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  1. Artificer Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: +2 Attack/-2 Effect In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic. Identity: Secret Alternate Identity: Heroditus Fabricus Stylianos Birthplace: Atlantis Legal Status: Atlantean citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms Occupation: High School Student (Sophomore) Affiliations: Atlantis, Claremont Academy Family: Xyles (father), Yrdoste (mother), Theodora (twin sister) Age: 16 (Date of Birth: September 1st, 2003) Gender: Male Species: Human Offshoot (Atlantean) Height: 6 ft 4 in. (1.93m) Weight: 210 lbs. (95kg) Skin: Olive Hair: Black Eyes: Sea Green Tall, sleek, and reasonably attractive, with an Aquiline nose and strong jawline topped by sea green eyes. He keeps his black hair long, and is trying to grow in a beard; he is certain it shall be magnificent. HISTORY Thousands of years ago, the island continent of Atlantis was home to a civilization of Preserver-enhanced humans, advanced far beyond anything else on Earth. Atlantean “technology” was a strange combination of scientific principles, the alien science and technology of the Preservers, and their understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental forces. Much was destroyed or lost during the Sinking, as was the knowledge to make and maintain it (hindered by the fact it was all hand-crafted, never mass-produced), but several scraps remained. The Stylianos clan has long worked to recover and restore these lost artifacts, which has given them some sway in Atlantean culture; while none are part of the nobility, many serve as favored artisans or in the military. Heroditus and his twin sister Theodora are the latest in this long line of techno-mages, and received both practical education and formal training in mechano-mysticism since they were eight. Theodora had a surpassing talent for manipulating magical energy, and focused on sorcery and spellcasting -- unusual for the family, though not unheard of -- while Heroditus proved quite adept with the artifacts and devices that made Atlantis (and his family) so great. In an effort to expand his knowledge and skills, Heroditus applied to and was accepted at Claremont Academy. He hopes to learn about surface world technology and magic, to see if those techniques can be used in recreating lost Atlantean artifacts. He might also give the superhero thing a try -- e’s not eager to get into combat, but not averse to it either, and what better way to field test his creations?! PERSONALITY & MOTIVATION Heroditus is proud of his people and his family, and is eager to learn all he can and bring further honor to himself and his house. He misses the family workshops, but will learn to make do at Claremont. He’s strong minded, strong willed, and totally dedicated to his craft. He has some trouble understanding others who aren’t as dedicated to their pursuits, especially if those pursuits don’t involved magic or technology (ideally both). POWERS & TACTICS Like most Atlanteans, Heroditus can breathe water, not through gills but because the lining of his lungs was adapted (due to arcanogenetic modifications performed on his ancestors) to allow him to extract oxygen from water and to withstand considerable water pressure. He can also breathe air, although he’s most comfortable in an aquatic environment (and can dehydrate over time if not immersed in water). His eyes are sensitive to light and able to see in dim lighting in the ocean depths, although not in complete darkness. His muscle tissue is denser than human; though he’s built like a swimmer (who sidelines as a blacksmith), he can out-perform most (non-metahuman) weightlifters. Heroditus is able to generate magical energies, though only roughly; he can generate omnidirectional bursts of magical energies and create mystic shields around himself. He can also see magical energies, thanks to arcanogenetic modifications he received that added magic-sensitive photoreceptor cells to his retina. He can channel his mystic energies into an assortment of mechano-mystical devices -- effectively acting as a battery for them (or, rather, the Devices provide Alternate Powers for his Magic) -- to generate a variety of effects; he’s always tinkering with them, refining and adding new abilities. His current kit includes a gauntlet that can channel and refine his mystical energies for a variety of effects (directed blasts, blinding lights, complex illusions, telekinesis, and transmutation), and goggles that enhance his vision and hearing. Atlantean technology, based on a mix of alien technology & magic and having been adapted to work in icy salt water, is vastly different from surface world technology. It does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater), but instead is powered by magical crystals drawing upon various elemental energies, recharged in orichalcum-lined sockets linked to ley-lines or by the wielder’s own innate mystical energies. Many Atlantean devices look similar to surface world tech -- an Atlantean blaster looks not that dissimilar to one made by the Foundry -- but a surface world engineer taking it apart and looking inside would be completely baffled at how it works. (Attempts to deal with them would require the researcher to roll the lower of Knowledge/Arcane Lore or Knowledge/Technology.) COMPLICATIONS Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious. Exposure to intense heat or other desiccating effects can also cause this. Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety. He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. Where Are The Crystals?: Modern electronics, or even simple combustion engines, are as weird and alien to Heroditus as Atlantean techno-magic is to surface worlder engineers. ----- ABILITIES: [4 + 2 + 4 + 6 + 6 + 2 = 24PP] Strength: 14 (+2); effective Lifting STR 24 Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT: [6 + 8 = 14PP] Initiative: +1 Attack: +3, +9 w/ Blast Grapple: +7, +8 w/ Move Object Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3, -1 w/out Force Field ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Bolts of Magic Ranged (500 ft. max) DC 20 Toughness (Staged) Damage (Any Magic) Blinding Cone 35 ft. DC 17 Reflex Area (Cone) Effect DC 17 or 13 Reflex, then Fortitude Dazzle (Visual) Burst of Magic 35 ft. DC 17 Reflex Area (Burst) Effect DC 22 or 18 Toughness (Staged) Damage (Any Magic) Invoked Imaginings Perception DC 14 Will Disbelieve Mage Hand Ranged (500 ft. max) Grapple vs. +8 (Staged) Pinned/Bound DC 20 Toughness (Staged) Damage (Physical) SAVING THROWS: [2 + 2 + 3 = 7PP] Toughness: +7 (+2 Con, +5 Force Field), +2 w/out Force Field Fortitude: +4 (+2 Con, +2) Reflex: +3 (+1 Dex, +2) Will: +6 (+3 Wis, +3) SKILLS: [40R = 10PP] Concentration 4 (+7) Craft (Artistic) 7 (+10) Craft (Mechanical) 7 (+10) Craft (Structural) 7 (+10) Knowledge (Arcane Lore) 7 (+10) Knowledge (Technology) 7 (+10) Language 1 (Atlantean [native], English) FEATS: [7PP] Artificer Dodge Focus 3 Eidetic Memory Environmental Adaptation (Aquatic) Ritualist POWERS: [5 + 4 + 5 + 3 + 16 + 4 + 4 + 2 = 43PP] Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP] Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5} Device 1 (“Elemental Gauntlet,” 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [16 points]) {5} AP: Blast 5 (“bolt of arcane energy”; PFs: Accurate 3, Variable Descriptor 2 [any elemental/magical]) {15/16} AP: Dazzle Visual 7 (“blinding cone”; Extra: Area [General, Cone, 35 ft.]; Flaw: Range [Touch]) {14/16} AP: Illusion 4 (“invoked imaginings”; auditory, olfactory, and visual) {16/16} AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Precise) {16/16} AP: Transform 1 (“transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Progression [Mass] 3 [10 lbs.], Precise) {10/16} Force Field 5 (“arcane shields”) [5PP] Immunity 3 (cold, drowning, pressure) [3pp] Magic 8 (16 points) [16PP] BE: Damage 7 (“burst of magical power”; Extra: Area [General, Burst, 35-ft. radius]; PFs: Variable Descriptor 2 [any elemental/magical]) {16/16} Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP] Swimming 2 (5 MPH) [2PP] DRAWBACKS: None TOTALS: Abilities (24) + Combat (14) + Saving Throws (7) + Skills (10) + Feats (7) + Powers (43) - Drawbacks (0) = 105/105 Power Points ----- Heroditus Fabricus Stylianos Stylianos = “pillar” Sophomore 2019-20 Junior 2020-21 Senior 2021-22
  2. ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers (including various artificial intelligences, Preserver Stones, and molecular-, atomic-, and even quantum-scale engineering, and harnessing "cosmic" energy), and Atlantean understanding and use of magic (including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces -- some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector (a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera). The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted by specially-trained experts. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available -- re-creating such items are simply beyond the capabilities of modern Atlanteans. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at what would be considered alchemy (though now very limited due to their aquatic environment), as well as effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Crude gravity and magnetic manipulation are possible, an offshoot of earth manipulation. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed (or repurposed) to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Crystalline devices that can record and play back thoughts are also common, and are one of the few pre-Sinking items that can be recreated. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. (The sea creature-controlling Trident of Poseidon gets a pass due to its use in defending Atlantis over the centuries.) Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in Surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity (as the Deep Ones are to the Unspeakable One), and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare, and largely relegated to dark myths. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Attempts to recreate orichalcum (mostly by Surfacers who found fragments of Atlantean notes) lead to the creation of a similar metal, an alloy of cinnabar (mercury sulfide), copper, and gold. This false or fool's orichalcum, while incredibly tough and appearing identical to the true metal to most tests, will break down under forces generated by many contemporary metahumans. This metal has Toughness 12 (Impervious 12). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking, though some have been repurposed into remote- or proximity-detonated area effect weapons (i.e., mines). Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances, but can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. (Atlantean writing is done by die-stamping onto thin sheets of such soft metals.) Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities, but are sometimes used in small quantities for decorative purposes. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skills may be used without the +20 DC modifier. Similarly, repairing or constructing Atlantean technology requires training in both Craft (Mechanical) and either Craft (Artistic) or Craft (Structural). Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, Surface World technology -- modern electronics, or even simple combustion engines -- are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers. An Atlantean trying to deal with Surface world technology suffers a +20 DC modifier to their Knowledge (Technology) checks, unless they are also trained in Knowledge (Physical Science), in which case the lesser of the two skills may be used without the +20 DC modifier.
