Tuesday, September 13, 2016

Atlantean RPG Classes, Part III, and the Last of the Arcanum

Jumping right in with dual-classed spellcasters, the Charlatan is a Magician/Rogue dual-class, beginning play with 1st level Enchantment spells, Magical Mixtures, and some con-artist style Rogue skills.  As they level up, they learn how to make Toxic Powders, Philtres, Scrolls, Potions, and Minor Magic Items.  However, they don't learn higher level Enchantments, as most other Magician-types would.  Instead, every other level (when other classes would pick up higher level spells) they have the option to learn more Rogue skills, learn a new weapon, improve their attack bonus, or learn 1st level spells of another style (excepting Divine Magic).  Of course, with their Rogue skills and other spell use, a Charlatan could fairly easily convince someone they were a Divine spellcaster, if they wanted to.

The Enchantress/Enchanter is a Magician/Harlequin dual-class, making them a good option for players who like magic-wielding bard characters.  They are all proficient in both Art and Music, giving them bonuses to success when assisting other spellcasters in creating golems, and allowing them (eventually) to influence emotions like bards in many versions of D&D.  They begin with Legerdemain (non-magical stage "magic") and Magical Mixtures in addition to 1st level Enchantment spells.  As they level up, they learn Acting, Acrobatics, Ancient Lore, Philtres, Potions, Scrolls, Minor Magic Items, and Rods, Staves, and Wands.  Additionally, at higher levels they are able to create glass Orbs of Enchantment, containing any Enchantment spell until the glass is broken.

Mages are a collection of Astrologer dual-classes, with slightly different abilities depending on their secondary class.  Magi are Astrologer/Priests, with the ability to turn undead and convert others to their faith.  Cabalists combine the study of Astrology and High Magic, and gain a bonus in coercing summoned demons or devils to do their bidding.  Archimages are Astrologer/Magicians, with no additional abilities, but without the alignment restrictions the other Mage classes have.  All Mages are able to build an observatory as Astrologers, and gain the extra spell per day in the same way.  Mages start out with Chirography and Magical Mixtures, and learn Linguistics, Decipher, Ancient Lore, Scrolls, Minor Magic Items, Runes, Rods, Staves, and Wands, and Greater Magic Items as they level up.

Monks are of the Eastern type, like Shaolin monks of our world as opposed to Franciscans (see Savant below for those), and as such are Martial Artist/Mystics, beginning with Acrobatics, Stealth, Martial Arts, and Mysticism spells.  Unusually for spellcasters, they don't learn any magical skills as they level up, instead picking up improved versions of Martial Arts, and several degrees of Archery skill, culminating in Zen Archery, allowing them to shoot at enemies they can't see.

Paladins are Warrior/Priests or Warrior/Shamans, depending on what culture the individual is from, and are the only spellcasters able to wear armor.  They are immune to fear, and have Mounted Combat skills in their basic and advanced forms.  They don't get a lot of bells and whistles as they level up, just attack bonuses, weapon proficiencies, etc, as other highly skilled combatants get, but being able to wear armor and cast spells is a pretty major ability in and of itself.

The Savant is either a Scholar/Priest or Scholar/Mystic.  Savants, like Scholars, pick up many skills as they level up, but  have different lists of skills to choose from depending on whether they are Priest (generally skills appropriate to Western style monks) or Mystic (martial arts hermits) types.  Regardless of which path they choose, they are able to turn undead, and eventually make Holy Items, Scrolls, Minor Magic Items, Rods, Staves, and Wands, and Greater Magic Items.

Sorcerers are the only class to use Sorcery as a major magic style (as opposed to learning one or two spells through extracurricular XP expenditure, or Charlatans learning 1st level Sorcery).  They can also choose either Black Magic or Enchantment as their secondary style.  Sorcerers begin play with knowledge of Magical Mixtures, and learn Herbal Elixirs, Toxic Powders, Potions, Scrolls, Minor Magic Items, Alchemical Dusts, Rods, Staves, and Wands, Greater Magic Items, Magical Weapons and Armor, and Machina as they level up.

