atmosfear rpg

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The Atmosfear RPG- Welcome maggots to the Atmosfear RPG, a game that actually takes you into the depths of Limbo itself. In this game you are have died and awaken as a soul in the desolate realm of Limbo, where you soon find out that death doesn't end here. The Gatekeeper, the caretaker of Limbo, had made an official decree to the Harbingers, poweful souls who rule parts of Limbo, to challenge him in a game of fate. Unfortunately, the Harbingers lost and the Gatekeeper banished them to a black hole of hs own. Now, Limbo is in turmoil and your life is in grave danger. You must obtain the keys and rid the Gatekeeper. CHARACTERS- -Souls "Restless Ones"- This is what you begin as when you awaken in Limbo. As in the words of the gatekeeper ,"You are nothing but a shiver, waiting for a spine to crawl up.". As a restless you have no real powers except for the ones that you acquired in your life. The advantage of being a restless one is that you may freely choose who you wish to follow, instead of becoming a numbskull to the Harbingers. Restless Ones look the way they did when they died. -Numbskulls- This is what you become when you have figured out which Harbinger you have chosen to devote yourself to. As a numbskull you begin to loose your "death-apparel" and gain characteristics of that Harbinger. Also, as a numbskull you can learn minor powers of the Harbingers. -Soul Rangers- Whenever a "Restless" or "Numbskull" is drained of all essence their soul may take on a morbid form and go totally chaotic. Soul rangers are vile creatures that lurk in the sewers and provinces of Limbo draining the life essences of others and make attempts to conquer Limbo. Soul rangers are devoted to a special Harbinger called Dr. Mastiff. He rules deep in the sewers, where he tortures prisoners with vile dentist-like torture. -Harbingers- These are the 6 powerful souls that rule over the domains of Limbo. Each harbinger has a special realm for them to rule over. Each harbinger has an influence on early every soul, but there are few whom have no allegiance. The Harbingers in fact are trapped in a void by the Gatekeeper, and may only wander in their domains and in the void. CHARACTER CREATION- This takes you through the steps on how to create a character. I. Choose a name, etc,. and choose your way of death. II. Select attributes (6/5/3) and choose traits. III. Choose 5 abilities. Choose 4 Reapings. Choose 5 Backgrounds.

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Page 1: ATMOSFEAR rpg

The Atmosfear RPG-

Welcome maggots to the Atmosfear RPG, a game that actually takes you into the depths of Limbo itself. In this game you are have died and awaken as a soul in the desolate realm of Limbo, where you soon find out that death doesn't end here. The Gatekeeper, the caretaker of Limbo, had made an official decree to the Harbingers, poweful souls who rule parts of Limbo, to challenge him in a game of fate. Unfortunately, the Harbingers lost and the Gatekeeper banished them to a black hole of hs own. Now, Limbo is in turmoil and your life is in grave danger. You must obtain the keys and rid the Gatekeeper.

CHARACTERS--Souls "Restless Ones"- This is what you begin as when you awaken in Limbo. As in the words of the gatekeeper ,"You are nothing but a shiver, waiting for a spine to crawl up.". As a restless you have no real powers except for the ones that you acquired in your life. The advantage of being a restless one is that you may freely choose who you wish to follow, instead of becoming a numbskull to the Harbingers. Restless Ones look the way they did when they died.

-Numbskulls- This is what you become when you have figured out which Harbinger you have chosen to devote yourself to. As a numbskull you begin to loose your "death-apparel" and gain characteristics of that Harbinger. Also, as a numbskull you can learn minor powers of the Harbingers.

-Soul Rangers- Whenever a "Restless" or "Numbskull" is drained of all essence their soul may take on a morbid form and go totally chaotic. Soul rangers are vile creatures that lurk in the sewers and provinces of Limbo draining the life essences of others and make attempts to conquer Limbo. Soul rangers are devoted to a special Harbinger called Dr. Mastiff. He rules deep in the sewers, where he tortures prisoners with vile dentist-like torture.

-Harbingers- These are the 6 powerful souls that rule over the domains of Limbo. Each harbinger has a special realm for them to rule over. Each harbinger has an influence on early every soul, but there are few whom have no allegiance. The Harbingers in fact are trapped in a void by the Gatekeeper, and may only wander in their domains and in the void.

CHARACTER CREATION- This takes you through the steps on how to create a character.I. Choose a name, etc,. and choose your way of death. II. Select attributes (6/5/3) and choose traits.III. Choose 5 abilities. Choose 4 Reapings. Choose 5 Backgrounds.IV. Assign negative traits, Edges and Flaws.V. Assign willpower, soul points, and use freebie points (5+ neg./flaws)

An easier essay of character creation is at the end of the book.

CHARACTER CLASSES-Every character has a class regardless of what and whom they are. Your class is what you are

and who you follow if you are a numbskull. Every class has it's advantages and disadvantages, so there really is no best or worst class.

-Restless Ones- These are the awakened souls of people who have recently died or whom have vowed no allegiance to no Harbinger. Restless ones appear as they last looked in their death, which is usually easy to determine a restless from any other soul. Advantages- As a restless you have the free will of whom you wish to follow or follow no one at all. Independent restless are sought to be a nuissance by the Gatekeeper and are always hunted by soul rangers and other denizens. Restless may learn certain reapings.

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Hinderances- As a restless you begin with no harbinger Reapings of any sort; which can make it harder to fight or defend yourself against tougher foes.

-Numbskulls- These are souls who have vowed allegiance to a Harbinger and have been given gifts and special abilities. Each numbskull has a special ability/power determined to what Harbinger they follow.*Gevaudan- Gevaudan is the asexual demi-god of the fiercest predators, the wolf and the jackal. He resides in the Forest of Gevaudan, a forest of thorns for his lycanthropic children and followers of his hymn. Souls who have died a death from animals or explicit sex would be a great follower of Gevaudan.Advantages- Followers of Gevaudan receive the bonus abilities of 'Animal Lore' and 'Survival'. Also a follower of Gevaudan loose their death visage and become more feral to their appearance.Disadvantages- Gevaudan's followers are very short tempered and animalistic, so to record this they gain the negative trait 'beastial' or 'violent'. *Hellin- Hellin is the childish spook of Limbo. This tempering brat rules her province with megalomania and temper and dislikes those whom even set foot in her domain. She resides in the Amusement park, where the ride of your life way cost it. Souls who have died a death as a child or died from a fight over something pointless are good followers of Hellin.Advantages- Followers of Hellin receive the bonus abilities of 'Enigmas' and 'Crafts'. Also since Hellin was a determined brat, any follower receives a free restest on any mental challenge that distracts them from their current goal. A follower of Hellin looses their death visage and becomes to look much like a doll.Diadvantages- Followers of Hellin are snobby little brats and gain the negative traits of 'Childish' as well as 'Impatient' or 'Obnoxious'. *Khufu- Khufu is the pharoah of the Other Side, whom has an ego on his cash earnings as well as his endorsements. He resides in his 'Hollywood on the Nile' where the riches of Limbo go through his estate. Souls who have died from extreme deaths or had unfinished business serve good followers of Khufu.Advantages- Followers of Khufu are very prestiege and have a good dealing with money so they gain a free 'Income' trait in backgrounds. Also they gain the free social trait of 'Diplomatic'. Also followers of Khufu loose their death visage and begin to resemble mummified bodies.Disadvantages- Since Khufu was very arrogant all followers gain the negative traits 'Stubborn' or 'Conceited'.*Baron Samedi- The Baron is a very fun filled fanatic and the king of puns. Although he deceives those with his character he can be very viscious at times. He resides in the 'Cathedral of Jive' where he constantly throws a banquet every Saturday. Souls who have died from being murdered serve good followers of the Baron.Advantages- Although the dead are said to be "mindless" followers of the Baron gain a the free traits of 'creative' and 'tough'. Followers of the Baron begin to enhance their death visage and resemble nasty corpses. Disadvantages- Followers suffer a nasty change so they gain the negative traits 'Repulsive x2' and 'Decrepit'.Also followers gain the "Rotting", which is a nasty curse that causes the character to have the stench of a corpse.*Anne De Chantraine- Anne is perhaps one of the most vilest creatures of Limbo. She is a witch with a HOT temper and she likes to LIGHT things up. She resides in her province which is a Pumpkin patch, but she lives in a huge Mutant Pumpkin. Souls who have died from supernatural or fire serve as good followers for Anne.Advantages- Since these followers are attuned with the arcane and occult they gain a free ability in 'Occult' and gain a point in the 'mentor' background. Followers also lose their death-visage and appear as nasty fiends twisted by the creation and magic. Disadvantages- Since the arcane runs through the bodies of the followers they may not set foot on holy ground what so ever. If they do they begin to take 2 critical damage a round.*Elizabeth Bathory- The Blood Countess is a vile creature of the Other Side that feasts on the blood of virgins and takes baths in their blood for immortality. She resides in her 'Castle Cathice' where she rules over her blood filled realm. Souls who have been sacrificed or died for immortality are good followers for the Blood Countess.

