34
Swashbucklers of Atlantis Adventurer Creation Guide - a d100 Game

Swashbucklers of Atlantis

  • Upload
    ach1961

  • View
    19

  • Download
    1

Embed Size (px)

DESCRIPTION

Character creation in an alternate history setting for d100 games.

Citation preview

  • Swashbucklers of AtlantisAdventurer Creation Guide - a d100 Game

  • this page intentionally blank

  • This document is a fan product made strictly for the use of players in a home campaign and shared for anyone to pull ideas from if they want.

    Its somewhat compatible with Mongoose Publishings Legend System, the RQI SRD and Openquest.

    The author makes no claims of originality in any of this, its for his personal campaign.

    Interior art is all public domain from various sources, the cover art is property of Ape Entertainment and used completely without permission, and also used without any challenge of copyright, etc. I liked the image and it fits what Im doing here.

    Should a representative of Ape Entertainment contact me and ask me to do so, the cover image will be deleted from web available versions of this.

  • this page intentionally blank

  • Swashbucklers of Atlantis

    1

    This game is set on Earth, not the Earth you and I live upon, but one of the myriad possible Earths in the Multiverse.

    The year is 1745 and you are heading for the city of Boston, in His Majestys Atlantean Colony of Massachusetts. How you are arriving will depend upon your adventurer and his backstory, but this is where you will all start.

    Just to clarify. . . this is not our world. There will be a time line presented at the end of this document and if you care to check, you will find some differences from our world, beyond just the shape of the landmasses and the names of the countries. Ive tried not to go too far out, because I want some similarities, but one important factor is that there have been no stirring of an Independence movement in the colonies at this time.

    The rules presented herein will give you the means to create your adventuring character. There are some distinct similarities to Legend (the game formerly known as RQII from Mongoose), but there are some differences that are designed to make the game fit in better with my vision of the world.

    So, if youll proceed to the text below, we will begin the birthing process for your adventurer. . .

    CharacteristicsYour adventurer is defined by seven characteristics, that you will determine the value of randomly.

    Strength Raw muscle power.Constitution Health and vitality.Size MassIntelligence Capacity for learning, rational thought.Power Force of soul and innate magical/spiritual presence.Dexterity Physical coordination, agility, nimbleness.Charisma Force of personality.

    To determine the value of the seven characteristics, roll 4d6, keeping the value of 3 of them, placing the results in the order rolled.

    After you have rolled your dice and determined your totals, you may, if you so desire, switch the position of any two of them. Do this now, before you continue on, this is your only chance.

    Characteristics may change a bit during adventurer creation, but seldom by more than a point or two. You may also work to increase everything except your Size and Intelligence as you adventure. Last chance, if you turn the page, theres no coming back, do you want to swap two of them or not. . .

    Ok, lets move on.

  • Swashbucklers of Atlantis

    2

    Attributes Attributes are a series of statistics that are either derived from your characteristics or determined randomly or by player choice. Well go ahead and cover these and how to figure them, but remember, if your characteristics change during creation, you may need to come back here and adjust them.

    Age: Your adventurers starting age will be determined randomly by rolling 3d6 and adding the result to 12. This will give your adventurer an age range from 15 to 30.Your age will have a small factor in how many starting skill points you start with, but not by an overwhelming amount.

    Damage ModifierAdd your Strength and Your Size Together and check the table below to determine how much your damage is modified.

    STR + SIZ Damage Modifier6 - 10 -1d6

    11 - 15 -1d416 - 20 -1d221 25 +026 30 +1d231 35 +1d436 40 +1d641 45 +1d8

    Hit Points = Constitution + SizeYep, no hit locations this time. This is going to be a more swashbuckling and high action type game, there will still be consequences to getting battered into a pulp and you can still die if you arent careful, but adventurers are the larger than life type heroes you see on the silver screen. Not all of your opponents have their hit points figured in the same way, but thats the GMs domain, so we wont go there.

    Wound Threshold = (Constitution + Size)/4 [round up]Any final damage that exceeds this amount delivers a wound to the target. Each wound reduces your ability to operate by 10% (cumulative).

    Magic Points = Power CharacteristicThis number will start out equal to your adventurers POW characteristic, but after this step, it is a separate entity and is not governed by that characteristic.

    Movement = (Dex + Siz)/4 + 3This is the base movement in meters or yards or hexes or whatever unit the GM is using. This is mostly important if a battlemap is being used in tactical combat or to see if you can outrun whatever is chasing you (or at least outrun your companions).

    Strike Rank = (Int + Dex)/2 This determines how fast you act in combat. It is modified by how much armor you are wearing (or if the

  • Swashbucklers of Atlantis

    3

    GM decides you are overly encumbered). Your AP of your normal armor will act as a negative modifier to your Strike Rank. Magical Armor may be less encumbering and sorcerous or natural protections will not encumber at all unless the effect description states otherwise.

    Cultural Background - roll randomly Now it is time to determine where your adventurer was born and into what circumstance. You will roll on the tables below to determine the initial background information for your adventurer. Each result will provide you with a list of skills or possibly characteristic adjustments that you will record. Not to worry, youll get to make important choices without fate being involved shortly. . . well, some anyway.

    D100 Birthplace Native Language01-05 Atlantean Ohio Native Oneida06-15 Atlantean Cherokee Native Cherokee16-25 Caledonia - rural Caledon26-55 Rural Angland

    Anglish56-69 Urban Angland70-74 Colonial Atlantis Urban75-80 Colonial Atlantis Rural81-85 Eireish - Rural Gaelic86-90 Europan - Rural by country91-94 Europan - Urban By country95-97 Aegyptian Aegyptian

    98-100 Afrikan Language: by region

    To determine birthplace if Europan or Afrikan was rolled:Roll on the table below. Each column will have specifics and the language associated with that result.

    D100 Europan Afrikan01-11 Iberia [Castillian] Maghreb [Berber]12-22 Castille [Castillian] Bedouin [Berber]23-32 Francia [Frankish] Ottoman Empire [Turkish]33-44 Prussia [Prussian] Senega [Wolof]45-55 Danemark [Danish] Guinea [Mandinka]56-66 Nordland [Nordic] Aetheopia [Amharic]67-77 Roma [Roman] Kongo [Kikongo]78-94 Ottoman Empire [Turkish] Bantu [Bantu]

    95-100 Russ [Russian] Zulu [Zulu]

  • Swashbucklers of Atlantis

    4

    In addition to the language received above, each adventurer receives the following skills based upon their rolls: Atlantean Native:+10 Archery / +10 Perception / +10 Stealth / +10 Insight / +10 Resilience / +10 Athletics / +10 Close Combat OR +10 Unarmed Combat

    Rural Background+10 Animals / +10 Athletics / +10 Resilience / +10 Unarmed / +10 to choice of three of the following:Archery, Dance, First Aid, Perception, Close Combat, Ride, Stealth, Firearms

    Urban Background+15 Evaluate / +15 Insight / 1 additional Language at base / Choice of three of the following:+10 Dance / +10 Sing / +10 Persistence / +10 Sleight / +10 Unarmed / +10 Influence / +10 Close Combat / Artistry [any] / Commerce / culture [any] / lore [any] / streetwise

    Aegyptian or Afrikan Background+15 Evaluate / +10 Influence / +10 Insight / +5 Persistence / Choice of any three of the following:+10 Animals / +10 Dance / +10 Perception / +10 Close Combat / +10 Unarmed / +10 Sing / +10 Stealth / Artistry [any] / Commerce / Courtesy

    If your adventurer is not a native speaker of Anglish, he gains the advanced skill: Language [Anglish] at base %. If he does speak Anglish already, he may choose any one additional language at base skill.

