ATLANTEAN TRILOGY LEXICON PDF

Fejas RPG Archive: Atlantean Trilogy Combat ability was defined by three different ratings: Also featured are trilofy rules for combat and magic, 27 character classes, new non-human races for player characters, photocopyable character sheets and spell cards along with a multitude of interesting game variants. Lawful Good characters were committed to honor, truth, justice and mercy. Trrilogy decade after that, Morrigan Press decides to update and revise the material, calling it Atlantis: Inspirational setting The setting of the Atlantean Trilogy which is actually found in the second book of the trilogy, the Lexicon: Easy to remember, easy to apply and easily consistent. One of my all-time favorites in the roleplaying field, The Arcanum has been one of my mainstays for a decade and a half of play. Seems some aspects of the rules beg to be house ruled.

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Now, as the mists of time part, one game rises to the fore. One game that I used to be enthralled with: The Atlantean Trilogy. I first discovered this in through a friend who was visiting from California at the time. He had a copy of the Arcanum, the first edition, the cover in living greyscale. I looked through it, and was enrapt with the game-related art inside. Gone were the nebulous Armor Class rules and attack matrices and saving throws.

Ability saves were used to resist spells. Given that the hobby was still quite young at the time, it was still shackled to some of the more cumbersome engines, tables for things that would have better used a target number, variable percentages for skills, etc. They separated the spells into nine schools of magic, such as Black Magic, Astrology, High Magic, et al.

All of this gave the game a definite flavor, a "feel" to it. Skills were given to you based on race, class, level, and what climate you were raised in. The skill list not only included Martial Arts, several different sub-types of Acrobatics, but also Knife Throwing, which gave you the ability to "call" your shot to any location, including throat, heart, etc. CON or be incapacitated by the wound. If I had to quibble with the skills, it would be that some of was percentile, and others were based on attack rolls in combat.

One of my house rules was that each skill was tied to an ability and got a bonus if the ability was "exceptional. Combat ability was defined by three different ratings: Highly Trained, Skilled, and Untrained. Each determined to hit bonuses and hit points per level, and each of the classes had one of these ratings.

Each opponent rolled a d20 -- the attacker and the defender. The standard offensive tactics were in there -- melee, missile, hand-to-hand, dirty tricks, and called shot. AC was gone, so Armor actually subtracted points from your damage, based on whether it was leather, ring, chain, plate, ad infinitum.

Also, chain, plate mail, and plate armor gave you -1, -2, and -3 on DEX saves respectively. Alignment was handled a bit differently, too. Lawful Good characters were committed to honor, truth, justice and mercy. Lawful Evil characters despised honor, lied, had no sense of mercy or justice. Devils were LE. Neutrals uphold and maintain their own beliefs. Chaotics analyzed a situation and then acted. The best of these are loners.

The worst lack all conscience demons. The spell system was markedly different from the Vancian system. At first level, all spellcasters get every first level spell from their school of magic. Any higher level spells must be found, and they offer ways to do that, from private collections to libraries, to learned mages, and adventuring in ruins and tombs. It is worth noting spellcasters may only cast two spells per day, plus 1 per level.

In combat, it is also impossible to cast anything other than a first level spell, due to the stress and frenzy of battle. They also had extensive rules for the properties of various plants and metals, alchemical rules, signs and symbols, and spell research.

I went home the next morning and dug up one of my dragon magazines that had that book in it. I sent in a check to Bard Games.

Easy to remember, easy to apply and easily consistent. The Bestiary This was an interesting book. The interior illustrations were rendered by comic artist Bill Sinciewicz. His crazy, somewhat manic-messy style fit the tone of the book. They had an interesting way of handling the monsters. Each monster was given a class and a level. From there you could figure out the to hit bonuses.

The other thing is that they had mythical or quasi-mythical names for the monsters. This product was obviously a labor of love, and parts of it resembled nothing so much as Robert E. The entire earth is described. In a nutshell, the world suffered a massive Cataclysm, and Atlantis is a shadow of its former self. Mu and Lemuria and similar mythic continents all share space in the Lexicon. This is one of those games I kinda wish had reached ascendancy, but it is a very different game than it started out as.

The first time some of this material saw print was in the "Compleat" series by Bard Games. Then, Bard Games put out these three books. And later, Talislanta was born and would change publishers again and again. If the Atlantean Trilogy is at the dawn of the world, Talislanta takes place at twilight, well after the Atlantean Cataclysms and the ice ages that followed.

They changed the game to a series of suggested templates, spells that are created from different "elements" that combine to create specific effects, and a different system more based on the one found in Talislanta. Posted by Eric R. Wirsing at PM.

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