| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| races:atlantean [2026/06/29 10:23] – [Mod-Suit] ms_ash | races:atlantean [2026/07/07 11:37] (current) – [Stat Block] ms_wuntch |
|---|
| |Sexual Dimorphism| Typically Yes| | |Sexual Dimorphism| Typically Yes| |
| |Sexes| Typically Male/Female| | |Sexes| Typically Male/Female| |
| |Physiology| [[:Game_Mechanics:Physiology#Organic_Physiology|Organic]]| | |Physiology| [[:Game Mechanics:Definitions:Physiology:Organic Physiology|Organic]]| |
| |Average Height| Varies| | |Average Height| Varies| |
| |Average Weight| Varies| | |Average Weight| Varies| |
| //The Atlanteans, also known as Fisho's, Squidies, Divers and Quadies, are not a single people, but a convergence of many. Originating from the complete ocean world of Atlantis, they encompass hundreds of distinct sapient aquatic species, unified not by shared biology but by shared history and identity. Their physical forms vary more wildly than almost any other Federation people: some possess fins, bladders, and sinuous bodies; others bear limbs, tentacles, or elongated forms adapted to pressure and current. Size alone ranges from creatures scarcely longer than a finger to vast beings measured in dozens of metres, their mass spanning from negligible to monumental. What little they share biologically is functional rather than aesthetic, each is fully aquatic, each requires liquid to breathe, and each is most at home suspended in water rather than standing on land.//\\ | //The Atlanteans, also known as Fisho's, Squidies, Divers and Quadies, are not a single people, but a convergence of many. Originating from the complete ocean world of Atlantis, they encompass hundreds of distinct sapient aquatic species, unified not by shared biology but by shared history and identity. Their physical forms vary more wildly than almost any other Federation people: some possess fins, bladders, and sinuous bodies; others bear limbs, tentacles, or elongated forms adapted to pressure and current. Size alone ranges from creatures scarcely longer than a finger to vast beings measured in dozens of metres, their mass spanning from negligible to monumental. What little they share biologically is functional rather than aesthetic, each is fully aquatic, each requires liquid to breathe, and each is most at home suspended in water rather than standing on land.//\\ |
| \\ | \\ |
| //Despite this diversity, patterns do emerge. Most Atlantean species exhibit sexual dimorphism, typically with two sexes, and in many cases the females are larger or more robust. Their senses are often adapted to lightless depths, pressure gradients, and fluid motion rather than open air, and while some can survive limited exposure to non-liquid environments, none can breathe standard atmospheric mixtures. Movement through water is effortless to them, instinctive in a way that walking is to terrestrial peoples. On land, without assistance, most Atlanteans unable to propel themselves, and rare few who can are often diminished — slowed, constrained, and profoundly out of place.//\\ | //Despite this diversity, patterns do emerge. Most Atlantean species exhibit sexual dimorphism, typically with two sexes, and in many cases the females are larger or more robust. Their senses are often adapted to lightless depths, pressure gradients, and fluid motion rather than open air, and while some can survive limited exposure to non-liquid environments, none can breathe standard atmospheric mixtures. Movement through water is effortless to them, instinctive in a way that walking is to terrestrial peoples. On land, without assistance, most Atlanteans unable to propel themselves, and rare few who can are often diminished, slowed, constrained, and profoundly out of place.//\\ |
| \\ | \\ |