    Social Status Each social strata will give the adventurer either a bonus to an existing skill or an advanced skill at base (+10% if you already possess the advanced skill). Beyond that, it is strictly a role-playing device.

    D100 Social Status Benefit01-50 Poor Streetwise or +10 Unarmed51-80 Commoner / Middle Class Craft [any] or Commerce81-95 Gentry / Upper Class Courtesy or Commerce

    96-100 Minor Nobility Courtesy

  • Swashbucklers of Atlantis

    5

    BoonAdventurers are a special lot, whether they have realized it before now or not. Every adventurer has a boon, a special ability with which they were born. Roll randomly on the table below and record the results.

    D100 Boon

    01-04 Your body creates a neutral odor that cannot be smelled. Any creature trying to track you by smell has a -50% penalty to their attempt

    05-08

    You have a highly varied range voice that can one time per day either: a) shatter normal glass surfaces within a POW foot radius or b) make a scream attack that stuns everyone within a 20 radius capable of hearing you (resilience or be at -20% penalty for 1d6+2 minutes. CF = Unconscious)

    09-12 You have an acute sense of smell. You remember and recognize smells of individuals and creatures you have encountered before. If tracking by smell, you get a +25% bonus to the skill.

    13-16 You have a very calming voice. You get a +15% bonus to your Influence skill.

    17-20

    For some reason, a strange creature has taken a liking to you and you cant get rid of it. The creature, decided upon by the GM, follows you around and always seems to know where you are. It also speaks to you in your native tongue, but never when anyone is around to hear. It doesnt obey your commands, it definitely seems to have a mind of its own. And some very pointed opinions

    21-24 Choose an animal type. You have a special empathy with this type of animal and receive a +25% bonus to your Animal skill when dealing with that particular type. You do, however, seem to draw the enmity of other animals that would normally prey on that type of animal.

    25-28 You have very acute hearing. You can isolate sounds with a great degree of accuracy if you are able to concentrate for a few moments. You can hear soft conversations up to 100 away if you are in an open area.

    29-32 Your spatial awareness is exceptional. You are able to judge distances accurately to within a 5% variable. This also makes you an excellent shot. You gain a +10% bonus to your Archery and Firearms Skills

    33-36 Your awareness of your own body and your control over it is so complete and natural that you suffer no strike rank penalty when wearing armor or when encumbered. You also receive a +10% bonus to Athletics.

    37-40

    You have the most marvelous eyes, they are the color of an amethyst. If you can maintain eye contact when you are speaking with them and they dont successfully best you with a persistence roll, you will automatically succeed in getting their cooperation unless you are asking them to do something that will put themselves or a loved on in obvious danger.

    41-44

    You have an amazing ability to climb. Ever since you were a child, climbing has been your outlet, the more challenging the surface, the better. Any surface that provides even minimal hand and foot holds, you can automatically scale at your normal movement speed. You also receive a bonus to your Athletics skill of +10%

    45-48You have are blessed with stout bones and tough skin. You do more damage in unarmed combat than most. Your base unarmed damage is 1d6, rather than 1d3. You also receive a +10% bonus to unarmed combat.

  • Swashbucklers of Atlantis

    6

    49-52

    There must have been a mermaid in your family tree somewhere. You are able to stay underwater for 10 minutes per point of Constitution without problems and you can swim at your base movement speed. You also have no problems seeing under water. +25% any swim rolls.

    53-56

    Each of your eyes is a different color. If you close your eyes and concentrate for a full minute, when you open your eyes you can see magical auras and invisible objects. If you are physically jostled (or damaged) you must roll a persistence roll or have your vision re-orient itself automatically.

    57-60 You are exceptionally quiet when you move. You gain a bonus of +25% to your stealth skill.

    61

    The GM will choose an animal or object for you. You have the ability to shapechange into this animal or object on a successful Persistence roll. You must make another roll to change back. You keep the your own characteristics and skills when you change, although your shape may prevent you from utilizing them. The GM will inform you of any additional benefits from your change.

    62-65You have a knack with a particular magical spell. You have no formal training in its use, its just something that you suddenly could do one day. The GM will have you roll randomly to determine the spell you know. You have it at a base skill of (POW x2) +10%

    66-70 Alcohol and other toxins have limited effect on you. You get a +50% bonus to your resistance checks to avoid the effects of either.71-74 You are able to sense the presence of undead creatures within POW yards.75-80 You have a beautiful singing voice. You gain a +25% bonus to your Singing skill.

    81-84 You are able to move faster than most people. Add 5 to your Movement and +10% to your Athletics skill

    85-88You have an uncanny ability to know when someone is near you. This translates to a +10% bonus to Evade and you are never subject to penalties for defending against someone close to you, regardless of their position, front, side or behind.

    89-92 You are a superlative cook. You are able to take the most mundane and unlikely edible ingredients and turn them into something appetizing and filling.

    93-94You have a knack for anatomy when it comes to combat. You are able to place your attacks to where they do the most good (or Harm, as it were). Any successful combat attack you make does and additional 1d3 points of damage.

    95-97

    You and your companions were attacked by demons when you were a child. Ever since that day, you have been able to sense the presence of a demon when within 10 of it and you receive a +10% bonus if attacking a demon and can damage them even if they are typically unable to be damaged except by exceptional means.

    98-100

    You were separated from your family and lost for a few days. You were found by Travelling Folk who took you in and took care of you until you were reunited with your family. If you encounter Travellers, you know how to show them that you are family and you may add the skill: Language {Gipsy] at base % +10 and Culture [Travelling Folk] at base % + 10

  • Swashbucklers of Atlantis

    7

    ProfessionNow it is time to choose the profession your adventurer has primarily followed during his adult life to this point. Each profession provides a number of skill bonuses and new skills (if you receive an advanced skill that you already possess, you may either choose an additional specialization in that skill if it requires one, or a +10 bonus to a specialization of it that you already have), as well as some equipment typical of members of that profession.