  3. HGM

    Atlantis

    Thousands of years ago in the midst of the Atlantic Ocean, the island continent of Atlantis was the home of humans genetically enhanced by the alien Preservers, devoted to the protection of life throughout the universe. Using samples of technology left behind by the Preservers and their own enhanced intellects, the Atlanteans created an advanced civilization. In time, they came into conflict with Lemuria the ancient civilization of the Serpent People. After generations of war they found themselves mutually annihilated by the Guardians placed with the duty of guarding the biosphere as the war had proved too costly in ensuring the planet's survival. Atlanteans who found a way of surviving the Sinking, formed underwater nomadic tribes. It would be hundreds of years before the tribes would unite into the undersea Nation as it is known today. And even longer still before Atlantis had any formal contact with the outside world. Government Atlantis is divided into 12 city states. Each with their own king and democratically elected Senate. The Royal Assembly, is a senate of two representatives from each of the city states whose authority equals that of their ruling monarchs. Above both the local senates and kings is the high king, ruler of all of Atlantis. The current High King is Theseus as the ruling clan is the House of Atlan. Each city-state is allowed two elected representatives in the royal assembly who act as a sort of supreme senate. Although Atlantis claims dominion over the Seven Seas, the reality is that in practicality each city state can only maintain a sphere of influence within a day's swim of the city. As such tribal Atlanteans living outside of the city are left to their own devices. And with them, bands of Atlantean Barbarians. While Atlantis claims dominion over the Umiquan empire, and they in turn claim independence, the two nations the two hardly acknowledge one another. At the very least preferring one another's company to that of the Deep One's. The current ruling family of Atlantis is the House of Atlan. With High King Theseus and Queen Ariallis at the helm. Princess Thetis is the direct heir to the throne. Queen Mother Evelynn is still alive and beloved by her people, but is not quite in physical shape to defend her kingdom any longer. Princess Thalassa (the adopted daughter and niece by blood of the King) and Prince Telemachus (youngest child, born in 2004) would be next in line after Thetis but neither want any claim to the throne. 12 Colonies of Atlantis Amphitritis: Located in the Coral Sea between New Guinea and Australia is the sunken city of Amphitritis, named for the Greek ocean goddess and wife of Poseidon, Amphitrite. Culturally they are a war-like and aggressive people, they maintain a culture of gladiatorial arenas, trial by combat, and an aggressively xenophobic point of view. Atlantis: Both the name of the nation and the city-state known as the capital of the empire Atlantis located in the mid Atlantic region. The House of Atlan, the current ruling clan of Atlantis, lives here. Atlantis is a symbol of wealth and prosperity, the large collection of farms and techo-magical crystals breed resentment from tribal Atlantean and Deep Ones who have not chosen to join life in the city. Atlit Yam: A submerged city state off the coast of Atlit, Israel. Atlit Yam’s population are Cecaelia also known as octopus persons, their upper bodies are humanoid and, from the lower torso down they bear the tentacles of an octopus or squid. The people of Atlit Yam are furtive by nature, which makes details on the going ons sparse to even other Atlanteans. Sea witches from Atlit Yam make capable mentors for would be undersea sorcerers in training. Cantre'r Gwaelod: Located in the Cardigan Bay, West of Wales, Cantre’r Gwaelod has perhaps the most amenable relationship with the surface of any Atlantean City-state. Citizens of Catre’r Gwaelod and the Amddiffynnwr O Lleu Llaw Gyffes share responsibility and preventing the Formorians from ever walking the earth again. Crantorium: Nestled in the the Tyrrhenian Sea subdivision of the Mediterranean Sea, this Atlantean city-state is a bit of a resort town for Atlantean nobles. Crantorium has the smallest concentration of Atlantean soldiers, relying on the Atlantean capital for aid in case of an attack. Hōzuki: Located inside of a dimensional fold within the Devil’s sea, Hōzuki is the homeland of the samebito. Samebito are sharkmen with emerald eyes. Whether they were Lemurian offshoots or not, the