Showing posts with label Atlantis. Show all posts
Showing posts with label Atlantis. Show all posts

Tuesday, October 18, 2011

Atlantis as History 2650

Atlantis is a myth, the historians say, something concocted by Plato as a morality tale about his ideal Republic.  However, so much evidence about the lost Adamic Civilization has come to light that we need to seriously question the mythic implications.  Is Atlantis a myth or is it reality?

Many cities that have sunk during the last ice age have been recently found.  Implicating high civilization during the Neolithic, or New Stone, Age.  Although they didn't leave any records, except those in the World Wide Language, we must take into account that the accounts in Genesis and the Book of Moses are authentic and should be looked at.

The reason is, we are making the same mistakes as the Adamic Civilization did during the beginning of the Age of Cancer.  Atheism is rampant, we are not challenging the demoniacs at Bohemian Grove.  Our civilization is embracing women's liberation movements, gay rights movements (and even Gay Parades that proudly turn what is right into what is wrong); and we are fighting endless wars that benefit only the State and not the people.

Sexual perversion is rampant, and the State is bringing in Islam -- a vicious political ideology disguised as a religion of peace, to replace Christianity.   This free e-course will introduce Atlantis as a viable plane of study.  In order to fix the problems of today, we must study the past.  This course will start the reader on an Odyssey that will take them into the ancient past.  Introducing the Lost Civilization as a reality and challenge the status quo that our Civilization is the pinnacle of human achievement.  We are in a position that we can't go forward until we look back, backwards into the Ancient Past.

This first video introduces the concept that Man is actually older than supposed.

Wednesday, September 21, 2011

Atlantean Technology, Continued

Atlantean Sonic Pistol: A sonic pistol or gun has several frequencies that can be used for defensive or offensive applications on the battlefield.  The pistol itself consists of a handheld speaker that is 6 in. by 6 in.  It is constructed around a miniature ZPE converter for power.  The pistol itself consists of a handheld speaker that is 6 in. by 6 in.  A device constructed around the converter allows the user to adjust the frequency.  The sonic waves can be concentrated to be comparable to a Glock 17 9mm autoloader pistol.  The spell, Protection from Energy and the like can provide protection from the sonic pistol.

Knockdown Frequency
The sonic pistol delivers an attack that is comparable to the Improved Bull Rush feat on a successful attack.  Range increment: 30 ft.


Stun Frquency
The Sonic Pistol can be calibrated to deliver an attack that stuns your opponent for 1d6 rounds on a successful attack roll.  Range increment: 30 ft.

Suggestion Frequency
The sonic pistol can be technologically built to deliver a powerful suggestion per the spell or telepathic power suggestion (links to the spell).  The suggestion is transmitted directly and only to the person hearing it, and has a DC equal to 19.  Since it's technological and not magical, spell resistance is ignored.  Range Increment: 90 ft.

Hurting Frequency
Damage: 2d6
Critical: 20
Type: Energy (sonic)
Range Increment: 30 ft.
Size:Small
Purchase DC: 18
Notes: Protection from Energy offers a bonus of +4 AC vs. the Sonic Pistol for 10 minutes.

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Atlantean Sonic Cannon
A larger version of the Atlantean Sonic pistol is the Sonic Cannon.  It is placed in and on a car, van, or a truck the size of a Hummer 2.  The sonic cannon consists of larger speakers that deliver powerful sonic waves that can be dangerous to buildings.  Although not a weapon of mass destruction like a biological weapon, a chemical weapon, or a nuclear weapon; the Atlantean Sonic Cannon is a sonic application of cannon technology.  It has two frequencies: Suggestion and Destroying.

Mass Suggestion Frequency
The Sonic Cannon can be surreptitiously used to implant a suggestion in a large number of people as per the spell or telepathic power Mass Suggestion (links to the spell).  This effect ignores spell resistance and has a Save DC equal to 26.  Range increment: 300 ft.

Destroying Frequency
The Sonic Waves can be concentrated into a frequency that will vibrate most constructions apart.  The waves will knock down an army of men per the Improved Bull Rush feat.
Damage: 2d6x100
Critical: 20
Type: Energy (sonic)
Range Increment: 300 ft.
Size: Gargantuan
Purchase DC: 35

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Firearms:  Atlantis has a large number of firearms.  Rather than make up fire arms with Atlantean names, I suggest that the player pick up a copy of the Weapons Locker for d20 Modern and use the pistols and machine guns in that book for use.  If the Weapons Locker is unavailable, then use the Firearms table in the d20 Modern SRD downloadable from Wizards of the Coast.


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Energy Weapons, Other

Other Energy Weapons are not beyond the Atlanteans' capabilities.  However, to stay within the realm of our own possibility, you have to assume that only Ion Cannons and Laser Cannons are currently probable.  Ion Cannons have been developed by Nikolai Tesla, so they aren't beyond 20th Century technology.  Laser cannons, or the Heat Ray, have been in fiction since at least the publication of The War of the Worlds by H.G. Wells.

This is a 'good' use of a 5 million volt electron accelerator.



However, lets go beyond our capability and say that the Atlanteans had at least, energy rifles.


Laser Rifle:  A laser rifle is able to fire a beam of light through Light Amplification by Stimulated Emission of Radiation; that causes heat damage comparable to a Browning M2HB.  The rifle is fully portable, and contains it's own miniature Orgone Converter.  The generator is capable of generating 5 million volts and fires a concentrated beam of light energy.  No backpack required.  Sound is added for effect (chu! :) ).

Damage: 2d12
Critical: 20
Damage Type: Fire
Range Increment: 110 feet
Rate of Fire: One continuous beam
Power Source: Orgonite Energy Clip
Size: Large
Weight: 12 lbs.
Purchase DC: 22


Ion Rifle: An Ion Rifle fires a concentrated beam of electrons at your enemy (beta radiation).   The rifle consists of a miniature particle accelerator, and the high energy electrons causes as much X-Rays and Gamma Rays as a bolt of lightning.  The power source uses the same miniature Orgone Converter as the laser rifle.  Sound is comparable to a crack of thunder, but not deafening.

Damage: 2d8
Critical: 20
Damage Type: Electricity
Range Increment: 110 feet
Rate of Fire: Single
Power Source: Orgonite Energy Clip
Size: Large
Wieght: 13 lbs.
Purchase DC: 24

Gauss Plasma Rifle: A plasma rifle that is lot a like the Ion Rifle, except its much more unwieldy.  It uses magnetism to fire high energy projectiles at your opponent.  The Gauss Plasma Rifle is more dangerous than the Plasma Shotgun.

Damage: 2d12
Critical: 20
Damage Type: Ballistic
Range Increment: 220 ft.
Rate of Fire: Single
Magazine: Linked.
Power source: Orgonite Energy Clip
Size: Huge
Weight: 50 lbs.
Purchase DC: 75


Plasma Shotgun: A weapon capable of firing a packet of high energy ions, like the Ion Rifle.  It's a Guass Plasma Rifle toned down.

Damage: 2d8
Critical: 20
Damage Type: Fire
Range Increment: 30 ft.
Rate of Fire: Single
Power Source: Orgonite Energy Clip
Size: Large
Weight: 8 lbs.
Purchase DC: 17

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Vehicles of Peace and Vehicles of War

People laughed at Noah for building a ship that wasn't anywhere near water.  So, the Atlanteans had ships to convey themselves across the water.  They also had cars, trucks, vans, SUVs, and trains.  But none of these depended on the Internal Combustion Engine, while Steam Locomotives would not use coal.  All of these would use ZPE or Orgone Energy converters.  There were jets too.  And this is where we step off the realms of what is Hard Science and go into more realms of Speculative Science.

