TEXT:  
  1 
   
  
   
  2 
  Table of Contents 
   
   
  Credits 
   
  Page 3 
  Introduction 
  Page 4 to 7 
   
  Actor’s Guide 
   
  Page 8 to 351 
  Chapter 1: The Setting 
  Page 8 to 100 
   
  Chapter 2: Persona Templates & Powers 
  Page 101 to 146 
   
  Chapter 3: Persona Creation 
  Page 147 to 162 
   
  Chapter 4: Skills 
  Page 163 to 189 
   
  Chapter 5: Advantages & Disadvantages 
  Page 190 to 240 
   
  Chapter 6: System Mechanics 
  Page 241 to 262 
   
  Chapter 7: Armor, Equipment, & Weapons 
  Page 263 to 286 
   
  Chapter 8: Sorcery & Religious Rituals 
  Page 287 to 351 
   
  Director Guide 
   
  Page 352 to 441 
  Section I: Allies & Antagonists 
   
  Page 364 to 388 
   
  Section II: Dark Conspiracies & Secret Societies of the World 
   
  Page 389 to 434 
   
  Section III: Artifacts, Relics, and Tomes 
  Page 435 to 441 
   
  Index 
   
  Page 442 to 444 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
  Credits 
   
   
  Concept and Design: Brian-Joseph Baker  
   
  Playtesters: Jessica Hansel Lee, Kyle Schwartz, Joseph 
  Luckey III,  Tim Conboy, Jacqueline Schear, Eric Nelson, 
  Norbert Koopman, Daniel Pilgrim, Jason Scott Forshey, 
  Michael Wigle, Karen aka “Onyx”, Randy Couch, Stephen 
  Stallkamp, Robert Belcher, Linda Morrisey, Adam Maag, 
  Yvonne Day, Keith LaRue 
   
  Written by: Brian-Joseph Baker, Joshua D. Brice, Dillon 
  Langlands, & John Bromley 
   
   
  Center Stage Game System Designers:  
  Brian-Joseph Baker, Christopher Szynkowski, Jason Scott 
  Forshey, & Stephen Stallkamp 
   
   
  In-House Playtesters: Christopher Szynkowski, Beth A. 
  Baker, Joshua D. Brice 
   
  Other Writers: Sean Michael Ragan, Jeremy Buxman, 
  Jonathan Jordan, Ralph Dula, Matthew Hope, Chris 
  "MrGone" Leland, Marcus Tsong 
   
   Acknowledgements 
  Additional Material 
   
   
  Developed by: 
  Brian-Joseph 
  Baker 
  & 
  Christopher 
  Szynkowski 
   
   
  Editor: Brian-Joseph Baker 
   
   
  Art Director: Brian-Joseph Baker 
   
   
  I would like to take the time to thank everyone that was 
  involved with this 9 year long project. There were many 
  times that I thought Dark Aeons would never get finished, 
  but thanks to the hard work and perseverance of everyone 
  involved we were able to complete this monumental project. 
  I would also like to dedicate this book to my grandfather, 
  without his support and belief in my writing abilities, Dark 
  Aeons: The Atlantean Chronicles would never have become 
  the reality it now is.   
  Layout & Typesetting: Brian-Joseph Baker 
   
   
   
  Interior Art: Brian-Joseph Baker and Frostbrand Art 
  Studio 
   
   
   
  Cover Art: Brian-Joseph Baker 
   
   
   
  Front & Back Cover Design: Brian-Joseph Baker  
   
   
   
   
  Copyright Information 
  Dark Aeons: The Atlantean Chronicles, the Center Stage Game System Logo, and all Dark Aeons: The Atlantean Chronicles Materials are trademarks 
  of Stardust Publications Inc. registered in the United States and elsewhere in the world. All artwork in Dark Aeons: The Atlantean Chronicles products 
  and the images contained therein have been produced either in-house or as work for hire. All characters, names, places and text herein are copyrighted 
  by Stardust Publications Inc.  References to the works of H.P. Lovecraft are from and remain in the public domain. 
   
  The copyright in the artwork and the images it depicts is exclusive property of Stardust Publications Inc. 
   
  This book uses the supernatural for settings, characters, and themes. All occult and supernatural references are fiction and intended for entertainment 
  purposes only. The content in this book is intended for mature readers. Reader discretion is advised. 
   
  © Copyright Stardust Publications Inc, 2009. All rights 
  reserved. 
   
  Stardust Publications Inc. , 8997 Mimosa Ln, Cincinnati OH, 
  45069 
   
  
   
  4 
  Introduction 
   
  Welcome! 
   
  Welcome to Stardust Publications Center Stage Game 
  System. Assuming that you are already familiar with the 
  concept of role-playing games and know how they are 
  played, you can skip ahead to Chapter 2: The Setting. If not, 
  then stick around and we will attempt to explain things to 
  you. Over the following pages, we will cover some of the 
  most basic points in role-playing games, such as; the game 
  system, the history of role-playing, the role of the Actors, 
  the role of the Director, the reason why these games are 
  played, and ways of making Episodes more enjoyable for 
  everyone involved. 
   
  Within this book, you the Actor (player) and you, the 
  Director (game master) will find all of the rules and systems 
  that are needed to run a successful Episode (a game 
  session), or entire Season (multiple game sessions). 
   
  The History of Role-playing 
   
  A role-playing game is a game in which all of the 
  participants assume of the roles of fictional personas and 
  collectively participate in the creation of stories of their 
  own design. The Actors (players) determine the actions and 
  reactions for their personas, basing their success or failure 
  according to the guidelines as presented by the game 
  system. Within the rules, the Actors can improvise freely 
  how they believe their personas would act, and their choices 
  end up shaping the outcome of the games. 
   
  In role-playing games, there are no winners and losers. All 
  of the participants play out their personas in an attempt to 
  tell a satisfying story for all of the involved Actors. These 
  games are more about social interaction rather than the 
  competitive board or card games. Through a role-playing 
  game, all of the participants tend to become united by a 
  single goal or series of goals into what is known as a 
  “Cast”, that plays as a group. Just like a TV series or a 
  series of Novels, these episodic games are often played in 
  weekly sessions; which are called Episodes, over a period 
  of month to even years, although some gamers prefer 
  playing one Episode games (One-Shots). 
   
   
   
  Role-playing games are a form of interactive and collaborative 
  storytelling. Just as novels and films appeal to the imagination 
  of their reader or viewer, role-playing games allow the Actor 
  the interactivity that is the crucial difference between role-
  playing games and traditional fiction. When watching a movie 
  or television show, the viewer is a passive observer. In the case 
  of role-playing games, the Actor (player) takes on the role of a 
  fictional persona and through the decisions of the Actor; 
  through their Persona, the story is told. Role-playing games 
  extend the older tradition of storytelling games where a small 
  group of friends gather to collective create a story through each 
  Actor’s addition to the telling of the story. 
  Some forms of role-playing exist in traditional children’s 
  games such as “cops and robbers” or when children play 
  “cowboys and Indians”, or even when little girls are “playing 
  house”; role-playing games add a degree of sophistication, 
  structure and elegance to this basic concept. Instead, the 
  participants in a role-playing game generate their own fictional 
  personas and they are the ones that determine the ongoing 
  plotlines. 
  But this tradition is much older; in actuality it is a revival of 
  Greek Drama. In ancient times, there were neither radios nor 
  televisions or a great many books for that matter; the way 
  people would entertain themselves and others was through the 
  telling of stories. Through their stories, the legends of Greek 
  mythology were brought to life in the famous Greek Theaters. 
  Throughout the centuries, this tradition was continued on by the 
  great Bards and Scalds that could be found in the Inns and Pubs 
  telling their tales of great heroes and their adventures. Even 
  now we have turned back to this tradition of storytelling, this 
  time in the form of role-playing games, just like the one that 
  you are reading right now. In a sense, the torch of responsibility 
  has been passed on to you, the reader, to help uphold this 
  ancient and time honored tradition. 
   
  The Game System 
   
  Unlike most role-playing games that are out in the game 
  market, the Center Stage Game System is totally diceless. 
  We do have a small conversion for the dice fanatics, just in case 
  the thought of going without rolling some dice will leave you a 
  nervous wreck or gain you disdain from the dice gods (but we 
  highly suggest that you use this system as it was meant to be 
  played). This game system, instead of dice, uses a regular deck 
  of playing cards (leave in the Face Cards and the Jokers…Yes, 
  even they have a place in this system). 
   
   
   
   
   
  
   
  5 
  In basics, an Actor adds their Attribute plus their Skill 
  together and then draws a card from their deck. Some 
  actions require a specific difficulty value to be reached 
  through the Attribute + Skill + Card, if the Actor meets or 
  beats the target number, then the Actor’s Persona has 
  succeeded in the action that they are attempting to perform. 
  Against another Actor, the Actor pits their Persona’s 
  Attribute + Skill + Card versus their opponent’s Attribute + 
  Skill + Card; the Actor with the higher total value in the 
  contest succeeds. That is how simple this game system is. 
  There will be instances where there are complications that 
  raise the difficulty to perform Checks (static actions against 
  a set target number) and Contests (dynamic actions against 
  a Non-Actor Persona (NPC) or another Actor’s Persona 
  where the attributes and skills of the opponent can easily 
  equal that of the Actor), but overall this is how the system 
  works. 
   
  Responsibilities of the Actors 
   
  As an Actor, it is your responsibility to role-play your 
  persona in a way that is consistent with the limits of his or 
  her personality and skills. No Persona knows everything 
  from the very start, so assume that only those Skills and 
  Advantages that you have taken are what your Persona has 
  experienced of the world. Through the Director, you will be 
  able to explore this fictional world of his and your creation. 
  In earning Study Points (experience points), your Persona 
  will grow and expand from the base person that they were 
  when the game started. 
   
  The rules are there to aid you and the Director in defining 
  the limits of your persona, but never let them get in the way 
  of telling your persona’s story.  That is a mistake that many 
  gamers have made in the past, they get so set on the 
  numbers on their persona’s statistics sheet (aka Character 
  Sheet), that they forget the reasons why they started playing 
  the persona in the first place. If you need help, don’t 
  hesitate to ask for the Director’s help. Remember, it is the 
  Directors responsibility to help you with your questions 
  about the system and to assist you in telling the story of 
  your persona. 
   
  Responsibilities of the Director 
   
  As the Director, you will have the hardest, yet most 
  fulfilling of all responsibilities; that of portraying the world 
  to your cast of Actors. It is the Director that narrates the 
  game universe and interacts with the Cast’s Personas, 
  through storytelling and use of system mechanics; it will be 
  you that determines what opposition that the Personas 
  encounter; whether they are smart or stupid, mean or 
  friendly.  
   
  In the end, it is the Director that determines the success or 
  failure of the actions of the Cast’s Personas via use of the 
  Center Stage Game System. 
   
  It is your job to keep things interesting for your cast of Actors, 
  giving their Personas challenges that push them to their limits. 
  Always remember that the Actors’ Personas are the true 
  protagonists of your stories. Whenever Actors believe that the 
  Non-Actor Personas portrayed by the Director are receiving 
  more of the spotlight than their own Personas, that they will 
  grow bored or downright angry, after all, this game is about 
  their Personas, not those that the Director portrays as a foil to 
  the Personas.  But in that same spirit, every Director has the 
  right to have just as much fun as his or her Actors. So don’t feel 
  shy or bashful about presenting scenes that make sense and 
  help to bring life to what would otherwise be a boring scene. 
  Every Non-Actor Persona that enters the “Stage” do so for a 
  purpose, either to help or hinder the efforts of the Personas, or 
  to provide a background for a scene that is occurring around the 
  Actors’ Personas. The Director during Episodes is always “on-
  stage” through their use of descriptions of scenes to their 
  portrayals of the friends and enemies of the Actors’ Personas. 
  To be a Director of the Center Stage Game System, it is 
  your responsibility to learn the rules so that if an Actor comes 
  to you with questions, you will be able to answer every 
  question that any given Actor might have. We ask that you at 
  least attempt to familiarize yourself with the general rules, 
  combat system and powers, but don’t feel bad if you have to 
  reference it from the book; everyone needs to at one point or 
  another. 
   
  Reasons to Play 
   
  In the end, role-playing games have one purpose, and that is the 
  entertainment of the Actors and the Directors of the games. 
  Everyone that plays these games delights in dealing with the 
  dangers that are not truly life-threatening, dealing with threats 
  that appear one moment only to vanish the next, and to deal 
  with the horrors that man was never meant to know. By playing 
  this game, your and your friends will enter the dark and 
  fantastic world of Dark Aeons: The Atlantean Chronicles. 
  Through allying to one another, the Actors’ Personas will find 
  the strength to confront these threats and perhaps know the 
  sweet taste of victory. In confronting these unknown threats, 
  the Actors’ Personas will usher in a sense of accomplishment in 
  the hearts and minds of their Actors, and in they end, hopefully 
  telling a story that all of the participants will remember for 
  years to come. 
   
   
   
   
   
   
   
   
   
   
  
   
  6 
  How long does it take to start, and 
  what do I need to Play this Game? 
   
  This is the big question that just about every gamer has 
  when picking up a new game book. It all depends on the 
  group of gamers. Some people pick these games up very 
  quickly, while others have difficulties understanding the 
  new system. Most difficulties tend to arise when a gamer 
  tries to compare the Persona Creation of this system with 
  every other system that is out there. Our advice is; don’t. 
  The Center Stage Game System was written with 
  simplicity in mind. So on average it should only take a new 
  Actor about 20 to 30 minutes to create their Persona, 10 to 
  15 minutes for those that have made up Personas under this 
  system before. 
   
  The Center Stage Game System was designed to be a 
  completely diceless game system, all a Gamer needs is a 
  regular deck of playing cards. You will need all of the cards 
  in the deck for this game, as even the Face Cards have a 
  effect on Action and Combat Resolutions. 
   
  Most Episodes of Dark Aeons: The Atlantean Chronicles 
  tend to last between three to six hours, every cast is 
  different, so don’t quote us on that. Long term collections 
  of Episodes under the Center Stage Game System are called 
  Seasons. And a collection of Seasons are referred to as a 
  Series.  
   
  You may be thinking to yourself that many of the terms that 
  are used sound a lot like those used in regards to television 
  shows and movies, if you thought that, then you are right. 
  We chose those terms specifically to get the Actors and 
  Directors to think of the Episodes that they play on par with 
  their favorite television shows and movies. The whole point 
  so to get the gamer to start thinking about this simple 
  question “What would I like to see if I was watching my 
  Persona on TV or in a Movie”. When you start thinking this 
  way, then you will be ready to start a really fun Season of 
  Episodes. Good Luck! 
   
  What about Live Action?  
   
  Live-Action role-playing (LARP), is played more like 
  improvisational theatre; instead of  the Actor describing 
  what their Persona is doing, such as; “I walk over to shake 
  Lord Draco’s hand” , or “I’m dressed in a fine suit”. 
   
  The Actor actually walks up to the other Actor, Stage Manager, 
  or the Director that is portraying the Persona and they really 
  shake their hand, instead of simply saying “I’m dressed in a 
  nice suit” the Actor dresses as close to how they think their 
  Persona would dress. Costuming within Live-Action role-
  playing is very common, as it encourages all of the participants 
  to get In-Persona and stay In-Persona for the duration of the 
  Episode. The Director or Stage Manager (an Assistant Director) 
  are the ones that still describe the environment to the Actors, 
  but in many cases it is also the Actors that work with the Stage 
  Crew (The Director and Stage Managers) to establish locations 
  and scenes within the confines of the game universe. Live-
  Action is very much a collaborative effort between the Stage 
  Crew and the Cast, all with the purpose of creating a believable 
  gaming environment for all participants. 
   
  Live-Action role-playing de-emphasizes the need to Card 
  Draws 
  and 
  constant 
  rulebook 
  referencing. 
  When 
  a 
  confrontation is eminent, only then is it necessary to pull out 
  the Deck of Cards to deal with a Check or Contest. Minor 
  things such as driving to a location or speaking with another 
  Actor’s Persona are done through the consent of all 
  participants. Why draw a card from you deck when you can 
  always try to Role-Play your way through the encounter with 
  the Chief of Police or the Patriarch of another Atlantean House. 
  The most common rule of thumb is to attempt talking your way 
  through a situation before relying on the game system to 
  resolve the confrontation. 
   
  One of the biggest elements about Live-Action role-playing is 
  that time is handled in the here and now. If it has been two 
  weeks since the last Episode, then in the context of the game 
  universe, it really has been two weeks. In handling time this 
  way, it really gives the Actors a feel for the scale of the 
  Episodes and how they relate to the Season they are playing 
  out. 
  Rules of the Stage for Live-Action & 
  Tabletop 
  Rule #1: This is only a game, the purpose of this game is to 
  have fun and tell a compelling story with your fellow Actors. 
  Always remember to keep it fun for everyone involved; 
  including the Director and Stage Managers (because they seek 
  to enjoy the game too). 
   
  Rule #2: Keep it Safe. Never attempt to perform any stunts in 
  the course of telling your stories. Just because your Persona has 
  the ability to jump off of a second or third story building safely 
  does not mean you, the Actor, can do it as well. Always 
  remember; Safety First. 
   
   
   
  
   
  7 
  Rule #3: Create a Safe Word that the Cast will use to halt 
  scenes where some aspect of the scene has become 
  uncomfortable or unsettling for a member of the Cast. 
  Whenever the Safe Word is used by an Actor, step away 
  from them and inquire about their well being. Do not 
  attempt to resume play until all Actors are sure that the 
  incident that instigated the used of the Safe Word has 
  concluded. We recommend using the word “Omega” as 
  your Safe Word, the reason for this is because the word 
  Omega is rarely used in the course of normal conversation 
  and when it is used; its use is always noticeable. 
   
  Rule #4: No Weapons Allowed. Just because your Persona 
  carries a handgun or a sword does not mean that you, the 
  Actor, should ever bring a real sword or gun or weapon 
  with you on to the Stage (game site). On that note, we 
  advise against even using any props that look similar to real 
  weapons as they could be mistaken by an observer of the 
  Episode as a real weapon (and the police could be called). 
  The only time we believe that any props should be used are 
  in taking Cast photos for your Company’s website, and that 
  should always be done at a private location that is away 
  from the general public. 
   
  Rule #5: Never Argue with the Director or a Stage 
  Manager in front of other Actors. If you as an Actor 
  disagree with the decision of the Director or a Stage 
  Manager, always wait until the end of the Episode to bring 
  the issue to them, and when you do so; we advise that you 
  do it privately. Handling Cast issues in this manner helps to 
  avoid hostile situations during Episodes. Remember this, 
  Praise in Public, Punish in Private. 
   
  Rule #6: Avoid the use of Cursed Knowledge. Cursed 
  Knowledge is any bit of information that an Actor learns 
  while not portraying their Persona that could effect the 
  decisions that they make while role-playing their Persona 
  during the course of an Episode. When in doubt about 
  whether or not your Persona knows some specific bit of 
  information, always consult the Director or a Stage 
  Manager before attempting to use said information. 
  Keeping with this policy helps to avoid situations that could 
  damage the course of a day or evenings Episode. 
   
  Rule #7: Have Fun! 
   
  So without further adieu, welcome to the world of Dark 
  Aeons: The Atlantean Chronicles… 
   
   
   
  
   
  8 
   
  
   
  9 
   
   
   
   
   
  Chapter 1:
  The Setting 
   
  "Of all tyrannies, a tyranny exercised for the good of its victims 
  may be the most oppressive. It may be better to live under 
  robber barons than under omnipotent moral busybodies. The 
  robber baron's cruelty may sometimes sleep, his cupidity may at 
  some point be satiated; but those who torment us for our own 
  good will torment us without end, for they do so with the 
  approval of their own conscience."  
                                                                           -- CS Lewis 
                                                                                                           
   
  
   
  10 
   
   
  Pandora’s Box 
   
  My Dearest Patricia, 
   
  I wish I had explained to you all of my reasons for leaving it all behind. Look at me, 
  the great historian of our people, and I’m at a loss for words to tell you how I feel.  
   
  I know in the early years, it all began with the greatest of intentions. To relive the 
  glories of the First Empire, to regain our foothold in a world that had forgotten 
  about us. But it’s not as simple as that, is it?  
   
  I think in our quest to become the secret masters of the world, we lost that noble 
  spark that made us better than the common men that we secretly lived with. We forgot 
  that reason that there are no monuments to our past glories is because in our quest 
  to be better than them, in our quest to be their rulers, we lost what it was to be 
  human, or at least a superior breed of human. 
   
  Recently I learned that you joined the Antiquarians Guild. Please be careful, for in 
  it and it’s ways, are the very reasons that I have left our own people to pursue their 
  own ends. When there was simply the Senate, there was hope that all Atlanteans 
  could live as equals.  At least that was my hope. 
   
  But that is not the way it is, the Lilans now hold all of the power, or as humanity 
  says “they hold all of the cards”. You must think me a hypocrite for saying this, as I 
  myself am a Lilan. Please understand that these words that I write to you are meant 
  to advise you and protect you, for I know what trials lay ahead of you. 
   
  The Five Houses no longer care about the old ways, at least the Lilan Princes that 
  rule the Five Houses no longer care about maintaining the old ways. Another reason 
  why I left. 
   
  The world has changed so much since my days as a mortal; immortality has a way of 
  changing our perceptions of the world; of the reasons why things are done. I will not 
  tell you that it will be easy, and I know your  
   
  ideas mirror those that I had when I was active within our society. 
   
  The simple fact is we are heading towards our own destruction. Emperor Priam made 
  that point very clear so many years ago when he ordered the reclamation of the 
  Emerald Isle from the forces of the Renegade Houses, and look how that ended. We 
  lost England and Scotland, and barely have a foothold in Northern Ireland. 
   
   
  
   
  11 
   
   
  Look at the former Empress; Andrea, she gave those infernal sorcerers of the Family  
  Dracul status as a House, and from what all I have heard and learned, it was for the 
  secrets of their dark sorcery. 
   
  Look at House Draconis and its quest to destroy the Dracul, or their rivalry with 
  Houses Ramius and Thalus. It is an endless cycle of hatred and violence and pain that 
  can only end with the last of the Children of Atlantis being put into a grave.  
   
  And our legacy, who will be left to tell our tale after all of us are gone? Who will 
  be left to tell of the struggles and trials of our people, of the nobility of spirit that 
  we had in persevering after Atlantis sank beneath the waves. 
   
  No one will be left if we do not change our ways. The time of ruling over humanity is 
  over, but the harsh fact is that those ruling over our people don’t seem to understand 
  that our time as giants has ended. It is time to live among the humans as equals… 
   
  If the Praetorian Order or the Scarlet Brotherhood ever find this letter, I’m sure 
  that Priam would have his assassins seek me out to silence my voice once and for all. 
  Dear Patricia, I’m at a point that I think I no longer care what they think of me.  You 
  are one of the few good things that ever stumbled into my miserable existence, and I 
  honestly wish I had never brought you across. Because in becoming Lilan, I think part 
  of that amazing spark that drew me to you died in your beautiful eyes the night I 
  brought you across into my world. 
   
  If ever you need me, do not hesitate to call upon me. My care for you knows no bounds 
  and I would do anything for you. Take care of our family, for you are their guardian 
  now. 
   
  With Deepest Respect, 
   
  Lord Lucien the Chronicler 
  House Lionnes 
   
   
   
   
   
   
   
   
   
   
  
   
  12 
  Atlantean Terminology 
   
  Ancients, The: This is the modern name given to the 
  Ephors, the Ancients are held in reverence. 
   
  Antiquarians Guild: The governing body of the 
  Second Atlantean Empire.  
   
  Assassins Guild: A Vulgar reference to the much 
  feared and despised Scarlet Brotherhood.  
   
  Bela/ Belas: A derogatory term used in reference to the 
  members of both Houses; Draconis and Dracul.  
   
  Bloodline: Archaic term for an Atlantean Family.  
   
  Cadre: This term is used in reference to a group of 
  Atlanteans, possibly from multiple Houses that work 
  together towards some common goal. 
   
  Children of Atlantis: A reference to all of the 
  survivors of Atlantis, and their descendents 
   
  Children of Lemuria: A reference to all of the 
  survivors of Lemuria, and their descendents. 
   
  Children of Lilith: A reference to Lilans.  
   
  Children: A reference to Humanity.  
   
  Codex Imperialis: Archaic name for the "Code of the 
  Empire".  
   
  Council of Houses: The leaders of the Houses within 
  an Imperium city.  
   
  Dark Rebirth: The act of becoming a Lilan.  
   
  Dark Lady: Lilith  
   
  Domina: This is the title that is used to refer to an 
  Atlantean woman that holds dominance within an 
  Atlantean Family or House within an Imperium City.  
   
  Dominus: This is the title that is used to refer to an 
  Atlantean man that holds dominance within an 
  Atlantean Family or House within an Imperium City. 
   
  Elysian Fields: The place where Atlanteans believe 
  that those who have redeemed themselves in the eyes 
  of the Gods go. It is the final place of peace that they 
  go to as a reward for living a virtuous life.  
   
  Emperor: The ruler of the Second Atlantean Empire.  
   
   
   
  Empress of the Night: Lilith  
   
  Ephors, The: These are the oldest of the Lilans, from the 
  days before the fall of Atlantis, among Atlanteans, the 
  Ephors are feared for the ancient power that they wield. The 
  word of the Ephors is held in reverence and they are never 
  questioned when issues of authority appear. There are only a 
  handful of these creatures left in the world. 
   
  Exarch: The Atlantean governor of an Exarchate, commonly 
  known as a Province; these governors are extended more 
  decretory authority in regards to making provincial policies 
  and in the use of the Imperium legions. Part of the reason 
  behind this increased authority is due to the massive land 
  holdings of each of the Exarchates. Exarchs have full 
  authority to deploy the full force of the Imperium military 
  assets that are under their command. 
   
  Exarchate: The land holdings of an Exarch; Exarchates are 
  typically established in areas of the Imperium that have 
  proven difficult to govern through the tradition means. These 
  holdings always have a significant legion presence. 
   
  Family: A bloodline of Atlanteans within a House.  
   
  Faux Blooded: The Faux Blooded are Atlanteans that 
  through generations of inter-marriages with humanity, their 
  blood has become diluted. The greater portion of Atlantean 
  Society falls within this category. The Faux Blooded 
  Atlanteans are consistently at odds with the elitist True 
  Blooded Atlanteans. 
   
  First Citizen: The modern age honorific for the Governor of 
  an Imperium city. During the Roman Republic and Roman 
  Empire, the title was “Princeps”, meaning “First Citizen”. 
  Princeps has largely been discarded in favor of the modern 
  honorific. 
   
  Fortress, The: The ultra-secure network server that the 
  Houses of the Second Atlantean Empire use to communicate 
  with each other on in the 21st Century. It is said that this 
  server is housed at the Darkstar Corporation’s corporate 
  Headquarters in New York City. 
   
   Founder, The: A reference to Emperor Ramius, the 
  Atlantean who founded the Second Atlantean Empire. 
   
  Imperium, The: The common name for the Second 
  Atlantean Empire. 
   
  
   
  13 
   
  House: A group of families who share certain genetic 
  and ideological similarities. 
   
  House of Secrets: Nickname for House Draconis.  
   
  Imperium Ex Atlantia: Ancient name for the Second 
  Atlantean Empire.  
   
  Khentar (Keen-Tar): The Atlantean long dagger that 
  was the primary self-defense weapon during the First 
  Atlantean Empire, during the Atlantean Dark Ages, and 
  the early centuries of the Second Atlantean Empire. It 
  is still the preferred method of intra-house warfare. 
   
  Lex Andreae: The Laws of Andrea.  
   
  Lex Dominicus: The Laws of Dominic.  
   
  Lex Piaae: The Laws of Priam.  
   
  Lex Ramii: The Laws of Ramius. 
   
  Lilans: A Lilan is any True Blooded or Faux Blooded 
  that has turned to vampirism; the stealing the Life 
  Force of humans to become immortal and to fuel their 
  psychic and supernatural abilities. Many of the Faux 
  Blooded become Lilans simply to extend their 
  decreased life spans. The True Blooded see these Faux 
  Blooded with scorn and contempt. 
   
  Lilith: The First Immortal; Lilith is the creator of the 
  Ritual of Rebirth that created the Lilan caste of 
  immortals within Atlantean society. Lilith is one of the 
  first Ephors and her name is spoken in reverence. 
   
  Matriarch: The female leader of a House within an 
  Imperium city.  
   
  Midnight's Children: A reference to Lilans as a 
  whole. But it has also been mistakenly used in 
  reference to Revenants. 
   
  Mt. Olympus: Any stable place where Atlanteans 
  regularly gather to discuss politics.  
   
  Nephilim: Ancient warriors from the time of the First 
  Atlantean Empire, thought to be extinct at this point. 
  The name is more commonly used by the Christian and 
  Judaic Religions for the children of Angel and man. 
   
  Pariah: An Atlantean; True Blooded, Faux Blooded or 
  Lilan that has either abandoned or been cast out of 
  Atlantean society. Also a reference to an Atlantean that 
  has no House or Family to claim them.  
   
   
  Pater Familias: This is the title that is used to refer to an 
  Atlantean man that holds dominance within an Atlantean 
  Family within an Imperium City. 
   
  Patriarch: The male leader of a House within an Imperium 
  city.  
   
  Pontifice: These are the business leaders of the Atlantean 
  Houses of a city. 
   
  Prince/Princess: The Antiquarian leader of a House within 
  the Imperium.  
   
  Princeps: The ancient Roman title that the Imperium Ex 
  Atlantia adopted for the governor of an Imperium city.  It’s 
  meaning being “First Citizen”, in the modern age, the Roman 
  Latin has largely been discarded in favor of its common 
  meaning. 
   
  Reavers: These are True Blooded, Faux Blooded and Lilans 
  that refuse to acknowledge the order of things within 
  Atlantean Society. They rebel against the powers that be in 
  an attempt to topple them and the very system that has forced 
  them into becoming Reavers. The Reavers are Pariah, one 
  and all, and because of this, the Reavers have built their own 
  subculture within Atlantean Society in an attempt to deny the 
  powers that be, power over them. 
   
  Regency: The right of a First Citizen to govern over a city 
  within the Second Atlantean Empire. 
   
  Regent: Archaic term for the ruler of an Imperium city, in 
  modern times known as the First Citizen. This term came 
  from Medieval times.  
   
  Rending the Veil: The discovery of Atlanteans and or 
  Atlantean society by the human world.  
   
  Sanctuary: The home of an Atlantean or Lilan, or any 
  dwelling that an Atlantean or Lilan inhabits.  
   
  Senate, The: The Atlantean Senate was the original ruling 
  body that helped to guide and direct the surviving Atlanteans 
  in the world, at least those that were part of the Second 
  Atlantean Empire. It was disbanded and reformed into the 
  Antiquarians Guild. 
   
  Servitor: A human who serves an Atlantean master, also 
  used in reference to any servant that serves a master. 
   
   
  
   
  14 
   
  Tribune: The military leader of an Imperium City, 
  the station of Tribune is generally only reserved to 
  cities that are on the outer territories of the Second 
  Atlantean Empire. Tribunes are of equal standing and 
  renown to the traditional First Citizens that govern 
  the average Imperium city. 
   
  True Blooded: The True Blooded are Atlanteans 
  that can trace their lineages back to the days before 
  the fall of the First Atlantean Empire. These are the 
  Nobles, the Elite of Atlantean Society. Their blood is 
  the purest of all the descendents of Atlantis. 
   
  Veil, The: The effort made after the Inquisition 
  Years to hide the existence of Atlanteans from the 
  human world.  
   
  Vendetta: 
  The 
  unspoken 
  law 
  taught 
  within 
  Atlantean Society dealing with the avenging of 
  crimes against oneself, their Family, or House; 
  against the one or ones behind the crime. 
   
   
   
   
  
   
  15 
  Dark Aeons Terminology 
   
  Abyss: It is believed that the Abyss is a fragment of the 
  Universe that existed before our own Universe, but this 
  fragment existed in a place beyond space and time.  
   
  Children of the Black Sun: A Revenant House that 
  makes its home in Cairo, Egypt. Its Founder is believed 
  to be an ancient Revenant by the name of Menchor. 
  This House is currently ruled by a Revenant by the 
  name of Samir. 
   
  Coven: A Coven is a group of Sorcerers that gather 
  and work together towards some common idealolgies 
  and goals. 
   
  Dhampir: The children of the union between a mortal 
  woman and a Revenant man. These creatures have all 
  of the physical prowess and regenerative powers of 
  their Revenant parent, but almost none of its 
  weaknesses. 
   
  Element: There are five elements; Air, Earth, Fire, 
  Water, and Spirit. Sorcerers must be able to atune 
  themselves to these elements in order to cast their 
  spells and rituals. 
   
  House of Deveaux: A Revenant House based in New 
  Orleans. Its Founder is a Revenant named Angelique 
  Deveaux. 
   
  House of Montigue: A Revenant House that has 
  members in both Boston and London. Its Founder is a 
  Revenant by the name of Roland Montigue. Most of its 
  members make their home in Boston in New England. 
   
  Leylines: The name for energetic paths of energy on 
  which the ancient Christians and pagan people built 
  their sanctuaries on. Places such as; Stone Hinge, the 
  Serpent Mounts, the Great Pyramid of Giza, etc. 
   
  Leyline Nexus: This is the point at which two or more 
  Leylines intersect at the same location. These Leyline 
  Nexuses are places of incredible power and it is not 
  unheard for Sorcerers to build temples and monuments 
  on these locations specifically so that they may be used 
  for the purpose of casting magics of incredible power. 
   
  Life Force: The life energy that all living creatures 
  have within them.  
   
  Order of Saint Lazarus, The: A fanatical group of 
  Vampire Slayers who are supposedly directly linked to 
  and funded by the Roman Catholic Church.  
   
   
   
  Revenants: These are the vampires of legend, undead 
  creatures that feed on the Blood and Life Force of the living. 
   
  Ritual: A magical rite that can take short to long periods to 
  time to cast. Some rituals require the use of specific 
  implements such as Athames (ritual dagger), wands (a focus 
  for magical power), etc. Some Rituals require more than one 
  participate in order for its supernatural effect to be 
  completed. 
   
  Sorcerer: These are the Wizards and Witches of legend and 
  popular fiction. Sorcerers wield the raw power of the 
  Elements in an attempt to manipulate the nature and 
  supernatural worlds.  
   
  Spell: An incantation that only takes a short amount of time 
  to cast and that a Sorcerer casts singly. It can bring about any 
  number of supernatural effects. 
   
  Thralls: These are quasi-undead creatures that have most of 
  the basic strengths and weaknesses of Revenants, but Thralls 
  are still alive and at the mercy of their Revenant masters. 
  They are created through a Revenant giving a human being a 
  portion of their Blood and Life Force. 
   
  Werewolves: These are human beings that have contracted 
  the Curse of the Werewolf; mostly from surviving an attack 
  by a Werewolf. These poor creatures are immortal, most 
  looking for a way to end their pain and suffering. 
    
   
   
   
  
   
  16 
  A Timeline of Dark Aeons 
   
   
  4.5 billion years ago: The planet Earth forms. 
   
  3.8 billion years ago: The Old Ones; Nyarlathotep and 
  Tiamat tear a whole in the membrane that separates the 
  Physical World from the Abyss and enter the Physical 
  World. 
   
  1 billion years ago: The Elder Things arrive on Earth. 
  They land in the Antarctic Ocean and found their first 
  city there. The Elder Things create the proto-shoggoth 
  which in turn produces other creatures that act as 
  servitors and food. ("At the Mountains of Madness," 
  Lovecraft. 
   
  900,000,000 BC: By this time, Elder Thing cities have 
  spread across the oceans of Earth. ("At the Mountains of 
  Madness," Lovecraft. 
   
  800,000,000 BC: The Elder Things adapt to land. Many 
  remain in the oceans, however. ("At the Mountains of 
  Madness," Lovecraft. 
   
  750,000,000 BC: The Flying Polyps arrive on Earth, and 
  build their basalt towers on the land. They try to expand 
  into the oceans, sparking a bitter war with the Elder 
  Things. Eventually, the Elder Things are victorious. 
  ("The Shadow Out of Time," Lovecraft.  
   
  450,000,000 BC: Elder Thing experiments lead to the 
  first vertebrates, fish, which they permit to evolve. ("At 
  the Mountains of Madness," Lovecraft. 
   
  350,000,000 BC: A cataclysm raises numerous new land 
  masses, such as Ponape and R'lyeh. The disaster also 
  destroys several marine Elder Thing cities. Cthulhu and 
  his kin arrive from the Abyssinian star Xoth, and settle on 
  the newly-risen landmasses. The Elder Things war with 
  Cthulhu, but they eventually make peace. Cthulhu is 
  permitted to keep his current surface territories, and the 
  Elder Things keep the rest of the planet. ("At the 
  Mountains of Madness," Lovecraft. 
   
  300,000,000 BC: A cosmic cataclysm (possibly a certain 
  configuration of the stars, possibly a war with the Elder 
  Gods) occurs, resulting in R'lyeh sinking beneath the 
  waves. Cthulhu is imprisoned within the city. In all 
  likelihood, the other Great Old Ones are imprisoned 
  around the same time. ("At the Mountains of Madness," 
  Lovecraft. Reptiles arise on Earth. 
   
  250,000,000 BC: The shoggoths rebel against the Elder 
  Things, but are defeated. ("At the Mountains of 
  Madness," Lovecraft. 
   
  225,000,000 BC: The Rise of the Dinosaurs. 
   
  100,000,000 BC: Height of the Elder Thing civilization. 
  ("At the Mountains of Madness," Lovecraft) 
   
  50,000,000 BC: Another cataclysm strikes Earth. Many 
  Elder Thing cities are destroyed, including their original 
  settlement in Antarctica. To replace it, a new Antarctic city 
  is constructed. ("At the Mountains of Madness," Lovecraft) 
   
  2,000,000 BC: As Elder Thing civilization continues to 
  decline, they retreat to their cities on the southernmost tip 
  of South America and the Antarctic regions. ("At the 
  Mountains of Madness," Lovecraft)  
   
  40,000 BC: The Atlanteans make the journey to the island 
  continent that becomes know as Atlantis. 
   
  40,000 to 39,000 BC: The Atlanteans begin developing the 
  psychic talents of Mesmerism and Telepathy. 
   
  39,000 BC: The Old One; Lilith comes to Atlantis and 
  begins teaching the Atlantean Priesthood the secrets of 
  Sorcery. The Atlanteans discover the power of the native 
  crystals and the rare golden-brown metal ore of 
  Orichalcum. The Atlanteans begin using crystals and 
  Orichalcum to heighten their magical abilities. 
   
  38,000 BC: The Fae make their bargain with the 
  Atlanteans and the early human tribes. 
   
  37,000 to 14,000 BC:  The Golden Age of First Atlantean 
  Empire; Atlantean culture flourishes on every continent 
  that they have established colonies. 
   
  36,981 BC: The Senate of the First Atlantean Empire is 
  formed. 
   
  14,000 BC: The Scientists and Sorcerers of the First 
  Atlantean Empire create the first Nephilim. 
   
  14,000-12,000 BC: The Atlantean-Lemurian War 
   
  10,490 to 10,390 BC: The Great Pyramid of Giza in the 
  lands of Egypt is constructed, designed by the Atlantean 
  Priest; Ra-Ta. 
   
  9000-8000 BC: Lilith of Atlantis creates the Ritual of 
  Rebirth; to the Lilans the Ritual of Rebirth becomes known 
  as the Dark Gift.  Lilith begins gathering a Cult together 
  known as the Children of Lilith within the First Atlantean 
  Empire. Agriculture develops in the Middle East. 
  
   
  17 
   
  7900 BC: Lord Draco of the House of Draconis journeys 
  into the eastern provinces of the First Atlantean Empire 
  and settles in the lands of Dacia. Here in Dacia, Lord 
  Draco and his followers are able to pursue their 
  experiments in Sorcery without interference by the 
  Atlantean Senate or the Emperor. 
   
  7860 BC: Lilith of Atlantis takes Marduk of 
  Mesopotamia and begins instructing him in the ways of 
  Sorcery. 
   
  7840 BC: Marduk and Lilith journey to Mesopotamia; 
  Marduck confronts the Old One; Tiamat at the steps of 
  her temple in the city of Ur. Tiamat’s avatar is slain by 
  Marduk with Lilith’s assistance, but Marduk is left near 
  death. Lilith performs the ritual of the Immortal Soul on 
  Marduk, turning him into the first of the human 
  immortals that will become known as the Guardians. 
   
  6558 BC: Lord Podarces (later known as Priam) is born 
  to the House of Dardanus. 
   
  6,512 BC: The Demon Pharaoh, Menkuhor appears 
  leading an army of well over 100,000 soldiers and 
  conquers Egypt. After installing himself as Pharaoh, he 
  resurrects the Cult of the Black Pharaoh and begins 
  sacrificing thousands of Egyptians to his dark god, 
  Nyarlathotep.  
     
  6,500 BC: The Black Pyramid of Menkuhor "The Demon 
  Pharaoh" is constructed in a man-made cavern beneath 
  the Giza Plateau. Also erected is the Black Obelisk of 
  Menkuhor "The Nightbringer", and the Temple of the 
  Night dedicated to the Black Pharaoh; Nyarlathotep. .  It 
  was only through the combined might of the First 
  Atlantean Empire that Menkuhor was put down. And 
  even then, we could not destroy him. The dark ritual that 
  had created him had created a monster that defied death 
  itself. There was no true death for Menkuhor, it was only 
  through a long forgotten ritual that the Atlantean 
  Sorcerers of the time were able to seal him in a massive 
  crystal. From that point on, the Atlantean Senate knew 
  the end was in sight. The Egyptians, after the fall of their 
  Demon Pharaoh, set about to destroy any record of his 
  existence. And so that dark time was forgotten by the 
  Egyptians within three generations. 
   
  6481 BC: Lord Podarces of the House of Dardanus joins 
  the Cult of Lilith. Six months after joining Podarces 
  undergoes the Ritual of Rebirth. 
   
  6480 BC: The Atlantean Lords; Romulus and Ramius are 
  born to the House of Italus. 
   
   
   
  6411 BC: Lord Podarces of the House of Dardanus 
  journeys to the lands that become known as Ancient 
  Greece and Asia Minor (Modern Day Greece and Turkey) 
  and settles there to establish his own Atlantean House. 
   
  6390 BC: Lady Vanessa of the House of Lionnes journeys 
  to the lands that become known as Gaul and Germania 
  (Modern Day France and Germany) and settles there to 
  establish her know Atlantean House. 
   
  6377 BC: Lord Ramius becomes a general within the 
  Atlantean Legions. He is given command of the Phoenix 
  Legion that is standing watch over mainland Atlantis. 
   
  6372-6371 BC: The Atlantean Lords; Romulus and 
  Ramius join the Cult of Lilith, within a year both have 
  under gone the Ritual of Rebirth. 
   
  6225 BC: Lord Romulus is granted the vassal Kingdom of 
  Italia by the Atlantean Senate, to rule over in the name of 
  the First Atlantean Empire. 
   
  6224 BC: Lord Ramius and the Phoenix Legion are 
  reassigned to protect the vassal Kingdom of Italia. 
   
  6220 BC: A group of Atlanteans leave the island-continent 
  and journey to the British Isles in the hopes of finding a 
  simpler life, away from the intrigues and politics of 
  Atlantis. These Atlantean settle across the British Isles, one 
  of these groups eventually becoming the clan of Atlanteans 
  known in later years as Clan MacKlintoc. 
   
  4608 BC: The destruction of the island-continent of 
  Atlantis and the fall of the First Atlantean Empire. 
   
  4607 BC: The Atlantean Dark Ages begins as the world 
  sinks into an age of barbaric in-fighting among the 
  surviving Atlantean Lords and the humans begin 
  destroying all of the Atlantean Monuments in an attempt to 
  remove all mention of the Atlanteans from their cultures 
  histories. 
   
  2697 BC: Huang-ti, the 'Yellow Emperor', comes to the 
  throne in China. Jade Xao is given the Dark Gift. 
   
  2500 BC: Indus valley civilization in India. Khadesh is 
  given the Dark Gift by Saul. 
   
  2321 BC: Saul gives the Dark Gift to Eshan. 
   
   
   
  
   
  18 
   
  2250 BC: Eshan gives the Dark Gift to Xoltlan. 
   
  2100 BC: The Empire of Ur (to 2000). Rameses is given 
  the Dark Gift. 
   
  1750 BC: Rameses of Egypt declares himself Pharaoh 
  over all Atlanteans and humans residing within the lands 
  of Lower Egypt and Upper Egypt. 
   
  1379 BC: Accession of Amenhotep IV in Egypt; he 
  introduces Sun worship, abolishes all old gods, and takes 
  name Akhenaton after Aton, the Sun-god; period of bad 
  government. 
   
  1362 BC: Boy-king Tutankhamun succeeds Akhenaton; 
  his advisors restore the worship of the old Egyptian gods. 
  Akhenaton is slain by Servitor Priests loyal to Pharaoh 
  Rameses of the Lilans. The reason for this is because in 
  Aktenaton's religious zeal, he endangered the lives of all 
  Lilans dwelling within Upper and Lower Egypt. 
   
  1193 BC: City of Troy is destroyed by Greek armies after 
  a prolonged siege. Helena of Troy given the Dark Gift by 
  King Priam. 
   
  1020 BC: Saul, King of Israel. 
   
  994 BC: David captures Jerusalem. 
   
  990 BC: Israel is given the Dark Gift by Saul. 
   
  753 BC: The traditional date of the foundation of Rome 
  by Romulus & Remus. King Romulus abdicates his 
  throne in order to allow a human successor to replace 
  him. 
   
  725 BC: Xoltlan crosses the Atlantic Ocean to South 
  America. Once there he proceeds to establish a blood 
  cult. 
   
  600 BC: Cyrus of Persia is given the Dark Gift. 
   
  586 BC: Nebuchadrezzar II of Babylon sacks Jerusalem 
  and takes the people of Judah into captivity in Babylon. 
  This is brought about by Cyrus in an attempt to force 
  Israel into teaching him the Qabalic Magic that he knew, 
  in return for the freeing of of people of Judah. This 
  attempt fails. 
   
  580 BC: Nebuchadrezzar begins building the Hanging 
  Gardens of Babylon; one of the Wonders of the World. 
   
   
   
  561 BC: Cyrus becomes the King of all Atlanteans 
  dwelling within Persia. Sheila of Judah given the Dark Gift 
  by Israel. Xerxes of Persia is given the Dark Gift by Cyrus. 
   
  509 BC: The traditional date for the foundation of the 
  Roman Republic. 
   
  400 BC: Atlanteans under the the rule of King Priam of 
  Greece make war upon the Atlanteans of Dacia who are 
  under the rule of Draco. This period of conflict will last for 
  the next 300 years with no clear victor in the end. 
   
  70 BC: Gaius Marius given the Dark Gift by Lord Ramius. 
   
  124 AD: The Pantheon in Rome is completed. Lord 
  Ramius, one of the great leaders of the Atlanteans of Italy 
  begins a war campaign against all of the feuding 
  Atlanteans of Italy and the surrounding region. All of this 
  is done under the banner of uniting the Atlanteans race. 
   
  130 AD: Hadrian visits Egypt: new capital city is bgeun at 
  Antinopolis. No less than 17 Atlantean Families are 
  extinguished in Lord Ramius’ attempt to bring peace to the 
  feuding Atlanteans of Southern Italy. The Family Ramius 
  becomes a dominate power within Atlantean society due to 
  this war. 
   
  151 AD: Lord Ramius of House Ramius founds the 
  Second Atlantean Empire, with the Atlanteans of House 
  Ramius forming the first house of the empire. Lord Ramius 
  assumes the mantle of Atlantean Emperor. 
   
  156 AD: Lord Draco and the Atlanteans of House 
  Draconis, of Dacia; found the second of the great houses of 
  the Second Atlantean Empire. 
   
  160 AD: The Senate of the Second Atlantean Empire is 
  formed. The oldest and wisest Atlanteans of the Second 
  Atlantean Empire form its core. The Senate is the one 
  group that has the power to mandate regional laws within 
  the Second Atlantean Empire, although its primary purpose 
  is the search for knowledge on the beginnings of the 
  Atlantean race. 
   
  166 AD: The Atlanteans of Greece come together under 
  the leadership of a Atlantean Ephor named Priam to form 
  House Thalus. Many suspect the Thalus Bloodline to be 
  the primary bloodline of Atlanteans in Greece. 
   
   
   
   
  
   
  19 
  168 AD: Theodocius Scavario is given the Dark Gift by 
  Romulus. 
   
  170 AD: Emperor Ramius writes the Lex Ramii - the 
  Laws of Ramius. Emperor Ramius gives the Dark Gift to 
  Justarius. 
   
  171 AD: Emperor Ramius with the consent of the Senate 
  forms the Praetorian Order. The Praetors are to be the 
  personal guard of the Emperor. He also forms the 
  Imperial Order of Centurians, they will become the 
  enforcers of the Laws of the Second Atlantean Empire. 
   
  178 AD: The Praetorians with the assistance of House 
  Draconis create a ritual with which to create a mystical 
  gladius that is capable of killing a Lilan within but a few 
  blows. Shortly after the creation of the Praetorian Gladius 
  ritual, Emperor Ramius order that all documentation be 
  turned over to himself, which he in turn gave to the 
  Grand Master of the Praetorian Order. All other copies of 
  the documentation were ordered to be destroyed. This 
  one action made the Praetorian Order a force to be feared 
  by all Atlanteans and Lilans of the Second Atlantean 
  Empire.  
   
  185 AD: A group of Atlanteans from Northern Italy form 
  House Scavario. 
   
  192 AD: House Scavario begins to bring pressure on the 
  Emperor to begin expanding the borders of the Imperium. 
  Valorian given the Dark Gift by Justarius of House 
  Ramius. 
   
  193 AD: An Atlantean expedition led by a member of 
  House Scavario ventures into the wilds of Southern Gaul. 
  It is there that they run into the local Atlantean 
  population. All but two members of the expedition are 
  killed due to some disagreement. 
   
  199 AD: An Atlantean expedition to Ireland makes 
  contact with a group of Atlanteans living in the interior of 
  the island named Clan McCullen. They will become the 
  5th House of the Second Atlantean Empire in 200 AD. 
   
  200 AD: House McCullen officially joins the Second 
  Atlantean Empire. Casius is given the Dark Gift by 
  Valorian of House Ramius. 
   
   
   
   
  210 AD: Emperor Ramius comissions another Expedition 
  to go into Gaul in an attempt to bring those Atlanteans into 
  the Imperium. This time the expedition is led by a member 
  of his own house. Once into the interior of Southern Gaul, 
  the expedition is yet again attacked by the inhabitants of 
  the area. All but one member of the expedition is able to 
  escape with their lives. 
   
  211 AD: Emperor Ramius commissions yet another 
  expedition into the interior of Southern Gaul, this time the 
  expedition is accompanied by a host of 20 Centurions. 
  There is another battle, but this time the Centurions are 
  able to drive back their attackers. Within two weeks of this 
  perceived defeat on the part of the Gaelic Atlanteans, those 
  very same Atlanteans send a peace envoy and a formal 
  treaty of agreed upon. Peace at last. 
   
  235 AD: The Battle of Ravenna. The Atlanteans of House 
  Scavario attempt to usurpt the power of Emperor Ramius. 
  House Scavario proclaims Theodocious Scavario as the 
  rightful Emperor of the Second Atlantean Empire. Within 
  6 months of his installment as Emperor, he and his entire 
  line are destroyed by order of Emperor Ramius with the 
  full support of the Senate. 
   
  236 AD: Council of Exarchs is founded to govern the 
  Provinces of the Second Atlantean Empire. Priam of House 
  Thalus becomes Exarch of Greece. Draco of House 
  Draconis becomes Exarch of Dacia. Vaneesa of House 
  Lionnes becomes Exarch of Gaul. Justarius of House 
  Ramius becomes Exarch of Italia. Dominic of House 
  McCullen becomes Exarch of Ireland. 
   
  240 AD: The Houses of the Second Atlantean Empire 
  begin to slowly expand in numbers and solidify their 
  territorial boundaries in Western Europe and the 
  Mediterranean. 
   
  284 AD: Emperor Diocletian comes to power in Rome. 
  Marcus Aurellius Caius is given the Dark Gift by Casius of 
  House Ramius. 
   
  324 AD: Constantine reunites the Roman Empire. Claudius 
  Lucinius Serrentus is given the Dark Gift by Marcus 
  Aurellius Caius of House Ramius. 
   
  410 AD: The Goths under Alaric sack Rome. The Capital 
  of 
  the 
  Second 
  Atlantean 
  Empire 
  is 
  moved 
  to 
  Constantinople. 
   
   
   
   
   
   
   
   
  
   
  20 
  564 AD: The Brotherhood of Fate is formed. Its goal is to 
  chronicle the history of the Atlantean people from a 
  human perspective. One of its secondary goals is to 
  protect the world from the destructive influence of the 
  supernatural within it, primarily the Old Ones and their 
  Servitors. The first meeting of the august group of men is 
  held in London. 
   
  623 AD: It is believed that Vanessa of House Lionnes 
  gave the Dark Gift to Jeremiah MacKlintoc of the Scotish 
  Clan MacKlintoc. 
   
  624 AD: Jeremiah gives the Dark Gift to Loric 
  MacKlintoc.  
   
  625-732 AD: Jeremiah & Loric MacKlintoc gives five of 
  their kinsmen the Dark Gift, bringing them across into the 
  immortality of the Lilan Condition. 
   
  671 AD: Demetrius of House Draconis is inducted into 
  the Atlantean Senate. 
   
  726 AD: Byzantine Emperor Leo III begins the 
  Iconoclast Movement - opposition to images; Pope 
  Gregory II opposes him. Part of the reason behind the 
  Iconoclast Movement was the influence of Emperor 
  Ramius, due to the threat of Holy Relics and Artifacts 
  being used against the Lilans of the Second Atlantean 
  Empire, Ramius ignites the flame that ends up destroying 
  a great many of those deadly relics. 
   
  745 AD: Angus MacKlintoc, a Lilan of Clan MacKlintoc 
  journeys to Ireland where he comes across the Atlanteans 
  of House McCullen. An informal peace is agreed upon 
  due to their same Celtic backgrounds. Angus will remain 
  in Ireland until the year of 936 AD. 
   
  751 AD: Pepin the Short is crowned King of the Franks, 
  founding the Carolingian Dynasty. Atlanteans from 
  House Lionnes begin slowly drawing themselves back 
  into the confines of France and Western Germany. 
   
  782 AD: Charlemagne summons the monk and scholar 
  Alcuin of York to head the palace school at Aachen: 
  revival of learning in Europe. House Lionnes uses this 
  revival of learning as a chance to begin collecting 
  information about all of the Atlanteans of the Second 
  Atlantean Empire. It is during this time that House 
  Lionnes holds the most power in the Second Atlantean 
  Empire that it ever has or will hold. This stranglehold on 
  information will last for the next 800 years. 
   
   
   
  785 AD: Alexi Dragosee is given the Dark Gift by Draco 
  himself, for the next milleninia Alexi is groomed for the 
  task of becoming the first Draconis Emperor of the Second 
  Atlantean Empire. 
   
  832 AD: Alcuin of York is given the Dark Gift. 
   
  936 AD: Angus MacKlintoc returns home to Scotland after 
  his long stay in Ireland. 
   
  937 AD: Horishi Osaka of the Japanese Islands is given the 
  Dark Gift. 
   
  941 AD: Maximilian Hektor is given the Dark Gift by 
  Aeneas of House Thalus. 
   
  1096 AD: The Atlantean Senate is reorganized and 
  officially becomes known as the Antiquarians’ Guild. First 
  Crusade begins, following an appeal by Pope Urban II to 
  free the Holy Places. 
   
  1162 AD: Alexi Dragosee of House Draconis gives Stefan 
  the Dark Gift. Buchaest is established as the seat of power 
  for House Draconis. 
   
  1165 AD: Emperor Dominic of House McCullen comes to 
  power when Emperor Ramius mysteriously disappears. 
  Many suspect he has been destroyed by a rival house. 
  Others suspect that he has abandoned the Second Atlantean 
  Empire due the the corruption and abuse of power that had 
  been becoming apparent in the Senate. 
   
  1173 AD: Lady Catherine D'Aquitaine is given the Dark 
  Gift by Alcuin of York. 
   
  1180 AD: The Scarlet Brotherhood is formed by order of 
  Emperor Dominic. In the beginning the identities of all 
  members of the Order are kept a closely guarded secret. 
   
  1305 AD: The English capture and execute William 
  Wallace. Telceon Trevors of House Draconis is inducted 
  into the Antiquarians' Guild. 
   
  1325 AD: Aztecs, under the influence of Xoltlan found 
  Tenochtitlan in what will come to be called Mexico and 
  begin expanding their borders through a series of conquests 
  of their neighbors. The blood gained through the sacrifice 
  of their enemies is used to empower the already large Lilan 
  population in the region, which at this point is nearly over 
  150 strong. Xoltlan at this point proclaims himself King-
  Priest of the Toltec Empire, its borders extending into 
  Central and South America. This ‘Empire’ of Xoltlan’s 
  will endure into modern times. 
   
   
   
   
  
   
  21 
  1336 AD: Emperor Dominic writes the Lex Dominicus. 
   
  1337 AD: Edward III of England, provoked by French 
  attacks on his territories in France declares himself king 
  of France. Beginning of ‘The Hundred Years War’ 
  between England and France (ends 1453). Atlanteans of 
  House Lionnes attempt to strip landholds of House 
  Ramius in England. Members of both houses begin 
  discretly feuding for the next one hundred years. Most of 
  this feud is kept to Servitors fighting Servitors due to the 
  Codex Imperialis, there are actually very few Atlantean 
  casualties suffered during this brief conflict. 
   
  1453 AD: The Capital of the Second Atlantean Empire in 
  Constantinople falls to the Ottoman Turks when the city 
  is overrun by the Turkish Army. End of the Byzantine 
  Empire and of the Middle Ages. 
   
  1454 AD: The Capital of the Second Atlantean Empire is 
  moved to Cork, Ireland. 
   
  1455 AD: The War of the Roses - civil wars in England 
  between royal houses of York and Lancaster (until 1485). 
  Houses Ramius and McCullen face off when Emperor 
  Dominic decides to strip away a sizeable portion of 
  House Ramius’ territories in England. 
   
  1456 AD: Prince Vlad the Impaler takes the throne of 
  Wallachia when he ‘slays’ his brother Radu while taking 
  the Wallachian throne. Vlad is put into power while Radu 
  is given the Dark Gift by Draco of House Draconis. 
   
  1485 AD: Emperor Dominic sends of Expedition into 
  India in an attempt to make contact with the Atlanteans 
  dwelling in that region. All members of the expedition 
  are slaughtered by the Atlanteans of Prince Khadesh. A 
  message is sent to Constantinople from Prince Khadesh, 
  it simply states "Proceed no further, or all those who you 
  send into my lands shall be sacrificed to Kali in all her 
  dark glory." No further expeditions will be sent into this 
  region until the 1800s. 
   
  1502 AD: House Ramius openly rebels against Emperor 
  Dominic's rule of the Second Atlantean Empire. With the 
  assistance of Houses Draconis and Thalus, Lord Marcus 
  Aurellius Caius of House Ramius expells all Atlanteans 
  of House McCullen from England. 
   
  1504 AD: Emperor Dominic mobilizes his Centurians 
  and invades England. 
   
   
   
   
  1520 AD: Imperium Centurians clash with Atlanteans of 
  Houses Draconis, Ramius and Thalus in Birmingham. It is 
  during this battle that Centurians of House Ramius are 
  forced to fight members of their own house, when then 
  happens, many of them disengage from battle and begin 
  attacking their those Centurians still loyal to Emperor 
  Dominic. 
   
  1588 AD: Emperor Dominic and the rest of his House are 
  destroyed by the the other Houses of the Empirium due to 
  his draconian rule. Emperor Dominic was by no means a 
  kind ruler, his laws and reign was cruel and despotic. As 
  rumor has it, it was his own Centurions that put an end to 
  him and his House. 
   
  1588 AD: Empress Andrea of House Lionnes is elevated to 
  the station of Emperor. Alcuin of York becomes Exarch of 
  France & Germany. 
   
  1607 AD: Atlanteans of Clan MacKilintoc flood into 
  Ireland and slaughter all of the Imperium loyal Atlanteans 
  remaining on the island. Captain John Smith founds the 
  first permanent English settlement at Jamestown, Va. 
   
  1608 AD: The Order of the Black Rose is founded by 
  Jeremiah MacKlintoc to honor all those MacKlintoc 
  Atlanteans that fought and died in the battle to take Ireland 
  from the Imperium. 
   
  1588 AD: Alcuin of York is inducted into the 
  Antiquarians' Guild. 
   
  1590 AD: Empress Andrea writes the Lex Andreae. 
   
  1610 AD: Castle Csejthe is raided after one of Countess 
  Erzsebet Bathory’s intended victims escapes and goes to 
  the local authorities. All of Countess Bathory's attendants 
  who took part in her insane blood rituals are put to death 
  by beheadings. Erzsebet Bathory is walled up in her own 
  bedroom where she supposedly dies in 1640. Little did 
  those same authorities realize that the woman whom they 
  had walled up in Erzsebet's bedroom was but only a 
  servant whom Erzsebet had used sorcery to make her into 
  the exact likeness of the Blood Countess…The Countess 
  had been ferried away the night of the raid by Servitors of 
  House Draconis. 
   
  1611 AD: Countess Erzsebet Bathory is given the Dark 
  Gift from Lord Draco of House Draconis. 
   
   
   
   
   
   
   
  
   
  22 
  1613 AD: Stefan Dragosee, the son of Alexi Dragosee, of 
  House Draconis is inducted into the Antiquarians' Guild. 
  Stefan also becomes Prefect of Romania. 
   
  1621 AD: Lord Radu Dracula sends a servitor to Draco 
  detailing his intent to leave House Draconis behind and 
  petition the Empress Andrea DeLyones for the right to 
  become a House. Lord Radu Dracula and all members of 
  the Family Dracul go into hiding from the rest of House 
  Draconis. 
   
  1624 AD: Uri Dracul is given the Dark Gift by Radu of 
  the Family Dracul. House Draconis begins its war against 
  the Family Dracul, its end goal to exterminate the entire 
  bloodline for their betrayal of House Draconis. This 
  conflict will not end until 1836 when Empress Andrea 
  DeLyones formally recognizes the Family Dracul and 
  allows it to become to new 5th House of the Empirium. 
   
  1734 AD: France invades Lorraine. House Lionnes 
  begins increasing its holds in Western Europe, this begins 
  an Expansionist Period for House Lionnes that will last 
  until the end of the reign of Napoleon I. 
   
  1776 AD: British troops evacuate Boston. Declaration of 
  Independence drawn up by American colonies in 
  Philadelphia adopted by Continental Congress. Younger 
  Atlanteans of Houses Lionnes, Ramius, and Thalus leave 
  behind their holdings in England and Western Europe and 
  journey across the Atlantic to North America in the hopes 
  of leaving behind the constant battles of their elders. 
  These same groups will eventually fall to warring among 
  themselves for the new territories in North America. 
   
  1777 AD: Claudius Lucinius Serrentus becomes Exarch 
  of the newly formed United States of America. Battle of 
  Saratoga: British army under General John Burgoyne 
  surrenders to American General Horatio Gates. 
   
  1778 AD: France enters American War of Independence 
  in support of the colonies. War of Bavarian Succession 
  (until 1779): bloodless war between Prussia and Austria. 
  Death of French philosopher Voltaire. European 
  Atlanteans of House Lionnes decide to send support 
  across the Atlantic to their American cousins in an 
  attempt to make peace with those that left Europe. 
   
  1785 AD: The Court of Roses is founded by Lady Camila 
  DelaRosa of House Lionnes. 
   
  1791 AD: American Bill of Rights. Canada Act divides 
  Canada into French and English-speaking territories. 
  House Lionnes enacts the Canada Act in an attempt to 
  consolidate more of its power and influence in North 
  America. 
   
   
  1836 AD: Empress Andrea recognizes the Dracul Family 
  as the fifth house of the Empirium. In doing so, House 
  Dracul is formed. Tirgoviste becomes the seat of power for 
  House Dracul. Texas independent of Mexico. 
   
  1839 AD: Rebellions in Upper and Lower Canada. Houses 
  Lionnes and Ramius fight for dominance in Canada. 
   
  1840 AD: Upper and Lower Canada united. Houses 
  Lionnes and Ramius are forced by the High Magistrate of 
  the Empirium to finally come to some agreement on how 
  their Canadian holdings will be governed. 
   
  1850 AD: Empress Andrea abdicates the Throne of the 
  Second Atlantean Empire to Lord Priam of House Thalus. 
   
  1860 AD: South Carolina secedes from the United States. 
  Atlanteans of House Lionnes, dissatisfied with the 
  conditions being forced upon them by the Atlanteans of 
  Houses Ramius and Thalus to the north begin to wage a 
  shadow war against those in the North. 
   
  1864 AD: Union Army occupies Georgia. Faced with 
  inevitable defeat, the Atlanteans of House Lionnes in the 
  South finally make peace with their cousins to the North. 
   
  1873 AD: After many failed attempts to uproot the Scotish 
  Atlanteans of Clan MacKlintoc, Emperor Priam authorizes 
  and begins the invasion of Ireland by Imperium Centurions 
  in an attempt to retake it back from the Atlanteans of Clan 
  MacKlintoc. 
   
  1875 AD: Atlanteans of Clan MacKlintoc begin pouring 
  across the Scotish border into England. The first Imperium 
  city to be lost to Clan MacKlintoc is York. 
   
  1879 AD: Emperor Priam writes the Lex Piaae. 
   
  1880 AD: Helena of House Thalus becomes Prefect of 
  Greece. 
   
  1897 AD: Abraham Stoker writes Dracula. The Family 
  Bathory is finally released from their servitude to House 
  Draconis. 
   
  1939 AD: The Battle of London. Imperium Forces stage a 
  last ditch effort to remain in the British Isles using London 
  as there final battleground. This last ditch effort turns into 
  a holding action as the Imperiums Centurians hold off the 
  attacking Atlanteans of Clan MacKlintoc while the citizens 
  of the Imperium flee London across the channel into 
  France. 
   
   
   
   
  
   
  23 
   
  1939 AD: Lord Xavier Fallcourt and most of the 
  Fallcourt Family from House Lionnes betray the 
  Imperium at the Battle of London, siding with the 
  Renegade House; Clan MacKlintoc. Lord Edward 
  Halloran and all of the Halloran Family of House Ramius 
  betray the Imperium at the Battle of London, siding with 
  the Renegade House; Clan MacKlintoc. The Forced 
  Evacuation of London; Imperium Atlanteans of Britain 
  are forced into resettling in wartorn Europe. 
   
  1940 AD: France invaded by Germany. Atlanteans of 
  Houses Ramius and Lionnes attempt to retake the British 
  Isles. Houses Ramius and Lionnes are able to gain a 
  foothold in Northern Ireland. 
   
  1940 AD: Atlanteans of Houses Ramius and Lionnes 
  attempt to retake the British Isles using France and 
  Northern Ireland as their staging areas. Battle of Britain, 
  Clan MacKlintoc uses the Royal Air Force to prevent a 
  German Invasion, Imperium Servitors are unable to 
  retake Britain. 
   
  1944 AD: Realizing the futility of recapturing Britain, 
  Imperium Atlanteans influence Germany into launching 
  the first of the V-2 missle attacks. The theory is "if we 
  can't have Britain, then neither can you." 
   
  1962 AD: Uri Dracul inducted into the Antiquarians’ 
  Guild. 
   
  1972 AD: Britain takes over direct rule of Northern 
  Ireland. Duke Angus MacKlintoc of Ireland decides that 
  it is necessary to remove the Imperium hold outs in 
  Northern Ireland, through the influence of Duke William 
  of England he is able to have Britain send in troops into 
  Northern Ireland. 
   
  January 17th, 1999 AD: Former President Bill Clinton is 
  sentenced to 50 years in a Federal Facility for Misuse of 
  Presidential Authority and Power. 
   
  January 18th, 1999 AD: Vice President Al Gore is sworn 
  in to office as the President of the United States. Thomas 
  Thorintine, Dem. Senator from MA becomes his Vice 
  President. 
   
  December 25th, 1999 AD: Army of the Black Talon 
  detonates two neutron bombs in the continental United 
  States; One in San Francisco California, and another in 
  Miami Florida. The total death toll is suspected to be 
  somewhere around 4 million Americans killed.  
   
  December 26th, 1999: Army of the Black Talon attacks the 
  United World Religions Council gathering at the 
  Sedgewick Hotel in New York City, detonating a bomb 
  that kills at least 15 FEMA Agents and 10 members of the 
  UWRC. Obsidian GROUP’s Beta Team BlueSix infiltrates 
  the UWRC gathering as agents for FEMA in an attempt to 
  stop the terrorist attack, they are able to stop the killing of 
  most of the delegates, but a bomb explodes killing 5 
  delegates of the UWRC along with multiple members of 
  the FEMA Taskforce that was stationed at the Sedgewick 
  Hotel. 
   
  December 29th, 1999: National Guard Troops clash with 
  protestors in Boston in opposition to President Gore’s 
  declaration of Martial Law. Five rioters are killed, 15 
  others are wounded. * Poison Gas Bomb explodes in the 
  English Channel Tunnel, killing 240 English and French 
  Tourists. 
   
  December 30th, 1999: President Gore, with the approval of 
  Congress creates the Office of Homeland Security in an 
  attempt to end the acts of terror that began with the 
  bombings of San Francisco and Miami. Retired Air Force 
  General, Fredrick Temerold is appointed as its first 
  Director, charged with ending the acts of terrorism against 
  the United States and its citizens. 
   
  November, 2000 AD: President G.W. Bush is elected to 
  the Offices of President of the United States. 
   
  September 11th, 2001 AD: The World Trade Center and 
  Pentagon terror attacks occur. President G.W. Bush begins 
  his “War on Terror” against the al-Qaeda and any nation 
  that supports their terror attacks. 
   
  September 20th 2001 AD: Invoking the War Powers Act 
  of November 7th of 1973, President George W. Bush 
  establishes, with the full backing of both houses of 
  Congress, the United States Police Force. The United 
  States enters a period of Martial Law that will not end until 
  July 15th of 2002. Within 3 months of its founding, the 
  USPF has garrisons in all major cities across the United 
  States. 
   
  September 20th, 2001 AD: President George W. Bush 
  announces the appointment of Pennsylvania Governor Tom 
  Ridge as the new Director of the United States Police 
  Force in his Address to a Joint Session of Congress and the 
  American People. 
   
   
   
   
   
   
  
   
  24 
  September 26th, 2001 AD: Corporate interests within 
  the United States begin lobbying Congress to allow for 
  the formation and expansion of corporate paramilitary 
  security forces to protect their corporate holdings from 
  terror attacks. 
   
  October 3rd, 2001 AD: With pressure from the Office of 
  the President and the many corporations lobbying 
  Congress, the “Corporate Armament Act” is passed by a 
  slim margin. A vocal few Senators accuse the President 
  of misuse of Presidential Authority, but with public 
  opinion levels riding high because of the President’s 
  “War on Terror”, their voices go unheard. 
   
  October 7th, 2001 AD: President G.W. Bush announces 
  Operation Enduring Freedom to dismantle the Taliban 
  regime in Afghanistan, which is harboring al-Qaeda 
  terrorists. 
   
  October 8th, 2001 AD: President Bush issues Executive 
  Order 13228 Establishing the United States Police Force 
  and the Homeland Security Council. 
   
  October 8th, 2001 AD: Tom Ridge sworn in as the first 
  Director of the United States Police Force. 
   
  November 19th, 2001 AD: President G.W. Bush signs 
  the Aviation and Transportation Security Act, creating 
  the Transportation Security Administration. 
   
  February 3rd, 2002 AD: Need for new methods of 
  crowd control result in the USPF testing cutting edge 
  military technology, supplied by the Armatech Arms 
  Corporation, an obscure but fast growing R&D firm.  
   
  March 21st, 2002 AD: Executive Order Establishing the 
  President's Homeland Security Advisory Council and 
  Senior Advisory Committees for Homeland Security. 
   
  October 4th, 2002 AD: Six suspected members of the al-
  Qaeda terrorist network operating near Buffalo are 
  inducted. 
   
  March 17th, 2003 AD: Homeland Security Department 
  commences Operation Liberty Shield, an increase in 
  protective measures to defend the homeland. 
   
  March 19th, 2003 AD: President G.W. Bush launches 
  Operation Iraqi Freedom to end the regime of Saddam 
  Hussein and its support of terrorism. 
   
   
   
   
  April 2nd, 2003 AD: House passage of the $79 billion 
  wartime Supplemental Appropriations Bill to provide 
  crucial funding for Operation Iraqi Freedom. 
   
  May 1st, 2003 AD: President G.W. Bush declares an end 
  to major combat operations in Iraq aboard the USS 
  Abraham Lincoln. The Terror Threat Integration Center 
  begins operations. 
   
  June 12th, 2003 AD: First cases of “spontaneous 
  combustion” reported during riots in early field-tests of 
  Armatech Arms Corporation equipment result in public 
  outcry. 
   
  June 24th, 2003 AD: House passes the first ever 
  Homeland Security Appropriations Bill, approving $29.4 
  billion to bolster our homeland security, bring funding for 
  First Responders to more than $20 billion since 9/11. 
   
  November, 2004 AD: President G.W. Bush is re-elected to 
  the Officer of President of the United States. 
   
  2003-2008 AD: U.S. Military Forces occupy Iraq while 
  insurgents are hunted down and a democratic government 
  is installed in Iraq via free elections. 
   
  2005 AD: The Auto Industry within the U.S., along with 
  the Oil Companies begins working on an alternative fuel 
  source that uses hydrogen fuel cells to power their 
  experimental hydrogen engines. New engine designs begin 
  emerging that uses a hydrogen engine to generate power.  
   
  2007 AD: The Darkstar Corporation introduces their new 
  Virtual Reality “Omega-V” computers. These machines 
  largely remain the purview of the United State military 
  complex and the corporate world. Some of these machines 
  are sold for private use, but only the wealthy have the 
  funds to purchase them. 
   
  February, 2007 AD: The North American Convocation of 
  2007. 
   
  2009 AD: Present Day. Hydrogen powered cars begin 
  hitting to roads of North America, the oil companies begin 
  raising gas prices to ridiculously high prices across the 
  United States, the American consumers begin actively 
  search for an alternative to gasoline. Longer lasting 
  batteries enter service in U.S. Military vehicles; using 
  radioactive isotopes to store electrical charges. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  25 
  Atlantis 
  An Unbiased History 
  (from the writings of Lord Lucian the Chronicler; 
  Atlantean Chronicler, House Lionnes) 
   
   
  I, Lord Lucian the Chronicler, have written many tales of 
  Atlantean history that would be declared treacherous and 
  heretical, worthy of a slow and painful death, but none more 
  so than the tale I am about to tell.  Many would prefer the 
  tales of Old Atlantis remain buried deep in the past, kept in 
  the past as Atlantis is now kept beneath the waves.  Perhaps it 
  is not right of me to share these words with you, the reader, 
  but I believe we must know the truth of our past, lest we be 
  doomed to repeat our mistakes.  May Lord Poseidon forgive 
  me for returning the past so long forgotten.  Blessed Mother 
  and Blessed Father, I do this so your fates are not repeated.  
  May my brethren see me fit for a swift death. 
   
  Many eons of Mankind have been dominated by legends of 
  Atlantis.  Much of the truth has been lost in time and 
  translation, but the truth is still available to us who are 
  descended of Atlantis.  But even those among us who were 
  there do not accept our humble beginnings.  We remember the 
  great war machines, ages of conquest and an empire to rival 
  any the world's written histories remember.  A few of us look 
  further back to the earliest writings on the glyph stones to see 
  a much simpler time, when we were not yet Atlanteans. 
   
  As the story roughly translates; “Long ago, we were simple 
  fisherman in a large village by the sea called “Atla.” Though 
  we sought to live a peaceful life by the sea, teaching our 
  children the ways of art and our ocean, savage tribes sought to 
  ravage and dominate us.  They would raid our homes, rape 
  our women, slaughter the innocent, steal our resources and 
  make impossible demands upon us.  We were helpless to 
  withstand their savagery.  We prayed to the sea god, 
  Poseidon, to help protect us. 
   
  “Poseidon heard our prayers and came before the great 
  shaman, Mara.  Through her, Poseidon taught us the ways of 
  navigating by the stars.  He told us which stars to follow to 
  journey to a new land, where we could be safe from the 
  savage inland tribes. We journeyed for twenty-seven days and 
  nights, braving storms and waves.  The food and water ran 
  out.  Many died on the trip.  Some began to lose hope.  Mara 
  kept our faith from faltering, reassuring us that Poseidon was 
  guiding us right, and that we were near. 
   
  “At last, on the twenty-
  seventh day, we arrived 
  at the shores of the land 
  promised 
  us 
  by 
  Poseidon.  He told us to 
  call it Atlantis, and said 
  he would always guard 
  us while we remained 
  faithful to him.  It is 
  then that, through Mara, 
  Poseidon gave us three 
  great gifts.  The first 
  was the right to rule 
  over all lesser beings on 
  the planet.  The second 
  was the ability to force 
  our will upon others by commanding without speaking.  
  The third was orichalcum, the golden brown metal which 
  reflected red in the sunlight and allowed us to touch the 
  world with our minds. 
   
  “The people of Atlantis enjoyed freedom and peace, safe 
  from the savages of the world.  Atlantis was a land of 
  plenty, where the Atlanteans could remain safe for many 
  generations.  They gave thanks and offerings, vowing to 
  always honor Poseidon.  They promised also to always 
  honor their ancestors who made the great sacrifices to 
  bring them to the safety of Atlantis. May Great Poseidon 
  always find favor with our great race” 
   
  Many Atlanteans would have us forget this story left to us 
  on the Glyph Stones, claiming it is merely a bit of folk lore 
  used to explain to children how we came to be on Atlantis. 
  Others use it as a metaphor, showing that we are the 
  chosen of Poseidon. Still others claim we are evolved 
  above such human things as folklore and myth.  No matter 
  how our people came to be on Atlantis, it is a fact that our 
  ancestors were simple farmers and fishers which first left 
  signs on Atlantis over forty thousand years ago.  The 
  relatively peaceful and safe conditions provided by 
  Atlantis allowed them to flourish and advance as a 
  civilization. 
   
   
   
   
   
   
   
   
   
   
  
   
  26 
  Geography of Ancient Atlantis 
   
  There were many benefits to Atlantis.  The warm environment 
  meant that the Atlanteans rarely dealt with harsh weather 
  changes.  The rich, volcanic soil was ideal for planting many 
  crops.  The many freshwater springs about the continent 
  provided clean water to many places.  The great mountains 
  provided strong stone for the building of homes and 
  monuments.  Hot springs provided bathing and cooking water.  
  The warm waters around the southern coast of Atlantis were 
  plentiful with lagoons and coral reefs, providing an abundant 
  resource for food; the cold waters of the north coast provided 
  an ideal place to catch larger fish from plentiful schools.  The 
  wildlife on the mainland of Atlantis was entirely insect and 
  avian, making it free of predators and perfect for raising 
  livestock. 
   
  The exact size of Atlantis is not easily translated, but it is 
  believed to have been roughly four hundred kilometers east to 
  west, by six hundred kilometers north to south, roughly two 
  hundred-forty miles by three hundred-sixty miles.  It was 
  likely near the tropical 
  portion of the Atlantic 
  Ocean, about the size of 
  one 
  of 
  the 
  larger 
  Caribbean 
  islands.  
  Atlantis was part of an 
  archipelago, 
  whose 
  islands stretched close to 
  the Caribbean Islands and 
  South America.  This did 
  not make Atlantis easy to 
  get to; as the north, east 
  and west coasts of the 
  continent were sheer cliff 
  walls hundreds of feet 
  above the ocean.  The 
  southern coast was just as 
  difficult to access, being surrounded by many coral reefs.  
  Even the great Bay of Poseidon was closed in by a great coral 
  reef that kept the Atlanteans from exploring the world for 
  many generations.  Atlantis kept its people cradled from the 
  ravages of a primitive world for thousands of years. 
   
  From the center of Atlantis flowed four great rivers that 
  divided the land into four nearly-equal parts, providing 
  irrigation and waterway travel to most of Atlantis.  Each of 
  these four parts was rich in particular resources.  To the north 
  and east were the fertile plains for crops and swamps for peat.  
  To the north and west were mountains and hills where stone, 
  metal and coal could be wrought from the ground, including 
  the rare orichalcum.   
   
  To the south and east could be found the great forest of 
  Atlantean trees; taller, stronger and wider than any others 
  in the known world.  To the east and west was the great 
  Bay of Atlantis, where fisherman could harvest a bounty of 
  fish and sea life. 
   
  In the center of Atlantis stood the Pillars of Atlas; four 
  great volcanic mountains of equal size which had been 
  dormant for eons.  These great mountains reached far into 
  the sky, seeming to support the very sky itself.  The people 
  of Atlantis believed that they had found the center of the 
  world.  Between these mountains was an elevated plain 
  where a great spring-fed lake in a clover shape cascaded in 
  four waterfalls to the lands below.  Each waterfall fell at 
  one of the four points of the compass, feeding the rivers 
  that flowed in their compass dictated direction.  In the 
  center of the lake (called the Eye of Poseidon) sat an island 
  of stone flecked with silver and gold.  It was here that the 
  first Atlanteans would bring a sacrificial altar of coral, cut 
  and transported from the great coral reefs. 
   
  Early Atlantis 
   
  As early Atlantis prospered, her people found a need for 
  more resources; the early Atlanteans found themselves at 
  odds with one another over resources of the four parts of 
  Atlantis.  Infighting broke out among many communities, 
  causing bloodshed among the peaceful people for the first 
  time since coming to Atlantis.  The elders of each 
  community agreed to go to the Pillars of Atlas and pray at 
  Poseidon's altar for his assistance.  It is said that Poseidon 
  himself rose from the waters of the lake and chose four of 
  the elders to each be Lords of one of the four parts of 
  Atlantis.  The Lords worked together to set up a system of 
  trade so the resources could be distributed fairly, while 
  allowing each Lord to gain wealth and prosperity for his or 
  her heirs. 
   
  The early Atlanteans found an ideally easy life, with time 
  to devote to creativity.  Potters, sculptors, painters and 
  architects gained an important and respected role in 
  Atlantean society.  Inventive minds found ways to harness 
  the steam from the ground to operate elaborate machines.  
  Stone was harvested from the hills of the north, providing a 
  strong material for great monuments and buildings.  
  Craftsman learned to work copper and bronze into tools 
  and fishing spears.  In time the Atlanteans built great ships 
  from the tall, stout trees that grew on Atlantis.  Using 
  lodestone and cork suspended in oil, the first compasses 
  were created.  The Atlanteans carved channels out of the 
  coral to allow them to explore the oceans in their great 
  ships.  The people of Atlantis could explore the world far 
  from Atlantis' coast. 
   
   
  
   
  27 
   
  Art and glyph stones from this time were very clear on what 
  an early Atlantean looked like.  They averaged five feet tall, 
  with the men averaging several inches taller.  They had a 
  slight build, olive skin and thick, black hair.  Unlike much of 
  the rest of the world, wearing animal skins or nothing at all, 
  the Atlanteans chose simple tunics, decorated at the edges 
  with elaborate patterns.  The most striking feature of an 
  Atlantean was the circlet typically worn on their head.  
  Usually made of gold or silver, a band of orichalcum was set 
  in the circlet to enhance the powers of their mind.  The 
  wealthier the Atlantean, the wider this band of orichalcum 
  would be.  The wealthiest had circlets made entirely of 
  orichalcum, often inlaid with valuable jewels and elaborate 
  designs. 
   
  In their travels, the people of Atlantis found the world to be 
  much as their ancestors had left it.  Savage tribes of primitives 
  still dominated the world.  Some of these primitives had 
  become less savage, but were very basic creatures.  They 
  found little to be gained from their lesser neighbors.  The 
  people of Atlantis saw themselves as the chosen of Poseidon, 
  setting them above these primitives in the world around 
  Atlantis.  It was decided by the Lords of Atlantis that hard 
  manual labor was above them, thus they had the right to use 
  lesser races as slaves.  Many were fascinated by the 
  Atlanteans, seeing the shining metal and handsome 
  appearance to be signs that they were gods.  The Atlanteans 
  took many slaves from many other lands, but came to favor a 
  particularly strong specimen called Domar, whom we know in 
  modern times as Neanderthal.  The Atlanteans found them to 
  be particularly strong and easy to control.  They were useful 
  in combating the natives of the mainland continents and 
  gathering resources for the growing Atlantean Empire.  They 
  excelled at hard labor and defense. It was on the backs of 
  Domar (translated as “those who would build”) That the 
  Atlantean Empire would be built. 
   
  It was also in these times that Atlantis found true value in the 
  Chosen of Poseidon.  This sect of faithful were said to be 
  descendants of Mara of Atla.  They had been selectively 
  breeding with the most insightful and gifted children of 
  Atlantis for centuries.  They had succeeded in encouraging 
  lines of students who could predict weather patterns, discern 
  truth from lies, move objects with their minds, speak with 
  others over great distances and control the minds of the weak. 
  It was also found that the Chosen of Poseidon had a great 
  influence over the Domar and could manipulate multiple 
  Domar for more complex labor than any farm animal was 
  capable of.  They became trusted advisors to the Lords, 
  essential guides on ocean voyages and unquestioned overseers 
  of Domar construction.  In time, they were known merely as 
  the priests of Poseidon, as no other faith was allowed to stand 
  before theirs. 
   
  For over a thousand years, the Altar of Poseidon saw little 
  use other than rituals at the solstices and equinoxes. With a 
  new source of labor, it was decreed by the Lords of 
  Atlantis that it was time to build a great monument to 
  Poseidon.  One of Atlantis' most noted architects, Fen, was 
  charged with designing and planning the new temple to 
  Poseidon, to be erected at the Eye of Poseidon.  This 
  monument was made of coral cut from the reefs far to the 
  south, then covered in sheets of volcanic glass cut from 
  high in the surrounding mountains.  Beautifully carved 
  fountains lined bridges of stepping stones that crossed the 
  shallow lake.  Fires lit at the corners of each tier lit up the 
  four sides of the temple, reflecting upon the lake 
  surrounding it.  Many said that the shimmering spectacle of 
  the temple could be seen for several days' journey from the 
  Pillars of Atlas. 
   
  With a new temple to inspire awe and reverence in the 
  people, the priests of Poseidon convinced the Lords they 
  could strengthen the faith of the people.  Regular rituals 
  were held at the site.  Newborn babies were required to go 
  before the priests of Poseidon within their first year for 
  approval as Atlanteans, otherwise to be slain if found 
  unworthy.  Regular donations were required.  Once a year, 
  a child of at least seven summers would be chosen as the 
  sacrifice of the summer solstice.  In return for their piety, 
  the priests of Poseidon promised ever greater prosperity 
  and favor from Lord Poseidon; Thus did the priests of 
  Poseidon grow in number and influence. 
   
  The priests of Poseidon soon found difficulty in living 
  merely on donations provided by parishioners.  Being the 
  only ones allowed to mine in the Pillars of Atlas, they 
  began mining to feed the ever growing demand for 
  Orichalcum.  The priests discovered large deposits of a 
  silvery metal.  It became popular as a metal to make 
  jewelry and decorations from.  The priests began making 
  small triangular pieces of the metal, rounded at the bottom 
  to appear as a fish's scale and a hole at the top for keeping 
  them organized on a cord. On one side, they were stamped 
  with an image of the Temple of Poseidon with their god's 
  eye above it watching his followers.  They called these 
  coins atla in honor of the legendary village that gave birth 
  to the Atlantean people.  They used these to trade for the 
  supplies that donations did not provide.  It was not until the 
  coins began returning as offerings that the priests realized 
  they had created a portable alternative to trade; they had 
  created currency.  We now know, from the very few atla 
  that remain, that they were made of the metal known to 
  modern times as platinum. 
   
  The priests of Poseidon found their monopoly on the coins 
  and Orichalcum to be the ultimate sources for influencing 
  politics with the Lords.  They had shrines built in every 
  village of each Lord's domain. 
  
   
  28 
   
  The Priests began deciding which of the Lords' heirs would 
  replace them, or had a new Lord appointed outright.  It is 
  rumored that the priests had trained assassins for removing 
  the troublesome people they could not persuade, though the 
  Lords had been assassinating one another's families for 
  generations.  The time came when the priests of Atlantis had 
  enough power to declare a centralized government.  The 
  Lords would be known from there on as Acha, or military 
  governors, who would rule over their own quarter of Atlantis 
  as enforcers of the 
  law.  The Acha and 
  the 
  priests 
  would 
  each 
  declare 
  a 
  Proteus.  Together, 
  each Proteus would 
  settle 
  disputes, 
  decide 
  taxes 
  and 
  vote on laws.  If one 
  Proteus could not 
  agree with the other, 
  no 
  changes 
  were 
  made. 
   
  An area of land 
  around the Pillars of 
  Atlas, for two day's 
  journey from the base, was declared the place where a new 
  capital was to be built.  The stones of the capital's buildings 
  would be made from the black stone of the Pillars themselves.  
  The first structure built was the Forumar Atlantisa, a building 
  where each Proteus could live and oversee matters of Atlantis.  
  This building was erected directly over the southern river, 
  with a great plaza where citizens of Atlantis were encouraged 
  to come and speak freely.  The city spread in a ring around the 
  Pillars of Atlas, each building, road, wall and farm planned 
  for centuries to come.  In a few short decades, a glorious city 
  ringed the base of the Pillars, providing a new place for the 
  most prominent of Atlantis' citizens to live.  Baths, theaters, 
  athletic arenas, schools and libraries were provided to the 
  people.  From most places in the city, one could look up and 
  see the Temple of Poseidon glowing from far above them. 
   
  Loss of the Domar 
   
  About thirty-nine thousand years ago, while the new capital 
  was about half built; a group of Domar came across a sealed 
  cave in the northwest Pillar.  When they opened this cave, 
  they found a great stone slab.  Not knowing what to make of 
  it, the Domar in the cave moved the stone slab.  They found 
  an ancient skeleton and a stone plaque.  Since none of them 
  could read what was on the stone plaque, it was taken to the 
  priests outside.   
   
  Since none of them could read the ancient glyphs, the stone 
  was taken to the Temple of Poseidon.  One of the priests at 
  the temple recognized it as a name he had read from the 
  oldest of their Glyph Stones:  Mara.  This excited the 
  priests, as they had been searching for Mara's tomb for 
  centuries.  Plans to erect a shrine on the site were made, 
  and a messenger was sent to get the Master Priest. 
   
  Only days after the tomb had been desecrated, the Domar 
  in the area around the tomb fell ill.  All were reported as 
  having troubles breathing, followed by coughing up blood; 
  soon after an agonizing death wrought with pain and 
  spasms.  Though the Atlanteans were unaffected by this 
  illness, they could find no medicines or rituals to protect 
  the Domar.  All they could do was try to bring ease to the 
  minds of the afflicted Domar.  Within a few short years, 
  every Domar on Atlantis was dead of the Domar Curse.  
  The priests proclaimed that it was Poseidon's punishment 
  upon the simple Domar for disturbing the tomb of the first 
  of his chosen people.  Desperately, the Atlanteans set out 
  to find more of the Domar in the lands where they had 
  been brought from, only to find that there were no more in 
  the world.  The last surviving Domar, a female named Ru, 
  cried to the Master Priest in her last moments, proclaiming 
  the sorrow she felt because her people could no longer 
  serve their Atlantean masters.  The master priest, so 
  sorrowed by Ru's words and emotions, threw himself from 
  the North Pillar within a fortnight. 
   
  The Atlanteans were at a loss.  They had grown so 
  dependent upon the Domar that they could not function 
  without them.  They tried other races as slaves, but found 
  them too resistant to domination, causing a great deal of 
  strain on even the most talented priests.  It was fortunate 
  that a young inventor names Heronas was experimenting 
  with new ways to harness power from steam.  With the 
  new innovation of forging iron, he devised portable 
  machines with fire and steam to drive gears and pistons.  
  These new machines provided the mechanical advantage 
  needed to complete the buildings.  Further innovations in 
  Heronas' lifetime would allow steam-driven carts and boats 
  to be created.  Steam innovations also gave the citizens the 
  means to get hot water piped directly into their homes.  
  Great machines could dig mining shafts, cut down trees, 
  harvest grain and power boats when there was no wind to 
  drive them.  Steam machines made every task faster and 
  more efficient than ever. 
   
  Then came Lilith; she brought forth knowledge of the Old 
  Ones for the benefit of Atlantis.  Though no person knew 
  for sure where she came from, she brought a great gift to 
  Atlantis:  the secrets of sorcery.  As eager as the Atlanteans 
  were for innovation, this gift was given utmost attention.  
  The priests and scholars of Atlantis gleaned every ounce of 
  knowledge from Lilith that she would allow.   
   
  
   
  29 
   
   
  Schools were created 
  to encourage the most 
  talented sorcerers.  In 
  time, the priests of 
  Poseidon would select 
  their 
  most 
  gifted 
  acolytes 
  to 
  become 
  sorcerers. Technology 
  and sorcery combined 
  to make the Atlanteans 
  an unstoppable force in 
  the ancient world. 
   
  It was around this time 
  that 
  the 
  priests 
  of 
  Poseidon 
  made 
  an 
  important 
  discovery.  
  Demand for orachalcite, driven by a need to experiment with 
  sorcery, forced the priests to increase their mining in the 
  Pillars.  Deep in the mountains, they discovered rich veins of 
  perfect crystals.  At first used as decorations, it was later 
  discovered that these crystals had unique energy properties.  
  When struck, these crystals would expel an electrical 
  discharge.  When focused correctly, these crystals could make 
  a lethal beam out of mere sunlight.  These basic beginnings 
  would pave the road for all technical marvels many years in 
  the future. 
   
  The Fae 
   
  They did not arrive on ships, nor did it seem they swim or fly.  
  A woman appeared on the steps of the Forumar, requesting an 
  audience with the Proteuses.  She was dressed in a simple 
  tunic, barefoot and unadorned by jewelry or paint.  When she 
  walked, it was as though she was there, but not.  She appeared 
  at times to flicker, as the flame of a lamp.  She claimed to the 
  Proteuses to be the representative of the Fae for the Atlantean 
  people.  Her message was that the Fae were tied much closer 
  to the world than the other races of the world.  She told 
  Atlantis to take only what was needed of the world, lest the 
  Fae see need to remove those who cannot abide by their ways.  
  To prove their power, she flickered as a flame in the wind.  In 
  the space of a few heartbeats, she stood between the 
  Proteuses, stood in the doorway, stood upon the ceiling; then 
  she stood with a hundred Fae.  She repeated her message once 
  more; at that point she and the other Fae disappeared. 
   
   
   
   Rise of Simple Ways 
   
  There was a time when we fought our bretheren, forever 
  scarring the world we live in.  They brought beautiful and 
  profound thinking to our world, but Atlantis was only 
  interested in her own desires. 
  Most of Atlantis would call 
  them our greatest enemies, but 
  the 
  Lemurians 
  were 
  our 
  brothers, born of the same 
  blood as we. 
   
  The 
  word 
  has 
  remained 
  unspoken by my lips for so 
  long.  To speak it brings great 
  sorrow 
  and 
  pain 
  to 
  me.  
  Lemuria represents the single 
  greatest tragedy that Atlantis 
  has caused.  As we Atlanteans 
  always seemed to do, we took a thing of great beauty, 
  perverted it with our ways, and then eventually destroyed it 
  when it no longer suited them.  No respectable Atlantean 
  will admit anything but self-defense and self-preservation.  
  Indeed, Lemurians became as monsters in bedtime tales 
  used to scare us beneath our covers. In the end, so much 
  was lost because Atlantis was so concerned about saving 
  itself, only to be doomed by the technology it sought to 
  preserve. 
   
  Lemuria is not as well known in human legend as Atlantis. 
  Some humans have named this lost Pacific continent 
  Sundaland.  Little remains of Lemuria in the modern 
  world, beyond oral traditions in the Pacific Rim which 
  carry stories of the lost land, as varied as the people 
  themselves.  Perhaps it is somewhat correct to call it the 
  "Asian Atlantis", but it is like comparing the sun and the 
  moon.  Lemuria was so much more.  The sacred glyph 
  stones which held most of their history were consumed in 
  the time of Marah Gelombang -- The Angry Sea.  Most of 
  what we knew of Lemuria was consumed by the waves 
  when Atlantis sank. What has been preserved has been 
  passed from parent to child in stories, and the few glyph 
  stones we have uncovered over the centuries.  Such is what 
  I must tell you now. 
   
  The first encounter with the Fae sparked a movement 
  among some of Atlantis' people.  There had already been 
  much debate about the impact Atlantis was having on the 
  world, most importantly how Atlanteans were treating their 
  own homeland.  Many speculated that we were using 
  resources on Atlantis faster than they could be naturally 
  replenished.  But most Atlanteans enjoyed a higher 
  standard of living and did not wish to work any harder than 
  they had to.   
   
  
   
  30 
  To change their habits was to give up a lavish lifestyle that set 
  them apart from the rest of the primitive world.  Many 
  claimed that technology and innovation were a gift from Lord 
  Poseidon himself and were not something to be given up so 
  easily. 
   
  Technology and innovation, no matter how helpful, was seen 
  by some as poisoning their traditions.  It seemed to them that 
  the new sciences and technologies were replacing the ways of 
  faith and trust in Poseidon.  They shunned the new 
  technology, choosing to live away from the cities in simpler 
  communities.  Some said they had chosen to be like the 
  savage primitives that lived in other lands.  These people who 
  refused the technological revolution were labeled Lemori, 
  meaning simple elegance.  With a sarcastic undertone, the 
  word came to mean something closer to simpleton, or idiot.  
  The Lemori took pride in this title.  Instead of manipulating 
  the world around them, the Lemori chose to turn their powers 
  toward inner power and enlightenment. 
   
  This peaceful path, though ideal in the eyes of some, did not 
  protect the world.  In time, some Lemori gave up on mere 
  debate on the morality of machines and chose to attack the 
  machines directly through acts of sabotage.  This did not 
  make their fellow Atlanteans want to give up machines, but 
  instead caused them to make better machines.  The outrage 
  over the sabotage caused great discord among the Atlantean 
  people.  Known Lemori were forbidden from shops and 
  schools, denied employment and booed from public forums.  
  Still, the Lemori stood by their principles. 
   
   
  One day, a decree came from the proteuses that the Lemori 
  were to have a lower standing in Atlantean society, being 
  treated as second-class citizens, which put them only a little 
  above slaves and livestock. Laws restricting Lemori were 
  instated.  All Lemori were to shave their heads and stain them 
  red from forehead to the back of the neck.  No Lemori was to 
  live within the capital.  Lemori were not allowed to wear 
  orichalcum, restricting their mental powers.  Hefty fines and 
  punishments were forced upon Lemori who broke these laws.  
  Steep taxes were levied upon communities that refused 
  machinery and sciences.  As much as the governing bodies 
  tried to dissuade the Lemori, they took pride in their shaved, 
  stained heads and gladly paid the taxes.  Even the most 
  gruesome of fates did not dissuade the most active of the 
  Lemori, who believed they were protecting Poseidon's way. 
   
   
  As outrage over the Lemori neared civil war, the Lemori 
  took the Atlantean people by surprise by announcing a 
  great exodus.  The Lemori had been buying and building 
  boats for many years, intent on a secret exodus that had 
  been envisioned to many of them in dreams.  Though it 
  hurt many to leave the only home they had known, the 
  possibility of living their simple life without oppression 
  was enticing.  Within a fortnight of announcing the exodus, 
  every Lemori on Atlantis was aboard a ship following their 
  dreams.  The Atlanteans believed them all mad, but did not 
  stop the Lemori from removing themselves.  Each Lemori 
  ship sailed off into the unknown waters to the south to be 
  forgotten for many generations.  Only the priests of 
  Poseidon remembered the Lemori, fearing they may return 
  some day with a vendetta for Atlantis and her people's 
  technology. 
   
  The Founding of Lemuria 
   
  It is not known how long the Lemori searched for a new 
  home, or how many ships survived the journey.  What is 
  known is that they eventually came upon an unknown land 
  in what is now known as the Pacific Ocean.  There they 
  built a city of their own, calling it Atlantea Baru, meaning 
  the old tongue "New Atlantis."  In time they raided the 
  nearby islands and villages, taking resources and slaves to 
  build their new home.  As Atlantea Baru prospered, its 
  tyrannical hold of the lands surrounding it grew ever more 
  powerful.  The Kani, or all-powerful rulers, seemed to 
  grow more savage with each generation.  It was thought 
  that their reign would darken the world forever. 
   
  This was to change.  According to a Lemurian tale, it was 
  around two thousand years after the first Kani ruled that a 
  simple man in simple robes asked to see Kubaru Kani, who 
  had ruled Atlantea Baru for twenty years.  Kubaru had 
  become the worst of the Kani, legendary for his 
  gladiatorial spectacles and ruthless invasions.  The small 
  man told Kubaru Kani that if he did not release all of his 
  slaves and live peacefully with the surrounding lands, he 
  would bring disaster to Atlantea Baru.  Kubaru Kani 
  laughed at the small man, challenging him to back up the 
  ridiculous claims.  Soon after, on that very day, the sky 
  above the city darkened, at which time all animals in the 
  city broke their bonds and ran into the wilderness.  On the 
  second day, all of the water turned to blood.  On the third 
  day, all of the soldiers began fighting one another. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  31 
  It was on the eve of the third day that the small man came 
  before Kubaru Kani one more time, threatening more curses 
  upon Atlantea Baru if Kubaru did not relent.  Kubaru Kani 
  charged from his throne, attempting to strike the man down.  
  Instead, he found his knife in the chest of his only son, slain 
  now by his own hand.  As he wept over his son's lifeless form, 
  Kubaru swore to the gods he would pay any price for his son 
  to be restored to him.  The old man told Kubaru that he could 
  restore the life of his son and stop the great curses on the land, 
  but only if he swore to return  his people to simpler ways, 
  offering to show him the way to enlightenment.  Kubaru 
  swore this to the old man.  On hearing Kubaru's oath, the 
  curses on the land miraculously disappeared as if they had 
  never occurred.  The darkness was replaced by the setting sun, 
  the animals returned to their stables, the water returned to 
  flowing clean and clear and the killing madness that had 
  overtaken the minds of Kubaru Kani’s soldiers finally faded 
  away and all of the soldiers were found to be unscathed by 
  their conflicts. Kubaru offered his son, Kubla, to learn the 
  ways of the old man. 
   
  For the next eighteen years, Kubaru fought a civil war with 
  his own people, many of which had grown quite used to living 
  an easy life raping the resources of neighboring nations.  As 
  Kubaru felt age taking its toll upon him, the small man 
  returned with Kubaru's son Kubla, now a man himself.  Kubla 
  and his mentor offered to end the bloodshed and show the 
  people a new enlightened path of peace.  Kubaru said that if 
  Kubla could restore peace to the land, he would step down 
  and follow Kubla into the promised enlightenment.  In one 
  year's time, Kubla and his mentor brought their peaceful ways 
  to Atlantea Baru.  When he sat upon the throne, Kubla Kani 
  renamed the land of his rule Lemuria after his Lemori 
  ancestors, meaning "simple home."  He renamed the city 
  Shan'gar Lamori, meaning "home of the simple people."  In 
  time, the name became the better known Shangri La.  He 
  decreed that those who learn the enlightened ways would 
  shave their heads and wear the red stripe their ancestors bore 
  on the journey to Lemuria.  This was to remind them that they 
  came from simple beginnings, thus were they returning to 
  simple ways.  As for the old man that had introduced them to 
  the enlightened path, he simply left unannounced, never to be 
  heard from again. 
   
  The Lemurians set about bringing harmony to mind and body.  
  They proved that when the mind and body were joined as one, 
  anything was possible.   
   
  In time, the Lemurians learned to use their enlightened 
  minds to accomplish mighty feats.  Fallow fields could be 
  made fertile again.  They could heal injury and ailment.  
  Age could be extended many centuries.  They also began 
  to look for new ways to live in harmony with their world.  
  They began to make settlements away from their peaceful 
  valley, teaching the natives peace and harmony.  They 
  taught them ways of cooperation.  Civilizations of more 
  advanced men rose from their teachings.  Shangri-la 
  became known as a place of harmony and contentment.  
  The Lemurians learned to communicate with plants and 
  animals, coexisting peacefully with every form of life.  In 
  time they learned the powers of illusion, which they used 
  to deter the barbarians that sought riches and plunder in 
  their peaceful lands.  They helped the people of the world 
  in constructing great monuments and cities of their own.  
  Some believed the peace would last forever. 
   
  The Spread of Atlantis 
   
  As Atlantis prospered, so to did its people multiply; 
  Atlantis soon found it difficult to contain her own people.  
  It became necessary for Atlantis to begin colonizing new 
  lands if her sons and daughters were to have a chance of 
  prospering.  In the lands of Mu, to the north and west 
  (modern North America), they found pockets of hunter-
  gatherers who spanned all corners of the continent.  To the 
  south and west was the land of Mar (modern South 
  America), where a simple civilization of stone buildings 
  and deep religious tradition seemed always ready to trade 
  with Atlantis.  To the north and east were the lands of 
  Hyboria (modern Europe and former Russia), a cold and 
  unforgiving area where hearty and stubborn descendants of 
  the Domar were fearful of outsiders.  To the south and east 
  were the lands of Punt (modern Africa), whose dark-
  skinned people were rich in culture and valued trade with 
  others. 
   
  The Atlaneans found that they all had a great measure of 
  control over the primitive people of the world around them.  
  They saw this as a sign from Poseidon that they were 
  destined to rule over the ancient world.  They raised slave 
  armies, conquering the lands before them, offering them 
  their lives for fealty.  Being unable to match the great 
  steam machines of the Atlanteans, most relented 
  immediately.  None could stand in the way of the 
  Atlanteans.  Those that opposed them were crushed 
  beneath the wheels of great steam-powered machines and 
  pressure-driven projectiles. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  32 
   
   
  It was in ancient Mesopotamia, in the city of Ur, that the 
  Atlanteans found the one thing that made them stop in fear:  
  Tiamat.  Tiamat had ruled as an immortal demi-god over the 
  people of Ur for tens of thousands of years.  When the 
  Atlanteans brashly demanded she relinquish her kingdom, she 
  gave them their first taste of the alien sorcery of the Old Ones.  
  All Atlantean forces sent to Ur were wiped out in less than a 
  day.  It was Tiamat who then sent her ultimatum:  leave her 
  land alone forever or Atlantis shall perish.  From that time 
  forward, the lands between the rivers Tigris and Euphrates 
  was off limits to the Atlanteans.  Only Tiamat stood her 
  ground against the Atlanteans and remained unchallenged.  
  As much as this irritated the Atlanteans, they dared not stand 
  against her. 
   
  One Proteus of Atlantis, Kronos, decided that the priesthood 
  had far too much power for its own good.  The people had 
  less faith in Poseidon, now that their technology did all that 
  the priests had done for them in the past, and they themselves 
  had power over the weak minds of the primitive people in the 
  rest of the world.  A rogue priest named Iskar assisted Kronos 
  in training a group of sorcerers to attack the priesthood in the 
  Temple of Poseidon.  In one night, they swiftly removed the 
  priesthood, killing all who would not join with Kronos.  With 
  his own sorcerers and the remainder of the priesthood, Kronos 
  declared himself emperor and took the Temple of Poseidon 
  for himself.  It would then after be known as the Throne of 
  Atlantis.  From his new throne, Kronos formed the Senate of 
  the First Atlantean Empire. 
   
  Reunion 
   
  Eventually, the spread of enlightenment brought the 
  Lemurians into contact with the Atlanteans, with whom they 
  had not had contact for several millennia.  We Atlanteans 
  were surprised to find that the simple Lemori we had banished 
  so long ago had become a thriving civilization that had far 
  more advanced mental capabilities than we, they had become 
  more powerful in their simple ways than we could possibly 
  imagine. They even returned bearing the red-stained head 
  markings of their ancestors with pride.  Sorcery and 
  technology, the Atlanteans learned the simple and powerful 
  arts from the Lemurians.  An age of paradise came for 
  Atlantis and Lemuria, both living in luxury and peace. 
   
   
   
  Yet even in this blissful paradise weeds grew that heralded 
  the end of this golden age and its paradise.  As all things 
  change, so did the peace become corrupted by greed.  The 
  influx of new ideas brought new religions to Atlantis, and 
  peace-minded individuals became disruptive influences to 
  the Atlantean rule.  Long-standing systems of government 
  were questioned.  Atlanteans adopting the “Simple Way” 
  declared that they should be at peace with the world 
  instead of ruling over it, declaring that they could make a 
  treaty with the primitive people they now ruled over.  This 
  greatly angered the Emperor at the time, Rhodius, who 
  sought desperately to remove the dissension among his 
  people.  He blamed the Lemurians and their talk of living 
  peacefully with the world.  To add to the confusion was 
  Lilith, whose dark ritual provided unending life to all 
  whom she offered it to, and incited anger in the peace-
  minded Lemurians. 
   
  The priests of Poseidon, already having monopolized so 
  many other things, soon discovered the one thing that 
  would boost Atlantean technology further than had ever 
  been imagined before.  Deep in the Pillars of Atlas had 
  been discovered perfect crystals made of an unknown 
  substance.  At first used ornamentally, a few young priests 
  discovered that they amplified energy.  Sunlight could be 
  focused into a searing beam of light.  Metal wire could be 
  wound around to produce electricity.  Over the next 
  century, they would turn the crystals into sound amplifiers, 
  data recorders, mechanical propulsion and computers.  
  They even found ways to connect their minds directly with 
  their machines with use of orichalcum and crystals. These 
  innovations relied entirely on crystals provided by the 
  priests.  These innovations also proved to the Lemurians 
  that the Atlanteans had no intentions of seeking harmony 
  with their world. 
   
  After centuries of debate; the Lemurians decided that the 
  sorcery and sciences of Atlantis were unnatural and 
  detrimental to the common good.  The Atlanteans were 
  becoming tyrannical, enslaving the world to suit their own 
  needs.  The Atlantean influence corrupted the youth of 
  Lemuria, swaying them to join Atlantean Houses in return 
  for the Lemurian secrets of psychic power.  The peaceful 
  Lemurians decided to do the unthinkable for the sake of the 
  world:  Lemuria would go to war. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  33 
  The Atlantean – Lemurian War 
   
  Over the next two thousand years, Atlantis and Lemuria 
  fought on the lands around them.  Mu, Mar, Hyboria, Punt 
  and Ur all fell under the ravaging war of the Atlanteans and 
  Lemurians.  Those lands that allied themselves with one or 
  the other were destroyed fastest.  Great and beautiful 
  civilizations fell before the mighty machines, sorcerers and 
  priests.  Upon the declaration of war, the Lemurians quickly 
  gathered allies from the human lands.  The Atlanteans, seeing 
  their technology as placing them above such inferior beings, 
  relied instead on creating better machines and weapons.  The 
  most terrible was when they used the legends of the humans 
  about them to make their monsters of legend reality.  Great 
  tentacled sea monsters sank ships.   Flying beasts with many 
  heads breathed deadly beams of fire upon cities.  The only 
  ones who could stand up to the Atlanteans were the 
  Lemurians themselves. 
   
  The greatest of Lemurians, honed over generations of 
  selective breeding, brought horrifying psychic mastery to the 
  battlefield.  Atlanean soldiers were tricked into seeing one 
  another as the enemy, or war machines would be convinced 
  that there is no cliff ahead.  Fighting a Lemurian could be 
  terrifying, but Atlanteans had been secretly creating the 
  Nephilim, the unstoppable soldiers in monstrous suits of Titan 
  armor whose minds had been fortified against the Lemurian 
  powers of illusion and persuasion.  Their weapons killed all 
  that stood in their path.  The Lemurians found that they and 
  their allies were fighting a losing battle.  No single thing was 
  more feared than a formation of Nephilim. Enemies would 
  surrender at the sight of a squadron of Nephilim appearing on 
  the battlefield, often ending a battle before it had a chance to 
  begin.  But surrender only meant a quick death.  We 
  Atlanteans cared only for destroying all who stood in our 
  path.  All who stood against Atlantean dominance were killed, 
  the cities razed and the land fallowed.  Countless civilizations 
  fell and were forgotten, unnamed by uncaring Atlantis. 
   
  In desperation, the Lemurians began performing dark rituals 
  of Abyssal Sorcery to create the only thing the Nephilim 
  feared: the Sayahid. These suicide warriors sacrificed 
  themselves to bring an Abyssinian into our world.  Always 
  were their two Sayahid, for one would sacrifice himself to call 
  the Abyssinian into their body, while the other would sacrifice 
  himself to send the Abyssinian back. As prepared and 
  fortified as a Nephilim was for the Lemurians; nothing could 
  save a Nephilim caught before the terrifying madness of an 
  Abyssinian.  The few who survived such encounters were 
  delirious, often having to be slain to stop their delusions and 
  suffering.   
   
  One Nephilim general, Satorius took his own life because 
  of the horrors that he witnessed; but before he left the 
  world he described his encounter; providing the only lucid 
  account of an encounter with an Abyssinian. In his words: 
  "How can one put such horror in to mere words? There are 
  none fitting for such a contradiction to all things real.  It is 
  like describing a sphere where only a circle is possible.  
  Perhaps it is all of our nightmares finding coherence in one 
  place.  This abomination to all things mortal and rational 
  showed no mercy to any in its path: Atlantean, Lemurian, 
  animal, tree or rock.  All who viewed it were unable to 
  withstand it.  The lucky ones died quickly." 
   
  Nephilim and Sayahid turned great tracts of land into 
  fallow places of disease and destitude.  In time Little 
  remained of the people of the world beyond Atlantis.  All 
  lived in fear of the dark terror the Atlanteans and 
  Lemurians would unleash upon their next battlefield.  
  Many of both the Atlanteans and Lemurians lived only to 
  fight and die.  No matter how fiercely the Lemurians 
  defended their human allies, the Atlanteans always edged 
  closer to Lemuria.  The world was dark with the ever-
  present smoke and desolation of the Atlantean war 
  machine. 
   
  Then came a time when Atlantis finally managed to breech 
  the boarders of Lemuria.  It is said that this was when the 
  Lemurians made Turning Stones; great pillars of stone 
  meant to turn away all who were not true to the Lemurian 
  ways.  Soon after they were activated, Lemuria 
  disappeared from the Pacific Ocean.  Some said it 
  disappeared into the void between the Abyss and our 
  world, while others claimed it remained where it stood and 
  could not be seen by any who were not true Lemurians.  In 
  truth, it did not matter to the Atlanteans where Lemuria 
  had gone, but that Lemuria was no longer there to oppose 
  them.  Atlantis ruled the world for five thousand years, 
  having none who could oppose them.  They ruled as gods 
  over the cowering primitives of the world. With their 
  Nephilim, flying machines, great walking monstrosities 
  and unstoppable wizardry, it was believed that Atlantis 
  would rule the world for all time.  It is even said that the 
  Atlanteans even built great ships to sail among the stars.  
  Those who were not Atlantean either lived in fear or as 
  slaves to their cruel and unchallenged masters. All of the 
  world finally belonged to Atlantis. 
   
  The Dark Gift 
   
  It was around ten thousand years ago that Lilith first 
  brought the Ritual of Rebirth to the Atlanteans.  Those 
  Atlanteans who would partake of the ritual would call it the 
  Dark Gift.  These “Lilians” began a cult called the 
  Children of Lilith, now worshiping Lilith as a demi-god.   
   
   
  
   
  34 
   
   
  Most Atlanteans could do little to protest, as the most 
  influential people of Atlantean society were becoming Lilans, 
  hoping to preserve themselves for all of eternity.  Even the 
  emperor lived in fear of Lilith.  It seemed she was the true 
  power behind Atlantis.  Entire family blood lines were 
  preseved by the Lilans, seeking to keep Atlanteans pure.  
  Terrible punishments were put in place to keep Atlanteans 
  from interbreeding with the humans.  Spies were placed 
  throughout the empire to find those who did not comply, or 
  threatened the Lilans.   
   
  In time, as the Lilans found Atlantis becoming more decadent, 
  they saw Atlantis losing sight of the goals of the first Senate 
  members.  Quickly becoming anachronistic and outdated, 
  many Lilans took their families away from Atlantis to 
  preserve their traditions from the taint of modern decadence.  
  One such Lilan was Lord Draco of House Draconis.  Seeking 
  to escape both the modern decadence and the Senate, Draco 
  and his followers settled in the land of Dacia to further their 
  experiments in sorcery without hindrances or distractions. 
   
  Marduk 
   
  In prehistoric times, the peoples of the world were dominated 
  by the Atlantean and Lemurian Empires, and in that time a 
  handful of men and women were able to rise above their 
  common origins to become legend. 
  In the case of Marduk, he learned from the greatest of 
  Atlantean Sorcerers; Lilith. In teaching Marduk the ways of 
  sorcery, Lilith broke with the tradition of keeping those 
  arcane secrets in the hands of the Atlantean Sorcerers. She 
  took him from the dark lands of Mesopotamia and brought 
  him with her to Atlantis. In her mind, she believed that 
  mankind deserved the right to seek the forbidden truths and 
  the secrets of the hidden world.  
  Marduk was a young man when Lilith first came upon him; 
  she herself was very old, even by Atlantean standards. 
  Marduk was a natural in the ways of sorcery. He was able to 
  see past the lies and half truths to the secrets that had long ago 
  been hidden.  
  All throughout Marduk’s young life, he knew the horrors of 
  the dark ruler of prehistoric Mesopotamia; Tiamat. Through 
  her, mankind learned true fear and horror.  For as long as 
  Marduk and his forefathers could remember, Tiamat had ruled 
  over their people, insuring that no one would rise up against 
  her through the darkest of sorcery. 
   
   
   
  It was Lilith that helped Marduk to learn the truth, that 
  Tiamat was an entity from beyond known collectively as 
  “The Old Ones”. Even as the Atlantean and Lemurian 
  Empires waged their millennial wars, both sides knew well 
  enough to stay out of Mesopotamia because of the wrath of 
  Tiamat was powerful enough to destroy any army that 
  invaded her dark lands. After years of study with his 
  mentor, Marduk chose to end the dark rule of Tiamat, no 
  matter what the cost. 
   
  With Lilith’s assistance, Marduk was able to secretly 
  reenter Mesopotamia; his goal was to confront Tiamat at 
  the steps of her temple in the city of Ur.  Little did Marduk 
  know that Tiamat knew that he was coming and that she 
  had prepared for his coming; Tiamat set the worst of 
  demonkind to confront Marduk on his way to her temple. 
   
  Each demon being more powerful than the last, and each of 
  Tiamat’s demonic guardians were slew by Marduk on his 
  way to confront her. Until, finally, Marduk made it to the 
  steps of Tiamat’s temple in the city of Ur. Once there, 
  Marduk and Tiamat fought a battle of sorcery against 
  sorcery. When it appeared that Marduk was about to win, 
  Tiamat withdrew her most powerful artifact, the Eye of 
  Tiamat and used it in an attempt to drain the life out of 
  Marduk.   
   
  Just as Tiamat was about to finish off Marduk, his mentor, 
  Lilith entered the fray throwing lightning and fire from her 
  very hands.  This assault drove Tiamat back, just long 
  enough for a dying Marduk to knock the Eye of Tiamat out 
  of her hands and in the process to slash her throat with his 
  kris blade. Molten fire exploded from the dying form of 
  Tiamat, and in her dying words she told Marduk and Lilith 
  “you have only killed this body, my time will come and I 
  will return from the void between stars to swallow the 
  world.” And when it was over, all that was left of Tiamat 
  was her artifact and a bubbling pool of fiery stone where 
  once she stood. 
   
  Dying, Marduk crumpled to the ground, his life’s blood 
  flowing out onto the ruined stone steps of the Temple of 
  Tiamat. Lilith came to him and offered him a chance to 
  live. All he had to do was let her save him. Near 
  unconsciousness, Marduk consented to Lilith’s offer.  It is 
  said that Lilith took Marduk up to the altar where once a 
  statue of Lilith stood, and she took his heart and soul from 
  him of an ancient ritual. Placing his heart and soul into an 
  urn that would protect them for all eternity, and so long as 
  that urn existed untouched and undamaged, so too would 
  Marduk. 
   
   
  
   
  35 
   
   
  The peoples of Ur, upon seeing a triumphant Marduk walk 
  out of the ruins of the Temple of Tiamat unharmed declared 
  him a living god for his actions in defeating Tiamat. 
   
  It is said that it was Marduk that taught Hecate the art of 
  sorcery and in doing so began its dissemination among the 
  men and women of the ancient world. Marduk is revered 
  among Sorcerers as the first and finest of their number. Even 
  to this day there are Sorcerers that believe Marduk is still out 
  there, walking silently among mankind; awaiting the day that 
  Tiamat will return to the world. It is believed that on that day 
  that Marduk will face Tiamat once more and decide the fate of 
  the world. 
   
  Masters of the Ancient World 
   
  With nothing remaining to get in their way, the Atlanteans 
  took to rebuilding the world to suit their needs.  They 
  enslaved the remaining humans, putting them to work 
  building their monuments and machines.  As the humans 
  labored under the cruelty of the Atlanteans; so did the 
  Atlanteans further their sciences and technologies.  Great 
  computers interconnected the Atlanteans, some of which 
  became self-aware.  Many of the Atlantean machines were 
  automated, controlling themselves or being controlled by their 
  grand computers.  Atlanteans prospered in ways even a 
  modern man could only dream of, and only a science fiction 
  writer could make real. 
   
  Over the next seven thousand years, the Atlanteans ceased 
  worrying about the world around them and looked to the stars.  
  Satellites watched over cities from orbit.  Their great flying 
  machines soon took them to the moon, then our nearest 
  planets.  Soon the exploration of other star systems became a 
  reality.  New worlds were colonized and terraformed.  The 
  Atlanteans spread to the stars, but not so much as settlers as 
  parasites.  They ravaged new worlds for resources, especially 
  orichalcum and crystals.  It is even rumored that other 
  civilizations were encountered and often eradicated.  It 
  seemed nothing could halt the Atlanteans. 
   
  At home, Atlantis was slowly falling apart.  Atlantis was 
  growing more decadent with each passing year.  They cared 
  little for anything but power and luxury.  Great monstrous 
  machines fought gladiatorial matches.  Humans were 
  slaughtered in the hundreds for sport.  Industries poured out 
  toxic byproducts with no heed to the environment.   
   
   
   
  The great landmass known to modern times as Antarctica 
  was ravaged for its rich deposites of orichalcum and 
  crystals, turning the great continent, once rich in wildlife 
  and resources, into a desolate wasteland.  Fewer and fewer 
  Atlanteans cared about their technology.  In time, the 
  advancement of science and technology ceased as Atlantis 
  grew fat on her spoils. 
   
  The influence that was most detrimental to Atlantis was the 
  discovery of the ancient cities of the Old Ones in 
  Antarctica.  Those who explored these ancient cities, 
  hoping to find new sources of sorcery and technology, 
  returned corrupted.  They founded cults to the Old Ones, 
  causing dissent among the worshipers of Lilith and 
  Poseidon.  The few things that held Atlantis together began 
  to crumble. 
   
  The Loss of Ancient Atlantis 
   
  As is true of all things, everything changes, and nothing is 
  forever.  Some saw it as a sign from the true gods.  Some 
  saw it as the dark powers of the Abyss turning on Atlantis.  
  Others believed the Fae had seen true to their threat.  Yet 
  others believed it to be the ravaging of their homeland by 
  the Atlanteans for crystals and resources.  Whatever the 
  reason, Atlantis sank beneath the waves.  Had they not 
  become so arrogant in their technology, the Atlanteans 
  might have been able to stop the disaster.  The Atlanteans, 
  with all of their great technology, were unable to stop their 
  continent from sinking.  Since all things of Atlantis were 
  powered and controlled by Atlantis, all Atlantean 
  technology soon ceased to work.  The great war machines 
  refused to move.  The great lightning weapons had no way 
  to recharge.  The sorcerers had no military backing.  In this 
  moment, the humans of the world realized their freedom.  
  They dismantled and destroyed all monuments and relics 
  of Atlantis.  Just as Atlantis had trampled the empires of 
  their ancestors into the earth, the ancient people decided to 
  remove as much of Atlantis from their memory as they 
  could. 
   
  With no means to repair their technology, the surviving 
  Atlanteans hid all that remanied of their working machines 
  and technology in great hidden vaults, hoping to use these 
  things to someday rebuild their empire.  Those survivors 
  among the Atlanteans and Lilans agreed that their best 
  chance for survival was to hide among the humans of the 
  world.  Thus did they found the Second Atlantean Empire; 
  an empire who ruled entirely in the shadow of the humans 
  they once subjugated.  They firmly believed there could be 
  a time for the return of the Atlanteans from the shadows, 
  when they could rule over the humans once again.  Being 
  that many of them were immortal, they could wait as long 
  and as patiently as needed. 
  
   
  36 
   
   
  After the Fall 
   
  Atlantis died in two days and two nights of fire and 
  devastation, as the story is told; fire and burning rock rained 
  down from the Pillars of Atlas. Great rifts split the earth of 
  once great and noble Atlantis, and when it was all over, what 
  was left of our majestic island continent sank in to the cold 
  waters of what is now referred to as the Atlantic Ocean. Some 
  of our legacy has lived on even in the name of that ocean in 
  which our once great and majestic empire once sat. 
   
  I can say from the records that were written on the sacred 
  glyph stones that were transcribed in the years immediately 
  following the fall of Atlantis, that we Atlanteans that were 
  living on the other continents of the world were not the only 
  ones to escape the terrible fate of our homeland. The 
  historians of those days were quite clear in saying that some 
  were able to escape Atlantis on board the fantastic flying 
  ships of Atlantis’ glory years, and that those survivors came 
  to all of the lands of the world, splitting up and joining with 
  those of us that survived Atlantis from afar. Some say that 
  those fantastic flying ships of great and noble Atlantis still 
  exist in the hidden places of the world; awaiting the day that 
  we will once again be advanced enough to take them in hand 
  and breathe life back into their crystalline surfaces. I honestly 
  don’t know if that will ever happen in my lifetime. 
   
  The Atlantean Dark Ages 
   
  When Atlantis sank into the sea, the world of human kind did 
  not at first notice the passing of the great and terrible empire 
  that had for eons dominated their civilizations. In fact, at first 
  the children of Atlantis attempted to continue ruling over the 
  humans as if nothing had happened to Atlantis at all. All of 
  our kind knew that if humanity ever discovered the fact that 
  there was no First Atlantean Empire, or it’s great and terrible 
  Titan Legions left to defend our rule of their cities that we 
  would meet a terrible fate indeed. 
   
  For at least two centuries, the children of Atlantis were able to 
  rule over humanity successfully; ruling separately with no real 
  system or government to link all of the provinces, but ruling 
  them no less. That all changed in the lands of Egypt when the 
  Atlantean Houses that ruled there were not content to treat 
  their human subjects with a gentle hand, they pushed and 
  pushed the Egyptians until one day they snapped. Open revolt 
  occurred in Egypt, the Atlantean Legion that had been 
  charged with watching over the land was too small to be able 
  to effectively stop an uprising that numbered in the thousands, 
  and with no Orichalcum or readily available crystals to restore 
  the few  
   
   
  surviving suits of Titan armor that the Atlanteans of Egypt 
  still possessed, the Egyptians were able to overthrow their 
  Atlantean oppressors. 
   
  As with all of ancient humanity, they believed that to 
  destroy the monuments and historical records of a people 
  was to destroy the people utterly, in this life and the next. It 
  wasn’t long before the other lands of humanity learned of 
  the successful uprising in Egypt and they too overthrew 
  their Atlantean oppressors. For decades after the fall of the 
  last of the Atlantean Provinces, humanity searched for the 
  survivors of Atlantis. It was humanity’s goal to kill our 
  people to the last man, woman, and child, to destroy all of 
  the reminders of the great Atlantean civilization that once 
  dominated the world. 
   
  The children of Atlantis were forced to go into hiding, in 
  all places of the world. This was the beginning of what we 
  refer to today as the Atlantean Dark Ages. It was during 
  this time that the children of Atlantis were forced to hide 
  their heritage from all of humanity, the Atlanteans secretly 
  taught their legacy to their children, but publicly they had 
  to blend in with the rest of humanity. It was during the 
  Atlantean Dark Ages that the “Veil” fell over the entirety 
  of the children of Atlantis. The Veil in its truest form was 
  the collective effort that the children of Atlantis made to 
  hide the existence of the survivors of Atlantis from 
  humanity. 
   
  As the centuries went by, the Veil only grew stronger with 
  each new generation retelling the tale of the fall of great 
  and noble Atlantis and the pride and arrogance of the 
  Atlanteans of Egypt that led to the total collapse of the 
  Atlantean Provinces and the necessity for the children of 
  Atlantis to go into hiding from the humans. 
   
  As a people, we Atlantean are very arrogant and prideful. 
  Even with the Veil in place, Atlanteans across the known 
  world still continued to dominate what humans that they 
  could, and eventually they were able to build their own 
  personal kingdoms and empires. The children of Atlantis 
  became the aristocracy and the nobility, the Kings, Queens, 
  and Lords; and all of it was done from behind the scenes, 
  humanity as a whole were clueless as to the true nature of 
  their new ruling caste. 
   
  I did say that we were arrogant and prideful people didn’t 
  I? What I haven’t said is that in this time of hiding, in 
  Atlantean Dark Ages, we as a people turned upon each 
  other. With no central government to settle disputes among 
  our kind, the Kings, Queens, and Lords of the children of 
  Atlantis made war upon each other using their human 
  subjects in order to show their dominance over all those 
  that would seek to rival them or oppose them. 
   
  
   
  37 
   
  Many of the wars that were fought in the thousands of years 
  that followed the fall of Atlantis were instigated by Atlanteans 
  that were attempting to carve out their own personal 
  dominions. It would not be until the rise of Lord Ramius of 
  what is now House Ramius, that the children of Atlantis 
  would once again be united. 
   
  An End of an Era 
   
  We were once worthy of the pride that has come to consume 
  our way of life. This was evident in the inventions of 
  Heronus, the revelations made by the priests in our ancestral 
  home, even the Domar themselves proved it by staying at our 
  side to the last of their kind. No one is alive today who once 
  walked the world then, otherwise I would ask them “where 
  did we go wrong?” 
   
  I know the fall of Atlantis was eckoned by greed and pride, 
  but no matter how much I peer deep into my scrolls and 
  carvings, I am unable to figure the seed that brought us down. 
  How does a humble man become a lecher? Not overnight and 
  not by light of day. 
   
  Kronos was probably new Atlantean tradition of slaughtering 
  every living thing that stands in the way of progress; all in the 
  name of the Atlantean empire. 
   
  There aren’t many records of him and there is no way to truly 
  speak of the man, but from records I’ve unearthed over the 
  ages I do know that I can speak to his actions. Kronos saw 
  power and wanted it for his own; his raid on the temple priests 
  is proof enough to show that his hunger knew no boundaries. 
  He was cruel and merciless and saw to it that anyone who 
  posed a threat to his coupe was silenced. 
   
  More Atlanteans have died under the boot of an oppressive 
  regime and a madman with the ear of an army than to time 
  and memorial.the mightiest of us all back then. He was not 
  only sound in body, but in mind as well. Sharp and crafty; 
  Lord Kronos saw that the priesthood held all the power in 
  Atlantis. Poseidon had chosen four noble Atlanteans to 
  govern our lands, but they and the worshippers of Poseidon 
  had become fat on their spoils. Kronos it seemed was hungry 
  for their power. I always believed this was the day and 
  Kronos was the progenitor of the 
   
   
   Foundation of the Second Empire 
   
  Lord Ramius is a subject of both inspiration to me and 
  great woe. He was the founder of what could laughably be 
  called the Second Atlantean Empire, but he was also just 
  another rock in the road paved first by Kronos and the 
  greed we Atlanteans seem to know with only the 
  boundaries of time to stop us; which thanks to Lilith is 
  only limited in morality now, for what little that seems to 
  be worth. 
   
  Lord Ramius was, for all to see, a simple warrior. He was 
  intelligent and resourceful to be sure, but a brute never the 
  less. He was appointed by the First Atlantean Empire as 
  the General of Phoenix Legions and later the Exarch of 
  Ital. Lord Ramius was wise, but it is in the nature of wise 
  men to commit folly in the face of age and passion; and 
  passion was one virtue that Ramius had in greater supply 
  than the whole of the Atlantean Houses. That passion led 
  him to a feud with his brother, Romulus, the effects of 
  which can still be felt in the uncomfortable air around the 
  houses when the wrong words are used in conversation. 
   
  I had only met Ramius in passing in his earlier years, but 
  he was a good sort, willing to learn anything new and 
  always willing to believe in something worth believing. I 
  refer to his earlier years with some fancy I suppose; he was 
  nearly seven thousand years old when we first met. I can’t 
  help but wonder if he and I hadn’t spoken then, an advisor 
  to but a humble warrior of considerable age, if the world 
  would have changed quite so much by his hand. We talked 
  then as men talk, face to face and on equal ground and he 
  asked about the lost world. He asked about the old ways 
  that he himself had not been witness to, the things of the 
  ancient world I had uncovered. It seemed to me that my 
  words fell upon deaf ear, for Lord Ramius only seemed to 
  hear my words on the great and terrible acts that were 
  committed by Emperor Kronos in those first days of the 
  First Atlantean Empire, and of the unity that Emperor 
  Kronos was able to bring to the Atlantean people. 
   
  Lord Ramius set forth from our lessons to plot unity for the 
  surviving Atlantean peoples. His many years of service in 
  battle made the coupe that our first emperor had wrought 
  seem appealing to him, but messy. With the might of his 
  legions and the sway of Houses at his side, Lord Ramius 
  would bring the world together once more. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  38 
  As I said before in regards to Lord Ramius, it is in the nature 
  of wise men to commit folly in the face of age and passion. In 
  his passion Ramius forgot the most important part of what I 
  had taught him of Emperor Kronos, he forgot the people and 
  remembered only the greatness of the empire. He led an 
  assault against the warring Atlantean Houses of Italy in an 
  attempt to quell the bloodshed and unite them under a single 
  banner of force and will. It is only ironically appropriate then 
  that to end bloodshed, he took lives. In the end, more than 
  fifteen Atlantean Houses were involved in the fighting and 
  more Atlanteans died than under Emperor Kronos’s boot. 
   
  When the blades were finally worn and the shields split, fires 
  were doused to coals and the blood running so free had come 
  to congeal and blacken, Lord Ramius declared himself 
  Emperor of what he called the Second Atlantean Empire. The 
  human race developed a saying for times and actions like 
  these and it has always stuck in my mind as being more 
  profound than any statement ever uttered by great 
  philosophers. “The road to Hell is paved with good 
  intentions” 
   
  Emperor Ramius had good intentions in mind. He wanted to 
  unite the surviving Atlanteans of the world once more and 
  rebuild our shattered way of life into something worthy of the 
  glory we still thought we were due; but intention does not 
  warrant action, no matter the result in the end. 
   
  Something I will admit with all due humility is that Lord 
  Ramius did a great many things in his time as Emperor, some 
  wonderful, but other horrible. Such is the nature of a ruler. 
   
  Feeling he had overstepped his station, Emperor Ramius 
  sought me out, quietly. We spoke then in a hidden place but 
  not of what he had done. We spoke of what he would do. He 
  confessed to me there in the dark that he felt he had become 
  corrupted by his power and that the lure of domination, rather 
  than fealty, was bringing him ever closer to being a monster 
  that could only hide behind his throne for fear of being 
  unmasked for the monster he truly was. I was somber but I 
  wanted nothing more than to reach out for him like a father 
  coddling a wayward child, a genuinely strange position for me 
  to take. Nothing could have made me happier that day than to 
  hear he understood what was happening to him. 
   
   
  We talked of ancient times and modern times and in those 
  strange days we agreed only one thing could be done to 
  keep him from walking that dark path. Emperor Ramius 
  had to reform the Senate of Atlantis. 
   
  The Atlantean Senate was originally formed to keep the 
  Emperor in check, secretly, but to also deal with affairs 
  that could alleviate the responsibilities of the Emperor. In 
  these modern times, the Atlantean Senate could be formed 
  to ensure Emperor Ramius would never have so much 
  power that he could become a tyrant. 
   
  With the reformation of the Senate of Atlantis it became 
  apparent to Emperor Ramius that the laws that once 
  governed them were obsolete and needed revitalization. 
  The Senate would tend to governing the provinces and 
  enacting law for them, but a law under which all 
  Atlanteans would live was needed. To my relief and 
  admittedly, my surprise, he wrote the Lex Ramii. We had 
  not spoken in some time and with all that had passed the 
  good and bad; I had honestly wondered if any of my 
  lessons of the ancient world were ephemeral to his 
  memory, but my wondering would have to wait. 
   
  It wasn’t long, in relative terms, after we spoke about the 
  Atlantean Senate that House Scavario began to put 
  pressure on Emperor Ramius. They would act out of 
  character of their ilk and were bold, even in the face of his 
  might. They even demanded in public that he expand the 
  borders of the empire and even led an expedition to 
  Southern Gaul. I believe it was the failure they met there in 
  Gaul that laid the final weight on their backs and drove 
  them to outright rebellion. 
   
  House Scavario and Theodocious, their leader, were no 
  doubt listening to the sweet poison dribbled in their ears 
  from the Senators who would one day engineer the 
  Antiquarians Guild’s formation, aiming for power if 
  successful or disorder if they failed. Their assault was 
  brutal and took a heavy toll on Houses and lives, but 
  ultimately Emperor Ramius was too crafty for them and 
  survived the onslaught. He would return to them in force 
  and destroy them. 
   
  This was one of the few battles in our history I reveled in. I 
  knew that the warring Houses likely had no idea what or 
  who was moving them forward or that they were being 
  pulled on strings like puppets, but they were bold and 
  prideful. That pride that has become Atlantean birthright 
  undid them there that day and a man I had come to know 
  as friend showed them the cost of their arrogance. 
   
   
   
   
   
   
   
   
  
   
  39 
  With the laws and the Senate of Atlantis in place and the 
  rebellion quelled, there was little else for him to do to ensure 
  he or his successors would not become tyrannical, or so I 
  thought. 
   
  Emperor Ramius during those early years would form the 
  Praetorian Order; the order was founded to be a specialized 
  group of guardians who were charged with protecting the 
  Atlantean Throne and the Senate with their very lives, their 
  loyalty to the empire without question. Because of the fear 
  that one day the Lilans would take complete control of the 
  Senate of Atlantis, the Praetorians were given a special 
  weapon that was deadly to all Lilans, the Praetorian Gladius. 
  This gladius was made with their own life’s blood, and so 
  long as the Praetorian that wield it lived, the gladius would 
  never break or shatter. The Praetorian Order was a force to be 
  fear, not some incompetent honor guard. 
   
  In addition to the Praetorians, to ensure that all facets of the 
  empire would be not only represented but protected, Emperor 
  Ramius engineered the founding of the Imperial Order of 
  Centurions, their mission was to defend the Second Atlantean 
  Empire at all costs. While the Praetorians watchfully guarded 
  over the Emperor and the Atlantean Senate, the Centurions 
  were out in the empire acting as its defenders, policing its 
  many dominions in an attempt to protect the Second 
  Atlantean Empire from all threats, external or internal. 
   
  Just as the Spartans of legend, for the Legions of the Second 
  Atlantean Empire, the Spartans hold a special place in their 
  hearts, the Atlanteans of the Praetorian and Centurion Orders 
  do not shy away from battle, for them there is no retreat and 
  no surrender, there is only the glory and the honor of serving 
  the Second Atlantean Empire as its warriors and defenders. It 
  is the Spartans that truly summed up with it was to be a 
  warrior, and it is this warrior tradition that has created bond of 
  brotherhood among all members of the Centurion and 
  Praetorian Orders. Emperor Ramius took the lessons of 
  human kings of old and the tales of immortals and valor 
  among brothers in steel and leather to heart and gave them a 
  rock from which to stand upon and bring order and law.  
   
  I smiled deeply in private places when I learned of the high 
  guards.  
   
   
   
   
  With the formation of House McCullen from the families 
  of Clan McCullen in Ireland, the feuds with the Gaelic 
  Atlanteans were squarely on his shoulders as well. 
  Emperor Ramius first tried compassion, then bartering and 
  politics and when that all failed and more of his Atlanteans 
  had died...he brought the Gaelic Atlantean clans force and 
  the Centurion Order. A peace treaty was signed and the 
  fighting soon ceased. 
   
  This act alone showed me that it was never the ruler 
  himself that had brought horrendous violence to our 
  people, but our people themselves. We were too haughty 
  and prideful to bend a knee to even those of our kind, let 
  alone the creatures of the world we looked at as inferior. 
   
  It was in the twilight of his rule that Emperor Ramius was 
  forced to watch all he had worked for turn to ash. The 
  Senate of Atlantis was dissolved and became what is today 
  known as the Antiquarian Guild, little more than an old 
  boy’s club with barrels of poisoned honey to pour into the 
  ears of those who care to listen. 
   
  The corruption Emperor Ramius has strived to fend off so 
  much had left him, but it had infected the rest of the 
  Atlantean people worse than either of us could have ever 
  conceived. 
   
  He sent for me once more in those darkening days. He sent 
  for me in the same way as before, in secret and in the 
  night. We spoke once more and it would be last time I 
  would speak with him. 
   
  I’m going to break form and write what I can remember of 
  our conversation in its most important moments: 
   
  “I’ve no path old friend. My vision has become shadowed 
  and the path I had once walked so clear is washed away in 
  the rising tides and I walk now alone.” 
   
  I said to him “Emperor Ramius, the destination of one’s 
  affairs is but a chapter in his history. The journey is what a 
  man will be judged on at the gates of the Elysian Fields.” 
   
  “I know old friend, but I feel as though I do not warrant 
  judgment. I am but a fool on an errand fit for a fool. Our 
  people have been dying since long before you or I was 
  involved and all I was to do was to give them a false hope 
  for better days.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  40 
  I went on to say to him, “You are responsible for a great many 
  deaths, the rise and fall of great houses and things that 
  historians long after me will call atrocities; but you are also 
  responsible for saving us from ourselves. No one will ever 
  understand it, but you gave the survivors of Lost Atlantis all 
  they would ever need to be free and great once more, we 
  squandered that gift on decadence and power.” 
   
  “If this is all I did, then what was it for? Where is the glory in 
  teasing a child with a toy if all he is to do is break it?” 
   
  My final words to him were, “You gave them a chance, old 
  friend. You gave us all a chance.” 
   
  “My journey is done then. There is little else I can do but to 
  bear witness to the blackening of our people’s ways like an 
  infection in a gaping wound.” 
   
  The remainder of our last conversation would come to be 
  more important to me than any other talk I had partaken in all 
  my years, but the remainder of what was said that day is best 
  left to dust and memory and I have come to respect Lord 
  Ramius far too much to share it with another soul. 
   
  Of Scholars and Thieves 
   
  When the Second Atlantean Senate was formed, it was built 
  on good morale grounds. The Senate was to oversee 
  provincial matters and create new law, or amend old law in an 
  effort to bring order to the outlying territories of the empire. 
   
  The Senate of Atlantis was to be a station of strength and 
  equality in the empire, but with all things it seems in our 
  history, it turned sour.  
  Something in the Senate had turned dark and they began to 
  whisper amongst each other of their true value and not their 
  role. Like the priests of the first Temple of Poseidon and Lost 
  Atlantis, the council soon grew fat from its spoils and as with 
  all men who have power, they wanted more. 
   
  Had I been aware of the strings they were pulling in the 
  background to engineer the dissolution of the Senate of 
  Atlantis I would have put a stop to it, but I was not aware. To 
  this end, I cannot speak of how they engineered the stain that 
  is the Antiquarian Guild, but they are a stain never the less. 
   
   
   
  The Antiquarians Guild as it stands is a society of aging 
  flesh confined to “true bloods”, the Lilans and their most 
  trusted snakes. They have set up their ranks to ensure that 
  only those whom they deem worthy of entry can ever 
  attempt it and the only ones worthy of entry are those who 
  are already doing the bidding of the Guild. 
   
  On the face of it, the Antiquarians Guild is little different 
  from what it once was; a group of Atlanteans given power 
  and station to govern the provinces of our empire. Behind 
  the scenes, the Guild decides who is to be Emperor from its 
  Council of Princes, what measure of influence is to be 
  exercised over the human world and who is to be allowed 
  to continue breathing. Their methods remind me of the 
  Scarlet Brotherhood except they wear the veneer of 
  civilized men and women. 
   
  One thing that must change if ever we are to survive the 
  testament of time is the Guild. 
   
  A Great Cruelty 
   
  Emperor Dominic McCullen of House McCullen, 
  originally Exarch of Ireland and kin to the Gaels was a 
  monster. He was elevated to the throne in the absence of 
  Lord Ramius and I can’t help but wonder if the 
  Antiquarians Guild had its hand in this affair, though if 
  they did, their creation ran amuck and did them a 
  disservice. 
   
  This tyrant set about establishing his dominance early on in 
  his role as Emperor. In an attempt to protect the power that 
  he had massed as Emperor, Emperor Dominic founded the 
  Scarlet Brotherhood. These Atlanteans of questionable 
  moral fiber or value would be sent to all parts of the 
  Second Atlantean Empire in an attempt to ensure that 
  Emperor Dominic’s rule was iron. He gave them broad 
  spanning powers in order to weed out secession and 
  sedition, all those that were not openly for the Second 
  Atlantean Empire and its Emperor were traitors to the 
  Atlantean Throne and race.  
   
  It amuses me to think that such a terrible group could be 
  formed by the hand of a man put on the Atlantean Throne 
  by the Antiquarians Guild. The Guild and the Scarlet 
  Brotherhood rarely saw eye to eye and even today, the 
  Guild still fears the powers that Scarlet Brotherhood has. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  41 
  When Emperor Dominic was satisfied that his create, the 
  Scarlet Brotherhood, was well placed, he set about to write 
  the Lex Dominicus; a treacherous document that could only 
  come from the mental depraved and diseased minds of the 
  Scarlet Brotherhood itself. Emperor Dominic’s laws were a 
  series of amendments to the already existing Atlantean Laws 
  of society and the Lex Ramii. He and his lackeys within the 
  Scarlet Brotherhood dared no openly condradict the laws that 
  were already in place, but in stead skirted around them to 
  make his reign of terror even more memorable. 
   
  Emperor Dominic’s laws gave new powers to the Centurians, 
  the Praetorians and his mentally defective lackeys within the 
  Scarlet Brotherhood; that they had not had before. To 
  question the interpretation or implementation of the laws 
  because heresy and thusly speaking up against the treatment 
  and rule of the Emperor became a crime punishable by death 
  be crucifixion. Because of the scourge that was the Inquisition 
  of the holy roman Catholic Church, Emperor Dominic created 
  laws to limit what facets of human society that we could 
  influence and hold sway in; all of this way done for our own 
  collective good, or so the mentally deranged Inquisitors of the 
  Scarlet Brotherhood say to this day. 
   
  Emperor Dominic’s coveting and greed for the holdings of 
  Houses Ramius and Lionnes in the British Isles sparked not 
  only a feud within the Second Atlantean Empire, but the 
  Hundred Years War and summarily the War of the Roses in 
  the human world. More of our servitors and free humans died 
  in those times than ever should have. 
   
  This private war between Emperor Dominic and House 
  Ramius and Lioness split the Second Atlantean Empire in 
  two; there were those Houses and families that sided with one 
  side or another and Emperor Dominic having the sway of the 
  Centurions and Praetorians to bolster House McCullen’s 
  ranks. 
   
  In his arrogance, Emperor Dominic sent an expedition to 
  India in an attempt to survey the lands and to seek out more 
  Atlanteans that had been left to their own wiles during the 
  Atlantean Dark Ages. The goal of the expedition was to bring 
  India under the sway of the empire.  His lust for power and 
  position led to the tragic loss of the entire expedition, they 
  were slaughtered to the last man and their heads were sent 
  back to Constantinople with a message from an Atlantean 
  known only as Prince Khadesh, “Proceed no further, or those 
  who you send into my lands shall be sacrificed to Kali in all 
  her dark glory.” 
   
   
  For all the might that he lost in the eyes of the Antiquarians 
  Guild and the empire at large on that day, it would still be 
  another hundred years of terror under his cruel reign and 
  the depraved antics of the Scarlet Brotherhood. 
   
  The war that raged on like the Hundred Years War before 
  it to remove Emperor Dominic from his throne was a dark 
  chapter in our history indeed. I once attributed Emperor 
  Kronos with being the most vile and despicable of our 
  great race, but Emperor Dominic had proven me wrong in 
  time and with the bloody losses on both sides across 
  Europe and in the British Isles, he had finally been 
  unseated from his throne in Cork in the Battle of Ireland; a 
  war that stretched on far longer than any should have. 
   
  Something you must understand both about Emperor 
  Dominic himself and what occurred when he was 
  dethroned is that there has never and Poseiden willing, 
  there will never be another time in our history or the 
  history of human kind that has ever been so foul, so bloody 
  or so detrimental to the very nature of life itself as when 
  we had to topple down the towers of Emperor Dominic’s 
  brutal and tyrannical reign on us. In his time on the 
  Atlantean Throne, Emperor Dominic had replaced most of 
  the Praetorian and Centurion ranks with his own clansmen 
  to ensure greater loyalty. They were just as power hungry 
  and blood thirsty as their Emperor, and the men and 
  woman that he placed in charge of the Scarlet Brotherhood 
  to this day are thought of as demons wearing Atlantean 
  skins. 
   
  People were slaughtered like pigs, left to hang about the 
  roof tops to bleed out and stain the stone at their shadows. 
  Cattle were burned to starve those in need of their fresh 
  meats and milks. Children were set ablaze in witness of 
  their families, snuffed out and lit again just so they could 
  see the horror of the charring flesh and smell the meat cook 
  of their own children before they themselves were tortured 
  or put to death in more cruel and creative ways by the 
  Praetorians, 
  Centurions, 
  and Inquisitors 
  that 
  were 
  supposedly meant to protect the Second Atlantean Empire. 
  I suffer the pain of recalling those days because I can still 
  hear screams of the dying now as I put ink to sheet. 
   
  The humans describe a being of pure evil known as the 
  Devil; cruel, unusual and alien in thought and design. 
  Emperor Dominic proved to me that there may well be 
  such a creature, if he himself wasn’t the Devil in the 
  disguise among the Atlantean people. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  42 
  While I feel the loss of my friends and family and my people 
  in those dark days was not worth the result, Emperor Dominic 
  was finally lost to the world of light and breath and I must 
  admit that for him to have perished and be rid of the world…I 
  truly believe we would have sacrificed every living soul to see 
  him fall. Noble as I believe I am, the thirst for blood and 
  bonds of vendetta flow in my veins just as they do in the veins 
  of all Atlanteans. For as much as I know, the Antiquarians 
  Guild elevated Empress Andrea to the Atlantean Throne and 
  had engineered the downfall of the tyrant; I can not help but 
  wonder if the Scarlet Brotherhood had anything to do with it. 
  Their station within the empire certainly gave them power 
  enough to destroy the forces that worked against Emperor 
  Dominic, but they did little of nothing in those final days to 
  defend his throne; they just reveled in the slaughter like 
  madmen. I wonder too if Empress Andrea was chosen to be 
  the voice of the Antiquarians Guild, in secret, so that the 
  atrocities that were played out under Emperor Dominic’s rule 
  would never again be seen in the world, or if there was a 
  larger plan enacted just then. 
   
  Puppets 
   
  The rule of Empress Andrea D’Aquitaine of House Lionnes 
  was laughable, although I find it amusing only in reference to 
  the human philosophical poetry of the Divine Comedy; a 
  cruel joke. A joke played on Atlanteans as a whole. 
   
  After being put in power by the Antiquarians Guild in a 
  demonstration so poorly veiled that I cannot be the only 
  person to have ever noticed it, though likely the only one with 
  gall enough to speak it aloud, Empress Andrea set about to 
  doing their bidding. When she wrote the Lex Andreae, I felt a 
  cold pang in the pit of my stomach. More power was being 
  given to the Houses of Atlantis and that power’s 
  responsibility was to be visited upon its servants. 
   
  The Antiquarians Guild had wanted to ensure that the 
  reigning Houses among it could influence and even force its 
  own members into submission when it came to their dubious 
  doings. 
   
  Every emperor has seen pain and war and while sitting on that 
  throne and while there were far worse atrocities to be had 
  during other reigns, this one stuck in my throat because the 
  violence ended but was not gone, it was merely lingering in 
  wait to blossom once more, Ireland. 
   
   
   
  The Clan MacKlintoc Invasion of Ireland, it was a 
  bloodbath, the MacKlintocs spared no quarter, showed no 
  remorse or pity on Imperium Atlanteans that resided there 
  after the fall of House McCullen. They blamed the Second 
  Atlantean Empire for the unrighteous death of House 
  McCullen and saw to it that the Imperium would never 
  hold sway enough to push their way around Ireland, or the 
  British Isles for that matter. During the invasion, the sparse 
  few survivors of House McCullen that had been taken 
  under the wing of other Houses were spared the sword and 
  flame since it was the death of their very house that Clan 
  MacKlintoc was fighting for. 
   
  The whole bloody affair succeeded and while Clan 
  MacKlintoc was a threat to the empire, they were left to 
  their devices for the better part of things. 
   
  From the ashes of the war that spilt blood on the soils of 
  the Isles, Clan MacKlintoc established the Order of the 
  Black Rose. The order was a militant calling of knights 
  deigned to keep the forces of the Imperium out of the Gael 
  lands forever. 
   
  I wonder if this is when Empress Andrea began to see that 
  she was doing nothing more than the bidding of the 
  Antiquarians Guild. She was their lackey for some 
  centuries afterwards, but I could always see something 
  strange in her eyes afterwards, something more Atlantean 
  than I ever had before. 
   
  It wasn’t until the conflict between House Draconis and the 
  Family Dracul had pushed her to her limits, or rather how 
  it was made to appear, that she finally broke free of the 
  shadow of her masters within the Antiquarians Guild. 
   
  In bartering with the Family Dracul for the secrets of 
  Sorcery, she forced the Antiquarians Guild to recognize 
  them as the new Fifth House of the Imperium, and in that 
  one act ended the blood feud that had been going on for 
  centuries between the House Draconis and the Dracul 
  giving her the personal freedom and power that she had 
  pined over for centuries. 
   
  Independence comes at a cost as we Atlanteans have 
  always known and hers I’m sure would come in time and 
  in secret; something I had always wanted to be privy to so 
  that I could have stopped it, but time marches on. 
   
  After the founding of the Court of Roses, Empress Andrea 
  was able to influence the empire through it. The banner of 
  chivalrous and noble rites was just what she had needed to 
  see that some kind of morality found its root in the people 
  once more, but more importantly within those that rule. 
   
   
   
   
   
   
   
   
  
   
  43 
   
   
  I believe the human term in regards to a revival of duty and 
  morality in the Atlantean empire is “the journey is still out on 
  this one”. I personally never understood how the journey 
  would factor into opinion of something but the implication is 
  correct. I doubt that Atlanteans even today know how to feel 
  about the subjugation of a moral code into our way of life. 
  Needed, but not necessarily welcome. 
   
  I find it saddening that I once believed in the Court. I have 
  been a member among them for some time and for all the 
  passion it fills me with to bring honor back to my people, I 
  know what they say about us behind closed doors and on the 
  streets to our faces. They speak with disdain of us, saying we 
  have our heads in the clouds, believing that we can bring 
  change. Our purpose, no matter how futile it seems, has been 
  to keep the peace amongst the Houses and families of the 
  Imperium, and in ending the violence before it has a chance to 
  start, we have succeeded in our collective goal. It satiates me, 
  but it is not enough. 
   
  The final thorn in the paw of the Antiquarians Guild and 
  probably Empress Andrea’s final act of defiance was to thwart 
  the warring between Houses Ramius and Lionnes in Canada. 
  Their battles had been tearing the country asunder and the 
  Antiquarians Guild was biding its time, laying in wait to 
  advance and feast on the leftovers like vultures smitten with 
  their spoils. The Canada act quelled the violence and brought 
  a calming to the two Houses. 
   
  Another Show of Force 
   
  Emperor Priam Dardanus of House Thalus was and is a 
  creature to be pitied. If nothing else in this text would doom 
  me to death, this entry alone shall seal my fate. 
   
  Lord Priam was at one time the King of Greece, a lofty 
  position, but one he would not hold. It was by his hand that 
  the Trojan war took place. Yet one more conqueror and 
  madman to the long standing tradition of men that sat on the 
  Atlantean Throne. This occurred long before he would be 
  emperor, but was worth record given his actions to come, a 
  prelude most despicable because thousands of Atlanteans 
  were sacrificed in that war along with humans all in the name 
  in Atlantean unity. 
   
  Long before he would be named emperor in the absence of 
  Lady Andrea, Lord Priam established the House of Thalus, 
  which would in time become a forceful hand of the 
  Antiquarian Guild. Their formation always boggled me as a 
  stark contrast to Lord Priam himself. House Thalus is strong 
  and proud, but Lord Priam is but a child hiding in a suit of 
  armor and behind a voice of authority. 
   
   
  House Thalus and the Antiquarians Guild backed his 
  decision to bring Ireland back into the fold of the empire in 
  1837. A vicious and bloody civil war raged on there, one 
  that is still played out today. That single tract of land, that 
  one tiny island in the vast wash of the world itself has seen 
  more war and troubled times than any other. The soil, I 
  know in my heart of hearts, is haunted with the millions of 
  souls lost upon it and the trees run red in sap from the 
  oceans of Atlantean blood it has taken from the battlefields 
  once they laid still and we were moved on. 
   
  I can only believe that Lord Priam’s arrogance in the face 
  of the Gaels is what brought him to power when Lady 
  Andrea stepped down. This became apparent when he 
  wrote the Lex Piaae. Emperor Priam’s amendments to 
  Atlantean law provided more power for Magistrates and 
  the First Citizens of the dominions. The Guild’s interests 
  were best served when they were decreed, but not so much 
  the interests of our society. When he called for his old 
  friend, Donovan Wyld Stromwell to be general to his 
  armies once more he showed his ignorance in the face of 
  the Gaels. Donovan had been saved the slaughter of the 
  House McCullen, but he was being ordered to stop the very 
  people who were fighting for his fallen family. 
   
  Ignoring his failings, Emperor Priam is a good man inside. 
  He has and has always been in good standing with the 
  Praetorian and Centurion orders. The man holds more 
  respect for their warrior’s pride and station than even his 
  own seat upon the Atlantean Throne; a strange 
  contradiction for a man in his position and a man who has 
  reveled in starting wars, but shied away from the battle 
  itself. 
   
  He was an integral part in point of fact, in stopping the 
  Scarlet Brotherhood from annihilating the Brotherhood of 
  the Gladius. He could not abide their grasp at even greater 
  power and fearful or not, he made his voice heard. 
   
  With the corporate armament act enacted in the human 
  world, Emperor Priam was able to outfit our armies 
  publically and not have to worry about risking exposure. 
  The pitiful veil will continue into our future...I fear…pity. I 
  hate to feel as though I am doing little more than repeating 
  myself, but I am sure the Antiquarians Guild had its fingers 
  in this decision. Change the world outside your borders so 
  that the world inside your borders need not change at all. 
   
   
  
   
  44 
  Atlantean Society 
   
  While our society has suffered 
  great loss, we have also grown. 
  Much 
  of 
  what 
  I 
  write 
  is 
  passionate and black, but in truth, 
  we are growing; I simply have no 
  idea what we are all growing into 
  and it vexes me. 
   
  We worship still in our way, but I 
  fear Poseidon is but a token 
  mention in our prayers. Every lunar cycle we gather to give 
  worship to the Poseidon and honor our Ancestors and the 
  Emperor in our prayers. It is a respectful display, but one I’m 
  sure only has tempered and learned meaning to the Atlanteans 
  of this age. The solstice is another cause for gathering where 
  Poseidon, Lilith, our Ancesters, and the Emperor is given 
  worship and not simply revered or paid tribute. 
   
  It is in the nature of powerful men and women to think of 
  themselves powerful and in time, as gods and goddesses. 
   
  House Dracul is rarely openly present at these festivities 
  because of the curse that was laid upon their heads by Lord 
  Draco himself; the touch of moonlight on their bare flesh is 
  enough to physically harm them, and in some cases, it burns 
  them just as the light of the sun burns those of us that are 
  Lilans. The Dracul have suffered in the shadows for their 
  arrogance, to believe that they could put the good of their 
  families above the interests of House Draconis. I return to my 
  earlier mention of cruel jokes. 
   
  While the Court of Roses is ridiculed for our hopes and faith 
  in our people, the Redemptionists lose even the faintest 
  support in my eyes. These lost children and morally tortured 
  souls have seen what we are and were responsible for, and 
  believe that the only path that will ever lead them to the 
  Elysian Fields is redemption. They must atone for their sins in 
  the face of the world and the sins of the Atlantean people in 
  the pages of history. 
   
  The Redemptionists believe in personal and inherited 
  responsibility which tickles me and brings a mist to my sight, 
  but not enough to join their ranks and throw my hand in with 
  their righteous, and often misguided cause. 
   
   
   
   
  I believe in their cause to be sure, but I am learned enough 
  to know they will fail to redeem the Atlantean people...they 
  may even fail to redeem themselves. If our history has 
  taught me nothing else, it has taught me that when we 
  Atlanteans are trying to right a wrong we have brought 
  about, we do more harm than when first we brought about 
  a darkening to be atoned for originally. 
   
  The Second Atlantean Empire, while suffering still in the 
  Gael lands, has stewed into a paranoid, uncomfortable 
  place. Decadence and lethargy are still present but have 
  been replaced in greater part with Atlanteans looking over 
  their shoulders and accusing their kinsmen of heresy 
  against the Imperium. The Antiquarians Guild keeps men 
  and women in their place with law and official House 
  decree, discovery of the Veil keeps the citizens afraid to 
  break with routine and tradition of any kind and the Scarlet 
  Brotherhood holds inquisitors in every city; their presence 
  need only be seen to know that they are in far more places 
  that we cannot see and have not been made aware of. 
  Emperor Priam himself fears the Scarlet Brotherhood, the 
  Antiquarians Guild and the human race so far as I have 
  been able to discern. I’ve not seen him in a public decree in 
  some time. He hides there with his throne and thoughts, 
  just enough to make him stir and go mad in time, if he 
  hasn’t already. 
   
  The Darkstar Corporation is another element of control in 
  the human world the Antiquarians Guild has engineered. 
  Few know of my ancient writings and none know of some 
  of the secrets I’ve gleamed, but surely the few who have 
  bothered to research or read a single text I have written 
  would know that they have somehow resurrected some of 
  our once grand technology; the Crystalline Computers in 
  the form of the new Omega-V virtual reality computers 
  that are just now hitting the open markets of humanity. 
   
  Invention damned us once before and it will do so again, 
  the part that I am unable to sleep because of is that now we 
  will bring the human race with us to our doom...the 
  humans will follow the path of the Domar and we will 
  mourn their passing, but we will forget them in time like so 
  many that came before them. 
   
  Dark Times Ahead 
   
  The only real threat left to the Second Atlantean Empire is 
  House Draconis, or more specifically Prince Alexi 
  Dragosee himself. 
   
   
   
   
   
   
   
   
  
   
  45 
  Like Emperor Dominic, I believe House Draconis and the 
  Antiquarians Guild wanted to create a powerful ally and force 
  to be reckoned with and in Alexi they got exactly what they 
  had asked for, but did not ask for what they received. I once 
  watched a human film called “This Monster of a Man”, a 
  vicious, bestial and insane serial killer, a true student of the 
  game. I must admit, the term was lost on me until some time 
  later, with some research, I came to understand that it meant a 
  creature with no remorse, no conscience, not a shred of 
  humanity at all; a true player in the games of powerful men 
  and gods without care. Prince Alexi Dragosee is exactly that, 
  a monster wearing the skin of an Atlantean playing a game of 
  power and thrones with no regard for how it plays out, so long 
  as he is the one remaining in power at the end 
   
  Atlantean society has become like some kind of sick and 
  twisted game of mortal chess that we have moved around and 
  toyed with for far too long. The humans are forever on the 
  verge of discovering us, which except for the Veil would be 
  fine in my eyes. The human world is encroaching on us now 
  and no longer us on theirs. 
   
  More and more Atlanteans are taking to decadence and 
  modern intrigue and have all but forgotten the old ways and 
  how we have come to be, what we are now. It concerns me 
  deeply. Something common in the human history I have 
  studied in brief is that their past mistakes repeat themselves 
  anew once generations enough have come and gone, sufficient 
  enough to forget the lessons they thought had been so dear. I 
  worry now that generations enough have come and gone in 
  our world that we will once again see our past unfold before 
  our eyes. 
   
  While I do not relish the thought of cowardice, I am struck at 
  the horror my aged mind envisions now. A duel is but 
  honorable dispute...firearms and nuclear war is Hell on Earth. 
   
  What monster now awaits us in our coming days? Will it be 
  damnation, or slow and lethargic suffocation? 
   
  I sometimes wish I will not be here to realize it. 
   
  The Lilan Condition 
   
  The Lilan condition can be described in a single word; fear. 
  Those that had a choice in becoming Lilans constantly live in 
  fear of their own deaths; in many ways, that is why they chose 
  to become Lilans in the first place. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  46 
  The fear of death was so extreme that they were willing to 
  cheat death, and the nature cycle so that they would never 
  have to suffer the ravages of time and old age. 
   
  In the first days; before the fall of Lost Atlantis, when Lilith 
  created the Ritual of Rebirth, it was a means of cheating death 
  and attaining power of her peers. They say that the first 
  Lilans, the Ephors were able to walk under the light of day. 
  During this time, it was still a Ritual, and it wasn’t passed on 
  through the draining of another’s Life Force and replacing 
  what was taken with a portion of the Lilan’s own Life Force 
  through the medium of blood. In ancient times, the Ritual of 
  Rebirth was a long and drawn out ceremony that was attended 
  by all members of the Children of Lilith; also known as the 
  Cult of Lilith. Each new member was would be embraced by 
  their new peers as an equal among the Children of Lilith. All 
  members of the cult were equals, even Lilith herself. All had a 
  say in the leadership of the cult, Lilith was simply the voice 
  by which all of the cultists spoke. 
   
  When one of the Children of Lilith was in need, all that were 
  nearby would come to their aid. In many ways, becoming a 
  Lilan was like being reborn into a new family. The Lilan 
  condition gave them supernatural abilities; increased strength 
  and agility, becoming a Lilan enhanced whatever beauty they 
  possessed, it sharpened their senses and gave them the ability 
  to defy gravity itself; through their ability to fly. Becoming a 
  Lilan also increased their Atlantean-born abilities to read the 
  minds of others and to manipulate the minds of others. In all, 
  the Lilans gained a great deal in defying death through the 
  Ritual of Rebirth. 
   
  All members of the Children of Lilth sworn upon their lives 
  and the lives of their families that no one outside of the cult 
  would ever learn of their secretive ceremonies and rituals; any 
  that dared go against this oath were killed and their families 
  with them. With practices like this, it was easy to keep their 
  terrible secret. 
   
  The terrible secret of the Lilan condition was that their 
  immortality came at a horrifying price. At least once a week 
  to two weeks, every Lilan had to feed upon the life’s blood of 
  those not Lilan. The blood really provided them with nothing, 
  but through the blood as a medium, the Lilans were able to 
  draw upon the Life Force of their victims, which in turn 
  replenished their own none regenerating Life Force and 
  allowed them to go on for another week or two without 
  having to feed. 
   
   
  The Lilans from the moment of rebirth were cursed to walk 
  forever in darkness. From the moment of becoming a 
  Lilan, the sun became their enemy and their destroyer. 
  They may have cheated the death of flesh, but the fear only 
  changed into a fear of something new. Those first Lilans 
  may have been immune to the damaging effects of the sun 
  that all Lilans after them have faced. But they did have 
  banes that were just as deadly to them; Silver has the 
  ability to infect horrific wounds to Lilans, Garlic will burn 
  them and make them physically ill, and the power of Faith 
  seems to be just as deadly as the effects of the sun. Nature 
  itself has cursed the Lilans for breaking away from the 
  cycle of life, and that is why many believe that they have 
  so many deadly banes to their existence. In many ways, 
  most of the legends of the blood driking vampires can be 
  traced back to the first Lilans of Lost Atlantis. 
   
  During the time before the fall of Atlantis, the Lilans 
  within Atlantean society were fears and shunned by their 
  once peers. They hold incredible power, but even with that 
  power they were unable to gain power and prestige within 
  their own Houses. After all, they were not allowed to 
  disclose any of the secrets that they had learned from the 
  Cult of Lilith to the rest of the members of their House, 
  and because of this, most were distrusted by their own 
  Houses. 
   
