the remedy material.

Your Spell can increase the potency of elixirs and remedies (positive effects) and reduce the potency of poisons and diseases (negative effects) in substances.

Caster Level 1: Potency of positive effects of consumables is 2x but has no effect on negative effects.
Caster Level 2: Potency of positive effects of consumables is 3x but has no effect on negative effects.
Caster Level 3: All negative effects removed but no positive effects are gained.
Caster Level 4: Potency of positive effects of consumables is 3x and all negative effects are reduced by 50%.
Caster Level 5: Potency of positive effects of consumables is 4x and has all negative effects removed.

Clarity

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Range: Variable

You are able to clear the mental Conditions such as Fear, Confusion, Charm, etc. of any target.

Caster Level 1: Caster must be touching the target.
Caster Level 2: Caster is within 10 feet and line of sight of the target.
Caster Level 3: Caster is within 25 feet and line of sight of the target.
Caster Level 4: Caster is within 50 feet and line of sight of the target.
Caster Level 5: Caster is within line of sight of the target.

Detect Poison or Disease

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Range: LOS & 10' from the source of the poison or disease

You can identify and detect the source of something or someone poisoned or diseased.

Caster Level 1: Caster detects what the poison is.
Caster Level 2: Caster detects what the poison is and the potency.
Caster Level 3: Caster detects what the poison is, what the potency is, and when it was introduced to the target or the concoction.

Heal

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Touching

You can heal Trauma from targets, but not any Conditions, such as Broken, Destroyed, or Missing Limbs, etc. You must be touching the person to perform the spell.

Caster Level 1: Target recovers 1 Trauma.
Caster Level 2: Target recovers 2 Trauma.
Caster Level 3: Target recovers 3 Trauma.
Caster Level 4: Target recovers 5 Trauma.
Caster Level 5: Target recovers all Trauma.

Mend

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Misc / Process: Caster must enter a Trance for 1 hour and be touching the target. This spell can only be cast on a target once per 24 hours.

You can remove known physical Conditions such as Destroyed Limbs. This does not remove Incapacitation, nor restore life if the target has died.

Caster Level 1: Target recovers from one physical Condition in 24 hours.
Caster Level 2: Target recovers from one physical Condition in 8 hours.
Caster Level 3: Target recovers from all physical Conditions in 4 hours.
Caster Level 4: Target recovers from all physical Conditions in 1 hour.
Caster Level 5: Target recovers from all physical Conditions in immediately.

Purify

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Variable

You can cure Poison Conditions, even those caused by magic.

Caster Level 1: Target recovers in 2 hours.
Caster Level 2: Target recovers in 1 hours.
Caster Level 3: Target recovers in 30 minutes.
Caster Level 4: Target recovers in 15 minutes.
Caster Level 5: Target recovers immediately.

Preservation

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 24 hours
Misc / Process: Caster must enter a Trance for 1 hour while touching the target. This spell can only be cast on a target once per 24 hours.

You preserve / prevents a deceased target's soul from leaving their physical body to venture to the afterworld. This Spell also preserves the body from decay. This Spell can be used to transport the dead to a location where a Resurrect ritual can be performed, or to provide time to transport a body for proper burial.

Caster Level 1: Target's soul is preserved for 1 day.
Caster Level 2: Target's soul is preserved for 2 days.
Caster Level 3: Target's soul is preserved for 3 days.
Caster Level 4: Target's soul is preserved for 5 days.
Caster Level 5: Target's soul is preserved for 1 week.

Restore

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Variable

You can heal Incapacitated targets to consciousness. Mental Conditions (fear, sleep, etc.) are recovered. Physical Conditions and Trauma are recovered based on the Cast level performed.

Caster Level 1: Target retains any physical Conditions and recovers with only 1 Trauma.
Caster Level 2: Target retains any physical Conditions and recovers with 3 Trauma.
Caster Level 3: Target retains any physical Conditions and recovers with half their Trauma.
Caster Level 4: Target retains any physical Conditions and recovers with all their Trauma.
Caster Level 5: Target is healed of all Conditions and all their Trauma.

Resurrect

Type: Ritual
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 1 Action
Misc / Process: Caster must enter a Trance for 1 hour and the target must lie in a pool of healing water, usually only found at The Temple of Cleito / Poseidon or specially designated pools. The target must only be dead for no more than 24 hours unless the body and spirit are "Preserved."

You can restore a deceased target back to life. The target must not be dead past the expiration given below; however, the target may have the soul preserved from the the Preservation Spell. All Physical Conditions they received before dieing are retained, but all Trauma are recovered.

Caster Level 1: Target may be resurrected from death within 4 hours.
Caster Level 2: Target may be resurrected from death within 12 hours.
Caster Level 3: Target may be resurrected from death within 24 hours.
Caster Level 4: Target may be resurrected from death within 72 hours.
Caster Level 5: Target may be resurrected from death within 1 week.

Transference

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You switch Conditions state(s) with a target. Example: If you cast Transference on a target that is Poisoned casts transference on a target that has a Destroyed arm and On Fire, you will now be set on fire have a Destroyed arm, and the target is Poisoned.

Caster Level 1: Caster and target must be touching.
Caster Level 2: Caster and target are within 10 feet and line of sight.
Caster Level 3: Caster and target are within 25 feet and line of sight.
Caster Level 4: Caster and target are within 50 feet and line of sight.
Caster Level 5: Caster and target are within 100 feet and line of sight.

Zoomanteia

Animal Tongue

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can communicate with animals and beasts.

Caster Level 1: Caster can understand the communications of the animal. Caster must be touching the animal.
Caster Level 2: Caster can understand the communications of the animal. Caster must be within 5 feet of the animal.
Caster Level 3: Caster can understand and speak with the animal. Caster must be within 10 feet of the animal.
Caster Level 4: Caster can understand and speak with the animal. Caster must be within 15 feet of the animal.
Caster Level 5: Caster can understand and speak with the animal. Caster must be within 20 feet of the animal.

Animal Vision

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable
Misc / Process: Animal must be a familiar before using (see Familiar Spell)

You can see from a familiar's point of view.

Caster Level 1: Caster mentally sees the point of view of their familiar that is less than 100 feet away.
Caster Level 2: Caster mentally sees the point of view of their familiar that is less than 200 feet away.
Caster Level 3: Caster mentally sees the point of view of their familiar that is less than 1 mile away.
Caster Level 4: Caster mentally sees the point of view of their familiar that is less than 10 miles away.
Caster Level 5: Caster mentally sees the point of view of their familiar that is less than 50 miles away.

Attract

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can attract animals. The animals attracted are docile to the caster and will timidly approach unless they feel threatened by others in the area.

Caster Level 1: Caster attracts small insects, no larger than the caster's hand, within 25 feet.
Caster Level 2: Caster attracts any small animals, like rodents, within 25 feet. The caster can select which animals are attracted.
Caster Level 3: Caster attracts a single medium sized animal, like a wolf, within 25 feet. The caster can select which animal is attracted.
Caster Level 4: Caster attracts any medium animals, like wolves, within 50 feet. The caster can select which animals are attracted.
Caster Level 5: Caster attracts any large animals, like bears, within 100 feet. The caster can select which animals are attracted.

Control Flock

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Line of Sight

You can control the Actions of a flock of birds or bats. Enemy targets must make a Mental Resistance: Psychological vs Difficulty set by the Cast level. If the target fails, they are Stunned for 1 Action while they swat at the flock attack.

Caster Level 1: Caster controls a single bird to swoop upon a single target.
Caster Level 2: Caster controls a small flock of birds to swoop upon targets in a 10 foot area.
Caster Level 3: Caster controls a small flock of birds to swoop upon targets in a 20 foot area.
Caster Level 4: Caster controls a small flock of birds to swoop upon targets in a 50 foot area.
Caster Level 5: Caster controls a large flock of birds to swoop upon targets in a 100 foot area.

Familiar

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: 24 hours
Range: 25'

You become attuned with an animal. The Spell must be cast once a day or the animal will regain its wild ways and leave. You can give the animal commands for 1 Action, however the animal will instinctively protect its master without commands. The caster must be within 25 feet of the animal to cast the Spell. The animal will resist the spell using its own Mental Resistance: Magic as indicated on its description (if provided), or use the following chart.

Animal Size Mental Resistance: Magic
Tiny 1DT2
Small 1DT4
Medium 1DT6
Medium Large 2DT3
Large 3DT4

Caster Level 1: Caster befriends a tiny animal such as a mouse.
Caster Level 2: Caster befriends a small animal such as a bird.
Caster Level 3: Caster befriends a medium sized animal such as a badger.
Caster Level 4: Caster befriends a medium-large sized animal such as a wolf.
Caster Level 5: Caster befriends a large sized animals such as a bear.

Repel

Type: Indirect
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Continuation
Range: Variable

You can repel animals and insects within a certain area. Repelled animals will flee from the caster.

Caster Level 1: Caster repels insects, no larger than the caster's hand, within 25 feet.
Caster Level 2: Caster repels small animals and rodents, within 25 feet.
Caster Level 3: Caster repels medium sized animals, the size of wolves, within 25 feet.
Caster Level 4: Caster repels medium sized animals, the size of wolves, within 50 feet.
Caster Level 5: Caster repels large sized animals, the size of a bear within 100 feet.

Transform

transform |fr

Type: Directed
BDP/Skill Point Multiplier: 2
Primary Attribute: IT
Secondary Attribute: FO
Lasts / Duration: Encounter
Range: self

You can transform into an animal of your choosing - of the appropriate size. Your stats and skills while in the animal form are determined by the same stats in the Bestiary.

Caster Level 1: The caster can transform into a small rodent or mouse.
Caster Level 2: The caster can transform into a small bird.
Caster Level 3: The caster can transform into a medium sized animal like a badger.
Caster Level 4: The caster can transform into a medium sized animal like a wolf.
Caster Level 5: The caster can transform into a large animal no larger than a bear.

MAGIC ITEMS

Enchanted items have special magical properties that give additional modifiers and effects when activated. Simply finding a magical item doesn't allow you to use its properties, you must know and follow activation procedures. Some items have limited uses or special periods in which they can be activated. For example, an item may only be cast a spell once per day, or can only be activated at night. Some items may require you to use specified Skills to activate. Be wary, not all enchantments are beneficial. Some items come with a curses, trade-offs, or require a some form of "payment" in exchange for its power.

TRAVEL & EXPLORATION

The wilds of Atlantis is a dangerous place where where sanctuaries of safety are few are far between. When journeying you must keep your wits to survive.

KEEP THE GAME MOVING

Travel and exploration adds an element of challenge, suspense, and wonder. It should not be a chore or detract from the main objectives the characters are working toward. As with all aspects of this game, the rules in this section can be modified or ignored to accommodate the pacing required for your game table.

TRAVEL MAPS

When your party sets out on their journeys, a travel map is used to determine the distances, features, and perhaps weather and challenges as you travel from point A to point B. Your map may be a rough sketch with a legend to determine what the landscape and distances are, while other maps may use squares or hexagons that details these features in a given area.

travel map

TERRAIN TYPES

A travel map is divided into different terrain types. The terrain types affect the speed of travel, the types of fauna and flora available for foraging, and common beasts available for hunting. The terrain may also indicate where you might travel in safety or encounter danger.

ROADS: Major roads are usually well known and marked on the travel map. Traveling along a major road is generally faster – but you also increase the risk of Encounters. For vehicles and mounts, only main roads count as roads for game purposes, smaller paths and small dirt roads may not be adequate to use at full speed travel.

OPEN: For terrain to be "open" it must be relatively flat with few obstacles and good visibility and few trees.

WOODS: Woodlands have dense trees obscuring visibility and have uneven footing. Woods usually have limited paths and roads, and are not well suited for driving carriages and chariots.

HILLS: Hills have steep inclines and rocky terrain that greatly reduce walking speed and restricts carriages and chariots.

mountain travel |fr

MOUNTAINS: Mountains have high inclines, and depending on the section to traverse, may require climbing. Horses may be used in canyons, but not in steep areas that require climbing.

SWAMP: Swamps have various depths and natural barriers that hinder travel. For an adventuring party on foot, swamps are assumed to have high water that may require short distances of swimming. Mounts and vehicles may travel in swamps but at a diminished speed and must use natural causeways.

RUINS: Ruins are sections of old broken stone walls, usually from abandoned or razed villages. Because of the overgrowth and rubble, this restricts travel with vehicles.

DESERT / DUNES: Deserts are arid dry areas with lose or rocky footing and little to no vegetation and hunting.

LAKES: Crossing lakes require a raft or boat to cross if the lake is longer than 1 mile. You cannot swim across a lake if you are encumbered.

RIVERS: Rivers can be used for traveling. Fords and bridges can be used to pass over a river. If there are none, you need a raft or boat to cross a river, or you must swim across it. Using the river's current to flow downstream will allow you to cover 50 miles in a day. If a river has dangerous rapids and cataracts, there will need to be skill rolls to ensure safe passage through each.

The following table shows the amount of distance in miles that can be covered in a shift and day. The covered distance per day assumes 3 shifts.

DISTANCES COVERED PER SHIFT/DAY

The first number is the distance that can be covered per shift, the second is total that can be covered in a day.

TERRAIN ROAD OPEN WOODS HILLS MOUNTAINS SWAMP RUINS DESERT / DUNES LAKES RIVER - UPSTREAM RIVER - DOWNSTREAM
Walking 8/25 8/25 3/10 3/10 2/7 2/5 3/10 3/10 0 0 0
Horseback 10/30 10/30 5/15 5/15 3/10** 3/10 2/5 3/10 0 0 0
Carriage / Chariot* 17/50 17/50 0 0 0 1/3 0 7/20 0 0 0
Canoe or Raft 0 0 0 0 0 0 10/30 0 10/30 2/7 17/50
Active Foraging and/or Hunting As terrain 7/20 2/7 2/7 2/5 1/3 2/7 1/3 0 0 0

* Assumes a team of 2 or more beasts. Reduce speed as required (see Vehicles).
** Assumes the use of natural canyons paths where hoses can travel.

WEATHER

Weather is tracked in 12 steps Ranging from good weather (1-6) to bad weather (6-12). The GM decides the current weather when the game starts, and then rolls one D12 at the start of each shift (or less often if they prefer). On a 6+, the weather step increases by one from the previous shift's value. On a success, the weather step decreases by one step. If a one is rolled, the weather decreases by 2 steps. If a twelve is rolled, the weather increases by 2 steps.

WEATHER

CURRENT WEATHER STEP WEATHER EFFECT
1-4 Fair Weather Maximum visibility in the evening and night shifts is Long.
5-6 Cloudy Cloud cover reduces Awareness: Sight and Survival: Navigation skill rolls during the evening and night shifts of the day to -1 disadvantage.
7-8 Intense Fog Heavy fog further reduces Awareness: Sight and Survival: Navigation skill rolls during any shift to -2 disadvantage.
9 Light Rain / Snow Limits visibility to Long in the morning and day shifts, and to Short during the evening and night. Requires a Athletics: Endurance roll for marching with Difficulty level 1, and gives a −1 disadvantage to skill rolls for riding and driving.
10-11 Heavy Rain / Snow Limits visibility to Long in the morning and day shifts, and to Short during the evening and night. Gives a −1 disadvantage modifier to all ranged attacks. Requires a Athletics: Endurance roll for marching with Difficulty level 2, and gives a −2 Disadvantage to Skill rolls for riding and driving. A heavy rain will only last one shift – then the weather automatically steps down to Light Rain / Snow.
12 Disaster A severe storm develops. The GM may choose an appropriate disaster from the disaster table

WEATHER DISASTER

DISASTER TYPE EFFECT
Blizzard A severe blizzard reduces visibility to 5 feet, imposes a -2 Disadvantage on all Skill rolls, and makes movement very difficult terrain (1/4 normal Movement). You must also make Hypothermic Condition rolls
Sand Storm A wall of dust reduces visibility to 5 feet, imposes a -2 Disadvantage on all Skill rolls, and makes movement very difficult terrain (1/4 normal Movement). You must also make Suffocation Condition rolls with one less Difficulty as outlined by the Condition's description.
Hurricane A wall of wind and water with speeds over 100 mph approaches. Moving in the wind requires an Athletics: Might roll vs Difficulty level 2. Failure results in being thrown D12 feet and you receive 3 impact Trauma. Low areas will flood, and swimming in the fast-moving waters is Difficulty level 3.
Earthquake The earth rumbles intensely. Everyone standing must make an Athletics: Balance Skill roll vs Difficulty 2 or fall (see Knocked Down Condition). The quake cracks walls, and structured walls may collapse at random. For each wall, roll a D12; a 10 or higher indicates collapse. If you are within 5 feet of a collapsing wall, you take 4 impact Trauma.
Forest Fire A wall of fire surrounds you. For every Manage Conditions Phase or 10 minutes when not in an Encounter, if you are within 20 feet of the fire, you must make a Physical Resistance: Heat roll vs Difficulty 3. Failure results in 2 Trauma. If you are still within the fire region after 1 hour, you receive the Suffocation Condition. The fire region doubles in size every 10 minutes.
Volcano Eruption Ash and lava spew from a nearby volcano. If you are on the mountain, lava will flow randomly downhill; if you touch the lava you take 5 Trauma. Additionally, deadly ash spews outward up to 10 miles round the volcano. On the first round of the eruption, you must take safety. On the second turn, the ash plume moves in a linear direction from the direction of the volcano outward. If the ash plume touches you, you take 5 Trauma. On all rounds afterwords, the ash creates a "suffocation zone" that covers the entire 10 miles. All inside this zone receive the Suffocation Condition. Targets must "hold their breath" to prevent the Suffocation, find a means to dissipate the ash, or seek shelter where the ash is not in the air.

TASKS

At the start of every shift, each member of the traveling party must decide what they will do for that shift. You cannot perform more than one task in the same shift. The only exception is that one PC may keep watch while marching. Some tasks can be performed by only one member, but most allow several of the characters to perform.

The various tasks are summarized below, and explained in detail over the course of this chapter.

MARCHING: Walking on foot to progress on the travel map. Can be combined with keeping watch, for one character only.

KEEPING WATCH: Scouting for enemies and other encounters. Only one character can perform this task. Can be combined with marching, driving, and riding.

NAVIGATING: Moving across unfamiliar terrain requires someone adept at navigation. Only one character can perform this task. Can be combined with marching, driving, and riding.

DRIVING: Maneuvering a vehicle on land or in the water to progress on the travel map. Passengers can keep watch, rest, or sleep while you drive.

RIDING: Riders on individual mounts must move. Like a march, only character can keep watch.

GATHERING FUEL: Collecting wood and other combustibles to produce a fire. Must be done on foot.

FORAGING: Looking for edible plants and herbs. Must be done on foot.

HUNTING: Tracking and killing animals for food. Must be done on foot.

FISHING: Requires a river or a lake.

MAKING CAMP: Setting up shelter and a campfire.

COOKING: Requires a kitchen or a campfire (which can be set as a part of making camp).

RESTING: Can be done in a moving vehicle, as long as you’re not driving or keeping watch.

SLEEPING: You need to sleep at least one shift per day. You can sleep in moving vehicles like a carriage, as long as you’re not driving or keeping watch.

MARCHING

Under good circumstances, you can march 8 miles per shift on a road or in open terrain. Off-road in any terrain type except open, you can march one hex per shift.

WEATHER: In rain or snow, each PC needs to make an Athletics: Endurance roll vs Difficulty level indicated on the weather table to march – if you fail, your base movement for this shift is reduced by half. If some PCs succeed and others fail, you need to decide whether to leave stragglers behind or wait for them.

NIGHTTIME NAVIGATION: Marching off-road at night requires a Survival: Navigation roll vs Difficulty level 1. Only one person rolls for the entire group, whom is designated by the PCs. Failure means that you cannot find your way, and no progress is made during this shift.

ENCOUNTERS: Short breaks are included in the travel speeds in the list, but if you stop for more than a few minutes along the way – because of an encounter or something else – you will not be able to travel the entire distance during the shift. The GM has the final word on how many miles of movement you lose when stopping.

