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Buffoonery addition : The ploys of this ability are SubAreas as well. This means that a persona would have to have STEEP of at least points to be able to use all dozen of the ploys listed. There is an important caveat. For game purposes this need not be at intervals during the course of the game year. Each week of added practice lessens the required AP expenditure by 1 factor. Thus, for example, a persona with 50 STEEP must spend 1 month's time and 5 APs to retain ability 50 , but each week of time devoted only to practise of Dance in excess of the mandatory 1 month reduces APs required by 1.

The Sub-Areas included hereunder are: Augury intestines, organs, etc. The Sub-Areas included hereunder are expanded and clarified thus: Card Reading includes Tarot cards Crystal Gazing ball, shiny surface, etc.

It conveys the capacity to assess an animal as to its state of mind, training, aggressiveness, and so forth. This conveys the ability to discern the SEC of the persona, although judgement of those from other cultures will be at a DR of Difficult or Very Difficult or even Extreme, depending on the differences. For instance a persona of Kelltic background would find it Easy or Moderate to judge those of like culture, Hard for all states bordering the Kelltic ones, and Difficult and greater for those beyond that circle.

It is the capacity to assess both existing enterprises and determine potential for new ones. Without extensive background information most DRs will be at Hard and Difficult. It is the ability to determine what the probably occupation of an individual is by seeing them. The more interaction and observation, the easier the DR gets, of course.

If used in conjunction with Perception, Mental, it can be quite telling, for successes in Detecting and this Sub-Area should indicate a very near understanding of the subject individual's work. This Sub-Area concerns the comprehension of what is occurring, whether in the immediate surroundings or somewhere removed but of which details the individual is fully and properly advised. It includes a grasp of the nine known dimensions, their form or function, and existence or lack thereof as a measure of other planes and spheres.

See Appendix H of the rules. Keep in mind that despite the great number of possible Sub-Areas, that once the persona has gained knowledge in a particular class of sub-cultures say, those of a rural environment -- aristocrats, freemen, outlaws, peasants , then that individual could lump the whole together as being Street-Wise in "Rural Life," and use the vacant slots to gain new Sub-Areas at such time as the persona is exposed to a new situation for a time sufficient to gain the knowledge to fill the vacant slot or slots.

No persona can ever be knowledgeable in all possible subcultures, but as Sub-Areas go from the specific small group to the general larger community or class category, this ability is greatly improved.

In regard to immunities, the individual is considered to be unharmed in such conditions even naked and wet. This is a very shallow way to go for the persona, but it enables immediate ability in more Areas and gives potential for building the rudimentary knowledge or skill into something meaningful. It includes all changes and additions since the original was written in the Fall of Items in braces e.

All rights reserved. Public Admin. Information on SEC begins on page Select a starting Age Information regarding HP Age is found on page Determine Birth Rank Information on Birth Rank is found on pages Information on this subject is found on pages and also on page Generate statistics The resulting scores are then used to determine the persona's Damage and Effect Levels.

Information on HP Statistics begins on page Information on Sub-Areas is found on pages Determine the remaining general information. The player can then either arbitrarily assign or randomly generate information of general nature for the HP. This information deals with the Attractiveness, Joss something similar to luck , and detail the Background associated with the persona. Calculate the Resources.

Information on HP Resources begins on page Heka available to Practitioner HPs is explained beginning on page You think that they would be captivated by roleplaying, but hesitate to involve them. Why else but because of the time required for them to develop Heroic Personas. The time is lengthy because this is roleplaying, your campaign is complex, and the other players' Heroic Personas are well-developed. Why not?! How can such dilemmas be solved?

As I said, the "stand-ins" needn't be idle all the time either, simply doing nothing until a might-be player comes along. You can employ them as active OPs in the campaign, giving them minor roles as needed from time to time. That keeps them current with action, and will add a few bits to these personas too. Of course, this means a fair bit of work for you, the Journey Master. Even if players are going to be the main recipients of these great new HPs, you'll have to oversee and assist in the creation.

In the case of their being made initially as OPs, the whole load falls upon your shoulders; and it is best to have more than one or two ready, so this is a long-term project for you.