  All those that were known to be members of the Cult of 
  Lilith were publicly and permanently denied the ability to 
  hold any position of power within the Senate of the First 
  Atlantean Empire The political and social elite of 
  Atlantean society feared the possibility of a Lilan 
  becoming a Senator and with that lofty position, the 
  possibility to becoming the Emperor of the great and noble 
  First Atlantean Empire. What they feared was placing an 
  immortal in a position of power, a position that could be 
  held on to indefinitely because of their immortality. 
  Senators within the Senate, provided they were in the city 
  of Atlantis were required to attend all gatherings of the 
  Senate. In choosing to become a Lilan, an Atlantean gave 
  up the ability to have any say so in the politics of their 
  House and the Senate. 
   
  This is not to say that some of their peers didn’t want a 
  Lilan to become a Senator, in fact some Atlanteans of 
  wealth abd power even took the time to campaign to have 
  Lilans elected into positions within the Senate, only to 
  have the Lilan turn down their appointment do to the 
  Senate’s informal ban on Lilan Senators. This definitely 
  did not engender a healthy relationship between the rank 
  and file of Atlantean society and the Atlantean Lilans. If 
  anything, it created a situation of mutual distrust. 
   
   
   
   
   
  
   
  47 
  Even with this situation of mutual distrust, Lilans did have 
  their fingers in Imperial politics. The way they did this was 
  through the use of trusted Senators and intermediaries within 
  the Senate. In doing this, the Lilans protected them selves 
  from reprisals from rival Houses and even rival Lilans. Just 
  because one becomes a Lilan doesn’t take away generations 
  of societal conditioning. 
   
  Openly all Lilans had to side with the Cult of Lilith, when one 
  of their own was in need, they had to be willing to attempt to 
  assist them or face judgment by the rest of the members of the 
  cult. But, that didn’t mean that the old grudges and hatreds 
  totally went away. In fact, being forced to ally with someone 
  that a Lilan was told all their lives that the person was the 
  enemy or rival to their House, only made the situation worsen. 
  Behind the scenes those old hatreds often boiled over into 
  behavior that led to Atlantean authorities being called in, and 
  when that happened, the Cult of Lilith would be forced to 
  intervene in order to deal with the Lilan or Lilans responsible 
  for the situation. 
   
  The Lilans After Atlantis 
   
  When Great Atlantis sank into the sea, many of its Atlantean 
  and Lilan population met their end with it. But there were 
  more than a few Atlanteans and Lilans that were alive and 
  well in other parts of the world that survived the end of the 
  First Atlantean Empire. 
   
  For the Lilans that survived, none of them knew how to 
  perform the Ritual of Rebirth; only Lilith herself knew that 
  secret. It was more through trial and error that those Lilans 
  figured out that they could bring others across into the Lilan 
  Condition by draining them of their blood; their Life Force, to 
  the point of death and then replacing a portion of that lost 
  blood and Life Force with a small portion of their own. The 
  irony of it all was that the Lilans learned this method from the 
  Revenants of the ancient world. The effect was much the 
  same as the Ritual of Rebirth, but with one very big 
  difference. Instead of creating an equal, the Lilan that brought 
  across a new Lilan always held power over their new 
  offspring.  All of these new Lilans lived in fear of the sun, for 
  these Lilans and everyone that came after them, the sun was 
  their assassin. It was their greatest bane.  
   
  The new Lilan had all of the abilities and power of their 
  Father or Mother, but when it came to the decision making 
  process and arguments with their parent, they would always 
  feel compelled to heed their parent’s words and whatever 
  position one whatever subject or issue was in contention. 
  Because of this new situation, the relationship among Lilans 
  devolved and the former view of all Lilans as equals 
  disappeared. 
   
  Without the Ritual of Rebirth, the Lilans that survived 
  Atlantis created their own cults or bloodlines within their 
  Houses. And through these bloodlines, the Lilans were 
  eventually able to topple the Senate of the Second 
  Atlantean Empire and recreate it into the Antiquarians 
  Guild. Through the Antiquarians Guild, finally the Lilans 
  had the upper hand. Finally the Lilans were the ones 
  guiding the fate of the new Atlantean Houses that rose up 
  from the fall of the old. But no matter how you cut it, no 
  matter what is said and done, the Lilan condition is still 
  even now guided by their fears. 
   
  No Choice 
   
  Some Lilans were never given a choice in being brought 
  across. These Lilans had some skill or talent that made 
  them special, or needed by their House, and because of this 
  they were given the Dark Gift. In the early to middle years 
  of the Second Atlantean Empire, these gifted individuals 
  may not have had a choice, but at least they were openly 
  embraced by their new found Houses. Some of these new 
  Lilans over the years even rose to positions of authority 
  within their Houses and the Second Atlantean Empire 
  through the Antiquarians Guild and the other assorted 
  Imperial Orders. It took time, but they accepted their new 
  lives. 
   
  The problem is in recent centuries, the stock Lilans within 
  the Second Atlantean Empire has lessened to the point that 
  almost anyone can be brought across. Some just to be 
  muscle for a Lilan that needed someone to protect them. 
  There are others that are seen as mistakes, by Lilans that 
  took too much from their victims and didn’t have the 
  courage or heart to simply let them die. 
   
  It is these Lilans that have the hardest time dealing with 
  their new found condition and abilities; they never wanted 
  to live this life. They never wanted to be a member of the 
  Atlantean Houses, if given a choice; they would have 
  chosen death over this new life that has been thrust upon 
  them. 
   
  Some, over time, have been able to make peace with what 
  they have become and have gone on to try to remake their 
  lives around this new and unwanted condition. Others have 
  chosen to end their lives through sunlight or silver, 
  believing that death is preferable to lives as monsters that 
  feed upon the life’s blood and Life Force of their victims. 
   
   
   
   
   
   
   
   
   
   
  
   
  48 
   
   
  And the worst part of the situation for these Lilans that were 
  given no choice is that even among the Faux Blooded of the 
  Atlantean Houses, they are scorned. These Lilans share no 
  great common heritage with the Great Houses of the Second 
  Atlantean Empire, and because of this, these Lilans are very 
  much on their own when it comes to dealing with their 
  Houses and the other Houses of the Imperium. 
   
  Codex Imperialis:  
  Code of the Empire 
   
  Lex Ramii - Laws of Ramius 
   
  I. The Children of Atlantis shall watch over mannkind as if he were 
  their own children. To neglect the needs of mankind is to sew the 
  seeds of the destruction of the Atlantean People. 
   
  II. The survival of the Children of Atlantis is paramount; to slay thy 
  brother or thy sister is to incur the justice of vendetta. 
   
  III. None shall mar the Sacred Glyph Stones; to destroy our history 
  is to destroy our future. 
   
  IV. The Crimes of the Child are upon the heads of the parent. 
   
  V. All shall pay tribute to the Emperor and the  Dark Lady; Lilith in 
  honor of her wisdom that has become the salvation of the Children of 
  Atlantis on the summer solstice of each passing year. 
   
  VI. A dead man shall not be buried or burned within the city. 
   
  VII. If an Atlantean is called to go to court, he is to go. If he doesn't 
  go, a witness should be called. Only then should he be captured. 
   
  VIII. Putting to death of any man, whosoever he might be 
  unconvicted; is forbidden. 
   
  IX. He who shall have roused up a public enemy or handed over a 
  citizen to a public enemy must suffer capital punishment. 
   
  X. If an Atlantean dies intestate without heirs, the nearest male 
  kinsman shall inherit. If there are no near male kinsmen; his 
  clansmen shall inherit. 
   
  XI. Should an Atlantean woman be unable to conceive for her lawful 
  husband, it is right for him to find another so that he may continue 
  his bloodline. 
   
  XII. If an Atlantean goes mad; his nearest male kinsman shall have 
  authority over his property. 
   
  XIII. The penalty shall be death for a Magistrate or arbiter legally 
  appointed who has been found guilty of receiving a bribe for giving a 
  decision. 
   
  XIV. Only a member of one of the Houses of the Imperium Ex 
  Atlantia. Has the ability ascend to the throne of the Empire. 
   Lex Dominicus - Laws of Dominic 
   
  I. The existence of Atlanteans must remain forever hidden from 
  the eyes of man. 
   
  II. The rule of the reigning Emperor shall not be questioned, his 
  word is law. 
   
  III. The Princeps of a given dominion is answerable only to their 
  Prefect, the Pro Consul, or the Emperor of the Imperium Ex 
  Atlantia. 
   
  IV. It is the duty of a Princeps of a given dominion to destroy all 
  those who prove to be enemies of the Imperium Ex Atlantia. 
   
  V. The Centurions are the Hand of the Emperor. To break the 
  Emperor's law is to bring about thy own doom. 
   
  VI. The clergy of man is not to be trifled with, tampered with, or 
  influenced in any way. For in angering them is the destruction of 
  us all. 
   
  Lex Andreae - Laws of Andrea 
   
  I. To become a House, the Founder of a Bloodline must petition 
  the reigning Emperor for the right. To become a House not of the 
  Imperium Ex Atlantia is to become a Renegade House and 
  therefore an enemy of the Imperium Ex Atlantia. 
  II. The Founder of a House or Family's word shall be taken as 
  law within that House or Family. 
  III. The Servitors of an Imperium Citizen shall always and forever 
  be bound to their Dominus or Domina, the Crimes of the 
  Dominus or Domina shall be the Crimes of their Servitors, and as 
  such shall suffer whatever fate their Dominus or Domina has 
  earned. 
   
  Lex Piaae - Laws of Priam 
  I. The Praefectus Cohortis and Cohortes Urbanae shall be 
  established by the Princeps of every city in the Imperium Ex 
  Atlantia. As the Centurians are the will of the Emperor, the 
  Praefectus Cohortis and Cohortes Urbanae shall be the will of 
  each respective Princeps.  
  II. All children of the Five Houses are considered citizens of the 
  Imperium Ex Atlantia. 
  III. All citizens of the Imperium Ex Atlantia have the right to meet 
  with the Princeps of the respective dominion in which they dwell 
  should they go through the proper channels. 
  IV. All Citizens have the right to single combat with another 
  Citizen should no other possible recourse be apparent, also 
  providing that the Princeps and Magistrate of the Dominion give 
  their consent for the duel to occur. 
   
  
   
  49 
  Punishments for breaking the Codex 
  Imperialis 
   
  For most minor infractions against the Codex Imperialis, the 
  punishment is simply a loss of prestige and renown within 
  one’s House or the Second Atlantean Empire at large, which 
  is made know to all within their Dominion of residence. 
   
  One can be stripped of any favors that are owed to them for a 
  minor breach of the Codex. This to must be done in the 
  presence of their peers for the punishment to have any lasting 
  effecy on the Offender. 
   
  But for the most serious of breaches of the Codex Imperialis, 
  they can have very serious penalties indeed. Here is a listing 
  of the penalties from least to greatest in offenses; 
   
  The execution of the Offender’s most valued Servitors in their 
  presence and the presence of other influential members of the 
  Dominion. 
   
  The stripping of the Offender’s Territories within a 
  Dominion, made known in the presence of other influential 
  members of the Dominion. 
   
  The torture of the Offender in the presence of other infuential 
  members of the Dominion in which they reside. 
   
  The execution of the Offender’s spouse and children in their 
  presence and the presence of other influential members of the 
  Dominion. 
   
  The execution of the Offender in the presence of other 
  influential members of the Dominion. 
   
  Part of the reason why many of the punishments are done in 
  the public venue is because it is an attempt by Atlantean 
  society to show the gravity of breaking with long standing 
  traditions and laws. 
   
   
   
   
   
  
   
  50 
  Legions of the Night 
   
  Revenants 
   
  The ancient world has spawned many legends of demonic 
  spirits and monsters, but no one monster seems to be more 
  enduring and seductive than that of the vampire. Its proper 
  name to those in the know; is Revenant. Revenants have been 
  around since the time of the First Atlantean Empire, these 
  cursed creatures walk the earth preying on the life’s blood of 
  the living. 
   
  Some will ask, what is the difference between a Revenant and 
  a Lilan? The difference is a Lilan is still very much alive; 
  Lilans have the ability to bear mortal children. The Ritual that 
  original created the first Lilans was from what I understand 
  based in part off on the curse that creates Revenants. 
  Revenants on the other hand are very much the undead, when 
  one of these creatures kills a man, woman, or child through 
  draining their blood; that victim will rise up the following 
  evening as a Revenant.  From what I understand, most 
  Revenants will go out of their way to destroy the bodies of 
  their victims in order to prevent them from rising the 
  following evening as a Revenant them selves. 
   
  Modern history tends to portray the Revenant as a seductive 
  and elegant creature that walks the cities of man, feeding on 
  those they please. Part of this is true; Revenants do walk the 
  cities of man preying on those they choose to feed upon. But 
  one must understand that Revenants tend to be very pale, 
  corpse-like in their appearance. For those that know what to 
  look for, a Revenant in a crowded room is not hard to find. 
   
  As the legends state, Revenants do have quite an array of 
  supernatural powers. They are inhumanly strong, they have 
  the ability to climb or walk on walls with the bare hands and 
  feet, and they most certainly have the ability to fly. From 
  reports, Revenants do have the ability to turn them selves into 
  mist when they feel they are in grave physical danger, and 
  when confronted in physical combat, these creatures can take 
  unbelievable amounts of physical damage before being 
  destroyed or fleeing. 
   
   
   
   
   
   
  
   
  51 
   
   
   
   
   
   
  The first recorded Revenant during the time of the First 
  Atlantean Empire was a Revenant named Menchor the 
  Nightbringer; also known as the Demon Pharaoh. For more on 
  Menchor, read on my description of the Revenant Houses. In 
  the current era, the first recorded Revenant appeared just after 
  the death of Jesus Christ. From reports of the Romans of the 
  time, the Revenant was none other than Judas Iscariot. It is 
  said that for his betrayal of Jesus Christ in his final days, 
  Judas was cursed by those that loved Christ to walk the earth 
  for all eternity as one of the damned; to know a thirst that 
  could never quenched, and to never die. So far there has been 
  no mention of a Revenant House attributed to Judas Iscariot, 
  so I will move on. 
   
  In the final days of Vlad the Impaler, also known as Vlad 
  Tepes, some say that for his crimes against the people of 
  Romania, that he was cursed to become one of the damned. I 
  have heard stories of a man bearing a strikingly similar 
  appearance to that of Vlad Tepes walking the earth, and this 
  thought chills me to the bone. The Atlantean House of Dracul 
  is bad enough without having an undead counterpart out their 
  in the world. So far, I have heard very little to lead me to 
  believe that there is a Revenant House of Dracula, so I will 
  move on. 
   
  Many believe that Erzebet Bathory; the Blood Countess of 
  Hungary, was a Revenant. I will finally end end that debate 
  here and now by stating I know for a fact that Erzebet Bathory 
  is a Lilan of House Draconis, and from what I understand, she 
  and her Family have been disowned by House Draconis these 
  days due to some scandal that occured in and around 1898. 
   
  After much research, the terrifying thing about Revenants is 
  that there is still a Ritual out there that is known by a select 
  few Sorcerers that has the ability to place the Curse of the 
  Revenant on a person. Also from my research, this curse is 
  one of the most vile and despicable of all curses known to 
  exist in the modern world; therefore the likelihood of anyone 
  being insane enough to enact it is relatively low. To date, all 
  of the Revenants that I have spoke to (yes, I have had lengthy 
  conversations with a handful of them), have told me that the 
  only way they know of to become a Revenant is to die from 
  blood loss due to a Revenant feeding. 
   
  Thralls 
   
  My Gods! There are more you say? Oh yes, Revenants are not 
  the only blood drinkers out there.  Let me be clear in this, 
  Revenants and Thralls are intimately tied to one another. 
  Thralls come about only when a Revenant feeds a human a 
  portion of their blood. 
   
   
   
   
  
   
  52 
  From what I understand, humans when fed the blood of a 
  Revenant do not turn into a Revenant them selves. What 
  occurs is the human’s body takes on some of the 
  characteristics of the Revenants curse, unfortunately the 
  newly created Thrall is neither totally Revenant nor totally 
  human. They are in a quasi state of undeath that halts their 
  physical appearance from aging, while their body on the 
  inside ages much more slowly due to the Revenant curse. 
  Thralls are very much mortal, hard to kill yes, but they are 
  killable. I do know this; Thralls seem to have more in 
  common with Lilans than they do with the Revenants that 
  created them…in the way of supernatural abilities. 
   
  Thralls are totally subservient to the Revenant that created 
  them, much like a Revenant or a Lilan is to the Revenant or 
  Lilan that brought them across. All Thralls feel the need to 
  feed on the blood of the living, much as the Revenants that 
  created them. In a way, Thralls have it much worse than 
  Revenants because their bodies seem to crave fresh blood in 
  far greater quantities than a Revenant. They are truly at the 
  mercy of their hunger, their need to feed. 
   
  Unlike Revenants, a Thrall can not create another Thrall by 
  giving a portion of its blood to a human. Thankfully there can 
  only be as many Thralls in a city or town as there are 
  Revenants that are willing to create them. 
   
  Thralls have a truly bad lot in life; their only reason for 
  existence is to act as servants for their Revenant Masters.  
  From my discussions with several Revenants, one of the 
  primary reasons for the creation of Thralls has been as a go 
  between in order to make dealings with the mortal world 
  easier for them. From what I was told, it is far easier to send a 
  Thrall to the police in the evening to report a crime that may 
  have been perpetrated against the Revenant Master than it is 
  to risk their discovery by the mortals. Thralls look like normal 
  people, maybe a bit paler than normal, but they can least can 
  pass as a living person. Revenants on the other hand can not. 
  But, due to their quasi-undead condition, Thralls can only go 
  out at night just as they Revenant Masters, and from what I 
  understand; Thralls tend to take more damage from sunlight 
  for some unknown reason. 
   
  But I digress, the number one reason that I was given for the 
  creation of Thralls was to make it easier for the Revenant to 
  find appropriate hunting grounds for them selves and the rest 
  of their household.  
   
  I won’t kid you; most of the Revenants that I have spoken 
  with treated their Thralls as if they were a piece of property. 
   
   
  I won’t say that we Atlanteans don’t do that our selves 
  when it comes to our Servitor Families, but in the case of 
  Revenants, the Thrall might as well be a slave with a collar 
  around its neck. Thralls live in a perpetual state of fear (of 
  sunlight and their Revenant Master), they are very much 
  living at the whim of the Revenant that created them. Most 
  tend to believe that they are doomed to forever live in their 
  half-life as quasi-undead servant to their Revenant Master. 
  Most are hoping and praying for the day to come that they 
  either die from old age or the night comes that their 
  Revenant Master decided to fully bring them across into 
  the state of undeath. 
   
  Lastly, most Revenants tend to pick prospective candidates 
  for Thralldom based on how pleasing to the eye that they 
  are. I know it is sad, picked to be eye candy as they say. 
  But it is true, so far all of the Revenants that I have spoken 
  to openly admitted that they would never make a Thrall out 
  of someone that they deemed as ugly. One last thing that I 
  have heard, but am not sure if it is really true, is if a 
  Thrall’s Revenant Master is killed, then after a year and a 
  day, that Thrall will become fully human again. I hope this 
  one is true… 
   
  Dhampir 
   
  There are more? Sadly, yes there are. From what I 
  understand, Dhampir tend to be fairly rare. What are they? 
  The Dhampir are the quasi-undead children of the union of 
  a Revenant man and a mortal woman. Yes I know… the 
  thought is disturbing, and more than slightly repulsive. But 
  I can say that there are Dhampir in the world, because I 
  have actually met one. 
   
  The Dhampir tend to be very pale in complexion, but 
  unlike their Revenant parents they can go out in the light of 
  day. Julian, the one that I spoke to, told me that he was 
  most definitely stronger than a normal person, and that he 
  recovered from injuries much faster than a normal human 
  being. He told me that he could see in darkness easily, and 
  that he seemed to be immune to the damaging effects of 
  Garlic and Silver. When he mentioned these last two, I 
  paused for quite a while. The thought of a creature with all 
  of the strength and regenerative powers of a Revenant and 
  none of its flaws scared the hell out of me. But Julian went 
  on to tell me that he did feel the need to feed on blood, 
  human or otherwise. He told me that the hunger was 
  horrifying to him, and that he would go out of his way to 
  avoid feeding until he absolutely had to feed. And even 
  then, he would only take enough to drive away the hunger, 
  but not enough to kill. 
   
   
   
   
   
   
   
   
   
   
  
   
  53 
   
   
   
  Julian’s father, Marcus, told me that Dhampirs were no 
  common at all, and that most Revenants did not want to deal 
  with the hassle of having a mortal child. He did tell me that 
  Dhampirs tend to live longer than the normal human, but 
  would not go into any details past that. 
   
  Needless to say, the Dhampir, if they willingly helped their 
  Revenant parents would be an incredible threat to Atlanteans 
  and Lilans alike. 
   
  Revenant Society 
   
  Revenants are highly competitive when it comes to areas that 
  they have claimed as their hunting grounds. Generally 
  speaking, because of their competitive natures, only one 
  House of Revenants can operate in a given area at any one 
  time. To attempt to do otherwise can and has brought the 
  competing Revenant Houses into all out conflict with one 
  another. 
   
  Some Occultists have theorized that the reason that the 
  Revenant populations of the world have consistently remained 
  low is because once a House of Revenants grows to a certain 
  size (it is believed that size is more than 20 Revenants), the 
  Revenant House as a whole begins to splinter into multiple 
  sub-groups that will in turn then begin growing out their 
  numbers until conflict occurs between the splinter groups. 
   
  Once conflict occurs, some of the Revenant Houses begin 
  leaving the area that they claimed, going out in search of 
  greener pastures and new hunting grounds in another city to 
  claim for them selves. Those Revenant Houses that chose to 
  remain in the original city; begin to make war upon their 
  neighboring Revenant Houses until only one dominant 
  Revenant House is left in the city again. 
   
  This process has occurred over a thousand times in countless 
  cities across the globe. It is the nature of Revenants to only 
  work well in small isolated groups and to cull their own 
  populations. 
   
  Children of the Black Sun 
   
  The Children of the Black Sun are a Revenant House that 
  makes its home in the city of Cairo in Egypt. It is believed 
  that the original founder of this ancient bloodline of 
  Revenants 
  was 
  the 
  Demon 
  Pharaoh; 
  Menchor 
  the 
  Nightbringer.  
   
  As the legend goes, Menchor appeared in Egypt in and 
  around the year 6,500 BC, with an army of well over 
  100,000 men. He supposedly conquered Egypt and 
  installed himself as its Pharaoh; it’s God-King. During the 
  reign of Demon Pharaoh, thousands were sacrificed to the 
  Menchor to feed his unholy hunger, and a black pyramid 
  and city was built in the sands beneath the Egyptian 
  deserts. Eventually like all tyrants, Menchor was 
  overthrown; it is believed by the Atlanteans, and all of his 
  monuments were destroyed. At least that is what the 
  Children of the Black Sun believe. 
   
  Because of the Atlanteans involvement with the overthrow 
  of the Demon Pharaoh and his forced imprisonment in a 
  long forgotten tomb, the Children of the Black Sun hold a 
  special hatred in their hearts for the survivors of Lost 
  Atlantis. To this day, the Atlanteans have never been able 
  to maintain a presence in Cairo, much less Egypt because 
  of the attacks and disappearances of their people. 
   
  The current head of the Children of the Black Sun is a 
  Revenant by the name of Samir. It is believed that Samir is 
  the oldest of the current membership of the Revenant 
  House. 
   
  House of Deveaux 
   
  This Revenant House makes its home in the city of New 
  Orleans. The Pregenitor of the House of Deveaux is a 
  Revenant woman by the name of Angelique Deveaux.   
   
  The House of Deveaux was founded in 1810 when 
  Angelique Deveaux settled in New Orleans. From the 
  moment that she arrived in the city, Angelique had 
  problems with the local Atlantean Lilans of the city. Given 
  the similar natures of both Lilans and Revenants, both 
  Angelique and her Lilan counterparts were competing for 
  feeding grounds in the city. As the years went by, the 
  Atlanteans quietly took control of the human leaders of 
  New Orleans, which in turn would pass laws and 
  ordinances that made it more and more difficult for 
  Angelique and her House of Revenant children and Thralls 
  to feed within the city limits. 
   
  Eventually this cold war between the Atlanteans and the 
  Revenants under Angelique exploded into violence 
  between the two groups. For five years the First Citizen; 
  Harrison Graves of House Ramius and Angelique waged a 
  war against each other from the shadows of New Orleans. 
  Both groups intended to force the other out of the city. 
   
   
   
   
   
   
   
   
   
  
   
  54 
  Finally in 1820, the war ended in a truce between the 
  Imperium population of New Orleans and the Revenants of 
  the House of Deveaux. The French Quarter was permanently 
  gifted to the House of Deveaux, in return for having an entire 
  quarter of the city to them selves; the House of Deveaux 
  agreed to stay out of Atlantean politics and to end the shadow 
  war that began in 1815. Angelique agreed to the truce 
  knowing full well that there was no real way for the Atlantean 
  to enforce the conditions of the truce. 
   
  Since 1820, the House of Deveaux has largely kept to itself; 
  only crossing the line when it feels that its opponents within 
  the Atlantean community have them selves. 
   
  As of 2008, the Revenant population of New Orleans has 
  gorwn to dangerously high levels and it is only a matter of 
  time before the House of Deveaux once again starts pushing 
  for the permanent removal of the Atlantean population, or at 
  the very least, the forced enslavement of the Atlanteans by 
  turning the survivors into Thralls of the Revenant House. 
   
  House of Montigue 
   
  The founder of the Revenant House is an ancient Revenant by 
  the name of Roland Montigue. The House of Montigue came 
  into existence when Roland began bringing humans across in 
  the Whitechapel District of London in England, in 1860. By 
  the 1870s, the House of Montigue had grown in strength and 
  numbers, with an assortment of over 30 Revenants and 
  Thralls spread out all across London.  
   
  In 1888, the House of Montigue nearly came to a bloody and 
  violent conclusion when the Order of Saint Lazarus sent in a 
  crew of its Slayers to deal with Jonas Donovan, a failed 
  doctor and member of the House of Montigue. Jonas Donovan 
  was better known as the prostitute murderer, “Jack the 
  Ripper”. 
   
  When the Slayers entered the city it was a maddening race to 
  determine who would get to Jonas first, the Slayers of the 
  Roman Catholic Church or the rest of the members of the 
  House of Montigue. In the end, the prostitute murders ended, 
  but not before half of the members of the House of Montigue 
  met their end at the edge of a Slayers sword. 
   
  From 1888 to 1895, the Slayers remained in London in an 
  attempt to finish off the remaining members of Roland’s 
  House. Being the forward thinker, in 1892, Roland Montigue 
  sent his two “daughters”; Georgina and Katherine, along with 
  their “brother”; Marcus to Boston in the Americas in an 
  attempt to ensure the continuance of his House. 
   
   
  Upon arriving in New England, Marcus and his sisters 
  began creating new Thralls to assist them in securing 
  adequate hunting grounds in the Boston area. But there was 
  on big problem, the Lilans of the Atlantean Houses of 
  Lionnes and Ramius had already secured much of the area 
  for them selves. 
   
  Because of the dark history of Lilans and Revenants, the 
  Boston area was thrown into chaos as the Lilans of the 
  Atlantean Houses rallied the support of their mortal 
  kinsman in an attempt to uproot and destroy the Revenants 
  that had invaded their city 
   
  From 1900 to 1936, the Imperial Houses of the Second 
  Atlantean Empire waged a shadow war against the 
  Revenants of the House of Montigue. Because of the sheer 
  amount of sway that the Atlanteans had within human 
  society, the Revenants were forced to take their activities 
  underground and from 1936 until 1977 the Revenants of 
  the House of Montigue disappeared from public view in 
  Boston. 
   
  In 1977, Marcus chose to relinquish the reins of power to 
  Georgina and Katherine. With the two sisters in control of 
  the New England branch of the House, the House of 
  Montigue once again became a power within the Boston 
  Metro Area. Unlike in the early 1900s, Boston was now 
  one of the largest cities in North America with a thriving 
  underground club scene. With the underground clubs to 
  cloak their activities, the House of Montigue, under the 
  leadership of Georgina and Katherine was able to rebuild 
  the numbers that it lost during the previous 30 years of 
  conflict with the Atlantean Houses. 
   
  Rather than risk discovery in Boston proper, Georgina and 
  Katherine relocated them selves, their children and their 
  Thralls to city of Arkham in the northern suburbs of 
  Boston. During their time in the seclusion of Arkham, the 
  House of Montigue was able to gain a foothold in the 
  community which allowed it to consolidate the House’s 
  power base.  
   
  When the 1990s finally arrived, that ushered in the 
  appearance of the gothic sub-culture at the underground 
  clubs. With the appearance of literally hundreds of young 
  people dressed in dark to black clothing and faces made up 
  to appear like the vampires of legend, it became very 
  difficult for the Atlanteans, much less the Slayers of the 
  Holy Order of Saint Lazarus  to find the reclusive 
  Revenants. These clubs became the perfect place for 
  Revenants and their Thralls to use as their new hunting 
  grounds. 
   
   
   
   
   
   
   
  
   
  55 
  But all good things eventually come to an end, and in Arkham 
  the explosion was epic. The First Citizen of the Dominion at 
  the time; Victor Trulaine declared all out war on the 
  Revenants once they were discovered. Georgina and 
  Katherine attempted to send a representative to the First 
  Citizen in an attempt to negotiate a peaceful co-existence 
  truce like the one that was agreed upon in New Orleans, but in 
  response they were sent a video tape with their Thrall being 
  tortured to death by Victor. 
   
  Seeing the sheer brutality that this First Citizen was capable 
  of, Georgina and Katherine immediately went into hiding in 
  Boston proper. Their children and Thralls scattered 
  throughout the Boston area in an attempt to deny the 
  Atlanteans of House Draconis, of Arkham, a target. 
  Eventually the Atlanteans under Victor Trulaine became too 
  busy dealing with an uprising by the other Atlantean Houses 
  of Arkham to worry them selves with continuing the 
  extermination of the Revenants of the House of Montigue. 
   
  Georgina and Katherine are currently staying with their 
  brother Marcus, at his west side estate. Both Georgina and 
  Katherine would very much like to go back to Arkham to 
  reclaim their lost sanctuaries, but for the moment they are 
  content to let the Atlanteans fight among them selves, at least 
  long enough to allow for a new First Citizen to come to 
  power. When that happens they plan to send another 
  representation to Arkham to arrange a meeting to negotiate 
  terms of co-existence. 
   
  In regards to Boston, one of the unfortunate side effects of all 
  these new hunting grounds has been the appearance of the 
  youths of Atlantean society, and through them, their Lilan 
  grandparents. For the moment, the Atlanteans haven’t 
  discovered the Revenants of the House of Montigue, but 
  should they be discovered in Boston, then war will likely 
  follow. 
   
  Nephilim; Children of the Gods 
   
  The Nephilim were the First Atlantean Empires’ attempt at 
  creating a super soldier; one that could continue fighting even 
  in the harshest of battlefield conditions. In creating the 
  Nephilim, the Atlanteans created a soldier that could never 
  easily turn on its masters, or disobey a command that they 
  were given. Using their advanced sciences, the Atlanteans 
  blended Atlantean and Human genetics to create a soldier that 
  was resistant to illness and disease. Using their knowledge of 
  sorcery that Atlanteans made the Nephilim resistant to the 
  debilitating effects of age; in effect making all of the 
  Nephilim immortal.  
   
   
  Fearing that their creations could become more powerful 
  than their masters; the Atlanteans made all of the Nephilim 
  barren. The way the scientists and sorcerers saw it, if they 
  denied their creations the ability to breed they could limit 
  the number of Nephilim to only those that they chose to 
  create. From the eyes of a modern day scientist, Nephilim 
  would be considered variant clones. But the difference was 
  these clones were not all alike, each one was “born” with 
  features totally unique to only itself. These soldiers were 
  created with weak psychic potential, implanted with the 
  directive to never disobey the commands of their Atlantean 
  masters. The Nephilim were trained in the arts of war, to 
  kill the enemies of the First Atlantean Empire without 
  mercy or regret. 
   
  It would be when the First Atlantean Empire and the 
  Lemurian Empire went to war against each other over who 
  would dominate the prehistoric world that the Nephilim 
  were deployed to those prehistoric battlefields. Where the 
  Lemurians were powerful psychics with horrifyingly 
  destructive psychic talents, the Nephilim were resistant to 
  psychic powers. This made the Nephilim the perfect 
  counter to the Lemurians. 
   
  The Nephilim killed the human pawns of the Lemurians in 
  the thousands, and slew their Lemurian masters with just as 
  great proficiency. Without fear or mercy the Nephilim trod 
  upon those prehistoric battlefields in formations and in 
  their suits of Titan armor. And then one day, the war was 
  over. 
   
  No one knows why the Lemurians ended their war against 
  the First Atlantean Empire, but a thousand years later it 
  was a moot point because the island nation of Lemuria in 
  the Pacific Ocean suffered a terrible cataclysm that 
  destroyed it and its people. Of course there were tales of 
  Lemurian survivors that continued on in the mainland of 
  Asia, but those of course were but tales with no real proof 
  to substantiate them. 
   
  With the Atlantean-Lemurian Wars over, the few 
  remaining Nephilim were left to their own ends. Some 
  choose to continue fighting in the wars that the First 
  Atlantean Empire was constantly waging to increase the 
  lands that it controlled in the prehistoric world. Fighting 
  side by side with the human warrior-slaves that the 
  Atlanteans controlled through their myriad conquests in the 
  Mediterranean and even in what is now known as the 
  Americas.  
   
   
   
   
   
   
   
  
   
  56 
  But eventually the Atlanteans’ need for the Nephilim finally 
  faded away and the Nephilim became the stuff of legends. As 
  legends, the Nephilim were finally left to they’re own ends; 
  there were no more wars left for them to fight. No Atlantean 
  Lords to command them in the heat of battlefield, and no 
  battlefields left for them to tread upon like the children of the 
  gods they once were.  
   
  The Nephilim were alone; unable to have children of their 
  own to continue on their names, but being immortal and 
  impotent made that wish an impossible dream anyways. Some 
  chose to find human warlords to continue on in their original 
  occupations as soldiers. Others, with much time on their 
  hands finally had to start considering all of the death and 
  carnage that they had caused during their millennial wars with 
  the Lemurians, and their conquests of the lands of early 
  mankind. 
   
  Many of the Nephilim, after years of contemplation of their 
  misdeeds, choose to dedicate their lives to the task of atoning 
  for all of the crimes against humanity that they had committed 
  during their millennia of service to the First Atlantean 
  Empire.  
   
  Some Nephilim chose to turn their efforts towards bringing 
  faith to the lands of mankind, in an attempt to right the 
  wrongs of their lives. Many of the legends of Angels 
  appearing to biblical men and women can be attributed to 
  those Nephilim that had dedicated their lives to bringing faith 
  of man.  
   
  Even in their self-imposed acts of penance, the Nephilim 
  could never truly turn their backs on their warlike natures. 
  When ancient mankind became so evil and so depraved that 
  they mirrored the atrocities of the First Atlantean Empire, 
  those Nephilim that were close enough would descent upon 
  those places of vice and villainy to wipe out any and all traces 
  of the evil that stained them.  
   
  Eventually the Nephilim faded into history, becoming 
  legends. A great many of the Nephilim after thousands of 
  years of activity went into long torpors to sleep away the ages 
  until each one of them would once again rise to continue 
  looking for that one reason why to exist. 
   
  Now the Nephilim are finally coming out of their long 
  torpors, and it is time for them to choose their paths again. 
   
   Of Gods and Monsters 
   
  Lilith brought us a mighty gift once. She gave us not only 
  the promise of immortality, but of sorcery and a power I 
  often wonder if we were ever truly entitled to. 
   
  I’ve not had occasion to speak with her of this, and I never 
  will, but I had wanted to ask her if she taught the human 
  Marduk the secret of sorcery because she did not revel in 
  what we had done with her enlightened gift. Even sorcerers 
  of today that are not of Atlantean origin could trace the 
  lineage of their arcane craft all the way back to Marduk, 
  and inevitably Lilith; that is of course if they had records 
  enough to trace the line of knowledge that far back. 
   
  What I do know of Sorcerers and the art itself is second 
  hand and I scarcely know of its accuracy. Sorcerers are a 
  very protective ilk of people, Atlantean or not and the only 
  focus of their protection that warrants greater passion than 
  the actual art of sorcery itself is the other members of their 
  own covens. A lesson in loyalty I imagine both Atlantean 
  and humans of our age could greatly benefit from. 
   
  I do know of a group of Liches that is reputed to be made 
  up of figures from our past and human history. Marduk, 
  Hecate, Merlin, Morganne LaFey and others I’ve not been 
  able to confirm by word of mouth through other Sorcerers 
  or texts I have unearthed. They were supposedly gathered 
  and hand picked by Marduk to lay in wait and grow in 
  power, ever-watching and being mindful of the human 
  condition and Atlantean power. They were to wait for 
  some kind of heavenly alignment, when the stars would be 
  right to herald the return of the Old Ones. If this is true, I 
  wonder if they are myth and rumor or if they have more 
  substance than the ephemeral. 
   
  In the face of darkness I can only hope they are as real as 
  the secretive nature of their craft. 
   
  The actual process of becoming a Lich is something I 
  know little about but I do know that we were never 
  deigned to know it. Lilith gave that particular gift only to 
  Marduk and his successors, and in time the Atlanteans of 
  House Draconis were eventually able to steal that ritual 
  from humanity, most likely through torture, because it gave 
  them far greater power and fewer limitations than 
  becoming a Lilan ever did. 
   
   
   
   
   
   
   
  
   
  57 
  I have on occasion met a handful of Liches and allow me to 
  be blunt; their very existence disturbs me to no end. At face 
  value, the Lich is an immortal creature of a somewhat 
  darkened demeanor. The average Atlantean would believe 
  them to be nothing more than Lilans…but they are far more 
  shadows and secretive than we or our Lilans ever will be. 
   
  I have always wondered how the other Atlantean Houses 
  would react to the knowledge that there are far greater 
  numbers of these immortal creatures within Houses Draconis 
  and Dracul than one would expect. We Lilans have already 
  begun to notice the differences between our kind and Liches, 
  but it perplexes me why no one is ever willing to speak of it? 
   
  The Psychic Connection 
   
  Many years ago, when I realized that my writing might 
  actually fall into the hands of my enemies and rivals, I 
  relocated myself and Castle Fitzhugh here to my current 
  homeland of Peru. I believe this decision was divinely 
  inspired, for it has given me a chance to collect and record my 
  thoughts in these many volumes of my great library. 
   
  Finally I come to my last topic of this particular text; and with 
  great thought and care we share discuss Psychics. 
   
  The great irony is that I have little to say in the way of the 
  abilities of Psychics, but instead more in their appearance 
  itself. I find it ironic because I don’t find them striking or 
  unusual; we True Blooded Atlanteans have had the psychic 
  talents of Mesmerism and Telepathy since long before I was 
  born, but because there are almost as many human psychics in 
  the world now as there are True Blooded Atlanteans. 
   
  As the number of human Psychics rise and the True Blooded 
  Atlantean numbers bend to the wayside, it seems to me that 
  there are more psychically gifted humans born every year. 
  Though it would be quite impossible to go out and count them 
  like livestock, their presence is easier to account for. For 
  every True Blooded Atlantean that passes from this world, 
  more Faux Blodoed Atlanteans that have human Psychic 
  Talents and humans themselves with the gifts are born. I find 
  it unsettling; but expected. 
   
  We Atlanteans are old souls, some far older than others. I ca 
  not help but imagine that humanity is slowly but surely taking 
  our place as stewards of this world, though my mind does 
  play child’s games with the idea that the old souls of 
  Atlanteans past are rekindled in the hearts of humanity. It 
  would bring a smile to this old man’s face to believe that we 
  are finally giving them something in return for the ages of 
  conquest and bloodshed that we have wrought upon them. 
   
   
  Regardless of the details, we are all human. We have been 
  becoming human for a long time now…we were them once 
  upon a time. 
   
   
  
   
  58 
  The Houses of the Imperium 
   
  In the World of Dark Aeons: The Atlantean Chronicles, it is the Houses of the Second Atlantean Empire; the Imperium Ex 
  Atlantia, that rule from behind the scenes.  
   
  A House is both a both an alliance of families that are linked by blood, and a political structure through which all of the 
  families within the Houses are able to influence the world, through their control of the Imperium Ex Atlantia. 
   
  Below are the descriptions for the Five Houses of the Second Atlantean Empire. Each House has specific Advantages and 
  Disadvantages that set each apart from the others. Please remember, in the World of Dark Aeons, those born into the Houses 
  have very little say in what they will do with their lives. As the Children of Atlantis, the Princes of the Five Houses see it as the 
  duty of every family within their Houses to uphold the customs, laws and traditions that have been in place for last 1,900 years. 
  So for the average Atlantean, True Blooded or Faux Blooded, they see it as their duty to make their Houses strong. Weakness 
  in the Atlantean mindset is anathema.   
   
  Just as the average House member is told how things are done, they are not told what path they are to take, only that whatever 
  path they do choose strengthens their House as a whole and does not bring their Families and Houses into disrepute.  
   
   
   
   
   
  
   
  59 
  House Ramius 
   
   
   
  “audentes fortuna iuvat” Translated "fortune favors the bold" 
  -Pliny the Elder 
   
  House Ramius was first of the Houses of the Second Atlantean Empire; Imperium Ex Atlantia. Through the leadership of Lord 
  Ramius, the Atlanteans of Italia once again became a dominant player in the politics of the human world and of the Atlanteans 
  themselves. 
  When Lost Atlantis sank beneath the waves, many of its children that had survived its death; were stranded among the human 
  populations that they had once dominated. The problem of it all was the wonders of Atlantis died with it, and those Atlanteans 
  that were stranded in their respective parts of the world were now at the mercy of the human populations that they had once 
  dominated. When word of the fate of Atlantis made it out to the rest of the world, the world at large began destroying all 
  monuments and records that Atlantis had ever existed. In the minds of the people of the Ancient World, it destroy the memory 
  of a people was to destroy its people, making it as if the Atlanteans had never existed. 
  Out of a population that had numbered in the hundreds of thousands, all that was left of the Children of Atlantis was maybe 
  100 thousand left in the world. All of the survivors could see the writing on the wall; the way of life that they had once known 
  as masters of the world was over. It was time to think real, it was time to blend in with the human stock and tend to their 
  wounds. 
  So it was decided when Lord Ramius began organizing the Second Atlantean Empire, that the Children of Atlantis would rule 
  behind the scenes this time around.  The Children of Atlantis that had long scorned and persecuted the Children of Lilith now 
  turned to her Lilan children to help them survive the dark years to come. To this day, no one is quite certain what became of 
  Lilith herself when Atlantis sank into the sea. But her children live on through the dark magic that she taught them. 
  In Italia, Lord Ramius and his followers had long since integrated with the human stock of the land.  So going to ground, was 
  not at all difficult because Lord Ramius had never been seen as a tyrant, even when he did rule openly. Lord Ramius; towards 
  to end of Atlantis’ time in the world knew a terrible fate awaited them, and knowing that he chose to become one of the 
  Children of Lilith, if only so that he and his bloodline could survive the Atlantis’ fall from grace. 
  Through dealings with Lord Draco of Dacia, Lord Ramius was able to lay the ground work for the Second Atlantean Empire. 
  With the help of Lord Draco, the Imperium Ex Atlantis was able to subvert the Roman Republic and the later, Roman Empire 
  to fulfill the needs of the Atlanteans. Through threat of annihilation through the Roman Legions, Lord Ramius and Lord Draco 
  were about to convince Lord Priam of Greece that it was in his peoples’ best interests that they joined the Second Atlantean 
  Empire.  
  Using the Roman Legions as a continued show of force, Lord Ramius was able convince of Atlanteans of Germania and Gaul 
  that it was to their advantage to join the Imperium Ex Atlantia. It took years of conquest, but the Germanic and Gaelic 
  Atlanteans did finally join the Imperium. 
  
   
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  Even at the far reaches of the Roman Empire, on the Emerald Isle of Ireland, the Roman Legions continued to press more of 
  the lost Children of Atlantis into this Second Atlantean Empire. In Ireland Atlantean Centurions found the Atlanteans of Clan 
  McCullen. It took a Roman siege of Ireland, which ended before it had been truly completed, to convince Clan McCullen that it 
  was in their best interests to join Lord Ramius as the fifth House of the Imperium Ex Atlantia as of 200 Common Era. 
  All throughout this period of expansion, House Ramius had it own problem back in Italia. In 185 Common Era, a new House 
  had formed in Italia; House Scavario. From the very start, all within House Ramius knew this competition for power in Italia 
  could only end badly. Offers were made to the Atlanteans of House Scavario to simply join House Ramius and unite Italia, but 
  the leaders of House Scavario well remembered Lord Ramius’ campaign years earlier to unite Italia under his banner, they 
  remembered all of the Atlantean deaths that stained the hands of Lord Ramius and his House. There was chance at a civil 
  ending to this situation. 
  By 192 Common Era, House Scavario was already pressing Emperor Ramius through the Atlantean Senate to continue 
  expanding the reach of the Second Atlantean Empire. 
  In 235 Common Era, the situation in Italia finally exploded.  Atlanteans under the leadership of Theodocious Scavario of 
  House Scavario have gained enough influence within the Atlantean Senate to split the Second Atlantean Empire. For a period 
  of 6 months, the Imperium Ex Atlantia has two Emperors; Emperor Theodocious Scavario ruling in the city of Ravenna in 
  Northern Italia, and Emperor Ramius ruling from Rome. After 6 months of civil war, Theodocious Scavario and all of House 
  Scavario are killed when Centurions loyal to Emperor Ramius are able to take the city. 
  From 236 Common Era to 1165 Common Era; Emperor Ramius and House Ramius as a whole dominate the Second Atlantean 
  Empire. But, in 1165, Emperor Ramius disappears. Even today, we are still wondering what happened to Lord Ramius. There 
  are rumors going around that Lord Ramius left because he was disgusted with what his Empire had become. There are even 
  rumors that someone bearing the likeness of Lord Ramius was seen in Rome only a few years ago. 
  Needless to say, House Ramius has always been at the forefront to leading the Imperium Ex Atlantia and the Children of 
  Atlantis. Without the strong leadership of Lord Ramius, the Houses’ sway within the Empire has been waning. The House of 
  Lords that rules and guides House Ramius is not the same as having Lord Ramius at the helm. 
  Structure wise, House Ramius is governed by its House of Lords at its highest level. All of these Lords can trace their lineage 
  directly back to the heads of the first families that joined together under the leadership of Ramius himself. 
  Even now House Ramius still holds great power within the Empire. One of its own; Darius Claudius Stromwell holds the 
  position of Pro Consul of the Imperium.  
  Most if not all of House Ramius tend to cling to the old ways, as such the members of most of its Families tend to be 
  anachronistic. Because of its wealthy heritage, the Families of House Ramius tend not to have problems when it comes to 
  issues concerning money. It should be noted that not all Families have representation at its House of Lords. Because of this 
  situation, many of the Families are constantly working at cross purposes in an attempt to gain favor by those Lords in the hopes 
  of one day one of their own being elevated to the position of Lord or Lady. 
  House Ramius has only two notable rivals within the Imperium. They are House Thalus and Draconis. In the future there will 
  come a day when peaceful negotiation will no longer be an option in dealing with these two Houses. But who will strike the 
  first blow ?  
   
   
  Creating New Families 
   
  For Actors that wish to create their own Families within House Ramius, these are the default Advantages and Disadvantages 
  that the Personas must take 
   
  Advantages: 1 Rank of Wealth, 1 Rank of Human Sway, +1 Rank  to Attribute, Skill, or Advantage  
  Disadvantages: Anachronism 
  Seat of Power 
  Rome, Italy 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  61 
  The Families of House Ramius 
   
  Bishop Family 
  Advantages: 1 to Appearance, +1 Rank in Persuasion Skill,  1 Rank of Wealth 
  Disadvantages: Anachronism 
   
  The Bishop Family was founded by Miranda Bishop, the First Citizen of New York. This family has a remarkable amount of power, 
  especially when considering that to date none of the Bishop family are members of the Antiquarians Guild.  Members of this family pride 
  themselves on their appearances and their ability to settle diplomatic affairs with but a few well placed words to all parties. Sadly the Bishop 
  family only can claim but a handful of their number as True Bloods. 
   
  DeSallo Family 
  Advantages: 1 Rank in Persuasion Skill, Servitor, 1 Rank of Wealth 
  Disadvantages: Anachronism 
   
  The DeSallo Family was founded by Julian DeSallo, the Duke of Northern Ireland. This family originally made its home in Italy, but was 
  forced to relocate when its founder was given the Duchy of Northern Ireland; one of the more violent Duchies in the Second Atlantean 
  Empire. Most of the members of this family reside in Belfast, but some have taken the opportunity to move to the Americas in an attempt to 
  leave the violence behind. 
   
  Carracci Family 
  Advantages: 1 Rank in Subterfuge, Servitor, 1 Rank of Wealth, Renegade Spy 
  Disadvantages: Anachronism, Life Force Restriction (if Lilan): Only those of Italian descent 
   
  The Carracci Family was founded by Marco Carracci, the First Citizen of Palermo in Sicily. Like the Giuliano Family, the Carracci Family 
  has been feeding House Romulus information about House Ramius for centuries. Unlike the Giuliano, the Carracci Family has been playing 
  both sides against each other in an attempt to maximum its status within House Ramius and to increase its profits globally. This family even 
  has a seat on Istituto per le Opere di Religione also known as the Vatican Bank, but most of its business goes through the Carracci Invesment 
  Group that is based in New York City. With that in mind, the Carracci Family has a sizeable branch of its family that lives in New York to 
  handle its investments and operations there. 
   
  Graves Family 
  Advantages: 2 Ranks in Persuasion Skill, 1 Rank of Wealth 
  Disadvantages: Anachronism  
   
  The Graves Family was founded by Lord Harrison Graves, the First Citizen of New Orleans and Lord of the Court of Roses. Through the 
  teachings of its founder, this family has constantly strived to bring civility and honor back to the Second Atlantean Empire, but most that deal 
  with these Atlanteans believe them to be hopeless idealists at best and suicidally naïve at worst. 
   
  Giuliano Family 
  Advantages: 1 Rank in Subterfuge Skill, 1 Rank of Wealth, Renegade Spy, Sway: Atlantean Society 
  Disadvantages: Anachronism, Life Force Restriction (if Lilan): Only those of Italian descent 
   
  The Giuliano Family was founded by Franisco Giuliano, the First Citizen of Syracuse in Sicily. Long ago this family joined with House 
  Ramius, but what no one in House Ramius has ever realized is that the Giuliano Family is actually allied with the Renegade Houses. The 
  elders of this family have made a habit of making sure that their masters within House Romulus know as much about the goings on of House 
  Ramius as possible. 
   
  Kameir Family 
  Advantages: +1 to Intellect, +1 Rank in Persuasion Skill, 1 Rank of Wealth 
  Disadvantages: Anachronism 
   
  The Kameir Family was founded by Claudette Kameir, a member of the Antiquarians Guild. This family is originally from the city of 
  Monaco in France, just across the French-Italian border. Of the families of House Ramius; the Kameir Family is one of the smallest families 
  in the House. This family originally came to prominence when it’s current Matriarch; Julia brokered an alliance between the Bishop family of 
  House Ramius and the Drakul family of House Dracul, in regards to the marriage of Eva Drakul to Marcus Bishop. In the end Eva murdered 
  her husband and returned to House Dracul with her son, but at the time the alliance was seen as an inspirational show of unity between two 
  Houses of the Imperium. 
   
   
  
   
  62 
  Prescott Family 
  Advantages: 1 Rank in Persuasion Skill, Servitor, 1 Rank of Wealth  
  Disadvantages: Anachronism 
   
  The Prescott Family was founded by Lady Kristina Prescott, a member of the Antiquarians Guild and a Lady in the Court of Roses. Lady 
  Kristina’s family has always been seen as decadent and backwards in regards to modern society. The members of this family tend to dress in 
  fashions that went out of style during the 1920s, and have a habit of ignoring the wants and needs of their cousins in the other familes of 
  House Ramius in favor of insuring their own security and continued luxury. Only recently have the younger members of this family started 
  stepping into the modern age through their use of computers; but this bold step backfired on them when a DVD started circulating around the 
  Atlantean social circles of Boston which had one of its daughters apparently acting to her hearts content in a hardcore pornographic video. 
  Needless to say this has become a major scandal and the Prescotts in Boston have been actively searching for the person or persons that were 
  responsible for airing this bit of their dirty laundry. The daughter in question was subsequently sent to sexaholics anonymous clinic in an 
  attempt to help her through “addiction”. 
   
  Serrentus Family 
  Advantages: 1 Rank in Persuasion Skill, 1 Rank of Wealth, 1 Rank of House Prestige  
  Disadvantages: Anachronism, Life Force Restriction (if Lilan): Only those of Italian descent 
   
  The Serrentus Family was founded by Claudius Lucinius Serrentus, the Prefect of North America. Claudius is also the current Prince and 
  patriarch of House Ramius in the Antiquarians Guild. Whereever members of this family tend to make their homes; the members of this 
  Atlantean family tend to dominate the politic environment around them. Out of all of the Atlantean Families of House Ramius, this family 
  has the most True Blooded members out of any of them. 
   
  Stromwell Family 
  Advantages: 1 Rank in Persuasion Skill, 1 Rank of Wealth, 1 Rank of House Prestige 
  Disadvantages: Anachronism, Life Force Restriction (if Lilan): Only those of Italian descent 
   
  The Stromwell Family was founded by Darius Claudius Stromwell, the son of Claudius Lucinius Serrentus. The Stromwell Family has 
  members across the United States, but it makes its home in Philadephia. This family has a habit of strongarming its politic enemies and rivals 
  through its connections to the Antiquarians Guild and the Atlantean Emperor. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  63 
  House Draconis 
   
   
  "He has all the virtues I dislike, and none of the vices I admire.” 
  - Winston Churchill 
   
  From its earliest days, House Draconis has been known for its blood thirsty methods in deals with its Rivals. It’s Founder; 
  Draco of Dacia was one of the few accomplished Atlantean Generals that was sent out to quell unrest among Provinces of the 
  First Atlantean Empire. Only one hundred years before, Lord Draco had undergone the ritual of rebirth that confirmed him as a 
  member of the Children of Lilith; a shunned order of Atlanteans that believed that the truly become powerful, one had to defy 
  death itself. For a people that lived on average of 200 years, the Children of Lilith were believed to be a blasphemy against the 
  natural order of the universe. Lord Draco saw membership in the Children of Lilith as a means to an end; and that end was 
  power over this peers. Through the Children of Lilith Lord Draco learned the secrets of Sorcery. Many of his enemies and 
  rivals met less than natural ends to their lives. It took the destruction of Atlantis itself to humble the Great Draco of Dacia. 
   
  After the fall of Atlantis, Draco and his Atlantean Legions quietly slipped into the background and let the once subjugated 
  peoples of Dacia believe themselves to be free. The Dacians and the rest of the Ancient World quickly set to destroying all 
  monuments that there left behind by their much fear oppressors; in their minds the Dacians and the rest of the Ancient World 
  believed that to destroy all record of a people was to destroy the people in the Afterlife. In a way, this greatly helped those 
  Atlanteans that survived the passing of their once great empire. It took close to 100 years for the people of Dacia to forget 
  about the despised Atlantean Dragon Legion; under Draco. But in the end, Draco and his lieutenants quietly slipped back into 
  their lives. Slowly Draco and his people began to retake control of the region and but the end of another 100 years, Draco was 
  once again the undisputed leader of Dacia. It is better to rule from behind the curtain than it is to make oneself a target.  
   
  As a kingmaker, Draco simply backed each ruler in turn that came to the respective thrones of the region. When the Persians 
  and Romans came and conquered the region, Draco simply changed whom he patronized and continued to rule from behind the 
  scenes. 
   
  
   
  64 
  In 151 Common Era, emissaries sent by the Great Atlantean Lord; 
  Ramius came to Draco with a proposition. Lord Ramius fully intended 
  to reunite the disparate Atlanteans that were scattered throughout the 
  Mediterranean; he meant to reform the surviving Houses and Families 
  into a Second Atlantean Empire. Having fought Lord Ramius on the 
  battlefield and lost, and knowing from his spies that Lord Ramius was 
  annihilating all Atlantean families in Italia that would not follow him, 
  Lord Draco choose to accept Ramius’ proposal. Why not, it is easier 
  to be the kingmaker and rule from behind the curtain. And so House 
  Draconis came into existence. 
   
  With Lord Draco backing him, Lord Ramius became the first Emperor 
  of this Second Atlantean Empire; the Imperium Ex Atlantia. And 
  through Emperor Ramius, Lord Draco learned what it was to hold all 
  of the power in the world. Through manipulating the Romans, 
  Emperor Ramius was able to force all of the Atlanteans in the 
  Mediterranean under his control and into the Second Atlantean 
  Empire. 
   
  It was Lord Draco himself that crafted the ritual that allowed for the 
  creation of the Praetorian Gladius; a weapon that was lethal to Lilans. 
  It was Lord Draco that recommended the formation of the Praetorian 
  Order; a group of elite Lilan warriors that were charged with the 
  protection of the Atlantean Emperor. In protecting Emperor Ramius 
  and his rule, Lord Draco ensured his own power within the Empire. 
  Lord Draco was the first Grand Master of the Praetorian Order.  Once 
  the Praetorian Order of in place, Emperor Ramius ordered that only 
  the Praetorian Order itself should have the knowledge of the crafting 
  of the Praetorian Gladius, in making this proclamation, Emperor 
  Ramius alienated Lord Draco. Being the leader of the Praetorian 
  Order at the time, Lord Draco simply acquiesced and held back the 
  knowledge of the ritual from members of his own House. Many years 
  later when he was removed from the position of Grand Master of the 
  Praetorian Order by Emperor Dominic, Lord Draco secretly took a 
  copy of the ritual back to the cabals of his own House so that it could 
  be finally added to their extension Libraries on the Occult and 
  Sorcery. 
   
  One of the great ironies of House Draconis is that throughout its existence in prehistory, the House was forced to rely on the 
  Dark Rebirth of becoming a Lilan to extent the lives of its prominent and not so prominent members. In 1357, House Draconis 
  finally gained access to the Ritual of the Immortal Soul, the Ritual that is required for a living creature to become an immortal 
  Lich. From that point forward, House Draconis had two options with which to extend the lives of its members. Even though 
  becoming a Lich very much cut the tie to daytime limitations of the Lilans, the Dark Rebirth into the Lilan condition is still 
  very much considered an honor for those members that are choosen for this dark gift. 
   
  When Radu Dracula and his followers rebelled against House Draconis in 1621, Lord Draco made it his goal to destroy them 
  utterly. Radu Dracula had sent a servitor to Lord Draco expressing his intent to leave House Draconis and petition Empress 
  Andrea DeLyones of House Lionnes for the right to become a House. From this point on, Lord Radu Dracula and all members 
  of the Family Dracul went into hiding from the rest of House Draconis. But with both sides having access to Sorcery, it became 
  a stalemate and the conflict lasted for over 200 years. This conflict between House Draconis and the Family Dracul was forced 
  to an end when Empress Andrea gained enough support in the Antiquarians Guild to allow for the founding of the House 
  Dracul. Not long after the founding of House Dracul, in 1850 Empress Andrea abdicated the Imperial throne. Some say that 
  Lady Andrea was promised the secrets of Sorcery in return for her assistance in elevating the Dracul into their current position 
  as a full House in the Imperium. Only Lady Andrea and Prince Radu know the truth. 
   
  As parting gift to the traitorous Dracul, Lord Draco cursed all within the House Dracul with a weakness to moonlight. In doing 
  
   
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  so, it ensured that the Dracul could never easily take part in the Summer Solstice ritual that is held every year to honor Lady 
  Lilith, the creator of the Rebirth Ritual and the Lilans as a whole. To date, the Dracul are still looking for a way to break the 
  curse. 
   
  With the abdication of Empress Andrea, this gave Lord Draco all the prompting he needed to help elevate Lord Priam of House 
  Thalus to the position of Emperor. It took almost a year of making deals with House Draconis’ allies and even some of their 
  enemies within the Antiquarians Guild, in the end Priam ascended to the Imperial Throne. And through Emperor Priam, Lord 
  Draco was once again the kingmaker that was guiding the Imperium from safely behind his curtain. 
   
  In modern times, most of the Houses despise dealing with the Atlanteans and Lilans of House Draconis. Due to their access to 
  Sorcery, rarely does a House other than the Draconis come out on top in dealings with them. At best, the other Houses seek to 
  break even and get whatever they came for. 
   
  Throughout the ages, House Draconis has always been the House that is turned to when others are in need of a Sorcerer. Much 
  of this has been due in part to House Draconis spies finding out about a rival house gaining access to a human Sorcerer, and 
  each time that human Sorcerer met a tragic end. All of this has been done to ensure that no other House holds the secrets of 
  Sorcery for long if at all. 
   
  One of the most notable of House Draconis’ families is the Family Bathory, due to the legends of its Blood Countess. In recent 
  years, House Draconis has given this family the most autonomy of all of its families, except of course of the Family Dragosee, 
  which is grooming one of its own; Alexei Dragosee to become the new Prince of the House in the hopes that some day he will 
  be elevated to the position of Emperor. 
   
  To date, the greatest concentration of Draconis Atlanteans and Lilans can still be found in Eastern Europe.  But over the 
  centuries, through their allies within other Houses the Draconis have made many inroads into the New World. 
   
  Creating New Families 
   
  For Actors that wish to create their own Families within House Draconis, these are the default Advantages and Disadvantages 
  that the Personas must take: 
   
  Advantages: The House Draconis has acquired a vast amount of wealth over the centuries, and because of this each, 
  members of this House gains can purchase the Advantage: Sorcerer for 5 Study Points, Sway: Human Society, and 1 Rank of 
  Wealth 
  Disadvantages: All Atlanteans of this House, in addition to normal Atlantean and Lilan weaknesses, take the Disadvantage: 
  Infamous: Atlantean Society, much in part due to their past dealings with rival Houses. 
  Seat of Power 
  Bucharest, Romania 
   
  The Families of House Draconis 
   
  Archibold Family 
  Advantages: 1 Rank of Wealth, Advantage: Sorcerer for 5 Study Points, +1 to Intellect 
  Disadvantages: Infamous: Atlantean Society, Enemy: Trulaine Family 
   
  The Archibold Family was founded by Frederick von Archibold in 927 CE; this family traditionally makes its home in Berlin Germany. This 
  family has for centuries been the record keepers of House Draconis, tracking its bloodlines and extensive arcane libraries. In the 1700s, the 
  von Archibold Family shortened its name to Archibold, and began expanding its holdings into the New World. In the Americas, the 
  Archibold Family has made its home in the city of Chicago. 
   
  Dragosee Family 
  Advantages: 1 Rank of Wealth, Advantage: Sorcerer for 5 Study Points, 1 Rank of House Prestige 
  Disadvantages: Infamous: Atlantean Society, Greed, Rival: Trulaine Family 
   
  The Dragosee Family was founded by Lord Draco, the founder of House Draconis. In comparison to the other families that make up House 
  Draconis, the Dragosee family is the most ancient of all of the families.  As the story goes, originally the Dragosee family was the House of 
  Dragosee during the time of the First Atlantean Empire. For reasons that no one today knows, Lord Draco choose to move he and his House 
  into the Exarchates of the empire to rule over the lands once known as Dacia. By far, this family holds the most political power within House 
  
   
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  Draconis and without a doubt it can lay claim to the most True Blooded Atlanteans that live today. Recently, Alexei Dragosee, the son of 
  Lord Draco was elevated to the exalted position of Prince of House Draconis; which means that should something happen to Emperor Priam, 
  Prince Alexei will be able to lay claim to the throne if his House is able to garner enough support from the other Houses of the Imperium. 
   
  Karotova Family 
   
  Advantages: 1 Rank of Wealth, Servitor, Advantage: Sorcerer for 5 Study Points, 1 Rank of Black Market Connections 
  Disadvantages: Infamous: Atlantean Society, Territorial 
   
  The Karotova Family was founded by Lord Gregoroi Karotova in 1732 AD. The Karotova Family has always had its hands in the darker side 
  of Russia, during the Soviet era the Karotovas made a point of controlling key members of the Politburo; the Central Committee that 
  controlled the Communist Party. Because of their connections, the Karotovas were untouchable by the KGB and the GRU. With the fall of 
  Soviet Communism, the Karotova Family quickly took control of the Russian underworld and became a major player in the Russia Mafia 
  families. Most of the Karotova resources these days come from its connections to the Black Market and its sales of Russian-made military 
  weapons. Only recently has the Karotova Family made inroads into the underworld of the United States; its primary base of operations is the 
  New England area, with major hubs in New York City and Boston. 
   
  Ivanovich Family 
  Advantages: 1 Rank of Wealth, Renegade Spy, Spy Network: Human Society, Advantage: Sorcerer for 5 Study Points 
  Disadvantages: Infamous: Atlantean Society, Rival: Karotova Family 
   
  The Ivanovich Family was founded by Mikel Ivanovich. This family makes its home in Saint Petersburg Russia. Originally the Ivanovich 
  family was House Draconis’ attempt to gain territory in imperial Russia during the age of Czar Nicholas. In 1900 Mikel was contacted by 
  members of House Romulus and an agreement was struck that the Family Ivanovich would work as spies for the Renegade Houses in return 
  for the ability to expand their operations into Renegade Houses territory. Since those days, the Ivanovich Family hasn’t quite lived up to their 
  end of the agreement, but the Renegade Houses need all of the allies that they can get, so they are not about to do anything to damage their 
  relationship with the Ivanovich family. 
   
  Ravenhardt Family 
  Advantages: 1 Rank of Wealth, +1 to Intellect, Advantage: Sorcerer for 5 Study Points  
  Disadvantages: Infamous: Atlantean Society 
   
  The Ravenhardt Family was founded by Eckhardt Ravenhardt in 1535 CE, making its home in the city of Achen Germany.  This family has 
  always had peaceful relations with the non-Atlantean Sorcerers of the Old World, and because of these relations they have been able to make 
  great advances in the Art of Sorcery. Because of their deep connections to the Sorcerers Covens of Europe, the Ravenhardt Family was 
  intracle saving thousands of practicing Sorcerers from the fires of the Holy Inquisition by sending them to the New World. When the 
  Ravenhardts sent members of their family to watch over the covens that they had saved during the burning times, because of their efforts to 
  save of the lives of many of these Sorcerers and their families, the Ravenhardts were welcomed with open arms into the Sorcerers community 
  of Samhain in the Mirror World. Since the founding of Samhain, the Ravenhardt Family has been one of its greatest protectors; and because 
  of this the Heads of the Covens that make up the town of Samhain have been willing to do much to help this family, short of exposing 
  themselves to the mundane world and the intrigues of the Atlanteans. 
   
  Solarus Family 
  Advantages: 1 Rank of Wealth, +1 to Intellect, Advantage: Sorcerer for 5 Study Points 
  Disadvantages: Infamous: Atlantean Society, Anachronism 
   
  The Solarus Family was founded by Lord Augustus Solarus in 991 CE; at the time of its initial founding Lord Augustus was living in 
  Constantinople in the Byzantine Empire.  Being that Constantinople at the time was also the capital city of the Second Atlantean Empire, 
  after the fall of Rome; the Solarus Family was well placed in regards to making connections to all of the important figures of the time.  Lord 
  Augustus was always on the cutting edge of research into new spells and rituals that could benefit his family and House Draconis at large. 
  While Constantinople was the greatest empire of its time, the Solarus Family held great power and prestige within House Draconis and the 
  Imperium at large. With the fall of Constantinople in the late 1400s, Lord Augustus moved his family to Paris in an attempt to follow the 
  flow of power within the Imperium. When Empress Andrea DeLyones abdicated the Atlantean Throne to Priam of House Thalus, Lord 
  Augustus decided it was time to move the Solarus Family to the New World. In the end, the Solarus Family settled in the city of Boston and 
  has been living their ever since. Today the Solarus Family is seen as one of the pillars that help to uphold Atlantean tradition and the 
  Imperium within the Americas. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Trevors Family 
  Advantages: 1 Rank of Wealth, 1 Rank of Higher Education, Advantage: Sorcerer for 5 Study Points 
  Disadvantages: Infamous: Atlantean Society 
   
  The Trevors Family was founded by Telceon Solarus in 1681 CE. This family originally came about when Telceon Solarus married 
  Katherine Trevors; the last of a dying lines of House Lionnes Atlanteans. As part of the marriage agreement, Telceon would take on the 
  Trevors name to insure the continance the family name. Since the founding of this Atlantean family; the number of members coming into this 
  family has been relatively low. Some say this may be due in part to some failure on the part of the Atlantean blood from the original Trevors 
  line.  Since its re-founding in 1681, the Trevors Family has always made a point to giving its members the finest educations possible, making 
  sure that all family members have attended a University.  The Trevors Family made a great deal of its family fortune as profiteers feeding on 
  the suffering of the French people during the reign of the French Monarchs. With the founding of the French Republic, the Trevors Family 
  was forced to flee to the Americas to avoid the guilatine when all of the conspirators that backed the last French King met their end with their 
  ruler. Since moving to the Americas, the Trevors Family has settled in the New England area. This family has always been well educated, but 
  only a handful of each generation has chosen to take up the study of the secrets of Sorcery. Because of this fact, many young Atlantean men 
  and women of this family have been the first choices to offer up in an attempt to create arranged marriages between members of House 
  Draconis and the other Atlantean Houses in order to establish lasting alliances. 
   
  Trulaine Family 
  Advantages: 1 Rank of Wealth, 1 Rank of Mythos: Occult Skill, Advantage: Sorcerer for 5 Study Points, 1 Rank of Sway: 
  Human Society 
  Disadvantages: Infamous: Atlantean Society, Enemy: Dragosee Family 
   
  The Trulaine Family was founded by Lord Samuel Trulaine in 1385 CE. This family originally settled in Orleans France in 1390; having 
  been sent to France by Lord Draco himself to take over House Draconis’ holdings in the French Kingdom because of the fall of the Bordelon 
  Family due to their competence and the entire family being killed as heretics and demon worshippers by the Holy Inquisition. There are some 
  that say that certain members of House Lionnes were responsible to leading the Inquisitors of the Holy Inquisition right to the doorstep of the 
  Bordelon Family, but no one has ever been able to prove of disprove this rumor. The Trulaine Family has always been one to delve deeply 
  into the darkness of the occult world; at times making pacts with demons and other supernatural entities in order to gain more information 
  into their studies and more power to use against their rivals and enemies. This family has always had close ties to the Sorcerers Covens of 
  Europe, but with the mass exodus of colonists to the Americas and the New World, many of the Trulaine took this opportunity to extend their 
  sphere of influence and to remove themselves from the reach of the Holy Inquisitors that were still spreading carnage and death to the covens 
  of the old world. Since their move to the Americas, the Trulaine Family has branches in both the New England and New Orleans areas. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  68 
  House Thalus 
   
   
  "In the End, we will remember not the words of our enemies, but the silence of our friends."  
  - Martin Luther King Jr. (1929-1968) 
  It is believed that House Thalus is the oldest of the Atlantean Houses to have survived the fall of the First Atlantean Empire. Its
  parent House; the House of Dardanus was an influential House within the First Atlantean Empire. 
   
  This is what is known of the House of Dardanus in the time before the fall of Atlantis; the House had connections all throughout
  the Empire, and even Troilus, one of its members sat as an Emperor for a time.  During the time that Lilans began becoming more 
  visible in Atlantis, Podarces (that would become known in later years as Priam) was born to the House. 
   
  Even during the waning years of the First Atlantean Empire, the Lilans were seen as a corruptive influence.  So corruptive in fact,
  that the Atlantean Senate went to great ends to deny any members of the Cult of Lilith access to any real positions of power. 
   
  During his formative years, Podacres saw the level of fear and influence that the Lilans had on the Atlantean people as a whole.
  He saw in them the ability to never have to fear death or the Keentars of his enemies.  The House of Dardanus, by the time that 
  Podacres had become an adult was on the down slide; the influence that it had in centuries previous was fading and he could see
  no real way to stop their fall from power. If anything, it was this very situation that drove Podacres to join the Cult of Lilith. At
  least within the cult he would have some safety. Within the Cult of Lilith, all of its members had an equal voice in making
  decisions that would affect the whole. After six months, Podacres was allowed to undergo the Ritual of Rebirth.  
   
  From the moment that Podacres became a Lilan, his father, Zeus disowned him.  For many years Podacres travelled the First
  Atlantean Empire, looking for a place to settle in, a place that was away from Atlantis and the House and Family that had
  disowned him. Eventually Podacres found the lands of Greece and Asia Minor. After finding a place to claim as his own on the
  coast of Asia Minor (modern day Turkey), Podacres journeyed back to Atlantis one final time. Upon arriving in Atlantis,
  Podacres could see that in his years away that the Lilans were not the only corruptive influence there. Now there were strange
  religious cults forming almost every week, all of them seemingly coming about because of artifacts that former Atlantean
  scientists had recovered from the lands in the far south of the world (in what we today call Antarctica). 
   
  Upon seeing the horror that his home had become, Podacres gathered unto him all of the followers that he had gained during his 
  time with the Cult of Lilith. He told them that his plan was to leave Atlantis and to go into the eastern provinces and make a new
  home there. Through his force of personality, many of his followers chose to make the journey with him. And in around 6411 BC, 
  Lord Podacres and his followers settled in the lands of Greece and Asia Minor. 
   
  Eventually Podacres worst fears about Atlantis came true when one night, all of his Orichalcum devices ceased to work; not long 
  after that Podacres learned of the destruction of Atlantis. Without Atlantis to help guide the surviving Atlanteans and humanity,
  
   
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  the world descended into what is referred as the Atlantean Dark Ages. It was during this time that humanity rose up against its 
  former masters and began destroying everything that was connected to Atlantis.  Within 20 years, Atlantean cities, monuments
  and tombs were destroyed in humanity’s quest to destroy the memory of the oppressors. Thousands of Atlanteans died at the
  hands of humanity. 
   
  Lord Podacres knew from the moment the uprising began that the survivors of Lost Atlantis had to go into hiding or risk
  extinction by the end of the current generation. Podacres sent messengers to his allies on mainland Greece telling them to go to 
  ground and to wait out the ravages of humanity. The only thing that saved the Atlanteans in Greece and Asia Minor was the fact
  that you could not tell the difference between and Atlantean and a human just judging by appearance. After sending his messages, 
  Podacres immediately changed his name to Priam, and an attempt to through off anyone that might be looking to put an end to
  Lord Podacres of Atlantis. 
   
  As the centuries went by, the world continued its descent into barbarism.  Most Atlanteans by this point had decided that it was
  better to blend into the throngs of humanity and attempt to rule from behind the scenes rather than risk losing their lives to some
  human that might have heard the tales of the wicked Atlantean Empire and its people. 
   
  By the time of the Trojan War, all of the alliances that Lord Priam had formed under his original name were long gone. Most of
  the Atlanteans that he had made the alliances had been dead for at least 3,500 years. The Atlanteans of Greece were not the noble
  men and women that had willingly followed Lord Priam into the lands of the East; they were now just as savage as the humans
  that they lived with and ruled over. To make matters worse, most of the Atlanteans of Greece were more than willing to make war
  on their fellow Atlanteans if it meant that they could control a larger section of Greece. 
   
  Realizing that if the Atlanteans of Greece and Asia Minor didn’t find some way to unite under one banner, within a few more
  generations they would be no more Atlanteans left in Greece, much less in Troy. Lord Priam came up with a simple plan, he
  would draw all of the warring factions to him. He would kidnap Helena from Agamemnon through his son Paris, and he would
  draw them to him. 
   
  The plan worked flawlessly, through the abduction of Helena by Paris, Agamemnon gathered all of the warring factions unto him,
  by alliance or the threat of war, and all of them made their way to Troy to confront Lord Priam in his fortress city. Long had
  Agamemnon wanted the power and wealth of Troy, so Helena’s abduction was the excuse he had been longing for, to end Troy. 
   
  Upon arriving on the coast, the warriors of Greece made their way to Troy. Over the period of a year, the Achaeans besieged the
  fortress city. And during that time, under the cover of darkness, Lord Priam began meeting with the Atlantean leaders that were
  willing to speak with him. His plan was simple, the Atlanteans of Greece and Troy would unite under one banner. Unfortunately
  the plan required the sacrifice of his beloved city in order to sate the terrible hunger that Agamemnon had for the wealth of Troy.
  In return for the sacrifice of his beloved Troy, Lord Priam wanted the Atlanteans to join him under the banner of one single
  Atlantean House; House Thalus. Priam was careful to never imply that the Families that would be uniting under him would lose
  their autonomy, this was an alliance of mutual defense and political power. 
   
  Many years after the founding of House Thalus, Lord Ramius of Italia sent a messenger to Lord Priam requesting an audience. 
  Being a fellow Lilan, Priam was willing to meet with Lord Ramius. At this meeting, Lord Ramius laid out his plan to establish a
  Second Atlantean Empire. At first, Lord Priam simply scoffed at the notion that it was even possible to reestablish control over 
  the throngs of humanity. When it was made clear to Lord Priam that the Atlanteans would be ruling from behind the scenes, he
  laughed at Lord Ramius and told him good luck, but no thank you. 
   
  Several years would go by, with messengers being sent back and forth between Lord Ramius and Lord Priam; the final messenger
  came with an entire Roman Legion following in his wake. This last messenger had a simple message for Lord Priam, “Join the
  Second Atlantean Empire or there will be no tomorrow for you”. The fact that Lord Ramius had control of the Roman Empire,
  even to a small degree convinced Lord Priam that it was time to join the Second Atlantean Empire. 
   
  Once House Thalus joined the Second Atlantean Empire, the Atlanteans of Greece began to see that it was possible for Atlantis to 
  live again, if only through its descendents. 
   
  As the centuries would pass, House Thalus would slowly begin its rise in power and prestige within the Empire. By the time that
  Emperor Ramius disappeared, House Thalus and its Senators made up a good third of the assembly. When the Atlantean Senate
  was reformed into the Antiquarians Guild, the power of House Thalus slowly began waning. Unlike the Atlantean Senate, the
  
   
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  Antiquarians Guild was not based on representation by population or even equal representation for that matter. The Antiquarians
  Guild was an assembly of old men and women that were able to choose who they would allow to join them. 
   
  During the reign of Emperor Dominic of House McCullen, the Antiquarians Guild’s power was slowly stripped from them 
  through the Imperial Throne. Eventually Emperor Dominic pushed them too far and the Antiquarians Guild and half of the
  Centurion and Praetorian Legions turned on him. All throughout this period, House Thalus and its Lord simply sat in the 
  background waiting for their time to act.  
   
  With the fall of Emperor Dominic and House McCullen, Lord Priam began directly the Antiquarians of House Thalus to begin
  pushing for a weak candidate for the next Emperor. In the end, it was decided that Lady Andrea DeLyones would become the new
  Empress of the Second Atlantean Empire. During this period, with a weak Empress in power, the power of the Antiquarians Guild
  rose back to the levels it had previously known in the early years of Emperor Dominic’s reign. 
   
  House Thalus during this period in Atlantean history was able to begin making alliances that it would never have been able to
  under the watchful eyes of Emperor Dominic and the Scarlet Brotherhood. Also during this time period, there was a blood feud 
  keeping House Draconis’ attention away from the politics of the Antiquarians Guild. The Draconis-Dracul blood feud literally 
  had all of the other Houses backing away from the situation, the way they saw it was it was better to let the Draconis sort the 
  matter out than it would be to give aide to an enemy of the Atlantean Sorcerers. 
   
  By the time that Empress Andrea announced the Family Dracul was becoming House Dracul; the new fifth House of the Second
  Atlantean Empire, everyone was breathing a sigh of relief. For almost 300 years, the Draconis and the Dracul feuded, all of the
  other Houses within the Second Atlantean Empire simply wanted the conflict over with. Empress Andreas decree ended the blood
  feud and restored peace to Eastern Europe. 
   
  Not long after Empress Andrea allowed the Dracul to become a House, she willingly abdicated the Imperial Throne. It was finally
  time to House Thalus to act, it was finally time to call in all of their favors within the Antiquarians Guild. The end result of all of 
  House Thalus’ political alliances was Lord Priam being elevated to the position of Emperor of the Second Atlantean Empire. 
   
  One of Emperor Priam’s first actions was to order the re-conquest of Ireland. After the fall of Emperor Dominic and House 
  McCullen, Ireland was slowly taken over by Scottish Atlanteans of Clan MacKlintoc.  It was Emperor Priam’s goal to remove
  these intruders and to repopulate Ireland with an Imperium population. This one action, started the war between the Second
  Atlantean Empire and the Renegade House of Clan MacKlintoc. By the end of the conflict, the Imperium was removed from the
  British Isles, it had only a small foothold in Northern Ireland and both Houses Ramius and Lionnes had lost Families due to
  betrayal. 
   
  With Emperor Priam in power, House Thalus has finally achieved supremacy over the other Houses of the Second Atlantean
  Empire. The capital of the Imperium has been moved to Athens Greece. Five out of every ten Praetorians are members of House
  Thalus, and 2 our or every five Centurions are members of House Thalus as well. As it stands; for the time being Emperor and his
  kinsmen are running the show, but for how long? 
   
  Creating New Families 
   
  For Actors that wish to create their own Families within House Thalus, these are the default Advantages and Disadvantages 
  that the Personas must take: 
   
  Advantages: House Thalus is one of oldest Houses in the Imperium, quite possibly older than both Houses Ramius and 
  Draconis. Members of House Thalus gain the following advantages: 1 Rank of Sway: Human Society, +1 Rank in the 
  Command Skill, and 1 Rank in Imperium Renown because of their connection to the House of Priam. 
  Disadvantages: All members of House Thalus gain the Disadvantage: Territorial because of their House's propensity for 
  becoming possessive of their property and their perceived rights. 
  Seat of Power 
  Athens, Greece 
   
   
   
   
   
   
   
   
   
   
   
  
   
  71 
  The Families of House Thalus 
   
  Dardanus Family 
  Advantages: 1 Rank in High Education, Servitor, Honor Bound, 1 Rank of Command Skill 
  Disadvantages: Rival: Serrentus Family, House Ramius, Disadvantage: Territorial 
   
  The Dardanus Family is by far the oldest of the families of House Thalus; it is the Dardanus Family that lays claim to Lord Priam himself.  
  Lord Priam, through the Trojan War was the great engineer that united the warring Atlanteans of Greece and Asia Minor during the Atlantean 
  Dark Ages. Throughout its entire time in existence, the Dardanus Family have been leaders among the Atlanteans of Greece; this family goes 
  to great lengths to ensure that its children are given a classical education and know that it falls upon their shoulders to always lead House 
  Thalus through any trials that it may face. 
   
  In modern times with the ascension of Lord Priam to the Imperial Throne, the Dardonus Family has been given greater and greater 
  responsibilities within the Second Atlantean Empire. Without question, the Dardanus Family can claim to have the members of Imperial titles 
  that are only answerable to the Emperor himself and the Antiquarians Guild; a situation that has angered every other House in the Second 
  Atlantean Empire. To date, Emperor Priam has done nothing to equalize this situation and many believe that he never will. Many believe that 
  Emperor Priam is quite content to have his House fill all of the most important roles within the Imperium. 
   
  Abraxas Family 
  Advantages: 1 Rank of Wealth, 2 Ranks of Persuasion Skill, 1 Rank in Black Market Connections 
  Disadvantages: Rival: Alastor Family, Disadvantage: Territorial 
   
  During the Atlantean Dark Ages, the Abraxas Family seemed to be at war with all of its neighbors in Greece. When the time of the Trojan 
  War came, this family chose to stay in Greece and fill the void in leadership that was left when Agamemnon and his fleet set sail for Troy. In 
  during the time of the Trojan War, this family ruled over much of North Eastern Greece with an iron fist. They were constantly taking what 
  the wanted from the peasantry without regard for their wellbeing or the consequences that their actions might have when their surviving 
  neighbors returned to Greece. 
   
  Upon the return of the victorious Greeks, the Abraxas Family were quick to silence any of the peasantry that they thought might have the 
  nerve to speak of the evils that they had perpetrated. Eventually word did get out of their actions during the war, and the Atlantean Nobility 
  of the time was quick to execute Phestos, the head of the family, and all of the other adult male leaders of the family. The Abraxas wives and 
  children were taken in by the surrounding families in an attempt to teach them a better way of dealing with their neighbors. 
   
  In modern times, the Abraxas Family is known to have connections to the Black Market, which of course means that the lesson taught after 
  the Trojan War has been forgotten by the current generation. The current head of the Abraxas Family is a Faux Blooded Atlantean by the 
  name of Satanas. 
   
  DeNaegrus Family 
  Advantages: 2 Ranks of House Prestige, 1 Rank of Command Skill, Sway: Human Society  
  Disadvantages: Enemy: Dragosee Family, House Draconis, Disadvantage: Territorial 
   
  The founder of the DeNaegrus Family is a True Blooded Lilan by the name of Rhodius DeNaegrus. What little is known about him is he was 
  a Roman by birth. Rhodius was a Roman General for a time, and later a Roman Senator. Through Senator Rhodius, House Thalus was able to 
  gain a lot of power within the Roman Empire. The DeNaegrus Family has always been at the forefront of politics within Atlantean and 
  human society. He is still the head of the DeNaegrus Family, even after over a thousand years. The DeNaegrus Family has branches all over 
  the world, but the greatest concentration of the family is still in Italy. 
   
  Estroma Family 
  Advantages: +1 to Intellect, 1 Rank of Mythos: Occult Skill, 1 Rank of Higher Education, 1 Rank of Command Skill 
  Disadvantages: Disadvantage: Territorial 
   
  The founder of the Estroma Family is a True Blooded Lilan by the name of Dareios of Alexandria. What little is known of him is that he was 
  born in an around the time of the construction of the Great Library of Alexandria in Egypt, and that he may be related to the legendary 
  Pharaoh Queen of Egypt, Cleopatra. Many believe that Dareios met his end during the time of the Inquisition, but there are other tales that 
  speak of sightings of him as recently as 1909.  Because of Dareios’ original teachings, his family was pushed to excel in the quest for 
  knowledge and of the arcane secrets that are the legacy of the Children of Atlantis.  
   
  The current head of the family is a True Blooded Atlantean by the name of Ianos Estoma. During the late 1920s, Ianos moved his family 
  from Athens Greece to New York City in the United States. There are some within Atlantean circles that whisper that this family is secretly 
  breeding its own bloodline of Sorcerers, but to date no one has been able to find proof of this rumor. 
   
  
   
  72 
  Alastor Family 
  Advantages: +1 to Psyche, Servitor, 1 Rank of Elite Military Training, 1 Rank of Command Skill  
  Disadvantages: Disadvantage: Territorial 
   
  The founder of the Alastor Family is a True Blooded Atlantean by the name of Khristophoros. The story is that Khristophoros was born in a 
  small village somewhere in Thessaly in Greece in and around the year 35 BC. This father, Efraim fought in the Trojan War, and was one of 
  the leaders of the army that besieged the city of Troy. It is said that when Efraim learned that Priam had taken Helen as a means to gather the 
  waring Atlanteans of Greece unto himself in Troy, Efraim silently strode across the battlefield under the cover of darkness in order to meet 
  with Priam. No one is quite sure what Priam said to Efraim during that meeting, but what all know is that after that meeting Efraim was a 
  loyal supporter of Priam’s quest to unite to Atlanteans of Greece under his banner, that of House Thalus.  
   
  Years after returning to Greece, Efraim was murdered by an unknown assailant, some believe for his change of heart at the Battle of Troy.  
  His son, Khristophoros took over as the head of the Alastor Family and declared a vendetta against those that had murdered his father. It took 
  years, but in the end his father’s was made to face Atlantean justice. The killer turned out to be a Dacian under the command of Lord Draco, 
  the lord and master of House Draconis. The killing of Efraim was meant to look like it had been done by another family of House Thalus, the 
  killing was meant to destroy the alliance that Lord Priam had built. From that day forward, Khristophoros made it the mission of his family to 
  stand guardian over House Thalus, protecting it from its enemies. All children of the Alastor Family are taught the art of war, in preparation 
  for the day that they will have to defend the House from all those that would oppose it. 
   
  When Lord Priam ascended to the Imperial Throne, the time for the Alastor Family’s skills finally arrived; all of the adult males of that 
  generation were immediately inducted into the Centurion and Praetorian Orders. As of the year 2000, 2 out of every 5 Centurions are 
  members of the Alastor Family. Most of the other Houses of the Second Atlantean Empire despise this family because of its fanatical and 
  sometimes mindless obedience in its fulfillment of the commands of the Atlantean Emperor. 
   
  Hektor Family 
  Advantages: +1 to Psyche, Servitor, 1 Rank of Wealth, 1 Rank of Persuasion Skill 
  Disadvantages: Disadvantage: Territorial  
   
  The founder of the Hektor Family is a True Blooded Atlantean by the name of Herodotos, he was another of Agamemnon’s lieutenants that 
  made the journey to Troy to destroy Priam the crime of stealing Helen, the wife of Agammemnon. During the Battle that eventually did 
  destroy the city of Troy, Herodotos had a prophetic vision; in his vision he could see all of the works that had come about from the Atlantean 
  settlement of Greece burning. In the burning of Troy, Herodotos saw the end of his people and their legacy. The Greeks had already stormed 
  Troy and were burning the city as they advanced.  Herodotos decided in those moments of chaos and destruction to find Priam and to ensure 
  that the great patriarch made it out of the city safely, regardless of the reasons for the war, Herodotos had to ensure that the future of the 
  Greek Atlanteans did not meet an abrupt and final end. 
   
  Herodotos acted as a body guard for Lord Priam, ferrying the great lord out of the city into the hills to the east of it. It was after the Battle of 
  Troy that Herodotos and Khristophoros met with Lord Priam in the peace after the destruction of the once great city to discuss the future of 
  the Atlanteans of Greece. It was decided that Herodotos would be sent back to Greece to begin the peace process. To this day, the Atlanteans 
  of House Thalus view Herodotos as one of the great and legendary leaders of the House. Because it was through the inroads that Herodotos 
  made with this fellow Greeks after the Trojan War that led to the formation of House Thalus. One generation after the Battle of Troy, the 
  Greek Atlanteans finally came to together under the banner of House Thalus with Lord Priam as its Lord and Master. 
   
  In modern times, the Hektor Family is known for its political prowess within the Antiquarians Guild and for its ability to help keep the peace 
  among the other Houses of the Second Atlantean Empire through its position as a mediator. The current head of the Hektor Family is a True 
  Blooded Atlantean by the name of Nileas. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  73 
  House Lionnes 
   
   
  "It is good to have an end to journey toward, but it is the journey that matters in the end." 
  -- Ursula K. LeGuin 
   
  House Lionnes has survived the ages of the Atlantean Empires through manipulation, rumor-mongering and calculated neutrality. 
  By ensuring they remain on all sides of political, military and social conflicts House Lionnes has endured.  Their persistent
  detachment has granted them access to information that others lack; for many in power turn to those they can rely on to remain 
  impartial.  It is this information that provides them vast influence over others, be they humans or Atlanteans.   
   
  The modern House Lionnes is a creation of its founder, Lady Vanessa of House Lionnes, who fled the First Atlantean Empire in 
  6390 BC with a handful of loyal subjects, friends and family.  Beautiful, intelligent and strong-willed, Vanessa used her wits and
  charm to maneuver her way into a position of power within the ruling class of the First Atlantean Empire.  She quickly showed a 
  talent for the political games of the Imperial Court and the Senate, fostering relationships with many influential people and never
  siding with one group over another.  Her penchant for neutrality was not to last.  Vanessa fell in love with a general of the 
  Atlantean Legions and their relationship soon risked her rise through the political ranks.  Where once she could be relied upon for
  her non-partisan position she was now thought of as a military loyalist.  Almost overnight the influence and power she had 
  worked so hard to achieve had disappeared.  Among courtesans and politicians her relationship was now a public affair and those
  that would seek to gain her power used her lover as a means to strip Vanessa of the influence she held and take it as their own. 
  Weary of such hardships, Vanessa left Atlantis, seeking peace and solitude away from the machinations of the Imperial Court and 
  the Senate; with her traveled others that were equally as discontented with the Empire.  It is unknown what became of her lover or
  even his identity; some claim he traveled with her while others believe he was murdered to ruin Vanessa’s position within the
  Empire.  Whatever the truth, from that day forward, Vanessa taught her followers to forever remain cold and distant, to 
  disconnect them selves from anything that others could use against them and to never choose a side. 
   
  Vanessa and her companions found themselves on the shores of what is now southern France.  Here they found a fertile and
  bountiful land, ideal for settlement and the outcasts quickly set about creating a home for themselves in this new country.  They
  soon learned that many of the human tribes of the region were a harsh, violent people who looked upon the Atlanteans with fear
  and hatred.  The exiles suffered in the early years, subjected to constant attacks and hostility from the natives.  A long-term 
  solution was found by pitting the human tribes against one another, fostering hostilities between warring tribes and steering
  attention away from themselves. 
   
  Peace reigned for centuries and House Lionnes seemed to have achieved the solitude they sought when they first fled Atlantis.
  During the Atlantean Dark Ages, House Lionnes intermingled with many of the human tribes, gaining many of their traits and 
  thinning their Atlantean blood.  The human cultures of the region coupled with the dispassionate personalities of many of early
  
   
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  House Lionnes left those among the House to view strength and aggression as symbols of authority.  Despite this attitude the 
  House did little to involve itself in the internal squabbles of the scattered tribes throughout the region and as Gaul became a land
  of barbarians, House Lionnes insured that they held influence over these savage people. 
   
  By the time members of House Scavario reached the wilds of southern Gaul in 193 AD House Lionnes was a tattered remnant of
  its former self.  The noble and disciplined Atlanteans that ventured into the ‘Dark North’ were unprepared for the barbarity they
  encountered in their long-lost cousins.  The representatives of House Scavario came with the intention of fostering peace and
  reestablishing old ties with others that had escaped the fall of Atlantis and it was their passive demeanor that House Lionnes took
  as a sign of weakness.  Being quick to exploit the weaknesses of others, the House Scavario representatives were captured and
  killed but not before they were tortured for information regarding other Atlantean Houses that had survived the fall. 
   
  The survivors of the initial encounter with the early House Lionnes returned to Emperor Ramius and reported the discovery of
  these lost Atlanteans and the grisly results of their first meeting.  Hoping to unite the disparaged Houses, Emperor Ramius
  assigned a member of his own House to another expedition and sent them back into Gaul in 210 AD.  Vanessa herself met with
  the representatives but their intentions were misconstrued as an attempt to return House Lionnes to an Atlantean Empire as
  corrupt and convoluted as the one before it.  Again, the ambassadors were tortured and killed and again the survivors of the attack
  returned to Emperor Ramius to report their failure. 
   
  Not one to take disappointment lightly, Emperor Ramius commissioned a third and final expedition into southern Gaul in 211
  AD, this time backed by two dozen centurions to ensure the safety of the representatives.  The barbarians of House Lionnes set
  upon the emissaries as soon as they set foot in their lands but were quickly defeated by the Centurions who then returned to 
  Rome, certain that there was no hope for peace with these northern savages.  To the surprise of the Emperor, an envoy bearing a
  formal treaty of peace arrived weeks later, bearing the official seal of House Lionnes.  Finally showing strength, the southern
  cousins of House Lionnes had proven themselves worthy of peace. 
   
  Only two decades later the Council of Prefects was formed by Emperor Ramius and Lady Vanessa was appointed as the Prefect of 
  Gaul.  A time of prosperity began as House Lionnes and the other Houses of the Second Atlantean Empire began expanding their 
  borders.  House Lionnes returned to the business of playing politics and proved that the centuries had not deteriorated their skills
  in manipulation and rumor-mongering.  Quickly the House became known for their impartiality and their uncanny ability to learn 
  the secrets of the movers and shakers of this new Empire.  By the beginning of the ninth century, House Lionnes had a
  stranglehold on information about the Atlantean Houses and, indeed, all things Atlantean.  It is this information that brings with it 
  power and House Lionnes controlled vast amounts of wealth, territory and political clout within the Second Atlantean Empire.   
   
  In 1337 AD, Edward III of England declared himself the king of France; beginning the Hundred Years War.  During this time, 
  House Lionnes took advantage of the conflict to begin discreetly taking control of large amounts of territory belonging to House
  Ramius.  These seizures do not go unnoticed and hidden hostilities soon began between the two Houses.  Careful not to bring 
  open conflict to the Empire, both houses used their human Servitors to wage this shadow war.  By the end of the conflict, both 
  sides had suffered significant losses of resources and territory with no a clear victor.  As the war ended, a lasting enmity began 
  between House Lionnes and House Ramius. 
   
  House Lionnes maintained significant holdings and influence throughout the Second Atlantean Empire that reached its height in
  1588 AD when Lady Andrea DeLyones was elevated to the position of Empress by the Antiquarians Guild.  It is well known that 
  the manipulation, political maneuvering, allying and blackmailing of key political figures within the Second Atlantean Empire led 
  to this appointment, but few within the leaders of the Second Atlantean Empire found this to be a surprise.  Everyone had 
  something to lose or gain by the appointment of a Lionnes as ruler of the Empire and it was for that reason that Andrea became
  Empress.  Empress Andrea’s rule will last for hundreds of years, during which House Lionnes continued to prosper. 
   
  House Lionnes continued to expand its holdings over the next few centuries, first in Western Europe with the invasion of Lorraine
  in 1734 AD and then again in 1776 with the declaration of independence by the American colonies of Britain.  Members of House 
  Lionnes departed for the newly-formed United States; some to escape the constant struggles in Europe and others to extend the 
  House’s resources and influence into this new land.  House Lionnes, through their French subjects sent aid to the American
  colonies in the hopes of aiding their brothers and sisters that fled Europe.  This aid proved vital to the revolution as well as the 
  Atlanteans in the new world.  Decades later, House Lionnes provided similar support for their Canadian cousins in the French-
  speaking regions of Canada following the Canada Act. 
   
  In 1785 AD, Lady Camila DelaRosa of House Lionnes formed the Court of Roses; a society within the Second Atlantean Empire 
  
   
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  whose goal was to return honor and chivalry to the Atlantean Imperial Court.  The Court of Roses was supported by Empress 
  Andrea DeLyones who was one of the founding members of the society.  Though many would join this group after its founding, 
  much of the Imperial court viewed those within the Court of Roses and idealists and dreamers.  The Court of Roses remains a
  significant society within imperial Atlantean culture and maintains their idyllic sense of honor. 
   
  In 1836 AD, the conflict between House Draconis and their renegade cousins led by Lord Radu Dracul was resolved as Empress
  Andrea DeLyones officially recognized the Dracul family as a full-fledged House of the Empire.  This act enraged those among
  House Draconis who accused the Empress of receiving bribes, namely the secrets of sorcery, which House Draconis jealously 
  guarded.  Whether there was any truth behind these accusations, the act would haunt the Empress for many years and ultimately 
  cost her the throne. 
   
  For a decade following House Dracul’s creation, House Draconis did everything in their power to politically assassinate the
  Empress.  This political pressure was coupled with a growing detachment by the Empress that was thought rather uncharacteristic
  of the usually charming, outgoing woman.  As Lady Andrea withdrew into her own mysterious thoughts, the continued pressure 
  sought to ruin the Empress and House Lionnes.  It was at that point that Lord Priam of House Thalus stepped in to propose a 
  solution.  Priam fostered peace between House Draconis and House Lionnes and promised a neutral outcome to the political 
  conflict between the two Houses.  Already withdrawn, Empress Andrea DeLyones stepped down in 1850 AD, abdicating the 
  throne and backing Priam as the new Emperor when the Antiquarians Guild voted to choose the next emperor.  With the support 
  of House Draconis and House Lionnes, Priam became the Emperor; thus ended House Lionnes rule of the Second Atlantean
  Empire. 
   
  On the heels of the abdication of Lady Andrea, the hostilities between House Ramius and House Lionnes once again flared in the 
  Americas, this time with the advent of the American Civil War.  House Lionnes began providing aid for their holdings in the
  southern states, allying themselves with the Confederacy against the northern forces of House Ramius and House Thalus. 
  Throughout the conflict the American Atlanteans worked to ensure victory for those they controlled.  In the end, House Lionnes
  was forced to recognize the authority of their rivals in the north after the Confederates surrender to the Union at Appomattox in
  1864. 
   
  Tempers cooled for House Lionnes and its rivals in the years leading up to World War II.  House Lionnes slowly withdrew from
  the spotlight, content to once again manipulate those around them and listen closely to the secrets of others from the shadows. 
  One of the more prominent members of House Lionnes, Lord Xavier Fallcourt, soon found himself in league with the renegade
  Clan MacKlintoc of Scotland who had been fighting for their independence and for control of Ireland.  Unbeknownst to all, Lord 
  Fallcourt began supplying military information to Clan MacKlintoc and 1939 AD his treachery was discovered.  Many among
  House Lionnes’s rivals accused the other families of the House of knowing of this betrayal, but only Lord Fallcourt’s deceit could 
  be proven.  House Lionnes sided with House Ramius and the rest of the Empire when declaring the Fallcourt family renegades
  and waging war against them and their Clan MacKlintoc allies in the British Isles.  After the dust settled and the conflict was 
  resolved, House Lionnes remained unscathed despite the betrayal of one of their most respected families.  Some still suspect
  House Lionnes of misdeeds during this dark time. 
   
  Following World War II, House Lionnes has once again taken up their role as manipulators, schemers and the keepers of secrets. 
  They continue to operate through subtle, covert means, influencing those around them with adept skill that only millennia of
  experience could teach them.  They continue to remain quietly unaligned in most of the major conflicts that now face the Second 
  Atlantean Empire.  They remain in the shadows, listening in on the conversations of their allies and enemies alike.  The 
  information they accumulate and the secrets they possess are both their weapons and their currency and they use them with the 
  careful precision of a surgeon.  House Lionnes continues to operate much as they have since they fled Lost Atlantis, over eight
  thousand years ago. 
   
  Creating New Families 
   
  For Actors that wish to create their own Families within House Lionnes, these are the default Advantages and Disadvantages 
  that the Personas must take: 
   
  Advantages: The House Lionnes is one of the most influential Houses in the Imperium, because of this all members of 
  House Lionnes gain the following Advantages: 1 Rank of Sway: Human and 1 Rank of Spy Network: Atlantean. 
  Disadvantages: For Lilans; Life Force Restriction: Germanic or Gaelic 
  Seat of Power 
  Paris, France 
  
   
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  The Families of House Lionnes 
   
  Ashmore Family 
  Advantages: 1 Rank of Wealth, Spy Network: Atlantean Society, 1 Rank of Persuasion Skill  
  Disadvantages: Life Force Restriction (if Lilan): Only those of Germanic descent 
   
  The Ashmore Family is one of the younger families that make up House Lionnes. This family line was founded by Cedric Ashmore of 
  England during the time of the American Rebellion against the English throne. Being a wealthy land owner in the Americas; Cedric and his 
  family sided with the American rebels, because to side with the British would be to lose of everything if the war went against the crown. 
  After the American Colonies became the United States, the Ashmore Family became heavily involved in the politics of humanity, 
  manipulating all sides to insure that the Ashmore Family was always on the winning side no matter who won.  
   
  Because of this families knack for manipulating those around them, at times the Ashmores are compared more to the families of House 
  Draconis than their non-partisan kin among House Lionnes. To date, the Ashmore Family seems to be exclusive to the United States, and it 
  has branch families across the country.  When dealing with other Houses, the Ashmore tend to go for a strategy of divide and conquer. 
   
  D’Aquitaine Family 
  Advantages: 1 Rank of Wealth, Spy Network: Atlantean Society, 1 Rank of House Prestige, 1 Rank of Investigation 
  Disadvantages: Life Force Restriction (if Lilan): Only those of Germanic descent 
   
  The D'Aquitaine Family is one of the oldest families within House Lionnes.  This family has members and branches scattered throughout 
  Europe and North America. The current Princess of House Lionnes hails from this family.  Throughout the millennia the family has spread its 
  influence and control all over the world and this influence insures that members of the family have access to resources and information 
  anywhere.  The D’Aquitaine family currently holds the most control over House Lionnes and works to bring the House back into a position 
  of significant power and clout.   
   
  DelaRosa Family 
  Advantages: 1 Rank of Wealth, Spy Network: Atlantean Society, 1 Rank of House Prestige 
  Disadvantages: Life Force Restriction (if Lilan): Only those of Hispanic descent  
   
  The DelaRosa Family hails from the area of Spain that was known as Navarre. Its most prominent member is Lady Camila DelaRosa, the 
  High Lady of the Court of Roses.  The DelaRosa family views itself as something of a renaissance family, maintaining ties to the glorious 
  days of honor and chivalry.  Most members of the family have joined the Court of Roses and Lady Camila’s charm and influence has turned 
  a small group of idealists into a significant society.  There are many within the Imperium, however, that view the Court of Roses, as well as 
  the DelaRosa’s as nothing more than anachronistic dreamers. 
   
  The DelaRosa family has significant influence in House Lionnes.  Members of the family carry themselves with an air of importance and this 
  is not undeserved.  The family has vast holdings throughout Spain and South America and members of the family often travel to ensure these 
  holdings are maintained. 
   
  DeLyones Family 
  Advantages: 1 Rank of Wealth, Spy Network: Atlantean Society, 1 Rank of House Prestige 
  Disadvantages: Life Force Restriction (if Lilan): Only those of Germanic descent, Rival: D’Aquitaine Family 
   
  The DeLyones Family is the oldest know family line in House Lionnes. The family tends to be at the forefront of politics within the House 
  and within the Second Atlantean Empire as a whole. One of its more notorious members is Lady Kristina Sabian DeLyones, in appearance 
  only about 16 years of age; but this young appearing woman is a Lilan well over 400 years old. She and her Lilan body guard Victor seem to 
  slither through the House and its Families causing fear and dissension wherever they go. Most families within the house are willing to follow 
  her wishes rather than face misfortune in their future. 
   
  The DeLyones family still holds significant influence over the House and within the Empire.  Though Lady Andrea DeLyons is no longer 
  Empress, the power she wielded and the alliances she formed during her reign remain to this day.  While the more benevolent members of the 
  family, such as Lady Andrea, closely maintain these relationships others, such as Lady Kristina, prefer to use them to their own ends.  These 
  two differing attitudes have created no end of family squabbles, but so far, they have remained civil. 
   
  DelaCroix Family 
  Advantages: Spy Network: Atlantean Society, 1 Rank of Wealth, 1 Rank of Subterfuge Skill 
  Disadvantages: Life Force Restriction (if Lilan): Only those of Germanic descent 
   
  The Delacroix Family comes from Orleans France originally, but came to the Americas during the Patriotic War. The Lord of this family is a 
  
   
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  Lilan by the name of Gabriel Delacroix. The family had a great impact on the outcome of the American Revolution through its aide to the 
  American Rebels and later during the American Civil War when it helped the Confederacy with monetary aide that helped prop up the failing 
  Confederate economy.  After centuries of operating during times of war, the members of the Delacroix family became skilled at avoiding 
  capture or injury, hiding among the thick North American forests or the dark streets of its cities.  Today the Delacroix family works as the 
  agents of House Lionnes in the Americas, keeping tabs on the activities of those within the United States and Canada.  They maintain 
  significant holdings in both these countries and their influence extends across nearly all of North America. 
   
  Members of House Delacroix are suspicious and shadowy individuals, always careful and cautious.  They thrive in times of conflict, moving 
  to and fro ensuring their interests and those of House Lionnes are met.   
   
  Fallcourt Family 
  Advantages: Spy Network: Atlantean Society, Servitor, 1 Rank of Investigation Skill  
  Disadvantages: Life Force Restriction (if Lilan): Only those of Germanic descent 
   
  The remnants of the renegade Fallcourt family struggle for acceptance among those their relatives betrayed in 1939.  It is only through the 
  grace of Lady Jacqueline Fallcourt, sister to Xavier Fallcourt, that the loyalist members of the family weren’t eradicated decades ago.  When 
  Xavier Fallcourt and those loyal to his cause allied with the MacKlintock family Jacqueline saw the inevitable outcome.  Not wanting to give 
  up her position of authority within House Lionnes, Jacqueline alerted other prominent House Lionnes families of Xavier’s betrayal.  Though 
  it was too late to prevent Xavier and his companions from their decision, Jacqueline’s actions saved the rest of her family from the reprisals 
  of the other Imperial Houses.  During the conflict, Jacqueline and others from the loyalist Fallcourts used their knowledge and influence over 
  the renegades to aid in their downfall.  Lady Jacqueline and her cousin Reynard were left in charge of the family and relocated the remaining 
  loyalists to the United States in order to flee continued persecution in Europe and give the family a fresh start.    
   
  Since the resolution of the conflict, the members of the Fallcourt family that remained loyal to House Lionnes and the Empire have had a 
  difficult time earning back the trust of their people.  Lady Jacqueline’s actions earned her the position of Tribune, but little trust came with 
  the title.  It is the ties the family still maintain with their renegade relatives that keep them at arm’s length from the other families.   
   
  Fitzhugh Family 
  Advantages: Spy Network: Atlantean Society , +1 to Intellect, 1 Rank of Wealth, 1 Rank of House Prestige 
  Disadvantages: Life Force Restriction (if Lilan): Only those of Gaelic descent 
   
  The Fitzhugh Family is of Irish decent.  The family can trace its origins from the beginning of the Second Atlantean Empire. The Patriarch of 
  the family line is the famed Atlantean historian and scholar, Lord Lucian the Chronicler (Lord Lucian Fitzhugh). The Family is known for its 
  academic pursuits and for its loyalty to House Lionnes over blind loyalty to the Second Atlantean Empire.  The Fitzhugh family holds a large 
  number of scholars and historians among its ranks.  Members of House Lionnes rely on these intellectuals for information regarding the past 
  as well as ancient secrets.  The family itself uses the other families of the House to gather and record information about the Empire. 
   
  Members of the Fitzhugh family place a high degree of admiration on intellect and education.  Family members are nearly always well 
  educated in any number of prestigious institutions of learning.  The Fitizhughs sometimes take a detached look at the world, preferring to 
  record events rather than take part in them.  
   
  Locke Family 
  Advantages: Spy Network: Atlantean Society, 1 Rank of Wealth, Honor Bound 
  Disadvantages: Life Force Restriction (if Lilan): Only those of Gaelic descent  
   
  The Locke Family comes from Scotland; in the days before there was all out war between the Second Atlantean Empire and the Renegade 
  House of Clan MacKlintoc.  The family had close ties to the Highlanders, both political and familial; but the Highlanders’ attack on the 
  Imperium has literally rendered these bonds of friendship apart in a way that this family now sees the Highlanders as only one thing…the 
  Enemy.  Because of the animosity between their former allies, the Locke family adamantly supported the war against Clan MacKlintoc and 
  the renegade Fallcourts.  During the war, many members of the Locke family fought personally against the renegades and, to this day, there 
  are many among the family that has trained as warriors.   
   
  The Locke family has a deep sense of honor and loyalty to House Lionnes, one that cannot be broken.  They are often stubborn and quick to 
  act, preferring action to careful thought.  The events of the past century have scattered the family across the world, though most of the 
  Locke’s relocated to Europe during the war. 
   
  Ravenscroft Family 
  Advantages: Spy Network: Atlantean Society, 1 Rank of Wealth, 2 Ranks of Investigation Skill 
  Disadvantages: Life Force Restriction (if Lilan): Only those of Germanic descent 
   
  The Ravenscroft Family comes from Germany. The family is fanatically loyal to the Second Atlantean Empire, and its members can 
  regularly be found as active participants within the Scarlet Brotherhood.  Where other families within House Lionnes would side with the 
  
   
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  House in matters that had potentially disastrous effects on the House and its Families, the Ravenscroft Family always sides with the 
  Imperium and in most cases, the Scarlet Brotherhood. 
   
  Those members of House Lionnes from the Ravenscroft family are known as the rumor-mongers and investigators of the House.  It is said 
  that there is nothing they don’t know or can’t discover.  Throughout the millennia the Ravenscroft family has accumulated vast amounts of 
  information for House Lionnes and the Imperium.  Members of the family act as spies, scouts, couriers and others that broker secrets 
  throughout the Empire.  The reputation the Ravenscroft family holds is a well deserved one and it seems there is no end to their ability to 
  discover the truth. 
   
  Members of the Ravenscroft family have an avid curiosity of the unknown.  They seek out the truth behind rumors and secrets at all times 
  and often this curiosity gets them in trouble.  During these times they can usually get out of any difficult situations by trading information for 
  safety but occasionally they must turn to members of the House such as the Stromwin family to help get them out of trouble. 
   
  Stromwin Family 
  Advantages: Spy Network: Atlantean Society, 1 Rank of Wealth, 2 Ranks of Persuasion Skill 
  Disadvantages: Life Force Restriction (if Lilan): Only those of Germanic descent  
   
  Hailing from Germany, the Stromwin family is the youngest of all House Lionnes’s families and is currently trying to make a name for itself 
  among the Empire.  With many politicians among its ranks, members of the Stromwin family are renowned throughout the Empire as masters 
  of persuasion and manipulation.  Though many among House Lionnes bear these traits, none have them mastered like those from the 
  Stromwin family.  Despite this reputation, the Stromwins have not reached significant levels of power among the Empire.  The family’s 
  views on equality within the Imperium and the Antiquarians Guild have to date denied this family any form of representation within the 
  Antiquarians Guild.  Its political views have earned it many enemies within the Imperium and the scorn of the rest of House Lionnes. 
   
  Members of the Stromwin family are well known for their persuasive ways.  They make expert negotiators, diplomats, politicians and 
  salespeople.  They use these skills of persuasion to further their own ends in all ways, but are careful to avoid unwanted attention. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  79 
  House Dracul 
   
   
  "...There are evil men in the world, truly evil men. Sometimes we hear of them, but more often they work in absolute darkness."
  - Stephen King, "Salem's Lot" 
   
  Most Atlantean Houses consider the Draconis to be monsters; cruel and unforgiving sorcerers with little love, even for their own
  house. Within House Draconis, the Family Dracul had a similar reputation. While most of House Draconis valued talent in
  Sorcery, it was the Family Dracul whom valued skill with blade and tongue. The most feared revered of the cruel and vicious
  were invited to marry into the Dracul.  
   
  In the earliest days of their seclusion in Dacia, the Draconis required a public sect to keep outsiders out of their affairs and allow 
  them to concentrate on their experiments in Sorcery. Having been one of the first to receive the Dark Gift from his good friend
  Lord Draco, Alexi Dracul pledged his Family’s service to the House Draconis so its endeavors into arcane could remain 
  undisturbed. 
   
  The Family Dracul proudly stood as the vanguard of the House Draconis for many centuries. When you dealt with an emissary of
  the Draconis, they were most often of the Family Dracul. When the Draconis required armed defense or a deft assassin, it was the 
  Family Dracul who was first looked to in upholding the will of the Draconis and Lord Draco. If a member of House Draconis had 
  become a liability, the Family Dracul was usually best suited to handle the matter. Combining sword and Sorcery, the members of 
  the Family Dracul were as feared on the battlefield as they were at the negotiation tables.  Even among their own House the
  Family Dracul were feared and revered for their ruthless and effective methods. 
   
  It is said that Lord Draco considered Alexi Dracul an invaluable aide, as well as his only true friend. When Lord Draco was 
  present it was almost certain that you would find Alexi Dracul somewhere nearby. It is likely Alexi aided Lord Draco in the 
  development of many rituals, including the rituals for the Praetorian gladius and the procurement of the ritual of the Immortal 
  Soul. It has been said that Draco has only called one person “brother” in his existence; for all others he would use their given
  name. 
   
  As any sorcerer can tell you, the arcane arts come with a high risk to oneself. This risk is greatest when dealing with the unknown.
  It was rumored that Lord Draco and Alexi were working on the secret of the Lemurian Sayahid when a terrible accident occurred.
  A wall of the fortified tower in which Lord Draco and Alexi worked ruptured outward with a great explosion. Alexi was seen
  trying to destroy everything in sight, including his friend Lord Draco. Witnesses claim that Lord Draco was forced to kill Alexi to
  save himself. 
   
  Lord Draco was infinitely crushed. It is said that he did not speak to anyone for over a century, preferring seclusion in the ruined
  tower. Lord Draco’s sudden re-emergence from seclusion came as a shock when Lord Draco introduced his son Alexi Dragosee 
  to the rest of House Draconis.  He had young Alexi with him wherever he went, pointing out the finer points of the Draconis and 
  
   
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  the Imperium. Often he would speak proudly of Alexi to others, saying that Alexi could be the first Draconis to rule the
  Imperium. In private, it was rumored that Lord Draco taught young Alexi to be ruthless and to be intolerant of weakness. In time 
  Alexi gained Lord Draco’s favor and earned the right to have immortality bestowed upon him. 
   
  Alexi was left alone to deal with more and more of the affairs of House Draconis, until Lord Draco was no longer seen in the 
  affairs of the Draconis. Alexi, now free to do with the Draconis as he saw fit, began to replace key positions in the Draconis with 
  people loyal to him. The one power in the Draconis that most stood in his way were those of the Family Dracul. Trusted advisors 
  and leaders of the Family Dracul were slowly replaced or killed off. Dracul defenders were sent against impossible odds. Dracul
  sorcerers were prevented from advancing farther in the arts than those closest to Alexi.  Many believed he was exacting revenge 
  for Lord Draco.  Others believed Alexi was simply removing his greatest threat. 
   
  Radu Dracula, son of Alexi Dracul, was left to care for the Family Dracul when his father met his unfortunate accident. He 
  watched Alexi’s oppression of the Dracul for several centuries. It was one night in the 16th century when Radu learned of a
  decree to begin assassinating key members of the Family Dracul. He had decided that it was time for his family to escape before
  they were killed off.  Breaking into Draco’s tower, Radu took with him a great repository of Draconis rituals and knowledge.  He
  then razed the tower and escaped, sending word to all of his family to go into hiding.  He found a trusted person of another family 
  to deliver a letter to Alexi in the morning, stating simply that “The Family Dracul is no longer of the Draconis.” 
   
  For over a century the Draconis hunted the Dracul.  Great bloody conflicts raged across Eastern Europe.  Any Dracul found to be 
  in a Draconis controlled dominion were hunted down.  No House in the Imperium dared to assist the Dracul for fear of retribution
  from the rest of House Draconis.  It was in 1836 that the Family Dracul petitioned the reigning Empress Andrea to become a
  House.  Some say that Radu promised the Empress the secrets of Sorcery to gain entrance into the Imperium, but in the end,
  House Dracul was born. It is quite ironic that only fourteen years after Empress Andrea DeLyones granted Lord Radu Dracula his 
  request, she would end up stepping down for reasons unknown. 
   
  Soon after the Dracul gained their status as a House of the Imperium, rumors of Lord Draco’s rage over the betrayal was
  confirmed.  The Curse of Draco, as it came to be known, made all members of the House Dracul unable to stand in the light of the 
  moon.  But instead of deterring the Dracul, this curse merely strengthened their resolve. With the status of a House, the Draconis
  could no longer openly hunt the Dracul. 
   
  House Dracul is one of the most well connected Houses in the entire Imperium to all things that would be labeled "occult".
  Members of this House can be found on virtually every know continent on the Earth, and House Dracul is by far one of the
  wealthiest Houses there is. 
   
  Creating New Families 
   
  For Actors who wish to create their own Families within House Dracul, these are the default Advantages and Disadvantages 
  that the Personas must take: 
   
  Advantages: The House Dracul has acquired a vast amount of wealth over the centuries.  Because of this, members of this 
  House can purchase the Advantage: Sorcerer for 5 Study Points, Sway: Human Society, and 1 Rank of Wealth 
  Disadvantages: Infamous: Atlantean Society, and The Curse of Draco 
   
  Because of the Curse of Draco, all members from House Dracul suffer from this horrifying extreme allergy to moonlight; to the 
  point that it causes them physical harm when their bare skin is exposed to the direct or indirect light of the moon. Only during 
  the New Moon can these Personas go out at not without fear of its burning light. This Disadvantage all Faux Blooded, True 
  Blooded and Lilans of House Dracul. 
   
   
  The Curse of Draco 
   
  For the Faux and True Blooded: During the partial phases of the moon, for every round that a Persona is exposed to the 
  moonlight; they take a Rank of Stun Damage. During the three days of the Full Moon, Personas take a Rank of Wound 
  Damage for every round that they are exposed to the moonlight. 
   
   
  
   
  81 
  For Lilans: During the partial phases of the moon, for every round that a Persona is exposed to the moonlight; they take a 
  Rank of Wound Damage. During the three days of the Full Moon, Personas take a 2 Ranks of Wound Damage for every round 
  that they are exposed to the moonlight. 
   
  The only way that members of House Dracul can go out during times of the full or partial moon is through wearing heavy 
  clothing; at least 2 layers that cover all areas of exposed flesh. 
  Seat of Power 
  Tirgoviste, Romania 
   
  The Families of House Dracul 
   
  Tepes Family 
  Advantages: Sway: Human Society, 1 Rank in Servitor, 1 Rank of Wealth and may purchase the Advantage: Sorcerer for 5 
  Study points 
  Disadvantages: Infamous: Atlantean Society and The Curse of Draco 
   
  The Tepes Family are the leaders within House Dracul, even today the Tepes family is ruled by Lord Radu Tepes Dracula. Through 
  intermarriage with the other Houses, Radu has been able to establish a stable number of True Bloods within his own family, in part to ensure 
  House Dracul’s legitimacy as one of the ruling Houses of the Second Atlantean Empire.  
   
  Radu is of True Blooded Atlantean descent. But due to the years of fighting with House Draconis, following the Family Tepes’ exodus from 
  their parent House, the number of True Blooded Atlanteans within this House and Family are few in numbers. For the last 200 hundred years, 
  ensuring the continuation of the True Blooded bloodlines within this House has been paramount.  Over the last 100 years both Houses 
  Ramius and Thalus have wed a handful of their daughters to the few True Blooded heirs of House Dracul, helping to continue the House 
  through its infusion of fresh genetic contributors.  
   
  Members of the Tepes Family are charming, inquisitive, intelligent, and ruthless. And to maker matters worse, they are being taught this 
  pattern of behavior of a very young age. House Draculs war with House Draconis has left its rulers bitter and resentful of the advantages that 
  other Houses have, sometimes to the point initiating unrest among the other House if only to make the local Draconis suffer. Rarely do the 
  Houses that they are manipulating realize that they have been played; most if not all tend to place their blame on the doorstep of House 
  Draconis. The Dracul tend to get a quiet chuckle from this irony.  
   
  The Curse that Lord Draco of House Draconis placed on House Dracul affects all of its members, even those that married into it from other 
  Houses. As such, many Houses are reluctant to wed one of their daughters to a Dracul heir, especially knowing that their daughter will be 
  Cursed upon entering her new House. Because of this, the number of marriages between House Dracul and the other four Houses of the 
  Imperium tend to be infrequent. 
   
  It is said that the Sorcerers of House Dracul are some of the finest and most terrifying Sorcerers that walk and breathe. Due to this, and their 
  extreme allergy to moonlight, members of House Dracul are typically left to their own end, and only approached when another House needs 
  something specific from them. 
   
  Drakul Family 
  Advantages: Sway: Human Society, 1 Rank in Imperium Renown, 1 Rank of Wealth and may purchase the Advantage: 
  Sorcerer for 5 Study points 
  Disadvantages: Infamous: Atlantean Society and The Curse of Draco 
   
  Only once has House Dracul married off one of its daughters to a member of another House; Eva Drakul also known as Eva Dracul Bishop . 
  Eva was not very sorcery minded and cared little for the politics, but she did honestly love the True Blooded Atlantean to whom she was 
  wed; Marcus Bishop of House Ramius.  
   
  That was in the beginning of winter in 1899. For reasons no one quite understands, Marcus was found murdered in their New York City 
  home. No one ever claimed credit for it, but in the end the credit lay at the feet of House Draconis. It was much easier to believe that Eva had 
  been married in to House Ramius to spy on them, and then killed her husband, than it was to believe that someone had murdered Marcus to 
  drive a wedge between the alliance provided by the union House Dracul and House Ramius through Eva and Marcus. Only a month after her 
  husbands death Eva gave birth to the first member of the Family Drakul; Maximillian Drakul.  
   
  Since those painful days at the end of the 19th century, Eva has made it her life goal to find the Draconis that were responsible for the murder 
  of her husband and to make them pay with their lives. To this end, from 1900 onward; Eva made it her mission to learn the secrets of Sorcery 
  that she had long scorned as dangerous and hateful. It will be those same dangerous and hateful secrets that made the Family Drakul a name 
  to a held in fear and reverence. 
   
  
   
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  The Renegade Houses 
   
  The Renegade Houses are the Atlantean Families that willingly chose not to be forced into the ridged structure of the Second 
  Atlantean Empire. Some choose to walk their own path while still having dealing with the Imperium, while others have 
  become Renegade Houses through their willfull opposition of the Second Atlantean Empire and its draconian laws. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  83 
  The House of Romulus 
   
   
   
  The threat in the shadows of the second empire, the House of Romulus is the most known but least obvious of the Renegades. 
  It is the dark mirror of the Remii philosophy, and the threat that keeps the Scarlet Brotherhood in power. Mysterious and well-
  hidden, the House of Romulus is the greatest threat to the Atlantean way of life—to those that believe they exist at all… 
   
  Ironically, the gravest threat to Ramius's empire came from his own older brother. Lord Romulus, like this brother, was known 
  for his courage and skill in the socio-political battlefields that was the Senate of the First Atlantean Empire. It was their mental 
  fortitude and indomitable will to survive against all odds that endeared these two brothers to Lilith and later to the Cult of 
  Lilith. 
   
  It was the immortality that Lilith gave Lord Romulus and his brother that gave the Atlantean Senate of the First Empire pause, 
  and cautious in allowing either brother into a position of power within Atlantis itself. Rather than deal with the possibility of 
  Lord Romulus taking over his father’s seat on the Senate, and being that much closer to the Atlantean Throne; the fearful 
  Senators of the First Atlantean Empire decided it was easier to send Lord Romulus to the province of Italia (modern day Italy). 
  In those barbaric lands Lord Romulus would rule over the barbaric humans as a vassal king under the control of the Atlantean 
  Senate and the Emperor. Fearing retaliation on the part of Lord Ramius, the Atlantean Senate gave him command of the 
  Phoenix Legion and sent him and his legion to Italia to join his brother as a protector of the province. In this one action, both 
  brothers of the House of Italus were removed from Atlantis and the threat of a Lilan Emperor was removed. This action on the 
  part of the Atlantean Senate saved the two brothers from the cataclysmic fate that awaited Atlantis millennia later. 
   
  How does a man survive when his entire culture has been destroyed? Lord Romulus and Lord Ramius both watched in horror 
  as the Atlantean Dark Ages fell upon the globe, and all the wonders of their age were torn asunder. The loss of Atlantis 
  affected both brothers deeply. To Lord Ramius, watching the humans destroy the relics of his great race showed him that they 
  were mere children, needing the guiding hand of an older and wiser people; Lord Romulus, however, saw the sinking of 
  Atlantis as a sign that their time as rulers of the world was over. Like all things and civilizations, Atlantis had had its time and 
  it was now time for the humans to begin ruling over the world. This is where the philosophies of the two brothers diverged. In 
  the aftermath of Atlantis and its terrible fate, Lord Romulus attempted to rule over Italia with his brother acting has his trusted 
  military adviser. 
   
  In the beginning of their joint rule of Italia, all seemed well, Lord Romulus would handle all of the decisions that affected the 
  kingdom as a whole and Lord Ramius would step in only when military force was required. 
   
  Under the reign of King Romulus, the small farming village of Alba Longa became the central power in Italia, and the 
  dominion of Romulus prospered during his long reign. Throughout his reign, Romulus gave the humans the cultural secrets that 
  he believed personified the greatness that was the First Atlantean Empire. Lord Ramius during this era sat back and watched 
  with great discomfort as his brother began teaching the lesser race of humanity secrets that he truly felt that they did not 
  deserve the right to ever possess. Lord Ramius sat in the shadows manipulating humanity as if they were but pawns to be used 
  in his quest for greater power and influence. Because of Romulus’ connection with humanity, both brothers began spending 
  less and less time together and their relationship began to fray. But finally in 717 BC, Romulus decided it was time to step 
  
   
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  down from the throne and allow a human successor; Numa Pompilius to take up the reins of power. This one decision was the 
  straw that broke the proverbial camel’s back, finally the two brothers clashed with one another. 
   
  Because Romulus chose to name a human as his successor rather than turning the throne over to his brother Ramius, Lord 
  Ramius conspired with the eastern Atlantean Sorcerers of the House of Draco an attempted to murder his brother. A terrible 
  storm of supernatural power and ferocity descended on the Villa of Lord Romulus, during the course of the storm many of 
  Romulus’ most trusted allies were slain and the next morning when Lord Ramius’ servitors went to identify the casualties, all 
  of the bodies were so badly mutilated that no definitive identification of Lord Romulus’ remains could be made. All assumed 
  that he was dead along with his advisors. 
   
  One night later, Lord Ramius was looking over his new dominion from the top of Palatine Hill and that was where Romulus 
  finally caught up with him. Enraged, Romulus accused his brother of trying to have him killed and attempting to undermine the 
  power of the new king of Italia; Numa Pompilius. Ramius scoffed at Romulus and drew his gladius; the two fought a great and 
  terrible battle and in the end, Lord Ramius sank his sword into his own brother’s flesh.  Thinking his brother dead, Lord 
  Ramius took Romulus’ body to the River Tiber of let the river remove the evidence of his fratricide. 
   
  It was perhaps the murder of Romulus that personified Ramius’ belief that Atlanteans must work together or risk destroying 
  everything that they had left of Lost Atlantis.  Through the subtitle manipulations of Lord Ramius and his pawns, the Roman 
  Kingdom began its long era of decline. In just under three centuries, Lord Ramius was able to erode the legacy of Romulus. 
  And in a single night of bloody carnage, the last of the Roman Kings; Lucius Tarquinius Superbus met his end and shortly 
  therefore the Republic of Rome was established. 
   
  Through the Roman Republic, Lord Ramius was able to manipulate its people in a way he could never have before. Humanity 
  at its core was a child raise that could be bought and sold with but a few shiny coins and kind or threatening words.  Fearing 
  possible retribution by the former supporters of Romulus, Lord Ramius set about on a crusade to rid Italia of any Atlantean 
  families that would not support him as the one dominant power in Italia and in Rome.  
   
  From the shadows, Romulus watched in horror as the kingdom that he had built was torn asunder by his brother. He could only 
  stand by in silence as his former supporters were run to ground and murdered by his brother and the evil Atlanteans and 
  humans that were willing to sell their souls for the power that Ramius offered them. 
   
  In 151 AD, Lord Ramius finished his crusade to unite the Atlantean families in Italia under his banner. Lord Ramius 
  proclaimed that he would establish a Second Atlantean Empire and it would be greater than the one that came before it.  It was 
  at this time that Lord Romulus finally made contact with his remaining supporters, if he could not help humanity out in the 
  open, then he would do it from the shadows of the Second Atlantean Empire. 
   
  In 185 AD, Lord Romulus was able to unite those Atlantean families in Northern Italy that were loyal to him under the banner 
  of Theodocius Scavario. In the begins of  Second Atlantean Empire, Lord Ramius was looking for any Atlantean Houses that 
  would be willing to join his newborn empire; and so House Scavario was born. 
   
  Over the years since its founding, House Scavario was an advocate for expansion of the Second Atlantean Empire into the 
  lands previously held by the First Atlantean Empire. This urging of expansion by House Scavario led to a number of crushing 
  and (with hindsight) obviously mistaken and poorly managed excursions into Southern Gaul.  
   
  Just because a man or Atlantean is a charismatic leader does not automatically make them an intellect leader, and this was the 
  case with Theodocius Scavario. All throughout his reign as the Patriarch of House Scavario he ignored his mentor; Romulus’ 
  attempts to temper his quest for justice against the House of Ramius with patience. Romulus always counseled his student that 
  only through patience would House Scavario gain the throne of the Second Atlantean Empire and through that throne, would 
  they gain justice and help humanity into their golden age. 
   
  In 235 AD, it all came to a head when against the wishes of Lord Romulus, Theodocius Scavario proclaimed himself Emperor 
  of the Second Atlantean Empire and with his supporters within the Atlantean Senate, he was able to split the empire in half. For 
  six dark months the Legions of House Scavario and House Ramius battled throughout Italy, until at the end Emperor Ramius 
  and his forces descended upon the city of Ravenna in Northern Italy. It was at the Battle of Ravenna that all of House Scavario 
  were put to the sword and the Second Atlantean Empire was finally made whole again. Upon entering the former home of 
  Theodocius Scavario, Emperor Ramius found a single note with elegantly scrawled words in old form Atlantean on the desk of 
  
   
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  the dead Patriarch “This vendetta never ends. – Romulus.” Upon seeing the note, Emperor Ramius ordered that the Scavario 
  villabe burned to the ground.  
   
  It is said that Emperor Ramius became paranoid of everyone around him from that day forward, to the point that he would not 
  even meet with his most trusted allies without a squad of Centurions in the room with them. To Ramius, everyone and 
  everything could be connected to this vendetta of his Brother’s. During a dinner celebration after House McCullen had joined 
  the Second Atlantean Empire, Lord Lucius of House Draconis was poisoned to death by a poison that none of his most trusted 
  House Draconis sorcerers could identify. No one ever found out who poisoned Lucius, but Emperor Ramius knew. He knew 
  that Lord Romulus was behind it and that there would be no end to the vendetta against his House. 
   
  From that date forward, the House of Romulus became a near constant threat to the very survival of the Second Atlantean 
  Empire. From the moment that House Scavario met its end, whispers began circulating throughout the empire that the House of 
  Ramius was cursed by memory of Romulus. Anyone that even uttered Romulus’ name in any context that was not a curse was 
  labeled a traitor to the empire and summarily executed by the Praetorian Order. 
   
  In 623 AD, a scroll began circulating throughout the Second Atlantean Empire; it was a treasonous work known as the 
  “Decrees of Romulus”. It stated that the time of Atlantis was over and that it was humanity’s time to be the next great race. It 
  stated in no uncertain terms that humanity must be allowed the freedom of self-determination from those machinations of the 
  Second Atlantean Empire and that eventually humanity would have its own golden age. It stated that the House of Romulus 
  would undertake any action that would end with the final dissolution of the Second Atlantean Empire. 
   
  From the moment that the Decrees of Romulus became known, Emperor Ramius ordered that all copies of the treasonous work 
  be burned and that anyone that openly advocated the views in the work be executed immediately. 
   
  The House of Romulus since that day in 623 AD became an enemy to all that wanted the Second Atlantean Empire to remain 
  in power.   
   
  Instead of legions of Centurions, the House of Romulus uses a network of Spies and unwitting and sometimes unwilling agents 
  to achieve its goals.  Its agents are known as “Ravens”, and wherever they go they sow the seeds of discontent among the 
  Second Atlantean Empire. Their information networks appear to be simply terrifying in how much they know and in their 
  ability to infiltrate even the most loyal and secure of Houses.  Major Lords of Houses to Centurions to even Antiquarians have 
  been punished for their unwitting connections to Spies that were eventually uncovered.  
   
  It is said that when discovered, the information networks of the House of Romulus seem to be so detailed and intricate that it 
  hints at the notion that the House of Romulus has succeeded in infiltrating and manipulating almost every House in the Empire. 
   
  The House of Romulus believes that assassination is the most appropriate modus operandi, given how Emperor Ramius 
  attempted to end Lord Romulus himself. It is whispered that the House of Romulus has guided both Brutus’ dagger and 
  Booth’s bullet alike, and that multiple outbreaks of chaos and fallen kings can be laid at this House’s feet. The Scarlet 
  Brotherhood states that the House of Romulus as a cadre of warriors known only as the Celeres; that act as the personal guard 
  of Lord Romulus. This House has used poisons, gas, and sorcery to achieve their ends without regard for honor or pause.  
   
  The Scarlet Brotherhood continues to circulate rumors of this House’s connections to the most dark and twisted sorceries, 
  creating dark and venomous weapons similar to the Praetorian Gladius and worse items. The Scarlet Brotherhood says that 
  assassins from this House has killed targets that were believed invincible or undefeatable. 
   
  Those that look for this Renegade House clan that its agents have been involved with such historic uprisings such as the 
  Muhammed's smashing of the idols, the American Revolution, the French Revolution, the death of the Romanovs, to even the 
  collapse of the Soviet Union. Some say that Sorcerers of this House played a hand in the destruction of the Spanish Amada in 
  1585. However it is 1939 that most remember as the darkest deed of the House of Romulus. 
   
  It is said by members of the Scarlet Brotherhood and even the Centurion Order that the agents of the House of Romulus were 
  vital in driving the Atlantean Highlanders of Clan MacKlintoc to rebellion in the British Isles. With their help the Highlanders 
  were able to strike a fatal blow against Imperium forces in England, causing confusion among the ranks of the Praetorian and 
  Centurion Orders and stopping any chance at countering their advance. While unconfirmed, many believe that his House had at 
  least some dealing with both of the Families Fallcourt and Halloran before their turning to the aide to the Renegade Houses.It is 
  
   
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  perhaps these families that are the source of the Gladius blades that made it into the hands of the blood thirsty Highlanders.  
  Some say that the Renegade House of Halloran still resides in the England of its birth, and that the House of Fallcourt chose to 
  return to Europe, but no one is quite sure about these rumors. 
   
  To the Elders and Patriarchs, however, the most worrisome fact is that to many of the young, the House of Romulus is seen 
  more as a boogeyman than a real threat to the stability of the Second Atlantean Empire. To many, it appears that that Scarlet 
  Brotherhood simply storms into a town or city, makes claims that an upstanding citizen is in league with the House of Romulus 
  and arrests them. Those that disappear go without trial or explanation, but it is assumed that all that are taken are executed for 
  their perceived crimes against the Second Atlantean Empire. To many, this could be less of peace keeping and more of witch 
  hunting and tyranny. 
   
  The House of Romulus seems to be tied to every failure of the Second Atlantean Empire in some way or fashion, even if there 
  is little hard evidence to support their involvement –are they really such a threat, or simply a shipping boy for incompetent 
  rulers? To the newborns of the past three centuries, raised on the ideals of democracy and free will, these events seem more 
  like signs of a dictator than a healthy empire. 
   
  Are the excesses of the Scarlet Brotherhood really for security, or more to keep the peace at any cost? Even worse, are those 
  that speak up against the hunt for the House of Romulus simply champions for democracy, or are they secret against rallying 
  support for the decay of law and order within the Imperium. The most terrifying question of all…is all this chaos being guided 
  by the sinister hand of the House of Romulus? 
   
  Creating New Families 
   
  For Actors that wish to create their own Families within House of Romulus, these are the default Advantages and 
  Disadvantages that the Personas must take: 
   
  Advantages: 1 Rank in Subterfuge Skill, Sway: Human Society, 1 Rank of Wealth  
  Disadvantages: Enemy: The Second Atlantean Empire 
  Seat of Power 
  Somewhere in Italy 
   
  
   
  87 
  Clan MacKlintoc 
   
   
   
   
  This is one of the more ancient groups of Atlanteans to have settled in the islands now known as the British Isles. At the time 
  of their settlement, these Atlanteans sought to remove themselves from the political intrigues of Atlantean society through the 
  relative isolation of Britannia. They had become so fed up with the intrigues of Atlantis that they were willing to work and live 
  among the barbarians because they knew the other Houses of Atlantis would dismiss them as no longer a threat to their 
  political power. Their goal was to cut away all of the unnecessary luxuries and distractions of the modern Atlantean world and 
  to center on getting back to the basics of living a simple life 
   
  Over their centuries of self-imposed isolation, these Atlanteans interbred with the local human populations. One of the 
  unfortunate side effects off this interbreeding was a thinning of the blood of the Atlanteans to the point that within five 
  generations the mental disciplines of Mesmerism and Telepathy were not strong enough to be passed on to their descendents. 
  This interbreeding also meant that there was an extreme minority of True Blooded Atlanteans left within the Atlantean 
  populations of Britannia. The few remaining True Blooded families became the nobility of the Atlantean society that was 
  forming in the highlands of Scotland. Due to their contact with the savage human barbarians Picts of Britannia the Atlanteans 
  of Britannia eventually became as savage as their human counterparts. 
   
  Over centuries of social devolution, the Atlanteans of Britannia eventually began making war on one another; in many cases 
  this was brought on because of alliances made by the Atlantean nobility. By the time that the Romans made their way into the 
  southern lands of Britannia, the Atlantean noble families of the isles were already established to the point that it was impossible 
  to tell where the Atlanteans started and the humans stopped. 
   
  In 43 CE, an invasion force that was led by Aulus Plautius with the II Augusta that was commanded by Vespasian along with 
  the IX Hispana and the XIV Gemina Legions invaded the lower lands of Britannia. This invasion was delayed by a mutiny of 
  the troops, who were eventually persuaded by an imperial freedman to overcome their fear of crossing the ocean and 
  campaigning beyond the limits of the known world. The Romans sailed in three divisions and landed at Richborough in Kent, 
  there are some historians that suggest that part of the invasion force also landed on the south coast in the Fishbourne area of 
  West Sussex.  When the Roman invaders defeated the Catuvellauni and their allies in the course of two battles, this started a 
  tide of Atlantean refugees heading towards the lowlands of Scotland in an attempt to escape the Romans. All throughout this 
  initial period of conquest, the Atlanteans of the lowlands and highlands of Scotland were largely left to their own ends. The 
  Romans’ only real concern was taking control of the lowlands of what is now known as England and Wales.  
   
  One thing that the Romans were excellent at was turning Celtic tribes that were initially at peace against one another through 
  the offer of the spoils from their assistance in the wars. It was at this point that the Atlanteans of Rome finally made contact 
  with their long lost cousins. The Roman Atlanteans; whom were emissaries for Lord Ramius were promising these Atlanteans 
  control of the Isles of Britannia after the Roman conquest was completed. These emissaries knew very well that Lord Ramius 
  could not make good on these promises, but through these pacts the Roman Atlanteans were able to use these Celtic Atlanteans 
  to eliminate other Celtic tribes and Celtic Atlanteans that were unwilling to even meet with the Romans. These lies were the 
  
   
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  start of a festering wound that has never fully healed among the Britannian Atlanteans that survived the Roman conquest of 
  their Isles. 
   
  By the time that Hadrian’s Wall was built, the Atlanteans of Scotland began seeing hundreds of Atlantean refugees flooding 
  into the lowlands in an attempt to escape the savages of the Roman Legions. Most notable of the Atlantean refugees were the 
  survivors of the Ordovices and the Deceangli of Wales; the Ordovices having been decimated by the Roman Governor Gnaeus 
  Julius Agricola in the campaign of 77 to 78 CE. When the nobles of both of these Celtic tribes of Atlanteans converged on 
  Scotland, the Atlantean Picts knew that the Romans would be coming for them soon. 
   
  In 84 CE, Agricola with XX Valeria Victrix Legion defeated the Caledonians at the Battle of Mons Graupius in what is today 
  known as northern Scotland. In this battle, the Atlanteans of Scotland with their Ordovices and Deceangli allies joined with the 
  Caledonians in an attempt to stop the Romans from gaining control of the northern lands, this battle ended in a defeat mostly 
  because the Caledonians, the Ordovices, and the Deceangli could not work effectively together to repel the Roman Legions. 
  However, not long after this battle; Agricola was recalled from Britannia back to Rome and the Romans retired to a more 
  defensible line along the Forth-Clyde isthmus, freeing soldiers that were badly needed along other frontiers of the Roman 
  Empire. 
   
  After the conquest of Britannia was complete, much of Roman culture and ideology was introduced to the native populations of 
  Britannia. These new ideas in some ways brought a civilizing element back to the Atlanteans of the isles. But at the cost of 
  everything that they had gained in their centuries of isolation and independence.  
   
  In 155 CE, Roman Atlanteans began making their way into Britannia yet again, this time because Britannia was now being 
  claimed as part of the Second Atlantean Empire by its new Emperor; Lord Ramius of House Ramius. Because of the Roman 
  occupation of the southern lands, much of its remaining Atlantean population willingly accepted the appointment of Gaius 
  Falconius of House Ramius as its Prefect. To the north in Scotland, the Scottish Atlanteans could only watch in shocked horror 
  as their isles were now taken over by power hungry Atlanteans from Rome. The wound grew deeper, but with their isolation in 
  the north of the isles, these Scottish Atlanteans simply isolated themselves even further in an attempt to remain independent of 
  the Second Atlantean Empire.   
   
  The Clan of Atlanteans known as Clan MacKlintoc was born out of this desire for independence and the growing realization 
  the Atlanteans had that they were not only different but, somehow, less than they had once been.  Donal Macklintoc, the first 
  head of the Clan spent over a decade on the move through the Highlands, not only to avoid the Romans but also to try and 
  locate as many Atlanteans as he could.  Donal had fought at Mons Graupius, he’d seen what had happened when the different 
  groups of Atlanteans had refused to work together.  He knew it could not happen again. 
      
  His reasoning was simple; they must attempt to return to what they once had and at the same time, gather their forces.  As they 
  stood, there was no way they could fight the Second Empire and the war would have to be fought, at least in the short term, on 
  an ideological battleground.  Instead he spent twelve years traveling the country, making contact with as many Atlanteans of as 
  many different groups as he could. 
      
  The offer he made them was simple; join with his Clan, keep their individual identities but be stronger, be safer.  Some turned 
  him down, many agreed and over time, Macklintoc gathered a large group of Atlanteans to him.  That group, despite his 
  assurances of independence, would become known as Clan MacKlintoc. 
        
  Their existence was difficult, continually harried as much by the other Clans as by the Roman Atlanteans but the Clan 
  survived, their most notable success being the harrying of the troops sent to build the Antonine Wall.  Construction of the wall 
  was disrupted time and again by guerilla attacks and although it was completed, the tenacity and brutality of the united 
  Atlanteans led to it being abandoned in 158 CE.  The leader of these attacks, Lorien Macklintoc was one of Donal’s most 
  trusted liuetentants and would play a vital role in the house’s later life. 
    
  Twenty years of uneasy conflict and gradual increases in strength passed until, in178 CE, it is believed that the Lilan progenitor 
  of House Lionnes; known only as Lady Vanessa, undertook a journey to the lands known today as Scotland in order to contact 
  the Atlanteans that had been stranded there during the fall of the First Atlantean Empire. The lands of Britannia; which 
  included the lands  England, Ireland, Wales and Scotland had always remained at a distance from the heart of Atlantean 
  politics. Because of this situation, the Atlanteans of the Isles of Britannia had always remained an autonomous zone within the 
  First Atlantean Empire, with that in mind the Atlanteans all throughout Britannia really were not effected all that much by the 
  
   
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  fall of the greater empire.  Crucially, they were also an untapped resource, a power base that, if controlled, if tamed, could 
  prove massively influential for whichever House made contact. 
   
   With that in mind, Lady Vanessa made her journey to Britannia.   Its purpose was to unite the Atlantean in those lands under 
  the banner of House Lionnes; thereby bringing them into the Second Atlantean Empire and strengthening House Lionnes in 
  doing so, to the extent that if everything had gone as smoothly as Lady Vanessa had planned, House Lionnes would have 
  become the most powerful Atlantean House within the empire.  
   
   However, Lady Vanessa was not the first Imperial Atlantean to make contact with their island bretheren.  Emperor Ramius had 
  already made contact with the Atlanteans of Clan McCullen in Ireland, and that they had become members of the Second 
  Atlantean Empire.  
   
  Lady Vanessa found herself faced with a problem.  Ramius had all but successfully annexed the Britannian Atlanteans and 
  there were reports he was already looking for a suitable Prefect.  If he succeeded in taking over the entire country, bringing it’s 
  entire Atlantean population under his wing, he would be unassailable.  To make matters worse, the only Atlanteans he’d not 
  contacted were scattered across the Scottish Highlands and were, in many ways, as disparate and barbaric as the humans they 
  lived amongst.  Ramius, it seemed, had won.  The Britannian Atlanteans would either serve him or be beneath his notice. 
   
  She solved that problem by passing the Lilan Condition to Jeremiah Macklintoc, one of the chieftains in the area.  With the 
  help of five of his clan members, Macklintoc spent the next thousand years at the heart of Scottish and English society. His 
  Clan were instrumental in setting up what would become Edinburgh and fought a bloody war with the Lilan Viking Indulf and 
  his war band for control of the country, ultimately winning a decisive victory. 
   
  Learning would become one of their most important weapons and William Macklintoc was instrumental in the founding of St 
  Andrew’s University, the third oldest university in the world.  There, he continued to research possible cures for the Lilan 
  Condition whilst knowledge and learning accrued around him. 
   
  At the same time, Angus Macklintoc, Jeremiah’s spymaster, fought a cold war with the Scarlet Brotherhood.  The Macklintocs 
  found an unlikely ally in Janus, a Brotherhood spy whose constantly shifting loyalties led to some of their greatest victories and 
  worst defeats.  It was through Janus that the Macklintocs learnt of the threat the Brotherhood posed and through the uneasy 
  alliance with Jeremiah that Janus was able to help them thwart many of the worst plans.  The relationship between the spy and 
  Angus came to a head on new Year’s Eve 1999, when Janus was instrumental in both an attempt to create a binary virus that 
  would wipe out every Atlantean in the country and foiling a massive Imperium invasion.  He is currently in a coma, held in a 
  secure building at St Andrew’s University. 
   
     The Macklintocs have seen off Vikings, plagues, two world wars and constant attacks by the Crimson Brotherhood.  They 
  have done so because Jeremiah is a fiercely intelligent strategist and brutally efficient warrior, because Angus Macklintoc is 
  dedicated to his family and country’s security and because family members like William Harcourt and the Dukes of Ireland, 
  Patrick Quinlan and Ryan Ferguson, have acted on their own initiative. 
   
  They have also done so because they are cautious.  The Macklintocs know their country well and Jeremiah has placed trusted 
  friends and family members in positions of power across England.  Their record has not always been perfect, in particular in 
  Ireland, where Macklintoc was forced to sever formal ties with his Dukes for several decades.  Whilst they have been 
  welcomed back to the fold, problems with pockets of Imperium resistance and elements of the human population remain. 
   
  But despite this, despite their rag-tag nature, the Macklintocs are successful rulers.  Based in Edinburgh Castle with St 
  Andrew’s and a small retreat on Holy Island as extra seats of power, they run England more kindly than the Imperium ever 
  would.  The price is the humanity of Jeremiah Macklintoc and his family and, with one exception, it’s a price they bear 
  willingly. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  90 
  Creating New Families 
   
  For Actors that wish to create their own Families within Clan MacKlintoc, these are the default Advantages and Disadvantages 
  that the Personas must take: 
   
  Advantages: Spy Network: Atlantean Society, Servitor, 1 Rank of Investigation Skill 
  Disadvantages: Enemy: Second Atlantean Empire, Life Force Restriction (if Lilan): Only those of Gaelic descent 
  Seat of Power 
  Scotland, British Isles 
   
  The Families of Clan MacKlintoc 
   
  MacKlintoc Family 
  Advantages: 1 Rank of Wealth, 1 Rank of Black Rose Membership, Spy Network: Atlantean Society 
  Disadvantages: Enemy: Second Atlantean Empire, Life Force Restriction (if Lilan): Only those of Gaelic descent 
   
  The MacKlintoc Family was founded by Jeremiah MacKlintoc, a Lilan.  Jeremiah's family, prior to the official forming of the Clan had been 
  de facto leaders of the free Atlanteans in England, their undoubted military prowess and natural leadership reflected in the visits they 
  received from foreign Atlanteans who also opposed the Empire. 
   
  The MacKlintocs have embraced the economic and cultural resurgence in Scotland as their own and family members tend to dress very well 
  but not exuberantly so.  This formality is tempered by the high regard the family hold modern culture in, their close ties to Scotland's student 
  community and their military background.   
   
  MacKlintoc family members are, in essence, enlightened royalty.  They are passionately interested in their country and people and are as at 
  home in boiler suits or combat fatigues as they are in suits.  However, this involvement has been known to limit their ability to look at the 
  wider picture.  The loss of Angus MacKlintoc, the family's spymaster, who vanished for several years in Europe during World War II is an 
  excellent example of this. 
   
  Harcourt Family 
  Advantages: 1 Rank of Wealth, 1 Rank of Presence, 1 Rank of Sway: Human Society 
  Disadvantages: Enemy: Second Atlantean Empire, Life Force Restriction (if Lilan): Only those of Gaelic descent  
   
  The Harcourt Family was founded by Ezekiel Harcourt, an Atlantean who was at the forefront of England’s naval ambitions and 
  development.  The Harcourts have, in fact, been at sea their entire lives, and Harcourt family members have served with distinction at every 
  level of the Navy and in every kind of ship.  From Napoleon and Dunkirk to the Merchant Navy and private companies, Harcourts have 
  captained many of the most successful ships and freighters of the last fifty years.   
   
  This continues today with every level of the family working on or near the sea.  As a result, Harcourt family members tend to be an unusual 
  combination of independent and diffident.  Their dress sense tends to reflect this, alternating between the formality of naval uniform and rank 
  and practical, hard-wearing work clothes. 
   
  This love for the sea has protected England for centuries but it also tends to blind the Harcourts to their obligations on land.  The family has 
  only recently begun to change this, with Victoria Harcourt, Richard’s wife proving adept at marrying the family’s nautical lifestyle with the 
  practical needs of England. 
   
  McCullen Family 
  Advantages: 1 Rank of Persuasion Skill, 1 Rank of Servitor, 1 Rank of Wealth 
  Disadvantages: Enemy: Second Atlantean Empire, Life Force Restriction (if Lilan): Only those of Gaelic descent  
   
  The McCullens are one of the great tragedies of Atlantean society.  The once proud family has been shattered and the few remaining 
  survivors, whilst in positions of power, are a shadow of what the family once was.  Where the McCullens once ruled much of Atlantean 
  society, they now need assistance to rule Ireland.  Cut off during the troubles, they, with the help of the Ferguson and Quinlan families have 
  finally succeeded in turning the country away from the wars of the past and towards a brighter, unified future. 
   
  Ironically, the horrific events of the last few centuries may yet prove to be both the family and the country’s family’s salvation.  Exhausted as 
  the survivors are; they are a progressive group who have embraced every social and technological change the country has undergone.  The 
  McCullens are at the cutting edge of development and industry and, whilst they are clearly there to make amends for past crimes committed 
  both by them and against them, the ‘Celtic Tiger’ and Ireland’s massive economic growth prove they’ve been doing the right thing. 
   
  
   
  91 
  Ferguson Family 
  Advantages: 1 Rank of Persuasion Skill, 1 Rank of Elite Military Training, 1 Rank of Black Market Connections 
  Disadvantages: Enemy: Second Atlantean Empire, Life Force Restriction (if Lilan): Only those of Gaelic descent 
   
  The Fergusons are a family born in war; who are only now turning towards peace.  For centuries, the Fergusons served as the right arm of the 
  McCullens, a relentlessly effective fighting force who were as loyal as they were highly trained.  When the Emperor fell, when Ireland was 
  torn apart, the Fergusons were amongst the first targets hit and they were hit almost as badly as the McCullens themselves. 
   
  The survivors were eventually caught up in the Troubles and spent most of the 20th century at war with the English.  They became as 
  effective, as brutal and their actions delayed the peace process by at least a decade. 
   
  When Ryan Ferguson took power however, that changed.  Under his leadership, they were steered into the peace process and now, the family 
  stands as a vital part of Irish culture, a group who have embraced every aspect of the modern world like a life raft in doing so may have found 
  a new, defining purpose. 
   
  Quinlan Family 
  Advantages: 1 Rank of Wealth, 1 Rank of Spy Network: Atlantean Society, 1 Rank of Melodic Voice 
   Disadvantages: Enemy: Second Atlantean Empire, Life Force Restriction (if Lilan): Only those of Gaelic descent 
   
  The Quinlan family were; in many ways, the Fergusons’ reflection.  What they lacked in martial prowess and status they made up for in hard 
  work and the family’s holdings in the south of the country were amongst the best kept land in Ireland.  When the war came, and the Emperor 
  fell, that changed and they, like the Fergusons, found themselves without a purpose. 
   
  Like the Fergusons, they took to violence but unlike them, the Quinlans fractured.  The family waged war with itself, some fighting on the 
  side of the Imperium, some against it and it was only a matter of time before Quinlan blood was on Quinlan hands.  The survivors were so 
  disgusted by this that they became one of the strongest forces for peace in the country and remain so today.  Where the Fergusons have 
  embraced modern culture, the Quinlans have turned to the country’s history and have dedicated themselves to healing as many of the wounds 
  in the country as they can.  Widely spread across many of the rural communities, they provide valuable intelligence as well as local 
  assistance. 
   
   
   
   
  
   
  92 
  Clan Osaka 
   
   
   
  Clan Osaka is an ancient political alliance of Atlantean families that has existed in one form or another in the Japanese Islands 
  since the days preceding the fall of the First Atlantean Empire. Its’ collective name has changed many times over the millennia 
  since its founding; but its purpose has always remained; to unite the Atlantean families of Japan under a single banner. 
   
  These Atlanteans settled in the Japanese Islands during a brief period of colonial expansion just before the heart of the First 
  Atlantean Empire, the continent of Atlantis, sank into the Atlantic Ocean. The original colonists settled the Japanese Islands in 
  an attempt to distance them selves from the politics and intrigue of the Imperial Court in Atlantis and to help expand Atlantis’ 
  sphere of influence in the Pacific Ocean following the disappearance of the fallen empire of Lemuria.  When Atlantis sank 
  beneath the waves of the Atlantic, the Atlantean colonists in Japan were completely cut off from the rest of their Houses back 
  in the western half of the world, and because of this, they were forced to adapt and intermarry with the local Japanese human 
  populations in an attempt to keep their families and Houses from disappearing into the annuals of history. 
   
  Over the centuries, the Atlantean descendents of the original colonists have totally lost their Atlantean Psychic Talents 
  primarily due to the thinning of the bloodlines due to their interbreeding with the local humans. 
   
  Many of Japan’s greatest internal conflicts were the result of infighting among the Families that now make up Clan Osaka. 
  Each time a new family would rise to dominance; there would be purges of many of the old guard that formerly held power in 
  favor of the new rulers, all in an attempt to insure the dominance of the new ruling family. 
   
  By the time of the Shogunate of Nippon, the number of surviving Atlanteans that still lived in Japan had dwindled to less than 
  2,500. Due to Clan Wars that raged across Japan during this period; Clan Osaka lost another 700 of its members due to purges 
  by the Shogunate’s supporters. 
   
  When the Atlanteans of the West finally re-established contact with their eastern cousins in Japan, what they found was a 
  collection of Atlantean families that could scarcely remember their beginnings in the western world. They found an alliance of 
  families that were fanatically loyal to the current ruling family, the Family Osaka. When the Atlanteans of the West attempted 
  to push their now foreign ideologies on the Japanese Atlanteans, it ended in a bloody civil war that engulfed the entirety whole 
  of mainland Japan and eventually ended the dominion of the Shogunate of Japan.  
   
  Unlike their western cousins, the Japanese Atlanteans were able to fully integrate the honor system of the Japanese into their 
  own ridged structure. This honor system at times has led to unending bloody conflicts among the Japanese Atlanteans as they 
  attempted to reconcile the Atlantean tradition of vendetta with the Japanese honor system.  Put simply, to kill a member of an 
  Atlantean Japanese family means that its members must attempt to kill the Atlantean or human that was responsible for the 
  original murder. Should the avenging members of the family be unable to kill the murderer, then honor dictates that they must 
  take their own lives in order for their families’ honor to be preserved. 
   
  When the Imperial Court of Japan was re-established in the decades before World War II, Clan Osaka began thinking ahead to 
  expanding its sphere of influence into to other neighboring lands in mainland Asia. Through subtle manipulations in the 
  Imperial Court, the Japanese Emperor was convinced that it was in the best interests of the Empire of the Rising Sun that they 
  expand into the lands of Asia. 
  
   
  93 
   
  As the Japanese military forces progressed into Asia, Clan Osaka followed the expansion; using the conquests of the Empire of 
  Japan to create new avenues of dominance for themselves in lands that had in previous centuries attempted to conquer Japan. 
  Throughout World War II, Clan Osaka kept close ties with the Imperial Court, using its sway with Imperial officials to keep 
  their operations running without interruption. Clan Osaka spent much of the years preceding the war and during the war 
  gathering artifacts that had ties to the First Atlantean Empire and the fallen Lemurian Empire; this was one of the big reasons 
  for Japan’s expansion into the Pacific Islands. 
   
  When the Americans dropped the Atomic Bombs on Hiroshima and Nagasaki, Clan Osaka knew that the war was finally over 
  and their time as masters of Japan was over. Shortly before the American invasion of Japan and its surrender, Clan Osaka 
  secreted away their recovered artifacts in underground caverns under the hills surrounding the city of Osaka. When the 
  American expeditionary force arrived, the surviving members of Clan Osaka made a point to temporarily disband and to blend 
  in to the rest of the Japanese population in order to insure the survival of the clan as a whole. 
   
  After World War II, during the reconstruction of Japan, the members of Clan Osaka played a pivotal role in helping Japan rise 
  from the ashes of its turbulent past into a nation of influence on the global level. As the Japanese were warriors in their past, 
  through the efforts of Clan Osaka, the Japanese were able to turn that fighting spirit in the direction of business and technology. 
  Many of the great technological discoveries that came about during the later half of the 20th century came about because of 
  Clan Osaka’s recovery operations for Atlantean artifacts during the war. 
   
  As it stand, even with continued pressure coming from the Atlanteans of the Second Atlantean Empire, the Japanese Atlanteans 
  of Clan Osaka have been able to remain officially happily uninvolved in the affairs of the Imperium. Behind the scene, Clan 
  Osaka is once again on the move to become a powerful Atlantean player in world. There are some that believe that members of 
  Clan Osaka have been secretly aiding the Renegade Houses of Clan MacKlintoc, Fallcourt and Halloran in their operations to 
  chip away at the great fortress that is the Second Atlantean Empire. But that is all only speculation at this point. 
   
  Creating New Families 
   
  For Actors that wish to create their own Families within Clan Osaka, these are the default Advantages and Disadvantages that 
  the Personas must take: 
   
  Advantages: Sway: Human Society (Underworld), Presence, Honor Bound  
  Disadvantages: Honor System: Members of Clan Osaka have a highly developed system of Honor and Code of Societal 
  Behavior. To kill a member of an Atlantean Japanese family means that its members must attempt to kill the Atlantean or 
  human that was responsible for the original murder. Should the avenging members of the family be unable to kill the murderer, 
  then honor dictates that they must take their own lives in order for their families’ honor to be preserved. When attempting to 
  resist this conditioning, all members of Clan Osakas take a -3 penalty to their Psyche Checks. 
  Seat of Power 
  Osaka, Japan 
   
  The Families of Clan Osaka 
   
  Osaka Family 
  Advantages: 2 Rank of Wealth, 1 Rank of Advantage: Presence, 1 Rank of Sway: Human Society (Underworld) 
  Disadvantages: Honor System 
   
  The Osaka Family was founded in 1357 by the Lilan, Horishi; the city of Osaka in Japan actually draws its name from this families of 
  Atlanteans. Throughout the centuries, the Osaka Family has been a leader within the Atlantean Society of Japan. It was this family that 
  originally promoted the Emperor of Japan to begin the Japanese conquest of the Pacific Rim. After the war, the Osaka Family was a driving 
  force to help rebuild Japan from the ashes of the old empire. The Atlanteans of this family have a strong dislike for the Atlanteans of the 
  Second Atlantean Empire, many within the family believe that the blame for the two atomic explosions in Japan lies at the feet of the 
  Atlantean Emperor, Priam of House Thalus. Since World War II, this family has led the effort to help rebuild the shattered remains of Clan 
  Osaka, for this reason and their extreme dislike for the western Atlanteans, the Osaka Family and the rest of Clan Osaka have a stranglehold 
  on organization crime throughout Japan and the west through the Yakuza. 
   
   
   
   
   
   
   
   
   
  
   
  94 
  Yosogi Family 
  Advantages: 1 Rank of Advantage: Wealth, Advantage: Elite Military Training, 1 Rank of Sway: Human Society 
  (Underworld) 
  Disadvantages: Honor System 
   
  The Yosogi Family was re-established after World War II by Tanaka of Tokyo. From the early days of Clan Osaka, the Yosogi Family has 
  always been its strong right arm, dealing with its enemies quickly and honorably. During World War II, most of the members of this 
  Atlantean family went off to fight for the Empire of Japan, and because of this most of the Yosogi family met their ends in some of the most 
  violent battles of the war. After the war, the survivors of the Yosogi Family gathered in Osaka at the request of Horishi, the Head of Clan 
  Osaka. It was decided in those terrible days after the war that the Yosogi Family would become the Elite Guard of the Clan, and that when 
  ever there came a situation where violence was needed to make a point against the enemies of clan Osaka, it would be Tanaka and his family 
  that dealt with the problem. At present, many members of this family have been sent to North America in an attempt to better control the 
  Clans interests. 
   
  Matsu Family 
  Advantages: 1 Rank of Advantage: Wealth, 1 Rank of Sway: Human Society (Underworld), 1 Rank of the Investigation 
  Skill 
  Disadvantages: Honor System 
   
  The Matsu Family has always been the trouble shooters of Clan Osaka; this family was re-established after World War II by an Atlantean by 
  the name of Taro. After the war, most of this family was sent to the United States in an attempt to gain a foothold in the nation that was 
  responsible for the fall of the mighty Japanese Empire. Since coming to America, the Matzu family has been quietly accumulating power in 
  an attempt to eventually dethrone the Atlanteans of the Imperium, but this is a long term goal that will take decades to achieve. 
   
   
   
   
   
   
  
   
  95 
  The House of Bathory 
   
   
  The Bathory Family are the descendants of the Countess Erzebet Bathory. History speaks of Erzebet being walled up in her 
  own castle as punishment for her crimes of bathing in the blood of virginal young women from the villages surrounding her 
  castle. 
    
  In 1610 A.D., Castle Csejthe was raided after one of Erzsebet's intended victims had escaped and went to the local authorities. 
  All of Countess Bathory's attendants who took part in her insane blood rituals were put to death by beheadings. Erzsebet 
  Bathory was walled up in her own bedroom where she supposedly died in 1640. 
   
  Little did those same authorities realize that the woman whom they had walled up in Erzsebet Bathory’s bedroom was but only 
  a servant whom Erzsebet had used sorcery to make into her exact likeness. The Countess had been ferried away the night of the 
  raid by Servitors of House Draconis. A year later Countess Erzsebet Bathory would receive the Dark Gift of immortality from 
  none other than Alexei Dragosee, the Lord of the Dragosee Family. 
   
  From that day on the Countess, and later her children would remain loyal to House Draconis. It was in 1895 that things began 
  changing.  With the recent ascension of the Dracul Family as the new 5th House of the Imperium, and the end of the House 
  Draconis/Family Dracul 300 year long war, Erzebet could see the writing on the wall. If Radu and his Family could escape the 
  intrigues of House Draconis, then maybe her and her Family could do the same. It was during 1895 that Erzebet was touring 
  the British Isles when she came upon a young writer; Abraham Stoker. The young man was writing a novel about vampires and 
  a fictional account of Vlad Tempest (also known as Vlad Dracula). He had talent, but not enough information to make waves. 
  That is when Erzebet began hatching her plot, she could begin feeding this young writer factual information about Lilans and 
  Revenants and just enough information about the Dracul Family to put it at risk of discovery without any evidence leading 
  back to her or her Family. 
   
  Once the masterpiece was nearly completion in 1897, Erzebet went to Alexei Dragosee with a plan. Her plan was to destroy 
  House Dracul through the highly embellished information that was contained in Abraham Stoker’s novel; the way she saw it 
  was if enough information was released about the Dracul through the novel, then it would force House Dracul to retreat farther 
  from the human and Atlantean world and it would give House Draconis a definite advantage against its wayward children. 
  Alexei eventually brought Erzebet before the rest of the ruling Lords of House Draconis and had her discuss her plan with 
  them. Many justifiably hesitant to go with her plan. If it failed and Atlantean Society, namely the Imperium, was discovered, 
  the trail would eventually lead back to House Draconis and its feud with House Dracul. If Emperor Priam discovered the plan, 
  then he would order the Atlantean Legions to descend upon House Draconis and kill everyone within it.  
   
  After several days of discussion, Erzebet gave House Draconis an option that seemed to distance them from the Countess and 
  her plan to destroy the Dracul. She proposed a separation of the Family Bathory from House Draconis; she and her family 
  would leave House Draconis and the Lords of House Draconis would make it seem as if the Bathory Family was responsible 
  for some scandal that the Draconis wished to remain hidden. A week passed as the Lords of House Draconis discussed 
  Erzebet’s plan, in the end they wanted to make the Dracul pain for their crimes against the blood more than they wanted the 
  Bathory Family. So the Lords of House Draconis freed the Bathory Family and started circulating the rumor of scandal of the 
  part of the Bathory. 
  
