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Credits

Architects of Atzlan
Copyright © 2006 Adam Dray Images

Cover and left: “Chicomoztoc, the place of the seven caves.”


From the Historia Tolteca chicimeca, 1550.
http://en.wikipedia.org/wiki/Aztlan
Design, Writing, Editing, and Layout

Page 3: From The Sacred Symbols of Mu.


Adam Dray
James Churchward, 1933.
http://www.sacred-texts.com/atl/ssm/index.htm

Page 4: “Atlantis.” From Atlantis, the Antediluvian World.


Inspiration
Ignatius Donnelly, 1882.
http://www.sacred-texts.com/atl/ataw/index.htm
This game is based on a character sheet by
Mike Ramsey. The sheet is available via the
Page 7: “Objects…” From How I Found the LostAtlantis,
Creative Commons License. Download it at
The Source of All Civilization. Dr. Paul Schliemann, 1912.
http://www.kevinallenjr.com/reverseengin
http://www.sacred-texts.com/atl/hif/hif03.htm
eer/MikeRamseyEntry.pdf

Page 8: “The Hittite Bird Symbol” From The Sacred


This game borrows ideas from other
Symbols of Mu. James Churchward, 1933.
independently published games, especially
http://www.sacred-texts.com/atl/ssm/ssm06.htm
Dogs in the Vineyard by Vincent Baker. I walk
in the footsteps of giants.
Page 11: “The Sun” From The Sacred Symbols of Mu.
James Churchward, 1933.
http://www.sacred-texts.com/atl/ssm/ssm06.htm

Page 13: “The Daisy” From The Sacred Symbols of Mu.


James Churchward, 1933.
http://www.sacred-texts.com/atl/ssm/ssm13.htm

Page 15: Serpent from Nootka Indian tableau.


From The Sacred Symbols of Mu. James Churchward, 1933.
http://www.sacred-texts.com/atl/ssm/ssm06.htm

Page 16: Analysis of Mu figure by Viola de Gruchy.


From The Sacred Symbols of Mu. James Churchward, 1933.
http://www.sacred-texts.com/atl/ssm/ssm13.htm

Page 18: “Winged Deity Kneeling beside a Sacred Tree.”


From Myths of Babylonia and Assyria. Donald A. Mackenzie, 1915.
http://www.sacred-texts.com/ane/mba/
mba20.htm#img_34000

All images used in this text are in the Public Domain.


Contents
Architects of Aztlan is a two-player tabletop role-playing game in which you tell the stories of a citizen of ancient
Atlantis, a powerful civilization that has tragically brought cycles of cataclysm upon the world, and that has learned
how to travel to the future by reincarnating into the lives of other people. In this way, they hope to prepare those
civilizations for the unavoidable disaster that will come. Will they believe you? How can you save thousands of years
of knowledge and civilization from certain destruction? If you fail, human kind will be lost…

Credits 2

Chapter 1 4
Atzlan
Chapter 2 5
Characters
The Timaeus 9

Chapter 3 11
Playing
Character Sheet
http://www.kevinallenjr.com/reverseengineer/MikeRamseyEntry.pdf
Chapter 1 − Aztlan
Cataclysm that the few survivors will remember you and will remember
this lesson.
The rise and fall of Atlantis is the stuff of legend.
Plato described Atlantis as a perfect society but it was The Aztlantians convinced many kings and queens to
never without issues and challenges. Built on what is get ready for the end. They built great stone structures—
now known as the continent of Antarctica, Atlantis— pyramids, temples, vaults, tunnels—and filled them
or, as they call themselves, Aztlan—was a vast land with scrolls and tablets that recorded their histories and
divided into seven kingdoms around a central poetry, their mathematics and science, with the distant
mountain upon which stood a shining city. While the hope that someday other men might find them and
civilization had attained great power and miraculous know they were here.
technology, its people fought and bickered and
politicked like any other. Cycles
The largest war was fought over the energy web. The Unfortunately, this was not enough. The Aztlantians
southern kingdoms stood to benefit the most from also understood that they had unleashed a cycle of
this invention but the northern kingdoms believed cataclysms upon the world. When the planets were
that the energy web could disrupt the structure of the aligned, it would happen again. Even if their warnings
world. In the end, they settled the issue in a terrible were heeded now, how would they warn future
war that lasted eight years and the southern civilizations?
kingdoms won. It took a decade to realize how the
energy web was sapping the power of the earth’s A group of Aztlantians called the
magnetic fields. It took longer to Architects had learned how to travel
realize how grave it would be. through lifetimes to distant times.
When the sun god opened up This is how they had discovered the
with all his wrath, the world was imminent Cataclysm, yet the
unprotected. Without warning, southern monarchs dismissed their
everything changed in a moment. warnings as delusional magic hocus
pocus. The Architects did the best
The night swallowed the sun. The they could and used their power to
ground shook. Ice rained from the warn others in the future. They
sky. Tidal waves crashed over the cannot stop the Cataclysms from
land. The few thousand who happening but they can warn
survived were tossed to distant everyone.
lands on makeshift boats.
Hundreds of millions died.
Aztlan was gone.
Time Travel
In 9500 BC, the Architects are able to
Messages visit different places in the future
through reincarnation. They use
Before the Cataclysm, some great power concentrators in the
Aztlantians tried to warn people. form of giant pyramids to send
They sailed all over the world themselves forward in time to
with a warning. They explained inhabit the body of some person
as best they could to the less from that time. The process is
advanced people of the world difficult and expensive so it cannot be easily repeated.
how life as they knew it would soon come to an end. The Aztlantians must choose their travels carefully.
Their message was grave:
Furthermore, they have no control over the specific
The end is coming. Prepare for it. You will not survive. details of the reincarnation. They can choose from
Almost everyone will die. Civilization will crumble. What several methods to manifest in the future but they
is important is that history and knowledge are not lost so cannot choose whose life they end up overtaking.