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Advantages- Followers gain the free 'mentor' background and 'awareness' ability. Followers lose their death-visage and look like normal souls until they show their teeth.Disadvantages- Like the classical vampire these figures do not appear in mirrors, unless they blow a willpower. Also followers gain the negative trait 'untrustworthy'. Also like vampires if followers step outside in the daytime they begin to suffer 1 critical damage a round.

-Soul Rangers- Even through Limbo's infinite void lies a darkness which resides in the sewers. These are the incarnations of dead souls or evil souls, these are the soul rangers. The soul rangers are vile creatures who hate the Gatekeeper, but obey every command he says though. The soul rangers also feed upon the lifeforce of other souls destroying them in the process or making them a soul ranger. Soul rangers reside in the sewers of Limbo, where deeper and deeper lies their master Dr. Mastiff.Advantages- Soul rangers are well known sewer creatures so they receive a free 'sewer lore' and 'stealth' ability. Also a soul ranger completely looses their visage and turns into a eerie glowing skeleton.Disadvantages- The thing with soul rangers is that they are so evil and malevolent that they receive the negative traits of 'Violent' and 'Repugnant'. Also when the Gatekeeper puts a decree up the soul rangers are completely loyal, suffering the negative traits 'Submissive x3'.

ATTRIBUTES-Attributes are your Physical, Social, and Mental traits. You have a certain number in each which

relays your level of them. You begin the game with 6/5/3 to distribute among your attributes. So if you're a social person you would most likely begin with 6. Every attribute has traits, which are adjectives describing what physical, social, or mental concepts you possess.*Physical- Strength-related- Brawny, Stalwart, Tough, Wiry.Dexterity-related- Dexterous, Flexible, Graceful, Lithe, Nimble, Quick.Stamina-related- Enduring, Hardened, Resilient, Robust, Rugged, Tireless.Miscellaneous- Agile, Hyper, Steady, Vigorous.Negative traits- Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Lame, Lethargic, Overweight, Puny.

*Social- Charima-related- Charismatic, Charming, Dignified, Expressive, Voiceful.Manipulation-relared- Beguiling, Commanding, Duressful, Persuasive.Appearance-related- Alluring, Attractive, Gorgeous, Magnetic, Pretty, Seductive.Miscellaneous- Diplomatic, Empathetic, Intimidating, Friendly, Witty.Negative traits- Bestial, Callous, Condescending, Dull, Naive, Obnoxious, Repugnant, Repulsive, Shy,

Stubborn, Untrustworthy.

*Mental- Perception-related- Attentive, Insightful, Observant, Vigilant, Watchful.Intelligence-related- Cunning, Disciplined, Knowlegeable, Rational, Reflective, Smart.Wits-related- Alert, Clever, Intuitive, Shrewd, Wiley.Miscellaneous- Creative, Dedicated, Determined, Patient, Wise.Negative traits- Childish, Conceited, Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable,

Shortsighted, Submissive,Violent, Witless.

A note to all players, you can make up your own adjectives, but they have to be reasonable.

ABILITIES- As a character you have some skills you have acquired over your many years of life and un-life. Abilities are useful for rebids on certain Reapings and certain challenges. With abilities you are allowed to do extraordinary feats and capabilities. Each ability has a degree for as many as you take. Also you may specialize in a special ability..ex. Brawling (wrestling). You may only specialize in one certain

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ability like that. You couldn't take wrestling and Karate, its one or the other. To specialize it costs one ability point. Here's the degree of your abilities.0- no applicable skill 1- novice (little skill) 2- Average3- Competent (above average skill)4- Professional 5- Journeyman6- Expert 7- Master.

Like traits abilities are made up to, so be reasonable about what you choose because a DM will have to look over your character.

BACKGROUNDS- Backgrounds are the character's edges in the Limbo. Each background gives the character an edge in the world which makes them unique.

*Wholeness- This is how potent a soul's spirit is. The more potent one's wholeness is the more powerful that soul is and the harder it is to kill them. If a soul takes no points in wholeness they have have a Wholeness of 1. Below is the chart of Wholeness ratings. RATING MAX. TRAITS MAX ABILITIES SOUL POINTS WILLPOWER1 10 5 10/1 3/52 10 5 11/1 3/53 11 5 12/1 4/64 12 5 13/1 4/85 13 5 13/2 4/106 14 6 15/3 5/10

Ratings can go beyond 6, but doing so is beyond difficult.

*Mentor- This background signifies that the character has a contact in Limbo which is very helpful to him and can get him information. Depending on high the mentor is, they may be taught reapings. Using your mentor requires a simple test. If you win you succeed and your mentor will grant you aid. If you tie he'll grant you something, but for a price. If you lose he'll not grant you anything.1. Your mentor can grant you a single trait in a certain ability- lore, academics, etc,.2. You can be granted with a piece of special background or ability for the remainder of the game session. You may also be taught novice reaping.3. You may learn intermediate reapings, and special abilities out of your reach (DMs gift).4. You may learn advanced reapings.5. You are so connected that you have the ability to learn potent skills out of your grasp.

*Income- You have some sort of scavenging in Limbo or have obtained some sort of job obtaining the hard to earn currency of 'bone shards'. You gain your currency at the beginning of each game session.RATING CURRENCY NOTES0 ~50 poverty1 ~125 low income2 ~250 middle classed3 ~500 upper classed4 ~750 rich5 ~1000 Bill Gates

*Servant- You have become followed by few restless souls. These souls will not fight for you or defend you, but can pick up little information and have a watch. The more points the more retainers.

*Guide- Amongst the realm you have adapted a guide (whether animal, soul, or denizen) which helps you and follows you, much like a retainer. The only thing with guides is that they can be killed normally.1. Basic guide (A dog or small animal)2. Minor guide (A gremlin or soul, little skills)3. Mediocre guide (A restless or fairy, little skills and few reapings)

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4. Strong guide (A numbskull or soul ranger, good skills and decent reapings)5. Powerful guide (Harbinger Incarnate, lotsa stuff)Remember that the DM has final say so to what your guide actually is.

*Duel points- This background helps you out when the time is needed for soul points, much like a backup generator. For as many points as you have in this background you can obtain only once per session but you must win or tie on a simple test for every point desired. Every time you win you get one soul point.

*The Barter- You have the contacts to get nearly any piece of equipment, whether it be weapons, armor, items, etc., you know the most sinister and benevolent of contacts and therefore you can obtain useful objects (For a price). RATING WHAT YOU CAN OBTAIN0 very very little1 obtain minor tools (tools)2 obtain basic tools (minor weaponry)3 obtain useful tools (decent weaponry and equipment)4 obtain significant tools (good weapons and even some armor)5 obtain nearly anything that has a price.

*Relic- You have obtained this object when you first awakened in Limbo. This treasure/relic has a certain effect that depends on what level of Relic you possess. Some treasures can give you soul points or some can even protect you from any damage except for critical.RATING TREASURE (EX.)1 a relic of little use (glowing rock)2 a relic of minor use (a throwing knife that returns)3 a relic of significant use (an ethereal blade)4 a powerful treasure (a key incarnation)5 a legendary treasure (armor of invulnerability)

*Life bond- Much like duel points life bond gives you the need of health when you need it. You must make a test for each point you want. On a tie or win you get it, but on a lose you lose it. You may only obtain as many points as life bond you have once per game session.