Conveyances

Atlantean Submarine:  The Atlantean Submarine is much like the Los Angeles class submarine (links to naval-technology.com) in the U.S. Navy.  It's packing 362 ft. of waterproofed steel, and displaces 6,818 long tons of water when submerged.  Atlantean Submarines are self propelled by Orgone converters through independent crystal matrices.
Speed: 20 Knots (23 mph) on the surface, 20 Knots submerged with 33 Knots capable.
Purchase DC: 90

Atlantean Technology

In my Atlantis Roleplaying Game, in which the adventurers go out and adventure in the Age of Leo, you'll come across tech that is not beyond our current possibilities.  And some tech that is beyond our current possibilities (or too expensive to really develop).   Atlantean technology depends on converting Zero Point Energy, or Orgone Energy --- the energy that is currently around us -- into electrical energy.

Although Stargate: Atlantis shows Atlanteans taking advantage of whole sub-universes in a Zero Point Module it is perfectly within 20th Century technology to make electricity from the air.  This documentary tells how scientists: one within my own hometown. Thomas Henry Moray, of Salt Lake City, had managed to harness Zero Point Energy.



Atlantis used technology that is still within our ability to create.  They tapped Zero Point Energy -- sometimes called Vril Energy, or Orgone Energy.  Energy at the Zero Point is all around us.  There is enough energy in your room to power your city for a while.  And it never runs out.  While Thomas Henry Moray figured out ways to tap ZPE directly, Doctor Whilem Riche created Orgone Accumulators made of organic and metallic materials that were alternated.  These would accumulate and concentrate ZPE which could be used to accelerate healing and give a sense of well being.  With this in mind, lets venture into Atlantean Technology.

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Power Production

The Atlanteans of the Age of Leo were able to tap into Free Energy.  It is unknown whether they used petroleum products first or they just went after Zero Point Energy without tapping petroleum from the Earth; but they were able to use free Energy.  They did it with Lemurian Seed Crystals -- or Quartz Crystals that are at least the size of your forearm; using Tesla Coils and probably a manmade substance called Orgonite; since Thomas Moray's technology hasn't been properly explained as the man was hounded when he developed his technology for the rest of his adult life.

The Crystal was set in a base of orgonite, and the Tesla coil was wrapped around it.  The ZPE would accumulate around the crystal and cause it to resonate.  Electrons would accumulate around the coil according to a particular resonance, say 432 hertz or 528 hertz, and transmit as electricity (yes, this sounds far fetched, but it's not impossible to test this claim).  The generators were housed in pyramids, and power was transmitted through the air in order to power the area equal to 5 U.S. States.  And you don't have to be hooked up to the power grid, a small generator could be used to power your home.

In fact, smaller crystals arranged in certain patterns could become computers, or if it is cheaper to create an integrated circuit, Atlanteans could create integrated circuitry and create computers that are not unlike the computer used to type up this Blog.  Did the Atlanteans have movies and television?  It's quite possible they did and they used them for both good and evil.  Did they have radio?  It's quite possible they did since Radio uses electrical patterns at radio frequencies to transmit information.  Did the Atlanteans have an internet?  If they had computers, they most certainly did have an internet.  Unfortunately, there is no evidence that they had such devices.  Although if the Atlantean Civilization had technology comparable to ours it is not beyond the realm of possibility that they would have movies, television, radio, and the world's largest copying machine.

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Metallurgy
By Anita Martinz from Klagenfurt, Austria, via Wikimedia Commons

The Atlanteans relied on a substance called Orichalcum.  It's unknown what this substance is, although my Latin dictionary reports that its brass.  Orichalcum is a metal that is not on the periodic table of Elements.  Brass is an alloy of copper and zinc, and in the right proportions could theoretically become the red metal that is orichalcum.  However, Plato could be wrong since the only real example of red copper is cuprous oxide (link to Chemguide UK).

The only other metal that could be strong enough to work, but isn't red at all,  is Titanium.   And there is another problem.  Out of Place Artifacts from the era are made of alloys of the strangest combinations but there has been no examples of prehistoric brass that fit Plato's description.  Probably there are properties of brass that we clearly don't know other than it's uses for decoration.  Perhaps brass was used for orgonite, although makers of orgonite today prefer copper and steel.

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Weapons

It is all possible that Atlanteans used stainless steel and titanium steel to make their weapons of war.    Out of Place Artifacts show that the Atlanteans did have knowledge of these metals and could smelt them and work them.  But if their technology was comparable to ours, they would have sonic energy weapons as hand held lasers and particle beams are so far out of our range (but not impossible).


A weapon that could concentrate and deliver a high energy sonic pulse is not out of range of our technology as long as the generator could be portable and there was a range of frequencies one can choose.  A laser rifle cannot be hand held nor can a particle beam rifle could be hand held.  These were used on vehicle mounts.

While swords were certainly used, a sonic hand-held pistol can concentrate enough force to knock a man down or cause internal damage within the body depending on the resonate frequency

Sonic Pistol  

Sunday, September 11, 2011

Anti-Gravity: used by the Ancients

Our Ancient forefathers were smarter than we give them credit.  Anti-gravity we tend to think of as impossible.  However, magnetic fields can either be strong enough to suspend a frog, or magnetic polarities can be altered.

We know that every time the Earth flips its poles, cooling lava will orient it's magnetic bits towards the North pole.  When the North pole is at Geographical North, the orientation will be towards Geographical North.  When the pole is in Geographical south, the orientation will be towards geographical south.  We are also learning that gravity has nothing to do with mass, but electrical currents.  There were several times in Earth's past when the gravity was smaller than it presently is.

One time is recent, it is said, when the Olympic Games were inducted at Olympia (mythically, it is said, by Herakles). Humans could jump higher and faster during that time circa 800 BC than they could now.  The Olympic Games was inducted to celebrate these seemingly Superhuman feats.

However, how did the Ancients ever build the megalithic structures we find around the world?  The temple at Yonaguni, the Pyramids at Giza, Ba'albek, and many other sites (including Stonehenge)?  Did they just use simple pulleys, A-frames, and other simple tools?  Or did they use the mysterious properties of magnetism and electricity?  How was the Coral Castle built and how did a thin framed man did it with only simple tools?

Simple.  He used magnetic levitation.  We do it expensively in physics labs, however he did it inexpensively, proving that you can create a megalithic structure by simply levitating the blocks and putting it into place.

The Ancients used magnetic levitation to place all the blocks.  Although there were giants in the land, to be sure, magnetic levitation was the main way of lifting multi-ton blocks and placing them precisely.  They did it by changing the magnetic polarity in the stone so it would repel the Earth at a certain rate.  All the ancients had was pulleys, cables (made from copper or iron, depending the availability of these ores), a teepee frame, and ropes.

The applications of Antigravity is endless.  It can revolutionize the construction industry.  One can use magnetic levitation to lift large concrete slabs using cheeper cranes instead of expensive ones designed to last.  You can also use magnetic levitation to lift vehicles.  In fact, this is already happening in the event of the maglev trains found in Germany and Japan.  You can use it for airplanes as well.

Here is a special on the Coral Castle, linked from Youtube, that should explain everything.

Tuesday, September 6, 2011

Technological Revolutions of the Age of Leo

Although I discuss the technology of the Stone Age, there are a couple of technologies from that time that are worth noting. Especially the Agricultural and Domestication revolutions, and the wheel!

Domestication -- was it God or was it You-Know-What?

Scientists say that the Agricultural Revolution occured in the Middle East and then spread to Europe.  The problems with wild cereals and our domestic cereals are often brought up in Television programs about that time in History.  Most notably, Stories from the Stone Age.  How did we get from wild cereals to domesticated wheat and barley?
Corn.  Where is it's ancestral grass?

Simply, we are the victims of a shell game if we are led to believe that humans did a process of selection with the gardens and wheat fields they planted and we somehow got domesticated varieties from their wild predecessors.  What is worse that corn, or maize, ancestral plant has never been located.  And maize depends entirely on humans in order to grow.  This is a scientific fact.  Every botantist knows that maize is a cultigen -- a domesticated species entirely dependent on humans to grow and flourish.