4
Chapter 2 − Characters
To play Architects of Atzlan, one player must create a character called the Architect. (The other player, called the guide,
will create a mission for the Architect.) This chapter explains the character generation process. Some things about your
character are permanent. Your static traits never change and, once you have earned a discipline, it’s yours forever.
Other aspects of your character change from mission to mission. You choose your method of rebirth every time and
that influences many other things about you.

Rebirth points to spend on them, insight earned at start, and life-


time spent at start.
At the beginning of every mission, you must choose
Newborn Prophetic Possessed Enlightened
how you will be reborn. The choice you make Flesh +0 –2 +2 –1
dictates other things about your character: your Spirit –1 +2 –2 +2
dynamic traits, your static trait modifiers, your Mind –2 +0 –1 +1
starting insight and starting life-time. Worry not Connection +2 –2 –3 +0
Dynamic Traits
about these new terms—they’re all explained later. • Number 6 2 4 5
• Points 20 5 10 15
The Newborn reincarnate as infants in the womb. Insight earned 0 10 5 8
LifeTime spent 10 5 0 0
They must grow up in that world over decades.
Slowly, over years, they begin to “remember” their
original mission. This process is filled with self-doubt Rebirth modifiers to the Flesh, the Spirit, the Mind, and
and pain, as many of the subjects think they’re going the Connection are temporary (only for this mission).
crazy with these memories of the past. Write them as a modifier to the actual score. For
example if your Connection is 5 and you choose the
Newborn rebirth (+2 Connection, –2 Spirit), then you
The Prophetic reincarnate as a spirit only barely
would write 5+2 next to The Connection on your
connected to a body in the future world. They can
character sheet.
speak to the person to whom they’ve attached but
only as a voice in that person’s head. These people
are often driven insane by the insistent voices with a Traits
message of doom.
A trait is a cool thing that describes your character. You
The Possessed reincarnate in the middle of the host’s need your traits to accomplish your missions. They earn
life. They instantly start a struggle with the person to you dice to roll in conflicts.
suppress their personality so that the Architects can
take over and begin his or her mission. Architects of Aztlan has two kinds of traits. There are four
static traits and their scores never change. Your
The Enlightened also reincarnate in the middle of the character also has up to six dynamic traits and these can
person’s life. Instead of fighting for control, however, change from mission to mission. As you complete
they gently augment their subject’s knowledge and missions, you may earn disciplines, a special kind of
abilities and nudge them towards the mission. trait that grows with your character over time.

All of these people whose bodies and minds the Static Traits
Architects “borrow” suffer a great deal. Some are
raised on a pedestal as powerful shaman. Others are The four static traits are The Flesh, The Spirit, The Mind,
burned at the stake as evil sorcerers. Most develop and The Connection.
mental problems of some sort. Some think they’re
just going crazy. Others think they are chosen by These represent your true self, even when you are
their gods to lead the world. Many end up dying reincarnated into someone else’s life. They never change
cruel fates at the hands of their own people. though they are modified temporarily in different ways
according to your rebirth method. Distribute 12 points
Use the following chart to determine the modifiers to among them. No trait may be lower than 1 or higher
static traits, the number of dynamic traits and the than 6.

5
The Flesh represents your health, strength, manual You receive a number of traits and a number of points to
dexterity, grace, and all other things physical. spend on them when you start a mission. These numbers
are determined by the rebirth you choose (see the chart
The Spirit is your willpower, luck, and moral fiber. If in Rebirth for details). You must spend all the points
your spirit is weak, you might have a hard time before the mission starts.
doing the right thing.

The Mind measures your intelligence, memory, During missions, your character will run into all kinds of
creativity, and problem-solving abilities. problems, and you and the GM will roll dice to resolve
them. Whoever gets the better roll wins the conflict and
The Connection represents your charisma, one person also wins the right to narrate how things
likeability, charm. It is your ability to get people to turn out. The Harmony dice system is explained later, so
do what you want. don’t worry too much about this now.

When you talk, you use Mind + Connection. When When you use a trait in a conflict, you receive its
you do something physical but don’t fight, use Flesh blessing. When you fail a conflict, all the banes of all the
+ Mind. When you fight but not try to kill, use Spirit traits you used are applied to your character. The
+ Flesh. When you try to kill, use Spirit + Connection. benefits and banes in the dynamic trait table are
explained below.
Even when you step into another body, a certain
amount of life force goes with you. If you are Benefits that add dice (“add 1 die”) allow you to roll
physically powerful, your host will also become so, additional dice into a conflict. Pick up that many dice
too. If you are physically weak, that will transfer to and roll them and sort them according to the Harmony
your host, even if he was a great athlete before you rules.
connected with him.
Benefits that reroll dice (“reroll 2 dice”) allow you to
Dynamic Traits pick up discord dice and reroll them and sort them
according to the Harmony rules.
Each mission, you are reborn into another person’s
life. Your dynamic traits represent what that person Benefits that give free successes (“1 free success”) allow
(the host) offers you. Your choice of rebirth (see you to add free harmony dice to your harmony pool.
above) determines how many dynamic traits you get
and how many points you can place in them. Benefits that give a harmonic bonus (“+2 harmonic”)
increase your harmonic value (not the number of dice in
A dynamic trait is represented by a word or short the harmony pool) towards winning narration.
phrase that describes it, a blessing, and a bane. You
make up the description freeform, like “Pharaoh’s Banes that give a trait penalty (“–3 to highest trait”)
engineer” or “famously charming” or “politician.” modify one or more static traits for the rest of this life. If
The blessing is the benefit you receive from it. The two traits are tied for “highest,” then you may choose
bane is the punishment if you use the trait and fail. which one gets the penalty