*Notoriety- Notoriety is your "fame" in the land of Limbo. When you choose notoriety you must have a background to represent why you are so notorious. Notoriety has many effects; one you are a well recognized person and two you may obtain some info or maybe even some minor equipment if well known enough.RATING NOTES1 Local scene2 City3 Realm4 Province5 All of Limbo; or a majority

REAPINGS- Every soul has the capability of learning the bizarre powers called the Reapings. These powers are limited to who and what you are, and to how many soul points you currently have. Reapings are fueled by soul points and very very few reapings are not. Reapings are determined by three different levels, novice, intermediate, and advanced. Each level has a special power better or worse than another.

*Call of the Beast- This Reaping allows the soul to call upon the feral denizens that harbor and hide in Limbo's swirling mass. Using this reaping can be helpful for many situations and then again, what is the meaning of helpful. Rebids for 'Call of the Beast' is 'Animal lore'.(N) Beast speech- You possess the power of speaking with the animal denizens of Limbo, by making your voice a faint whisper of mumbled and grumbled phrases. Any creature you choose to make contact

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with must contest you in a social challenge (difficulty determined by DM). This power costs no soul points.(N) Howl of Essence- You have the power of imitating animal sounds, and you know any call. Any animal nearby of that type must win a social challenge or be entranced by the call. The howl has a range of a 5 mile radius. This power costs 1 soul point.(I) Nocturnal dreams- You have achieved such high animal instincts that you now have the power to go into a hibernatic state of being. In this state you are aware of your surroundings completely, but to the viewer you look like someone in death-like coma. The benefits of this power is that you heal twice as normal from any damage. This power costs 2 soul points to use.(I) Beastmaster- Having this power means that you can use your spirit to summon forth the animals and denizens of Limbo. Using this power uses 2 soul points and a full round of concentration. After that round you must engage in an extended social challenge against a difficulty of 6 traits. Every trait you win summons one beast that is completely loyal to you for one round of every social trait you possess. (A) Soul of the Beast- At this high level you have the ability to suck the essence of an animal and beast and give certain benefits and hinderances to another soul. When beneficial uses are used the soul gains the bonus of abilities and extra physical traits. Used as a hinderance the soul has as many mental traits as the creature ans suffers from many negative traits. The use of this power costs 2 soul points and 2 rounds.

*Scrye- This reaping has given you the gift of seeing into others minds and living in a different state of unlife consciousness. The rebid for this power is 'Investigation' and/or 'Meditation'.(N) Awareness- This ability allows you to heighten a certain sense, whether it would be taste, hearing, seeing, or touching. Any test for a perception is 2+ traits up if awareness is up. Also any sense is selective.(N) Soulsight- You have achieved a great level of conscious where you can see the auras of souls in any darkness. Friendly souls appear as blue outlines, neutral appears grey, and hostile appears as red. You also have the power to detect hidden souls, making a mental challenge against them.(I) Lucidity- Upon reaching this level of Scrye you can project a mirror image of yourself up to 50 ft. away. This mirror image cannot hurt or touch anything, but can hear, speak, and see what you can. If this image takes a point of damage it immediatly disappears. Using this power costs 1 soul point and lasts until you choose to dispel it. (I) Telepathy/ESP- This heightened power allows you to link your mind with anyone within your range, which is a long range. In fact the range is endless as long as you know whom the person is and have tapped in their mind at least once. Using this on an unwilling victim requires a mental challenge and 1 soul point. Also you may use ESP to look into the thoughts of your friends/opponents. Doing this requires a mental challenge and 1 soul point. You may use ESP for the duration of a thought.(A) Incorporeal State- Upon reaching this peak of Scrye you can literally make a projection of yourself that cannot be harmed, except by certain Reapings. In this state you can, hear, see, and speak, and even pass through walls. To use this power it requires full concentration and the use of 2 soul points. Your soul is completely rendered and relents to all challenges.

*Dash- This reaping allows you to move at incredible speeds, looking like a blur to many. This power is good used in combat and can be helpful when wanting to get to a far distance quick.(N) Sprint- You have the speed of a fast marathon runner and gain the ability of pre-empting an action. Also with this ability you also gain the physical traits 'Quick x3'. Using this power costs 1 soul point. The average soul can travel at 176' a round and run at 700' a round. A soul with Sprint can travel at 352' and run at 1400' a round.(N) Dance of Hermes- You have acquired a degree of not just speed, but also flexibility. To prove your high skills you run the same speed as Sprint, and still gain the traits, but you also get a free action including your pre-empt. (I) Quicksilver- You now possess a degree of speed where you actually surpass the speed of cars. You have the benefits of gaining the traits 'Quick x4' and the ability to throw the punkin. At this state you can travel at 880' and run at 3520' a round.(I) Flicker- Blinding is your speed as people seem to look like stautes in your speed. You have the advantage of gaining 'Quick x4' and the ability to gain an extra turn, including the pre-empt. At this speed you travel at 1320' and run at 6600' a round.

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(A) Blink- Obtaining this power is awesome. First of all you have the advantage of 'Qick x5', the power of winning on all ties related to speed. Also you can travel at 2200' and run at 8800' a round.

*Gift of the Beast- This reaping is what those of Gevaudan are blessed with. This power skills you in the powers of your physical body and some animal characteristics. The rebids on Gift is 'Animal lore' and/or 'Survival'.(N) Predator Senses- You have devoloped senses of the savagest beasts. This novice reaping will actually give you many benefits. The first benefit is that you can make your eyes gleam, causing an intimidating stare. Doing this gives you the bonus traits 'Intimidating x4' this costs 1 soul point. Also you have the power to heighten your smell so you can track your opponents by scent. Doing this you must win a mental challenge.(N) Beast claws- You have the power to grow long talons from your fingers that cab rip your enemies to shreds. To use this power it costs 1 soul point. These claws cause 1 critical damage.(I) Beast Form- Upon reaching this level of animal powers you may choose to change into nearly any animal that you desire. This power costs 2 soul points to use and takes 2 rounds to complete transformation. Traits are based upon (DM). (I) Beastial Strength- This power doesn't benefit a whole lot except you may gain extra traits when it dire need. You may burn 1 soul point to gain the physical traits 'Fierce x3' and 'Brutal x2'.(A) Form of the Incarnate- Upon reaching this level of power you have the unnatural ability to become a mirror image of Gevaudan, you grow to about 12 feet tall, have long finger nails (Beast claws), and can move at high speed (Dance of Hermes). You gain the social traits 'Intimidating x4' and the negative traits 'Bestial x3' and 'Violent x2'. Also you gain the benefits of bonus physical traits 'Brutal x2' 'Fierce x3' and 'Brawny x3'. This power costs 3 soul points and requires 3 rounds of shifting.

*Invulnerability- This reaping allows you to take large amounts of damage and shrug off many effects of being wounded. This reaping is favored by those whom are combat hard. Rebids are 'Survival'.(N) Vigorous- You have gained an above avergae human fortification, where you suffer no penalties of wound effects. (N) Toughness- You have beaten the human standards and have the capability of shrugging off the most tenacious of damage. To represent this you gain a health level of 'OK'.(I) Fortified- Only the most deadliest of weapons may harm you. To represent this now all bashing damage is reduced by one level and you can shrug of normal damage, by bidding a stamina-related trait and winning a test. Tying results in losing that trait, but you still get the effect. The effect is one level of normal damage from a hit is reduced to a bashing damage, and this bash isn't counteracted by the effects.(I) Impervious- Only the most harmful of all damage can harm you and when it does you can nearly shrug it off. To represent this you may shrug off a level of critical damage and convert it into a normal. You may also counteract this normal with Fortified. (A) Invulnerability- Only the srongest of magic may harm you as your body shrugs off even weapons of ethereal power. To represent this you gain an additional 'Tired' health level and you take no damage from bashing. Also whenever something can outright kill you in a single blow you can blow a permanent willpower and shrug off the effect if you win or tie a simple test.