Our scientists have not been able to find the wild variety of maize.  So how can this be if the Agricultural Revolution took place in the Age of Leo? After all, maize is a form of wild grass, much like it's cousins.  So there isn't a good reason why it's ancestral wild grass is extinct.

The second hole in the puzzle of plant domestication is that we haven't been able to produce another cereal grain from wild grass in the whole history of the world!  Maslin and mullet not withstanding.  So, the question is, how did our ancestors perform such a feat?  Sources say that Cain was a farmer, but how and where did the first and second generation of Adam's seed ever get these cereal crops and where did they come from if they had no prior experience with genetics?  And even if you believe that Adam is a superstitious myth, where did a bunch of Natufians ever get their domestic cereal crops from wild grasses?

You-know-what has to come in the picture somehow.  You can't think that the Natufians ever lacked experience in plant breeding.  They had to have figured it out.  They had to have genetically engineer the grasses if you ignore all the other possibilities.  After all, wild wheat and barley have 7 chromosomes, and this increased to 42 in their domestic varieties -- their genetic code increased by a factor of 6!  Sugar Cane, another grass, had only 10 chromosomes.  But the domesticated variety has it's chromosomal count increased to 80.  This is a factor of 8!  What is going on here?  How did the Natufians ever figure out genetics if they are unsophisticated?  It had to be genetic engineering or the other -- who is regarded as superstition by many scientists.

Animal Domestication

How did we get a dairy cow from this?
How did we get a dog from a wolf?  How did we get a dairy cow from a wild aurochs?  Why are these two animals bred from aggressive stock -- one still living the other made extinct?   After all, a bunch of Natufians are still going to get a wolf if they raise a baby wolf.  And the Europeans are still going to get an aurochs if they raise a baby aurochs.

You have to change whole groups of genes to get Canis lupis familaris from Canis lupis.  Similarly, you have to do the same to get Bos taurus from Bos primigenius primigenius. So how did they accomplish it?  And why are we insulting our intelligence by assuming that the Natufians and the Europeans back in the New Stone Age were a bunch of people that accomplished this by crossbreeding?  You-know-what had to have been accomplished by Natufians and Europeans to produce the docile dairy cow and the familiar dog.


The Wheel
I touched on the wheel beforehand.  So I said it before, and I'll say it again.  The wheel was not invented by the Sumerians!  The Wheel came from the Neolithic Age, not the Sumerians.  Why?  Because there are etheric wheels in cave and primitive art everywhere.  We are fools to ignore the fact that ancient human testimony called for a planetary constellation in our Northern Sky.  All simple machines are pretty easy to figure out from Earth geography.  Except the wheel. 



In ancient times, the Age of Leo was known as the First Time by the Egyptians. A time when three planets were in a great constellation in our Northern Sky.  The Artists did not get their inspiration of the wheel from the nature all around them.  all they had to do was look up.  The artisans only had to look up.

In an inspired act of art imitates nature, Artisans made the wheel after looking up and imitating what they saw by carving wood or stone.  Disbelievers may scoff and say that humans invented the wheel by saying they saw a bone twirl in the air.  This is nonsense, a modern myth inspired by the movie 2001: A Space Odyssey and the same book by Arthur C. Clark.  Arthur C. Clark never did see the ancient cave art of the neolithic times, nor did he come to the conclusion that there was three planets in our sky in a great constellation.  The Wheel was invented during the Age of Leo and not by the Sumerians (who are the descendants of Elam).

Friday, September 2, 2011

Racial Templates during the Age of Leo

Race Relations in the Age of Leo means that there were several different races.  Human DNA, however, was losing information from what it was in the Distant Past.  Since the setting is in the Age of Leo, you can expect that there were several different races during the time of Atlantis.  During the Age of Leo, humans had larger brains, bigger brain cases, and more robust faces.

Races in the Age of Leo pretty much include: Giant humans, Lemurians, Atlanteans,  Half-Atlanteans, and Homo Sapiens. Other races: such as elves, halflings, and such; would be Dimensional Beings or Astronauts from other civilizations beyond the stars.  These are Race templates for use in the game. 

HUMANS

The Humans of Earth are split into four races during the Age of Leo.  Homo gigantes which were a giant human (called Giants in the Earth in the Bible), the Atlanteans, the Caananites, the Khitanni, and Homo sapiens.  Human characters range from scientists, to adventurers, to the occasional (and rare) 21st Century transplant in the form of a high school student.

Human Racial Template
Except for H. gigantes, all humans have the same template in game terms.  In culture, the four human races have different tendencies.  The traits are:
  • +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (1 point)
  • Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. (0 Points)
  • Normal Speed: Humans have a base speed of 30 feet. (0 points)
  • Bonus Feat: Humans select one extra feat at 1st level. (2 points)
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. (3 points)
  • Languages: Humans begin play speaking The World Wide Language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 
  • Total Value: 6 character points.
  • Final Cost: 0 character points.

Atlanteans
Atlanteans, which includes Lemurians, are those people which are descended from the loins of Seth and his wife, and also Eve his mother.  They are a calm, nordic people who are white.  The race of Atlanteans have great longevity, as in the case of Adam, who lived a thousand years before dying. They are inventive, relentless, and scientifically minded.

Physically, they represent the human norm.  About six feet tall and about 150 lbs. in weight.  A mighty people based in the Americas, Atlanteans have spread out forming colonies in Europe, Africa, and parts of Asia.  The largest colonies of Atlantean culture are in Atlantis, Lemuria, and Zion.  The Atlantean genes will live on in the descendants of Shem and his wife, and those Indo-Europeans that favor Japheth.


Canaanites
The Canaanites, despite what others would have you believe, are not the Beasts of the Field.  They are descendants of Cain, some of his brothers, and Lilith -- Adam's third wife.  Their features match those of the African.  Black, impulsive, quick to feel emotion, the Canaanites had founded colonies in Mu and northern Africa.  Although the true Canaanites are smiths and are able to work all manner of metals (the descendants of Cain), the greater Black race have destroyed an entire nation of people who lived in tents. As a result, the colony in North Africa was punished.  Their nation had become cursed to be no longer green.

The Canaanites also have the distinction of creating the first instance of Organized Crime.  Cain and his brothers created the first secret organization in which Cain planned and executed the first murder.  Canaanites resemble the people of Kush.  They are dark skinned, ranging from brown to black.  They were the first city builders, building the city of Nod near the land of Mu.  They range from 5 ft tall to about 6 ft 5 inches tall.  The Canaanite genes will live on in the descendants of Ham, more specifically in those who would settle in India and sub-Saharan Africa.

The Egyptians, as we know them, favor their father Ham over the Canaanite, Egyptian princess he married.  They will be white, with red hair and maybe a little blonde.  However, they will be cursed according to the Priesthood.


The Khitanni
The Khitanni are the seed of Sarah, Adam's second wife.  They have formed colonies in Asia, specifically Xian and Shan-gri-La as well as what we call China.  They are an industrious people, able to copy most anything anyone puts out.  They are also mystical, having beliefs in circular philosophies.

The Khitanni have yellow skin and distinct facial features.  Their eyes are slits, they have black, straight hair, and they are about five feet six inches tall to about five feet eleven inches tall.
The Khitanni genes will live on in those Indo-Europeans who favor Japheth's wife and the Hittites.  Eventually, colonies in Asia after the great flood will become present day China.  To this day, the Chinese honor Noah in the form of a goddess named Nu-Wa.

H. Sapiens

H. Sapiens represents a mixture of these races and the "Beasts of the Field" spoken of in the Bible.  They will make up the Heathen Nations spread throughout the world.  H. Sapiens are the cave men, the stone age cultures of hunter gathers and farmers during the Age of Leo located in Europe and the Middle East.  H. Sapiens include the Natufian culture as well as the Hunter Gatherers of Europe, Prehistoric Europeans.  H. Sapiens evolved from monkey stock that may have been tinkered with to spur evolution (there are 250 genes in the human genome that cannot be accounted for).