Points Benefit Bane Banes that give a dice penalty (“–2 dice on next
1 add 1 die –1 to highest trait
conflict”) remove dice from the pool before the next roll.
1 reroll 2 dice lose 1 dynamic trait
1 reroll 3 dice –2 dice on next conflict
1 +1 harmonic –1 harmonic next conflict Banes that lose dynamic traits (“lose 2 dynamic traits”)
2 add 2 dice –1 to two highest traits cross out dynamic traits and make them unavailable for
2 reroll 4 dice lose 2 dynamic traits
2 reroll 5 dice –2 dice on next conflict
use for the rest of this life.
2 +2 harmonic –1 harmonic next conflict
3 add 2 dice –2 to highest trait Banes that give a harmonic penalty (“–1 harmonic next
3 1 free success –1 success next conflict
conflict”) decrease your harmonic value (not the number
4 add 3 dice –1 to three highest traits
5 add 3 dice –3 to highest trait of dice in the harmony pool) towards winning narration.
5 add 4 dice –2 to two highest traits
6 add 4 dice –1 to all four traits Banes that remove successes (“–1 success next conflict”)
6 2 free successes –2 successes next conflict
7 add 4 dice –4 to highest trait force you to remove harmony dice from your harmony
8 add 5 dice –3 to two highest traits pool.
10 add 5 dice –5 to highest trait

6
Disciplines Science You have studied the sciences of
Aztlan and of people from centuries yet-to-come. You
The Architects are very special people and over understand physics and mathematics and astronomy.
many lifetimes they are able to master special traits
called disciplines that give them an edge during Warfare You have studied the greatest
missions. These disciplines are the knowledge that generals of many centuries and you understand military
characters accumulate from mission to mission. strategy, warfare technology, and battle tactics. Soldiers
Unlike dynamic traits, disciplines stay with a respect and follow you.
character. Unlike static traits, disciplines have scores
that can increase over time.

New characters start with a single discipline at


level 1. Choose the discipline from the list below and
write it in the Trait box under Disciplines on your
character sheet.

For each discipline, choose a focus—a narrow aspect


of the discipline in which you have a particular
interest and ability. For example, if you choose
Agriculture as your discipline, you might write “fruit
trees” or “crop rotation” as your focus. When you
can bring your focus into play, you get an extra die in
conflicts.

Agriculture Throughout your many Liege


rebirths, you have learned the best ways to make
crops grow. You understand irrigation and other The seven kings and queens of the northern and
techniques to increase food output and handle southern kingdoms have different philosophies
drought and famine. regarding the proper way to deliver the message to the
people of the future. Your character has allegiance to one
Combat You have learned a variety of these monarchs, your liege, and thus you inherit a
of personal combat skills. You are dangerous with or code of behavior.
without a weapon.
This code is not so much a list of rules you follow, but
Great Works You are experienced in large more that you were selected for your position of
building projects, primarily temples and monuments prominence because you already demonstrated qualities
of stone. You understand how to quarry and shape that the king or queen admired. Consider these codes of
rock, how to move it, and how to lay huge stones into behavior personality traits that guide you (firmly but not
place to build enormous structures that will last absolutely).
thousands of years.
The North
Medicine Living many lifetimes has
given you knowledge of the theory and techniques of In general, the monarchs of the North are progressive
medicine. You understand medications, anatomy, and believe in correcting the mistakes of the Aztlantian
disease pathology, health, and surgical procedures. people.

Oratory Words are weapons. When King Ampheres This oldest of the monarchs is
you speak, people listen. You have the power to influential and powerful, yet he forgives his old
make people listen and change their minds. enemies. Code of Forgiveness : You must give people a
second chance when they have wronged you.
Philosophy You have studied
metaphysics, epistemology, religion, and other fields Queen Evaemon She rules her territory with an
of thought. This knowledge gives you a broader iron fist but also a sense of humor. She believes in justice
understanding of why people do what they do. over all. Code of Justice : You must strive to ensure that

7
everyone is treated fairly but that the guilty get their Write down as many items as you like. These can be
due punishment. important tools or weapons, scrolls or books, devices,
jewelry and clothing, statues, carvings, or anything else
King Autochthon His wife Queen Mnese really you can imagine. It has to be something that would
rules their territory. His territory was combined with stand the test of time. Anything made of anything less
hers when they married. He believes in strength than pottery, stone, or metal will likely disintegrate
through compromise. Code of Compromise : You must before your host is born.
seek a middle ground between what you want and
what others want. For each of these items, write down a short phrase that
describes how you might use these items on your
Queen Mnese She conquered her husband, mission.
King Autochthon, and tripled her lands, then fell in
love with him. Code of Love : You must always seek Gear and essentials include things you think will be
friendship with the people who oppose you. useful for your mission. They could be tools or manuals
for your discipline or things to help you in your host’s
The South life.

Overall, he monarchs of the South are more Mementos are items that remind you of your past. They
aggressive and less concerned with the plight of the can be ties to your “true” identity to remind you that
people who may come after them. you’re an Architect or to help you remember your
mission. Mementos that tie to people from previous
King Mestor He is angry at the North and missions can be especially touching. Remind yourself of
irrationally blames them for the cataclysm. Code of your prior successes and failures and the people you
Anger : You anger easily and blame others for your helped, the people you loved, and the people you
problems. destroyed.

Queen Elasippe She consumes resources and In the rules, mementos refers collectively to the gear,
people without a second thought. Code of Abuse : essentials, and mementos (reminders) that the Architect
People are pawns to you, especially those who will has “taken with him.”
probably end up dead anyway.
Distribute 10 points over the mementos. You can put all
King Diaprepes He bends the truth to suit his 10 points in one memento, if you like. If you have many
purposes. When caught, he makes excuses. Code of small ones, they will help you many times in small
Deceit : You cannot help but tell lies, especially when ways. If you have one large one, it will help you once in
it advances your cause. There is no inherent value in a large way. You can assign 0 points to a memento (it’s
the truth. just story “color” and provides no game benefit).

Queen Azaea She is famous for executing


people who betray her and for slaying her enemies in
battle. Code of Revenge : When people fail you, they
must die.

Gear, Essentials, and


Mementos
Since Architects reincarnate into the future, they
cannot take items with them. The wise leaders of
Aztlan have learned, however, that they can bury
certain items in safe places for the Architects to
discover in the future. Even if it takes the Aztlantians
ten years to travel to another part of the world and
bury a sword or map in a deep tomb, the
reincarnated Architect can find it hundreds and
thousands of years later.

