The Last Days of Atlantis

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Bluethomas
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The Last Days of Atlantis

Post by Bluethomas »

This is a setting I've created. I'm doing a translation for Basic Fantasy and would like feed back. I'm using non traditional races (there are no elves ,dwarves etc). Here is the first.

PROMETHEAN

Description
Prometheans are living constructs. The vast majority of them have been created by humans, but certainly not all have been. Tales of a whole race of Prometheans being created by the ancient Atlantians have been told, but none of those seem to have survived the Great Cataclysm. There are even stories that other Prometheans have created others of their own kind, though those stories are unconfirmed. The rite to create a Promethean is rare and hard to find.
Prometheans can be made from a wide variety of materials.
No matter how or with what they were constructed with, all Prometheans have a “heart” that sits in their very being. It is only through the destruction of this heart that they can be truly killed. From stones, gems to beakers filled with mercury to a clock work contraption, a Promethean heart takes on many forms.
As long as their Promethean Heart is intact, and they don’t’ suffer damage, Prometheans do not age or die.
Prometheans speak common and the languages of their creators.
Restrictions
Prometheans can become Clerics, Fighters, Magic-Users or Thieves. They are required to have a minimum Constitution of 9. Due to their “mechanical” nature, they may not have a Charisma higher then 17.
Special Abilities
Even though they are constructed, a promethean is a living creature. Prometheans are immune to natural, but not magical, disease. They do not need to eat or breathe, but can ingest food and drink if they wish.
Prometheans speak common and all languages of their creators.
Saving Throws
Prometheans never have to make a saving throw against natural poisons, Paralysis or Petrify, but against magical ones they do. They save at +4 vs. Death Ray
Prometheans in Pangaea
Prometheans have a wide history, with many different people taking up the task of creating Living Constructs. It is thought that the Atlantians themselves had living constructs that they used for dangerous and thankless tasks.
Prometheans reflect their creator’s own personalities and needs. A farmer uses cheap straw and old clothes, embedding his scarecrow with a dark presence to scare away intruders.
A little noble girl gives life to her china doll, teaching her how to throw proper tea parties.
The Clockwork People of the High Mountains produce “citizens” to occupy it’s village. Their creator, the Burgomaster, is a kind dictator. Dark Selena has an small army of iron fighting men who are feared for their single determination. These are but a small number of the different type of Prometheans. There is even rumor of a Promethean who has attained Godhood.
“The humble and meek are thirsting for blood.”
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Re: The Last Days of Atlantis

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BETE

Description
Bete are a race of intelligent, shape changing animals that hail from the Gloaming. Bete have two forms, the animal form that is indistinguishable from a normal animal, and an anthropomorphic form. Bete are found the world over, but seem to have originally appeared in the Kingdom of Jade where they are called Hengeyokai. They live as long as humans do. While one race, bete are comprised of many species. The common species of Bete include:
Carp, Cat, Dog, Fox., Hare, Raccoon, Rat, Raven, Swan, Wolf
Other species are thought to exist in faraway lands.
While interactions with humans are rare, it is known to happen, Bete are loyal friends and some bete even
stay within human communities for the rest of their lives, becoming protectors of said human communities. But even when they do, bete are prone to disappear back into the wilds. As intelligent and refine as bete can be, in their hearts they are still wild beasts.
Most Bete that worship a deity worships the Animal Lord of their specie type.
Restrictions
Bete can be Clerics, Fighters, Magic-User or Thieves. Bete are required to have a minimum Dexterity of 9. Bete never roll larger than six-sided dice (d6) for hit points regardless of class.
Special Abilities
Bete can change shape 1/day per level. When in the animal form, use stats for the animal type from the monster section, except that they retain their Intelligence, Keep hit points and saves from their class. Damage done in one form, carries over to the other, and if killed the bete stays in its current form. The anthropomorphic form is never taller than 5’ tall. Bete speak common, the bete tongue and the language of the animal type they belong to. They can speak all languages in either form.
Items used by bete change with their forms, but are not able to be used when in animal form.
Bete have Darkvision 60’ range.
Saving Throws


Bete in Pangaea
Other species are thought to exist in faraway lands.
While interactions with humans are rare, it is known to happen, Bete are loyal friends and some bete even
stay within human communities for the rest of their lives, becoming protectors of said human communities. But even when they do, bete are prone to disappear back into the wilds. As intelligent and refine as bete can be, in their hearts they are still wild beasts.
In the Kingdom of Jade Bete are called Hengeyokai and comprise of several species not seen in the Twelve Kingdoms and seem to be more integrated with the human population.
Of all the Kingdoms, it is the Kingdom of Ivory that has the largest and widest range of Bete, with elephant, Crocodile and even Zebra Bete having been reported
“The humble and meek are thirsting for blood.”
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Solomoriah
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Re: The Last Days of Atlantis

Post by Solomoriah »

VERY interesting.

Question... how do you pronounce "bete?"
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Bluethomas
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Re: The Last Days of Atlantis

Post by Bluethomas »

Solomoriah wrote:VERY interesting.

Question... how do you pronounce "bete?"
As in Let's make a bet. It's French for Beast.
“The humble and meek are thirsting for blood.”
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Re: The Last Days of Atlantis

Post by Bluethomas »

I still have to figure out the saving throws for the Bete.
“The humble and meek are thirsting for blood.”
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The Last Days of Atlantis : Wisp

Post by Bluethomas »

This is a hard one to translate for Basic. I have it down for 5e, but in nutshell how do you do a creature that has memories from past lives in Basic? Hence the reason it's not done completely.