Life is brutish and short for these people.  However, they do produce fair daughters which attract men of the other races, above.  H. Sapiens are characterized by their height, which varies between 3 feet (dwarves), to about seven feet tall.  H. Sapiens are as smart, and as industrious as we are.  H. sapiens genes live on in the RH Factor in the blood of most humans today, meaning that somewhere in the line of patriarchs there were intermixing with the "Beasts of the Field."


Homo Gigantes

Giant Humans, H. Gigantes, are a genetically engineered race by Atlantean or Khitanni design.  Purposefully created, they are large of stature by doubling the human genome.  H. Gigantes have 84 chromosomes instead of the usual 42.  Giant humans were used to help build megalithic monuments including Baalbek.  Giant humans may be of H. Sapiens stock instead of the stock of the other three races.  These Giants are engineered to stand 12 feet to 20 feet tall.

Little is known about the Giants in the days of the Age of Leo.  It is known that some of them became men of great renown, as the heroes of old.  We have only skeletons and pictures of excavations, though, to prove that they exist.  Called the Nephilim in the bible, they are not the product of Angels mating with the children of Men.  Rather, they are genetically engineered purposefully to have 84 chromosomes.   Question is, do the giants live on?  Well, in the case of Goliath they did, although Goliath was only a dwarf -- nine feet tall -- compared to his mother and father and siblings.  Which means someone did genetic experiments after the flood.

Giant Racial Template:
  • Of Large stature: Giants are of large stature (about double that of humans) and have the Giant subtype. (3 Character Points) 
  • +2 to one Ability Score:  Giants are the result of doubling the human chromosome.  So they are still human in every way possible. (1 point) 
  • Increased Speed: Giant humans have a speed of 50 feet. (Point cost: 2) 
  • Bonus Feat: Giant humans also select one extra feet at 1st level (2 points) 
  • Languages: Giants begin by speaking the World Wide Language.  Giants with high intelligence scores may choose any language they want.  
  • Total value: 8 points 
  • Final Cost: 2


DIMENSIONAL BEINGS AND CROSSOVERS
For GMs who want a really weird game, their could have been other races that could exist in your game.  Races such as elves, shapechangers, dwarves, and halflings are not at all impossible in a game based on pure fantasy.

Dragon Folk

Dragon folk have the reptilian features of dragons with a humanoid frame.  Appearing to be the descendants of a great Dragon God, the dragon folk have crossed into Earth either by dimensional gate crossing or by more fanciful means.

The Dragon folk have colonies in Europe, South Africa, and possibly Mu.  Dragonfolk stand about six feet tall and range from golden in color to a rich red brown.  They are mystics and warriors, capable of learning the Wizardly arts and the arts of the blade.  There are no Dragon Folk fossils that have been found.

Dragon Folk Template:
  • Ability Scores: +2 strength (1 Character Point), +2 Charisma (1 character point) 
  • Base Movement: Dragon Folk move at 30 feet.  (0 Character Point) 
  • Dragon Skilled: The Dragon Folk are highly skilled, and have one rank of Highly Skilled (1 point)  
  • Dragon Training: Dragon Folk have one rank of Attack Combat Mastery (3 points) 
  • Dragon Breath: Dragon folk have a special attack that is freezing, acidic, fiery, plasmatic, or poisonous.  (damage 1d8, Flare, Spreading, Short Range, Toxic) (4 points) 
  • Languages: Dragon Folk start out knowing Draconic.  They can learn the World Wide Language also. (0 points) 
  • Total Value: 9 points. 
  • Final Cost: 3 Character Points.

Dwarves


dwarf by ~shonensan on deviantART

Dwarves are from another world in another dimension.  They are a stoic race that are found in colonies in Eastern Europe. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves
on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A cleanshaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf. If there are any Dwarven fossils, they would be no different from that of a small human's.

Dwarf Racial Template:
  • +2 Constitution (+1 point), +2 Wisdom (+1 point), –2 Charisma (-1 point): Dwarves are both tough and wise, but also a bit gruff.
  • Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. (0 points)
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (-1 point)
  • Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision) (+1 point).
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. (+2 points)
  • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. (+1 point)
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. (+1 point)
  • Stability: Dwarves receive one rank in Defense Combat Mastery. (2 points)
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. (0 point)
  • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. (0 point)
  • Total Value: 6 character points
  • Final Cost: 0 Character Points


NEXT: More races of Atlantis favoring the fantastic side.

Wednesday, August 31, 2011

Thieves, Soulknives, and Inventors

A continuation of occupational templates for Atlantis.

Mystic (Martial Artist class)
Template cost: 15 points
Stats: Str 15, Dex 13, Con 13, Int 16, Wis 13, Cha 11

Attributes:
Combat Mastery +1, Damn Healthy! +1, Heightened Awareness +1, Highly Skilled +2, Speed +1, Special Attack: Raging Thunder Dragon Fist +1 (1d8 damage; Incapacitating, Extra Energy, Melee)

Choose 2 Defects:
Attack Restriction (Code of Honor) +1, Marked (Tattoos of Dragons around both arms) +3, Nemesis (Mystic from a Rival School) +1, Unique Character Defect (Poverty) +1

Skills:
Acrobatics +5, Climb +6, Craft: Votive Objects +7, Knowledge: Area (Lemuria) +7, Knowledge: Area (Atlantis) +7, Knowledge: Area (Khittan) +7, Knowledge: Religion (Mysticism) +7, Linguistics (World Wide Language) +7, Perception +5, Sense Motive +5, Swim +6, Unarmed Attack +1, Unarmed Defense +1

Feats: Combat Martial Arts, Power Attack

When Cain killed Abel in order to gain what he owned: his flocks and his wife; man's inhumanity to man had showed itself.  Since then, man has always worked hard to find ways of killing each other.  To our credit, we always worked out ways of defending ourselves from those that would do us harm.  During the Age of Leo, this is not even different.

Wandering Mystics from Khittan (China) believe in a circular philosophy.  Although they come from a barbarian Kingdom, they may wander to Atlantis or Lemuria or both to teach them the secrets of Mysticism.  Some Mystics feel that they have an adventurer's heart and join an adventuring party to see more of the world and to increase their knowledge of cultures outside of Atlantis, Lemuria, or Khittan.


Necromancer (Dynamic Sorcerer class)

Template Cost: 15 Character points
Stats: Str 13, Dex 11, Con 9, Int 15, Wis 14, Cha 17

Attributes:
Aura of Command +1 or Exorcism (Undead) +1, Dynamic Sorcery (Class Feature) +1, Extra Energy +1, Highly Skilled +1, Magical Technique (Magical Blood) +1, Personal Gear +1, Pet Monster (Skeleton) +1


Restriction (Aura of Command to Undead) +2 Choose two Defects:
Easily Distracted (Corpses and Ossuaries) +1, Marked (scars) +1, Not so Strong +1, Not so Tough +1, Physically Unappealing +1, Reoccuring Nightmares +1, Skeleton in the Closet +1

Skills:
Appraise +6, Craft: Likenesses +6, Intimidate +7, Knowledge: Arcane (Spellcraft) +6, Knowledge: Biological Sciences (Human Anatomy) +6,  Knowledge: Occult +6, Survival +3, Ranged Attack +1, Ranged Defense +1

Feats: Dazzling Display, Power Attack

Spells (Choose 12 slots of spells from 0 to second level, see Dyamic d20 Magic for DC casting costs), spells can come from these schools and from the Cleric list --
Abjuration, Divination, Conjuration, Necromancy, and Universal

Necromancy, the art of communicating with and summoning the dead, may have had its start in the Middle East.  Excavations have found that the Natufian culture had carefully buried their dead within their own homes and removed the skulls sometime afterward.  In Leonine Jericho and 'Ain Ghazal, the inhabitants there would plaster the skulls of their dead to create a likeness of the dead person.  There was definitely an Ancestor Worship cult in the Middle East.  This eventually spread to Europe with the building of Ossuaries, where the dead where kept.