Thaumaturges are Magician/Alchemists.  As their worldview is of such a magic-based slant, as opposed to the science based view of Alchemists, Thaumaturges and Alchemists can't work together on a project, and probably bicker incessantly when part of the same party.  Thaumaturges work a little differently in creating formulas, particularly for Homonculi and Aqua Vitae, and they can't make Essences.  They start out with Magical Mixtures and learn Herb Lore, Toxic Powders, Philtres, Herbal Elixirs, Venoms and Poisons, Potions, Alchemical Dusts, Minor Magic Items, Advanced Alchemical Substances, Rods, Staves, and Wands, Golems, Greater Magic Items, Homonculi, and Aqua Vitae.

The Witch/Warlock is another dual-class with options.  Good Witches are essentially Druid/Magicians, while evil Witches are Druid/Necromancers.  Either type can pass through any type of terrain without leaving any real trace.  Even Hunters or other skilled trackers can only determine that something passed through, but won't be able to follow the trail.  Witches start with Herbal Remedies, and learn Venoms and Poisons, Herbal Elixirs, Philtres, Potions, Runes, Scrolls, Minor Magic Items, Rods, Staves, and Wands, and Major Magic Items as they level up.

Witchdoctors are Shaman/Necromancers.  They have a particularly cool power: they can make a juju by binding the spirit of a slain spellcaster into the shrunken skin of their head, and the spirit must truthfully answer any questions put to it.  Just don't overdo it, because if you ask too many too fast, the spirit can escape and seek vengeance.  As Witchdoctors level up, they gain the ability to make Toxic Powders, Venoms and Poisons, Magical Mixtures, Runes, Minor Magic Items, Rods, Staves, and Wands, Greater Magic Items, and Magical Weapons and Armor.

The Witch Hunter is a Hunter/Mystic, acting as an assassin or bounty hunter specialized against spellcasters.  They have some of the Hunter's tracking and stealth skills, and their Mysticism allows them to resist a lot of magical detection or coercion on their missions.  Witch Hunters don't learn any new skills as they advance, but do gain in attack bonuses.

And lastly, Wizards are spellcasters combining High Magic with either Enchantment or Black Magic.  They begin with Magical Mixtures, and gain knowledge in Toxic Powders, Philtres, Potions, Scrolls, Minor Magic Items, Rods, Staves, and Wands, Greater Magic Items, Magical Weapons and Armor, and Golems as they increase in power.  With the assistance of an Alchemist, they can also create Homunculi.

Thirty-two classes, not counting variants within a class...not too shabby.  They're all different enough to be interesting, and cover a wide range of character types, but without a huge sprawling mass of rulebooks.  Due to the standardization of skills, no class takes more than a page to describe, with the whole book clocking in at 168 pages. 

I'm honestly kind of surprised that this RPG isn't more widely known than it is.  Several times over the years I've had a moment of nostalgia and searched for it, just to see what others had to say about it, and have never really found much.  (For that matter, I'm surprised it's never been rereleased as a PDF, what with the interest in retro-gaming that's caught on the last 8 years or so.  I know there is an Atlantis RPG out there with the same setting, but it dropped the class/level scheme in favor of a more indie game approach.)  I suppose that's part of the reason I started with this series of posts...to help some other poor slob on his stroll down memory lane.  Feel free to start up a reminiscence about your past games.

At any rate, the next time I pick this up, I'll talk a little about the Bestiary.  I don't expect to go into a whole lot of detail there, so I should get it done in one post.

Atlantean RPG Classes, Part II; Also Magic

When I originally planned to write about the Atlantean RPG, it seemed to me that the best way to talk about classes was to start simple and move into more complex stuff, so single-classed non-spellcasters first, then dual-classed non-spellcasters, then single-classed spellcasters, then dual-classed spellcasters.  And in first planning this, I did a quick mental rundown of the dual-classed non-spellcasters, thinking "So, there's the Assassin, the Bounty Hunter, and the Corsair off the top of my head.  There's bound to be at least that many I'm not thinking of, and that should be enough for one post".  As it happens, that's the complete list.  So today, I'm going to talk about the three of those, and then briefly describe the different magic styles and the single-classed casters associated with them (for those that have them...Sorcery and High Magic are only used by dual-classed casters).  This will be quite a bit longer than I intended for the second post on classes, but three classes is just too short, I think, especially since, being dual-classed, they're practically described just by listing the single-classes they're comprised of.  So, without further ado:

The Assassin is a Spy/Martial Artist dual-class, combining some of the sneakiness of Spies and some of the acrobatics of Martial Artists.  As they gain levels, they also learn to make Toxic Powders as well as Venoms and Poisons. Unsurprisingly, Assassins get the Assassinate ability of Spies.