*Apparations- This reaping allows you to become one with the swirling chaos of Limbo making you invisible or in an altered state. Rebids for this reaping is 'Stealth'.(N) Overlook- You have obtained the ability to stand absolutely still and no one may notice you, this effect blinds the viewer's sense of perception as they overlook you. This effect must initiate a mental challenge if anyone wishes to spot you. This reaping lasts as long until you move or speak.(N) Blur- Transforming your figure into a blur is perhaps the most confusing thing to notice. You resemble the "Predator" when he goes invisible. This reaping is good when sneaking up on people and can be good moving pass a group of thugs. To use this reaping costs no soul points, but a temporary mental trait. If you do this in front of a person then they can see you, but if they don't then you are a blur, as they need a mental challenge to see you.(I) Altered faces- You have mastered the art of changing your appearance. You may change as many things as you like to anything you like. This ability costs you 1 soul point and a round of concentration. Only high levels of Scrye (Lucidity+) have a chance of piercing your altered appearance if they win a mental challenge.

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(I) Cloak of Chaos- Much like blur, but so potential that you may vanish in front of people and talk too. This ability costs 1 soul point.(A) Vanish Mass- Upon mastering the reaping of Apparation you have the power to turn yourself invisible (Cloak of Chaos), and those with you in 20 ft radius. If theyre not willing then they must make a mental challenge, note that anyone you vanish you can see, as well as them.

* Geisting- This is the reaping that Hellin gives her little minions. This reaping uses the power of pandemonium and ghosts to scare people. Rebids are 'Occult' and 'Meditation'.(N) The Flickering- You have the power to make an eerie wisp to appear anywhere up to 20' from you in any direction. This wisp is as small as a baseball and may be of any magnitude of color. This power is good for lighting dark places and confusing people. This power costs 1 soul point and lasts as ong as you wish or until 24 hours has passed.(N) Phantasm- You have gained the control of minor spooks and may use their howling groans as a warning. Using this power costs 1 soul point and anyone within a 50' ft radius begins to hear howling groans from the Abyss. Anyone within this radius suffers the negative traits 'Oblivious x3' except you. This power lasts one round per social trait you possess.(I) Weirdness- You have the power to alter a state of awareness for them. You may make them see flashing colors, hear weird noises, or even make them feel cold chills. To use a mental effect costs 1 soul point and a mental challenge, to use a physical effect costs 2 soul points and a mental versus physical challenge. The effects last as many rounds as you possess in mental.(I) Shattered projection- Much like Incorporeal state except you may drive out ones dark side to harm them. This power costs 3 soul points and an extended mental challenge. For every challenge you win the dark spirit is out for one round or one combat turn. the dark side has the same stats as the target opponent.(A) PANDEMONIUM- Every Hellin follower wishes to reach this power. With this power you can drive everyone within 100 ft of you to go deliberately insane. This power costs 3 soul points and an extended social challenge. For every challenge you win that person receives the negative trait 'Callous' or 'Violent'. The length of this power is one hour.

*Arboc- This is the reaping that the followers of Khufu are given. This reaping uses the powers of snakes and other infernal denizens of Egypt. The rebid on this reaping in determined on what is used.(N) Gift of the Thousand-Pharoahs- A potent novice reaping, this reaping gives you the power to make your presence among other souls deadly. Using this power costs 1 soul point and a social challnge against the target. when you beat them your soul aurates an aura of fear and that person must avoid you for 10 minutes. Rebid on this power is the 'Intimidation' ability.(N) Gesture of Khufu- This reaping allows you to make your appearance more eloquent or make your voice more uprising. To do this you must expend 1 soul point and pic any combation of 4 social traits of 'Alluring''Gorgeous' or 'Persuasive'.(I) Form of the Snake- You have gained a gift so potential that you can change your soul into the sinister snake. this power costs 2 souls points and 2 rounds of transformation. While in snake form you only have 1/3 of your physical traits, but you have the advantage of escapimg harsh conditions and areas. (I) Venom's caress- You have the ability of spewing forth a nasty stream of acidic venom that burns anyone hit. To use this power you must expend 1 soul point to spit and you may also spend an extra point for more damage. You must engage in a physical challenge. If you beat the opponent, they take 1 critical damage plus as many extra damage as you pumped in. This extra damage is normal. The spit can be spat up to 50 feet.(A) Khufu's Blessing- This advanced reaping is a dangerous one indeed for it allows you to do three awesome things. The first power is that you have the ability to touch someone as paralyze them. This power costs 1 soul point and a win in a physical challenge. The person is paralyzed for 2 rounds. The second power is that you may call upon snakes to aid you. This power costs 2 soul points and requires an extended social challenge against 8 traits. Every point you win then the snakes have a bonus added to their combat scores. The third power is the ability to turn yourself into a nasty snake-man. This power costs 3 soul points and 3 rounds to shift. When is snake-man form you gain the physical traits of 'Agile x2' 'Wiry x2' and 'Tireless x2'. You also gain the negative traits of 'Bestial' and 'Repugnant'. While in this form you can bite an opponent causing 1 critical damage, and you have your movement raised to 250'/1000'.

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SNAKE SWARM- Physical traits- 3 Mental traits- 3 Social traits- 4 Abilities- Brawling- 2 Dodge- 2 Wound levels-

*Necrologia- Amongst the potent powers of many reapings, none compare to the sheer horror of necrologia. This reaping is most favored by the followers of the Baron for it is capable of turning the most foulest being into a pile of putrid essence. Rebids for necrologia is 'occult'.(N) The Grave's bane- This power grants you the ability to exhume a stench of rotting flesh and carrion. Using this power costs 1 soul point and an extended social challenge against 8 traits. For every test you win you exhume the 20' diameter stench for 1 round. Those within your aura must beat you in a social challenge or be stunned for 1 round from nausea.(N) Putrify- This power gives you the gift of decaying any "living" thing. Using this power costs 1 soul point. You must engage a into a physical challenge and if you win you cause 1 critical damage. If by any chance anyone suffers 3 critical damage from Putrify, then they receive the negative trait 'repulsive' for the night.(I) Rigor mortis- This power is very awful. This power grants you the ability to wreck someones soul into a convulsive heap. Using this power requires 2 soul points and an extended physical challenge. Every point you win you diminish one physical trait from that opponent. If an opponent drops to zero, then they may not move at all, until they manage to restore traits.(I) Corpse tearer- This power is much like Rigor Mortis but causes the body to literally fall apart. This power costs 2 points and an extended physical challenge, each success means 1 critical damage. (A) Death's Ichor- This power is much potent as can be. This ability makes your body turn into a nasty goo that dissolves anything it comes in contact with. Using this power costs 3 soul points and 3 rounds of transformation. When in ichor form you only move at a slow speed of 80' a round. Attacking in ichor form is nasty, but has its advantages. First of all even though you move slow, you can only be harmed by ethereal weapons, fire, or blast weapons. Secondly, you can scale walls at a speed of 20' a round. When in combat you lash out with a pseudo-like tendril that causes 1 critical damage. You may attempt to envelope a man-sized opponent by gaining a grasp on them and blowing a soul point. you then must win or tie three-consecutive static challenges. When enveloped an opponent may only get out by spending a round pulling you off. This requires a physical challenge.

*Chanting- This power is very rare and only comes to those whom follow Anne De Chantraine. Chanting is a path of magic that gives the follower an edge in Limbo. The paths are Anne's path, other paths are available, but by DM discretion. Once you have a path you may learn a second, but only if you have at least one intermediate power. Then the next may only be novice until you achieve advanced. Then it may be intermediate, but never advanced...etc.,Anne's Path- This path is the one path that Anne's followers has. This path is concerned with the learning of fire magic, a real power in Limbo. Restests for this power is 'Occult'.(N) Flames' Conjunction- You possess the ability to warp the intensity of a flame to the size of a small bonfire. Doing this requires 1 soul point and a static mental challenge againt the narrator. This power also can reduce the size of a flame.(N) Searing sphere- This ability allows you to spew forth a small sphere (About the size of a baseball) to a target. This power costs 1 soul point and a mental challenge vs. target's physcial traits. This sphere causes 1 critical damage.(I) Combustion- This power allows you to set a person or an object into flames in a flash of a second. This power uses 1 soul point and a mental challenge vs. the target's physical traits. This power deals 2 critical damage when first ignited, but every consecutive round deals 1 critical damage unless the target spends one round putting out the flames.(I) Cinder cloud- This power casts a large scorchiong cloud that stays stationary in a single spot blinding and choking it's victims. This power uses 2 soul points and a location. The cloud is a 20' diameter cloud that burns and scorches its enemies. The power must engage in a mental vs. physical challenge for every opponent. A win means that the opponent has been scorched suffering 2 critcal damage and continuosly burning until they leave the cloud. Whenever stuck in the cloud they continue to take 2 critcal damage. This power lasts for as many rounds as you have mental traits.

