Lemurian (ancient, circa 80,000 BC)

 

Lemuria is a defence facility created by the Harmonic after building Atlantis. It holds mainly scientific equipment and almost nothing in the way of magic. Its people are reclusive and secretive.

Species Name: Lemurian

Type: Humanoid

Physical Traits: Though eye colour follows typical Atlantean shades, it is of a paler wash than usual. The predominant hair colour is silver or white, though some have been known to have lighter shades of auburn and blonde. They also tend toward lean, well-muscled bodies.

Height: 6-7 ft

Weight: 190 lbs

Abilities: Nightvision equal to normal vision

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6 +2, WIS: 3D6 +2, STR: 3D6 -1, DEX: 4D6, CON: 3D6 -2, CHA: 3D6 +2, MR: 3D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 1500 years

Technology: 7

Culture: Rigid. Diversified mix leaning more to evil and selfishness. Lemurians like their Atlantean counterparts, are skilled in battle. They consider battle an art form in and are fierce fighters. They are also very skilled at setting traps. These consist principally of pits and snares in and around their home territory. All such traps are well-concealed, and there is a 90% chance that creatures passing near the trap stumble into it. If characters passing through a trapped area examine their surroundings carefully (reducing their movement to 3, and taking pains to look where they step), the likelihood of triggering a trap is reduced to 30%. Once a trap is triggered, the character’s chance to escape must be weighed on a case-by-case basis, depending upon the nature of the trap and the awareness the victim has regarding his danger. As a general rule, a character should have to roll a saving throw against breath weapon, with a -2 penalty.

Lemurians wear finely crafted, non-encumbering, black ceramic mesh armour. The special alloy, when worked by a Lemurian armourer, yields mail that has the same properties of chain mail +1 to +5, although it does not radiate magic. Even the lowliest fighters have, in effect, chain mail +1, while higher level Lemurians have more finely crafted, more powerful, mail. They armour usually has a +1 for every four levels of experience of the Lemurian wearing it. Lemurians also carry small shields (bucklers) fashioned of adamantite. Like their armour, these special shields may be +1,+2, or even +3, though only the most important fighters have +3 bucklers. Most carry a long dagger and a short sword of adamantite alloy. These daggers and swords can have a +1 to +3 bonus, and elite warriors may have daggers and swords of +4 bonus. Some also carry small crossbows that can be held in one hand and will shoot darts up to 60 metres. The darts only inflict 1-3 points of damage, but are commonly coated with a poison that renders a victim unconscious, unless he rolls a successful saving throw vs. poison, with a -4 penalty. The effects last 2D4 hours. A few carry adamantite maces (+1 to +5 bonus) instead of blades. Others carry small javelins coated with the same poison as the darts. They have a range of 90 metres with a short range bonus of +3, a +2 at medium, and a +1 at long.

Government: Scientific Council

Population: 4,000,000

 

Creating a Lemurian character

Step 1: Attributes
Roll attributes as normal but INT, WIS and CHA gain +2, STR is -1 and CON is -2. Hit points = CON +8, +8 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.

Additionally Atlanteans start with 30 Points to spend on any of the following abilities. As they earn more experience they may buy or rebuy more abilities.

Ability Cost Notes
Clairvoyant 5 The character can tune in to any location that have been to before or person that have met. The duration is 1 minute per WIS, +1 per level. He can hear and see distant sights without directly using his eyes and ears.
Language 5 The character has the ability to rapidly learn any language if sufficient material is available for him to work with. Once the language is mastered the character is fluent in that language, provided he is physically capable of communicating in it. The number of languages a character is currently fluent in is limited to his level + (INT x2). When a character exceeds that limit he begins to forget a previously mastered language. This will usually be some obscure tongue the character has had little use for. The speed with which a character can learn a new language is determined by its strangeness and what source materials are available. He can read, write, speak and understand any language at his base INT score after 1 day (-1 hour per INT of listening, studying and practicing it). The languages he learns does not use up his normal skill slots, he still has all of those. These are in addition to his other skills.
Psychometric 5 The power to touch an object and read images and the history about any who have previously held it. The character can also deliberately imprint images and other sensations into any objects he touches. The implanted images and sensations only last for one day per WIS + the level of the character. It will be impossible for any mage or psychic reading these impressions to know what is a true impression or an implanted impression. This can be used to implant a message onto a object that can be only picked up by reading the object or to provide a false trail. The final ability of this power allows the character to psychically wipe or clean any object of any impressions. 
Sanity Bonus 5 +1 Sanity save at levels 2, 5, 8, 11, 14, 17 and 20.
Sense Hidden 5 Gains +1 per 5 INT to detect a hidden object, door, person, etc.
Slumber 5 The character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make a Willpower roll to resist the effect. If the target fails this roll, they are stunned for D10 rounds. However even if they succeed at this roll they are still at a -1 on all actions for the next D4 rounds. The character can affect one person per 3 WIS within sight or everyone (including allies) within a 1 metre per 2 WIS radius.
Telekinetic 5 The character can handle material objects without having to make direct or indirect physical contact (pushing or blowing for example). He can perform any action that could be accomplished using normal strength. Line of sight range. Can move up to 20kgs (+1 per level) per WIS or push/punch with STR 2 per WIS. The character's punch can be augmented telekinetically to do +1 damage per 4 WIS. Additionally it can be used to block blows and projectiles by making a successful parry roll. Finally telekinesis can be used to levitate the character up to WIS x2 metres (+2 metres per level), and fly at a rate of WIS x3kph (+3kph per level).
Telepathic 5 The ability to read minds and communicate with with 1 person per 3 WIS (+1 per level) within his line of sight or 100 metre radius, +10 metres per level. He can attack a victim's mind through touch or line of sight causing 1 point of pain per WIS to the victim’s WIS. If this exceeds the victim’s WIS then he collapses for 1 melee per WIS, otherwise –1 on all rolls for every 2 WIS effected. He can shield himself +1 person per 2 WIS, +1 per level against any psionic attack or intrusion gaining +1 save per level.
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 but Atlantean classes only.

 

A map of the earth in the Atlantean era can be found here.

Information on Atlantean Classes can be found here.

Information about the city of Lemuria can be found here.

 

 

Races