   
  96 
   
  Within a week, Erzebet met with Abraham Stoker and the novel “Dracula” was released to the human world. As novels go, it 
  was a success, but as guides for would be vampire hunters, the novel was a complete failure. Stoker’s novel gave just enough 
  truth that it mentioned the Dracul but never truly endangered Lilans or threatened the discovery of the Second Atlantean 
  Empire.  Needless to say the Lords of House Draconis were enraged at the failure of Erzebet Bathory to crush the Dracul, but 
  because of the scandal that they leaked to the rest of Atlantean society, they could never take the Bathory back as an official 
  family of the Draconis. And now the Bathory had blackmail material to use against the Lords of House Draconis, and if they 
  pushed the issue Erzebet would empty her little bag of bones for the Atlantean Emperor to see for himself. House Draconis 
  could not risk punishing the Bathory and so in the end, the Family Bathory gained its freedom from House Draconis. 
   
  In the 20th and 21st Centuries, House of Bathory has become quite influential in the global occult community. Some say that 
  Erzebet’s knowledge of the secrets of Sorcery rivals even that of the Family Ravenscroft of House Draconis. Most of the 
  younger members of the House of Bathory have moved to North America to pursue their own ends. Erzebet and her eldest 
  children still make their home in Hungary. 
   
   
  Creating New Families 
   
  For Actors that wish to create their own Families within House of Bathory, these are the default Advantages and Disadvantages 
  that the Personas must take: 
   
  Advantages: 1 Rank of Advantage: Wealth, Advantage: Sorcerer for 5 Study Points, +1 to Intellect  
  Disadvantages: Infamous: Atlantean Society, Enemy: House Dracul 
  Seat of Power 
  Hungary 
   
  
   
  97 
  The House of Fallcourt 
   
   
   
  The Renegade House, the House of Fallcourt came into being in 1939 during World War 2. It was during this time that the 
  Imperium Atlanteans of the British Isles were being pushed out of the isles by savage Highlanders of the Renegade House, 
  Clan MacKlintoc. The departure of the Family Fallcourt was not totally unexpected, for years Lord Xavier Fallcourt had been a 
  proponent for change in the Second Atlantean Empire and its often draconian and archaic practices and procedures. 
   
  After a century of his voice going unheard by his peers in the Antiquarians Guild, Lord Xavier decided it was time for drastic 
  action. It was during this time that the Atlanteans of Clan MacKlintoc were slowly pushing the Imperium forces and 
  inhabitants out of England and Ireland. Through some discrete channels, Lord Xavier made contact with Lord Jeremiah of Clan 
  MacKlintoc. Lord Xavier and Lord Jeremiah discussed the situation in the British Isles at length, and after many nights of 
  discussion a bargain was struck.  
   
  Lord Xavier and those members of the Family Fallcourt that were loyal to him would secretly begin giving Clan MacKlintoc 
  valuable tactical information about the deployment of Imperium forces throughout the British Isles, and in return when Clan 
  MacKlintoc had finally succeeded in removing the Imperium legions from the isles, the Family Fallcourt, now the Renegade 
  House, the House of Fallcourt would have a permanent place of safety within the British Isles. 
   
  When 1939 finally arrived, and the Imperium forces had been pushed to the evacuation zone of London, Lord Xavier and the 
  rest of his Praetorians revealed their true colors and turned on their former Imperium allies.  
   
  Lord Xavier Fallcourt was an Atlantean Lord of House Lionnes of great esteem within the Second Atlantean Empire, so when 
  he and most of his kinsmen turned on their former friends and allies, it was a crushing blow to the moral of the Centurion 
  Legionnaires that were leading the defense of the fleeing Imperium citizens. 
   
  It is said that one of Lord Xavier’s own Praetorians; Alexandre Fallcourt engineered an explosion that killed dozens of 
  Imperium citizens and the wife and child of the Imperium General of the Legion of Britannia; Donovan Wyld Stromwell. As 
  the story goes, General Stromwell and his closest officers tracked Alexandre down to the camp of Clan MacKlintoc were 
  Donovan and Alexandre faced off in single combat. Because it was a blood debt, Clan MacKlintoc forced the present members 
  of the Family Fallcourt to stand by and let the duel occur. Alexandre met his demise at the end of Donovan’s gladius.  
   
  Stories have been circulating since those dark days that someone was moving through the Imperium killing anyone that 
  supported the Fallcourt Betrayal at the Battle of London. But these are at this point, just conspiracy theories. 
   
  What is know for certain is that at the Battle of London that the Clan MacKlintoc Highlanders had weapons with the same 
  qualities as the Praetorian Gladius and it is believed that the Praetorians under the command of Lord Xavier Fallcourt willingly 
  betrayed their allegiances to the Imperium and the Praetorian Order in giving the MacKlintocs the ability to craft their own 
  mystical weapons. 
   
  To date it is believed that most of the Renegade House of Fallcourt has chosen to remain on mainland Europe in the country of 
  Belgium. 
   
  
   
  98 
   
  Creating New Families 
   
  For Actors that wish to create their own Families within House of Fallcourt, these are the default Advantages and 
  Disadvantages that the Personas must take: 
   
  Advantages: Spy Network: Atlantean Society, 1 Rank of Advantage: Servitor, 1 Rank of Investigation Skill  
  Disadvantages: Enemy: Second Atlantean Empire, Life Force Restriction (if Lilan): Only those of Germanic descent 
  Seat of Power 
  Belgium 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  99 
  The House of Halloran 
   
   
   
  The Renegade House, the House of Halloran came into being in 1939 during World War 2. This Family of House Ramius were 
  native to England and the British Isles. Lord Edward Halloran established the family line in 1502 when he left the Prescott 
  Family of House Ramius to found his own Family, the Halloran Family. It was during this time that House Ramius openly 
  rebelled against the draconian rule of Emperor Dominic of House McCullen.  
   
  Lord Edward risked life and limb to help his kinsmen put down the mad dog that was Emperor Dominic and anyone from 
  Dominic’s House; After the fall of House McCullen, the Family of Halloran and its influence within the Second Atlantean 
  Empire was in ascendance. It greatly helped that the Antiquarians Guild placed a weak Emperor in power in the form of 
  Empress Andrea DeLyones of House Lionnes. 
   
  As the centuries went by, all seemed to be well within the Family of Edward Halloran, or at least that is what Lord Edward 
  wanted the rest of the Atlantean world of the Second Atlantean Empire to believe. The simple fact of the matter was everything 
  was not well. Lord Edward was starting to believe that the Second Atlantean Empire was doomed and that if he and his 
  kinsmen stayed with it he would be consigning them all to a slow death as if they were trapped on a sinking ship with no way 
  off. 
   
  When Empress Andrea abdicated the Atlantean Throne and Emperor Priam replaced her, that was when Lord Edward knew it 
  was time to get off of the sinking ship what was the Second Atlantean Empire. Through covert communications with the 
  Scottish Atlanteans of Clan MacKlintoc in the north, Lord Deward Halloran began making arrangements for the time when 
  Lord Jeremmiah would come to power and the Imperium would be permanently be removed from the British Isles. The 
  arrangement was simple, Lord Edward Halloran and the Praetorians amoung his family would give the Atlanteans of Clan 
  MacKlintoc the secrets of Sorcery necessary to craft their own mystical weapons and they would give the Highlanders detailed 
  reconnaissance reports of Imperium forces throughout the entirety of the British Isles. In return for the assistance of Lord 
  Edward and his Family, Lord Jeremiah MacKlintoc would allow the Halloran Family to remain in England  and govern the 
  country in the name of Clan MacKlintoc 
   
  In 1873, Emperor Priam authorized the invasion of Ireland by Imperium Centurions in an attempt to bring the island nation 
  back into the fold of the Second Atlantean Empire. In this invasion, Lord Edward saw the end of the Imperium in the British 
  Isles, and by the time that 1939 came round, the Imperium was indeed being pushed out of the isles when the Highlanders of 
  Clan MacKlintoc instituted their own invasion of England.  
   
  Under the cover of the black out because of the German bombing of London in 1939, Clan MacKlintoc and its allies among the 
  Family Halloran and the House Lionnes Family; Fallcourt began their final battle to remove the Imperium from the British 
  Isles. 
   
   
   
   
   
  
   
  100 
  It has been said that when Lord Edward and his Praetorians turned on their former Imperium allies at the Battle of London, that 
  no other one single blow could have been more damaging to the moral of the Imperium forces that were defending the city. In 
  the end the Imperium left the British Isles and fleed to mainland Europe, leaving Clan MacKlintoc, the House of Halloran and 
  the House of Fallcourt in complete control of the Isles. At least for the except of Northern Ireland; which to this day is a war 
  zone between the Imperium holdouts and the Renegade Houses that seek to drive them out of the isles. 
   
  As of 2008, the House of Halloran makes its home in the city of York near the Scottish border and in London in the south of 
  England. 
   
  Creating New Families 
   
  For Actors that wish to create their own Families within House of Halloran, these are the default Advantages and 
  Disadvantages that the Personas must take: 
   
  Advantages: 1 Rank in Persuasion Skill, Servitor, 1 Rank of Advantage: Wealth 
  Disadvantages: Anachronism, Enemy: Second Atlantean Empire 
  Seat of Power 
  York, England 
   
   
   
  
   
  101 
   
   
   
   
   
  Chapter 2:
  Persona Templates & 
  Powers 
   
   
  
   
  102 
  Persona Templates 
   
  Possiible Persona Template Overlays 
   
  Faux Blooded 
  Deader, Dhampir, Faithful, Lich, 
  Psychic, 
  Revenant, 
  Servitor 
  of 
  Atlantis, Sorcerer, Thrall 
   
   
  True Blooded 
  Deader, Dhampir, Faithful, Lich, 
  Lilan, Revenant, Sorcerer, Thrall 
   
   
  Deader* 
  Faux Blooded, True Blooded, 
  Faithful, Servitor of Atlantis, 
  Sorcerer 
   
   
  Dhampir 
  Faux 
  Blooded, 
  True 
  Blooded, 
  Faithful, Lich, Psychic, Servitor of 
  Atlantis, Sorcerer 
   
   
  Faithful 
  Deader, Faux Blooded, True Blooded, 
  Dhampir, Lich, Nephilim, Psychic, 
  Servitor of Atlantis, Sorcerer 
   
   
  Lich* 
  Faux Blooded, True Blooded, 
  Faithful, Psychic, Servitor of 
  Atlantis, Sorcerer 
   
   
  Lilan* 
  Faux Blooded, True Blooded, Psychic, 
  Servitor of Atlantis, Sorcerer 
   
   
  Mundane 
  No Other Persona Templates are 
  possible. 
   
   
  Nephilim* 
  Faithful, Servitor of Atlantis, Sorcerer 
   
   
  Psychic 
  Faux Blooded, Dhampir, Faithful, 
  Lich, Lilan, Servitor of Atlantis, 
  Sorcerer 
   
   
  Revenant* 
  Faux Blooded, True Blooded, Servitor 
  of Atlantis, Sorcerer 
   
   
  Servitor of Atlantis 
  Deader, Dhampir, Faithful, Faux 
  Blooded, 
  Lich, 
  Lilan, 
  Psychic, 
  Revenant, Sorcerer, Thrall 
   
   
  Sorcerer 
  Deader, Dhampir, Faithful, Faux 
  Blooded, True Blooded, Lich, Lilan, 
  Nephilim, 
  Revenant, 
  Servitor 
  of 
  Atlantis, Thrall 
   
   
   
  Within the game of Dark Aeons: The Atlantean Chronicles, 
  Actors purchase a Persona Template for their intended 
  Persona. In some cases, multiple Persona Templates can be 
  overlayed on top of one Persona, in other cases they can 
  not, such as with the Persona Template; Mundane.  
   
  In the case of Persona Templates that bestow major 
  strengths and weaknesses on the intended Persona, certain 
  Persona Templates can only be placed on top of the Persona 
  at the cost of the strengths and weaknesses of their previous 
  Persona Template. All of those Persona Templates that 
  supercede each other, or can not be overlayed on top each 
  other are marked with an asterisk (*). 
   
  Ultimately it is always up to the Director what Persona 
  Templates that they wish to allow within their Series and 
  disallow those that they feel do not fit the mood and themes 
  that they are shooting for. 
   
   
   
   
   
  Example #1: An Actor decides that they want to play a Faux 
  Blooded Atlantean that was murdered and came back to the world 
  of the living as a Deader in the body of another Faux Blooded 
  Atlantean, since they were a Sorcerer in there living days, the want 
  their Persona to also be a Sorcerer.  So in this case, it is possible 
  for an Actor to create a Persona with the Persona Templates of; 
  Faux Blooded, Deader and Sorcerer in one Persona. 
   
  Example #2: Another Actor decides that they want to play a 
  Nephilim from the time of the First Atlantean Empire, that learned 
  the secrets of Sorcery from their time during the Atlantean-
  Lemurian War, and after the fall of the First Atlantean Empire the 
  Persona turned to religion in order to attone for the sins of her 
  past. In this case, it is possible for the Actor to create a Persona 
  with the Persona Templates of; Nephilim, Sorcerer, and Faithful in 
  one Persona. 
   
  Thrall 
  Faux Blooded, True Blooded, Lilan, 
  Revenant, 
  Servitor 
  of 
  Atlantis, 
  Sorcerer 
   
  Example #3: An Actor decides that they want to play a Thrall that was brought across to become a Lilan, and the Actor wants the Persona to 
  be a Servitor of Atlantis. In this case, the Actor does not need to take the Thrall Persona Template, because the strengths and weaknesses of 
  the Lilan Persona Template supercede those of the Thrall. The Actor simply takes the Lilan Persona Template and adds the Persona 
  Template; Servitor of Atlantis to their Persona. In most cases, if a Servitor of Atlantis some how manages to find a Lilan to give them the 
  Dark Gift, then the Atlantean House that the Lilan was from would adopt the Persona, and it makes more sense for the Persona to take the 
  Adopted by Atlantean House Persona Template. So in the end, the Actor would give their Persona the following Persona Templates; Lilan 
  and Adopted by Atlantean House (which gives the Persona all of the Advantages of a Faux Blooded Atlantean). 
   
  Example #4: An Actor decides that they want to play a Persona that was a Revenant that was able to become a Sorcerer in order to learn the 
  ritual to become a Lich. In this case, it is not possible for the Actor to have the Revenant become a Lich, because the act of becoming a 
  Revenant turns the Persona undead and strips the Persona of their soul; therefore there is way to remove their living heart and no soul that can 
  be captured in the Essence Receptacle. It is possible for the Actor to have a Persona that is both a Revenant and a Sorcerer, but not a Lich on 
  top of that. 
   
  
   
  103 
  The Atlantean Imperial Houses 
   
  House Ramius 
   
  This Atlantean House originates in Italy. Of all of the Houses of the 
  Imperium, the members of House Ramius tend to gravitate towards 
  positions of authority and leadership. In recent years this house has been 
  on the decline, much is this is due to poor leadership decisions that have 
  been made over the last four centuries. 
   
  House Draconis 
   
  This Atlantean House originates from the area of Europe formerly known 
  as Dacia (eastern Europe). This House is renowned for its Sorcerers and 
  the extreme negative reputation that it has earned from centuries to 
  manipulating its rival Houses. The members of House Draconis that 
  practice Sorcery tend to have power hungry demeanors that put everyone 
  around them on edge.  
   
  House Thalus 
   
  This Atlantean House originates from Greece and Turkey. House Thalus, 
  in the last two centuries has become very influential as its Founder; Priam 
  of Troy now sits on the throne of the Imperium as its Emperor. Of all of 
  the Houses of the Imperium, this House’s power is definitely on the rise 
  and most of its rivals are attempting to gain its favor where ever its 
  members reside. 
   
  House Lionnes 
   
  This Atlantean House originates from the area of Europe formerly known 
  as Gaul and Germania (France and Germany). This House is known for its 
  reputation as information brokers within the Imperium. Only a few 
  centuries ago this House ruled over the Imperium through its Empress, 
  but in recent times House Lionnes has turned to making alliances with 
  other more influential Houses in an attempt to keep its power within the 
  Atlantean society. 
   
  House Dracul 
   
  This is the youngest of the Atlantean Houses, originating from the 
  Wallachia. Originally the Dracul were a family of the Draconis, but about 
  three centuries ago its Founder; Radu Dracula led his children out from 
  under the tyranny of its former Draconis masters. For their betrayal, the 
  Draconis cursed the Dracul with an extreme allergy to moonlight. The 
  Dracul, like the Draconis; are renowned for their skill at the Art of 
  Sorcery and because of their centuries long feud with House Draconis. 
   
   
  Template Cost: Advantage: True Blooded (15 Study Points), 
  Advantage: Faux Blooded (5 Study Points) 
   
  
   
  104 
  The Atlantean Renegade Houses 
   
  House of Romulus 
   
  Of all of the Renegade Houses, the House of Romulus is without a doubt 
  the oldest of them. It was founded by Romulus, legendary first king of the 
  Romans.  This Renegade House has made it its goal to destrory the 
  foundations of the Second Atlantean Empire, and because of this the 
  House of Romulus is the most hunted of all of the Renegade Houses by 
  the agents of the Imperium. 
   
  Clan MacKlintoc 
   
  Clan MacKlintoc makes its home in the British Isles, of all of the 
  Renegade Houses, it it the Highlanders that have give the forces of the 
  Imperium the most trouble. It was this Renegade House that was able to 
  drive the forces of the Imperium out of the British Isles during the early 
  stages of World War II. Currently this Renegade House wants nothing 
  more than to be left to its own ends in the British Isles. 
   
  Clan Osaka 
   
  Clan Osaka makes its home in the Islands of Japan. During World War II 
  it was the agents of Clan Osaka that helped to drive the Empire of Japan 
  into its expansion out into the Pacific. Since the second world war, this 
  Renegade Houses has been instrumental in rebuilding Japan as a world 
  power.  Clan Osaka tends to stay out of the business of the Imperium, at 
  least for now. 
   
  House of Bathory 
   
  The House of Bathory are the Atlantean descendents of the Blood 
  Countess of Hungary; Erzebet Bathory. This Renegade House was 
  original a family within House Draconis of the Imperium, but was given 
  its automony just before the turn of the 20th century. As far as the 
  Imperium is concerned, the Family Bathory as still members of the 
  Second Atlantean Empire. 
   
  House of Fallcourt 
   
  The House of Fallcourt were originally a family of House Lionnes of the 
  Imperium, but during World War II this family turned traitor against the 
  Imperium in the British Isles and helped Clan MacKlintoc take the British 
  Isles; they make their home in the British Isles and in Belgium. 
   
  House of Halloran 
    
  The House of Halloran were originally a family of House Ramius of the 
  Imperium, but during World War II this family turned traitor against the 
  Imperium in the British Isles and helped Clan MacKlintoc take the British 
  Isles; they make their home in the British Isles. 
   
   
  Template Cost: Advantage: True Blooded (15 Study Points), 
  Advantage: Faux Blooded (5 Study Points) 
  
   
  105 
  Atlantean Psychic Talents 
   
   
  The Psychic Talents of Mesmerism and Telepathy have always been the evolutionary edge that the Atlanteans have had over 
  humanity; only True Blooded Atlanteans have access to these Psychic Talents. The Faux Blooded do not naturally have 
  access to the Atlantean Psychic Talents because of their interbreeding with humanity; but because of their interbreeding with 
  humanity some of the Faux Blooded Atlanteans have gained access to the Psychic Talents that only humans seem to be able 
  to possess. Many believe this is because of Lilan condition, which many aging Atlanteans have turned to in order to preserve 
  their ancient bloodlines. The maximum number of Psychic Talents that any one Faux Blooded Persona can have is 3. All 
  Faux Blooded and Mundane Psychics that are brought across into the Lilan condition lose all of their Psychic Talents; only 
  through the Advantage: Re-awaken the Mind’s Eye can these Psychics re-awaken part of their minds to the Psychic Talents 
  (Mesmerism or Telepathy) that are possible through the Lilan condition. 
   
  Psychics that reach 5 Life Force points begin becoming Fatigued for every Life Force point under 5 that they spend into a 
  using their Psychic Talent. 
   
  When using a physical Psychic Talent against an object, the Pyschic must succeed in a Psionics + Control + Card Check 
  against a Target Difficulty of: Simple. 
   
  If a Psychic draws a Joker during a Psionics Check or Contest, they automatically fail and that Psychic takes a point of 
  Wound Damage for the failure.  
   
  Talent Category: This desgination denotes how common or rare a Psychic Talent is within the general population. 
  Directors should use this designation to determine which Psychic Talents they are willing to allow within their Stories; 
  Directors should always work with their Actors to help them find Psychic Talents that best suit their Personas and the overall 
  storylines that the Director and Cast are attempting to promote. 
   
  Physical Touch: When ever a Psychic Persona is making physical contact with another Persona, they gain a +5 Bonus to 
  their Contest to use their Psychic Talent against the Persona that they are touching. 
   
  Psychic Discplines: These are more focused concentrations in Psychic Talents that allow a Psychic to perform a specific 
  power within the Psychic Talents at a lesser cost. All Psychic Disciplines cost 6 Study Points each. 
   
  True Blooded Psychic Talents 
   
  Mesmerism 
   
  Psychic Skills: Control 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Mesmerism is the Psychic Talent that allows the True Blooded Atlantean to control the minds of others. Through 
  mesmerism, the True Blooded Atlantean can remove portions of a targets memory or they can add false memories. The more 
  time a True Blooded Atlantean has to perform mesmerism with their target, the more memories can be altered or removed. 
  The most common use of mesmerism is by True Blooded Atlanteans that are attempting to unlock memories that have been 
  lost to their target. Some rather unscrupulous Mesmerists have used this Talent to force their targets into signing away their 
  lives fortunes, or in some of the most extreme cases, to end their own lives. The most common use of mesmerism among 
  True Blooded Atlanteans is to remove all memories relating to a Lilan feeding upon a mundane. Another example would be 
  altering the minds of those that have witnessed a Lilan using his or her powers. 
   
  To use Mesmerism; the Psychic needs to spend 1 Life Force Point, then True Blooded Atlantean makes a Psionics + Control 
  Skill + Card Contest against their intended target; against the targets Resist Psionics Ranks + Card. If the Contest is 
  successful, the True Blooded Atlantean is able to dominate the target will into performs actions that they otherwise would 
  not consider doing.   
  
   
  106 
   
  Every additional Life Force point past the initial Life Force point that was spent to activate Mesmerism, the True Blooded 
  Atlantean adds another +2 to their Psionics for all Mesmerism based actions for the rest of the scene. True Blooded 
  Atlanteans gain a automatic +2 to their Resist Magic & Psionics rating when defending against a Psychic that is attempting 
  to use Mesmerism on them. 
   
  Psychic Discipline: Mind Shredder 
   
  Psychic Skills: Control & Scanning 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  It was the Atlanteans that originally developed this Psychic Discipline; basics it allows the Psychic to go in to the memories 
  of their target and selectively remove all memories that are connected to a specific situation. This Psychic Discipline requires 
  that the Psychic has both the Psychic Talents of Mesmerism and Telepathy. Using Telepathy the Psychic is able to look into 
  the memories of their target in order to find the memories that are connected to a situation that the Psychic would rather be 
  forgotten. In order to use this Psychic Discipline, the Psychic first makes a Psionics + Scanning + 6 + Card Contest against 
  their intended Target’s Resist Psionics +Card in an attempt to break into the Target’s mind to find the offending memories. 
  Then the Psychic makes a Psionics + Control + 6 + Card Contest against the Target’s Resist Psionics + Card to skillfully 
  remove the memories of the situation. In some cases the Psychics make a point to replace the missing memories with a 
  fictional event in order to replace the missing time.  
   
  Telepathy 
   
  Psychic Skills: Broadcasting, Scanning, & Shielding 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Telepathy is the Psychic Talent that allows the True Blooded Atlantean to look into the minds of others, in some cases to 
  look so deeply into their target’s mind that it causes the target physical harm as the Psychic picks through their deepest 
  secrets. These True Blooded Atlanteans can also broadcast their thoughts into the minds of their targets in an attempt to 
  communicate with them. 
   
   
  To use Telepathy; the True Blooded Atlantean needs to spend 1 Life Force Point, then True Blooded Atlantean makes a 
  Psionics + Broadcast or Scan Skill + Card Contest against their intended target; against the targets Resist Psionics Ranks + 
  Card. 
   
   If the Contest is successful, the Psychic is able to use Telepathy to Broadcast thoughts into their targets mind, or Scan what 
  surface thoughts that are presently going through the target’s mind. If the True Blooded Atlantean beats their target in a 
  Contest by 10 or more points, then the True Blooded Atlantean is able to gain free access to all of the targets thoughts, both 
  surface and deep. Please note that deep scans cause a target 1 point of wound damage per round that the deep scan is active. 
   
  Every additional Life Force point past the initial Life Force point that was spent to activate Telepathy, the True Blooded 
  Atlantean adds another +2 to their Psionics for all Telepathy based actions for the rest of the scene. True Blooded Atlanteans 
  gain an automatic +2 to their Resist Psionics rating when defending against another Psychic that is attempting to use 
  Telepathy on them.  
   
  Telepaths automatically add their Shielding Skill Ranks to their Psionics + Card when defending against another Telepath 
  that may be attempting to invade his or her mind. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  107 
  Psychic Discipline: Disrupt the Flow 
   Psychic Discipline: Fortress of the Mind 
   
  Psychic Skills: Broadcasting 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  The Psychic is able to reach into the mind of their Target 
  and disrupt their flow of thoughts; making the Target 
  unable to communicate any thoughts out loud. Every time 
  the Target attempts to speak, all that will come out is a 
  jumble of nonsensical speech. The Psychic makes a 
  Psionics + Broadcasting + 6 + Card Contest against the 
  Target’s Resist Psionics + Card, if successful the effect of 
  this Psychic Discipline will last for the Scene. 
   
   
  Psychic Skills: Shielding 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  The Psychic is able to create an impenetrable barrier around 
  their mind that makes it almost impossible to penetrate. The 
  Psychic makes a Psionics + Shielding + 6 + Card Check 
  against a Target Difficulty of: Very Difficult; if successful 
  the Psychic gains a +6 bonus to add to their Psionics + 
  Shielding Contests for the rest of the Scene when defending 
  against the Psionic intrusions of other Psychics. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  108 
  The Deader 
   
  The Deaders are the spirits of the restless dead that have utterly refused 
  to let go of their mortal lives and through sheer force of will, the Deader 
  takes over a mortal host in order to continue living the mortal life that 
  they believe was cut short. 
   
  Deaders take over the bodies of the living and their consciousness utterly 
  surpresses the consciousness of the host that they are occupying. The 
  only times that a Deader loses their host is when the host body must 
  eventually sleep. For eight hours the Deader is back to residing in the 
  Mirror World while they wait for their host body to regain the Life Force 
  that was burned away through the Deaders possession of the body.  
   
  Some Deaders come back to the world of the living because they feel 
  cheated out of the life they had, others come back avenge themselves 
  upon those that they feel wronged them during their mortal lives, and 
  some believe that they wont be allowed into the gates of Heaven until the 
  do some special task that is worthy of transidence into the next life. 
   
   
  Template Cost: Advantage: Deader (20 Study Points) 
   
   
  
   
  109 
  Deader Strengths & Weaknesses 
   
  Deader Strengths 
   
  Ectoplasmic Form 
   
  The Deader is able to take on a semi-physical form that is 
  made out of the spiritual energy that is known as 
  “ectoplasm”. Through this form, the Deader is able to be seen 
  by the living and is able to interact with the Physical World 
  as if they still had a physical body. It costs a Deader 5 Life 
  Force Points per Scene/Hour that they use this power. This 
  Ectoplasmic Form has the same number of Health Ranks that 
  any living Persona would have. A Deader is capable of 
  performing Sorcery Spells and Rituals that they may have 
  known during their living days, but only those that require 
  only a Scene/Hour to complete, anything beyond that would 
  force the Deader’s Ectoplasm Form to discorporate. 
   
   
  Enhance Attribute 
   
  A Deader can enhance an Attribute of their Host at the cost 
  of 1 Life Force Point per Attribute increase; this only last 
  for a Scene (1 hour). The Only Attributes that can be 
  enhanced in this manner are: Agility, Brawn, Intellect, and 
  Vitality. Through these temporary increases only the 
  Toughness derived Attribute can be enhanced, all other 
  derived Attribute are set at their fixed normal Ranks. 
  Manifest 
   
  A Deader can manifest its prescence to those in the Physical 
  World, thereby allow the living to see and hear them. To 
  manifest, the Deader needs to spend 1 Life Force Point and 
  make a Psionics + Control + Card Check against a Target 
  Difficulty of: Difficult. Please note that the Deader that is 
  manifesting has no physical form and can only manipulate 
  their environment through the use of Psychokinesis. 
   
  Steal Life Force 
   
  A Deader can attempt to drain the Life Force of living 
  creatures within 20 feet of it. This requires that the Deader 
  uses it’s Psionics + Control + Card versus the Target’s 
  Resist Psionics + Card. If sucessfuly, the Deader is able to 
  drain 2 Life Force Points from its Target.  
   
  A Deader can also attempt to drain the ambient Life Force 
  of an area, requiring that the Deader use their Psionics + 
  Control + Card against a Target Difficulty of: Difficult. If 
  successful, the Deader is able to drain 2 Life Force Points 
  from the environment around them, once per hour. Doing 
  this tends to lower the temperature of the area by about 30 
  degrees. 
   
  Psychokinesis 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  Psychokinesis is the Psionic Talent that allows the Deader to move objects, deflect attacks, and strike at opponents with the 
  power of the mind. Through Psychokinesis; a Deader can do things from choking an opponent’s throat, to crushing an 
  opponent’s heart to the point that it can kill them. A Deader could use the power of the mind to pick up a sword and attack an 
  opponent, to throwing a chair or desk at their opponent. Distance is not a factor as long as the Deader can clearly see the 
  opponent they are trying to affect. Simple rule of thumb; if the Deader can see their intended target, they are far game.  
   
  Many in this day and age believe that Psychokinesis is all connected to the spirit world; or Mirror World for those in the know.  
   
  To use Psychokinesis; the Deader needs to spend 1 Life Force Point, then Deader makes a Psionics + Control Skill + Card 
  Contest against their intended target; against the targets Resist Psionics Ranks + Card, if they are attempting to crush an 
  opponents heart or throat, or cause bodily harm with Psychokinesis allow. If the Deader is using Psychokinesis to toss a desk or 
  chair, or is trying to slice at their opponent with a sword, or even use a gun; the opponent must make an Agility + Dodge + 
  Card Contest as normal. The Deader will always use their Psionics + Control Skill + Card on all attempts to use this Psionic 
  Talent; it is not possible to add the Psychics Firearms Skill or Melee Weapons skill to this Contest because their Agility 
  Attribute is not being used in conjunction with this Contest. 
  
   
  110 
   
  If the Contest is successful, the Deader is able to use Psychokinesis. Whatever their target is, it takes a point of damage due to 
  the effects of this Talent, against people, for every 2 points over their target number that Psychokinesis succeeds; the Deader 
  does an additional point of wound damage to their target. Obviously, when Psychokinetics become enraged or deranged, they 
  can have horrifying effects on their environment around them and the people that inhabit that environment. 
   
  Should a Psychokinetic pull a Joker when attempting to use their Talent, they automatically take a point of wound damage, 
  whatever they were attempting to do fails, and they lose the activating point of Life Force. Jokes in Center Stage Game System 
  are meant to have bad effects. 
   
  Deader Weaknesses 
   
  Fear of the Holy 
   
  The Deader condition produces an instinctive Fear of the 
  Holy; because of this Deaders must make a Psyche Check 
  at "Difficult" when dealing with representatives of the 
  Faith. If they fail this Psyche Check, the Deader must flee 
  the area that the person of Faith is currently residing. 
   True Name 
   
  A Deaders True Names holds immense power over it. In 
  short, the Deader’s True Name is the name that was given to 
  them by their parents on the day of their birth. In order to use 
  a Deader’s True Name against them, a mortal must have a 
  Fetish that the Deader possessed during their living days; 
  fetishes are incredibly personal items like a pocket watch, a 
  pair of reading glasses or even the finger bone from the 
  Deader’s remains. If a Deader’s True Name is used against 
  them by a mortal that has a fetish that the Deader possessed in 
  life, the mortal is able to banish the Deader from the Physical 
  World until the evening of the next New Moon.  
   
  Additionally, a mortal armed with a fetish or the Deader its 
  True Name may force the Deader to appear in their prescence 
  no matter how far away they summoner is from the Deader. 
  Once the Deader has been summoned into a manifested form 
  it is no longer bound by any banishment that it may have been 
  under and may freely use its powers to reenter the Physical 
  World. Any further attempts to invoke the True Name of this 
  Deader by the banishing mortal will fail. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  111 
  The Dhampir 
   
  The Dhampir is the mortal children of a successful mating of a male 
  Revenant and an Atlantean or Human woman. These children have most 
  of the benefits of their Revenant father while also facing the the negative 
  aspects of both parents. Dhampir face the horror of the Thirst and the 
  terrifying knowledge that they will eventually die a mortal life. 
   
   
   
  Template Cost: Advantage: Dhampir (10 Study Points) 
   
   
   
  
   
  112 
  Dhampir Strengths & Weaknesses 
   
  Dhampir Strengths 
   
  Enhance Attribute 
   
  A Dhampir can enhance an Attribute at the cost of 1 Life Force Point per Attribute increase; this only last for a Scene (1 
  hour). The Only Attributes that can be enhanced in this manner are: Agility, Brawn, Intellect, and Vitality. Through these 
  temporary increases only the Toughness derived Attribute can be enhanced, all other derived Attribute are set at their fixed 
  normal Ranks. 
   
  Immunity to Garlic & Silver 
   
  All Dhampirs are immune to the debilating and damaging effects that Garlic and Silver has on Revenants and Thralls. 
   
  Nightvision 
   
  All Dhampir have the ability to see in darkness with perfect clarity at a distance of up to 300 ft. 
   
  Regeneration 
   
  A Dhampir can regenerate physical damage at a pace that no other known living creature can equal, at least not compared 
  their Revenant progenitors. Entire limbs, eyes, hair, skin, grow back in a matter of hours to days. To be able to regenerate 
  Wound Damage, a Dhampir must be able to feed on fresh blood of Life Force and then sleep for 8 hours. Body parts such as 
  Eyes, Hair and Skin can regenerate over the period of a single night of rest (8 hours of undisturbed rest); at which point their 
  body regenerates 1 Rank of Wound Damage per hour (up to 8 Wounds per night in this fashion). Should a limb be utterly 
  destroyed, it takes 14 days for the limb to regenerate. Dhampirs are not immune to Stun Damage. Dhampirs can regenerate 
  Wound Damage at 1 Rank per Life Force point spent. Dhampirs do not take extra damage from Silver or Blessed weapons, 
  and can only regenerate Fire Damage through expending 3 Life Force Points per Rank of Wound Damage, and only during 
  the night cycle (up to 8 Wounds per night). 
   
  Sunlight 
   
  All Dhampirs are immune to the debilating and damaging effects that sunlight has on Revenants and Thralls. 
   
  Dhampir Weaknesses 
   
  The Thirst 
   
  Dhampirs lose 1 Life Force point upon rising at night. Upon 
  dropping to 5 or less Life Force points, the Dhampirs will 
  begin feeling the unconscious need to feed in the form of 
  irritability when dealing with others. The Dhampir must 
  make a Resist Fear & Madness Check at -1 Rank, or they 
  will feed one the first person that they come across. 
   
  Drinking Life Force 
   
  Dhampirs must be careful to stop drawing from a human 
  before death occurs, lest they be dragged into the darkness 
  of true death themselves. All Dhampirs must make a Psyche 
  Check at -3 to stop feeding from a human before death 
  occurs. Dhampirs that drain a human to the point of death 
  and beyond are tasting of  true death, and because of this 
  brush with a Dhampirs greatest fear, the Dhampirs must 
  succeed in a Resist Fear & Madness Check, or gain a 
  permanent Madness (See Fear & Madness Section) 
   Drinking from the Recently Dead (1 Hour 
  Maximum) 
   
  All Dhampirs that drink from the recently dead must 
  always make a Resist Fear & Madness Check every time 
  they attempt this (See Fear & Madness Section). Dhampirs 
  that regularly feed from the dead face madness and 
  insanity within a relatively short period of time. Blood 
  from recently dead humans that has passed the 1 hour mark 
  becomes unusable by Dhampirs, as all of the Life Force 
  that had been residing within the dead man has escaped 
  into the next world. 
   
   
  
   
  113 
  The Faithful 
   
  The Faithful are the men and women that have dedicated their lives to the 
  worship of a religion. These men and women have decided that the only 
  path for themselves is that of worship of their choosen deity and in 
  providing guidance to the laymen and laywomen of their respective 
  religions. 
   
  Through their faith in their choosen deities and their knowledge of the 
  religious rituals of their faith; the Faithful gain access to a limited 
  number of Sorcery Rituals (Religious Rituals). In the practice of these 
  Religious Rituals, the Faithful are able to aide themselves and others of 
  their faith. 
   
   
   
  Template Cost: Advantage: Ordained Cleric (10 Study Points) 
   
   
  
   
  114 
  The Lich 
   
  The Lich is an Atlantean or Human that has undergone the Immortal 
  Soul Ritual. In most cases, Liches come about from Sorcerers that wish 
  to defy death and are willing to put their immortal souls at the mercy of 
  another in order to live forever. 
   
  Some say that the first Lich was none other than the first human 
  Sorcerer; Marduk of Mesopotamia. There are others that tell tales of a 
  cabal of Immortals that are wandering the world protecting it from the 
  evil of the Abyss. 
   
  There are still others that tell stories of Sorcerers that have given their 
  souls over to the Abyss itself in return for eternal life, they say these 
  twisted creatures are thing of nightmares and that these immortals 
  serve the Old Ones, awaiting the day that the Stars finally come right 
  and the Old Ones are freed from their aeons old prisons to walk free 
  upon the Earth again. 
   
   
  Template Cost: Advantage: Lich (10 Study Points) 
   
   
  
   
  115 
  Lich Strengths & Weaknesses 
   
  Lich Strengths 
   
  Enhance Attribute 
   
  Liches can enhance an Attribute at the cost of 1 Life Force 
  Point per Attribute increase; this only last for a Scene (1 
  hour). The Only Attributes that can be enhanced in this 
  manner are: Agility, Brawn, Intellect, and Vitality. Through 
  these temporary increases only the Toughness derived 
  Attribute can be enhanced, all other derived Attribute are set 
  at their fixed normal Ranks. 
   Regeneration 
   
  Liches have the ability to regenerate physical damage at a 
  staggering pace that few living creatures can equal. Entire 
  limbs, eyes, hair, skin, grow back in a matter of hours to 
  days. To be able to regenerate Wound Damage, a Lich must 
  spend a Life Force Point per Point of Wound Damage that 
  is being. Body parts such as Eyes, Hair and Skin can 
  regenerate over the period of a single night of rest (8 hours 
  of undisturbed rest); at which point their body regenerates 1 
  Rank of Wound Damage per hour (up to 8 Wounds per 
  night in this fashion). Should a limb be utterly destroyed, it 
  takes 14 days for the limb to regenerate. Liches are not 
  immune to Stun Damage. Liches can regenerate Wound 
  Damage at 1 Rank per Life Force point spent. If a Liches 
  head is ever completely severed from their body, the Lich is 
  dead and their Essence Recepetable explodes heralding 
  their demise. 
   
  Lich Weaknesses 
   
  Essence Receptacle 
   
  One of the greatest banes of a Liches immortal existence is the very vessel that holds their ceremonially removed Heart and 
  Soul, a Liches’ Essence Receptacle is made specially prepared ceramics or crystalline materials of a sturdy nature. All of  a 
  Liches immortal power lies with this ceramic or crystalline container, and if this vessel is ever destroyed, the Lich immediately 
  meets their final death with no possibility of returning from the grave as a Deader. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  116 
  The Lilan 
   
  The Lilans are Atlanteans and Humans that have through choice or 
  otherwise been brought across into an immortal half-life that is similar to 
  the Revenant, damned to feed on the Life Force of mortal man. But the 
  big point of difference between Lilans and Revenants is that Lilans are 
  still very much alive. 
   
  These immortal creatures walk the night, attempting to find their path in 
  a world that seems destined to end them.  
   
  Among the Atlanteans, these immortal creatures have risen to positions 
  of extreme authority, guiding the Atlantean people from their hidden 
  places. 
   
   
  Template Cost: Advantage: Lilan (30 Study Points) 
   
  
   
  117 
  Lilan Strengths & Weaknesses 
   
  Lilan Strengths 
   
  Enhance Attribute 
   
  Lilans can enhance an Attribute at the cost of 1 Life Force 
  Point per Attribute increase; this only last for a Scene (1 
  hour). The Only Attributes that can be enhanced in this 
  manner are: Agility, Brawn, Intellect, and Vitality. Through 
  these temporary increases only the Toughness derived 
  Attribute can be enhanced, all other derived Attribute are 
  set at their fixed normal Ranks. 
   
   
  Flight 
   
  Lilans have the ability to fly at 10 times their Agility Ranks 
  as an Action during a Round. 
   
   
  Life Force Drain 
   
  Lilans have the ability of draining a victim’s Life Force 
  through drinking their blood; at a rate of 2 Life Force points 
  per Round. 
   
   
  Regeneration 
   
  A Lilan can regenerate physical damage at a pace that no 
  other known creature can equal. Entire limbs, eyes, hair, 
  skin, grow back in a matter of hours to days. To be able to 
  regenerate Wound Damage, a Lilan must be able to sleep 
  for 8 hours. Body parts such as Eyes, Hair and Skin can 
  regenerate over the period of a single night of rest (8 hours 
  of undisturbed rest); at which point their body regenerates 
  1 Rank of Wound Damage per hour (up to 8 Wounds per 
  night in this fashion). Should a limb be utterly destroyed, it 
  takes 5 days for the limb to regenerate. Lilans regenerate 
  from Stun Damage at 1 Rank per Round. Lilans can 
  regenerate Wound Damage at 1 Rank per Life Force point 
  spent. Lilans can only regenerate Fire, Silver or Blessed 
  Damage through expending 3 Life Force Points per Rank 
  of Wound Damage, and only during the night cycle (up to 
  8 Wounds per night). Modern medicine can reattach limbs 
  that have been severed with the same limitations that 
  Humans face with those types of major surgeries. If the 
  limb or body part is totally destroyed, then no regeneration 
   
  Nightvision 
   
  Lilans have the ability to see in darkness with perfect clarity 
  at a distance of up to 300 ft. 
   
   
  Physical Attacks 
   
  Lilans have the ability to use a Bite attack using their Strike 
  Skill against their victims that does their Brawn +2 points in 
  Wound Damage every time they make a successful attack. 
  They also have razor sharp finger nails that can be used to 
  Claw using their Strike Skill against their victims, doing 
  their Brawn +1 point in Wound Damage every time their 
  make a successful attack. 
   
   
  Daylight Activity 
   
  It is possible for Lilans to remain awake and be active 
  during the daylight hours, but all of their Attributes and 
  Skill Ranks are reduced to half (½) of what they normally 
  would be. To go out during the daylight hours requires that 
  the Lilan wear no less than 3 layers of thick clothing that 
  completely covers all exposed areas of flesh; even then 
  they must still successfully make a Resist Fear & Madness 
  Check to even attempt to go out during the light of day. 
   
  Recognize by Sight  
   
  Lilans have the ability to recognize other Lilans by sight, 
  but this does not extend to recognizing Revenants and 
  Thralls by sight. 
   
  Lilan Weaknesses 
   
  Fear of Fire & Holy Places 
   
  Uncontrolled Fire (fire that is not under the control of the 
  Lilan) to Lilans automatically provokes a Fight or Flight 
  response, because of this Lilans must make a Resist Fear & 
  Madness Check at "Difficult" when they must deal with 
  Fire. Failure means they flee from the Fire. For some 
  unknown reason, the Lilan condition produces an 
  instinctive Fear of Holy places, because of this Lilans must 
  make a Psyche Check at "Difficult" to enter places of Faith. 
   Masters Domination 
   
  Lilans are always at a disadvantage when attempting to 
  resist the commands of their Lilans that created them. 
  Whenever they attempt to defy the commands of their 
  Lilan Master, they resist with half their normal Ranks in 
  their Resist Psionics Ranks. 
   
   
   
  
   
  118 
  Physical Evidence 
   
  So long as there physical evidence of a Lilan showing some 
  part of their supernatural nature; be it by photograph, video 
  or digital recording, it is not possible to use Mesmerism to 
  erase the witnesses memories of the incident. Once the 
  Physical Evidence is destroyed, it is possible to use 
  Mesmerism on the Witness. 
   
   Susceptibility to Faith, Fire, Garlic, Silver & 
  Sunlight 
   
  Lilans take 2 Wounds per Round that they are hit with faith 
  and fire damage, against Silver weapons and silver bullets, 
  the Lilan takes double the bullet or weapons listed damage. 
  Lilans take 1 Rank of Stun Damage for each round they are 
  exposed to Garlic. Lilans take 2 Wounds per Round that 
  they are expose to direct sunlight or the light from an Ultra 
  Violet lamp. 
   
  The Thirst 
   
  All Lilans lose 1 Life Force point upon rising at night. Upon dropping to 5 or less Life Force points, the Lilan will begin 
  feeling the unconscious need to feed in the form of irritability when dealing with others. The Lilan must make a Resist Fear 
  & Madness Check at -1 Rank, or they will feed one the first person that they come across. 
   
  Drinking Life Force 
   
  Lilan Personas must be careful to stop drawing from a human before death occurs, lest they be dragged into the darkness of 
  true death themselves. All Lilan Personas must make a Psyche Check at -3 to stop feeding from a human before death 
  occurs. Lilans that drain a human to the point of death and beyond are tasting of  true death, and because of this brush with a 
  Lilans greatest fear, the Lilan Persona must succeed in a Resist Fear & Madness Check, or gain a permanent Madness (See 
  Fear & Madness Section) 
   
  Drinking from the Recently Dead (1 Hour Maximum) 
   
  All Lilan Personas that drink from the recently dead must always make a Resist Fear & Madness Check every time they 
  attempt this (See Fear & Madness Section). Lilan Personas that regularly feed from the dead face madness and insanity 
  within a relatively short period of time; that is the reason why drinking from the dead is such a taboo within Lilan society. 
  Blood from recently dead humans that has passed the 1 hour mark becomes unusable by Lilans, as all of the Life Force that 
  had been residing within the dead man has escaped into the next world.  Drinking the blood of the dead is considered a major 
  taboo within Lilan society; those that openly feed from the dead are outcasts and treated as such socially. Those that do so in 
  secrecy and are found out, are ostracized and cast out of civilized Atlantean society. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  119 
  The Mundane 
   
  The Mundane is the average person that isn’t ultra rich or a total 
  destitute, but simply trying to get buy in the world. He or she 
  goes to their job every day in an attempt to get a head.  
   
  The Mundane doesn’t know about the global game of chess that 
  the Children of Atlantis play with the worlds people, or the 
  struggles of the Sorcerers to protect the world from the unholy 
  demons and spirits that exist in the Mirror World, or even the 
  Psychics struggle to deal with their amazing Psionic Talents in a 
  world that seems to be destroying itself a little bit every day.  
   
  These are the people that through no fault of their own, get 
  caught up in the schemes of the players that seek to dominate 
  the world.  
   
  When these Mundanes finally come to the realization of “I can 
  either become a player in the grand game or simply remain 
  being controlled as a lowly pawn”, some choose to step up to 
  bat in an attempt to make the world better for themselves and 
  their few Mundanes.  
   
  In the end; without a few knowledgeable Mundanes in the grand 
  game, their fellows would be doomed to live and die in 
  ignorance. 
   
   
   
  Template Cost: No Cost; The Actor may not purchase the 
  following Advantages in Persona Creation: Faux Blooded, Nephilim, 
  Psychic Talent, Revenant, Sorcerer, Thrall or True Blooded. Because 
  the Actor does not take any of the Template related Advantages, their 
  Persona gains 20 Additional Study Points for Persona Creation. 
   
   
   
   
   
   
  
   
  120 
  The Nephilim 
   
  The Nephilim are the ancient soldiers from the time of the First 
  Atlantean Empire. They were created through a mixture of Atlantean 
  super-science and sorcery. During the time of the First Atlantean 
  Empire, the Nephilim were the elite warriors of the Empire, they were 
  used by the Atlanteans to fight their wars with the early humans and 
  then the Lemurians. 
   
  Because of the super-science and sorcery that created the Nephilim, 
  they were extremely resistant to Psychic powers and physically 
  powerful, but because of the power of that they wielded the Atlanteans 
  made all Nephilim barren, to insure that the Nephilim would never 
  become a race powerful enough to rise up against them. 
   
   
  In the end, the ancient empire of the Atlanteans fell into ruin with the 
  destruction of Atlantis and the Nephilim were left to their own ends.  
  Some Nephilim turned to religion in the early years of their freedom 
  becoming the avenging angels that destroyed the places of darkness 
  and vice in the ancient world. Some turned to the darkness and 
  embraced the unholy powers of the Abyss.  
   
  In this modern age, most of the Nephilim are awakening from their 
  torpors of millennial slumber. Once again it is time to find their place 
  in the world, for good or for evil. 
   
   
  Template Cost: Advantage: Nephilim (40 Study Points) 
   
   
   
  
   
  121 
  Nephilim Strengths & Weaknesses 
   
  Nephilim Strengths 
   
  Enhance Attribute 
   
  Nephilim can enhance an Attribute at the cost of 1 Life 
  Force Point per Attribute increase; this only last for a Scene 
  (1 hour). The Only Attributes that can be enhanced in this 
  manner are: Agility, Brawn, Intellect, and Vitality. Through 
  these temporary increases only the Toughness derived 
  Attribute can be enhanced, all other derived Attribute are 
  set at their fixed normal Ranks. 
   
   
  Psychic Resistance 
   
  All Nephilim are immune to the effects of Psychic Talents 
  that would normally be able to enter their minds or 
  command them through Mesmerism.  The Nephilim also 
  gain a +5 Bonus to Resist Psionics Checks when attempting 
  to ward off the effects of physically offensive Psychic 
  Talents such as; Cryokinesis or Pyrokinesis. 
   
   
  Nightvision 
   
  Nephilim have the ability to see in darkness with perfect 
  clarity at a distance of up to 300 ft. 
   
  Regeneration 
   
  A Nephilim can regenerate physical damage at a pace that 
  no other known creature can equal. Entire limbs, eyes, hair, 
  skin, grow back in a matter of hours to days. To be able to 
  regenerate Wound Damage, a Nephilim must be able to 
  sleep for 8 hours. Body parts such as Eyes, Hair and Skin 
  can regenerate over the period of a single night of rest (8 
  hours of undisturbed rest); at which point their body 
  regenerates 1 Rank of Wound Damage per hour (up to 8 
  Wounds per night in this fashion). Should a limb be utterly 
  destroyed, it takes 5 days for the limb to regenerate. The 
  Nephilim are not immune to Stun Damage. Lilans can only 
  regenerate Silver Damage through expending 3 Life Force 
  Points per Rank of Wound Damage. 
   
  Nephilim Weaknesses 
   
  Masters Domination 
   
  The Nephilim, being the creations of the super science and 
  sorcery of the First Atlantean Empire are naturally 
  susceptible to the Psionic manipulations of all True 
  Blooded Atlanteans.Whenever a True Blooded Atlantean 
  attempts to use Mesmerism or Telepathy on a Nephilim, the 
  Nephilim Persona resists the True Blooded Atlantean’s 
  commands at half their normal Ranks in Resist Psionics. 
   Susceptibility to Silver 
   
  The Nephilim have an inborn susceptibility to weapons 
  made out of Silver, when injured by a silver weapon the 
  Nephilim takes double the Wound Damage that the 
  weapon would normally have done. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  122 
  The Psychic 
   
  The Psychics are the gifted ones that through no fault of their own 
  have been given a Psychic Talent. Some have the ability to see 
  into the future or past; while others have the ability to burn or 
  freeze their enemies with the terrifying powers of their mind. 
  There are others still that the ability to listen to the thoughts of 
  their peers or to control them. And those are not all of the Psychic 
  Talents, there are more.  
   
  Psychics live each day not knowing if they will be able to make it 
  to the morrow without some horrific event occurring to them 
  because of their cursed gift.  
   
  They are the modern day oracles, watching the world for signs of 
  the end times. All of them have learned to fear and respect their 
  abilities. 
   
   
  Template Cost: Advantage: Psychic Talent (10 Study Points) 
   
  
   
  123 
  Human Psychic Talents 
   
  For reasons that no one is quite sure of, humanity has been slowly evolving into a species that has the potential for incredible 
  psionic power. In fact, this is one of the advantages that humanity has over the Atlanteans; where as the True Blooded 
  Atlanteans only have the innate Psychic Talents of Mesmerism and Telepathy, the human Psychics have many wide ranging 
  Psychic Talents that have allowed them to gain a lot more power as Psychics. To counter balance this, where as humanity 
  has only a relatively small slice of the population that are Psychics, the Atlanteans through their True Blooded have a 
  considerably larger Psychic population. Only the Faux Blooded Atlanteans and Human Psychics have access to the other 
  Psychic Talents.  
   
  Below are the Psionic Talents that are possible for Actors. The maximum number of Psionic Talents that any one Persona 
  can have is 3. All Faux Blooded and Human Psychics that are brought across into the Lilan condition lose all of their Psychic 
  Talents; only through the Advantage: Re-awaken the Mind’s Eye can these Psychics re-awaken part of their minds to the 
  Psychic Talents that are possible through the Lilan condition. 
   
  Psychics that reach 5 Life Force points begin becoming Fatigued for every Life Force point under 5 that they spend into a 
  using their Psychic Talent. 
   
  When using a physical Psychic Talent against an object, the Pyschic must succeed in a Psionics + Control + Card Check 
  against a Target Difficulty of: Simple. 
   
  If a Psychic draws a Joker during a Psionics Check or Contest, they automatically fail and that Psychic takes a point of 
  Wound Damage for the failure.  
   
  Talent Category: This desgination denotes how common or rare a Psychic Talent is within the general population. 
  Directors should use this designation to determine which Psychic Talents they are willing to allow within their Stories; 
  Directors should always work with their Actors to help them find Psychic Talents that best suit their Personas and the overall 
  storylines that the Director and Cast are attempting to promote. 
   
  Physical Touch: When ever a Psychic Persona is making physical contact with another Persona, they gain a +5 Bonus to 
  their Contest to use their Psychic Talent against the Persona that they are touching. 
   
  Psychic Discplines: These are more focused concentrations in Psychic Talents that allow a Psychic to perform a specific 
  power within the Psychic Talents at a lesser cost. All Psychic Disciplines cost 6 Study Points each. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  124 
  Astral Projection 
   
  Psychic Skills: Control 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Astral Projection is the psychic talent that allows the Psychic to achieve; through wakeful willing, lucid dreaming or deep 
  meditation, a state where the Psychic is able to leave the constraints of their physical body and assume the form of pure 
  spirit. In doing so, the Psychic is able to straddle the barrier between the Physical World and the Mirror World. In taking on 
  this spirit form, the Psychic is able to move around unseen within the Physical and Mirror Worlds. Through Astral 
  Projection, the Psychic can fully interact with the spirits of the deceased, nature spirits of the world, and the demons that 
  exist in both the Physical and Mirror Worlds. 
   
  The Psychic’s spirit form looks as they did when they left their body; clothing, items, etc, all appear to be with them, but in 
  actuality, none of it is really there. The spirit form is simply a reflection of the Psychic’s soul. While out of their body, the 
  Psychic’s body enters an unconscious state where the Psychic is very much at the mercy of their surroundings and those 
  around them, effectively defenseless if someone or something were to attack them. The Psychic has a luminous silver cord 
  that extends from their sleeping physical body to their spirit form in the Mirror World.  
   
  While in the Mirror World, the Psychic can take Wound Damage from entities that inhabit that Realm, which is also know as 
  the Spirit Realm. It is quite possible for a Psychic to die while in their spirit form, the reason that this is possible is because 
  their spirit form is linked directly to their soul. When the spirit form takes Wound Damage, the Psychic’s physical body in 
  the Physical World takes the Wound Damage. It is also possible for an entity within the Mirror World to sever the luminous 
  silver cord that binds the Psychic to their physical body. If this happens, the physical body begins to die at 1 point of Wound 
  Damage per day, until the Psychic finally succumbs to death. When this happens, the Psychic becomes a Ghost and retires 
  their Persona for a new Persona. At the Director’s discretion, it is possible for a Spirit Medium to attempt to draw back the 
  tether-less Psychic into their body before death occurs. It should be noted that when a Psychic loses their luminous silver 
  cord that tethers their soul to their physical body, it leaves that body wide open for other deceased spirits or demons to enter 
  and possess the Psychic’s body. 
   
  Another Persona can attempt to rouse an unconscious Psychic from Astral Projection if the Psychic is taking Wound 
  Damage, but in doing so the Psychic automatically takes a point of Wound Damage for being violently pulled out of the 
  Mirror World. 
   
  To use this Psychic Talent, the Psychic spends a Life Force point and uses their Psionics + Control + Card to leave or reenter 
  their physical body, the difficulty to do this is Difficult. If a Psychic’s spirit tether is severed, the Psychic can attempt to 
  reenter their physical body at a difficulty of Very Difficult. If another entity has taken over their physical body, then the 
  Psychic uses their Psionics + Control + Card against the possessing entity’s Psionics + Control + Card, the Psychic can 
  attempt to add more power into their bid to retake their physical body by spending their Life Force points at a cost of 1 Life 
  Force point per + 2 added to their Contest. If a Psychic hits zero Life Force in this attempt, the Psychic’s soul dissipates and 
  the Persona is permanently retired from play. The Soul of the retired Psychic goes on to the next life, end of story for that 
  Persona. 
   
  Psychic Discipline: Possession 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  The Psychic is able to take possession of another living creature while their Soul is out of their own body. The Psychic 
  makes a Psionics + Control + 6 + Card Contest against their Target’s Resist Psionics + Cards; if successful the Psychic gains 
  possession of the Target’s body for a Scene (1 hour) + 1 hour per 2 points that they beat their Target’s Resist Psionics Total 
  by.  
   
  While in possession of the Target’s body, the Psychic uses the Target’s Agility, Appearance, Brawn, and Vitality. This is one 
  of the few cases where the Psychic does not take on the host body’s Derived Attributes, using their own instead of that of the 
  Host body. 
  
   
  125 
   
  Aura Reading 
   
  Psychic Skills: Scanning 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  All living things (people, plants, animals, etc.) are made up of a complex combination of atoms, molecules and energy cells. 
  As these ingredients coexist, they generate a large magnetic energy field that can be sensed, felt and even seen around the 
  physical body. This energy field is often called an Aura. 
   
  Auras are commonly associated with people. Sometimes we even use them to describe people, "He has an aura about him." 
  or "She just has a glow about her". But in fact all living things generate this field of energy. When associated to a person, the 
  aura can provide insight into the spiritual, emotional and physical aspects of the individual. 
   
  To use Aura Reading, the Psychic needs to spend a point of Life Force, then the Psychic makes a Psionics + Scanning Skill + 
  Card Contest against their intended target; against the target’s Resist Psionics Ranks + Card. If the Contest is successful, the 
  Psychic is able to gain a psychic impression of the current state of the target’s Aura.  Aura Reading can identify the presence 
  of Magic, and the Aura details connected to the spell or ritual. Through Aura Reading the Psychic can discern the following 
  details about the target that they are Aura Reading: 
   
  Aura Reading Details 
   
   
   
  BLACK 
   
  RED 
   
  Indicates hatred, negativity, depression and miserly. When 
  this appears in an aura, it is usually localized or appears as 
  wisps floating through the aura. 
   
   
   
  Can indicate fear or anger. Vibrant Red: When seen in a 
  clear, vibrant and constant state, it represents fear or strong 
  anxiety. Dull Red: Generally represents anger. The deeper 
  the red, the stronger the emotion. A Consistent Red: A 
  consistent dark red indicates a violent nature, a selfish and 
  deceitful attitude. A Red Spike: A spike of red, either 
  vibrant or dull in appearance, indicates the same meanings 
  as above. However instead of representing the consistent 
  nature of the subject, the spike indicates the sudden emotion 
  in the current conversation or situation the subject is 
  engaged in at that moment. 
   
  YELLOW 
   
  GREEN 
   
  Success, creativeness, jealousy, selfishness. It has been the 
  experience of many Pssychics that a person with a thin line 
  (1-4 inches) of yellow takes on the characteristics of this 
  color in either their personal or professional life, but not 
  both. A yellow aura wider then 5 inches, indicates 
  characteristics in both aspects of the subject’s life. Vibrant 
  Yellow: Clear yellow denotes intelligence, wisdom, and 
  success. Dull Yellow: A dull yellow indicates jealousy, a 
  selfishness and negative outlook. 
   
   
   
  Healing. Light Green shades, indicate the onset or potential 
  for injury and the subject should be cautious for the next 
  few weeks. Darker Green shades, generally indicate the 
  injury has already occurred and is in the process of healing. 
   
   
   
   
   
   
   
   
  
   
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  BLUE 
   
  PURPLE 
   
  Spiritually searching. A disatisfaction or a feeling that 
  there's something more. Vibrant Blue: Pride, adoration, 
  dedication. A subject with any shade of the lighter blues is 
  generally beginning their spiritual quest. (This does not 
  mean a metaphysical quest, but rather a journey that will 
  fill the 'missing' pieces of their current existence. This can 
  just as easily be accomplished through any fundamental 
  religion). Darker blues typically indicate the subject has 
  found their spiritual path and is continuing their education 
  in the chosen realm. Dull Blue: Taking life for granted, 
  being too content, can appear to be selfish, narrow minded, 
  arrogance, or self-righteous. There are many traits which 
  accompany religious zeal, such as self-righteousness, 
  dedication, pride, adoration and worship. These wide 
  variations are usually indicated by some shade of blue. 
   
   
   
  Heightened spiritual awareness, self-esteem, and high 
  ideals. Light Purple: People with lighter shades of purple 
  are refining or polishing their spiritual nature. They are 
  actively working on the balance of each aspect of their lives 
  (personal, spiritual, professional), their attitudes and 
  acceptance of others, and their existence with other life. 
  Mid-Dark: Teachers of their chosen spiritual path. They 
  maybe working on a few issues of balancing, but for the 
  most part, they are patient, kind, and willing to go out of 
  their way for people. 
   
  WHITE 
   
  PINK 
   
  Indicates purity and/or protection. When detected in the 
  outer layers of the aura, can indicate an area of the body 
  which has been over energized, or is over active. The 
  following are not primary colors, but each is associated 
  with very strong and consistent emotions. Unlike other 
  combination colors, these have meanings of their own and 
  can stand on their own merits. 
   
   
   
  Affection, love, enjoyment, pity, guilt. Vibrant Pink: 
  Indicates love, affection and a resilient temperament. Dull 
  Pink: Denotes 'care with caution', pity or guilt. 
   
  ORANGE 
   
  BROWN 
   
  Confidence, ambition, pride. Vibrant Orange: Indicates 
  ambition, pride, self-sufficient. Dull Orange: A lack of 
  warmth, but a strong desire for success and popularity. 
   
   
   
  Selfishness, deception, confusion or discouragement. Light 
  Brown: Indicates confusion or discouragement. The lack of 
  confidence in ones self, the present situation or in the 
  subject being addressed. Dark Brown: Indicates selfishness, 
  fault finding, and a tendency toward deception. 
   
   
  Clairvoyance 
   
  Psychic Skills: Scanning 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Clairvoyance is the psychic talent to see objects, and visions, or to gain information regardless of its distance. The visions 
  deal with some object, location, or physical event that is occurring in the present, recent past or even possibly the future. The 
  Psychic reaches out their mind, in an attempt to feel the psychic vibrations that the object, location or event is currently 
  generating or generated in the recent past. Through these vibrations, the Psychic can learn information such as; how many 
  people were involved in the commission of a murder, their hair color, how old the victim was, where the victims body is 
  buried, etc. These visions are not always clear to the Psychic, sometimes appearing as dreams or visions after touching an 
  object that was connected to the event. Events that have already occurred tend to be easier for a Psychic to grasp on to; 
  because the flow of the vibrations from the event are considered constant, as in the event has already occurred and it is 
  something that will not change. For events dealing with the future, all of the details are always cloudy, because the flow of 
  
   
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  time is always changing with each decision that is made by each individual; so it is entirely possible for a Psychic to have a 
  vision of a possible future event that never comes to pass.  
   
  To use this Psychic Talent, the Psychic spends a Life Force point to use their Psionics + Scanning + Card to reach out with 
  their mind an attempt to gain impressions of the object, location, or physical event. The higher Total Value that the Psychic 
  gains in their Check or Contest makes the details of the event clearer in the Psychic’s mind. Some events can cause a Resist 
  Fear & Madness check because of the intensity of the event. The more raw anger or passion that is connected to the event 
  tends to make it easier for the Psychic to grasp on to its vibrations. Events that have happened in the Past add a +1 to the 
  Difficulty per week that has past since the event occurred. Events that may possibly happen in the Future add a +2 to the 
  Difficulty p er week away from the event because all future events are possibilities in the timeline, not something that is set 
  in place. Events that are happening in the here and now do not have a modifier to the Difficulty to scan for them. 
   
  Cryokinesis 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  Cryokinesis is the Psionic Talent that decreases the kinetic energy of atoms and thus is able to reduce the temperature, often 
  used to control, or create ice. 
   
  To use Cryokinetics; the Psychic needs to spend 3 Life Force Points, then Psychic makes a Psionics + Control Skill + Card 
  Contest against their intended target; against the targets Resist Psionics Ranks + Card. 
   
  If the Contest is successful, the Psychic is able to use Cryokinetics to lower the temperatures around them to the point that 
  they can freeze over the environment around them. Whatever their target is, it takes a point of damage due to the freezing 
  effects of this Talent, against people, for every 2 points over their target number that a Cryokinetic succeeds, the Freezer 
  does an additional point of wound damage to their target. Obviously, when Freezers become enraged or deranged, they can 
  have horrifying effects on their environment around them and the people that inhabit that environment. 
   
  Cryokinetics can also direct blasts of extreme cold at their targets to the point that they could potentially freeze a person 
  solid. 
   
  Should a Freezer pull a Joker when attempting to use their Talent, they automatically take a point of wound damage, 
  whatever they were attempting to do fails, and they lose the activating point of Life Force. Jokers in Center Stage Game 
  System are meant to have bad effects. 
   
  Personas taking this Psionic Talent can not take Electrokinesis, Psychokinesis, or Pyrokinesis. 
   
  Cybermancy 
   
  Psychic Skills: Control & Scanning 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  Cybermancy is the Psychic Talent that allows a Psychic to merge their mind with the raw data or a computer system, and 
  through this merging, the Psychic is able to bend a computer’s system to his or her will. A Cybermancer can link him or 
  herself to a computer through simple touch without needing a physical medium (such as a keyboard, mouse  or monitor). The 
  Psychic is able to mentally take control of the device and make it perform whatever functions that the Psychic wishes, as 
  long as it falls within the limits to the computing device. Cybermancers can also read the data that is stored on disk ( floppy 
  disks, CDs, DVDs, etc.). To a limited degree, a Psychic with this Psychic Talent can even copy the data into their minds to 
  be passed on to a prepared storage device within a relatively short period of time. 
   
  To use this Psychic Talent, the Cybermancer must spend 3 Life Force Points and makes a Psionics + Scanning or Control + 
  Card Check to merge their mind with the computer system, or to read a storage device. For every change that the Psychic 
  wishes to make, or every function that the Cybermancer attempts to perform using the computing device, the Psychic must 
  
   
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  make an additional Psionics + Scanning or Control + Card Check. For every 2 points above the Difficulty that the Psychic 
  succeeds in their Cybermancy Talent that the Psychic succeeds by, the Psychic is able to “remember” 1 Gigabyte of Data. 
   
  Dream Walking 
   
  Psychic Skills: Broadcasting, Control, Scanning, & Shielding 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Dream Walking is the Psionic Talent that allows the Psychic to walk among the dreams of others. Through this Psychic 
  Talent, the Psychic is able to impose his will upon the dreams of others; allowing him or her to create new images, alter 
  images that are already being dreamed about, and the ability to banish nightmares, or to craft totally new horrors with which 
  to terrorize his or her target. The images that the Psychic is able to craft in the dreams of others are totally realistic and 
  almost impossible to distinguish from real dreams. Only other Dream Walkers are able to take notice of the changes that 
  another Dream Walker may be attempting to introduce into their dreamscapes. 
   
  To use Dream Walking; the Psychic needs to spend 1 Life Force Point, then Psychic makes a Psionics + Scanning Skill + 
  Card Contest against their intended target; against the targets Resist Psionics Ranks + Card to look into their target’s dream. 
  Once the Psychic has gotten a look inside of their target’s dream, then the Psychic makes a Psionics + Broadcasting Skill + 
  Card against their target’s Resist Psionics + Card to enter the target’s dreamscape. If the Psychic wishes to alter some details 
  of the target’s dreamscape, the Psychic makes a Psionics + Control Skill + Card against their target’s Resist Psionics + Card.  
   
  Dream Walkers automatically add their Shielding Skill Ranks to their Psionics + Card when defending against another 
  Dream Walker that may be attempting to invade his or her dreamscape. 
   
  Every additional Life Force point past the initial Life Force point that was spent to activate Dream Walking, the Psychic adds 
  another +2 to their Psionics for all Dream Walking based actions for the rest of the scene. Should a Psychic draw a Joker 
  while attempting to Dream Walk, that Psychic automatically takes a point of Wound Damage as normal, and then suffers a 
  horrific nightmare as his or her own subconscious takes control of the dream. 
   
  Psychic Discipline: Devourer of Dreams 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  The Psychic is able to enter the dreams of their Target and draw upon the power of the Target’s dreaming mind, turning that 
  power into Life Force Points for them selves. The Psychic makes a Psionics + Control + 6 + Card Contest against their 
  Target’s Resist Psionics + Card, if successful the Psychic is able to gain 4 Life Force Points from their Target and their 
  Target awakens the following day feeling tired and with a -2 penalty to all Checks and Contests for the next 6 hours. After 
  the 6 hour period has passed; the Target returns to normal. The Psychic can only use this Psychic Discipline once per day per 
  Target. 
   
  Electrokinesis 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  Electrokinesis is the Psionic Talent that allows the Psychic to control, create, dissipate and intensify electricity. This Psychic 
  Talent also gives the Persona a limited control over electromagnetism (items that a Psychic has magnetized will draw smaller 
  metallic items to them and will hold them fast if pressed up against a ferrous metal or other magnetized source). Psychics 
  with this Psychic Talent tend to have problems dealing with electronic devices, most especially computers, because they 
  have a habit of wiping the storage drives due to the electromagnetic forces that their body naturally produces. 
   
  To use Electrokinesis; the Psychic needs to spend 3 Life Force Points, then Psychic makes a Psionics + Control Skill + Card 
  Contest against their intended target; against the targets Resist Psionics Ranks + Card. 
  
   
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  If the Contest is successful, the Psychic is able to use Electrokinesis to control, create, dissipate or intensify electricity that is 
  around them. Whatever their target is, it takes a point of damage due to the shocking effects of this Talent, against people, for 
  every 2 points over their target number that an Electrokinetic succeeds; the Psychic does an additional point of wound 
  damage to their target. Obviously, when Electrokinetics become enraged or deranged, they can have horrifying effects on 
  their environment around them and the people that inhabit that environment. 
   
  Electrokinetics can also direct horrifying surges of electricity at their targets to the point that they could potentially 
  electrocute a person. 
   
  Should a Electrokinetic pull a Joker when attempting to use their Talent, they automatically take a point of wound damage, 
  whatever they were attempting to do fails, and they lose the activating point of Life Force. Jokers in Center Stage Game 
  System are meant to have bad effects. 
   
  Personas taking this Psionic Talent can not take Cryokinesis, Psychokinesis, or Pyrokinesis. 
   
  Psychic Discipline: Electrokinetic Shield 
   Psychic Discipline: Stun Pulse 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to create an electrified shield of 
  electro-kinetic energy that surrounds them as a protective 
  barrier against incoming attacks; this electrokinetic shield 
  can be projected up to 10 feet out from the Psychic 
  (allowing the Psychic to protect more than just them 
  selves) or be as close to them as 6 inches from their body 
  (becoming a visible electro-kinetic personal body armor). 
  The Psychic makes a Psionics + Control + 6 + Card Check 
  against a Target Difficulty of: Very Difficult; if successful 
  the Psychic gains a +5 bonus to their Toughness for the 
  rest of the Scene (1 hour). 
   
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to create and throw a bolt of electro-
  kinetic energy at their target that does 6 points of Stun 
  Damage to their target, for every two points that the 
  Psychic beats their Target Difficulty by; the Psychic will do 
  an additional point of Stun Damage to their target. Should 
  the Psychic render their target unconscious through Stun 
  Damage, then all additional Stun Damage turns into Wound 
  Damage on the Target. To use this Psychic Discipline, the 
  Psychic makes a Psionics + Control + 6 + Card Contest 
  against a Target Difficulty of Difficult, their target resisting 
  the Psychic through their Resist Psionics Ranks. 
   
  Mesmerism 
   
  Psychic Skills: Control 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Mesmerism is the Psychic Talent that allows the Psychic control the minds of others. Through mesmerism, the Psychic can 
  remove portions of a targets memory or they can add false memories. The more time a Psychic has to perform mesmerism 
  with their target, the more memories can be altered or removed. The most common use of mesmerism is by Psychics that are 
  attempting to unlock memories that have been lost to their target. Some rather unscrupulous Mesmerists have used this 
  Talent to force their targets into signing away their lives fortunes, or in some of the most extreme cases, to end their own 
  lives. The most common use of mesmerism among Atlanteans and Lilans is to remove all memories relating to a Lilan 
  feeding upon a mundane. Another example would be altering the minds of those that have witnessed a Lilan using his or her 
  powers. 
   
  To use Mesmerism; the Psychic needs to spend 1 Life Force Point, then Psychic makes a Psionics + Control Skill + Card 
  Contest against their intended target; against the targets Resist Psionics Ranks + Card. If the Contest is successful, the 
  Psychic is able to dominate the target will into performs actions that they otherwise would not consider doing.   
   
  Every additional Life Force point past the initial Life Force point that was spent to activate Mesmerism, the Psychic adds 
  another +2 to their Psionics for all Mesmerism based actions for the rest of the scene. True Blooded Atlanteans gain a 
  automatic +2 to their Resist Magic & Psionics rating when defending against another Psychic that is attempting to use 
  Mesmerism on them. 
  
   
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  Psychic Discipline: Mind Shredder 
   
  Psychic Skills: Control & Scanning 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  It was the Atlanteans that originally developed this Psychic Discipline; basics it allows the Psychic to go in to the memories 
  of their target and selectively remove all memories that are connected to a specific situation. This Psychic Discipline requires 
  that the Psychic has both the Psychic Talents of Mesmerism and Telepathy. Using Telepathy the Psychic is able to look into 
  the memories of their target in order to find the memories that are connected to a situation that the Psychic would rather be 
  forgotten. In order to use this Psychic Discipline, the Psychic first makes a Psionics + Scanning + 6 + Card Contest against 
  their intended Target’s Resist Psionics +Card in an attempt to break into the Target’s mind to find the offending memories. 
  Then the Psychic makes a Psionics + Control + 6 + Card Contest against the Target’s Resist Psionics + Card to skillfully 
  remove the memories of the situation. In some cases the Psychics make a point to replace the missing memories with a 
  fictional event in order to replace the missing time.  
   
  Phantasm 
   
  Psychic Skills: Broadcasting & Control 
  Talent Category: Common 
  Activation Cost: 3 Life Force Points 
   
  Phantasm is the Psionic Talent that allows the Psychic to project an illusionary image or environment into the mind of their 
  intended target.  Through this Psionic Talent, the Psychic could make their intended target think that a everyone in a crowded 
  room suddenly disappeared and only the target and the Psychic remained in the room (combined with Telepathy, this 
  particular instance could make it possible for a Psychic to make sure their intended target knew exactly who they were 
  “speaking” to. Another disturbing instance of this Psionic Talent is the intended target and the Psychic are standing on a 
  street corner, waiting for the crosswalk like to change to walk. The Psychic projects the image into the mind of their target 
  that the light has changed and there are currently no cars traveling through the intersection, when in fact there may be dozens 
  of cards racing through that same intersection. In this case if the target walks into the intersection there is a good chance that 
  they are going to get hit by a moving vehicle and possibly killed. Yet another instance is the Psychic created the image of a 
  demon appearing out of no where in front of the target and the illusionary demon rips out the targets heart while they are 
  watching. In this case, the target would be forced to make succeed in a Resist Fear & Madness Check or they would faint or 
  worse from believed attack. What Phantasm comes down to in the end is the imagination of the Psychic that has this Psionic 
  Talent and what they choose to project into the minds of their potential targets. Not actual harm comes from the use of 
  Phantasm on the target; it’s the targets actions or reactions that always cause the harm in the end. 
   
  To use Phantasm; the Psychic needs to spend 3 Life Force Points, then Psychic makes a Psionics + Broadcast Skill + Card 
  Contest against their intended target; against the targets Resist Psionics Ranks + Card. For every round that that Psychic 
  keeps up this Psionic Talent they must spend an additional Life Force point, and make a Psionics + Control Skill + Card 
  Contest against their intended target; against the targets Resist Psionics Ranks + Card to maintain the Phantasm that the 
  target is seeing. 
   
  For every additional Life Force point past the initial Life Force point that was spent to activate Phantasm, the Psychic adds 
  another +2 to their Psionics for all Phantasm based actions for the rest of the scene. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Psychic Discipline: Dire Metamorphosis 
   Psychic Discipline: Dislocation 
   
  Psychic Skills: Broadcasting & Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to alter their physical form in the mind 
  of their intended Target, into the form of a terrifying 
  creature (such as; a Medusa, a Werewolf, or a man made 
  totally out of maggots). The point of the Dire 
  Metamorphosis Psychic Discipline is to inspire fear and 
  terror in the hearts and minds of their intended Target.  The 
  Psychic first makes a Psionics + Broadcasting + 6 + Card 
  Contest against their intended Target’s Resist Psionics + 
  Card in an attempt to break into the Target’s mind. The 
  Psychic then makes a Psionics + Control + 6 + Card 
  Contest against their Target’s Resist Psionics + Card; if 
  successful the Psychic will force their intended Target into 
  making a Resist Fear & Madness Check against a Target 
  Difficulty of: Very Difficult. If the Target fails their Resist 
  Fear & Madness Check; see the Fear & Madness section in 
  the Rules Chapter for effects. 
   
   
  Psychic Skills: Broadcasting & Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to project the mental image of a double 
  of the Psychic that appears 10 feet away from their actual 
  position in the Scene while mentally erasing them selves 
  from their current location to all within the Scene. The 
  Psychic first makes a Psionics + Broadcasting + 6 + Card 
  Contest against their intended Target’s Resist Psionics + 
  Card in an attempt to break into the Target’s mind. The 
  Psychic then makes a Psionics + Control + 6 + Card against 
  a Target Difficulty of: Very Difficult; if successful all 
  Personas in the Scene see and interacts with the double of 
  the Psychic and ignore the actual Psychic in the Scene. 
   
  Psychic Discipline: In Plain Sight 
   
  Psychic Skills: Broadcasting & Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to hide within a crowded Scene; for anyone that is actively searching for the Psychic, the Psychic’s 
  clothing and appearance blur to the point that it become almost impossible for some one to locate the Psychic in the crowd 
  that they are hiding in. The Psychic makes a Psionics + Broadcasting + 6 + Card Check against a Target Difficulty of: Very 
  Difficult; if successful the Psychic is able to hide within the crowd unnoticed by anyone that might be pursuing them. 
   
  Psychic Healing 
   
  Psychic Skills: Control & Scanning 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Psychic Healing is the Psychic Talent that allows the Psychic to see into their patient to determine what the malady was that 
  they were suffering from and then to use the Psychic’s own Life Force to heal the patient. Psychic Healing can not regenerate 
  severed limbs, but it can regenerate Would Damage that a patient is suffering from. Combined with modern medicine, a 
  Psychic Healer can bring a severed limb back to full working condition. 
   
  To use Psychic Healing, the Psychic spends 1 Life Force Point to use their Psionics + Scan + Card to look into the patient to 
  determine what is wrong with them; which the body automatically resists through the Patient’s Resist Psionics + Card.  If the 
  Psychic is successful in their Scan Contest, then the Psychic uses their Psionics + Control + Card in an attempt to heal the 
  Patient. The Patient’s body will try to rests this through Resist Psionics + Card, but if the Patient is already down Wound 
  Ranks, then their body will be resisting at a penalty. If the Psychic is successful in this Contest, the Psychic spends 3 Life 
  Force points per Wound Rank that is healed. Grievous life threatening Wounds can take more than one session with the 
  Psychic Healer to heal. 
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Psychic Discipline: Morphic Cleansing 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  Morphic Cleansing is a discipline of Psychic Healing that allows the Psychic to manipulate and bolster the antibodies and 
  cells within a body; purging it of toxins, illness and even repair the damage such maladies cause.  A Psychic with this 
  discipline may use this power to suppress the effects of toxins, diseases and even spells that create such effects.  More 
  accomplished Psychics develop the ability to heal loss of Attribute ranks. 
   
  To use Morphic Cleansing, the Psychic must Identify the problem within the patient.  Just as with Psychic Healing, the 
  Psychic spends 1 Life Force Point to use their Psionics + Scan + Card to look into the patient to determine what is wrong 
  with them; which the body automatically resists through the Patient’s Resist Psionics + Card.  If the Scan is successful then 
  the Psychic gains the knowledge of what caused the problem (though not necessarily how the patient was exposed to it).  The 
  Psychic also gains understanding of the effects of the malady.  For example if the scan revealed that the patient was suffering 
  from poisoning, the Psychic would learn all of the information regarding the effects of the toxin affecting them. The scan 
  will also reveal whether or not the patient has suffered any loss of Attribute Ranks due to poison or disease. 
   
  If the scan is successful the Psychic may attempt to affect the malady or the patient.  By affecting the malady the Psychic 
  may attempt to either isolate and suppress the problem for a time, or purge the malady entirely.  In order to suppress the 
  malady the Psychic uses Psionics + Control + Card against the Difficulty of the malady (for example, attempting to affect a 
  weak toxin would be difficulty: simple).  If successful the malady is isolated into what amounts to a Psychic tumor. This will 
  not heal any effects that the patient has suffered from, but any ongoing effects are immediately suspended and no further 
  effects occur. The Psychic must spend 1 life force point for every three hours they wish the tumor to persist. Once this 
  duration has ended the malady resumes affecting the patient from where it left off as if no time had passed. 
   
  It may be possible to attempt to remove the tumor from the patient by surgical means. Because of the nature of the tumor, the 
  difficulty of the skill check is increased by one step.  Additionally the Psychic must be present at the surgery and must make 
  a Psionics + Control + Card against the skill check of the surgeon in order to keep the tumor intact.  Failure by either will 
  end the effects of the tumor as if the duration had run out.  The tumor itself is still hazardous and unless disposed of can 
  affect others who come into contact with it. 
   
  Powerful Psychics may attempt to purge the malady entirely.  The malady is affected in the same manner as suppressing it, 
  except that the life force cost for affecting the malady is increased to 2 and the difficulty is increased by one step. If 
  successful the Psychic must make a final check against the patient’s Resist Psionics + Card.  If successful the body purges 
  the malady violently from the system.  Infected material is forcefully ejected from orifices and pores over 5+ card rounds, 
  covering the body in a layer of harmless filth.  For each round this purge occurs the patient suffers one rank of stun damage.  
  If the patient survives, the malady is cured.  Any loss of Attribute ranks is still applied but all other effects of the malady are 
  removed as if the Patient had never suffered from it. 
   
  The most powerful Psychics may attempt to repair damage at the cellular level in such a way that the Patient recovers 
  Attribute rank loss.  If the initial scan is successful the Psychic may attempt to repair damage to one attribute.  The Psychic 
  uses their Psionics + Control + Card against the Patient’s Resist Psionics + Card + double the next Attribute Rank (will add 
  +6 to the Patient’s check.)   If Successful the Psychic must spend two life force points per Rank of the Attribute he is healing 
  (For example to heal an Attribute from 2 to 3 will cost 6 life force points.)  This process takes one scene to complete, and the 
  Psychic may only attempt to recover one attribute point per day.  This also exhausts the Patient, reducing them to 
  unconsciousness for 6 to 8 hours.  This use of the Morphic Clensing discipline cannot be used to recover lost ranks that have 
  been repurchased through building points. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  133 
  Psychic Vampirism 
   
  Psychic Skills: Control 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Psychic Vampirism is the Psionic Talent that allows the Psychic to steal the Life Force of those around them. Psychic 
  Vampirism tends to form the basis for the legends of vampires throughout history, as well as the dark tales of Sorcerers who 
  use magic to steal of the Life Force of others to selfishly extend their lives at the cost of their victims. Similar in some ways 
  to Lilans, Revenants, or Thralls; Psychic Vampires steal the Life Force of those around them, but in the Psychic Vampire’s 
  case, it is something that comes naturally to them, rather than ancient Atlantean Sorcery. Through this theft of Life Force, the 
  Psychic Vampire is able to extend their own lives, stave off sickness or disease, or power other Psychic Talents through the 
  Life Force that has been stolen.  
   
  Just as Lilans, Revenants, or Thralls; Psychic Vampires can use the Life Force that they steal to enhance their Attributes, up 
  to the Maximim for Humans or Faux Blooded Atlanteans. To do this the Psychic spends 1 Life Force Point per Attribute 
  increase; which only lasts for a Scene (1 hour). The Only Attributes that can be enhanced in this manner are: Agility, Brawn, 
  Intellect, and Vitality. Through these temporary increases only the Toughness derived Attribute can be enhanced, all other 
  derived Attribute are set at their fixed normal Ranks. 
   
  Psychic Vampires can also use the stolen Life Force to heal their injuries, though no where near as efficiently as a Lilan. 
  These Psychics can heal a point of Wound Damage a day through the expenditure of 2 Life Force points (Maximum of 1 
  Wound Rank per day). 
   
  To use this Psychic Talent; the Psychic must spend 1 Life Force Point. To Drain the Life Force of a victim, the Psychic uses 
  their Psionics + Control + Card against their victims Resist Psionics + Card. Should the Psychic suceed, they are able to 
  drain their victims Life Force at 2 Life Force points per Round. The Life Force Point that is spent to activate this Psychic 
  Talent is only required the first Round that the Psychic begins draining their victim and lasts for the rest of the Scene or until 
  the Psychic breaks contact with their victim. 
   
  Psychic Discipline: Death Field 
   Psychic Discipline: Feast of Souls 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  The Psychic is able to create an invisible field of negative 
  energy that extends out from them for 20 feet in all 
  directions; this Death Field does physical harm to all 
  living creatures that are within it (example: plants begin 
  withering and dying while the Psychic is near them, 
  living creatures begin showing deep bruising that inflicts 
  physical pain to them; if a living creature were to remain 
  in this death field for a long enough time they could 
  actually die). The Psychic makes a Psionics + Control + 6 
  + Card against a Target Difficulty of: Very Difficult; if 
  successful all creatures that are within 20 feet of the 
  Psychic begin taking a point of Wound damage per 
  Round that they remain within the Death Field. 
   
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  The Psychic is able to draw upon the Physical Attributes of 
  their Target to convert the stolen Physical Attribute Ranks 
  into Life Force Points for them selves; the Attributes stolen 
  appear on the Target in the form of unnatural excelerated 
  aging (example: if the Psychic draws upon the Appearance 
  Attribute of their Target, then the Target begins showing a 
  wrinkled appearance all over their body as if they had just 
  been aged 10 years in a matter of seconds). The Psychic must 
  physically touch their intended Target and make a Psionics + 
  Control + 6 + Card Contest against their Target’s Resist 
  Psionics + Card; if successful the Psychic gains 5 Life Force 
  Points per Rank of a Physical Attribute that is stolen from 
  their Target. (Note: It takes the human body 1 year to 
  naturally recover Physical Attributes that are lost in this 
  fashion; but they can be replaced through the purchase of 
  new Physical Attribute Ranks over the course of a month of 
  concentrated rehabilation on the part of the Victim of this 
  horrific Psychic Discipline). If a Psychic steals all of a 
  Target’s Vitality and brings the Target to 0 Ranks in Vitality, 
  then the Target immediately dies. 
   
  
   
  134 
  Psychokinesis 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  Psychokinesis is the Psionic Talent that allows the Psychic to move objects, deflect attacks, and strike at opponents with the 
  power of the mind. Through Psychokinesis; a Psychic can do things from choking an opponent’s throat, to crushing an 
  opponent’s heart to the point that it can kill them. A Psychic could use the power of the mind to pick up a sword and attack 
  an opponent, to throwing a chair or desk at their opponent. Distance is not a factor as long as the Psychic can clearly see the 
  opponent they are trying to affect. Simple rule of thumb; if the Psychic can see their intended target, they are far game.  
   
  Many in this day and age believe that Psychokinesis is all connected to the spirit world; or Mirror World for those in the 
  know.  
   
  To use Psychokinesis; the Psychic needs to spend 3 Life Force Points, then Psychic makes a Psionics + Control Skill + Card 
  Contest against their intended target; against the targets Resist Psionics Ranks + Card, if they are attempting to crush an 
  opponents heart or throat, or cause bodily harm with Psychokinesis allow. If the Psychic is using Psychokinesis to toss a desk 
  or chair, or is trying to slice at their opponent with a sword, or even use a gun; the opponent must make a Agility + Dodge + 
  Card Contest as normal. The Psychic will always use their Psionics + Control Skill + Card on all attempts to use this Psionic 
  Talent; it is not possible to add the Psychics Firearms Skill or Melee Weapons skill to this Contest because their Agility 
  Attribute is not being used in conjunction with this Contest. 
   
  If the Contest is successful, the Psychic is able to use Psychokinesis. Whatever their target is, it takes a point of damage due 
  to the effects of this Talent, against people, for every 2 points over their target number that a Psychic succeeds; the Psychic 
  does an additional point of wound damage to their target. A Psychic is able to lift an object/person of 100 pounds; for every 2 
  points that the Psychic beats their target difficulty by, the Psychic is able to lift up an additional 100 pounds. Obviously, 
  when Psychokinetics become enraged or deranged, they can have horrifying effects on their environment around them and 
  the people that inhabit that environment. 
   
  Should a Psychokinetic pull a Joker when attempting to use their Talent, they automatically take a point of wound damage, 
  whatever they were attempting to do fails, and they lose the activating point of Life Force. Jokes in Center Stage Game 
  System are meant to have bad effects. 
   
  Personas taking this Psionic Talent can not take Cryokinesis, Electrokinesis, or Pyrokinesis. 
   
  Psychic Discipline: Psychokinetic 
  Shield 
   Psychic Discipline: Deflection 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to create an invisible shield of 
  psychokinetic energy that surrounds them as a protective 
  barrier against incoming attacks; this psychokinetic shield 
  can be projected up to 10 feet out from the Psychic 
  (allowing the Psychic to protect more than just them 
  selves) or be as close to them as 6 inches from their body 
  (becoming invisible personal body armor). The Psychic 
  makes a Psionics + Control + 6 + Card Check against a 
  Target Difficulty of: Very Difficult; if successful the 
  Psychic gains a +5 bonus to their Toughness for the rest of 
  the Scene (1 hour). 
   
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to create an invisible shield of 
  psychokinetic energy that surrounds them as a protective 
  barrier against incoming attacks; this psychokinetic shield 
  can be projected up to 10 feet out from the Psychic 
  (allowing the Psychic to protect more than just them selves) 
  or be as close to them as 6 inches from their body 
  (becoming invisible personal body armor) and allows the 
  Psychic to deflect any incoming ranged attacks against the 
  Psychic. The Psychic makes a Psionics + Control + 6 + 
  Card Check against a Target Difficulty of: Very Difficult; if 
  successful all ranged attacks made against the Psychic or 
  those that the Psychic is protecting deflect harmlessly away 
  from them. 
  
   
  135 
   
  Pyrokinesis 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  Pyrokinesis is the Psionic Talent that increases the kinetic energy of atoms and thus; increases temperature, often used to 
  control or create fires. 
   
  To use Pyrokinetics; the Psychic needs to spend 3 Life Force Points, then Psychic makes a Psionics + Control Skill + Card 
  Contest against their intended target; against the targets Resist Psionics Ranks + Card. 
   
  If the Contest is successful, the Psychic is able to use Pyrokinetics to raise the temperatures around them to the point that 
  they can ignite the environment around them. Whatever their target is, it takes a point of damage due to the burning effects of 
  this Talent, against people, for every 2 points over their target number that a Pyrokinetic succeeds; the Psychic does an 
  additional point of wound damage to their target. Obviously, when Pyrokinetics become enraged or deranged, they can have 
  horrifying effects on their environment around them and the people that inhabit that environment. 
   
  Burners can also direct blasts of extreme heat at their targets to the point that they could potentially burn a person to cinders. 
   
  Should a Burner pull a Joker when attempting to use their Talent, they automatically take a point of wound damage, 
  whatever they were attempting to do fails, and they lose the activating point of Life Force. Jokers in Center Stage Game 
  System are meant to have bad effects. 
   
  Personas taking this Psionic Talent can not take Cryokinesis, Electrokinesis, or Psychokinesis 
   
  Psychic Discipline: Pyrokinetic Shield 
   Psychic Discipline: Fireball 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to create a flaming shield of 
  pyrokinetic energy that surrounds them as a protective 
  barrier against incoming attacks; this pyrokinetic shield 
  can be projected up to 10 feet out from the Psychic 
  (allowing the Psychic to protect more than just them 
  selves) or be as close to them as 6 inches from their body 
  (becoming invisible personal body armor). The Psychic 
  makes a Psionics + Control + 6 + Card Check against a 
  Target Difficulty of: Very Difficult; if successful the 
  Psychic gains a +5 bonus to their Toughness for the rest of 
  the Scene (1 hour). Anyone that comes in contact with the 
  Pyrokinetic Shield (except the Psychic) will take 4 points 
  of Wound damage for every Round that they are in contact 
  with the Pyrokinetic Shield. 
   
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 3 Life Force Points 
   
  The Psychic is able to throw fireballs from their hands at 
  their intended Targets; these fireballs are about the size of a 
  small basketball.  The Psychic makes a Psionics + Control 
  + 6 + Card Check against a Target Difficulty of: Very 
  Difficult; if successful the Psychic is able to throw a fireball 
  from their hands at their Target that will do 5 points of 
  Wound damage per successful hit (the Target can attempt to 
  Dodge out of the way of the fireball, using the Psychic’s 
  Total result as the Target Difficulty that they must beat in 
  order the dodge away from the Psychic’s attack). For every 
  Life Force Point spent above the required activation cost, 
  the Psychic will do an additional 2 points of Wound 
  damage to their Target. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  136 
  Spirit Medium 
   
  Psychic Skills: Broadcasting, Control, Scanning, & Shielding 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Spirit Medium is the Psychic Talent that allows the Psychic to be able to facilitate communication with spirits of the 
  deceased or other non-corporeal entities, either by going into a trance and allowing a spirit to use their body, or by using 
  extrasensory perception to relay messages from the spirits. In some cases the Spirit Medium is able to see the deceased spirit 
  or non-corporeal entity, in other cases the Spirit Medium is able to hear the deceased spirit or non-corporeal entity. In some 
  of the more extreme cases, the Spirit Medium allows the deceased spirit or non-corporeal entity to enter his or her body in an 
  attempt to allow it to communicate with those across the barrier between the physical world and the Mirror World 
   
  To use Spirit Medium, the Psychic spends 1 Life Force Point and uses their Psionics + Scanning + Card to look into the 
  Mirror World for the psychic energy that is associated with deceased spirits or non-corporeal entities. Once the Psychic has 
  found the deceased spirit or non-corporeal entity, the Psychic uses their Psionics + Broadcasting + Card in an attempt to 
  communicate with the deceased spirit or non-corporeal entity. To hear what the deceased spirit or non-corporeal entity 
  attempts to communicate to the Psychic, the Psychic uses Psionics + Scanning + Card. This goes back and forth between the 
  Psychic and the deceased spirit or non-corporeal entity until communication is ended by either party. 
   
  To allow the deceased spirit or non-corporeal entity to enter the Psychic’s body to communicate using actual verbal 
  communication, the Psychic uses their Psionics + Broadcasting + Card to notify the deceased spirit or non-corporeal entity of 
  their willingness to become an open channel for the deceased spirit or non-corporeal entity to communicate with the physical 
  world. To remain in control of the Psychic’s body; as in to keep the deceased spirit or non-corporeal entity from using it to 
  go walk about or commit some act of violence against others, the Psychic uses their Psionics + Control + Card to remain in 
  control while the deceased spirit or non-corporeal entity uses their voice to communicate. 
   
  For a Spirit Medium to block entry deceased spirits or non-corporeal entities from entering their body against their will, the 
  Psychic uses Psionics + Shielding + Card. If successful, the deceased spirits or non-corporeal entities are held at bay and can 
  not enter the Psychic. 
   
  Note: Spirit Mediums are like a beacon to deceased spirits or non-corporeal entities in the Mirror World, and because of this 
  these Psychics are constantly shielding themselves against deceased spirits or non-corporeal entities from interfering with 
  their day to day lives. Under normal circumstances, the Actors and Director should considering the Shielding Skill to always 
  be “On”, therefore then defending against normal deceased spirits or non-corporeal entities, the Psychic always uses their 
  Psionics + Shielding + Card to defend against these intrusions. The only way this changes is if the Psychic specifically drops 
  his or her shielding for the purpose of communication with deceased spirits or non-corporeal entities. 
   
  Telepathy 
   
  Psychic Skills: Broadcasting, Scanning, & Shielding 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Telepathy is the Psychic Talent that allows the Psychic to look into the minds of others, in some cases to look so deeply into 
  their target’s mind that it causes the target physical harm as the Psychic picks through their deepest secrets. These Psychics 
  can also broadcast their thoughts into the minds of their targets in an attempt to communicate with them. 
   
   
  To use Telepathy; the Psychic needs to spend 1 Life Force Point, then Psychic makes a Psionics + Broadcast or Scan Skill + 
  Card Contest against their intended target; against the targets Resist Psionics Ranks + Card. 
   
   If the Contest is successful, the Psychic is able to use Telepathy to Broadcast thoughts into their targets mind, or Scan what 
  surface thoughts that are presently going through the target’s mind. If the Psychic beats their target in a Contest by 10 or 
  more points, then the Psychic is able to gain free access to all of the targets thoughts, both surface and deep. Please note that 
  deep scans cause a target 1 point of wound damage per round that the deep scan is active. 
  
   
  137 
   
  Every additional Life Force point past the initial Life Force point that was spent to activate Telepathy, the Psychic adds 
  another +2 to their Psionics for all Telepathy based actions for the rest of the scene.  
   
  Telepaths automatically add their Shielding Skill Ranks to their Psionics + Card when defending against another Telepath 
  that may be attempting to invade his or her mind. 
   
  Psychic Discipline: Disrupt the Flow 
   Psychic Discipline: Fortress of the Mind 
   
  Psychic Skills: Broadcasting 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  The Psychic is able to reach into the mind of their Target 
  and disrupt their flow of thoughts; making the Target 
  unable to communicate any thoughts out loud. Every time 
  the Target attempts to speak, all that will come out is a 
  jumble of nonsensical speech. The Psychic makes a 
  Psionics + Broadcasting + 6 + Card Contest against the 
  Target’s Resist Psionics + Card, if successful the effect of 
  this Psychic Discipline will last for the Scene. 
   
   
  Psychic Skills: Shielding 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  The Psychic is able to create an impenetrable barrier around 
  their mind that makes it almost impossible to penetrate. The 
  Psychic makes a Psionics + Shielding + 6 + Card Check 
  against a Target Difficulty of: Very Difficult; if successful 
  the Psychic gains a +6 bonus to add to their Psionics + 
  Shielding Contests for the rest of the Scene when defending 
  against the Psionic intrusions of other Psychics. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  138 
  The Revenant 
   
  These are the vampires of legend, stalking the nights in search of the 
  blood and life force of the living.  
   
  These creatures are very much undead, in some ways the most 
  powerful of the undead that still walk the earth. Like most of the 
  legends tell, Revenants have superhuman strength, the ability to 
  climb or walk on walls with their bare hands and feet, and the ability 
  to fly. They also have the ability to turn to mist when they feel they 
  are in eminent danger, and most of all they have the ability to 
  regenerate staggering amounts of physical damage to their own 
  bodies.  
   
  Anyone that is killed from loss of blood by one of these terrifying 
  creatures is doomed to rise up again the following evening as one of 
  the undead. 
   
   
  Template Cost: Advantage: Revenant (40 Study Points) 
   
  
   
  139 
  Revenant Strengths & Weaknesses 
   
  Revenant Strengths 
   
  Create Thrall 
   
  Revenants can create Thralls; these are quasi-undead 
  creatures that have many of the same abilites as Revenants, 
  while still remaining a living creature. (For more about 
  Thralls, see the Thralls entry in Chapter 1: The Setting. For 
  the Strengths and Weaknesses of a Thrall, see the Thrall 
  entry in this Chapter). 
   
   
  Enhance Attribute 
   
  Revenants can enhance an Attribute at the cost of 1 Life 
  Force Point per Attribute increase; this only last for a 
  Scene (1 hour). The Only Attributes that can be enhanced 
  in this manner are: Agility, Brawn, Intellect, and Vitality. 
  Through these temporary increases only the Toughness 
  derived Attribute can be enhanced, all other derived 
  Attribute are set at their fixed normal Ranks. 
   
   
  Flight 
   
  Revenants have the ability to fly at 10 times their Agility 
  Ranks as an Action during a Round. 
   
   
  Mist Form 
   
  Revenants can spend a point of Life Force to turn to mist 
  when in situations that they fear they’re unlives are in 
  danger or in cases where they need to get into a location 
  that would normally bar them from entry. They need but a 
  crack in the door frame or window to be able to enter a 
  room or dwelling in this fashion.  Transforming into their 
  mist form takes one Round for them complete the 
  transformation. 
   
   
  Nightvision 
   
  Revenants have the ability to see in darkness with perfect 
  clarity at a distance of up to 300 ft. 
   
   
  Mesmerism 
   
  Psychic Skills: Control 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Mesmerism is the Psychic Talent that allows the Revenant 
  to control the minds of others. Through mesmerism, the 
  Revenant can remove portions of a targets memory or they 
  can add false memories. The more time a Revenant has to 
  perform mesmerism with their target, the more memories 
  can be altered or removed. The most common use of 
  mesmerism is by Revenant that are attempting to unlock 
  memories that have been lost to their target. Some rather 
  unscrupulous Mesmerists have used this Talent to force 
  their targets into signing away their lives fortunes, or in 
  some of the most extreme cases, to end their own lives. The 
  most common use of mesmerism among Revenant is to 
  remove all memories relating to a Revenant feeding upon a 
  mundane. Another example would be altering the minds of 
  those that have witnessed a Revenant using his or her 
  powers. 
   
  To use Mesmerism; the Psychic needs to spend 1 Life Force 
  Point, then Revenant makes a Psionics + Control Skill + 
  Card Contest against their intended target; against the 
  targets Resist Psionics Ranks + Card. If the Contest is 
  successful, the Revenant is able to dominate the target will 
  into performs actions that they otherwise would not 
  consider doing.   
   
  Every additional Life Force point past the initial Life Force 
  point that was spent to activate Mesmerism, the Revenant 
  adds another +2 to their Psionics for all Mesmerism based 
  actions for the rest of the scene. 
  Life Force Drain 
   
  Revenants have the ability of draining a victim’s Life 
  Force through drinking their blood; at a rate of 2 Life 
  Force points per Round. 
   
   
  Recognize by Sight  
   
  Revenants have the ability to recognize other Revenants 
  and Thralls by sight. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  140 
  Physical Attacks 
   
  Revenants have the ability to use a Bite attack using their 
  Strike Skill against their victims that does their Brawn +2 
  points in Wound Damage every time they make a 
  successful attack. They also have razor sharp finger nails 
  that can be used to Claw using their Strike Skill against 
  their victims, doing their Brawn +1 point in Wound 
  Damage every time their make a successful attack. 
   
   
  Shape Changing 
   
  The Revenant is able to alter its form, allowing it to take 
  on the form of a bat, black cat, raven, or wolf.  To shape 
  change requires that the Revenant expend 3 Life Force 
  Points per transformation. For Stats on the bat, black cat, 
  raven, or wolf, please refer to their entries in this chapter 
  under Animals. 
   
   
  Walk on Walls 
   
  Revenants have the ability to climb and walk on sheer 
  surfaces with the ease of a spider. They are able to move at 
  their normal walking movement rate when doing this. 
   
  Regeneration 
   
  A Revenant can regenerate physical damage at a pace that 
  no other known creature can equal. Entire limbs, eyes, hair, 
  skin, grow back in a matter of hours to days. To be able to 
  regenerate Wound Damage, a Revenant must be able to 
  sleep for 8 hours. Body parts such as Eyes, Hair and Skin 
  can regenerate over the period of a single night of rest (8 
  hours of undisturbed rest); at which point their body 
  regenerates 1 Rank of Wound Damage per hour (up to 8 
  Wounds per night in this fashion). Should a limb be utterly 
  destroyed, it takes 5 days for the limb to regenerate. The 
  Revenants are immune to Stun Damage Revenants can 
  regenerate Wound Damage at 1 Rank per Life Force point 
  spent. Revenants can only regenerate Fire, Silver or Blessed 
  Damage through expending 3 Life Force Points per Rank of 
  Wound Damage, and only during the night cycle (up to 8 
  Wounds per night). 
   
  Revenant Weaknesses 
   
  Casts No Shadow 
   
  Revenants because of their undead condition do not cast a 
  shadow. Some believe this is because they have no soul, 
  and are thus permanently disconnected from the Mirror 
  World. 
   
   Fear of Fire & Holy Places 
   
  Uncontrolled Fire (fire that is not under the control of the 
  Revenant) to Revenants automatically provokes a Fight or 
  Flight response, because of this; Revenants must make a 
  Psyche Check at "Difficult" when they must deal with Fire. 
  Failure means they flee from the Fire. For some unknown 
  reason, the Revenant Curse produces an instinctive Fear of 
  Holy places, because of this Revenants must make a Psyche 
  Check at "Difficult" to enter places of Faith. 
  Masters Domination 
   
  Revenants are always at a disadvantage when attempting to 
  resist the commands of their Revenant that created them. 
  Whenever they attempt to defy the commands of their 
  Revenant Master, they resist with half their normal Ranks 
  in their Resist Psionics Ranks. 
   
   Physical Evidence 
   
  So long as there physical evidence of a Revenant showing 
  some part of their supernatural nature; be it by photograph, 
  video or digital recording, it is not possible to use 
  Mesmerism to erase the witnesses memories of the incident. 
  Once the Physical Evidence is destroyed, it is possible to 
  use Mesmerism on the Witness. 
   
   
  Susceptibility to Faith, Fire, Garlic, Silver & Sunlight 
   
  Revenants take 2 Wounds per Round that they are hit with faith and fire damage, against Silver weapons and silver bullets, 
  the Revenant takes double the bullet or weapons listed damage. Revenants take 1 Rank of Stun Damage for each round they 
  are exposed to Garlic. Revenants take 2 Wounds per Round that they are expose to direct sunlight or the light from an Ultra 
  Violet lamp. 
   
   
   
   
   
   
  The Thirst 
  
   
  141 
   
  Revenants lose 1 Life Force point upon rising at 
  night. Upon dropping to 5 or less Life Force points, 
  the Revenants will begin feeling the unconscious 
  need to feed in the form of irritability when dealing 
  with others. The Revenant must make a Resist Fear 
  & Madness Check at -2 Ranks, or they will feed 
  one the first person that they come across.  
   
  Drinking Life Force 
   
  Revenants must be careful to stop drawing from a 
  human before death occurs, lest they be dragged 
  into the darkness of true death themselves. All 
  Revenants must make a Psyche Check at -3 to stop 
  feeding from a human before death occurs. 
  Revenants that drain a human to the point of death 
  and beyond are tasting of  true death, and because 
  of this brush with a Revenants greatest fear, the 
  Revenants must succeed in a Resist Fear & 
  Madness Check, or gain a permanent Madness 
  (See Fear & Madness Section) 
   
  Drinking from the Recently Dead (1 
  Hour Maximum) 
   
  All Revenants that drink from the recently dead must always make a Resist Fear & Madness Check every time they attempt 
  this (See Fear & Madness Section). Revenants that regularly feed from the dead face madness and insanity within a relatively 
  short period of time. Blood from recently dead humans that has passed the 1 hour mark becomes unusable by Revenants, as 
  all of the Life Force that had been residing within the dead man has escaped into the next world.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  142 
  Servitor of Atlantis 
   
  The Servitors of Atlantis are members of the human families that 
  have been loyally serving the Families of the Atlantean Houses for 
  generations.  
   
  These Servitors have been trusted to run the households, to guard 
  over and protect the very lives of the Children of Atlantis. 
   
  Because of their loyal service to their Atlantean Masters, they 
  have been rewarded with better lives than the most of the rest of 
  humanity. Atlanteans feel quite at ease to speak of internal matters 
  in the presence of their Servitor Families because the Servitors 
  stand to lose just as much or more should their masters be laid 
  low. 
   
  Both the Second Atlantean Empire and the Renegade Houses 
  employ Servitor Families in order to protect and maintain their 
  vast holding in the world. 
   
  Many Servitors will serve their Masters loyally all their lives in 
  the hopes that they will be adopted into the Atlantean Families that 
  they serve, in doing so they become a part of the vast hidden 
  civilization that is the Children of Atlantis. 
   
   
   
  Template Cost: Advantage: Servitor Family (6 Study Points) 
   
   
   
   
  
   
  143 
  The Sorcerer 
   
  The Sorcerers are the magicians and wizards of old. They are the 
  witches that practiced their crafts in the Ancient World through to the 
  Dark Ages and the new age pagans that gather in covens and practice 
  witchcraft even today.  
   
  These are the individuals that seek the lost and forgotten secrets; they 
  seek the forbidden lore that has been lost to the ages. All of this is done 
  in their attempt to make the world a better place or to rule it.  
   
  The Sorcerers stand on both sides of the fence, some allying with the 
  unholy demons and spirits of the Mirror World and some watching 
  over and protecting humanity from the damnation that awaits them 
  should they fall to the temptations of the denizens of the Mirror World. 
   
   
   
  Template Cost: Advantage: Sorcerer (10 Study Points) 
   
   
  
   
  144 
  The Thrall 
   
  The Thrall is a creature that is not completely Revenant, nor completely 
  human, but something that is trapped in between. These creatures have a 
  great many of the supernatural powers of the Revenant, while not being a 
  Revenant themselves. 
   
  A Thrall comes about when a Revenant gives a portion of its blood to a 
  human; the transformation creates a creature that is totally subservient to 
  the Revenant that created it.   
   
  Thralls tend to be used by Revenants as their servants and more 
  importantly as a means to gather sustainence. Unlike the Revenant, 
  Thralls can not create others of their kind, only the Revenants have that 
  ability. 
   
  Life for a Thrall is a perpetual state of living in fear of the light of day 
  and in fear of the whims of their Revenant master.  Most Thralls know 
  that they are doomed to forever live this half-life as a quasi-undead 
  creature that is totally at the mercy of their master. Hoping and praying 
  for the day that they either die or that their Revenant master fully brings 
  them across into the full state of undeath. 
   
  Revenants tend to pick the most attractive mortals to turn into Thralls, 
  because it is easier for an attractive Thrall to tend to their feeding needs 
  than it would be for someone that is average to below average in 
  appearance. 
   
   
   
  Template Cost: Advantage: Thrall (35 Study Points) 
   
  
   
  145 
  Thrall Strengths & Weaknesses 
   
  Thrall Strengths 
   
  Enhance Attribute 
   
  Thralls can enhance an Attribute at the cost of 1 Life Force 
  Point per Attribute increase; this only last for a Scene (1 
  hour). The Only Attributes that can be enhanced in this 
  manner are: Agility, Brawn, Intellect, and Vitality. 
  Through these temporary increases only the Toughness 
  derived Attribute can be enhanced, all other derived 
  Attribute are set at their fixed normal Ranks. 
   
   
  Flight 
   
  Thralls have the ability to fly at 10 times their Agility 
  Ranks as an Action during a Round. 
   
   
  Life Force Drain  
   
  Thralls have the ability of draining a victim’s Life Force 
  through drinking their blood; at a rate of 2 Life Force 
  points per Round. 
   
   
  Nightvision  
   
  Thralls have the ability to see in darkness with perfect 
  clarity at a distance of up to 300 ft. 
   
   
  Physical Attacks  
   
  Thralls have the ability to use a Bite attack using their 
  Strike Skill against their victims that does their Brawn +2 
  points in Wound Damage every time they make a 
  successful attack. They also have razor sharp finger nails 
  that can be used to Claw using their Strike Skill against 
  their victims, doing their Brawn +1 point in Wound 
  Damage every time their make a successful attack. 
   
  Mesmerism 
   
  Psychic Skills: Control 
  Talent Category: Common 
  Activation Cost: 1 Life Force Point 
   
  Mesmerism is the Psychic Talent that allows the Revenant 
  to control the minds of others. Through mesmerism, the 
  Thrall can remove portions of a targets memory or they can 
  add false memories. The more time a Thrall has to perform 
  mesmerism with their target, the more memories can be 
  altered or removed. The most common use of mesmerism is 
  by Thralls that are attempting to unlock memories that have 
  been lost to their target. Some rather unscrupulous 
  Mesmerists have used this Talent to force their targets into 
  signing away their lives fortunes, or in some of the most 
  extreme cases, to end their own lives. The most common 
  use of mesmerism among Thrall is to remove all memories 
  relating to a Thrall feeding upon a mundane. Another 
  example would be altering the minds of those that have 
  witnessed a Revenant using his or her powers. 
   
  To use Mesmerism; the Psychic needs to spend 1 Life Force 
  Point, then Revenant makes a Psionics + Control Skill + 
  Card Contest against their intended target; against the 
  targets Resist Psionics Ranks + Card. If the Contest is 
  successful, the Revenant is able to dominate the target will 
  into performs actions that they otherwise would not 
  consider doing.   
   
  Every additional Life Force point past the initial Life Force 
  point that was spent to activate Mesmerism, the Thrall adds 
  another +2 to their Psionics for all Mesmerism based 
  actions for the rest of the scene. 
   
  Recognize by Sight  
   
  Thralls have the ability to recognize other Revenants and 
  Thrall by sight. 
   
   
  Walk on Walls  
   
  Thralls, like Revenants, have the ability to climb and walk 
  on sheer surfaces with the ease of a spider. They are able to 
  move at their normal walking movement rate when doing 
  this. 
   
   
   
  Regeneration  
   
  A Thrall can regenerate physical damage at a pace that no 
  other known creature can equal. Entire limbs, eyes, hair, 
  skin, grow back in a matter of hours to days. To be able to 
  regenerate Wound Damage, a Thrall must be able to sleep 
  for 8 hours. Body parts such as Eyes, Hair and Skin can 
  regenerate over the period of a single night of rest (8 hours 
  of undisturbed rest); at which point their body regenerates 1 
  Rank of Wound Damage per hour (up to 8 Wounds per 
  night in this fashion). Should a limb be utterly destroyed, it 
  takes 5 days for the limb to regenerate. The Thralls are not 
  immune to Stun Damage. Thralls can regenerate Wound 
  Damage at 1 Rank per Life Force point spent. Thralls can 
  only regenerate Fire, Silver or Blessed Damage through 
  expending 3 Life Force Points per Rank of Wound Damage, 
  and only during the night cycle (up to 8 Wounds per night). 
  
   
  146 
   
  Thrall Weaknesses 
   
  Fear of Fire & Holy Places  
   
  Uncontrolled Fire (fire that is not under the control of the 
  Thrall) to Thralls automatically provokes a Fight or Flight 
  response, because of this; Thralls must make a Psyche 
  Check at "Difficult" when they must deal with Fire. Failure 
  means they flee from the Fire. For some unknown reason, 
  the Thrall’s quasi-undead condition produces an instinctive 
  Fear of Holy places, because of this Thralls must make a 
  Psyche Check at "Difficult" to enter places of Faith. 
   
  Masters Domination  
   
  Thralls are always at a disadvantage when attempting to 
  resist the commands of their Revenant Masters. Whenever 
  they attempt to defy the commands of their Revenant 
  Master, they resist with half their normal Ranks in their 
  Resist Psionics Ranks. 
   
   
   
  Physical Evidence  
   
  So long as there physical evidence of a Thrall showing 
  some part of their supernatural nature; be it by photograph, 
  video or digital recording, it is not possible to use 
  Mesmerism to erase the witness’ memories of the incident. 
  Once the Physical Evidence is destroyed, it is possible to 
  use Mesmerism on the Witness. 
   
  Susceptibility to Faith, Fire, Garlic, Silver, & 
  Sunlight  
   
  Thralls take 2 Wounds per Round that they are hit with 
  faith and fire damage, against Silver weapons and silver 
  bullets, the Thralls take double the bullet or weapons listed 
  damage. Thralls take 1 Rank of Stun Damage for each 
  round they are exposed to Garlic. Thralls take 3 Wounds 
  per Round that they are expose to direct sunlight or the light 
  from an Ultra Violet lamp. 
   
  The Thirst 
   
  All Thralls lose 1 Life Force point upon rising at night. Upon dropping to 5 or less Life Force points, the Thralls will begin 
  feeling the unconscious need to feed in the form of irritability when dealing with others. The Thrall must make a Resist Fear 
  & Madness Check at -2 Ranks, or they will feed one the first person that they come across. 
   
  Drinking Life Force 
   
  Thralls must be careful to stop drawing from a human before death occurs, lest they be dragged into the darkness of true 
  death themselves. All Thralls must make a Psyche Check at -3 to stop feeding from a human before death occurs. Thralls that 
  drain a human to the point of death and beyond are tasting of  true death, and because of this brush with a Thralls greatest 
  fear, the Thralls must succeed in a Resist Fear & Madness Check, or gain a permanent Madness (See Fear & Madness 
  Section) 
   
   
  Drinking from the Recently Dead (1 Hour Maximum) 
   
  All Thralls that drink from the recently dead must always make a Resist Fear & Madness Check every time they attempt this 
  (See Fear & Madness Section). Thralls that regularly feed from the dead face madness and insanity within a relatively short 
  period of time. Blood from recently dead humans that has passed the 1 hour mark becomes unusable by Thralls, as all of the 
  Life Force that had been residing within the dead man has escaped into the next world.   
   
   
   
   
   
   
   
  
   
  147 
   
   
   
   
   
  Chapter 3:
  Persona Creation 
   
  
   
  148 
   
  Game Terminology 
   
  Action: Anything performed by an Actor, by it speaking or 
  performing some type of task. 
   
  Actor: The person who is portraying a Persona. 
   
  Actor Controlled Persona: This is the Persona that the 
  Actor in a Dark Aeons game plays. 
   
  Advantages: These are perks that are used to help further 
  define a Persona. They give the Persona special abilities or 
  connections that help the Persona in their trials through 
  life. 
   
  Attribute: A Trait that describes what a Persona inherently 
  is. Attributes are things such as Agility, Brawn, etc. 
   
  Cast: A group of Actors within an Episode or Series. 
   
  Contested Action: An action in which two Actors are 
  competing with one another for the success of an opposed 
  action. 
   
  Derived Attributed: This is a characteristic that describes 
  what the combination of 2 Attributes meld into; it is a 
  secondary Attribute for a lack of a better word. 
   
  Difficulty Value: The difficulty of a specific action. 
   
  Director: The person who creates and weaves the flow of 
  an episode or series by taking on the roles of all the 
  characters that are not filled by the Actors. The Director 
  also determines the events that are beyond the control of 
  the Actors. 
   
  Director Controlled Persona: This is a Persona that the 
  Director of a Dark Aeons game portrays in order to help 
  provide flesh to the setting. 
   
  Disadvantages: These are failings that are used to help 
  make a Persona more real, they give the Persona special 
  problems that they must overcome through the struggles in 
  life. 
   
  Health: This determines the level of Physical Wellbeing 
  that a Persona is currently at. 
   
  Persona: A character is the fictional person that a player 
  creates to be played in a roleplaying game. 
   
   
   
   
  Rank: A number describing the static value of a Attribute, 
  Skill, Advantage or Disadvantage. 
   
  Study Points: These are improvement points that an Actor 
  is given to help flesh-out their Persona. 
  Time 
  • 
  Turn: One unit of time within a give Round.  
  • 
  Round: 10 Seconds. 
  • 
  Scene: One period of action and roleplaying which 
  takes place in a single locale.  
  • 
  Episode: All action that takes place during the 
  course of an evening of play.  
  • 
  Serial/Series: A group of inter-linked Episodes 
  that form a story.  
  • 
  Epic: A group of inter-linked Serials that form a 
  greater story.  
  Skill: A skill that describes what a Persona knows and has 
  learned. 
  System: A set of rules established to help guide that course 
  of play by adding complications to any given situation.  
   
   
   
  
   
  149 
  Persona Creation by the Numbers… 
   
  Creating a Persona under the Center Stage Game System is simple; by following the steps below you should be able to create 
  your Persona within the next 20 to 30 minutes. 
   
  In a Dark Aeons: The Atlantean Chronicles Season, the first thing that comes to mind for a new Director when having their 
  Cast create their Personas should be “How experienced do I want the Actor Controlled Personas to be at that start of the 
  Season?” One thing to keep in mind in the Lovecraftian world of Dark Aeons is that there will always be horrors out there that 
  defy reason that are more powerful than the Actor Controlled Personas, so the Director should start out with what they feel 
  comfortable with. If the Director is going for the feel of H.P. Lovecraft’s stories, then he or she will want to start out the Actors 
  with an Average Persona. If the Director feels that his or her Cast has the experience and willingness, and is ready to play a 
  more experienced Persona, then they need to decide how experienced they want their Actor’s Personas to be. Only remember, 
  if you start low, you can always give the Actor extra Study Points to help them along, but if you start the Actors out high, then 
  the every nature of the Actor Controlled Persona’s extra experience means that the Director will need to additional challenges 
  at their Actors to make sure that the Season is a challenging one for his or her Cast. 
   
  For those Directors that choose to start out their Cast of Actors with more advanced Personas, here is the point breakdown. 
  Any Actors wishing to play a Persona past the Average Persona should be willing to give the Director at least a 2 to 3 page 
  back story for their intended Persona. If the back story is good enough in the Director’s opinion, then let the Actor use one of 
  the advanced Persona builds listed below.  
   
   
   
   
   
   
   
   
  Persona Experence Level
   
  Study Points
   
   
   
  Average Persona 
   
  100 
  Minor Supporting Persona 
   
  150 
  Minor Persona 
   
  200 
  Major Supporting Persona 
   
  250 
  Major Persona 
   
  300 
   
  Step One: Choose Persona Template 
   
  Have a look through Chapter 2 and decide what Persona Template that you as an Actor would like to explore through role-
  playing as a Persona in Dark Aeons: The Atlantean Chronicles. The Templates such as; The Atlantean require the Actor 
  purchase the Advantage: True Blooded, or the Advantage: Faux Blooded. If an Actor wanted to play the Psychic or the 
  Sorcerer, the Actor purchases the Advantage: Psychic or the Advantage: Sorcerer, and so on and so forth. For more details see 
  Chapter 4: Advantages & Disadvantages. 
   
  Some Persona Templates can overlap; such as it is possible to be a True Blooded Atlantean, a Lilan, and a Sorcerer. Other 
  Persona Templates do not allow for overlaps, the easiest way to be sure of what is allowable and what isn’t allowable is to fully 
  read through the descriptions of the required Advantages for the Persona Template. 
   
   
  Step Two: Choose Occupational Skill Set 
   
  Once you have determined the Persona Template that you want for your Persona; below is a listing of Occupational Skill Sets. 
  These skill sets are what represent all of the skills that your Persona has learned over the course of their life in the pursuit of 
  their chosen Profession. Each Persona automatically gains 1 Free Rank in each of their Occupational Skills. 
   
   
  Occupational Skill Sets 
   
  These Occupational Skill Sets have been provided to help Actors and Directors in creating Personas that fit into the skill sets 
  below. By no means are these the only skill sets that an Actor can take for their Persona, but from experience these have been 
  the most common occupations that Actors tend to pick for their Personas. If one or two Skills out of the Skill Set do not seem 
  appropriate for your Persona’s occupation, ask your Director if you may be allowed to substitute another Skill or Skills in for 
  the ones that do not fit. Ultimately it is up to the Director to determine whether or not a Skill substitute is warranted. 
  
   
  150 
   
  Soldier/Mercenary Skill Set 
   
  Law Enforcement Skill Set 
   
  The Persona is well versed in the arts of war and has 
  extensive knowledge in military operations. Whether the 
  Persona is still a member of their nations standing military 
  forces or they have gone on the road of the mercenary, the 
  Persona has the Skills to be a formidable opponent on any 
  battlefield. 
   
   
   
  The Persona is a member of Law Enforcement, such as; a 
  Police Officer, a member of the FBI, or another such Federal 
  Law Enforcement Agency. Those with this Skill Set are well 
  versed in the ways of Law Enforcement and in the protection 
  of the general public from those that would harm them. 
   
  Climb 
  Drive  
  Firearms 
  Heavy Weapons  
  Melee Weapons 
   
  Academics 
  First Aid 
  Firearms  
  Investigation  
  Law 
   
  Investigator Skill Set 
   
  Entertainer Skill Set 
   
  The Persona is one of the intrepid explorers of the world, 
  asking the questions few have the initiative to ask and 
  searching for people and places that few have had the time 
  or inclination to seek out them selves. For these Personas, 
  it is who, why, how and where that they seek to explain; 
  for them selves and others. 
   
   
   
  These Personas have always sought to entertain those around 
  them, whether it was through acting or oration, through the 
  written word or through their ability to craft truly beautiful 
  creations from empty canvases or lumps of clay; these 
  Personas have always had that need to give something of 
  them selves to others through their skills in entertainment. 
  Academics  
  Firearms  
  Investigation  
  Persuasion  
  Subterfuge 
   
  Academics  
  Arts  
  Persuasion  
  Social Grace  
  Style 
   
  Criminal Skill Set 
   
  Media Reporter Skill Set 
   
  The Persona has extensive knowledge of the streets and the 
  pecking order that exists around them. These Personas seek 
  to make a living by preying on the weak and the weak-
  minded; everything that these Personas do revolves around 
  obtaining wealth and power through illegal means. 
   
   
   
  The Persona is well versed in communicating with individuals 
  or the public at large. Those with this Skill Set have made it 
  their livelihood to inform the masses about the events that are 
  occurring in the world, whether behind the scenes or in the 
  forefront of the news. 
   
  Firearms 
  Intimidation  
  Larceny  
  Persuasion 
  Subterfuge 
   
  Academics  
  Investigation  
  Persuasion  
  Social Grace  
  Subterfuge 
   
  Priest Skill Set 
   
  Seducer Skill Set 
   
  Those that seek to become Priests of their respective 
  religions do so out of a personal need to spread the beliefs 
  of their religion and to aide the laymen and women of their 
  faith. These Personas go out of their way to uphold the 
  tenets of their faith through daily devotion to their chosen 
  higher power. 
   
   
   
  The Persona knows the value of their appearance and their 
  skills in oration and seduction. Those Personas that choose to 
  become Seducers do so because they either have no choice 
  because of their lot in life, or because they have found out that 
  sex truly does sell, and they are more than willing to sell them 
  selves for wealth and power. 
  Academics 
  Investigation 
  Persuasion 
  Science: Theology 
  Social Grace 
   
  Investigation 
  Larceny 
  Persuasion 
  Seduction 
  Subterfuge 
   
   
  
   
  151 
   
  Hacker Skill Set 
   
  Medical Doctor Skill Set 
   
  The Persona has extensive knowledge in computers and the 
  way that computer networks operate. These Personas tend 
  to be curious of spirit, always seeking to learn new things 
  from the computer networks and systems that they choose 
  to invade. 
   
   
   
  The Persona is a skilled practitioner in the medical sciences. 
  These Personas have dedicated their lives to healing those 
  around them; whether they are the town doctor that knows all 
  of the families around them, or they are the ER doctor that 
  works at the local hospital treating the sick. 
   
  Academics  
  Computers  
  Investigation  
  Persuasion 
  Repair (Electronics) 
   
  Academics  
  Computers 
  Investigation  
  Medicine  
  Science: Specific or General 
   
  Scholar Skill Set 
   
  Occultist Skill Set 
   
  The Persona is a learned member of the academic 
  community. These Personas seek to better them selves and 
  others through the knowledge that they learn in Colleges 
  and Universities, for the Scholar there is never a time that 
  they are not seeking to add to their list of degrees and 
  academic accomplishments. 
   
   
   
  The Persona is a seeker of the occult and the unknown, they 
  have made it their live’s goal to learn as much as they can 
  about the hidden secrets of the world, and through those 
  secrets they are able to gain a position of recognition and 
  quite possibly, power over those around them. 
   
  Academics  
  History  
  Investigation  
  Research 
  Science: Specific or General 
   
  Academics  
  Enigmas 
  Investigation  
  Linguistics 
  Mythos: Occult 
   
  Corporate Skill Set 
   
  Diplomat or Noble Skill Set 
   
  The Persona is a part of the corporate machine. These 
  Personas have realized that all corporations can be made to 
  bend to their own whims. Those that join corporations do 
  so because they can see them selves in a place of power 
  and authority somewhere down in the road in their 
  corporate careers. These Personas know just how far laws 
  can be bent because they reach the breaking point. 
   
   
   
  The Persona as extensive knowledge in settling diplomatic 
  affairs, through their skill in finding that middle ground that is 
  needed to avoid situations where parties come into conflict. 
  Whether they come from noble blood or they have been 
  formally schooled in the art of compromise, these Personas 
  tend to be at the forefront of defusing potentially disasterous 
  situations. 
    
  Academics  
  Investigation  
  Law  
  Persuasion  
  Subterfuge 
   
  Academics  
  Persuasion 
  Politics  
  Social Grace  
  Subterfuge 
   
  Athlete Skill Set 
   
  Socialite Skill Set 
   
  The Persona has dedicated their life to the perfection of a 
  sport or their own bodies. These Personas choose to 
  become amateur or professional athletes, competing with 
  others in their profession to become world-class champions 
  of their chosen sport, or even becoming world renowned 
  Olympians. 
   
   
   
  These Personas are the social butterflies to tend to wander 
  throughout high society, interaction with their peers while 
  seeking the praise and assistance of those above their station 
  in an attempt to raise their social standing. The Socialite is 
  quite comfortable entertaining those around them if only to 
  gain the attention of others. 
   
  Acrobatics 
  Climb 
  Dodge 
  Style 
  Swim 
   
  Academics 
  Social Grace 
  Style 
  Seduction 
  Persuasion 
  
   
  152 
   
  Technician Skill Set 
   
  Biker Skill Set 
   
  The Persona is highly skilled in repairing and maintaining 
  mechanical and electrical devices. These Personas tend to 
  be rather focused in their chosen trade and perfectionists 
  when it comes to making sure that the devices that they 
  work on actually perform their intended purposes. When 
  around other technicians, the Persona tends to babble on 
  about their trade and their accomplishments, confusing 
  those not in the know. 
   
   
   
  The Persona is a free spirit that seeks the freedom of the open 
  roads. Most Bikers in this day and age tend to work middle to 
  upper class jobs, and in their free times they hit the roads in 
  an attempt to explore the world around them. Bikers tend to 
  congregate with others of their kind and most are rather 
  protective and confrontational when non-bikers attempt to 
  meddle in the affairs of their peers. 
   
  Academic 
  Computer 
  Investigation 
  Repair (Electronics or Mechanical) 
  Science: Specific or General 
   
  Drive 
  Firearms 
  Intimidation 
  Investigation 
  Repair (Mechanical) 
   
  Step Three: Choose Personality Traits 
   
  Now that you have chosen your Persona Template and Occupational Skill Set, its time to choose your Personality Traits. In the 
  Center Stage Game System, Personality Traits are a way for the Actors to help flesh out their Personas. Each Personality Trait 
  has a brief description of a type of behavior that is normal for the given trait. Each Actor picks 3 Personality Traits for their 
  Personas, once in play; the Actors use these traits as guidelines for portraying their Personas. This is also a means for Directors 
  to judge Personas giving out Study Points at the end of the Episode. 
   
   
  Personality Traits 
   
  Abrasive 
  The Persona is difficult and demanding in conversation, which tends to oppress those around them. 
   
  Absent-minded 
  The Persona is always pondering on the task at hand.  Because of this, the rest of their life becomes 
  trivial, thus not worth as much thought. They forget appointments, names, where they parked, or 
  even to make sure their socks match.  They irritate their associates with their forgetfulness, but show 
  their worth by commitment to their assignments. 
   
  Adaptable 
  The Persona is open to various ways of thinking and can change according to the demands of the 
  situation. They find learning new things easy. 
   
  Aggressive 
  The Persona tends to be more ready to start confrontations than talk. They are often the first one in 
  the fray, usually being the one that starts the fight.  Their eagerness to engage the enemy is often 
  respected by superiors.  This eagerness for the fight tends to leave the Persona injured because of the 
  fight, often taking blows others would be careful to avoid.  This is the person others stand behind. 
   
  Cautious 
  The Persona is cautious in combat, even a bit cowardly, and they take more care to defend 
  themselves than others. 
   
  Controlling 
  The Persona likes to be in control of any given situation at all times and is good at manipulating 
  situations to their advantage. These Personas sometimes assume that they understand situations even 
  when they haven’t the slightest clue; because of this Personas that are Controlling tend to react 
  badly when confronted with their lack of understanding or knowledge of situations. 
   
  Curious 
  The Persona has this irresistible urge to know why everything occurs around them. In some ways 
  this makes them a busy-body that is always trying to get into other peoples busy, but in their minds 
  the Persona is simply quenching a thirst for knowledge that was previously unknown to them. 
   
  Deceptive Nature 
  The Persona tends to be deceitful and insincere when around others; Personas like this tend to not 
  other people knowing where they are coming from or going, because of this they tend to shroud 
  their lives in lies and half-truths. 
   
   
  
   
  153 
   
  Emotionally-Detached 
  The Persona prefers not to form any meaningful relationships with those around them. This tends to 
  have negative side effects when those around them are in danger, the Persona questions whether or 
  not they should act or stand by silently while something bad occurs to their associates. 
   
  Emotional 
  The Persona believes in the strength of their emotions, they tend to lead from the heart. Because of 
  this, these Personas are willing to believe others when their sob stories seem unbelievable or at 
  worst outright lies. The Emotional Persona is generally able to understand the feelings of other 
  better than most. 
   
  Extraspective 
  The Persona is very aware of the environment around them; as in how many chairs are in a room, or 
  how many exists that the room has, including windows. When it comes to details about the 
  environment around them, these Personas are always on top of things. 
   
  Flamboyant 
  The Persona loves to get attention, as such these Personas tend to dress in the newest styles and 
  latch onto the newest trends. Because of this though, these Personas are often quick to drop a style, 
  trend, or even friendships that go against what is currently accepted by the In-Crowd. 
   
  Focused 
  The Persona tends to be able concentrate on actions or tasks and complete it despite any distractions 
  that might be occurring in the background Because of this, the Persona has a habit of missing 
  important details that might be occurring around them. 
   
  Heartless 
  The Persona has a cruel streak that few others can match; because of this the Persona tends to have 
  problems showing empathy for the plight of others. These Personas tend to have a cruel and sadistic 
  side to them when it comes to dealing with their perceived enemies and rivals. 
   
  Honest Nature 
  The Persona is prefers the honest approach when dealing with others, in some ways this helps them 
  a great deal in dealings with others because everyone knows where they stand with the Persona. On 
  the negative side of things, the Persona tends to have issues with being taken advantage of by 
  people, because people automatically assume that they can lie to or deceive these Personas 
  whenever it suits them. 
   
  Impulsive 
  The Persona rarely thinks about the consequences of their actions, because of this they naturally 
  push forward into situations where angels fear to tread. 
   
  Introspective 
  The Persona is very aware of their internal environment, as in when they don’t feel well, or there is 
  dust on their coat sleeve. When it comes to details about their own person, they are always on top of 
  things. 
   
  Laid Back 
  The Persona is friendly and easy to relate to, making all of those around them comfortable being in 
  their presence. Everything comes in its own time, and because of this Personas with Laid Back tend 
  to take their time getting to everything in their lives. 
   
  Passionate 
  The Persona is made of tougher stuff than the average person, but they are highly suggestible. 
   
  Polite 
  The Persona is courteous, dignified, and well spoken. 
   
  Proud 
  The Persona thinks a lot of themselves and has great pride in their upbringing and heritage. This 
  pride tends to become a disadvantage to them when dealing with negative situations that came about 
  from their Proud nature. 
   
  Spiritual 
  The Persona likes a good mystery or enigma... too much heavy handed explaining spoils things, 
  something only needs to be intuitively correct. 
   
  Stubborn 
  The Persona is hard to sway once they have set their mind to a certain line of thought. These 
  Personas are the kind that refuses to admit when they are wrong, because it would go against their 
  stubborn streak. 
   
  Suspicious 
  The Persona is naturally suspicious of everyone and everything. While this trait makes them hard to 
  fool, it makes others slightly less likely to agree with them or find them threatening. 
   
  Uncivilized 
  The Persona simply does not understand polite society, or the need to speak their minds without 
  offending others. In situation that requires sophistication and guile, this Persona displays neither. 
   
   
  
   
  154 
   
  Uptight 
  The Persona does not react well to stressful situations, they tend to overreact when real pressure to 
  placed on them to perform some task. When given the time to do things right, the Persona does well, 
  but it’s the short notice situations that throw these Personas into a hissy-fit. 
   
  Step Four (For Atlantean Personas): Choose Atlantean House & Family 
   
  If you chose to play an Atlantean Persona, now it is time to go back to Chapter 1: The Setting. Within this Chapter you will 
  find the histories and descriptions of the Atlantean Houses and their Families. Have a read through all of the Houses and their 
  Families, and decide which House best suits your desires for the Persona that you wish to play. If you chose to not play an 
  Atlantean Persona, then ignore this step. 
   
   
  Step Five: Spending Your Study Points  
   
  Now that you have determined what your Persona is and what their Profession is; it is time to start dealing with the meat of 
  Persona Creation. The starting Actor is given 100 Study Points to build their Persona; 120 Study Points if the Actor chooses a 
  Mundane Persona; The Actor chose not to take any of the Persona Template required Advantages (such as; Psychic Talent, 
  Sorcerer, Faux Blooded, True Blooded, etc.). 
   
  The easiest way to handle dealing with building your Persona is to spend your Study Points in the following order; 1st: 
  Attributes, 2nd: Advantages, & 3rd: Skills. The reason why this method works best is because it allows you to spend your Study 
  Points in the order of most expensive costs to least expensive costs.  You will need a piece of scrap paper on hand to jot down 
  all of your Study Point expenditures 
   
  Study Point Costs 
  Attributes & Skills (1 to 5) 
  Advanced Attributes, & Skills ( Ranks 6 to 10) 
  • 
  Attributes: New Rank x2 
  • 
  New Skill: 1 Study Point 
  • 
  Skills: New Rank 
  • 
  Advantages: The Cost of the Advantage, per 
  Director approval 
  • 
  Disadvantages: Double the Study Point cost of 
  the Disadvantage that the Actor wishes to remove. 
  Also only with the Directors Approval 
  • 
  Spells & Rituals: See Sorcerer’s Grimoire for 
  costs and learn times for Spells and Rituals. 
  • 
  Attributes: New Rank x3 
  • 
  Skills: New Rank x2 
   
  Step Six: Attributes & Derived Attributes 
   
  Your Attributes are: Agility, Appearance, Brawn, Intellect, Psyche, & Vitality. The easiest way to handle Study Point 
  expenditures in this area is to set aside how many of your Study Points that you are willing to spend into your Attributes, and 
  then spend all of these points until they are gone. It is kind of like going to a casino, never go in with your bank card; go in 
  with a set amount that you are willing to spend and once you hit that predetermined number, then stop spending and move on. 
   
  Each Persona automatically starts out with 1 Rank in all of their Attributes 
   
  Once you have spent your Study Points into your Persona’s Attributes, it is time to determine what your Derived Attributes are 
  (Charm, Life Force, Mental Stability, Psionics, & Toughness). Unlike Attributes, Derived Attributes can not be raised through 
  spending Study Points into them; they can only be raised by spending Study Points into the Attributes that combine to form 
  each of the Derived Attributes. 
   
   
  
   
  155 
  Attributes 
   
  Attribute Ranks & Bonus Please note that the bonuses connected to each Rank of an Attribute are not cumulative, when a 
  Persona rises in Rank in an Attribute they take on the bonus of the new Rank. 
   
   
  Agility 
   
  Appearance 
   
  Attribute dealing with movement and dexterity.  
   
  Combat Actions: These Actions per Agility Rank are not 
  cumulative, upon going from one Rank to the next; the 
  Actor takes the New Ranks Combat Actions. Additional 
  Combat Actions after 2 receive a -2 cumulative penalty to 
  Actions. 
   
   
   
  Attribute dealing with looks and beauty. 
   
  When a Persona’s Appearance is 3 Ranks or higher, they 
  gain a bonus to their Reation Rating when first meeting new 
  Personas and Director Controlled Personas. 
  Rank 
   
  Combat Actions 
   Initiative Bonus 
   
  Rank 
   Bonus 
   
   
   
   
   
   
   
   
   
  1 
   
  2 
   
  +0 to Initiative 
   
  1 
   
  +0 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  2 
   
  2 
   
  +0 to Initiative 
   
  2 
   
  +0 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  3 
   
  2 
   
  +1 to Initiative 
   
  3 
   
  +0 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  4 
   
  3 
   
  +2 to Initiative 
   
  4 
   
  +1 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  5 
   
  3 
   
  +3 to Initiative 
   
  5 
   
  +2 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  6 
   
  3 
   
  +4 to Initiative 
   
  6 
   
  +3 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  7 
   
  4 
   
  +5 to Initiative 
   
  7 
   
  +4 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  8 
   
  4 
   
  +6 to Initiative 
   
  8 
   
  +5 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  9 
   
  4 
   
  +7 to Initiative 
   
  9 
   
  +6 to Reaction Rating 
   
   
   
   
   
   
   
   
   
  10 
   
  5 
   
  +8 to Initiative 
   
  10 
   
  +7  to Reaction Rating 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  156 
  Brawn 
   
  Intellect 
   
  Attribute dealing with raw physical strength. This attribute 
  also determines how much damage a Persona does in 
  Combat. (Example: Bob has Brawn 3; therefore every time 
  he hits another Persona in a fist fight, he does 3 Ranks of 
  Stun Damage.) 
   
  For every Rank of Brawn a Persona has, they do a Rank of 
  Stun or Wound Damage when in Hand to Hand or Melee 
  Weapons combat. 
   
   
   
  Attribute dealing with Intelligence and a characters basic 5 
  senses (taste, touch, sight, smell, and hearing). 
   
  The Attribute Bonus is added to the Persona’s Occupational 
  Skills in free Skill Ranks. If a Persona started the game with 
  4 Ranks in Intellect, then the Actor is given 1 Skill Rank to be 
  added to one of his or her Occupational Skills. If an Actor 
  raises their Persona’s Intellect from 4 Ranks to 5 Ranks, then 
  the Actor gains the difference in Skill Ranks (i.e. Their 
  Persona gains 1 additional Skill Rank, not 2 Skill Ranks.). 
   
  Rank 
   
  Max Lift 
   Damage 
   
  Rank 
   Bonus 
   
   
   
   
   
   
   
   
   
  1 
   
  Lift: 45 lbs 
   
  1 Stun Damage 
   
  1 
   
  +0 
   
   
   
   
   
   
   
   
   
  2 
   
  Lift: 170 lbs 
   
  2 Stun Damage 
   
  2 
   
  +0 
   
   
   
   
   
   
   
   
   
  3 
   
  Lift: 250 lbs 
   
  3 Stun Damage 
   
  3 
   
  +0 
   
   
   
   
   
   
   
   
   
  4 
   
  Lift: 500 lbs 
   
  4 Stun Damage 
   
  4 
   
  +1 Skill Rank added to one of the Persona’s 
  Occupational Skills. 
   
   
   
   
   
   
   
   
   
  5 
   
  Lift: 900 lbs 
   
  5 Stun Damage 
   
  5 
   
  +2 Skill Ranks added to one of the Persona’s 
  Occupational Skills. 
   
   
   
   
   
   
   
   
   
  6 
   
  Lift: 1,500 lbs 
   
  6 Stun Damage 
   
  6 
   
  +3 Skill Ranks added to one of the Persona’s 
  Occupational Skills. 
   
   
   
   
   
   
   
   
   
  7 
   
  Lift: 1 ton 
   
  7 Wounds 
   
  7 
   
  +4 Skill Ranks added to one of the Persona’s 
  Occupational Skills. 
   
   
   
   
   
   
   
   
   
  8 
   
  Lift: 1.5 tons 
   
  8 Wounds 
   
  8 
   
  +5 Skill Ranks added to one of the Persona’s 
  Occupational Skills. 
   
   
   
   
   
   
   
   
   
  9 
   
  Lift: 2 tons 
   
  9 Wounds 
   
  9 
   
  +6 Skill Ranks added to one of the Persona’s 
  Occupational Skills. 
   
   
   
   
   
   
   
   
   
  10 
   
  Lift: 3 tons 
   
  10 Wounds 
   
  10 
   
  +7 Skill Ranks added to one of the Persona’s 
  Occupational Skills. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  157 
  Psyche 
   
  Vitality 
   
  Attribute dealing with Mental stability and inner strength. 
   
  The Persona’s Psyche Ranks is the Base Rating for their 
  Resistance Ranks for to Resist Fear & Madness, Magical 
  and Psychic Attacks 
   
   
   
   
  Attribute dealing with how much of a beating that a 
  characters body can take. 
   
  When a Persona’s Vitality reaches 7 Ranks or higher, 
  whether through raising the Attribute through Study Points 
  (if possible) or through the expenditure of Life Force Points 
  because of the Supernatural Power; Enhance Attribute 
  (which is a temporary Attribute raise), the Persona gains the 
  benefits of additional Toughness Ranks with which to resist 
  all damaging attacks that successfully strike the Persona. 
   
  Rank  Bonus 
   
  Rank 
   Bonus 
   
   
   
   
   
   
   
  1 
   
  +0 Ranks to Resistance Ranks 
   
  1 
   
  +0 
   
   
   
   
   
   
   
  2 
   
  +0 Ranks to Resistance Ranks 
   
  2 
   
  +0 
   
   
   
   
   
   
   
  3 
   
  +0 Ranks to Resistance Ranks 
   
  3 
   
  +0 
   
   
   
   
   
   
   
  4 
   
  +0 Ranks to Resistance Ranks 
   
  4 
   
  +0 
   
   
   
   
   
   
   
  5 
   
  +1 Rank to Resistance Ranks (Allocate Bonus into 
  One Resistance Rating) 
   
  5 
   
  +0 
   
   
   
   
   
   
   
  6 
   
  +2 Ranks to Resistance Ranks (Allocate Bonus into 
  One Resistance Rating) 
   
  6 
   
  +0 
   
   
   
   
   
   
   
  7 
   
  +3 Ranks to Resistance Ranks (Allocate Bonus into 
  One Resistance Rating) 
   
  7 
   
  +1 to Toughness 
   
   
   
   
   
   
   
  8 
   
  +4 Ranks to Resistance Ranks (Allocate Bonus into 
  One Resistance Rating) 
   
  8 
   
  +2 to Toughness 
   
   
   
   
   
   
   
  9 
   
  +5 Ranks to Resistance Ranks (Allocate Bonus into 
  One Resistance Rating) 
   
  9 
   
  +3 to Toughness 
   
   
   
   
   
   
   
  10 
   
  +6 Ranks to Resistance Ranks (Allocate Bonus into 
  One Resistance Rating) 
   
  10 
   
  +4 to Toughness 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  158 
  Derived Attributes 
   
  Charm 
   
  Psionics 
   
  This Derived Attribute is determined by adding Appearance 
  + Intellect, dividing the result by 2 and rounding down. This 
  Derived Attribute deals with just how likeable your Persona 
  is to others. 
   
  When a Persona’s Appearance is 4 Ranks or higher, they 
  gain a bonus to their Reation Rating when first meeting new 
  Personas and Non-Actor Personas. 
   
   
  This Derived Attribute deals with a Personas innate Psionic 
  Talents, most people never gain access to them; making the 
  number of “real” psychics in the world relatively small. 
  Psyche + Intellect divided by 2 rounded down. 
   
  The Derived Attribute Bonus is added to the Persona’s 
  Psychic Skills in free Skill Ranks. If a Persona started the 
  game with 5 Ranks in Psionics, then the Actor is given 1 Skill 
  Rank to be added to one of his or her Psychic Skills. If an 
  Actor is able to raise their Psionics Ranks through raising 
  their Intellect and Psyche to 6 Ranks, then the Actor gains 
  the difference in Skill Ranks (i.e. Their Persona gains 1 
  additional Skill Rank, not 2 Skill Ranks.). 
   
  Rank  Bonus 
   
  Rank 
   Bonus 
   
   
   
   
   
   
   
  1 
   
  +0 to Reaction Rating 
   
  1 
   
  +0 
   
   
   
   
   
   
   
  2 
   
  +0 to Reaction Rating 
   
  2 
   
  +0 
   
   
   
   
   
   
   
  3 
   
  +0 to Reaction Rating 
   
  3 
   
  +0 
   
   
   
   
   
   
   
  4 
   
  +1 to Reaction Rating 
   
  4 
   
  +0 
   
   
   
   
   
   
   
  5 
   
  +2 to Reaction Rating 
   
  5 
   
  +1 Skill Rank added to one of the Persona’s 
  Psychic Skills. 
   
   
   
   
   
   
   
  6 
   
  +3 to Reaction Rating 
   
  6 
   
  +2 Skill Ranks added to one of the Persona’s 
  Psychic Skills. 
   
   
   
   
   
   
   
  7 
   
  +4 to Reaction Rating 
   
  7 
   
  +3 Skill Ranks added to one of the Persona’s 
  Psychic Skills. 
   
   
   
   
   
   
   
  8 
   
  +5 to Reaction Rating 
   
  8 
   
  +4 Skill Ranks added to one of the Persona’s 
  Psychic Skills. 
   
   
   
   
   
   
   
  9 
   
  +6 to Reaction Rating 
   
  9 
   
  +5 Skill Ranks added to one of the Persona’s 
  Psychic Skills. 
   
   
   
   
   
   
   
  10 
   
  +7 to Reaction Rating 
   
  10 
   
  +6 Skill Ranks added to one of the Persona’s 
  Psychic Skills. 
   
  Life Force 
   
  This Derived Attribute is determined by adding 6+ Psyche + Vitality. This Attribute is the pool of Life energy that all living 
  things have within them, but only the few who have access to either Magic or the Psychic Powers can draw from. 
   
   
   
   
   
   
  
   
  159 
  Mental Stability 
   
  This Derived Attribute is a direct reflection of a Persona’s overall mental fortitude and the distance they must travel in their 
  descent into a madness that they will never be able to escape from. When a Persona reaches 0 (zero) Mental Stability, that 
  Persona lapses into a permanent state of catatonia from which there is no return; at which point the Persona is permanently 
  retired from play. This Derived Attribute is determined by adding the Persona’s Intellect + Psyche x 15. 
   
  Toughness 
   
  This Derived Attribute is determined by adding Vitality + Brawn divided by 3 and rounding down. This Attribute subtracts 
  from the total damage that a character takes when he or she is wounded. 
   
  Attribute Maximums by Persona Age 
  Maximum 
   
  Age 
   Attribute Modifiers 
   
  Faux Blooded Atlanteans 
   
   
   
   
   
  2 Ranks 
   
  16 Years Old & Younger 
   
  No Modifier 
   
   
   
   
   
  7 Ranks 
   
  17 to 70 Years Old 
   
  No Modifier 
   
   
   
   
   
  7 Ranks 
   
  71 to 90 Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  7 Ranks 
   
  91 to 110 Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  7 Ranks 
   
  111 to 130 Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
  True Blooded Atlanteans 
   
   
   
   
   
  2 Ranks 
   
  16 Years Old & Younger 
   
  No Modifier 
   
   
   
   
   
  7 Ranks 
   
  17 to 100 Years Old 
   
  No Modifier 
   
   
   
   
   
  7 Ranks 
   
  101 to 140 Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  7 Ranks 
   
  141 to 165 Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  7 Ranks 
   
  166 to 200 Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
  Deaders & Humans 
   
   
   
   
   
  2 Ranks 
   
  16 Years Old & Younger 
   
  No Modifier 
   
   
   
   
   
  6 Ranks 
   
  17 to 40 Years Old 
   
  No Modifier 
   
   
   
   
   
  6 Ranks 
   
  41 to 65 Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  6 Ranks 
   
  66 to 85 Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  6 Ranks 
   
  85+ Years Old 
   
  -1 Rank to Agility, Appearance, Brawn or Vitality. +1 Rank to 
  Intellect or Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  
   
  160 
  Dhampers & Thralls 
   
  Both Dhampir and Thralls age off of this table. Dhampir age like any living being, but their aging process takes longer for the 
  debilating effects of old age tohave any effect on them. Thralls do not suffer the effects of aging as normal humans do, their 
  outer bodies do not age; everything on the inside does and eventually they die due to old age and because of organ failure. 
   
   
   
   
   
   
  3 Ranks 
   
  16 Years Old & Younger 
   
  No Modifier 
   
   
   
   
   
  10 Ranks 
   
  17 to 150 Years Old 
   
  No Modifier 
   
   
   
   
   
  10 Ranks 
   
  151 to 200 Years Old 
   
  Dhampir: -1 Rank to Agility, Appearance, Brawn or Vitality. +1 
  Rank to Intellect or Psyche (Minimum Attribute 1 Rank) 
   
  Thrall: -1 Rank to Brawn or Vitality. +1 Rank to Intellect or 
  Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  10 Ranks 
   
  201 to 270 Years Old 
   
  Dhampir: -1 Rank to Agility, Appearance, Brawn or Vitality. +1 
  Rank to Intellect or Psyche (Minimum Attribute 1 Rank) 
   
  Thrall: -1 Rank to Brawn or Vitality. +1 Rank to Intellect or 
  Psyche (Minimum Attribute 1 Rank) 
   
   
   
   
   
  10 Ranks 
   
  271 to 350 Years Old 
   
  Dhampir: -1 Rank to Agility, Appearance, Brawn or Vitality. +1 
  Rank to Intellect or Psyche (Minimum Attribute 1 Rank) 
   
  Thrall: -1 Rank to Brawn or Vitality. +1 Rank to Intellect or 
  Psyche (Minimum Attribute 1 Rank) 
   
  Lilans & Revenants 
   
  Lilans & Revenants do not suffer the debilitating effects of the Age Modifiers that non-Lilans and Non-Revenants suffer, 
  because Lilans & Revenants do not Age in the conventional mortal sense. This is because the Lilan & Revenant Conditions are 
  ultimately tied to the Dark Sorcery that created Lilans & Revenants in the first place. The Maximum Attribute for Lilans is 10 
  Ranks, the Maximum Attribute for Revenants is 10 Ranks. 
   
  Nephilim & Liches 
   
  Nephilim and Liches do not suffer the debilitating effects of the Age Modifiers that humans suffer, because Nephilim and 
  Liches do not Age in the conventional mortal sense; this is because the Nephilim and Liches are ultimately tied to the Dark 
  Sorcery that created them in the first place. The Maximum Attribute for Nephilim is 8 Ranks, the Maximum Attribute for 
  Liches is based on their Race (6 Ranks for Humans, 7 Ranks for Faux Blooded and True Blooded Atlanteans) 
   
  Increasing Attributes 
   
  Each Persona in the Center Stage Game System has the ability to increase the Attributes that they already possess. All 
  Attributes take time to increase, as such use the below chart to determine how long it will take a Persona to move from one 
  Rank of expertise to the next Rank of expertise in a given Attribute. 
   
   
  Attribute Rank  Learn Time 
   Title 
   Description 
   
   
   
   
   
   
   
  1 
   
  1 Month 
   
  Poor 
   
  The Persona has achieved a very basic aptitude in this Attribute, but 
  has never pursued the Attribute any further than this. 
   
   
   
   
   
   
   
  2 
   
  1 Month 
   
  Average 
   
  The Persona has done personal training in the Attribute and 
  possesses what the average person would have in regards to the 
  Attribute. 
   
   
   
   
   
   
   
  3 
   
  2 Months 
   
  Above Average 
   
  The Persona has done personal training in the Attribute and has 
  achieved an above average aptitude in this Attribute.  
   
   
   
   
   
   
   
  
   
  161 
  4 
   
  2 Months 
   
  Exceptional 
   
  The Persona has received formal training with the Attribute (such 
  as at a gym), and is considered to have a professional level of the 
  expertise and its uses. 
   
   
   
   
   
   
   
  5 
   
  3 Months 
   
  Masterful 
   
  The Persona has achieved an expertise with this Attribute that 
  labels them as an expert in their chosen Attribute. 
   
   
   
   
   
   
   
  6 
   
  3 Months 
   
  Amazing 
   
  The Persona is considered to be the best in this Attribute that his or 
  her city has to offer; generally there are only about 1 in 100,000 
  people with this level in an Attribute. 
   
   
   
   
   
   
   
  7 
   
  4 Months 
   
  Extraordinary 
   
  The Persona is considered to be the best in this Attribute that his or 
  her state or province has to offer; generally there are only about 1 
  in 1,000,000 people with this level in an Attribute. 
   
   
   
   
   
   
   
  8 
   
  4 Months 
   
  Legendary 
   
  The Persona is considered a legend in their chosen Attribute, they 
  are the best that their nation has to offer; generally there are only 
  about 1 in 10,000,000 people with this level in an Attribute. 
   
   
   
   
   
   
   
  9 
   
  5 Months 
   
  Unbelieveable 
   
  The Persona’s expertise in their Attribute is considered 
  unbelieveable, they are the best that their continent has to offer; 
  generally there are only about 1 in 100,000,000 people with this 
  level in an Attribute. 
   
   
   
   
   
   
   
  10+ 
   
  5 Months 
   
  Godlike 
   
  The Persona’s expertise in their chosen Attribute is considered 
  godlike, they are one of a handful of the best that the world has to 
  offer; generally there are only about 1 in 1,000,000,000 people with 
  this level in an Attribute. 
   
  Step Seven: Advantages & Disadvantages 
   
  Each Persona has Advantages and Disadvantages; in simplest terms, Advantages give Personas special benefits that help them 
  to tell their stories over the course of game play. Disadvantages are special penalties that affect the Persona in some negative 
  way over the course of their personal stories and in game play. At this point, just like you did in Step Five; you will want to set 
  aside some of your Study Points to spend into Advantages. It should be noted that some of the Advantages have rather steep 
  costs, and because of it you will want to be very picky about determining the Advantages that best suit your Persona.  
   
  Certain Persona Templates require the purchase of specific Advantages; with that in mind these specific Advantages should be 
  purchased first. Once you have purchased these Persona Template specific Advantages, then it is time to start buying the 
  Advantages the help to further flesh out the Persona that you as the Actor are seeking to breathe life into. 
   
  If you chose to create an Atlantean, then each House through their Families will give you FREE Advantages that are specific to 
  these Families. It is also possible to create your own Family should none of the Family specific Advantages suit your needs; in 
  doing this you will refer to the default House Advantages to create your Persona. 
   
  Some Advantages require specific Ranks in certain Attributes and Skills, or a combination of both. When creating your 
  Persona; always be sure to that you have fulfilled the requirements of the Advantages before taking the desired Advantage.  
   
  There is no limit to the number of Advantages that a Persona can have over the course of game play, in Persona Creation the 
  only limit is the number of Study Points that you have to spend. 
   
  In regards to Disadvantages, a Persona is allowed to take up to 20 Study Points worth of Disadvantages. Unlike Advantages 
  where you must spend Study Points to purchase them, Disadvantages give the Persona back points equal to the individual costs 
  of the Disadvantages in the form of Study Points that can be spent anywhere on the Persona.  
   
  Just as Atlantean Personas gain FREE Advantages that are connected to their Houses and Families, Atlantean Personas also 
  gain Disadvantages that are specific to their House. Unlike the 20 Study Points that the Actor can spend towards raising their 
  Persona’s Attributes, Advantages and Skills, these Disadvantages do not give the Actor Study Points that can be used to better 
  their Persona. These Disadvantages are inherited because of the Persona’s connections to their House and can never be bought 
  off. 
   
  
   
  162 
   
  Step Eight:  Personal Skills 
   
  In Step Two, you chose your Occupational Skill Set; now it is time select all of the Personal Skills that are known to your 
  Persona. In this case, you purchase your Skill Ranks just as you Purchased Ranks in Attributes and Advantages before. For 
  Study Point costs, please refer to the costs chart in Step Four. 
   
  Each Persona automatically starts out with 1 Rank in the Combat Skills of Dodge, Grapple, Strike and Throw. All Personas 
  start out with 5 Ranks in Linguistics in the dominant language of their country of origin. 
   
   
  Step Nine:  The Devil is in the Details 
   
  In this step, you will be finishing up. Below are the final steps: 
   
  1st: Determine Persona’s Age: See Attribute Maximums By Age Chart. 
  2nd: Determine Initiative Base: See Attribute Bonuses Charts. 
  3rd: Determine Reaction Rating: This is how other Personas, both Actor and Director controlled; react when they encounter 
  your Persona. A Persona’s Reaction Rating is their Appearance + Charm divided by 3 and then rounded down. 
  4th: Determine Reaction Bonuses: See Attribute Bonuses Charts. 
  5th: Movement Rates (All Movement in Feet): Walking Speed = Agility x2, Running Speed = Agility x4, Short Sprint = 
  Agility x8. 
  6th: Determine Resistance Ranks: Base equals Ranks in Psyche Attribute. 
  7th: Spells & Rituals (Sorcerers Only): All Sorcerers start out with 3 Spells and 2 Rituals that are drawn from the Rank 1 and 
  Rank 2 Spells and Rituals from Chapter 9: Sorcery & Religious Rituals (Sorcerers do not have access to the Religious Rituals, 
  that requires the Actor purchase the Advantage: Ordained Cleric.) 
  8th: Religious Rituals (Faithful Only): All Faithful start out with the following Religious Rituals; Rite of Absolution, Rite of 
  Benediction, and Rite of Consecration: Dimidius (The Faithful only have access to the Religious Rituals, to have access to the 
  Spells and Rituals of a Sorcerer requires the Actor purchase the Advantage: Sorcerer.) 
  9th: Fate Points: All Personas start the game with 5 Fate Points that can be spent to help them during the course of Episodes. 
  For more information on Fate Points, see Chapter 12: Directors Guide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  163 
   
   
   
   
   
   
  Chapter 4:
  Skills 
   
   
   
   
  
   
  164 
  Increasing Skills & Learning New Skills 
   
  Each Persona in the Center Stage Game System has the ability to increase the Skills that they already possess, and to also learn 
  new Skills that they did not previously have. All Skills take time to learn, as such use the below chart to determine how long it will 
  take a Persona to move from one Rank of expertise to the next Rank of expertise in a given Skill. Another option for Directors to 
  use is to require all Skills that an Actor wishes to raise be a Skill that they have successfully made a Skill Check in during the 
  course of the past Episode. 
   
  Skill Rank Descriptions 
   
  Skill Rank 
   Learn Time 
   Title 
   
  Description 
   
   
   
   
   
   
   
  1 
   
  1 Week 
   
  Student 
   
  The Persona has achieved a very basic understanding of the skill, but has 
  never pursued the skill any further than this. 
   
   
   
   
   
   
   
  2 
   
  1 Week 
   
  Student 
   
  The Persona has studied the skill and knows what the average person 
  would know in regards to the skill. 
   
   
   
   
   
   
   
  3 
   
  1 Week 
   
  Novice 
   
  The Persona has studied the skill and has achieved an above average 
  understanding of the skill. 
   
   
   
   
   
   
   
  4 
   
  2 Weeks 
   
  Novice 
   
  The Persona has received formal training with the skill, and is 
  considered to have a professional knowledge of the skill and its uses. 
   
   
   
   
   
   
   
  5 
   
  2 Weeks 
   
  Adept 
   
  The Persona has achieved an expertise with this skill that labels them as 
  an expert in their chosen field of study. 
   
   
   
   
   
   
   
  6 
   
  3 Weeks 
   
  Adept 
   
  The Persona is considered to be the best in this skill that his or her city 
  has to offer; generally there are only about 1 in 100,000 people with this 
  level of knowledge in a skill. 
   
   
   
   
   
   
   
  7 
   
  4 Weeks 
   
  Expert 
   
  The Persona is considered to be the best in this skill that his or her state 
  or province has to offer; generally there are only about 1 in 1,000,000 
  people with this level of knowledge in a skill. 
   
   
   
   
   
   
   
  8 
   
  5 Weeks 
   
  Expert 
   
  The Persona is considered a legend in their chosen field of study, they 
  are the best that their nation has to offer; generally there are only about 
  1 in 10,000,000 people with this level of knowledge in a skill. 
   
   
   
   
   
   
   
  9 
   
  6 Weeks 
   
  Master 
   
  The Persona’s expertise in their chosen field of study is considered 
  unbelieveable, they are the best that their continent has to offer; 
  generally there are only about 1 in 100,000,000 people with this level of 
  knowledge in a skill. 
   
   
   
   
   
   
   
  10+ 
   
  7 Weeks 
   
  Master 
   
  The Persona’s expertise in their chosen field of study is considered 
  godlike, they are one of a handful of the best that the world has to offer; 
  generally there are only about 1 in 1,000,000,000 people with this level 
  of knowledge in a skill. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  165 
  Skill Synergy 
   
  While all skills encompass a persona’s knowledge or ability in a specific area, there are many times in which other skills might 
  overlap or aid in a given skill challenge. These times are when skill synergy applies.  
   
  When a persona has at least five ranks in a given skill, then the persona can gain a +1 bonus to the skill during challenges when the 
  synergy would apply. The following are the most common examples of skill synergy; however it is by no means exhaustive. The 
  Director should feel free to grant the bonus if she feels that an unlisted skill synergy is applicable to a given challenge. 
   
  Skill 
   Example Synergies 
   
   
   
  Academics 
   
  The Academics Skill provides a bonus to all Sciences. Higher education starts with the basics. 
   
   
   
  Astrology 
   
  Astrology provides a bonus to Divination when attempting to interpret celestial events. 
   
   
   
  Craftsmanship 
   
  The Craftsmanship Skill provides a bonus to Art when fashioning functional items that have 
  beautiful additions. Craftsmanship also provides a bonus to Repair when attempting to 
  fabricate new parts. 
   
   
   
  Herbalism 
   
  The Herbalism Skill provides a bonus to first aid when attempting to create salves from local 
  plant life. Herbalism also provides a bonus to Alchemy when using herbs and plants as part of 
  the mixture. 
   
   
   
  History 
   
  The History Skill provides a bonus to Tactics whenever the Persona can compare an old battle 
  to the current one. History also provides a bonus to Divination when attempting to predict 
  future events by looking at past ones. 
   
   
   
  Intimidation 
   
  The Intimidation Skill provides a bonus to Command in any situation where the persona is 
  willing to use “harsher” methods of getting things done. 
   
   
   
  Persuasion 
   
  The Persuasion Skill provides a bonus to Command when the Persona wants to convince others 
  to do what they want through compelling words. 
   
   
   
  Science 
   
  All Science Skills provide a bonus to Research whenever researching the specific science.  
  Additionally Science (Forensics) also provides a bonus to Investigation and Science 
  (Medicine) also provides a bonus to First Aid. 
   
   
   
  Social Grace 
   
  The Social Grace Skill provides a bonus to Persuasion when dealing with the social elite and 
  nobility. 
   
   
   
  Style 
   
  The Style Skill provides a bonus to Disguise in any case where appearance matters. 
   
   
   
  Subterfuge 
   
  The Subterfuge Skill provides a bonus to Disguise in any case where talking becomes 
  important. Subterfuge provides a bonus to Persuasion whenever flattery will get you 
  everywhere. Subterfuge provides a bonus to Larceny when attempting to distract the mark. 
  Subterfuge provides a bonus to Gambling when bluffing becomes important. Subterfuge, 
  Persuasion and Social Grace provide a bonus to Politics depending on the particular tact the 
  Persona is using. 
   