creatures will not reveal. Only nobility speak traditional Atlantean, the common people speak Japanese. Hōzuki has an overtly hostile relationship with Japan due to ambitious Japanese fishermen attempting to capture the sharkmen. In retaliation the samebito went so far as to capture an exploratory science vessel and demand the nation recognize their independence and no longer step in the Devil’s sea. Glamazon, Tsunami, Temperance, and Myrmidion were able to bring the hostage situation to an end but not the shared hostilities. Kitezh: The first of two landlocked city states, Kitezh exists at the bottom Lake Svetloyar in Russia. Back in the 13th century, Atlanteans intermingled with local Russians and used their artifacts to allow the population to adapt to underwater life. The Mongol invasion led to a return to isolation from the surface. The city is cloaked with Atlantean technology completely undetectable from the outside. Lyonesse: The smallest city-state in the entire nation of Atlantis, Lyonesse sits some 50 miles west of Cornwall. Lyonesseans are an offshoot of the Atlanteans, transformed by ancient magic into a hybrid race of merfolk, with fish-like lower bodies and humanoid upper bodies. Matriarchal in culture, Lyonessans are far more likely to seek council from Queen Aryallis than King Theseus. Kreeg: Located in Angikuni Lake, Kreeg is a penal colony for Atlantean criminals and outcasts. The second of two landlocked Atlantean colonies, Kreegians turned to the Dark Mother when surface locals threatened their home. A barbarian Warlord answered their prayers, claiming to be a prophet of the Dark Mother he “gifted” the Kreegians with the “shadow-death.” And thus they became vampiric entities given the strength to wipe out an entire surface town in the blink of an eye. Leaving not a single trace of their work. Orzan became their leader, until the day he set his eyes on the Atlantean throne. Though King Thallor lost his life, and the Queen Mother suffered grievous injuries Orzan was bested by Theseus. Rather than completely raze the city to the ground and destroy the vampiric inhabitants, Theseus turned Kreeg into a penal colony. Kreeg is the only city-state without a king as soldiers assigned to guard the locale are essentially the locale government. Aside from the military presence the Kreegians are free to live their lives as they please (As long as they don’t attempt to flee Angikuni Lake). Trapalanda: South of Patagoni, Trapalanda actually exists inside of a Dead Zone. The Trapalandans are sentient plant persons, with a foul smell. Nomadic Trapalandans tend to travel to swamps within the Iberra wetlands. The massive size of the Trapalandans may have been inspiration for the myths of the Pantagonian giants. Vineta: Located in the the southern coast of the Baltic Sea. Vinetans have an extremely long lifespan even by Atlantean standards. It is said that the average lifespan of a Vinetan is twice that of any other Atlantean (in actuality it is closer to 1.2x in value). The city is known as a bit of a city of vices. Alantean Barbarians consider it a safe haven, and avoid raiding it as such. Gambling is rampant and the nobility is quick to abuse their power. Vineta is the only Atlantean city-state that practices slavery, keeping captive Deep-Ones for labor purposes. Y’s: In 2003, a team of archeologists discovered the sunken city of Ys off the coast of Brittany and brought a few pieces of Atlantean “artwork” back to the surface. These scientists did not know this Atlantean colony had been destroyed because of its corrupt leaders—worshipers of the Nameless Ones—and that some of the artifacts they recovered were cursed. When one of the items was unwittingly activated by the unscrupulous French diplomat Alexandre Taillard de Würms, he was transformed into a strange, batrachian creature (going by the heroic moniker of the Frog Prince, Alexander had a respectable career as a French superhero for a decade after). When the Sea King became aware Ys had been discovered, he immediately sent a small army of Atlantean forces to occupy and protect the sunken city from scavengers. The French government was unhappy with that outcome and relations have been tense between the nations for years. In fact, France’s protest are the single greatest reason that Atlantis has still not been granted status as a UN country. Ys is still under Atlantean control, and the city-state is occupied entirely by soldiers. Dark artifacts and even more dangerous ruins make the city the most dangerous