(UploadMB - Com) Gary Gygax Dangerous Journeys Mythus - Mythus - GDW 5000

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F a n t a s y R o l e p l a y i n g Ciame

w i t h DAVE NEWTON
Advanced Mythus, Mythus Magick, Epic of A'rlh, m t l Unhallowed are
Dangerous Journeys, Mythus, M ~ I L Il~rimc,
S
Traticmarks of O m q a Hclios Limited.
Dangerous JourneysTM
Multigenre Roleplaying Game System

presents

Fantasy Roleplaying Game

with
Dave Newton

This work is comprised of three parts: The MythusTH Fantasy Roleplaying Qame Module, which contains the core rules for play:
the M y t h u s Wa@ckTMbook, which contains the full magick rules for the system: and the Epic of lathMComplete Fantasy
Adventure Milieu, the companion volume to the roleplaying rules, detailing the fantastic world of firth.

Editing: Lester Smith


Art Direction: Steve Bryant with Amy Doubet
Cover: Lany Bmore
Interior Illustrations: Chris Appel, Janet Aulisio, Paul Daly, Daniel Qelon, Darrell Midgette, David 0. Miller, Ellisa Mitchell,
Lee Moyer. Allen Nunis, and Tony Szczudlo
Interior Coloring: Steve Bryant, Amy Doubet, LaMont Fullerton, Kirk Wescom
Graphic froduction: Tony Cellini, LaMont Fullerton, Keith Qanski, Ami Jontz, Rob lazzarotti, Kirk Wescom, and Loren Wiseman
7)pesetting a n d Proofreading: Stephen Olle and Steve Maggi
Text Processing: Anne Bedard

The MyUlUsTM Fantasy Roleplaying Game

0'1992 Omega Helios Limited. Made in USA. Printed in USA. All Rights Reserved.
ISBN 1-55878-131-5

Dedicated to loyal members of the Lodge of The Secret and Mysterious Order of the Freckled Qoldfish ...wherever they may be!

This work is also dedicated to those who have waited so long for it to arrive.
In particular: Gail Qygax, B n i e anax, Luke Qygax, Alex Qygax (when he's old enough to play!), Michele Newton. Christopher
Newton, and all the thousands of fans who have written and asked and stayed faithful-May all your fantasies come hue1

P.O. Box 1646


Bloomington, IL 61702-1 646
TABLE OF CONTENTS
Uterecy By SEC Level .............................................................. 60
C W Relations .......................................................................... 60
W E L TO~ THE
~ Mmus Q A M ~ 6 Socio-Economk Class Mobility ...................................................62
What Is a Roleplaying Qame? ........................................................... 6 SEC Outside The 'Culture Area' .................................................62
Qame Premise .................................................................................7 SEC In Relation To Vocational Choice ......................................... 63
Qame Conventions ..........................................................................8 Heroic Persona Statistics................................................................64
Useful Items .................................................................................... 9 'IKAITScorn8 ........................................................................... 64
CATeQORYScores .................................................................. 64
The Mythus Prime Rules: Players' Section .
.l o ATnuBUre Scores .................................................................... 6 4
What The Numbers Mean ...........................................................66
CREATINO YOUR HEROK:
G I A 1: ~ PERSONA 12 aeneratlng ATIRIBUIE Scores .............................................6 7
1. Determine S o d ~ o n o m l Class
c (SEC) ...................................... 12 CATBaORY end 'IRAIT Scores ................................................67
2. Qenerate TRAIT S c o w ..............................................................12 Standard HP Descriptions & K/S Area Bundles ...............................70
3. Choose A Vocation ....................................................................13 Alchemy (Mental) Vocations ..................................................... 7 4
4. Select K/S Areas And STEEP Points ........................................14 Arms (Physical) Vocations ..........................................................75
.
6 E&abllsh FInances And Possessions ........................................17 Dweomercmft (Mental) Vocations .............................................7 8
7 . Anish any Miscellaneous Information ........................................18 Mysticism (Spiritual) Vocations ...............................................8 1
Outlawry (Various TRAITS) Vocations .......................................... 8 3
G I A 2~
: Conwcrl~aACTIONS 19 Priestmft (Spiritual) Vocations ................................................. 85
Heroic Persona Actions ..................................................................19 Primitive (Various 'IRAITS) Vocations .........................................8 7
Using Knowledge/SkiU Areas and TRAIT3 ........................................19 Primitive Vocations Tables ......................................................... 87
Moving & Measuring Tlme ..............................................................20 Scholar (Mental) Vocations .........................................................89
Voyager (Various TRAITS) Vocations ...........................................90
G I A 3:~HEKA
MYSTICALFo~e
.
OF M A ~ I ~k~ m
A Lm
Non-Human Herok Personas (Optional) ...................................... 94
The Knowledge/Skill Areas ............................................................96
21
Heka Sources ................................................................................
21 What a K/S Area I s And Isn't ...................................................... 96
Heka Values ..................................................................................
21 Universal K/S Areas Known To All HPs ........................................ 96
Castings Available .........................................................................
21 Additional HP Knowledge/Skill Areas .......................................... 97
Casting mes And Effects ..............................................................22 Knowledge/Skill Sub-heas .........................................................98
Heka Reservoirs ............................................................................
23 Knowledge/Skill Area Lists by TRAIT ............................................... 99
More Heroic Persona Data ............................................................102
C n ~ m
4 COMBAT 24 Attrectiveness ........................................................................ 102
Combat Procedure .........................................................................
24 Joss ........................................................................................
102
Armor In the Mythus Prime Qame .................................................
24 Birth Rank ...............................................................................102
Armor Costs .................................................................................. 25 Background And Quirks ...........................................................104
Weapons In the Mythus Prime Qame ........................................ 26 Background Detail Creation ...................................................... 105
Heka In Combat ............................................................................ 27 Quirks (Knacks and Peculiarities) .............................................105
Healing Wounds ............................................................................
27 Quirks & Counter-Quirks Tables ............................................... 106
Instant HP Information Tables .................................................... 109
Handedness ............................................................................ 109
Race ..................................................................................... 109
G I A 6:~PLAY IN^ YWR HP 30 Heroic Persona Resources ........................................................... 112
Roleplaying Expertise ....................................................................30 Wealth ..................................................................................... 112
Example of Play ............................................................................. 3 1 Determining HP Wealth ............................................................ 1 1 3
Wealth Aaustment For Age ...................................................... 113
C~AFTEX
7: UP~RADINO
TO THE ADVANCE^ RULES 34 Net Worth ................................................................................ 114
Difficulty Ratings and Joss Factors ................................................. 34 Special Connections ................................................................115
The Advanced HP .......................................................................... 34 Possessions ............................................................................. 115
Advanced Combat ......................................................................... 35 Standard Items ............................................................................ 117
Complete Heka .............................................................................35 Special Equipment ................................................................. 117
Transportation ......................................................................... 117
The Gamemaster's Section-----.aj
C n ~ m 11: COREQAMESYSTEMS .................. ....................... 123
ClIAPTER 8: Ru~lNamE Mvmus PRIMEQ A.......................
~ 37 The K/S Operational System ........................................................ 123
Using the Epic of A3th ...................................................................
37 Making Rolls Against SIEEP ...................................................... 123
Setting The Value Of The Base Unit Coin ........................................
38 Rolling Against HP Statistics ................................................... 123
Awarding Accomplishment Points ..................................................
40 Combined Efforts .................................................................... 124
Creating And Using Other Personas ................................................40 Rolling Via Quesswork ............................................................ 124
Using Mythus Prime Rules In Special S u c c w e s and hliures ................................................ 125
Advanced Mythus Scenarios ...................................................
45 Determining the Difficulty Rating (DR)...................................... 125
K/S Versus KJS Rolls ......................................................... 127
C~AFTER
9 HI~H
TIMEAT m~ WIN~ED
Pla 47-55 h q u e n c y of K/S Rolls ............................................................. 127
Map of the Winged Pig's Environs ............................................48 The Many Uses Of Joss .............................................................. I29
Map of the Winged Pig .........................................................-55 Movement And Tlme .................................................................... 130
Movement ............................................................................... 131
Mmus RULES
THEADVANCED Qeneral Ttme ........................................................................... 133
.
Qame Time vs Real Time ........................................................ 133
GAFTER A D V AM~~ UHPs
10: CREATINO S 56 Accomplishment Points ............................................................... 134
Socio-EconomicClass .................................................................... 58 General APs (AP/Qs)................................................................. 134
SEC Populations a s a Percent of Total Population ........................ 59 Spedflc K/S STEEP APs ............................................................136
Working Population Vocation Distribution ................................... 59 Exceptional Performance APs ................................................... 136
Occupations. Professions. Oft'ices. Titles. etc.. by Class Level ..... 60 The M of Studying & Training ................................................. 136
The KJS Area Descriptions ...........................................................137 Heka from Knowledge/Skill Areas ............................................2 7 7
Cross-Application of K/S Areas .................................................137 Regenerating Personal Heka ..................................................... 277
Mental K/S Area Descriptions ...................................................137 S a m p k Castings ................................................................... 278-294
Physical K/S Area Descriptions .................................................162
Spiritual K/S Area Descriptions .................................................175
K/S Area Use For Economic Qaln .................................................201 One Qenre Or Many7 ...................................................................295
K/S Area Economic a a i n Classes ........................................20 1 Fantasy And Swords & Sorcery ................................................. 296
Monetary Qain (or Loss)Procedures .........................................201 'Ihe Multi-Milieux Of Rnth ........................................................ 297
Sample K/S Area Breakdowns for QMs ......................................207 Qroup Creation Of Heroic Personas ..............................................297
Introductory Adventure Episodes for Individual HPs ............... 297-298
G A12: C~~ B A................................................................
T 208 FIrst Qroup Meeting In A New Campaign ...................................299
PreCombat Tasks ........................................................................
208 Qame Realism .............................................................................299
%tablishing The Environment ..................................................
208 Realism Versus Playability ........................................................ 299
Determining If There Is Surprise ........................................ 208 Interpretation Of Rules ............................................................. 300
Initiative And Persona Actions ......................................................
209 Qamemaster Only Versus a r o u p Aaudication Of Questions ......300
Avoidance ...............................................................................
21 1 Creating Specific Case 'House Rules' ....................................... 300
Mental Combat ............................................................................
212 Changing Rules and Systems .................................................... 301
Attack To Drain ........................................................................
213 Roleplaying ................................................................................. 301
Attack To Paralyze ....................................................................
213 Campaign Accommodatlon ..................................................... 302
Attack To Derange ...................................................................
2 13 Care In Complete Development Of Each Heroic Persona ...........302
Attack To Control .....................................................................
214 aamemaster Encouragement Of Players ................................... 302
Spiritual Combat ......................................................................... 214
Attack To Weaken ....................................................................
214 C n ~ m 15: MORE ON PERSONAS . ............... 303
Attack To Demoralize ..............................................................
214 Heroic Personas .................................................................... 303
Attack To Confound .................................................................215 Awarding Qeneral Accomplishment Points ................................ 303
Attack To Subvert ....................................................................
2 15 Awarding Specific SEEP Accomplishment Points ..................... 304
Other Spiritual Attack Forms ....................................................
2 15 Awarding Exceptional Accomplishment Points .......................... 304
Heka-Based Attacks .....................................................................
2 16 Changes of S o c i ~ E c o n o m l Class
c ................................................ 304
Heka-Based Attack Methods .....................................................
216 Creating Other Personas .............................................................. 306
Attack Process .........................................................................
2 17 The Power of the Persona ...................................................... 307
Physical Combat. Non-Lethal ........................................................ 221 Other Persona Statistics & Movement ....................................... 307
Attack To Overpower ............................................................... 221 OP Vocation. K/S Areas. And STEEP ........................................ 3 0 8
Attack To Stun .........................................................................222 OP JOSS................................................................................... 309
Attack To Disable .....................................................................222 Outstanding Resources and Possessions for OPs ...................... 309
Weapons To Enhance Non-Lethal Attacks .................................
222 OP Quirks & CounterQuirks ................................................ 3 0 9
Physical Combat. Lethal ............................................................... 223 OP Weapons And Armor ...........................................................309
Weapon Information ................................................................
223 Creating Monstrous Things ..........................................................3 1 0
Final Attack Chance (FAC) ........................................................ 226 Short Ust of Bestial Powers ......................................................... 310
Special Hits/Special Misses ......................................................
226 Natural Weapons List .............................................................. 3 1 0
Applying Difficulty Rating t o FAC ........................................228 Heka And Heka-Uke Powers Ust .............................................. 3 1 0
Parrying ................................................................................... 228 Sample Monstrous Creatures ....................................................... 312
Strike Location And Table ........................................................
229 Sample Other-Planar Creatures ................................................... 3 2 0
Applying Physical Damage ........................................................229 Sample Other Personas ............................................................... 321
Susceptibilities ........................................................................ 230 Animals & Like Creatures ............................................................ 322
Invulnerabilities ....................................................................... 231 Sample Monstrous Things ............................................................ 325
Exceptional Attacks .................................................................231 Personas & LifeForms Found o n AMh & Phaeree .........................327
Tying It All Together ................................................................. 231 Exterior AMJI .......................................................................... 3 2 7
Weapons And Armor Information And Tables ............................... 235 Subterranean AMh ..................................................................327
Hand Weapons ........................................................................ 235 interior E i t h ........................................................................... 3 2 7
Missile Weapons ...................................................................... 235 Phaxee ................................................................................... 3 2 7
Weapon Descriptions ............................................................... 235 Exterior Phaeree ...................................................................... 3 2 7
Armor Tables And Descriptions ................................................ 246 Subterranean Phaeree .............................................................. 327
Natural Armor ..........................................................................
247 Interior Phaeree ....................................................................3 2 7
Human(oid) Armor ................................................................... 247
Armor Descriptions .................................................................. 250
Barding For Steeds/Armor For Other Creatures .........................
253
Barding Descriptions ................................................................ 254 C ~ ~ A ~17E: bR~ o E r n N ~ASo ALLEY SLAVES
.............. 339-379
Cost Of Weapons And Armor .................................................... 254 The Oelleesrr Marduk ............................................................
377
Damage To And Repair Of Armor ........................................ 254 Mare Librum and Environs Map ........................................... 378
Averaged Armor ....................................................................... 255
More On Damage To Personas ..................................................... 255 APPENDICES 380
Dazing .....................................................................................258 Appendix A: Random Events Tables ............................................. 300
Permanent Damage .................................................................. 258 Appendix B: OP Personality Characteristics ..................................3 8 4
Shock ......................................................................................258 Appendix C: Secret Societies ....................................................... 385
Damage R o m Other Physical iqjury ........................................258 Appendix D: The Accursed in the Fantasy Milieu ..........................J U G
Healing ........................................................................................ 274 Appendix E: Creating New Vocations ............................................386
Normal Physical Healing ........................................................... 274 Appendix F: Modifications for Time and Planar Travel ...................387
Normal Mental and Spiritual Healing ........................................ 275 Appendix a:Converting from Other Systems to Heroic Personas . . 3 9 1
Heka-Assisted Healing .............................................................. 275 Appendix H: The Nine Dimensions o f the Multiverse ..................... 592
Regeneration ........................................................................... 275 Appendix I: Parallel Heroic Personas ............................................ 305
Rejuvenation ........................................................................... 275 Appendix J: Heroic Persona Creation Summary ............................396
Life Restoration by Casting ....................................................... 275 Appendix K: Qlossary ................................................................... 50R
Appendix L: Vocation et el . Name Definitions ...............................403
CtIAPTEX 13: HEKA AND M~a1c-x 276 Appendix M: Authors' Acknowledgements .................... . . ............ 408
Heka ...........................................................................................276 HP Profile Sheets ................................................................ 4 0 9 4 1 1
Demographics of Heka aeneration & Capacity ..........................276 Index of Maljor Topics ................................................................. 4 1 2
Types And Sources Of Heka Enelay ........................................277 Index of Maljor Charts & Tables .................................................... 413
s 1see it, if you are reading this, you are one of two Spiritual TRAITS. Then it subdivides each of those TRAm into
types of people. Those of the first type always read two CATFXIOKIES, and each of those CATEQORIES into three
the preface and introduction to a work before AITRIBUTB. These are the innate characteristics of a Danger-
launching into its main text. If you are one of those people, then o u s Journeys game persona. But humans also learn various
what I'm going to say below will give you a mental framework sorts of knowledge that enhance their innate abilities. That's the
upon which to hang the things you'll encounter throughout the reason that the Dangerous Journeys system uses skills rather
rest of this book. Those of the second type launch right into the than 'Classes' as a way of defining what game personas are
body of a work, beginning with those parts that first catch their capable of. The end result of this joint attribute and skill system
eye, then working outward to related things, and soon, until they is an easily handled set of persona characteristics that allow for
find themselves reading the preface some rainy day when it all kinds of characters and all sorts of genres equally well. In a
seems there is nothing else to do. If you are of this second type, word, in the Dangerous Journeys systern, Gary has opted for
you've already absorbed this work, but what I'm going to say an open-ended way of quantifying persona abilities, rather than
below will help draw it all into focus, quite possibly in a way a defining of limits.
you've never thought of before. Similarly, in devising the fantasy world that is the primary
Gary Oygax is, undoubtedly, the most famous game designer setting for the Mythus game, Gary has reached back into the
on the planet. His original work on Dungeons & Dragons, with myths that underlie our history. But he uses these sources in a
Dave Arneson, and hissubsequent creation of the first edition of way that sets up divisions without making them fences. For
Advanced Dungeons &Dragons have served to make the term example, while we learn herein that the mythic world of B r t h has
"DbD' synonymous, to the general public, with roleplaying. a counter-world called Phteree, a place of wild magick, we also
For that reason, it is pretty much impossible to talk about the learn that the boundary between those two worlds is thin, with
Mythus game, Gary's new fantasy RPG, without comparing it to, the resultthat creatures from one frequently stumble across into
and contrasting it with, AD&D 1st edition. In the latter game, it the other, and vice versa. Even more significantly, we discover
seems to me, Gary set out to portray a fantasy world by creating that among the infinite possible dimensions, there are multiple
certain generic templates. That is, a fighter in AD&D 1st ed. is a worlds like AXh and Phaeree, yet subtly different. And the
set package of capabilities, a wizard another, a thief yet athird, magick rules provide another important example, in that while
etc., and each package has a collection of parameters that give there are many different types of spellcasters, and multiple
it definition. Thedemihuman racesalsofit this pattern, and even schools listed, each with their own collections of Archetypical
the background 'world' is s o r t of a template defining fantasy. Castings, there are also indepth provisions for the creation of
The strength of this template approach is that players can brand-new 'Specific Castings,' s o that players' spellcasting per-
quickly latch onto an image, easily distinguishing one character sonas can grow beyond the parameters of what is listed.
type from another. To borrow a concept from my English train- In a nutshell, what aary has done with the Mythus game is
ing, the template system is something Hke a Prescriptive ararn- provide a carefullythought-out system that invites considerable
mar. It provides for smooth interaction by ensuring that every- exploration of its own contents, and infinite expansion beyond
one is using common rules. Or, to use a different metaphor, it them. The system provides all the material necessary for getting
keeps everyone in harmony by ensuring that they are all on the adventure campaigns started, keeping them running, and en-
same sheet of music. The long popularity of AD&D 1st edition is couraging their expansion. Through these rules, players and
ample testimony to the power of that design. gamemasters alike are empowered to imagine and create, but
But in the Dangerous Journeyssystem, Gary has outdone his they have a firm foundation from which to do so, one that will
earlier work by opting for a different approach. In this systern- provide for growth in any direction.
and hence in the Mythus game--he uses something more like a By nature, an editor's job requires the taking of a purposefully
Descriptive Grammar. It tells you what people are capable of critical approach when working with a project. It is my pleasure
doing; and because people really d o I d s of different things, it is to confess that at every turn my professional skepticism has
naturally open ended. Or, to use another musical metaphor, it is been thoroughly thwarted by the depth and breadth of the
like a jam session in which one mythicvision provides the unity, Mythus game. Thank you Gary; it has been a real joy.
but the individual musicians are free to improvise upon that -Lester Smith, April 1992
theme--and any sort of musical instrument is allowed.
Let's consider that mythic central vision for a moment. There
are strong precedents in human histoly to describe human
beings as having three mqjor aspects: body, mind, and spirit. Dungwns & Dragons, Advanced Dungeons & Dragons,
You'll notice that this is exactly where the Dangerous Journeys D&D, and AD&D are the trademarks of TSR,Inc. and are
character design begins its division, with Physical, Mental, and used without permission.
W elcome to the Mythus fantasy roleplayinggame. There are
magickal worlds awaiting within. There are worlds of pal
ace intrigues, subterranean adventures, places which
time has forgotten, and whlmslcal "counter-worlds" where winged
sprites and monstrous things of evil dwell. Swordplay and witchcraeft,
coordlnation-only agood imagination, which Is perhaps the greatest
talent of all1
Not many years ago, though, there were n o roleplaylng games
available. You could buy and pla(y a table game (such as skittles.
tiddly-winks, or military miniatures), a board game (such m check-
dragons and giants, alchemy and coqjuration, the Seelie Court of ers, chess, or M o n w , or a card gamejust about anywhere. But
P h ~ r e eand the temples of demon-serversall these things and u p until 1974, roleplaying games (or RWs for short) didn't exist
more arejust the turn of a page away. While most people of our world commercially. lhatis now very much changed and the best evldence
don't know it, there is another world connected to ours by minor of that fact is what you are now reading1
dimensional irregularities,weaknesses in the fabric of the multiverse, ?here are some elements of the other three sorts of games In a
if you will. Sometimes strange things happen to pass through these roleplaying game, but ro1- is unique. You will have no board,need
portals, and thus we have tales of sea monsters, "little people," and no playing pieces, have no set moves-mast of what ooaus In the cause
the like. More frequently, though, people from here step into the of plqj canes d k d y from the imaglnstion and creetivity of the partld-
beyond, disappearing from Earth forever, lost without a trace. Come pants. 'lhlnk of children's games of let's pretena and then go a step
with us now to visit the most magickal of the otherworlds connected hutherl In essence,roleplayinggames are much the same mirnprovlss
to our own, an alternate world called Erth. It is a place of exciting tional theater. We themembers d a drarnatfcc& you and your fellow
adventure and wild things, but when you have concluded your so- plqws each take a role within an unfolding stay. O'be role you p l q wlll
journ there, your home dimension remains at hand, awaiting your be that of a @me person4 or character,you yauself create.) Tbgether,
return. First though, you must learn how to conduct yourself in you and the ather players make up a team. None of you wlll emerge as a
realms of swords & sorcery! triumphant winner at the expeme of the other participants. Rather, you
The Mythus roleplaying game is based on fantasy, myth, and will all work tagether a@mt a common foe.
legend. If you've ever eqjoyed reading Robert E. Howard, J.R.R. Who or what is that mutual enemy? The answer to that lles withln
Tolkein, or myths and fairy tales, then you have an inklingof what's in the realm of the gamemaster, the individual who sets the stage.
store for you within. Likewise, if you've found excitement in films assists each player In determlning his or her role, and serves m the
such as Dragonslayer, 7he Three Musketeers, Excallbur, Conan channel of Information as it is discovered through play.
The Barbarian, Robin Hood, or Thlef Of Baghdad, then you'll love
this game. If you have never played a roleplaying game before, you'll The Ciamemaster
find it to be very different from any game you've ever played before Let usconslderthe role of gamemaster more fully. The gamemaster
(we promise!). You can be certain that you wlll be most pleasantly (GM for short) is the producer and director of the game action. A QM
surprised. On the other hand, if you've already experienced the must know the game rules, the premises upon whlch they are con-
enjoyment of fantasy roleplayinggames, the Mythus game will brlng structed, and then prepare for play. Because a fantmy roleplaying
you new and innovatlve approaches to your cherished form of enter- game (FRPG for short) is a longterm activity, a QM must have mate&
tainment. There are complexities herein which will prove realistic, als prepared for game action spanning days, weeks, months, and
sophisticated, and satisfying to the most demanding expert. Yet the possibly years of roleplaying activity by the player group. Such m a t e
game is presented and explained clearly enough to b e easily learned rials, in toto, are referred to as a campaign. A play eplsode which has
by complete newcomers. a start and a conclusion Is usually referred to as an adventure or
This game is merely one of many from the Dangerous Journeys scenario, while a portion of an adventure is usually called a session.
series of products. Perhaps you have played another of these modu- As noted a campaign lasts for as long m the group Involved desires.
lar systems already, but no matter if you haven't. Each game system An adventure might condude In two or three hours,or it might require 10
module from the line focuses o n a different genresupernatural or 20 times that to bemolved. In part thetime required isdependent on
honor, science fiction, etc. But all of these different settings have a how well the p w e r team operates, how wdl it uses Its Creetjvlty and
core system of rules that remains the same from genre to genre. This imagination in problem sol* The-1 of an adventUte also depends
consistent "engine" works to carry you throughout the multiverse, on the complexity of the particular quest or m W o n Involved.
allowing you to be a wizard facing down the dreaded Host of the Gamemasters know all the secrets behind each adventure s i t w
Slaugh and their pack of Yeth Hounds in one adventure, then running tion, but they reveal information only as their players'game personas
to oppose the Accursed, evil foes of humanity, right here and now on discover it through their announced actlons and 0 b s e ~ a t l o I IThus,
~.
Earth in the next. the aM is not only the producer, director, and source of all Informa-
tion, but also the sole player of those roles not taken by the other
WHAT IS A ROLEPLAMNG GAME? game wicipants. Does your character encounter a guardsman7 A
Roleplaying is a fascinating and absorbing hobby. Unlike more Gypsy fortune tellel? A learned sage7 A powerful villeln? All of those
traditional pastimes and sports, such as baseball, hunting, soccer, or will be played by the gamemaster.
golf, roleplayingrequires little in the way ofathleticability or excellent As an i r n w i a l and disinterested participant in the story, the GM
QAME PREMISE
Your MythuscarnpalgnIsa m m e d
to take place o n the alternate world of
AMh in a time line absoiutely parallel
t o our own-but where maglckal
power, Heha. works, and science Is
rather a useless thing. ?he date Is
exactly 1000 years before our own
time, so years are easy to keep track
of-4.e., 1992 is 992 o n firth. ?he
world Is very much like our own, but
its culture and socle4.y are a mix of
Yedieval and Renaissance, with utter
barbarism in itsout-of-theway places.
AMh is more than merely one world.
too. It Is filled with adventures, in-
trigues, and the incrediblebut-true.
Probability dictatesthat whenever
there Is s o m e radical change In the
course of events, the continuum of
time and space diverges. That is,
thereis a branching, and where once
was o n e world and one cosmos,
there are suddenly two, each sepa-
rated from the other, invisible to
each other, but existing In the same
space. Each alternate reality Is op-
erating o n a different vibratory pat-
tern. In a n infinite multlverse, all
selves both to help and hinder the player group. The aM lays out the things are possible, for there is a n Infinity of probability.
scenario, provides information to the players, acts the roles of minor Such a split in probabilities occurred when humanlty began to
characters, aaudicates disputes between the players' personas and examine maglckal forces in prehistoric times, for instance. Here on
characters they meet, interprets the game rules, and critiques play Earth,the force of Heka Isweak so maglck is uncertain and difncult
after the completion of an adventure by awarding merits to individual at best. It's another story entirely o n IErth.
players for the skill with which they played during the game. That Where there's smoke, there's flre. Slmpiy p u t the legends and
brings us to just what it is you wlll do as a player in the Mythus game. myths, the body of tales and storles regarding strange races and
creatures and ma@& which are occasionally related even toda(y, and
The Roleplayers the rare news reports of seemingly fantastic happenings are the
By first rolling dice to determine certain basic facts about your smoke. The stuff gets through t o us from those weak places in the
character, and then through the process of actually playing the role, vibratory pattemsof the two worlds we told you about earlier, so what
you create a unique game persona. ORen referred to in roleplayingas is our myth and legend Is often IErth's plain fact. Because our two
a player character, this makebelieve person will become your alter worlds continue t o diverge, as Earth's science grows ever more
ego, a brave adventurer in a world of high fantasy. Therefore, in the complex, and IErth's use of Heka becomes ever more practiced, the
Mythus FRPa such an alter ego is called a Herdc Persona (or HP for vibratory patterns of the two cosmos grow farther apart. Once they
short). This isn't flattery or exaggeration. Your Heroic Persona will were more nearly attuned, so there were many portals behveen the
fight against the most vile and malign forces in the multlverse. That is two worlds. Now these @es and doonvays are rare. A few still exist,
truly heroic! of course. Perhaps you will choose t o play a persona from Earth who
Before you begin play, you will create your HP by determining has passed through one such coterminous place to discover the
certain background facts. Some wlll be determined randomly, others realms of fantasy which lie but a step beyond. Or, on the other hand
by selection of a Vocation, and the rest by your own decisions. you might choose t o experience the multlverse of magi& from the
While you may still have many questions about roleplaying in perspective of a nativeoffirth. in either crrse,you wlll seethat t h e m
general, and this game in particular, the answers will all be revealed called fables and fancies of our own world, Jhrth, are qulte literally
through play and further reading. The Brst thing to learn, however, is based on the facts and realities of the alternate world, IErth, a place
what's going on in the world of the Mythus game. so much like this one and yet so different.
w -
Heka-the energy that powers magickal castings and all manner of GAME CONVENTIONS
things fabulous to E a r t h i s as dear to lErth as electricity and other As with any other hobby, roleplaying gaming has its own jargon,
forms of "scientifically"developed energy are here. Erth's technolo abbreviatlons, and technical terms. It is a rich rnllieu, and one that
gies revolve around Heha, so its forces are used to construct mqjor you will learn through experiencingits breadth and depth. Pollowlng
building works, cure humanity's ills, fight its wars, and explore the are a few notes regarding the way such things will be arranged
unknown. Ourtelevisions,radios, airplanes, automobiles, telephones, throughout this work.
gunpowderweapons, andall manner of other "modemconveniences"
would be considered fabulous there. However, we on Earth don't The Epic of f i r t h & Mythus Magick
have the forces of Heka to serve us, either-no countering of natural Set aside, for now, theMythus Magick book and the Epic of Xxth
diseases through the offices of priest or healer, no accurate foresee companion volume to these rules. The first contains expanded
ing of events, no wonders of conjurer and hedge magician to enter- magick rules to the game. The latter work contains background
tain us, and no qantingof "wishes" here, to point out only a few. But information needed to set the stage, so to speak, for the adventures
they are a certainty on Wrth, if you can only obtain them. and excitement to come. it provides all sorts of fascinating details
The fantasy milieu is wondrous in many ways. It provides sophisti- about where your Heroic Personas will adventure, whoor whatthey
cated interpersonal actions in Renaissance-like kingdoms, castles of will encounter, and whythose creatures behave as they do. But first
all sorts throughout lands such as Francia and Atlantl, and the exotic you must learn howto adventure. That Is the domain of the work you
Oriental palaces of Sindrqj, Siam, and Ch'in. Then there is the maze now hold.
ofplaces which honeycomb the undergroundworld knownassubter-
ranean Wrth. And, of course, there is the expanse of Brth's hollow Basic and Advanced Games
interior to explore, too, but those are but the beginnings of the First of all, two different groups of rules (almost two separate
marvels to be found in this milieu1ConsiderErth's alter-reality of wild games, in factl) are provided within this book--the basic rules and the
Heka force, the counter-world of Phaeree, where elves, goblins, advanced rules. 7he baslc rules are presented within Part One of thls
dragons, leprechauns, and thousands of other strange creatures tome, the section called Mjthus Prlme. This sectlon is designed for
inhabit realms which parallel those of humanity. those who are new to roleplayingas well as for those who want to start
The players' Heroic Personas are gathered together and charged with playing immediately. The Advanced Mythus rules--Part Two of the
helping humanity and those benign "others"of the world of Phazree and book-ae Intended for veterans and for newcomers who don't mind
elsewhere in their continuingstruggle against the forces of Darkness and studying the game for some time before beginning play.
thcirmalignservants--on/Erth, W r e e ,
orwherevertheymay be.Therearewhole
states permeated by the power of Evil;
thereare malign beings hidden amongst
the aristocrats of the most enlightened
nations; and there are demon-servers
and witchesamongst freemen and peas-
ants, of course. The fight is on all levels,
in all lands and places.
You see, there is a guiding force
behind the machinationsof thenether-
realms, and this manifestation of be-
nighted influence is called the Ac-
cursed. Perhaps you are already famil-
iar with these vile ones, but if not you
will be soon. (See "Appendix D: The
Acc~~rscd in the Fantasy Milieu" for a
brief overview.)
In such a multifaceted setljng, your
HeroicPersonas willventuteforth to right
wrongs, gain all sorts of new knowledge,
destroy evil, acquire impressive skills,
and possibly become famous charnpi-
om, great sages, court officials, arch-
priests, high magcs, nobles,orevenlords
oftheirownrealms.You'vealreadytaken
your first steps toward the awaiting por-
tal. Advance!
tens die counts). A roll of 2 and 0, for example. would thus count
Common Vocabulary a s a 20. A roll of 0 on the tens die means the result will be a one-
Personas: The Heroic Persona (or HP for short) r e f e ~ e dto earlier digit n u m b e r a roll of 0 and 1 would thus count a s a I --except in
is an imaginary person who exists in thegame world but is controlled the special case when both dice come up 0, in which case you have
by a real person in theactual world, the player. An Otherpersona (or rolled a 100.
OP for short) is any persona besides an HP. Most-if not all-4Ps are The second type of die roll is the D3, which is much simpler. To
controlled by the gamemaster (GM for short). One class of Other make this roll, you need only roll a D6, divide by 2, and round up
Personas consists of those which are inimical to good and right, and fractions. (Note that this is nearly the only instance in the entire
these personas are usually referred to as Evil Personas (or EPs for gamewhereyou do round fractlonsup!)The followingtablesumma-
short).There are many other typesof OPsas well---seechapter 15of rizes the results:
the Advanced Mythus rules for details.
Sheets: Reference will often be made to the varlous klnds of D6 Roll 03 Result
s h c c t s a s in sheets of paper. Basically, these are preprinted items lor2 1
which are found in the back of this bookand may be photocopied
and used in play. Glance over them when you want to take amoment
from reading text. The most important type of sheet is the Heroic
Persona Shcct on which you will fill in information about your HP. The third sort of roll is theD5 roll. It is simply a halved D 10 roll, just
Thc nicthods by which the infsrrnatisn listed there is determined is D9 isa halvedD6.Itsr~ul~aresummarized
on the followingtablc:
discussed in Chapter 1 of the Mythus Primerules, as well a s Chapter
I0 of the advanced rules, under "HP Creation." Dl0 Roll D 5 RcsuK
Dice: In the Mythus game, the general course of events in an lor2 1
adventure is determined by player decisions and their interaction 3 or 4 2
with the goals of OPs. But details such as the results of a bargaining 501.6 3
session, or the flow of a combat, often have a bit of randomness 7 or 8 4
added in through the use of dice. The two types of dice used in this 9 or 10 5
gamc arc those of the six-sided and 10-sided variety. Most everyone
is familiarwithsix-sideddice,andyouprobably haveafew lyingabout Note that it is possible to make rolls which are multiples of thcsc
the tioi~se.If not, ~ O Lcan
I get them at the same places you will find 10- or to combine them with other sorts or rolls. For example:
sidcd dicc, such as hobby shops, comic bookshops, specialty book- 2DC (addedto get results of 2 to 200)
stores, and the like. Ask a sales clerk about "10-siders" if you don't 3D3 (a 3 to 9 result)
know what they look like. Note that the faces on a 10-sided die are 4DS (fora range of 4 to 20)
numbcred from 0 to 9. Just treat the 0 a. a 10 when you roll it. 1D3 + ID5 + ID10 (a 3 to 18 spread averaging 10)
This brings up dicc notation, which is perhaps the most important 1D% + 2D10 (toget from 3 to 120)
type of abbreviation to be found in any RPG. Basically, dice notation
consists of an uppercase letter " D with a number on one or both Qamemastersshould notethat it iseasy togain other results using
sides. Thc number to the rightrefers to the typeof die to roll by listing the two types of dice used in the Mythus game. I f you want to get a
its nurntm of sides, and the number to the left refers to the number 1 to 12 range, first roll 1D6. Then roll another die to determine
of dicc to roll. Thus the term 1D6," for example, means roll one six-
" whether or not to add 6 to the result-a low result on this second dic
sidcd dic, and 1 D 10"means roll one lo-sided die. The term "2D6"
" (1-3 o n 1D6, or 1-5 on 1D10) means"yes,"and a high result (4-6 on
mcms to roll twosix-sided dice and add the resultstogether, while the 1D6 or 6-10 on 1D10) means "no." For instance, a ID6 roll of 5.
ttwn "21) t0t5" means to roll two 10-sided dice, add the results followed by a 3 on thesecond D 6 would become 1 I-but if followed
together, and then add 5 to that-if you rolled a 5 on one die and a 9 by a 4 instead would remain a 5. You can get a range of 1 to 20 using
on the other, you would have a total of 19 (5tSt5). ID10 and 1D6 the same way, with thesecond die dctcrmining if thc
Thcre arc also three special kinds of rolls which are frequently ID10 rollisto bereadasisorwith a + 10. Togcta 1 to 30result, roll
employed in the Mythus game. These rolls are basically variations 1D10, then roll 1D6 divided into three determining steps: 1 arid 2
on thc above, and come in three types--the D%, D3, and D5. The indicate nothing is added to the 1D 10 roll, 3 and 4 mean add t 10,
D'h roll, also known a s "percentile dice," is the most frequently and 5 and 6 mean add 20. A 1 to 5 0 result can be found by rolling
made roll in the game. The way it works is you take two 10-siders, 1D10, then rolling a second 1 D 10 divided into five stcps. In shorl,
preferably of different colors, and designate one as the "tens" digit you can get just about any random numbers you might want with ;I
and the other as the "ones" digit. Then when you roll, you read simple D6 and Dl 0.
them in such a way that the dicc yield a result from 1 to 100. For
cxamplc, if the tens die came up a 6 and the ones die came up a USEFUL ITEMS
5, you w o ~ ~ havel d rolled a 6 5 . If the tens die came up a 1 and the Besides dice, pencils are necessary for play, of coursc. Acccss to i l
oncs die came LIPa 1 , thcn the result would be an 1 1. A roll of 0 on photocopier will come in handy, as will a pocket calculator whcn
the oncs die means that the result will be a multiple of 10 (only the generating personas for the Advanced Mytllus game.
w hat is a Heroic Persona? Well, a Heroic Persona is
someone very much like you and us, but there are a
few very important things which differentiate an HP
from other personas.
First, Heroic Personas have aboveaverage potential in all attribute
arcas of the Mythus game-the mind, the body, and the spirit ("heart,"
Persona is-how well the HP memorizes and recalls things. Those with high
Mental scores will be able to think, reason, and learn faster and better than
those who are not quite as smart-This T W is often abbreviated as 'M.'

Physical
This TRAIT measures how strong, enduring, agile, and dexterous
will, inner self, or however you would describe it). your persona is. HPs with a high Physical TRAIT can lift and carry
Second, Heroic Personas showed a willingness to excel in their earlier heavier weights, take more physical punishment, run long distances
years, so that they have built up astore of abilitieswhich place them above without getting tired, dodge out of the way of flying boulders, and
the norm in overall knowledge and skills. perhaps even draw well. This is often abbreviated as "P."
Finally, Heroic Personas have a readiness to continue to "grow"and How much physical punishment your HP can take before becorn-
improve in all directions, have an open mind, and have that certain ing dazed or dying is directly related to the Physical TfWIT. 7he
something which distinguishes them from the crowd and places them measure of the first (dazing)is known as the HP's Wound Levcl (WL),
in the forefront. That something is the quality of heroism, the deter- and is equal to 75% (drop fractions) of the P rating. This number
mination to pursue a course they see asjust and right, even in the face (whichgoes in the appropriately labeled box on the HP sheet) is used
of possible loss of life. in combat and will be discussed in the Combat chapter (page 24).
To crcate your Heroic Persona, you must follow these steps:
Spiritual
Contrarytowhat you mightthinkat first, this'IRAtTisjust as important
1. DETERMINE as the other two. An HPs creativity, faith, willpower, sclfdisciplinc.
SOCIO-ECONOMIC CLASS (SEC) determination,and even quality of personality are all rclatcd to the value
Socio-Economic Class is a part of real life, and it is important in all of the Spiritual 'IRAIT score. This TRAIT is abbreviated as '3."
the rnilicux of the Dangerous Journeys game system. But it is
particularly crucial in the Mythus fantasy roleplaying game. Why is it TRAIT Levels
so important? Well, SEC in thisgame does more than provide you with You determine your Heroic Persona's TRAIT scores by assigning a
financial information. Money is important in the game, but of far certain number of points to each. You have a total of 120 points to
greater inlportance is social status. Thus (unlike other games in this divide up among them however you like, though no single T f W T
system),before beginning to create a new Heroic Persona, the player may have a score lower than 21 or higher than 60. A rating of 2 1 is
must determine that individual's Socio-Economic Class. equivalent to someone with very low-averagetalent, and a score of GO
Doing so is a pretty easy matter. The player simply rolls a D6 and adds would be appropriate for someone who is close to the normal
1 ( I D6t 1).Tne Socio-EconomicClass Table is then consulted. maximum levels of human ability. The table below lists what a
number in any particular range would probably mean.
r 1 % r I
Ascan beseen from this, your HeroicPersona will generally be supcrior
Socio-Ecommic a s s Table to most people when it comes to scores in 'IRAITS. W~th120 points to
Die Roll S o c i ~ n o m i cClass Level divide, you could give 40 to each and make the HPjust above average in
2 Pasant, non-free 2 everything, for instance, or you a u l d give 56 to one (and be terrific in it!)
3 Peasant, free 3
and just 32 (an average score) to the others. How you divide your points
4 Fkernan, petty randowner 4
5 R.eeman, landowner 5 will have something to do with which Knowled~e/Shill(WS)arcas (q.v.)
6 Freeman, gentleman 6
7 Arisloclat, non-noble 7
TRAIT Levels Table
W9com Descn'ptk,n
21 to 25 Duller, weaker, or much more unslable Ulan mosl
2. GENEKATE TRAIT SCORES

J
people.
All personas in the Mythus game have three TRAITS, with a corre- 26 to 35 Averageability-wheremast people are.
sponding number for each, representing talent in each. The higher 30 to 43 Abo-m abllity. S@ht& Smarter, Wlger,
the number you have for a TRAIT, the better you will be with it. The o r m o r e e ~ ~ a p t u l amo&
n
48 to 55 Exoeptiond pmwessl Well above eve*
three TRAITS and what they stand for are described below. 56 to 60 lncrediblelYouareassmarlasa1~cke1scientisL as
strongasa champion weight-lifter,oras fuU of faith
Mental as a saint
This represents how intelligent, thoughtful, logical,and bright your Heroic r A
you will want for your HP. All K/SAreasarerelated tooneTRAlToranother,
s o having a high score with a certain TRAITwill help your HP to be good at
theK/SArcas related toit. Havinga highSpiritualTRAfT(orS),forexample,
will make it easier for the HP to become good a t writing novels, short-
stories, and poerns (or even roleplaying games!). You may wish to read
t Optional Trait Variables
The AdvmcedPbtbusrulesgive a player an avenge of 252
total points to spend on TRAITS. We tmk roughlyhalf that
~ ~ l 2 0 -unne t o up with beginning'RtW p i n t s for the
ahead and decide which K/SAreas you like the best before fillingout your MythusfWne rules.If you and your players wlsh to have more
IIP's TRAITS.
Keep in mind that the numbers listed o n the above table are only
approximate ranges. Just because scores of 36 and 4 5 are both defined base.'l"bis~Ugiveplayersmole of asenseof i n d i v l d u a l i w
a s being"above average"doesn't meanthatthey representthe same level to mention a few mole pdnts-end of dimding thelr HYs
of talent! When you begin to figure out your "STEEP" ratings (q.v.) and creation, rather than merely dividing up a given number of
actually set out to play, you will quickly discover that having a 45, or even points between the Uvee TRA17S.
just a 36, is indeed different (and obviously better) than havinga 35!

the "you" of infancy, childhood, prolcen ytars, clc. As r w l ~xxq)ic:


Sample Heroic Persona: Cristof change, sotoodid and will dothe Heroic Persona. Of course, to rc:flc.c I ~hc.
As a running example, let's create a sample HP by the name "you" in the HP we have made a s p c i a l provision. W hilc c x h I/tx;~tio~~,d
of Cristof.Rolling 1D6 forSEC,wegeta4.Adding 1to thescore, bundleofK/Sispretty muchthesame, thedice.mrcsyou rolled will III,II\~.
we find that he is a freeman (probably the second son of a yourpersonaalittle betterthan average, and probably a bitdiffcrcnt IIOIII
landowner). We decide that we would like him to be a tough, another HP with the same Vocation. There is still more. We hilvc illso l c 4
swordsman type, but we also want him to be fairly intelligent, room for inclusion of many added K/S Arcis which arc unicj~lclyIhou. o f
disciplined, and creative as well. Therefore, we assign 40 your own Heroic Persona. When coupled with oUlcr v;~ri,~l)lc.+Sli:,r~lcl
points to his M (his Mental al'lRIUT),SO points to his P (Physical alltherest~dwhatoccursinthcco~useofpl;~y, U IC intlivitlud l)ccmn~t:\
TRAIT), and the remaining 30 to hlsS(SpiriUa1'lWVT). Further- clearly defined, and the definition is your own. Still, you must .stat with ,I
more, as his Pis50, hewill haveawound Levelof37 (50~0.75). standardized group of things you have lozrned. So Id's gel to t h t tic )w.
Therearesevenvocations for Heroic P e r s o n s to chtxw from. (In the
advanced rules there are more than five times ttuit numlxr to dltx)w
from, but remember that we are keeping cornplcxitir~sto ;I nlininli~itl
3. CHOOSE A VOCATION here. Therefore, difficult Vocations and t h o x requiring I l c k ; ~mcl ( . ~ \ t
Lct's consitier the basic concept behind Vocations. It is a very simple ingsareminimizedand somewhat simplified.) .%x:itrI'x.~)rionlic.(:I,~\\\r 111
one. You are assuming the persona of what will be your game "self" at a have a part in the decision of a player, for the SIX of an I If' will l i ~ i l i t
point which, whilc relatively early in that individual's "life span," s u b Vocationalchoicetosomeextent 'ThcscvcnVt~~dions;uclistctl in th: I l l '
surncs a good d c ~ that 1 has happened to the character prior to the on& Vocationstable, alongwith their primary asxx:iatcd Il(i\l'l-.lnd nliriini~irn
of adventuring. Your Heroic Persona was once a baby, then a toddler, a SEC. b c h Vocation is described s e p n ~ t c l yk l o w .
child, a young person, and now we arrive at the place where you, brave
player, appwron U~cscene.So,prior tothat, yourHPgrew up, learned and Alchemist
\\,,IS tmght, expcricnced many things, and did many things. Thisvocation, which depends primarily on thc Mcril,~lT I W 1 , i \ one
If you ol)scrve infants, you will note that they are intently watching, of philosophical and metaphysical understanding. Al(.hcmist.\ II,IL<.
obsen,inc_~s l ~ r t l q i ~allg that goes on around them. Parents begin to bain t h e ability to use magickal Castings. The SIX range i r i c l i c ,~tc.\1 1 1 d
infants, of course, and eupcricr~ceteaches them, too. Along with this personas of this sort will be gentlefolk, pcrh;~ps;~ri\ttxr.lt.5. Alc h -
conics cd~rcatioti,?sthey gow, and we all prach'cewhat we have learned. mists are knowledgeable in the Dwcorncrcrrcft K/S Arc.], .rricl , I I ( .
An infant forms a personality, and then develops according to t h e e a r l y even capable of creatingenchanted items through study ;rntl I , ~ l ) o r , r -
par;mieters. What we know now isthe resultofall such input from infancy tory experimentation. Thcsc "Alcheniit~l0lxr;itions" arc c x ~ x : n \ i ~ ( . ,

J
on. Nobody springs into the world fully gown, with a brain like a blank
Y
page rmdy to receive knowledge.
In generating a character, you are selecting what is the end result of HP Vocations
y m s of yowing up and learning. In theMythus game, this is represented Vocation PnPnmary TRAIT Minimum SEC
by a "Ixlndle" of Knowledge and Skills (K/S,remember) that are typical of Alchemist Mcntil 5
an above-average person brought up tofollowa certain coursein life. 'That Astrologer Spiritual 4
isrc;~listic,andthatis tiowyou bcginparticipationinUlisgame...realistically. Cavalier Physical 6
But, you might say, isn't this a sort of "me"? Isn't the Heroic Persona Mermnaty/Soldier Physical 1
Mountebank Mcnt?l 1
s ~ ~ p p o s ctodbe controlled by my thinking7 Yes and no. You are you, and
Thief Mental or Physicil I
the t1P is a 1~1;iie-belie~e persona. To enhance the sense of reality,
Wisewoman/
however, ~ v chave c r a t e d a device which simulates actuality, and we
point out that the "you" of today is absolutely different in most ways from
wiseman -
spiritual 1
though, and sometimes require significant Heka amounts to perform the Vocation of Mountebank is quite adaptable and possesw=s a range of
(just what Heka is will becovered shortly). The powers of an Alchemist useful skills.But then again,it's not agood idea to let thelocal law find out
make the HP a potent factor in any group undertaking, for the ability the truenatureof suchapersona...
to use Castings is definitely useful in many situations.
Thief
Astrologer 'Ihis Vocation is unique in that it allows a choice of either Physical or
This Spiritually oriented Vocation is geared toward the study of stars, MentalTRAlTwSAreadirection.Thoughthestatusof aThief personamw
planets, and other heavenly bodies. It is of usein predictingthecourse of cettainly rise during play, and some Heroic Personas may begln with a
general events in the world, as well as in individual Divination. Forecast reasonable SfX, most Thleves start with less than savory backgrounds
and the use of Heka in other ways allows the Astrologer considerable (that'susuallywhyaperson turnstoalifeofuime to begin withl).T eThief
h
latitude of activity.The typicalSEC range forthoseof this W o n is about Vocation also takes a-1 SEC modifier. As with the Mountebank, the Thief
the same as for Alchemist, and the two W o n s are similar in that both Vocation does not necessarity connote an Evil persona; it can even prove
are capable of working with Heka and are able to use rnagickal Castings. to be a very efficient tool in the fight against E v i h perfed example of
The primary difference will be found in the type of Castinp available to fighting fire with firel
either Vocation, for the Astrologer is more of a Mystic.
Wiiwoman/Wiieman
Cavalier 'IhiSpiritual TRAlTW o n is similar in nature to a priestess or priest
Thc social status of this Physically oriented Vocation is of knightly of minor ability. Those who choose this Vocatlon are less focused in their
sort, and the playerwhochoosesit fora HeroicPersonaisofftoagood training, but have nonetheless taken a h w and are bent on service. In this
start. Cavaliers' basic abilities are very strong in weapons, defense, case, however, the persona is dedicated to helping all, and in particular
and combat, but they will hardly employ these skills without cause, thosemost rankedofthe peasantclass.The Wmwoman/
for Cavaliers have a great sense of honor. They are loyal to whatever Wseman is capable of using Castings from the Apotropru'sn, ticrbalisn,
lord or cause they may serve, and will never avoid a chance for and fiest&K/S Areas. This V d o n also has a -1 SEX modifier.
demonstration of valor or protection of the weak. When selecting Castings from the hiest& K/S, be sure to only usc
Castiqp from a single Ethos (see the Mythus Magick book).
Mercenary/Soldier
Players selecting this Physical Vocation must determine first if the 4. SELECT K/S AREAS AND STUY YOIN'IS
Heroic Persona will be a Mercenary o r a Soldier. The Mercenary is not In real life, everyone has differing abilities and areas of knowledgc.
tied to the state in which the campaign will initially take place, but the and some people are better at some of these things than others. Many
Soldier will be. There is n o difference between the two in terms of of us can drive, type, fish, write stories, cook fine meals, or work
Vocational K/S Areas, but the social class of the Mercenary is lower, complex math problems, but not all of u s are equally skilled in these
for thcy most often travel far and widein search of new and interesting areas. Personas in the Mythus game are likewise varied in what thcy
adventures, instead of staying too long in one place. Thus, if you can d o and how good they are at it. While it is assumed that all
decide to be a Mercenary, you must lower your Heroic Persona's SEC personas can d o very mundane things like tie simple knots, dress
l.cvcI by one (-I ). The Soldier is obviously more driven by loyalty and themselves, use simple tools, and a t least communicate orally, it is
the desire for the steady pay. It is not necessary for either type of important to define whether o r not a personais likely tosucceed when
character to have a particularly good SEC Level, and this Vocation a given task is more complex, such a s following or eluding an enemy
provides a good background for a player to build a djfferentsort of HP while riding a horse, hitting someone with a weapon, drawing an
by adding other K/S Areas to the basic combat skills for Mercenary/ accuratemap, or knowingwhere to hire mercenaries In a forclgn city.
Soldier. This is what K/S Areas and STEEP ratings are for.
K/S As mentioned earlier, K/S is an abbreviation for the tern1 "Knowl-
Mountebank edge/SkUl." Each K/S Area represents a si@e ability area such as riding
This Vocation is one of scheming, trickery, and deception. If you are fighting with a sword, using a lockpick or painting a picture.
thlnkingof having an HP with this Vocation, you have an eye for the flim- STEER The word STEEP is short for Study, 7'rainb1y. Mucatior~,
flam approach. This Mental TRAIT Vocation is an excellent example of a Experience, and Dactice. It represents how expert an t1P is in a
con artist, but there is no rule that says an HP of this type must be evil or particularK/S Area (how "steeped in knowledge,"just as tea becomes
niallcgn. Even so, you m u 9 lower your HP'sSEC by one (-1). Fulthermore, steeped-orsaturateci-with water during brewing). As with thc num-
*_Y "3- 1 I C bers for TRAITS,the number of STEEP points your l1P has represents
Sam* Heroic Persow Cristof how good that character is with a certain K/S. Once again, the higher
With Cn'stof, our sample chmcAer, we And thet w are the number, the better the HP's skill will be1
limited by SEC to the fast four Vocations. Since he ia to be a Someone with 40 STEEP points in their Riding K/S, for example,
warrior of sorts, we choose to make hlm a Me,- rather might be able to ride a high-spirited warfiorse into a pitched battle,
than aThief [bothof which use PhysW astheir pntmaryTRAIT). whereas someone with a STEEP of only 20 in Riding would probably
His SECkvel is not5 asorigimllyrolled however--because he still have trouble maneuvering comfortably at a normal gallop, and
is a Mercenary we must note that it now 19 B I Z 4. would b e relegated to riding palfreys or mules. Furthermore, those
A r L IS * *
Mental K/S Areas Physical K/S Areas Spiritual K/S Areas
Agriculture Alchemy'
Apolropaism' Arms & Armor Animal Handlirg
Appraisal %at& Wbgy'
Astronomy Combat,Hand Weapons CharlsmeticSsrn
Criminal Act, Menlal Combat, Missile Herbalism '
Ucccption Combat HTH, Lethal Impersonation
Dwwrnerwaeft' Combat mi,Non-lethal July-
Engineering criminal Activities, Physical Leedership
Foreign h n g u w e t Disguise Magnetism
aarnbling Escape Metaphysics'
Qarnes, Mental %st Aid M u t t i v d Planes
Qemology Handiaaffsfimdiwo& Myetkbm*
Qeolw/Minemlogy ~ack-of-AII-Wea Malure Atlunement
History Mountain Climbing Painting (Art)
Influence S m i t h ~ e ~ Phrreree Folk & Cullure
Magick' Sutvikal F&
' &m&
Rnrilies SwimmiqyDiving Religion'
Tolerance Street-Wise

genemlly&vets, sothat p u will knowwhen a'm~~fororftwi~ beappropriate. When lookitgattheAd;anced~$hbgarne~etlng~, you will notice
that there are many A m which are not b e k used In the &thwP n h e mka. W 1 8because. for simplicity's sake, we tried to temove mosl
of the Knowledge/Wl Arras that q u i r e a $$&atdegree of &&nced M J ~ ~know&@
US or would not be 6~ against o h . ALso, when you
perusethe A d v e n d Myulwrules you willremsnhthat numbei8forntAI'fs a m l ~ d not o mean the ex& same thimthal they doln the
basicgame (a M of 60,for example, isaonsldepedtobe only low evm+pin the edvamedvembn). Don't wony about thet now. Latcr in lhe
M@us Prime game,you wfU bk told how to go about convertingplthus Prbne WE into Advrutoed MyV-w on@ (paae 34).

with high Riding STEEPS would b e familiar with a wider range of (dropping fractions, if any) to figure out how m a n y Sl'I:I1Y poinl.5 !tic
mounts, such as camels or even hippogryphs. Note that the numbers character possesses. For example, the KidOq KJS is ;I Wiysic~larc:.^
in STEEP ratings mean much t h e s a m e thing as they d o in TRAIT with a basenumberof30. In the case ofcristof, oursmnplr c.h,lr,~cfcr,
rating~--il20 is far below average, and a 60 is impressive. we would add 25 ('12 Cristof's P of 50) to thc I);r.wriurnt)c.r ;rnd 1 t 1 ~ 1 5
come up with a total STEEP of 55.
Setting K/S Areas Universal K/S Areas: For staters, there arc t h r w "uriivcr~~l" K,'S
First list your Vocational K/S Areas. The next thing for you to d o is Areasthat every persona passcsses, as s~unr~i;iriml in thc. t,~l)lc: 1x.low:
to dccidc which ~lnivcrsaland bonus K/S Areas your HP possesses
and how many STEEP points the character has in each one. Calculate K/S Area TRAIT /LI%. 5 17'1~1'
your STEEP for the HP's standard K/S areas, then calculate it for the Native Tongue M 30
ptrsonal oncs. Each Vocational K/S Area is listed with a correspond- Perception M DO
ing num bcr, and you add this number to '12 of your HP'sTRAIT score Riding P 30

Sample Heroic Persona: Cristof


Here's an example of Cristof generating his Knowledge/skiU Areas and mEEP levels:Rs previously mentioned we found his Rid@
STEEPto be 55. We next haveto find thew^ for Perception, and do 90 by add@l/~his N-or 2040 thebase number of 30 and coming
up wrth a total STEW of SO for that K/S. We then plDteed ta locate the Ust of standad K/S Areas for a Mercenary/Soldier.CIoing down the
fist we fd1 in each K/S in tum-Combat, Haml Weapons: CliminalRcM.riPles,FbpW W p aamWw:etc. Alter finishingthat w need
bchoase hisbonus K/SAreas.BecausehlsPisthehighestTRAtT,heewfnreceheUueeaddWonalPhysicalAreasthere. endwedecideupon
SWimmrmmrng/oi~ J~&OfiWTrades, and ndM.Fwthermow since hls M ls the next highest hem meive two bonus Mental Arras
which we decide to makeAppraidand Influem POnallyhewillrecelveone bonus SpiritualAreadot forwhich we choosethe Leadership
K/S. Notethat hadwedonesomefhinglEke~a40toallofhisTRAtTS,thenitwould hnvebeen uptoustodecide whkh'lRAITreceimi
thrce, which got two, and which would have one bonus K/S Area
* v v *
-vw
Vocational K/SAreas: Once you've calculated your Heroic Persona's
common K/S levels, locate the list corresponding to your HP's W o n The Base Unit Coin (BUC)
from those which follow, and write down allthe K/SAreas which aregiven nte monetary system used in the Plytbre fantasy roleplaying
therein. Tnen calculate S E E P for each by adding half the value of the game~~onwhatiscaIledthe~UnllCoin,sowecallItUK
listed TRAIT to the Base STEEP beside each Knowledge/Skill Area. %UCSystem"Forsimplidtfs~,thestandard win olexdmnge
~slmpfycalledaB~ABUCwlllpurchasejW~twhatoneU9
Bonus K/S Areas: Having calculated b x t i o n a l K/S levels, all you dollar (a) wllL so Uuoughout the world a 'buck" is a BUC, and the
need to do next is pick out your HP's bonus K/SAreas. You receive from problems of gamemaster and player are much alleviated by W
1 to 3 bonus KJS levels for each TRAIT, depending o n which ones are Information on the xlative value of different metals is mvered
higher than others. For your highest TRAIT. you receive 3; your next in Ruther detail for thegamemaster in Chapter 8 on page 39, and
highest, 2; and your lowcst 1. If two or three of the TRAITS are equal, g a m e m a r e freetocrpraemins of variousdenomlnallonsfor
however, then you decide which receives what. individual locales,simply for purposes of flavor. But for @me
purposes, all you need to m r n b e r when buying things is Ulrt
The Base S'7EEP for all borius Areas is 10.
each BLTCpurpemna has isroughlyequalto a "buck'ln real We.
You may sclcct bonus K/S Areas from the Basic K/S Lists on page 15,
which name all the K/S Areas used in the Mytl~usPrimegarne.Be certain
that all of your bonus Areas come from the proper TRAIT (don't pick a Dwelling Places: All HPs are assumed t o have one or more dwclling
Mental K/Swhen choosinga Physical bonus, for example),and if you take places. HPs of the peasant class (SIX 2 or 3) would probably not atlu;~lly
the Foreign Language K/S, pick a specific language for it. possess their own dwelling places, but would live in a hut or compound
belongingtotheirlord and master. aenllefolk (SECX:)and aristtxraks ( S I X
7) would most likely own at least one house and perll;~psm m e form of
6. DTABLISH FINANCES business such as a farm, tavern or merchant cstablishmcnt ( U i ~provic!-
s
AND YOSSEFSIONS ing a constant source of income).
Tne "Base Unit Coin" sidebar explains the concept of the BUC system. Clothes and Fbmkhings: Along with a dwelling placc comes ;I
Once you have familiarized yourself with that concept, you must deter- collection of clothes, furniture, jewelry, creature comforts, etc., ;LS LxfiLs
mine how much money and what sorts of possessions your HP starts the HP's SEC.As with the other possesions mentioned '11)OVC, ('U111111011
adventuring with. sense will dictate the Heroic Persona's personal effe&s. Obviously,
peasanh and most freemen will not own jewelry or Inxury items (unlcs\
Initial Finances they are of the 'Ihief Vocation, perhaps.. .).
F~nanmsin Mythus /%me are divided into four different categories: Met Miscellaneous Gear-. It is assumed that each t 1P owns a tullcction of
Worth, Bank Accounts, Cash on 1 land, and Dispasable Monthly Income. miscellaneous equipment, including such items as aplorer's g x r ( S L K h
Tne first three are fairlyselfexplanatory Disposable Monthly Income (DM1 things as a backpack, rope, torches, and assolled advent~cringccluil~
for short)stands for how much money you have to spend each month on ment), and additionally a weapon such as a d w r , sword, lonc_llww,ctc.
extra things after all debts are pilid. Your aM will probably want to carefully regulate what wc;qx)ns your I IP
To determine your Heroic Persona's finances, locate the character's owns, so be sureandcheckwhat sort of stuff he or she w;uiLs you to tx~vc.
SEC on the tlble on the following page and roll the appropriate dice. As with horses, many weapons (swords, maws, etc.) would only be
Note thclt once you've determined your HP's initial DMI, it will not possessed or canied by freemen, and even then the pcrson,s r n q IK:
change unless the character moves to a different SEC level, comes into questioned on their right to such items if that tiP is of S K 5 or I ~ s .
money, or falls on hard times for some reason. Exactly how your HP earns GM's Option: HPs may bcgin the game with anythirqclsc thc O M fwh
an income is something for you and the GM to get together and decide. is appropriate.
'Iheabove, ofcourse, arejustverygeneralpidelina. It isuplo you mtl
Basic Yossessions the gamemaster to reach a n q e e m e n t about the slxcific q~li~lity md
As f a a s possessions go, all Heroic Personas can be assumed to quantity of what your HP owns. Questions such as what kind of tior..*. (if
possess the following: any)the persona owns, what shape they are in, elc., arc u p to thc two of
V 4 - v -
Sample Heroic Persom Cristof
Continuing the example with Cristof, then- is make t h e m for his money. First we roll 5D10 for Net Wolth. We gel a total of 36, and
multiplying the result by 200, we determine his Net Wotth to be 7,200 BUCs. Sincehis SEC is 4, he doesn't have a bank %smuntso next we roll 5M.
come up with a 16, and multiply that by 20 to obtain a total of 320 BUCs for CristoPsCash on Hand Pinally, we see from the table Ulat he won't have
a DMI,and we decide that we'd like him to be a wandering mercenary whose sword 19 for hire.
Next we sit down with the aM and discuss what Cristof's possessionswould be like. Noting the high roll for Cristof's Net Worth and Ule general f a d
that Cristof--as a mercenary-would need to own some tools of the trade, the aM alyeesthathe would at least have some decent weapons and armor.
Afkr some negotiating (becausea good QM never $ves in without at least a W e bgglfiyl)we determinethat we have the folowing possessions:
1. A well-Mined courser (a fast warhorse) with basic riding gear and a set of saddle bags in good condition.
2. Three sets of clothes, consisting of breeches &tunics, two cloaks, two pairs of boots, etc., all in fair to good condition.
3. A light crossbow with bolts, a longsword, and two throwing daggers, all of which are of vely good workmanship.
you need to have immedkkely lsa very
general ideaofwhat thechamderowns.
Initial Ma Finances me a M may, however, be very picky
BanRAcazm$ (wmnW DM1 about your writing down exaclly what
2 5D5t3 x 20 Mil 3D5 x 20 IYil' you have on your person duringadven
3 3D3t5 x 50 W 5D3x 50 W tures.
4 SDlO x 200 rU1 WxU) M1"
5 SD5t5 x %OOf D3x 1,000 SMlxM 3D3x 10
. 6 ~ O D ~ O + ~1,ooott
O X 3 ~ x 32,000 S D ~ Ox 100 3116x 50 7. FINISH ANY
7 1D20 x 10,000t t 1D20 x 1,000 ID20 x 500 ID20 x 100 MISCELLANEOUS
*Wnot only mewxi no s p e n m money, but in&Ment ~ uto sur~lw ~ s frcun day ta day without gairr~ INFOKMATION
empiopent after Cash on Hand tS gone! All you need to do now ls fill In details
"Ifthe aM wkshea, thh sojt of indMdualcan be assumed tobuea &i&ntmonthfystipend to Itvcl most like your nys height, phyd~
fiugsJlywithout: employmentin an unheated W o n W e bread and bokd vegetabh at beaU SomaEormof appearance, qe here to
employment is recommended for tNs lowesto f W freeman dass.
Xl will be a good starting point). dc.
tPlusahome (orothermmmansmd)of 4D3x 1,00aBUCavehrmPhyicalnWrofsucha~Isequal
to 120 plus 1 point for every 1,000 BWvalue of the anhat. mere ir no sB fomlula fadoiq thk,
~ u e . the shed's rn~.slaalmb
t f plus a harse (orother w m n s t e e d ) of 685 x 1,000 ~ ~ ~ s v a&ak,w, jjust Hrlite down whatever you like. in-
cluding as much or as liWe as you see
fit1 Try to make appear- fit your
HP's TRAIIS, however. A I leroic Per-
you to answer. This information, of course, should fit in with your overall sona with a high P M,for example, would have a wcll-dcvelopcd.
idea for your HP as well as your SEC rating. Not everyone, or even most muscular body.You may also wish t o j d down a few notes mnccrning the
everyone, will start out with any large amount of cash or passessions- HP's backgound and personhlit)-use your imagination1The more de-
that's pretty much a multiversal truth. Qo with an eye toward realism and tailed your HP, the better youll be able to roleplay.
fairness. It is perfectly reasonable, for example, for the QM to decide that If you like, you can roll for an Attradivencss rating for your t iP, like that
an tip who roiled a higher DM1 would own more and better thing than used in the AdvancedP&thusrules.To do so,simply roll 2DG t8 and look
another HP of the sarneSEC who didn't roll quite as well. up the results on the following table. (Notethd values can be lowcr than
10when usingtheage modifyingtables in the advanccd rules, p g c 104.)
Beginning Purchases
Another thing to keep in mind is that you can buy things using your Cash HP Attractiveness
on Hand and Bank Accountsakerthegame b a n s . Pricesand availability are
(Myth& Prime)
up to the GM to determine, but should bevery similar to what they arenow.
If you decideyou wantto buya finelycraRed,jewe~cmstedlongsword, for Oeneml Lksuipb'or~
example, you could probably get one for 5,000 to 15,000 BUCs, or more lYasty
dcpendirg on its maker, type and size of the gems in it, and its condition. WY
Actually,availabilitywouldn't be toobad for such a sword, but for a m c ka l Homely
Rain
weapon, such as one which enhances the wielder's attack probability,
Average
avnilability would be an entirely different story! (For more on wealth and
AUnctive/Cute
equiprncnt, see Chapter I I of the Advanced Myfhus rules.)
Handsome/R-etty
Striking
General Note Beautiful
Don't wony about figuring out every last item your HP has right now; all Stunning

For example, say we wanted to randomly determine ~ristof's~ttmdtveness.Rolling two s h i d e d dice and adding 8 to the result, we get a totel
of 16, for an Atlractivenesslating of 'Handsome."
Maw that we have all the other important information generated for CrkPtaf, we go to the "Miscellaneous' blank on the Mythus Rfmc HP She&

t
and, after some considemtion and discussion with the gamemaster, write InUle followin@
'Height 6'1, Weight 185 pounds.Shoulder4en$hbrown W ,green e m , bn#d shouldem,and atrim healthy body. Refen doeskln tunic and 1-
lealher riding breeches, but keeps Ns armor ingood m m n for wear whUe &aveiHng,@.@handed. Has a necklacewtlh a moonstone, which he weam
for good luck in baltle.
"Cristof Is introverted and seldom speaks, unlas he is with other soldiers. He is serious about his profession, but is friendly and c o u w u s to
strangers. He is a 29-yearaldwandererwho lives off ofthe land when he is not in the employof some merchant or minor lord. Cxistaf is slowto anger
and hard to provoke, but does not fear a confrontation, if one is inevitabk."
That's not a bad descriptioh for starters. You don't have to go into quite so much detall, but try and see what you can come up with1
N
ow that you have your HPs ready, it's time to start playing1 of the Advanced Mjthus rules for a detalled discussion of how and
But to do so, you'll need to know something of how to when such rolls are used during a game.)
play-how, exactly, your personas go about doingthings. Rolls agalnst K/S Areas are used when a task relates to something
In this chapter, we explain the basics of HP actions, K/S checks, and an Area specifically covers. For example, if your HP was trylng to
time sequence in the Mythus game. determine the type of stone in the walls of an underground cavern,
you would roll agahst the persona's Qeology/Mlneralogy K/S (if
HEROIC PERSONA ACTIONS any!). Likewise, a roll to find a trap door hidden in a wall would be
Basically, in order for your HP to attempt an action, you must first made against Perception, and an attempt to strike a bargain with a
tell the gamemaster what action the persona is about to do. Some merchant would require a roll to be made against your persona's
actions will automatically succeed (e.g., "I clap my hands at the Influence K/S (or Deception, if you were attempting to mislead or
balladeer's performance"-assuming your hands aren't tied behind cheat the personl).
your back at the time!). At othertimes you will need to make a roll against one of your HP's
But many types of action have some chance of failure (e.g., "I want three TRAITS. Such rolls are most offen used for things which none
to leap across the gap from this ledge to the next" or "I want to of the other K/S Areas cover. For example, if an HP had to stay awake
translate the inscription above the door to the tomb"). Every action and guard a captive all night, the QM might require you to make a
that has a chance of failure is resolved by rolling the dice. This is true Spiritual roll (totest the persona's willpower)In order to avoid falling
whether it's an attempt to do something your HP is skilled at- asleep. Likewise, an attempt to jump across a 10-foot uevlce or to
attacking an opponent, or casting a spell-or even an attempt at decipher an intricate code might require rolls agalnst the persona's
somethingnew and creative. The player (or QM)rolls dice (just which Physical and Mental TRAITS respectively.
dice are rolled are often decided by thegamemaster) to find out if an
action succeeds. Making the Rob
The typical procedure goes something like this: The procedure for makIng rolls to test K/S Areas or IRAJTS is ss
(1)The gamemaster tells the players about the Heroic Personas' follows: For TRAlT roils, you must roll your score or less on D%, and
current environment-where they are, what they see, any impor- forK/S rolls, you must roll your number of S ~ P p o l n t s o r l e s s o D%.
n
tant (or seemingly important) things that are happening, etc. The
QM will always also allow the players to ask certain questions Example: Let's say that Cristof is chasing some vlllains on his
about their HPs' surroundings, and answer correctly these queries courser and the a M decides that h e must make a Ridlng roll to
if they are relevant and would be something the HP could k ~ o w keep up with them. As he has 55 STEEP points for his Ridlng K/S,
normally. he must roll a 55 or less on D% to d o so successfully. If he rolls a
(2) Based on various factors-such as each persona's relative 5 6 or higher, however, then he has failed and automatically loses
position, equipment, and speed-the players decide upon what them.
things their HPs want to do. This could be general actions, or very
precise directions, depending on the situation. Then the players Two special cases occur when an HP either is forced to make a roll
inform the QM of their individual decisions; to keep the game using a K/S not possessed or must make a roll fadng extremely
organized, it's best for the players to speak one at a time, instead of difficult circumstances.
all at once. (Akeyeventcould becompletelyaltered ifthegamemaster When an HP is forced to make a test of a K/S that persona does
couldn't hear the actions stated by a player for a particular persona not possess, the player must roll against the TRAIT whlch corre-
through the din of random conversation.) sponds to the missing KJS, but must add 20 points to the result of
(3)TheaM decides which actions will require adice roll. Typically, the rolll
the players will make these rolls fortheir HPs, but sometimes the QM
may decide to make secret rolls for the personas instead. Note that Example: Cristof is trying to calm a frightened horse that is about
while some actions (like keepinga lookout for intruders) may or may to trample him. Doing s o would normally require a roll against one's
not require a roll, others may require several rolls, if they are Animal Handling K/S, but, as Cristof doesn't possess that skill, he
complicated or done repeatedly over a period of time. (If there was must try to succeed by rolling agalnst his Spiritual IWW at t20
a monster approaching, for example, the QM might roll several times (because Animal Handling is a Spiritual K/S Area). Swestlng we
to decide if any of the HPs hear it approaching-first while it is far proceed to roll a 28,which is just below his score of 30-however
away, then again as it grows closer, and closer...) since we must add 20 points to the roll, we have a flnal total of 48
which fails mlserablyl The horse continues to rear and kick, and
Cristof stands a good chance of being hurt.
USING KNOWLEDGE/
SKILL AREAS AND TRAITS Likewise, agamernaster may force you to add 5, 10, 15, or 20 to
Often during the course of the game you will have to roll Dolo any roll for accomplishing something the QM views as being unusu-
against one of your persona'sTRAlTS or a K/S Area. (See Chapter 11 ally difficult to do. Exactly what constitutes "difncult circumstances,'
and how much of a penalty should be assessed, is up to the CIM to ment of Heroic Personas is often much slower when large dls-
decide in each situation, but the followingexamples should give you tances are involved. For simplicity's sake, such Iongalstance
a pretty good idea. modes of transportation as by horseback or ship are not covered
in Mythus Prlme. If the CIM or players desire, they may use the
Examples: If Cristof were attemptingto urge his mount through system and rates covered in Chapter 10 of the Advanced Mythus
a gap in a burning wall, he might have to make a Ridingroll at + 1 0 game, however.
to do so. If later he were on a sway-backed nag trying to keep up As for individual Heroic Persona movement afoot, the distance
with a bunch of villains riding coursers, he would probably have to each persona can cover is a function of the unlt of time being used,
make a Riding roll at +20. Likewise, trying to follow the villains on as explained in the following sections.
his courser at night, through broken terrain, while his enemies are
firing crossbow bolts at him, might merit a penalty of +20. spec if^ Time
For short periods, time is broken down into three successively
Note that, for purposes of the basic rules, it is impossible to smaller units--Action Turns, Battle Turns, and Critical Tums-each
succeed in difficult circumstances with a K/S that you don't have. beingone-tenth the size of the preceding unit, and all ananged in h
Likewise, though, there will be times when circumstances would B, C order as a memory aid.
make the attempt s o easy that it shouldn't even be necessary to roll. lhe Action Turn (AT): Abbreviated AT for short, an Action Turn
(An experienced Healer working in a clean, well-equipped environ- lasts for a period of five minutes (one-twelfth of an hour, or 300
ment can be assumed to automatically succeed in any FirstNdrolls seconds), and is generally used t o keep track of unhurried move
that might be made, for instance.) ment, explorin~,and searchingsituations that are not dangerous yet
but might soon become so. An average character walking at an even
Going Beyond the Rules pace with a typical load of equipment can cover about two miles per
No matter how complete are a game system's rules, there will hour over varied terrain. For game purposes, an HP can travel
always be times when something comes up that isn't covered. roughly 1,000 feet (333yards) in an AT. Triple that distance for
(Interestinglyenough, it usually occurs when the players are being running (3,000 feet, or 1,000 yards), but unless the persona has a
exceptionally creative with their Heroic Personas' actions.) While fairly high Physical TRAIT, don't plan on keeping that pace up for
most actions fall under Knowledge/Skill Areas, or can be extrapo- long.
lated to the related TRAITS, there is always the possibility of excep- TheBattleTurn (BT): Abbreviated BTforshort, aBatUeTurn lasts
tions. This is'where common sensecomes in. When agiven situation for a period of 3 0 seconds (or one-tenth of an AT), and is used when
needs to be resolved and TRAITS or K/S Areas don't really seem confronting (though not conducting combat with) an enemy or
apply, thegamemaster may decide to assign an arbitrary percentage otherwise dealing with important and/or life-threatening situations
chance of success for the HPs. where there is a great deal going on in a short period of time. In one
On the other hand, there may be times when, unrelated to any- BT, a persona can travel about 100 feet walking or 100 yards
thing the HPs might do, the QM has determined that something may running. Running the 100-yard dash in 30 seconds may not seem
or may not occur--avoiding the eruption of a volcano, for instance. very fast, but consider the weapons, armor and gear an average
In such cases, QMs might opt to disallow rolls completely, in effect adventurer is loaded down with!
telling the players that occurrence is unavoidable. lhe Critical Turn (CT): Abbreviated CTfor short, a Critlcal Turn
lasts only for a period of three seconds1 CTs are generally used to
MOVING & MEASURING TIME resolve combat or handle other super-fast situations. Typical move-
One of the most important things to keep track of during the ment during a CT is about 1 0 feet walking or 10 yards running.
course of a roleplaying game is how much game time has passed.
As those of you familiar with roleplaying games will know, it is General Time
game time as opposed to real time that is important. During a five The Mythus game uses standard unlts of time for periods of an
or six hour (real time) game session, anywhere from five to six hour or larger. These general time unlts may be used when calcu-
hours, days, weeks, or more might pass ingame time. Similarly, a lating actions that take days, weeks, or even years in game time.
combat which really only lasted for 3 0 seconds or s o in game time To keep thegarne movingsmoothly duringsuch periodsof relative
might take half an hour of real time to resolve! Just a s are money inactivity, the gamemaster will inform players of time taken for
and connections, time is a precious and important resource as study, for travelling to another location, for healingor restlng etc.
well. Often your HPs will be racing against the clock to stop the bad Though ActionTurns, BattleTurns, andCrltical Turns are the most
guys before they reach their goal, and thus it is necessary to keep useful measures of time for periods shorter than an hour, minutes
as careful track of one's time a s it is of one's money. can also prove helpful for the lesscomplicated parts of the adven-
Another important factor in the game is movement. Whether by ture, or insituations where you'd simply like something shorter than
foot, mounted or waterborne (orother exotic methodssuch a s flying an AT but longer than a BT.
steeds or magick), it is important how fast a persona can get from Random occurrences are most easily handled with 1D10 when
point A to point B. using ATs or BTs, as each has 10 divisions. For random occurrences
Since there are no cars or planes in fantasy games, the move- in Critical Turns, use 1D3.
ust as technology requires power to function on Earth, the trologer, and Wisewoman(orwiseman)-though a few other Mr,ltionsallow
magick common to firth (and Phzree) needs power to Heka use to some &gee.
work. This magickal power is known as Heka (pronounced The base amount of preternatural Heka available to individual Ilf's is
HEEkah). Itisas plentiful onfirth aselectricityisonEarth, providingrnagick determined by the STEEP levels of their various K/S Are,%. (Igriorc
for any Ixrson able to tap its sources. In many fantasy roleplaying games, references in the Advanced MyZhus K/S Area descriptions about 1lck.1
may& is handled almost as a separate c o n e @ ,to be wielded only by elite generation by K/SAreas. The Mythusph'megame uses a different mctllod to
and unique spellcasters. In the Mythus roleplaying game, however, Heka determine the amount of personal Heka available to any persona)
and magi& areeverywhere, and areused tosomevaryingextent by peasant To fmd their individual Heka amount, personas must ~dcula&cUic ~x)irit
and noble alike. (Of course, nobles can more readily afford to store large value basedonthe HekageneratingK/SAreas in their particular Vo~ltion,as
quantities in privatc pools or "reselvoirs," but we will cover thak later.) shown in the Vocational Heka Valws table below.
Not only is Heka used for casting spells-hereafkr referred to as Example: To illustrate, let's imagine that we have an Astrologer
Castingsit is used for many mundane purposes aswell. Consider your named Alyona with a Spiritual TRAIT of SO and a Mental TRAlT of 40. To
own home for a moment. When you want light to read by, you turn on a calculate her personal Heka, we multiply her Astrology, Mysticjsr~rand
lamp. If you want something cold to drink, you go to the refrigerator. To Asb-onomySTEEPscores by 2 and get 1 10, 100, and 9 0 poinls. We thcn
get your clothes clean, you use a washing machine. These wonderful add her Metaphysics STEEP of 4 0 to those, to arrive at an overall total of
things all use electricity to do verymundane things.Thesarne applies to 340 points. These points can be used toward either Astrologer Mys&
Heka on a magially oriented world such as firth. Olobes of light, cism K/S Area Castings as she sees fit.
powered by Heka, light the homes of the wealthy, and some businesses. Note: New Hekaaenerating K/S Areas (thasc gzzined a k r a pawn;: is
Food is frequently preserved with it. Buildings are built and proteded u r a k d ) contribute Hekaon aone-bone basis (i.c., 1 point of IIcka for cvcry
i\.~thits assistance. And just as with technology on Earth, it is used in point of STEEP possessed in the K/S in question).
commerce, government, and war.
CASTINGS AVAILAKIE
HEKA SOURCES Forpurpases ofthe Mythusph'merules,HPs may not u x or u c a k Slxtilic
As you arc aware, electricity is generated by different sources, such as Castings (asdescribed in the MytJ~usMagick book); they an:lirtukd to Uie
wind, sun, watcr. etc. Hekais the same in this regarditsactual powercomes Archetypical Castings for the K/S Anas listed on page 15 only. (A sunplc
from a myriad of differentsources. Each unique source provides agreateror collection of these Castings is included in Chapter 13of this book k c Ule
lesser amount of Heka. There are three main types of Heka sources: Mythus Magick book for more.)The accessibilityanti cffefcds,arc Ulc auilc
Prctcnmtural, Sui~rnatunl,and Entital. as in the Advanced Mythus game, however, though my rcferenc.c\ to
Preternatural: Preternatural sources are the most common. 'lhey con- C4TEOORIES and ATTRIBUTES should be ignored. (For morc inforrniltion
sist of rrundanc anirnd, vegetable, and mineral items. Agood example of a on the use of CA'IFOORIES and A'lTRIBLTES in Advanccd MytJ~us,plc-LSC
prcteniat~~ralsource of Heka is the mineral quartz. Common quartzuystals refer to Chapter 1 1.)
are useful as a fairly cheap source of Heka, although they are
only ~apableof storing small amounts for later use (see "Heka
Ikservoirs, page 2 3 ) .
"
Vocational Heka Values Table--Mythus Prime
Another souru: of preternatural Heka is that of Knowledge/
Vocation Heka Pohts
Skill-adivakdHcka.7hisissim~~lyHekagathered byaspellcaster
Alchemist Alchemy STEEPx2, plus
through the usc of knowledge of Castings and the Laws of DweomercrFeR STEEPx2, plus
Mqick. Mslgick STEEPx2, plus
Supernatural: Supernatural sources of Heka are typically any other Hewenemling 5TW
Makcrials with origins on other planes in the multiverse.These
Hekasources,~rare, butthey provide largeramountsof Heka, Astrologer Astrology STEePx2, plus
about 10 times the Heka generaled by preternatural sources. MysUdsm STEEPx2, plus
These sourccs will k vcryhard for an HP to come by. Astronomy STEEPxZ, plus
Entilal: Entital sources are by far the rarest forms of Heka- Metaphysics STEEP, plus
generating items. They are also the most powerful, forthey are arrl other Hekasenemting K/s SlEEP
the samc sources used by entital beings such as deities and Mountebank Alchemy STEEPx2, plus
other dwellers of the Outer Planes. If a spellcaster were able to any other Hekagenemling K/S SIEW
sunimon entital Heka sources (an erb-emely rare event in-
deed!),Lhc power of said sources would be 100 times as great Apotropaism STEEPx2, plus
,aspreternatural! H e m s m STEEPx2, plus
Priest~rs~ft
STEEPx2, plus
HEKA VALUES Religion STEEP, plus
The more Heka available to a magichal operation, the more any other Hekageneraling l(R3 STEEP
effcdive it will be. This applies to range, damage, effed, etc. In
Other Vocations Sum of Hewenemling l(lS SIEW
the Mythus Prime rules, there are only three primarily Heka-
using Vocations available to Heroic Personas-Alchemist, As-
HEKA RESERVOIRS a Pyramid or Pentade. (For more information on Pentacles, see the
A Heka Reservoir is simply something which stores Heka for use at the MythusMagick book, Chapter4JThe m d o r d i f f e ~ n c among
e reservoir
caster's convenience, as a battery stores electrical potential. This reser- types is in the amount of Heka each can hold.
voir may be something as simple as a common crystal, or as complex as Heka Reservoirs must be prepared and charged prior to use (for HPs,
usually before the beginning of an adventure scenario). Different items
C~
V Y will hold varying amounts of Heka. The amount an object wiil hold is
determined by its basevalue in BUCs.The formula is 1 point of Hcka per
Examples of Meka Use 1 0 BUCs ofvalue.To magickaliy charge the item, the caster must expend
ushgh in~o&n given in thir,w ~ W ,itisibkly &pleto the amount of Heka being invested in the object, plus additional lick?
perfonnmaglchal W n p , as sham in the followirtgmpkws. equal t o 1 0 times that amount. Some examples are given in the table at
Example tr ~ t ' s e a y ~ v y n a n d h i s ~ e nWemackda
ds the bottom of the page.
fork In an undtulpound plsss@e. np,vyn WhUltrJ tocast sSpell to
dehmhe whether or not the patty'sdecigbn to explorethe lefk Using Reservoirs
bnvlchwlllead them Intodm@% Trevynk anA&mfOper, &ha
Once any Heka in an item is used t o power a Casting, the item
has the ASltoIogyand MMcism WS Atenr, wW a iWEW of BD
disintegrates (and is destroyed), and any Heka not used by the Castlng is
mdS3,respectively. Laakfwatthe-&tee hisp@~
sees that the Pbsesee EWgerSpell W l d @wthe desired titJUlt lost. Pentacles and Pyramids are exceptions to this rule; neither disinte-
and Ute Ba8e Heka cost for the castingLsZOp o i n t a c v V h l c h ~ 8 grate upon use, and any Heka unused by the casting remains in then] for
that he would have to have at least th8t many p o b to Wst it). iater use. In addition, Pyramids wiil even recharge on their own, given
Since we assume he does, the player notlflest h e w e w 6 f sufficient time (see Chapter 4 of the Mythus Magick book).
his htention and subtnaGts 20 from'bevyn'e Current Heka total.
Since the W t i n g orrtde for PO- Dmgeris 2, the mxUfk8b Overcharging Keservoirs
2, gfvlngTrevyn a t 20% chance for suc~~a9. Rollingthe percab Optionally, the caster charging the object may attempt to inue,%c thc
tile dice, the playergets a 6 8 and sueceedsl AstheQN Mow that amount of Heka stored within a crystal or stone, at the slightly reduced
there Is a p u p of goblins down the lea path, he WsTrevyn &at
effectiveness of 1 0 additional Heka points spent per extra point of l i c k
there would indeed be danger (but not exti&& Mik sort of
danger nor if there are any actual foes) fn that d W o a l Rote, stored. This overcharging will result in a chance that the overcharged
however, that if a counter-spell were pment, it might atrle& objectwlllshatter, withall HekalosLThe charging HPmay also be subjcd
Trevyn's chance of m&ng su-rit d$M even iCBuse to damage up to the amount of potential Heka that was lost. (That's what
the Casthgtobackfire, falselyi n d m m w i & , hadthe one gets for taking chanced)
player rolied a 99 or 00, the SpeU would have f a k d to deteA3tfhe The percent chance of failure, and subsequently of taklng d c m ~ eis,
danger, even though his effective chance was 120% equal to the percentage of overcharging.Thus, agem or mined can conhin
Exampie 2: Imagine that a Wi8eman wfth an &r&f3&ti2 a greater charge up to (but not including) double its base amount. Note Uint
STEEP of SO wants to cast the Amest Pohn Spell to creste a Pyramids and Pentacles cannot be overcharged at all.
potion which whl halt the effects of a poisod. 2% Ca&ngQrade Example: Suppose that a caster named Trevyn wants to charge an
is 4, whkh yields a modifier of 0.5-a 23% chance of suwxw. ornamental stone worth 100 BUCs. If he were to charge it normally, it
After spending the Base Heka w s t of 40 points, the W ~ W I I W
roils Dh, with a result of 25 or less in&&% s W ~ X ~ . would hold 1 0 points of Heka for iater use and cost him 1 10 tieka points
Example 31 &I a flnalexample, let u8 say that H ~ e n f m l z t h e to charge. If, however,Trevyn were to spend 165 Heka points, he could
Alchemist is going to cast a Hex SpeU on an Evil Fetsont3. M a r attempt to charge the stone with 1 5 points of Heka, but there would be
notifying the gamemaster, hi9 ptayw 8 u M Ule Base Heka aSOO/o chance (the additional 5 being 50% of the normal 10)of the Ucm
w s t of 60 pain@ and 1-611sW, If the regult Is iesg than exploding and all 165 points being lost. Trevyn will also have a 50%
Hansenfranz's DweomeIclrreA WEEB tkm% the modtffer of 2, chance of taking 1 5 points of damage from the explosion.
then the Spell was succeesfit and the Evfl PGBJOMw& be In another example. Trevyn has a precious stone (1,000 BUW to
affected (again, unless them was a pmtective wunterqmU In charge. By spending 1,200 Heka points, he would be able to store an
effecl, in which case it will be up to the UM to decide the WuBj.

-
additional 1 0 Heka points in the stone, but since the extra 10 points is
10Yo of 100 (the normal potential), there would be a lo0%chance of
failure, and of taking damage.

V v r v v

a Reservoir Charging Costs


Heka StortK1, HtsJ@taCfWg, TOW H e h Expended
Common quartz crystal (50 B U G ) 5 points 50 points 55 points
Ornamental stone (100 BUCs) 10 mint$ 100 poW 110 polnt8
Pentacle (500 BUCs)t 50 points 500 points 550 pointa
Precious stone (1.000 BUGS) 100 poi& ~,oOapolnts 1,100 pohts
Pyramid (5,000 B U G ) + t 500 points 5,000 points 5,500 points
Qematone (10,000 BUGS) 1,000 pQhtS 10,000 points 11, ,000 points
t Pentach ate not destmyed when Wk Heksr 1s ueuedr they a h p l y nqvlre mCh-.
t t Pyrarnldsarenotde~&wha;nuW;~yw& -mbweaatkast 109bofllrdrstorsgecapacityFemefn8.
r
(See Chapter 4 of the M y u l p e lb$lc)t book)
A
is close enough to attack whom in a combat. Details of weapon range,

C
ombat is such an important part of RPas that few game
sessions are complete without at least o n e good knock- attacker's reach, changingpositions, etc. are leR in the gamemaster's
down, drag-out fight. While it is usually the mark of a capable hands. To aid the (3M,however, a few guidelines are given
skillful player when an HP can avoid conflict, the sword of even the under the section labeled, "Weapons In M p u s Prime,' on page 26.
most cautious persona will likely leave its sheath quite frequently. (4)If a n attack hits, then roll the dice specified for Physical damage
for your weapon, as listed in the tables of the 'Weapons In Mythus
COMBAT PROCEDURE Rime" section, below. Don't forget that you score the maximum
As in most every RPQ, combat in the M p u s P r i m e rules is handled possible if you were lucky enough to get a Special Hit. If the target is
In terms of turns, or-in this case-Critical Turns (CT, remember). A wearing armor, or is otherwise protected because of natural tough-
CT is a period of time in which all those participatingin the fight have ness or by magick, subtract the armor points from the damage, based
had a chance to perform one action. Each CTis assumed to last three o n the table below. The number remaining is the amount of actual
seconds of game time, and during that time most personas can run damage done to the target. The victim of your HP's attack will then
about 10 yards, ornock, draw, aim, and release an arrow from a bow, have that amount recorded, and you will d o the same should your
or draw a weapon, o r get down behind (or rise u p from) cover, o r Heroic Persona be hit. See "Armor in M p u s Prime, 'below for more
reload an empty crossbow, and s o forth. At the beginning of each CT, details.
rolls will be made to determine who goes when, and after everyone's If at any time the total Physical damage an HP suffers should equal
actions have been performed, a new CT begins. This goes o n for a s o r exceed the persona's Wound Level (or WL), then your HY has been
long a s the fight continues. Dazed. When Dazed, an HP has all STEEP ratings reduced to half and
With those basics in mind, you're ready to learn the system. Like must add 2 to Initiative rolls for the rest of the fight1 Worse yet. note
the rest of the Mytlius Prime rules, this combat method is quick and that once the cumulative amount of damage an HP suffers equals or
easy to use. The following steps describe what you need to do: exceeds the Physical TRAIT, the HP h a s been WlleCmiat's right1 No
( I ) First of all, a roll for Surprise is made if the CIM deems it newsmy. whining o r complaining-once that happens, your Heroic Persona is
(If no Surprise roll is needed, thenjumpahead tothenextstep.) Whenthe dead. Time to create a new HPI
HPs meet an enemy, it will offen be possible that one group will have Also, note that the ill effects of taking damage must be applied
noticed the other first and thus will b e able to sneak up on it. Both the immediately to a persona. So if you caused an opponent to bccolne
leader of the HP party and the CIM (actingfortheEvil Personas) roll Dolo,with Dazed on your lnitiative turn, then the opponent would have only half
the HPs winning if their roll is equal to or less than the GM's (and the W s the normal chance t o hit you o n a subsequent lnitiative turn. And if
winning otherwise.. .). All members of the side winning Surprise get to you had killed the opponent, then you wouldn't have to worry about
attack k f o r e the losing side in the first CT of combat being attached in return at all1 The exception to this is for simulta-
(2)Beginning with the second CT of combat, each player must roll neous attacks, when your foe will get to strike back before the effects
1 D I0 for Initiative. The actions in that CT will then proceed in order of damage are applied, as both your attack and your foe's are as-
from the lowest roll to the highest, with equal rolls going simulta- sumed to have taken place at the s a m e time.
neously (see below). When your Initiative value comes up in the CT, (5)Once the combatants have each completed their actions in a
you may then have your Heroic Persona attack, move, dive for cover, CT, anew CTwill begin with new lnitiative rolls from both sides. (Don't
or perform any other single, similar action--though in all cases forget to markoff any ammunition spent in the last CT, such asarrows.
besides attacking the results are basically u p to the a M to decide. crossbow bolts, or sling bullets!) Repeat the above steps until all of
Keep in mind that on the first CT, even the slowest members of the one side are either dead, have surrendered, o r have escaped.
party that wins S~lrprisewill g o before the fastest members of the
party that loses it! ARMOR IN THE MYTHL(S YKm
l GAME
(3)To attack, players each roll their persona's appropriate weapon The Mythus Prime game uses a simple method to detcrniinc the
STCCPor less on Dih. If you were wieldingasword, for example, then level of physical protection possessed by personas (and others) with
you would L I S ~the Combat, Hand Weapons K/S. If using a bow or respect to the armor they wear. Rather than force the QM and players
sling, then the Combat, Hand Weapons, Missile K/S would be the to total armor values for each component of an HP's armor, Aver-
appropriate one. A successful roll indicates that the attack has hit. aged Armor simplifies the task of calculating a n individual's protec-
Furthermore, if your roll was 10% or lessofyour HP'sSTEEP (dropping tion versus physical attacks.
fractions), then you have scored a Special Hit, resultingin maximum There are six types of Averaged Armor, a s shown below:
damage for your weapon! (For example, Cristof has a STEEP of 55 in (A) Leather or Padded
the Combat, Hand Weapons K/S Area. To hit using a sword, mace, (B) Studded o r Reinforced Leather
dagger, or such, he would need to roll a 55 or less on Dolo, and if the (C) Metal and Leather
roll was a 5 or less, then a maximum damage hit will have been (D) Chain Mail
scored!) Make one roll for every attack that you have in a CT. (E)Plate and Chain
Note that in the Mythus Primegame it is u p to the a M to decide who (F)Plate Armor
Each type is then subclassified as either 11111or Half protection, banded and splint mail fall into this category.
dependingon what is worn. Forexample, while a personawith achain Half: Chain mail shirt with metal breastplate or cuirass.
mail shirt and gauntlets is considered to have Half armor protection, 111ll:As above, plusjambarts or tuilles (legs),and possibly a shield.
a subject wearingthe samearmorplushelm and bearingashield (and Plate Armor: Plate mail is made up of small and large plates of
even perhaps roundels andgardedebras) would have Full chain mail metal which overlap or are joined together to provide rnaxirnunl
protection. coverage and protection. This armor is always worn in coqjunction
The table below provides the amount of Physical damage points with underpaddingand a padded hauberk, and is filled out with some
absorbed by each of the six types of Averaged Armor, in both sub- light chain mail as well.
classes of protectiok-Full and Half. Half:A chain mail shirt, breastplate (or cuirass)or hauberk. and rn&i
Y
chawsfs.Bandedchainmailshirtoverpadding.orsplinted (lanclar )
jerkin (a "coatofplates" in which vertical armor Isaffied with rivets
Average Armor Table between two lqersof material), and metal chausses is a h consid-
Armor 'ISpe
(A) Leather/Padded Armor
(B) StuddedjReinforced Leather
Full Protection
6
8
Ralf Mection
3
4
I ered Half protection.
Full: As above, plus gloves/gauntlets, chausses, a good
helmet (such as a salade), and one or more extra picccs such
(C) Metal & Leather 10 5 as a gorget, courdiere, epaulitrs, brassarts, or shield.
(D)Chain Mail 12 6
(E) Plate & Chain 14 7 Electricity and Armor
(F) Plate Armor 16 8 Because electrical damage is typically amplified when the
'
subject is wearing ferrous metal (iron alloy such a s steel) or
bronze armor, there is a n additional penalty for darnacjc to
those wearing such armor. The exception to this is when the armor of
Typical Armor Components the target is made exclusively (or nearly so) of Icather, padded, or
The following notes indicate the kinds of armor components that other nonconductive material (including electrically resistant and/or
constitute Full or Half protection for each type of armor. enchanted metals). When dealing with electrical attacks, use the
LeatherlPadded Armor: Padded or boiled leather (cuir bouille) following table to determine the applicable amount of protection or
armor is intended to absorb the force of physical blows.
Half: A padded byrnie, hauberk, or leather jerkin (vest).
penalty.
v - * * -rT" "F -
Full: As above, plus a leather buckler, bracers, or small wooden
shield, perhaps.
I Electrical Damage Adjustment
Matedal (Armor Types) Damage Aamtment
Studded/Reinforced Leather Armor: This is simply some form Nonmetal (A & B) 0
of hard and thick or boiled leather (cuir bouille) that includes metal
rings or studs affixed on the outside or sewn between layers t o
Combination metal & other (C & D)
Primarily metal (E & F)
+lo
+ 20
.
enhance its level of protection. Some underpadding is assumed in
this sort of protection.
Ha1f:Studded leatherjerkin or byrnie (ora full suit of (plain) leather
or heavy (canvas and quilting) padded armor). A m r Costs
Full: As above, plus leather chausses (pants), gloves/gauntlets, As a final note, we provide the typical cost for the various armor
and a leather buckler or small wooden shield. types in the following table. All costs assume Full armor, which
Metal & Leather: This type of armor includes protection such a s includes a shield. If Half armor is purchased instead (at ' 1 2 the l~stcd
ring mail or scale armor. cost), the persona may opt to buy a shield in addition at the costs
Half: A cuir bouille jerkin and light metal breastplate, or a shirt or given. However, for game purposes the armor is still troltcd as only
coat of ringlscale mail. Half--the shield does not increase protection value; it merely strvcs
Full: As above, plus a skullcap or helm of some sort, brassarts, or as "window dressing" for the persona.
a small shield.
Chain Mail: Chain mail consists of a multilayered mesh of many
interwoven links of metal wire that form a protective armor covering Armor 7Jpe (Full)
the persona's vital areas. Underpadding is absolutely mandatory, for (A) Leather
blows would otherwise drive the metal into the wearer's flesh1 (B) Reinforced Leather
Half: Chain mail shirt and a small metal cap or helmet. Treat a (C)Ring Mall
persona wearing a full suit of ring or scale armor as having Half chain (DlChain Mail
mail protection. (E)Plate & Chain
Full: A s above, plus greaves, camail, gloves/gauntlets, and a shield. (F)Plate Armor 30,000
Plate & Chain: Plate & Chain armor is basically chain mail with Shield,Small 250
metal plates or strips added for extra protection. Such things a s
WEAPONS M THE MY7HB PRIME GAME
Once again, we're going for easy play here. All you really need to
know is how many attacks can be made by a weapon each CT,how
much damage it does, and how much ammunition you have immedi-
ately at hand when using missile weapons. You don't have to count
how many sling bullets you may have in your saddlebags, but rather
you will need to know when you'll have tospendaCTfumblingto find
ammunition or performing some similar activity.
This section should provide a good general idea of what individual
weapons can do. There is also more specific information provided in
the Advanced Mythus Combat chapter that you may wish to incorpo-
rate into your play of the Mythus Prime game. 1 Sword, Broad
Sword, Long
Body Weaponry s w short
Otherwise unarmed Heroic Personas may utilize hand-to-hand,
non-lethal combat for attacks. The purpose of these attacks may be
tooverpowera resistingopponent (bywrestlingthe foe totheground),
to stun or damage an enemy (by punching or kicking), or to corn-
pletely disable targets (byknockingthem out, or holdingthem immo-
bile).The typical damage done by body weaponly is listed in the table weapons nct germane to the campaign's geographical region.
below. Typical range for a body weapon attack is two yards or less. Rate of Attack% When it comes to the rate of attachs with handheld
weapons, you can normally just assume that personas each have one
attach per CT unless they are wielding an extremely light and fast (and
probably magichal) weapon (gamemaster's decision).
Reach of A t t a h Again, the details of who can reach whom with an
attacltareleft tothegamemaster to decide, based upon the exad situation
in which the cornbatatantsfind themselves. However, 8s a rule of thumb,
Roundhouse reachfor hand weapons ls mghly twoyar& plus the length ofthe weapon.
Bludgeons, hand axes, -em, and other such short weapons have
nxtghly a reach oftwoyards; swordsand maces have a rough reach of three
yards; and spears and whips can reach to nxtghly four yards.