8
The Timaeus On one occasion, wishing to draw them on to speak of
antiquity, he began to tell about the most ancient
things in our part of the world--about Phoroneus, who
by Plato
is called ‘the first man,’ and about Niobe; and after the
Deluge, of the survival of Deucalion and Pyrrha; and
I will tell an old-world story which I heard from an
he traced the genealogy of their descendants, and
aged man; for Critias, at the time of telling it, was, as
reckoning up the dates, tried to compute how many
he said, nearly ninety years of age, and I was about ten.
years ago the events of which he was speaking
happened.
Now the day was that day of the Apaturia which is
called the Registration of Youth, at which, according to
Thereupon one of the priests, who was of a very great
custom, our parents gave prizes for recitations, and the
age, said:
poems of several poets were recited by us boys, and
many of us sang the poems of Solon, which at that time
“O Solon, Solon, you Hellenes are never anything but
had not gone out of fashion. One of our tribe, either
children, and there is not an old man among you.”
because he thought so or to please Critias, said that in
his judgment Solon was not only the wisest of men, but
also the noblest of poets. The old man, as I very well Solon in return asked him what he meant.
remember, brightened up at hearing this and said,
smiling: Yes, Amynander, if Solon had only, like other “I mean to say,” he replied, “that in mind you are all
poets, made poetry the business of his life, and had young; there is no old opinion handed down among
completed the tale which he brought with him from you by ancient tradition, nor any science which is
Egypt, and had not been compelled, by reason of the hoary with age. And I will tell you why.
factions and troubles which he found stirring in his
own country when he came home, to attend to other “There have been, and will be again, many
matters, in my opinion he would have been as famous destructions of mankind arising out of many causes.
as Homer or Hesiod, or any poet. The greatest have been brought about by the agencies
of fire and water, and other lesser ones by innumerable
And what was the tale about, Critias? said other causes.
Amynander.
“There is a story, which even you have preserved, that
About the greatest action which the Athenians ever once upon a time Paethon, the son of Helios, having
did, and which ought to have been the most famous, yoked the steeds in his father’s chariot, because he was
but, through the lapse of time and the destruction of not able to drive them in the path of his father, burnt
the actors, it has not come down to us. up all that was upon the earth, and was himself
destroyed by a thunderbolt.
Tell us, said the other, the whole story, and how and
from whom Solon heard this veritable tradition. “Now this has the form of a myth, but really signifies a
declination of the bodies moving in the heavens
He replied: In the Egyptian Delta, at the head of which around the earth, and a great conflagration of things
the river Nile divides, there is a certain district which is upon the earth, which recurs after long intervals. At
called the district of Sais, and the great city of the such times those who live upon the mountains and in
district is also called Sais, and is the city from which dry and lofty places are more liable to destruction than
King Amasis came. The citizens have a deity for their those who dwell by rivers or on the seashore. And
foundress; she is called in the Egyptian tongue Neith, from this calamity the Nile, who is our never-failing
and is asserted by them to be the same whom the savior, delivers and preserves us.
Greeks call Athena; they are great lovers of the
Athenians, and say that they are in some way related “When, on the other hand, the gods purge the earth
to them. with a deluge of water, the survivors in your country
are herdsmen and shepherds who dwell on the
To this city came Solon, and was received there with mountains, but those who, like you, live in cities are
great honor. He asked the priests who were most carried by the rivers into the sea. Whereas in this land,
skillful in such matters, about antiquity, and made the neither then nor at any other time, does the water
discovery that neither he nor any other Greek knew come down from above on the fields, having always a
anything worth mentioning about the times of old. tendency to come up from below; for which reason the
traditions preserved here are the most ancient.

9
“The fact is, that wherever the extremity of winter frost invasion from Atlantis—receiving from the Earth and
or of summer sun does not prevent, mankind exist, Hephaestus the seed of your race, and afterwards she
sometimes in greater, sometimes in lesser numbers. founded ours, of which the constitution is recorded in
And whatever happened either in your country or in our sacred registers to be 8000 years old.
ours, or in any other region of which we are
informed—if there were any actions noble or great or “As touching your citizens of 9000 years ago, I will
in any other way remarkable, they have all been briefly inform you of their laws and of their most
written down by us of old, and are preserved in our famous action; the exact particulars of the whole we
temples. will hereafter go through at our leisure in the sacred
registers themselves. If you compare these very laws
“Whereas just when you and other nations are with ours you will find that many of ours are the
beginning to be provided with letters and the other counterpart of yours as they were in the olden time.
requisites of civilized life, after the usual interval, the
stream from heaven, like a pestilence, comes pouring “In the first place, there is the caste of priests, which is
down, and leaves only those of you who are destitute separated from all the others; next, there are the
of letters and education. artificers, who ply their several crafts by themselves
and do not intermix; and also there is the class of
“And so you have to begin all over again like children, shepherds and of hunters, as well as that of
and know nothing of what happened in ancient times, husbandmen; and you will observe, too, that the
either among us or among yourselves. warriors in Egypt are distinct from all the other classes,
and are commanded by the law to devote themselves
“As for those genealogies of yours which you just now solely to military pursuits; moreover, the weapons
recounted to us, Solon, they are no better than the tales which they carry are shields and spears, a style of
of children. equipment which the goddess taught of Asiatics first to
us, as in your part of the world first to you.
“In the first place you remember a single deluge only,
but there were many previous ones. In the next place, “Then as to wisdom, do you observe how our law
you do not know that there formerly dwelt in your from the very first made a study of the whole order of
land the fairest and noblest race of men which ever things, extending even to prophecy and medicine
lived, and that you and your whole city are descended which gives health, out of these divine elements
from a small seed or remnant of them which survived. deriving what was needful for human life, and adding
And this was unknown to you, because, for many every sort of knowledge which was akin to them.
generations, the survivors of that destruction died,
leaving no written word. “All this order and arrangement the goddess first
imparted to you when establishing your city; and she
“For there was a time, Solon, before the great deluge of chose the spot of earth in which you were born,
all, when the city which now is Athens was first in war because she saw that the happy temperament of the
and in every way the best governed of all cities, is said seasons in that land would produce the wisest of men.
to have performed the noblest deeds and to have had Wherefore the goddess, who was a lover both of war
the fairest constitution of any of which tradition tells, and of wisdom, selected and first of all settled that spot
under the face of heaven. which was the most likely to produce men likest
herself. And there you dwelt, having such laws as
Solon marveled at his words, and earnestly requested these and still better ones, and excelled all mankind in
the priests to inform him exactly and in order about all virtue, as became the children and disciples of the
these former citizens. gods.”