    Animal Trainer+20 Animals, +10 Athletics, +10 First Aid, +10 Insight, +10 Persistence

    Advanced Skills: Lore [Animal Species of choice], Teaching

    Possessions: a pair of stout leather gloves, whistle, a trained small animal (no larger than a medium sized dog)

    Acrobat+20 Athletics (Acrobatics), +20 Evade, +10 Sleight, +10 Perception, +10 Resilience, +10 Dance

    Advanced Skills: None

    Possessions: Brightly colored clothing, 50 feet of stout, thick rope, 1d3+3 brightly colored juggling balls or pins, large seabag or small trunk

    Apothecary+15% Evaluate, +15% First Aid, +15% Insight, +15% Resilience, +10% Perception

    Advanced Skills: Craft [Apothecary]

    Possessions:Mortar & Pestle, portable scale, decanting flask, 1d3 remedies, small case for equipment

    Mummer (actor/entertainer)+15% Influence, +10% Dance, +10% Sing, +10% Insight, +10% Sleight, +5% Evade

    Advanced Skills Choose two of the following: Culture [any], Disguise, Language [any], Play Instrument [any]

    Possessions: Large Trunk, 2d6+4 changes of clothing of varied styles and types, musical instrument (if skill taken), 1d3+2 wigs, small case of theatrical makeup

  • Swashbucklers of Atlantis

    8

    Blacksmith+15% Athletics (brawn), +15% Evaluate, +15% Resilience, +5% First Aid, +1 STR OR CON

    Advanced Skills: Craft [Blacksmith], Lore [Metallurgy]

    Possessions:Smiths Hammer, Heavy leather apron (1 AP if worn in combat), Heavy leather gloves, Jar of Burn Salve (1d4 uses left)

    Courtier +20% Influence, +10% Insight, +10% Dance, +10% Persistence

    Advanced Skills CourtesyChoose two of the following:Artistry [any], Culture [any], Language [any], Lore [any], Play Instrument [any]

    Possessions:Trunk, 1d6+4 changes of the latest fashions,

    Craftsman +20 Evaluate, +10 Influence, +10 Persistence

    Advanced Skills: Craft (any), Choose three of the following: Craft (other), Engineering, Mechanisms, Commerce, Courtesy, Culture [any], Language [any], Lore [appropriate to crafts]

    Possessions:Portable tools appropriate to Craft(s), example of work, blank book for planning jobs, writing kit.

    Diplomat+20 Influence, +10 Insight, +10 perception

    Advanced Skills Courtesy, Select any three of the following:Artistry [any], Culture [any], Language [any], Lore [any], Streetwise

    Possessions:Trunk, 1d4+4 changes of fine clothing, blank journal, writing kit, small pistol with 1d4+4 charges

  • Swashbucklers of Atlantis

    9

    Explorer+10 Athletics, +20 Perception, +10 Resilience,

    Advanced Skills Survival, Select any three of the followingCulture [any], Language [any], Lore [astronomy], Lore [geography], Tracking, Artistry [drawing]

    Possessions2 sets of sturdy clothing, Spyglass, compass, sextant, backpack, Canteen, journal and writing kit

    Farmer+20 Animals, +10 Athletics, +15 Resilience, +10 First Aid, +5 Evaluate

    Advanced Skills Craft [farming], Lore [weather]

    PossessionsSling bag or seabag, Broad brimmed hat, Sturdy clothing, small cloth bag of seeds, canteen, 4d6 Shillings

    Fisherman+25 Athletics, +15 Resilience, +10 Persistence

    Advanced Skills Craft [Fishing], Choose any two of the following:Craft [any other], Lore [fishing], Survival, shiphandling

    Possessions: Small fishing net, oilskin bag, gutting knife (stats as dagger), Broad Brimmed hat, seabag, small flask of brandy

    Hunter+10 Athletics, +10 Resilience, +15 Stealth, +15 choice of Archery or Firearms

    Advanced Skills Survival, Tracking, Lore [animals]

    Possessions Hunting Knife (as dagger), Sturdy Clothing, Bow or Musket with 1d10+10 ammunition and quiver or ammo pouch, bedroll

    Merchant+20 Evaluate, +15 Influence, +15 Insight

    Advanced Skills Commerce, Select two of the following:Courtesy, Culture [any], Language [any], Lore [logistics], Shiphandling, Streetwise

    PossessionsSmall Scale, jewelers loupe or small magnifying glass, soft cloth, folding knife

  • Swashbucklers of Atlantis

    10

    Miner+20 Athletics, +10 Resilience, +10 Unarmed, +10 Persistence, +10 Evaluate

    Advanced Skills Lore [minerals], Choose one of the following:Craft [carpentry], Craft [tinker], Engineering, Mechanisms, Lore [underground]

    PossessionsPick, Shovel, Sturdy Gloves, Sturdy Boots, Canteen

    Noble [requires social status of minor nobility]+20 Influence, +10 Persistence, +10 Riding, +5 Dance, +5 choice of Close Combat or Firearms

    Advanced Skills Select three of the following:Artistry [any], Courtesy, Culture [any], Language [any], Lore [any], Gambling, Play Instrument [any]

    Possessions1d4+2 sets of clothing in the latest fashions, Trunk, silver flask of fine brandy, rapier or pair of dueling pistols with 1d6+6 rounds of ammunition [in fine, engraved wooden box]Letter of Introduction from a baron or count of your acquaintance

    Physician+10 Evaluate, +25 First Aid, +10 Perception +15 Insight

    Advanced Skills Physick, Lore [anatomy]

    PossessionsSurgical kit in small leather bag, smelling salts, oilskin apron and gloves

    Holy Man (priest, friar, rabbi, shaman, etc)+25 Influence, +15 Insight, +10 Persistence

    Advanced Skills Lore [specific religion], Language [latin or other religious associated language]Choose one of the following:Artistry [any], Courtesy, Culture [any], Language [any other], Teaching

    PossessionsSmall trunk, 2 sets of ceremonial clothing, holy symbol, book of holy writings, journal and writing kit, flask of holy water

  • Swashbucklers of Atlantis

    11

    Sailor (or Airshipman)+20 Athletics, +10 Resilience, +10 Unarmed

    Advanced Skills Shiphandling, Choose three of the following:Courtesy, Craft [carpentry], Craft [sailmaking], Craft [cooking], Culture [any], Gambling, Language [any], Lore [weather], Play Instrument [any], Streetwise, Survival

    PossessionsSeabag, brass knuckles, tin flask of cheap rum

    Scholar+10 Evaluate, +10 Persistence

    Advanced Skills 3x Lore [any], Choice of any three of the following:Artistry [any], Language [any], Lore [any others], Teaching

    PossessionsTrunk, 1d3+3 books on various subjects (players choice), journal, writing kit

    Soldier or Mercenary+10 Athletics, +10 Evade, +10 Resilience, +15 Melee, +15 Firearms

    Advanced Skills Lore [tactics], Choice of one of the following:Craft [gunsmith], Craft [metalsmith], Craft [tinker], Culture [any], language [any], Mechanisms, Streetwise, Tracking, Survival

    Possessions: Firearm or bow with 1d6+6 ammunition and ammo bag, Sword or Hatchet, Buff Coat without Insignia (AP 2), Backpack, Canteen

    Spy+10 Evade, +15 Insight, +10 Influence, +10 Perception, +5 Persistence, +10 Stealth or Sleight

    Advanced Skills Choose any two of the following: Culture [any], Disguise, Language [any], Lore [poisons], Lore [ciphers], Mechanisms, Streetwise, Tracking

    PossessionsSpyglass, journal, writing kit, spring loaded small pistol or dagger

  • Swashbucklers of Atlantis

    12

    Spell-Caster+10 Evaluate, +10 Insight, +10 Persistence

    Advanced SkillsLore [occultism], 3x Magick [spells of choice], Choice of one of the following:Language [aramaic], Language [latin], Language [hebrew], Language [hellenic], Language [muskogean]

    PossessionsJournal, Writing Kit, Cold Iron Athame, grimoire of forbidden knowledge, jar of salt, jar of ashes of a burned witch,

    This is by no means a comprehensive list of the worlds professions, simply a way to get your adventurer a background and some useful skills. If you have your heart set on a specific profession that isnt listed, ask your gm and see if the two of you can come up with a set of skills that fit the profession.

