Atlantean (modern)

 

The Atlanteans are a genetic offshoot of mainstream Homo sapiens called Homo Mermanus. The name "Atlantean" is derived from the ancient civilization of Atlantis, which sank after a final failed assault by the Lizardmen. In order to save their human allies the Harmonic bestowed various bodily attributes on them enabling them to live indefinitely beneath the sea.

Species Name: Atlantean

Type: Humanoid

Physical Traits: Gills, blue skin, webbed hands and feet. Atlanteans possess twin gills located on their necks near the clavicle bone, which enable them to extract oxygen from the water. They possess physiologies far stronger and more durable than their surface counterparts, which enable them to withstand the vast water pressure at the ocean's bottom as well as the pressure changes encountered travelling from one depth to another. Compared to the average air-breather, the average Atlantean is about ten times stronger. The average Atlantean can swim at a maximum speed of 48 kilometres per hour. Atlanteans are warm-blooded, and their blood circulation is superior to that of land-dwellers, enabling them to withstand the near-freezing temperatures of the ocean depths with minimal discomfort. Atlanteans have specially-adapted eyes possessing vision more sensitive to the green portion of the spectrum. This enables them to see more acutely in the dimly lit ocean depths. Atlanteans need water in order to breath, and will suffocate in open air in about five minutes. Atlantean skin tends to be light blue in colour, although certain individuals are darker. Atlanteans possess residual body hair primarily on their heads, a holdover from their surface-dwelling ancestry.

Height: 6 ft

Weight: 180 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal. Atlanteans communicate by means of a limited range of high-pitched vocal sounds and elaborate signing gestures. A more varied spoken language is not possible due to the inherent limitations of sound transmission through water. On land though they can talk as normally as anyone else.

Reproduction: Sexual. Despite their various marine characteristics, Atlanteans are mammals: they bear their young live and care for them during infancy. Although rare, it is possible for an Atlantean and an air breather to mate. The physical characteristics such an offspring will inherit are subject to genetic chance.

Attributes on land -
INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6, HPs: CON +D20

Attributes underwater -
INT: 3D6, WIS: 3D6, STR: 5D6, DEX: 4D6, CON: 5D6, CHA: 3D6, MR: 12D6 (swim), HPs: CON +4D20

Orbit/Climate: See Earth

Feeding Habits: Omnivore. Atlanteans subsist on raw fish and seaweed. They are largely a hunter/gatherer society, who have made successful attempts to farm seaweed. In the Atlantean capital, society is stratified so that there is a special guild of hunters and gatherers who provide food for the entire population.

Lifespan: 150 years

Technology: 7

Culture: Standard. Diversified mix of kind and evil people. The religion of most tribal Atlanteans is pantheistic nature-worship. The state religion of monarchistic Atlantis revere the Greek god of the sea Neptune, who once lived among the Atlanteans two millennia ago. The Atlantean Empire in many ways resemble the ancient Roman Empire at its zenith.

Government: Military Council. The Atlantean government has traditionally been military, with a Council of Elders, who serve as the judiciary and legislative branch of government. Atlantis has a standing militia who perform police functions in times of peace. Although the monarchy of Atlantis claims all Homo Merrmani dwelling in the Atlantic Ocean as its subjects, in actuality the monarchy neither provides services or protection nor demands tribute or recognition from those who live beyond one day's swim from the capital city. Most Homo Mermani continue to live tribally. 

Population: 7,000,000

 

Creating an Atlantean character

Step 1: Attributes
Roll attributes as normal but be aware that the physical attributes increase when underwater while CON is -D6 when on land. Hit points = CON +20, +20 per level. Mana = INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Atlanteans gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Depth Resistance - Atlanteans resist the effects of high water pressure, up to 100 metres per CON underwater, without worry of such ailments as burst eardrums, damage to blood vessels, and the bends.

