Post by simonw on Jun 23, 2012 8:46:22 GMT -6
Introduction
Ancient Mysteries & Lost Treasures is a role-playing game set in the modern day. It is about a secret program in which teams consisting of highly trained field agents use covert ops and scientific research to tackle scientific, solve ancient mysteries and track down legendary treasures.
A game of Ancient Mysteries & Lost Relics is brimming with exploration, conspiracies, adventure and discovery. It should take the characters across the world and back again; to ruins of lost civilizations, sites of mysterious power, underwater caverns, Aztec temples, Egyptian tombs, Atlantean palaces and Tibetan monasteries.
References
To help visualization, here are a few sources that helped inspire Ancient Mysteries & Lost Relics
Books
Andy McDermott – Nina Wilde & Eddie Chase Series
Clive Cussler - Dirk Pitt Series, Numa Files, Oregon Files, Fargo Adventures
David Gibbins – Jack Howard Series
James Rollins – Sigma Force Series
James Twining – Tom Kirk Series
Matthew Reilly – Jack West Series, Scarecrow Series
Robert Ludlum – Covert One Series
Movies & TV
National Treasure
Sahara
National Treasure: Book of Secrets
Legend Quest
Warehouse 13
There is just one character class in AM&LR; the Adventurer-Scientist. The Referee is free to invent other character classes or may allow optional classes from other games.
THE ADVENTURER-SCIENTIST
The adventurer-scientist is a brilliant individual; part scholar, part explorer and part archaeologist. Add to this mix training in deep-sea diving, wilderness survival and combat techniques and you get some idea of the abilities of this class.
Table 4: Adventurer-Scientist Advancement
Level XP HD (d6) To Hit Bonus Defence Bonus ST
1 0 1+1 +0 +0 15
2 2500 2 +1 +1 14
3 5000 3 +2 +1 13
4 10000 4 +2 +2 12
5 20000 5 +3 +2 11
6 40000 6 +4 +3 10
7 80000 7 +4 +3 9
8 160000 8 +5 +4 8
9 320000 9 +6 +4 7
10 640000 10 +6 +5 6
Adventurer-Scientist Class Abilities
Weapons: Adventurer-scientists can use any standard weapons and standard types of armour.
Saving Throw: Adventurer-scientists receive a +2 bonus on saving throws vs. death.
Combat Training: Adventurer-scientists add their level to their initiative checks.
Scientific Specialty: All adventurer-scientists are academically qualified. Therefore they have knowledge and understanding of the most fields of science. However, for an adventurer-scientist, he also needs to be a particular expert is a field that has some use in tracking down hidden treasures and solving ancient mysteries. Therefore, each PC has a specific expertise in one field of study, for which he receives a +2 to his checks. Choose from (but not limited to) the following:
Anthropology, Archaeology, Astronomy, Astrology, Biology, Botany, Chemistry, Criminology, Linguistics, History, Law, Geology, Geography, Physics, Mathematics, Cryptology, Medicine, Zoology.
Area of Expertise: All adventurer-scientists are explorers and so they are able to perform basic survival techniques, underwater diving, rock-climbing, camouflage and so on. However, each has also received extra training in one discipline from the following, which gives a +2 to their check (or as noted). At each even level, they may choose one extra skill (or, if preferred, one extra Scientific Specialty).
Assess Opponent (INT): This allows the PC to weigh up the opposition at the start of a gunfight and make a saving throw to see if they can determine the strengths and weaknesses of the opposition (i.e. their level or HD).
Climb (STR): The PC can scale cliff faces or walls quickly and efficiently. If they have appropriate equipment, they may receive an additional +1 to a +4 bonus.
Leadership (INT): Once per day per level and as long as the team have earpieces and are in contact and the PC is not doing anything else, the PC can help the team act together to coordinate their actions. This gives them all +1 initiative as well as to attacks and damage for as long as they can hear the PC (or he stops coordinating them) and for 5 rounds after.
Locks & Traps (DEX): The PC can open locked doors and moveable walls/hidden entrances and discover and remove booby traps & tripwires as well as setting them in appropriate places.
Sneak attack: If an infiltrator gets the drop on a foe in melee or within 30’ with a ranged weapon, he causes an extra die of damage if he hits.
Stealth (DEX): The PC is skilled at using the terrain, cover, shadows and so on to move without being noticed by his prey or his enemies.
Tactical Weapons: The PC can now use the weapons and armour types listed on the non-standard lists (see the equipment section).
Track (WIS): The PC can spot and follow a trail across almost any ground. They also automatically know which direction is north and can recognize the prints and number of critters that made the tracks.
Weapon Specialist: This gives a +1 bonus to hit and damage using one type of firearm, chosen at outset (see the equipment section).