FORCED MARCH

You can march for two of the four shifts of the day without problem. If you want to march for a third shift, each of PC must roll for Athletics: Endurance vs Difficulty level 1. If all members fail, you are unable to march during the shift and must rest or sleep. If some members succeed and others fail, the party must decide if they want to abandon the stragglers behind and split up the group, or stay and wait for them to rest. If all PCs succeed, they may advance. For each Critical Success rolled, this negates another PC's failure.

If you are in a real rush, you can even attempt to march for a fourth straight shift in a day. After you complete the third shift, roll for the fourth shift with Athletics: Endurance roll vs level 2. As before, if some succeed and other fail, the party must choose to leave any stragglers behind and split up the group, or stay and wait.

These rolls are in addition to moving in rain or snow as described in the section on Weather.

KEEPING WATCH

In each shift, you can assign one group member to scout for potential dangers. This lookout can be on guard while camping or marching. Without a lookout, you risk missing threats until they're upon you.

Once per shift, the lookout performs an Awareness: Sight or Sound roll, choosing the higher value, against a GM-set Difficulty level based on the threat. The GM will set any Advantages and Disadvantages based on other factors such as weather and terrain.

A successful roll means your lookout spots the threat before they spot you, allowing you to reveal yourselves, retreat, or plan an ambush. If the Awareness roll fails, the threat spots you first.

When your group is traveling away from the main road, one member must perform a Survival: Navigation roll against a Difficulty level of 1 to ensure you're heading in the correct direction. If this roll is unsuccessful, your group will unintentionally deviate from the intended path. The direction of this deviation is decided by the GM.

DRIVING

To drive a chariot or carriage, you need a skilled handler for the pulling animals. One person can drive / steer while others rest or do other tasks. The driver is also the navigator. If the vehicle goes off road, the driver must make the navigation rolls. Additionally, going off road will add extra wear and tear to the vehicle.

The carriage can go at two speeds:

TROT: This is the standard pace, covering long distances evenly and causing less strain on the vehicle’s hull.

GALLOP: This doubles the trot speed but is only for short distances. It doesn’t increase the total distance in a shift as the animals need to recover after a gallop.

For each shift the carriage uses only a trot, the driver makes an Animal Handling: Drive roll against a difficulty level equal to the current hull damage plus one. Success means no wear damage; failure adds one damage to the hull.

For each stretch the vehicle moves at a gallop, the Difficulty level increases by 1. If the vehicle is not on a road, the Difficulty level increases by 2.

If the vehicle's damage surpasses the vehicles Hull value, the vehicle is wrecked. Otherwise, the vehicle can be fixed (see Vehicle Repairs)

RIDING

You can ride a mount for up to two shifts each day. To extend this to a third shift, every PC on an animal must succeed in an Animal Handling: Riding roll against a Difficulty level of 1. For a fourth shift, the Difficulty level increases to 2. Riding for more than four shifts in a day is not possible. If the Riding rolls are unsuccessful, your mount becomes lame and cannot be ridden until it is healed by medicine or magic. If you roll a Partial Success, the animal is Exhausted and must rest, but will recover naturally thereafter. Each mount requires at least one shift of rest per day.

GATHERING FUEL

woodsman

You scour the surroundings for firewood. A Survival: Foraging roll is required, with the Difficulty level set by the GM, considering the terrain and weather. Success means you collect enough fuel for the shift. Partial Success yields only half a shift's fuel, or a full shift's if used sparingly - but it's not suitable for cooking. Failure results in finding hardly any fuel.

FORAGING

foraging |fr

When provisions are low, you can use a shift to search for edible plants or potable water. Decide what you're foraging for, then make a Survival: Foraging roll against a Difficulty level set by the GM, considering the terrain and weather.

Successful foraging yields raw food rations equal to your roll's successes. However, success doesn't guarantee safety. To check the food or water's safety, make an Education: Botany roll against a Difficulty level of 1. If you fail, the food is poisonous, unbeknownst to the PCs. If you succeed, the food is safe and edible. A Partial Success means all who consume the ration must make a Physical Resistance: Poison roll against a Difficulty level of 1. Success or Partial Success means the food has no effect. Failure results in food poisoning (see Condition Poison).

HUNTING

Hunting is an alternative method to gather food during a journey.

HUNTING:

  1. You must locate your prey. Make a Survival: Hunting roll vs Difficulty level set by the GM according to the area's scarcity.
  2. You must sneak to within range of an attack on your prey, You must make an opposed Subterfuge: Sneak roll vs the beast's highest Awareness Skill. The GM will apply Advantages and Disadvantages based on the how close you need to get and the environment. For example, open grasslands will be more difficult than a dense forest.
  3. You must make an attack on your prey enough to kill it. You must make an attack roll. If the beast is completely surprised due a successful Sneak roll, then only the lethality is needed to be rolled. If the animal is startled due to a failed roll, then the beast will get a dodge (or other appropriate defense) reaction to your attack. The attack must be a killing blow. If the beast is wounded, it can be tracked for a followup attack.
  4. You must harvest the animal. Harvesting the meat or other edible parts of the beast, requires a Survival: Butchery roll. For each success rolled, one ration multiplied by the beast's size is harvested.

POISONOUS GAME

The GM may determine that a type of game is available for consumption but may be potentially poisonous - such as snakes, lizards, etc. This may be more common in the deserts and mountains and could be all thats available. The rules for consuming dangerous or unidentified animals is similar to foraging; make an Education: Zoology roll vs a Difficulty level 1 to determine how safe such animals are. If you fail, the meat is poisonous, unbeknownst to the PCs. If you succeed, the meat is safe and edible. A Partial Success means all who consume the meat must make a Physical Resistance: Poison roll against a Difficulty level of 1. Success or Partial Success means the food has no effect. Failure results in food poisoning (see Condition Poison).

FISHING

If you're near a river, lake, or ocean, or on a stationary boat, you can fish. This requires fishing gear and a successful Survival: Fishing roll against a Difficulty set by the GM based on the scarcity, and type of fish available. Success yields food rations equal to your roll's successes, once the fish is prepared and cooked. Raw fish is edible, but requires a Physical Resistance: Poison roll against a Difficulty level of 2. Failure results in food poisoning (see condition Poison).

MAKING CAMP

Establishing a camp involves two main tasks: setting up a shelter and building a fire. Multiple PCs can participate in this process. Each participating PC must perform a General Skill: Survival roll against a Difficulty level of 1. The GM may assign Advantages or Disadvantages based on the weather and terrain conditions.

COOKING

campfire |fr

Cooking meat, fish or vegetables that you have caught or foraged in the wild requires a campfire or a kitchen of some sort. By a campfire, you can cook up to a dozen daily rations of food in a shift. This includes cutting meat, gutting and cleaning fish, etc.

To cook properly, perform a Survival: Cooking roll against a Difficulty level of 1. Success means the food is ready to eat. Failure or Partial Success indicates improper preparation or cooking. Anyone who eats such food must make a Physical Resistance: Poison roll against a Difficulty level of 1. Success or Partial Success means the food causes no harm. Failure leads to food poisoning (see Condition Poison).

RESTING & SLEEPING

Basking in the warm glow of the campfire provides an ideal moment to tend to injuries, savor a meal, and ponder the path ahead. It's essential to sleep for at least one shift daily. Neglecting this necessity could lead to Sleep Deprivation (See EXHAUSTED / SLEEP DEPRIVATION).

Using First Aid requires a period of rest before wounds can be recovered (see First Aid).

HAZARDS

hazards

Throughout the game, you will venture into danger. You may experience impenetrable darkness, climb sheer cliffs, ready to send a hapless soul plummeting into the abyss, drown in a watery grave, freeze among the harsh temperatures of the mountain tops, bites from serpents with venomous fangs, or contract diseases that slowly sap your strength. To venture into this land is to walk between life and death, a journey not for the faint of heart.

DARKNESS

In total darkness, you're left to navigate by touch. Running requires a successful Athletics: Balance roll, with the Difficulty set by the GM based on the ground conditions. Failure results in a fall and possible damage (see Falling), while a Partial Success lets you stumble but keep your footing, moving only a limited distance.

Close combat actions (0-5 feet) against opponents carry a −2 Disadvantage. For short range (5-10 feet), an Awareness: Sight roll is needed to attack. Success allows the action with a −2 Disadvantage, unless a Critical Success is rolled. Targets at Medium range or beyond are unreachable in total darkness.

In dim or low light, close and short range attacks can be made without Disadvantage. Actions against targets over 10 feet away carry a -1 Disadvantage.

FALLING

A fall on hard ground automatically deals you Trauma. The Trauma sustained is equals the fall's height (in feet), divided by 10, rounded down.

DROWNING

All PCs are assumed to know how to swim. If you end up in water, you need to make a Athletics: Swim roll every stretch to stay afloat. If you are Encumbered or Overburdened, additional Disadvantages apply as described on the condition.

Under water, you need to make a Physical Resistance: Hold Breath roll every round as directed by the Skill's description. If you fail, you receive the Suffocation Condition.

POISON

spider attack

Poisons are measured by its toxicity. A weak poison has toxicity 1, a typical poison has toxicity 3, and a deadly poison can reach toxicity 5.

If poison gets into your body, you must make a Physical Resistance: Poison roll against the toxicity as the Difficulty level. If you fail the roll, you suffer its effects outlined by the poison. An antidote can halt the effect of a poison.

LETHAL POISON: During your Manage Conditions phase, if you're poisoned, you take a point of Trauma and a -1 Disadvantage to all Actions and Reactions until the next turn. If you are not in an Encounter, this occurs each stretch. The poison will continue until you cure the poison, or die.

PARALYZING POISON: You cannot move or perform any Actions for one stretch.

SLEEPING POISON: You fall asleep, unable to wake up for a shift.

DISEASE

When you come into contact with a harmful infection or contagion, you roll for Physical Resistance: Disease. The disease's virulence sets the Difficulty level. A common disease has a virulence of 3, but some diseases are far more potent. If the roll fails, you're sick. You take a point of Trauma and all Actions suffer a -1 Skill modifier (all Skills) until you're cured or the disease ends. Each day, roll for infection again, but lower the virulence rating for each day gone by. A failed roll means another point of damage and the -1 Skill modifier continues. If sickness Incapacitates you (reaching 0 Trauma), you have 24 hours to live unless you receive a cure. When the virulence level hits 0, the disease is over.

As soon as you succeed an infection roll, you are no longer ill.

COLD

In the biting cold, without enough clothes or shelter, you're forced to roll for Physical Resistance: Cold regularly. The colder it gets, the more often you roll. A cool autumn day might call for a daily roll, but in winter, you could be rolling every shift, or even every stretch in harsh conditions. Extra layers, like a blanket, can give you an Advantage to your roll.

Fail, and you're Hypothermic. You take a point of Trauma and a -2 Disadvantage on all rolls. You keep rolling for Physical Resistance: Cold at the same rate, taking more Trauma with each failed roll. If Hypothermia Incapacitates you, you die on the next roll. Only warmth, even just from a campfire, can lift this Condition.

HEAT

In the scorching heat, without enough water or shade, you're forced to roll for Physical Resistance: Heat. In excessive scorching temperatures, roll once per shift. Extra protection and shade, can give you an Advantage to your roll.

Fail, and you're suffering from Heat Stroke. You take a point of Trauma, become Thirsty, and a -1 Disadvantage on all rolls. You keep rolling for Physical Resistance: Heat at the same rate, taking more Trauma with each failed roll and remain Thirsty. If Heat Stroke incapacitates you, you die on the next roll. Only cooling down for one full stretch can lift this Condition.

HUNGER AND THIRST

desert skeleton |Fr

THIRSTY: For each 24 hour period without water you must make a Physical Resistance: Hunger / Thirst roll vrs a Difficulty level set by the number of consecutive days without water. If you fail, you receive a 1 Trauma and a -1 Disadvantage for all Actions, and this Disadvantage cannot be removed until you drink. If you go more than 3 consecutive days without water, you automatically become Unconscious (see Unconscious). If you go more than 5 days without water, you die.

HUNGRY: If you go 3 consecutive days without food you must make a Physical Resistance: Hunger / Thirst roll vrs a Difficulty level set by the number of consecutive days after the first three without food. If you fail, you receive 1 Trauma and you receive a -1 Disadvantage for all Actions. This Disadvantage cannot be removed until you eat. If you go more than 5 consecutive days without food, your Disadvantage becomes -2 and you take 2 damage.

If you are both Hungry and Thirsty, Make one roll but compare the results against both conditions. Apply the highest Disadvantage modifier but take damage for both conditions.

Telephus is wandering the desert for an entire 24 hours without food or water. PCs can go for 3 days without food, but only 1 day without water. He makes camp and the GM rules that the character must make a Physical Resistance: Hunger / Thirst roll vrs Difficulty level 1 to see if he becomes Thirsty. His Physical Resistance: Hunger / Thirst is 1DT2 and rolls a 1 - two successes, which is enough to continue for another day. The next day, Telephus continues to wander for another 24 hours and makes camp again. The GM requests another Physical Resistance: Hunger / Thirst roll, but this time the Difficulty level is 2. Telephus rolls a 9 - zero successes. Telephus fails and is now Thirsty. He immediately takes 1 damage and now has a -1 Disadvantage to all Actions until he finds water. The next day he wanders again and fails to find water. This marks the end of the third day, and thus he passes out and dies.

SLEEP DEPRIVATION

You need to sleep for at least one shift each day. After one day without sleep, you must make a Physical Resistance: Will Power vs the amount of days without sleep as the Difficulty level. If you fail, you must find a place to sleep within one hour or collapse in slumber for one shift. If you succeed, you manage to keep your faculties for another day.

EQUIPMENT & CRAFTING

Equipment refers to the various items and tools that you use to aid in your adventures. This includes weapons, armor, items, and everyday essentials like food, water, and camping gear. Equipment use is determined by the type of Skill required to use the equipment and is outlined by the Skill's description. You acquire equipment through purchasing them or from finding them while you explore and interact with NPCs.

All equipment is managed on your character sheet and has an alloted "Item Slot" value. Your character can only carry as much equipment as your Carrying Capacity allows. Your Carrying Capacity is outlined on your character sheet and outlined in "Chapter 2: Your Character."

blacksmith

WEAPONS

Weapons in combat are tools which are used to wound or defend against your opponent. Typically, weapons are held items designed to strike, but they can also include your body, such as your hands, feet, or even claws or teeth based on your character's Traits.

Each weapon comes with its own unique set of properties.

WEAPON TYPE: The Combat Skill used to determine if you can hit your target.
SLOTS: Number of equipment slots the weapon occupies.
RANGE: The distance in feet the weapon can be used. "Base" range means hand-to-hand only. For missile weapons, it’s the ammunition’s effective range (e.g., an arrow). For non-missile weapons (e.g., pole-arms), it’s the weapon's reach outside hand-to-hand combat.
REACH: Value offsetting size penalties for large creatures for reach weapons like spears or pikes. See COMBAT & ENCOUNTERS: REACH.
COST: Weapon's cost or value in Oriki.
BASE DAMAGE: The minimum damage the weapon inflicts. If it has an Attribute, base damage equals the listed Attribute. If an Attribute has a number in brackets (e.g., ST[2]), use the lesser value. For example, if Strength is 3 but weapon is ST[2], base damage is 2.
CRITICAL: The critical success property applied when your weapon achieves critical success. See COMBAT & ENCOUNTERS: CRITICAL SUCCESS IN COMBAT.
PROPERTIES: Special properties to apply when used in combat or defense, as per description.
DESCRIPTION: Additional instructions and weapon details.

Club

Type: One-Handed
Slots: 2
Range: Base
Cost: 1o
Max Lethality: 1
Critical: Lethal Strike

Abundant yet effective. Even formidable foes can be taken down by a direct blow from this simple weapon.

Dory (Doru) / Spear

Type: Polearm
Slots: 3
Range: 10'
Reach: -1 Size Penalty
Cost: 5o
Max Lethality: 1 (One-Handed) / 2 (Two-Handed)
Critical: Impaling
Adjustments: -2 Parry

The dory is the most versatile and favored weapon among the Atlanteans. It is 10 feet tall with a leaf-shaped blade at one end and a short spike on the other. This weapon can be held using one hand while wielding a shield in the other, or two-handed for maximum lethality.

Gastraphetes

Type: Missile
Slots: 3
Range: 150'
Cost: 65o
Max Lethality: 3
Critical: Impaling
Adjustments: -2 Parry, require 2 rounds to load/reload

The Atlanteans was the first nation to engineer rudimentary crossbows. Gastraphetes use a double convex bow with a loading pulley. Gastraphetes are loaded by pushing down a slider mechanism by resting against the stomach. Gastraphetes are very expensive and extremely rare.

Giant Club

Type: Two-Handed
Slots: 4
Range: 10'
Reach: -1 Size Penalty
Cost: 10o
Attribute - Base Lethality: ST -1 (One-Handed) / Base Lethality: ST (Two-Handed)
Critical: Knock Back
Prerequisites and Restrictions: ST 4+

A Giant Club is massive, capable of crushing any foe with a single, devastating strike.

Giant Spear

Type: Polearm
Slots: 4
Range: 20'
Reach: -2 Size Penalty
Cost: 30o
Attribute - Base Lethality: ST -1 (One-Handed) / Base Lethality: ST (Two-Handed)
Critical: Impaling
Adjustments: -2 Parry
Prerequisites and Restrictions: ST 4+

A small spear isn't adequate for the immense power of the gods' largest creations. Giant spears have shafts as thick as fence posts and the length of long pikes. The weight and length of these spears are beyond the strength of ordinary men, requiring a strength of 4+ to be swung or thrust. They can be wielded one-handed with a shield or two-handed for even more impact.

Great Sword

Type: Two-Handed
Slots: 3
Range: Base
Cost: 30o
Attribute - Base Lethality: ST
Critical: Lethal Strike

Large swords requiring two hands to use effectively are classified as “great swords.” Great swords are rare due to their heft and inability to be used with a shield; however strong champions, demigods, and giants will favor the their immense damage they can provide.

Harpe

Type: One-Handed
Slots: 2
Range: Base
Cost: 5o
Attribute - Base Lethality: ST
Max Lethality: 3
Critical: Lethal Strike
Adjustments: -1 Parry

The Atlantean harpe is a short sword with a deep curved blade with a hook protruding on the end. Because of its unorthodox shape, the harpe is difficult to use but capable of great damage.

Hilted Xiphos

Type: One-Handed
Cost: 20o
Attribute - Base Lethality: FN
Max Lethality: 2
Critical: Lethal Strike

A double-edged blade that increases width near the end of the blade and large cross hilt to protect the hand when parrying. It is effective to swing and thrust with one hand due to its size and weight. The Xiphos is often paired with a shield or as a sidearm weapon for those who choose to use polearms.

Hunting Bow

Type: Missile
Slots: 2
Range: STRx10+75
Cost: 10o
Max Lethality: 1
Critical: Impaling
Adjustments: -2 Parry, may quick load at -1 lethality.

Hunting bows are created from all types of various woods from Atlantis and are a common staple for hunters and peoples in the country. Hunting bows have a shorter effective range than larger warbows, but also require less draw strength.

Javelin

Type: Polearm
Slots: 2
Range: Base/thrown
Reach: -1 Size Penalty
Cost: 5o
Attribute - Base Lethality: ST
Max Lethality: 1 (Two-Handed) / 3 (thrown)
Critical: Impaling
Adjustments: -2 Parry

A javelin is an aerodynamic short spear about 4-6 feet in height thats primary function is to be thrown. Atlantean javelins are augmented with leather straps for tighter grip to increase the force of the throw.

Kopis / Khopesh

Type: One-Handed
Slots: 2
Range: Base
Cost: 10o
Attribute - Base Lethality: FN
Max Lethality: 3
Critical: Lethal Strike

A twelve inch single edged short sword with a forward-curving blade. The kopis is primarily used to butcher game for meat, but can also cut just about any flesh just as well. A variation of the Kopis is the Egyptian Khopesh, which was largely used in ceremonial purposes. The Khopesh is slightly smaller than the Kopis but has the same properties.