It will probably take up to ten or twelve hours in all to develop a fully done Heroic Persona, complete with a fairly detailed background. If you determine to do this, and can possibly manage the effort, making up several at a time in an "assembly line" technique will reduce the time required to do two or more separately by at least ten percent, more likely twenty.

You will need a large table though, for all the sheets But trust me -- no matter how you do, it the end result is well worth the effort. I suggest you do as many as you can, and frequently include them in play. The team will certainly appreciate, recognizing the depth of development in your roleplaying of the Other Personas and their complete nature.

In fact, even if these personas are never taken over by new players, your campaign will be immensely richer by their inclusion! Then it is time to read on so you or your players -- or both -- can get to work as quickly as possible.

It is easiest to photocopy these three sheets for your personal use. Once you have the forms, proceed with the following steps. You might wish to copy that -- see end of article -- or design your own. Even though one of very low SEC is as viable as one of very high, the choices offered are somewhat constrained by the level found, so make the percentile dice roll and write down the result in parentheses.

After the vocational choice is made, note the actual SEC shown for the choice. The Heroic Persona's data will be generated through the background SEC in parentheses , but the Heroic Persona will thereafter be received as the other level. You decide what modifications in wealth you want to make is there is a big disparity between family and Vocational SEC.

Obviously the older the HP, the less likely that the HP's wealth will be close to that of the family, assuming separation occurred at an earlier age. If you, Astute JM, do not have that article's information, rush out and get it! All of the things I detailed therein are useful in creating the great HPs, such as the sample one appearing at the conclusion of this article -- and in creating some of the rest which will appear hereafter in subsequent issues of this journal.

This material is especially useful when it comes to bringing a late-comer Heroic Persona "up to speed" with existing HP team members, or for "beefing up" an OP towards HPG status. And write all that in pencil. That's a big boost to the Heroic Persona! Note that a new rule regarding Age is given in this vehicle, on page If feasible, take care of all of this information you can right now.

Journey Masters interested in including such details will find all they need in the treatment of inheritance. Most if not all Quirks and Counter-Quirks are usually better left until later when the HP is developed and has a detailed background -- or even until the persona has actually interacted in the game milieu. Attributes It's finally time for rolling the old pair of D6. Because the challenge of the Dangerous Journeys game is in play, not statistics, I believe that participants with solidly based Heroic Personas feel more comfortable to begin with and thus have a lot more fun.

Roll the two six-sided dice 20 times, not Add the requisite eight points to each total. Don't start recording totals until you roll 9 or higher. Then begin with that number. Record each result in an ascending total line across a page of scratch paper. Examine the results, and see if the whole is below average, average , or above average: Below Average: toss out the two lowest numbers and use the remaining Average: toss out the lowest and one other low score a 10 or 11 and a 12 or 13, for example.

Above Average: toss out a lowest and a highest score, even if that means a However, if there are two or more 10s are you sure this is Above Average range? Record it and the assigned SEC number it bears. Now make a few notes about the HP: sex, general region of birth, and some preliminary thoughts on history and personality are recommended.

Ask yourself what sort of background might such a persona have? What else would such a persona be likely to experience, do, or have as interests?

Have the notes handy as you proceed. What more could be asked? Do so on a sheet of scratch paper, because eventually this list will be transferred to the HP Profile, but only when it is complete. After all, one wouldn't record foreign languages alphabetically throughout the Mental TRAIT list, but immediately under Foreign Languages, then in alphabetical order.

Birth Rank might be a factor, but that's been noted already if you're following the steps. However, until a lot more has been discovered about the nature of the HP, it is not logical to assign either.

And there is another exception, which I'll get to in a minute. That is, if there are 10 Areas being added, generate 11 or 12 totals of Again, begin recording the results only when a 16 or better is rolled. Toss out the low or lowest ones. In truth, anything below 7 should probably be ignored unless the rest are above Low STEEP can be justified through the "history" of the HP, but the object is to have a highly desirable and viable persona, not challenges to the ability of expert roleplayers!

Vocational Change Rule: Something must be said about variation of Vocation. In creating HPs it is desirable to promote individuality, and of course as regards campaign needs, have ones that suit the GM's needs. In this regard the new rule on page 34 can be used.

Remember that this may change through actual performance, and note your decision. Remember also to add a note as to effective Attractiveness due to this factor, and for possession of Charismaticism, if applicable. From that result, jot down on your notes what effect this will have on the persona's history.