Missile Weapons
Use of missile weapons works the same as hand weapons, exwpt
the persona uses the Combat, Hand Weapons, Missile K/S Area for
determination of attack success. Missile weapons such as arrows,
sling bullets (or stones), and hurled spears inflict damage from a
distance and preclude a physical counterattack (unless of course the
creature or persona attacked also has a missile weaponl). Note that
a target must be within range, as listed by weapon type. Range and
damage information for typical missile weapons are given in the
Hand Weapons Missile Weapon Attacks table, below.
Hand weapons, suchasswords, maces, axes, etc., canbe
used to inflict physical damage on nearby opponents, with
the intent of killingor maimingthem. To determine success
or failire of an attack, attackingpersonasroll percentiledice
wrsus their Combat, Hand Weapons K/SArea, with scores
equal to or less than their STEEP indicating a successful
attack. Whcn an attack succeeds, the player then rolls the
d~celnd~catedin the Hand Weapon Damage table to find the
amount of damage done by the weapon. This table lists
typical weapons used in the MytbusPrime rules. Additional P TRAlT in feet
or alternativeweapons may be allowed by the gamemaster, nlng round Isspent (rdloeding
but in no event should personas be allowed to begin with
-w--- ~ - -

HEKA IN COMBAT cause the remaining damage to be applied to all within the area.
Magickal Castings may b e used by the Heroic Personas o r their Magickal Healing: While not purely defensive in nature, Castings
opponents for various purposes during combat. Such Heka use that heal damage taken by Heroic Personas will enable them to
can often prove to b e a significant factor in deciding the overall survive and fight longer. For more information on magickal healing.
outcome in a fight. For those who would wantonly destroy any- see the "Heka and Magick" chapter.
thing in their path with such Castings, we recommend caution,
however. Just as there is a certain amount of honor involved in Offensive Heka
single (non-battlefield) physical combat, most Heka users are Offensive Heka does not necessarily have to come in the form of
ethical In their use of Castings when attacking thelrfoes. Irrespon- a physical assault. A Heka user may use various forms of magick to
sible use of magick in combat is frowned upon, and local officials overcome one or more foes. Offensive Castlngs may be utillzed by
will not take it too lightly if the local pub is destroyed just so the any Heroic Persona who possesses both a K/S Area whlch ylelds
personas can defeat a petty criminal1 offensive Castings and the required amount of Heka t o perform
One thing in particular that HP castersmust be awareof in combat them.
is the time required to activate certain Castings. Enemies won't Typical offensive Castings seek to enhance the chances for cast-
normally sit by and wait for a Dweomercrdter to unleash a poten- ers and/or their associates to defeat an enemy. Offensive Castings
tially devastating magickal attack, but will often focus their hand maydirectly darnageanopponent Physically, Mentally,orSpiritually.
weapon attacks and missile fire upon an obviously occupied per- They may also affect adversaries by causing them to flee, surrender,
sona in order to dlsmpt the Casting. As you might imagine, if a etc. Note that as with any other Casting the success of the operation
spellcaster is hit with a successful attack while busy with a Casting, is determined by a modified STEEP roll as determined from the
not only does the persona take damage from the attack the effort is Casting Dimculty Table on page 22.
ruined and the Heka is wasted. The range of Castings that may be used for offensive purposes
is broader in scope than what you might guess after reviewing the
Defensive Heka list of available Castings. By using a little creativity, Castlngs whlch
Defensive Heka use is that which is performed prior to or during are normally not thought of as "attack-type'spells may be used to
combat to basically protect casters and/or their group. Through its affect adversaries. Listed below are some sample offensive Cast-
effect, a caster seeks to minimize the risk of a successful attack by ings:
an opponent, whether the attack is physical or otherwise. Defensive Heka Darts: Heka Darts are used in a manner quite similar to
Heka use can also reduce or negate any damage taken from an normal missiles, but they appear magickally and spring from the
otherwise effective attack. (Certain attack forms-such as those caster's fingertips, unerringly strikingtheirtarget (requiringnoS'lEEP
affecting an area-may seek to void specific defensive Castings by roll t o hit, though the Heka user must still roll for a successful
focusing on areas instead of targets.) After expending the base Casting). h he caster merely spends the base amount of Heka as
amount of Heka for the Casting, plus any additional Heka desired, a given Inthe Casting's description, plus an additional 10 per dart for
caster rolls D% and compares the roll to his or her modified STEEP damage. Any protection for armor (or defensive Castings) Is sub-
score, as determined from the Casting Difficulty Table on page 22. tracted from this additional amount, and the result is the damage to
A roll of equal or less than the aausted value indicates success. b e applied to the enemy persona.
Some examples of defensive Castings follow: Illuminate Enemy: Illuminate Enemy allows the caster to en-
Heka Armor: A Heka Shield is a class of Casting which provides velop one or more targets, including invisible or nearly Invisible
a protective barricade that completely blocks certain attacks (such foes, with a dimly glowing Ilght. The targets are easier to ldentlfy
a s Physical, Mental, or Spiritual), and prevents them from affecting and focus attacks on, and s o allow any attackers to add +20 to their
those within the protected area on a o n e t o o n e point basis. In other STEEP when attacking with any form of weapon. To cast, the
words, a persona with the required K/S who spends the base 100 persona simply expends the base amount of 5 0 Heka points, plus
points of Heka to activate a Heka Shield, Mental (see Chapter 13, an additional 2 0 points for each opponent illumlnated beyond the
"Heka and Magick), and 20 points beyond that base expenditure, first.
would keep a like amount of Mental damage points from affecting Charm, Fear, Etc.: Mental and Spiritual attack forms such as
any personas or other things within the area. Charm, Fear, and the'like are useful in affecting otherwise hostile
AntLHeka Barrier: An Anti-neka Barrier, on the other hand, opponents, removing the threat of their attack. Mental and Spiritual
seeks to repel the effects of all Castings directed at the protected attacksaresimplified forthe MythusPrimegame, requiringonly that
area, no matter what form of damage would be done. (Note that this casters spend the base cost plus an amount of Heka equal to their
defense does not block non-magickal attacks such as hand and adversary's appropriate TRAlT for success. Note however, that the
missile weapons.) The caster spends the base value of 150 Heka Advanced Mythus game treats such combat differently.
points, plus an additional point of Heka for each point t o be blocked
per CT. For example, a persona who spent 50 points of Heka would HEALING WOUNDS
repel a total of 5 0 points of Castingrelated damage within the area There are several ways that Physical damage, once suffered, can
each CT while the Casting is operative. But anything above that in b e repaired. Aday of rest will remove 1 point of d a m a g e 2 if the HP
one CT would breach the barrier (destroying it in the process) and is in a healer's home, a hospital, or a similar place devoted spedfl-
cally to healing. At thegamemaster'soption, thiscouldverywellcost persona and decides to cast a Wound Healing, MinorSpell to heal the
the personas for such carel HP. The Base Heka cost of this m a d e 3 Casting is 50 polnts, and Marta
The First Aid K/S is likewise useful t o a greater extent- success- wants to heal 3D6 points. S h e adds 30 more personal Heka points for
ful roll will heal 1D6 + 1 points of damage, and any particular persona a total cost of 80 Heka points. ARer telling the gamemaster (and
may receive o n e application of First Aid per fight. A successful roll subtracting the points from Marta's total), the player rolls percentile
versus the Herbalism K / S will also heal 2D6 ( 2 to 12) points of dice and compares the percentile result of 37 with Marta's fiiiclstcrm?
damage through applicationof ointments, salvesormedicinal brews- K/SSTEEPof 45 timesthe modifier of 1. The rolled amount is less than
though this will require o n e or more days of rest in addition to the Marta's modified S m E P score, indicating success. The player then
treatment. rolls 3D6 to find how many points of healing will be applied to restore
Heka Castings may be used to speed recovery, or even grant the wounded persona's Physical TRAIT.
instantaneous restoration of a wounded HP's TRAIT scores. The As noted previously, HPs who have taken damage which equals or
amount of healing, a s well as the TRAlT or TRAITS affected, is deter- exceeds their Wound Level (WL)are consldered Dazed. The state of
mined by the Casting selected. being Dazed, however, ends when enough damage has bccn rc-
For example, Marta the Wisewoman is tending to a wounded moved through healing that an HP is n o longer over the WL.

u
-y--v'J
Example Of Combat
To help IlluSrrate all this, here is an example of a combattaking place. Cristof and hls Astrologer Mend Jakob are explollng a maze of what
they thought were. longabandoned catacombs, when suddenly a pair of skeleton waniors armed with great swords, accompanied by a small,
impllke credture. leap up and attack!The flrstthing we do is roll for Surprise. We roil D% forthe Heroic Personas and come up with a lucky 27.
The gamernaster rolls an 88, which represents a clear victory for the Heroic Personas1
The flrst CT begins, and-since they have Surprise-both Cristof and Jakob wlll get to attack before the monsters can attack them. Cristof
is carrying his crossbow (already loaded with a bolt--he was expectlngtroublel), and Jakob has a Casting ready to go. We decide t o let Jakob's
player attack first (not that it really matters). Jakob will cast Heka Darts. and decides to fire one at each skeleton, and one at the lmp. Jakob's
player multiplies his HP's Astrology STEEP score of 55 Umes %because It is Casting Qrade S f o r a resulting 1 10% chance. The DYo roll Is 46
and succeeds. Since the magickal darts automatically hit, he applies 10 points of damageto each skeleton warrlor, and 10 points tothe Imp.
TheaM looks atthesheetwith the m o n s t e r s ' i n f o r m ~ player
s marks o f f t h e n e b
that was used.
Now It Is Crbtof s turn to attack. He has 40 STEEPpoints with his Combat,Mis8fk Weapons Y/S Area. His crossbow can be flred once every
other CT for 4D6 points of damage each t h e it hits. "1 don't like the looks of that litfle demon!" he says, deddingto concentrate on it. He rolls
a 03 fortheshotwhich notonly hits, butsincetheroll was lowerthan lO%ofwhatheneeded ( l w t h a n 4), itisaSpecla1 Htthatdoes maxlrnum
damage! 4D6 maximum damage for the bolt is 241 So far a total of 3 4 points have been infltcted on the Imp, which only had a Physlcal TRAIT
rating of JO! The poor beastie (hahl)has been immediately destroyed bytheHemicPemnas' attacks (unless it happened to be wearing armor
...
or had some magickal protection or an immunity to some forms of weapons which he usually would)!
But now it L the skeletons' turn. The a M rules that they were.too far away to hitthe HPs with their swords, and sothey spend this CT moving
into melee range, as Cristof and Jakob draw their own swords.
Now it is time forthesecond CTto begin, and allthe personas involved must make Initlativerolls. Both Jakob's and Cristof s players proceed
to roll 1Dl 0, as doeathe gamemaster for each ofthetwoske1etons Crlstof rolls poorly and wmea up with a7, Jakob g a 3, and the skeletons
get a 1 and a 5 respectively. Thus the skeleton with the 1 proceedsto go first It gets one attack per CTwith its sword for 6D6 points of damage
per hit, and it has 35 STEEP points in its Combat, Hand WeaponsK/S Area. The a M rolls a 30 and it hits1 He then proceeds to subtract Crlstof s
10 points of armor protection from his damage roll of 22 (thetotal ofthe 6D6), and says that Crlstoftakea a net 12 points of damage (ouchl),
but as Cristof has a Physical TRAlT of 50. there's no need t o worry-yet.
Now it's Jakob's turn. Jakob has a Combat, Hand Weapons K/S STEEPof 35, and he is armed with a short sword, which does 3D6 damage
per hit. He rolls a 59, and missesI
The next skeleton attacks Cristof agaln (they appearto be concentrating on the one who killed their ugly llttle Mendl) and scores a Special
Hit for a whopping 26 polnts of damage (36 maximum minus 10 forarmor)f (Ouchll!) Cristof has nowtaken atotal of 38which exceeds his WL
by 1. thus causing him to become Dazed. He now has only half his normal chanceto hit, and he suffers a + 2penalty on all further lnltlatlve rolls.
Ureatly annoyed by this development, his player curses loudly a s he proceeds to make his attack Though normally possessing a 55%chance
of hitting using the Combat, Hand Weapons K/S, he now only has a 27%chance of hitting with each attack, s o he decides to aim hls attack at
the skeleton that scored the Special Hit on him! Remarkably, he rolls very low and hfts with hls attack, destroying the skeleton wanlor.
It is now the beginning of the third CI',and the rolls are made: Jakob wins with a 2, the remaining skeleton gets a 5, and Cristof rolls a 4 but-
as he is facinga + 2 penalty-must settle for a n e t r e l t of 6.Last again, It seems1 But notto wonyl Jakob hftstheskeleton wanlorwith hls swing,
inflicts a total of 16 points of damage, and sends the monster (which had a P of 25) back to the land of the dead Rom whence It came.
uring the course of an adventure, it is assumed that Heroic
Personas will have had the chance to both learn new
things and to improve theskills and abilities that they had
already--after all, challenge and trial make those who survive them
stronger! This is where Accon~plishmentPoints, or APs, come in.
Example of AP Expenditure
Let us imagine that Cristof has successfully found the
After your HP group completes a scenario (solves the mystery, van-
den of a group of thieves who had been robbing mer-
quishes the monster(s), etc.) the gamemaster will award the Heroic
Personas each a number of APs to reward them for their participation,
chants in a nearby reglon, and having completed that
scenario, is now ready for hb AP award. Taklng his clever
as well a s for any especially clever play and careful thinking. The
precise method the aM uses to determine the amounts given out is
play into account, the QM grants hlm 8 A& and now we
the GM's own business (a recommended one can be found on page
must decide how we wish to spend them to improve
40 in chapter 8)but a typical award will b e around 5 APs orso, perhaps
Flrstwe decide that hls SpirltualTRAlTwuld use some
10 if y o ~ did
l particularly well.
boosting, so we spend 6 APs to ralse It from 30 to 32. We
APs have two main uses--to increase a n HP's TRAlTscores and
now have 2APsleRto spend, and we see thathb
amount of Study/Training/Education/Experience/Practice points.
and InfluenceKIS Areas-whlch only have STeEP ratings
Once Y ~ L have
I received your award, you may spend it to d o either
of 30-would begoodcandidates for improvement. Spend-
or both of the things mentioned above. STEEP points may be
ing 1point on each, we come up with a new ST= raking
increased on a 1 for 1 basis. That is, for every Accomplishment
of 31 foreach. Note that we could not have spent all 8APs
Point you spend in a Knowledge/Skill Area, your HP's correspond-
o n Influence and ralsedIt to 38, asthe maximum by which
ing STEEP rating will g o u p by 1. You may, however, boost any
any K/S Area can be raised per game month Is 5.
single K / S by n o more than 5 per game month. TRAIT scores,
however, may b e increased o n a 1 f o r 3 basis. For every 3 APs you
spend in a TRAIT, your HP's score will increase by 1. Furthermore,
more K / S Areas may b e added by spending Accomplishment
Points. The cost is 5 APs, arld the amount of the starting STEEPis make a large purchase.
always 5. If Cristof wished to acquire t h e Animal HandlingK/S, for Finally, note that raising a TRAlT score does [ l o t r c s ~ ~in
l t any
example, h e would have to s p e n d a total of 5 APs, and his initial corresponding increase to the Heroic Persona's K/S Areas. The TRAIT
STEEP for the K/S would b e 05. bonus to STEEP was solely a part of HP creation, reflecting long
Note that you may spend part of your award on aTRAIT, part on a K/S periods of study o n the part of your HP p n o r t o the persona's being
Area, another pat on a second K/SArea, some more on a second IRAIT, introduced to play. For example, just because I raised his S by 2
etc., in any combination until you run out of APs. You may even, if you doesn't mean that Cristof's Leadership K/Swould have also gone up
wish, save APs and combine them with an award from a later scenario to by 21
T he purpose of roleplayingisto have fun, andtheMythus
rules are all designed to make that as easy and exciting
as possible. But the true secret of roleplaying is in the
actions and attitudes of the players themselves. In this chapter, you
will find advice for roleplaying your best1
Knowing your HP, knowing the game, and knowlng as much as
possible about the real world and fantasy add up to playing your HP
well. Here are those points again:

(1)Develop and know your HP.


(2) Know the game and the campaign.
ROLEPLAMNQ EXPERTISE (3)Know real facts, especially those which relate to your HP.
If you have an interest in the fantasy genre, eqjoy roleplaying, and (4)Know about the genre' of fantasy.
like games, then the Mythus fantasy RPQ should be the perfect
vehicle for you. It will provide you with endless hours of excitement, That is all well and good, but you need to d o more to be a truly
fun, and entertainment. Don't think that this applies just to play expert player. There are other factors involved, so it Is necessary to
sessions. There is, for example, planningwith the other players, and consider them as well. The gamemaster works hard to provide
discussingadventures after they occur. The more you invest in this entertainment and eqjoyrnent for you and your fellow players. If you
game activity the more you will get out of it in the way of entertain- know and understand what the QM is doing-not private notes on the
ment. Let's begin by considering the Heroic Persona. milieu, of course, but what the person is doing as a QM-you'll be
You aren't the HP, but theHPis yours. Withoutyou, theHPwouldnlt helpful and a good player, too. That makes the whole campaign
exist in the game milieu that the gamemaster builds for you. The better. There are also the other players to consider as well. If you
campaign would be abridged without your input as a player-that is, know them personally, understand them, and assist each of them to
your interaction in adventures via the HP. As you actively roleplay, play better, the overall experience improves. You need to know their
contribute to the group's problem-solving ability, utilize the knowl- HPs too, so that your own can operate in proper relationship to them
edge and skills of your HP, and otherwise take part in the activity, and the full group potential will be realized during each adventure.
each and every participant benefits. To d o this properly, however, QuarrelingwiththeQMorotherplayersonly d-d
you need to "know" your Heroic Persona. spoils the fun. Sometimes it is necessary t o raise a point or to debate
The most important aspect of roleplaying is, well, roleplaying. The acertainjudgment or situation, but that must be kept to a minimum
more that players can perfect their ability t o project their Heroic (it'sonly agameafteralll) and, if possible, it should be reserved until
Personas' personality, the better. Roleplaying skills improve the after the adventure Is concluded. Don't be a disruptive or uncoop
quality of the game and increase eqjoyment. After all, the purpose of erative player. When another is so doing, be sure to asslst in settllng
the game is not to be Matt, Cameron, Dave, and Michele fighting the matter so the game can go on.
mythic beasts and journeying on epic quests. The purpose is t o If another player seems to know more and play better than you,
assume thecharacter, inclinations, qualities, and faultsof Balthasard, don't hesitate to follow the example and learn from the Individual.
Bryn, Trevyn, and Miranda, the Heroic Personas, as they struggle to Conversely, try t o help those who don't d o as well to become better
survive and conquer awesome monsters, discover ancient secrets, players. Not all QMs are expert, either-in fact, they can learn a lot
and so on. from their players. If you can assist In that process, then please do,
Mot only do you need to understand the rules-the "laws" of the but manage it with a friendly attitude and a lot of tact. Some OMS
campaign u n i v e r s e b u t also your HP and as much about that might b e too generous, and that's as bad as those who are too hard
persona a s is possible. That is the reason this game goes into s o on HPs and don't give sufficient rewards (Accomplishment Polnts,
much detail regarding what makes u p personas: what they know, etc.) for good play. Some QMs loathe to ever have an HP lost, others
what skills they possess, their social and economic backgrounds, eliminate them with the slightest excuse-or for no reason at all1
and so forth. Whenever there is free time and you're in the mood, Again, very bad gamemasteringl You and the others should talk to
spend a bit of it on further development of your HP. Just get out the the QM about problems such as that, for you all want a fun, exciting.
HP Profile Sheet and add to it1 All manner of additional details can be and long-lived campaign. Don't hesitate t o point out things that you
created, such as background information like a real person would thinkmight be interesting t o encounter, adventurescenarios which
have (be sure to get QM approval, though!). While doing so, some would be fun, and Ideas regarding thegarne, systems, and rules that
actual research on geography, knowledge, skills, and legends and you don't thinkare right. All that is done beforeor after play sessions,
mytholw will add to your enjoyment of the game. Then, each time and not when the QM is in the middle of a n adventure, for you don't
you come to the game sessions, you will also add t o the eqjoyment want to disrupt the game. Here are those points again:
of thegroup as a whole. By knowing your HPyou will relate to and get
into playing the persona, and your knowledge of the genre and of (1)Learn from your fellow players.
relevant general information will bring enhanced realism as well to (2) Help your fellow players to b e better.
the adventure. In short, you will excel in your play. This will encour- (3)Assist the gamemaster t o b e the best.
age your fellow players to emulate you, and your gamemaster will (4)Be considerate of all the others in the group.
likewise bespurred on to greater heights of creativity in the scenarios
he or she designs for adventuring. If the foregoing seems obvious to you, congratulationsi You're
probably a very good player. Be sure to use that ability to make the from the edge of the forest.'
game as much fun as possible. That brings us to play of the Hyti-1~8 QM: 'You canseeoneguardwalldngthewall.NathIngelaerppears
game specifically. Here are some tips on how to be an expert and to be happening We.'
have an HPwho isgoingto becomealegendaryforce@nstthedark Elatham 'Qreat. Once it's dark and we dedde to move In, I11
evils which lurk in waiting for unsuspecting humanity. sneak closer along the edge of the cliff and cllmb up udng the
Because you 'think" for your HP, it is important that you develop grapple when the guard'sat the other end of the wall. Whea ftL rll
a mindset for game play that L in tune with the makebelieve clear, I'll signal the Wets to cane up.'
persona and the milleu. You are an actor, in effect, and the drama QM: 'Okay, I'll roll to see I you make your CdmInJ AcClvlYlak
you're playing a part In is one of fantestic places and creatures, Phydcal check to sneak up to the wall, then you'll make a CLLmbhg
imagination, magick, and heroic strusgles. Imagine that it is a roll to get up the wall.' CIhe aM makes a D% roll concealedfmm the
motion picture. Ehch discovery builds the story. The challenges, playen.) T h e guard dasn't turn to look in your dlrcctlon.'
intrigues, and eldritch mysteries grow, but your resolve to defeat Elathana (rdllngthe dice): 'Okay. I made my roll. Now wtmt'a
the evil, to uncover the unknown, keeps you flrm in purpose. From happenin@-
the viewpoint of an alchemist, astrologer, cavalier, soldier, moun- QM (grinning): The guard'scoming back...'
tebank, thief, or wisewoman. you gradually learn and alter your Elathana: 'Rats1 AU right, I quietly draw my daggerand hldc inthe
perspective. From an individual, yougrow to be a team member as darkestshadows1can find. When hegetscl08t. I'llttytoauprbehlm
well. and take him out as quietly as I csn.'
There are strengths and weaknesses in each Heroic Persona. As a Jakob (anxiously): 'Can we see what's going on up then?
team, these strengths can be used to advantage,and the weak made QM: 'Not really; remember, it's dark. Beddes, you couldn't do
strong. The believing face the vampire: the unbelieving face that anythinganyway. Elathana when the guard gds about five feet fFom
which seeks to insinuate fear into the mind or drain the will to resist. you he stops and peen out toward where the 0th- are.'
By gettingintothe role, knowingthesubject andthegame, and being Elatham 'I guess this Is it1 I'll sprlngat him and try to knock him
one with the other players, you will certainly excel. out with the pommel of my daager. Roil for s u r p r k now'
QM: 'No need to--you surprised him. We It your beat drd.'
EXAMPLE OF PLAY ..
Elatham 'Here we go. O h yeah1 I gat a 21W s aSpcchl lfitl
The purpose of this section is to give you a feel for how play 2D6 maximum is 12totell'
actually works and what adventuring is like. This sample session QM: "Qoodjob1 Sinceyou got a Spedal Hit on your roll, I11q y o u
includes three players and one gamemaster. The three HPs in this took care of him.'
exampleare Cristof, his old friendJakob, and athief named Elathana. Elatham 'Whew1 That wasclose. Okay, I'll lookamund first, thcn
The captions below show what the QM as well as the players of the signal the d h e n to come on. When they start up, I'll make sure the
HP's say and do as the game progresses: guard is bound and gagged.'
QM: "Youtwo both need to make a CUmbfng(orP M rolltoget
QM: 'All right, so you've agreed togo to the bandit's stronghold to up the wall.'
rescue the merchant's daughter. You learned at the local tavern Cristof and Jakob (mllingdice):'We both madeit What do westc
where the stronghold is and have a good ldea of how many bandits and heat?-
are there. What now?" QM: 'Elathana is busy tying up the guard. Looklngaround,you see
Cristof: 'Well, we need togather our gear and get ready before we the empty courtyard below. The outer wall that you are on connect8
go." to part of the bulldlng on the far e n d and it ha8 staln IeadIng down
Jakob: "That sounds good, let's do it." to the courtyard on this end.'
Elathana: "We'll probably need to scale the wall, so I'll goget some Cristof: 'Let's try going in from upstairs. There mlght be more
rope and a grappling hook." bandits inside the maln entrance. Jakob, you get a CasClng ready,
QM: "Just make sure that you each have written down all the while Elathana and I go in with swords drawn.'
equipment you're taking. If it isn't in writing, you don't have it!" Jakob: "Okay. I'll walk in the back, though.'
Cristof (checkinghis equipment llst): "Right. I think I have every- Eiathana: 'Right. I draw my short word. Let me go up front, dna
thing !can manage to cany and might need. You guys ready?" I have a better chance of sneaking up on someone: I'm used to
Jakob: "Qot it." stealthy work, you know...'
Elathana: 'Done." QM: "At the end of the wall h a closed door leadlng into the
QM: "Okay. You ride to the stronghold, which is about 30 miles building. Who's going to open it?'
away. That takes up the rest of the Rrst day. Next morning, you Elatham 'I will, but first I'll put my ear to the door and l k e n for
approach the place. The trail leading to it winds through the forest, sounds from inside.'
and then opens into a clearing, and the stronghold is built into the QM: 'Make a Pemphlon roll [the QM has the option of rdllng
side of a large cliff." secret@for the players instead] to see if you can hear anythln~.'
Cristof: 'We'll stay in the woods nearby until it's good and dark, Elathana (rolllngD%): 'Nope. Didn't make it. Hmmm...I'U look %t
then leave o w horses tied to some trees just inside the edge afthe the others to make sure they're ready, then open the door. 8 -
woods when we go in. Meanwhile, we'll watch the wall for guards beyond?"
Jakob: 'And 1'11 search the room,
looking for anythlng else that mlght
b e useful. Anything here?"
QM: "Ummm.. .Well, there's a new
ransom note on the table.'
Elathana: "Where'sthemerchant's
daughter?'
QM (for bandit): "Why should 1 tell
you?"
Elathana: "Because 1'11 kill you if
you don't." (atinning at the QM) "I'll
press a llttle harder with the edge of
my sword ...'
OM: "You can tell he doesn't want
to say, but you've got him nervous.
Hegulpsandsays, 'She'sdownstairs,
In a storage room by the stables."
Cristof: "Well, you're gonna show
us where that Is. Qet up-but don't
try anything funny, or well skewer
you1 I'lltle his hands behind his back
just in case"
QM: "Yourcaptiveleads youdown-
stairs to a room and says, 'This Is it.'
QM: "A hallway anda lit torch in a wallsconce. Down the hall about What are you going t o d o now?"
20 feet is a closed door." Elathana: 'I'll listen at the door.'
Cristof: "I'll take the torch, s o we can all see." QM: "You hear sobbing, and the sound of a man laughlng Inside.'
Elathana: "I'll listen at each door a s we pass, until I hear s o m e Elathana (gritting her teeth): "I'll tell the others what I hear.'
thing. How many times should I roll?" Cristof: 'Okay, I'm goin' in1 I'll teach the thug to pick on a defense-
GM (grinning): "Don't worry about it. I'll tell you when you hear less girll'
something. As you follow the hallway, you hear voices behind the Jakob: 'Walt a minute-there may b e more than one of them ...'
third door. It sounds like there are a g o u p of men in theregambling. QM: "Too late. Cristof opens the door and sees a big guy with a
What do you want to do?" whip, standing over agirl with manacles o n her wrists. All of you tell
Jakob: "Let's keep going. I don't think she would b e in there." me whatyou'regoingto do, then roll for Surprise.' (The QM rollsand
Cristof: "I agree. Let's go." gets a 73)
GM: "All right, two down from there, Elathana hears somebody Cristof: "I'm going to msh him, and attack with my sword."
snoring." ...
Elathana: "Here we go I'll follow him In and attack, too. We need
Elathana: "Ahal I think I know how we can find out where the girl to take care of this guy quick.'
is. I open the door a crack: Is it dark inside?" Jakob: "While they fight, I'll g o pull the girl aside and make sure
GM: "Yes." she's all right, belng careful not t o get caught in the combat."
Elathana: "I'll step inside real quietly and move toward the sound. Cristof: "Ahal I got a 2 0 o n the surprise roll!'
You guys count to three, then come inside and shut the door behind QM: (smiling to himself) 'Okay, Cristof and Elathana, roll D%
you. I want to get to the sleeping bandit before the light wakes him against your Combat, Hand WeaponsK/S STEEP. Jakob, you'll have
up. When they come in, 1'11 put my sword to his throat and wake him to roll against your Physical W T a t +20 t o pick her up and move her
up for a little questioning." without getting In the way-she's In leg irons, too."
Cristof and Jakob (nodding):"Sounds good. Do it." Elathana: "I missed.'
GM: "All right, but I want you to make aphysical roll at +5 (it could Cristof: "I hit. Damage is...18 points."
be higher, like + 10, + 15etc.) to keep from tripping over something Jakob: "1 made it with a 15."
in the dark." QM: 'Now, let's all roll a D l 0 for Initiative. 1got a 4."
Elathana (rolls):"Just made it! Okay, what now?" Cristof: "I got a 101 Darnnl'
GM: "When the other two come in with the light, you can s e e that Jakob: "Hal I got a 1I'
the guy who was sleeping is woundebprobably from a raid. He Elathana: "I got a 3 4 ' m gonna swing againl"
doesn't look happy when he figures out what'sgoingon, but he isn't QM: "Walt a minutel Jakob's first."
in a very good position to argue!" Jakob: "I'm going to ask her If s h e can walk If I take off the chains.
Cristof: "Good! I'll move over by Elathana, and get ready, just in case." If so, I'll cast a Lock Open Cantrip.'
QM: "She says she thinks so. Roil your DweomercmRSTEEP, and doing so seems particularly unfair, unrealistic and/or too much
don't forget to mark off the Heka for it" trouble.
Jakob (roiling):"64-but sinceit's a a r a d e 2 Casting, I multiply my The rules in the MythusPHmegame are intentionally simple and
chance by 2.1 made it." often deliberately vague. We want you to b e able to unleash your
Elathana: "Now I'm gonna hit him." (Roiling.) "This time I hit him imagination with a bare minlmum of technical details to worry
for.. .Yeah1 16 pointsl" over. Of course, if and when greater complexity and more reallsm
QM: "That's enough to Daze him-but he's still swinging at you, is desired, the Advanced Mythus game is an option, and, in fact,
Cristof. Whoa, 93, h e really missed." we recommend that ail players of the Mythus PHme game eventu-
Cristof: "All right, I'll swing again ....Rats, I missedl" ally progress to the advanced rules. (SeeChapter 7, hereafter, for
QM: "Well, then it's time for Initiative again. I got a 4. That makes details on switching your campaign from the Mythus PHme rules to
it 6 for me, since the bandit's Dazed." those In the Advanced Mythus game.)
Elathana: "A 1011 Looks like I got Cristof's roil this CT." Another thing which may b e apparent fmm reading the above is
Cristof: "I got a 2 this time." that a good gamemaster is also adept at improvising in an unex-
Jakob: "I got a 5." pectedsituation. Nowrittenscenarioisgoingtoglvethegamemaster
Cristof: "I'll swing again. It's a 47--hit-for 18 more points. What answers to eveything that the players could possibly ask so the
kind of armor is this guy wearing anyway?" gamemaster must be prepared t o make u p something that sounds
QM: "None, just regular clothes. It doesn't matter, anyway. He's plausible on short notice. It's really p r e y easy to d o once you've had
dead." some practice1 What is slightly harder is to remember what you've
Jakob: "Let's get outta herel" made up. For the sake of consistency, be sure to write down all
QM: "The hall is clear, which way?" important things that you've impmvisedl
Elathana: "Hey, wait! Where did OUR captive go?" On the whole, you should now have afeel for how things work. It's
QM (laughing evilly): "You didn't expect him to hang around and simply a matter of the QM describing the situation and the players
wait, did you? He probably went forhelp. Asamatterof fact,you hear reacting.
the noise of others approaching. Let me roll a D l 0 t o figure out how One thing that might prove helpful for inexperienced gamers Is
long it will take them to get there." to find some people who have been playing for awhile and watch
Cristof: "How long?" or play with them. Most large clties and college campuses have
QM: 'You going to wait around t o find out?" organizedgroupsof roleplayinggamersdo some snoopingaround
Jakob: "No way1 Let's get goingl" t o find out where they meet. Hobby shops that sell gaming mate-
rials (you may have bought this book a t one) and fantasy/sclence-
There are some important lessons to be learned from the above fiction conventions often draw legions of gamers through their
example, particularly for young budding QMs. The first thing, of doors1
course, is to use the rules imagina-
tively. Never, when you are playing,
worry too much about what it says
in the book, but rather d o what
seems the best at the time. This
QM's decision to forego thesurprise
roll is a good example, as is his
arbitrarily rolling lDlO to s e e how
many CTs it took for the reinforce-
ments to amve. Note also that when
Jakob wanted to grab the girl and
move her to safety without getting
in the way, the QM simply said, "Do
it with a Physical roll at +5."
No two groups of people are go-
ing to play the game in exactly the
same way, and there is noone "right"
way to conduct an RPG or to resolve
any particular situation that comes
up during a scenario. The collection
of rules in this book are often a t
best a collection of suggestions o n
how things can b e run, and you
should never cling to them when
M astery of the Mythus Prime ~ 1 e . is
S something that you
will probably accomplish quickly, and-in time-you
will grow ready for a system with a little more sub-
stance to it. The Advanced Mythus game, of course, is the more
realistic and fulfilling one, and the mqjority of future scenarios and
carefully read Chapter 10, photocopy some standard HP Prot7le
Sheets, and translate your Heroic Personas onto them. This wlll be a
complex but rewarding task as the increased detail provided by the
advanced description of your Heroic Personas will serve to bring
them to life-to make them seem even more "real" during the course
accessories for the Mythus fantasy RPCl will deal almost exclusively of the game. The steps for doing so are as follows.
with the Advanced Mythus rules. However, the Advanced Mythus 1.DetermineTlbVE.CAlEGORlPS, & A T l W t W E k W s c o r u ~
rules-once learned-will prove not to b e overly difficult to use. in the A d v a n c e d ~ u s r u l erun
s roughly double what l h a e in the bas~c
Careful study of the system in your spare time is recommended, and rules do, so multiply your HPs' TRAlT rztings by 2 before pladng them in
GMs may wish to introduce It into their campaigns one piece a t a time, the provided blanks. Afterdoingthat youwill need todivlde thescorc for
as opposed to completely starting over with the advanced rules. This each W a m o n g the two CA'0R)E;S underneath it, and then divide
section is designed to help you accomplish a smooth and gradual theresultantCA'IFXiORIsco~esupamongthethreeA'ITRIB~in~~~
conversion, taking it all one step at a time. CAITGORY.(Note that nelther your Power nor Speed A'ITRIBUlES may
ever exceed your Capad&A'ITRIBUIE in any particular CATTX1OKY.)You
might find that the easiest thing to d o is to try and divide everything up
DIFFICULTY RATINGS more or less evenly. See page 64 for a detailed desuimon of just what
AND JOSS FACTORS are CAITQORIES and A~TRIBURS.
A good way to start your campaign o n the advanced track is t o 2.Rollfor Joss:aoahead and roll for your p e r ~ o n a ' s ~ r t l nJoss g
first add on the rules for Difficulty Ratlngs (DRs) and J o s s Factors if that has not been dealt with already--provided, of course, thdt thc
(JFs). Start out by reading Chapter 1 1 to learn how K/S rolls a r e OM wants to use Joss in the campaign.
resolved in the Advanced Mythus rules, and try those rules out at 3. Calculate Damage Levels and Effect Levels: Meld, t u n to page
your next session. The rules for Difficulty Rating should look 67 o f C h a w r 10, a n d f ~ o u t y o u r p e r s o n a ' s ~ Levels
q e (Dls) ,md
familiar, for they are the s a m e method used to decide the success Effect Levels (W) in the manner described by that part of the tcxL
of Castings in the Mythus Prime rules. 4. Convert K/S Areas: You won't have to d o much work to flnd your
Furthermore, when you introduce DRs, you may want to bring in persona's K/S Areas when converting to the Advanced Mythus rulcs, as
Joss Factors (JFs)a s well. Chapter 1 1 tells you how to generate base youal~havemastofthem.STEEPpointsmeanprdtymuch t h e m e
JF scores for Heroic Personas, and it provides an Indepth discussion thing in the advanced game as in the Mytbus PHme rules, so only a l i t k
of how to use JFs in your game. modification will be necessary for that. You will, however, have to figuc
out the ratings for three new KJS Areas applicable to all p e r s t x u
THE ADVANCED HY / a ~ Native Tongue, and 7 h i e t'tmiuan. QO to
~ t i q u e t t e / ~ o c<bsces,
Once you and your friends have played for awhile and become the chart o n page 7 0 and d o so by the process given there.
familiar with Difficulty Ratings and Joss Factors, the next step is to Also, the a M may wish togive the HPs a few more WS Areas free of
Y Y
Example: TRAITS, CATEGORIES, & ATTRIBUTES for Cristof
T o adapt Cristof t o the Advanced Mythus mles, t h e first thing w e d o L arrange hla TRAIT, CA'TEClOKY, a n d
AITRIBUI'E scores. In t h e Mythus Prime game, Criatof h a s a Mental TRAIT of 40, which translates into an M of 80
In t h e advanced rules.
We then g o o n t o divide his 80-point TRAITscare u p between h i s Reason a n d Mnemonic CATEaORlE-S, to which
w e assign a s c o r e of 40 each (for simplicity's sake).
Now w e must divide u p t h e ratings for both Reason and M n e m o n b among t h e three AITRIBIXES (Capacity.
Power, a n d Speed) in each. We decide to give a score of 14 to Capacity Cap), 13 to Power (Pow), and 13 to Speed
(Spd) in e a c h CATEaORY.
Our HP s h e e t for Crtstof now looks like this:

Mental TRAIT (M): 80


Reason (MR): 40 Mnemonic (MM): 40
Capacity (MRCap): 14 Capacity (MRCap): 14
Power (MRPow): 19 Power ( W o w ) : 13
S p e e d (MRSpd): 13 S p e e d (MRSpd):

Having d o n e that, w e now proceed to perform similar work for Cristof's Physical a n d Spiritual 'IRAITS.
charge t o help them take advantage of the much wider range of K/ figurewhich ofthe above K/S Areas they passessand obtain thelr S l E Y
S Areas offered in the Advanced Mflhus rules. Perhaps 1D3 new scoresin each. They should be required to buy these IVS Areas. but OMS
Areas or so for each TRAIT would b e a good idea. may-& their dbxiiorr-allow personas to buy them at a trduced rate,
5. Determine K/S SubAreas: Next comes the matter of Sub-Areas, in a manner similar to thats-ed under 7he Advanced HP,'above.
which the aM and players may or may not wish to introduce into the In any event, it might be a good idea for the OM to sit down wlth Ule
campaign right now. Read about them in Chapter 10, and see what you players and practice the new rnq'ck rules for a few minutes before the
think. If you do decide to use them, a n easy way to go about adding them game. With time and patiencethey can be mastered and-just as with the
is to look up your K/S Areas on the master lists (pages 99-loo),and note restof the game-you are sure to find doing so to be rewarding.
which ones have SubAreas on your HP sheet. then see how many S u b
Areas you will receive in each. That way, you may then look up each Using All Listed Castings
individually in turn and choose the SubAreas that best suit your HP. Rather than being limited to the Castings used by the K/S Areas
6. CalculatePersonal H e l m If you are playing an HP who has Casthg listed on page 15, Heroic Personas In the advanced @me will find
ability, you will need to figure out the HP's personal Heka using the whole new vistas open to them with respect to maglck. Even those
advanced method as given in Chapter 13. (note that ChapCer 2 of the HPs whose Vocation is not primarily of Heka-using background may
Mythus Magi& book details other Heka Sowces, as well. find a helpful Charm o r Cantrip from the large selection available in
7. ktablish GeneralPersona 1nformation:'Ihenext stuff to deal the Mythus Magick book.
with is the "aeneral Persona Information," and all we can say for that
is to turn to page Chapter 10, and have at it1 Keep in mind that it is this Full and Partial Practitioners
information which will shed real light as to what makes your Heroic Another aspect ofthe advanced rules Isthe differentiation between Rill
Persona tick. Take your time filling it out--you don't have to d o it all and Partial Practitioners of the D w e o m e . and PHestu& KJS Arms
at oncel Add in information gradually as it comes to you, and feel free (qq.~.).Most Hekzusing \libcations in the Advanced M m u s game (and
to change things later o n to reflect how your HP has grown and all of those in the basic game) are treated as Partial Pmditioners. Thuse
developed. For the moment, however, you might wish to stay away lucky few who are eligible for Full Practitioner status will gain as much as
from creating HPs of variant ages (younger than 25 or older than 35) 10 times their base Heka for use in magickal Castings.
or making use of Quirks. You should a t least, though, roll for Handed.
ness, and for Attractiveness if you have not already done so. Pacts And Vows
8. Adjust financial Resources: Rnally, there are resources to Vowsof Faith and Pacfswith EMl are yet another addition designed to
deal with. 'Ihe QM may wish to tinker around with your finandal give Hehausing personas more power when using Cadings. Dependirlg
resources to bring them more in line with the Advanced Mythus upon their particular Pad or Vow, HPs are able to increase their permnil
rules. The biggest things you will need t o do, however, are to come up Heka by a certain amount. Note that an HP who has made a Pad or taken
with your Possessions CA7EUORIES and your Special Connections. a Vow must always honor it explicitly, for a persona may onty ever make
Chapter 10 deals with such matters, starting on page 112. one such Pact or Vowl Those foolish personas who seek to break an oath
with a Deity or other htital Being usualiy suffer dire consequences, not
ADVANCED COMBAT the least of which will b e the loss of their Heka bonus1 Those who b r ~ i k
As mentioned before, combat is an integral part of thii (and any other) a Pad can probably look forward to their career (and life) being cut short
RPO.This isagood point in your campaign toswitchovertothe Advanced as the forces of Evil come to clalm the wayward persona's soull
Mfluscombat rules. The best way to d o s o is togo and study Chapter 12
carefully. Before actually beginning play with the new combat rules, Creating Specialized Castings
gamemasters might by staging some practice fights of their own and see The Castings which make u p the known and accepted list of
how well they w o k This is g m t gaming exercise for players, as well, for magickal Operationswithinagiven K/SAreaare knownasArchetypic;ll
it gives them a chance to learn the new mechanics without really risking Castings. (Basic Archetypical Castings are listed In Chapter 13, and
their HPs' lives. it will be helpful to have all of the advanced weapon many more are given in the Mythus Magick volume. Others will
information (Base Attack Chance (BAC), range, speed fadors, etc.) follow in additional volumes later on.) Each of these Archetypitxl
written down on the players' HPsheets before thegarne begins, as this will Castings has been honed and refined over the centuries to such a
save much havingtogo back and look things up duricgthe courseof play. degree that it is more reliable and efficient than newly devclojrd
Having a gamemastet's screen, and photocopying the important tables Castings. A persona who has Heka-using ability Is not absoltrtcly
and charts throughout the book will also be helpful. limited to Archetypical Castings, however, provided the garncrn;istcr
allows players to use what are known as Specific Castinp.
COMPLETE HEKA SpecificCastiware basically magicks devised by the Heroic Persorurs
'The last big step to be taken in converting to the Advanced m u s for general or specialized use in the milieu. A Specific Casting requircs
rules is to Introduce the complete Heka system, includhg the remaining great resou~ces to properly develop, and it will likely ncvcr be as efidcnt
Hebusing W o n s and K/S Areas.The advanced system is dealt with as one of sort. Spedfic Castings usually require at lcast
at length in the Mythus Magick book (andChapter 13of the book you are doubletheHekacostofan ArchetypicalCasting. IftheQM deddcs toallow
holding gives basics) and will require a good deal of study before being s u c h C a s t i n ~Heka-usingpersonas
~, may use theguidelines in Chapter 10
introduced into the game. Aspiring HP mages or priests will want to first of the Mythus Magick book to construct these personalized spells.
There is more to being a garnemaster than merely knowing the is literally a howlingwilderness, as 1smost of Amazonla (with only one
rules thus far, of course. While players each take on the role of asingle developed state, the lncan Empire, further limiting cholce In rega.rds
character, the gamemaster has to play the parts of an entire world of to variety), most of Vargaard beyond its Esst Coast, southern Afrik
personas, and morel But it is an incredibly rewarding task that you set and many of the big islands too lack detail. This isn't to say that these
yourself to do. In this chapter, you'll find information and advice that places are not exdting and interesting. We are merely pointlng you
will get you started on your way to success as a true gamemaster. toward a place to be@n and base a campaign,so the more civilized
and varied locations loom large in this regard.
USING THE EPIC OF E R T H Choosinga Continentr Depending on your knowledge and prefer-
There can be no doubt regarding the campaign setting. A poorly ences, and assuming that the reader is of European/American back-
thought-out setting will doom any campaign to an early demise, while ground, the most likely places are:
a good one is the gamemaster's best friend. The Epic of AWh Atlantl or lemurla: You'll have to d o a fair amount of creatlve work
companion volume has been prepared as a campaign companion but either of these places offers a maximum amount of ClM input for
work of the Mythus game for good reason. In it, we have created a a unique and different setting.
work which is guaranteed to provide gamemasters with a setting that Affik or A&: From east to west, this is sort of a compromise
not only meshes perfectly with the Hythus rules, but also one that between the more fanciful places and the quasi-known states of
offers them and their player groups every avenue for adventure, Aropa. Thedegree of familiarity to participants will depend upon your
intrigue, roleplaying, exploration, and action in a world filled with the next selection, but if you know a falr bit of history and a lot about
strange yet familiar, the magickal yet "mundane," integrating fantas- culture, one or the other of these places will serve quite well.
tic elements into a working and believable world. What does all that Vargaard:The "colonial" petty states along the East Coast and the
mean? Simply that all you need to do to set up your campaign is use the Kanibean Islands (Hismola et al. ) provide a good compmmise
Epic of /Erth book and some of your creativity to get the ball rolling. between the more "classic" European culture and the "exotlc' soclet-
ies of Afrik and Azir.
Targeting a Campaign Location APopa: This is the typical choice for the beginning campaign, for
'Think of the campaign you are about to begin as a target. You are most readers will have a fair idea of what its lands, citles. and peoples
taking aim now, and it is the buil'seye you're going to hit, never fear. look like and how they interact and behave. By mWng in your
First, however, you need to study the whole thing. The "outer ring" is imagination such fllms as Robin Hood,7he Black Shield of PBlwoN1,
the entire settinwin this case that means the cosmos, planes, Joan of Arc, Marco Polo, and 7he 7hree Musketeers, a general
spheres, the counter-world of Phaeree, and Wrth, inside, in between, picture ofwhatArth could be like beglns to emerge. It isjust such sort
and outside. That's a very large outer ring, and one which is going to of background "familiarity' which makes us recommend using the
be appreciated later. Right now, however, it's time to move inward continent of Aropa as a starting point for your campaign.
one band. Selecting a State Whatever place you decide upon, though, it is
The second step in taking aim a t the structuring of your campaign now time to move inwards to the next band. We are getting dose to
is the overall place where most of your action will occur. Because this target center now, and pretty quickly you'll be speeding your shaft
is so crucial to the success of a campaign, we are directing you to the toward that bulllseye;so bearwith this processjust a bit longer. Now
outer surface of Wrth. That's the best place for all concerned. and it that you have a large general area in sight, go a step further and select
meets all of the qualifications we mentioned at the opening of this a state within that area. For example, if you think the Isles of Avillonia
section. While the "skin" of Wrth is a lot smaller than the multiverse, look good for your campaign's base, then select one of the five
it's still far too large a place for us to zero in on. Tens of millions of klngdomswhich are on those islands. If you've sighted in on the 'Near
square miles of land on a planet whose circumference is about m t , " pick a place-Rgypt, Byzantium, Hasur, etc.--as the one
25,000 miles must be considered as another of those concentric where your campaign will be set. Keep the following factors in mind,
circles, another step toward your hitting the bull'seye. You need to however: The Pantbeon of the state will be important. So will be the
examine this second ring closely, though, for it is time you began to culture and the society/social system. Remember also that from the
actively participate in the process of target development. aet your base state, players will have their Heroic Personas venturing all over
Epic of Rrth volume and take a look at the map of Arth. the place, and espedally into W'acent nations.
Select a continental area for a base of play for your campaign. Picldng a Final Locale: Once you have dedded upon a 'home'
Somewhere on or near that land mass is where things will start. Now nation, it is time to choose the longswaited "bull'seye" area, that
we're getting close to the center, the ultimate place you are aiming to small portion of the state which will be the central starting point of
strike. Consider carefully before you choose. Ammonia and Magmur d o n in the campaign and your ongoing base. A big d(y Is always a
aren't good selectionsunless you area particularlyskilledgamemaster good choice, for it offers so many possibilities. It also requires you to
with a lot of ideas and plenty of time to develop them for your either go out and pick up a prepared (commercial) metropolitan
campaign. The same holds true for a lot of other places. Why? Well, complex accessorywork of the appropriate sort or else spend a lot of
think of it this way: The more populous and politically developed time and creative effort doing your own. A smaller one, a town, has
places on Wrth offera wealth of immediatedetail for G M use. Magmur most of the advantqes and drawbacks of the city base. Beginning in
a VIII&J; is easy, but the potential for continued utilization of that then... sRAsnlIhestillnesswasbmkenbytheWBCthrfty,andmw
place as a base Is strictly limited, unlessthe little community happens Ulase~ons,andtheHP&wlllmove~velyouhu~wn-
to be near a city or town. In fact, here's our recommendation: Locate wards and upwards also as might the stone and the droplets of water
your campaign's base In a large village, and place that thriving hamlet arislng fmm the Impact of the of Ule former--into the world m u n d .
on a mqjor artery (road and/or waterway) near an important urban Because you have pretty well detailed everything h the mntral
area-town or city makesno difference as long as it Lakey place such piace where your campaign began,you will flnd that from this pdnt on
as a port, trading or university center, etc. Because of I t s proximity to you will be devising and developing the places around the startlng
an urban center and its arterial location, there will certainly be the point. Details and data will move progressively outwards, much as do
stronghold of a lord (orofficial)nearby and possibly some estates and the rillgs from the impact of a stone on the stlll waters of a pond. The
villas of aristocrats from the nearby urban center. The village will also sinking of the stone, the droplets of water above, are analogous to
have inns and taverns for travelers; there will be some shops catering your development of material pertalnlng to Subtenanean IErth, the
to the wealthy and travelers; and the residents will be relatively 1nnerAW.h. and what is beyond (asHght shimmers on the ripples and
cosmopolitan In outlook. You canset all of this u p with a minimum of flying drop). You will find much information of general nature In the
effort, and the Introductory scenario, High Time at the Winged Hg Epic of &th book,but It is in need of the personalization which only
(see page 47), assumes just such a place. the gamemaster b able to provide. The detalls you develop won't be
You now have alot of possibilities for playscenarios.'lhereare local as intense as those of the campaign's starting point--unless you
encounters in the village, Intrigue possiblllties in regards to the change the seat of action.
nearby lord and other aristocrats (andtheir dungeons), outside action If that occurs, then you've actually dropped a second stone, so to
along the artery and in the open lands around, city adventures, and speak, and the procxss will b a n all over agaln, only this time the
somewhere nearby will be an entrance Into the mysterious labyrinths body of water, your campaign, Isn't as still as it was initially. Informa-
of Subterranean AXh. tion you develop for a second locale of main action will 'meet' the
circles of material already developed by your first work.
Beginning Your Campaign These two analogies, t h e n should asslst you in visualizing and
Here's how your campaign might now develop, assuming that you developlng the work which each and every gamemaster must accom-
take advantage of the starting scenario provided herein. plish In setting up and running a fantasy roleplayinggame campaign.
ARer their harrowing time at the local tavern, the hardy HP crew You can hit a smaller mark with greater accuracy, drop a larger stone,
decides to take local residence and find out more about this area. by taking advantage of the wealth of lnfonnatlon and cdorful detalls
Undoubtedly, the Heroic Personas will be needing and wanting any provided for the Mythua game In I t s companion campaign volume.
number of things, so you'll direct their path into the urban center That workdoesn't takeawqy from the creativity of the QM, but It allows
nearby. (letting there might be a bit of adventure In Itself, and once in a commonalty of interests between groups, and by using It you keep
town the group will experience much of the 'local culture," so to to a manageable level the amount of effort you need to make a
speak. Then, returning to their own digs, you might have them campaign Interesting and successful.
encounter a coach with aristocratic occupants-perhaps intempting
bandits robbing them, or maybe In some other fashion. From there It
is but a step to an audience with the local lord, who will undoubtedly SETTING THE VAUJE
have a sewice or two he needs performed by such a likely crew. After OF THE BASE UNIT COIN
that-which means some number of experiences questing through As mentioned in Chapter One, the monetary system used In the
countryside in other nearby communities on the noble's missions- Mythud game b based o n a concept called the Base Unle Cdn.
it might be time for the group to d o a bit of exploring in the under- otherwise known as the BUC System. The standard coin of exchange
ground mazes. In short order, the HPs will be a veteran lot, and then is simply called a BUC. On iErth the basic coin metal is bronze, so the
you can begin to really expand their horizons. BUC Is a bronze (B)coin of about one ounce weight (about 28 grams).
The sample scenario in the Advanced Qvfhusgame is an ideal one for The value of all other coins, regardless of their metal content or
that. Take alook at it when yougeta chance, and you'll seewhat we mean. weight, Is then expressed in BUCs, Base Unit Coins. A BUC will
purchase just about what one dollar US ($) will, so throughout the
Following the Ripples Outward world a "buck" is aBUC.The cost of just about anythlngis thus known,
Back to your campaign development. .. can be found in a catalog or prlce sheet, or extrapolated. Here's the
We have already become familiar with the m e t and bull's-eye analogy way the system works:
forthesettingupofthemilieu which youwill develop foryourplayerpup. The localBUCrnlat buy more or less than It wlllin an HPs' home @on,
Now it's time to think of another, similar analogy.We @n deal with a but it will still be a BUC or somethingwhich can be translated into BUe.
central mark and rings, but now the action will move fmm the inner spot Regmiless of inflation or deflation, the exdxuqe of metal for metal is
outward in pmgmsive circles. To help you with this concept, lmagtne ked,so standard metal value ratios apply, as summartzed in the Metal
your starting of the campaign is a stone just dropped into a body of still Wues table on the followingpage. 'Ihe ratlo8are based on one ounce of
d you picked a piace, eachlistedmaterial t o o n e o u n c e o f b m m (1BUC).
water. In truth, that's almost what has o c c u ~ ~ ewhen
established your campaign, and had the players interact with your cm 'Ihe following descriptions will help to identify some of the more
atlon through their Heroic Personas. Nothing was occuning. and unusual metals listed on the table.
from 1to 3BUCs, dependingon the quality of the place and dze of the
flagon and quality of ale, of course. A meal? From 5 to a 100 BUCs,
@n depending on the fadors noted. Clothlng prices, many goods
costs, services Nred, and so much more can come from the actual
knowledge of players. Even arms and armor prices can be found if
you have the right catalogs,although the best of items in such listings
are for averqequality items as far as the game is concerned. Double
and redouble forsupdorand excellentquality, respedvely. You can
base your figures on shotguns, for example, when setting the cost of
asword. Cheaponesarea few hundred BUCs, but masterpiecesof the
craftsman's hand begin at around 3,000 BUCs and go up to at least
twicethatcost.That doesn't consideradarnantine or hekalite or Heka
Forging or any form of Heka either.
Whataboutthecostofaridinganlmal7Useanautomobileasa base
to find the value of a typical animal. In Eropa, for instance, a donkey
is about the same cost as a 'beater;' 1.e. 250 BUCs or so.A mule is
double that and up, depending on quality, age, and condition, so
aasedonthestandardanoyof 1.8S~gddtc,8peute figure from 500 BUCs to 2,500 BUCs. That's the bottom line for any
silverand l.lSpmtecopperforhardnessandunfquembrf
horseworth owning, too. Anaverage horse in primecondition and a g
goes for from 7,000 to 25,000 BUCs. Think of sports cars when you
consider steeds trained for warfare and combat. A fair quality light
Adamantine: Adamantine is a non-ferrous metal which is much warhorse is around 30,000 BUCs and up, one of medium sort will go
harder than steel, but it must be alloyed with the latter to make arms for about 60,000 BUCs and up and the big, heavy destrlers flt to carry
or armor. it is worth its weight in eiedrum, and must be alloyed at a a large man in plate armor will start at 90,000 BUCs as a general rule.
ratio of from 1 to 8 parts in 16 to be effective. Working it is more What does a galley or ship cost? Figure 1,000 BUCs per foot, then
difficult, so this adds I 0% per part added to the cost of an item being add a similar amount for extra decks and for fltting it out. Fitting out
forged of it. Finding the metal and a srnith/armorer able to workit will is the stuff like canvas, spars, cordage, anchors, chains, small boats,
be a problem! However, adamantine adds to the strength and quality oars, and all. It doesn't consider weapons, supplies, etc.
of the item as is detailed in the Advanced Mythus chapter on Machinery of war? Simple constructions of wood, rope, leather.
Combatbeginning on page 208. etc. cost about 2,000 BUCs for the smallest common sort--a heavy
Hekalite: Hekalite is also a non-ferrous metal used for making crossbow-like sco~pionfor example, a device shooting a spear-sized
"enchanted"/"magickal" objects. It is alone worth twice its weight in missile. With spring-steel arms the cost is doubled. A well-made
oricalcum when refined into pure metallic form. Hekalite's uses are trebuchet is about 10 tlmes larger than the bask swrplon. so It wlil
discussed under "Magickal Devices," in the Mythus Magick book. cost 20,000 BUO-with no need for adding anything in the way of
Oricalcum: Oricalcum is a rare and precious metal, about as price, for there's not much need for additional materials to improve
weighty as platinum, but only slightly harder than gold. It has a oreven for flash on one of those darlin'sl Amilitary engineer and crew
lustrous color resembling the hue of molten copper. Oricalcum is can build youall sortsof thissort of equipment on thespot, as it wcre,
prized for jewelry and ornamental uses, of course, and some states given the raw materials. The cost of lumber and materials is about tx~lf
mint it into coins. OnErth, it ismost abundant on thelslandofAtlant1. of the priceofthis sort of thing, the rest being laborand markup for prufit.
Smaller deposits are found on the continents, however, and on the This brings us tothecost of hire. Minimum wage isabout 3 BUCs per
islands of both Hy Braseal and Lyonnesse. hour for common labor; journeymen earn about 12 BUCs per hour;
and masters begin at 25 BUCs per hour. An attorney will fetch from 50
Coin Availability to 500 or more BUCs per hour, but no need to discuss such thing as
Qenerally speaking. coins of silver value and lower are used in that in a nice book such as this is.... Mercenaries will work based on
ordinary affairs. Better establishments will easily handle electrum, alowwage plus their license to loot and thespoils potential. Base rate,
and topquality ones will managegold, platinum, and even oricalcum. with fair prospects for the latter, is 200 BUCs per week, plus food and
Banks and the like deal in all metals, of course. The matter of drinkfora regular infantryman, 300 for crossbowmen, 400 for skilled
exchange rates for coinage and metals is discussed in detail in the archers, 500 for light cavalrymen, and feed for the horse (say 10 BUCs
Epic of AMh book. Simply put, though, an ounce of bronze in coin per week) is extra. Now a medium trooper commands 600 and a
form buys the equivalent amount in goods or services that $1 buys heavy (mounted serjeant)gets 750. Corporals worh at the next higher
here and now. grade, NCOs get a 10% addition to corporal pay rates. Under offlcers
get double corporal rate, junior ofncers double the NCO rate, and top
Some Cost Examples officers get double junior officer pay. The overall commander, then,
Now let's see how easily and well the BUC system works. An HPgoes gets a bonus of from 10% to quintuple pay, plus a bonus for victories
out and stops to get a flagon of ale at the local tavern. The cost? Well, based on a p r e q p e d rate. (You bet it's costly to field an army of paid
---
soldiers1That's why a quasi-feudal system is still used in most states
in the milieu.)

f
That should give you a solid idea of how to manage things. Base Example APAwards -
everything on what the reality Is or was historically, converting the ~mdhlsassoclateshavejrrst~-tfIghllm
latter to dollars and dollars to BUCs. Gamemasters are quite free to attheWlnged~(Cbapter9h endnawMsmaunaks
make up whatever they like. The single requirement for any of this is his AP award Prom the gunemaaber. RrJt d all, the HPs
consistency. When something is decided upon with regard to cost, mwnlEpdtoszuvhretheondealandderednolossdnrabc
the QM must make a record entry accordingly. ortwo.lherrlm,the
iielacausaetisgdherthana~~lllld
QMrulestfrattheHPefFartwasacorrgJetegi~and
Converting Costs From Other Games dese:ma+l Hmer, a s t h e t x e m i o ~ ~ ~
It should be a fairly easy matter to convert wealth from another verysholtandIE1URr~modiflcationd-2leapplkd.
game system to the BUC system, using the standard item cost com- ButtheaMfeltUrat.asaloiRcpleyer,C#d~~p~ojected
p a r i s o k a beer, a meal, a dagger or knife, a horse. Gold being thepemmainmexemplarymanner, andmgiw a+2
common means that it will convert between 5 and 25 BUCs per mxfiflcatknfwthetThus~baRnalmo&d+l,
whidLwhensddedto-thebsslclecanmendedawtxdofS,
ounce. Jewelry is a simple matter, and you can use standard prices
here, remembering that mark-up over disposal value is somewhere
between two to seven times (all this means Is that a jeweler or
gemsmith will usually sell something fortwo to seven times what they
would pay an adventurer trying to cash In booty of dubious origin). what counts as what, but the sample scenarios given In this book
Note, however, that larger stones have proportionately more worth might both count as -1's for example.
than Is expressed by the basic, small-stone costs. If a 1 carat "flaw- Roleplaying (-1 to +2APs): This should be determined indlvldu-
less" diamond of D quality is worth $10,000 (thus 10,000 BUGS),one ally for each HPthat participated. Things to take Into account Include:
of 10 carats and D quality is at its carat value plus 10% due to rarity. how many sessions a player showed up for, whether or not the player
Just add another 1%per carat to find an additional value for gems up tried to projecttheHP'spersonality,and how much the player contrib-
to 25 carats, 2% per carat for gems from 26 to 50 carats.Then add for uted to play when present. Did the player actively participate or just
color rarity by adding 1%per carat weight of the stone. For sizes over sit and daydream? Did the player listen to the QM or spend more time
50 carats, count each carat as three to get the value, adding for any soclalizin@ How much thought did the player put Into solving the
special features on a 10% to 50% scale as seems reasonable to you. scenario? Someone who did well on all counts should recelve a t2,
whilegood performance on most counts (someone who didn't show
up for all the sessions but contributed greatly while there, for ex-
AWARDING ample), might merit a + 1. A 0 would be for average performance. and
ACCOMPLISHMENT POINTS lower scores would reflect a need to improve.
After the completion of a scenario by the Heroic Personas, they Someonewhoonly madeonesession out of four and did little while
deserve to receive some Accomplishment Points for their trouble. present might only deserve to receive 1 AP (or none) for the whole
How much you, the gamemaster, award should be based upon three adventurel Remember, make your players work for their APsl
main things:
( 1) The success of the HPs in the scenario. Advanced Mythus AYs
( 2 )The length and difficulty of the scenario. Note that this AP system should be used wlth the Mythus Pnrr~e
(3)The skill with which each HP was roleplayed. rules only. When you upgrade to the Advanced Mythus rules, be sure
The usual award for a short scenario will be 4-6 (5average)APs, but to change your method of awarding APs to one whlch l~flectsthe
you may vary that by adding or subtracting APs to take each of the changed value of APs in the advanced game.
above considerations into account. Starting from a base of 5 APs and
working through three modification steps is agood way to handle the
situation. The first two steps usecriteria which are the same for all HPs CREATING AND USING
involved in the scenario, but the third will have to be personalized for OTHER PERSONAS
each Heroic Persona. The three different modification factors are Other Personas (OPs)are any personas whlch are controlled by the
discussed in greater detail below. CkM and not the players. Included in their ranks are the Evil Personas
Success (- 1 to +2AP):How well did the HPs do? Acompletesuccess, who oppose the HPs, the Monstrous Personages (MPC@---vampires
in which they thoroughly beat the Evil Personasand sufferedno lossof life and the like-who frequently appear to menace the party, the Heroic
or equipmentwould possibly merit a +2.Asuccess with some casualties P e r s o n q p (HPas) who oc~aslonallyserve as patrons and mentors
and losses might receive no modification, and any failure of a mission to the HPs, the Pnendly Personas (FPs)who help the HPs during their
might muse the overall reward to be reduced by 1. adventures, and the Mundane Personas (MPs) whlch includes just
Length and Difficulty (-2 to +5APs): Completing a very long, about anyone that doesn't flt into any of the other categories above.
complex, and/or difficult scenario merits a higher award than does Chapter 15 of Advanced M w u s deals extensively wlth the c r e
finishing an shorter/easier one. It is up to the QM to determine just ation and use of Other Personas, and you will find a great deal of the
Information there to be helpful. Thls section, however, Is malnly
concerned with what shape OPs wlll take in the Mythus Prfme rules.

What Is Needed
There will be many different OPs for the Heroic Personas to meet
durlng the course of an adventure. Most will be of the MP sort--a
wizened sage, a local miller, a watchman walklng his beat, an angry
peasant, a jolly innkeeper, an astler in a rowdy tavern, or a young
street urchin who saw something the HPs will want to know. These are
people forthe HPs to talktorather than flght, and asgamemaster, you
will mainly need to knowtwothings forthem: (1)What useful lnforma-
tioa if any, they have; and (2)their general personality and how their
information can be obtained by the party.
For MPs with important clues, this Information should be &ermined
beforehand For example, you might declde that the young street urchin
sawamantheWsareloddngfabelngdragesdoffIntoasewerbyahalry,
s W u m a n figure (the informaton). The boy distrusts adults (general
personality)and was very Mghtened by the ex@ence; he wlll refuse to
talkabout what happened unless an HP can succeed In an Influem roU
at +20 (the method of obtainingthe information).Of course, there might
be other ways (etNcal or notl) of gelthq the bay to talk as well, but the
above would be the Simplrest method.
Many of the OPsencountered, though, will be persons about whom
there was n o advance Information prepared (few scenarios detail
every passerby on the streetl), and for these you will have to impre
vise. Doing so Is not dlfflcult Rrst of all, you can assume that mas7
people will not have any Information which will directly help the HPs
in completing the scenario, but they might have some which will be
useful to the HPs in the short term. A patron at a nearby table might
be overheard to remark about a strange occurrence in the area, Qivlng
thegroup a clue as to where an adventure may be found. To add some
extra flavor to the scenario, you should give such 'suddenencoun-
ter" MPs personality as well. The patron, for example, might be In a
bad mood and snap at the HPs when they ask for more Information.

Generating Data for OYs


For the mast part, however, you will not need more detailed
information. The exception to thls is for FPs and MPs--and all other
personwi-whom you plan to have aid or attack the HP party. Perhaps
a group of thieves or an obnoxious guardsman will make trouble for
the party. In that case, you will need combat information (the Physical
TRAIT ratlng, Wound Level, weapons, and weapons STEEP) for these
OPs. Furthermore, there are some Other Personas for whom you will
need all the TKAlT ratings and a few K/S Areas as well; In the m e of
some very important ones, you wlll need as much information as you
would for a Heroic Personal Thls greater amount of detall allows you
to conduct actions, reactions, Interactions, and combat by, of, and
between the OPsand the HPs (and Friendly Personas), and for the OPs
to make K/Srolls as well-whlch some will have to do. Examples of
OPs which must make K/Srolls are Friendly Personas worklngwith the
HP party and opponents which are in the process of pulling off some
scheme.
The first thlng to decide when creating any such persona for whom
you plan a more active role Is just how powerful you want that OP to
be. Do you want the OP to b e merely a mlnor help or an annoyance,
or perhaps a scare, a challenge, or a terrible danger to the HPs ortheir know something about noncombat skills and resources, too. It Is
foes? Qenerally speaking, a Heroic Persona is an aboveaverage usually not necessary to go through and figure out all of the K/S Area
example of the species and is superior to most people in most things, that any particular persona will have-rather just go through and
so the may'ority of the OPs will be a bit less powerful. A few of them, choose one or two that you think will most likely be used during the
however-particularly the Heroic Personages which guide the HPs, game. For instance, our example bandit leader wlll do a lot of
the leaders of the Evil Personas, and many of the tenible Monstrous sneaklng around, so we decide to pick out the Criminal AcHvllles,
Personag-will be mightier than any HPI Friends and foes of this Physical K/S for hlm. The main list of Mythus Prime K/S Areas in
nature are powerful, and enemy ones wili require the combined effort Chapter 1 (page 15)is a good source of things to plck from.
of the entire HP Party to defeat. As far as STEEP points go, you can easily assign those in the
Usually there will only be one or two such OPs in a scenario, and same manner as you did for weapon STEEP totals--just whatever
they will frequently lead a larger group of more average EPs and MPs seems appropriate. Many STEEP totals will probably be falrly close
who confront the party earlier on in the scenario. A battle between the to the total of theTYWT with which the K/S is assodated. As a rule,
party and a super-powerful Other Persona is something which often then, during the game you can resolve any K/S rolls you did not
happens at the climax of the story1 pick out beforehand by just rolling against the corresponding
As a running example, we will create a leader for a group of TRAIT. If our bandit leaderneeded to make a Mountain Climbing
highwaymen. Since he wili be the main directing force behind the roll, for example, we could just roll It against his Physical TRAIT
bandits which the HPs will encounter throughout the scenario, we and assume that he had the Mountaln Climbing K/S at a STEEP
decide to make him especially tough. ratlng equal to hls P.
Of course, there will be times when an OP wlll obviously not have
Generating TRAITS acertain K/SArea and you will have to take that into a c c o u n t s well.
All you need to do for powerful or special OPs is pick the TRAIT it isagood bet, for instance, that our bandit leader does not possess
score which you feel best describes the persona. For more detailed the AlchemyK/S Area; and so if we found ourselves needlng to make
personas, however, you may go ahead and set all three. The table of an Alchemy roll for him during the course of the game, we would
TfMT scores is given here for your convenience: have to do so against his Mental TRAIT at t20,if we were golng to
allow the roll at all1
TRAIT Score Description For important personas that the players' HPs will encounter, the
1 to 20 Handicapped, completely retarded in the 'IRAIT gamemastershouldalsodetermineanymoney or possessions whlch
21 to 25 Duller and weaker than most people would play a part in the scenario. Using common sense and the
26 to 35 Average ability-where most people are at general guidelines for SEC determination, It should be falrly slmple
36 to 45 Above average ability to come up with some basic ideas about how much the OP would
46 to 55 Superior prowess have. Thegamemaster should use caution when determlnlng money
56 to 60 Exceptional prowess and possessions for Evll Personas-if such personas are defeated or
61 to 75 Incredible prowess killed, the HPs will probably wind up with thelr stuff. Do not assign
76 or more Superhuman ability with the TRAIT anythingto an opponent ifyou aren't willlngtotakeachance that the
HPs may gain it.
P ratings of 76 or higher are suitable mainly for some MPCts and other
personas whom you intend to be ex&remely powerful. The same can be Weapons & Armor For The OF'
said for M and S ratings. We decide that the leader of the bandits, for After assigning TRAlTS and K/S Areas, you'll need to decide what
example, is incredibly strocg and a good tactician, but Is not a very sorts of weapons and armor you want your OP to wield and how
charismatic leader (perhaps he rules his followers out of fear). Tnus, we accurate you want the persona to be. Once again, you may choose
choose to assign him an M of 42,a P of 70,and an S of 23. anything that you feel makes sense, but it's a good idea to give the
There isno limit on whatTRA1Tscore.s you, as thegamemaster, can aboveaverage weapon STEEP ratings (36t)to only a very few OPs.
assign to OPs, but the ratings that you assign should make sense for Some rather tough EPs might have STEEPSof 4550,and a few of the
the OP in question. While a 65 might be a good P for a super-strong most powerful Evil Persona leaders could have 60 or more. This all
fighter, for example, it would hardly make sense for the street urchin refers back to just how powerful you want the OP to be. Slmllarly,
mentioned earlier. don't give the OP too much armor protection. Not only will it tend to
While you're at it, don't forget to figure out the WLfor any persona make the persona too strong, the armor might eventually become a
you intend to have engage in combat. The WL is equal to 75% (drop part of the HP team's booty1
fractions) of the OP's Physical TRAIT rating; our bandits' leader, for Returning to the example of our bandit leader, we decide that we
example, would have a WL of 5 1. want him to hit falrly often and do a great deal of damage, so we
assign him a STEEP of 7 5 in the Combat Hand Weapons K/S Areaa,
and give him a broadsword (4D6damage). In a slmilar manner, we
Determining K/S Areas, could a ~ s i g nweapons to the group of outlaws he commands (say a
Money, and Possessions STEEP of 35, one attack each CT, and 4 D 6 damage each). Their
For personas such as HPas, FPs, and some EPs, you will need to armor is similarly handled, giving the leader better protection than
the remainder of the other outlaws have. Raturally, you'lljot down listed Castings don't Include an ablllty or effect that you want your
the Average Armor Protection each bandit has. This information, Other Persona to have, you may be tempted to use one of the
plus the Physical TRAITand WL, is all you really need to know before Castings from the K/S Areas In the Advanced Hythus rules. But be
sending a persona into battle. careful when doing this, because it could overbalance the scenarlo
in favor of the OP. Also, the players with Heka-using personas will
Heka: Castings, Devices, and Powers probably want to learn what the spell was and how thelr personas can
Many personas will have the ability to use Castings which are the learn to cast it. If you flnd the need to use advanced Castlngs, It may
same or similar to the HPs' abilities. In addition (or alternately, as be time to move on to the advanced game.
described below), some Other Personas may have magickal devices Devices: One alternative to using Castings not covered In the
or natural powers of various sorts. Mythus Prime game is to provide OPs with maglckal devices (see
Castings: A s far as Castingsgo, you canuse the same liststhat the thesidebarforsomepossibleexamples). A s with other OP posses
HPs use as a basis for most of your typical Heka-using OPs. If you are sions, be careful when assigning such devices, for they might be
dealing with a very powerful Other Persona you may decide to taken by the HPsshould the OP be defeated. Ifsuch Is the case, you
increase the damage or effect of these spells. In rare cases when the can control the use of such an Item by giving It special require-
ments for its use. Among possible special requirements is the use
of a magickal command word which must be spoken to activate
the device. Another is a perlodic 'recharging' for the object has

E
SAMPLE MAGICKAL DEVICES a limited number of Heka "charges' whlch, once used up, render
Some examples of magickal devices are given here, Feel It useless.
free to add to or alter these items as s eem appropriate Powers: Many personas--especially MPQs-wlll have innate spe-
(takingcare, though, not to make any too powerful bygMng cial powers of various sorts. These speclal powers are not available
it too many abilities or charges). to the Heroic Personas; they reflect the supernatural nature of sorrlc
ofthe mostpowerful enemies ofhumanily. Once agaln, you are free
Stealth Boots
The wearer of these soRbootsisable to movesdletrtlyacross
1 to use your own discretion when assigning speclal powers, but keep
in mind that even a few such powers will greatly increase the
the noisiest of surfaoes--such ss a creaky floor,or ground deadliness of your OP. Some suggestions for these innate abilities
covered with dry l e a v d t h o u t making a sound. When rdl. are given in the "Special Powers" sidebar on the following page.
ing against the wearer's Crlmfnal AcfM&%, P!&&ai! y19 to Note that these powers will not be Identical from creature to
sneak onlyarollof96orhigherwfllindimtethatndsehasbeen creature, and might even vary greatly in the way they work from the
made. Information given above-though In such cases the power's opera-
tion will be explained in the creature's description. Feel free to add
Strength Armbands to the list If you so deslre, but It should give you some good Ideas to
'he persona who wears these aambands HN1gatn an ad& get stated with.
tima120 points of Physical strength 0. ?his bonus will be
applied to any dice r o b based on the p e m s PIRAIT.The
wearer will a h inflict an additional ID6 points of Plrysical Example: As for our bandit leader, we decide he isn't able to use
d q e when strWng barehanded orwfth a melee w a p n in Castlngs and doesn't have any speclal powers, but he does have a
combat. magickal broadsword that grants him a bonus of t5 toward his
Combat, Hand WeaponsSTEEP when he uses it, so we note that he
Heka Bolt Wand has an effective STEEP of 55 in this case.
This magickal device is usable by any persona possess-
ing the Dweomercradi K/SArea. It produces at the rate of Special: Connections, Information Etc.
one Heka Bolt per CT.Each bolt will do 10points of damage Thelastthingyouneed todetermine for your special OPs is whether
to the selected target. or not they possess any special Items, information, or connections.
A special item is something which may be signincant during the
Defense Cloak courseof the adventure (or perhaplater In the campaign).It could be
This apparently normal cloak is actually magickal the key to a magick lock, a map to an Important location, a stolen
nature. It is able to fundon as armor, redueinathe amount object to be returned to Its original owner, or whatever. Whole

4
damage taken by the wearer by an arbih-ary amount scenarios-and even campaignscan revolve around an item, such
1D6 to 4D6 points), as set by the fpnemaster. as the ring of Sauron In 7be Lord d the Rlnp, or Storm bringer, Ule
soul-stealing sword in the Elflcsaga. Insert such devices sparingly, to
Speed Sword avoid overuse.
Such a sword is enchanted to be extra Hght atxi &ow i Special Connections are usually knowledgeable and/or powerful
wieldertostrikeM c e as marly blows per CTmwouldn- personas who areacquaintances or associates of the Other Persona.
They are there to help the OP when called upon to do so. They
typically aid the Other Persona by passing along Important informa-
Y V

OP SPECIAL POWERS
&me particularly deadly OPS may have one or more of the Regenera tion
following innate special powers: Ihe~swoundshcalalmoet~faJt~Cheyenh
Rfded Up to 1D0 polnta am nmoved from the tDtal of L
Resistant to Weapons suJtatned damqe each BT or CT ( W e option).
Nonnd weapons inflict elther half or no damage @pin& such a
~ add, spedel wpapom of
aeature.The HPs wlll have to u c Are,
some kind (suchas &hex or iron),ora rlhral of gome soit (suca?as
Psychic Agony
drfvinsastakethmugthehaofavamptre)toharmUlemonster. IhecFEahur:nadfatceenenugywhlchcauseaallbelnge
W n lOyanbof ittosufferhalludnstknsandteniblepeln. All
Never Misses t~erotcmmnae w&SpirltualTRNTsu)ree of lcssthan JJ take
One or more of the OP's weapons always hlt when the anaubmatklDSpoMs0fdemegeeechCTULattheyflghtUle
creature attacks. creature,muthtrm0n,all~wlth9~oflesethan40vlU
become Dezed (eee Clreptu 4, pcqge 24) while thcy nmdn
Poison within lO~.TWsLaverypawerfulabllIty,anditmqyormay
When one of the OP's attacks inflicts damage, the victim notceimwhenthe~~hssbeenkllledl
must also make a P roll or become comatose for 1 D6 days.The
poison tahes effect in 1D3 CTS after the hit was scored. Very Fast
Worse, some poisons mighteven immediatelykillthosesewho Tbe crecsturededucts 3 from tts InItlattve roll each CT.
fail the roll!

Natural Armor me creaturecan fire a bolt of re, frost add or ~ghtni~lg


in
The OP ignores the first l Dl 0 points of damage hNct.ed on alineanywherefrom 10feetto 100yards longand from 1 to 10
feet In dbameter. The bolt will do from 1D3 to 9D0 pol& of
~tomyoneinItea~eeofeffectwithnoattadrmU~
nece~seryl It mlghtoniybeabletouse the boltacutalnnumber
Thecreaturemaydisappearandirnmediatelyreappeareome
place else up to 1D 10 miles way.I t will not pop up in a space
almdy occupied by a solid object., and may teleport only once
in any case.Thc QMchooaeehow wide thebolf how seven the
every Action Turn (fiveminutes).
damage ro& and how oRen the effect.
Fear Aura
Anyone who approaches within 10 ya& of the C T W ~
must make a Spiritual mll or flee in tenor for 3D6 minutes. TWs aeabrrc cen change from &anormal form into some
thing else at& a m wolf, bat, cloud of smoke. spider, @ant.or
aomthhg slmttar. So* have many form8 they can hun lnto
andothem only ham one. A ghosf for example, m@t be able 4
become a gibbering idiot for the next 1 DS days. to become s ou ,or e man might be able to become ghoat&

1to 100miles perhour. Itmayormaynotbeabletoattachwhtle how~timespexdayltcanbeueed.


so flying (atthe W s option).

Upon being hit by this aeahue,the target must make a P rollor


catch a terrible disease. The disease will dtain 1 point from each
TRAITper day, and will continuedoingeountneomeomcanellher summon, as well as how many will appear and how often
t20 tocuretheviceimordisoemwhatwill~acwe.Aperso cmtumwtllm@&My appeaf on the spotm soon as they'=
may try an HaWism loll for thediseaseonly once per week called,whi4eoUlen,m4httakedayI3toenlve.
tion, providing services, or even furnishing equipment. Heroic Per- scenario, marking the things which you won't need to worry about
sonas in the Advanced Mythus game may also gain such Special during play. Some things, however, like magickal objects, odd or
Connections. Some considerable examples of Special Connections specialized weapons, and OP information cannot be so easlly set
are given in Chapter 10. aside, andyouwill havetodosomeworkto putthem Insimpler form.
To make our bandit leader fit into the campaign, we decide that These are covered in the following sections.
he's really just another pawn in a biagergame. For Special Conneo
tions, we give him a minor noble in anearby kingdom, a n assassin in Dice Kolls
the nearby city, a crooked pawnbrokerthere, a n d a riverboat captain In a n advanced scenario, you will see numerous references to DKs
of piratical sort. Thearistocrat is the mainconnection, of course. The (Dimculty Ratings), C A ~ O R I E Sand , K/SAreas which aren't utilizcd
noble dislikes the local ruler and has enlisted the bandit and his in the basic rules, and contests between personas. For the most part,
group to make trouble in t h e area. The bandit's noble associate you can just Ignore the DRs, although sometimes you can use them
won't really be involved right away, but h e could be used in a future to help indicate whether or not a roll should be extra difficult (made
adventure. That is, ifthe Heroic Personas defeat the bandits and are at +5,+lo,or +20). Whenever a DR of 'Difficult,' "Very Difficult,' or
able to find out who's really behind them, we'll bring in the "robber "Extreme" pops up, you may assume that the roll Is being made under
baron" to make things difficult for the team. Our new OP (and a n Evil very tough circumstances and that the persona rolling should have a
Persona at that) is now finished, and now all we must d o is plan his penalty.
strategy against the HPs in the coming scenario ... Also, there will be frequent demands that rolls be made against
certain CATfKlORIES, such as "the MR CATEQORY,' 'the SM CAT-
ECIORY,' etc. In the Mythus PHme rules these can be resolved by
USING MYTH03 PKIPE RULES IIY rolling against the CATECIORY'S corresponding TRAIT Instead. If an
ADVANCED M V H U S SCENARIOS HP had t o make a roll against the "MR CATEQOKY," for exarnplc, it
While Chapter 9 contains a scenario based on the Mjthus Prime would simply be rolled against the Mental TRAIT, or M. You c m
rules, likely most other scenarios will be designed mainly for use with alwaystell whichTRAlTtheCATECIORY isassociatcd with by the first
theAdvancedMyUlusmles.Thus, itwill beincumbentongamemasters letter of its abbreviation. The PM and PN CATEQOKID, for example,
of the Mythus Prime game system to either design their own adven- are associated with t h e Physical TRAIT; MR and M M wlth Mental; SM
tures or to translate the more complex scenarios into basic terms. and SP with Spiritual. Likewise, rolls against strange K/SAreas can
The latter job is not as difficult as it might appear a t first, and a few also b e resolved by rolling against the corresponding TRAIT. For
guidelines for doing so will allow you to easily go right through an example, if a persona were required to make a roll agalnst the
advanced scenario and arrange thin@ for use in the basic game. E c o n o m i ~ n a n c e / l n v e s t i n gK/S Area (which we don't use in the
Translatingfrom advanced t o basic rules mainly involves ignoring MythusPdmerules), theroll would b e made against the Mental TKAlT
things. aenerally speaking, anything you see printed which is not a instead.
part ofthe MyUlusPh'memles you can ignore.ThusDifficultyRatin@, Finally, whenascenariocallsforacontest between an t1Y andsorne
weapon ranges, terrain classifications, Sub-Areas, Insanity Checks, other persona (or says something like, "HPs must each successfully
and the like are all things which you may throw aside with impunity. match their Influence STE;E;Pvs.that of the EP"),just have the tip roll
You might find it helpful to take a highlighting pen and g o through a normally, and assume that if the roll succeeds the tip wlns.

SAMPLE OPS
Here are two examples of OPs to help you get started. Bare wmbet statlst&s are p d d e d for the mmblea and the ayPSie.9. (See also Chapter
15 of Advanced MyUlus for more sample OPs.)

Zombie (W)
W e a p o m r Smash (STEEP 35,l attack/(=T,3D6 damage)
Special: Resistant to blunt weapons (*/a damage)
Notear These monsters are human wrpsea which hwe bean animated by Necromantic maglck They are frequently found In cemeteries,
dungeons, or as guards for evil Heka castem. Blunt weapons such as clubs and maces only lnN& half the rolled damage against them.

a y p ~ y(MP)
W e a p o ~ m r Dagger (STEEP 4Q,l attack/CT, 2D6 damage)
Sabre (STEEP30.1 &tCadr/cT, 3Dt3 m e )
Pist (STEW 25,2 attecks/cr, 1D3 damage)
AotesrPoundinthe~~urdryandsmall~tfwaewBnde~;~~~Uylebyten$-gfo~~locals,andpilr~~~tnllrecrowd.
lheyusu~ytrav~fngroupsofaboutseven~~0(2D6~~~twoto&per~~Wfthabout~even(2D8)ho~~mguarda
Although not all such folk are evit manywtll have FolrrmeTellem, Botmtekak, aord vatkrus aorb of 'IhlevesEIB a pat ofthebaveUngpup.
Heka Castings, Magickal Devices, Etc Data For Other Personas
Since this is a fantasy RPa, the magickal system plays a big part in One thingwhlch will take a bit of work is converting the Advanced
the overall structure of the game. Converting maglck from Advanced Mythw lnformatlon for OPs to that of the Mythus Rime game. Once
Mythus scenarios will most likely be the trickiest work for you, @n there is a lot of ignoring to be done here tool Let's take a s t e p
especiallyif some of the specialized K/S Areas are used, such as Heka by-etep look at the standard form for such information:
Fogin& or Spellsongs. ( I ) BaseSchemes: Oet rid of everything under this heading except
Although Heka cost is the same for Castings in both systems, the the numbers after the abbreviations 'M,'"P,' and 'S' on the top row.
amount of personal Heka any persona has is determined differently. These numbers are the Advanced Mythus TRAlT3,which you need
Personal Heka amounts in the Advanced Pplthus game come from a only reduce to half to convert into Mythus Rime TRAITS.
wide variety of K/SAreas. Amounts in the advanced game are usually ( 2 ) Weaponsr All you need to keep is the BAC, RATE and DMa
at least twice what they are in the Mythus Prime rules. (Damage) numbers. Reduce BAC by 25% to come up with the OPs
When converting personal Heka amounts for Other Personas, the Weapons STEEP rating. RATE equals the number of attacks per CT the
rule of thumb is to reduce the amount to one half of that listed. OP can make. Damage remains as listed.
However, when you are dealing with powerful leaders or Monstrous (3) Qdrlctu Some of these Quirks are convertible into Special
Personages, bear in mind why the Heka values are set high to begin Powers. Read the description of these Quirks in Chapter 10, page
with. If reducing Heka for any OP would eiiminatetheabilitytouseany 107. Examine the description of the OP, and see what you thlnkl
Castings or powers mentioned in the scenario, leave the numbers as (4) Prime KIS: Just leave these as they are, but ignore any that
they stand. However, remember that personas in the basic rules will aren't used in the basic rules.
be limited as to the arades of Castings available to them, because of (5)Everything Else: Joss, armor details, Base Move, etc. can all
their lower Heka amounts. Caution must be exercised when pitting be ignoredl
HeroicPersonas againstEPs that typicallyuse the more powerful Castlqp.
The more common magickal Castings and devices are slightly Moving O n
easier to convert and simplify. As with dice rolls, magickal effects While you may wish to stlck with the Mythus Pnme rules for a while
which workagainst C A W O c a n be translated tothecorrespond- and do some translating for them, eventually you will probably wish
ing TRAIT score. Objects which require a oertain K/S Area to use may to move on to the Advanced Mythus rules. Information for gradual
either be converted to a similar KJS or-& the gamemaster's optlor+k introduction of the advanced rules into your campalgn is given in
given a base percentile chance for use by a sI&lar K/S Area Chapter 7.
MI ell, here it is, your flrst scenario1 Before we say anything were on the m n g side of the law, got together and decided that
else, though, let us make this point very clear: 'enough was enough.' In Robin Hooblike fashion they robbed the

mis Material 1s for the Gamemaster's Eyw Only1


aristocrats In the region who funded and supported the Accursed,
drove out or did away with bandits and assassins, and clandestinely
aided the minions of Clod by sending warnings or waylaying their
Players: DO NOT READ1 foes, even openly siding with righteous forces at opportune moments
so as to assure their ablllty to overcome the dark foes.
If you are a player, you will gain much more eqjoyrnent out of the Chief amongst the leaders of this effort to put down Evil were O n e
material that followsif you encounter its secrets as they unfold to your Eyed Jack, Richard, Prederik awylllan, Caston and Ibeiindelar-
Heroic Persona, rather than by reading them ahead of time. each of whom you will soon know more about. 'this oore, with Its
various associated members, still remains actlve and alert to what-
GAMEMASTER'S INTRODUCTION ever extent you, the gamemaster choose. Although there was never
Ciamemaster, it is time to get to the action1 In roleplaying games, a hope of completely destroying the Accursed, the Scales of JusUce
suspense is very important, and it will spoil the players' eqjoyrnent of as the p u p came t o be called, managed very well to reduce the
the scenario if they read it before they experience it. What's the fun of strength of Evil to a manageable (darewe say normal?) level. Now the
"solving" a mystery if you already know everything that's going to band Is pretty much back to their old ways.. .some of them operating
happen? None, of course! a trifle on the shady side. However, the Winged Pig has remained thelr
The OM, however, must rexi this entire scenarfo very carefullyand favorite haunt.Theinn is also the place where locals of all clanses, and
become completely familiar with it before running it through plsy. Once travellers too, come for relaxation, revelry, and to learn the latest
you've done that, the fust thing to do upon getfing started is to read the gassip. Outlaws or not, the place is a safe haven for all, and the honest
"Players' Introduction" and the "Players' 6ackgmund Information' s w will never be cheated there.
tions aloud to the party. (Material intended to be read aloud is printed in After familiarizing yourself with the remainder of this scenario,
italics.) From there, go to "Starting Action" and have at it1 decide to what elttent you will have the Other Personas herein con-
tinue t o interact with the Herolc Personas after they have flnished their
Environs of the Winged Pig "interview" with the merchant. The Scales of Justice can become a
Prior to getting into the description of the central setting for this major factor in continuing play, or maybe merely surface now and
adventure-the Winged Pig inn itself--let's consider the sumundings t h e n or Amply slip into anonymity as you decide is best for your
of that primary locale. Without these, the inn is in limbo, so to speak. campaign milieu.
You will need to put it into some broader context, even if it is but one
of a halfdozen structures at a crossroads in the wilderness1 PLAYERS' INTRODUCTION
Space herein precludes our doing an extensive community setting (Remember,the followbg. ~ ~ d z mataialh ed intended to
for you, but it is possible to offer a brief schematic (seethe ddebar) for be read aloud to your players.)
a moderatesized village on a crossroads about 12-18 miles from a YouareaborrtbpertldpatehvIlrstedvenSLcredofcrIhe
town or city. The directions are assumed to be north at the top, south Mythus Rime ~ r d e p r ~ g a mDurfqthb e . scentdo, p u will
at the bottom, etc. Feel free to rotate them as you like. be presented witb h f m a t l o n and given the chance to have your
To the 34 places in the diagram, add about 10residenceonly buildings H e r d c R m m a s r e a c L b f f a n d @ m whateverotberaciiomyou
and six farms asthe outskirtstrudures.Leave aspace for an open rnatket. thWcpurmwrouMinsudtasitu&n.'lhksiswhatocamdwfq
include trees near the woodcutter's shop and an orchard or two. ?he advenlum in this game, and how cleverly and amW&you go about
common green for the place might be across the ford. dwff--w - ~e ~l l a s ~ h x k w i t h t b e d i ~ d ~ L ne
whetheror
Business structures are two or three stories high and close together. not you ultimate@succeed in your HPs' gods
Residences are also near these businesses, but will not be as tall. You To And infomablon, by having your HPs go around and talh to
should rename the streets, add lanes and alleys, and so forth to suit your people who might know som&i+ther from firsthand experf-
own desires. And, of course, you'll need to give the villagea name. ence or nunom Sometimes the best wqy to And out more about
Population of this size place will be in the 200 to 300 range. It what's going on is to go to the local inn or tavern and strike up a
assumes a fair volume of road trafnc and at least small barges belng conversation with the others there.
able to navigate the stream (or river, though not a mqjor one). m t o have your HPs avoid combat ES much asposslble, but don't
be shy about their l&ng loase when their llves depend on It1 Be
Hiistory of the Winged Pig especial& cautlous wftb monsters, who are frequently very power-
The Winged Pig inn is a special place, a rendezvous for all those in h l and not e d & defeated by direct attacks. Your HPs mwt be
the locale who are opposed to blatant evil. For a time the Accursed(a clever and make maximum use of stealth and subtehge when
multiversewide conspiracy to bring the malign ethos and Evil into they can. Remember to projed your H d c Persona's personality
supremacy everywhere) were growing ever stronger in the area. ?hose when you p l m n k like your HP, talk like your HP, and do things
who were essentially neutral in their outlook includingnot afew who m the HP would. Be an actor in a playl A successTul roleplaylq
session is one in which you almost feel as if your group is colleo other business reasons, but she wishes to hire some new mercenar-
tively wrfting an exciting novel. Don't get discouraged though, if ies t o escort asmall caravan of highlyvaluablegoodsshe has recently
your HP dies. In the best novels, there are no immortal characters, acquired. She is also looking for potential recruits for d h e r reasons,
and the same applies for your personas. Just chalk it up to aped- including her sideline business: finding and acquiring strange and
ence and by it again with a new personal unique pieces of artwork for conndsseurs and for her personal
collection.
PLAYERS' BACKGROUND INFORMATION The events that take place In this adventure are partly a monstrous
Located on the edge of town is an inn called the Winged Plg joke on greenhorns by veteran heroes, but they are also serious tests
Frequented by travellers, merchants, and adventurers, it is a we& for the personas. Everybody in the place except the group of HPs is in
known hotbed of gossip and rumor in the area 7he inn has a on what's going on. Thellndelar knows that people more often show
reputation for its marvelous ale and its wild clientele. It is owned by thelr true colors when they thlnk the sltuatlon Is real. The different
a swarthy man named OneEyed Jack, a retired adventurer whose encounters of the party are actually parts of thelr interview, with Jack
exploits are the s M of local legend. and the others notlng how well the personas react. The HPs will be
Each ofyour HPs has heard a rumor that there is a rlch merchant evaluated o n several polnts:
in town who is seeking adventurers for an undisclosed job. He is (1)Ihelr skillfulness at observing what goes on around them.
currently s w n g at the Winged Pig. The rumor sqys that secrecy is (2)Their ability to deal well with others.
important, and that only a few handpicked people will be chosen. (3)Their integrity and honesty.
The merchant will begin interviewing at sunset. after the normal (4)Thelr abilities of tact and selfcontrol in a tense sltuatlon.
business of the dqy is concluded. (5)Thelr skill In combat and resourcefulness In a dangerous
Though the details are sketchy, one thing is sure-the merchant situation.
(whosename is Theiindelar)has a healthy amount of coin, and he Depending on the actlons of each HP, Thelindelar may have spe
is willing to pay up to 1,000 BUCs per week to those people picked clflc tssks for any or all of them after the mercenary job Is done. TNs
for the job1 That's a possibility none o fyou can paw up. depends on you, the QM, naturally, and the role you have in rnlnd for
her and the other OPs presented in this scenario
NOTES FOR THE GAMEMASTER Agood pat of the scenario depends on the Heroic Permas' a s m p
Unknown to most of the townsfolk OneEyed Jack actively or* tion that rich merchants are fat, balding men wlth more geed than
nizes adventurers in the region. The merchant is Thelindelar, an old bravely. You must be caeful to mold referring to 'lhellndelar as 'she' or
friend of Jack's, of course. She (her sex is a secret) is in the area for "her,' so that the players won't @we out who the woman Is in the last
encounter. EWter yet. assume theHW contactswere misled into bellev- 2. Serving Area
ing that the merchant was male. You could even make up some wild Behind the bar Is a huge man with a broed, amiable face that
nunomto Wtheindividualpersonas,sotheywlllhavesomethingto spa- a well groovned, cur& beard and an eye ptltcb.
~amongthemselvesduringthedo.'Ihelindelanvlllbeamused As the personas enter the inn, thls OP looks up at the group,
by themistake, and will eqjq watchlngthepersonas squirm asthey try to pausing to put down the mug h e was busy drying. He smiles at them
explain thelr actions, after the deception is over.. . all and asks: "What can I get for you, kiddies?'
Have your map of the Winged Flg before you asyou play. It might be If the HPsaskabout the merchantphellndelar, he will tell them that
a good idea to give the players a copy too, after their Heroic Personas the menhant/he is not the-but is expectingto interview prospec-
have entered and are seated. 'Ihat's up to you. As the HPs enter the inn tive hirelings, and will return shortly. He introduces hlmself then
and move through the common room, you should brlefly describe saying, "I be Jack. the owner of Ulis ale house and i n n Pind yourself
each of the sections and its occupants. No matter where they sit. the a nice place to rest yerselves asyou drink...a bite 0' food too from the
HPs will bewme embroiled in all of the situations as you decide to kitchen If that's what you want.Yerwon't belongawaitin'.Thelindelafs
introduce them. Take your time, and let each little action happen as sure to be by soon.'
the personas try to canyon a conversation, talk to others, etc., or as
you determine is the right moment. Some of the situations are timed 3. Common Room
and aregiven afterthe individual areadescriptions, but thegamemaster You noblce an unfamlllar young man entehg shortly a k r you,
can alter this if desired. and he also asks for the merchant. The fellow Is dressed In studded
One final note: Remember that the effects of Athactlveness and leather armor, Is dark, and has a 23- scar on his I& cheek-+
imbibing alcohol should also play a latge role In s m or failure, white mark that resembles a bolt of lightning He growls something
especiallywhen Knowledge/Skill r o b are madeafter a persona has "hadto Jack, looks around, and then withdraws to the trestle table
a few ."A "tavern" Attractiveness 20 In this adventure is an 8 after the HP
nearest the door. He puts his back @nsL the wall. with the table
hashad adozendrinks. Whether by responsetoyourdescriptionsoflooks between him and the entrance. It is a place where h e can watch the
and actions, or because of dice penalties at a later time for alcoholdoor, stairwqy, barkeep, and the rest of the common room, too.
consumption, it is the CkM s' job to bring reallsm to this some. If any of the Heroic Personss ask him to join them, thischaracter
will look at them cautiously, and n o n e t ~ i i t e l decline
y thelr offer.
STARTlNG ACTION He will not be roused t o actual confrontation, though. He Ignores the
Deciding to respond to the call of adventure (not to mention HPs and what they may say thereafter. 'There is something suspidous
cash), each of you have gathered a few necessary things, and &er about him, but the perionasjust can't figure out what or flnd out why,
preparing yourself for the best possible Impression, have headed because h e won't speak with them.
to the Winged Pig to meet this mysterious merchant. A middleaged man, dressed in the simple garb of a healer, enters
The scenario begins just atter you have entered the Winged Pig and takes a seat at a booth in the back. near where a card game and
and introduced yourselves to each other. The cod, shady interior a dart game are in progress. He will welcome the group tosit with him,
of the building is a welcome retreat from the mugEIy heat of the and introduces himself as Chqllian.
afternoon. Outside, the distant rumbling of thunder can be heard a s Chvyllian knows exactly why the HPs are at Jack's, but he won't
a late summer storm approaches. mentionthls to them, of course. Hewill simply act curious (though not
overly so) and try to find out about each one of the Heroic Personas.
MAP KEY If the personas suspect him of being the merchant, he will laugh and
This d o n wntains area descriptions, commentaries, data for Other reply by holding up his stained and calloused hands saying 'Do rich
Personas, etc. (Remember to read aloud the Italicized material.) merchants have hands like these, or dress like thls?'

