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atlantean hobos
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atlantean hobos


Classic 2d6-roll-over fantasy, customized for swords and sorcery protagonists who seek to preserve their potency after the demise of their civilization, in a world that is passing them by.

Everyone eventually ends up a lich. If you're lucky, you still will be able to walk and talk  ...

One of my design goals for atlantean hobos was to incite "dark magic" and all kinds of reprehensible behavior without having "spells" per se.

So I started from a theme of diminishing Vigor, which is true for all people but especially true for the eponymous hobos of this game, and I added the concept of magical items that counteract that diminution. Then the question of how the magical items are made. The obvious answer is that there's a price to make something that sustains one's Vigor, and that price is the Vigor of somebody else. With diminishing returns, so you never get as much benefit as what it cost.

I think the brief rules on these points will suffice as motivations for truly despicable behavior either by the player's hobos (hopefully not) or by non-player characters (great plot hook). A background moral question: given what the players know about the origins of these magical items that sustain their characters, is it acceptable that they use them?

ruined archway with excerpt of poem

premise and theme 

2d6-roll-over game play inspired by Nate Treme's Tunnel Goons. Moral quandaries inspired by Dylan Thomas, T.S. Eliot, and Michael Moorcock. You have Vigor, Alacrity, Acumen, and Appeal. Generally your Vigor diminishes during play while the other three stats wax and sometimes wane. When you run out of Vigor you die. You can only preserve yourself long-term by gathering remnants of Atlantis to sustain your Vigor.

Check out a range of 2d6-based games from Tibbius:

The Knife XE || Goons of the Tombs || Running Luck || Atlantean Hobos || Goon Squad || Sigils RPG

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0.19 MB
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File Last Updated:
January 01, 2021
This title was added to our catalog on October 13, 2020.