    SkillsSkills are divided into two types; Common and Advanced.

    Common skills are skills that everyone has at least a basic knowledge of. Each skill will have a base % listed. Add together the value of the characteristics listed and that is your basic chance with that skill. Youve increased some of these skills through your background and professions, and youll have an opportunity in a moment to increase them some more. To give an idea of what the % total represents in skills, use the following guidelines:

    0-25% Novice Some one with virtually no experience with the skill26-50% Apprentice Some one who is learning the skill

    51-75% Veteran Some one who regularly uses the skill as part of their everyday life.

    76-99% Expert A local expert with in the skill, who can perform it under most conditions with ease and elegance.

    100+ Master Among the acknowledged best in that skill, and regularly performs the impossible in extremely difficult conditions.

    In the skills list and on your adventurer sheet, youll find some common skills marked with an asterisk (*). This indicates that this skill requires specialization once you become a veteran in that skill. The base skill may only advance to 50% skill, any points over that must be put in one or more specializations. Many Advanced skills require you to choose a focus, as it actually represents many different but similar skills. When creating your adventurer and choosing your free skills (the next step), purchasing the base% in an Advanced skill costs 10 points, however, additional foci in the same skill may be opened for 2 points and then advanced from there, after all, you already learned the basic principles once, it should be easier to expand your knowledge.

    Every adventurer now receives a number of free points to spend on skills to round out

  • Swashbucklers of Atlantis

    13

    their abilities.Your adventurer receives 150 points + INT + POW + (2x Age). These points may be used to improve existing skills or purchase new advanced skills of the players choice. The only restriction is that no more than 30 points may be spent on any one skill using these points. Therefore, if you open a new advanced skill, you could also improve it by only 20 points.

    Once youve spent your allotted skill points, and spend all of them; if you dont use them, they are lost, it will be time to finalize your adventurer and get ready to play.

    The following pages list the common skills and advanced skills used in this setting. Some suggested specializations and foci are also listed, but is by no means a comprehensive list. If youd like to specialize or focus on an area not listed, feel free to ask the GM if its acceptable.

    Common SkillsSkill Base% Suggested SpecializationsAnimals* Int + Pow Teamster, Training, Veterinary, BreedingAthletics* Str + Dex Climb, Jump, Swim, Brawn, Running, ThrowArchery* Str + Dex Bow, Crossbow, Sling, Ballista

    Close Combat* Str + Dex 2h Axe, 2h Sword, 1h Sword, Sword & Shield, Spear, Fencing, 1h Club, 2h Club, etcDance* Dex + Cha Folk Dancing, Ballroom Dancing, Cultural DancesEvade Dex x2Evaluate Int + ChaFirearms* Dex + Int Pistol, Musket, Scattergun, RifleFirst Aid Int + DexInfluence* Cha x2 Con, Seduction, DiplomacyInsight Int + PowNative Language Int + 50Perception Int + PowPersistence Pow x2Resilience Con x2Ride* Dex + Pow Horse, Camel, Elephant, etcSing Cha + PowSleight Dex + ChaStealth Dex + IntUnarmed* Str + Dex Grapple, Kick, Punch, Gouge, Trip

  • Swashbucklers of Atlantis

    14

    Advanced SkillsSkill Base% Suggested FociArtistry [focus] Pow + Cha Draw, Paint, Sculpt, ComposeCommerce Int + ChaCourtesy Int + ChaCraft [focus] Dex + Int Gunsmith, Blacksmith, Tinker, Bowyer, Carpenter, FarmingCulture [focus] Int x2 Francian, Prussian, Cherokee, etcDisguise Int + ChaEngineering Int x2Gambling Int + PowLanguage [focus] Int + Cha Each language is a separate fociLore [focus] Int x2 Theology, Specific Religion, Philosophy, Naturalism, Law, etcMagick [focus] Pow + Int Each spell is a separate focusMechanisms Dex + IntMeditation Pow x2Physick Int + PowPlay Instrument [focus] Dex + Cha Piano, Organ, Harpsicord, Banjo, Guitar, Violin, Flute, etc.Shiphandling Int + ConStreetwise Pow + ChaTeaching Int + ChaTracking Int + ConSurvival Pow + Con

    Reminder: Common skills marked with an asterisk (*) require a specialization at skill levels above 50%. example: Lord Miltmore has an Athletics Skill of 50% and receives another 10% bonus to put into the skill. He can put this into 10 different specializations and list them at 51% each, or all into one for a 60% skill, or split it up however he likes. His base Athletics skill remains 50% and that is his skill with anything not covered by a specialization.

    Once youve purchased all of your skills, its time to finalize your adventurer. There are only a few more steps.

    ConnectionsA rule I particularly like from Mongoose Traveller is one that allows every character to know at least one other character in the group, so as to give some modicum of reason as to why these people are associating with one another. Choose one other adventurer in the group with whom you have some connection. You dont have to reciprocate, as a matter of fact, having someone else as your connection will help bring some cohesiveness to the group. Obviously you know the person who has a connection to you, even if its peripherally. These are for roleplaying purposes, but well give you something for it as well. If you have

  • Swashbucklers of Atlantis

    15

    a connection to another adventurer, you receive an additional 10 points to put into any skills of your choice, and if you have a connection to a second adventurer other than the one shared connection, you may increase any one of your characteristics except Size by 1.

    ComplicationsOnce again, this is a roleplaying tool. Come up with one or two things about your adventurer that may cause complications in your life. Perhaps a wife that you abandoned in the old country, a crime you committed or one that you didnt commit, but were accused of, debts to an unforgiving debtor, a wandering eye when it comes to the ladies, and interest in the black arts, inexplicable clumsiness, or something that plays upon your background information.

    Familyprovide some details regarding your family, they dont have to be a full biography on each member, perhaps a name, age in relation to yours and a word or two about their jobs or personality. Your adventurer doesnt exist in a vacuum, nor did he spring from the sea fully formed.

    Allies, Contacts, Enemies and RivalsSurely your adventurer has made friends or angered someone in the past. As with your family, jot down a couple if you can think of them. If none come to mind, you can bring them in during play, or the GM may remind you of some. Now, shall we give your adventurer the rest of his meager possessions and a very few coins to start him upon his way?