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(A) Wave of Inferno- This power allows you to summon forth a pulsing wave of searing flames that virtually rips through and sears even the most strongest enemies. Using this power cost 3 soul points. The wave is much like a flowing wall. The length is 20' and width is 10' that bellows forward at max. human speed. The wave does 4 critical damage to anyone trampled by it.

*Prowess- This power is the meaning od supernatural strength. Prowess reflexs your raw, physical power which can be very beneficial. Rebids are varied.(N) Constitution- You have achieved a great feat of strength that only few humans possess. This power allows you to recover lost physical traits by the expenditure of 1 soul point. After the one use you are able to recover 1 lost trait by expending a soul point.(N) Overbear- You have gained a degree of strength so potenetial that merely a handful of humans may match you. To represent this you gain the bonus physical trait 'Brawny' and you gain an additional retest when it comes to strength-related challenges.(I) Maul- This feat of strength surpasses human capacities and even most subhumans. This power gives you an additional 'Brawny' trait an the ability to throw the punkin.(I) Powerhouse- This power grants you the sheer powers of strong subhumans and demons. To represent this you can now bid the physical trait 'Very strong' in all strength related challenges. You may never lose this trait. (A) Rampage- You ahve achieved a level of strength so high that you are very rarely matched. You now gain the binus of winning all strength-related ties and you know cause an additional level of damage. You may also use the effects of Constitution twice instead of once.

*Cessation- This power is used to stop a person in their steps just by looking at your eerie or majestic presence. Rebids on this reaping is 'Leadership' and 'Intimidation'.(N) Glare of the Masochist- Ths power grants you the ability to stare at someone and make them fall to your need. Using this power costs 1 soul point and you must engage the person in eye contact. You then must win a social challenge. The opponent suffers the negative traits of 'submissive x2' for one hour.(N) Voice of temptation- This power grants you the ability to nearly entrance/command someone to do a simple task for you or make them friendly towards you. Using this power uses a mental challenge to make someone do a simple task for you, or a social challenge for those you wish to entrance to be your friend.(I) Fascination- This power allows you to alter an opponent's mood by simply being in their presence. When activating this ability you must burn a soul point and beat the opponent in a social challenge. If you beat them you may alter their mood a bit.(I) Fantasy- This ability is much like Fascination, but has an even greater effect. You must use 2 soul points, and win in an extended social challenge. The more wins the better. (A) Aura of Emotion- With this power you can radiate an aura of peer emotion so strong that anyone within 20' of you feels the same way, unless they win a social challenge against you. Using this power costs 3 soul points for the first hour and a willpower every hour after that.

*Masticate- This reaping is only given to soul rangers, and no one else. To prove this anyone other than a soul ranger who attempts to use a masticate ability will suffer 1 critical damage for the level they use (EX. 1 for novice, 2 for intermediate, etc,.). Masticate is a reaping that involves obliterating and mingling with an opponent's soul, sending them into death or even corrupting them to become a soul ranger. Rebides for Masticate depends on the level used.(N) Spite- This level allows a soul ranger to drive out a repressed thought from a soul and unleash it at minimal levels. To use this power the soul ranger needs to engage into an extended social challenge. For every success results in the better the feeling repressed. Also, for every success beyond the first, spite lasts for five minutes. Rebids on Spite is 'Empathy'.(N) Dark desires- Much like Spite, this level allows you to give a soul an emotion of your choice for a period of time. You must engage in an extended social challenge against your target. Every success means how much you can alter their emotions. Dark desires lasts five minutes per success beyond the first. Rebids for Dark desires is 'Empathy' or 'Leadership'. This power costs 1 soul point.(I) Cacophony of spikes- A really deadly level which allows the soul ranger to rip out the very essence of evil in a soul and cause harm to that soul. You must expend 2 soul points and enter an extended mental

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challenge. For every success beyond the first you cause 1 level of normal damage. Rebids on this power is 'Empathy' or 'Occult'.(I) Mastiff's heed- This level of Masticate allows you to siphon the soul essence from another soul to your body, healing damage or just causing harm. Using this power costs 3 soul points and an extended mental challenge. For every success beyonf the first you siphon one health level from your opponent and transfer it to yourself. Any excess health doesn't exceed your current max. Rebids on this are 'Occult'.(A) Eradicate- This level of Masticate is so strong that any soul ranger possessing it shoul be greatly feared. This power has two effects. One being that the soul ranger can possess the body of another soul, and the second having the ability to completely destroy a soul. To possess a soul the ranger must expend 4 soul points and make an extended willpower challenge. Beyond the first success means that the ranger has possessed the body of his target for five minutes and has complete control. The possessed being may blow a willpower to cancel an action by winning a static willpower test. The cancelled action cannot be rephrased until ten minutes has passed. Rebids on possessing is a willpower. To destroy a soul a soul ranger must expend 3 soul points an enter an extended physical challenge against his foe. Every success beyond the first means that he has caused a level of critical damage to his foe. If anyone takes any more than 3 damage this way they received the temporary negative trait 'maimed'. Any soul destroyed this way cannot be ressurected. Rebids on destroying are 'Brawl'.

This is the list of what each character has for reapings.

Restless One- Any 3 - Call of the Beast, Invulnerability, Scrye, Apparation, Cessation, Prowess, and Dash.Gevaudan- Call of the Beast, Invulnerability, Gift of the Beast.Hellin- Scrye, Apparation, Geisting.Khufu- Arboc, Cessation, Prowess.Baron Samedi- Apparation, Invulnerability, Necrologia.Anne De Chantraine- Scrye, Apparation, Chanting.Elizabeth Bathory- Dash, Prowess, Cessation.Soul Ranger- Apparation, Invulnerability, Masticate.

EDGES AND FLAWS- Edges and flaws are abilities and penalties in the game that either benefits are hinders your character. At the beginning of character creation only a max of seven points of flaws can be taken as well as edges. Edges/Flaws are seperated into categories that tells what field it effects for your character. Have fun pickings!

*Physical edges and flaws- These flaws effect your physical characteristics.Acute sense ( 1 point edge)- This edge gives your character a heightened sense (hearing, smell, touch, sight). With this edge you receive a bonus of good sense(s) and a +1 bonus to tests resulting in that field.Brute ( 4 point edge)- You are seven feet tall and used to weight about 400 pounds, but now your as light as air. With this edge you receive an extra health level of 'roughed'.Hard of Hearing ( 1 point flaw)- You have difficulty hearing, even in Limbo. To represent his you are 1 trait down on all hearing related challenges. You may not ake the edge 'Acute sense: hearing'.Blinded sight ( 1-3 point flaw)- You have difficulty of seeing even in Limbo. At one point, you may correct it with glasses, and suffer a 1 trait penalty on sight tests. 2 points you suffer a 3 point trait penalty, and 3 points you suffer a 4 point trait penalty. You may not take the edge 'Acute sense: sight'.One eyed ( 2 point flaw)- You have lost an eye from your living life and it has carried over to Limbo. This flaw gives you a 2 point trait penalty when using depth perception and sight.Lame ( 3 point flaw)- You have been mangled to some extent which rendered one of your limbs useless. If it's your leg, you move at half speed. If it's an arm, then you bid half physical traits when using that arm.Horrifying ( 3 point flaw)- You have been gifted by Limbo to become a horrible creature, beyond recognition. To represent this you may not initiate any social challenges except 'intimidation'. You may also not take any appearance-related traits either.Deaf ( 4 point flaw)- You suffer from worse than bad hearing, you cannot hear at all. You are as deaf as a basketball. To represent this you are immune to most mind or emotion-effecting reapings that require

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verbal uses. Also you are 3 traits down on all alertness and perception tests, and you are automatically surprised if someone is not in your line of sight. You may not take the edge 'Acute senses: hearing'.Mute ( 4 point flaw)- You are unable to speak and therefore must find a means of communicating.Blinded ( 6 point flaw)- You are unable to see what is happening what so ever. You lose all sight related challenges and lose on ties when sight is of the essence (grabbing objects). You are immune to many reapings that require sight as the use.