“You are welcome to hear about them, Solon,” said the


priest, “both for your own sake and for that of your
city, and above all, for the sake of the goddess who is
the common patron and parent and educator of both
our cities.

“She founded your city a thousand years before ours—


observe that Plato gives the same date (9000 years ago)
for the foundation of Athens and for the repulse of the

10
Chapter 3 – Playing
Guide and Player Missions
This is a game for two players. The player will take In Architects of Aztlan, the characters are specially trained
the role of the Architect. The guide will take the role time travelers—Architects—who reincarnate into the
of the host and all the other people the Architect lives of people in the future (relative to their time in 9500
meets and will create and run the mission. BC). They are disoriented when they arrive and,
depending on their method of rebirth, may know very
The guide is responsible for creating a mission and little about their actual mission until decades later.
playing the characters the Architect meets in that Eventually, they start to realize their real purpose there.
mission. The guide also gets to play the host into
whose body the Architect reincarnates. The guide Each Architect begins to remember the threat that
will roll dice for the opposition in conflicts against brought him here: global cataclysm. The Architect is the
the Architect. only person who knows. If he remains quiet or fails to
convey the seriousness of the situation to the people,
The player is responsible for creating an Architect they will be lost forever.
character and preparing that character for the
mission. This includes choosing dynamic traits to This is where a mission begins.
represent the life which the Architect has
reincarnated. The player makes all the decisions that
guide the Architect through the mission and
Materials
describes the character’s actions and feelings. Also,
To play Architects of Atzlan, you’ll need a bunch of dice
the player rolls the dice for the Architect.
(the normal, six-sided kind), a character sheet, and some
pencils and paper.
The player and guide can switch roles at the end of a
mission. This gives both a chance to play an
Architect. The guide can make up his own character Discussion
to play, or the guide and player can share one
character. The guide and player must collaborate on some of the
basic elements of the mission. After all, the player needs
to choose a method of rebirth and the dynamic traits to
represent the life of the person the Architect is
borrowing.

To accomplish this, you should talk about what kind of


mission this will be. Before splitting up to take care of
your own tasks, agree on Where, When, and Who.

When and Where go together. Together, determine the


location and date of the civilization the Architect will
visit. Anywhere in the world is an appropriate location.
The date is a little more constrained. The Aztlans cannot
visit the past, so you must pick a date after 9500 BC. Any
date after that is okay, but see the later section about Far
Futures.

You could visit Augustus Caesar’s Rome, Napoleon’s


France, Elizabeth I’s England, the ancient Aztecs,
China’s Zhou Dynasty, or a 22nd Century United States.
Be creative.

11
If you want, invent new civilizations in ancient times; Forgotten If the Architect fails, all traces of this
after all, little is known about the people who lived civilization will be lost to time. No one will remember
before about 3500 BC. They seem to have been wiped even their name.
out entirely…
Devolution If the Architect fails, civilization will
Determine when the cataclysm comes. This is when lose an important advancement of science, medicine,
humanity is threatened with extinction, when all architecture, or the like.
knowledge can be lost, when mankind can slide
backwards into barbarity. Write the inevitable Date Allies and Enemies
and Time of Destruction on the character sheet.
Next, determine who the Architect might rely upon for
Who is about choosing a person—the host—into help or who might get in the way of the Architect.
whose life the Architect will reincarnate. Who is this
person? Someone with power and respect or a Consider natural friends and foes of the host first. If the
nobody? You can choose a historical figure if you host has a family or close friends, who are they? Which
wish, or make up someone fictional. of them will be likely to believe the Architect when they
start spouting messages of doom? Will any of them
Get specific. Determine the host’s name and oppose the Architect? Who does the host care about?
occupation. Where does the host live? Does the host Who does the host hate?
have a family?
Consider people who likely will hear about the
Obviously, choosing a host who is powerful will Architect’s message. This might be brought to the
make the mission easier in some ways. Who listens to attention of a powerful noble, a king or queen or one of
a farmer yelling about the end of the world? their advisors, a doctor or psychiatrist, a scientist, or a
Powerful hosts come with their own problems, religious figure. What powerful people does the host
though. They have responsibilities they just cannot know who might be helpful or threatening?
ignore. If you choose a powerful host, describe the
challenges and responsibilities they face on a daily Consider people who might get swept up in the story. Is
basis and what happens if they ignore them. there a reporter or police investigator who might want
to know more? Is there a merchant or businessman who
Once you’ve nailed down When, Where, and Who, wants to make a fortune off the information? What
the guide can start creating the mission and the “strangers” would care about the host if they knew his
player can start creating the Architect. If the player true story?
has an existing character he wants to use, he still
needs to fill out the method of rebirth and adjust the Write down the names of three or four characters in each
character appropriately. category (natural friends and foes, people with power,
and people getting swept up in it). You should have at
Creating Missions least ten to twelve characters.

The guide should follow this process to create a new For each character, write down: what the character
mission for the Architect. wants, the character’s static traits (the same four an
Architect has), and two dynamic traits. Distribute 10
1. Choose a threat.
points among the static traits and 10 more points among
2. Create allies and enemies.
the dynamic traits. Don’t worry too much about getting
3. Set a timeline.
these “perfect.”