| //To most Federation citizens, however, an Atlantean is not first recognised by the body within the water, but by the body that walks among them. The Modular Biosuit, commonly called a Mod-Suit, is the most visible expression of Atlantean presence beyond Atlantis. These pressure-sealed constructs house water, life-support systems, sensory translators, articulated limbs, and typically made of brass composite, allowing their wearers to interact with a universe never designed for them. Though once based on early Elven artificer designs predating the Federation, Mod-Suits have long since become an Atlantean art form. Each is customised, maintained, and often inherited, reflecting the needs, personality, and lineage of its pilot. For many Atlanteans, the suit is not merely a tool, but an extension of self—sometimes spoken of as a second body, sometimes as the true one.//\\ | //To most Federation citizens, however, an Atlantean is not first recognised by the body within the water, but by the body that walks among them. The Modular Biosuit, commonly called a Mod-Suit, is the most visible expression of Atlantean presence beyond Atlantis. These pressure-sealed constructs house water, life-support systems, sensory translators, articulated limbs, and typically made of brass composite, allowing their wearers to interact with a universe never designed for them. Though once based on early Elven artificer designs predating the Federation, Mod-Suits have long since become an Atlantean art form. Each is customised, maintained, and often inherited, reflecting the needs, personality, and lineage of its pilot. For many Atlanteans, the suit is not merely a tool, but an extension of self—sometimes spoken of as a second body, sometimes as the true one.//\\ |
| \\ | \\ |
| Your [Entity Type] is: [Sapient]\\ | Your [Entity Type] is: [Sapient]\\ |
| Your [Game Mechanics:Definitions:Physiology]] is: [[:Game Mechanics:Definitions:Physiology:Organic Physiology|Organic]]\\ | Your [[Game Mechanics:Definitions:Physiology]] is: [[:Game Mechanics:Definitions:Physiology:Organic Physiology|Organic]]\\ |
| Your <wrap preview>[[:Game_Mechanics:Definitions:Size]]</wrap> is: **See Mod-Suit Below**\\ | Your <wrap preview>[[:Game_Mechanics:Definitions:Size]]</wrap> is: **See Mod-Suit Below**\\ |
| \\ | \\ |
| You do not have the [Terranean] [Movement Type]. You gain the [Liquidic] [Movement Type] instead. | You do not have the [Terranean] [Movement Type]. You gain the [Liquidic] [Movement Type] instead. |
| ==== Mod-Suit ==== | ==== Mod-Suit ==== |
| //The Mod-Suit is the bridge that allows Atlanteans to leave the waters of Atlantis and take part in the wider Meat Space. While some Atlanteans can traverse non-liquid environments with minimal life-support, many lack the limbs or structure needed to meaningfully interact with a dry world, and so the Mod-Suit becomes more than equipment — it becomes body. These suits are deeply personal, worn constantly, customised over many Marks, and treated as an extension of self. Atlanteans decorate them, modify them with cyberware, mark them with insignia and personal art, and dress them as others would flesh. Across Federation space, the sight of a towering brass form moving through a crowd is unmistakable. The Mod-Suit is not merely survival technology; it is the Atlanteans’ physical presence in the universe, and a living symbol of their place within the Federation.//\\ | //The Mod-Suit is the bridge that allows Atlanteans to leave the waters of Atlantis and take part in the wider Meat Space. While some Atlanteans can traverse non-liquid environments with minimal life-support, many lack the limbs or structure needed to meaningfully interact with a dry world, and so the Mod-Suit becomes more than equipment, it becomes body. These suits are deeply personal, worn constantly, customised over many Marks, and treated as an extension of self. Atlanteans decorate them, modify them with cyberware, mark them with insignia and personal art, and dress them as others would flesh. Across Federation space, the sight of a towering brass form moving through a crowd is unmistakable. The Mod-Suit is not merely survival technology; it is the Atlanteans’ physical presence in the universe, and a living symbol of their place within the Federation.//\\ |