So, Necromancers come from the heathen nations of Europe and the Middle East.  While not necessarily evil, his or her grim demeanor often does not win them very many friends.  Most would distrust the necromancer, seeing him as "unnatural" or even blasphemous in their dealings with the Spirit World. Nevertheless, necromancers can be quite useful, since they can create armies of minions from dead bodies, as well as gain information by speaking with the spirits of the departed. They will sometimes choose to become adventurers as a way to test their abilities, as well as to acquire powerful Items of Power to aid them in their grim research.

Thief (Adventurer Class)

Template Cost: 5 Character Points
Stats: Str 13, Dex 17, Con 10, Int 15, Wis 13, Cha 12

Attributes:
Art of Distraction +1, Sneak Attack (Special Attack 1d8; Accurate, Concealable, Melee) +1, Heightened Awareness +1, Highly Skilled +2, Organizational Ties (Guild of Thieves) +1, Personal Gear +1

Pick two Defects:  Easily Distracted (Wealth) +1, Not so Strong +1, Owned by Organization (Guild of Thieves) +1, Wanted +1  

Skills:
Acrobatics +7, Bluff +5, Climb +5, Craft: Traps +6, Disable Device +7, Disguise +5, Escape Artist +7, Knowledge: Area (City of Atlantis) +6, Linguistics (World Wide Language) +6, Sense Motive +5, Swim +5, Melee Attack (Dagger) +1, Melee Defense (Dagger) +1

Feats: Dodge, Power Attack

Since men became sensual and devilish there will be thieves who lie and steal. The thief is a lithe, roguish, and often acrobatic outlaw who lives by his or her wits, charm, and light fingers. Some thieves steal from anyone, while others prefer to rob only wicked folk. They make natural adventurers. Both their skills and their general demeanours are well-suited to a life of dungeon delving. In addition, thieves commonly have a weakness for wealth, which is often found in great abundance in ruins and similar locales, making them ideal places to explore — and loot. Thieves often have a sinister reputation. Even the noblest among them (and there are such unusual individuals) find it hard to convince ordinary people that they use their larcenous abilities only for good ends.  Consequently, thieves are often unwelcome in civilized settlements. Agents of the law are never far behind them, making it hard for thieves to put down permanent roots.

Psychic Warrior (Adventurer Class)


Template Cost: 15 Character Points
Stats: Str 15, Dex 11, Con 16, Int 12, Wis 10, Cha 14

Attributes:
Aura of Command +1, Dynamic Sorcery (Psionics Based) +1, Extra Energy +1, Highly Skilled +1, Mind Shield +1, Metapsionics (Heightened Power) +1

Pick two Defects: Girl/Guy Magnet +1, Famous +1, Ism (Psionism) +1, Reoccuring Nightmares +1

Skills: 
Autohypnosis +4, Climb +6, Intimidate +6, Knowledge: Arcane (Psionics) +5, Knowledge: Physical Sciences (Quantum Mechanics) +5, Sense Motive +4, Melee Attack (Crystal Sword) +1, Melee Defense (Round Shield) +1, Swim +6

Feats: Power Attack, Focused Sunder

Powers: Choose 3 1st level powers from the Psychic Warrior list in Psionics Unleashed! or the Expanded Psionics Handbook, energy points are analogous to Power Points.

In Atlantis, Psychic Warriors are trained to be shock troops and Marines.  In effect, Psychic Warriors are the Atlantean answer to the U.S. Army Rangers and U.S. Navy Seals.  They are often sent in when the battle needs winning.  Psychic Warriors are trained by both Atlantis and Lemuria to turn the tide of battle for their armies.  Psychic Warriors who leave the armies will often become mercenaries or adventurers in their own right.  Fighting for whatever cause, or whatever side.  Many adventuring Psychic Warriors are soldiers of fortune.

Engineer (Tech Genius Class)

Template Cost: 10 Character Points
Stats: Str 10, Dex 13, Con 12, Int 17, Wis 15, Cha 11

Attributes:
Aura of Command +1, Computer Scanning +1, Highly Skilled +1, Mechanical Genius +1, Personal Gear +1, Wealth +1,

Choose 2 Defects: Achilles Heel (wasp stings) +1, Concentration (Computer Scanning) +1, Nemesis (rival Engineer) +1, Significant Other +2


Skills:
Computer Use +7, Demolitions +7, Disable Device +5, Drive +5, Knowledge: Electronics +7, Knowledge: Physical Sciences (Higher Mathematics) +7, Knowledge: Physical Sciences (Geography) +4, Linguistics (World Wide Language) +7, Profession: Mecha Engineer +6, Sense Motive +3, Research +7

Feats: Endurance, Lightning Reflexes

Whatever they are telling you, they are wrong about Man's ability to create and invent.  Mankind has had a big brain for at least 60 thousand years, perhaps more.  Atlantean Engineers are every bit as smart, or smarter, than our Engineers.  To say that the Stone Age lasted longer and there was a gradual evolution is a terrible conceit.  Many artifacts that are out of place (including the World Wide Language itself) attest to man's ingenuity in prehistoric times.

Atlantean Engineers were able to build the Pyramids, carve the first lion statue (the Great Sphinx) and calculate Longitude.  They were also able to build Weapons of Abomination (nuclear weapons) and create Nuclear Plants.  Also among their accomplishments was domestication: Atlantean Engineers genetically engineered the grasses (rice, wheat, rye, barley) into domesticated forms and create the dog, the feathered Troodon, and the Dairy cow.   They were able to perfect the crystal technologies that Atlantis was famous for.  Adventuring engineers are tech geniuses: specializing in maintaining mecha, doing surveys for Megalithic building, or doing field experiments.  Unfortunately, a fraction of Engineers are Mad Scientists.

Tuesday, August 30, 2011

Barbarians, Battlemages, and Thieves -- OH MY!





The BESM d20 System is probably a great evolution for the d20 System if the DM knows what to do with it.  First of all, people say it's unbalanced.  Well, with what it did to the System, yes it's unbalanced.  BESM d20 removed some of the restrictions that makes up d20 3rd edition -- by removing class features.  Generally, the players make their own class features.

As an example, I'll provide a couple of character types you can create with the system using the Adventurer class and the Dynamic Sorcerer class.  Note though, the second class will be using the spells from Advanced d20 Magic.  These are really templates.  Adventurers have all non-combat skills as class skills.  These templates will appear in my Atlantis book.


Barbarian (Adventurer Class)

Template Cost: 5 character points (still attainable at level 1)
Stats: Str 13, Dex 12, Con 15, Int 10, Wis 9, Cha 13

Attributes:
 Combat Mastery +2, Damn Healthy +2, Heightened Awareness +1, Highly Skilled +2, Personal Gear +1, Rage (Special Attack: Muscle-Powered, Quake, Uses Energy, Ongoing Limited Use +1)

Pick any 2 Defects:  Girl/Guy Magnet +1, Easily Distracted (Wonders of Civilization) +1, Marked (Tribal scars/tattoos) +1, Nemesis (Clan Enemies) +1,

Skills: Melee Attack +2, Melee Defense +2, Acrobatics +5, Intimidate +5, Heal +3, Knowledge (Own Tribe) +4, Perception +3, Swim +5

FEATS (choose any 2): Cleave, Power Attack, Endurance, Improved Initiative

A brave warrior from a more primitive culture, barbarians are reminiscent of Japanese Ainu, Celtic
Gaul, and Norse Viking rolled into one. The barbarian might be a wandering mercenary, or an exile
fleeing a tribal feud or seeking to avenge the destruction of his or her clan by sinister forces now residing in the country. He or she is loyal to friends and deadly to foes, and has no tolerance for cowardice among warriors — an attitude mitigated by a lack of respect for the fortitude of civilised folk.

Tempered by their lives in the unforgiving wastes, barbarians are superior physical specimens,
with exotic looks that attract the opposite sex. Barbarians often have a love-hate relationship with civilized folk, finding them effete but liking some of the benefits like steel swords and hot baths. They tend to be spendthrifts.