Next generate a percentile score to find starting Joss Factors. Roll for Birth Rank. Note it on the HP sheet, and if it is a 7th child result, develop that, and go back through and make all necessary changes. Quirks Quirks and Counter-Quirks come next if they haven't already been done. Because you now have a good idea as to who this persona is, and how he or she developed to arrive at the "here and now," selection of these added factors is much easier. You might roll randomly until you find ones that are suitable, select them as you determine best, or make them up.

However you manage it, note the Quirk and Counter-Quirk, if necessary, on the profile sheet. Again, go back and take care of any change in statistics one or both have caused. Now you have a much better picture of things. There will be a lot of additions!

When you've completed this step, you can record all of the information on the Profile by Trait, alphabetically, with Sub-Areas immediately after their parent Areas. If not already done, give the HP a name. If Physical Speeds are 32 or greater, note a Dodging factor. Complete the information as to height, weight, etc. Possessions Now go to the financial section and begin filling in information there.

Use the mount BUC value in Net Worth as an allowance towards buying a really good horse; simply include its value as a base for getting a different animal.

If there's plenty of wealth, the weapons should be of Exceptional or even Unsurpassed sort. Armor too should be noted, with consideration as to quality. Time to go to the Weapons portion of the sheet and fill in the data there, as you are now aware of the exact nature of the arms possessed by the HP. Polish off that section by noting number of attacks, bonuses, etc. Remember that most things count as only one-half cost towards Net Worth, but Bank Accounts and such things as gems, gold, etc.

If this is a purely JM creation, develop the necessary and logical things keeping in mind that the HP is for a player or general campaign use , and employ such broad categories as "furniture", "casual clothing", "dress clothing", etc.

This is fairly easily managed. When a specific item is needed, find and note its cost, and subtract the amount from what's available in the general category. Total things up and make adjustments to see that everything balances. Leaving a little extra in Bank Accounts is fine, but not too much; better to have reserves in general categories than cash. Background Don't complete the Special Connections portion until the HP's background and history are as fully done as is reasonable.

Do that now. Having completed almost everything, now go back once more and fill in the Special Connections based on the persona's background. You may roll until a reasonable one is found, choose them, make up the connections, etc. They should fit into your history of the HP, or cause you to revise it a bit. In any event, the Heroic Persona is nearly complete. This should be a strong, vital, and interesting persona, ready to be read and put into play by JM or player, an HP able to cope with problems even amongst veteran adventurers in your campaign.

Yet one more "trick" must be performed Heka You are nearly finished now. Total the amount of heka, and note any Reservoirs as well for a grand total available. This selection should be based on the history of the HP and reinforce it, by the way.

Reserves JM Options You have an extensive history of the persona, so it is only natural that there should be a bit of "unassigned ability" waiting in the wings. How much help does this Heroic Persona need? How much is justified -- perhaps demanded -- by the persona's history? Consider too the campaign and its active HPs. Record the result in the "APs Unused, G" section of the profile sheet. This is the new persona's reserve of ability.

When the persona has learned of the general situation of things, or at some later time, that individual can 'dig down' and come up with the extra bit to apply as deemed best at the time. Similarly, if there is any other 'want' in the HP, take care of it as suitable to the background. A few coins, a crystal Heka Reservoir, or some 'parting gift' can be added to be sure that the player has an even chance when accepting the HP.

Conclusion Whew! All that work, but it's finally finished. If these are JM-created personas, don't let them lie dormant until a player happens along. Use them in play regularly so as to develop them, but make sure their roles aren't major, and don't strengthen them much more than as they began, unless you decide that the a persona is to become one of the campaign's main ones, or even an HPG.

In such a case the persona is pretty well beyond the bounds of player use and reserved exclusively to the Journey Master.

When prospective participants do show up, find out what sort of a roles they might enjoy playing, and then give them the appropriate HP profiles. Be sure the history is on top, so they can read about who they are.

Then include the newcomer and HP in play. There will be plenty of time to learn the technical details on the profile sheets as action progresses. If your background story is right, though, the newcomer will be playing the HP in the proper manner just from the bit gained by reading.

