Showing posts with label BESM d20. Show all posts
Showing posts with label BESM d20. Show all posts

Thursday, September 22, 2011

Design Thoughts, BESM d20 skills to Pathfinder

To convert the list of skills in BESM d20 to Pathfinder, you have to start with Pathfinder and then add skills from BESM d20.  BESM d20 skills are in red.

Pathfinder's List:

Acrobatics
Appraise
Bluff
Climb
Computer Use
Craft
Controlled Breathing
Demolitions 
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Fly?
Forgery
Gamble
Handle Animal
*Heal*
Intimidate
Investigate
Knowledge (Arcana)
Knowledge (Architecture)
Knowledge (Biological Sciences)
Knowledge (Business)
Knowledge (Cultural Arts)
Knowledge (Domestic Arts)
Knowledge (Dungeoneering)Knowledge (Electronics)
Knowledge (Foreign Culture)
Knowledge (Geography)
Knowledge (History)
Knowledge (Law)
Knowledge (Local)
Knowledge (Mechanics)
Knowledge (Military Sciences)
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (Occult)
Knowldge (Physical Sciences) 
*Knowledge (Planes)*
Knowledge (Police Sciences)
Knowledge (Religion)
Knowledge (Social Sciences)
Knowledge (Streetwise)
Linguistics
Medical
Navigate
Open Lock 
Perception
Perform
Pilot
Poisons
Power Usage
Powerlifting
Profession
Repair
Research 
Ride
Sense Motive
Sleight of Hand
*Spellcraft*
Stealth
Survival
Swim
Use Magic Device

Combat Skills
Archery
Gun Combat
Heavy Weapons
Melee Attack
Melee Defense
Ranged Defense
Special Ranged Attack
Thrown Weapons
Unarmed Attack
Unarmed Defense
------------------------------

The new skills from BESM d20 increase, as they are taken from d20 Modern.  You will notice a few skills have asterisks around them.  This is simply because they are subsumed into other skills.  Heal is subsumed into Medical, and Spellcraft is subsumed into Knowledge (Arcana).  Fly has a question mark because of the Pilot skill.  Should it be subsumed or not?

BESM d20 has a skill called Wilderness Tracking.  This has been subsumed by the Survival skill.   If you notice, there is a skill called Controlled Breathing.  This could work for Autohypnosis.  Also, in Pathfinder Psionics, part of Spellcraft also have been subsumed into Knowledge (Psionics).

Skills are easy.  Feats are the hard part. :)

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.

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. :)


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