Threats Timeline
First choose the major threat to civilization.
As guide, you can set certain events in motion. These
events will occur unless the Architect does something to
Extinction If the Architect fails, the people of stop them.
that civilization will be destroyed entirely. Not a
single one will survive.
Start with the Date of Destruction—the day on which the
cataclysm will come—and work backwards. How long
do you want to give the Architect to work? In terms of

12
game mechanics, it won’t matter how much time you Reincarnation
give the Architect to complete the mission. The
Architect’s life-time track is an abstract
Back in 9500 BC, the Aztlantians have Dreamers who
representation of the time he has left, and the boxes
can determine when the next cycle of cataclysms will
on that track can be months or decades.
occur. They gather their Architects into the Sleeping
Chamber where their bodies will lie dormant for a
Write down a series of interesting “warning signs” matter of a few hours while they complete the mission.
for the cataclysm: earthquakes, volcanoes, storms, The Architects are sent to locations all around the world
tidal waves, comets, solar flares, magnetic and they all go to roughly the same date in the future.
disturbances. Get creative. Choose the year these
might happen.
The Aztlantians know nothing at all about the people
there, their civilization, or what threats they face. All
Choose some other important events. If you have a they know is that the cataclysm will occur and it will
history book, steal ideas from it. What happened in take some time for the Architect to get embedded in
those years? Keep in mind that previous society, “wake up,” and figure out what needs to be
reincarnations in your story may have “adjusted” fixed.
what happens in history in weird ways. Have fun
with it!
The player must make up all kinds of details about the
host whom the Architect will inhabit, but the Architect
Think about the ages of the allies and enemies you doesn’t know these things and the host doesn’t know
created. When do they die? What is their cause of about the Architect until events conspire to make the
death? Is it natural? Do they die in an accident? Are host aware during the mission.
they murdered? The guide has great power over
what goes into the timeline. A dozen events should
be more than enough for a fun story. Awakening
Now pick the year in which the Architect awakens. The host is a person who is living their life, probably
Subtract that year from the date of destruction. That peacefully but perhaps with troubles of their own, and
number, rounded to the nearest whole number, is along comes the Architect who steps into their body, one
how many years each box of life-time represents— way or another, and they start hearing voices or
more or less. Use this as a suggestion, not a hard rule, remembering things and the world changes.
when narrating the time between opportunities and
events in the game. The player should determine how their host is affected.
The player plays the host as well as the Architect. They
are one and the same as far as everyone else in the world
is concerned.

The guide starts by reminding the player about the


discussion they had earlier. Where and when did the
Architect reincarnate?

The player responds by describing the host. What is his


given name? What does he do? How was he reborn?
What are one or two important dynamic traits he has?
Most importantly, how old is he when he wakes up?

The guide then describes a specific place (the host’s


home, a marketplace, a hospital, whatever). The
character is here when the mission starts. This is when
the host starts to realize his higher purpose.

If the host and Architect are tightly integrated, this is


when the Architect personality starts to come out. If the
host and Architect are separated, such as a possession

13
rebirth, this is when then Architect starts to control or Architect has no more opportunities to complete his
talk to the host. mission and has failed. Whatever threat the guide
created will overtake this civilization.
The guide, playing the host, should describe
something they see that might remind the Architect Punishment
(now in the host’s body but not yet awakened) of the
cataclysm to come. This could be a memory of home,
Across many missions, Architects will likely suffer all
an earthquake or other foreboding event, another
kinds of terrible anguish and torture. They will live life
person saying something about death, or anything
after life in other people’s bodies. Their psyches will be
that could conceivably awaken the Architect. If
wrought with the pains of watching civilizations
you’re stuck, use a memento off the character sheet.
crumble. In the end, the host dies and the Architect
returns to Aztlan to recuperate and prepare for the next
This starts the first conflict. This is a conflict between mission.
the Architect and the host. Use the stress conflict
rules (explained later) to find out who wins. Win or
Luckily, Architects are strong and can deal with most of
lose, the Architect gets control over the host. If the
these things. The stress of failing a mission, however,
Architect fails, however, the host acts erratically
can cause permanent damage to the Architect’s spirit.
enough that people in the vicinity notice and
The punishment track measures this permanent
eventually important people start hearing about it.
spiritual damage. How punishment and the punishment
track work is explained in the Harmony section later.
In general, the guide has great latitude over the host.
He can describe the strong emotions of the host upon
learning of the inevitable destruction of the world. Opportunities
He can tell the player that the host is acting crazy or
despondent or whatever. The player must accept this The guide should present a series of opportunities to the
as the current state, but can work (through additional player. Each opportunity offers the player the chance to
stress conflicts) to change the host’s demeanors. develop his character, tell more of the story of the
civilization the Architect is saving, and earn insight.
Each opportunity also brings the threat closer with the
Insight addition of one or more life-time boxes checked off.

The character sheet has an insight track on it. The


In presenting an opportunity, the guide will tell the
track is 20 boxes and some of them may be checked
player the difficulty and the duration.
at the start of the mission (depending on the method
of rebirth).
The guide should roll 10 dice and pick the result that
occurs the most often and move all the dice with that
Insight represents what the Architect has learned and
result showing into a separate pile representing the
accomplished regarding their mission. When all 20
duration. That’s how many life-time boxes will be
boxes are checked, the mission is complete and the
checked off if the Architect passes on this opportunity.
Architect has succeeded in preventing the threat the
The value showing on these matching dice is the gain of
guide created.
insight if the player wins the conflict. The other dice are
the difficulty, and these become dice the guide uses in
Life−Time conflicts against you during this opportunity.

The character sheet also has a life-time track on it. It For example, the guide picks up ten dice and rolls
is also a series of 20 boxes. Depending on the method 1223445666. He lucked out with three 6’s and moves
of rebirth selected for the mission, some of these those into a separate pile. This means that the duration is
boxes may already be checked. The remaining boxes 3, the potential insight gain is 6, and the difficulty of the
represent how many opportunities the Architect has opportunity is 7.
to accomplish their mission.
The player must decide whether to take this opportunity
Life-time represents abstract time, often years or or let it go by. If the player passes, he must check off as
decades. The actual amount of time doesn’t matter. many life-time boxes as the dice in the duration pile. If
Each box symbolizes opportunities and when those the player accepts the opportunity, the guide then
boxes are checked, the opportunities have passed. describes events in the fictional world to which the
When all the Life-time boxes are checked, the player can have the Architect react.