The Bounty Hunter is a Spy/Hunter dual-class, combining sneakiness and trap-setting abilities in both urban and rural environments.  They also get the Assassinate ability of Spies, as well as the Waylay ability (as described in the last post under Rogues.

Lastly, for our non-spell-users, the Corsair is a Rogue/Warrior cross, with a nautical focus.  They have Swimming and Basic Seamanship as standard abilities, and learn Navigation and Cartography as they level up.  They also have the Waylay and Backstab abilities of Rogues.  Rogue/Warrior is apparently the obvious choice for pirates, since most of the NPCs in Paizo's Skull and Shackles adventures are Fighter/Thief multi-classed; this made it very easy to convert.

Starting in on the magic styles, Astrology focuses mainly on fortune-telling/analysis and zodiac-based power-ups.  Some examples of the former are Detect Magic and Locate Object at lower levels, with Chiromancy (analysis of any diseases, poisons, infestations, or magic a creature is affected by) and Crystalomancy (scrying with a crystal ball) at mid-levels, and Prophecy (seeing the future on a given topic, which will always happen) at the highest level.  Zodiac-based powers include Initiative of Aries (immunity to surprise) and Lesser Incantation of the Moon (darkness) at lower levels, Courage of Leo (immunity to fear) and Fire Sign (a multipurpose spell similar to Fireball, but allowing the extinguishing of fires and dispelling of ice or water barriers as well) at mid-levels, and Greater Incantation of Jupiter (banishing summoned creatures) and Restorative Power of Pisces (Raise Dead) at the highest level.

The Astrologer is the single-classed caster specializing in Astrology.  Astrologers begin with Chirography (copying maps and writings ability), Linguistics, and Magical Mixtures in addition to spell-casting.  As they level up they learn Decipher and Ancient Lore, as well as several magical skills similar to the alchemical ones described in the last post.  Scrolls skill is fairly self-explanatory, allowing creation of spell scrolls in about an hour apiece.  Runes take an hour to engrave, and are usually placed on weapons or a staff or wand.  Most Runes allow a bonus to a saving throw, although there are other effects possible; for example the Rune of War gives a bonus to hit and damage, the Rune of Good allows the user to detect Black Magic, and the Rune of Travel prevents the wielder from becoming lost.  Minor Magic Items take over a month to create and at least 1000 GP of materials, depending on the exact item being enchanted and the powers bestowed on it.  They function similarly to a Ring of Spell Storing.  Rods, Staves, and Wands are also spell storing items, but have more than one charge.  They take at least a month and up to 2 1/2 months to make, and cost anywhere from 1000 to 6000 GP to produce.  Greater Magic Items are those that produce spell-like effects, but do not use charges or require knowledge of spell-casting to use.  They include Amulets, Rings, and Miscellaneous Magic Items.  Lastly, an Astrologer who builds an observatory can cast one extra spell per day (level+3 instead of level+2).

Black Magic focuses on curses, the undead, and demons or devils.  Examples include Circle of Darkness, Mists of Sleep, and Summon Undead at lower levels, Necromantic Shape Change (into a wolf, bat, or gaseous cloud), Contact Lower Plane (similar to D&D's Contact Higher Plane), and Summon Greater Demon/Devil at mid-levels, and Destruction (similar to Disintegration), Ghost Wind (creating a movable area 100' on a side that causes permanent insanity to those caught within), and Summon Arch Demon/Devil at the highest levels.  Practitioners of Black Magic cannot learn Divine Magic, and vice versa.