| \\ | \\ |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| Each different type of [Atlantean] requires a different type of [Mod-Suit] for mobility and to survive outside of their home planet or other aquatic environments. For some, their [Mod-Suit] is their home or preferred body, for others it is simply clothing, preferring to spend more time in open water.\\ | Each different type of [[:Races:Atlantean]] requires a different type of [[:Races:Atlantean#Mod-Suit]] for mobility and to survive outside of their home planet or other aquatic environments. For some, their [[:Races:Atlantean#Mod-Suit]] is their home or preferred body, for others it is simply clothing, preferring to spend more time in open water.\\ |
| \\ | \\ |
| An Atlantean's <wrap preview>[[:Stats:Brawn]]</wrap> and <wrap preview>[[:Stats:Agility]]</wrap> varies greatly from species, of which there are thousands that are native to Atlantis. However, these are determined in conjunction with the [Mod-Suit]. Consult the following table to choose your Starter <wrap preview>[[:Stats:Brawn]]</wrap> and <wrap preview>[[:Stats:Agility]]</wrap>, which in turn will determine your Suit Points.\\ | An Atlantean's [[:Stats:Brawn]] and [[:Stats:Agility]] varies greatly from species, of which there are thousands that are native to Atlantis. However, these are determined in conjunction with the [[:Races:Atlantean#Mod-Suit]]. Consult the following table to choose your [[:Stats:Starter Stats|Starter]] [[:Stats:Brawn]] and [[:Stats:Agility]], which in turn will determine your Suit Points.\\ |
| \\ | \\ |
| Choose two packages, from the below. One for your [Brawn] and another for you [Agility]. | Choose two packages, from the below. One for your [[:Stats:Brawn]] and another for you [[:Stats:Agility]]. |
| \\ | \\ |
| ^ Pack ^ Starter ^ Maximum ^ Suit Points ^ Suit Size ^ Body Size ^ | ^ Pack ^ Starter ^ Maximum ^ Suit Points ^ Suit Size ^ Body Size ^ |
| | F | 1 | 1 | 10 | 6 | 1 | | | F | 1 | 1 | 10 | 6 | 1 | |
| \\ | \\ |
| Once you have chosen your <wrap preview>[[:Stats:Brawn]]</wrap> and <wrap preview>[[:Stats:Agility]]</wrap> from the above, in addition to determining your Starting <wrap preview>[[:Stats:Brawn]]</wrap> and <wrap preview>[[:Stats:Agility]]</wrap>, this will also determine your [Stat Maximums], Suit Points, Suit [Size] and Body [Size].\\ | Once you have chosen your [[:Stats:Brawn]] and [[:Stats:Agility]] from the above, in addition to determining your [[:Stats:Starter Stats|Starting]] [[:Stats:Brawn]] and [[:Stats:Agility]], this will also determine your [[:Stats:Maximum Stats]], suit points, suit [[:Game Mechanics:Definitions:Size]] and body [[:Game Mechanics:Definitions:Size]].\\ |
| \\ | \\ |
| Add your [Starter] and [Maximum] <wrap preview>[[:Stats:Brawn]]</wrap> and <wrap preview>[[:Stats:Agility]]</wrap> to your <wrap preview>[[:Character]]</wrap> sheet, as this is the <wrap preview>[[:Stats:Brawn]]</wrap> and <wrap preview>[[:Stats:Agility]]</wrap> you will use when you are not in your Mod-Suit.\\ | Add your [[:Stats:Starter Stats|Starter]] and [[:Stats:Maximum Stats|Maximum]] [[:Stats:Brawn]] and [[:Stats:Agility]] to your [Character Sheet], as this is the [[:Stats:Brawn]] and [[:Stats:Agility]] you will use when you are not in your [[:Races:Atlantean#Mod-Suit]].\\ |
| \\ | \\ |