*Mental edges and flaws- These are edges and flaws that have an effect on the mental characteristics.Acuted concentration ( 1 point edge)- You have obtained of level of concentration so peak that nothing can break your concentration, therefore you suffer no penalties on concentration.Rememberful ( 2 point edge)- Your memory so good that you can nearly recall everything that you have remembered. To remember something that you would normally recall, you need to make a static mental challenge against six traits plus one trait for every day repressed.Soothed soul ( 3 point edge)- Your soul is so calm that anger rarely stirs you. To represent this you gain a free retest when situations involve twisting your emotions.Hardened will ( 3 point edge)- Your mind is very potent that nothing can change your thoughts. To represent this you receive a free retest on situations that corrupt your mind.Shy ( 1 point flaw)- You are very shy and conversing with large groups of people is a problem for you. When interacting with a small group of people (3+) you suffer a two-trait penalty on social tests. When interacting with a large group (10+) you suffer a four-trait penalty on social tests.Amnesia ( 2 point flaw)- You have no recollection of your past life. All you remember is that you awoke in Limbo. The GM should develop a story for your character.Phobia ( 2 point flaw)- You have a general phobia of a particualr thing, and it scares even your soul. When you confront a phobia of yours you must make a willpower check against six traits, or flee in fear.Repressed anger ( 2 point flaw)- Even in your soul life you have limitless feelings of anger. To represent this you must make a willpower test against six traits or become extremely angered.Weak-willed ( 3 trait flaw)- You are very skeptical against situations against mental attacks. Therefore you suffer a two-trait penalty against willed challenges.

*Social edges and flaws- These are edges and flaws that interact with your social situations as well as appearance.Charismatic aura ( 3 point edge)- Your soul has earned a minor power in Limbo. When dealing with souls you are 2 traits up on all social actions that don't require the uses of hostility.Life's visage ( 3-5 point edge )- Your death visage didn't seem to cross over when you did, and you look exactly as you did in life. You know receive the bonus ability 'disguise' and also your class is well hidden. If you are a restless one this edge is 3 points. If you are a numbskull it's 4, and soul rangers it's 5. Enemy ( 1-5 point flaw)- This flaw means that you have a person on the lookout for you for some odd reason. Taking one point in this flaw means you have an enemy of minor power up to a five points, which is probably a group of people or a powerful nemesis. Hunted ( 4 point flaw)- You are being hunted by a very potent soul ranger that will stop at nothing to find you. The hunter is an NPC made from the GM, and should be a difficult adversary.

*Supernatural edges and flaws- These are edges and flaws that deal with occultic and bizarre areas.Chanting resistance ( 2 point edge)- You are nearly immune to the effects of the Chanting reaping. To represent this you are two traits up when dealing with Chanting, and you also get a retest. With this edge you may never learn Chanting, and if you are a numbskull of Anne, your Chanting only works half-assed.Which means you may only bid half traits and all soul points are doubled in use.Chance's luck ( 3 point edge)- You have been gifted by chance and receive three restests on any situation if applicable per game session.Life's grip ( 4 point edge )- Your life has sort of came with you and blessed you with a great ability. Whenever you obtain a situation that involves your death you may make a static challenge, winning on ties to receive a willpower trait.Feline lives ( 6 point edge)- You have the bizzare gift of having nine lives. To represent this the GM should keep track of how many tallies you have left. whenever you are in an escapable situation that usually plain off kills you, you live through it waking up from "death" and only with one health level.

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Cursed ( 1-5 point flaw )- You have been cursed from yout arrival in Limbo or when you were in your unlife. The degree of the curse is determined by how many points you put in it and is usually discussed by the GM.Uncomfortable aura ( 2 point flaw )- Your aura emits an uncomfortable vibe among souls and makes you less socialized. To represent this you are two-traits down on all social challenges.Fate's grip ( 3 point flaw)- You have been gripped by fate and there's no escape. This flaw is much like Chance's luck, but instead of being gifted by three retests you are granted three failures. The GM will determine your failure.Fate's caress ( 6 point flaw )- Fate has chosen you for sure! To those who wish to take this flaw had better think of wanting it or not. First of all this flaw means sooner or later the GM will decide when you die. This could happen in a split second or when you are slumbering.

COMBAT STATISTICS-Combat is a large factor in Limbo. Doing combat is broken down into melee rounds. Melee

rounds are 3 seconds a round. A lot can happen in three seconds too. Only one action may be done each round, whether it's physical, mental, social, etc.,. A role-playing round is 1 minute and a turn is 10 minutes. When engaging in a chellenge you must tell the person what kind of challenge it is and bid a trait from the appropriate attribute (EX. I am 'tough' enough to hit you). Then you do a method called RPSing or broken down as (Rock, Paper, Scissors "Until we get a better method"). You should know how RPS works.

When you initiate a challenge the defender also bids a defensive trait (EX. I am quick enough to dodge your hit). After you both bidded traits you then throw chops. Whomever wins gets his action through and whomever loses may rebid with an ability, edge, willpower etc., but only one retest is the max. However you could rebid in order with an ability, edge, and a willpower. Remember willpower is the last rebid you can make. Here's an example combat.

~Crobar ( a restless one ) decides to start a fight with Scum ( a soul ranger ). Crobar begins calling Scum names and throws a punch at him. Well the player playing Crobar says ," I am 'wiry' enough to hit you" and the player playing Scum says ," I am 'quick' enough to evade your hit". They both throw chops.Crobar throws rock and Scum throws scissors, which means Scum losses. Scum is a novice brawler so he rebids with a brawl-like ability. Again they throw. Crobar throws paper and Scum throws rock, again Scum losses. Well Scum has been gripped by Chance's luck and uses a tally fromm there and restests again. Again they throw chops, and again Scum losses. So Scum, who doesn't want to be hit uses a temporary willpower and retests again. He losses and takes the one bashing damage from Crobar's fist.~

Although combat is called you may instead use a counter attac rather than stay on defense. Like, Crobar initiated the physical challenge of hitting Scum and Scum wishing to dodge. Instead Scum could of said ," I am 'tough' enough to hit you also". You don't have to always stay on the defensive.

Also when you lose a challenge you lose that trait for the rest of the game session unless you refresh them with a willpower or reaping or even a certain artifact or edge.

RPS SYSTEM- This game goes by the RPS system (Rock Paper Scissors), until we find a better way. You all should know how this works- Rock beats scissors, Paper beats rock, and Scissors beats paper. Their's also a new fearure called 'the punkin' it's where you throw like rock but your thumb is in the air. The only this that beats punkin is scissors, cutting it's stem off. HEhe..hope you have fun.

WILLPOWER USES-Willpower has many uses for one instead of just will traits. Below is the willpower uses.

- Refreshing all attributes in a single category: Physical, Social, or Mental. Once per session.- Giving applicable retest for a challenge, but only if on the defense.- Giving you a temporary ability. - Ignoring wound penalties for up to one full turn ( 10 minutes).- Certain reapings require willpower.

Willpower has two categories, Temp and Permanent. Temporary willpower is will that you have available to use. While permanent is how much willpower you currently have that shows your current max.

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If you ever seep to zero willpower you will suffer from the effects of slumbering for the session in one turn.

SOUL POINTS- Soul points are the fuel of most reapings. Soul points are very hard to come across and using them is a risk. Although at first you begin the game with your full soul points, playing other games requires an RPS throw. Winning means you have all points, tying means you have half, and losing means you have a quarter (all rounded up). If you ever reach zero soul points you are basically useless in using many reapings until next session, unless you wish to 'Dirge' (see rules on dirging). Soul points may be used to heal wounds.

HEALTH LEVELS-As a soul you even have a lifeforce that can still be reckoned with. These are your health levels.

Every soul has the same number of health levels, unless something permits them otherwise. Here are your health levels.-OK, OK, Roughed, Roughed, Roughed, Wounded, Wounded, Maimed, Paralyzed, Death.