Battle Mage (Dynamic Sorcerer Class)

Template Cost: 10 Character Points
Stats: Str 10, Dex 13, Con 13, Int 16, Wis 11, Cha 13

Attributes:
Damn Healthy +1, Dynamic Sorcery (Class Feature) +1, Extra Spells +1, Highly Skilled +1, Item Creation (Scribe Scroll) +1, Magical Technique (Magical Blood) +1, Pet Monster (Familiar) +1

Pick any two defects: Easily Distracted (Magical Items) +1, Magical Restriction (Battle Spells) +1, Nemesis (rival magician) +1, Ism (Magicianism) +1

Skills: Ranged Defense +1, Ranged Attack +1, Appraise +7, Knowledge: Arcane (Spellcraft) +7, Knowledge Military Sciences (Tactics) +7, Knowledge: Occult +7, Swim +1

Feats (choose any 2): Combat Martial Arts, Endurance, Iron Will, Dazzling Display

Spells: Choose spells up to 16 spell slots (1 first level, second level, third level, or 0 level spell is equal to 1 spell slot) from this list (see Advanced d20 Magic for casting DCs):

0 level Battle Mage spells: Resistance, Acid Splash, Detect Magic, Read Magic, Daze, Dancing Lights, Ray of Frost, Disrupt Undead, Jolt, Arcane Mark

1st level Battle Mage spells: Protection from Chaos, Shield, Corrosive Touch, Grease, Icicle Dagger, Mage Armor, Mount, Obscuring Mist, Anticipate Peril, True Strike, Charm Person, Delusional Pride, All Evocation 1st level spells, Color Spray, Shadow Weapon, Cause Fear, Ray of Enfeeblement, Burning Disarm, Feather Fall

2nd level Battle Mage Spells: Protection from Arrows, Acid Arrow, Dust of Twilight, Fog Cloud, Web, Hideous Laughter, Touch of Idiocy, all evocation 2nd level spells, Haunting Mists, Mirror Image, Scare, Eagle's Splendor, Pyrotechnics, Whispering Wind

The battle mage practices elemental magic and, in particular, specializes in offensive spells of lightning, fire, and ice. He or she also knows a few general-purpose spells (mostly learned in his or her apprenticeship). Battle mages usually have a fiery temperament to match their arsenal, and are equally likely to be good, evil, or mercenary in character. Those that do not earn a living as dungeon
adventurers are often found serving warlords, slaying bandits, or ruling the world. They also tend to eat a lot, perhaps to replenish their energy.

 Good Clerist (Dynamic Sorcerer Class)


Template Cost: 10 Character Points
Stats: Str 10, Dex 12, Con 10, Int 13, Wis 16, Cha 12

Attributes:
Art of Distraction +1, Divine Relationship +2, Dynamic Sorcery (Class Feature) +1, Highly Skilled +1, Organizational Ties (Church of Osiris) +1, Channel Energy (Positive Energy Special Attack: Burning (Undead), Healing (the Living), Spreading) +1


Attack Restriction +1, Magical Restriction (Works at pleasure of Deity) +1, pick one defect: Easily Distracted (Innocents in Danger) +1, Marked (holy ankh tattooed on forehead) +1, Nemesis (Evil Cultists) +1, Reoccuring Nightmares (tempted by evil) +1

Skills: Knowledge: Appraise +5, Knowledge: Area (Nile Valley) +5, Knowledge: Cultural Arts (Nobility) +5, Knowledge: Religion (Pharonic) +5, Linguistics (World Wide Language) +5,  Melee Attack +1, Melee Defense +1

Feats (choose any 2): Combat Martial Arts, Endurance, Iron Will, Dazzling Display

Domains: Good and Nobility
Spells: As the Battle Mage above, but choose 12 spell slots from the Cleric spell list.  At least 2 of these have to be related to your God's domains.  All DCs are per Advanced d20 Magic.

This occupation describes a priest or priestess whose powers come from a heavenly source, or possibly from benevolent nature spirits. He or she has sworn to help the innocent and fight evil. These characters are especially effective in battling evil spirits, undead, and demons, but otherwise their magic is primarily supportive and protective in nature.

Mystical Maker (Adventurer Class)

Character Points: 10 points.
Stats: Str 12, Dex 13, Con 10, Int 16, Wis 12, Cha 13

Attributes: Divine Relationship +2, Heightened Awareness +1, LRM (Unique Attribute, see below) 4 pts, Mechanical Genius +1, Telekinesis +2, Telepathy +2

LRM  4 pts for simple objects, 8 pts for complex machines:  Allows one to "pull" objects from the Ether.  Most any object can be "pulled" from the Ether.  Money, balls of string, pencils, parts for a vehicle, large quartz crystals, most anything you can imagine.  Note, it's also possible to pull complex machines from the ether (i.e. lightsaber, car, etc)., but such an ability requires 8 pts/rank (to overcome any mental or emotional blocks). 

Choose 2 Defects: Famous +1, Ism (Makerism) +1, Marked +1, Significant Other +1, Skeleton in the Closet +2

Skills:  Ranged Defense +1, Ranged Attack +1, Appraise +7, Knowledge: Arcane (Psionics) +7, Knowledge: Physical Sciences (Quantum Physics) +7, Linguistics (World Wide Language) +7, Swim +1

Feats (choose 2): Combat Martial Arts, Endurance, Iron Will, Dazzling Display

This occupation describes a psion who is capable of making things.  His powers come from what he is, an energetic, infinite, vibrational being able to alter the "music" of the universe to his desire.  Makers are either famous or reviled, for they reject the Victim Mentality.   Most people either don't like it when they are told their belief that they are victims is flawed (which is true) or they embrace the truth that they are also creators of their own lives.  Adventuring makers choose adventuring to make their living, while others work to heal the sick and make blind men see.

Mystical Knight (Adventurer Class)

Character Points: 15
Stats: Str 15, Dex 11, Con 12, Int 10, Wis 13, Cha 15

Attributes: Art of Distraction +1 or Aura of Command +3, Combat Mastery +1, Damn Healthy +1, Divine Relationship +1, Organizational Ties (Church of Horus) +1, Highly Skilled +1, Servant (Squire) +1, Transmutation: Knight Power Up +3 (own clothes into Battle Armor with sword, 3 Energy Points)

Ageism +1, Magical Restriction (Must Transform) +1, and any 3 defects: Attack Restriction (Good Alignment) +1, Not So Strong +1, Red Tape (Orders from the priests of Horus or Horus himself) +1, Unskilled +1, Wanted (Forces of Set hunt the character) +1

Skills: Diplomacy +6, Knowledge: Area (Nile Valley) +4, Knowledge: Area (Atlantis) +4, Knowledge: Religion (Pharonic) +4, Melee Combat (Long Sword) +1, Melee Defense (Heater Shield) +1, Profession: peasant +5

FEATS (choose any 2): Cleave, Power Attack, Endurance, Improved Initiative

The Magical Knight is the fantasy equivalent of the magical girl. He or she looks like an ordinary
kid, often only 10-14 years old, but with an appropriate phrase can “power up” into an armoured
warrior with limited magical powers.

The Magical Knight transforms by using the Transmutation magic power to turn their own
clothes and a talisman of some sort into a suit of cheesecake armour (page 27) and finely crafted weapon(usually a longsword). Only after transforming can the Magical Knight use his or her other Magic Powers. The transmuted weapon also serves as a magic power focus for the Special Attack. This type of character usually has either a mystical guardian or talking animal companion as a patron and/or advisor. More often than not, the patron serves to rein in the Magical Knight’s youthful enthusiasm and channel it into more “productive” venues.