1. Entrance 4. Booths
As your eyes a4just to the inn's Interior, you can see that this is a 'he high backs of the seats of these booths located alongthe far well
better4han-average establishment. Maybe not first class, but then providesa semblance of privacy. It is ndcomplete privacy, however, for
the background of the owner and proprietor give it an... unusual the booths are still open to thecommon roan.'Ihmare several booths
flair. From the weapons and mementos on the walls, to the masslve empty, if the pemonmwish to d In one. Most booths will seat only four
suit d p l a t e armor in the comer by the door, this place Is obviously personscornfatably, however; theh v o m e r bodhsseat s k If there are
the concern of a retired soldier and adventurer. more than six personas, they will elther have to sit at the lor9 (trestle)
To your lefi are some doubledoors that lead to the stables, tables, or pulltwo of thesmall ones together.
judging from the occasional neigh of a horse. Directly across fmm
the entrance you came in is a broad stairway leading up to the 5. Hearth
second floor,most probably to the inn's guest rooms. Next to the A bard sits near the h l i t hearth. This man appears to be around 35
stairwq~,a long serving beard runs to you right, with a couple of years old, slender, and lather average looking. He beglns strumming
high stools standing in kont of it t o either hand. To your right, the a lute as he watches the nearby dart game. He is qulte friendly in his
entrance becomes the common room, with tables sparsely popu- response if the personas talk to him, and will readily join in their
lated by the dinnertime crowd. conversation.
"I am called Frededk. Altho~@~ n o more than a simple musldan and any persona bold en- to walk behind the bar and attempt to
hvelling about to see the world and have a bit of fun for myselt go Into this roomwill be lifted u p by Jackand depoeited outslde on the
employment is always a concern. One must have gain or else one street with a sound drubbing. All d t h e other W m e r s In the inn wlll
starves/" He laughs and thumps down his empty ale tankard. asslst to see Ulat Jack performs thus, so the HPs wont be able to
"Uood ostler Jach there hired m e on to plqy thls evening for supper interfere with the ' b o u n w of the offender.
and a place to sleep, but myjack's (a pun on the barkeep's name)
empty, my throat's parched, and my purse Is flat1 TIMED ENCOUNTERS
Frederik is anything but a 'simple' musidan, of course, but h e The followingevents should occur at specific times, as IndlcaCed In
plays the role well. If any of the personas make a successful Percep each description below:
tion roll, they will note that the quality of his clothes is actually quite
good. and his lute is of fine craftsmanship. He wears a small dirk
tucked in hls boot, and both dagger and boots look to be weil-inade.
1. You Dropped T his
If the HPs treat him well, buy him ale and tip him for playing, they Test of Honesty and Integrity
will have scored a positive mark for such people as Frederik are dear As soon as the party is seated the barmaid, Audrey, comes out
to Thelindelar, and generosity of this sort is a quality she thinks a sign from the kitchen and over to where the HPs are settled down for thelr
of good manners and trustworthiness in her associates. wait. 'Ihls buxom serving wench will wink and fllrt with the most
handsome male persona while taking orders. After a bit she wlll bend
6. Dart bard: Test of Skill down and pick up a small, obviously expensive gold slgnet ring and
A trio of patrons are gathered around a dart board, sipping ale and offer it t o the HP, saying. 'Oh, you must have dropped this.' Attentive
making small wagers on a friendly game. Personas who are nearthis HPs who successfully make a Perception roll will know that the rlng
area and show any interest will b e invited to play-with an obvious wasn't lying there before. The following things can occur:
reference to the group's eager scrutiny of the inn and its patrons:'If (A) If the persona tells Audrey that It isn't hls or his friends',
yer aim's as sharp a s yer noses there, m e buckos, why not test it thus refusingits possession, Audrey will take it and put it in her
'gainstme an' the lads, 'the chief dart player suggests. pocket,The matter is clased but the party didn't do partlcu-
Participants will be required t o roll D% for each game, and the la@ well.
gamemaster wlll roll three times per game, or once for each of the (8)If the HP acceptsthe rtrgbut then Immediatelygets up and
other patrons. The lowest score rolled wlll win thegam-d the pot. we8 it t o Jack or asksany nearby patFMls Ifit belongs to them
If a persona has been drinking begin austing that HP's score hewillAndits~ownefandbeUlanked.andhecaneatanddrWc
upwards to reflect the effects of the alcohol (use +5 per strong forfreetherestoftheevenitlg.'IhepartyhEIsdoneweU here.
alcoholic drink and the ale is strong). (C)If theHPs begin to ask her many questions about the riq&
The size of the wagers will start at 1 BUC per person, but may g o w Audreywillsimplyshrug.1onlyfoundUontheflm:BythlsUley
larger, if the players suggest It. Note that this is a Mendlygame, so the will draw the Ettentiond one d the nearby pehDm, who WW act
three men will not otherwise raise the stakes, and they wlll retire if the asiftheringwerehismdthankAudrey heartllyforrehunlIlgtt
bet per game exceeds 10 BUCs. They will, however, suggest (but not where~lponshewillhuny~togetbacktoherbusinepa~
insist) that the participant with the worst (highest) score buy a round the party will have shown themselves alert and honest by thelr
of drinhs after each game. If this is agreed to, they'll gladly buy thelr actim, and this migM be thelr h i mark f a the Lest
w
share for the HPs, for they wish t o get the group as tipsy as possible as (D)If the chosen HP takes the ring to keep, the OM should
a part of the overall joke. have one of the Other Personas witness the a d , thank him for
These men will be relatively friendly with personas as long as the the 'recovey of my lost ring,' and clalm it from the offending
HPs are friendly to them. If they are treated rudely by the HPs they will HP-peacefully or othenvise. The group has shown them-
only ignore them thereafler. They will not fight the personas, nor will selves badly in this case1
they side with them against the others in the inn.They are hard-boiled, Audrey Is very attractive. She flirts well, too. In fad. she is a rather nice
veterans of the Scales of Justice, mercenaries still in the employ of ks,the daughb d a free p e a m t m d must work to support herself.
Thellndelar. Since they are offduty, they are not wearing armor of any Audrey hopes to many OneEyed JadL but he hasn't asked her yet. Of
sort. They are armed only with daggers. Treat the three of them as ourse,ifoneofthe~isgoodloddrgandseemsserlous....AudreyIs
having the following TRAlT scores: P-50, M-30, and W. a lad, of came, and the only person in the inn Ulet the HPs mlght
teqpke,f a she was outside on enan& just m u n d the time the peaty
7. Kitchen and Pantry anived. Note that while they migM have seen her before, she Is not an
TheHPs have no businessin here, but ifthey ohservethesmhgwench acquaintanoeof any d the H m l c Personas.
as she goesto get food from the kitchen, they will get the briefestgirnpse
of an old woman leaning over a pot and stlnlng the mutton stew.
2. The Argument: Test of Negotiation
8. Buttery Idhence and %-Control
This is where the extra barrels of ale, tuns of wine, flasks of spirits, A R e r t h e b u s h e s s d t h e aboutthetimetheteam
~~ Issettllng
and other supplies are kept. No one except Jack L allowed in here, down to wonder what's keeping the merchant. the followingocam
An argument breahs out at one of the back booths near the healer. A remind them that crlmes against the arlstocraq tend to result in a
new, welldressed patron (his name is Caslon)jusC came in, flopped into dank cold, and dark dungeon cell for lowerclass perpetrators1
achalr, and spoketo a fat man whowas sippkqwlne and idlywatchingthe Ifthe team now ~ ~ ~ O W S C O U A,
T SB,
~ or
S C above, consider them to have
dartplayers. Perhapsthe fat fellow's words offended him,for--seemingIy scored asndedhthe appropiate sedan. However, if they seem bent on
drunk ando n-e now shouts,I' m q be broke, but I'm not a havingmedmmbat,theyhavesooredpoodyhtheirtestAtthe~~
beggarlUStanding,he reaches Into the folds of his tunic and draws a of deadly violence impending,the 'drunk aristocrat' wlll reel fa&and Ue
wickedly gleaming dirk and prepares t o attack the fat man.The healer prone and snoring on the floor. 7he dart players, as Jack's behest will
saambles from his booth, crying out and attempiq to stop the bloob cany him upstaimto a room to "sleep it off.'
shed, but instead appears to be cut by a wild swing. (He is not achlally
harmed but it will appear so to theonlooking m.) 3. The Messenger. Test of Good Sense
Caslon's "victlm' is an obese man, also dressed in flnery befitting Now that the scene with the "drunk' b flnished, and after allowlng
a minor noble. Edgar, as he is called, is haughty and unconcerned the players some time to begin togrow a bit uncertain again, it is time
about the situation, which seems to provokeCasloneven more. If the t o bring three new personas on-stage.
group decides to let the two alone (the HPs are closer to them than any First, a pair of pretty young doxles comes sauntering into the
other patrons), Caslon will turn anddrive the dagger into Ed@s heart Winged Pig, and they smile aL the HPs as they seat themselves al a
(It has a trick blade that retracts into the hilt; Edgar is an actor that nearby table. Before anything else can happen though, a young
Theiindeiar often employs in various roles for many purposes, and messenger enters and runs to the bar, giving a note to Jack. The
Caslon is actually an Alchemistw h if you ~didn't know-works for innkeeper calls for attention, and tells the patrons that the merchant
Thelindelar, is a fine actor in his own right and loves this prank). was unavoidably delayed. Those who are waiting for interviews are
Now is the time for the HPs to attempt to d o something: Invited to have a ddnk a t 'hls' (the tardy merchant's) expense, and
(A) If they ignore the whole matter, they show callousness and eqjoy it while they awalt Thelindelafs eventual arrival.
indifference. This isn't bad, for they are minding their own business, Now the two women nearby speak: 'We wouldn't mind having a
but it doesn't make for trustworthiness either. The (fMshould mark it drink with you, loves1 How's about ordering a big bottle of flne wine
up a s a wash, nelther positive nor negative. o n that silly old trader,' suggests the brunette. The redhead agrees:
(B) if the HPs decide to intercede verbally (by rolling a successful "And you gentlemen look very bored and lonely, too. Come on and
Influence or Leadership roll), this shows an intelligence of approach. join us-or should we join you?' These two are trylng to get the party
Although not at all drunk, Caslon has done this impression of "a lord drunk and then lure them elsewhere so as to miss meeting the
in his cups" so frequently he has gotten quite good at it and can fool merchant. They'll urge plenty of imbibing, and then ask the two HPs
most observers. (For complete statistics of Caslon, see the OP list at most attentive tothem if they wouldn't 'care for a change of scenery.'
the end of this chapter.) He will be quite obnoxious with the personas, They have a "nice cottage nearby, and a good measure of the flnest
and will ignore the thumping and shouting from Jack (see D)hereaf- brandy there, tool'
ter. Allow the HPs a "soft roll" when they try to influence him-4n other (A)If the doxies are politely (or not so politely) refused both a free
words, if they fail, tell them that he is weighing what they are saying, drink on the merchant and inclusion into the group, the HPs are
but they haven't won him over yet. This will give them another chance judged to have done very well indeed. More so if they restraln
due to his "drunken" condition. Caslon will try to get the HPs to do themselves as to the free round's alcoholic strength and quantltyl
ridiculous things before he will put down the dagger, such as barking (B) If the HPs "get friendly" with the doxies. whether or not giving
like a dog. or acting like a monkey. If the characters refuse, he will them drinks at anyone's expense, but don't tell them much and stay
edge closer to the "frightened man' at the table. at the inn, the group scores average marks.Of course, drlnklng too
The HPs get highest marks for use of their K/S abilities here. Even much in the meantime isn't smart so mark that too.
if they twice can't succeed in making their rolls, it was the thought and (C)If one or more of the personas leave, the whole group does
the roleplaying involved that counts. poorly, unless some stay sober and virtually disown the persons(s)
(C)It the HPs try physical intervention, perhaps due to the failure of foolishly leaving.
their verbal K/S-use attempts, they may try tooverpowerthe 'drunken
attacker" with successful Combat, Hand-tdland, Non-lethal rolls. 4. StrongmArm:Test of Strength
This is a fair success score, an addition to their merit if it followed their After the messenger has come and gone, a free round tahen or
verbal attempt B above. shrugged off, the party's hopes rise as the door opens and someone
(D) If the HPs draw their own weapons with intent to use lethal enters. These hopes are instantly dashed, however. It is a palr of men,
corn bat, they will hear a large "MUMP" from the bar. The sound is that obviously local yeomen, come t o wash the dust of a hard m's
of a huge morningstar which Jack has pulled from behind the bar and huntingout of theirthmats.They wavegreetlngs to Jack, take a oorner
slammed down on the scarred oak planks. Jackdoes not like brawling table, and shout for Audrey to bring them dark ale.
in his inn, and he absolutely won't tolerate duels. 'Ihiswill not stop the The two men quaff their first tankards, &marxi more, and then setlle
drunkard, but personas should take heed when Jack calls out and down toseri~~~drWdnghterspersed with boutsof raucous laugh@ The
tells them to, 'Fight like men, not gutless cowardsl' l s r g e s t o f t h e t w o i s o b ~ a andcanbeheardboastlngofhis
b~
The drunkard appears to be an aristocrat of sorts,by his clothes. If gre&&eq#h. After four or five rounds, h e @maaroundthe inn,looking
any of the HPs of SEC 5 or lower act like they mean to harm him, asifWsabouttosa(y,1canwhip~manhthejdntl'
players, they pass with some merit as hirelings for Thelindelar. brown velvet, and wears a gdden torc round her forehead to bind
(E) If the HPs in any way try to cause trouble for the card players, b a a herlong and lustrous chestnut hair. A chaln set with amber and
before, during, or after the cheating incident, they lose merit. p e n stones hangs round the laa's neck. 7be soft, knee-high boots
she wears show that she is a horsewoman,probably come In to avoid
the storm. Her large, penetratingpen eyes and the strong set ofher
6. "Aha, You Vixen!": chin indicate her aristocratic status as much as the ffneclothes and
Test of Bravery and Weapon Skills jewelry.
As soon as possible after the cardplaying incident is over it Istime for You see the suspldous-looking man near the door approach
this last little ploy to be aded out in the fiiendly confines of the inn... her fiom behind, almost creeping up to the table where she sits
A rich, musky scent w a h into the common room. A beautitid with her back to him. The men playing cards stop their game,
woman of high station has entered, and it Is she who brings this rise, and draw near to watch this play. In fact you observe that
heady perfume into the place. As she walks inside to a seat at a far everyone in the inn has turned to see. The man's eyes narrow as
table, the lowering clouds which have threatened rain all evening he speaks in a soR, slow voice which carries throughout the
finally open up. There is a flash, the boom and rattle of a nearby room despite its low pitch: "Perfecttiming....But then, you were
thunderclap. and pounding rain assails windows and roof. alwqfs verygood at timing, my dear. You have cheated me and
Unknown to the HPs, this woman is the merchant, Thelindelar. the others out of quite a bit of money. But now we intend to settle
She is dressed, somewhat mannishly, in forest green silk and the scorel"

OP STATISTICS -d Richard (Suspicious Man)


AND DESCRIPTIONS 4 Thief, SEC:4
M: 45
P:37
9: 30
One-Eyed Jack Riding: 55
Mercenary, SEC:5 Perception: 80
M: 48
P: 62 w w STEEP
S: 35 Criminal Adivitiea, Physical 59
Riding: 65 Criminal AdiviUes, Mental
Perception: 50 Cornbet. Hand Weapons
Combat m,Lethal
K/S Areas STEEP Deception
Combal, Hand Weapons 70 Street-Wise
Criminal Activities, Physical Auakatia/aymllaStlc9
Escape APPW
Qambung -Pe
Street-Wise Disguise
Survival PirsL Aid
Combat, HTH, letha( Mountain Climbing
Combat, HTH, Non-lethal -tin9
Combat, Hand Weapons, Missile Gambling
Criminal Activities, Mental Subterranean rn
Flrst Aid Jury-%2W4J
Jack-Of-All-mdes
Tolemnce
Appraisal
Influence
Ri-d 19 Thelinddat'8 righthrnd man; mote Ulan that 1
Animal Handling

Jack is the stuff of local @end a wartime hem who kkafter 1


the war lo find adventure. His exploits are mostly me, smelt
exageerated.The inn got its name froma the whenJack
uld think of no other life but that of an a d v e n ~ s c a t a w t l 3 ,
friend innocentlysu@p&dthatsomedayhe'd be retired
and running a respectable business, Jack simply
'When pigs fly.' He was one of the &st lo bin the 3 a h of
der T h e l h l d ~ banner.
s
Frederik (Bard
Cfmlier, SiY2 7

mw 4 8
Pemptton: 59
STEEP
Combat, Hand Weapons 65 mlw%9 STEEP
Arms & Armor 50 Alchemy' 51
Biography/Qenealogy 48
Combat, HTH, Lethal 46
Combat, Hand Weapons, Missile 48
50
46
35
Pol~ticalScience 39
38 Foreign Language: Classic Qreek
35
Handicmfts/Handiwork
Swimmlngfl)iving 40 A P P ~ 43 I
Acrobatics/Qymnastics 35 -w
Foreign Language: Rgyptlan
42
39
35
MuslGal Composition 38 Thesplanism 37
30 tatIsmaticf~m 32

1
~ r ia landless
k knight, is indeed ahweller,huthe ha8 beea

f
Inthe employof TheUndelar.He Lone of hetaMestmenand o h Nobody knows much about him, for Caslon won't say
~hsesrchofclwstolw~fwher.Hehasameglckal~ much. He is one of the orlgtnal band formed by Thellndelar,
which tums into a bastard swonl upon command and he has stayed arqund since, although not even she
wuld my exactly why. Caslon has a small cottage at the
edge of the vtllage, and In its cellar he has a considerable
Qwyllian (Healer) alchemical laboratory.
Wiseman, SEC: 3: n e k 364 (1 14+106+98+48)
M: 54 Thelindelar (Merchant)
P: 28 I Mountebank, StC: 8 I
S: 56
Ridin@ 43
Perception: 52

IVS Areas STEEP


Apotropaism' 57
Handicmfts/Handiwork
Herbalism*
43
56
-
STEEP
59
pritst-ao 58 Combat, Hand Weapons 40
Religion' 54 ambling 52
Agriculture 47 A P P ~ J ~ ~ 56
Nature AUunement 48 Criminal Adivtties, Physical 37

t
Pheree Folk & Culture Impersonation 43
Subterranean Wrth Strectwhe 48
Animal Handling sunrival 34
Charismaticism Deception 49
Magnetism Alchemy* 35
Multiversal Planes & Spheres l'oreIgn Lanauage: Kelltlc 37
History Pomlgn Lqpage: Atlantlan 33
Rarities Rarities 48

k
First Aid Charismaticism

I
Magnetism
Qwylllan is a sincere and honest man who nonefheless Ambatics/aYmnaStfcs
enjoys working with ThelIndelar and her band for the ex&
ment It brings. Because he was a etaunch aid to them in their
stniggle against the d s h g tide of Evll, he knows that for all of
their rqEuery and wiktness, they d o more good than I. He
respects them for this, and eqjoys the money, tool
'Ihe woman looks around quickiy to see the man addressiq~her. the combat, the higher their marks In Thelindelar's eyes.
--'mu--
Her face pales. Wes wide, she scans the toom W I e & for a means Whenftisobvlousthatth~wlllbemWe,athatftistlmethebattle
of escape, but there is none. 'Ihe p u p of men surround her. *Oh, isbmughttoaclose ( w h e n s h e s e e s ~ t o ~ w U l e ~ c l r m m a n a g e
someone please help mela she pleads as they move to grab her. for UKmselves),sa~'nldie.heIl a&?will stop theadon She and all the
If the Heroic Personas have yet done nothing, she will make one last ~rsinthenxxnbeghla@ingullcOntrOUabiyattheHPsandthe
attempt to involve them, by crying, 'I will pay any man who aids me i m m e n s e j d c e t h a t t h e y h a v e p l ~ e d u p a n U l e m . 7 h e ~be~ l
100 pieces of the king's winl' dertsive if the group showed badly, more d a sharedjest if they dld well.
By now, the HPs should have chosen thelr opponents and squared ~,nKundelarwill~theplyandirhpduce~.She
off for combat. If they have not, Richard (the dark, scarred, suspi- ~~regainsheroomposureand~the~e830nforthe~0
ciouslooking fellow) will approach the woman and take her in his d m interview pces%'*SinceI need to be certain of how horn In my
arms for a lascivious hug. "1'11 have that w i n and more...,' he says. employwill rractwhilein my d c e , I use thisand other unconventional
(A)If the HPs Ignores all of this, they have really flunked, but they methods to test all woulckbe members of my house of.. .business.'
might manage to talk their way into petty jobs at 20 BUCs per day Even if the party of adventurers did not choose to aid the lady in
handling pack animals and serving as back-upguards. No highawards distress, It does not mean that she wlll not hire them (unless she Is
for this group1 needing a bodyguard, thatbl). However, the better the HPs did the
(B)If they try to use talk to get the threatening men away from the warmer will be their reception, and the higher their ranklng in the
damsel in distress, the fellows will laugh at them and tell them to mind band should they take servlce under Thellndelar's banner.
their own business or else face sharp blades. If the HPs then slt down,
it's as in (A), above. If they fight, see (C). ADVENTURE EPILOGUE
(C) If the HPs fight the men-for they will not yield short of real IhoseHeroicP~naswhoarewoundedwill behealed by Chqllian.
com bat-llian and Caslon will be nearby to tend to the wounded The Heroic Personas who did well wlll certainly be hired by the
as they fall. Richard and the others will not fight t o the death, but only merchant. Thasewho did exceptronally well will be given appropriate
to the point where a few wounds are had by all participants. They will honor and higher pasition. And those who performed only ma@+
get out if seriously wounded, and they never kill the HPs, choosing to ally, but showed promise, may find a place in her employ and be given
render them unconscious instead, if a t all passlble. This melee b the achanceto learn and develop thelrtalents (but at a wage of only about
most favorable outcome for the team, and the better they manage in 200 BUCs a weekl). Failures can lead pack animals ss noted above.
amemasters and players alike are directed to the HP- peasant levels from non-human race HP potential.
creation chapter of the Mythus Prime rules for a basic Initially, dice are rolled to flnd SEC and the Class Level number. All
overview of this matter. For your convenience, how- of this is explained fully later. Next comes information on the general
ever, the outline in the sidebar summarizes the steps performed population distribution of classes, and tables showing typical sta-
when generating Heroic Personas, whether for use in the basic game tions, occupations, professions, and titles within the nine tiers of the
or in the Advanced Mythus game. (The primary difference between three strata comprising the whole system. Then you will flnd a short
the two is in terms of the depth of information generated at each section dealing with literacy in each class. Following that is a discus
step.) sion of relations between cl- and tiers within each strata, includ-
Note that there is an abundanceof material in thischapter, and you ing attitude, address, and opinions. This is prefatory to comments
need not learn it all at once in order to create a Heroic Persona. All of regardingSECmobility and attitudestoward the mobile persona. (See
the material contained herein, however, is designed to help you to Chapter 16: More on Personas, for rules and detailed discussion of
better understand and roleplay your HP. A s you master this material, the social systems.) Lastly comes the table showing SEC in relation to
your knowledge of the abilities and attitudes of other personas will be Vocational choice.
enhanced as well. The SEX W t i o n s Table (page 63) shows the Categories of Voca-
tions-Alchemy, Arms, etc.--the occupations and/or professions
SOCIO-ECONOMIC CLASS within each Category, the TRAlT associated with the Vocation and the
in order to create a Heroic Persona, players must each determine Class Levels of personas able to initially be within that description. It
their HP's Soci~EconomicClass (SEC) standing. In the Mythus fan- is easy to remember SocieEconomic Class Level, for it is on a scale
tasy roleplaying game, this process differs from other games in the of 1 to 9, with (asusual) 1 being least and 9 being best.
Dangerous Journeys system (such as the Unhallowedm super- Primitive Vocations: This Category is somewhat anomalous.
natural horror roleplaying game, for instance). In fact, this process is This is because while it has SEX divisions within itself, the Cat-
quite different from most roleplaying games in that Socidkonomic egory is actually outside the normal SocicHkonornlc Class consid-
Class is found before players do anything else regarding the develop-
ment of their Heroic Personas. Readers familiar with the other modu-
lar game rules of the DangerousJourneys system will have noticed
this immediately. in mbst other games in thesystem, professional or
h Steps of HP Creation
occupational background is determined first, as a step enabling the
determination of social class, because work and income dictate the
possible ranges of SEC. in short, it is usual for players to decide on
their Vocation, and then the SocieEconomic Class is found.
Because the Mythus game is set on the parallel world of Brth,
however (or your similar campaign milieu), a place which is quasi-
Medieval/quasi-Renaissance(with some near-Ancient cultures/soci-
eties and many barbaric/primitive ones, too), SEC must be found
initially in order that players can know what range of Vocations will be
open to their Heroic Personas. Frankly, peasants can't aspire to
knighthood on /Erth...at least at the begjnningof their career1 SEC
thus directs the player toward a narrower range of Vocational choices,
while not unduly restricting choice or nanowing the variety possible
in the game. With 35 or more Vocations, the limits imposed by SEC
actuallyassist in choice, and the player may eventually haveother HPs
in different SECs, so there will be all manner of different approaches
to play through HPs with different class and work. The limitingquality ate infonnatk,n of gemred &we for the HC 7hb
i n f o ~ d e a f s w l t h t hAttractivem,
e Joaa (some
of SEC closes some Vocations to the peasant (Lower)class, some to
tldngstmltettoluck),Beckgnntod.andQlirksarsct
the freeman (Middle)class, and some to the aristocrat (Upper)class, datcdwlththepemntl.
so that the game is even-handed. Then again, some occupations or (6) HemkPemoWstrtl~lunxe. Atthbpotnt
professions within a Vocational category will be broad enough to be UIP:pkyermustmtlrandomiy~sddumlncdbySEC
open to most, if not all, Class Levels. to debmine the HVs Rmourcm Weatth and Net
Mote that Socio-Economic Class for Heroic Personas who are in- Worth, some poJseaslonsand Spadal Conncctktu
W the pemna may have.
tended as being of non-human race must also be determined, for the
Class Level dictates the race posible, going so far as to preclude
SEC Populations as a Percent
Socio~EconomicClass Table of Total Population
1 W b Score
0145
06-10
Class Level
1
2
S K LkwCriplfon
Lower Lowerclass, Peasant (1)
Mlddle Lower Class, Peasant (2)
? The SEC Populations table shows a mean distribution of popula-
tion by Soci~Economic Class, in an average political state based on
Brth norm. This typical state is of moderate to large land area and
1 1-20 3 Upper Lower Class, Peasant (3) population, such as is typified by Pmncla m a r i a Sverge, etc. Class
21-30 4 Lower M i d d l e Class, Reeman ( 1 ) order is reversed to show highest to lowest, to clearly illustrate the
3 1-45 5 Middle MWdk: Class, Freeman (2) apex of the feudal/feudal-like pyrarnld typlcal of the states of such a
46-70 6 Upper Middle Class, RPRman (3) milieu.
7 1-85 7 Lower Upper Class, Aristocrat ( 1) Note that aristocrats might comprise as low as 1OIOof a population
86-95 8 Middle Upperclass, Aristocrat (2)
or be as high as 4% of the whole. Freeman population ranges from as
96-00 9 Upper Upper Class, Aristocrat (3)
low as 10•‹hto as high as 27%. Peasant numbers range from a low of
70% to as high as 87% of the total.
Remember that all figures include men, women, and children.
erations of the main milieu. The gamemaster might make e x c e p The Lower Upper Class (7) is generally constructed to serve those
tions for Heroic Personas coming from a land where such Primitive above it as a tool for administration and warfare, just as the Upper
Vocations might be practiced by people exposed to a "higher' Middle Class (6) serves in similar capacities for the whole of the
state of civilization and culture. (For example Erth's-t, Tibet, aristocracy. Thus, both classes will tend to be larger in states where
and possibly Hind-see the Epic of 49th companion volume for there is much bureaucracy and/or military action. Economic condi-
details of these nations.) Thus, any player with an HP in Primitive tions will impact the freeman class, enlarging it in prolonged periods
Vocation Category will be likely to initially have an Heroic Persona of growth, and shrinking it in similar periods of stagnancy or reces-
outside the "civilized" class system. For game purposes, barbaric/ sion. Class Level slippage (downward) occurs quite readily. In most
primitive personas are considered by others in the "Culture Area" cases progress upwards is quite difficult, save under conditions of
in question as not less than two SEC Levels below their native need or prosperity as noted.
station (unlessof exceptional sort as ultimately determined by the All figures apply to relatively civilized, Eropean-model states. In
QM, and then still at a one-level disadvantage at least), i.e., Class confederations, democracies, and republics, the strata percentages
Level 3 or lower are thought of a s the lowest of the low, while even will be about as shown for the aristocrats, the freeman class will be
the Primitive aristocrats will almost always be treated as mere, if enlarged, and the peasant class as small as 40% of the total, with the
important, freeman personas. However, association within the lowest tier comprising only 10%or s o of the strata. In states with a
"Culture Area"and accomplishments therein might possibly change more ancient system of organization, the middle tiers will not be
SEC attitude so that individuals will have the full benefits of their significantly smaller, i.e., within the 1O0/0figure noted above.
Primitive SEC Levels. Let the player be thus warned regarding this
classification of Vocation. Working Population Vocation Distribution
SEC Table Notes: Note that this table does not reflect the relative The disbibution in the table on the followingpage applies to typical
percentage of population within each strata and tier shown. It is quasi-feudal states of a relatively civilized sort in which the use of the
skewed to produce higher level for HPs. The actual/realistic data for plow, draft animals, and care in crop and herd management is
societies as a whole is given later on. 'The percentages on the table standard. in less advanced states, the percentage of population
reflect the probabilities of a Heroic Persona's emergence from the engagedinagricultural and related employment will beslightly higher.
particular tier, i.e., the number of superior individuals likely within a
class. according to population, by ability and opportunity and desire,
in relative order of importance. SEC Populations
SEX Level is found by rolling Do10 and finding the number thus SeC DesfsnaUon/Level % Of 7bfa/ Pbpuletkn
generated among the nine groupings shown. All personas are rolled
for thus, even Primitive and Non-Human ones.
Once SEX Level has been found, record it on your Heroic Persona
Profile Sheet. Once that is done, you may consult the SEC Vocations Total Aristocrats
Table hereafter, although you might find the other information which
follows this portion both informativeandgenerally helpful indeciding
upon a Vocation for your HP. In any case, remember that there is no
dice rolling for ATIXIBWE scores until Vocation has been selected.
HP Example: As a running example of an advanced HeroicPersona
whom we'll name Dirk Galligher, we start by rolling percentile dice to
determine SEX Level. A result of 76 indicates an SEC Level of 7, or
Total P a s a n t s
Lower Upper Class, an aristocrat.
amples. Persons of position who are illiterate are not at as great a
disadvantage as it might seem, for they have various servitors to
manage reading and writing for them, and scribes are thus both
Employment Area common and highly regarded.
Herders, farmers, & ajprians
Fishers & related occupaiions The gamemaster is directed t o the table as regards literacy In all
Hunters, trappers, & food gathenens other cases. A high STEEP in Native Tongue, or any Forelgn
Were supporting all of the above Language, d o e s not necessarily imply t h e ability to read and write
Artisans, craftsmen, tradesmen, & assistants t h e applicable language, in most cases, especially where STEEP is
Proprietors & shopkeepers below SO.

Maritime employmentshipboard and ashore


Laborers and other menials Class Relations
Official-dministtative, clerical, legal, and police 2-3 Before launching into the details of class relations, let us first
establish the facts regarding SEC distinctions. They are obvious to all
within the "Culture Area" system, even without the special trappings
often used to mark distinctions. Physical appearance and speech are
the main demarcations of class. Dress, accouterments, and the rest
then further distinguish class levels. In general, the lowest (PI ) group
freedom but more security (or at )aast more laborl).
is much to itself, and members of the lowest peasantry subdiv~de
their tier as sharply as the Middle distinguishes itself from the Lower.
The Middle peasantry isscornful of the Lower and respectfully friendly
with the upper tier, for they aspire t o that status. The Upper Lower
Occupations, Professions, Offices, class is as respectfully friendly to the base freeman c ~ a sas
s the other
Titles, etc, by Class Level peasants are toward them, and this is for the same reason. However.
The Positions by S K table o n page 61 is given to assist the the Middle peasantry is resentfully respectful to freemen, and the
gamemaster and player alike in understanding the SocieEconomic lowest are fearfully so.
Class structure of the milieu, and to guide them in roleplaying (with We see again the scornlrespect in the freeman class, although in
the commentary on the subject of Class Relations and SEC Mobility the lower two tiers it is minimal. The uppermost portion of the c l m
which follows). is the exception, however, for it is closely associated with and related
to the lowest of the aristocracy.
Literacy By SEC Level The gentle freemen have an inheritance or land, wealth, and/or
in general, SEC Level will dictate the literacy of the individual in position and prestige. They are the geatest of the nonaristocrats, the
question. Whilegamemasters may dictate that all Heroic Personasare tier from which come the vast mdority of the awarded aristocrats and
able to read and write, or at least those of non-mmitive Vocation, on important officeholders. They are most respectful of thelr Immediate
the other hand, they might not. For the sake of realism, the following 'betters,' but in a nofl-resentf~land friendly way. 'lhere is 'ds~ociation
table shows literacy rates, and these percentages may (at the QM'S between them and the lowest tier of the Upper Class, because most of
option) b e applied to HPs to find if they are literate. the latter were once themselves gentle freemen, and the Upper Middle
Insome highlycivilizedstates, theliteracyrateissomewhatgreater Class expects that not a few of its number will become aristocrats of
than the figures shown, so increase the peasant cl- probability that soh..and soon1 The deference wanted is that which they them-
the freeman class by 20•‹h,and the aristocrat class by selves expect to receive. In turn. they disdain the ordinary freeman
figure by 10•‹/~,
10%. For example, m t is both highly c i v i l i ~ dand has a low class, distinguishing it because of its scant prosped for advance
peasant and freeman class literacy rate, however. This is because the ment-and doing their best to keep it that way, for otherwise it would
v r y v - class does not desire lit- threaten their 'birthright" and preserve, the non-hereditary aristocracy
eracy, by and large. HOW- role. The gentle freemen are in much awe of the nobility, granting to it
SEC and Literacy ever, in the Upper Middle status not based s o much on fear as from desire. Soon they will be of the
Class Level Percent Uterate Class the literacy rate is general class themselves, and then they demand Qreat resped from the
1 2 higher than shown, and ordinary folk associate with 'nobles'--what an exalted rewardl
2 5 the s a m e holds true for This is not a uniform attitude, of course. In the awarded aristocracy
3 10 the aristocrat class. are numbers of military men who disregard class entirely. There are
4 20 It is obvious that Voca- alsoaitruisticmembers. On the other hand, there are some members
I
5
6
30
40
' tions which cannot b e il- of this tier who Strive to become greater. Through ofnce and wealth
literate will not need a lit- they hope to obtain nobility and thus passe~shereditary title. Consid-
7 50 eracy c h e c k A ] c h e m y , ering the size of the Middle Upper Class, however, there isn't much
D w e o m e r c r ~ f t , Mer- hopeofthis happening, save through the death without issue of some
chant, Priestcrazft, and nobleman, or the disenfranchisement of such a family for some
S c h o l a r a r e clear ex- reason. With limited space and tight control of land by those already
possessing it, expansion of the nobility is
limited thus, albeit extreme wealth (along
with land thus purchased) is a possible av-
enue of advancement. There are also the
Positions by SEC
ffw Level Class Station lYtunes Yocetton/PoaNon Refancc
most unlikely means of elevation-award Lowest Slave, serf, bondsman, BeSgar. Qypsy. mercenary
through service (typically in conflict) and peasant masterless, wanderer day laborer
expansion of the state through territorial Peasant Peasant, laborer Acolyk, common appmtke,
acquisition. villeina mercenary wrponL
mendkant mInstnL
All of which bring us to the uppermost peddler, eoldkr, tlnkcr
aristocrats. These grand nobles are polite to Peasant Cotter, crofter, ApprenUce rnage, friar,
the Lower Upper Class, for they protect and uppe+' tenant, mercenary NCO,monk
serve. The great ones also freely associate woodward, manor officials,
with the other (MiddleUpper Class) nobility, hayward musician, soldier corporal
Base Forester, socman Actor, wqjunr, m n e r y
for they reinforce the pinnacle position held freeman= tnui-, yeoman under officer, aoldler Nm,
by the dukes and princes, while still being wlsewoman
acceptable for social intercourse. Members ree em and Bailiff, Enchanter, mercenary
of the highest aristocracy will possibly have craftsman, lieutenant, rnyslic, scribe
freeholder, soldier under officer,
status as middle-range nobles. Primogeni-
franklln, village officials,
ture and entailment mean that the eldest serjeant warlock witch
son (rarelydaughter) inherits all of the mqjor Gentle Qentleman, Bard, engineer, heakr,
fief and wealth of the lord. Various lesser Freemane magistnab, gulld master,bvocator,
titles belonging to thegreat noble or coming merchant, mercenaty commander,
sq&e neuromancer, priest
from the maternal side pass to second and scholar, sotdkr o h ,
successive offspring, so there is a certain c o theu@rt tawnoffldaL
mingling of all nobility. However, the upper- wftchclscftcr
most demand their prerogatives nonethe- ~ w a r d e td ~ Banneret, Adept, admiral, clty oMclal
less. They are the cream, as it were, at the Arislocrat baronet. general, h@ cleric, m q e ,
knight, grand setjeant maylster,
top, consisting of persons of royal blood, vavasor nethercmfter, noble official.
ancient noble families, and the ablest of somrer, thaumaturgist
aristocrats, and those nobles beneath them Arfstouattt Baron, count. Demonryrist gmnd duls 1
are not quite equal, no more than are the eart. sraf, herrneturgc. mersheL
great nobles "peers" of the monarch, typi- viscount, royal 0fRdaL savant.
ww3raf troubadour,^ 1
cally, i.e., truly equal to the sovereign lord of Archrnage, archpriest'.
a r wtt Archduke, duke,
the state. A pecking order, oRen called p r e aristocrat her* markgrave, foreign nmbnssodor",
cedence, is established, recognized, and marquis, prince hierophant, magus
accepted by all members of the aristocracy.
To sum up, the three strata of classes are
sharply defined in most ways, but blur occa-
sionally. The Lower Class is in awe, oRen in
fear, too, of the Upper. The aristocrats tend
to disdain the peasants. The freeman are
most conscious of their superior station with
regard to the Lower Class, and the median
members of this class are likely to be the
most classconscious of all society, fearing
slippage into the lower freemanry, desiring me bw& aiminaLs fan into this SEC. They are typlRed by mrigers, peUy U ~ W o, w
ascendance into the tier from whence will be ban*, cheaptronops, and the ~ k e .
drawn the least aristocrats. If one fails to bonfinarythieve. bu@m, attpwm, Footpads, etc. come under thb ckw.
remember class and station in this Socio- cSupetiorthteves,higMlsymen,mountebanks,wnRdence men, swindlers, andthttrllkaehthe
Economic Class system, one could be in for
trying times, to say the least. d ~masler~liev~~,(~~~~t~~feite;lsmdfotgen.
, ban&-,&, g t n d i y bslllntothbtler.
COutkmrguiidmmtem,co~,p r o f ~ b n a l ~ , a n d J e W ~ ~ ~ t h b r a n k
Bureaucratic societies tend to augment fRobber 'barons," m achlcvt thb statue.
" aad bandit ca~tsina.and mastucrlmlnala
and clearly differentiate classes and strata. 3
Barbaric and primitive societies are not so
stratified, for obvious reasons.
Socio4Zconomic Cbss Mobility likelihood, just & the nobility wlll scorn that individual as "jumped
As already noted above, there is some amount of social and up," an "adventurer," and "above his (or her) class"-pmbably with a
economic change causing a degree of mobility between classes and great deal of veracity, too, unless the former merchant is somehow a
tiers within classes. Slaves are freed, serfs granted greater freedom hero of sorts.But in that case them is much less resentment of thh
and villeins freed to become cottersare not unusual events. Yeomen sort save amongst the truly effete, haughty, and ambitious types.
gain wealth and become franklins on occasion, while royal serjeants, The greatest mobility exists for those persons who are more or less
through exceptional service, attain grand serjeantry. The country outside the class system, at least by attitude, and passibly by action,
gentleman squire's son may actually become an esquire and be although in a semi-feudal system it is quite difflcult to be completely
knighted. The baronet becomes royal chamberlain, and a viscount, free of such constraint. Those outside of it to some degree are
through service to the monarch, is made a marquis. scholars, alchemists, mages, and other Heka-users. Clerics, belong
How is this sort of mobility viewed by the other classes?There isn't ing to highly structured organizations themselves, must perforce be
much interest in tier mobility outside the class in which it takes place. a part of the Socio-Economic Class system to a greater degree. Those
Freemen don't care much about who has changed station amonpt witha bent toward adventure-explorersand seafarers, for instan-
the peasants, except perhaps to be mildly pleased at a slave's might step beyond the system. Most outlaws are very much outside of
becoming "free," or annoyed at a crofter's new "haughtiness" as the class structure perforce, although wlthln their sub-culture they
becominga yeoman with a few acres of land. The same holds true for have as many class distinctions as do nonaillaws. Petty ones of great
movement within the tiers of the freeman class and even the aristo- ability can hope to become "honest" freemen, and great scoundrels
crat class, with respect to those outside the particular strata in which might become aristocrats, but the ordinary outlaw Is as immobile as
the change occurs. a serf or cotter.
Wkhin a class, however, and sometimes where the strata meet,
there will be some sharp attitudinal positions. Those in a tier will SEC Outside The "Culture Area"
generally envy those able to rise to the one above i t and most would "Culture Area" means those states which recognize each other as
see them pulled back--the exceptions are friends, altruistic persons, nonexotic and equal. IMs L, of course, highly subjective and cer-
and those who themselves hope to clamber upwards in SEC (and do tainly ethnocentric to a greater or lesser degree. Be that as It may, in
not perceive the fortunate'sadvancement as detximental totheir own terms of roleplaying it is an important condderation. For example,
chances). Movement from one class to another generally evokes usingfirth as a model, let's assume that a knlght from the Avlllonlan
strong antagonism from both the upper tier of the class below and the Isles, his "Culture Area," travels around. Those states near to his
tier of the class above to which the individual has risen. Attitudes are homeland will consider him as an aristocrat of his station, I.e., 7th
not so likely to be highly negative when rise is from contiguous tiers Class Level. In all Western Eropa, in fact, he will be treated thus.
and/or in accepted manner. We have already noted the expectancy of However, in Iberia, where AUantlan influence was strong, he wlll
the gentle freeman's rise to awarded aristocracy. probably have to prove himself m n s t arrogant cavaliers in order to
Similarly, the gifted artisan's rise to master and then guild master be properly treated. In the sophisticated lands to the East-4recla
is accepted. However, should a merchant become baronet and then and Rgypt, certainly--the knight will be considered as rude and rustlc
a royal officer, the Upper freemanry will despise the person in all until he proves his education, intelligence, etc. In likewise distant
areas he will be treated respectfully if
hlssort have fought there wlth honor,
if the state is more backwards than
his own and looks with some degree
of admiration upon Avillonlans, and
so forth. Otherwise, he might be
thought of as a weakling, evil, orsome
other s o r t of useless or undesirable
person. Flnally, far off in Ch'in, for
instance, he will be a barbarian out-
lander with little status, and could
possibly remain s o even if he man-
ages to acquire the Etiquette and %-
cia1Qracesof theCh'in 'Culture Area.'
All that being so, this doesn't mean
that the Heroic Persona's SEC has
changed. For purposes of the game
system, it has remained flxed. For
rolepl~ngwnslderations,however,
it has fluctuated in most interesting
ways.
-

i
"exotic" by the "Culture Area' will generally be treated as one SEC
Level lower than their actual (foreign) Class Level, while those per-
SEC Vocations
ceived as "primitive' (as discussed above) will b e two SEC Levels VomfYoncIaiqpy LeLerclltrgt HPSECltSbt TRAIT
beneath their native one, and those considered as "barbaric' will fall
Nmmw
Akhe& 54 6
a full three places1
ApoUtecarV 36 3 Multd
ARMS
SEC In Relation To Vocational Choice Cavaller B-8 7 Physlcal
Heroic Persona Vocation is to some measure governed by the HP's Enuineer 48 5 Physical
SEC. It is also important to remember that the choice of Vocation ~'rCenary/Soldier
gives the persona a group of starting Areas of Knowledge/Skills, but
this is immediately modifled by the player through the addition of BlsdrScfi00l
personally chosen K/S Areas as the Heroic Persona is developed. ~ntalschool
Furthermore, as the campaign develops through play, there will be Qiay School
augmentations of existing Areas and new K/S Areas acquired. In
Qeen School
white School
short, the player who begins with one sort of persona will alter the MYSIICISM
model radically over time. A "Primitive" with hunting as a Vocation Astrologer
could, in time, assume the character of a cultured and scholarly HP, Diviner
if the persona's player s o directs. One with a low SEC at the com- Fortune Teller
mencement of play could become a Heroic Persona of great status, Soothsayer
titled, and a trusted servant of the monarchy. OUMAWRY
There is another important consideration, that of TRAIT. It is As;saaJin
important to keep this in mind when exarniningtheSECof thevatious Bendit
HP Vocational choices, for the Class Level is but one of many factors Mountehink
which make up the Heroic Persona. TheTRAIT of a Vocation bears on Phk
Thief
later acquisition of STEEPin Knowledge/Skill Areas. Additional points
PKIESTCR/EPT
of S E E P are "purchased" through expendlture of Accomplishment Healer
Points awarded to the Heroic Persona, and buying such extra ability in mest
K/S Areas which fall under TRAITS outside that of the HP's W t i o n Theugst
cost more APs. We'll cover that in depth just a little later on, but it had Wisewoman/Wiseman
to be mentioned here to make sure that the player about to choose a PKlMlTlVE VOCATION
Vocation will be alerted to the many considerations which are to be Hunter
borne in mind. Mediche Man
SocieEconomic Class as used here applies strictly to the starting 9eu
Heroic Persona. That is, while it dictates that an SEX Level 1 persona skraman
can't be a Philosopher, and that a SEC level 7 HP can not begin as a
Wanlor
W t W l Dodbr
Dweomercraefter of the areen School, it does not preclude either

I
SCnOLAR
from becoming such through the course of play, as pointed out Philosopher 5-9 8 Mental
above. SEC directs a player toward those Vocations more likely for a Poet/Musician 3.9 5 Mental
person of the HP's Class Level, and from those possibilities the player saae 0-9 7 Mental
selects a K/S Area "bundle." Thereafter, there are no restraints on VOYAaER
what K/SAreas are added, save those which generate personal Heka, Explorer 4-0
as we'll explain later (seetheTRAIT Limitations table on page 66), and Merchant 44
SEC can drop or climb. Note that in the SEC Vocations table, 'HPSEC Seafarer 2-9 3
at Start" does not mean that the initial SEC of the new Heroic Persona
5-33 4' Spiritual
must correspond to that number. SEC at start will be that number
3-6 3. Mental
even if the HP has a higher SocieEconomic Class recorded, say 7 or
2-7 3'
8, a s opposed to an Alchemist's SEC Level of 6, because the starting 0-9 5' Spiritual
Vocation dictates level. What does hold is the "Class Level Range," in 4-6 4' Mental
the case of the Alchemist used above, SIX level 5-9.
Thus, HeroicPersonas each have the "benefit'of their "farnily'SEC
as their background modifier for such thin@ as universal K/S Areas.
However, once a Vocation is selected, they will be received socially at
their Vocational Level, or the one that they later earn (whether higher
or lower is up to play and fate, more or less).
HEROIC PERSONA STATISTICS EaOKY comes In really handy in combat, because, dependlng on
At the heart of every roleplaying game persona is one central set of one's ATIRIBURS, it helps one to strike harder and faster and so&
numbers (orstatistics)which defines how strong,smart, wise, etc. the up damage better.
persona is. In the M y t h u s game, these numbers come in the form of Nemah A b m "PN," Ulls one, being the other Phydcal CAT-
ATTWBmlS, CATEGORIES, and TRAITS. (A good way to remember EaORY,~todowtthhowcoo~andpredseyourpersonaLs
them is by the word "ACT.") piysicaUy. Those with better numbers here have steeQ nerves,taTtnc
The largest numbers are the TRAITS, each of which is subdivided hand/eye Coocdlnation, and talent for pumdb such as picking pochets,
into two CA7ECtORIES. Each CATEGORYis then subdivided into three p@hg musical Instruments, drawing maglckalsymbols, etc.
ATIRIBmW. For example: the Mental'IRAIT has two CATEGORIJ23- Metaphysical: Abbreviated "SM' for Spiritual Metaphysical. this
Reasoning and Mnemonic-each of which has three ATIWBW- first Spiritual CATEaORYhas a lot to do with your willpower and self-
Capacity, Power, and Speed respectively. The meaning of all of discipline, as well as your ability to study, understand, and believe in
these terms is described below, from largest ('IRAITS) to smallest supernatural, theological, and philosophical concepts. Por example,
(A'ITIUBW). if you had a high MM, you could learn what Buddha, Jesus, or
Mohammed A d , but t o actually belleve in their words and to make
TRAIT Scores them a part of yourself requlres a good S M score. Those with good
The three TKAITS are the broadest indication of an HP's innate numbers in this department will be more devoted to their causes,
abilities. They characterize the HP in three general areas: Mental, benefit more from them, and go further t o advance their goals. This
Physical, and Spiritual. applies to all "causes" a person might have, whether It is to faithfully
Mental: Abbreviated "M," this number represents the sum total serve a deity, to convert the heathen, or just to bravely defend what
of all one's Mental resources, as well as the amount of "Mental the persona feels is 'right.' Clergymen, philosophers, and all really
damage" one can sustain before becoming a mindless vegetable. ambitious people will find a high S M helpful.
The higher the persona's Mental TRAIT total, the more Heka- Psychiu Abbreviated "SP,' this CATEaORY represents the 1-
generating Mental K/S Areas that persona can possess. Heroic conscious side of the spiritual and includes such Ulings as falth and
Personas with high MentalTRAlTStend to make excellent Dweomer- imagination. "Natural' or 'intuitive' might describe the Psychlc dlvi-
crtefiers and Scholars. don. This CATEaORY is very important for all who rely upon inqlra-
Physical: Abbrevlated "P," the Physical TRAlT number represents tion to power their pursuits.
the sum total of all one's Physical resources, as well as the amount of
"PhysicalDarnage"onecansusta1n beforedying.The highera persona's ATTRIBUTE Scores
Physical TRAIT total, the more Hekagenerating Physical K/S Areas ATIWBW'ES arc the mast specific measure of a persona's innate
that persona can possess. High scores in this area make forwonderful characteristics, and as such serve as the mast bask scores used to
Soldiers and Warriors. determine that persona's abilities. There are 18 such ATIRIBUlES,
Spiritual: Abbrevlated "S,"this TRAIT represents the sum total of three for each CATEGORY. These ATIRIBUITS are Capacity, Power
all your HP's Spiritual resources, as well as the amount of "Spiritual and Speed.
damage" the persona can sustain before becoming a will-less wm- Capacity: This is abbreviated as 'Cap' added on the end of each
bie. The higher a persona's Spiritual TRAIT total, the more Spiritual CA'EQORY. Spiritual Psychic Capaclty, for example, would be abbre
Hekaaenerating K/SAreas that persona can possess. High numbers viated "SPCap.' Capacity is perhaps a CATEGORY'S most importsnt
in this Area produce superior Pnestua:Rers and Mystics. ATIRIBLnE. as it is the one which is wed to determine beginning
STEEP levels (q.v.), and it represents the maximum level to which
CATEGORY Scores either of the other two ATIWBUITS in that area can rise. For example,
As explained earlier, each TRAIT is divided into two distinct CAT- if you assign a Physical Muscular Capacity rating of 17 to an HP, then
WORIES. The six resulting CA'EQORIES are ss follows: that is the most that you can &gn the Ws Muscular Speed and
Mnemonic: Abbreviated "MM" for Mental Mnemonic, this 1s a Power ATIWBUIES, too. Likewise. said ATIWBUIE3 can rise no
Mental CATEaORYwhich represents the ability of your HPto learn and higher than 17 until the PMCap is also raised.
remember. HPs with higher ATRIBWE3 in this area are brighter and Power.Th1s is abbreviated as above, save that a "Pow" is added on
tend to do better with their studies, provided that they're not lazy1 the end rather than a "Cap'Thisnumber represents how strongly and
Reasoning: Abbreviated "MR"this is the other Mental CATEGORY, forcefullya CATEGOKYcan be wielded by a persona. For example, an
and it represents the persona's ability to think logically and figure HPwithahigh PMPow (Physical MuscularPower)can lift heavy weights,
things out. Those with higher A'ITRlBWlS here are likely to be very or one with a high PNPow (PhysicalNeural Power) wuld juggle several
cunning, clever, and crafty-watch out for them1 items at once. A high MRPow (Mental Reasoning Power) allows one to
Muscular: Abbrevlated "PM" for Physical Muscular, this is a Physi- crack tough thinking problems, etc.
cal CATECtORY which shows just how powerful your persona is, as Speed: Abbreviated asabove, but use an 'Spd." This number tells
well as how fast the HP can move and react. HPs with higher scores you how fast a CATEaORY can operate. A high PMSpd, for example,
here are both physically stronger, more enduring, quicker on their means that you can run fast. A high PNSpd allows you to manipulate
feet, and in better health than those with lower scores. This CAT- amechanical device quickly without maklngemrs, and a high SMSpd
helps you to be punctual and meet deadlines, e t c
powerful wielders of magickal forces. To b e so is unusual, just a s to
What T h e Numbers Mean b e agreatscientist o n Earth is unusual. However, Heroic Pcrsonm will
S o far you've been told about having "high" scores and "good" begin play ataboveaverageTRAlTscores,and they will i n c r e a x them
ratings in your AITRIBUTES, but what counts as being "high or thereafter through successful performance, s o t h e constraints
"good"? Well, most humans have A'ITRIBUTEscores ranging from 6 t o shouldn't be burdensome, even though n o HY will ever be able to
20, with 8 to 11 being average. Having lower s w r e s , such as from 1 passess all of t h e Hekagenerating K/S Areas. Then again, who tntly
to 5, means that the persona is crippled in that area-for example, knows everything?
someone with a n Mental Reasoning Power of 3 would b e clinically TheTRAlT score also tells you something e l s o U ~ oc U w limits of
classifiable as mentally retarded, a n idiot, in fact. On the other hand, your persona's ability in that area. Of course this applies to any
higher scores than 2 0 are representative of super-exceptional levels. persona in the game, notjust t o Heroic Personas. The Mylhus FKKI,
Einstein may have had a n MRPow of from 3 0 t o 35, and Arnold and the whole Dangerous Journeys multigenrc KPQ systcni, rc-
Schwarzenegger probably has a PMPow of around 25! 7Remaximum flects real life as much a s possible for the genrc treated. a a m c reality,
For any hrrrriari Physical ATTRIBWE is 30, and the highest any Mental realism, and realistic rules are used t o create the sensc of actuality
or Spiritual ATTRIBWE can rise is 40. Personas with such high s w r e s when participating in play. What this m w n s is that the persona hxs
are, of course, very rare, and bad guys that have them will make for other limits besides thoseof Hekageneration--many of them. Onc o f
some of your Heroic Persona's most dangerous enemies. It is pos- the most important of these limits, perhaps the most irnportilrit one,
sible, however, for your HPs to develop such ratings themselves over is the TKAIT limit t o STEEP.
the course of the game campaign, though it will take a long time. The total score in a given TRAIT sets the nioximum Sf1:IP scorc
Not that your Heroic Personas arcn'tactually special. As amatter of possible for any K/S Area in that TRAIT classifi~ition.For inst;lnc:c, ;I
fact, they'll stand above and beyond the average individual in almost Mental TRAIT total of 7 5 limits the persona to a niaxirnun~;~ll;lin;lI)lc
every way. The beginning range for a n HP's A'ITRIBrnES is from 1 0 t o STEEP of 7 5 for each and every Knowledgc/Skill Area classifictl ;LS
20, which isn't bad when yo^^ consider that most people have scores Mental. This may s e e m arbitrary, but it isn't. In fact, this limitation is
in the 8 to 1 1 range. CATEGORY scores are determined by adding the very realistic and reflects actual potential. If there w;a n o such limil
three related ATTRIBUTES (Capacity, Power, and Speed) for each of in reality, then there would be far more geniustype intiividu;~ls,
the six unique CATEGORIES together. The threeTRAITS are figured by perfect masters, and so forth. Furthermore, because IIPs arc tmisid-
adding their related CATEGORY pairs together. ered as exceptional individuals t o begin with (thus the 2lXi 48 AT-
A Heroic Persona's TRAIT totals determine how many Hekagener- TRIBWE score generation system below), and arc able to incrcasc:
ating Knowledge/Skill Areas (including separate Sub-Areas) that HP AITRIBLTES and thereby boost CATEOOKY and TRAIT tot:lls. thc limit
can possess. This is of utmost importance to the persona who is using actually sets such personas more apart from the rat-induding a11
Castings--magickal Charms, Cantrips, and s o forth. More about that but the most potent of the Accursed foes.
later; for now, s e e the TRAIT Limitations table, below, for the TRAIT It is needful t o bear in mind the TRAIT limitaticm Lo K/S STlI:t'
totals and the limit of the number of K/S Areas generating personal maximum. It is also useful to plan ahead for the time ttic limit i.s
tfeka which they dictate. approached s o that Accomplishment Points t a n be usi:tl to rnor't:
Obviously, the greater the value of a TRAIT, the more able the statistics upwards and allow greater STEEP s w r c s . 'Illis will [x)s\il)ly
persona 1sto possess Hekagenerating K/S Areas. A s Castings require enable the acquisition of more HekageneratingK/S Arcas 21swcll! Of
considerable amounts of Heka t o power them, these limitations are course there are limits to TRAITS, too, but it is unlikcly th;it any
crucial to the persona. Quite frankly, this restraint is imposed not so persona will ever be able to actually attain such high suniniits.
much to limit the HPs in the campaign a s t o reflect the actuality of By the way, forthose participants interested in determination of IQ,
human limits. Not very many people on E r t h are truly dynamic and it is found by taking the MMPow, MMSpd, MKPow, and MRSlxi total and
multiplying by 2. For example, a persona with an a v c r ~ q scorec of 15
in each of those four AITRIBLTES would have a total of 60. anti thA
TRAIT Limitations t o translates to an Intelligence Quotient of 120, hi($ avcr;qc. Rotc th;~L
Heka-Generating K/S Areas the average of 2 D 6 - a score of 7 a d d e d to 8 is 15. I If's d o stiirt with
TRAIT Total Heka-Uenetating K/S Area Limit* an edge. A persona with the fourscores averaging 2 0 hasan IQ of I (iO,
Undcr 60 above the .walled genius-level intelligence of 150. Scorts tot;rlling
120 (average 3 0 per A'ITRIBLTE) indicate a n IQ of 240, ;lnd that's
right off t h e old chart! To b e a genius, and have those Mcntal S f l f t '
K/S Areas you've always dreamed of, you must dcdialte H's Lo
improvement of your persona's Mental TRAIT.
As \s been mmade clear above, the same is tmc for the Yhysical and
I 1 1 1 and above

'With respect to Spiritual Knowledge/Skill, the Prkstcmftand


Spiritual components of an individual. Whenever possible, boost xmrts
to increase the TRAlTtotals, so that your persona can make full ~ c wof, FJ
Religion Areas are treated as one, not two, forthe perqona.This is S potential and have the maximum STEEP necessary for goal attainment,
the only exception to the limit given. the personal Heka for all the Casticgs that will be uscful. As in r c ~l lifc, 1 If'
improvement must not cease as long as vitality continucsl
that Capacity is always the highest ATIWIBLjTE, and neither Power
The very first thing to-do after finding your SEC is t o decide what nor Speed may ever exceed it.
kind of HP you want from t h e Vocations available t o you, a s this will Example: We decide that we would like Dirk Qalligher (the Heroic
help you to assign your ATTRIBmES. If you wish, read the short Persona we started earlier in this chapter) t o b e a s t r o n g sword-
description of each Vocation first (beginning o n page 7 4 ) and see slinging Cavalier. We then proceed t o roll 2D6 adding t h e t8 to each
which one you like best. After doing so, take a scrap sheet of paper roll atotal of 18times, and we c o m e u p with t h e followingscores: 12,
and assign 18 ATTRIBUTES t o your Heroic Persona, using o n e of the 14, 19, 16, 11, 13, 17, 18, 1 0 , 2 0 , 15, 14, 18, 17, 15, 12, 13, 13.
following methods: Next, we put t h e numbers in numerical order (just so that we can
The Point Distribution Method: If you need t o make your Heroic k e e p trackof them easier) and assign them t o our HP's ATIRlBUES.
Persona in a hurry, or don't feel lucky enough at the moment to trust The two highest, 2 0 and 19,g o t o PMCap and PNCap respectlvely . We
your HP to random dice rolls, then you can generate A'ITRIBUTES this then decide t o put both 18's in t h e MentalTRAIT, and soassign them
way. Six numbers are given, and you may assign o n e t o each of the t o MMCap and MRCap. The pair of 17's, which c o m e next, are then
CATEQORYtotals and breakeach down among the A'ITRIB~ES listed placed into SMCap a n d SPCap t o round it out. Having finlshed that,
for its CATEGORY. You may divide upeach number however you wish, we g o back t o t h e Physical TRAlTand assign t h e next four scores: 16,
but keep in mind that all your AlTRIBUTEscores must be between 1 0 15, 15, and 14, t o PMPow, PMSpd, PNPow, a n d PNSpd respectively.
and 20, and, of course, you'll want toassignthe higher numbers to the TheremainingA'ITRIBUTES in t h e MentalTRAlTneed fillingout next,
CATEGORIES under your chosen Vocation's TRAIT. andwegive those-MMPow, MMSpd, MRPow, and MRSpd-fatings of
73e six r~urr~bers are as follows: 50, 45, 45, 40, 40, and 35. 14, 13, 13, and 13. Lastly, t h e final four scores are asslgned a s
For example, we're in a hurry and need to make u p a Dweomer- follows: SMPow 12, SPPow 12, SMSpd 1 1, and SPSpd 10.
crzefter. Since that is a Mental TRAITVocation, wegive the highest two f i n a l Comments: A s you can see, you will probably come out with
numbers to Mental Reasoning (MR) and Mental Mnemonic (MM),and, higher scores by rolling t h e dice, though you could also come out
since Dweomercrdters also u s e a lot of Spiritual skills, wegive t h e 4 5 worse. But a s they say, "Nothing ventured, nothing gained." In any
and 4 0 to Spirit~lalPsychic (SP) and Spiritual Metaphysical (SM), and event, theaM should make t h e players stick by whatever method they
assign Physical Muscular (PM)and Physical Neural (PN) a score of 4 0 use togenerate their HPs, regardlessof how well o r how poorly it turns
and 35, respectively. Now we go back u p t o Mental Reasoning (MR), out. Remember that AlTKlBUlE3 can be improved through play, and a
where we must assign the A'ITRlBlTTES a s e t of three numbers that few points higher and lower here and there won't make much of a
adds up to 5 0 . We decide to give MRCap a 20, MRPow a 15, and MRSpd difference anyway. Exactly how each of these numbers for ATIRIBIIIFS,
a 15 a s well. We d o similar work with all the other CATEQORIES, after CA'EQORIES, and IRAIS applies to play will b e given later in the rulcs.
which we add them together and fill in our TRAITscores--M 95, P 75,
and S 8 5 . CATEGORY and TRAIT Scores
N.B: Gamemasters may, at their option, adjust the total of the Once you have come u p with your A'ITRIBWES, what you need to
TRAIT applicable to a Heroic Persona's Vocation by awarding 3 addi- d o next is figure out the overall ratings for your CATECtORIESand your
tional points. l%ch point must be assigned to a different ATTRIBUTE TRAITS. ACATECtORYscore is equal t o the combined sum of all of the
within the applicable TRAIT-2 cannot b e placed in o n e ATTRIBmE. AITRIBUES (Capacity, Power, a n d s p e e d ) under it, and aTRAITscore
All 3 may be placed in o n e CATEQORY, however, orthey may be split is equal t o the sum of its two CATEQORIES.
between the two. This addition is t o further separate the Heroic Example: Dirk aalligher has the following Physical A'ITRIBLTES:
Persona from the average Other Persona. Lest any reader think this is PMCap 2 0 PNCap 1 9
generous, it is about a 1% increase, overall, around 3% in the TRAIT. PMPow 1 6 PNPow 1 5
Dice Rolling Method: To use this method, simply r d 2D6 +8 a totiil PMSpd 1 5 PNSpd 1 4
of 18 times and record the results o n a piece of scrap paper. Once you Thus h e has a PM CATEaORY, or PM, total of 5 1 (20+16+15) and a
finish that, you can then assign each of the scores to one of the 1 8 PN CATEaORY, or PN, total of 4 8 ( 1 9 t 1 5 t 14). His overall Physical
AITRIBUTE. Genemlly speaking, it is best to assign your two highest TRAITrating, or P, would b e 99 (51+48). Through similar calculations,
scores to the Capacity A T I W B ~ u n d eyourchosen
r Vocation's primary we discover his other CATECtORIES a n d TRAITS to b e MR 44, M M 45,
TRAIT.If you were making an Astrologer, for example, you might want t o M 89, S M 40, SP 39, and S 79.
put your two highest numbers into SMCap and SPCap. Then put the next D a m a g e a n d EfFect Levels: Now you can go ahead and calculate
two highest into the Capacity A ' I T R I B W under the second-most impor- your Heroic Persona's Damage and Effect Levels. Damage Levels
tant TRAIT (look at your Vocation's starting Knowledge/Skill Areas if you (Wound Level, Critical Level, and Recovery Level) are expressed as a
need help deciding what that is), and put the third-highest pair under the percentage of your Physical TRAIT score and reflect the amount of
Capacities in the remaining TRAIT. The next four highest numbers can Physical damage your HPcan sustain. Effect Levels denote how much
then be ~ l s e dto fill out your Vocational TRAIT, and the next four the Mental and Spiritual damage it takes t o break your HP's will to rcsist
second-most important TRAIT, etc. insanity, hopelessness, etc. The exact meaning and function of all
Of course you don't have t o assign them like this-you may d o so these terms will b e explained later o n in the Combat chapter, but for
any way you please-but your persona will b e more successful and now just g o ahead and calculate them.
will probably advance farther and faster if you favor the Vocational Wound Level (WL):This is equivalent t o 75% of P, and represents the
TRAIT when handing the numbers out. Whatever you do, remember amount of Physical damage it takes to seriously wound a persona Once
Wound Level is reached, the persona is "Dazed." Dirk has a WL of 74. After examining the SEC Vocations Table above (page 63). players
Critical Level (CL):This is equivalent t o 90%of the P TYWT, and is may decide upon a Vocation immediately o r first read about Voca-
the amount of Physical damage it takes t o knock your persona tions and examine the starting "bundles" of K/S Areas and note the
unconscious. Dirk has a CL o f 89. basic STEEP given for each. Each different Vocation has a separate
EffectLevels (EL):There are o n e of each of these for your Mental mixture of K/SAreas and abilities within it (the basic number of STEEP
and Spiritual TRAITS. Each is equivalent t o 80%of your M and S, and pointsassigned t o it), so most players will need time t o g o through the
each represents the "breaking point" a t which theTRAlT is n o longer list before being required t o choose one.
able to withstand stress. Mental or Spiritual damage accumulated is However, once a player h a s declded, the selection taken is i n e v e
matched against the appropriate Effect Level to find when the per- cable, and that particular HP will for ever afterwards have the basic
sona has become "Dazed" from too much punishment in the TRAIT bundle of startingskills (unlesssomethingstrange and magickal later
area. Dirk has a Mental EL of 71 and a Spiritual EL of 63. befalls the HP, of course). Just as in real life, we have what we have
Recovery Level (RL):This is equivalent to 10%of your HPs Physical gained in t h e past. We can add t o that, alter it, but we can't substitute
TRAlTscore (drop fractions), and represents the amount of remaining knowledge in o n e field of learning for another as o n e mlght change
damage taken a t which the HP is considered fully recovered after a n shirts.'Ihiiis particularly importantwhenit comesto thcDweomercrazft
injury. Dirk Oalliyl~cr,for example, has a P o f 99 and thus an RL of and Priestcrzeft Vocations if a player expects a Heroic Persona to be a
9 199x 0 . 1 ) . I f he had 9 or less points of Physical damage remaining Full Practitioner, i.e., a mage or a priest (or both).
against hirn, he would actually be in prettygood shape. The OM may Full Practitioners gain more Heka power than Partial ones, s o
r the negative total of Physical damage points
also set this n ~ u n b e as they have a great advantage in respect t o Castings a n d other ways
for an HP, bcyond which loss the persona is totally dead, past all hope of utilizing Heka power, but there i s a t best o n e c h a n c e in five that
of medical aid. a n HP will b e a Full Practitioner. This is determined only after the
Vocational K/S "bundle" (or K/S Areas applicable) has been se-
lected and recorded for the Heroic Persona. For more information
STANDAKD HY DESCRIPTIONS o n this s e e t h e Mythus Magick book. gamemasters and players
& K/S AKEA BUNDLES alike must n o t e carefully that only t h o s e two Heroic Persona
Again, garnemasters and players are urged to read (or re-read) the Vocations, Dweomercrdtand Pn'estcr~ft,have t h e requirement
opening paragraphs of Selecting a Vocation, Chapter 1 of the MyOlus of checking t o find o u t whether o r not t h e HPs are Full Practitioners
Prirnc rules. After you have done so, go o n to the following, but only o r not. All other Heroic Persona Vocations which include the K/S
thereafter! Areas Dweomercrzeft, Magick, Priestcrseft, and/or Religion ore at
There are nine groupings of Standard Heroic Persona Vocations in the Partial Practice only.
Adval~ccdMytl7irs n ~ l a In . addition, there are five optional nonhuman As in t h e Mythus hime rules, the more STEEP points an HP has in
Heroic Persona types. The standard groupings contain a total of 35 aK/SArea the betterthechance that HP hasat succeedingwith it. And
different m u p a t i o n s and professions for the player to select from, so as in everything else, as your personas adventure, they will have the
there is exccptional variety. With the inclusion of nonhuman HPs, the opportunity t o get better in their chosen K/S Areas.
range of possibilities grows to even larger proportions. Personalization After choosing a Vocation, players must each determine their HP's
then further differentiates each HP. Finally, the gamemaster is given STEEP for several "universal" K/S Areas: L%quette/Social Graces,
information as to how additional Vocations may be added to the cam- Native Tongue (and its other languages ramifications), Pcrccption,
paign (see Appendix E: Creating New Vocations). Riding, and nade Phoenician. Once these a r e calculated, STEEP

STEEP Level Descriptions


STEEP Points Description
00 No real knowledge/skill. Totd or virtual ignorance.
01-10 Rudimentary knowledge or skUl only.
11-15 Novice-level study. A grasp of basic principles (grammar school). Trainee skill.
16-20 Lower-intermediaterange knowledge (middle school). Low average workhg skill.
2 1-25 Middle-intcrmedialeskill (high school). Average and normal ability to apply the skill.
26-30 Upperhtermediate knowledge. A grasp of some advanced principles (Associate's Degree). Journeyman's ability In a skill.
3 1-35 Pull, professional competence. A leve,l of knowledge equivalent to a Bachelor's Degree. A near-master's skill ability.
36-40 Abovoaverage professional competence. Mastefs Degree knowled(le. Skill of master level.
4 1-50 Expert-level knowledge or Doctor's Degree. Skill of a full master of the ability.
5 1-60 Master-level knowledge. Expert-masterskiI1.
61-80 Pioneer-level knowledge and mastery. Past-master skill
8 1-90 Qrand master of Reld, The persona is capable of Nobel prlzewlnning work A creator of prized items.
91 + Ultra-genius ranking. Einstein had math and physics STEEP levels in this range. Fabrqe'sjeweler skill was in this range
Practice1The only exception is that at
the gamemaster's option, some "ex-
otic" HPs--those coming from other
milieux-might be able to qualify for
this check. HPs with the M a c k K/S
Area who use Heka must irrevocably
acquire the Dweomercmfi K/S Area
and then make the check for Full Prac-
tice (see D w e o m e r c ~ Rin the K/S
Area Descriptions, Chapter 1 1). Even
HPs who are Priests in the other mi-
lieu must llkewlse acquire the
PnestuzR K/S Area and then check
(see PriestcraeR In the K/S Area De-
scriptions). Readersareagain referred
to the M y t h u s Ma@& book for de-
tails of Full vs. Partial status.
Players should always keep in
mind that they will augment the base
of K/S Areas for each Vocation
through their own personal choices
of additional abilities for their tle-
roic Personas. Later on, through
play, they will further shape their
personas s o as to broaden them
considerably. However, s o m c
grounding, as it were, must be re-
tained, the tie to the original per-
sona, background, education. train-
totals must be determined for each K/S Area in the bundle forthe HP's ing, etc. kept in mind, for this Isa roleplayinggame. An alchemist,
chosen Vocation. To do this, find the base level in the table, then add for instance, might eventually become involved in martial affairs
to it the A'lTRIBUTElisted to comeup with your HP's startingSTEEPfor and gain noble status. However, such a n HP would still retain somc
that K/S. This completes the basic work. fascination with the things of the original Vocation, the HP's war-
Although gamemasters might encourage a diversity of Vocation like activities would have a Mental as well as Physical side (much
choices amongst their players, there is no need to be too concerned as an engineer does), and politics, the mundane affairs of manag-
about sameness. With the universal and standard bundles out of the ing estates, and all the rest would not much interest the HP. This is
way, players each select a number of additional K/S Areas more or not to say that individuals cannot change, alter perspective, or
less unique to their persona. As AITRIBUTE dice rolls, Socia-Em- gain new interests. Such radical changes a s are sometimes evi-
nomic Class, and other dice rollsalter STEEPscoretotals, s o too does denced in gaming, however, belong more to less schooled and
the selection of the additional K/S Areas cause widening variation generalized personas with less dedicated Vocations than the al-
among HPs-even those within the same Vocation. And after a little chemist used in the example. An apothecary, for instance, is more
game time has passed, the differences tend to grow, until-over the likely to change, for such a n HP has already shown a lack of
courseofgarneyears-thevariety becomesve~ysimilartothat weactually singular purpose by the choice of Vocation, it being a less focused
see in comparing people and their knowledge, skills, interests, etc. one than the alchemist's.
N.B.: Mere selection of a Vocation's K/S "bundle" does not guaran- Highly dedicated Vocations are: Alchemist, Engineer, Mage, As-
tee full ability in regards to DweomercrseR and PriestcraeR! That is, trologer, Assassin, Priest, Wlsewoman, Medicine Man, Seer, Sha-
Full Practice and its high level of Heka are not thus guaranteed. After man, Witch Doctor, and Philosopher. Note that of the 12, both Mage
either of these Vocations is selected, and the K/S Areas are recorded and Priest assume Full Practice, and if a Heroic Persona cannot fully
forthe Heroic Persona, acheckis made to discoverwhether or not the channel Heka, then that individual is one of the most highly mutable
individual in question is able to channel full Heka, i.e., be a Full sorts for obvious reasons.
Practitioner. The odds are against it, in fact--otherwise half of the 'Ihe descriptionsand "bundles" for each V d o n a l p u p follow. You
world would be so engaged! Clamemasters are admonished to adhere will notice that the K/S Areas are listed in alphabeticalorder acmrding to
to the rule that Heroic Personas must begin play as either a Dweomer- the amount of basic starting STEW, so t h a Deception with 12 STEEP
crzfter or a Priestcr~fterif they hope to have Full Practice capacity, would come after Survival with 16 points, but if both were at 12 points,
and that all other Vocations in the milieu can have only Partial then Deceptionwould precede Survival. We have also indicated the
ALCHEMY VOCATIOIYS TABLES toalctt playersabod the opcratjcm ($1 t ~ c
K/S Area:
Alchemist Vocation (Mental TRAIT) ( 1 ) An "s" indicxtcs that ttic K/S
K/S Area Base STEEP ATTRIBUTE h a s Sub-Areas (See Chapter I I , page
Alchemy' 24 SMCap
137).
Astrology* 20 SMCap
Botany (2)A bullet, "-," indicates tti;~tthe K/
20 MMCap
Chemistry 20 MMCap S in question works somehow tliffcr-
Geology/Mineralogy 20 MMCap ently than t h e others, such as in the
Conjuration' 16 (SMPow + SPPow) x 0.5 rate that S u b h r e a s a r c gained.
Dwcomcrcrdt (Elemental School)* 12 MMCap .s (3)An asterisk bcsidc a K/Sm c m s
Magick* 12 MRCap - that it isa HekagcncralingKnowlctl~lc/
Mathematics 12 MMCap Skill Area. Check the individual tic-
CrYPt%ra~h~ 8 MMCap scriptions of each of thosc Arcas for
Divination* 8 SPCap .s details. Rernenibcr t h e liniit;itions
Drawing 8 PNCap based on TRAIT total, a s to ttic num-
Foreign Language: Classic Greek 8 MMCap ber of tieka-gcnerating K/S A~CZLS the
Foreign Language: Hiero-/Egyptian 8 MMCap Heroic Persona is capable of possess-
Handicrafts/Handiwork 8 PMCap ing. (Asthcrc are more Spiriti~alTKAIT
Mcchariics 8 PMCap Knowlcdgc/Skill Arc,% which gcncr-
Metaphysics' 8 SMCap
a t e personal Hcka than ttic othcr
Smithing/Welding 8 PMCap
Surviv,~l 8 PMCap . TRAITS, players should c;onsiclcr c x c -
fully t h e ATTKIBU'fE scorcs tticy ;I.+
Toxicology 8 MMCap
Combat, Hand Weapons 4 (PMCap + PNCap) x 0.5 s sign t o TRAITS.)
Finally, a t t h e end of c;~ctiVoc-1-
Base STEEP Total: 248 tion's K/S Area bundle, thcrc is ;I total
shown for t h e base STEEP in a11 K/S
Areas included in t h e Voc;llion,~l
Apothecary Vocation (Mental TRAIT) bundle. Mote that sonic Vocations ti.lvc
K/S Area Base STEEP ATTRIBUTE
Alcf~cniy* 20 SMCap a considerably higticr allolmcril of
Chcmislry MMCap points, a l t h o ~ g hthe K/S Arcas in such
Herbalisni' SMCap Vocationsare not what arc usu;~llycon-
Medicine, Oriental (SMCap + SPCap) x 0.5 sidered as "useful"-I Ick;tprociuc:ing,
Astrology* SMCap . offensive, dangerous, ctc. llowcvcr,
Biology MMCap discerning players will find suc;ti
Botany MMCap bundles intriguing ...
Business Administration MRCap
Foreign Iang~iagc:Imperial Latin MMCap .
Foreign Language: (choice) MMCap . Akhemy
HandicraftsjHandiwork PNCap (Mentai) Vocations
Magick' MRCap . There arc two Alchcrnv Voulions:
Medicine, Vctcrinary 12 MMCap . Alchemist a n d Apothecary.
Metaphysics' 12 SMCap
Alchemist: lfyou sclcct this Mcnhl
Toxicoiog~ 12
TRAIT Vocation, be surc to cx;lniiric
Dweomercr&t.*: Elemental School 8
the bundle of K/SArcz~swhich c:onic
0
Fort~iric'Telling' 8 with it, with a n eye toward Ilcka gcn-
8 PMCap . eration (although Alchemists arc not
Full Practitioners). This particul,ir I lc-
Combat, Hand Weapons 4 (PMCap + PNCap) x 0.5 s
Pricstcrxft' 4 SMCap . roic Persona approach is o n c o f rcit
Keligion 4 SMCap . soning, philosophical and mctaptiysi-
cal understanding, and a good bit of
Base STEEP Total 252 getting one's hands dirty, too. If you
are considering this Vocation, k c t p In
mind that it is o n e of a gcntlcrnmly,
perhaps aristocratic sort, with a lot
of courtly interaction required, yet
with labor and often lack of status,
too. In order to create the things
desired, a n alchemist must study
and work. That means a t times ad-
K/S Area
ARMS VOCATIONS TABLES
Cavalier (Knight et a/) Vocation (Physical TRAIT)
Combat, Hand Weapons
Base S T W
24
ATTRIBUTE
-

(PMCap + PNCap) x 0 . 5 s
+
venture must be set aside for ex-
Arms & Armor 16 (PMCap + PNCap) x 0.5 s
periment, action for alchemical ex- Biography/Qeneaioay 12
perimentation. Still, the produceand Combat, HTH, Lethal 12
powers of alchemists make them a Combat, Hand Weapons, Missile 12 (PMCap + PNCap) x 0.5 s
potent factor inany groupundertak- Cultured Palate 12
ing, be it intrigue, exploration, o r bnomicsFinance/lnvesting 12 (MMCap + MRCap) x 0.5 s
derring-do. To keep the role of al- aambling 12 (MMCap + MRCap) x 0.5 -s
chemist in mind, think of experi- Games, Mental 12 MRCap s
mentation, chemicals, Materia, Leadership 12 SMCap
court appointment, transmutation,
laboratories, and athanors (alchemi-
cal furnaces),crypticformulas, elix-
irs, and dangerous Castings.
Military Science
Music
Political Science
spa*
Survival
12
12
12
12
12
(MMCap + MRCap) x 0.5
PNCap *s
(MMCap + MRCap) x 0.5
(PMCap + PNCap) x 0 . 5 s
PMCap
-"i
Apothecary: Perhaps t h e more
practical of mind of those with al- Foreign Language: [choicel 8 MMCap
HandicraftslHandiwork 8 PNCap
chemical bent seek this Vocation,
Influence 8 MRCap s
for from a base of alchemical study
it branches into business and care
Poetry/Lyrics* 8 SMCap .
Religion* 8 SMCap
for the health of human and beast (PMCap + PNCap) x 0.5
Swimming/Diving 8
alike. The typical apothecary is ur- Agriculture 4 (MMCap + MRCap) x 0.5
ban, but s o m e might be found in
smallercommunities. A s previously Base STEEP Total
noted, a tieroic Persona with this
Vocational backgroundmight bedis-
satisfied and ready for something
Engineer Vocation (Physical TRAIT)
HJS Rres Base STEEP ATTRIBUTE
new and exciting ...or not. That's u p
Engineering, Military 24 (MMCap + MKCap) x 0 . 5
to you, if you select a n apothecary MRCap s
Fortification & Sieaecraft 20
persona. I f you choose t o roleplay a
more cautious apothecary, you

3
Jack-Of-All-Trades 16 PMCap .s
should bear in mind such concerns Combat, H m , Lethal 12 (PMCap + PNCap) x 0 . 5 s
such a s a shop, medicines, care Combat, HTH, Ron-Lethal 12 (PMCap + PNCap) x 0 . 5
and carefulness, useful Heka, cur- Combat, Hand Weapons 12 (PMCap + PNCap) x 0.5 s
ing, earning a good living, and re- Combat, Hand Weapons, Missile 12 (PMCap + PIYCap) x 0.5 s
spectablc status. Construction 12 PMCap
Clam blina 12 (MMCap + MRCap) x 0 . 5 .s

Arms
MMCap
S M C ~ ~
rn
Jury-Rimng
(YhysicaD Vocations Mathematics MMCap
Cavalier: The status of this Physi- Mechanics 12 PMCap
cally oriented Vocation is fixed, and Military Science 12 (MMCap + MRCap) x 0.5
players whoare interested in having SwveyingTopography 12 MRCap s
their Heroic Personas of knightly sort Weapons, Military, All Other 12 (MMCap + MRCap) x 0.5 s
are off t o a good start. Such indi- Foreign Language: (choice) 4 MMCap
Leadership 4 SMCap
viduals are Physically quite capable
and have ready access socially to
Survival 4 PMCap .
many places. Of course, their basic
abilitiesarc aimed towarda narrower
Base STEEP Total 248 Continued on page 78.
area than s o m e other Vocations,
but .... Things t o bear in mind when
v # Dweornercr&t
ARMS VOCATIONS TABLES (Cont3 (Mental) Vocations
Mercenary/Soldier Vocation (Physical TRAIT) First be sure to note that the v P e c t i v e Dweomerader
Ban: WEEP ATTRIBUTE expectingtohave Full Practice Heka capedty (bea Mage) must have
Combat, Hand Weapons 20 (PMQP + p ~ 1 ~ , , ) 0.5 a Mental IRAR score of 10 1 or more points. Then remember that
Criminal Activities, Physical (PMG; + mc&) x 0.5 even if this is the case, the odds of being able to do so are 4 to 1
Escape
Qarnbling
Handicrafts/Handiwork PNCap magick and have some Heka power despite being unable to fully
Street-Wise SF'Cap .s channel H e k. i.e... thev will be Partial Ftaditioners. Thev will never
Survival be a Mage, but they can do many magickal things nonetheless. The
Combat, HTH, Lethal Partial Practitioner also serves as an excellent h e for variant
Combat, tPTH, Non-Lethal
persona development--don't be discouraged about possible fail-
Combat, Hand Weapons, Missile (PMCap + PNCap) x 0.5 s
Criminal Activities, Mental MRCap .s
ure. (Remember Mtz Leibef s M r d and the Orey Mouser, for the
Deception M
.--R- --
C T-
m latter happens to be a swordsman and thief with some small skill at
First Aid PNCap . m@ck Not a bad role model at alll)
HekamakesEith fundion as it does. Heka use of all sortsisvery
Ganies, Mental
Jack-Of-All-Trades PMCap .s important, so those able, willins and ready to serve have all
Military Science manner of employment
- - in society from lowest "hedge" - praditie
.
Foreign Language: [choice] ners to the highest sort. Mages, the Full-Pradice users of Dweomer-
Foreign Language: [choice] cr~zft-Mack, are mast in demand, of course1Status will depend a
bit on the leaning from the HYs background.That's covered below.
The mindset of a Mage contains these key words: power, study,
Base STEEPTotal
arcane knowledge, tomes of lore, magichal laws, instnunents of
energy, the structure of the multiverse, and (above all) Hekal
Black School (AbyssalInstitute,Ebondark College):This is the
position, estate, noble sport, arms, and protection (of the weak). school which setsthe feet of its students on the path toward Darknessand
Engineer: This Vocation is of Physical TRAIT but has some consid- selvice of Evil. It steeps its students in selfishness, lust, and geed
erable interest in the Mental K/S Areas too. The player considering directing them toward the Nethemalms, Evil, and the tyranny of the
having an engineer Heroic Persona should consider the "in-between" strongovertheweak. Nonetheless, therearemany of this bentto be found
nature of the role. It is a Vocation which is partly of the rough-and- in high places, great offices, and at work in the worlds. aenerally, a
rcady soldier, partly of aristocratic fraternization, and thus its status practitoner of the Abyssal Institute or Ebondark College has less status
is typically in the freeman class. However, the persona can become than most others, but only a bit less, forsuch personas' power issufficient
far greater with success, and the abilities of the Vocation allow the to cause a grant of status despite others' fears of their dark leaning. The
engineer a good approach to later growth. Words to keep in mind when use of the Heka of the sort of the Negative, Nether-force, and the Lower
roleplaying this charxter are practicality, directness, task route of ap regions directs the C a s t i n p and thinking of the Black School.
proach, impediment, breach, strength, weakness, and construction. Elemental School (lmprimistHall, Qui-tid Academyh Pradi-
Mercenary/Soldier: If you are considering this Arms Vocation, tioners of this schod are of a slightly more "technological"bent and tend
determine first if your Heroic Persona will be a Mercenary or asoldier. toward the study of the basis of all material planes and spheres-Air, Flre,
The difference? A mercenary is not tied to the state in which the Water, a n d m plus the quintessential "fifth element," Heka-a part d
campaign will initially take place, but soldiers will be so fixed- all the whole multiverse! Naturally, Elemerdalists draw upon the Prcter-
although they might have "mustered out" at the opening of the game. natural elemental planes for most of their Castings. In terms of status,
Thcre is no difference in Vocational K/S Area bundles, but the Class these are of much soughtafter sort because of the pradicality of their
Level of the mercenary is lower, for who trusts such pillagingfellows? powers, so they fall into the usual m g e for practitoners.
The soldier is obviously there for loyalty--don't laugh, those of you Gray School (Penumbrate Pala?.sira Shadowy F o m ~ )This : is thc
who are all too aware of the typical soldier in late Medieval and teaching which falls between the Blackand the Elemental. It is not greatly
Renaissance times. Moving along, neither mercenary nor soldier will honored, for its followers tend to be self-interested and uncommitkd to
have a particularly good SEC Level, but one step is worth noting, at the cause of Light4though those of Darkness think much the same,
least. Tne Merccnary/Soldier Vocation gives a strong Physical K/S Area feeling that the Shadowy Forum is tepid in its stance against aood and
backyound for a player to build a different sort of HP, so the Vocation order. Standing thus between the two, it has developed wnsiderablc
provides a good opportunity regardless of initial low social standing. power and many adherents. Those praditoners who are so schooled
When roleplaying such a persona, have the following things in mind: utilize the forcesof theshadow plane togenerate much of their Heka and
~xiipaigning.melee, weapons skill, foraging, pillage, marching, bore base Castings accordingly. The status of such individuals is average to
dom, food, shcltcr, camp followers, and death. high for dweomerclaefters, by and large.
V u
DWEOMERCRAZFT VOCATION TABLES (BY SCHOOL)
Black School (Mental TRAIT) Gray School (Mental TRAIT)
K/S Area Base S T E P ATTRIBUTE K/s Area Base STEEP ATTRIBUTE
Dweomercradt, Black* 24 MMCap .s Dweomercrazft, Qmy* 24 MMCap .s
Magick' MRCap . Magick* MRCap
Deception MRCap . Deception MRC~D.
Demonology' MMCap Influence MRCap s
Exolcism' SMCap . Alchemy" SMCap
Occullism' .
Alchemy'
SMCap
SMCap -
(MMCap + MRCap) x 0.3
Astrology'
Clyptw-a~h~
Demonology'
SMCap
(MMCap + MRCap) x 0.5
MMCap .
ClyptwaphY
Drvinalion' SPCap - s Divination* s m p .s
Forergn Language: Exorcism* SMCap
Arcane Magickal MMCap . Foreign Language:
Foreign Language: Arcane Magickal MMCap .
Hiero--tian MMCap . Foreign Language:
Foreign Language: (choice) MMCap . Hlero--tian MMCap
Necromancy* SMPow * Multived Planes & Spheres SPCap -3
Toxicology MMCap Occultism* SMCap .
Prlnlhcolqy' SMCap .s Pantheol~ SMCop .s
Combal, Hand Weapons (PMCap t PNCap) x 0.5 s Toxicology MMCap
Handicmfts/Handiwork PNCap Combat, Hand Weapons (PMCap + PNCap)x 0.5 s
Survival PMCap . Survival PMCap -
HandicraRs/Handiwork PMCap
Base STEEP Total

4
Base STEEP Total
Elemental School (Mental TRAIT)
Base STEEP ATTRIBUTE Green School (Mental TRAIT)
1 Dweomerc& Elemental* MMCap .s K/S Area Base STEEP A7TRIBUTE
Magick' MRCap DweomercraeR, areen' 24 MMCap .s
Alchcmy' SMCap . Ma~ick' 24 MKCap .
acology/Mineralo~ly MMCap ~erbalism* 16 SMCap
Metaphysics' SMCap Nature Wunement 16 SPCsp .s
Multiversal Planes & Spheres spcap .s Alchemy' 12 SMCzp.
AstrologyDi' SMCap . Astrology' 12 SMCap .
Cl~emislry MMCap Botany 12 MMCap
C~YI'LW~~~Y (MMCap + MRCap) x 0.5 EEalogyjTiatureScience 12 MMCap
Divination' SPCaP *s Divination' 12 SPCap -s
Exorcism' SMCap . Foreign Language:
Foreign Language: Arcane Maglckal 12 MMCap
Arcane Magickal MMCap Fortune Telling* 12 SPCap .s
Foreign Language: Music 12 PNCap .s
Hicro-Egyptian MMCap . Spellsongs' 12 .
(MMSpd + MKS) x 0 5
Forcign Language: (choice] MMCap . Combat, Hand Weapons 8 PMCap + PNCap s
Pantheology' SMCap .s CWMPPhY 8 (MMCap + MRCap)x 0.5
Toxicology MMCap Handicrafts/Handiwork 8 PNCap
tiandicraRs/Handiwork PNCap Leadership 8 SMCap
Combal, Hand Weapons (PMCap + PNCap) x 0.5 s Phmee Flora & Pauna 8 MMCap
Survival PMCap . Poetry/Lyrics* 8 SMCap
Survival 8 PMCap .
Base STEEP Total Sublerranean Erth 4 MMCap
V
DWEOMERCMF'T' TABLES (CONT3
- # thki succeeds, then the QM will assign one such power from the lid
appearinginChapter1 O o f t h e ~ ~ c k b o o k N c t e t h a t t N s p o w e r

White School (Mental TRAIT) 1 will translate to the a m p o n d i n g Psychcgdc K/SA m In a VrU-Adve
milieu (seeother games in the DaagacnrsJourneys line for details).
Astrologer: This Spiritually oriented HP Vocation evidences an
overwhelming interest both in what Is to occur generally and with
Maglick' MRcap * regard to individuals. There is a thirst to know about those greater
Apotropaism* (MMCap+ MRCap) x 0.5
Alchemy' SMCap . than humanity and what they do. There is also concern for the course
of individual parts and paths in the manifold scheme of thlnp.
Astrology' SMCep.
(MMCap + HRCcip)x 0.5 Astrological forecast and the use of (Partlal Practice) Heka in other
CYrWPPhY
Divination' SPCap .s ways allows the Astrologer considerable latitude.
Exorcism' SMCap . The same Istrue ofstabs, for them are those of this W o n who are
Poreign Lsnguage: of little rank, and them are others of lofty status.For purposes of g d n g
Arcane M@chal MMCap into the cxxrectftarne of mind for rolepl;drIng such a persona, think of the
Foreign Language:
Hiero--tian MMCap . heavens, planets, stars, comets, unseen guidance, destiny, opportune
times, warn@, dark forces and light, and unfathomable mysteries.
Foreign L a n g u e [choice] map.
Influence MRCap s Diviner: A Spiritual 'TRAIT Vocation, which Is not dissimilar in
Metaphysics' SMCap approach from that of Astrologer (q.v.), the players thinking of having
Pantheology* SMCap .s theirHeroicPersonas begin adventuringasadlvinermust be ready for
Combat, Hand Weapons (PMCap + m a p ) x 0.3S a Heka-oriented role in the action.
HandicmRs/Handiwork map
Survival PMCap . Perhaps not as completely dedicated in mindset as the Astrologer,
the Diviner Vocation is still one which will be less mutable than some
Toxicology MMCap
Heka-Forging' (PMPow+ PNPow) x 0.5 -s without a lot of playconnected alteration. You might wish to discuss
this with y o u gamemaster. Initial status of a diviner isn't great, but it
Base STEEP Total 248 is a VWation which offers a lot of potential for the successful and
dedicated persona. Key words in roleplaying such a persona are
foretelling, fate, discovery, other planes and spheres. higher pur-
Green School (lhnscendent ConservatoireI: Individuals who deem poses, geater beings, and redirection. Note that this is not a Full
life and nature of especial esteem adhere to the teachiings of the Qreen Practitioner persona.
School. It is of a neuttal sort. although less selfconcerned than the C h q h t m e TeUw.The sad lot of the fortune teller Ls Ulat many are of the
and more attuned to the White because of the Iattefs q a r d for all "hedge" variety and faken, which cloud this W o n ' s repute for its
creatures. Some critics charge it is almost religious in its appmches and serious practitioners. In truth, the knowledge and skills of a Heroic
might be more properly held to be a heretical form of Priestcmft (because Personawith thls V d o n are considerable and useful, and they provide
ofsuppased substitutionof life fordeities)than oneof DweomemR The multiple means of forecasting. However, the charlatans who pradice the
Transcendent Conservatory laughs off such assertions, of course,point- trade, so to speak consign the HP to a low status when entering play.
ingout that its members are quitevariedin theirreligiouspersuasions.The Only hard work and success can bring recognition, but the
Qreen practitoners are attuned to nature, interested in all that is natural, fortune teller has the tools for success. Again, this Vocation is a
assist all folk and aresomewhatremoved fromthecontest between Ught useful bundle of abilities for building another sort of Heroic Per-
and Darkness. Thelr lack of concerns in some area (social, political sona Vocation entirely, as fortune tellers need not necessarily be
stability, etc.) cause the d w e o m e ~ m t t e of
~ sthis Vocational hlcground dedicated to beinganything but fortune tellers. See Astrologer and
to be somewhat lower in status than most others, but they seem to be Diviner for the things to keep in mind when roleplaying such a
unconcerned. persona. Think of personal protection, guarding against evil, and
White School (OrgonebrightInstitute, Splendent Ilniversilyp Those advantageous assodation (socially, economically) too, if you will.
highly committed to the cause of Uood are attracted to the Splendent Soothsayer: If you are thinking of having a Soothsayer Vocation
University. Reason, order, altruism, and sacrificefor the betterment of all HP, read the paragraphs discussing the Astrologer, Dlviner. and
are keynotes of the theme of these individuals. They are mast highly Fortune Teller as well as this one. In brief, the Soothsayer is a
regarded, but sometimes taken advantage of, too frequently being so sophisticated sort of Seer (q.v.), but this persona will typically open a
higbminded as tonot considerpoliticsand expedienq.TheWhiteSchoo1 channel to a guiding spirit for aid in foretelling things and directing a
drawsupon Positive, Empyreal,and the RegionsAbove for Heka, andthelr course of action to avoid the forces of Darkness.
Castirgs are thus influenced. The Knowiedge/SWil Areas bundle of the Soothsayer Vocation is
oriented toward Heka and its Partlal Practlce uses, and if you dedre a
Mysticism (Spintuai) Vocations Heroic Persona with Mediumship ability, this is the Vocation to
Each of these four Vocations allows the Heroic Persona a chance to consider. To get into the role of such a persona, think of other
acquire a Heka Power after the persona is establied. The player must spheres, higher knowledge, spirit guides, summoning, guardians,
succeed in a Difficulty Rating "Hard" K/S roll b d on the HP's Snow. If warnings, help, avoidance, and justice.
MYSTICISM VOCATIONS TABLES rn
Astrologer Vocation (Spiritual TRAIT)
K/s &Pa B89e STEEP ATTRIBUTE
Fortune T e r Vocation (Spiritual TRAIT)
iw- BmcsrmP ATTRIBrn
s m p .s
3
Astrology* 24 SMCap Fortune Telling' 24
Mygticism* SPCap* Astrology* I6 SMCap .
PriestcrzR' SMCap . Divination* SPCsp 'S
Astronomy' MMCap 'Ravel mcap + PnCep x .5)
Biography/aenealogy MMCap Apotropaism' (MMCap + MRCap x . 5 )
Conjuration ' (SMPow + SPPow)x 0.5 Appraisal MMCap
D~vination' SPCap .s combat, nand Weapons (PMCap + m p x 3)8
Exorcism' SMCap Foreign I,mgmge: Ichoicel MMCep
Foreign Language: [choicel MMQp Foreign Language: [choice] MMCap .
Foreign Language: (choice) MMCap Handicrafts/Handiwork PNCsp
Foriune Telling' SPCap .s Magnetism SPPow
Magick' MRCap MediumMp' SPCap*
Mathematics WCaP Mysticism* spcap .
Metaphysics' SMCap Occultism* SMCap .
Multiversal Planes & Spheres SPCap s Priestcmft* 3MCap.
Occultism' SMCap . Rel@on* SMCap
Pantheology' SMCap *s Survival PMCap .
Religion* SMCap @ DweomercrEeft* MMCap .s
Combat, Hand Weapons (PMCap + PNCap) x 0.5 s Exorcism* SMCap
Hand~craRs/Handiwork PNCap Magick' MRCap .
Survival PMCap
Base STEEPTotal
Base STEEP Total

Diviner Vocation (Spiritual T R A m Soothsayer Vocation (Spiritual TRAIT)


K/S Area Base STEEP ATTRIBUTE K/Sm &19esTP%p ATl'RIBUTE
Divinalion' 24 SPCap a s Mediumship' 24 Spew*
Astrologyly' SMCap Mysticism* SPCap*
Fottune Telling' s m p .s Pantheology' SMCap .s
Mysticism* SPCap . Astrology' SMCap .
Occultism* SMCap . Conjuration' (SMPow t SPPow)x 0.3
PriestcrdL' SMCap . Divination* SPCap .s
Cogurntion' (SMPow + SPPow)x 0.5. Foreign Language: (choicel MMCap
Deception MRCap * Foreign Language: Ichoicel MMCap -
Dweomercrdt* MMCap .s History MMCap
Foreign Language: (choicel MMCap . Litemture MMCarp
Foreign Language: (choicel NMCap . Magick* MMCap as
Magick* MRCap Metaphysics' SMCap
Mathematics MMCap M u l t i v e d Planes & Spheres SPCep 08
Metaphys~cs' SMCap . Occultism' SMCap
Political Science (MMCap + NRCap) x 0.5 Priestcraeft' SMCap .
Religion" SMCap . Religion* SMCap .
Astronomy' MMCap Infiuence MRCap
Handicralls/Handiwork PNCap combat, nand Weapons m p + rncap) x 0.3
Combat, Hand Weapons (PMCap + PNCap) x 0.3s Handic&/Handiwork PNCap
Survival PMCap * Survival PMCap .
Base STEEP Total
Outbwry (Various TRAITS) V&&ions without outstandlng successes, this persona is othenvlse fated to
Assassin: If you are consideringso disreputable and dangerous rise nowhere beyond freeman status at best. To roleplay a pirate
a Vocation as this, you must eqjoy living in the shadows, so to think of the wide oceans, salllng, hard work, seamanshlp, storms,
speak. It is one which revolves around the Physical TRAIT, and It prizes, rich swag, boarding actions, exotic lands, brotherhood of
has some interesting K/S Areas, but .... Even assassins of a clty freebooters, open ports, grog, drink and women, cruelty, merci-
Assassins' Guild and those special individuals employed by states lessness, and the gibbet.
or nobles are never generally accepted in society--other than in lldeh When thinking of having thls Vocation for your Heroic
the criminal substrata. Of course, your Heroic Persona mlght be Persona, remember that you have a choice between Physlcal or
one who has determined to turn to the fight against Darkness-a Mental TRAIT K/SArea direction. Neither approach, however, allows
sort of bad man turned lawman in terms of the Old West. To any status above the mean of peasant sort, and even that is quite
roleplay such a Vocation, bear in mind payment, coldness, ruth- conditional andoften regionally variant--i.e., while some statesand
lessness, calculation, pitilessness, execution, self-service, isola- cities recognize this Vocation as Iegitlmate when licensed and con-
tion, and cunning. trolled by a guild, others do not. As has been noted elsewhere In
Bandit: Who can say what causes anyone to take up such a these Vocation descriptions, setting an outlaw to fight against other
Vocation, and yet Robin Hood was a bandit, wasn't he? Players who outlaws, using the converted evildoer to defeat Evil, is a recognized
are considering this Physically oriented Vocation for their Heroic and useful thing. Reformed thieves are acceptable in society when
Personas' background must face the prospect that the direction of they have proven themselves and shown their mettle through out-
their HPs will probably radically alter after those HPs meet others standing deeds. (Think of historical examples, and you'll get the
bound to gain success in the world. A normal bandit has little picture.) For purposes of roleplaying, read the paragraphs above
acceptance and low status, albeit certain noble robbers maintain dealing with the assassin, bandit, and mountebank personas. For
rank of a sort (mostly among the peasantry). Basic to the Vocation specificmindset of thethief, usethese keys: high living, opportunity,
of bandit are such things a s hiding. ambush, loot, escape, free- easy mark, oppression, deserving, riches, iqjustice, dlscrlmlnation,
dom, wild living, rebellion, and sudden death. and inequality.
Mountebank: This Vocation is one of
high regard in the underworld, and even
the honest peasants have to give such a
persona grudging respect ...for a mounte- OUTLAWRY VOCATIONS TABLES
bank has probably cheated them out of
something! If you are thinking of having a Assassin Vocation (Physical TRAIT)
Heroic Persona with this Vocation, you m b Base STEEP ATTRIBUTE
have an eye for the flim-flam approach. Toxicology 29 Mm
However, this Mental TRAIT, Outlaw Voca- Combat, HlR, Lethal 16 (RICBp+ R I C a p x . 8 ) 8
Combat, Hand Weapons 16 (PMCap + PNCap x .5) s
tion can certainly be put to use on behalf , Combat, Hand Weapons, Missile 16 (PMCap+ mCapx .5)s
of the forces of Light, for who better to Sh?eetWlse 16 SPCap *s
catch the bad but one who knows all about CriminalA&vitles. Mental 12 MRCap 06
their wiles and ways? Furthermore, the Criminal Activities, Physical 12 (PMCap+ PNCap x .5) s
Vocation of Mountebank is quite adapt- Deception 12 MRcap.
able. Such HPs need never reveal to the Disguise 12 mw
upper crust the true nature of their back- m w 12 ~~Cep+PllCapX.5)
ground .... When roleplaying a mounte- Impersonation 12 SMPow
bank keep the following things In mind: Surveillance 12 PNCap
gullibility, pose, assurance, dupes, marks, Travel 12 (PMCap + PNCsp x 5 )
Dlvinetion' 8 SPCap *s
set-up, greed, and planning. Foreign Language: [choice] 8 MMCap
Pirate: Simply put, one with a Pirate Foreign Language: [choice] 8 MMCap
Vocation is a seagoing Bandit (q.v.). It is a Foreign Language: [choice] 8 MMw
no-status Vocation, of course, but the K/S Foreign Language:Ichoice) 8 MMm-
Areas included in it are of very useful, Handicrafts/Handiwork 8 PNCap
Physical TRAIT, sorts. It is a highly mu- Legerdemain 8 PNCap
table Vocation. Because of the need for Survivat 8 ma
sea travel, the "former buccaneer" can be
a most helpful member of an HP group, Base STEW Total 248
and many other abilities travel well, s o to
Continued on page 84.
speak, into land usage in adventuring and
contesting against foes. Gaining accep-
tance with other HPs is no problem, but
OUTLAWRY VOCATIONS TABLES (cod
Bandit Profession (Physical TRAIT) Pirate Vocation (Physical TRAIT)
K/S Area 8ePeSTeEP ATTJVB UTE WAR= BaseSEEP ATTRIBUTE
Combat, HTH, Lethal 16 (PMCap t PNCap) x 0.5 s - Combat HM, Lethal 16 (PMCap t PNCap) x 0 5 s
Combat, HTH, Non-Lethal ( P M & ~t P N & ~ x) 0.5 Combat, HM, NowLethal (PMCap t PNCap) x 0.5
Combat, Hand Weapons (PMCap + PNCap) x 0.5 s Combat,Hand Weapons ( P M C t~Pricap)
~ x 0.5 e
Combat Hand Weapons, Missile (PMCap + PNCap) x 0.3 s Cornbet Hand weapons, MIPslle (PMCap t PNcap) x 0.3 s
Criminal Activities, Physical (PMCap t PNCap)x 0.5 s Criminal Activities, Physical (PMCap t P K a p ) x 0.5 s
Deception MRCap Navigation (MMCap t MRCap) x 0.5
Military Science (MMCap + MRCap) x 0.5 Seamanship (PMCap + PNCap) x 0.5 s
Survival PMCap Srwival PMCap
ambling (MMCap t MRCap) x 0.5 .s Gambling (MMCap t MRCap) x 0.5 -3
Escape (PMCap t PNCap) x 0.5 Escape (PMCap t PrlCap) x 0.5
First Aid PNCap Pirst Aid mcap
HandicraRs/Handiwork PNCap HandlcraRs/Handiwork mcap
July-Rigging SMCap Jury-Rigging SMCap
Arms & Amior (PMCap t PNCap)x 0.5 s Arms 6 Armor (PMCap t PNCap) x 0.5 s
Criminal Activities, Mental MRCap a s Criminal Adivities, Mental MRCep -8
Foreign Language: (choice) MMCap Foreign Language:(choice] MMCap
Foreign Language: [choice] MMCap Foreign Language: [choice] MMCap .
Herbalism' SMCap . Fortune Telling' s m p a s

Tolerance PWOW Tolemce mow.