assignment a soldier can volunteer for. Culture and Physiology Humanoid Atlanteans are indistinguishable from surface dwellers with a mixture of (mostly European) features. They tend toward Roman noses and jaw-lines. Pale eye colors (blues and greens, occasionally amber yellow or violet) and dark hair are most common. Amber eyes and silver hair are a sign of great evil in Atlantean culture, and as such children born with these features find themselves unfairly ostracized by more superstitious Atlanteans. Their muscle tissue is denser allowing for even the average Atlantean to have enough comparative strength to live a small car over their heads. Atlanteans do not have gills. Instead, the lining of their lungs has adapted to allow them to extract oxygen from water and to withstand considerable water pressure. Atlanteans can also breathe air, although they’re most comfortable in an aquatic environment and dehydrate over time when they are not immersed in water. Atlanteans tend to be longer-lived than humans, with average lifespans of 90 years, and some truly venerable Atlanteans living to be 150 or more. Atlanteans who mate with humans find that Atlantean traits (such as their strength and lining of their lungs) generally are passed down without issue. Any mutations or powers from the human parent also seems to pass down without issue as King Theseus can attest. Atlantis is a non-industrial, largely agrarian society. All abled bodies Atlanteans are expected to undergo basic military training for the defense of nation. The standing Atlantean Army is actually very small as a result of being able to call upon the masses as a reserve force. Isolated from the surface Atlanteans are largely ignorant of the ways of man, and vice versa. Atlantis has a largely adversarial relationship with any offshoots of Lemurian society. Be they Deep Ones or the barbarian Serpent Persons living underneath surface society. Although Tribal Atlanteans are only officially considered "barbarians" when they begin attacking Atlantean settlements, many urban Atlanteans assume all tribal Atlanteans to be barbarians serving under a warlord. Atlantean nobility will often add armor to their regular clothing as a sign of wealth and status. Regular Atlantean clothing is similar to to scaled one piece bathing suits made of hydrodynamic material. Atlantean weaponry ranges between vibration inducing, sonic, and blaster weaponry. With thrusting weaponry a particular favorite. Electrical weaponry is also not without use, but Technology Most Atlantean technology is powered by magical crystals drawing upon geomantic and geothemal energies, recharged in orichalcum-lined sockets linked to ley-lines. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector, actually a tellurian crystalline based image generator, often with some telepathic components, rather than a video screen or camera. Atlantean reliance on techno-magical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted, and many are often family heirlooms maintained, repaired, and passed down through the generations. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics.
  4. Glamazon Power Level: 14 (212/216PP) Trade-Offs: -1 Defense/+1 Toughness, -1 Attack/+1 Damage Unspent Power Points: 4 In Brief: Atlantean Demigoddess Alternate Identity: Princess Thalassa 'Thaelia' of the House of Atlan Identity: Public Birthplace: Atlantis Occupation: Atlantean Ambassador Affiliations: Atlantean Royal Family, The Olympians, Next Gen II (Former Member) Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin) Description: Age: 23 (DoB: January 03, 1997) Gender: Female Ethnicity: Atlantean Height: 6'0 Weight: 160 lbs. Eyes: Blue Hair: Black Thaelia is a muscular young woman with raven black hair and soft blue eyes that always give the feeling of an ocean's view. Her skin is slightly olive in complexion. The Glamazon's forma battle attire is old decorated Atlantean battle armor and mesh-wear. Runes and gems are strewn all about, with the cloth just loose enough to adjust to all manners of aerodynamic friction underwater. The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears. History: When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well. Her mother, the younger sister to Theseus, Despina. Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned. Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons. When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function. As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations. Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight. Life After Claremont Upon Graduating from Claremont, after being sidetracked by a kidnapping, princess Thaelia petitioned both her family and the Atlantean senate to allow her to act as Atlantis ambassador to the surface. Though Atlantis relations with the surface remained tumultous, especially with frequent conflicts with foreign navies while Thaelia studied abroad, they eventually relented on a trial basis. Whilst waiting for the Atlantean Embassy to be built in Freedom City, Thaelia spent a few months living in Freedom League Special Circumstances Housing. Personality & Motivation: Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety. Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to read. While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist. Even giving piety to the gods after defeating particularly dangerous foes. Thaelia is short on impulse control, she finds herself often acting without thinking. She's never been lacking in hubris or overconfidence. Furthermore coming from a warrior culture Thaelia loves the thrill of battle. Priding herself on the opportunity to overcome any opponent in combat. She can't, however, stand for cruelty. Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice. Thaelia lives by a code of honor that would set her right at home with a Homeric Hero. Believing a hero's duty was to fight for those in need, and that the only way of gaining glory and immortality is through committing heroic acts on the battlefield. In her case leaving some truth to the mythology as a demigoddess. Living up to her honorable ideals is the top priority for Thaelia. This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger. Powers & Tactics: Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on the surface. Underwater her fighting style is akin to a graceful cruise ship missile, swimming around and charging into her foes with absolute ease. Those who underestimate her are quickly made aware of her superhuman strength. Thaelia is strong enough to lift an ocean liner with minimal effort. When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet a tactic that allows her allies to take advantage of their foes loss of footing. As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even. That's if her opponents can injure her in the first place, as even for an Atlantean royal Thaelia is particularly strong and durable. Lacking her grandfather's affiliation with turning into a liquid form she's had to train her body to directly trade blows with all manners of foes. Thaelia is armed with Undertow, a sentient trident created out of a foul miasma and tempered by her ichor. The trident allows her to make manifest the godly power her mortal half could not call upon otherwise. With Undertow, Thaelia can walk on water, call upon the ocean water to heal her from physical harm, or even. The trident increases her strength and durability to the point that most conventional weaponry cannot even scratch her unless the blow is directly aimed to her solar plexus. Whilst holding Undertow Thaelia's ability to move through the sea is even faster, almost as if the trident was pulling her forward. Undertow can also glow as In Atlantean writing the trident's handle bears the inscription. "Should one be worthy to wade through the Undertow, he shall bear the weight of the POWER POSEIDON." Complications: Undertow: Thaelia's prized trident is a sentient, telepathic being granting her access to both of its vast knowledge and her godly gifts. But, it is also in part a malevonent entity. The miasma that gives it life is entertained by bringing stryfe to its bearer. GM's are encouraged to play the trident up in a way that is actively antagonistic to her. Competitive: Thaelia strives to win any contest she is in, regardless of the nature of the contest. Her honor forbids her from turning down a challenge. Even if doing so would be in her best interest Diplomatic Responsibility: Thaelia isn't free to act as she pleases, her actions can be considered a reflection on Atlantis to the public. At all times her role as an ambassador should be in the back of her mind. And if it's not it certainly will be for those that would wish to take advantage of this fact. Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family. Ichor of the Gods: Divinity is in the blood. Literally. Thaelia's blood glows a golden color (although it is still mostly red). Which could make for easy tracking of her once injured. In the case of blood transfusion her blood is poisonous to humans and could theoretically be weaponized by a non magical villain. The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art. Truth Teller: Thaelia isn't just a bad liar. She's a disastrous one. The GM is encouraged to make any attempt at deception with Thaelia involved end up with disastrous results. ABILITIES: 24 + 2 + 24 + 4 + 2 + 0 = 56PP Strength: 34/40 (+12/+15) Dexterity: 12 (+1) Constitution: 34/40 (+12/+15) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 (+0) COMBAT: 24 + 16 = 24PP Initiative: +1 Attack: +12/+13 Grapple: +33/+42 (+12/+13 Base Attack, +12/+15 Strength, +9/+14 Super-Strength) Defense: +12/+13 (+8 Base, +1 Enhanced, +4 Dodge Focus), +4/+5 Flat-Footed Knockback: -6/-14 SAVING THROWS: 0 + 0 + 9 = 9PP Toughness: +15 (+12/15 Con, 14 Impervious) Fortitude: +12/+15 (+12/+15 Con, +0) Reflex: +1 (+1 Dex) Will: +10 (+1 Wis, 9) SKILLS: 44R = 11PP Diplomacy 7 (+7) Knowledge (Arcane Lore) 13 (+15) Knowledge (Theology & Philosophy) 8 (+10) Language 4 (Atlantean [Native], English, Greek, Latin, Lemurian) Perform (Singing) 5 (+5) Ride 4 (+5) Swim 3 (+18) FEATS: 18PP Accurate Attack All-Out Attack Benefit (Status 2 [Atlantean Royal, Olympian Demigoddess]) Chokehold Dodge Focus 4 Environmental Adaptation (Aquatic) Favored Environment (Underwater) Interpose Instant Up Power Attack Ritualist Stunning Attack Takedown Attack 2 Veteran Reward Equipment 5 HQ: The Aquarium [25EP] Location: Bottom of the Atlantic Ocean, in the Miwlaukee Deep Appearance/Details: Size: Huge Sized [3EP]; Toughness: +20 [3EP]; Features: Animal Pens, Combat Simulator, Communications, Computer, Concealed 2 (DC+15), Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Pool, Power System, Security System x2 (DC 25) [19EP] POWERS: 37 + 44 + 3= 84PP Atlantean Physiology ( 36PP Container; Feat: Innate ) [37PP] Immunity 3 ( Cold, Pressure, Suffocation [Drowning] ) [3PP] Super Senses 1 ( Low-Light Vision ) [1PP] Super-Strength 9 ( Effective lifting STR 79 [Heavy Load= 1.6k Tons]; Feats: Groundstrike, Shockwave, Thunderclap ) [21PP] Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11] Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 625', Standing Jump 315', High Jump 156') [6+4]={10/10} Device 14 ( 70PP Container; Feat: Restricted 2 Only the Worthy may Lift [Worthiness is defined by embodying the Homeric heroic code]; Flaw: Easy-to-LoseAll Effects have the Divine Descriptor ) [44PP] Comprehend 2 ( Animals [Speak to, Understand]; Flaw: Limited to Equines ) [2DP] Damage 0 ( Feats: Extended Reach, Improved Critical, Mighty; Extra: Penetrating 3) [6DP] ( Undertow's prongs ) Enhanced Attack 1 [2PP] (Deftness of Atalanta) Enhanced Constitution 6 [6DP] (Invincibility of Achilles) Enhanced Defense 1 [2PP] (Deftness of Atalanta) Enhanced Feat 1 ( Quick Change ) [2DP] (Outlandishness of Periclymenus) Enhanced Feat 1 ( Eidetic Memory ) [1DP] (Knowledge of the Undertow) Enhanced Strength 6 [6DP] (Strength of Heracles) Features 1 ( Sentience [The trident is sentient, telepathic, and prefers to be called Undertow] ) [1DP] Impervious Toughness 14 ( Flaw: Limited [ [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]; Drawback: Weak Point ) [6DP] (Invincibility of Achilles) Light Control 1 ( 10' ) [2DP] (Glowing Trident) Super-Movement 1 ( Water-Walking ) [2DP] (Oceanography of Orion) Super-Strength 5 ( +25 Effective lifting, total STR 110 [Heavy Load= 52.4k Tons] ) [10DP] Regeneration 10 ( Bruised 3/No Action, Injured 6/No Action; Flaw: Source [Water] ) [5DP] (Nourishment of Triton) Super Senses 14 ( Vision [Pentrates Concealment, True Sight ) [14PP] (Eyesight of Lynceus) Swimming 4 ( [Stacks with Swimming 10 for a total of 14]; 50,000 mph 500,000' per round ) [4DP] (Deftness of Atalanta) Immunity 3 ( Aging, Disease, Poison ) [3PP] (Ambrosia) DRAWBACKS: -1-2-2 = -5PP Vulnerable (Desiccation Effects; Frequency: Uncommon, Intensity: Minor) [-1] Vulnerable (Fire/Heat; Frequency: Common, Intensity: Minor) [-2] Vulnerable (Electricity; Frequency: Common, Intensity: Minor) [-2] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC30 Toughness Damage (Physical) Groundstrike 140’ Explosion DC24 Reflex Trip Shockwave 140’ Cone DC24 Reflex DC31 Toughness Damage (Air) Stunning Attack Touch DC 24 Fortitude Stun Thunderclap 70’ Burst DC24 Reflex Dazzle (Deafened) Undertow’s Prongs 5’ DC30 Toughness Damage (Piercing) TOTALS Abilities (56) + Combat (40) + Saving Throws (9) + Skills (11) + Feats (18) + Powers (84) - Drawbacks (5) = 212/216 Power Point
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