| Then, add your Suit Points together, as they will be used to determine the <wrap preview>[[:Stats:Brawn]]</wrap> and <wrap preview>[[:Stats:Agility]]</wrap> for your [Mod-Suit]. Then add your Suit Size, as this will determine your [Size] when you are in your Mod-Suit. Then, add your Body Size together, as this will determine your Size when you are not in your [Mod-Suit]. | Then, add your Suit Points together, as they will be used to determine the [[:Stats:Brawn]] and [[:Stats:Agility]] for your [[:Races:Atlantean#Mod-Suit]]. Then add your Suit [[:Game Mechanics:Definitions:Size]], as this will determine your [[:Game Mechanics:Definitions:Size]] when you are in your [[:Races:Atlantean#Mod-Suit]]. Then, add your Body [[:Game Mechanics:Definitions:Size]] together, as this will determine your [[:Game Mechanics:Definitions:Size]] when you are not in your [[:Races:Atlantean#Mod-Suit]]. |
| |
| Now, you may determine your [Mod-Suits] <wrap preview>[[:Stats:Brawn]]</wrap> and <wrap preview>[[:Stats:Agility]]</wrap>. Your [Mod-Suit] starts with 0 of each, and you may increase either of those Stats by 1 by spending 1 of your Suit Points until you have none left.\\ | Now, you may determine your [[:Races:Atlantean#Mod-Suit]] [[:Stats:Brawn]] and [[:Stats:Agility]]. Your [[:Races:Atlantean#Mod-Suit]] starts with 0 of each, and you may increase either of those Stats by 1 by spending 1 of your Suit Points until you have none left.\\ |
| \\ | \\ |
| For a [Mod-Suit] to function as a [Mod-Suit], it must have at least 2 <wrap preview>[[:Stats:Brawn]]</wrap> and 2 <wrap preview>[[:Stats:Agility]]</wrap>. If it has less, then you do not have a [Mod-Suit] and instead you gain an additional Belt Slot and a free Life Support Belt. In addition, you will also gain the [Surface] [Movement Type].\\ | For a [[:Races:Atlantean#Mod-Suit]] to function as a [[:Races:Atlantean#Mod-Suit]], it must have at least 2 [[:Stats:Brawn]] and 2 [[:Stats:Agility]]. If it has less, then you do not have a [[:Races:Atlantean#Mod-Suit]] and instead you gain an additional [Belt Slot] and a free [Life Support Belt]. In addition, you will also gain the [Terranean] [Movement Type].\\ |
| \\ | \\ |
| //**Example #1**\\ | **Example #1**:\\ |
| If I picked package A. for my <wrap preview>[[:Stats:Brawn]]</wrap> and package B. for my <wrap preview>[[:Stats:Agility]]</wrap>, I would have 6 Starter and (11) Maximum <wrap preview>[[:Stats:Brawn]]</wrap> as well as 5 Starter and (9) Maximum <wrap preview>[[:Stats:Agility]]</wrap>, 2 Suit Points and my Suit Size would be 3, while my Body Size would be 6. Since this would not be enough Suit Points, my <wrap preview>[[:Character|Character's]]</wrap> Mod-Suit would just be a Life Support Belt and thus my <wrap preview>[[:Character]]</wrap> would have 6 <wrap preview>[[:Stats:Brawn]]</wrap>, 5 <wrap preview>[[:Stats:Agility]]</wrap> and 9 Size.// \\ | If I picked package A. for my [[:Stats:Brawn]] and package B. for my [[:Stats:Agility]], I would have 6 [[:Stats:Starter Stats|Starter]] and (11) [[:Stats:Maximum Stats|Maximum]] [[:Stats:Brawn]] as well as 5 [[:Stats:Starter Stats|Starter]] and (9) [[:Stats:Maximum Stats|Maximum]] [[:Stats:Agility]], 2 Suit Points and my Suit [[:Game Mechanics:Definitions:Size]] would be 3, while my Body [[:Game Mechanics:Definitions:Size]] would be 6. Since this would not be enough Suit Points, my [[:Character|Character's]] [[:Races:Atlantean#Mod-Suit]] would just be a [Life Support Belt] and thus my [[:Character]] would have 6 [[:Stats:Brawn]], 5 [[:Stats:Agility]]</wrap> and 9 [[:Game Mechanics:Definitions:Size]].\\ |
| \\ | \\ |
| // **Example #2** \\ | **Example #2**: \\ |