Additionally Atlanteans start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Atlanteans can establish telepathic communication with any normal or giant sea animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions. Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
Faster 5 This character's swimming MR is doubled.
Increased AC 10 +1 AC
Increased STR 10 +1 STR
Natural Chameleon 5 Using this ability the Atlantean can blend into and render himself nearly invisible in any undersea terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He may also move with a minimum of sound, almost as if he's gliding through the water.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 5 Whenever in salt water the Atlantean can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Nature Survival 5 Due to extensive experience and training underwater Atlanteans gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may either take an additional +1.
Willpower Bonus 5 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any.

 

Heroes Earth
In 500,000 BC the Harmonic landed on earth and established various refugee bases around the world for those fleeing from the tyranny of the Celestial Alliance. They were careful not to interfere with the native developing races of the world. Among these bases were Atlantis and Lemuria. Unbeknownst to them Atlantis was built on top of the largest ley line in the world. Around 100,000 BC Elves discovered Atlantis and were welcomed with open arms by the Harmonic. They begin retraining in the art of science as well as the more recent art of magic. In 80,030 BC a set of twins were born; Doomslayer and Dreamslayer. Both eventually become Battle Mages but Doomslayer choose to serve Order while Dreamslayer turned to Chaos. Later in 79,990 BC after the loss of the Atlantean Mage King during an invasion by demons, Doomslayer became king. One of his greatest foes were the Lizard Men, who use their shape changing abilities to resemble human beings and infiltrate human civilizations with the intent of conquering them. Doomslayer managed to uncover most of the Lizard Men's plots and had many of them killed. 

Just ten years later Lizard Men sorcerers discovered the Necronomicon, the ancient mystical tome penned by the Elder God Kali. Founding the first Cult of Kali, they began experimenting with the spells contained within, looking for a method to cause their enemies to return from the dead. They were successful in resurrecting them as the first vampires and unleashed them against their greatest enemy, Doomslayer of Atlantis. However Doomslayer proved more powerful than they realised and with Gaea's aid was able to destroy most of the undead. The surviving vampires fled to continental Eurasia. Doomslayer then hunted down and slew all of the Cult except for one. He fled and eventually settled in Eurasia, taking the Necronomicon with him. Over the next few millennia the tome passed through a number of different hands. 

Doomslayer eventually died in 79,920 BC from natural causes. With no apparent successor available a ruling council was elected instead, the first form of democracy. By 71,000 BC Atlantis had begun to slide into decadence and suffered from a number of invasions from the nation of Lizard Men as well as a rapidly cooling climate. Foreseeing that the approaching ice would eventually reach Atlantis, the ruling council had huge glass like domes erected over the city and fortified its foundations. 

70,000 BC saw the final invasion of Atlantis by the Lizard Men. To stop the onslaught, the council opened the magma pits which were the city's main means of heating. The Lizard invaders were all destroyed, but the magma release triggered a seismological cataclysm which caused a series of earthquakes throughout the continent. Atlantis sank into the ocean. In order to save their human allies the Harmonic bestowed various bodily attributes on them enabling them to live indefinitely beneath the sea.The Atlantean Harmonic then relocated to Lemuria.

A number of surviving Atlantean Elves who had been trapped on the outside relocated to northern Europe, but not before taking their revenge by releasing a bioweapon on the Lizard Men which would rob them of their shapechanging ability. In light of the rapidly approaching ice age these Atlanteans find their new homeland harsh and severe, and have to revert to barbarism in order to survive. 

Later in 8350 BC a Tsaurid empire battleship arrived on earth attacking all Harmonic bases including Lemuria. Lemuria destroyed the battleship but not before its orbital bombardment caused shockwaves worldwide. With whole continents being swamped by tsunamis Lemuria, like Atlantis before it sank beneath the waves. The Harmonic in a panic over the amount of life being destroyed broke their own laws regarding experimentation and transformed some humans into water breathers. They were eventually able to reclaim Lemuria and Atlantis.

Post Holocaust Era:

Most of the sea races were unaffected by the conflicts which happened on land.

 

Races