14
The number of dice the player gets depends on what the
conflict represents and the character’s static traits. If it’s
a conflict of words or a stress conflict, the player adds up
Mind + Connection and rolls that many dice. If the
character is doing something physical but isn’t fighting
or hurting anyone, you add up Flesh + Mind. If the
character is fighting but not using a weapon that is likely
to kill, add up Spirit + Flesh. If the character is using
lethal force or is trying to kill another person, use Spirit
+ Connection.

The guide and player each roll their dice, choose one of
the values on the dice (probably the one that occurs
most), and sorts them into harmony and discord piles.
Both the guide and player should describe what they are
doing in order of harmonic and according to who is
winning the conflict (see below).

Interpreting the Dice


The number showing on the dice in the harmony pile is
Harmony and Discord called the harmonic. This number determines who first
gets to describe what happens after the conflict is
Architects of Aztlan uses dice to figure out what resolved, regardless of whether the player wins or loses.
happens during conflicts that occur in missions. The If you want the narrative power to describe how the
guide and player each roll a handful of six-sided dice Architect succeeds or fails, you want the higher
and sort them into piles and compare results. harmonic value.

The main gist of the dice rules is that you pick one If the player has the higher harmonic, he narrates the
number that shows up on the dice you rolled and conclusion of the conflict, and then the guide can add his
sort your dice into two piles. The harmony pile is all own description—as long as it doesn’t contradict what
the dice that match that number you picked. The the player said.
discord pile is all the rest of the dice. You usually
pick the number that occurs most frequently in your If the guide has the higher harmonic, he gets to narrate
roll. first, and then the player can add something.

For example, if you roll ten dice and get 1123344456, The number of dice in the harmony pile is called the
you have three 4’s. If you choose 4, then your power. Whoever has the highest power is currently
harmony is 444 and your discord is 1123356. If you winning the conflict.
use a dynamic trait to reroll all of your discord, you
pick up all 7 of those dice and roll again. If you Improving the Player’s Rolls
happen to roll 1223346, you get to move the 4 into
your harmony (now 4444) and the 122336 is your
The player gets to decide when the conflict is over so he
new discord.
has a lot of control. If the player decides to continue the
conflict, he and the guide both get the option to improve
Initial Dice their rolls. In most cases, the player will not stop till he
has won but each time he continues the guide also gets a
In any conflict, you start with a certain number of chance to improve the roll for the opposition. More
dice. importantly, each roll can escalate the tension in the
scene, cost the player life-time, and consume valuable
The guide starts with the difficulty dice from the character resources.
opportunity roll. (That’s essentially the discord from
that roll, if you want to think of it that way; the There are three ways the player can improve a roll.
duration was the harmony.) These involve traits. The player may do only one of
these things when improving a roll.

15
Static Traits The only way to bring in Using a memento gives the player extra dice. The
dice from your static traits is to change the nature of number of extra dice is equal to the “benefit” written
the conflict. This is called escalation because you next to the item on the character sheet.
often ramp up the tension from talking to physical to
fighting to killing. You do not have to escalate in that For example, an Architect has excavated a tomb not too
order though. You might start by shooting a far from the Great Pyramid, where he knows is a picture
crossbow at a guard then decide to smash him over of his family back home. This picture gives him strength.
the head and knock him out instead. That’s an The player spent 5 points on this memento, so it’s worth
“escalation” from killing to fighting. The level of 5 extra dice.
conflict you choose determines the level of
punishment inflicted (more on punishment later). The extra dice are placed into the discord pool. They are
Roll these extra dice and sort them into harmony and not rolled until the player gets a chance to roll again, by
discord. the normal means.

Dynamic Traits You can bring in dice from


your dynamic traits, too, when you can describe to
Improving the Guide’s Rolls
the guide how they’d be useful to the host or
Architect. This always costs you a box on the life- The guide has some named characters with static and
time track, so check one off when you do this. Follow dynamic traits. When those characters are involved in a
the instructions for the specific blessing you have scene, the guide should bring in the two static traits
chosen for the trait. relevant to the conflict, the same way a player can. When
the player improves his roll using a trait, the guide may
use the traits of any character involved in that conflict.
Disciplines You also have your
disciplines to mine for more dice. If you can explain
how the Architect can apply a discipline to the Like the player, the guide can only use one trait to try to
conflict, you may bring in that many dice. This does improve his roll. The guide should follow the same
not cost any life-time boxes! Roll those dice and sort procedure as the player except that the guide doesn’t
them into harmony and discord. need to check off a life-time box when he uses a dynamic
trait. Even though the guide controls the host, he doesn’t
have access to any of the traits on the player’s sheet.
The player can use any trait that hasn’t been used yet.
A trait that is represented by dice on the table cannot
be used again. Ending the Conflict

For example, if you started out talking, that means When the player decides not to continue the conflict,
you’ve used your Mind and Connection dice. If you compare the power (number of dice) of the harmony
suddenly decide to kill the person you’re talking pools. The side with the most dice wins.
with, you would bring in Spirit and Connection.
Since you already rolled dice for your Connection, The person with the higher harmonic (die-face value in
you just get the dice for your Spirit. the harmony pile) gets to narrate the conclusion. This
should consider everything that the player and guide
Mementos said was happening all along the way and it should not
contradict any of it. The narration also must match
expectations of the winner of the conflict.
The player can also use the Architect’s gear,
essentials, and mementos to help win conflicts. First,
he must find the gear. The guide can simply let the What happened? How did it happen? Be colorful and
player narrate how he finds it or he can challenge dramatic! This moment is why you play the game so do
that narration and turn it into a stress conflict. Put a not rush over it.
check mark next to any one of these items (called,
collectively, “mementos”) to signify it’s in the Once the narrator finishes his
possession of the Architect / host. story, the other person gets
to add details to it. These
At any time during a conflict, the player can cross off details may not contradict
the memento to use it. Crossing it off doesn’t mean the spirit or letter of what
the item is lost; it only means that the item has been was said before but may
used during this mission and can’t be used again.