| If I picked package E. for my <wrap preview>[[:Stats:Brawn]]</wrap> and package D. for my <wrap preview>[[:Stats:Agility]]</wrap>, I would have 2 Starter and (3) Maximum <wrap preview>[[:Stats:Brawn]]</wrap>, 3 Starter and (5) Maximum <wrap preview>[[:Stats:Agility]]</wrap>, 14 Suit Points and my Suit Size would be 9, while my Body Size would be 3. This would leave me with 14 Suit Points to spend on my Mod-Suit, allowing me to give it 12 <wrap preview>[[:Stats:Brawn]]</wrap> and 2 <wrap preview>[[:Stats:Agility]]</wrap>. Thus, when I was in my Mod-Suit, my <wrap preview>[[:Character]]</wrap> would have 12 <wrap preview>[[:Stats:Brawn]]</wrap>, 2 <wrap preview>[[:Stats:Agility]]</wrap> and 9 Size. When my <wrap preview>[[:Character]]</wrap> isn't in their Mod-Suit they would have 2 <wrap preview>[[:Stats:Brawn]]</wrap>, 3 <wrap preview>[[:Stats:Agility]]</wrap> and 3 Size instead.// \\ | If I picked package E. for my [[:Stats:Brawn]] and package D. for my [[:Stats:Agility]], I would have 2 [[:Stats:Starter Stats|Starter]] and (3) [[:Stats:Maximum Stats|Maximum]] [[:Stats:Brawn]], 3 [[:Stats:Starter Stats|Starter]] and (5) [[:[:Stats:Maximum Stats|Maximum]] [[:Stats:Agility]], 14 Suit Points and my Suit [[:Game Mechanics:Definitions:Size]] would be 9, while my Body [[:Game Mechanics:Definitions:Size]] would be 3. This would leave me with 14 Suit Points to spend on my [Mod-Suit], allowing me to give it 12 [[:Stats:Brawn]] and 2 [[:Stats:Agility]]. Thus, when I was in my [Mod-Suit], my [[:Character]] would have 12 [[:Stats:Brawn]], 2 [[:Stats:Agility]] and 9 [[:Game Mechanics:Definitions:Size]]. When my [[:Character]] isn't in their [[:Races:Atlantean#Mod-Suit]] they would have 2 [[:Stats:Brawn]], 3 [[:Stats:Agility]] and 3 [[:Game Mechanics:Definitions:Size]] instead.\\ |
| \\ | \\ |
| You can't increase your [Mod-Suits] Stats with Exp, only your own. However, when you have [Cyberware] installed, it is installed into the Mod-Suit, as your unique Atlantean biology can't survive the installation. If you don't have a [Mod-Suit], then you can install [Cyberware] as normal. As such, your [Hardpoints] are determined by your [Mod-Suits] <wrap preview>[[:Stats:Brawn]]</wrap>, not your own.\\ | You can't increase your [[:Races:Atlantean#Mod-Suit]] [Stats] with [Exp], only your own. However, when you have [[:Cyberware]] installed, it is installed into the [[:Races:Atlantean#Mod-Suit]], as your unique Atlantean biology can't survive the installation. If you don't have a [[:Races:Atlantean#Mod-Suit]], then you can install [[:Cyberware]] as normal. As such, if you are dependant on a [[:Races:Atlantean#Mod-Suit]], your [[Ratings:Hardpoints]] are determined by your [[:Races:Atlantean#Mod-Suit]] [[:Stats:Brawn]], not your own.\\ |
| \\ | \\ |
| The [Mod-Suit] effectively becomes your body, no different to any other body. This means it can wear clothing or armour, it can feel and touch, twist and move naturally. When in your [Mod-Suit], your [Size] is equal to the greater of your Suit [Size] or Body [Size]. In addition, a [Mod-Suit] has both the [Terranean] and [Liquidic] [Movement Types]. Furthermore, you lose your [[:Game Mechanics:Definitions:Physiology:Organic Physiology]] and gain the [[:Game Mechanics:Definitions:Physiology:Technological Physiology]] instead. You can enter or exit your [Mod-Suit] as a [Double Action], as long as you are [[:Game_Mechanics:Adjacent]] to it.\\ | The [[:Races:Atlantean#Mod-Suit]] effectively becomes your body, no different to any other body. This means it can wear clothing or armour, it can feel and touch, twist and move naturally. When in your [[:Races:Atlantean#Mod-Suit]], your [[:Game Mechanics:Definitions:Size]] is equal to the greater of your Suit [[:Game Mechanics:Definitions:Size]] or Body [[:Game Mechanics:Definitions:Size]]. In addition, a [[:Races:Atlantean#Mod-Suit]] has both the [Terranean] and [Liquidic] [Movement Types]. Furthermore, you lose your [[:Game Mechanics:Definitions:Physiology:Organic Physiology]] and gain the [[:Game Mechanics:Definitions:Physiology:Technological Physiology]] instead. You can enter or exit your [[:Races:Atlantean#Mod-Suit]] as a [[:Game Mechanics:Actions:Double Action]], as long as you are [[:Game Mechanics:Definitions:Adjacent]] to it.\\ |
| \\ | \\ |
| A [Mod-Suit] allows you to survive in [Federation Standard], [Aquatic] and [Vacuum] [Environments].\\ | A [[:Races:Atlantean#Mod-Suit]] allows you to survive in [Federation Standard], [Aquatic] and [Vacuum] [Environments].\\ |