  • Swashbucklers of Atlantis

    16

    PossessionsAll starting adventurers have the following items A trunk, sea bag or backpack or some other piece of luggage in which to store their possessions 1d3+2 changes of clothing appropriate to their station (in addition to any provided by profession) 1 average quality weapon of choice for each weapon skill into which additional points were placed. If a specialization was developed, it should be of that type, preferably. If an archery weapon or firearm is possessed, 1d10+6 rounds of ammunition and a storage container for same Appropriate, portable tools for any crafting or professional type skills for which tools were not already provided A personal heirloom, a trinket of some type from your family or a loved one. 2d6 Pounds Sterling and 2d10 Shillings

    If there is any mundane, non weapon type item you think your adventurer should possess that isnt listed above, feel free to ask your GM if your adventurer may have one.

    Weapon and armor statistics are listed on the following tables, record them and then you are ready to play. Unless you have spells, then go look in the spells section if you havent yet and pick your spells.

    Anglish coins are as follows:1 pound sterling (silver) = 20 shillings (silver) 1 shilling = 10 pence (coppers)

    Common Close Combat weaponsWeapon Damage Str/Dex SizeBuckler 1d4 -/5 MCosh 1d4 -/- L

    Cudgel 1d6 (1h)1d6+1 (2h) 5/9 L

    Dagger 1d4+1 - / - SGreat Sword 2d8 13/11 HHatchet/Tomahawk 1d6 -/9 SHorsemans Axe 1d6+1 11/9 MKnife 1d3 -/- S

    Sword 1d8 (1h)1d10 (2h) 13/7 L

    Mace 1d8 7/7 MMilitary Pick 1d6+1 13/11 SStaff 1d8 7/7 MRapier 1d8 7/13 MSabre 1d6+2 7/7 M

    Spear 1d8 (1h)1d10 (2h) 5/5 L

    Unarmed 1d3 -/- SWoodsmans Axe 2d6+2 11/10 H

  • Swashbucklers of Atlantis

    17

    Common Black Powder FirearmsWeapon Damage* Range Load Str/DexMusket 2d8+1 30 3 11/9Scattergun 4d6 4 4 10/9Flintlock Rifle 2d6 35 1 10/7Revolving Rifle 2d4+1 30 1+ 11/9Small Pistol 1d6 2 1 -/8Pistol 2d4+1 10 1 9/9Revolving Pistol 1d6+1 6 1+ 10/9

    *Firearms may be used as clubbing weapons if needed. Damage for a rifle or musket is 1d8+1 / For a pistol 1d4+1

    Common Archery WeaponsWeapon Damage Range Load Str/DexLong Bow 1d8 80 1 13/11Self Bow 1d6 50 1 9/11Crossbow 2d6 80 1 5/9Sling 1d6 80 1 -/11

    ArmorArmor is not commonly worn, since muskets and rifles tend to punch right through all but the heaviest armor. However, reinforced coats, referred to as Buff Coats and clothing made of hide provide some protection without sacrificing too much movement. Commonly available armors are listed below.

    ArmorArmor Type AP/SR AdjustmentsCuirass (Steel) 6Cuirass (Hardened Leather) 2Buff Coat 2Reinforced Buff Coat (panels of mail sewn inside) 4Helmet (protects against head specific called shots ) N/AAtlantean Wood/Bone War Armor 3Buckskin Clothing 1

    Now, if you havent named your adventurer, do so, browse through the how the game is played section and prepare to have fun.

    Welcome to Atlantis

  • Swashbucklers of Atlantis

    18

    How the Game is Played

    A few basics on how the game is played. . .

    Skill rolls are made by rolling a d% total. If you dont know what this is, you take two 10 sided dice, designating one as the tens and one as the ones die (preferably of two different colors unless you have an actual % set of dice) and roll under your adjusted skill % to succeed.

    Critical Failure and SuccessTo spice things up a bit, Ive changed the criticals from being at the top and bottom of the scale only to being any result of doubles on your dice is a critical result. Therefore, 11, 22, 33, 44, 55, 66, 77, 88, 99 and 00 are all criticals.

    Automatic Failure or SuccessA roll of 01-04 is always a success, and a roll of 96-00 is always a failure.

    Results of CriticalsIn addition to beating out opposing rolls that have normal success or failure results, you have an opportunity to have a special result when you achieve a critical. You may describe the results of your critical in terms of something special occurring (good or bad). These descriptions are not to be used for auto kills for your opponent or yourselves, but as a dramatic interlude. Perhaps your lunge with your saber cut deeply into your opponents arm, causing him to drop his weapon, or your shot missed him by a hair and severed the rope holding a chandelier which is now swinging towards you or one of your allies. Be creative. Critical Successes on an attack do automatically do maximum weapon damage (you still have to roll your damage modifier die).

    Damage, Wounds and DeathHit Points Hit points represent minor nicks, bruises, contusions and fatigue gained from physical trauma (combat, falling down, etc.) When your Hit Points are exhausted, you must make a resilience roll every round to remain active. Should you fail, you are rendered insensible (unable to react to your surroundings beyond possibly stumbling or crawling at half your movement away from the source of your trauma). Should you critically fail this resilience roll you fall unconscious for 2d6 minutes. Recovering from Hit Point lossImmediately after combat or whatever situation has inflicted hit point loss upon you, if you can take 10 minutes to sit quietly, catching your breath, possibly having a bracing drink, you can immediately recover of the hit points that you have lost. Any additional Hit Points may be recovered by someone else applying first aid (or magical assistance) to you immediately thereafter. Otherwise you regain a number of hit points equal to of your Constitution per day of complete rest, or 1 per 10 points of Constitution per day of light activity.

    Wound ThresholdWhen you receive damage that exceeds your adventurers Wound Threshold, mark off a Wound, everyone has 10 of them. Each one causes a cumulative -10% penalty to all skills. When you take a wound, make an immediate Resilience check to see if you remain conscious. Failure indicates that you black out for a

  • Swashbucklers of Atlantis

    19

    number of rounds equal to the wounds youve taken, critical failure means the shock of the wound has put you down for 1d10 minutes per wound that you have taken.

    Wound recovery requires magical assistance or the ministrations of a Physician and some bedrest.

    Blood LossAll beings have bloodloss points equal to their Constitution Scores. Some special attacks may cause bloodloss. Mark the bloodloss as per the GMs instructions. Once all the blood loss points are gone, you will require a resilience roll each round to remain conscious.

    DeathShould all of your Wounds be accounted for and all of your bloodloss be gone and then you take more damage, you will be toast. Doornail dead, beyond the realm of medical assistance. Beyond that, should you fall unconscious from your wounds there is a chance that you will survive another day unless your opponents (or companions) choose to finish you off while you are helpless, and that is not a given. If you are facing intelligent beings, they may very well take you for ransom or to work as slaves after they nurse you back to some semblance of health.

    Combat Actions and Combat ManeuversIf you are familiar with RQII/Legend you will notice that Combat Actions and Combat Maneuvers havent been mentioned. Thats because we arent going to use them. If you want to perform a combat maneuver of some sort, describe your attack and intent to the GM and he will decide upon a modifier based on the situation. If you have a Critical Success on your roll, weve already covered that.