Labrys / Battle Axe

Labrys |fr

Type: Two-Handed
Slots: 3
Range: Base
Cost: 20o
Attribute - Base Lethality: ST
Critical: Knock Back
Adjustments: -2 Parry

Labryes are large double headed axes with curved sharpened heads. Due to their size, these are largely wielded by gods, demigods, and large creatures. Among the mortals of Atlantis, they are largely eschewed as unwieldy and impractical.

Mace

Type: One-Handed
Slots: 2
Range: Base
Cost: 15o
Attribute - Base Lethality: ST
Max Lethality: 3
Critical: Lethal Strike

Made of bronze or even orikhalkon, 1-2' maces with short spikes were at times used in battle by those able to place well timed strikes. The maces size and spikes provides an efficient means to both puncture and crush an opponent.

Makhaira / Dagger

Type: Small Arms
Slots: 1
Range: Base
Cost: 5o
Max Lethality: 1
Critical: Precision Strike
Adjustments: -1 Parry

Atlantean makhaira are two edged straight daggers about six inches in length. Because these daggers are very utilitarian and easy to carry, they are commonly carried as protection by commoners and guardsman alike.

Sagaris / Axe

Type: One-Handed
Slots: 2
Range: Base
Cost: 5o
Attribute - Base Lethality: ST
Max Lethality: 3
Critical: Lethal Strike
Adjustments: -1 Parry

Light weight and well balanced to be held with one hand. Like many weapons, the sagaris also serve other everyday purposes such as chopping wood, or occasionally, flesh from bone. The sagaris are favored by many "outsider" populations of Atlantis peoples like the cultural Amazonians.

Sarissa / Pike

Type: Polearm
Slots: 4
Range: 20'
Reach: -2 Size Penalty
Cost: 10o
Max Lethality: 1 (Two-Handed)
Critical: Impaling
Adjustments: -2 Parry

Sarissas are long two-handed spears, about 20 feet in length, used to keep foes at a long distance. They are too difficult to wield with a shield, thus in battle they are often used in the second row formations behind the spear and shield wielding front row.

Sling

Type: Missile
Slots: 1
Range: STRx5
Cost: 1o
Max Lethality: 1
Critical: Precision Strike
Adjustments: may quick load without penalty

A simple yet effective ranged missile weapon consisting of a leather string and pouch. In the right hands, a simple rock can take down large foes... or so the legend goes.

Staff

Type: Two-Handed
Slots: 1
Range: Base
Cost: 1o
Max Lethality: 3
Critical: Lethal Strike
Adjustments: -1 Parry

A Staff is generally used only as a symbol of power, and less as an offensive threat. Staves come in many shapes and styles as symbols of regional and kingdom powers. However, a staff can still be imposing in the hands of the trained.

Triaina / Trident

Type: Polearm
Slots: 3
Range: 10'
Reach: -1 Size Penalty
Cost: 20o
Max Lethality: 1 (One-Handed) / 2 (Two-Handed)
Critical: Impaling
Adjustments: -2 Parry

Three prongs atop a long spear shaft, a trident is formidable as both a one or two-handed weapon. Due to their connection with Poseidon, tridents have fallen out of favor with most Atlanteans. They do exist and are used for practical purposes like fishing. A trident, both the weapon and symbol is mostly used by those within the cult of Poseidon.

Warbow

warbow |fr

Type: Missile
Slots: 3
Range: STRx10+100
Cost: 25o
Attribute - Base Lethality: ST
Max Lethality: 2
Critical: Impaling
Adjustments: -2 Parry

Warbows are large wooden bows created specifically for battle. Because of their size and draw strength, they have a longer effective range and power than hunting bows.

War hammer

Type: Two-Handed
Slots: 3
Range: Base
Cost: 20o
Attribute - Base Lethality: ST
Critical: Knock Back
Adjustments: -2 Parry

War hammers have a rod shaft topped with heavy blunted metal head protruding into a blade on one side and a pointed pick on the opposite. War hammers require two hands and great strength to wield effectively.

Xiphos

Type: One-Handed
Slots: 2
Range: Base
Cost: 10o
Max Lethality: 2
Critical: Precision Strike

A double-edged blade with a leaf shaped blade toward the end. The xiphos comes in both hilted and non-hilted variations. This non-hilted version gives more mobility to swing from the wrist but at a cost to defense. Its size also makes it easy to swing and thrust with one hand due. The Xiphos is often paired with a shield or as a sidearm weapon for those who choose to use polearms.

Xyston / Lance

Type: Polearm
Slots: 4
Range: 15'
Reach: -1 Size Penalty
Cost: 15o
Max Lethality: 2 (Two-Handed)
Critical: Impaling
Adjustments: -2 Parry

A long thrusting spear, between the size of the dory and sarissa at 15 feet long. These spears are used by drivers and crew on chariots and held by two hands unless rested atop a shield or the chariot and lifted only for a short time.

NATURAL WEAPONS

Bite (Fangs) - Large

Type: Unarmed
Range: Base
Attribute - Base Lethality: ST
Critical: Grappling
Adjustments: Cannot Parry Weapons
Prerequisites: Must have Large Fangs Trait

Large sharp teeth able to rip flesh and puncture through armor.

Bite (Fangs) - Small

Type: Unarmed
Range: Base
Attribute - Base Lethality: ST
Max Lethality: 2
Critical: Grappling
Adjustments: Cannot Parry Weapons
Prerequisites: Must have Small Fangs Trait

Sharp fangs able deliver powerful and deadly attacks, capable of inflicting serious injury.

Claws (Nails) - Large

Type: Unarmed
Range: Base
Attribute - Base Lethality: ST
Critical: Successive Blow
Adjustments: Cannot Parry Weapons
Prerequisites: Must have Large Claws Trait

Strong hardened nails or claws that can slash and puncture through metal plate.

Claws (Nails) - Small

Type: Unarmed
Range: Base
Attribute - Base Lethality: ST
Max Lethality: 2
Critical: Successive Blow
Adjustments: Cannot Parry Weapons
Prerequisites: Must have Small Claws Trait

Razer like claws used to slash and tear at vulnerable opponents, ripping through flesh and soft armor.

Hands / Feet - Large

Type: Unarmed
Range: Base
Attribute - Base Lethality: ST
Critical: Successive Blow
Adjustments: Cannot Parry Weapons
Prerequisites: Must have Gigantism Trait

Gigantic combatants can use just their hands to delivering devastating blows capable of breaking bones.

Hands / Feet - Small

Type: Unarmed
Range: Base
Attribute - Base Lethality: ST
Max Lethality: 1
Critical: Successive Blow
Adjustments: Cannot Parry Weapons

Trained fighters can deal deadly blows with precision timing and aiming with just their hands.

Hooves

Type: Unarmed
Range: Base
Attribute - Base Lethality: ST
Max Lethality: 3
Critical: Knock Back
Adjustments: Cannot Parry Weapons, +1 Lethality against Knocked Down Targets
Prerequisites: Must have Mane Trait

Blunt force blows from hooves are capable of crushing bones and causing serious injury. Centaurs are known for their battlefield tactics of knocking down an opponent and finishing them off with a crushing blow from their hooves.

Horns - Large

Type: Unarmed
Range: Base
Attribute - Base Lethality: ST
Critical: Impaling
Adjustments: -1 Attack and Parry, +2 Lethality When Used During a Charge.
Prerequisites: Must have Large Horns Trait

Large horns act as a natural helmet to protect the head and face from attacks. Large horns can also be used as a battering ram to knock foes down.

When used during a charge, if you hit your opponent, the attack receives +1 Lethality, and must make an Athletics: Balance roll vs a Difficulty level equal to the amount of Trauma they will sustain. If the target fails the Athletics: Balance roll, the character is knocked back 10 feet and takes the Knocked Down Condition.

Tail - Large

Type: Unarmed
Range: Tail Length
Attribute - Base Lethality: ST
Critical: Knock Back
Adjustments: -1 Parry
Prerequisites: Must have Large Tail Trait

A large tail can sometimes be underestimated. Its quick swipes are capable of sweeping and knocking opponents off balance. Additionally, a large tail can also be used to parry against incoming attacks.

ARMOR

Armor is protective equipment or special character Traits like scales or horn. Armor absorbs damage from opponents' attacks and can prevent certain critical conditions on the Lethality table. Each piece of armor is assigned to a location on your character sheet, and only one armor type can be worn per location.

Armor has the following properties:

COVERAGE / LOCATION: This is the location the armor resides on your character.
SLOTS: Number of equipment slots the armor occupies.
ARMOR RATING: The roll under value during Armor Save rolls to absorb damage before applying any Trauma. See COMBAT & ENCOUNTERS: ARMOR SAVES.
Shield Size: If the armor type is a "Shield," this is the shield size and dice value used for your DT roll. See COMBAT & ENCOUNTERS: DEFENSIVE REACTION.
Cost: Armor cost or value in Oriki.

ARM ARMOR

Bronze Arm Greaves

Coverage / Location: Arms
Slots: 2
Armor Rating: 2
Cost: 10o

Rounded plates used on the lower arms protecting the forearms.

Leather Arm Greaves

Coverage / Location: Arms
Slots: 1
Armor Rating: 1
Cost: 5o

Made with thick hides, leather arm greaves provide basic protection against slashes.

Orikhalkon Arm Greaves

Coverage / Location: Arms
Slots: 2
Armor Rating: 3
Cost: 25o

Rounded plates crafted from high quality Orikhalkon. These greaves provide the best protection on the battlefield.

LEG ARMOR

Bronze Leg Greaves

Coverage / Location: Legs
Slots: 2
Armor Rating: 2
Cost: 10o

Plated leg protection covering from just below the knee down to the top of the foot.

Leather Leg Greaves

Coverage / Location: Legs
Slots: 1
Armor Rating: 1
Cost: 5o

Leather protection from below the knee down to the top of the foot.

Orikhalkon Leg Greaves

Coverage / Location: Legs
Slots: 2
Armor Rating: 3
Cost: 25o

High quality Orikhalkon plated leg protection. These leg greaves provide the best protection in battle.

BODY ARMOR

Bronze Cuirass

Coverage / Location: Chest
Slots: 3
Armor Rating: 2
Cost: 45o

The cuirass consists of a front and back plate with contours of muscles. The Cuirass provides essential torso protection for the front, back, and sides.

Bronze Plate

Coverage / Location: Chest
Slots: 3
Armor Rating: 2
Cost: 20o

Bronze plate armor offers good front torso protection but lacks the rear and side plates. Any attacks from the rear do not get an Armor Save roll.

Linothorax

Coverage / Location: Chest & Arms
Slots: 3
Armor Rating: 1
Cost: 10o

Linothorax is composed of layers of linen fabric made up of a thick chest section, flaps over each shoulder, thin sleeves with relief slits for mobility and cooling, and flaps covering the hips and loins. Atlantean linothorax with the arm sleeves was superior to Greek linothorax, giving some protection from slashing - providing an AR 1 to both the chest and arms. Due to its low price and versatility, this armor is worn by most conscripts when called into battle.

Orikhalkon Cuirass

Coverage / Location: Chest
Slots: 4
Armor Rating: 3
Cost: 75o

A cuirass made of high quality orikhalkon. It consists of a front and back plate with contours of muscles. This cuirass provides the best torso protection.

HEAD ARMOR

Barbute

Coverage / Location: Head
Slots: 2
Armor Rating: 3
Cost: 25o

A bronze helmet with a T or Y-shaped face opening, the barbute features a protruding bottom rim that protects the jaw and a nasal guard to absorb frontal blows. Its extensive coverage limits awareness to a 90-degree front-facing arc instead of the full 180 degrees.

Helm

Coverage / Location: Head
Slots: 1
Armor Rating: 2
Cost: 15o

Helms provide basic protection for the head have an open face. Made of bronze, Atlantean design consists of a bell like shape with a rounded stem on top. They provide protection from the forehead to the back of the neck.

Orikhalkon Barbute

Coverage / Location: Head
Slots: 2
Armor Rating: 3
Cost: 45o

Made of high quality orikhalkon, this helmet has a T or Y-shaped face opening, a protruding bottom rim that protects the jaw, and a nasal guard to absorb frontal blows. Its extensive coverage limits awareness to a 90-degree front-facing arc instead of the full 180 degrees.

SHIELDS

Aspis

aspis |fr

Coverage / Location: Hand (Shield)
Slots: 3
Armor Rating: 2
Shield Size: Medium (2 dice)
Cost: 15o

A heavy wooden shield with a round shape. Atlantean Aspis shields have a sheet of bronze on the outer rim. A leather grip in the mid section and larger strap allows the shield be wielded easily, and slung on the shoulder for ease of transport. Measuring 3 feet in diameter, and weighing around 16 lbs, these shields are durable but somewhat cumbersome. Weapons requiring two hands cannot hold this shield.

Atlantean Tower Shield

Coverage / Location: Hand (Shield)
Slots: 5
Armor Rating: 3
Shield Size: Large (3 dice)
Cost: 25o

These massive shields cover almost the entire body. They are constructed using a large wooden frame and layered with leather to provide durability. In the center, these shields often have a round bronze or orikhalkon bell shaped extrusion used for ramming and breaking enemy shields. Weapons requiring two hands cannot hold this shield.

Buckler

Coverage / Location: Arms & Hand (Shield)
Slots: 3
Armor Rating: 1
Shield Size: Small (1 die) - Cannot be used to block missile weapons.
Cost: 25o

The Atlantean buckler combines a leather greave and small 8-10 inch shield attached at the wrist. The greave protects one arm only, but a greave can fit the opposite arm. The small shield attached at the wrist frees the hand for carrying items; however, it cannot be used to block while wielding a weapon. Warriors using bucklers typically use long reach two-handed weapons, like a pike or bow, then switch to use a one-handed weapon like a kopis when engaged in close combat. Due to diminutive size, the buckler cannot be used to block missile weapons.

Small Shield

Coverage / Location: Hand (Shield)
Slots: 2
Armor Rating: 1
Shield Size: Small (1 die)
Cost: 5o

Larger than the buckler, small shields are made of wood with a leather strap for a grip that are 1-2 feet in circumference. Weapons requiring two hands cannot hold this shield.

MISC. ITEMS

Adventure equipment are any other tools that may be utilized during your adventures. These can be maps that guide you, potions that heal, or perhaps rope to traverse difficult cliffs or to subdue foes. There are items marked as "Mundane," which may be every day household items, but are listed as they may come in handy at some point in your adventures.

Misc. Equipment only have three properties:

SLOTS: Number of equipment slots the item occupies.
TYPE: This will either be "Adventurer" or "Mundane." Adventurer items are more commonly used, while Mundane items are every day use items that are not typically used or packed away for dangerous journeys.
COST: Item cost or value in Oriki.

Arrows (Bundle)

Slots: 1
Type: Adventurer
Cost: 5o

Atlantean arrows have bronze arrowheads, a simple wooden shaft and aerodynamic fletching consisting of three feathers.

Bundle of 10 arrows.

Awl

Type: Mundane

An awl is pointed tool used for piercing small holes in materials like leather or fabric.

Bandage Roll

Slots: 0-1
Type: Adventurer
Cost: 1o

Simple strips fo linen or wool used to bind and restrict bleeding from wounds.

A bandage roll has enough material to bind up 10 wounds, 1-5 rolls is 0 slots. for every 5 rolls thereafter is 1 slot each. Application to restore wounds or stop the Bleeding Condition uses the Survival: First Aid Skill (see Healing Trauma in Combat Encounters).

Barding, Padded Linothorax

Slots: 2
Type: Adventurer
Cost: 5o

Linothorax equine armor consisting of multiple layers of linen fabric and hardened with resin. This barding covers the horse's chest, neck, and flanks.

Barrel

Type: Mundane

Using various forms of timber a barrel uses narrow wooden planks held together by bronze hoops or leather bands. The wooden planks are fitted into a cylindrical shape.

Basket

Type: Mundane

Baskets are woven from reeds, rushes, or branches. Some baskets have intricate artistic patterns. Baskets are used to carrying goods to and from markets, or simply as decoration.

Blanket

Type: Adventurer
Cost: 0.5o

Blankets are made from wool or linen and used for protection from the cold or simply as padding during resting. A blanket can also be made into a makeshift tunic.

Blowpipe, glass

Type: Mundane

Made of various metals, a blowpipe is used in glassblowing to give the glass its shape and manipulate molten glass.

Brush, paint

Type: Mundane

Paint brushes consisting of a wooden handle and bristles made from animal hair, usually from horses.

Bucket

Type: Mundane

A metal or wooden bucket, hopefully crafted well enough to hold water.

Caliper

Type: Mundane

A simple instrument consisting of two arms connected that can be adjusted to provide precise measurements. By opening or closing the arms, you can gauge distances on small objects or between points on a map.

Caltrops (Bundle)

Type: Adventurer
Cost: 1o

The Atlanteans and Greeks referred to caltrops as tribolos, which are weapons used for area denial. A tribolo consist of four sharp spines and used to slow advancements of horses, chariots, and war elephants.

A small pouch consisting of 20 caltrops, can cover a small 5' area. Any person or character that knows the caltrops is there, may moves in the area at half movement. If the person is unaware, they move at the normal movement, but must make an Awareness: Sight vs Difficulty level 2. Failure results in 1 wound and the character must immediately stop movement, forfeiting the rest of that movement action.

Candle

Type: Adventurer
Cost: 0.1o

Candles are made from tallow or beeswax and burn for 1 hour. Ceremonial candles contain various herbs and scents to produce incense.

Chain (6ft)

Slots: 2
Type: Adventurer
Cost: 5o

Atlantean chains are hand crafted loops that make individual links. Mostly made of bronze, these chains are sturdy and built well enough that only extremely powerful blows can sever them.

Charcoal

Type: Mundane

Charcoal is used in large braziers for warmth and cooking. Charcoal is useful where fireplaces and chimneys are not available, or in open pits. Some charcoals are scented with grape vine clippings to produce aromatics as well.

Chest, large

Type: Mundane

Sturdy wooden chests are used to store belongings, or as a locked container for transport of important goods. A large chest can hold 10 slots of equipment, but also requires 6 slots to carry and requires both hands or one hand from two people.

Chest, medium

Type: Mundane

Sturdy wooden chests are used to store belongings, or as a locked container for transport of important goods. A medium sized chest can hold 5 slots of equipment, but also requires 3 slots to carry and requires both hands or one hand from two people.

Chest, small

Type: Mundane

Sturdy wooden chests are used to store belongings, or as a locked container for transport of important goods. A small chest can hold 3 slots of equipment but also requires 2 slots to carry but can be carried under the arm/shoulder region. The arm holding the chest can perform minor actions but the chest must be dropped for full mobility.

Chisel

Type: Mundane

Made of bronze with one flat surface with a sharp angular tip, chisels are essential tools for sculptors and craftsmen.

Clay

Type: Mundane

Atlantean clay varied in consistency and textures. Known for its high quality, Atlantean clay consists of various hues from dark black to red and even white. It is a crucial and abundant resource.

Cloak

Type: Clothing

A large wool cloth with a border and held together with a pin at the right shoulder. Cloaks are often dyed various colors depending on their cost. Red being the cheapest and most common color, and brighter blues, greens and yellows for more expensive varieties.

Cloth, Cotton (rare)

Type: Mundane

Following the displacement of Atlantis, cotton became a rare heirloom due to the absence of cotton plantations on the island. Existing cotton pieces were preserved and handed down from the period when Atlantis could trade with neighboring regions.

Cloth Sack

Type: Adventurer
Cost: 0.5o

Wool material used to carry and transport items easily. The items are placed in the center of a blanket and tied at the ends, and sometimes attached to a stick to act as handle or bindle. An empty Sack is 0 slots. Items inside still must be counted as additional slots.

Note: Atlanteans, didn't have "backpacks" as would be defined by today's standards or as presented in other RPG games. However, these sacks with stick handles serve a similar purpose.

Cloth, Wool

Type: Mundane

Wool material to be used for various crafting or functional purposes.

Cooking Pots, Bronze

Slots: 2
Type: Mundane
Cost: 1o

Atlantean pots are bronze concave vessels with a rounded latch in which a wooden stick or handle can be inserted to move the pot when hot. A Pot used to cook or simply to boil water to be used for baths or cleaning.