| \\ | \\ |
| | <WRAP Notice> |
| | //**Ash's Aside**// \\ |
| | I try to avoid making you change your Stats during game play of Meat Space, mostly because adjusting all of your various ratings and requirements of the top of your head can be a bitch. Thus, if you are planning to jump in and out of your Mod-Suit often, I would advice making a Character Sheet for both, so you don't have to do math in front of your friends, mid-scene. |
| | </WRAP> |
| ==== Suit Rupture ==== | ==== Suit Rupture ==== |
| //Living within a pressurised Mod-Suit is a constant, unspoken risk. While the suit grants freedom and mobility, it also turns damage into catastrophe. A puncture from weapons fire, a structural failure during a spacer incident, or even an unfortunate snag in a moving mechanism can cause rapid pressure loss and fluid escape. What begins as a minor breach can become lethal in moments. Unless the rupture is sealed quickly, the Atlantean within is exposed to an environment their body cannot survive. For all its strength and versatility, the Mod-Suit is both lifeline and liability — and every Atlantean knows that when it fails, there is no second skin beneath it.//\\ | //Living within a pressurised Mod-Suit is a constant, unspoken risk. While the suit grants freedom and mobility, it also turns damage into catastrophe. A puncture from weapons fire, a structural failure during a spacer incident, or even an unfortunate snag in a moving mechanism can cause rapid pressure loss and fluid escape. What begins as a minor breach can become lethal in moments. Unless the rupture is sealed quickly, the Atlantean within is exposed to an environment their body cannot survive. For all its strength and versatility, the Mod-Suit is both lifeline and liability, and every Atlantean knows that when it fails, there is no second skin beneath it.//\\ |
| \\ | \\ |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| While using your [Mod-Suit], when you generate an [Injury] with a Total of 50 or greater, you also receive the [Suit Rupture] [Condition], in addition to the [Injury].\\ | While using your [[:Races:Atlantean#Mod-Suit]], when you generate an [[:Game Mechanics:Injury]] with a [[:Game Mechanics:Dice Pool:Total]] of 50 or greater, you also receive the [[:Races:Atlantean#Suit Rupture]] [[:Game Mechanics:Conditions|Condition]], in addition to the [[:Game Mechanics:Injury]].\\ |
| \\ | \\ |
| ^Suit Rupture^ | ^Suit Rupture^ |
| |[[:Skills#Tech]] [[:Game_Mechanics:Rituals_and_Invocations#Rituals|Ritual]] 50/Turn| | |[[:Game Mechanics:Conditions]]| |
| | Your Mod-Suit no longer protects you from [Federation Standard], [Aquatic] or [Vacuum] [Environments], causing you to [Suffocate], as [Appropriate]. In addition, you gain D4 instances of the [Suffocating] [Affliction]. \\ \\ If you would gain an additional [Suit Rupture], increase the [Severity] of the [Suit Rupture] [Condition] by 15 and gain an additional instance of the [Suffocating] [Affliction]. \\ \\ If you, or any [Ally], completely the above [Ritual], you remove the [Suit Rupture] [Condition] and any remaining instances of the [Suffocating] [Affliciton].| | | Your [[:Races:Atlantean#Mod-Suit]] no longer protects you from [Federation Standard], [Aquatic] or [Vacuum] [Environments], causing you to [Suffocate], as [[:Game Mechanics:Definitions:Appropriate]]. \\ \\ If you would gain an additional [[:Races:Atlantean#Suit Rupture]], increase the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of the [[:Races:Atlantean#Suit Rupture]] [[:Game Mechanics:Conditions]] by 30. \\ \\ You, or an [[:Game Mechanics:Definitions:Adjacent]] [Ally], can remove the [[:Races:Atlantean#Suit Rupture]] [[:Game Mechanics:Conditions|Condition]] by performing a [[:Skills#Tech]] [[:Game Mechanics:Definitions:Ability:Ritual]]; 50/[[:Game Mechanics:Turn Order:Turn]].| |