   
   
  Tracking 
   
  The Tracking Skill provides a bonus to Survival when attempting hunt game. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  166 
  Agility Skills 
   
  Acrobatics 
  The skill of Acrobatics involves difficult feats of balance, agility and coordination. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of navigating a flight of stairs. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of performing a sumersalt or walking slowly on a balance beam. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of perfoming a cartwheel, edging along a thin ledge, etc. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of walking a tight rope, walking along the ledge of a building during high winds, etc. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of running across a tight rope during a wind storm. 
   
  Drive 
  This skill allows a Persona to operate motor vehicles. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of riding a bicycle with training wheels on it. The Persona may have passed their drivers 
  test to drive an automobile at this point. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of riding a bicycle or driving a golf cart. The Persona is capable of driving a small car 
  or truck under normal driving conditions. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of driving a car or a motorcycle under normal conditions. The Persona is capable of 
  retaining control of a car or truck at higher than normal speeds. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of driving a semi-truck with enough skill to qualify for a license. They are also capable 
  of driving military vehicles, such as a tank, or APC, under normal conditions. They are able to control trucks 
  and smaller vehicles at high speeds under poor conditions, such as a car chase without fear of damage to 
  themselves or their passengers. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of controlling a motor vehicle without the luxury of brake. They are also able to perform 
  insane feats of driving skill, such as racing a truck down city streets, during a sleet storm. 
   
  Larceny 
  The skill of how to steal from others and get away with it. The Persona is trained in all manner of illicit activities, from stealing 
  someone’s wallet to cracking a safe, to breaking into a secure building. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of stealing a pack of gum off a shelf while no one is paying attention. Taking items from 
  a home while no one is present to witness the theft. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of forging a person’s name with a copy of that person’s signature. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of lifting a wallet from a distracted individual.  Picking a lock with the required lock 
  picking tools, or stealing another person’s identity through their social security number or drivers license. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of cracking a mechanical combination lock, such as a safe door.  With the right 
  equipment, the Persona can create counterfeit money that can fool casual inspection. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of cracking an electronic combination lock, such as a digital safe door or pass code 
  doors in a secure area. With the right equipment, the Persona can create counterfeit money that can fool most 
  Secret Service and Treasury Inspectors. 
   
   
   
   
   
   
   
  
   
  167 
  Pilot 
  The skill to pilot a vehicle (Aircraft or Sea craft), such as piloting a two seater Cessna in the sky to piloting a cigar boat in the 
  waters of the Florida Keys. This skill also allows for the piloting of military vehicles that are not covered by the drive skill, such as 
  hovercraft, jet fighters, etc. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of steering a rowboat. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of steering a boat with an outboard motor. The Persona is capable of piloting one Air or 
  Water Craft at this point. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of piloting a light aircraft, such as a single prop plane, or a small sailing ship. The 
  Persona is capable of piloting two types of Air or Water Craft at this point. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of piloting a large aircraft or a large sea vessel. The Persona can control most small 
  craft at high speeds or under difficult conditions. The Persona is capable of piloting three types of Air or Water 
  Craft at this point. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of piloting a large plane during a lightning storm or piloting a large sea vessel during a 
  hurricane. The Persona is capable of piloting four types of Air or Water Craft at this point. 
   
  Ride 
  The skill to ride various types of animals, such as; a horse, camel, donkey or even an elephant. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of riding a tethered horse. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of riding a horse or camel at a trot. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of riding a horse or camel at a gallop, riding a donkey or mule at a trot. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of riding a horse or camel into battle and controlling it during throughout the battle. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of riding a bucking bronco for an extended period of time or an ill tempered yak from 
  Los Angeles to Boston. 
   
  Stealth 
  The skill to hide and move about silently while remaining unseen. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is able to walk in the shadows at night without being noticed. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is able to move unobtrusively in a crowd of people without being noticed. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is able to move about on a creaky floor without being noticed. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is able to move across a room that is being monitored by multiple video cameras without being 
  noticed. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is able to move throughout a building that has the best in security surveillance without being 
  noticed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  168 
  Teamster 
  This skill allows a Persona to drive carts and wagons. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is able to drive a carriage or wagon on a paved road. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is able to drive a carriage or wagon on a muddy dirt road. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is able to drive a carriage or wagon on rough ground. The Persona can control a wagon or 
  carriage at high speeds down a paved road. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is able to drive a carriage or wagon on very rough ground. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is able to drive a carriage or wagon on extremely rough ground at high speeds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  169 
  Appearance Skills 
   
  Disguise 
  The skill of altering ones appearance through the use of make-up and wardrode in an attempt to conceal ones’ identity. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of wearing clothing to conceal ones appearance. Passing ones self off as older or young, 
  up to five years difference. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of altering minor facial features through the use of false beards to changing ones hair 
  color. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of disguising to appear as another of the same race; attempting to pass casual inspection 
  as a member of a certain profession based on uniform or style of dress. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of disguising ones self as a member of a different racial group; Disguising ones self to 
  appear to be a specific individual in order to pass casual inspection. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of disguising ones self to appear to be a specific individual in order to pass close 
  inspection, with the ability to fool both friends and family alike. 
   
  Style 
  This skill deals with knowing the right clothing to wear, at the right time, in order to make the best possible first impression on 
  others. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of wearing matching socks. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of wearing clothing that does not clash. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of wearing the current year’s fashions well. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of setting a fashion trend for the current year in the Persona’s area. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of setting a fashion trend for the next decade. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  170 
  Brawn Skills 
   
  Climb 
  The skill of ascending and descending, or scaling, a steep surface with hands and feet. Done for either recreational or professional 
  reasons. This skill may also be used for rappelling or a controlled, rapid, descent. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is able to climb a slightly sloped surface, one with easily found handholds, or a ladder or knotted 
  rope with something to brace against. The Persona is able to climb their Brawn in feet per Round. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is able to climb a steep hill or similar surface, one with a moderate number of handholds such as a 
  tree, or an unknotted rope with something to brace against. The Persona can maintain a slow, controlled, 
  descent with the aid of climbing equipment. The Persona is able to climb their Brawn in feet per Round. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is able to climb a steep surface, one with only a few handholds such as the face of a cliff, or an 
  unknotted rope with nothing to brace against. The Persona can maintain a fast, controlled, decent with the aid of 
  climbing equipment. The Persona is able to climb their Brawn in feet per Round. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is able to climb a near vertical slope or a surface with no hand holds, such as a sheer cliff. The 
  Persona can maintain a fast, controlled, descent down a steep slope, ladder or rope without any other 
  equipment. Able to climb their Brawn x2 in feet per Round. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is able to climb a perfectly smooth surface. Able to climb their Brawn x3 in feet per Round. 
   
  Swim 
  The skill of Swim is the ability to move through a liquids surface while partially or totally submerged in it (Though what the liquid 
  is may cause problems of its own).  This skill is also used for just staying afloat when faced with a current.   
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is able to swim their Brawn in feet per Round. The Persona is capable of treading water, though 
  any current will move them. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is able to swim their Brawn x2 in feet per Round. The Persona is able to tread water and hold their 
  position when faced with a gentle current, such as a slow moving stream. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is able to swim their Brawn x3 in feet per Round. The Persona is able to tread water and hold their 
  position when faced with a moderate current, such as small river. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is able to swim their Brawn x4 in feet per Round. The Persona is able to tread water and hold their 
  position when faced with a strong current, such as an undertow. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is able to swim their Brawn x5 in feet per Round. The Persona is able to tread water and hold their 
  position when faced with a strong current, such as swimming a few feet from the edge of a waterfall, or when 
  caught in a maelstrom. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  171 
  Charm Skills 
   
  Arts 
  This skill encompasses visual arts, performing arts, language arts, culinary arts, and physical arts. Many artistic disciplines involve 
  aspects of the various arts, so the definitions of these terms overlap to some degree. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona knows what they like and have very basic skills in drawing, painting or playing music.  The Persona 
  is able to prepare pre-made meals to an edible level. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has the ability to create leisure art with little to no innovation; such as grade school level arts and 
  crafts, or singing in a grade school choir. Acting in a Grade School Play or Musical. Cooking at a level 
  consistent for a local fast food restaurant. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of performing in an amateur level stage production.  They are capable of cooking at a 
  commercially acceptable level; such as cooking for a restaurant.  They are also capable of producing street 
  vender quality arts and crafts that have the potential to earn revenue. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of cooking at the level of a master chef. Performing in a Broadway caliber stage 
  performance. The Persona can create visual art at a high professional level, such as artwork that appears at an 
  art gallery. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of creating or sculpting with the skill level that surpasses the achievements of the 
  masters. They are capable of creating culinary masterpiece that has the ability to bring tears to the eyes of even 
  the greatest of food critics. They are also capable of performing an existing masterpiece to a level that 
  establishes a new standard of excellence. 
   
  Command 
  The skill to lead and organize others; this can range from a small group such as a neighborhood watch or a committee to something 
  as large as an entire military organization. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of leading A small group towards a simple task, such as organizing a cleaning effort to 
  help restore an old church. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of directing the actions of 6 to eight people, such as leading a patrol of soldiers through 
  the streets of a town. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of organizing a large group of people towards a common goal, such as coordinating a 
  neighborhood watch to protect a community from its lesser elements. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of organizing a large group of people towards a common goal, such as coordinating a 
  neighborhood watch to protect a community from its lesser elements. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of single-handed seeing to the day-to-day operations of a truly vast organization, such as 
  running all aspects of the Presidents Cabinet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  172 
  Intimidation 
  The skill dealing with attempting to threaten by speaking or acting in a dominating manner, often with the goal of making a person 
  or people do what the intimidator wants. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has the ability make their opponents think twice about confronting them in verbal or physical 
  combat. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has the ability to become menacing with others to the point that their opponents actually believe 
  that the Persona is capable of physically harming them. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona has become quite adept at using menacing phrases and physical violence to extract information 
  with their opponents. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona has become so skilled at extracting information from others that any counter-terrorism 
  organization in the world would be willing to give the Persona a job. 
   
   
   
   
  Master 
  9 to 10+ 
   
  There are very few people in the world as menacing and terrifying as the Persona. It takes very little effort on the 
  part of the Persona to extract information or even false confessions from their interrogation subjects. 
   
  Persuasion 
  The skill of Persuasion is a form of influence. It is the process of guiding people toward the adoption of an idea, attitude, or action 
  by rational and symbolic (though not always logical) means. It is strategy of problem-solving relying on "appeals" rather than force. 
  This skill is also the art and practice of conducting diplomatic negotiations between individuals or groups; this can range from 
  something as simple as convincing young children to share their toys to brokering an international weapons treaty. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is able to convince others to more strongly follow their existing ideaologies. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona capable of convincing someone to more strongly beleive in an ideaology that they already had 
  similar beliefs on. 
   
   
   
   
  Adept 
  5 to 6 
   
  With a few choice words, the Persona is capable of comvincing individuals of her way of thinking on a subject 
  that her opponent is undecided on.  
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of negotiating treaties or agreements between groups or individuals with 
  opposing ideaologies. She is also capable of getting someone of an opposing view point to agree with 
  her on a certain point of reference.   
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is master orator without equal, capable of speaking with unparalleled eloquence. They are so 
  skilled at persuasion that they can make even a true believer doubt their beliefs. 
   
  Seduction 
  The skill of knowing when to use seduction and sexual innuendo to influence the decisions of others. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has the seductive capabilities of a teenager.At times it seems as if the Persona is trying to hard to 
  make their sexual advances on their target. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has been in several sexual relationships and knows the signs that another man or woman is 
  interested in the Persona’s sexual advances. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona knows what buttons to push on most people, and how to seduce them.  
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is able to seduce their targets within moments of meeting them. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is able to seduce a target that has been labeled un-seduceable. 
   
   
   
   
   
   
   
   
  
   
  173 
  Social Grace 
  The skill deals with Personas knowing the right things to do and say in social situations. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of using common greetings when meeting new people. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona's presence is tolerated in the circles of the social elite, provided they stay in the background. 
  Amongst those of he own standing she is considered cordial and pleasant. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is well versed in the social norms of high society; they are comfortable in moving around in social 
  circles that hold those of great importance. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona knows when to say the right thing at the right time; they are comfortable interacting with those of 
  great importance and high authority in social and ceremonial functions. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is the epitome of grace and wit. She knows who to address, when to address them and what title to 
  use. Within the presence of great individuals their company is not only tolerated, it is desired. 
   
  Subterfuge 
  The skill to deceive and confuse others through the use of fast talking (confusing and convince another with seemingly important 
  useless information), lying and bluffing of an opponent. This skill is also used to determine if someone is attempting to use 
  subterfuge on the Persona. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of telling a little white lie, such as giving a false compliment. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of distracting someone in conversation by changing the subject matter midway through 
  the conversation. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of convincing an informed person that you are more or less knowledge about a subject 
  than you actually are. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of convincing someone that you are a person of authority without any physical 
  credentials. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of successfully selling someone the Brooklin Bridge. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  174 
  Intellect Skills 
   
  Academics 
  This skill deals with the basic book learning that comes with a formal education. Personas with this skill automatically have the 
  ability to read and write in their own language. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona possesses the equivalent knowledge of a 1st through 2nd Grade Education. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona possesses the equivalent knowledge of a 3rd through 6th Grade Education. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona possesses the equivalent knowledge of a Junior High School to High School Education. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona possesses the equivalent knowledge of a High School Honor Student Education and 4 Year 
  University Education. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona possesses the equivalent knowledge of a Masters Degree to a Doctorate Degree. 
   
  Appraisal 
  This skill represents the Persona’s familiarity with the economic value of material objects; books, real estate, collectibles, etc. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of identifying an old coin that might have value to it. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of identifying old books that are valuable to collectors. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of identifying true objects of value and rarely is tricked by forgeries. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of identifying ancient relics from another age and only about 10% makes a mistake. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of identifying just about anything of value and is almost never wrong. 
   
  Computers 
  This skill allows a Persona to use a computer to create simple to complex programs and viruses. It allows a Persona to know how to 
  build a computer and how each part works and is connected to the whole. Computer Networks and complex super-computers also 
  fall with this skill, as well as the knowledge of how to hack into a simple to complex network system. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona knows how to turn their computer on,use it for word processing and checking their email, and they 
  have a basic knowledge in how to save data to digital storage medium such as; Floppy Disks, CDs, DVDs, 
  FlashDrives, etc. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has a rudimentary knowledge of network systems and has the knowhow to enact minor computer 
  repairs, such as; adding or replacing RAM memory and Hard Drives. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona has the knowledge and knowhow to set upand manage network systems, they are also able to write 
  simple computer programs. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona has extreme knowledge in how computer programs operate and how to disable them. They have the 
  knowhow to write complicated databases to programs and viruses and they know the ins and outs of hacking into 
  network systems. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona has designed and implemented intricate network system;, they have designed advanced application 
  programs that are comparable to the cutting edge Virtual Reality technologies and network systems of the 
  Darkstar Corporation. 
   
   
   
   
   
   
   
   
  
   
  175 
  Craftsmanship 
  This Skill reflects a Persona's ability to make items with his hands and the propper tools.  The actor of the persona should choose a 
  particular category to focus in; he may also take this skill more than once and select a new category each time.  An example 
  category for this skill would be blacksmithing, which would cover the creation of most objects made in a forge, such as weapons, 
  armor and horseshoes. Other categories include pottery, stone-cutting and sewing; however this list is by no means exaustive. This 
  skill also covers the creation of larger, more complex objects, such as structures and vehicles.  Unlike the Arts skill, objects created 
  by this skill are functional rather than beautiful, or in the case of food, nourishing rather than flavorful. In order to make an object 
  that is both functional and an object of beauty will require the use of both skills. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona possesses basic knowledge in their chosen category and minimal skill. For example; a Persona with 
  a focus in Blacksmithing would be able to fashion crude weapons and iron object in the heat of the forge. 
   
   
   
   
  Novice 
  3 to 4 
   
  A Persona can consider them selves an apprentice within their choosen category, the object that they create 
  within their category meet the minimum standard for fulfilling their intended purpose. For example; a Persona 
  with a focus in Pottery could create bowl and the like, perhaps even adding handles, but unable to make 
  something complicated or large. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona with a focus in Blacksmithing is capable of fashioning a weapon or armor that will hold up under 
  regaulr use. He is capable of assembling a stock engine for a motorcycle or assembling a computer out of 
  component parts. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is able to to create complex objects with ease, as well as objects that are more durable and 
  functional than normal. As an example; a Persona that is focused in mechanics is capable of assembling a motor 
  vehicle without the aid of an industrial complex.  
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is unparalleled in his choosen craft, and able to create objects that require little to no maintanence. 
  A Persona that is a Master Blacksmith is able to create weapons that never seem to dull and armor that never 
  seems to wear; a Master Mechanic is able to machine parts by hand with flawless precision. 
   
  Demolitions 
  This skill is the study and knowledge of using explosives in the tearing-down of buildings and other structures. The Persona has 
  been trained in the proper use of explosives, such as C-4, dynamite, white phosphorous, or any number of other possible explosive 
  compounds; whether building or disarming explosive devices. With this skill, the Persona has a decent chance of arming explosive 
  devices without accidently setting them off. This skill is very dangerous to employ, since failure almost always means the 
  premature detonation of the explosive device in question. Note to Directors: Personas that do not have this skill may not attempt to 
  build, arm, or disarm explosive devices at all. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic understanding of lighting a fuss or using a button activated demolition device. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of manually combing explosive charges to produce a greater effect. For example; the 
  Persona is also capable of rigging small timers to explosives to have them detonate at a specific time. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is trained in the use of military grade explsovives such as C-4; he is also trained in the proper 
  methods of bomb disposal. He is capable of creating explosive material out of chemical reagents (such as; 
  chemical pipe bombs, like those used in the Oklahoma City bombing). 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is trained in the use of wiring together multiple explosives to achieve a desired result. For example; 
  the Persona is able to wire together multiple charges in order to create a controlled demolition of a structure. 
  The Persona is capable of disarming most explosive devices that are able to be disarmed. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona’s knowledge how to create, use, and disarm explosives is peerless. Given enough time, he  is 
  capable of orchestrating truly complex demolitions on a epic scale. For example; given enough time and 
  resources he could perform a controlled demolition of an entire city. 
   
   
   
   
   
   
  
   
  176 
  Enigmas 
  This skill deals with the solving of the puzzling, mysterious or the inexplicable, or a riddle or difficult problem. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of telling and deciphering a common riddle. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of following a trail of obvious and deliberate clues. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of solving a rubix cube in under an hour, or determining the hidden meaning within a 
  pictogram. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of finding a pattern among a group of seemingly unconnected events. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of solving the riddle of the Sphinx. 
   
  First Aid 
  First aid is the provision of limited care for an illness or injury, which is provided, usually by a lay person, to a sick or injured 
  patient until definitive medical treatment can be accessed, or until the illness or injury is dealt with (as not all illnesses or injuries 
  will require a higher level of treatment). It generally consists of series of simple, sometimes life saving, medical techniques, that an 
  individual, either with or without formal medical training, can be trained to perform with minimal equipment. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of applying a band aide to a small open wound. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of applying a bandage to a large open wound and applying pressure to it. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of applying a splint to a broken limb, cauterizing a wound. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of sewing up a large laceration in the skin. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of staunch the bleeding of a large wound to a major artery. 
   
  Gambling 
  The Gambling Skill deals with a Persona’s knowledge and ability in playing games of chance, such as; betting on horse racing, 
  playing Poker or Black Jack, to even playing the local lottery numbers. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has the basic knowhow to call heads or tails during a coin toss, playing local lottery.. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of betting on a horse race or playing a game of card (such as: Poker or Black Jack). 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of counting card in a single shoe of Black Jack and winning. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of playing Craps or Roulette and winning. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of counting card in a 6 shoe Black Jack or Poker game and winning. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  177 
  Herbalism 
  The skill of Herbalism is a traditional medicinal or folk medicine practice based on the use of plants and plant extracts. Sometimes 
  the scope of herbal medicine is extended to include fungi and bee products, as well as minerals, shells and certain animal parts. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has the basic knowledge of the most commonly known avoided plants and funguses. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of identifying plants by visual inspection alone and is able to determine what its 
  properties are. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is quite adept at identifying rare plants, their properties, and the possible uses of plants as a nature 
  medicinal. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona’s expertise in the field of herbalism is considered on of the best in their ability to identify common 
  to rare plants, and their use as medicinals and poisons. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona’s knowledge in herbalism is almost without peer, there are only a handful of Persona’s in the world 
  with level of expertise in this field of study. 
   
  History 
  This skill deals with the study and interpretation of verbal and written records of past cultures. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has the basic knowledge of the history of their nation of origin and world history. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has rudimentary knowledge in certain aspects of their nations’ history, world history or a specific 
  country or era. This knowledge would be on par with the history courses taught in the High School. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is a student of history, and is well versed in the common and not so common events of world history. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is so well versed in history that they are commonly called upon to give statements as an expert in 
  their field of study. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona’s knowledge of history is considered legendary, their name is world renowned and the Persona is 
  consistently called upon to give statements about world history or their specific era of study.  
   
  Investigation 
  This skill deals with a Persona’s knowledge in investigating the scenes of crimes & mysterious occurrences. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is capable of noticing obvious clues, such as large blood stains or large bullet holes in the wall.  
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona knows where to look for clues in spots common in detective novels; fireplaces and waste cans for 
  discarded or partially destroyed documents, streets for skid marks and tire tracks, or shelves in bookcases for 
  other clues.   
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of reading a crime scene as a professional investigator. They know what to touch, what 
  not to touch, and where to dust for finger prints. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of reading a crime scene as a forensic investigator. Armed with the proper tools, the 
  Investigator can find nearlyany clue that has been left behind. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona’s deductive and analytical skills are rivaled to that of the greatest detectives the world has ever 
  known…Sherlock Holmes. 
   
   
   
   
   
   
   
   
   
   
  
   
  178 
  Law 
  In every era of the world, the cultures and societies that have existed have had rules that each culture and society have had to abide 
  by.  In the modern world, very little has changed. This skill deals with a Persona’s knowledge in the common to obscure laws  and 
  the punishments of their nation of origin and even other nations. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has the basic knowledge in the common laws of their parent nations, most of which has come from 
  watching television court dramas. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has made a point to study the laws of their parent nation, to the point that they understand the laws 
  better than the average person and their limits. But, the only school knowledge that the Persona has may be from 
  their time spent in Government class in High School. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is studying pre-law in college and has a very clear picture of the laws and their limits. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona has graduated from college with a law degree and has the ability to practice law in the courts. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona has studied law to the point that they have a PhD in Law. The Persona is considered on of the best 
  in the world in regards to their knowledge of the laws of their parent nation and the world at large. 
   
  Linguistics: Modern Languages 
  Linguistics is the scientific study of language, which can be theoretical or applied. Someone who engages in this study is called a 
  linguist. 
   
  Theoretical (or general) linguistics encompasses a number of sub-fields, such as the study of language structure (grammar) and 
  meaning (semantics). The study of grammar encompasses morphology (formation and alteration) of words and syntax (the rules 
  that determine the way words combine into phrases and sentences). Also a part of this field are phonology, the study of sound 
  systems and abstract sound units, and phonetics, which is concerned with the actual properties of speech sounds (phones), non-
  speech sounds, and how they are produced and perceived. 
   
  Linguistics compares languages (comparative linguistics) and explores their histories, in order to find universal properties of 
  language and to account for its development and origins (historical linguistics). 
   
  In the terms of the Center Stage Game System, each language is the equivalent of a separate skill per language that is taken. 
  Personas automatically gain 5 Ranks in the primary Language of their country of origin at no cost. For a Listing of Languages, see 
  below. 
   
  Languages List 
   
  Atlantean (Faux Blooded, True Blooded, & Lilans Only), Arabic, Chinese, English, French, German, Italian, Japanese, Church Latin, 
  Russian, Spanish, Portuguese & Welsh (Note to Actors: By no means is this a full listing of all of the languages that are spoken in the world 
  today, obviously there are more languages in the world, but those listed above are the most common languages that are spoken and written by the 
  majority of the worlds population. For those Actors and Directors that wish to incorporate more of the world’s languages into their games, please 
  feel free to do the research for yourselves.) 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is able to understand basic sentences in the language, such as; “Where is the Police Station?” 
  “Where is the restroom?” or “I would like to order a pizza and beer”.  
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has a basic understanding of the language and is able to speak it slowly and in sometimes broken 
  sentences, the Persona definitely has the accent of a non-native speaker of the language. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is fluent in the language and can understand it even when other native speakers are speaking the 
  language quickly around them. The Persona’s accent still shows through that he or she is not a native speaker of 
  the language. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of speaking the language as if he or she was a native speaker of the language. Only in 
  times of duress or great stress does the Persona’s native accent surface. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona has mastered the language to the point that they are able to think in the language, and now even 
  under extreme duress the Persona is able to speak the language as if they were a native and with absolutely no 
  hint of a foreign accent.  
  
   
  179 
   
  Linguistics: Archiac & Dead Languages 
  This Linguistics skill deals with ancient languages that have few living speakers or languages that are considered dead languages. 
  All Languages under this category require intensive amounts of study to learn. 
   
  In the terms of the Center Stage Game System, each language is the equivalent of a separate skill per language that is taken. 
  Personas automatically gain 5 Ranks in the primary Language of their country of origin at no cost. For a Listing of Languages, see 
  below. 
   
  Languages List 
   
  Akkadian, Aramaic, Avestan, Breton, Cajun French, Cornish, Coptic, Cuneiform, Egyptian Hieroglyphics, Hittite, Hurrian, Elamite, Ge'ez, 
  Gothic, Sanskrit, Old Church Slavonic, Old English, Old Tibetan, Roman Latin, &  Sumerian Hieroglyphics  (Note to Actors: There are many 
  many other languages that are endangered or dead languages in the world, and because of there is no real way to list all of them. With that in 
  mind, if an Actor wants their Persona to have a dead or endangered language that is n ot covered in this listing, please feel free to allow them to 
  take the language…within reason. Directors should attempt to do a little research on any Archiac or Dead Language before allowing it into their 
  games, doing so will give the Director some hints on how to present the Archaic or Dead Language in the confines of their game world.) 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona is able to understand basic sentences in the archaic or dead language. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has a basic understanding of the language and is able to speakor read it (dead languages can only 
  be read) slowly and in sometimes broken or misinterpreted sentences, the Persona definitely has the accent of a 
  non-native speaker of the language if the language is still spoken. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is fluent in reading and writing the language and can understand it even when other native 
  speakers are speaking the language quickly around them. The Persona’s accent still shows through that he or 
  she is not a native speaker of the language if the language is still spoken. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of reading, writing and speaking the language as if he or she was a native speaker of the 
  language.  
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona has mastered the language to the point that they are able to read, write, speak and think in the 
  language; and now even under extreme duress the Persona is able to speak the language as if they were a native. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  180 
  Mythos: Select One 
  The mythos skill is a collection of esoteric subject matter; generally subjects that are connected more to legends and folklore than in 
  actual fact. Below is a listing of the available Mythos’ that a Persona can learn. 
   
  Atlanteans: This skill deals with a general familiarity with the myths and legends connected to Atlantean society. 
  Demons: This skill deals with a general familiarity with the myths and legends connected to Demons and the hellish realms from 
  which they come. 
  House: This skill deals with a general familiarity with the creation myths and legends connected to a specific Atlantean House 
  within the Imperium and without, and its laws and its customs. 
  Imperium: This skill deals with a general familiarity with the creation myths and legends connected to Second Atlantean Empire, 
  its laws and its customs. 
  Lilans: This skill deals with a general familiarity with the creation myths and legends connected to Lilans. 
  Occult: This skill deals with a Persona’s knowledge in the occult, obscure things that exist in the world. This skill is really a catch 
  all for bits and pieces of occult and arcane knowledge that is not covered by the other more specific Mythos skills. This skill is also 
  the study of the academic fields of mythology, mythography, or folkloristics, a myth (mythos) is a sacred story concerning the 
  origins of the world or how the world and the creatures in it came to have their present form. The active beings in myths are 
  generally gods and heroes. Myths often are said to take place before recorded history begins. In saying that a myth is a sacred 
  narrative, what is meant is that a myth is believed to be true by people who attach religious or spiritual significance to it. Use of the 
  term by scholars does not imply that the narrative is either true or false. 
  Reavers: This skill deals with a general familiarity with the creation myths and legends connected to the Reaver Cadres of outcast 
  Atlanteans, their laws and their customs. 
  Renegade Houses: This skill deals with a general familiarity with the creation myths and legends connected to a specific Atlantean 
  Renegade House, its laws and its customs. 
  Revenants: This skill deals with a general familiarity with the creation myths and legends connected to Revenants, Thralls, and the 
  Dhampir. 
  Spirits: This skill deals with a general familiarity with the myths and legends connected to Spirits, both the deceased (The Shades 
  and Spectres) and the nature spirits (The Fae) of the world. Please note that Demons require Mythos: Demons, Mythos: Spirits can 
  not be used as a related Skill. 
  The Old Ones: This skill deals with a general familiarity with the Abyssal Realm. The Abyss is the Realm that exists beyond the 
  Elemental Realms of; Air, Earth, Fire, Water, & Spirit. Within the Abyssal Realm exists a myriad of pocket dimensions, voids of 
  nothingness and the spiraling chaos of the universe that existed before the creation of our own universe during the Big Bang. This 
  Mythos also deals with a general familiarity with the group of entities known as the The Old Ones. These entities are from the 
  Abyssal Realm that is beyond the Physical and Mirror Worlds, in the bubbling chaos that exists beyond space and time.  
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona possesses a basic knowledge and know how in the selected mythos, such as what a dabbler in the 
  mythos would have learned some common books on the subject. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona possesses the knowledge and know how of 1st year College student in the selected mythos. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona possesses the knowledge and know how of having a Bachelors Degree in the selected mythos. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona possesses the knowledge and know how of having a Masters Degree in the selected mythos. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona possesses the knowledge and know how of having a Doctorate Degree in the selected mythos. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  181 
  Navigation 
  The skill of Navigation is the process of planning, recording, and controlling the movement of a craft or vehicle from one place to 
  another. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic understanding in determing which direction is west at sun down. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of finding his or her way through an area with a compass and map of that area. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of finding his or her way through an area with a compass or by sun, moon, and stars. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of navigating by stars alone. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of finding his or her way at night with an overcast sky during a thick fog. 
   
  Politics 
  This skill is the study of political behavior and examines the acquisition and application of power, through this knowledge a 
  Persona can understand and manipulate politic situations that they encounter. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of the workings of their nations’ government; they know who at least the 
  main leaders are. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of acting within the government’s lower rungs, they know who the names of the local 
  representatives and their contacts. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of working within the government’s middle rungs, acting as a go-between for various 
  politicians and litatgators.The Persona as a working knowledge of the governmental process. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of playing “the game”, they are able to wheel and deal with other politicians and 
  operate comfortably within positions of governmental leadership. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of comprehending the nuances and intrigues of a government that a Persona has just 
  encountered, that the Persona had no prior knowledge of or contact there with. 
   
  Research 
  This skill is the ability to discover information stored by traditional methods (such as books, index services, and archives) or the use 
  of a computer to search the internet for information connected to related subjects (such as; Google, AltaVista, etc,…). 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of how to use a Table of Contents in a book. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of using an Online Search or a Library Index to find information on a common subject. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of using an Online Search or a Library Index to find information on an obscure subject. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of researching an common subject across several forms of unrelated media. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of researching an obscure subject across several forms of unrelated media, or 
  researching a subject that has never been conherently recorded. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  182 
  Repair 
  This skill deals with the fixing of any sort of mechanical or electrical device should it become out of order or broken (repair) as 
  well as performing the routine actions which keep the device in working order (maintenance) or prevent trouble from arising 
  (preventive maintenance). 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of how use tools such as screw drivers, hammers, screws and nails in fixing 
  a broken item. A little Duct Tape never hurts either…the handy man’s secret weapon. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of using glue to repair a broken vase, or putting together a new bookcase with the proper 
  tools. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of assembling or repairing a simple mechanical device (such as; a bicycle) 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of assembling or repairing a complex mechanical device (such as; a car or motorcycle 
  engine). 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is capable of building a vehicle out of the wreckage of a previous vehicle. 
   
  Science: Select One 
  There are a multitude of different sciences in the world, each one specializing in one or more aspects of the physical or theoretical 
  world. Below is a listing of some of the more widely known sciences in the world. Do keep in mind that there are many other 
  sciences in the world, and at the Director’s discretion, he or she may allow an Actor to take on that is not o the below list. 
   
  Advanced Mathematics: This skill deals with the study of Numbers and number theory. 
  Anthropology: This skill deals with the study of living cultures. 
  Archaeology: This skill deals with the study of the physical remnants of ancient cultures. 
  Cartography: This skill to create accurate maps of the lands a character has traveled through, as well as using photographs to draw accurate maps 
  of a region. 
  Chemistry: This skill is a science concerned with the composition, structure, and properties of matter, as well as the changes it undergoes during 
  chemical reactions. Chemistry is a physical science related to studies of various atoms, molecules, crystals and other aggregates of matter whether 
  in isolation or combination. It also incorporates energy and entropy related studies to various chemical substances. It can be used to create and 
  identify poisons to creating and identifying explosives. 
  Engineering: This skill is the applied science of acquiring and applying knowledge to design, analysis, and/or construction of structures for 
  practical purposes. 
  Forensics: This skill is the science and study of crime scenes and the examination and explanation of the evidence that is left behind at a crime 
  scene through pure factual analsys. 
  General: This skill is the knowledge of Science (from the Latin scientia, 'knowledge'); is a system of acquiring knowledge based on the scientific 
  method, as well as the organized body of knowledge gained through such research. 
  Medicine: This skill deals with the science and “art” of Medicine; maintaining and or restoring human health through the study, diagnosis, and 
  treatment of patients. The term is derived from the Latin ars medicina meaning the art of healing. 
  Philosophy: This skill deals with the study of raw knowledge and the interpretation of the human condition. 
  Physics: This skill deals with the study of physical action, interaction and reaction. 
  Psychology: This skill is both an academic and applied discipline involving the scientific study of mental processes and behavior. Psychologists 
  study such phenomena as perception, cognition, emotion, personality, behavior, and interpersonal relationships. In basics it is the study of the 
  human mind and its interactions with other human beings. 
  Theology: This skill deals mostly with the study of the Christian Religion, but the term can now be used to speak of reasoned discourse within 
  and about a variety of different religious traditions. In its basics this skill is the study of a religion and how its followers relate to its religion 
  specific dogmas. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona possesses a basic knowledge and know how in the selected science, such as what the student would 
  have learned in High School. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona possesses the knowledge and know how of 1st year College student in the selected science. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona possesses the knowledge and know how of having a Bachelors Degree in the selected science. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona possesses the knowledge and know how of having a Masters Degree in the selected science. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona possesses the knowledge and know how of having a Doctorate Degree in the selected science. 
   
  
   
  183 
  Streetwise 
  This skill represents a Persona’s ability to tap into the resources of the darker side of society.  This skill may be used to procure 
  stolen items, obtain weapons, contact hitmen, or score some drugs. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of which major crime organizations exist in their city, they also have a small 
  measure of influence with the darker human elements within his or her neighborhood. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona knows the territory of the local gangs and where they can go to procure stolen goods. They also 
  know which street corners to hit up for drugs and prostitution. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona knows the names of low level crimes within the local gangs. They know common pass phrases to 
  gain access to areas where illegal activities are taking place; such as Prostitution, Cock-Fighting, and Illegal 
  Gambling dens. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona knows wheres to go to, who to talk to, and how much bring as a pay off to gain access to extremely 
  illegal contraband, such as firearms. The Persona also knows how to arrange for “assistance” from local gangs up 
  through the city’s Mafia. 
   
   
   
   
  Master 
  9 to 10+ 
   
  If it’s illegal, the Persona knows how to get it, or who to talk to in order to get it. The Persona knows how to 
  arrange meetings with the officers of the local gangs and officers of the Mafia. The Persona can arrange for 
  assassinations with ease. 
   
  Survival 
  This skill deals with a Persona’s knowledge in Survival skills that may help one to survive dangerous situations (such as storms or 
  earthquakes), or in dangerous places (such as the desert, the mountains, and the jungle). Useful skills include lighting a fire, finding 
  shelter, making water safe to drink, finding and identifying food, treating injuries, and climbing, swimming, and using specific or 
  makeshift tools. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of simple survival techniques; such as how to determine direction during the 
  day or identifying what plants could obviously be poisonous. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona has Boy Scout level survival training, is capable of identifying commonly known poisonous plants 
  and knows to do certain things to prevent illness in the wild; such as boiling their water before drinking it. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona can identify edible plants and perform basic First Aid while in a wilderness enviromenent. They are 
  also able to build shelters that can give them safe haven from the elements. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of self-sustained survival in a wilderness environment. They are capable of hunting 
  crude weapons, snares, and the like. The Persona is able to build shelters that can give them safe haven from the 
  harshest of the elements. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is a True Master of the Wilderness. They are able to survive in the wilderness for an unlimited 
  amount of time and never have need to the conviences of the modern world. 
   
  Tactics 
  The skill of tactics is the collective name for methods of engaging and defeating an enemy in battle. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of following a premade battle plan 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of reacting to an opponent’s actions during a conflict. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of staying one step ahead of his or her opponent and having one contingency plan. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of staying several steps ahead of his or her opponent and having multiple contingency 
  plans. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is a master at being able to effectively fight an opponent that is much stronger tactically then you 
  and winning the day. 
   
   
   
  
   
  184 
  Tracking 
  The skill of Tracking is the science and art of observing a place through animal footprints and other signs, including: tracks, beds, 
  chews, scat, hair, etc. Specifically, mapping a changing landscape and soaking up sensory data like a sponge. Another goal is the 
  further understanding of the systems and patterns around you, including that of the animal life. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of following an obvious trail through snow or mud. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is able to follow basic tracks, such as foot prints across a rain soaked street or the signs left by 
  someone tramping through high brush. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is able to track wild game through its native environment and can determine the relative age of the 
  signs that they are following. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is truly skilled hunter, capableof pursuing their query across dry ground noticing signs that other 
  less skilled hunters might miss. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is Master at being able to track their query. For example, the Persona would be able to track a 
  falcon on a cloudy day. 
   
   
   
   
   
   
   
  
   
  185 
  Sorcery Skills (Intellect) 
   
  Alchemy 
  The skill to craft; poisons, potions and elixirs. This skill is required to craft potions that incorporate the effects of a specific Spell or 
  Ritual. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge in identify alchemical substances and their general properties. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of reverse engineering a substance; craft powders. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of crafting Greek Fire. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of crafting alchemical healing potions. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is a master at using Alchemy to transmute one base substance into another; brew elixirs of power; 
  that allow a Persona to gain the benefits of a Spell or Ritual like effect. 
   
  Astrology 
  The skill of Astrology is the ability to gain insight from analyzing the movement of the stars, planets, and other heavenly bodies. A 
  Persona with this skill may generate astrological charts, and advise someone on the past, present, or future events and access the 
  talents and Personality Traits of someone else with whom the Persona interacts. The level of accuracy that a Persona is able to 
  obtain to directly tied to how high the Total Value of their Check for Astrology ends up being, and due to what information the 
  Director decides will best help the Persona in the evenings Episode. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge in identifying the known constellations 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of identifying the general meanings of the known constellations and planets. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of identifying previously unknown constellations; determine if a celestial event is of 
  meaningful importance. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of identifying a celestial event is it is occurring; determine the meaning of a celestial 
  event. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is a master at understanding the true meaning and potential of a celestial event. 
   
  Divination 
  Divination is a generalized skill that deals with a wide array of methods of divining the future. Through this skill, the Persona is 
  able to gain fresh insight into problems and past actions. This is skill taken multiple times to represent the different forms of 
  Divination. Each time a Person takes this skill, they are learning a different method of Divination and they can gain Ranks in that 
  form respectively to any other methods of Divination that the Persona might also have. Here are some examples of Divination 
  methods ; Tarot Reading, Palm Reading, Crystalomancy (reading crystals,  mirrors or pools of water), Pyromancy (reading the 
  shapes that fire makes), etc. As this Skill requires a lot of work on the Directors part, at least in regards to divining the future, there 
  is always a 50% chance that the reading will be false because of the decisions of others that change the flow of future events. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge in finding a link between old prophesies and current events. At this point 
  details are very vague and could easily have several interpretations. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of interpreting a fortune reading and being able to accurately determine the meanings of 
  the signs and portents of the reading. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona is capable of interpreting a fortune reading and being able to accurately and in great detail 
  determine the meanings of the signs and portents of the reading. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona is capable of predicting the potential destiny of a person or event with incredible accuracy. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is a master at predicting the potential destiny of a person or event with 95% accuracy. 
   
   
  
   
  186 
  Meditation 
  This Skill is a discipline in which the mind is focused on an object of thought or awareness. This state usually involved turning 
  attention to a single point of reference. In practice, this skill is used in an attempt to engender a higher state of consciousness. This 
  skill is common among Martial Artists and Sorcerers. For Sorcerers, this skill is necessary for the Sorcerer to reach the crossroads 
  between the elemental realms that is known only as The Nexus. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of simple breathing exercises. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of clearing ones mind in an attempt to have a calming effect. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona has reached the level of success that is necessary for a Sorcerer to reach The Nexus. A Persona that 
  is attempting to lessen the debilating effects of injury; for every two points that the Persona is able to beat their 
  Target Difficulty by, the Persona is able to ignore 1 point of Wound Damage for 5 Rounds. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona has reached the level of success that is necessary for a Sorcerer that is in the Nexus to reach out 
  their mind in an attempt to locate another Sorcerer that is in the Nexus. A Persona that is attempting to lessen 
  the debilating effects of injury; for every two points that the Persona is able to beat their Target Difficulty by, the 
  Persona is able to ignore 1 point of Wound Damage for 5 Minutes. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is a master at attempting to lessen the debilating effects of injury; for every two points that the 
  Persona is able to beat their Target Difficulty by, the Persona is able to ignore 1 point of Wound Damage for 30 
  Minutes. 
   
  Ritual craft (Sorcerer Only) 
  This skill is a Persona’s knowledge of casting and working rituals. Such instances of ritualcraft can require the use of various gems, 
  herbs, incense, candles, colours, meditation, chanting, astrology, and numerology. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of recognizing a supernatural effect as being linked to a Ritual. It is 
  possible to cast rituals at this point, but they tend to be with great difficulty. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of weaving the simplest of the Rituals and recognizing common Rituals when 
  they are cast. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona competent at wielding basic Sorcery and has capability of calling upon greater Rituals with 
  difficulty. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona has an advanced knowledge of Sorcery, he or she is capable of identifying most Rituals and their 
  effects. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is a Master of Sorcery, by any definition. He understands the inner workings of magic and has 
  knowledge the most advanced and powerful of Rituals. 
   
  Spell craft (Sorcerer Only) 
  This skill is a Persona’s knowledge of casting and working spells Such instances of spellcraft can require the use of various gems, 
  herbs, incense, candles, colors, meditation, chanting, astrology, and numerology. 
   
  Skill Ranks 
   
  Tasks Possible by Skill Ranks 
   
   
   
   
  Student 
  1 to 2 
   
  The Persona has a basic knowledge of recognizing a supernatural effect as being linked to a Spell. It is 
  possible to cast spells at this point, but they tend to be with great difficulty. 
   
   
   
   
  Novice 
  3 to 4 
   
  The Persona is capable of weaving the simplest of the Spells and recognizing common Spells when they 
  are cast. 
   
   
   
   
  Adept 
  5 to 6 
   
  The Persona competent at wielding basic Sorcery and has capability of calling upon greater Spells with 
  difficulty. 
   
   
   
   
  Expert 
  7 to 8 
   
  The Persona has an advanced knowledge of Sorcery, he or she is capable of identifying most Spells and their 
  effects. 
   
   
   
   
  Master 
  9 to 10+ 
   
  The Persona is a Master of Sorcery, by any definition. He understands the inner workings of magic and has 
  knowledge the most advanced and powerful of Spells. 
  
   
  187 
   
  Combat Skills (Agility) 
   
  The Reason why the Combat Skills do not have a Ranks rating 
  similar to all of the other skills in this section is for the simple 
  reason that whenever these skills come into use, they are almost 
  always a Persona versus Persona, or Persona versus Director 
  Controlled Persona. The Persona or Director Controlled Persona 
  with the higher ranks in the Skill tends to have a better chance 
  than one with fewer ranks in the skill. 
   
   
  Archery 
   
   
   
  The skill of Archery is the practice of using a bow to shoot 
  arrows. Archery has historically been used in hunting and 
  combat and has become a precision sport. 
   
   
  Block 
   
   
   
  The skill that allows a Persona to block the punches and kicks of 
  an opponent. If used successfully, the Persona takes no damage 
  from a striking opponent. 
   
   
  Crossbow 
   
   
   
  The skill to use crossbows. 
   
   
  Dodge 
   
   
   
  The skill to avoid being struck. The Persona moves their Agility 
  x2 feet away from the opponent to avoid being hit each time 
  they use this Skill. 
   
   
  Firearms 
   
   
   
  The ability to wield modern projectile weapons; light pistols, 
  heavy pistols, submachine guns, and rifles. Anything larger 
  requires the Heavy Weapons Skill. 
   
   
  Grapple 
   
   
   
  The skill that allows a Persona to grab on to an opponent in an 
  attempt to restrain them, it is possible for the Persona to do their 
  Brawn in damage to the opponent through squeezing or 
  strangling their opponent. It is also possible for a Persona to use 
  Grapple to throw an opponent their Brawn x2 in distance away 
  from them. 
   
   
  Heavy Weapons 
   
   
   
  The ability to wield heavy weapons, from an assault rifle up to a 
  rocket launcher and beyond. This Skill is typically known by 
  Mercenaries and Soldiers. In order to use this skill, the Persona 
  enters into a Heavy Weapons Contest against their opponent 
  using their Agility + Heavy Weapons Skill + Card against their 
  opponent’s Agility + Dodge Skill + Card. This skill can be used 
  to clear a jammed Heavy Weapon 
   
   
   
   
  
   
  188 
  Melee Weapons 
   
   
   
  The skill to wield hand-held weapons. This skill also allows 
  Personas to use improvised weapons (such as chairs, lamps, or 
  sign posts) to attack their opponents. In order to use this skill, 
  the Persona enters into a Melee Weapons Contest against their 
  opponent using their Agility + Melee Weapons Skill + Card 
  against their opponent’s Agility + Dodge Skill + Card. 
   
   
  Parry 
   
   
   
  The Skill that allows a Persona to deflect or ward off a thrust or 
  blow, from opponents that are attacking them with Melee 
  Weapons. The Persona does not move away from their opponent 
  when parrying their opponent’s blows. The Parry Bonus of 
  Weapons used to Parry is listed in their entry in the Weapons 
  Section. The Parry Bonus of Shields used to Parry with is listed 
  in the Armor Section. 
   
   
  Strike 
   
   
   
  This skill allows a Persona to defend them self using hands, 
  head, legs and feet. This is the most basic form of defense and 
  does not give the Persona any of the special abilities during 
  attacking opponents. The Martial Arts Advantages give the 
  Actor more options, but also require more than just the Strike 
  Skill. 
   
   
  Throw 
   
   
   
  This skill is used to throw weapons such as bolas, daggers, 
  spears and other similar weapons. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  189 
   
  Psionic Skills (Psionics) 
   
  A Psychic’s ability to control their Psychic Talents is all dependent on their understanding of how certain aspects of their Psychic 
  Talents work. The more Ranks that a Psychic has in their respective Psychic Skills represent their understanding of those aspects of 
  their Psychic Talents and their increased ability to control them. Here are a few examples: 
   
  The Telepathy Psychic Talent requires that the Psychic possess Broadcasting, Scanning, and Shielding; their understanding of 
  Broadcasting allows them to project their thoughts into the minds of others, their understanding of Scanning allows the Psychic to 
  look into the minds of others, and their understanding of Shielding allows the Psychic to stop other Psychics from using their own 
  Telepathy or other Psychic Talent to enter their minds. 
   
  The Psychokinesis Psychic Talent requires that the Psychic possess Control. Through their understanding of the Control Skill, the 
  Psychic is able to manipulate their Psychokinetic ability through picking up objects, holding a person with the strength of their 
  mind, to even being able to crush a man’s heart through Psychokinetic force. 
   
  And the final example is the Mesmerism Psychic Talent, it requires that the Psychic possesses the Control Skill also. Through a 
  Psychic’s skill in Control, a Psychic can use the Mesmerism Psychic Talent to change the events that a person remembers to 
  whatever the Psychic wishes they remember. The more Ranks that the Psychic possesses means that the Psychic has a better chance 
  of using Mesmerism on their target. 
   
  In many case, an Actor that is playing a Psychic Persona will be working against their target’s Resist Psionics Ranks, therefore 
  having a description for every possible task is unnecessary, and because each of the Psychic Talents describes what a Psychic can 
  do with their Psychic Talent. 
   
  Broadcasting 
   
   
   
  This skill is the knowledge that a Persona has in projecting either their 
  Telepathic powers in such a way that others, even none psychics will be able 
  to hear their message or feel the emotional state they are trying to convey. 
   
   
  Control 
   
   
   
  This skill is the knowledge that a Persona has in remaining in control of 
  some of the more difficult of the Psychic Talents; such as Cryokinesis, 
  Electrokinesis, Mesmerism, Phantasm, Psychokinesis,etc,.  
   
   
  Scanning 
   
   
   
  This skill is the knowledge that a Persona has in scanning the minds of those 
  around them using either their Psychic Talents. 
   
   
  Shielding 
   
   
   
  This skill is the knowledge that a Persona has in shielding their minds from 
  telepathic intrusion or shielding their emotional state of mind so that other 
  psychics will not be able to use their emotions against them. This Skill is 
  used when defending against Psionic attacks, the ranks that a Persona has in 
  Shielding is added to Resist Psionics Ranks. 
   
   
   
   
   
   
  
   
  190 
   
   
   
   
  Chapter 5:
  Advantages & 
  Disadvantages 
   
   
  
   
  191 
  Advantages & Disadvantages 
   
  Advantages: These are perks that are used to help further define a Persona. They give the Persona special abilities or 
  connections that help the Persona in their trials through life. 
   
  Disadvantages: These are failings that are used to help make a Persona more real, they give the Persona special 
  problems that they must overcome through the struggles in life. 
   
  Prerequisite: This is the Attribute, Advantage, or Skill that is required for a Persona to possess before they can buy a 
  specfic Advantage or take a specific Disadvantage. 
   
   
  Persona Template Advantages 
   
   
  Adopted by Atlantean House 
  Cost 
  8 
  Prerequisite 
  None 
   
  The Persona has been adopted into one of the Atlantean Houses. Sometimes this is done as a reward for a loyal Servitor that 
  has faithfully served their chosen House, other times it becomes necessary to clean up the mess made when a Lilan has 
  forcefully brought a mundane across with the Dark Gift. In any case, the Persona through the purchase of this advantage 
  gains all of the benefits and drawbacks of one of the Faux Blooded members of their chosen Atlantean House. 
   
  Faux Blooded 
  Cost 
  5 
  Prerequisite 
  None (can not be taken after Persona Creation) 
   
  The Persona is descended from Atlantean stock; unfortunately their bloodline has been diluted by the blood of their human 
  side of the family. Because of their Atlantean heritage, the Persona has a maximum lifespan of 120 years and their Attribute 
  maximum is raised to 7 Ranks. The Personas human side of the family gives them the ability to take all of the Psionic 
  Talents that are possible.  Should the Persona ever become a Lilan, they will automatically lose access to the human specific 
  Psionic Talents, while keeping the genetic Psionic Talents of Mesmerism and Telepathy; provided they were purchased in 
  Persona Creation. The Persona automatically starts with 1 Rank of House Prestige, the Persona gains 3 Ranks in Linguistics: 
  Atlantean, and 1 Rank of Mythos: House and Mythos: Atlanteans. 
   
  Deader 
  Cost 
  20 
  Prerequisite 
  None 
   
  The Persona has died, but yet has been able to reach through in to the Physical World to take over a body of the living.  In 
  returning from the dead, the Deader has been able to bring its supernatural powers into the world of the living. No matter 
  what the reason for their return, the Deader is able to affect the Physical World in ways that no mortal could ever hope to. 
  Deader Personas follow the standard Persona Creation; it is assumed that the body that they now inhabit has much of the 
  same physical capabilities as that they possessed during their living days, because the Deader doe not receive any Attribute 
  bonuses. If a Deader is ever removed from their Host body, it is up to the Director to come up with the physical statistics for 
  their new body (Agility, Appearance, Brawn, & Vitality). For more on the supernatural powers of the Deader, see the Deader 
  Template. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  192 
  Dhampir 
  Cost 
  10 
  Prerequisite 
  None 
   
  The Persona is a Dhampir, the cursed blending of Atlantean or Human and Revenant genetics. These creatures can only 
  come from two possible events; the mating of an Atlantean or Human female and a Revenant male, or a woman that is 
  pregnant being bitten and drained by a Revenant. The resulting child takes on a part of the Curse of the Revenant, similar in 
  some ways to the Lilans, but with fewer supernatural powers. The Persona gains +1 to all Attributes (not Derived Attributes 
  as these are calculated normally.) For more on the supernatural powers of the Dhampir, see the Dhampir Template. 
   
  Lich 
  Cost 
  10 
  Prerequisite 
  Sorcerer 
   
  The Persona has had a Sorcerer perform the Rank 5 Ritual: Immortal Soul to become an immortal. Lichdom is one of the few 
  ways that a Sorcerer to stave off the debilitating effects of age. In becoming a Lich, the Persona’s Heart and Soul are 
  removed from their body and encased in a specially prepared ceramic or crystalline receptacle, once placed in this receptacle; 
  the Persona becomes an immortal. If the receptacle of the Persona’s Heart and Soul is ever destroyed, the Persona will be 
  destroyed. Liches gain some supernatural powers; these powers can be found in Lich Template. 
   
  Lilan 
  Cost 
  30 
  Prerequisite 
  None 
   
  This Advantage is what turns a simple Human being into a Lilan, giving them access to the Lilan specific powers and 
  Advantages. See Lilan Strengths & Weaknesses for more information; see Chapter 2: Persona Templates & Powers All 
  Lilans gain +1 to all of their Attributes (not Derived Attributes; those are recalculated normally), for the Supernatural Powers 
  of a Lilan; see the Lilan Template. The Lilan condition does allow True Blooded Atlanteans to keep the Psychic Talents of 
  Mesmerism and Telepathy after receiving the Dark Gift. 
   
  Latent Psychic Talent 
  Cost 
  6 
  Prerequisite 
  None (can not be taken after Persona Creation) 
   
  This Advantage gives a Human latent access to Psychic Talents. The Persona does not gain access to their Psychic Talents 
  until the Director is able to work the emergence of their Psychic Talents into the storylines of the current season. It should be 
  noted that the Director has up to 10 Episodes within the Season that the Persona appeared to have the Psychic Talents appear.  
  Part of the reason the Advantage: Latent Psychic Talent is so cheap is because the Persona is totally at the mercy of the 
  Director in regards to what the Psyshic Talent. It is possible to purchase this Advantage up to a maximum of 3 times; each 
  time being a different Latent Psychic Talent. Once the Psychic Talent appears, the Persona automatically gains 1 Rank in 
  each of the Psychic Skills associated with the Psychic Talent. If the Persona purchases this Advantage multiple times, they 
  only gain a Rank in the associated Psychic Skill or Skills; if the Persona already has a Rank in the associated skill because of 
  a previous Psychic Talent, they do not gain an additional Rank in the associated Psychic Skill. 
   
  Nephilim 
  Cost 
  40 
  Prerequisite 
  None 
   
  The Persona is a Nephilim, one of the ancient warrior-race that was created by the Atlantean Science and Sorcery of the First 
  Atlantean Empire. The Persona has recently awakened from a long torpor, and in only now starting to explore this strange 
  new world that the ages have created. It is time for the Persona to decide whether they will go back to their old ways and 
  become a servant of death, or if the Persona is going to once again fight to protect the world from the dark forces that seek to 
  evelope it. All Nephilim start with 3 Ranks in all Attributes (not Derived Attributes as they are calculated normally), they 
  also start play with 3 Ranks in Strike, Dodge, Grapple, Parry, and Melee Weapons.  
   
  Ordained Cleric 
  Cost 
  10 
  Prerequisite 
  3 Ranks in Science: Theology Skill 
   
  Much like the Sorcerer, the Ordained Cleric possesses the ability to cast Sorcery. But, in the case of the Ordained Cleric, the 
  
   
  193 
  only type of Sorcery that they have access to are the Religious Rituals. The Ordained Cleric automatically gains the 
  Elemental Attunement in Spirit (to cast any other type of Sorcery will require that the Actor purchase the Advantage: 
  Sorcerer as well) and the Persona gains 1 Rank in Ritualcraft. The Persona enters play with the following Religious Rituals: 
  Rite of Absolution, Rite of Benediction, and Rite of Consecration: Dimidius. 
   
  Psychic Talent 
  Cost 
  10 
  Prerequisite 
  None (can not be taken after Persona Creation) 
   
  This Advantage gives a Human access to Psychic Talents from the Psychic Talents Section of this book. Each time this 
  Advantage is taken, the Persona gains an additional Psychic Talent. In addition to the Psychic Talent, the Persona gains 1 
  Rank in the Psychic Skills that are required for the Psychic Talent that they are taking. Only Faux Blooded Atlanteans and 
  Mundane Humans; those Actors that are not purchasing the True Blooded Advantage, can purchase this Advantage. This 
  Advantage is required before an Actor can choose any of the other Psychic Only Advantages. It is possible to purchase this 
  Advantage up to a maximum of 3 times; each time being a different Psychic Talent. If the Persona purchases this Advantage 
  multiple times, they only gain a Rank in the associated Psychic Skill; if the Persona already has a Rank in the associated skill 
  because of a previous Psychic Talent, they do not gain an additional Rank in the associated Psychic Skill. 
   
  Revenant 
  Cost 
  40 
  Prerequisite 
  None 
   
  A Revenant is the vampire of myths and legends. These undead creatures originally came about because of the Curse of the 
  Revenant, but most commonly Revenants are the products of those people that been killed by a Revenant through the loss 
  their Blood and Life Force; upon rising the following evening, the victim has become a Revenant themselves. All Revenants 
  gain +1 to all of their Attributes (not Derived Attributes; those are recalculated normally). 
   
  Servitor Family 
  Cost 
  6 
  Prerequisite 
  None (can only be taken in Persona Creation) 
   
  The Persona is a member of a human family that has been loyally serving one of the Families of an Atlantean House for 
  generations. Because of their loyal service to their Atlantean Masters, the Persona gains 1 Rank in Higher Education, 1 Rank 
  in Linguistics: Atlantean and Mythos: Atlanteans, and 1 Rank in Wealth. The Persona and their Family have been trusted 
  with the ancient secret of the Atlanteans, and because of their trusted position, their Atlantean Masters feel at ease to discuss 
  Family and House matter in front of the Persona. 
   
  Sorcerer 
  Cost 
  10 
  Prerequisite 
  None 
   
  This Advantage gives a Mundane Human or Atlantean access to the Spells and Rituals listed in the Grimoire Section of this 
  book. The Persona starts out with 3 Spells and 2 Rituals from the Rank 1 & 2 Spells and Rituals. In addition to the Sorcerer 
  Advantage, the Persona gains 1 Rank in the Sorcery Skills; Spellcraft and Ritualcraft; that are required for the casting of 
  spells and rituals. A starting Sorcerer begins play with Spirit plus 1 Element; all other Elements must be purchased through 
  the Advantage: Elemental Attunement. This Advantage is required before an Actor can choose any of the other Sorcerer 
  Only Advantages. 
   
  Thrall 
  Cost 
  35 
  Prerequisite 
  None 
   
  A Thrall is a person that has been given a portion of a Revenant’s Blood and Life Force; because of this the victim becomes 
  a quasi-undead living creature that has most of the same abilities and powers of their Revenant master. But Thralls are very 
  much alive, suffering many of the frailties of the living. All Thralls upon creature gain a +1 to all Attributes (not Derived 
  Attributes; as those are calculated normally). For a Thrall’s supernatural powers, see Chapter 8: Atlantean, Psychic, & 
  Supernatural Powers. 
   
   
   
  
   
  194 
  True Blooded 
  Cost 
  15 
  Prerequisite 
  None (can only be taken in Persona Creation) 
   
  The Persona is descended from Atlantean stock; because of this they can directly trace their Atlantean lineage back to the 
  days of Lord Ramius and the Fall of the First Atlantean Empire. Because of their Atlantean heritage, the Person has a 
  maximum lifespan of 200 years and their Attribute maximum is raised to 7 Ranks. The Persona has the Atlantean Psionic 
  Talents of Mesmerism and Telepathy; as such they begin play with a 1 Rank in each of the following Psionic Skills:  
  Broadcasting, Control, Scanning, & Shielding. Should the Persona ever choose to become a Lilan, they will not lose those 
  innate Psionic Talents This Advantage must be purchased in Persona Creation, because one is born True Blooded and can 
  not simply become one through the course of play. Because of the Persona’s True Blooded heritage, the Persona 
  automatically starts out with 2 Ranks of House Prestige, the Persona gains 3 Ranks in Linguistics: Atlantean, and 1 Rank of 
  Mythos: House and Mythos: Atlanteans. 
   
  General Advantages 
   
  Acting Ability 
  Cost 
  2 
  Prerequisite 
  None 
   
  The Persona gains +1 to all Charm Contests relating to Acting. 
   
  Alcohol Tolerance 
  Cost 
  6 
  Prerequisite 
  3 Ranks in Vitality 
   
  The Persona has proven themselves as a truly heavy drinker; in fact they are able to drink enough alcohol that would easily 
  blitz lesser men. Because of this, the Persona gains a +3 Bonus to all Vitality Checks and Contests relating to the drinking of 
  alcohol. 
   
  Ambidexterity 
  Cost 
  8 
  Prerequisite 
  3 Ranks in Agility 
   
  The Persona can wield a weapon in each hand without suffering the normal -2 penalty for wielding two weapons at the same 
  time.  The Persona gains 1 additional Attack Action with their off hand (this Attack Action can only be used for Melee 
  Weapons, Parry, Strike, and Throw; but can not use this Attack Action for Dodge or Grapple). 
   
  Animal Friendship 
  Cost 
  2 
  Prerequisite 
  None 
   
  The Persona gains +1 to all Charm Checks and Contests relating to animals. 
   
  Artistic Ability 
  Cost 
  2 
  Prerequisite 
  None 
   
  The Persona gains +1 to all Intellect Checks and Contests relating to the creation of works of "Art". 
   
  Athletic Ability 
  Cost 
  2 
  Prerequisite 
  2 Ranks in Agility, Brawn, and Vitality 
   
  The Persona gains +1 to all Agility Checks and Contests relating to Athletics. 
   
   
   
   
   
   
  
   
  195 
  Attractive Appearance 
  Cost 
  4 
  Prerequisite 
  3 Ranks in Appearance (may not take Unattractive Appearance) 
   
  The Persona has some special quality that makes the attractive to others; because of this they gain a +2 to all Charm Skill 
  Checks and Contests. 
   
  Balance of the Black Cat 
  Cost 
  6 
  Prerequisite 
  3 Ranks of Agility 
   
  This Advantage allows a Persona to gain a +3 Bonus to all Climb Skill Checks and Agility related Checks that require 
  precise movements (such as; walking along a rope or the ledge of a tall building). 
   
  Bilingual 
  Cost 
  4 
  Prerequisite 
  3 Ranks in Intellect 
   
  The Persona can fluently speak and write in a second language; systemwise the Persona gains a second language at Rank 3. 
   
  Black Market Connections 
  Cost 
  4 
  Prerequisite 
  2 Ranks in Streetwise Skill 
   
  The Persona has connections to the local Black Market of the city in which they live. For every Rank that the Persona takes 
  in this Advantage, they gain more of an ability to gain access hard to find items and equipment. The baseline of this 
  Advantage gives a Persona access to difficult to find ammunitions, while spending 16 points towards this Advantage gives 
  them access to hard to obtain items like Security IDs for government facilities and military hardware. Just because a Persona 
  has these connections does not mean that what they can get through these connections comes free, the Persona still has to use 
  money through the Wealth Advantage to buy the items or weapons that they seek. All this Advantage does it make it easier 
  to get to the people that are willing to sell these items or weapons. 
   
  Rank 
  Benefits 
   
   
  1 
  Low Security Clearance Identification Badges, Fake IDs, Ammunition 
   
   
  2 
  Hand Guns, High-Tech Software, Specialty Ammunitions 
   
   
  3 
  Antiques, Artifacts, and Explosives 
   
   
  4 
  High Security Clearance Identification Badges, heavy weapons 
   
   
  5 
  High-Tech Military Weapons, Top-Level Security Clearance Identification Badges 
   
  Bright Soul 
  Cost 
  10 
  Prerequisite 
  Psychic Talent or Sorcerer 
   
  There are some people in the world with and inner strength that just seems to shine through to those that have the Psychic 
  Talents that can read Auras. In the case of the Bright Soul Advantage, the Persona gains +5 to their maximum Life Force 
  points. For Sorcerers this Advantage gives increases their maximum Life Force points by +5, giving them a distinct 
  advantage against Sorcerers that have not taken this Advantage. Directors should feel free to disallow this Advantage if they 
  believe it to be unbalancing to their Episodes. This Advantage can only be taken in Persona Creation. 
   
  Computer Aptitude 
  Cost 
  2, 4, or 6 
  Prerequisite 
  2 Ranks in Computer Skill 
   
  The Persona gains a +1 to all Intellect Checks and Contests relating to Computers per Ranks of this Advantage. 
   
   
  
   
  196 
  Corporate CEO 
  Cost 
  10 
  Prerequisite 
  5 Ranks in Advantage: Wealth 
   
  The Persona is the head of a major corporation; and through this position the Persona is able to heavily influence the 
  corporation and has access to the social and economic benefits of the corporation. Once per Episode the Persona is able to 
  access corporate funds equal to their current Wealth +3 Ranks; also, once per Episode the Persona is able to use the 
  Corporations Sway on the local level equal to 4 Ranks of Sway: Human Society. 
   
  Drive Back the Primal Mind 
  Cost 
  10 
  Prerequisite 
  Disadvantage: Curse of the Werewolf 
   
  Through this Advantage, a Persona that is afflicted with the Curse of the Werewolf is able to gain control of themselves 
  when the change occurs; allowing the Persona to remain partially in control of their higher faclities while in their Werewolf 
  form. Persona’s with this advantage gain a +5 bonus to their Psyche Checks when attempting to hold the killing instincts of 
  this Curse at bay. Without this advantage, every time the Persona changes into their Werewolf form (half-man/half-wolf) the 
  Actor must relinquish ther Persona over to the control of their Director for the duration of their time in Werewolf form. This 
  advantage also allows the Persona to consciously remember all of the events that occurred while they were in Werewolf 
  form. It should be noted that for every person that the Persona kills while in their Werewolf form, and they remember their 
  murderous actions, the Persona will lose 5 Ranks of their Mental Stability. For many that have the Curse of the Werewolf 
  and they possess this advantage, their murderous actions very much prompt them to find a way to free them selves of this 
  Curse, even if it means ending their own lives. 
   
  Endurance 
  Cost 
  6 
  Prerequisite 
  3 Ranks in Vitality 
   
  The Persona gains +1 to their Toughness derived attribute per Rank of this Advantage; there is a maximum of 3 Ranks in this 
  Advantage. 
   
  Famous: Human Society 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona has made a name for themselves in Human Society, just mentioning their name is usually enough to gain 
  recognition and praise. This can be a blessing and a curse at times. The Persona gains a +3 bonus to Reaction Checks when 
  their name is mentioned. 
   
  Favor 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona is owed a Favor by a Non-Actor Persona or another Persona in the Cast. This Favor can be called upon by the 
  Persona at any point during an Episode or Season, and the Non-Actor Persona or Persona in the Cast must begin to attempt 
  to pay back the Favor that they owe. The Persona can request the use of the owing Persona’s Advantage: Wealth up to the 
  number of Ranks in the Favor that is owed, or the Persona can request that the owing Persona use their Advantage: Imperium 
  Renown or House Prestige up to the number of Ranks in the Favor that is owed, or the Persona can request the use of the 
  owing Persona’s Sway: Human Society up to the number of Ranks in the Favor that is owed. In the case of 4 Point Favors, 
  the use of the owing Persona’s Advantages is only good for a single week of use. For each additional 4 Points that are owed 
  in a single Favor increases the number of weeks that the owing Persona must allow the Persona to use their Advantages for 
  an additional week. If the Favor is owed by another Persona in the Cast, then the Persona that is owes the Favor gains the 
  Disadvantage: Debt of Honor  to add to their Persona Sheet until the Favor is repaid in full. 
   
  Fearless 
  Cost 
  4 
  Prerequisite 
  2 Ranks in Psyche 
   
  The Persona gains +2 their Resist Fear & Madness Checks. 
   
  
   
  197 
  Fleet of Foot 
  Cost 
  4 
  Prerequisite 
  4 Ranks of Agility 
   
  The Persona has unnaturally light footfalls over surfaces; because of this the Persona leaves little to no trace of their 
  footprints over impressionable material (such as; mud, sand, freshly fallen snow, etc.), leaving little evidence of their 
  passing. System wise, the Persona gains a +2 Bonus to all Stealth Skill Checks when attempting to evade discovery.  
   
  Friends: Atlantean Society 
  Cost 
  4 
  Prerequisite 
  None 
   
  These are Friends in Atlantean society that can assist the Persona in times of need. These would be the people that would 
  willingly risk their own necks to keep the Persona out of danger. For every 4 points spent into this advantage, the Persona 
  gains an Atlantean friend that they can turn to in times of need. 
   
  Friends: Human Society 
  Cost 
  2 
  Prerequisite 
  None 
   
  These are Friends in human society that can assist the Persona in times of need. These would be the people that would 
  willingly risk their own necks to keep the Persona out of danger. For every 2 points spent into this advantage, the Persona 
  gains a human friend that they can turn to in times of need. 
   
  Friend of the Church 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona has made a friend among the local clergy. This person would willingly risk their own neck to keep the Persona 
  out of danger. For every 6 points spent into this advantage, the Persona gains another friend among the local clergy of their 
  city that they can turn to in times of need. For example; it could be the Priest that the Persona goes to for confession, it could 
  be a Nun that does office work for the local Church, etc. 
   
  Government Sanction 
  Cost 
  8 
  Prerequisite 
  Hacker, Investigator, Law Enforcement, Soldier, or Technician Occupational Skill Set 
   
  The Persona is under the employ of one of United States government’s federal agencies, such as; the FBI, the CIA, the NSA, 
  or any one of the many smaller agencies that is connected to the federal government. Because of their employment with the 
  government, the Persona gains 2 Ranks in the Wealth Advantage for as long as they possess this advantage. This Advantage 
  can be taken multiple times; each Rank bought in this Advantage confers 1 additional Rank of Wealth. 
   
  Government Sanction: Obsidian Group 
  Cost 
  12 
  Prerequisite 
  Hacker, Investigator , Law Enforcement, Occultist, Scholar, Soldier, or Technician Occupational Skill Set 
   
  The Persona is under the employ of the Obsidian Group. The Obsidian Group is a privately managed, governmentally funded 
  organization that deals with paranormal investigations. For more information on the Obsidian Group, see Directors Guide; 
  Section II: Dark Conspiracies and Secret Societies (pages 398 – 405). This Advantage can be taken multiple times; for each 
  time it is taken, the Persona rises in organizational rank and paygrade. This Advantage can be taken multiple times, each 
  time it is purchased the Persona’s rank within the organization rises. 
   
  Rank 
  Benefits 
  1 
  Junior Investigator: The Persona gains 1 Rank in Wealth. 
   
   
  2 
  Investigator: The Persona gains 1 Rank in Wealth and also gains Rank 1 (Alpha) in Security Clearance. 
   
   
  3 
  Inspector: The Persona gains 1 Rank in Wealth and also gains Rank 1 (Alpha) in Security Clearance. 
   
   
  4 
  Senior Inspector: The Persona gains 1 Rank in Wealth and also gains Rank 2 (Beta) in Security Clearance. 
   
   
  
   
  198 
  5 
  Lt. Colonel: The Persona gains 1 Rank in Wealth and also gains Rank 2 (Beta) in Security Clearance. 
   
   
  6 
  Colonel: The Persona gains 1 Rank in Wealth and also gains Rank 3 (Gamma) in Security Clearance. 
   
  Government Sanction: Security Clearance 
  Cost 
  8 
  Prerequisite 
  Government Sanction or Government Sanction: Obsidian Group 
   
  The Persona has been given accessed to secure information that requires a Security Clearance; this does not mean that the 
  Persona automatically knows this secure information, but having this Advantage gives the Persona the ability to research up 
  to their Security Clearance Rank of accessable secure information. This Advantage can be taken multiple times; each time it 
  is taken the Persona’s Security Clearance rises to the next Rank. Whenever a Persona wishes to use this Advantage during 
  the course of an Episode, the Actor should consult their Director with their quiry and the Director will tell them if their 
  Persona has the required Security Clearance to have access to the desired secure information. 
   
  Rank 
  Benefits 
   
   
  0 
  Public Information: This is any information that is accessable through research of general public records. 
   
   
  1 (Alpha) 
  Confidential Information: This information consists of employment records, police records, federal law enforcement 
  case records and the records of the Social Security Administration. 
   
   
  2 (Beta) 
  Secret Information: This information consists of data that would cause serious damage and political embarrassment 
  if it fell into the wrong hands. This is the kind of information that could strain relations with foreign powers, it could 
  be intelligence or military plans that if revealed the intelligence or military assets of the nation could be placed in 
  danger; or it could be compromising data about scientific developments that could endanger the national security of 
  the country. 
   
   
  3 (Gamma) 
  Top Secret Information: This information consists of data that could result in grave consequences to national 
  security; this is information that would ignite armed conflicts between the United States, or its allies. This information 
  could result in the disruption of foreign relations, it could compromise secure communications systems, or this 
  information could reveal vital technological data that could end if foreign powers gaining access to technologies that 
  help to defend the nation against its enemies. 
   
   
  4 (Delta) 
  Eyes Only Information: This information consists of data that is considerd so secret that simply speaking its contents 
  aloud could result in grave consequences to national security. 
   
  Government Sanction: Specialized Equipment 
  Cost 
  4 
  Prerequisite 
  Government Sanction: Obsidian Group 
   
  The Persona has made connections within the Obsidian Group and has earned the access to some of the more advanced high-
  tech equipment that the Obsidian Group has to offer. Each Rank of this Advantage decreases the amount of time that it takes 
  to gain access to the desired equipment. 
   
  Rank 
  Benefits 
   
   
  1 
  The Persona can get special equipment within one day, but must fill out all of the required forms. Examples of Special 
  Equipment: Confidential Security Clearance Identification Badges, Fake IDs, Ammunition 
   
   
  2 
  The Persona can get special equipment in a matter of hours, but still has to fill out all the required forms. Examples of 
  Special Equipment: Hand Guns, High-Tech Software, Specialty Ammunitions 
   
   
  3 
  The Persona can get special equipment in a day, no forms required. Examples of Special Equipment: Antiques, Artifacts, 
  and Explosives 
   
   
  4 
  The Persona can get special equipment within two hours, no forms required. Examples of Special Equipment: Secret 
  Security Clearance Identification Badges, Heavy Weapons 
   
   
  5 
  The folks in the Research & Development lab are willing to drop everything to accommodate the Persona. Examples of 
  Special Equipment: High-Tech Military Weapons, Top Secret to Eyes Only Security Clearance Identification Badges 
   
   
  
   
  199 
  Great Stature 
  Cost 
  6 
  Prerequisite 
  3 Ranks in Brawn and Vitality 
   
  The Persona has since a very early age been abnormally larger and tougher than his or her peers. Because of their larger size, 
  Personas with this Advantage gain a +1 Bonus to their Toughness Ranks, making it easier for them to resist Stun and Wound 
  damage. 
   
  Higher Education 
  Cost 
  4 ,6 , or 8 
  Prerequisite 
  2 Ranks in Academics 
   
  The Persona has attended a minor to major university and graduated, as such, the Persona gains +2 (Bachelors Degree), +3 
  (Masters Degree), or +4 (Doctorate Degree) to all Intellect Checks and Contests relating to Academics per Rank of this 
  Advantage. 
   
  Honor Bound 
  Cost 
  4 
  Prerequisite 
  2 Ranks in Psyche 
   
  By taking this Advantage, the Persona has a set Code of Conduct that he or she will not deviate from. Whenever someone 
  attempts to force you into going against this Code, the Persona gains a +1 to Psyche in Defense. 
   
  Hunting Grounds 
  Cost 
  10 
  Prerequisite 
  Dhampir, Lilan, Revenant, or Thrall 
   
  For Dhampirs, Lilans, Revenants, and Thralls; the need to ingest the blood and life force of living creatures is one of the 
  absolutes of their existences. Through this Advantage, the Persona gains a specific area in the city or community in which 
  they reside to hunt in; these Hunting Grounds automatically gives the Persona 3 uses per Episode that allows them to regain 
  8 points of Life Force per use. Should the Persona require more blood and life force than what this Advantage gives them, 
  the Actor will be forced to consult the Director about handling a hunting scene in which there is a chance of failure for their 
  Persona. 
   
  Informant 
  Cost 
  2 
  Prerequisite 
  None 
   
  The Persona with this Advantage is able to gain access to information among the local human population through Informants 
  that they have in the city. For every 2 points spent into this Advantage, the Persona gains an Informant that helps to keep 
  them informed on local goings on; when the Persona searches them out for information. It is possible to take this Advantage 
  multiple times. 
   
  Jack of All Trades 
  Cost 
  4 
  Prerequisite 
  3 Ranks in Intellect 
   
  This Advantage allows a Persona to attempt any single Skill that they do not currently possess once per Episode at no 
  penalty. 
   
  Know Your Audience 
  Cost 
  2 
  Prerequisite 
  2 Ranks in Social Grace Skill 
   
  The Persona just seems to associate with all of the right crowds, knows the right things to say when called upon at parties, 
  because of this the Persona gains a +1 to all Intellect Checks and Contests relating to topics of interest to groups of people.  
   
   
   
   
   
   
   
  
   
  200 
  Light Sleeper 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona gains +2 to all Intellect Checks and Contests relating to resisting being caught off guard while asleep. 
   
  Lucky 
  Cost 
  4 
  Prerequisite 
  None 
   
  This Advantage allows a Persona to redraw any single Skill Check or Contest or Attack Contest once per Episode. The 
  Persona must accept the second result, even if it is worse than the original card draw. 
   
  Mechanical Aptitude 
  Cost 
  2 
  Prerequisite 
  2 Ranks in Intellect 
   
  The Persona gains +1 to all Checks and Contests relating to the repairing or altering of mechanical devices. 
   
  Melodic Voice 
  Cost 
  6 
  Prerequisite 
  2 Ranks in Charm 
   
  The Persona has a melodic voice that just seems to draw others to them and is equally good at keeping the listeners attention 
  once they have them. This Advantage gives the Persona a +3 bonus to all Skill Checks that involve music, singing or 
  storytelling. 
   
  Musical Ability 
  Cost 
  2 
  Prerequisite 
  2 Ranks in Intellect 
   
  The Persona gains +1 to all Arts Checks and Contests relating to Music. 
   
  Natural Lie Detector 
  Cost 
  2 ,4,  or 6 
  Prerequisite 
  2 Ranks in Intellect 
   
  The Persona gains +1 to all Intellect Checks and Contests per Rank of this Advantage when attempting to determine when 
  someone is trying to lie to them. 
   
  Night Eyes 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona gains +1 to all Intellect Checks and Contests when attempting to see in the dark. 
   
  Nimble Fingers 
  Cost 
  2 
  Prerequisite 
  3 Ranks of Agility 
   
  The Persona’s fingers are very long and extremely dexterous; because of this the Persona gains a +1 Bonus to all Skill 
  Checks that require fine or precision work with their hands. 
   
  Obscure Knowledge 
  Cost 
  2 
  Prerequisite 
  1 Rank in Academics 
   
  The Persona gains +1 to all Intellect Checks and Contests relating to Obscure Knowledge (Example: The year a certain book 
  may have been written, or how many participants are required for a Hindu wedding ceremony, etc.). 
   
   
   
  
   
  201 
  Observation 
  Cost 
  2 ,4, or 6 
  Prerequisite 
  2 Ranks in Intellect 
   
  The Persona gains +1, +2, or +3 to all Intellect and Investigation Checks and Contests per Rank; when attempting to notice 
  the details and happenings around them. 
   
  Occult Library 
  Cost 
  8 
  Prerequisite 
  3 Ranks in Advantage: Wealth, 2 Ranks of Mythos: Occult Skill 
   
  The Persona owns a decent sized collection of rare and arcane books. Through this occult collection the Persona is able to 
  research an occult subject or mystery once per Episode, gaining a +4 Bonus to their Research, Occult, Spellcraft, or 
  Ritualcraft Skill Checks. To clarify, having this occult library does not make the Persona an expert on the subject, but it does 
  give the Persona the ability to perform occult research without having to leave the confines of their home. 
   
  Pain Resistance 
  Cost 
  6 
  Prerequisite 
  3 Ranks in Vitality 
   
  Through this Advantage, the Persona can overcome the effects of pain through sheer discipline and force of will.  While 
  most creatures are particularly susceptible to the effects of pain, those Personas with this Advantage have a special resistance 
  to it.  Whenever this Persona experiences episodes of extreme pain or wounds that would be debilating, this Persona is able 
  to spend 2 Life Force Points to ignore their wound penalties for each round that they are spent. Pain Resistance doesn't allow 
  a Persona to resist wound damage or recover from injury quicker, but allows him to grit his teeth against the pain and keep 
  going. 
   
  Past Life Memories 
  Cost 
  6 
  Prerequisite 
  4 Ranks in Psyche 
   
  This Advantage allows a Persona to draw upon the memories of one of their past lives in an attempt to assist them in the here 
  and now. Once per Episode the Persona may attempt to make a Skill Check for a Skill that the Persona does not currently 
  possess. The Persona gains a +3 Bonus to the Skill Check when they use this Advantage at no penalty for having 0 Ranks. 
  This Advantage the Persona also can gain glimpses of past lives that they lived through the Director, but these glimpses of 
  their past lives are done so when the Director chooses to employ them; they are best used to help Episodes along in ways the 
  promote drama for all of the participants. 
   
  Piercing Gaze 
  Cost 
  4 
  Prerequisite 
  3 Ranks in Psyche 
   
  The Persona has the ability to make other people and their opponents feel uneasy, just as if the Persona was seeing right into 
  their souls; with all of their dirty little secrets on display for the whole world to see. Those Personas with ulterior motives, 
  uneasy consciences, nervous dispositions, and those that are just plain attempting to lie to the Persona with this Advantage 
  take a -2 penalty when attempting to lie to or deceive the Persona. 
   
  Photographic Memory 
  Cost 
  6 
  Prerequisite 
  3 Ranks in Intellect 
   
  The Persona gains +3 to all Intellect Checks and Contests relating memory. Upon a successful Intellect Check, the Persona is 
  able to recall the details of a conversation or an event that they witnessed with incredible accuracy. 
   
  Presence 
  Cost 
  2, 4, or 6 
  Prerequisite 
  3 Ranks in Appearance 
   
  The Persona gains +1, +2, or +3 to all Charm Checks and Contests per Rank of this Advantage; relating to gaining the 
  attention and respect of others. 
   
  
   
  202 
  Religious Upbringing 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona has great personal conviction in their religious beliefs. Because of this great sense of faith, whenever the 
  Persona confronts a situation that would cause them great fear or doubt in their personal abilities, the Person gains a +2 
  Bonus to Resist Fear & Madness Checks, and can call upon this great personal conviction to perform a Skill Check at +2 
  Bonus once per Episode.  
   
  Skill Expert 
  Cost 
  8 
  Prerequisite 
  4 Ranks in (Select Skill) Skill 
   
  The Persona is considered an expert with the selected skill, because of this the Persona gains a +4 Bonus when performing 
  Skill Checks connected to this Skill. This Advantage can not be taken in Combat Skills. 
   
  Spy Network: Human Society 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona has a Spy Network within Human Society that gives them information when they start asking questions about 
  the goings on of local human society. It can allow one to find out when a new playhouse is opening to when the Police Shift 
  changes occur. This Advantage is best role-played out between the Actor and the Director in private, because the other 
  Actors do not count as part of the Spy Network; it is made up of Non-Actor Personas that are controlled by the Director. For 
  every 4 points spent into this Advantage, the Persona gains the ability to ask a question that is to be answered by the Spy 
  Network. It is possible to take this Advantage multiple times. 
   
  Sticky Fingers 
  Cost 
  6 
  Prerequisite 
  2 Ranks in Agility, 1 Rank in Larceny 
   
  The Persona has a knack for the Larceny Skill, because of this Advantages the Persona gains a +3 bonus too all Larceny Skill 
  Checks and Contests.  
   
  Sway: Human Society 
  Cost 
  5 
  Prerequisite 
  None 
   
  The Persona has some Sway of local human society. It could be from having the ear of the local Police Chief to getting free 
  tickets to a local sporting event because you have some Sway over the local head of the league, regardless, the Persona has 
  the ability to ask for favors that allows them some aspect of control over local human society. For every 5 points spent into 
  this Advantage, the Persona gains a Rank in their preferred area of Sway. For more information on the Sway Rules, look to 
  the last pages of this section. 
   
  Stone Faced 
  Cost 
  4 
  Prerequisite 
  3 Ranks in Psyche 
   
  The Persona has the ability to take a large amount of pain without showing any outward signs of injury. An important trait if 
  someone is trying to hide the fact that he’s been in combat. This advantage does not mean that the Persona doesn’t suffer 
  injury. A bullet still leaves a nasty hole that bleeds a lot, but in this case the Persona just doesn’t show any outward signs, 
  such as limping or grimacing. 
   
  Subculture & Jargon 
  Cost 
  2 
  Prerequisite 
  1 Rank in Social Grace Skill 
   
  The Persona just seems to associate with all of the right crowds, knows the right things to say when called upon at parties, 
  because of this the Persona gains a +1 to all Intellect Checks and Contests relating to Subcultures and Jargon. 
   
  
   
  203 
  Tales of Legends 
  Cost 
  8 
  Prerequisite 
  4 Rank in Persuasion Skill 
   
  The Persona has become so adept at dealing their audiences that with but a single tale the Persona is able to inspire their 
  audience to view the subject of the tale in the best possible light or turning the subject of the tale in to the worst villain 
  imaginable. When the Persona speaks praise in a tale about a subject, if the subject happens to be present they gain a +4 
  Bonus to their Reaction Rating when dealing with the crowd. If the Persona speaks of villainous acts on the part of the 
  subject, then if the subject happens to be present they gain a -4 penalty to their Reaction Rating when attempting to deal with 
  the crowd. Just because the Persona speaks of wondrous acts of courage or horrifying acts of carnage, doesn’t make any of it 
  true… 
   
  The Land Provides 
  Cost 
  6 
  Prerequisite 
  2 Ranks of Intellect, 2 Ranks in Survival 
   
  This Advantage allows a Persona to survive in the wilderness, living off of what the land provides them to eat and drink; as 
  such the Persona gains a +3 bonus to all Survival Skill Checks that involve finding clean and untainted food and water while 
  in the wilderness.  
   
  True Believer 
  Cost 
  4 
  Prerequisite 
  2 Ranks in Psyche 
   
  The Persona is a True Believer; they believe in miracles, psychics and sorcery, and that there are supernatural world hiding 
  behind the curtain of disbelief that the modern science has hoisted up to turn people away from superstitions. This Persona 
  holds true to their believes so much so that whenever they encounter the supernatural; the Persona gains a +2 bonus to their 
  Resist Fear & Madness Checks ( See Fear & Madness Section). 
   
  Wealth 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona has access to funds and resources that allow them to lead a happy life. As they say, money is what makes the 
  world go around that it is through the Wealth Advantages that Personas gain access to this money. It might be from the job 
  they work at day in and day out, or the money that they have invested in the local or international stock market, but in any 
  case this Advantage dictates the kind of funding that a Persona has access to during the course of Episodes. Do remember; 
  with money comes the ability in some cases to change the minds of those that would otherwise disagree with you. For every 
  4 points spent into this Advantage, the Persona gains a Rank 1 in Wealth.  
   
  Ranks 
  Description 
   
   
  0 
  You are dead broke, probably living with Mom & Dad or in some cheap apartment. You do not have a car, so buses or 
  walking are your way of getting around and you have a Savings Account at a local bank with $700.00 in it. 
   
   
  1 
  Yearly Income; $12,000. Savings; $20,000, Stock & Bonds (convertible in 30 days); $20,000, Property; $20,000 
   
   
  2 
  Yearly Income; $20,000. Savings; $34,000, Stocks & Bonds (convertible in 30 days); $33,000, Property; $33,000 
   
   
  3 
  Yearly Income; $50,000. Savings; $84,000, Stocks & Bonds (convertible in 30 days); $83,000, Property; $83,000 
   
   
  4 
  Yearly Income; $100,000. Savings; $167,000, Stocks & Bonds (convertible in 30 days); $166,000, Property; $166,000 
   
   
  5 
  Yearly Income; $300,000. Savings; $500,000, Stocks & Bonds (convertible in 30 days); $500,000, Property; $500,000 
   
   
  6 
  Yearly Income; $750,000. Savings; $1,250,000, Stocks & Bonds (convertible in 30 days); $1,250,000, Property; 
  $1,250,000 
   
   
  7 
  Yearly Income; $1,500,000. Savings; $2,500,000, Stocks & Bonds (convertible in 30 days); $2,500,000, Property; 
  $2,500,000 
   
   
   
  
   
  204 
  8 
  Yearly Income; $4,000,000. Savings; $6,700,000, Stocks & Bonds (convertible in 30 days); $6,600,000, Property; 
  $6,600,000 
   
   
  9 
  Yearly Income; $10,000,000. Savings; $17,000,000, Stocks & Bonds (convertible in 30 days); $16,000,000, Property; 
  $16,000,000 
   
   
  10 
  Yearly Income; $30,000,000. Savings; $50,000,000, Stocks & Bonds (convertible in 30 days); $50,000,000, Property; 
  $50,000,000 
   
  Willing Consort 
  Cost 
  6 
  Prerequisite 
  Dhampir, Lilan, Revenant, or Thrall 
   
  The Persona has found a human that is willing to give them a portion of their Blood and Life Force, if only to be with what 
  they believe to be a member of the undead; if only they knew the whole story. In any case, this person is willing to give up 6 
  points of Life Force every time the Lilan, Revenant, or Thrall Persona comes to them on feed. Actors; be careful with this 
  Advantage, because it is very easy to turn this idealistic love struck fool into a lifeless corpse. For every 6 points spent into 
  this Advantage, the Persona gains a willing consort that will freely let them take 6 points of their Life Force during their brief 
  or long interludes. 
   
  Wisdom of Age 
  Cost 
  6 
  Prerequisite 
  Curse of the Werewolf , Lich, Lilan, Revenant, or Thrall 
   
  Those Personas taking this Advantage are the only Atlanteans that are allowed to start off older than 100 years old. For every 
  100 years that a Lich, Lilan, Revenant, Thrall or Werewolf ages past their first 100 years, the Persona gains an additional 2 
  points to add to their maximum in Life Force points. The age maximum for Personas is 600 years old, only with the 
  Directors approval can an Actor make a Lich, Lilan, Revenant, Thrall or Werewolf  that is older than 600 years. 
   
  Combat Advantages 
   
   
  Backstabber 
  Cost 
  8 
  Prerequisite 
  3 Ranks of Agility 
   
  This Advantage allows a Persona to gain a +4 Bonus to their Melee Weapons Skill anytime the Persona is able to attack their 
  opponent from behind. 
   
  Berserker 
  Cost 
  8 
  Prerequisite 
  3 Ranks in the Psyche Attribute 
   
  The Persona is able to channel their anger and rage into a beneficial advantage while in combat. Once per Scene, the Persona 
  is able to use this Advantage to enter is Berserker trance in which the Persona gains a +2 Bonus to their Brawn and Vitality 
  (the Persona’s Toughness Ranks may temporarily raise because of this Berserker trance) and the Persona gains an additional 
  Attack Action for the period of 10 Rounds. Once the 10 Rounds ends, the Persona takes a -2 penalty to all Checks and 
  Contests for the rest of the Scene to represent the physical exertion that the Persona spent while in the Berserker trance. 
   
  Blind Reaction 
  Cost 
  6 
  Prerequisite 
  4 Ranks in Agility 
   
  The Persona has a limited mystical sixth sense when it comes to saving themselves from harm. The Persona is able to 
  counter-attack (in hand to hand combat only) with no penalties for darkness or being obscured, if if he or she can not see or 
  hear their opponent. 
   
   
   
   
   
   
   
  
   
  205 
  Concentrated Assault 
  Cost 
  8 
  Prerequisite 
  4 Ranks in the Melee Weapons Skill 
   
  This Advantage gives a Persona the ability to sacrifice one of their Actions during combat to increase the Stun or Wound 
  damage that they do to their opponent in a single attack. Whenever a Persona uses this Advantage during combat, if they 
  successfully hit their opponent they do an additional 4 points of damage.  
   
  Die! MuthaFucka! Die! 
  Cost 
  8 
  Prerequisite 
  3 Ranks in Vitality 
   
  The Persona is either too stubborn or too stupid, but in any case the Persona won’t die when they are supposed to. Any time 
  the Persona takes Wound Damage that would take them past Defenseless into Death, the Persona stops at Defenseless.  This 
  Advantage is only useable once per Episode. That means if the opponent kills the Persona after they rise back up to 
  Defenseless, the Persona is really DEAD! 
   
  Elite Military Training 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona has undergone the most intensive military/police training possible (Army Rangers, Marine Corps, Navy Seals, 
  Israeli  Mossad, etc.). Because of this military training the Persona gains a +3 to all Combat Skill Contests. However if a 
  Persona does not have Ranks in a specific Combat Skill, then they still suffer the appropriate penalties. 
   
  Lord of War 
  Cost 
  8 
  Prerequisite 
  4 Ranks in Agility 
   
  This Advantage allows a Persona to gain a +4 Bonus once per Round to their Firearms Skill, Heavy Weapons Skill, or Melee 
  Weapons Skill when attacking an opponent. 
   
  Martial Arts 
  Cost 
  6 
  Prerequisite 
  See Martial Arts Advantages 
   
  This Advantage allows a Persona to take one of the fighting Martial Arts that are listed in the Martial Arts Advantages; it is 
  possible to take up to 8 Ranks in a single Martial Art. For more information on the Martial Arts, skip ahead to the Martial 
  Arts section. 
   
  Mercenary Force 
  Cost 
  8 
  Prerequisite 
  4 Ranks in Advantage: Wealth 
   
  This Advantage represents a Persona’s ability to call upon groups of armed individuals that the Persona may control. This 
  Advantage should not be used to represent street gangs, underworld crews, or police special response teams; the individuals 
  that the Persona may call upon are trained in the arts of war and in most cases are former military or military trained. For 
  each Rank that a Persona purchases in this Advantage, the Persona gains access to 10 combat hardened mercenaries that are 
  well equipped (Submachine guns, Assault Rifles, and Tactical Body Armor are common). Only Personas that have extensive 
  wealth have the means to handle the upkeep on employing their own personal armies. The Persona must pay an upkeep of 
  20,000 dollars per Rank every month that the Persona possesses in this Advantage; should a Persona be unable to pay the 
  upkeep of this Advantage, then the Persona will lose 1 Rank of this Advantage per month until they have no mercenaries left 
  working for them. Please see the Soldier/Mercenary entry in the Allies and Antagonists Chapter the generic stats on these 
  mercenaries. 
   
   
   
   
   
   
   
   
   
   
  
   
  206 
  Mounted Combat 
  Cost 
  6 
  Prerequisite 
  2 Ranks in the Ride Skill 
   
  The Persona’s skill in horsemanship has become so potent that the Persona gains a +3 Bonus to all Ride Checks and Combat 
  Skills when fighting their opponents from that back of their horse. 
   
  Pierce Armor 
  Cost 
  8 
  Prerequisite 
  4 Ranks in the Melee Weapons Skill 
   
  The Persona’s skill with their Melee Weapons Skill has increased to the point that they can attempt to make a single attack 
  once per round that totally ignores their opponent’s Armor Protection Value and their Toughness. To do this requires that the 
  Persona enter a Contest against their opponent; the Persona takes a -2 Penalty to their attack, using their Agility + Melee 
  Weapons + Card against their opponent’s Agility + Dodge (or Parry) + Card. If successful, the Persona has struck their 
  opponent with a potentially lethal wound.  
   
  Second Skin 
  Cost 
  6 
  Prerequisite 
  3 Ranks in Brawn 
   
  The Persona has grown accustomed to wearing body armor during their daily life; as such the Persona subtracts -3 from their 
  Penalties for Agility Checks and Contests.  
   
  Servitors 
  Cost 
  2 
  Prerequisite 
  3 Ranks of Wealth 
   
  The Persona has servants; Servitors are Humans that assist a Persona in their day to day affairs. For every 2 points that is 
  spent in to this Advantage, the Persona gains a Servitor to serve them. To take this Advantage the Persona must take at least 
  3 Ranks of the Wealth Advantage. Atlanteans that gain this as a House/Family Advantage are assumed to have their 
  House/Family paying for their Servitors. 
   
  Sniper 
  Cost 
  4 
  Prerequisite 
  3 Ranks of Archery, Crossbow, Firearms, or Heavy Weapons 
   
  The Persona is highly skilled at attacking their opponents from a distance. Whenever the Persona attacks their opponent with 
  a ranged weapon at a minimum distance of Medium to greater, the Persona gains a +2 Bonus to their attack Contest.  
   
  Sword Breaker 
  Cost 
  6 
  Prerequisite 
  4 Ranks in the Melee Weapons Skill and 4 Ranks in Brawn 
   
  The Persona has become quite adept at disarming their opponents through breaking their opponent’s weapons with a single 
  solid blow. Once per Round a Persona can attempt to break their opponents primary melee weapon (whatever weapon they 
  are holding in their dominant hand) with a single attack; to succeed all the Persona need do is hit their opponent’s weapon at 
  a -4 penalty to their attack. This Advantage can also be used to destroy their opponent’s shield in the same way that they 
  would destroy a melee weapon.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  207 
  Atlantean Advantages 
   
  Antiquarians Guild Membership 
  Cost 
  15 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona is a member of the Antiquarians Guild, the ruling caste of Atlantean society. For every 15 points spent on this 
  Advantage, the Persona gains a Rank within the Antiquarians Guild. Maximum starting positional Rank of 2. For more 
  information see the Antiquarians Guild; see Chapter 1: The Setting. 
   
  Many throughout history have said that knowledge is the key to true power. This statement can be no truer than it is for these 
  individuals. The Antiquarians’ Guild has been operating since the late middle ages gathering information on the origin of the 
  Children of Atlantis and more specifically the Children of Lilith. In that time, these learned men and women have recovered 
  many fragments of the Glyph Stones from Lost Atlantis. It is through the wisdom of these ancient artifacts that Antiquarians 
  Guild has guided the Children of Atlantis and the Second Atlantean Empire; the Imperium Ex Atlantia. Because of the 
  knowledge in the ancient records, it is this Guild that all other Atlanteans turn to in times of need. These learned men and 
  women have accumulated more power within the than even the Emperor himself has through his Militant Orders.  
   
  Ranks within the Antiquarians Guild 
  Rank Prestige Renown 
  Title 
  6 
  13 
  12 
  Disciple of the Ancients 
  5 
  12 
  11 
  Keeper of Secrets 
  4 
  11 
  10 
  Perceptor of Truths 
  3 
  10 
  9 
  Seeker of Mysteries 
  2 
  9 
  8 
  Scholar 
  1 
  8 
  7 
  Guildsman 
  0 
  7 
  6 
  Initiate 
   
  Black Rose Membership 
  Cost 
  15 
  Prerequisite 
  Faux Blooded or True Blooded (must be a member of a Renegade House) 
   
  The Order of the Black Rose is the Renegade Houses' equal to the Praetorian Order. Some of its members were at one time 
  Praetorians that defected to the other side. The Order of the Black Rose are the Elite Soldiers of the Renegade Houses. 
  Because of their treachery during World War II, the Order of the Black Rose knows how to perform the long and arduous 
  Ritual that crafts the Praetorian Gladius. Only rank 2 or higher Black Knights start play with a Praetorian Gladius. For first 
  Rank that is purchased in this Advantage, the Persona gains 1 Rank in Craftsmanship: Blacksmithing, 1 Rank in Ritualcraft 
  and Elemental Attunement: Spirit At Rank 2 the Black Knight gains the Attunement in both Earth and the Craft Gladius 
  Ritual (Ritual Rank 5, Learn Time: 15 Days), which are necessary to craft the Praetorian Gladius. For every 15 points spent 
  on this Advantage, the Persona gains a Rank within the Order of the Black Rose. Maximum starting Rank of 2. For more 
  information on the Order of the Black Rose; see Clan MacKlintoc. 
   
  Ranks within the Order of the Black Rose 
   
  Rank Prestige Renown 
  Title 
  6 
  11 
  12 
  Grand Master of the Order of the Black Rose 
  5 
  10 
  9 
  Knight Councilor 
  4 
  9 
  8 
  Lord Knight 
  3 
  8 
  7 
  Knight 
  2 
  7 
  6 
  Knight 
  1 
  6 
  5 
  Knight 
   
  Centurion Order Membership 
  Cost 
  15 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona is a member of the Centurion Order, the Legions of the Imperium. As a Centurion the Persona has sworn to 
  protect the Imperium from all of its enemies; within as well as without. As with the Praetorian Order, for the Centurions of 
  
   
  208 
  the Second Atlantean Empire, there is no retreat and no surrender, there is only the strength and honor of serving as a 
  protector of the great and noble Second Atlantean Empire and all those within it. Next to the Praetorian Order, the 
  Centurions are the only other ones that are allowed to wield the Praetorian Gluadius. All Centurions start play with a 
  Praetorian Gladius, crafted with a part of thier own Life Force. It has been said that only when the Centurion meets his or her 
  end will the sword break. For every 15 points spent on this Advantage, the Persona gains a Rank within the Centurion Order. 
  Maximum starting positional Rank of 2.  
   
  Chief among the Non-Praetorian within the Imperium, it is the duty of the Centurions to guard against internal strife within 
  the Imperium, and to guard against human discovery of the vampire race. Centurions are known throughout the Empire for 
  their combat prowess and professionalism in carying out their duty to the Emperor and the Imperium at large. The centurions 
  are the professional soldiers that the Praetorian Order regularly recruits from to fill its ranks. 
   
  The Praetorian Gladius: This is the weapon wielded by all Centurions and Praetorians; the Praetorian Gladius is one of 
  the few weapons that have the ability to inflict lasting damage to all Lilans, Revenants and Thralls, yet unable to harm the 
  additional harm if turned against the Centurion or Praetorian that it was craft for. None outside of the Praetorian Order or the 
  Centurion Order are allowed to possess the Praetorian Gladius. The Praetorian Gladius inflicted double its standard wound 
  ranks to Lilans, Revenants, and Thralls. 
   
  Ranks within the Centurion Order 
  Rank Prestige Renown 
  Title 
  6 
  13 
  12 
  Grand Master of the Centurion Order 
  5 
  10 
  9 
  Dux - Generals in charge of all Centurions on a continent. 
  4 
  9 
  8 
  Legatus - The commander of all Centurions in a country. . Legates and Military 
  Tribunes: The Grand Master commands the whole of the Centurion Order, but each 
  country has its own commander, called the Legatus. 
  3 
  8 
  7 
  Tribune - In charge of all Centurions within a city. Under each Legatus are military 
  tribunes aka "tribuni militares", who carry out administrative duties within each 
  respective city. 
  2 
  7 
  6 
  Optio - Senior Centurion, 2nd under a Tribune. 
  1 
  6 
  5 
  Miles Legionarius - The most common rank with the Order, these are the rank and file 
  of the Legions of the Second Atlantean Empire. 
   
  Court of Roses Membership 
  Cost 
  8 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Court of Roses is a Chivalric Society within the Imperium; its members are attempting to bring back honor and chivalric 
  behavior to Atlantean Society. All members of the Court of Roses are considered equals; that is why there is no Prestige or 
  Renown given by membership in this Atlantean Secret Society. 
   
  Famous: Atlantean Society 
  Cost 
  6 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has made a name for themselves in Atlantean Society, just mentioning their name is usually enough to gain 
  recognition and praise. The Persona also gains a +3 to their Reaction Rating whenever their name comes up in interactions 
  with other Atlanteans. 
   
  House Prestige 
  Cost 
  4 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  House Prestige is a measure of a House members perceived worth by their peers and those of higher station. When 
  determining the believability of a House member, the words of those with higher House Prestige are always heeded before 
  those of a lesser. For every 4 points spent into this advantage, the Persona gains a Rank in House Prestige. For more 
  information on House Prestige, see Prestige/Renown Section in Chapter 6 (pages 253-254). 
   
   
   
   
  
   
  209 
  Imperium Renown 
  Cost 
  6 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  Within the Imperium Renown is a precious commodity, one's Renown dictates just how much of one's word is taken 
  seriously and as Truth. Imperium Renown can be used freely throughout the Imperium. For every 6 points spent into this 
  advantage, the Persona gains a Rank in Imperium Renown. For more information on Imperium Renown, see 
  Prestige/Renown Section in Chapter 6 (pages 253-254). 
   
  Patronage 
  Cost 
  12 
  Prerequisite 
  Faux Blooded, True Blooded, or Lilan 
   
  The Persona has an influential Patron within Altantean Society; this Patron has taken notice of the Persona’s potential for 
  greatness, and seeks to insure that the Persona has every opportunity to achieve their full potential. Once per Episode the 
  Persona is able to request assistance from their Patron in the form of up to 3 Ranks of Imperium Renown, up to 3 Rank in the 
  Advantage: Sway: Human Society, or  up to 3 Ranks in the Advantage: Wealth. This patronage does come with a high cost 
  though, at any point during an Episode or Season, the Patron can request a Favor of the Persona that the Persona must 
  attempt to fulfill. Should the Persona refuse to comply with the wishes of their Patron, at the Director’s option the Patron can 
  take away their patronage until the Persona makes amends for their willful inaction of the Patrons wishes. 
   
  Praetorian Order Membership 
  Cost 
  15 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona is a member of the Praetorian Order, the Elite Soldiers of the Imperium. For the Praetorians, there is no retreat 
  and no surrender; there is only the honor and glory of serving the Second Atlantean Empire and its Emperor. As a Praetorian 
  the Persona has been charged with protecting the Imperium from all of its enemies; within as well as without. As a Praetorian 
  it is the Persona’s duty and honor, to sacrifice their own life in the protection of the Emperor. Only the Praetorian Order 
  officially knows how to perform the long and arduous Ritual that crafts the Praetorian Gladius. Only rank 2 or higher 
  Praetorians start play with a Praetorian Gladius. For first Rank that is purchased in this Advantage, the Persona gains 1 Rank 
  in Craftsmanship: Blacksmithing, 1 Rank in Ritualcraft and Elemental Attunement: Spirit. At Rank 2 the Praetorian gains the 
  Attunement in both Earth and the Craft Gladius Ritual (Ritual Rank 5, Learn Time: 15 Days), which are necessary to craft 
  the Praetorian Gladius. For every 15 points spent on this Advantage, the Persona gains a Rank within the Praetorian Order. 
  Maximum starting Rank of 2. For more information on the Praetorian Order; see Chapter 1: The Setting. 
   
  Crafters of the Praetorian Gladius, a weapon wielded only by the Praetorians and Centurians. The Praetorian Order are the 
  Elite Legions of the Imperium. Each is highly skilled in the Art of war and in the crafting of the weapons there of. The 
  Praetorians make up the personal guard of the Emperor; they are sworn to protect the reigning Emperor with their very lives. 
   
  The Praetorian Gladius: This is the weapon wielded by all Centurions and Praetorians; the Praetorian Gladius is one of 
  the few weapons that have the ability to inflict lasting damage to all Lilans, Revenants and Thralls, yet unable to harm the 
  additional harm if turned against the Centurion or Praetorian that it was craft for. None outside of the Praetorian Order or the 
  Centurion Order are allowed to possess the Praetorian Gladius. The Praetorian Gladius inflicted double its standard wound 
  ranks to Lilans, Revenants, and Thralls. 
   
  Ranks within the Praetorian Order 
  Rank Prestige Renown Title 
  6 
  13 
  12 
  Grand Master of the Order 
  5 
  11 
  10 
  Legatus: The commander of all Praetorians in a country. Legates and Military Tribunes: 
  The Grand Master commands the whole of the Praetorian Order, but each country has its 
  own commander, called the Legatus, who was also of Antiquarian rank.  
  4 
  10 
  9 
  Tribune: There are at most 6 Praetorians of this rank within a country. Under each 
  Legatus are six military tribunes aka "tribuni militares", who carry out administrative 
  duties within each respective country. 
  3 
  9 
  8 
  Primipilus: Senior Praetorian, most commonly in posted to a city. 
  2 
  8 
  7 
  Epilektos: These are the rank and file of the Praetorian Order. 
  1 
  7 
  6 
  Apprentice: A Praetorian who has yet to craft his own Gladius. 
   
  
   
  210 
  Renegade Houses Renown 
  Cost 
  6 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  Within the Renegade Houses Renown is a precious commodity, one's Renown dictates just how much of one's word is taken 
  seriously and as Truth. Renegade Houses Renown can be used freely throughout the Renegade Houses that chose to 
  acknowledge it. For every 6 points spent into this advantage, the Persona gains a Rank in Renegade Houses Renown. For 
  more information on House Prestige, see Prestige/Renown Section in Chapter 6 (pages 253-254). 
   
  Renegade Spy 
  Cost 
  12 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona is a member of one of the Renegade Houses; living in Imperium controlled territory. It is they’re mission to 
  keep an eye on the goings on of the local Imperium for the Spy Master that controls them.  These Personas are taking a great 
  risk in working and living in Imperium territory, because if ever they were found out, it’s a certainty that the local Imperium 
  citizens would take it upon themselves to question the Spy, most likely via torture, in an attempt to learn more about they’re 
  Renegade House and the Spy Master that was controlling the Persona. On the lighter side, you have family back in Renegade 
  House controlled territories, and that means whenever you go to those places you are safe. If a Persona with the Renegade 
  Spy Advantage ever has their cover blown, this Advantage immediately turns into the 12 point Disadvantage; Known 
  Renegade Spy, and the Persona is not likely to live long if they ever return to the city that they were spying on. Because of 
  their deep cover infiltration, Renegade Spies gain 2 Ranks in Imperium Renown as a means to better learn more information 
  to send back to their respective Renegade House. 
   
  Scarlet Brotherhood Membership 
  Cost 
  15 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona is a member of the Scarlet Brotherhood; a secret order of inquisitors within the Imperium. Members or this 
  Order are greatly feared by all members of the Imperium, for these Inquisitors are the eyes and ears and the Emperor. These 
  Inquisitors seek out treason and insurrection; the traitors of the Imperium and tend quietly whisk them away for 
  interrogation, torture and a slow agonizing death. The most common use of this Order is to seek and all reveal Spies that 
  have been sent by the Renegade Houses to manipulate and disrupt Imperium society. All members of the Second Atlantean 
  Empire are expected to cooperate with these agents of the Emperor, to do otherwise would bring about the Emperor’s wrath, 
  and few survive long after this has occurred. For every 15 points spent on this Advantage, the Persona gains a Rank within 
  the Scarlet Brotherhood. Maximum starting positional Rank of 2.  
   
  If the Centurions are the Army of the Imperium, and the Praetorians are the Elite Guard of the Emperor, then the members of 
  the Scarlet Brotherhood are the secret police of the Imperium. It is their duty to guard it from all threats that are posed to it 
  by those dwelling within it. 
   
  Ranks within the Scarlet Brotherhood 
  Rank Prestige Renown 
  Title 
  6 
  13 
  12 
  Grand Inquisitor of the Brotherhood 
  5 
  10 
  9 
  Inquisitor Generals - Advisory Council to Grand Inquisitor 
  4 
  9 
  8 
  Priors - Continent Level Inquisitor 
  3 
  8 
  7 
  Abbots - Nation Level Inquisitor 
  2 
  7 
  6 
  Brothers - State/Province Level Inquisitor 
  1 
  6 
  5 
  Novices - City Level Inquisitor 
  0 
  0 
  0 
  City Level Inquisitor - Not Part of Brotherhood (See Station: Atlantean Society) 
   
  Spy Network: Atlantean Society 
  Cost 
  6 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has a Spy Network within Atlantean Society that gives them information when they start asking questions about 
  the goings on of local Atlantean society. It can allow one to find out when a local Atlantean is about to throw and informal 
  get together to finding out early that the Persona’s enemy or rival is about to make their life interesting. This Advantage is 
  
   
  211 
  best role-played out between the Actor and the Director in private, because the other Actors do not count as part of the Spy 
  Network; it is made up of Non-Actor Personas that are controlled by the Director. For every 6 points spent into this 
  Advantage, the Persona gains the ability to ask a question that is to be answered by the Spy Network. It is possible to take 
  this Advantage multiple times. 
   
  Station: Atlantean Society 
  Cost 
  6 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has found their niche within Atlantean society. What station gives a Persona is a position that they hold within 
  the city they live. It could be the Persona is the local First Citizen; the governor that commands the city in the Emperor’s 
  name. The Persona could be the local Inquisitor, constantly watching his or her fellow Atlanteans for signs of treason against 
  the Empire. Or, the Persona could simply be a member of the Cohortes Urbanae; the local mob that has agreed to help the 
  Atlanteans of the city in times of need. What it all comes down to is the Persona has found their place in Atlantean society. 
  And through this place, they have gained some renown for themselves that they use to help make their days and nights easier 
  when dealing with their peers. Below is a listing of the stations available in the average Imperium city. For every 6 points 
  spent into this Advantage, the Persona goes up a Tier in the Stations possible, in the end its all up to the Director on what 
  Station they are willing to allow an Actor to play. So best advice is write up a good back story if you want to reach for the 
  stars. 
   
  Tier 
  Imperium Station 
  Prestige Gained 
  Renown Gained 
   
   
   
   
  Tier 1  
  Cohortes Urbanae 
  4 
  3 
  Tier 2  
  Praefectus Cohortis 
  5 
  4 
  Tier 2 
  Inquisitor 
  5 
  4 
  Tier 2 
  Magistrate 
  5 
  4 
  Tier 2 
  Pontifice 
  4 
  4 
  Tier 2 
  Patriarch or Matriarch 
  5 
  4 
  Tier 3  
  Consul 
  6 
  5 
  Tier 4  
  First Citizen or Tribune 
  7 
  6 
   
  First Citizen 
   
  The First Citizen is appointed to his or her position by those of the Imperial Court, or chosen by the local Council of 
  Patriarchs / Matriarchs to lead their city and speak for it when dealing with representatives of the Imperial Court. Once they 
  have become a First Citizen, their word is law within the dominion in which they govern, only answerable to the Emperor, or 
  a duly appointed representative of the Imperial Court, and only those of higher authority and station within the Imperium 
  have the ability to challenge the decisions of the First Citizen. 
   
  Consul 
   
  Advisor to the First Citizen, the Consul is the individual who acts as the go between for the First Citizen and the Council of 
  House Patriarchs. The Consul also handles the more mundane duties of running the city. He or she sits in on all meetings of 
  the Council of House Patriarchs and has the power to break all Council ties. 
   
  Magistrate 
   
  A Magistrate is meant to be the peaceful solution to Inter-House disputes. Atlanteans are expected to take their disputes to 
  the Magistrate, if no resolution can be found otherwise. At all times the Magistrate is expected to deal with all Atlantean 
  matters that do not involve the death of another Atlantean. In such cases, the First Citizen takes control. To use violence 
  instead of the Magistrate is to bring about the wrath of the First Citizen. Magistrate may give any fitting punishment, except 
  that of death. His rulings can only be overruled by the First Citizen. Also, the Magistrate deals with renown within a 
  dominion, from recording the current renown of every individual within a dominion to taking recording the loss of renown 
  away as a punishment. 
   
   
   
   
   
   
   
  
   
  212 
  Inquisitor 
   
  They are the individual placed in charge of all investigations of treason within a First Citizen’s domain. The Inquisitor has 
  the right to take anyone aside, except the First Citizen, and interrogate if he or she believes their actions to be harmful to the 
  dominion. 
   
  House Patriarch/Matriarch  
   
  The Council of Houses Patriarchs/Matriarchs are generally selected from the eldest of the Atlanteans within a given House. 
  They are the representatives of their respective Houses to the Court of the First Citizen of a given dominion. 
   
  The House Patriarch or Matriarch is the leader of a House within a given city. They are considered its face to the Council of 
  Houses, and they are the one that all House members go to to resolve internal conflicts within the House. The House 
  Patriarch or Matriarch is usually the eldest member of the House in the city.   
   
  Council of Pontifices 
   
  The Pontifices of an Atlantean community are the House leaders of the business community of the city. Each House appoints 
  a Pontifice to handle its business affairs, and to speak for the House at the Collegium of the city. This role is never handled 
  by the Patriarch or Matriarch of a House, because it is considered inappropriate for the leader of the House to split their 
  attention between business and politics. Because of this; the Pontifices of a city’s Houses are afforded a great deal of respect. 
  When the time of the Grand Collegium occurs (a regional gathering of Pontifices), which is every three years, each of the 
  Houses send their respective Pontifices to the Grand Collegium to speak for their Houses and to make business alliances and 
  arrangements with Pontifices from other cities. The economic alliances and plans that are drawn up by the Pontifices at the 
  Grand Collegium are implemented over a three year period. Within a city, the Pontifice answers to the head of their House, 
  but is effectively automonous in regards to implementing House business practices.  
   
  Any agreements that are agreed upon by the Council of Pontifices of a city must be upheld by all Pontifices and their 
  Houses, to do otherwise will bring about judgment by the Magistrate of the city in regards to their punishment. 
   
  Praefectus Cohortis 
   
  Just as with an organized mob; the Cohortes Urbanae in the case of Atlantean society, every mob needs a single charismatic 
  person to lead it. Within an Imperium city, this leader of the mob is known as the Praefectus Cohortis. The Praefectus 
  Cohortis swears an oath of loyalty to the First Citizen of a dominion and to its citizens to abide by the Codex Imperialis and 
  to punish all those that would willingly break its laws through ignorance or intent. This person leads the mob in times of 
  needs, and in some cases  becomes the First Citizen’s primary enforcer when it comes to covering up the discovery of 
  Atlantean society to the human world. 
   
  Cohortes Urbanae 
   
  The best description that can be given for the Cohortes Urbanae of a dominion is that of a citizen organized mob, just as 
  during the days of the Roman Republic and later Roman Empire, the mob has sworn an oath to its First Citizen and their 
  fellow citizens to defend and protect the dominion from all external and internal threats. 
   
  Station: Imperial Title 
  Cost 
  8 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has sworn an oath of fealty to the Imperial Throne of the Second Atlantean Empire; in return for this oath the 
  Persona has been granted an Imperial Title that is that can be inherited by the Persona’s first born offspring. Persona’s with 
  an Imperial Title are directly answerable to the Antiquarians Guild and the Emperor, not the First Citizens of any one 
  Dominion within the Second Atlantean Empire. Because of their position with the empire, the Persona gains Prestige within 
  their respective House and Renown within the Second Atlantean Empire as a whole. 
   
  Below is a listing of the Imperial stations available within the Second Atlantean Empire. For every 8 points spent into this 
  Advantage, the Persona goes up a Tier in the Stations possible, in the end its all up to the Director on what Station they are 
  willing to allow an Actor to play. So best advice is write up a good back story if you want to reach for the stars. 
  
   
  213 
   
  Tier 
  Imperium Station 
  Prestige Gained 
  Renown Gained 
   
   
   
   
  Tier 1  
  Count or Countess 
  8 
  7 
  Tier 2  
  Marquis or Marquessa 
  9 
  8 
  Tier 3 
  Duke or Duchess 
  10 
  9 
  Tier 4 
  Exarch or Exarchess 
  11 
  10 
   
  Count or Countess 
   
  Within the Second Atlantean Empire, Counts are delegates of the Imperial Throne that travel from Dominion to Dominion 
  carrying out the will of the Emperor and the Antiquarians Guild. In most instances, Counts are used to carry sensitive 
  messages that can not be trusted to simple couriers. Generally the very appearance of an Imperial Court within a First 
  Citizen’s Dominion is enough to create intrigue and spectulation to last for several months, even if the appearance was only 
  made to wish the First Citizen well in his administration of the Dominion.  It is not uncommon for an Imperial Count to 
  arrive with an entourage of many men skilled in the Arts of War. 
   
  Marquis or Marquessa 
   
  The Imperial Title of Marquis first came into use under the reign of Empress Andrea DeLyones of House Lionnes; under the 
  reign of Empress Andrea, Marquis were used much like Counts. But in the case of Marquis, they had the power to remove 
  any First Citizen that was deemed unable to carry out their duties to the Imperial Throne and to the Citizens of their 
  Dominion. Marquis were never sent to a Dominion that did not have some kind of internal strife among its Houses, it most 
  cases the Marquis would forcefully remove the First Citizen from power using their personal entourage to keep the peace 
  within the Dominion while the Council of Patriarchs convened to choose a new First Citizen.If the Council of Patriarchs 
  could not make up their minds, then it was up to the Marquis to choose who would become to new First Citizen of the 
  Dominion. In short, Marquis are the trouble-shooters of the Imperial Throne, charged with insuring the continued stability of 
  the Second Atlantean Empire. 
   
  Duke or Duchess 
   
  The Imperial Title of Duke first came into use under the reign of Emperor Dominic of House McCullen; under the reign of 
  Emperor Dominic, Dukes were the highest power within the nations that made of the Second Atlantean Empire. Every year 
  the Imperial Duke would call together the First Citizens of their nation to deal with matters that concerned all of the 
  Dominions. They would help to strengthen the politic alliances between Dominions in an attempt to promote stability within 
  the nation they governed, and it was up the the Duke to call all of the Pontifices and First Citizens together for the Grand 
  Collegium every three years to help establish political and business alliances that would affect the nation until the next Grand 
  Collegium was called. Dukes within the Second Atlantean Empire have the ability to call for the assistance of all Centurions 
  within their nation to help maintain order; however they are not in charge of the Centurions, that duty falls to the highest 
  ranking Centurion present. 
   
  Exarch 
   
  The Imperial Title of Exarch first came into use under the reign of Emperor Ramiusof House Ramius; under the reign of 
  Emperor Ramius, the Exarchs were the military governors of multiple nations or Exarchate that were viewed to be of 
  extreme importance to the Imperial Throne. In the beginning, Emperor Ramius was the Exarch of Italia and Spain, Lady 
  Vanessa of House Lionnes was the Exarch of Gaul, Germania, and Britania, Lord Draco of House Draconis was the Exarch 
  of Dacia, and Lord Priam was the Exarch of Greece and Asia Minor.  Exarchs have the ability to remove any Count, 
  Marquis, or Duke within their area of influence that they believe is a threat to the Imperial Throne or the Antiquarians Guild, 
  or is a threat to the stability to of the Second Atlantean Empire as a whole. The Exarchs are answerable only to the Princes of 
  the Antiquarians Guild and the Atlantean Emperor. Their power and influence is far reaching and very few within an 
  Exarchate would be foolhardy enough to challenge the will of an Imperial Exarch. In modern times the most powerful 
  Exarch within the Second Atlantean Empire is the Exarch of North America; Lord Claudius Lucinius Serrentus of House 
  Ramius. 
   
   
   
   
   
   
  
   
  214 
  Station: Atlantean House 
  Cost 
  6 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has ascended to a position of authority within their House in the city that they reside. Because of this position, 
  the Persona has responsibilities that they must fulfill for their respective House, lest they be removed from their position of 
  honor and distinction by the Matriarch or Patriarch of their House. 
   
   
  Tier 
  Imperium Station 
  Prestige Gained 
   
   
   
  Tier 1  
  House Advocate 
  3 
  Tier 1 
  House Lore Master 
  3 
  Tier 1 
  House Protector 
  3 
  Tier 2 
  House Seneschal 
  4 
   
  House Seneschal 
   
  The Seneschal of a House acts as the second to the House Patriarch or Matriarch when they can not or do not wish to be 
  present at House or City meetings.  
   
  House Advocate 
   
  The Advocate is usually a member of the House with the most knowledge of the Imperium and its Codes. The Advocate is 
  the one who defends a member of their House when that member is brought to trial before the city for crimes against another 
  member of the city, or for breaking the Code of the Imperium.  
   
  House Protector 
   
  The Protector is the one that stands in defense of the House and its members when it is being attacked. It is the Protector who 
  handles the internal security of the House in the city.  
   
  House Lore Master 
   
  It is the Lore Master that records and documents all the comings and goings of the members of a House within a given city. 
  The Lore Master also keeps track of the Renown of the current members of the House in the city. The Lore Master and the 
  Advocate generally work hand in hand when another member of the House has been charged with a crime against the 
  Imperium. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  215 
  Martial Arts Advantages 
   
  Martial Arts: Aikido “ The Way of the Spirit” 
  Cost 
  6 
  Prerequisite 
  See Below 
   
  This Martial Art is about pure self defense, it is derived from the traditional weaponless fighting techniques of Jujutsu/Judo. 
  Aikido uses immobilizing holds and twisting throws that use their opponent’s own momentum and strength against them. A 
  Martial Artist that is trained in Aikido uses their intuition and self defense to anticipate what their opponent is planning to do 
  and in doing so, rendering their opponent’s actions ineffective with the appropriate defense. The Martial Artist has the ability 
  to do Wound Damage instead of Stun Damage when they Strike an opponent. The Martial Arts Advantage has requirements 
  that a Persona must fulfill to reach the next Rank in the Martial Art, below are the requirements, including paying the 
  additional 6 Study Points for the Next Rank of this Advantage. 
   
  Rank 
   
  Requirements 
   
  Benefits 
   
  Special Ability: 
  Disarm 
   
   
   
   
   
   
  1 
   
  2 Ranks in Dodge, 2 Ranks in Grapple, 2 
  Ranks in Meditation , and 3 Ranks in Strike 
   
  +1 Damage to Stun or Wound Strike Attacks 
   
   
   
   
   
   
   
  2 
   
  3 Ranks in Dodge, 3 Ranks in Grapple, 3 
  Ranks in Meditation , and 4 Ranks in Strike 
   
  +2 Damage to Stun or Wound Strike Attacks 
   
   
   
   
   
   
   
  3 
   
  4 Ranks in Dodge, 4 Ranks in Grapple, 4 
  Ranks in Meditation , and 5 Ranks in Strike 
   
  +3 Damage to Stun or Wound Strike Attacks 
   
   
   
   
   
   
   
  4 
   
  5 Ranks in Dodge, 5 Ranks in Grapple, 5 
  Ranks in Meditation , and 6 Ranks in Strike 
   
  +4 Damage to Stun or Wound Strike Attacks 
   
   
   
   
   
   
   
  5 
   
  6 Ranks in Dodge, 6 Ranks in Grapple, 6 
  Ranks in Meditation , and 7 Ranks in Strike 
   
  +5 Damage to Stun or Wound Strike Attacks 
   
   
   
   
   
   
   
  6 
   
  7 Ranks in Dodge, 7 Ranks in Grapple, 7 
  Ranks in Meditation , and 8 Ranks in Strike 
   
  +6 Damage to Stun or Wound Strike Attacks 
   
   
   
   
   
   
   
  7 
   
  8 Ranks in Dodge, 8 Ranks in Grapple, 8 
  Ranks in Meditation , and 9 Ranks in Strike 
   
  +7 Damage to Stun or Wound Strike Attacks 
   
   
   
   
   
   
   
  8 
   
  9 Ranks in Dodge, 9 Ranks in Grapple, 9 
  Ranks in Meditation , and 10 Ranks in Strike 
   
  +8 Damage to Stun or Wound Strike Attacks 
   
   
  The 
  Persona’s 
  skill 
  with their Grapple or 
  Melee Weapons Skill 
  has increased to the 
  point that they can now 
  attempt to disarm their 
  opponent 
  of 
  any 
  weapons 
  with 
  their 
  bare hands. To do this 
  requires 
  that 
  the 
  Persona enter a Contest 
  against their opponent 
  using their Agility + 
  Grapple/Melee 
  Weapons 
  + 
  Card 
  against 
  their 
  opponent’s Agility + 
  Melee 
  Weapons 
  + 
  Card, if successful, the 
  opponent 
  has 
  been 
  disarmed. 
   
   
   
   
   
   
  
   
  216 
  Martial Arts: Eskrima “Harness of the Hand” 
  Cost 
  6 
  Prerequisite 
  See Below 
   
  The Martial Art of  Eskrima or Escrima refers to a class of Filipino martial arts that emphasize stick and sword fighting. In 
  the Philippines it is also called Arnis or Arnis de Mano (harness of the hand). The Martial Artist has the ability to do Wound 
  Damage instead of Stun Damage when they Strike an opponent. In addition, Eskrima allows the Persona to do Stun Damage 
  with Melee Weapons instead of the Wound Damage that they normallu do. The Martial Arts Advantage has requirements 
  that a Persona must fulfill to reach the next Rank in the Martial Art, below are the requirements, including paying the 
  additional 6 Study Points for the Next Rank of this Advantage. 
   
  Rank 
   
  Requirements 
   
  Benefits 
   
  Special Ability:  
  Sticks of Fury 
   
   
   
   
   
   
   
  1 
   
  2 Ranks in Dodge, 2 Ranks in Meditation, 2 
  Ranks in Melee Weapons, and 2 Ranks in 
  Strike 
   
  +1 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  2 
   
  3 Ranks in Dodge, 3 Ranks in Meditation, 3 
  Ranks in Melee Weapons, and 3 Ranks in 
  Strike 
   
  +2 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  3 
   
  4 Ranks in Dodge, 4 Ranks in Meditation, 4 
  Ranks in Melee Weapons, and 4 Ranks in 
  Strike 
   
  +3 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  4 
   
  5 Ranks in Dodge, 5 Ranks in Meditation, 5 
  Ranks in Melee Weapons, and 5 Ranks in 
  Strike 
   
  +4 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  5 
   
  6 Ranks in Dodge, 6 Ranks in Meditation, 6 
  Ranks in Melee Weapons, and 6 Ranks in 
  Strike 
   
  +5 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  6 
   
  7 Ranks in Dodge, 7 Ranks in Meditation, 7 
  Ranks in Melee Weapons, and 7 Ranks in 
  Strike 
   
  +6 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  7 
   
  8 Ranks in Dodge, 8 Ranks in Meditation, 8 
  Ranks in Melee Weapons, and 8 Ranks in 
  Strike 
   
  +7 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  8 
   
  9 Ranks in Dodge, 9 Ranks in Meditation, 9 
  Ranks in Melee Weapons, and 9 Ranks in 
  Strike 
   
  +8 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
  Once 
  per 
  round, 
  the 
  Advantage: Sticks of Fury 
  allows a Persona to make 3 
  Melee Weapons Attacks 
  against 
  their 
  opponent 
  while wielding a weapon in 
  each hand once per round 
  (taking only a single Action 
  to perform). The benefits of 
  this Advantage replace the 
  benefits of the Advantage: 
  Ambidexterity. To do this 
  requires that the Persona 
  enter a Contest against their 
  opponent at a -1 Penalty 
  using their Agility + Melee 
  Weapons Skill + Card 
  against 
  their 
  opponent’s 
  Agility + Dodge Skill + 
  Card. A Persona with this 
  Advantage also does not 
  suffer the -2 Penalty to 
  wielding a weapon in each 
  hand. 
   
   
   
   
   
   
   
   
  
   
  217 
  Martial Arts: Iaido “ The Way of the Sword Draw” 
  Cost 
  6 
  Prerequisite 
  See Below 
   
  Iaido is a method of swordsmanship that hones the skill of cutting the Persona’s opponent on the opening draw of the 
  weapon, which is usually at head level. When the Martial Artist is attacked, Iaido involves drawing, parrying, and making a 
  retaliatory thrust at their opponent ending with a lethal blow through the shoulder and spine. When the blade is freed from 
  the opponent, it is swung to shake off the opponent’s blood and wiped clean before it is returned to the scabbard. This 
  Martial Art is ineffective without a shafted weapon. For every Rank that a Persona has in Iaido, that Persona is able to do an 
  additional Rank of Stun or Wound Damage to their opponent.  
   
  This Martial Art is all about getting in a first strike with a melee weapon before and opponent has time to react, as such Iaido 
  emphasizing doing Wound Damage over Stun Damage; to do Stun Damage the Martial Arts must make a Melee Weapons 
  Contest at a +5 to the Difficulty. Martial Arts Advantage has requirements that a Persona must fulfill to reach the next Rank 
  in the Martial Art, below are the requirements, including paying the additional 6 Study Points for the Next Rank of this 
  Advantage. 
   
  Rank 
   
  Requirements 
   
  Benefits 
   
  Special Ability:  
  Power Strike 
   
   
   
   
   
   
   
  1 
   
  2 Ranks in Dodge, 2 Ranks in Meditation , 2 
  Ranks in Melee Weapons, 2 Ranks in Parry, 
  and 2 Ranks in Strike 
   
  +1 Damage to Wounds on Melee Weapon  
  Attacks 
   
   
   
   
   
   
   
  2 
   
  3 Ranks in Dodge, 3 Ranks of Meditation, 3 
  Ranks in Melee Weapons, 3 Ranks in Parry, 
  and 3 Ranks in Strike 
   
  +2 Damage to Wounds on Melee Weapon  
  Attacks 
   
   
   
   
   
   
   
  3 
   
  4 Ranks in Dodge, 4 Ranks in Meditation, 4 
  Ranks in Melee Weapons, 4 Ranks in Parry, 
  and 4 Ranks in Strike 
   
  +3 Damage to Wounds on Melee Weapon  
  Attacks 
   
   
   
   
   
   
   
  4 
   
  5 Ranks in Dodge, 5 Ranks in Meditation, 5 
  Ranks in Melee Weapons, 5 Ranks of Parry, 
  and 5 Ranks in Strike 
   
  +4 Damage to Wounds on Melee Weapon  
  Attacks 
   
   
   
   
   
   
   
  5 
   
  6 Ranks in Dodge, 6 Ranks in Meditation, 6 
  Ranks in Melee Weapons, 6 Ranks of Parry, 
  and 6 Ranks in Strike 
   
  +5 Damage to Wounds on Melee Weapon  
  Attacks 
   
   
   
   
   
   
   
  6 
   
  7 Ranks in Dodge, 7 Ranks in Meditation, 7 
  Ranks in Melee Weapons, 7 Ranks of Parry, 
  and 7 Ranks in Strike 
   
  +6 Damage to Wounds on Melee Weapon  
  Attacks 
   
   
   
   
   
   
   
  7 
   
  8 Ranks in Dodge, 8 Ranks in Meditation, 8 
  Ranks in Melee Weapons, 8 Ranks of Parry, 
  and 8 Ranks in Strike 
   
  +7 Damage to Wounds on Melee Weapon  
  Attacks 
   
   
   
   
   
   
   
  8 
   
  9 Ranks in Dodge, 9 Ranks in Meditation, 9 
  Ranks in Melee Weapons, 9 Ranks of Parry, 
  and 9 Ranks in Strike 
   
  +8 Damage to Wounds on Melee Weapon  
  Attacks 
   
  The Persona’s skill with 
  this 
  Martial 
  Art 
  has 
  increased to the point that 
  they can attempt to make a 
  single 
  powerful 
  strike 
  against their opponent once 
  per Round with their Melee 
  Weapon. 
  To 
  do 
  this 
  requires that the Persona 
  enter a Contest against 
  their opponent using their 
  Agility + Melee Weapons 
  + 
  Card 
  against 
  their 
  opponent’s 
  Agility 
  + 
  Dodge 
  + 
  Card. 
  If 
  successful, 
  the 
  Persona 
  does an additional 3 points 
  of Wound Damage to their 
  opponent. 
   
   
  
   
  218 
  Martial Arts: Karate “Empty Hand” 
  Cost 
  6 
  Prerequisite 
  See Below 
   
  The Martial Art of Karate is known primarily as a striking art, featuring punching, kicking, knee/elbow strikes, and open-
  handed techniques, but grappling, joint manipulations, locks, restraints/traps, throws, and vital point striking also appear. It 
  can allows a Persona to fight an opponent using techniques that can harm an opponent or leave them unharmed, all 
  dependent on the Persona’s choice. The Martial Artist has the ability to do Wound Damage instead of Stun Damage when 
  they Strike an opponent. The Martial Arts Advantage has requirements that a Persona must fulfill to reach the next Rank in 
  the Martial Art, below are the requirements, including paying the additional 6 Study Points for the Next Rank of this 
  Advantage. 
   
  Benefit: The Martial Artist can use Grapple to throw their opponent to the ground, doing their Brawn in Stun Damage to the 
  opponent. 
   
  Rank 
   
  Requirements 
   
  Benefits 
   
  Special Ability: 
  Unarmed Power Strike 
   
   
   
   
   
   
   
  1 
   
  3 Ranks in Strike, 2 Ranks in Block, 2 Ranks in 
  Meditation, and 2 Ranks in Grapple 
   
  +1 Damage to Stun or Wounds on Strike 
  Attacks 
   
   
   
   
   
   
   
  2 
   
  4 Ranks in Strike, 3 Ranks in Block, 3 Ranks in 
  Meditation, and 3 Ranks in Grapple 
   
  +2 Damage to Stun or Wounds on Strike 
  Attacks;. 
   
   
   
   
   
   
   
  3 
   
  5 Ranks in Strike, 4 Ranks in Block, 4 Ranks in 
  Meditation, and 4 Ranks in Grapple 
   
  +3 Damage to Stun or Wounds on Strike 
  Attacks. 
   
   
   
   
   
   
   
  4 
   
  6 Ranks in Strike, 5 Ranks in Block, 5 Ranks in 
  Meditation, and 5 Ranks in Grapple 
   
  +4 Damage to Stun or Wounds on Strike 
  Attacks. 
   
   
   
   
   
   
   
  5 
   
  7 Ranks in Strike, 6 Ranks in Block, 6 Ranks in 
  Meditation, and 6 Ranks in Grapple 
   
  +5 Damage to Stun or Wounds on Strike 
  Attacks. 
   
   
   
   
   
   
   
  6 
   
  8 Ranks in Strike, 7 Ranks in Block, 7 Ranks in 
  Meditation, and 7 Ranks in Grapple 
   
  +6 Damage to Stun or Wounds on Strike 
  Attacks. 
   
   
   
   
   
   
   
  7 
   
  9 Ranks in Strike, 8 Ranks in Block, 8 Ranks in 
  Meditation, and 8 Ranks in Grapple 
   
  +7 Damage to Stun or Wounds on Strike 
  Attacks. 
   
   
   
   
   
   
   
  8 
   
  10 Ranks in Strike, 9 Ranks in Block, 9 Ranks 
  in Meditation, and 9 Ranks in Grapple 
   
  +8 Damage to Stun or Wounds on Strike 
  Attacks. 
   
  The Persona’s skill with 
  this 
  Martial 
  Art 
  has 
  increased to the point that 
  they can attempt to make a 
  single powerful unarmed 
  strike 
  against 
  their 
  opponent once per Round 
  with their Strike Skill. To 
  do this requires that the 
  Persona enter a Contest 
  against 
  their 
  opponent 
  using their Agility + Strike 
  + 
  Card 
  against 
  their 
  opponent’s 
  Agility 
  + 
  Dodge 
  + 
  Card. 
  If 
  successful, 
  the 
  Persona 
  does an additional 3 points 
  of Wound Damage to their 
  opponent. 
   
   
   
   
   
   
  
   
  219 
  Martial Art: Kung-fu 
  Cost 
  6 
  Prerequisite 
  See Below 
   
  Kung-fu   a martial art, both a form of exercise with a spiritual dimension stemming from concentration and self-discipline 
  and a primarily unarmed mode of personal combat often equated with karate or tae kwon do. It can allows a Persona to fight 
  an opponent using techniques that can harm an opponent or leave them unharmed, all dependent on the Persona’s choice. 
  The Martial Artist has the ability to do Wound Damage instead of Stun Damage when they Strike an opponent. The Martial 
  Arts Advantage has requirements that a Persona must fulfill to reach the next Rank in the Martial Art, below are the 
  requirements, including paying the additional 6 Study Points for the Next Rank of this Advantage. 
   
  Rank 
   
  Requirements 
   
  Benefits 
   
  Special Ability: 
  Lightning Strike 
   
   
   
   
   
   
   
  1 
   
  3 Ranks in Strike, 2 Ranks in Block, 2 Ranks in 
  Meditation, 2 Ranks in Grapple, and 2 Ranks in 
  Melee Weapons. 
   
  +1 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  2 
   
  4 Ranks in Strike, 3 Ranks in Block, 3 Ranks in 
  Meditation, 3 Ranks in Grapple, and 3 Ranks in 
  Melee Weapons. 
   
  +2 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  3 
   
  5 Ranks in Strike, 4 Ranks in Block, 4 Ranks in 
  Meditation, 4 Ranks in Grapple, and 4 Ranks in 
  Melee Weapons. 
   
  +3 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  4 
   
  6 Ranks in Strike, 5 Ranks in Block, 5 Ranks in 
  Meditation, 5 Ranks in Grapple, and 5 Ranks in 
  Melee Weapons. 
   
  +4 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  5 
   
  7 Ranks in Strike, 6 Ranks in Block, 6 Ranks in 
  Meditation, 6 Ranks in Grapple, and 6 Ranks in 
  Melee Weapons. 
   
  +5 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  6 
   
  8 Ranks in Strike, 7 Ranks in Block, 7 Ranks in 
  Meditation, 7 Ranks in Grapple, and 7 Ranks in 
  Melee Weapons. 
   
  +6 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  7 
   
  9 Ranks in Strike, 8 Ranks in Block, 8 Ranks in 
  Meditation, 8 Ranks in Grapple, and 8 Ranks in 
  Melee Weapons. 
   
  +7 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  8 
   
  10 Ranks in Strike, 9 Ranks in Block, 9 Ranks 
  in Meditation, 9 Ranks in Grapple, and 9 Ranks 
  in Melee Weapons. 
   
  +8 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
  The Persona’s skill with 
  this 
  Martial 
  Art 
  has 
  increased to the point that 
  they can attempt to make 
  two attacks against their 
  opponent while only using 
  1 Action. To do this 
  requires that the Persona 
  enter a Contest against 
  their opponent; the Persona 
  taking a -1 Penalty to both 
  attacks, using their Agility 
  + Strike +Card against their 
  opponent’s 
  Agility 
  + 
  Dodge 
  + 
  Card. 
  If 
  successful, the Persona has 
  struck their opponent with 
  both attacks. 
   
   
  
   
  220 
  Martial Art: Ninjutsu 
  Cost 
  6 
  Prerequisite 
  See Below 
   
  Ninjutsu is the martial art of the assassin. Through this martial art; the martial artist learns to become a master of remaining 
  hidden (in plain sight at times); they learn to identify their opponents weaknesses through observation and stealth, and to 
  finally strike at them when the time is right. These martial artists are focused in the mind and body, deadly in unarmed and 
  armed combat. The martial artist has the ability to do Wound Damage instead of Stun Damage, when they Strike an 
  opponent. This Martial Arts Advantage has requirements that a Persona must fulfill to reach each rank in this Martial Art. 
  Below are the requirements, including paying the additional 6 Study Points for the next Rank of this Advantage. 
   
  Rank 
   
  Requirements 
   
  Benefits 
   
  Special Ability:  
  Death Strike 
   
   
   
   
   
   
   
  1 
   
  3 Ranks in Stealth, 2 Ranks in Strike, 2 Ranks 
  in Meditation, 2 Ranks in Grapple, and 2 Ranks 
  in Melee Weapons. 
   
  +1 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  2 
   
  4 Ranks in Stealth, 3 Ranks in Strike, 3 Ranks 
  in Meditation, 3 Ranks in Grapple, and 3 Ranks 
  in Melee Weapons. 
   
  +2 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  3 
   
  5 Ranks in Stealth, 4 Ranks in Strike, 4 Ranks 
  in Meditation, 4 Ranks in Grapple, and 4 Ranks 
  in Melee Weapons. 
   
  +3 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  4 
   
  6 Ranks in Stealth, 5 Ranks in Strike, 5 Ranks 
  in Meditation, 5 Ranks in Grapple, and 5 Ranks 
  in Melee Weapons. 
   
  +4 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  5 
   
  7 Ranks in Stealth, 6 Ranks in Strike, 6 Ranks 
  in Meditation, 6 Ranks in Grapple, and 6 Ranks 
  in Melee Weapons. 
   
  +5 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  6 
   
  8 Ranks in Stealth, 7 Ranks in Strike, 7 Ranks 
  in Meditation, 7 Ranks in Grapple, and 7 Ranks 
  in Melee Weapons. 
   
  +6 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  7 
   
  9 Ranks in Stealth, 8 Ranks in Strike, 8 Ranks 
  in Meditation, 8 Ranks in Grapple, and 8 Ranks 
  in Melee Weapons. 
   
  +7 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
   
   
   
   
   
   
  8 
   
  10 Ranks in Stealth, 9 Ranks in Strike, 9 Ranks 
  in Meditation, 9 Ranks in Grapple, and 9 Ranks 
  in Melee Weapons. 
   
  +8 Damage to Stun or Wounds on Melee 
  Weapon  or Strike Attacks 
   
  The Persona has learned 
  the ability to take down an 
  opponent with a single 
  strike, making the Persona 
  an exceedingly dangerous 
  foe to their enemies. With 
  this special ability, the 
  Persona gains the ability to 
  make a single strike against 
  their opponent, doing either 
  Stun or Wound Damage; 
  the Persona is able to drop 
  their opponent to Defense 
  in a single blow. At this 
  point their opponent is 
  totally at the mercy of the 
  Persona. 
   
   
   
   
   
  
   
  221 
  Martial Art: Fencing 
  Cost 
  6 
  Prerequisite 
  See Below 
   
  Fencing is the martial art of armed combat that involves cutting, stabbing, or bludgeoning weapons that are directly 
  manipulated by the hand, rather than shot, thrown or positioned. Common examples of fencing weapons are; batons, 
  bayonets, knives, swords, and other similar weapons. This Martial Art is in all practical terms the Western Martial Art that 
  appeared throughout western Europe starting in the Middle Ages and proceeding on through the renaissance into modern 
  times. With this martial art, the fence typically fights their opponents using methods that tend to always result in severe 
  bodily harm. The Martial Art has requirements that a Persona must fulfill to reach the next Rank in the Martial Art; below 
  are the requirements, including paying the additional 6 Study Points for the Next Rank of this Advantage. 
   
  Rank 
   
  Requirements 
   
  Benefits 
   
  Special Ability:  
  Pierce Armor 
   
   
   
   
   
   
   
  1 
   
  2 Ranks in Block, 1 Rank in Grapple, 2 Ranks 
  in Parry, and 2 Ranks in Melee Weapons. 
   
  +1 Damage to Wounds on Melee Weapon 
  Attacks 
   
   
   
   
   
   
   
  2 
   
  3 Ranks in Block, 2 Rank in Grapple, 3 Ranks 
  in Parry, and 3 Ranks in Melee Weapons. 
   
  +2 Damage to Wounds on Melee Weapon 
  Attacks 
   
   
   
   
   
   
   
  3 
   
  4 Ranks in Block, 3 Rank in Grapple, 4 Ranks 
  in Parry, and 4 Ranks in Melee Weapons. 
   
  +3 Damage to Wounds on Melee Weapon 
  Attacks 
   
   
   
   
   
   
   
  4 
   
  5 Ranks in Block, 4 Rank in Grapple, 5 Ranks 
  in Parry, and 5 Ranks in Melee Weapons. 
   
  +4 Damage to Wounds on Melee Weapon 
  Attacks 
   
   
   
   
   
   
   
  5 
   
  6 Ranks in Block, 5 Rank in Grapple, 6 Ranks 
  in Parry, and 6 Ranks in Melee Weapons. 
   
  +5 Damage to Wounds on Melee Weapon 
  Attacks 
   
   
   
   
   
   
   
  6 
   
  7 Ranks in Block, 6 Rank in Grapple, 7 Ranks 
  in Parry, and 7 Ranks in Melee Weapons. 
   
  +6 Damage to Wounds on Melee Weapon 
  Attacks 
   
   
   
   
   
   
   
  7 
   
  8 Ranks in Block, 7 Rank in Grapple, 8 Ranks 
  in Parry, and 8 Ranks in Melee Weapons. 
   
  +7 Damage to Wounds on Melee Weapon 
  Attacks 
   
   
   
   
   
   
   
  8 
   
  9 Ranks in Block, 8 Rank in Grapple, 9 Ranks 
  in Parry, and 9 Ranks in Melee Weapons. 
   
  +8 Damage to Wounds on Melee Weapon 
  Attacks 
   
  The Persona’s skill with 
  this 
  Martial 
  Art 
  has 
  increased to the point that 
  they can attempt to make a 
  single 
  attack 
  once 
  per 
  round that totally ignores 
  their 
  opponent’s 
  Armor 
  Protection Value and their 
  Toughness. To do this 
  requires that the Persona 
  enter a Contest against 
  their opponent; the Persona 
  takes a -2 Penalty to their 
  attack, using their Agility + 
  Melee Weapons + Card 
  against their opponent’s 
  Agility + Dodge (or Parry) 
  + Card. If successful, the 
  Persona has struck their 
  opponent with a potentially 
  lethal wound. 
   
   
   
   
   
   
  
   
  222 
  Psychic Advantages 
   
  Psychic Lockbox 
  Cost 
  4 or 6 
  Prerequisite 
  Psychic Talent 
   
  The Persona was a courier; working for one of the Atlantean Houses. They have installed a Psychic Lockbox in the Persona. 
  Basically, the Persona is supplied a piece of information. One keyword causes the Persona to forget the information, making 
  it impossible for anyone to psychically mine it out of the Persona. The Persona doesn’t know what the information is until a 
  second keyword is spoken. Only one piece of info can be stored about one subject at any one time, but it can be anything 
  from a great recipe for apple pie to the plans for a secret weapon. There are two versions of this advantage. The first means 
  the courier knows he’s carrying info in the lockbox, just not what it is or how to unlock it. In the second version, not only 
  does the courier not know he has any info, each time the lockbox is locked, the courier forgets that it’s even installed. Any 
  attempts to mine the information out of the Persona through Telepathy require the Psychic to meet a Difficulty of Next to 
  Impossible; otherwise the information is store safely away in the Personas sub consciousness. 
   
  Reawaken the Mind’s Eye 
  Cost 
  10 
  Prerequisite 
  Psychic Talent 
   
  There are some Psychics that have been forcefully brought across into the Lilan condition,  when the change occurs that kills 
  the Persona’s Psychic Talents; Personas that buy this Advantage are able to awaken the Psychic Talents of Mesmerism or 
  Telepathy that are genetically dominant within the Persona.  To take this Advantage, the Persona must spend 10 Study Points 
  and choose either Mesmerism or Telepathy. From this point forward the chosen Psychic Talent is the only Psychic Talent 
  that the Persona will have access to thereafter.  
   
  Psychic Bond 
  Cost 
  6 
  Prerequisite 
  Psychic Talent 
   
  The Persona has a psychic bond with someone out there in the world. Both the Persona and this person tend to think alike. 
  This is a rare advantage, that no more than two people can usually share (limit 2). If the Persona takes this Advantage with a 
  fellow Cast member or Non-Actor Persona, then whenever both are in the same room or scene (talking distance); both 
  Personas can pool their Psychic defenses (Resist Psionics) to mutually protect each other. Also, when using Psychic Talents 
  on each other, both Personas halve their Psychic defenses (Resist Psionics).  
   
  Wild Talent 
  Cost 
  8 
  Prerequisite 
  Psychic Talent; Cryokinetics or Pyrokinetics 
   
  The Psychic Persona; through some quirk of fate, while under extreme duress (or extreme inspiration) is prone to powerful 
  and uncontrolled displays of Psionic power. Whenever the Persona is in a situation where they feel their life is in imminent 
  danger, when attempting to use the Psionic Talents of Cryokinetics or Pyrokinetics, the Persona spends the normal amount of 
  Life Force energy, but gains double the effect. Example: Bob the Pyrokinetic is being attacked by a street thug; he attempts 
  to use Pyrokinetics to set the Thug’s arm on fire. Bob spends the Life Force point to activate the Psionic Talent and beats his 
  required target number by 6 points, normally Bob would be doing a total of 4 Wound Ranks to his attacker (1 Wound + 3 
  Wounds because he beat the target number by 6 points), in Bobs case he does 7 Wound Ranks to this attacker (1 Wound + 6 
  Wounds). Psychics with Wild Talent tend to be rather rare because of the sheer ferocity of they defense Psychic capabilities. 
   
  Tight Lipped 
  Cost 
  4 
  Prerequisite 
  Psychic Talent 
   
  Everyone has a breaking point where they’ll talk. However, Tight Lipped people are more resistant to methods of persuasion. 
  Not only does this include interrogation and torture, but also psychic probing. By taking this Advantage, the Persona gains a 
  +2 Bonus to their Resist Fear & Madness Checks when torture is involved; they also gain a +2 to their Psionic Ranks when 
  defending against the Psychic probing of Telepathy Scans. 
   
   
  
   
  223 
  Sorcerer & Faithful Advantages 
   
  Abyssal Attunement 
  Cost 
  10 
  Prerequisite 
  Advantage: Sorcerer & 3 Ranks in Mythos: The Old Ones 
   
  The Abyss is the Realm that exists beyond the Elemental Realms of; Air, Earth, Fire, Water, & Spirit. Within the Abyssal 
  Realm exists a myriad of pocket dimensions, voids of nothingness and the swiraling chaos of the universe that existed before 
  the creation of our own universe during the Big Bang. Those that have touched this realm have come away from their 
  experience changed. It is believed that the Abyss is where the Old Ones originally came from; any Spell or Ritual that draws 
  upon the dark power that springs from the Abyss requires that the Persona be attuned to the Abyss (Advantage: Abyssal 
  Attunement) and its bizarre and terrifiying energies. 
   
  Arcane Heritage 
  Cost 
  4 
  Prerequisite 
  Advantage: Sorcerer 
   
  The Persona is from a family with a long standing tradition of practicing Sorcery. Because of this at a very early age the 
  Persona was indoctrinated into the hidden mysteries of the world and the right and wrong ways to perform Spells and 
  Rituals. Whenever the Persona needs to make a Sorcery related Check or Contest, the Persona gains a +2 Bonus to that 
  Check or Contest. 
   
  Elemental Attunement 
  Cost 
  10 
  Prerequisite 
  Advantage: Sorcerer 
   
  To Cast Spells and Rituals a Sorcerer must be attuned to the 5 Elements of the Cosmos (Air, Earth, Fire, Water, and Spirit) A 
  Sorcerer can only cast spells and rituals for the Elements that they are attuned to. 
   
  Lunar Touched 
  Cost 
  10 
  Prerequisite 
  Advantage: Sorcerer 
   
  Throughout the ages there have been Sorcerers that have displayed amazing ability to weave their sorcery during the time of 
  the Full Moon; while many Sorcerers use the power of the moon to decrease the difficulty of casting their Spells and Rituals, 
  there have been a select few picked out of every generation that seem to have been touched by the power of Luna. When the 
  Moon shines full in the sky (3 days per moon), the Lunar Touched are able to use the power of the Full Moon to decreased 
  the amount of Life Force that they must spend to cast their Sorcery. During the time of the Full Moon Sorcerers with this 
  Advantage are able to cut in half their Life Force casting costs by half (rounded down), to a minimum of 1 Life Force Point 
  spent to cast their Spells or Rituals. (Example: If a Sorcerer casts a Rank 3 Spell that would normally cost them 5 Life Force 
  Points, then the cost for them to cast it furing the time of the Full Moon becomes 2 Life Force Points.) 
   
  Ritual Specialist 
  Cost 
  4 
  Prerequisite 
  Advantage: Sorcerer or Advantage: Ordained Cleric 
   
  The Persona has specialized in a specific type of Ritual; Abjuration, Conjuration, Charm, Curses, Divination, Enchantment, 
  Evocation, Healing, Illusion & Religious Rituals. The Faithful or Sorcerer gains a +2 towards their Ritualcraft Checks and 
  Contests when attempting to cast Rituals from their chosen specialty. This Advantage can be taken multiple times; for each 
  time that the Faithful or Sorcerer takes this Advantage, they choose an additional Ritual category that gains the +2 Bonus. 
  Please note that this Advantage can not be taken multiple times within the same Ritual category. 
   
  Ritual Master  
  Cost 
  8 
  Prerequisite 
  Advantage: Sorcerer or Advantage: Ordained Cleric, Advantage: Ritual Specialist 
   
  The Persona has mastered a specific type of Ritual; Abjuration, Conjuration, Charm, Curses, Divination, Enchantment, 
  Evocation, Healing, Illusion & Religious Rituals. The Sorcerer gains a +4 towards their Ritualcraft Checks and Contests 
  when attempting to cast Rituals from their chosen specialty. This Advantage can be taken multiple times; for each time that 
  
   
  224 
  the Faithful or Sorcerer takes this Advantage, they choose an additional Ritual category that gains the +4 Bonus. Please note 
  that this Advantage can not be taken multiple times within the same Ritual category and that when taken the effects of this 
  Advantage replace the benefits from the Advantage: Ritual Specialist in the chosen specialty.  
   
  Spell Specialist 
  Cost 
  4 
  Prerequisite 
  Advantage: Sorcerer 
   
  The Persona has specialized in a specific type of Spell; Abjuration, Conjuration, Charm, Divination, Enchantment, 
  Evocation, Healing, or Illusion. The Sorcerer gains a +2 towards their Spellcraft Checks and Contests when attempting to 
  cast Spells from their chosen specialty. This Advantage can be taken multiple times; for each time that the Sorcerer takes this 
  Advantage, they choose an additional spell category that gains the +2 Bonus. Please note that this Advantage can not be 
  taken multiple times within the same spell category. 
   
  Spell Master 
  Cost 
  8 
  Prerequisite 
  Advantage: Sorcery, Advantage: Spell Specialist 
   
  The Persona has mastered a specific type of Spell; Abjuration, Conjuration, Charm, Divination, Enchantment, Evocation, 
  Healing, or Illusion. The Sorcerer gains a +4 towards their Spellcraft Checks and Contests when attempting to cast Spells 
  from their chosen specialty. This Advantage can be taken multiple times; for each time that the Sorcerer takes this 
  Advantage, they choose an additional spell category that gains the +4 Bonus. Please note that this Advantage can not be 
  taken multiple times within the same spell category and that when taken the effects of this Advantage replace the benefits 
  from the Advantage: Spell Specialist in the chosen speciality. 
   
   
  Disadvantages 
   
  Addiction 
  Cost 
  2, 4, or 6 
  Prerequisite 
  None 
   
  The Persona has an addiction that they must feed on a regular basis; because of this the Persona will suffer a penalty to all 
  Checks & Contests equal to the point value of this Disadvantage if the Persona goes without their addiction of choice for 3 
  days or more. Examples: cigarettes or coffee would be considered a 2 point Addiction, while street drugs like Heroin or 
  Cocaine could easily be worth 4 points to 6 points. There are cases where people have been addicted to sex; this is because of 
  the adrenal booster that the act produces within the human body; here that would easily be a 4 point Addiction Whatever the 
  Addiction is, make sure to discuss it with the Director to make sure that it has an obvious Episodic effect on your Persona 
  and the Personas around you. After all, the best Disadvantages are the ones that affect your Persona and those around you as 
  well. 
   
  Allergies: Minor 
  Cost 
  2, 4, or 6 
  Prerequisite 
  None 
   
  The Persona takes a -1 to -3 on all Vitality Checks when confronted by the allergen. If they fail the Check against the 
  allergen the Persona takes a -1 to -3 penalties on all actions for the next 24 hours. 
   
  Allergies: Major 
  Cost 
  8 
  Prerequisite 
  None 
   
  The Persona with this type of allergy will become violently and deathly ill if subjected to the cause of the allergy. Possible 
  allergens include: Aspirin, Shellfish, Peanuts, latex, insect stings, etc. If a Persona comes in contact with this allergen the 
  Persona will immediately drop to the 1st box of Critical Wounds, if the Persona does not receive immediate medical 
  treatment the Persona will take an additional Rank of Wound Damage every two rounds until they receive treatment or they 
  die from the allergy. 
   
   
  
   
  225 
  Anachronism 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona is behind the times, and has a difficult time understanding ideas or technologies that were not widely known 
  during their younger years. Because of this, the Persona will always be at a -3 to all Intellect Checks and Contests to 
  understand new ideas or new technologies. 
   
  Bad Liar 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona is not very good about concealing information or, outright lying to people, as such the Persona takes -2 to all 
  Charm Checks and Contests when attempting to tell a lie or hide some bit of information that they wish to conceal. 
   
  Berserker's Rage 
  Cost 
  8 
  Prerequisite 
  None 
   
  The Persona has a real problem keeping their temper in check; flying into extreme fits of anger and rage when provoked by 
  difficult people and difficult situations.  As such, whenever a person attempts to provoke an argument or confrontation out of 
  the Persona with this Disadvantage, the Actor must immediately make a Psyche Check at Difficult to keep their temper in 
  check. If the Actor fails this Psyche Check, their Persona flies into a rage and immediately attacks the person that set them 
  off. The Berserker’s Rage will last only until the Persona has been rendered unconscious or until others have been able to get 
  the Persona away from the person or persons that instigated the provocation; taking no less than 20 minutes for the Persona 
  to cool down. 
   
  Blackmailed 
  Cost 
  6, 12, or 18 
  Prerequisite 
  None 
   
  The Persona has someone that is blackmailing them. The Blackmailer has evidence that, if exposed would threaten the 
  Persona’s standing in society, credibility or financial situation. The higher the cost of this Disadvantage, the greater the risk 
  to the Persona should their secret ever be exposed. Example: The Don of the Local Mafia has evidence that the Persona ran 
  from a fight that would have stopped a rival Mafia crew taking over the Personas end of town. If something like this were 
  ever made know to the Personas peers, they would likely be killed for his or her act of cowardice. 
   
  Burned by Moonlight 
  Cost 
  10 
  Prerequisite 
  Faux Blooded, True Blooded, Lilan, Revenants, and Thralls 
   
  Through some horrifying quirk of fate, Personas that take this Disadvantage have an extreme allergy to moonlight; to the 
  point that it causes them physical harm when their bare skin is exposed to the direct or indirect light of the moon. Only 
  during the New Moon can these Personas go out at not without fear of its burning light. The most common explanation for a 
  Persona that has this Disadvantage is that somewhere in their family’s history, one of their ancestors; either by choice or 
  arranged marriage, had children with a member of House Dracul. 
   
  For the Faux and True Blooded: During the partial phases of the moon, for every round that a Persona is exposed to 
  the moonlight; they take a Rank of Stun Damage. During the three days of the Full Moon, Personas take a Rank of Wound 
  Damage for every round that they are exposed to the moonlight. 
   
  For Lilans, Revenants, & Thralls: During the partial phases of the moon, for every round that a Persona is exposed 
  to the moonlight; they take a Rank of Wound Damage. During the three days of the Full Moon, Personas take a 2 Ranks of 
  Wound Damage for every round that they are exposed to the moonlight. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  226 
  Clumsiness 
  Cost 
  2, 4, or 6 
  Prerequisite 
  None 
   
  The Persona is a total butterfingers; every time he or she attempts to perform some action or task that requires steady exact 
  movements; somehow the Persona 9 out of 10 ties screws it up. As such, Personas that have this Disadvantage take a -1 to all 
  Agility Checks and Contests per Rank of this Disadvantage; when relating to precision movements. 
   
  Coarse Upbringing 
  Cost 
  4 
  Prerequisite 
  None 
   
  For whatever reason, the Persona was never taught how to function in polite society, nor does the Persona wish to learn. Not 
  only does the Person speak and appear atrocious, their lack of manners and vulgar thoughts are the life of the party. Maybe 
  the Persona was a street urchin or they were raised in a barn. Because of this; the Persona always makes a bad first 
  impression and takes a -2 Penalty to all Charm related Skills Checks. 
   
  Color Blind 
  Cost 
  2 or 6 
  Prerequisite 
  None 
   
  The Persona has a difficult time distinguishing between certain colors, or at the worst end of this Disadvantage, the Persona 
  can only see in Black & White. For the 2 point Disadvantage, the Persona takes a -2 penalty to all Intellect Checks and 
  Contests that require the Persona to recognize the color that they are color blind to. For the 6 point Disadvantage, the Persona 
  can only see in Black & White, and any Checks or Contests that require the Persona to look for colors automatically fails. 
   
  Cowardice 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona really does not have a backbone, anytime a situation arises in which the Persona must stand up for themselves 
  or their point of view, they typically step back and let the other person have they say. Because of this, the Persona with this 
  Disadvantage takes a -3 penalty to all Resist Fear & Madness Checks at a relating to courage and standing up for their 
  beliefs. To stand up for their beliefs the Persona must make a Resist Fear & Madness Check against a Difficulty of: Difficult. 
   
  Criminal Record 
  Cost 
  2 
  Prerequisite 
  None 
   
  The Persona did something in their past that is even now haunting them when they have encounters with the Police and FBI. 
  Because of this Criminal Record, the Persona tends to be on the short list of suspects that the Police and FBI go to first 
  before checking out any other leads. The Persona takes a -1 Penalty to all Charm related Skill Checks and Contests when 
  attempting to convince the Police and FBI of their innocence; even if they were actually involved in the crime that the Police 
  are looking to solve. 
   
  Curiosity 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona is the curious sort. They prefer to be the busy body that is always getting into other peoples business, if only to 
  just know what they are doing. But as they say, curiosity killed the cat. In situations where the Persona sees or hears about 
  something going on that they find interesting or something that is currently unknown to them, the Persona with this 
  Disadvantage takes a -2 Penalty to all Psyche Checks and Contests to resist snooping into other peoples business. Basically 
  unless the Actor succeeds in a Psyche Check to resist the temptation, the Persona will attempt to get to the root of the curious 
  situation. 
   
   
   
   
   
   
   
   
  
   
  227 
  Curse of the Werewolf 
  Cost 
  15 
  Prerequisite 
  None 
   
  The Persona is a victim of the Curse of the Werewolf. Each time the moon rises into the night sky, the Persona must resist 
  turning into a Werewolf; a Man-Beast that stalks the earth hungering for the blood and flesh of the living. During the times 
  that the Persona has failed to contain the beast within, the Actor should hand their Persona Sheet over to the Director or 
  Stage Manager so that they can deal with the horrific actions that the Actor’s Persona has committed while in Man-Beast 
  form.  For more information on the Strengths and Weaknesses of a Werewolf, see Chapter 8: Atlantean, Psychic, & 
  Supernatural Powers. For the full stats and powers of the Werewolf, see Chapter 11: Allies & Antagonists. For details on the 
  Curse itself, see Chapter 9: Sorcery & Religious Rituals. 
   
  Deaf 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona was either born without or through some accident, lost their ability to hear the sounds of the world around them. 
  Because of this Disadvantage, the Persona will always have a -3 Penalty to Investiation or similar Skills that normally 
  require that the Persona to listen to the environment around them in order to perform them. Only Personas that lost their 
  hearing through some accident have the ability to practice Sorcery, but they do so at a -3 Penalty to all Spellcraft and 
  Ritualcraft Checks due to their inability to hear the words and phrases that they are attempting to vocalize to power their 
  magic. 
   
  Debt of Honor 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona owes a Debt or Favor to a Non-Actor Persona or another Persona in the Cast. It could be the Persona that they 
  owe the debt to, got the Persona out of trouble with the law or simply loaned them money for a business venture, in any case 
  this is a debt that will eventually need to be paid back. For every 4 points taken in this Disadvantage the Persona takes on 
  another Debt that they owe to the same person or a totally different person. Should the Persona choose to renege on the 
  obligations of this debt, the person that is owed will make life difficult on the Persona until they choose to repay the debt that 
  they owe. If the debt is owed to another Persona in the Cast, then the Persona that is owed the Debt gains the Advantage: 
  Favor to add to their Persona Sheet until the Favor is repaid in full. 
   
  Deep Sleeper 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona tends to be a very deep sleeper; maybe this is because they are working all of the time, or simply because their 
  body needs more rest than others. Because of this, the Persona takes -2 to all Intellect Checks and Contests when trying to 
  awaken from a deep sleep. This Disadvantage can have deadly consequence if there are people threatening to kill them while 
  they sleep. 
   
  Dependant 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona has a dependent that they have chosen to look after. It could be the Persona’s wife or children; in any case this 
  person needs them to survive. From time to time the obligations to this person will require the Persona to set aside other 
  personal matters to help them. Unfortunately this person can be used against the Persona by their enemies, so be prepared to 
  protect this Dependent when the time comes. 
   