Each level has a certain effect on you too.-OK = No penalties. Tiptop shape.-Roughed = Extra trait bid. You have been lightly damaged.-Wounded = You lose all ties. You have been moderately injured. You move at half speed.-Maimed = You may only bid 1 trait of physical. You move at 1' a round. You have been mortally wounded.-Paralyzed = You are knocked out for 10 minutes and immobilized. You are critically wounded.-DEATH = Well enough said!!!

DAMAGE-Many attacks cause damage and different forms too. There is three types of damage; bashing,

normal, and critical. Each type has an effect.Bashing damage, which is caused by blunt objects, is the minorest of all damage. It's healed

1/hr. and you may spend 1 soul point to heal 2 levels of this type of damage.Normal damage, which is caused by lethal weapons, is the medicore of it's type. It's healed by

means of healing or a simple test for each point after game session, ties you win. Normal damage can be healed 1 level per soul point.

Critical damage, which is caused by ethereal weapons, fire, etc.,. Is the nastiest of damage. It's healed by means of rest, but can be healed by soul points, 3 per level. The first point is healed automatically. Consecutive ones are healed at 3 soul points per level and a simple test, with you winning. Critical damage is healed at one point per night.

WEAPONS AND EQUIPMENT-Even in Limbo items are useful and rare to come across. One of the many treasured items is

ethereal weapons and armor. Equipment floats around yes! But, obtaining them is a different factor. Here's a list of many objects available.*Bone Shards- Bone shards are the currency of Limbo. These appear as triangular shaped, flat bones with a bluish glow to them. *Fist- You normally possess this...hopefully!!Traits- normal Neg. traits- none Damage- 1 bashing*Club- This is a small rod to a bat.Traits- +2 Neg. traits- Clumsy Damage- 2 bashing*Knife- This is a small pocket-knife to a kitchen knife.Traits- +1 Neg. traits- Short Damage- 1 normal*Short Sword- This is a rare weapon to come across, but is very useful.Traits- +3 Neg. traits- Short Damage- 2 normal*Long sword- Much like the short sword, but better.Traits- +4 Neg. traits- Clumsy Damage- 2 normal*Pistol- It's very rare for these firearms to come into Limbo, but when they do they are highly prized.Traits- +2 Neg. traits- Loud Damage- 2 normal

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Special- Comes with 10 rounds.*Shotgun- More rarer than the pistol and a whole hell of a lot deadlier.Traits- +3 Neg. traits- Loud Damage- 2 normal*Protective gear- This looks like a thin layer of blue-glowing material that resembles a jumpsuit.Dam. levels- 2Special- Spray: If anyone is within 5' of the target they take a level of normal damage.

Other equipment is available as well, but must be asked for.

ETHEREAL WEAPONS AND EQUIPMENT- Ethereal is the essence of which a soul is made from and is also very harmful is used right. The high-ups and specialized personal of many groups have a few souls who can forge ethereal weapons, and the process is usually another soul. Ethereal weapons appear as there counterparts, but emit a pale blue glow and is very light-weight. Obtaining an ethereal weapons means you have contacts or you're one bad muthafucka.

In combat an ehtereal wepon does the same damage as it's counterpart, but instead the damage is tranferred into critical. Also the effect of an ethereal wepon also paralyzes a soul for as many rounds as he has suffered in damage. Ethereal armor is a rarer typ of ethereal equipment that can soak heftloads of damage and not be destroyed.

NEGATIVE TRAITS IN AND OUT OF BATTLE- One problem with characters is negative traits. One the character must play them out, and two they can be called against you. If you are entering a challenge and someone announces your negative trait then you must bid an additional trait. (EX. Crobar is engaged with Scum. Crobar says ,"I am 'tough' enough to hit you". Scum well repeats with ," I think that you are 'Clumsy' to even lay a hand on me". Well Crobar does possess this negative physical trait, and therefore must bid an additional trait. If in the event Crobar didn't have that negative trait then Scum must bid an additional trait. This effect works with weapons, mental, and social challenges.

TRAITS AND OUTCOMES- Many problems come about with traits, one is that they are limited, which usually results in losing them quickly. To represent this the only time you lose a trait is if you lose a challenge that has an effect. You wouldn't lose a mental trait is someone used investigation ability on you, but you would if someone used Chanting on you.

Also if you don't have the applicable trait to use for a situation then you may bid 'generic'. If you lose on generic then you lose a random trait. If you happen to reach zero traits, you cannot initiate any challenges except for defending, and you always have a generic trait to defend with regardless.

There is the other rule of 'overbidding', which can only be done if you have twice the traits as the person does in the appropriate challenge. Overbidding allows for a free restest. If you lose you still lose the one trait. You may only overbid if you have double their number.

PROPER COMBAT-Every combat has it's terms and regulations.

1. Keep it clean.2. The only people in the combat are those involved. Unless you wish to wait out the time to jump into it.3. Be fair.4. Have fun!

All combats are regarded by traits and common sense. When combat is broken out there is three steps- Mental actions, Social actions, and Physcial actions. Unless broken otherwise. Whenever a challenge is induced the challenger(s) and opponent(s) bid their appropriate traits and throws chops. If wins get by, then it goes though or the defender may rebid. If tied the traits are compared. If lossed, well it's the opposite as winning.

EXPERIENCE POINTS AND EXPENDING THEM- During each game session you are given experience points to your role-playing, actions, etc.,. Experience is handed out at the end of each session and ca only be expending at each session. Here's experience gains.

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* 1 EXP for role-playing.* 1 EXP for great role-playing. Given out by GM.* 1 EXP for nomination. By players.

Also experience can be spent the same night you get it, and there is no limit to how much you may spend, but how you can spend it.*New attribute- 1 EXP - Attributes may not beyond max. and only one attribute from each category may be bought.*New ability- 1 EXP ( 2 EXP after 5th) - Only one level of a certain ability may be bought per session.*Ability specialization - 1 EXP - You must have the ability to specialize in it.*Background traits- 1 EXP - Background approvals should be consulted by the GM.*REAPINGS- To learn a new reaping you must have that reaping or be taught it from a person who has that reaping. If someone teaches you a reaping they must have a level higher than the one they wish to teach before you may learn it. It takes x game sessions to learn where x is the number of EXP spent if someone is teaching you. At the beginning of character creation you may learn out-of-class reapings, but have to be taught further.

3 EXP - for a novice reaping.6 EXP - for an intermediate reaping (you must have both novices).9 EXP - for an advanced reaping (you must have both intermediates and novices).If being taight or taking an out-of-class reaping it costs 1 EXP extra.

*Edges- Edges cost double the experience points it's worth and a GM should credit it. This edge won't come to you naturally but must be worked it by role-playing.*Willpower - 3 EXP per trait.*Buy off negative trait - Two points per trait and GM discretion.*Buy off Flaw - Buying off flaws cost double they are and GM discretion. This flaw won't naturally come off, but will be naturally worked off from role-playing.

DIRGING- Dirging is the art of feasting from another soul for soul points or obtaining points from small soul pockets. To suck from a soul another soul must knock a soul into paralysis, or find a slumbering soul. When you engage a slumbering soul you must surprise them some way by sneaking up on them or knocking them out. When you have a victim your aura begins to mingle with their's sucking their essence. To suck the essence from a paralyzed victim you must win three physical challenges against three traits, and then make a willpower challenge against their permanent will. After you've beaten them this time you must win or tie another static challenge. If you win this the soul absorbs into yours leaving behind a nasty puddle of ichor. When you suck their essence you make a test for every point they currently have, winning on ties. After this you ask them what kind of reapings they had and choose two that you wish to have (You don't have to have the reaping to take it). Then you make a simple test, if you win you get the one you most wanted, if you tie you receive your secon choice, and if you lose...oh well!

Also you may only receive this is someone is of higher wholeness than you. You still receive the soul points, but not the reapings. Also if you successfully dirge a higher wholed soul than you, you go up 1 wholeness level, and also receive 1 EXP point.