What better and more exciting way to get into the game? Just in case I haven't fully convinced you yet, here is an Explorer I created some time ago using the methods noted. Feel free to use him in your own campaign, making whatever alterations you desire. Without further ado, let's take a look at the first in this ongoing series for the JM to use in the campaign!

Counter-Quirks: Non-musical. Can't sing or learn music. Movement: Walking: Crawling: Science 34 Etiq. SF penalty 1. When appearing before important people he likes brocaded doublets with puff-and-slash ornamentation. Birth Date: 2 Sept. Master craftsman 2. Crime lord 3. Spice merchant 4. Notes: Background Roland de Bresse is the second son and youngest child of Leo de Bresse 62 , a rich Savoyard landlord and current magistrate for the city of Annecy and Guia Thuile Roland's older brother Sir Hugo age 37 now runs the various manors and estates for Leo, primogeniture and entail being the usual in Savoy.

Hugo was knighted for his outstanding service both in warfare against and negotiations with the Milanese some three years ago. Two sisters, Elaine 35 and Isabella 31 , both married and living in western Savoy, are also senior to Roland. As the youngest child by six years, Roland was both somewhat "spoiled" and resented. He was tutored until age 12, attended school in Geneva until he was 17, returned home for a year, and was finally packed off to college in Turin because of some scandalous behavior there, which precluded his return to Geneva.

Roland loved the outdoors and physical activity from his earliest years, especially favoring riding, hunting, mountain climbing, swimming, and treks into the wilds seeking caves to explore.

After two years of study in Turin, and more troubles, his father wished to place him into a friary of Saturn.

The priesthood is always a parental choice for younger sons, but it was far from Roland's liking! Instead he wheedled his maternal uncle Umberto, a prosperous spice merchant and ship owner dwelling in Monte Carlo, to accept him as an "apprentice" in the spice trade.

It required less than a year for uncle Umberto to decide that "Orlando" wasn't cut out to be a clerk or merchant, but needed the discipline and activity of shipboard life.

Voyage followed voyage, including trips as far distant as the Mare Ostrum's eastern end and the southernmost shores of the Mare Phonecium. Roland loved the sea, became a proficient sailor and officer, and displayed exceptional merits.

He was instrumental in defeating an attack by Libbosan pirates, and for this he was rewarded by a grateful Umberto.

With that sum Roland, then 2nd lieutenant of the Fortuna, carried aboard his own cargo, making a profit outbound and a huge one on return to Nice, the vessel's home port. Now, with his own earnings combined with his inheritance, Roland is independent and free to pursue his own interests. Currently that means exploring unknown lands or delving into caves in search of the labyrinths of Subterranean Aerth.

Perhaps one day he will return to the sea as the master of his own ship, but for now he desires to see more of the world and what lies beneath its crust. Change is always assumed to have occurred between age 25 and 35 in such a case. Example: a persona who was schooled as an Apothecary is assumed to decide to switch major interest to Herbalism at age 26, and at that time began working to be a Healer.

If that can't be done, then the change should probably not be allowed. Note: Even an HP with a highly dedicated Vocation can be allowed a change, as long as the second Vocation is likewise dedicated and more specific. A Wisewoman could become a Priestess, assuming a full-practitioner success, or a Philosopher might become an Alchemist -- an even more dedicated and related calling.

This reflects the growing knowledge of an older persona with above-average ability. This reflects the above-average persona's continued acquisition of knowledge and learning of skills through individual study, experience, and practice. To reflect this chance, as the wealth of the persona is being determined, make a roll to check to see if there is also an inheritance to be included in this category.

This roll is made for every HP, including first-borns, even though they also have another chance to inherit because of that. If inheritance is indicated, use the table below to determine category. To avoid dictating to the JM, these guidelines are offered. The milieu of the campaign will describe the extent and values of the general information.

First-Child Inheritance An HP who is a first child has the following chance of inheriting the estate of his or her parents. For game purposes, this is unlikely in the lower age ranges. If it is lower or higher, a modifier is indicated as follows: Family SEC vs. HP SEC Inheritance Amount Multiplier 8 levels higher above result x 7 levels higher above result x 50 6 levels higher above result x 20 5 levels higher above result x 10 4 levels higher above result x 5 3 levels higher above result x 3 2 levels higher above result x 1.