  Easily Intoxicated 
  Cost 
  2 
  Prerequisite 
  None 
   
  The Persona is definitely not a heavy drinker, in fact one to two drinks is generally enough to blitz them pretty badly. 
  Because of this, the Persona takes -1 to all Vitality Checks and Contests relating to the Drinking of Alcohol. 
   
  
   
  228 
  Ego Signature 
  Cost 
  2 
  Prerequisite 
  None 
   
  The Persona has a nasty habit of leaving their own form of calling card where ever they go; it could be as simple as a penny 
  left on a window sill to signing their name on restaurant tables wherever they go. But in any case the Persona takes a -1 to all 
  Psyche Checks and Contests to resist the urge to leave this calling card. 
   
  Enemy 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona has made some enemies in the world, and they are not content to allow the Persona to go on living their lives as 
  if nothing has happened. These enemies want to make the Persona suffer, possibly even want to kill them for whatever 
  wrong the Persona did to them in years past. The Actor should write up the situation that occurred in their back story so that 
  the Director can create these enemies to challenge their Persona’s happy and already uneventful life. For every 6 points that a 
  Persona has in this Disadvantage, the Director should create an enemy that is looking to settle a score with the Persona, or at 
  the Actors request, the Director can increase the enemies starting Non-Actor Persona Creation points by 50. This enemy 
  should appear at least twice during a Season of play, if only to may life interesting for the Persona. 
   
  Enemy: Antiquarians Guild 
  Cost 
  14 
  Prerequisite 
  None 
   
  The Persona has made an enemy of the Antiquarians Guild; the ruling caste of Atlantean society and these enemies are not 
  content to let this score go unsettled.  For every 14 points that a Person has in this Disadvantage, the Director should create a 
  Non-Actor Persona  Atlantean with 150 points that will be used to keep this Persona living in interest time, at least until the 
  Atlantean decides its time for the end game. This Atlantean or Atlanteans have made it their life’s goal to make this Persona 
  pay for whatever wrongs they feel have been done to them. At the Actors request, the Director can increase the enemies 
  starting Non-Actor Persona Creation points by 50. Please remember that enemies like this are the kind that entire story arcs 
  are written about, so have fun. 
   
  Enemy: Federal Agency 
  Cost 
  14 
  Prerequisite 
  None 
   
  The Persona has made an enemy in one of the alphabet soup agencies that make up to United States federal government, and 
  this enemy has set their sights on making the Persona’s life miserable. This Disadvantage should be used sparingly and over 
  a period of a Season, because this enemy has the resources of the government to back their personal vendetta against the 
  Persona. This enemy is worth every bit of the 14 points that a Persona has in this Disadvantage, the Director should build this 
  enemy off of the 150 points for Persona Creation. 
   
  Enemy: Order of Saint Lazarus 
  Cost 
  8 
  Prerequisite 
  None 
   
  The Persona has somehow stumbled onto the Order of Saint Lazarus; a holy order of so called vampire hunters. For whatever 
  reason, they think that the Persona is a vampire or at least has connections to vampires. As such the Order of Saint Lazarus is 
  attempting to make the Persona’s life a living hell in their quest to get at the vampires that they believe the Persona is a 
  vampire or, or at the very least hiding and protecting vampires from discovery. Because of this, it is the Directors mission to 
  create a crew of fearless vampire hunters to annoy, confound and otherwise make the Persona miserable. Should this crew of 
  vampire hunters believe that the Persona has warned the others, at that point it is their job to attempt to put an end to the 
  Persona.  For every 6 points that a Persona has in this Disadvantage, the Director should creation another crew the vampire 
  hunters that are looking into the Persona, or at the Actors request, the Director can increase the original crews starting Non-
  Actor Persona Creation points by 50. These enemies should plague the Persona over the course of an entire season. 
   
   
   
   
   
  
   
  229 
  Enemy: Praetorian Order 
  Cost 
  14 
  Prerequisite 
  None 
   
  The Persona has made an enemy within the Praetorian Order, and this enemy is looking to put an end to the Persona. The 
  Praetorian Order has always been the Elite Soldiers of the Second Atlantean Empire. Enemies like these tend to plague a 
  Persona over the course of a Season to 2 Seasons, but generally end with either the Persona meeting their end at the Gladius 
  of the Praetorian, or the Persona somehow managing to put an end to the Praetorian or Praetorians that are after them. For 
  every 14 points that a Persona has in this Disadvantage, the Director should create a 150 point Praetorian that will attempt to 
  come and end them, at the Actors request, the Director can increase the enemies starting Non-Actor Persona Creation points 
  by 50. 
   
  Enemy: Reavers 
  Cost 
  10 
  Prerequisite 
  None 
   
  The Persona has a Cadre of Reavers; the outcasts of Atlantean society that are looking to settle some unfinished business 
  with the Persona. These Reavers tend to only make the Persona’s life interesting when they run into them, so most of the 
  time this Cadre should be used as a long term enemy to confuse and annoy the Persona. For every 10 points that a Persona 
  has in this Disadvantage, add another Cadre of Reavers to annoy them. The Director should build each Reaver off of the 
  standard 100 points for Persona Creation. 
   
  Financial Debt 
  Cost 
  2, 4, 6, 8, or 
  10 
  Prerequisite 
  None 
   
  The Persona owes a financial debt to a bank or worse, a loan-shark. Because of this debt the Persona is being hounded by 
  those he or she owes. For every 2 points the Persona has in this Disadvantage, the Persona owes a increasing amount of 
  money (2: 10,000; 4: $25,000; 6: $50,000; 8: 150,000; 10: 300,000). 
   
  Gambling Habit 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona has a gambling problem. Every time the Persona is exposed to a situation where they will be able to indulge in 
  this habit, the Person takes is a -2 to all Psyche Contests and Checks to resist gambling. 
   
  Ghosts from the Past 
  Cost 
  6 
  Prerequisite 
  None 
   
  All those the Persona has killed in their lifetime seem to haunt them in their waking and dreaming moments. At times the 
  Persona hears their voices when he or she is alone or in the middle of a stressful situation, they taunt the Persona into 
  believing that he or she will be joining them soon. Actors taking this disadvantage should be fully ready to role-play out the 
  effects of these “ghosts”; talking to thin air as if they were talking to someone standing there is a big step in that direction. 
  What the Actor says to them is up to the Actor, but always remember that these voices are not kind and ultimately want the 
  Persona dead. To ignore these voices once they have started taunting the character requires a successful Psyche Check at -3. 
  This is a Psychological Disadvantage that requires a lot of role-playing on the Actor’s part. 
   
  Greed 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona is quite simply a very greedy person, and will take just about every opportunity to make a quick buck if they see 
  a chance at doing so. Right or Wrong, the Persona doesn’t really care what it took to get the money or profit. Because of this, 
  the Persona takes a -3 to all Psyche Checks and Contests when trying to resist this greedy urge of theirs. 
   
   
   
   
  
   
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  Hatred of Authority 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona has an extreme dislike of authority figures. Maybe it was an overbearing father or mother from their young, or 
  that police officer that busted them for stealing candy from the corner stone as a teenager, in any case this Persona attempts 
  to do anything and everything to flaunt their disregard for the laws and for authority figures. The Persona takes a -2 to all 
  Psyche Checks and Contest when attempting to restrain this urge. 
   
  Hard of Hearing 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona has a difficult time hearing noises around the, as such the Persona takes a -3 to all Intellect Checks and Contests 
  relating to hearing. 
   
  Hunted by Ephor 
  Cost 
  12 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persons has an Ephor; an Ancient Lilan that is hunting the Persona for some reason that he or she may or may not know 
  of yet. It could be as simple as a long lost relative that is attempting to find the Persona, or it could be for very dark reasons. 
  In any case this Ephor has been making inquiries into the Persona to the point that other members of Atlantean society are 
  starting to make up reasons to avoid the Persona. This Disadvantage should be interpreted by the Director in such a way that 
  it makes for a good story arc or Season. 
   
  Hunted by Humans 
  Cost 
  4 
  Prerequisite 
  Faux Blooded, True Blooded, Lilan, Revenant, or Thrall 
   
  A Human or a group of Humans are hunting the Atlantean, Lilan, Revenant, or Thrall for some reason that he or she may or 
  may not know. Unlike the enemy Disadvantage, Hunted simply means that the Persona has some one that is looking making 
  inquiries into the Persona in such a way as to make those around the Persona nervous enough to want to avoid the Persona. 
  This Disadvantage should be interpreted by the Director in such a way that it makes for a good story arc or Season. 
   
  Hunted by Lilan 
  Cost 
  8 
  Prerequisite 
  None 
   
  The Persona has a Lilan that is hunting them for some unknown reason. In any case this Lilan has been making inquiries into 
  the Persona to the point that those around them are starting to make up reasons to avoid the Persona. This Disadvantage 
  should be interpreted by the Director in such a way that it makes for a good story arc or Season. 
   
  Hunted by Revenant 
  Cost 
  8 
  Prerequisite 
  None 
   
  The Persona has a Revenant that has taken a special interest in them for some unknown reason. In any case this Revenant has 
  been making inquiries into the Persona to the point that those around them are starting to make up reasons to avoid the 
  Persona. This Disadvantage should be interpreted by the Director in such a way that it makes for a good story arc or Season. 
   
  Infamous: Atlantean Society 
  Cost 
  8 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has made a really bad reputation for them selves in local Atlantean society. It may have been from insulting the 
  wrong person, or simply not showing up at all the right places to get noticed in the right way. But because of this, the 
  Persona suffers a -4 Penalty to their Reaction Ranks every time their name becomes known. 
   
   
   
  
   
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  Infamous: Human Society 
  Cost 
  4 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has made a really bad reputation for them selves in local human society. It may have been from insulting the 
  wrong person, or simply not showing up at all the right places to get noticed in the right way. But because of this, the 
  Persona suffers a -2 Penalty to their Reaction Rating every time their name becomes known. 
   
  Known Renegade Spy 
  Cost 
  12 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona is a Spy for the Renegade Houses, but somehow their cover was blown. The Persona may still be in the city in 
  which they were spying, hiding from those that somehow caught them in the act; or the Persona might be hiding out in a new 
  city attempting to create a new identity so that they can continue with their overall mission. In any case if any of the 
  Atlanteans or god forbid; the Atlanteans of the city that the Persona was spying on catch up to them, the Persona’s life will 
  surely be over. 
   
  Life Force Restriction 
  Cost 
  6 or 16 
  Prerequisite 
  Dhampir, Lilan, Revenant, or Thrall 
   
  The Persona, because of their Houses geographic origin, or through some terrible quirk of fate; can only draw Life Force 
  from a specific Ethnic Group. This Disadvantage comes in two different costs; for 6 points the Persona gains half of the Life 
  Force they normally would when not drawing from those of their specific Ethnic Group. For 16 points the Persona gains no 
  sustanence when attempting to draw Life Force from those not of their specific Ethnic Group. 
   
  Example: Lilans of House Lionnes can only draw Life Force from those of Gaelie or Germanic descent. There are some 
  Lilans from House Ramius that can only draw Life Force from those of Italian descent; in any case this Disadvantage 
  greatly limits those Personas that have this restriction; forcing them to draw Life Force from only those of that specific Ethic 
  Group. 
   
  Maimed 
  Cost 
  10 
  Prerequisite 
  None 
   
  The Persona has been maimed in some way that permanently affects their life in some limiting way. The Persona could be 
  missing an eye, or a hand, or even a limb. Regardless, the Actor must choose some major part of their Persona’s anatomy 
  that they can no longer use. Actor must pick a part of their body that has been removed or damage beyond repair. In the case 
  of a missing eye, the Persona is at a -2 to all Intellect based Checks and Contests that require their vision. In the case of a 
  missing limb or hand the Persona’s maximum Agility Ranks are permanently reduced by one. 
   
  Mark of Judas 
  Cost 
  14 
  Prerequisite 
  None 
   
  The Persona seems to have an ill omen hanging over them that seems to hit them with bad luck all of the time. At least once 
  per day something has to go wrong for this Persona, and for the first hour of play, the Persona is at a -3 to all Checks and 
  Contests. The Director should do everything in their power to make this Disadvantage a noticeable part of the Episode that is 
  in play. 
   
  Mentally Handicapped 
  Cost 
  6 or 10 
  Prerequisite 
  None 
   
  The Persona has never been the brightest bulb out there, and it shows. For 6 points taken; the Persona’s maximum Intellect is 
  reduced to 3. For 10 points taken in this Disadvantage, the Persona’s maximum Intellect is reduced to 2. This by no means, 
  means that the Persona is stupid; it simply means that they tend to be slower than their peers. 
   
  
   
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  Moral Reservations 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona due to religious beliefs or just amazing morals; is unable to take another's life.  In any circumstance involving 
  violence the Persona must attempt to get away or simply accept the consequences of the violence; the Persona is incapable of 
  fighting.  Should the Persona commit a violent act, they will become violently ill, and will be almost unable to live with their 
  self. Because of this, the Persona takes a -2 penalty to Psyche Checks and Contests when forced into situations where they 
  may have to take a persons life. Persona has moral reservations against the killing of anyone. 
   
  Mute 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona was either born without or through some accident, lost their ability to speak. Because of this Disadvantage, the 
  Persona will always have a -3 Penalty to Diplomacy or similar Skills that normally require that the Persona speak to perform 
  them. Personas with this Disadvantage are not able to practice Sorcery, because it’s most basic principles requires the ability 
  to vocalize the words and phrases that give power to their magic. 
   
  Night Blindness 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona has a difficult time when attempting to see in darkness. Because of this, the Persona takes -2 Penalty to all 
  Intellect Checks and Contests when attempting to see in the dark. 
   
  No Identification 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona is without any form of documentation that can prove just who they are or that could identify them as far as the 
  authorities are concerned. This situation can make for a very difficult time for any Persona that wants to drive a car legally or 
  have a bank account. So for the time being, the Persona is stuck in the country that they currently reside in. 
   
  Notoriety: House 
  Cost 
  6 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has made a very bad name for themselves with the local members of their Atlantean House, because of this bad 
  reputation the Persona suffers a -4 to their Reaction Checks every time their name comes up in conversations, and their 
  House Prestige is considered to be half of what it currently is when it comes to other House members taking the Persona at 
  their word. 
   
  Notoriety: Imperium 
  Cost 
  10 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has made a very bad name for themselves with the local Atlanteans of their city, because of this bad reputation 
  the Persona suffers a -4 to their Reaction Checks every time their name comes up in conversations, and their Imperium 
  Renown is considered to be half of what it currently is when it comes to other local Atlanteans taking the Persona at their 
  word. 
   
  Outsider 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona is barely tolerated within the circles that move in; they could be a police officer that has seen to much on the 
  streets and tends to speak too much of what they have seen, or they could be a Sorcerer or Psychic that regularly uses 
  alternate channels such as communing with demons for hard to find artifacts or dangerous rare information. In any case, due 
  to the Persona’s undesirable political or discordant opinions and views, the Person always finds themselves as an outsider to 
  
   
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  the mainstream of popularly accepted opinion and information. Because of this Disadvantage, the Persona makes all Charm 
  and Reaction Checks at a -2 penalty. 
   
  Pariah 
  Cost 
  14 
  Prerequisite 
  Faux Blooded or True Blooded 
   
  The Persona has been cast out of local Atlantean society, quite possibly more than just local. Because of this the Persona has 
  0 Imperium Renown and those around the Persona shun them and make excuses of why they shouldn’t be seen with the 
  Persona. In Any case, there is always hope as long as some members of the Persona’s family are still willing to talk to them. 
  And if the Persona wants nothing to do with the Imperium; there is always the Reavers… 
   
  Rival 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona has a Rival that is looking to one up them every chance they meet. If the Persona is a Sorcerer, it could be a 
  member of another Coven that is attempting to make the Persona look bad in the eyes of other Covens in the city, or if the 
  Persona is Atlantean; it could be another Atlantean that has decided that they are better than the Persona and are looking to 
  make them look bad in the eyes of the rest of Atlantean society. In any case, whenever the Rival in question is present at 
  gatherings, the Persona’s Reaction rating goes down by -2. It is possible to take this Disadvantage multiple times, which 
  would mean multiple Rivals to play with. 
   
  Skeptic 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona believes in the laws of science, they believe it so much that they deny that the supernatural exists at all. But 
  what happens when the walls of reality and science crumble and collapse in upon themselves and the horror of a very real 
  supernatural encounter confronts the Persona?  Whenever this occurs and the Persona is forced to deal with the very real 
  evidence of a supernatural encounter and its implications; the Persona must make a Resist Fear & Madness Check at -2 or 
  suffer the effects of a failed Resist Fear & Madness check ( See Fear & Madness Section) 
   
  Small Stature 
  Cost 
  6 
  Prerequisite 
  None (may not take Great Stature) 
   
  The Persona has since a very early age been smaller and punier than his or her peers. Because of their smaller size, Personas 
  with this Advantage gain a -1 Penalty to their Toughness Ranks, making it harder for them to resist Stun and Wound 
  damage. 
   
  Suspect of the Church 
  Cost 
  6 
  Prerequisite 
  Faux Blooded, True Blooded, Revenant, or Thrall 
   
  The Persona has given the local Church reason to suspect that they may be up to no good in a spiritual sense, because of this 
  the local church is just watching for evidence before sending in a request for assistance from the Order of Saint Lazarus. If 
  anything the church suspects that the Persona may be connected to the local Lilan or Revenant population, as such Personas 
  with this Disadvantage need to tread carefully indeed, lest they end up with the Church’s Slayers after them. 
   
  Territorial 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona becomes territorial about their property and what they perceive to be their rights. In cases where another 
  Persona seems to threaten the Personas ability to retain control of that aspect of their lives, the Persona takes a -3 to all 
  Psyche Checks and Contest relating to keeping their tempers. 
   
   
   
   
   
   
   
  
   
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  The Innsmouth Look 
  Cost 
  15 
  Prerequisite 
  None 
   
  Whether the Persona knows it or not, they are from a bloodline of humans that somewhere in their past have interbreed with 
  the wholly loathsome and inhuman Deep Ones. When the Persona was young, this dark legacy was not all that apparent, but 
  now that they have matured and reached adulthood, their family’s dark secret is beginning to show in their physical 
  appearance. The Persona’s eyes are slightly more protuberant and often go for long periods of time without blinking, their 
  skin has taken on a translucent greenish cast, and in many cases the Persona’s fingers and toes have grown webbing in 
  between them. Due to their dark heritage, the Persona may never take the Advantage: Attractive Appearance, in fact the 
  Persona automatically gains the Disadvantage: Unattractive Appearance. As the Persona grows older through the course of 
  the Season or Series, at the Director’s discretion, the Director should begin giving the Persona Abyssal Manifestations that 
  are directly tied to the Old One; Cthulhu. At some point in the Persona’s storyline, the Persona may just change completely 
  into a Deep One (at which point the Actor must hand their Persona over to the Director permanently), but until that dark day 
  the Actor will continue to play their Persona as they normally would. Once the final change to Deep One occurs, something 
  long and hidden within the Persona’s psyche clicks on and any thoughts of being human and remaining with humanity 
  disappear from them. 
   
  When giving the Actor Controlled Persona Abyssal Manifestations, the Director should only be adding them to the Persona 
  at a rate of one Abyssal Manifestation per 8 Episodes and the Director always has the option to halt the Persona’s 
  transformation at any point after bestowing the first of the Abyssal Manifestations. 
   
  Unattractive Appearance 
  Cost 
  4 
  Prerequisite 
  None (may not take Attractive Appearance) 
   
  The Persona has some truly unflattering part of the appearance that just puts people off, because of this the Persona takes -2 
  to all Charm Skill Checks and Contests  
   
  Uncouth 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona regularly displays behavior that makes others want to avoid them, or walk the other way when they see the 
  Persona walking down the street. It could be the Persona stands around in his or her free time picking their nose and eating 
  the boogers, or while at restaurants the Persona draws pictures on the place mats and then shakes the dandruff out of their 
  hair onto their pictures to make it look like snow. In any case, the Persona takes -2 to all Charm Checks and Contests relating 
  to gaining the attention and respect of others. 
   
  Unmistakable Features 
  Cost 
  2 
  Prerequisite 
  None 
   
  The Persona has a scar, tattoo or some other visible feature that marks their appearance in such a way that every time 
  someone sees them, they know exactly who they are and the person can easily identify the Persona. 
   
  Vision Impairment 
  Cost 
  2, 4, or 8 
  Prerequisite 
  None 
   
  The Persona has difficulty seeing without some type of corrective lens, or the Persona is complete blind and must get around 
  the world with a guide dog and some type of sensing instrument. Personas taking this Disadvantage have three possible 
  costs; 2 or 4 points if the vision impairment can corrected or at least lessened by glasses or contact lenses, and 8 points if the 
  Persona is completely blind and requires guidance to make their way through the world. Because of this Disadvantage, the 
  Persona takes a -1, -2, or -4 Penalty to all vision related Intellect Skill Checks. 
   
   
   
   
   
   
  
   
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  Weirdness Magnet 
  Cost 
  4 
  Prerequisite 
  None 
   
  Those Personas with this Disadvantage seem to be at the right place and right time for the weird shit that tends to happen 
  infrequently. Ghosts, Demons, and Spirits seem to find Personas with this Disadvantage absolutely fascinating for reasons 
  that no one can discern. Because the Persona is a Weirdness Magnet, odd things keep occurring in the city around them. For 
  Directors, this Disadvantage is perfect for opening the door for new storylines. 
   
  Madness Disadvantages 
   
  Amnesia (Madness: Minor or Major) 
  Cost 
  4 or 6 
  Prerequisite 
  None 
   
  Those Personas suffering from this form of madness has sections of their memories that they simply do not have access to.  
   
  For 4 Points (Minor); The Persona has one or more small gaps in his or her memory. This often happens to Personas who 
  have suffered some great trauma, such as having an automobile accident or a heart attack, or in some cases the act of being 
  brought across into the Lilan or Revenant conditions. It is quite possible that the Persona saw something tat they shouldn’t 
  have, and someone made them forget about it through the use of Mesmerism; which induced this Amnesiac condition. 
  Or…maybe it is a psychological condition that the Persona has always had, at least when related to situations of great 
  personal stress. The Persona could very well be repressing something terrible and they don’t know it because of the 
  Amnesia. The Persona still has use of their Skills, Psychic Talents or Sorcery, there are just certain parts of the Persona’s 
  memory that are lost to them. 
   
  Behavioral Disorders (Madness: Major) 
  Cost 
  6 
  Prerequisite 
  None 
   
  This type of Madness is a long term disorder that tends to have effects on all aspects of the Persona’s life. The effects on 
  their behavior are almost constant effects that tend to make it difficult for the Persona to interact with others and which often 
  result in the Persona being unpleasant to be around as well. Because of this, all Actors that wish to take this type of 
  personality disorder should understand that they must be willing to role-play the effects of their disorder, even if it makes 
  their Persona unpleasant to be are and tend to make other Personas, even those in the Cast avoid them in many cases. 
   
  In system mechanics, the Persona takes a permanent -4 penalty to all Charm Skill Checks and Contests; this also results in a -
  4 penalty to first encounter Reaction Checks that the Persona must make when they encounter new Director Controlled 
  Personas and Actor Controlled Personas. 
   
  Antisocial: The Persona tends to be short-sighted and displays reckless and almost foolhardy behavior; Antisocial Personas 
  tend to have a bad habit of lying to everyone around them, they tend to be confrontational when exposed to situations where 
  they are placed under stress through the obligations (their jobs, bills, relationships). These Personas tend to be disrespectful 
  of the feelings and rights of others. 
   
  Avoidant: The Persona is oversensitive to the rejection of others. They have a low self-esteem and tend to be socially 
  withdrawn while around others and in groups. 
   
  Borderline: The Persona suffers from rapid and sometimes unpleasant mood shifts; they tend to be impulsive, rarely 
  thinking about the possible effects of their actions and only the immediate results of them. These Personas tend to have 
  temperament issues that result in fits of rage and aggression to all those around them. Personas with a Borderline Personality 
  tend to also have extreme moments of restlessness where they become bored for long periods of time. 
   
  Compulsive: These Personas tend to suffer from bouts that everything they do must be perfect, they tend to become 
  indecisive when placed in situations where the fear of making a mistake is very real, and they have extreme difficulty 
  expressing their emotions to all those around them. 
   
  
   
  236 
  Dependent: The Persona suffers from a perpetual of having no self-confidence, they are always seeking the companionship 
  of others in the hopes of finding someone that they can look up to and follow the directions of, and these Personas live as 
  subordinates to the whims and needs of others, especially those they are romantically involved with. This disorder has also 
  been called “co-dependence”. 
   
  Histrionic: These Personas constantly crave attention and exciting situations, they tend to be overly dramatic and suffer 
  from displays of temper tantrums. In the more extreme cases the Persona may threaten to commit suicide in an attempt to 
  gain the attention of others, but only rarely will these Personas actually follow through with this threat. 
   
  Narcissistic: These Personas suffer from an exaggerated sense of self-worth, they are always craving the attention and 
  admiration of others, and they considers the feelings and rights of others of lesser importance compared to their own feelings 
  and rights. 
   
  Passive-Aggressive: These Personas tend to suffer from bouts of procrastination where nothing that they set out to do gets 
  done, they tend to be intentionally forgetful when dealing with tasks that they dislike doing or interpersonal situations that 
  they do not like having with others. These Personas intentionally sabotage their own performance on a regular basis in order 
  to avoid the things they dislike doing. 
   
  Paranoid: These Personas are easily offended by others; they tend to become suspicious and jealous at the drop of a hat also. 
  They tend to be humorless and secretive about their activities when asked about them, and these Persona always exaggerate 
  the magnitude of the offenses against themselves, reusing the accept any blame in any situation. 
   
  Schizoid: These Personas are emotionally cold to everyone around them, seeming aloof and different to the praise or 
  criticism of others. They tend to have a very hard time making new friends, and an even harder time keeping the ones that 
  they do make. 
   
  Bipolar Disorder (Madness: Minor or Major) 
  Cost 
  4 or 6 
  Prerequisite 
  None 
   
  Those Personas suffering from this form of madness suffer from a psychiatric condition defined by recurrent episodes of 
  significant disturbance in mood (severe mood swings). These disturbances can occur on a spectrum that ranges from 
  debilitating depression to unbridled mania. Personas suffering from bipolar disorder typically experience fluid states of 
  mania, hypomania or what is referred to as a mixed state in conjunction with depressive episodes. These clinical states 
  typically alternate with the normal range of moods. Because this, Personas with this condition; at the beginning of an 
  Episode, must succeed in a Difficult Psyche Check at -2 (Minor) or -3 (Major) to maintain to emotional state they have been 
  in for the Episode previous. If the Persona fails this Psyche Check, they go from a High to a Low, or vice versa. This 
  emotional High or Low will be the controlling factor in their interactions with other Personas for the current Episode, and 
  only at the beginning of the following Episode will the Persona be given a chance to change their emotional state. 
   
  Catatonia (Madness: Major) 
  Cost 
  0 
  Prerequisite 
  None 
   
  Personas that are afflicted with this Madness become unresponsive to the events that are occurring around them, in many 
  cases the Persona assumes the fetal position in which they gather their arms and legs closely to them and resist all 
  environmental attempts to move them out of this position. Once a Persona enters this state, it can take years to decades for 
  them to come out of it, if they ever do. Typically catatonia is the result of horrifying and stressful situations in which the 
  Persona had no control, and the state of catatonia is the human minds chance for escape. When a Persona loses all of their 
  Mental Stability, their last avenue of escape is into the state of Catatonia; when this occurs the Actor’s Persona becomes 
  unplayable and is retired from episodic play. We simply list Catatonia within the Disadvantages section so that Directors and 
  Actors will know exactly what to expect when a Persona loses all of their Mental Stability. 
   
   
   
   
   
   
   
   
   
  
   
  237 
  Depression (Madness: Major) 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona suffers from symptoms that include changes in their normal appetite (through eating too much or too little 
  food); which can result in extreme weight loss of extreme weight gain, the Persona is plagued by bouts of sleeplessness, 
  making them feel constantly tired and sluggish in the tasks that they attempt to perform, the Persona suffers through feelings 
  of worthlessness or guilt that make them feel incapable of performing basic tasks that once they had no problems carrying 
  out. Depression can lead in severe cases to hallucinations, delusions, and thoughts of suicide. Personas with this Madness are 
  very susceptible to alcohol and drug abuse as a form of escape from their feelings of inadequacy. This Madness is not always 
  a constant state, some days it seems to be gone while other days it comes down with the full force of its symptoms on the 
  Persona. Because of this, at the beginning of an Episode, the Director must have the Persona draw a card from their deck, it 
  the result if the Card Value is a 7 or above then the Persona is having a good day and the effects of this Madness are not 
  present. If however the Persona draws a Card with a value of 6 or less, then the Persona suffers from the effects of this 
  Madness, taking a -3 to all Checks and Contests for the length of the Episode. 
   
  Dissociative Identity Disorder (Madness: Major) 
  Cost 
  6 
  Prerequisite 
  None 
   
  Those Personas with this madness suffer from a mental condition whereby a single individual evidences two or more distinct 
  identities or personalities, each with its own pattern of perceiving and interacting with the environment. This condition 
  requires that at least two of the personalities routinely take control of the Persona’s behavior and that there is associated 
  memory loss that goes beyond normal forgetfulness, often referred to as losing time or acute Dissociative Amnesia. Personas 
  that have this condition must succeed in a Difficult Psyche Check every time a situation occurs that would require the skills 
  that are only known to one of the secondary personalities. At the beginning of each Episode the Actor needs to determine 
  which personality is currently in control, this is easiest handled by a Card Draw with each Personality being 1, 2, 3, etc., at 
  which point the Director will Draw from their Deck to determine which personality is in control at the start of the Episode. 
  Please note that this condition does not actually give a Actor extra points past those that Disadvantages normally give to put 
  towards their Attributes or Skills. The best way to handle this condition is to mark those Skills and Advantages that are 
  known by each personality, so that whenever personalities switch during the course of an Episode the Actor will be able to 
  immediately know which personality has which Skills and Advantages. 
   
  Gender Identity Disorder (Madness: Major) 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona is plagued by intense and persistent cross-gender identification. The common manifested symptoms of this 
  Madness are; The Persona has stated a desire to the be the other gender, the Persona has frequently passed as the other 
  gender, the Persona has expressed a desire to live or be treated as the other gender, or the Persona has stated a conviction that 
  he or she has the typical feelings and reactions of the other gender. Personas with this Madness express a persistent 
  discomfort with his or her sex or a sense of inappropriateness in the gender role of that sex; they also have a preoccupation 
  with getting rid of the primary and secondary sexual characteristics that they were born with in favor of the sexual 
  characteristics of the other gender or the belief that he or she was born as the wrong gender. (Examples: The Persona 
  requests for hormone therapy, surgical procedures that modify their physical sexual characteristics to simulate the gender 
  that they wish they were.) It should be noted that this disorder is a very issue in the lives of people across the world and it 
  should never be made light of for the sake of playing a Persona in this game, if you as the Actor choose to take this disorder, 
  we ask that you make every attempt to role-play it out in all seriousness as a show of respect to those that are plagued by this 
  Madness. System wise this is considered a Major Madness that is always in effect. 
   
  Kleptomania (Madness: Major) 
  Cost 
  6 
  Prerequisite 
  None 
   
  The Persona has a strong recurrent failure to resist impulses to steal objects that are not needed for personal use or for their 
  monetary value. When this Madness starts taking control of the Persona, they begin experiencing an increasing sense of 
  tension immediately before committing the theft of the object and afterwards the Persona feels pleasure, gratification, or 
  relief at the time of committing the theft. As Madness’ go, Kleptomania is one of the strongest of the disorders that can affect 
  a Persona during the course of an Episode. A note to Actors & Directors; just because your Persona has this particular 
  
   
  238 
  disorder does not give you the right to steal from other Actors or members of the Stage Crew during the course of the 
  Episode. Directors should be watchful of all Actors that take this Disadvantage is as to insure that no real life thefts are 
  occurring during the course of the game. This is a Major Madness that is always in effect. The Persona is at a -3 to all Psyche 
  Checks to resist pursuing the urges brought on by this Madness. 
   
  Obsessive-Compulsive Disorder (OCD) (Madness: Minor or Major) 
  Cost 
  4 or 6 
  Prerequisite 
  None 
   
  Those Personas suffering from this form of madness, suffer from a psychiatric anxiety disorder most commonly 
  characterized by a subject's obsessive, distressing, intrusive thoughts and related compulsions (tasks or "rituals") which 
  attempt to neutralize the obsessions. It is listed by the World Health Organization as one of the top 10 most disabling 
  illnesses in terms of a diminished quality of life. Personas with this madness are constantly at odds with themselves and the 
  environments around them, because of this whenever a Persona that suffers from OCD comes in contact with conditions that 
  set off their OCD, they must succeed in a Psyche Check at -2 (Minor) or -3 (Major) or become engrossed in dealing with the 
  object or condition that provoked this response. 
   
   
  Paranoia (Madness: Minor or Major) 
  Cost 
  4 or 6 
  Prerequisite 
  None 
   
  Those Personas suffering from this form of madness see everyone as potential enemies. In their opinion very few can be 
  trusted; all others are out to get them and should never be invested with even an ounce of trust. Sometimes these paranoid 
  Personas craft complex conspiracy theories to explain their delusions and all of the ills that have befallen their lives; other 
  times they are simply skittish, seeing every stranger as a part of the “out to get them conspiracy”. Paranoid Personas must 
  make a Difficult to Very Difficult Psyche Check at -2 (Minor) or -3 (Major) in all social interactions, even a hint of 
  suspicious behavior on the part of an outsider can provoke the fight or flight response in this type of Persona. 
   
   
   
  
   
  239 
  Phobia (Madness: Minor or Major): Be Specific 
  Cost 
  2 or 6 
  Prerequisite 
  None 
   
  Phobias are an irrational fear of a certain thing or situation that a Persona fears for no discernable reasons. Phobias only 
  come as (2) Minor or (6) Major. Minor Phobias give the Persona a -1 Penalty to all Resist Fear & Madness Checks for the 
  duration of the scene that they were confronted in. Major Phobias give the Persona a -3 Penalty to all Resist Fear & Madness 
  Checks for the duration of the scene that they were confronted in. 
   
  Listing of Common Phobias 
   
  Psychological Phobias 
   
  Acrophobia: The fear of heights. 
  Agraphobia: The fear of sexual abuse. 
  Algophobia: The fear of pain. 
  Aquaphobia: The fear of water. 
  Claustrophobia: The fear of confined spaces. 
  Gynophobia: The fear of women. 
  Haptephobia: The fear of being touched. 
  Heliophobia: The fear of sunlight. 
  Hemophobia: The fear of blood. 
  Homophobia: The fear of homosexuals 
  Hoplophobia: The fear of weapons, specifically firearms. 
  Ligyrophobia: The fear of loud noises. 
  Mysophobia: The fear of germs, contamination or dirt. 
  Necrophobia: The fear of death, the dead. 
  Pyrophobia: The fear of fire. 
  Somniphobia: The fear of sleep. 
  Spectrophobia: The fear of mirrors and one's own 
  reflections. 
  Taphophobia: The fear of the grave, or fear of being placed 
  in a grave while still alive. 
  Technophobia: The fear of technology 
  Xenophobia: The fear of strangers, foreigners, or aliens. 
   
  Zoophobias 
   
  Ailurophobia: The fear of cats. 
  Apiphobia: The fear of bees. 
  Arachnophobia: The fear of spiders. 
  Chiroptophobia: The fear of bats. 
  Cynophobia: The fear of dogs. 
  Entomophobia: The fear of insects. 
  Equinophobia: The fear of horses. 
  Ichthyophobia: The fear of fish. 
  Musophobia: The fear of mice and/or rats. 
  Ophidiophobia: The fear of snakes. 
  Ornithophobia: The fear of birds. 
  Ranidaphobia: The fear of frogs. 
  Zoophobia: The generic term for animal phobias. 
   
   
  Phobia (Madness: Major): Silver 
  Cost 
  6 
  Prerequisite 
  Lilan, Revenant,or Thrall 
   
  The Persona has an extreme fear of Silver; it could be from a Lilan or Revenant Hunter that decided to come after them, or 
  any number or other nasty possibilities. In any case, the Persona has a Major Phobia of Silver. Phobias are an irrational fear 
  of a certain thing or situation that a Persona fears for no discernable reasons. Major Phobias give the Persona a -3 Penalty to 
  all Resist Fear & Madness Checks for the duration of the scene that they were confronted in. 
   
   
  Sadism/Masochism (Madness: Minor) 
  Cost 
  4 
  Prerequisite 
  None 
   
  Those Personas suffering from this form of madness are excited by the thought of giving or receiving of pain. Masochists are 
  those that embrace and enjoy the sensation of pain rather than shying away from it. Sadists are those that revel in giving pain 
  to others.  Those with this Disadvantage: Madness will often go out of their way to new find sources of pain (on either side 
  of the fence.) Both Masochists and Sadists suffer from this internal compulsion towards the above mentioned and must 
  succeed in a Difficult Psyche Check at -2 to resist indulging in their preferred behavior. 
   
   
   
   
  
   
  240 
  Schizophrenia (Madness: Major) 
  Cost 
  6 
  Prerequisite 
  None 
   
  A Persona that has been diagnosed with schizophrenia typically demonstrates auditory hallucinations, delusions, and 
  disorganized and abnormal thinking and speech; this ranges from the loss of connected trains of thought and subject matter, 
  with sentences that are only loosely connected in meaning, to incoherence, which is known as word salad, in the most severe 
  cases. Personas that suffer from this Madness suffer from social isolation, experiencing impairment in social cognition 
  through feelings of paranoia and persecution, to delusions and full blown hallucinations. Whenever a Persona attempts to 
  hold the effects of this Madness at bay, they must make a successful Psyche Check at a -3 penalty against a Difficulty of: 
  Very Difficult. 
   
  Voyeurism (Madness: Minor) 
  Cost 
  4 
  Prerequisite 
  None 
   
  The Persona has recurrent, intense sexually arousing fantasies, sexual urges, or behavior invoking the act of observing an 
  unsuspecting person who is naked, in the process of disrobing, or who is engaging in the act of sexual congress. This is 
  considered is Minor Madness that tends to affect the Persona under isolated circumstances. The Persona is at a -2 to all 
  Psyche Checks to resist pursuing the urges brought on by this Madness. 
   
   
  
   
  241 
   
   
   
   
   
  Chapter 6: 
  System Mechanics 
   
   
  
   
  242 
  Basic System Mechanics 
   
  During the course of most Episodes, there will come a time when two or more Actors will come into a conflict that can not be 
  resolved through role playing alone. The Center Stage Game System allows for conflicts to be resolved simply and quickly, 
  whether they are drop down bar brawls to fire fights to trying to manipulate another Actor of Director Portrayed Persona in the 
  Episode. 
   
  Attribute & Skill Checks: Attribute and Skill Checks are actions that a character performs when they are performing a 
  Contested Action versus another Player or Director Portrayed Persona. The Resolution Value of a Check is generally lesser than the 
  Resolution Value of a Contested Action.  
   
  Unskilled Checks & Contests: Personas attempting to do Skill checks for Skills that they do not possess Ranks in 
  receive a -2 Penalty to their total Card Draw. 
   
  10s: For every 10 Card that an Actor pulls while attempting to perform a Check or Contest, that Actor may draw again from their 
  deck in a attempt to increase the number of points towards the target number that they need to perform the appropriate check or 
  contest. If the Actor pulls a Jack, Queen, King or Joker though; they must deal with the negative effects of drawing a Face Card. 
   
  Declaration of Action: A Contest begins when a Player declares an action against an opponent. The difficulty of the 
  Contest is determined by a Resolution Value that is required to perform said action. 
   
  Performing an Action: To perform any action of Difficulty Value: Difficult to Next to Impossible, except of course for 
  speaking, the Actor adds the Attribute Value of the appropriate Attribute to the Skill Value of the appropriate Skill. The Actor then 
  draws a card from their deck and adds the value of the card to the total combined value of their Attribute + Skill Ranks to get the 
  Resolution of their Resolution Value. 
   
  Performing a Contested Action aka "Contest of Wills": The opposing Actor's Attribute + Skill + Card 
  Value equals the Player’s Difficulty Value to succeed in the Contested Action. In the case of both Players getting the same Number 
  Value, each Player draws a second card, and then a third if necessary to gain a Resolution to the Contested Action. Should another 
  tie occur on the drawing of the third card, the Contested Action will continue on into the next Round. 
   
  Extended Contest: An Extended Contest is any Contest or Check that requires more than one round to complete it in. 
   
  Common Damage Types 
  In the course of an Episode, Personas are eventually going to get hurt from any number of sources, below are some of the more 
  common injury types. 
  Damage Source 
  Injury Type 
  Fire 
  1 Wound per Round exposed to an open flame, 2 Wounds per Round for Lilans. 
  Sunlight (for Lilans) 
  2 Wounds per Round exposed to direct sunlight 
  Moonlight 
  For the Faux and True Blooded: For those with the Disadvantage: Burned By Moonlight; during 
  the partial phases of the moon, for every round that a Persona is exposed to the moonlight; they take 
  a Rank of Stun Damage. During the three days of the Full Moon, Personas take a Rank of Wound 
  Damage for every round that they are exposed to the moonlight. 
  For Lilans, Revenants, and Thralls: For those with the Disadvantage: Burned By Moonlight; 
  during the partial phases of the moon, for every round that a Persona is exposed to the moonlight; 
  they take a Rank of Wound Damage. During the three days of the Full Moon, Personas take a 2 
  Ranks of Wound Damage for every round that they are exposed to the moonlight. 
   
   
  
   
  243 
  Bullets 
  Wound Damage, See Armor, Equipment & Weapons Section 
  Bladed Weapons 
  Wound Damage, See Armor, Equipment & Weapons Section 
  Blunt Weapons 
  Wound Damage, See Armor, Equipment & Weapons Section 
  Armor Piercing (AP) 
  Ammunition with the AP special ability ignore Body Armor and Toughness; all Wound Damage 
  goes directly to the Persona. 
  Falling Damage 
  1 Wound per every 10 feet that the Persona falls. Example: A Persona falls off of a 100 foot tall 
  building, the Persona takes 10 Wounds of Damage when they hit the ground. 
   
  Reaction Checks 
   
  In the simplest terms, a Reaction Check represents that first impression that is made when two people meet for the first time. If the 
  first meeting (Reaction Check) goes well, then both Personas’ first impressions of one another went relatively well and they are 
  comfortable interacting with one another. If the first meeting (Reaction Check) went poorly, then some part of the meeting process 
  did not go well and one or both Personas feel uneasy being around one another. 
   
  When two Personas meet for the first time, one of the Actors must make a Reaction Check for both (determined by both Actors 
  drawing a Card from their Decks, the Actor with the lowest Card value draws for both). The Actor that makes a Reaction Check, 
  drawing a Card from their Deck and adding their Reaction Rating to the value of the Card to gain their Reaction Check Total. After 
  a Reaction Check Total is reached, consult the below Reaction Check Table. 
   
  Personas that already know one another (through a Persona Background) do not need to make a Reaction Check. Reaction Checks 
  are only reserved for that first meeting and the results should be written down by both Personas because the initial Reaction Check 
  will color all of their future interactions with one another. 
   
  Reaction Check Total 
   
  Description 
   
   
   
  -6 or Lower 
   
  The first meeting went horrifically awry and the opposing Persona wishes to 
  avoid the Persona at all costs; if forced to deal with the Persona, the opposing 
  Persona will be extremely hostile with them. 
   
   
   
  -5 to 0 
   
  The first meeting went poorly and the opposing Persona reacts coldly to the 
  Persona. 
   
   
   
  1 to 4 
   
  The first meeting went uneventful, neither Persona truly impressed one another; 
  but neither are the Personas hostile towards one another. 
   
   
   
  5 to 7 
   
  The first meeting went cordially between the Persona and the opposing Persona. 
   
   
   
  8 to 10 
   
  The first meeting went well between the Persona and the opposing Persona; 
  both reacting in a friendly manner toward one another. 
   
   
   
  11 or Higher 
   
  The first meeting went extremely well between the Persona and the opposing 
  Persona; so well in fact that both were immediately at ease with one another 
  and they are interacting with each other as if they are long standing friends. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  244 
  COMBAT 
   
  Initiative: Each Actor draws a card from their deck plus appropriate Initiative 
  Bonuses, at that point the Actor with the Highest Value goes first. Actors of lesser 
  totals go in descending order. 
   
  Once Combat Begins: Once the contest begins, all Players part of the contest do 
  not reshuffle their decks until the end of the combat. 
   
  Combat: If a Persona is attacking their opponent with their bare hands and they do 
  not have a melee weapon or one of the Martial Arts Skills, the Persona does Stun 
  Damage to their opponent. If the Persona has a improvised, melee, or ranged weapon  
  in hand when attacking their opponent; whether it is a baseball bat, knife, sword, or 
  folding chair, the Persona does Wound Damage to their opponent. 
   
  Hand to Hand Combat Damage: The damage that a Persona does is equal to 
  their total Brawn Ranks in Stun Damage. 
   
  Melee Weapon Combat Damage: The damage that a Persona does in melee 
  combat is their Brawn + Damage of Melee Weapon, plus whatever Damage Bonus the 
  Actor Controlled Persona has. 
   
  Attacking with Both Hands: The Persona receives a -2 penalty to both attacks, 
  the Advantage: Ambidexterity cancels this penalty. 
   
  Multiple Actions: A Persona gets to perform 2 Actions per Combat Round; 
  these can be used to either attack or defend.  Personas with a higher Agility can take 
  additional Actions (See Agility Related Modifiers Chart), though each additional 
  Action after 2 receives a cumulative -2 Penalty per Action. (Note: Actors that are 
  dumb enough to use all of their Actions to Attack will have nothing left for Dodge; so 
  all attackers need only make a Draw at Difficulty: Trivial to hit the Persona.  Life is a 
  bitch.) 
   
  Example: The 3rd Action suffers a -2 Penalty; the 4th Action suffers a -4, and so on. 
   
   
   
  Does Movement count as a Combat Action ?: An Actor Controlled Persona (ACP) is able to move their standard Walking 
  movement once per Round without it counting as an Action in order to attack their Opponent. If the ACP is farther away from their 
  Opponent than Walking movement would carry them, then the ACP must spend one of their Actions to cross the distance between 
  them selves and their Opponent. 
  Saturation Fire: This is a means for a Persona to use a firearm to fire a grouping of shots at a specific target in the hopes of 
  bracketing the target. Each additional shot fired decreases the effective difficulty by -2 per shot fired past the first shot. Damage for 
  Saturation Fire is full Wound Damage for the first shot; and an additional half Wound Damage (per ammunition caliber, rounded 
  down) per additional hit. These rules can also be used in situations where the targets are not visible to the shooter due to fog, 
  smoke, etc. When using this rule; draw from the Hit Location Chart to determine where the shots hit the target. 
  Called Shots: When a Persona chooses to make a called shot on a specific area of their opponent or object, the difficulty to hit 
  the target becomes: +10 higher. Should the Persona actually succeed in their “called shot”, all damage done to that area is doubled. 
  It is quite easy to kill a mundane from a called shot because of the sheer amount of wound damage that is being imparted to them. 
   
   
  Cards of Positive Value 
  Ace 
  +1 
  Two 
  +2 
  Three 
  +3 
  Four 
  +4 
  Five 
  +5 
  Six 
  +6 
  Seven 
  +7 
  Eight 
  +8 
  Nine 
  +9 
  Ten 
  +10 
  Cards of Negative Value 
  Jack 
  -2 
  Queen 
  -4 
  King 
  -8 
  Joker 
  -20 
  Difficulty Resolution Chart 
  1 - 5 
  Trivial  
  6 - 10 
  Simple 
  11 - 20 
  Difficult  
  21 - 25 
  Very Difficult 
  26 - 30+ 
  Next to Impossible 
  
   
  245 
  Severing limbs: The severing of a limb from a Persona immediately drops that Persona’s current wound category into the first 
  box of (-4) Critical wounds. In the case of the head being severed from the neck, the Persona is killed immediately. 
   
  Rate of Fire Modifiers: A bow, crossbow, or even hand guns to rifles may have a Rate of Fire, or ROF that allows for one to 
  multiple shots. But for every single shot that is not Saturation Fire, fired beyond the first adds a +2 Difficulty Modifier to the target. 
   
  Charging: Charging at a target gives a Persona a +1 to their Brawn in regards to attacking another Persona or entering a Contest 
  of Will with another Persona that pits their Brawn against that of their opponent. 
   
  Accurate Hits (Optional Rule): When using this rule, whenever a Persona attacks an opponent they do additional damage 
  based on how much they beat their Target Difficulty by.  Whenever a Persona attacks their opponent, for every 2 points that they 
  beat their Target Difficulty by, the Persona will add an additional point of damage (Stun or Wound) to the damage total. Directors 
  should note that using this rule does increase the chances of killing an opponent in one successful hit; which in turn makes violent 
  confrontations very bloody, but it also does decrease the amount of time that battles take up during the course of an Episode. 
   
  Surprise Attacks: When a Persona attacks another Persona or Non-Actor Persona without warning, in other words by surprise, 
  the Persona that is being attacked defends them selves with -6 Ranks to their total Dodge Contest; the Persona that is attacking 
  makes their attack Contest as normal to successfully attack and injure their opponent. All attacks after the first surprise attack are 
  resolved normally. 
   
  Drowning & Suffocation: When a Persona is immersed in water for long periods of time, or otherwise can not breath, the 
  Persona suffers Wound Damage.  A Persona can hold his or her breath for a number of Rounds equal to their Ranks in Vitality, 
  after that point the Persona begins taking a point of Stun Damage until they fall into unconsciousness. Once a Persona has been 
  rendered unconscious, they automatically take a point of Wound Damage for every Round they are submerged, taking on water and 
  are unable to breath. Obviously this can kill a Persona quickly if there is no one around to safe them from drowning. 
   
  Fatigue: A Persona that overexerts him or herself will become fatigued, when this occurs, the Persona will begin taking on Stun 
  Damage as a sign of their fatigued physical condition. Stun Damage that is gained in this manner disappears at a rate of 1 point of 
  Stun Damage per minute of rest. 
   
  Example #1: Bob chases after the Mook that just took a shot at him; the Mook has a Vitality of 3, Bob has a Vitality of 2. Bob can 
  give chase to the Mook for 2 Rounds before he begins becoming Fatigued from the chase. For every round after Round 2 that Bob 
  continues to give chase, Bob takes a point of Stun Damage. 
   
  Example #2: Jane has just been thrown into a river when her car was run off the road. Jane has 3 Rank of  Vitality; Jane can swim 
  for 3 Rounds before becoming Fatigued from swimming. After Round 3, Jane will begin taking a point of Stun Damage for every 
  Round that she is still swimming for shore. 
   
  Mob Combat: Optional Rule (Live-Action): Every so often there comes a time when a group of Personas or Non-Actor 
  Personas will have the opportunity to confront a single Persona in melee or ranged combat. When this occurs, going directly by the 
  standard rules the combat scene has the potential to last a considerable amount of time (which the Actors could be using to role-
  play their Personas rather being stuck in the middle of a lengthy combat scene). When a mob scene occurs, the Actors choose who 
  the leader of the mob will be, then that Leading Actor draws a single card for the rest of the mob. The resulting card is the number 
  that is added or subtracted from all of the Personas or Non-Actor Personas that are attacking the single Persona. 
   
   
   
   
   
   
   
   
   
   
  
   
  246 
  Cover & Concealment 
   
  The best defense in a combat is to deny your opponent a target to fire at or attack. When taking cover behind a building, car, or tree, 
  the Persona is denying their attacker visibility. Below are the difficulties for trying to hit a target that is using cover. 
   
  Cover Type 
  Cover Penalty to Hit Target 
  One-quarter Cover 
  +3 to Difficulty 
  One-half Cover 
  +6 to Difficulty 
  Three-quarters Cover 
  +10 to Difficulty 
  Full Cover 
  Opponent is fully protected by Cover. Only Armor Piercing 
  ammunitions will be able to defeat this cover. 
  Mystical Concealment 
  The attacker makes their attack attempt at a -10 to their Contest. 
   
  Conversion for Dice Rolls instead of Playing Cards 
   
  For those of you that are diehard dice fanatics, here is the conversion so that you can use your gaming dice instead of the playing 
  cards. You will need two D10s, and one D4.  
   
  • 
  The first D10s is for a Positive outcome to the dice roll (as in the 1 to 10 positive numbers that playing cards can produce).  
  • 
  The second D10 (different color) is for a Negative outcome.  
  • 
  The D4 is to represent the Face Cards and their Negative effects. ( 1 = Jack, 2 = Queen, 3 = King, and 4 = Joker) 
   
  Here is the way it works, when you roll the D10s take the die the rolls the highest number. If it’s the Positive, simply add the 
  number rolled to the Attribute + Skill to get your total for resolution. If the Negative die rolls high, roll the D4 to determine which 
  of the face cards that the Actor will get; and then simply take the negative number from the Chart above. Past that, there are no 
  changes in the Center Stage Game System. We highly recommend the Card System as it was designed because the probability of 
  Face Cards appearing under the dice conversion greatly increases. 
   
  Range Difficulty Chart 
  Short (1 to 10 Ft.) 
  Medium (11 to 20 Ft.) 
  Long (21 to 50 Ft.) 
  Extreme Long (50 to 200 Ft.) 
  -2 to Difficulty 
  +2 to Difficulty 
  +6 to Difficulty 
  +10 to Difficulty 
  When attempting to shoot at a target, the shooter must be able to equal to or beat their Opponents Agility + Dodge (+Range 
  Modifier) + Card to Hit their Target. To Dodge, the Opponent must beat the Shooter’s Total Resolution Value. 
   
  Hit Location Chart 
  Right Leg 
  1 
  Jack 
  Chest 
  Left Leg 
  2 
  Queen 
  Neck 
  Right Arm  
  3 
  King 
  Head 
  Left Arm  
  4 
  Joker 
  Heart 
  Abdomen 
  5-6 
   
   
  Chest 
  7-10 
   
   
   
   
   
   
   
   
   
  
   
  247 
  Health & Healing 
  A Persona in the Center Stage Game System has 2 different types of wounds that can be inflicted, the first being stun damage. 
  These wounds are only temporary and last a very short time. The second type are actual physical damage done to the character via 
  any number of ways, this type of damage take a lot longer to heal and requires that the character take some downtime of rest and 
  relaxation to heal these injuries. 
   
  All wound penalties listed by the health levels indicate the number of Attribute traits the player loses in all Checks and Contests. If 
  the character is at Negative Attribute traits left, then they may not take an Action until that number rises against to a Positive 
  number. 
  Stun Damage: This type of damage is none fatal and considered temporary. A Persona heals a Rank of this damage every 10 
  rounds per Rank of stun damage taken. So for example; if a character is critically stunned and brought down to critical stun -4, then 
  it will take that character 70 rounds to completely recover from the stun. 
  Light Wounds: This type of wounds requires 2 days of rest per Light Wound healed. 
  Severe Wounds: This type of wounds requires 5 days of rest per severe wound healed. With accelerated healing medicines and a 
  physician at hand to aid in the healing process, the duration of the healing process can be greatly declined; to a minimum of 1 week 
  to bring the Persona up to Light Wounds. 
  Critical Wounds: This type of wounds can take one month per critical wound to heal in normal time. With accelerated healing 
  medicines and a physician at hand to aid in the healing process, the duration of the healing process can be greatly declined; to a 
  minimum of 3 weeks to bring the Persona up to Severe Wounds. 
  Resisting Stun and Wound Damage: The Persona uses their Toughness Ranks and subtracts that number from the total 
  amount of Stun or Wound Damage that was done to them each turn during a combat. 
  Attribute Damage: This type of Damage directly affects a Personas Attributes. Losing an Arm would remove a Rank in a 
  Personas Agility, while taking a nasty face Wound could result in the Person closing a Rank in Appearance. 
  Healing Attribute Damage: Attribute Damage takes One Week per Rank of Wound damage to heal. 
  Life Force: All Personas have a set amount of Life Force that represents the life energy that naturally keeps them living. 
  Whenever a Persona reaches 5 Life Force Points through use of Life Force or the drain of their Life Force, that Persona takes a 
  point of Fatigue/Stun damage and for every point below 5 the Persona takes another point of fatigue/stun damage. When a Persona 
  reaches 0 Life Force, that Persona falls unconscious. When Persona loses 9 points of Life Force past 0, that Persona dies.  
  Life Force Regeneration: Only living creatures have the capacity to regenerate Life Force points that have been spent or 
  drained. Life Force regenerates at 1 Life Force point per hour of restful sleep. Creatures that are denied the ability to sleep will 
  simply not regenerate their lost Life Force points until they have succumbed to unconsciousness. 
   
  Health Ranks 
  Stun Ranks 
  Wound Ranks 
  Light Fatigue/Stun 
  Light Wounds 
  No Penalties 
   
  No Penalties 
  4 
  4 
  4 
   
  4 
  4 
  4 
  Severe Fatigue/Stun 
  Severe Wounds 
  -1 
  -2 
  -3 
   
  -1 
  -2 
  -3 
  4 
  4 
  4 
   
  4 
  4 
  4 
  Critical Fatigue/Stun 
  Critical Wounds 
  -4 
  -5 
   
  -4 
  -5 
  4 
  4 
   
  4 
  4 
  Defenseless 
  Defenseless 
  4 
   
  4 
  Unconsciousness  
  Death 
  4 
   
  4 
   
   
  
   
  248 
  Fatigue/Stun Damage 
  Light Stun: The Persona has been knocked around a bit, but they have yet to under any Stun penalties. 
  Severe Stun: The Persona has been hit hard enough to impair their ability to defend themselves, although not life threatening, the 
  opponent has a definite advantage over the Persona. 
  Critital Stun: The Persona has been hit so hard that their ability to defend themselves has been seriously hampered and the 
  opponent has an overwhelming advantage over the Persona. 
  Defenseless: The Persona has been hit so hard that they no longer have the ability to defend themselves from further attacks; if 
  the opponent strikes them again they will be rendered unconscious. 
   
  Unconsciousness: The Persona has been rendered unconscious; the Persona is now at the mercy of their opponent. Any further 
  Stun Damage that is acquired translates into Wound Damage. 
   
  Wound Damage 
  Light Wounds: Slight bumps, bruises, or lacerations. The Persona has been knocked around a bit, but they have yet to under any 
  Wound penalties.  
  Severe Wounds: The Persona has been wounded enough to impair their ability to defend themselves, these wounds are life 
  threatening, the opponent has a definite advantage over the Persona. 
  Critital Wounds: Deep Gashes to impaling wounds. The Persona has been wounded to the point that their ability to defend 
  themselves has been seriously hampered and the opponent has an overwhelming advantage over the Persona; at this point the 
  Persona is very much in danger of losing their life due to blood loss and internal injuries. 
  Defenseless: The Persona has been wounded to the point that they can no longer defend themselves from their opponent or any 
  further attacks; if the opponent strikes the Persona again the result will be Death. 
   
  Death: The Persona has been killed 
   
  Episodic Starting Life Force Chart (For Lilans, Revenants & Thralls)
  Card = Starting Life Force Points 
  Card 
  =
  Starting Life Force Points 
  1 
  = 1 Life Force Point 
  Jack 
  =
  11 Life Force Points 
  2 
  = 2 Life Force Points 
  Queen 
  =
  12 Life Force Points 
  3 
  = 3 Life Force Points 
  King 
  =
  13 Life Force Points 
  4 
  = 4 Life Force Points 
  Joker 
  =
  Maximum Life Force Points 
  5 
  = 5 Life Force Points 
   
   
   
  6 
  = 6 Life Force Points 
   
   
   
  7 
  = 7 Life Force Points 
   
   
   
  8 
  = 8 Life Force Points 
   
   
   
  9 
  = 9 Life Force Points 
   
   
   
  10 
  = 10 Life Force Points 
   
   
   
  Those Personas with the Life Force Restriction Disadvantage begin each Episode with 2 less Life Force Points than those Personas 
  without the disadvantage. 
   
   
   
  
   
  249 
  Alcohol Resistance Table 
  Alcohol Type 
  Number drinks 
  Vitality Check Difficulty 
  Fail Penalty 
  Weak Alcoholic Drink 
  5 
  Simple 
  -1 to Psyche & Vitality 
  Strong Alcoholic Drink 
  2 
  Difficult 
  -1 to Psyche & Vitality 
  Extremely Potent Alcoholic Drink 
  2 
  Very Difficult 
  -1 to Psyche & Vitality 
   
  When a Persona has been reduced to 1 Vitality from intoxication; each successive drink prompts an additional Vitality Check. 
  Failure of this additional Check renders the Persona unconscious. If a Persona is reduced to 0 Vitality due to intoxication, they fall 
  unconscious and are subject to alcohol poisoning. For every hour that the Persona does not receive medical treatment, the Persona 
  will suffer 1 Rank of Wound Damage until they have either been given medical attention or they die. If Persona draws a Joker when 
  attempting to make a Vitality Check to resist the effects of alcohol, the Persona immediately passes out due to being overcome by 
  the intoxicating effects of the alcohol. 
   
  Alcoholic Drink Examples 
  Weak Alcoholic Drinks 
  Beer, Ale, Schnapps, Wine Coolers 
  Strong Alcoholic Drinks 
  Whiskey, Rum, Vodka, Wine 
  Extremely Potent Alcoholic Drinks 
  Everclear, Moonshine 
   
  Recovering Psyche & Vitality 
   
  A Persona must rest for a minimum of 8 hours to recover all Psyche and Vitality Ranks that are lost due to alcoholic intoxication. 
  For the first 3 hours after awakening from alcoholic intoxication, the Persona will suffer a -1 to all Checks and Contests due to their 
  “hangover”. 
   
  Poisons 
   
  Eventually the use of poisons as a weapon comes up in almost every role-playing game. Some poisons will do stun damage; other 
  poisons will be wound damage to those Personas that are affected by the poison. Generally poisons come in two types; those that 
  are naturally occurring and those that are created through the mixture of chemicals. In the Center Stage Game System, poisons 
  come in four category types; 1) Absorbed Poisons, 2) Ingested Poisons, 3) Inhaled Poisons, and 4) Insinuative Poisons.  
   
  Absorbed poisons, also known as contact poisons, enter the victim’s body by passing through their skin or membranes. No cut or 
  tear in the skin is required for the poison to enter the body. These poisons are usually found in the form of gels, ointments, powders, 
  thick liquids, and syrups that can be applied to surfaces of doors, handles, traps and weapons. 
   
  Ingested poisons must be ingested (eaten or swallowed) by the victim in order to enter the body, usually these poisons are added to 
  foods or drinks. These poisons are generally found in the form of a liquid, powder or syrup that tends to have no taste at all; or if it 
  does have a taste, the taste is pleasant, making the poison undetectable by casual inspection. 
   
  Inhaled poisons are airborne toxins that must be introduced into the victim’s respiratory system through the act of breathing in 
  order for the poison to work; merely walking through a poison cloud is not enough for the Persona to be affected by the poison, but 
  if the Persona breaths in the poison, then they will be affected. These poisons tend to appear in liquid or powder form; when a 
  container with the poison is thrown or smashed, the compartments that separate the poisons components mix and create the gas that 
  will be inhaled by the victim. Generally the size of the container dictates the size of the poison cloud; the larger the container, the 
  larger the poison cloud. It is not uncommon for the archers of old to attach poison containers to their arrows in order to poison 
  groups of enemy soldiers. In most cases, the poison clouds only last for a scene and then dissipate.  
   
  Insinuative poisons enter the body thru cuts or punctures in the skin. These poisons are usually placed on a weapon and come in a 
  variety of forms including pastes, oils, gels, syrups, liquids and powders. Although these poisons have color, once applied to a 
  surface, they tend to fade into the material they're applied to, making them hard to notice.  
   
   
   
  
   
  250 
  Toxin Resistance Table 
  Toxin Potency 
  Number Doses 
  Vitality Check Difficulty 
  Fail Penalty 
  Weak Toxin 
  1 
  Simple 
  See Toxin 
  Moderate Toxin 
  1 
  Difficult 
  See Toxin 
  Strong Toxin 
  1 
  Very Difficult 
  See Toxin 
  Potent Toxin 
  1 
  Very Difficult 
  See Toxin 
  Extremely Potent Toxin 
  1 
  Next to Impossible 
  See Toxin 
   
  Doses  
   
  For the purposes of this table, a dose is considered to be the typical amount of a toxin that a Persona will come into contact with. 
  For example; in the case of an animal or insect, a bite or sting is considered to be a single dose. In the case of other commercial 
  toxins; the dose is what would be considered an effective amount. 
   
  Overdose 
   
  Exposure of a Persona to an additional dose of a poison while under the effects of a previous dose of the same poison will increase 
  the toxin potency of this dose by one step. Additional effects of an overdose may occur, see individual poisons for specifics. 
   
  Duration 
   
  In the case of Toxins that have a duration of variable number + Card, use the following values: if Jack = 2, if Queen = 4, if King = 
  8, or if Joker = 20 
   
  Toxin Examples 
  Weak Toxin 
  Pepper Spray, Sleeping Pills, Black Widow Venom 
  Moderate Toxin 
  Jellyfish Venom, Tetrodotoxin (ingested), Arsenic 
  Strong Toxin 
  Scorpion Venom, Chloral hydrate, Chloroform 
  Potent Toxin 
  Belladonna (Deadly Nightshade), Cyanide, Strychnine 
  Extremely Potent Toxin 
  Tetrodotoxin (insinuative), Curare 
   
  Weak Toxins 
   
  Black Widow Venom 
   
  Pepper Spray 
   
  Sleeping Pills 
  Type: Insinuative 
  Immediate Effects: The victim suffers 
  severe pain, muscle cramping in the 
  back 
  and 
  thighs, 
  headaches 
  and 
  dizziness, anxiety and insomnia, and 
  joint pain. This all results in a -1 penalty 
  to the victim’s Vitality. On a failed 
  Vitality Check, the victim suffers shock 
  resulting in an additional loss of 1 
  Vitality Rank. 
  Lasting Effects:  The Vitality loss from 
  this toxin lasts for a period of Card 
  Weeks. An overdose this toxin results in 
  the loss of an additional Vitality Rank. 
  Treatment: Black Widow venom may be 
  treated with Black Widow anti-venom. 
   Type: Absorbed 
  Immediate Effects: The victim immediately 
  suffers an extreme burning of the skin and a 
  stinging of the eyes. If the Persona fails their 
  Vitality Check, they are rendered blinded for 
  the period of 30 minutes. 
  Lasting Effects: The victim suffers a -3 to all 
  Checks and Contests for the duration of the 
  Scene. 
  Treatment: The victim must simply wait out 
  the effects of the Pepper Spray. 
   Type: Ingested 
  Immediate Effects: This drug is intended to 
  induce sleep. On a failed Vitality Check the 
  Persona enters into a deep sleep Vitality 
  Ranks + Card Hours. An overdose of sleeping 
  pills forces an additional Vitality Check, 
  failure indicates that the Persona is rendered 
  unconscious and is unable to breath (see 
  Drowning & Suffocation) 
  Lasting Effects:  None 
  Treatment: The victim must wait for the 
  effects to wear off. In the event of an overdose, 
  the victimmust be rushed to a Hosptials poison 
  control unit. 
   
   
   
  
   
  251 
  Moderate Toxins 
   
  Arsenic 
   
  Jellyfish Venom 
   
  Tetrodotoxin 
  Type: Ingested 
  Immediate Effects: The victim begins 
  suffering extreme nausea and stomach 
  pain, which can lead to vomiting and 
  violent hellishly painful diarrhea. The 
  immediate effects is it the victim suffers 
  a -2 to all Vitality Checks and Contests 
  for the period of Card hours. 
  Lasting Effects: If the Persona fails a 
  Vitality Check, for the duration of this 
  toxins immediate effect, the Persona 
  loses 1 Rank of their Intellect and 
  Psyche. An overdose of Arsenic causes 
  an additional Vitality Check, if this is 
  failed; the Intellect and Psyche loss is 
  permanent. 
  Treatment: The Persona must seek 
  medical attention immediately from a 
  Hospital. 
   Type: Insinuative 
  Immediate 
  Effects: 
  Subject 
  suffers 
  excruciating pain and the venom causes 
  temporary paralysis for Card + 10 Rounds. 
  Lasting Effects: If the subject fails their 
  Vitality Check they begin taking a Rank of 
  Wound Damage every 2 Rounds for a period 
  of 10 Rounds total. The Wound Damage 
  taken from this venom leaves a permanent 
  scar due to the necrotic effects of the venom. 
  Treatment: The sting and venom of a 
  Jellyfish can be treated with a standard First 
  Aid Skill Check at Difficulty: Difficult. 
   Type: Ingestive & Insinuative 
  Immediate Effects: Subject suffers weakness 
  leading quickly into paralysis and eventually 
  into a death-like state. The victim subject can 
  linger near death for several days in this 
  paralyzed state. For every hour that the victim 
  is under the influence of this poison, the 
  Persona loses 1 Rank in both Agility and 
  Brawn. Once 3 hours have passed, the victim 
  will lose all remaining Ranks that they have in 
  both Agility and Brawn; at which point the 
  victim enters a death-like state (coma). 
  Lasting Effects: If the subject fails their 
  Vitality Check they immediately enter a death-
  like state for the next Vitality Ranks + Card 
  days. The Persona takes a Rank of Wound 
  Damage per day that they remain in this 
  death-like state.  
  Treatment: No antidote has been developed 
  for Tetrodotoxin. Treatment for ingested 
  Tetrodotoxin involves emptying the stomach, 
  feeding the victim activated charcoal to bind 
  the toxin, and standard life support measure to 
  keep the victim alive until the effect of the 
  poison has worn off. 
   
  Strong Toxin 
   
  Chloral Hydrate 
   
  Chloroform 
   
  Scorpion Venom 
  Type: Inhaled 
  Immediate Effects: This drug is used 
  for the short time treatment of insomnia 
  and is a potent sedative; in illegal circle 
  this drug is used occasionally as a date-
  rape drug. On a failed Vitality Check the 
  Persona enters into a deep sleep Vitality 
  Ranks + Card Hours.  
  Lasting Effects:  An overdose of 
  Chloral Hydrate is marked by short-term 
  memory lose (8 hours of memories lost), 
  convulsions, 
  nausea, 
  vomiting 
  and 
  respiratory problems. The Persona loses 
  1 Rank of both Intellect and Psyche for 
  the period of Card days. The Persona 
  must succeed in a Vitality Check, failure 
  indicates that the Persona is rendered 
  unconscious and is unable to breathe 
  (see Drowning & Suffocation). 
  Treatment: The victim simply has to 
  wait for the poison to wear off. 
   Type: Inhaled 
  Immediate Effects: This drug is used by 
  criminal and law enforcement agencies, as 
  well as the medical community to induce 
  unconsciousness.  While under the effects of 
  Chloroform the Persona suffers a -2 Penalty 
  to all Checks and Contests for a period Card 
  hours. If the Persona fails their Vitality 
  Check they are rendered unconscious for 
  Card hours.  
  Lasting Effects:  Along with the penalties 
  and unconsciousness, a Persona gains the 
  benefit the Advantage: Pain Resistance. An 
  overdose of Chloroform requires that the 
  Persona succeed on a Vitality Check, or 
  permanently lose 1 Rank of Vitality. 
  Treatment: There is no mundane treatment 
  to recover Vitality lost to this type of 
  poisoning. The victim must simply wait for 
  the other effects to wear off. 
   Type: Insinuative 
  Immediate Effects: The victim suffers 1 
  Wound of Damage from blood loss, and loses 
  1 Rank of Intellect and Psyche for the period 
  of Card times 2 Hours. 
  Lasting Effects:  After the end of the 
  immediate effects, the Persona must make a 
  second Vitality Check; failure of this Vitality 
  Check renders the Intellect and Psyche loss 
  permanent. 
  Treatment: Scorpion venom may be treated 
  with Scorpion anti-venom. 
   
   
   
   
   
   
  
   
  252 
  Potent Toxins 
   
  Belladonna (Deadly Nightshade) 
  Type: Ingestive 
  Immediate Effects: Subject suffers from a racing heart; disorientation giving the Persona a -1 to Agility, Intellect, and Vitality for the next scene 
  (2 hours). 
  Lasting Effects: If the subject fails their Vitality Check they suffer a massive heart attack that reduces them to the 1st box of Critical Wounds (-4); 
  thereafter taking an additional Wound per 15 minutes that the Persona does not receive proper medical treatment. 
  Treatment: The antidote for Belladonna poisoning is Physostigmine, a common pharmaceutical. 
   
  Cyanide 
  Type: Ingestive, Inhaled, & Insinuative 
  Immediate Effects: The victim may suffer a loss of consciousness preceded by weakness, headaches and a difficulty in breathing. This can lead to 
  a coma with seizures and cardiac arrest with death following in a matter of minutes.  The Persona suffers a -2 penalty to all Checks and Contests. 
  If the victim fails their Vitality Check,  they suffer a cardiac arrest attack that reduces them to the 1st box of Critical Wounds (-4); thereafter taking 
  an additional Wound per 15 minutes that the Persona does not receive proper medical treatment. 
  Lasting Effects: If the Persona is exposed to less than lethal amounts of Cyanide (less than one dose) over a period of a year, the Persona must 
  succeed in a Vitality Check; if failed the Persona suffers a permanent Rank reduction of 1 in Agility, Brawn, and Vitality. If the Persona critically 
  fails this Vitality Check, the Persona is permanently paralyzed. 
  Treament: The treatment of Cyanide poison requires the use of a standardized antidote kit that typically requires that the victim be taken to a 
  hospital. Those with access to restricted medical supplies can also obtain one of these Cyanide Poison Antidote Kits. 
   
  Strychnine 
  Type: Absorbed, Ingested, Inhaled, & Insinuative 
  Immediate Effects: The victim suffers muscular convulsions that will last for a period of Card hours, and the Persona suffers a -4 Penalty to all 
  Checks and Contests. 
  Lasting Effects:  On a failed Vitality Check, the Persona begins suffering Fatigue Damage at a rate of 1 Rank per hour that they are affected by 
  the poison (See Fatigue Damage). 
  Treatment: Although there is no known antidote for Strychnine, it is possible to treat it through the use of an activated charcoal infusion, which 
  serves to absorb any remaining poison, along with Anticonvulsants and muscle relaxants. 
   
  Extremely Potent Toxin 
   
  Tetrodotoxin 
  Type: Ingestive & Insinuative 
  Immediate Effects: Subject suffers weakness leading quickly into paralysis and eventually into a death-like state. The victim subject can linger 
  near death for several days in this paralyzed state. For every hour that the victim is under the influence of this poison, the Persona loses 1 Rank in 
  both Agility and Brawn. Once 3 hours have passed, the victim will lose all remaining Ranks that they have in both Agility and Brawn; at which 
  point the victim enters a death-like state (coma). 
  Lasting Effects: If the subject fails their Vitality Check they immediately enter a death-like state for the next Vitality Ranks + Card days. The 
  Persona takes a Rank of Wound Damage per day that they remain in this death-like state. If the victim is injected (insinuative) with this poison, 
  the victim must make a Vitality Check at difficulty: Next to Impossible, or they suffer a massive heart attack that reduces them to the 1st box of 
  Critical Wounds (-4); thereafter taking an additional Wound per 15 minutes that the Persona does not receive proper medical treatment. 
  Treatment: No antidote has been developed for Tetrodotoxin. Treatment involves standard life support measure to keep the victimalive until the 
  effect of the poison has worn off. 
   
  Curare 
  Type: Insinuative 
  Immediate Effects: The victim suffers muscle paralysis (meaning the victim can not move, although speaking is still possible) for Card hours. 
  Lasting Effects:  On a failed Vitality Check, the victim is rendered unconscious (drops to Stun Damage Rank – Unconscious), and begins to 
  suffocate (See Drowning & Suffocation). 
  Treatment: There is no antidote for Curare; the victim must simply wait for the poison to wear off.  If the victim begins to suffocate, it is possible 
  to keep the victim alive as long as it possible maintains the victim’s respiration artificially until the poison has worn off. 
   
   
   
   
  
   
  253 
  Movement Rates 
  Creature Type 
  Per Hour 
  Per Day 
  Average Human & Atlantean (Male) 
  3.5 MPH 
  28 MPH 
  Average Human & Atlantean (Female) 
  3.0 MPH 
  24 MPH 
  Soldier Human & Atlantean (Male) 
  3.75 MPH 
  30 MPH 
  Soldier Human & Atlantean (Female) 
  3.5 MPH 
  28 MPH 
  Mounted on Light Horse 
  4 MPH 
  32 MPH 
  Mounted on Heavy Horse 
  3.5 MPH 
  28 MPH 
   
  Size Categories 
   
  Unlike what a famed sage would have you believe, size does matter, or at least it does in combat. When two creatures of equal size 
  face off, neither has an advantage or penalty.  
   
  However, the smaller a creature is, the harder it is to hit or evade. Likewise, the larger a creature is, the easier it is to hit or evade. 
  These bonuses and penalties also apply to combat skills used against vehicles or while using a vehicle to perform combat skills. 
   
  This translates into either a bonus or penalty on Combat Skills based on the difference in size. A Persona receives a +1 Bonus to all 
  Combat Skills against an opponent for each size above their own. For example, an Atlantean trying to shoot a large animal, such as 
  a bear, would have a +1 bonus to their firearms skill; additionally a persona receives a -1 penalty for each size category below their 
  own. For example, that same Atlantean trying to kick a small creature, such as a cat, would suffer a –1 penalty to their strike skill. 
   
   
  Tiny 
  Small 
  Medium 
  Large 
  Massive 
  Colossal 
   
   
   
   
   
   
  The size of a small bird or 
  mouse. 
  The size of a cat or 
  a dog. 
  The size of a large 
  dog or human, or 
  vehicles roughly the 
  size motorcycle. 
  The size of a horse 
  or a large bear, or 
  vehicles 
  roughly 
  the size of a car. 
  The 
  size 
  of 
  an 
  elephant, or vehicles 
  ranging 
  from 
  the 
  size of an SUV or a 
  Tank. 
  The size of a blue 
  whale or an Old One, 
  or vehicles the size of 
  an ocean liner. 
   
  Prestige & Renown 
   
  Prestige & Renown is the measure of an individuals worth to others of their House and the Imperium at large. Many times this 
  directly reflects the way they are treated by those around them and how other members of their House are treated by those not of 
  their House. 
   
  Gaining Renown: To gain Prestige & Renown; a Persona proves themselves to their peerage as one worthy of recognition. They 
  lead by example, performing acts in the service of their House or the Imperium as a whole. Once enough time has gone by, the 
  Persona’s Prestige & Renown will rise at the discretion of the Director. 
   
  Losing Renown: One can lose Prestige & Renown just as easily as one can gain it. A Persona loses Prestige & Renown through 
  the commission of acts that go against the grain of their House or the Codex Imperialis of the Imperium. An Example is; A member 
  of House Ramius refuses to punish a member of House Draconis that has just crossed the line in dealings with his House. For that 
  act his name would be stained as a traitor to his House. Another Example is; A member of the Court of Roses  is traveling through a 
  hamlet that is under siege by a host of Reavers, if he simply does nothing to help the hamlet, there is a chance his Renown will 
  plummet if any from the hamlet saw him pass by without attempting to assist them or if anyone hears of his act of cowardice.  
   
  System: House Prestige and Imperium Renown allow a Persona to add their Ranks in House Prestige or Imperium Renown to 
  Persuasion and other assorted Skill Checks.  House Prestige can only be used when dealing with other members of a Persona’s 
  House. Imperium Renown can be used when dealing with anyone that is a member of the Second Atlantean Empire; it should be 
  noted that it is possible to use both House Prestige and Imperium Renown together when dealing with situations where a Persona is 
  dealing with another member of their own House. 
   
   
   
  
   
  254 
  -1 
  Reaver 
  Little better than a Pariah; in some ways even worse. Completely ignored by their former peers 
  for the most part. Unwanted by House mates and the Imperium, their voice goes unheard in 
  House and Imperium gatherings. At this point they are not even considered a member of a 
  House. 
   
  0 
  Outcast/Pariah 
  Sneered at by their peers, considered beneath notice. Are always given the shoulder (publicly) 
  from the more sympathetic members of their House. Perhaps quietly assisted from the shadows, 
  but plausible deniability provided for. 
   
  1 
  Tolerated 
  One who is very young within a House and has yet to begin making a name for themselves.  
   
  2 - 3 
  Accepted 
  One who has begun making their name know to the world, but many still couldnt name them if 
  pressed. 
  Knows 
  their 
  Ps 
  & 
  Qs, 
  also 
  knows 
  the 
  basics 
  of 
  the 
  Codex Imperialis, House Traditions and Structure / Hierarchy. Has recently introduced to the 
  First Citizen of their city. 
   
  4 - 5 
  Known 
  Their name has begun to grow in reputation and fame. They are known within the city (locally) 
  and have a voice in local House meetings. May be listened to at larger meetings, but also maybe 
  not. Knows not only the House philosophies, but also the goal and opinions, the House’s 
  outlooks and plans.  
   
  6 - 7 
  Established 
  The life of the party, popular locally. These individuals are invited to give their opinions and 
  advice at gatherings of the local populace. These are the Up and Comers or Atlantean society. 
  They have somewhat of a controlling voice in local House meetings. Their name is known in 
  other cities and they may speak at the House or City meetings of other cities. 
   
  8 - 9 
  Respected 
  These individuals are usually sought after in times of urgent need. Their name is known 
  throughout their respective House or the Imperium at large. Atlanteans in several other cities 
  know of them. Advice is sought after locally and requested, on occassion, from outside their 
  home city. He or she has a strong, leading voice locally, and may speak in other cities. 
   
  10 - 12 
  Honored 
  Known to follow the traditions and customs of their House, these individuals are held in high 
  esteem and their services are always in high demand by those of their House and by those not of 
  their House. By this point, the individuals House ceases to become an issue when addressing 
  their worth. They are known and somewhat popular throughout a large area, other cities. Invited 
  to visit, advice, sought after. 
   
  13 - 18 
  Impressive 
  Few amongst their House and the Imperium would dispute their wise decisions. They are 
  listened to by many; their advice is constantly sought after by those from within the Imperium. 
  They are often so busy advising others that their affairs suffer locally or must be delegated to 
  others.  
   
  19 - 25 
  Revered 
  A true role model. They are known to all the "movers and shakers" in the Imperium. They are 
  frequently invited to visit other cities to assist with their decisions and local affairs. 
   
  26 - 28   
  Mentor 
  Their Name and Reputation is known throughout the Imperium, many seek them out to advise 
  them on how to do things and wish the individual to teach them "their" ways of dealing with 
  situations and politics. 
   
  29 
  Patron: 
  Their Name and Reputation have spread so far among their House and the Imperium that many 
  seek them out so that they may assist the individual in their affairs. 
   
  30 +    
  Legendary 
  They are the embodiment of all that their House stands for. They are that which all members of 
  their House and other Houses seek to be. Their word defines their House, as it defines them 
  selves. 
   
  Fear & Madness 
   
  Fear as defined by the dictionary is; “A feeling of agitation and anxiety caused by the presence or imminence of danger.” All 
  creatures that live and breath suffer from fear at one point or another, it is a natural survival mechanism, and usually occurs in 
  response to specific negative situations.  
   
  Personas in Dark Aeons: The Atlantean Chronicles suffer from Fear Checks when a Persona gets into a situation that would 
  
   
  255 
  scare them (as in finding a corpse sitting in the front seat of a car, witnessing a murder, being attacked by a pack of rabid dogs, or 
  uncovering some secret or secrets that man was not meant to know, etc.) the Actor makes a Fear Check for their Persona by using 
  their Resist Fear & Madness Ranks + Drawing a Card from their Deck.  Below is a difficulty chart for dealing with Fear. 
   
   
  Mental Stability 
   
  This Derived Attribute is a direct reflection of a Persona’s overall mental fortitude and the distance they must travel in their descent 
  into a madness that they will never be able to escape from. When a Persona reaches 0 (zero) Mental Stability, that Persona lapses 
  into a permanent state of catatonia from which there is no return; at which point the Persona is permanently retired from play.  
   
   
  Mental Degradation 
   
  This is the descent into madness that occurs when a Persona begins losing Ranks in their Mental Stability Derived Attribute; as a 
  Persona spirals closer and closer to insanity they begin gaining Minor and Major Madnesses that tend to hamper their ability to 
  interact with the world around them. There are certain Spells and Rituals that hasten a Persona’s descent into madness because 
  these Spells and Rituals have a Mental Degradation Cost on top of the normal costs. 
   
   
  Recovering Mental Stability 
   
  There are several ways for a Persona to regain some of their lost Mental Stability Ranks; the first is through Psychiatric 
  Medications, the second is through Psychoanalysis through a trained Psychiatrist, the third way is for the Persona to check 
  themselves into a Psychiatric Institution and through a combination of the Psychiatrists and Psychiatric Medications can regain 
  some of their lost Mental Stability. The last way, and often the most difficult, is for the Persona to confront the source of the lost 
  Mental Stability and in defeating them or it, the Persona is able to regain some of his or her lost Mental Stability. 
   
  Below are the ways the system allows for an Actor Controlled Persona to regain some of their lost Mental Stability: 
   
   
   
  Psychiatric Medications 
   
  3 Months of daily Psychiatric Medications can allow a Persona to 
  regain 5 Ranks of lost Mental Stability. 
  Psychoanalysis through a trained Psychiatrist 
   
  3 to 6 Months of Psychoanalysis through a trained Psychiatrist 
  (Director’s decision) can allow a Persona to regain 5 Ranks of lost 
  Mental Stability. 
  Psychiatric Institutionalization 
   
  3 Months of Psychiatric Institutionalization can allow a Persona 
  to regain 5 Ranks of lost Mental Stability. However, there is a 
  10% chance (Draw from Actor’s Deck without Face Cards, an 
  Ace equals that 10% chance) that the Persona will lose another 3 
  to 5 Ranks of Mental Stability due to their confinement in the 
  Psychiatric Institution and because of the other Patients. 
  Confrontation with the Source 
   
  A Persona can regain 5 Ranks of lost Mental Stability by 
  confronting the source of their lost Mental Stability; whether it 
  was a Servitor of Cthulhu or a Psycho killer that tortured the 
  Persona, confronting the source and defeating them can allow the 
  Persona to regain some of his or her lost sanity. 
   
  Fear Difficulties 
  Difficulty 
  Example 
  Trivial  
  • 
  Hearing strange noises 
  • 
  Seeing an object fall off a table for no reason 
  • 
  Seeing a wall covered with insects 
  • 
  Being forced to crawl through a small space 
   
  
   
  256 
  Simple 
  • 
  Finding a Corpse 
  • 
  Witnessing someone being killed or murdered 
  • 
  Seeing a Ghost 
  Difficult  
  • 
  Witnessing a Friend being killed or murdered 
  • 
  Being attacked in total darkness 
  Very Difficult 
  • 
  Having a corpse fall out of no where in front of you 
  • 
  Being eaten alive 
  Next to Impossible 
  • 
  Witnessing your entire family murdered in front of you 
  • 
  Discovering secrets man was never meant to know 
   
  Additional Fear Modifiers 
  The following modifiers add or subtract from the difficulty of making a Fear Check.  + means that it adds to the Difficulty, - means 
  that it subtracts from the Difficulty. 
  Modifier 
  Example 
  -1 
  The Persona has prepared them selves in advice for an encounter. 
  -1 
  Seeing a corpse that has been prepared for a funeral 
  -1 
  Seeing a corpse in the back of a funeral home 
  -1 
  Finding the skeletal remains of a person 
  -1 
  Finding the remains of a animal 
  +1 
  Finding a heavily decomposed or mutilated corpse.  
  +1 
  Finding the corpse of a friend or loved one 
  +1 
  Finding the corpse of a child 
  +1 
  Darkness or near dark conditions 
  +1 
  Any situation that confronts a Persona with one of their Phobias 
  -1 
  The triggering Fear factor is witnessed from a Medium to Long distance. 
  All Fear Modifiers have a cumulative effect.  
   
  Example: Finding a heavily decomposed corpse in total darkness would raise the Fear Difficulty of a encounter by +2. 
   
  Failing a Fear Check 
   
  When Personas succeed in confronting their Resist Fear & Madness Checks, play continues as normal. It is when a Persona fails 
  their Resist Fear & Madness Check; that Is when encounters start to take on a life of their own. The below chart should be used 
  when Personas fail their Fear Checks. To determine just how badly a Persona has failed their Resist Fear & Madness Check, find 
  the number of points by which they have failed their Resist Fear & Madness Check and compare it to the table below. 
   
  Failed By 
   
  Degree of Failure 
   Mental Degradation 
   Fear Effect 
   
   
   
   
   
   
   
  1 to 4 points 
   
  Minor 
   
  -2 Ranks 
   
  The Persona becomes startled and for the next 
  round they are at a -2 to all Card Draws. 
  Afterwards the Persona will recover normally. 
   
   
   
   
   
   
   
  5  to 9 points 
   
  Major 
   
  -6 Ranks 
   
  The Persona runs from whatever situation that 
  caused the failed Fear Check, they may not 
  return to the scene until the Fear factor has been 
  dispatched or simply fled the scene itself. 
  Whenever a Persona loses 6 to 8 Ranks of 
  Mental Stability over the course of a single 
  Episode; that Persona gains a temporary 
  Madness (Minor or Major; at the Director’s 
  discretion). This Madness will remain with the 
  Persona for the next 1 + Card Months of Play 
  (Jack = 11, Queen = 12, King = 14, & Joker = 
  16) 
   
   
   
   
   
   
   
   
   
  
   
  257 
  10 to 12 points 
   
  Severe 
   
  -12 Ranks 
   
  The Persona becomes catatonic for the rest of 
  the scene, unable to perform any actions. This 
  can be dangerous for Personas in the middle of 
  fight scenes. Whenever a Persona loses 12 
  Ranks of Mental Stability over the course of a 
  single Episode; that Persona gains a temporary 
  Madness (Minor or Major; at the Director’s 
  discretion). This Madness will remain with the 
  Persona for the next 6 + Card Months of Play 
  (Jack = 11, Queen = 12, King = 14, & Joker = 
  16) 
   
   
   
   
   
   
   
  13+ points 
   
  Reality Shaking 
   
  -16 Ranks 
   
  The Persona has been exposed to a Fear factor 
  that their mortal mind simply can not handle. 
  Because of this fear, the Persona becomes so 
  consumed with fear that they faint in an attempt 
  to retreat into the depths of their own mind for 
  safety. Whenever a Persona loses 16 or more 
  Ranks of Mental Stability over the course of a 
  single 
  Episode; 
  that 
  Persona 
  gains 
  two 
  permanent Madnesses (Major; at the Director’s 
  discretion). In isolated cases extreme psycho-
  therapy can overcome these Madnesses, but this 
  requires that the Persona regain 16 Ranks in 
  their Mental Stability and also requires at least 
  36 months worth of intense therapy. If the 
  Persona does not seek the help of a mental 
  professional, these Madnesses will follow them 
  for the rest of their days. 
   
  Abyssal Sorcery Mental Degradation 
   
  Any time that a Sorcerer casts Spells and Rituals that require the Abyssal Atunement Advantage, the Sorcerer will automatically lose 
  Ranks in their Mental Stability and gain Ranks in Abyssal Taint. 
   
  Spell/Ritual Rank 
   
  Mental Degradation 
   
  Abyssal Taint 
   
   
   
   
   
  1 
   
  1 
   
  2 
  2 
   
  2 
   
  5 
  3 
   
  3 
   
  6 
  4 
   
  4 
   
  7 
  5 
   
  5 
   
  8 
  6 
   
  6 
   
  9 
   
  Abyssal Taint 
   
  Abyssal Taint is a form of mental and physical corruption that occurs anytime that a living creature is exposed to the alien energies 
  that are connected to the Abyss. As a Persona is exposed to these warping energies, their bodies and minds will eventually begin 
  showing physical signs of their connection to the Abyss. When a Persona’s Abyssal Taint Ranks become equal to 50% of their Mental 
  Stability, the Persona’s body will begin manifesting physical manifestations of the Abyss or the Old One that is tied to the Abyssal 
  energies that the Persona is channeling. For every additional 5 Ranks of Abyssal Taint that a Persona acquires after they reach the 
  50% mark, they will gain an additional manifestation of the Abyss on their appearance. When a Persona’s Abyssal Taint reaches 
  100% their total Mental Stability, that Persona ceases to be human because the Abyss has changed them into a Servitor of the Abyss 
  or a Servitor of one of the Old Ones. 
   
   
  
   
  258 
  Examples of Abyssal Taint 
   
  The following are examples of possible manifestations of the Abyssal Taint: 
   
   
  Abyssal Third Eye 
  The Persona grows a third eye on their forehead where their mystical third eye should be. This eye 
  appears to be jet black and seems to open and close of its own accord. Through this Abyssal Third 
  Eye, the Persona is able to look into the minds of all those that they can see as if the Persona had the 
  Psychic Talent: Telepathy. At times the Persona must feed their third eye, see the Psychic Talent: 
  Psychic Vampirism for the system mechanics of feeding their Abyssal Third Eye. If a Persona refuses 
  to “feed” their Abyssal Third Eye, the eye will begin feeding on the Persona’s own Life Force until it 
  has fed upon 8 Life Force Points at which point the eye is sated for the moment. On average, the 
  Persona must feed the Abyssal Third Eye every 3 days. 
   
  Black Light Eyes 
  The Persona is able to see with absolute clarity in near to total darkness; the down side is that the 
  Persona’s eyes glow with an unearthly black light in darkness and the Persona must always wear dark 
  sunglasses during the day and in brightly lit places or they will take 2 points of Wound Damage per 
  Round that their eyes are exposed to the bright light or sunlight. This Abyssal Manifestation is 
  common among those Cultists of Nyarlathotep. 
   
  Canibalistic Hunger 
  The Persona has an insatiable hunger for the flesh and blood of the living. Because of this Abyssal 
  manifestation the Persona must consume their body weight in raw flesh every day or their body begins 
  consuming their own Life Force at the cost of 1 Life Force point per every 2 hours until the Persona is 
  dead or they feed their cannibalistic hunger. 
   
  Fires of the Abyss 
  The Persona gains the ability to draw upon the terrifying and monstrous power of the Abyss to direct 
  streams of Abyssal Fire at his or her opponents. To use this Abyssal Manifestation, the Persona must 
  spend 1 Life Force Point and succeed in a Psionics + Control + Card Check against a Target Difficulty 
  of: Difficult. Once the Persona has successfully called the power of the Abyss into them, the Persona 
  makes a second Psionics + Control + Card Contest against their intended Target’s Agility + Dodge + 
  Card. If the Persona successfully hits their opponent with the Abyssal flames, the opponent takes 6 
  points of Wound Damage. Everytime that a Persona draws upon the Fires of the Abyss successfully, 
  the Persona gains 1 Rank in Abyssal Taint. 
   
  Flesh of the Corpse 
  The Persona’s flesh takes on the appearance of a lifeless corpse; the skin becomes deathly pale and 
  takes on the chill of the grave. Their eyes take on the glassy look of a corpse. Because this Abyssal 
  manifestation, it is impossible for the Persona to pass normal inspection as a living person. 
   
  Gut Maw 
  The Persona’s abdomen transforms into a massive black icor slobbering mouth full of dagger-like 
  teeth, concealing a large prehensile tongue that can be used to Grapple the opponents of the Persona;  
  gaining a +5 Bonus to all Grapple Skill Checks connected to the tongue. This gluttonous maw 
  possesses an insatiable and ravenous hunger for the flesh and blood of the living. Its razor sharp teeth 
  give it Brawn +5 points of wound damage per successful attack. This Gut Maw must be fed daily, 
  requiring at minimum 20 pounds of raw flesh and blood. If this gapping maw is not sated daily, it will 
  begin comsuming the Life Force of its host at the cost of 8 points of Life Force per day. 
   
  Hard Carapace 
  The Persona’s flesh becomes hard and shiny like the carapace of an insect or crab; this Abyssal 
  Manifestation is almost impossible to hide. Because of this hard carapace, the Persona becomes 
  immune to all Stun Damage and they gain 4 Ranks that are added to their Toughness. This Abyssal 
  Manifestion is common among those Cultists of Arthath. 
   
  Hoof Feet 
  The Persona’s feet transform into inhuman looking hoofs; like that of a goat. The Persona is able to 
  move around normally with no penalty, but there is no way for the Persona to truly hide this Abyssal 
  Manifestation. 
   
   
   
   
  
   
  259 
  Mists of the Abyss 
  The Persona gains the ability to turn their body into an insubstantial mist that is immune to all physical 
  attacks (Sorcery and Psychic Attacks will affect the Persona as normal). Because of this change in the 
  Persona’s molecular make up, the Persona permanently loses 1 Rank in their Toughness Derived 
  Attribute. Furthermore, every time that the Persona takes a point of Wound Damage, they must 
  succeed in a Vitality Check against a Target Difficulty of: Difficult, or their body will automatically 
  revert to it’s mist form for the rest of the Scene (1 hour) in which they took the Wound Damage. 
   
  Scales of the Deep 
  The Persona’s body becomes covered in fine fish-like scales that have an iridescent quality that is 
  apparent to anyone viewing the Persona’s nake body; all of the Persona’s body hair is replaced by 
  these scales. Because of these scales, the Persona gains a +1 to their Toughness. This Abyssal 
  Manifestation is common among those Cultists of Cthulhu. 
   
  Scales of Tiamat 
  The Persona’s body becomes covered in fine reptilian scales like that of the Kamoto Dragon or an 
  iguana, that is apparent to anyone viewing the Persona’s nake body; all of the Persona’s body hair is 
  replaced with the reptilian scales.  Because of the scales, the Persona gains a +1 to their Toughness, 
  and an additional +1 to their Toughness when resisting Wounds from fire damage. This Abyssal 
  Manifestation is common among those Cultists of Tiamat. 
   
  Tentacle Limb 
  One of the Persona’s limbs transforms into a slime oozing tentacle that has thousands of tiny suction 
  cups that give the Persona a +5 Bonus when attempting to use their Grapple Skill against their 
  opponents with their tentacle limb. In addition the tentacle has the ability to spray a destructive icor at 
  the Persona’s opponents; this icor does 3 points of wound damage to any creatures that come in 
  contact with the icor, the icor does an additional 3 points of wound damage per round that it remains 
  on the Persona’s opponent. Against objects and structures this icor does 1 point of structure damage 
  for every round that the icor remains on the object or structure. Because of this Abyssal manifestation; 
  the Persona will always be 2 Life Force points down every day as those Life Force points go towards 
  feeding the tentacle. It is not unheard of for a Persona with this Abyssal manifestation to have it 
  appear multiple times, turning their limbs into tentacles as their Abyssal Taint increases. 
   
  Sway Rules 
   
  What is Sway? Quite simply it is ones ability to control the actions of others.  Every time 
  something bad happens in the Hood, the Mayor or City Council brings pressure on the 
  Chief of Police to take care of the situation. In pressuring the Chief of Police in to action, 
  the Mayor or the members of City Council are using their Sway to bring about an end 
  result. 
   
  One must remember that not everyone has the ability to make others Sway to their 
  whims, as such those Personas that do take the Sway Advantage, are gaining the ability 
  to control the actions of others in their respective city. It could be having Sway with the 
  local Mafia, and using their Sway to have a Hit put out on an enemy or a potential. Or, it 
  could be as simple as example I mentioned in the beginning where the Mayor uses his or 
  her Sway with the Chief of Police to have some thug apprehended for the murder of a 
  family friend.  
   
  The amount of Sway Ranks that a Persona possesses defines the level of personal control 
  that the Persona has over the Sway type. 
   
  In the end, it is up to the Actor and the Director to define what the Persona’s Sway is in 
  the city and it is up to the Actor to purchase the Sway Advantage (multiple ranks in 
  Sway can be purchases in Persona Creation). Once purchased, the Actor raises their 
  Sway through the system below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sway Ranks 
   
  Blocks 
  1 
   
  1 
  2 
   
  3 
  3 
   
  6 
  4 
   
  10 
  5 
   
  15 
  6 
   
  21 
  7 
   
  28 
  8 
   
  36 
  9 
   
  45 
  10 
   
  55 
  
   
  260 
  Basic Sway Rules 
  When increasing your Sway in a certain area, you can only move Right, Left, or Forward, on a grid of 100 blocks like the one 
  to the right.  One Block equals one week of downtime Sway Growth.  From one Sway Rank to the next requires the number of 
  Blocks in downtime Sway Growth. So to go from 1 Rank of Sway to 2 Ranks of Sway in a particular area, would require 3 
  weeks in downtime (time in between Episodes). 
   
  Sway Types 
  The following are the types of Sway that a Persona can purchase during Persona Creation, or through the course of a Season;  
  Church/Religion, Corporate, Entertainment, Judicial, Media, Police, Political, & Underworld. 
   
  Raising Sway 
  After Persona Creation, an Actor does not need to spend Study Points, what the Actor does is they turn in written downtime 
  reports to their Director on how they are going about raising their Sway in the particular area that their Persona is pursuing. 
  Then the Actor simply waits out the required time in weeks for their Sway to rise. 
   
  Reinforcing Sway 
  The Actor details in a downtime report how their Persona is protecting their Sway in their chosen area.  Then the Director or a 
  Stage Manager uses their best judgment when making calls on the status of the Persona’s Sway when another Persona or 
  Director Controlled Persona attempts to change the status of the aforementioned Persona’s Sway. 
   
  Stealing Sway 
  The Actor contacts the Director stating his or her intent to steal Sway away from another Persona or Non-Actor Persona. At 
  that point, the Director initiates the Contest versus the opposing Persona or Non-Actor Persona’s Sway. The Director then goes 
  to the opposing Actors (if two Personas are in competition) and has them defend with the same Contest. The Actor with the 
  highest resolution value is the winner. Ties always go to the defender. In a successful Contest, the Actors always simply gain 
  one block of their opponent’s Sway. 
   
  System 
  Persona’s Intellect + Subterfuge + Sway Ranks versus Opponent’s Intellect + Subterfuge + Sway Ranks = Resolution 
   
  Eliminating Sway 
  The Actor contacts the Director stating his or her intent to steal Sway away from another Persona or Non-Actor Persona. At 
  that point, the Director initiates the Contest versus the opposing Persona or Non-Actor Persona’s Sway. The Director then goes 
  to the opposing Actors (if two Personas are in competition) and has them defend with the same Contest. The Actor with the 
  highest resolution value is the winner. Ties always go to the defender. In a successful Contest, the Actors always simply 
  eliminates one block of their opponent’s Sway. 
   
  System 
  Persona’s Intellect + Subterfuge + Sway Ranks versus Opponent’s Intellect + Subterfuge + Sway Ranks = Resolution 
   
  Information Gathering 
  The Actor goes to the Director and initiates a Contest to find the Information they are seeking. Having the Investigation Skill 
  helps greatly in these Contests. If the Actor is able to beat the difficulty value that the Director established, they gain a piece of 
  whatever information that they were seeking. On Failures of 5 or more, the Director should give the Actor a piece of false or 
  misleading information. 
   
  System 
  Persona’s Intellect + Investigation + Sway Ranks versus a variable difficulty that is determined by the Director. 
   
   
   
   
   
   
   
   
   
   
  
   
  261 
  Basic Computing within the Omega-V Network 
   
  In most cases, a Omega-V computer user will not be doing anything too 
  interesting or illegal, and in these cases all the Persona needs to do is make 
  a Computers Skill Total + Card Check to determine if they pass or succeed 
  in their desired task. When we say nothing too interesting or illegal, we 
  mean computer tasks like checking your email, surfing the network, instant 
  messaging with friends, that type of thing; not going into a hostile computer 
  network and trying to raid its data stores. Just jack in, download and go 
  online. 
   
  However, some of the tasks that a Persona may wish to perform are 
  considered questionable activities by the law, and will meet with some 
  resistance from the Omega-V Computer network that you may be trying to 
  enter and from the Systems Operators that may be watching the network. In 
  these following situations here are a few rules to help you through your less 
  than legal tasks. 
   
  The rules below are presented in an equation format (A+B=C). Don’t let 
  that scare you, its all simply comparing one Resolution Total to another in 
  the end. Omega-V Computer users do not have to carry two decks around 
  with them; the same deck of cards that you use for normal Skill Checks and Contests will do here. The Omega-V Computers 
  uses exactly the same game mechanics system as is written throughout this book, so stop sweating. 
   
  Omega-V Computer Attribute 
  Ratings Chart 
  1 
  Poor 
  2 
  Average 
  3 
  Above Average 
  4 
  Exceptional 
  5 
  Masterful 
  6 
  Amazing 
  7 
  Extraordinary 
  8 
  Legendary 
  9 
  Unbelievable 
  10+ 
  Godlike 
   
  Omega-V Computer Combat 
   
  Initiative: Combat starts would with both the Actor and the Director drawing a Card from their decks and then adding 
  their CPU Speed to get a Resolution number. The one with the higher Initiative Value goes first with the one with the lower 
  initiative value going second in the Round. If there are more than one Omega-V Computer user involved in the Combat, then 
  simply follow the progression of highest to lowest initiative value. 
   
  Losing an Action in Initiative: If the CPU Speed of an Omega-V Computer is reduced to 0 Ranks, then the User or 
  System Operator may not take an Action that turn. If a Joker is drawn, then the User or System Operator can not take an 
  Action for this Round and the next. When either situation occurs, the User or System Operator can only defend that Round. 
   
  Getting into the Network System: To enter an Omega-V Network system, the User uses their Computers Skill Ranks 
  + their Intrusion/Evasion System Attribute + any Bonuses that a program might offer them + a Card in order to get their 
  Resolution Total. The System uses its Fire Wall system attribute + any Bonuses a program might offer them + a Card in 
  order to get their Resolution Total. If there is no System Operator currently manning the Network System, then the user goes 
  against the Fire Wall system attribute + Card as the Network System’s Resolution Total. If the User is able to beat the 
  Network’s Resolution Total, then they are in the system. If they fail, then the Network System Operator has been alerted to 
  an unauthorized attempt to enter to Network System. 
   
  Breaking into Encrypted Files: When a User wants to break into a Network System’s encrypted files, then the User 
  uses their Computers Skill Ranks + Encryption/Decryption system attribute + any Bonuses a program might offer them + a 
  Card for their Resolution Total. The User is working against the Encryption/Decryption + any Bonuses a program might 
  offer + a Card that the System Operator got when originally encrypting the files. So in basics, all the Director needs to do is 
  pick the Target Difficulty that the Persona needs to beat to break the encryption. 
   
  Detecting an Unauthorized User once they are in a Network System:  For every Action that a User performs 
  within a Network System, the System Operator gains a chance to do a Detection Check in an attempt to detect the 
  Unauthorized User. The System Operator uses their Computer Skill Ranks + the Detection system attribute + any Bonuses 
  that a program might offer them + a Card. To remain unnoticed with the Network System the Persona must make a 
  
   
  262 
  Computers Skill Ranks + the Intrusion/Evasion system attribute + any Bonuses that a program might offer them + a Card. If 
  the Persona’s Resolution Total is higher than the System Operator, then they have remained undetected. If their Resolution 
  Total is lower than the System Operator’s Resolution Total, then the System Operator has detected the User and real Omega-
  V Computer combat begins.  
   
  Doing a Line Trace on an Unauthorized User: In basics, what a Line Trace allows a System Operator to do is it 
  lets them trace the incoming connection of the Unauthorized User back to their current location; whether it is a phone both, a 
  hotel room, or to a private residence makes no difference. In the end, if successful, the System Operator will know who (if 
  the User is dumb enough to have any real identity information on their Omega-V Computer) they are and where to send the 
  corporate thugs. The System Operator uses their Computer Skill Ranks + their Detection system attribute + any Bonuses a 
  program might give them + a card against a Target Difficulty of: the User’s Computers Skill Ranks + the Intrusion/Evasion 
  system attribute + any Bonuses a program might offer them + a Card = Target Difficulty of the Line Trace. 
   
  Increasing the Difficulty of a Line Trace: For every Node that a User bounces their connection off of, it increases 
  the Difficulty of the Line Trace by 2. In doing this, the User always runs the risk of alerting the Darkstar Corporate System 
  Operators that someone is attempting a Hack through multiple of their satellites in the Omega-V Network. 
   
  Breaking into a Node: When using a Omega-V Computer normally, you always make a connection to a Node, but when 
  a User wants to bounce a connection off of multiple Nodes, that requires that they break into another Node (satellite) to 
  bounce their connection signal around before they do to their ultimate destination within the Omega-V Network. Low 
  Priority Nodes only require a Target Difficulty of: “Trivial to Simple” Computers Check to enter, while Medium Security 
  Nodes require a Target Difficulty of: “Simple to Difficult” Computers Check to get into; and High Security Nodes require a 
  Target Difficulty of: “Difficult to Very Difficult”. The most difficult and dangerous of all Omega-V Network systems to 
  enter are those of the Darkstar Corporation itself and the United States government; these Omega-V Network systems 
  require a target Difficulty of: “Very Difficult to Next to Impossible” Computers Check to enter. 
   
  Attacking the Unauthorized User/ Attacking the System Operator: There will eventually come a time when 
  a User or System Operator has become so pissed with their antics of their counterpart within the Omega-V Network that they 
  decide it is time to take action against the persona that is hooked up to the computer. In this case, the User or System 
  Operator uses their Computer Skill Ranks + their Anti-Personnel system attribute + any Bonuses a program offers them + a 
  Card against their counterpart’s Computer Skill Ranks + their Anti-IC system attribute + any Bonuses a program might offer 
  them + a Card; the User/System Operator with the highest Resolution Total succeeds. Damage to a User or System Operator 
  is based on whatever programs they might have been using, all damage that is done is Wound Damage because this is 
  electricity that is going right into the frontal lobes (the head) and hands of the User or System Operator. 
   
  Attacking the System: In most cases, when a User or System Operator has become suck of their counterparts antic, they 
  will first attempt to attack their Omega-V Computer system that the other is using in an attempt to damage it and drop them 
  out of the Omega-V Network. To do this the User or System Operator uses their Computers Skill Ranks + their Anti-System 
  system attribute + any Bonuses a program might offer them + a Card; against the Computers Skill Ranks + the Fire Wall 
  system attribute + any Bonuses a program might offer them + a Card. The one with the highest Resolution Total succeeds in 
  their intended action. Any Damage that is done to a System is all dependent on the Programs that the attacker was using 
  against the target system. 
   
   
   
  
   
  263 
   
   
   
   
   
  Chapter 7:
  Armor, Equipment, & 
  Weapons 
   
  
   
  264 
   
  Let’s Buy Something… 
   
  Eventually during the course of an Episode, the Actors will 
  begin asking their Director if there are some kinds of 
  specialized equipment that they can get for their Persona that 
  will help them out through the course of the Episode, or in 
  upcoming Episodes. 
   
  Don’t sweat it, in this section we have added in some of the 
  more commonly asked for pieces of Armor, Equipment and 
  Weapons. After looking over the items, you are probably 
  saying to your selves, Wow, there isn’t a whole lot in there…, 
  am I right? Well the reason for this is we feel that the quality 
  of the game should not be based solely on the sheer number of 
  cool items that a Persona can buy or acquire during the course 
  of play. 
   
  Some of you Directors are probably scratching your heads at 
  that comment, right? Well, our answer to you is if an item that 
  your Actors are asking for isn’t listed in our Armor, 
  Equipment, and Weapons Chapter, then it is your job to make 
  up a price for it, and decide whether or not the item in 
  question should give the Persona any type of Skill Bonus 
  towards their Skill Checks. Past that, you as a Director have a 
  Carte blanche to make up whatever items that you feel will 
  best help you and your Actors drive the Episodes. Do 
  remember, in all of the Plays, Movies and Television show, it 
  is the actions of the Personas that drive the stories, not all of 
  the cool toys that they have. Those items are simply icing on 
  the cake and eye candy to help tell the story, the story is not 
  about the gun, but the man or woman that hold the gun. 
   
  Within this chapter you will not find long and drawn our 
  descriptions for the armor, equipment and weapons, we feel 
  that if you are intelligent enough to want to play this game, 
  you should already have an idea of what these items do and 
  look like. 
   
  Within the Center Stage Game System, we have broken 
  up equipment into three different categories in regards to 
  quality level; Basic (which is the most basic equipment of its 
  type out there), Mid-line (this type of equipment is a 
  significantly better crafted than the basic equipment, and as 
  such its price goes up with its craftsmanship), and finally Top of 
  the Line (this is the best equipment of its type that you can 
  purchase, there is nothing better than this and because of that, 
  you are paying through the nose for the quality level). 
   
  Basic equipment items give a Persona a +1 Bonus to their Skill 
  Checks, Mid-Line equipment items give the Persona a +2 Bonus 
  to their Skill Checks, and Top of the Line equipment items give 
  the Persona a +3 Bonus to their Skill Checks. Each equipment 
  item that gives a Skill Check Bonus will have its appropriate 
  Skill listed with it. Weapons accessories are one of the few areas 
  where we do not differentiate between Basic, Mid-Line, and 
  Top of the Line, this is in part due to the fact that generally all 
  weapons accessories must be of a specific quality level to 
  perform their required task; with that in mind we simply gave all 
  weapons accessories a Basic +1 Bonus in their entries. (Please 
  note that is it possible to gain multiple Bonuses with weapons 
  accessories in regards to Contests, but it is your Director who 
  will ultimately make the final call on what is appropriate to the 
  situation.) Professional Equipment Kits is another area where 
  we have the item in question give a set Bonus on what it could 
  do for the Persona, the Bonuses for those are listed with their 
  entry (Some of this is due to the quality level that is required for 
  the item to perform its given task, such a Surgical Kit; if this 
  item was not Top of the Line quality, it would never make it 
  into the operating rooms of Hospitals…anyways, you get the 
  point.) 
   
  Those Personas that choose not to purchase the Wealth 
  advantage are not totally left out in the cold, because the Wealth 
  advantage does give a listing for Personas that have no Ranks in 
  Wealth; all that this means is these Personas will have to scrimp 
  and save in order to purchase the armor, equipment, and 
  weapons that they wish to buy. 
   
  Money wise, assume that all prices that are listed go by the 
  United States Dollar in regards to value. For those of you in 
  other countries, this will mean that you will need to convert over 
  the prices to your own currency, past that, everything else is as 
  listed in this Chapter. 
   
  Persona Equipment Listing 
   
  Cellular Phones, Pagers, & Service Plans 
   
  Radio & News Media 
  Item 
  Skill Modifier 
  Price 
   
  Item 
  Skill Modifier 
  Price 
   
   
   
   
   
   
   
  Cellular Phone 
  0 
  $174.99 
   
  CB Radio 
  0 
  $95.99 
  Cellular Phone Service Plan (Per 
  Month) 
  0 
  $100.99 
   
  15 Channel Walkie Talkie (Sold in 
  Pairs) 
  0 
  $20.99 
  Digital Answering Machine 
  0 
  $30.99 
   
  News Magazine 
  0 
  $6.95 
  Land Line Telephone Service (Per 
  Month) 
  0 
  $30.99 
   
  Newspaper 
  0 
  $1.00 
  Pager 
  0 
  $40.99 
   
   
   
   
  Pager Service Plan (Per Month) 
  0 
  $10.99 
   
   
   
   
   
   
   
   
  
   
  265 
  Computers , Computer Accessories, & Services 
   
   
  Item 
  Skill Modifier 
  Price 
   
  Item 
  Skill Modifier 
  Price 
   
   
   
   
   
   
   
  Basic Desktop PC System 
  Computers 
  $550.99 
   
  Web Cam 
  0 
  $30.99 
  Mid-Line Desktop PC System 
  Computers 
  $999.99 
   
  Flat-Bed Scanner 
  0 
  $89.99 
  Top of the Line PC System 
  Computers 
  $1,500.99 
   
  Flash Drive 
  0 
  $15.99 
  Basic Laptop PC System 
  Computers 
  $299.99 
   
  Internet Service Provider 
  0 
  $30.99 
  Mid-Line Laptop PC System 
  Computers 
  $750.99 
   
  T-1 Internet Service Provider 
  0 
  $1,200.99 
  Top of the Line Laptop PC System 
  Computers 
  $1,700.99 
   
  Photocopier 
  0 
  $700.99 
  External Hard Drive 
  0 
  $150.99 
   
   
   
   
  DVD-RW Drive 
  0 
  $50.99 
   
   
   
   
   
  Televisions, Television Services & Player/Recorders 
   
  Cameras & Camcorders 
  Item 
  Skill Modifier 
  Price 
   
  Item 
  Skill Modifier 
  Price 
   
   
   
   
   
   
   
  41’ Wide Screen Television 
  0 
  $1,800.99 
   
  Basic Digital Camera 
  Investigation 
  $100.00 
  35’ Wide Screen Television 
  0 
  $1,400.99 
   
  Mid-Line Digital Camera 
  Investigation 
  $399.99 
  27’ Wide Screen Television 
  0 
  $999.99 
   
  Top of the Line Digital Camera 
  Investigation 
  $3,500.99 
  20’ Wide Screen Television 
  0 
  $699.99 
   
  DVD Camcorder with High 
  Definition 
  Investigation 
  $399.99 
  DVD Player 
  0 
  $100.00 
   
  Hard Drive Camcorder with High 
  Definition 
  Investigation 
  $499.99 
  DVD Player/Recorder 
  0 
  $160.99 
   
  Cable/Satellite Television Service with 
  DVR 
  0 
  $75.99 
   
  Top of the Line Hard Drive 
  Camcorder with High Definition 
  Investigation 
  $10,500.99 
   
  Professional Equipment Kits 
  Item 
  Skill Modifier 
  Price 
   
   
   
  Beauticians Kit 
  +1 to Disguise and Style Skill Checks. 
  $130.00 
  Disguise  Kit 
  +2 to Disguise Skill Checks. 
  $40.99 
  Basic Electricians Tool Kit 
  +1 to Craftsmanship and Repair: Electrical Skill Checks. 
  $185.50 
  Top of the Line Electricians Tool Kit 
  +3 to Craftsmanship and Repair: Electrical Skill Checks. 
  $629.99 
  First Aid Kit 
  +1 to First Aid and Science: Medicine Skill Checks. 
  $47.95 
  Forgers Kit 
  +2 to Larceny Skill Checks. 
  $24.95 
  Lock Pick Kit 
  +1 to Larceny Skill Checks 
  179.46 
  Basic Forensics Kit 
  +1 to Investigation Skill Checks 
  $98.00 
  Top of the Line Forensics Kit 
  +3 to Investigation Skill Checks 
  $142.00 
  Basic Mechanics Tool Kit 
  +1 to Craftsmanship and Repair: Mechanical Skill Checks. 
  $55.95 
  Top of the Line Mechanics Tool Kit 
  +3 to Craftsmanship and Repair: Mechanical Skill Checks. 
  $7,586.95 
  Piercing Kit 
  +1 to Arts and Science: Medicine Skill Checks. 
  $23.49 
  Surgical Kit 
  +3 to Science: Medicine Skill Checks. 
  $139.56 
  Tattooing Kit 
  +1 to Arts: Tattooing Skill Checks. 
  $260.00 
   
  Clothing Items 
  Men’s Apparel 
  Price 
   
  Women’s Apparel 
  Price 
   
   
   
   
   
  Off the Rack Business Suit 
  $400.00 
   
  Off the Rack Dress or Outfit 
  $100- 200.00 
  Tailor-Made Three Piece Suit 
  $2,200.00 
   
  Designer Made Dress or Outfit 
  $2,500.00 
  Sports  Coat 
  $200.00 
   
  Lady’s Leather Coat or Jacket 
  $100- 400.00 
  Dress pants 
  $40-100.00 
   
  Pair of Name Brand Jeans 
  $60.00 
  Silk Tie 
  $40- 100.00 
   
  Pair of Off-Brand Jeans 
  $20- 30.00 
  Leather Coat or Jacket 
  $100- 400.00 
   
  Lady’s Silk Shirt 
  $30.00 
  Trench Coat 
  $350.00 
   
  Dress Skirt 
  $20- 40.00 
  Pair of Name Brand Jeans 
  $50.00 
   
  High Heels 
  $40- 100.00 
  Pair of Off-Brand Jeans 
  $12- 20.00 
   
  Designer  Hand Bag 
  $400.00 
  Dress Shoes 
  $50-100.00 
   
  Dress Shoes 
  $30- 80.00 
  Hiking Boots 
  $50-200.00 
   
  Hiking Boots 
  $50-200.00 
   
  Weapons Accessories 
  Item 
  Skill Modifier 
  Price 
  Telescopic Scope 
  +1 to Firearms & Heavy Weapons Contests 
  $349.00 
  Night Vision Scope 
  +1 to Firearms & Heavy Weapons Contests in darkness. 
  $1,795.00 
  Thermographic Scope 
  +1 to Firearms & Heavy Weapons Contests when looking for heat sources. 
  $10,000.00 
  Laser Sight 
  +1 to Firearms Contests in darkness (however the laser dot can be seen by the target 
  with a successful Investigation or Intellect Check at a Target Difficulty of Difficult. 
  $74.95 
   
   
   
   
   
   
   
   
   
   
   
  
   
  266 
  Armors 
   
  Protection Value (PV): The number of Protection ranks that is given to a Persona that wears body armor during a combat. 
  All excess Stun or Wound Damage goes to the Persona. 
   
  Protection Value (PV) + Toughness = The Stun or Wound Damage that is subtracted from the total damage inflicted by 
  an attack. 
   
  Armor Points: This is the amount of damage that a suit of armor can take before it is rendered useless, once this occurs; the 
  wearer of the armor will begin taking wound damage with only their Toughness to defend with. 
   
  Modern Armors 
  Armor Type 
  Armor Points 
  Penalty 
  Protection Value (PV) 
  AC 
  CC 
  Cost 
  Re-enforced Cloth 
  10 
  -0 to Agility Checks 
  0 versus Stun, 2 versus Wounds 
  D 
  B 
  $200.00 
  Kevlar Vest 
  20 
  -1 to Agility Checks 
  1 versus Stun, 3 versus Wounds 
  D 
  C 
  $280.00 
  Kevlar Flak Jacket with Arms 
  25 
  -1 to Agility Checks 
  1 versus Stun, 3 versus Wounds 
  D 
  C 
  $349.00 
  Kevlar Full Body Suit 
  30 
  -2 to Agility Checks 
  2 versus Stun, 3 versus Wounds 
  M 
  N 
  $6,000.00 
  Ceramic Hard Body Armor Vest 
  50 
  -2 to Agility Checks 
  3 versus Stun, 4 versus Wounds 
  M 
  N 
  $8,000.00 
  Ceramic Hard Body Armor Vest with 
  Arms 
  55 
  -3 to Agility Checks 
  4 versus Stun, 4 versus Wounds 
  M 
  N 
  $12,000.00 
  Ceramic Full Hard Body Armor Suit 
  65 
  -3 to Agility Checks 
  4 versus Stun, 5 versus Wounds 
  M 
  N 
  $15,000.00 
  Helmets 
  Combat Helmet 
  50 
  -1 to Intellect Checks 
  3 versus Stun, 3 versus Wounds 
  D 
  N 
  $270.00 
  Combat Helmet with Face Plate 
  55 
  -2 to Intellect Checks 
  3 versus Stun, 3 versus Wounds 
  D 
  N 
  $320.00 
  Ceramic Enclosed Combat Helmet 
  65 
  -2 to Intellect Checks 
  5 versus Stun, 4 versus Wounds 
  M 
  N 
  $1,000.00 
  Shields 
  Kevlar Riot Shield with View Port 
  40 
  -0 to Agility Checks 
  2 versus Stun, 2 versus Wounds 
  D 
  N 
  $800.00 
  Ceramic-Kevlar Combat Shield 
  65 
  -1 to Agility Checks 
  3 versus Stun, 3 versus Wounds 
  M 
  N 
  $3,500.00 
   
  Archaic Weapons 
   
  Blunt Melee Weapons 
  Weapon 
  Damage 
  Range 
  Parry Bonus 
  AC 
  CC 
  Cost 
  Cat o' Nine Tails 
  Brawn +2 
  Short 
  +2 
  C 
  B 
  $100.00 
  Club 
  Brawn +1 
  Short 
  +1 
  C 
  B 
  No Cost 
  Footman's Mace 
  Brawn +3 
  Short 
  +3 
  C 
  N 
  $500.00 
  Footman's Mace w/Spikes 
  Brawn +4 
  Short 
  +4 
  C 
  N 
  $600.00 
  Hand Mace 
  Brawn +2 
  Short 
  +2 
  C 
  B 
  $150.00 
  Hand Mace w/Spikes 
  Brawn +3 
  Short 
  +3 
  C 
  B 
  $250.00 
  Horseman's Mace  
  Brawn +4 
  Short 
  +4 
  C 
  N 
  $500.00 
  Horseman's Mace w/Spikes   
  Brawn +5 
  Short 
  +5 
  C 
  N 
  $600.00 
  Iron-shod Staff 
  Brawn +2 
  Short 
  +2 
  C 
  N 
  $500.00 
  Morning Star 
  Brawn +4 
  Short 
  +4 
  C 
  C 
  $500.00 
  Morning Star w/Spikes 
  Brawn +5 
  Short 
  +5 
  C 
  C 
  $600.00 
  Quarter Staff 
  Brawn +1 
  Short 
  +1 
  C 
  N 
  $100.00 
  War Hammer 
  Brawn +3 
  Short 
  +3 
  C 
  C 
  $250.00 
  Whip 
  Brawn 
  Short 
  +0 
  C 
  B 
  $250.00 
   
  Bladed Melee Weapons 
  Weapon 
  Damage 
  Range 
  Parry Bonus 
  AC 
  CC 
  Cost 
  Bastard Sword 
  Brawn +6 
  Short 
  +6 
  C 
  N 
  $400.00 
  Battle Axe w/Single Blade 
  Brawn +4 
  Short 
  +4 
  C 
  C 
  $300.00 
  Battle Axe w/Double Blade 
  Brawn +5 
  Short 
  +5 
  C 
  N 
  $500.00 
  Broad Sword 
  Brawn +4 
  Short 
  +4 
  C 
  C 
  $350.00 
  Dagger / Knife 
  Brawn +2 
  Short 
  +2 
  C 
  B 
  $50.00 
  Great Sword 
  Brawn +7 
  Short 
  +7 
  R 
  N 
  $1,500.00 
  
   
  267 
  Hand Axe 
  Brawn +2 
  Short 
  +2 
  C 
  C 
  $20.00 
  Katana 
  Brawn +5 
  Short 
  +5 
  E 
  C 
  $5,100.00 
  Long Sword 
  Brawn +4 
  Short 
  +4 
  C 
  C 
  $300.00 
  Rapier 
  Brawn +3 
  Short 
  +3 
  E 
  C 
  $400.00 
  Sabre 
  Brawn +3 
  Short 
  +3 
  E 
  C 
  $500.00 
  Scimitar 
  Brawn +4 
  Short 
  +4 
  E 
  C 
  $350.00 
  Sickle 
  Brawn +3 
  Short 
  +3 
  C 
  N 
  $25.00 
  Short Sword 
  Brawn +3 
  Short 
  +3 
  C 
  B 
  $150.00 
  Tanto 
  Brawn +2 
  Short 
  +2 
  E 
  C 
  $1,000.00 
  Wakizashi 
  Brawn +3 
  Short 
  +3 
  E 
  C 
  $3,200.00 
   
  Archaic Projectile Weapons 
  Weapon 
  Damage 
  Range 
  Rate of Fire 
  Clip
  AC 
  CC 
  Cost 
  Composite Bow 
   
  5 
  Short to Long 
  2 
  N/A 
  E 
  C 
  $600.00 
  Compound Bow 
  6 
  Short to Long 
  2 
  N/A 
  C 
  N 
  $400.00 
  Flintlock Musket 
   
  6 
  Short to Medium 
  1 
  N/A 
  E 
  N 
  $500.00 
  Flintlock Pistol 
  4 
  Short Only 
  1 
  N/A 
  E 
  B 
  $250.00 
  Hand Crossbow 
   
  3 
  Short 
  1 
  N/A 
  E 
  B 
  $150.00 
  Heavy Crossbow 
  5 
  Short to Medium 
  1 
  N/A 
  C 
  N 
  $800.00 
  Heavy Repeating Crossbow 
  5 
  Short to Medium 
  3 
  10 
  E 
  N 
  $3,000.00 
  Light Crossbow 
  4 
  Short to Medium 
  1 
  N/A 
  C 
  N 
  $400.00 
  Light Repeating Crossbow 
  3 
  Short to Medium 
  3 
  10 
  E 
  N 
  $1,500.00 
  Long Bow 
  4 
  Short to Long 
  2 
  N/A 
  R 
  C 
  $250.00 
  Short Bow 
  3 
  Short to Medium 
  2 
  N/A 
  C 
  C 
  $50.00 
   
  Modern Projectile Weapons 
   
  Revolver Pistols 
  Weapon 
  Caliber 
  Range 
  Rate of Fire 
  Clip
  AC 
  CC 
  Cost 
  Colt Agent 
  .38 
  Short to Medium 
  1 
  5 
  C 
  A 
  $400.00 
  Colt Python 
  .38/.357 
  Short to Medium 
  1 
  6 
  C 
  A 
  $650.00 
  Smith & Wesson Model 19 
  .38/.357 
  Short to Medium 
  1 
  6 
  C 
  A 
  400.00 
   
  Semi-Automatic Pistols 
  Weapon 
  Caliber 
  Range 
  Rate of Fire 
  Clip 
  AC 
  CC 
  Cost 
  Desert Eagle 
  .357/.44/.50 
  AE 
  Short to Medium 
  1 
  10/9/8 
  C 
  C 
  $600.00 
  Glock-17 
  9mm 
  Short to Medium 
  2 
  17 
  C 
  A 
  $540.00 
  Glock-19 
  9mm/.40in 
  S&W 
  Short to Medium 
  2 
  15/13 
  C 
  A 
  $580.00 
  Glock-21 
  .45 ACP 
  Short to Medium 
  2 
  13 
  C 
  A 
  $600.00 
  Glock-22 
  10mm 
  Short to Medium 
  2 
  15 
  C 
  A 
  $530.00 
  Luger P08 
  9mm 
  Short to Medium 
  2 
  8 
  C 
  A 
  $1,000.00 
  Mauser M1896 “Broomhandle 
  Mauser” 
  9mm 
  Short to Medium 
  2 
  10/20 
  R 
  A 
  $2,000.00 
  M1911 
  .45 ACP 
  Short to Medium 
  2 
  7 
  C 
  A 
  $1,400.00 
  Walther PPK 
  .32 ACP/ 
  .380in 
  Short to Medium 
  2 
  7 
  C 
  A 
  $800.00 
   
  Shotguns 
  Weapon 
  Caliber 
  Range 
  Rate of Fire 
  Clip 
  AC 
  CC 
  Cost 
  Jackhammer Automatic 
  10 gauge 
  (slug) 
  Short to Medium 
  3 
  15 
  E 
  N 
  $10,000.00 
  Sawed-off shotgun (single to 
  double) 
  10/12 gauge 
  Short 
  1 or 2 
  2/6 
  D 
  B 
  N/A 
  Shotgun single-barrel 
  8/10/12 gauge 
  Short to Medium 
  1 
  6 
  C 
  N 
  $600.00 
  Shotgun double-barrel 
  8/10/12 gauge 
  Short to Medium 
  1 or 2 
  2 
  C 
  N 
  $750.00 
  Shotgun semi-automatic 
  10/12 gauge 
  Short to Medium 
  1 
  6 
  C 
  N 
  $750.00 
  Stake-Out Ithaca Model M-3 
  12 gauge 
  Short to Medium 
  1 
  6/8 
  D 
  B 
  $1,200.00 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  268 
  Semi-Automatic & Bolt-Action Rifles 
  Weapon 
  Caliber 
  Range 
  Rate of Fire 
  Clip 
  AC 
  CC 
  Cost 
  M1A Garand Basic 
  .308 Rifle 
  Short to Long 
  1 
  6 
  C 
  N 
  $1,000.00 
  Remington M700 
  .30-06 Rifle 
  Short to Long 
  1 
  6 
  C 
  N 
  $600.00 
  Ruger 10/22 
  .30-06 Rifle 
  Short to Long 
  1 
  6 
  C 
  N 
  $600.00 
   
   
   
   
   
   
   
   
   
  Submachine Guns 
  Weapon 
  Caliber 
  Range 
  Rate of Fire 
  Clip 
  AC 
  CC 
  Cost 
  Beretta Model 93R 
  9mm 
  Short to Medium 
  1, 3 or 15 
  15/21 
  D 
  B 
  $750.00 
  Glock-18 
  9mm 
  Short to Medium 
  3 or 19 
  17/19 
  D 
  B 
  $850.00 
  Heckler & Koch MP-5 
  9mm 
  Short to Medium 
  1, 3 or 21 
  30 
  D 
  C 
  $1,500.00 
  Ingram MAC-10 
  .45 ACP 
  Short to Medium 
  1, 3 or 18 
  30 
  D 
  C 
  $750.00 
  Mini-UZI 
  9mm 
  Short to Medium 
  1, 3 or 21 
  20/30 
  D 
  C 
  $750.00 
  Skorpion 
  9mm 
  Short to Medium 
  1 or 15 
  15/20 
  D 
  C 
  $1,000.00 
  Thompson M1921 
  .45 ACP 
  Short to Medium 
  3 or 15 
  20/100 
  D 
  C 
  $3,000.00 
  UZI 
  9mm 
  Short to Medium 
  1, 3 or 21 
  20/30 
  D 
  C 
  $899.00 
   
   
   
   
   
   
   
   
   
  Assault Rifles 
  Weapon 
  Caliber 
  Range 
  Rate of Fire 
  Clip 
  AC 
  CC 
  Cost 
  AK-47 
  7.62mm Rifle 
  Short to Long 
  1,3 or 30 
  30 
  C 
  N 
  $485.95 
  Colt AR-15 
  .223 Rifle 
  Short to Long 
  1, 3 or 15 
  15 
  D 
  N 
  $889.95 
  FN PS90 
  5.45mm Rifle 
  Short to Long 
  1 or 3 
  30 
  D 
  C 
  $1,699.00 
  M-16 
  5.56mm Rifle 
  Short to Long 
  1 or 3 
  30 
  M 
  N 
  $1,500.00 
  Steyr AUG 
  5.56mm Rifle 
  Short to Long 
  1, 3 or 20 
  30/42 
  C 
  N 
  $1,800.00 
   
  AC = Availability Code 
  C – Common 
  D - Difficult to Acquire 
  R – Rare 
  E - Exotic 
  M - Military 
  CC = Concealability Code 
  A - Very Easy to Conceal 
  B - Simple to Conceal 
  C - Difficult to Conceal 
  N - Next to Impossible to Conceal 
   
  Ammunition Calibers 
  Caliber 
  Damage 
  Cost 
  Caliber 
  Damage 
  Cost 
  .22 
  2   
  $5.00 (box:50) 
  9mm 
  4 (box: 50) 
  $9.00 
  .32 ACP 
  3   
  $10.00 (box:50) 
  10mm 
  5 (box:50) 
  $11.00 
  .38 
  4   
  $10.00 (box:50) 
   
   
   
  .380in 
  4   
  $10.00 (box:50) 
  .357 Magnum Express 
  5   
  $15.00 (box:25) 
  .40in S&W 
  5 
  $10.00 (box:50) 
  Shotgun Ammunition 
  .44 Magnum Express 
  6 
  $15.00 (box:25) 
  Gauge 
  Damage 
  Cost 
  .45 ACP 
  6 
  $15.00 (box:50) 
  8 Gauge (box:25) 
  7, Buckshot, 9 Slug 
  $40.00 
  .50 AE 
  7 
  $25.00 (box:25) 
  10 Gauge (box:25) 
  6 Buckshot, 8 Slug 
  $30.00 
  .22 Rifle 
  4 
  $10.00 (box:50) 
  12 Gauge (box:25) 
  5 Buckshot, 7 Slug 
  $27.00 
  5.45mm Rifle 
  5 
  $23.95 (box:50) 
  16 Gauge (box:25) 
  4 Buckshot, 6 Slug 
  $25.00 
  5.56mm Rifle 
  6 
  $23.95 (box:50) 
  Jackhammer 10 gauge clip (15) 
  8 Slug 
  $5000.00 
  7.62mm Rifle 
  6 
  $78.80 (box:100) 
  .50 Rifle 
  9 
  $210.85 (box:50) 
  .308 Rifle 
  6 
  $106.65 (box:50) 
  .223 Rifle 
  6 
  $155.90 (box:50) 
  .30-06 Rifle 
  6 
  $105.45 (box:50) 
   
  Shotguns and Range: When a Persona fires a a shotgun at a target, the 
  closer the Persona is to the target the easier it is to hit them and the more 
  Wound Damage they will do to the target. When firing at Short Range, the 
  Persona gains +1 point of Wound Damage to their target, Medium or greater 
  ranges do standard Wound Damage to their targets. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  269 
  Specialty Ammunitions 
   
  Armor Piercing (AP) Rounds 
   Black Talons Rounds 
   
  Black Market Price: $70.00 per 25 Rounds 
   
  This type of ammunition is meant to penetrate armored targets. For 
  pistols using this type of ammunition; all pistols receive a -1 penalty 
  to Wound Damage on each bullet fired, all remaining Wound 
  Damage is transferred directly to the target. Ammunition with the 
  AP special ability ignores Body Armor and Toughness; all Wound 
  Damage goes directly to the Persona. 
   
   
  Black Market Price: $75.00 per 20 Rounds 
   
  This type of ammunition is similar to Hollow Points, in the case of 
  Black Talons when the round is fired from the weapon, the copper 
  jacket that is on the round peels back in the form of six sharp claws.  
  These claws curl outward beyond the smooth outer edges of the 
  mushroom-shaped shoulder, lacerating surrounding flesh as the 
  bullet speeds through its target. Black Talons cause serious, bloody 
  wounds. Personas hit with type of ammunition take the standard 
  damage +2 points of Wound Damage from the round, in addition to 
  this damage, until a successful First Aid or Science: Medicine Check 
  is made, the victim will lose 1 Wound Rank per round until the 
  victim bleeds out and dies or until someone is able to make a 
  successful First Aid or Science: Medicine Check. 
   
   
   
  Power Punch Bean Bag Rounds 
   Blessed Rounds 
   
  Black Market Price: $9.95 per Round 
   
  The Power Punch Bean Bag Round is an aerodynamic bean bag-like 
  shotgun round that was developed as a non-lethal means to taking 
  down targets without doing any permanent harm to them. When 
  fired at a target, instead of doing Wound Damage, it does an equal 
  amount of Stun Damage. This type of ammunition is typically used 
  by law enforcement agencies to incapacitate their targets. 
   
   
  Black Market Price: Cost of Round Type  
   
  Any ammunition type can be Blessed by a Practitioner of a Religion. 
  Once blessed, the ammunition does burn induced Wound Damage on 
  top of what it normally does to creatures and entities that are 
  susceptible to items of faith. 
   
   
   
  Dragons Breath Rounds 
   
  Exploding Rounds aka “Dum-Dums” 
   
  Black Market Price: $120.00 per 20 Rounds 
   
  This type of ammunition is meant to mimic the effects of a 
  flamethrower in the compactness of a shotgun round. For purposes 
  of system, these rounds do 6 points of burn induced Wound 
  Damage, but this type of ammunition is only useable in shotguns 
  that are specially prepared to use these shells, as they will destroy 
  the integrity of standard shotgun barrel within 3 shots. 
   
   
  Black Market Price: $75.00 per 20 Rounds 
   
  This type of ammunition explodes upon impact with the target; it 
  does standard damage for bullets of its type +3 points of Wound 
  Damage because of the explosion. These bullets have a small drop of 
  mercury in the bullet’s central cavity, sealed with wax. On impact, 
  the hydrostatic forces in the mercury transfer out, effectively 
  detonating the round. 
   
  Ectoplasmic Disruptor Rounds “Midnight 
  Specials” 
   Flechette Rounds 
   
  Black Market Price: $1,500.00 Per Round 
   
  This type of ammunition is designed to track ghosts or other 
  incorporeal entities by their ectoplasmic energies; it is only 
  accessible through the Obsidian Group. When an incorporeal entity 
  is located, these bullets home in on the closest ectoplasmic energy 
  signature. Upon reaching the center of the energy field, these bullets 
  explode in a wave of energy that is specifically designed to cause 
  harm to incorporeal entities. Humans and animals are unharmed by 
  the energy emitted by these bullets, but Psychics that are exposed to 
  the radiation from these bullets lose 3 Life Force Points each time 
  they are exposed to the energy explosions of these bullets. 
  Incorporeal entities take 5 points of Wound Damage per hit. 
   
   
  Black Market Price: $25.00 per 25 Rounds 
   
  This type of ammunition fires bundles of tiny, razor-sharp aerofoils. 
  The bundles expand upon exiting the barrel, maximizing the damage 
  area (though the aerofoils lack real penetrating power). The majority 
  of the damage from flechette rounds is due to blood loss and nerve 
  and muscle damage, rather than serious internal injuries. The 
  aerofoils also tend to lose momentum more quickly than standard 
  slug ammunition; the damage is halved at ranges greater than the 
  standard range of the weapon in question. Flechette rounds do the 
  standard damage for ammunition of their type, +2 points of Wound 
  Damage. Against targets in body armor, halve the total damage once 
  it is determined. 
   
   
   
   
   
   
   
   
  
   
  270 
  Fused-Alloy Rounds 
   Hellfire Rounds 
   
  Black Market Price: Tripple the List Price, By Caliber 
   
  This type of experimental and highly illegal Armor-Piercing 
  ammunition was designed to penetrate cold targets (such as; a door 
  or a bullet proof vest) and to exit the cold target intact, when the 
  Fused-Alloy Round comes in contact with a warm target (such as; 
  the body of a living creature), once it enters the heat of the target the 
  bullet fragments into its components leaving a single entrance 
  wound and multiple bloody exit wounds. This ammunition is on the 
  ATF’s watchlist because of its lethality to law enforcement 
  personnel.  Personas hit with type of ammunition take the standard 
  damage +2 points of Wound Damage from the round. 
   
   
  Black Market Price: $500.00 Per Round  
   
  This type of ammunition is only useable in shotguns that are 
  specially prepared to use these shells, as it will destroy the integrity 
  of standard shotgun barrel within 3 shots.  These shells once fired 
  shoot a white-hot burning shotgun slug at the target. The Hellfire 
  round does 8 points of burn induced Wound Damage to any target it 
  hits. These shells are particular useful against Lilans, Revenants and 
  Thralls. 
   
   
   
  Hydrashock Rounds 
   Jammer Rounds 
   
  Black Market Price: $27.99 per 50 Rounds 
   
  This type of ammunition consists of hollow point rounds with a 
  steel core to increase expansion inside the target. This ammunition’s 
  steel core makes it potentially effective against armored targets – 
  when a weapon loaded with hyrdashock rounds successfully hits a 
  target, it inflicts an extra 1 point of Wound Damage.  Body Armor’s 
  PV is halved in regards to this type of ammunition. 
   
   
   
  Black Market Price: $100.00 per Round 
   
  This type of ammunition is a subsonic slug that has been outfitted 
  with a tiny transmitter, the jammer round disrupts electronic devices 
  without destroying them or affecting nearby devices; it is only 
  accessible through the Obsidian Group.  The jammer round has an 
  effective jamming range of a 5 ft radius, any device within this 
  radius becomes non-functional for 5 rounds. 
   
   
   
  Mercury-Filled Rounds “ Quicksilvers” 
   Silver Rounds 
   
  Black Market Price: $500.00 Per Round 
   
  This type of ammunition was designed specifically to deal with 
  Lilans, Revenants, Thralls and Werewolves. These bullets do double 
  their standard damage, because of their extreme allergies to silver; 
  the quicksilver of Mercury seems to have the same effect as a 
  normal silver bullet. These bullets are particularly nasty, because 
  once the Quicksilver gets into their victims blood stream, it stops 
  them from being able to regenerate damage done to them. They also 
  take 2 points of burn induced Wound Damage for 2 rounds after 
  they were first shot with this type of bullet. After the 2 rounds of 
  damage, the Quicksilver will remain in their blood streams at non-
  damaging levels until they have had at least 8 hours of rest for the 
  Quicksilver to work its way out of their systems. 
   
   
  Black Market Price: $200.00 Per Round 
   
  This type of ammunition was designed specifically to deal with 
  Lilans. These bullets do double their standard damage to Lilans, 
  Revenants, Thralls and Werewolves because of their allergy to silver. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  271 
  Sounder Rounds 
   
   
  Black Market Price: $300.00 Per Round 
   
  This type of ammunition is actually very small bombs that are designed to create 
  a loud, piercing noise; it is only accessible through the Obsidian Group.  When 
  fire, all people in the area of effect (20 ft. radius) are affected if they fail to 
  successfully make a Vitality Check. If a Persona fails this Check, their Agility is 
  reduced by 1 and all Investigation Skill Checks are reduced by 2 for the next 10 
  rounds. If more than one bullet is fired, the effects are cumulative (example: if 2 
  bullets are fired the effects for 2 bullets would be 20 rounds, etc,…) Only 
  hearing protection such as high grade ear plugs ca protect an investigator from 
  the debilitating effects of this ammunition. 
   
   
   
  Tracker Rounds 
   
   
  Black Market Price: $350.00 Per Round 
   
  This type of ammunition inflicts only half the damage for a bullet of its type; it 
  is only accessible through the Obsidian Group.  But the damage is only meant to 
  be enough to insert a very small intramuscular tracking device. This device has a 
  range of 100 miles and is impossible to detect by normal bug scanning 
  procedures. The tracking agent itself is an amalgam of organic materials and 
  nanites and is otherwise harmless to the victim. The normal immune system of a 
  human being takes no notice of the tracking beacon; however the tracking 
  beacon only remains active in the victim for 72 hours before ceasing to transmit 
  its signal. 
   
   
   
  UV Rounds (Ultraviolet) 
   
   
  Black Market Price: $1,700.00 Per Round 
   
  This type of ammunition was designed specifically to deal with Lilans, 
  Revenants and Thralls; it is only accessible through the Obsidian Group. These 
  bullets use a radioactive isotope that emits a damaging Ultraviolet Radiation. 
  When hit with these bullets Lilans, Revenants, and Thralls take triple the 
  standard damage from a bullet of its type. For every round that the Lilan, 
  Revenant, or Thrall can not dig out the UV bullet that is lodged in them, they 
  take 3 points of burn induced Wound Damage that can not be regenerated until 
  nightfall and they have fed. Because of the radioactive isotope that is inside of 
  these bullets, the bullets themselves glow in low lighting. It is thought these 
  bullets were originally created for the army to be used as a new type of tracer 
  round. 
   
   
   
  White Phosphorous Rounds 
   
   
  Black Market Price: Double the List Price, By Caliber 
   
  This type of bullet is tipped in White Phosphorous; when it impacts with a target 
  is inflicts terrible burns. Known as “Willie Ps” on the Black Market, when a 
  target is hit with this ammunition the targets takes an additional 2 points of burn 
  induced Wound Damage on top of the damage inflicted by the bullet itself. On 
  top of all of this, there is a 10% (Draw a card from the deck, if the Actor  draws 
  a Ace, then their target’s clothing has ignited) chance that a targets clothing will 
  ignite when struck by ammunition of this type. Willie P rounds go off if they 
  strike anything between the shooter and the target. 
   
  
   
  272 
   
  Specialty Grenades 
   
   
  Acid Grenades 
   Ectoplasmic Disruptor Grenades  
  “Midnight Specials” 
   
  Black Market Price: $1,500.00 Per Grenade 
   
  This type of grenade is designed to explode releasing damaging acid 
  to all targets within a 20 ft. radius; it is only accessible through the 
  Obsidian Group. All targets take 5 points of acid induced Wound 
  Damage. These grenades tend to be particularly horrific because of 
  their potential to permanently maim and scar their victims. 
    
  Black Market Price: $2,000.00 Per Grenade  
   
  This type of grenade is designed to disrupt the ectoplasmic energies 
  of incorporeal entities with an explosive wave of energy,   this 
  energy is specifically designed to cause harm to incorporeal entities; 
  it is only accessible through the Obsidian Group. Humans and 
  animals are unharmed by the energy emitted by these bullets, but 
  Psychics exposed to the radiation from these bullets lose 6 Life Force 
  Points each time they are exposed to the energy explosions of these 
  bullets. Incorporeal entities take 8 points of Wound Damage per 
  explosion. 
   
   
   
  EMP Grenades (Electromagnetic Pulse) 
   Freeze Grenades 
   
  Black Market Price: $3,500.00 Per Grenade 
   
  This type of grenade releases an electromagnetic pulse that instantly 
  shorts out all electrical devices (including computers) within a 30 ft. 
  radius of the grenade; only electronics that are shielded against 
  EMP are protected from these grenades, it is only accessible through 
  the Obsidian Group.  Entities that are electrical in nature or that 
  produce massive amounts of energy in their attacks (this includes 
  Psychics) are susceptible to EMP and take 8 points of Wound 
  Damage from these grenades. 
   
   
  Black Market Price: $3,500.00 Per Grenade 
   
  This type of grenade is designed to explode releasing a freezing 
  cloud of nitrogen that does 5 points of cold induced Wound Damage 
  to all creatures within the 20 ft. radius of the detonation; it is only 
  accessible through the Obsidian Group. This type of grenade is 
  particularly useful against fire based entities, is it does 8 points of 
  Wound Damage to them. 
   
   
   
  Incendiary Grenades 
   Stun Grenades 
   
  Black Market Price: $500.00 per Grenade 
   
  This type of grenade explodes in a conflagration fire and shrapnel 
  over a radius of 20 ft. All corporeal creatures caught within the blast 
  radius take 8 points of burn induced and shrapnel Wound Damage / 
  1 point of Structure Damage. 
   
   
  Black Market Price: $500.00 Per Grenade 
   
  This type of grenade is designed to explode in a pulse of light and 
  sound that stun their targets for 5 rounds. All targets caught within 
  the 30 ft radius of a stun grenade must make a Vitality Check at 
  Difficult or be blinded and deafened (all Physical Attributes reduced 
  by 2) for the above 5 rounds. These grenades are purposefully meant 
  to be non-lethal. 
   
   
   
  UV Grenades (Ultraviolet) 
   
  Black Market Price: $4,000.00 Per Grenade 
   
  This type of grenade releases a violent burst of ultraviolet light that affects a blast radius of 30 ft.; it is only accessible through the Obsidian 
  Group.  All creatures that are susceptible to sun light or light from the UV spectrum take 8 points of burn induced Wound Damage from this 
  type of grenade. The light from these grenades is blinding and potentially damaging to an investigators eyes; as such anyone that is in the blast 
  radius of a UV grenade and doesn’t have some form of eye protection will be blinded for 10 rounds, there is a 10% (draw a card from the deck, 
  if the Actor  draws a Ace, the Persona has been blinded) chance that the blindness will last a full day, and a 1% (drawing a Joker) chance that 
  the blindness caused by looking into the blast area of a UV grenade will permanently blinded as they optic nerved were fried from the burst of 
  intense light. 
   
   
   
   
   
   
   
   
  
   
  273 
  High-Tech Specialty Weapons 
   
   
  OG 50. Caliber Pistol Mark IIa 
   OG-105 “HELLBRINGER” 
   
  Black Market Price: $5,000.00 
   
  The OG 50. Caliber 
  Pistol Mark IIa was 
  created to give Obsidian 
  Group Field Agents more 
  of 
  a 
  fighting 
  chance 
  while out in the field. 
  After multiple operations 
  in which agents simply 
  didn’t have the stopping power to put an adversary down, the OG 
  50. Cal was the answer.  
   
  This Pistol has an 11 round clip, and a rubber hand grip. This pistol 
  fires the same rounds that a desert eagle fires, while being a 
  relatively light weight pistol. 
   
  Damage: .50 AE / 8 Ranks of Wound Damage 
  Required Skill: Firearms Skill 
  Range: Short to Medium 
  Rate of Fire: 2 Shots per Round. 
   
   
  Black Market Price: $20,000.00 
   
  The OG-105 “Hellbringer” was designed as a long arms support 
  weapon to be used by the Sigma Teams of the Obsidian Group. This 
  weapon is a rifle with a tri-barrel set up, a built in battery, and when 
  it fires the mounting of the tri-barrels spins like a mini-gun, spraying 
  the user’s target with a 5 bullet burst of 9mm flechette bullets.  
   
  The Hellbringer uses a 100 bullet drum to hold its ammunition. 
  Against unarmored targets, the Hellbriner does 9 points of Wound 
  Damage per burst; against armored targets the Hellbringer does 4 
  points of Wound Damage per burst. 
   
  Damage: 9mm / 9 points of Wound Damage 
  Required Skill: Firearms Skill 
  Range: Short to Long 
  Rate of Fire: 2 bursts per Round 
   
   
   
  OG Plasma Pistol 
   OG Plasma Rifle 
   
  Black Market Price: $ 850,000.00 
   
  The OG Plasma Pistol 
  usea an advanced energy 
  fuel cell to power the 
  gun’s 
  electromagnetic 
  accelerator 
  to 
  fire 
  a 
  stream of plasma at the 
  user’s target (i.e. very hot 
  and 
  very 
  energetic 
  excited 
  matter).These 
  weapons are still in the 
  field testing stage and are only accessable by Agents of the Obsidian 
  Group. Please note that in field testing these extremely powerful 
  pistols have had issues with overheating and exploding on their 
  users. 
   
  Damage: 5 Ranks of Wound Damage, +20% chance of setting the 
  target of fire (Draw a card from the deck, if the Actor draws an Ace 
  or a Two, then their target’s clothing has ignited.  
  Mishap: If a Joker is draw on the part of the user, the plasma pistol 
  exploded doing 5 points of Wound Damage to the user. 
  Required Skill: Heavy Weapons Skill 
  Range: Short to Long 
  Rate of Fire: 1 Shot per Round. 
   
   
  Black Market Price: $1,000,000.00 
   
   
  The OG Plasma Rifle uses an advance energy fuel cell to power the 
  gun’s electromagnetic accelerator to fire a stream of plasma at the 
  user’s target (i.e. very hot and very energetic excited matter).  These 
  weapons are still in the field testing stage and are only accessable by 
  Agents of the Obsidian Group. Please note that in field testing these 
  extremely powerful rifles have had issues with overheating and 
  exploding on their users. 
   
  Damage: 8 Ranks of Wound Damage, +20% chance of setting the 
  target of fire (Draw a card from the deck, if the Actor draws an Ace 
  or a Two, then their target’s clothing has ignited). 
  Mishap: If a Joker is draw on the part of the user, the plasma pistol 
  exploded doing 7 points of Wound Damage to the user. 
  Required Skill: Heavy Weapons Skill 
  Range: Short to Long 
  Rate of Fire: 1 Shot per Round. 
   
   
   
   
   
   
  
   
  274 
  Structure Points 
   
  Structure Points are the way the Center Stage Game System handles small to massive structures. Everything has a finite amount 
  of damage before it simply crumbles into ruins, as such when a Persona uses explosives to destroy a structure, use the below 
  chart to determine how many Structure Points the given structure has. 
   
  Small object (chair, computer, table, etc.)  
  1 Structure Point 
  Large object (vending machine, conference table, refrigerator, etc.)  
  2 Structure Points 
  Sedan, SUVs, and Vans 
  5 Structure Points 
  Tractor Trailer Truck, Mobile Home, Small House 
  10 Structure Points 
  Two-Story House, Small Office Building, etc… 
  20 Structure Points 
  Corporate Skyscrapers, Bridges, etc… 
  30 Structure Points, +5 for every 2 stories past 30 
   
  Explosives 
  Damage 
  Cost 
  Black Powder (Per Pound) 
  5 Points of Wound Damage/ 1 Structure Point 
  $20.35 
  Homemade Chemical Explosive (Per Gallon) 
  5 Points of Wound Damage/ 2 Structure Points 
  Cost Varies 
  Dynamite ( Per Stick) 
  8 Points of Wound Damage/ 3 Structure Points 
  $350.00 per stick 
  Fragmentation Hand Grenade ( Per Grenade) 
  8 Points of Wound Damage/ 2 Structure Points 
  $75.00 per Grenade 
  TNT (Per Pound) 
  10 Points of Wound Damage/ 10 Structure Points 
  $410.00  
  Blasting Gelatine (Per Ounce) 
  12 Points of Wound Damage/ 12 Structure Points 
  $400.00 
  Plastique (Per Pound) 
  15 Points of Wound Damage/ 15 Structure Points 
  $12,000.00 
  Nitroglycerine (Per 2 Ounces) 
  15 Points of Wound Damage/ 15 Structure Points 
  $2,000.00 
  Nuclear 
  EVERYTHING IS DEAD 
  Yeah Right! 
   
  Motor Vehicles 
   
  Maneuverability: This is the motor vehicles ability to corner and move when pushed to its limits. Whenever a Persona is 
  driving a motor vehicle at greater than normal speeds, the Actor adds the motor vehicle’s Maneuverability to their Agility + 
  Drive + Card Check or Contest. 
   
  Type 
  Cost 
  Movement Rate 
  Maneuverability 
  Structure Points 
  Motorcycles 
  Rat Bike 
  $350.00 
  20 
  3 
  2 
  Sports Bike 
  $15,000.00 
  40 
  5 
  2 
  Standard Bike 
  $10,500.00 
  30 
  4 
  2 
  Passenger Cars 
  Compact Car 
  $10,000.00 
  20 
  3 
  5 
  Mid-Sized Car 
  $12,000.00 
  20 
  2 
  5 
  Performance Mid-Sized Car 
  $16,000.00 
  40 
  4 
  5 
  Full-Sized Car 
  $18,000.00 
  20 
  2 
  5 
  Performance Full-Sized Car 
  $20,000.00 
  30 
  3 
  5 
  Sports Cars 
  Muscle Car 
  $6,500.00 
  40 
  3 
  5 
  Standard Sports Car 
  $25,000.00 
  40 
  4 
  5 
  Super Car 
  $130,000.00 
  50 
  5 
  5 
  Trucks, Vans, & SUVs 
  Cargo Van 
  $9,000.00 
  20 
  1 
  5 
  Minivan 
  $12,000.00 
  20 
  0 
  5 
  Jeep 
  $8,500.00 
  20 
  1 
  5 
  Junker Pick-Up Truck 
  $2,5000.00 
  20 
  0 
  5 
  Standard Pick-Up Truck 
  $8,500.00 
  20 
  1 
  5 
  SUV 
  $25,000.00 
  20 
  0 
  5 
  SUV Limousine 
  $150,000.00 
  20 
  -1 
  5 
  
   
  275 
  Building your Omega-V Computer 
   
   
   
   
   
   
   
  These are the newst computer systems to see the market. The Omega-V computer immerses the User within a Virtual Reality 
  environment that looks every bit as real as the world we live in.  Through the high-tech hardware and software within these 
  computers; Users can move about in their virtual environment just as easily as a person leaves a room in their house and enters 
  another room.  
   
  Within the virtual reality world of the Omega-V Network, Encrypted data systems appear to be office buildings with programs 
  appearing to be security officers, or much much worse. The sky is the limit with these machines, because they very much are the 
  future of computing technology. 
   
  A basic Omega-V Computer starts out with these Stats: 15 Attribute Ranks to divide up among the Omega-V Computers 
  Attributes, 4 Ranks to divide between Active Memory/AM, Storage Memory/SM, and CPU Speed, and costs $3,000.00 dollars. 
  One thing to remember when building your Omega-V Computer is that it is similar to building a Persona in you have to spend 
  Ranks into Attributes to become better at them. So the best way to see it is the Base Attributes of a Omega-V Computer are like 
  the Attributes of your Persona, and the AM, SM, and CPU Speed are like the similar to the Derived Attributes (the only 
  difference is the computer gets a set number of Ranks to divide in the AM. SM, and CPU Speed rather than having it based on the 
  adding and dividing of two system attributes). All higher models of the Omega-V Computer go by the following statistics. (For 
  the rules on using an Omega-V Computer, please refer to the System Mechanics Chapter). 
   
  Omega-V Quality Rank 
   Attribute Ranks, AM, SM, & CPU Ranks 
   Price 
   
   
   
   
   
  Rank 2 Omega-V System 
   
  19 Attribute Ranks, 6 Ranks for AM, SM, and CPU 
   
  $6,000.00 
  Rank 3 Omega-V System 
   
  23 Attribute Ranks, 8 Ranks for AM, SM, and CPU 
   
  $9,000.00 
  Rank 4 Omega-V System 
   
  27 Attribute Ranks, 10 Ranks for AM, SM, and CPU 
   
  $12,000.00 
  Rank 5 Omega-V System 
   
  31 Attribute Ranks, 12 Ranks for AM, SM, and CPU 
   
  $15,000.00 
  Rank 6 Omega-V System (Corporate Grade) 
   
  35 Attribute Ranks, 16 Ranks for AM, SM, and CPU 
   
  $25,000.00 
  Rank 7 Omega-V System (Corporate Grade) 
   
  37 Attribute Ranks, 18 Ranks for AM, SM, and CPU 
   
  $35,000.00 
  Rank 8 Omega-V System (Corporate Grade) 
   
  41 Attribute Ranks, 20 Ranks for AM, SM, and CPU 
   
  $45,000.00 
  Rank 9 Omega-V System (Corporate Grade) 
   
  45 Attribute Ranks, 22 Ranks for AM, SM, and CPU 
   
  $55,000.00 
  Rank 10 Omega-V System (Corporate Grade) 
   
  47 Attribute Ranks, 26 Ranks for AM, SM, and CPU 
   
  $75,000.00 
   
  System Attributes 
   
  Anti Intrusion Countermeasures (Anti-IC): This Attribute represents the most basic in Anti-Intrusion programs that already 
  come loaded onto an Omega-V Computer. Please note that these programs do not draw from the system resources like the larger 
  Anti-IC Programs. These programs tend to be very weak and even the most of the low level I/E programs can punch their way 
  into a system protected simply by the Anti-IC Attribute. 
   
  Anti-Personnel: This Attribute represents the most basic in Anti-Personnel programs that already come loaded onto an Omega-V 
  Computer. Note: these programs do not draw from the system resources like the larger Anti-Personnel programs. These programs 
  can only give the intruding User an electrical shock that most Users can defend against by simply having a high Fire Wall rating 
  or having Fire Wall programs that protect against Anti-Personnel programs. 
   
  Anti-System: This Attribute represents the most basic in Anti-System programs that already come loaded onto an Omega-V 
  Computer. Note: these programs do not draw from system resources like the larger Anti-System programs. These programs tend 
  to be little more than an annoyance to the more experienced Users and System Operators, the use of these programs are the mark 
  of a rank amateur. Older Users and System Operators tend to show little or no mercy to these poor fools that attempt to use these 
  programs on their systems. At best these programs can give the system minor lag; at worst they are completely useless to the 
  User. 
   
  Detection: This Attribute represents the most basic in Detection programs that already come loaded onto an Omega-V Computer; 
  Note: these programs do not draw from the system resources like the larger Detection programs. These programs can detect only 
  the most blatant system Intrusions, 9 times out of 10, a User with this level of Detection will never know that another User or 
  System Operator has entered their system until it is too late. 
   
  
   
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  Encryption/Decryption: This Attribute represents the most basic E/D programs that already come loaded onto an Omega-V 
  Computer. Please note that these programs do not draw from the system resources like the larger E/D programs do. These E/D 
  programs can only encrypt and decrypt data on the most basic level. Users Decrypting files that were Encrypted simply by using 
  these basic programs will normally make short work of them through the use of more expensive E/D programs. 
   
  Fire Wall: This Attribute protects a User and their system from damage. The Fire Wall of an Omega-V Computer system is the 
  barrier that protects it from intrusion from outside sources. The higher a system’s Fire Wall, the harder it is for intruders to get 
  into the system. 
   
  Intrusion/Evasion: This Attribute represents the most basic I/E programs that already come loaded onto an Omega-V Computer; 
  to break into a network system and evade the systems IC programs. 
   
  System Defaults 
   
  Active Memory (AM): The number of programs that can be active at any one time. 
  For every 2 programs in use, the CPU Speed of an Omega-V Computer goes down by 
  1. This is done to represent the programs’ draw on system resources.  
   
  Storage Memory/SM: The SM # x 3 equals the number of programs or stored data 
  that a User can have on their Omega-V Computer 
   
  Central Processing Unit/CPU Speed: The CPU Speed of an Omega-V Computer 
  dictates just how fast that system can react when in use. In game terms, this means 
  that the higher a User’s CPU Speed is the more actions they will get to take per turn. 
  Simply put, your CPU Speed is the number of actions you can take per turn. 
   
  Initiative: CPU Speed + Card against the Opposing CPU Speed + Card = Resolution 
   
  System Status: This is the Omega-V Computers Wound Ranks, in the most simplest 
  of terms. Just as a Persona takes damage when they are injured, if an Omega-V 
  Computer is damaged through its system being targeted or its hardware being 
  targeted, eventually the Omega-V Computer will cease to work. 
   
   
  Omega-V Computer Glossary 
   
  Avatar: The Avatar is the Virtual Reality image that represents a Program, System Operator, or User within the Omega-V 
  Network System.  
   
  Bulletin Boards: The term "BBS" is used for any location on the Omega-V Network that Users go to congregate at. In the 20th 
  Century, these types of places would be electronic billboards. The big difference is that in these virtual reality chat rooms, the 
  users are actually able to interact with their environment and other users. It was through some of the seedier of these BBSs that 
  the term “NetSex” took on a whole new dimension within cyberspace. 
   
  Construct: A construct is a carrier program that is designed to house up to 4 other programs within it. That means that these 
  programs only take up one program slot, but it also means that when one program within the construct gets "derezzed", all 
  programs within the construct get derezzed until the system can be rebooted.  
   
  Dark Tower: Dark Towers are Omega-V network systems that do not broadcast their purpose to the rest of the Omega-V 
  Network; in many cases there networks are owned by large corporations or governments and are considered restricted access 
  networks. It is not unheard of for the Systems Operators of there Dark Towers to use lethal Anti-Personnel Programs to insure the 
  integrity and confidentiality of their corporation or nations online secrets. 
  
   
  277 
   
  Derezzed: This is when a computer program is disabled or corrupted in such a way as to make it useless until the program is 
  reloaded into the Omega-V Computer. 
   
  Doc Suess: The slang name for a program that identifies viruses, inoculates, or absorbs them so that the virus doesn’t damage the 
  system. Should the "Doc Suess" absorb the virus, at that point that particular "Doc Suess will have to be deleted and reinstalled 
  into the system to be used again. These programs are frequently updated because of the invention of new viruses daily.  
   
  Fire Base: Fire Bases are heavily defended Omega-V networks that always use lethal Anti-Personnel Programs in order to 
  eliminate anyone that intruded upon their secure networks. In most cases, at this point, all of the Fire Bases are controlled either 
  by the Darkstar Corporation; that set up the systems, or by the United States Intelligence Community and Military. 
   
  Fire Wall Program: These programs add to the strength of a system’s Fire Wall Attribute.  
   
  Handle: The chosen alias that an Omega-V Computer user assumes while on the Net in order to protect their real identity.  
   
  Hacker BBS: These BBSs are controlled and regulated by Omega-V users. Gaining access to these BBSs can be simple to 
  extremely difficult.  
   
   Jekyll & Hyde: A "Jekyll & Hyde" is a Program, SysOp, or User that projects a false Network Avatar from that of their true 
  Avatar. Example: An Anti-IC program that cloaks itself with the Avatar of a weaker program, once activated, the cloak falls 
  away and its true nature becomes apparent.  
   
  Kill-switch: A simple switch that all Omega-V Computers have installed onto them that when activated will drop a Persona off 
  of the Net. These switches are most commonly used when a Persona’s Options Menu has been disabled by an Anti-System 
  Program.  
   
  Narcs: Omega-V users that have been caught by the FBI or the Darkstar Network, and are now being forced to work against 
  other Omega-V users on the Net.  
     
  Node: These are Omega-V network satellites that are in orbit over the planet. 
   
  Node Lag: This is when an Omega-V Network Node’s CPU Speed slows down because of a massive draw on its system 
  resources due to many Users all logged onto the same Node Network System. This Node Lag can affect the CPU Speed of a User 
  that is operating within that Network Node. Your Director should determine if any Node Lag is present before a Persona attempts 
  to enter the system. This is done by selecting a number between 1 and 4. Once this is done, the Director should note the CPU 
  Speed subtractor and notify the Persona of the penalty once they have entered the Network Node System.  
   
  Node Security Level: The Network Node Security Level determines the level of Security and Monitoring that a particular Node 
  has protecting it. The higher a Node’s Security Level is the more difficult it is for an Unauthorized User to gain access to it. Low 
  Priority Nodes only require a Target Difficulty of: “Trivial to Simple” Computers Check to enter, while Medium Security Nodes 
  require a Target Difficulty of: “Simple to Difficult” Computers Check to get into; and High Security Nodes require a Target 
  Difficulty of: “Difficult to Very Difficult”. The most difficult and dangerous of all Omega-V Network systems to enter are those 
  of the Darkstar Corporation itself and the United States government; these Omega-V Network systems require a target Difficulty 
  of: “Very Difficult to Next to Impossible” Computers Check to enter. 
       