The spell-casting class specializing in Black Magic is the Necromancer.  Necromancers can make a pact with an arch demon or devil, gaining greater powers at the cost of greater degrees of servitude.  They are also able to turn or befriend undead, and turn spirit beings as a Priest turns undead.  Necromancers don't start with a wide range of skills, but learn to make Toxic Powders, Venoms and Poisons, Scrolls, Minor Magic Items, Rods, Staves, and Wands, and Greater Magic Items as they level up.  They also learn Necromantic Rituals allowing them to create an Accursed Temple (attracting up to 13 undead or demonic/devilish servitors) and Necromantic Golems, and Advanced Necromantic Rituals allowing the creation of skeletons, zombies, ghouls, wights, mummies, sahu (spellcasting mummies), and a Necromantic Bell which summons the shade of an ancient Necromancer who will answer questions for the summoner.  Lastly, a slain Necromancer will return after 13 days as an undead creature to carry on with his work.

Divine Magic is the magic of the gods (including evil gods...many evil high priests dealing with undead cults are best modeled by Necromancers).  Divine Magic is similar to D&D's Clerical magic, dealing mostly with healing, power-ups, and opposition to demons and devils.  At lower levels, practitioners can use Blessing, Faith Healing (heals 4 points of damage per level of the caster), and other similar spells.  Mid-level spells include Lesser Invocation (summons a lesser servant of his diety), Safe Passage (complete protection to anyone traveling along a 1' by 100' path), and Spiritual Shield (immunity to possession, mind control, and magical detection).  At the highest levels, a Divine Magic practitioner can cast Awe (those who fail their save will not attack the caster, and only the most depraved who make their save will do so), Omniscience (combining the effects of Detect Magic, Locate Object, Detect Good/Evil, and several other similar spells), and Miracle (raises dead regardless of the condition of the body or how long they've been dead, restores the target to perfect health, prevents a natural disaster, or any of several other effects).

Priests are the wielders of Divine Magic.  In addition to their spells and the ability to turn undead, Priests can convert others to their faith, gaining allies and experience points in the process.  As they level up, Priests learn to create Holy Items (including Holy Oil which gives a bonus to saves, Holy Symbols, Holy Water, etc), Magical Mixtures, Scrolls, Rods, Staves, and Wands, Golems, and Greater Magic Items.  They also are able to create Magical Weapons and Armor, taking one month plus one month per plus or spell-like power added.

Elemental Magic is the magic of nature (plants and animals) and the four classical elements.  At low levels, casters can learn Animal Mimicry, Fog, and Warpwood.  At mid-levels, Speak With Plants, Control Winds, and Plague of Locusts are available.  At the highest levels, casters can Pass Through Earth and Stone, Summon True Elementals, and create a Tempest covering an area 1000' square and sinking small to medium sized boats, smashing small wooden buildings, extinguishing fires, panicking animals, and causing 1-6 damage per minute to all in the area.

Single-classed wielders of Elemental Magic are Druids.  In addition to their spells, Druids start out able to shape change into animals, speak animal languages, speak the languages of fairy folk and other woodland creatures like centaurs, and pass through terrain without a trace.  As they level up, they learn to make Herbal Remedies, Herbal Elixirs, Runes, Scrolls, Rods, Staves, and Wands, and Greater Magic Items.

Enchantment is the generic "magic-user" spell list, primarily focused on conjuring and illusions.  Low level spells include Charm, False Dweomer, and Levitation.  At mid-levels, casters can Conjure Fire (either a Fireball or a Wall of Fire), Animate Object, or Disappear (functionally similar to D&D's Dimension Door).  High level casters are able to use The Grand Illusion (1000' cubic illusion involving any visible, audible, olfactory, or thermal elements desired), The Great Conjuration (creating any kind of building up to a 100' cube), and Major Enchantment (making another spell permanent).

The Magician is the Enchantment specialist.  They have a chance to Detect Illusion and Detect Conjuration just by observation.  They start out knowing how to make Magical Mixtures, and learn about Toxic Powders, Philtres, Potions, Minor Magic Items, Scrolls, Rods, Staves, and Wands, Greater Magic Items, and Magical Weapons and Armor as they level up.