Cooking Pots, Clay

Slots: 2
Type: Mundane
Cost: 1o

Atlantean clay pots are placed over a fire to heat food and water. When fitted with a lid, these pots can reach high temperatures. Clay pots are more often used than bronze pots due to their cost and abundance.

Coin Purse

Slots: 0-1
Type: Adventurer
Cost: 5o

Atlantean coin purses are crafted from wool, featuring a small leather strap woven into the edge for cinching. These purses hold up to 100 oriki worth of coins. A purse with less than 10 oriki is zero (0) slots. More than 10 oriki counts as 1 slot.

Cauldron

Type: Mundane

Consisting of a bowl bronze bowl and three attached legs. Usually large in size, cauldrons are used for communal cooking and restaurants.

Cymbal

Type: Instrument

Cymbals consist of thin plates made from bronze.

Dice

Type: Mundane

Usually created from wood, stone, bone, or even antlers, and crafted in to different shapes. Dice were thrown or rolled to produce a random generation. Dice are commonly associated with gambling, but also used in fortune telling and divination.

Drum

Type: Instrument

Drums are made with a circular frame of wood, and covered with a sheep or goat skin stretched taut. The stretched skin atop the drum is secured with leather straps. They are played by striking the surface hands, padded sticks, or mallets.

Easel

Type: Mundane

A wooden tripod and crossbar used to hold canvas for painting.

First Aid Kit

Slots: 1
Type: Adventurer
Cost: 2o

A kit kept in a small box or sack cloth consisting of a roll of wool for bandaging, splints, herbs, and balms. A standard kit contains 10 bandages, and 2 small wooden splints rolled up together and a small leather waterskin with oil to act as both cleanser and balm. Application to restore wounds, stop the Bleeding Condition, or administer to damaged limbs and bones, use the Survival: First Aid Skill (see Healing Trauma in Combat Encounters).

Fishing Hook, large

Slots: 1
Type: Adventurer
Cost: 1o

Large hooks made from bronze crafted in a hook shape. These hooks are an important part of coastal communities where fish are the primary staple.

Fishing Hook, small

Slots: 0-1
Type: Adventurer
Cost: 0.1o
1-5 hooks are 0 slots. for every 5 hooks thereafter is 1 slot each.

In Atlantis, smaller fish hooks were commonly crafted from bone, antler, or metal. Smaller hooks are staples for communities living near lakes and rivers.

Fishing Pole (and line)

Slots: 2
Type: Adventurer
Cost: 1o

The rod is made strong wood and the line is crafted from finely woven flax.

Flask

Type: Mundane

A small bronze flask with a cork top. Flasks are rarely used due to the lingering metallic taste. It's use is reserved for potent drinks that can counterbalance this flavor.

Flute

Type: Instrument

Atlantean flutes mostly resemble that of the "pan flute," a multi piped instrument made of reeds of various lengths. Pan flutes are commonly played during festivals and feasts.

Glass Bottle

Type: Mundane

Hand blown glass bottles are a luxury item for the rich.

Gong

Type: Instrument

A large bronze plate held from a harness with leather straps. A gong produces a large brassy sound when struck with the proper mallet.

Hammer

Type: Mundane

A bronze head fixed atop a wooden handle and used in crafting.

Hammer, sledge

Type: Mundane

A very large bronze or stone head fixed atop a two-handed wood shaft. These are used in crafting large items where a bit more force and less precision is required.

Harp

Type: Instrument

Atlantean harps featured frames with strings made from animal sinews and intestines. Due to their intricate design, these harps were primarily played among higher societies.

Hatchet

Type: Mundane

the hatchet is a small axe with a sharp blade edge on one side and blunt head on the other. It is used primarily for cutting and splitting wood.

Healing Water, Blessed Water

Slots: 1
Type: Adventurer
Cost: -

Healing water, sometimes called the Blessed Waters, are infused with ichor, which flow from sacred springs like the Temple of Cleito. High priests and priestesses guard and dispense this water.

Applying a 4oz vial to a wound restores up to D12 Trauma, while ingesting 12oz heals all Conditions, including incapacitation and limb damage, within an hour.

Horn

Type: Instrument

Crafted from bull or ram horns, instrumental usage is used in battle or in sacred ceremonies and feasts.

Hourglass

Slots: 1
Type: Adventurer
Cost: 1o

Crafted from blown glass and wooden bases on top and bottom, these are filled with different materials, mostly water or sand. Atlanteans are known for their accuracy and precision in hourglass manufacturing.

Hunters Bag

Slots: 1
Type: Adventurer
Cost: 7o

A large hand stitched leather bag used to hold sharp objects or animal meat and organs. Items inside still must be counted for Item slots. The hunters bag can be dropped to remove encumbrance as an action.

Ingot (various)

Type: Mundane

A large chunk of metal, generally with the excess stone and other material removed.

Ink

Type: Mundane

Ink is made from fine powders mixed with thickening gum and water. Atlantean ink is dark black.

Jars

Slots: 1
Type: Mundane
Cost: 1o

Clay or glass (rare) vessels used to transport materials that need protection from exposure or liquids that cannot be stored otherwise. Lids were sealed by using cork material that is pliable and water tight.

Knife

Type: Mundane

A bronze utensil with a sharped blade.

Ladder

Type: Mundane

Consisting of boards tied together and pegs preventing the slippage of each rung. Most ladders lose their stability at 20 feet, but for construction that required higher, fearless workers have been known to scale ladders up to 50 feet or more!

Ladle

Type: Mundane

made on bronze or more commonly clay, ladles are used to deep into vessels of oil, water, or soups.

Lantern

Slots: 2
Type: Adventurer
Cost: 1o

Oil lamps made of bronze with an open air middle section. Olive oil is the most common used fuel, and wicks are made linen.

A lamp will burn for 1-4 hours before more fuel is required.

Lantern/Torch Fuel

Slots: 1
Type: Adventurer
Cost: 1o

Olive oil, fish oil, or animal fat oil used to light lanterns or coat linen wraps on torches. These are stored in leather casks. Each consumable use is 1 slot and will burn for 1-4 hours.

Leather

Type: Mundane

Material produced from an animal, usually horse, cattle, goat, or sheep.

Leather Gloves

Type: Clothing

Gloves made from leather. This provides some protection and insolation against sharp, hot, or cold exposure.

Lock

Type: Mundane

Atlantean locks consist of a wooden or metal "bolt" that contains teeth cutouts. The teeth were used so that a key could grab hold and move the board from the latch at the side of the door. A sickle shaped key is inserted into a hole into the teeth, and when turned the bolt would slide back releasing the door.

Lock Pick Kit

Slots: 1
Type: Adventurer
Cost: 2o

Due to the relatively primitive nature for locs, a specially sized and pliable bronze rod needs to be expertly bent and rotated to pick locks.

Lute

Type: Instrument

Atlantean lutes have a 2 foot long neck, a small resonating chamber, and seven strings. Lutes are commonly played at festivals and feasts, weddings, and taverns by minstrels.

Lyre

Type: Instrument

An ancient world instrument with the distinctive U shaped frame, the Lyre has two arms with strings running from a tailpiece on the bottom. These instruments are mostly plucked.

Magnifying Glass

Slots: 1
Type: Adventurer
Cost: 3o

Atlantean magnifying glasses were not invented until many years after the removal from the old world. These are not collapsible, consisting of a single hollow bronze chamber with lenses inserted into the top and bottom therein. These magnifying glass lenses magnify 2x-3x the normal size when held up close to an object.

Mess Kit

Slots: 2
Type: Adventurer
Cost: 1o

A small bronze cooking pan/pot that can also be used as a plate and metal spoon. If used in cooking, the pot must be put on something that can withstand heat or it will burn.

Mortar and Pestle

Slots: 1
Type: Adventurer
Cost: 1o

The mortar bowl is the shallow grinding bowl. The pestle is the grinding stone used to crush and grind ingredients. This is used for grinding herbs, dried berries, and nuts for food, medicines, and cosmetics.

Naturalist Kit

Slots: 3
Type: Adventurer
Cost: 3o

A small wood box, inside containing a leather pouch with small sheets of papyrus to carry seeds, leaves, small rocks, or insects, a small bronze scale used to weigh and measure, bronze tweezers to handle delicate specimens, a small mortar and pestle, and a small field knife.

Necklace

Type: Clothing

Bronze or orikhalkon metal with tiny chain links connected to an ornate pendant.

Needles

Type: Mundane

Made from bronze, bone, or antlers, these pins are molded or carved into straight sharp pins with hooks or eyelets to allow thread to be pushed through linens, wool and leather.

Pack Saddle

Slots: 4
Type: Adventurer
Cost: 5o

Commonly used by donkeys and oxen, the pack saddle features a hardened leather harness that fits tightly on the mount's back. The front section allows riders to sit, although not comfortably for long distances. The backside contains side bags, and in the back of the saddle, a rounded section where a rod can be attached and extra bags secured or used to drive the beast.

Palette

Type: Mundane

a wooden board with a hole in the middle for which a painter could mix and apply paints to a canvas.

Pick, mining

Type: Mundane

Mining picks have a bronze "pickhead" with a pointed end for breaking rock and a curved flat end for prying and digging. This is secured along a hard wood handle for grip.

Pitcher

Type: Mundane

A clay vessel with a pointed spout on top used to contain and pour water, wines, and oils.

Plane, carpentry

Type: Mundane

Carpentry planes are made and moulded using bronze consisting of a straight edge along the bottom and a handle on top. The plane acts to shave wood to create an even surface.

Paint

Type: Mundane

Paints and color pigments made from various flowers, plants, roots and minerals.

Poison, vial

Type: Adventurer
Cost: 5o

A small glass vial containing the captured poisons from plants and roots.

Quill

Type: Mundane

More commonly crafted from reeds than feathers, the quill is shaped with a small flat end to make both thin and thick lines depending on the angle of the scribe's hand. For feather quill, these can come from a variety of birds, the more exotic the quill, the more expensive and lavish they are.

Quiver

Slots: 2
Type: Adventurer
Cost: 5o

Quivers are leather oblong cases suspended from a strap fastened around the waist. Some quivers can be attached to the back, but only used in this manner for transportation, never in battle. A quiver holds 30 arrows.

Rags

Type: Mundane

Small squares of linen or wool used for cleaning.

Rod, bronze

Type: Mundane

Moulded and shaped rods of bronze were used only for purposes where a wooden rod would not be sufficient.

Rope (6ft)

Slots: 1
Type: Adventurer
Cost: 1o

The primary material for rope-making was from plant fibers like papyrus. Thin strands are extracted then twisted into thin strands and then twisted again into larger thicker strands until the desired strength and thickness is attained. The more common strength and thickness of rope is strong enough to hold the common Atlantean.

Ruler

Type: Mundane

A thin wooden instrument with markings to delineate common measurements.

Saddle

Slots: 3
Type: Adventurer
Cost: 2o

Most Atlanteans will ride their mounts bareback, but some saddles were crafted from leather to allow royalty to sit more comfortably to ride long distances.

Satchel

Type: Adventurer
Cost: 1o

Satchels are used for carrying personal belongings conveniently. These were commonly made from linen or wool, but also occasionally from leather. Satchels are rectangular bags with a flap and drawstring closure. Satchels are commonly worn across the body allowing easy access to their contents.

An empty Satchel is 0 slots. Items inside still must be counted. A satchel can be dropped to remove encumbrance as an action.

Saw

Type: Mundane

A bronze bladed instrument with teeth allowing it to cut / rip through wood. Handles are made from wood to push and pull effectively.

Sextant

Type: Mundane

Mariners use the sextant to plot cardinality of celestial objects. It is a quarter circle with angular interior and circular exterior with a pendant attached by string or leather.

Shovel

Type: Mundane

A wood handle with a curved metal basin used to break soil, lift, and - well shovel earth.

Silk

Type: Mundane

Made from the cocoons of silkworms, silk is a rare material mainly used for royal dress and ceremonial garb.

Signet (custom)

Type: Mundane

Metal engravings with special identifying emblems used to seal official documents in wax.

Spike

Type: Mundane

A large metal pin used to tie down tents, banners, and large masts.

Spyglass

Slots: 2
Type: Adventurer
Cost: 5o

Atlantean spyglasses were not invented until many years after the removal from the old world. These spyglasses magnify 2x-3x the normal size depending on the quality of the glass.

Square

Type: Mundane

An adjustable metal bend used to ensure that engineering and art we precise.

Tar

Type: Mundane

Created by heating pine causes tar and pitch to drip away from the wood leaving behind a charcoal tar substance. Tar is used to create water proof seals for boats, ships, and roofs.

Tent

Slots: 3
Type: Adventurer
Cost: 5o

Made from rope and linen canvas. A small two man tent is simply made by running a rope between two trees and draping a canvas over it staked down in an A frame. More elaborate tents use corner and center wooden poles dug into the ground with and multiple ropes and stakes secure it from the wind.

Thread

Type: Mundane

Thread is made from fibers of various plants or from animal hair.

Tong

Type: Mundane

Consisting of two bronze clasps and spring hinge used to grab and manuever hot items.

Torch

Slots: 2
Type: Adventurer
Cost: 0.5o

A torch consists of a wooden core with linen or wool wrapped around the top and soaked in flammable oils. Because they quickly burn through fuel, torches only last around 10 minutes before more fuel needs to be applied. A torch can be reused up to 10 times.

Trail Rations

Slots: 0-1
Type: Adventurer
Cost: 1o

Trail rations consist of dried meat, nuts, and other preserved foods. A unit of trail rations will last 1 month without spoiling and will provide sustenance for 3 meals (1 day).

Trowel

Type: Mundane

A small hand sized shovel.

Tunic

Type: Clothing

The Atlantean tunic resembled those of the greek mediterranean world. The tunic is a rectangular piece of fabric made from linen or wool and draped over the shoulders using brooches to fasten in place and at and at the waist with a leather belt. Often plain, or dyed in a single color, some more elaborate designs are worn among the wealthy and elite.

Tweezers

Type: Mundane

Two elongated metal pieces of metal bent at the ends used to pull small strands or fibers.

Venom, vial

Type: Adventurer
Cost: 5o

A small glass vial containing the captured poisons from serpents, scorpions, etc.

Vial

Type: Mundane

A small glass vessel usually with a cork or glass cap with a leather strap to fasten it. Vials are commonly used for medicines and other concoctions cannot be sealed in metal or leather.

Waterskin

Slots: 1
Type: Adventurer
Cost: 1o

Waterskins are made from sheep or goat skin sewn into a water tight pouch which can hold 20 liters of liquid. They are typically used for transport and storage of water, wine, oil, and milk.

Wax

Type: Mundane

Wax made from sap, beehives, or extracted as tallow from reeds. Waxes were used for candles but also for moulds in metal casting.

Wood

Type: Mundane

The remains of a tree.

Whetstone

Type: Mundane

A whetstone is used for sharpening blades. A whetstone is a stone of quartz with a flat surface that a blade can be dragged across to sharpen.

CRAFTSMANSHIP

Not all weapons, armor, and items are created equally. Master artisans craft exceptional works that receive a Skill Modifier to those who master their craft, or pay handsomely. Poor craftsmanship, where items are made with substandard materials, or without understanding of the principles of manufacturing the items, will in turn have a negative Skill Modifier applied.

Items fall into three craftsmanship categories:

LOW QUALITY: These items under perform with a -1 Skill Modifier. They may be "work" in a pinch, but are not trustworthy.

STANDARD QUALITY: Items not labeled "low" or "excellent" quality are standard quality with no Skill Modifier. They function as expected. Items produced by highly-skilled craftsmen who take pride in their work, often still produce standard quality items. All items on the equipment lists are standard quality.

EXCELLENT QUALITY: Crafted by only the finest artisans, these items boast a +1 Skill Modifier. These items are distinguished by the time and effort invested in their creation. Items with a +2 or higher are incredibly rare and often magical, typically requiring intervention from the gods to obtain.

CUSTOM EQUIPMENT

Characters of unusual size require custom weapons and gear, which are rarely available in Atlantean towns and come at a premium. "Giant" armor and equipment usually costs double the standard price and needs specialized craftsmanship. The land of the Centaurs is well known for their large forges and item crafting. Smaller than normal sized armor must also be custom created and costs 25% more, using less material but requiring expertise in precise dimensions.

Custom modifications for features like horns or hooves also typically cost 25% more than standard equipment.

ENCHANTED ITEMS

Enchanted items possess magical properties that offer unique modifiers and effects upon activation. Follow the item’s description for activation procedures. Some items may have limited uses or specific times they can be activated, like once per day or only at night. Certain items may require a specified Skill to activate, as noted in their description.

Not all enchantments are beneficial. Some come with trade-offs, requiring a payment for their power — what some might call curses, but it’s all in the eye (or hand) of the beholder. Enchantment properties are hidden until activated. Consulting an expert in divine items before use is recommended.

CRAFTING

Crafting Skills, Smithing, Fletching, Tailoring, Carpentry, and Pharmakeia, are used for the construction of items when made with the appropriate materials. Finding and harvesting materials requires the use of related Skills such as: Foraging / Botany, and Geology / Mining, and Butchery.

Example:
Telephus wants to produce his own arrows and has the Education: Fletching Skill. He is in the woods which has plentiful wood, and bird feather to forage for, but still needs some metal or sharp rock for an arrow head. He use their Awareness: Sight (1H4) to search for feathers and the GM sets finding the feathers as difficulty Level 1. He rolls a 3, 9, and 12 - one success and succeeds in finding the feathers. For the arrow head, the GM allows Telephus to make an open Quantity Roll. One success will allow him to find common soapstone because it is plentiful, but is considered low quality, two or more successes will provide standard quality materials. Telephus' Geology / Mining is 2H3, and he rolls a 3, 8, and 9 - enough to find acceptable but low quality soap stone. For the wood shaft, no roll is required, since there is a lot of acceptable wood to use in the forest. Telephus now needs to roll to craft the arrows. He rolls using his Education: Fletching Skill (3H6) vrs Difficulty level 1. He rolls 2, 8, and 11 - one success. The overall result is a partial success and the GM rules that the player only makes 5 arrows.

WANT MORE PRESCRIPTIVE CRAFTING RULES?

The rules for crafting are intentionally left vague to allow you and your GM greater control over the complexity you want in your game. However, optional, more prescriptive rules for crafting, hunting, and cooking rules are provided in the GM Guide.

PHARMAKEIA

pharmakeia |fr

In Atlantis, nature's bounty—from plants to animals to springs—yields plentiful ingredients for creating medicines, poisons, and magical compounds. Although mostly pharmakeia is mostly practiced for healing and divinations, practitioners of pharmakeia, known as iatros or physicians, often grapple with the stigmas of being labeled witches or sorcerers.

Most plant and animal substances have natural properties, although some rare specimens contain ichor. Harvesting naturally occurring ingredients is generally safe, provided the plants aren't toxic and are properly handled. However, extracting ichor is a perilous task, and often fatal to mortals, and should only be undertaken by skilled botanists or pharmakeia experts due to its high difficulty (level 3+).

Concoctions created in Atlantis boast three primary attributes: potency, dosages, and effects. If unspecified, they are assumed to follow standard properties.

POTENCY: Similar to craftsmanship, potency has three tiers - low quality, standard quality, and excellent quality. Low quality potency provides a -1 Skill Modifier, or -1 output to any positive effect it provides. Standard quality has no modifiers, and excellent quality provides a +1 Skill Modifier, or +1 output to any positive effect it provides.

DOSAGES: Concoction batches vary in doses based on ingredient quantity and the required effect. Unless stated otherwise, a single dose is assumed per concoction.

EFFECTS: Each concoction has specific effects and potential side-effects. Some effects necessitate a Physical Resistance: Poison or Disease roll to avoid or reduce impact.

USING CONCOCTIONS IN BATTLE

To use an elixir in battle, it takes an action to equip and both hands to drink, unless you have a special one-handed vessel. Other concoctions requiring application or ingestion can be used with an action if you have a free hand. Healing and aid are best administered outside of combat.