Weapons, Military, All Other (MMCap + MMPow)x 0.5 s Weapons,Milltary, All Other (MMCap + MMPow) x 0.5 s
Endurance' (PFlPow + PNPow) x 0.5 Deception MRCap

Base STEEP Total Base STEEP Total

Note: Pirates gain BosthgKJSA m insteadof the RldfngK/9. If the


latter ability is desired for the HP, it must be eeleded.
Mountebank Vocation (Mental TRAIT)
Base S T E P ATTRIBUTE Thief Vocation
Criminal Activities, Mental 20 MRCap .s
Combat, Hand Weapons (PMCap t PNCap) x 0.5 s (Mental or Physical TRAIT)
ambling (MMCap + MRCap) x 0.5 0s K/sArea ATIWBVTE
Appraisal Criminal Activities, Mental MRCap .s
Criminal Activities, Physical (PMCap t PNCap) x 0.5 s Criminal,Adivit&s, Physical (PMCap t PNCap x
Impersonation SMPow Combat HTfl, Lethal (PMCap t PNCap) x
Legerdemain mcap Combat,Hand Weapons (PMCap + m c a p 1 x
Street-Wise SPCaP 0s Deception MRCap
Survival PMCap . Street-Wise SPCap as
Travel (PMCap t PNCap)x 0.5 Tolerance m o
w*
Acmbatics/aymnastics (PMCap t PNCap) x 0.5 s Acrobatia/Qymnastics (PMCap t m C a p x
Alchemy* SMCap Appmisal MRCap
Animal Handling SPPow s Disguise 12 PNCap
Buffoonery SPSpd s Escape 12 m c a p t m a p ) x 0.5
Cultured Palate PNCap s mbw 12 (MMCap t MRCap) x 0.5 08
Deception MRCap aemoloay 12
Dweomcrcr~fl' MMCap -s Impersonation 12
Escape (PMCap t PNCap) x 0.5 Foreign Language: Ichokel 8
Fortune Telling' SPCap a s Foreign Lqpw [cholcel 8 MMCap
Handiualts/Handiwork PNcap Fortune Telling* 8 SPCap -s
Jumling (PMSpd t PMSpd) x 0.5 s Jack-Of-All-Trades 8 PMCap .s
Music PNCap .s Rarities 8 MMCap
Priestcraeft* SMCap Survival 8 PMCap
Thespianism P-fs Handld/nandiwork 4
Foreign Language: (choice] MMCap .
Foreign Language: (choice1 MMCap . Base STEEP Total 248
Tolerance PNPow a
tDependlng on whetherthe persona le PhyslcaUyor McntaUy oriented.
Base STEEP Total In the former case, usethe l o w c r ~ number
P In Mental W9 Areas. the
hlgherlnFhysIlcel ones, and In the lattn cese simply revem'thatand we
the hlgher In Mental. lower In Phyalcal.
A
Priestcrteft (SpirituaD ~oca~ti6ns fulness, ritual, belief, and conviction.
Remember that the combination K/S Areas Aiestcmff-Relirp'm Theurgistr When you consider this Vocation as a potential one for
count as only one in determining the number ofSpiritualTRAIT,Hek* your Heroic Persona, think of one who is bitter about failure of ability
generating K/S Areas the persona is able to passess. to fully channel Heka. Not a Pull Practitioner, but determined to wield
Healer:You might like to compare the list of Knowledge/Sldll Areas great Heka, theTheurglst gathers energy from many sources and aims
of this Vocation to that of the Priest. The odds are that you won't at the use of higher forces to gain power and ends of beneficial sort.
succeed in getting an HP being a Priest (q.v.), and you might well Rather than asking for aid, the theurgist cqjoles, demands, and even
decide that you prefer to start from the Healer Vocation instead. exacts such from Supernatural and lesser Entital beings. Because of
Remember, however, that the SEC status of a healer is at least in the this, the Theurgist Vocation is always on the edge between Qood and
freeman class, while that of failed priests is absolutely uncertain until Evil, and the incautious can fall.. ..However, the player can utilize the
these HPs have directed and proven themselves elsewhere--assume base of K/SAreas of the theurgist to create a less bordelline HP over
a reception as a mere peasant of middling rankl the course of play. To gain insight into the mindset of such a persona
The Vocation of Healer is agiving one. To roleplay it thinkconcern, use the following key words: worthy, demand, deserving, compn,
helping, sickness, suffering disease, death, cure, recovery, health, mised, good purpose, constrained, attend, and need. That is, the
selflessness, giving, friendship, goodness, and a better world. theurgist believes that humanity is worthy and deserving of help for
Priest: First note that the prospective HPPriestcmfter expectingto the purposes it (and the W ) deems good, and beings must attend to
have Full Practice Heka capacity must have a Spiritual TRAIT score of such needs, help to fulfill such needs, and will be constrained to do
101 or more points. Then remember that even if this is the case, the so by the theurgist, or else the W will see to it that the belngs are
odds of being able to do s o are four to one against Full Pradce. compromisedin some way through his or her efforts and Conjuration.
However, the non-Full Practitioner is still a viable Heroic Persona. Wisewornan/Wiseman:This Spiritual 'IRAITVocation is similar to
Such HPs can use the partial Heka generated and know the Canons that of a failed (Partial Practice) priestess or priest who nonetheless
and Castings of Priestcrazft. They cannot b e a true priest, but they will takes avow and is bent on service. In this case, however, the persona
still be Partial Practitionersof Heka and can have priest-like activities is one bent on helping all, and in particular those most in need-the
if they s o wish. (Compare with Healer, above.) least ranked of the peasant class. Of course, if this is your choice for
Remember that as a priestpersona, HPs must each have a Pan- a Heroic Persona, the vision of the Wlsewoman/Wlseman can be
theon, specific deity therein, and make a Vow of fidelity and service expanded to include a larger view, i.e., remove the causes, and the
which they must always keep to the best of their ability. The Heka of symptoms will go away. The cause? Evil as personified by the Ac-
such a persona is powerful, and the status of the Priest Vocation can cursed, of course. Classes in and of themselves aren't necessarily
rise to heights, but there are many stridures which must be kept in wrong or bad, and people tend to rank themselves thus even when
mind as well. 'The gamemaster will probably keep a particularly sharp not constrained to d o so. Badness is the undue exploitation ...etc.
eye on the Priest Heroic Persona, so be prepared to roleplay such a When roleplayinga Wisewoman/Wiseman Vocation HP, think of these
Vocation properly. To do so you must always bear in mind these keys: keys: caring, helping, ministration, sacrificing, providing, educating
dedication, piety, service, loyalty, right path, law, prescription, faith- teaching and bringing hope.
Healer Vocation (Spiritual TWIT) Thrgist Vocation (Spiritud TRAIT)
iaWi%i?8F Ami3UTE wS BdlseS7mP ATIWIBUTE

(SMW+ SWow)x0.5
DweornercrW
Medicine, Oriental 16 (SMCap + SPCap) x 0.5

Handicrafts/Handiwork
Medicine, Veterinary
Phaeree Rora & P'auna

ewoman/Wisernan Vocation

(SPCap + SMCap)x0.5 s
SubterraneanA?~th
Animal Handling
Foreign i.aqq&(choice1 12
Foreign Language: [choice) 12
Domestic &ts 6 Sciences (MMCap + MRCap) x 0.5 s
Handicrafts/handiwork
Ecoloay/Nature Science

(MMSpd + HRSpd) x 0.5

Dweomem&'

Cornbet, HTH, 1YokLethal


Metaphysics*
me total MultlYeraalPfanes&Spheres 4
Primitive (Various TRAITS) Vocations there. Playersdesiringto utilizesuch a background, however, may easilyalter
If you are intemted in any of the following Vocations, m r n b e r that they the outlook of their Heroic Personas. Of course, lass of status when interab
are all 'Primitive" (q.v.), and will commonly sufferalackof respect in civilized ing with s o p M c a k d , complex culhues ("dvllltatlon7 is a problem and
areas. An HP of AQptian background, for instance, might have less of a such apersonawill alwaysbe shuSglingtoovercomealow lnlthl Class Level.
disadvantage in a Primitive Vocation, but even then the HPs' status in To roleplay ashaman, UlInk of lurklng dangers, devils, sadflces, forbidden
Bropean and &opean-influenced m might be questioned. The a d v m things, ceremonies, mks,and propitiation.
tages and drawbacks of Primitfve Vocations in general are discussed with Wanior:The Wanior persona has great appeal, for it coqjures up images
regard to SEX Level under that pottion of the rules. of the 'noble savage" and 'barbarian hem." Because it is mutable, and the
Huntex The abilities of the hunter are useful ones outdoors and in warrior from some places might indeed not be as low in stahu as others in
perilous, wilderness-like places everywhere. Also, this sort of persona is an more avilized d m , many players are drawn toward this Vocation for their
'open book" with resped to the development of a unique Heroic Personal Heroic Personas. If you choose it, use the following roleplaying keys to help
Initially, though, keep these things in mind when you roleplay one of the in properly depictingsuch an individual: W e , bravery, clever, unflinching
HunterVocation: nature, outdoors, teeming game, stalking quany, serenity. determined, dogged, loyalty, honor, brothelhood, people (thetrlbe, band,
pureness of wilderness, and that sort of concept. clan, or nation of the &or).
Medicine Man:'lhis is a Mental TRiUl'Vodon, and the individual follow- Witch Doctor:This Mental TRiUl'Vocatlon concerns Itself with combat
ing it is typically of hlgkmlnded sort. The bundle of skills is useful He& ting the evils which t h e n the barbaric peoples-demons, monsters,
producing, and varied. Concepts key to roleplaying a medicine man are: spirits, warlocks and witches, etc If you are thinking of having a Heroic
natural course, spirits, harmony of nature, tradition, protections, and cures. Persona with this K/S Area grouping you will find that there are lots of H e b
Seer.This isaSpiritualTRNTVocationin which the persona is concerned producing and other advantageous abilitiestherein, but remember the SIT
with reading what is to occur in the future through various meansof prognos- drawbadci-quite pronounced if you properlyroleplay this persona. With the
tication, all thoroughly grounded on a pantheological belief. Of course, the paraphernaliautiliizd to employ ApobPpaiSrn, I%ordsrn, and the discovery
Seer is not a Full Practitioner, but this Individual appmach is somewhat less of evil Castings at work the Witch Doclor Is hardly likely to flt in well in urban
barbaric than others in the genelal class, so the Heroic Persona might suffer surroundings. Wen if you take the boy out of thejungle, so to speak, it will be
less penalty (QM's option) for 'civilized" SEC Level than a Shaman el al, hard to take thejungle out of the boy. It can be done, but it should be a long,
would. The K/S bundle is varied, Heka-otiented, and provides an excellent slow process. Attaining status as anything other than a sideshow curiosity is
base for development of a unique HP. Seers rely on 'spirits,' the 'gods" of likewise going to be quite difficult, but in some states a rise to thearistocratic
their people, and their 'arcane knowledge" to predict events and ad*. ranks might be possible. For roleplaying such a persona. thlnk of curses.
(Compare Shaman, below.) To roleplay such a V d o n properly, use the s m e l l l n g o u t e v i l , ~ i o n fetishes,
, channs, d m , prosdptlons, ratlles,
followingsortsof keys: bulwark direction, hedge, course, proptiation, ward, medicines, powders, etc.
favor, legend, forewarning-dl in relationship to what occurs around the
Seer's locale, for the individual serves to warn and protect Primitive Vocations Tables
Shamamms is the other, more darkly natured, of the Primitive Spiritual All participants, and gamemasters in particular, should not consider
IRW' Vocations. This persona is a sort of 'hedge" (inferior)priest, a Partial the personas with a primitive background as savages-not If they are
Praditioner,but one managingtoemploy some fairamount of Hekanonethe Heroic Personas in any event. aenerally, these individuals are simply
less. Typically, the s e ~ c ofe shamans is dedicated to the Netherrealm and from states and cultures which are different, less 'advanced" in terms of
propitiation of Evil, including acknowledgement and worship of the powers the norm, and possibly have less (or virtually no) writkn component In their
K/S Area mpacity. In the campaign milieu,
the Primitive Rnxtionsshould not be penal-
ized by K/S Area STEEP redudion with r e
sped to the more s o p h i s t i k d environ
rnent, although the QM might dedde it Is
necessary for a Heroic Persona to acquire
the ability to m d and Write.TNs is a u b
matically taken care of if a p l w r seleds at
the beginning an additional K/S h a of
F o d g n Languqe whlch is the speech of a
'dvilid" state and the HP is assumed to be
in that plaoe.
This brings ustothequestion ofliteracyin
general.This matter Iscovered in the discus
sion of the Sodo.Econornic Classes and
Vocations. Some gamemasters rdght wish
to follow the Medieval model more doscly,
and allow only a Nghly restricted lkracy at
the beginning. That means most HPs will
have to learn to read and write, although it
doesn't mean that they don't know how to
speak and understand various languages.
Hunter Vocation (Physical TRAIT) Seer Vocation (Spiritual TRAIT)
Base S T W ATTRIBUTE K/s Area Base STEEP ATTRIBUTE

Combat, Hand Weapons


Handicrafls/Handiwork
16 (PMPow + PNPow) x 0.5 Mediumship'
Mountain Climbing 16 (PMPow + PNPOW) x 0.5 Mysticism'
Combat, HTH. Lethal 12 (PMCap + PNCap)x 0.5 s Pri@cr&t'
Combat, mH, Non-Lethal

Ecology/Nature Science

4
Herbalism' 12 SMCap Dweomercraeft' 12 MMCap .s
Leatherwork 12 PNCap Handicrafts/Handiwork 12
Swimming/Diving 12 ( P M C +~ P~ N C ~x~0.5
) kmence 12 MRCap s
Religion' 8 SMCap . poern/L@@ 12
Rature Attunement 4 SPCap *S Magick' 8 MKCap .
Occultism' 8 SMCap.
Base STEEP Total 252 Histoly

Base SlEW Total


4

248 sL
MMCap

Medicine Man Vocation (Mental TRAIT)


Shaman Vocation (Spiritual TRAIT)
Base STEEP ATTRIBUTE
weomercrzeft ' 16 MMCap *s
Base STEEP ATTRIBUTE
Priestcmft ' SMCap
16 PNcap*
Animal Handling SPPow s
Handicrafts/Handiwork 16 PNCap
16 SMCap . Astrology'
Demonology*
SMCap
MMCap
16 MRCap
Exorcism* SMCap
16 FNCap *s
16 PMCap . Handicrafts/Handiwork PNCap
Animal Handling 12 SWow . Religion*
Survival
SMCap
PMCap
Combat, Hand Weapons 12 ( P M C +~ m
~ ~ a px)0.5 s
Toxicoloay MMCap
Combat. Hand Weapons, Missile 12 (PMCap + PPICap) xO.5 s
12 s m p . Combat, Hand Weapons (PMCap + PNCap) x 0.5 s
Religion' 12 SMCap . Combat Hami weapons, MIsSik
Divination'
(PMCap + PNCap) x0.5 s
s a p *s
Spellsongs' 12 (MMSpd + MRSpd) x 0.5
Dweomercraeft ' MMCap .s
(MMCap + MRCap) x 0.5
Apotropaism'
Ecology/Nature
8
Herbalism* SMCap .
Science 8 MMCap First Aid mCapo
Influence MRCap s
8
History
Hypnotism 8
MMCap
MRPow
Mysticism ' s m p .
Music PNCap as
Medicine, Oriental 8 (SMCap + SPCap) x 0.5
Spellsongs' (MMSpd + MRSpd) x 0.5
Priestcr~ft* 8 SMC~D

Base STEEP Total Base STF,EP Total


Cont. on page 89
(Mental) Vocations
Philosopher: Don't sklp over t h b W o n l
The philosopher is a very knowledgeable and use
ful individual, and if you develop one M your
Warrior V o c a t i o n (Physical TRAIT)
Heroic Persona, it is likely that there'll be n o re-
K/S Area Base STEEP ATTRIBUTE
grets. You start from a very solid SEC base, hare
Combat, Hand Weapons 28 (PMCap + FTiCap)x 0.5 s
Survival 24 PMCap many STEEP points in multlpie K/S Are88, and Carl
Combat. Hand Weapons, Missile 20 (PMCap + PiYCap)x 0.5 s become more than a n ordinary individual in this
Hunting & Tracking 20 PNCap Vocation. That Is, while the philosopher la dtdl-
Combat, HTi-i, Lethal (PMCap + P N G )x 0.5 s cated, the profession can be e v d e d thnmgh
Combat, MW, Non-Lethal (PMCap + PNCap) x 0.5 inclusion of other K/S Areas so as t o makc tbe
aames, Physical (PMCap + PNCap)x0.5 s persona very strong without abandonlngthephlle
HandicraftslHandiwork PNCap sophlcal bent and Vocation. (It'sjust that liP
Leadership SMCap Philosopher suits action t o thought a d Wdttcn
sports (PMCap + PNCap) x 0.5 s word. Think of a Nletzsche doing thus!). With re-
Endurance* (PMPow + PrlPow) x 0.5. spect t o the personification of a Philosophu, kty
First Aid PNCap on thought, teachlngs, learning, civlllzetlon, d b
Mountain Climbing (PMPow + PNPow) x 0.5 course, publication, followers, ethics, and htcl-
Thespianism SmP lect. Some Kelltic Ovates o n Arth have t h b 8,
Religion' SMCap . their b a s k Vocation (after gaining some knowl-
Biography/Oenealogy MMCap edge of PHestcrceA and Combat of course).
I?;coloay/Nature Science MMCap Poet/MusidanrSimilarto the Phllosophu (q.v.1,
but not of dedicated Vocation, thls Mentel ?lWT
Base STEW Total approach t o the Heroic Persona c d 0 n is one
which begins from a not particularly strong and
aggressive bundle of K/S Areas. However, being
mutable, it Is suitable for instant addition and
Witch Doctor V o c a t i o n (Mental TRAIT) continued diversification so as t o build the pa-
K/S Area Base S T W A TTKIBUTE sona into a very strong o n e indeed. Not M hl@y
Apotropaism * 20 (MMCap + MRCap) x 0.5 regarded as some, this Vocation still allows good
Exorcism' SMCap initial SEC Level in social interaction, end the
Demonology* MMCap PoetIMudcian can rise with relative east a h .
Divination* s n pas Think of these words to assist in mentally preper-
Dweomercr~ft' MMCap s ing t o roleplay a poet o r musician: aha. ~CULQ,
Survival PMCap * lyrical creation, rhapsodizing, meter, flne Wng&
Toxicolw MMCap song, wine, verse, romance, path-, d r a m a h e m
Witchcrzft' SMCap ism, spectacle, history, time, place, and drasnal
Combat, Hand Weapons (PMCap + PNCap) X 0.5 S On firth, Kelltic Bardscombine thls Vocatlon with
Combat, Hand Weapons, Miiile (PMCap + PMCap)x 0.3 s Spellsongs, PriestcmR and Combat as thelr K/S
HandicraftslHandiwork PNCap "bundle.'
Magick* MRCap Sage: Before getting into this Vocation, ~ d t
Music PNCap *s what is commented upon with r a p e d t o the PhC
Mysticism ' s m p
Religion* SMCap. losopher and PoetIMusidan, above. Then, recell-
Spellsongs' .
( M M S p d + MRSpd)x 0.5
ing that the Sage Is a generalist with a n ~nqUencb.
able thirst for all manner of knowledge, cod&
Drawing PNcap
what can b e done with regard t o using this
Ecolosy/Nature Science MMCap
tional base for your Heroic Persona. There an a Id
Base STEEP Total of K/SAreas in the bundle for thls Vocation, and a
lot of STEEP points, so it b a good choict LfyOU
want a Mental TRAlT persona with this eort of
approach to adventure and intrigue. Statublagood
D
initially and can rise dramatically thereafter with success, al- isn't so d e d i d e d as t o b e difficult to slip out of t o become
though a sage is unlikely to ever be ennobied-or become a great something else, albeit in general the aristocracy will look upon
noble. For roleplaying purposes use the following keys: learning, such an individual as "crass.' Care can rectify that, and lnitlal
library, laboratory, discourse, authority, research, recognition, status is solidly in the middle. Things t o remember for roleplaying
rational, multiverse, source, wisdom, lore, fact, supposition, and a Heroic Persona of Merchant Vocation background are: profits,
truth. Some Kelltic Ovates on E r t h have this as their basic Voca-trade, supply, demand, customers, accounts, labor, goods, scar-
tion (after gaining some knowledge of Prlestcrizftand Combat of city. taxes, toils, tariffs, routes, cornering new markets, and rare
course). commodities.
Seafarer: This is a Physical TRAIT Vocation similar to the Pirate
Voyager (Various TRAITS) Vocations (q.v.) but without unsavory background and status. Think of it as
Explorer: This Physical TRAIT Vocation is one for the player who o n e who has been apprenticed to the sea as a mldshipman and is
wants an HP who is always o n the go. Travel and hardship are ready now t o b e a lieutenant...or else take u p some &her activity.
nothing to the explorer on the trail of new vistas1 The broad range To prepare for command, for example, you would have to add to
of abilities of this Vocation does not bestow great status, but your HP's K/S such Areas a s Leadership (S),Astronomy (for better
successful work will probably rectify that soon enough. Examples navigational ability) (M), Mllltcuy Sclence (naval battles assumed)
in our own history are Cabot, d e aama, and Magellan, t o name but (M), Weapons, MIIICary, All'other (assuming a fighting command
three. Keep these words and phrases in mind to get into the role of or need for defense) (M),Arms & Armor (P), and Construction,
the explorer: unknown territory, lost city, vast treasure, wilder- Naval (P). On the other hand, as with many Vocations, other K/S
ness, better route, savages, hardships, treks, danger, and first Area additions might well redirect the persona towards other
person to see. pursuits. The seafarer is roleplayed using the following keys:
Merchant: Players considering this Vocation for their Heroic adventure, strange lands, foreign ports, salt air's tang, the hum-
Personas aren't as off-base as some more action-oriented folks ming of wind in cordage, the creak of sail and board, gale winds,
might assume. Remember, Marco Polo was the son of a merchant1 good cargo, steering a straight course, shanties, ropeyarn work,
Although this Vocation has a Mental TRAIT, it has a solid group of scrimshaw, denizens of the deep, sea monsters, hornpipes, and
Physical K/S Areas and a few useful Spiritual ones, too. Again, it ready harpoons.
SCHOLAR VQCATIOflS TABLES
Philosopher Vocation (Mental TRAIT)
~~ Bis96SEllGP ATTRIBVMI
Philosophy 24
History MMCap
BLography/Qeneatogy MMCap
spa* fPMCyr + P n e p ) x O d
Travel (PMCap + PNCap) x 0.5
Architecture MMCap
Alchemy' mcap*
Astrology' =Capw
Sociology/Culture MRCap
Foreign Language: [choice) MMCap .
Foreign Lan~ttage:[choice1 MMCop-
Foreign Language: Ichoicel maape
Journalism MRCap
Loeic MRCap
Magick* MRCap*
Metaphysicsg mcap
Music m C a p .s
Pantheoloay' SMCap -s
Writing, Creative SPPCap
lntluence -0
Literature MMCap
Religion' SMCap .
Combat, HTn,NowLethal (PMCap + PNCap)x 0.3
Handfua!b/Handiwork
Leadership
pr(cap
SMCap .
Survival PMCap .
Base SIEEP Total 286

PoetlMusUan Vocation PIental TRAIT)


K/9 A m BaPeS!mP ATTRIBUTE
Music 24 PNCap .s
Poehy/Lyrics* SMCap .
Cultured Palate m Ps
Literature MM-P
Musical Composition' SMCap .
Astrology* SMCap .
Biogmphy/Clenealoay MMCfip
Sociology/Culture
Foreign Language: [choicel
P
-
MMCap
MMCap
..
Foreign Language: [choice)
History MMCap
influence MRCap e
Mysticism' SPCap.
Spellsongs' (MMSpd + MRSpd) x 0.5.
Thespianism S-P
Writing, Creative SMCep
Botany MMCap
Ecology/Nature Science MMCap
Qames,Mental MRCap e
Magnetism SPPow
Rarities MMCap
Combat, Hand Weapons (PMCap + PNCap) x 0.5 s
Drawing mCap
Handicraftspandiwork mCap
Survival P
-

Base SlTEf Total 280

Continued on page 92
Sage Vocation (Mental TRAIT)
KJYhm h e ST.&%' ATTRBVTG
Education 20 (MMCap + MKCap)x 0.5
Qeogmphy/lbrelgnLands 16 MMC~P
History HMG
UngulsUcs MRCap
Multiversal Planes & Spheres s m p .s
Phmee Flora & Pauna MM W
Phaeree Folk C Culture (SMCap + SR'sP) xo.5 a
SubtPrmnean /nth MMCap
Alchemy' SMCap .
Astroioay' SMCap .
Chammatldsrn SPCap.
Cultured Palate PNCap a
DweomermR' MMCap .s
Foreign Language (choice]
Foreign Language: [choice1
Fwelgn language:lchoicel
MMCap
MMCap
MMCap
..
Foreign Language: lchoicel
Uterature
MMCap .
M M W
MRCap
Logic
Magick'
Mathematics
MRCap
MMCap
.
Metaphysics' SMCap .
PanUleology' SMCap .s
Philosophy SMCap
Yoga' SMCap .
Combat IITH, Non-Lethal (PMCap+ FNCap) x 0.5
Demonology* MMCap
HandicraRs/Handhvork PPlCep
Ileka-Forging' (PMPow + PNPow) x 0.5 .s
Necromancy' SMPow .
Politicel Sdence MMCaP
Sadology/Culture MRCap
Survival PMCap
Witchcraeft' SMCap

VOYAGER VOCATIOPIS TABLES


Explorer Vocation (Physical TRAIT)
BascSTEEP ATTRIBV7'E
Ecologyflature Sdence 16 MMCap
UnguIsUcs 16 MRCap
Survival 16 PMCap
navel 16 (PMCap + PNCap) x 0.5
Boating 12 PNCap
L Combat, HTn, Lethal 12 (PMCap + PNCap)x 0.5 s
Combat. tfM. Non-Lethal 12 (PMCap + PNCep) x 0.5
p Combat, Hand Weapons 12 (RfCep + mCap)x 0.5 6
Combat, Hand Weapons, Missile 12 (PMCap + i?iCap) x 0.5 s
Drawing 12 PNCap
W P e 12 PNCap
Flrst Aid f2 PNCap
Qeographypbreign Lands 12 MMCap
Hunting & Tracking 12 PNCap
S~eYtnglroposraPh~ 12 MR-P
Deception 8 MRCap
HandIcdts/Handiwork 8 PNCap
Mountaln Climbing 8 (PNPow + PMPow) x 0.5
Swimmlnpiving 8 PMCaP
Forelgn Language: [choicel
Foreign Language: [choice]
4
4
MMCep
MMCap
.
.
Foreign Language: [choice] 4 MMCap .
Fbreign Language: (cholcel 4 MMCap .
Base STEEP Total 280
Continued on page 93
VOYAQERS TABLES (Cod
Merchant Vocation (Mental TRAIT)
..
Deception MRCap .
Business A U m h M d o n (MMCap + MRCap) x 0.5
Econornlca~nance/lnve8&g (MMCap + MROap) x 0.3
Su~ival PMCap
Travel (PMCap + PNCap) x 0.5
Charismaticism SF-P
aeography/poreign ~ands MM&P
Influence MRCap s
Leadership SMCap
Rarities MMCap
Trade Phoneciano MMCap
Animal Handling awow s
Boating (PMPow + m o w ) x 0.5
Combat, HM, Lethal (PMPow + PNPow) x 0.5 e
Cambat, Hand Weapons (PMPow + PNPow) x 0.5 e
Combat, Hand Weapons, Missile (PMPow + PNPow) x 0.5
Endurance' (PMPow + PNPow) x 0.5s
first Aid P
-
Handicrafls/nandlwork mcsp
SwimmingDiving (PMCap + PNPow) x 0.5
Foreign Language: [choice) MMCap .
Foreign Language: lchoicel MMCap
Foreign Language: (choice) MMCap
Qarnes, Mental MRCap s
Journalism MRCap
S u b t e m e a n Btth MMCep

Base STEEP Total 272

wmis b added as a a n u s to the lire Rade Phonecdan unhrerJal WS.

Seafarer Vocation (Physical TRAIT)


w- B@es1sfBp ATTRIBUTE
Navigation 20 MMCap
Seamanship 20 (PMCap + PNCap) x 0.5
Travel 18 (PMCap + Pripow) x 0.5
Boating 12 mcap
Clothwork 12
Combat, HTH, Lethal 12 (PMCap + PNCap) x 0.5s
combat, nm, on-Lethal 12 (PMCap + PNCap) x 0.5
Combat, Hand Weapons I2 lplcCap + PNcap)x0.5 s
Combat, Hand Weapons, Missile 12 (PMCap + PNCap)x 0.5s
Endurance' 12 (PMPow + PNPow) x 0.5
First Aid I2 m'a
ambling 12 (MMCap + MRCap) x 0.5 *s
JackOf-All-Trades 12 PMCap .s
Handicrafts/Handiwork 12 PNCap
Street-Wise 12 SPCep *s
-PC 8 (PMCap + PNCap) x 0.5
Foreign Language: [choice] 8 MMCap .
Foreign Language: [choice] 8 MMCap -
Fortune TeIlii* 8 SPCsp .J
aames. physical 8
Jury-Rigging 8 SMCap
Survival 4 PMCap .
NorrHurnan Heroic Personas (Optional) tually becomeanaristocntof sorts inthe proper place o n w y on
Allowing Heroic Personas of a non-human sort is optional with individual P h m . To pope@ roleplq a Dwarf, keep t h e things in mind: caverns,
gamemasters,so be sure and d b a mthls with yours before developingsuch wealth, gems, gold predsion, Armness,strength, work dght method, ethne
an individual for the campaign. centric, caution, prqjudidal suspidousness.
There are drawbacks and advantqes to such Heroic Personas. For In- Elf: If you arp, interested in a n Elf as your Heroic Persona, remember
stance, difficulty fitkg into human sodety is definitely a drawback for mast that this Splrltual TRAtT non-human is best likened to a sort of esoted-
nokhurnan personas. Those of elfin sort can be a m p t e d in many phoes. cally Inclined cavalier given to flights of whfmsy. Nonetheless, Elf p e w
although most people will have a deepseated suspidon of them anyway. nas have many strong abilities and can wield Heka well, and they are
Alfen and Dwarfs are just too 'different" for mast people to be comfortable generally socially acceptable (if envied or mistrusted) too.The QM will
around. m o m s are pretty common on so they ~ I Cnot q p r d e d as probably allow a +2 t o Attradveness rolls for elfln personas. Take a look
exotic, but most humans W resent their success or consider them as at the K/S bundle, and then decide. To roleplay thls persona, use the
"outlandish"-indeed true. However, in most states there are meimplitan followingkeys: culture, the cosmic whole, honor, nature, revelry, worth.
areaswhere communitiesof non-humans dwell in enclaves. Besides, a sm inner person, beauty, and spirit.
is a world where Heka is strong, and with Phzm contact common, the Gnome:TNs is ashort businespnan, more or less, but the Mental W
world's humans are no more inhospitable to non-humans than they are to Qnome non-human HI' packs a lot of abllitles whlch mast cornpetltors wish
people of different race, nationality,religion, culture,e t c l h e particular place they had. On A9th. the Clnome is more than a Merchant but considerably
dictatesthe general attitude, of course, and the sophistidon of the specific short (pun Intended) of am.At best, individual Qnornes might rise above
group in question is telling. middlingstahrs through official appointment, and only in a land of their own
On the plus side, norrhumans are not given a Vocatlon per se. The races ~acewlllanybenobleperse. ltisagreatbasistoworkfrom.however, and you
each have a centralTRATT, but their WS Area bundles are,otherwise g e n e w can't go farwrong with a m o m e HP from the standpoint of allaround ability
ized, so Vocation can be flexed as suits the player developing the persona. in the many sorts of action outside court intrigue and the like. Even there, a
Ruthermore, in adventuring into the wilds or the subtenanean places, such Clnome can possibly be worked up into a p i t l o n where the HP can
Heroic Personas have some advantages. Innate Heka power is anotherthing.. . patticipatein arneaningful manner. Use the followingaldsto keep in mind Ule
ALfm If you are consideringthis race for your Heroic Persona remember correct roleplaying of a Clnome persona: business, profit margin, return,
that this northern kind of elfin stock is rather cold and distant Such HPs will exceptional opportunity,
-- comignment, credit, vouchers, Heka-connedcd
not be particularly sociable, and they will certainly regard others as lessem. goods, customer reMons, risk hazard, peril, and reward.
However. an Alfar miaht " relate well enouah "
to certainsorts of aristocracy, and they to the
Alfar.TheK/Sbundle is anice mix of Physical +
and Mental along with the main (Spiritual) NONcHUMAN
M Areas.For purposes of roiepiaying an HEROIC PERSONA TABLES (OPTIONAL)
Alfar, keep in mind proper place, the hunt,
decorum, bravely, superiority, nature, ad- Alf ar (Spiritual TRAIT)
venture, and homeland. m h
Combat, Hand Weapons
B a s e m
20
ATTRIBUTE
(PMCap + PNCap x 0.5) 3
AIFen. Alfen are nearhuman personas of
short stature, witha middling drive and com-
Animal Handling .
SMCap
fortable leaningsa solid sort of individual.
~ ~ w w a ~ w mCep
Magnetism SWOW
Tney have sufficient Knowiedge/Skill Area Music PNCap a s
abilities to assure that their smaU size is ' Nature Attunement SPCap .s
more than compensated for. Despite their PhareeRora & Rtuna m-P
possible intellectual drawbacks, the Alfen pO@w/lyrks' map
do make interestha" ~ ' e r s o n afrom
s asm& . Biography/aenealogy MMCap
(PMCap + PNCap x 0.5) s

i
of background, perspective, motivation, Combat, Hand Weapons, Missile
goals, and K/S bundle. Roleplaying such a HandiuaRspandiwork mcap
Mountain Climbing (PMPow+ m w x 0.3)
persona can be fun, too. Keep in mind praG
Phceree Folk & Culture (SMCap + SPCap x 0.5) 3
ticality, &om, tradition, mundane corn
forts, solidity, comfort, livestock crops, and
Survival .
PMCap
' Weapom, SpecialS W -P
nature. Divination* SPCsp *5
Dwarf:A Physically oriented non-human, Ecolo&y/NatureScience MMCap
yet interested in and able with Heka Ule Herbalism* SMCap
Dwarf persona is a doughty character, bluff, Musical Compo8WtV SM-P
and somewhatof arugged individualist,too.
While a Dwarf won't be likely as a figure in Heh RDUW (PsJlchagenfcP, Spirtutal)"
most of the polished courts (particularly
Eropean and Far Eastern)save as ajesteror ibw SllWTotal
QMwill a ~ychogenics.spiritualpowet.
buffoon, such characters can be bothstrong
and useful in cornbaihgtheir foes and even-
- Cont. on page 95
u
NON-HUMAN HEROIC PERSONA TABLES (Cont3
ACen (Mental TRAIT) EH' (Spiritual TRAIT)
K/S~ r e a b e STIEP;P A m m K/S- &rscSlPEP ATTRlBVn
Agriculture 16 MMCap s mbat Hand Weamns. MLssUe 10 (PMCap + MCap x 0.5) s
DomesUc Arts & Sdences (MMCap+ MRCap x 0.5) s Music
m e e Folk & Culture ( m p + 3-p x 0.5) 6 PoetryILyrlcs'
-Y MMCep Astrology'
Cultured Palate mcaps Charlsmaticlsm s m p .
Fxology/Plature Sclence MMCap Combat, Hand Weapons (PMCap + PNCap x 0 . 5 )s
Handlcrafts/'andiword mCap Wogy/rteture Mence MMQP
Herballsm' SMCap. Hmdiusfte/nandhwric mCsp
Medicine. Oriental (SMCap + SPCap x 0.5) Herballsm ' SMCap .
Nature AUunement SPCap .s Hunting/7bcldng m a p
Antma1 Handllng swow s Lixlauisucs MRCap
Astrology'
Rlography/aenealoay
SMCap
MMCap
Multfvarsal Ranes & Sphuea -P *
Musical Com poslUon ' SMCap
( m a p + PNCap x 0.5) s

-
Cornbal Hand Weapons, Mlsslle Nature Attunement s m p .s
mt N d PriCap Phmee Flora & Pauna MMCap
Fortune Telling* s m p *s PheeEeeRak&Culture (SMCap + SPCapx 0.5) 8
Oarnes. Mental MRCap s Survival PMCap
History MMCap Weapons, Spedal Skill
Uterature MMCap Anlmcrl Hmdllng
Medldne. Veterinary -P.
Music PNCap .s Mystidsm'
Yhzree Horn & Fauna MMCap
Poetry/Lyrics* SMCap
Survival
Weapons, Spedal Skill
PMcap
PNCap
.
.
zoolog MMCap Bi%e S E W Total
**TheQM wlll assip a Psychogenlcs. Splrihrel Power.
Heka Power
(Ysychogenlcs, Mental)"
Gnome (Mental TRAIT)
Base STEEP Total K/S Area Base STEeP ATTRIBUTE
"The C1M will assign a Psychogenlcs, MentaI Power. Business Adminishation 16 (MMCap + MRCap x 0 5 )
Economlcs/Flnance/Investlq (MMCap + MKCap x 0 5 )
Rsrlties MMCao
Travel (PMCap + ~ p x ~ . s )
Dwarf (Physical TRAIT) Appraisal
aemoloay
MKCap
MMCap
K/S Area
Qeolo~/Mineralcgy
Bsee STEW
16
ATfRtBUTE
MMCao
Trade Phonedan
Combat. Hand Weapons
MMCap.
(RICap+ R ( C a p x 0 . 5 ) ~
Mines & Mining PMCa;,
Cornbet, Hand W e a p m s . Missne (PMCap + PNCsp x 0.5)8
Speleology P m P Deception MKCap
Arms & Armor (PHcap+ m c a p x 0.5) s Divination' S P C r~ ~
Corn but, Hand Weapons (PMCap + PNCap x 0.5) s
Comb& Hand Weapons, Mlsslle (PMCap + PNCap x 0.5) M B P
mcep
Construction PflQp MHCep s
Influence
Engineering (MMCep + mcap x 0.5) (MMCap + MRCap x 0.3) -6
Law
Heka-Forglng* (PMPow + PNPow x 0.5) .s
Masonry w u a MRW'
Losic MKCap
Mechanics PMQP Mathematics MMCap
Mountain Climbing (PMPow + PNPow x 0.5)
Phaeree Flora & Pauna MMCap
Sculpture (SMCap + SPPow x 0.5)
Phaene Fdk & Culture (SMCap + SPCap x 0.5) s
Smithin@Veldlng PMCap
Street-wise s m p .s
Subterranean Orientation m p
Subterranean Orientation map.
Su b t e m e a n AWh MMCap
Alchemy' SMCap . Subtenmean /8th
Survival . p- ' r ' f
MMCap
(PMPOW + m a p ~ 0 . 5 ) .
Endurance'
Handlcrafts/Handlwork
Alchemy* .
SMCap
Wpe ( m c a p + m ~ a xpo 5)
Phaeree Flora & b u m MWP Forelgn Language:(choice1 MMCap
Yhzree Folk & Culture
Survival
(SMCap + SPCapx 0.5) s
PMCap . W d g n Language: ~cholcel MMCep.
Spele~OaY p"CaP
Heka Power
(Psychogenlcs, PhySlcal)' Heka Anvu
(Psychogenla, Mental)"
Base STEW Total
''The OM wlU assign a Psychogenics. Physical Power.
THE KNOWLEDGE/SKILL AREAS scious coordination of newal input; and (2)That whlch stresses the
Physical, relying more on keenness of senses for its operation.
What a K/S Area Is And Isn't The Vocation of the HP will affect the sort of Perception the
Before we venture any further in our discussion of Knowledge/Skill individual has, although those with a Spiritual Vocation can opt for
Areas, it is important to clarifythe concept of the K/S Area and its use. either. Before going on, note that HPs are able to acquire Perception
Simply put, a K/S Area is an indication of a persona's relative knowl- in both TRAIT Areas, and actually possessing such dual ability allows
edge or skill in performing or understanding some activity or body of an individualto make huoPerceptlonrolls If desiredl CThiscan be a big
information. The individual STEEP scores are measuring tools that advantage, indeed.) It is obvious that in a game such as this there is
show what Heroic Personas are better or worse at-like a yardstick for avery great need for acuity of Perception. Because there are two sorts
abilities. Personas have acquired these skills or knowledge within of this K/S,the means of determining each ate somewhat different
specific subjects over years of practice and or training. than other K/S Areas, and even separate from some of the modular
Merely possessing a K/S Area is not a guarantee of success when game portions of the Dangerous Journeys line.
applying such knowledge or performing related actions, however. Heroic Personas with a Mental 'IRAIT Vocation must take Percep
Furthermore, expertise within a Knowlec&e/Skill Area does not grant tion (Mental).Those with a Physical TKAlTVocation must take Percep
Heroic Personas across-the-board mastery within the overall field, for tion (Physical).Personas with aspiritual Vocation are allowed toselect
they are meant to be simplifications of relative capability in a s o m e either form of Perceptfon.
times very broad area. Just because a persona may have skill in Here are the formulas for calculating Perception STEEP:
Dweornercmfting, for example, that persona would not be able to -
Perception (Mental) SIEW 2D 10 + PNCap
+ 5 if the HP has a Physical TRAIT above 1 0 0
identify the purpose of a particular rune or sigil, although the charao
ter may have a very good idea of its function. This, in short, is what a + 5 if the HP's Vocation is Mental
K/S Area is: a chance at application of some talent or familiarity
toward success in a related endeavor. -
Perception (Physical) STEEP 2D10 + MRCap
+ 5 if the HP has a Mental TRAIT above 1 0 0
Universal K/S Areas Known To AU HPs + 5 if the HP's Vocation is Primitive
There are Areas of knowledge and/or skill which are either broadly It is plain that a persona with a Physical Primitive Vocation will have
held or absolutely common to all personas. These "universal" K/S 10 additional S'EEP points and thus, on average, be the most physi-
Areas have a direct relationship to the SEC of each character, as will cally perceptive sort of individual.
be evident in each description's formula. The Heroic Personas will Riding: For game purposes, it is assumed that all HPs have some
have the following K/S Areas added to their "bundles": ability in Riding. The gamemaster will determine the sort of riding
Etiquette/Social Graces animal@)which is (are) applicable to the persona. In most cases, the
Native Tongue horse and mule will be standard riding beasts, while the camel will
Perception supplant it in desert and Azirian wastelands. Note that the Pirate
Riding (Boatingmay be substituted) Vocation replaces this K/S Area with Boating. The gamemaster may
Trade Phonecian (humans only) also decide that certain HPs will have Boating rather than Riding
Spaces for each are provided on the M y t h u s sample HP PToAle because of their native country.
Sheet in the back of the book. Use copies or whatever substitute you The formula for calculating Riding STEEP is:
wish. Note the K/S Areas thereon, and then find the STEW score for Riding STEEP = Class Level x 5
each as explained in the following material. + PMCap if the HP's Vocation is Physical
Etiquette/Social Graces: This is a Mental TRAlT KJS Area which (Use PMCap + PNCap x 0.5 for Boating K/S Area STEEP.) Refer to
every persona possesses. All participants must read the description Riding or Boating K/S Area description as applicable.
of this ability to understand its importance (see "K/S Area Descrip Trade Phonecian: Human HPs will each have at least a smattering
tions," Chapter 11. page 137).To find a HP'sSTEEP, use the foIIowing of this language in order to allow them to communicate as they
formula: adventurethroughout themilleu. Non-humans (Alfars,Alfens, Dwarves,
Etiguette/Social Uraces STEEP = Class Level x 5 Elves, and Gnomes, et a/.) will substitute other languages as ex-
Players with Heroic Personas of Primitive Vocations place their plained immediately hereafter. The STEEP formula for the K/S is:
score in parentheses, and then note a "5"outside the parentheses-- Trade Phoneclan STEW = Class Level x 3 + MMCap
this being the amount of E/S STEEP they have outside their own Again, be sure to refer to the description of this ablllty for detalls.
Culture Area and in civilized states. Non-Human HP KIS Additions: Non-human HPs will have a Na-
Native Tongue: This is also a Mental TRAITK/S Area. To determine ture Tongue. Those of Ptzrie sort will have PBir Speech; those of
starting STEEP, use the following formula: Borderer nature will have Hobgoblin Tongue; and those of aoblln
Native Tongue SmEY = Class Level x 5 + MMCap sort will speak Uoblintalh. The formula for flndlng ability Is:
Again, it is necessary to refer to the K/S Area descriptions for
complete information.
-
Nahre Tongue S'EW Class Level x 3 + MMCap
In addition, non-human HPs will each be able to use the human
Perception: In the Mythus game milieu there are two basic sotts language of the locale which is contiguous to their place on Pheree,
of this ability: (1)That with an emphasis on the Mental and subcon- i.e., the place where they are 'commonly' reported on /Em.In most
cases this is clear, or broad enough to allow player decision as to Urace.sK/S (7x5). Adding his Mental Mnemonic Capacity (MMCap)of
which language the HP will know. In all cases, the gamemaster will 18to this number, we come up with a total of 53STEEP polnts for his
decide the final outcome, of course. Human language ability formula Naffve Tongue K/S. Then we roll 2D10 t o begin determindon of his
is the same as for Nature Tongue: Perception (Physical). We get a 9 followed by an 8 (17 total) and then
Human Language STEEP = Class Level x 3 + MMCap add hls MRCap of 18, for a total of 35 for that K/S Area.
Both Nature Tongue and the human language are simply forms of To calculate his RidingSTEeP, we add the 35 (Class Level 7 x 5)to
speech with reading and writing applications, of course. his PMCap (because of the primarily Physical TRAlT W o n of
Cavalier).This gives us a Ridlng STEeP of 55.
Additional HP Knowledge/SkiU Areas Trade Phoneclan is done a little differently. This time we multiply
As mentioned earlier, Heroic Personas will each have unique K/S hisClassLevel of 7 by 3to get 2 1, then add his MMCap of 18.' h e result
Areas in addition to those possessed by virtue of their chosen Voca- is a 3 9 for his STEEP in the n a d e Phoneclan K/S Area.
tion. These serve to add to each persona's individuality and enhance We perform similar calculations for hls Vocational K/S (those
overall abilities unrelated to the Heroic Persona's fields of expertise. listed in the "bundle" for Cavalier). After finishing that, we use the
Determining How Many An HP Gets: In addition to the Knowl- precedingtable to lookupwhat extra K/S Areas he is entitled to. Dirk
edge/Skill Areasgranted for Vocation, all HPs have a number of extra has the followingTRAlTscores: M 89, P 99, and S 79, which, when
K/S Areas of their own choosing. How many and what kind of other found on the ciiart, translate into three bonus Mental TWUT K/S
Areas are possessed depends on an HP's TRAIT scores, as shown on Areas, three bonus Physical TRAlT K/S, and three bonus Spiritual
the Bonus K/S Areas table, below. TRAIT K/S.Additionally, as Dirk belongs to a Physical Vocatlon, he
Also, the Heroic Persona will have one more Knowlec&e/Skill under gets one extra Physical K/S for a total of four. That means Dirk gets
the TRAIT classification related to that persona's Vocation. Thus, an 10 extra K/S Areas total.
astrologer with an S of 110, an M of 93, and a P of 70, for example, Next we proceed to the K/S lists (pages 99-1 00) to choose which
would have five extra Spiritual K/S Areas, three extra Mental K/S additional K/S Areas we will take. We decide to do the Mental Knowl-
Areas, but only two extra Physical K/S Areas. edgejSkil1 Areas first, and pick out Appraisal, Oeography/Forcign
These additional Areas may be chosen from any one of the K/S Lands, and History. We roll 2D10 for each and get 15, 1 1 and 13. After
Areas listed beneath the appropriate TRAIT. To find the STEEP score adding in his MRCap of 18 to the first, and MMCap of 18 to the other
for each additional area, roll 2D10 and add in the appropriate AT- two, we add them up to find hls final scores of 33,29, and 3 1 for these
TRIBWE. three. To finish the rest of the extra K/S Areas, we repeat the proce-
dure for the other two 'TRAIT tables.

Enhanced STEEPOption: If your HPis human, not an Alfen, Alfar,


Bonus KIS Areas etc., your gamemaster may allow you to choose not to take one
TRAIT Score Additionaf &B Rress additional K/S Areadue your Heroic Persona's Vocational TWUT, but
36-53' 1 instead to spend those points among your HP's other K/S Areas In
that TRAIT. To find out how many points you'll have available to
spend, go ahead and calculate a number of STEEP polnts as if an
4 additional Knowledge/Skill Area were beingadded. Use the hlghest
TRAIT ATTRIBUIE score, and roll 2D10 as usual, addlng the AT-
range are possible d u e to TRIBWE number to the result. Then distribute the STEEP points
amongst your HP's existingK/S Areas in the appropriate TRAIT Area.
No fewer than 2 and not more than 6 STEEP points may be added to
any K/S Area score.
Example :A player with a mountebank Heroic Persona decides to
This concludes the bulk of your work for the initial determination spend the additional Mental TKAlT Knowledge/Skill Area from the
of Knowledge/Skills, though there are other modifications possible HP's Vocation as extra STEEPin existlng Mental TRAlTK/SAreas. The
due to specialization, age, birth rank, and background "quirks" which HP's highest Mental TRAIT ATTRIBLTlE score is 2 M n Mental Rea-
are covered below. For the most part, any further additions t o your soning Capacity-so t o that score of 20 the player adds the results of
levels of Study/Training/Education/Experience/Practice points will a roll of 2D10. aetting lucky, the player and throws a 7 and an 8, for
have to be acquired through the expenditure of Accomplishment a total of 15, s o there are now 35 STEEP points to spread around in
Points (see Chapter 1 1, page 134), which are gained through adven- the HP's MentalTRAlTIVSAreas.The player decides on the following
turing. The use of K/S Areas and STEEP points is explained under T h e additions:
K/S Operational System," on beginning on page 123. Criminal Activities, Mental: + 6 to 26 Base STEEP.
aambling: + 6 to 2 2 Bme STEeP.
Example: Here's an example of determining Knowledge/Skill Ar- Appraisal: + 6 to 1 8 Base STEEP.
eas STEEP. As Dirk aalligher is of the non-hereditary aristocracy, Deception: + 6 to 1 4 Base STEEP.
Aristocrat 1, SEC 7, he has a STEEP of 3 5 in his L%quette/Social Dweomercmfl: + 6 to 14 Base STEEP.
Let's assume that this HP has a total MTRAlT of 106, so t h e player specialization there. You cannot specialize In more than o n e Sub-
has added four K/S Areas-Apotropaism, Demonology, Ma$&, and Area in o n e K/S, though when your STEEP with that K/S reaches the
Spellsongs. However, considering that t h e HP will often be posing as point where you have allthe Sub-Areas you may "Proof" half of them
some other sort of persona the player ignores these K/S Areas and (drop fractions) so that they don't take the penalty.
instead puts the remaining 5 STEEP points into the Heroic Persona's Furthermore, y o u may n o t s p e d a l i z e in a K/S that doesn't
ED'quette/Social Oraces total, s o that the HP will be more convindng have Sub-Areas, n o r may t h e Weapons, Special Skill Area o r any
when assuming the guise of an aristocratic persona. Thus, all 35 Heka-producing WS Area b e Specialized in. Note that you can
STEEPpoints are used to build up existing Knowledge/Skill totals, and take u p Specialization in a previously unSpeclallzed Sub-Area
the HP is much more able in those six Areas. after creating your HP. If you have sufficient "slots,' you may d o s o
a t any time when you a r e spending your Accomplishment Points,
Knowledge/Ski~ Sub'Areas though this c o s t s extra points t o do, requires more training tlme
As you may have noticed, s o m e of t h e K/S Areas are wider in scope (see "Accomplishment Points,' page 134), and will c a u s e the
and cover a larger array of knowledge than others. The bigger o n e s are effective STEEP levels of your nonSpeciallzed, non-Proofed Sub-
divided into several "Sub-Areas." Upon taking such a K/S, you get t o Areas t o drop by half as well.
choose one or more of the Sub-Areas to start out with. To see how this all works out in p r a d c e , look at the following
Mote, however, that while the following tables apply to most K/S example.
Areas, they are not accurate for all of them. Check t h e K/S lists (page Example: One of Dirk Qallighef s K/S Areas Is Arms &Armor, and
99-100) for notes regarding which o n e s work differently-i.e., those that K/S Area is divided u p into Sub-Areas as follows:
marked with a bullet (.). Not all K/S Areas, of course, havesub-Areas; 1. Forging Swords
most of them you will be able t o use in all situations covered by their 2. Forging Other Edged Weapons
description. Also, a s your HP'sSTEEPgoes u p through experience, so 3. Making Other Non-Edged Weapons
does the number of Sub-Areas. Finally, exactly which Sub-Areas any 4. Making Bows And Arrows & Pletching
particular K/S possesses are described under t h e "K/S Area Descrip 5. Making Crossbows And Quarrels
tions" (Chapter 1 1, page 137). 6. Making Plate (fltted) Armor
The num ber with which an HP begins depends o n that HP's starting 7. Making Chain Mail
STEEP, and is listedon thesub-Areatable. Note thatifyourSTEEPwas 8. Making Lamellar Armor
36, for instance, you would start out with three ofthesub-areasin that 9. Making Armor Of All Other Sorts
K/S. Write the names of your Sub-Areas alongside the numbers of 10. Making Shields Of All Sorts
their respective K/S Areas (that is, the number of the K/S Areas' slot) Since Dirk h a s an Arms & Armor STEEP of 35, we can choose three
on your HP sheet in the section provided, and whenever you use said of the above for him t o be profldent with, and we d e d d e to take
K/S, you are limited to using it in the Sub-Areas known. numbers 1, 4, and 7 (Forging Swords, Making Bows and Arrows &
Retching and Making Chain Tqaii). These, then, are the only types of
arms and armor h e starts out knowing how t o judge, maintain, and
fabricate.
SubMArea Table Suppose that, o n second thought, we decide to have Dirk Special-
STEEP
1-20
# Sub-Areas
1 -3 ize in the Chain Mailsub-Area. As his Arms & Armor STEEP is 35, he
can normally choose three such areas t o start wlth, but since he Is
Specializing. h e must give two slots t o Chain Mall, thus staNng with

4'
All

'All, if the total number of Sub-Areas is less than


-I e!
only two Sub-Areas instead of three. The advantage is that not only is
h e a n expert In the care and quality of chain mail, he also has the
ability t o make it--all at a n effective STEEP of 5 2 (35x 1.5), though
because of this he's not as good with the forging and worklng with
swords, having only a STEW of 17 with them.
six.
Now imagine that, after a lot of adventuring Dirk's Arms &
a & 1 A
ArmorSTEEP eventually rises t o 5 1 a n d h e now has all of the S u b
Optional K / S Sub-AreaSpecialization: An interesting option t o Areas. Since there a r e 1 0 of these, h e can "Proof" flve of them s o
consider, if the QM agrees, is specializingin a K/SSub-Area. When you that h e c a n u s e them a t his full level (of 5 1 ) instead of only a t 25.
utilize a Specialized area, the effective number of STEEP points your We decide t o have him "Proof" F o r g h g Swords, Fo@r~g Other
HP has is mdtiplied by 1.5 (drop fractions) for purposesof determin- Edged Weapons, Making Bows a n d Arrows & Fletching. Makir~g
ing whether it is successful. On t h e down side, all your other Sub- Crossbows a n d Quarrels, and Making Shields o f All Sorts. So now
Areas (in that K/S) perform at only half your normalSTEEP. Also, when h e h a s Chain Mail expertise a t 7 5 , t h e five 'Proofed" Sub-Areas at
choosing a Specialized Sub-Area, you must give it two "slots" instead 51, and t h o s e remalningat a n effectiveSTEEPof 25. We note each
of the normal one. of t h e s e levels next t o t h e n a m e s of t h e respective Sub-Areas o n
You may wish to record your effective STEEPalon@de the name of Dirk's HP sheet.
the Sub-Area o n your HP sheet, or otherwise indicate that you have a Optional K/S Sub-AreaDelay: Somegroups, particularly those
that are using the Advanced Mythus rules for the first time (or that
are in a particular hurry to start adventuringl) may choose to delay
the choice of Sub-Areas in some or all of their HPs' K/S Areas. KNOWLEDGEISKILL AREA
That's fine, with the following proviso: When the CtM asks for a roll LISTS BY TRAIT
against a particular Sub-Area from a player who has not yet Detailed hereafter are the three lists of all the K/S Areas and their
designated Sub-Areas, the player must decide at that moment A'ITRIBURS, one llst each for Mental, Physical,and Spidtual Wits.
whether or not to assign the Sub-Area to the HP. If the player You may use these to pick out your HP's extra Knowledge/Skllls. Por
decides "yes," the HP may use the Sub-Area immediately, and will a complete description of each Area, s e e 'me Knowledge/Skill Area
have that Sub-Area from now on. If the player decides 'no," the HP Descriptions,' Chapter 11, page 137.
may not use that Sub-Area at the moment, but the player retains When using the lists, keep in mind the followingnotations, which will
the option to assign the Sub-Area at some future time. This rule appear behind the ATTRIBUIE modifier. A bullet. "a,' means that them is
allows new players to gain a better idea of what each Sub-Area somethingdifferent from usual about the way thatthe K/S works, such as
covers, before having to choose, and it also allows for HP visualiza- the rate at which Sub-Area are gained and thatyou should look it up for
tion to occur over a period of time, rather than all during persona details. An "s"means that the K/S has Sub-Areas. An asterisk beside a
creation. KJS entry indicatesthat it is a H e k a g e m r a t h g Knowlsdge/Sklll Arm.

Mental Knowledge/Skill Areas a

Area ATTRIBUTF:
Agriculture MMCap s
.
Apotropaism'
Appraisal
Architecture
Astronomy'
Biography/aenealogy
(MMCap + MRCap)~ 0 . 5
MRCap
MMCap
MMCap
MMCap
Influence
JoumaUsm
Law
~guistlcs
MRPow
MRCap s
MRCap
(MMCap + MRCap) x 0.5 -s
MRCap
1
Biology MMCap Up Reading & Sign Imguage MMCap me
Botany MMCap Utelature MMCap
Business Adminisbation (MMCap + MRCap) x 0.5 Losic MRCap
Chemistry MMCap Magick* MRCap
Criminal Activities, Mental MMCap 8s Mathemath MMq
Criminology MRCap Medicine, V m MMCap
Cwtqlraphy (MMCap + MRCap) x 0.5 Military Science (MMCap + MRCap) x 0.5
Current Events (MRPow + MMPow) x0.5 Native Tongue MMCap .
Deception MRCap Rwigation (MMCap + MRCap) x 0.5
~ern&ology*
Domestic Arts & Sciences
MMCap .
(MMCap + MRCap) x 0.5 .s
Perception (Mental) PNCap s
P h s e Rora
~ ~ & Fauna MMCap
DweomercrreTt' MMCap .s Political Science (MMCap + MRCap) x 0.5
Ecology/Nature Science MMCap Public AdmMstnation MRPow
Economics/Pimnce/lnvesting (MMCap + MRCap) xO.5 s Rarities MMCap
Education (MMCap + MRCap) x 0.5 Socioloay/Culture MRCap
Engineering (MMCap + MRCap)x 0.5 s Spellsongs' (MMSpd + MRSpd) x 0.5 .
Engineering, Military (MMCap + MRCap) x 0.5 ~ u ~ e r m e firth
an M M C e~ ~
Espionage (MMCap + MRCap) x 0.5 s S ~ ~ Y % ~ ~ P W ~ P MRCap ~ Y
EtiqueUe & Social aracea MMCap Trade Language MMCap
Foreign Language+ MMCap . Toxicology MMCap
FoNflcation & SiegecraR MRCap s Weapons, Milby, All a h e r (MMCap + MRCap) x 0.5 s
ambling (MMCap + MRCap) x 0.5 .s Zoology MMCap
Oarnes, Mental MRCap s
aemology MMCap 'Heka-producing W9 Area. (See the Mytbrr MqUr book)
Qeography/ForeignLands MMCap +See page 101 for a complete UJt of mw&n L a q p q p of
Oeology/Mineralogy MMCap IEN1. -the ForlegnlmgmgeK/SAreaM p t b n (page147)
for complete informetfon q a d h g c m e m ablllly, dc.
Physical Spintual
Knowledge/Skill A h s Knowledge/Skill A reas
Area ATTRIBUTE Area ATTRIBlJE
Acupundure PNCap Alchemy' SM(;I~ .
Acrobatics/Oyrnnastics (PMCap + PNCap x 0.5) s Animal Handling !3I'l~u~+
Arms & Armor (PMCap + PNCap x 0.5) s
Boating (PMCap + PNCap x 0 5 )
Astrology*
Clothwork PNCap Ruffoonery
Combat, Hand-to-Hand, Lethal (PMCap + PNCap x .5) s Charismaticism
Combat, Hand-bHand, NokLethal (PMCap + PNCap x 0 5 ) Coqjuration*
Combat, Hand Weapons (PMCap + PNCap x 0 5 ) s Divination'
Combat, Hand Weapons, Missile (PMCap + PNCap x 0.5) s Exorcism '
Conslruction PMCap Fortune Telling* W L i p .s
Construction, Naval
Construction, Transport
PMCap
PMCap Herbalism' SM(,<II, .
Criminal Activities, Physical (PMCap + PNCap x 0.5) s Impersonation SMPow
Cultured Palate PNCap s Jury-Rid ng SMCap
Disguise PNCap Leadership SM<'di)
Drawing PNCap Magnetism Sf'f'ow
Endurance' (PMPow + PNPow x 0.5) . Medicine, Oriental (SMCap + SPCap x 0.5)
(PMCap + PNCap x 0.5)
Escape
First Aid PNCap
Mediumship' SPCap .
Qames,Physical (PMCap + PNCap x 0.5) s Metaphysics' 4Y( .
Gemsmith/Lapidary' (PMPow+ PNPow x 0.5) s Multiversal Spheres & Ylancs StJLq~s
Handicrafts/Handiwork PNCap Musical Composition' SMCap .
Heka-Forging* (PMPow + PNPow x 0.5) .s Mysticism ' SPCap .
Huntinuracking PNCap Nature Attunement SIT'ID.\

?- Jack-Of-All-Trades
Juggling
Leatherwork
PMCap .s
(PMSpd + PNSpd x 0.5) .s
PNCap
PNCap
PMCar,
Necromancy'
Occultism*
Painting (Artistic)
Pantheolog'
SMCap
SMCap
SMCap -5
.

3
Mechanics PMC& P h z r e e Folk h Culture ISM(:al) Sl'c.,rl) . ().')I \
Mines & Mining PMCap Philosophy SMCap
Mountain Climbing (PMPow + PNPow x 0.5) Poetry/Lyricsb SMCap .
Music PNCap .s Priestcrzeft' sPlC;~p.
Perception (Physical) MRCap s
Religion SMCap .
Police Work (PMCap + PNCap x 0.5) s
Printing PNCap Sculpture (SMCap t SPPow x 0.5)
Riding PNCap .s Sorcery' SMCap .
Seamanship (PMCap + PNCap x 0.5) s Street-Wise SYCap .s
Smithing/Welding' PMCap Thespianism sl'~:<q)
Speleoloay
Sports
PMCap
(PMCap + PNCap x 0.5) .s
Witchcradt* SMCap .
Su bter~ane~m OOrntation PNCap . Writing, Creative
YW'
SMCap
SMCap .
Surveillance/Security PNCap
Survival PMCap
Swimming/Diving (PMCap + PNCap x 0.5)
Tolerance PNPow
Travel (PMCap + PNCap x 0.5)
Weapons, Special Skills PNCap .s

'Heka-producing K/S Area. (See the Mythus Magck book. ) b


Quick Reference List of Foreign Languages
A:$wptian Farsi Lantlan Dialect Phonecian Dialed
A;gyjtian I)i,ilcc.t Fxsi Dialect LAn Quechuan
Annamese Francodeutsch Latin Dialect Roumanian
Armenian French Lemurian Siamese
A~L~ritLit~ French Didect Lemurian Dialect Skandian
Atlantlan 1)ialcct Grecian Lemurian-aleffa Skandian Dialect
Bantu Qreek Dialect Lemurian-dekasta Slavic
Bantu Dialect Hindic Lemuyan Slavic Dialect
Bcniyorob Hindic Dialect Magyar Soumi
tkrbcrian Iberian Malayan Soumi Dialect
Boideutsch Iberian Dialect Malayan Dialect Sumerian
Brythokelltic Iroukian Manchurian Sumerlan Dialect
15~1lgari,iri Kelltic Mongolian Suskirouk
Burnicsc Kelltic Dialect Mongolian Dialect Teclan
Canlese Khazirian Nepalese Ti betan
Chcrokeelroukian Kongolese Neustrian TurkioSumerian
Chincsc Lakota Nipponese Vardish
Chincsc 1)ialcc:t Lakota Dialect Nipponese Dialect Vardish Dinlcct
Dcutsch btian Phonecian Vlach

V V

Phm-ee Languages* Ancient, Arcane, Dead


Dccvish
Urowish
& "Lost" Languages
Ancient Sumerian
Elvish
Arachnidian Script
F;tir Speech
Ooblintalk
Arcane Maglckal
Gnomish Classic Qeek
Hobgoblin Tongue Etruscan
Oniese Exotic Afrikkan
Yaricsc Hiero-Egyptian
Shughitc High Atlantlan
Sphinxian Imperial Latin
Trowish Kelltic Druidical
Lemurian Pictogram
'Many others exist but are not commonly known, Lost Farsi
Ict alone taught. The gamemaster might expand this Old Chinese
list, s o check to see if more are available tol$ou. Unknown Tibetan
Note: Pnzree languages in italics are common Vedic
languages utilized by the various folk d w l l i n o on that Y'dragi Runic
world to converse with one another.
MORE HEROIC PERSONA DATA lnner Qliness of @d m (-4 or-5). just as a merry gazc or a serene
Now that you've finished with your persona's K/S Areas, the next countenance might be indicative of lnner Beauty noted at a glance. Oncc
thing to d o is to come u p with t h e HPs aeneral Information-that is, the persona in known,however, the modifier will affect Attndivencss. In
appearance, luck, age, background, personality, and all of the other cases where this brinp a persona into Extreme Attradiveness ranges,
kinds of things which will help t o bring a persona t o life. onty EPs will be treated thus-and then only with regard to n q p i v e
Attractiveness. Others, with Attractiveness rnodifled to above 20. will
Attractiveness remain at the maximum (20),but those personas will be especially loved.
The first thing t o d o is t o make a roll of 2 D 6 t 8 for an Attractiveness venerated, trusted. etc.
score. This must be d o n e prior t o writing the descriptive notes
regarding your HP. While Attractiveness d o e s not have a direct effect Joss
on the mechanics of the game, it d o e s have agreat deal t o d o with how The next thing to d o is todetermine how many JossFactorsyour I1P
your HP will be treated by all other personas. The results of the roll can starts out with. The term "Joss" is Pidgin English for the Latin word
be referenced o n the following table, which indicates what each deus, and in t h e Mythus game it indicates a combination of Iuch,
number represents. Though t h e dice roll can yield a result of from 8 karma, fortune, and t h e like-having it around comcs in vcry hmdy.
to 20, results a s low as 1 are listed because HPs can have such a rating All HPs have Joss Factors, a s d o s o m e very tough EPs and a few other
after age modification. Ratings lower than; 1, however, are never important types of personas. The most J o s s anyone ~ 3 have n is 1.1,
present in normal, healthy humans, and ratings higher than 1 8 are and the initial amount for HPs is determined by a roll of D'Yu on the
likewise beyond the HPs. In fact, only perhapsone ortwo peoplesince Initial Joss table. Don't b e too worried if you make a bad roll, a s higher
the beginning of time haveever had Attractivenessscores higherthan levels of J o s s c a n always b e earned through adventuriq. The rules
that. Such lows and highs will, however, show u p quite oRen in t h e governing Joss are given in Chapter I I, page 129.
various supernatural foes of humanity, and t h e HPs are advised to Example: 'The cavalier, whom we have named Dirk Gallighcr, is
treat them with caution, for such sights can b e a truly mind-warping now ready t o see how many J o s s Factors he starts with. We h k c a
experience! For the effects of Extreme Attractiveness, s e e "Heka And couple of warm-up rolls, and, after getting a lucky 92, tlccidc that
Heka-like Powers List," Chapter 15. we're ready t o roll for real. Our result is 73, which comcs out to t ) t I I
Joss F a c t o r s n o t bad a t all! Dirk starts out a s a fairly lucky fellow.

HP Attractiveness
Qeneraf Descllption
Initial Joss
02-03
04-07 Homely D% Rdl Joss PBctors
08.09 Plain 01-08 2
10-12 Average 09-16 3
13-15 AttractiveICute 17-24 4
16-17 Handsomepretty
18 Strlklng
19 Beautiful

Inner Beauty/Ugliness: While players will develop the Spiritual


and Mental "self," factors which generally compose t h e statistic for
lnner BeautyJJgliness of their HPs, this isn't really possible for most,
if not all, Other Personas in the campaign. Therefore, thegamemaster
may generate such a modifier by t h e use of 1D10. Odd numbers are
positive enhancement to the Attractiveness score; even numbers are
negatives red~lcingAttractiveness. That is, the a M simply treats 1.3,
5, 7, and 9 a s + I , +2, +3, +4, a n d +5 respectively; 2, 4, 6, 8 , and 0 Birth Rank
co~intinga s -1, -2, -3, -4, and -5 respectively. Thus,positiveaddition While Uli information is possibly less important than AUratljvcnc%s,it
reflects some degree of Inner Beauty; negative deduction reflects a like gives you agood feel forwhat your Ws farnlly was like. Also, the OM might
degree of Inner Ugliness. The modifier is used only when the persona has event~allybring into play a few of the players personas' siblinp and other
the opportunity to interact to s o m e considerable degree with others, relatives to help and/or complicate things m y . In order to dckrn~ine
however. It doesn't affect outward Attractiveness at all, usuallJcalthough starting Birth Rank players must roll Doloon the Birth Rank table and find the
a ooldeyed appearance or a slight cruelty to the mouth might b e signs of result under the Ws geIIeral SEC ratings (Lower, Middle, or Upjxr Class).
Special 7th Child Table A
P Rank
Birth Rank
Lower Class Middle Class Upper Class
W6 Roll
0 1-30
51-60
Birth Rank
7th Child
7th Son or 7th Daughh
1 st Child 01-10 01-15 0 1-25 6185 7thWdofa7thChild

1
2nd Child 66-70 7th Son or Daughter of a 7th Child
3rd Child 7 1-75 7th Child of a 7th Son or D a m r
4th Child 7680 7th Sonpaughter of a 7th Daughler/Son'
8165 7th Son/Daughter d 7th Son/Daughter*'
5Lh Child 86-90 7th Child of 7th Child Parents
6th Child 91-94 7th Sonpaughter of 7th Child ParenLs
7th Child' 95-97 7th Sonpaughter of 7th Child & 7th I)eughter/.%n Parcr~lst
8th-9th Child 96-99 7th Sonpughter of 7th Child 8: 7th Sonparghkr Parentst t
10th + Child 00 7th Son/Da@ter d 7th Son/Daughter Parentst t t

"Whicheversewyour HPIs, the parent 1s the 7th of the o w t e sex.


If your HP turned out to be a 7th child, you have gained additional
"Whichever sex your HP Is, the p e n t is the 7th of the same sex.
benefits, and you must now roll again to find your own particular status tWMcheversexyourHPIs, onepuenti8the7thof the oppositesex, and the
f' and the birth rankofeachofyourparents. Ifoneorbothofthemwasalso other is a 7th child.
a 7th child, then, a s per the legends, you have been specially giRedl Roll ttWhk:heversexyow HPL, one parentis the7th oflhesamebex and the
again on the following table to determine your exact heritage. other is a 7th child.
tttHothdyourH~~parents~1eeechthe7thofthelrsexandyourHPLsthe
7th of hisper sax.
Noti?: After finding the facts of Birth Rank on the table above, consult lhe
following table to flnd whet Spedal Advantages are @antedby thls rank

7th Child Special Advantages


Birth Rank Added J m s M Bonus P Bonus' S Bonus' Heka K/S Bon ust
7th Child
7th Son
7th 1)aughtcr
7th Child of 7th Child
7Lh S o n of 7th Child
7th Daughter of 7th CNId
7th Child of 71h Son
7th Child of 7th Daughter
7111 S o n of 7th 1)aughtcr
7th Daughter of 7th Son
7th Son of 7th Son
7th Daughter of 7th Daughter
7th Child of 7th ChUd Parenk
7th Son of 7th Chlld Parents
7th Daughter of 7th Child Yarenk
7th Son of 7th Child &
7th Daughter Parents
7th 1)aughterof 7th Child &
7th Son ParcnLs
7th Son of 7th Son &
7th Child Parents
7th I);~ugIitcrof 7th 1)aughtsr &
7th Child ParcnLs
7th Son of 7th Son &
7th Daughter Parents
7th Ihughtcr of 7th Daughter &
7th Son Parents

'If a limiting CATWORY is mandated, it is shown immediately after theTRAITindicatorletter. Lettern In parentheses ( ) assume the letla S
before each.Thus, (M/P)is to be read SM and SP. MRindicates Mental ReasoningCAlEilORY, SM Indicated Spiritual Metaphysical. etc. If only the
TRAIT indicator letter appears, the individual may place the added point in whatever ATTRIBUTE of the TRAIT dalred, add it Lo the proper
CATWOKY, and on tothe TRAITtotal.Forexample, if an HPhas2 M points to add, the playermight dedde to place one each in MRCapand MMCap.
Each CATEQOKY is then necessarily boosted by 1 polnt, and the HP's total Mental TRAIT score is now 2 points greater.
tlf the HY already hes Psychogenic K/S ability, then this amount of S'EW is added. but the gamemaster will dlrect the player to add the
additional STEEP as follows: Spldtual K/S Area first, Mental second, and Physical last if neither Splrltual nor Mental Psychqlenlcs K/S me
possessed, Note that If lhe HP already possess a Heke-Engineered power of aTRAITtype listed, the player may opt to gain a new one or simply
add STEEP to the exlsUng one. For example, an HP whose Blrth Rank ylelds a Spiritual Hekeengendered power, and who already possessessuch.
may add the SEEP points to that existing one or else take a new one at 21 or 28 STEEPas indicated above.
- "
Background And Quirks these areas tor cach particular age prior to !he 2 3 3 5 cxtcgory (or nun-
m c r filling in yo~lrAppearance and Birth Rank the next thing to d o is human equivalent), and the curr~ulativccffccts of aging 1hcrc.lftcr.
to establish some general information about your HP's m e , background Thus, theresultsofeach lineshould be regarded intlc~x?rlcIcr~tly of Iht
personality, and thelike. (Ageisimportant beclauseit mayyieldSTEEPand others before the 25-35 range; after that range, liricl ltic c:~~nitll.rli~c
ATTRIBLrlF:modifications.) These can be just about anything you want, results. Note that during a campaign, the p m c r n a s t c r will likcwise
though your appcarancc should reflecl your A7TRIBUES (a high PMPow take these tables into account a s your Heroic Persona ages!
would s ~ a sa tni~~scular build, for example). STEEP: This is the amount of the bonus or pcn;~llyLo ;in Ill"s 101.11
Age: Onc very important characteristic of HPs is their startingage. number of STEEP points d u e t o age. If you ciccidcd to r11.ihc your I l l '
For game purposes, this is usually considered to be between the ages age 12, for example, you would have t o go back and rcniovc ,I t01.11
of 25 and 35 for humans, though given in this section are the rules for of 100 STEEP points from the persona's various K/S Arcas! Of (.our w
crfating advent~lrersa s young as 12 or as old a s 80. The main you would not have t o take all of them from o n c K/S, l)ut r.lllic'r wo~ild
differences d ~ l eto age are in the amount of STEEP, the level of the remove 1 0 points here, 5 points there, and perh;q)s 2 0 ~x)inl.s cis(.-
Attrdctivencss rating, and the level of the ATTRIBUTES an HPstarts out where until a total of 1 0 0 had been rcmovcd. Motc thal c)nic' Arc.,~s,
with. The following tables express the total modifications in all of such as Business ad mini strati or^ and Yolicc: Work c:oultl I)(. c11r11i-

A g e Ranges by Race
Age Level' Human* Alfar Alfen Dwarf Elf Clnome
4083 30-62 45-99 25-53
84-126 6394 100-153 51-8I
127-169 95-126 154-207 82-109
17C-212 127-158 208-26 1 110-137
36-40 85-100 21 9 2 5 5 159-190 262-315 130-165
101-116 256-298 191-222 3 16-369 166 1')3
117-132 299-34 1 223-254 370-423 194-221
133-148 342-384 255-286 424-477 222-249
56-60 149-164 385-427 287-31 8 478-53 1 250-277
165-180 428-470 3 19-350 532-585 278-305
181-196 471.513 351-382 586-639 306-333
514-556 383-41 4 640-693 334-36 1
557-599 41 5-446 694-747 362389

'For use with the tables that follow.

- - - - - -
"If you areusingErthasa base world, thentheagemnge for peoplein'civilized states' (whereproper mqickal health care is applied)
-
are acljusted as follows (by level): 4 25-37,5 38-45,6 46-52,7 53-69,8 -
60-67,9 68-75,lO 7 5 8 1, 1 1 82-87, 12 88-93, -
Adjustments by A g e Level*
Age Level STEEP" AT" MCap - HPow ~ ~ p F&pd PPow PSpd SCap SPow SS@
1 -100 t3 -2 -2 -2 t1 -4 t4 4 -1 -1

'See the main text for detailed notes concerning this table.
'For civilized regions ofRrth, use steps of + 12insteed of + 10 *Age Level 4and thereaflel: Le., + 12, t24, t36, and so forth Lo + 108
at step 13.
"'Remember: All swre aaustments are cumulative aRer this point1
nated entirely, as thwe K/S Areas requlre years of experience which Also, as you mqy have guessed by now, it's not a bad idea to decide
very few kids could possess1 The QM will assist in all such actjust- on your age before you figure out all your CAIKIORY and TRAlT
ments. totals, Sub-Areas, Damage Levels, S?EEP ratin@, etc., because, once
To add bonus STFeP, you would dojust the opposite. When ddngso, your ATFKIBW change, all of the above will have to be changed as
you m q add points wherever you like, even shrtlng new K/SAreas ifyou well1 Note, however, &it you d o not aaust your SEEP levels when
so desire. Note, however, that when you do put lna new K/SArea, you do your AlTKIBUTeS d m g e durlng the carnpalgn-only when your
notadd an ATIWBUIE rating to the totalSEEP. All you have lnthat K/S is ATIRIBLII'ESchange over the wurse of initial creation of the persona.
what you give it from the amount indicatedInthetable. Also keep Inmind Here's an example of the above process: After rolllng up a Herolc
that the ceiling on your Dwecwn-mstill applies here, and- Persona named Rafael, we decide to make him 16years old. He loses
herein lies the one exception to the abov6-you cannoC.useyour bunus 50 points of STEEP, gains 2 more points of Attractiveness, gets a
STEEP to increase aqy d y o w H e l c a p r o d d q leear~ Any improve bonus of +3to his Physical Capacity and +2 to h b Physical Speed
ments there must be gained through actual playl (Cbamemastersneednot ATFKIBLII'ES, but loses 2 points from all of his Spiritual ATlRlBLTES.
wony about that for OPs, of coursel) Theabove tablecanalso be used toapply the effectsof agingto lips
Attractiveness (Am: 'though younger people tend to be much who have been inthecampaign forawhiie. Keep In mind to only apply
less knowledgeable and experienced, they generally have better the additionalmodiflcat.jonssince the last aging a4justment. not the
looks and are in better health than older people. This is reflected in total listed. For example, Rafael, after adventuring for awhlle. nnally
the modifications to Attractiveness listed above. Note that the maxi- makes it to his 20th birthday. He gains 40 points of STEEP, 1 point of
mum human Attractiveness, no matter what, is still 20, though with Attractiveness, 1 point in his Physical Capacity, and 1 point in Ns
age penalties one's score can fall below the lowest rollable level of 8. Physical Speed ATIXIBUJES.
ATTRIBUE5: The remaining columns show modifications to AT-
' I R I B W . For spatial reasons, aslightJy differentmethod of abbreviation Background Detail Creation
has been used here. As usual, M, S,and Pstill mean Mental, Spiritual, and Your QM will probably want to work with you to weate your back-
Physical, but no CATEC1ORYabbreviationsaregiven asthe rnodiflcabions ground and make It flt into the campaign. Some of the broader areas
apply to both CA7EQORIESof the TRAIT. Thus if the table shows a +2In are discussed below:
PSpd for example, that means that b t b for your Phydcal Speed AT- Physical Descrl'on: 7his includes such thlngs as helght, weight.
T R I B W (PMSpdand PNSpd) are boosted by 2. One importantthing to build, wmplexion, hair (length and color), eye color, etc.
keep in mind comes up with 1 2 to ISyear-olds, who receive a higher General Description: Your persona's overall personality traits.
bonus in their FSpd than they do in their PCap ATlRlBUlES. Just keep in gestures, habits, and the like are good to put here.
mind that a persona's Speed A7TRIBURS still cannot exceed the corm Usual Dress: Your HP's general dress, appearance, and other
sponding Capacity A'ITRIBUES. For example, if a 12yearold HP named physical characteristics can be derived from your SEC and your
Myssa has a premodification PMCap of 16 and a PIdSpd of 14, even Attractiveness score.
though she is listed for 4 bonus points, she can take no more than 2 Brief Backgwnd: What your HP does and how the persona got
because, until her PMCap goes up, her maximum PMSpd Is 16. On the where he or she Is now. Be inventive but "realistic," and check it out
bright side, however, if she is still from 1215 years old when she does with the QM when youare through, to make sure it matches the QM's
raise her PMCap, then she gets a corresponding PMSpd increase free, plans forthe campaign. This is also agood t h e for the QM to hand out
because she is then allowed to take more of her bonus. what "quirks," if any, she or he feels are appropriate to your HP.
Also, keep in mind that no Heroic Persona can have an AITUBUTE Quote: TNs should be a favorite, colorful saying or two, by your
of less than 6. What this means is that if an age modification would persona which helps to illustrate the HP's personality.
reduce an A'ITRIBLTE to below 6 (fat chancel), then you can't make
your Heroic Persona that age. (Agemodificationscan raise ATlRlBUIFS Quirks (Knacks and Peculiarities)
higher than 20, however.) Likewise, if an HP has an A'ITRIBUIElowered Having finished deciding your Heroic Persona's age, working up
to below 6 due to aging over the course of a campip (seebelow), then physical characteristics, and gettinga general idea as to background.
the HPmust be putasideasthatpersonawiUnolongerbesuitableforplqy. it's time to and flnd out what the gamemaster is willing to give you in
This sho~ddn'tprove to be too much of a problem, however, as Aooom- the way of "quirks." A Quirk (or a CounterQuirk) is a special advan-
plishment Points (seeChapter 1I, page 134)can easily be spent to keep tage (or disadvantage)that individual personas have due tothe nature
one's tiPahead of theyears, and ATlRlBUTEScouldbemagiddlyaltered of their background. Such advantages or disadvantages may be very
as well. In any case, the maximum effectiveageforany HeroicPersonaIs minor, or they may be so important that they prove to be your HP's
80, whereupon the persona will haveto be retired should she or heget any prime resource. It is very important, however, for the QM to maintain
older, unless m@ckal intervention reduces the pemna's effectiveage1 game balance when handingout Quirks. None should be so powerful
It must be noted that there are certain magichal itemsoreffeds that could that an HP no longer flnds the game challenging, nor should the
reduce an HP's effective age-as with Dorian Cirqy's portrait-ht this disadvantages be so severe that an HP has no hope of survival or
matter is left generally tc the QM's discretion1 ery'oyment of the game. Por every advantageous Quirk an HP re-
finances: Finally, there is an age modification for one's bankroll as ceives, there should also be given a disadvantageous CounterQuirk
well. (Qenerallyspeaking, the older you are the more prosperous you of nearequal intensity and viceversa. Ukewise, the Q M should see
are!) This is covered under "Heroic Persona Resources" ( p q e 112). that all such Quirks fit well with a persona's background story.
Somegood examples of Quirks are as follows: 7heHeroicPemonawas tively with them,1.e.. stick to m i n a mtheqiodty d thet h e . If done
a leader of a local sbeet@ng and thus has connections with some of the comdly, however, a mqjor set of Quirks, llke thoseof the so= and
gang members and the Thieves' W d . (lhk, by the way, is different the gang leader, can add s a n e real spice to thegame. Just be careful to
h o m d does not count a g a b t - t h e HPs' regular list of Spedal Con- keep game balance in place and don't take on more thm you can easily
nectiors-see page 115.)Said c o m d o n s a ~ ~ ot hwe ~ a c c e stospechl
s handlmrc m rolepky. If you ape new to mleplqhg and/or stIU getting
information such as who's been robbing the local merchants, where comfortablewith the regulargame rules,thenyou're better off leavingthe
mercenariescan be hired, who m q have murdered whom, where black- mechanics in place. In fact, OMs m~(y wlsh to more Qulrhsaltogether,or
market weapons m q be pumhased, and the like. The persona can also only gant ones that don't affect the game quite so much, and that's
entreat old "buddies"for aid every now andthen, possibly raistnga whole perf**, too.
platoon of wellarmed Rghters at a moment's notice. As a corresponding Ifyou decldetotinkerwiththegamernechanlcswhen •’kdgnhgQuirks,
CounterQuirk, the HP Is wanted dead by an old, rival gang leader and is it is best to establish a ShoItpooensUtat appliesonIy to onepersona.The
sought after by a nearby lord as well. sorceresswho, due to her poor f#akof health, suffersdouble the&eds
In another case, an elderiy sorceresshas a large cdlection ofgrimoires of pdsom and disease, is an excellent emnple of 'fooUng around.'
and enchanted objects, and therefore is not llrnited in the Dwemer- Likewise, Dirk's Quirks can be e&ly expnmed in the form d new rules.
cmfHngSEEPby the Spiritual CATEGORIES. On the down side,she also For example, the aM could seaetly rdl lDlO at varlom times, letting
has asthma and arthritis, is blind in one eye and mostly deaf,and,due to Dirh's sixth sense give a slight wamlng if the roU was at 7 or higher.
her poor state of health, takes double the effectsfrom all poisons and mewise, Dirk could be made to roll a D l 0 whenever he wished to nut
disease (double ST'R ratirgs against her; see Chapter 12). moving only at half-rateif the roll was 3 or less
On a less radical scale,Dirkaalligher, whom we havededded wasonce Utilization of any Quirk must be controlled by the gamemsster so
a squirein the serviceof a petty noble, has developed a "sixthsense" that as to suit thecampalgn and not giveany HP (orthe wholegroup of HPs)
may warn him of impendingdanger (i.e., the OM will give him little clues too great an advantage. For example, a Quirk that enables a persona
every now and then during play). C o m p o n ~Di , has a hard time access to a bonus Forelm Language can b e controlled by llmltatlon
running due to an oldjousting ir-$uy(becausehis sIxthsensedoesn't help of frequency of making contact with others who speak that language.
when he is already in a dangerous situation!). Thus, the ClM can stipulate that the language is likely to be encoun-
The possibilities go on endlessly. The above only give you a snall tered only one day per week with a 25% probability of actual contad
samplingof what m q be possible with Quirks. Note that on basic, general with it on any glven week, and some riskof trouble If the HP Isseen too
principals, your campaign will be much better off if you play conserva- frequently in the company of such foreigners. Just what can be
learned through any source Is also necessary to limit. When flrst used,
the Quirk to encounter those speakingthat language mlght be llrnited
to peasants or immigrants-or others bearing little useful informa-
tion. Each contact thereafter might expand a bit, but in no event
should critical information be easily or readily available to anyone
just because they speak a certaln language.
Oet the picture? Just remember that the Quilk concept Is meant to
help personalizeand spiceup personas, not t o destroy thecampalgn.
Be careful with it--if you're in doubt about a Quirk, don't allow it1
Flnally, keep in mlnd that the OM is the ultimate authority in the game,
and when the ClM makes a decision regarding quirks or anything else,
for that matter, that word is law1

Quirks & Counter-Quirks Tables


These tables are for aMs to use should they be unable to thlnk d
for your HP. One roll is normally aU that will be taken on each
table, but more may be made at the OM'S optlon. (famemastersare h-ee
to callfor mils when results indicate Quirks which they don't like and/
or which wouldn't make sense for the H d c Persona in question.
Of course, some of the Hsted Quirks are more or less desirable or
powerful than others. Thesetables mainly serve as a rough guide, and
as a source of ideas for the gamemaster. Keep in mlnd how important
it is that both the advantagwus and disadvanta~wus(Counter-)
Quirks turn out to be roughly equal in effect--either from a mechanl-
cal or roleplaying standpoint. Thus, some modlflcation of the above
results will probably be necessary after rolling. For addltional Ideas on
Quirks and CounterQuirks, the OM may also wish to refer to the
supplemental tables on page 1 11.
- -- ..-" ..-".".. --..
I 0 1 02 natural :emoiogis~ Knows value, carat weight, likely. .place of orlglnation, history (If appllcable). etc. of a dlamond or colored stone with
- ~

100%minus l a 6 0 % (116 x 10 each time) accuracy.


Ambidextrous: A u t o r n a ~ ~-esly Rorenline Sub?Area of Weepom, Spccfel SMII K/S 8s an additiOZI& bonus K/s&eA
Woodsman: Add 5 STEEP to each directly related K/SAree, including use of hunihg weepons.
Qulck Mind + 1 to M TKAlT total and to the CATEQORY and ATlRlBUTE selected thereunder.
Ycrsona is a good judge of character.
(food with animals: Bonus of + 10 to Adma1 Handtlng MS.
Mesomorph: + 1 to PTRAIT total and to the CATISM)RY and ATIWBVIE selected thereunder.
Keen sensory Yerceptlon Add 10 STEEP to that K/S Area.
Hcds Menla1 damage at double normal rate.
Heals Physlcal damage at double normal rate.
Hcals Spiritual damage at double normal rate.
Innate sense of dlrcclion: Will not be lost if given 1 BT to orient.
Keen senses Pcrsona gains bonus of + 10 to Physical sensory Yerception.
Keen Mental PerceptJon: Add 10 STEEP to Ulet K/S Area.
Natural horseman: + 10 bonus to Rlding K/S.
One bonus Forclgn Language of playef s choice at 20 STE;EP.
imltator Such personas can make a sound like any animal they hear or have heard.
Persona has a good eye for quality: + 10 bonus to App&K/S Am%.
Ysychlc awareness: Can detect non-Physical manifestations per &'&c Vlsfon m.
Yh~losoph~c + 1 to S TKAIT, Spiritual Metaphysical CATWORY, and the ATTRIBUTE of choice selected thereunder
blrons swimmer + 10 bonus to Swlrnrnlng/Dlvlng. if possessed.
Well-spoken, good orator.
Imitator: Persona can sound like any person of thesame sex he/she h w heard or hears.
Able to easily rncrnorm written/slmken material, if given at least minimal time to study it.
Natural Hcka channelcr Persona has areserve of 50 Heka points which can bedrawn upon, and this reserverqeneralcs every 24 hours
Closed psyche: Such personas have no PsychqJenfcK/Sability, but hmlvearr immunity to such In each TRAlTWea Uley would othanrbe
have such ability in (or 1D3 for TiWTS-Mental, Spiritual, and Physical. tn that order).
1;xccllcnt n~ghtvision Ycrsona sees at one dass above normal human capacity In twilight through night darkness
1:xcels at one padcular game (such as poker) or sport (such as jousting). Individual gains appropriate K/S and SubArcas at 50 S'I'PW
(if not previously posressed)or at +20 (lf Itwas).
l n g Persona has a (+I20to plck any mechanfcal (key~perated)lock.
Natural l ~ ~ k - p l ~ kabillty:
M,ukrn,ln Add 5 STEEP to each missile weapon use K/S Area possessed now or in the future by Ulis persona
Ulccn thumb + 10 bonus to Ayniculhrre K/S, if possessed.
Fey: + 1 to S TRAIT,Splrltual Psychic G4TFXKlRY. and the A'ITRiBVIE of cholce selected Uweunder.
Imitator: Such personas can sound Uke any person of either sex they hear or have heard.
Si'cc~.il talcnt allows double STEEP in any non-Hekagenerating K/S.
NdLurd Vnl channcler-pcsona has a reserve of 10 Vd points which can be drawn upon. and this reserve regenexales every 24 hours
Non-Magickal Persona: Such individuals have a natural anti-Heka fleld which precludes all use of that power but confers a 20% lmmunff#
(cumulative with any other held now or later) to any Heka (benignor malign) which might opuate on Ulclr person.
I'lcx~blcPe'ersonahas contortion~st-likeabilityto move Umbs,jolnts. etc., so has a + 10 when thissod ofabllity mlght bea factor (escopiny
belnu bed UI). out of small owninas, etc.).
~harlsrnatic:Ye&na slats urith &&affclsm K/SOC 40 if not in Vomtfon bundle: +10 bonus othenvidc.
Ue detection: Yersona has a base 20% chance of UetectlM- Ues.
SLrong consbtul~onPersona has a amewe' of 2D6 Physical points above and beyond P TRAIT, although they do not count unUl W L is
surpassed.
Toxin resistance: AU poisons are at 90% STRvs. this persona.
Mechanically inclined: +10 to Handleraffs~W~ndlworks K/S.
l)~seascresistant All diseases are at 75% STR vs. this persona.
Slr~mgw~llYc'crsona has a "reserve' of 2D6 Spiritualpaints aboveand beyond STRAIT, although they do not count until Spldlual ELISsuqrassed
Oqpnized and efficient.
Has one extra Special Connection.
SLrong lxrsonallty Persona has a "reserve' of 2D6 Mental points above and beyond M TRAIT, although they do not count unul Mental
EL is suqx6sed.
Hidden appeal: Persona has an Attractivenew of +2 fortha oppostte sex.
Choose any one from above.
Roll twice: Persona has two Quirks, but thfs opfion Is ignored I again rolled.
CounterQuirk Table
D% Roll Resulting Counter-Quirk
0 1-02 L)isowned by family or is an orphan.
Allcrg to cats <anddogs: Perception -20 when affected.
Allergy to dust: Perception -20 when affected.
Allergy to flowers/pollen: Perception -20 when affected.
Allergy to one sort of food/drink (aM'schoice): suffer 2D6 PD and be bed-ridden for 2D6 hours when afFctletl.
Deafness: Gm't hcar high frequencies.
Deafness: Can't hear low frequencies.
Poor immune system: All diseases are a t + 10 STR vs. this persona
CheapsL3te.
Poor toxin resistance: All poisons are at + 10 STR vs. this persona.
Fascination for danger/dangerous things.
Hard of hearing: -10 on Physical sensory Perception.
1le;lls F'hysiml damage at onehalf normal rate.
llcals Mcntal damage at onehalf normal rate.
Heals Spiritual damage at one-half normal rate.
Bad actor: Penalty of -1 0 to Thespianism K/S Area, if possessed.
Imw tolcrancc to alcohol: Penalty of -10 to Tolerance K/S, if possessed.
Abhorrence to killing: -10(%) on any action which the persona perceives as being lethal to the recipient.
Old injury occasionally troubles HP, reduces movement to onehalf normal.
Clumsy: Deduct 5 STEEP from each K/S Area possessed which directly requires a high degree of dellcacy of touch.
Nervous: A loud noise or sudden occurrence will cause the persona to jump.
Poor sense of humor.
Slow reactions: Add 1 to all reaction dice roll scores.
Scarred or disfigured, perhaps from birth: Reduce Attractiveness by 1D3.
Visually inipaircd: Either near- or far-sighted: -1 0010 Physical sensory Perception penalty.
Poor night vision.
Absent-minded/forgetful.
Obsessive/compulsive.
Notl-ni~~sitxl: Cannot have or learn any K/S connected to music or singing.
Is hatcd by animals of all sorts (may include mounts!): Penalty of -1 0 to Animal Handling K/S.
Cannot swim.
Acrophobic: Shuns heights, perform all actions at 90q0normal if s o exposed.
I<cligious/plitir;11 fanatic: No tolerance for those with different beliefs.
Color t>lind:R c G ~ u Sof~ the persona's inability to distinguish red from green, there are a number of things wl1ic.h
a n ' t be done, and no artistic appreciation or painting is possible.
Sickly: Heals all Physical Damage at 50% normal rate.
Bigot: Dislikes all non-humans.
Hydrophobic: Hates large bodies of water, fears swimming or boating, perform all actions at 9 0 %normal
~ if so exposed.
Gullible: Persona tends to believe salespersons, beggars, someone telling a hard-luck story, etc.
Poor manners: Penalty of -1 0 to E/S Graces.
Non-appeal: Persona has a -2 Attractiveness to the opposite sex.
Poor craftsmanship skills: Penalty of -10 to Handiu&/Handiwork K/S.
Arrcst warrant: There is an outstanding warrant for the arrest of the persona (locale and seriousness GM's c.hoic.c).
Poor vision in bright sunlight due to sensitive eyes: must have shading or else will have 50% normal vision.
Can't sleep unless in darh, and then sleeps verysoundly.
Language disability: Gm not learn any additional languages, additional STEP in thaw known costs twice normal N's.
Anti-Midas touch: Persona's income and disposable wealth are always 10% and 25%, resl~cdively.
Criminal enemy: The persona has a deadly foe in the criminal underworld.
Dislikes strangers and doesn't meet new people well.
The gameniastcr will seled one for the persona!
Roll twice, you have two CounterQuirks, but ignore this if rolled again.
INS'I'ANr1' HY INFOKMATION~
TABLES require you t o roll n o matter what, or t h e ClM may let yo^^ take
While the above process is wonderful for making your HPs come ambidextrousness as o n e of your Quirks. If you arc arnl)idcxtro~rs,
alive and irijcctingsome real creativity into them, it is also very t i m e you can fight Florentine without the Weapons, Spc:ci;ll Skill K/S
c:ons~criiingaridis agrcat deal of work to make up all that stuff1 For the (q.v.), and c a n perform other tasks using both h;lntls siniuil.l-
1)cnclitof the novice and/or hurried player (and the OM creating OPs), neously .
h c h m c provided the following "instant HP information tables."
Tticre is one for randomly determining everything from your HP's
L ) , ~ ~ l \ g r c frorii
) ~ ~ nreligion
~l t o personality. The use of these tables is
stlictly optional--4hcy are includedjust to help you when you've got
10 ~ i i ~ ~up:m h i : I II'q[rickorjustcan't thinkofanythingto put down. m e
LI!I/(:s ,Ire not birlcfilg. YOLI'TC free to change a result after you rolled
i t , kcri) tht: rt:.sult but alter its definition, not roll at all and just pick
~ i h you t liltc, or any combination of the above!
Nost of the tables are generally selfcxplanatory and call for straight
L ) ' l ~ rolls.
~~ The cxccptionsarc the DackgroundTables below, for which
4 o t 1 roll 1 L)G and look under t h e o n e appropriate to y o u r S K . A short
cxl)lan,rlion of-and s o m e sugge.stcd Quirks f o r - a few of these
rcs~cltsis ~)rovi:lcd bclow in the following tables. Race
If you're reallystuck or in a hurry, then you can try Lhc l.~l)lc.so n Ill(%
Handedness following page out. Roll first for your gcncr;ll typ: on tlic first t,~l)lc,
This t ~ b l cniay very well b e o n e o n which your gamemaster will and then roll again o n the second table for your spc.c:ilic. r a w .

HP Backgrounds
These tables provide sample background professions for your Heroic Persona. Simply locate your SEC, and roll a
1DG. All you need to do is fill in the story from herel Keep in mind that your HP's Vocation and background type are not
necessarilythe same thing (A city omcial could be a thewgist or astrologer in his or her spare time, for instance.) Some
of the possible combinations seem a bit unlikely, but that's nothing a liWe imaginative storytellingcan't cure. It would
be very interesting, for example, to find out how a mountebank wound up as a scribe! There will, however, be cases
where your background type and your Vocation are completely incompatible. In such cases,just reroll.

Lower Class Backgrounds


Roll Lower Lower Middle Lower Upper Lower
1 Wanderer Stablehand Apprentice C~allsni.~ri
Serf Cnok/Servitor Priar/Monk
Escaped Slave Street Sweeper Peasant Farmer
Bond MaidIServant Peddler Mae's Apprentice
aYPY Minstrel Soldier
Beagar Acolyte City auardsrnan

Middle Class Backgrounds


Roll Lower Middle Middle ~ i d d l e Upper Middle
1 Actor Shou Owner Manor Oflicial
-1 Scribe villa& Oficial aenllernan Parrner
3 Animal Trainer MasonICarpenter Engineer
4 Soldier NCO Armorer/Smith Squire
5 Merchant CraRsrnan Lieutenant
ti Shop Clerk Innkeeper Town Oficial

Upper Class Backgrounds


Roll Lower Upper Middle Upper Upper Upper
I auild Master Mine Owner Duke
Captain Royal Oflicial Noble Heir
City Official Baron Royal Advlsor
Moneychanger Viscount Archduke
Scholar Count Marquis
Magister Master Thief Prince
General Type
D% Result
01-10 Black Race
Brown Race
Red Race
White Race
Yellow Race

Note: The above distribution assumes anlEropean or Vargaardian locale for t h e campaign base.
If otherwise, adjust according to t h e regional population.

Specific Race
Race D% Result
Black 0 1-25 Etheopian
Afrikkan
Mixed (possibly including other races)
Magrnurian (Melenesian)
Brown Hindic
Islander (South Seas/Micronesia)
Mixed (possibly including other races)
Lemurian
Red Rgyptian
Atlantlan
Mixed (possibly including other races)
Amazonianflargaardian
White Northern/Westem mopean
Southern BropeanplYorth Afrikkan
Mixed (possibly including other races)
Azirian
Yellow Western Azirian
W. Azirian Mixed (possibly including other races)
Eastern Azirian
E. Azirian Mixed (possibly including other races)
Mixed (possibly including other races)

2 v ?/

Religious Attitudes
D% Result
Agnostic/Unbelicvcr
Political Beliefs 01-05
06-10 Witchcr&
D% Result 1 1-20 Clloomy Darkness
01 4 0 None 21-35 Shadowy Darkness
4 1 -60 Conservative 3640 Elemental Clods
61-80 Moderate 4 1-50 Balance
8 1-95 Li beral 5 1-55 Nature Deities
96-00 Anarchist 56-75 Moonlight
76-90 Sunlight
91-00 Other (Old Qods, Forgotten
Religion, Outer Planes, etc)
Y v r u
MORE QUIRKS & COUNTER-QUIRKS
The foUowingsuppiementa1tables of Quirksand CounterQulrhs mqy be used by the gamemasterInstead
of, or in addition to thaw given earlier. These tables provide for more powerful (and more devaskiflnfl)
Quirks, should such be deodred.The GM is stronStyc8utioned t perhapsreserving
them for Other Personas only, tn order to avoid ndsuse by the Heroic Personas. Once f&n. gamemtem
may ignore or suWtute any roIledQulrkorCounterQufrkas they see necessery, to promote game balance.

Supptemental @irks
D% Resuftfng Qufrk
01-10 Cannot make Special Misses in combat.
11-20 If a dweomercrazfter, HP has 2D20 bonus to Magi& and Dweorneru& K/S Areas.
21-30 I m u n e to Natural Surpdse, and tfeatTotal Surprise as Natural Surprise.
3140 Immune to Illusion
4 1-50 Innate Hekaengendered power (One only-4M's choice)
51-60 Protective aura absorbs 5 points of damage from all attack forms per CT.
61-70 Regenerates 1 Physical damage point per CT, If alive.
71-80 Resistant to poison or disease (allSTK ratings halved).
8 1-90 Shapechange ability: Persona may assume mundane animal form once per day.
91-00 Natural telepath: Can communicate with others within sight distance.

3
Supplemental CounterCluirks
D% Re;sulting Counter.Quf&
01-10 Has a sworn enemy who wants the persona dead.
11-20 Heka magnet: Double all Heka costs for Heka Shield and the like.
2 1-30 Impressionable-susceptible to SuggestIon/lllusion
3140 Phobia ~vslvere(OM'Sor p1Eyrels choice).
41-50 Poor writ@ and drawing &ill& 20% &anas of failure inscribing gaolls and other nqickal

51-60 Random Insanity or Madness.