High Magic deals with symbols, glyphs, and words of power.  At lower levels, casters can Spellbind enemies (similar to Hold Person), command a door or container to Open (similar to Knock), or use a Minor Evocation to summon a minor spirit, demon, or devil.  At mid-levels, they can command a target to Answer a question truthfully, use a Word of Guard to protect against any sort of magical control, or use a Sphere of Confusion to throw anyone within 20' into stuporous disarray.  The highest level casters are able to force a creature to reveal its True Name or trap undead creatures, demons, or devils in a Spell of Eternal Confinement.  There are no single-classed wielders of High Magic, so we'll see more details on users of this magic style in a later post.

Low Magic involves negotiation and alliances with spirits of nature or ancestors (which are different from undead spirits, I guess).  At low levels, casters can heal using a small doll made of grass and Image Magic I, run without tiring with Fast Traveling, and leave their physical body and travel anywhere on the material plane with Spirit Self.  Mid-level casters can make their allies immune to fear with a Song of Courage, use a crystal to scry with Seeing Stone, and speak with the dead with Spirit Contact.  Casters of the highest levels can Exorcise Spirits, trap the soul of an enemy in an animal or rock with Soul Transference, and restore a recently slain ally to life with Recall Spirit.

Shamans are single-classed Low Magic practitioners.  They are able to bind spirits to themselves in a process similar to Priests' turning undead, and release them later to perform a service.  They can also see into the spirit world (seeing spirits and astral and ethereal creatures), but can't see into the material world at the same time.  As Shamans level up, they gain various woodcraft skills as well as Herbal Remedies, Toxic Powders, Venoms and Poisons, Magical Mixtures, Runes, Minor Magic Items, Rods, Staves, and Wands, Greater Magic Items, and Magical Weapons and Armor.

Mysticism is the unlocking of the powers of the mind.  At lower levels, casters can detect alignments via Aura Reading, function normally in darkness, fog, or when blinded using Inner Vision, or Transcend Hunger and Thirst.  At mid-levels, Mysticism practitioners can increase their strength score through Inner Strength, block mental attacks with a Psychic Shield, and foresee danger with a Sixth Sense.  At the highest levels, they can issue a Mass Telepathic Command, summon spirits, demons, or devils with a Mantric Invocation, or astrally project and still maintain control of their physical body with Bilocation.

Mystics are the specialized casters of Mysticism, filling a similar niche to Priests.  Mystics who take an oath of non-violence receive a bonus to XP as long as they don't physically attack any living beings (use of spells on living beings is okay; anything goes when fighting unliving opponents).  They are able to turn undead like Priests.  Their starting skills are limited, but as they level up, they learn to make Herbal Remedies, Holy Items, Scrolls, Rods, Staves, and Wands, and Greater Magic Items.

Sorcery is the most scientific of the magic styles, or I should say, the most sci-fi; where an Elemental Magic caster might conjure a wall of fire, a Sorcerer creates a Force Shield.  At lower levels, available spells include Infra-Vision, Hypnosis, and Structural Analysis (to find unsafe passageways, rotten ropes, etc and determine how much weight they can safely hold).  Mid-level spells include Magnetic Field (to attract or repel metal), Sonic Blast (to stun enemies; also breaks glassware), and Disperse Energy (to reduce damage from magical or elemental attacks).  The highest level Sorcerers can Reverse Time, create a bold of Negative Energy capable of disintegrating enemies, or create a permanent Sorcerer's Gate leading to any desired location.  As Sorcerers are dual-classed spellcasters, I'll cover them in more detail in the next post.

So, one more post on classes, and I think the Arcanum will be pretty well covered.  The other books of this RPG won't take so long to go over, maybe one or two posts each.  I'm still working on this wave project, slowly but surely.  I went back to rework my numbers after deciding I was kind of doubling up on a particular input which was causing my wave heights to be crazy high.  Luckily, a lot of what I need to do is just adjust some spreadsheet entries so maybe I'll have something to post on that topic fairly soon.  I hope to get this wave project done soon...it really is getting kind of tedious.  I didn't know it would turn into such a can of worms.