THE SETTING

GODS AND TITANS

Someone created men to be a race like unto the blessed gods, albeit he gave them inferior strength: whether it was the son of Iapetos, Prometheus . . . or whether we are born of the blood divine that flowed from the Titanes (Titans); for there is nothing more excellent than men, apart from the gods. - Oppian

THE ANCIENT GODS

In the beginning of all things, there was only Chaos, a shadowy mass of energy. From Chaos, sprang forth the ichor, the essence of life and power of the gods, which formed Gaea (the Earth), Tartarus (the Underworld), and Eros (Love). Thus, from Chaos and ichor, the universe and the gods emerged.

Gaia, then bore Uranus, and together they had many children, the primordial gods of the universe, known as "Titans." As the Titan's power grew, Uranus became fearful they would overshadow his power and take his throne, so Uranus imprisoned his children deep within Gaea's womb. Gaea, grieved by Uranus's harshness, conspired with her youngest son, Cronus, to overthrow him. Gaea gave Cronus a harpe (a bladed sickle), which Cronus used to castrate his father, and seize power. The ichor that spilled from Uranus created the Furies, the Giants, and the deity Aphrodite. As the new ruler, Cronus had the power to form life in the images of his choosing, and thus populated the earth with all forms of mortal beings, the first inhabitants of the world.

Soon thereafter, Gaia had a vision that she was forced to share with Cronus - that someday one of his children would overthrow him, just as he had overthrown his father. In an effort to prevent his downfall, Cronus swallowed Demeter, Hestia, Hera, Hades and Poseidon on the day of their birth. But when it came near to the birth of their sixth child, Rhea, the wife of Cronus, hid herself on Crete and in secret and bore Zeus. Soon after the birth of Zeus, wrapped a large stone in swaddling clothes and presented it as her Zeus to Cronus. Cronus immediately devoured it whole, none the wiser that it was not his son.

As Zeus grew up on Crete, he learned of his heritage and what became of his siblings. Determined to reclaim his birthright and free his siblings, Zeus traveled to Cronus' palace disguised as a royal cupbearer. The cup contained a concoction mixed in strong wine that caused Cronus to vomit violently, spewing out the children he had devoured. United, Zeus and his siblings quickly fled to atop Mount Olympus, and became known as the "Olympians."

THE TITANOMACHY

For a decade, the Olympians waged war against the Titans known as the "Titanomachy." Atlas was appointed general over the Titan armies who led the Titans to many victories over the Olympians. As the Titans inched closer to total victory, Zeus struck created an alliance with the Cyclopes, who in turn created the thunderbolt for Zeus, the trident for Poseidon, and the helm of darkness for Hades. With these powerful weapons, the Olympians pushed back on the Titan advances, eventually defeating them, and sealing them up in the depths of Tartarus (the Underworld).

THE GIGANTOMACHY

Strength was with his [Typhon] hands in all that he did and the feet of the strong god were untiring. From his shoulders grew a hundred heads of a snake, a fearful dragon, with dark, flickering tongues, and from under the brows of his eyes in his marvelous heads flashed fire, and fire burned from his heads as he glared. And there were voices in all his dreadful heads which uttered every kind of sound unspeakable; for at one time they made sounds such that the gods understood, but at another, the noise of a bull bellowing aloud in proud ungovernable fury; and at another, the sound of a lion, relentless of heart; and at another, sounds like whelps, wonderful to hear; and again, at another, he would hiss, so that the high mountains re-echoed. - Hesiod

With the Titans imprisoned in Tartarus, the Olympians reigned over the universe. However, the Giants, formed from the blood of Uranus had also grown in numbers and power. The Olympians battled against the Giants in a war called the Gigantomachy. The Giants, led by Typhon, the most ferocious creation the world had ever seen, once again had the Olympians on the verge of defeat. On the brink of defeat once more, Zeus with his bolts of lightning, eventually defeated Typhon, and imprisoned him in the depths of volcano Mount Etna. The remaining Giants scattered, hiding from the Olympians' wrath.

THE REIGN OF THE OLYMPIANS

Once again without challenge to their dominion, the Olympians ruled supremely. Zeus ruled the land, people, and gods. Hades governed the Underworld, which bore his name. Poseidon took control of the seas, waters, and island nations, including Atlantis. The Olympians also created new peoples through out the world, including the a new generation of mortal men.

Upon the island of Atlantis, Euenor and his wife Leukippe, among other peoples, were created by the gods. In their old age, Euenor and Leukippe then begat their only child, Cleito. Cleito, spent her days looking after her parents and devoted her life to their well being. As Cleito came of age, her beauty caught the attention of Poseidon. Poseidon pursued Cleito to become one of his wives, yet Cleito refused, remaining committed to her parents care. After the death of her parents, Poseidon pursued once more, and eventually Cleito accepted his offer of marriage. Soon after their marriage, Cleito gave birth to five pairs of twin sons. The generations of which ruled over the people of Atlantis.

Poseidon was deeply in love with Cleito and saw her as his queen, much to the jealous dismay of his wife Amphitrite. To ensure her safety, Poseidon built for Cleito a palace atop a large hill and carved the surrounding land into alternating rings of land and sea. These perfectly spaced rings made the palace impossible to reach by foot, as there were no bridges placed at the time. To ensure Cleito and his children's sustenance, Poseidon also creating two springs—one with warm water, the other cold which brought forth all kinds of abundant fruits and nuts from the earth. As the children aged and thus able to protect themselves, the Atlantean people built elaborate bridges to connect the main land to the palace. They dedicated the palace as a place of worship, renaming it the Temple of Poseidon.

The people of Atlantis, grew in might and power over the years. Although they largely were a peaceful people, they were also powerful and conquered kingdoms of those who refused to submit to their wants. After many disputations with the Athenians, The Atlanteans waged a bloody war with the people of the Mycenaean region. The Athenians and their allies, had some celebrated victories but also many defeats at the hands of the Atlanteans. Recognizing the imminent defeat of the Athenians, Zeus ordered Poseidon to destroy Atlantis. Cleito overheard the orders to destroy Atlantis, and out of desperation sought out the only power equal to that of the Olympians to save her people - Typhon.

mt. etna |fr

Cleito hiked to the top of Mount Etna, and spoke to Typhon through the caldera, pleading for his help. Typhon instructed she must drink from the caldera, and she would gain his ichor, his power. Bewildered, she found a golden cup near the edge and dipped it into the lava. Amazingly the cup didn't melt in the lava, but remained cool to the touch. Typhon roared, "Drink, and I shall protect you and your people." As Cleito drank, the lava burned her body. Writhing in pain and agony, she wondered why death had not overwhelmed her. Then she felt something different - power. With the ichor of Typhon coursing through her, she felt transformed, god-like - a Titan reborn.

Cleito returned to Atlantis and with her new powers created a massive volcanic eruption that enshrouded the continent in ash. The cloud of ash was so dense that even Zeus atop Olympus could see it. She then transformed four mountains into enormous giants which picked up the island and moved it far from the gaze of the Olympians. With the ash still concealing the island's former location, Poseidon created a great wave to bury the land under the ocean. When the wave subsided and the ash dissipated, the continent continent had vanished. The Olympians and the ancient world believed Atlantis was lost to the sea.

THE STEWARD TITANS OF ATLANTIS

With her land and people safe, Cleito sat in her temple, surrounded by sculptures and images created by her husband, Poseidon. She ordered the destruction of all Olympian statues and even the mention or their names in Atlantis. Cleito razed Poseidon's temple and commanded the construction of a grander one, the Temple of Cleito.

Empowered by the ichor of Typhon, Cleito bore five pairs of twins: Eridanos and Phoenocia, Harpe and Celaeno, Hesperos and Maiea, Ichtheasus and Elecea, and Eumelos and Mera. These children, born as gods, were titled "Steward Titans of Atlantis," or simply "Stewards" or "Titans."

Cleito and her Titan children, established their own palace, atop the highest peak of the Atlas mountains, Mount Typhon. From this vantage point, the gods look down upon mankind with varying intentions. Cleito rules with a firm hand, ensuring order, some of the Titans offer guidance and protection to the virtuous. But, not all are so benevolent. Some choose to plot and scheme, driven by jealousy and vengeance, or simply delight in mischief. This mix of benevolence and malevolence, has taken its toll in shaping the destinies of the people they have stewardship over.

THE TITANS OF ATLANTIS

The Titan children of Cleito oversee the wellbeing of their mortal brethren, the Atlantean people. Thus they have been given the mantle of Stewards over Atlantis. Cleito commanded the Stewards to not show favor for one kingdom or person, and to allow them to make decisions for themselves, although the Stewards have been known to bend the rules to gain recognition, influence, and power out of pride, jealousy, and even boredom. Like the Ancient Titans and Olympians before, the Steward Titans also occasionally fall in love with mortals; the offspring from these unions are often born with godly gifts and sometimes curses.

The physical appearance of the Titans varies. Their true forms look like what men would call monsters, but they can appear in any form; be-it animals, as people, or aberrations. As gods, the Titans are bestowed with immense power of the Ichor. These powers are "gifts" from Chaos and are not chosen by the gods themselves, but by destiny.

RITUALS AND WORSHIP

This section makes mention of rituals and worship. The performances of these rituals left intentionally vague as to allow GMs the ability to develop their own details and reward system. Rituals, as they are currently presented in this game, is simply a way to gain favor, but the Stewards are under no obligation to reward the people for their performances.

CLEITO

Goddess of Life and Death

Cleito is the supreme god of Atlantis, and mother of the Titans. Cleito is worshiped by the Atlanteans as the protector of Atlantis and the author of justice. She is depicted as her mortal image, but as her flesh and spirit merged with Typhon, Cleito's natural appearance is terrifying. Cleito is the embodiment of both the light and darkness, life and death, and good and evil. Her duality of personality creates a balance, one that can shift quickly and unexpectedly.

She is also revered as the mother of nations, the prime deity of Atlantis. The Atlanteans recognize her as merciful, but at times swift to exact justice. Rituals and offerings at the temple of Cleito are sought to earn her favor, hoping to obtain mercy or to petition for justice. Atlanteans who mourn the loss of their loved ones petition for Cleito guide and protect their spirits in the underworld.

Cleito has power over life and death. She can create new life, mortal and immortal, and can bestow the gifts and power of the ichor with her creations. She can also destroy life, even the very essence and soul of someone so that it cannot pass into the afterlife. When Cleito destroys life that contains the ichor, she also obtains its power. The powers gained from this destruction increases her own powers as well, but it also can throw off the balance of light and darkness within her. Despite her ability to siphon power and destroy life, her goodness prevents her from misusing it.

ERIDANOS

Steward of Light and Peace

Eridanos is the eldest of the Titans, and perhaps Cleito's most loyal child. It is said that he walks the halls of the Temple of Cleito, listening and inspiring the priestesses therein. Those who seek peace come to the Temple of Cleito to offer incense as an offering in return for solace and inspiration to overcome their burdens.

Eridanos' gift is light and peace, and it is by Eridanos' command that the sun rises, and its warmth gives peace to all. Eridanos also can creates light so intense and powerful, that mortals who try look directly at it lose their sight forever.

PHOENOCIA

Steward of Illusion and Trickery

Phoenocia is the second eldest Titan. Phoenicia's ambition often competes with that of Cleito and that her mortal kindred. Phoenicia likes to create false visions or provide false prophecy simply to amuse herself, or to satiate her jealousy of Eridanos. Some oracles and prophets have been tricked by Phoenocia, giving and pronouncing false prophecies; and true false prophets will blame their inaccuracies and falsehoods on Phoenocia as means to escape the consequences of their own evil deeds.

Phoenocia's illusions and visions are so realistic that they feel tangible and indistinguishable with reality. Although many Atlanteans despise Phoenocia, some petition her to direct her trickery against their enemies.

HARPE

Steward of Darkness and Silence

Just as the sun rises, the night brings balance. Harpe engulfs the land around him in pure blackness, wherein no light can escape. Harpe dwells in the darkest caverns where no light can exist, somewhere between the earth and the underworld. Harpe cloaks his true form in darkness, his only communication is through whispers to those within his presence. It is said that Harpe's presence is near when even the light of a lantern cannot be seen, you cannot hear your own words, and cold shiver runs down your spine.

Harpe does not trifle with death or underworld. In fact some believe his whispers are to frighten souls from unwittingly entering the underworld. Others believe that he feeds on fear.

CELAENO

Steward of Strength, War, and Industry

Celaeno is often depicted in art and statues across Atlantis with the body of a man and the head of a bull. He is considered a muse for artisan craftsmen. Many signs outside of storefronts of carpenters, smiths, and masons will have an image of a bull as a means to pay respects to and earn Celaeno's favor.

When it comes to war, Celaeno's favor requires much more than simple reverence and prayers - a sacrifice of blood is required. Since both sides in battle try and will seek the favor of Celaeno, the embattled kingdoms will create grand spectacles culminating in mass sacrifices.

HESPEROS

Steward of Inspiration and Wisdom

The people of Atlantis credit much of their advances in engineering, mathematics, literature, politics, and warfare to Hesperos. Atlanteans believe that Hesperos disguises herself as a crane simply to watch people build and innovate, thus the crane is revered as a symbol of knowledge and wisdom, and depicted on many government buildings and schools. Devotees of Hesperos revere the words of Hesperos as proclaimed from her prophets and oracles as scripture. Devotees will memorize long passages of scripture and recite it in public as a means to garner her favor. Those that forget their memorization see it as an omen, that they will be cut off from Hesperos' inspiration. Paying large amounts of alms at the temples is believed to regain her favor.

MAIEA

Steward of Wind, Climate, and Weather

Atlantis is a large continent with diverse biomes and climates, all held in harmony from the gifts and power of Maiea. Atlanteans setting out on long travels will seek the favor of Maiea to ensure the weather is favorable, especially when heading into the harsh wildernesses, deserts, and mountains of Atlantis. Maiea is revered as a well tempered deity, which is manifest in the comfortable mediterranean climate of Atlantis. However, when the Atlanteans do not show respect to the land or to the Titans, Maiea has been known to cause long droughts, violent storms, and scorching temperatures until the people humble themselves and change their ways.

ICHTHEASUS

Steward of the Sea

Ichtheasus rules the seas and the beasts that dwell therein. Unlike the impulsive and temperamental nature of Poseidon, Ichtheasus is especially cognizant of how he and his actions can draw parallels to Poseidon. Sailing in and around Atlantis is generally afforded calm passage; however, Atlanteans are restricted by order of Cleito to sail beyond the reef islands. Those that seek to sail beyond are met with large swells and ferocious sea monsters sent from Ichtheasus. Fishermen and sailors will throw their first catch of fish back into sea as a means to pay respect to Ichtheasus.

ELECEA

Steward of Nature and Beasts

Elecea finds joy in creating new and interesting creatures which bring variety and color to Atlantis. Because of Elecea's creativity, Atlantis is populated with many types of plants and beasts not found anywhere else in the world. Elecea does not control her creations, plants are free to spread, and beasts behave according to their nature and instincts. Elecea blesses those who are cultivate and care for her creations. Many temples are adorned with gardens and tamed beasts to roam freely around the grounds as homage to Elecea.

EUMELOS

Steward of Accountability and Justice

Eumelos provides the priests of his temple inspiration to render judgement. When Atlanteans enter a dispute, they provide peace offerings at Eumelos' altar, ranging from animals, gold, fine linen, and works of art, which the priests retain to sustain the temple. The priests then perform the Ritual of Justice, communing with Eumelos to deliver a verdict. Accepting this verdict will earn Eumelos' favor, leading to further success and peace. Those that continue to harbor ill feelings and continue disputes is said to be revisited with curses tenfold.

MERA

Steward of Prophecy, Destiny, and Dreams

While many Atlanteans claim Mera speaks to them in dreams, she rarely does, except for those whom are required to fulfil destiny. Mera's prophecies cannot be changed or avoided. Attempting to escape or thwart the prophecy is like throwing a stone into a river - it may cause a ripple, but the river's course remains unchanged.

THE POWER OF THE GODS (THE ICHOR)

Ichor is a substance found throughout the universe provides immense power. Ichor is infused into their veins of the gods, their offspring, and occasionally in nature. The primordial force, Chaos, determines which powers the ichor bestows at birth and shapes that being's destiny. The gifts from ichor are predetermined by Chaos and cannot be chosen by any being.

The blood of the gods is primarily ichor. Only a select few mortals with a lineage from the gods contain a small portion of ichor. To harness one's ichor, one must stimulate it through gestures, meditation, incantations, and trances. For more powerful spells, like healing or resurrection, multiple casters are required to link their power in ritual.

Ichor is highly toxic to mortals and demands great skill to harness. Only a few possess the knowledge to imbue items, weapons, and nature with its essence, a process that requires a sacrifice of their own power. Heroes granted these gifts are expected to carry out great errands in exchange which are not to be taken lightly, less they are visited for recompense.

In the mortal world, ichor is rare. Atlanteans have little to no ichor in their blood, even those descended from Cleito. Also within nature ichor is rare, but can be found in special springs, crystals, and rare plants. Mortals must handle these with care as ichor is toxic to mortals. The gods are able to indulge themselves in ichor heavy substances like Ambrosia and Nectar to boost their powers. These would be fatal to mortals to eat. Elaborate ritual spells may require natural ichor to enhance the properties thereof.

DEATH AND THE UNDERWORLD

In Atlantean belief, death isn't well understood and terrifying. The prophets teach that upon death, the soul - known as the psyche enters Erebos, a pitch-dark limbo with deafening silence where souls wander and pray for redemption. Erebos lies in a state of being between life and death. It is believed that this plane of existence lies deep within the earth with entrances through underground caves where subterranean rivers flow. While the psyche remains in Erebos, it can only return to the body if a resurrection spell is produced, but once the psyche leaves Erebos, it cannot return.

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Deep within Erebos lies a shallow river guarded by the ferryman Charon. Charon requires a payment of one coin to transport the dead to their final destination. Because of this payment, Atlanteans prepare their dead by placing a coin in their loved ones mouth. Soldiers will also carry at least one coin on their person in battle should they fall.

For a lucky few, Charon will take the dead to Elysium, a place of happiness and joy, reserved for the gods - and heroes to become gods. However, most people will come to Asphodel, a place of "perpetual twilight," surrounded by fields of asphodel flowers, existing without suffering but also without joy. For those who have been damned by the gods, Charon will ferry them to Tartarus, a place of agony, pain, and despair, ruled by none other than Hades. Tartarus is guarded by fierce monsters and surrounded by wall of rock wherein no one can escape.

CHARACTER DEATH

Its highly recommended that before the first session of play, the GM and players should agree what options are available should their character die. Creating a new character and introducing it into the game as soon as possible should always be an option. However, a player may wish for the other characters to resurrect them. This should always come at a price and requires taking the dead to the temples and making sacrifices and offerings to the gods. Another option is traveling to the underworld itself, which is fraught with danger and should only be attempted by only the most powerful and skillful.

HISTORY OF ATLANTIS

We should recall at the very beginning that, in very rough terms, it was some 9,000 years since the time when a war is recorded as having broken out between the peoples dwelling outside the pillars of Heracles and all those dwelling within. This war I must now describe. Now they said that this city of Athens was the ruler of the [Mediterranean] peoples and fought for the duration of the entire war. They said, too, that the kings of the island of Atlantis were the rulers of the other peoples. This island, as we were saying [in Timaeus], was at one time greater than both Libya and Asia combined. But now because of earthquakes it has subsided into the great Ocean and has produced a vast sea of mud that blocks the passage of mariners who would sail into the great Ocean from Greek waters and for this reason it is no longer navigable. - Plato

ATHENIAN MYTHOS OF ATLANTIS

Plato's writings are the only records of Atlantis. He wrote of the birth of the nation, the mortal existence of Cleito, and the establishment of the great city of Euenor with its circular canals. From the union of Poseidon and Cleito came the ten Kings and Kingdoms of Atlantis. With the blessings of Poseidon, the island flourished, bringing great wealth and power to Atlantis. Over time, Atlantis expanded its reach beyond its borders and subjugated the nations of the Mediterranean. For years, the people of the Greek peninsula feared the Atlanteans and waged a tireless war against them for many years. Ultimately, the Athenians repelled the Atlanteans, and soon after, the gods created a great earthquake and tidal wave that consumed Atlantis, submerging it beneath the ocean.