    All beings can move their base movement in one round and perform one normal action. Beyond that, if you want to do multiple actions, tell the GM what you want to do. Each action beyond the first results in a cumulative -10% penalty to your subsequent skill attempts for that round. The GM will tell you when he feels that you have tried too many things for one round (usually three or four actions, not counting parry or evade attempts). Yes Parry and Evade attempts count as multiple actions. If you are spending the entire round doing nothing but an all out defense, you may add 25% to your defensive score, roll it once and that is your result for the entire round.

    Improving Skills and CharacteristicsTypically at the end of every session (or when the GM sees it as a proper time), you will be awarded Advancement Points based upon your performance during the session. Unless the GM specifies some as being restricted to a particular skill (which are normally given separately), you may spend these Advancement Points to improve Skills and / or Characteristics. To improve an already existing skill, you spend a number of advancement points equal to the tens digit of the current skill. At this time you should roll 1d3+2 and your skill increases by the amount rolled, from 3% to 5%.

    If you wish to improve a characteristic (and you may improve any except Power and Size), you set aside points for that purpose until you have three times the number of the current characteristic value, and then you may improve the characteristic by 1. The maximum any characteristic may be improved to is 25 or one and a half times its original value, whichever is less.

  • Swashbucklers of Atlantis

    20

    Advancement Points can also be used to open new Advanced Skills or new foci of currently known skills.To open a new skill that you have no prior training in: 10 AP and the GM will likely require a roleplaying of down time and finding a teacher.

    To open a new skill that you have a prior focus in: 5 AP and the GM will likely require a roleplaying of down time and whether a teacher is required.

    To learn a new spell in a discipline you already know: Treat it as opening a new focus where you have a prior one, but add in the Magnitude of the spell to the cost, so a 1st Magnitude spell would cost 6 AP, a 2nd Magnitude 7 AP, etc. Spells with a Magnitude of 1+ count as a 2 Magnitude spell for AP Cost

    Critical Improvement of SkillsWhenever you roll a critical result on a skill, be it a failure or success, you have learned a little something about the skill and may improve the total by 1% immediately. If you forget to do so, you may not go back and do it retroactively, so be sure to mark it down when it happens. This has to be on a GM approved roll, just rolling while practicing your skill doesnt get this benefit.

    Casting SpellsIf your adventurer knows a spell or is trying to cast one by reading a grimoire of some type, he uses the appropriate spell-casting skill and expends a number of Magic Points equal to the Magnitude of the spell (or if enhancing the spell, a number of points equal to the magnitude plus any enhancing qualities he is attempting).

    If successful, he expends the points, if he is critically successful, he expends half (round up) the required points. If he fails, he loses 1 point and if he critically fails, he loses the full number of spell points and suffers a player described setback of some type.

    If a caster runs out of Magic Points during an encounter, he may delve into his own physical reserves and expend hit points at a rate of 2 per magic point cost. Magic Points recover half the expenditure of an encounter in the same way hit points are recovered (10 minutes of sitting quietly and a good bracing drink or the like), and then recover at a rate of one per hour if active, or 4 per hour if resting quietly. A successful Meditation while resting will double the recovery rate.

    I think that covers most of the commonly encountered issues. Basically it boils down to this, if you want to try something, Tell the GM what you want to do and what skill(s) you have that you feel will assist in that task, if any. The GM will either rule automatic success, or, if there is a chance of failure, will tell you to roll and let you know whether or not you succeed based upon your abilities.

    Dont hesitate to try whatever you think your adventurer would do. Have fun with this, thats what its all about.

  • Swashbucklers of Atlantis

    21

    Magicks Faire and Foul

    Magical skills all work the same way. The main difference between the different types of spell caster are the spells that he or she chooses to learn. Listed below are some of the more commonly available spells that a spell worker may choose from.

    Spells are listed with a Magnitude cost. If a spell has a #+ magnitude, it indicates that the spell may be enhanced by spending additional power points at the time of casting. Read the descriptions for details.

    Spells marked as Progressive may be bought at varying degrees of power, but must be learned separately.

    Call Spirits Duration varies, Magnitude 2, Self OnlyWithin a few moments of the casting of this spell, any willing spirits in the area will materialize to the vision of the caster only and carry on a conversation with him for as long as it interests them. Spirits may refuse to answer questions if they find them offensive, or if it is about a subject they are not interested in, they will tell the caster so. They may, however, be willing to divulge other things to the caster, for the spirits are often bored and desirous of conversation.

    Sense Spirits Duration 5 minutes, Magnitude 1, Self onlyThis allows the caster to determine if any spirits are in the immediate vicinity, and identify what type they are.

    Spirit Walk Duration varies, Magnitude 1+, self onlyThis spell allows the casters spirit to leave his body and travel on the spirit plane. He can spend 5 minutes per magnitude spent, and the spell may be extended by the additional expenditure of 1 power point per 5 minutes. The caster may return to his body at will. If his body is destroyed, the caster may find himself trapped upon the Spirit Plane.

    Banish Spirits Duration Instant, Magnitude 1+, Ranged, Resisted (persistence)There may come a time when the caster encounters wild or malign spirits in his travels that he wishes to force back to the Spirit Plane. If successful, this spell will banish 1 spirit per point of magnitude expended. Banished spirits may not return to the physical world for a full cycle of the moon unless specifically called forth by name.

    Spirit Ward Duration 1 hour, Magnitude 1+ resistance (persistence)This spell creates a spherical area with a radius of 1m per point of Magnitude expended that spirits find difficult to enter. Any spirit with a POW less than the casters must resist the spell in order to enter the area. Spirits within the area at the time of casting must resist it or be compelled to leave as quickly as possible. This spell may be maintained at a cost of 1 MP per additional hour

    Quantify Instant, Magnitude 1 Self onlyThis spell allows the caster to instantly know the number of pieces, parts or units that one collection of something has. The caster must specify what is being counted: Sacks of grain a bar floor, coins in a horde, infantry in an army being scouted, etc. The number will be exact and unerring, but will not account for miscalculation due to poorly defined terms for counting.

  • Swashbucklers of Atlantis

    22

    Skill Boon Instant, Magnitude 1+, Triggered, Self OnlyThis spell grants the caster a +10% bonus per point of magnitude to his next skill check of a skill specified at the time of casting.

    Tongue Tied Duration 5 minutes, Magnitude 2Ranged, Resist (persistence)If this spell is successful, it garbles the language of the affected creature. The target can still think and, for the most part, act normally but anything it says comes out as gibberish. Thus, a commanding officer would be unable to give orders to his men and a spellcaster would be unable to cast spells.

    Beast Call Instant, Magnitude 2, Ranged, Resist (resilience)The Beast Call serves to attract an animal within range. When the spell is cast, it affects a targeted creature with a fixed INT of 7 or less. If it fails to resist, the creature will be naturally drawn to the place where the spell is cast, whereupon the spell effect terminates. Any barrier, immediate threat or counter control also ends the effects of the spell, leaving the creature to react naturally. For example, the Beast Call spell might cause a horse to turn and walk towards the spell but a single yank of its reins by the rider would end the spells effect. This spell is a potent aid to hunters and herders.

    Bestial Enhancement - Duration 5, Magnitude 1, Progressive, TouchThis spell causes the creature to become more bestial, augmenting its natural weapons and reflexes. For every point of Magnitude, it increases the targets chance to hit with natural weapons by +5% and they deal one point of extra damage. This extra damage is magical and will affect creatures that can only be hurt by magic. The base natural weapon damage remains non-magical.