Mecha Knight (Mecha Pilot Class)

Template Cost: 10 character points
Stats: Str 11, Dex 17, Con 11, Int 14, Wis 13, Cha 13 

Attributes: Combat Mastery +1, Highly Skilled +1, Own a Big Mecha +2, Personal Gear +1

Pick 2 defects: Ageism +1, Conditional Ownership (Atlantean Defense Force or Lemurian Defense Force) +1, Nemesis (Wizard from Mu seeking the secret of Mecha) +1, Owned by a Nation +1, Red Tape (Orders from Superiors) +1, Wanted +1

Skills: Computer Use +6, Driving +6, Knowlege: Mechanics +6, Melee Attack +1, Melee Defense +1, Pilot +6, Ranged Attack (Energy Gun) +1, Ranged Attack (Mini Missiles) +1

Feats (Choose 2): Dodge, Skill Focus: Driving, Power Attack, Transform Mecha

The Technology of Atlantis, Lemuria, and Mu are beyond us.  Their computers are an array of psychic or magical crystals, and they power their machines with crystal lattices beside the usual wiring.  Atlantis and Lemuria are the only nations in the world that have the capability to produce Mecha = machines that move with the fluidity of a human being; while Mu still uses jets, aircraft carriers, and mostly magic.  Atlantean, Lemurian, and Mu technology are highly resistant to EMP blasts from a Nuclear Bomb or some other source.

The Mecha Knight is a specialized warrior (often a young boy or girl) who uses a suit of clockwork or magical armour to overcome his or her own physical shortcomings (or enhance his or her natural abilities, if not a child) to fight against evil. The Knight’s “mecha” may be unique, perhaps the result of a mad wizard’s experiments or a secret project by a kingdom, in which case the character may be in the employ of its inventor, field-testing it as he adventures. Alternatively, he or she may have stolen it from its rightful owner (who may be evil) and is now wanted throughout the land for this crime.

(Mecha can be made with d20 Mecha).

Next: more classes for Atlantis: Fantasy Adventures in the Neolithic Age.

Saturday, August 27, 2011

Is clothing the hieght of Sophistication?

Trying to think over a costume dilemma for Atlantis citizens -- now that Advanced Dynamic Clothing Control is available for DAZ Studio users (which means I can probably get the Dynamic Tunic on DAZ 3D, which was the height of Fashion during the Neolithic through the Iron Age in the Middle East region).   Problem is . . .

Europeans wore the standard boots, tight fitting pants, multicolored shirts, and coats and gloves ensemble.  I don't know what it actually looks like but to me, that sounds like modern clothing.  Guaranteed, Europe and Africa are about as far away from America as one can get, but this creates a conundrum.

NO style, whether it is a flapper dress from the '20s, or an Ancient Egyptian styled dress from the New Kingdom, is ever novel and new.  Only we think we are at the height of technology (ironically).  But whether we have a computer made of integrated circuits or an array of crystals; one thing we can't get away from.  Nothing in fashion is ever new.  Never has been, never will be.  Even if you live in India before 400 A.D. when it was okay for women to wear just a sari kilt.

So the problem remains.  Do I romanticize, or what?  And why do we think of clothes for a level of sophistication?

Unbelievable but true, there are reports of men and women who have seen the Christ. Not unexpected but in their conversations with the Christ, the Christ asked one to take off his clothes (like he asked Moses to remove his sandals).

It was an object lesson for the man, actually.  But one would think that if clothes are so important, why would the Christ ask one to shuck off an article of clothing?

You don't need clothing to be sophisticated.

Atlantean Style

I may have to turn to Classical Painters for help on this one.  Atlantean style is a mix of the minimal and the classical.  But remember this: no clothing style is ever new.  Even if everyone runs around in short skirts, black pants, and shirts from Star Trek.

Friday, August 26, 2011

Atlantis RPG Cover

Mock cover, but a cover nonetheless!



The Atlantis RPG uses the BESM d20 System that has been updated to Pathfinder.  Enjoy looking at the cover. :)


Thursday, August 18, 2011

ATLANTIS: Adventures in the Stone Age

A good title for an RPG book, don't you think? :)

Whatever the Historians are telling you about the Neolithic Age, don't buy it.  Atlantis: Adventures in the Neolithic Age will cover roleplaying in the Romantic Neolithic Age to the Weird Neolithic Age -- the Neolithic Age that the Out of Place Artifacts present.




This will be the coolest Atlantis setting.

Alantis as an Anime Campaign Setting

Anime Campaigns are ones that are based on the tradition of Anime.  Anime is often referred to animation that comes out of Japan.  Some of it is very good, and some of it is terrible.  That being said, way back on this blog you heard me mention something about an anime Atlantis.  New information has come to light that should make an Atlantis that much more exciting.

The scariest thing about basing a Campaign on good old Planet Earth is that good old Planet Earth is the most mysterious place in human imagination.  Our World is full of inconsistencies within the Archaeological Record and the neolithic was not all "Guys and Gals in Loincloths using stone tools."



That is a Romantic view of the Neolithic Age.  While there is a lot said in that video that could be true, there is a lot that had gone unsaid.  We promote the view that the time before recorded history men were unsophisticated, stupid, or otherwise blissfully ignorant.

Atlantis as reality?
According to the writers of Forbidden Archaeology and thousands of artifacts from earilier ages, there is strong evidence to the contrary.  Especially unnerving to certain groups, is evidence of a World Wide Language during the Neolithic Age.





From s8int.com.

Atlantis has appeared as Roleplaying Games over the years.  It is the most mysterious land in our tradition since Plato first wrote of it.  For traditional settings of Atlantis, I suggest GURPS Atlantis -- which is referred to on this site.

Anime Atlantis will take shape using BESM d20 (I'm still contracted to use TRI-STAT logos).



Monday, August 9, 2010

Atlantis: Script progress

I signed up on Scripped.com and started writing the movie: Atlantis.  No Sea Devils yet, but you can be sure that they will show up.

Some notes:
Wizards and Druids = the Wise.  I don't want to call them wizards or sorcerers, I want to downplay it as much as possible.  The Wise are capable of casting magic.  There are different traditions that the wise follows.

There are scientists in the script, and it seems to be focused on science.

Priests = They are also part of the Wise.


I've got three pages done already.  I'll be adding more later.  The script has the feeling of "Star Wars under water."  In other words, the storyforming process demanded a story focused around an event rather than a character, an idea, or a world.  The movie should be science fiction rather than fantasy.  Oh, and meet the antagonists of this movie:

Thursday, August 5, 2010

Scripps and Atlantis

I'll be writing my first screenplay, Echos of Atlantis using Scripped.  But first things first, storycrafting.  It's important to get the messy details down.  I'm going for a Character Story on this one, instead of a Milieu story.  This is because the Fantasy starts right away instead of when the character gets to Atlantis.

Basic Tagline: Echos of Atlantis is about a young man who carries the blood of Atlantean Royalty.  He finds out about his heritage and must rally the Atlanteans to break the power of the Sahuagin that threaten Atlantis' existence.

The story takes place in a Fantasy America.  Where there are Wizards, Tinkers, Psions, Warriors, Thieves, and evil kings.  The Evil King Agrippa holds sway over the Kingdom of York, which includes the States of New York, Pennsylvania, and New Jersey.  Opposing Evil King Agrippa is the Puritan Socialists of Massachusetts and the Southern Crown Colonies.  What the three little petty nations don't know is that there is a movement led by a small circle of Radicals that want to get rid of their socialists, evil kings, and crown colonies once and for all and to unify the lands into a new Republic.

The Atlanteans are the survivors of an ancient deluge and occupy the cities of Cleitos, Tritonis, and Atlantis.  Atlantis is off the coast of Bermuda.  Tritonis is off the coast of Manhattan, and Cleitos is off the coast of North Carolina.  However, the Atlanteans are in disarray as their Autocrat Atalescas was slain by the Sahuagin King of Xyluff in the last campaign.

Faced with defeat, one of the Atlanteans go to Heartford to find the last known heir to the throne of Atlantis.  The one foretold that will unify the three cities of Atlantis and defeat the evil sahuagin of Xyluff once and for all.

Now doesn't that sound cool?  I think so. :)

Friday, July 23, 2010

Remember Morrowind?