... Thereon dwelt one of the natives originally sprung from the earth (autokhthones), Euenor (Evenor) by name, with his wife Leukippe (Leucippe); and they had for offspring an only-begotten daughter, Kleito (Cleito). And when this damsel was now come to marriageable age, her mother died and also her father; and Poseidon, being smitten with desire for her, wedded her; and to make the hill whereon she dwelt impregnable he broke it off all round about; and he made circular belts of sea and land enclosing one another alternately, some greater, some smaller, two being of land and three of sea, which he carved as it were out of the midst of the island; and these belts were at even distances on all sides, so as to be impassable for man; for at that time neither ships nor sailing were as yet in existence. And Poseidon himself set in order with ease, as a god would, the central island, bringing up from beneath the earth two springs of waters, the one flowing warm from its source, the other cold, and producing out of the earth all kinds of food in plenty...

... And he [Poseidon] begat five pairs of twin sons and reared them up; and when he had divided all the island of Atlantis into ten portions, he assigned to the first-born of the eldest sons his mother's dwelling and the allotment surrounding it, which was the largest and best; and him he appointed to be king over the rest, and the others to be rulers, granting to each the rule over many men and a large tract of country. And to all of them he gave names, giving to him that was eldest and king the name after which the whole island was called and the sea spoken of as the Atlantic, because the first king who then reigned had the name of Atlas...

... and the wealth they possessed was so immense that the like had never been seen before in any royal house nor will ever easily be seen again; and they were provided with everything of which provision was needed either in the city or throughout the rest of the country. For because of their headship they had a large supply of imports from abroad, and the island itself furnished most of the requirements of daily life,--metals, to begin with, both the hard kind and the fusible kind, which are extracted by mining, and also that kind which is now known only by name but was more than a name then, there being mines of it in many places of the island,--I mean orikhalkon (mountain-copper), which was the most precious of the metals then known, except gold. It brought forth also in abundance all the timbers that a forest provides for the labors of carpenters; and of animals it produced a sufficiency, both of tame and wild. Moreover, it contained a very large stock of elephants; for there was an ample food-supply not only for all the other animals which haunt the marshes and lakes and rivers, or the mountains or the plains, but likewise also for this animal, which of its nature is the largest and most voracious...

... Now in this island of Atlantis there was a great and wonderful empire which had rule over the whole island and several others, and over parts of the continent, and, furthermore, the men of Atlantis had subjected the parts of Libya [Africa] within the columns of Herakles as far as Aigyptos (Egypt), and of Europe as far as Tyrrhenia [in Italy]. This vast power, gathered into one, endeavoured to subdue at a blow our country and yours and the whole of the region within the straits; and then, Solon, your country [Athens] shone forth, in the excellence of her virtue and strength, among all mankind. She was pre-eminent in courage and military skill, and was the leader of the Hellenes. And when the rest fell off from her, being compelled to stand alone, after having undergone the very extremity of danger, she defeated and triumphed over the invaders, and preserved from slavery those who were not yet subjugated, and generously liberated all the rest of us who dwell within the pillars...

... But afterwards [after the war with Atlantis] there occurred violent earthquakes and floods; and in a single day and night of misfortune all your warlike men in a body sank into the earth, and the island of Atlantis in like manner disappeared in the depths of the sea. - Plato

ATLANTIS DURING THE GOLDEN AGE: THE REIGN OF THE ATLANTADINES

... a Golden Age of mortal men who lived in the time of Cronos when he was reigning in heaven. And they lived like gods without sorrow of heart, remote and free from toil and grief: miserable age rested not on them; but with legs and arms never failing they made merry with feasting beyond the reach of all evils. When they died, it was as though they were overcome with sleep, and they had all good things; for the fruitful earth unforced bare them fruit abundantly and without stint. They dwelt in ease and peace upon their lands with many good things, rich in flocks and loved by the blessed gods. - Hesiod

Long before Athens and the ten Kings of Atlantis, during the reign of the Titans under Cronus, the Titan Atlas was given rule over the islands, including the continent that would bear his name, Atlantis. The Titans created the first mortal life upon the world. This period of creation is referred to as the Golden Age of creation, or the Golden of men. Upon Atlantis, Atlas created many mortal beings, each with unique physical characteristics, and intellectual understanding, including the first mortal "men" known as the "Atlantadines." The Atlantadines were tall, intelligent, strong men, who were full of the power of the ichor. They were given great gifts of strength, intelligence, and blessed with magic. They built large elaborate cities with the finest materials and workmanship never to be replicated among men, even of those of later generations.

Among the creations of the Golden Age were the Satyrs. They have the upper body of a man and lower body of a goat or ram. They made their home in the forests of Atlantis. The Satyrs were an industrious people, they built elaborate forest villages and were masterful wood workers. Over time, the forests separated by large distances grew apart from one another, and even developed into fierce rivalries, and at times, wars between one another. Thus the Satyrs developed unique tribes, each with a unique culture from one another.

Upon the continent many Giants (Gigantes) established their homes. While physically terrifying, they largely were peaceful with the the Atlantadines, who were considered sibling compatriots. During the Gigantomachy, the Atlantadines fought along side the Giants, against the Olympians. During the war, many Atlantadines were killed. Those that remained, went into hiding. The Olympians razed the Atlantadine cities. What remained of the Atlantadine people and culture, faded from existence.

The Satyrs remained a thriving people in Atlantis. They were one of the few peoples to continuously inhabit the island.

ATLANTIS DURING THE SILVER AGE: THE REIGN OF THE ATLANTEANS

During the reign of the Olympians, a new generation of mortal peoples sprang forth from the ground. This generation of mortal creation was called the Silver age of mankind.

... then they who dwell on Olympus made a second generation which was of silver and less noble by far. It was like the golden race neither in body nor in spirit. A child was brought up at his good mother's side an hundred years, an utter simpleton, playing childishly in his own home. ... they could not keep from sinning and from wronging one another, nor would they serve the immortals, nor sacrifice on the holy altars of the blessed ones as it is right for men to do wherever they dwell. Then Zeus the son of Cronos was angry and put them away, because they would not give honour to the blessed gods who live on Olympus. - Hesiod

One day while walking the island of Atlantis, a beautiful woman named Cleito, the daughter of Euenor and Leukippe, caught Poseidon's eye. Poseidon was enamored by Cleito, but Cleito refused to marry any man, mortal or god, as she devoted her life to the care of her ageing parents. Many years thereafter, Cleito's parents died. Grief stricken, she found comfort with Poseidon, and eventually agreed to marry him.

... Poseidon, being smitten with desire for her, wedded her; and to make the hill whereon she dwelt impregnable he broke it off all round about; and he made circular belts of sea and land enclosing one another alternately, some greater, some smaller, two being of land and three of sea, which he carved as it were out of the midst of the island; and these belts were at even distances on all sides, so as to be impassable for man; for at that time neither ships nor sailing were as yet in existence. And Poseidon himself set in order with ease, as a god would, the central island, bringing up from beneath the earth two springs of waters, the one flowing warm from its source, the other cold, and producing out of the earth all kinds of food in plenty. - Plato

Cleito and Poseidon begat ten children, five pairs of twins: Atlas and Gadeiros, Ampheres and Euamon, Mneseos and Autochthon, Elasippos and Mestor, and Azaes and Diaprepres. As the offspring of both a god and a mortal mother, they were born with the gifts and power of the ichor, but also of mortal flesh. Their deeds and contributions to their people quickly earned them fame and reverence as champions of the people of Atlantis.

In honor of the birth of his sons, Poseidon erected a temple surrounded by grand canals, where Cleito and her children would dwell. At Cleito's insistence, the city was named after her father, Euenor. The canals of Euenor spread as legends throughout the world. The springs that flow from the temple are said to have healing properties to the believers that are allowed to touch it.

THE TEN KINGDOMS

Now in this island of Atlantis there existed a confederation of kings, of great and marvelous power, which held sway over all the island, and over many other islands also and parts of the continent." - Plato

Twenty years after the birth of the youngest sons, Poseidon granted the ten princes of Atlantis their inherited kingdoms. The eldest son, Atlas, was crowned regent of the central Kingdom of Euenor, wherein the Temple of Poseidon was located. Gadeiros, born only minutes after Atlas, was granted the Kingdom of Gadeira, the southeastern portion of the continent and many of the islands eastward. Ampheres ruled the southern harbors, the Kingdom of Ampheres. Euamon ruled the central plains, the Kingdom of Euamon. Mneseos ruled the area around the forests of the west and lake Mneseos, of the Kingdom of Mneseos. Autochthon ruled the western highlands, and called his lot the Kingdom of Typhis, named after Typhon whom assisted Cleito and saved the people of Atlantis. Elasippos ruled the southern islands of the Kingdom of Elasippos. Mestor ruled the eastern delta region called the Kingdom of Phykios, meaning "god of sea weed," an epithet of Poseidon and symbol of the marshland. Finally, the northern Atlas mountainous region was split between the Kingdom of Azaes in the northwest, and the Kingdom of Atlas ruled by Diaprepres in the northeast. Each kingdom operated as independent states, free to enact laws and govern autonomously, yet the island's security, trade, and finances was governed by the central regent held by the King of Euenor.

Political map of Atlantis

Peace reigned among the ten kingdoms for many years, but eventually, contention, strife, and war broke out between the kingdoms. The first great war, called the War of the Ascension, came at the death of Atlas. Atlas' son, Lamus, and Atlas' twin brother Gadeiros both claimed the central regent's throne of Euenor. At the funeral of Atlas, Lamus wore his father's crown and conducted his own coronation claiming the throne. Gadeiros, the twin brother of Atlas, was the popular choice among the people as he was now the eldest child of Poseidon. Jealous of the popularity and support for Gadeiros, Lamus cut off access to the Temple of Poseidon for any citizens of the Kingdom of Gadeiros. Incensed at Lamus' actions, six of the kingdoms formed an alliance to oppose Lamus, with the remaining kingdoms allied with Lamus of Euenor. The War of Ascension lasted seven years with many lives lost.

During the war, Poseidon tried to stay neutral and meddle in the affairs of men, even if they were his own children. However, as the forces of Gadeiros marched toward the Temple, threatening to destroy it should Lamus not abdicate the throne, Poseidon could not stay his hand any longer. He caused a terrible earthquake opening up a large fissure in the earth, swallowing up Gadeiros and his army. From the steps of his temple, Poseidon made a proclamation establishing the laws of the kingdoms, of which also outlined the rules of succession, going to the eldest child. These laws were then inscribed upon a pillar of orikhalkon within the temple.

... their authority over one another and their mutual relations were governed by the precepts of Poseidon, as handed down to them by the law and by the records inscribed by the first princes on a pillar of orikhalkon, which was placed within the temple of Poseidon in the center of the island; and thither they assembled every fifth year, and then alternately every sixth year--giving equal honor to both the even and the odd--and when thus assembled they took counsel about public affairs and inquired if any had in any way transgressed and gave judgement. - Plato

ORIKHALKON

... and the island itself furnished most of the requirements of daily life,--metals, to begin with, both the hard kind and the fusible kind, which are extracted by mining, and also that kind which is now known only by name but was more than a name then, there being mines of it in many places of the island,--I mean orikhalkon (mountain-copper), which was the most precious of the metals then known, except gold. - Plato

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Over the centuries of rule, the kingdoms of Atlantis flourished. They enjoyed great wealth, food, and precious metals from the land. One such metal, Orikhalkon, was discovered in the northern kingdoms of Azaes and Diaprepres which quickly became the most important commodity in all of Atlantis. Orikhalkon is a strong red metal, malleable like brass, but much stronger when cooled. Because it is only found in Atlantis, other nations paid handsomely for metals crafted from this material. In some nations, the value of Orikhalkon even surpassed the value of gold. For the Atlantean nations, Orikhalkon, shortened to "oriki," is the prevailing unit of currency. Coins are minted in various metals in Atlantis, but the value of each is measured in the oriki standard value.

Mining operations that rivaled anything ever seen before were established in the mountain regions, leading to population booms in those kingdoms. The Atlantean kingdoms expanded trading to more and more of their neighbors. When trading was no longer favorable, the Atlanteans would simply conquer and take what they wanted. Their might and reputation for war established the Atlantean Kingdoms as a fierce powerful empire.

THE FORESTS OF THE SATYRS

As the kingdoms of the Atlanteans grew, so did their desire for precious ornate buildings and ships. Atlantis is home to many forest regions which rich and diverse trees. Those forests are also home to the Satyrs. For centuries the Satyrs lived in the forests and considered them sacred ground. Being a largely peaceful people, the Satyrs offered the Atlanteans designated groves and offered to provide lumber to the Atlanteans, but this quickly became unsustainable. In the council of kingdoms, the Atlanteans declared they had a right to the resources of the forests just as much as the Satyrs, and that if the Satyrs will not share the forests, then they have a right to dominion.

The Atlanteans raided the Satyrs forests and villages within. Eventually the Satyrs negotiated a truce, and gave the Atlanteans the greater portion of the Mneseos forest in the west in exchange for territorial recognition of the northern Mneseos forest and the eastern forests as sovereign Satyr lands. The Atlanteans and Satyrs continue a tense peace, with animosity toward one another.

THE CENTAURS ARRIVE

The half-horse, half-man Centaurs migrated from their Aegean homelands to Atlantis's eastern islands early in the Silver Age, seeking refuge from the Lapiths. Their reputation from the old world preceded their arrival in Atlantis, depicting them as wild beasts, taken by drunkenness and revelry. While raucous, the Centaurs are largely peaceful but also fiercely territorial. The Atlanteans saw their incursion as expansionist, which fostered a deep-seated distrust. This led to many battles in the eastern islands, but the strength and will of the Centaurs was too much for the Atlanteans to push.

After Atlantis's migration from the old world, the Centaurs expanded to the northeastern mainland, establishing mining communities along the southern Atlas Mountains. This move alarmed the Atlanteans, especially the villages of Phykios, fearing potential conflict. Just before all out war was about to break out, Cleito herself appeared to the the Atlanteans and the Centaurs just as they pitted against one another for battle. She gave unto both sides a warning, that any war between the two people will bring to pass divine punishment. This edict has led the Atlanteans and Centaurs to maintain a cautious distance.

THE MIGRATION OF ATLANTIS

As the Kingdoms of Atlantis grew in power and influence, so did Athens. The Athenians fought to repel the armies and influence of the Atlanteans in the Mediterranean, but they were beaten back time and time again. The Athenians then created an alliance with other city states and nations around them, which slowed the advances of Atlantis on the Greek peninsula, but only for a time. As the Atlanteans sailed toward Athens, Zeus watched from atop Olympus. He realized that it was inevitable that Athens would be destroyed. Zeus sent a prophet to Atlantis to coerce the Atlanteans to offer a sacrifice to Zeus and turn back from Athens. The Atlanteans rejected the words of the prophet, and instead sacrificed the prophet as a mock offering to Zeus. Outraged by the sacrilege, Zeus ordered Poseidon to destroy Atlantis. Cleito overheard the plot, and out of desperation to stop Atlantis' destruction, she sought out the only being who could defeat the Olympians, Typhon.

Cleito ascended to the top of Mount Etna, the mountain Zeus had trapped Typhon within at the conclusion of the Gigantomachy. There Cleito spoke to Typhon through the mouth of caldera, pleading for Typhon's help to save Atlantis. Typhon spewed forth a geyser of lava, and from within the geyser spoke to Cleito. He commanded that Cleito must drink of his blood, the lava from within the caldera, which would grant her the power to thwart Zeus. Cleito dipped her bowl of orikhalkon into the lava and drank from it. As she drank, the lava burned her body, and flames shot forth from her skin. Cleito passed out from the intense pain. It was only because of the power of Typhon that she survived. When Cleito awoke, she had transformed into a being of extreme power - the power of Typhon himself.

Cleito returned to Atlantis and waited for the hour in which Poseidon was to destroy it. Moments before Poseidon created the earthquake, Cleito caused an intense volcanic eruption to spew ash and obscure the continent and sea. With the island obscured, Cleito transformed four mountains into enormous rock giants, and commanded them to carry the continent to a safe place, far away from the eyes of Olympus. Poseidon's earthquake produced an enormous tidal wave, and as the cloud of ash dissipated, Zeus and Poseidon saw the continent no more; believing it was destroyed in the flood.

With Atlantis settled in its new destination, a deep sleep was placed upon the giants. The four giants still reside on Atlantis as Mount Aparcias, Mount Apelioces, Mount Notos, and Mount Zephyrus.

THE ASCENSION OF THE TITANS OF ATLANTIS

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After Atlantis vanished from Olympus's view, Cleito, furious at Poseidon's unwillingness to protect his own children, ordered all images of the Olympians, including Poseidon destroyed. She ascended to the highest peak in the Atlas mountains and named it Mount Typhon, and built her palace thereon. Using the her newfound powers of creation, Cleito bore five more pairs of twins. Unlike her previous children, they were born as gods immortal, with powers equal to the gods before. Their names are: Eridanos and Phoenocia, Harpe and Celaeno, Hesperos and Maiea, Ichtheasus and Elecea, and Eumelos and Mera.

Cleito then decreed that the gods of Atlantis, were true heirs of Atlas, and as such "Titans." Cleito then gave each stewardship over her mortal children; to ensure their prosperity, but not show favor for one over others. Thus they were also given the mantle, "Stewards" of Atlantis.

THE CURSE OF THE PARAKONAN TRAITORS

The Parakonan have the appearance of half man and half eagle. They first arrived in Atlantis as a creation of the Golden Age, and inhabit the Atlas Mountains. Long ago, they served Cronus, and during the Gigantomachy the Parakonan were divided on whether to support the Olympians or the Titans, resulting in a bitter split into two factions: the Parakonan Titanus, loyal to the Titans, and the Parakonan Olympus, who sided with the Olympians. After the Gigantomachy, the factions remained divided, each residing in different territories of the mountains.

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After the migration to the old world, Cleito, angered by all things loyal to the Olympians, poisoned the wells of the Parakonan Olympians. This poison caused their feathers to molt intensely but not completely as well as leaving them ragged and mute - unable to speak or communicate vocally. This poison reduced their ichor and is passed on from generation to generation. The Atlanteans now refer to them as "Harpies," drawing comparisons to the Harpies of the old world.

The Parakonan Titanus pledged their devotion as servants of Cleito and the Steward Titans. They fulfill their service to her as messengers, ambassadors, and guardians. Despite their loyalty, they remain shrouded in mystery and fear among the Atlanteans, and rarely do they make direct contact with people. They are sometimes referred to as the "Angels of Cleito," in grand tales of "winged protectors" that occasionally swoop in to save people.

THE WARS OF THE TEN KINGDOMS

Cleito, revered as the prime deity and savior of Atlantis, is worshipped even more than Zeus and Poseidon were once revered. The Steward Titans are also worshipped in shrines and temples throughout Atlantis. Kingdoms and guilds adopted patron Titans, which fuels jealousy and conflict between the Titans. This lead to Titans providing favoritism to those kingdoms that offer an abundance of devotion and curses those who who do not. Distrust, corruption, and animosity at times pitted Titan against Titan, and kingdom against kingdom. Peace is fragile, war, disease, famine, and wild monsters are more common than they once were.

Over the course of generations, The kingdoms, once united have split into three major alliances. The southern kingdom with Euenor. The eastern kingdoms largely influenced by Phykios, and the western kingdom of Mneseos. The Kingdom of Typhis in the far west, is now a failed state with out a ruler due to an extreme famine and drought. It is now overrun with outlaws and bandits. It's rare to have more than a few years of peace as squabbles over trade, resources, and borders lead to wars.

The mostly neutral Satyrs in the forests occasionally seize upon these moments of war to expand. The Satyrs of the Mneseos forest have grown its borders two fold while the kingdom of Mneseos grapples with refugees and raiders from Typhis. Meanwhile, the Centaurs of Atauros have established villages on the far northern shores of the mainland, eager to establish mines in the Atlas Mountains.