| ==== Natural AstroTech ==== | ==== Natural AstroTech ==== |
| //From the first days of J’Son and the Argonaut, Atlanteans have been builders of vessels out of necessity rather than ambition. Survival beyond water demanded mastery of seals, pressure systems, motion, and repair, and those lessons never faded. Maintaining a Mod-Suit is not a profession among Atlanteans — it is a basic life skill, taught early and reinforced constantly, often valued more highly than first aid itself. As a result, Atlanteans possess an almost instinctive understanding of mechanics, structure, and failure points. Whether working on a D'jumpship, a thool rig, astrofreighter or a damaged suit in the field, their hands move with practiced certainty. In Federation space, an Atlantean without knowledge of tools is almost unheard of — and an Atlantean without an Omni-Wrench simply does not exist.//\\ | //From the first days of J’Son and the Argonaut, Atlanteans have been builders of vessels out of necessity rather than ambition. Survival beyond water demanded mastery of seals, pressure systems, motion, and repair, and those lessons never faded. Maintaining a Mod-Suit is not a profession among Atlanteans, it is a basic life skill, taught early and reinforced constantly, often valued more highly than first aid itself. As a result, Atlanteans possess an almost instinctive understanding of mechanics, structure, and failure points. Whether working on a D'jumpship, a thool rig, astrofreighter or a damaged suit in the field, their hands move with practiced certainty. In Federation space, an Atlantean without knowledge of tools is almost unheard of, and an Atlantean without an Omni-Wrench simply does not exist.//\\ |
| \\ | \\ |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| You gain a free Rank in [[:Masteries:Mechanics]], and the corresponding [Ability], during [Character Creation].\\ | You gain a free [[Game Mechanics:Definitions:Rank]] in the [Mechanics] [Mastery], during [[:Character:Character Creation]].\\ |
| \\ | \\ |
| In addition, as you progress your [Job] ranks, you gain the following benefits: | In addition, as you progress your [[:Jobs|Job]] [[Game Mechanics:Definitions:Rank|Ranks]], you gain the following benefits: |
| * At [Job] rank 2, you can increase your rank in [Mechanics] up to a max rank of 2, and gain the free [Ability] as normal, or you can gain two free [Mechanics] [Abilities] of rank 2 or lower. | * At [[:Jobs|Job]] rank 2, you can increase your [[Game Mechanics:Definitions:Rank]] in the [Mechanics] [Mastery], up to a max [[Game Mechanics:Definitions:Rank]] of 2, or you can gain two free [Mechanics] [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 2 or lower. |
| * At [Job] rank 4, you can increase your rank in [Mechanics] up to a max rank of 3, and gain the free [Ability] as normal, or you can gain two free [Mechanics] [Abilities] of rank 3 or lower. | * At [[:Jobs|Job]] rank 4, you can increase your [[Game Mechanics:Definitions:Rank]] in the [Mechanics] [Mastery], up to a max [[Game Mechanics:Definitions:Rank]] of 3, or you can gain two free [Mechanics] [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 3 or lower. |
| * At [Job] rank 6, you can increase your rank in [Mechanics] up to a max rank of 4, and gain the free [Ability] as normal, or you can gain two free [Mechanics] [Abilities] of rank 4 or lower. | * At [[:Jobs|Job]] rank 6, you can increase your [[Game Mechanics:Definitions:Rank]] in the [Mechanics] [Mastery], up to a max [[Game Mechanics:Definitions:Rank]] of 4, or you can gain two free [Mechanics] [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 4 or lower. |