  The Fortress: This is the Hacker slang used in reference to the Darkstar Corporate Network System. Many Omega-V Computer 
  Hackers have attempted to gain access to this network only to be caught by the Darkstar Corporations System Operators, in most 
  cases because of the Corporate Armament Act, the Omega-V Computer Hacker ends up meeting a bloody end due to Darkstar 
  Corporate Security forces coming to their home and physically removing them from the Network permanently 
   
   
   
   
  
   
  278 
  Omega-V Computer Programs 
   
  Anti-IC Programs 
   
  Ice Pick 
  Cherry Bomb 
   
  System Bonus: +4 to Anti-IC 
  Avatar: Ice Pick appears as a gleaming ice pick made out of 
  energy that the User attempts to attack the Intruder with. 
  Function: Ice Pick is designed to attack the Intrusion/Evasion 
  Software on a Intruder’s VR Comp system. On a successful 
  attack, the Ice Pick renders the active I/E program/s inactive 
  until the Intruder/SysOp reboots their Omega-V Computer. This 
  program does not damage the computer.  
   
  Cost: $250.00 
   
   
  System Bonus: +4 to Anti-IC 
  Avatar: Cherry Bomb appears as a big red looking bomb 
  with a lit fuse that the User attempts to throw at the 
  Intruder as their attack. 
  Function: This program was designed by a hacker; its 
  primary purpose is VR Network system sabotage. Once 
  placed, this program appears as an “untitled” file in 
  whatever directory it was placed. This program can be 
  activated at anytime while the hacker is in the system, or 
  will automatically activate when the hacker logs out of the 
  system. Cherry Bomb ignores the Omega-V Network 
  systems Fire Wall and destroys/deletes whatever system 
  directory the program was placed in.  
   
  Cost: $200.00 (available only through Hackers) 
   
  Pong 
  Raptor 
   
  System Bonus: +4 to Anti-IC 
  Avatar: Some classics never die, this insidious program appears 
  as the old Pong game that totally fills the Virtual view of the 
  System Operators surrounding environment; with the Pong ball 
  going from one paddle to the other in an endless loop. 
  Function: This program was designed to send an Omega-V 
  Network system into a data-loop that can only be shut down 
  when the System Operators reboot the system.  
   
  Cost: $600.00 (available only through Hackers) 
   
   
  System Bonus: +6 to Anti-IC 
  Avatar: Raptor appears in the form of a velociraptor 
  dinosaur that attempts to attack the Intruder. 
  Function: This program was designed to Auto-Kill an 
  attacking program on a successful strike. Once the 
  attacking program has been “Killed”, the User must reboot 
  their Omega-V Computer to reactivate the program.  
   
  Cost: $300.00 
   
   
  Spaced Invader I & II 
   
   
  System Bonus: +2 or +4 to Anti-IC 
  Avatar: Another classic spin on an old video, this program 
  appears as a totally stone space alien that attacks the User. 
  Function: Spaced Invader I & II were designed by a Hacker 
  that was fed up with System Operator’s shutting them down 
  while they were in the middle of a run. The Spaced Invader was 
  their response to this perceived cyber- harassment. This program 
  is designed to attack the System Operator’s Anti-IC programs. 
  When successful, the Spaced Invader freezes the actions of the 
  attacking Anti-IC programs for the period of 4 turns.  
   
  Cost: $350.00 to $400.00 
   
   
   
   
   
  
   
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  Anti-Personnel Programs 
   
  Cobra 
  Stun Pulse 
   
  System Bonus: +4 to Anti-Personnel 
  Avatar: Cobra appears in the form of a King Cobra that appears 
  and attempts to attack the Intruder. 
  Function: Cobra was designed with the same purpose of Viper, 
  but this version does a little more damage to the Intruder. When 
  successful, this program does 3 levels of Lethal Damage directly 
  to the Intruder.  
   
  Cost: $900.00 
   
   
   
  System Bonus: +2 to Anti-Personnel 
  Avatar: Stun Pulse appears in the form of a bolt of 
  lightning that begins arcing off of the User’s own avatar 
  and attempts to attack the Intruder. 
  Function: This program was designed by SysOps at the 
  Darkstar Corporation to be used on Intruders to 
  momentarily stun them just long enough to let the more 
  effective Anti-Personnel programs take full effect. When 
  successful, Stun Pulse does 4 Ranks of Stun Damage to the 
  Intruder. The Intruder also remains stunned for the next 3 
  turns, unable to take an action.  
   
  Cost: $200.00 
   
   
  Venom I & II 
  Viper  
   
  System Bonus: +4 or +6 to Anti-Personnel 
  Avatar: Venom I and II both appear in the form of an Asp that 
  will appear and attempt to attack the Intruder. The only way to 
  tell the two apart is Venom I is Red and Venom II is blue. 
  Function: This program was designed to attack an intruder in a 
  VR Network system by latching onto their Avatar and striking 
  them every turn that Vemon remains attached to the user. When 
  successful; Vemon I does 2 Ranks of Stun Damage every turn 
  that it is attached to the user’s Avatar. Venom II does 3 Ranks 
  of Stun Damage every turn that it is attached to the user’s 
  Avatar.  These programs are only purchasable directly through 
  the Darkstar Corporation for the protection of Corporate 
  Network Systems. 
   
  Cost: $1,000/$1,500.00 
   
   
   
  System Bonus: +2 to Anti-Personnel 
  Avatar: Viper appears as a digital rattle snake that appears 
  and attempts to attack the Intruder. 
  Function: Viper I was designed to attack an Intruder in a 
  System, doing 2 Ranks of Wound Damage directly to the 
  Intruder.  
   
  Cost: $800.00 
   
   
  Anti-System Programs 
   
  Eienstein's Opps! 
  Hell Storm 
   
  System Bonus: +8 to against Artificial Intelligences 
  Avatar: Eienstein’s Opps! Appears as a massive chalk board 
  with hundreds of equations on it that begin erasing and rewriting 
  themselves in an endless and unsolvable equation. 
  Function: When activated, this program feeds a System's AI an 
  unsolvable equation or question, the Artificial Intelligence’s 
  CPU speed drops by 4 for the next 10 turns as the system 
  attempts to solve the query.  
   
  Cost: $5000.00 
   
   
  System Bonus: +8 to Anti-System  
  Avatar: Hell Storm appears as a raging electrical storm of 
  multi-colored fire throughout the affected Omega-V 
  Computer system. 
  Function: Hell Storm is designed to attack the intruders 
  Omega-V Computer system. When successful, Hell Storm 
  does 5 Ranks of Damage to the intruders Omega-V 
  Computer.  
   
  Cost: $500.00 
   
   
   
   
   
   
   
   
   
   
   
  
   
  280 
  Nightmare 
  System Nuke 
   
  System Bonus: +10 to Anti-System 
  Avatar: The Nightmare appears as a charging demonic black 
  horse with purplish electrical fire coming from its hoofs, 
  mouth and eyes. The Nightmare charges at the Intruder in an 
  attempt to run them down. 
  Function: Nightmare is designed to attack the intruders 
  Omega-V Computer. When successful, Nightmare does 6 
  Ranks of Damage to the intruders VR Omega-V Computer.  
   
  Cost: $600.00 
   
   
   
  System Bonus: +8 to Anti-System 
  Avatar:  Of all things to appear in virtual reality, the 
  programmer of this program made its successful use 
  appear as a mushroom shaped cloud with a blinding 
  flash of light. 
  Function: System Nuke was designed by a Hacker for 
  the express purpose of disabling an Omega-V Network 
  system. This program attacks all of the system Attributes 
  with its attack. When successful, System Nuke reduces 
  the system attributes of the affected system by 6. This 
  lasts for the next 8 turns.  
   
  Cost: $3,000 (available only through Hackers) 
   
  Plasma Bolt 
   
  System Bonus: +6 to Anti-System  
  Avatar: Plasma Bolt appears in the form of a fireball like bolt 
  of bluish fire that the User attacks the intruder with. 
  Function: Plasma Bolt is designed to attack an intruder’s 
  Omega-V Computer. When successful, Plasma Bolt does 3 
  Ranks of Damage to the intruder’s Omega-V Computer.  
   
  Cost: $300.00 
   
   
   
  Reboot 
   
   
  System Bonus: +4 to Anti-System 
  Avatar:  This vicious little program is simple in its purpose 
  and appearance; when successfully used against an Intruder, a 
  little sign appears that typically says “Access Denied”, but 
  some of the more resourceful Hackers have been able 
  reprogram the sign to say any number of parting phrases. 
  Function: This program was designed to, upon a successful 
  system attack; force the opposing system to reset itself. This 
  reset automatically dumps the intruder off of the Omega-V 
  Network and out of the system.  
   
  Cost: $350.00 
   
   
   
  Straight Jacket 
   
   
  System Bonus: +6 to Anti-System  
  Avatar:  The creator of this vicious program definitely had a 
  sense of humor, when it is able to successfully attack a User; 
  it puts them in a virtual straight jacket. 
  Function: This program is designed to disable the system 
  attributes of an Omega-V Computer by eliminating the 
  Options Menu of the user for the period of 4 turns.  
   
  Cost: $900.00 
   
   
   
   
   
  
   
  281 
  Detection Programs 
   
  Sentry 
  Stalker I & II 
   
  System Bonus: +2 to Detection 
  Avatar:  This program appears as a statue with the virtual 
  environment, which in many cases tends to be over look 
  because of how real the virtual environment really looks. 
  Kind the old paintings from Scooby-Doo; the only way to tell 
  that it is there is by watching its eyes move back and forth. 
  Function: Sentry was designed to detect unauthorized users 
  in a computer system.  
   
  Cost: $400.00 
   
   
   
  System Bonus: +2, +4 to Detection 
  Avatar: This programs avatar was designed to appear as 
  if it was another User within the Omega-V Network 
  system. The Stalker can appear to look like anyone that 
  the System Operators wish it to appear as. 
  Function: The Stalker Series of programs were designed 
  to track the movement of an intruder in a system to 
  detect. The intruder must succeed in a I/E Check at a 
  Difficulty - Difficult.  
   
  Cost: $250.00/$350.00 
   
  Sentinel 
   
  System Bonus: +4 to Detection 
  Avatar:  Similar in design to Sentry, Sentinel appears as a 
  statue within the virtual environment that tends to be 
  overlooked, the big difference between Sentinel and Sentry is 
  this program is able to move about the virtual environment. It 
  moves, takes up a position and waits for the Intruders to move 
  on and them it attempts to follow them. As with Sentry, the 
  only way to know that this program is lurking around is to 
  look for a statue that you might have seen before, or watch the 
  moving eyes. 
  Function: Sentinel was designed to detect unauthorized users 
  in a computer system.  
   
  Cost: $500.00 
   
   
   
  Spectral Stalker 
   
   
  System Bonus: +6 to Detection 
  Avatar: This program appears in the form of a ghostly 
  looking figure that actually follows the User at a distance. 
  Most Corporations tend to customize their Spectral Stalkers to 
  look like an employee that once made a great impact on the 
  company and is now either retired or dead. 
  Function: Spectral Stalker is designed to track the movement 
  of an intruder in a system, then when that intruder logs back 
  into the system, the Spectral Stalker alerts the System 
  Operators to that specific User’s presence in the system.  
   
  Cost: $1,000.00 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  282 
  Encryption/Decryption Programs 
   
  Code Breaker 
  Code Killer I & II 
   
  System Bonus: +4 to Decryption 
  Avatar: This program’s avatar appears be a wild looking man 
  with a pocket protector in his shirt pocket, nerdy looking 
  glasses and he has a PDA in had that he is running numbers 
  on in an attempt to break a code lock. 
  Function: Code Breaker's primary purpose is to find and 
  identify the passwords and code keys that allow entrance into 
  computer systems, once this is done Code Breaker 
  automatically stores these passwords and code keys for later 
  use by its user. This program can also be used to open any 
  type of file or directory that requires a code key to gain access 
  to it.  
   
  Cost: $3,000 (available only through Hackers) 
   
   
   
  System Bonus: +6 , +8 to Decryption 
  Avatar: This program’s avatar can be easily changed, 
  and many Hackers and Corporate System Operators tend 
  to have it appear to look like one or many famous Serial 
  Killers. The only way to tell the two programs apart is 
  Code Killer I is Green and Code Killer II is Gold. 
  Function: Both Code Killer programs were designed to 
  be a more effective version of Code Breaker. Hence both 
  versions of Code Killer are considerably stronger than 
  their parent program. Code Killer I & II were designed 
  to find and identify the passwords and code keys that 
  allow a user entrance into computer systems. Once this is 
  done, both versions of this program store these 
  passwords and code keys for later use by their user. 
  These programs can also be used to open any type of file 
  or directory that requires a code key to gain access to it.  
   
  Cost: $4,000/$5,000 (available only through Hackers) 
   
  Fire Wall Programs 
   
  Black Shield 
  Defender I, II, III 
   
  System Bonus: +6 to Fire Wall 
  Avatar: The program appears in the form of a glowing black 
  brick wall that attempts to block a Users path through an 
  Omega-V Network system. 
  Function: Black Shield is designed to strengthen the Fire 
  Wall of a Omega-V Computer system.  
   
  Cost: $600.00 
   
   
  System Bonus: +4, +6, or +8 to Fire Wall 
  Avatar: This program appears in the form of a Knight 
  with a sword that attempts to block a Users path. Each 
  version is a different color, Defender I is blue, Defender 
  II is Green and Defender III is Silver. 
  Function: This program was designed to protect 
  network systems against intrusion. Almost all major 
  corporations have the program guarding their network 
  systems. Each successive upgrade of this program 
  increases its effectiveness against hacker intrusion.  
   
  Cost: $400/$600/$1,000 
   
  Defender V 
  Flak Jacket 
   
  System Bonus: +10 to Fire Wall 
  Avatar: This program appears in the form of a Knight with a 
  sword that attempts to block a Users path. This version of 
  Defender appears as a Golden Knight. 
  Function: This program was designed to protect network 
  systems against intrusion. Only the most paranoid of 
  corporations have this program guarding their network 
  systems. This version of Defender can only be acquired 
  directly from the Darkstar Corporation.  
   
  Cost: $5,000 
   
   
  System Bonus: +4 to Fire Wall/User 
  Avatar: This program appears in the form of a bullet 
  proof vest that the User’s Avatar wears. 
  Function: This program was designed to protect a User 
  or System Operator of a system from attacks made 
  directly against their physical body. This program 
  automatically absorbs 2 Ranks of Stun or Wound 
  Damage that would normally go directly to the User.  
   
  Cost: $800 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  283 
  Stone Wall 
   
  System Bonus: +4 to Fire Wall  
  Avatar: Apparently the creator of this program was a 
  historian, because when this program appears; those seeing it 
  see a stone wall with a Confederate looking officer waving 
  the Stars and Bars of the South. 
  Function: Stone Wall was designed to strengthen the Fire 
  Wall of a Omega-V Computer system. This program can be 
  left running in the system even when the User or System 
  Operator is not present. 
    
  Cost: $2,000 
   
   
   
  Intrusion/Evasion Programs 
   
  Ghost 
  Kibbles & Bytes 
   
  System Bonus: +2 to Evasion 
  Avatar: This program tasks the User’s avatar are turns it 
  semi-transparent within the virtual environment. 
  Function: Ghost was designed to mask the presence of an 
  Intruder in an Omega-V Computer system.  
   
  Cost: $200.00 (available only through Hackers) 
   
   
   
  System Bonus: +4 to Evasion  
  Avatar: This program is almost comical in its 
  appearance, when activated; it appears as if the User 
  tossed an open bag of dog food all over the virtual 
  environment. 
  Function: When activated, this program attacks the User 
  or System Operator’s Omega-V Computer, forcing it to 
  search its own system databank for the file "Kibbles & 
  Bytes", reducing the affected systems CPU rating by 3 
  for the next 5 turns. 
   
  Cost: $2,500 (available only through Hackers) 
   
  Mystery's Mask I & II 
  Phantoms 
   
  System Bonus: +6 / +8 to I/E 
  Avatar: This program is simple in its appearance; it allows 
  the User to change they’re own avatar to appear as the avatar 
  of another User. Both versions of this program do exactly the 
  same thing. 
  Function: This program when activated allows a user to use 
  the image of another user's avatar that they have saved in their 
  Omega-V Computer. The user enters a contest at a Difficulty 
  of: Difficult to assume the desired Avatar. 
   
  Cost: $1,000/$2,500 
   
   
  System Bonus: +4 to I/E  
  Avatar: Similar to Ghost, this program turns a User’s 
  avatar semi-transparent as they enter an Omega-V 
  Network system; it also creates other similar looking 
  phantoms that move about in the environment around the 
  User in an attempt to confuse the System Operators. 
  Function: This program masks the presence of a User 
  entering an Omega-V Computer system and their 
  presence while they are in the system.  
   
  Cost: $800.00 
   
   
   
   
   
   
   
   
  
   
  284 
  Self Replicator 
  Spectre 
   
  System Bonus: +3 to Evasion 
  Avatar: Similar in concept to Phantoms, this program creates 
  multiple clones of the User within the Omega-V Computer 
  system in an attempt to confuse the system’s programs and its 
  System Operators. The User’s avatar becomes semi-
  transparent while the clones are not. 
  Function: This program creates multiple clones of the User in 
  the VR Network system and masks their presence while they 
  are in the system. If successful, the System Operator or 
  Program will attack the clones before coming after the actual 
  User. 
   
  Cost: $400.00 
   
   
  System Bonus: +2 to Intrustion/+4 to Evasion  
  Avatar: This program was designed to use a known 
  avatar of a frequent User within the Omega-V Computer 
  system and through that clones avatar the User attempts 
  to move about the virtual environment without the notice 
  of the System Operators. 
  Function: Spectre was designed to break into an 
  Omega-V Computer system and then mask the Intruders 
  presence in the system. 
    
  Cost: $600.00 
   
   
   
  Multi-Purpose Programs 
   
  Demon Dog 
  Gonzo 
   
  System Bonus: +6 to Detection/+6 to Anti-Personnel 
  Avatar: This program appears to be a black demon-like dog 
  that attacks from out of no where. It attempts to grapple with 
  the User as the program fulfills its purpose. 
  Function: Demon Dog is designed to track the movement of 
  an intruder in a system; then attack the intruder should they 
  attempt to enter or access a restricted area. Should that 
  intruder successfully log out, Demon Dog will wait for that 
  intruder to re-log into the system and then attack them again. 
  When successful in an attack, Demon Dog does 3 Ranks of 
  Wound Damage to the Intruder. This program is only 
  purchasable directly through the Darkstar Corporation for the 
  protection of Corporate Network Systems. 
   
  Cost: $2,500.00 
   
   
   
  System Bonus: +4/-4 against Artificial Intelligences 
  Avatar: This program appears to be a muppet on crack, 
  running around the Omega-V Computer system that it is 
  attempting to infect like a chicken with its head cut off. 
  Function: This program is a System Operators 
  nightmare. When used successfully, it allows a Hacker to 
  completely take over the target Omega-V Computer 
  system, using all of its resources as if they were his own. 
  A Contest must be made each turn that Gonzo is in use, 
  and the Hacker must succeed with a margin of success of 
  at least 3. If the Hacker fails any Contest, his “own” 
  system crashes and must be rebooted. Artificial 
  Intelligence is particularly resistant to Gonzo because of 
  the complexity of the logic systems involved.  
   
  Cost: $800.00 (available only through Hackers) 
   
  Guardian 
  Lightning Shield 
   
  System Bonus: +6 to Fire Wall, +6 to Anti-IC, +4 to 
  Detection 
  Avatar: This program appears in the form of a frightening 
  evil looking black knight. 
  Function: This program has consistently proven its worth in 
  protecting high security Omega-V Computer system. 
  Guardian strengthens the Omega-V Computer system Fire 
  Walls while at the same time defending the Omega-V 
  Computer system from rogue users. This program can be left 
  running with a System Operator present.  
   
  Cost: $7,500 
   
   
  System Bonus: +6 to Fire Wall/+4 to Anti-IC  
  Avatar: This program appears in the form of a storm of 
  lightning that seems to take over the virtual environment 
  around the User. 
  Function: Lightning Shield is designed to strengthen the 
  existing Fire Wall of a system while at the same time 
  attack the intruders I/E software programs. When a 
  successful attack is made against the intruder, Lightning 
  Shield eliminates all of the intruders “active” I/E 
  programs until the intruder reboots their Omega-V 
  Computer. This program is only purchasable directly 
  through the Darkstar Corporation for the protection of 
  Corporate Network Systems. 
   
  Cost: $5,000 
   
   
   
   
   
   
   
  
   
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  Microsloth 
  Spazz 
   
  System Bonus: +2 to Anti-System 
  Avatar: This program appears in the form of an old out of 
  date operating system logo that begins cloning itself in the 
  virtual environment until nothing of the VR environment can 
  be see. 
  Function: This program is a complex, self replicating 
  algorythm that infects the target system and begin to consume 
  system resources at an alarming rate. The result is that the 
  Omega-V Computer system is slowed down considerably 
  until the algorithm can be purged, which takes 4 turns. The 
  affected system can only take one action every other turn until 
  Microsloth runs its course or the system is shut down and 
  rebooted.  
   
  Cost: $1,500 
   
   
   
  System Bonus: +2 to Anti-System, +6 against AI 
  Avatar: This program appears in the form of a red 
  cartoon-like figure that races around the virtual 
  environment attempt to smash everything around him. 
  Function: This program invades the logic systems of the 
  targeted Omega-V Computer system and makes them go 
  completely crazy. The affected system will use all of its 
  actions completely at random in terms of the action itself 
  and the target (including the system itself) for a number 
  of turns equal to the margin of success of the program. 
  Example: the Hacker uses Spazz and exceeds his target 
  his number by 4 on the draw of the card, so the target 
  system will be Spazzed for 4 turns. Artificial Intelligence 
  is particularly vulnerable because of the complex but 
  unstable logic systems involved.  
   
  Cost: $2,000 (available only through Hackers) 
   
   
  Construct Programs 
   
  DataCycle 
  DataTank 
   
  System Bonus: +4 to CPU Speed/ I/E - Spectre  
  Avatar: This program appears in the form of a fast moving 
  motorcycle allowing the User to move about the virtual 
  environment at a higher rate of speed and it creates a clone of 
  a known avatar of a frequent User within the Omega-V 
  Computer system and through that cloned avatar the User 
  attempts to move about the virtual environment without the 
  notice of the System Operators 
  Function: This Construct was designed to increase a Users 
  speed through an Omega-V Computer system and to assist in 
  concealing their presence in the system. DataCycle has both 
  Spectre and a specialized program to speed up a Users 
  progress in traversing a Omega-V Computer system.  
   
  Cost: $2,000 
   
   
  System Bonus: -1 to CPU/ + 6 Programs / + 5 to Fire 
  Wall  
  Avatar: This program appears in the form of a 
  formidable looking modern battle tank that allows the 
  User to move about the virtual environment. 
  Function: This Construct was designed to increase the 
  protection a User has while in an Omega-V Computer 
  system while giving them the ability to defend 
  themselves in spades. This program houses 6 programs 
  of the Users choice.  
   
  Cost: $8,000 
   
   
   
   
   
  
   
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  RamJet 
  Mimic 
   
  System Bonus: +4 to CPU Speed/ + 4 Programs  
  Avatar: This program appears in the form of a fast moving 
  jet fighter that allows the User to quickly move through the 
  virtual environment. 
  Function: This Construct was designed to increase a Users 
  speed through an Omega-V Computer system while giving 
  them the ability to defend themselves in spades. This program 
  houses 4 programs of the Users choice.  
   
  Cost: $9,000 
   
   
   
  System Bonus: +4 to Fire Wall / Copy & Steal Program 
  Avatar:  This program appears in the form of a bolt of 
  greenish lightning that shots from the Users hand, 
  striking the System operator or Program and bouncing 
  back to the User. 
  Function: This Construct was designed with the express 
  purpose in mind of stealing programs from other users. 
  The way it does this is when the user is attacked and he 
  or she activates Mimic, the program has the ability to 
  copy up to 3 of the programs attacking the user. Once 
  copied, these programs sit in the Users Storage Memory 
  waiting to be activated. This Construct does not allow 
  the user to make copies off of the stored programs as it 
  has a failsafe built into it to delete the programs once the 
  Users has used them or if the User attempts to copy them 
  from the constructs Data-Chip. This program is 
  extremely rare, and those that have it are rarely willing 
  to sell a copy of it to anyone. Use of Mimic within the 
  Omega-V Network is forbidden and those that are found 
  with copies tend to have unpleasant encounters with the 
  Corporate Security forces of the Darkstar Corporation. 
   
  Cost: $9,000 
   
  TransPort Tank 
   
  System Bonus: +6 to Anti-Personnel / + 3 Programs / + 2 to 
  CPU 
  Avatar: This program appears in the form of a freakishly 
  large and formidable looking modern battle tank that allows 
  the User to move about the virtual environment. 
  Function: This Construct was designed to increase the 
  firepower that a User had while in an Omega-V Computer 
  system while giving them the ability to defend themselves in 
  spades. The drawback of this program is that is gives the user 
  nothing in the way of protection to his Omega-V Computer 
  system Fire Wall. This program houses 3 programs of the 
  Users choice.  
   
  Cost: $10,000  
   
   
   
   
   
   
   
  
   
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  Chapter 8:
  Sorcery &  
  Religious Rituals
   
  
   
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  Understanding the Art of Sorcery 
   
  To understand Sorcery, one must understand that the mystical forces that surrounds them and empowers their spells and rituals 
  are controlled by five immutable laws.  
   
  The First Law of Sorcery; Three-Fold Law is that for every positive or negative spell or ritual that a Sorcerer casts, there are 
  always consequences. For all positive energy that is expended by a Sorcerer, there will be a positive return some time in the near 
  future. For all negative energy that is expended by a Sorcerer, there will eventually be a negative return some time in their future. 
  This law is the most important of the laws of sorcery. 
   
  The Second Law of Sorcery; the Law of Equivalent Exchange is that in Sorcery, there must be an equal sacrifice of life force 
  towards the desired effect. In the simplest terms, this means that if a Sorcerer is attempting to cast a spell or ritual that creates a 
  large or lasting effect, the Sorcerer will be required to expend greater portions of their own life force. Any Sorcerer that 
  disregards this law does so at their own peril; because if a Sorcerer expends too much of their own Life Force in the casting of a 
  spell or ritual, they could end up killing themselves in the process. 
   
  The Third Law of Sorcery; the Law of Limitations is that a Sorcerer’s only limitation is the limits that they place upon 
  themselves. The moment they choose to stop learning is the moment that they have limited themselves in their practicing of 
  Sorcery. 
   
  The Fourth Law of Sorcery; the Law of True Names is that all names hold power. To know the true name of a creature is to hold 
  power over it. An extension of this basic concept has been that a creature’s blood or an item that is personal to said creature holds 
  within it its true name, and that is why using the blood or an item that is personal to a creature allows a Sorcerer to effect said 
  creature. 
   
  The Fifth Law; the Law of Elemental Attunement; all Sorcerer must be attuned to the Elements that give power to the spells and 
  rituals that they cast. 
   
   
  What is the Nexus? 
   
  The Nexus is a place of pure consciousness. It is the Spirit Realm, the elemental plane of spirit that all Sorcerers must be able to 
  attune themselves to in order the cast the most basic of Spells and Rituals. But the Nexus is much more than simply a realm that 
  Sorcerers must attune themselves to in order to cast sorcery, it is the ultimate common ground that Sorcerers can use in order to 
  communicate with each other. Distance in the physical world means nothing, because this communication is based on pure 
  thought. Time in the physical world means nothing when a Sorcerer’s consciousness is linked to the Nexus, minutes to hours can 
  pass in the course of a single conversation. 
   
  The Nexus was first discovered by Atlantean Sorcerers during pre-historic times. When it was first discovered, the Atlanteans 
  that had linked up to the Nexus did not fully understand that distance meant nothing in the Nexus, so those first Atlantean 
  Sorcerers that used the Nexus would employ mystical talismans in their belief that these items of power would allow them to 
  extend the distance by which they used the Nexus to communicate.  
   
  Over the millennia since its discovery, Sorcerers have come to realize that all that is necessary to reach the Nexus is the Sorcerer 
  entering a deeply meditative state. Through the Nexus, a Sorcerer can communicate with a colleague at arranged times; to attempt 
  communication any other way could force a Sorcerer to wait for days to weeks with no chance of a response. 
   
  Once in the Nexus, the most common sight to the Sorcerer is seeing a circular stone chamber with five doorways. One doorway 
  leads to the elemental realm of Air, one leads to the elemental realm of Earth, one doorway leads to the elemental realm of Fire, 
  one doorway leads to the elemental realm of Water, and the final doorway leads to the elemental realm of Spirit; also known as 
  the Mirror World.  Of course the appearance of the chamber can be different because each Sorcerer has a different mental image 
  of what they believe that they will find in the Nexus. An example being; a Sorcerer whose tradition is Egyptian in origin would 
  see a circular chamber with five doorways set into sandstone walls with hieroglyphics covering the walls and flaming braziers 
  that are lighting the chamber. Or, a Sorcerer whose tradition is Greek would see a circular chamber that had elegant Greek 
  
   
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  columns in between each of the doorways and a fire pit with its flames lighting the chamber at its center. What it comes down to 
  is whatever the Sorcerer can image the chamber to look like is what they will see when their mind links up to the Nexus. 
   
   
  Crossroads of the Realms & the Mirror World 
   
  The Nexus is the crossroads between all of the elemental realms. Through the doorway that leads to the elemental realm of Spirit, 
  the Sorcerer can enter the Mirror World and move about within it.  They can appear anywhere in the Mirror World that they have 
  been in the physical world. All that is required of the Sorcerer is that they can envision the place they seek to visit and that it has 
  a doorway nearby and when they enter the Mirror World; they will appear in that place. While in the Mirror World, the Sorcerer 
  will be as solid and flesh and blood as they are in the Physical World, and they may use their Sorcery while in the Mirror World, 
  but the Sorcerer must be willing to accept the consequences of their actions. Meaning, if the Sorcerer is injured while in the 
  Mirror World, their wounds will appear on their body in the Physical World. It is very possible for a Sorcerer to lose their life 
  while exploring the Mirror World in this manner. Just as a Psychic with the Astral Projection Psychic Talent, the Sorcerer is able 
  to enter the Mirror World and interact with its inhabitants. But, unlike the Psychic, the Sorcerer does not have that silver cord that 
  links their spirit to their physical body. In the case of Sorcerers, all they need to do is find a doorway in the Mirror World and will 
  they will be able to return to the Nexus. 
   
  The Mirror World 
   
  Sitting alongside our own world is another place. Every culture has stories of it—it is the place where a person goes where they 
  die, the land between worlds; the silent country that no sane man visits. The Sorcerers and philosophers of the Second Atlantan 
  Empire and humanity have come to simply call it the Mirror World, and it is a source of great power and greater peril. The Mirror 
  World is, similar to the Fae World, a reflection of our own world. Unlike its cousin, however, the Mirror World isn’t devoid of 
  human contact—it’s made up almost entirely of it. 
   
  The appearance of the Mirror world is disturbing and surreal. In its virginal state it appears to be a gray wasteland, silent and still, 
  with a dark eternal twilight sky the color of cold iron. There is no wind or noise in this realm—only the interaction of a visitor or 
  native will cause a change in the environment. Those that stay for even a little while soon become covered in a fine grayish-white 
  dust that seems to coat everything and tastes of ash.  
   
  For all its alien nature, it is the fact that it is affected by the works of man that ironically make it more alien and terrifying. The 
  Mirror World is, as its namesake implies, a reflection of the world of man—but a reflection of psyche, not reality. The Mirror 
  World is made up of memory and the lost—if something disappears or dies, it will end up in the Mirror World. This doesn’t just 
  include trinkets or lost keys—destroyed buildings, vehicles, and all manner of items crafted will, in one way or another, find their 
  way to the Mirror World, albeit as a mystical representation. 
   
  It is a dark and silent realm made up of the works of man—city streets and great towers alike flow up into the dark starless night 
  sky. It is dark and disturbing, and the pressure that is placed on a psyche is constant and definite. Few would wish to come to this 
  world willingly, and even fewer would wish to stay. 
   
  Everything may end up here, but there is far from infinite space. Instead, new creations will sprout and grow out of the old. A 
  favorite coffee shop has come sprawling out of the old building that was in the same spot years ago, which has aspects and 
  reflections from all the work done to it in the past. In some ancient cities, this has caused great massive memory trees of old 
  buildings, as skyscrapers stand atop stone buildings and cathedrals. Even worse is the fact that, due to natural events and a lack of 
  planning, the Mirror World soon becomes a bizarre home to a mishmash of road and work alike. A tunnel may carve through a 
  church, or a house may squat in the middle of an interstate. The multiple times and places clash together into a depressing maze 
  of former creations that make it easy to become lost in. 
   
  No matter the location, a few constants remain. Electricity and power do no work here—everything is dark and poorly lit by the 
  metallic twilight. The buildings that squat on top of each other seem to organically fuse and grow in some places—a stair case of 
  a 1600’s chateau may lead into a fire station from 1840, with an elevator shaft that can be climbed into a brew pub… 
   
  The only real constant is the lack of essence. Fragile things like glass and paper can shatter under the lightest touch into fine grit, 
  and a wine cellar lost in WWII will only have bottles of bitter, lifeless liquid. Everything seems to be a phantom of its former 
  self, without any spark of brilliance or life to it. Those that try to bring relics to the real world find that they turn to ash upon 
  leaving the Mirror World.  
  
   
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  So long as the real world remembers these items, the reflections climb for the sky. However, Sorcerers have found that 
  eventually, older lost buildings and artifacts begin to sink into the dusty gray soil, falling deep down below—still there, but 
  hiding in the earth below. No one can really say what all of these relics represent, because some that exist have no memory or 
  sign that such a place ever existed. 
   
  Perhaps most disturbing is that it’s not just the works of man that arrives, but mankind themselves—in a fashion. While the spirit 
  and soul of a person moves on to greater mysteries, the traumatic energies of death will many times cause a reflection of a person 
  to appear in the Mirror World. These shades will wander the strange environment they have been cast off into, repeating the 
  memories of their former lives without any impact made by anyone watching. Shades tend to appear and disappear of their own 
  volition, and eventually tend to simply fade and never return after time—be it a few days or a thousand years. 
   
  Of course, not all souls will go so willingly. A few Shades are made from sharp minds and strong wills, and somehow the Shade 
  remembers its consciousness and old life. These few souls, driven by memories of deeds unfinished and wrongs waiting to be 
  avenged, become twisted and corrupted into something more powerful—a Specter. These creatures become driven by their desire 
  to right wrongs, either stepping through to the Physical World to become a poltergeist and haunt those that wronged them, or in a 
  few cases become something far worse—a Deader. 
   
  However, the Shades and Specters are still visitors to the Mirror World. It is the natives that give the Mirror World its other 
  title—the Netherworld. The Mirror World is the native plane of Demons, and home to all their terrible kind. Just as the 
  environment is made of memories of constructions, the demons are born from the emotions of man. These terrible beings of fear 
  and rage stalk the silent wastes, hoping to find a Sorcerer that is unwary or desperate. It is because of the demons that traveling 
  through the Mirror World is always a risk. 
   
  With great risk comes the potential of even greater rewards; some Sorcerers will commonly use the Mirror World for a variety of 
  uses. First and foremost, is the lore of ages past and the aid that only demons can offer a Sorcerer—while dangerous, a well-
  prepared Sorcerer can gain advantages beyond his meager stature in the cosmology of things. Secondly, travel in the Mirror 
  World may be more hazardous, but space is more fluid here, and what could take days of journey in the Physical World might be 
  accomplished in hours or minutes in the Mirror World. Even more useful is the fact that many cannot enter the Mirror World at 
  all—many Sorcerers have used their ability to transverse to another plane to escape enemies in desperate times (although it is 
  questionable if they were any safer upon arrival…). 
   
   Perhaps more impressive is the sheer amount of information that sits in this world. Examples of architecture and technology sit 
  waiting to be seen—the scientists of the Second Atlantean Empire have a greater understanding of some arts and sciences 
  because they can actually visit a 100% authentic replica of history. A small coven known as the Keepers of the Truth will 
  regularly delve into the Mirror World with shovel, pick, and protective ward, digging deep into the dead soil and mankind’s past. 
  Following staircases and sewer grates below, they speak of Cro-Magnon villages and lost Atlantean Temples that are still 
  reflected, giving answers to the secrets of the past. A few reckless souls have even made the trip to the Mirror World in 
  Antarctica to learn of the Elder Things and their lost cities—although none have ever returned.  
   
  This extraordinary font of knowledge includes books and literature as well. Every scrap of paper, every note jotted down, has at 
  least a chance of surviving into the Mirror World. The Second Atlantean Empire has long been entertained with lost works of 
  literature and music written by masters but never published. Diaries and secret missives can be found and used for blackmail by a 
  wise and determined Sorcerer. In some instances, Sorcerers will write a note and then instantly burn it, knowing that only their 
  peers would be able to read it. It is this ability to know what no one could know, and appear where no one could have been, that 
  has granted Sorcerers their terrible fame and power throughout the ages. While a sorcerer may choose to never interact with the 
  Netherworld, they will be limiting themselves in an almost crippling manner. 
   
  As they say, knowledge is power, especially in war. In 1885, a Praetorian unit was able to strike at a supposedly invincible 
  Xoltan stronghold in Mexico City when a Sorcerer noted a secret entrance that had been there for centuries, unnoticed in the 
  Physical World but obvious in the Mirror World. The most famous example of the Mirror World’s advantages is Rindling’s 
  gambit, where Peter Rindling of House Ramius studied the reflection of an enemy’s manse for days before an assassination 
  attempt on a major spy for House of Romulus in 1223. Using the knowledge gained, he was able to strike and assassinate his foe 
  before security could be roused.  
   
  
   
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  The Fae World 
   
  The World of the Fae is a parallel realm to the Physical World, one in which 
  man is nonexistent and nature has prospered unlike anywhere on Earth.  It is 
  named for its inhabitants, entities composed of the various elemental forces 
  that have combined into a unique form of life not found in any of the other 
  Realms.  These Fae are a paradox, each having their own unique identity 
  while possessing a different physical appearance and behavior to those they 
  encounter from the Physical Realm, drawn from their subconscious beliefs 
  and ideas.  A Fae more oriented to water may appear as a Nixie to those 
  from a Western European background, a Leshy to those from Eastern 
  Europe, and a Kappa to those from Asia.  Despite the varying appearance 
  and attitudes it is the same being, for which these radical personality and 
  physical shifts mean nothing; just as the seasons change, so do they. 
   
  It is suspected that the Fae crossings from the Fae World into the Physical 
  World have been occurring since the very beginning of life on Earth, their 
  connections with the Elder Things and the Old Ones is not known today.   
  The first recorded interactions between the Fae and humanity occurred in 
  39,000 BC, when an agreement was made between the Atlanteans, the 
  savage human tribes and Fae.  Known as the Pact, the agreement was entered 
  into by the Fae to ensure that the living world was not destroyed through 
  deforestation or over taxing the then abundant resources of fish and game 
  that thrived on the Earth.   The other two factions were more than willing to 
  enter into the agreement, as adherence to it led to what was essentially a non-
  aggression treaty among the three sides. 
   
  Perhaps the Atlanteans and savage human tribes who participated in the 
  creation of the Pact did not fully realize how seriously the alien minds of the 
  Fae took this concept, especially given their often contradictory behavior. 
  Maybe they did not understand that they took the wording of the Pact; that it 
  would last until the end of days on Earth, literally.  Perhaps the Atlanteans 
  who helped establish the Pact truly thought that what would later be called 
  the First Atlantean Empire would never end and they would never have to 
  face any sort of consequences for their misdirection when it came to abiding 
  by one of the Fae’s rules of the Pact. 
   
  As part of the Pact, the Fae would take a handful of children from both the 
  Atlanteans and the savage human tribes and they would be replaced with a 
  member of the Fae in Atlantean or Human form.  For the period of one year 
  the Fae would watch over the Atlanteans and Humans through the eyes of 
  the faux children to ensure that both the Atlanteans and the humans were 
  keeping their part of the Pact.  After a year was over, the children would be 
  returned to their parents as if nothing had ever happened.  Both the 
  Atlanteans and the humans knew that children would be taken, but the Fae 
  did not tell them who would be taken. So it was always hit or miss to 
  determine who where the real children and who were the Fae in mortal guise. 
   
  As the years went by and the children came and went, the Atlanteans 
  eventually became very good at identifying who were their real children and 
  who were the Fae Changelings. Once they could identify their overseers, the 
  Atlanteans simply made a point of never discussing anything that they wanted to remain secret in front of their “guests”.  It’s 
  believed the humans tribes never developed the talent of identifying the replaced children, their secrets open to all the Fae. 
   
  Eventually the Fae became angered at the Atlanteans; years would go by and the Fae would gain no reconnaissance of any real 
  
   
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  valve on those they were attempting to keep an eye on. And the environment was suffering as well.  So after much thought…a 
  few thousand years to be exact, the Fae decided it was time that Atlantis needed to die for the good of the Physical and Fae 
  Worlds. They began abducting adult Atlanteans that held places of power and set about to sew the seeds of Atlantis’ eventual 
  downfall. 
   
  The Fae’s machinations were not the only reason that Atlantis fell.  Perhaps it is because they were not the sole cause of its 
  demise that their anger for the breach of the Pact did not die when the Atlanteans and their global empire fell.    Whatever the 
  motive, the Fae’s hatred for the Atlanteans and man began to fester. 
   
  While the memory of the Pact has long been forgotten by the human world, those of the Fae remember all slight both real and 
  imagined against them. From the actual offence to accusations of betrayal that exist due to the mercurial nature of the Fae’s 
  memories, there is always another reason for the Fae to unleash their wrath upon those who inhabit the Physical World. 
   
  The Fae are also offended by the lack of worship in the modern era, which they enjoyed both before and during the Pact from the 
  savage tribes of humanity. This offense is not because they draw power from it; their pride is such that they believe that the 
  Mundanes should recognize their utter superiority…as well should those with supernatural abilities. This vast lack of respect is 
  easily worth being punished with death, or worse. 
   
  Beyond all that, however is a more pressing reason for the Fae to bring harm to mankind and the survivors of Lost Atlantis. The 
  Fae World is a mirror of the mundane in many ways. Flora, fauna, geography, all are patterned off of the Earth. While the works 
  of Lost Atlantis and humanity do not cast a shadow in the land of the Fae-human buildings do not have doppelgangers in the Fae 
  World, nor are there copies of books, automobiles, firearms, or other items existing there-the actions of man do. The environment 
  of the Fae World is much more bountiful than that of the Physical World of Earth, the forests have more trees which grow larger 
  than their mundane counterparts, the animals are healthier and to an extent, more intelligent; some thing this may be due to the 
  millennial interactions that they have had with the Fae. But while there are significant differences between the two, there is a link, 
  one decisively not in the Fae’s favor. 
   
  Damage to the environment on the Physical World of Earth disrupts its counterpart in the Fae World.  Deforestation of an area 
  will result in the death of the same forest in the Fae World. The  fact that the Fae forest covers a hundred times mmore land than 
  its mundane counterpart is irrelevant. Similarly, extensive pollution of a lake or stream in the Physical World could result in the 
  Fae World equivalent drying up, its inhabitants mysteriously dying, or perhaps disappearing entirely, replaced by a blighted 
  landscape.  It is assumed that it was damage done to the Earth’s environment by the Atlantean Empire that led to the Pact’s 
  creation. 
   
  This connection seems decidedly one-way, with the Fae apparently unable to enact change on the Physical World by altering the 
  environment in the Fae World. Those aware of this suggest that it is because the Fae draw their power from the Physical World’s 
  Life Force, and that for them to be able to strengthen and increase the source of their own power would be equivalent to a 
  perpetual motion machine-a nice idea, but unobtainable. More knowledgeable occult scholars among Humanity and the Children 
  of Atlantis say the Fae have tried such deeds in the past, with both the Physical World and its Fae counterpart suffering horribly; 
  such individuals point to the Tunguska blast of 1908 as proof. 
   
  Others question why some built-up areas of the Physical World of Earth are verdant woodlands in the Fae World, while other 
  equally developed areas are unhealthy areas in the Fae World. Some suggest it is just as much the population of the Mundanes, as 
  well as their actions, that are affecting the Fae World. Talk of Unconscious human disbelief in the Fae, combined with physical 
  damage of nature, make the Fae World die. Thus, the more human beings in a developed area on the Physical World of Earth, the 
  more like its counterpart in the Fae World is devastated. As time goes on and the Mundane population grows the unconscious 
  gains in strength, causing more radical damage to the Fae World as humans alter their environment. The proponents of this theory 
  often worry that the Fae are engineering massive population culls of the Mundanes to weaken the collective unconscious so that 
  they are unable to harm the Fae World. Some point to various natural disasters and say that perhaps they have already started 
  culling humanity. 
   
  The more paranoid and knowledgeable, however, suggest that instigating natural disasters would merely be one of the more 
  blatant ways that the Fae could deal with humanity.  Some point to the exchanged children of the times of the Pact, and theorize 
  that the Fae may be doing something similar today.  From simply observing humanity to actively manipulating it into its own 
  destruction, there are many motivations given to these theoretical Fae infiltrators.  Some even suggest the Fae among modern 
  man are almost benevolent, trying to gently guide humanity so that its behavior will no longer require a culling of its numbers by 
  
   
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  their more violent brethren.  Whatever the case, those aware of the Fae realize that they could be among them even now and not 
  be aware of it. 
   
  Whether there are Fae amongst humans today or not, there are those humans that the Fae tolerate. Some are schooled in the 
  Arcane Arts and fully comprehend those they serve. Others are Mundanes who have no understanding of what they serve, but 
  know to do otherwise is to earn a long and painful death. Many of these Servitors spend their entire existence in the Physical 
  World, while others cross over into the Fae World regularly. Even as man’s creations do not have a counterpart in the world of 
  the Fae, so to do the Fae build things in their world that have no counterpart in the Physical World.  Massive castles, underground 
  complexes that stretch between miles of hills; and things less comprehendible to non-Fae serve as meeting places between the 
  Fae and their Servitors in the former’s world. It is these meeting places, or more precisely the jealousy they arouse in Sorcerers, 
  that younger and lesser-educated Atlanteans (not that the two are exclusive) blame for an inability for peace to exist between the 
  survivors of Lost Atlantis and the Fae. 
   
  First, while it takes powerful Sorcery to puncture a passage between the Fae World and the Physical World, most of the locations 
  of the meeting places do not correspond to places in the Physical World where leyline nexuses occur. Many Sorcerers agree that 
  there must be some other reason for these locations to have been chosen to be built upon; while the Fae can be capricious in their 
  behavior, they are not stupid or wasteful of their resources. The idea of a source of focused energies unknown to non-Fae, but 
  more specifically Sorcerers, has drawn many Sorcerers to risk life and limb to find these hidden places of the Fae. 
   
  Besides this theoretical energy source, the proven ability of the Fae and their Servitors to easily move back and forth between the 
  Fae and Physical Worlds has caused many a Sorcerer among the Atlantean Houses of Draconis and Dracul to attempt to steal the 
  secrets of the Fae, either by guile or force. When passing through the tear in space and time that is created by the Shatter the 
  Mirror Spell or similar effect, neither Fae, nor their Servitors seem to suffer any loss in their own Life Force that normally 
  accompanies such a transition between worlds. The Fae are also able to gift their more favored Servitors with their ability to step 
  between the Fae and Physical Worlds as easily as breathing. While these Servitors are limited to disappearing and reappearing in 
  the Fae World at one of the meeting places, they seem able to appear almost anywhere in the Physical World when they return to 
  it. Sorcerers who wish to increase their personal power covert this ability greatly, and many a Fae Servitor has been kidnapped 
  and vivisected to discover how this effect is achieved. Those few captured who actually possessed the ability appeared no 
  different from a normal human, leaving the examiners both puzzled and thereafter singled out by the wrath of the Fae that 
  employed the Servitor. 
   
  There are few powers that are common to all Fae. Tremendous endurance, vast knowledge on various topics, and the 
  aforementioned ability to travel between the Fae and Physical Worlds seem to be the only constants. Beyond that, the abilities a 
  Fae might manifest are determined by which Elemental Realm which it most commonly visits. A water-affiliated Fae might 
  manifest in Russia as a Leshy, with powers related to trickery and pact-making often found in Russian folklore. If it were to 
  appear to a Western occultist, it might appear as a traditional water elemental, able to cause tidal waves and flooding on a whim. 
   
  Fae which has been manifesting akin to the legends of a Redcap will not suddenly stop appearing as such when a group of 
  tourists visits the region from a culture to which the Redcap is unknown. There seems to be some sort of anchoring process, so 
  that as long as a Fae is visiting a particular region for a particular task it will manifest along the same lines. However, these tasks 
  may stretch decades or centuries, or even just a few moments. Again, time and continuity can sometimes be fluid to the 
  Fae…usually when they find it entertaining. 
   
  Also, even if its form changes, a Fae’s power level does not. A Fae with a lesser grasp of magic will not be able to exceed its 
  normal limits, even ifit appears as a mighty beast from local folklore. Similarly, a powerful Fae will not find its abilities 
  hampered if local folklore tends to portray Fae as weak or gentle beings. 
   
  The Elemental Realms 
   
  Each of the elemental realms has a Physical World equivalent. The elemental realm of Air appears to the Sorcerer as a shattered 
  earth, with its lands broken up into thousands of floating islands. In the case of the realm of Air, it is possible to fall off of one 
  island and to collide with another island hundreds to thousands of feet below them. In the realm of Earth, it is an underground 
  world with a labyrinth of thousands of interconnected tunnels. The realm of Earth does connect to the realm of Fire at points 
  where there are open lava flows. The realm of Fire is a hellish realm that is a surface world with thousands of active volcanoes 
  and super volcanoes, entering this realm without the proper protection could very well end the life of the Sorcerer within seconds 
  of entry. The realm of Water is an ocean world that is made up of thousands of islands that are scattered throughout a vast ocean. 
  
   
  294 
   
  The worlds of Air, Earth and Water have in ages past sustained some kind of civilization in each of them. All of these realms 
  were populated by an ancient race of beings that are simply known today as the Old Ones. All that is left of these ancient 
  civilizations is the ruins that their inhabitants left behind. Some Sorcerers believe that these cultures were destroyed by the Old 
  Ones eons ago for reasons that no one today can fathom. 
   
   
  The Abyssal Realm 
   
  The Abyss is the Realm that exists beyond the Elemental Realms of; Air, Earth, Fire, Water, & Spirit.  
   
  In the time before the creation of our universe, there existed another universe. Eventually the time of the universe came to an end 
  and it died in an all encompassing explosion that brought about the creation of our own universe. What was left of this past 
  universe became the realm known as the Abyss; existing outside the boundaries of space and time. This fragment of the old 
  universe is a dark and terrible place. Within the Abyssal Realm are hundreds of dead worlds that are all that remains of a 
  civilization of powerful beings; beings that are known now simply as the Abyssinians. 
   
  In the darkness of the Abyss exists; swirling chaos, dark places and voids of nothingness. And in the voids of nothingness there 
  are dark and terrible worlds where the last remaining Abyssinians survive. These beings were powerful enough that they survived 
  the destruction of their own universe, and in surviving its death throes the Abyssinians took refuge in the Abyss that came into 
  being in the place that is beyond space and time. 
   
  It is believed that the Abyss is where the Old Ones originally came from. Because of this; any Spell or Ritual that draws upon the 
  dark power that springs from the Abyss or the Old Ones requires that the Persona be attuned to the Abyss (Advantage: Abyssal 
  Attunement) and its bizarre and terrifying energies. All those that have dared to touch the terrible power of this place and its 
  inhabitants have come away changed. 
   
   
   
   
   
   
   
   
   
   
  
   
  295 
  Magical Theory in Application 
   
  The Types of Sorcery 
   
  Abjuration 
   
  This type of Sorcery deals with 
  protective and preventative Spells 
  and Rituals. 
   Conjuration 
   
  This type of Sorcery allows a 
  Sorcerer to create tears in the 
  border 
  between 
  the 
  Physical 
  World and the Worlds and Realms 
  beyond; it also allows the Sorcerer 
  to create portals that can me used 
  to traverse great distances, or to 
  summon 
  Creatures 
  from 
  the 
  Physical World to even Entities 
  from the Abyss to the Sorcerer. 
   
  Charm 
   
  This type of Sorcery deals with 
  the influencing of living creatures 
  through domination of their minds 
  or emotions. 
   Curses 
   
  This type of Sorcery deals with 
  bestowing 
  a 
  temporary 
  to 
  permanent negative magical effect 
  upon the target of the Ritual.  It 
  should be noted that almost all 
  Curses 
  level 
  Tallys 
  in 
  the 
  Negative Aspect of Three-Fold 
  Law to the Sorcerer bestowing the 
  Curse. 
   
  Divination 
   
  This type of Sorcery deals with 
  looking into the future or past in 
  an 
  attempt 
  to 
  gleam 
  vital 
  information from the events that 
  are about to occur or from a past 
  event that has already occurred. 
   Enchantment 
   
  This type of Sorcery deals with 
  bestowing positive or negative 
  characteristics to the Sorcerer’s 
  target (which can be either person 
  or 
  object). 
   
  Unlike 
  Curses, 
  Enchantments can be broken with 
  the correct amount of study and 
  preparation on the part of the 
  casting Sorcerer. 
   
  Evocation 
   
  This type of Sorcery allows the 
  Sorcerer to bring forth the power 
  of the Elemental Realms in the 
  form of energy that can be shaped 
  and molded by the Sorcerer into 
  their desired effect. 
   Healing 
   
  This type of Sorcery allows the 
  Sorcerer to heal themselves and 
  others of physical maladies to 
  even 
  Sorcery 
  crafted 
  enchantments, such as; Blindness, 
  Deafness, 
  Speechlessness, 
  Domination of the Mind, etc.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  296 
  Illusion 
   
  This type of Sorcery allows the 
  Sorcerer to craft minor to major 
  illusions that have the ability to 
  frighten to even kill the targets of 
  the Sorcerer. 
   Religious Rituals 
   
  This type of Sorcery tends to be 
  more used by Clergy of the major 
  religions (such as; the Roman 
  Catholic Church, Judiasm, Islam, 
  Budiasm, etc.) in an attempt to 
  bring good luck to spiritual 
  enlightening 
  to 
  even 
  the 
  banishment of evil spirits and 
  demons.  Most of the Rituals tend 
  to only be found within religious 
  circles, but it is not unheard of for 
  a Sorcerer to be found practicing 
  an Exorcism; when there was no 
  other solution to a case of demon 
  or spirit possession. 
   
  Casting Magic 
   
  Magic Formula: To affect other creatures, a Sorcerer casts their spell as normal, then Sorcerer uses that result versus their 
  target’s Resist Magic Ranks. 
   
  Spells: Intellect + Spellcraft Skill Ranks + Misc Bonus + Card = Resolution Total 
  Rituals: Intellect + Ritualcraft Skill Ranks + Misc Bonus + Card = Resolution Total 
   
  Jokers: Should a Sorcerer pull a Joker when attempting to cast a Spell or Ritual, they automatically take a point of Wound 
  Damage, whatever Spell or Ritual they were attempting to perform fails and they lose the activating point or points of Life Force. 
  Jokers in the Center Stage Game System are meant to have bad effects. 
   
  Parts of a Magical Spell or Ritual 
   
  Casting Time 
   
  The casting time of a Spell or Ritual is how long it takes during the course of an Episode to cast the 
  Spell or Ritual. 
   
   
   
  Damage/Effect 
   
  The Damage or Effect of a Spell or Ritual is the description of exactly what the Spell or Ritual 
  does. Such as a Cross-Rip Spell tears open a portal in between the Physical World and one of the 
  Worlds or Realms beyond, whereas a Breath of Vulcan Spell creates a bolt of fire that the Sorcerer 
  can through at their target and do physical damage to them. 
   
   
   
  Difficulty 
   
  This is the target difficulty that the Sorcerer must achieve or surpass when they attempt to cast a 
  Spell or Ritual for the desired effect to succeed. 
   
   
   
  Duration 
   
  This is how long a Spell or Ritual lasts before its effect expires. Some Rituals have a Permanent 
  duration. 
   
   
   
  Element 
   
  The Element in a Spell or Ritual tells the Sorcerer which Element or Elements are required for them 
  to cast the Spell or Ritual. The Five Elements being; Air, Earth, Fire, Water, and Spirit. There is 
  also the Abyssal Element, but that is only required when casting Spells or Rituals that call upon the 
  power of the Abyss. 
   
   
   
  Life Force Cost 
   
  All of the Spells and Rituals that a Sorcerer casts require that they give up a portion of their living 
  life force to empower them; the cost that is listed next to each Spell or Ritual entry is the price that 
  the Sorcerer must pay. 
   
   
   
  Ritual 
   
  A Ritual is the term used for Sorcery that has a limited duration to permanent effect on the target of 
  the Sorcerer. 
   
   
   
  Spell 
   
  A Spell is the term used for Sorcery that generally has a limited duration of effect on the target of 
  the Sorcerer. 
   
   
  
   
  297 
  Daily Study & Learning New Spells and Rituals 
   
  Known Spells & Rituals 
   
  Each Sorcerer must spend 15 minutes per Spell or Ritual Rank per a day committing the 
  details of a Spell or Ritual to mind from their Grimoire before they can cast it that day.  
   
   
   
  New Spells & Rituals 
   
  A minimum of 3 hours per day must be spent towards learning a new Spell or Ritual, once 
  the required number of days have gone by to learn the Spell or Ritual; the Sorcerer is 
  allowed to add that spell to their Grimoire. 
   
  Daily Maximum Spells/Rituals 
   
  The maximum number of Spells and/or Rituals that a Sorcerer can commit to memory is 3 plus the Sorcerer’s Intellect Ranks. 
  What this really comes down to is the Sorcerer’s ability to memorize complex incantations; the average person can only 
  memorize 5 to 7 truly complex ideas at anyone time before they start losing pieces of that data to information overload. The only 
  way for them to avoid going past these maximums is by casting their Spells and Rituals directly out of their Grimoire (Book of 
  Shadows), but in doing so the Sorcerer does still need to spend the daily study time to prepare for the casting of Spell or Ritual 
  (this does not subtract from that Sorcerer’s current Spells and Rituals that they have already committed to memory). In casting 
  directly from their Grimoire, the Sorcerer gains a +5 casting bonus towards their necessary Skill Check. Sorcerers should beware 
  of this practice because if something happens to their Grimoire (it gets stolen or destroyed), the Sorcerer will have lost their most 
  valuable possessions. 
   
  Every Sorcerer has a breaking point 
   
  When casting magic, all Sorcerers draw from their Life Force to empower their Spells and Rituals. Sorcerers that reach 5 Life 
  Force points begin becoming Fatigued (See Fatigue) for every Life Force point under 5 that they spend into a Spell or Ritual. 
  Should a Sorcerer be reduced to 0 Life Force; that Sorcerer immediately drops to Unconsciousness on their Stun Damage chart. If 
  a Sorcerer casts a Spell or Ritual that would reduce them past 0 Life Force, that Sorcerer takes a point of Wound Damage for 
  every point of Life Force spent past zero. Stun and Wound Points that are taken in this manner may not be resisted through the 
  Toughness Derived Attribute. This is one of the reasons why almost all Sorcerers learn the Spell; Sorcerers Stone, because 
  through this Spell the Sorcerer is able to store part of their Life Force energy within the Sorcerers Stone for use when casting 
  Spells and Rituals that they normally would not have the Life Force to cast. 
   
  Cooperative Magic 
   
  There are certain Rituals that allow a group of Sorcerers to cast the Ritual as a Cooperative effort where the Life Force Cost of 
  casting the Ritual is spread out between all Sorcerers that are participating in the casting of the Ritual. In this case each Sorcerer 
  contributes an equal amount of Life Force Points to the casting of the Ritual. In the case of there being an odd number of 
  participants, the Sorcerer that is leading the casting of the Ritual pays the difference.  The Leader of a Cooperative Ritual is the 
  Sorcerer that handles the casting Contest, each participating Sorcerer in the Ritual gives the Leader of the Cooperative Ritual a +2 
  Bonus to his or her Ritualcraft Skill for the purposes of resolving the Sorcery Contest. 
   
  If there is some type of beneficial gain that the ritual would confirm upon a single Sorcerer through the Casting of a Ritual, 
  Casting a Ritual Cooperatively allows all participants to gain the full effects of the Ritual for its duration. This is one the more 
  pressing reasons why Sorcerers form Covens, as it allows the whole to cast Rituals that it’s individuals singularly could not cast. 
  Because of this communal strength, Covens of Sorcerers are nothing to be scoffed at. 
   
  The Sorcerer’s Grimoire 
   
  The Sorcerer’s Grimoire is one of the most prized possessions that a Sorcerer will even own. It is the Grimoire or Grimoires that 
  the Sorcerer scribes all of their Spells and Rituals into. To lose their Grimoire is to lose the ability to rememorize the Spells and 
  Rituals that it has literally taken years for the Sorcerer to learn; because of this extreme Achilles heel, all Sorcerers go to paranoid 
  lengths to protect their Grimoires from theft or destruction. Some Sorcerer’s will make multiple copies of the same Grimoire in 
  an attempt to insure that should anything perilous happen to the Grimoire that they normally have in their possession, that their 
  Spells and Rituals survive on. With the advent of photocopying and the digital age, it is possible to make copies of a Grimoire 
  relatively inexpensively; even going so far to have a digital copy of the Grimoire that can be accessed from a desktop or laptop 
  computer, or even a PDA. 
   
   
   
   
   
  
   
  298 
  Staves & Wands 
   
  Staves and Wands can be used to focus the mystical energies that a Sorcerer wields when they cast their Spells and Rituals. Those 
  Sorcerers that use a Stave or a Wand to focus their Life Force into their Sorcery gain a +2 Bonus to their Spellcraft and 
  Ritualcraft Checks and Contests. 
   
   
   
  The Five Elements 
   
  Elemental Attunement 
   
  Every Sorcerer must attune themselves to at least some of the 5 Elements of the Cosmos in order to cast magic. No Spells or 
  Rituals can be cast without a Sorcerer being attuned to the required Elements. To Cast Spells and Rituals that draw upon the 
  power of the Abyss, a Sorcerer must be attuned to the Abyss as well as the other required Elements. 
   
  Air 
   
  Earth 
   
  Air is the element of intellect, study, and book-learning, and 
  therefore of the sciences. It is also the element of youth, 
  creativity, and spontaneity, and of communication and travel. 
   
   
  Earth is the element of stability, order and grounding. It is 
  also the element of fertility, both literal and figurative, and 
  therefore of pregnancy, growth, birth, material gain, business, 
  prosperity sustenance, and creativity. As the element from 
  which came and to which we will return, earth is the element 
  of death and rebirth, beginnings and endings, and silence. 
   
  Fire 
   
  Water 
   
  Fire is the element of strength, especially physical strength 
  but also strength of will, and energy. Fire is also the element 
  of passion, courage, protection, purification, transformation, 
  chaos, and sex. Fire is life and health as well as destruction. 
   
   
  Water is the element of wisdom, clarity, and common sense, 
  especially that which comes from experience. It is also the 
  element of emotion, intuition and divination. It is the major 
  element 
  of 
  healing, 
  and 
  also 
  contains 
  aspects 
  of 
  transformation and purification, and can also represent death 
  and rebirth. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  299 
  Spirit 
   
  Spirit is the element of transcendence, transformation, change, the void, everywhere and nowhere, all time and no time. It is the 
  primal force that flows through all of us and all things. It is not often addressed directly in ritual, because it is the element of our 
  selves, our will, and the gods, all of which are already actively invoked. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Three-Fold Law 
   
  Those that practice Sorcery are bound by the ancient tenets of Three-Fold Law (also known as the “Law of Return”); that states 
  whatever energy that a Sorcerer puts out into the world, be it positive or negative, that energy will return to the Sorcerer at three-
  fold its strength. What this means in the terms of Sorcery for the Center Stage Game System is that those that practice Sorcery 
  must be willing to accept the consequences of their actions. If a Sorcerer uses his or her magic to commit acts of violence and 
  death, then that Sorcerer will eventually be forced to face the consequences. If a Sorcerer is helping others through their practice 
  of Sorcery, then Fate will eventually intervene on their behalf in some situation that may be going against them. 
   
  Three-Fold Law in Practice 
   
  In practice, the way the Center Stage Game System handles Three-Fold Law is through the Director of the games. It is up to 
  the Director to watch his Sorcerer Personas closely in an attempt to determine if the end result of their castings of Spells & 
  Rituals has a positive or negative result in the world. If a Sorcerer selfishly murders a rival in cold blood, then it is obvious that 
  the Sorcerer should gain a Tally Mark against them in the Negative. If a Sorcerer kills his or her rival to stop them from 
  murdering an innocent or a close friend then the Sorcerer is acting in a selfless manner, and he or she should gain a Tally Mark 
  for the Positive. 
   
  System wise, the when the Sorcerer gains 3 Tally Marks in the Positive, the Director should give the Persona a Fate Point, or 
  have some event occur in the course of the current or following Episode that benefits the Persona. Once the beneficial event has 
  occurred or the Director has given the Persona a Fate Point, then that Actor erases all of the Positive Tally Marks and starts fresh 
  again. In the case of Negative Tally Marks, once the Persona has gained 9 Tally Marks, the Director strip the Persona of a Fate 
  Point and start planning to hit that Persona with something truly negative that effects that Persona in some extremely profound 
  way.  Whatever the event that hits the Sorcerer, it should be nasty, and within the next 3 Episodes. Should a Sorcerer survive this 
  event, then all of the Negative Tally Marks will be erased and they start fresh again. 
   
  Positive 444 
  Negative 444444444 
  
   
  300 
   
  Sorcery Complications Difficulty Table 
   
  The following modifiers add or subtract from the difficulty of making a Spell or Ritual Check or Contest.  + means that it adds to 
  the Difficulty, - means that it subtracts from the Difficulty. 
   
  Complication 
   
  Casting Modifier 
   
  Standard Casting of Spell or Ritual, no complications. 
   
  0 
   
  The Sorcerer takes their time casting the Spell or Ritual, taking double its normal casting time. 
   
  -5 
   
  The Sorcerer is knocked down, struck or wounded while casting the Spell or Ritual. 
   
  +5 
   
  The Sorcerer rushes through casting the Spell or Ritual, taking half the normal casting time. 
   
  +10 
   
  The Sorcerer is attempting to Dodge being hit while continuing to cast their Spell or Ritual. 
   
  +10 
   
  The Sorcerer is attempting to teach an Apprentice a Spell or Ritual through the casting of the Spell 
  or Ritual in question. 
   
  +5 
   
  Blood Ties; the Sorcerer is related to or has a strong personal relationship (a member of the 
  Sorcerers family or a close friend or lover) with the person that they are attempting to cast their 
  Spell or Ritual upon 
   
  -5 
   
  The Sorcerer is touching their target while casting the Spell or Ritual. 
   
  -10 
   
  Casting During the Full Moon 
   
  When castings Sorcery during the Full Moon of every month; all Life Force costs are reduced by 2, and the Sorcerer’s difficulty 
  to cast Sorcery Spells and Rituals is reduced by -10 
   
  Casting During the Equinoxes & Solstices 
   
  Spring & Fall Equinoxes 
   
  The casting Sorcery during on the nights of the Spring and Fall Equinoxes 
  gives the Sorcerer a +5 to all castings of Spells and Rituals (Intellect + 
  Spellcraft or Ritualcraft + 5 + Card). 
   
  Summer & Winter Solstices 
   
  The casting Sorcery during on the nights of the Summer and Winter Solstices 
  gives the Sorcerer a +15 to all castings of Spells and Rituals (Intellect + 
  Spellcraft or Ritualcraft + 15 + Card). 
   
  Leylines and Leylines Nexuses 
   
  Casting on a Leyline 
   
  Whenever a Sorcerer casts their Spells and Rituals on a Leyline he or she 
  gains a +5 bonus to all Spellcraft or Ritualcraft Checks. 
   
  Casting on a Leyline Nexus 
   
  Sorcerers that cast their Spells and Rituals on Leyline Nexuses gain a +10 
  bonus all Spellcraft and Ritualcraft Checks. 
   
   
   
   
   
   
  
   
  301 
  Resisting Spells & Rituals 
   
  Whenever a Sorcerer casts a Spell or Ritual, their target has the ability to attempt to resist the Spell or Ritual that is being used. A 
  Persona resists Sorcery using their Resist Magic + Card against the Sorcerer’s Intellect + Spellcraft/Ritualcraft + Card; the target 
  must beat the Sorcerer’s Spellcraft/Ritualcraft Check by at least one point for the resisting Persona to negate the effects of the 
  Spell or Ritual. 
   
   
  Abyssal Mental Degradation & Taint 
   
  Any time that a Sorcerer casts Spells and Rituals that require the Advantage: Abyssal Attunement, the Sorcerer will automatically 
  lose Ranks in their Mental Stability and gain Ranks in Abyssal Taint. For more information see Chapter 6: System Mechanics. 
   
   
  Creating New Spells & Rituals 
   
  For every Sorcerer, eventually there comes a time when the standard fare of Spells and Rituals is not enough for them. It is at this 
  point that the Sorcerer starts planning for the creation of a new Spell or Ritual (with Director approval). Each of the following 
  aspects must be taken into account for a Spell or Ritual to be created: 
   
  Spell/Ritual: Type of Magic being cast. (Abjuration, Conjuration, Charm, Curse, Enchantment,  Evocation, Healing, & Illusions) 
  Life Force Cost: The spiritual energy that a Sorcerer must invest into their magic their Spell or Ritual to make it work. 
  Duration: How long the Magical Effect of the Spell or Ritual will last. 
  Damage/Effect: How much damage is done to another Persona or object, what exactly that Magical Spell or Ritual does. 
  Casting Time: How long it will take for the Sorcerer to cast the Spell or Ritual. 
  Element: These are the Elements that a Sorcerer must have access to in order to cast the Spell or Ritual. The Elements: Air, 
  Earth, Fire, Water, and Spirit. 
  Difficulty: The difficulty value that the Sorcerer must attain for their Spell or Ritual effect to succeed. 
   
  Once the above aspects have been taken into account, the Sorcerer must spend time to research and write down all of the details 
  of their Spell or Ritual into their Grimoire; which takes 3 times the Learn Time of a Spell or Ritual of the Rank would normally 
  require (if the Sorcerer had simply been learning the Spell or Ritual instead of creating a new one). The Actor that plays the 
  Sorcerer Persona must spend 3 times the Study Point cost for a Spell or Ritual of the Rank that they are creating. 
   
  Example: If Bob the Sorcerer wants to create a new Rank 1 Spell, then it will take Bob 9 Days to research all of the necessary 
  aspects of the Spell, and it will cost Bob 15 Study Points to create the new spell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  302 
  Sorcerers Grimoire 
   
  Master Spell & Ritual Listing 
   
  Abjuration Spells & Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Boon of Set 
  Elder Sign 
  Eye of Anubis 
  Circle of Protection: Demons 
  Circle of Protection: Lesser Spirits 
  Circle of Protection: Lesser Undead 
  Circle of Protection: Lilans & Revenants 
  Circle of Protection: Magic 
  Cloak of Night 
  Fortitude of Grendel: Lesser 
  Fortitude of Grendel: Greater 
  Fortress of Fire 
  Fortress of Wind 
  Fortress of Skadi 
  Luna’s Reprieve 
  Warded Path: Abyssal Entities 
  Warded Path: Demons 
  Warded Path: Lesser Spirits 
  Warded Path: Lesser Undead 
  Warded Path: Greater Undead 
  Warded Path: Lilans 
  Warded Path: Mundanes 
   
  Spirit 
  Abyssal & Spirit 
  Spirit 
  Spirit 
  Spirit 
  Earth & Spirit 
  Air, Earth, & Spirit 
  Spirit 
  Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Fire 
  Air 
  Air & Water 
  Spirit 
  Abyssal & Spirit 
  Spirit 
  Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Air, Earth, & Spirit 
  Earth & Spirit 
   
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
   
  2 
  3 
  2 
  5 
  3 
  3 
  5 
  2 
  2 
  2 
  3 
  2 
  1 
  2 
  3 
  4 
  4 
  3 
  3 
  4 
  4 
  3 
   
  Conjuration Spells & Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Call Forth the Damned 
  Call Vermin 
  Create Portal: Lesser 
  Create Portal: Greater 
  Create Portal; Permanent 
  Cross-Rip 
  Give Edge 
  No Rest for the Dead: Lesser 
  No Rest for the Dead: Greater 
  Resurrection 
  Shatter the Mirror: Lesser 
  Shatter the Mirror: Greater 
  Summon/Bind: Creature 
  Summon/Bind: Demon 
  Summon/Bind: Entity 
  Summon/Bind: Lilan/Revenant 
  Summon/Bind: Servitor of the Abyss 
   
  Earth & Spirit 
  Spirit 
  Air, Earth, & Spirit 
  Air, Earth, & Spirit 
  Air, Earth, & Spirit 
  Spirit & Water 
  Earth 
  Earth & Spirit 
  Earth & Spirit 
  Abyssal, Earth, & Spirit 
  Earth, Spirit & water 
  Earth, Spirit & Water 
  Air, Earth, & Spirit 
  Air, Earth, & Spirit 
  Air, Earth, & Spirit 
  Air, Earth, & Spirit 
  Abyssal & Spirit 
   
  Ritual 
  Ritual 
  Spell 
  Spell 
  Ritual 
  Spell 
  Spell 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
   
  5 
  2 
  3 
  4 
  5 
  3 
  2 
  3 
  4 
  5 
  5 
  6 
  3 
  5 
  4 
  5 
  4 
   
  Charm Spells & Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Aura of Fear 
  Aura of Respect 
  Black Sleep of Kali 
  Consume Mind 
  Death of the Soul 
  Glamour 
  Igniting the Heart’s Fury 
  Impose Will: Lesser  
   
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Fire & Spirit 
  Spirit 
   
  Spell 
  Spell 
  Ritual 
  Ritual 
  Ritual 
  Spell 
  Spell 
  Spell 
   
  3 
  3 
  4 
  5 
  4 
  1 
  2 
  2 
  
   
  303 
  Impose Will: Greater 
  Impose Will: Permanent 
  Tongue of Silver 
  Spirit 
  Spirit 
  Spirit 
  Spell 
  Ritual 
  Spell 
  3 
  5 
  3 
   
  Curse Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Curse of Hecate 
  Curse of Luna 
  Curse of the Revenant 
  Curse of the Werewolf 
  Mark of the Warlock 
  Curse of the Last Breath 
   
  Earth & Spirit 
  Spirit & Water 
  Earth, Fire & Spirit 
  Earth, Fire & Spirit 
  Spirit 
  Spirit 
   
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
   
  5 
  5 
  5 
  5 
  3 
  6 
   
  Divination Spells & Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Commune with Arthath; Lord of the Sea 
  Azathoth; Daemon Sultan of the Abyss 
  Commune with Cthulhu; Lord of R’lyeh 
  Commne with Nergal; the Raging King 
  Commune with the Nyarlathotep 
  Commune with Samael; the Angel of Death 
  Commune with the Scarlet Queen; Mistress of Plagues 
  Commune with Shub-Niggurath; Black Goat of the Wood 
  Commune with Tiamat; the Dragon Queen of Mespotamia 
  Commune with Yog-Sothoth; Gate Keeper of the Abyss 
  Eye of Marduk 
  Eye of thoth 
  Gift of Prophesy 
  Sanctuary 
  True Sight: Lesser 
  True Sight: Greater 
  Watcher’s Folly 
   
  Abyssal, Spirit, & Water 
  Abyssal, Fire, Spirit, & Water 
  Abyssal, Spirit, & Water 
  Abyssal, Earth, Fire, & Spirit 
  Abyssal, Earth & Spirit 
  Abyssal, Earth, Spirit, Water 
  Abyssal, Earth & Spirit 
  Abyssal, Earth, Spirit, Water 
  Abyssal, Spirit & Water 
  Abyssal, Spirit, & Water 
  Spirit 
  Spirit 
  Spirit 
  Earth & Spirit 
  Spirit 
  Spirit 
  Spirit 
   
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Spell 
  Ritual 
  Ritual 
  Spell 
  Spell 
  Ritual 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  3 
  1 
  2 
  3 
  3 
   
  Enchantment Spells & Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  A Dark and Terrible Place 
  Blindness: Lesser 
  Blindness: Greater 
  Blood to Water 
  Boon of Proteus 
  City of Darkness: Lesser 
  City of Darkness: Greater 
  Craft Praetorian Gladius 
  Cursed Knowledge 
  Effigy of Death’s Passing 
  Empower Item 
  Empower Item: Permanent 
  Empower Armor: Lesser 
  Empower Armor: Greater 
  Empower Armor: Permanent 
  Empower Weapon: Lesser 
  Empower Weapon: Greater 
  Empower Weapon: Permanent 
  Feast of the Damned 
  Gift of Tongues 
  Golem Dimidius 
  Grip of the Damned 
  Hear No Evil: Lesser 
  Hear No Evil: Greater 
  Immortal Soul 
  Key of Pluto 
   
  Earth & Spirit 
  Spirit 
  Spirit 
  Earth, Spirit, & Water 
  Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Earth & Spirit 
  Abyssal, Earth, & Spirit 
  Spirit 
  Earth & Spirit 
  Spirit 
  Spirit 
  Spirit 
  Earth & Spirit 
  Earth & Spirit 
   
  Ritual 
  Spell 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Spell 
  Spell 
  Ritual 
  Spell 
  Spell 
  Ritual 
  Ritual 
  Spell 
  Ritual 
  Spell 
  Spell 
  Ritual 
  Ritual 
  Spell 
   
  3 
  2 
  3 
  3 
  3 
  5 
  6 
  5 
  3 
  4 
  3 
  5 
  2 
  4 
  5 
  2 
  4 
  5 
  4 
  2 
  3 
  2 
  2 
  3 
  5 
  1 
  
   
  304 
  Levitation 
  Luna’s Blade 
  Mask of Charon 
  Mind Transference 
  Sharpened Senses 
  Songless Bird: Lesser 
  Songless Bird: Greater 
  Sorcerer’s Secrets 
  Sorcerer’s Stone 
  Spirits Passing 
  Tempus Fugit 
  Touch of Morpheus 
  Wings of Hermes: Lesser 
  Wings of Hermes: Greater 
  Air 
  Earth & Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Air & Spirit 
  Air & Spirit 
  Spell 
  Ritual 
  Spell 
  Ritual 
  Spell 
  Spell 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Spell 
  Spell 
  Spell 
  Spell 
  1 
  5 
  3 
  5 
  1 
  2 
  3 
  2 
  1 
  3 
  5 
  1 
  2 
  3 
   
   
  Evocation Spells & Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Breath of Hermes 
  Breath of Skadi 
  Breath of Vulcan 
  Cardiac Arrest 
  Fury of Neptune: Lesser 
  Fury of Neptune: Greater 
  Fury of Skadi: Lesser 
  Fury of Skadi: Greater 
  Hell Blast 
  Inflict Wounds 
  Light of Helios 
  Magnetize: Lesser 
  Magnetize: Greater 
  Summon the Fires of Hephaestus: Lesser 
  Summon the Fires of Hephaestus: Greater 
  Sword of Hermes 
  Sword of Saladin 
  Sword of Vulcan 
  Winids of Skadi 
  Wrath of Poseidon: Lesser 
  Wrath of Poseidon: Greater  
  Wrath of Zeus 
   
  Air 
  Air & Water 
  Air & Fire 
  Spirit 
  Air & Water 
  Air & Water 
  Air & Water 
  Air & Water 
  Abyssal, Fire & Spirit 
  Spirit 
  Fire 
  Earth 
  Earth 
  Fire 
  Fire 
  Air 
  Fire & Spirit 
  Fire 
  Air & Water 
  Earth 
  Earth 
  Air & Water 
   
  Spell 
  Spell 
  Spell 
  Spell 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
   
  1 
  2 
  2 
  4 
  3 
  5 
  3 
  5 
  5 
  3 
  3 
  2 
  4 
  1 
  3 
  1 
  4 
  2 
  2 
  3 
  4 
  2 
   
   
  Healing Spells & Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Heal: Lesser 
  Heal: Greater 
  Heal Mind: Lesser 
  Heal Mind: Greater 
   
  Spirit 
  Spirit 
  Spirit 
  Spirit 
   
  Spell 
  Ritual 
  Spell 
  Ritual 
   
  2 
  5 
  3 
  5 
   
   
  Illusion Spells & Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Glowing Orb 
  Create Illusion: Lesser 
  Create Illusion: Greater 
  Create Solid Illusion: Lesser 
  Create Solid Illusion: Greater 
  Veiled Eyes: Lesser 
  Veiled Eyes: Greater 
   
  Air & Fire 
  Air & Spirit 
  Air & Spirit 
  Air & Spirit 
  Air & Spirit 
  Air & Spirit 
  Air & Spirit 
   
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
  Spell 
   
  1 
  1 
  3 
  3 
  5 
  2 
  3 
   
   
  
   
  305 
  Religious Rituals 
   
  Required Elements 
   
  Type 
   
  Rank 
   
  Armor of Constantine 
  Rite of Absolution 
  Rite of Blessing 
  Rite of Castigation 
  Rite of Consecration: Dimidius 
  Rite of Consecration: Superus 
  Rite of Exorcism 
  Sacrifice of the Saints 
   
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
  Spirit 
   
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
  Ritual 
   
  3 
  1 
  1 
  3 
  2 
  4 
  5 
  3 
   
   
   
   
  
   
  306 
  Sorcerers Grimoire 
   
  Abjuration Spells & Rituals 
   
  Boon of Set 
  Type 
  Ritual 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cooperative 
  Yes 
  Cost: 4 Points of Life Force  
  Duration: 24 Hours 
  Damage/Effect: This Ritual allows the Sorcerer to create a potion that is ingested by him or 
  herself or another. This potion makes the drinker immune to all poisons for the period of 24 
  Hours. This Ritual requires a vial of snake venom as its primary ingredient. 
  Casting Time: 1 Hour  
  Element: Spirit 
  Difficulty: Difficult 
   
  Elder Sign 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This is a symbol of protection against the 
  entities collectively known as the Old Ones and their Servitors. 
  The Elder Sign is a potent tool that can be inscribed on 
  anything that can retain a shape; such as in stone, metal, earth, 
  or even sand. The Elder Sign in appearance looks like a tilted 
  tree branch with three side branches on the left side and two 
  branches on its right side. The creation of the symbol is not 
  enough to protect a Sorcerer from the Old Ones or their 
  Servitors; the Elder Sign requires the casting of this ritual that 
  imparts a portion of the Sorcerer’s Life Force into the Elder 
  Sign at the time of its creation to give it the power to protect its 
  possessor.  If the Elder Sign is placed on something and then 
  physically attached to a portal or entrance; no Servitor of the 
  Old Ones may enter the gateway. Those Sorcerers that carry 
  the Elder Sign on their person are protected from the Abyssal 
  powers of the Old Ones and their Servitors, but physical attacks 
  by the Servitors of the Old Ones can still just as easily kill the 
  possessor of the Elder Sign. 
  Casting Time: 1 Hour  
  Element: Abyssal & Spirit 
  Difficulty: Difficult 
   
  Eye of Anubis 
  Type 
  Ritual 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cooperative 
  Yes 
  Cost: 4 Points of Life Force  
  Duration: Permanent  
  Damage/Effect: This Ritual creates a Talisman that the Sorcerer can carry on that that gives 
  them a +4 Bonus to their Resist Magic Ranks in resisting the attempts of other Sorcerers to cast 
  Sorcery Spells and Rituals on them. This Ritual requires a single Blue Sapphire to act as the 
  Talisman for the Rituals power. 
  Casting Time: 1 Hour  
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  307 
  Circle of Protection: Demons 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 points of Life Force 
  Duration: Until circle is broken by caster 
  Damage/Effect: This ritual is used to drive away Demons. Demons attempting to enter the 
  Circle of Protection must make a Psyche check at Difficult, and even if they make it and attempt 
  to enter the Circle of Protection, the Demon will take 6 + Card (Jack = 2, Queen = 4, King, = 8, 
  Joker = 20) wounds upon making contact with the CoP. This Ritual requires that the Sorcerer 
  create a circle around them made out of kosher salt, the Ritual also requires that the Sorcerer 
  burn a small piece of demon flesh in a brazier at the center of the Circle of Protection. 
  Casting Time: 6 Rounds 
  Element: Spirit 
  Difficulty: Very Difficult 
   
  Circle of Protection: Lesser Spirits 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: Until circle is broken by caster 
  Damage/Effect: This ritual is most commonly used to drive away the Lesser Spirits; Ghosts, 
  Poltergeists, etc. Lesser Spirits attempting to enter the Circle of Protection must make a Psyche 
  check at Difficult, and even if they make it and attempt to enter the Circle of Protection, the 
  Lesser Spirits will take 6 wounds upon making contact with the CoP. This Ritual requires that 
  the Sorcerer create a circle around them made out of kosher salt, the Ritual also requires that the 
  Sorcerer burn a wood chip from an unearthed coffin in a brazier at the center of the Circle of 
  Protection. 
  Casting Time: 3 Rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Circle of Protection: Lesser Undead 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: Until circle is broken by caster 
  Damage/Effect: This ritual is used to drive away the Lesser Undead; Ghouls, Zombies, 
  Skeletons, etc. Lesser Undead attempting to enter the Circle of Protection must make a Psyche 
  check at Difficult, and even if they make it and attempt to enter the Circle of Protection, the 
  Lesser Undead will take 6 wounds upon making contact with the CoP. This Ritual requires that 
  the Sorcerer create a circle around them made out of kosher salt, the Ritual also requires that the 
  Sorcerer  grind up a piece of human bone and burn the powder in a brazier at the center of the 
  Circle of Protection. 
  Casting Time: 3 Rounds 
  Element: Earth and Spirit 
  Difficulty: Difficult 
   
  Circle of Protection: Lilans & Revenants 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 points of Life Force 
  Duration: Until circle is broken by caster 
  Damage/Effect: This ritual is used to drive away Lilans & Revenants. Lilans and Revenants that 
  attempt to enter the Circle of Protection must make a Psyche check at Difficult, and even if they 
  make it and attempt to enter the Circle of Protection, the Lilans will take 6 + Card (Jack = 2, 
  Queen = 4, King, = 8, Joker = 20) wounds upon making contact with the CoP. This Ritual 
  requires that the Sorcerer create a circle around them made out of kosher salt, the Ritual also 
  requires that the Sorcerer grind up a piece of bone and burn the powder in a brazier at the center 
  of the Circle of Protection. 
  Casting Time: 6 Rounds 
  Element: Air, Earth, and Spirit 
  Difficulty: Very Difficult 
   
   
   
   
   
   
   
  
   
  308 
  Circle of Protection: Magic 
  Type 
  Ritual 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cooperative 
  Yes 
  Cost: 4 Points of Life Force 
  Duration: Until circle is broken by caster 
  Damage/Effect: This ritual is used by all Sorcerers to protect themselves from the magic of 
  other Sorcerers. Once enacted, this spell negates the effects of all magic cast at its perimeter. 
  This is one of the first rituals taught to apprentices during their training to become a Sorcerer. 
  This Ritual requires that the Sorcerer create a circle around them made out of kosher salt, and 
  that they burn a clover leave in a brazier at the center of the Circle of Protection. 
  Casting Time: 2 Rounds 
  Element: Spirit 
  Difficulty: Simple 
   
  Cloak of Night 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force 
  Duration: 5 Minutes 
  Damage/Effect: This Spell allows the Sorcerer to create a cloak of darkness that surrounds 
  them, going out in all directions from them for 20 feet, plus 10 feet per every 2 points that the 
  Sorcerer beats their Target Difficulty by. All creatures that are caught within this cloak of 
  darkness will suffer a -3 penalty to all Intellect Checks while they are attempting to find their 
  way out of the mystical darkness, only the Sorcerer that casts Cloak of Night can see normally 
  within the mystical darkness. 
  Casting Time: 1 Round 
  Element: Spirit 
  Difficulty: Difficult 
   
  Fortitude of Grendel: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This spell allows the caster to give their flesh the resilience of stone for the 
  duration of this spell. Once cast, the caster gains a +3 to all Toughness & Vitality Contests and 
  Checks. This spell is particularly useful when in battle. 
  Casting Time: 2 Rounds  
  Element: Earth and Spirit 
  Difficulty: Simple 
   
  Fortitude of Grendel: Greater 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force  
  Duration: 60 Minutes  
  Damage/Effect: This spell allows the caster to give their flesh the resilience of stone for the 
  duration of this spell. Once cast, the caster gains a +6 to all Toughness & Vitality Contests and 
  Checks. This spell is particularly useful when in battle. 
  Casting Time: 4 Rounds  
  Element: Earth and Spirit 
  Difficulty: Difficult 
   
  Fortress of Fire 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 12 Rounds or until dismissed  
  Damage/Effect: The Fortress of Fire spell was created by a Sorcerer because of the necessity to 
  protect one's self against attacks made during the heat of battle. Fortress of Fire is primarily a 
  defensive spell that is meant to keep attackers away from the Sorcerer. This Spells effect appears 
  as a 10 ft tall wall of fire that appears and encircles the Sorcerer; the Fortress of Fire will absorb 
  8 points of stun or wound damage from any strike directed at the Sorcerer; the fortress encircles 
  the Sorcerer and moves with them wherever they go until its 12 Rounds are up or the caster 
  dismisses it. The wall also does 3 points of wound damage to whomever or whatever it comes in 
  contact with. Warning: use of this spell indoors can be harmful to a Sorcerer’s health.  
  Casting Time: 3 Rounds  
  Element: Fire 
  Difficulty: Difficult 
   
  
   
  309 
  Fortress of Wind 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Points of Life Force  
  Duration: 12 Rounds or until dismissed  
  Damage/Effect: The Fortress of Force spell was created by a Sorcerer because of the necessity 
  to protect one's self against attacks made during the heat of battle. Fortress of Wind can be kept 
  up while the Sorcerer casts another spell to attack an opponent. This Spells effect appears as a 10 
  ft tall invisible wall that appears and encircles the Sorcerer; the Fortress of Wind will absorb 4 
  points of stun or wound damage from any strike directed at the Sorcerer, the fortress encircles 
  the Sorcerer and moves with them wherever they go until its 12 Rounds are up or the caster 
  dismisses it. 
  Casting Time: 2 Rounds  
  Element: Air 
  Difficulty: Difficult 
   
  Fortress of Skadi 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force 
  Duration: 12 Rounds or until dismissed  
  Damage/Effect: The Fortress of Skadi spell was created by a Sorcerer because of the necessity 
  to protect one's self against attacks made during the heat of battle. Fortress of Skadi is primarily 
  a defensive spell that is meant to keep attackers away from the Sorcerer. This Spells effect 
  appears as a 10 ft tall wall of ice that appears and encircles the Sorcerer; the Fortress of Skadi 
  will absorb 8 points of stun or wound damage from any strike directed at the Sorcerer, the 
  fortress encircles the Sorcerer and moves with them wherever they go until its 12 Rounds are up 
  or the Sorcerer dismisses it. The fortress also does 3 points of wound damage to whoever or 
  whatever it comes in contact with.  Warning: use of this spell indoors is not recommended due to 
  the shear amount of damage it leaves behind in the Sorcerer’s wake. 
  Casting Time: 3 Rounds  
  Element: Air and Water 
  Difficulty: Difficult 
   
  Luna’s Reprieve 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: 3 Hours 
  Damage/Effect: This Ritual allows a Sorcerer to make the recipient of this Ritual immune to 
  damage from moon light for the period 3 Hours + 1 Hour per 3 points that the Sorcerer beats 
  their target difficulty. 
  Casting Time: 1 Hour 
  Element: Spirit 
  Difficulty: Difficult 
   
  Warded Path: Abyssal Entities 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force 
  Duration: Permanent  
  Damage/Effect: This Ritual is used to protect the entrances to places that Sorcerers would prefer 
  to keep people out of. Any Abyssal Entity that attempts to enter the portal (doorway, window, 
  etc.) will feel physical pain upon drawing near to it, those that choose to continue to advance into 
  the portal will take 8 points of Wound Damage upon crossing the threshold of the portal. This 
  Ritual meant more to drive the curious away than it is to kill anyone that attempts to cross into 
  the portal. Leaving the Warded area does not cause further harm, only entering it.  
  Casting Time: 5 Rounds 
  Element: Abyssal & Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
  
   
  310 
  Warded Path: Demons 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual is used to protect the entrances to places that Sorcerers would prefer 
  to keep people out of. Any Demon that attempts to enter the portal (doorway, window, etc.) will 
  feel physical pain upon drawing near to it, those that choose to continue to advance into the 
  portal will take 8 points of Wound Damage upon crossing the threshold of the portal. This Ritual 
  meant more to drive the curious away than it is to kill anyone that attempts to cross into the 
  portal. Leaving the Warded area does not cause further harm, only entering it.  
  Casting Time: 5 Rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Warded Path: Lesser Spirits 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual is used to protect the entrances to places that Sorcerers would prefer 
  to keep people out of. Any of the Lesser Spirits; Ghosts, Poltergeists, etc. that attempts to enter 
  the portal (doorway, window, etc.) will feel physical pain upon drawing near to it, those that 
  choose to continue to advance into the portal will take 6 points of Wound Damage upon crossing 
  the threshold of the portal. This Ritual meant more to drive the curious away than it is to kill 
  anyone that attempts to cross into the portal. Leaving the Warded area does not cause further 
  harm, only entering it. This Ritual is typically used to protect a home from Ghosts and 
  Poltergeists after a cleansing of a home has been performed. 
  Casting Time: 3 Rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Warded Path: Lesser Undead 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual is used to protect the entrances to places that Sorcerers would prefer 
  to keep people out of. Any of the Lesser Undead; Ghouls, Zombies, Skeletons, etc. that attempts 
  to enter the portal (doorway, window, etc.) will feel physical pain upon drawing near to it, those 
  that choose to continue to advance into the portal will take 6 points of Wound Damage upon 
  crossing the threshold of the portal. This Ritual meant more to drive the curious away than it is 
  to kill anyone that attempts to cross into the portal. Leaving the Warded area does not cause 
  further harm, only entering it. 
  Casting Time: 3 Rounds 
  Element: Earth and Spirit 
  Difficulty: Difficult 
   
  Warded Path: Greater Undead 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual is used to protect the entrances to places that Sorcerers would prefer 
  to keep people out of. Any of the Greater Undead;, Revenants, etc., that attempts to enter the 
  portal (doorway, window, etc.) will feel physical pain upon drawing near to it, those that choose 
  to continue to advance into the portal will take 8 points of Wound Damage upon crossing the 
  threshold of the portal. This Ritual meant more to drive the curious away than it is to kill anyone 
  that attempts to cross into the portal. Leaving the Warded area does not cause further harm, only 
  entering it. 
  Casting Time: 4 Rounds 
  Element: Earth and Spirit 
  Difficulty: Very Difficult 
   
   
   
   
   
   
  
   
  311 
  Warded Path: Lilans 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual is used to protect the entrances to places that Sorcerers would prefer 
  to keep people out of. Any Lilan that attempts to enter the portal (doorway, window, etc.) will 
  feel physical pain upon drawing near to it, those that choose to continue to advance into the 
  portal will take 8 points of Wound Damage upon crossing the threshold of the portal. This Ritual 
  meant more to drive the curious away than it is to kill anyone that attempts to cross into the 
  portal. Leaving the Warded area does not cause further harm, only entering it. 
  Casting Time: 5 Rounds 
  Element: Air, Earth, and Spirit 
  Difficulty: Difficult 
   
  Warded Path: Mundanes 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual is used to protect the entrances to places that Sorcerers would prefer 
  to keep people out of. Any Mundanes that attempts to enter the portal (doorway, window, etc.) 
  will feel physical pain upon drawing near to it; those that choose to continue to advance into the 
  portal will take 6 points of Wound Damage upon crossing the threshold of the portal. This Ritual 
  meant more to drive the curious away than it is to kill anyone that attempts to cross into the 
  portal. Leaving the Warded area does not cause further harm, only entering it. 
  Casting Time: 3 Rounds 
  Element: Earth & Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  312 
  Conjuration Spells & Rituals 
   
  Call Forth the Damned 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual allows the Sorcerer to reach into the hellish underworld where the 
  Demons rule and to pull a Necrositic Demon into the Physical World; trapping it in the body of a 
  recently killed body. This Ritual requires that the host body die of unnatural causes. It also 
  requires that the summoning Sorcerer pour a pint worth of their own blood into the mouth of the 
  intended host. Once summoned, only the Sorcerer can free the Necrositic Demon from its 
  servitude from its Sorcerer Master. Those Sorcerers that choose to free a Necrositic Demon from 
  servitude had better have a quick exit because a free Necrosite is a truly dangerous being to be 
  near. The act of performing this Ritual automatically confers 2 Tallys in the Negative Aspect of 
  Three-Fold Law to any Sorcerer that attempts to perform this Ritual. 
  Casting Time: 3 hours 
  Element: Air, Earth, & Spirit 
  Difficulty: Very Difficult 
   
  Summon Vermin 
  Type 
  Ritual 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cooperative 
  Yes 
  Cost: 4 Points of Life Force 
  Duration: Until circle is broken by caster 
  Damage/Effect: Through this Ritual, the Sorcerer is able to summon a large number of small 
  creatures, such as; rats, mice, cockroaches, etc., to their location at the time that the Ritual was 
  cast. Once the Ritual is cast, within 6 minutes all of the vermin that is in the immediate area will 
  begin appearing (if Cockroaches, hundreds to thousands will begin to appear; if rats, one 
  hundred to three hundred will begin to appear, etc.)  These creatures will be under the control of 
  the Sorcerer for the Scene (1 hour) and the Sorcerer can give the vermin a traveling direction that 
  begins where he or she is standing; they can be used to foul and destroy everything that is in 
  their path and that they have the capability to destroy. 
  Casting Time: 6 Rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Create Portal: Lesser 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: Portal remains open for 10 minutes 
  Damage/Effect: The caster alone may travel through the portal from one location to another, up 
  to 100 miles away. The caster must know the location they wish to travel to and have been there 
  at least once in their life time. 
  Casting Time: 4 rounds 
  Element: Air, Earth, & Spirit 
   
  Create Portal: Greater 
  Type 
  Spell 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 7 Points of Life Force 
  Duration: Portal remains open for 2 hours 
  Damage/Effect: The caster and up to 3 others may travel through the portal from one location to 
  another, up to 500 miles away. The caster must know the location they wish to travel to and have 
  been there at least once in their life time. 
  Casting Time: 6 Rounds 
  Element: Air, Earth, & Spirit 
  Difficulty: Very Difficult 
   
   
   
   
   
   
   
   
   
   
  
   
  313 
  Create Portal: Permanent 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: The caster creates a portal from one location in the world to another that will 
  remain open indefinitely. The ritual is generally only used by Sorcerers that have homes in 
  multiple cities, so that they can go from one home to another without the long perilous journey 
  through the wilderness to get there. The caster must know the location they wish to travel to and 
  have been there at least once in their life time. 
  Casting Time: 3 hours 
  Element: Air, Earth, & Spirit 
  Difficulty: Very Difficult 
   
  Cross-Rip 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: 1 Turn 
  Damage/Effect: Through this Spell, the Sorcerer is able to rip a hole in the veil that separates 
  the Physical World with that of the Mirror World, in doing so the Sorcerer passes from the 
  Physical World into the Mirror World. Crossing back from the Mirror World into the Physical 
  World requires an additional casting of this Spell. If the Sorcerer attempts to take another across 
  the veil into the Mirror World, they must be holding on to the Sorcerer, and in crossing over, the 
  passenger losses 5 of their own Life Force Points in the passage. It is possible to use this Spell to 
  cross over into the other worlds by adding an additional element to the casting of this Spell. 
  Examples; To cross over into the Fae World the Sorcerer must be attuned to Air, Earth, Fire, 
  Water and Spirit. To cross over into the Realm of Air, the Sorcerer must be attuned to Air, 
  Water, and Spirit. To cross over into the Realm of Earth, the Sorcerer must be attuned to Earth, 
  Water, and Spirit. To cross over into the Realm of Fire, the Sorcerer must be attuned to Fire, 
  Water, and Spirit. To cross over into the Realm of Water, the Sorcerer must be attuned to Water 
  and Spirit. It is also possible to cross over on to one of the dark worlds within the Abyss; but the 
  Sorcerer must have Abyssal, Water and Spirit. This last one is incredibly dangerous because just 
  spending time in the Abyss is enough to permanently alter the Sorcerer in horrifying ways. 
  Casting Time: 5 Rounds 
  Element: Spirit & Water 
  Difficulty: Difficult 
   
  Give Edge 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force 
  Duration: 1 Hour 
  Damage/Effect: A spell that allows the caster to pick up a metal object and transform it into a 
  blade. The transformed blade gives the wielder Brawn + 2 to damage their opponent.  
  Casting time: 1 Round 
  Element: Earth & Fire 
  Difficulty: Simple 
   
  No Rest for the Dead: Lesser 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: Until Zombie is destroyed.  
  Damage/Effect: This Ritual allows the Sorcerer to create the walking dead; Zombies. The caster 
  must have an ounce of fresh blood and pound of raw flesh or meat, to cast this ritual. The blood 
  is poured into the mouth of the body that is to be animated, the pound of raw flesh or meat is 
  given to the Zombie once the ritual has been completed. The newly created zombie will hunger 
  for raw flesh or meat, and in consuming it, it will allow the zombie to retard the natural 
  processes that decompose a dead body. From this point forward, the zombie will require at least 
  a pound of flesh per day to keep it from decomposing. It should be noted that zombies created in 
  this fashion can be potentially lethal to their creator as they have the thought processes of little 
  more than ravenous animals, and their primarily drive is to feed this hunger. With the offering of 
  flesh meat, these zombies can be coaxed and taught into performing simple actions. For stats, see 
  the Slow Zombie entry in the Antagonists Chapter. 
  Casting Time: 1 Hour per Zombie created. 
  Element: Earth & Spirit 
  Difficulty: Difficult 
   
  
   
  314 
  No Rest for the Dead: Greater 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: Until Zombie is destroyed.  
  Damage/Effect: This Ritual allows the Sorcerer to create the walking dead; Zombies. The caster 
  must have an ounce of fresh blood and pound of raw flesh or meat, to cast this ritual. The blood 
  is poured into the mouth of the body that is to be animated, the pound of raw flesh or meat is 
  given to the Zombie once the ritual has been completed. The newly created zombie will hunger 
  for raw flesh or meat, and in consuming it, it will allow the zombie to retard the natural 
  processes that decompose a dead body. From this point forward, the zombie will require at least 
  a pound of flesh per day to keep it from decomposing. These Zombies are exceptionally 
  dangerous, as they have the ability to form complex plans with which to get at their prey and 
  they are much faster than the Slow Zombies. It should be noted that zombies created in this 
  fashion can be potentially lethal to their creator as they have the thought processes of little more 
  than ravenous animals, and their primarily drive is to feed this hunger. These Zombies have the 
  same need to feed that the Lesser version of this ritual allows. With the offering of flesh meat, 
  these zombies can be coaxed and taught into performing simple actions. For stats, see the Fast 
  Zombie entry in the Antagonists Chapter. 
  Casting Time: 2 Hours per Zombie created. 
  Element: Earth & Spirit 
  Difficulty: Very Difficult 
   
  Resurrection 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This Abyssal ritual allows a Sorcerer to call someone that has passed on back 
  from the dead, both in body and soul. This ritual requires that the Sorcerer reduces the dead body 
  of the deceased into what is called the essential salts through the burning of the remains into a 
  fine ash, even the bones must be reduced to powder; the Sorcerer then says a phrase that 
  recreates the deceased body in whole, bringing body and soul together once more. It should be 
  noted that those that are brought back from the dead in this fashion are totally at the mercy of the 
  Sorcerer that brought them back from the dead; because all the Sorcerer need do to reduce the 
  resurrected back to its essential salts is to intone the phrase that they spoke to bring the deceased 
  back from the dead in reverse. If a Sorcerer draws a Joker in attempting to cast this Abyssal 
  ritual, the deceased in brought back from the dead, but becomes a ravenous horror that hungers 
  for the flesh and blood of the living. This creature can not be rendered back to its essential salts 
  and must be destroyed through some other mystical means. All those that this horror kills will 
  rise up as a horror akin to the creature that killed them (Use the Fast Zombie for stats for these 
  entities). Because of the foul consequences of miscasting this ritual, less than one percent of the 
  Sorcerers that live and breathe are willing to even attempt casting this Abyssal ritual.  
  Casting Time: 8 Hours 
  Element: Abyssal,  Earth & Spirit 
  Difficulty: Very Difficult 
   
  Shatter the Mirror: Lesser 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: Through this Spell, the Sorcerer is able to rip open a permanent hole in the veil 
  that separates the Physical World with that of the Mirror World. This hole in the veil can allow 
  anyone to pass from the Physical World into the Mirror World, but each passing costs those 
  crossing the veil 3 Life Force Points each time they make a crossing either way. These 
  permanent portals between the Physical World and the Mirror World are exceedingly rare and 
  Sorcerer never creates these portals without using the Warded Path Ritual to keep entities from 
  the Mirror World from crossing over into the Physical World. 
  Casting Time: 2 Hours 
  Element: Earth, Spirit, & Water 
  Difficulty: Very Difficult 
   
   
   
   
   
   
  
   
  315 
  Shatter the Mirror: Greater 
  Type 
  Ritual 
  Rank 
  6 
  Study Point Cost 
  30 
  Learn Time 
  18 Days 
  Daily Study Time 
  90 Minutes 
  Cooperative 
  Yes 
  Cost: 12 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: Only once in recorded history has this Ritual been purposefully performed, and 
  that was in the ill-fated village of Arcadia in Central Pennsylvania; which created the infamous 
  Arcadian Gate. What this Ritual does is it rips open a massive permanent hole in the veil that 
  separates the Physical World with that of the Mirror World. This hole in the veil can allow 
  anyone to pass from the Physical World into the Mirror World, but each passing costs those 
  crossing the veil 3 Life Force Points each time they make a crossing either way. These 
  permanent portals between the Physical World and the Mirror World are exceedingly rare. There 
  are stories circulating that the Bermuda Triangle may have been an Atlantean attempt to create a 
  permanent colony in the Mirror World, but so far no one is speaking up on whether this rumor is 
  true or not.  
  Casting Time: 6 Hours 
  Element: Earth, Spirit, & Water 
  Difficulty: Next to Impossible 
   
  Summon/Bind: Creature 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: However long it takes the creature to arrive. (see below) 
  Damage/Effect:  With this ritual, a Sorcerer can summon another non-magical creature in the 
  world to come to him or her. Once summoned, the creature must follow the commands of the 
  summoning Sorcerer for the duration of the Ritual (1 Day of Service per 2 points that the 
  Sorcerer beat their Target Difficulty by). What the creature does to the Sorcerer for summoning 
  them is an altogether different ball of wax. Those summoned must attempt to make their way to 
  the summoning Sorcerer in the most reasonable and expedient fashion. 
  Casting Time: 1 Hour 
  Element: Air, Earth, and Spirit 
  Difficulty: Difficult 
   
  Summon/Bind: Demon 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: However long it takes for the Demon to come to the Sorcerer. (see below) 
  Damage/Effect: This Ritual allows the Sorcerer to Summon and Bind a Demon of their choice. 
  Because Demons are not mortal, it can be days or weeks for the Demon to make contact with the 
  one wishing to speak with them. Once summoned, the Demon must follow the commands of the 
  summoning Sorcerer for the duration of the Ritual (1 Day of Service per 2 points that the 
  Sorcerer beat their Target Difficulty by).Those summoned must attempt to make their way to the 
  summoning Sorcerer in the most reasonable and expedient fashion. 
  Casting Time: 2 Hours 
  Element: Air, Earth, and Spirit 
  Difficulty: Very Difficult 
   
  Summon/Bind: Entity 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force 
  Duration: However long it takes the Entity to arrive. (see below) 
  Duration: However long it takes the Entity to arrive. (see below) 
  Damage/Effect: With this ritual, a Sorcerer can summon a magical entity in the world to come 
  to him or her. Once summoned, the magical entity must follow the commands of the summoning 
  Sorcerer for the duration of the Ritual (1 Day of Service per 2 points that the Sorcerer beat their 
  Target Difficulty by). Those summoned must attempt to make their way to the summoning 
  Sorcerer in the most reasonable and expedient fashion. What the entity does to the Sorcerer for 
  summoning them is an altogether different ball of wax. 
  Casting Time: 2 Hours 
  Element: Air, Earth, and Spirit 
  Difficulty: Difficult 
   
   
   
   
   
  
   
  316 
   
  Summon/Bind: Lilan/Revenant 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: However long it takes for the Lilan or Revenant to come to the Sorcerer. (see below) 
  Damage/Effect: This Ritual allows the Sorcerer to Summon and Bind a Lilan or Revenant of 
  their choice. Because Lilans and Revenants are immortal, it can be days or weeks for the Lilan or 
  Revenant to make contact with the one wishing to speak with them. Once summoned, the Lilan 
  or Revenant must follow the commands of the summoning Sorcerer for the duration of the Ritual 
  (1 Day of Service per 2 points that the Sorcerer beat their Target Difficulty by). This Ritual also 
  works on Thralls. Those summoned must attempt to make their way to the summoning Sorcerer 
  in the most reasonable and expedient fashion. 
  Casting Time: 2 Hours 
  Element: Air, Earth, and Spirit 
  Difficulty: Difficult 
   
  Summon/Bind: Servitor of the Abyss 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force 
  Duration: However long it takes the creature to arrive. (see below) 
  Damage/Effect: This Ritual is used to summon and bind those creatures that have become 
  tainted with the Abyssal energies so much so that they have begun showing manifestations of the 
  Abyss in bizarre and horrifying ways. Once summoned, the Servitor of the Abyss must follow 
  the commands of the summoning Sorcerer for the duration of the Ritual (1 Day of Service per 2 
  points that the Sorcerer beat their Target Difficulty by). Examples of Seritors of the Abyss are; 
  the Children of Dagon or Deep Ones (aquatic human-fish hybrids), the Serpent Men of Tiamat 
  (human-dragonlike hybrids, etc.) For more Servitors of the Abyss, see the Dark Conspiracies & 
  Secret Societies Section). To summon and bind a Servitor of the Abyss requires that the 
  summoning Sorcerer crafts a wax effigy of the Servitor type that they wish to come and infuse it 
  with the Abyssal energies through their expenditure of their own Life Force. Those summoned 
  must attempt to make their way to the summoning Sorcerer in the most reasonable and expedient 
  fashion. 
  Casting Time: 2 Hours 
  Element: Abyssal & Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  317 
  Charm Spells & Rituals 
   
  Aura of Fear 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: 6 Rounds 
  Damage/Effect: This spell allows the Sorcerer to create an Aura of Fear around them, in a 50 ft 
  radius. Through this Aura of Fear, the Sorcerer gains a +3 towards an attempt to make an 
  Intimidation check against their enemies to drive them away. For every 2 points past the target 
  number that was required to cast the spell, the Sorcerer gains a +1 bonus to their Intimidation 
  Check or Contest to drive away their enemies. 
  Casting Time: 2 rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Aura of Respect 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: 6 Rounds 
  Damage/Effect: This spell allows the Sorcerer to create an Aura of Respect around them, in a 50 
  ft radius. Through this Aura of Respect, the Sorcerer gains a +3 to all Command Skill, 
  Persuasion Skill and Reaction Checks. For every 2 points past the target number that was 
  required to cast the spell, the Sorcerer gains a +1 bonus to their Command Skill, Persuasion Skill 
  and Reaction Checks. 
  Casting Time: 2 rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Black Sleep of Kali 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force 
  Duration: See Below. 
  Damage/Effect: The Ritual has been used time and again by the Priesthood of Kali to forcefully 
  indoctrinate new followers into their religion. A mixture made up from human blood, the venom 
  of a tomb spider and honey mead is poured into the victim’s throat. The victim is then taken to 
  an isolated chamber with small openings in the walls that the faithful and priests of Kali can 
  chant praises to their dark goddess over the period of 5 hours. The Priest that is leading the 
  Ritual must succeed in an Intellect + Ritualcraft + Card Contest against their victim’s Resist 
  Magic + Card; if the Ritual is successful the victim at the conclusion of the Ritual will become 
  fanatically loyal to the Priesthood of Kali and its goals. Once put into the Black Sleep of Kali, 
  the only way to awaken the victim from this waking nightmare is to inflict at minimum 3 points 
  of Wound damage to them through the cleansing pain of fire. Once awakened from the Black 
  Sleep of Kali, the victim will return to normal. 
  Casting Time: 5 Hours 
  Element: Spirit 
  Difficulty: Very Difficult 
   
  Consume Mind 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  No 
  Cost: 10 Points of Life Force 
  Duration: 2 hours 
  Damage/Effect: This ritual allows the caster to absorb some of the knowledge and memories of 
  their victim. The victim must be killed with a ritual knife and the caster must consume the 
  entirety of the victim’s brains. Through the consummation of the victim’s brains the caster is 
  able to spend their Study Points towards gaining all of the Intellect Skills that the victim had. 
  The caster has 5 days in which to spend their Study Points before all of the memories of the 
  Intellect Skills disappear from their mind. 
  Element: Spirit 
  Difficulty: Very Difficult 
   
   
   
   
   
  
   
  318 
  Death of the Soul 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: Permanent  
  Damage/Effect: Through this Ritual, the Sorcerer is able to steal the Life Force of another living 
  creature, or spiritual entity (such as a Demon or Ghost).  For every 4 points over the target 
  Difficulty Number that the Sorcerer beats, the Sorcerer is able to drain a living creature or 
  spiritual entity of 8 Life Force points. It goes without says that this Ritual is a truly vile act and it 
  most definitely falls on the negative side of Threefold Law. In stealing a creature or entity’s Life 
  Force in this way it kills the creature or entity upon reaching 0 Life Force. This Ritual requires 
  that the Sorcerer have a personal item connected to the creature or entity that he or she plans to 
  use this Ritual on (a lock of hair works fine for this aspect, but a pocket watch or a wedding ring 
  would work just as well). 
  Casting Time: 1 Hour  
  Element: Spirit 
  Difficulty: Very Difficult 
   
  Glamour 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Point of Life Force 
  Duration: 1 Hour 
  Damage/Effect: This Spell allows the Sorcerer to change one minor aspect of their appearance 
  for the duration of 1 Hour, plus 30 minutes per 2 points that the Sorcerer beats their target 
  difficulty by.  Through this Spell the Sorcerer can lengthen their hair, change their hair color or 
  nail color, to even changing their skin color. But Sorcerers can not use this Spell to change their 
  species, as in; changing from human to the form of a bear or large cat. In basics, this Spell is 
  meant to heighten the appearance of the Sorcerer in ways that make them more appealing to 
  others.  
  Casting Time: 1 Round 
  Element: Spirit 
  Difficulty: Simple 
   
  Igniting the Hearts Fury 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 5 minutes 
  Damage/Effect: The primary purpose of this Spell was to give Sorcerers the opportunity to 
  eliminate their enemies and rivals through the act of self defense. Through this Spell, the 
  Sorcerer is able to ignite an uncontrollable rage within their target. Once this Spell effects its’ 
  target, the target will immediately attempt to attack the Sorcerer, centering their aggression and 
  rage on only the Sorcerer. Once under the effects of this Spell, the Target can attempt to halt 
  their attack on the Sorcerer only by succeeding in a Psyche Check at a Difficulty of: Difficult, 
  and each Round that the Target attempts to resist the effects of the Spell they must make an 
  additional Psyche Check.  
  Casting Time: 1 Round  
  Element: Fire & Spirit 
  Difficulty: Simple 
   
  Impose Will: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force 
  Duration: 30 minutes 
  Damage/Effect: With this spell, a Sorcerer has the ability to force another Persona to due her 
  bidding. By no means does this turn the victim stupid, it simply forces them to follow the 
  commands of the caster for the duration of the spell. 
  Casting Time: 5 Rounds / 2 minutes 
  Element: Spirit 
  Difficulty: Simple 
   
   
   
   
   
   
   
  
   
  319 
  Impose Will: Greater 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: 4 hours 
  Damage/Effect: This spell is a greater form of the Impose Mind - Lesser spell. The effects are 
  the same as the original spell. 
  Casting Time: 10 Rounds / 6 minutes 
  Element: Spirit 
  Difficulty: Difficult 
   
  Impose Will: Permanent 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This spell is a greatest form of the Impose Mind spell. The effects of this spell 
  are permanent and can be undone only through the greatest of the Healing Spells. Only the most 
  evil and twisted of Sorcerers use this potent a magic on a victim. With this spell it is literally 
  possible to rewrite a person’s personality. 
  Casting Time: 2 hours 
  Element: Spirit 
  Difficulty: Very Difficult 
   
  Tongue of Silver 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: 1 Scene/1 Hour 
  Damage/Effect: This spell allows the Sorcerer’s voice to become pleasing to those who hear it. 
  Each listener perceives the words of the Sorcerer as if the Sorcerer was a truly gifted orator. 
  Because of this effect, the Sorcerer gains a +3 Bonus to all Persuasion Skill Checks; for every 2 
  points that the Sorcerer beats their target difficulty by the Sorcerer gains an additional +1 Bonus 
  to all Persuasion Skill Checks. 
  Casting Time: 2 rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  320 
  Curse Rituals 
   
  Curse of Hecate 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent  
  Damage/Effect: This Curse was devised by a Sorcerer many ages ago in an attempt to kill his 
  rival via the very Sorcery that he sought to use against the Sorcerer. What this curse does is it 
  turns every Life Force point that the Cursed Sorcerer attempts to use towards Sorcery into a 
  point of Wound Damage. This curse is wicked in the extreme, as it potentially destroys another 
  Sorcerer through their own Sorcery; because each time the Cursed Sorcerer attempts to cast a 
  Spell or Ritual; that Cursed Sorcerer’s own Life Force is what ends up killing them. The way 
  around it is for the Cursed Sorcerer to totally stop using Sorcery and to there after lead a 
  mundane life. Many Sorcerers that have been so cursed have taken their own lives because of the 
  stress brought about by the knowledge that they hold, but can never again use. This curse, like 
  any other curse can only be undone by the Cursing Sorcerer, or a member of their bloodline. To 
  kill the Sorcerer that casts this Ritual ensures that the Curse will never be removed. Any Sorcerer 
  that casts this Curse will automatically gain 2 tallies in the Negative Aspect of Three-Fold Law. 
  This Ritual requires that the Cursing Sorcerer has a token that is directly tied to the Persona that 
  is to be Cursed. It should also be noted that any children that the Cursed Sorcerer sires will also 
  be victims of the same Curse. 
  Casting Time: 3 Hours 
  Element: Earth & Spirit 
  Difficulty: Very Difficult 
   
  Curse of Luna 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent  
  Damage/Effect: This was long ago created by a Circle of Sorcerers that wanted to stop a 
  group of rivals from making deals with Demons. Since then, this curse has been put to wicked 
  ends; the most obvious usage has been the Cursing of ALL members of House Dracul, within 
  Atlantean Society.  This Curse causing all those afflicted by it to become extremely allergic to 
  the light shed by the moon; to the point that it causes the Cursed physical harm when their bare 
  skin is exposed to direct or indirect light from the moon. Only during the New Moon are those 
  with this Curse safe to do out without fear of its burning light.  
   
  During the partial phases of the moon, for every round that a Cursed Persona is exposed to the 
  moonlight; they take a Rank of Stun Damage. During the three days of the Full Moon, Cursed 
  Personas take a Rank of Wound Damage for every round that they are exposed to the moonlight. 
   
  The only way that those that are under this curse may go out during times of the full or partial 
  moon is through wearing heavy clothing; no less than 3 layers that cover all areas of exposed 
  flesh. 
   
  This curse, like any other curse can only be undone by the Cursing Sorcerer, or a member of 
  their bloodline. To kill the Sorcerer that casts this Ritual ensures that the Curse will never be 
  removed. Any Sorcerer that casts this Curse will automatically gain 2 tallies in the Negative 
  Aspect of Three-Fold Law. This Ritual requires that the Cursing Sorcerer has a token that is 
  directly tied to the Persona that is to be Cursed. It should also be noted that any children that the 
  Cursed Sorcerer sires will also be victims of the same Curse. 
  Casting Time: 3 Hours 
  Element: Spirit & Water 
  Difficulty: Very Difficult 
   
   
   
   
   
   
   
   
   
  
   
  321 
  Curse of the Revenant 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent  
  Damage/Effect: This is one of the most horrific curses that has ever been devised. Through 
  this Curse, the Sorcerer is able to turn their victim into a Revenant; also known as a vampire. that 
  stalks the night looking to feed its unceasing hunger for blood.  
   
  Some say this curse was originally devised by Lilith herself as a punishment to an Atlantean or 
  Human that had wronged in some truly unforgivable way. But there are others that dispute this 
  story because of all of the beneficial contributions that Lilith made to the Art of Sorcery. But in 
  any case, this curse turns a living creature into an undead entity that hungers for the blood and 
  Life Force of the living. 
   
  There are some that become Revenants that willingly wanted the change into undeath. This curse 
  is exceedingly rare and only true scholars of the Art of Sorcery (6 Ranks of Ritualcraft) know of 
  the existence of this Ritual. 
   
  For the Supernatural Powers; Strengths and Weaknesses of a Revenant see Chapter 7: Atlantean, 
  Psychic, & Supernatural Powers. 
   
  This curse, unlike other curse can not be undone by the Cursing Sorcerer, or a member of their 
  bloodline. Any Sorcerer that casts this Curse will automatically gain 2 tallies in the Negative 
  Aspect of Three-Fold Law. This Ritual requires that the Cursing Sorcerer has a token that is 
  directly tied to the Persona that is to be Cursed. It should also be noted that anyone that a 
  Revenant kills through the draining of their blood and Life Force will rise up the following 
  evening as a Revenant themselves.  
  Casting Time: 3 Hours 
  Element: Earth, Fire & Spirit 
  Difficulty: Very Difficult 
   
   
   
   
  
   
  322 
  Curse of the Werewolf 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent  
  Damage/Effect: This is one of the most horrifying curses that has ever been devised. Through 
  this Curse, the Sorcerer is able to turn their victim into a half-man/half-wolf abomination that 
  stalks the earth looking to feed its unceasing hunger for flesh and blood. During the times of the 
  full moon, anyone that is under the effects of this Curse turns into a Werewolf and begins 
  searching for ANYONE (Friends, Family, even Enemies) to stalk and kill. Under this Curse, 
  everyone is in danger of becoming a victim to the poor soul that has this curse placed upon them. 
  What is worse is that anyone that this Werewolf attacks, should they actually survive the attack; 
  will become a Werewolf themselves. This is one of the few self-perpetuating Curses that exist 
  even today. All victims of this Curse effectively become immortal, as their bodies regenerate any 
  damage that is done to them at a horrifyingly spectacular rate, which is one of the reasons why 
  those with the Curse of the Werewolf become immortal. 
   
  Only Silver can kill these poor souls, as Silver is one of the few types of Wound Damages that 
  they can not easily heal, Silver causes double Wound Damage to Werewolves. Wolf’s Bane can 
  be used to ward an area against entry by those under this Curse. 
   
  Those under this Curse almost never remember the horrific acts that they perform while in their 
  Werewolf form (which for some is a blessing in disguise, because it helps them to halt their 
  descent into madness at least for a short while). 
   
  For the Werewolves’ Man-Beast form stats, see Chapter 10: Allies & Antagonists 
   
  This curse, like any other curse can only be undone by the Cursing Sorcerer, or a member of 
  their bloodline. To kill the Sorcerer that casts this Ritual ensures that the Curse will never be 
  removed. Any Sorcerer that casts this Curse will automatically gain 2 tallies in the Negative 
  Aspect of Three-Fold Law. This Ritual requires that the Cursing Sorcerer has a token that is 
  directly tied to the Persona that is to be Cursed. It should also be noted that any children that the 
  Cursed Sorcerer sires will also be victims of the same Curse. 
  Casting Time: 3 Hours 
  Element: Earth, Fire & Spirit 
  Difficulty: Very Difficult 
   
  Mark of the Warlock 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual is used by Sorcerers Covens to cast out Sorcerers that have broken 
  their covenant with the rest of the members of their Coven. Through this Ritual, the Sorcerer that 
  is casting the Ritual draws an inverted Pentacle on the forehead of the Warlock, while at least 
  two other members of their Coven hold the Warlock in place until the conclusion of the Ritual. 
  This Ritual is reserved for only the most blatantly evil of Sorcerers, which is the meaning of 
  Warlock; an Oath-breaker and Betrayer. Covens do not perform this Ritual lightly, because it 
  forever marks the offending Sorcerer with a mystical brand that can be seen by all Sorcerers that 
  have the ability to see magical auras. Past becoming an outcast from their original Coven, and 
  marking them as warning to other Covens, this Ritual has no other effect. Once this Ritual has 
  been cast on a Sorcerer, there is no way to remove it. 
  Casting Time: 30 Minutes 
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
  
   
  323 
  Curse of the Last Breath 
  Type 
  Ritual 
  Rank 
  6 
  Study Point Cost 
  30 
  Learn Time 
  18 Days 
  Daily Study Time 
  90 Minutes 
  Cooperative 
  No 
  Cost: 10 Points of Life Force 
  Duration: Permanent  
  Damage/Effect: This Curse is used by Sorcerers when they know that their death is imminent;  
  in the Sorcerer’s last dying breath, he or she can utter a Curse that will effect all of those that 
  took a direct hand in the Sorcerer’s demise.  It should also be noted that any children that the 
  Cursed sire will also become victims of the same Curse. 
   
  The Persona can utter any Curse of their choice, even replicating the effects of others and 
  applying those effects to all those involved; additionally Persona may choose to invoke his own 
  Curse and should communicate with the Director the intended nature of the Curse, however the 
  exact nature of the Curse and its final effects are up to the discretion of the Director. If the 
  Persona chooses to replicate an existing Curse, he must be Attuned to the Elements that each 
  Curse requires. Remember this is the dying Curse of a Persona; therefore its effects should be 
  powerful and meaningful to subject to the Curse. 
   
  Should the Persona ever be restored to life, via the Resurrection Ritual or by some other means; 
  this Curse wears off over the course of 6 + Card months. 
   
  Unlike other Rank 5 Rituals, the nature of this Ritual is such that a Persona may utter this Curse 
  at anytime that the Persona is rendered at Critical and/or Defense Wounds. Upon the completion 
  of the utterance of the Curse, the Persona dies. 
   
  Example Curses: 
   
  Curse of Eternal Failure – You ultimate goals will fail, your hopes of the future will be ground 
  to dust, and your empires will crumble. In short even your most fleeting of victories will lead 
  defeat in the end.  
  Curse of Unending History – You are doomed to tread the same ground, repeating the mistakes 
  of the past. Some people can never learn…You will never learn! 
  Curse of Destiny Denied – The strands of Fate have been cut, whatever you were predestined to 
  achieve, now you will not. Your destiny will be handed off to others who will go on to be 
  glorified in history, while you become but a mere footnote, known only to a handful of self-
  obsessed scholars. 
  Curse of the Withering Presence – You have been become anathema to lives around you, that 
  which you attempt to grow will wither, that which you attempt to nurture will grow sick. Those 
  that you attempt to comfort will retreat from your presence, loneliness will be your confidant 
  and despair existence. 
  Curse of the 1st Horseman – You are blight itself, you smiled upon by the darkest powers and 
  their “gifts” mark you’re every step. Disease will be your herald, and plague your standard 
  bearer. 
   
  Casting Time: 1 Round (Special: see above text) 
  Element: Spirit 
  Difficulty: Very Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  324 
  Divination Spells & Rituals 
   
  Commune with Arthath; Lord of the Sea 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Arthath; Lord of the Sea. Seeing one of the inhuman avatars of the Arthath does require that 
  the Sorcerer that casts this Ritual to make a Resist Fear & Madness Check at Difficult. What 
  secrets that Arthath chooses to impart to the Sorcerer is totally up to the Director. This Ritual 
  does require the sacrifice of a human life through the Sorcerer forcefully drowning their sacrifice 
  in the waters of an ocean or sea. Once Arthath has appeared, then the Sorcerer must feed the 
  consecrated remains of the sacrifice to Arthath’s avatar. Because of this, any Sorcerer that 
  attempts this Ritual automatically gains 2 tally marks on the Negative Side of Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Spirit & Water 
  Difficulty: Very Difficult 
   
  Commune with Azathoth; the Daemon Sultan of the Abyss 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Azathoth. Seeing one of the inhuman avatars of the Azathoth does require that the Sorcerer 
  that casts this Ritual to make a Resist Fear & Madness Check at Difficult. What secrets that 
  Azathoth chooses to impart to the Sorcerer is totally up to the Director. This Ritual does require 
  the sacrifice of a human life through the Sorcerer buring their sacrifice alive. Once Azathoth has 
  appeared, then the Sorcerer must feed the consecrated remains of the sacrifice to Arthath’s 
  avatar. Because of this, any Sorcerer that attempts this Ritual automatically gains 2 tally marks 
  on the Negative Side of Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Fire, Spirit & Water 
  Difficulty: Very Difficult 
   
  Commune with Cthulhu; the Lord of R’lyeh 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Cthulhu; the Lord of R’lyeh. Seeing one of the inhuman avatars of the Cthulhu does require 
  that the Sorcerer that casts this Ritual to make a Resist Fear & Madness Check at Difficult. What 
  secrets that Cthulhu chooses to impart to the Sorcerer is totally up to the Director. This Ritual 
  does require the sacrifice of a human life through the Sorcerer forcefully drowning their sacrifice 
  in the waters of an ocean or sea. Once the avatar of Cthulhu has appeared, then the Sorcerer must 
  feed the consecrated remains of the sacrifice to Cthulhu’s avatar. Because of this, any Sorcerer 
  that attempts this Ritual automatically gains 2 tally marks on the Negative Side of Three Fold 
  Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Spirit & Water 
  Difficulty: Very Difficult 
   
  Commune with Nergal; The Raging King 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Nyarlathotep. Seeing one of the inhuman avatars of Nergal does require that the Sorcerer that 
  casts this Ritual to make a Resist Fear & Madness Check at Difficult. What secrets that Nergal 
  chooses to impart to the Sorcerer is totally up to the Director. This Ritual does require the 
  sacrifice of a human life; the victim must be a virgin, and the sacrifice’s heart must be burned at 
  the conclusion of the Ritual as an offering to Nyarlathotep. Because of this, any Sorcerer that 
  attempts this Ritual automatically gains 2 tally marks on the Negative Side of Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Earth, Fire, & Spirit 
  Difficulty: Very Difficult 
   
   
  
   
  325 
   
   
  Commune with Nyarlathotep; the Crawling Chaos 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Nyarlathotep. Seeing one of the inhuman avatars of Nyarlathotep does require that the 
  Sorcerer that casts this Ritual to make a Resist Fear & Madness Check at Difficult. What secrets 
  that Nyarlathotep chooses to impart to the Sorcerer is totally up to the Director. This Ritual does 
  require the sacrifice of a human life; the victim must be a virgin, and the sacrifice’s eyes must be 
  burned at the conclusion of the Ritual as a offering to Nyarlathotep. Because of this, any 
  Sorcerer that attempts this Ritual automatically gains 2 tally marks on the Negative Side of 
  Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Earth, Fire, & Spirit 
  Difficulty: Very Difficult 
   
  Commune with the Scarlet Queen; Mistress of Plagues 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as the Scarlet Queen. Seeing one of the inhuman avatars of the Scarlet Queen does require that 
  the Sorcerer that casts this Ritual to make a Resist Fear & Madness Check at Difficult. What 
  secrets that the Scarlet Queen chooses to impart to the Sorcerer is totally up to the Director. This 
  Ritual does require the sacrifice of a human life and the burning of the sacrifice’s heart at the 
  conclusion of the Ritual. Because of this, any Sorcerer that attempts this Ritual automatically 
  gains 2 tally marks on the Negative Side of Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Earth & Spirit 
  Difficulty: Very Difficult 
   
  Commune with Samael; the Angel of Death 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Samael. Seeing one of the inhuman avatars of Samael does require that the Sorcerer that casts 
  this Ritual to make a Resist Fear & Madness Check at Difficult. Known as the Angel of Death to 
  many, once summoned this Old One demands a sacrifice of 5 victims, corrupted in the most 
  despicable of ways. For this sacrifice, Samael will imbue an artifact with his corrupting toxic 
  energies. Many of those that have the disadvantage; the Mark of Judas have in fact been 
  unknowingly tainted by contact with Samael. The sacrifice must be burned alive at the 
  conclusion of the Ritual to gain the favor of Samael. Because of this, any Sorcerer that attempts 
  this Ritual automatically gains 2 tally marks on the Negative Side of Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Earth, Spirit & Water 
  Difficulty: Very Difficult 
   
  Commune with Shub-Niggurath; the Black Goat of the Wood with a Thousand Young 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Shub-Niggurath; the Black Goat of the Wood with a Thousand Young. Seeing one of the 
  inhuman avatars of Shub-Niggurath does require that the Sorcerer that casts this Ritual to make a 
  Resist Fear & Madness Check at Difficult. Known as the Black Goat of the Wood to many, once 
  summoned this Old One demands a sacrifice of 3 victims. For this sacrifice the Sorcerer is able 
  to drink of the Milk of the Black Goat; that will allow the Sorcerer to remain ageless for the next 
  20 years. The Sorcerer is also able to ask to be gifted with Abyss Spells and Rituals; the Sorcery 
  that is gifted to the Sorcerer is at the Directors choice. Because of this, any Sorcerer that attempts 
  this Ritual automatically gains 2 tally marks on the Negative Side of Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Earth, Spirit & Water 
  Difficulty: Very Difficult 
   
  
   
  326 
  Commune with Tiamat; the Dragon Queen of Mespotamia 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Tiamat. Seeing one of the inhuman avatars of Tiamat does require that the Sorcerer that casts 
  this Ritual to make a Resist Fear & Madness Check at Difficult. What secrets that Tiamat 
  chooses to impart to the Sorcerer is totally up to the Director. This Ritual does require the 
  sacrifice of a young woman, no older than 25; she must be a virgin and an innocent. The 
  sacrifice must be burned alive at the conclusion of the Ritual to gain the favor of Tiamat. 
  Because of this, any Sorcerer that attempts this Ritual automatically gains 2 tally marks on the 
  Negative Side of Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Spirit & Water 
  Difficulty: Very Difficult 
   
  Commune with Yog-Sothoth; the Gate Keeper of the Abyss 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to attempt communication with Old One known 
  as Yog-Sothoth. Seeing one of the inhuman avatars of Yog-Sothoth does require that the 
  Sorcerer that casts this Ritual to make a Resist Fear & Madness Check at Difficult. Known as the 
  Gate Keeper of the Abyss to many, once summoned this Old One demands a sacrifice of 1 
  victim. The Sacrifice’s heart must be cut out of their body and offered to the avatar of Yog-
  Sothoth when it appears. Once summoned, the avatar of Yog-Sothoth will gift the Summoner 
  with a piece of knowledge that they seek, or the avatar can open a portal to any of the dark 
  worlds within the Abyss for the Sorcerer to travel to. Because of this, any Sorcerer that attempts 
  this Ritual automatically gains 2 tally marks on the Negative Side of Three Fold Law. 
  Casting Time: 1 Hour 
  Element: Abyssal, Spirit & Water 
  Difficulty: Very Difficult 
   
  Eye of Marduk 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows the Sorcerer to watch another Persona or Place from a 
  distance. The Sorcerer must have some token that is tied directly to the Persona or Place that the 
  Sorcerer wishes to observe for this ritual to be cast. For every 2 points that the Sorcerer succeeds 
  above the Ritual’s Difficulty, that increases the time that the Sorcerer can spend observing the 
  Persona or Place by 2 minutes 
  Casting Time: 5 Rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Eye of Thoth 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force 
  Duration: 10 Minutes  
  Damage/Effect: This spell allows the caster to pierce through the barrier between the Physical 
  World and the Mirror World; gaining the ability to see incorporeal entities such as Demons, 
  Ghosts and Nature Spirits. 
  Casting Time: 1 Round  
  Element: Spirit 
  Difficulty: Simple 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  327 
  Gift of Prophesy 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  No 
  Cost: 5 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect: This Ritual allows the Sorcerer to use a deck of Tarot cards, Rune Stones, or 
  other divination tool to divine answers from the tapestry of the Fates. For every 2 points that the 
  Sorcerer beats their Target Difficulty by, the Sorcerer may ask a question and get a truthful yes 
  or no answer; these questions are answered by the Director or a Stage Manager. 
  Casting Time: 5 Minutes 
  Element: Spirit 
  Difficulty: Difficult 
   
  Sanctuary 
  Type 
  Ritual 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cooperative 
  No 
  Cost: 2 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect:  
  This Ritual allows a Sorcerer to locate the nearest place of safety to them; this sanctuary is 
  usually unoccupied and is large enough for the Sorcerer to bed down for the night or day. Many 
  Sorcerers that have been hunted by enemies or rivals have used this Ritual to help save their 
  lives while in unfamiliar cities and towns. This Ritual however does not give the Sorcerer 
  protection from enemies or rivals that are actively hunting them while they are asleep; the Ritual 
  simply assists them in finding a safe haven for a period of rest. This Ritual requires that the 
  Sorcerer hold an undamaged quartz crystal in their hand during the casting of the Ritual; once 
  the Ritual becomes active the quartz crystal will begin glowing increasingly brighter the closer 
  the Sorcerer gets to their place of Sanctuary. 
  Casting Time: 5 Minutes 
  Element: Earth & Spirit 
  Difficulty: Simple 
   
  True Sight: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This spell allows the caster to see the magical auras connected to magical 
  objects and the use of enchantment spells cast other Sorcerer or other creatures. Once enacted, 
  the spell allows the caster to see these magical auras. 
  Casting Time: 1 Round 
  Element: Spirit 
  Difficulty: Simple 
   
  True Sight: Greater 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: Only this version of the spell allows the caster to see those cloaked with Veiled 
  Eyes spells (both versions). This spell allows the caster to see the magical auras connected to 
  magical objects and the use of enchantment spells cast other Sorcerer or other creatures. Once 
  enacted, the spell allows the caster to see these magical auras. 
  Casting Time: 1 Round  
  Element: Spirit 
  Difficulty: Simple 
   
  Watchers Folly 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This Ritual allows a Sorcerer to protect themselves from the Scrying of other 
  Sorcerers. Through this Ritual, any Sorcerer that attempts scrying on the Sorcerer that has cast 
  this Ritual automatically takes 4 points of Wound Damage and their Scrying Ritual 
  automatically ends. Once this Ritual has completed its task, its effect ends and the Sorcerer must 
  re-cast the Ritual upon themselves in order to gain its protective benefits again. 
  Casting Time: 10 Minutes 
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
  
   
  328 
  Enchantment Spells & Rituals 
   
  A Dark and Terrible Place 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual is used by Sorcerers who prefer having secrecy during their 
  meetings. Through this Ritual, its effect drives away mundanes that don’t belong. The place that 
  is enchanted by this Ritual (which is usually a single building) becomes unfriendly to all that 
  have not been given a Talisman that negates the effects of this Ritual. Because of this Ritual, the 
  interior of the building becomes unfriendly to all those that do not possess a Talisman; the floors 
  creak in very strange and disturbing ways, sharp nails and splinters seem to be in all of the 
  wrong places. It is very easy to slip or trip and break a limb in this place while going up and 
  down the stiars, and the whole overall atmosphere of the place is full of the “something is 
  wrong” and it causes an extreme feeling of claustrophobia in the unfortunate mundanes that 
  stumble into this place. 
   
  This Ritual requires that the Sorcerer catach a living spider and paint it in their own blood while 
  expending 6 points of Life Force and speaking the words of the Ritual.  After performing the 
  Ritual, the spider is transported to the place that is to be enchanted and then released in the 
  building. At this point the spider will begin moving about the building, spinning its webs 
  throughout the building. The only way to remove this enchantment is to thouroughly clean the 
  building of all spider webs that can be found in the structure. All who the Sorcerer wishes to 
  have access to this place must be given a vial of the Sorcerer’s own blood as a Talisman to 
  protect them from the effects of the Ritual. All mundanes that enter this place must make a 
  Resist Fear & Madness Check at a Target Difficulty of: Difficult, or feel the need to flee the 
  place and not return because of a severe attack of claustrophobia. 
  Casting Time: 1 Hour 
  Element: Earth & Spirit 
  Difficulty: Difficult 
   
  Blindness: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 30 Minutes  
  Damage/Effect: This spell allows the caster to render another creature blind for the duration of 
  the spell. 
  Casting Time: 3 Rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Blindness: Greater 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This Ritual allows the Sorcerer to render another creature permanently blind. 
  The only way to undo the effects of this Ritual is the Ritual known as Heal: Greater. 
  Casting Time: 5 Rounds 
  Element: Spirit 
  Difficulty: Very Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  329 
  Blood to Water 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect: This Ritual allows a Sorcerer to turn all of the blood in their intended victim’s 
  body into salt water, killing the victim. The act of casting this Ritual is considered evil in the 
  extreme, and every time a Sorcerer casts this Ritual the Sorcerer gains 2 tallies towards the 
  Negative Aspect of Three-Fold Law. This Ritual requires that the casting Sorcerer have a 
  personal item of their intended victim, and during the course of this 1 hour long Ritual, the 
  Sorcerer must pour a ounce of salt water that has been mixed with the Sorcerer’s own blood, 
  over the personal item of the victim.   
  Casting Time: 1 Hour 
  Element: Earth, Spirit, & Water 
  Difficulty: Difficult 
   
  Boon of Proteus 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  No 
  Cost: 6 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This Ritual allows a Sorcerer to alter their form into that of another creature. 
  The creature type must be the same approximate size and mass of the Sorcerer or smaller; in 
  saying that it is not possible for a Sorcerer to turn themselves into something as massive as a 
  sperm whale, but it is possible to change into any of the following forms; Wolf, Bat, Raven, 
  House Cat, Dog, Hunting Cat (Panther, Mountain Lion, etc.), a Small Bear, Hawk, Falcon, 
  Eagle, etc. It is even possible for the Sorcerer to take on the exact form of another person, but the 
  voice would be a dead give away that the Sorcerer was not the person they are masquerading as. 
   
  Once in this new form, the Sorcerer will remain in this form for the next 5 hours, plus 1 hour per 
  2 points that the Sorcerer beat their Target Difficulty by. At anytime the Sorcerer can revert to 
  their true form thereby ending the Ritual.  But, the Sorcerer will need to have their clothing 
  handy if they are in form of an animal because their clothing does not change with them. In the 
  case of changes into another human form, male or female, it is not necessary for the Sorcerer to 
  bring additional clothing with them unless the form they were in was smaller than their normal 
  form.  Men that change themselves into women through this Ritual will find themselves in very 
  odd situations should they run out of time and revert back to their original forms while still 
  dressed as the women they were masquerading as. 
   
  For the stats of animals, please consult Chapter 10: Allies & Antagonists  
  Casting Time: 2 Hours 
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  330 
  City of Darkness: Lesser 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This rare Ritual creates a large supernatural area of effect that erases all 
  memories of supernatural occurrences from the minds of all sentient beings leaving the area. In 
  essence, only the Sorcerers that cast the Ritual will remember what supernatural happenings 
  have occurred within a 200 yard area of their town or city. Most Covens do not have access to 
  this Ritual, but those that do tend to be very active in their towns or cities. All sentient beings 
  that leave the area must make a Resist Magic Check at a Target Difficulty of: Very Difficult to 
  retain their memories of the supernatural events that they may have witnessed during their time 
  in the City of Darkness. 
   
  Should one of the Sorcerers that cast the Ritual remind a person of the details of a supernatural 
  event that they may have witnessed, the person will immediately be able to recall all of the 
  details of the event. It is also possible to use Psychic Talent of Mesmerism to bring the lost 
  memories to the surface again, requiring a Target Difficulty of: Very Difficult. 
   
  This Ritual requires the construction of a detailed miniature replica of the 200 yard area that will 
  be affected by the Ritual. It also requires that each of the Sorcerers casting this Ritual to donate a 
  drop of their own blood on to the miniature replica. 
  Casting Time: 10 Hours 
  Element: Earth & Spirit 
  Difficulty: Very Difficult 
   
  City of Darkness: Greater 
  Type 
  Ritual 
  Rank 
  6 
  Study Point Cost 
  30 
  Learn Time 
  20 Days 
  Daily Study Time 
  90 Minutes 
  Cooperative 
  Yes 
  Cost: 12 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This rare Ritual creates a massive supernatural area of effect that erases all 
  memories of supernatural occurrences from the minds of all sentient beings leaving the area. In 
  essence, only the Sorcerers that cast the Ritual will remember what supernatural happenings 
  have occurred within a 10 mile area of their town or city. Very few Covens have access to this 
  Ritual, as such there are only a handful of cities and towns in the world that have this effect 
  protecting them from supernatural discovery. All sentient beings that leave the area must make a 
  Resist Magic Check at a Target Difficulty of: Very Difficult to retain their memories of the 
  supernatural events that they may have witnessed during their time in the City of Darkness. 
   
  Should one of the Sorcerers that cast the Ritual remind a person of the details of a supernatural 
  event that they may have witnessed, the person will immediately be able to recall all of the 
  details of the event. It is also possible to use Psychic Talent of Mesmerism to bring the lost 
  memories to the surface again, requiring a Target Difficulty of: Very Difficult. 
   
  This Ritual requires the construction of a detailed miniature replica of the 10 mile area that will 
  be affected by the Ritual. It also requires that each of the Sorcerers casting this Ritual to donate a 
  drop of their own blood on to the miniature replica. 
  Casting Time: 15 Hours 
  Element: Earth & Spirit 
  Difficulty: Next to Impossible 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  331 
  Craft Praetorian Gladius 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Indefinitely or until the weapon is destroyed  
  Damage/Effect: This Ritual is known only among the Atlanteans of the Praetorian Order, only 
  handful outside of the Praetorian Order known the specifics of this Ritual and how to cast it. This 
  type of weapon was created specifically with Lilans in mind, as such it is almost unheard of to 
  find this ritual in the hands of a non-Atlantean.  This Ritual requires that the Sorcerer has at least 
  3 Ranks in the Blacksmithing: Swords Skill, at least 3 Ranks of Ritualcraft, and that the Sorcerer 
  must be Attuned to the Elements of Earth and Spirit. This Rituals a permanently enchanted 
  weapon that has the ability to strike truer and wound deeper with all of its blows. The blood of 
  the intended wielder must be poured on to the blade of the Gladius all throughout the crafting 
  process, which is also the ritual process as well. Once created, the weapon gives its wielder a +4 
  to his or her Melee Weapons Skill, and it confers upon the weapon a +4 to Wound Damage to 
  every attack made the weapon. For every 10 Life Force points the are expended into the casting 
  of this Ritual, past the required initial 10 Life Force points; the weapon gains an additional +2 to 
  Melee Weapons and a +2 to Wound Damage. This Ritual allows the caster to Permanently 
  enchant a weapon with the ability to strike truer and wound deeper with all of its blows. Once 
  cast, the weapon in question gains a +4 to Melee and a +4 to Damage with every attack made 
  with the weapon. For every 10 Points of Life Force past the initial 10 used to cast it, the weapon 
  will gain an additional +2 to Melee and a +2 to Damage. So long as the wielder lives, this blade 
  will never break or shatter. 
  Casting Time: 10 Hours, plus an Hour per additional +2 added to the Weapon.  
  Element: Earth and Spirit 
  Difficulty: Very Difficult 
   
  Cursed Knowledge 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This Ritual is an additional Ritual that can be added to help protect their 
  Grimoires from the curious and from potential enemies that would seek to use their own Spells 
  and Rituals against the Sorcerer. The Sorcerer adds an additional personal sigil to the inside 
  cover of their Grimoire that will represent the Spell that will be protecting the Grimoire. Through 
  this Ritual, the Sorcerer is able to add a Spell effect to their Grimoire to dissuade all those that 
  attempt to view the contents of the book. Some of the more common Spells that are used to 
  protect Grimoires are See No Evil: Lesser, Grip of the Damned, or Touch of Morpheus. When 
  this Ritual is cast, the Sorcerer must also cast the Spell that will be protecting the book from 
  prying eyes; The Sorcerer needs to record the total number that they succeeded in casting the 
  Spell by; this number will be used as the Target Difficulty that all future unauthorized viewers 
  must beat to remain unaffected by the Cursed Knowledge. Just as with Sorcerer’s Secrets; the 
  Cursed Knowledge sigil must draw inside of the cover of the Grimoire with the Sorcerer’s own 
  blood and a specific code phrase must be uttered in order to ignore the effects of this Ritual. This 
  Ritual can be stacked with the effects of the Sorcerer’s Secrets Ritual. 
  Casting Time: 1 Hour  
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  332 
  Effigy of Death’s Passing 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: Permanent/One time use Item. 
  Damage/Effect: This Ritual is used to create an effigy of the Sorcerer out of durable material, 
  such as hardwood or stone. When ever the Sorcerer suffers sufficient Wound Damage from a 
  single attack that would normally kill them, all Wound Damage is immediately transferred to the 
  effigy, which then disintegrates. The Sorcerer is restored to full health, giving the Sorcerer a 
  respite that can be used to escape their attacker, or to strike back at their attacker. To Create the 
  Effigy, the Sorcerer inscribes a personal sigil onto the effigy that is being empowered.  
  Casting Time: 3 Hour  
  Element: Earth & Spirit 
  Difficulty: Difficult 
   
  Empower Item 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: Permanent/One time use Item. 
  Damage/Effect: This Ritual is used to empower an item with sorcererous power in the form of 
  stored Spell that can only be used once. The Sorcerer need not expend Life Force nor make a 
  Spellcraft Check to release the spell; otherwise the Spell functions as if the Sorcerer had just cast 
  it. On top of casting this Ritual, the Sorcerer must cast the Spell that they wish to be added to the 
  item that they are empowering. The Sorcerer needs to record the total number that they 
  succeeded in casting the Spell by; this number will be used as the Target Difficulty that the 
  victim must beat to remain unaffected by the Spell. The Sorcerer inscribes a personal sigil onto 
  the item that will be empowered using they’re own blood and a specific code phrase that must be 
  uttered in order for the empowered item to activate and discharge its stored Spell. Once the Spell 
  has been discharged, the item becomes a mundane item once again. The Alchemy Skill can be 
  substituted for Spellcraft in order to create short term potions rather than creating a permanent 
  item. 
  Casting Time: 1 Hour  
  Element: Earth & Spirit 
  Difficulty: Difficult 
   
  Empower Item: Permanent 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This Ritual is used to empower an item with sorcererous power in the form of 
  stored Spell that can be used more than once; the Sorcerer casts the Spell that they wish added to 
  the empowered item once, and then expend Life Force into the item to give the empowered item 
  the ability to discharge the Spell multiple times, all dependent on how much Life Force is stored 
  within the item. It is possible for a Sorcerer to recharge the item through giving it a portion of 
  their own Life Force just as if the item was a Sorcerer’s Stone. The Sorcerer need not expend 
  Life Force nor make a Spellcraft Check to release the spell; otherwise the Spell functions as if 
  the Sorcerer had just cast it. On top of casting this Ritual, the Sorcerer must cast the Spell that 
  they wish to be added to the item that they are empowering. The Sorcerer needs to record the 
  total number that they succeeded in casting the Spell by; this number will be used as the Target 
  Difficulty that the victim must beat to remain unaffected by the Spell. The Sorcerer inscribes a 
  personal sigil onto the item that will be empowered using they’re own blood and a specific code 
  phrase that must be uttered in order for the empowered item to activate and discharge its stored 
  Spell. Once all Life Force within the empowered item has been discharged, the item becomes 
  inert until it can be recharged with fresh Life Force from the Sorcerer. 
  Casting Time: 3 Hour  
  Element: Earth & Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
  
   
  333 
  Empower Armor: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force 
  Duration: 30 minutes 
  Damage/Effect: This spell allows the caster to enchant a suit of armor or shield with an 
  enchantment that will allow it to take more damage than it normally should and to protect its 
  wear. It gives a +2 to Armor PV, for every 3 points spent past the initial 3, the Armor PV gains 
  an additional +2. In the case of vehicles that are given this Ritual, the vehicle gains an additional 
  Structure Point for every 3 points spent past the initial 3. The Alchemy Skill can be substituted 
  for Spellcraft in order to create short term potions rather than creating a permanent item. 
  Casting Time: 3 Rounds 
  Element: Earth and Spirit 
  Difficulty: Difficult 
   
  Empower Armor: Greater 
  Type 
  Spell 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 7 Points of Life Force 
  Duration: 3 hours 
  Damage/Effect: This is the Greater version of the Empower Armor spell.  It gives a +4 to 
  Armor PV, for every 7 points spent past the initial 7, the Armor PV gains an additional +4. In the 
  case of vehicles that are given this Ritual, the vehicle gains an additional Structure Point for 
  every 7 points spent past the initial 7. The Alchemy Skill can be substituted for Spellcraft in 
  order to create short term potions rather than creating a permanent item. 
  Casting Time: 10 minutes 
  Element: Earth and Spirit 
  Difficulty: Difficult 
   
  Empower Armor: Permanent 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This is the Ritual version of the Empower Armor spell; the only difference is 
  that the empowerment to the armor becomes permanent.  It gives a +2 to Armor PV, for every 10 
  points spent past the initial 10, the Armor PV gains an additional +2. In the case of vehicles that 
  are given this Ritual, the vehicle gains an additional Structure Point for every 10 points spent 
  past the initial 10. 
  Casting Time: 5 Hours, plus an Hour per additional +2 added to the Armor.  
  Element: Earth and Spirit 
  Difficulty: Difficult 
   
  Empower Weapon: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 30 Minutes  
  Damage/Effect: This spell allows the caster to enchant a weapon with the ability to strike truer 
  and wound deeper with all of its blows for the duration of the spell. Once cast, the weapon in 
  question gains a +2 to Melee and a +2 to Damage with every attack made with the weapon until 
  the end of the spell. For every 3 Points of Life Force past the initial 3 used to cast it, the weapon 
  will gain an additional +1 to Melee and a +1 to Damage. 
  Casting Time: 3 Rounds  
  Element: Earth and Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  334 
  Empower Weapon: Greater 
  Type 
  Spell 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 8 Points of Life Force  
  Duration: 3 Hours  
  Damage/Effect: This spell allows the caster to enchant a weapon with the ability to strike truer 
  and wound deeper with all of its blows for the duration of the spell. Once cast, the weapon in 
  question gains a +6 to Melee and a +6 to Damage with every attack made with the weapon until 
  the end of the spell. For every 8 Points of Life Force past the initial 8 used to cast it, the weapon 
  will gain an additional +2 to Melee and a +2 to Damage. 
  Casting Time: 10 Minutes  
  Element: Earth and Spirit 
  Difficulty: Difficult 
   
  Empower Weapon: Permanent 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Indefinitely or until the weapon is destroyed  
  Damage/Effect: This Ritual allows the caster to Permanently enchant a weapon with the ability 
  to strike truer and wound deeper with all of its blows. Once cast, the weapon in question gains a 
  +4 to Melee and a +4 to Damage with every attack made with the weapon. For every 10 Points 
  of Life Force past the initial 10 used to cast it, the weapon will gain an additional +2 to Melee 
  and a +2 to Damage. 
  Casting Time: 5 Hours, plus an Hour per additional +2 added to the Weapon.  
  Element: Earth and Spirit 
  Difficulty: Very Difficult 
   
  Feast of the Damned 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 8 Points of Life Force 
  Duration: 2 hours 
  Damage/Effect: This Ritual requires that the Sorcerer slowly torture a human subject, and then 
  eat the flesh and drink the blood of the victim, and at the end of the Ritual the Sorcerer kills their 
  victim with their athame (ritual dagger). This Ritual takes 3 hours to cast.  In enacting this 
  Ritual, the Sorcerer calls upon the dark powers of the Abyss; once successfully cast the Sorcerer 
  temporarily (for the next 24 hours) gains all of the Life Force Points that the victim possessed on 
  top of what Life Force Points that the Sorcerer normally possesses. 
  Casting Time: 3 Hours 
  Element: Abyssal, Earth and Spirit 
  Difficulty: Very Difficult 
   
  Gift of Tongues 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 20 Minutes  
  Damage/Effect: This spell allows the Sorcerer or their chosen recipient to comprehend any 
  foreign language spoken to or around them. Furthermore, this spell allows the caster to speak to 
  those around them as if they were speaking in whatever native language those around them 
  happen to be speaking in. This spell does allow the caster to read text of the above mentioned 
  languages. For every 2 points that the Sorcerer beats their Target Difficulty by, the Sorcerer or 
  recipient will gain 10 additional minutes towards the effects of this Spell. This Spell requires that 
  the Sorcerer dab pure spring water on the recipients’ ears, eyes, and lips. 
  Casting Time: 2 Rounds  
  Element: Spirit 
  Difficulty: Simple 
   
   
   
   
   
   
   
   
   
   
   
  
   
  335 
  Golem Dimidius 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: 3 Hours 
  Damage/Effect: This Ritual causes the earth itself to rise up in the form of a large humanoid 
  shape. This entity is under the direct mental control of the Sorcerer that casts this Ritual.  The 
  Golem Dimidius or Lesser Golem can travel great distances away from the controlling Sorcerer; 
  in fact, the Sorcerer can actually see through the eyes of the Lesser Golem is if they were the 
  Sorcerer’s own eyes. While controlling the Lesser Golem, the Sorcerer must sit in a quiet 
  undisturbed state with their eyes closed (leaving them vulnerable to attack if they do not have 
  someone to stand guardian over their helpless form), should this state be broken, the Lesser 
  Golem’s body will crumble apart and the Ritual will end.  The Lesser Golem has the following 
  stats: 
   
  Agility 2 Brawn 5 Vitality 5  Toughness 4 
   
   
  Skills: It can only perform the most basic of skills, such as; Strike, Dodge, Grapple, Melee 
  Weapons, and Parry, but the Ranks of these skills are determined by the controlling Sorcerer’s 
  own Skill Ranks. No Charm Skills may be attempted by the Lesser Golem because it does not 
  have the ability to communicate through vocal communication. 
   
  This Ritual requires that the Sorcerer chant over a burning red candle for 10 minutes and then to 
  snuff out the flaming wick with a handful of fresh soil. The Lesser Golem will last for 3 hours 
  plus 1 hour per additional 2 points that the Sorcerer beats their target difficulty by. If the Lesser 
  Golem is destroyed while under the control of the Sorcerer, the Sorcerer must succeed in a 
  Vitality Check at Difficulty: Difficult, or suffer 2 points of Wound Damage. 
   