Morrowind was a game that said you can do anything you like.  Even raid sacred tombs for important stuff.  The guide to Morrowind was packed with locations that had all sorts of juicy bits.  Although Morrowind wasn't as BIG as Daggerfall, the game had giving you a lot to do and explore.  A roleplaying game adventure should have these options, although usually page count prevents the writer from including some options.

Each option would be a treasure or an encounter.  I started to do this with my Atlantis adventure, almost absent mindedly.  The PCs would go there, raid a tomb, and have some fun.  Or an option led you to a strange encounter, or some treasure in some unusual places.  (in my Atlantis adventure, I already listed some interesting encounters - a Bronze Dragon and an abandoned pirate's cove).

The idea is to have fun with an adventure or video game.  I'm off to play more morrowind!! :)  And yes, I usually play a Telvanni. :)

Tuesday, July 20, 2010

Atlantis again...

I have been getting promptings to add to the Atlantis myth for a long time.  That is why I keep coming back to this subject.   Atlantis is one of my passions, obviously.  I've been watching a series on Magical Egypt, to see if I can get any ideas about what life was like in the mythic past.

At the moment, I'm adding a couple of special materials to D&D/Pathfinder.  Titanium Steel and Transparent Aluminum (which is a technology I think only we have but I can be wrong about that).  Transparent Aluminum (Aluminum Oxynitrate) is a special material that is, well . . . TRANSPARENT! :) It is also virtually indestructible, and is capable of being molded into glass like material.  I don't know if it can be sharpened, but for armor I do believe it will work because of its lightweight properties. Just that modest conscious people will have to wear underthings.

I have been mulling over doing a 4e version.  I don't know about that, though.  I still don't understand the SRD perfectly.  The OGL version is the one that is being written right now.  Atlantis is a place of high technology, magic, and psionics.







This particular episode of Arthur C. Clarke's Mysterious World shows what I'm talking about. In Atlantis, you will be able to play psions, psychic warriors (or battle minds), wizards, sorcerers and other classes.  This is the ancient mythic world, and there will be things available not usually available in a fantasy world.  Like submarines, SCUBA, and genetic engineering.  When a city of survivors is forced to live under the sea, you have to make certain advancements to live under the sea.  Domed cities would not be impossible without certain technologies -- and transparent aluminum is one of them.

I've been getting promptings for a long, long while.  And it's about time to get it all done.  I have what people said about Atlantis.  Most everything really, including Plato's letters to Critias and Timaeus.  I think I can draw on everything said about it.  Instead of being a terrestial city (which there are many RPG books written on that subject), I'm going to do the underwater aspect. 

Beneath the waves of the Sea of your campaign world are three domed cities . . . the Kingdom of Atlantis.

Friday, February 26, 2010

Atlantis -- Electra Character Reference


Every story needs a warrior.

My first Concept Art completed for my T.V. Show.

Meet Electra, formally Sakura.  Electra was once a psychic warrior soldier in the Atlantean army, thus she's descended from nobility.  However, it's a bad day when you act insubordinate to your superiors (not to mention arrogantly steeling the credit due her).  Electra was immediately sold into slavery.  She was unceremoniously stripped naked, tattooed with the word "slave" on her neck, a dragon on her body for her personality, and a flame on her face to show she has psionic potential.

bucked down from the highest turret in society to the lowest, Electra was sad and dejected.  She lashed out at her slavers, hoping her family would save her.  But they would not.  Her father is conservative and has much respect for the Atlantean Army.  He wouldn't use his influence to free his daughter.  So he left her there to wallow and rot in despair.  However, she kept up her fighting skills until the day she would be bought by a good man, or freed.

Wednesday, February 3, 2010

Atlantis -- Series Bible


Campaign Bibles are cool, and so are series bibles.  Lets see, where shall we start?

Long ago, before the Planet was born, the Gods sat in counsel and set about planning and constructing a world.  As all things began with a thought, so do planets.  The Gods formed the World out of Elemental Chaos, planning and organizing the Elements into a globe of a garden variety.  This world was named Earth by the Gods, and soon they had formed a colony on the planet and they themselves became mortal in order to have children.  Michael and his three wives: Eve, Sarah, and Lilith had come down to sire and bear the races of men.

From ivory skinned Eve came all those who were White -- these races soon will be known as Caucasian or Western Indo-European in later generations.

From yellow skinned Sarah came all those who are Yellow and had Asian features.  These races soon will be known as the Sino races: i.e. Mongolians, Yellow Huns, Chinese, Koreans, Indo-Chinese, Malayasians, Vietnamese, and the Japanese.

From ebony skinned Lilith came those who will be known as Africans.  However, the Titans came to Earth from the Stars in a thousand years after Michael and his wives had ascended to Heaven.  The Titans, being much more technologically advanced than the humans had conquered the world (i.e. Europe, Egypt, and Asia Minor -- also known as the Middle East).  They ruled for 500 years until their descendants -- Half Titan and half human, dethroned them.

One of these half-gods, known as Poseidon, chose to explore the ocean and surveyed all that was beyond.  After voyaging on the ocean from his native Europe, he came upon a lost continent (North America).  The continent had a people who were never subjugated by the Titans.  The land was incredibly virgin to Poseidon.

Eventually, he met a striking young woman known as Cleito, who lived with her mother and father Evanor and Elassippe.  Poseidon eventually fell in love with her and married the young maid.  Eventually, from their union, she bore him five sets of twins.

When the twins reached their teenager hood, Poseidon allowed them to explore the world.  When the Twins returned, they had learned much about all of the World and then Poseidon divided the land between them.  He then named the continent Atlantis after his first son, and named the ocean he crossed the Atlantic -- also after Atlas his first born.  Then, when the twins started their own families, Poseidon and Cleito had left for Europe.

Atlas set about helping his brothers found his cities, and left his first born son to found the City of Atlantis.  After that, the City of Atlantis has grown.  However, the wars that they took part in had wiped out an entire people -- like the people of Cainan had done to the tent dwelling people of Shum 1,500 years ago.  Having committed Genocide, the Atlanteans foreswore violence in favor of science and peace.  The pact they swore was the Symphonia Ethicos.

Flash foreword.

It's the Height of civilization in Atlantis and the Atlanteans have discovered many things in the Sciences.  They also expanded their civilization outward, affecting certain civilizations themselves.  The Atlanteans' have a priesthood, but a scientific basis on what they pursue is important to them.  Atlantean society, although open and fluid, is basically divided into:
The Elite -- which is the High Atlanteans.  These are the rich and powerful and Abundant.
The Scientists -- Which include University Professors, Museum curators, scholars, astronomers, and inventors.
The Mystics -- Which are really those that manipulate the universe psionically.  The Mystics are divided into seven different casts themselves:
  • The Telepaths -- who aid in Government of the people.
  • The Seers -- who comprise the Atlantean Priesthood.
  • The Egoists -- who are natural Athletes.
    The Kineticists -- who deal in the willful manipulation of energy.
  • The nomads -- who deal in quick transportation.
  • and. . . 
  • The Shapers.  Who the Priesthood dread.

Besides the Mystics, their are people who are trained to use their minds in combat.  These are known as the Psychic Warriors of Atlantis.  And beside those, there are those with potential who are not trained but figure out how to use their potential.  These are known as wilders.

The technology of Atlantis is a mixture of wierd Steamtech and Ultra-high Psi-tech.  Engineering geniuses have blended the two, as well kept some items separate and pure.  One of these items is the Obsidian Pyramid.  A small, handheld black pyramid (with scintillating Atlantean designs) that is capable of transporting a person anywhere, anywhen if used incorrectly.

Well. . . there was a problem when one of these were used.  Trouble with the Atlantean government had forced a child to use an obsidian pyramid to teleport herself away from the Authorities, even as they had killed her Master, the inventor Jason, in front of her.  She appeared in Modern Day America holding the obsidian pyramid and was found at the side of a lake by a teenager.  She then identified herself as Amestris and passed out.


~ More Later ~
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