| * At [Job] rank 8, you can increase your rank in [Mechanics] up to a max rank of 5, and gain the free [Ability] as normal, or you can gain two free [Mechanics] [Abilities] of rank 5 or lower. | * At [[:Jobs|Job]] rank 8, you can increase your [[Game Mechanics:Definitions:Rank]] in the [Mechanics] [Mastery], up to a max [[Game Mechanics:Definitions:Rank]] of 5, or you can gain two free [Mechanics] [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 5 or lower. |
| * At [Job] rank 10, you can increase your rank in [Mechanics] up to a max rank of 6, and gain the free [Ability] as normal, or you can gain two free [Mechanics] [Abilities] of rank 6 or lower. | * At [[:Jobs|Job]] rank 10, you can increase your [[Game Mechanics:Definitions:Rank]] in the [Mechanics] [Mastery], up to a max [[Game Mechanics:Definitions:Rank]] of 6, or you can gain two free [Mechanics] [[:Game Mechanics:Definitions:Ability|Abilities]] of [[Game Mechanics:Definitions:Rank]] 6 or lower. |
| \\ | \\ |
| **Please Note**: A [Job] rank refers to your [Total] ranks in all of your [Jobs] combined, not just the ranks in a single [Job]. If you have 10 different ranks in 10 different [Jobs], you are [Job] rank 10. | **Please Note**: A [[:Jobs|Job]] [[Game Mechanics:Definitions:Rank]] refers to your [[:Game Mechanics:Dice Pool:Total]] [[Game Mechanics:Definitions:Rank|Ranks]] in all of your [[:Jobs]] combined, not just the [[Game Mechanics:Definitions:Rank|Ranks]] in a single [[:Jobs|Job]]. |
| ==== Herd Mentality ==== | ==== Herd Mentality ==== |
| //Atlantean social instincts run deep, shaped by origins as either communal herd creatures or the predators evolved to read them. In either case, survival depended on awareness — of intent, of tension, of the smallest shift in behaviour. That legacy remains. Atlanteans possess an exceptional sense for social dynamics, able to read hesitation, deception, and unspoken motive with unsettling accuracy. Lies feel wrong to them long before they can be articulated, and manipulation rarely goes unnoticed. This makes Atlanteans formidable debaters, negotiators and deeply reliable allies, but dangerous opponents in any exchange that relies on misdirection. Across the Federation, the advice is well known: speak plainly with an Atlantean, or expect the truth to be extracted — and priced accordingly.//\\ | //Atlantean social instincts run deep, shaped by origins as either communal herd creatures or the predators evolved to read them. In either case, survival depended on awareness, of intent, of tension, of the smallest shift in behaviour. That legacy remains. Atlanteans possess an exceptional sense for social dynamics, able to read hesitation, deception, and unspoken motive with unsettling accuracy. Lies feel wrong to them long before they can be articulated, and manipulation rarely goes unnoticed. This makes Atlanteans formidable debaters, negotiators and deeply reliable allies, but dangerous opponents in any exchange that relies on misdirection. Across the Federation, the advice is well known: speak plainly with an Atlantean, or expect the truth to be extracted, and priced accordingly.//\\ |
| \\ | \\ |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Traits|Trait]].\\ |
| \\ | \\ |
| You gain the effects of the [[:Game_Mechanics:Advantage_and_Disadvantage#Advantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> on any [[:Ratings:Insight_Save|Insight Saves]] you perform. If you would otherwise be under the effects of the <wrap preview>[[:Game_Mechanics:Properties:Advantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, then you [Upgrade] this <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> instead. | You gain the [[:Game Mechanics:Definitions:Property:Advantage]] [[:Game Mechanics:Definitions:Property]], [Upgrading], to any [[:Ratings:Insight_Save|Insight Saves]] you perform. |
| |
| | ==== Changelog ==== |
| | <WRAP changelog center 800px> |
| | Version 0.5c - June 2026 |
| | * Wording Updated |
| | * Suit Rupture Wording simplified. |
| | * Additional Suit Ruptures increase the Severity by 30, instead of 15. |
| | </WRAP> |