  Casting Time: 10 Minutes 
  Element: Earth & Spirit 
  Difficulty: Difficult 
   
  Grip of the Damned 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 10 Rounds 
  Damage/Effect: This spell allows the Sorcerer to paralyze their Target for 10 Rounds +5 
  Rounds per 3 points that the Sorcerer beats their target difficulty by.  This paralysis holds the 
  intended target in whatever position they were in when the Spell affected them (example: if the 
  target was standing still when the Spell affected them, then they will be paralyzed in that 
  position for the duration of the Spell). 
  Casting Time: 1 Round  
  Element: Spirit 
  Difficulty: Simple 
   
  Hear No Evil: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 30 Minutes  
  Damage/Effect: This spell allows the caster to render another creature deaf for the duration of 
  the spell. 
  Casting Time: 3 Rounds  
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
  
   
  336 
  Hear No Evil: Greater 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This spell allows the caster to render another creature deaf for the duration of 
  the spell. 
  Casting Time: 5 Rounds  
  Element: Spirit 
  Difficulty: Very Difficult 
   
  Immortal Soul 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent 
  Damage/Effect: This Ritual allows the Sorcerer to permanently stave off the debilitating effects 
  of age. In becoming a Lich, the Sorcerer’s Heart and Soul are removed from their body and 
  encased in a specially prepared ceramic or crystalline receptacle, once placed in this receptacle; 
  the Sorcerer becomes an immortal. The Heart is mysticly pulled out of the Sorcerer’s chest by 
  the Sorcerer or another Sorcerer that is performing the Ritual.  If the receptacle of the Sorcerer’s 
  Heart and Soul is ever destroyed, the Sorcerer will be destroyed. If the Sorcerer’s head is ever 
  severed from their body, then the Sorcerer dies as if the Essence Receptacle had been destroyed. 
  Liches gain some supernatural powers; these powers can be found in Lich Template. 
  Casting Time: 5 Hours 
  Element: Earth and Spirit 
  Difficulty: Very Difficult 
   
  Key of Pluto 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Points of Life Force 
  Duration: 5 Minutes  
  Damage/Effect: This Spell allows the Sorcerer to turn a Skeleton Key into a Key that will open 
  all doors that have mechanical locking mechanisms. 
  Casting Time: 1 Round  
  Element: Earth & Spirit 
  Difficulty: Simple 
   
  Levitation 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Points of Life Force 
  Duration: 5 Minutes  
  Damage/Effect: The Levitation spell is a favorite of Sorcerers, the reason why it is continually 
  taught is because of its usefulness. It is one of the first spells taught to Apprentices for use in 
  cleaning Magical Laboratories. It is also useful when Sorcerers are in danger because they can 
  use the spell to throw nearby objects at their would-be attackers. Many a thief has been clubbed 
  dumb in attempting to attack a competent Sorcerer. Through this Spell, a Sorcerer is able to lift 
  an object/person of 100 pounds; for every 2 points that the Sorcerer beats their target difficulty 
  by, the Sorcerer is able to lift up an additional 100 pounds. 
  Casting Time: 1 Round  
  Element: Air 
  Difficulty: Simple 
   
  Luna’s Blade 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Permanent or until the weapon is destroyed  
  Damage/Effect: This Ritual allows the Sorcerer to permanently enchant a Dagger, Knife or 
  other bladed weapon with the effects of moonlight. The weapon effectively generates its own 
  moonlight that can be used to injured creatures that are damaged by the light of the moon. The 
  bladed weapon gains +2 to its normal damage. 
  Casting Time: 5 Hours 
  Element: Earth and Spirit 
  Difficulty: Very Difficult 
   
   
   
   
  
   
  337 
  Mask of Charon 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  75 Minutes 
  Cost: 5 Points of Life Force 
  Duration: 24 Hours  
  Damage/Effect: This Spell allows the Sorcerer to place a single Persona in a death-like state that 
  makes anyone viewing the Persona’s body believe that the Persona really is dead. Even scientific 
  examination shows the body to be very dead. The Persona that is affected by this Spell will 
  remain in this state for 24 hours. Please note that the Persona that is under this Spell is at the 
  mercy of anyone that happens upon their body; in a few disastrous cases where this Spell was 
  used, a few overzealous coroners attempted to perform autopsies on the bodies in question. This 
  obviously led to vital parts of the Persona’s body being removed and it very much did lead to the 
  death of the Persona’s in question. So anytime this Spell is cast all necessary precautions should 
  be taken by the Sorcerer to ensure that his or her client actual are able to come out of this death-
  like state still alive. 
  Casting Time: 1 Hour  
  Element: Spirit 
  Difficulty: Difficult 
   
  Mind Transference 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  No 
  Cost: 10 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This Ritual allows a Sorcerer to transfer their mind and soul into the body of 
  another while transferring the mind and soul of the victim into the body of the Sorcerer. This 
  Ritual is exceedingly rare in that most of the copies of this Ritual that once existed were 
  destroyed by the Covens or Sorcerers that discovered them. This Ritual has been seen as a 
  shortcut to immortality; because those Sorcerers that choose to employ this Ritual can use it over 
  and over until they die naturally from old age. The Sorcerer must make physical contact with the 
  body that they seek to enter; making sure to remain in contact through the duration of the Ritual. 
  To transfer their mind and soul into the body of their victim and vice versa, the Sorcerer enters a 
  Extended Contest against their victim using their Intellect + Ritualcraft + Card at a Target 
  Difficulty of: Very Difficult; the  victim of this Ritual attempts to resist the invading Sorcerer by 
  using their Psyche + Card. Once the Sorcerer attains the required Target Difficulty, the victims 
  mind and soul are transferred into the body of the Sorcerer and the Sorcerer’s mind and soul 
  enters the body of the victim; taking on all of the physical Attributes (Agility, Appearance, 
  Brawn, and Vitality) of the victim while retaining their own mental and social Attributes 
  (Intellect and Psyche); all of the derived Attributes must be recalculated as normal. All of the 
  Sorcerer’s Skills transfer over to their new body; Advantages and Disadvantages transfer over to 
  the new body on a case by case basis, dictated by the Director. Sorcery and Psychic powers 
  transfer over to the Sorcerer’s new body. 
  Casting Time: 3 Hour  
  Element: Spirit 
  Difficulty: Very Difficult 
   
  Sharpened Senses 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Points of Life Force  
  Duration: 10 Minutes  
  Damage/Effect: This spell allows the caster to make all of their senses sharper. Once enacted, the 
  spell gives the caster a +4 to all Intellect based Contests and Checks in regards to sight and 
  investigation for the duration of the spell. 
  Casting Time: 1 Round  
  Element: Spirit 
  Difficulty: Simple 
   
  Songless Bird: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 30 Minutes  
  Damage/Effect: This spell allows the caster to render another creature mute for the duration of 
  the spell. 
  Casting Time: 3 Rounds  
  Element: Spirit 
  Difficulty: Difficult 
   
  
   
  338 
  Songless Bird: Greater 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 6 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This spell allows the caster to render another creature mute for the duration of 
  the spell. 
  Casting Time: 5 Rounds  
  Element: Spirit 
  Difficulty: Very Difficult 
   
  Sorcerer’s Secrets 
  Type 
  Ritual 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cooperative 
  Yes 
  Cost: 4 Points of Life Force  
  Duration: Permanent 
  Damage/Effect: This Ritual allows the Sorcerer to protect their Grimoire through the inscription 
  of a personal sigil on the inside cover of their Grimoire, and the creation of a code phrase that 
  must be uttered to see the contents of the book. If the correct phrase is not uttered before opening 
  the book, the pages within appear to be totally blank to the viewer. The Sigil must by written in 
  the Sorcerer’s own blood. 
  Casting Time: 1 Hour  
  Element: Spirit 
  Difficulty: Simple 
   
  Sorcerer’s Stone 
  Type 
  Ritual 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cooperative 
  No 
  Cost: 2 Point of Life Force to Enchant Stone  
  Duration: Indefinitely or until Stone is destroyed  
  Damage/Effect: Once Enchanted, the Stone can be use to store up to 10 Points of Life Force in 
  it for later use when casting spells. This is the first spell taught to all Sorcerers when they begin 
  their training. When creating the Sorcerer's Stone, the Caster can decide how many Points of 
  Life Force they wish to infuse into it initially. The Stone can be recharged with Life Force when 
  it has been depleted.  
  Casting Time: 3 hours 
  Element: Spirit 
  Difficulty: Difficult 
   
  Spirits Passing 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  No 
  Cost: 7 Points of Life Force  
  Duration: 10 Minutes 
  Damage/Effect: This Ritual allows the Sorcerer to transform themselves and all items that they 
  are currently carrying on them (or someone of their choosing) into an incorporeal form that is 
  similar to a ghost in all regards, except that they are still very much alive. While in this form, the 
  Sorcerer may pass through any wall or solid obstacle. The Sorcerer may only move at half their 
  normal Agility movement while in this form. This Ritual lasts for 10 minutes, plus 5 minutes per 
  2 points that the Sorcerer beats their target difficulty by. To Cast this Ritual, the Sorcerer must 
  enter a trance for 5 minutes, in which the Sorcerer may not perform any actions except breathing. 
  Casting Time: 5 Minutes 
  Element: Spirit 
  Difficulty: Difficult 
   
  Tempus Fugit 
  Type 
  Spell 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cost: 9 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect: Through this Spell; the Sorcerer is able to rapidly age his or her target. This 
  Spell ages the Target by 10 years +10 years per every 3 points that the Sorcerer beats their target 
  Difficulty by. At minimum, the Target will age 10 years if the Sorcerer is successful in their 
  casting of this spell. It is not unheard of for a Sorcerer to use this Spell to kill an enemy through 
  the ravages of old age. Anyone witnessing the horrifying effects of this Spell must succeed in a 
  Fear and Madness Check. Those Sorcerers that cast this Spell automatically gain 1 Tally towards 
  the Negative aspect of Three-fold Law. 
  Casting Time: 3 round 
  Element: Spirit 
  Difficulty: Difficult 
   
  
   
  339 
  Touch of Morpheus 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect: This spell allows the Sorcerer to cause their intended target to fall asleep. Any 
  attempts to harm the sleeping person will cause them to awaken from the enchanted slumber. 
  Casting Time: 1 round 
  Element: Spirit 
  Difficulty: Simple 
   
  Wings of Hermes: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force 
  Duration: 10 Minutes  
  Damage/Effect: Quite simply this version of the Wings of Hermes spell allows the caster to take 
  flight and fly around for the next 10 minutes. This spell can be quite effect when traveling short 
  distances over hilly or mountainous terrain. 
  Casting Time: 3 Rounds  
  Element: Air and Spirit 
  Difficulty: Simple 
   
  Wings of Hermes: Greater 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force  
  Duration: 5 hours  
  Damage/Effect: This version of the Wings of Hermes spell allows the caster to take flight and 
  fly around for the next 5 Hours. This spell can be quite effect when traveling long distances. 
  Casting Time: 6 Rounds 
  Element: Air and Spirit 
  Difficulty: Difficult 
   
  
   
  340 
  Evocation Spells & Rituals 
   
  Breath of Hermes 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 1 Point of Life Force 
  Duration: 1 Round  
  Damage/Effect: The Breath of Hermes spell is one of the few spells that most Sorcerers dislike 
  using, but have later in times of need found it useful in defending themselves from would-be 
  attackers. Essentially what the spell does is it uses the power of thought to hit the attacker with a 
  blow that does 3 Ranks of stun damage. The Sorcerer can determine where the hit lands on their 
  target. For every Point of Life Force past the initial 1, the bolt does an additional point of stun 
  damage. 
  Casting Time: 1 Round  
  Element: Air 
  Difficulty: Difficult 
   
  Breath of Skadi 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 1 Turn  
  Damage/Effect: The Breath of Skadi spell is one of the many offensive spells that a Sorcerer 
  eventually learns. What this spell does is it creates a bolt of ice that flies toward its mark to hit 
  the target with a blow that does 5 points of wound damage, the Sorcerer can determine where the 
  hit lands on their target. For every Point of Life Force past the initial 3, the bolt does one more 
  level of wound damage. 
  Casting Time: 1 Round  
  Element: Air & Water 
  Difficulty: Difficult 
   
  Breath of Vulcan 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 1 Turn  
  Damage/Effect: The Breath of Vulcan spell is one of the many offensive spells that a Sorcerer 
  eventually learns. What this spell does is it creates a bolt of flame that flies toward its mark to hit 
  the target with a blow that does 5 points of wound damage, the Sorcerer can determine where the 
  hit lands on their target. For every Point of Life Force past the initial 3, the bolt does one more 
  level of wound damage. 
  Casting Time: 1 Round  
  Element: Fire and Air 
  Difficulty: Difficult 
   
  Cardiac Arrest 
  Type 
  Spell 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 7 Points of Life Force  
  Duration: Duration: Instantaneous 
  Damage/Effect: This spell allows a Sorcerer to cause the unfortunate victim of this spell to 
  suffer a Heart Attack within 10 Rounds of failing their Resist Magic + Card Contest. If the 
  Sorcerer is successful and the spell is not resisted by the victim, then on the 10th Round the 
  Victim must successfully make a Vitality Check against a difficulty or Very Difficult or fall to 
  the ground at the first Rank (-4) of Critical Wounds. If the victim successfully makes their 
  Vitality Check, then they take 6 Wounds of Damage which can be resisted by using Toughness. 
  Casting Time: 3 Rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
  
   
  341 
  Fury of Neptune: Lesser 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: 1 Hour 
  Damage/Effect: This Ritual allows a Sorcerer to call up a rain storm that effects as area radiu of 
  5,000 feet plus 1,000 feet per every 2 points that the Sorcerer beats their Target Difficulty by. 
  This rain storm can create gusts of wind up to 40 miles per hour. Any Persona that attempts to 
  walk against these winds must make a Brawn Check at a Difficulty of: Very Difficult, or be 
  knocked off of their feet. For every 2 points that the Sorcerer beats their Target Difficulty by, the 
  duration of this Ritual lasts for an additional hour. 
  Casting Time: 30 Minutes 
  Element: Air & Water 
  Difficulty: Difficult 
   
  Fury of Neptune: Greater 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force   
  Duration: 2 Hours 
  Damage/Effect: This Ritual allows a Sorcerer to call up a truly abberant rain storm; such as 
  severe lightning storms, hail storms with hail the size of golf balls to larger, tornados, hurricanes, 
  etc. The Sorcerer is able to direct the intensity of the storm, but not control its actions and 
  movement once the storm has been called up. For Tornados and Hurricanes; the wind gusts can 
  be anywhere between 100 to 400 miles per hour; which is easily capable of throwing cars to 
  toppling most structures. The effect radius starts at 10,000 feet, plus 5,000 feet per every 2 points 
  that the Sorcerer beats their Target Difficulty by. For every 2 points that the Sorcerer beats their 
  Target Difficulty by, the duration of this Ritual lasts for an additional hour. 
  Casting Time: 10 Rounds or 6 Minutes 
  Element: Air & Water 
  Difficulty: Very Difficult 
   
  Fury of Skadi: Lesser 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  Yes 
  Cost: 6 Points of Life Force  
  Duration: 1 Hour 
  Damage/Effect: This Ritual allows a Sorcerer to call up a snow and ice storm that effects as area 
  radiu of 5,000 feet plus 1,000 feet per every 2 points that the Sorcerer beats their Target 
  Difficulty by. This snow and ice storm can create gusts of wind up to 40 miles per hour. Any 
  Persona that attempts to walk against these winds must make a Brawn Check at a Difficulty of: 
  Very Difficult, or be knocked off of their feet. For every 2 points that the Sorcerer beats their 
  Target Difficulty by, the duration of this Ritual lasts for an additional hour. 
  Casting Time: 30 Minutes 
  Element: Air & Water 
  Difficulty: Difficult 
   
  Fury of Skadi: Greater 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force   
  Duration: 2 Hours 
  Damage/Effect: This Ritual allows a Sorcerer to call up a truly abberant snow and ice storm. 
  The Sorcerer is able to direct the intensity of the storm, but not control its actions and movement 
  once the storm has been called up. The wind gusts of this ice storm can easily reach up to 200 
  miles per hour, which is easily capable of burying cars and all ground floor entryways to 
  structures. The effect radius starts at 10,000 feet, plus 5,000 feet per every 2 points that the 
  Sorcerer beats their Target Difficulty by. For every 2 points that the Sorcerer beats their Target 
  Difficulty by, the duration of this Ritual lasts for an additional hour. 
  Casting Time: 10 Rounds or 6 Minutes 
  Element: Air & Water 
  Difficulty: Very Difficult 
   
   
   
   
   
   
   
  
   
  342 
  Hell Blast 
  Type 
  Spell 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cost: 9 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect: This Spell allows the Sorcerer to use draw upon the horrifying and destructive 
  power of the Abyss to unleash a hellish explosion of Abyssal energy that can kill most any 
  creature in a single blast. In appearance the Abyssal explosion of fire is both beautiful and 
  horrifying to behold; the flames appearing to be lit up by glowing blackish light. Though leaving 
  the Sorcerer very weak; this spell inflicts 9 points of wound damage to all targets within a 10 ft 
  radius explosion; for every 3 points that the Sorcerer beats their target difficulty by, the Sorcerer 
  is able to extend the radius of the Spell by 10 feet. 
  Cast time: 5 rounds 
  Element:  Abyssal, Fire, & Spirit 
  Difficulty: Very Difficult 
   
  Inflict Wounds 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect: Through this spell, the Sorcerer can inflict Wound Damage on their chosen 
  victim. The wounds appear on the victim as if some invisible attacker was slicing at their 
  exposed and unexposed flesh with a knife. For every 2 points past the Resist Magic rating that 
  the Sorcerer needed to harm their intended victim, the Sorcerer is able to do an additional point 
  of Wound Damage. At minimum, this spell does 1 point of Wound Damage. 
  Casting Time: 2 rounds 
  Element: Spirit 
  Difficulty: Difficult 
   
  Light of Helios 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 7 Points of Life Force  
  Duration: Instantaneous 
  Damage/Effect: This Spell allows the Sorcerer to call upon the power of Helios; sunlight to 
  create a beam of blinding white light that does 6 points of Wound Damage to its Target, doing 
  additional 1 point of Wound Damage per every 3 points that the Sorcerer beats their casting 
  difficulty by. Against Lilans, Revenants and Thralls, the light from this Spell is considered true 
  sunlight and they suffer whatever addition damage effects that are normal for them due to 
  exposure to sunlight. 
  Casting Time: 2 Rounds 
  Element: Fire 
  Difficulty: Difficult 
   
  Magnetize: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 1 hour 
  Damage/Effect: This spell is used to disarm an opponent of a metal weapon such as a gun or 
  knife. It magnetizes a surface or object of up to 100 lbs of magnetic force attracting metal objects 
  in a 10 yard radius (This spell does not work on naturally non-magnetic metals such as 
  aluminum). For every additional Life Force point (up to 3 maximum) that a Sorcerer spends into 
  this spell, it adds 20 minutes to the spells duration and an additional 50 pounds of magnetic force 
  to the surface or object that the Sorcerer is casting the spell on to. 
  Casting time: 1 Round 
  Element: Earth 
  Difficulty: Simple 
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Magnetize: Greater 
  Type 
  Spell 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 7 Points of Life Force  
  Duration: 3 hour 
  Damage/Effect: This spell is used to disarm an opponent of a metal weapon such as a gun, knife 
  or heavier metal objects. It magnetizes a surface or object of up to 1000 lbs of magnetic force 
  attracting metal objects in a 100 yard radius (This spell does not work on naturally non-magnetic 
  metals such as aluminum). For every additional Life Force point (up to 6 maximum) that a 
  Sorcerer spends into this spell, it adds 30 minutes to the spells duration and an additional 500 
  pounds of magnetic force to the surface or object that the Sorcerer is casting the spell on to. 
  Casting time: 4 Rounds 
  Element: Earth 
  Difficulty: Difficult 
   
  Summon the Fires of hephaestus: Lesser 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Point of Life Force 
  Duration: 5 minutes  
  Damage/Effect: The Summon the Fires of Hephaestus: Lesser spell has been the life saver of 
  many a Sorcerer caught out in the wilderness with no conceivable way to create a fire. This 
  version of the spell creates a palm sized flame that can be used to start a fire or ignite just about 
  anything. This Spell requires that the Sorcerer use a piece of charcoal as the focus of the Spell, 
  once cast the charcoal disintergrates. 
  Casting Time: 1 Round  
  Element: Fire 
  Difficulty: Simple 
   
  Summon the Fires of hephaestus: Greater 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: 20 minutes  
  Damage/Effect: The Summon the Fires of Hephaestus: Greater Spell has no other purpose than 
  to cause destruction and harm to those caught within its blast zone. The Sorcerer determines 
  where this blast zone will be, and then speaks the last words of the spell, at which point the blast 
  zone erupts in a conflagration of burning hell (the blast zone is 50 ft. in radius). All creatures 
  caught in the blast of fire take 6 points of Wound Damage from the initial blast of flames, after 
  which if they are still in the blast zone, then they take an additional 2 points of Wound Damage 
  for every Round that they are trapped in the flames. This Spell requires that the Sorcerer use a 
  piece of charcoal as the focus of the Spell, once cast the charcoal disintergrates. 
  Casting Time: 3 Rounds 
  Element: Air &  Fire 
  Difficulty: Difficult 
   
  Sword of Hermes 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 1 Point of Life Force  
  Duration: 5 Rounds  
  Damage/Effect: The Sword of Hermes is a spell typically used by Sorcerers when surprising 
  their target is the key. The Sword of Hermes acts just like any normal sword; the only difference 
  is that it is invisible. Most attackers or victims first assume that the Sorcerer is insane until he or 
  she lands their first blow and suddenly realizes that the Sorcerer is armed with a weapon that 
  they can not see. The Sword of Hermes does 3 points of stun damage per successful hit. 
  Casting Time: 1 Round  
  Element: Air 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Sword of Saladin 
  Type 
  Spell 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 7 Points of Life Force 
  Duration: 5 Minutes 
  Damage/Effect: This Spell allows the Sorcerer to create a flaming sword of that is wreathed in 
  bluish-white spiritual energy. Whenever the Sorcerer uses the Sword of Saladin to defend 
  themselves or to defend the lives of those they truly be worthy of protection, they will do their 
  Psyche Ranks x2 in Wound Damage to their opponents. This Spell draws upon the Sorcerer’s 
  willpower and strength of conviction to empower the Sword of Saladin. All opponents that are 
  successfully wounded by the Sword of Saladin must succeed in a Psyche Check at a Target 
  Difficulty of: Difficult, or lose 1 Action in the following Round of combat. This Spell requires 
  that the Sorcerer crush a vial of holy water in the hand that will be initially holding the Sword of 
  Saladin. For every 2 points that the Sorcerer beats their Target Difficulty by, the Sword of 
  Saladin will last for 1 additional minute. 
  Casting Time: 30 Minutes 
  Element: Fire & Spirit 
  Difficulty: Difficult 
   
   
  Sword of Vulcan 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force 
  Duration: 5 Rounds  
  Damage/Effect: The Sword of Vulcan is a spell used by Sorcerers when gaining their target's 
  attention is the key. This flaming sword acts just like any normal sword, the only difference is 
  that it is made up completely of fire.  Most attackers or victims first response to the sight of this 
  blazing sword is to either attack them or run for their lives. The Sword of Vulcan does 5 points 
  of wound damage to whatever it hits. 
  Casting Time: 1 Round  
  Element: Fire 
  Difficulty: Difficult 
   
  Winds of Skadi 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cooperative 
  No 
  Cost: 5 Points of Life Force  
  Duration: 1 Hour 
  Damage/Effect: This Spell allows the Sorcerer to create a cold, strong wind that is capable of 
  knocking a full grown off of his feet. The area of effect originates from the casting Sorcerer, and 
  face the direction that the Sorcerer is currently facing. However the Sorcerer can change the 
  direction of the cone simply by turning their head and pointing their finger in the new direction. 
  All attacks made directly against the Sorcerer suffer a -2 penalty; all missile attacks suffer a -4 
  penalty. This Spell lasts for 1 hour, plus 30 minutes per 2 points that the Sorcerer beats their 
  target difficulty by. To cast this Spell, the Sorcerer must simply swallow a small piece of ice. 
  Casting Time: 2 Rounds 
  Element: Air & Water 
  Difficulty: Difficult 
   
  Wrath of Poseidon: Lesser 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect: A seismic eruption in the earth that sends a shock wave at the enemy. Generally 
  used to destroy the foundation of structures in the past. Deals 5 structure point damage and if a 
  victim is directly hit deals 3 points of wound damage and are knocked down. 
  Casting Time: 2 rounds 
  Element: Earth & Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
  
   
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  Wrath of Poseidon: Greater 
  Type 
  Spell 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 7 Points of Life Force 
  Duration: Instantaneous 
  Damage/Effect: A gigantic seismic eruption in the earth that sends a shock wave at the enemy. 
  Generally used to destroy the foundation of structures in the past. Deals 8 structure point damage 
  and if someone is directly hit deals 6 points of damage and is knocked down plus pushed back 15 
  feet. 
  Casting Time: 4 Rounds 
  Element: Earth, Fire, & Spirit. 
  Difficulty: Very Difficult 
   
  Wrath of Zeus 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 1 Turn  
  Damage/Effect: The Spell allows the Sorcerer throw a bolt of lightning at their enemies like the 
  Sorcerers of old. This spell is one of the most spectacular offensive spells that a Sorcerer will 
  ever learn. What this spell does is it creates a bolt of lightning that flies toward its mark to hit the 
  target with a blow that does 5 points of wound damage, the Sorcerer can determine where the hit 
  lands on their target. For every Point of Life Force past the initial 5, the bolt does one more point 
  of wound damage. 
  Casting Time: 1 Round  
  Element: Air & Water 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  346 
  Healing Spells & Rituals 
   
  Heal: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force   
  Duration: Instantaneous 
  Damage/Effect: This spell allows the caster to heal 3 wound points of damage done to a 
  Persona. The spell can be cast on the caster or on another.  
  Casting Time: 6 Rounds or 2 Minutes 
  Element: Spirit and Water 
  Difficulty: Difficult 
   
  Heal: Greater 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force   
  Duration: Instantaneous  
  Damage/Effect: This ritual allows the caster to heal All wound points of damage done to a 
  Persona. The ritual can be cast on the caster or on another.  
  Casting Time: 10 Rounds or 6 Minutes 
  Element: Spirit and Water 
  Difficulty: Very Difficult 
   
  Heal Mind: Lesser 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force 
  Duration: Immediate effect / 1 hour for the permanently insane. 
  Damage/Effect: This spell can be used to reverse the effects of the Lesser Charm spells. It has 
  also been used to temporarily heal the minds of the mad or deranged. 
  Casting Time: 10 minutes 
  Element: Spirit 
  Difficulty: Difficult 
   
  Heal Mind: Greater 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force 
  Duration: Indefinitely 
  Damage/Effect: This ritual can be used to reverse the effects of the Greater Charm and Great 
  Enchantment spells. Only this spell has the ability to reverse the effects of the Impose Will - 
  Permanent.  It is also used to permanently heal the minds of the mad or deranged. 
  Casting Time: 2 hours 
  Element: Spirit 
  Difficulty: Very Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  347 
  Illusion Spells & Rituals 
   
  Glowing Orb 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Points of Life Force  
  Duration: 1 Hour or until dismissed  
  Damage/Effect: The Glowing Orb is one of the first spells that a Sorcerer is taught, the Glowing 
  Orb can be used as a source of light when no torch, candle or light source is handy.  
  Casting Time: 1 Round 
  Element: Air and Fire 
  Difficulty: Simple 
   
  Create Illusion: Lesser 
  Type 
  Spell 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cost: 1 Points of Life Force   
  Duration: 30 Minutes or until dismissed  
  Damage/Effect: Create Illusion: Lesser is typically used by Sorcerers as parlor tricks. This 
  version of Create Illusion can create illusions of anything less than the size of a man. Many times 
  have Sorcerers used this spell to get themselves out of a jam when someone decides to attempt to 
  mug them and suddenly the Sorcerer has a dagger, short sword or crossbow in their hands. 
  Casting Time: 2 Rounds  
  Element: Air and Spirit 
  Difficulty: Simple 
   
  Create Illusion: Greater 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force  
  Duration: 1 Hour or until dismissed  
  Damage/Effect: This version of Create Illusion can create illusions of anything. One Sorcerer in 
  ancient times; supposedly created the Illusion of a dragon and proceeded to use it to have a 
  conversation with another dragon, the Sorcerer in question was very lucky that the dragon he had 
  talked to had problems with its eyes or he would have been in a world of trouble. Another 
  Sorceress used this spell to create a small army that she used to decoy an invading army away 
  from the town she was paid to protect....and it worked. 
  Casting Time: 6 Rounds  
  Element: Air & Spirit 
  Difficulty: Difficult 
   
  Create Solid Illusion: Lesser 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force   
  Duration: 30 Minutes or until dismissed  
  Damage/Effect: Create Solid Illusion: Lesser is typically used by Sorcerers as parlor tricks. This 
  version of Create Solid Illusion can create solid illusions of anything less than the size of a man. 
  Many times have Sorcerers used this spell to get themselves out of a jam when someone decides 
  to attempt to mug them and suddenly the Sorcerer has a dagger, short sword or crossbow in their 
  hands. The important difference between this spell and its Illusion counterpart is the weapons are 
  deadly real.  
  Casting Time: 4 Rounds  
  Element:  Air & Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  348 
  Create Solid Illusion: Greater 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force  
  Duration: 1 Hour or until dismissed  
  Damage/Effect: Create Solid Illusion: Greater is typically used by Sorcerers as parlor tricks. 
  This version of Create Solid Illusion can create illusions of anything. One such Illusion was used 
  to create a bridge that an invading army needed to march over, when the greater portion of the 
  army had made its way onto the bridge; then the Sorcerer dispelled the Illusion and dropped 
  most of the invading army into the lake it was attempting to cross.  
  Casting Time: 10 Rounds  
  Element: Air & Spirit 
  Difficulty: Very Difficult 
   
  Veiled Eyes: Lesser 
  Type 
  Spell 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cost: 3 Points of Life Force  
  Duration: 1 Hour or until dismissed  
  Damage/Effect: The Veiled Eyes - Lesser spell is meant for those Sorcerers that would like to 
  wander about yet remain unseen by those around them and those that might be looking for them. 
  What this spell does is it quite simply turns its caster invisible for the period of 1 hour per 
  casting. Only those with Magic Sight can see the invisible Sorcerer. 
  Casting Time: 3 Rounds  
  Element: Air & Spirit 
  Difficulty: Difficult 
   
  Veiled Eyes: Greater 
  Type 
  Spell 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 5 Points of Life Force  
  Duration: 1 Hour or until dismissed  
  Damage/Effect: The Veiled Eyes - Greater spell is meant for those Sorcerers that would like to 
  wander about yet remain unseen by those around them and those that might be looking for them. 
  What is different about this spell from the Lesser version is this version allows the caster to 
  make 2 others that are with him or her invisible as well. Only those with Magic Sight can see the 
  invisible Sorcerer or his or her companions. 
  Casting Time: 6 Rounds  
  Element: Air & Spirit 
  Difficulty: Very Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  349 
  Religious Rituals 
   
  Armor of Constantine 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cost: 6 Points of Life Force 
  Duration: 2 hours 
  Damage/Effect: It is said that when Emperor Constantine went into the Battle of the Milvian 
  Bridge against Maxentius, that he had a Priest cast a ritual upon him that would protect him from 
  the arrows and swords of his enemies. This ritual was first used by ancient pagan Sorcerers to 
  protect their War Chiefs from their enemies, but when Christianity began expanding throughout 
  the ancient world, some of the pagan rituals were incorporated into those of the much persecuted 
  Christian Sect in an attempt to convert others to Christianity. This ritual requires that the Priest 
  casting the ritual use a small portion of the Priest’s own blood to draw a symbol of the cross on 
  the forehead of the one to be protected. Once cast, the recipient gains a +5 to their Toughness for 
  the next 2 hours. 
  Casting Time: 10 minutes 
  Element: Spirit 
  Difficulty: Difficult 
   
  Rite of Absolution 
  Type 
  Ritual 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cooperative 
  No 
  Cost: 2 Points of Life Force  
  Duration: Instantaneous 
  Damage/Effect: Absolution proper is that act of the priest whereby, in the Sacrament of 
  Penance, he frees man from sin. It presupposes on the part of the penitent, contrition, confession, 
  and promise at least of satisfaction; on the part of the minister, valid reception of the Order of 
  Priesthood and jurisdiction, granted by competent authority, over the Persona receiving the 
  sacrament. At the conclusion of this Ritual the repentant Persona is completely cleansed of all 
  spiritual afflictions, including possession. To remove a possessing Demon or Spirit requires that 
  the priest perform the Ritual of Exorcism before the Ritual of Absolution can be performed. 
  Please note that should this ritual be performed on a Persona that is truly unrepentant, this ritual 
  will automatically fail. 
  Casting Time: 1 Hour 
  Element: Spirit 
  Difficulty: Difficult 
   
  Rite of Benediction 
  Type 
  Ritual 
  Rank 
  1 
  Study Point Cost 
  5 
  Learn Time 
  3 Days 
  Daily Study Time 
  15 Minutes 
  Cooperative 
  No 
  Cost: 2 Points of Life Force  
  Duration: 10 Rounds, +1 Additional Round per 5 points above target difficulty  
  Damage/Effect: A Benediction (Blessing) may be described as a ritual, consisting of a 
  ceremony and prayers performed in the name and with the authority of the Church by a duly 
  qualified minister, by which Personas or things are sanctified as dedicated to Divine service, or 
  by which certain marks of Divine favour are invoked upon them. System wise, a Blessing gives 
  the Persona that is being Blessed a +5 Bonus to be used towards all Checks and Contests for the 
  duration of the Blessing. 
  Casting Time: 1 Round  
  Element: Spirit 
  Difficulty: Simple 
   
  Rite of Castigation 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  15 
  Learn Time 
  9 Days 
  Daily Study Time 
  45 Minutes 
  Cooperative 
  No 
  Cost: 6 Points of Life Force  
  Duration: Instantaneous  
  Damage/Effect: Through this Ritual, the power of the belief of the performing Priest becomes a 
  tangible force that has the capacity of harm Demons, Evil Spirits or the Undead. The Priest uses 
  their Intellect + Ritualcraft + Card to perform the Ritual versus the Psyche + Card of the 
  opposing Demon, Evil Spirit or Undead creature. If the Priest is successful, then the Demon, Evil 
  Spirit or Undead creature takes a point of Wound Damage for every Rank of Psyche that the 
  Priest possesses. 
  Casting Time: 1 Round 
  Element: Spirit 
  Difficulty: Difficult 
   
  
   
  350 
  Rite of Consecration: Dimidius 
  Type 
  Ritual 
  Rank 
  2 
  Study Point Cost 
  10 
  Learn Time 
  6 Days 
  Daily Study Time 
  30 Minutes 
  Cooperative 
  No 
  Cost: 4 Points of Life Force  
  Duration: 1 Hour,  +1 Additional Hour per 5 points above target difficulty 
  Damage/Effect: Consecration, in general, is an act by which a thing is separated from a 
  common and profane to a sacred use, or by which a person or thing is dedicated to the 
  service and worship of God by prayers, rites, and ceremonies. The custom of 
  consecrating Personas to the Divine service and things to serve in the worship of God 
  may be traced to the remotest times. Through this Ritual the Priest is able to dedicate 
  an item to be used in the name of God. System wise, the Priest performs the Ritual and 
  the item in question gains a +3 Bonus when used against those deemed enemies of the 
  Faith. 
  Casting Time: 1 Hour  
  Element: Spirit 
  Difficulty: Difficult 
   
  Rite of Consecration: Superus 
  Type 
  Ritual 
  Rank 
  4 
  Study Point Cost 
  20 
  Learn Time 
  12 Days 
  Daily Study Time 
  60 Minutes 
  Cooperative 
  Yes 
  Cost: 8 Points of Life Force  
  Duration: 24 Hours,  +24 Additional Hours per 5 points above target difficulty 
  Damage/Effect: Consecration, in general, is an act by which a thing is separated from a 
  common and profane to a sacred use, or by which a person or thing is dedicated to the 
  service and worship of God by prayers, rites, and ceremonies. The custom of 
  consecrating Personas to the Divine service and things to serve in the worship of God 
  may be traced to the remotest times. Through this Ritual the Priest is able to dedicate a 
  Persona or Place to be used in the name of God. System wise, the Priest performs the 
  Ritual and the Persona gains a +5 Bonus to all Checks and Contests when working 
  against all those that have been deemed enemies of the Faith. When this ritual is 
  performed in relation to a Place, the place in question gains the status of “Holy 
  Ground”, allowing it to work against all those that would harm those of the Faith. In 
  basics, places that are considered Holy Ground give the enemies of the Faith a -5 
  Penalty to all Checks and Contests when attempting to perform some action that would 
  harm a member of the Religion. 
  Casting Time: 1 Hour  
  Element: Spirit 
  Difficulty: Difficult 
   
  Rite of Exorcism 
  Type 
  Ritual 
  Rank 
  5 
  Study Point Cost 
  25 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  Yes 
  Cost: 10 Points of Life Force  
  Duration: Permanent  
  Damage/Effect: Solemn exorcisms, according to the Canon law of the church, can be exercised 
  only by an ordained priest (or higher prelate), with the express permission of the local bishop, 
  and only after a careful medical examination to exclude the possibility of mental illness. 
   
  The Catholic Church revised the Rite of Exorcism in January 1999, although the traditional Rite 
  of Exorcism in Latin is allowed as an option. The act of exorcism is considered to be an 
  incredibly dangerous spiritual task; the ritual assumes that possessed persons retain their free-
  will, though the demon may hold control over their physical body, and involves prayers, 
  blessings, and invocations with the use of the document Of Exorcisms and Certain 
  Supplications. Other formulas may have been used in the past, such as the Benedictine Vade 
  retro satana. In the modern era, the Catholic Church authorizes exorcism rarely, approaching 
  would-be cases with the presumption that mental or physical illness is in play. 
   
  In system, this Ritual pits the Exorcist Priest against the will of the possessing Demon or Spirit. 
  The Exorcist uses their Intellect + Ritualcraft + Card versus the possessing entity’s Psyche (+ 
  Control, if Demon) + Card. For every Rank of Psyche that the possessing Demon or Spirit has 
  determines the number of hours that is required to exorcise for possessing Demon or Spirit 
  Casting Time: Varies  
  Element: Spirit 
  Difficulty: Very Difficult 
   
  
   
  351 
  Sacrifice of the Saints 
  Type 
  Ritual 
  Rank 
  3 
  Study Point Cost 
  6 
  Learn Time 
  15 Days 
  Daily Study Time 
  75 Minutes 
  Cooperative 
  No 
  Cost: 5 Points of Life Force  
  Duration: Instantaneous  
  Damage/Effect: Through this Ritual, the Priest is able to heal their Target by taking all of the 
  Wounds that their Target has suffered. The Priest is able to absorb their Target’s Wounds up to 
  their Vitality Ranks per Round. In casting this Ritual, the Priest becomes Wounded; taking on all 
  of the Wound Damage that their Target had sustained upon themselves, hence the name given to 
  this Ritual. 
  Casting Time: 2 Rounds  
  Element: Spirit 
  Difficulty: Difficult 
   
   
   
   
   
   
   
   
   
   
  
   
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  353 
  The Director’s Chair 
   
   
  The last section of this book is intended primarily for the 
  Director. There is a lot of information here that might ruin 
  some of the surprise for the Actors out there. Now a lot of you 
  out there reading this are probably familiar with what it takes 
  to run a game. A good number, however, may be looking at 
  this for inspiration on how to fill the Director’s chair for the 
  first time. This section is for both groups. For the old hats we 
  have an arsenal of artifacts, a rogue’s gallery that reaches 
  from the lowest dredges of society to the loftiest heights of 
  human perception (and then some), and some useful info on 
  character advancement.  
   
  For those wishing to run their friends through their first Dark 
  Aeons Episode, we have advice and information on how make 
  your Episodes as fun and as exciting as possible. One golden 
  rule to remember (and this goes for both the veterans and the 
  freshman Directors out there), is to have fun. That’s why 
  we’re here. And while you can’t please every Actor out there, 
  this section can help you please as many as possible. 
   
   
  Episodes, Season, and Story Arcs 
   
   
  A good way to look at Dark Aeons: The Atlantean Chronicles 
  is to imagine it as a television show. Television shows (and 
  we’re talking scripted TV here) follow certain conventions 
  that fit themselves nicely into Dark Aeons’ style and themes. 
  For example, you’ve probably noticed that major status 
  shaking events don’t happen every week (except maybe 
  during sweeps). The reason they do this is so people will keep 
  coming back week after week. If every Episode changes the 
  status quo, then why bother to watch all the Episodes?  
   
  Episodes, when referring to Dark Aeons, means each 
  individual game session. Episodes have a beginning, middle, 
  and an end. Each Episode should move the Season Arc along. 
  The Season Arc is the main plot of your own on going story. 
  Like Episodes, Seasons have a beginning, middle, and end. 
  Each Episode moves the Season along. Generally Seasons 
  should last around 24 episodes with the final Episode being 
  the Season finale. For Live Action Role-Playing the number 
  of Episodes can vary greatly.  
   
  When planning out a Season, it is always a good idea to think 
  about where you are the Directors wait the Season to end, and 
  then work backwards from there. Our advice for Directors to 
  not get so set on what you would like to see happen in the 
  Season that you end up railroading your Cast towards a 
  specific ending. Plan for what you would like to see occur at 
  the end of the Season and then let the Cast and the Director 
  Controlled Personas help you get their through their actions 
  and reactions. 
   
   
  Nathan sits down to plan out his first Season of Dark 
  Aeons. Having recently read a series of Murder Mystery 
  novels he decides that his Season is going to be a 
  Supernatural Whodunit. He realizes that he wants the 
  killer to be revealed as the bastard son of the First Citizen 
  of San Diego. The Season Finale he knows will revolve 
  around the killer trying to assassinate his father, while 
  using a cult of Sorcererss to distract the Actor Controlled 
  Personas. 
   
  It’s important to not set everything down in stone. After all 
  the real motivators of the story will be the Actor’s 
  Personas.  They will be the moving force and change for 
  your story for good of bad. Their actions are going to affect 
  all of the plotlines that you write for them, and the actions 
  of the Director Controlled Personas around them.  Let your 
  Cast make up their own minds. If you put them in 
  situations that they could not change then you are 
  railroading them; there is no quicker way to derail a game 
  than by railroading your Actors. Be aware that by putting 
  Actors in situations that they can not affect or in situations 
  where the events would have happened the same way 
  regardless of their actions, then your Cast will begin 
  feeling frustrated and feel cheated by Seasons end. 
   
  Episodes also rarely focus on only one individual. Even in 
  those Episodes that do focus on a single Persona you will 
  find that no man or woman is an island. Supporting cast 
  members and villains will all eventually get their moment 
  to shine on the screen, and can do so without robbing the 
  spot light from the Actor’s Personas. Each of the primary 
  Personas should get their own story arcs.   
   
  Story arcs are a lot like subplots. They may not tie directly 
  into the Season the events at Seasons end, but the actions 
  of the Cast can lead to different possibilities for it This 
  means that Personas begin the story with a certain 
  viewpoint and, through events in the story, that viewpoint 
  changes. If an agoraphobic Sorcerer starts out by refusing 
  to leave his home, but, eventually takes to the streets to 
  save his friends we see a Story Arc for that Persona. As a 
  general rule a Story Arc should last up to three or so 
  episodes. And while Story Arcs can have major 
  consequences, that doesn’t mean that each one is going to 
  have giant life changing effect. Ideally Story Arcs should 
  be devised from the personal lives of the Actor Controlled 
  Personas. Cast Members too, can devise their own Story 
  Arcs. After all, who knows their Personas better than them, 
  right? You should not force a Story Arc on a Persona 
  where it is not needed. Don’t force change on a Persona if 
  their actions don’t require change. If you try to make 
  selfish bad boy into a hero, you’d better make sure that this 
  turnaround is something that the Actor can handle and 
  truly wants to do. 
   
   
  
   
  354 
  So Where Do I Start? 
   
   
  Early Episodes of television shows establish the status quo, 
  showing what the ‘norm’ is like. This is a very important step 
  that a lot of freshman, and unfortunately seasoned, Director’s 
  miss. For your first game this step is imperative. Without 
  giving your Actors the background of what they are doing, 
  they are not going to have any investment in the continuing of 
  the plot. For example, your Actors sit down for the first 
  Episode and you put them all in a firefight with a group of 
  Lilans right off the bat. One of your player’s turns to you and 
  asks “Why am I here? My Persona has no point getting into a 
  gunfight with Vampires. I’m a Librarian for crying out loud!”  
  A good way to set this up is to learn your Actor’s Personas. 
  Each Actor should be creating a real living breathing Persona 
  with dreams, secrets, and a history. By learning these facts 
  you can see what motivates your Actors Personas. Take the 
  aforementioned librarian Persona. While he might not get in a 
  gunfight with Lilans without any provocation, he might go to 
  the mattresses if the Lilans are after a rare tome with an evil 
  reputation. 
   
  Nathan has gathered Spencer, who is playing Bob, the True-
  Blooded Atlantean Sorcerer; Nicole, who is playing Kristin, a 
  Faux-blooded Atlantean Psychic librarian; and Mike who is 
  playing Kent, a Nephilim warrior. After looking over their 
  Persona Record Sheets Nathan sees that they all have put a 
  common ally in their backgrounds. Nathan now knows where 
  he’s going to start his story. 
   
  Every person who plays Role-Playing Games plays them for 
  different reasons. Know what your Actors want from the get 
  go. This doesn’t mean that you have to abandon your Season 
  finale idea, but put aspects of your Cast’s preferences into 
  play. How do you? Ask them. Before you start your first 
  Episode, even before Persona Creation, ask your Cast what 
  they want out of this game. 
   
  Nathan knows that Mike loves playing the bruiser and he 
  enjoys combat. Nicole on the other hand enjoys courtly 
  mysteries and political intrigue and Spencer enjoys 
  interacting in a fantastical world. Each of these preferences 
  can be used to help shape Nathan’s Season. 
   
   
  But How do We know each other? 
   
   
  A good tactic, to create Cast cooperation, is to start the Cast 
  ‘on the road’. Start with them at a later point, and then flash 
  back to how they got there. This way these potentially 
  unlikely allies will find common ground and a way to bond.  
   
  Another way to build a Cadre of Personas is to do Persona 
  Creation as a group activity, rather than getting with the 
  Actors separately when it is convenient for each of them. 
  With this method your Actors work out each aspect of their 
  Personas, and see how they might relate to each other. A 
  simple exercise to help is to have each Actor write down 
  an interesting or unique experience they had in their past 
  on a sheet of paper. Then, have each Actor exchange those 
  sheets and have the new Actor write down how their 
  Persona was involved. 
   
  Nicole decides that Kristin is being pulled in opposite 
  directions by her two heritages. On one side, she has her 
  Atlantean family that wants her to become more active in 
  politics, on the other her hand she has her human family 
  that is neck deep in organized crime. She writes down how 
  she always felt alone growing up, a part of neither world 
  and how she would spend all her time at the San Diego 
  zoo. She hands this to Spencer on her right, who figures 
  that Bob the Sorcerer was a ‘guardian angel’ to Kristen on 
  behalf of her Atlantean family, always keeping an eye on 
  her from a distance. 
   
  Let’s get it Going! 
   
  After you have everything set up, you’ll need to get your 
  Episode going. Each episode should stand alone, while 
  advancing the Seasons plot. Nothing is worse than having 
  the Actor’s Personas just sitting around waiting for the 
  action. Find a way to get them involved. Find a common 
  denominator that brings the Cast together. A good way 
  would be an introduction of the Season’s plot. Perhaps a 
  string of murders have been committed across town. The 
  only thing binding the crimes together is the savagery of 
  the murders, and the sigil of House Ramius painted on the 
  wall in blood. Or maybe a long lost book of sorcery has been 
  discovered in a second hand book shop. The important thing is 
  to show the Cast what is going on and finding a way to draw 
  them into it. 
   
  Nathan starts his first Episode with the Cast at a funeral. 
  Each Persona is watching an old friend, Professor Charles 
  MacTaylor, being laid to rest in a pine box. He has each 
  Actor Controlled Persona flashes back to a time where 
  Professor MacTaylor was helpful to them. They’re all here 
  to say goodbye to their friend, and to see what they may 
  have gotten in his will. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  355 
  Know Who You’re Dealing With…
   
  It is most definitely within your right to tell your Actors ahead 
  of time that your Season is going to be an intricate political 
  thriller 
  focusing 
  mainly 
  on 
  courtly 
  diplomacy 
  and 
  backstabbing. That way your Actors know what kind of 
  Personas would be best suited for your Season. If you 
  neglected to tell your Actors this, they might all create combat 
  focused Personas that would have little influence within 
  Atlantean society except for possible role of knuckle-dragger. 
  Boom! Your Season falls apart right out of the gates. By 
  knowing about the Actor’s Personas in the game not only will 
  you know what drives each Persona, and what might be 
  needed to drawn the Personas into your story. If one Actor 
  creates a Scholarly Persona who abides stringently to Lex 
  Ramii, then you know that he might be motivated if the lives 
  of the unsuspecting humans are at risk. You’ll also find a 
  number of great plot points that really makes the Personas feel 
  like they fit in (or stand out) in Atlantean Society. 
   
  Advanced Personas 
   
  When deciding whether or not you as a Director wish to allow 
  more Advanced Personas into your game, you must ask 
  yourself the question; “Have my Actors demonstrated 
  maturity in Portraying past or present Personas?”  
   
  This also includes an understanding that the game has been 
  designed to be a form of entertainment for all of its 
  participants. If an Actor or group of Actors simply relish the 
  power to dominate other Actors around (or worse), eliminate 
  less experienced Personas due to self gratification on the part 
  of the Actor or Actors in question, then it is likely that these 
  Actors would prove to be incapable of responsibly portraying 
  more advanced Personas without destroying the storylines 
  that the less experienced Actors are attempting to put into 
  motion. 
   
  Please understand that yes, Dark Aeons does tend to have a 
  fair amount of politics and intrigue within the setting 
  universe, but at no point should a Director allow the politics 
  and intrigue to become so over powering that it detracts from 
  the enjoyment of all of the participants of the game.  
   
  Our best advice to Directors is to attempt to find that happy 
  medium that exists where those that prefer action to intrigue 
  are able to get their fair share of the lime light while those that 
  prefer politics and intrigue are able to get their fair share as 
  well. 
   
  Generally speaking, an Actor can have a very good grasp of 
  setting and system mechanics, while at the same time having 
  a deplorable grasp of what good storytelling is all about.  
   
   
  All Actors that wish to portray more advanced Personas 
  about be able to display a balanced grasp of setting, system 
  mechanics, and what makes a good story for all 
  participating Actors. If you as a Director have Actors that 
  fit this bill, then feel free to allow these Actors to portray 
  more advanced Personas. 
   
  In the case of Actors that can’t seem to grasp all of these 
  basic concepts (setting, system, and storytelling); Directors 
  should not feel guilty for denying these individuals the 
  ability to portray more advanced Personas. This may sound 
  cruel at first, but it is better to err on the side of caution 
  than it is to allow a bull loose within a china shop. 
   
  Having said that, just because an Actor does not currently 
  have the ability to portray an advanced Persona does not 
  mean that they will never have the ability to do this. All 
  Directors should make a point of going out of their way to 
  help those Actors that seem to be struggling with the big 
  three concepts of Setting, System, and Storytelling. If and 
  when these Actors have gained the insight to understand 
  and promote these concepts on a regular basis during 
  Episodes, then their Director should start considering them 
  for more advanced Personas when their current Persona 
  either dies or is retired from the Season. 
   
   
  How Many Should I Allow? 
   
  Now that you as a Director have decided that you do wish 
  to allow more advanced Personas in your game; the 
  question appears, “How many should I allow?”  
   
  For a Tabletop game where a Director only have between 3 
  to 6 Actors, then we should that the Director only allows 1 
  to 2 of the Actors to be allowed to portray more advanced 
  Personas; or if the Director feels that all of their Actors 
  have the experience necessary, they can allow the entire 
  Cast the option of portraying more advanced Personas. 
  Please keep in mind that if a Director chooses this option, 
  they will need to appropriately scale up the challenges that 
  they create in their Storylines for their Cast. Otherwise, if 
  the Director forgets to do this their Cast of Actors will be 
  trapped in a situation where they are over powered 
  compared to the challenges that they are facing and they 
  will eventually (usually within a short amount of time) 
  become bored with the Series that they are currently 
  playing in. 
   
  In the case of Live-Action games; the issue of more 
  advanced Personas becomes a little more prominent. In 
  Live-Action games, the setting (the town or city that the 
  Persona’s live) requires that there are those Personas that 
  are in charge of the town or city.  
   
  
   
  356 
   
  And in this case, we strongly advise that the leaders within the 
  setting of the game be Actors Controlled Personas, not 
  Director Controlled Personas. Part of the reason behind this 
  philosophy is if a Cast of Actors is placed in charge of their 
  own town or city, they are more likely to become involved in 
  situations that affect their perceived control of the setting. 
   
  It is our advice that each of the Houses be allowed to have a 
  more advanced Persona to lead it. So for a Live-Action game 
  of 15 Actors, this would place 5 Actor into the position to 
  control more advanced Personas. If the Live Action game 
  allows for Persona Templates other than Atlanteans as well as 
  Atlanteans, then the Director needs to allow a more advanced 
  Persona per every 5 Actors of a given Persona Template. 
   
  Directors can allow for more than 5 advanced Personas, but in 
  allowing for these extra leaders within the setting, the 
  Director needs to make certain that there are enough Actors 
  with lesser Personas in the game as well. Having a game 
  equals can be fun in regards to politics, but it does not 
  represent the setting of Dark Aeons all that well and it will 
  quickly become boring for the Cast if everyone is at the same 
  experience level. 
   
  So in the end, we advise the use of caution when allowing 
  more advanced Personas into a Director’s Cast 
   
  Who Should I Pick? 
   
  Now that you as a Director have decided how many advanced 
  Personas that you wish to have in your Series, it comes to the 
  question, “Who should I pick to portray these advanced 
  Personas?” 
   
  This is the hard part, because many Directors will feel 
  obligated to allow their close friends to portray the more 
  advanced Personas first before even considering anyone else 
  to portray them. The problem with this philosophy is that it 
  reeks of favoritism. Should a Director attempt to drop all of 
  their close friends into the positions of more advanced 
  Personas, then those Cast members that came to play in the 
  game that are not close friends of the Director will rightly feel 
  slighted by the Director. 
   
  Our advice for Directors is to have all of they’re Actors write 
  up Persona Backgrounds, generally 1 to 3 pages will be more 
  than enough to insure that the Director has a good feel for the 
  Personas that their Actors wish to create.  
   
   
   
  Once the Actors turn in their Persona Backgrounds, then it 
  is up to the Director to sit down and thoroughly read 
  through all of the Persona Backgrounds. Those Actors that 
  write up the best and most compelling Persona Background 
  should be give the option to portray more advanced 
  Personas should the Director wish to allow more advanced 
  Personas in their Series.  
   
  Handling the situation in this fashion helps to insure that 
  all Actors are treated fairly and given equal consideration 
  in regards to the option to portray more advanced Personas. 
  Once the Director has chosen who will be portraying the 
  more advanced Personas, then its time to have all of the 
  Actors create their Personas. 
   
  How to deal with Director 
  Controlled Personas 
   
  Director Controlled Personas (DCPs) are those that are 
  controlled by the Director of a game.  These are the 
  Personas that the make up the world that the Actor’s 
  Personas can not control. These are the people that react to 
  the actions of the Actors, for good or for bad, they are the 
  Cops and Hitmen, the Lawyers and Judges, and they are 
  the very people that make up the world around the Actors 
  Personas. 
   
  As Actors advance their Personas along, the world needs to 
  challenge the Actors in some way that helps them to grow 
  their Personas. This is done by giving the Director 
  Controlled Personas extra Study Points that can be used to 
  buy up their Attributes, Advantages, and Skills. In doing 
  this, the Director is evening the playing field so that Actors 
  always remember that no matter how powerful they 
  become, someone will always come along that is as big a 
  fish or bigger fish than they are. 
   
  The average Actor Controlled Persona in the Center 
  Stage Game System earns about 2 to 5 Study Points per 
  Episode.  After a Season; a year worth of Episodes that are 
  held 4 times a month; that equals at least 72 Study Points 
  on a Persona that started at the beginning of the Season. 
  The best way to challenge Actors is to keep a running total 
  of their “Start to Current” Study Points for their current 
  Persona, at that point if you want to challenge the Actor, 
  you simply draw up an Director Controlled Persona that is 
  at least equal to the Actor’s Persona. Please keep in mind; 
  always give the Director Controlled Personas an Achilles 
  Heel that can be exploited. In doing this, you as a 
  responsible Director are making sure that there is a way to 
  confront and defeat the Director Controlled Persona if the 
  Actor takes the time to find this chink in his or her enemy’s 
  armor. 
  
   
  357 
   
   
   
   
   
   
  Defeat doesn’t always need death either; simply humiliating a 
  rival in a public sitiation would be considered a victor on the 
  part of an Actor’s Persona. 
   
  Director’s guilt is also something you should be aware of. 
  When portraying Director Controlled Personas (DCP) you 
  shouldn’t be ashamed or afraid. You need to own your DCPs. 
  If you’re playing the burly club-going biker who’s hitting on 
  Bob the Sorcerer, the fed up, fire and brimstone preacher 
  ready to take back the night, or the investigative reporter who 
  always seems to be putting his nose in the wrong place, 
  you’ve got to make sure they are all as original as the Actor’s 
  Personas themselves. And being like an ACP, a DCP should 
  advance as well. 
   
  Zache the Lich isn’t sitting around just waiting to interact 
  with the Actors Personas, he’s also constantly learning and 
  interacting. So shouldn’t he get Study Points as well? One 
  easy way to handle Director Controlled Personas is to give 
  each DCP 1 to 2 Study Points per Episode, even if that DCP 
  didn’t appear in every Episode. After a while, the Director can 
  look over all of their Director Controlled Personas and spend 
  some of their Study Points into Attributes, Skills, and 
  Advantages that make sense for the Director Controlled 
  Persona. In doing this, the Director is making sure that the 
  world keeps on turning, even if the Actors don’t take note of 
  it. Eventually the Actor; through his or her Persona will run 
  into that Director Controlled Persona again. 
   
  It may be tempting to create a DCP in which you can assist 
  the Actors’ Personas as if you controlled a regular ACP. 
  Don’t do it. You have dozens of other DCPs to control 
  without worrying about your own Persona within the story. 
  Being a Director is difficult, but try to imagine if one of your 
  Actors had a Persona that knew absolutely everything that 
  was going to happen. It’s the same with a Persona like this. It 
  is okay to like playing a handful of regular Director 
  Controlled Personas on a Episodic basis , just don’t make 
  them part of the Cast. Trust us. 
   
  The police detective snorts in disgust. “What’re you, a 
  Southie? You come up here for the weekend just to be a pain 
  in my ass?” Bob just sits back and stares at the ceiling. “I’ve 
  got three witnesses that put you at the scene of the crime. You 
  tell me what you were doing at MacTaylor’s house last night 
  and I might consider working out a deal. You cough up your 
  friends, you get to walk!” 
   
   
   How to interpret the statistics of Director 
  Controlled Personas 
   
  The first number next to a Skill is the number of Ranks that 
  a Director Controlled Persona has in the Skill, the second 
  number in the colons (+X) is the modified Skill Total that 
  is used whenever the Director needs to make a Skill Check 
  or Contest.  When interpreting the Resistance Ranks that a 
  Director Controlled Persona has, the first number that is 
  listed is their unmodified Resistance Ranks, the second 
  number (+X) is the modified Resistance Total that is used 
  for Resistance Contests. Past those needed explanations, 
  interpret all of the DCPs as you would for Actor Controlled 
  Personas. 
   
  Creating a Believable Villain 
   
  Where would St. George be without his Dragon? Or 
  Beowulf with out Grendel? A hero is defined by his 
  villains. Unlike other games where the ultimate villain is 
  only defined as the thing at the top of the tower or the 
  bottom of a crypt, the villains of Dark Aeons are a different 
  sort of monster. Not all villains are mustache twirling, 
  cackling madmen. In fact, you’ll probably find few 
  effective villains that are. And a monster rampaging, 
  destroying downtown might work fine for a single 
  Episode. But remember that you need a villain with the 
  staying power to last a full Season. An effective villain is a 
  villain whose purposes are ones you can understand. If you 
  think about the great villains in history, either in real life or 
  fiction, the truly memorable ones, you’ll see that no two 
  are alike. Each had their own individual private agendas 
  and goals.  
   
  In a world like Dark Aeons: The Atlantean Chronicles, 
  where undead monsters prowl the night, where the 
  horseman of the apocalypse are saddled up, and a great 
  destroyer of worlds sleeps in the Atlantic Ocean, the 
  scariest creatures are still humans. No matter what evil 
  demons or vampires can put into the world, they don’t hold 
  a candle to the evil that man perpetrates upon his neighbor. 
   
  An effective villain is not one who cowardly sends his 
  henchmen after you, an effective villain does not concern 
  himself with the destruction of the world (unless he has a 
  REALLY good plan), nor do they cackle manically while 
  strapping helpless young maidens to train tracks. They 
  must always have reason for being the way they are. Make 
  sure to make all of your villains memorable. Seldom do 
  criminals and madmen dress up in ridiculous costumes and 
  leave clues to their next crime. You can make a villain 
  memorable in other ways, perhaps it’s simply his motive 
  that makes him stand apart from all of the Mooks in the 
  world.  
  
   
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  If the Actors track down a brutal serial killer who is 
  decapitating young women in the same manner, and they 
  finally track him down, only to reveal that he’s doing it to 
  gain enough energy to bring his dead daughter back to life. 
  The Actors might think twice before taking him out like 
  another monster. One important note about good villains is 
  always making sure they have a way out. Don’t cheat, mind 
  you. But if a good villain escapes to fight another day the 
  Actor’s Personas might be looking over their shoulder for his 
  counter attack. Remember that the Director Controlled 
  Personas listed here are more than just a series of numbers; 
  each one should be a living three-dimensional Persona with 
  his or her own personality and quirks. 
   
  Of course not all villains have to be out to kill the Actors 
  Personas, some can simply be antagonistic for its own sake. 
  An antagonist can be a rival of some sort for the Actors 
  Personas. He can be a political enemy, an exasperated 
  relation, or just a bored jerk. Sometimes a few well placed 
  words can be just as damaging as a knife wound. Instead of 
  having someone show up to shoot at them, perhaps the Actors 
  Personas’ actions are hampered when a House Draconis 
  playboy purchases the building the Actors Personas currently 
  are renting and begins to make unreasonable demands of 
  them. Or maybe he offers their servants twice their current 
  wage to come work for him. A good antagonist should be a 
  foil for your cast. He could even be an ally who bungles 
  things up more often than not. 
   
  Bob crumbled unconscious to the floor and Kent was being 
  detained by some thing, as Kristen found herself held tightly 
  against the wall with a dagger held against her throat. “Why 
  did my father leave you everything and me nothing?” Letting 
  her vision come back to focus Kristen looked down at her 
  attacker. He was young and had a short, efficient haircut. 
  Beneath his cold green eyes she saw a familiar face. He 
  looked just like Professor MacTaylor!   
   
  The Horror! The Horror! 
   
  Horror is an important part to not only Dark Aeons, but to 
  many other Role-Playing Games. If it’s so important, though, 
  why are we still asking the same question? What is horror? 
  People of varying educational credentials have been debating 
  this question for years: it’s not an easy one to answer.  
   
  Role-Playing Games are exercises of the imagination. The 
  scarier thing isn’t what you see but what you don’t see. This 
  is absolutely true. Our imaginations are a place that can 
  perceive and imagine any number of things that our limited 5 
  senses can only brush upon. For Role-Playing Games the best 
  thing to do would be to cater to both. Let me use an example, 
  here our group has reached the hidden stronghold of the Lich 
  Sorcerer, hoping to end his curse. The Director describes the 
  entrance way: 
   
  Behind the false bookcase you find a staircase. The stairs 
  leading down are made of rock. They are five feet wide and 
  lead down into the darkness. You hear a clock ticking. 
   
  Compare that to: 
   
  Kent, you yank the bookcase away from the wall with a 
  satisfying crash. After the dust settles a staircase is 
  revealed. The low light of the room can barely penetrate 
  the inky blackness that seems to want to swell up testing 
  the boundaries of the lights. You’re almost sure you saw 
  something move, but maybe it’s just your imagination. The 
  heavy stench of mildew and rot hangs in the air. The 
  mechanical and precise ticking of an old clock echoes off 
  the stonework, filling the room and breaking the 
  uncomfortable silence.  
   
  Admittedly the second one is more verbose, but you can 
  see how all five senses can be used to get a feeling of 
  dread.  
   
  Part of the horror of Dark Aeons is what is commonly 
  referred to as Lovecraftian horror, or Cosmic Horror. 
  Howard Philip Lovecraft, an American horror writer and 
  one of the inspirations for this book, wrote, as he put it, 
  stories that would scare an atheist, stories where it wasn’t 
  the threat of death or hell that increased the suspense, but 
  the threat that man is not superior in our universe and is 
  only a barely noticeable speck to the Old Ones whose very 
  existence cause man’s rational mind to shatter. There are 
  several effective ways to create this kind of tension in a 
  Role-Playing Game. Firstly, don’t be so Specific. In other 
  games for which books and books full of monsters are 
  readily available, Actors find it easy to recognize most 
  threats for what they are. For example, say a group of 
  brave adventurers come across a dark cave. After entering 
  the cave and discovering a series of bizarre wall paintings 
  they turn a corner. The Director describes the creature:  
   
  “The creature is a shapeless mass of congeries of 
  protoplasmic bubbles, faintly self-luminous, and has 
  seemingly dozen of temporary eyes forming and un-
  forming- 
   
  “Hold it!” An Actor speaks up loudly. “That obviously is a 
  Shoggoth. Luckily we have an Elder Sign here 
  somewhere!” What should have been a tense confrontation 
  is ruined by the Actor’s Cursed Knowledge of the nasties 
  in the Director’s Section of the book. By keeping the 
  beasties hidden, you add tension to an experience. Let’s 
  say that the Actors Personas have broken into a professor’s 
  house to search for clues to his disappearance. Inside, they 
  see something moving in the shadows. It’s too dark to tell 
  what it is except for the fact that it is big.  
  
   
  359 
   
   
   
   
   
   
   
  It moves with a grace unseen in something of this size. If your 
  Actors ask for specific details remember the five senses. It 
  might be too dark to see, but maybe the creature smells like a 
  tea house or you can faintly hear the sound of his teeth 
  grinding.  Remember: without knowing what they’re up 
  against the suspense will thicken as will their fear of the 
  creature. 
   
  A more advance method of creating terror within your Actors 
  is a bit more advanced and not recommend for everyone. 
  Simply find out what bugs the Actors, what really gets under 
  their skins. Don’t be blatant about it, but bring up different 
  subjects in conversation and see how the Actors react to the 
  subjects. Mention spiders and see whose nose turns up in 
  disgust, for example. Again, this isn’t for everyone and should 
  only be done in a group that you know and preferably have 
  played with before. A good way of knowing what is off the 
  table is to have your Actors make a list of subjects they don’t 
  want to bring up in a game. Communication is the key to any 
  enjoyable Role-Playing experience. Remember, everyone is 
  there to have fun. Sometimes being scared is part of being 
  fun. Other times it only detracts from it. Once you get a few 
  Episodes under your belt with your Actors you’ll begin to 
  realize what there is to expect from them and what they 
  expect from you. 
   
  Director Assists 
   
  Have you ever tried to create a feeling of claustrophobia and 
  dread in a well lit room? It might be possible, but there are 
  easier ways of doing it. You can help immerse the Cast into 
  the story you are all attempting to tell with a few simple 
  things. Firstly, control the lighting if you can. Draw the 
  curtains closed, get a couple of lamps with different colored 
  light bulbs, or use candles. And while candles can add a lot to 
  the ambience, it can make it very difficult to read. Also, fire 
  can be dangerous, especially when you have it around papery 
  things like books, Persona Record Sheets, and playing cards. 
   
  Music can be another key component in helping to set the 
  mood. The rule of thumb with music, however, is to try to 
  keep things as devoid of lyrics as possible. Nothing can ruin 
  the mood quicker than having you players singing along 
  “Undead! Undead! Undead! We have included a list of music 
  we think is most suitable to the setting with a small 
  description as to why. This is by no means a comprehensive 
  list and we encourage you to search your own music 
  collection for inspiration. Soundtracks to movies and 
  television show work the best. But be aware that many of 
  them have snippets of dialogue in-between the musical tracks. 
   
   
  Dead can dance. Aghast. Douglas Irvine’s Amibient Egypt, 
  Ali Jihad Racy’s Ancient Egypt: A Tribute, Joel 
  McNeely’s The Day the Earth Stood Still (The original 
  version…The good version), the Score from Batman 
  Begins and the Dark Knight and of course, Jeff Beal’s 
  Score for the HBO Television Series; ROME. 
   
  And instead of telling your Cast what they read in a letter, 
  why not hand them the letter directly? Props can be a great 
  boon to a Director’s arsenal of horror as it puts all the 
  information in the Cast’s hands. It can make a puzzle more 
  challenging if they have to figure it out without making a 
  Contest for it. With today’s abundance of fine document 
  editing software you can make any number of props for 
  your Episodes. Remember, that even though it’s tempting 
  to bring your awesome replica Highlander sword to the 
  game, don’t. Weapons, replicas or not, do not have a place 
  in the game. Especially in Live-Action games. 
   
  By taking control of the shared story-telling experience 
  you’ll be able to move and adjust the world. By being fair 
  and just, listening to all sides of an argument, and 
  emphasizing Story over System Mechanics you’ll be able 
  to make this experience as fun and memorable as possible.  
   
  Passing the Torch 
   
  Inevitably it’s going to happen. One of you Cast members 
  will want to take a crack at running their own Season of 
  Dark Aeons: The Atlantean Chronicles. Great. This gives 
  you a chance to focus on only controlling one Persona, and 
  it gives your Cast members a chance to stretch their 
  creative muscles. At this point you should encourage them 
  as much as possible. We advise that it is best to let your 
  current Season finish before passing the torch to the next 
  Cast member. In doing this, you will give the entire Cast a 
  feeling of accomplishment in that they were able to finish 
  the Season and there were no loss ends left waving in the 
  end, at least in regards to the Season in question. 
   
  One problem that might come up is that by letting them 
  take all the control you yourself previously held, you might 
  find yourself becoming frustrated. It’s a normal feeling. 
  Don’t correct your new Director in front of the rest of the 
  Cast. For new Directors who have never run a game 
  before, after each of the first few Episodes you should 
  make a point to stay after with the Director and help them 
  with any questions that they might have. Don’t be forceful 
  with them, remember, this is their Season. Treat the 
  freshman Director with the same respect and dignity that 
  you yourself wish to be treated with. 
   
  
   
  360 
  Study Points 
   
  In the Center Stage Game System, like any other role-playing game, Actors can advance their Persona’s Attributes and 
  Skills through earning and expenditure of Study Points. Study Points are a record of just how much a Persona has learned and 
  grown through the course of an Episode or over the course of an entire Season or Series. 
   
  Actors can gain Study Points from the Director by fulfilling the following guidelines listed below. It is suggested that no one 
  Persona receive more than 5 Study Points per Episode completed. The reason for this is so that Personas will take time to rise 
  in power rather than skyrocket into the heavens quickly and become the subject of legends within but a few Episodes. 
   
  Guidelines for End of Episode Study Point Awards 
   
  Reason for Award 
   Description 
   Study Point Award 
   
  Staying Active 
   
  The Actor through their Persona took an active 
  role in the day or evenings events. 
   
  1 to 3 Points 
   
  Keeping it Fun 
   
  The Actor through their persona at least attempted 
  to make the Episode enjoyable for other Actors. 
   
  1 to 3 Points 
   
  Learning Curve 
   
  The Persona grew in some unexpected way or 
  discovered something new that had a direct 
  impact on the Episodes outcome. 
   
  1 to 3 Points 
   
  Heroism 
   
  The Persona risked life and limb to protect or save 
  the life of another Persona that was involved with 
  the Episode. 
   
  1 to 3 Points 
   
  Superior Acting 
   
  The Actor, through their Persona performed in a 
  superior manner that helped to promote Acting on 
  the part of their fellow Actors. 
   
  1 to 3 Points 
   
  Superior Costuming 
   
  This award is meant for Casts that are running 
  Dark Aeons: The Atlantean Chronicles as a Live-
  Action event; in any case, the actor came to the 
  Day or Evenings Episode dressed as they think 
  their Persona would look. This award tends to 
  start a trend where some to most of the Company 
  come to the Episode dressed as their Persona. 
   
  1 to 3 Points 
   
  Superior Leadership 
   
  The Actor through their Persona has always been 
  in the lead; he or she has proven themselves to be 
  one of the Leaders within the Episode or Series. 
   
  1 to 3 Points 
   
  Achievement of Goals 
   
  The Actor through their Persona was able to 
  complete a list of goals that they have set out for 
  themselves. These Goals should be something of a 
  Major nature that affected more than just their 
  Persona. 
   
  1 to 3 Points 
   
  Negative Study Point Penalties 
   
  There comes a time in every game session of Dark Aeons, or any role-playing game for that matter; when an Actor chooses to 
  behavior in an inappropriate manner. Even the most experienced Gamer has the potential to becoming a problem child for their 
  Director. And, to be honest, many Directors will nature feel reluctant to taking action because it is hard to identify when 
  problems are first occurring; in most cases only when the problems between Actors are becoming obvious do most Directors 
  feel obligated to step in and correct the problem. Below are some of the more common problems that do occur in role-playing 
  games that can have negative effects on a Cast of Actors.  
   
  When you as a Director see a one of these problems occurring, don’t hesitate to step forward and try to correct the situation. 
  Generally speaking, the easiest way to correct a problem of negative behavior on the part of Actors is to have a conversation 
  (make sure to keep a journal where all punishments are detailed in for future reference) with the Actor that is responsible for 
  
   
  361 
  the negative behavior, give them a Study Point penalty, and try to smooth the feathers of those Actors that were affected by the 
  negative behavior. Past that; simply let the situation drop and try o get all of the Actors back into regular play as quickly as 
  possible. 
   
  Reason for Penalty 
   Description 
   Study Point Penalty 
   
  Over Reliance 
   
  This is when an Actor or Actors constantly rely on 
  Director Controlled Personas to make decisions for them 
  or the Director Controlled Personas initiate events that 
  spur the Actor’s Personas to become involved in the 
  events of an Episode or Storyline. 
   
  -1 Point 
   
  Piggy Backing 
   
  This occurs when an Actor chooses to ride on the coat 
  tails of another Actor constantly. An example; an Actor 
  creates a member of the Faithful that specializes in the 
  banishment of Demons, one of the other Actors notices 
  this and begins imitating the Faithful in their Demonic 
  Banishments and other aspects of the Faithful Persona.  
  Generally speaking, an Actor will come to the Director 
  about problems of this nature after they notice that it is 
  becoming a problem for them and the actions of the 
  imitating Actor are detracting from the enjoyment of the 
  Actor of the Faithful Persona that is being imitated. 
  Some will say that imitation is the highest form of 
  flattery, but if it is robbing the enjoyment of the game 
  from another Actor, then it is an action that needs to be 
  discontinued immediately and a Punishment should be 
  leveled on the offending Actor to discourage the Piggy 
  Backing. 
   
  -2 Points 
   
  Actor uses Cursed 
  Knowledge 
   
  Cursed Knowledge is Information that an Actor may 
  have obtained out of game that their Persona could not 
  normally obtain through the course of regular role-
  playing; that could drastically affect the decisions that 
  an Actor makes for their Persona within the confines of 
  the Game Universe.  When this occurs, the Director 
  should penalize the Actor or Actors involved in a way 
  that will dissuade them from any future thoughts of 
  using Cursed Knowledge. Generally speaking, those that 
  use Cursed Knowledge are doing it to help benefit their 
  Persona in some fashion. Please note; if an Actor 
  accidentally uses Cursed Knowledge, please refrain from 
  throwing the proverbial bookcase at them and simply 
  warn them about future incidents. 
   
  -3 Points 
   
  Actor indulges in the 
  Magic Pencil 
   
  This is also known as Cheating. The Actor with 
  forethought, changes the statistics on their Persona 
  Record Sheet after Persona creation, without the Director 
  giving them the okay to make the changes. Or the Actor 
  adds Study Points to their Persona Record Sheet without 
  the Director awarding it to them. There are many 
  possible instances of cheating, so needless to say if an 
  Actor chooses to Cheat, then do not feel guilty about 
  throwing the aforementioned bookcase at them. Punish 
  them harshly and quickly, and then move on. 
   
  -5 Points 
   
   
   
   
   
   
   
   
  
   
  362 
  Fate Points 
   
   
  What are Fate Points and how do they 
  work? 
   
  Fate Points allow an Actor to draw upon the powers that be 
  to assist their Persona in some action that they are 
  attempting to perform. In basics, when a Persona uses a 
  Fate Point, they are calling upon Fate to intervene on their 
  behalf. Example: Jim the street hustler is attempting to 
  jump across the open between two buildings, if the bad guy 
  catches Jim he is a dead man. Jim attempts to make the 
  jump across the rooftops and fails. Jim’s Actor decides that 
  it is time for Fate to intervene on Jim’s behalf. So Jim’s 
  Actor spends a Fate Point and now Jim’s Actor can attempt 
  to make a redraw from his Deck of Cards in an attempt to 
  redo the jump. The second time Jim just barely makes it 
  across to the other rooftop, now Jim is out of danger. 
   
  Each Actor begins with 5 Fate Points that they Persona can 
  use during the course of a Season. Each time the Actor 
  wants Fate to intervene on behalf of his Persona, he spends 
  a Fate Point. But, just because an Actor spends a Fate Point 
  on a redraw from their Deck, doesn’t automatically mean 
  they will succeed. Spending a Fate Point simply allows the 
  Actor a second chance at making the Check or Contest that 
  they were attempting to succeed at in the first place. 
   
  It is our advice that Directors award Fate Points to Actors 
  only in situations where the Actor has truly earned the Fate 
  point. If there is a situation where you are in debate with 
  yourself over whether or not to award the Fate Point, 
  simply stay your hand because doubt in this case means the 
  situation doesn't truly call of Fate Point awards. In the end, 
  use your best judgment. 
   
  What Fate Points can be used for in the 
  course of an Episode? 
   
  * Narrative Addition: Through the expenditure of a Fate 
  Point, the Actor can add some minor detail to the 
  description of a Scene that they are currently part of. 
  Example: The Persona is being chased down a darkened 
  alleyway that is full of refuse and garbage, the Persona 
  turns a turn only to find some of the Thugs that were 
  chasing them have been able to get ahead of them and now 
  they have thugs to the front and back of them. Through 
  spending a Fate Point, the Actor can add to the description 
  of the Scene by saying; “As I look around the alleyway, 
  seeing the thugs to the front and back of me, I begin 
  backing up towards a section of the alleyway wall only to 
  find myself falling backwards into a hidden stairway into 
  the wall behind me that was hidden by the some boxes” 
   
  * Narrative Flashback: Through the expenditure of a Fate 
  Point, the Actor can help to bring a new Persona into the 
  current Series continuity by creating a minor Flashback that 
  involves the Actor’s Persona and the new Persona that is 
  being brought into the Episode/Season. Example: Edgar, a 
  member of House Ramius is in the middle of a stressful 
  meeting with the Patriarch of House Draconis and a new 
  House Draconis member of the Cast, through spending a Fate 
  Point the Actor can turn to the new actor and say, “I 
  remember that time that I was sitting at a bar at the last 
  Convocation in Boston that you came up and talked to me 
  about remaining calm in stressful situations. How you told 
  me that if you ever saw me getting in over my head, you 
  would help me out of it by making up an excuse to get us 
  both out of the room.” This does require that both Actors that 
  are part of the Flashback agree to the Flashback being 
  brought into being.  Do remember that Narrative Flashbacks 
  are meant as a means to help get all players get involved in 
  the action of a scene that is currently going on.  Narrative 
  Flashbacks are not meant as a means for an Actor to 
  suddenly acquire an item that the current scene calls for; or, 
  as a means for rewriting an event in their Persona 
  Background that occurred over the course of role-playing 
  their Persona, because that would be a form of cheating. 
   
  * Fate Points can be used to make a redraw in Checks and 
  Contests where a Persona has failed to succeed. Only 2 Fate 
  Points can be spent on any one Check or Contest redo. 
   
  * A Fate Point can be spent to add 5 Ranks to any single 
  Check or Contest (This can only be done before in the 
  beginning of a Check or Contest. It can not be spent after the 
  Actor has drawn his Card from their Deck) 
   
  * Fate Points can be spent to negate the Wound Penalties of 
  their current Wound Rank for 1 Round. 
   
  * When a Persona is reduced to Defenseless, an Actor can 
  spend a Fate Point to bring them up to Critical Wounds. The 
  most an Actor can spend is 2 Fate Points, which would allow 
  them to raise their Persona from Critical Wounds -5 to -4. 
   
  What can a Director award Fate Points 
  for? 
   
  * Fate Points can be awarded for particularly heroic actions 
  that save one or more Personas Generally one (1) Fate Point 
  per action of this nature, no more than three (3) Fate Points. 
   
  * Fate Points can be awarded for Role-playing above and 
  beyond the call of duty. In other words, if the Actor did a 
  particularly good job Role-playing their Persona for the 
  evenings Episode, then award them a Fate Point (1).  
   
  
   
  363 
   
  Fate Points should be awarded when an Actor; through their 
  Persona effectively finishes some meaningful goal that they 
  started in the beginning of the Episode or Series. The 
  accomplishment of this meaningful goal should take time 
  and should not be something easy to do, because Fate is 
  fickle in giving back its Favors. If a Persona succeeds in 
  such a task, then it is acceptable to give that Actor (1 to 2) 
  Fate Points. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  364 
   
   
   
   
   
  Section 1:
  Allies & 
  Antagonists 
   
   
  
   
  365 
  The Mundane 
   
   
  The Mundane is the average person that isn’t ultra rich 
  or a total destitute, but simply trying to get buy in the 
  world. He or she goes to their job every day in an 
  attempt to get a head. The Mundane doesn’t know about 
  the global game of chess that the Children of Atlantis 
  play with the worlds people, or the struggles of the 
  Sorcerers to protect the world from the unholy demons 
  and spirits that exist in the Mirror World, or even the 
  Psychics struggle to deal with their amazing Psionic 
  Talents in a world that seems to be destroying itself a 
  little bit every day. These are the people that through no 
  fault of their own, get caught up in the schemes of the 
  players that seek to dominate the world. When these 
  Mundanes finally come to the realization of “I can either 
  become a player in the grand game or simply remain 
  being controlled as a lowly pawn”, some choose to step 
  up to bat in an attempt to make the world better for 
  themselves and their few Mundanes. In the end; without 
  a few knowledgeable Mundanes in the grand game, their 
  fellows would be doomed to live and die in ignorance. 
   
   
   
  Attributes: Agility 2, Appearance 2, Brawn 2 (Stun 2), 
  Intellect 2, Psyche 2, Vitality 2 
   
  Derived Attributes: Charm 2, Mental Stability 70, Psionics 2, 
  Toughness 1, Life Force 10 
   
  Combat Skills: Dodge 2 (+4), Firearms 2 (+4), Grapple 2 
  (+4), Strike 2 (+4)  
   
  Skills: Academics 4 (+6), First Aid 2 (+4), Investigation 3 
  (+5), Law 1 (+3), Persuasion 2 (+4), Subterfuge 2 (+4) 
   
  Advantages: Observation (1 Rank), Friends: Human Society 
  (1 Rank), Religious Upbringing  
   
  Disadvantages: 
  Curiosity, 
  Financial 
  Debt 
  (1 
  Rank), 
  Dependent 
   
  Initiative: 0 
   
  Actions: 2, Movement:  Walk 4, Run 6, Short Sprint 16 
   
  Resist Fear & Madness: 2 (+2) 
  Resist Magic: 2 (+2) 
  Resist Psionics Attacks: 2 (+2) 
   
   
   
  
   
  366 
  The Beat Cop 
   
   
   
   
  This is the average police officer that drives their police 
  cruiser day in and day out looking for signs of civil 
  disturbance. The average Beat Cop is not on the take, 
  and they are simply trying to earn a living while 
  protecting their fellow citizens from those that would 
  prey on them. There are always a few Beat Cops that are 
  on the take, but by and large, the majority of them are 
  honest, hard working members of society. 
   
   
  Attributes: Agility 2, Appearance 2, Brawn 3 (Stun 3), 
  Intellect 2, Psyche 3, Vitality 3 
   
  Derived Attributes: Charm 2, Mental Stability 70, Psionics 2, 
  Toughness 1, Life Force 10 
   
  Combat Skills: Dodge 2 (+4), Firearms 3 (+5), Grapple 3 
  (+5), Melee Weapons 3 (+5), Strike 3 (+5) 
   
  Skills: Academics 4 (+6), First Aid 5 (+7), Intimidation 4 (+6), 
  Investigation 4 (+6), Law 5 (+7) 
   
  Advantages: Endurance (1 Rank), Observation (1 Rank) 
   
  Disadvantages: Financial Debt (1 Rank), Dependent 
   
  Initiative: 0 
   
  Actions: 2, Movement:  Walk 4, Run 6, Short Sprint 16 
   
  Resist Fear & Madness: 3 (+3) 
  Resist Magic: 3 (+3) 
  Resist Psionics Attacks: 3 (+3) 
   
   
   
  
   
  367 
  The Mook 
   
   
   
   
  These are the guys villains always turn to when in need 
  of some muscle for their nefarious schemes. Mooks are 
  of about average intelligence, but make no mistake; 
  these guys were never truly cut out to be crime bosses or 
  major villains themselves. The Mook’s lot in life is 
  being the muscle that gets things done for the villains. 
   
   
   
  Attributes: Agility 2, Appearance 2, Brawn 3 (Stun 3), 
  Intellect 2, Psyche 2, Vitality 3 
   
  Derived Attributes: Charm 2, Mental Stability 70, Psionics 2, 
  Toughness 2, Life Force 10 
   
  Combat Skills: Dodge 3 (+5), Firearms 6 (+8), Grapple 2 
  (+4), Melee Weapons 5 (+7), Strike 5 (+7)  
   
  Skills: Academics 4 (+6), Drive 3 (+5), Fast Talk 4 (+6), 
  Intimidation 5 (+7), Larceny 5 (+7), Subterfuge 5 (+7) 
   
  Advantages: Endurance (1 Rank)  
   
  Disadvantages: Coarse Upbringing, Greed, Territorial 
   
  Initiative: 0 
   
  Actions: 2, Movement:  Walk 4, Run 6, Short Sprint 16 
   
  Resist Fear & Madness: 2 (+2) 
  Resist Magic: 2 (+2) 
  Resist Psionics Attacks: 2 (+2) 
   
   
   
   
  
   
  368 
  The Mercenary or Soldier 
   
   
   
   
  The Mercenary or Soldier fights because it has always 
  been something they have been good at. These men and 
  women fight for some cause or goal that gives meaning to 
  their lives. For the average soldier; he or she is doing 
  their duty to up hold the liberty and rights of their native 
  country. Theirs is not to ask the reason why they are 
  fighting, but to simply follow the orders they have been 
  given. The Mercenary on the other hand fights for cold 
  hard cash, they may still have a reason or cause that they 
  generally fight for, but in most cases the cause or 
  morality of what they are fighting for or who they are 
  fighting is considered negotiable. 
   
   
   
  Attributes: Agility 3, Appearance 2, Brawn 3 (Stun 3), Intellect 
  2, Psyche 3, Vitality 3 
   
  Derived Attributes: Charm 2, Mental Stability 70, Psionics 2, 
  Toughness 3, Life Force 10 
   
  Combat Skills: Block 5 (+8), Dodge 5 (+8), Firearms 5 (+8), 
  Grapple 5 (+8), Heavy Weapons 5 (+8), Melee Weapons 5 (+8), 
  Strike 6 (+9) 
   
  Skills: Academics 4 (+6), Athletics 5 (+8), Drive 4 (+7), First 
  Aid 5 (+7), Intimidation 4 (+7), Investigation 4 (+6), Meditation 
  4 (+6) 
   
  Advantages: Endurance (1 Rank), Martial Arts: Karate (2 
  Ranks), Observation (1 Rank) 
   
  Disadvantages: Gambling Habit, Greed (Mercenaries Only) 
   
  Initiative: 0 
   
  Actions: 2, Movement:  Walk 6, Run 9, Short Sprint 24 
   
  Resist Fear & Madness: 3 (+3) 
  Resist Magic: 3 (+3) 
  Resist Psionics Attacks: 3 (+3) 
   
   
   
   
   
  
   
  369 
  Animals 
   
   
  Bears (Large) 
   Black House Cat (Small) 
   
  Please note that bears can use their front claws to rake their 
  targets, when in combat bears prefer strike at their targets 
  with the pad of their foot to either knock their target to the 
  ground and to immobilize them. In the case of Grizzly, 
  Kodiak and Polar Bears; these bears prefer to grapple large 
  prey to the ground and then bite them with their teeth. 
   
   
   
  Cats are small black-furred felines that many believe are 
  omens of bad luck. Kept as pets by many and once 
  worshipped as gods, these creatures brook no challenge to 
  their domains. 
   
   
   
  Attributes: Agility 3, Appearance 2, Brawn 5 (Stun 5), Intellect 2, 
  Psyche 3, Vitality 4 
   
  Derived Attributes: Charm 1, Mental Stability 20, Psionics 2, 
  Toughness 4, Life Force 13 
   
  Combat Skills: Bite 3 (+7), Dodge 3 (+7), Grapple 3 (+7), Strike 
  3 (+7) (Claw Attack) 
   
  Skills: Climb 2 (+7), Intimidation 1 (+2), Survival 3 (+5) 
   
  Advantages: Endurance (1 Rank) 
   
  Initiative: 0 
   
  Actions: 3, Movement:  Walk 6, Run 9, Short Sprint 24 
   
  Resist Fear & Madness: 3 (+3) 
  Resist Magic: 3 (+3) 
  Resist Psionics Attacks: 3 (+3) 
   
  Special Abilities 
   
  Bite Attack: Bears gain a +4 Bonus to all Wound Damage when 
  biting their targets. 
   
  Claw Attack: Black Bears gain a +2 Bonus to all Wound Damage 
  when using their Claws to rake their targets. 
   
  Knock-down Attack: When possible bears attempt to knock 
  down their prey, using their massive girth to knock their prey to 
  the ground. 
   
   
  Attributes:  
  Agility 4, Appearance 3, Brawn 1 (Stun 1), Intellect 2, Psyche 2, 
  Vitality 2 
   
  Derived Attributes:  
  Charm 2, Mental Stability 50, Psionics 0,Toughness 1, Life Force 
  10 
   
  Combat Skills:  
  Strike (Bite) 2 (+6), Strike (Claw) 2 (+6), Dodge 4 (+8), Grapple 1 
  (+5) 
   
  Skills: 
  Acrobatics 3 (+7), Climb 4 (+5), Stealth 4 (+8), Survival 1 (+4) 
   
  Initiative: 3 
   
  Actions: 3, Movement: Walk 8, Run 16, Sprint 32 
   
  Resist Fear and Madness: 3 (+3) 
  Resist Magic: 3 (+3) 
  Resist Psionic Attacks: 3 (+3) 
   
  Special Abilities 
   
  Gift of the Nine Lives: All cats have one fate point that they can 
  spend each episode. They may only use this to redraw a card and 
  only if the cat would suffer injury or death from the initial result. 
   
  Familiar: Sorcerers often keep cats as pets. They serve as 
  companions and eat the vermin that might otherwise feed on the 
  grimoires and tools the sorcerer needs to work his craft. However, 
  they can also serve another purpose.  A cat can be the target of a 
  Sorcerers Stone spell, becoming a familiar. While under the spell’s 
  effects the familiar adds the life force stored by the spell to it’s own 
  life force total. The sorcerer may withdraw this power from the 
  familiar as normal for the spell, but can not draw upon the familiar’s 
  original life force, which means that if the familiar has lost life 
  force, the amount the sorcerer can withdraw is reduced. 
   
  Shapechanged: Certain beings, such as a revenant, possess the 
  power to transform into a black cat. While in this form they retain 
  their Intellect, Psyche, mental Stability and Life force. Because of 
  the nature of the cat senses and body, all other attributes are those of 
  the cat.  While transformed, such beings retain all their advantages 
  and disadvantages. Shapechanged creatures cannot become 
  familiars. 
   
  
   
  370 
  Black Wolf (Medium) 
   Raven (Small) 
   
  The Black Wolf is a black-furred canine offshoot of the 
  Timber Wolf, Black Wolves are predators that travel in 
  packs.  
   
   
   
   
  Cousins to the crow, ravens are black-feathered birds with a 
  grim reputation. These omnivores feed on nearly everything, 
  from farmer’s crops to the corpses of a battlefield. These 
  stats can also be used for small birds suchs as; pigeons, 
  sparrows, and Cardinals. 
   
   
   
  Attributes:  
  Agility 5, Appearance 2, Brawn 2 (Stun 2), Intellect 2, Psyche 2, 
  Vitality 2 
   
  Derived Attributes:  
  Charm 2, Mental Stability 50, Psionics 0, Toughness 1, Life Force 
  10 
   
  Combat Skills:  
  Strike (Bite) 4 (+9), Dodge 3 (+8), Grapple 2 (+7) 
   
  Skills: 
  Acrobatics 2 (+8), Stealth 3 (+8), Survival 3 (+5) 
   
  Initiative: 3 
   
  Actions: 3, Movement: Walk 10, Run 20, Sprint 40 
   
  Resist Fear and Madness: 3 (+3) 
  Resist Magic: 3 (+3) 
  Resist Psionic Attacks: 3 (+3) 
   
  Special Abilities 
   
  Pack Hunter: Wolves hunt in packs and learn to coordinate their 
  efforts into well-timed ambushes.  When two or more wolves are 
  in the same scene, they gain a +1 to all checks. This bonus 
  increases to +2 when there are at least five wolves working in 
  unison. 
   
  Shapechanged: Certain beings, such as a revenant, possess the 
  power to transform into a wolf. While in this form they retain their 
  Intellect, Psyche, mental Stability and Life force. Because of the 
  nature of the wolf’s senses and body, all other attributes are those 
  of the wolf.  While Transformed such beings retain all their 
  advantages and disadvantages. 
   
   
  Attributes:  
  Agility 4, Appearance 1, Brawn 1 (Stun 1), Intellect 2, Psyche 2, 
  Vitality 3 
   
  Derived Attributes:  
  Charm 0, Mental Stability 50, Psionics 0, Toughness 1, Life Force 9 
   
  Combat Skills:  
  Strike (Peck) 4 (+8), Strike (Talon) 2 (+6), Dodge 3 (+7), Grapple 2 
  (+6) 
   
  Skills: 
  Acrobatics (Flight) 3 (+4), Survival 3 (+4) 
   
  Initiative: 2 
   
  Actions: 3, Movement: Walk 8, Fly 40 
   
  Resist Fear and Madness: 3 (+3) 
  Resist Magic: 3 (+3) 
  Resist Psionic Attacks: 3 (+3) 
   
  Special Abilities 
   
  Vocalize: Ravens possess the power to mimic speech, along with 
  many other sounds. They can recreate any sound they have heard by 
  performing a subterfuge check, as if they had 6 ranks in the skill. 
   
  Shapechanged: Certain beings, such as a Revenant, possess the 
  power to transform into a raven. While in this form they retain their 
  Intellect, Psyche, mental Stability and Life force. Because of the 
  nature of the raven’s senses and body, all other attributes are those 
  of the raven.  While Transformed such beings retain all their 
  advantages and disadvantages.  
   
  Because of the vocalization ability, the transformed creature also 
  retains its ability to speak and can recreate their own voice without 
  the need for a check. If the creature was a sorcerer, then the sorcerer 
  can attempt to cast any spells that do not require the manipulation of 
  objects at +5 to the difficulty of the spell. The sorcerer may not 
  attempt to perform Rituals due to their complexity. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  371 
  Vampire Bat (Small) 
   
   
  Small nocturnal flying mammals, vampire bats feed on 
  blood rather than fruit or insects.  
   
   
   
  Attributes:  
  Agility 4, Appearance 1, Brawn 1 (Stun 1), Intellect 1, 
  Psyche 2, Vitality 1 
   
  Derived Attributes:  
  Charm 0, Mental Stability 50, Psionics 0, Toughness 1, Life 
  Force 9 
   
  Combat Skills:  
  STRIKE (Bite) 4 (+8), DODGE 3 (+7), GRAPPLE 2 (+6) 
   
  Skills: 
  Acrobatics  (Flight) 2 (+6), Stealth 3 (+7), Survival 3 (+4) 
   
  Initiative: 2 
   
  Actions: 3, Movement: Crawl 2, Run 16, Fly 40 
   
  Resist Fear and Madness: 3 (+3) 
  Resist Magic: 3 (+3) 
  Resist Psionic Attacks: 3 (+3) 
   
  Special Abilities 
   
  Echolocation: Bats rely primarily on their hearing to “see”. 
  Effects that rely on concealment, such as invisibility have no 
  effect on the bat’s ability to locate a target. However, high-
  pitched noises disorient the bat and it suffers a –1 to all 
  contests while exposed to such a sound. 
   
  Blood Drain: Vampire Bats feed upon blood, typically 
  drawn from sleeping mammals. Against an unawares victim 
  a Vampire Bat can attach itself with a successful bite attack, 
  instead of causing the normal effects. After CARD minutes, 
  the Vampire Bat drains 1 wound from the victim before 
  becoming full. 
   
  Shapechanged: Certain beings, such as a Revenant, possess 
  the power to transform into a bat. While in this form they 
  retain their Intellect, Psyche, mental Stability and Life force. 
  Because of the nature of the bat’s senses and body, all other 
  attributes are those of the vampire bat.  While transformed, 
  such beings retain all their advantages and disadvantages. 
   
   
   
   
  
   
  372 
  Ghosts 
   
  Within the World of Dark Aeons, the restless dead do not 
  always go quietly in to that long night. In some cases the 
  passions of the dead man or woman were so strong that 
  they left a psychic imprint on the places that they lived, 
  loved, and sometimes hated. In other cases there are those 
  that passed on for whatever reason and for reasons no one 
  quite understands, these restless dead have not been able to 
  transcend to the next life. Because of this, these dead souls 
  are left to wander the Mirror World and the Physical World 
  attempting to answer the question of why they did not go on 
  to heaven or hell. And then there are the dead souls of those 
  that met their ends because of violence, these dead souls 
  can not move on to the next life because of the thirst of 
  vengeance; to make those that killed them pain for the rest 
  of their lives. 
   
  Ghosts can be broken up into three categories; Psychic 
  Imprints, Shades, and Spectres.  
   
  Psychic Imprints: Many mistake this type of ghost as a 
  sentient entity that is capable of communication with the 
  living in the Physical World, this but can not be farther 
  from the truth. Psychic Imprints are the stored memories of 
  people and events that have been imprinted on a specific 
  location. There is no actual thought processes connected to 
  these apparitions, but rather they are more like a movie that 
  is being played and replayed in the location of the 
  manifestation, or in layman’s terms, a haunting. 
   
  Shades: This form of the restless dead are the spirits of the 
  living that have passed on into the Mirror World, but for 
  unknown reasons they have not yet transcended to the next 
  life. The ghosts could very well be living people in regards 
  to their ability to think , move, and communicate among 
  them selves and the Living in the Physical World; if it were 
  no for the fact that their bodies within the Physical World 
  have long since ceased to live. 
   
  Spectres: This type of the restless dead is one of the most 
  dangerous; Spectres are the result of an unnatural death, 
  most commonly through violence. These ghosts can feel 
  only hate and anger for the living. Many cases of 
  paranormal phenomenon that are attributed to poltergeists 
  and short term demon possessions are in fact the work of 
  Spectres. These spirits tend to gravitate near the places that 
  they died, or the people that were responsible for their 
  deaths. Second only to Deaders in power level, Spectres are 
  the real reason that people should fear haunted houses. 
   
  Spades and Spectres have the following Attributes, Derived 
  Attributes, Strengths and Weaknesses; 
   
   Attributes 
   
  Agility 2, Appearance 2 or higher, Brawn 2, Intellect 2 or 
  higher, Psyche 3 or higher, Vitality 2 
   
  Derived Attributes 
   
  Charm 2, Mental Stability 40, Psionics 2, Toughness 1, Life 
  Force 11 
   
  Skills 
   
  Control 4 (+6) 
   
   
  Strengths 
   
  Ectoplasmic Form 
   
  The Ghost is able to take on a semi-physical form that is 
  made out of the spiritual energy that is known as 
  “ectoplasm”. Through this form, the Ghost is able to be seen 
  by the living and is able to interact with the Physical World 
  as if they still had a physical body. It costs a Ghost 5 Life 
  Force Points per Scene/Hour that they use this power. This 
  Ectoplasmic Form has the same number of Health Ranks that 
  any living Persona would have. A Ghost is capable of 
  performing Sorcery Spells and Rituals that they may have 
  known during their living days, but only those that require 
  only a Scene/Hour to complete, anything beyond that would 
  force the Ghost’s Ectoplasm Form to discorporate. 
   
  Manifest 
   
  A Ghost can manifest its presence to those in the Physical 
  World, thereby allow the living to see and hear them. To 
  manifest, the Ghost needs to spend 1 Life Force Point and 
  make a Psionics + Control + Card Check against a Target 
  Difficulty of: Difficult. Please note that the Ghost that is 
  manifesting has no physical form and can only manipulate 
  their environment through the use of Psychokinesis. 
   
  Steal Life Force 
   
  A Ghost can attempt to drain the Life Force of living 
  creatures within 20 feet of it. This requires that the Ghost 
  uses it’s Psionics + Control + Card versus the Target’s Resist 
  Psionics + Card. If sucessfuly, the Ghost is able to drain 2 
  Life Force Points from its Target.  
  
   
  373 
   
   
   
  A Ghost can also attempt to drain the ambient Life Force of 
  an area, requiring that the Ghost use their Psionics + 
  Control + Card against a Target Difficulty of: Difficult. If 
  successful, the Ghost is able to drain 2 Life Force Points 
  from the environment around them, once per hour. Doing 
  this tends to lower the temperature of the area by about 30 
  degrees. 
   
  Psychokinesis 
   
  Psychic Skills: Control 
  Talent Category: Rare 
  Activation Cost: 1 Life Force Point 
   
  Psychokinesis is the Psionic Talent that allows the Ghost to 
  move objects, deflect attacks, and strike at opponents with 
  the power of the mind. Through Psychokinesis; a Ghost can 
  do things from choking an opponent’s throat, to crushing an 
  opponent’s heart to the point that it can kill them. A Ghost 
  could use the power of the mind to pick up a sword and 
  attack an opponent, to throwing a chair or desk at their 
  opponent. Distance is not a factor as long as the Deader can 
  clearly see the opponent they are trying to affect. Simple 
  rule of thumb; if the Deader can see their intended target, 
  they are far game.  
   
  Many in this day and age believe that Psychokinesis is all 
  connected to the spirit world; or Mirror World for those in 
  the know.  
   
  To use Psychokinesis; the Deader needs to spend 1 Life 
  Force Point, then Ghost makes a Psionics + Control Skill + 
  Card Contest against their intended target; against the 
  targets Resist Psionics Ranks + Card, if they are attempting 
  to crush an opponents heart or throat, or cause bodily harm 
  with Psychokinesis allow. If the Ghost is using 
  Psychokinesis to toss a desk or chair, or is trying to slice at 
  their opponent with a sword, or even use a gun; the 
  opponent must make an Agility + Dodge + Card Contest as 
  normal. The Ghost will always use their Psionics + Control 
  Skill + Card on all attempts to use this Psionic Talent; it is 
  not possible to add the Ghost’s Firearms Skill or Melee 
  Weapons skill to this Contest because their Agility 
  Attribute is not being used in conjunction with this Contest. 
   
  If the Contest is successful, the Ghost is able to use 
  Psychokinesis. Whatever their target is, it takes a point of 
  damage due to the effects of this Talent, against people, for 
  every 2 points over their target number that Psychokinesis 
  succeeds; the Ghost does an additional point of wound 
  damage to their target. Obviously, when Psychokinetics 
  become enraged or deranged, they can have horrifying effects 
  on their environment around them and the people that inhabit 
  that environment. 
   
  Should a Psychokinetic pull a Joker when attempting to use 
  their Talent, they automatically take a point of wound 
  damage, whatever they were attempting to do fails, and they 
  lose the activating point of Life Force. Jokes in Center 
  Stage Game System are meant to have bad effects. 
   
  Weaknesses 
   
  Fear of the Holy 
   
  The spirits of the dead seem to have an instinctive fear of the 
  holy; because of this Ghosts must make a Psychic Check 
  against a Difficulty of; Difficult whendealing with 
  representatives of the Faithful. If they fail this Psyche Check, 
  the Ghost must flee the area that the Faithful is currently 
  residing. 
   
  True Name 
   
  A Ghost’s True Names holds immense power over it. In 
  short, the Ghost’s True Name is the name that was given to 
  them by their parents on the day of their birth. In order to use 
  a Ghosts’s True Name against them, a mortal must have a 
  Fetish that the Ghost possessed during their living days; 
  fetishes are incredibly personal items like a pocket watch, a 
  pair of reading glasses or even the finger bone from the 
  Ghost’s remains. If a Ghost’s True Name is used against 
  them by a mortal that has a fetish that the Ghost possessed in 
  life, the mortal is able to banish the Ghost from the Physical 
  World until the evening of the next New Moon.  
   
  Additionally, a human armed with a fetish or the Ghost’s 
  True Name may force the Ghost to appear in their presence 
  no matter how far away they Summoner is from the Ghost. 
  Once the Ghost has been summoned into a manifested form it 
  is no longer bound by any banishment that it may have been 
  under and may freely use its powers to reenter the Physical 
  World. Any further attempts to invoke the True Name of this 
  Deader by the banishing mortal will fail. 
   
   
   
  
   
  374 
  The Undead 
   
  The Slow Zombie 
   The Fast Zombie 
   
  These 
  are 
  the 
  type 
  of 
  zombies that one would see 
  in films like “Night of the 
  Living Dead”, they are slow, 
  they are stupid, and they 
  utterly crave the flesh of the 
  living. This type of zombie 
  could be used to represent an 
  undead servant that a evil 
  Sorcerer has raised up to 
  help guard their home or one 
  of their properties, but the 
  Slow Zombie is not much 
  good for anything else. 
   
   
   
   
  These are the type of zombies 
  that send chills up the spines 
  of most people; the reason for 
  this is because these zombies 
  react very quickly to the 
  presence of living creatures. 
  These are the kind of zombies 
  that one would see in films 
  such as “Resident Evil, Dawn 
  of the Dead, or Day of the 
  Dead”. This kind of zombie 
  has a kind of devilish cunning 
  that it uses to run down its 
  prey to devour them, it has 
  the ability to think its way 
  through simple to complex 
  obstacles in its quest to feast 
  on the flesh of the living.  
  Sorcerers that raise up this 
  kind of Zombie do so with 
  the intent of putting them in 
  places that they want no one 
  to go into, in most cases, the Sorcerer has to kill the Zombie 
  him or herself just to get back into the location that it was 
  stationed. 
   
   
  Attributes: Agility 2, Appearance 1, Brawn 2 (Stun 2), Intellect 1, 
  Psyche 2, Vitality 2 
   
  Derived Attributes: Charm 1, Mental Stability 0, Psionics 1, 
  Toughness 2, Life Force 10 
   
  Combat Skills: Bite 3 (+5), Dodge 3 (+5), Grapple 3 (+5), Melee 
  Weapons 1 (+3), Strike 2 (+4) (Claw Attack) 
   
  Advantages: Endurance (2 Ranks) 
   
  Disadvantages: Clumsiness (1 Rank) 
   
  Initiative: 0 
   
  Actions: 2, Movement:  Walk 4 Run 6 Short Sprint 16 
   
  Resist Fear & Madness: 2 (+2) 
  Resist Magic: 2 (+2) 
  Resist Psionics Attacks: 2 (+2) 
   
  Special Abilities 
   
  Stun Immunity: The Slow Zombie is immune to Stun Damage, 
  only Wound Damage has the ability to hurt Zombies. 
   
   
  Attributes: Agility 4, Appearance 1, Brawn 3 (Stun 3), Intellect 2, 
  Psyche 2, Vitality 3 
   
  Derived Attributes: Charm 1, Mental Stability 0, Psionics 1, 
  Toughness 4, Life Force 11 
   
  Combat Skills: Bite 3 (+7), Dodge 3 (+7), Grapple 3 (+7), Melee 
  Weapons 1 (+5), Strike 3 (+7) (Claw Attack) 
   
  Advantages: Endurance (2 Ranks) 
   
  Initiative: 1 
   
  Actions: 3, Movement:  Walk 8,  Run 12, Short Sprint 32 
   
  Resist Fear & Madness: 2 (+2) 
  Resist Magic: 2 (+2) 
  Resist Psionics Attacks: 2 (+2) 
   
  Special Abilities 
   
  Stun Immunity: The Fast Zombie is immune to Stun Damage, only 
  Wound Damage has the ability to hurt Zombies. 
   
  
   
  375 
   
   
  The Cursed 
   
  The Revenant 
   The Thrall 
   
  Attributes: Agility 8, Appearance 6, Brawn 5 (Stun 5), 
  Intellect 5, Psyche 6, Vitality 8 
   
  Derived Attributes: Charm 5, Mental Stability 50, 
  Psionics 5, Toughness 7, Life Force 20 
   
  Combat Skills: Bite 5 (+13), Control 5 (+10), Dodge 4 
  (+12), Grapple 4 (+12), Strike 4 (+12) 
   
  Skills: Investigation 3 (+8), Intimidation 5 (+10), 
  Persuasion 3 (+8), Mythos: Revenants 3 (+8), Seduction 5 
  (+11) 
   
  Advantages: Endurance (2 Ranks), Observation (1 Rank) 
   
  Initiative: 3 
   
  Actions: 4, Movement:  Walk 16, Run 24, Short Sprint 64, 
  Fly 80 
   
  Resist Fear & Madness: 6 (+6) 
  Resist Magic: 6 (+6) 
  Resist Psionics Attacks: 6 (+6) 
   
  Special Abilities 
   
  Revenant Powers: See Chapter 2 for Revenant Strengths 
  and Weaknesses 
   
   
  Attributes: Agility 6, Appearance 5, Brawn 6 (Stun 6), 
  Intellect 5, Psyche 5, Vitality 6 
   
  Derived Attributes: Charm 5, Mental Stability 40, Psionics 
  5, Toughness 4, Life Force 17 
   
  Combat Skills: Bite 5 (+11), Control 3 (+8), Dodge 4 (+10), 
  Grapple 4 (+10), Strike 4 (+10) 
   
  Skills: Investigation 3 (+8), Intimidation 5 (+10), Persuasion 
  3 (+8), Mythos: Revenants 1 (+6), Seduction 5 (+10) 
   
  Advantages: Endurance (2 Ranks), Observation (1 Rank) 
   
  Initiative: 2 
   
  Actions: 4, Movement:  Walk 12, Run 18, Short Sprint 48, 
  Fly 60 
   
  Resist Fear & Madness: 5 (+5) 
  Resist Magic: 5 (+5) 
  Resist Psionics Attacks: 5 (+5) 
   
  Special Abilities 
   
  Thrall Powers: See Chapter 2 for Thrall Strengths and 
  Weaknesses 
   
   
   
  
   
  376 
  The Werewolf 
   
  This is one of the most horrifying of curses that has ever been devised. Through 
  this Curse, the Sorcerer is able to turn their victim into a half-man/half-wolf 
  abomination that stalks the earth looking to feed its unceasing hunger for flesh 
  and blood. During the times of the full moon, anyone that is under the effects of 
  this Curse turns into a Werewolf and begins searching for ANYONE (Friends, 
  Family, even Enemies) to stalk and kill. Under this Curse, everyone is in danger 
  of becoming a victim to the poor soul that has this curse placed upon them. What 
  is worse is that anyone that this Werewolf attacks, should they actually survive 
  the attack; will become a Werewolf themselves. This is one of the few self-
  perpetuating Curses that exist even today. All victims of this Curse effectively 
  become immortal, as their bodies regenerate any damage that is done to them at 
  a horrifyingly spectacular rate, which is one of the reasons why those with the 
  Curse of the Werewolf become immortal. 
   
  Many that contract this Curse, attempt to commit suicide, but evitably fail 
  because of a lack of willpower to go through with the act, or in most cases they 
  don’t know what implements are required to permanently end their suffering. 
   
  Only Silver can kill these poor souls, as Silver is one of the few types of Wound 
  Damages that they can not easily heal, Silver causes double Wound Damage to 
  Werewolves. Wolf’s Bane can be used to ward an area against entry by those 
  under this Curse. 
   
  Those under this Curse almost never remember the horrific acts that they 
  perform while in their Werewolf form (which for some is a blessing in disguise, 
  because it helps them to halt their descent into madness at least for a short 
  while). 
   
  This curse, like any other curse can only be undone by the Cursing Sorcerer, or a 
  member of their bloodline. To kill the Sorcerer that casts this Ritual ensures that 
  the Curse will never be removed. Any Sorcerer that casts this Curse will 
  automatically gain 2 tallies in the Negative Aspect of Three-Fold Law. This 
  Ritual requires that the Cursing Sorcerer has a token that is directly tied to the 
  Persona that is to be Cursed. It should also be noted that any children that the 
  Cursed Sorcerer sires will also be victims of the same Curse. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  377 
  Werewolf Strengths & Weakness 
   
   
   
  Werewolf Strengths 
   
  Enhance Attribute: Werewolves can enhance an Attribute at 
  the cost of 1 Life Force Point per Attribute increase; this only last 
  for a Scene (1 hour). The Only Attributes that can be enhanced in 
  this manner are: Agility, Brawn, Intellect, and Vitality. Through 
  these temporary increases only the Toughness derived Attribute can 
  be enhanced, all other derived Attribute are set at their fixed normal 
  Ranks. 
   
  Nightvision: Werewolves can see in darkness at up to 600 ft. 
   
  Regeneration: Werewolves can regenerate physical damage at 
  a pace that no other known creature can equal. Entire limbs, eyes, 
  hair, skin, grow back in a matter of hours to days. To be able to 
  regenerate Wound Damage, a Werewolf must be able to sleep for 8 
  hours. Body parts such as Eyes, Hair and Skin can regenerate over 
  the period of a single night of rest (8 hours of undisturbed rest); at 
  which point their body regenerates 1 Rank of Wound Damage per 
  hour (up to 8 Wounds per night in this fashion). Should a limb be 
  utterly destroyed, it takes 5 days for the limb to regenerate. 
  Werewolves are immune to Stun Damage. Werewolves can 
  regenerate Wound Damage at 1 Rank per Life Force point spent. 
  Werewolves can only regenerate Fire & Silver Damage through 
  expending 3 Life Force Points per Rank of Wound Damage, and 
  only during the night cycle (up to 8 Wounds per night).  
   
  Shape Changing: Only during the phases of the Full and 
  Partial Moon does a Werewolf change into its Man-Beast form. 
  During the days of the New Moon, those with the Curse of the 
  Werewolf are free of the near constant urgings of the beast within 
  them. 
   
  Werewolf Weaknesses 
   
  Allergy to Wolfs Bane: Those with the Curse of the 
  Werewolf take 1 Rank of Stun damage each round they are exposed 
  to Wolfs Bane. 
   
  Fear of Fire: Fire to Werewolves automatically provokes a 
  Fight or Flight response, because of this; Werewolves must make a 
  Resist Fear & Madness Check at "Difficult" when they must deal 
  with Fire. Failure means they flee from the Fire. 
   
   
   
  The Hunger: Those with the Curse of the Werewolf lose 8 
  Life Force points everytime that they change into their Man-Beast 
  form. During the partial phases of the Moon, Werewolves must 
  succeed in a Psyche Check at -2 (at a Difficulty of: Very Difficult) 
  to resist the urgings of the beast within them for release. During 
  the phases of the Full Moon, Werewolves that attempt to resist 
  changing into their Man-Beast form must succeed in a Psyche 
  Check at -6 (at a Difficulty of: Very Difficult) to avoid the 
  transformation. For every five pounds of living flesh that a 
  Werewolf consumes, they are able to regain 2 Life Force points; 
  this is one of the reasons that Werewolves are so dangerous during 
  the nights of the Full Moon. 
   
  Susceptibility to Fire & Silver: Werewolves take 2 
  Wounds per Round that they are hit with fire damage, against 
  Silver weapons and silver bullets, the Werewolf takes double the 
  bullet or weapons listed damage. 
   
   
  Man-Beast Form Statistics 
   
  Attributes: Agility 8, Appearance 1, Brawn 8, Intellect 3 
  (Primal), Psyche 5, Vitality 8 
   
  Derived Attributes: Charm 0, Mental Stability 0, Psionics 5, 
  Toughness 6, Life Force 18 
   
  Initiative: 2 
   
  Actions: 4, Movement:  Walk 16, Run 32, Short Sprint 64 
   
  Combat Skills: Dodge 6 (+14), Grapple 6 (+14), Strike 6 (+14) 
   
  Skills: Athletics 4 (+12) (jumping), Investigation 6 (+9), Survival 
  6 (+11) 
   
  Advantages: Endurance (2 Ranks) 
   
  Resist Fear & Madness: 5 (+5) 
  Resist Magic: 5 (+5) 
  Resist Psionics Attacks: 5 (+5) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  378 
  Demons 
   
  There is no Hell, but something exists beyond this world. 
  Something terrible. Cloaked in darkness it stays in the 
  shadows, waiting for unwary travelers to step out of the 
  rational world and onto its dark streets. This Mirror World 
  runs along side us, like a wolf. Watching. Waiting. Looking 
  for a misstep where it can charge forward and intercept our 
  course. It exists as the sleeping consciousness of our world, a 
  dark reflection, so familiar but so frightening at the same 
  time. In this dark and forbidding realm is where the spirits of 
  the dead gather, to repeat their memories again and again. But 
  something else lives there. In the Mirror World, they’re 
  terrible things. Things that break human minds, things that 
  promise us our hearts desire in exchange for something 
  trivial; a month of your life, your eye’s color, your first born 
  child.  
   
  If there is any single group of entities that has existed since 
  the very first days of the Earth, it must be the Demons. 
  Demons are the personification of dark desires and emotions; 
  their only needed source of sustenance is the Life Force of 
  living creatures from the Physical World.  
   
  These Demons are neither fallen angels nor the spirits of the 
  damned; they have existed in the Mirror World for unto 
  millennia. Their impact on our world sending disease, and 
  war, and strife into it, preventing utopia, preventing peace. 
  Where the Mirror World crosses with ours, either by force or 
  by coincidence, these demons have been able to get out and 
  wreak havoc on the Physical World. While the simplest of 
  their lot destroy without reason, the smarter manipulate 
  Mankind to their aims. 
   
  The Mirror World is a constant battleground between forces 
  so subtle and evil that mortal minds cannot comprehend their 
  meaning. Demonic allies one moment will turn against each 
  other and back again with apparently no provocation. The 
  more learned (and maddest) of Atlantean Sorcerers believe 
  that this constant struggle is where our stories of the war in 
  heaven began. And that this battle was caused by Sorcerer’s 
  of the Physical World. 
   
  It is said, that with the discovery of Sorcery in our world, the 
  lust for more power was born. Many have plunged into the 
  depths of the Mirror World, hoping to snare Demons and use 
  them to increase their own power. The most common ones 
  caught were minor Demons; those too slow, too weak, or too 
  stupid to escape the Mortal’s summoning. 
   
  Some of the more intelligent of Demons have allowed 
  themselves to be caught. Seventy-two of the Mirror World’s 
  most maleficent Demons allowed themselves to be summoned 
  in to the Physical World in order to feed upon the desperation 
  and misery of humanity. 
   
  These Demons feed upon the desperation of humanity, 
  seemingly arriving at just the right moment to offer the 
  Atlantean or Human what seems like the deal of a lifetime 
  in exchange for something as seemingly intangible and 
  meaningless as their immortal souls. These 72 Demon 
  Lords; better known as Zorshar are the demonic host that 
  rules over the Mirror World, and brought in to the Physical 
  World, they left a power vacuum that left the demonic 
  hordes of the Mirror World to fight for power and position. 
   
  They walk the earth, the 72, always with a plan. Their 
  names are whispered through history.  
   
  No one deals with them without losing something. 
   
  Here are a few of their number. 
   
  Baal: The King of the East. The Most powerful of all 
  recorded Demons 
   
  Agares: The Earth Shaker 
   
  Barba: The Truth Speaker. For a price he will tell you the 
  most painful of truths. 
   
  Valefor: The Corruptor. He leads the honest into thievery. 
   
  Glasyalabolas: The Murderer. She allows the pre-
  mediation of murder. 
   
  Berith: The Liar. He never speaks the truth, except when it 
  hurts the most. 
   
  Foras: the Searcher. He finds what is hidden, and hides 
  what is not. 
   
  Halpas: The Burner. With flame can good be scorched 
  form the earth. 
   
  Ratneote: The Blind. Cannot see what is obvious, finds 
  the most complex answer for the simplest problems. 
   
  Raum: Destory of Leaders. The Crow-Demon watches 
  empires build, and allows them to fall. 
   
  Shax: The Gibbered. Destroys human sight, hearing, and 
  speech. 
  
   
  379 
   
  Demonic Strengths & Weaknesses 
   
  All Demons have of common supernatural abilities that they 
  all possess and common weaknesses as well. Rather be 
  redundant throughout this section, we are going to like the 
  demonic strengths and weaknesses here and their individual 
  stats with their entries. 
   
  Demonic Strengths 
   
  All Demons possess the Psychic Talents of Telepathy and 
  Psychokinesis (See Psychic Template for Telepathy and 
  Psychokinesis.) They also have the ability to steal the Life 
  Force of living creatures. 
   
  Steal Life Force: The Demon makes a Psionics + Control 
  + Card versus the intended victims Resist Psionics + Card, if 
  successful; the Succubus is able to drain the Life Force from 
  her victim at a rate of 2 Life Force points per round. 
   
  Necrosites 
   
  Infect Living: The Necrosite makes a Psionics + Card 
  versus the intended victims Resist Psionics + Card, failure on 
  the part of the living victim means that the Necrosite has 
  taken a foothold in the victim’s body.  
   
  Nightmare Lords 
   
  Incite Fear: The Fear Demon makes a Psionics + 
  Broadcasting + Card versus the intended victims Resist 
  Psionics + Card, if successful the Fear Demon is able to 
  determine the source of the target’s greatest fear and then 
  manifests it in same form that the target can perceive. A 
  Resist Fear & Madness Check is necessary once this fear is 
  forced upon the target. 
   
  Red Spectres 
   
  Infect With Plague: The Plague Demon makes a Psionics 
  + Control + Card versus the intended victims Resist Psionics 
  + Card, failure means that the Plague Demon has been able to 
  infect its victim with a plague condition of the Plague 
  Demon’s choice.  
   
  Reapers 
   
  Reap Life Force: The Fate Demon makes a Psionics + 
  Card versus the intended victims Resist Psionics + Card, if 
  successful; the Reaper is able to draw out all of the remaining 
  Life Force left in the victims body into themselves, thereby 
  allowing the victim’s soul to move on to the next life. 
   
   Succubus 
   
  Perfect Woman: The Succubus Demon makes a 
  Psionics + Scanning + Card versus the intended victims 
  Resist Psionics + Card to gain an image of the victims 
  “dream woman”. If successful, when the Succubus 
  attempts to seduce the victim, she gains a +8 towards the 
  Succubus’ Charm + Seduction + Card Contest against the 
  victim. In most cases, it is relatively easy for the Succubus 
  to lure in her prey to the hotel room or place that she 
  intends to show her “affection” for them at. 
   
  Zorshar & Daemonus Priminate 
   
  Soul Pact: The Demon is able to make Soul Pacts with 
  mortal creatures; these Soul Pacts allow the Demon to 
  warp reality in such a way as to allow the Demon to grant 
  nearly any agreed wish that is made by the mortal what 
  does not destroy the space-time continuum. Example: The 
  Demon could grant a Sorcerer double to triple their normal 
  Life Force permanently in return for the Sorcerer’s Soul 
  upon their eventual death. While another Demon could 
  grant a mortal godlike strength; increasing the mortal’s 
  Brawn to 10 Ranks permanently. Another Demon could 
  grant a mortal the Maximum Ranks possible in the Wealth 
  Advantage. In all cases, when the mortal dies, the Demon 
  gains the mortal’s Soul upon their death. What is left of the 
  mortal’s personality and Life Force descends into the 
  depths of the Neitherworld that is the Mirror World to 
  become a Necrositic Demon. 
   
  Lord of War 
   
  Command the Merchants of Death: The Lord of 
  War has the ability to sway the hearts and minds of the 
  death bringers of the world. Through this power, the Lord 
  of War can convince all those with violence in their hearts 
  to commit acts of violence against any and all that would 
  oppose their blood-thirsty whims. The Lord of War makes 
  a Psionics + Broadcasting + Card against the victim’s 
  Resist Psionics + Card to draw out their violent nature. If 
  the Lord of War is successful, he is able to convince his 
  victim into committing an act of violence that they may 
  have been resisting the urge to commit because of common 
  sense. 
   
  Lord of Huunger 
   
  Taste of Ash: The Lord of Hunger has the ability to to 
  dry up streams of water, to lay crop fields to dust. The 
  Lord of Hunger makes a Psionics + Control + Card Check 
  against a difficulty of: Very Difficult. Past that, it is the 
  Director’s responsibility to create the effects of the Lord of 
  Hunger in such a way as it helps to drive the Episode in 
  question. 
  
   
  380 
   
  Lord of Disease 
   
  Infect With Plague: The Lord of Disease makes a 
  Psionics + Card versus the intended victims Resist Psionics + 
  Card, failure on the victim’s part means that the Lord of 
  Disease has been able to infect his victim with a plague 
  condition of the his choice. 
   
  Lady of death 
   
  Reap Life Force: The Lady of Death makes a Psionics + 
  Card versus the intended victims Resist Psionics + Card, if 
  successful; the Lady of Death is able to draw out all of the 
  remaining Life Force left in the victims body into themselves, 
  thereby allowing the victim’s soul to move on to the next life. 
   
  Demonic Weaknesses 
   
  The only true weakness that all Demons posses is their True 
  Name, for a mortal creature to know their name is for that 
  creature to have the ability to control the Demon to an extent; 
  mostly in regards to summoning the Demon and Banishing 
  them from the Physical World. 
   
  True Name: A Demon’s True Name holds power of it, in many 
  cases these True Names have been lost to history and the Demon is 
  free to do as it pleases without fear of banishment. If a Demon’s 
  True Name is used against it, the one that has uttered the Demon’s 
  name has the ability to banish the Demon from the Physical World 
  until the evening of the next New Moon. It is also possible to 
  summon a Demon by using its True Name, only Sorcerers with the 
  knowledge of how to Summon/Bind Demons has the ability to do 
  this with any measure of safety. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  381 
  Necrositic Demons 
   
  Necrositic Demons are perhaps the oldest and most visible 
  demons known to the world of men. These entities are the 
  lowest rung on the demonic ladder and are the end result of a 
  life of depravity and evil, they come into being through two 
  possible ways; the first being the most simple of them, these 
  individuals have proceeded through life sowing death, 
  destruction, and misery if for no other reason than they simply 
  could. The second way is through making Soul Pacts with the 
  dark powers of the Realm of Spirits; specifically the 
  Netherworld. Once a Soul Pact has been completed and the 
  mortal dies part of their soul, the greater portion that is pure 
  energy is transferred to the dark power that owned it. What is 
  left of the soul; its intellect, passions, personality and the 
  darker emotions descends into the darkest regions of the 
  Netherworld where they exist in eternal torment, awaiting the 
  day that a mortal sorcerer will summon them back to Earth. 
   
  Necrositic Demons must be summoned back to Earth by 
  sorcerers that know the extremely rare ritual “Summon/Bind 
  the Hungry Dead”, The demons are by far the most 
  malevolent of demonkind, this is partly due to their time spent 
  in the Netherworld, also partly because of the natures of the 
  souls before they were damned to the Netherworld. Eight out 
  of ten Necrositic Demons that are summoned back to Earth 
  are permanently insane due to their exposure to the hellish 
  Netherworld and because of the insane darkness of the other 
  Necrositic Demons that were trapped in the Netherworld with 
  them. 
   
  When a Necrositic Demon is summoned back to Earth, they 
  infest a body that is recently dead. The body that will serve as 
  host to the demon must have died of unnatural causes; as in 
  murder or a violent death. Once summoned and bound by the 
  sorcerer in question, the Necrositic Demon will serve its 
  master until its current body is destroyed, once this host body 
  is destroyed, the demon has a single breath to make it to the 
  body of a dead of living creature. Once in a new body, all 
  power that the sorcerer had to control the demon is gone and 
  it becomes very unhealth for the sorcerer to remain in the 
  demon’s presence because most Necrositic Demons will kill 
  their former master out of sheer spite. 
   
  Should a Necrositic Demon infect a living body, a Necrositic 
  Infection occurs. In simplest terms a Necrositic Infection is 
  when the demon forces its essence into the body of a living 
  creature. 
   
  The demonic essence of a Necrositic Demon is lethal to all 
  living beings. As the demon continues to infect the host body; 
  that being begins to die. Once dead, the Necrositic Demon 
  gains full use and possession of its new host body. 
   
  The life force of the 
  living is like a narcotic 
  to Necrositic Demons, 
  which is why it is an 
  incredibly difficult task 
  in 
  exercising 
  a 
  Necrositic Demon from 
  a living host. Being 
  that most Necrositic 
  Demons come from 
  human stock, which is 
  the type of host they 
  tend 
  to 
  gravitate 
  towards. 
   
  A 
  not 
  so 
  small 
  contingent 
  of 
  the 
  Necrositic 
  Demon 
  population 
  of 
  the 
  Netherworld had been 
  sorcerers in life before 
  their descent into the 
  Netherworld. Because 
  of this, there is a 20% 
  chance 
  that 
  any 
  Necrositic 
  Demon 
  summoned by a sorcerer will be a sorcerer itself. These are 
  the most dangerous of all Necrositic Demons because 
  through them, they can bring untold numbers of their own 
  kind back into the world. Once a foothold is established, 
  the demonic sorcerer begins increasing the numbers of 
  their legions of demons until all life in an area is consumed 
  by the Necrosites. Upon reaching critical mass and totally 
  expending the living resources of the area they are in, they 
  begin spreading out in all directions in an attempt to 
  increase their sphere of influence and control. By this point 
  though, there are at least three Demonic Sorcerers in the 
  area of influence, so it becomes necessary for one of that 
  number to move into another area and begin the cycle 
  again. 
   
  Necrositic Demons crave and consume the flesh and blood 
  of the living; allowing them to halt the deocomposition of 
  their undead bodies. Realitistically speaking though, it is 
  possible for a entire island to be taken over by Necrosites, 
  but because of no new resources to consume for the entire 
  population of demons to be sent back into the Netherworld 
  when their undead bodies decompose; leaving the island in 
  question totally dead, but the Necrositic Invasion is over 
  because they had no room to expand. 
   
   
   
   
   
   
   
  
   
  382 
  Necrosite 
   
  Attributes: Agility 3, Appearance 2, Brawn 7, Intellect 3, Psyche 3, 
  Vitality 8 
   
  Derived Attributes: Charm 2, Mental Stability 0, Psionics 3, 
  Toughness 5, Life Force 17 
   
  Initiative: 0 
   
  Actions: 2, Movement: Walk 6, Run 12, Short Sprint 24 
   
  Combat Skills: Dodge 6 (+14), Grapple 6 (+14), Strike 6 (+14) 
   
  Skills: Athletics 3 (+5), Broadcasting 3 (+6), Intimidation 3 (+5), 
  Investigation 2 (+5), Scan 3 (+6),  
   
  Advantages: Endurance (1 Ranks), Psychic Talent: Telepathy 
   
   Nightmare Lord 
   
  Attributes: Agility 3, Appearance 1, Brawn 3, Intellect 8, Psyche 
  8, Vitality 4 
   
  Derived Attributes: Charm 4, Mental Stability 0, Psionics 6, 
  Toughness 3, Life Force 18 
   
  Initiative: 0 
   
  Actions: 2, Movement: Walk 6, Run 12, Short Sprint 24 
   
  Combat Skills: Dodge 4 (+7), Grapple 3 (+6), Strike 3 (+6) 
   
  Skills: Broadcasting 6 (+12), Control 6 (+12), Intimidation 8 
  (+12), Investigation 4 (+12), Scan 6 (+12)  
   
  Advantages: Endurance (1 Ranks), Psychic Talent: Phantasm, 
  Psychic Talent:: Telepathy 
   
   
   
  NIGHTMARE LORDS (aka Fear Demons) 
   
  Fear Demons exist 
  because 
  of 
  the 
  subconscious fears 
  of 
  all 
  sentient 
  beings; they draw 
  power by feeding 
  on the fears of 
  mortals. When a 
  Nightmare 
  Lord 
  appears in an area, 
  the overall fear 
  level of that area 
  increases by ten 
  fold, 
  the 
  local 
  population 
  becomes actively fearful of some unknown fear that they can 
  not quite describe. A common tactic of Fear Demons is to 
  look into the subconscious of their victims for the things they 
  most fear and then they manifest them in some form that only 
  the victim can perceive. In many cases, the suicide rate of the 
  area that the Nightmare Lord has taken up residence increases 
  by 20% as its victims attempt to escape their fears through the 
  only way out that they can think of; death. 
   
   
   
   
   
   
  RED SPECTRES (aka Plague Demons) 
   
  Red Spectres are 
  the 
  bringers 
  of 
  plague and death, 
  once they enter an 
  area they choose a 
  plague that has long 
  since 
  disappeared 
  and unleash it upon 
  the 
  mortal 
  population. During 
  the Dark Ages and 
  Middle Ages, these 
  demons were more 
  common 
  because 
  after the fall of 
  Roman, the advanced medicines that were previously 
  available to stop outbreaks like this disappeared as the 
  world was plunged into darkness. It wasn’t until the 
  renaissance that advanced medicine began reemerging 
  back in Western Europe, and from that time forward the 
  dominions of the plague demons began shrinking as the 
  diseases and plagues that they unleashed became 
  manageable by the Europeans. 
   
  Plague Demons now exist on the fringe of mortal society, 
  preying on those that do not have the ability to fight the 
  diseases and plagues that they inflict upon them, most 
  commonly the homeless. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  383 
  Red Spectre 
   
  Attributes: Agility 3, Appearance 1, Brawn 3, Intellect 4, Psyche 5, 
  Vitality 5 
   
  Derived Attributes: Charm 2, Mental Stability 0, Psionics 4, 
  Toughness 2, Life Force 13 
   
  Initiative: 0 
   
  Actions: 2, Movement: Walk 6, Run 12, Short Sprint 24 
   
  Combat Skills: Dodge 4 (+7), Grapple 3 (+6), Strike 3 (+6) 
   
  Skills: Broadcasting 5 (+9), Control 6 (+10), Intimidation 8 (+10), 
  Investigation 3 (+7), Scan 5 (+10) 
   
  Advantages: Endurance (1 Ranks), Psychic Talent: Psychokinesis & 
  Telepathy 
   
  Reapers do not take the soul, as Fate has deemed that it 
  journeys on to the next life, but only the Life Force energy 
  that was present in the receptacle that once held the soul, 
  its body. Once the soul has passed on and the Reaper has 
  sated itself on the remaining Life Force energy; the dictates 
  of Fate have been fulfilled and the Fate Demon moves on 
  to its next intended victim. 
   
  All of the old legends about the sightings of the Grim 
  Reaper have been encounters with Fate Demons. Just as 
  with Ghosts, Fate Demons live with one foot in the human 
  world and one foot in the mirror world. 
   
  Souls that some how escape the dictates of Fate are 
  doomed to grow old and fester within their bodies, never 
  knowing the full potential that they might have known if 
  they had gone on to their next life. One of the greatest 
  enemies and most prized victims for Fate Demons are the 
  Lilan, the Lich, the Revenant, and the Thrall. Creatures 
  that live, yet defy death. Reapers tend to get a great deal of 
  false starts from from these creatures, because even though 
  they are a part of the universal tapestry, they defy its 
  dictate about “…must eventually die”.  
   
  So some Reapers find a one of the above creatures and 
  begin following them through the world, waiting for that 
  moment when death finally comes for them and their Life 
  Force can finally be reaped. Immortals tend to taste the 
  sweetest because of all of the Life Force that is trapped 
  within their bodies. 
   
  REAPERS (aka Fate Demons) 
   
  Fate may be seen as a fixed 
  sequence of events that has 
  an 
  inevitable 
  and 
  unchangeable outcome. As 
  such even the universe has 
  a way to ensure that Fate is 
  sated; in this case, it is in 
  the form of Fate Demons, 
  more commonly known as 
  “Reapers”.  There is one 
  unchangeable law in the 
  universe “All things that 
  are born must eventually die”, and through the existence of 
  Reapers, this universal law is maintained. 
   
  Reapers are one of the oldest types of demonkind; as they are 
  tied to life and death itself. Reapers are drawn to that moment 
  when a Life Force burns its brightest, that is the moments just 
  before a creature’s death, when the subconscious mind, the 
  primal part of a creature or person rails against the end of its 
  existence. It is at this point that the nearest Fate Demon to the 
  creature in question begins feeling an irresistible pulling 
  towards the creature or person that is heading to the last 
  moments of its life. 
   
  The Reaper nearest to the creature or person, once draw to 
  their prey follows the intended victim of Fate until that 
  inevitable moment comes. 
   
  Fate has a way of making sure that the moment comes; it 
  could be the taxi cab that comes out of no where to hit the 
  victim, it could be a piece of orbital space junk that finally 
  comes to earth that ends their life. But in all instances, 
  Reapers are waiting in the wings to take the Life Force of the 
  victims of Fate.  
   
   
  Attributes: Agility 4, Appearance 2, Brawn 3, Intellect 4, Psyche 
  4, Vitality 4 
   
  Derived Attributes: Charm 3, Mental Stability 0, Psionics 4, 
  Toughness 3, Life Force 14 
   
  Initiative: 1 
   
  Actions: 2, Movement: Walk 8, Run 16, Short Sprint 32 
   
  Combat Skills: Dodge 4 (+8), Grapple 3 (+7), Strike 3 (+7) 
   
  Skills: Broadcasting 5 (+9), Control 6 (+10), Intimidation 5 (+8), 
  Investigation 3 (+7), Scan 5 (+9) 
   
  Advantages: 
  Endurance 
  (1 
  Ranks), 
  Psychic 
  Talent: 
  Psychokinesis & Telepathy 
   
   
  
   
  384 
  Attributes: Agility 4, Appearance 8, Brawn 3, Intellect 4, Psyche 
  6, Vitality 4 
   
  Derived Attributes: Charm 6, Mental Stability 0, Psionics 5, 
  Toughness 2, Life Force 16 
   
  Initiative: 0 
   
   
  Actions: 2, Movement: Walk 8, Run 16, Short Sprint 32 
   
  Combat Skills: Dodge 4 (+8), Grapple 3 (+7), Strike 3 (+7) 
   
  Skills: Broadcasting 5 (+10), Control 6 (+11), Investigation 7 
  (+11), Scanning 6 (+11), Seduction 6 (+11) 
   
  Advantages: 
  Endurance 
  (1 
  Ranks), 
  Psychic 
  Talent: 
  Psychokinesis & Telepathy 
   
  Greater Demons 
  Succubus Demons 
   
  The Succubus is a female demon seductress that appears in 
  the form of a beautiful woman that lures men into falling in 
  love with her for the purpose of sleeping with them so that she 
  can draw off of their Life Force. Most men are left lifeless 
  husks from making love to these beautiful demons, so are left 
  alive, but emotionless heartbroken being that are left feeling 
  nothing but hate and despair for the world around them. 
   
  These demons; like these rest of Demonkind; have the ability 
  to walk in both the Physical World and the Mirror World. 
  Unlike most of their kin, Succubi have the ability to take on a 
  physical form while in the Physical World, some chose to 
  possess the bodies of female Psychics that have been cut loose 
  from their spiritual tethers; because in doing so all the 
  Succubus need worry about is losing their physical form if the 
  body is killed. When Succubi take a physical form in this 
  world, they are susceptible to being destroyed in both worlds; 
  which means death for the Succubi. 
   
  In the modern age, with the advent of dance clubs and bars, it 
  has become considerably easier for these demons to feed on 
  mortal men, both Atlantean and Human. Most Succubi lead 
  what would be considered normal lives by human standards, 
  feeding when they choose and indulging themselves in all of 
  the pleasures that the flesh and the modern age can provide. 
   
   
   
   
   
   
   
   
  Zhorshar (Demon Lords) 
   
  These demons are born in the 
  darkest 
  depths 
  of 
  the 
  Netherworld; 
  the 
  Realm 
  of 
  Spirits 
  or 
  more 
  commonly 
  known among Sorcerers as the 
  Mirror World. These demons are 
  totally alien in their mentality, 
  as they were never human; they 
  have no concept of human 
  compassion 
  or 
  morality. 
  Zhorshars are the dark powers 
  with the Netherworld that mortal 
  sorcerers typically call out to 
  when they are wishing to make 
  Soul Pacts. These demons are 
  more than willing to make these 
  Soul Pacts because in the end; 
  once made, there is no way out 
  of the Soul Pact. The sorcerer 
  making such a pact is damned for making a Soul Pact and 
  when their time on the Physica; World also known as 
  Earth, runs out their souls are sent screaming into the 
  Netherworld to serve their demonic master for all eternity 
  in the form of lesser demons; one of these kind obviously 
  being the Necrositic Demon. 
   
  The Zorshar have come to be known under many names 
  throughout the centuries, the most famous of them under 
  the name of Lucifer. It is believe that from the earliest days 
  of human history that the Zorshar have been praying on the 
  hopes and fear of humanity. Many suspect that the tales of 
  Lucifer’s fall from Heaven might be partially true, in the 
  reality being some kind of civil war that occurred within 
  the Mirror World that its effects bled over in to the 
  Physical World. 
  
   
  385 
   
  Zorshar 
   
  Attributes: Agility 5, Appearance 7, Brawn 7, Intellect 8, Psyche 8, 
  Vitality 8 
   
  Derived Attributes: Charm 7, Mental Stability 0, Psionics 8, 
  Toughness 5, Life Force 22 
   
  Initiative: 1, Actions: 3, Movement: Walk 10, Run 20, Short Sprint 
  40 
   
  Combat Skills: Dodge 4 (+9), Grapple 3 (+8), Strike 3 (+8) 
   
  Skills: Broadcasting 6 (+14), Control 6 +14), Intimidation 8 (+15), 
  Investigation 6 (+14), Scan 6 (+14), Shielding 8 (+16) 
   
  Advantages: Endurance (1 Ranks), Psychic Talent: Psychokinesis & 
  Telepathy 
   
   Daemonus Priminate 
   
  Attributes: Agility 6, Appearance 8, Brawn 9, Intellect 9, Psyche 
  9, Vitality 9 
   
  Derived Attributes: Charm 8, Mental Stability 0, Psionics 8, 
  Toughness 6, Life Force 30 
   
  Initiative: 2, Actions: 3, Movement: Walk 12, Run 24, Short 
  Sprint 48 
   
  Combat Skills: Dodge 4 (+9), Grapple 3 (+9), Strike 3 (+9) 
   
  Skills: Broadcasting 5 (+14), Control 8 (+16), Intimidation 8 
  (+16), Investigation  6 (+15), Scan 5 (+13), Seduction 6 (+14) 
   
  Advantages: 
  Endurance 
  (1 
  Ranks), 
  Psychic 
  Talent: 
  Psychokinesis & Telepathy 
   
   
  Daemonus Priminate 
   
  The Daemonus Priminate are the true rulers within the Mirror 
  World, these Demons are by far the most malevolent and 
  powerful of demonkind.  
   
  It is believed that these 
  Demons were the first to 
  come into existence within 
  the dark realm of the Mirror 
  World, and over the eons 
  these super powers within the 
  world of spirits have been 
  moving their pawns with 
  some plan of an end game in 
  mind. 
   
  There are some that say that 
  the Demons and the Fae are 
  two sides of the same coin; 
  that for one to exist, the other 
  must exist, as in darkness and 
  light.  
   
  These Demons are the most dangerous and least seen of all 
  demonkind, a single whisper by one of the Daemonus 
  Priminate is enough to send scores of demons running for 
  cover or out into the Physical World in order to complete one 
  of their inscrutable and nefarious plans.  
   
  Some Occult scholars in the world believe that these Demons 
  in particular have been toying with mankind sense the dawn 
  of sentient thought. A handful of Occultists believe that these 
  Demons have been masquerading as gods and goddesses in an 
  attempt to draw even more power from their unknowning and 
  unsuspecting worshippers. 
   
   
   
   
  
   
  386 
  The Four Horsemen of the Apocalypse 
   
   
  Long ago, when the world was young; the Mirror World 
  collided with the Physical World. It was during this time that 
  four of the most powerful Zorshar (Demon Lords) were 
  loosed upon the world. Each of these Zorshar was the 
  embodiment one of the great fears of the ancient world; War, 
  Hunger, Disease, and Death. 
   
  Of the Zorshar that entered the Physical World, only the Lady 
  of Death seems to have stayed her hand and shown humanity 
  any mercy, the other Horseman have bathed the world in 
  misery and death since they entered. 
   
    
  Lord of War 
   
  Attributes: Agility 7, Appearance 5, Brawn 9, Intellect 6, Psyche 
  8, Vitality 8 
   
  Derived Attributes: Charm 5, Mental Stability 0, Psionics 7, 
  Toughness 5, Life Force 22 
   
  Initiative: 2, Actions: 4, Movement: Walk 14, Run 28, Short 
  Sprint 56 
   
  Combat Skills: Dodge 6 (+13), Firearms 4 (+11), Grapple 6 
  (+13), Melee Weapons 7 (+14), Strike 6 (+13) 
   
  Skills: Broadcasting 6 (+13), Control 7 (+14), Intimidation 8 
  (+13), Investigation 5 (+11), Persuasion 10 (+15), Scan 6 (+13) 
   
  Advantages: Endurance (1 Ranks), Psychic Talent: Telepathy 
   
  The Lord of War 
   
  The Lord of War had a great thirst for carnage, he moved 
  about humankind; promoting war in all of its bloody glory. At 
  times, the Lord of War could be found leading armies; driving 
  his men to greater and 
  greater acts of barbarism 
  for the sake of conquest 
  itself. This hungers for 
  violence, and this hunger is 
  never satisfied. The Lord of 
  War is able to change his 
  appearance at will, into 
  man or woman, but in all 
  guises this demon pushes 
  humankind into acts of 
  violence for violence sake. 
  For every man or woman 
  that dies because of the 
  intervention of this demon 
  lord, the Lord of War gains 
  the power that was their 
  Life Force. 
   
   
   
   
  The Lord of Hunger 
   
  The Lord of Hunger moved about humankind, laying waste 
  to the very livestock and fields that fed the human race. 
  When he could not destroy the fields or the livestock, he 
  would take as much as he 
  could so that no others had 
  access to it. Thousands 
  would starve to death 
  because of this demon 
  lord’s hunger to control 
  the very resources that 
  allowed people to flourish. 
  There are ancient tales of 
  town 
  wells 
  that 
  the 
  community had relied on 
  becoming 
  poisoned 
  by 
  unknown entities so that 
  no one could drink from 
  them, this can easily be 
  tracked back to this demon 
  lord. As long as the 
  common 
  man 
  hungers 
  while the social elite are 
  sated, the work of the 
  Lord of Hunger can be 
  found. For every man or 
  woman that starves to 
  death 
  because 
  of 
  intervention of this demon 
  lord; the Lord of Hunger gains the power that was their 
  Life Force. 
   
   
  
   
  387 
  Lord of Hunger 
   
  Attributes: Agility 5, Appearance 2, Brawn 5, Intellect 8, Psyche 8, 
  Vitality 8 
   
  Derived Attributes: Charm 5, Mental Stability 0, Psionics 7, 
  Toughness 4, Life Force 22 
   
  Initiative: 1, Actions: 3, Movement: Walk 10, Run 20, Short Sprint 
  40 
   
  Combat Skills: Dodge 4 (+9), Grapple 3 (+8), Strike 3 (+8) 
   
  Skills: Broadcasting 5 (+13), Control 8 (+15), Intimidation 5 (+10), 
  Investigation 5 (+12), Persuasion 5 (+10) 
   
  Advantages: Endurance (1 Ranks), Psychic Talent: Telepathy 
   
   Lord of Disease 
   
  Attributes: Agility 6, Appearance 2, Brawn 5, Intellect 7, Psyche 
  9, Vitality 9 
   
  Derived Attributes: Charm 4, Mental Stability 0, Psionics 8, 
  Toughness 4, Life Force 22 
   
  Initiative: 2, Actions: 3, Movement: Walk 12, Run 24, Short 
  Sprint 48 
   
  Combat Skills: Dodge 4 (+10), Grapple 3 (+9), Strike 3 (+9) 
   
  Skills: Broadcasting 5 (+13), Intimidation 8 (+12), Investigation 
  3 (+10), Scan 5 (+13), Shielding 6 (+14) 
   
  Advantages: Endurance (1 Ranks), Psychic Talent: Telepathy 
   
   
  The Lord of Disease 
   
  The Lord of Disease 
  moved 
  about 
  the 
  ancient world as a 
  carrier 
  of 
  disease 
  and 
  plagues, 
  infecting all those 
  that he came across 
  to with pestilences 
  that would wipe out 
  entire villages, even 
  cities. 
  His 
  appearance 
  would 
  generally be that of a 
  man or woman of 
  lowly 
  stature, 
  in 
  most ancient texts as 
  a beggar. Through 
  this demon lord’s 
  contact with men 
  and 
  women 
  that 
  chose to help and 
  even 
  those 
  that 
  chose not to help 
  him or her, the Lord of Disease would infect them with a 
  pestilence that would be passed on to all that they came into 
  contact with. For everyman or woman that wasted away and 
  died because of the diseases that this demon lord passed on to 
  them, the Lord of Disease gains the power that was their Life 
  Force. 
   
   
   
  The Lady of Death 
   
  The Lady of Death moved among humankind, choosing 
  who would live and who would die. Out of all of the 
  demon lords that were released into the physical world, the 
  Lady of Death was the least destructive of her brethren. 
  For the Lady of Death, she had a purpose in the universal 
  scheme of things; she was the greatest of the Fate Demons. 
  Through the Lady of Death, the greatest of souls would be 
  reaped. This great mistress was not tied to the lives of the 
  average mortal that lived and died; her attention was only 
  draw to those that changed the world in some great way. 
  To her was given the 
  responsibility to reap 
  the souls of the great 
  thinkers, the majestic 
  rulers, the vile tyrants, 
  the holiest of the holy 
  men and women of the 
  world. When the Lady 
  of Death crossed the 
  barrier 
  between 
  the 
  mirror world and the 
  physical world, it was 
  something 
  that 
  the 
  Fates 
  had 
  destined. 
  When the Lords of 
  War, 
  Hunger, 
  and 
  Disease crossed into 
  the physical world, it 
  was out of out of a lust 
  for power. Because of 
  this, the Lady of Death 
  actually works against 
  the machinations of her 
  brothers. 
   
   
   
  
   
  388 
  Lady of Death 
   
  Attributes: Agility 6, Appearance 8, Brawn 5, Intellect 8, Psyche 9, 
  Vitality 9 
   
  Derived Attributes: Charm 4, Mental Stability 0, Psionics 8, 
  Toughness 4, Life Force 22 
   
  Initiative: 2 
   
  Actions: 3, Movement: Walk 12, Run 24, Short Sprint 48 
   
  Combat Skills: Dodge 4 (+10), Grapple 4 (+10), Strike 3 (+9) 
   
  Skills: Broadcasting 6 (+14), Control 8 (+16), Intimidation 6 (+10), 
  Investigation  8 (+16), Scan 7 (+15), Seduction 6 (+14) 
   
  Advantages: Endurance (1 Ranks), Psychic Talent: Telepathy 
   
   
   
   
   
   
   
  
   
  389 
   
   
   
   
   
  Section II:
  Dark 
  Conspiracies and 
  Secret Societies 
   
   
  
   
  390 
  Atlantean Secret Societies 
   
  Brotherhood of the Gladius 
   
   
   
   
  The Brotherhood of the Gladius is a secret society made up 
  of Imperium Legionnaires, Centurions, and Praetorians that 
  have served the Second Atlantean Empire in the past and 
  present. This secret society exists outside of the command 
  structure of both the Centurion Order and the Praetorian 
  Order; much to the disdain of the Antiquarians Guild and 
  the Atlantean Emperor.  
   
  The Brotherhood was founded in the 1952 AD; years after 
  the fall of the British Isles to the forces of the Renegade 
  Houses.  The members of the Brotherhood believe that 
  through the bonds of their collective experiences, they can 
  make the Second Atlantean Empire stronger in their 
  respective cities and communities. 
   
  The founding members of the Brotherhood of the Gladius 
  were members of the legion that fought in the Battle of 
  London in 1939. 
   
  Members of the Brotherhood of the Gladius take an oath to 
  protect and defend their brothers within the society, even at 
  the cost of their own Imperium renown or House prestige. 
   
  Much like the Court of Roses, the Brotherhood of the 
  Gladius has no formal ranks within it. All brothers have an 
  equal voice in matters that concern the Brotherhood and its 
  members. 
   
   
  In 1967 AD, the Scarlet Brotherhood infiltrated the 
  Brotherhood of the Gladius in an attempt to gather 
  information about the secret society. When they discovered 
  the oath of fellowship that all members of the Brotherhood 
  must swear to, the Grand Inquisitor of the Scarlet 
  Brotherhood brought his Order’s discoveries to the 
  attention of the Antiquarians Guild.  Citing the oath of 
  fellowship that all members of the Brotherhood of the 
  Gladius must swear to as conflicting with their oaths as 
  Centurions and Praetorians, the Scarlet Brotherhood 
  pushed for the disbanding of the secret society and trials to 
  be held for all of its members for the crime of treason 
  against the Second Atlantean Empire. 
   
   
   
   
  The Antiquarians Guild held a vote on the matter, but in the 
  end ruled that the Brotherhood of the Gladius was a harmless 
  secret society that was not in violation of the Codex 
  Imperialis. To date, the Scarlet Brotherhood has continued to 
  harass any and all those that they find to be members of this 
  secret society even though the Antiquarians Guild cleared 
  them of any wrong doing. 
   
   
   
   
   
   
   
   
  
   
  391 
  Children of Chaos 
   
   
   
   
  The Children of Chaos are one of the more recent Secret 
  Societies of Atlanteans to emerge within Atlantean society, 
  their founder is a Faux Blooded by the name of Demitrius 
  Saint John, and he is believed to originate from a bloodline 
  within House Ramius that fell from grace during the chaos 
  of World War 2.  Some say that Dimitrius is a survivor of 
  the Death Camps of Nazi Germany and that his time in the 
  Death Camp broke him mentally. Simply put, Dimitrius 
  believes that the time of the Second Atlantean Empire is 
  over and that it is time to bring about its end by any means 
  necessary. 
   
  Given the ever increasing number of Pariah that appears 
  every year within Atlantean society; it is not hard to see 
  why Dimitrius has gained a loyal following. Those 
  hardliners within the Second Atlantean Empire tend to 
  view any type of weakness or scandal as an attempt to 
  bring their great society low, and because of that, they have 
  no qualms against casting out those that would endanger 
  their own positions within the empire or their home 
  Dominions. 
   
  The Children of Chaos work in cells, similar to a terrorist 
  organization; with each cell operating independently of 
  each other. Due to their structure, it has been extremely 
  difficult for the Imperium to find the Children of Chaos. In 
  1998, some of Demitrius’ followers went on a killing spree 
  in Montreal in the Canadian Province of Quebec. By the 
  time that they were finished and found by the Imperium 
  population, no less than six families met their end. The cell 
  itself was killed to its last member, but the Children of 
  Chaos as a whole have continued on as if the deaths of 
  those Children of Chaos were nothing more than a wooden 
  splinter in the paw of the great beast itself. 
   
  The most concerning part of the Children of Chaos is that 
  fact that they seem to draw new followers from all of the 
  Houses of the Imperium, to the point to turning those that 
  are simply dissatisfied citizens into terrorists themselves. 
  The Scarlet Brotherhood has been attempting to infiltrate 
  the Children of Chaos; their goal is to find and kill 
  Dimitrius Saint John, and hopefully his death will deal a 
  serious blow to their Children of Chaos as a secret society. 
  There are others within the Second Atlantean Empire that 
  fear that if the Scarlet Brotherhood were to ever find and 
  kill Demitrius, that his death would galvanize all of the 
  cells of the secret society into even great acts of terrorism 
  in the name of Demitrius the martyr. 
   
   
   
   
  One of the greatest problems that the Imperium, and even the 
  Renegade Houses have had in finding and stopping these 
  terrorists is the fact that the Children of Chaos blend into the 
  Reavers too easily at times, and to attack the Reaver Cadres 
  indiscriminately would cause an escalation of the already 
  violent relationship that the Imperium has with Reaver Cadres 
  as a whole.  
   
  Some Imperium citizens are beginning fear that the Children 
  of Chaos have infiltrated Atlantean society so well that much 
  of the paranoia that is being spread about the destructive 
  nature of the Renegade Houses is in fact being perpetrated by 
  the Children of Chaos. As it stands, the standing order is to 
  kill anyone the claims membership in this secret society and 
  to notify the Scarlet Brotherhood immediately of the 
  appearance of the Children of Chaos in the Dominion that 
  they appeared in. 
   
   
   
  
   
  392 
  Court of Roses 
   
  Sir Hugo...was a crusader during the time of Richard and Saladin. He was taken prisoner. He was released on parole to seek his 
  ransom... and when he was not able to find it in the time due, he returned to Saladin's camp to die. Saladin was impressed...but 
  bound by his own oath to kill the knight if the ransom was not paid. He challenged his chieftains, telling them of how Hugo 
  had returned honorably...and they paid his ransom.. And Saladin asked Sir Hugo about his code... about the chivalry and 
  knighthood. Sir Hugo explained the ceremony...he told him: 
  "From that day on I was bound to honor the Church, to obey my King, To speak the truth and disdain a lie, To practice 
  courtesy to all ladies, To help the oppressed, To keep my word, To fear no man and nothing save dishonor. " 
  Saladin gave the gold to Sir Hugo. Sir Hugo thanked him...speaking as one knight to another, so to speak... And he asked if 
  instead it could be used to ransom some of his comrades. And Saladin smiled at him and said "Take them. No amount of gold is 
  sufficient for such a man as thou art. Take them. They are all free." 
  And they were given an escort of honor back to King Richard's camp. 
   
  What is the Court of Roses ? 
   
  The Court of Roses is an Elitist Society within the Imperium that has attempted 
  to reintroduce the Codes and Ethics of Chivalry back into the Imperium. Its 
  home city is that of Paris in France. 
   
  It was in 1785 when Camila DelaRosa of House Lionnes founded the Society, 
  since then it has grown over the centuries to take on Lords and Ladies of all of 
  the Houses of the Imperium. One of its greatest supporters at the time of it’s 
  founding, and even now is Lady Andrea DeLyones, former Empress of the 
  Imperium. 
   
  Most within the Imperium tend to believe that the members of the Court of 
  Roses simply have their heads in the clouds, that they are fooling themselves 
  with such idealistic beliefs that Atlanteans and Lilans are still of such virtues. 
  But those within the Society see it quite differently; it’s Lords and Ladies see 
  the Society as necessary stabilizing element to keeping the peace among the 
  Houses and the varied Families that make up the Imperium. 
   
  The Court of Roses has members all over the Imperium.  To become a member 
  of this Society, an Atlantean must find a member of the Society and prove to 
  that Lord or Lady that they are worthy of joining its exalted ranks. They must 
  prove without a shadow of a doubt that they can live up to the Code of Ethics 
  that the Court of Roses espouses so highly.  Once a prospective member has 
  been found worth by a Lord or Lady, that Atlantean or Lilan is taken to Paris by 
  the Lord or Lady and judged by the rest of the Court. Many attempt to join, but 
  few have the courage and integrity to actually be admitted into the Court. 
   
  Once admitted into the Court of Roses, the new member is viewed as an equal, 
  whose voice carries just as much sway as even the oldest Lords and Ladies of 
  the Court. 
   
   
   
   
   
  
   
  393 
  Notable Figures within the Court of Roses 
   
   
  Camila DelaRosa of House Lionnes - Antiquarian, High Lady of 
  the Court of Roses  
   
  Lord Andre DelaRosa of House Lionnes - Lord of the Court of 
  Roses  
   
  Alcuin of York, of House Lionnes - Prefect of France & Germany, 
  Antiquarian, Lord of the Court of Roses  
   
  Lady Andrea DeLyones - Former Empress of the Second 
  Atlantean Empire, Antiquarian, Lady of the Court of Roses  
   
  Lady Catherine D'Aquitaine, of House Lionnes - First Citizen of 
  Paris, Lady of the Court of Roses  
   
  Lucian Fitzhugh of House Lionnes - Antiquarian, Lord of the 
  Court of Roses  
   
  Chandler Ravenscroft of House Lionnes - Lord of the Court of 
  Roses  
   
  Elizabeth Ravenscroft of House Lionnes - Lady of the Court of 
  Roses  
   
  Countess Catherine DeLyones of House Lionnes - Lady of the 
  Court of Roses  
   
  Conrad DuMont DeLyones of House Lionnes - High Magistrate, 
  Antiquarian, Lord of the Court of Roses  
   
  Donovan Wyld Stromwell of House Ramius - Former Centurion 
  and Hero of the Battle of London, First Citizen of Los Angeles, 
  Lord of the Court of Roses  
   
  Kristina Prescott of House Ramius -Antiquarian, Lady of the 
  Court of Roses  
   
  Harrison Graves of House Ramius - Antiquarian, First Citizen of 
  New Orleans, Lord of the Court of Roses  
   
  Eva Drakul of House Dracul - Lady of the Court of Roses  
   
  Zsusanna Bathory of the Family Bathory - Lady of the Court of 
  Roses  
   
  Seat of Power: Paris, France 
   
   
   
  
   
  394 
  The Reavers 
   
   
  What are the Reavers ? The Reavers are the down and out 
  of Atlantean society. They are the dispossessed, the Pariah, 
  those with no House to claim them. The Reavers come from 
  all Houses and none, they have either been cast out for 
  crimes againt vampire society, whether they are actually 
  guilty of them or not. Or they have turned their backs on 
  "Civilized" Atlantean Society for any number of reasons. 
   
  The basic social unit within the Reaver subculture is known 
  as the "Cadre". Some Cadres consist of only a few members 
  (2-4), and some consist of great numbers (6-10). It is not 
  unheard of for a single cadre to dominate the Reaver 
  population of a city. 
  Within the Reaver subculture, the leaders of the cadres are 
  typically either the most charismatic or the most physically 
  imposing in their respective cadres. 
   
  The Reaver subculture is a constant battle for dominance, 
  all cadres seeking to survive by undermining the stability 
  and power of their peers. At times cadres ally with one 
  another, but these alliances rarely if ever last for long. 
   
  The Cadres 
   
  Within most Cadres, it is possible for a Atlantean to rise 
  rather quickly in power. Should a member of a Cadre 
  become dissatisfied with the leadership of the Cadre, it is 
  their right to issue "The Challenge". When "The Challenge" 
  is issued by a member of the Cadre against its current 
  leader, that leader must recognize the challenge that has 
  been issued, in doing so accepting the challenge. When this 
  occurs, both the Contender and the Current Leader of the 
  Cadre must fight one another in single combat until one or 
  the other has been rendered unconscious, thereby unable to 
  continue the fight. When the combat is over, the combatant 
  left standing is the leader of the Cadre. 
   
   
  Life in the Cadres 
   
  Life among the Reavers is an endless series of days and 
  nights filled with uncertainty, fear and rage. The greatest 
  enemy of the Reavers is without a doubt themselves. 
  Typically the Imperium could care less about what happens 
  to these unfortunates, the only ones they even care about 
  are those that have joined the Reavers simply to escape 
  punishment for their crimes against the Imperium and its 
  citizens. 
   Joining the Cadres 
   
  Entrance into a Cadre can happen in one of two ways. The 
  first is through the ceremony known as "The Gauntlet". The 
  ceremony of the Gauntlet consists of the Pariah wishing to 
  join the Cadre, having to walk in between two rows of the 
  members of the Cadre he/she wishes to join. As the Pariah 
  walks through the Gauntlet, each member of the Cadre is 
  allowed to attack the member-to-be once. The Pariah passing 
  through the Gauntlet is allowed to attempt to defend 
  themselves against attackers. Should the member-to-be pass 
  through the Gauntlet and make it through still conscious and 
  standing, he or she is allowed to join the Cadre. Should the 
  member-to-be pass through the Gauntlet and be rendered 
  unconscious by the members of the Cadre, the member-to-be 
  is not allowed into the Cadre. If the member-to-be wishes to 
  re-attempt the Gauntlet, they will be allowed to attempt it a 
  second time once they have healed themselves sufficiently 
  enough to re-attempt the Gauntlet. 
   
  The second way; is the "Trial By Fire". The member-to-be is 
  given the name of a member of the Imperium or a Rival 
  Cadre by the Leader of the Cadre. The member-to-be must 
  kill the individual that they have been assigned to or not be 
  allowed into the cadre. This way, should the member-to-be 
  complete his or her assigned task it proves to the rest of the 
  cadre that this individual is willing to kill for them, thereby 
  allowing the member-to-be entrance into the Cadre. 
   
  Once a Pariah has either passed through the Gauntlet or 
  completed their assigned task, and has joined the Cadre, they 
  cease to be seen as a Pariah in the eyes of the Reavers and are 
  now a proven member of the Reaver subculture. It is at this 
  point that they gain their first renown as a Reaver, all further 
  renown will be earned as the new Reaver makes a name for 
  themselves among the Reavers. 
   
  Justice Among the Lawless ? 
   
  When a member of a Cadre is accused of wrong doing, he or 
  she has the right to a "Trial By Ordeal". In this Trial, the 
  Accused must perform some type of task that is chosen by 
  the members of his/her Cadre. The Accuser has no say in 
  what the Ordeal will be because it is their word that is on trial 
  also along with that of the Accused. 
   
   
   
   
  
   
  395 
   
  The most typical Ordeal that is chosen in these times is that 
  of the "Ordeal By Combat", in this Ordeal the Accused 
  must fight their Accuser in single combat, rarely is it to the 
  death. The Reaver that is still left standing at the end of the 
  Ordeal is the one whose word is taken as truth. 
   
  The second option that a Reaver has when they are accused 
  by another member of their Cadre of wrongdoing is "Trial 
  By Gauntlet". This is similar to the Initiation Gauntlet that a 
  new Cadre member must go through, the difference 
  between this Gauntlet and the Initiation Gauntlet is that this 
  one is being done to determine the Innocence or Guilt of the 
  Accused Reaver. Should the Accused be able to pass 
  through this Gauntlet and come out the over side still 
  conscious enough to stand, he or she is cleared of any 
  accusations that they have been charged with. It is tradition 
  that the one who was the Accused challenge their Accuser 
  to a duel after their innocence has been proven by the Trial 
  By Gauntlet. This is done so that the Accused may regain 
  any Renown that has been lost because of the Accusation 
  that was leveled at them. The duel is almost always held 
  two days after the Trial. This duel is always held in the 
  presence of the rest of the Cadre to ensure that the lost 
  Renown is regained in their eyes. Should the Accused lose 
  this duel, they only regain half of the Renown that has been 
  lost because of the Accusation. 
   
  Honor Among The Dishonored 
   
  Eventually there comes a time when two members of rival 
  Cadres come into conflict with one another, but don't wish 
  to draw in the rest of their Cadres into the situation. It is at 
  this point that both individuals determine that they will 
  settle the issue in a duel. 
   
  Those looking in from the outside generally do not 
  associate any honor to these duels and consider them 
  completely barbaric, but within the Reaver subculture, these 
  duels are a necessary evil to keep all out wars from 
  occurring. It is tradition that the members of the rival 
  Cadres be present to witness the outcome of these duels to 
  ensure that honor and renown are preserved. 
   
  When these duels occur, tradition dictates that both parties 
  agree on the terms of the duel, the weapons to be wielded if 
  any, and if both wish to allow the use of their respective 
  powers.  
   Reavers in North America 
   
  Within North America; the United States to be specific, the 
  largest and most well known of the Reaver Cadres is the 
  Sons of Anarchy. The Sons of Anarchy were founded by 
  Gordon Delacroix, formerly of House Lionnes.  Most tend to 
  believe that this Cadre of Reaver has about 100 members that 
  are scattered across the United States and Canada. But what 
  few understand is that Gordon Delacroix did not just found 
  one Cadre, but in fact he was responsible for growing the 
  membership of the Sons of Anarchy to over a 1,000 strong 
  with chapters across the North American continent. There are 
  other Reaver Cadres within North America for sure, but it is 
  the Sons of Anarchy that are without a doubt the most 
  dominant of the Cadres. 
   
   
   
   
   
   
   
   
  
   
  396 
  Secret Societies of Humanity 
   
   
  The Order of Saint Lazarus 
   
   
   
   
  Of all of the religious orders of the Roman Catholic 
  Church, it is the Order of Saint Lazarus that has been 
  spoken of in whispers across the sea of centuries as quite 
  possibly the most dangerous threat that has ever existed to 
  the Children of Atlantis. This Order has haunted human 
  society for centuries protecting it from the ravages of the 
  legions of the night. 
   
  The Order of Saint Lazarus was originally founded during 
  the early years of the Holy Inquisition, by a French Priest, 
  Nicholas Mercadier; who was supposedly given a vision by 
  God of the evil of the legions of the night. Through this 
  vision, Nicholas became aware of the true nature of the 
  evil that stood to bring about the downfall of man.  
   
  Nicholas spent years traveling from one monastery to 
  another, seeking out artifacts and relics from the time of 
  Christ in order to use them to combat the evil tide that was 
  even then threatening to undo the works of mankind. He 
  was also seeking followers that were willing to heed his 
  message, and that had the dedication to risk their very 
  souls in order to protect humanity from the legions of the 
  night. 
   
  Only the holiest and most dedicated of churchmen were 
  would allowed to enter the Order of Saint Lazarus, and 
  once they were members of this holy order, they were 
  never allowed to speak of its private matters among those 
  outside of the Order. To reveal the secret truths of the order 
  was to be excommunicated by the Vatican, or worse yet, 
  burned at the stake as a heretic to the Church. The Order of 
  Saint Lazarus traveled Europe for centuries routing evil 
  where ever they found it. 
   
  During the years of the Iconoclast Schism between the 
  Holy Roman Emperor in Constantinople and the Pope in 
  Rome, Nicholas and his followers sought out all of the 
  artifacts and relics that were within the Byzantine Empire 
  and under the guise of destroying them, Nicholas was able 
  to hide many of the artifacts and relics so that they might 
  be used in future years to combat those that sought to 
  overthrow mankind. 
   
   
   
   
  The worst evil they found was a secret society that seemed to 
  have connections across Europe. These men and women 
  appeared to have the highest access within the kingdoms of 
  mankind, and through these connections this secret society 
  played a secret and hidden game of chess; moving their pawns 
  across the board of Europe in an attempt to gain greater 
  position and even greater power over them selves and 
  humanity. These secret masters were the true enemy of 
  mankind, they were an evil from the time before history, and 
  the Order of Saint Lazarus determined that the only way 
  mankind would ever be free to determine its own destiny 
  would be to root out these hidden masters and to destroy them 
  utterly. 
   
  And for centuries, the Order began keeping tabs on these 
  secret masters, not engaging them, but simply watching how 
  they moved and who they controlled. Eventually the time 
  would come when the Order would have all of its own pawns 
  positioned on the board, ready to strike out at the hidden 
  master all at once. All throughout this period of quiet 
  investigation, the Order stalked the night; destroying what 
  seemed like legions of vampires with the power of Faith and 
  the assistance and funding of the Holy Church. 
   
  In 1888, in the Whitechapel district of London, a team of its 
  Slayers were sent in to deal with the Jack the Ripper slayings. 
  It was believed within the Order that Jack the Ripper was in 
  fact a vampire, and those in charge of the Order made the 
  decision to end the seemingly endless sea of blood that 
  London was being bathed in because of the slayings.  
   
  Eventually the Slayers caught up with a penniless artist that 
  they believed was the Ripper, only when their weapons struck 
  him did they realize that they had just murdered an innocent 
  in their quest to save humanity from the creatures of the night. 
  This was only the first of many missions that ended either in 
  failure, or the deaths of the humans that they had been 
  charged to protect. The Order was being set up by someone, 
  and they knew it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  397 
   
  The mystery of Jack the Ripper was never solved, but in 
  any case, the Church rescinded its backing and financing of 
  the Orders activities.  The majority of the clergy that was 
  part of the order were broken up and sent abroad to the far 
  cornered of the world. The Order of Saint Lazarus had 
  blackened the reputation of the Vatican, and that slight 
  could not be left to fester. Many members of the order 
  simply left the Church, vowing revenge upon those that 
  engineered their downfall. 
   
  Only years later did the former Priests of the Order of Saint 
  Lazarus realize that they had over stepped their boundaries, 
  the secret masters that they had been watching so carefully 
  and closely had been watching them as well, and it was 
  determined by the former members of the Order that it was 
  the secret masters that had engineered their fall from grace. 
  The Roman Catholic Church did not stop hunting the 
  legions of the night, but without the Order of Lazarus, their 
  missions were rarely successful, and many of their Slayers 
  perished during their missions. 
   
  Finally in the 1930s, when the agents of Germany were 
  searching throughout Europe for religious artifacts and 
  relics and items of power, German agents were able to 
  penetrate the vaults deep below the Vatican. The Germans 
  went into the sealed vaults that were once the property of 
  the Order of Saint Lazarus and they stole boxes worth of 
  relics from the time of Christ. Years later, when World 
  War II was moving into full swing, stories began to 
  circulate that Adolph Hitler had somehow gained 
  possession of the legendary Spear of Destiny; the spear 
  that was supposedly used to pierce the body of Christ. 
  Within months of this horrifying story appearing, the 
  Vatican moved quickly to re-establish the Order of Saint 
  Lazarus; this time their enemy was the Third Reich, and 
  their mission was to recover the stole artifacts and relics 
  that the Nazi’s had taken from the vaults beneath Vatican 
  City. In the end, less than a quarter of the stolen artifacts 
  and relics were recovered by the Order by the end of 
  World War II. 
   
  Since those dark days, the Order has been fully backed by 
  the Vatican in its quest to seek out and destroy the legions 
  of the night and the secret masters that the Order once 
  sought out so successfully.  Because of their long period of 
  inactivity, the Order has never truly been able to identify 
  the differences between Lilans, Revenants and Thralls, as 
  far as they know; all of them are vampires that need to be 
  destroyed.  
   
   
   
  In recent years though, the Order has been able to make 
  inroads into determining the nature of the secret masters, and 
  through many sessions of torture, they have learned of the 
  existence of the Atlanteans of the Second Atlantean Empire. 
  Now that they have seen the face of the enemy, the Order has 
  a thirst for blood that will not be quenched until the last 
  remaining Atlantean in the world goes to their grave. 
   
  The Order of Saint Lazarus in modern times is highly 
  organized and is very much a threat to all Atlanteans in the 
  world, whether they are a part of the Second Atlantean 
  Empire or not. They have the funding and the weapons to take 
  their fight to the enemy and to not back off until the fight is 
  done. As far as the rest of the world is concerned and knows 
  of this order, the Order of Saint Lazarus is troubleshooters for 
  the Church. Whenever there is a case of a church being 
  desecrated, members of this order are sent in to investigate it 
  and to look for any connections to the Atlantean or the legions 
  of the night. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  398 
  The Obsidian Group 
  Timeline 
   
  The Obsidian Group was founded 
  in 1970, by a group of former 
  Intelligence Operatives and FBI 
  Agents. Its goal was to hold back 
  the night against the supernatural 
  forces that prowled the world. The 
  Obsidian 
  Group 
  is 
  actually 
  governmentally funded, through 
  what is known as the “Black 
  Budget”; funds seem to get lost in 
  the 
  bureaucracy 
  of 
  the 
  government. 
  Officially 
  the 
  Obsidian Group is a privately 
  funded organization that researches the paranormal and psychic 
  phenomenon. It also uses psychics to assist the regional law enforcement 
  agencies in an attempt to find missing persons and to resolve unsolved 
  crimes and murders. 
   
  Its main headquarters is located in Boston Massachusetts.  The 
  organization’s offices are located in the old Monolith Hotel in downtown 
  Boston. The building itself has been totally renovated, turning it into a 
  modern office building, with the best security protection that money can 
  buy. 
   
  At the head of the organization is the CEO; Julian Bishop. All that is 
  known about the man is he is a former U.S. Navy commander, but many 
  tend to disbelieve that story because of Bishop’s apparent age, which is 
  speculated at somewhere between 22 and 29 years old. There are other 
  stories that say that Bishop was on the USS Eldridge in 1943 when the 
  near-mythical Philadelphia Experiment occurred, and that somehow 
  because of the experiment, Bishop has totally stopped aging. But then 
  again, there are all stories that pass through the Obsidian GROUP’s 
  offices much like modern urban legends make their passing through the 
  streets of any North American city. 
   
   
  Organizational Breakdown 
   
   
  The breakdown of the organization is as follows; 
   
   
  Alpha Section 
   
   
  This is the Administrative Section of the Obsidian Group. This is the 
  leadership of the Obsidian Group, and all orders come from this branch 
  of the organization. 
   
   
  Beta Section 
   
   
  This is the Investigations Section of the Obsidian Group. Most of the 
  organization’s branch office personnel fall within this category. These 
  are the Obsidian Group Investigators that actually go out and investigate 
  the cases or the paranormal and psychic phenomenon. 
   
   
   
   
  1928: Agents of the Treasury Dept. and the US 
  Army raid the town of Innsmouth on the coast of 
  Massachusetts. Much of the town is destroyed during 
  the raid and many of the Esoteric Order of Dagon 
  was taken into custody by the government. 
   
  1929: 
  Office 
  of 
  Paranormal 
  Research 
  and 
  Applications (OPRA) founded. 
   
  1935 to 1944: The Office of Paranormal Research 
  and Applications is folded into the Department of 
  War; the organization works against Nazi agents in a 
  race to deny the Third Reich occult artifacts that 
  could be used against the United States and its allies 
  before and during World War 2. 
   
  1945 to 1950: OPRA agents work with Operation 
  Paper Clip to capture Nazi scientists and occultists 
  that have knowledge that the United States can use to 
  gain an advantage against its Post-War rivals. All of 
  the surviving Nazi eugenics scientists are brought 
  into the United States and they form the core of 
  Project Genesis; its goal is to expand upon the 
  knowledge and data from the Third Reich’s Eugenics 
  Programs in order to create viable super-soldiers that 
  the United States can one day deploy on future 
  battlefields. 
   