It is included herein in order to facilitate the inclusion of the key rule material by JM and players alike. Those higher on the socio-economic ladder will, by and large, have more opportunities and better education. That is, from birth they are exposed to the finer things, culture outside the immediate area, wider range of experiences, and early education upbringing. Later they will have more and better education, learn a foreign language early on, be introduced to relatively important people, and enter society at a level commensurate with such background.

Contrarily, those near the bottom of the scale will have less of these benefits, but they will probably have certain additional Special Connections, know a second language because it is spoken at home, and might have "quirks" that aid them in being successful in their environment.

It is thus possible to award something to assist the lower SEC range even as we take away from these ranks and add to those higher up. The Journey Master can elect to reflect SEC differences in the creation of the Heroic Persona by applying the information found on the table at the foot of the precending page. Special Connections Column E: Add'l. Additional Special Connections: This is simply a matter of using the table or allowing the player to decide later when his or her Heroic Persona will make a Special Connection.

Naturally, the JM might find it reasonable to take a hand in the matter by personally determining such connections, creating special lists of them for this addition, and so forth. This prevents too great a disparity amongst beginning Heroic Personas but adequately and reasonably reflects SEC effects.

Although the header of the column doesn't reflect it, there is also a penalty in STEEP for the lower ranks, albeit is not a very great one. If the JM keeps these added Quirks on the relatively moderate side, and makes sure they aren't too powerful, then no Counter-Quirks are necessary.

To this end I have included some new Quirks, and a system for their operation, so as to obviate the need of Counter-Quirks being placed into the make-up of the Heroic Persona. The percentage chance for successful operation is determined at the outset. There are two different methods of finding the chance of successful operation, depending on the Special Quirk.

If the result is over 70, modify the result downwards by the same method. Once the percentage chance of success of any Special Quirk is known, it does not normally change.

No Difficulty Rating is usually placed on their operation, though the Journey Master might wish to adjust things from time to time for special circumstances. NOTE that the description of the effect of each Special Quirk described hereafter assumes success at the check detailed above. The HP can cease after an Action Turn or so, and the listeners will be generally disposed to let the HP go without molestation.

Men: An audience of men or similar beings of like gender able to hear and understand the HP will be interested in what the HP has to say and so remain generally friendly. The HP can cease after an Action Turn or so, and the listeners will be generally disposed to let him go without molestation.

A single individual might be won to special friendliness by successful use of this ability. Petty Officials: One to three such individuals guards, police, clerks, etc. The persona should then move away quickly, for the effect won't last very long!

Women: An audience of women or similar beings of like gender able to hear and understand the HP will be interested in what the HP has to say and so remain generally friendly. The individual establishes a short-term, one-time Special Connection with an appropriate selected individual. In this case we have three separate Special Quirks: Accents: The HP is able to perfectly accent his speech to suit the desired accent.

Note that this is not actually speaking a previously unknown dialect or language, but rather the mimicking of unusual, regional or local speech sounds and patterns of a known language. Dialects: The HP is able to employ a dialect of a known language, even though it is actually almost a different one than that of the known language.

However, the individual must know the root language of the dialect to enable the learning of one of its dialects. Ability conferred in gaining the dialect is of a skill equal to that of the root language. Languages: The HP is able to learn to speak the language in question.

One week of time is also required after purchase to command the reading and writing facilities. This can be used only once per game week. Success indicates that the HP is able to cobble together some little thing that will serve to rig up something or get him out of a scrape or difficulty. Examples are a gadget to cheat or foil cheating at some mechanical gambling device; a mechanical device or alteration to a machine or apparatus so as to temporarily bypass checks or improve operation or performance; or something useful to the individual to get past, into, or through something, viz.

The operation is limited to small sorts of things, and anything truly important will not be affected by this Special Quirk.

The JM might as a rule of thumb reduce the chance of success by 1 for every 10 people involved beyond , and this will mitigate against winning larger prizes and sums of cash.

Finding: The persona is able to find as a lost, discarded, or unwanted item some small thing or sum he or she needs at the time. The persona might thereby gain a key, a sum of cash equal to a couple of days' average earnings for an average person, a tool or an instrument needed, and so forth. Tight Situations: When in a threatening situation of minor sort, the persona can find a means of escaping it. This Special Quirk will provide a distraction, an open door, or some other means by means not dissimilar to the Finding Special Quirk to enable the persona to slip out of trouble.