    Becalm - Instant, Magnitude 1, TouchThis spell gives the target the ability to sleep for exactly 10 hours uninterrupted by bad dreams, pains, aches or even gentle movement. Unless stirred by a loud noise or abrupt physical contact, the target will have a full nights rest. It should be noted that the spell does not put the target to sleep, merely calms their mind in order to better enjoy their next slumber. This spell is useful to spellcasters who wish to fully regain their Magic Points.

    Befuddle - Duration 5, Magnitude 2, Ranged, Resist (Persistence)If successful, this spell confuses an opponent to the extent that it may forget who it is or who itsfriends are. The affected target may not cast spells and may only take non-offensive actions. Thetarget may run if it so chooses or Evade and Parry normally in combat, though it may not makeany attacks unless it is attacked first. Spirits and non-corporeal creatures are not affected by this spell.

    Boon of Lasting Night - Area Special, Duration 5, Magnitude 1, ProgressiveIf successful, the spell turns the area of effect into a sphere of darkness equal to a moonless night.All non-magical light (including sunlight) passing or present within the boundary is reduced tothe equivalent of a candle. This radius of the area is equal to the Magnitude of the spell.

    Chill - Instant, Magnitude 1, TouchThis spell allows the caster to drastically lower the temperature of any mundane object. With this ability he can speed up the cooling of metal in a forge, make pub drinks cold for his companions, along with several other interesting tricks. It is up to the Games Master to decide the exact effects this would have in a given situation.

  • Swashbucklers of Atlantis

    23

    Clear Path - Duration 5, Magnitude 1This spell allows the caster to move through even the most tangled, thorny brush as if he were on an open road.

    Improve Characteristic Duration 5 minutes, Magnitude 1, ProgressiveFor every magnitude of this spell, a characteristic chosen at the time of learning the spell is Temporarily increased by two. The Attribute may not be increased to more than twice its original value in this fashion. This spell must be learned separately for each characteristic to be affected.

    Extinguish - Instant, Magnitude 1, Progressive, RangedThis spell instantly puts out fires. At Magnitude 1, it can extinguish a Flame, Magnitude 2 aSmall Fire, Magnitude 3 a Large Fire and Magnitude 4 will put out an Inferno (see page 83 of Legend Core for sizes of fire).

    Restoration Instant, Magnitude 1+, TouchFor every point of magnitude of the spell, the caster can restore either 1d6 lost hit points instantly, or 1 wound with 10 minutes of concentration. This spell cannot reattach lost limbs or heal maimed ones. Such wounds require stronger magic.

    Ignite - Instant, Magnitude 1, Ranged, Resist (Resilience)Ignite sets fire to anything flammable within range, creating a Flame (see page 88). Living creatures cannot be ignited and if the target is worn or held by a living being (such as clothing) then the wearer/wielder may resist.

    Light - Area Special, Duration 5, Magnitude 1, RangedWhen cast on an inanimate object, this spell produces a steady radiance which extends one metreper point of Magnitude. The area is considered to be illuminated. Note that only the specifiedarea is illuminated everything outside the area of effect is not.

    MobilityDuration 5, Magnitude 1, Progressive, TouchFor every point of Magnitude of this spell, the targets Movement score is increased by one metre.

    Protection - Duration 5, Magnitude 1, ProgressiveFor every point of Magnitude of this spell, one Armour Point is added to every Hit Location ofthe caster. This stacks with any existing armour and is treated in the same manner.

    Push/Pull - Instant, Magnitude 1, Progressive, Ranged, Resist (Resilience)This spell allows the caster to move an item of up to 1 SIZ or ENC per point of Magnitude either towards or away from the caster in a straight line, as if pushed suddenly from one direction or the other. The item is not moved with significant enough force to inflict damage unless it is naturally damaging (a bottle of acid, for instance) and the caster has no control over the distance pushed or pulled; as this depends on the location of the item or the surface it rests on. Living creatures targeted by this spell are allowed a Resilience roll to resist.

  • Swashbucklers of Atlantis

    24

    Repair - Instant, Magnitude 1, Progressive, TouchEvery point of Magnitude of this spell repairs one Hit Point of damage to a non-living target. The marks of repair remain visible, probably reducing the targets market value, unless an appropriate Craft test is made at the time of casting.

    Slow - Duration 5, Magnitude 1, Progressive, Ranged, Resist (Resilience)For every point of Magnitude of this spell, the targets Movement score will be decreased by one metre. A targets Movement may not be reduced to below one through use of this spell.

    Warmth - Duration 5, Magnitude 1, ProgressiveThis spell keeps the caster warm and comfortable in a bitter cold environment. He suffers no penalties to Fatigue tests from a cold environment while this spell is functioning. Warmth also protects the caster from one point of cold damage (magical or mundane) for every point of Magnitude.

    Water Breath - Duration 5, Magnitude 2,This spell allows the caster to breathe water for the duration of the effect. Water Breath has no effect on the targets ability to breathe air.

    Enchanted Weapon Duration 5 minutes, Magnitude 1, Progressive, TouchThis spell may be cast upon any weapon, granting it temporary magical enhancements. For every magnitude of the spell cast, the weapon becomes for all intents a magical weapon and gains an additional bonus of +1 to the damage it inflicts. This does not stack with any other damage enhancements that may be cast upon the weapon.

    The Hand of Sorcery Duration 5 minutes, ranged, Magnitude 1+For every point of magnitude, the sorcerer may manipulate up to 5 pounds worth of force. This spell creates a ghostly hand that the sorcerer may control with a thought, using it for fine manipulation, opening or closing doors or containers, bringing him items from shelves, hitting objects or people, etc. The sorcerer may do things with a mere thought, but using the hand and doing other things does count toward multi-action penalties. If the sorcerer is using the Hand to attack the damage is based on the magnitude as originally cast: 1 = 1d3, 2 = 1d6, 3 = 1d8, 4 = 2d6, 5 = 2d8, 6 = 3d6, 7+ = 4d6

    Countermagic - Instant, Magnitude 1+, RangedCountermagic is used to dismiss another spell within range. The targeted spell is nullified if the Magnitude of the Countermagic equals or exceeds its own. Countermagic can be cast reactively to neutralise offensive spells, by using the Cast Spell Combat Action.Exploring an ancient tomb, Lilina encounters her dreaded enemy, Rhazil the Vivisectionist. On his Strike Rank Rhazil casts a Befuddle spell. Lilina immediately declares that she is using the Cast Spell Combat Action to defend herself. She casts Countermagic 2, which fortunately dismisses Rhazils spell before it can hit her.

    Darkwall - Area Special, Duration 5, Magnitude 2, RangedBy casting this spell, the Adventurer creates a patch of pitch blackness that fills the target area. Light sources within this area shed no illumination and normal sight ceases to function. Other senses such as a bats sonar function normally. The radius of the area is equal to the Magnitude of the spell.