(EX- Crobar dirges Scum and wins every test. He gains Scum's leftover soul points (not exceeding his max). The he chooses two reapings he wishes to have. Scum currently has Apparation x3 (Altered faces), Invulnerability x1 (Vigorous), and Masticate x2 (Dark desires). Well Crobar thinks and says ,"Well I only have Apparation x1, Dash x2, and Prowess x2. Well I'll never have the opportunity to learn Masticate, so my first choice will be Masticate x1 (Spite) and my second chioce will be Apparation x2 (Blur)." Crobar than throws chops witht he GM, and they both throw paper. Well Crobar doesn't get Masticate, but does recieve an additional level of Apparation.)

Another way of receiving soul points is by doing a process called 'mining'. This process is long and hard and usually requires a lot of OOC time. To do this you must spend 10 min. out of game (as your character wanders) and go to a GM. After your 10 minutes has relapsed you must throw a simple test with the GM, you must win. If you win you receive a single soul point.

CHARACTER CREATION- DONE EASY-

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Character creation is perhaps the most funnest and imaginative time in the game. Try putting some thought into your character and make them unique. This forum is to give you step by step creation for your new character.

Step 1- PersonaYour character's persona is their Name and personal appearance and background. In this section

of character creation you would mostly want to jot down your NAME, APPEARANCE, and DEATH. Choosing your death is the way your character died, which has a refelction of your unlife. Personal background doesn't have to be done, but nice if it is. Also you might want to choose your CLASS, which is one of the characters you wish to play.

Step 2- AttributesIn this section you want to assign your Primary (7), Secondary (5), and Teritary (3) attributes.

After you have chosen these you want to choose what traits you would like, not exceeding the max.

Step 3- AdvantagesIn this section you want to assign your 5 abilities . After you've assigned abilities you then

choose 4 points of reapings to distribute in your reaping categories. After you have assigned reapings you then assign 5 background points to distribute. This can be done in any order.

Step 4- Assigning your flaws/hinderancesYou may wish to take negative traits or flaws in this step. You do not have to take negative traits

or flaws if you do not wish, but taking them ups your freebie points. Negative traits only give 1 freebie point and you may take only 5 points in negatives and only up to 7 points in flaws.

Step 5- Freebie pointsIn this step you have 5 freebie points to distribute, plus any points from negative traits and flaws.

Here the points work as though you had experience, but must be used during this part of creation. Any left over points un-used are forever gone.

Step 6- Assigning your last touchesHere is the last step where you assign any bonus abilities and traits your character receives. Then

you give your willpower, soul points, and health levels. Now your character is done and can now be played, after the GM runs it through. Character creation may be done in any order.

AN EXAMPLE CREATED CHARACTER-Here's a view of how a character is created through the steps above.

Step 1- Persona-Here I gave my PC the name Grimm and my own description and his Death was by suicide.

NAME- Grimm DEATH- SuicideDESCRIPTION- 5'7" / Long blonde hair. Hazel eyes. Very gothic looking. Suicide was from hanging himslef.BORN- 07/13/68 DIED- 10/01/98 AGE- 31 UNLIFE AGE- 1CLASS- Restless One

I didn't give a background.

Step 2 - Attributes- Here I chose to make Physical as my Primary, Mental as my Secondary, and Social as my

Teritary. After this I'm now assigning traits.

PHYSICAL (7)- Wiry x2 , Tireless x2 , Nimble , Quick , and Hyper.MENTAL (5)- Watchful x2 , Smart , Alert , and Creative.

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SOCIAL (3)- Attractive , and Intimidating x2.

Step 3 - Advantages-Here is where I choose his Abilities, Reapings, and Backgrounds. I get 5 Abilites, 4 Reapings,

and 5 Backgrounds. Well I like choosing my Reapings first so I know what I need for rebids. Since I'm a Restless One, I don't have set Reapings so I get to choose a combination of three.

APPARATION, INVULNERABILITY, and SCRYE.

Those are my three I chose, now I get to distribute 4 points among them.

Apparation- 1 (Overlook)Invulnerability- 2 (Vigorous and Toughness)Scrye- 1 (Awareness).

After I have chosen my Reapings I am now going to chose my 5 abilities.

Survival Stealthing x2 Investigation Brawling

After abilities is 5 points for backgrounds.

Wholeness x2 Duel points Relic x2

Step 4 - Assigning negative traits and flaws-Since this is my first character I am going to give him so negative traits to add to my FPs. I may

only take a max of 5 negative traits.

SOCIAL- Callous x2 DullMENTAL - Violent x2

After negative traits I wish to take flaws, up to a max of 7 points.

Phobia /heights/ (f/2) Uncomfortable Aura (f/2) Fate'grip (f/3)

Step 5 - Freebie points-Well my character is nearly completed and now I get to distribute my FPs (Freebie Points).

Normally I would get 5, but since I maxed out on Negative traits (+5) and Flaws (+7) I get to distribute 17 FPs. So I'll start to rummage around and look and what I want.

Income trait x1 ( -1 FP) (Ability) Awareness ( -1 FP)Relic trait x1 ( -1 FP) (Abilty) Firearms ( -1 FP)(Apparation) Blur ( -3 FP) (Ability specialization) Brawling (punching) (-1 FP)(Dash) Sprint (Out of Class)( - 4 FP) (Social) Attractive (-1 FP)(Mental) Reflective x2 ( -2 FP) (Physical) Agile x2 ( -2 FP)

Step 6 - Finishing touches-After all that I now assign the rest. I receive no bonuses/penalties for being a Restless One. Since

I put 2 points in Wholeness I now have a Wholness rating of 3, which means I have 12 soul points and 4 willpower. Also I receive the bonus health level of 'OK' from Toughness. After this I write my character down.

NAME- Grimm DEATH- SuicideDESCRIPTION- 5'7" / Long blonde hair. Hazel eyes. Gothic looking. Suicide is from hanging.BORN- 07/13/68 DIED- 10/01/98 AGE- 31 UNLIFE AGE- 1

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CLASS- Restless One WHOLENESS- 3SOUL POINTS- oooooooooooo 1/per round.WILLPOWER- ooooxxHEALTH LEVELS- OK x3 , Roughed x 3 , Wounded x2 , Maimed , Paralyzed , Death

PHYSICAL TRAITS- 9Agile x2 Hyper Nimble QuickTireless x2 Wiry x2

SOCIAL TRAITS- 4Attractive x2 Intimidating x2 Callous x2 Dull

MENTAL TRAITS- 7Alert Creative SmartReflective x2 Watchful x2 Violent x2

ABILITIES- 7Awareness Brawling (Punching) FirearmsInvestigation Stealthing x2 Survival

BACKGROUNDS- 7Duel Points x1 Income x1 Relic x3 Wholeness x2

REAPINGS- 6Apparation- 2 (Overlook, Blur)Invulnerability- 2 (Vigorous, Toughness)Scrye- 1 (Awareness)Dash- 1 (Sprint)

EDGES-

FLAWS- 7Fate's Grip (F/3) Phobia /heights/ (F/2) Uncomfortable Aura (F/2)

Now my character is done and approved by the GM, also mt character has Relic x3, which gives him a relic of significant use. Well after conversing with the GM, Grimm decides to have an ethereal short sword. YIPPEEE!!. Hope this was very helpful.

CREDITS:DISCLAIMER- THE GAME SYSTEM AND CHARACTERS WERE NOT MADE UP, BUT TAKEN FROM OTHER SOURCES. THE CHARACTERS WERE TAKEN FROM NIGHTMARE/ATMOSFEAR AND THE SYSTEM WAS TAKEN BY WHITEWOLF GAMES. NO CREDIT SHOULD BE ACTUALLY GIVEN TO THE "CREATORS", BUT THE TIME SPENT IN WARPING IT TO BE UNIQUE FOR OUR PLAY. THIS GAME AND SYSTEM IS NOT FOR SALE, BUT AS A PERSONAL PLAY FOR THE TEAM.

THANKS TO: Joshua Hakes "Faust" (Writing this game) Co-founder John Marzano "Darkwolff" (Giving ideas and brainstorming) Co-founder

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Ryan Boell "Buffy" (Giving ideas) Ryan Hulshof "Sadhatter" (Giving ideas)

A SPECIAL THANKS TO: The Nightmare/Atmosfear Team for keeping the game strong. A Couple of Cowboys for inventing such a great game as Nightmare/Atmosfear. WhiteWolf for the gaming system and for great games.