The persona seems normal and unremarkable to all those in a general area who might otherwise observe and remember him. As a rule of thumb, this will operate for about half an hour, affect individuals, or continue for one mile of travel.

It can, however, also be used once per day to imitate natural sounds if within the range possible for a normal human. Beeps, twitters, etc. This might enable one to activate some mechanism, for instance, that would not otherwise function for the persona.

After successful use of this Special Quirk, the Heroic Persona must rest for one hour, or else suffer Physical Damage equal to the number of additional points of Speed or Strength see below gained by its use. The HP can run faster and longer, for example. The HP can hit harder, lift more, etc. Recalling a page of simple material might be Easy, several pages Hard, and many pages Hard or even Difficult.

A sketch map might be Moderate, and it could be of Extreme difficulty to accurately recall all the material on a highly detailed small-scale map. However, this can be employed as frequently as the player desires. The HP is able to make up rhymes, doggerel, song lyrics, and the like on the spur of the moment. Roll 2d10 JM's option to find the number of couplets, quatrains, or stanzas of about eight lines each that the persona can make before the Special Quirk ceases functioning.

Although Gary has furnished us with several, I'd like to see what other JMs are doing. If you have an interesting new Vocation you'd like to share with other readers, be sure and send it to us! However, if one has the right motives and the abilities to go along with them, then playing this role can be most beneficial and grand indeed!

To have the frame of reference for this Vocation, think of such words as: audiences, attention, favor, influence, invective, plots, cliques, patrons, and enemies. Ignatz supposedly Heka-forged and enchanted the initial model after which the two specialized versions now generally known to us are patterned. He is said to have based his work on ancient lore gained from certain Aegyptian papyri he obtained.

This might be true, for the engraving upon these devices is similar to hieroglyphic writing. Naturally, legend says that the original done by the great dweomercraefter was more potent by far. Be that as it may, here are the two forms of the 'Eyes now available to us.

BUC Value: Either one 50,; pair , Command Each device has its own particular command word. Unless this is known, the object will not function. Hawkeye Description This is a small sphere made of pure, pale aquamarine. It has engraved upon its surface a right eye in the Aegyptian mode, and on the opposite hemisphere four glyphs of unknown origination that motivate and empower it.

Powers In daylight the Hawkeye can "see" from as far and high as 2, feet what a human eye sees as 20 feet. The latter may concentrate to see binocularly as if in the position of the magickal object, having the visual capacity indicated. Note that the object is stationary once positioned, and must be recalled and re-positioned to change its perspective. It does not function from twilight-dusk 1 hour after sundown to first light-dawn 1 hour before full sunup. Owleye Description This is a small sphere made of pure, dark amethyst.

Powers At night the Owleye can see from as far and high as 1, feet what a human eye sees as 20 feet. The view appears as if at dusk, so some detail is obscured but not seriously.

At the command of the possessor it will soar silently into the air at the rate of 10 feet per Critical Turn to eventually remain fixed in whatever position it was commanded, and remain there until called to return by its owner's utterance of the command word. You say that you know all about the Greek and Roman gods, right? What you know is probably cursory -- or at least tainted by Earth's misinformation about the deities of Aerth associated with this pantheon.

This you will readily ascertain for yourself as you peruse the listing. Of course the material herein is by no means equal to that easily found in a work addressing the Greco-Roman pantheon in detail; this is an initial listing of no great depth. This is done for three reasons. First, there isn't space in this magazine to cover the details.

Second, the lists are preliminary only and will be augmented and embellished. Third, I haven't time to begin to manage a full treatment now, for that must include all manner of other information on temples, the ecclesiastical hierarchy, services, vestments, and so on.

Nonetheless, the listing is invaluable as it is, for many of the states bordering or in the Mare Librum and Western Aeropa adhere to this pantheon. There will most certainly not be room for the whole of the material in this issue, so stay tuned, so to speak, and get it all in time.

Coming after this is completed will come the Atlantlan pantheon. Frankly, I'm covering those two for good reason. There are two intrepid writers now laboring to complete works to cover the pantheons of Babylonian, Kalevala, Kelltic, Persian, Phonecian, and Slavic sort.