61-70 Stammers/stu&erswhen under pressure or agitated; or else has weakankles so will be 10%
slower and trip more easily; or else bad fingers so is 20% more likely to drop thing5 undcr

Fear of undead: 75% chance of panic when present

u -"-
General Personality
Cleneral Interests
Cool, casual, easygoing D% Result
Excitable, emotional, boisterous 0 1-25 Adventure*, challenges, travcl
Stern, dignified, formal
26-50 Politics ',status, power
6180 Cheerful, extroverted, talkative
51-75 Knowledge ', lore, ancient objcds
8 1-95 Sober, introverted, sullen
76-00 Entertainment*, music, art
9600 Crazy, wild, unpredictable
I
Note: Keep in mind that thesearejustgeneral items on
=- Conformity this table, and feel free to mix and match different areas
of inteaest. The Brst marked terms (i.e., those with an
Radical, rebellious, nonconformist asterisk) provide an idea as to the overall nature of each
Neutmi, uncaring result. The other terms just balance out the package and
7
5 1-95 Conformist, trendy, fashionchaser can b e j u a e d around at will.
Hf2KOIC F'EKSONA R ter establishments will easily handle c ~ e c -
In all roleplaying games, money and equipment are two things of hum, and topquality ones wlll manage gold, platinunl, and even
prime importance to any persona, and how much of each your Heroic oricalcum. Banks and the like deal in all metals, of course. TIic matter
Persona starts out with will be discussed in this section. As in real life, of exchange rates for coinage and metals is discussed in dd.ril in the
wealth in the Mythus game is measured in many ways, including Epic of A & complete fantasy adventure mllleu.
income, bank accounts, possessions, stocks & securities owned, etc. In Thegamemasterwilldeterminetheflnalvaluesofcoinage, of course. and
addition to wealth, all HPs have resources in the form of Special there may bevariation and/orsome metals might not be uscd. Simply put,
Connections, too. (These are in addition to whatever connections the though, an ounce of bronze in coin form buys the equivknt ;tmount in
HP received in the form of a Quirk.) These will likewise be discussed. goods or servicesthat $1 buys here and now, although base nictnl convtlr
sion differs, i.e., gold, for euample, is not $1,000 per ounce any rnorc U I ~
Wealth bronze is $1 an ounce or copper as high as $ 5 per ounce.
The stzrting ~ ~ 7 1oft hindividual Heroic Personas is determined by their Adamantine is a non-ferrous metal which is much harder Uim stccl
SocicSconotr~icC i s from a table in the following section. This value is but it must be alloyed with the latier to make arms or armor. It Is woNi
further dividcd into Uic wtqories of N d Worth, Bank Accounts, Cash On its weight in electrum, and must be alloyed at a ratio of from I to 8 p.lrt\
Hand, and Dispmblc Monthly Income. Each of these categories, as will be in 16 to be effective. Working it is more difficult, so this adds I O%l/[kltt
shown, arc applied to the persona in a variety of ways. added to the castof the item being forged. Finding the nictal ;~nda st~iith/
The BUC System: As already mentioned in the basicrules, themonetary armorerabletoworhitwill beapmblem! tlowevcr, itaddstoUicstrcr~:$li. ~ n d
system for the Mythus fantasy roleplaying game is based on the Base Unit quality of the item as is detailed in the Weapons sccUon In Ch+lcr 12
Coin, so wc call it the "BUC System" and the standard coin of exchange is Hekalite is also a non-ferrous metal used for making -cnch,intcil*/
simply tilled a BUC. Portliesakeofclarity wearerepeatingherethe basics 'magickal" objects. It is alone worth twice its w e l ~ hin t ori~llcuniwhcn
while dct~ilingnew n ~ l c covering
s the BUC System. refined into pure metallic form. Hekalitc's uses arc discus\cd I n the
On k'rtti, the basic coin metal is bronze, s o the BUC is a bronze (B)coin 'Items of Magick" chapter in the Mythus Magidc lxwh
ofoneounceweiyht(about28~s).Thevalueofallothercoinsregardless Oricalcum is arare and precious metal as heavy a5 pldtinutn but only
of thcir metal content or weight is then expressed in BUG, BaseUnit Coins. slightly harder than gold, and it has a lustrous color rcmnOl~ngtiic hue
It so happens that a BUCwill purchasejust about what one dollar US ($) will, of molten copper. It is prized forjewelryand ornamental uscs, of coursc
so throughout Uicworld a'buck" isaBUC, andtheproblemsofgamemaster and some states mint it into coins. On /Erth, It is most atwnd;rnt o n Uic
and player are much alleviated thereby! The cost of just about anything is Island of Atlantl. Smaller deposits are found on the continents, how-
thus known, can befound inacatalogorpricesheet,orcan beextrapolated. ever, and on the islands of both Hy Braseal and Lyonncssc.
There are but a few excepbons, s o wedon't need to bore you with toomany Now let's s e e how easily and well the BUCSystcnt works. The III'gocs
nevcrcornplcte "price lists" which waste valuable space in a rules book. out and stops to get a flagon of ale at the local tavern. The cast'? Wcll.
Here's the way Uic system works: from 1 to 3 BUCs, depending on the quality of the placc and si7c of Uic
The local BUC might buy more or less than it will in an HP's home flagon and quality of ale, of course. Ameal? From 5 to a 100 IWCk, +l;rin
region. but it will still be a BUG--or possibly a QUID or something else depending on the factors noted. Clothing pnccs, many goods coals.
which can be translated into BUG. Regardless of inflation or deflation, services hires, and s o much more can come from Uicaclual knowlcdgc
the cxchanyc of metal for metal is fixed, s o the following metal value ofparticipants. Evenarmsand armorpricescan be found if you tiirvc Ulc
ratios apply bascd on one ounce to one ounce of bronze. right catalogs, although the bestof Items in such listings arc for avc:r;(qc
tiencritlly speaking, coins of lowest value up to those of silver are quality items a s far a s the game is concerned. Double and rcdoutic
these prices for superior and excellent quality rcspcctivcly. You can
base your flgures on shotguns, for example, when finding U I cost ~ of a
Metal Values sword. Cheap ones are a few hundred BUCs, but masterpicccs of thc
Mebl 7)pe BUC Value craftsman's hand begin at around 3,000 BUGS and go upto at l u s t twice
Hckalile that cost.That doesn'tconsider adamantineor hckalitcor Hcka Forcling
Ormlcum ( 0 ) or any form of Heka either. An explanation of metals is given hcrwftcr.
Platinum (P) What about the cost of a riding animal? Use the tmsc of the automtr
aold (0) 1,000 bileto find thevalueofa typical animal. In/Eropa, for instance, a donkey
Adamatitme 200 is about the same cost as a 'beater,' I.e., 250 BUG or so. A tnulc Is
Elccbum' (E) 200
double that and up, depending on quality, age, and condition; so figurc
Silver (S)
from 500 BUCs to 2,500 BUCs. That's the k t b m line for any horsc
Copper (C)
Bronze (B) worth owning, too. An average horse In prime condition and age got-s for
Nicklc (N) from 7,000 to 25,000 BUCs. Think of sports cars whcn you considcr
Brass (BK) steeds trained for warfare and combat. A fairquality liyht w'rrhorsc is
Zinc (Z) around 30,000 BUCs and up, one of medlum sort will go for about
Tin (T) 60,000 BUCs and up and the big, heavy destriers fit to carry a large man
Iron ( I ) in plate armor will start at 90,000 BUCs a s a general rule.
What does agalley or ship cost? Figure 1,000 BUG per foot, then add
'Based on the standard alloy of 1.85parts gold to 6 parts
silver and 1.15 parts copper for hardness and unique color. a similar amount for extra decks and for fitting it out. Fitting out is the
stuff like canvas, spars, cordage, anchors, chains, small b o a b oars,
and all. It doesn't consider weapons, supplies, etc. where between two and seven times. Note, however, that larger stoncs
Machinery of war? Simple constructions of wood, rope, leather, etc. have proportionately more worth than is expressed by the basic, sni.~ll-
cost about 2,000 bucks for the smallest common sort-a heavy cross- stone costs. If a one-carat 'flawless' diamond of D quality Is worth
bow-like scorpion for example, a device shooting a spear-sized missile. $10,00O(thus 10,000 BUCs), oneof I 0 caratsand Dquality isat Itsc;rr.~t
With spring-steel arms the cost is doubled. A well-made trebuchet is value plus 10% due to rarity. Just add another 1 YO per carat to lilitf
about 10 times larger than the basic scorpion, s o it will cost 20,000 additional value of stones up to 2 5 carats, 2% per carat for stoncs from
BUCs--with no need for adding anything in the way of price, for there's 26 to 5 0 carats. Then add for color rarity by adding 1 */u per carat wcigllt
not much need for additional materials to improve or even for flash on of thestone. Forsizesover50 carats, count each carat as thrcetoycl the
one of those dariinsl Amilitary engineer and crew can build you all sorts value, adding for any special features on a 10% to 50% scale as sccms
of this sort of equipment on the spot, a s it were, given the raw materials. reasonable to you.
The cost of lumber and materials is about half of the price of this sort of
thing, the rest being labor and mark-up for profit. Determining HP Wealth
This brings us to the cost of hire. Minimum wage is about 3 BUCs per Not surprisingly, how much your HP starts out with dcpcflds 0111 1 1 ~
hour for common labor: journeymen earn about 12 BUCs per hour: and persona's SECclass. Cross-reference on the Initial HP Rnanccs LII)Ic to
masters begin at 2 5 BUCs per hour. An attorney will fetch from50 to 500 see how much the HP is worth in each of the following calqorim ( i t 1
or more BUCs per hour, but no need to discuss such things a s that In a termsofBUCs). Also, notethedieroll underthe'Cash on lland'colu~tw.
nice book such as this is .... Mercenaries will work based on a low wage The following sections explain what the various table hwdings nlc.lti.
plus their license to loot and the spoils potential. Base rate, with fair Net Worth:This Is thesum total of all your financial resources minus
prospects for the latter, is 200 BUCs per week, plus food and drink for your 'Cash on Hand.' It includes the value of all your possessions, your
a regular infantryman, 300 for crossbowmen, 400 for skilled archers, bank accounts, and what, if any, investments you own. It assumcs ,I
500 for light cavalrymen, and feed for the horse (say 10 BUG perweek) young HP, who Is -just starting out.' It is from this number that you will
is extra. Now a medium booper commands 600 and a heavy (mounted determine what you own in the way of a dwelling, transportntio~l.
serjeant)gets 750. Corporals work at the next higher grade, NCOs get a clothes, equipment, etc. For specifics on figuring all this out. s c c "N(.l
10% addition to corporal pay rates. Under officers get double corporal Worth,' below.
rate, junior officers double the NCO rate, and top officers get double Cash o n Hand:This is pretty self-explanatory. It represents Uic itlili'tl
junior officer pay. The overall commander then gets a bonus of from amount of petty cash you have ready to spend at Ute catnpri!ltl'a
10%to quintuple pay, plus a bonus for victories based on a pre-agreed beginning. This is the free money you have when you start. It doc5 11ot
rate. (You bet it's costly to field an army of paid soldiers1 That's why a count against your possessionsthose are determind from your N d
quasi-feudal system is still used in most states in the milieu.) Worth. It could b e in the form of coin and/or gems.
That should give you a solid idea of how to manage things. Base Bank Accounts. This amount, which is part of Nct Wo~tll,is Iiow
everything on what the reality is or was historically, converting the latter much you have in local banks or guilds-though it docs not rcprcsc:nl
to dollars and dollars to BUCs. gamemasters are quite free to make up money held in any investments or financial ventures (scc 'Spc:ci.d
whatever they like. The single requirement for any of this is consis- Connections,' page 115). Note that this money can bc shiflul itilo
tency. When something is decided upon with regard to cost, the GM Possessions Categories if you s o desire, and remaining Net Worth (that
must make a record entry accordingly. which was not distributed to Possessions Categories) may likcwiw 11c
Depressed areas might have a standard based on brass or tin, s o that placed into Bank Accounts.
prices in BUCs wili be onequarter or onetenth the normal. Obviously, DM1 (DisposableMonthly Lncome): This is how much rnoncy you
a BUC will go a lot further there. have coming in each month after all the bills are paid and ncrv-\\ilic:\
lnflationa~yareas will have a standard which will demand anywhere takencareof.Solongas youcontinueto keepasteadysourccofinc:o~iic~
from a mere 10% more in cost to as much as a copper standard being (whatever you and the OM decided that it was while going through 1 1 1 ~
equal in buying power to the BUC, i.e., a five times greater cost. last section), you will receive this money at the beginning of ccrch and
Other Acronyms For The BUC : It is up to the participant group to every game month. While ail the bills you start with are covered, if you
decide if they like another acronym for the basic unit of exchange. The acquire new ones during the course of game play, your Disposal)le
system is designed to enable gamemaster and players to be comfort- Monthly Income will be reduced by the amount necessary to pay thcm.
able and at ease when dealing with coinage and money matters, conver- Note, however, that when you do finance things and pay thcm off, your
sant and able to think in the correct terms. Therefore, whatever acro- Net Worth goes up.
nym best suits the campaign should b e used. For example, the QUID Also, note that while Disposable Monthly Income docs cover m y
might be substituted for the BUC, a QUID standing for Quantifjhg Unit ongoing payments that an HPstarts with, it docs notcovcr payniclits
Identifying Denomination (perhaps with a doublesized bronze coin on land or holdings subsequently purchased. I f you don't own your
making a QUID worth 2 BUCs, or a copper standard for those who recall dwelling place, horse, or whatever, then reduce your DM1 according
the days when t h e e was worth five $). to the payments. Note that the maintenance costs for any po.5sc.s-
Converting From Other Systems: It should be a fairly easy matter to sions that you start out having the u s e of (regardless of whcthcr you
convert wealth from another game system to the BUC System, using the own them o r not) is covered under here.
standard item cost comparison---a beer, a meal, a dagger or knife, a
horse. Gold being common means that it wili convert between 5 and 2 5 Wealth A d j u s t m e n t For Age
BUCs per ounce. Jewelry is a simple matter, and you can use standard As mentioned above, the older you are, the more money you have
prices here. remembering that mark-up over disposal value Is s o m e (and, unfortunately, the younger, the poorerl).The Wealth A4justtncnt.j
for Age table lists the factors by which to multiply the value of your Net
Worth. Bank Accounts, and Disposable Monthly Income. Just cross-
reference your age and your general SEC class. Wealth Adjustment For Age
Lower CIaw Mlddlc CIw
N e t Worth 12-15 0.125 0.125
Now that you have your Net Worth figured, it's time to go through 16-19 0.25 0.25
and decide exactly what that means you own.The first thing to d o is
20-24 0.5 0.5 0.3
to subtract the amount in your Bank Account out of your Net Worth,
and then list out your Possessions Categories and the BUC value of
25-35 1 1 1
36-40 2 2 2
each. When figuring this out, note that goods such a s homes, ani-
mals, weapons, equipment, etc. count at 5 0 % of their full value. For 41-50 3 3 4
example, i f you owned a sailboat that you paid 25,000 BUCs for, it
would only count a s 12,500 BUCs against your Net Worth. However
securities such a s land, businesses, and other ventures are consid-
ered at full value if selected. Jewelry, on the other hand, counts only
at 5 0 % ~ .
Should you decide to sell off some of your possessions, you will of fantasy RPas Is that a man's home can be his castlel) Note that, for
receive the value which they counted against your Net Worth. For game purposes, the HPs, being theremarkable people that they are, are
example, if your were really hard up for cash and had to sell your often assumed t o own their residences, and thls Is typlcaliy where most
saillmat, you would receive 12,500 BUCs for it (unless you could of the money goes..
nqotiatca better price, of course). Whether or notthis effected yourNet Clothes: This should closely fit your persona's tastes and personal-
Worth would depend on what you did with the money. If turned it into ity. Anywhere from 5 0 BUG (retail) for the robe and sandals of a
Cash on Hand s o you could spend it, then your Net Worth would drop by peasant, to 5,000 BUCs or more (once agaln, retail) for the aristocrat, to
12.500. If, however, you put it in Ule bank then your Net Worth would at least double that sum for the noble! Prices will also have a id to wlth
stdy the satnr. the quality, age, etc. of the clothing, sojust about any amount of money
The following arc descriptions of some Possessions Categories and could be justified here, but the above glves you a good SEC range.
sugcgc?tionsregarding each. Weapons & Armor: This would include all armor and weapons
Home/Dwelling: Everyone, except for some few personas of the owned by the persona. For descriptions and prices of wwpons and
lower classes, has someplace to live. For HPs of less than around the armor, refer to Chapter 12.
Middle MiddlcClass, however, it might bea better idea to live in arented Transportation:Since travel is an important part of adventuring the
room or building where the rent is considered to be covered automati- Mythus FRPa assumes that personas are elther able to ride or (in the
cally. On the othcr hand, a decent little cottage starts at around 30,000 case of seagoing HPs)operatea waterbornecraft such a s a boat or small
DUCs or so, meaning that this category will start out at about 15,000 ship. No matter what you choose, it Is important for personas to have a
6 U C s of your total Net Worth, and could very well climb up to 100,000 means of transportation. While Heroic Personas of Lower Class may not
D U O or more, depending on how fancy you want to get. (Part of the fun own a mount or vessel to start with, those personas wishlng to be

SEC Level ~ e worth


r Sank Accounts Cash On Hand DM1
1 3D3t5 x 10 Nil 5D10+10 Nil'
2 5D5+3x 20 ~ f l 3D5 x 20 NU*
3 3D3t5 x 50 Nil 5D3 x 50 Nil'
4 SDl 0 x 200 Nu 5D6x20 NU**
5 5D5t5 x 500t 1D3 x 1,000 5D6 x 50 3D3x 10
6 10DlOt10x 1,000tt 3D3 x 2,000 SD10 x 100 JDBx50
7 ID20 x 10,000tt 1D20 x 1,000 1D20 x 500 lD2Ox 100
8 3D20 x 10,000 t t 3020 x 1,000 3D10 x 1,000 2D20 x 100
9 5D20 x 20,000t t 5D10 x,2,000 5D10 x 1,000 5D10 x 200

t
'Thls not only means no spending money, but insufficient BUQ to survive from day to day without &ful employment
after Cash on Hand is gonel
* 'If the OM wishes, this sortof individual a n beassumed to haveasUmcient monthly stipend to Uve moetfnqaUy without
employment--in an unheated loft on stale bread and boiledvegetablw nrt best1 &me f o n of employment I8 ncommcndcd
for this lowest of the frecman class.
t Plus a horse (or other common steed) of 4D3 x 1,000BUC3 value. The Physf&TRAITof such a Btead Ls equal to 120 plus
1 point for every 1,000 BUCs value of the anfmal.
t +Plusa horse (or other common steed) of 6D5x 1,000 BUCs value. As above, the steed's PhysIcalTIWI'is equalto 120
plus 1 point for every 1,000 BUCa value.
involved in any longdistance travelling will eventually need to have Disposable Monthly lncome of 1,200 BUCs, whlch is now reduced Lo
some means to d o so. 200 BUCs a month after paylng 10,000 BUCs (wiping out hls Bank
Miscellaneous: This Is another handy category, containing various Account In the process) and agreeing t o pay an additional 1,000 BUCs
items that might prove helpful for adventuring. If you wish to start out per month for 1 8 months. Dlrk plans t o sell the shlp to recover the
owning typical adventuring equipment, such asrope&grappling hooks, money after completing the adventure, although If he did suddenly pay
lock-picking tools, etc., this is definitely a category for you. It off, his Disposable lncome would return to normal and his Net Worth
Securities: As mentioned above, these count at full value vs. Net would be boosted by 12,500 BUG. However, he would havc to put that
Worth and include evelything from precious gems and coins not kept in money Into the bank or some other form of like asset to havc such an
the bank to land and buildings. Oenerally speaking, whatever Net Worth increase.
you have leftover could be spent here (orjust used to expand your bank
account). Special Connections
Final Notes: In summary, take care of your needs flrst and then work In addition to a certain amount of wealth, your Herolc Persona also
your way down to the less important stuff. Housing, clothes, weapons, starts out with o n e Special Connection for each TRAlT score which
armor, and transportation should take top priority. Remember that all equalsorevceeds 90. ASpeclal Connection Isdefined a s o n e individual
possessions (except for securities) only count a t half their retall value theHP knows that could prove to be especially helpful during the course
against your Net Worth. of an adventure. MoreSpecial Connections can easily begaincd tIirou!jh
Once you have finished, the grand total ofyour Possessions Catege play, a s your persona finds evil and eliminates It, rescues victims, solves
ries plus your Bank Account should equal your total Net Worth. Feel crimes, returnsmissingtreasures, etc. Such activity will cause the OM to
free to write out whatever descriptions of your belongings you desire, as decree such relationships at the conclusion of the adventure. As your
doing s o will serve to color play, help you relate to your HP, and enhance HP's repute grows, the persona's connections within the same field or
the persona's individuality even more! associated Vocations will Increase, and thus your OM might prochin1
Example: To help illustrate the above process, here's an example of that such a relationship has come about.
how we did it with Dirk Qalllgher. As h e is 29 years old and of the Lower Precisely what Special Connections your persona bcglns with dc;
Upper Class, Dlrk starts out with a total Net Worth of 100,000 BUG, a pends on the character's SEC and a dle roll. While many of thcm arc:
Bank Account of 15,000 BUGS, and 1,200 BUCs a month in Disposable obviously of local nature, some others are a little less specific, and must
Income. Furthermore, he also has 1DZO x 5 0 0 BUCs in Cash on Hand: be located after game play begins.
we roll a 6, and s o he starts out with 3,000 BUGS for spending money. For example, imagine your HP is a young man who happens to know
Now all we need to d o Is divide out his Net Worth. First we deduct 10,000 a weaponsmith, and on his first adventure, he finds an ancient, elabo-
BUCs of his Bank Accounts (we decide to use 5,000 of it towards Net rately worked sword. He decides to have It examined to determine Its
Worth). After doing so, we are left with 90,000 BUCs of Net Worth to quality and value, and announces that h e knows a local swordsmith in
distribute among his Possessions Categories, which we divide up a s thecitywhocould evaluate It. If you have him do so, you would then note
follows: that on your HP sheet, and forever afferward the swordsrnih your llt'
knows is there.
Pasessions BUC Amount Net Worlh Finally, keep in mind that. just as Special Connedionscan b c q i n d , Uicy
nouse (twostories, canalso be lost Neglecttends toweaken theseties, asdocs (insonic, U i o ~ ~ t i
done & wood construction,excellent condition) not all cases) moving upwards or downwards on theSEC ladder. Just lx sure
Clothes (veryyood material, good quality) to keep the HP in touch with all the Special Connections that are important
Armor (chain mail, gunUets, crested helmet, to you. Also, keep In mind that Quirkrelated Special Connedions a n also
small kite shieldall excellent quality) belostthrough play (though they area bit moredurablethat normal Special
Weapns (broadsword,composite bow, 2 d m arrows, Connections), and that they don't wunt againstthe total number of Special
hand axe, dagger--all in excellent quality) Connections that your HP starts out with.
Riding horse (garron, included in SEC) It is also possible for your Herolc Persona to know an OP llerolc
Jewelry (familyring. gold; bracelet, gold &jewels; Persona (or 'Other Persona' H P t t h a t Is, an t1P controlled by the
necklace, emerald and ruby cxl gold chain gamemaster. Such an lndivldual may actually join the party for a short
Miscellaneous (ridinggear, camping equipment, timeifitappears that extra help Issorely needed (such as if large nurnbcr
c1imbing)advenluringsupplies) of the HPs were killed, In whlch casesuch a connection could fill in until
Oold coins' (insale at home) new HPs are generated to replace them). In any event, you may only
Total make one roll on this table and must expend one of your Special
A security cwnled at fuU value Connection slots to d o so.
Roll 1D20 and consult the tableappropriate for your SocicXconomic
Second Example: During the course of a quest, Dirk needs to take a Class. If you roll the same connection twice, you have the option of
long journey by shlp to an unknown land. Since he can't find a ship for keeping it (and having another connection of that type), or of rerolling.
hire, he decides the only way to get where he needs to go anytime soon
is to buy a small, 20-foot sailboat for 25,000 BUG. Since Dirk's family Possessions
and status is known in the area, the seller decides to take a marker and The tables in the following sections list some of the more common
let Dirk pay part of the money up front and therest In monthly payments. Items whlch a Heroic Persona might wish to purchase, along with their
Because he is a member of the Lower Upper Class, Dlrk started with a typical BUC value. While these tables cannot contain every Imaginable
'r w
J 1 Instruments for activating a poh?l, wh,it
Special Connections able 3 your Heroic Persona has o n hand must
be known a t all times. Your 'mundane'
D20 Peasant Class Freeman Class AristocratClass
1 Acolvle Actor Admiral Qeneral self knows exactly what Items are w r -
Apprentice C r h m a n Armorer Ambassador ried whereiblllfold, comb, c ~ i s h ,and
Bartender Artist Astronomer so forth. That Information is Impohin1
Blacksmith Bailiff Banker t o you. The very life of your 111' riiigllt
City auard Cartographer Baron d e p e n d o n not only havlngcerliiln wc-IIF
Courtesan City Oflicial Church Oflicial o n s o r ltems, but also havlng Uie ;~t)iiily
Fletcher Craftsman Crime Lord to immediately locate arid use ttic w c x p
(f YPSY aentleman Farmer Duke o n s o r objects a s well.
Innkeeper Gypsy Leader Educator
For example, imacjne Uiat your I It' illid
Juwlcr Jeweler Quard Captain
hisassociatm havejustdi.scuvcrcd Uic L~ir
Manor Servant Landowner Guild Master
Minstrel Madam Mqj8trate of an ogre. Your HP rcscucs a Sriglilctiui
Monk Mayor Master Crahman @ whoiwas, intcndcd for supi)w for Uic
Scribe Merchant Prince vile monstcr, and make a nin Sor siSdy.
Shopkeeper Musician Royal Advisor Your HP party is ovari~itctic.xland no I u l
Stablehand Sergeant Royal Treasurer for the ogre. Your party's only hoi)c is a
Strcct Urchin Sheriff Spice/Silk Merchant rapid escape. YourlIPdccidc~tli.~t theonly
Town Crier Squire Steward way togct away is to sct a firc to OIwh thc.
Wheelwright Tax Collector Troubadour entrance to the ogre's d m . lInSorlun,itcly.
Wilderness Quide/Scout Weaponsmith Wealthy Landowner h e discovers suddenly Uiat lie doesn't -re-
member' where h e put thc oil. (The
gamemaster inquirers whcrc o n his i)c:rwri
OP Heroic Persona Table your HP keeps Ule oil. You ciUicr fonpt or
D20 Peasant Class Freeman Class Aristocrat Class didn't bother to write down Uiat iriforn~k
P~ck1 from table Pick 1 from table Pick 1 from table tion o n your HP Shccl or In your notcs:
Assassin Apothecary Alchemist ergo, yourt1Phasmlsplaccd or k ~ sUicoil!)
l
Bandit Burglar (Thief) Astrolv In short, be s u r e and maintain a care-
Cutpurse (Thief) Diviner Cavalier ful record of weapons and ccluipmc:nt.
DweomercrseRer (Black) Dweomercr~Rer(Black) Dweomercr~lter(Elemenlat)
Use additional paper for itcms wliicti
DwcomercrseRer (Green) Dwwmercrdler (Qray) Dweornercr~ner(White)
won't fit o n your HP shcct. Kcnic:nil)cr
Fortune Teller Engineer Explorer
Medicine Man Philosopher that It Is good mastering o f ;I g.lnic for
Healer
Hunter Merchant Priest your a M to say, 'If It isn't wrillcri down.
Mcrccnary/Soldicr Mountebank saSe you don't have it with you.'
Pirate Poet/Musician Seafarer Encumbrance: Anohcr i s u c of ink
Seafarer Soothsayer seer portance is Uiat of cncurnl)r;~ncc.Whilc
Wisewoman/Man Wanior Shaman t h u e i s no fornlal systcrn of cncurihri~n(.(.
W~tchDoctor Wisewoman/Man Theurgist in the Ftythlrsgame, Uic ClM has Ulc rilglt
Alfar* Alfar* Alfar' to decide when you're cmying ttx) much.
Alfen* Alfen* Alfen
Remembcrto take intoacwunt Ulcactudl
Dwarf' Dwarf* Dwarf'
bukofanobjcctaswellasiLswc.jyht whcn
Elf' Elf' Elf.
Qnorne' Qnome' anom* trying todecide how much you m n 1~1ul. A
No special connection No special connection No special connection sc3-011 case and a pair of large tornr-s, for
instance, aren't twibly hrx~vy,but arc .still
a real pain to cany around without Uic aicl

item, they should serve to illustrate examples of t h e equipment avail- backpack you use have a big effect on how much of a load you a n Lxir and
able to the personas. Special items, such a s silver arrowheads, arcane how soon you willgeitired.These m a l l good t h i n p for Uic O M to take inlo
books, scrolls, potions, magick items, and s o forth might also require account when making decisions about encumbrincc.
ccrtdin connections to buy or have made. For a detailed list of many In general, your QM will allow you t o have a broad variety of e q u i p
popular implements of destruction and their effects, see Chapter 12, a s ment and a few of t h e more readily available types of w c q m n s at thc
well a s the "Items of Magick" chapter in t h e Mythus Magick book. beginning of t h e game. Naturally, your Vocation and t ~ c k y r o u t i dwill
While finding and purchasing various types of equipment Is impor- determinetheactual materialsyou wlll haveavallablc. Yourpncrnastc:r
tant, being able to hang o n to and to find such equipment is even more will also inform you of where you aregoing and what you c a n wrry along.
so! From loose coins in a pouch to a carved coffer containing t h e If, for example, your Heroic Persona is seeking a pack of ghouls
inhabiting theshunned catacombs beneaththeclty, l?wohd bedifficult Transportation
(to say the least) for the persona to walk down the street dressed for Personas with mounts, vehicles, o r waterborne craft need to know
battle and armed to the teeth1 On the other hand, If your HP team had a some information about these Important possessions. The lists on
cart or wagon and were dressed normally, It would be a simple matter to pages 121 and 122should give you a verygeneral idea of the types, cost,
not only transport all manner of equipment and weapons Into the right and physical orshuctural damagewhlch can be sustdned by the varlous
section of town, but also to gain access to the underground burial animals and vehicles. Remember that these are rebll prices for new
complex far below the city. and slightly used mounts or vehicles, and they only count agalnst your
That illustrates several points. What you start with Is by no means the Net Worth at halfthe aboverate. Note, though, when you buy one later
limit of materials you will be able to obtain. A successful adventure will it adds only half I t s cost to Net Worth.
take planning, money, and possibly Speclal Connections. Furthermore, War horses, in ascending order are: the Genet, the Courser, the
your QM will probably notmention how you are to go about accomplish- Charger. and the DesMer.
ing any given mission. That is part of the wonder of a roleplaying game. Riding horses come, in ascending order, in these types: the Pony, the
You must think, reason, imagine, and solve problems on your own and Palfrey, the O m o n , and the Racer.
as a team, against the backdrop of sketchy Information and often Work/common horses come In these ascending types: the Jade. the
unknown enemies which the QM creates, equips, and will act for. The Cart, the Dray, and the DraR
gamemaster will be as f o ~ r i g has
t is possible when you ask questions, but Descriptions Of Mounts: The following desdptlons explaln what
will also not giveyou informationthat you would not otherwisehaveor wuld the entries on the Mounts Table cover.
not know, and will play the adversarial roles as ably as possible.That is the Ass: The donkey or burrow. A beast of burden able to cany a load of
challenge of the Mythus game and the excitement of participation. It about 150 Ibs. at the maxlmum.
obviously follows that succeeding brings a hue sense of accomplishmenU Camel, Bachian: The two-humped camel of Central Azir, stronger
In summation, maintain your list of weapons and equipment. Usethe but slower than its cousin, the Dromedary, and able to bear about
HP Profile Sheet to note the standard items of equipment that you 500-lb. burden.
always have with you, and, when undertakings special mission (such a s Camel, BactreDromedary: A cross between the Bachian and Drom-
an expedition)where there are many additional items of unusual nature edary camels, it is strong and fast (able to bear about 6501b. burden),
to be used, then a good idea is to createan expedition equipment sheet but very ill-tempered and rare.
to list each item. Rememberto note thenatureand cost of each ltemas Camel, Dromedary: The warm desert, shglehumped camel of AMk
well as how and where it is camed and who is in charge of it. able to cany u p to 35aib. weight.
Elephant, Afifkkan: The loxldont. It can cany at least a 2,000-lb.
STANDARD ITEMS burden without being appreclably slowed.
On the following page is a list of standard items which are easily found Elephant, Azirian: The standard elephant, sllghtly smaller than Its
and purchased by Heroic Personas. If you wish, use mall order catalogs AMkkan cousin, able to bear loads of 1,500 Ibs.
to add, confirm, or change prices. Horse, CarL A "plus' whlch Is of low quality and moderate strength.
Some are used for riding and it can carry a burden of about 200 Ibs.
Special Equipment Horse, Charger: A medium-to-large warhorse able to carry 300+ Ibs.
The tables on pages 1 18, 119, and 120 detail items and costs for Horse, Courser: The smaller, faster warhorse able to bear about
those things that are either unique, hard to Bnd, or must be custom 250 Ibs.
made for personas. Such items or equipment will always cost more than Horse, Deshier: The massive warhorse able to cany 3 5 0 t Ibs.
a comparable standard counterpatt. Oamemasters should base the Horse, DraA: A plow or heavy-load anlmal. One can bear a ridlny load
price on the values given below, and adjust up or down depending on of 350 lbs.
availability and any custom features desired by the HPs. Horse, Dray: A caniage or coach draft animal. It Is roughly equal to a
Specially Constructed: Those things which are.not usually purchased Qarron.
by theaverage, evevday person (whoeverthat is.. .)comeundertheheading Horse, Oarron: A sturdy saddle horse able to cany a 300-lb.
of Specially Conshucted. Note that some things whlch are othemise wm- weight.
mon may be included in this section if they areunusual in designorsize.Also Horse, QeneLThe smallish but tough warhorse able to cany 250 Ibs.
considered are those items which must be made by a craftsman. Items of Horse, Jade: Anagof poor quality used asasaddle horse, and able to
this sort which are not readily available may take days, weeks, or even carry 200 Ibs.
months to construct, and should be subject to a secret roll by the QM to Horse, Palfrey: A good, easygaited saddle horse able to carry about
determine the final quality. 250 Ibs.
Rare Items and Equipmenk The items in this category Include Horse, Pony: A small but sturdy saddle horse able to carry about
items which are very hard to find or procure. In terms of equipment, it 200 Ibs.
is always specially constructed, and it may bedifficult tofindacraftsman Horse, Racer: Agood, fast, saddle anlmal with the abillty to cany 200-
who can make it properly. 250 Ibs. weight.
Heka-Connected 1tems:Those items which arerequired for Heka users Mule: A hybrid between an ass and a horse. They can be used for
of all sorts forritualsoras materia belong in this category. Items marked with riding, packing, or dr&/plow work. In the flrst two capacltles they can
an asterisk are capable of storing Heka. Also note that some of the listed bear about 200 Ibs. weight.
items are covered in thesedons on K/i3 Areas, and in the'ltems of Mack' Pony: A specles of horse smaller than all others whlch othenvlse has
chapter in the Mythus Magick book. the characteristics of the ass.
STANDARD ITEMS TABLES
Fur Miscellaneous
Clothing Table Desdptton BUG Vdua
Descrlptlon BUG Value Dadperon BUC Val* Backpack. lealher 50
f3clt 10 Beaver, pelt 200
Bag 5-25
floob, h~yh,hard 150 &nlne. pelt 200 Bancl 25
Boots,high, soR (or fine shoes) 100 Fox, pelt NO Bmket. large (bushel) 5
Boots, low. hard 75 Merten. pelt 200 Basket, small I
noels, low, son (or shoes) 50 Mink pelt 100 Bird cage 20-100
Cap 15 Muskrat. pelt 100 Blanket 10-25
Cloak 75 Sable, pelt 500 Bucket/pail b20
seal. pelt 500 Candle snuffer 2
Oirdle, broad 75
Candle. tallow 0.5
U~rtilc.normd 50
Candle. wax 1
Hat 30 Cask 10
Robe 50 Chaln. Iron. heavy I/foot
30 Musical Items Chaln. Iron. light 0.5/1001
Cloth, rotton bolt 15 Dcrsdptton BUC Value Chain, Iron, medium 0.75/foot
Cloth linen. boll 15 Drum 50-500 Charcoal, 1W. bag 2
Cloth, wool. bolt 25 Fife 50-500 Chest, wooden. large 125
Dress 75 lute 50.500 Chest, wooden, small 50
a1ovt.s. cloth 5-1 o aong ~ 0 ~ 0 0 coal. l a b . bag 1
Glovcs Iulhcr 25-50 Horn 75-750 Comb 0.5
Dice/knucklebones, 1 pnlr 1
Needle. sewing 1 Lute 100-1.000
Qrlndslone 10-25
Scissors 10 *F 50-500 Hacksaw 5
Sh11t/blc)use 30 Recarder 50-500 Hairbrush 3
Tt~rcdd,1 spool 2 Jar 1
'Trousers/skirt 25 Jug 5
Keg 25
Provisions Ladder. 13'
Lamp. oil
75
15
Desdptson BUC value Lantern. hooded 75
Thieves' items Ale or beer. pint 1-3
m.plnt 1
I)esvlptfon BUC Val% Brandy, pint Ndls, Iron. 100 10
Ilcwwax, 1 pound 5 Bread, loaf Oh. lamp. quart 5
Flour, 104b. sack Padlock & key 50
Ctraln, horse meal, 1 day Paintbrush, medlum4arge 10
Rations, standard, 1 week Paint 1 gallon 50
Rum. pint Pepper. pound 100
Wine, quart, good Plck axe. rnlnlng 3060
Rpe. smoking IS
Livestock Wine, quah w a w e d
Rpewaed/tobaw. 8 m. pouch 5
Deswlpoon BUC Value Pole. 10' 5
Ch~ckcn 3 Pouch, belt. l q c 10
cow Furniture Pouch. belt. small 7
Dog. guard Desa?ptfon BUC V'ue Powder, chalk 1
Dog. hunting Bench, wooden 50 Pulley 5-25
Olk11 Quilt 50- 150
Bowl, pewter Qulver. 1 doz. anows cap. 15
tidwk. large Bowl, pottery Qulver, 1 score m o w s a p . 25
Hawk. small Carpet. small Qulver, 1 score bolLs cap. 20
OX Chair, wooden Quiver, 2 score bolts cap. 35
y1>1 Cup, pewter Rope. 50' 10
~'I>J<'OII Cup. pottery Sack, large 8
Ylylet Curtalns/drapea Sack, small 5
Shcep Cushion Salt. pound 1-5
Songbird Cutlery, copper Scabbard, broad 100
cutlery, pewter scabbard, long loo
Decanter. aystal Scabbard. short GO
Decanter. poUery Scabbard. sword, b a s k d 150
Sheath, dagger or M f e 30
Tack aoblet, pewter
Mattrw, straw-@kd Skin for water or wine 5
L)cscrlpdon BUC Wue Soap, 8 oz. bar 1-5
Mattress, down-f%Ued
1\11m d bridle 75-150 Spade/shovel 25-50
Pillow. feather
~ L IIIC-
I 30 60 Plate, pewter sp~ke.iron, large I
Saddle 200-1.000 W g . 50' 0.1
Plate. p o w lnderbox, with nlnt & stccl 5
Saddlebags, I q e 50.250 Sconce. wall
S ~ d t l l ~ b n gsmall
s. 30-150 Torch 1
Stool Whetstone 5
hititile blanket 5 Table Whistle 2
SPECIALLY CONSTRUCTED - ITEMS TABLES
Clothing Furniture
Description BUC Value Description BUC Value
Beaver, ape or jacket 2,000 Armchair, padded 750
Bcaver. coat Armchair, wooden
Beaver, trimming on garment Bed, four-poster
Ermine, cape orjacket Bench, padded
Ermine, coat Bookcase, 4' x 5' x 1 '
Ermine, Lrimming on garment Bowl, silver
Pox, cape or jacket Buffet
Pox, coat Cabinet
Fox, trimming on garment Chair, padded
Marten, cape or jackcl Chandelier
Marten, coat Chest of drawers
Marten, trimming on garment Cup, silver
M~nk,cape orjackct Cutlery, silver
Mmk, coat Decanter, silver
Mink, trimming on garment Desk
Muskrat, cape or jacket aoblet. crystal
Muskml, coat aoblel, silver
Muskrat, trimming on garment KeLUe, iron, various sizes
Sable, cape or jacket Loom
Sable, coat Mattress, dowkfllled
Sable, trimming on garment Plate, silver
Seal, cape orjacket Rug large
Seal, coat Sofa or couch
Seal, trimming on garment Tub
Wardrobe, plain
Wardrobe, with mirror(s)
Miscellaneous
Descriotion BUC Value
Bcacon
Dell, l ~ r g e
Botlle or flask Thieves' ltems
Box, iron, latge
Description BUC Value
Box, Iton, small
climb in^ hook and line 100
Cham, iron, h e , small, foot
Drills and chisels 100-300
Cmmpons, each
Hearing cone 5
Crowbar
Key-makhg set 250
Dlce/knucklebones, I pair, loaded
Magnifying lens 10
Dt 111, iron
Thieves' picks h tools 300
Cllue, 8 oz, pot
Utility suit 150
atapnel
arappling hook (for ships)
Lanlcm, bull'scye
Lantern, waterproof
Manacles, pair & key
Metal file
Mlrror, large metal
Torture ltems
Oil, waterproofiny pint Description BUC Value
Padlock w/poison reservoir & key Branding iron 20
Pliers w e , humansized 150-250
Chair with straps 300
Clamp 30
Musical Items Iron boots 50
Description BUC Value Iron maiden 1.500-3.000
Dandore 150-750 stock^ 250- 1.000
Chime 20 Thumb screws 100
Harp 500-5,000 U-mck 250
LYre 275-3.000 Vise 75
Mandolin 280-4.000
Rebcc & bow 300-3,500
v v w
4
RARE ITEMS TABLES 1
Miscellaneous
Furniture Description BUC value
Description BUC Value Brocade/satin 300
Mirror, 1 sq. fool 20 Brocade/silk 900
Cologne/perhune, 1 02. 50-500
Incense,rare, 1 oz.
Ink 2-02. pot
Ivory, pound
Clothing Mirror, smalL silver
Description B E Value Paintbrush, fine
CloLh, saLin, boll 250 Razor
Cloth, silk, bolt 750 Spice, rare, oz.
Cloth, velvet, bolt 500 Unguent, rare
MetaEeating add, pint
MMature lantern

v v--w v
r
HEKA-CONNECTED ITEMS TABLES

Alchem~ca~
lrems
. d l . - Reliqious Items
&scription BUC Value
Description BUC Value Beads, Player' 10-100
Almthor* 10.000-50.000 Incense, stick 0.10-5
Alcrrib~c 50-100 Symbol, holy, iron* 10-50
Balance b weigh& 200 Symbol,holy, silver' 50-75
Basin* 5,~25,000 Symbol, holy, wooden' 5-25
Ocakcr 10 Holy water, 1 oz. 1
Dcllows' 5.000-25.000
Brazier'
Cauldron*
Cn~ciblc
Punncl
Miscellaneous
Furnace Description
Hourglass Air bladder
k n s , concave or convcx 50 Book, blank, 100 pages, papyrus
Mour & pestle 10-50 Book, blank, 100 pages, parchment
Tongs 10 Booh, blank 100 page.%vellum
Tube, glass (container or piping) 2 Book, blank, 100 pages, paper
Twcczcrs 2 Box, small, gold
Wdcr clock 100 Box, small, lead
Case, bone, map or scroll
Case, leather, map or scroll
Paper, 1 sheet
Papyrus. 1 sheet
BUC Value Parchment, 1 sheet
Oclhclonna, spng
Pen, fine, wood or metal

Wolrsbane, sprig
Tome (containingCastings) 1.000-10.000
Vellum, 1 sheet
Vial, ceramic
'Items that can store Heka, Vial, crystal or metal
V
Y u---ry
MOUNTS TABLE
'ISpe Of Mount ~ n c of-r
e Physical Damage Points
Ass 3D3 x 100 100 + 3D10
Camel, Bactrian 6D6 x 500 200 t 5D5
Camel, Bactro-Dromedary 7D6 x5M) 200 + 6D6
Camel, Dromedary 6DlO x 500 175 + 5D10
Cart 4D5 x 100 70 + 5D20
Charger Base 40,000 240-280 t I D20
Courser Base 30,000 230-260 + 1D20
Destrier b 50,000 250-300 + 1D20
DraR 3D3 x 1,000 240 + 1 D20
Dray ID10 x 1,000 230 + 1 D20
Elephant, Afrikkan WH 125,000 400475 + 2D20
Elephant, Azirian 3ase 100,000 375450 + 5 D 5
Garron 5D6 x 1,000 180 t 5116
Genet Base 30,000 220-250 t 31) 10
Jade 2D10 x I00 80 + Dolo
Mule 5D6x100 100 + 10D10
Palfrey 6D3 x 1,000 160 + 51)lO
Pony (Horse) 4D6 x 1,000 140 t 6I)O
Pony (True) 5D6 x 100 50 + 10D6
Racer ID20 x 1,000 140 + 5D10

LAND VEHICLES

I
73.pe of Vehicle Price d VeMcle Damage Points
Cart 500 + (2D3x 100) 20 t 21110
Buckboard 1,000 + (3D3x 100) 50+ ID10
Wagon 2,000 + (2D6x 500) 100 t 3D20
Carriage 5,000 + (3D3x 1,000) 200 + 5D2O
Coach, royal 50,000 + (6D3x 1,000) 250 t 5D20
WATERBORNE VESSELS
BBoe Movett t
- Conditions -
PIormal Adverse Favomble
6 3 9
Skifffiowboat 8 4 12
Canoc/Kayak' 9 6 15
Boat, Long" 12 6 18
Cnnoc, Oulrig$qert 15 9 21
Sailboal Small a b c
3,1111rlg
" Ship, Sm. a b c
aalley, Small l6/a 8/b 24/c
.~~l~
"
Ship,
n g Lg. a b c
Warship a b c
(lallcy, Laqct t 12/a 9/b 27/c

'Includes collapsible boats


"ln~ludesgigs, jolly boats, launches, etc.
t Assumes a large craft with numerous paddlers and a sail: otherwise treat as a canoe
t tlncludes the Qalleass etal.
+
t t Under sail various craR perform quite differentJy, indudhg those within a class.However, this Is a work deaJhg with game rulea
to which sailing is incidental, so we will offer only the followingguidelines, but you m a y expect that a work on ships, sailing and naval
battles will eventually be released as an acce99ory to this game and others in the modular syetem
Maximum rates of movement shown cannot be maintained for extended periods, Le., more than one or so Adon Turns, when
physical labor (paddlingor rowing) is the sole means of sustaining this speed. Of course, cumnt or wind negates this stricture.
a: equals 50•‹/0of wind speed
b: equals 2 5 1 of wind speed
c: equals 75% of wind speed

VESSEL SPEEDS
Wind Speed Boat Small Sailboat Small Galley Small Ship Large aalley Lage Ship
1-5rnph c a a a b b
6 - I0 rnph
11-15mph
16-20mph
2 1-25 mph
?I;-30 rnph
3 I -35 mph
36-40 mph
4 I -!IS 1111)h
4(;-50 111p11
5 1-60 rnph
60 mpht

Notes: Boldface b indicates than a poor or inexperienced captain Is in danger of foundering in this sort of wind.
Italic boldface b indicates the vesseI is in danger of d a m q e or sinking if in the open sea in such a wind.
Treat a Scand longship/dragonship as a small/large galley when o m d , a s a small sailing ship when under sail or in high winds.

TURNINQ RADIUS
CmR 7Lpe Tumhg Radius
Small, paddled cmR 60"
Small, oared cmR/Large paddled craft
Small galley
Large galley
Small sailing vessel
Large sailing vessel
THE K/S OPERATIONAL SYSTEM example, let's assume that Alyssa-who has a DweomercmA (Oray)
STEEP of 43-was o n e of the adventurers who found the rune mcn-

0 n e concept central to almost all roleplayinggames is that tioned above. The scenario states that recognizing it would bc a
of abilities and skills. In the Mythus game, personas "Difficult" feat, and so Alyssa must multiply her STEEP by 0.5. Shc
have a number of Knowledge/Skill Areas which repre- does so and comes u p with a K/SChance of 2 1 , and so must roll ;I 2 1
sent what sorts of activity they are skilled at or knowledgeable in and o r less on Doloin order to recognize this rune and its signiflcancc. t Lid
corresponding levels of STEEP (Studymaining/Education/Experi- the a M ruled that this was a "Moderate" feat, then Alyssa would hCwc
encejpractice) points, which represent just how proficient they are. had a n 86%chance to succeed, or but a mere 4O10chance had it bccn
Basically, during the course of a game, either a player will announce assigned a DR of "Extreme."
the wish to use a K/S or the gamemaster will ask a player to d o so.
Usually the gamemaster will only make such requests when so di- w v
rected by the scenario or the particular situation.
For example, the adventure text might specify that all HPs who see
Standard Difficulty Rating
a certain nlne can make a Dweomercrzft K/S roll to recognize it as DIPrrcuUy Rating MulLlpller
ancient syrnbol of power used by the Egyptians. When the HPs 3
actually find the rune, the OM may then proceed to ask them to make Moderate (Usual level) 2
Dwcornercrzft K/S rolls, and those that d o s o successfully will Hard 1
recognize the mne.Those who fail, of course, will know nothingabout Difncult 0.5
it ...unless their fellow HPs tell them. Very Difficult 0.25
Likewise, during the course of an adventure, players might make K/S Extreme 0. I
rolls of their own initiative in order to pull off somescheme. For example,
while playing Dirk Galligher, we are informed by the OM that a suspicious
persona Dirknoticed hasjust left the local inn andducked intoadarkalley.
We announce that Dirk will follow cautiously, and we make a roll against
his Police Work K/S (ShadowingSub-Area) to follow the suspect without Rolling Against HY Statistics
being noticed. If we succeed in the roll, then Dirkwill be able to trail him It is also possible to find yourself rolling against your 1 IP's TKAI'IS,
without beingdetected, but if we fail,thenthemysterious figurewill notice CATEClORIES, or AITRIBUT'ES, if a specific K/S Area tlocsn't apply.
Dirk and probably attack. take evasive action, or otherwise try toget rid of TRAITS: In a situation which is obviously a test of our IiP's Hlysic '11
him. If we do fail the roll and he tries to get away, it might be passible for abilities, the OM could just as easily have u s roll against his PhysicArl
LIS to pit Dirk's Endurance K/S against the persona to keep up with him TRAlT at a DR of "Difficult" to resolve the situatlon. That woukl cjvc
despite his evasive maneuvers (see"K/Sversus K/S Rolls," on page 127). Dirk a 49%chance of success, and would make it simpler for thc
In any event, the GM will always decide if usinga Knowledge/Skill Area gamemaster. Or, in a test of will, we might need to roll against hi,
is possi hle, sometimcs which K/S (and Sub-Area)must be used, and how Spiritual TRAIT to determine the outcome. Sincc the TKAlT scorc:s of
difficult it will be to d o so. The actual process for making the roll is called Heroic Personas tend to b e fairly high, this method will only be usul
the K/S Operational System, and is described in the next &'on. rarely, when there is n o clear CATEOORY or K/S Area which f i b - o r
when the chance for a persona's success is fairly good.
Making Kolls Against STEEP CA'IEGOFUI93Amuchmore reasonable way of findingthc o~ittx)rn(:()I
When the GM has decided that a K/S roll is to be made, either by anactivity is to use a persona'sCATFXiORY score. These are hi# e n o q h
rcqucsting that a player d o s o or agreeing to allow the player to, the OM to give the HP a reasonable chance to succeed, and the tash c;ui Ix:
must then determine the DifficultyRabig(orDR for short) of the attempt. narrowedtoameaningfulHPWstic. lfyou weretryingtoliftala~e,h c ~ r y
As in real life, some undertakings in the Mythus game are more difficult treasure chest, for example, you might have to make a roll using your f 'Y
than others. For example, not all locks are as easy to pick not all noises score. A roll against your SP might allow you to gct the feeling that you'rc
are as casy to hear, not all runes are as easy to recognize, etc. being watched o r a roll against your MM might allow you to remcrrilxr ;I
Tncre are six ratings of DR which vary from "Easy"to "Extreme," and the bunch of hastily studied information found during a scenario. 1l;rndIc
harder the DR the tougher the roll. The usual level for most K/S rolls is such a roll exactly as you would a regular K/S mII, but sulutitute your
"Moderate," and it can get harder or easier from there depending on the CATFXiOR( score for the SIEEP rating.
situation. See page 125 for tips for the OM on how to assign DRs. ATIRIBUIES: Then @n, if the CIM really needs to nmow down U lc
Once the GM h a s determined the DR, it is time to figure out chance to match the HP's relative abilities, he or she can also usc
something else called the K/S Chance. In order to d o this, cross- A7TRIBUE scores. For example, the ability to rapidly and ac~wldcly
reference on the Standard Difficulty Ratings table and find the multi- manipulate a delicate mechanism would require geat manual dexlcr-
plier which corresponds to the DR assigned to your roll. i t y 4 r Physical Neural Speed (PNSpd).A m e m a s t e r who wantcd to givc
Once you have the multiplier, proceed to multiply it by yourSTEEP the persona inquestion a slightly better chacecould say tha the task hi~d
rating (round down) to determine the K/S Chance for that roll. In order a DR of "Moderate," or even "Fay," allowing for a W e r pcn;en@y
to succeed, you must roll your K/S Chance or less on D%. For chance of success.
Combined Efforts only a limited-mount of personnel will prove useful in any project.
When two or more Heroic Personas work together t o accomplish a This means that between 1 t o 1 2 (1D3, 1D6,2D3, etc., OM'S option)
task, they may corn bine their STEEP levels o r CATEQOKY scores into people will b e of any direct help in any particular project, and that
one giant total to use in a single roll. Exactly how many would b e able figure must b e intelligently ruled o n by the QM in each and every
to work o n it at once depends o n t h e situation, and it is u p t o t h e varied sltuation.
gamemaster to come u p with a logical figure. A treasure chest, for Each related skill will a a u s t the level of success roll by 10•‹/oof its
cuamplc, tn~ghtbe just large enough for only two people t o combine STEEPtotal (dropping all fractions, c a s e by case), and o n the average
thc~rcffortsto lift it. An elaboratescam, however, might havethreeor three t o six diverse K/S Areas may be used in this endeavor.
f o ~ seasoned
~r mountebanks involved. Exadly how much of your Such K/S additions, while useful t o the effort and adding to its
STEEPyou can contribute dependson how many people are involved. chance of success, d o not negate the personal involvement of the
The first two HPs can add in their full totals, afterthat the personas are persona who is operating the venture o r is the project's coordinator
I m t c d to contributing a certain percentage (drop fractions) of their (director), and that HP still must figure only her or his own STEEP
full total 7 tic amounts of these percentages are listed o n the Com- against the table when an Automatic or Special Failure has occurred.
bmcd Efforts t'lble at the bottom of this page. (Check the K/S Failure chart o n the next page.)
Once the total combmed STEEP h a s been arrived at, it will be u p to To obtain highquality assistance (STEEP above 33) from Other
the player whose persona made the largest contribution t o actually Personas in such a project, it will take a higher level of expense. Any
ni,lhc the roll. If two or more of the personas made equal contribu- OP with less than 33 STEEP will require payment of standard type
t~oris,then it will be up to them to decide amongthemselves whogets (going market value for average skill). Those OPs with 3 4 6 6 S T W
to do so f'or example, a group of five schemingcriminals are trying to are highly skilled and will assist for twice the cost of the less-skillcd
bilk a r ~ noblc~ h o~ctof a large sum of money. The QM rules that this (under 34). Those of 6 7 + STEEP will want a piece of the action. It is
1s ,In ' tutrcrnc." feat, and the five mountebanks go about their very easy t o figure this with income generation of the project, for you
r c s c m h m d corn bine a s much of their Criminal Activities, Mental simply agree that for every point above 6 6 that the OP has, he or s h e
STEW po~ntsa s they can. The leader and his right-hand man have receives base compensation plus a percentage point of the profit
STEEP rat~ngsof 65 and 53, respectively, and they will b e allowed to from the job, so someone with a STEEP of 7 6 would get 10•‹/~ of the
c on1bmc their full amounts. The next two con men have scores of 44 profit. (In many real situations the extra money from a Special
mtf 4 1 , of wh~chthey will each be allowed to contribute 50•‹/o,or 2 2 Success does not get figured into the profit percentage for the "help,"
m d 20 points rcspcctively. The remaining mountebank may contrib- and the QM must decide if this will be t h e case in any given situation.)
ute 2 5 k of his STEEP level of 40, or 1 0 points, and the scores are all A"top man" with his 7 6 STEEP would give you a 7V0 adjustment to the
combmcd for agrand total of 170. This is multiplied by the"Extreme" project's STEEP chance for success, but it would not count toward
rnult~plierof 0 10, yie1dir.g a total K/S Chance of 17. The leader of the anything in the case of a n Automatic o r Special Failure (see below)
qroup rolls a 13, and the scam succeeds! It's probably agood idea for based solely upon t h e Central K/S Area STEEP of the persona manag-
thcni to "make t r x k s " (possibly another roll ...) at this point, before ing the whole. (That HP might be "the star of the play," but if it's a box
the noblc Finds out he was cheated! office disaster, t h e persona doesn't share determination.)
Combined Efforts Of Diverse K/S Areas: Many times, more than For anyone t o "give of themselves without thought of rcward" to
one persona will become involved in an effort to accomplish a promote a venture means a "matter of principle" and "great convidion,"
common goal, and they will apply different abilities to achieve that "dedication," "total commitment," "belief" and so on. Many tin~csthis
t n d This dffers from othcr combined efforts because the latter meanseventualjust compensation for efforts put forth, although "mitiyat-
~ o r i s ~ d cST1:LP
rs in like K/S Areas, and here we are using different ingcircumstances"maymodifyUlisasisthejudgementofthe a M (inother
A r e a to reach a common goal. Use the following guidelines for words. let the persona cheat the poor dupes who believed.. .).
hanal~rigthtsc matters:
One Heroic Persona will b e the individual in charge of the project Rolh'ng Via Guesswork
employmg diverse K/S Areas. The principal HP will then select o n e "That's all very well," you might ask "but what d o you d o if you need
Kriowlcdge/Skill Arca which will be the main one, the chief used t o to roll against a K/S in which your HP has noSTEEP7 Or use a SubArca
a t t m thc qoal desired. This is the Central K/S Area. that the HP hasn't gained yet?" It is possible to succeed in such rolls,
The olhcr personas and different K/S Areas involved must each though very difficult. For a K/S that your HP doesn't have at all,
l o y dly aid the Central Arca in a direct fashion, o r else they cannot calculate the roll as if the persona had a STEEP total of 1. Note that a
I t n d STEFP percentage to the final determination of success. DK o f "Hard" is the toughest your roll could get and still give you a
chance of succeeding (It's rather difficult to roll less than a I on D%)
r v L r Ir
If your HP has a K/S but lacks the needed Sub-Area, go ahead and use
the HP's full STEEP, but increase the DK by two1
Combined Efforts Thus if Dirk Qalligher needed t o make a "Moderate" roll against the
# of Participants ConMbutlon Astronomy K/S, which h e doesn't have, he would have but a 2%
3-4 5 0 % each chance of succeeding. If h e needed to make a "Hard" roll against the
5-6 25% eaGh Riding (Camels Sub-Area) K/S, h e would calculate the K/S Chance
7+ 15% each with his RidingSTEEP of 36, but would have t o d o so against a DR of
A - L
-r0 C
"Very Difficult" (7% chance) because h e doesn't have the Carriels
Sub-Area. Note, however, that if you don't s p e c i f i ~ l l yhave a Heka- of 34 to mll against.If s h e mlls a 1,2, or 3 then she will bc so s u ~ s f 1 1 l
usit~gArea wlicti it's called for, then you can't use it a t all1 that she can overhear part of their conversatjon without them even lxing
Sometimes, though, t h e gamemaster might wish t o allow for a aware s h e is doing sol In another situation, Alyssa Is t@ng to watch ,I
higher default STEEP than t h e requisite 1 point. This latitudeapplies particular building for any s i p of peculiar adivity. Thc OM mlcs Ul,d Uiis
mainly when the missingK/S Areaisone in whichany above-average is an "Fasy" feat, thus giving her a K/S Chance of 1 0 2 and a 10%d ~ r r i cc
persona in the campaign milieu would have s o m e capacity of appli- for a Special Success. If, however, she rolls a 96 or higher then shc will
cation. Areas such a s Current Events, History, and Sports, Indi- overiook the obvious (Automatic Failure), and if she rolls a 99 or 100
vidual niight b e applied with above 1 STEEP point capacity by most (Special Failure) the occupants will probably ndicc her!
Heroic Personas. Thus, for such skills and knowledge, the QM may As far as rolls usirq unknown K/S Areas or S~rb-Areasgo,no S p u i.11
allow a default STEEP above 1 point and a s high a s the K/S Area's Success is possible witha K/SArea that you don't know at ;dl, thougll
corresponding ATTRIBUTE if that s e e m s reasonable. For example, if you can roll o n e a t the normal (10% of K/S Chance) ratc if you arc: ju\l
Alyssa needed to make a Biography/Oenealcgroll, s h e might d o missing a Sub-Area. Special Failure, however, is very likely kIrc.11
s o a s if s h e had a STEEP equal t o her MMCap ATTRIBUTE of 16, if t h e making such rolls. Any result of 96-1 00 counts as a S[n:cji~lh~ilurc.
yamernaster deemed s h e spent a reasonable amount of time keep- with a K/S Area thatyou don't havc, and m y result of98-100u)urrls
ing tabs on the information soilrces which dealt with the appropriate a s a Special Failure with a Sub-Area that you do112 I~avc.
knowledge in question, and it was local o r regional in nature. While On the other hand, personas with very hiah STLW ratimp (51 or
16 isn't great, it's a lot better than 1 and in many cases a more more) areless likely t o b e plagued by Automaticand Spc:cial l;rilurcs.
reasonable base. The GM is cautioned, however, not to allow too The K/S Failure table lists which rolls will always count ; ~ f;~ilurc
s for
much latitude t o HPs, especially when low ("Easy") DR modifiers are those with greater expertise.
to bc applied to rolls.
K/S Areas to which this allowance might apply are: Determining t h e Difficulty Kating (Dig
Appraisal Jury-Rigging While the adventure scenario hercwith lists the DK of d l K/S roll\
Domestic Arts & Sciences Logic required in its text, there will be perhaps twice as many rolls 111;1dc d ~ i r i ! ~ ;
fcolqy Political Science the course of the scenario's play in which the ticterrliin;rtion o f Llic.
Diograptiy/aencalogy Sociolog/Culture Difficulty Rating will be up to the aM. The following is a brief surnm.iry of
Gambling Boating what each Difficulty M n g generally represents, and the cJarncm,atcr
Games First Aid need only choose whichever one seems to Lest fit the situation.
Gcography/Topography Mountain Climbing Easy: This means that the application of the K/S is ordin.lry,
History Religion customary, and undemanding. It is a typical and routine LISIJIC of . ~ n
Influence sports Area which can be performed with only basic levels of S11:Lt'. Ari
La w Travel herbalist diagnosing a poison ivy vine, for example, would d o so .I! , I
Note that there are obvious factors which apply. The two general DR of "Easy." Such individuals tending t o a snakebite mi@ also I)(.
arcas of consideration are the Heroic Persona and the player. If the HP assigned a n "Easy"if they had all of the right matcri;ds (sorncthirig I o
is s o played a s to spend time in the game outside the adventure clean the wound with, the proper herbs, and bandaqcs), or thcy rrli!UrL
scenarios doing things which relate to the K/S Area, then a higher have t o face a "Moderate" or worse under more difficult c:irc.urri-
d c f a ~ ~STEEP
lt can be allowed without concern o n the part of the OM. stances. (An attempt t o treat a victim in a dark slimy czlvc, ;rnd ~ i \ r r i c :
Lilicwisc, if the player is actually in possession of s o m e degree of only a dim brazier for light, and few of the proper nicdic:in;rl t ~ r Ir) \
knowledge or skill in the Area, and it is not unreasonable that the HP would b e more like a n "Extreme"!)
might also havc s ~ r c hcapacity, the gamemaster can also feel comfort- ModerakThisisaslightly moredifficult application of a K/SAr(;l. 'llii5
able to apply a greater default STEEP. In all other cases, though, the DR assumes that the task is nol exadly routine, but is not tcmbly touch
1 point is adequate, reasonable, and equitable!

Special Successes and Failures


In addition to those mentioned above, there are two other condi- K/S Failure
tions to keep in mind while rolling. First of all, if the number you roll K/S STEEP AutomaUc Failure Special Failure
is cqual to 10%(again, drop fractions) or less of the K/S Chance, then 1-50 96-98 9900
you havc scored a Spccial Success, which means that you did really
well! Likewise, if you rolled a number from 96-98, then your roll
probably failed, regardless of how high your K/S Chance might have
becn. If you were really unlucky and rolled a 99-100 (i.e., aOO), then
you havc scored a Special Failure, which means that not only have
you failcd in your attempt to use that K/S Area, but you have messed 'If a 100 Is rolled, then roll lD6. On a roll of 26 the
it up especially badly! result is Automatic Failure, but if It is a 1 then t h e result
For example, Alyssa is trying to stake out a busy street for the arrival of will be t h e dreaded Special Failure.
two known assassins. She has a Surveillance/SecurityS7F:iT of 34 and
the QM assigns this attempt a DR of "Hard," thus giving her a K/S Chance
- "
either. Most K/S rolls will be made Llgainst a "Moderate" Difficulty Rating. vegetation save a soft carpet of grass and a few rows of small (3' - 4'
Hard: This indicates a n especially tricky and/or complex task high) shrubs. There are, however, a number of marble statues set
which requires the full attention and effort of the HP so doing, but still about 30' or so apart. Each is roughly 6' high and 2' wlde.
not one s o tough a s t o sorely press those with at least a fair level of Now that we have listed just about everything that could affect the
STEEP. Writing the rules for a roleplaying game is a good example of difficulty of sneaking u p there, it's time t o see what we can come up
a task which is at least DR "Hard." (Believe us, it isl) with in the way of a DR. First of all, we start with the "Moderate" rating
Dimcult: This means a taskwhich is demanding for anyone, regardless and then take into account all of the trouble that the chateau's
of STEEP ability, because of poor conditions, great complexity, and/or defenses will cause Dirk. Since the yard isn't huge as such yards go,
tremendous complications. Extreme precision might be called for. Mate both the gargoyles and t h e guards will boost the DR by around two
rials could be lacking, time might be short--any number of things could each t o a ranking of "Extreme.' However, the weather, Dirk's stealthy
make for a "Difficult" DR. It's not easy to hit the bull'seye of a target! An dress, and t h e statues should begood for a reduction of two or so, and
unfamiliar weapon, haste, or distractions might make it "Hard" at Point the QM offers Dirk a n additional reduction of o n e if he gets down on
Blank range, or " E a e m e " at distances beyond that. Making such a shot theground and crawls o n his belly. The only problem with that is that
on a windy day will probably be "Hard" regardless of any other consider- it would take much longer t o reach t h e house, and h e would have to
at~ons, and "Difficult"iftougherfactorsareaddedin.Inasimilarvein,think make additional rolls t o get all the way there without being n d i m d
of performinga longjump which is at the limits ofyour ability. %you can (see"Handling Long Projects," page 128), and s o Dirk declines t o d o
~suallymanage 1 4 feet and have once made it 16 feet. A lSfoot distance so.Thus, h a v i w finished that, the QM gives this attempt a final DK of
would then be "Difficult." "Difficult." If Dirk fails his roll, h e will be caught, the guards will alert
Very Difficult: This is just o n e step more demanding than "Diffi- t h e entire household a s t o his presence, and our hero will certainly
cult," and for all of the same reasons. In the example of the longjump find himself in a c o m b a t situation. Dirkmay be able to kill a few of the
above, hitting your top distance, 1 6 feet, rather than 15 feet, might guards and escape, but that's another story. (See the chapter on
well be "Very Difficult." Combat, hereafter.)
Extreme: This indicates atask at the verylimitsofpossibility forthe This should serve to give you ageneral feel for how t o sct Difficulty
individual. Take a task which is "Hard" or "Difficult" to begin with, Ratings. Deciding exactly what a DR should be is a very subjcctivc
throw in a few added complications, and you could very well wind up activity; it's u p t o t h e QM's intuition, knowledge, and imagination to
with a DR of "Extreme." The s a m e could apply to even a n "Easy" task determinejust how much tocount all the aggravating/heIpiqcircum-
when an attempt is made t o perform it under very trying conditions stances for. However, it's also good policy to talk over the situation
(see the example of the snake bite, above). Following the last ex- with the players and reach a general consensus, too, even though the
ample, longjumping 17 feet--or even 14 feet with a strained a n k l e QM has the final word. On many occasions, the DR of a roll will have
could qualify for a Difficulty Rating of "Extreme." as much t o d o with how much the QM and/or scenario writer wishes
Other Comments: For somewhat more precise DR calculation, this t o challenge the players as it d o e s with t h e realistic level of difficulty.
second method is likewisegiven. As mentioned above, it is usuallyagood Note that in all cases, the word of the QM supersedes that of the
idea to start with "Moderate" and work your way up or down. Try to scenario writer. If, for example, we were running the game with the
consider all of the agqravating and/or helpful circumstances s u ~ o u n d i n g rune and decided to make it easier t o recognize, we could jusZ say that
theattempt. Astepofonelevelof DRisgood foraminortomedium factor, it was less obscure and only make the players roll at "Hard," "Moder-
and a change of two or s o is good for a mqjor one. For example, Alyssa is ate," or even "Easy." Likewise, we could enhance the guard f o ~ in m the
trying to recognize that rune mentioned above. It is only asmall sketch on second example, give more cover, have something that Dirk ruuld ux to
faded parchment, and it was not averywell-knownsyrnbol (aminorfactor neutralize the d q , or we could just keep the guard forces the same and
raising the DR to "Hard"). Furthermore, this symbol is not often used by a r b i M l y lessen their impact on the DRcalculation. On Uleother hand, we
Dweomercrzfters, and is t h ~ l as very obscure rune (a mqjor factor raising could d o the same sort of thing to make succeeding in both examples
the DR to "Very Difticult").On the up side, however, a local mage knows harder. It all depends o n what we feel is necessary to keep the game
of it, and has used it on occasion (thusbringingit downone fora final result challenging but not too difficult for the players to have some t tP succcss.
of "Diffic~ilt"). Optional E x p a n d e d Difficulty R a t i n g Table: A sixcategory DK
In a more complex example, Dirk Galligher is trying to sneak through system is fine, and it covers most of the usual possibilities. It also
s an EP's heavily guarded chateau from the outer wall (which
t h c g o u t ~ dof allows random DR assignment for those times when the particular
he already climbed) to a ground-floor window--which will dmw upon his activity isvariable. S o d o e s theoptional DR method shown in the b b l e
Criminal Activiti'es, Physical (StealthSub-Area) K/S. The QM rules that at the bottom of page 127, which breaks the categories into 1 0
but one such roll will be necessary to cover the distance, and sets about ratings, filling in t h e uneven gaps in the regular DR system.
defining the situation: The grounds a v e r about 20 acres altogether, but When Heroic Personas are relatively weak in K/S STEEP points, you
the buildingstillsits onlyabout 175yarcisfrom Dirk's position. It'satnight, might wish to use only the first six DRs for all but the key places in an
and. as it had rained heavily that afternoon, the ground is covered in a adventure. Thus, even though this optional table is based o n 1 D 10,
swirling fog. Dirk is dressed all in black and is wearing very quiet, padded 1D6 can b e used a s well when random selection is desired.
footwear. On the down side, there are two gargoyles on the roof of the Finally, n o matter what modifications a DR may receive, it may get
house who watch for intruders. n o easier than "Easy" (or "Very Easy") or harder than "Extreme." Just
Additionally, four teams each of o n e guard and o n e watchdog ignore any considerations which would push it past either of those
patrol the yard o n foot. The grounds themselves are bare of all two extremes.
K/S Versus K/S ROG
Sometimes during the g a m e there will be occasions when two
-
DR of "Difficult" ( 5 4 - 63 -9), a n d t h e EP a base DR of "Moderate'
(63- 5 4 = 9). In Dirk's favor, however, L the fact that h e is riding a
personas will be using their K/S Areas against each other. One fast horse and t h e EP h a s t o make d o with a slow, uncooperative
cxarnple of this is a mounted c h a s e duringwhich both riders will pit mount. The OM rules that thls is good for a decrease of two levels.
thcir Riding K/S against each other. Another good o n e is a vampire bringing Dirk's DR down t o "Moderate." Not working In Dirk's favor,
scarchingthrough a bedroom, looking for asmallchild hidinginside. however, I s a s m o k e screen which t h e EP h a s just unleashed from a
In that case, the vampire's Perception K/S (Searchsub-Area)would magickal Casting, as well a s t h e fact that the darkstorm clouds which
be pitted against the child's Criminal Activities, Physical (Hiding have been hanging around all day have suddenly begun to pour
Sub-Arca)K/S. Mote that this would apply only if the vampire already down rain. The a M rules that t h e s m o k e screen cancels the advan-
kncw that the child was there1 If the monster was unaware of that tage Dirkgained from riding t h e faster h o r s e - t h u s boosting his DK
fact, then the youngster would only have t o make a regular K/S roll back u p t o "Dlfflcult." Furthermore, his DR is worsened yet even
to escape detection. However, when you d o have t o resolve such a more t o "Very Difficult" because of t h e rain. Working in favor of the
disputc, you basically have e a c h persona make aspecially modified EPis his extreme familiarity with t h e area, which allows him t o make
roll against the K/S that he or s h e is using. Unlike normal rolls, the sudden, surprising turns o r bursts of speed every now and then.
basc Difficulty Rating is not automatically "Moderate," but rather it Working against him is t h e rainstorm, which makes it a s hard for him
depcntls o n how the two opposing STEEP levels compare. To dis- to get away as it d o e s for Dirk t o k e e p up. The QM rules that the EY's
cover your basc DR, subtract your enemy's STEEP rating from your familiarity lowers t h e EP's DR by o n e (to "Easy"), but then the rain
own and c o n s ~ ~the l t KfSContest DRs table in the right-hand column. brings it back u p t o where it was originally.
Once you have the base DR foreach contender, thengoaheadand Once the final DR for e a c h side h a s been determined, each of Lhc
apply whatever modifiers the QM feels is necessary to take into participants
account conditions that could b e helping or hindering each partici- need only make
pant. When applyingsuch modifiers, however, it isusually simplerto t h e roll. ~f o n e K/S Contest DRs
riialtc a strict distinction between what affectsonepersonaand what succeeds and
affects the other. That is, a disadvantage applied t o o n e persona the other o n e
s h o ~ ~bcl d used t o increase that character's DR and not t o decrease doesn't, then
that of the opponent, and vice-versa. the former wins.
I-or cxarnple, say that Dirk is arm-wrestling another HP in a bar, Likewise, if both
a coritcst that involves a competition between their PM CATEQO- succeed but
i<lE.S.Whilc he is doing so, a girl c o m e s u p behind him a n d tickles onerolledaspe -2 1 o r lower
him in the ribs, and another d o e s t h e s a m e t o his opponent a n d cia1 S u c c e s s
pours hccr ovcr thc poor fellow's head t o boot! The DR of Dirk's t h e n t h a t per-
roll would bc increased d u e t o his distraction, but would not b e s o n a wins, o r if
lowtrctl d u e to his opponent's distraction. Likewise, t h e other HP both failed but o n e rolled aSpecial Failure then that persona loses.
would rcccivc a penalty for being tickled, and yet another for If both rolls succeed o r fail by a similar, general degree, then a tie of
having beer pourcd ovcr his head, but would not get t o roll a t a sorts h a s resulted, if a tie Is possible. if a tie is not possible at all, then
lowcr I)R d u e to Dirk being tickled. eachopponent must again roll until t h e process yieldsawinner. Note
As an example of this process, assume that in t h e situation that if s o m e o n e d o e s roll a Special Success or a Special Failure on
mentioned previously where Dirk was trying to trail the persona in the final roll of a contest, then t h e regular advantages or disadvan-
the alley, he failed his Police Work (Shadowing), roll and t h e man tages should b e applied normally.
v w-II v noticed him and
is tlyingto fleeon
Continuing the above example, both Dirk aalligher and the EP
prepare t o make their rolls. Dirk's STEEP of 54, when multiplied by
Optional DRs a stolen horse. his DRof "Very Difficult," yields a K/S Chance of 10. Meanwhile, the
Difficulty Rating Multiplier A s s u m i n g Dirk bad guy h a s a hefty advantage with a STEEP of 6 3 and a DR of
Vcry Y2sy 4' c a n quickly ac- "Moderate," t h e combination of which gives him a K/S Chance of
c'lsy 3 quire a mount t o 126. Both Dirk's player (us) and t h e QM then proceed to roll. We get
Routine 2.5' give c h a s e , h e lucky and c o m e u p with a n 09, which just made it by I I Thc GM,
Moderate 2 h a s a Riding however, rolls a 98, which counts a s a n Automatic Failure1 Thus, by
Co~iiplcx 1.5' (Horses/Mules- s o m e miracle, Dirk (falligher succeeds In keeping u p with the bad
t Lird 1 Specialized) guy despite t h e mqjor hurdles thrown in his path--nd that this sort
Very Hard 0.75' STEEP of 54, and of thing will happen often ...
Difficult 0.5 his foe h a s a (Spe-
Very Difficult 0.25 cialized) STEEPof Frequency of K/S Kob
Extrcnie 0.1 6 3 (whichtheQM If you have previous experience with roleplaying games and the
determined be- use of skills, then you also have s o m e idea when it Is appropriate to

L,
Hew, optional DR multiplier
.L A r-J(! forehand). This
gives Dirka base
allow a persona who fails a roll t o be given another chance, ils wcll as
how to handle very long projects where just one skill roll Is obviously
insufficient to complete the entire task. However, for those of you instance, if you rolled a Special Failure then your HP might have
who are new to all of this, the following section will give you a feel for pulled a back muscle o r broken the chest's handles, making it
it. It should also help serve as a reminder of good guidelines for impossible to try again. Or perhaps the HPaccidently dropped it and
making such decisions for the experienced players and CiM's a s well, it splintered into a million pieces. In the riding example, a Special
so read on! Failure could make t h e difference between merely iqjuring your
As with figuringout what Difficulty Ratingtomakesomeone roll at, horse and breaking its neck.
it isalsoup to theaM to make the final decisionwhether ornottogive Finally, when in doubt look u p t h e K/S being used (See "The K/S
someone who fails a second chance or what specificcombination of AreaDescriptions" beginningon page 137).Each description should
K / S rolls (and the time frame in which they are made) will be give you a general feel for how the K/S works, and s o m e Areas have
necessary to complete a lengthy task. definite rules as t o how often they can b e attempted.
Try and Try Again: Oenerally speaking, a persona has o n e Handling Long Projects: Usually a single K/S roll is sufficient to
chance to succeed in a K/S roll, but if the persona fails then he o r s h e deal with a small to moderate-sized project. A Perception (Search)
might be able to try again provided that t h e following three condi- roll could check out anything from about as small a s a suitcase to a
tions are met: 20 by 20 foot area. A Ridingroll might cover five miles of chasing, or
( I ) The persona knows the attempt failed. a Police Work ( S h a d ~ ~ nroll s ) might cover three miles of trailing by
( 2 )The persona has the time and resources t o try again. horse or one mile by foot. A Criminal Activities, Physical (Sneak)
(3)The persona didn't mess things u p s o badly the first time roll might allow a persona to cover a few hundred yards outside or a
that further attempts are useless. few hundred feet inside. Time, as well as distance and size, is also a
With regard to :he first condition, it is important to keep in mind factor. It would take a persona a lot longer t o belly-crawl somewhere
that with some K/S rolls it will b e hard for a n HP to tell whether or not than it would to run. A regular Criminal Activities, Physical (Sneak-
the attempt was successful. For example, in the situation with the ing) roll might cover the persona for from o n e Action Turn (see
rune mentioned above, the HPs are provided with an opportunity t o "Movement and Time," page 130) out in t h e open to but one Battle
make a startling discovery. If Alyssa failed her Dweomercrseff roll, Turn or less when things are a bit more crowded1 Once again, look
she would notjust sit there and say, "Oee, ljust can't seem to notice u p the K/S Areaif you're not sure what o n e roll will cover. Most of the
that this is a rune of power used by the Egyptians. Pardon m e while descriptions therein will give general guidelines for that, if not
I try again!" Another good example is if Dirk were hiding under his definite parameters. Note also that different K/S Areas have greatly
bed from a vampire. The cavalier would have n o way of knowing different size projects which a single roll can cover. The Creative
whether or not he had succeeded (even though his player would Writing K/S, for example, can cover whole books that might take
know) until the vampire either attacked or floated by without paying many game months t o write, whereas t h e Acrobatics/Oymnastics
him any attention. (Jump) K/S is good for but a single leapl
Even more obvious than the first condition is thesecond timeand It is when the persona needs to use a K/S for a biggerandlor longer
resources, and it will be this o n e that prevents second tries most of project than what o n e roll can logically or realistically cover that you
the time. The most precious commodity is time. Even if an HPgets a need to make multiple rolls. Doing so is n o big deal, but trying to
second opportunity, the GM will require a certain amount of game determine what happens when you succeed in one roll m ~ fail d ill
tinic to pass before allowing another attempt. For example, if your another can sometimes b e a bit tricw. On some occasions partial
persona fails a PM roll to try and pick u p a heavy treasure chest and success will simply yield partial success. One example is with a
carry it up a flight of steps, the GM might require that the HPsit down Perception (Search)K/S roll, a single o n e of which might cover about
and rest before giving it another try. Hopefully, the group of crazed a 20' x20' area. If your persona were searching a 40' x 40' area, then
fanatics in anothcr part of the palace won't figure out where the HP you would have to make four such rolls to cover the entire thing (i.e.,
is before the persona is ready to try again! Limits o n resources are there are four 20' x 20' areas in one 40' x 40' area). A success o n one
also troublesome. If, for example, an HPfailsa Ridingroll andinjures roll would mean that the searcher found whatever there was (if
his or her horse, that persona obviously won't get a second try until anything) to find in the 20' x 20' portion covered by that particular roll.
another horse is available! If the searcher failed the next roll, then nothing would be noticed in
The above example is also very good for illustrating the third the next 20' x 20' section, but that failure wouldn't interfere with the
condition, nicssing things up, a s in a n attempt to bribe aguardsman success the persona had o n the first. On other occasions, however,
or persuade a roomful of people that they are about to b e attacked you must succeed in every single roll or the whole attempt fails. For
by monsters. Obviously, if your Heroic Persona offers money to a example, it does the persona n o good to succeed in one Criminal
p a r d and the anests theHP for attempted bribery, it's notvery likely Activities, Physical (Sneaking) roll unless the persona succeeds in
that the guard is going to b e receptive t o another attempt. Also, if a n all of them, as any failure means that the character gets caught1
IIP fails an Influo~ce(Oratory) roll while trying to speak to a number But in any event, it is u p to the common sense of the gamemaster
of patrons in a tavern, they are probably going t o think that the to decide for sure what happens when a series of rolls is not entirely
character is crazy and will not pay attention t o anything else that successful or does not entirely fail. We recommend that a Special
persona might say thereafter. Failure o n any o n e roll b e allowed to completely mess everything up.
Ttie usl~alway to really foul things u p is to roll a Special Failure. In In t h e above search process, for example, had the first roll been a
such a case things will always turn out s o that nosecond attempt is Special Failure then t h e HP must have gotten something in an eye
possible. In the above example regarding t h e treasure chest, for and been unable to concentrate o n any searching at all1
THE: MANY USE25 OF ~ 0 % ease the effects of Shock or Permanent Damage caused by a wound
D~lringthe course of a game, you will definitely come upon times (seeChapter 12).One JF could also be spent t o negate or delay Ihe
when the dice just don't seem t o b e going your way, or perhaps you effects of being Dazed.
have to make some ultra-important roll upon which the velysuccess (4)Another likely use for J o s s is t o help HPs to escape from being
of a mission, not to mention your HP's life, could depend. Duringsuch trapped, imprisoned, orstranded. If all their schemes togct out of ttic
occasions you may find it helpful to spend s o m e Joss Factors (JF for m e s s in which they find themselves fail, then they can spend Joss to
short).Though it is best t o b e conservative with your HP's Joss, as t h e cause s o m e miracle t o happen which will free them. The following list
amount you start out with will probably have t o last you through the gives thegeneral cost per HPto escape. If one HY doesn't have eriough
entire adventure, spending a few points can certainly make t h e Joss left t o pay, then someone else can pay for that persona if they s o
difference between success and complete disaster! desire. If they can't afford it or don't want to, however, then slid I l l '
Generally speaking. J o s s operates by altering the "reality" of the must remain trapped while the rest of t h e party escapes.
game s o that it favors the persona who spent the Joss Factors. .
1 to 2 points will cause a minor to moderate shift in game
reality, 3 t o 4 points a major one, and from 5 t o 6 a n almost Sample JOSSFactor Costs
earth-shaking change. Mote that Joss cannot change results
after t l ~ fact.
c If you plan to use J o s s to make a K/S roll easier
or to cause a blow to hit automatically, you must spend the or not imMed with @-,t gucndirrg 2
Joss before making the roll. J o s s may, however, be used t o ,or isolaed with light
ease the problems caused by a bad thing that has already
happened. A JF can, for example, be expended in between the
time that poison is injected and the time that it takes effect, or
the effect of a blow already landed can be made minimal. If a n
tip fallsoff a cliff, spending Joss won't levitate the persona backto the Not isolated means that the HPs are not more than 30 rninutcs ( v i d
top, but it might possibly allow the persona to land o n or grab hold of the most common method of transportation in that locality) froni ;I
any projection or ledge. reasonably sized (5,000t o 25,000 plus population) town of ncutrA
Once Joss is used, the only way toget moreof it is toearn it through o r friendly people. Otherwise, our heroes are really out in thc wiltlcr-
excellence of play or by spending Accomplishment Points (see page ness and are much less likely to be rescued.
134).The following list states s o m e of the more common ways in Here's a n example of using Joss t o escape. O L Ifriends
~ Dirk m c 1
which Joss can be used, but it is by no means complete. The things Alyssa and three other HPs have been stomping around on a dcnsdy
that Joss can accomplish are limited only by t h e imacjnation of the jungled island off the coast of Afrik. During the course of thvir
players and the GM. exploration, they have been captured by a tribe of c;lnnil)ills ; ~ n d
( 1 ) Joss can be used t o decrease the DR of a task by o n e level per locked away in rattan cages where they await the pot. l h e evil wit th
factor spent for your persona or a friend, or increase it for a foe. In the doctor who leads the tribe proceeds t o order a dance to rdcbratt: ttic
chase example above, if Dirk wished, h e could spend o n e J F and latest catch, and most of the tribe g o off to the revelry, leaving only a
lower his DR from "Very Difficult" t o "Difficult," or h e could spend as pair of mildly intoxicated guards watching the ciigcs. As our unlortw
many as four and lower it to "Easy"! Likewise, h e could increase the nate heros were stripped naked before being locked up, thcrc's no1
EP's DR from "Moderate" to "Extreme" by spending four JFs, thus a whole lot they can d o to escape, and they are t h ~ t forc:ctl
s to sjx.ritl
stacking the deck for that contest very differently! s o m e Joss points. The party is definitely isolated, but only liqhlly
12)Joss can be used to cause a single attack against oneself or an guarded, and thus it will cost each HP 3 JFs to escape. Ihis c:osts [)irk
ally to fail automatically, or o n e against a foe t o succeed automati- and Alyssa the last of their Joss, and t h e third party membcr h,ts lnil
cally. This is good for but a single arrow from a bow or swinging of a o n e Factor left aRer paying his. The fourth and fifth IiPs, howcvtr,
sword. Doing s o costs o n e JF. Mote that any hit made t o succeed can't afford the charge as they have only one JI' each, and now
automatically counts a s but a "regular" strike and not as a "Special" nobody else is able t o bail them out1
(see Chapter 12, "Com bat," t o find out what are "Special Hits"). Also, In light of this situation, the OM might decide that it was Lirnc th,lt
keep in mind that the Joss must b e spent before the attack is made. an earthquakesuddenly struck the isle. The wooden cages might sl)lit
One can spend Joss after one has been hit t o lessen the potential open and the hill atop which the prisoners were held could sud(ltnly
effects of the blow before the dice determine them, but once the roll disintegrate in a mass of streamingmud-slides. The mud-slides might
has been made, it is too late t o negate it entirely. carry Dirk, Alyssa, and the other lucky HY down the other sitlc ol I hc:
( 3 )Joss can be used to e a s e or worsen the effects of a blow already hill away from t h e headhunters and deposit them in a lagoon, wticx
struck. One JF can be used to change a normal hit into a Special one, they canswim to the safety of somecaves in which they can hitic. Ttit:
or make a Special Hit normal. Additionally, o n e JF can b e used t o other two HPs, however, could b e carried in the opposite dircdon,
make a normal blow "Minimal" (i.e., it automatically inflicts the least toward the feast, and land squarely in the middle of a n army of ttic
amount of damage possible for its roll). For example, a minimal roll savage tribesmen. Thus the Joss Factors might d o their work, ;lntl
for a s p a r , which does 3 D 6 damage, would b e 3 points. (Once again, then it would be up t o Dirk, Alyssa, and t h e other fellow to figurc out
l t chapter on combat for details.) Also, Joss can b e used t o
c o n s ~ ~the how t o rescue their friends!
(5)Yet anothergood wayto useJossistoobtainanextracluewhen persona tri& tovmakea K/Sroll harder for someone else o r negates
you can't figure something out. This will cost from 1 t o 6 JFs, a n attack someone made.
depending on just how much information you need and how dra- For example, a furious Alyssa wants t o push a stone gargoyle off
matically this will alter the course of t h e game. For example, while a ledge so that it will land o n a n EP who is sitting below and rubbing
exploring d e e p down in a n w p t i a n tomb, Dirk comes upon a huge a sprained ankle. The gargoyle is heavy, but it is slttingon the edge,
stone door with a blank bronze plaque set in t h e center. Inscribed and so the QM rules that it will bea'Moderaten task for Alyssa (rolling
upon the doorjust above the plaque are the words, "Show thy power against her PM) t o shove it off t h e ledge. While the EPdoesn't know
and enter!" Alyssa, who failed her roll t o recognize that obnoxious that he's about t o be smashed by stone decorative work, lady luck
rune mentioned earlier, hasn't t h e foggiest idea what thls inscription often works without her benefactor's knowledge, and so the Q M
means. Knowing that the object of their quest is probably behind decides t o spend s o m e of t h e EP's Joss to prevent this from happen-
that door, s h e decides to spend s o m e Joss toget a clue how t o open ing. The EP has 5JFs, and the a M spends 3 t o raise Alyssa's DR from
it. The QM decides to charge her 3 points, and Alyssa suddenly finds "Moderate" to "Very Difficult.' Meanwhile Alyssa, who is determined
the scrap of parchment with the rune in her pouch. The symbol upon to seethe gargoyle crush the EP below, spends 3 JFs t o negate those
the paper is surrounded by a border which bears a very strong spent by the QM and brings her DR back down t o "Moderate.'
resemblance tothe plaqueon thedoor, andtheenlighteneddweomer- The QM decides not to contest this further, and Alyssa succeeds in
c r ~ f t eknows
r suddenly how to get in! her roll toshove thestone figure off the ledge. However, the QM then
This is not to say that the QM should hold t h e players' hands and decides that h e will spend the EP's 2 remalning JFs to allow him to
spoon-feed them all sorts of hints whenever they run into something dodge t h e falling object. (The EP could also escape it by making two
tough. Be sure to keep these extra clues expensive enough so that K/S rolls, o n e q a i n s t Perception (Physical, Noticing) t o see the
the heroes will buy them only when they have absolutely n o other oncoming stone gargoyle, and another against PM to actually dodge
recourse! it; but as h e is iqjured and--in his pain-not really paylng attention
(6)Meed a friend? If a n HP is in a place where it is possible to meet to what's going on, h e would face a high DR in both of those rolls.
strangers, and is in dire need of extra help that can b e gained n o Thus the QM chooses t o u s e J o s s instead.) The players, of course,
other way (such a s a guide who is foolish enough t o lead the HP into protest that it should cost more than 2 JFs tododge thegargoyle, but
the UndergroundTempleof theSlaughI), then the HPcangainaone- the QM (who wants t o make t h e EP hard t o kill) stands firm, and
time Special Connection by spending Joss. Once again, this costs Alyssa is forced to spend yet another 2 of her JPs t o make sure that
from 1 to 6 JFs, depending o n t h e knowledge, wealth, and other the EP is hit. S h e is rewarded, however, by a loud CRUNCH followed
resources of the Connection. If the above guide was just a peasant by a momentary squeal of agony from t h e Evil Persona, who then
girl with nocombat skill, butwhoknewsomethingofthetemplefrom expires.
the stories her grandparents told her, then it should cost but 1J F to As you can see, giving EPs a few J o s s factors will toughen them
meet her and convince her t o help. If, however, said guide is the considerably, but fortunately for t h e HPs, only the most powerful
aristocrat Sir William Tandelbore of Heatherbridge Down, who h a s and important adversaries will have any real Joss at all. For g u i d e
come with a gigantic expedition and maps of t h e area, then 6 JFs is lines o n assigning Joss t o EPs, Chapter 15.
a more appropriate cost!
(7) Hard u p for cash? An HP who is in sudden need of a lot of MOVEMENT AND TIME
money can happen upon a n amount equal t o his or her Disposable One of the most important things to keep track of during the
Monthly Income for a cost of 1 to 5 JFs. Exactly how this money course of a roleplayinggame is how much game time has passed. As
arrives is, of course, up to the QM to decide. Said money might not those of you familiar with roleplaying games will know, it is game
be entirely free either, though a s a rule it shouldn't b e a s burden- time a s opposed t o real time that is important. During a five or six
some for an HP to obtain a s if s h e o r h e had borrowed it o r worked hour (real time) game session, anywhere from five to six hours, days,
to earn it. weeks, o r more might pass in game time. Similarly, a combat which
(8)One excellent use for J o s s is t o negate the effects of poison or really only lasted for 30 seconds o r so in game time might take half
disease, or to save yourself from a nasty twist of fate, such a falling a n hour of real time to resolve1 Just as are money and connections,
down the stairs or having someone steal your horse while it is time isa preciousand important resource as well. Often your HPs will
tethered to a tree, for example. One J F is sufficient t o reduce the b e racing against t h e clock t o stop the bad guys before they reach
Strength rating of poison by half, or that of disease by one-fourth their goal, and thus it is necessary t o keep as careful track of one's
(again, both of these are covered in Chapter 12), and from 1 to 2 time a s it is of one's money.
Factors will probably save you from most trouble, though really bad Keeping track of time requires units with which to d o so. The
karma could cost a s much a s 6 to escape, particularly if it was d u e to Mythus game utilizes standard units of time for periods such as an
your own carelessness. The QM is advised t o really make the HPs hour, day, w e e k etc. For shorter periods, time is broken down into
sweat when they get into trouble because of stupidity, and should three successively smaller units-Action Turns, Battle Turns, and
only charge low amounts of J o s s for this when there really was Critical Turns-each belngone-tenth the size of the preceding unit,
nothing they could d o to avoid it. and all arranged in A, B, Corder as a memory aid.
(9)Finally, you may use Joss to negate JFs spent by your enemies 'Ihe Action Turn (AT): Abbreviated AT for short, an Action Turn
on a one-for-one basis. This will happen most often when o n e lasts for a period of five minutes (onetwelfth of an hour, or 300
seconds), and is generally used to keep track of &h;nied m o v e
ment, exploring, andsearchingsituations that are not dangerous yet
Y v Y " u u
but might soon become so. Foot Movement Rates
TheBattleTurn (BT): Abbreviated BTforshort, aBattleTurn lasts I Movement Qpe
for a period of 30 seconds (or one-tenth of a n AT), and is used when Normal 1
confronting (though not conducting combat with) a n enemy or Cautious (sneaking) 0.5
otherwise dealing with important and/or life-threatening situations Crawling' 0.1
where there is a great deal going on in a short period of time. Evasive (zigzag movement)" 0.3
The Critical Turn (a): Abbreviated CT for short, a Critical Turn Trotting' 2
lasts only for a period of three seconds1 CTs are generally used to Running' ' 3
resolve combat or handle other super-fast situations.
Other Units: Though Action Turns, Battle Turns, and Critical 'After 1 ATof such movement, it will be necessary to rest
Turns are the most useful measures of time for periods shorter than for 1 BT unless a "Moderate" roll against one's E n d m a
an hour, rnhiutcs can also prove helpful for the less-complicated K/S can b e pamed. Although in the cape OftrottIng, HPs will
parts of the adventure, or in situations where you'd simply like be able to go longer between rolls if they have the Sports,
something shorter than an AT but longer than a BT. Individual (Running)K/K/S-see below.
Random occurrences are most easily handled with 1Dl 0 when "ARef 1 AT of such movement, it will be n e c a m y to
using ATs or BTs, a s each has 1 0 divisions. For random occurrences rest for 2 BTs unless a 'Harri' roll analnst one's E n d m a
in Critical T~lrris,use I D3. K/Scan be passed. The Sports, Individual (Runnl@ K/S,
however, alallowsa persona to run for 1ATperpdnt ofS1EeP
Movement pcxwsd before having to make such a roll.
Because time is an important resource, one's movement r a t e
which dctcrmincs how far one can get in a certain amount of t i m e
is also very important. The most obvious type of movement isgoing amount is how far you can walk in o n e AT. Three mlles per hour
from one general location (such a s a building, city, o r country) t o covers 440 yards in five minutes, four equals 587, and five 7 3 3 . But
another via the use of a mount, typically a horse of one sort of Dirk aalligher, with a P of 99, would b e able to steadily walk 990
anothcr. Riding from point t o point depends o n road conditions, yards per AT, 99 per BT, o r 9 per C T ' h i c h comes out to almost six
weather, and so forth, but it is still a relatively easy sort of calculation miles a n hour1
to determine. In general, that is how your HP will get around, with a n Movement Rates: The above figures are just for walking; when
occasional jaunt on a small boat o r a large ship, perhaps. On the you are running sneaking dodging o r travelling over rough ground,
following page is a list of the the types of mounts available and their how fast you can g o will vary somewhat. The Foot Movement Rates
base movement rates. table lists the amount by which to multiply your Pto dctermine your
When you've arrived at the site of Underground Temple of the movement rate dependingon what kind of movement you are doing
Slaugh, or havegottcn dccpinto thesinister Forest ofshadow, you'll (again, drop fractions).
likely be hopping off your warhorse and proceeding o n foot. A Jumping:One jump requires o n e CT. The distance for a standing
typical, relaxed walking pace is at about three miles per hour with a jumpis0.3timesyourregular(walking) CTmove, or 0.6 forarunning
norn~alburden, and agood, fast walker can hit about four miles per jump. It is possible for askilled persona tojumpeven farther, see the
hour. (Koman legionnaires marched about 2 0 miles by noon and Acrobati~~/Uymnastics K/S for details.
then duga fortified camp, but that'sanotherstory.) The fastestyou'il TerrainModifiers: After figuringthe rate according to what type of
probably average when hiking is about three t o four miles per hour, movement you'redoing, there may also b e a modifier for bad t e n d m
and cvcn if you walk-run orwalk-trot-run the pace won't beabove five Multiply your current movement rate by the factors listed in the Foot
or six miles per hour on a sustained basis. All this assumes that Movement Terrain Modifiers table.
you're in good physical condition. This is why you will normally ride, The following explain the terrain types found on that table.
if a 111o~1nt is available. Broken terrain assumes brushy, muddy, sandy, icy, slippery,
Plovcn~cntbecomes critically important when your HP is doing cluttered, very dim light, a n upgrade, o r a steep downgrade which
somct hing which is both imminent and dramatic. Fleeing to escape cuts each type of movement by onequarter.
~ c r t ~ ~death
i r i is a good example, a s is the 4

rush to gct to a vampire's coffin before the


sun sets. In such situations, the faster you
a n rnorc the better! But how fast can you
Foot Movement Terrain Modifiers
move? Take alookat yourHPsheet. Thetotal ModlAer Restrlcllons
score of your PhysicalTKAlTis the numberof 0.75 None
yards you can cover at a walk in one BT. O n e Combination Broken or Difficult 0.5 N o runnine
tenth of that amount is how far you can walk Combination Difficult 0.25 N o running or trotting
In one CT (drop fractions), and 1 0 times that I
Difficult terrain assumes d e e p snow, heavy mud, k n e e d e e p (or Mounted ~ovement:Mounted movement works similarly, though
higher when not swimming) water, thick undergrowth, heavy woods, the performance of mounts is affected by their endurance, sincc thcy
vcty rough ground, steep upgrades, almost total darkness, or icy and are usually employed over longer distances than personas. The
broken ground which cuts each type of movement by one-half. Mount Movement Rates table contains information o n thc six, basc
Cornbination assumes a combination of the above factors. "Com- speed, Physical damage capacity, and endurance of typical niounLs.
bination Broken" would be terrain with more than o n e of the c h a r a o On that table, t h e following terms are s i ~ i f i c a n t :
teristics that define "Broken." Base Speed works from the basis of the number of yards travelled
Cornbination Difficult is "Difficult" terrain with at least one more in o n e Critical Turn. Multiply by 1 0 for Battle Turn dist;u~ce,1.c.. 7 --
"Difficult" quality and/or two other "Broken" qualities. Note that terrain 7 0 yards in 36 seconds. Movement rate for an Action Turn is 10 tirncx
with one "Broken" and one "Difficult" quality is merely "Difficult." BT rate, 1 0 0 times CT rate, s o that 7 yards/CT = 70/8T, 700/AT.
Exarnple: Continuing the above example, t h e cannibals are chas- With the exception of horses, it is assumed that stccds have three
ing Dirk through a densejungle, u p a hill, and on avery dark night. The gaits, very much as d o humans. Thus, Base Speed is tioublcd 2 ) for (X

combination of these factors yields a "Combined Difficult" terrain moderately rapid (trotting) movement and tripled 3) for f . ~ s t t ~ A
(X

type, and force Dirk to give u p all but 25% of his movement rate, thus (running) speed.
allowing him to run but 24 yards per BT. Fortunately, this modifier Intermediate movement speed for horses is ~ u ~ t c r i rwhich q is
applies to the headhunters a s well! three times normal rate, and quadruple (x 4) spced is the g;lllop.
E;lldumrx;cis the nkxdutc rn;Yii-
mum of how long a stecd c;ui miin-
tainany nlovcmcnt bcforc havingto

i
rest or brrak to ;i slowcr y i t (or
Mount Movement Rates keelingovcrdcld from cxh.lustitm).
Endurance/ The time fador used is:
Superlative Base
BaseSpced=kduuanocin htxlrs.
Mount me PD ~ o i n t s Size/Armor Factors
Trotlinflx = I'miu~inccin fifUis
Assponkey 150 + ID10 small/no 10 7
Buffalo 3 0 0 + 5D10 medium/no (dr& use only) of hours (2Adjon Turns)
Camel Cantering = Entlurmtx in Attion
Dactnan 200 + ID20 medium/yes' 1213 'lbrns
Dactrodronicdary
Dromedary
220 + lDlO
180 + 2D20
medium/yes*
medium/yes. '
1214
1114
aallopirxJnrnnirg -
Lntlur,uitx
in Battle Turns (CTs for clcph;ut!s)
Common norset
Cart 160 + lDlO medium/no 5 Note that F.ndur;mcc is rctiw'r.ti
Draft 2 0 0 + 1D20 g. med./no 4/2 by armoritxJbarding in the s u ~ i c
Dray 1 8 0 + ID20 medium/no 6/3 proportion movcrncnt slx:txi is rc-
Jade 140 + 1DIO mediumlno 4 dud.
Elephant? t Rtgaining Lost B ~ l u r , u ~ c ckit-:
Afnkkan 400 + 5D10 large/yes 1214 tom: The followin(]mtc-s 244iy.
Az~rian 400 + 5D6 large/yes 1313
Mount is not at 0: walking I hour
Mule 12
Oxen (draR use only) regains 3 Sqxrlatjve Fadors.
pony S Mount is not rl 0: trotting 1 hour
Riding Horset regains I Supcrl;itivc P;ltlors.
Garron medium/no Mount at 0 or otherwisc rr-?Ang:
Palfrey medium/no regains 15V0 endurancc/hour to
Pony (Horsc) sm. med./no 100•‹/~. All Superlative tractors re-
Kaccr medium/no
Warhorse? gained only a t 100%.
Charger Supcrlativc: I'actors t x n ncvcr
Courser exceed the maximurn for Ihc: typc:
Deslrier ofmountandarc ~lsablconlywhcn
Genet t h e steed is at a movcrnt:nt rate
exceeding normal. There is a risk
'No more armor than will enable the mount to move at 8 0 % or better normal speed. of death of the animal which is
"No more armor than will enable the mount to move at 9 0 % or better normal s~eed.
+Horseshave four gaits instead of the usual three (seebelow). 1% cumulative chance for ea(2i
t tEkphants running (chiugina)speedis su&&&le onfyforCaiticedTumsoftime, n& 8&tleTumsasistrue use of a Superlativc Fatior. Kcsult
for other steeds considered hem. However, unlike the othem, dl of which must move up in speed by d e p a , of risk is found at thc cnd of the
Elephants can go from normal (mUdn@speed t6 &ng (&@nS, mte in the same Critical Turn. time period applirablc to the LLW
of the Superlative Factor.
Use Of Endurmcc: Movcmcnt
uses endurance at the rates shown. Endurance &be exceeded in captive by a n Evil Persona. The EP a n d hls lackeys are transporting
regards to Superlative Factors only with respect to movement after 0 the bound persona t o their stronghold, and they have made camp
Endurance has been reached or that in excess of base rate, i.e., 2 x or near a rocky outcrop on the edge of a clearing. There is a new moon,
greater. and the Evil Persona h a s built a campfire, so Alyssa can s e e well
enough. The EP is too powerful for Alyssa, however, and she will
General Time need t o act quickly t o save her friend and get away without a fight.
Undefined times of movement or other activity are left entirely in She decides to try t o draw the W away long enough to release her
the highly competent hands of the gamemaster. A mounted h o r s e friend and allow their escape, and so s h e decides to attempt the
man can ride leisurely for about two miles in about 30 minutes-- following:
about the same time it takes for a n average person to walk a little (1)Sneak over t o the EPs' horses and untether o n e of the
over a mile, or for your HP t o rise, get ready, and leave home. mounts.
Whatever the situation, the a M will know or have agood guess as t o (2) Whisper a Casting into its ear, causing it t o spook and bolt
the amount of game time required and note it accordingly. Critical away from the camp.
situations, however, require finer record keeping. (3)Hide nearby and wait for the EPs to g o after the horse.
Action Turns: During five minutes, a whole lot of things can The QM agrees that s h e will b e able t o accomplish these in one CT
happen. Time is usually moved from being kept track of in hours t o each, though h e makes a secret Perception (Physical, Ustenlng) roll
being kept track of in ATs when things are about to really get hot but for the EPguard t o determine whether o r not h e hears her. He asks
haven't quite yet done so. Exploring a n underground tomb, grilling her player if h e would like to spend any Joss t o raise the captor's
a captured EP for information, or "casually" trailing a group of thugs Difficulty Rating of "Hard." The player declines, and the QM rolls
through a crowded city are all good examples of when time should without tellingthe playerthe result. (Alyssa will find out soon enough
be measured in ATs. Feel free to switch over t o minutes should you if the EP has succeeded!) The OM, were h e in a bad mood, or if this
need to. It's not that big of a deal, but you may have a personal was a crucial point in the adventure, might also have required Alyssa
preference for one or the other based on yourgamemasteringstyle. t o make a Crfminal Activities, Physical (Sneaking) roll (probably of
Battle Turns:This 30-second period will probably wind u p lasting "Easy") t o avoid snapping a twig and alerting the EP t o her presence.
much longer in real time. The QM will question individual players as The QM tells Alyssa's player that the horse will run approximately
to what actions their HP will attempt to perform during that short 100yards away, directly across the clearing, and the EPs will begin
time. Combination actions of movement and the performance of to pursue it o n foot. The captive is awake and aware of the distur-
some manual operation are typical of what occurs during a BT. bance, but does not know thecause. He is about 30Yardsaway from
Here are some examples: Alyssa's present location, on the other side of the fire. Meanwhile,
Slam and lock a door; turn and run a good distance away. the GM is also determining secretly how long it will take the Evil
Peer into aroom, casta Charm (q.v.), slam the door, and turn Personas to recover the horse, a n d when thelr attentlon will be
and run away. turned back t o t h e camp.
Run evasively through a room, dive behind a couch, draw a It is now another Critcal T u r n - a BT is far too long for such close
dagger and hurl it at a n enemy. actions1The player must now tell t h e QM what Alyssa will be doing in
Present a silver cross to a n advancing vampire with the left the next three s e w n d s l First the player states that Alyssa will wait
hand while using the right to locate, open, and splash the until theEPsareoutofsight, thenshe will run tothecaptlve'slocation
contents of a bottle of holy water into the monster's face. and cut his bonds. The OM informs t h e player that cutting the bonds
Break open a door, drop prone, and take aim with a readied will require o n e full CTand aroll versus Alyssa's PM CATEQORY, and.
crossbow, discharging it at a visible target. after s o m e figuring, decides that Alyssa will have a DR of "Hard.'
There are countless situations and a s many actions which can be Alyssa spends o n e JF t o make her DR "Moderate" and so the roll is
encompassed in a BT. You might d o a few things usiq a timer to seejust made, with Alyssa succeeding.
how long a 30second period is. It is a simple matter ofjudgment on your "And all that," t h e QM says, "took two CTs. Now what d o you do7
part to determine what you think can be manwed during that time. Answer quicklyi"
Critical Turns: Critical Turns are used in the thick of a combat "Okay," theplayerreplies, "now we'll run toourwaltinghorsesand
melee, when the opponent is engaged and timing is essential. Most get the heck outta here!"
weapons have only o n e attack per CT, unless they are incredibly In the next CT the two HPs could manage that, although Alyssa
light, easy to wield, or of magickal nature. A CTis three seconds in might have problems with what will happen next. Mainly because
length. s h e couldn't see t h e EPs, s h e didn't know that one saw her and
The example which follows, which happens t o b e a pretty realistic during the next CT will mount t h e justcaptured horse and ride
example of play, also serves to illustrate the use of CTs. Their main directly for them1 The waiting horses had better b e fast ....
purpose is, naturally enough, to resolve combat, though they can
also be used when traps are being sprung, Heka-based powers are Game Time vs. Real Time
being used, or other situations in which there is a lot happeningvery Your gamemaster will keep track of any 'idle" time whlch occurs
quickly. during and in between adventures. Such time is often spent by HPs
In this example, Alyssa is trying t o rescue a n ally who is held studying and practicing (asis necessary for galnlng new K/S Areas--
-
see "Accomplishment Points" immediately hereafter), having spe- " %enera1 APs (AP/Gs)
cial c q ~ ~ i p m emade,
nt or simply messingaround. Peopleusually like Qeneral APs a r e abbreviated AP/Q a n d a r e awarded a t t h e end of
to end game sessions at s o m e point where the HPs will b e eqjoying every scenario. The specific a m o u n t of t h e award could b e any-
idle time, and then picking things back u p when they sit backdown thing from 1 t o 2 0 points, with 8-10 being t h e reward for average
to play again. skill. AP/Qs a r e awarded for active, dedicated play and success
In between o n e game session a n d the next, say o n e week of real during t h e adventure. They may b e put t o t h e following uses:
time, one full month of game time might havepassed. Of courseany ( 1 ) STEEP points may b e bought in a K/S Area for a cost of from
other folks in the campaign, let alone the Accursed enemies of 1 t o 2 AP/Qs per 1 STEEPpoint, u p t o a maximum of five new STEEP
humanity, will not have been just sitting o n their hands, so some- points per K/S per adventure. For example, if Alyssa had 15AP/Qs
times it is not advisable to spend so much game time idly, and thus t o s p e n d a t the e n d of an adventure, s h e could s p e n d 5 in any three
more than o n e lip per player is often t h e rule. That way, o n e HP can Physical Areas and increase her STEEP in t h e s e K/S Areas by 5
go forth and adventure while t h e other deals with things like study, each. S h e could not, however, s p e n d more than 5 in any of those
rcscarch, and maybe even work! You are strongly advised. however, Areas a t once. S h e would have t o wait until t h e e n d of the next
not to try to play both HPs at once, a s this is difficult to d o and will adventure, for example, before s h e w u l d raise her Riding STEEP
striously cut down o n the quality of your roleplaying. again, even if s h e did have more AP/Qs t o s p e n d . Note however,
A s was mentioned earlier, years, months, weeks, days, and hours that spending AP/S awards (see below) d o e s not count against
ore simply kept track of as such in game time turns. There are n o this. Even if Alyssa's RidingSTEEP went u p by 1 0 during t h e course
special units in the Mythus g a m e for periods of longer than five of t h e adventure, s h e could still s p e n d a full five APJQs at the end
mini~tcs(one Action Turn). S o m e sessions of play will span days or t o improve it.
wccks and have few AT, BT, and CT divisions. This will usually b e The cost of a single STEEP point for a K/S Area whose associated
because thc party is getting itself prepared and closing in o n t h e TRAlTisthesame a s that of your HP'sVocation is 1 AP/Q. Otherwise,
cncrrly. Thcn the next play session might possibly cover less than a it costs more for a n HP with a Physical Vocation (i.e., Mercenary,
day, perhaps only a few hours, a n d most of the time might b e spent Cavalier) t o increase STEEP in Mental and Spiritual K/S Areas, for
in ISfor CTscgrncnts. There isabsolutely nosure measureof playing example. The AP/Q Cost Per STEEP Point table lists the specific
time vcrsusgamc time. Usually, however, somethingoveraweekof cost for e a c h point of STEEPin K/Sassociated with a certainTKAIT.
g.lrnc tirnc will pass during the course of a n average play session. Cross-reference with t h e TRAIT of your Vocation t o discover the
Kc,~lis~n fanatics might find it desirable to have a game session amount.
, r l \ ~ l ycover
s exactly o n e week in such case, s o real time and game For example, if Dirk Qalligher (who h a s a Physical vocation)
time can bc synchronized. wished t o boost his Appraisal ( a Mental K/S) STEEP by 5 points, it
would cost him 1.5 AP/Qs each, o r a grand total of 7.5 Qeneral APs
ACCOMYLISHMENT POINTS t o d o so.
As a n old saying goes, "Live a n d learn." As with real people, t h e If you wish, you may save s o m e or all of your AP/Qs and use them
longtr your I I Y s arc around the more opportunity they will have to later on. After t h e conclusion of another adventure or the passing of
l c m i new K/SAreas, to increase the STEEP levels in their old ones, o n e game month (whichever occurs first), the K/S Areas which have
to boost their ATTRIBUTES, and t o otherwise improve themselves been boosted t o their limit of 5 new STEEP points are then free to
and their resources. This is mainly accomplished via the expendi- accept new APs, even o n e s from a n earlier award. Alyssa, for ex-
ture of Accomplishment Points (or APs for short) which are awarded ample, could havesaved 5 AP/Qs a n d waited for o n e month (or until
by the GM for skillful and successful adventuring. As QMs often the end of the next scenario) and then spent them t o boost Riding
p c f c r to keep sccrct the exact methods by which they award such s o m e more. Note that you may save AP/Qs for a s long a s you like and
thing\, thc guitk:Iincs for tiandingthem out aregiven inanother part use them anytime a t nopenalty,just as long a s you don't spend them
of thc 1)ook (g;mcrn;lstcrs s e e Chapter 17). All a player needs t o o n a K/S which h a s been increased its 5 STEEP for that game month
I\no\\,is \vh,~tkinds of APs there a r e and how they c a n b e spent. o r in the most recently completed adventure.
li,lsic:,~llythcrc arc thrcc kindsof APs: General APs,STEEPAPs, and Finally, remember t o adjust your SubAreas aRer increasing the
I:uc cption;~lAPs. The n a t ~ ~andr e usage of these are described in the level of your STEEP. New SubAreas may begained, and the effective
folio\\ sections. STEEP a t which old o n e s operate will change, especially the special-
ized ones.
(2) When your HP's STEEP in a K/S rises
high enough t o gain a new Sub-Area you
AP/G Cost Per STEEP Point may, if you wish, have t h e IIP Specialize in
anoldsub-Areainsteadof takinganew one.
M STEEP Just give t h e new "slot" to the old Sub-Area
1 in order t o d o so. If you have a high enough
1.5 STEEPthat youcangainall oftheSub-Areas,
I .5 though, then don't worry about the extra
slot. Additionally, you will need tospcnci an
- 9 I
extra 5 to 1 0 AP/Qs and two weeks in training in o r i e r t o finalize t h e another date. If, however, you a r e lucky a n d t h e roll succeeds,
Specialization, whereupon t h e STEEP for t h e Specialized Sub-Area then you get t o g o t o t h e table a n d roll for (or select) a new Sub-
will be multiplied by 1.5 and all of the others will be halved. If, Area.
however, you have all of t h e Sub-Areas then you may 'Proof" half of
them in the normal manner.
(3)One may spend AP/Gs t o buy whole new K/S Areas as well. A
new K/S Area costs 5 APs plus t h e cost of t h e starting STEEP level, ATTRIBUTE Advancement
which must be at least 1 but can b e a s high a s you can afford. Thus,
6 APs is the minimum cost for a new K/S Area in your HP's TRAIT, o r
7 APs for o n e outside of it. In addition, you must s p e n d o n e game
week in study for every point of starting STEEP t o finalize it (that
means n o adventuring!). This study can be taken a t any time after
spending t h e AP/Qs, but must be d o n e before t h e new K/S Area is
usable. One BIG thing t o keep in mind, however, is that you d o not
a d d a n A'U'RIBLpTE t o the STEEP o f the new K / S . That was a part of