WISP

Description
Only recently a race of beings calling themselves the Wisp have been spotted on Pangaea. Wisps are creatures originally from the Ethereal Plane that don’t have physical bodies. They come to Pangaea to find a human (and only a human) that is on the threshold of death. The Wisp takes over the body the second that the soul leaves it and bonds with the body, making the body its own. This bonding heals and even reanimates the dead body back to life. Wisps are not undead. This bonding gives the Wisp’s host an extended life of a couple hundred years. When the host body dies, and only when it dies, the wisp must find another body in minutes, or be sucked back into the Ethereal Plane.
Wisps look like humans with washout features due to an inner glowing light. The light given off neither hinders
nor helps the Wisp or those around it in Darkness. If the wisp is completely covered, the light is blocked.
Most of Wisp Society is unknown to outsiders. They are known to worship only a single God named Ani, who is of all things, a Promethean.
Restrictions

Special Abilities
Wisps are able to see into the Ethereal Plane and beings in their current plane that are Ethereal.

Saving Throws

Wisp in Pangaea
Wisps have not been in Pangaea for a very long time in great numbers. Ancient texts tell of individuals, but it’s only been recently in the last two years that they have been seen in larger numbers. Their recent appearance is due to them finding a Promethean named Ani who later became something of a god figure to them.
“The humble and meek are thirsting for blood.”
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The Last Days of Atlantis : Blooded

Post by Bluethomas »

Another one I'm almost done with. This one (with the standard of humans) complete the races of LDOA.

BLOODED

Description
Blooded are born of humans who have the bloodline of a supernatural creature. This bloodline pops up time after time in later generations. There are three main categories of blooded, each with their own histories, names and society.
Changelings have fey blood. Typical physical markings include long, tapering ears that end in points, colorful eyes and melodic voices.
Elementals are descended from various genies. Typical physical markings include fire for hair, pale blue skin, hair and clothes moving as if underwater and skin that looks like chipped rock.
Nephilim are descended from demons, devils and various angelic beings. Physical traits include horns, bat/bird wings (that don’t convey flight) gold or red skin to shadows that move on their own.
In all, think about unique looks for your blooded character. They are as varied in appearance as humans. They live about the same length as humans do.
Restrictions
Blooded can be Clerics, Fighters, Magic-Users or Thieves. They can combine Fighter/Magic-User, Fighter Thief, Magic-User/Thief
Special Abilities
All blooded have Darkvision 60’ range.
Changelings can cast Charm Person 1/day
Elementals
Nephilim can cast Light or Darkness 1/day
Saving Throws:
Changelings
Elementals
Nephilim
Blooded in Pangaea
KeIta has the largest number of Changelings the world over being the domain of the Fae. The vast majority of those are of Elven blood. Families with Changelings tend to be given wide breath as the people fear the
Good Folk. The Caliphate of Sand is home to the Genasi, being the result of unions with various genie kind. Most Genasi are looked at favorably as most would hope that wishes and good fortune will rub off of the Genasi. But no other Blooded are more reviled or exalted then the Nephilim. Being part angel or Infernal being makes these Blooded closet to the Gods. Some may even be part god....In the Twelve Kingdoms Blooded are seen with mixed feelings. Where the Pantheon are worshiped, they are reverend, while in those areas that is controlled by the Church of the One True Light, they are seen as demons, or in the cases of Aasimar, mistakes of fallen angels.
“The humble and meek are thirsting for blood.”
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The Last Days of Atlantis : Dreamer

Post by Bluethomas »

This is a new Quasi-class for my Last Days of Atlantis setting. Please let me know what you think of it Esp if there is anything that would not work or is beyond Basic Fantasy.
Attachments
New Quasi.pdf
(84.38 KiB) Downloaded 304 times
“The humble and meek are thirsting for blood.”
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Bluethomas
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The Last Days of Atlantis :Dream Chest

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Dream Chest
Dream Chests allow objects taken from the Gloaming to become permanent in the world of the waken.
Normally Items brought out of the Gloaming will only last for 24 hours before dissolving back into soft fluffy dream stuff and disappearing. The item to be made permanent must first fit in the chest. Dream Chests are one of two sizes. The smaller being 12" x 6.8" x 6.8" while the larger being 42” x 18½” x 19½. Both require the item to be in the chest for at least a full night, and only one item can be made permanent at one time.
“The humble and meek are thirsting for blood.”
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The Last Days of Atlantis : Dwarves

Post by Bluethomas »

One of the Fey Races, Dwarves are all but gone from the world of Pangaea. Eons ago they double crossed the Goblin Queen (or at least that’s her side of the story) and she cursed the whole race to never see sunlight again. To make matters worse for the dwarves, she promised to lift the curse if they would fashion her a great magical sword, which they did. Unfortunately for the dwarves her champion the Black Knight slew the majority of the race when he came to retrieve the sword from the Hall of the Dwarven Kings .
Player Character dwarves are descendants of the dwarves that were not in the Hall of the Kings when the massacre occurred. The Dwarves of Pangaea are as described in the Basic Fantasy Rulebook except that they have the curse placed on them by the Goblin Queen. This curse turns any dwarf that is not underground into stone (no saving throw)when the sun rises. At sunset dwarves that get caught in the sunlight return to normal. It is up to the GM as to if this curse can be overcome but it would have to be for the whole race and would have to be done by a being as powerful or more powerful then the Goblin Queen
(who is Divine in nature).
“The humble and meek are thirsting for blood.”
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