I think. Evil isn't strong in this pantheon, but there's plenty of conflict nonetheless! A Abaris: Sunlight benign, intermediate nature. Potency sage possessing a magic arrow from Apollo that allows swiftness of travel as if shot from a bow. He need never eat.

A benefactor of Pythagoras. Acca Larentia: Shadowy Darkness benign, ordered nature. Roman Lesser goddess and ruler of Good deceased spirits. Feast day is Winter Solstice. One of the Numina. Acesis: Balance benign, ordered nature. Minor goddess of remedies.

Achelous: Moonlight agathocacological, chaotic nature. Lesser god. Eldest of the river gods. Oldest of 3, sons, father of the sirens.

Can appear as an ox or a great water snake. Acheron: One of the five rivers of the underworld. Adrasteia: Moonlight malign, ordered. Nymph demigoddess. Aegina: Balance. Aegiale: Sunlight. Aegle 1 : Balance. Aegle 2 : Moonlight agathocacological, intermediate. Aetheria: Sunlight. Next up is a discussion of game time. Mythus Prime uses normal time days, weeks, etc unless stuff is happening, in which case it drops into Action Turns which are 5 minutes long.

Heka: Mystical Force of Magickal Castings! Generally, Supernatural is 10 times more powerful than Preternatural and Entitial is 10 times more powerful than Supernatural sources. Mythus has a complicated magic system, so complicated that it gets its own book. Casting time and duration are generally fixed. Spells are rated from I-VI for complexity, which affects success chance when casting the spell.

You lose the Heka for the spell whether or not you actually succeed. Castings are categorized by Grade and by how long they take to cast. Nope, no art yet. Heka can be stored in things, too; these are called Heka reservoirs for obvious reasons. Varying amounts can be stored based on the material and shape of the reservoir. You can also store Heka in pentacles of various kinds, though only one is listed in Mythus Prime.

A quartz crystal, for example, stores 5 Heka and it takes 50 Heka to make that 5 Heka stick, so 55 Heka total to charge. First the players and GM roll off for Surprise. Whoever wins Surprise can attack first in the first CT. Starting with the second CT, everyone rolls 1d10 for Initiative, with actions being resolved from highest to lowest. Ties are simultaneous. Dazing takes effect immediately, and can affect actions later in the turn. Initiative is rolled every CT. Next up is the equipment section, starting with Armor.

Half armor provides exactly half the protection has Full armor, oddly enough. We get an overview of what constitutes a set of Full and Half armor for each type, as well as a general description. Oh Gary, what verisimilitude Armor costs anywhere from BUCs for basic leather armor to 30, for full plate. Mythus Prime has an interesting take on ammunition. For comparison, full leather armor subtracts 6 points from every hit and full plate subtracts A crossbow does as much damage as a long sword, and can only fire every other round.

A typical AP award is , depending on how well the HP did in the scenario. Traits are raised at a basis. The GM advice is a bit spotty, but not too bad. Without you, the HP wouldn't exist in the game milieu that the gamemaster builds for you. The campaign would be abridged without your input as a player--that is, your interaction in adventures via the HP.

As you actively roleplay, contribute to the group's problem-solving ability, utilize the knowledge and skills of your HP, and otherwise take part in the activity, each and every participant benefits. To do this properly, however, you need to "know" your Heroic Persona. The most important aspect of roleplaying is, well, roleplaying. Tony Szczudlo. Anne Bedard. Tony Cellini. Keith Ganske. Robert Lazzaretti. Stephen Olle. Loren K. Game Designers' Workshop. Fans: 2 Become a Fan. Record a Play.

Nick: First printing. Size: Description Edit History. From the back of the book: "Roleplaying at its finest—simple or with elective complexities which place this game far beyond any other. GDW ISBN More Information Edit History. This page does not exist. You can edit this page to create it.

Category: Language:. No Files Found. Linked Items. The Scroll Issue 10 - Sep Casus Belli Issue 72 - Nov Review of Dangerous Journeys. Journeys Issue 2. Sometimes, side trips are more dangerous than they seem. Magister Issue 40 - May The Last Province Issue 1 - Oct Challenge Issue Casus Belli Issue 71 - Sep Dangerous Ideas Issue 4 - Dec Game Weight: 4. Tags separate by space :.



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