THE GEOGRAPHY OF ATLANTIS

Geographical map of Atlantis

REGIONS OF ATLANTIS

[Atlantis] brought forth also in abundance all the timbers that a forest provides for the labors of carpenters; and of animals it produced a sufficiency, both of tame and wild. Moreover, it contained a very large stock of elephants; for there was an ample food-supply not only for all the other animals which haunt the marshes and lakes and rivers, or the mountains or the plains, .... And in addition to all this, it produced and brought to perfection all those sweet-scented stuffs which the earth produces now, whether made of roots or herbs or trees, or of liquid gums derived from flowers or fruits. The cultivated fruit [i.e., of the vine] also, and the dry [i.e., corn], which serves us for nutriment, and all the other kinds that we use for our meals--the various species of which are comprehended under the name 'vegetables'--and all the produce of trees which affords liquid and solid food and unguents [i.e., the olive], and the fruit of the orchard-trees, so hard to store, which is grown for the sake of amusement and pleasure [i.e., the pomegranate or apple], and all the after-dinner fruits [i.e., the citron] that we serve up as welcome remedies for the sufferer from repletion,--all these that hallowed island, as it lay then beneath the sun, produced in marvelous beauty and endless abundance. And thus, receiving from the earth all these products, they furnished forth their temples and royal dwellings, their harbors and their docks, and all the rest of their country, ordering all in the fashion following. - Plato

CENTRAL PLAIN

The Central Plain is the heartland of Atlantis and home to the Kingdom of Euenor, the grand Temple of Cleito, and vast stretches of farmland and grasslands. This region spans hundreds of miles and contains numerous cities and villages. The plains are fertile and nourished by rivers flowing from the mountains, feeding Lake Mneseos in the west, the Eastern Delta, and the Southern Harbor. Vineyards, farms, and ranches provide the choicest grains, meat, and vegetables. Although the region is extremely prosperous, the Central Plains have also had its share of disease, pestilences, and droughts though the ages.

SOUTHERN HARBOR

The Southern Harbor is the bustling epicenter of Atlantis's maritime life. Its the primary corridor into the Central Plain and Euenor's grand canals. The harbor is encircled by islands that shields against the ocean's waves and tides.

Long ago, before Atlantis's removal from the old world, this harbor boasted the world's most advanced navy. Now, it primarily services fishing boats, shipping vessels, and passenger crafts journeying between Euenor, Phykios, and Mneseos.

Rich with marine life, the harbor teems with tuna, swordfish, octopus, lobster, oysters, crabs, and various cod species—staples of the Atlantean diet. It is also home to dolphins, sharks, and whales.

ATLAS MOUNTAINS

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To the north of looms the majestic Atlas Mountains, the domain of Cleito and the Steward Titans. Throughout the mountainous region lies active volcanoes that have rumbled for since the dawn of time, their peaks perpetually dressed in snow. Formed by the volcanic activity, winds, and glacial erosion, the Atlas mountains have tall jagged, sheer faces.

This region is rich in minerals and ores, the most prized of which is orikhalkon. The importance of these gave rise to numerous mining towns along the southern edges of the mountains.

In the center of the mountain range is Mount Typhon, which is home to the palace of Cleito and the Titan Stewards. Mount Typhon is volcanic from which an unquenchable river of lava flows westward called Phlegethon or "the river of fire", and another river of pure water formed from the palace springs, which flow eastward to the sea called the Alpheios or "white water."

A canopy of ash clouds perpetually shrouds the peak, obscuring the view below. Every twenty years or so, Mount Typhon roars to life with a massive eruption, triggering earthquakes felt throughout Atlantis. The resulting ash clouds can darken the skies for days, then rains ash for days thereafter. When the ash mixes with rain, it transforms into a thick impassable sludge, that once hardened is like concrete.

ATLAS VALLEY

The Atlas Valley is nestled in the northeast of Atlantis. The region is flanked by the towering Atlas Mountains to the west which is peppered with orikhalkon mines along the foothills. The vast grasslands of the valley is also home to cattle and sheep ranches, which provides ample meat and wool to sustain the entire continent.

Scattered across the valley are remnants of Atlantadine ruins, whispering tales and treasures of a glorious past. To the east, the valley opens up to the vast ocean and a scattering of picturesque islands. Due to its high altitude, Atlas Valley is the only region where snow can be found the winter, painting a serene and magical landscape unlike any other in Atlantis.

EASTERN DELTA

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The Eastern Delta, also known as the Phykios Delta, sprawls where the Alpheios River meets the ocean. Its soil is a dark rich black, which owes its great fertility to the volcanic sediments from Mount Typhon.

Coastal marshes and swamps dominate the delta basin, with flourishing farms on the outer edges. The center of the delta is full of thick dead marshes, home to large crocodiles and pythons. Amid these marshes stands the colossal ruins of the Atlantadines, which for centuries have been abandoned, now inhabited by menacing harpies.

EASTERN ISLANDS

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The eastern islands are a sprawling archipelago near the main island, which were formed by ancient volcanic activity. These islands are blanketed in lush forests teeming with diverse wildlife and beasts. The islanders that live here thrive on fishing and fruit plantations, thanks to the fertile soil and mild tropical climate.

Atoros, the largest island in the northeast, is the realm of the Centaurs, who settled in Atlantis before the continent's displacement. The Centaurs are largely self-sufficient and rely heavily on the island's rich vegetation and abundant lamb. They rarely interact with the Atlanteans, except during times of conflict.

WESTERN DESERT

The Western Desert westward from the river of Mneseos to the sea. Within is nothing but rock and sand. Only sparse hardy shrubs and cacti dot the landscape. The desert also hosts miles of rolling sand dunes wherein no life exists. Occasionally, a crystal-clear oases offers a surreal contrast of life in a land that only brings death. These oases sustain small villages and caravans traveling from the east to the western shores. In the northwest stands Mount Zephyrus a lonely peak, named after the giant who carried the continent from the old world.

The desert's unforgiving expanse now serves as a refuge for bandits and raiders. These outlaws are masters of the desert's secrets and prey upon unsuspecting travelers, setting treacherous traps and ambushes. The desert was once the proud seat of the kingdom of Typhis, but now is ignored by settlers and the other kingdoms due to its lack of valuable resources.

LAKES AND FORESTS OF MNESEOS

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Mneseos is home to lush forests and abundant water. The mineral-rich Mneseos River flows southward, draining into Lake Mneseos, the largest lake in all of Atlantis. To the east of the river lies an expanse of vegetation and rolling hills. On the banks of Lake Mneseos sits the bustling city of Mneseos, the second-largest city in Atlantis. To the west lies the western desert. Mneseos is bustling and boasts sprawling plantation farms, lumber mills, ranches, granaries, large fishing vessels, and a thriving metal and woodworking industry. This wealth has brought up a prosperous aristocracy, making Mneseos the envy of Atlantis.

At the heart of Lake Mneseos is Clieonisi Island, home to the most-preserved Atlantadine palace. Today it sits desolate, and it's structure is too large for use. Atlantean fishermen have built their village along side the ancient ruins. Lake Mneseos is incredibly deep, so deep that the Atlanteans believe it touches the realm of Tartarus. The lake is a haven for ten-foot pike, and whispers of sea serpents, hydras, and the legendary Kraken.

The Mneseos Forest is so dense that, at ground level, even a sunny day can seem like night. This forest shelters the largest tribe of Satyrs, whom are very protective and is restricted to Atlanteans. Along its outskirts, Atlantean villages thrive, with sawmills buzzing with activity. Trade emissaries from the Satyrs visit Atlantean villages, but humans are forbidden from entering the Satyr's sacred realm.

PEOPLES OF ATLANTIS

Once upon a time the gods were taking over by lot the whole earth according to its regions... So by just allotments they received each one his own, and they settled their countries; and when they had thus settled them, they reared us up, even as herdsmen rear their flocks, to be their cattle and nurslings; only it was not our bodies that they constrained by bodily force, like shepherds guiding their flocks with stroke of staff, but they directed from the stern where the living creature is easiest to turn about, laying hold on the soul by persuasion, as by a rudder, according to their own disposition; and thus they drove and steered all the mortal kind. - Plato

CULTURES AND PEOPLES ARE GENERALIZATIONS

Atlantis is a vast continent, is home to diverse peoples and cultures. The descriptions here are generalizations based on common ethnicity. Each of The Ten Kingdoms have their own unique regional subcultures that are not presented here. GMs and players are encouraged to add their own individual flavor and mannerisms as they see fit. Additionally, this section is not exhaustive, and PCs can create characters outside the presented norms, selecting traits and vulnerabilities with the GM's guidance.

ATLANTEANS

The Atlantean people were created by the Olympians during the Silver Age. Some descend from Cleito and Poseidon, while most trace their lineage to other original peoples of the island (autochthones). Descendants of Poseidon possess some divine powers, but these have diminished over generations. Atlanteans magic is rare, only a few possess the gifts of the ichor.

Physical Characteristics

Atlanteans look as human as any man today, showcasing a wide range of physical traits like hair and skin color, and height due to centuries of intermingling with Mediterranean, African, and other peoples.

Culture

The Atlantean people are spread among geographic and regional sections of Atlantis, each kingdom and village has their own unique cultures, lifestyles, and dialects that make them unique.

Language: Before the migration from the old world, early Atlanteans were fluent in Greek and other Mediterranean languages. Post-migration, these old world languages have mostly vanished, leaving only the native Atlantean language spoken widely, except in small tight-knit communities. The Atlantean language is very closely related to Greek using much of the same words and structure as ancient Greek. Knowledge of Satyr or Centaur languages is limited to those trained and regularly interacting with them, like emissaries and residents in nearby villages.

Clothing / Attire: Atlantean clothing has evolved only slightly since the continent's migration. Their clothing is crafted mainly from linen, sheepskin, and wool, and the attire for both women and men features various tunic-like garments. A staple in every day life is the peplos, a large square wool piece draped around the body and pinned at the shoulder and extends down to the waist; formal versions extend to the ankles. Another common item is the chiton, which is akin to a poncho with a large head hole. The chiton is favored by the wealthy, who opt for more fitted and personalized versions with elaborate colors and embroidery. Cloaks add a second layer over and are worn especially during the colder months.

Garments are typically white or gray due to the high cost of dyes, with dyed fabrics reserved for decorative fringes. Thanks to the generally pleasant weather, heavier wool robes and cloaks are worn only during the brief colder season.

Lifestyle: Wealth is a rare among the Atlanteans. For the majority, daily life revolves around strenuous labor, leaving little time for leisure. Working men and women find solace in ale houses, lively havens brimming with games of chance, raucous singing, poetry, story telling, and spirited debates. Hunting is a skill nearly all Atlanteans, men and women alike, acquire—both as a vital means of subsistence and an enjoyable pastime.

Combat Training: All Atlanteans, regardless of gender, undergo military training starting around age 14 and lasting about a year, though each kingdom sets its own rules. Men are conscripted for war, while women, except in dire circumstances, join the defense only when their homes are attacked.

Religion: Atlanteans are deeply devoted to Cleito and the Steward Titans, building elaborate temples for daily worship and observing rites, feasts, and festivities throughout the year. Only a few Atlanteans pay homage to other gods and participate in cults. Those who do, hide their devotion underground in order to avoid persecution. Honoring Poseidon and the Olympians is grounds for death.

SATYRS

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The Satyrs, first created on the Atlantean continent during the Golden Age and peacefully coexisted with the Atlantadines in the forests of Atlantis. Blessed with ichor, Satyrs they have been able to defend against enemies throughout all ages. During the Silver Age, the Atlanteans attempted to expel the Satyrs from the forests but were decisively defeated, forcing them establish a peace and recognized Satyr sovereignty over their forest realms.

Satyrs have distinct cultures and traditions across their various kingdoms in Atlantis. These tribes of Satyrs developed rivalries and have largely maintained distance between one another. Despite there prejudices for one another, they have banded together in solidarity against the Atlantean expansion.

Physical Characteristics

Culture

Language: Satyr

Clothing / Attire: Satyrs sometimes wear loincloths in the presence of Atlanteans, but otherwise wear no clothing.

Lifestyle: Satyrs revel in nightly drunken parties filled with singing, dancing, and elaborate plays depicting their histories. They subsist on hunting and gathering in the forest, excelling with bows and spears.

Combat Training: Satyrs train a voluntary defense force. Even without formal combat training, most are skilled with a bow and spear due to the importance of hunting for their survival.

Religion: Satyr religion centers on ancestor worship, not devotion to Titans or gods. They host grand parties and festivities to honor their ancestors and build in-home shrines with objects tied to deceased family members. While they acknowledge the Titans, they pay no devotion to them as they are regarded as the "Gods of the Atlanteans."

PARAKONAN

The Parakonan have human-sized bodies, human hands, eagle-like wings and legs, and vibrant colored feathers. The Parakonan are divided into two factions: the Parakonan Olympus, whom follow and devote their continued worship to the Olympians, and the Parakonan Titanus, whom are devoted and carry out the will of Cleito and the Titans.

Due to the curses brought upon by Cleito, the Parakonan Olympus have ragged feathers, but still able to fly. They also are mute and unable to talk vocally. The Atlanteans refer to them as "Harpies" as a derogatory epithet.

The Parakonan Titans are the messengers and occasionally warriors on behalf of Cleito, although Atlanteans do not fully understand their intentions and still cause fear. Additionally, both factions of Parakonan can be difficult to distinguish from afar. Its usually safest to run when one is spotted.

Physical Characteristics

Culture

Language: Parakonan Titanus have a spoken language of their own. Parakonan Olympus can understand most of this language, but since they are mute, they have mainly use magic (Magic Tongue) to communicate with a combination of rudimentary sign language they have developed among themselves.

Clothing / Attire: Parakonan wear long robes or tunics to cover their body. They also have a large sash with loops to carry their purse and a sidearm weapon. In battle their helmets are used to distinguish ranks. The more high ranking the more precious metal and intricate designs.

Lifestyle: Parakonan do not engage in leisure or work. They hunt fish and small animals for food, but they largely do not care for entertainment.

Combat Training: Parakonan are trained in their youth to be excellent hunters, practitioners of magic, and how to fight with weapons.

Religion: The Parakonan Titanus communicate directly with Cleito, adhering to the commands of the Steward Titans without the need for elaborate rites. However, the Parakonan Olympus engage in fervent rituals to demonstrate their allegiance to Zeus and their hatred of the Titans. Among their rituals is the ox coat ceremony, where they drench themselves in the blood of a slain ox, symbolizing their unwavering devotion to Zeus. Additionally, they mark their territory by carving the Trident's symbol into the entrances to caves.

CENTAURS

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Centaurs in Atlantis have bodies mostly resembling men, but with manes akin to horses or bulls. Atlantean tales exaggerate the Centaurs as wild, fierce beasts attacking Atlantean villages unprovoked. Centaurs are largely peaceful, although territorial and known to be quick to anger. They are adept sailors, fishermen, and craftsman as well. their workmanship is highly sought after for those willing to brave trade with them.

The Atlanteans and Centaurs have occasional skirmishes in the eastern islands, but the Centaur might continues to hold back the Atlanteans. After intervention from Cleito the Centaurs and Atlanteans share a tentative peace opening up trade between the two.

Physical Characteristics

Culture

Language: Atauros (Centaur)

Clothing / Attire: Tunics are worn over the human skin portions of their bodies, otherwise, they are quite bare except for the occasional necklace or headdress for formal occasions.

Lifestyle: Centaurs are excellent craftsmen, farmers, fisherman, and hunters. They have built elaborate large wooden homes they live in. Centaurs love to wrestle, and have dedicated wrestling pitches that are packed on a weekly basis to view the spectacles. It is also no secret that Centaurs love to drink, which leads to loud raucous socializing, wrestling, and all out brawls.

Combat Training: Centaurs are trained early in the art of battle. Because of their speed and strength they favor lances and spears, but also are excellent archers.

Religion: Centaurs have passed on the stories of their ancestors, Ixon and Nepale. They do not hold any special reverence for the Olympians but do recognize their existence in stories and plays and are indifferent to the Titans, although do not seek to provoke animosity.

APPENDIX

TABLES

CONDITIONS

FREQUENCY OF CONDITION ROLLS DURING ENCOUNTERS

During Encounters, stress and adrenaline require more frequent checks for proper function. Consequently, some Conditions have different rolling intervals during Encounters compared to non-Encounter times.

BLEEDING

You receive a large open wound that causes blood to gush forth. You take 1 Trauma during each of your Manage Conditions phase until the Bleeding stops. You can use bandages, magic Spells, or items designated and used as described on their descriptions to stop the Bleeding.

CHARMED

A strong magical presence clouds your thoughts and actions. You retain your ability to perform Actions, but your judgement is clouded and you are easily convinced to act against your own interest if given a command. On your Managed Conditions phase, you must make two rolls:

  1. Mental Resistance: Magic vs Difficulty level set by the Charm Spell, or if not provided, Difficulty level 3. If you are successful the Charm Spell is broken.
  2. If you are unsuccessful in breaking the Charm Spell, you must next make a Mental Resistance: Will Power at Difficulty level 3. If you are successful, you do not have to comply to instruction for this turn and can act as you wish, but the Spell is not broken. If you are unsuccessful, you must comply with any commands by the one whom charmed you, but you may choose how to carry out the command.

The Charm is broken when you succeed in your Mental Resistance: Will Power roll, or the caster is Interrupted or the Spell is Discontinued.

CONTROLLED / POSSESSED

Your thoughts are no longer your own, they are controlled by the initiator. This Condition is only broken once the Spell or influence is Discontinued or Interrupted. While controlled, the caster or possessor may control your character as they wish.

PLAYER FREE WILL

Taking away a players free will should be used sparingly, and with clear instruction on how to remove the curse. If players have strong feelings toward the taking away their ability to control their player, or if the theme of possession is traumatic in anyway, then do not include it in your game.

BLIND

You lose your ability to see. Your blindness is a -4 Disadvantage to any Skill that requires sight such as combat, picking a lock, etc. If you are blinded for an extended period of time, as designated by the GM, you gain a +1 Advantage to other Awareness rolls using other senses.

DEAF

You cannot hear. You receive a -2 Disadvantage to anything that requires hearing, such as communication, casting Spells with an incantation Expression, etc. If you are deaf for a long period of time, the GM may reduce the Disadvantage to -1.

DISEASED

You are exposed to an illness or infection. Make a Physical Resistance: Disease Difficulty roll against the Virulence rating of the disease. If no Virulence level is indicated, then it is level 2.

If you fail the roll, you suffer Trauma equal to the Virulence level immediately, and have a -1 Skill Modifier to all Actions until you are cured or the disease has run its course. Each day make another Physical Resistance: Disease roll, but reduce the Virulence rating for each day that has passed. For each day you fail, you suffer another point of Trauma and continue to have a -1 Skill Modifier. Once the Virulence level reaches 0, the disease has run its course.

ELECTROCUTED

You immediately take electric Trauma and are Stunned (see Stunned) until the Electrocution ends. The amount of Trauma is indicated by the Spell or weapon, or 1 Trauma if not it's not indicated. On each Managed Conditions phase you can resist the Electrocution by rolling a Physical Resistance: Pain vs the Difficulty indicated on the Spell or item, or Difficulty level 2 if none is provided. If you succeed, you may immediately use your Actions normally. If you fail, you continue to be Electrocuted and take Trauma as indicated by the Spell or weapon causing the Electrocution. Electrocution ends when the Spell is Discontinued or you have passed your Physical Resistance: Pain roll.

ENCUMBERED

The weight upon you is so great you cannot move or act as quickly. All maneuverable Actions such as Combat, Athletics, etc., and Reactions are at a -1 Disadvantage. If you are in water that is higher than your shoulders, your Disadvantage is increased to -2.

EXPOSED

You are vulnerable and cannot make any Reactions - even if its fatal. Any action will automatically succeed.

ENTERTAINED

You are enamoured by the spectacle you are witnessing. You have a -1 Disadvantage to all Awareness rolls while the performance is ongoing.