-
2 1 and per point thereafter 50
the persona creation process which was designed t o simulate long
familiarity with a K/S, and it is n o t applicable here. A a
( 4 )One may s p e n d AP/Gs t o acquire a new HekageneratingSub-
Area, which, unlike other Sub-Areas, is n o t gained automatically Note that it is possible, though very difficult, t o gain a whole ncw
a s STEEP rises. This costs I 0 APs a n d requires 1 0 weeks of study, Hekagenerating K/S that your HP didn't already start with. Your IIP
after which o n e must roll a s above t o s e e whether or not t h e must spend 2 0 APs (30for o n e outside t h e HP's Vocation's TKAIT!),
acquisition of that K/S is possible. If it is not, t h e n your HP must study for 2 0 (or 30) weeks, a n d then succeed in a "Very DifficuLt"
study another 1 0 weeks before trying again. Your other options Occultism or Mysticism roll. If successful, t h e end result will bc ttic
include trying t o spend u p t o 5 of t h e points t o boost your HP's K/S, o n e Sub-Area, and 5 points of starting STEEP.
STEEP (if you haven't d o n e so or tried t o d o so already), assigning (5)Perhaps t h e most important u s e of AP/Qs Is the purchasing
them to another K/S, or saving t h e m a n d using t h e m elsewhere a t of new Joss Factors t o replace t h o s e that were spent. Figuring the
cost o f such a purchase is simple.
It requires 1 AP for each num bcr of
t h e J F you a r e purchasing for your
HP. If it is t h e first factor of J o s s for
t h e HP a t t h e moment, then thc
cost is 1 AP. It costs 2 APs for the
second, 3 for the third, and s o on
a11 t h e way u p t o 14 for the four-
teenth JF, which is the maximum.
Always have a few AP/Qs a~;lililt)lc
for Joss!
(6) General Accomplishmcnt
Points c a n also be used to boost
ATTRIBUTES, thus increasing 110th
CATEaORY and TKAlT totals too.
The number of W / Q s needed to
advance t h e total of a n ATTKIfIUfE
d e p e n d s o n t h e score which will
exist after t h e addition, a s shown
o n t h e ATTRIBUTE Advancenicnt
table.
For example, after receiving an
award ofAP/as, wedecide to increase
Alyssa's Physical A'ITR1BLITE.S. Wc
decide t o raise her PMSpd from 10 to
14, which will cost 22 APs (six to
raise it to 1 I , plus 8 to raise it to 12,
and another 8 t o raise it to 13). If.
however, we wished t o raise her
MRSpd from 1 5 to 16, it would cost 1 0 points, o r 5 0 to I, * 7 IC W - u t
raise her MRCap from 2 0 to 2 1.
Remember to change your Damage Levels after ATTRIBUTE improvement by Training
boosting your ATTRIBUTES, but not any of your K/S
Areas. (The ATTRIBUTE bonus was, once again, a
one-time thing, and d o e s not fluctuate with t h e 1,000 BUCs
ATTRIBUTE after the HP has been created.) Also 2,500 BUCs
keep inmind that yourPowerandSpeedATTR1BUTES 7,500 BUCs
cannot rise higher than your Capacity ATTRIBUTES. 'Highest pasibte result by this melltod.
Likewise, n o Physical ATTRIBUTEcan b e raised higher
than 30, and n o Mental or Spiritual ATTRIBUTES
higher than 40.
(7) Finally, 5 AP/Qs may b e spent t o add o n another Special trainlng regimen, o r studyingas a mage's apprentice?' No problem1
Connection. Said connection must have been met and befriended Plain, old-fashioned hard workyieldssuch Increasesjust assurely as
through play; the 5 APs merely serve t o make t h e relationship AP/Qs do, though at a much slower rate. (You can't learn much faster
permanent. (Well, permanent a s long a s it is maintained!) than in a life-threatening on-thejob situatlonl)
K/S Study: In order t o make Improvements by studying. you
Specific K/S STEEP APs must s e t aside a t least three months of game time, during whlch
These are abbreviated "AP/S" and a r e awarded for succeeding in your HP may study successfully from o n e t o four K/S Areas. The
difficult rolls and/or making skillful and clever use of one's K/S exact amount which a n HP can cover at once depends o n the
Areas. The award could b e anywhere from 1t o 5 points, often during MMPow ATTRIBUTE, a s illustrated o n t h e K/S Improvement by
play, and is applied immediately t o one, specific K/S. Every point Study table.
given boosts the STEEPratingof that K/S by 1.For example, ifwe luck Each subject costs 2 0 0 BUCs (ortheamount your QM decrees) for
out and roll a Special Success o n a n "Extreme" roll for Dirk, the QM threemonthsofworkwith it,and, a t theend of that time period, your
may, ifshe or h e desires, give u s a n extra STEEP point o r two in that HP's STEEPin each studied K/S will b e increased by 1D6- 1 points. (It
K/S. Likewise, even if we succeeded in but a n "Easy" roll, the OM is always possible for a n HP t o have had a non-productive period and
might decide that we used that K/S especially cleverly and deserve not have learned anything!) Note that the QM may wish to levy
such an award. additional expenses, particularly if a n HP wants t o g o out of local
facilities or to a foreign locale t o study.
Exceptional Performance APs AlTRIBUll? Training: One may increase a n HP's ATTRIBUTES
These are a b breviated "AP/X" and are t h e least common but most via t h e use of a simllar process. You must pick o n e speclflc
valuable kind of Accomplishment Point. They aregiven by theaM for ATTRIBUTE of your HP t o work on, a n d t h e persona must follow a
very expert and clever play and immediately boost o n e of your HP's very strict regimen with it (Intense training and exercise for Physl-
ATTRIBUTES, raise the HP's J o s s total, or grant the HP a n instant cal, reading and thinking for Mental, and meditating for Spiritual)
Special Connection, dependingon the natureof your cleveractivity. for t h e next three months. The cost is 5 0 0 BUCs for that t h e
Each item is increased by o n e for each AP/X given. For example, 1 period, and at t h e e n d t h e AITRIBUTE will b e boosted by 1 point (or
AP/X would increase a n ATTRIBUTE by 1, yield 1D6 JFs, orgive o n e by 2 for PMCap o r PMPow with a successful roll against your HP's
Special Connection. Sports, Individual (Exercise) K/SI). This time period and w s t
assumes that t h e ATTRIBmE will b e in t h e 7-15 range after the
The Art of Studying & Training bonus is added in. If it will b e higher, then t h e method wlll requlre
What you're probably wondering a t this point is, "How d o 1 in- additional money and time, as revealed o n the ATTRIBWE Im-
crease my HP's STEEP, ATTRIBUTES, and J o s s when I haven't been provement by Training Table.
adventuring but have been doing things that would b e sure to Combined Improvement: Note that a n HP can 'work out'
increase them at least somewhat, like concentrating o n a physical (Mentally, Physically, o r Spiritually) and study in a K/S Area at the
s a m e time, though working out will require o n e of the HP's "sub-
I - w Y - - U
ject" slots. Note also that any ATTRIBUTE or K/S Area, except of
Heka-using Knowledge/Skills may b e studled or exercised In
K/S Improvement by Study
such a manner.
MMPaw # of Subject$ Joss in Slow Years: Finally, for every year that passes without
6-10 1 adventure, a n HP automatically gains 1 Joss Factor free, up to the
11-13 2 normal maximum of 14. This comes as a matter of course, and the
14-16 3 HP doesn't have t o d o anything for it. Note also, however, that there

-
17+ 4 is n o way to increase t h e rate a t which JFs are gained save by
adventuring or perhaps by the use of Maglckal Operations (See
DweomercrizR).
L L
6 - A
THE K/S AREA DESCRIPTIONS Horticulture: As used herein, this pertalns principally to the main-
And here it is, the section that you've all been waiting for1 This is tenance of orchards or fruit and nut trees,vegetable gardening tree
the section to consult whenever you have questions about any of the farming, and the growing and care of most sorts of other plants not
K/S Areas or Sub-Areas. Additional rules for dweomercmftingcan be otherwise covered in any of the other Sub-Areas.
found in the Mythus Ma&k book, but for all the other, less oompli- Viticulture: This is the narrowest of the Sub-Areas in that it pcrtains
cated K/S Areas, the full details are given below. Note that it is not to the planting, growing, maintenance, and harvesting of grape vines
necessary (and is probably impossible) to memorize every little rule and grapes. Of course it includes vintning, but to be a skilled wine
for every K/S, such as the method by which contests of garnblingare maker, a persona would have t o specialize in viticulture, and this
resolved. The best thing to d o is just to remember which K/S Areas would classify the HP as a vintner. But, again, K/S Areas such as
have different rules and t o look them u p as they are needed. CulturedPalateare also needed to become successful at making and
purveying winel
CrossApplication of K/S Areas Apotropaism: This is t h e science and art of averting Evil and
Obviously, each field of ability is not so exclusive as to bar knowl- evils by u s e of incantations, rituals, talismans, charms, signs,
edge or skill from another. For instance, an HP with the Toxicology, marks, gestures, etc. Unlike Exorcism (q.v.), Apotropaisril acts
Herbalism, or Bolariy K/S Areas would know something about the before t h e malign exists in a person, place, o r thing, not after-
properties of alchemical poisons; and the Alchemy K/S would con- wards (when t h e evil must b e removed). It is a preventative, not
vey some information regarding toxicology and herbalism, botany to curative, ability. Individuals with this K/S Area each gain Hcka at
a lesser extent. Some cross-applications might b e quite broad, but the rate of 1 point for every point of STEEP they possess, plus the
most are narTow and specific. In the example above, you will note the addition of t h e average of their Mental Mnemonic and Reasoning
application is quite limited. A persona with Journalism, however, Capacity ATR1BUR.S. Thus, for example, a n HP with 5 1 STEEP in
would be able to tell much about writings of acreative nature, so that Apotropaism and a n average MMCap+MRCap of 1 9 (20 + 19 x 0 . 5
cross-application would b e broad and extend to everything but the
actual producing of creative work and what was associated with that
= 19.5, a n d dropping fractions - 19) has a Heka base of 70. Of
course, Heka available t o s u c h a persona from other sources can
process of creation. b e directed into powers a n d Castings of apotropaistic nature. (See
In many instances we have allowed the persona to have a sort of the Mythus Magick book.)
spill-over STEEP from one K/S to another. Ciamemasters should feel There are certain powers usable by anyone with Apdropaisrn
free to not only allow cross-application of STEEP where they deem ability, but these Hekaengendered operations are of such nature as
there is such knowledge or skill, but they should also b e uncon- to b e progressively more complex and demanding, so that the STEEP
strained in giving a Base STEEP addition where there is, in a CiM's of the individual determines which sorts are available. Note, how-
opinion, a broader cross-application of the basics and specifics from ever, that these powers d o not require the typical roll versus STEEP-
field to field. the apotropaist simply expends the Heka required and calls forth the
See pages 99-100 for each master list of Mental, Physical, and effect. There are nine different Hekaengendered powers whose
Spiritual K/S Areas. name, Base STEEP required, and description follow.
Warding Gesture: STEEP 11-20. This provides Mental and/or Spiri-
Mental K/S Area Descriptions tual Armor against Castings directed at the individual. It is a simple
Agriculture: This K/S Area coversail manner of activitiesas shown process which is faster than Eyebiting (q.v.), so that all things bcing
by the following list of i t s Sub-Areas: equal, it can beemployed beforeevil Hekacan bedirected against the
1. Animal Husbandry apotropaist. For each point of Heka invested in the Warding Oesturc,
2. Crop Farming 1 point of either Mental or Spiritual Armor is held by the persona, and
3. Floraculture this protection lasts for as many CTs as that individual has points of
4. Horticulture STEEP in this K/S Area or until nullified by the force of any assailing
5. Viticulture Heka.
Although each part of agricultural ability is fairly selfevident, we MarWngofSafety:STEEP 2 1-30. The apotropaist creates a magickal
have given details below for ease of play. sigil for warding against hostile evil creatures and spirits. While
Animal Husbandry: This includes the raising, maintenance, and touching the marking, personas will be practically invisible to those
marketing of all manner of small and large livestock. Bird handling intent on harming them-they may be considered hidden from all
(such as falconry), horse breeding and breaking, herding, and just save a concerted search. In addition, those in contact with the
about anything similar is part of animal husbandry. marking will have an effective increase in armor versus Physical
Crop Farming: Planting, maintenance, storage, and marketing of attacks equal to the Heka expended by the apotropaist. It lasts for a s
anything from alfalfa to zucchini squash fall under this Sub-Area. many CTs as the caster has points of STEEP in this K/S Area.
Identification of diseases, pests, curses, poor soil, etc. will be pos- Sign ofAversion: STEEP 3 1 4 0 . This works as does the Markings of
sible for the knowledgeable persona. Safetyabove, except the symbol can also repel hostile spirits which
Floraculture: This covers all manner of ornamental plants, decora- are in less than a Full Physical Manifestation. Such spirits must
tive shrubs, and flowers such a s orchids, roses, and so on. arowing succeed at a roll versus their Spiritual TRAlTat a DR of "Difficult' or be
of herbs is also covered under this heading. held a t bay for a like number of ATs. Note that even if not repelled, the
Sign of Aversion still operates as a Marking of Safelywith respect to Mental and ipirl"tual'~WIITSequal to the apotropaist for purposes of
near-invisibility and Physical armor. Mental and/or Spiritual combat. Note that these spirits are No*
Item of Determent: STEEP 41-50. The apotropaist is able to take Material Manifestations, and therefore have no Physical TRAIT.They
whatever substances with repelling powers of natural sort which are will stay on duty for as many ATs as the caster has points of STEEP In
at hand, charge them through this action with Heka, and use them to this KjS Area.
avert evil and wicked things entering a place. From common beans, Spirit 12ap:STEEP 91 & up. The apotropalst using this Casting-llhe
rice, or sand to garlic, herbs, and silver, the persona employs the power is able to create a permanent spirit trap from any mundane
means available to protect an area and those in it against the attack container by tracing a series of runes and s i g h upon the inside
of evil. Entrances and the space immediately around the person(s)to surface of the object. For more information on spirit traps, see the
be protected are guarded by the placement of the substances. Note M y t h u s M@ck book.
that all entrances must be protected, or else the space immediately Castings: In addition to the powers mentioned above, Heroic
around individuals well-fortified, or else the power is not valid. The Personas with this Knowledge/Sklll Area have various warding and
apotropaist charges the whole of all substances combined with protective Castings at their disposal. The arade of Casting available
Heka; and any malign creature(s),spirit(s),etc. entering is (are) held depends on the persona's STEW in the K/S Area, as shown on the
at bay for as many ATs as there are points of Heka invested in the Apotropaist Castings table.
Casting upon the substance(s). for each point of Mental TRAIT over
100 of an evil thing threatening entry, however, there is a like
reduction in the ATs of deterrence.
For example, imagine that a vampire with a M of 125 is held at bay
Apotropabt Castings
because of grains of rice on the thresholds of doorways and garlic Hp;9 S W Score Highest CfWrg Cirade Passlble
cloves at windows and in the sleeping chamber of the protected
individuals.The apotropaist spent 8 0 points of Heka, thinkingto have
eight hours safety (80ATs time) thus, but the vampire is too clever, so
25 AT'S time is nullified by the Mental force of the malign creature.
Unless the nights are very short at the time in question, the sleeping
individuals will be in big trouble, for the vampire has reduced time of
safety by two and onehalf hours due to its Mental power.
Charm offrotection: STEEP 51-60. This Hekaengendered power
utilizes a Rune of Power to bring into effect a potent personal shield
which seeks to ncgate Mental and/or Spiritual links directed at the
apotropaist. The Charm offrotection will nullify 1 point of Heka for
every 1 p i n t invested by the persona. Appraisa1:ThlsKjSArea h o n e which is tailored by theQM to fit the
For example, a beast attempting to forge a Mental link with an persona's occupation/profession. That is, a thief will have a broad
apotropaist who has activated such protection with an investment of general and specific Appraisalability, while a librarian will be likely to
25 points of Heka (or to another persona the Apotropaist so pro- have a more limited scope of discerning the quality and value of
tected) would subtract a like number of points from the initial amount items. Appraisal covers such things as:
used to forge the link. Any Heka in excess of that figurewould then be 1. Artworks
applied toward the link. 2. Furs
Talisn~anofSecurity: STEEP 6 1-70. This allows the apotropaist to 3. Crystal/CUasswork
create an area of effect which absorbs Physical damage within up to 4. ChinafPottery
a 15-foot radius of his or her person. The apotropaist can make the 5. R u g s & Fabrics
radius any size from three feet to the 15-foot maximum. Note that this 6.GoldfF'recious Metals
protection applies to all of the caster's associates a s well, as long as 7. Jewelry
they remain within the radius. For each point of Heka applied by the 8. Handicrafts
apotropaist, 1 point of Physical damage will be absorbed. 9. Woodworks & Funiture
Ritual ofEnclosing: STEEP 7 180. This power is invoked through a 10. Garments
Ritual that holds a hostile spirit within its confines, rendering its 1 1. Buildings
Mental and Spiritual attacks useless for a number of CTs equal to the 12. General aoods/Workrnanship
Heka spent by the apotropaist, minus the spirit's TRAIT score. This 13. Animals
gives the apotropaist or associates a chance to prepare for combat, 14. Land
attempt an abjuration, or at least get a head start in getting awayl Having the Rarities KJS (q.v.) allows a high degree of broad K/S
Incantation for Guardians: STEEP 81-90. With the use of this Appraisal ability. Note that trying to appraise something outside of
power, the apotropaist is able to summon 1D3+1 beneficent spirit what the OM determines is one's general range of knowledge will
guardians to defend the caster and associates. it requires three ATs to warrant a higher DR for the roll.
complete this incantation. Summoned guardian spirits will have This K/SArea crossfeeds the Rarities K/S by 10% of STEEP.
Architecture: The HP with this K/S area knows the art of desiwing through research the current financial health of just about any c o p
buildings from ancient times, through the ages, and to the current ration. Anyone with a business (other than a craR or trade) must have
mode of style and architecture. S h e o r h e is able to plan, draft, and this K/S t o be sure of keeping it going
oversee the construction of buildings-houses, offices, factories, Chemistry:Thls field deals with the nature and properties of base
warehouses, hostels, etc. While it may not seem that actual rolls elements as well as complex mixtures and formulas. The HP with this
against this K/S will b e common during the game, it is noteworthy, K/S could run chemical analyses, make acids, and create chemical
however, to consider the practical applications of this K/S with mixtures and compounds. The HP will also be familiar with current
rcspect to the location of s o m e hidden place in a building, for research trends in chemistry (such as that for drugs, cures, and
instance. rarities with other applications) and might b e able to reproduce
This is a useful Area for the HP with avocation of Engineer, too, for certain substances that may b e frowned o n by the local government,
1 O0/o of Architecture STEEP applies to the HP's ability in PortiAcation such as poisons, etc. The HP might even be able to invent whole new
& SicgccraA. and the Architecture K/S is in turn is lent 10% of that Items using this K/S, though the usual DR for even a mlnor Invention
STEEPwith rcspect to the architectural work on such constructionsas would probably range from "Very Dimcult" to "Extreme,' and would
castles, keeps, etc. involve months of research, experimentation, and lots of money I The
Astronomy: This field of K/Scovers knowledge of the positioningand quality of the HP's laboratory, the time and materials available, and
movements of the visible planets. HPs with this Area will b e familiar with the importance of the discovery will all serve to modify a Chemistry
the geography of the moon and have information on the relativesizesand DR. Note that in t h e Mythus game, chemlcal formulatlons which
physical descriptions of the planets, as well as which planets, stars, and would create explosives will not work.
constellations arc visible at certain times of the year. They can use this Criminal Activities, Mental: The following sorts of Sub-Areas are
knowledge to predict seasons, tides, eclipses, etc. considered under this category, including both the knowledge and
Thc rcadcr should note that this Area also produces a n amount of the ability to perform them:
tlcka with limitcd application equal to the persona's STEEP. This 1. Blackmail
cncrcj can be utilizcd only for the purposes of Astrology (q.v.). 2. Bribery
Astro~lomyadds 1OD/o of its STEEP to the Navigation K/S. 3. Confidence a a m e s
Biography/Genealogy: These fields pertain t o the life histories of 4. Counterfeiting
people of notc and the various lineages of families and individuals of 5. Embezzling
importance. The IiP with such knowledge can determine the back- 6. Extortion
ground of an individual and trace the individual's family as to origin, 7. Fencing (of goods)
actions, ctc. 8. Forgery
This is particularly important in this milieu due to Socio-Economic 9. Fraud
Class, the granting of Armorial Bearings, use in poems and ballads 10. a m b l i n g Operations
and thc like, and for use in Castings (themore known about asubject, 11. Racketeering
the more ability the caster has to succeed). 12. Vice
Biology: This Arca assumcs that the HP is informed in all areas of 13. Money Laundering
the study of living things, from singlecelled creatures to humans/ 14. Misappropriation
hu~nanoids.It assumes bieecological knowledge a s well. The HPwith Because there are s o many Sub-Areas in this K/S, they are gaincd
this K / S will know entomology, herpetology, and even a fair amount a t twice the normal rate. Thus a persona with a STEEP of 46, for
of niarinc biology. Thus, dangerous and poisonous creatures will be example, would have eight of the above Sub-Areas.
known to the astute biologist. This K/S aids incaringforanimals (10% In most cases, a single roll under this K/S will b e enough to spot
S T E E P bonus whcrc applicable). such activity or to keep one of the above operations running unncl
Botany: With respect to this garne system, the biologist is princi- ticed by authorities for about a month or so. Rolls are typically made
piilly conccrncd with animal life, whereas the botanist is chiefly using the STEEP of the leader and/or the average STEEP of the
concerncd with flora. This K/S assumcs knowledge of all sorts of operation's most important participants. When such a roll fails, it
vegetation, incl~ldingfungi. Although not attuned to Herbalism (q.v.), means that something has been missed or information leaked and an
thc botanist will have sonic knowledge of the curative types of plants investigation is imminent. Further rolls, depending o n the situation,
arid will bc vcry awarc of the harmful ones and which poisons can be may allow the personas to locate activity or escape prosecution, or
extracted from tticm. This K/S aids in caring for plants (10% STEEP even contain the damage and continue the operation or start over
bonus where applicable). elsewhere. S e e Criminology, immediately below, which adds 1 0 % of
Business Administration: The HP with this K/S is knowledgeable its STEEP to this K/S Area.
with rcgard to the administrative aspects of runningof alarge or small Criminology: For game purposes, this K/S is the oppasite to
business. This K / S assumes at least basic knowledge of accounting, Criminal Activities, Mental. It can b e used for gaining leads in a case,
taxcs, business law, banking, management, marketing, and other finding out information regarding the background of a suspect, and
related ficlds. Ttiosc HPs with good STEEP levels in this K/S will b e predicting a criminal's next move. HPs with this K/S Area may learn
able to rnaxiniizc the efficiency and money-making power of a busi- that something smelly is afoot when an EP fails a Crirr~inalActivities,
ness, deal with othcr companies in a professional manner, and find Mentalroll, and they may even learn how to obtain damning evidence
against the EP by matchingtheir CriminologyS'IEEP
vs. the EP's CriminalActivities, MentalSTEEP. Need-
less to say, using this K/S requires a Id of footwork Current Event Datedness
and the actual act of rolling against it should never Datedness
replace the process of research and adventure by Immediate locale (up to city) 1 to 23 hours old
an HP. The sole purpose of the CriminologyKp is to Locale's environs (county-like)
help an HP be in the right place at the right time to Regional (and removed)
gain certain articles of important information, just FIatk,nal (and removed) 2 to 4 week8 d d
as the Criminal Activities, Mental K/S helps the 5 to 7 weeks old
baddies keep that info from getting to the authori- Continental (and removed) 1 to 3 months old
ties in the first place. It is possible for an HP to track O v e ~ / m a r e
than 1,000 miles 2 to 12 months old
down and destroy an illegal operation with n o s u e PZrdremebremote l d 0 0
cessful Criminology rolls, but it would be a lot
harder! Note that Criminologyadds 1O%of itsSTEEP
to the Criminal Activities, Mental K/S Area. Deception: This Area of K/S applies to governments, organiza-
Cryptography: This is the art of making and breaking codes of tions, groups, and individuals. The ability enables an HP to use
various sorts. All that can really be said here is that the higher your deception to mislead and/or cover the actual facts and make some
STEEP, the better you are at it1 The one unique rule for this K/S is that other explanation plausible to the deceived. It can apply to events-
the DR of attempts to decode is based upon the code-maker'sS'IEEP, what happened in the past, what is occuning now, what will happen
as the Code Quality table illustrates. in the future. It can be used wlth respect to a persom-the identity of
Thanks to that table, it should be unnecessary to directlymatch the the individual, the person's origins, beliefs, motives, thoughts, pur-
code-maker's STEEP against that of the codebreaker, because the poses, goals, ethic., morals, or anything else. Although difficult to
table takes that sort of a struggle into account. Note that the DRs on accomplish, deception can be used to make one place seem like
the table assume that the code-breaker has some clue as to how the another, with more extensive spaces being more progressively diffi-
* - LI
cult to handle in this regard. A thing can also be the subject of
deception, the object altered or placed so ESto deceive a person or
persons, of course. Information is a good example of the use of the
Code Quality K/Sin this regard. Lies, propaganda, misinformation, and misleading
Code-Maker's STEEP &rse DR to Deoode data can employed to deceive.
Easy When using this K/S, the player will describe a scheme to the OM,
Moderate who will then assign a DR based on the complexity of the scheme and
Hard the intelligence/resources of the person(s) to be deceived. One roll
Difficult will be roughly sufficient for a short, quick attempt--one that will
Very Difficult probably take no more than a day or two to resolve. Longer projects
Extreme will require multiple rolls, perhaps a few made In direct contest wlth
opposing Criminology K/S Areas or MR CATEQORIES. Remember,
however, that direct contests should be resewed for such times as
code works; if not, then increase the ratings by two. (Note also that whenthevictimsalready know that something'safoot and are looking
this would make solving codes created by those with STEEP 41+ out for it.
impossible!) One check per day is possible. Mathematics K/S adds Additionally, personas who possess Deception may double their
1 OO/o of its STEEP to this Area. effective STEEP in one of the below-listed K/S Areas for one roll by
Current Events: Unlike in many other "modern" genres, current making a successful roll against Deception beforehand. A player
events knowledge in the Mythus game relies on a relatively modest doingso should explain what deceiving scheme the HP intends to use
amount of written informationand a lot of word of mouth. Sourcesofthis to make the second plan easier; then, if the roll Is successful, the HP
data include the following: broadsides, handbills, posters, newsletters, should receive the bonus. If, however, the Deception roll fails, then
letters, criers, gossip, rumors, stories, and tales. Naturally, much of this additional attention will be drawn to the other effort, and the STEEP
knowledge is gained through socialization, listening, and so forth, so for that roll will be halved. The following K/S Areas are covered:
illiterate individuals can still have STEEP of 50 in this KJS Area! Criminal Activity, Mental; Espionage: Law: Military Science; Pditi-
The timeliness of current events information is likely to be a bit cal Science; Criminal Acb'vity, Physical; Disguise; Escape; Leger-
retarded, save where Heka-enabled sources of knowledge are con- demain; and Police Worh.
cerned. Thus the average currency of data is summarized in the Finally, this KJS might be useful for detecting deceptions as well.
Current Event Datedness table. Nonetheless, this is a handy ability to Here's an example of how the Deception K/S might be used.
have, and it complements the Biography/Uenealogy one, adding Ariadne wants to use her Criminal Activities, Mental (Fencing) K/S to
bits of spicy gossip and some facts, too. SoifyouhavethisK/Sadd 10% organize anetwork of fences to handle rare items. She has a STEW of
of its STEEP to your Bicgraphy/aenealogySIEEP (but not vice versal). 52 with that K/S, but the a M tells her that she would have to make a
roll against a DR of "Difficult" to build the network lnder the current This listing constitutes the mqjor races found In the Nether plane,
conditions. To make it easier to get away with, Ariadne comes up with the plane of Pandemonium and its associated spheres, and the
another scheme to allow movement of the stolen goods from one Abyssal plane.
place to the next by buying space in legitimate merchant caravans. Through the pursuit of the study of demonology an lndlvldual
This scheme, which uses the DeceptionK/S, is tsigned a DR of "Moder- learns the coqjurfng/summodng names of the more powerful of the
ate," and if Madne succeeds in it, then she will have an effectiveSTEEP ones who dwell in the lower planes. With each point of STEEP a c
of 104 with which to roll for the fencing opetation itselfl If, however, she quired, the persona has a chance of learning name information.
fails the Deception roll, she will only have an effective STEEPof 26 with Thus,when initial STEEP of 5 points isacquired, the persona will have
which to roll against her Criminal Activities, Mental (Fencing) Area, and a 5% chance of having learned the name of five such Inhabitants.
the authorities might already be on to her besides1 When a sixth point of STEEP is added the individual wlll have a 6%
Demonology: Because this milieu is one pervaded by Heka and chance of learning one more such name, etc. There Is a potential to
Hekau (a collective term for powerful Hekaand its use), the definition learn over a hundred names thus, although in practlce the total of
of Demonology typical of all other milieux must be expanded. The coqjuring/summoning names learned through demonoloay will be
usual (Earth) definition will be given first, and then the changes somewhere in the range of 30 plus for a persona wlth a STEeP of 90.
applicable to this milieu are added. Note that when in some other Whenever a name might be learned, the player rolls Doloto discover
frame of reality, the definition of this Area will be that of such place. if one such name has been learned. if the player succeeds in the roll,
First, however, it must be noted that the Demonology K/S gener- the Heroic Persona learns a name, and another palr of D% rolls must
ates Heka in the able individual at a rate of 1 point for each point of be made one the Named Netherbelngtable to discover the ranklngof
STEEP that persona has, and to that total is added the persona's the one whose name isknown and if the H P has also learned that one's
Mental Mnemonic Capacity ATTRIBUTE score. For example, a per- Truename.
sona with DemonologySTEEP of 30 and an MMCap of 20 would have
a base of SO Heka points from this K/S Area.
The standard definition of this Knowledge/Skill is the understandingof
the nature and activities of demons-powerful and malevolent spirits
which control and/or work with the ranks of the Accursedenemies. Low
levels of STEEP points will indicate a persona is wellversed in traditional
lore concerning demons, but higher levels allow the scholar knowledge
regarding the truths behind the legends and mytholoay concerning evil
D% Roll
01-50
51-75
76-90
Minor
Medial
Named Netherbeing
tb& Of NeUlerbelq

Wr being
Chance R31 lhluu~ne
i O0Io 5
spiritsand their physical existence "elsewhere." It is passibie to discover
91-99 areater being
the name of a demon for coqjuration purposes through this K/S, though
Entltal king
doing so will likely be at avery high DRunlessthepemnaisinpossession
of the proper grimoires (seethe Mythus Ma@k book).Heroic Personas
are advised to beware when workingwith this K/S,for demons aren't fond
of mortals who know too much about them. It must be made clear that each and every intelligent dweller In the
The broader study of Demonology applicable in the firth milieu lower planes will have no fewer than three names: a common name,
includes all those who deal with, serve, and make compact (Pact)with a coqjurins/surnrnoningname, and a mename. Medial rank Nether-
Evil. Thus, an individual with this K/S will have knowledge of dwellers will have six names, those of greater status nine, mqjor
demonurgists, necromancers, nethercrsefters, shamans, sorcerors, beings will passess at least 1 3 names, and entital ones will have a
warlocks, witchcrzfters, and witches. The individual will know about minimum of 18 names. Note also that a maljor being's Truename is of
their characteristics, familiars, limitations, needs, paraphernalia, two distinct name portions, and entital beings have a threeportlon
powers, etc. The demonologist will know the principles of (but not Truename. It isthusimpossible for anyone tolearn the total Truename
thereby be enabled to perform) Exorcism and will also have informa- of a mqjor or entital being from the mere pursuit of demonology. For
tion regarding Pacts with Darkness and the Coqjurations used by instance, the greater demon referred to commonly as Baphomet
those serving the Netherrealms operate. Because of thegreater depth might have a coqjuring/summoning name such as Bahamut, the
of knowledge, individuals possessing the Demondogyt$R3Area will gain name Behemoth for another reason, several other dlfferent names,
a 10% bonus to beginning K/S STEEP if they acquire either or both of the and atwo-portion Truename which is entirely dissimilar from all of his
following K/S Areas after having Demondqy: Corljuration, Exomism. other 12 names1
Amongst the many sorts of creatures and beings dwelling in the The demonologist will also know that there are approximately the
Netherrealms are the following: following ratios of dwellers in the lower planes:
Cacodiemons Devils Hags 1,000,000 minor ones for every
Cacodemons Dracos Imps 10,000 medial ones for every
Diemons Dreggals Mselvis 100 greater ones for every
Demodands Dumalduns Monsters 10 mqjor beings for every
Demons Fiends Serpents 1 entital being.
Demonkin ahasts Vampires (Supernatural) From the above it should be plain that them are not many beings of
entital sort; and if there were, say, 1,000,then there would be about physical Cap&i$ (SMCap), so the chance might b e slightly worse.
10,000 major beings, and one billion (1,000,000,000) minor types Failure means that the individual has only Partial Practice and does
(even your gamemaster might not have a complete census o n the not have the full Heka of the Mage. (See also the description of the
Netherrealms, however!). Note also that in the ranks of minor dwell- Westcr&K/S.) Non-full Heka channelem (Partial Practitioners) gain
ers are many creatures of bestial and animal-form sort. There are also energy from this K/S Area at the rate of 1 point of Heka per STEEP point
the spirits of the evil dead not of minor status, and countless thingsof plus their Mental Mnemonic Capacity score; thus, a persona with a
unintelligent sort. STEEP in (one School of) Dweomercrseff of 2 2 and a MMCap of 1 8
With that said, it becomes apparent how deeply the persona must would have 4 0 points of Heka generated from this area.
delve to obtain information, and how astute one must b e to learn a Basically, you should forget whatever you've read almost any-
conjuring/summoning name from the morass of information dealing where else in the Dangerous J o u r n e y s system about this K/S Area.
with Darkness and the host of malign dwellers therein. We are in a milieu which is Hekaactive, and that changes nearly
Demonology is the activating force in the study of sorcery. The everything which is true in places where such force is not a s strong.
would-be sorcerer must learn the name of at least o n e intelligent Dweomercmfi learned elsewhere is useful only to the extent that
dweller in the lower planes in order to conclude a Pact. (Consult portionsof it are translatable, so that such knowledge gives a persona
Sorcery and Pacts for details.) In other respects Demonology is not a base of STEEP and the ability to relearn the "truth" as it applies
necessarily an Area of learning connected with those of evil nature or herein.
intent. In fact, it can be used against the malign and Evil. Dweomercrceff is the knowledge and art of the Laws of Magick and
Domestic Arts & Sciences: This K/S Area has two distinct a p Castings (seethe Mythus Magick book). Magick simply put. is the
proaches, and the persona must specify which approach is desired art of the use of Preternatural, Supernatural, and/or Entital forces to
for each Sub-Area. The two approaches are personal and commer- influence events o n E r t h and elsewhere. The various Castings of
cial. The personal one provides for individual, household, and small Dweomercrseff a r e learned according to a persona's School of
(family) group applications. The commercial approach applies to study. There arelistsofthe Archetypical Castings (Charms, Cantrips,
business applications such as institutional cookingor restaurateuring, Spells, Formulas and Rituals utilizing Heka) known to each School,
design on a professional basis and s o forth. Thus, although there are and to those individuals who have STEEP gained therein. However,
only four Sub-Areas, they effectively consist of eight. n e s e are: t o understandand b e able t o properly employ a given Casting, an
1 . Cooking & Nutrition individual must have t h e requisite amount of STEEPfor the a r a d e of
2 . Household Management Archetypical Casting, given in Chapter 12. If a Mage (Pull Practitioner
3. Interior Design/Decoration able t o channel full Heka and thus have a multiplier of 10 times
4. Sewing & Tailoring STEEP plus Mental TRAIT score as t h e determinant for Heka energy
Note that a persona properly maintaining a large household would base) has a lower total in Magick than in this K/S Area the Magick
have all four, a s would a n innkeeper, for instance. A chef would have STEEP (understanding) applies, and t h e capacity of the Mage is
Cooking &Nutrition and Household (in this case the kitchen) Man- inhibited accordingly (and vice versa see Magick. below).
agement. A clothing designer would have Sewing & Tailoring, along STEEPin DweomercrseAis reckoned by School, and t o learn the
with other K/S Areas such a s Drawing &Painting. Archetypical Castings of other Schools d o e s not add t o the overall
A persona with this K/S Area attempting to impersonate a butler or STEEP (is not cumulative) for Partial o r Full Practitioners alike.
maid would have a good idea of the duties required. Estimation of the Neitherdoes t h e individual with STEEP in two o r more Schools gain
amount of time and/or materials required to restore or redecorate the additional Heka through t h e addition of M TRAIT o r MMCap score
interior of a building is likewise covered by this Knowledge/Skill. t o base Heka. Differing Schools' STEEP i s parallel, so that posscss-
Dweomercraeft: Note that the HPexpectingto b e able toutilize this ing50 points in one, 40 in another and 30 in a third means that the
K/S Area in conjunction with the Magick K/S Area s o as t o have Full persona's effective D w e o m e r c r ~ fSTEEP
t is 50, and in the other
Practiceand b e a Mage must have a MentalTRAlTscoreof 101ormore Schools t h e persona h a s access to such Castings a s are known to
points. Only after this K/S and that for Magick are recorded irrevoca- those of that School with 4 0 a n d 3 0 STEEP, respectively. Put
bly, however, can the ability for Full Practice b e determined. This is another way, t h e Sub-Areas (Schools) must b e acquired by pur-
done by making a "Hard" Difficulty Rating roll against the HP's Mental chase of STEEP with Accomplishment Points, and such purchase
Mnemonic Capacity (MMCapx 1). Failure means that the HP is unable will not generate full Heka o r improve the overall mage ability
to fi~llychannel the Heka and can't b e a Mage but is a Partial Practitio- except where such acquisition exceeds t h e highest Dweornercraft
ner. Note that FLIHPractitioners have a CastingQrade DR bonus ofone STEEP otherwise.
iI ) step. Example: Lord Hardwicke the Archmag- Full Practitioner-
If the Heroic Persona hopes to be a mage-priest with Full Practice in has aSTEEP of 1 0 0 in DweomercrzA (and Magick of course) in the
both DweomercrzA and PriestcrzA, the HP must have a Mental Elemental School. Let'ssay h e also h a s t h e following STEEPin other
TRAlTscore of 101 or more points and aspiritual TRAITof 9 1 or more schools: Black 10, Clray, 2 0 , a r e e n 30. a n d White 40. His
points. After applicable K/S Areas are irrevocably recorded, the s a m e DweomercrseR-Magick Heka points are thus 1,100 ( 1 0 x Dweomer-
DR "Hard" K/S check as noted above must b e made to determine if crzhSTEEP + MagfckSTEEP) plus his MTRAlTof 150, plus hisSTEEP
Full Practice is possible. However, the roll in this case is made against in other Schools of 1 0 0 (10 + 2 0 + 30 + 40). or a total of 1,350. If he
the lower of Mental Mnemonic Capacity (MMCap) or Spiritual Meta- has 1 0 APs t o spend t o increase his ability, that will raise 55 Heka if
divided between Dweomercr~ff(Elemental ~ c h G o l and j Magick people, explain things clearly, find the salient ports of written works,
( I 0 x 5 for Dwcomercrdt, plus 5 for Magick), 10 if h e spends them and so forth.
on study in another School. But in the latter case h e will possibly The K/S may involve working with groups of students or apprcn-
learn new Archetypical Castings. However, Castings of Schools tices, and t h e educator may concurrently train o n e person for
outside the principal o n e are made a t normal STEEP Casting Grade. every 2 0 STEEP points possessed, when training involves a Heka-
The Grade of Casting available t o non-mage personas depends o n using K/S, or o n e person per 2 STEEP points otherwise.
their STEEP in the K/S Area (and Sub-Area), asshown o n the Non-Mage The relative amount of information a persona may teach to othcrb
Castings table. is limited by the teacher's STEEP in the desired K/S. Students or
Players whose HPs begin the game with this K/S Area must name a apprenticesofthe persona with this K/S may never gain a STEEP score
school (and are assumed to have been to one of the formal Schools greater than that of the persona, unless other instructors arc in-
at some period), although much is learned in apprenticeship and by volved, or subsequent independent training is undertaken.
lone study of worksgenerated by others of theschool in question, so The single mast important featwe for the Heroic Persona. however, IS
the attendance is not necessarily true in all cases. Discuss this with self-teaching. That is, for each 5 points of STEW in k l u d c m , a pcrsoru
your QM. is able to reduce required learning time for acquisition of S E E P in o h e r
Sample Archetypical Castings are found in Chapter 13. K/S Areas by 1%. Thus, a STEEPof 50 points in educatiorl means a 10%
reduction in learning time elsewhere. 'lhat can be very useful.
V w Engineering: This K/S assumes a knowledge of mining, s~ting
NonMMageCastings constructions, building dams, and how machines with moving parts
work, as well as how to design, inspect, and repair them. Such
HP's STEEP Score Highest Casting Grade Possible
machines include vehicles, mills, and pumps, a s well as fadory
Under 2 1 I
machines, printing presses and the like. An HP with this K/S can both
21 -30 11
diagnose problems and repair them, or even design and build such ,I
31 - 4 0 111
device from scratch (at a high DR). The DR will have a grcat deal to do
41 -50 IV
with the available resources. One roll should allow the HP to have a
51 - 6 0 V
pretty good idea of how the project will succeed and, if malfunction-
61 - 7 0 VI
71 - 8 0 VI I ing, what the problem could be. If building or working o n a project,
one roll should cover from a day's work to a wcck's, dcpendlngon the
81 -90 Vlll
complexity and difficulty involved.
9 l and up IX
L L A A
Engineering, Military: Such activitles a s modifying terraln to suil
the needs of a n army, and placing and building fortresses, bridges,
Ecology/Nature Science: This K/S confers upon its possessor a roads, dumps, bases, and camps are covered by this K/S. One roll will
certain amount of knowledge regarding the environment and how it allow the user to figure out how to accomplish one small task (such a
is affected by both natural and artificial conditions. A successful roll sitingacamp), or part of a bigone (such asaltering the courseof a river
against this K/S will allow one to notice somethingodd o r out of place ordrainingaswamp). This K/Salso assumes the knowledge of how to
in nature and determine what could b e causing it, a s well as how to build, detect, and disarm an array of (non-magickal) indoor and
remedy the situation. This K/S also assumes a knowledge of various outdoor traps, as well as how to construct simple shelters, towers,
environmental issues a s well a s who, when, and what isinvolved with siegeengines, stone throwers, and the like using only trees and small
each. Yo~lrGM will probably allow wisewomen (wisemen) to gain hand tools--see Fortification & Siegecraff. Just as with terrain
I leka on a one-for-one basis for STEEP in this K/S Area. projects, a single roll can build (or detect and d i s ~ r n lone
) small trap
Economics/Finance/lnvesting: Possession of this Area of K/S o r part of a large one. The s a m e applies to nat~lralshelters. It cross-
allows the persona some knowledge in the way money works. Such a n feeds Fortification & Siegecraft by 10% of STEEP.
HP will understand national and international currency, and know The tableof OutdoorTrap Damage listssome sample outdoor traps
how to profit from investing or trading it. The current and typical which can b e built by the use of this K/S, as well as how much d a n q e
financial rates of return will also b e known. Naturally, one skilled in they can do. Note that armor provides n o protection agalnst 'Impact"
this Area will probably know finan- Y
ciers, bankers, etc.
Education: ~s is plain, this Area of Outdoor Trap Damage
K/S 1sone which deals with the educa- Damage Amount
tion and training of people, including 8D6+8
practice and study. Personas with this 4D6 + 1D6 per stake o r spike.
ability can teach other individuals the As per falling. (See Chapter 12.)
basics of one or more other K/S Areas +ID6per stake or spike.
that they themselves possess at a 3D6 + trapped unless a "Hard" PM roll is passed.
STEEP of above 25. Such personas 2D6 + 2D6Ispike.
might be able to rapidly teach willing
-
damage and that all such damage should be multiplied by a 103 (not related toq$es:thus providing STEEP in several languages to an HP.
1D6) Exposure Roll. "Stunning" damage, however, uses a normal For example, having 40 STEEP points in Khazirian endows a Herolc
ID6 roll, and "Piercing" damage should be rolled on the Strike Persona with 10 STEEP points in 7Wkic-Sumerfan (25%relationship)
Location Table. See the Combat chapter for further details regarding and 4 STEW points in each of the Farsf, m e e k Phonedan, and
armor and damage. Slavic languages (10% relationship to each). Obviously, some lan-
Espionage: This K/S provides for a wide array of skills which any guages are much moregenerally useful than others, but don't let thls
spy will find indispensable. Other K/S Areas, particularly the Criminal fool you into neglecting less broadly based tongues, for who can tell
Activities (Physical & Mental), as well as Engineering Military, and when your HP will need to know one of theml
the like, will also prove to be very handy. Thz followingSub-Areasare Fortification & Siegecraft: This is the study of the construction
included herein: and use of fortifications of all sorts, the knowledge of how to assault
1. Gathering Information and/or destroy such fortifications, and the tools and weapons used
2. Clandestine Meetings specificallyto build, defend, attack, and damage such constructions.
3. Border Crossing It cr-feeds E@needng Military by 10% of STEEP.
4. Smuggling Siting of a fortification is important, of course, and having some
5. Recruiting Informants ability in Engineering, Military is beneficial. The purpose for the
6. Object Concealment construction, its use, and the ground upon which it is built are factors
For purposes of rolling, Sub-Areas 1 through 5 function like CrimG which affect both how a place is built and defended, and how It is
nal Activities, Mental operations (q.v.). Sub-Area 6 applies to a assaulted and destroyed. Aside from the temporary military fortifica-
spccific attempt to conceal anobject. An object can beas largeas can tion, other such places are assumed to be permanent constructions.
bc easily carried. Therefore, each must serve its purpose (check local population,
Etiquette/Social Graces: This ability conveys a multitude of guard a route of trade or access (rivers, fords, bridges, roads, etc.1,
small things which identify an individual as coming from a certain guard a community, protect a coast, etc.) as efficiently as can be
ndtionality and/or SEC. Examples of things covered by this K/Sare managed, all things considered. The terrain should be commanding
table manners, mode of speech & vocabulary, dress, hair style, if at all possible (such as a height), and the walls and buildings of the
casual interests, political & social awareness, breadth & depth of fortification should be seated upon as solid a foundation (preferably
experiences (such as acquaintances & travel), etc. Rolls against this bedrock) as available. There must be such thickness of walls as to
K,'S may prove important when you are trying to impressan OP, dupe defy their being brought down, and sufficient height of walls and
an EP, or fit in with a certain crowd. Class distinctions are sharp and towers as to make them unscalable and advantageous to defense.
SEC is often crucial.. . The construction must have a reliable water source (rain cistern, well,
Foreign Language: This K/S allows an HP to read, write (if appli- etc.) and a place for storage of food and siege materials, and it must
cable), and spcak one (or possibly more) foreign language(s)of the be able to contain in safety aganlson and those to be protected within
player's choice, all done at a level of proficiency comparable to the the walls. On the other hand, it should be defensible by as small a
pcrsona's STEEP. Rolls against this K/S may be necessary to cany on number of individuals as passible. Thus details of the construction
a conversation in the language and/or read it under difficult condi- (walls, towers, twets, bartizans, machiolations, piercings, murder
tions. Furthermore, HPs who have the Linguistics K/S Area (q.v.) holes, outworks, galleries, etc.), archery and war engine fields of fire,
rcccive a bonus of 10% of their Linguistics STEEP to any Foreign and placement of defensive machinery needs to be considered by the
Lagrage they knowlearn. Gaining STEEP points indicates not only skilled persona planning and overseeing the construction of the
a broader vocab~~lary and proper grammar, the rise also indicates an fortification. The use of Heka to prepare a site, wnstrud, protect
improvement of accent, increasing ability to use idiomatic forms, defend, assault, and damage fortifications must be known to perso
growing understanding of slang terms, and even mimicry of specific nas with this K/S Area, although they would not be expected to
native accents and minor dialects. perform the actual workthere, any more than they would be expeded
Also included under this K/S Area are various non-human (or non- to be a mason or carpenter.
Wrth) languages (such as the tongues of Phaeree). Knowledge of Of course, repair, strengthening, and improvement of existing
languages such as the Fair Speech, Gnomish, and so on might come fortificationsis another aspect of this Area. The individual will be able
In handy for translation of writings, in chance encounters, or when to assess a fortress (castle, keep, moat house, chateau, etc.) and by
outside human surroundings. Readers should note that all intelligent finding its weak points and prepare strengthening modes (construe
denizens of Phaeree speakone of the following three tongues. Fzeries tion or defensive measures), This brings us to the Siegecraltportion.
spcak Fair Speech, Borderers use the Hobgoblin tongue, and Gob- Knowing the weaknesses of any particular design, skilled personas
lins have the Qoblintalk,so knowing these languages usually enables will be able to employ their knowledge to assail a fortress and bring it
one to spcak with any Phaeree being. into min. Should escalade (ladders, siege towers, ramps, etc.) be
Rrth's languages have many interrelated groups, and knowingone used7 Can mines be dug under the place to bring portions down, so
might automaticallygive an HPSTEEPinoneor moreotherlanguages. as to create an assailable breach7 Are stonehurllng engines and
Bccause of the assumed unfamiliarity of the reader with the language battering/picking machines going to be feasible7 Can the water for
groups of Wrth, we have provided a Language Interrelationships the place be stopped or polluted7 Is its supply of food adequate7 How
tableon pages 146-147.You will note that some languages havemany about disease7 Fire7 What use will Heka and Castinfp be In a slege?
Known Language Related Languages Known w a g e Related Languages
Rgyptian -tian Dialect-75% Parsi Dialect Farsi-75%
-tian Dialect /EgYptian-75% Mongolian Dialect (norlhem
Annnrnese Gmcharn--25% Parsi Dialect speakers only&lOO/~
Chinese Dialect (Nan-Chao, Boideutsch,
Sun& and Tongking only)-25% Deutsch, and Lafideutsch-75%
Chinese-1 OO/o SkandeutaCh--.50%
Armenian Ctreek-25% Prench and Skandian-25%
Sumerian-25% Prench Dialed and Skandian Dialect-1 09'0
Allmtlari AllantIan Dialcct40•‹/~ Prench French Dialecl4O%
LanUa11-75~/0 Francodeutsch--25%
lberian and LanUan Dialect-50% Neustrian,

4
Berberian and Iberian Dialect-25% Vardish, and Vardish Dialect-lO01o
Teclan, Vardish, and Vardish Dialect-10% amk D i a l e c t 7 5 %
Atlantlan Dialect AtlantlaMO% Armenian and Latin-25%
Berberian and Lantlan-50% Bulgarian, Khazlrian,
Iberian and Lantlan Dialect-25% Roumanian, and Vlach-10%
Bantu Bantu Dialect Hindic Hindic Dialect40•‹1~
(and all other Bantu LongueswO% Burmese25%
Beniyorub Ewe and Y o r u b a n 4 0 % Farsi-10%
Tribal tongues within Iberian Iberian Dialect40010
about 25 miles of the border-10% Lanuan-75%
Atlantlan Dialect-50% Atlantlan, Lantlan Dialect--6070
Atlantlan and Lanuan-25% Atlantlan Dialect-25%
lberian and Lantlan Dialect-10% Berberian-1 0%

I
Boideutsch Deutsch, lberian Dialect Iberian--90%
Francodeutsch, and Latideutsch-75% Atlantlan-25%
Skandeutsch-50% AtlanUan Dialect and Lantlan-1 OO1o
Skandiak-25% Iroukian Cherokeelroukian and Suskirouk--50%
Skandian Dialect and Slavic-1 0% lroukian dialects of sur~oundlng~ 2 5 • ‹ 1 0
Kellk-9OoIo Khazirian TurkicSumerian-25%
Kelltic Dialect-75% Parsi Greek Phonecian, and Slavic-10%
Vardish and Vardish Dialect-25Oh KeUtic Brythokelltic and Kelltic Dialect-90%
DeuLsch and Skandian-10% Vardish Dialect-25%
areek Roumanian, and Vlachian-10% Newtrian and Vardisb-1 0%
Hindic and Malay-25% Kongolese /EBYPtian Dialect (Darfurian)-10%
Camese, Iakota all Lahota Dlalects, and vice versa--SOOh
Malay Dialect, and Siamese-10% Lantlan Lantlan Dialect40%
Annamese2Soh Atlantlan and Iberian-75%
Burmese, Malay, and Siamese-10% Atlantlan Dialect-50%
lroukian and Suskirouk-50% Berberian-25%
Iroukain Dial& of surrounding t1ibes--25% Iberian Dialect-1 0%
Chinese Dialect (any)-75% Lantlan Dialect Lantlan-90'Yo
Manchurian, Nipponese, Atlantlan and Iberian--5OaIo
and Nipponese%Dialect
5 2 -@dL ( Atlantlan Dialect-25%
Mongolian-1 0% Berberian-1 OOh
BoideuLsch, Francodeutsch, Latideutsch Boideutsch,
Latideutsch, and Skandeutsch-75% Deutsch, and Prancodeutsch-75%
Skandian-50% Skandeut~ch--25~/0
Skandian Dialect-25% Skandian-10%
Bryhokelltic and Vardish--10% Latin Latin Dialect and vice versa--75%
Parsi Dialect-75% Prench-50%
Hindic, Hindic Dialect (western), Rench Dialect,
and Khazirian-10% areek, and Latideutsch-25%
M a @ w and Roumanian-10%
V u
LANGUAGE INTERRELATlONS
Relased Langtqes Known Latlguclge Meted Lenauagej
Lemuyan Teclan-25% Quechuan Subied tribes native lanauaaes75%
Lemurian (any sort)--25%
Lemurian Lemurian Dialed-gW (soutliem/Bahns and vice versa)-25%
Lemuhrrlda Latln, SlavkilO%
and Lemuhdekaste-73% Siamese Burmese, Camese, and Malay-1 0%

? Lemurian Dialect
Lemuyan-10%
Lemurian--90%
Lemurian-aleffa
and Lemuriandekasta-50Y0
Skandeutsch D e w and Sksndlan--75%
Boideutsch and Francodeutsch+O%
LaLideutsch and Skandian Dlalect25%
soumi-1 0%
Lernuyan-10% Skandian Skandian Dialect and Skandeutsch--75%
Lemudanaleffa Lemurian-75% Deutsch--50%
Lemurian Dialect Boideutsch,
and Lemuriandekasta--60% 8oumi. and Rancodeutsch-25V0
Lemuym-10% Brythokelltic, Latideutsch, Neustrian-10%
Lemuriandekash Lemurian-75% Vardish, and Vardish Dialect-1 0%
L e m u ~ nDialect and LemuriallalefTa40% Skandian Dialect Skandian-75%
Lernuyan-10% Deutsch and Skandeutsch-23%
Ledin and S l a v i c 40% Boideutsch, Rancodeutsch, andVardish-10%
Malay Dialect-75% Slavic Slavic Dialect, and vice versa--75%
Burmese-25% Boideutsch-25%
Siamese--10% M w r , Roumanian and Vlach--10%
Malay-75% Souml Soumi Dialect-75%
Burmesei-10% Sksndh-25%
Chinese Dialect (southem Sung Skandeutsch-10%
and Tongking, and vice versa)-1 0% Sumerian Sumerian Dialect--75%
Manchurian Chinese, Chinese Dialect TurkioSurnerian--50%
(northern, and vice versa)--25Y0 Armenian and Phonecian-25%
Mongolian -25% Trade Phonecian-1 00/0
Nipponese Dialect Chemkedroukian and Iroukian-$O%
(Liang, and vice versa)--10% Native Iroukfan tribal tongues-25%
Mongolian Dialect-75% Lemuyan-25%
Manchurian-23% Atlantlan--1 0%
Chinese Dialed (Khitain Tibetan Nepal-1 0%
and Tartar, and vice versa)-25% TurkicrSumerian Sumerian-40%
Chlnese and TurkioSumeriak-10% Khazirian and Mongolian Dialect-25%
Mongolian Dialect Mongolian-75% Mongolian-1 0%
Turkic-Sumerian-25% Vardish Vardish Dialed;--75%
Farsi Dialect-1 0% Atlantlan, Deutsch, French-1 0%
Hindic Dialect IbwlanKelltic,andShandInavianDlalectlO%
(northern, and vice versa)-25% Vardish Dialect Brythokelltic and Kelltic-25•‹/~
T i b e t a n 4 0% Atlantlan, French,
Skandian-25 OO / W c Dialect and Skandinavian Dialect-10%
French and Kelltic-l0Y0 Bulgafhn, Qeek RoumanianandSIavic-10%
Nipponese Nipponese Dialect-75%
Chinese25% "Ihisperoentsep;senresaeamultlpllerforanWaSTPISPh the'Known
Chinese Dialect La@mge"to dPfiermine the Ws STEEP in the rekited Ianguage(8). For
(northern, and vice versa)-10% e~~mple,anHPwithaSTP;ePof80 hMalaywouldautornatkallyhaveaSTEEP
Phonecian Trade Phonecian-QO% of 60 B5%) in MaklyLWe.4 of 20 125%) in Blcrmeac, and of 8 (10%) In
Phonecian Dialect-75% SIE01K9e.
Sumerian-25%
Khazirian and Surnerian Dialect-10%
Note Mfiemtdlalectsofthe. samespeech are genetallyunderstood by
- - . almatbn and the
different swakem at a ratb lelated to wxmphical 3
4 Phonecian Dieled (Mago) Phonecian and Trade Phonecian-75%
Iberian-25%
Sumeqian-10%
influenceQtimipl~lnguaee8.~sam1eof~1~mb,we75%ifcontigzloua
Jo%aw;mge,2s%if~separeaed,andlo%ifseparatedanddiwngent
over a long period of the.
A
Many things go into making up this K/S Area. comesout ahead after an eveningof card play. Winnings will vary, but
Related to it is the Weapons, Military, Afl Other K/S Area (q.v.). could run anywhere from two to 10 times that which was wagered on
STEEP in Fortification & SiegecraAgives a 10%bonus to acquisition the aveme-it's up to the QM.
of the former Area a s the persona must already know considerable Games,Mental: This K/S includes both purely mental games and
information regarding the following: ballisk, mangonels, scorpions, those which combine mental and physical coordination. An element
catapults, onagers, screws, catchers (ram, spow, etc.), picks, towers, of luck might often be involved as well. Resolve the suocess in the
movable, crossbows, rams, and trebuchets. The individual will also games as per the Oambling K/Sabove. The following types of games
have knowledge of abbatis, bridges, castellation, counter-mining, are covered herein:
drawbridges, earthworks, escarpments, gates, gate houses, ladders, 1. Strategic & Table Qames (Chess, Backgammon, etc.)
rnantlets, mines, moats, outworks, portcullises, ramps, sows, and 2. War Qames
tortiscs. Quite frankly, the details of castellation could fill a book of 3. Darts
the size of this work, s o the reader is directed to the bibliographyat the 4. CroquetteDard aames
end of this book and to such accessory works as are currently 5. Pool (Billiards, Snooker)
available in the Dangerous Journeys game system regarding the 6. Parlor Qames (Charades, etc.)
subject. Gemology: First, the reader is alerted to the fact that in this milieu
Adding immeasurably to this complexity is the fact that Heka the Oemology K/S Area gives the possessor Information regarding
almost always plays a part in the construction, defense, attack and which forms of gems and minerals possess, are capable of storing, or
destruction of a fortified place. A Heka user, usually a Mage, will be channel Heka.
employed in defense of such a construction, so the assailants must The HP will know thegeographical areas where types of stones are
too have practitioners of Heka. Thus, masters of Fortification & found, their physical and mineralogical location and appearance in
Sicgecraf? either work with such a Heka user, are powerful ones in that area, miningJocatlon techniques, raw costs, buying practices,
their own right, or perhaps both, in cases of extreme importance. markets, cutting, grading, classification, etc. Similarly, the HP will
It is always necessary to employ a persona with this K/S Area when know the history of unique stones, whoowned or ownsthem, and the
~onstructinga stronghold. Besieging a citadel which is well con- values today for all types of such work.
stn~ctedand ably defended is likewise fruitless in most cases unless Geography/Foreign Lands: A successful roll against this K/S
the attackerscan somehow overwhelm it by sheer number sinescalade Area will allow an HP to be aware of the general terrain in a particular
or starve it into submission. place, the location of unique and/or famous areas of terrain, how to
Gambling: This Area of K/S enables the HP to understand the map an above or belowground area successfully, and how to accu-
theory and practice of gambling in a broad spectrum of forms. The ratelyjudge distances. The latter two uses for this K/S will see a lot of
following Sub-Areas match the games the HP will be able to play rolls, and the a M should always make a secret check against an HP's
competently: STEEP whenever the persona is making a map upon which someone
1 . Cards will rely for navigation. Surveyor's instruments will reduce chance of
2 . Dice failure (i.e., make the DR better). A failed roll will allow the QM to lead
3. Table Games the party astray, though it is recommended that most inaccuracies be
4. Sporting Events minor unless a Special Failure was rolled!
5. DogiHorse Racing Geology/Mineralogy:This K/S imparts a knowledge regardingthe
6. Animal Fighting innerworkings offirth and the nature of many types of (non-precious)
The DR for victory will have a lot to do with how much one wishes rocks and minerals, or where valuabie/precious ones might occur.
to win, how many others are competing, and howgood they are. When This Area could be used for everything from predicting the time of an
competing directly agdinst one other player, such as against the earthquakeorvolcanicemption(atough task-better have the proper
house in blacuack, have a Y/S vs. K/S competition-though give the equipmentl) to recognizing iron ore and knowing where to mine it.
~ O L I S an
C a~~tomatic one level of advantage for its DR and penalize the History: The HP will be familiar with important past events, and,
gmi blersone DRorso per two players in thecard game. When playing with a successful roll, may be able to recall what happened on a
something like poker, however, where several individuals are in certain occasion, why it may have happened, who was involved, etc.
direct competition, have each "wager" a DR and the one who can This K/S Area could come in very handy for rooting up information.
succeed against the highest one wins. For example, Dirk aalligher is In a medieval-type setting such as that of Erth, historical knowl-
playing cards with four other HPs. Two wager that they can roil edge will be somewhat limited to regional areas, rather than the
successf~~lly against a DR of "Hard,"one bids "Difficult," and the other overall world. It is possible, however, that a sage or other scholar may
"Very Difficult." Dirk bids "Difficult" himself, and the game is on. The have a broad view of the histories of many civilized regions.
first two succeed in their rolls, Dirkmakes his, but the fourth fails. Dirk Hypnotism: Thisskill allows the user to put a human (or intelligent
and the third one, who both succeeded with "Difficult"rolls, compete humanoid) subject into a hypnotic trance and manipulate Ule way
in a K/S vs. K/S match. Dirk wins and collects the pot! (Dealinghands that person's mind functions. While there are many uses for this &'S
can be easier, but then there's Joss ...) all involve causing Me subject to go into a 'trance,' or sort of sleep
One roll should cover one "hand" at cards, one horse race, one Anumberof CTs equal to thesubject's MRCap A'ITRIDLTEis rcq~urvil
spottirigevcnt, ctc. Alternatively, a roll could be expanded tosee who to attain this state if the subject is willing. For reludmt suh./tuis
however, the time required will be counted in BTs. k e i t h e trance is same DR at wNch the subject wlll have to roll In order to resist it. For
established, make the roll using the Difficulty Rating for the hardest example, if a hypnotist overcarnea base DRof "Difficult' to hypnotize
type of activity to be attempted. A successful result will allow the Alyssa into avoiding cooked meat, then she would have to make a
hypnotist to proceed. If additional rolls are required duringthe course "Difficult" roll against her MM CATEQORYIn order to resist the sugges-
of a hypnotism session, then make each one after the time limit for tion and eat it anyway. Likewise, she would have to succeed in a
the last has expired. This K/S may be used for the following purposes: "Difficult"roll to breakout of the influence of the suggestion at the end
( 1) A subject's subconscious memory can be tapped with regard to of the month. Note, however, that any hypnotist can cancel any
a certain past event. Such subjects will actually believe that they are hypnotic suggestion with a "Moderate" roll (thisdoes not apply to any
again experiencing that event, and they will be able to describe it magick-related Suggestion Castings). Also keep In mind that, as with
perfectly to the hypnotist a s it occurs. (Thisfunction can even be used function 2, the command must not be directly selfdestructive in
to look into the lives a person led previously to the current onel "Past nature, and it cannot force the subject into making any K/S rolls.
life regression," however, can be very traumatic-particularly if sub- (4) The hypnotist can calm and restore a subject, healing 1D6
jects relive their own death-and it will inflict ID6 points of Mental points of Mental damage for evety level of DR rolled at (l.e., 1D6 for
damage on a subject for undergoing it lor 3D6 points for subjects "kg," 2D6 for "Mode,rate,' 3D6 for "Hard," etc.). A Special Success
made to relive their death].)The base DR for this use of hypnotism is heals double the rolled amount, but a Special Failure inflicts the
"Moderate" for trying to recall an easy, non-traumatic event, "Hard" attempted amount on the subject. (Should this, however, increase
for trying to recall a stressful event in this life (or an easy one in a past the subject's accumulated Mental damage to above the Mental 'IRAIT
life), and "Difficult" for trying to recall a traumatic event (or a stressful then the subject will be overcome by total insanity and immediately
one in a past life). In all cases one roll covers one ATs worth of become catatonic, dying in one week.) This calming and restoration
questioning. If a roll fails before the hypnotist brings the session to a may be attempted but once per day per subject.
close, the subject automatically wakes up and takes 1D6 points of Additional DR modifications would depend on the conditions un-
Mental damage for s o doing. der which the hypnotism was taking place. An unwilling subject is
(2) While under the influence of Hypnotism, subjects can also be usually at a DR of three levels higher (a "Moderate" task would then
commanded to perform a certain short, simple task which they will become a "Very Difficult" one, for example), though subjects whose
fulfil to the best of their ability. aood examples are, "Act like a will is broken (i.e., they have taken Mental damage equal to or more
chicken," or "Call to your mother and tell her you love her." Subjects than their Mental Effect Level) will cause the hypnotist to incur no
can be made to do a wide variety of strange things, but will notobey such penalty. Note that an unwilling subject with an SMPow of 16 or
commands which are diametrically opposed to their nature-for higher cannot be hypnotized a t all unless he or she is over the Effect
example, most people won't obey commands to kill themselves. The Level. Furthermore, nosubject-willing or unwilling-can be hypno-
base DR for this function is "Moderate," and one roll covers one ATas tized unless she or he has a Mental TRAIT of from 4 8 to 100. Those
well. who are higher or lower than this range are completely immune to
(3)A post-hypnotic suggestion which will affect a subject's waking hypnosis, even when over their EL, although Magnetism (q.v.1 might
behavior can be implanted. The command must usually be very work-see the description of that Spiritual K/S Area for details.
simple and direct, but it can be quite powerfull One example of a Finally, while this description of hypnotism is hardly a clinically
command is to, "Forget the number four." Such subjects, upon accurate picture of the way it works, it is a quite balanced one for game
awaking. could count from one to 10 as many times as they liked, but purposes.
they would no longer be able to comprehend the concept of the lnfluencer This K/S measures one's skill at verbal communication
number "4"!They would know what "14" and "40" were, and would of all sorts. The followlngSubAreas are covered under this category:
still recognize the symbol "4," but they would quite honestly not know 1. Debating
what it meant. In order to remember, they would have to be re 2. Persuasion
hypnotized, or enough time would have topass that the post-hypnotic 3. Salesmanship
suggestion would wear out and allow them to remember. (Allow a 4. Demagoguery
subject one roll against the MM CATEGORY every month to break free 5. Misinformation
of the suggestion.) Another type of suggestion would be to "Go to 6 . Oration
sleep when you hear the word 'Delta'." When that occurred, the 7. Propaganda
subject would instantly fall asleep and remain s o for 1 AT. At the end A roll against this K/S will often be necessary to convince one or
of the AT the subject could make a roll against the MM CATECiORY to more OPs to believe in or to agree with what you are trying to say.
wake up. If the roll failed, the subject would remain asleep foranother Precisely which Sub-Area you will use will vary greatly with the situa-
AT and so on until he or she succeeded, was commanded by a tion. Sub-Areas 4 t h r o w 7 tend to apply to a group of people,
hypnotist to wake up, or died of thirst. Likewise, this suggestion would whereas the first three types of speaking are more one on one in
eventually decay over time, with the subject rollingonce every month nature. Debatingis the skill at arguingan opposing view (whetheryou
to be rid of it. agree with it or not), while Persuasion is the ability toget people to do
The Difficulty Rating for this function depends on just how strongly something you want. Salesmanship is the ability to sell something
the hypnotist wants the suggestion to be implanted. The base DR at with a minimum of haggling. Demagogueryis a method of influence
kh~chthe hypnotist decides to roll to implant the suggestion is the which appeals to the prejudices and emotions of others. Misinfonna-
tion (or disinformation ) is the ability to slip in false facts to weight a
w
missed. Specla Failure means nothing could be Hpread by the
situation in the HP's favor. Oration is simply public speaking, usually individual.
aimed at influencing a group of people. Propaganda is the system- Similarly, sign language b an ability just the same as language
atic, widespread promotion of a particular doctrine or idea. ability. The persona must possess a Sign Language Sub-Area to be
Keep in mind that when you fail an attempt at this K/S, you are able to send and receive (understand signals sent by another). 7hls
unlikely to get a second chance with that subject any time soon, Area's Sub-Areas apply only to Sign Languige. The able persona
regardless of the Sub-Area used and/or the one you would like to try passessesone new sign language for each 10STEEP points she or he
next. holds in this K/S. The following list contains some possible sign
Journalism: The art of writing and publishing broadsides, pam- languages, and gamemasters might add or subtract from this Hst as
phlets, columns, and articles, conducting interviews, and gathering they see fit:
information are all pari of the Journalism K/S.A roll against this K/S Alchemists
may be necessary for publishing articles which could initate people Assassins
in the wrong places (as an attempt to expose a group of EPs mightl), Bessars
and this K/S can also be used in a Criminolw-like manner (q.v.) to DeafIMute
snoop around and find things out (a field otherwise known as inves- Dweomercmfters (by School)
tigative reporting). This skill, combined with Political Science and QYPsy
Influence, can be very powerful.. . Hunters
Law: This K/S assumes knowledge regarding the nature of laws in Pirates
the possessor's homeland as well a s an assortment of local laws in Priestcr~fters(by Ethos, and by Pantheon)
various places. A successful roll will allow the HP to recall public Soldiers
policy regarding a certain type of occurrence. The HP will also be Thieves
familiar with various important legal decisions as well. At aK/SSTEEP plus that of each Secret Society active in the campaign milieu
of 41 and above, the HP is assumed to be a qualified courtroom Literature: An HP with this K/S is assumed to be knowledgeable
attorney or barrister, if such professions are applicable (a few feudal about all types of literature, including numerous classic works in
systems might not have lawyers, and many others require aminimum many languages, modern literature, and poetry. This K/S is also a
SEC level of 6 or higher). Such HPs will have one of the Sub-Areas measure of a persona's ability to understand such works. Such ability
listed below: enables criticism. Not only will possession of this K/S help the HP fit
1. Civil in with theeducated crowd, but successful rolls may also be useful for
2 . Criminal turning up clues during adventures.
3. Government Note that this K/S does not enable to write literature or poetry, for
4. Matrimonial these abilities are covered by the Poetry/Lyrflcs and Creative WMng
5. Tax K/S Areas (qq.~.).
6. Probate Logic: This K/S Area is that which deals with reason. It is the
These represent very specific areas of knowledge in a certain science of analysis and deduction. Using the principles of inference
field, and are available only to those with 31 or moreSTEEPpoints and demonstration, it facilitates the persona to arrive at the most
in the Law K/S. An additional LawSub-Area is gained at STEEP 51, probable answer to any given question. In play, the Herold Persona
71, and 91. with the Logic K/S can attempt to use this ability to find the most
Linguistics: This K/S Area enables the HP to know the origin, likely answer to any question, or solution to a puzzle, through
structure, and evolution of various languages. It includes etymology analysis and deduction. The gamemaster will, however, assign a
and grammar, but not philolcgy perse. A successful roll against this high degree of Difficulty Rating to any such attempts where the HP
K/S will allow you to establish basic communication with anyone, has not actually used rational thinking, made at least basic infer-
regardless of the language they speak, and to even translate their ences, demonstrated why (orwhy not) certain possibilities are most
tongue to a small extent. The latter operation, however, will require likely (or unlikely), and generally thought the matter out before
lots of time and numerous successful rolls. Also, pcxssession of this resorting to this pseudo-thinking recourse. Naturally, HPs are actu-
K/S gives the following bonuses: Add 10% of your Linguisti~STEEP ally using their intellect when they select Logic a s a K/S, but some
point total to that of your Native Tongue and any Foreign Languages additional demonstration of thinking is required to avoid DRs in the
you know. In addition, the learning time for new languages is reduced "Hard" to "Difficult" range.
by 10% when you have this K/S. Magick: Unlike most other roleplaying games, the Mythus game
Lip Reading & Sign Language: The K/S enables individuals develops Magickintoavery important K/SArea. Most important is the
possessing it to be able to read lips as if they were understanding requirement of its possession in coqjundion with DweomcrcmA
spoken language. But to gain the whole of thespeakingobserved, a (q.v.) in the Full Practice of that ability. In this regard, Mag& is the
success must be rolled. Note that the language spoken must be understanding of D w e o m e r c ~ and~ its Castings, so that if either
known (K/S STEEP possessed) by the lip reader. Failure indicates a Area is out of balance (not of equal STEEP), the lower of the tho
percentage of what was spoken is not understood, a percentage prevails. Simply put, Mwkk is the study and understanding of the
equal to the twice number of points by which the success was Laws of Magick (see the Mythus Magick book).Furthermore Pbvch
alone generates Heka in the (PartialPractitioner) inhvidual possess- likely use.Asuccessful roll against this K/S will allow the HP to identify
ing this K/S Area, at the rate of 1 point of Hekato 1 point of STEEP and a given weapon class or unit or formation, or to gain an idea how to
total of the Mental Reasoning Capacity Attribute. For instance, 31 plan some mission for maxlmum ease and efficiency. One roll should
STEEP and a MRCap of 19 generate 50 Heka points. This K/S is cover one identification question, plan, enemy strategy or tactic, or a
important also for knowledge of how to make many objects, instru- relatively short (less than one week) portion of conducting an actual
ments, and reservoirs containing Heka or of enchanted nature, as military operation.
detailed in the "Magickal Items" chapter of theMythusMagick book. Native Tongue: This K/Smeasures how well HPs can speak. read,
Mathematics: This K/S Area measures an HP's skill with basic and and write their native tongue. You may choose the HP's natlve tongue
advanced mathematics of all sorts, including algebra, trigonometry, based on nationality, and any STEEP score above 10 indicates bask,
calculus, and the like. Successful rolls against this K/S allowsthe user functional literacy at the very least. As with foreign tongues, if you
to write and solve formulas, find the solutions to word problems, and have the Ungulstics (q.v.) K/S, you may add 10% of your Unguistks
apply mathematical concepts to practical applications in real life. It STEEP to your S E W score in Native Tongue. Note that imposture
adds 10% of its STEEP to the CryptographyK/SArea. outside a persona's general SocictEconomic Class (Low, Middle,
Medicine, Veterinary: Normal, modern (EartMike)medicinal p m e Upper) requires a STEEP of at least 41 in Nalive Tongue.
tices for animals are no more workable in this milieu than they are for Navigation: This K/S allows pelsonas to find out where they are
humans. Medicine, VeterinaryK/S Area ability is similar to veterinary and which way they're headed on land, sea or air. This K/S also
medicine of the 19th century on Earth, but it also uses herbs of Heka- assumes the passession of a "natural compass" of solts, and a
containing sort (the replacement for antibiotics) and is acutely aware successful roll will always give such HPs a general idea of which way
of evil Castings and influences working to harm livestock. is north, as well as where up and down lie, if they has gotten them-
Military Science: This K/S does not deal with the actual physical selves into a really disorientating situation. The DR for any use of
practice of warfare (i.e., using weapons), but rather with the tactics Navigation will depend on how many clues the surrounding area
and strategy of troop training and deployment, as well as the planning provides and what kinds of tools are available. Having a map, com-
and execution of a military operation and battlefield command, of pass, sextant, astrolabe, and landmarks about make things a lot
communications and logistics. The HP will know details of weapons easier1The HP with this K/Sis qualified to serve aboard a boat or ship
and armor as are covered under both the Fortification& Siegecraft in the capacity of navigator as well.
and Weapons, Military, A1 Others K/S Areas, as well as troops and Navigation recieves 10% of M o n o m y (q.v.) STEEP.
Perception (Mental): TNs K/S Area measures one skill at observa-
tion andusingone's senses (sight, hearing, smelling, tastlng, feeling).
That is why it is unusual in that its modifying fador is Physical Neural
Capacity. This ability, and/or its counterpart, Perception, Physical
(q.~.),is (or are) one of the most important and oRen used skills in the
game, and this one covers the following Sub-Areas:
1. Anticipation
2.Understanding
3. Detecting
4. Noticing
Anticipation is the correlation of past sensory data with current so
as to have some chance of predicting what will occur from the present
circumstances. Its successful use might predict enemy movement or
similar action, locate a likely ambush spot, forecast the next objec-
tive in a plan (friendlyor enemy) and s o on.
Understandingis also a function of the correlation of past informa-
tion with current, but its purpose is to link past occurrences to the
present circumstances so as to determine the whys and wherefores
of things (plans, reasons, motives, goals, strategies, W c s and so
forth). It is generally utilized in surroundings which are comfortable,
familiar, and removed from threat.
Detecting is the connecting of previously but unconsdously re-
corded sensory and mental data. when triggered by current stimula-
tion. (Think of that bit of information which causes one to shout,
"Eurekal") While similar to Understanding, Detecling comes into
play m a t oflen in cases where the persona is between the stress of
imminent danger (where Anticipation is most useful) and the mun-
dane or comfortable. This Sub-Area also addresses itself to smaller
matters, in that things such as whom a subject might be (human or
otherwise, male or female, short or tall, and s o on), what a criminal's yield informk& as to the manufacture/craffsmanship, date, num-
next actions will be, what immediate objective the foe might have, ber existing place made, and the current market price. This K/S also
ctc. are subject to discovery with this K/S Area. can be used to note frauds and forgeries. To do so, a check first must
Noticir~yunder the Mental Perception K/S is much like the same be made for item identlflcatlon, and then a second one for authentlo
heading under Physical Perception. But whereas the second indicates ity. If either roll fails, of course, then the HP will have no idea of
a persona's unconscious attention to surroundings, by means of whetherthe item is real or notlThisK/ScradeedstheAppralsalK/Sby
sharp senses, Mental Perception, Noticing Indicates a quality of 10% of STEEP.
mental attentiveness that more consciously takesnoteofthepersona's Sociology/<Wture: A successful roll w i n s t this K/S allows a
surroundings and analyzes them for significance. Thls Sub-Area will Heroic Persona knowledge r w d i w the customs, attitudes, etc. of a
be commonly rolled against when your HP has the opportunity to foreign culture and the people withln it. The persona could be farnillar
notice something important, such as a hidden door, a clue, a sniper with non-traditional attitudes, subcultures, and simllar movements
waiting in ambush, a discarded item, etc. within a culture as well. ?Ns could prove handy to avoid grossly
Personas who have both forms of Perception (Mentaland Physical) insultingthose headhunterswhoseisland you happened to be washed
are entitled to two K/S checks in many circumstances. up on, for example. It raises the persona's perceived SIX by 1 factor
Phaeree Flora & Fauna: As is implicit from the name of this when in a foreign place if the persona succeeds in a "Hard" K/S roll.
Knowlcdge/Skill Area, the persona gains a growing body of informa- Spellsongs: This unusual K/S Area both generates Heka (1
tlon regarding the animal and vegetable life inhabiting the counter- point for each STEEP point plus the average of Mental Mnemonic
world of Erth, P t ~ ~ r eKnowledge
e. extends to the underground of and Reasoning Speed ATTRIBUES scores: (MMSpd + MRSpd) x
that world and its interior portion also. Until a persona has actually 0.5) and enables the use of Castings of a sort which are set to
visited the place in question, however, that individual's practical music and sung or chanted, accompanied or not by some musical
STEEP score cannot be counted above 25. For each day spent in a instrument. To employ properly any Spellsong, one must there-
portion of Phaeree, the score can increase by 1 (when purchased or if fore have the Physical TRAIT K/S Area of Music (q.v.). (There are
already existing) for that area, region, etc. two exceptions to this rule, those are Full Practice Mages and
For instance, if a personaspent three months travellingaround the Priests, both of which have learned incantation/chanting through
outer realms of the place, then the individual could have a STEEP of their particular discipline.) Also, unless the Casting is made with
about 33 with regard to that portion of the exterior, but knowledge of accompanyingmusicplayed on some instrument by thespellsinger
other places and the subterranean and interior portions of the place (or another of at least equal ability in this K/S Area), the Heka cost
would still be at the 25 maximum level, and it would require extensive of the Casting is double the normal for each Casting arade. Any
exposure in those places to increase knowledge. disparity InSTEEP between these two Areas means that Spellsongs
This is a useful K/S to have when dealing with "immigrants" from will have only the Heka and Grade of the lower of the two. How-
the counter-world, when vent~~ring into Subterranean firth, or when ever, if the two are also combined with both of the Spiritual TRAIT
preparing for a journey to Phaeree. Areas of Musical Composition and Poetry/Lyrics (qq.v.), both of
Political Science: This W S Area assumes knowledge regarding the latter will generate Heka for the Spellsinger and also enable
the political processes in various countries, the trends of political special Castings (see below). Heka from Musical Composltion-
opinion, and the current world leadership. It can be used to analyze Poeby/Lpks is at 1 point per STEEP in each Area.
politicians, policies, and political events for abnormalities and "hid- All manner of folk, including many primitive sorts, employ
den agendas," as well as to predict the likeliest outcome. In other Spellsongs. The time required for a Spellsong Casting is somewhat
words, this is yet another K/S which is agood possiblesourceofclues longer than normal. The shortest is of Cantrip length in time, and
in intrigues, conflicts, etc. the common duration required is of Spell or Formula length.
Public Administration:Those with high STE;EPin this Knowledge/
Shill Area will be familiar with the various operations, nuances,
customs, and arrangements of local, regional and national govern-
ment and bureaucracy. This may come in handy for knowing how to
deal with government officials, obtain certain information, get in to
see the right people, etc. Someone who succeeds at an "Extreme"
roll, for example, might be able to expose a plot in the royal court or
figure out how to get an audience with the king! It is a "must" Area for
t HYs S
Under 2 1
Spellsong Castings
W Score Highest Casting Qade Poarible
I

a persona who is to hold any sort of public office successfully for any
extended period of time.
Rarities: This K/S includes the knowledge of, the ability to identify
by examination of, and the possession of information regarding the
LI.hereabouts (or loss) of various types of valuable items. Some of the
general catcyories of these items include: antiques, art, coins, gold
and silver work, museum pieces, pottely, porcelains, rugs, sculp
tures, Staffordshire, and tapestries. A successful identification will
However, the cost in Heka is less, for the longer vocalization and Furthermore, Topography is the sclence of making accurate and
musical accompaniment enhances the force of the Spellsong as if detailed maps of surface features. With the ald of such maps, an
Heka were being spent. Thus there are drawbacks and benefits to attempt to search a certain area can be made a lot easier for the HP
this form of Casting. Grade and name of Spellsong, the Time party. This is another K/S where surveying equipment can come in
(variable), Area, and Distance (TAD) of each Spellsong Casting, handy.
plus Heka cost and description (Effect/Force/Material, etc.) are TradeLanguagerIn orderto facilitate adventurlngin most F R P b ,
given in the Mythus Magick book. Note that the musical singing it is customary for the device of some form of international tongue
(or incantation/chanting) and musical accompaniment, if any, to be inserted into the game rules, typically wlth no rationale given
must continue throughout the whole time of Casting. Some few for the widespread common language. This is not wholly the case
Castings of Spellsong nature also require such vocalization (and here, however. We have a strong rationale, and the broadly known
accompaniment) to continue throughout the wholeof theCasting's speech is by no means universal-no more than w a s Latin in the
Duration, for that keeps the Effects/Force/Material active, and Middle Ages or English on modern Earth, albeit one was known to
cessation will bring the Casting to an end. many persons beyond the Mediterranean area and the other very
The Grade of Casting available to a persona depends on his or her widely used.
STEEP in the K/S Area, a s shown on the Spellsong Castings table. On Erth, a dialect of Phonecian, Trade Phonecian, is the Trade
Subterranean-This is the study of the whole of the underground Language,"becausesomuchcommerce is in the handsof Phoneclans.
mazewhich honeycombs the world oflErth. It includessuch adiversityof In general, Trade Phonecian Is known around the Middle Seas, in
material that SubAreas of study are necessary. These are: ports, in lands bordering Phonecian states, in places which have
1. Upper Levels (The Byways of Shallowshadow) much Phonecian trade, and in commercial communities which have
2 . Middle Levels (Midgloom Mazes) dealings beyond their own state. Here is thegeneral dissemlnatlon of
3. Lower Levels (The Deepdark Labyrinths) Trade Phoneclan on Erth:
4. Flora & Fauna of Upper Levels Bropa: Widely known by all SEC Levels, often used, save in the
5. Flora & Fauna of Middle Levels hinterlands of the northern and eastern portions of the continent.
6. Flora & Fauna of Lower Levels Rm'k: Widely known in the northern, civilized states, and along
7. Sapient Dwellers in Subterranean Erth coasts elsewhere. Virtually unknown In the interior.
SubAreas 1-3 deal with the conformation of the passages, cav- Amawnfa: Virtually unknown except by government officials in
erns, etc, of each of the three separate portions of the subterranean the few ports in the northeasternmost portion of the lncan Empire
places. Also included in these K/S Sub-Areas are knowledge of charged with commerce with the ships from across the Lantlan
outstanding features (bodies of water, holes and shafts, etc.), lucid Ocean.
areas, oases, and so on. However, the complexities of these tunnels Atlantl: Broadly known, despised, and used with scorn. The
and caves makes it difficult for anyone to know everything, of course, Atlantlans once forced all to learn their own tongue, but since their fall
and as there are continual changes due to disasters, mining, etc., not nearly a thousand years ago, their language has been forgotten in
even the most expert individual can be absolutely certainofthe whole favor of Trade Phoneclan.
of any region. Azir: With the state of Hasur in Near Azir, and the Phoneclans
Sub-Areas 4-43 deal with the many forms of non-intelligent animal plying the Mare Ostrum, most of Western Azir is as well or better
and vegetable life forms dwelling in the three portions of Subterra- versed in Trade Phonecian than is Eropa. From the Hindic Subcon-
nean Rrth. Individual characteristics, habitat, populations, etc. are tinent east, however, the tongue is mostly known mostly just to
known to the persona with one of these Sub-Areas. The general statesmen, merchants, and businessmen dealingwith foreign trade.
ecological workings of a division are likewise understood by the The southeastern Islands, and those isles to the Far East--fanay
informed persona. Sulu and Nippon for exarnple-have virtually no knowledge of Trade
Sub-Area 7 concerns the intelligent life forms in the three under- Phoneclan.
ground portions. This knowledge includes semi-intelligentcreatures. Lemurla: Known only to a few merchants who have dealings with
It also extends to cover non-native species such as those races from Azir.
Phzree who have taken up residence in one or
Y Y u
another of the levels of the Subterranean Erth.
Surveying/Topography: Unlike Geography/ Trade Phonecian Regional Vocabulary
Cartography, this K/S deals more with mapping Re- STEEP Applicable
and/or preparing terrain to be shaped to accom- Within 100 miles of base learning point 100%

1
modate buildings, roads, and the like, as well a s Within 250 miles of base learning point 90%
creating aesthetically pleasing landscape. A suc- Within 500 miles of base learning point 80%
cessful roll can also indicate abnormalities in the Within 1,000m k s of kw leamfng point 70%
way structures sit in relation to the land. Sink- Within 1,500 miles of base learning point 60%
holes that are about to form and buildings that Beyond 1,500 miles of base learning point 50%
have been made unsteady by erosion are ex-
amples things that this K/S can help identify.
Magmur: It is doubtful if the language is known or used at all on this trebuchets. There are also some few other sorts of weapons which
island continent. your garnemaster might wish to inc1ude"passive" weapons such as
Vargaard: Some use along the eastern shore, in Hismola and the the archers' stakes or "pig feathers" planted before their p i t l o n and
h r i b Isles, and by functionaries and merchants of the Muyan and the bristling barriers of chevaux de frlse, cauldrons of boiling liquid
Teclan Empires. or flaming oil, jets of flaming liquid, wheeled vehicles with spikes
Elsewhere there is little or no use, but that depends on whether or and/or blades, similar vehicles set afire, gravity motivated cylindrical
not the place receivcs regular visits from foreign merchants/ traders or spherical objects (logsor boulders rolled down hill, wicker baskets
who employ Trade Phonccian. filled with combustibles, etc.), and so on.
There is a discussion of Trade Phoneciangiven in the "Universal Personas with this K/S Area will be able to construct and operate all
K/S Areas" section of Chapter 10 (on page 96). Your garnemaster such weapons. They will know how to utilize such weapons in attack
might also vary the ability to utilize 7Yade Phonecian by employing and defense, and how to defend against them. (See Archmedes'
the following rule: defense of Syracuse for ideas!)
There will be a some proportion of word change in the speech due Zoology: An HPwith this K/SArea will be knowledgeable regarding
to native word usage. A core of about one-half the vocabulary will the natures of many different types of animals, their habits and
remain constant, while the remainder of the words will be derived habitats. Successful rolls against this Area can detect abnormalities
from the natives. (Think of English dialects to get a sense of this, how in animal life, give reasons for and/or predict animal behavior, and
Arnerican differs from British, differs from Scots, differs from Austra- otherwise provide interesting clues during the course of the game.
lian, etc.) The optional Trade Phonecian Regional Vocabulary table is
used to determine what percentage of n a d e Phonecian STEEP
actually applies in a particular region.
Mote than loss of STEEP applies only to natives of the distant region
POISON TABLES
conversing in the tongue, of course, not with Phonecians or non-
natives who happen to be there. Poison/Antidote Creation
Toxicology: Simply put, this is, for game purposes, the science of Strength Bsse DR
poisons. This K/S can be used to mixdifferenttypes of poisons as well 1-10 Easy
as antidotes for them, and to identify both types of mixtures when Moderate
found. The DR for making such thin* will have a lot to do with the Hard
ava~lablematerials and equipment, but will also be influenced by the Difficult
Strength rat~ngof the poison or antidote to be created a s well (see Very Difficult
Chapter 12). The base DR for this is listed on the Poison/Antidote Extreme
Creation table.
The amount of time a poison remains potent after being mixed, and
the speed with which it works will alsoserve tomodify the DR Consult Poison Longevity
the Poison Longevity and Poison Speed tables for that information. Longevity * DR Mdfler
Wher, exposed to open air, the poison will last but 10% of its ex- Very short (minutes) -3
Short (hours) -2
pressed period. There will be similar modifications for mixing Anti-
dotes, but there is no problem with exposing them to open air. Medium (days) -1
Additionally, poisons may come in various forms. Some types are Long (weeks) 0
liquids which take effect upon contact, some must be ingested, and Very long (months) +1
some nus st be injected into the bloodstream; some are gases, some Extremely long (years) +2
have nlultiple parts, etc. Antidotes must likewise be mixed with one
general type of poison (either Injury or Incapacitation) in mind. For 'ID10 of the units of time listed.
more information on poisons as well a s rules for how they work, see
Chapter 12.
Weapons, Military, All Other: This K/S Area is that field which Poison Speed
covers all manner of weapons which are not individually held or DR MocUAer
employed but are nonetheless common in warfare. This includes Instantaneous +3
englncs and machines which hurl arrows, javelins, spears, harpoons, Past (CTs)
rocks, stones, metal balls, etc. Some are simply enlarged crossbows Medium (BD)
set on swivels and discharging larger single or multiple missiles of Slow (AD)
bolt/quarrcl-like sort. Those larger still which are constructed with Delayed (hours)
arms of crossbow-like sort and use tension to propel their missile(s) Very delayed (days)
a c generally called ballistas or scorpions. Those using the principle
of torson, askein of rope and an arm, arecalled catapults, mangonels, 'ID10 of the units of time listed.
or onngcrs. The great machines which use counterweightare called
Acupuncture: This KJS measures one's skill at performing the 1. Forging Swords
ancient Oriental art of acupuncture (and acupressure). The success- 2. Forging Other Edged Weapons
ful use of this K/S can instantly relieve pain of any type, so long as the 3. Making Non-Mged Weapons
pins remain in place. Also, an acupuncture treatment wiil reduce the 4. Making Bows And Arrows & Fletching
Strength of any disease by 25% o n a one-time basis, and its regular 5. Making Crossbows And Quarrels
(weekly)use will increase the rate at which Physical damage pointsare . . Making Plate (fitted) Armor

recovered by 50•‹/0(see page 2 7 4 of Chapter 12). Assume o n e roll per 7. Making Chain Mail
acupuncture treatment, and--in the latter case-if the roll for one 8. Making Lamellar Armor
week fails, then the Physical damage points for that week are recov- 9. Making Armor of All Other Sorts (PaddedIQuilted,
ered at the normal rate. LeatherICuir Bouille, Studdedplated, Ring, Scale, Banded,
AcrobaticslGymnastics:For game purposes, this Area has little Splinted)
to do with sports but rather measures a n HP's skill at various types of 10. Making Shields of All Sorts
special physical movement. The following Sub-Areas are included in Specialization in a Sub-Area allows a n individual to be an expert in
this WS: the quality of such items as are covered under the specialty but also
I. Tumbling to construct weapons or armor of that sort. Note, however, that
2. Jumping possessing this K/Sand its Sub-Areas, even with Specialization, does
3. Vaulting not enable a persona to employ weapons in combat.
4. Landing It should b e understood that this Area is meant to cover all armor
5. Tight-Rope Walking and small arms typical of Earth's history from Classic times to the
6. Swinging Renaissance, save for those employing gunpowder-an inoperative
TLr~nb/iligis a n evasive type of movement which is, in general, substance in a Heka-active milieu.
twice a s effective as normal zigzag running (see page 131 of this Boating: This K/S imparts knowledge of how to operate and maintain
chapter), and covers a full BT's worth of movement. virtually any sort ofsmall or large boat or bargeof eitherthe sailingor oared
The Juriipiriy SLI~-Area adds to the distance that one can cover variety. The K/S also applies to skill a t operating a boat and will come into
while performing a standing or runningjump by one yard (standing) play during chases on the water. A roll @nst this Area may also be
or two (running)per level of the DR. For example, if Dirk succeeded in necessary for keeping a small boat atloat during stormy weather.
mahing a "Hard" roll to perform a running broad jump, h e could go as Note that a boat is not a shipl
far as 24 feet. (Hejumps 1 8 feet normally, plus six feet for the "Hard" Clothwork: This seemingly innocuous and useless ability is of
Difficulty Rating.) value in two areas. First, it enables the individual possessing it to
V ~ ~ r l tisi a~ kind
~ y of jumping which utilizes a pole or other tool to judge the kind and workmanship of cloth fabric, actually make cloth,
lift the persona into the air. A successful roll at vaulting will allow the embellish it, and properly repair it. Thus, from coarse hemp, burlap,
I I Y to travel the same distance through the air in o n e CT that the and wool, to brocades, satin, and silk, the persona with this WS Area
persona could travel across the ground trotting. is both knowledgeable and capable. The individual can also make
Landing conies in handy after a fall, as-with a successful roll-it rope, weave, braid, knit, crochet, embroider, tat, make lace, sew, and
allows one to take the minimum rollable damage. The DR for this feat darn. Sailmaking is also included in this ability. S e m d the able
will have a lot to d o with how hard or soft the surface is. persona can assessthe quality ofclothingand cloth armor. Such personas
7)iylit-RopeWalking allows an HP to Lravel at a crawling movement can also construct cloth4ype armor for themselves or otherstypically a
rate (1O0Iowalking rate) over a rope or wire, and one roll covers one heavy canvas material in two layers with felt or cotton padding between,
DT's worth of such travel. quilted to prevent movement or loss from tearing, cutting, eic.
Swinging is handled just a s is vaulting, but the distance is a s per If materials are o n hand, most clothwork is not exceptionally time-
nlnning (300% walking rate), and it assumes that o n e is travelling consuming. However, weaving, rug making, lace making, silk weav-
most of the way by hanging on to a chandelier or the like. ing, and the like are are very laborious and require weeks or months
The reader is referred to the Jugging K/S below for full details of of game time to complete. The s a m e is true of fine needlepoint work.
the benefits of having a combination of Acrobatics/Opnastics and On the practical side, mending and rough work is a matter of min-
J~r~ggling K/S Areas. utes-hours at the worst, usually. Hand making a coat of padded
Arms & Armor: This Area includes both knowledge and the ability armor, for example, will take 2D3 days of game time, 1 D3 additional
to j~idgeand maintain arms and armor and perfect and/or don them. to make up t o three others at the s a m e time.
That is, the individual possessing thisskill knows the item in question, Combat, Hand-to-Hand.Lethal: This Area of K/S is based prima-
how it is best employed, the quality of components and workman- rily o n martial arts skills. It assumes those plus s o m e boxing and
ship, how to sharpen or ready them for use, how to maintain and street-fighting skills, and includes karate and hung-fu. The Sub-Areas
repair (if possible) the object, and even how to craft a weapon of its of this K/S pertain to the different sorts of martial arbrelated w e a p
type. From weapons to mail to shields, whether leather, iron, steel, o n s the user may wield, and are listed below:
bronze, brass, wood, quilted cloth, horn, etc., the persona with this 1. Hands
K/S will be able to manage all of the above. 2. Feet
3. Munchaku
4. Sais
5. Tui-Fa
Nunchaku, covcrs a typc of weapon which, for those who don't MARTIAL ARTS
know, consists of a pair of wooden o r metal bars connected by a short
length of chain and swung during combat. ATTACKS TABLES
Sais look a bit likc weird but unsharpcncd daggcrs, and they are
used a s p ~ ~ n c h i nweapons.
g Hand Attacks
TUi-Fa are dcceptivcly harmless-looking blocks of wood which are
also very useful for punching and blocking.
As !TC':EPincroascs, the ratc at which one allacks and the damage one
dcxx also incrcmcs. Fists and fcct can be used to pany fistsand feet, but
not =is or othcr artifici:~lweapons. The artificial martial-arts weapons,
ho\c.cvcr,w n p;uryswords, spcars, and the likevcrywell. Dwingeach CT,
contbatmts will select one of Uic above SuhArcas to attack with. Tne
?l;~rtialArts Attacks hblcs list the numbcrs of &tacks per C T and thc
t h n q j e done by o x h SuhArtx according to ttic wielder's level of STEEP. Foot Attacks
Sce the "Vhysic~lCombat, Lethal" section of Ct~7ptcr12 (page 223) for a
complete ctiscussion of the nicchanics of combat and the n i ~ i n i n y of s
any of Uic below ternis that you aren't fmiiliar with.
Sais and Tui-Fa both assume that a pair of the weapons are bcing
iiscd, otherwise reduce thc attack rate by half. On thc othcr hand, if
you have ttic M;c:npom, Spccial Skill K/S (q.v.) you may wield two
pairs of nunchakus nt the sanw time and increase your rate of attack
by SO1%!The tlaniagc ratings givcn d o not includc the bonus for high
P?IPow (scc the tal)lc in Chaptcr 12), s o remember to add that in.
Sotc, tio\i;tvt?r, that yo^^ do not rcccive a damage bonu~sfor high
Nunchakus
S'l'ffl' with any weapon cor'ct-cd by this IVS. But you do, as always,
tiavc one pxry for cvcry attil(:k Ihat you sacrifice. Also, for armor
purposes, trcat the d;lniagc from this IVS a s "Dlunt."
iin,~lly,m;xti;ll ;ILSwtt;ljx)nshave n o Wtxrmn points: your Basc Attack
Ch;lncc is cx;lc:Lly equal to y o ~ u ~ E(Hcy, P . no onc said t t ~ lMartid
t Arts
arc txsy!) flcing natural wc';~lx)ns,howcvcr, hantls 'and fcct have a Spcetf
Factor of 3. The artilkid weapons are likewisc rated at Spced Factor 3.
Combat, Hand-to-tland, Non-Lethal: Tnis K/S assumes brawling.
tlouing, wrestling, judo, jujitsu, and sirnil;lr sdf-c!cfcnsc fonns. Thcsc
ojxratc by stunnirxj or tlisal)ling an opponent and will only inflict a
nlinin~uinof rc.11 physirxl tiarn;lgc. Scc ttic "Physic;ll Combat, Non-
Le:h,li"scction ofCti,q~cr1 2 ( p ~ j22 c 1 ) fordct;~iIsontiow this K/S work^.
Combat, fland Weapons: This K/S c.onsidcrs the use of all sorts of
t ~ m d~ t > ~ y ) o including:
ns,
I . nxc
2. C l ~ ~ b , ' P l x c 6 1+
3. I>qjcr,'ltiifc
4 . Spcar Mr Pole-Arms (Thrusting)
5 . One-ll;~ndcdSwords
ii. Two-l l;lnclcti Swords
7. Wtiip/f'lail
8 . Vole-Arms (Cutting)
9. Shicltis
The i,,rrious char:lc.lcrislics of each weapon, including tiamage 5160
miolint ant1 type, w c q m points, ctc. arc listed on p q c s 230 and GI+ 5 3IXi t 2
237 of C h p t e r 12. The above Sub-Arcas refcr only to a general typc
of sliill ~l,ittieach wc,lpon. Somconc with the Wcapor~s,t l a ~ (Club) ~d
1
ti '3, for instanct:, c:o~~ld ~1st: i t kitti ;I niornin~jstar, 21 ~ o o d e cudgel,
n

b
- - - 163- 8 8 . 8
--
or a lead pipe. Note that the Spear Sub-Area also assumes the
- m-
v T - . u

knowledge of all thrusting pole-arms such as a glaive or partisan and Missile R O F Modifiers
weapons such as the lance and the pike.
ROF Multiplier
As STEEP increases, the HP grows more accurate, inflicts more
0.5
damage, and gains more attacks with the weapon as well. As usual,
1
your Base Attack Chance (BAC) is equal t o your STEEP plus the 2
Weapon Point Rating of your chosen implement of destruction, and 3
you may L I S any
~ attack to pany a foe's weapon instead of striking that 4
foe offensively. Note that the Shields Sub-Area assumes parrying
actions only. In order to attack with the shield o n e must have the A