Ancient Mysteries & Lost Treasures is a role-playing game set in the modern day. It is about a secret program in which teams consisting of highly trained field agents use covert ops and scientific research to tackle scientific, solve ancient mysteries and track down legendary treasures.
A game of Ancient Mysteries & Lost Relics is brimming with exploration, conspiracies, adventure and discovery. It should take the characters across the world and back again; to ruins of lost civilizations, sites of mysterious power, underwater caverns, Aztec temples, Egyptian tombs, Atlantean palaces and Tibetan monasteries.
References
To help visualization, here are a few sources that helped inspire Ancient Mysteries & Lost Relics
Books
Andy McDermott – Nina Wilde & Eddie Chase Series
Clive Cussler - Dirk Pitt Series, Numa Files, Oregon Files, Fargo Adventures
David Gibbins – Jack Howard Series
James Rollins – Sigma Force Series
James Twining – Tom Kirk Series
Matthew Reilly – Jack West Series, Scarecrow Series
Robert Ludlum – Covert One Series
Movies & TV
National Treasure
Sahara
National Treasure: Book of Secrets
Legend Quest
Warehouse 13
There is just one character class in AM&LR; the Adventurer-Scientist. The Referee is free to invent other character classes or may allow optional classes from other games.
THE ADVENTURER-SCIENTIST
The adventurer-scientist is a brilliant individual; part scholar, part explorer and part archaeologist. Add to this mix training in deep-sea diving, wilderness survival and combat techniques and you get some idea of the abilities of this class.
Table 4: Adventurer-Scientist Advancement
Level XP HD (d6) To Hit Bonus Defence Bonus ST
1 0 1+1 +0 +0 15
2 2500 2 +1 +1 14
3 5000 3 +2 +1 13
4 10000 4 +2 +2 12
5 20000 5 +3 +2 11
6 40000 6 +4 +3 10
7 80000 7 +4 +3 9
8 160000 8 +5 +4 8
9 320000 9 +6 +4 7
10 640000 10 +6 +5 6
Adventurer-Scientist Class Abilities
Weapons: Adventurer-scientists can use any standard weapons and standard types of armour.
Saving Throw: Adventurer-scientists receive a +2 bonus on saving throws vs. death.
Combat Training: Adventurer-scientists add their level to their initiative checks.
Scientific Specialty: All adventurer-scientists are academically qualified. Therefore they have knowledge and understanding of the most fields of science. However, for an adventurer-scientist, he also needs to be a particular expert is a field that has some use in tracking down hidden treasures and solving ancient mysteries. Therefore, each PC has a specific expertise in one field of study, for which he receives a +2 to his checks. Choose from (but not limited to) the following:
Anthropology, Archaeology, Astronomy, Astrology, Biology, Botany, Chemistry, Criminology, Linguistics, History, Law, Geology, Geography, Physics, Mathematics, Cryptology, Medicine, Zoology.
Area of Expertise: All adventurer-scientists are explorers and so they are able to perform basic survival techniques, underwater diving, rock-climbing, camouflage and so on. However, each has also received extra training in one discipline from the following, which gives a +2 to their check (or as noted). At each even level, they may choose one extra skill (or, if preferred, one extra Scientific Specialty).
Assess Opponent (INT): This allows the PC to weigh up the opposition at the start of a gunfight and make a saving throw to see if they can determine the strengths and weaknesses of the opposition (i.e. their level or HD).
Climb (STR): The PC can scale cliff faces or walls quickly and efficiently. If they have appropriate equipment, they may receive an additional +1 to a +4 bonus.
Leadership (INT): Once per day per level and as long as the team have earpieces and are in contact and the PC is not doing anything else, the PC can help the team act together to coordinate their actions. This gives them all +1 initiative as well as to attacks and damage for as long as they can hear the PC (or he stops coordinating them) and for 5 rounds after.
Locks & Traps (DEX): The PC can open locked doors and moveable walls/hidden entrances and discover and remove booby traps & tripwires as well as setting them in appropriate places.
Sneak attack: If an infiltrator gets the drop on a foe in melee or within 30’ with a ranged weapon, he causes an extra die of damage if he hits.
Stealth (DEX): The PC is skilled at using the terrain, cover, shadows and so on to move without being noticed by his prey or his enemies.
Tactical Weapons: The PC can now use the weapons and armour types listed on the non-standard lists (see the equipment section).
Track (WIS): The PC can spot and follow a trail across almost any ground. They also automatically know which direction is north and can recognize the prints and number of critters that made the tracks.
Weapon Specialist: This gives a +1 bonus to hit and damage using one type of firearm, chosen at outset (see the equipment section).