Atlantis Academy is a pick-up game run by Bill for the purposes of teaching the GURPS 4th edition game system.
The best way to describe the intended feel of the game is "Mahou Sensei Negima as done by Hayao Miyazaki". A magical academy on Atlantis was spirited through time by a cabal of the island's most powerful wizards. Now they, along with the teachers and students, have emerged into the middle of the 20th century.
The game will center around the adventures of the students, their friends from the modern world, and others around the academy as it settles back into its former role: a place where young people can grow up to be wise and good.
Players
Characters start at 100 points. Characters will generally fall into one of three categories:
How do I come up with character concepts?
Watch "Harry Potter" or read ''Magister Negi Magi''. Watch a Miyazaki movie.
Can I play a ______?
It depends. Can you interact with human beings of your apparent age? If so, then probably yes.
What is the list of _____s that I can play?
Look through human mythology. Or come up with your own. On the other hand, "human" is quite magical already...
What are the limits on what our characters can do?
Atlantean characters will only have a basic familiarity with modern technology, and modern characters will be only basically familiar with the idea behind magic - even if they have some magical talent of their own. Beyond that, anything that will fit into 100 points and pass GM muster is acceptable. The point of the game is to explore the GURPS system, so go wild!
Do these characters have to have useful skills?
No! They don't have to be good at combat, or magically potent, or wise or clever or deadly. They just have to be interesting, and fun to play.
Okay, but at least tell me how to do magic
You have some options. The easiest is to take the Magical Aptitude advantage and buy spells from GURPS Magic. This is a good way to represent a conventional wizardly character. You can also create more powerful but more limited magical knacks by buying various advantages, such as Flight, and just calling it magic. Bring a concept to the GM and he will be happy to show you how to do it in the system.
The Academy
The Academy itself is huge - several square miles of grounds, including several major buildings and other features. It's not just a school building, but more like a college campus. It was discovered in the foothills near the sea port of Heyon, near the Mediterranean ocean, when workers were excavating to create a new train tunnel. The spell of stasis was broken by the one emotion that the original wizards could think would ensure the school's safety - benevolent concern for whatever was inside. With the spell broken, the Academy now forms an important neighbor to Heyon, and townsfolk and Academy folk regularly spend time together.
The Academy is nominally guided by the Head (perhaps short for "headmaster"), and a student council elected from the school's pupils. In addition, the elder sages of Atlantis who saved the school, the White Wizards, are occasionally seen around the grounds.
Can I play a teacher?
Yes. You can also play one of the groundskeepers or other "support" people.
How old are the students?
Age 12 to 17, although there can be exceptions.
The World
Heyon is nowhere on our earth. But if it were, it might be somewhere like this.
The world around the Academy is a Europe that never experienced the World Wars. Zeppelins can be found in the skies, and planes and trains carry passengers all over the world.
Can I play someone important?
Duke, duchess, noble, certainly. Actual head of state? Probably not, unless it's a very tiny state.
The best way to describe the intended feel of the game is "Mahou Sensei Negima as done by Hayao Miyazaki". A magical academy on Atlantis was spirited through time by a cabal of the island's most powerful wizards. Now they, along with the teachers and students, have emerged into the middle of the 20th century.
The game will center around the adventures of the students, their friends from the modern world, and others around the academy as it settles back into its former role: a place where young people can grow up to be wise and good.
Players
- Brendan - Freshman Old Money Rail Baron son - Wulfgang Stentz
- Mike - intuitive technowizard - Gerald Linkletter
Characters start at 100 points. Characters will generally fall into one of three categories:
- students of the Academy, either native Atlanteans age 12-17, or 20th century children.
- teachers at the Academy, always Atlanteans.
- friends of the Academy's populace, native to the mid-20th century.
How do I come up with character concepts?
Watch "Harry Potter" or read ''Magister Negi Magi''. Watch a Miyazaki movie.
Can I play a ______?
It depends. Can you interact with human beings of your apparent age? If so, then probably yes.
What is the list of _____s that I can play?
Look through human mythology. Or come up with your own. On the other hand, "human" is quite magical already...
What are the limits on what our characters can do?
Atlantean characters will only have a basic familiarity with modern technology, and modern characters will be only basically familiar with the idea behind magic - even if they have some magical talent of their own. Beyond that, anything that will fit into 100 points and pass GM muster is acceptable. The point of the game is to explore the GURPS system, so go wild!
Do these characters have to have useful skills?
No! They don't have to be good at combat, or magically potent, or wise or clever or deadly. They just have to be interesting, and fun to play.
Okay, but at least tell me how to do magic
You have some options. The easiest is to take the Magical Aptitude advantage and buy spells from GURPS Magic. This is a good way to represent a conventional wizardly character. You can also create more powerful but more limited magical knacks by buying various advantages, such as Flight, and just calling it magic. Bring a concept to the GM and he will be happy to show you how to do it in the system.
The Academy
The Academy itself is huge - several square miles of grounds, including several major buildings and other features. It's not just a school building, but more like a college campus. It was discovered in the foothills near the sea port of Heyon, near the Mediterranean ocean, when workers were excavating to create a new train tunnel. The spell of stasis was broken by the one emotion that the original wizards could think would ensure the school's safety - benevolent concern for whatever was inside. With the spell broken, the Academy now forms an important neighbor to Heyon, and townsfolk and Academy folk regularly spend time together.
The Academy is nominally guided by the Head (perhaps short for "headmaster"), and a student council elected from the school's pupils. In addition, the elder sages of Atlantis who saved the school, the White Wizards, are occasionally seen around the grounds.
Can I play a teacher?
Yes. You can also play one of the groundskeepers or other "support" people.
How old are the students?
Age 12 to 17, although there can be exceptions.
The World
Heyon is nowhere on our earth. But if it were, it might be somewhere like this.
The world around the Academy is a Europe that never experienced the World Wars. Zeppelins can be found in the skies, and planes and trains carry passengers all over the world.
Can I play someone important?
Duke, duchess, noble, certainly. Actual head of state? Probably not, unless it's a very tiny state.
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