Weapons, Special Skill (Florentine) K/S (see below). The Hand Construction:Tnis Areaof K/Sassumcs that the persona is skillcd
Weapons Attack Rate table lists the rate of attack for these weapons at carpentry, plumbing. roofing. and the likc. At STEEP 31 t, the
according to the HP's STEEP. individual can read and draft blueprints, and d o finc c;lrlx:ntry (suc.h
In addition to more attacks, you also gain a skill-related damage as cabinetry)-thus making it easier in sonic instances to finti sccrct
~ s high levels of STEEP, and if you havea high PMPow, you will
b o n ~ for compartments, hidden rooms, and the likc. An Ill'wil ti this K/Scoulti,
receive a damage bonus for that a s well. Consult Chapter 12 for the for example, virtually build a cabin or house wittiout ;my ;lssist;~nc:c.
amounts of these bonuses. Actual rolls against this K/S, however, will not oftcn be required
~r W V V W V
except for finecarpentry, in which c a s c o n c roll shouldcovcra project
of moderate complexity and two t o three day's work. Anti, a s ;~lw;~ys,
Hand Weapons Attack R a t e the DR will have a lot to d o with t h e tools and m;ltcri;lls ;~v;lil;~l)lc.
If
there is a deficiency of tools and/or materials, thcn 21 roll c o ~ ~ bc ld
STEEP Attack Rate
1-15 '12 required t o complete even a normal task. Also scc thc M;~sorlryK/S
for associated skills.
16-30 1
3 145 1 '12
Construction. Naval: This skill provides the jxrsona witti ~lnticr-
standing and ability relating t o t h e b ~ ~ i l d i nofg small anti Ic~rgc
46-60 2
61t 3 waterborne craft. The persona will be farriili;~rwith ;]I1 of tht: c:ompck
nents of such vessels, their uses, and constnlction rcq~rircnicnls.
When joined with the Engineering K/S Arca (q.v.), this skill ;~llowsa
L L A A
persona to be able to supervise and work with a tc;lni of individu,lls
Combat, Hand Weapons, Missile: This K/S is similar to Weapons, in the actual construction of waterborne craft-from sni;~llIXXILS to
Hand but assumes the following types (Sub-Areas) of projectile and large oceangoing ships.
thrown weapons: Construction. Transpork This Arca dc;lls with Ltic constru.tion
1. Bows of vehicles of all types. The most obvious vchic:lcs c:ovcrcti arc c x t s
2. Crossbows and wagons, but a persona with this K/S c a n also work as a wheel-
3. Blowguns wright. Transport also covers knowlcdgc of things such ;asslcds, ic:c
4. Slings skimmers, and other somewhat exotic means of transporhtion.
5 . Darts Criminal Activities, Physical: The following sorts of skills are
6. Knives/Daggers considered under this calegory, i n c l ~ ~ d i nboth
g the knowleclgc ; ~ n d
7. Boomerangs the ability t o perform them:
8. Axes 1. Sneaking
9. Spears and Javelins 2. Hiding
10. Throwing Stars 3. Lock-Picking
Triis skill does notyant its userany panics, even with weapons that are 4. Ambushing
cxpnble of doing s-at requires the Weapons, Hand K/S. While you 5. Pick-Pocketing
can throw a spear with this Area, for example, you must have Weapons, 6. Forced Entry
Hand ( S p a r )to attack and parry with it in hand-tchand combat. Consult 7. Strongbox Breaking
thctablconpagcs2Band239ofChapter 12forthestatisticsofeachtype 8. Shoplifting & Pilfering
ofwcapon. Forthrown weapons, remembertoadd in yourdarnage bonus 9. Mugging & Robbery
if you have a high PMPow, and that all of these weapons receive the Sub-Area 1, Sneaking, confers t h e ability t o move without bcing
d a m g e bonus for high SEEP. Also, while each missile weapon is listed seen o r heard (and reduces one's movcmcnt rate by tialf7, w h c r c ; ~ ~
with a basic ROF (rate of fire), a persona's STEEPlevelconfers a modifier Hiding measures one's ability t o remain unsccn by staying still.
(bonus or penalty) to that ROF, as summarized on the Missile ROF Sneaking and Hiding will both cover you for a certain amount of
Modifiers table below. Multiply the weapon's listed rate of fire by the time, though how longdepends on j w t how many pcoplc arc ;irountl
ni~~ltiplier listed for STEEP to determine the actual number of attacks a that you're hopingto keep from discovering your prcscnce. Assume
persona can make with the weapon. o n e ATor s o normally, or a s long a s a n hour out in the open, or ;I few
a s five or s o CTs where things are really crowded!~~m"bushingallows For each s n t of STEEP, enabled personas are empowered to
one to surprise foes in combat. ForcedEntrypertains to getting into perform or endure l0/o longer than their actual norm. This includes
a place through doors, windows, skylights, etc. by breaking, jimmy- going without air, water, food, sleep, etc. They can travel longer, run
ing, and similar activity. One roll generally covers but one, single longer, work longer, fight longer, hold o n longer, and s o forth. Cold
action in this K/S. and heat will b e borne to greater extremes by a persona with Er~dur-
CulturedPalate:This K/S measures the knowledge an HP has regard- ance. For example, torture used to get information from such an
ing some of the finer things in life. Those with good STEW levels will b e individual will b e moved to one DR easier to bear, due to Endurarlcc;
able to make intelligent critiques of items in the following Sub-Areas: thus an average person might have a DR of "Extreme,' an Heroic
1. Foods Persona "Very Difficult," and one with Endurance "Difficult" or easier
2. Beverages depending o n STEEP-never easier than 'Moderate" in any event!
3. Herbs/Spices In extremis personas with Endurance in this milieu may (subcon-
4. Wines/Winemaking sciously) draw upon their Heka to extend its power, but only the
5. Beers/Brewing special (Physical) Heka can be so utilized. By usingall of it, individu-
6. Spirits als could effectively double their Endurance limits. This special
7. Perfumes Heka extension c a n last n o longer than double the normal duration,
8. Gourmet Meal Preparation of course.
Mote that those with Sub-Areas 4 and 5 will be actually capable of Escape: This K/S deals with physical work, manual and digital
making beer and ale, just a s those with Sub-Area 8 will be capable of dexterity (such a s required t o untie oneselo, contortionism, and the
cookinga fine meal. Sub-Area 4 assists in being avintner (Agriculture ability to improvise tools in order to escape from confinement. A
K/S, Sub-Area Viticulture). successful roll will allow such HPs to wiggle free from binding ropcs,
Disguise: Disguise is the ability to alter one's appearance in such or free their hands by scraping the cords that tie them against some
a manner a s to seem t o be a different person. Thus, such personas sharp object and so forth. They might also be able to escape from a cell
could make themselves appear younger, older, shorter, taller, thin- by figuring out how to knock a bar loose and/or turn a spoon into a loc:k-
ner, heavier, better looking, or less handsome to the casual observer. pick ancl-if the Criminal Activities, Physical (Lodc-Pichiny) K/S is
Masters of this K/S Area can even g o so far a s to alter their racial and/ -pen the door which separates them from freedom.
or sexual appearance. But d o not confuse Disguise with Imperson- Obviously, there are many different kinds of ways in which one can
ation (q.v.), an entirely different sort of ability. In combination with be imprisoned, and this K/S may or may not prove helpful in getting
Impersonation, however, Disguise becomes far superior (and vice- away. A successful escape is likely to require numerous rolls against
versa), and each K/S lends to the other 10% of its STEEP when used other K/S Areas a s well, particularly Criminal Activities, Physical
in conjunction with the other. (Sneaking, Hiding, Lock-Picking). It is hard to say exactly what one
Naturally, such things a s body language, posture, and subtle mus- roll on the Escape K/S will cover, but, as usual, it should be some-
cular changes are a part of the Disguise K/S Area. In addition, the thing of moderate complexity--though in this case not necessarily of
individual might have need to resort to various physical props such a s moderate time length! It might very well take several hours to worm
wigs, false facial hair, facial putty, padding, heellessshoes, boots with one's way free of being tied u p or even several days or weeks togrind
lifts and high heels, regular or special garments,etc.; cosmetics and a spoon until it would make a suitable lock-pick prepare an wapc
makeup; and special dyes for skin, hair, and the like. While gait, tunnel, etc.
posture, mannerisms, voice, and such can b e altered by conscious First Aid: This K/S allows one t o treat an injured person in a
effort and practice, certain things cannot. aiveaway areas are the number of ways. First of all, a successful roll can temporarily proof a
individual's eyes, ears, and mouth; and these can usually only b e victim against the effects of shock (seethe "Shock" section of Chapter
altered by use of Heka, not by disguise alone. 12, o n page 258). Victims who have taken damage equal to or greater
Close scrutiny will usually require a K/S check at a DR of "Diffi- than their Wound Level (WL)must b e treated forshockdaily until they
cult"-"Hard" if the persona is being scrutinized by individuals who receive proper bed-rest. A successful First Aid roll can also rcnlove
are familiar with him or her. However, passing off a disguise in a lDlO points of Physical damage taken, or twice that for a Special
situation of mere casual observance, or when in a crowd with observ- Success. Note that to both treat someone for Shock and to remove
ers scrutinizing it, is from "Moderate" to "Difficult." some of that persona's damage would require two separate rolls, and
Drawing: This covers the Physical skill of drawing detailed and that removing damage can b e done only once per person per wound.
accurate maps, renderings, and plans. This K/S is also useful for Also, when someone has been poisoned, a successful treatment (if
sketching scenes, copying drawings, and possibly the creation of there's time) will kill a number of Poison Strength points equal to the
fraudulent art. user's STEEP. This may b e done a maximum of once per poisoning.
Endurance: Endurance produces Heka at a ratio of 1: 1 to STEEP Attempts may b e made by different people until someone succeeds.
in the K/S Area. The individual is also ktrengthened and toughened The actual performance of this K/S will take from around one-to
through this K/S Area. With Endurance ability, a persona is enabled two ATs (five to 1 0 minutes) for each function, and, a s usual, the DR
s o a s to perform longer periods of exertion, o r undergo privation, is dependent o n the materials available (to use as bandqes, blan-
discomfort, or pain with less suffering and for a longer period of time kets, etc.), and the surroundingconditions. (Isthe person giving First
than the normal individual. Aid able to concentrate?).
Games. Physical: This K/S covers physical z n t e s t s between other abilitis d t h regard to food-acquisition and posslbly self-pre
individuals-rather than teams-and involving tests of strength and tection. That is, a persona with HandicraRs/Handiwork can con-
endurance primarily, for prizes, awards, and honors. The following struct a rude dwelling, fashion rude garments, make a bed and
types of games are covered hereunder: furniture of rough sort, have cooking utensils and dishes, store water
1. Boxing and food, and so on. Such personas can also whittle spoons and
2. Wrestling decorative pieces, carve a whistle, make a flute, fix a leaky bucket,
3. Arm Wrestling fashion a bit of crude pottery, repair a window, hinge a door, weave
4. L q Wrestling a basket, mend a broken chair, replace an axe handle, etc. In short
This K/S Area cross-feeds to the Combat, Hand-tO-nand, Non- this Area enables individuals to "do for themselves' those ahsolute
Lethal K/S by 20% of STEEP. necessities for surviving as well as the little things needed to keep a
Gemsmith/Lapidary: 'this is a Heka-producingK/SArea similar to domicile running and even "homey," or keep oneself properly cared for.
Heka-Forging(q.v.).This Knowledge/Skill Area generates Heka at the Primitive peoples, and those folk dwelling in isolated places and/
rateof 1 point perpoint ofSTEEPof the persona.The possessorof this or of restricted economic means, will typically have some falr amount
Knowledge/Skill isable to work with precious stones and createitems of STEEP in Handicra&/Handiwork. The abllity is gained through
of jewelry, infusing them with Heka (and possibly Castings). Such observation, parental and similar instruction, and living experience.
items will contain an amount based in part on the innate power Heka-Forging: This is a special K/S Area whlch empowers the
contained by the materials used, as well as the amount channeled by persona to materially channel Heka so as to make it a part of some
the caster during the enchantment process. Castings may be linked physical item the wielder is making-a weapon, musical instrument
to these items, if the persona is a dweomercr&er. piece of jewelry, item of apparel, piece of furniture, or the like. The
Each Sub-Areain this K/Sprovides for skill in making different sorts Heka being used as a part of the object being s o 'forged' can come
of items. There are four Sub-Areas associated with this Knowledgel from the persona with Heka-Forgingability, come from a Heka Reser-
Skill, as shown below: voir dedicated to the specific item in question, be innate within the
1. EngravingjEnameling object, or be some combination of these three sources; but it cannot
2. aemcutting come from any other sources.
3. Metalsmithing There are nine Heka-Fogfng Sub-Areas, and they are acquired
4. Jeweiry differentlythan with other K/SAreas. Sub-Areas are similar to Castlng
E n g r a v i n ~ ~ a m e l i ncovers
g the embellishment of an object by Grades, and must by gained sequentially, as a persona builds requi-
inscribing or painting runes, patterns, designs, and other permanent site STEEP. Each Sub-Area is more powerful than the one preceding
decorations in or on the item. Oemcuttingwork involves cutting and it, beginning with Enhanced Object Quality. The Sub-Areas and
polishing rough stones to increase their value and beauty. The necessary K/SSTEEP are listed in the Heka-Porging Sub-Areastable.
MetalsmitbingSub-Area is concerned with working malleable metals Enhanced Object Quality enables the Heka-Forging persona to
(usually of precious sort) into rings, bracers, chains, etc. Jewelry magickally improve a static, non-living item. This has the effect of
involves designing and creating attractive pieces of jewelry which makingitems shine brighter, last longer, work better, be less likely to
might contain gems and other precious stones. break etc.
These skillsarevery important forthosewhowish tocreatemagickal Enchanted Mechanisms allows the persona to imbue mechanical
devices such a s Charms, Amulets, et a]. In addition to Oemsmitb/ items with energy drawn from one or more of the Laws of Magick The
Lapidaryskills, a master craftsman will need to have the Dweomer- energy is innate to the device, and does not affect personas uslng
crzlt and Heka-Forging K/S Areas to produce a complete range of such items. It merely powers the device, enabling smooth operation,
items. The Alchemy and Mysticism K/S Areas will also be of use. whether commanded or automatically engaged.
HandicraRs/Handiwolk:This is a sort of "catchall" Area of Knowl- Heha Reservoirs is the ability to create and charge Qeneral or
edge/Skill which is necessary to have for all individuals not served by Dedicated Heka Reservoirs.
one or more persons to take care of "little things." To live in relative Detection/Information Items enables the passessor of the Sub-
self-sufficiencyand comfort in a semi-primitiveor primitive milieu (or Area to create devices which function as divinatory tools, translators,
in others, even those of "modern" sort where there issuch work to be or enchanted detection items.
done and one doesn't have or desire recourse to tradesmen, handy- D e f e n s i v e / ' o r provides the ability to forge defensive items,
men, etc.) this Area is most necessary. It enables the possessor to such as shields, armor, or amulets, e t al.
utilize ordinary and natural things for all manner of purposes, some Offensive/Weapons enables the HP to manufacture or enchant
seeminglyunrelated such as for cooking, eating, convenience, d e c o dweomered weapons or other attack-based objeds.
ration, repair, replacement, etc. A little sewing, carving, whittling, or Casting Storage grants the passessor the ability to store one or
whatever, and the job is done. Perhaps it is a sort of primitive and more Archetypical,Tutelary,orSpedficCastin@ within items, charge
smaller-scale Jack-Of-All-Trades and Domestic Arts & Science de- them with Heka, and specify the command word or phrase required
rivative, although Handicra&/Handiwork applies to many minor, to activate them.
less Vocational sorts of skills in general. Skill~earingltems is a Sub-Area which provides the persona with
The individual possessing this K/S Area can manage to survive the means to enchant objects with one or more set skills or p r e
alone in a normal "wilderness" settings, assumingsheorhe hassome grammed knowledge. Such devices, if powerful enough, may some
times appear intelligent, but there is n o personall@ associated. v-y-'l-v
Spirit-Holding Devices is the final and most powerful Sub-Area,
granting the Heka-Forging persona with the skill to bind lesser spirits
and elemental forces t o a device.
HEKATORGING TABLES
Possession of Heka ForgingK/S brings a persona magickal energy
equal to S E E P plus the average of his or her Physical Muscular a n d Heka Forging DRs
Neural PowerA7TRIBLFES ((PMPowt PMPow)xO.5)--or, in thecase of ~&Amomt&Ph3hrw OfIkm BaPe DR
individuals who have Heka from only Physical K/S Areas,S E E P plus 250 or less in metal

i
Physical 'IRAIT total. Example, a Heroic Persona has Heka ForgingS E E P 250 or less in other malerial, or 500 or less in mehi MderaLc
of 52 and PMPow and PNPow of 19 and 1 8 respectively, an avemge of 18. 500 or less in other materlaL or 1,000or less hmetal Hard
That means the K/S Area gains the persona 5 2 + 1 8points of Heka, a total 1,000 or less in other rrtaterial or 2,500 or less in metal
for HekMogingof 70. If, say, the persona had Heka only from this Area 2,500 or less in other malerial, or 5,000 or less in metal Very D ~ i u l l
and that of Endurance and Oemsmith/Lapidary (other Physical TRAIT Over 2,500 in other material,or over 5,000 in metal Extreme
Areas), then instead of averaging PMPow and PNPow, the persona would Each additional hlction of the item above the first + I to DR (hmler)'
add the P TRAIT score instead-probably 100+. nek&prepared item -1 to DR (easier)
Flawless or perfect substance to be "worked' -1 to DR (easicr)
The Difficulty Rating for HekMof@ngdepends upon the nature of the
Hekagenemting substance being 'worked" -1 to DR (easicr)
work, and the table at right gives aguideline by which gamemasters can
determine what they find the particular DR to be for any specific task.
Maximum penatty If 3 steps harder.
A sword being metal is easier t o work so o n e with 2,000 Heka
points in it would be DR "Difficult" with o n e functio-ay a plus to i t s
Weapon Points. Add 1 to the DR for each additional Heka-based thing
that the sword can do, but then reduce the DR for such things a s 1 Heka-Forging SubeAreas
STEEP Sub-Area
preparation, flawlessness of metal alloy, and possible Hekalite con-

+-f. r
tent. All functions of the object must be forged at the s a m e time. Under 2 1 Enhanced Objecl Qual~ty
21-30 Enchanted Mechanisms
"Flawless" is self explanatory, and "perfect" nearly so. An ingot of
31-40 tieka R e ~ e ~ o i r j
properly refined adamantine, for example is both "flawless" and
41-50 Detection/lnformation Items
"perfect" for the making of most weapons. Qenerally speaking. the
finest substance possible for a n objecl, in purest form, with the 5 5 1-60 Defensive/Armor
6 61-70 Offensive/Weapons
greatest preparation possible for all normal intents and purposes is 7 7 1-80 Casting Stonge
what qualifies for this category of DR bonus. 8 81-90 Skill Bearing Items
Heka preparation means that t h e substance(s)t o b e worked have 9 91 + Spirit-Holding Devices
been specially treated prior to the time by someone, possibly the
Heka Forger him or herself. This is d o n e by Rituals and/or Castings of
the proper sort to prepare the item for what is to be forged into i t - a n
attuning. so to speak. Agem t o be used as a trap for aspirit being. for Heka Forger Casting Grade
instance, might have to be placed in a silver casket, in a gold one, in He& Forger's STEEP Score Highest Casting arade Possible
a lead one, in a n iron one. Before that, the innermost surfaces of the Under 21 1
silver casket might have to b e inscribed with Qlyphs pertaining t o 21-30 I1
Attraction, Powerlessness, Entrapment, etc. Then it might have t o
stay shut therein for as many days as there are to b e points of Heka
forged within the gem so a s to energize it for its operation.
The most notablesubstancecontaining Hekaisthemineral Hekalite,
from which can b e refined a pure metal of the s a m e name. Pure
Hekalite metal is worth twice its weight in oricalcum, but havingone
eleventh of the item's weight comprised of Hekalite qualifies it forthe
"Hekacontaining substance" bonus to DR, and if twice as much
Hekalite is used there could be a double bonus. S o m e few rare
substances of other sort, whether of E r t h or P h m e e or elsewhere whenever thereafter they are utilized in an Operation dmwing u p m thc
also contain s o m e small quantity of innate Heka; and these sub- Element of E r t h they will produce 1/100th of such Heka. Tnus, the
stances would qualify for the DR bonus. Your QM will mle as to what alchemist needs to forge from 500 (DR "Moderate") to 2,500 (DK "Vcty
things (woods, shells, etc.) have such innate Heka. Difficult") Heka points into them. They must be "Heka-preparcd" prior lo
Exarnple Of Heka-Foging: An alchemist needs Lodestones for Al- forging (-1 to DR), they are "perfect" vehicles" (-1 to DR), and they are
chemical Operations (see the "Magickal Items" chapter in the Mythus "Hekagenerating" (-1 to DR); however, as they will be used in all manncr
Ma@& book), so to forge such Materia, the persona needs to place into of Alchemical Operations of varying sort, they must have the maximum
them 100 times the amount of Heka the Lodestones will produce, so that penalty of t3 steps harder to DR, so the result is a wash.
~ Castings, b ~ & and ~oolog$a&ired after possession of this Area. By a rapid study
There are but a limited number of H e k r + l F o g n g Area
when used in conjundion with each other, or with the assistance of of the habitat and a searching for signs, such individuals can find fish
another Hebllsing persona, these Operations can create potent d e (and catch/hoowspear/net/trap/poison them so as to have food),
vices. The Casting Chade, name, Heka cost,and an alphabetical desclip game, animal trails, water holes, etc. 'Dackhg is subject to the
tion of each of theseOperationsare provided in the MythusMaf$ck book guidelines on the Tracking DRs table, and the gamemaster will em-
The Qrade of Casting available to a persona depends on the ploy them whenever an HP is so doing.
persona'sSTEEP in the K/S Area, as shown in the Heka-ForgerCasting Spoor disturbed by large herds of animals, long or heavy rain, deep
Grade table. snow, wind storm, etc. becomes progressively more difficult to
Hunting/Tracking: This is an ability which enables a persona to "read," s o the QM should move the DR downwards to personas with
use certain weapons to hunt and kill game, trap animals, fish, and Hunting& Tracking K/S are able to conceal their own spoor and that
follow the trail of game animals or like quarry. Most primitive peoples of their fellow travellers. For every 5 points of STEEP such a persona
have developed Hunting& Trackingability to a high degree. The tribal possesses, the individual can attempt to conceal one person's spoor.
natives of Erth's Vargaard, "frontiersmen," and "mountain men" A large riding animal-a horse for instance-counts as an individual,
serve as good examples of people with such K/S. two individuals if the animal is shod (has metal or the like shoes). If
The Heroic Persona with this Area must first select hvo hunting the STEEP of the individual concealing the spoor exceeds that of of
weapons. The first is a spear, but the exact sort of hunting spear the most able individual tracking, then the concealment succeeds,
chosen is left to the player and the gamemaster's approval. The and the tracker(s) loose the trail of the quarry. However, the effective
second weapon is for distance, and based on the derivation of the STEEPof the persona concealingspoor must be reduced by 5 for each
persona and/or the persona's training, it can be any one of the individual she or he is concealing spoor for, unless that individual
following, again with the approval of the QM: also has Hunting & Tracking K/S Area ability (and obviously a typical
Blowgun riding animal cannot have that!).
Bolos Also, a persona with this ability can make and set snares and traps
Boomerang for small animals and large game as well. Take note that snares and
Bow & arrows/crossbow & bolts traps suitable for large game can be employed against humans/
Javelin/javelin & atlatl humanoids and other sapient life forms as well. The kind of snare or
Javelin with thong sling & stones trap constructed, time required, and damage inflicted upon a victim
Sling & bullets caught in it are given on the Qarne Traps table on the following page.
With the two weapons selected, such personas will be capable Jack-Of-All-Trades:This is a Physical skill which enables the HP
hunters of such small and large game a s they are familiar with. possessing it to do handiwork, repair, or similar work in at least the
Note that in combat, only one-half of Hunting& TrackhgKfS Area following fields:
STEEP can apply to use of these weapons, and if Combat STEEP 1. Carpentry
exceeds half of this K/S Area STEEP, then it is used instead of Hunting 2. Construction (all)
d Tracking (weapons)STEEP when fighting. However, there is a 10% 3. Masonry
cross-application of ability with regard to the two weapons used for 4. Mechanics
Hunting & Tracking, so that skill with these two weapons is at +lo% 5. Printing
of Cornbat, Hand Weapons (Spear)or Combat, Missile Weapons as 6. SmithinglWelding
applicable, when using the weapons in hunting, and 10% of Hunting Sub-Areas 1,3,5, and 6 function just like the K/S Areas of the same
& Tracking STEEP adds to Combat STEEP with regard to the two name, and Construction covers Naval and Transport. Mechanics
weapons. allows one to repair, but not design, articles such a s those covered
These Heroic Personas will each also have a broad general knowl- under the Enaneering, Mechanical K/S.
edge of the flora and fauna of the immediate region in which they Each Sub-Area functions at 40% of the possessor's total STEEP
learned their K/S, so Hunting & 'Dacking will give a 10% bonus to (drop fractions, of course), or a Specialized one would function at
such other K/S Areas as Botany, Ecologyflature Science, Survival, 80%. For example, if an HP has a Jack-Of-All-Trades STEEP rating
of 50, that persona would
be able to roll against the
Construction Su b-Area at an
effective STEEP of 20, or a
STEEP of 40 if Construction
were Specialized. Thus for
the most part, this K/S is
mainly good for performing
basic, general work in the
Spoor has been concealed by an above fields, but is of little
Each day in which some partial di help when it comes to the
more difficult tasks.
Game Traps
Type Constn~ctionTime B m q e 1nElided & OUler Results Possible
Foot Snare 1D3 + 1 ATs 1D6' 'Impact" PD,
plus caught and held upside down until
able Lo free self or be freed by anolher
Neck Snare ID3 + 3 ATs 2D6+2"Impact* PD: roll for Strihe Locatfon, and
if "Super-vital,' victim has a broken neck
if 'Vital" then death by strangulation will occur in
1D3+3BT+"Ultra-Vital" normally
Spring Tmp, Spiked, 2D3 + 2 ATs 2D6 'Piercing" PD /spike, 1D3 spikes can hit
Palling or Swinging 2D3 t 4 ATs 2D6 "Piercing' PD /spike + 2D6 'Impact";
a spiked hap 6'to 8' swath,
1D3 spikes for each victim in path
Deadfall, Spiked or 3D3 + 5 ATs 8D6 'Impad. or 'Piercing": vidim(s) are pinned
Very Heavy by spikes or weight or trap until freed by others
Camouflaged Pit with 3 hours + 1D6 'Impact" cumulative per lo' fall t,
Sharp Stakes Set in Dollom 2D3 ATs" plus 2D6 'Piercing' PD/sLakel D3 slakes/victim.

i I
No Strike Location roll is made for this device, so damage is a s determined by the die.
* ' The Uveehour time assumes relativelysofE/easily dug p u n d and a good digging tool. Thus, one man worklng hard and fast might be able
to remove 1,000 cubic feet of dirt from the area, set stakes, and conceal the worhand pit afterwards.Two working cut the Ume In half, three to
onethird. To double the length or breadth of the pit, double time required, but twice as many can work. To double depth you must Mple time
(and the work assumes ropes and buckets, ladders, etc. Note that a5' deep pit delivers only 1D3PD,while a20' one gives 3D6,but stake damage
is the same in either case. Thegamemaster must adjust for harderground by adding increments of one hour to theabove. ltwould take 1 2+ hours
to dig a 10' x 10' x 10' pit in hardpan clay1 The 2D3 AT 'tack-on' is for final cleaning up and hiding of the trap work and camouflaging it all.

-
t Remember to add together the tens of feet fallen, and that gives you the number of D6 to roll for damage: 1 for lo', plus 2 for 20', plus 3 for
30', etc.--so a 40' fall means lOD6 damage (1+2+3+4 10). Then make a roll for damage location.

Juggling: This ability must not b e confused with that of t h e injury. The fieryjet is of 1 ' to 4' length, at the option of the persona.
singing. playing. and composition of songs of the jongleur. Juggling It will inflict 1D6 damage upon any living creature harmed by flame,
concerns the Physical capacity for the juggling of objects, maintain- and the fire will cause combustion of flammable substances (hair,
ing balance in unusual situations, etc. When this K/S Area is com- paper, clothing, etc.).
bined with Acrobatics/aymnastics (q.v.), t h e persona is able to Knife Tbrowing yields personas precision in the use of thrown,
apply 1 On/oof STEEP points possessed in o n e t o the other, i.e., add bladedledged weapons, such as knives, daggers, throwing stars, or
1 0Yo of STEEP in Acrobatics/ Gymnastics t o Juggling STEEP or vice very light axes. The able individual will be able to throw three such
vcrsa. There are five Sub-Areas of Juggling: weapons in a single CTI Also, for every 2 0 STEEP points a n individual
I. Balancing Self & Items has gained, add o n e yard t o e a c h of the range categories for that
2. Fire "Breathing" weapon-Point Blank, Short, Medium, Long. and Extreme. Example:
3. Knife ( e t a/. ) Throwing Range for a thrown knife is normally 3/6/9/ 1211 5yards. A juggler will
4. Sword Swallowing add o n e yard for each 2 0 STEEP possessed, s o the following STEEPS
5. Tossing & Catching Of Objects (Juggling per s e ) would result in the following adjusted ranges:
Oalancing allows personas t o use various special items and/or STEEP Point Blank Short Medium Long Extrcrrle
furniture to balance themselves upon and t o balance upon them- 20 4 7 10 13 IG
selves. Thus, such individuals can have t h i n p balanced high above 40 5 8 11 14 17
themselves. be balanced high above the floor by use of a pole or stack 60 6 9 12 15 18
o f furniture, and/or move around to s o m e extent thus. Such personas 80 7 10 13 I6 19
are also able t o spin, toss and catch, etc. relatively small, light objects loo+ 8 11 14 17 20
while balanced above the floor. This would allow, for example, a This Sub-Area gives n o combat bonuses to hit a target, but a
persona to balance a pole, clamber up it, and while balancing there persona doesn't need t o have Combat K/S to throw and hit a target,
rcach up t o grab a ledge, etc. instead using t h e JuggIingK/S Sub-Area STEEP (Knife 'IY~rowing). The
Fire "Brcathing"allows personas to fill their mouth with a volatile, gamemaster may allow the addition of darts, short swords, cleavers,
flammable liquid (alcohol, gasoline, kerosene, etc.), jet forth vapors etc. t o the list of weapons usable this way.
from that liquid, and set that gaseous breath alight with an open flame Sword Swallowing is a capacity that is, of course, useful only for
(a"whoosh" of flame from the mouth), all without causingthemselves the entertainment and amusement of an audience. However, some
application of it, such as object concealment, might be found to clothing or make hoes or harnesses, etc.
assist an HP In one or another circumstance. We leave that to the The secondary portion of this skill is that of armoring. That is, the
ingenuity of the players and the omce of the gamemaster. able persona can make armor and shields using leather, including
Tossing & Catching Objedeclasslc juggling-includes the use those of boiled, shaped leather (cuir bouilll), with whatever studding
of balls, plates, knives, short swords, torches, and so forth. The or other reinforcement is common to such equipment. Note, how-
entertainment value of this activity Is obvious, but the use of the ever, that any and all non-leather materials needed for construction
juggled objects as missiles is not so plain-at least to the Other of armor or shields must be furnished completed to the persona for
Personas1 Individuals with this Sub-Area can both use the juggled thls construction to succeed. A leather shield (or covering) can be
objects as missiles and (if not juggling) attempt to pluck out of the airmade in about one day of time (eight hours labor), while a common
hand-thrown missiles that come within reach. Objects thus caught suit of leather armorwill takeone week, one studded or of culr about
may then be held, thrown immediately, or discarded. The DRs of twice as long.
accomplishing such a defensive (and/or offensive) maneuver are Making a usable saddle will take about a week of regular t i m e
shown on the Missile Interception (Juding) table. about as long as it to make a pair of good boots or a good coat. Shoes
A large missile is an axe, long dagger, big knife, short sword, spear,
and lesser garments take only 1D3+1 days of work. Crude shoes and
torch, etc. A medium missile is a typical throwing dagger, knife, or small items take only a day, while rough sandals can be fashioned in
large throwing star. A small one is a small dart or small throwing star. half a day or even less time.
All hand-hurled weapons travel at very fast velocity within Point Blank Legerdemain: This Area enables an Individual to perform manual
range, fast within Short and Medium range, moderate within Long feats of sleight-ofaand such as in stage magic, closeup magic, card
range. and slow at Extreme range, for purposes of this consideration. tricks, prestidigitation, ventriloquism, misdirection, and illusions
Consider devicehurled weapons to be one category quicker, so at which typically require the utilization of special equipment and props.
Point Blank range they are absolutely uncatchable. (Ranges of Indi- A brilliant performing 'stage" magician, for instance, will have a
vidual weapons are found on page 239.) S E E P score in both Legerdemain and Deception of around 50 to 60.
Other Specjal Considemtiom Of w i n g and Auvbatia/ Qmne Thls abllity is useful in many ways, including earning money,
tics:In addition to the 10%of SIFEP crossapplicable between this Area entertaining, trickery by substitution or disappearance, and s o forth.
and Acrobatics/C&mnastics, a persona may also apply a bonus of 10010of As a general rule, a roll should not be n e c a s q to cover a rehearsed
average STEEP of these two abilities to one of the followhq~of the performance unless there is some distraction or it Is a very important
following ti/S Areas. The K/S Area applicable may never change after one (suchasopening night or ashow with an important noble or other
having been chosen, and application of the bonus must be immediate at royal audience in attendance, for example). Rob a@& this K/S will
the creation of the HP or upon acquisition of the chasen K/S Area mainly m e into play when one is hyingsornethhg on the spur of the
Combat, HTH, Lethal moment, suchas confusinga monster by making its prized gem seem to
Combat, HTH, Non-Lethal dlsappearintothinairor by substitutlngacounterfdtobjectforarealone.
Combat, Hand Weapons Masonry: The Masonfy K/S Area deals wlth the skills and tech-
Combat, Missile Weapons niques required to build permanent structures out of mortar, stone
Criminal Activities, Physical and brick. Strongly associated with the Construchion K/S Area, thls
0 bviously, this combination of Areas is a favorite one of dedicated one deals with construction using stone, rather than wood. It also
combatants and those who practice outlawry on a grand scale. Includes the skill of carving inscriptions and decorations in stone, but
is far from true sculpture.
Mechadcsr Thb K/SArea al-
lows personas to flx simple ma-
chherywntainingmovingpats,
Large, moderate velocity, or any relatively slow missile similar to the W n e e r f n g K/S.
Medium, moderate velocity Unlike that Knowledge/Skill
Medium, fsst velocity, w small with moderate velocity Area, however, the Mechanics
Medium, very fast velocity, or small with fast velocity K/S does not impart a knowl-
Small, very fast velocity edge of how such objects work
Each missile above 1 in a CT -1 to DR (harder) beyond the obvious, nor does It
allow personas to design ma-
chinery of any complex sort.
Leatherwork:This Knowledge/Skill Area is another that is of dual Mines & Mining: A persona with this type of knowledge will
sort. It is basically used to assess the quality of leather and products understandthevariousmethodsofundergroundandsurface mining.
of leather-be it a book bind in^, bod, saddle, scabbard, girdle, With this knowledge is the associated understanding of mine struo
garment, or something else. The able persona can also repair Items, tures and safety factors. Thls is a very important K/S Area for those
make things out of leather, prepare hides, work wlth rawhide, tan who are active in underground exploration. excavation, or wnstruo
leather, dye it, tool it. and so forth. The shaping and stitching of tion.
leather also falls under this K/S,s o the able Individual can fashion Mountain Climbing TNs K/S measures an HP's abillty to ascend
steep surfaces, whether by the use of ropes and gtxipping hooks, or a combination of sensory input.
employing naught but tiny ledges and shallow cracks as handholds. Hearing is obviously audial Input, and It allows one to detect the
The K/S applies not only to climbingmountains and hills, but to walls, noise made by a stalking monster or sneaky assassin and to act upon
trees, and the like aswell. The DR, how fast, and how far one canmove the information so gained.
on one roll depends on the particular situation. Personas can climb Searching. a visually oriented capacity with some additional tactile
vertically at about 10% of their normal movement rate, or can input, allows one to thoroughly examine a small (roughly 20' x 20')
descend at 25% (or more) of their movement rate if they have the area for secret doors, hidden persons or items, and the like.
proper equipment. If a persona is equipped for rappelling (rope, Trackhgcovers the act of following someone or something that's
harness), this K/S will allow descent at full trottingrate. Climbingand/ not in your field of vision, by seeing and lnterpretlng the subtle signs
or descending is also much easier with a rope and harness than it is of its passage. detecting odors, and so forth. Notice how Tracking
using handholds, and thus the DR will vary accordingly. finally, the differs from the Shadowing Sub-Area In the Pollce Work KJS (see
standard time covered by one roil will probably be around one BT, immediately hereafter), which allows you to follow someone that is in
though it could be much longer. If a team issteadily ascending Mount your field of vision without being noticed. It is only vaguely related to
Everest, for example, they might make a combined roll once every the Huntinflacking activity, however, in that signs and spoor are
four hours or so to avoid having an accident. not of vital importance, behavior is understood, etc.
Music: This K/S covers one specific musical instrument with which Personas who have both forms of Perception (Mental and PhysC
the HP is skilled. While actual rolls against this K/S will probably be caI) are entitled to two K/Schecks in many circumstances.
rare, save in connection with Spellsongs(q.v.), the higher yourSTEEP Police Work: This K/S Area covers a widevariety of police and/or
rating, the better your skill and your reputation with the chosen Sub- detective activity, each of which is listed below:
Area will be. The Sub-Areas are divided as follows: 1. Stakeout
1. A Cappella 2. Shadowing
2. Horns 3. Interrogation
3. Keyboards 4. Evidence Analyzing
4. Percussion The first Sub-Area, Stakeout, covers one's ability to observe a
5. Stringed, Bowed subject unnoticed at a relatively stationary location, while Shadow-
6. Stringed, Plucked ingallows one to follow a subject without being noticed. A successful
7. Woodwinds and Reeds Evidence AnaIyzhg roll will reveal whether a certain article would be
A Cappella is unique in that no instrument is used to accompany useful as evidence and why. For example, Dirk discovers a bloody
the persona's singing. While at first this purely vocal form of music dagger on the ground behind the scene of a murder. It is a good guess
may not seem to belong here, it is actually quite powerful. Multiple that this is probably the murder weapon. A successful Police Work
singers engaged in rhythmic harmony work well together, and the (Evidence Andydng) roll reveals that the thing also has a small
power of a song can thus be enhanced. amount of fabric wedged in the crosspiece. Some further i n v d g a -
Horns includes such instruments as trumpets, pipes, and horns. tion soon reveals that this is the suspect's dagger and that the fabric
Keyboards are typically pianos, harpsichords, and organs. is the same color as the clothing o n the body.
Percussion instruments are drums, tambours, rattles, bells, and Printing: This Knowledge/Skill Area is quite straightfonvard at first
cymbals. glance. Those individuals who possess skill in this relatively novel
Stringed, Bowedincludes all instruments played with a bow, such field (consider the era!) will be able to use and understand the
as violins, cellos, and the like. workings of equipment required t o place text and illustrations on
Stringed, Bluched would consist of banders, harps, lyres, and parchment andpaper.Thisabilityenab1es all manner of useful things.
lutes, etc. including the production of special publications, false or counterfeit
Woodwinds and Reeds are things such as flutes, piccolos, and such. documents, doctrines, and so forth. Evil Personas certainly might use
Perception (Physical): This K/S Area principally measures a such K/S ability, so it is something which the HPs must be on guard
persona's skill at observation and using the senses (sight, hearing, against from time to time.
smelling, tasting, feeling).That is why it is unusual in that its modifying Riding: This skill Includes equestrian ability with various sorts of
factor is Mental Reasoning Capacity. This ability, and/or its counter- animals in various sorts of situations. Rolls may be necessary to
part, Perception, Mental (q.v.), is (or are) one of the most important control a mount under difficult conditions and to successfuliy nego-
and often used skills in the game, and this one covers the following tiate obstacles (such as hurdles on an equestrian fleld).The following
Sub-Areas: types of Sub-Areas are included:
1. Noticing 1. Horses, Mules, and Asses
2. Hearing 2. Camels
3. Searching 3. Elephants
4. Tracking 4. Racing
The NoticingSub-Area will be commonly rolled against when your 5. Difncult/Unbroken Animals
HP has the opportunity to notice something important, such as a 6. Mounted Combat
hidden book or a sniper waiting in ambush, and it generally relies on 7. Teamstering
Sub-Areaof the type of mount employed in order to be used success- small and largk ships and other craft (such as galleys) on the open
fully. Racing competitions are resolved in the same way as are sea. A persona would be able to maintain course using the sun,
Gambling (q.v.)competitions. A roll against the Riding (Racing) K/S moon, and stars as well as other devices such as the compass and
also allows one to flee pursuers while mounted. sextant as guides. This K/S also provides knowledge of how to
Difficult/Unbroken Animals also requires the base Sub-Area for handle a ship duringstorms, and the relative duties of ail shipboard
the animal in question, and is needed for particularly troublesome crew in fair and foul weather. It is a must for the persona piannlng to
beasts which are beyond the scope of the base Sub-Area. For captain a ship.
example, a persona who wished to try to ride a wild horse would Smithing/WeldingrThis handy K/Simpartsthe ability to work wlth
need both the Horse and the Difficult/Unbroken Animals Sub- metal, whether the task is making special devices or forging a sword.
Area. As with Consbuch'on (q.v.), no rolls are usually necesary, as It is
Mounted CombatSTEEP level is the highest your BAC (Base Attack assumed that the persona will complete the task eventually. One
Chance, see the combat rules, Chapter 12) can be while mounted. could hy to roll In order to finish the work faster than It would normally
Being on the back of an animal, however, does confer a bonus to take, and a roll will always be required for especially flne work as well
attacking when fighting an unmounted foe: thus the exact effect as for attempts to complete some task when tools and/or materials
being mounted has on your fighting ability will have a lot to do with are lacking.
your STEEP in this Sub-Area. For example, an HP has a BAC of 4 5 with Possession of this K/S is absolutely mandatory if one wishes to use
the longsword when dismounted. However, since the HP has only a harder metals in conjunction with Hehr+F@ng (q.v.).
Riding (Mounted Combat) STEEP of 35, the Base Attack Chance will Speleologyr This Knowledge/Skill Area deals wlth the exploration
drop to 35 should the persona fight from horseback. It is, however, and mapping of caves. When travellinglong distances in an unfamiliar
still to the HP's advantage to fight from the back of a mount when system of caves, the HPs might be required to make rolls against this
combating non-mounted foes, as there is a +15 "to hit." bonus for Area to successfully navigate the twisting paths without getting lost,
those who attack from a higher position (See the "Position Modifiers falling, or running into pockets of poison gas. While travelling under-
Table" in Chapter 12.)Thus, this confers a 50% chance to hit instead ground might be done safely via the use of the Mountain Climbitg or
of the HP's dismounted 45% chance. Fighting from horseback also Oeograp~y//CsrbgraphyK/S Areas (q.v.), a single Speleology roll
makes it harder for non-mounted foes to strike a mounted opponent will make it unnecessary to roll against any other such Areas except
(see the table mentioned above), and thus it can often be to one's in the most unusual of circumstances.
advantage to do so. Sports: There are fewer sports, per se, In this milieu than many
Teamsteringis actually riding in a conveyance and driving the draft others, so there is but one K/S Area covering them all. HPs from
animal(s).This Sub-Area, then, includes carts, traps, sleds, sledges, outside this one must apply their lowest SportsSlEEP relative to one
wains, wagons, carriages, coaches, and the like. Draft animals con- of the following Sub-Areas:
sidered are dogs, oxen, and buffalo. However, the use of other 1. Mounted lndividual Sports
animals as a teamster can be included according to possession of 2. Mounted Team Sports
Ridjng Sub-Areas which treat such animals. 3. lndividual Non-Violent Sports
The really handy thing about all this, however, is that when riding 4. lndividual Violent Sports
you receive your mount's/draft animal's movement rate and don't 5. Team Sports
expend a lot of energy walking. The movement is calculated the same Mounted Individual Sports includes such things as radng hunt-
way for mounts/draft animals as it is figured for people, but each ing, jumping, and individual mock combat Cjousting etc.). Add 10%
species has it own base Physical TRAITand 7Zotting/Runningmodifi- of Riding K/S Area STEEP (and vice versa ) to this Sub-Area.
ers (seepage 1 17 of Chapter 1 0 for rates of mounts and draft animals Mounted Team Sports include polo and similar games and group
pulling conveyances). The Sample RunningJhotting Modifiers table mounted mock combat. The STEW a4ustment given to Riding
lists modifiers for some standard mounts. above for Mounted Individual Sports also applies here.
Seamanship: This K/S Area covers the skills required to operate Individual Non-Violent Sports includes such surprising things as
golf and tennis, besides such typical endeavors as running,
jumping archery, and throwing things. Ask to see if your
gamemaster will allow any cross K/S Area STEEP bonuses for
Sample Running/Tr picking up Individual Ron-vident Sports (perhaps 10% to/
Base P TRAPT from Combat, Missile Weapom will be allowed).
Individual Violent Sportr; includes boxing mock corn bat
afoot, and wrestling. There is a 10% of STEEP cross-bonus
between this Sub-Area and Combat, H'LY, Norrtethal.
Team Sports include such activities as lacrosse and team
mock combat. The SIEW crossapplication for it is Combat,
'More of a canter, actually. A full-out gallop might be faster, Hand Weapons, at the usual 10%.
but the horse and its load are factors here. Subterranean0rientation:This ability Isa tralnlngof the
direction sense so that even below ground a persona so
trained can get a bearing, so to speak. Such p e ~ ~ a s b iknow l l the
general direction they are travelling and have some rough Idea as to Diving DRs
how far beneath theground they are a t the time. The ability Is probably Distance (In feet) Basem
based on a sensing of magnetic lines of force, but regardless of what Up t o 10 No roll required
it uses to function, the individual with this K/S has the capacity to find 11-20 w
direction and depth. In normal circumstances it is only a DR of 2 1-30 Moderate
"Moderate" to use this skill, but once lost or if stressed the DR 31-44) Hard
becomes "Hard" or "Difficult," while if actually fleeing from a life 4 1-50 Difficult
threatening situation the DR is "Very Difficult," but only a t that time. 51-60 Very Dlfflcult
This is an Area which most of those who frequent Subterranean Brth 61+ Extreme
train and develop, for without it their already dangerous work b e
comes near-fatal.
There is a side benefit. The ability usually functions just as well the Diving DR. table.
above ground, so that directional sense is usable just about any- Increase the DR by o n e for fancy or acrobatl~styledives, or dives
where1 from a shaky surface. Failure means that the HP took 50Y0 of the
Surveillance/Security: The Surveillance/Secun'ty K/S Area is falling damage (no multiplier) for that distance. Special Failure will
used when guarding and protecting an item from theft, acting as a inflict full mXhnUm damage on the HP. Speclal Success will yield very
bodyguard, or watching an area to prevent intrusion and unwanted high marks to a n HP participatln~in a judged diving event, or it could
access (or as a method of monitoring it). The persona with this add a point to S'EEP.
Knowledge/Skill Area will be able to recognize any setting that is Tolerance: This Physical K/S Area concerns a persona's capacity
conducive to an attempted theft, ambush, or breach, and will know for dealing with insinuated, Inhaled, or ingested intoxicants (toxins
how to correct the situation as well as circumstances might allow. normally of non-lethal sort) and toxlc substances of other sorts.
High STEEP in this K/S Area is extremely useful, for it helps negate Included under this general category are alcohol, many types of
Total and Natural Surprise (sometimes for the possessor only, not drugs, and even poisons (meant to kill in the dosage admlnlstered).
always for an entire group). Personas with STEEP scores over 50 may Tolerance does not negate effects, but the ability does enable pas-
add each excess point to their rolls versus either type of Surprise if sessors to better manage them, so that their Physical systems can to
they have previously made a successful roll against this K/S to check some degree mitigate against the harmful effects from Physical
the setting for security. damage and/or loss of Mental abilities.
Survival:This K/S Area involves the utilization of what is at hand in To discover the possible effects of Tolerance K/S Area in regards to
order to stay alive and well under extreme conditions. Locatingwater, an individual, the gamemaster will have the player make a K/S check
shelter, food, warmth, etc. are all part of this skill, as are improvising for the HP, using the guidelines of the Tolerance DRs table.
clothing, traps for hunting finding and utilizing materials for primitive Here's a n example of Tolerance in action: Let's assume that an
tools, and so forth. HP has had three big tankards of strong ale (a "Hard" DR to remain
While actual rolls against this K/S are not really practical, as it fully capableand unaffected). However, suppose someone slipped
covers such a wide range of activity, what o n e is capable of accom- a drug into the third t a n k a r d - a 'Mickey Finn' a s they say. A
plishing depends on one's STEEP. Qenerally speaking, the more second K/S check is then required, and that wlll be based on the
skilled personas are the longer they will be able tosurvive, the fewer drug, so it will b e "Difficult" or worse t o avoid being knocked out,
resources they must start with, and the more diverse are the condi- but it can still b e avoided with a lot of luck or a very high STEEP in
tions they can tolerate (i.e., desert, jungle, arctic tundra etc.) are. Tolerance. A Special Success wlll mean that the HP somehow
The basicskill for a n Inuit is Arctic, while a n Amazonianjungle native avoided all effects of the drug after 1D3 ATs of 'wooziness.' Even
is familiar with rain forest conditions. Exactly how much STEEP will a success will mean that the persona will be unconscious for 2D3
suffice for what circumstances is up to the QM, but, as a general ATs and then Dazed for another 1D3 ATs. Fallure means Lhe HP is
guideline, to manage the extreme opposite of native conditions for "out like a light" for the duration of the d r u g if applicable-
an indefinite period of time with almost n o starting resources would
require a STEEP base of around 6 1 or so.
Day-to-day K/S checks at "Moderate" for familiar conditions and
more difficult as familiarity decreases should be made. I P;xpasune Is To:
Tolerance DRs
Swimming/Diving: Swimming measures a n HP's ability t o swim
in any body of water, from a small lake to the open sea, while Diving
Weak and/or minimal amount
refers to the skill of a persona when diving from astable orsemi6table Moderate strength in small amount Moderate
location into water. The rate for Swimmingis 25% of the walking rate Average amount of moderate strength
for normal travel and 50% or--with a successful roll-75% for fast Average/above-evetage amount/strength Difficult
swimming. A successful use of the Diving Sub-Area allows a n HP t o Heavy/strong amount/strength Very Dimcult
dive into a body of water without iqjury. The base DR for this activity Massive quantity/strength Extreme
will depend on how far the persona is trying to dive, and is shown on
'out like a light" for the duration of the d r u g i f applicable-- order t o u s 3 t f e shield offensively. When employing this t w e
probably 1D3+1 hours, less one BT for each STEEP point of handed fighting style, each weapon receives its full attack rate
Tolerance. A Special Failure means there is absolutely no benefit (except nunchak-e Combat HTH, Lefhal). An expert swords-
from this Area. man using this style could deliver out a s many as elght blows per
Travel: This Area of K/S includes information about the world CTI Note, however, that the total Base Attack Chance Is Hmlted to
which the HP has gained through actual travel and/or the reading your FlorentlneSTEEPwltheach weapon. Forexample, Nekomura's
of pamphlets, brochures, travelogues, and so forth. A successful Base Attack Chance with the Katana is 75, and his Weapons,
roll against this KJS will yield useful information about interesting Special Skill (OneHanded Swords, Plorentlne) STEEP Is 48.
places, prices, hazards, etc. This K/S has tremendous potential for When fighting with both his Katana and Wakazhashl at once, he Is
use if you plan to visit some new, strange locale, and will help you limited to a Base Attack Chance of 48 until his Plorentlne STEEP
get there and once arrived manage properly or even fit in like a rises. Also, keep in mind that this K/S applies only to one-handed,
native. artificial weapons (and it's true that the usual Katana style was two-
Weapons, Special Skill: This K/S allows individuals to perform a handed, but it is light enough t o really b e more of a longsword).
variety of useful "tricks"with any weapons that they know how to use. FInally, personas who are ambidextrous may fight Florentlne with-
One Sub-Area covers exactly one "trick" with one type of weapon. out this K/S and a t no penalty whatsoeverl
Weapons, Special Skills (Oneffanded Swords, Fast-Draw) is an With the next Sub-Area, Fast Draw, a successful mll will allow a
example of such a Sub-Area. Note that the rate in which Sub-Areas are persona t o whip a weapon out of its sheath with no lnitiatlve penalty1
gained works a little bit differently in this K/S.For every 25 points of The DRwillvarywithexactly where the weapon is In on the body of the
STEEPpersonas have, they gain one of the four general "tricks" listed persona. An "m DR applies if the persona were already holdingthe
below, and for every 10 points of STEEPthat they have, they are able sheathed weapon. A "Moderate" DR applies if it was strapped at the
to apply one weapon skill to a "trick" that they know. They must, persona's side, or a "Hard" DR if it was strapped around the persona's
however, know the skill for a weapon in order to be able to apply the back. Note that weapons buried in backpacks or peacebonded
trick to it. cannot be fastdrawn.
For example, Kamatasha Nekomura, the samurai, has a Weapons, Sub-Area 3, Specific Target, allows you t o choase the part of your
Special Shills STEEP of 56 and the following weapons skills: HP'sfoe's body where your blow will land ifyou make asuccessful roll.
Weapons, Hand (One-Handed Swords, Two-Handed The procedure for doing this is to first announce specifically the part
Swords, Spears, and Daggers/Knives) of the body the persona is aiming for, then to see whether or not you
Weapons, Missile (Bows, Knivespaggers) hit in the Brst place, and then make a roll against this Sub-Area to see
Combat, HTti, Lethal (Hands, Feet, Nunchaku) if it landed where you wanted it to. If the roll fails, then roll normally
Since he has a STEEP of 56, he can choose two tricks and five to see where the blow landed, but at +20 (see the Strike Location
weapons to apply them to. He chooses Florentine and PBst-Draw,and Table on page 229). If the result is above 100,then the attack actually
after matching them up with his weapons skills, comes up with the missed (asit will have ifyourSpecificTarget roll was a Speclal Failure)l
following Sub-Areas for this K/S: If the second roll was successful, then apply the damage to that part
One-Handed Swords, Florentine of the target and continue the process as usual. The Specific Target
Two-Handed Swords, Fast-Draw DRs table lists the base DR acmrding t o the body part-type you are
Nunchaku, Florentine try in^ to hit.
Nunchaku, Fast-Draw
Bow, Fast-Draw
Note that he could not have chosen (Shield, Florentine) because
he does not know how to use a shield.
k Specific Target DRs
Base DR
The following types of "tricks" are covered by this K/S: Non-Vital easy
1. Florentine Moderate
2. Fast-Draw Hatd
3. Specific Target
4. Blind Fighting 'See the Comb& chapter, page 230.
The first Sub-Area, Florentine, allows you to effectively wield a
a
one-handed weapon in each hand. If these weapons are of two
different types, then you need to have a Florentine Sub-Area in Sub-Area 4, Blind Ff@ting allows you to attack targets that you
each type. For example, if you 'want t o fight with a longsword and can't see with no penalty, provided your weapon is ready and you are
an axe at the same time, you must have both the (One-Handed calm and alert. A successful roll allows you to fight for 1D6 CTs, and
Swords, Florentine) and the (Axes, Florentine) Su b-Areas. This the DR will vary with how much noise the foe is making how strongly
applies to shields a s well if you want t o use them to attack. While the foe smells, etc. The baseDR for BlindF$~f~tingis 'Hard" for a noisy,
you can have a sword in one hand and a shield in the other and smelly target. But if the foe is an invisible opponent who makes only
parry with the shield normally, you must have the (One-Handed the slightest whisper of sound and has no noticeable odor, then a DR
Swords, Florentine) and the (Shields, Florentine) Sub-Areas in of at least "Very Difficult' would be more like it1
Spiritual K/S Area DescriP~o"~ stance to another (such as lead into gold), the reflnement of s u b
Alchemy: Evely Alchemist seeks the PHma Materla, or tau, for that stances, the reflnement and perfecting of the individual, youth and
is the stuff of the multiverse into which Heka and the four other longevity d the Individual, the creation of quasl-life (asa step toward
essences, the elements, are infused to create all things. With such the creation of Iifel), and the return of life to the dead. Of course there
principal stuff, virtually anything can be compounded or created in are other actlvitles for the alchemist, and this is reflected in the
the laboratory. Next in importance is the e1Wr o f youth, a potion Operations (see hereafter) and Castlngs of this K/S.
which is the extraction of the animal, vegetable, and mineral prin- As this is a Hekaqeneratlng Area, players need be aware of the
ciples-if also containing Pnma Materia it will be both rqjuvenatlng amount of such energy their HPs gain by the possession Alchemy.
and age inhibiting1 Heka b generated at a level equal to an individual's SEEP plus
Because it does contain some concepts of science, this Area is Spiritual Metaphysical Capacity score. Thus, a Heroic Persona with
always a difficult and uncertain practice. However, alchemy allows AlchernySEEP of 4 1 and a SMCap of 19 would have a base 60 Heka
the mind to work under the guidance of the spirit, so success can be points. Naturally, other Heka can be added to this base to enable
had. In many ways it resembles chemistry and mineralogy with a greater use for the alchemist's Operations and Castings.
leavening of herbalism, but then the strange concepts of scientific Operations:The Alchemical Operatlons possible are fully detailed
medicine crop up, and things get difficult. However, alchemyisneither in the 'Magickal Items" chapter of the Mythus Magi& book. Basi-
a combination of those Areas nor eunctive to them. Certainknowledge cally, Operations concern the mixing, compounding, creating, and
does translate, however, so personas knowing Earth's chemist~y,for transmuting of various mineral and vegetable substances of special
example, would add 10% of that STE;W to their Alchemy SlTW should nature. s u c h substances are called Materla. Operations are per-
they come to Erth and choose to pursue this field. formed in orderto create substances which are valuable, have use as
Alchemy deals with the five elements, conversion of one sub- special Materia, or else are H e M l l e d or "enchanted.'

A P W W Type Cast In BUCs neka Slmqle


Cup: Commanding Water (Triton, Necksa) 10,000 10
of blue metal or mineral, and of the East
D q g e ~Cocommanding
: Arm (Bull, Gob) 10,000 10
of black metal or mineral and of the South
Penfacles: Commanding Air (bgle, Parafda) 10,000/30,000 lo/=
of gold/oricalcum, and of the North
Ring: Commanding Heka (Star of the Astral, GIhiem ) lO,O00/ZO,OOO 10/20
of cdhrer/plaUnum & rock cryetaL and of the Center
Rod: Combining all Elements 100.000 100
of clear crystal tip and set with bands of metal
or mineral of black yellow, blue, and red
Wend:Commandiryl Fire (Lion, Djln ) 10,000 10
of red wood or m i n e d andof the West

Additional Alchemical Apparatus


AP-Jm Cast in BUCe Heka 9 t o r q e
Alanthor: Alchemical furnace which fuses 10,000-50.000 10-50
or alters Heka in the Operation
Basin:The special contafner for 5,000-25,000 5.23
the Water needed for certatn Operations
Bellows: The provider of Air needed 5,000-25.000 5-25
in celiain Alchemical Operations
W e n The container of Plre 5,000-25,000 523
necessary for wme O p e W n s
Lodestones: The provider of Erth 5,000-25,000' 5-25
for those Alchemical Operations so requhg

'Includes necessary HeWoq$q work.


There is n w b i e m with an alchemist working on multiple items,
except that she or he can only prepare one at a time. Likewise,
alchemists cannot charge an item at the same time they are busy
preparingone that they wants to charge later. Fortunately, alchemical
worh is such that it can be put down and taken up again later. A
persona could prepare four items in row and not begin charging any
of them until having finished with all. Likewise, such a persona could
stop temporarily chargingone item, so as to begin preparing another.
Note, however, that individual alchemists can charge only an item
prepared either by themselves or by a very close friend.
Once the infusion of Heka is complete, the item's new "enchant-
ment" Lpermanent and need not be repeated, unless it is destroyed
Apparatus of many sorts, the tools of the alchemist, are required by a future error, or the magick of the item Is such that it needs
for Alchemical Operations. These are instruments and devices of recharging.
various kinds. The minimum pieces of Alchemical Apparatus are 7Ymsmutation Of Materla: This is done by infusing an item with
listed in the Minimum Alchemical Apparatus table, broken down in Heka and scheduling the first charging so that it occurs during a
terms of cost and Heka storage. Note that the Heka in an Apparatus is waxing (transitioning toward full) or waning (toward new) moon,
self-regenerating every 24 hours as long as the item is in the posses- depending on what sort of transformation is desired. As usual, the
sion of the alchemist and no other persona attempts to use it. Thus, item must first be prepared for 2D3+1 days, but then two rolls must
the practitioner will have from 150 to 180 additional points of e n e r g be made.The first roll is forthe total amount of Heka required (seethe
for Operations. Other pieces of Apparatus needed for Operations are Alchemical Operation table) and the second is for the actual transmu-
summarized in the Additional Alchemical Apparatus table. tation (theDR of which is given on that table). After havingsucceeded
InhsingAnItem WithHeha:Asuccessfulrollagainstthepossessor's in both rolls, the alchemist may. begin- process
. of infusion normally
Alchemy STEEP will allow an item or substance to be charged with and the (ransmutation will occur after the amount required has been
Heka by the alchemist. Before an attempt is made to infuse an item, added.
the item mud first be analyzed and prepared for 2D3+ 1 (nonadven- The precise nature of the effect depends on the phase of the moon
turing) days, whereupon the Alchemist may make the roll and try to when the infusion begins. The Alchemical Operation table on the
start the process. Liquids and gases should be sealed up in a con- following page lists several effects which come in pairs, such as
tainer made by the alchemist personally before being prepared. (K/S "Heavy-Light," "Alive-Dead," and "aol&Lead.' The term that appears
Areas such as Construction, HandicraA/Handiwork and Jack-Of- under the appropriate column for the moon on the table lists how the
All-Trades could prove helpful here). Solids, however, require no item starts, and the term opposite that lists how it will end up. If an
other special measures. The process works in such a way that, over alchemist had a lead item, for example, it could be transformed to
a period of time, the alchemist may give a certain amount of Heka to gold by performing the operation during the waxing moon, and if a
the item as if chargingaaeneral Heka Reservoir.Thedifference is that persona had a gold object it could be transformed to lead when the
the Heka becomes a permanent part of the item and may not be moon was waning. The Heka cost required for a transmutation varies
drawn back out, save in the case of Apparatus, of course. Note that with the weight of the subject and the difficulty of the actual process,
items charged with Castinp may use their Heka in the performance both of which are given on the table as well.
of the Castings, and require recharging, but that is different. Note that restoring life without including a Spiritual essence is no
The base DR of the roll varies with the total amount of Heka that the problem with most animal subjects, as they have no spirits to begin
item is to hold. Failure means that the preparation was done incor- with. But it would make restoring a human to life a rather tricky
rectly. The alchemist must then go back and prepare the item for
another 2D3+1 days. The Heka Infusion table lists the base Difficulty
Rating according to total Heka to be infused.
Another consideration is the type of laboratory facilities the alche
mist has. One way of measuring these is by total value in BUCs, which
are shown on Alchemist Laboratory Facilitiestable. With this in mind,
many aspiring alchemist players may wish to allocate funds for a lab
in their list of Possessions Categories when their HPs are first being
created, although the OM might rule that some funds from "Miscella-
neous" cover it.
Once a successful roll has been made, the alchemist may then
infuse an amount of Heka equal to or less than his or her STEEP each
day (solids),week (liquids),or month (gases).Thus,to chargeaquartz
crystal with 50 points of Heka would require two weeks if you had a
STEEP of 3O-provided that your Heka supply could handle it.
N J h The alchemist must know the
correct time for any Operation. Failure
Alchemical Operation Tabk to have an astrological reading of time
Waxing waning W- ~3asea~ &at&s cast means that the MMculty Rating of the
Heavy Light 5 pounds' Moderate 2D0/o Operation is at least 1 DR harder than
Alive Dead 1 stone' ' Extreme indicated. Wise alchemists have the
Gold Lead 1 ounce Extreme 6D0h Astrology K/SI
Shiny Dull 10 pounds -3' lD% Alchemical Castings: There are only
Smooth Rough 10 pounds Easy a limlted number of Alchemical K/S
Area Castings, because most of an
The base weight W e d refers to that of the object befmthe bansformatlon. alchemist's attention Is demanded by
" This process can restore the Physical essenoe of an object, but not that of the Mental
work on Operations. 'The Qade of Cast-
or Spiritual. Mental energy could perhaps be restored via a Ca#Ing, but one would have to ing, name, Heka cost., and an alphabeti-
coqjure a spixit to d o it If one wished for a Spiritual TRAIT. See thenote8 in the text. cal desuiptlon of these C a d n p are p t ~
vided in the Mythus Magirk book
- A A The Wade of Casting available to
personas depends on their STEEP in
prospect. Re-animating a human corpse without giving it a spirit is the K/S Area. This is shown on the Alchemist Castings table.
how a persona creates an alchemical zombie (or Corpse Ctolem), but Animal Handling: This K/S Area is akin to an empathic rapport
the alchemist must be on constant guard against it being possessed with creatures and employs a near animal magnetism; thus it is a
and turned against him or her by a "walker," demon, etc (by usinga Spiritual ability. A persona possessing Animal Handling capability
protective Casting, for example). can relate to all sorts of semi-intelligent and non-intelligentcreatures.
Alchemists can try binding a being that they or a close friend r e Ifsuch personasare successful in theirinitial approach, thecreatureW
animated, in order to ensure its continued service. This merely in question will regard the individual as at least (1) indifferent, non-
requires expending 1 point of Heka per 14 pounds of the subject's threatening and non-food, i.e., not to kill and eat but to be Ignored. At
weight (if soulless) and making an "Bisy"roll against the alchemist's best the creature(s) will conslder the persona as a friend and be (5)
DweornercmffK/S. A being with a psyche, however, will have to be bondedto him or her. In between these two extremes are (2)docile,
bound through the use of a Casting, or by Spiritual Combat (see (3)responsive, and (4) obedient. Naturally, mistreatment, abuse,
Chapter 12 for further details). Such control is permanent unless the harm, and the like will reduce by one or more steps the rapport
target is later possessed, as was mentioned above. between the persona and the creature@)in q u e s t i o ~ u m i n this g
Base Weight lists the amount of the subject's weight that will be comes from the persona (or seems to). An animal at a "0"is not
covered by 20 points of Heka. Changing 3 pounds of lead into (a little affected by the ability and will behave normally (probably aggres-
less weight in) gold, for example, would require 960 points of Heka. sively if reduced due to mistreatrnentl). Note well that an animal
Keep in mind that there are 16 ounces in one pound. guarding an individual would not lose rapport if attacked by others
Base DR lists the DR for the second roll according to the type of while in the role of protector.
operation attempted. Mote that this DR is not modified according to The able persona must approach the creature(s),have it (them)in
the type of laboratory facilities available. sight and looking at him or her, and be able to speak or croon to it
Material Cost shows the range of money spent on all alchemical (them)as a part of the establishing of the rapport.
necessities (materials)in order to conduct the Operation. fVom the foregoing, it should be obvious to the reader that this is
Note that the table lists only a few examples of what can be done a very useful ability for anyone at all, especially one who is In the
with alchemical transmutations. Feel free to invent more types of wilderness, has dogs, hawks, deals with animals of wild and/or
effects for transmutation. No doubt there are hundreds of possibill- w r
tics, but the above should serve to give you a good idea what sort of
things can be done. Alchemist Castings
Materia Classifications:Standard Alchemical Operations are di- W $S m Score HIgbest Casting Qsde Pafslble
verse, s o in order to cover the many sorts possible the Standard
Alchemical Operations table on page 178classifies them by nature of
the Materia operated upon or its resultant form. 'ibus, for example,
under Metal you will find such things a s the creation of "Inflammable
Metal" the transmutation of lead to gold, and the production of
"Lighten Steel." On the other hand, under Potions you will see a
straightforward listing of the sorts of elixirs, philtres, potions, and s o
on the alchemist can create. Note that all require Materiaof some sort
and the expenditure of Heka. Descriptions of the products resulting
from Alchemical Operations are given in the Mythus Ma$& book.
M&th and Heka
Alchemical Operation Casl In BUCs Cost BBse Dl?
CRYSTAL
1) Clean Moderate ElUr of longevity Extreme
Hard Elixir of youth Extreme
Hard Poison Moderate

i
Harden DMcult Potion of airform Hard
Imbue with Heka Very Difficult Potion of sethereality Difilcult
Imbue with Mental force Very Difficult Potion of alertness Moderate
Imbue with Physical force Very Dimcult Potlon of aquaform
Imbue with Spiritual force Difficult Potion of dimhution
Phosphorescent Hard Potion d dementmy obedience
Potlon of enlargement
aAS Potion of fast readlons
Explosive Moderate Potion of Arelorn
Hallucinogenic Difficult Potion of forgetfulness
Poisonous Hard Potion of health
Sleeping DMcult Potion of H e k a s o m
Stunning Very Difficult Potion of Mental power
Weakening Difficult Potion of metalform
Potion of Physical power
QUIm Potion of regeneration
Contact Difficult Potion of S p W power
Metal Lo nlctal Very Difficult Potion of tenaform
Universal Extreme Potion of weightlessness

METAL
Copper to oricalcum
Harden bronze
Harden steel
Extreme
Hard
Difncult
OIL
Coaling
Plictionless
Inflammable
Difficult
Extreme
Moderate
d!4
Inflammable Dimcult Poison Moderate
Insinuate Hekalite Difficult Wdna Hard
Iron Lo adamantine Extreme
Lead to gold Difficult POWDm
Lead to platinum Very DlIIIcult Aqua-respiration Hard

i
L w d to silver Hard Astralily Extreme
Lighlen adamantine Difficult Ethemlity Very Mtllcult
Lighten bronze Hard Inflammable
Lighten steel DifRcult Itching
Transparent steel Very Difficult Netherhedging Hard
Phosphorescent Moderate
Poison Moderate
Pyrorespiration Very Difficult
Sneezing
Tempitation

S
O LvE m
Crystal/aem Difficult
alue Moderate
Leather
Metal, Hard
Metal, Soit Very Difficult
Stone Very Difficult
Wood Hard
BuffooneryrJesting,jokes, pranks, funny
stories, double entendres, rude analogies/
Animal Handling DRs remarks, and many physical forms of enter-
creature;ISpe&OeneralHahue - tainment such as capering, clowning, gap
Semi-intelligent, warm-blooded non-camivore ing, grimacing, leering prancing and prat-
Semi-intelligent wam-btooded om& or carnivore
Non-intelligent, warm-blooded non-camlvore falls are the stock in bade of the buffoon.
Non-inklligent, wann-blooded om& or carnivom Clowning, mimlng mimicking, tricks, and
Semi-intelligentcreature of any other sort "practical jokes" typically round out the
(such as a reptile, vegetable lifeform, mineral lifeform, etc.) buffoon's repertoire. Some practitioners
Non-intelllgent ueahue of any other sort might combine this K/S with Legerdemain
Already succeeded in rapport with same creatu~e(s) and J u a i n g (Physical)K/S Areas (qq.v.) so
as are now confronted as to be a highly sought-afkerentertainer in
Indldual actually touching and speaking to creature(s) royal courts or employed by some noble.
Creature(s)lost to rapport due to mistreatment Although it requires a sharp mind and an
Savagenatured CIP;Btues in 'pack" or group able body, Buffoonery is a .Spiritual ability
because of the particular combination of
'Never applicable beyond a DR of 'Hard,' however, cno that ft has no effea on cases
where the Difficulty Rating is already 'Had," Moderate." orw.' the above with the capaclty tojudge people,
assess their character, and with insight use
the K/S to d o or have an audience be so
affected by one or more of the following 12
dangerous sort, etc. (Compare Agriculture, Animal Husbandry.) The ploys during a given Action Turn of time:
use of Anirr~alHandling on nondomestic(ated) creatures always Amuse
requires a K/S check whenever the persona is in proximity of the Distract
creature(s)after a period of one or more days absence from It (them). Pay Heed
Difficulty Rating for initial and subsequent animal rapport is deter- suspect
mined as summarized on the Animal HandlingDRs table. Belittle
Astrology: Mot only is Astrologya special Area of foretellingsome Enrage
probable course of future events, a s is Indicated by this Knowledge/ Question
Skill listing, but it has broader applications in a Heka-active milieu Trust
such as this one. The Castings of Astrology give insight into singular Confuse
events, general courses, and the current conditions (specific or Feel Assured
general) existing in a place of such Casting. The zodiac, stars, sun, Re-Evaluate
moon, planets, comets, other astral bodies, elements, gems, and Value
even herbs are part of the multifaceted purview of the astrologer. By Each of these ploys is described below.
studying the heavens, examining records of the past which are Amuse: By use of story telling, comedy, mimillg.japes, jokes, and so
connected to a person, place, or thing, astrologers are able to learn on, buffoonsaltemptto keepan audience watchingthem,with chuckles
a fair amount of information and make predictions of the probable and laughing. and generally mairbhhgat least a jovial attitude, pahaps
course of future events. Determination of the most propitious time meniment and hilarity. TNnhof a typical 'stand-up" comedian toget the
for the performance of some act, and especially an Alchemical picture ofthis.Base Diculty Rating for this is "Hard."
Operation (q.v.), is possible through use of the AstroIogyK/S. Influ-
ences of all manner-planar, spheres, elemental, etc.--can also be
discovered through the use of this Area.
Heka is engendered through AstrologyK/S at the rate of 1 point for AS^ robgist Castings
each 1 point of STEEP, plus 1 Heka point for each point of Spiritual HP's STEEP Scott3
Psychic Capacity of the persona. For example, an individual with 49
STEEP in Astrology and a SPCap AlTRIBmE of 21 would have 70
points of Heka from this source. Of course, the Heka can be used for
all manner of other things besides astrological ones, just as other
Heka can be used for astrological things. Special Heka for astrological
use (principally Castings) is generated for individuals if they also
possess the Astronomy K/S Area. An astrologer gains 1 point of Heka
for astrological use for each 1 point of STEEP possessed in the
Astronomy (Mental) K/S Area.
The arade of Casting available to a persona depends on STEEP in
the K/S Area, a s shown on the Astrologist Castings table.
BelitOe: A buffoon selects some subject (person, place, or thing), Pqy Heed: Thebuffoon uses her or his wits and skills to bring the
making it the butt of his or her sharp tongue, pointed remarks, and audience's attention to him- or herself or another so that they will
japes. Usually at least a part of the audience is highly amused at the listen, hear, and possibly understand/agree with something which
expense of the subject. (Don Rickles isagoodexample of acomedian was said or is about to be spoken. Base Difticulty Rating for Pay Heed
using this technique.) Base DR for Belittle is "Moderate," with a to be effective is only "Moderate," but the state of mind and body of
progessively worse DR for each successive AT of its use. Violent the audience is a big factor; i.e., if they are hostile and drunk it could
rcadion from the subject is always a possibility. be "Difficult" or worse to make it work.
Confuse: By using whatever is necessary, a buffoon attempts to Question: By means of this ability, a buffoon persona brings into
mislead an audience as to the actuality of facts, i.e., who did what, question something in the minds of the a u d i e n ~ official
n act, the
went where, how it occurred, why it happened, etc. By clever use of act(s) of one or more personas present, a document's contents, the
words, it is possible for a time that the plain truth atid seemingly words of someone (especially if just spoken). Humor might hardly be
straightforward facts of a matter can become muddled-usualiy used, or the attention can be of sarcastic sort heaped on the subject
because nothing is clearly black and white in the first place! Base in great measure. Pantheological, moral, ethical and other strongly
Difficulty Rating for this is "Difficult." held beliefs and loyalties greatly influence the degree of ability to
Distract: By means of this, the buffoon seeks to cause an audience succeed in this. Revered, heroic, and honored personas, too, have
to forget some matter (or person or thing) in preference to another the effect of being unquestionable. The state of mind of the audience
which the persona brings up to distract them. For instance, a buffoon is also a factor which the gamemaster will take into consideration
niiyht bring up the subject of a bawdy occurrence involving some when adjusting the base DR of "Moderate."
important members of the court while a another individual slips Re-Evaluate: This capacity is one which affects individually the
away-possibly with something of value. The base DR for this act is membersof the buffoon's audience. By means of it, the able persona
"tlard." uses wit, japes, etc., seeking to have the audience think again about
Enrage: Similar to the distract ability, the buffoon uses this tactic a matter recently before them. In this regard, the buffoon is rather like
to provoke an audience into great anger. Ireand wrath can bedirected a trial attorney (if you'll pardon the expression) picking apart testi-
at ,I num berof targets, and the Difficulty Ratingdependson the nature mony for inconsistencies, holes, and questionable portions. influen-
of such target, a s revealed in the Enrage DRs table. tial membersof theaudience must be checked for individually, tosee
if they will reconsider and speak up indicating a change of
Y
4 opinion or not. Alone, the base Difficulty Rating is "Hard."
If used after a successful Confuse or Question aciivity,
Enrage DRs however, the DR is at least one step easier.
Suspect. The persona uses buffoonish antics to point
Present and hated out something phoney, dishonorable, doubtful, suspi-
Absent and hated, present and disliked, cious, etc. in something or about someone's behavior. If
or the buffoon personally the buffoon is successful, the audience then suspects (the
Present scapegoat worst). The base DR is "Hard," and then the nature of the
Absent scapegoat, typical member of audience Dimcult target and the point(s) which can be used must be consid-
Generally liked member of the audience ered to a a u s t upwards or downwards.
Respected member of the audience 7h~st:While buffoons cannot draw the trust of the
audience to themselves by means of this ploy, they can
L attempt to have the audience feel trust in the word or
Success will absolutely fix the attention of the enraged audienceon deeds or person of another persona, present or not. For something or
the target for the duration of the AT. A Special Success means two someone held in at least some degree of esteem, the DR is basically
Actlon Turns of attentive rage, or else Physical threat to the target, at "Moderate," but for average sorts it begins at DR "Difficult." The Value
the option of the buffoon. Note that failure to enrage will make the ploy (see below) is useful for getting a more favorable DR.
audience disregard the buffoon, paying no attention at all. Special Va1ue:This is a ploy by which a buffoon seeks to cause an audience
Failure brings the likelihood of Physical harm to the buffoon, espe- to respect or esteem a thing or the actions/person of someone other
cially if there are armed aristocrats in the audience. than him- or herself. It operates similar to the Ilhrst ploy (above), and
Feel Assured: The Buffoon uses his or her skills to reinforce the its DR is likewise the same. If this succeeds, it is then easier to have
att~tudesand opinions of the audience. Thus the rightness of action the audience be trustful.
or decision, the assertion of another, and the like can be more firmly mysical Ach'ons: In addition to the ploys above, Buffoons are able
fixed in the minds of those listening, and objectors be s o silenced. to use other means to achieve their ends. There are three areas of
The base DR for establishing a feel assured air in an audience is physical means used by this Area:
"Moderate," and adjustment is then made for the true nature of what Cause Minor lrljury
assurance is being delivered. For example, it would become much Precipitate Stumbling, Tripping, or Falling
harder to bring this about for a malign, uqjust assurance; somewhat Set Minor Trap
harder for a questionable one. Each of these physical means is detailed hereafter.
Cause Minor Iqjury: By means of this ability,%g buffoon uses then the indivildualwould take 1 1 points of PD, be knocked out for 1 1
minor props and joke items (a seeming toy, a novelty Item, etc.) to ATs, and then in a Dazed state for 11 BTs.
inflict a modest amount of Physical damage upon a victim. There are The buffoon can prepme one such trap for every 5 points of
typically two sorts of devices used to cause minor illjury. One is Buffoonery K/S Area S m P possessed. Thus, at 35 STEEP for ex-
mechanicala jack-in-thebox, a mock scepter, or the like. A spring- ample, a buffoon could make and set out seven such Minor Traps.
loaded portion will deliver damage of 1D6 PD and stun the target for There are eight sorts of Minor Traps: (1) Catching, (2) Damaglng (3)
1D3 Critical Turns. The second form of device used is imbued with Gas, (4) Light, (5)Noise, (6)Prank, (7)Severing and (8)Spraying.
some natural or concocted substance causing ID6 Physical damage Catchingtraps are made so as to hold fast to an object or a part
and 2D6 CTs of stunning due to tearing of the eyes, sneezing of a person. For example, what seems to be a keyhoie might be
coughing, choking, and the like. It uses an initant/toxic substance one of these traps. The object caught by such a trap might be lost.
(powder, dust, pollen, gas, etc.) wNch is expelled by physical means The key put into the seeming keyhole, for Instance, might be
(blowing, breathing, flicking, hurling, etc.) upon the subject. drawn into the space and sent down to a crack in the floor where
The buffoon selects one of each of the above "weapon" items for it might never be found, save by the buffoon. Victlms can free
minor Physical iqjury. The player describes the form and function of themselves from such traps in 150 minutes minus their Mental
each to the gamemaster, and if approved, these are added to the TRAIT score, with a minimum time of 1D3+3 minutes. This
buffoon's arsenal. Base DR for these to operate suocessfully is "Hard"; minimum applies even if an individual held by this trap uses
if the target is suspicious of the device, the DR is at least "Difficult." physical means to destroy the device, or associates do so.
Precipitate Stumbling nipping or Falling: It is likely that some Damangtraps are like the minor prop (see above), and when
tricks, props, and preparation will be needed for this means. The tri~geredwill deliver 2D6 PD points to the vidm. It can be
usual things to cause precipitation of this sort are marbles, waxed disguised as any normal object the size of a large book or larger.
floor and rug, grease, a tripwire/cord/rope, a tied cord (from foot to Uas traps, when triggered, will produce a cloud of noisome
something, for example), a cane, a low piece of furniture slid into the vapors which cause victims within a fivefoot radius vicinity of the
path, etc. The buffoon knows the placement and time for this, and trap to choke and retch. All individuals within that radius will be
subjects can avoid the event only if they know about its probable use. helpless for 2D3 Critical Turns, then in stunned condition for a
Base DR is "Hard"-"Moderate" against the totally unsuspecting, and like number of CTs.
"Difficult" against one prepared. Otherwise, the precipitation occurs, I&&haps cause a very bright flash when a victim triggers them. If
only Joss expenditurereversingit.The buffoon player must announce the the light conditiollsare dim or dark, then all persons within a 1O-foct
purpose of the precipitation: humiliation, delay, or Physical damage. radiuswill havetheirvisionaffected.7hevidimandalllookingathim/
Humiliation makes the subject appear clumsy and foolish. her or the trap will be blinded for 10 CTr time, five if the light is dim
Onlookers will be prone to either be embarrassed for the victim rather than dark 'Ihose individuals not directing their gaze in its
or else to snicker or guffaw at the sight. The subject can then be M o n will be blinded only for three or one CT,depending on
targeted rather easily for a ploy (see above). darkness or dim conditions. The brilliant light flashcan be of virtually
Delay is meant to cause one or more individuals (those in the any hue and can be visible as a beacon d onesecond duration.
forefront of a group) to be slowed, and in this process suffer Noise traps, when tripped, engender a loud bang or similar
minor iqjury a s well. Thus, by this ability the buffoon causes noise. The sound so produced can be heard for a distance equal
stumbling into things and persons, tripping, bumbling, stagger- to the buffoon's STEEP in feet (in yards when out of doors),
ing, falling, careening, sprawling, and s o forth. regardlessof walls, doors, ceilinp, floors, etc. Obviously, there
P l ~ s i c a Damage
l of from 1D3 to 3D6+3 (such as thii happening are some circumstances which will reduce or negate the noise-
on a flight of steps) can be caused. The QM will listen to the player's certainly Heka in action at the time of the triggering would do so.
specifications of how the buffoon is delayingthe target(s)and then However, the ~ ' u d i c a t i o nis left to the GM.
aaudicate Difficulty Rating and damage if the K/S roll succeeds. For Frank traps cause only some mark, stain, covering or damage
each 1 point of PD there will be a like delay of 1 CTof time. of visible or otherwise sensed kind. From a black ring around the
Sct Minor Traps: To manage this serious act, the buffoon must victim's eye to a hard-teremove dye on some body portion,
nuke sorne considerable, often elaborate, preparation beforehand. through hair clipped short or a bad odor sprayed over the target,
Typically, the persona will ready an area with devices such as trip the prank trap can be devastating. Perhaps the trap is meant to
wires, collapsing furniture, and so on, and then lure the subject@) embarrass the victim, or perhaps to both annoy the victim and at
into the place. For example, a buffoon might wax a floor area, place the same time alert the buffoon.
a light throw rug there, and then weaken a railing, so that avictim will Sevaingtrapsare devices designed to cut off snallish, relatively
be likely to slip on the rug, fall or slide to the railing, and then pitch soft things placed within their area d operation. A finger or a wrist
through to the space below! The player will have to carefully plot out might be the subject of such a device's operation. The trap is
the whole for the QM, and thenthelatterwill determineDRforsuccess mechanical, of oourse, and it can be quite destructive if one is
in the K/S roll and the damage. Physical damage wili normally run unwary. 'Ihe damage inflictedwlll vary from 3D3+3to3D6+6,and any
form 3D3 to 3D6+6, and the target subject wili be rendered uncon- appendage lost will be a matter d permanency unless sorne form of
scious for as many ATs, stunned for a s many BTs thereafter. For Heka Isbrought lntoplay to restore it. (Watchout for thls kind of trapl)
instance, if the victim suffered 3D6 PD, and the dice roll came up 11, Spnlytraps, when triggered, wili shoot forth a jet of liquid. The
stuff sprayed forth can be scented and/or colored to mark a Pentacle of Coqjuring(inwhich the spiritrnngappears)and the Pentacle
victim, or it can be a volatile, flammable liquid which ignites for of Protection (in which the [wise)coqjurer stands).These basic abilities
4 D 6 damage and whatever resulting combustion of flammable and the Castiw me learned Ulrough this K/S Area but the names by
materials the victim wears, acid which delivers 8D3 PD points, or which to conjure spiritsand other beh@ are nct so gained. For W,the
some sort of poison (q.v.). (This is perhaps the nastiest of all the persona must have either the Occultim (for Preternatuml spirits and
buffoon's arsenal of traps!) kingssuch as Elementariesand Elementals)or Demmdcgy(dwda3in
The buffoon "makes" traps as noted. There is no K/S check needed the Netherrealms) K/S Areas, or both.
for the placement of traps, but their successful operation when Because of theconnei3ion.s and similarities behueen Co@mtion and
triggered is another matter. aenerally, the Difficulty Rating for each is Sorcery(qq.v.), 10%of the STFEP possessed in one accrues to the other
considered a s "Hard." There must be considerable player input and when that other is acquired subsequent to the gaining of the former.
yanlcmaster sagacity in handling the Buffoonery KJS, and the QM 'Ihis is an Area ofabsolute necessity to the thewgist, and one which is
should feel quite at ease in setting harder DRs for any of the activities often used by other sorts of practitioners for various purpases of their
of this sort of ability. own, as the coqjured spidt/being can have many uses. Thus. this K/S is
Charismaticism: This K/S assumes skill in the art of winning often known to alchemists, d w e o m e ~ e r sand , so on.
friends, influencing people, and otherwise behaving in such a man- The various procedures of coqjuring spirits and k i n a s include
ner that people can't help but like you. This Area functions similarly knowledge of the instruments needed (wands, staves, knives, dag-
to the Deception K/S (q.v.) in that a successful roll will allow you to gers, swords, etc.), the Materia for poweringthe coqjuration (candles,
double youreffective STEEP in asccond K/SAreaforone roll.TheK/ incenses, oils, chemicals, liquids, etc.), the writingi necessary to
S Areas covered by Charismaticism include: Influence, Dpionage, bring control and enforce (glyphs, runes, signs, symbols, etc.), and
Leadership, Thespianisrn, Hypnotism (!), and Mediumship (!!). See the rituals and words to be spoken (incantations, evocations, plead-
the description of the Deception K/S for further details on how this ings, calls, offers, threats, demands, etc.). Note that instruments and
borks. Note that Charismaticism can also be used like a normal K/ the rest may be Heka Resewoirs at the option of the gamemaster.
S to make a good impression on an important person. In either case, Generallyspeaking no more than 10to 25 points of energy of this sort
the DK w~llhave a lot to do with how such HPs present themselves can be stored in any solid item, and the cost per polnt of Heka so
and what, ifany, preconceived notions the subject hasabout theHP. dedicated is 1,000 B U G . Therefore, a sword of Coqjuration holding
Finally, yo~lreffective Attractiveness rating incrrases by one for 2 5 polnts of Heka would cost 25,000 BUCs (material and Heka-
i s not unwilling t o listen and won't nec-
essarily b e absolutely horrid and ob-
tuse. Failure wastes the Materia and
Heka expended, but has no other bad
result. A Special Fallure will waste the
Corporeal spirit or medial being Materia and Heka and destroy 1D3 of
the instruments used in coqjuration.
(Don't wmplaln, for the CkM could also
have it bring in the one coqjured out-
Knowing Truename side the Pentacle area ...p erhaps inside
the coqjuror's own Pentaclel)
In order t o "encourage the coopera-
Forging costs). See HeMorglng and Alchemy K/S descriptions. tion" of the conjured one, the individual practicing this K/SArea must
Coqjuration proper concerns all of the above, but it excludes also have at hand Castingsof various sorts.Most are aimed at a spirit/
certain ~ e k &a s t i r & which are dealt with hereaffer (see the Mythus being held in a Pentacle, but some few of these C a s t i q have other
Magick book). The type of spirit or being being conjured by the purposes. The Ckrade of Casting available to the persona depends on
practitioner will determine the Base Difflculty Rating. Other things STEEP in the K/S Area (and SubArea), as shown on the Coqjurer
influencing DR of the conjuration are concentration of the persona Castings table.
performing the a d , the instruments used, Materia, Heka-powering of Divination: This Area is one which enables an individual to fore
theglyphs, bribe offeringsor other attractions, means of compulsion, cast and predict the likely results of a certain action or course of
and the spirit name (see Occultism (below), coqjuring name (see action, or to learn something about an area or thing. (Compare
Demonology above), or whatever other name (for beings of other, Astrdogy, above.) It also empowers the able persona to use certain
higher, planes and spheres)of the one being brought to the Pentacle. Castings of Divinatory nature.
The difficulty of this is shown on the Conjuration DRs table. Heka points engendered by possession of Divinaffon am equal to
Descriptions of the types of beings listed on that table are as follow: the persona'sSWP in this Area plusSpiritual PsychicCapacityscore.
Disembodied Spirit:This class includes weaker spirits of the dead, Thus, one with STEEP of 20 and SPCap of 20 would have 40 Heka
nature spirits (Elementaries), and such non-corporeal things as pol- points from the K/Sof Divinaffon.The energy thusgained canbe used
tergeists and the like. for this or any other purpose to which it is suited.
SemiCorporeal Spirit: This class includes the strong spirits of the The methods used for divination are more varied than those used
dead, lesser spirits of all Preternatural sort, and the weakest of in astrology and fortune telling. They may be as simple as crystal-
Supernatural spirit creatures. All can form a semi-material body at gazing, buking laurel leaves (daphnomancy),or even makingpredlo
will, but d o not otherwise have such. ti0m based on inspection of the entrails of sacrificial animals, like a
Minor Being: This is a minor Preternatural or weak Supernatural Haruspex. Of course,divination also includes similar techniques as
creature who has the power to take spirit form. Average imps fall into used in astrology and fortune telling i.e., Tarot cards, divining rods,
this class, for instance. numerology, tea leaf reading, runestone castlng, etc. For game
Corporeal Spirit: Corporeal spirits are those most powerful non- purposes, they are all essumed to deal wlth the future as it pertains to
material creatures able to form a solid body at will. Preternatural a known or anticipated action.
vampires and ghosts, for example, fall into this category. When attempting a divination, the player should specify a certain
Medial Being: This is a more powerful form of Preternatural or question to which an answer is desired. It's up the the ClM to decide
Supernatural being. Average demons, for example, fall into this what kind of answer togive, based on what lies ahead in the scenario
group.
Mqjor Being: These are very powerful Preternatural and Supernatu-
ral creatures.
Oreater Being: Those Preternatural and Supernatural ones of near-
maximum power fall into this class. Elemental princes, for instance,
are greater beings, as are Powers, Quasi-Deities, and Demigods.
Entital Being: These are the most powerful of Preternatural and
Supernatural ones, and the great of the Entital planes and spheres.
There are few of the Preternatural sort, more of Supernaturd kind, but
most are from the highest or lowest places.
Note that no deity of anything above Lesser status can ever be
conjured. Thus, areatest, areater, and Ckreat ones can never be
affected by this K/S.(Summoning is another matter ...)
Success brings the one conjured, although what occurs thereaf-
ter is not certain. A Special Success means that the conjured one
for being yerywspecific").Answering this question is easier than you
might think Just flip to the desuiption of the beast and see how it
Diviner Castings comparrs with the cum?& party. If it looks as if the party really has it
Ws S 7 E H Score Higheat Cast& Qade Possible ouhnatched, then answer "Yes,"but if it looks like the beast has the
advantage, then "No"should be the answer. Remember that divination
only reveals what W prubab&happen,not what wlll happen fwcertaln.
TNs is hue even if multiple attempts are made for the same question.
If our HP Alyssa were to ask, "How deep In the lake is the monstefs
lait?" our aM would roll @nst a DR of "Difficult" (onellne answer,
moderate specificity): and, if the roll was successful, might reply,
"Deeper than most fish swim" (or something like that). Then, after
receiving this answer, Alyssa would be but a successful Z o d w roll
away from discovering the minimum depth of the lair.
SeetheRstrdogyand FortuneTelli~Knowledge/SkiII Areas (qq.v.1
for more information.
and campaign, and possibly upon how well the HPs are progressing. The made of Casting available to the persona depends on STEEP in
The answer should be brief and somewhat vague, though not s o the K/S Area (and Sub-Area), as shown on the Diviner Castings table.
vague a s to be meaningless-unless the roll was a Failure. If aSpecial Fhordsm: 'lhis is a strong and frequentiy utilized KJS Aw3-quit.e
Failure is rolled, then the answer given by the a M will be f a l s e natural indeed in such a milieu. The persona with Exorcism ability has
perhapsdisastrously so.This, of course, bringsup anotherpoint-the Heha generated at the rate of 1point for each 1 point of K/S Area SEEP
OM should always secretly make the HP's Divination rolls. The HPs in Exorcism, plus 1 point for each 1 point of Spiritual Metaphysical
should never be certain if the Divination rolls were successful or not Capacity. Because of the vast difference between this cmmos and
(at least until after the fact!). If the message was vague and/or not others, aqy persona from outside this milieu with Exordsm abUify
applicable to the question, then they can b e pretty sure that it failed, applies 20% of that IVS to this m e , but thereaffer there is no "re-
but in the case of a Special Failure, they will have to be very clever to learning possible, and htther SlEW must be purchased as usual.
figure out that the results are dead wrong. In this milieu exorcism is the removal, driving away, and barring
The DR of a Divination roll will be based on the type of question from return of various spirits, beings able to assume nonalporeal
asked and how specific is the information asked for. Yesflo ques- form, and beings of nonarporeal form. Regardless of the nature of
tions are the easiest to answer and have a base DR of "Moderate." such spirits and beings, they can inhabit wlth the whole or a portlon
Questions with short (less than 10 word answers) are "Hard," and of their being a place, thing, animal, or person. Individuals with
those with answers of up to SO words are "Difficult." Broad questions Exorcism ability then utilize their capacity to force the spirit or being
like, "Isthere a monster in the lake?" have no DR modification. Slightly in question out of what it is residing in, drive it away, and establish
specific questions such as, "How deep down is the monster's lail?" guards to inhibit its return (cf. Aptropaism).
are at a DR of + 1, and very specific questions such as "In what part of The exorcist's skill and knowledge is, of course, reflected by STEEP
the lake is the monster's lair?" are at a DR of +2. Very complex in Exorcism. There are nine Degrees of exorcism, each such step
questions might be at an additional + 1 or +2DR as well. Some types based on the ability of the exorcist and the power of the spirit or being
of q~lestionsare too broad or specific to be answered at all. "What's to be exorcised. Persona's of low level of abilitywill be unable to affect
the future of humanity?" or even "What'smy future?" are fartoo broad more powerful spirits or being+, and in fact run the risk of being
to be answerable by standard divination techniques. Likewise, there harmed or possessed themselves1 This is hazardous work, too, for it
is no way one can use Tarot cards to predict a winning hand of cards is difficult to determine the Degree of power of the possessing spirit
(though it may help to determine whether or not an evening of or being in most cases. (Some foreknowledge ability is most useful in
gambling may be successful). An Oracular board might be able to such cases!) Degrees of ability are shown on the Exorcist Ability table.
answer such specific questions, but that's
a completely different sort of thing than a
Tarot deck, and Oracular boards can be
Exorcist Ability 4

f
dangerous as wcll-refer to their descrip STEEP Of&oItlst Degree Of SpMy8eingARected By eKordsm
Under 2 1 1st: Weak, once-living spirit, or a weak Mundane spirit/being
tiori and use in the "Magickal Items" c h a p
2140 2nd: Strong,onceiivlng spirit, or a strong Mundane spirlt/being
ter the Mythus Magick book.
31-40 3rd: Elementary or weak Preternatural spirit/being
Hcre are some examples of answers to
variouslikelyquestionsand how they come 41-50 4th:Strong Preternatural spirit/belng
about: "Can we defeat the monster in the 51-60 5th: Weak Supernatural spirit/being
lake?" is one type of question that the a M 61-70 6th:Moderate Supernatural being (Power)
will hear often. The DR for this question is 71 8 0 7th: Strong Supernatural being (Quasideity)
"Difficult" (It starts out at "Moderate" for 81-90 8th: Cireetes9 Supernatural being (Demigod)
being a yes/no question and goes up two 9th: Weak Entital being
II A
To perform an exorcism, the individual with this8Knzwledge/ Skill ment the incense is consumed. The incense burns for only 1 AT, so
will need to have certain things for the ritual that must be performed the exorcist must needs be quick to work once the stuff is burning1
to accomplish the task. In all there are nine "steps' for an exorcism, 6. 011: After using the wash, the exorcist must anoint with a special
six of which involve special items. All of the following items must be oil the place, thing, or person to be exorcised of the possessing spirit/
employed: being. The exorcist makes the oil Nm- or herself, but it must then be
( 1) Candles consecrated to a force/nature inimical to the possessing spirltpeing.
(2)Symbol The oil rnust be compounded of substances which are repellant to the
(3)Fumigant possessingone. The cost of such oil is 100BUCs per ounce. Up to flve
(4) Wash ounces can be employed, and each ounce delivers 1 Heka point for
(5)incense the exorcist's use when needed, but this energy can be used but
( 6 )Oil once.
1. Candles: Three or more candles of virgin beeswax, dyed to a When all sixof the above items have been properly employed in the
color repulsive to the possessingspirit/being, must be set alight in the steps required, the exorcist is ready to commence the remainder of
proximity of the possessed one. Candles must be made by the the rite to drive out the possessing spirit/being. This will require the
exorcist, cost 100 BUG each, and provide 1 Heka point each when following spoken words, the final three steps of the rite of exorcism:
needed if they are burning, but each can deliver only 1 point of Heka (7)Naming the passessor
oncc. Each candle will burn away to nothing in 10 ATs. (8)Rebuking the possessor
2.Syrrihol: The exorcist must have a symbol which is repellant to (9)Reading of verses
the possessingone. Oenerally speaking, this symbol is of some deity 7 . Naming m e Pwessoc At worst, the general nature of (at least
inimical to the possessing spiritpeing. It is consecrated to ends or a one of) the possessing spirit(s)/being(s) needs be known to the
nature opposite to those of the possessingone. Thissymbol must be exorcist so it can be named, thus directing Heka at it later on. (Think
plainly displayed, thus repulsing the passessing spiritpeing and of sighting a weapon, for that is, in effect, what is done thus.) If the
protecting the cxorcist. The symbol will cost 500 BUCs (minimum) exorcist can identify the possessor further, then there might be no
and generate oncc per exorcism 5 Heka points for the exorcist when Heka penalty. If the exorcist knows that the possessing one is a spirit
shc or he draws upon it. For example, a Fiend obeying the ,'Egyptian of a dead human and is strong, then there is only a one d e g e e penalty.
duty Osiris is bcing exorcised, and an ankh consecrated to Ra would If the identity, power, and name (or at least one of the names) of (at
repel the bcing due to the conflicting natures of the t w M s i r i s of least one of) the possessor@)is known, then there is no Heka penalty
(ben~gn) Darkncss and Ra of of sunlight and tight--and also because at all, and the full amount of Heka sent to dispossess the spiritpeing
of the enmity between the two over their positions in the dispute will strike. Penalties/bonuses are listed on the Exorcism DR Modifiers
between Hem, Son of Osiris and Set (backed by Ra). for Name table.
3 Fumignnt:This is a substance composed of herbs and chemicals E k h degree requires, as noted above, the expenditure of 5 Heka
which are repellant to the possessing spiritfbeing when set alight so points. Negative degrees require equal Heka for the exorcist to get
as to fume and affect the possessed. The fumigant rnust be burned through tothe possessor to drive it forth, but any positivedegreesgive
during the exorcism's initial stage. The cost of it is 20 to 200 BUCs that amount of power to the exorcist for affecting the spirit/being.
( 2 D 10x10).It generates no Heka. It will burn away in three ATs. 8. Rebuking The Passessor: ARer naming the possessing spirit/
4. Wash: As the h~nligantis burning, and the smoke fills the air, the being as precisely as possible, the exorcist rnust then deliver re-
cxorcist must use the wash liberally. Asmall thingor person isactually bukes. Rebukes must effectively revile, censure, condemn, casti-
1,ikcd w~ththe wash, but larger objects or places are sprinkled gate, denounce, and execrate the subject. To do so with effect, the
libcr,illy with the liquid. The wash must be baneful and
rcpllgnant to the possessing spirit/being. The liquid is
typically of pure, blessed water and might also have Exorcism DR Modifiers for Name
attar, esscnccs of herbs, perfumes, etc. to make it DR Modifier
more effective. For every 100 BUG invested by the Unknown type (spirit or being) -3 degrees
cxorcist in this wash, he or she will be able to draw 1 Unknown nature (malign, neutral, benign)
point of tlckd upon need, but for one time only during Unknown origination (Mundane,
the rite, and thereafter the wash is useless. New wask Preternatural, Supernatural, Entital) -1 degree
must be uscd if the exorcism has not succeeded. Unknown power (weak, moderate, strong) -1 degee
5. Inccrisc: When the fumigant is nearly exhausted, Unknown name -1 degree
the cxorcist must sct alight the specially prepared in- Two names known (not 'Ruenames') +1 d m
ccnsc. Ttic smoke of the incense must be of an odor Overlord of possessor known + 2 degrees
rcpcllnnt to the spirit/beingto be exorcised. It will cost Half (only) of lhrenarne known +3 degrees
I~ctwccri30 and 300 BUCs ( 3 D 10x 10). but if it is burn- Wename* known +7 degrees
ing the cxorcist can draw as many points of Heka from
it as it cost in 10s of BUG, i.e., 3 to 30 points of Heka. 'See Corl/uration and Demomlqy for detalls of 'Ruename.
The cncrgy rAn be used but once, for upcn its employ-
known, or else something of its
histoly.Theexorcist mayguess,
but errors cost Heka, while cor-
rectness of information adds.
The gamemaster will need to
adjudicate this, but in general a

between 5 and 10 Heka points


wasted, a wrong one a s much
more in addition, and a correct one gains 10 points as to nature and possessors, and whatever happens to the chief one happens to all
each detail of history. (The latter can be telling on the spirit/being!) others. However, in addition to making the Difficulty Rating worse,
9. Reading The Verses: When naming and rebukes are finished, these added spiritpeing possessors are also able to bolster the
and while the candles and incense are still burning, of course, the effective Spiritual TRAIT of their chief by lending part of their own
exorcist must then begin reading from a scroll or book containing Spiritual force to that one. However, each such additional possessor
verses of a nature which are opposed to (preferably ini,mically so)that adds but 1 point, and they cannot lend their Heka to the chief spirit/
of the possessing spirit/being, while supplicating powers of such being, so multiple possession is rare (and dangerous to the possess-
opposition to aid the exorcist in the exorcism of the subject. If the ors, too...).
verses being read are of correct sort as defined above, then the rite is There are certain rare and invaluable objects of power which
nearing its completion. At this point, the subject spirit/being rnqy enhance the ability of exorcists with respect to the Degree of their
attempt to leave willingly. (The OM will announce this to the per- capacity against powerful opponents. Some will also enable ability
sona.)The exorcist may allow voluntary dispossession, or may imme- when faced by multiple possessors. Consult with your gamemaster
diately attempt to launch a blast of Hekaat the subject. This ischancy regarding these items.
with subjects of power, for they might turn and have battle with Heka Any exorcism with a DR of greater ease than "Easy"automatically
forces, so the HP is cautioned: If in doubt, let the spirit/being leave! succeeds and destroys the possessing spiritjbeing of Supernatural
(The garnemaster will handle all matters of combat if a subject or lesser sort. Any exorcism with a DR above "Extreme" (or is a
voluntarily giving up possession is assaulted before it can leave.) Special Failure) automatically fails and exposes the exorcist to
It is during this reading of verses that the only K/S check needs be Spiritual damage and/or the risk of possession. Spiritual damage
made, and that only If the subject has not voluntarily abandoned the occurs if theSpiritualTRAlTof the possessor is higher than that of the
possession. All Heka generated by the items of exorcism (candles, exorcist. Any difference in favor of the possessor is scored as
incense, etc.) that galned from favorable degrees (in Spoint incre- Spiritual damage against the persona attempting exorcism. (For
rnents) or lost (ditto), plus Heka from the exorcist at a minimum example, the persona has an S TRAlTof 1 10 and the possessor's is
expenditure of 25 points (no maximum), is totaled to arrive at a final 150, s o the exorcist then takes 40 points of SD.) A K/S versus K/S
amount which isgoing into the rite. That is the base amount which will contest then takes place with S TRAITS of exorcist and possessor
affect the subject if the rite succeeds. being used. The exorcist also counts the Heka expended in the
Assuming that the persona is capable of successful exorcism, then exorcism, and may add additional points; however, the possess-
the Difficulty Rating of the task is determined by consulting the ing spiritlbeing may also expend Heka to win the struggle, and
Exorcism DR table. therein lies the problem ...
Multiple Possessors: Only one spirit/being can represent multiple The persona using this Area should certainly invest in special,
portable Heka Reservoirs when undertaking an exorcism!
Possessed personas are under the complete control of their pos-
sessing spiritfbeing until it frees them or is exorcised.
Exorcism DR Heka which is channeled by the exorcist to the subject, and which
is not negated by counter-Heka of the spirit/being, will have an effect
described on the Exorcism Heka Effect table.
A Special Success doubles the effective force of the Heka being
Small building or area
sent to dispossess the spirit/being; and if dispossession occurs the
exorcist automatically gains, then and there, lD3STEEPpoints in this
Large building or area
K/S, double with an extra 1 point if dispossession destroyed the
subject or banished it from the plane/sphere. Failure simply means
Each Degree of superiority of exorcist
that the exorcism didn't work at all. All items which expend them-
EachDegeeof WerIorltyofexorcIst
selves are worthless. All Heka utilized is lost. Special Failure is
Each additional possessor involved
covered above.
Dispossessed subjects cannot ever again possess the exorcised
rally, failure to make the K/S roll will bring misleading and false
answers, so the cautious pla(yer makes certain and is skeptical at all
times, tool Note th& as with the d h e r methods of dlvlnatim, the
gamemaster should secretly make the mU to detennjne suocess or
faliure. Castingsusedin thk K/S are detaUedin the MyWmMq#ckbook
'Ihe Qade of Casting available to the persona depends on STEEP in
the K/S Area (and Sub-Area),as shown on the Fortune Teller Cestings