  • Swashbucklers of Atlantis

    25

    Demoralise - Duration 5, Magnitude 2, Ranged, Resist (Persistence)The target of this spell will become demoralised, losing all hope of victory and losing faith in its own abilities. When attacking, the targets weapon skills are halved (before modifiers) and it may not cast offensive spells. However, the target continues to defend at its full skill. If this spell takes effect before combat begins, the target will try to avoid fighting and will either run or surrender. The effects of this spell are automatically cancelled by the Fanaticism spell and vice versa.

    Detect X - Concentration, Magnitude 1, Ranged, Resist (Special)Detect is several spells, which allow the caster to locate the targets of the spell within its range.This effect is stopped by dense or thick materials such as metal, or earth and stone at least one metre thick. It is also blocked by Countermagic Shield (or equivalent spells) of a greater Magnitude. Examples of the separate Detect spells are listed here. Detect Enemy: Gives the location of creatures who intend to harm the caster. Targets attempting to keep their motivations hidden may resist with Persistence. Detect Magic: Gives the location of enchanted items, magical creatures or active spells. Detect Species: Each unique Detect Species spell will give the location of members of the specified species. Examples of this spell include Detect Duck, Detect Rhino or Detect Canine. Detect Substance: Each unique Detect Substance spell will give the location of substances of the specified type. Examples of this spell include Detect Coal, Detect Gold or Detect Wood.

    The Games Master should provide the rough power of the detected subject (weak magic or rich gold lode) and require further Magick tests for more detailed information.

    Disruption - Instant, Magnitude 1, Progressive, Ranged, Resist (Resilience)A particularly grisly offensive spell, Disruption literally pulls a targets body apart. For each point of Magnitude the target suffers 1D3 points of damage, ignoring any Physical Armor Protection.

    Mindspeech - Duration 5, Magnitude 1+, RangedThis spell affects one target for every point of Magnitude. It allows telepathy between the caster and any target, though targets will not have telepathy with one another. The words transmitted by telepathy must be whispered and will be heard directly in the head of the recipient, in the same language in which it was spoken.

    Second Sight - Duration 5, Magnitude 3, RangedSecond Sight allows the caster to gauge the POW aura of every creature and magic item within range, which is not blocked from his vision. The caster will know if each aura is less than his own POW, within three points of his own POW or greater than his own POW.Second Sight also reveals invisible entities, such as spirits or ethereal undead, though only a hazy image will show (treat such targets as partially obscured).

  • Swashbucklers of Atlantis

    26

    A short Timeline of recent History

    This timeline will give an overview of what has happened in the past 120 years.

    1620 - Pilgrims arrive at Plymouth

    1625 - A treaty is signed between King Robert III of Caledonia, Queen Virginia of Angland and King Conall X of Eire, creating the Confederation of Briton

    1636 - Oliver Cromwell killed in Corbie, Francia when Castillian ships begin bombarding the town Cromwell was in Francia on a diplomatic mission for the Queen of Angland

    1637 - Ferdinand III ascends to throne as Emperor of Roma

    1638 - Treaty of Hamburg signed by Cardinal Richelieu of Francia and the Representative of the young queen Cristina of Nordland Johan Salvius.

    1640 Queen Virginia Abdicates throne of Angland in favor of her son, Reginald due to failing health. Reginald I crowned King of Angland and her colonies.

    1655 - King Reginald marries Princess Caitlain of Eire, uniting the two houses beyond the terms of the treaty.

    1670 - Conall X of Eire dies in his sleep, Princess Caitlain becomes Queen Caitlain I of Eire

    1670 - Castillian explorers set up a colony in 1650 called Amazonia on the North Eastern coast of Lemuria, but the colony is found abandoned by a supply ship, and the settlement is overrun by snakes and reptiles of various types. The Arch-Bishop of Toledo, declared the land of Lemuria as the home of Satan himself and tried to raise a Crusade to pacify the land.

    1675 - King Reginald dies from injuries sustained during a hunting accident. Caitlain becomes Queen of both Eire and Angland.

    1676-1685 - First Lemurian Crusade

    1700 - Confederation of Briton allies with Nordland in war against Francia and Castille

    1705 - 1725 - Second Lemurian Crusade

    1706 - John V crowned King of Iberia

    1715 - Louis XIV crowned King of all Francia

    1720 - Peace Treaty signed in Habsburg, Prussia between Confederated forces and Francia, Briton and Nordland remain at war with Castille.

    1725 - Charles II of Castille dies, and is succeeded by his widow, Maria Anna, who becomes Queen Maria

  • Swashbucklers of Atlantis

    27

    I of Castille

    1730 - Castille establishes fortified colony at location of old Amazonia colony. Robert III dies - is succeeded by his Grandson, Lachlan Bruce, crowned Lachlan I

    1735 - Queen Caitlain of Angland and Eire abdicates her thrones to her Daughter and Son, who become Queen Elaine I of Eire and King Arthur I of Angland, respectively

    1740 - Frederick II succeeds his father as Emperor of Prussia

    1745 - Present Day

    A list of languages follows:Language Origin/where commonAnglish Angland, Confederated Briton, her coloniesCaledon CaledoniaGaelic EireOneida Ohio Alliance, Mohawk, Illinois ConfederationCherokee Cherokee Nation, Ohio AllianceAegyptian AegyptCastillian Iberia, Castille, ColoniesFrankish Francia, ColoniesPrussian Prussian Empire, ColoniesNordic Nordland, ColoniesDanish Danemark, ColoniesRoman Roma Empire, ColoniesTurkish Ottoman, ColoniesRussian Russ, ColoniesBerber Maghreb, Bedouin, Various North East Afrikan tribesWolof Senega, Various West Central Afrikan tribesMandinka Guinea region of AfrikaAmharic Aethiopia, various tribes in regionKikongo Kongo TribesBantu Bantu TribesZulu Zulu TribesLatin Scholarly Language, mostly used by Church, some sorcerersHebrew Language of the Jewish people, also in Kaballistic magic traditionsAramaic Ancient middle eastern languagePersian Persia, various areas of the regionHellenic Hellas region of Ottoman EmpireMuskogean dead language of eastern natives of Atlantis, used by shaman and spirit speakers

  • Swashbucklers of Atlantis

    28

  • Swashbucklers of Atlantis

    29

  • OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorised version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Legend Core Rulebook, Copyright 2011, Mongoose Publishing LtdSwashbucklers of Atlantis, Created 2012, Anthony Hunter

    Addendum to OGL Statement: All Swashbucklers of Atlantis specific rules and information is Open Game Content.

    SoA CoverAdventurer Creation Swashbucklers of AtlantisIntroductionCharacteristicsAttributesCultural BackgroundSocial StatusBoonProfessionSkill % DescriptionCommon Skills ListAdvanced SkillsConnectionsComplicationsFamily, Allies, Contacts, Enemies and RivalsStarting PossessionsClose Combat weapons

    Guns, Bows and ArmorHow to PlayCritsDamage & HPWound ThresholdDeathImproving Skills and CharacteristicsCombat Actions & Combat ManeuversCritical ImprovementCasting Spells

    Magicks Faire and FoulTimelineLanguagesWorld MapMap of Atlantean Colonies