EXHAUSTED

You suffer from extreme fatigue which slows your mind and body down. In Encounters, you may only use one action per turn and cannot do Concentrated Actions. If you are not in an Encounter, you cannot make Concentrated Actions. Non-magical Exhaustion can be remedied by simply resting for one shift.

FROZEN

You immediately take Trauma from the intense cold and cannot move your limbs until the Frozen Condition is removed. The amount of Trauma is indicated by the Spell or weapon, or 1 Trauma if not it's not indicated. On each Managed Conditions phase you can attempt to break from the Frozen state by rolling an Athletics: Might vs the Difficulty indicated on the Spell or item, or Difficulty level 2 if none is provided. If you succeed, you break out and may immediately use your Actions normally. If you fail, you continue to be Frozen and take Trauma as indicated by the Spell or weapon causing the Frozen state. The Frozen state ends when the Spell is Discontinued or you pass your Athletics: Might roll.

HEAT STROKE

In scorching heat without enough water or shade, roll Physical Resistance: Heat once per shift. Extra protection and shade give you a +1 Advantage. Failing results in Heat Stroke. You take 1 Trauma, receive the Thirsty Condition. Continue rolling each shift, taking an additional Trauma with each failure and remaining Thirsty. If you are Incapacitated by Heat Stroke, you die on the next roll. Cooling down for one full stretch lifts this Condition.

HELD

You are cannot move any part your body more than a few inches. During your Manage Conditions phase, you can break free by rolling a Mental Resistance: Magic roll vs the Spell's Cast level. If the caster's Spell is Interrupted or Discontinued, you are no longer held and may act on your next turn normally.

HUNGRY / THIRSTY

Your every thought and movement is guided by your desire to eat or drink. If you are Thirsty or Hungry and you are presented with food or drink, even if its poisonous, you must make a Mental Resistance: Will Power vs the Difficulty level set by the number of days without food or drink to resist devouring on the meal.

THIRSTY: For each day without water you must make a Physical Resistance: Hunger / Thirst roll vrs a Difficulty level set by the number of consecutive days without water. If you fail, you receive a 1 Trauma and a -1 Disadvantage for all Actions, and this Disadvantage cannot be removed until you drink. If you go more than 3 consecutive days without water, you automatically become Unconscious (see Unconscious). If you go more than 5 days without water, you die.

HUNGRY: If you go 3 consecutive days without food you must make a Physical Resistance: Hunger / Thirst roll vrs a Difficulty level set by the number of consecutive days after the first three without food. If you fail, you receive 1 Trauma and you receive a -1 Disadvantage for all Actions, and this Disadvantage cannot be removed until you eat. If you go more than 5 consecutive days without food, your Disadvantage becomes -2 and you take 2 Trauma.

If you are both Hungry and Thirsty, Make one roll but compare the results against both Conditions. Apply the highest Disadvantage modifier but take Trauma for both Conditions.

Example:
Telephus has been wandering the desert for 24 hours without food or water. finds a rock to rest upon, and rests for the day. He must now make a Thirst Roll - Physical Resistance: Hunger / Thirst, which is 1DT2. It has only been one day without so the Difficulty level is 1. He rolls a 2, and 12 - one success, thus passing the roll.

As Telephus wanders the desert on the second day he finds to an oasis and rushes toward it. At the oasis he sees that the water is tainted with dead fish floating on the surface. He now must make a Mental Resistance: Will Power roll to resist drinking it anyway - 1DT3 vs Difficulty level 1 (1 full days as thirsty). he rolls a 4, 6, and 12 - failing to resist his urge to drink. The tainted water gives him severe stomach problems. The GM rules this is a minor disease and which only increases the Disadvantage to -2. Because he drank water, despite it being tainted, he is no longer thirsty. Telephus ends his second day without food, but does not need to roll for hunger until 3 full days have lapsed.

As Telephus wanders on the third day fails to come across food and now must make a Hunger roll, 1DT3 vs Difficulty level 1 (one day Hungry). He rolls a 2, 4, and 9 - one success and passes.

HYPOTHERMIC

You run a severe chill from the bitter cold. You must roll for Physical Resistance: Cold once per shift. Extra protection and sources of warmth such as thick fur skins, and fire give you Advantage. Failing results in Hypothermia. You take 1 Trauma and -2 Disadvantage all rolls. Continue rolling for each shift, taking additional Trauma with each failure. If you are Incapacitated by Hypothermia, you die on the next roll. Warming up next a fire down for one full stretch lifts this Condition.

GRAPPLED

You are cannot move any part your body more than a few inches. During your Managed Conditions phase you may attempt to break out of the Grapple with a successful Athletics: Might or Athletics: Contortion roll vs your attacker's Combat: Unarmed Skill. If you are successful, you may move and act freely. If you fail, you remain grappled. If you are grappled by magical means, if the caster's Spell is Interrupted or Discontinued, you are no longer Grappled.

IMMOBILE

Your legs are immovable. You cannot make any Actions that requires you to move your legs. If your immobility is caused due to injury, you must be healed of the immobility before you can move. If the immobility is caused by magical means, if the caster's Spell is Interrupted or Discontinued, you are no longer Immobile.

IMPAIRED

You are thoughts and physical Actions are severely impaired. You have a -2 Skill Modifier to all Actions.

INCAPACITATED

You have suffered a severe injury, causing your body and mind to fail, rendering you near lifeless on the ground. You cannot perform any Actions or communicate until you recover from your Trauma through healing or recovery.

INFLUENCED

Your conversation is captivating with many salient points. You have a -2 Disadvantage to Mental Resistance: Will Power and -1 to Mental Resistance: Psychology if the speaker asks you to do something. You cannot cause direct harm to yourself or others you care about, but may make irrational decisions that could lead to harm.

KNOCKED DOWN (PRONE)

You are knocked to the ground and cannot move or perform any actions until you stand up, which requires one action. While on the ground, you can only use 0 point defensive Reactions.

MISSING OR DESTROYED LIMB

You cannot perform any Actions requiring the use of a damaged limb. A destroyed limb may be badly broken or severed. A destroyed limb can be restored or healed.

One destroyed leg reduces movement by half. If you have more than two legs, movement is reduced proportionally. For example, with four legs, one damaged leg reduces speed by 25%. If all legs are destroyed, you cannot move.

You cannot hold items or weapons with a destroyed arm. Skills using Strength and arms, like moving a lever, are at a -1 Disadvantage. If both arms are destroyed, you cannot perform actions requiring arms.

Attacks against an already destroyed limb are applied to the next limb of the same type. If both limbs of the same type are destroyed, the attack moves to the next adjacent limb. For example: if an attack against the right arm hits a character with both right and left arms destroyed, the attack is now applied to the right leg. If all limbs are destroyed and the character survives, the attack is applied to the head. "Tis' only a flesh wound!"

MUTE

You cannot perform any Skills that requires your voice such as singing, communication, or casting Spells with the Incantation Expressions, etc.

ON FIRE (AFLAME)

You are on fire and take additional Trauma each Managed Conditions phase until the fire is extinguished. The Trauma you take is specified by the weapon or spell that caused the fire; if unspecified, you take 1 Trauma per turn. To extinguish the flames, use two continuous Actions to drop and roll. Afterward, you remain on the ground with the Knocked Down (Prone) Condition.

PETRIFIED

You are encased in stone and cannot move any part of your body. You cannot make any Actions or defensive Reactions until the petrification is removed. The Petrified Condition does not end until the Spell is Discontinued, Interrupted, or cured.

POISONED

Your blood is exposed to a dangerous toxin. Make a Difficulty roll for Physical Resistance: Poison against the toxin's indicated Toxicity level. If no level is given, use level 3, with failure resulting in 1 Trauma and a -1 Disadvantage.

If you fail the roll, you suffer Trauma equal to the Toxin level immediately, and have a -2 Skill Modifier to all Actions until you are cured. Each shift make another Physical Resistance: Poison roll. For each shift you fail, you suffer additional Trauma equal to the Toxin level and continue to have a -2 Skill Modifier. If you succeed, you still have the -2 Skill Modifier but are not cured and must make a new roll next shift. The poison may only be cured through medicine or an appropriate Spell.

REPULSED

You are so disgusted that you cannot function normally. You are immediately, you are stunned for 1 Action, thereafter you have a -1 Disadvantage to all Actions until the source of the repulsion is removed.

SCARED (FEAR)

You are stricken with intense fear and can only try to flee. During your Manage Conditions phase, attempt a Mental Resistance: Fear roll against the Fear's indicated Difficulty level, or level 3 if unspecified. If you succeed, you immediately recover and can use your Actions normally.

SLEEP (ASLEEP)

You become sleepy and drop to the ground, unable to perform any Actions or communicate until awakened. If the Sleep is non-magical or unbinding (eg. the caster is not actively Continuing the Spell), another PC can awaken you by using an Action to physically shake or slap you.

SLEEP DEPRIVATION

You have gone a long period of time without sleep. After each day without sleep, make a Physical Resistance: Will Power roll against the number of days without sleep as the Difficulty level. If you fail, you must find place to sleep within one hour or collapse in slumber for one shift. If you succeed, you can function for another day.

SLOWED (SLOW) / OVERBURDENED

The weight on you is so great that you can only move at half speed. All maneuverable actions, like Combat and Athletics, and Reactions are at a -2 Disadvantage. If Overburdened in deep water, you cannot swim and will sink until you drop enough equipment.

STUNNED / DAZED / CONFUSED

You lose a specified number of Actions due to an attack/effect, carrying over to subsequent turns until the Condition is fulfilled. Pending wait Actions are removed and don't count towards lost Actions. The Condition ends after the last Stunned Action is resolved or you make a recovery. During your Managed Conditions phase, roll a Mental Resistance: Concentration roll with Difficulty equal to the remaining Stunned Actions. If you fail, you stay Stunned. If you succeed, you recover and can use your two Actions immediately. While Stunned, you can still use 0-point defensive Reactions.

Example:
Elche receive a vicious blow which causes her to be stunned for three Actions. When the stun was delivered, she already had one wait action reserved. She loses the wait action as well as next three Actions. While Stunned, she can still use 0 action point Reactions to defend herself. On Elche's next turn she makes a Mental Resistance: Concentration roll (2DT2) vs Difficulty 3 because she has three remaining Stunned Actions. She rolls a 3, 6, and 7 failing to recover from the Stun. She loses both Actions for this turn, which ends her turn with one action of Stun remaining for her next turn. On her subsequent turn, She makes a Mental Resistance: Concentration roll vs Difficulty 1. She rolls a 2, 5, and 12 - and succeeds. She regains her one Stunned Action and can use both of her Actions.

SUFFOCATION

You gasp for air, struggling to stay conscious. Each round you hold your breath, roll Physical Resistance: Hold Breath against a Difficulty level equal to the number of turns you have held your breath. For example, by the third round, the Difficulty is 3. If you fail, take 1 Trauma and you must immediately seek air or breathe in the surrounding environment. During an Encounter, these rolls occur in the Manage Conditions phase.

UNCONSCIOUS

You fall to the ground and cannot perform any Actions or communicate with others. Your Unconsciousness lasts until the end of the Encounter or D12 minutes, whichever comes first.

OTHER

Conditions not listed above are described by the Action, Spell, or item as indicated.

COVER

TARGET COVERAGE DISADVANTAGE
25-50% target obscured -1 Disadvantage
50-90% target obscured -2 Disadvantage
90-99% target obscured -3 Disadvantage

CRITICAL SUCCESS

CRITICAL SUCCESS (Normal): The action is so successful that you gain a tactical Advantage or learns additional details than what you were expecting to learn.

GRAPPLE: Target is grappled and held until the target breaks free. See Condition Grappled.

IMPALING: After all Lethality is calculated, and armor saves are rolled, any remaining wounds are doubled.

KNOCK BACK: Target must make an Athletics: Balance roll vs target's size difference + strength. If target succeeds, they are knocked back 5 feet. If the target fails they are knocked back 5 feet and knocked down. See Condition Knocked Down.

LETHAL STRIKE: Roll 2 Dice for Lethality Rating and pick the best roll.

PRECISION STRIKE: Roll 2 Dice for Lethality Location and pick the best roll.

SUCCESSIVE BLOW: You attack is quick, leaving you ample opportunity to strike again without using an Action. However, this attack comes at a -1 Disadvantage.

SURGE: The power of your spell becomes intense enough to increase the spell's cast level by +1.

DISTANCES

The first number is the distance that can be covered per shift, the second is total that can be covered in a day.

TERRAIN ROAD OPEN WOODS HILLS MOUNTAINS SWAMP RUINS DESERT / DUNES LAKES RIVER - UPSTREAM RIVER - DOWNSTREAM
Walking 8/25 8/25 3/10 3/10 2/7 2/5 3/10 3/10 0 0 0
Horseback 10/30 10/30 5/15 5/15 3/10** 3/10 2/5 3/10 0 0 0
Carriage / Chariot* 17/50 17/50 0 0 0 1/3 0 7/20 0 0 0
Canoe or Raft 0 0 0 0 0 0 10/30 0 10/30 2/7 17/50
Active Foraging and/or Hunting As terrain 7/20 2/7 2/7 2/5 1/3 2/7 1/3 0 0 0

* Assumes a team of 2 or more beasts. Reduce speed as required (see Vehicles).
** Assumes the use of natural canyons paths where hoses can travel.

LETHALITY

Roll 1: Head 2-4: Chest/Torso 5-6: Left Arm 7-8: Right Arm 9-10: Left Leg 11-12: Right Leg
1 +2 Devastating blow to the head, if no full save, target dies instantly, otherwise target is knocked unconscious +2 New holes emerge from the targets chest, if no full save, target dies instantly, otherwise target is bleeding profusely and takes 3 wounds each round until the wounds can be healed +2 Brutal Hit to the upper arm. If no full save, the target loses the damaged limb permanently. +2 Brutal Hit to the upper arm. If no full save, the target loses the damaged limb permanently. +2 Brutal Hit to the upper leg. If no full save, the target loses the damaged limb permanently. No actions can be made that require the use of the leg. +2 Brutal Hit to the upper leg. If no full save, the target loses the damaged limb permanently. No actions can be made that require the use of the leg.
2 +2 Strong hit to the top of the head fractures the skull. If no saves, target dies instantly, otherwise, knocked unconscious +2 Ribs are heavily fractured. If no saves, the target dies of asphyxiation. Otherwise, the target is stunned for 4 rounds. +1 Direct blow to the forearm. If no saves, the arm sustains a clean break. No actions can be made with the damaged limb until mended. +1 Direct blow to the forearm. If no saves, the arm sustains a clean break. No actions can be made with the damaged limb until mended. +1 Direct blow to the lower leg. If no saves, the leg sustains a clean break. No actions can be made with the damaged limb until mended. +1 Direct blow to the lower leg. If no saves, the leg sustains a clean break. No actions can be made with the damaged limb until mended.
3 +2 Wack to the back of the head, if no saves, target is stunned for 4 actions, otherwise stunned for 2 actions +2 Clavicle snaps. If no saves, the target is unconscious and collapses from the pain. Otherwise, the target is stunned for 3 actions +1 Lucky strike to the elbow. If no saves, you are stunned for 1 action. That wasn't funny +1 Lucky strike to the elbow. If no saves, you are stunned for 1 action. That wasn't funny +1 Lucky strike to the calf. If no saves, the target is slowed by the large bruise sustained. +1 Lucky strike to the calf. If no saves, the target is slowed by the large bruise sustained.
4 +2 Strike to face breaks the jaw. If no saves, the target is stunned for 3 actions, otherwise, the target is stunned for 1 action. +1 Hard blow to the chest. If no saves, Lung collapses and the target drops prone and stunned for 3 actions. Otherwise, the target is stunned for 2 actions +0 +0 +0 +0
5 +1 Bell rung. If no saves, target is stunned for 2 actions, otherwise, the target is stunned for 1 action +1 Hard blow. If no saves, the target is stunned next round. +0 +0 +0 +0
6 +1 Hard hit. If no saves, target is stunned for one action +0 +0 +0 +0 +0
7 +0 +0 +0 +0 +0 +0
8 +0 +0 +0 +0 +0 +0
9 +0 +0 +0 +0 +0 +0
10 +0 +0 +0 +0 +0 +0
11 +0 +0 +0 +0 +0 +0
12 +0 +0 +0 +0 +0 +0

TIME

UNIT OF TIME DURATION USED IN
Action 3-5 seconds Encounters / Combat
Round 5–10 seconds Encounters / Combat
Stretch 5–10 minutes Exploration
Shift 5–10 hours Travel

TRAINING

Specialized Skill Level Amount of Time
1 1 shift
2 1 day
3 1 week
4 not possible
5 not possible

VEHICLES

VEHICLE PASSENGERS CAPACITY Hull ARMOR MOVEMENT SPEED MANEUVERABILITY BEASTS
Carriage 4 100 3 5 100 50 2
Chariot 2 50 3 3 260 30 2

WEATHER

CURRENT WEATHER STEP WEATHER EFFECT
1-4 Fair Weather Maximum visibility in the evening and night shifts is Long.
5-6 Cloudy Cloud cover reduces Awareness: Sight and Survival: Navigation skill rolls during the evening and night shifts of the day to -1 disadvantage.
7-8 Intense Fog Heavy fog further reduces Awareness: Sight and Survival: Navigation skill rolls during any shift to -2 disadvantage.
9 Light Rain / Snow Limits visibility to Long in the morning and day shifts, and to Short during the evening and night. Requires a Athletics: Endurance roll for marching with Difficulty level 1, and gives a −1 disadvantage to skill rolls for riding and driving.
10-11 Heavy Rain / Snow Limits visibility to Long in the morning and day shifts, and to Short during the evening and night. Gives a −1 disadvantage modifier to all ranged attacks. Requires a Athletics: Endurance roll for marching with Difficulty level 2, and gives a −2 Disadvantage to Skill rolls for riding and driving. A heavy rain will only last one shift – then the weather automatically steps down to Light Rain / Snow.
12 Disaster A severe storm develops. The GM may choose an appropriate disaster from the disaster table

WEATHER DISASTER

DISASTER TYPE EFFECT
Blizzard A severe blizzard reduces visibility to 5 feet, imposes a -2 Disadvantage on all Skill rolls, and makes movement very difficult terrain (1/4 normal Movement). You must also make Hypothermic Condition rolls
Sand Storm A wall of dust reduces visibility to 5 feet, imposes a -2 Disadvantage on all Skill rolls, and makes movement very difficult terrain (1/4 normal Movement). You must also make Suffocation Condition rolls with one less Difficulty as outlined by the Condition's description.
Hurricane A wall of wind and water with speeds over 100 mph approaches. Moving in the wind requires an Athletics: Might roll vs Difficulty level 2. Failure results in being thrown D12 feet and you receive 3 impact Trauma. Low areas will flood, and swimming in the fast-moving waters is Difficulty level 3.
Earthquake The earth rumbles intensely. Everyone standing must make an Athletics: Balance Skill roll vs Difficulty 2 or fall (see Knocked Down Condition). The quake cracks walls, and structured walls may collapse at random. For each wall, roll a D12; a 10 or higher indicates collapse. If you are within 5 feet of a collapsing wall, you take 4 impact Trauma.
Forest Fire A wall of fire surrounds you. For every Manage Conditions Phase or 10 minutes when not in an Encounter, if you are within 20 feet of the fire, you must make a Physical Resistance: Heat roll vs Difficulty 3. Failure results in 2 Trauma. If you are still within the fire region after 1 hour, you receive the Suffocation Condition. The fire region doubles in size every 10 minutes.
Volcano Eruption Ash and lava spew from a nearby volcano. If you are on the mountain, lava will flow randomly downhill; if you touch the lava you take 5 Trauma. Additionally, deadly ash spews outward up to 10 miles round the volcano. On the first round of the eruption, you must take safety. On the second turn, the ash plume moves in a linear direction from the direction of the volcano outward. If the ash plume touches you, you take 5 Trauma. On all rounds afterwords, the ash creates a "suffocation zone" that covers the entire 10 miles. All inside this zone receive the Suffocation Condition. Targets must "hold their breath" to prevent the Suffocation, find a means to dissipate the ash, or seek shelter where the ash is not in the air.