16
embellish and add additional information. When in Ties
doubt, the original narrator has veto power over the
content of the second narration. In the case of a tie, the game master wins.

Consequences If there is a tie in power (to see who wins or loses), the
game master wins. This puts additional pressure on the
The resolution of the conflict may (should!) have player to continue conflicts and to deplete trait resources
serious implications within the fictional world. until he wins.
Maybe the Architect killed an important person.
Perhaps a king believes the Architect’s crazy stories. If there is a tie in harmonic (to see who gets to narrate
Use the insight track as a barometer of the reactions first), the game master wins. This gives the player a
of other characters when the conflict involves the reason to surrender in certain conflicts.
civilization finally understanding what will come to
pass. Surrender
The narrations of the players become “real” in the The player or guide can surrender, or willingly lose a
fictional world. Whatever you say becomes fact. If conflict, at any time. When the player or guide does this,
you win narration, you can tell a story about the he automatically loses the conflict but wins narration.
death of a king or the epiphany of a priest. The other Proceed through narration and consequences as above.
person —guide or player—must accept this into the
fictional world.
Stress Conflicts
If the player wins the conflict, he gains the insight
promised by the reward dice. Check off an A certain kind of conflict is so important in this game
appropriate number of boxes on the insight track. that it gets its own section. A stress conflict is a struggle
between the Architect and his host.
The End of Things
Stress conflicts occur when the game master portrays the
host whom he controls in a way that the player wants to
If the player reaches 20 insight, he gets to explain
contest. Within the fiction of the game world, the host
how he stops the threat and successfully completes
doesn’t necessarily know the Architect even exists. The
his mission (even if he didn’t get first narration for
host could be upset and the Architect could be a “back-
the conflict). The player also tells the story of the rest
seat driver” personality trying to cheer up the host
of the host’s life and how the cataclysm comes and
without his knowledge. In any case, a conflict resolves if
wipes out civilization. Success is bitter sweet.
the Architect can win control of the host.
If the player checked off his last box of life-time
The guide should use every opportunity to use his
during a conflict and did not reach 20 insight, his
control of the host, the world, and the timeline to make
host has run out of opportunities before the Architect
the player squirm. The host will naturally struggle with
could complete the mission. The player gets to
the difficult situation into which he’s been thrust. Unless
narrate this frustrating end and also the end of
the Architect can make him understand the importance
civilization. The player should explain how the threat
of the mission, the host will resist putting himself, his
has come to be true and how world history changes
loved ones, and his countrymen in grave danger.
as a result.

The guide should make the player choose what is most


For example, if ancient Egypt was threatened with
important? Is this opportunity to save the world worth
being Forgotten and the Architect failed, the player
betraying a friend? Losing your wife? Is it worth killing
might explain that the Egyptians never built the
your brother? After all, there will be more opportunities,
pyramids and all memory of them was erased;
right?
tsunami and sandstorms covered them up and thus
Egypt was not around thousands of years later to
feed Rome, and thus the Romans never came to be a Because stress conflicts are so distracting to the
great empire. Architect, it costs the player more to reroll. During a
stress conflict each reroll costs 1 box of life-time. Using
dynamic traits still costs just 1 life-time, not 2.

17
Otherwise, stress conflicts are just like any other Battered
conflict in terms of the rules, except that they inflict
punishment. When all four Battered boxes are checked, choose one of
these penalties:
Punishment For this mission, modify one static trait by +1 or –1.
Change your harmonic to a 6, effectively.
After each roll during a stress conflict, the Architect
takes punishment from the stress if he’s not winning Take a new dynamic trait worth 2 points.
the conflict. Punishment is recorded on the Cross off any dynamic trait for this mission.
punishment track. Upgrade a blessing/bane for any trait with a new one
worth 2 points more.
The punishment track has four groups of boxes: Surrender and get a new dynamic trait worth 3-5 points.
Uninjured, Battered, Wounded, and Breaking Apart.
Each group has four boxes in it, for a total of 16 Surrender and get a permanent +1 or –1 level to a
boxes. After Breaking Apart is the word Destroyed. Discipline.

If the escalation level is currently talking, the player Wounded


must check off a box in the Uninjured group. If
physical, check off a box in the Battered group. If When all four Wounded boxes are checked, choose one
fighting, check off a box in the Wounded group. If item from the Battered and one item from the Uninjured
killing, check off a box in the Breaking Apart group. lists.
Whenever a group is full, move to the next group to
the right. The Architect suffers the penalties Additionally, all stress conflicts cost you 1 life-time to
described below when the last box in a group is start. Pay this when you start a new stress conflict.
checked. There is no way to heal punishment. It is Rerolls still cost 1 life-time each, as usual.
permanent karmic suffering.
Breaking Apart
For example, the Architect is arguing with his host.
This is talking. The player loses the first round of the When all four Breaking Apart boxes are checked, choose
conflict and must check a punishment box. However, one item from the Battered and one item from the
all four Uninjured boxes are already checked, so he Uninjured lists.
looks at the Battered group. Three of those boxes are
checked. He checks off the last Battered group and
Additionally, all stress conflicts cost you 2 life-time to
chooses a Battered penalty.
start. Pay this when you start a new stress conflict.
Rerolls still cost 1 life-time each, as usual.
Uninjured
Destroyed
When all four Uninjured boxes are checked, choose
one of these penalties:
When all 16 boxes have been checked, the Architect’s
Increase or decrease your harmonic by 1. spirit is destroyed utterly. His mortal and immortal life
Add or remove one die from your discord. is over. The Architect leaves the host and does not return
to his body in 9500 BC Atlantis. The spirit exists no
Take a new dynamic trait worth 1 point.
longer. The character is dead and cannot be revived.
Cross off any unused dynamic trait for this conflict.
Upgrade the blessing/bane for any trait and replace
it with a new blessing/bane worth 1 point more.
Surrender and get a new dynamic trait worth 1-3
points.

18

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