  1945: OPRA institutes Operation Midas; its goal is 
  to capture Nazi gold from the surviving Third Reich 
  banks and mints. The captured gold will be re-minted 
  and stored in case the need for off-the-books funding 
  is needed for future OPRA operations. 
   
  1957: After learning that the Soviets have a double 
  agent within OPRA that is feeding the KGB Top 
  Secret American secrets; the Steering Committee of 
  OPRA begins Operation Victor in an attempt to 
  discover the identity of the Soviet spy. 
   
  1961: Operation Victor ends in the startling 
  discovery that Nathaniel Richards, a member of 
  OPRA’s own Steering Committee has willingly 
  betrayed the United States with his selling of 
  American secrets. By November of 1961, Richards is 
  dead; his body was founding floating in the Potomac 
  River on the morning of the 23rd. It is believed that 
  the KGB, realizing that their operative had been 
  found out, decided to terminate Richards rather than 
  expose the rest of their network of spies. OPRA 
  increases security within the organization and ends 
  the internal witch hunt that began with Operation 
  Victor. 
   
   
  
   
  399 
  Epsilon Section 
   
   
  This is the support section that the Obsidian Group turns to for the more 
  mundane tasks that help keep the organization running. It is these 
  personnel that make up the branch office staff, the secretaries, the 
  couriers, and the janitorial aspects of operations. 
   
   
  Gamma Section 
   
   
  This is the Medical Section that the Obsidian Group turns to when its 
  members need medical assistance that they can not take to civilian 
  physicians. These personnel range from simple Medics and EMTs to 
  Physicians and Psychiatrists.  
   
   
  Omega Section 
   
   
  This is the internal security force that the Obsidian Group employs to 
  keep an eye on its own personnel. These Operatives are only called upon 
  if a member of the organization has either gone rogue and is threatening 
  to leak Obsidian Group secrets, or if a member of the organization has 
  gone insane and has become a liability to the organization as a whole. 
  The short of it is Omega Section employs “wetworks” experts; trained 
  killers to police the whole of the Obsidian Group; these Operatives help 
  in damage control and clean up of potentially damaging situations to the 
  organization. Because of the background of most Omega Section 
  operatives, most members of the other sections of the organization tend 
  to shy away from these people and only associate with them if it is 
  absolutely necessary that they must. 
   
   
  Sigma Section 
   
   
  This is the section that has been charged with maintaining security for 
  Obsidian Group facilities in the United States and abroad. Most of the 
  personnel that make up Sigma Section come from a military background, 
  or at the very least have gone through basic training and have served in 
  the U.S. Military Reserves. The members of this section are given the 
  best technology that the organization can provide to assist them in 
  maintaining the security of Obsidian Group facilities. There have also 
  been cases where it was necessary for operatives for Beta Section to 
  bring a Sigma Section security detail with them to maintain security for 
  an investigation and its operatives. There is a saying that has been 
  circulating throughout the organization “Call in Sigma when the shit has 
  hit the fan”; the meaning being that Sigma Section operatives are very 
  good to have when a potentially hostile situation is at hand.  
   
   
  Theta Section 
   
   
  This is the section responsible for cataloging, storing and studying of 
  artifacts and tomes that come into the possession of the organization. The 
  greater half of Theta Section is located at Gamma Point because that is 
  where the Obsidian Group stores all of the artifacts that its Investigators 
  recover. 
   
   
  1965: Operation Dead Light begins with the 
  discovery of Old Ones ruins attributed to the Scarlet 
  Queen in the deep jungles of Vietnam. OPRA agents 
  are sent into the jungles to study the ruins with the 7th 
  Air Cavalry acting as their security forces. Their 
  mission was to study the ruins, to recover any 
  artifacts that could be relocated back to the United 
  States, and to destroy what can not be moved. By the 
  end of the 4th week of their study of the ruins, two of 
  the researchers have gone permanently insane and 
  are air lifted back to an Aircraft Carrier that was 
  anchored in the Gulf of Tonkin. By the end of the 5th 
  week, the North Vietnamese Army attacks the dig 
  site and the 7th Air Cavalry is forced in to a losing 
  battle against superior enemy forces. In the end, the 
  OPRA agents are forced to destroy the ruins. They 
  end up returning to the United States with only a 
  handful of artifacts from the dig site. 
   
  1968: Operation Notice begins with the discovery of 
  Old Ones ruins on cliffs on the Central Coastline of 
  Vietnam; these ruins appear to be dedicated to the 
  Old One known as Cthulhu. An OPRA research team 
  is sent to the ruins with a detachment of Green 
  Berets. The OPRA agents and their Green Beret 
  security come under sporadic fire from Viet Cong 
  forces for the entire 6 weeks that the ruins are being 
  studied. In the end, the North Vietnamese Air Force 
  forces the OPRA agents to pull out and the ruins are 
  bombed into the sea. 
   
  July 16th, 1970: The Office of Paranormal Research 
  and Applications officially stops its operations and 
  permanently closes its doors. All of its personnel are 
  transferred into other agencies within the Federal 
  government or are forced into retirement. All OPRA 
  case files and equipment are relocated to a storage 
  facility. 
   
  September 1st, 1970: The Office of the President 
  authorizes the reformation of the Office of 
  Paranormal Research and Applications as a civilian 
  run operation that becomes known as the Obsidian 
  Group. The reformation was mostly due to the 
  President’s wish to remove Congressional oversight 
  of OPRA’s operations and to place the organization 
  out of the reach of those elements within the United 
  States government that sought to permanently shut it 
  down; namely those working with Project Genesis. 
  Arkham Enterprises is established as the Obsidian 
  Group’s first proprietary company. 
   
   
   
   
   
   
   
   
  
   
  400 
  Zeta Section 
   
   
  This is the Research & Development Section of the Obsidian Group. Zeta 
  Section’s personnel come from the cream of the crop when it comes to 
  professionals in the Information Technology industry and the High Tech 
  Industry as a whole. All of its personnel at least have a Master’s Degree 
  in their respective fields of study. Through Zeta Section, the Obsidian 
  GROUP is able to better arm its operatives and it is able to turn their 
  technological advances into assets for the organization as a whole. 
   
   
  Steering Committee of the 
  Obsidian GROUP 
   
   
   
  Julian Bishop,  
  CEO/Commander of the Obsidian GROUP 
   
   
   
  Julian Bishop is the CEO is the Obsidian Group. Officially all of the 
  paperwork connected to him says that he is 29 years old and that he is a 
  Commander in the United States Navy, assigned to the ONI (Office of 
  Naval Intelligence).  Bishop, along with a handful of others are the 
  founders of the Obsidian Group, but for some reason most people and 
  especially the news media tend to attribute the founding of the Obsidian 
  Group solely to Julian Bishop. Those that have met the man say that he is 
  jovial with a wicked sense of humor when he wants to be, but he also has 
  a very serious side that tends to scare those that have worked closely with 
  him in the past. 
   
  Bishop is originally from Long Island, but where in Long Island is 
  anyone’s guess because he tends to be rather tight lipped about his 
  personal life. Officially it is known that Bishop maintains a townhouse in 
  Georgetown, just outside of Washington D.C., and that he also has a 
  townhouse just off of Boston Commons. Past that, most of Julian 
  Bishop’s past is a mystery; because the whole of his military record has 
  been classified as TOP SECRET. 
   
  And now for some of the truth; Julian Bishop was among the crew of the 
  Philadelphia Experiment onboard the USS Eldridge. All he really 
  remembers was the top secret stealth generators going active and then 
  waking up on a beach off of North Carolina 3 weeks later. From that day 
  forward Bishop ceased to age, something that the United States 
  government is greatly interested in; at the very least finding out why it 
  happened and if the same set of conditions can be made to happen again. 
  From that day back in 1943 until now; 2007, Bishop has been considered 
  a state secret. It was no surprise that when the Office of the President 
  originally began looking for candidates to head the Obsidian Group; that 
  Bishop’s name was at the top of the list. 
   
  Because of his unnatural condition, the Steering Committee of Project 
  Genesis has been greatly interested in capturing Julian Bishop and 
  dissecting him to find out why he stopped aging, not to mention how that 
  knowledge can be used to further the goals of Project Genesis. 
   
  1971: Using funding made available by the Nazi 
  gold that was captured during Operation Midas in 
  1945; the Obsidian Group begins setting up branch 
  offices in most major American cities along with 
  international branch offices in London and in Paris. 
  Its home office is set up in the newly acquired and 
  renovated Monolith Hotel in downtown Boston. 
  Through the Office of the President, the Obsidian 
  Group is given access to a portion of the Black 
  Budget in order for the fledgling organization to 
  begin setting up underground research facilities in 
  isolated communities across the United States. 
   
  1972: The Obsidian Group begins construction of the 
  Prometheus Research Facility in up state New York, 
  in the town of Rosston. When completed, the facility 
  will be a 16 story underground bunker with limited 
  access to the surface. The facility will be powered by 
  an experimental nuclear power plant deep beneath 
  the facility. 
   
  1973: The Obsidian Group begins construction of the 
  Clement Hill Research Center on Clement Hill, north 
  of Arkham in Massachusetts.  
   
  1974: The Obsidian Group completes its Prometheus 
  Research Facility under Rosston New York; most of 
  the Obsidian Group’s most sensitive projects are 
  relocated to Prometheus. The Obsidian Group 
  completes its Clement Hill Research Center in 
  Arkham. 
   
  1975: The Obsidian Group begins construction on 
  the Gamma Point Research Facility deep under the 
  deserts under White Sands in New Mexico. Most of 
  the facility is set up in a cave system under White 
  Sands. 
   
  1976: The Obsidian Group completes its Gamma 
  Point Research Facility in New Mexico. Gamma 
  Point is where most of the Obsidian Group’s 
  recovered artifacts and tomes will be studied and 
  stored; it is also where their most advanced medical 
  facilities will be located. 
   
  1977: The Obsidian Group begins construction of the 
  Trinity Research Facility on an island off the coast of 
  California near San Francisco, to be located under a 
  decommissioned World War 2 radar station. 
   
  1978: The Obsidian Group completes the Trinity 
  Research Facility. 
   
  1980: The Obsidian Group begins construction of the 
  Delta Point Research Facility on the sea floor off of 
  the east coast near the mouth of Boston Harbor. 
   
   
   
   
   
   
   
  
   
  401 
  A Note to Directors 
   
  This Persona  or any member of the Steering Committee of the Obsidian 
  Group should only be used as a background element in the course of 
  Episodes. Use them as a means to assist Personas that are working for the 
  Obsidian Group, but it is advised that the Director simply create a lower 
  level member of the organization to supervise the Cast or those members 
  of the Cast that are part of the Obsidian Group. 
   
   
  Dr. Alexandra Cassey,  
  Deputy-Commander In-Charge of Alpha Section 
   
   
  Dr. Alexandra Cassey had been an Analyst for the Central Intelligence 
  Agency before she accepted the position as the Deputy-Commander In-
  Charge of Operations for the Obsidian Group. Long before her left the 
  CIA, Alexandra had been growing bored with her work analyzing 
  terrorist groups and writing up threat evaluations on each of the groups. 
  Alexandra has always been the type of person that wanted to get her 
  hands dirty, to actually make a difference by the time her work day 
  ended. And to the truth of it was that none of the threat evaluations were 
  being taken seriously; long before the destruction of the Twin Towers 
  Alexandra knew the potential was there for an enemy of the United 
  States to actually reach out and touch her homeland.  
   
  In March of 1981, Alexandra was approached by Soloman Vasini; a 
  colleague of Julian Bishop in regards to her being recruited into the 
  fledgling organization. All it really took was Soloman telling her that she 
  would be able to take an active hand in the way the organization was run. 
  From that day forward, Dr. Cassey has been working with the rest of her 
  fellow Deputy-Commanders to keep the organization running on an even 
  keel.  
   
  In basics, Alexandra is the right hand of Julian Bishop. She is the one 
  that handles the day to day operations of Alpha Section, and makes sure 
  that all of the branch offices are reporting in on time. She makes sure that 
  if there is a Blue Team in the field; that is it given all of the support it 
  needs to make sure the operation is successful. 
   
   
  Robert Drake, 
  Deputy Commander-in-Charge of Beta Section 
   
  Robert Drake was never known as a man with an excessive 
  imagination.  He wasn’t a brilliant tactician, nor was he a technical 
  genius.  But he always knew how to calm others down, to inspire 
  confidence in his contacts and cut-outs, and keep himself one step 
  removed from the office power struggles in his department.  His 
  reputation as a reliable workhorse followed him throughout his career, to 
  the point where agents would confide personal problems to him without 
  prompting.  His office was dubbed “The Couch,” because he was so good 
  at keeping personal secrets.  When in such a position, you hear 
  things…Sometimes very strange things. 
   
   
  1981: 
  Arkham 
  Enterprises 
  buys 
  the 
  Arthur 
  Thompson 
  Zeppelin 
  Corporation, 
  a 
  Dirigible 
  manufacturing firm, in a leverage buyout. Once 
  under the control of the Obsidian Group, ATZ Corp. 
  begins its rise to become one of the most popular 
  airlines in the United States. By 1993, ATZ Corp has 
  become the 6th largest airline in the United States. 
  What few ever release is that ATZ Corp. is being 
  used to transport arms and personnel across the 
  world for the Obsidian Group. The Obsidian Group 
  completes its Delta Point Research Facility. 
   
  1986: The Obsidian Group sets up the first of the 
  Olympian Clubs in Boston MA. By 1999, there are 
  Olympian Clubs located all over the world in most 
  major cities. 
   
  1991: Miskatonic University and Georgetown 
  University sponsor a Joint Expedition to study the 
  Pyramids of Mexico. The Obsidian Group sends one 
  of their agents with the Joint Expedition just in case 
  the students find artifacts related to the Old Ones. 
   
  1997: Byron Northland heading a research team for 
  the Obsidian Group begins research on the flying 
  helifortress code named: POINT ZERO. Shortly after 
  its maiden flight, Commander Bishop relocates the 
  Steering Committee of the Obsidian Group to POINT 
  ZERO to put them out of the reach of assassins from 
  Project Genesis.   
   
  December 26th, 1999: Army of the Black Talon 
  attacks the United World Religions Council 
  gathering at the Sedgewick Hotel in New York City, 
  detonating a bomb that kills at least 15 FEMA 
  Agents and 10 members of the UWRC. Obsidian 
  Group’s Beta Team BlueSix infiltrates the UWRC 
  gathering as agents for FEMA in an attempt to stop 
  the terrorist attack, they are able to stop the killing of 
  most of the delegates, but a bomb explodes killing 5 
  delegates of the UWRC along with multiple 
  members of the FEMA Taskforce that was stationed 
  at the Sedgewick Hotel. 
   
  December 27th, 1999: The Obsidian Group begins 
  its official investigation of the Army of the Black 
  Talon. 
   
  June 5th, 2000: The Helifortress code named: 
  POINT ZERO undertakes its maiden flight.  Shortly 
  after its maiden flight, Commander Bishop relocates 
  the Steering Committee of the Obsidian Group to 
  POINT ZERO to put them out of the reach of 
  assassins from Project Genesis. 
   
   
   
   
   
  
   
  402 
   Drake was approached by Soloman Vasini not long after had turned in 
  his request to be reassigned from the field back to a desk job at CIA 
  HQ.  Vasini filled in some of the blank spots about rumors Drake had 
  been hearing, rumors about immortal beings pulling strings behind 
  historical events, and alien gods intent on tearing their way into the 
  human world.  Robert decided to take Vasini up on his offer to join the 
  Obsidian Group.   
   
   Since Robert took over as the Deputy Commander of Beta Section, his 
  teams have had a significantly greater survival rate out in the 
  field.  Agents credit Drake’s instincts for knowing how to build 
  competent teams, and his quiet but firm hand in leadership.   
   
   
  Dr. Thadius Daysfield,  
  Deputy Commander-in-Charge of Gamma Section 
   
   
  Since joining the Obsidian Group, Dr. Daysfield has seen just about 
  every type of mental and physical aberrancy directly linked to encounters 
  with the Old Ones and their Abyssal taint.  He is surprisingly unphased 
  by these phenomena, something Obsidian Agents have noticed and 
  speculate about.  What they don’t know is that Daysfield’s flashes of 
  genius and inspiration are the product of visions received in his 
  sleep.  He’s been known to take power naps before particularly troubling 
  cases, and keeps his sleep schedule using a strict regimen of customized 
  pharmaceuticals and cutting edge psychiatric therapies.  It was 
  Daysfield’s published papers about memory palaces and the collective 
  human unconscious that brought him to the attention of Julian Bishop, 
  who knew that he could harness Thadius’s talents to the service of the 
  Obsidian Group. 
   
  In game terms, Dr. Daysfield is something of a latent sorcerer, who 
  sometimes has visions of the Nexus and interprets it as a manifestation of 
  the collective human Unconscious. 
   
  Whatever the source of Daysfield’s inspirations; what Agents know is 
  that he is the one most likely to be able to cure any “unusual” condition 
  brought about by investigating the otherworldly forces of the 
  universe.  He’s managed to bring the recovery rate of victims brought to 
  his section from 50% to 80%, which in itself is something the entire 
  Obsidian Group is proud of. 
   
   
  September 20th, 2001 AD: President George 
  W. Bush announces the appointment of 
  Pennsylvania Governor Tom Ridge as the new 
  Director of the United States Police Force in his 
  Address to a Joint Session of Congress and the 
  American People. 
   
  September 26th, 2001 AD: Corporate interests 
  within the United States begin lobbying 
  Congress to allow for the formation and 
  expansion of corporate paramilitary security 
  forces to protect their corporate holdings from 
  terror attacks. 
   
  September 29th, 2001 AD: The Obsidian 
  Group openly begins accepting corporate 
  security contracts as a means of acquiring more 
  capital for the organization and as a means to 
  openly begin fielding their own paramilitary 
  equipment and security forces. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  403 
  Enid Halliwell, 
  Deputy Commander-in-Charge of 
  Epsilon Section 
   
  Collin Schimdt, 
  Deputy Commander-in-Charge of 
  Omega Section 
   
   
   
   
  Enid Halliwell might look like a ordinary redhaired 
  office manager from rural Minnesota.  Who decorates 
  her office with printed out cats and peppers her 
  conversation with plenty of “ya sures” and “you 
  betchas.”  She might seem a little out of place among the 
  severe Agents and bureaucratic warriors of the Obsidian 
  Group.  But her colleagues underestimate her strength at 
  their own peril, as many have found out the hard way. 
   
  As Deputy Commander of Epsilon Section, Enid is the 
  person most likely to be encountered by both the public 
  and Obsidian Group employees—she’s the beating heart 
  of the Monolith Hotel.  Any Agent abusing precious 
  equipment or checking out arcane tomes without 
  permission might find themselves ambushed by 
  Halliwell, who has an uncanny ability to catch people by 
  surprise: during lunch, on bathroom breaks, or simply 
  sitting at their breakfast table in the morning. 
   
   Keep your paperwork in order, respect the chain of 
  command, don’t make any messes that aren’t easily 
  contained, and you stay on her good side.  Do otherwise, 
  and find your self facing an escalating campaign of ear-
  bending and reprimands. 
   
   
   
  A Wetworks Professional by trade, Collin was the perfect 
  choice as the person to head Omega Section. Collin has been in 
  the business since the 1970s, lead multiple wetworks teams into 
  numerous nations across the planet to eliminate targets deemed 
  dangerous, politically or otherwise to the interests of the United 
  States government.  A consummate hunter; Collin’s targets 
  often never know what hit them:  he specializes in infiltration 
  and disguise, and is master of clean kills and keeping his tracks 
  hidden.  For years, as much as is possible in the trade, life fell 
  into a dark and shadowy routine. 
   
  Until failed a mission in the Middle East.  Unbeknownst to 
  Collin, his target was a sorcerer transformed into an inhuman 
  monster by his Abyssal master.  He barely escaped his 
  encounter with what he refers to only as a “tattered swarm” to 
  any who ask. Collin returned to America and a wetworks team 
  that was sent to liquidate him to tie up all the lose ends of the 
  botched operation. 
   
  After a harrowing rescue by Agents of Sigma Section, Collin 
  was brought to Boston where Julian Bishop offered him a 
  chance at a new life, while still using the skills that he was 
  trained for. 
   
  Once he accepted Bishop's offer, he was immediately rushed to 
  an operating theatre where his appearance was surgically altered 
  and he was given a new face. To this date, no target that Deputy 
  Commander Schimdt has sent a Omega Team after has survived 
  the encounter.   
   
   
  
   
  404 
  Lucas Beckett, 
  Deputy Commander-in-Charge of 
  Sigma Section 
   
  Dr. Sherman Nasic, 
  Deputy Commander-in-Charge of 
  Theta Section 
   
   
   
   
  Lt. Colonel Lucas Beckett USMC never believed in the 
  paranormal until one night in the lowlands of Columbia 
  he 
  sighted 
  a 
  triangular 
  shaped 
  aircraft 
  flying 
  overhead.  When he asked the locals about it, they told 
  him breathless stories of cattle mutilations, nocturnal 
  abductions, and mysterious “Men In Black” knocking on 
  doors at the middle of the night giving mysterious 
  warnings.  Upon further investigation, Beckett exposed 
  what turned out to be a demon; a Nightmare Lord who’d 
  taken up residence in the village, using the fear whipped 
  up by few kids watching X-Files DVD’s.  
   
  After his experiences in Columbia, his superior officers 
  order that he be placed on administrative leave pending a 
  full psychological examination. In the end, the Marine 
  Copr forced Beckett to retire; they gave him his full 
  pension in an attempt to suck him up about what he had 
  experience in Columbia. 
   
  About a year into his forced retirement, Beckett received 
  a visit at his home; Julian Bishop, the CEO of the 
  Obsidian Group. Apparently julian had been given 
  access to the classified reports that Beckett made about 
  his experiences in Columbia. Bishop admired the way 
  that Beckett had stuck to his guns about his experiences 
  in the field, and how he handled the investigation that 
  led up to his forced retirement. What Bishop wanted to 
  do was hire Beckett to take over the Security Arm of the 
  Obsidian Group. 
   
  With only the choice of boredom in his Chicago home to 
  await him for the rest of his life, Beckett willingly 
  accepted the job. 
   
  Since joining the Obsidian Group, Beckett has turned 
  Sigma Section into a finely tuned machine, whose 
  soldiers are some of the best on the planet.  Many an 
  operation has been brought back from the brink of 
  disaster by the competence of Sigma Section, although 
  many other departments find that Beckett’s by-the-book 
  style chafes with more freewheeling, “cowboy” teams. 
   
   
  Dr. Sherman Nasic was a UC Berkeley researcher investigating 
  the possibility that psychic abilities were at the root of historical 
  claims of sorcery and witchcraft.  In the process of interviewing 
  many members of New Age churches, Wiccan covens, and 
  various other self-described “cults,” he attracted the attention of 
  a Revenant.  This predator enjoyed tormenting Dr. Nasic over a 
  period of months, by leaving menacing phone messages, 
  depositing bloody animal corpses at his doorstep, and stalking 
  his family.  This culminated in a near-fatal nighttime attack on 
  Nasic’s wife near campus.  Luckily for Nasic, an Obsidian 
  Group Beta Operative had been investigating the Lilan for some 
  time, and saved Sherman’s life.  
   
  Jillian, Sherman’s wife, survived the attack, but was left 
  permanently deranged because of her experience with the 
  Revenant. 
   
  After this tragedy, Julian Bishop recruited Dr. Nasic into 
  Obsidian Group, where he rose through the ranks of the 
  organization.  As Deputy Commander of Theta Section, Nasic 
  has made certain that his section works overtime and that all 
  evidence brought into his section remains in the safe keeping of 
  Gamma Point. 
   
  Nasic makes very little distinction between Atlanteans, 
  Revenants, demons, cultists, or Old Ones:  to him, all of them 
  are menaces to be driven out of existence by the swiftest means 
  possible.  He is willing to go to almost any extreme to destroy 
  anything that he perceives as a supernatural menace. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  405 
  Dr. Byron Northland, 
  Deputy Commander-in-Charge of 
  Zeta Section 
   
   
   
   
  Byron was once the head of the U.S. Army Research Lab 
  in White Sands New Mexico, specializing in stealth 
  aircraft design.  For unknown reasons he was dismissed 
  from 
  his 
  duties 
  and 
  given 
  a 
  dishonorable 
  discharge.  Rumor has it that Northland was conducting 
  research into the occult lore explored in the 1940’s by 
  Jack Parsons, the rocket scientist, Satanist, and one time 
  friend of L. Ron Hubbard, who once claimed to have 
  sired a “Moonchild” as a result of a summoning 
  ritual.  Northland is something of an oddball in an 
  organization filled to the brim with oddballs, a quiet, 
  intense man who hardly ever speaks when a text 
  message or pointing finger can communicate his orders 
  just as effectively.  Julian recruited Northland under 
  mysterious circumstances several years ago, and even 
  Enid Halliwell doesn’t know exactly why he was hired 
  or anything else about him.  
   
  But no one can argue with results, and many field 
  operative has used gear built by Northland’s team of 
  researcher to great effect.  He is currently working on a 
  future Obsidian Group mobile flying fortress, code 
  named POINT ZERO. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  406 
  Project Genesis 
   
   
   
   
  Project Genesis was founded in 1948, in the wake of 
  World War II. Its goal from the start was to use the Nazi 
  sciences of eugenics and genetic manipulation in an 
  attempt to create America’s own super soldiers. Many of 
  Project Genesis’ founding officers came from the Office 
  of Paranormal Research and Applications (OPRA). The 
  technical knowledge and know how came from the Nazi 
  scientists that the United States was able to extract from 
  Europe in the final days of the war through Operation 
  Paper Clip. 
   
  Throughout much of Operation Paper Clip, most of 
  OPRA’s personnel were tied up gathering Nazi rocket 
  scientists and secretly relocating them back to the United 
  States for its own emergent rocket program. Also during 
  this time, OPRA had other agents out in the European 
  theater gathering together Nazi occultists, artifacts and 
  relics that the Thule Society had gathered during the war, 
  a handful of these agents had been assigned to gather 
  together as many Nazi Eugenics scientists as possible 
  when the knowledge came to light of Adolph Hitler’s 
  eugenics program to create Germany’s own super 
  soldiers during the war.  
   
  When Project Genesis was first formed, it was 
  established by President Truman as an attempt to gain an 
  edge against the Soviet Union in the post World War II; 
  Cold War Era. Many of the scientists that were rescued 
  from Germany through Operation Paper Clip went on to 
  work on the Space Program of the United States, however 
  a select handful of the scientists were secreted away to a 
  remote Air Force Base under the deserts of Nevada, code 
  named: Dreamland, to begin work on what would 
  become the core of Project Genesis.  
   
  In the early days of the project, many of its test subjects 
  did not survive the experiments that they were being 
  subjected to do to a poor working knowledge of genetics. 
  It would not be until 1957 that the project would finally 
  start seeing some respectable results. This was in part due 
  to the discovery of a crystalline computer that the United 
  States Navy discovered on the ocean floor about 100 
  miles north of the coast of Bermuda. 
   
  Once the scientists of Project Genesis had a working 
  interface created in order to tap into the vast stores of 
  knowledge that was contained within the ancient device, 
  the scientists discovered that they were not the first ones 
  to experiment with eugenics and genetic manipulation, in 
  fact the legendary empire of Atlantis was the first to 
  successfully create its own super soldiers. With the 
  secrets gained from the Atlantean crystalline computer, 
  Project Genesis would go on to begin actively creating its 
  own army of genetically enhanced super soldiers. 
   
   
   
  Through the technical knowledge that was gained from the 
  ancient Atlantean computer, Project Genesis expanded it scope 
  in its experiments to attempting to recreate the ancient flying 
  ships that were mentioned within the crystalline computer. If 
  anything, most, if not all of the UFO sightings that have 
  occurred since 1960 over the United State can be attributed to 
  the US Air Force experimenting with the Atlantean technology 
  that they have been able to blend into their own sub-orbital to 
  orbit aircraft. 
   
  By the time that 1978 rolled around, the Project Genesis had 
  the best scientists in the world working on the project; it had 
  more than 500 genetically enhanced super soldiers in the field 
  conducting operations in an attempt to find more of the lost 
  secrets of Atlantis. The only problem was that none of their 
  super soldiers were as powerful as the Atlantean super soldiers 
  of legend, there was some vital key component missing from 
  their experiments. 
   
  
   
  407 
   
   
  As of 1990, through the study of the ancient computer, 
  the scientists of Project Genesis were finally able to 
  unlock the secret of the Atlantean super soldiers. The 
  Atlanteans had blended their own super science with the 
  secrets of Sorcery in order to create their super soldiers; 
  this was the component that had been missing from all of 
  Project Genesis experiments from the very beginning. 
   
  Unfortunately there was now a problem, through its 
  interference and double dealing with its Office of 
  Paranormal Research and Applications founders from 
  1950 until 1969, OPRA had been closed down by the 
  Joint Chiefs and the President due to its expensive budget 
  and its research into fields of study that were deemed 
  inappropriate by the Senate Oversight Appropriations 
  Committee. Even with OPRA closed down, Project 
  Genesis sent its operatives out in an attempt to find all of 
  their archives and all of the captured artifacts and relics 
  from OPRAs years in operation. In the end, Project 
  Genesis was able to find nothing. It was as if OPRA had 
  never existed. 
   
  For years, Project Genesis devoted a sizeable portion of 
  its near unlimited resources in an attempt to find any and 
  all artifacts and relics that could be dated back to the time 
  of Atlantis. And during this time, the Steering Committee 
  of Project Genesis also spent incredible resources in an 
  attempt to track down all of the missing files, artifacts, 
  and relics that had been in the possession of OPRA. 
   
  In 1995, Project Genesis operatives were finally able to 
  discover where all of the resources of OPRA had 
  disappeared to. Apparently after the closure of OPRA by 
  the Office of the President, a civilian run organization 
  was formed by former members of the Office of 
  Paranormal Research and Applications, this new civilian 
  organization was called the Obsidian Group. Its goal was 
  to investigate the paranormal, just as OPRA from 1929 to 
  1969, but this organization seemed to be totally 
  disconnected from any type of governmental oversight. 
  These had to be the people that had taken possession of 
  all of OPRA’s materials. The very materials that Project 
  Genesis now needed access to. 
   
  The only problem was that Project Genesis through its 
  interference with OPRA’s operations had forced the 
  Office of the President to close the doors on OPRA and 
  when operatives of Project Genesis went searching for 
  the archives, the captured artifacts and relics from 
  OPRA’s years in operation, they found nothing. Either 
  the Office of the President had ordered the destruction of 
  all materials connected to the now defunct organization, 
  or the organization had been reorganized into a civilian 
  run operation. 
   
  Similar to the FBI, the Obsidian Group has office towers in 
  most major cities across America, and a handful in other 
  countries. They were highly organized and in many cases, had 
  already been investigating into missing persons reports that had 
  ties directly back to Project Genesis. Any type of interference 
  by this civilian organization could not be allowed. From 1995 
  to 1997, Project Genesis had its operatives out across America 
  attempting to create hoaxes to through off the Agents of the 
  Obsidian Group. For the most part, this particular operation was 
  successful. 
   
  In March of 1997, it was determined by the Steering Committee 
  of Project Genesis that an example needed to be made to once 
  and for all dissuade the investigators of the Obsidian Group 
  from snooping into their affairs. This was when Project Genesis 
  sent one of its Section 99 wetworks crews to the home of the 
  CEO of the Obsidian Group, Julian Bishop, in Boston to make 
  an example out of him. 
   
  The incident turned into a nightmare as for Project Genesis, as 
  the entire Section 99 hit team was killed by Bishop. Two 
  members of the Section 99 team survived the incident only 
  because they were waiting on the escape vehicle farther down 
  the street. Within minutes of the attack on Bishop’s home, a jet 
  black Hummer pulled up in front of the home and a squad of 6 
  men in black uniforms began cleaning up the mess, by the end 
  of 30 minutes, all of the remains of the Section 99 team were 
  gone. 
   
  From that day forward, Project Genesis knew that the Obsidian 
  Group was going to be a thorn in their side.  But even today, it 
  has not stopped Project Genesis from fulfilling its original 
  purpose. Its operatives are still out their today gathering occult 
  and Atlantean artifacts and relics in an attempt to perfect their 
  super soldiers. These are the men in black from all of the 
  stories, anyone that is stupid enough to cross them either ends 
  up dead or worse… 
   
  
   
  408 
  THE THULE SOCIETY & AKTION EISSCHLOSS 
   
   
  The Thule Society originally started out as a group study 
  by Walter Nauhaus into the origins of the German peoples 
  throughout Europe and to inspire the Germans into a 
  heightened sense of Nationalism within Germany in 1912. 
  Originally the Thule-Gesellschaft, or Thule Society was 
  but a small part of the Germanenorden which was a 
  society that was started by Theodor Fritsch and several 
  prominent German occultists which included Philipp 
  Stauff, who once held office in the List Society and the 
  High Armanen Order along with Hermann Pohl, who 
  would become the Germanenorden’s first leader. 
   
  In 1918 Sebottendorff, who was a member of the 
  Germanenorden, adopted Nauhaus’ original Thule Society 
  name as a cover-name for Sebottendorff’s Munich lodge 
  of the Germanenorden Walvater when it was formally 
  dedicated on August 18th of 1918. Both Sebottendorff and 
  Nauhaus would jointly run the lodge. The Thule Society 
  was dedicated to the triume god Walvater; that was 
  identified with Wotan in triple form. The Thule Society’s 
  embelem that Sebottendorff selected was the oak leaves, 
  dagger and Swastika.  
   
  It was believed that the island of Thule, which Greek 
  geographers attributed to be at the northernmost extremity 
  of the world, was also known as Hyperborea; a legendary 
  country that was believed to be settled by the survivors of 
  Atlantis. The members of the Thule Society came to the 
  belief that the Aryan race were a part of this lost 
  Hyperborean civilization and that it was there mission in 
  this world to seek out all of the artifacts and relics of that 
  lost world in an attempt to turn German into a global 
  super power the likes of which had not been seen in the 
  world since the time of great and noble Thule (Atlantis).  
  It was once said by Friedrich Nietzsche, “Let us see 
  ourselves for what we are. We are Hyperboreans.” This 
  comment was in reference to the greatness of the Aryan 
  peoples of Germany in comparison to all of the other 
  peoples in the world. 
   
  Once the Nazi Party took control of Germany, through 
  Adolph Hitler, the Thule Society rose in power and 
  prestige. Hitler being a man educated and enthusiastic 
  about the occult, but in particular the origins of the Aryan 
  race in reference to lost Thule, gave the Thule Society a 
  card bloche to search the world for artifacts and relics that 
  were tied to Thule, but more importantly they were on a 
  quest to find the super sciences and sorcery that had made 
  Thule (Atlantis) into the global super power of its era. 
   
   
   
  From 1938 to 1939, the Adolph Hitler commissioned an 
  Expedition to Antarctica in an attempt to establish his own 
  territories within the frozen continent, New Swabia. The true 
  reason that the expedition was sent to Antarctica was because 
  of a discovery that the Thule Society made into their research 
  into Thule itself. Through their studies they found references 
  to the Thulians them selves commissioning their own 
  expedition to Antarctica in an attempt to study an ancient Elder 
  Thing city that was found within the Mountains of Madness.  
   
  After massive casualties due to accidents and exposure to the 
  frozen continent, the Nazi expedition finally found the lost 
  city. Within months of finding the lost Elder Thing city, the 
  Adolph Hitler established a permanent colony there to study 
  the lost secrets of the city. The hidden colony was given the 
  code name; Atkion Eisschloss, in English meaning Operation 
  ICE PALACE. 
   
   
   
   
   
  
   
  409 
   
  The ICE PALACE Facility was built deep into the glacial 
  ice and rock of Antarctica. Even when the Hitler first 
  approved the founding of the colony in Antarctica, he knew 
  that some day the facility might need to operate on its own. 
  Because of that philosophy, the colonists that made to long 
  arduous journey to the South Pole were sent prepared for 
  whatever they might need. Some of the best scientists of the 
  Third Reich were detached and assigned to the facility. As it 
  was being set up to be a colony, both men and women were 
  chosen to colonize Antarctica. 
   
  Long before the Americans or even the Soviets had begun 
  using nuclear energy to power their nations, the ICE 
  PALACE Facility had it in use to keep the place active and 
  viable as a colony. Part of the reason that the Third Reich 
  failed to create their own Atomic bomb during the war was 
  because Hitler had already assigned the most competent 
  scientists to ICE PALACE.  
   
  All throughout the beginning of the Third Reich, Nazi 
  scientists had been experimenting with new aircraft designs 
  and even the use of jet engines. Just as the Atomic Physicists 
  were assigned to ICE PALACE, so were some of the top 
  experimental aircraft designers from Nazi Germany to 
  continue working on their new designs and refine older ones 
  in the secrecy of Antarctica. 
   
  One of the greatest breakthroughs that came of the research 
  that was being conducted at the ICE PALACE Facility was 
  in the field of Eugenics. The creation of a pure Aryan super-
  being was the ultimate goal of all the scientists that took part 
  in this research. Because of ICE PALACE and that fact that 
  its personnel were also considered colonists of the Third 
  Reich to the land of Antarctica, each of the colonists were 
  paired so that offspring would be possible and encouraged. 
   
  Heading the research team at ICE PALACE was Doctor 
  Hans Mueller, a brilliant genetist and one of the leading 
  authorities in the Third Reich in the field of hereditary 
  genetics research. It was through his efforts and those of 
  Doctor Rudolph Wessellman, reviled throughout Europe as 
  a traitor to his race for the experimentation that he 
  performed on Jews in the various concentration camps, that 
  the genetics research team of ICE PALACE was finally able 
  to begin creating the super-beings that the Third Reich 
  wanted to populated the world with. 
   
  Both Doctors Mueller and Wessellman arrived at ICE 
  PALACE late in the Second World War because the 
  experiments that were necessary for their research needed 
  live human test subjects, and by no means would the Fuhrer 
  allow Pure-Blooded Aryans to be used for the initial tests. 
  So those tests fell to the use of the captives of the 
  concentration camps. After that phase of testing was over, 
  both Mueller and Wessellman were transported, via U-Boat, 
  to the ICE PALACE Facility to continue their tests. 
   
  To this day, the Israeli Mossad are still looking for Dr. 
  Wessellman to be tried for his crimes against humanity. 
   
  After the Third Reich fell and contact with the ICE 
  PALACE facility was lost, the high ranking Nazi officials 
  that were stationed at the ICE PALACE Complex in 
  Antarctica determined that the only course of action to 
  establish the Fourth Reich would be to have ICE PALACE 
  remain hidden from the world until such a time that it had 
  forgotten about the Third Reich’s activities, expedition and 
  colonization of Antarctica. 
   
  In 1952, Juan Peron’s Nazi-friendly Argentine dictatorship 
  provided men and material in exchange for the Nazi 
  promises to find the rumored Antarctic base located at Point 
  103, which Peron believed to be a super-weapon research 
  station. The Nazis that were helping him believed that 
  whatever was at Point 103 was most likely simply an 
  abandoned expedition base camp and hardly worth their 
  effort. The Nazi Occultists were more interested in finding 
  the Elder Thing city that was reputed to lie within the 
  Mountains of Madness and its supposedly ancient advanced 
  technologies. The Nazi Occultists believed that through the 
  technology of the Elder Things that they would ultimately 
  gain the power to place them selves beyond the reach of 
  Americans of the Office of Paranormal Research and 
  Applications (OPRA) forever. 
   
   
   
  
   
  410 
   
  Before the Elder Thing city could be located, U.S. Army 
  paratroopers 
  under 
  OPRA 
  command 
  assaulted 
  the 
  Argentine Antarctic expedition, killing all the Argentines 
  and three Nazi SS researchers. It was because of this attack 
  on the Argentine Expedition that the leaders of the Reich 
  Command held off on contacting the outside world. If a 
  small South American nation had the ability to come to 
  Antarctica, and the American’s were willing to follow them 
  to stop their expedition, then obviously some time still 
  needed to go by before they re-established contact with the 
  outside world. 
   
  Once a suitable amount of time had gone by, in 1967 the 
  Reich Command of ICE PALACE sent out one of its newly 
  refitted U-Boats to begin scouting the outside world, 
  namely the coastline of South America. For years Radio 
  Operators at ICE PALACE had been listening in on the 
  communications, radio and television signals that had been 
  broadcast across the world. So the Reich Command had a 
  very good idea of what all was currently going on in the 
  world. The Americans were at war with the North 
  Vietnamese, the Soviets and the Chinese of Red China were 
  supplying the North Vietnamese with the weapons that they 
  were using to wage their war against the South Vietnamese, 
  American backed government. The Cold War between the 
  United States and the Soviets was well under way, and the 
  Reich Command of ICE PALACE knew that with the 
  Americans and Soviets aiming their missiles and satellites 
  at each other, they would have no reason to point them 
  south into the frozen wastes of Antarctica. 
   
  It would be in 1968 that Reich Captain Dietrich Wilhem of 
  the Kreigmarine U-Boat - U-507 began making contacts 
  within South America, and after about six month of 
  probing, Capt. Wilhem was able to make contact with an 
  Agent of the Nazi Occultists of the Thule Society who was 
  operating under the guise of ODESSA. It wasn’t long 
  before the Reich Command gave the go ahead for the 
  ODESSA to began sending its agents into North America 
  and the USSR to perform espionage on the weapons 
  programs that both nations had well under way, and to steal 
  those secrets and bring them back to ICE PALACE for 
  implementation into the Fourth Reich’s own weapons 
  systems and advanced technologies program. The greatest 
  success that the ODESSA agents were able to succeed at 
  was to infiltration of Silicon Valley and the theft of its 
  computer secrets that the ICE PALACE facility has fully 
  integrated into its own weapons and tracking systems. 
   
   
   
  By the time Reich Capt. Wilhem made contact with 
  ODESSA in South America, the aircraft designers of ICE 
  PALACE were already at least 25 years ahead of the rest of 
  the world in jet aircraft designs. Because of the Atomic 
  Physicists of ICE PALACE, the U-Boat “U-507” had been 
  refitted with an experimental atomic power source to 
  eliminate the need for conventional fuel sources. The only 
  area that the Fourth Reich lagged behind in was computer 
  technology, and that was easily corrected through the 
  espionage of ODESSA in Silicon Valley. 
   
  By 1980, the Fourth Reich under the direction of its leaders 
  at the ICE PALACE Facility had created a network of 
  interconnected Aryan Supremacist groups across Western 
  and Eastern Europe and especially into North America. Its 
  technological level was on par with that of the Americans 
  and the Russians.  ICE PALACE had even launched its own 
  satellites into orbit, considering that most modern nations had 
  satellites in orbit by the time 1980 rolled around; neither the 
  Americans nor the Russians would really care if some small 
  South American nation had its own launch facilities to send 
  its own satellites up. This is want gave the Fourth Reich its 
  edge when it came to information gathering, because now its 
  own computer specialists could use the ICE PALACE 
  Satellite to hack into the information nets of the other nations 
  of the world. 
   
  In 1986, things for Fourth Reich changed. Before then, 
  ODESSA had not informed their ICE PALACE superiors of 
  the American intelligence group that was now known as the 
  Obsidian Group; they had considered them simply a bunch of 
  cowboys that would eventually get them selves killed. But in 
  1986, after several successful operations to eliminate 3 
  former SS members that had relocated to Argentina, 
  ODESSA began taking the Obsidian Group as a serious 
  threat to its existence. More importantly, it was the current 
  membership of the Nazi SS that were gravely concerned with 
  the Obsidian Group or any organization that could damage its 
  operations across the world. After consulting with the Reich 
  Command, it was decided that ODESSA would begin 
  locating all of the known members of the Obsidian Group, 
  namely its leadership and to begin slowly leaking that 
  information to, Project Genesis.  
   
  In 1997, the Reich Command’s patience paid off when a 
  Project Genesis kill team was sent to delete Julian Bishop, 
  the founder of the Obsidian Group at his home in Boston. 
  That attack ended with all members of the Project Genesis 
  kill team being killed.   
   
   
   
   
   
   
  
   
  411 
  No police responded to the firefight in the residence, but an 
  armored Hummer with a security team arrived within 
  minutes of the attack on Bishop. From nearby, a Reich 
  Command operative was watching to slaughter unfold and 
  that is when the Reich Command began taking the 
  Obsidian Group seriously. Obviously this organization had 
  deep connections to the United States government. It was 
  decided at this time to simply leave the Obsidian Group 
  alone and to observe them from afar. Only that policy was 
  enacted, the Reich Command continued on with their plans 
  of world domination as if business was usual. 
   
  It wasn’t until 1997 that the Reich Command began seeing 
  a pattern that they previously had not noticed. Its agents 
  across the world were attempting to gain influence in the 
  various nations of the world, and more times than not they 
  were meeting extreme resistance from shadowy groups 
  within those nations.  
   
  In November of 1998, Reich Command Agents were able 
  to capture one of the individuals that had been leading the 
  resistance against their plans. After hours of torture and 
  interrogation, the only thing the man gave them was a 
  name for their pain, “Imperium”, within seconds of him 
  divulging that single bit of information; he fell to the floor 
  dead.  
   
  Since then, ODESSA, but more specifically the Nazi 
  Occultists of the Thule Society have been attempting to 
  track down these shadowy individuals and groups for 
  capture under the orders of the Reich Command of ICE 
  PALACE. 
   
  In 1999 ODESSA would once again go up against the 
  Americans, but this time it was different. This obviously 
  wasn’t the OPRA organization that had persisted in coming 
  after their agents so many years before; these were not ill-
  prepared cowboys that could be killed off easily. This time 
  they were going up against a force that had the manpower 
  and firepower to go head to head with them and not flinch. 
  The curious part of the confrontation that occurred in July 
  of 1999 was that this group of Americans was quick to 
  disappear when the combat was over; almost like the 
  Project Genesis organization that the Reich Command 
  knew was active within the United States government. 
   
  After the initial confrontation in July of 1999, the Reich 
  Command formulated a plan to draw out this new threat to 
  them. But the key to this plan required its agents find the 
  headquarters of this mysterious antagonist. This plan is still 
  under way to this day, but as of this time no fruit have come 
  from their efforts to locate this hidden American base. 
   
  Now, in the 21st Century, the Reich Command has had its 
  experimental aircraft performing reconnaissance all over the 
  world. One of the greatest breakthroughs that the Reich 
  Scientists were able to make was the creation of an anti-
  gravity lift system that would allow its aircraft to hover in 
  mid-air. Most of the time that Reich aircraft are sighted these 
  days people across the world assume them to be UFOs, or 
  some secret aircraft designed by their own national 
  governments. 
   
  Because of the Eugenics of the ICE PALACE Research 
  Facility/Colony, the Fourth Reich has benefited by the 
  addition of those first colonists children to continue on their 
  cause. One of the unexpected benefits of the research was into 
  life extension. This was done by the scientist and by the few 
  members of the secretive organization known as the Thule 
  Society.  
   
  Many of the inhabitants of ICE PALACE still wonder and 
  fear the motives of those Nazi Occultists of the Thule Society 
  that were stationed at the colony. One of the most 
  disconcerting elements of that research was how those Nazi 
  scientists became ageless through their research, even today 
  after 40 years those scientists still remain as they were shortly 
  after the end of the war. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  412 
  Samhain 
   
   
  The town of Samhain is singular in that it exists in the 
  Mirror World and not our own. Its physical location is at 
  the exact spot where the old Roanoke Colony formerly 
  resided.  
   
  In 1795, Lucien LeFleur and Sebastian Morganstein; of the 
  Starlight Coven was exploring the ruins of Roanoke when 
  he decided to look into the Mirror World to see what he 
  could see of it there. What Lucien & Sebastian found 
  amazed them; they could see a colonial town that looked as 
  if there could be people still living in it. To make the 
  situation even more bizarre, Lucien and Sebastian could see 
  color on the other side; which for the Mirror World is 
  something unknown to it because of whatever reason the 
  Mirror World appears as a black and white image to those 
  seeing it. 
   
  Being intrepid explorers, Lucien and Sebastian cast a ritual 
  that would allow them to enter the Mirror World at that 
  location. Once on the other side, Lucien and Sebastian 
  found a colonial town that was just as vibrant as the world 
  that he had just left. Lucien could feel the spectral sun 
  shining down upon him; he could feel its warmth. 
   
  As he explored the town, he eventually found the towns 
  Church. That is where he found the proof that this was 
  indeed the fabled lost colony of Roanoke. After exploring 
  the town he found that the dome that was protecting it from 
  the rest of the Mirror World went out for 1000 feet in all 
  directions from the center of the town. 
   
  Immediately Lucien and Sebastian realized that they had 
  found a refuge for those like him, namely Sorcerers. 
  Through this one place those that were allowed to know of 
  its existence would be able to find a place that they could 
  live in peace in, a place where they could explore their craft 
  without fear of persecution from the mundanes. 
   
  Within 6 months, Lucien and Sebastian had gathered 
  together the Starlight Coven and together they all made the 
  journey into the Mirror World to re-settle the town of 
  Roanoke. As their first act as its new inhabitants, Lucien, 
  Sebastian, and their followers changed the town’s name 
  from Roanoke to Samhain; in honor of the dead world in 
  which their town resided. 
   
  Over the last few centuries, Samhain has grown and 
  prospered through the united strength of its community. At 
  first, Samhain was dominated by the members of the 
  Starlight Coven, but as the years passed, other Covens 
  would make Samhain their home as well; the Black Rose 
  Society, the Children of the Twilight Dawn, and others. 
   
   
  At present, Samhain has a population of approximately 600 
  to 800 inhabitants. Around the town on its perimeter are 
  fields of corn and wheat, and vegetables, all in an attempt to 
  make the town self-sufficient. 
   
  The currently Master of Covens in Samhain is a woman 
  named Morganne LeFleur, the direct descendent of Lucien 
  LeFleur who founded the town of Samhain. 
   
   
   
  
   
  413 
  The Old Ones 
   
   
   
   
  The Old Ones is the name that has been collectively given 
  to a group of Abyssinians that entered the universe from a 
  realm that is known as the Abyss. These powerful entities 
  once ruled over the world in prehistoric times; the Old Ones 
  were far more powerful than the Empires of Atlantis and 
  Lemuria, but aeons ago these entities disappeared from 
  history leaving only their dread monuments as a testament 
  of their time in this world.  Since their disappearance from 
  history, there have been isolated cults that have worshipped 
  these entities and in doing so have become Servitors of the 
  Old Ones or of the Abyss itself; taking on terrible and 
  horrifying manifestations of the Abyss and its alien laws of 
  nature. 
   
  One thing that you may note is that we have not give 
  standardize stats to the Old Ones them selves, and only a 
  Resist Fear & Madness Check Difficulty. The reason 
  behind this is if any Cast of Personsa is ever pitted against 
  the terrible and alien power of the Old Ones them selves, 
  the cast will end up losing. In just about every Lovecraft 
  story that deals with the Old Ones, the Personas are dealing 
  with an Avatar of the Old Ones. Avatars are a physical 
  Abyssal manifestation of the Old Ones in the Physical 
  World. Each avatar should be tailor made to the Episodes 
  that they appear in, hence, no stats. 
   
   
   
  Arthath: The Lord of the Sea 
   
  One of the most horrific of the Old Ones, Arthath is also 
  one of the least often encountered. This Old One has chosen 
  the oceans of the world as his domain, one in which he is 
  relatively uncontested. With the limitations Atlanteans have 
  in regards to water and the difficulties in breathing in it, 
  Arthath has not had a major influence on their history. Even 
  with the use of some of the most powerful sorcery, 
  Arthath's domain has remained a mystery for centuries. 
  Now, however, 
  with 
  the 
  combination 
  of 
  modern 
  technologies and ancient sorcery, the boundaries between 
  the world above and the world below are becoming less 
  distinct. The continued exploration of the oceans is leading 
  to the discovery and inevitable conflict with Arthath, where 
  the ultimate result will be the control of the seas. 
   
  Arthath seems mostly content to remain in his marine 
  home, wandering the oceans of the world. On the rare 
  occasions his travels are interrupted, he has been known to 
  become incredibly hostile. This Old One never initiates 
  contact on its own, but when under the effects of a 
  Summon/Bind Ritual, Arthath has communicated with its 
  Summoners through maddening visions from the unknown 
  depths. Attempts to commune with him have been;  
   
   
  attempts to commune with him have been made, and 
  succeeded. However, the communication is never in the form 
  of words. Instead, all interaction is in the form of vague 
  imagery and prophetic visions. In fact, it is theorized that 
  Arthath is incapable of communication in the standard sense 
  of the word. He is unnaturally silent, even making no sound 
  when moving or attacking. 
   
  Arthath seems to be content to remain in the oceans of the 
  world, though he is capable of leaving the ocean and 
  surviving on land if he so desires. All conflicts with the Old 
  One seem to be when his perceived territory is invaded. It 
  seems that staying away from the seas and oceans of the 
  world will keep Arthath away. However, with the desire to 
  fully understand the planet, exploration of the oceans is 
  inevitable. When these explorations make too much progress, 
  the real battle with Arthath is likely to begin. 
   
  The Cult of Arthath is a relatively simple one. Mostly made 
  up of those poor unfortunates who have witnessed the horror 
  that is the King of the Sea, such as fishermen and deep sea 
  explorers, the cult merely exists to serve their Old One 
  master in his ultimate control of the seas. To this end, they 
  have been behind organizing attempts to restrict ventures that 
  would encroach on the ocean home of Arthath. Events like 
  the protests over dolphin hunts in Japan, whale hunts in the 
  American Pacific Northwest, and increased regulation over 
  where and when scientific exploits of the deeper ocean 
  trenches can all be attributed to this cult. Arthath himself has 
  taken a small amount of control over the movements of his 
  worshipers, guiding them toward certain regions of the Earth 
  to better protect can conceal him. 
   
  The monstrous Arthath is best described as an unholy 
  abomination. More specifically, he appears as a gargantuan 
  scorpion with no stinger, or crab lobster hybrid, with a 
  carapace ringed with tentacles (with a concentration of 
  tentacles around the mouth region). The carapace itself is 
  seemingly made of a crystalline substance that emits a dim 
  glow, alternately yellow and blue. The light from within 
  Arthath has an unsettling effect on those viewing him, 
  making them feel nauseous and experience a strong feeling 
  of vertigo. His claws are as large as a small car, and are razor 
  sharp. Ultimately the appearance of Arthath is enough to 
  shock and frighten the hardiest of men at best, and to drive 
  the most weak-minded to madness and insanity at worst. 
   
   
  Resist Fear & Madness Check to see Arthath: Very 
  Difficult 
  
   
  414 
   
  Azathoth; the Daemon Sultan 
  of the Abyss 
   
  Within the Abyss, the mortar that binds this fragment of a 
  universe together, while at the same time being the ever 
  beating heart and the center that binds the Abyss itself 
  together is the Daemon-Sultan; Azathoth. 
   
  This entity is without a doubt the most powerful of the Old 
  Ones, yet great and terrible Azathoth is the idiot god the sits 
  sleeping at the center of the Abyss, dreaming dreams and 
  nightmares that would easily shatter the minds of mortal 
  man and Atlantean alike. 
   
  Over the aeons, many Sorcerers have sought to tap into the 
  power of this Old One; attempting to use its raw Abyssal 
  energies for their dark and sinister purposes in the Physical 
  World. All those that dare to touch the idiot god of the 
  Abyss come away tainted by their exposure to its raw and 
  terrible power. 
   
  It was through the power of Azathoth that Tiamat and the 
  rest of the Old Ones shattered the barrier between the Abyss 
  and the Physical World, and through the Daemon Sultan’s 
  power they were able to enter our world. 
   
  When Sorcerers attempt to draw upon the power of the 
  Abyss, they are in fact drawing power from Azathoth.  
  They are becoming conduits of the idiot god, and through 
  its power these Sorcerers are able to warp the laws of 
  physics and reality that govern our own universe; 
  overwriting our own universe’s laws of physics with those 
  of the Abyss for a brief time. 
   
  It is said that when the stars become right, great and terrible 
  Azathoth will enter the Physical World and take its position 
  at the center of our universe to await the end of days when 
  our own universe dies and we become as powerful and as 
  mad as the Old Ones themselves. 
   
  Azathoth is mentioned multiple times within the dreaded 
  Necronomicon, but to date there are no actual Cults known 
  to exist, that give worship to this Old One. 
   
  Resist Fear & Madness Check to see Azathoth: Next to 
  Impossible 
   
   
   
   
   
   
   
   
   Cthulhu; the Lord of R’lyeh 
   
  The Old One known as Cthulhu is without a doubt the most 
  widely revered of the Abyssinian Entities that are collectively 
  known as the Old Ones. Cthulhu and his kin tore through the 
  membrane that separates the Abyss from the Physical World 
  in 350,000,000 BC, they came from the Abyssinian World of 
  Xoth. Shortly before Cthulhu’s arrive on the Earth, there was 
  a cataclysm that raised numerous new land masses to the 
  surface 
  from 
  the 
  floor of the Pacific 
  Ocean, one of which 
  Cthulhu and his kin 
  would 
  settle 
  on; 
  R’lyeh. 
   
  For 50 million years 
  Cthulhu and his kin 
  would 
  fight 
  for 
  dominance 
  of 
  the 
  surface world against 
  the Elder Things in 
  their undersea cities; 
  throughout 
  that 
  period the earth became a battle ground. Eventually Cthulhu 
  and the Elder Things came to the realization that both sides 
  were too equally matched for either to have a meaningful 
  victory over the other, and they finally made peace. Cthulhu, 
  his kin and their children were permitted to keep their surface 
  holdings. 
   
  In the end, it was the Old Ones them selves that brought 
  about an end to the reign of Great Cthulhu and his kin. Great 
  and terrible wars were fought as Cthulhu and his kin fought 
  the other Old Ones that sought to dominant the prehistoric 
  world. Cthulhu and the rest of the Old Ones war escalated to 
  the point that eventually the dark and mysterious island of 
  R’lyeh sank beneath the waves somewhere in the south 
  Pacific Ocean. 
   
  It is said that Great Cthulhu and his kin were imprisoned in 
  the great city of R’lyeh and they entered into a epic torpor to 
  await the time when the stars would once again be right and 
  the island of R’lyeh would once again rise up to the surface 
  and Cthulhu and his kin would awaken to take their places as 
  the rulers of the world in it twilight age. 
   
  Resist Fear & Madness Check to see Cthulhu: Very Difficult 
   
   
  
   
  415 
  The Elder Things 
   
  What name they save for themselves may never be 
  revealed, but we know them only as the Elder Things.  
  A billion years ago, sailing through the œther on solar 
  winds, this mighty race came to the newly created Earth 
  and adopted the world as their own; unaffected by water or 
  extreme conditions they came and built colossal cities both 
  underwater and in the frozen wastes of Antarctica. 
   
  The Elder Things, brilliant beyond even Atlantean 
  understanding, changed the Earth around them to suit their 
  needs. Where there was nothing, great plants grew. The 
  Elder Things brought life to the previously barren planet. 
  Great Races sprung up due to the Elder Things experiments 
  and so did great horrors. The amorphous Shoggoths were 
  created as slave labor for the Elder Things. For time untold 
  the Elder Things watched over the fledgling world from 
  their cities infinite in their knowledge. Earth, which had 
  been a desolate rock, had been transformed into a verdant 
  paradise.  
   
  Things were not to last, however. Earth, previously passed 
  over by other species and races, was now very tempting. 
  Great Cthulhu came to Earth and claimed it as his own. The 
  Elder Things fought back against this extra-dimensional 
  threat. For centuries the war raged on. The Elder Things’ 
  advanced technology was a close match for Cthulhu. The 
  battle could have continued for eons, until the Shoggoths 
  rebelled against their Masters. The former slaves attacked 
  the Elder Things with savage furor. The Elder Things had 
  not conceived a scenario where this might have happened. 
  The war turned and though Cthulhu was sent beneath the 
  sea to dream, the Elder Things abandoned Earth, sailing 
  back to the stars. Some stayed on earth, destroying the 
  remains of their great cities, and then traveling underground 
  to wait for a time where they could reestablish their 
  dominion over the Earth.  
   
  In recent years there have been more and more sightings of 
  creatures resembling Elder Things from across the world. 
  Their return can mean nothing but doom for society. 
   
  Elder Things stand about as tall as a full-grown human 
  male. They are barrel shaped, roughly four feet around their 
  middle and narrow near their bottoms and tops. Wide ridges 
  run their lengths and in the furrows between their ridges 
  they keep their wings. Their wings can expand to a nearly 
  seven-foot wingspan. Their wings are work as solar sails 
  that propel them through space. If these wings are organic, 
  or just a product of their super science is unknown.  Their 
  ‘heads’, which resembles a starfish, is adorned with five 
  eyes, five eating tubes, and a set of cilia they use to sense 
  without light. 
   
   
  There are rumors that one of their once great cities still 
  stands in the Antarctic wastes within the Mountains of 
  Madness, luring mortals with its promises of unmatched 
  weapons and alien treasure.  
  The city is not empty. 
   
  Resist Fear & Madness Check to see an Elder Thing: 
  Difficult 
   
   
  Lilith; The Dark Lady of Atlantis 
   
  Lilith is one of the most benevolent of all of the Old Ones 
  and the most human in overall appearance. The first recorded 
  appearance of this Old One was in the lands controlled by the 
  First Atlantean Empire; there are tales that it was Lilith that 
  brought the secrets of sorcery to the Atlantean people. 
   
  It was through Lilith that the first experiements in to life 
  extention occurred in Atlantis; one such experiment resulted 
  in the creation of the Revenant known as Menchor the 
  Nightbringer. Her creation descended into insanity and led a 
  host of undead followers into the lands of ancient Egypt, 
  conquering its peoples and installing Menchor as its Pharaoh. 
  Lilith, with the assistance of the mighty Atlantean legions 
  invaded Egypt and destroyed almost all of Menchor 
  followers and entombed Menchor in a crystal tomb that is 
  said to be sealed away under the sands of the Egyptian 
  deserts in the Black Pyramid of Menchor in an underground 
  city that has no remembered name. 
   
  Lilith continued her experiments in life extention with the 
  creation of the first Liches and then the ritual that created the 
  Lilans. Because of her contribution to the continuance of the 
  Atlantean people, Lilith is worshipped as a Goddess and the 
  savior of the Atlantean race. 
   
  There are tales that speak of Lilith being the one that brought 
  the secrets of sorcery to humanity as well when she taught 
  the mortal man; Marduk the secrets of sorcery. It is said that 
  Lilith took an indirect hand in Marduk’s battle with the Old 
  One known as Tiamatt and his vanquishing of her mortal 
  avatar that ruled the lands of Mesopotamia during the final 
  years of the First Atlantean Empire. 
   
  The last sightings of Lilith were in the city of Alexandria in 
  Egypt shortly before the destruction of Atlantis. Because of 
  her benevolent stance towards the Atlantean and human 
  races, it is thought that Lilith is still active in the world. The 
  Atlantean scholars firmly believe that Lilith was Atlantean in 
  origin, even though her epic history clearly denotes her as 
  something other than Atlantean, Lemurian, or human. 
   
  Resist Fear & Madness Check to see Lilith: Simple 
   
  
   
  416 
  Nergal: The Raging King 
   
  Among the most feared of the Old Ones is Nergal, first 
  worshipped by humans in ancient Babylon as a lion-headed 
  solar deity with a cavernous mouth, wielding a club and 
  sickle.   Nergal is the scorching noonday sun that withers 
  and destroys.  His song is the buzzing of corpse-flies in the 
  desert, his voice the whisper of shifting sands.  Thirst is His 
  sacrament, and wildfire His gospel.   He is the corruption of 
  heat, the union of fire and earth without wind or water.   He 
  is the midwife of entropy, and only when the universe is at 
  last completely cool, and dark, and everything dead will his 
  thirst for fire be slaked. Abstractly, Nergal represents the 
  negative aspect of thermodynamic time, viz. aging, decay, 
  disease, and combustion. Order itself does not offend Him, 
  no more than a virgin forest offends a logging 
  company.  Rather, it inspires Him to burn, and the burning 
  itself is holy.    
   
  He is known, like all Old Ones, by many names:  The 
  Burner, The Raging King, The Furious One, and The Lord 
  of the Great Dwelling are just a few.  This last reflects 
  Nergal’s mythical status as ruler of the dead.  Whether or 
  not He truly controls the fates of souls in the afterlife is 
  unknown to the living; what is certain is that He knows the 
  minds of the dead, completely, possessing all the 
  knowledge and memories of all sentient creatures whom 
  have died since the universe began, and in this sense He 
  may be said to “rule” them.  He may exploit their 
  knowledge.  He may cause their shades or voices to 
  manifest in the physical world.  He may whisper their long-
  buried secrets into living ears.   
   
  There are rumored to be secret sorceries whereby the mind 
  of a wise man may be hidden from Nergal upon his death, 
  but the cost is high.  The process, which amounts to a 
  mystical lobotomy, completely destroys the subject’s mind 
  and must be performed while he or she is yet alive.  The 
  necessary rites were said to have been developed by a 
  Babylonian priest-king named Ashurapplaiddina in and 
  around 700 BC, and are protected, to this day, by a mystical 
  order which he himself founded, known as the Children of 
  Ashur.  The order believes that Nergal truly consumes the 
  souls of men when they die, and that this fate constitutes a 
  kind of damnation, and therefore that their secret doctrine 
  represents the only hope of sentient creatures to escape a 
  hellish afterlife.  
   
   
   
   
  However, the incantations themselves must be kept from 
  Nergal’s knowledge, else He could surely defeat them.  What 
  this means to the cult is that no human being must ever be 
  allowed to die with knowledge of the Ashurian rites intact in 
  his or her mind.   Therefore the rituals are protected with the 
  utmost imaginable secrecy:  they are not known to ever have 
  been written down, and are only transmitted orally, from 
  master to pupil, and only within the confines of the order’s 
  monastery in the ancient city of Kutha.  Health and safety are 
  vigilantly maintained, and any monk who begins to show 
  signs of failing health is given the special “last rites” and 
  humanely euthanized.  The trade-off, from their perspective, 
  is that after death the monk's identity will escape 
  consumption in Nergal’s ravenous soul-maw. Whether or not 
  they’re right is something only the dead can know.  
   
  Diametrically opposed to the Children of Ashur are a group 
  calling themselves “The Everlasting,” whose doctrine posits 
  that a person’s soul may achieve a kind of immortality after 
  death in the mind of Nergal, but that the quality of this 
  experience will vary depending on the conduct that the 
  person has displayed during their life time. This is not, 
  however, a conventional picture of “sin” and “virtue;” rather, 
  attainment of a pleasurable afterlife requires a mortal life 
  dedicated to the abasement of oneself to, and appeasement 
  of, Nergal Himself.   And His ways are decidedly ungodly.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  417 
  Nergal’s limitation is that He cannot see very far into our 
  universe but through the memories of the dead, and 
  whatever His reasons may be, he sometimes needs more up-
  to-date information about the activities of the living.   He 
  may then require of His cult that they find and kill a person 
  who knows what Nergal wants to know, so that Nergal may 
  consume that person’s mind in the afterworld and thus 
  obtain the information He requires.  Alternately, if it is 
  more convenient, the Everlasting may simply brief a 
  “volunteer” on the information Nergal requires and dispatch 
  him or her solely as a kind of astral messenger.   Generally, 
  the cultists themselves are not killed in this way, unless it is 
  a 
  matter 
  of 
  grave 
  importance 
  or 
  of 
  voluntary 
  euthanasia.  Rather, the group will locate an unnoticeable 
  person such as a transient or a prostitute, brief him or her 
  with the required message; then dispatch him or her by 
  whatever methods are convenient.  The rites by which the 
  Everlasting appeases Nergal often require human sacrifice, 
  and a “messenger” will often serve a dual purpose both as a 
  conduit for information and as an offering in these 
  rites.           
   
  Besides keeping Nergal "up-to-date" in this grisly way, the 
  Everlasting are perpetually engaged in other activities 
  designed to curry His favor.  Most fundamentally, Nergal is 
  a being of fire, and appeasement of His wrath is best 
  achieved through deliberate, destructive burning.  Acts of 
  arson, human and animal immolation, and explosive 
  combustion are performed in His name.  Among the boons 
  He may confer upon his most loyal supplicants is the 
  psychic talent of pyrokinesis, imperviousness from heat, 
  and the ability to draw bodily and psychic nourishment 
  from smoke.  There is rumored to be a rite whereby Nergal 
  can be invoked to create a massively powerful explosion, 
  hundreds of megatons in power.  The Everlasting believe 
  that the Tunguska blast was a kind of mystical "test-firing" 
  of this ritual, and that there may be an occult group that still 
  holds its secrets and intends to use them, to far bloodier 
  effect, when the stars come right again.     
   
  Resist Fear & Madness Check to see Nergal: Very Difficult 
   
  Nyarlathotep; The Crawling Chaos 
   
  Nyarlathotep; also known as the Crawling Chaos is one of 
  the more malevolent of the Old Ones that crossed into this 
  universe aeons ago.  This Old One is the keeper of 
  forbidden lore; delighting in preying upon all those that 
  would seek the secrets of the Old Ones and the Abyss. In 
  aeons past, this Old One walked among mortal men in the 
  ancient lands of Egypt. It is said for a time Nyarlathotep’s 
  mortal avatar; Nephren-Ka ruled over Egypt as a Pharaoh 
  for a time; only to be deposed by the Egyptian people and 
  to have all of his Cult and monuments destroyed in an 
  attempt to remove his legacy from the history of mankind. 
   
   
  It is said that this Old One has walked the lands of the world 
  under many guises; one of Nyarlathotep’s more disturbing of 
  avatars is that of the Raggedy Man, an entity that is said to 
  rule the world in the distant future and has been seen through 
  out the ages manipulating history to ensure that its domain in 
  the future remains assured. Another avatar of Nyarlathotep is 
  that of the Haunter of the Dark, a winged being of scaled 
  darkness with a three-lobed eye that gazes out at all who 
  attempt to use the Atlantean artifact know as the Shining 
  Trapezohedron. This avatar seems to be closely connected to 
  the coven of Sorcerers known as the Church of Starry 
  Wisdom, and it was last sighted in the possession of a 
  renowned 1920s occultist named Dr. Ambrose Dexter; who 
  supposedly disposed of the artifact by dropping it into the 
  deepest channel of Narragansett Bay.  
   
  This Old One can appear in any multitude of forms and faces. 
  The most common avatar that is spoke of; is that of a tall and 
  swarthy man dressed in the archaic garb of an Egyptian 
  Pharaoh. Nyarlathotep delights in giving the seekers of 
  forbidden lore the very secrets that they are seeking; knowing 
  full well that these very same secrets will inevitably destroy 
  them. 
   
  The are legends that Nyarlathotep is the messenger of a 
  group of Old Ones known collectively as that Outer Gods, 
  and that Nyarlathotep have the ability to summon any 
  number of Abyssinian horrors to assist him in his 
  unfathomable schemes to prepare the world for the coming of 
  the Old Ones when the stars finally come right. 
   
  Resist Fear & Madness Check to see Nyarlathotep: Very 
  Difficult 
   
  
   
  418 
   
   
   
   
   
  Samael; the Angel of Death 
   
  The Jews were the earliest known human culture to 
  venerate, as an angel, the Old One today known as Samael, 
  to whom they gave the name.  In the Hebrew tongue, 
  “Samael” is a portmanteau of “sam” (meaning “poison” or 
  “taint”) and “el” (meaning “God.”)  Thus “Samael” is, 
  etymologically, “the taint of God.”  He is associated in 
  Talmudic and Christian mythology with the Angel of 
  Death, and in this role He has appeared many times in 
  human history.  It was a failed summoning of Samael that 
  brought the young pharaoh Tutankhamun to an early grave, 
  and that tainted all those things laid down with him in his 
  tomb, and that cursed his memory among his people.    It 
  was Samael whom Moses summoned to stalk the land of 
  Egypt by night, slaying the firstborn male in every house 
  but those painted with lamb’s blood upon the lintel.  It was 
  Samael whose power was locked up in the Ark of the 
  Covenant and used to lay waste the armies of the 
  Canaanites, and that struck down its bearer Oza in the time 
  of King David.      
   
  A manifestation of Samael, no matter what its size or 
  strength, is toxic to some degree, but not in the 
  chemical/biological sense of the modern science of 
  toxicology.  Rather, Samael’s presence imbues matter with 
  a kind of mystical toxicity, which is a dark magical force 
  inimical to life itself, but without any apparent physical 
  cause.  Most of the world’s “cursed” objects, i.e. those 
  which are known to bring death and misfortune to anyone 
  exposed to them (the Hope diamond, e.g.), are in fact 
  afflicted by the so-called “Mark of Samael,” which means 
  that, at some point in their existences, they were exposed to 
  a physical manifestation of Samael, and so acquired His 
  taint.   
   
  To manifest on our plane, Samael must be invoked by a 
  powerful sorcerer, and the process is inordinately 
  dangerous. Even the smallest and weakest of Samael’s 
  avatars must be properly bound in a circle of consecrated 
  blood, or everything in the area will instantly die.  
  Depending on the strength of the manifestation and on the 
  location of the ritual, this effect may be as small as a “bolt 
  from the blue” that strikes only the summoner, killing him 
  or her with a sudden aneurysm, or a heart attack, or an 
  apparent freak accident.  Or it may be as a large as a 
  neutron bomb, leaving an entire city full of corpses.  
  Among the Atlanteans there are stories of an entire world 
  destroyed in this way, called “Slyph,” in the vicinity of the 
  star we know as Betelgeuse.   
   
   
   
   
   
  It is said that even today, after hundreds of thousands of 
  years, the corpses of the Slyphs remain in the lifeless streets 
  and houses of their cities, much as they were at the moment 
  of His consummation, preserved for eons because even the 
  micro-organisms that might cause them to rot were 
  eradicated 
  in 
  the 
  ancient 
  cataclysm. 
  A 
  complete 
  manifestation of Samael in our plane would be an 
  apocalyptic event on a galactic scale, like the collision of two 
  black holes, leaving entire star systems suddenly and 
  instantaneously sterile.  
   
  Even if a manifestation of Samael is properly contained, 
  everything within the binding circle will for millennia 
  afterwards bear the Mark of Samael, bringing death and 
  misery to anyone nearby, unless it is deliberately cleansed by 
  skilful blood-magicks.  This can be done intentionally, to 
  “curse” objects, but more often than not such objects are 
  simply the result of accidental mystical contamination during 
  an invocation to Samael for some other purpose.  These rites 
  are inextricably linked to the vitality of blood, and any 
  magick to invoke or dispel Him or His Mark requires a 
  significant quantity of consecrated blood.  Depending on the 
  magnitude of the ritual, the blood may be animal or human in 
  origin, but it must always be taken unwillingly; and always 
  blessed before use in a complicated ritual that is known only 
  amongst the most esoteric elites of the magickal arts.   
   
   
  
   
  419 
   
  As difficult as it is to produce the magic to summon 
  Samael, it is probably not as difficult as acquiring the 
  weapons-grade plutonium or highly-enriched uranium 
  needed to make a nuclear bomb.  This fact has not escaped 
  the notice of terrorist organizations around the world, and 
  several are actively engaged in researches directed toward 
  the invocation of Samael.  Generally, these tend to be 
  radical leftist secular groups rather than hard-line religious 
  types, as the latter are often leery of the potential spiritual 
  consequences of communion with an Old One, particularly 
  one as reviled as Samael.  Fortunately, the circles of those 
  with access to the preserved knowledge of Samael’s rites 
  and the circles of those with the inclination to use them as 
  weapons of mass destruction do not overlap appreciably.  A 
  few sects of Samael-worshippers do survive in various parts 
  of the world to this day, but they are, by and large, not 
  death-cults.  Their dogmas often posit Samael as a 
  misunderstood entity, a kind of fallen angel whose inherent 
  toxicity to organic life is uncontrollable, unintended, and 
  indeed undesired.  Cosmologies vary, but many accounts 
  hold that Samael is benevolent by nature, but long ago 
  punished with “the Taint” because He had grown too 
  powerful through the adoration of organic creatures, who 
  He loves with great devotion. Other claim that His toxicity 
  is simply an irrevocable fact of His nature:  As animals 
  inhale air and exhale poison, so does Samael inhale life and 
  exhale death.  Malevolence is not a factor.     
   
  Whether they’re correct or not, a consequence of these 
  doctrines is that those few Samael cults that actually 
  possess the special knowledge of His summoning rites tend 
  to consider deliberately misusing them as weapons to be 
  blasphemous in the extreme.   Occasional invocations are 
  performed to make sacramental offerings, but they are 
  always carefully controlled, are always well guarded, and 
  the site and any exposed objects always carefully cleansed 
  afterwards.  Naturally, the secrets of the rites themselves 
  are held by only the most senior elders, but there is of 
  course a process whereby they are handed down from one 
  generation to the next, and is conceivable that a double 
  agent, if he or she dedicated a good portion of his or her life 
  to the project, could infiltrate a cult, posing as a true 
  believer, and eventually be entrusted with the deadly 
  summoning magicks.  It is also possible, albeit less likely, 
  that an established acolyte, who received the secrets in good 
  faith, might suffer a moral crisis or some kind of 
  psychological breakdown and betray the rites to the wrong 
  people, or even use them destructively him- or herself. 
   
   
  Probably the oldest and most powerful Samael cult is based 
  among the Hasidic Jewish community in New York City, to 
  which it relocated from Prague in the early 1930s to escape 
  Hitler’s rise to power in Europe.  Calling themselves משרתים 
  של סאמאאל (“The Servants of Samael”), the group traces its 
  lineage back to Aaron himself, and claims it is in possession 
  of the original rites used to produce the tenth plague.  For this 
  penultimate act of deliverance from bondage, the Servants 
  still pay homage to Samael through regular (weekly) 
  symbolic rites and invocatory offerings (annually).  They 
  believe, perhaps erroneously, that if Samael is not continually 
  appeased in this way, He will begin to manifest in our reality 
  directly, causing untold death and suffering.  The annual 
  summoning is performed on Passover at a remote, secure 
  facility in upstate New York, to minimize the potential 
  collateral damage of an accident.  The group’s elders rotate 
  administration of this rite each year, and a firm rule holds 
  that no more than one-third of the membership may be 
  present at a particular summoning, again as a damage-control 
  measure in the event of an accident.   
   
  The possibility of a catastrophic event in the New York area 
  wiping the Servants out entirely began to weigh heavily in 
  the minds of their leadership in the late 1980s, and so they 
  were amenable when approached by highly-placed agents of 
  the Israeli government seeking to relocate and maintain 
  several families in Jerusalem in order to start a branch of the 
  Servants in the homeland.  The quid pro quo called for the 
  new branch to be on-call to perform the Aaronic rites as a 
  last-ditch measure to defend Jerusalem herself against 
  takeover by hostile foreign forces.  
   
  This plan, known only among the most elite circles of the 
  Israeli defense establishment, is referred to as “Operation 
  Yod.”  “Yod” is simply the Hebrew numeral “10.”  Operation 
  Yod is planned in stages which correspond roughly to the 
  degree of penetration of invading ground forces into the holy 
  city.  Violation of the border of East Jerusalem established by 
  the Six-Day War calls for the withdrawal of the Israeli 
  Servants of Samael to a secret, secure location near the 
  Mount of Olives, where the materials for the invocation are 
  always kept ready.  The ritual is prepared at this stage, and 
  performed if hostile forces should breach the Old City wall.  
  Once summoned, the Avatar is kept bound in a circle of 
  blood and the sorcerers and other high-ranking defenders 
  withdraw, if time permits, to specially-prepared shelters 
  protected with the old magic—lamb’s blood upon the lintel.  
  A water pump is positioned to wash away part of the binding 
  circle on activation by remote control.  If the Temple Mount 
  is taken, the binding circle will be broken and the Avatar 
  released.  The plan calls for eradication of all life within a 
  three-kilometer radius, but it’s important to note that the 
  Servants have no actual experience with the deliberate 
  destructive application of their magic and may over- or 
  underestimate its power.               
  
   
  420 
   
   
   
  It is also important to note that the “cursing” of items with 
  the Mark of Samael only occurs when objects are bound up 
  with a summoned Avatar inside the circle of blood.  If the 
  ritual goes as planned, with the Avatar summoned, 
  appeased, and exorcised, then the Taint will be channeled 
  into those objects that were within the circle as the Mark of 
  Samael.  However, if the circle is deliberately or 
  accidentally broken, the magickal energy of the Taint is 
  dispelled in one tremendous blast that will kill everything in 
  the area, but will not leave the Mark on nearby objects.  
  Thus the “explosive” invocation has a tactical effect 
  analogous to a neutron bomb, albeit much more powerful 
  and fast-acting:  Organic life in the area is destroyed, but 
  buildings and property are left undamaged and, importantly, 
  uncursed. 
   
  As mentioned above, tt is possible to dispel the Mark of 
  Samael and at this operation the Servants are quite skilled, 
  as it is typical “clean-up” procedure following their annual 
  summoning to cleanse the ground and any other matter 
  exposed within the binding circle to the Taint.  The magick 
  requires the use of a literal scapegoat, or other sacrificial 
  animal, onto which the Taint can be mystically transferred.  
  The unfortunate creature dies in agony, and with its death, 
  the Taint is dispelled.  Depending on the strength of the 
  Mark, many such sacrifices may be required to remove it.   
   
  Resist Fear & Madness Check to see Samael: Very 
  Difficult 
   
   
  The Scarlet Queen: Mistess of 
  Plagues 
   
  The Scarlet Queen is one of the most enigmatic, mysterious 
  and reviled of the Old Ones. She has appeared time and 
  time again throughout history, but tends to have very little 
  direct contact with mortals.  The Scarlet Queen is disease 
  and plague incarnate; spreading virulent death wherever she 
  treads. 
   
  Peculiar among Old Ones, the Scarlet Queen seems to make 
  a habit of staying out of the affairs of mortals; at least 
  openly… Her goals and ultimate plan seem to lie beyond 
  the realm of understanding to all but herself.  This Old One 
  tends to be fickle in whom she makes alliances with; where 
  once she sides with her fellow Old Ones in their eternal 
  conflict with the immortals known as the Guardians, days 
  later she may withdraw her support and covertly side with 
  the Guardians. 
   
  Some Atlantean historians 
  believe that the Scarlet 
  Queen was one of the Old 
  Ones that ultimately led to 
  the 
  downfall 
  of 
  Lost 
  Atlantis. Every time this 
  Old One has made an 
  appearance in the world, it 
  has led to an epidemic of 
  some sort. The Black 
  Plague, Small Pox, Ebola; 
  all can be traced back to 
  the Scarlet Queen on some 
  level. While she has been 
  responsible 
  for 
  these 
  plagues, and more, she has 
  never taken a direct hand 
  in global events. Plagues 
  are her method, via covert 
  means, of furthering her 
  unknowable agenda. 
   
  The Scarlet Queen, as her 
  name implies, traditionally 
  takes 
  the 
  form 
  of 
  a 
  beautiful female clad in 
  red. She generally appears in a traditional Chinese dress, with 
  her hair up in buns held in place with long skewers made of 
  bone. Her fingers are inhumanly long, and tipped with 
  crimson colored talen-like nails. She has made at least one 
  known appearance that differed from this standard; opting for 
  a male form. In the male form, the Scarlet Queen appeared 
  much like the more well-known female form, but was instead 
  a man armed with crimson swords in a red silk kimono. This 
  appearance initiated the legends of the Japanese god of 
  smallpox named Housou; a god that was as much feared as 
  he was revered by the people of Japan. 
   
  The most famous of her many avatars was that of the Red 
  Death, a plague-ridden corpse wrapped in decaying 
  bandages. The appearance of the Red Death heralded a 
  terrifying period in European history, during this time the 
  Red Death roamed city and countryside alike; serving as the 
  harbinger of the Black Plague epidemic. Her appearance at 
  this time was androgynous, having qualities attributed to both 
  men and women, making identification of this avatar of 
  doom difficult to ascertain since the bandages obscured much 
  of her appearance. What could be seen under the bandages 
  was obviously plague-ridden and bloody. 
   
   
   
   
   
   
   
   
   
   
  
   
  421 
  Even among the Old Ones, the Scarlet Queen is very much 
  an enigma. Her plots and intrigues do not sit well with the 
  Old Ones, Nyarlathotep in particular seems to have an 
  ongoing rivalry with the Scarlet Queen. Hidden away 
  safely in the distant future, Nyarlathotep has been waging 
  his own private war with the Scarlet Queen to insure that 
  his future comes to pass. The conflicts of these two Old 
  Ones often affect global events and have many times given 
  the Ephors of the Second Atlantean Empire reason to be 
  concerned about the eventual rise of the Old Ones as a 
  whole. This contest of wills has on more than one occasion 
  enlisted the aid of the mortal world, sometimes without the 
  knowledge of said mortals. 
   
  Despite her relative anonymity, the Scarlet Queen does 
  have a small cult of worshippers in the modern world. This 
  cult, known as the Crimson Sisterhood, is not nearly as 
  secretive as their mistress. The Crimson Sisterhood, in fact, 
  is one of the more overtly active cults in the world today. 
  With the secretive and mysterious nature of the Scarlet 
  Queen, it is often difficult for her cult to define their own 
  goals in a manner that all can agree upon. As such, the 
  Crimson Sisterhood tends to be rather fractious, with 
  different individuals performing tasks independently of 
  each other; some times multiple cultists performing the 
  same task with no fore knowledge of the others. The 
  Crimson Sisterhood’s only real similarity is their devotion 
  to their dark mistress, and their modus operandi.  They tend 
  to use biological and chemical attacks, attempting to create 
  as much chaos and suffering from the sicknesses that they 
  impart to their victims. It is likely that the Crimson 
  Sisterhood has well established connections to the 
  scientific community. What better way could there be to 
  further what they believe to be the goals of their mistress 
  than to create a terrible new disease that defies all attempts 
  to cure its victims? 
   
  Resist Fear & Madness Check to see the Scarlet Queen: 
  Very Difficult 
   
  Shub-Niggurath; The Black Goat of 
  the Woods with a Thousand Young 
   
  One of the most horrific and widely worshipped of the Old 
  Ones; Shub-Niggurath, the Black Goat of the Woods with a 
  Thousand Young is seen as a fertility goddess to many that 
  worship her.  Even during prehistoric times, the peoples of 
  the ancient world gave worship to this Old One through 
  blood sacrifice  and frenzied ceremonies in return for 
  bountiful crops, immortality through sacrifices to her, and 
  protection for their peoples through her children; the 
  Thousand Young that wander to dark wooded places of the 
  world. 
   
   
   
  Throughout the ages, the worship of this Old One has waxed 
  and waned just as the phases of the moon; mostly due to the 
  rise and fall of her cults. It is believed that the greatest 
  concentration of cults to Shub-Niggurath that existed in 
  ancient times were in Germania, Gaul and Britannia. 
   
  With the modern resurgence of Neo-Paganism, the dark 
  rituals to summon Shub-Niggurath have begun resurfacing 
  within the pagan and occult world. Many in this age seek out 
  Shub-Niggurath due to the tales that have been written in 
  ancient and blasphemous tomes of rituals that allow a 
  Sorcerer to become immortal through drinking the alien life’s 
  blood of this Old One. Others have sought to worship Shub-
  Niggurath in an attempt to summon the Thousand Young to 
  aide them in their dark and sinister purposes. 
   
  Many cults that give worship to Shub-Niggurath can be 
  identified through their use of a Black Rams head as one of 
  their religious symbols. 
   
  There are some Sorcerers in the world that whisper of the 
  existence of dark underground pools of still water that are 
  consummated as holy places to those that give worship to this 
  Old One. A handful that have been able to escape the clutches 
  of these Cults of Shub-Niggurath has whispered in terrified 
  tones of dark and horrible abominations that are born out of 
  these still pools of water through rituals to Shub-Niggurath. 
   
  Resist Fear & Madness Check to see Shub-Niggurath: Very 
  Difficult 
   
  
   
  422 
  Tiamat: The Dragon Queen of 
  Mesopotamia 
   
  In 
  the 
  legends 
  that 
  surround this Old One, it 
  is believed that Tiamat 
  was the first of the Old 
  Ones to break through 
  from the Abyss into the 
  Physical World of Earth. 
  She is said to have 
  crossed over into the 
  Physical World with her 
  consort; Apsu. These two 
  Old 
  Ones 
  somehow 
  discovered how to breach 
  the 
  membrane 
  that 
  divides 
  the 
  Physical 
  World from that of the 
  Abyss. Once they were 
  on the Earth, they began to make plans to take it as their 
  own and to shape it into a place like the dark world that 
  they came from in the Abyss.  
   
  It was in the lands that are now known as Mesopotamia that 
  Tiamat and Apsu came to reside, in what has become 
  known as the cradle of civilization. And for a time, they 
  ruled the lands of Mesopotamia unchallenged; but then the 
  other Old Ones came into the Physical World, and from that 
  moment forward all the prehistoric lands of the Earth knew 
  was war. 
   
  The Old Ones, even in all of their variety and powers had 
  one singular thing in common with one another; none of 
  them were willing to share the Earth with the others.  And 
  so Tiamat and Apsu waged war upon the rest of the Old 
  Ones. These wars lasted for over millions of years, 
  destroying each others Servitors and any race of creature 
  that was unlucky enough to get in the way of the Old Ones 
  and their apocalyptic thirst for domination of the Earth. 
   
  In the end, Tiamat and Apsu were able to out last the rest of 
  the Old Ones, and while the remaining Old Ones went into 
  their ages long slumber; Tiamat and Apsu were left with the 
  spoils of the war. They were left in control of the lands of 
  the Earth. 
   
  At first Tiamat was able to rule over the lands that have 
  become known as Africa, Europe and Asia while Apsu 
  ruled over the lands of North and South America.  As with 
  the rest of the Old Ones, even Apsu felt the undeniable urge 
  to sleep for there were no more lands to conquer. And with 
  Apsu now asleep with the rest of the Old Ones, that left 
  Tiamat alone as the most powerful entity in on the Earth. 
   
   
  Eventually a relatively small tribe of human-like creatures 
  gained dominance in the world of mortals; the Atlanteans 
  with their Sorcery and advanced technologies slowly but 
  surely began striping away the lands that the Old Ones once 
  walked, even taking the lands that Apsu once controlled. 
  Then the Atlantean race was split asunder and the Atlantean 
  and Lemurian Empires ruled the world for a time, and 
  eventually fell to warring with one another. Even as the 
  Atlantean and Lemurian Empire waged their millennial wars, 
  both sides knew well enough to stay out of the lands of 
  Mesopotamia because the wrath of Tiamat was powerful 
  enough to destroy any army that was foolhardy enough to 
  invade her dark lands.  
   
  In the declining years of the First Atlantean Empire, the Old 
  One; Lilith came to a mortal man in the lands of 
  Mesopotamia. His name was Marduk, Lilith took Marduk to 
  the island-continent of Atlantis and began teaching him the 
  ways of Sorcery and imparting to him the full truth about the 
  Old Ones that once walked the Earth and the one Old One 
  that still did walk the Earth; Tiamat: The Dragon Queen of 
  Mesopotamia.  After years of study, Marduk returned to the 
  lands of his birth to destroy Tiamat. 
   
  Even with the Lilith shielding Marduk’s presence, Tiamat 
  knew of his coming.  Tiamat set the worst of demonkind to 
  confront and hopefully kill the young Sorcerer before he 
  found his way to her Temple in the City of Ur. Marduk 
  confronted and defeated each demon that was sent against 
  him, much to the anger of the Dragon Queen. 
   
  When finally Marduk and Lilith reached the steps of the 
  Temple of Ur, they found Tiamat waiting for them.  Tiamat 
  in the form of a beautiful dark haired woman faced off with 
  Marduk and an epic battle of sorcery against sorcery was 
  fought on the temple steps. The battle with Marduk greatly 
  weakened Tiamat and when it appeared that he might 
  vanquish her, she withdrew a powerful artifact known as the 
  Eye of Tiamat and used it to drain the Life Force from her 
  attacker. 
   
  Tiamat was about to finish Marduk off when Lilith revealed a 
  small portion of her power and cast Tiamat back with bolts of 
  unearthly lightning and fire. Lilith’s assault on Tiamat was 
  enough to distract Tiamat long enough for a dying Marduk to 
  knock the Eye of Tiamat out of the Dragon Queen’s hands 
  and for him to slash her throat with his kris blade. Molten fire 
  exploded from Tiamat’s dying avatar in the form of a 
  terrifying cloud that appeared as a shifting draconic form. In 
  her final words before she was banished back to the Abyss, 
  she told Marduk “You have only defeated my physical form. 
  I will return when the stars are right from the void between 
  the stars to engulf the world." 
   
   
  
   
  423 
   
  How much is truth and fiction is hard to determine, 
  especially after the dark ages that followed the fall of 
  Atlantis and humanity’s quest to destroy anything the told 
  of those dark times.  What all scholars of the occult and the 
  Old Ones can say is that Tiamat appears to be one of the 
  most powerful Old Ones to have ever walked to Earth. It is 
  believed that Marduk began teaching humanity the Arcane 
  Arts of Sorcery in an attempt to prepare humanity for the 
  day that the stars finally came right and Tiamat and the rest 
  of the Old Ones finally awaken from their millennial torpor. 
   
  It is known that before the cataclysm that destroyed 
  Atlantis, with Tiamat no longer in the world that Atlanteans 
  were free to dominate and terrorize the ancient world as 
  they saw fit. Some say that Atlantis sank into the ocean as 
  Tiamat’s revenge upon Lilith for her destroying her 
  dominion in Mesopotamia.  
   
  Tiamat is known as the Dragon Queen because of her 
  monstrous inhuman form; that of a hooded serpent of 
  apocalyptic size, her head easily as large as a modern day 
  metro-bus and with great fangs as long as spears. It is said 
  that her venom alone was powerful enough to dissolve 
  anything that mortal hands had the power to create. In her 
  human guise; Tiamat is known to appear as a beautiful 
  woman of Middle Eastern descent, with long black hair 
  cascading down her back and eyes as brilliant as polished 
  emeralds. Most tales that speak of Tiamat, the ruler of 
  prehistoric Mesopotamia seem to only mention her human 
  guise rather than her monstrous true form. Most tales that 
  mention the human woman Tiamat, speak of a woman so 
  beautiful that she had the power to steal the hearts and souls 
  of all those that she looked upon. 
   
  Since her defeat at the Temple steps in Ur, Tiamat has not 
  been seen on the Earth.  Many modern day occultists tend 
  to believe that it so much power to tear her way into the 
  Physical World of Earth the first time; that it will take 
  Tiamat a million more years before she has the power to 
  reenter the Physical World. There are others in the occult 
  community; that believe she has already returned, but is 
  waiting for the stars to become right and the rise of her 
  fellow Old Ones.  
   
  There are tales that have been found in almost every 
  civilization that has existed in the world of a race of 
  inhuman dragon-like spawn that seem to wander through 
  history sewing the seeds of doom to every civilization that 
  has risen to greatness. Some say these are the Spawn of 
  Tiamat, and that they are preparing the world for her 
  eventual return. Others say that these Spawn were once men 
  that worshiped Tiamat and became like her in some small 
  inhuman and monstrous way.  
   
   
   
  There is a cult known to exist; the Fangs of Tiamat, which is 
  also known as the Fangs of the Dragon, which actively, if 
  secretly still worships the Dragon Queen even in the modern 
  era. It is believed that through this cult the Dragon Queen is 
  once again gaining power to rule over the world; or at the 
  very least prepare it for her return. 
   
  Resist Fear & Madness Check to see Tiamat: Very 
  Difficult 
   
  Yog-Sothoth; The Gate Keeper of 
  the Abyss 
   
  “Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-
  Sothoth is the key and guardian of the gate. Past, present, 
  future, all are one in Yog-Sothoth. He knows where the Old 
  Ones broke through of old, and where They shall break 
  through again. He knows where They have trod earth's fields, 
  and where They still tread them, and why no one can behold 
  Them as They tread.” 
                                  --H. P. Lovecraft, "The Dunwich Horror” 
   
  When the Old Ones created a gateway between the Abyss 
  and the Physical World, all of the keys to that gate were left 
  in the possession of the Old One known as Yog-Sothoth. In 
  many ways, Yog-Sothoth is both the gate keeper and the key 
  by which the Old Ones and their Cultists are able to summon 
  forth the dark and terrible power of the Abyss itself. 
   
   
   
  
   
  424 
   
  Many over the aeons have said that if Azathoth is the ever 
  beating heart of the Abyss, then it is Yog-Sothoth that is the 
  mind that governs the Abyss and those that dwell within it. 
  But that comparison is nothing close to the terrible truth; 
  the truth is that when the Old Ones breached the barrier 
  between the Abyss and the Physical World, Yog-Sothoth 
  was left to join with the breach between the universes. Yog-
  Sothoth became the membrane by which all of the Old 
  Ones must pass through in order to enter the Physical 
  World. 
   
  Yog-Sothoth is the alpha and the omega, existing beyond 
  space and time, while at the same time existing within all 
  points of known space and time. It is said that those seeking 
  to unlock the terrible secrets of the universe and the Abyss 
  can do so through sacrifices to this Old One. 
   
  He is described as being composed of congeries of 
  iridescent globes, both majestic and horrifying to behold; 
  spinning in an unfathomable orbit around the Abyss itself. 
  To witness great Yog-Sothoth in this form is to see all of 
  the secret and terrible truths of the universe and it is said 
  that any who witness Yog-Sothoth in this truest form are 
  doomed to madness. 
   
  Throughout Atlantean and human history, it has been said 
  that there have been those that have sought the terrible 
  secrets of the universe; and in their search they have pierced 
  the barrier that is Yog-Sothoth to view the strange and alien 
  vistas of the Abyss itself. Those with the courage and some 
  believe; lack of good sense, give homage to Yog-Sothoth in 
  the hopes that this Old One will impart unto them some of 
  the hidden truths of the universe that is and the universe 
  that was; the Abyss. 
   
  Almost all those that seek to draw upon the dark and 
  terrible power of the Abyss must give worship and praise to 
  Great Yog-Sothoth in order to pierce the membrane 
  between the Physical World and the Abyss. The Cults that 
  do regularly give worship to Yog-Sothoth make sacrifices 
  to the Gate Keeper in order to continue drawing their power 
  and hidden truths from the Abyss. Given the sheer amount 
  of knowledge that this Old One possesses and its ability to 
  impart this knowledge to those that give worship to it, one 
  would believe it to be as dark and malevolent as 
  Nyarlathotep. But what has been hypothesized is that given 
  the unrestrained chaos that is Azathoth, it is Yog-Sothoth 
  that gives order to the Abyss and its wholly alien laws of 
  reality. 
   
  Resist Fear & Madness Check to see Yog-Sothoth: Very 
  Difficult 
   
   
   
   
   
   
   
   
   
   
   
  
   
  425 
  Dark Cults & Servitors of the Old Ones 
   
   
   
  Those that regularly draw their sorcerous power from the 
  Abyss or the Old Ones begin taking on Abyssal 
  manifestations that are tied to the Abyss itself or the Old 
  Ones that the Sorcerer or Persona is giving worship to. 
  Since the disappearance of the Old Ones, entire races of 
  Servitors have come into existence because of interbreeding 
  amoung those that have been touched by the Abyss or the 
  Old Ones. Generally speaking, the Abyss is chaotic and 
  terrifying in how it affects those that draw upon its power; 
  with that in mind, those that are not tied directly to the Old 
  Ones tend to have a myriad of terrifying Abyssal 
  manifestations. 
   
   
   
  Father Dagon & Mother Hydra 
   
  During the First Atlantean Empire, a notable Sorcerer 
  named Dagon came into power. Details about his life are 
  sketchy at best, as the Atlanteans went great lengths to 
  erase his name and memory. What little is known about him 
  is uttered only behind closed doors by those seeking True 
  Power. 
   
  Dagon looked upon all he saw with distain. He saw the 
  most advanced civilization this stupid little world had seen 
  but only the gods themselves lived forever. In his research 
  into immortality (and some say Lilith) he did whatever he 
  could to elongate his already extended life. He began to 
  murder innocent citizens in callous, inhuman ways. 
  Through each evil act Dagon’s body morphed and changed, 
  revealing a horribly mutated form. Though no one could 
  prove he had committed these acts, his physical appearance 
  proved that he was guilty of something. Atlantean law 
  being what it was Dagon was exiled. 
   
  For the next few decades he traveled the world of man, 
  trying to find a way to revenge his shame. His distorted 
  form marked him as an outsider to all those who saw him. 
  Dagon found neither comfort nor aid in his travels. How 
  long he traveled the world is still a matter of debate. 
   
  Near the end of his life he became aware of rumors of a 
  fabled city beneath the now Pacific Ocean. A place where 
  death could be circumvented. He struck out, trying to reach 
  the shore before his horrible body failed him. He didn’t 
  quite make it. Still miles from the shore he collapsed, 
  feeling his life drain out of him when a voice spoke. What 
  those words said are lost to time, but Dagon found himself 
  in the presence of Mother Hydra, with a form as disturbing 
  as his own. The two of them embraced. The next morning 
  Mother Hydra gave birth to what would be the first of the 
  Deep Ones. 
   
   
   
  With his own army of children, and Mother Hydra at his side, 
  Dagon descended into the deeps of the ocean and found the 
  cyclopean ruins of R’lyeh. No one is sure what he found 
  there. Some say dread Cthulhu empowered him. Some say he 
  found the secrets of immortality, others say he found an 
  empty city. Regardless of what he found, Dagon found true 
  immortality. Dagon went about creating a legion of followers 
  that dwelled beneath the sea. He and Mother Hydra became 
  gods in their own right. 
   
  Dagon is worshipped primarily by the Esoteric Order of 
  Dagon, a society of mortals who procreate with his Deep 
  Ones in exchange for the treasures of the deep. He despises 
  the Atlantean people and constantly acts out against their 
  interests. He sends his descendants, the Deep Ones have been 
  given the mission to destroy and intimidate the descendants 
  of Lost Atlantis and all of their works. He is at least 
  marginally aligned with Cthulhu. And his Deep Ones have 
  been seen notably in the services of Nyarlathotep and the 
  mysterious Yellow King. 
   
  Nothing pleases him more than corrupting an Atlantean with 
  his cursed lore and turning them against their own kin. And 
  he sees humanity as his greatest weapon to use against them. 
   
  He shares power with this consort, Mother Hydra, who is a 
  bit rasher in her plans than Dagon. Avatars of the two are 
  seldom seen without the other. 
   
  Rumor has it that his children have built a new city off the 
  coast of Florida. 
   
  
   
  426 
  Children of Dagon & The Deep Ones 
   
   
   
   
  The spawn of Father Dagon and Mother 
  Hydra, the Deep Ones serve their Dark 
  Masters with ferocity and unwavering 
  loyalty. The vast majority of Deep Ones 
  currently 
  in 
  existence 
  are 
  the 
  descendants of Human and Deep One 
  parents. These children grow up and live 
  their lives as humans for majority of 
  their lives. Though they appear human at 
  birth their form begins to change as they 
  advance in age, gaining “The Innsmouth 
  Look”. Then, usually around 25 years or 
  after a sudden trauma, they begin feeling 
  a call back to the sea. Their bodies fully 
  change to resemble their dark parentage. 
  At this point their human lives are over 
  and they give themselves fully over to 
  Dagon. There are some in which the 
  change starts, and for reasons no one is 
  quite certain of, it abruptly ends, leaving 
  them a horrifying and degenerate human with large unblinking eyes and 
  sometimes with fine scales all over their bodies. Sometimes the change 
  goes much farther, leaving these sad creatures to dwell in the shadows 
  for the rest of their lives. 
   
  A typical deep one stands as tall as a full grown man, though some are 
  substantially larger. They most resemble a mixture between a fish and a 
  frog with cold black eyes and a scaly neck. Their stomachs are extended 
  and white, and underwater they glow with an eerie luminescence.  
   
  While they can still speak any language they knew before the change, 
  their words are stunted and croaky. While on land some walk on all 
  fours, others walk on two legs. Regardless both hands and feet have 
  razor sharp talons growing from each extremity. They are most at home 
  underwater, and can breathe and swim with no problem. On land though 
  they take to leaping about like frogs, or shuffling along, sometimes in 
  disguise. 
   
  Rumor talks about a far more powerful version of a Deep One, one who 
  is untainted by human touch. Thankfully no one has ever run into them. 
   
  As far as we know. 
   
   
  Attributes: Agility 2, Appearance 1, Brawn 3 (Stun 
  3), Intellect 2, Psyche 6, Vitality 3 
   
  Derived Attributes: Charm 1, Mental Stability 70, 
  Psionics 4, Toughness 4, Life Force 15 
   
  Skills: Athletics 3, Dodge 3, Firearms 1, Grapple 3, 
  Melee Weapons 2, Mythos: Old Ones 2, Ritualcraft 5, 
  Spellcraft 5, Strike 2 (Claw Attack – 3 Wounds), 
  Swimming 5, Throw 2 
   
  Advantages: Endurance (2 Ranks) 
   
  Disadvantages: The Innsmouth Look 
   
  Movement: Walk 4, Run 6, Short Sprint 16, 
  Swimming 16 
   
  Resist Fear & Madness: 6 (+6) 
  Resist Magic: 6 (+6) 
  Resist Psionics Attacks: 6 (+6) 
   
  Spells:  Aura of Fear (Rank 3), Blindness: Lesser 
  (Rank 2), Breath of Skadi (Rank 2), Create Portal: 
  Greater (Rank 4), Cross-Rip (Rank 3), Empower 
  Weapon: Lesser (Rank 2), Glowing Orb (Rank 1), 
  Grip of the Damned (Rank 2), Impose Will: Lesser 
  (Rank 2), Inflict Wounds (Rank 3), Key of Pluto 
  (Rank 1), Touch of Morpheus (Rank 1), True Sight: 
  Greater (Rank 3), True Sight: Lesser (Rank 2), Veiled 
  Eyes: Lesser (Rank 2) 
   
  Rituals: Boon of Set (Rank 2), Eye of Anubis (Rank 
  2), Eye of Marduk (Rank 3), Eye of Thoth (Rank 2), 
  Circle of Protection: Magic (Rank 1), Death of the 
  Soul 
  (Rank 
  4), 
  Sorcerers 
  Stone 
  (Rank 
  1), 
  Summon/Bind Servitor of the Abyss(Rank 4) 
   
  Abyssal Manifestations: Scales of the Deep 
   
  Resist Fear & Madness Check to see the Children 
  of Dagon: Simple 
   
  Resist Fear & Madness Check to see a Deep One: 
  Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  427 
  Church of Starry Wisdom 
   
   
   
   
  This cult dedicated to the worship of Nyarlathotep was 
  founded in Providence, Rhode Island in 1844 CE by 
  Professor Enoch Bowen; whom was a renowned 
  archeologist and occult scholar. This cult acquired the 
  ancient Atlantean artifact; the Shining Trapezohedron from 
  a long forgotten tomb that was long in the burning sands of 
  Egypt. It is said that the artifact has the ability to summon 
  the Haunter of the Dark; a powerful and horrific avatar of 
  Nyarlathotep that demands outrageous sacrifices of flesh 
  and blood in return for the limitless knowledge of the 
  universe. 
   
  During its time in Rhode Island, the Church of Starry 
  Wisdom was publicly denounced by all of the local 
  churches; but for reasons that no one in Providence could 
  fathom, the Church of Starry Wisdom’s membership grew 
  to around 200 members at its high point. During this 
  period, over a half dozen mysterious disappearances 
  occurred in the Providence area that brought the cult under 
  the scrutiny of the public. The public of Providence made a 
  point of getting in the way of the cults activities and even 
  the local municipal government began investigating the 
  Church of Starry Wisdom to the point that its Providence 
  church was closed and 181 members of the cult left 
  Providence for points unknown for rather mysterious 
  reasons. The simple fact is, because of public scrutiny, the 
  Providence sect of the Church of Starry Wisdom was 
  forced to disband, if only to protect its other sects in other 
  cities and towns in the New England area. The locals 
  viewed the departure of the cultists as a victory and quietly 
  considered the sect’s departure as a form of banishment 
  from the city of Providence without the citizens being 
  forced to dirty their hands by forcefully removing the 
  cultists themselves. 
   
  It is known that the Providence sect of the Church of Starry 
  Wisdom held an extensive collection of occult literature 
  and sorcery tomes. The sorcery tomes disappeared when 
  the cultists left Providence, but for reasons unknown to the 
  locals and to Doctor Dexter; the occult literature was left 
  behind. Doctor Dexter took the major of the occult 
  literature shortly after the locals of Providence raided the 
  old church following the mysterious death of the writer; 
  Robert Blake. 
   
   
   
  Even with the disbanding of the Providence sect in 1877, the 
  Church of Starry Wisdom appeared in other places that 
  included; Yorkshire in England (1880 to 1890), Chicago in 
  Illinios (where it took the name of the Celestial Providence 
  sect, but was disbanded by the Great Chicago Fire of 1871), 
  Arkham in Massachusetts (during the 1920s), and more 
  recently in the cities of Los Angeles and San Francisco in 
  California (although the San Francisco sect was reputedly 
  destroyed by an obvious case of arson when locals learned of 
  the cult and its collection to mysterious disappearances in the 
  San Francisco area). 
   
  As of the 1990s, the Church of Starry Wisdom has three 
  major sects; the Los Angeles sect, a new one that was founded 
  in New York City, and the re-founding the Celestial 
  Providence sect in the Chicago area. Among Sorcery Circles, 
  all of these sects are a topic of concern and all Covens that 
  know of the dark history of the Church of Starry Wisdom sect 
  from Providence are looking for a way to remove these cultist 
  from their cities, but more importantly these Sorcerer Covens 
  are looking to finally put and end to the Church of Starry 
  Wisdom as a whole. 
   
  Since its disappearance after the police raid of the Providence 
  sect of the Church of Starry Wisdom, the Shining 
  Trapezohedron has not resurfaced. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  428 
  Esoteric Order of Dagon 
   
   
   
   
  The Esoteric Order of Dagon was the primary religion in 
  Innsmouth founded by Captain Obed Marsh returned from 
  the South Seas with promises of fish and gold in the 
  Summer of 1838. The town, whose primary industry was 
  fishing, eventually converted over. The treasures of the 
  deep were not without their cost. 
   
  The Order primarily worshiped Dagon and Mother Hydra 
  as their chief deities. A smaller minority saw Great 
  Cthulhu himself as part of a trinity. Whomever these 
  treasures came from sent Deep Ones to the City.  
   
  Based out of an old Masonic Temple. Each inductee had to 
  make three oaths. The first was an oath of secrecy, the 
  second, an oath of loyalty, and the third, an oath to marry a 
  Deep One and bear or sire its child. Those who couldn’t 
  abide by these were killed out right in Dagon’s name. 
   
  The Esoteric Order of Dagon was seemingly destroyed 
  when a descendant of Marsh alerted the U.S. Government 
  to evil happening in the town in 1928. When Government 
  agents met with resistance they engaged the people in 
  combat. As a result, the town was more or less destroyed, 
  and the Order was thought disbanded.  
   
  Supposedly the U.S. Government torpedoed Devil Reef in 
  1928 as part of a raid on the town of Innsmouth; destroying 
  the Deep One city of Y’ha-nthlei. But, to date no evidence 
  has been found as to whether the Deep One city ever 
  existed there to begin with and, no one within the U.S. 
  government has been unwilling to comment on the 
  operation that depopulated the city of Innsmouth. 
   
  The Order of Dagon was tipped of by an insider working 
  within the Treasury department. Knowing that a direct 
  confrontation with the United States government would 
  lead to the destruction of their Order, the leaders of the 
  group escaped. One group escaped to the sea while the 
  others traveled inland and settled in Pennsylvania where 
  they indoctrinated themselves in a splinter Amish 
  community.  
   
  The City of Innsmouth remained mostly silent for the next 
  forty years. The talk of strange sounds and lights coming 
  from the seaside town were attributed to superstition. In 
  1971, a business man named Joshua Harwood and Robert 
  Lovely, a descendent of the hierarchy of the Order of the 
  Dagon entered a business relationship to rebuild 
  Innsmouth. 
   
   
  Because Lovely owned deeds to every piece of property in the 
  abandoned city, renovations started right away.  Knowing the 
  history of the town, the U.S. Government was initially uneasy 
  at the new construction. Various agents sent in to gather info 
  returned with nothing. All the documents checked out. The 
  Government could do nothing but watch. The renovation 
  ended in the Spring of 1973 with all buildings deemed 
  ‘unsafe’ rebuilt. In the center of the town lays the most 
  curious of all the new construction: a factory. Not entirely 
  strange, but the high fences topped with concertina wire and 
  the constant squads of patrolling guards have worried the 
  government. 
   
  The disappearances started again in 1994. In the surrounding 
  countryside the number of missing people increased by nearly 
  25%. The Government could find no connection to Innsmouth 
  however, as all agents they sent in returned with no evidence 
  of anything out of the ordinary.   
   
  The truth is a bit more unsettling.   
   
  After the reconstruction of the main town finished new 
  construction, under the guidance of Lovely began the factory 
  as a cover for his true plan. Beneath the shell of the factory is 
  a series of winding tunnels leading straight down and out 
  towards the ocean. There the Servants of the Old Ones can 
  enter and leave the city by the sea as easily as possible 
  without being seen.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  429 
  The new Innsmouth is built like a labyrinth, which each 
  street eventually leading to the center factory. Inside the 
  workings of the factory, Lovely meets with a board of 
  advisors. Lovely is sent prophetic visions from, so he 
  says, Dagon himself. He tells only the closest of his 
  advisors what he sees and what it means to them. His 
  purposes are deeply debated by people in the know. 
   
  The Dagon Group, as Lovely’s corporation is now 
  called, is one of the largest importers and exporters of 
  ancient artifacts. In the modern world. They have 
  research teams of archeologists scouring the globe for 
  items of power. All of this is funded the same way as 
  Innsmouth was funded a century ago; human sacrifice 
  for gold. 
   
  The Esoteric Order of Dagon is mostly unchanged in its 
  religious practices. There no longer is main meeting 
  temple, in lieu of the factory. But religious services are 
  held within personnel homes within the city. The Deep 
  Ones still come to the town to procreate with the 
  residents. An army of these depraved offspring patrols 
  the shores of Innsmouth, waiting for… something. 
   
  While Innsmouth is within driving distance of both 
  Boston and Arkham, few venture up to this strange city. 
  Those that do return to report an air of dread and a 
  universal rudeness from the residents. 
   
  The Esoteric Order of Dagon is not restricted to 
  Innsmouth. Identical churches have sprung up in Spain, 
  Africa and parts of Alaska. Their connection to 
  Lovely’s group is currently unknown. 
   
   
   
  
   
  430 
  The Hellfire Club 
   
   
   
  The secret society known as the Hellfire Club was 
  founded by an English Nobleman by the name of Sir 
  Francis Dashwood in 1719 AD; its public purpose was as 
  a social gathering for the aristocracy and wealthy of 
  England, but the hidden agenda of the Hellfire Club was 
  to gain as much temporal power for its members as could 
  be acquired through the generous use of Sorcery and 
  Pacts with the Demons of the Mirror World. 
   
  Throughout its existence, the names of the membership 
  of the Hellfire Club have always remained a closely 
  guarded secret by the Master of the secret society, and its 
  members. To betray the Hellfire Club is to call down the 
  wrath of all of its members. It is said that the members of 
  this secret society take an oath of loyalty to the Hellfire 
  Club; and to King and Country second, in a long and 
  drawn out ritual. All those that have ever attempted to 
  betray the Hellfire Club have met with gruesome and 
  bloody ends. 
   
  In 1774, the British government was able to force the 
  Hellfire Club to officially disband. What few ever 
  realized was the Monarchy of Great Britain saw the 
  potential for too many members of the Royal family to be 
  implicated in the dark and sinister activities of the secret 
  society, and because of this a representative of the House 
  of Lords was sent to request that the Hellfire Club take its 
  activities underground and out of the public eye. The 
  irony is that the Hellfire Club was never in the public eye 
  to begin with, and all the official disbandment did was to 
  give them more of a chance to gain power behind the 
  scenes across Great Britain. 
   
  From 1775 to 1896, the Hellfire Club limped along as its 
  founding members grew old and eventually succumbed to 
  their own mortality. Because of the agreement with the 
  House of Lords, the Hellfire Club was forbidden to 
  recruit new members from the aristocracy, which made 
  keeping the club alive and vibrant a difficult situation 
  indeed. Finally in 1896, the Master of the Hellfire Club, 
  Sir Richard Kimble decided it was necessary to disregard 
  the agreement that was made over 100 years before.  
   
  Sir Richard began recruiting new members from the most 
  hedonistic and depraved of the ruling class, an act that 
  would have gotten him burn alive by the old guard of the 
  Hellfire Club during the time of Sir Francis Dashwood; 
  but Dashwood was long dead and it was time for him to 
  help the Hellfire Club enter the modern era. All of the old 
  ideals were gone; the age of revolutions had stolen the 
  respect that the new generation had for the old ways. 
   
   
  With the help of the new members of the Hellfire Club, Sir 
  Richard Kimble summoned up the dark powers of Abyss that 
  even the founding members of the secret society refused to 
  call to. They made pacts with Nyarlathotep through the 
  Raggedy Man and Shub-Niggaroth, all to gain immortality for 
  its new members and to reap the dark secrets that even its 
  founders were afraid of. What few of these new members 
  realized was the cost that this power would have one their 
  souls and sanity. The dark powers of the Abyss warped the 
  minds and bodies of the membership of the Hellfire Club, and 
  in the end has turned them into willing harbingers of the end 
  times and fanatical servitors of the Old Ones that they have 
  called forth into the Physical World. 
   
  In the modern age, the Hellfire Club has drawn its members 
  back into itself. The Hellfire Club now works in the hidden 
  and dark places of the world to help bring about the end 
  times. All of the current members of the Hellfire Club are 
  Sorcerers of horrifying power, and all of them have been 
  touched by the Abyss through its manifestations in their 
  immortal flesh. There are whispers that the Hellfire Club has a 
  meeting place deep under London, but no one has ever 
  returned to confirm or disprove this rumor. 
   
  
   
  431 
  Ghouls; Servitors of the Abyss 
   
  The Ghouls are a degenerate subterranean Servitor race. Most Ghouls that 
  live and breathe today have come about through surviving the bite attack 
  of a Ghoul. But it is believed that the first Ghouls came about because of 
  an accicental miscasting of the Resurrection ritual, in doing so it created 
  what has become known as Ye Liveliest Awfulness. Most Occultists tend to 
  believe that the ritual in question was cast during the final days of the First 
  Atlantean Empire, and those first Ghouls may still be living and breathing 
  to this day. But to be perfectly honest, no one has ever been willing to 
  stake their reputation on that statement. 
   
  What is known of the first Ghouls is that they were no better than a 
  zombie, thirsting for the flesh and blood of the living and sometimes even 
  the dead. For reasons that no one has ever been able to figure out, those 
  first Ghouls were able to regain much of their consciousness and intellect 
  that is almost always lost when a zombie is created. 
   
  Since their first appearance in ancient times, Ghouls have always seemed 
  to gravitate towards the charnel yards of the world, in common vinacular, 
  burial grounds. What every Occultist knows for certain is that these 
  loathsome creatures have been growing in numbers for well over 3,000 
  years, and today, no one is quite sure how many of these creatures exist in 
  the world. 
   
  As has been said before, Ghouls tend to make their homes in the 
  graveyards of the world, or more specifically under them in underground 
  tunnels and caverns that they seem quite adept at fashioning. Most in 
  Europe and in New England have taken to using the catacombs that were 
  built centuries ago as their preferred places of habitation. Because of their 
  horrific appearance, none of them are able to move about on the surface 
  world without going to extreme lengths to hide their appearances. But even 
  then, the stink of death permeates these creatures and those that know what 
  to look for, would be able to easily pick them out in a crowded city or 
  subway. 
   
  Over the centuries, Occultists throughout Europe have been able to 
  identify that there are many Ghouls that have turned to the worship of the 
  Old Ones; the Scarlet Queen and Samael. Some have even attempted to 
  practice a loathsome form of Christianity were they eat the bodies of the 
  living as an offering to Christ in an attempt to protect their immortal souls 
  from the damnation that awaits them in Hell. 
   
  All Ghouls are diseased and inhuman looking, appearing to be a mixture of 
  human and canine traits, with a zombie-like appearance. They feed upon 
  the flesh of the living and the dead in order to sate their inhuman hunger 
  for flesh. 
   
  All those that are bitten by a Ghoul will eventually become one of these 
  degenerate creatures. Most the feel and see the change coming tend to 
  commit suicide rather than be turned into an inhuman monster. 
   
   
  Attributes: Agility 3, Appearance 1(monstrous), 
  Brawn 3 (Stun 3), Intellect 2, Psyche 4, Vitality 3 
   
  Derived Attributes: Charm 1, Mental Stability 50, 
  Psionics 2, Toughness 2, Life Force 12 
   
  Combat Skills: Dodge 3 (+6), Grapple 3 (+6), 
  Strike 3 (+6),  
   
   
  Skills: Climb 3, Mythos: Occult 3 (+5), Mythos: 
  Old Ones 2, Survival 3 (+5) 
   
  Advantages: Endurance (1 Rank1) 
   
  Movement: Walk 6, Run 9, Short Sprint 12 
   
  Resist Fear & Madness: 4 (+4) 
  Resist Magic: 4 (+4) 
  Resist Psionics Attacks: 4 (+4) 
   
  Special Abilities 
   
  Bite Attack: The Ghoul does their Brawn +2 in 
  Wound Damage whenever they bite a victim. If a 
  Ghoul is able to successfully bite someone, that 
  bite transmits the disease that will turn the victim 
  into a Ghoul within 1 to 2 weeks of the initial 
  attack 
   
   
   
   
   
   
   
   
   
  
   
  432 
  The Serpent Men of Tiamat 
   
  In the time before time, or so the 
  legend goes, before man, before 
  Atlantis, before history, the 
  Great Creator looked down upon 
  our world and was overcome 
  with joy. The creation he was 
  most proud of walked the earth 
  with pride. Great Serpent men, 
  smaller and craftier than their 
  terrible 
  thundering 
  cousins, 
  whom they enslaved to help 
  build great cities and erect 
  unmatched monuments. They 
  ruled the world with compassion 
  and justice.  
   
  No other creature came close to 
  matching 
  their 
  power. 
  The 
  Serpent men were a benevolent 
  race. They sought harmony with 
  all creatures. When a scouting 
  party happened across a tribe of 
  scale-less omnivores the Serpent 
  men, afraid this stupid race 
  would 
  ultimately 
  kill 
  itself, 
  began to teach them. The Scale-
  less began to learn at an unsettling pace. After a few months of this the 
  Serpent men decided it would be best for everyone if they just killed the 
  Scale-less off. They marched upon the tribe, unprepared for a fight. Every 
  Serpent man sent against the Scale-less was killed. 
   
  As a larger force was being assembled, preparing to finally do away with 
  this menace when the sky itself cracked and bleed and the ground beneath 
  them shook as something forced its way into our reality. Great creatures, 
  indescribable even in the tongue of the Serpent men, appeared, lumbering 
  across the world, destroying everything in their wake. The very sight of 
  these Old Ones drove many mad. Those who survived found the world a 
  different place. Reality changed and the very act of existing became 
  difficult for the Serpent men. 
   
  The remaining Serpent men, angry at the world’s betrayal of them, the 
  rightful rulers of the Earth, sank into seclusion. Those tired of this 
  existence faded away into nothing. And worse, the Scale less, now calling 
  themselves Man, multiplied in this new world. 
   
  Time passed. The remaining Serpent men, those too consumed by hatred to 
  simply fade away, attracted the attention of the Old One known as Tiamat. 
  Tiamat took pity on these creatures and turned their hatred of Man into a 
  weapon. They seized what was once known as Mesopotamia and they 
  ruled as her personnel body guard with an Iron Fist. 
   
   
   
  Attributes: Agility 3, Appearance 1, Brawn 3 
  (Stun 3), Intellect 3, Psyche 6, Vitality 4 
   
  Derived Attributes: Charm 1, Mental Stability 70, 
  Psionics 4, Toughness 4, Life Force 15 
   
  Combat Skills: Dodge 3, Grapple 3, Melee 
  Weapons 2, Strike 3 (Claw Attack – Wound 3, 
  Gore Attack with Horns – Wound 4), Throw 2 
   
   
  Skills: Climb 3, Mythos: Old Ones 2, Ritualcraft 5, 
  Spellcraft 5,  
   
  Advantages: Endurance (2 Ranks) 
   
  Movement: Walk 4, Run 6, Short Sprint 16 
   
  Resist Fear & Madness: 6 (+6) 
  Resist Magic: 6 (+6) 
  Resist Psionics Attacks: 6 (+6) 
   
  Spells:  Aura of Fear (Rank 3), Blindness: Lesser 
  (Rank 2), Breath of Skadi (Rank 2), Create Portal: 
  Greater (Rank 4), Cross-Rip (Rank 3), Empower 
  Weapon: Lesser (Rank 2), Glowing Orb (Rank 1), 
  Grip of the Damned (Rank 2), Impose Will: Lesser 
  (Rank 2), Inflict Wounds (Rank 3), Key of Pluto 
  (Rank 1), Touch of Morpheus (Rank 1), True Sight: 
  Greater (Rank 3), True Sight: Lesser (Rank 2), 
  Veiled Eyes: Lesser (Rank 2) 
   
  Rituals: Boon of Set (Rank 2), Eye of Anubis 
  (Rank 2), Eye of Marduk (Rank 3), Eye of Thoth 
  (Rank 2), Circle of Protection: Magic (Rank 1), 
  Death of the Soul (Rank 4), Sorcerers Stone (Rank 
  1), Summon/Bind Servitor of the Abyss(Rank 4) 
   
  Abyssal Manifestations: Scales of Tiamat 
   
   
   
   
   
   
   
   
  
   
  433 
  Even as Marduk slew their goddess, the newly christened 
  Serpent Men of Tiamat, using the foulest of sorceries, escaped 
  to the Mirror World. Without Tiamat’s power, they found 
  themselves unable to keep living in the material world. 
   
  Throughout time, those with patience and talent have been able 
  to summon them from the Mirror World into the Physical 
  World. Infused by the dark sorceries that summoned them, they 
  can exist in our world for a limited amount of time. The more 
  powerful the summoning, the longer they can stay here. 
  Without these dark sorceries, only by their hate can they 
  remain in synch with the Physical World. 
   
  The Serpent Men of Tiamat has been responsible for the fall of 
  at least four major civilizations. Always fading back into the 
  Mirror World when their job is done. Strange whispers speak 
  of how they don’t always return to the Mirror World alone; at 
  times taking Atlantean and human females captive, and brings 
  them with them into the Mirror World for unknown reasons.  
   
  The Serpent Men of Tiamat despises humanity on the whole 
  for the creation of mankind lead directly to their downfall. The 
  Serpent Men are Bi-pedal creatures who are vaguely 
  humanoid. Their physical appearance varies from Spawn to 
  Spawn. Some appear like Man-sized dinosaurs; other more 
  closely resemble dragons of legend. 
   
  The Serpent Men of Tiamat speak their own slithery language 
  and serve Tiamat above all others. The death of her avatar 
  those many millennia ago only gives them strength, for the lie 
  in wait for her return in the End Times, when she will swallow 
  the world in the darkness of her alien soul. 
   
  Resist Fear & Madness Check to see the Serpent Men of 
  Tiamt: Difficult 
   
   
   
   
  
   
  434 
  Shoggoth: Servitor of the Abyss 
   
   
   
   
  The Shoggoths are nightmarish blob-like race of entities that were created 
  by the Elder Things in an attempt to create a servitor race within the first 2 
  billion years after the creation of the Earth. They were created using the 
  advanced super-sciences of the Elder Thing civilization that once existed 
  on the now frozen lands of the Antarctican continent. 
   
  Eventually the Shoggoths rebelled against their Elder Thing masters, when 
  this happened; the Old Ones on Earth took this rebellion as a sign of 
  weakness on the part 
  of the Elder Things 
  and began a long 
  and apocalyptic war 
  against their Elder 
  Thing 
  rivals 
  for 
  supremacy of the 
  planet. 
   
  After 
  millions 
  of 
  years of war, the 
  Elder Things finally 
  got the upper hand 
  against the Old Ones 
  and 
  their 
  former 
  Shoggoth slaves.  As 
  punishment for the 
  war that the Old Ones and the Shoggoths had initiated against the Elder 
  Things, the Elder Things used their super-science to force the Old Ones 
  and the Shoggoths into a long torpor that would only end when the stars 
  were once again right for their return. 
   
  When the stars partially aligned in 1928 and the dead city of R’lyeh briefly 
  rose up out of the Pacific Ocean, the Old One known as Cthulhu stirred in 
  his dead dreams. But as quickly as the stars aligned, within days they 
  passed out of alignment and R’lyeh sank back into the ocean and Cthulhu 
  once again fell into his long dreaming slumber. 
   
  But more importantly, the Shoggoths in their deep crypts in the Earth 
  awoke from their long sleep and once again journeryed out in to a world 
  that was now controlled by the human race. Wherever they surfaced they 
  brought madness and death to the world of men. 
   
  Resist Fear & Madness Check to see a Shoggoth: Very Difficult 
   
   
  Attributes: Agility 2 (6 under water), Appearance 
  1, Brawn 10,  Intellect 3, Psyche 6, Vitality 10 
   
  Derived Attributes: Charm 1, Mental Stability 0, 
  Psionics 4, Toughness 10, Life Force 16 
   
  Skills: Strike 4 (+6), Grapple 5 (+7), Tentacle 
  Whip 7 (+9) Damage: 5 (stun), Crush Attack 7 
  (+17) Damage: 10 (wounds), Envelop & Devour 7 
  (+17) Damage: 10 (wounds) 
   
  Actions: 2, Initiative: +1, Movement: Walk 4, 
  Run 6, Swim 48  
   
  Resist Fear & Madness: 6 (+6) 
  Resist Magic: 6 (+6) 
  Resist Psionics Attacks: 6 (+6) 
   
  Supernatural Powers 
   
  Regeneration: Shoggoths can regenerate physical 
  damage at a pace that no other known creature can 
  equal. Entire limbs, mouths, etc, grow back in a 
  matter of hours to days. To be able to regenerate 
  Wound Damage, a Shoggoth must be able to rest 
  for 8 hours. Body parts can regenerate over the 
  period of a single night of rest (8 hours of 
  undisturbed rest); at which point their body 
  regenerates 1 Rank of Wound Damage per hour (up 
  to 8 Wounds per night in this fashion). Should a 
  part be utterly destroyed, it takes 5 days for the 
  limb to regenerate. Shoggoths are immune to Stun 
  Damage. 
  Shoggoths 
  can 
  regenerate 
  Wound 
  Damage at 1 Rank per Life Force point spent.  
   
  Abyssal Manifestations: Gut Maw, Tentacle Limb 
   
   
   
  
   
  435 
   
   
   
   
   
  Section III:
  Artiftacts, Relics, 
  & Tomes 
   
   
   
   
  
   
  436 
  Artifacts, Relics, & Tomes 
   
   
   
   
  Artifacts are items that were made by ancient to recent 
  cultures that may have some magical power left in them, 
  such as; an ancient candle that was made with the blood of a 
  demon that can be used to ward away demonic entities, a 
  pocket watch that allows its user to look back in time to see 
  events that may have occurred, or a simple pair of glasses 
  that have been given the magical ability to see entities that 
  would normally be invisible to the naked eye.  
   
  Relics are items of magical power that were created by 
  ancient religions to be used in religious ceremonies and 
  rituals, such as; the finger bone of a saint that can be used to 
  ward off undead creatures, or a vial of oil that was blessed 
  by a holy person of great power that can be used to heal all 
  those that it is rubbed on, or legendary items like the Spear 
  of Destiny that was used to injure Jesus Christ.  
   
  Tomes are ancient to recent books that were written that 
  contain archaic information or lore, such as; A book that 
  details the habits and haunts of certain types of demons, or a 
  tome that contains Mythos on any number of arcane subjects, 
  or books that contain spells and rituals like the infamous 
  Necronomicon. 
   
  Please do not feel limited by the items listed in this Section, 
  a little time spent searching the internet or at your local 
  library can help you as Directors to come up with new 
  Artifacts, Relics, and Tomes to give to your Actors’ 
  Personas or to use against them over the course of an 
  Episode or entire Season. 
   
  Atlantean Crystalline Blades 
   
  These ancient weapons were used during the millennial wars 
  that the Atlanteans and the Lemurians fought against each 
  other. At first inspection, these knives and swords appear to 
  be nothing more than beautiful knives and swords made of a 
  near translucent crystalline material. When activated; by 
  spending a Life Force point, these weapons begin glowing 
  with a bluish-white aura. These weapons are extremely 
  dangerous; weapons made out of this crystalline material can 
  cut through almost any substance. The typical forms that 
  these weapons are found in are large daggers and long 
  gladius shaped swords; the daggers give the user a +4 Bonus 
  to the Brawn Damage that the weapon inflicts to its victims. 
  The swords give their user a +7 Bonus to the Brawn Damage 
  that the weapon inflicts to its victims.  These ancient 
  weapons are extremely rare and many an Atlantean man or 
  woman has killed to possess one of these weapons. 
   
   
   
   
  Atlantean Crystalline Computers 
   
  These ancient computers are more powerful than the most 
  powerful supercomputers that are in existence in the modern 
  age. These computers were used during the Atlantean 
  expansionist age; when the Atlantean civilization was 
  colonizing star systems lightyears away from Earth. All of 
  these crystalline devices contain an artificial intelligence; 
  each AI is capable of performing a myriad number of 
  computing functions. As far as anyone today knows, all of 
  the remaining crystalline computers were lost when the 
  island continent of Atlantis sank beneath the waves of the 
  Atlantic Ocean. 
   
  There are Atlanteans and humans that have spent entire 
  lifetimes searching for these priceless crystalline machines. 
  Atlantean computers require that their user possess the 
  Psychic Talent of Telepathy in order to interface with their 
  operator. Anyone that does not have have Telepathy simply 
  can not interface with these devices and the crystalline 
  computer will appear to not function at all. 
   
  In appearance, these ancient Atlantean devices appear to be 
  a small sized triangular box with a ring of quartz crystals 
  encircling a larger quartz crystal at its center. All of the 
  quartz crystals have Atlantean glyphs laser etched into their 
  surfaces. 
   
  To interface these ancient 
  devices 
  with 
  modern 
  computer systems requires a 
  specialized rig that costs over 
  300,000 USD, and typically 
  can 
  only 
  be 
  found 
  in 
  advanced 
  government 
  research 
  labs 
  or 
  the 
  laboratories 
  of 
  Atlanteans 
  connected to the Antiquarians 
  Guild. Only a four of these 
  crystalline computers have 
  been discovered and three of them are in the possession of 
  the Antiquarians Guild, the fourth crystalline computer is in 
  the possession of a secret government project known as 
  “Project Genesis”. 
  
   
  437 
   
   
  Atlantean Life Force Batteries
   
  It is believed that the Atlanteans of the First Atlantean 
  Empire were the first to discover the bio-electric properties 
  of quartz crystals, and they were able to use these crystals to 
  create batteries that were capable of storing vast amounts of 
  Life Force energy. What Atlantean historians of modern 
  times have been able to discover is that their ancient 
  ancesters had based much of the advanced sciences and 
  technologies upon the near limitless applications of these 
  quartz crystals. 
   
  What an Atlantean Life Force Batteries does is it stores Life 
  Force energy within 
  the many facets of the 
  quartz crystal. It is 
  possible for a Psychic 
  or Sorcerer to use 
  these ancient crystal 
  batteries to power their 
  Psychic 
  Talents 
  or 
  their Sorcery. So far 
  only about two dozen 
  of 
  these 
  powerful 
  artifacts 
  have 
  been 
  found throughout the 
  world. Each of the 
  Atlantean Life Force Batteries that have been found have had 
  no less than 100 points worth of Life Force energy stored 
  within them; the most powerful of these artifacts so far had 
  over 1,000 points of Life Force energy stored within it. 
  Ultimately it is up to the Director to decide how many points 
  of Life Force are stored within one of these artifacts when it 
  is discovered by a Persona. Given the potentially unbalancing 
  effects of this artifact, it is advised that Directors uses these 
  powerful artifacts sparingly. 
   
  Atlantean Lightning Guns 
   
  Most of these ancient devices are made up of a palm-sized 
  ruby that has been fitted into an intricately detailed piece of 
  ivory from an elephant’s tusk, but there are several other 
  designs. What makes these artifacts actually tick is a mystery 
  to all historians and scientists that come upon them. But how 
  these devices are activated is simple, the user concentrates 
  their mind on the device and where they want it to release its 
  power at, after that the Atlantean Lightning Gun does exactly 
  what its name implys; it fires a bolt of lightning at its target, 
  doing 8 points of Wound Damage/1 Structure Point of 
  Damage to whatever it hits. 
   
  The user of this artifact does need to have Ranks in the 
  specialized Skill: Atlantean Lightning Gun. It is believed 
  that this device gathers ionized particles that float about in 
  the atmosphere and that is how it keeps a constant charge at 
  all times. These Artifacts are very rare and are believed to 
  have been used by the Legions or Sorcerers of the First 
  Atlantean Empire as a personal defence weapons. 
   
   
   
  Atlantean Transmission crystals 
   
  These ancient artifacts were used by the Nobility & 
  Sorcerers of the First Atlantean Empire as a means of long 
  distance communication. Through these hand-sized emerald 
  crystals had the capability to send images and voices over 
  long distances just like modern day television. These 
  artifacts are just one example of the advanced crystal 
  technologies that were common place within the First 
  Atlantean Empire. 
   
  In terms of game play, two of these hand-sized emerald 
  crystals are required for Personas to communicate with each 
  other. It should be noted that it is not possible for anyone to 
  intercept transmissions made between two Personas that are 
  using them for communication. The handheld Atlantean 
  Transmission Crystals do require that the user expend 1 
  point of Life Force energy to activate them, once one 
  crystal in a set is activated, its partner crystal will begin 
  pulsing with a luminous bluish light from within. Once the 
  partner crystal is activated, its user must spend a Life Force 
  point to complete the connection. 
   
  Supposedly there were large sapphire crystals that were 
  about the size of a large basketball that were used to 
  broadcast images and voices that were transmitted from the 
  smaller emerald crystals; it is believed that these larger 
  artifacts were used more like television signals are used 
  today. Anyone within viewing range of these larger 
  sapphire crystals would be able to see and hear the 
  transmissions. Atlantean historians believe these artifacts 
  were used by the government of Atlantis to transmit vital 
  information and news to the common Atlantean people. 
  These larger crystals did not require any Life Force be spent 
  by the viewers of the transmission, only the Persona 
  transmitting the signal must spend the 1 point of Life Force 
  to send their transmission. 
  
   
  438 
   
   
   
   
   
   
   
  Orichalcum 
   
  This is a very rare golden-brown metal that has the ability to 
  amplify mystical energies. Atlantean Sorcerers of the First 
  Atlantean Empire used Orichalcum to forge mystical 
  talismans and artifacts that could be used to amplify the 
  power of their Spells and Rituals. Sorcerers that use an 
  Orichalcum forged talisman in their Spells and Rituals gain a 
  +8 Bonus to their Spellcraft and Ritualcraft Checks and 
  Contests. In this modern age, much of the Orichalcum supply 
  that still remains in the world is very rare and Sorcerers are 
  willing to go to great ends to find even small amounts of this 
  metal. 
   
  Note to Directors: Directors should be careful in allowing 
  their Actors access to talismans made out of this rare 
  mystical metal, if allowed in great qualities this could serious 
  destroy the balance of the game for the rest of the Cast of his 
  or her Series. 
   
   
   The Book of Dorrathe 
   
  This translation of the Book of Dorrathe was written in 
  1899, the original book was said to be written millennia ago 
  in the lands of Hyperborrea. It describes book as a tome 
  made out of metal; two relatively thick metal covers with 
  metal pages that had the consistency of a thin leather, 
  written in the tongue of the serpent men. Much of the book 
  deals with a historical account of the life and times of the 
  Wizard Dorrathe in the pre-historic land of Hyperborrea. 
  The book describes Dorrathe’s struggles against the Old 
  Ones. 
   
  Dorrathe speaks of the creation of the 13 crystal skulls as a 
  means to unite the world that is with the Mirror World. He 
  speaks of the Cults of the Raggedy Man and Tiamat 
  working to unite the worlds, in doing so joining the 
  Physical World and the Mirror World into one single world. 
   
  The book tells of how Dorrathe and his followers broke into 
  the Temples of the Raggedy Man and Tiamat and stole the 
  crystal skulls from their places of honor. How Dorrathe and 
  his followers attempted to destroy the crystal skulls only to 
  find that they were beyond the power of man to destroy. He 
  and his followers then left Hyperborrea, heading to the 
  corners of the earth in an attempt to scatter the crystal skulls 
  in hidden places so that the Cults of the Raggedy Man and 
  Tiamat would never find them. Dorrathe described 
  horrifying nightmares that he and his followers had while 
  they were in possession of the crystal skulls. The 
  nightmares at times would drive his followers over the 
  edge, forcing him to lay to rest their souls so that they did 
  not trouble the living. 
   
   
   
   
   
  
   
  439 
   
   
  Dorrathe believed that the nightmares were a curse that was 
  placed upon the crystal skulls by the Raggedy Man. He spoke 
  of a dark skinned man that would come to him and his 
  followers with promises of power in the world to be; if he 
  and his followers united the crystal skulls in a place called 
  the Cathedral of Dreams. Some of his followers fell from 
  grace and turned into horrors that defied imagination; where 
  man turned into creatures that were somewhere between man 
  and god.   
   
  One of the crystal skulls was hidden on a place referred to as 
  the Emerald Isle. Another is supposed to be hidden where 
  man walked as gods; in the tomb of a man made god by 
  Atlantean sorcery, sealed for all eternity in darkness. Yet 
  another is reputed to be on a land far from Hyperborrea, to 
  the south and east; surrounded by ocean.  Another was 
  supposed to be surrounded by stone warriors, hidden among 
  a warring people. The last of the crystal skulls was said to be 
  in the lands touched by doomed Atlantis, worshipped by a 
  people that revered their gods with blood and flesh. 
   
  In the end, Dorrathe settled in the land known as the Emerald 
  Isle. 
   
   
  Title: The Book of Dorrathe 
  Language: Latin 
  Mythos Skills that can be learned through this book: 
  Abyss, Occult, Demons, Old Ones 
  Resist Fear Check to Read: Very Difficult 
   
  Spells: Circle of Protection: Magic, Create Portal: Lesser, 
  Create Portal: Greater, Create Portal: Permanent, Cross-
  Rip, Curse of Hecate, Warded Path: Old Ones, Commune 
  with the Raggedy Man, Commune with Tiamat, Commune 
  with the Scarlet Queen, Eye of Marduk, Fortress of Fire, Eye 
  of Anubis, Eye of Thoth, and Summon/Bind Minion of 
  Tiamat. 
   
  The Black Book of Morganne 
  Suttler 
   
  The tome known as the Black Book of Morganne Suttler was 
  written by a Sorceress by the name of Morganne Suttler 
  during the 1870s in southern England. Morganne was a sadist 
  of extreme proficiency, and that translated into the spells and 
  rituals that she collected into her personal grimoire.  
   
   
   
  All of the spells in this tome involve pain and suffering to 
  one degree or another. Those Sorcerers that have used 
  copies of this dark book are viewed by their peers as 
  Warlocks; Oathbreakers and Betrayers. For many Covens, 
  members simply having possession of a copy of this book is 
  reason enough to banish them from their covens. 
   
  Title: The Black Book of Pain 
  Language: English 
  Mythos Skills that can be learned through this book: 
  Demons, Occult, and Spirits 
  Resist Fear Check to Read: Difficult 
   
  Spells: Foritude of Grendel: Lesser, No Rest for the Dead: 
  Lesser, No Rest for the Dead: Greater, Summon/Bind 
  Creature, Summon/Bind Entity, Summon/Bind Demon, 
  Blindness: Lesser, Blindness: Greater, Songless Bird: 
  Lesser, Songless Bird: Greater, Tempus Fugit, Inflict 
  Wounds, Cardiac Arrest, Curse of Hecate, Curse of Luna, 
  Grip of the Damned, Hear No Evil: Lesser, Hear No Evil: 
  Greater, Touch of Morpheus, Impose Will: Lesser, Impose 
  Will: Greater,  Death of the Soul, Warded Path: Mundanes. 
   
  The Grimiore of Sebastian 
  Morganstern 
   
  This tome was written by Sebastian Morganstern, the 
  founder of the doomed town of Arcadia.  In this tome are 
  all of the spells and rituals that that Sebastian accumulated 
  during his time in the Starlight Coven of Samhain. As 
  books of magic go, this is one of the most dangerous tomes 
  in existence, mostly due to the fact that the Ritual; Shatter 
  the Mirror: Greater is explained in detail in it. Shatter the 
  Mirror: Greater was the Ritual that killed all of the 
  followers of Sebastian Morganstern’s branch of the 
  Starlight Coven when they attempted to pull the entire town 
  of Arcadia into the Mirror World. The result created the 
  spiritually turbulent zone known to Sorcerers as the 
  Arcadian Gate.There are currently only one copy of this 
  tome, and it has been hidden by the Master of Covens in 
  Samhain. 
   
  Title: The Grimoire of Sebastian Morganstern 
  Language: Latin 
  Mythos Skills that can be learned through this book: 
  Demons, Occult, and Spirits 
  Resist Fear Check to Read: Difficult 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  440 
   
   
  Spells: Circle of Protection: Magic, Circle of Protection: 
  Demons, Circle of Protection: Lesser Spirits, Circle of 
  Protection: Lesser Undead, Circles of Protection: Greater 
  Undead, Circle of Protection: Lilans, Cross-Rip, Create 
  Portal: Lesser, Create Portal: Greater, Create Portal: 
  Permanent, Curse of Hecate, Eye of Anubis, Eye of Marduk,  
  Eye of Thoth, Foritude of Grendel: Lesser, Fortress of Fire, 
  Fortress of Force, Fortress of Ice, Glowing Orb, Heal: 
  Lesser, Heal: Greater, Heal Mind: Lesser, Heal Mind: 
  Greater, Levitation, Key of Pluto, Shatter the Mirror: 
  Greater, Summon/Bind Creature, Summon/Bind Entity, 
  Summon/Bind Demon, Touch of Morpheus, True Sight: 
  Lesser, True Sight: Greater, Veiled Eyes: Lesser, Veiled 
  Eyes: Greater, Warded Path: Mundanes, Warded Path: 
  Demons, Warded Path: Lesser Spirits, Warded Path: Lesser 
  Undead, Warded Path: Greater Undead, Watchers Foley 
   
  The Necronomicon 
   
  The history of this dark and blasphemous tome is shrouded in 
  mystery.  It is said that this book was written by a man 
  named Alhazred; a half-crazed Arab that worshipped the 
  entities of Yog-Sothoth and Cthulhu. He is described as 
  being from Sanaa in Yemen and as visiting the ruins of 
  Babylon, the subterranean secrets of Memphis and the Empty 
  Quarter of Arabia; where he supposedly discovered the 
  “nameless city below the ruins of Irem. In the last years of 
  his life, he lived in the city of Camascus, where he wrote Al 
  Azif before his sudden and mysterious demise in 738 CE. 
   
  Years after his death, in 950 CE, the Arabic Al Azif was 
  translated into Greek and given the title Necronomicon by 
  Theodorus Philetas, a scholar from Constantinople. Through 
  this version of the book, dark experiments and terrible 
  attempts where made to summon up the entities of Yog-
  Sothoth and the Daemon Sultan; Azathoth. Shortly after 
  these terrible acts, copies of this book were suppressed and 
  burned by Patriarch Michael in 1050 CE; whom later died in 
  1059 CE of less than clear causes. 
   
  After the attempted suppression of this tome by Patriarch 
  Michael of Constantinople, the work was only heard of 
  furtively in occult circles by those attempting to research the 
  Abyssal entities known the Old Ones. In 1228, the Danish 
  scholar; Olaus Wormius translated the Greek Necronomicon 
  into the commonly used Church Latin in an attempt to keep 
  the book from disappearing into obscurity because of the 
  superstitious and short-sighted leaders of the Holy Roman 
  Church. Both the Greek and Church Latin editions of the 
  Necronomicon were banned by Pope Gregory IX in 1232, but 
  other Latin and German editions were apparently published 
  in the 15th century in Germany and in 17th Century in Spain. 
  In the first half of the 16th Century a second Greek edition of 
  the Necronomicon was printed in Italy. 
   
  It is said that Elizabethan 
  Sorcerer, John Dee allegedly 
  translated the book into the 
  commonly used Old English 
  that was being spoken in 
  England during the years of 
  1527 CE to 1609 CE.  This 
  edition only saw one book 
  and 
  to 
  this 
  day, 
  only 
  fragments 
  of 
  the 
  book 
  survive. 
   
  The Arabic Al Azif version of this book disappeared into 
  the annuals of history by the time that the Greek version 
  was banned in 1050 CE. There have been whispers of a 
  secret copy that may have survived appearing in the city of 
  San Francisco in the United States during the 20th Century, 
  but is also said that the book also perished in fire due to less 
  than clear circumstances. 
   
  The last reported sightings of the Greek version of the 
  Necronomicon were in the late 17th Century in Salem 
  Massachusetts during the time of the Salem Witch Trials. 
  Supposedly the copy that was reported in Salem perished in 
  flames with the burning of a certain Salem man’s library; 
  Alonzo Typer. 
   
  In 1927, the American writer, Howard Phillip Lovecraft 
  wrote of the Necronomicon in his horror stories; 
  mentioning the dark and terrible entities that he referred to 
  as the Old Ones. Even today, Sorcerers across the world 
  still refer to the Lovecraftian Mythos when they attempt to 
  describe the Abyssal entities known collectively as the Old 
  Ones and that they believe that Lovecraft was partially 
  correct in his descriptions of the Necronomicon. The belief 
  is that Lovecraft may have actually gained access to a copy 
  of the Chruch Latin version of the Necronomicon and that 
  version was used as a basis for his descriptions of the book 
  and the blasphemous knowledge contained therein. 
   
  Title: The Necronomicon 
  Language: Arabic, Gothic, Roman Latin, Church Latin, 
  German, and English 
  Mythos Skills that can be learned through this book: 
  Demons, Occult, Old Ones, Spirits, and the Abyss. 
  Resist Fear Check to Read: Difficult 
  Spells: Circle of Protection: Magic, Circle of Protection: 
  Demons, Circle of Protection: Lesser Spirits, Circle of 
  Protection: Lesser Undead, Circles of Protection: Greater 
  Undead, Circle of Protection: Lilans, Cross-Rip, Create 
  Portal: Lesser, Create Portal: Greater, Create Portal: 
  Permanent, Curse of Hecate, Eye of Anubis, Eye of 
  Marduk,  Eye of Thoth, Foritude of Grendel: Lesser, 
  Fortress of Fire, Fortress of Force, Fortress of Ice, 
  Glowing Orb, Heal: Lesser, Heal: Greater, Heal Mind:  
  
   
  441 
   
  Lesser, Heal Mind: Greater, Levitation, Key of Pluto, Shatter 
  the Mirror: Greater, Summon/Bind Creature, Summon/Bind 
  Entity, Summon/Bind Demon, Touch of Morpheus, True 
  Sight: Lesser, True Sight: Greater, Veiled Eyes: Lesser, 
  Veiled Eyes: Greater, Warded Path: Mundanes, Warded 
  Path: Demons, Warded Path: Lesser Spirits, Warded Path: 
  Lesser Undead, Warded Path: Greater Undead, Watchers 
  Foley, 
  Warded 
  Path: 
  Old 
  Ones, 
  Commune 
  with 
  Nyarlathotep, Commune with Tiamat, Commune with the 
  Scarlet Queen, Eye of Marduk, Fortress of Fire, Eye of 
  Anubis, Eye of Thoth, and Summon/Bind Minion of Tiamat. 
   
  Von Unaussprechlichen Kulten 
   
  The tome Von Unaussprechlichen Kulten was written by 
  Friedrich von Junzt; its first edition appeared in Dusseldorf 
  Germany in 1839. The English edition of the tome was 
  issued by Bridewall in London in 1845, but this edition 
  contained numerous misprints and it was badly translated 
  from the original text. In 1909, a heavily expurgated edition 
  was issued in New York by Golden Goblin Press. The 
  original German editions of this tome had a heavy leather 
  cover with iron hasps.  To date, few copies of the earliest 
  edition still exist because most of the copies were destroyed 
  by their owners when the details of von Junzt’s gruesome 
  demise became common knowledge. It is known that there is 
  a copy of tome locked away in the rare books vault at the 
  Miskatonic University library. 
   
  Von Unaussprechlichen Kulten contains information on the 
  various cults that worshipped pre-human deities such as 
  Ghatanothoa, and includes hieroglyphs relating to the 
  collection of pre-human deities referred to as the Old Ones. 
  This book also contains information on more recent cults 
  including that of the Raggedy Man. The tale of the Raggedy 
  Man is especially given special attention in its prediction of a 
  cataclysm that will befall mankind in the years proceeding 
  the final days of the Earth.  One of the points of principal 
  obscurity is von Juntz’s use of the word Keys (it is a phrase 
  used many times by von Juntz in various relations), in 
  connection with certain talismans and sites, such as the 
  Neolithic monuments of the British Isles and Western 
  Europe. 
   
  Title: Von Unaussprechlichen Kulten 
  Language: German, English 
  Mythos Skills that can be learned through this book: 
  Occult, Old Ones 
  Resist Fear Check to Read: Difficult 
  Spells: No Spells Contained 
   
   
   
   
   
   
   
   
  
   
  442 
  Index 
   
   
   
   
   
  Introduction 
  4 to 7 
   
  House of Romulus 
  83 to 86 
  Actors Guide 
  8 to 353 
   
  Clan MacKlintoc 
  87 to 91 
  Chapter 1: The Setting 
  8 to 103 
   
  Clan Osaka 
  92 to 94 
  Pandora’s Box 
  10 to 11 
   
  House of Bathory 
  95 to 96 
  Atlantean Terminology 
  12 to 14 
   
  House of Fallcourt 
  97 to 98 
  Dark Aeons Terminology 
  15 
   
  House of Halloran 
  99 to 100 
  A Timeline of Dark Aeons 
  16 to 24 
   
  Chapter 2: Persona Templates & Powers 
  101 to 146 
  Atlantis; An Unbiased History 
  25 
   
  Persona Templates 
  102 
  Geography of Ancient Atlantis 
  26 
   
  Atlantean Imperial  & Renegade Houses 
  103 to 104 
  Early Atlantis 
  26 to 28 
   
  Atlantean Psychic Talents 
  105 to 107 
  Loss of the Domar 
  28 to 29 
   
  Deader 
  108 to 110 
  The Fae 
  29 
   
  Dhampir 
  111 to 112 
  Rise of Simple Ways 
  29 to 30 
   
  Faithful 
  113 
  The Founding of Lermuria 
  30 to 31 
   
  Lich 
  114 to 115 
  The Spread of Atlantis 
  31 to 32 
   
  Lilan 
  116 to 118 
  Reunion 
  32 
   
  Mundane 
  119 
  The Atlantean-Lemurian War 
  33 
   
  Nephilim 
  120 to 121 
  The Dark Gift 
  33 to 34 
   
  Psychic & Psychic Talents 
  122 to 137 
  Marduk 
  34 to 35 
   
  Revenant 
  138 to 141 
  Masters of the Ancient World 
  35 
   
  Servitor of Atlantis 
  142 
  The Loss of Ancient Atlantis 
  35 
   
  Sorcerer 
  143 
  After the Fall 
  36 
   
  Thrall 
  144 to 146 
  The Atlantean Dark Ages 
  36 to 37 
   
  Chapter 3: Persona Creation 
  147 to 162 
  An End of an Era 
  37 
   
  Game Terminology 
  148 
  Foundation of the Second Empire 
  37 to 40 
   
  Occupational Skill Sets 
  149 to 152 
  Of Scholars and Thieves 
  40 
   
  Personality Traits 
  152 to 154  
  A Great Cruelty 
  40 to 42 
   
  Study Point Costs 
  154 
  Puppets 
  42 to 43 
   
  Attributes 
  155 to 157 
  Another Show of Force 
  43 
   
  Derived Attributes 
  158 to 159 
  Atlantean Society 
  44 
   
  Attribute Maximums by Persona Age 
  159 to 160 
  Dark Times Ahead 
  44 to 45 
   
  Increasing Attributes 
  160 to 161 
  The Lilan Condition 
  45 to 47 
   
  Chapter 4: Skills 
  163 to 189 
  The Lilans After the Fall 
  47 
   
  Increasing Skills & Learning New Skills 
  164 
  No Choice 
  47 to 48 
   
  Skill Synergy 
  165 
  Codex Imperialis: Code of the Empire 
  48 to 49 
   
  Agility Skills 
  166 to 168 
  Legions of the Night 
  50 
   
  Appearance Skills 
  169 
  Revenants 
  50 to 51 
   
  Brawn Skills 
  170 
  Thralls 
  51 to 52 
   
  Charm Skills 
  171 to 173 
  Dhampir 
  52 to 53 
   
  Intellect Skills 
  174 to 184 
  Revenant Society 
  53 
   
  Sorcery Skills 
  185 to 186 
  Children of the Black Sun 
  53 
   
  Combat Skills 
  187 to 188 
  House of Deveaux 
  53 to 54 
   
  Psionic Skills 
  189 
  House of Montigue 
  54 to 55 
   
  Chapter 5: Advantages & Disadvantages 
  190 to 240 
  Nephilim; Children of the Gods 
  55 to 56 
   
  Persona Template Advantages 
  191 to 194 
  Of Gods and Monsters 
  56 to 57 
   
  General Advantages 
  194 to 204 
  The Psychic Connection 
  57 
   
  Combat Advantages 
  204 to 206 
  Houses of the Imperium 
  58 
   
  Atlantean Advantages 
  207 to 214 
  House Ramius 
  59 to 62 
   
  Martial Arts Advantages 
  215 to 221 
  House Draconis 
  63 to 67 
   
  Psychic Advantages 
  222 
  House Thalus 
  68 to 72 
   
  Sorcerer & Faithful Advantages 
  223 to 224 
  House Lionnes 
  73 to 78 
   
  Disadvantages 
  224 to 235 
  House Dracul 
  79 to 81 
   
  Madness Disadvantages 
  235 to 240 
  The Renegade Houses 
  82 
   
  Chapter 6: System Mechanics 
  241 to 262 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  443 
  Index 
   
   
   
   
   
  Basic System Mechanics 
  242 
   
  The Sorcerer’s Grimoire 
  297 
  Common Damage Types 
  242 to 243 
   
  Staves & Wands 
  298 
  Reaction Checks 
  243 
   
  The Five Elements 
  298 
  Combat 
  244 to 245 
   
  Elemental Attunement 
  298 
  Cover & Concealment 
  246 
   
  Three-Fold Law 
  299 
  Conversion for Dice Rolls instead of Playing Cards 
  246 
   
  Three- Fold Law in Practice 
  299 
  Health & Healing 
  247 to 248 
   
  Sorcery Complications Difficulty Table 
  300 
  Episodic Life Force Chart 
  248 
   
  Casting during a Full Moon 
  300 
  Alcohol Resistance Table 
  249 
   
  Casting during the Equinoxes and Solstices 
  300 
  Poisons & Toxin Resistance Table 
  249 to 252 
   
  Leylines and Leyline Nexuses 
  300 
  Movement Rates 
  253 
   
  Resisting Spells and Rituals 
  301 
  Size Categories 
  253 
   
  Abyssal Mental Degradation & Taint 
  301 
  Prestige & Renown 
  253 to 254 
   
  Creating New Spells and Rituals 
  301 
  Fear & Madness 
  254 to 257 
   
  Sorcerer’s Grimoire 
  302 to 305 
  Abyssal Sorcery Mental Degradation 
  257 
   
  Abjuration Spells & Rituals 
  306 to 311 
  Abyssal Taint 
  257 to 259 
   
  Conjuration Spells & Rituals 
  312 to 316 
  Sway Rules 
  259 to 260 
   
  Charm Spells & Rituals 
  317 to 319 
  Basic Computing with the Omega-V Network 
  261 
   
  Curse Rituals 
  320 to 323 
  Omega-V Computer Combat 
  261 to 262 
   
  Divination Spells & Rituals 
  324 to 327 
  Chapter 7: Armor, Equipment, & Weapons 
  263 to 286 
   
  Enchantment Spells & Rituals 
  328 to 339 
  Let’s Buy Something… 
  264 
   
  Evocation Spells & Rituals 
  340 to 345 
  Persona Equipment Listing 
  264 to 265 
   
  Healing Spells & Rituals 
  346 
  Armors 
  266 
   
  Illusion Spells & Rituals 
  347 to 348 
  Archaic Weapons 
  266 to 267 
   
  Religious Rituals 
  349 to 351 
  Modern Projectile Weapons 
  267 to 268 
   
  Directors Guide 
  352 to 441 
  Specialty Ammunitions 
  269 to 271 
   
  The Directors Chair 
  353 
  Specialty Grenades 
  272 
   
  Episodes, Seasons, and Story Arcs 
  353 
  High-Tech Specialty Weapons 
  273 
   
  So Where do I Start? 
  354 
  Structure Points 
  274 
   
  But how do we know each other? 
  354 
  Explosives 
  274 
   
  Let’s Get it Going! 
  354 
  Motor Vehicles 
  274 
   
  Know who you are dealing with… 
  355 
  Building Your Omega-V Computer 
  275 
   
  Advanced Personas 
  355 
  System Attributes 
  275 to 276 
   
  How to deal with Director Controlled Personas 
  356 
  System Defaults 
  276 
   
  Creating a Believable Villain 
  357 to 358 
  Omega-V Computer Glossary 
  276 to 277 
   
  The Horror! The Horror! 
  358 to 359 
  Omega-V Computer Programs 
  278 to 286 
   
  Director Assists 
  359 
  Chapter 8: Sorcery & Religious Rituals 
  287 to 351 
   
  Study Points 
  360 to 361 
  Understanding the Art of Sorcery 
  288 
   
  Fate Points 
  362 to 363 
  What is the Nexus? 
  288 to 289 
   
  Section I: Allies & Antagonists 
  364 to 388 
  Crossroads of the Realms & the Mirror World 
  289 
   
  Mundanes 
  365 to 368 
  The Mirror World 
  289 to 290 
   
  Animals 
  369 to 371 
  The Fae World 
  291 to 293 
   
  Ghosts 
  372 to 373 
  The Elemental Realms 
  293 to 294 
   
  The Undead 
  374 
  The Abyssal Realm 
  294 
   
  The Cursed 
  375 to 377 
  Magical Theory in Application 
  295 
   
  Demons 
  378 to 388 
  Types of Sorcery 
  295 to 296 
   
  Section II: Dark Conspiracies & Secret Societies 
  389 to 434 
  Casting Magic 
  296 
   
  Atlantean Secret Societies 
  390 
  Parts of a Magical Spell or Ritual 
  296 
   
  Brotherhood of the Gladius 
  390 
  Daily Study & Learning New Spells and Rituals 
  297 
   
  Children of Chaos 
  391 
  Daily Maximum Spells/Rituals 
  297 
   
  Court of Roses 
  392 to 393 
  Every Sorcerer has a Breaking Point 
  297 
   
  The Reavers 
  394 to 395 
  Cooperative Magic 
  297 
   
  Secret Societies of Humanity 
  396 
   
   
   
   
   
   
  
   
  444 
  Index 
   
   
  The Order of Saint Lazarus 
  396 to 397 
  The Obsidian Group 
  398 to 405 
  Project Genesis 
  406 to 407 
  The Thule Society & Aktion Eisschloss 
  408 to 411 
  Samhain 
  412 
  The Old Ones 
  413 
  Arthath; Lord of the Sea 
  413 
  Azathoth; Daemon Sultan of the Abyss 
  414 
  Cthulhu; The Lord of R’lyeh 
  414 
  The Elder Things 
  415 
  Lilith; The Dark Lady of Atlantis 
  415 
  Nergal; The Raging King 
  416 to 417 
  Nyarlathotep; The Crawling Chaos 
  417 
  Samael; The Angel of Death 
  418 to 420 
  Scarlet Queen; Mistress of Plagues 
  420 to 421 
  Shub-Niggurath; The Black Goat of the Woods with a Thousand Young 
  421 
  Tiamat; The Dragon Queen of Mesopotamia 
  422 to 423 
  Yog-Sothoth; The Gate Keeper of the Abyss 
  423 to 424 
  Dark Cults & Servitors of the Old Ones 
  425 
  Father Dagon & Mother Hydra 
  425 
  Children of Dagon & The Deep Ones 
  426 
  Church of Starry Wisdom 
  427 
  Esoteric Order of Dagon 
  428 to 429 
  The Hellfire club 
  430 
  Ghouls; Servitors of the Abyss 
  431 
  The Serpent Men of Tiamat 
  432 to 433 
  Shoggoth; Servitor of the Abyss 
  434 
  Section III: Artifacts, Relics, & Tomes 
  435 to 441 
  Atlantean Crystalline Blades 
  436 
  Atlantean Crystalline Computers 
  436 
  Atlantean Life Force Batteries 
  437 
  Atlantean Lightning Guns 
  437 
  Atlantean Transmission Crystals 
  437 
  Orichalcum 
  438 
  The Book of Dorrathe 
  438 to 439 
  The Black Book of Morganne Suttler 
  439 
  The Grimoire of Sebastian Morganstern 
  439 to 440 
  The Necronomicon 
  440 to 441 
   
  
  Actor Name:______________________ House/Coven:______________________
  Persona Name:_____________________ Family:____________________________
  Template:__________________________ Age:_______________________________
  Occupational Skill Set:________________________________________________
  Personality Traits:___________________________________________________
  Study Points
  Used        Unused
  Dark  Aeons
  Attributes
  Agility
  OOOOOOOOOO
  Appearance
  Brawn
  Intellect
  Psyche
  Vitality
  OOOOOOOOOO
  OOOOOOOOOO
  OOOOOOOOOO
  OOOOOOOOOO
  OOOOOOOOOO
  Actions
  Reaction
  Max Lift
  Brawn Dam.
  Initiative
  Size Mod.
  OOOOO
  Derived Attributes
  Charm
  Life Force
  Mental Stability
  Psionics
  Toughness
  OOOOOOOOOO
  OOOOOOOOOO
  OOOOOOOOOO
  Maximum
  Starting
  Current
  Current
  Combat Skills
  Skill
  Total       Ranks
  Attribute     Misc.
  Dodge
  Grapple
  Strike
  Throw
  _______________
  Advantages & Disadvantages
  _______________
  _______________
  _______________
  Occupation Skill Set
  Skill
  Total       Ranks
  Attribute     Misc.
  _______________
  _______________
  _______________
  _______________
  _______________
  Personal Skills
  Skill
  Total       Ranks
  Attribute     Misc.
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  _______________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  Cost
  Fate Points
  House Prestiege Imperium Renown
  Resistance
  Resistance Type
  Total       Psyche
  Misc.
  Resist Fear & Madness
  Resist Magic
  Resist Psionics
  
  Dark  Aeons
  Walking
  Movement
  (Agility x2)
  Running
  (Agility x4)
  Short Sprint
  (Agility x8)
  Fly
  (Agility x10)
  Psychic Skills
  Skill
  Total       Ranks
  Attribute     Misc.
  Broadcasting
  Control
  Scanning
  Shielding
  Supernatural Powers
  Psychic Talents
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  Psychic Talent
  LF Cost
  Element Attunements
  Abyssal O             Air O             Earth O             Fire O             Water O             Spirit O
  Sorcery Spells & Rituals
  Spellcraft Check
  Ritualcraft Check
  Total
  Total
  Ranks
  Ranks
  Attribute
  Attribute
  Misc.
  Misc.
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  Spells
  Spell
  LF Cost   Rank Casting Time Duration
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  Rituals
  Ritual
  LF Cost   Rank Casting Time Duration
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  ____________________
  Heath Ranks
  Wound Damage
  Light Wounds
  No Penalties
  �
  �
  �
  Severe Wounds
  -1              -2             -3
  �
  �
  �
  Critical Wounds
  -4                             -5
  �
  �
  Defenseless
  �
  Unconsciousness
  �
  Stun Damage
  Light Stun
  No Penalties
  �
  �
  �
  Severe Stun
  -1              -2             -3
  �
  �
  �
  Critical Stun
  -4                             -5
  �
  �
  Defenseless
  �
  Unconsciousness
  �
  Three-Fold Law
  �
  Positive Aspect
  � �
  �
  Negative Aspect
  � �
  � � �
  � � �
  Notes
  __________________________________________
  __________________________________________
  __________________________________________
  __________________________________________
  __________________________________________
  __________________________________________
  __________________________________________
  
SOURCE: textdata/thevault/Dark Aeons/Dark Aeons The Atlantean Chronicles Corebook.pdf