Herbnlism: First,the reader is aletted to the fact that, in thls milieu,


the Herbalism K/SArea also gives the possessor information regard-
ing which forms of vegetation possess, are capable of storing, or
channel Heka.
Herbalism is the art of knowing and using some of the usual as well
place, thing, or person. Supernatural beings dispossessed cannot as mystical properties found in natural vegetation. The HP can brew
enter the plane/sphere (are banished) from which they were so up various types of natural concoctions (tinctures, infusions, oils,
dispossessed for as many years as there were points of Heka exceed- powers, etc.) from poisons, to antidotes, to love philters, to sleeping
ing their Spiritual Effective Level. Entital beings dispassessed are pills via the use of this K/S Area-provided that the proper herbs can
treated likewise, and if their S TWilT is exceeded by the Heka blast, be found, of course1
they are confined to their own plane/sphere for as many years as their Various forms of plants contain medicines in their bark lea~es,
STRAIT was exceeded, and in that period of time they suffer a Heka flowers, fruit, sap, roots,etc. Uses of these natural substances rarqe
power loss of 1O/O per point of Heka which exceeded their Spiritual from healing to curing diseases. 'Ihus the persona with Herbalism
TRAIT (ouch!). skill can accomplish the following:
Exorcist Castings: exorcists also have a limited number of Cast- (1)Heal Physical damage a t double the normal rate at a DR of
ings which they can utilize. Note that most of these are of the sort "Moderate.'
aimed at discovering things about spirits/beings, used for making (2) Heal Mental damage a t a rate of STEEP x O.Z/day, if a
items of exorcism, protecting the exorcist during the course of a rite, successful roll against the K/S at DR "Hard" is made. Round
etc. (See the Mythus Masick book for details.) The Cirade of Casting decimals down (asusual) when findingthe amount of MD healed.
available to the persona depends on STEEP in the K/S Area (andsub- One K/S check suffices to begin the course of treatment.
Area), a s shown in the Exorcist Castings table. (3)Heal Spiritual damage at the rate of S'l'lXPx 0. llday, if a
Fortune Telling: This K/S is similar in nature to Divination, but successful roll against the K/S at DR "Difficult" is made. 'Ihls is
unlike that and other Knowledge/Skill Areas which attempt pmgnos- otherwise the same as healing Mental damage.
tication, the Fortune Telling K/S Area pertains mainly to the indi- (4) Cure disease at double normal rate at a DR of "Very Diffi-
vidual, or to an individual being queried about. That is, it does little in cult."Treatmentof adisease at normal rate isonly "Moderate" DR
the way of predicting the outcome of some event or actlon, but it if the disease is known t o the Herbalist, "Extreme" If it is un-
answers broad and general q u e s t i o ~ m e f f m e specific
s ones known, as shown in the Cure Disease DR (Herbalist) table.
tocnegarding a person. The SubAreas of Fortune Telling area: (5)Immunize against disease weekly at the DRs for "Curing,"
1. Card Reading (includes Tarot) above; i.e., "Moderate' for a known disease, "Extreme" for an
2. Palmistry & Phrenoloay unknown one.
3. Runes (includes I-Ching)
4. Tea Leaf Reading
Only one Sub-Area can be known until the persona gains 4 1 or Fortune Teller Casting3
more STEEP points, at which time a second Sub-Area may beselected zip$ smw 9com if@hf& ca961ng CbzKfe PaaafMe
if desired. (Motethat the a M may choose to add more Sub-Areas, but
even so, the above limit should hold firm.)
Obviously, much as does Rstrology and Divination, this ability
seeks answerstoquestions regardingthe future. It isuseful asacheck
against other means of such prognostication, of course, and the limit
is set to prevent too much foreknowledge coming into the game. A s
with any device in play, it can answer nothingspecifically, unless the
game is scripted and choice no longer exists. Thus, it is up to the
gamemaster to give general answers, making them seem specific If
necessary, based on probabilities. Mitigating this uncertainty are
conditions which are fixed in an adventure; i.e., the opponent will be
potions, bal&,bointments, etc, from the various Reagents as well as

f \
Cure Disease DR (Herbalist) for other purposes. (See the Mythus Magick book.) The arade of
Commonness d Disease DR Casting available to the persona depends on STEW in the Herbalism
Common to area Moderate K/S, as shown on the Herbalist Castings table.
Uncommon to area Hard Impersonation: This Area has two great divisions. The flrst is
Rare to area Difficult impersonation of a general nature. The second is Impersonatlon of a
Uncommon evetywhere Very Difficult specific sort. Each of these two types of use will be detailed below.
Rare everywhere Extreme Before that, however, be sure to refer to the Mental Knowledge/Skill
of Disguise after reading what Impersonatloncovers. If one has both
this and Disguise, there is a crossK/S bonus of 10% of the other Area
Note that the above assumes that the herbalist has the medicinal when employing one of these two abilities.
vegetation on hand and that the patient receives applications of the General Impersonatlon is the pretense of being an Individual of a
curative substances daily. One check is all that is needed to receive specific sort, a generic sort or role. Thus, the impersonator is f e i ~ i n g
daily benefit otherwise, and curing of disease is assumed to have a to be an aristocrat, a military officer, an oftlcer of the law, a mage, a
course of 2D3+2 weeks of treatment. A K/S failure means that further noble, and so forth. Of course the impersonator is nothing of the sort,
attempt at using Herbalism cannot be made for one week. and in fact a man might impersonate a woman, or vice versa quite
Various courses of healing can be undertaken at the same time, but a successfully and not be that at all, obviously. General impersonation
separate roll against Herbalism must be made for each sort of treatment is of class or role or kind, not of a specific individual.This is the easier
attempted (see the Healing section of Chapter 12, page 274). of the two divisions of this ability, and its base Difficulty Rating is
Developing a preventative course of herbalistic treatment may be "Moderate." There are modifiers, of course. Personas impersonating
allowed at the gamemaster's option. This assumes both knowledge a class of individual about whom they know little or nothing suffer a
of the disease or like malady to be safeguarded against and the 1 or 2 DR penalty. Personas trying to impersonate a class before
medicinal plants on hand to use in the course of prevention. others of that class have a 2 or 3 DR penalty and must make a K/S
A s noted, Herbalisrn allows a fair knowledge of vegetable toxins, check for each and every such person of the class they closely interact
poisons from all manner of plants. Likewise, there are a broad range with (becarefull). Having K/S Areas of the same sort asthe actual class
of antidotes possible. Clamemasters will determine how powerful would have will reduce penalties, and s o will having been or beingthe
they will allow this knowledge to be in their individual campaigns. same SEC Level.
In addition to the natutal, healin@iype appliations of Herbalism are Let's take a look at an example: Hop the Savant, a mountebank,
those resembling magickal Castings.'Iheseutilize certain natural chemi- impersonates a bailiff of the corrupt duke, thinking that he can
calsniostly articles of vegetation from herbs and the like-that are discover the workings of the Duke's extortion scheme thus. Assume
found to contain Heka. When they are corn bind properly, these are used that Hop was once of the SEC Level of both a typical bailiff and also of
to make magickal potions. Such potions could include simple aphrodisi- the merchants he plans to confront, so he is not penalized there. His
acs and love potions, potions which temporarily in- ATIRIBUES or K/Sroll DR is "Moderate," and he easily makes his score with a STEEP
STEEP, or even those which bring good luck (i.e., extra Joss). of 55 in Impersonatlon. He accuses the merchants of selling inferior
This K/S differs from Alchemy (q.v.) when mystical powers are goods, short weighting, etc. They all protest that they have 'paid off
concerned in that instead of infusingmaterials with Heka, the herbal- His Grace's bailiff already" and tell Hop to get lost. Then a real pair of
ist uses Heka that is already a natural part of the material. Herbalism bailiffs happen to come by and begin questioning him. Hop must
is very helpf~lland is frequently studied by the same personas who are make a successful K/S roll for each, at DR "Hard"--suddenly the job
shilled in spellcasting. Note, however, that no skill in other Heka- of impersonation isn't so easy...
generating K/S Areas is necessary to have Herbalism. Thus, one SpecificImpersonation is harder still. It means that such indivldu-
could use limited Castings via potions but not know anything about als are attempting to impersonate exactly a specific individual, pass
how to cast them otherwise! ing themselves off as theduke, not a duke, or as Bailiff arumbald, not
Items which naturally contain Heka are referred to as Reagents,
and plants such as Belladonna, Mandrake, Mistletoe, and the like are
famous exanlples. (There are also mineral Reagents, of course, but Herbalist Castings
the herbalist is not concerned with these substances.) As there are H p e S E E P Score Highest W ng Qade P d b I e
hundreds of these, we will not attempt an encyclopedic listing here,
holding such detail for the subject of another work. Rather, in the
"Items of Magick chapter in the Mythus Magick book, a general
classification system is given, and this includes the strengths and
purposes of different classes of Reagent herbs. Formore information
regarding Reagents and other sources of Heka refer to both the "Heka
Sources"and the "Items of Magick" chapters in the MythusMagick book
Finally, those personas possessingthis K/S Area have the ability to
perform a number of Castings-used by the herbalist to create
any of the general office. To manage such a role, on%m'ust have some quite to their liking. She or h e will seem friendly, clever, and w n g e
general resemblance to the specific individual to be impersonated if nial. If one person is selected and concentrated upon by the magnetist,
anyone who is encountered during the course of such Imperson- then that individual will become effectively under hypnosis after a
ation has an inkling of the general appearance of the impersonated number of ATs equal to his or her SPCap, and while In the physical
individual. If those met are very familiar with the individual being presence of the magnetist will behave accordingly. However, no post-
impersonated, then a near resemblance and a lot of makeup (or hypnotic su@ption b possible, so when not in the presence of that
Heka) will be necessary. Thus, the less familiar the audience p w persona the rnagnetised individual will not be affected thus. Such
tended before, the easier the task; and, conversely, the more inti- personas, though, will neither admit to being magnetlsed, or believe
mate their knowledge of the individual impersonated, the more they were or are. At any traumatic juncture, such an individual may
demanding and diffkult the work. Before audiences generally i ~ n e make an S M versus S M contest against the persona with Mapetlsm
rant of the individual being impersonated, the Difficulty Rating will be K/S,assuming that the subject is not under his or her Spiritual EL at
only "Moderate," but as soon as personas with knowledge of the that time. Success enables the subject to realize the magnetism,
specific individual are encountered, there must b e a K/S check, and breakit, and never besubjecttoitseffect (bythat particularmagnetist)
the DR will be modified downwards in all likelihood. Gamemasters again. Affected subjects can b e controlled in the same manner as if
will have to use their best judgment, and they may allow the HP to add they had been affected by the Spiritual attack to Subvert (see page
10% of Buffoonery (mimicking ability) K/S, ITPlespianism, as well as 215 of Chapter 12). This condition will last for 1 hour per 10 STEEP
Disguise to the STEEP of the impersonator. Planning, preparation, points of the magnetist (or fraction thereof), and requires no addi-
study of the role, etc. will help keep the DR from slippingdown into the tional rolls on the part of the magnetist to be maintained. Any
"Very Difficult" and "Extreme" modifier slots. particular subject, however, can only be so affected once per week.
Jury-Rigging: This is a skill which blends Mental knowledge and The base DR for this function is "Hard.'
Physical ability with an inner skill which enables an individual to (3)Magnetism can also be use to Spiritually heal a persona at the
envision or sense what can be done to repair, fi, restore, or impra- same rate that Hypnotism restores Mental d a r n a g e l D 6 points per
vise something s o a s to enable it to function (at least partially) for a level of DR or 1D6 for an "Easy" roll, 2D6 for a "Moderate," etc.
limited period of time. it might be a mechanical device, a sail, orjust Special Successes heal double the rolled amount, and Special Fail-
about anything which isn'tworkingand needs to be put intooperating ures inflict the damage on the subject1 This Spiritual healing may be
order. The DR for performing such a feat will vary greatly and depend attempted but once per day per subject.
on how skilled you are with the type of item being worked on (it's There are no other functions of Mapetlsm, but this K/S is other-
easier to jury-rig a mechanical device if you have a high Mechanics wise similar t o Hypnotism.
STEEP),how complicated the problem is, what resourcesare at hand, Medicine, Oriental: This K/S represents a very wide array of
etc. The beauty of it is that it's theoretically possible to jury-rig different Oriental healing techniques, many of which focus in on
something with no knowledge of how it works, notools, and n o help correcting an im balance of yln (a feminine, passive element such as
whatsoever. (That is, if you can beat a DR of "Extreme"!) darkness, cold, wetness) and yang(a masculine, active element such
Leadership: This K/S allows one to inspire confidence and gain as light, heat, and dryness)which Is said to be the cause of all sickness
loyalty in agroup of persons. It covers such activitiesas commanding, and iqjury. A successful roll a t the beginning of each week will allow
disciplining, counseling, planning, organization and the delegation of individual HPs to obtain the "Prime" rate of healing (see Chapter 12)
authority, etc. Actual rolls against this K/S will only be necessary to if they don't already have it, or to halve the time In which damage is
keep one's followers from rebelling and/or panicking during difficult recovered If they do. For example, a Physimlly wounded persona with
conditions, such a s that of a challenge to the leader's authority, a fight a PM CAlXiORY of 4 0 and the benefit of both regular and Oriental
going badly, etc. medicine would recover at the rate of 2 points every 12 hours1
Magnetism: This Knowledge/Skill Area is similar to that of H y p e Furthermore, these techniques are cumulative with the Acupunc-
tism (q.v.), but it functions differently and operates in relation to the ture K/S (q.v.). For really fast healing, try a weekly combination of
Spiritual aspect of a persona rather than the Mental. First, Magnetism Medicine, Oriental; Acupuncture; and Heka-based healing rollsi
ran effect any body, but unwilling and resisting subjects with Spiritual The gamemaster may allow HPs who receive regular weekly care
damage ratings under their EL must be defeated in a contest of S M from a practitioner of this K/S to have a basic resistance to any
CATEGORY scores by the magnetist. Likewise, Difficulty Ratings for disease, equal to 10% of the practitioner's SIEEP, due to the taking
unwilling subjects are at +3. Otherwise, the practitioner should roll of proper herbs, tonics, accupressure, etc. This would, of course,
normally (with the DR to be determined by the activity performed- apply to individual personas passesslng the Medlclne, Oriental K/S
see below), although those who are over their Spiritual m a r e always Area, too, assumingthey cared for themselves as well as they did for
magnetized at a DR two levels easier than usual. A number of ATs others. Another option b to add a 10%of STEEP bonus to disease
equal to the subject's SPCap ATIXIBWE is required to pass in order resistance for Acupuncture (q.v.) when it is used regularly in coqjuno
to attain the necessary state of trance. The two different functions of tion with this K/S.
Plagnetism are as follows: Mediumship: This K/S is, more or less, the reverse of Exorcism
( 1) All individuals seeing and hearing the persona with the Magne- (q.~.),and it allows the medium to use a dwwmercraeft-style ritual to
tism K/S and in near proximity (20-foot radius or less) who are not attract or summon a friendly or neutral spirit (although failure or
unwilling (hostile or opposed is unwilling) find that the persona is Special Failure could bring a hostlle or malicious entityl). The spirit
cannot be compelled to appear, only invited to do &. Neither can it who dwell in &ea]pper (asopposed to Nether) and Medial planes and
be bound or forced to appear within a Pentacle by the use of spheres. A persona with Metaphysics STEEP could, for example, tell
Mediumship. The medium b likewise unable to force the spirit to if agencies from such places were concerned with a particular s i t u ~
leave, so be careful not to make it angry1 tion if a successful roll against the K/S were made.
The medium will, if the spirit entity so deslres, contribute ecto- In addition, after exceeding 40 STEEP points, and with each addi-
plasm to the said spirit when it is in the presence of the persona. For tional acquisition of 10 STEEP points therrafter, the persona may
each point of STEEP involved in the process (and that includes all attempt to gain 1 additional point of Spiritual Metaphysical Capacity,
members of the seance group), the spirit can draw 0.5 points of subject to a maximum of 40.Dimculty Rating for any attempt b at
Partial Physical Manifestation. If there is sufficient force present to least "Hard," and after gaining 2 SMCap points this way it becomes at
allow thespirit todraw over 100 points, It can then use theectoplasm least "DiWcult." A failure precludes trying again until the next plateau
to create a Full Physical Manifestation with half the Partial Physical is reached; i.e., 5 1 STEEP, 6 1 STEEP, etc. ASpecial Failure may result
Manifestation value. For example, a persona with the Mediumship in the loss of 1 SMCap point1
K/S at aSTEEP of 80 isjoined by agroup of others in a seance to bring This Knowledge/Skill Area generates Heka at the rate of 1 point per
the total Mediumship STEEP involved to 160. A spirit appearing point of SEEP.
could have a Partial Physical Manifestation of 8 0 points (of ecto- Multiversal Planes & Spheres: Personas possessing knowledge
plasm). However, if at a later time, others joined to bring the com- of the multiverse will understand the relative position and makeup of
bined STEEP utilized to 2 10, the spirit could have a Partial ectoplas- thevarious planes as they relate to the Material Plane and each other.
mic Physical Manifestation of 105, or a Full ectoplasmic Physical Knowledge generally begins with that of the Material Plane (and the
Manifestation of 52. many mundane spheres within it), and extends to the ascent,
There is a corresponding loss in Physical TRAIT points from each linking planes, and finally to the more distant outer p l a n e d t h o u g h
persona involved until the spirit dematerializes and the ectoplasm this is not always the case. Those who concentrate their studiesonthe
returns to the individuals involved. If a loss brings a persona below outer planes such as the Abyssal or Entital may actually have only
WL, CL, or P total, then Dazing (below WL) or unconsciousness (below minor understanding of the Preternatural and Supernatural Planes.
CL or P total) results until the ectoplasm returns. If unconsciousness This is unusual, however, for some education regarding the latter two
lasts beyond a number of hours equal to P total, the persona will die1 is desired for proper understanding of t h a w outer, Entital Planes. A
Otherwise, ectoplasm loss will be replaced a s are Physical points at formal education in this K/S (as would be gained from the many
the normal rate of healing. schools of dweomercraefting)will almost always progress from Mate
The gamemaster may rule that there are magickal Castings to rial to Preternatural, to Supernatural, and finally to Entital.
prevent loss of ectoplasm. Likewise, the aM may allow such K/S In any case, the Multiversal Planes & Spheres K/S is divided into
Areas as Mysticism, DweomercrteR and/or Yoga to prevent unwill- the following Sub-Areas:
ing loss of ectoplasm. 1. Alternate Material Planes
The Qrade of Casting available to the persona depends on SEEP in 2. Elemental Planes
the K/SArea, as shown in the Medium Castings table. 3. Shadow Plane
Metaphysics:By means of this KnowledgeISkill Area, a persona is 4. Nagative and Positive Planes
able to study and know that which is unseen and not normally 5. ,Ethereal Plane
measurable. It is an understanding of the multiverse, and in particular 6. Nether and Pandemonic Planes
the other planes and spheres beyond the material ones. It also deals 7. Empyreal and Concordelysian Planes
with existence as a being. Metaphysics also considers what is knowl- 8. Entropical and Celestial Planes
edge, knowable, and reasonable. For game purposes, this K/S con- 9. Temporal and Panprobable Planes
veys knowledge of a sort opposite to Demonology. That is, it allows 10. Abyssal Plane
the individual to understand and know the nature of and the beings 11. Astral Plane
Y - v Musical Composition: First remember that this K/S Area will
generate Heka at the rate of 1:1 of STEEP herein for the persona with
Medium Castings all three of the Spellsongs, Music, and Poeby/4yrics K/S Areas, in
HP's S E E P Score nighest Castfng Qade Passlble addition to this one.
This K/SArea is similar to Creab've Wrlting(q.v.), but applies to the
composition of music. The HP must know how to play some kind of
musical instrument (i.e., have that K/S)in orderto use this skill. Note
that this applies only to music, and not to the writing of lyrics, which
are covered by the PoeQyLyrics K/S (q.v.). This K/S also assumes
extensive knowledge of music theory on the part of the HP, and rolls
against this K/S may also be made to read some bit of music not
associated with the instrument the persona plays, at a base DR of
"Easy."
Mystidsm: This Knowledge/Skill Area is considerably broader and
more valuable to the possessor in this milieu th& i; most others (E) Mental Heka Force Amplification: One hour's worth of
where Heka is less active. It includes the knowledge of "Wicca" and meditation (ata base DiMcuity Rating of "Hard") allows a persona
many other sorts of like things, including much Emtern wisdom. The t o boost the Mental-- efforts of one Hebusing K/SArea's
passessor of this ability gains Heka equal to S'IEW p i ~ Spiritual
s STEEP totals by 50%for the next AT. 'lhis can only be done once
Psychic Capacity. Thus, for instance, if one had aSTEW hMystidsm per week, and the crystal must be present on the user's person
of 97 and a SPCap of 23, Heka from this K/Swould be 120 points. throughout the AT or else the Amplification will be broken.
Mystidsm includes interpretation of dreams and visions, the sens- (F)Heka Concentration: One Heka point can be generated per
ing of unseen presences and spirits, detection of Heka currents, the minute of meditation (maximum of two hours per day; DR"HardU)
influences of elements and years, and many other sorts of things. All and stored either in the crystal, added to the practitioner's per-
of these are accomplished through Nystic Castings and are detailed sonal supply, or put in another Heka Reservoir. Thls cannot be
in the Mythus Mad& book. First, however, another capadty of this done on the same day that the Ritual of Concentration (see the
Area needs to be explained. "Heka Replenishment" chapter in the Mythus Mad& book) was
Crystals, minerals, and gems (gems, precious stones, fancy stones, performed, and Dweomercrzdt is the only applicable K/S to roll
and ornamental stones) can b e used alone or in combination as against for this power.
amulets et aL, for Materia to generate their innate Heka, as s u b (a)Visions: The persona can gaze Into the crystal and try to
stances for Heka Working, etc. The mystic will know the proper ones have a vision. One need not be asleep to have the vision, and the
to use in a given situation (DR "Hard").The mystic can also make use DR will be one level easier than normal.
of crystals and gems as follows: (H)Self-Healins Body: This isjust like Power B, but it applies to
Singular Crystal And Oern Use: Crystals and gems are used for Physical damage and has a DR of "Difflcult."
many purposes. The shape, clarity, color, and inscription affect such (I) Healing Others, Mind & Heart: This L alsojust like Power B,
objects. The various uses of crystals are: but it can be used on other people. Users can try to heal both
(A) Meditation (Self-Improvement): HPs who spend an hour themselves and a number of other people simultaneously as
each day meditating with the crystal in such a fashion canreceive well. The base DR for one subject is "Hard," and it increases by
an AP/aeneral bonus of + 1 for every 4 points (or fraction thereof) one for each additional subject.
awarded them. Such personas must announce when they are (J) Healing Others, Body: As per Power I, but affects Physical
meditating each (game) day, and must succeed in an "E%sy" roil damage. Note that eachhealing power can be used once per day.
each time. Note thatsklppingeven one day or fallingevenone roll Through the use of Powers B, H, 1, and J, it is possible for user to
will negate the bonus entirely. heal themselves four times in the course of one day1
(B) Self-Healing, Mind & Heart: This requires two hours and can (K) Scrying: A spherical crystal of clear or smokey sort must be
only be done once per day. Success on a DR "Hard" roll will heal used. The former will function to see the material and Mundane
2 D 6 points of damage to both the user's Mental and Spiritual planes and spheres, A smokey one is needed for the Preternatu-
TRAITS. This can be done only for the one wielding the device. ral planes and spheres. A flat, highly polished crystal of very dark
(C) Mental/Spiritual Defense: In combat versus Heka forces, color is needed to scry the Lower planes and spheres. The
Castings, or Hekaengendered Powers, strongly presenting a persona can also view any invisible spirits present simply by
crystal provides a certain amount of armor for both the Mental looking through the crystal and making a roll (DR "Easy? Note
and Spiritual TRAITS, depending on the DR of the roll made, as that the sights of some spirits (especially those originatingon the
detailed in the MIS Armor from Crystals table. Nether Planes) may require an insanity check1
The armor lasts for one BT or until the Crystal is used for Crystals come in all manner of shapes and sizes, though clear is
something else. Re-establishing it requires another roll. Failure usually the best color. They are widely used for servingaseffective
means that the HP must wait for one BT before usingany more of foci of Heka and can prove t o b e valuable tools for any practitioner
the crystal's powers. A Special Success, however, means that and/or mystic. Before any crystal can be fully utilized, however,
double the listed amount or protection is provided.The user may the owner must "attune" it t o him- or herself by meditating a total
not attack physically or utilize any other device while being s o of seven hours and making a n "Easy" Mysticism or Dweomercrceft
protected, but can still employ Heka-based attacks (although not K/Sroll. The unlikely (and embarrassing) event of failure on said
with the crystal's powers).
(D) Mental/Spiritual Offense: One may use a crystal to make a
Mental Draining or a Spiritual Weakening attack against a spirit
with either a Partial or Non-Physical Manifestation. This can be
done regardless of whether the persona has the necessary Heka
Castings or abilities. The attack will be made at onehalf of either
one's Mysticism or DweornercmfiSTEEP, whichever is better.
HPs who do have the ability to use the proper Heka-based attacks
may make Amplified (see below) attacks against such spirits with
no meditation necessary, even if the crystal is otherwise in=
pable of Amplification.
Cost IBWs) Powers
might throw In some added complications
to the plot and have the cryptic hints relate
to thase rather than the current problem
itself. Remember to &ways make the HPs
work for most of their Information. Solving
a scenarlo should require much more than

found through play.


Detection of Spirits and/or Magick:
Another useful function of this K/S is the
detection of normally Invisible spirits.
roll means that the mystic is incompatible with that crystal and Mystics will be able "feel a presence" (i.e., sense that it is there),
must find another one to use. Should anyone touch a crystal that a s well asget afaint ideaofwhetheror not it is hostile. They will not
has been attuned to someone else, then the crystal will become be able to s e e it and will still suffer the usual problems if they try
"scrambled" and useless until it is "attuned" again, a s above. The toattackit physically. There will be no problem with usinga Mental
specific powers of a crystal vary with its quality, as Indicated on the or Spiritual attack against it, however. It is an "Easy" feat to detect
Crystal Quality table. The Cast of a crystal is a rough retail value, a spirit with a partial physlcal manifestation (such as a poltergeist)
though the rarer ones might actually sell for two or three times while in a quiet, peaceful room, or a "Moderate' feat if there Is
that. The different Powers, A through K, are those discussed some distraction not caused by the spirit. Those with no physical
previously, and the column labeled Heka indicates how much manifestation are "Hard" and "Difficult" to detect accordingly.
Heka energy the crystal can store for the user in the manner of a Mystics can also roll to determine the presence of magick within
General Heka Reservoir. (Crystals do count against your total of their line of sight.'lhe DRstarts at "Extreme" andgoes down onelevel
n~unberof Heka Reservoirs!) An "Unsurpassed" Quality crystal, for (and reaching, a s always, a minimum of "my"for ) every 100 points
example, could hold up to 400 points of Heka. DR lists the of Heka involved. Mystics can also make a roll to notice when they or
modifiers to the DR of the rolls made to operate the crystal's one of their close friends are the targets of a magickal "Link.' The
Powers. If a Power normally had a DR of "Hard," for example, then information for this is given under the sections on Mental and Spiri-
practitioners would have to roll against but a DR of "Easy" if they tual combat, Chapter 12.
were using an Unsurpassed Quality Crystal. Similarly, the DR The GM will adjust the DR accordlngto the nature of the manlfesta-
would be "Difficult" if they were using just a Poor Quality Crystal. tion. That is, most beings and magick will be of the Preternatural sort;
One must be sane, sober, and not Dazed to use a crystal with any i.e., associated closely with the world. If it is Supernatural (removed
degree of success. Also note that, unless specified otherwise, all rolls by two or more "Spheres" or "Planes") then DR isat +2.The extremely
involving the use of these Powers can be made using either the rare Entital beings and Heka are at a +4.
Mysticism or the Dweomercrdt K/S.Any Special Failure on any of See the M y t h u s Magick book for details of Castings used by
these rolls will destroy the Crystal. Only one such Power may be used Mysticism. The a r a d e of Casting available to the persona possess-
at a time. ing the Mysticism K/S Area depends upon STEEP, as shown in the
Drearris and Visions: The dreams and visions of the mystic can Mystic Castings table.
be handled much the same a s Astrolqy, Fortune Telling, or
Divination, (qq.v.) questions, but the base DR will depend on how
many times during the past 28 days the HP has tried to have a Mystic Castings
vision, whether it was a successful attempt or not. The first at-
tempt is rated at a base of "Easy," the second at "Moderate," the
third at "Hard," etc. Modify from there according to how complex
the question is and how many secrets the HP wants to pry out. Note
that unlike divination, however, o n e does not usually ask a spe-
cific question of a dream, and it should be at a DRof +1 if one wants
to dream about something very specific. Also keep in mind that
dreams are very seldom lite~al,and that the dream's message will
often be buried deep in symbolism.
One problem that may arise is if a party also has access to the
Astrology, Divination and Fortune Telling K/S Areas, in which case
CiMs may find themselves handing out too many hints. Feel free to
Nature Attunemenk individuals with this abilitf are in harmony Darksee: The Power of Darksee enables a necromancer to s e e in
with natural life of all sorts, even t h e elemental t h i n g which make it t h e infrared and ultraviolet spectrums. Thus, using it, the persona's
up. Possessing this K/S Area thus enables personas t o "feel" t h e visual ability will extend into regions which are "lightless" t o creatures
health of soil and growing things, the 'purity" of water, and "sense" relying o n t h e human-norm visual spectrum to see. For each point of
impending weather (what is absolutely going to happen in 24 hours, STEEP possessed, t h e persona can Darksee for o n e yard as if the
and weeks, months, and seasons in general in longer range); all of this surroundings were illuminated by t h e twilight sky. The Power has no
is at DR "Hard." They are able to blend with their surrounding (hide limit o n its use, and the necromancer can employ it continually
or conceal their presence) at a DR of "Easy,"with a q u s t m e n t s for without paying or needing t o worry about its expiration.
actual terrain and vegetation and the sort of people around/searching Shadowskulk: This Power enables necromancers t o use the dim-
for them. This Area also enhances other K/S abilities, depending o n ness of shadows t o conceal themselves. The more and thicker the
the Sub-Areas possessed by the persona. Sub-Areas are as follows: shadows, t h e darker the overall conditions, the easler the Difficulty
1. Qrowing Things Rating for u s e of Shadowskulk Power. If the DR is "Moderate" or
2. Natural Cycles "Easy,' then personas can move a s well as conceal themselves, but
3. Personal Relationship Physical attack will reveal such a n individual's presence, of course.
4. Animal Relationship Note that total darkness is always DR"EasyUfor necromancers if those
5. Exotic Places from whom they are concealing themselves can use only human-
Orowing Tllirlgs: This contributes 10% of Nature Attunement norm visual ability. Again, this is a power with n o cost, p e r se, but it
STEEP to the persona's STEEP in both Agriculture and Herbalism. lasts only 1 BT per point of STEEP, and the necromancer needs 2 4
Natural Cycles:'Rie persona will add 10% of this STEEP to Ecdogy/ hours time t o regain used Shadowskulk ability.
Nature Sw'enccand Ocdogy/Mincralogy. Such personas will also "sense" The Grade of Casting available to necromancer personas depends
(know) both climatology and meteorology so that prediction of weather o n their STEEP in the K/S Area, a s revealed in the Necromancer
for several days ahead and trends several seasons ahead can be made Castings table.
with a DR of "Hard" and "Very Difficult" respectively. Occultism: First, note that this K/S Area generates Heka equal to
Fersonal Relationship: This Sub-Area enables t h e persona t o add t h e possessor's STEEP. Occultism also yields information regarding
1OO/o of its STEEP to Hunting & 'IYacking and Survival. t h e spirit names of Elementaries a n d Preternatural spirits (those of
Animal Relationship: With this Sub- the individual adds 10%of its t h e dead and other sorts as well) and beings such as Elementals. This
S E E P to the Anirnrtl H'mdling K/S Area. is very necessary for coqjurors, for instance (seeCoqjuration, above).
Ehotic Places: The persona will add 10% of this STEEP t o Knowl- For each point of Occultism STEEP possessed, the persona has a
edgejSkill STEEP of P h ~ r c Flora
e & Fauna and Subterranean Erth. chance of learning the spirit name of o n e such creature. Whenever a
Necromancy: The Knowledge/Skill Area of Necromancyis o n e of name might b e learned, the player rolls D% to discover if the HP has
Dark nature which enables a persona t o work and deal with the learned o n e such name. If the player succeeds in the roll, then the
remains of the dead of all sort, death, the undead, unlife, unliving Heroic Persona knows a name, and another pair of D% rolls must be
creatures, and all that inhabit those planes and spheresof the Lower maybe to discover the ranking of the being whose name is known and
Preternat~~ral and Netherrealms upon which such things or Negative if the HP h a s dso learned that one's Truename. This is done using the
energy dwell in spirit or corporeal form. The persona can communi- Named Preternatural Being table.
cate with such things, has certain Powers, and is able to usecastings It must b e made clear that each a n d every Preternatural being will
of Archetypical Necromancy. The ability also generates Heka equal
to the individ~lal'sSTEEP plus the SMPow ATTRIBUTE, which energy
a n be employed for the purposes of this K/S or for others a t t h e Necromancer Castings
player's option. W s ,STEEP Scone Highest Casting Omde Passible
There are three "innate" Powers gained when the individual a c Under 2 1
quires this Area of K/S. These are: 2130
1. Cold body 31-40 111
2. Darksee
3. Shadowskulk
Co1dboQ:This Power enables necromancers to have a body tempem
ture below normal and as cold as the s ~ u r o u n d i n por even colder, down
to as low as 35' F. without harm to their physical well-being. Note that this
Power might allow the persona to be "invisible" to creatures relying o n
infrared (visual/dcfection)sensesand similar sensesusingthemal input. "Necromancerswith both a Necrmancy STEEP In ex-
For each 1 point of S E E P possessed,such individuals are able to lower cer*, of100 and Occultism STEEP in excess of 50 have
their body temperature by l o F (remember the minimum limit of 35",of certain Special Castings available to them (see the
course).me Power of Coldbody fundions for 1 AT per point of STEEP, so Archetspltrll Castings in the M y t h u s Fbgick book).
a persona who had 20 points of in Neaomanqcould have the
cffcct last 20 A% (nearly two hours).
theon (or major sort) is known. Exact informa-
sunlmoning name, and a Threname. Medial rank ones will have six tion of detailed nature (how many people recognize Artemis, for
names, those of areatel status nine, Major beings will possess at least example) Is o n e s t e p harder than general knowledge, while minu-
13 names, and Entital ones have a minimum of 18 names. Note also tia concerning a pantheon is two s t e p s more difficult. "Specializa-
that Major beings' Threname is of two distinct name portions, and tion" mentioned above refers to t h e Sub-Areas of this Knowledge/
Entital beings havea three-portionTruename. It is thusimpossible for Skill Area.
anyone tolearn the totalTruenarne ofa Major or Entital being from the Pantheologists may elect t o acquire more specific knowledge by
mere pursuit of Occultism. selecting (specializing in) Sub-Areas of E r t h pantheology. The
H V
Sub-Areas are:
Wptian Chinsungese
ff amed Preternatural Being Kalevalan Manitou
Deb RON Rank Of Preternatural Being % Chance For 'lhteneune: Norse Slavic
0 1-50 Minor Atlantlan Qreco-Roman
t 31-75 Medial Kelltic Mongolian
76-90 Major Persian Tecla
91.99 Clreater being Babylonian Hindic
00 Entital being Lcmurian Niponese

A r - L
Phonecian
l nca
Vodoun

Painting (Artistic): This Area measures a persona's skill at Phaeree Folk & Culture: This is the study of the many intelligent
drawing, conlposition, painting, and t h e like. It covers the creativ- races inhabiting Erth's counter-world. Individuals with this K/S Area
ity involved in producinggood original works of art. This K/S is also will know agreat deal of information about the folkinhabiting Phzree,
rrscful for evaluating the quality and value (monetary) of artwork even though never having been t o that world, but until they have
and grants t h e possessor knowledge of famed artists and their visited Phzree their effecD've STEEP cannot exceed 35. For each
works. weekof time spent in one or another of its three divisions, the persona
Pantheology: J ~ r s as
t theology is the siudy of a single system of may then add 1 STEEP point, although this is not an automatic
belief and service and the deities concerned, the works of direct or acquisition, and it must be "purchased" in the usual fashion. The Sub-
indirect sort attributed to those entities, and all else pertaining to Areas of this K/S are:
them and their service, pantheology is the study of all the (major) 1. Races Of Seelie Nature (Exterior Phseree)
pantheons of deities. Pantheology includes the s a m e aspects of each 2. C ~ ~ l t uOfr e Scelie Races
pantheon as does theology, but in less detail, for the latter is an 3. Races Of Borderer Nature (Subterranean/NeutraI Phseree)
intensive study of a single pantheon. Also, pantheolqy compares 4. C ~ ~ l t ~Of l r Borderer
e Races
and contrasts the various deital groups. It yields all manner of knowl- 5. Races of Unseelie Nature (Interior Pha~ree)
cdgt, including deities, works, natures, status, powers relationships, 6. Culture Of Unseelie Races
and s o on. Individuals with this KlSAreagain 1 point of Heka forevcry Raccs:This means that the pcrsona will know about the individual
point of STEEP they acquire. details of the races in the Sub-Area. Such personas will know their
In the Epic of B U Y milieu there arc over a dozen different potentials, strengths, weaknesses, general likes, dislikes, etc. They
pantheons spanning the globe of E r t h from Atlantl to Lcmuria, will not have information on the culture of the various races, how-
northernniost Skandia to the South Titanic Ocean islands which ever.
make LIPPanay Sulu. Thus, a pantheologist will know of the deities Culture: C~llturemeans information of the states, politics, economies,
of Atlantlan to Vodo~ln(Afrikkan) sort, with the rnqjor pantheons of music, art, dress, habits, ctc. of the races. It includcs data on who is ruler,
R a p t and Ch'in, the areco-Roman, klindic, etc. in between. It will general population tuled, and so on. It does not concern itself with
also rcvcal the potential and existing conflicts of intra- and inter- individ~tdinformation per se, the st~ldyof the races of Phzree.
pantheon kind, forjust a s states of the s a m e region have disputes, Philosophy: Philosophy adds 10'% of its STEEP to the Influence
and alliances contend with other alliances, so too d o pantheons Knowledge/Skill Area. This K/S assumes broad knowledge regarding
have inner rivalries and strife and contests with other y o u p s of the field of philosophy-includingethics--and the worksand viewsof
deities. Thisapplies to evcn seemingly likegroup+-benign, neutral, y e a t philosophers. In addition to making the HP a sophisticated kind
or malign. of person (who may be able to impressan important OP by carryingon
Knowledge of pantheological sort is determined by the usual KJS an intelligent conversation in this field!), this Area could prove usefill
check. A pantheon near t o the homeland or permanent place of for gaining clues. For example, one could predict the behavior of
residence of the Heroic Persona will b e better known than those certain individ~ralsby analyzing their belief system. An HP with a
rnore distant, even with the acquisition of considerableSTEEP. S o strong knowledge of this subject is also not likely to be misled by
~rnlcss"specialization" is indicated, this will b e reflected by a DR sophistries and falsely persuasive arguments.
which grows rnore difficult with distance. Proximate pantheons Poetry/Lyrics: First remember that this K/S Area will generate
are "Hard," those distant are "Difficult" and "Very Difficult," but Heka at the rate of I: I of STEEP herein only for the persona with all
three of the Spellsongs, Music, and Musical ~ o r n p d i t i 8 nK/S Areas. SMCap or M M C ~Failure ~ . indicates Partial Practice capacity, not Full
Familiarity with, technical knowledge of, and t h e capacity to write channeling of Heka, and the individual is unable to be a Priest. (See
new works are covered under this K/S Area. That is, a n individual also DweomercmA above.)
with the Poetry/Lyncs K/S will know the works and histories of past Thus, asyou can see from the foregoing the Area corresponds very
authors and lyricists. Such personas will be capable of analysis of closely t o D w e o m e r c ~ Afor
, it enables Full Practice (in able individu-
critical nature, and will be able to write couplets, quatrains, sonnets, als only, of course) and brings t h e knowledge of Castings to its
and all manner of other forms of verse and poetry. In addition, they possessor. However, another step is required beyond simply having
will be able to write words to b e set to music, i.e., lyrics. The DRs for K/S in PrjestmeA and Religion to b e a Priest (a Full Practitioner). To
a rhyme in a simple ditty or a folk song o r ballad is 'Easy," "Moder- gain full Heka, the individual must also make a Vow Of Faith (see the
ate," and "Hard," respectively, and varies mostly by length and Mythus Madck book) and keep it. Then, and only then, does the
complexity. The gamemasterwill have n o particular problem assess- individual become a Priest. The PriestcrseA-Religion STEEP scores of
ing the Difficulty Rating of s o m e other form of Poetry & Lyrics the persona must b e in balance, or the lower of the two predominates
composition, based o n the above benchmarks. It is undeniable that with regard to Heka generated a s a Full Practitioner (Priest). Normally,
a well-educated and sophisticated persona will have knowledge of Heka is found by multiplying PriestcrzA STEEP times 10, adding
thissort, soHeroic Personas with thisKJS Areaareable toadd 1 point Relig'on STEEPand the persona's Spiritual TRAIT score afterwards for
to their E/S Oraces score for every 1 0 STEEP points possessed in a total from this Area combination.
Poctry & Lyrics, and this applies across all cultures a n d societies. Part and parcel of being a Priest is commitment to the chosen
It is also necessary to have this ability if a n individual desires the pantheon and a particular deity therein, a s evidenced by the Vow. I f
capacity to create songs, musical theatrical plays, operettas, and/or a Vow is ever truly broken, then the guilty persona loses Full Practice
operas. capacity then and forevermore, with respect to all pantheons, deities,
Priestcrzft: Note that a n HP expecting to b e able t o utilize this etc. In respect to Priests of commitment to Evil, the gamemaster is
area in c o n j ~ ~ n c t i owith
n the Religiorl K/S Area a s a Full Practitioner free to rule that the Vow is, in fact, a form of Pact (q.v.), s o that
(a Priest) must have aspiritual TRAlTof 1 0 1 o r more points. After violation of a Vow made to Evil forfeits life! In any event, the persona
irrevocably recording this K/S Area. and that of Religion a s well, a who has this K/S Area a s an able Priest must select a pantheon and
K/S check at Difficulty Rating "Hard" must b e rolled against t h e deity within it, establish the Vow, and only then become a Full
HP's Spiritual Metaphysical Capacity. Failure m e a n s that t h e HP is Practitioner.
unable to fully channel Heka, a n d s o is not a Priest but rather a Unlike any other K/S Area, Priestcrzft has insular Sub-Areas.
Partial Practitioner. Mote that a Priest (Full Practitioner) gains a Each is defined by the deities concerned, and individuals, regard-
bonus to Casting Urade DR of 1 , while Partial Practitioners get n o less of having a Vow o r not, can gain that Sub-Area only which
such benefit. pertains t o their deity or nature. There a r e five divisions of
Heroic Personas desirous of being mage-priests must have a Spiri- Priestcrzfi each identified a s a n Ethos, and these five Ethoi are
tual TKAIT of 10 1 or more points and a Mental TRAIT of 9 1 or greater. t h e whole of t h e Sub-Areas of t h e K/S.The reader must note that
After irrevocably recording applicable K/S Areas, a K/S check at DR all five of these Ethoi a r e possible w i t h k a single ant he on! l h e
"Hard" IS made as noted above, but the roll is zgainst the lesser of
1. The Ethos Of Balance ~ w e o m e r c r s f igsornewhat
t similar to this Ethos. The noonday sun,
2 . The Ethos Of Gloomy Darkness open sky, winged creatures, warmth, and institutions for service are
3. The Ethos Of Moonlight typical of this Ethos.
4. The Ethos Of Shadowy Darkness The a r a d e of Casting available t o the non-Priest persona depends
5. The Ethos Of Sunlight o n STEEP in t h e Ph"estcr~ffK/S Area, a s shown o n the Non-Priest
Ptlros Of Onlancc: This is the neutral, sometimes disinterested Castings table.
Ethos. It d o e s favor life over n o life, evolution over entropy, but it In addition to the Tutelary (3ilstings of each mas, the particular
tcnds to level all things within a class to a common mean. In general, pantheon and deity of individual Priests might make specific tutelaty4ike
Ralance tends t o hold everything a s both relatively important and Castinpalsoavailabletothem.'Ihis will be up to theaM. (Special C a d i n p
iininiportant at the s a m e time, depending o n the need of the whole of this type are included in the various Mythus pantheon books.)
at the time in question. It contains the strict naturists, both yangand Religion: This K/S measures a n HP's knowledge regarding the
)in, clc. The Elemental School of D w e o m e r c r ~ f is
t as close t o being customs, rituals, and beliefs of o n e religion and pantheon, which
its counterpart a s is possible, but the two d o not match as nearly a s must b e chosen for this K/S. While actual rolls against this K/S will not
others such a s Sunlight-White and Qloomy Darkness-Black. A perusal really be necessary, except regarding knowledge of dogma which is
of its Tutelary Castings (see the Mythus Magick book) will reveal its unique to t h e religion in question, o n e must have a STEEP of 3 1 or
nature is mixed, for it draws upon those of both Darkness and Light higher in this K/S t o b e considered a full, ordained Pricst of a pan-
,IS well as having its own, unique sort. Mature and i t s unfettered theon. Religion generates Heka a t the rate of 1 point per point of
course arc typi~zlof this Ethos. STEEP possessed.
Ptllos Of aloorny Darkness: This is the Ethos of malevolence and Sculpture: An HP with this ability will be skilled at making sharp,
anarchy. It is often contradictory, however, with a chaotic whole and vivid, threedimensional i m a g e s w h e t h e r with hammer, chisel and
rigidly ordered parts, hierarchies and bureaucracies spreading tur- stone, wood or bronze and other metals, clay, etc.This K/S deals both
moil and derangement. Above all it promotes domination of the with the physical ability t o make sculpture as well as the creative
strong over the weak, the unprincipled over the principled, and the process behindcoming up with agood, original piece. The Hekacaster
individual over the group. Of course, the strongest individual, t h e making golems and t h e like must have this ability.
most n~thlcssand able is the group p e r s e l It is tyranny and dictator- Sorcery: The K/S of Sorcery is similar t o Dweornercraff, Priest-
ship pcrsonificd. The Ethos of Gloomy Darkness borrows from n o cmR, and Spellsongs in that it requires a second Area to be fully
other Ettioi in formulating its Tutelary Castings. The Black School of active. Sorcery requires the persona to have Dernor~ologyas its
Dwcomcrcr~ftis its counterpart. Disease, plague, death, war, wild- activator. It also resembles Pnestcrzff and W i t c h u ~ f fin that it
fire, and dcstn~ctionare typical of this Ethos. needs a pledging of fealty and service-a Vow in the case of the
Pttlos OfPloor~ligt~t: Although of the nature of Light, this Ethos is of former. However, Sorcery, as d o e s Witchcrzfi demands of its dedi-
a less orderly, oftcn chaotic sort, and d o e s not see all in sharply cated servant a Pactwith Evil! Thus, the initiated can learn of and even
dcfiried "black and white" terms. Aglance at the Tutelary Castings of know, but not employ the Powers and Castings of Sorcery, unless the
the Priests of this Ethos will reveal this, for it borrows from Sunlight persona is also steeped in Demonology a n d h a s m a d e a Pact with
and froni Raliincc and Shadowy Darkness 'as WCKThe moon, volun- E v i h f Netherrealms a n d Darkness. There is an exception to this
tary aid. rain, waters, and the starry night are typical of this Ethos. rule, and that is forthe individual with diverse arcane abilities in other
Ethos Of Shadowy Dark~less:This Ethos is dichotomous in that areas a s well, who has made a Vow to a like (Evil)entity. If that pledge
portions of it+r even its individuals-lean toward the very s a m e is accepted (OM'S ruling), then such a persona, a N e f f ~ e r u ~ f f eis
r,
principles as those of Moonlight, while in part it (or they) follows able to employ thecastings (but not the Powers) of sorcery, and gains
Glooniy Dark, and betwixt those two liesasortof middle, penumbrate the full benefit of its Heka a s explained below.
Balance. T h ~ l sit is, in fact, Shadowy. Osiris, a n AQyptian areater Sorcery alone yields 1 point of Heka per point of STEEP. The
Deity of this Ethos once said to Ra (a Greater o n e of Sunlight), that h e sorcerer (Sorcery + Demonology + Pact) or Nethercraefter, however,
r w ~ ~ send
l d his "savagc-faced messengers" (fiends, demons, mon-
st trs, etc.)to deal with Ra and his cohorts if Ra adjudged the case for
Set (of Qloomy Darkness) as opposed to Hen] (or Horus, of Moon- Nowpriest Castings
light, but wcllilisposed to S~inlight!).A reading of the Tutelary Cast-
imp o f the Shadowy Darkness Ethos will reveal the same. It has its
own p c c ~ ~ l i ones,
ar s o m e of those of Qloomy Darkness, s o m e of
t sm
Under 2 1
-re

Moonlight, and even a sprinkling of the Castings known to Balance.


It cares for life, but it seeks its end a t the s a m e time, offering t h e
twilight instead. Who can really say what typifies this Ethos? I t s
nearest countcrpart in Dweomercraeft is the a r a y School.
Ethos Of Sunlight: This is a n ethical nature of benign and ordered
sort. Those within it arc the utmost of Light. The Ethos of Sunlight is
stnictured and tends toward rigidity and laws. It concerns all manner
of things from the cosmos to humanity's affairs. The White School of
adds his or her Spiritual TRAlT score in Heka to & e k a s e amount Area abilities, f o r c e s ( o r q ~ o l e swheedles,
, and/or negotiates) a book
gained from possession of this K/S. (When a Pact multiplier of Sorcery of similar sort from s o m e Netherrealms dweller.
q l y .and Spiritual 'IRAIT are totaled, you
SEEP, STEEP for D e n ~ o ~ ~ d etc. At the option of the gamemaster, the instruments of the sorcerer
can see there are some pretty powerful sorcerers out there!) can b e costly and imbued with modest amounts of Heka (as set forth
Exarnple: Rasp Talonhands h a s Demonology and Sorcery and in the description of Alchen~y(q.v.),a s Dedicated fkservoirs for the
decides to forge a Pact with t h e Netherrealms, so h e calls forth sole u s e of t h e individual ...or not!), In any event, take note that basic
(through knowledge, sendingout clouds of Heka, and probably s o m e Materia for a Calling Up will cost a t least 1,000 to 3,000 UUCs
choice sacrificial items, too) the (Mqjor ranking) Fiend, Ebonpitts, the (lD3x1000). For more information o n the Vocational items used by
latter in its Pentacle, Talonhands in his. The Fiend is "sympathetic" t o t h e sorcerer, please see t h e Mythus Magick book.
Talonhands' pleadings, and for n o more than a few ritual bad deeds Collateral with all of this is the gaining of knowledge a s to the

-
and the would-be sorcerer's soul, Ebonpitts arranges t o o d u p l e manner of dweller desired in a Calling Up. The tleka cost for this act,
Rasp's Sorcery STEEP from that moment on. Thus, Talonhands, and the Difficulty Rating is shown o n the Called k i n g s table.
assuniinga STEEP of 5 0 a t the time, would have at least
w
the following: Sorcery400 + SM TRAIT (105) + Demon-
ologSTEEP (45) in Heka points = 550. Really nasty1
Because of the connections and similarities between
Conjuration ( q . ~ .and
) Sorcery, 10% of the STEEP pos-
sessed in one accmes to the other when that other is
acquired subsequent to the former. Any persona with
both has already had this consideration, and it is not a n
ongoing crossfeeding.
Knowledge in this Area begins with such things a s the
constn~ctionof lrlscribcd Pentacles (see Castings of All
Types, in the Mythus Magick book) needful for the
calling forth and dealing with Netherrealm dwellers.
Concurrently, practitioners learn t o create protections, wards,guards, Note that beasts or brutes might b e the subject of a Calling Up, and
d a m s , etc. s o that if something goes awry during a Calling Up (or if so, they probably will b e classed a s "Minor" or "Medial" due to lack
Conjuration), they will be prepared to defend their life, for a Pact is n o of intellect, Powers, etc. They a r e efficient enforcer/killers, how
guarantee of safety in such regard. ever...
Also, sorcerers must learn t h e various rites of Calling Up, words Heka point cost does not i n c l ~ ~ any
d e precautionary measures the
with which to enable Negotiations, enforce Service, make Exactions, sorcerer might wish to make.
bestow Rewards (Heka gifts, other gifts, sacrifices, etc.), and force Powers of the Sorcerer: Sorcerers automatically gain the following
Subdual and mete out t h e Punishments (Pangs, Pains, and Extermi- special abilities:
nation) and suchlike which are t o be their stock in trade, s o to speak. Delusions
This is the process of gettingsome creature from the Netherrealms t o lmpsummon
the location of the sorcerer, s o a s t o make it answer questions, create Ratseyes
things, obey commands and s o on. To accomplish the Calling Up Flamesdance
requires the instruments listed below, as well a s the candles, in- Kiteseyes
censes, and various Materia (chemicals, powders, herbs, etc.) for Delusions: This is the Power t o c-luse a delusion of horrid sort to
perforniing rites and so forth in their proper pronunciation, usage, pervade the mind of any o n e individual within sight of the sorcerer
order, timing. inflection, destruction, offering and what not: and less than o n e chain (66') distant. If the persona rcsists thc
Staff, rod, wand, or baton delusion, then the sorcerer may abandon it or else engage in a K/S
Sword, chopper, dagger, or knife versus K/S contests based o n respective Spiritual TRAIIS, and tlcka
Necklace, bracelet, o r ring can b e invested in this by either or both contcstmts. This Yower may
Bowl be used three times per day.
Ewer Flarnesdance: This Power enables the sorcerer to cause existing
Mall, mallet, or hammer names from fire, torch, candle, etc. to grow brighter, dimmer, sway
Brazier and dance, and possibly lick out to s e t something afire if it is corn bus-
Book (of Nethcnvorkings)' tible and near the fire source. The individual can elongate flames to
Altar six times their normal length, so that a fire in a fireplace generating
'This is a Orirnoire, a complete tome dealing with all that the two-foot-long tongues of flame would enable a sorcerer t o generate
sorcerer needs to have, and it is delivered to such personas after they 12-foot-long ones! (Allow ID3 of PD per one foot of name for initial
have used their Dcrnor~ologySTEEPt o call forth a Netherbeing. after exposure, then treat combustion of hair, clothing, etc. normally.)This
which a Pact is made and the work is delivered into the individual's Power can be used once per day.
hands. Note that a n e t h e r c r ~ f t e r ,with Coqjuration and other K/S 1mpsummon:This is the sorcerers' Power of instantly bringing into
w Y l r J v - - "
area. Exactly what o n e roll will cover is highly variable, but, a s a
general rule of thumb, it can b e assumed to take care of o n c interac-
Sorcewr Castings tion of moderate complexity, or of anywhere from a day's l o a week's
P e r s o r l E i S ' ~WJ-f.2H@e4e castlt?g ffkvte PilSziM? worth of close contact with such people, dcpcndirig on how familiar
Under 2 1 I the HP is with them.
21.30 n Note the difference between this K/S and that of Stx:iology/Cul-
3140 111 lure, whichdeals with knowingwhat to expect from ethnicgroupsand
4 1-50 IV sub-cultures from unfamiliar lands. A combination of rolls froni thc
51-60 V
two, however, could allow o n e to fit in with a n obscure sub-culture in
a foreign place, though that might b e difficult to do.
Thespianism: This K/S measures a n HP's ability to pcrform a s
a n actor, whether o n stage o r before a n audicncc of anothcr sort.
One roll beforeaperformance will allow a persona to pull it off with
s o m e degree of competence, and, if desired, the pcrsona may roll
before important s c e n e s a s well, in order to d o them csptcially
their presence an imp from the Netherrealms. It requires only 1 CT to nicely (or m e s s them upespecially badly!). Agcncrnl kriowlcil~]co f
accomplish, and the Imp will obey the sorcerer who summoned it. lighting. props, special effects, and the like is also a s s u r ~ i c dby this
This can be done no more frequently than once per week. K/S. Impersonations and change of character are aidcd by this
Kiteseyes: This Power is o n e by which the sorcerer can see through skill.
the eyes of a kite or similar carrion bird (crow, raven, buzzard, WitchcrzFkThe Knowledge/Skill Area of Witc1icm:ll is one wholly
vulture). The bird must b e within a one-mile radius initially, but of Evil. One might have esoteric knowledge of this s ~ ~ b j e (that c t is,
thereafter the creature can b e mentally controlled by the persona and possess it in "incomplete" form a s explained hereafter), but any
caused to fly up to six leagues' distance before the Power grows too individual practicing Witclicmft is of vilest malcvolcncc and dedi-
weak with distance and fails. This can be done once per day. cated t o Evil. (Don't confuse this with WiccalSuch is thc dom;tiri of
Rakeyes: This Power is the s a m e as Kiteseyes, above, but it works Mysticism, and is covered under that K/S.) Females with opcralivc
through rodentsof distasteful sort (ratsand miceg~nerally,but check Witchcmft a r e Witches, and males are Warloclis. Merely knowimj
w~thyour GM; if there are black squir-
rels. for instance, in your campaign,
these are good candidates for being
pawns of this power!).
Based on their STEEP scores, per-
sonas with the Sorcery K/S Area will
determine the Qrade of Castingavail-
able usingtheSorcererCmtingstable.
Street-Wise: This K/S measures
one's ability to avoid problems en-
demic to and fit in with, dress, and
behave as, a member of a certain
ethnic group or subculture in one's
home region. The HP will know how
to approach, deal with. and be ac-
cepted by these individuals, and will
also be aware of the slang, habits,
taboos, hang-outs, meeting places,
etc in various areas. For every 10
points of STEEP such HPs have, they
gain knowledge of one subculture of
their choice (each of which counts p s
one Sub-Area). Examples of s u k ~ ! -
tures include ~ ~ r b apeasants,
n rural
peasants, hired mercenaries, beg-
gars, street-kids ( 1 2 y e a r s a n d
younger), etc. The skill enablesan HF
to identify criminals, prostitutes, and
those other typical denizens of thc.
about this Area produces Heka o n a basis of 1 point per point of
STEEP possessed by the persona. However, operative WitchcrzA
requires a Pact with Evillthe Netherrealms (cf. Sorcery). If this i s
done, the compacting Witch/Warlock has Heka generation which
equals S E E P times a multiplier o f from 2 t o 10, plus t h e Spiritual
Metaphysical CATEXlORY. For example, Rolaine Virriams, already a
thoroughly disgusting and degenerate persona, decides to complete
her ability in WitchcmI?, in which her S n E P is 6 6 , by makinga Pact
with a handsome devil from t h e Central Pits of t h e Abyss. S h e offers
herself, and in order to avoid this, the devil agrees t o a multiplier of
10 (with few strings attached in t h e bargain-the individual is revolt-
ing even to a Netherbeing!--and s h e will certainly spread evilness,
s o the bargain is right). Thus, Rolaine t h e Witch now h a s 66 x 1 0 + SM
CATMORY in Heka points to work her perverted ends. For informa-
tion on Pacts s e e the Mythus Magick book.
The Witch/Warlockis devoted t o malign activities and the spreading of Coven a r e lost, then its m e m b e r s must find new Witches/Warlocks
Evil. To enable this, the individual will receive certain instruments, have t o restore t h e Coven t o 13, or else t h e group falls into disfavor. A
Powers btstowed, andgain ability to use the Castingspaculiartothis Area. disfavored group gains n o extra Heka, and unless its members
These are all d i s c ~ s s e din detail hereafter. Rrst however, it is necessary perform extra bad d e e d s of great vileness t o make u p for their
to discuss the required activities of the Witch/Warlock. shortcoming, they will fall into total disfavor-a counting off of
Mfitches/Warlocks B b a t s & Sabbats: An Esbat is a monthly days below t h e required number of 1 3 Coven members, each day
meeting of Witches/Warlocks. A S a b b a t is another, less frequent shortening t h e time of foreclosure o n their Pact and the collection
and more important such meeting. At Esbats, all m e m b e r s of t h e of their black souls t o b e brought down t o t h e Netherrealms and
Witch's/Warlock's Coven (seebelow) of 1 3 s u c h individualsgather t h e tender mercies of their masters dwelling there. If ever a Coven
together. At Sabbats, 1 3 Covens (or six if there a r e insufficient should have exactly seven m e m b e r s for even s o short a time a s
Covens in t h e area) meet for a special ceremony. All meetings seven hours, t h e remaining m e m b e r s a r e lost, for their Pacts are
must take place in isolated and private locations, typically out- foreclosed thus, a n d e a c h a n d every o n e is doomed! Obviously,
doors and a t night, or underground. These meetings convene a t Witches/Warlocks work hard t o a s s u r e full-strength Covens.
the stroke of midnight a n d e n d o n e hour before dawn. During t h e Powers of Witchcrzfi: A Witch/Warlock will have the following two
course of such a gathering, t h e Witches/Warlocks acknowledge special Powers granted t o them by their Pact: Eyebite and Deaslform.
their Evil overlords, engage in a dark ceremony of service to t h e Eyebite is the Power to deliver any Charm by merely staring fixcdly
malign, and revel in vileness. at t h e subject of the Casting and willing the effect to occur. The
Attending a monthly Esbat gains the Witch/Warlock a n extra 3 9 Eyebite requires 1 CT of time s o staring to function. 7he cost to the
Heka points which must b e used to wreak badness of s o m e sort prior user is only 3 additional points of Heka over that of the Archetypical
to the next gathering of the Coven. Failure to attend a n Esbat will Charm cost shown. (See below for full details of Charms and b,%e
result in the individual losing the use of s o m e special Instruments, or Heka costs.)
the loss of a Power until s h e or he undergoes punishment at a future Beastform is the Power of being able to transform into a savage
meeting and regains the loss(es). animal, which is bestowed upon Witches and Warlocks upon first
Attending a Sabbat brings the individual 6 6 extra Heka points to making their Pact. The Beasffomi must be that of a vicious carnivore
use in working vileness prior to the next Sabbat meeting. If specially o r omnivore such as a bear, boar, leopard, lion, tiger, wolf, etc. m e r e
honored for Evil works, t h e Witch/Warlock will receive still more Heka is n o Heka cost for assuming Beastform, but t h e Witch/Warlock can
awards in multiples of 1 3 t o a maximum of 169 ( 1 3 x 13). Failure t o d o s o only between midnight and dawn on nights when the moon if full
be at the Sabbat brings loss of all Witchcrazft Casting ability but d o e s or dark.
not lift the onus of the Pactl The grand celebrations of Evil known a s Individual Witches and Warlocks will also have s o m e form of
Sabbats are held four times per year, each occurring on the eve of a Qrimoire containing their various Cantrips, Charms, Spells, Formu-
season, i.e., the vernal equinox, t h e summer solstice, the autumnal las, and Rituals. All Witchcrazft Castings will be inscribed in the work,
equinox, and the winter solstice. but s o m e might not yet be usable by the owner.
The Coven: Each Witch/Warlock must belong t o a Coven, a The Grade of Casting available to a Witch/Warlock depends on
group of individuals similarly compacted t o t h e Netherrealms a n d STEEPin the K/SArea, as shown o n the Witch/Warlock Castings table.
dedicated t o Evil a n d t h e working of malevolent things. The num- Writing, Creative: This K/S covers the ability to compose pub-
ber of a Coven is always 13, with o n e of that number being t h e lishable short stories and novels. It also enables a n author t o make
chief persona (who gains a multiplier of 3 times t h e Coven's works of non-fiction more readable and enjoyable. One roll will
number of points of Heka a t e a c h &bat a n d Sabbat, in addition t o cover anythingshort of a novel, which will probably take from two to
other such awards, because of holding t h e position a s t h e most three rolls in order t o complete successfully. The actual time re-
vile of the group). I f for any reason o n e o r more m e m b e r s of t h e quired for writing will vary greatly, though keep in mind that the
b Yogi Abilities, Table I
C STEEP
1-10
Mental
1
Spirihal
-
Healfng
None
None
Insane DR Modifier
-

None
1D6
2D6
3D6
4D6
5D6

Yogi Abilities, Table il


STEEP Fire Resistance Slow Body FUnctions
1-10 None None
11-20 Hone 6 hours
2 1-30 Mone 1 2 hours
31-40 Hot coals will not harm for 1 AT 1 day
4 1-50 Hot coals will not harm for 1 hour 2 days
51-60 Bonfires will not harm for 1 AT 3 days
61+ Bonfires will not harm for 1 hour 5 days

disciplined novelist works every day (except perhaps o n special The dice figure beneath Healing lists t h e amount of Physical,
wccl\cntis)! At the GM's option, a separate roll against the SP CAT- Mental, o r Spiritual d a m a g e yogis can tical o n themsclvcs by
EQOKY may be rcquircd t o determine whether or not t h e author's making a successful Yoga roll. Thcy may d o o n e such healing of
imagination is in gcar. There is a 1OO/o bonus t o the Influence K/S e a c h type per week.
from this Area, but not vicc versa. The column entitled Insane DR Modificrlists the modifications that
Yoga: First be sure to note that this Area produces Heka, the rate should be made t o the DR of any Insanity chcck the yogi has t o make.
btiricj 1 point for every 1 point of Yoga STEEP of the persona. Using either of t h e abilities o n t h e second table requires a
Il'hilc this K / S is of ttic spirit, it is a conibination of Mental, successful roll. Resistance t o hot coals providcs a n additional and
Physical, and Spiritual disciplines airncd at developing t h e path to continuous 5 points of armor versus fire, a s wcll a s immunity to
intiii,itiu,ll crilightcnrncrit. For garlic purposes, this K/S a s s u m e s temperatures a s much a s 5 0 dcgrccs warrncr than the "tolcrablc"
\+,orkingI\riowlcdgc of all the various typcs of yoga, s o t h e HP yogi range, o r fires of t h e "torch" o r "randlc" size. (Scc page 2 6 5 of
g.liris conlnicnsuratcly a s expertise increases. There a r e many Chapter 12.) The latter function lasts only for the stated duration
t)criefits t o this Area, ttic first of which grants a 10% bonus of t h e of t h e power (one AT or o n e hour). Resistance t o bonfircs is a s
tiP's Y o g a STEEP points to t h e STEEP totals of t h e Hypnotism, resistance t o hot coals, but provides 10 points of such arnior and
Pcrccptior~ (Pler~tala n d / o r Physical), Acrobatics/Oymnastics, allows t h e individual t o stand temperatures a s much a s 100
Endlirar~cc,Plysticisrn, a n d Maturc Atturlcrnent Areas. Addition- degrees outside of t h e range.
ally, a s STEEP points rise, s ~ l c hpersonas gain additional resis- By slowing body functions, a yogi can assume an almost dcath-like
tanccs to Mental and Spiritual Attacks, i~nniunityt o normal fires, physical state, with n o detectable pulse or heartbeat and breathing
the ability to hcal Mental, Spiritual, and Physical wounds, and t h e very little air. Additionally, the persona cannot g o into s h t x k or suffer
ability to slow thcir physical body functions. These abilities a r e the effects of poison or disease while in this state, though a pcrsona
listed o n the Yogi Abilities tables. who was in danger of it before "slowing down" would b e xjain upon
In thc first table, thc number undcr t h e Mental a n d Spiritual waking up.
coluriins works just like armor-it indicates t h e amount of Mental Both of these abilities are usable once per wcck. The ba.x DK for
or Spiritual damage dctiucted from a n attack rolled against t h e the roll is "Moderate" a s usual, though it will be higher if the I i Y has
yogi. For examplc, if rolling Mcntal daniage against a Yoga Master been iqjured or is assailed while trying to perform o n e or the other.
with a STEEPof 7 0 , deduct 3 2 points from t h e roll. That also m e a n s Assume a "Hard" roll for yogis who have taken over their WL in
that at Icast 5 3 points of dariiage would have t o b e inflicted t o hurt damage, or a "Difficult" roll if they are over their CL or eithcr EL, and
the yogi at all! Mote that this armor d o e s not apply t o damage d u e a "Very Difficult" roll if they are over their CLand either of the ELs, or
to failed Insanity checks, however. over both of the ELs at once.
me from the start-up period, but the mlnimum
Thls is yet another facet of the Mythus roleplaying game experi- length of time is always o n e full month In any event. Following the
ence, one which allows players to expand beyond the normal con- example used above, a 4 0 STEEP in Masonrywould allow a deduction
fines of this or any other action and adventure genre. As is apparent of four months.
from the heading of this section, we are now dealing with the growth (C)The gamemaster will then determine campaign modifications
of the persona's financial wherewithal-which may be a n end unto tosuccess or failure, if any, based on events in the milieu. Things such
itself or a powerful tool for use by the gamemaster and players alike as government nationalization of some trade or Industry, internal
to assist In whatever direction the campaign is t o go. Only the unrest, Invading armies, and so forth are obvious, but there are ail
gamemaster, of course, may say to what level such endeavors wlll be manner of lesser concerns which might well find their place hereun-
necessary, for this section may be extensively developed or generally der. 'lhis Is leR strictly to the QM.
ignored, according t o the desires of those concerned. After all, (D)The gamemaster wlll oversee the die roll for determination of
roleplaying is action and adventure plusanything else that the group success of the venture after o n e game year has passed. A similar
as a whole desires-such as intrigue, exploration, problem solving, event will occur annually thereafter. For sake of playability, such
and economics, too. So, with that premise In mind, here are some activitymight beset at theendof eachgame year, so that all Economic
guidelines for the campaign which enable the HPs' skills to be put to Gain undertakings of this class can be handled at one t1me.The player
use for economic gain. finds STEEP total for the Area in use and then adds 10% of the STEEP
There are three general groupings of K/S Areas for Economic Use by value of all related K/S Areas. Thls gives a percentage chance for
the HP who is attempting to gain income and possible riches. These success. Thls number, however, must b e modified by step C (cam-
three classes gain money In different ways, some with quick returns paign considerations) and then multiplied by the Difficulty Rating of
and others with long-term payoffs. Some require capital investment the project (asset by the gamernaster). That yields the final percent-
on the part of the HP toget them off theground, whileothers need only age number needed for success. The K/S roll procedure 1s standard,
the opportunity and HP knowledge to handle the situation. Here are i.e., the number rolled must give a result equal to or less than the
the three classes into which the eligible K/S Areas are divided: aGusted total of STEEP, modifier, and DR multiplication. Of course,
I. Ownership of Real Property Automatic Failure applies. Every polnt above or below the minlmum
11. Consultation Service needed for success equals 1 percentage polnt of profit or loss. Loss
111. Professional Investment is the number bigberthan that needed for success-a positive differ-
ence is loss. A negative difference is gain. It Is possible to break
K/S Area Economic Gain Classes exactly even only if the minimum number for success Is rolled, so
The K/S Areas for Economic Qain tables give a breakdown of all the most of the time there will be either a gain or a loss.
applicable K/S Areas, shown alphabetically by TRAIT, where appli- Normal success is found by finding the number of points between
cable under the three classes. Some appear under more than one the minimum score needed t o succeed and the score rolled. For
class, of course, while others have been omitted entirely. If a Heroic example, if the persona needed t o roll 68 to succeed, anything under
Person wishes to earn money from a skill, the player must check to see 6 8 brings success and a profit. Let's say that the Dolo roll was 40.
if it is in one or more of the three classes listed. If so, go to the Subtracting40 from 6 8 leaves a balance of 28, and that translates to
particulars of that class and follow thesteps. Ingeneral, it is safe to say a28%profit.'lhen, the total amount of money invested in the venture
that to profit in any competitive market you must have agreat deal of is multiplied by the percentage of profit, and the persona has gained
STEEP or else be very lucky. (Joss might come in handy anytime, but that much available cash. If, for example, 100,000 BUCs had been
particularly when the persona is not highly skilledl) ventured, then the profit would b e 28,000 BUCs ( 100,000x 0.28 -
28,000) Meanwhile, the initial investment is still tied up In the under-
Monetary Gain (or Loss) Procedures taking, or else the venture can b e "sold" then and there to recover the
I. Ownership of Real Property: The following five steps must be principal.
followed to determine monetary gain or loss from ownership of real ASpecial Successgains the percentage of the success a s lndicated
property: by the dice roll, plus the addition of another Doh roll which is then
(A) Outlay of startingcapital (STEEPx5,OOO BUCs maximum) must added to the percentage of the success, giving the possibility of over
be stated by the player for the persona. For example, a player with a n a 100% gain for that year's operations. The OM will usually then give
HP whose K/S Area STEEP in Masonryis 4 0 might invest as much as a further plus for the persona of 1-3 STEEP points added to the Y/S
200,000 BUCs (40 x 5,000).The amount of investment principal is Area principal to the venture. Such HPs may also multiply their
tied up for one game year, and the money can't be used or withdrawn maximum capital outlay amount (base 5,000) by 2D3 a s they are now
until the end of the game year (or any subsequent game year). skilled veterans.
Principal amount can be increased by either or both of Real Property An Automatic Failure result means that the opportunity cannot
increase and/or Special Success. This is explained below. succeed no matter how plentiful the STEEP points. Even if the rolled
(B) Time spent starting the business will be taken from other game number would have otherwise Indicated a profit, the undertaking
play a s follows: The persona must spend 4-12 (4D3) game months fails, but there is n o loss. The principal is unaffected, and the venture
researching and developing the undertaking. However, for each 10 has been a "breakeven" one. However, the principal has been "tied-
points of STEEP in the Area In question, the persona is allowed to up for o n e game year, and because It has shown no return, it Is
essentially a waste. It can be withdrawn at this time, o r else it can be the venture. ~ h icould
i possibly put the persona in the red with a
left alone, hoping for a more successful result at the end of the next negative amount1 The persona will have to pay for such negative
game year. amount, the amount of loss exceeded by the principal. Here's an
iailure means you lose a percentage in the undertakingwhich is a s example: We'll use the 100,000 BUC investment and a success
much a s the a positive difference between the score rolled and that percentage of 68. The player rolls 00 (loo), s o the basic loss is
needed for success. Using the figure of 68 from the above example, determined by subtracting 68 from 10- loss of 32,000 BUCsl
let's assume that the K/S roll scored a n 80. Subtracting 68 from 8 0 That's bad, but now another D0/o roll must b e made to determine how
leaves 12, so 12% of the invested principal amount has been lost. terrible the Special Failure actually was. The poor player groans as a
Again, using the given example of 100,000 BUCs, that would bring a 7 8 shows u p o n the dice, for that means it is that much loss based on
12,000 BUC diminishment of principal. The remainder may be with- the principal amount a t the beginningof the year, 100,000 BUCs.That
drawn, left a s is, or brought u p to the original 100,000 amount by means the personais now 10,000 in the hole-there are 68,000 BUCs of
adding 12,000. principal investment still remaining, but subtracting 68,000 for the
ASpecial Failure result means that you lose that percentagealready 78.000loss meansthepersonahas tocomeupwith an additional 10,000
figured from the roll, and then you must roll percentile dice again and BUCs from somewhere else. Failure to d o so will mean confiscation of
add that number to the result, giving you the total percentage lost in property, debtors prison and/or who knows what else!
. " (the
(E) The worth of Real Pro~ertv
current market value of the land and
buildings, if any) can fluctuate from year
n/S AREA3 BY to year. This is figured according to the
CLASS OF ECQPIOMIC QAIR following scale of aaustment: success
equals + 10% to the principal amount at
risk next year; Special Success +2O0/0;
Mental K/S Areas ~ailureequals-1OO/~;Special ~ai~ure-20%.
Consultsltion Servke Pmfessiond Investment These modifications to the value of the
Archilecture Real Property give you the final amount
Buslness Administration
of your principal which will be consid-
Businem AdminisLPation Crhlnal Actlvlffa. Mental ered for next year's Economic Qain
Fortification & Siegecraft (Loss) computation. The maximum in-
vestment amount can be increased due
Demonology Influence to gain from success. If a loss has OG
DweomemmR curred d u e to failure, the persona may
Economics
elect to add more money to bring his
Ergineerlng, Military
principal amount u p to the maximum
allowed to him (A, above).
Fortification & SiegecmR E X W T J P ~An : HP named Marchalla
Qcames, Mental has Agriculture STEEP of 75. She in-
aeography/Foreign lands vests her maximum of 375,000 BUCs
Qeol?gy/Mlneralaay ( 7 5 ~ 5 , 0 0 0and
) thinks to make a hand-
s o m e return. S h e determines that
Linguistics 300,000 goes to buy real estate and
Madicine, Vetednaty Literature buildings (Real Property), the remain-
ing 75,000 BUCs is in livestock seed,
equipment, etc. Because s h e has no
MiliLary Science other K/S Areas to add to the venture,
Public Administration Naaation her base chance for success is 75%. the
Phseree Flora & Fauna
Socloloay/Culture Potitlcal Sdence total of her Agriculture STEEP. Now for
Public Adminisbation campaign modifications: The QM rules
that s h e bought s o m e marginal land
Sociology/CulLure (the duke is a sly dog!) s o the DR is base
Spellmngs "Hard." Furthermore, the weather for
Surveying/Topglraphy the season was a bit cool, so the QM
Trade Language rules that the DR is to b e adjusted by
Toxicology
Weapons, Military, AU Other adding 5 to the D0/0 roll.
zO0lglY The player rolls DO/oand comes up
with a very lucky 02, adding5 (the OM'S
"cool weather" penalty) makes that a n 0 7 which-is still a Special (1) Possible HP actions: Collect, seek aid in your attempt to
Success! The HP's profit is 7 5 - 7 = 68% return o n her investment of collect, hinder the customer (from escaping, attacking. ctc.),
375,000 BUCs, or 225,000 BUCs (375,000 x 0.68) plus another Dolo flee, or re-negotiate.
for Special S u c c e s s . T h e player rolls a 20, b u t t h e r e ' s n o (2) Possible customer readions: Pay u p in gratitude, reward
complaint ...that means another 75,000 BUCs, for a total profit of especially for excellence, show dislike but finally make payment,
300,000. Then s h e finds Marchalla's extra KJS bonus for Agkulture make agrudging, token payment, re-negotiate, renege, aUack. or
STEEPby rolling 1D% 2 (average), and notes that her new STEEP is call for t h e authorities.
now 77. Because of the Special Success, Marchalla's principaljumps (3)Thereadionof others (not the customer) who were affected
by 60,000, too, for her Real Property is now valued a t 360,000 B U G by t h e HP's actions must likewise determined. The gamemaster
(300,000 original investment + 20%). S h e s now h a s a principal of can use the other circumstances t o find this outcome, and much
4 15,000 BUCs for withdrawal immediately o r t o use (and tie up) for common sense and cleverness will bring some highly entertain-
another year. Finally, t h e player rolls 2D3 t o get an investment ing results.
multiplier-she scores 2 + 3 = 5! Mow Marchallacan invest 7 7 ~ 5 x 5 - (4)The reaction of those outside of the affeded area or subjcd,
that's 1,925,000BUCstotal. Takingthecurrent actual sumof 375,000 who desire (according to player or QM ddermination) to become
from her limit of 1,925,000, s h e sees that s h e can pump another involved due to the interest in what has occurred, arc determined x
i
1,550,000 BUCs into her estates and manors. S h e has it and doesso. in 3 above, with appropriate player persona addition.
Now, adding in the land/buildings increase of 60,000, the persona is (H) The effect upon the SEC Level (income, worth, rank etc.)
involved to the tune of 1,985,000 BUCs. (She's undoubtedly popular of the Heroic Persona is noted. There may be none, a rise, loss,
with the nobles, and the king is extracting lots of taxes too!) etc. This includes the following considerations:
Next year the weather is worse, the DR is "Difficult," and the K/S roll (1) Whether or not t h e task performed was in the field of the
needed is 38 or less (half of his 7 7 STEEP in Agriculture. The player HP's Vocation.
rolls a 93, loses 55% of 1,985,000 BUG (1,091,750) and whines a s (2)What effect the locale the HP has been operating in/out of
she swears t o stop all such foolish activity in the future Meantime, would have.
though, there are s o m e problems facing her HP. It so happens that (3)Possible effects in the larger arena-region, state, conti-
Marchalla's Net Worth is quite a bit less than the amount needed. The nent, etc.
poor woman decides it's time t o flee the
country.. .hoping t o make her fortune in
a foreign land, n o doubt1
U. Consultation Service: To deter-
mine economic gain or loss from a con-
sultation service, perform the following
eight steps:
(A) Concerned individuals either per-
ceive or create a need for their knowl-
edge or skill services.
A r r i s & Armor Escape
(B) They then contact and inform the
potential client of their abilities, "sell-
Jw@w
m n
ing" the venture thus. HTH, Ron-LeLhal Printing
(C)They show the potential customer
their knowledge and skill, demonstrat-
ing their value and use in t h e project
perceived or created. Construction, Naval
Construction, Tmnsport
(D)Next, they set a value/price for WnFllMi~.~lcal
their work and negotiate a n agreement
containinga payment clause for consul- Pirst Aid
tation and/or service.
(E) They then attempt to accomplish
the agreed-to task(s). At such time as a
persona deems appropriate, h e or s h e
declares the project finished.
(F)The individuals then (try)t o collect
their fee.
(a)It is now time t o determine the
HP's, the customer's, and other affected
persons' reactions t o the situation:
(4)The HP's ability to keep wealth safe from outside influ-
- v
to unlock all my potential, and this artifact may impart what is
ences or powers. needed. I will share this knowledge with you, Ferdinand, a s well a s
( I ) Finally comes t h e consideration of how the above affects give you half the gems (thevalue of which could buy a small villa), if
the fi~turevalue of using t h e K/S Area for Economic a a i n . you will read aloud t o m e from this book!"
Obviously, success bringsgreaterchance, failureslowerchances. It turns out that this is a perceived need, for t h e apprentice c m ' t
Example: Ferdinand the Sage h a s 66 STEEP in Demonology, an decipher the strange text t h e tome holds. Ferdinand is to read the
Occultism STEEP of 43, and the Cryptography STEEP of 83. He lives script a s J o n transfers the information t o a l a n g ~ ~ a gatewhich he is
for the opportunity toaccumulate more knowledge, and hisgreatest proficient. This being a rare opportunity, our sage readily agrees.
moments of joy are those times when he has procured ancient The language of t h e book is discovered to b e Ancient Sumcrim-
tomes for his personal library andquiet perusal therein. He hasmany a language Ferdinand learned decades ago, but the contents arc
other interests besides the darkareas noted above, of course, but in written in code. Pulling forth several reference works of his own.
this instance only these three Areas a r e of any import, for h e h a s a n parchment, quill a n d ink, h e follows J o n to the Master's cham bcrs in
interested purchaser for his knowledgeThe n e t h e r c r ~ f t e r ' sappren- the tower.They mustwork there, forthere are many things which Jon
tice, Jon the Twisted, h a s c o m e t o Ferdinand to hire him a s a will need a s h e makes the transcription. The gamemaster rules that
consultant. t h e c o d e rates aDifficultyof "Extreme"; the reference works, though,
Jon's master departed for areas unknown and ordered his under- contain a section o n ciphers of early Babylon, and the GM gives a
study to "keep up the tower, disturb nothing. and practice your modification of two places for this lowering the DK from "Extreme"
Charms and pentacles until I return in a month or so." While dusting to a mere "Difficult." Ferdinand's Cryptology STEEP of 8 3 is multi-
a bookcase in the Master's privy, J o n had rested his hand against the plied by 0.5, giving a result of 41% (drop all fractions). The pkiycr
back center panel: and the seemingly solid back had swung inward. rolls Do/oand scores 28, which m e a n s that after s o m e work the code
This exposed a hidden compartment which contained a book and a is broken by theclever Ferdinand! Now, eagerly, both he and Jon sct
sack-which Jon readily discovered contained gems, vials and weird t o w o r k J o n avidly writing as t h e sage, with care and deliberation.
paraphernalia. This very s a m e day h e pounded o n Ferdinand's door, reads the work and explains each part in detail to the apprentice.
and the latter worthy respondedtothe knocktosee the nethercr~fter's While demonstrating a n ineffable a c t contained in an especially
apprentice on the stoop. Jon blurted out the following deal: hard section of t h e tome, J o n breaks in a n d a s k s t h e schol;~rthe
"I'm tired of the tedious, mundane work of an apprentice. I desire n a m e of t h e Abyssal Lord connected t o this matter. Q ~ ~ iproud t e of
his abilities, Ferdinand responds that he will
attempt a n exact translation. To check on
this we take his Demonology STEEP of titi
a d d 10% of t h e Occultisrr~STEEP of 4 3 ( 10%
= 4.3, toss away t h e fraction) which is conies
t o 4, givinga total of 70. Thc GM must make
this K/S check, rolls secretly, a n d s gets a 12
o n t h e Dolo, which m e a n s that the name was
translated a n d pronounced propcrly. S o tie
responds with t h e information and gives the
answer flawlessly. Of course, this tias all
Hcrbal~sm Astrology Sculpture
Medicine, Oriental Divination Thmpianlsm beengoing o n in the nethercrxftcr's labora-
PNtosophy Fortune Teiff ng tory, incidentally his summoning chambcr.
Y%a Herbalism s o that J o n can learn e a c h s t e p propcrly a s
Jury-Rigging we mentioned. In his eagerness, J o n pricks
Leadership his finger while carefully sharpening his quill
Magnetism s o that it will propcrly transcribe t h e name
Mediumship
h e is about to learn, t h e n a m e of a dreadful
Musical Composition
Occlultistism Demon Lord.
Palntifig In a burst of brilliance, and with the stench
Pantheology of scorched flesh and brimstone pcrnicrlting
Phzree Folk & Culture the air, a Calling Up is thus inadvertently coni-
P=tryfiyriics pleted, and the great demon nanicd suddenly
Religion appears. He crouches over the startled J o n
Sculpture
Thespianism eyeing the bleeding digit with pleasure. Since
Wdtina" Gregtfve the pentagram h a s been broken ttiro~@incg-
Yqla ligence o n Ferdinand's part as h e w,as flitting
around to demonstrate various things, the
malign being is free todoastieplcascsttirough-
I

out firth. Unfortunately for the HP, his scholarly b r h h just what the 2D6 weeks minus o n e week per 1 0 STEEP points of your total) and
demon desires for his flrst taste treat. The fate of ambitious Jon then present t h e concept for t h e "final" time. Handle this as above.
should not even be pondered. with a K/S check D% roll, and follow these guidelines a s if it were a
HI. Professional Investment: Perform the following steps t o "first" presentation.
determine success at Professional Investment: If t h e roll was a Special Success, then the persona gains not only
(A) First the HP must make a study of the market conditions. This the given percentage points of profit (by figuring out the difference
takes an uninterrupted week, burying oneself in the information- of the score needed and the roll made) but rolls D% again and gets
gathering of such things a s wants, needs, sources, trends and to add 1-100% more t o t h e equation for a plentiful haul indeed1 The
opportunities presented in t h e locale. persona also gains 1-3STEEP points in t h e princlpal K/S Area. With
(B)Then the HP must gather u p personal financial resources to b e the increased knowledge and with the reputation so earned, the
invested in this activity. The HP may invest/spend u p to 2,000 BUCs persona can multiply future risks by a factor of 2D 10 (2-20times the
per point of STEEP possessed in the appropriate K/S Area. old maximum amount of 2,000 BUCs per point of STEEP). Howcvcr,
(C) The persona must now have a n action plan, i.e., the player if the roll comes upaspecial Failure, then percentile dice are rolled,
creates a n action plan which the QM can use, the plan including: and thenumber ismultiplied by 2-gjvingan amount from 2%20O01o
( 1 ) Checking out the legal and/or government authorities which is what the persona must pay and/or owe (figured from
including such considerations as: starting capital). Potentially this could mean complete and total
(a) taxes, tariffs, a n d fees financial ruin for a character! If a n Automatic Failure result is rollcd,
(b) gifts, contributions, and bribes it means that the project was a at best a near thingwhich breaks cvcn
(c)politics (minus minor expenses such a s fees, taxes, gifts, bribes, etc.). In
(2) Contacting specialists, including those who can: other cases these minor expenses are subsumed into the profits
(a) determine physical limitations (losses) a s given.
(b)assume supervisory positions (possible retainer fees Example: Rodney the Thief, after his last near-todeath episode
spent here!) with thecity watch, has decided that crime doesn't pay--although tic
(c)find labor status (availability of skilled and unskilled does have a healthy s u m stashed away from his previous endeavors.
workers) and guild involvement His two most accomplished K/S Areas are Acrobaticr/Oymnastic.s
(d) find cost of materials for the completed project (STEEP 8 9 ) and Escape (with a STEEP of 73). After counting all his
(D) A clear and concise goal that this project c a n accomplish coins and spending s o m e hours of pondering (over a few pints of
needs to b e stated, s o that success can be determined and Eco- ale), h e comes u p with a brainstorm: Why not put o n a show within
nomic Qain (Loss) found. the city and charge admission?
(E)The time o r production schedule that this plan entails, s o that Venturing forth to the marketplaceeach day, Rodncy begins to put
adjustment in the gain o r loss can b e made accordingly. things intoshape. Hespends a week browsingabout, payingcarcful
attention to the entertainers who vie with each other in the square to
To figure out the amount of time you must spend solely o n steps gain a few coins by displaying their skills. Now, with cheerful prorn-
B- E, roll 4D6 and multiply this by weeks, then subtract a n amount of ises, blandishments, andthe purchaseof many refreshmentsduring
weeksequal to youradjustedSTEEPdividedby 10. Forexample, this off-time, Rodney woos those individuals whom he considers to be
means that a STEEP of 55 gets 5 weeks removed from the total the finest performers and gathers together a troupe of entertainers.
number of weeks found by t h e 4D6 roll. He thenvisitsthe mayor'soffice, and for the fee of 450 BUCsobtains
a license permitting a threeday public festival. From there he heads
(F)The player must now roll D% for the persona's K/Scheckto see for the Street of the Tent Makers t o rent a pavilion. (One day's rent
if the project succeeds. (The QM decides if t h e DR will be changed paid in advance turns out to be 350 BUCs.) He next contacts the local
from its normal, "Hard" level). The persona's STEEP is modified by street gang and puts a stipend down (500 BUG) against the cost of
a + 10% of any other related K/S Areas points, of course. Compare hiring a "security force." Still another trip is made, this time to the
the roll against the number needed. If the result is equal t o or less printer and bill-poster ( 5 7 5 BUG) to arrange for advertising, and he
than the number needed, t h e persona hassold the project toaclient, then slips the town crier 100 BUCs s o that he too might spread the
(with varying levels of success a s found by t h e percentage of differ- word. Rodney then goes about buying props for his use and for the
ence). If the number is greater than t h e listed figure, the job a s it is others' acts-the total cost of everything in this category coming to
has failed. The number of points you succeeded by are the number 8,800 BUCs. In total with all t h e fees, refreshments and salaries,
of percentage points that you have made o n this deal, which means Rodney is putting u p 21,025 BUCs. (The maximum he could have
that if you came under your needed total by 15 points, you made a invested d u e t o hisSTEEP is 146,000 BUCs, but he doesn't have that
quick 15% profit and now get back in totality your initial investment! much, and thissort of off-the-cuff circus would have trouble making
If the result is a regular Failure o r AutomaticFailure (figured from the a return justifying a n investment amount much larger than that
Individual'sK/SSTEEP) deduct 10%-30%oftheinvestment (1D3x10) Rodney has spent.)
and that is the total t h e HP is out (Loss)o n the project. However, by Now t h e player must write down the skills of the group he has
adding an amount to bring t h e cash u p t o the sum of the initial "assembled," so that t h e QM may adjudicate the matter. The
investment, plus 50•‹/omore, you may re-work your plans (spending gamemaster rules that in a circuslike setting a s many a s 10 Other
Personas can add to the chance of success. Rodney will get to add the presentation score ( 1 13+9=122) figuring that Pelstir Is golng to
10%of the STEEPof each "Specialized" K/S possessed by one of the give his all to the show (he did get a fair fee and an extra polnt of
performers to his "presentation' (K/Scheck) roll, if the gamemaster profit, after all!), and now Rodney rolls Dolo and comes up with the
agrees that the particular K/S of the performer is likely to add to the number which tells the tale, the dreaded K/S check. Remember that
attraction of the event. The juggler has a STEEP of 37, his acrobatic a roll of 100 results is a Special Failure regardless of the 122 STEEP
female partner has a STEEPof 53, the minstrel has a MusicS'lTEP of score, since the actual success or failure of the project Is only a s
45, the clown's (Buffoonery)STEEPis 57, and Rodney's own second- good as the organizer, and this Is figured from the personal unad-
ary TRAITSTEEP for his escape act is 73. justed STEEP score--in this instance 8 9 for Rodney's Acrobatics/
His starting STEEP is 89 (Acrobatics/Oymnastlcs) and from the Oymnastlcs. Aroll of a 99 would bring an Automatic Failure-in this
added K/S Areas noted above we add 10%ofeachSTEEPseparately, instance a breakeven situation.
dropping all fraction: Thus, we get 89+3+5+4+5+7(Rodney's own Now, back to the K/S roll result. Let's say it is a 26. From the
Escape STEEP for an appropriate act) = 1 1 3 adjusted STEEP points. success chance of 122 we deduct the K/S roll number-26-and
That's well under the 10 person maximum, and all of the other that leaves 96. This translates to a profit percentage of 96%. and we
-
performers are skilled enough togain double normal pay but are not figure the cash in BUCs as follows: 21,025 x 0.96 20,184 BUCs,
'big names," so Rodney need not worry about sharing profits. Now minus 10% (for the Mage) leaves 18,165 BUCs profit in our boy's
comes the time for campaign considerations. The a M rolls thinks a pocket1 Note that the OM ruled that the money paid to the Mage.
bit, rolls dice, and announces to the playerthat the sky is cloudingup Felstir was an "outside expense" and therefore not part of the
and it looks like Inclement weather may modify the Difficulty Rating starting investment, s o this did not count in our Investment flgure
roll, but Rodney's plqfer is quick to counter with a plan of action. against which the profit percentage was applied. To get the actual
Rodney scoops up his remaining funds and heads over to the villa profit figure correct, the initial retainer paid to the Mage needs must
where the Felstir the Mage resides. There he requests an audience be removed from thegross profit, thus: 18,165- 2,100 = 16,065. A
with the practitioner of magick. Felstir listens (the OM rolls D0/o and good chunkof change without any risks of illegality. However, aren't
decides that for the remaining 2,100 BUCs plus 10 OIOof the profits, those city tax collectors lurking nearby?' Surely, too, that is a baiilff
the Mage will clear up theskiesand even toss in somegaudy illusions of the duke standing in the wings, and methinks Kugel the Clever,
over the tent to draw in extra patrons. (Being a Mage OP with high well-known investment advisor about town is about to slgnal for
STEEP enables the foregoing calculation easily.) The a M adds 9 to Rodney to join him for a bite of late supper ...
official and that agent, and doublecheckhg with yet others, see-
~gricultureis an Area where personas can become personally ing if something is legal or even physically possible, redrawing the
involved in the labor aspect of things or else use their knowledge plans, and finally the lining up of the work crew--the supervisors,
to invest and oversee to a greater or lesser extent. The latter masons, carpenters, laborers, etc. All that means the creation of
approach is the one which is usually taken, and following such a a project plan, the desired end result, the resources needed. the
course can bring a measurable monetary return on Real Property, objectivessetat intervalsalongtheplan's path to measure progress
i.e., a persona's ownership of land and buildings for long term and the production schedule's accuracy. Personas must thus
investment gain. Thus, Apiculture fits into the first class (Owner- devote from 4-24 (4D6) game weeks of time dolng this, with a
ship of Real Property). Once a (game) year, at the close of the year, subtraction of one week for every 10 Archltecture STEEP points
this class makes a K/S die roll to determine the success of the the HP has, but with a minimum project time of four weeks
venture in question. Note that this means that the investment regardless of modification, This gives you the length of time it
money is out of the persona's pocket for at least one year. Such takes to get the plan to the acceptance stage. At this point such
personas will initially spend a lot of t i m d h e more money spent personas' personal time and skill resources have been allocated,
the longer the initial time needed in this field--starting up the but they must also invest money. A minimum of 10,000 BUCs is
operation, but aRer it is functioning, they hand over the duties to needed, and the maximum possible investment is 2,000 BUCs per
their overseer@), and can move on to other opportunities or point of Architecture STEEP.
objectives. Once an agricultural operation is running smoothly, it The presentation and acceptance of such a project are also
should go on with little to no personal action, year after year, until dependent upon the STEEP points of such a persona. The
it is sold or otherwise lost. gamemaster will make the player roll against a "Hard' DR but this
Apotropaism is quite different from the Agriculture K/S Area. may vary according to the simplicity or difficulty of the project. (An
Personas using this ability for economic purposes will have their "Extreme" roll if trying to sell a luxury villa complex to an order of
returns measured purely on how successful their works are for aestheticmonks, for example.) After the Difficulty Rating has been
each and every use of Apotropaism skill (Consultation Service). established, the player roils D0/o and hopes to receive a total equal
Factors to consider are for whom it is done, how much time was to or less than the persona's modified STEEP level score. if such is
spent, the seriousness of the problem, the actual success of the accomplished, the project is accepted and the percentage of
operation, and the gain or loss of Social Status. All of these efforts profit is figured out by figuring the difference between the roll of
will use more game time and personal roleplaying to garner the the dice and the STEEP roil needed. For example, if Cuthbert the
financial benefits than the typical investment class, and utilizing Architect needs a roil of 42, and he gets a 29, he makes a 13%
Apotropaism or any similar ability of the Consultation Service sort profit on the money invested, this qualifies a s a regular Success.
will be likely to take away time from other gaming endeavors, A regular Failure means that the project worked well enough, and
albeit not wrongfullys o if this is the gamemaster's intent. This area new undertakings can be instituted, but not with the same persona
promotes roleplaying and encourages both comedic and dramatic orgroupas was involved. In the event of a failure from 10%to 30%
elements therein! ( I D 3 x 10) of the investment has been spent on starting costs-
As an aside, the use of this K/S Area-and many others with whether supplies, taxes, permit fees, bribes, travelling cost or
similar potentials to first promote and then remove troubles-4s whatever. This portion of the money is lost (remove it from the HP
one ripe for dishonest actions and ill-gotten gains. Its use by Other sheet). The HP may try again later but this takes both more time
Personas could bring some special opportunities for aspiring and money. A Special Success roll means that the persona has
heroes coming to stop the atrocities ... done so well a s to gain 1-3 STEEP in Architecture, and such
Architecture is an obvious ability for economic use. To make personas will also have gained increased knowledge and respect-
use of their Architecture K/S, personas must have the inspiration ability in their field, meaning they may multiply future investment
for making changes-with a potential audience o r customer in by 2-20 (2D10) times. A STEEP total of 4 9 followed by this Special
mind (Professional Investment). This Area can generate a quick Success roll of 1 0 would allow such personas to risk up to 980,000
one-at-a-time return for personas ready to risk its use in specula- BUCs (2,000 x 4 9 x 10). The alter-image of this Is the Special
tive manner, or it can be employed to acquire property for long- Failure, which, when roiled, forces a player to again roll DYo, and
term returns. In the former case, a week must be spent studying the number rolled is then multiplied by 2 to give the percentage
the area to find the appropriate use(s) a s per the perceived needs amount of the investment which has been lost and/or is owed (if
of the community or other purchaser potentially involved. the percentile number exceeds the 100Y0, i.e., the whole of the
Note that even if someone w m e s to you with a project, one week sum invested). Therefore, it is possible to lose twice your starting
must be spent surveying and studying the area before anything else capital due to contracts and other promises made to cement the
can be done. During this time, no other game activity is possible. If deal ...a situation where such personas have dug themselves a
something else comes up and distracts personas s o engaged, it will nasty hole, s o to speak.
necessitate that they then spend a week's time all over again. Finally, note that Architecture could be used in the same man-
Next comes the actual physical creation of the plans. This takes ner a s Agriculture, to invest in land and buildings, realizing long-
a great deal of time and often a lot of effort: checking with this term, annually found gains from rents and usage fees.
o, the HPs have gotten themselves into a fight? Combat in The first factor is important as it will define the ranges between
the Mythus game is handled o n e CT a t a time-when the combatants. This will have a mqjor bearing o n how easy it Is to hit foes
actions of all involved personas have been resolved in one with a missile weapon, whether or not a hand weapon can reach
CT, you will then move on to the next one and then to the next one, them, and how much of a head start any HPs have if they decide to nln
and soon until the fight isover.The outline in thesidebar below briefly away. The second factor naturally asks if the persona h'm any w c a p
summarizes the overall combat process and will serve as a handy o n s ready, and, if not, how long will it take to draw them. The third
reference during the game. The different tasks are explained in more provides for what, if any, movement penalties will be i n c ~ for d the
detail below. tenain and what personas can hide behind if someone is firing at them.
The easiest thing to d o to keep track of all of this is to scratch up a
map and/or use metal figures. Metal figures on a grid map done to
YKE-COMBAT TASKS scale are particularly helpful, a s you will have the above information
Establishing The Environment throughout the entire adventure and thus not have to worry about it
The very first thing to d o is to define the exact environment in which before fighting. Also, the above information will naturally change a s
the combat will take place. This includes the following types of the combat progresses and personas advance and rctrcat, and the
information, all of whichshould bedecided by theQMand playersand useof figures will save you alot of erasingand drawing. Of course,just
depicted with figurines, markers, or written down before the combat about anything will d o in place of actual metal figurcs. Many gamcrs
begins: have survived for years o n dice, chess pieces, or indcx-cxrd c u t a ~ t s l
( 1 ) Where each combatant is and what direction h e or s h e is
facing. Determining If There Is 5rrpri.x
(2)What weapons each combatant has and where they are. Thenext thingtodo before wadingin and swingingaway Is to dctcrminc
(3)The terrain conditions (or interior setting), including what, whether either of the parties has surprise. There are basically two types of
if any, cover is available. Surprise situations, Natural Surprise and Total Surpr~sc.
Natural Surprise: Natural Surprise occurs
when two parties meet and one notices the othcr
first. In such a case, the formcr is mid to have
Natural Surprise. To determine which side g c b it
inasituation where neither was previously aware
of the other's presence, have one rcprescntotivc
from each (such as the player of the IIP Icadcr
and thegamemaster) roll Doh. The IIPs win if their
result is equal to or lower than that of the
garnemaster, and the OP group wins otherwise.
Natural Surprise may also be won autornati~?lly
by spending I JF. Note, however, t h d the only
way tosurprise someone who knows that you arc
in the immediate vicinity is to use the Crin~inal
Activities, Physical (Arr~bush)K/S. (See 'Told
Surprise," below.)
An HP party with natural Surprise may c l c d to
Retreat, Confront, or Attack.
Retreating allows the winning party Lo receive
from 1 to 1 0 (1D 10 roll) free CTs worth of move-
(A) Players & QM ann ment (depending o n the conditions) without the
(6) Initiative for each other party noticing (or being able to read), thus
enablingthem togetaway inmostcircumstulccs
Confrontation assumes that the personas will
present themselves to the othcr party for the
purpose of speaking. Intimidating etc. Whlle
doingso negates any advantage on lnltlotivc (scc
page 209), it does allow the personas with Sur-
prise to face the the other group with their w e a p
o n s drawn and aimed, if the weapons weren't
previously ready.
AttackingwithNatural Surprise allows an entire party to strike fir& That'does happen in reality. An exception to attacking Is typically one
automatically in the initial CT, even if their weapons weren't drawn where surrender/capture of the foe is possible.
and their foe's weapons werel The way this works is that the surpris- Example: Let's assume that the ghouls were expecting our heroes
ing party is assumed to be able to ready any weapons that weren't and decided to hide and wait for them. One ghoul hides behind a large
peacebonded or buried in a backpack, and then attack. The OP of section of crumbling stonework, and the other waits around the
the surprised party with the lowest Initiative then reacts affer the corner of the intersection. As the ghouls are cunning, but low in
highest-Initiativemember of the surprising party finished his or her intelligence, the a M decides that each will have to make a Crlmlnal
strike. This applies only to the first CTin the fight; afterthis, combat Activities, Physical (Hide) roll in order to avoid making noise at the
proceeds normally. wrong time or otherwise giving the HPs a clue to their presence. As
Example: Dirk and Alyssa are moving cautiously down a passage- what they're trying to do isn't too complicated, the OM gives them a
way in an ancient crypt, unaware that a pair of ghouls are approach- DR of "Easy," and one ghoul succeeds without difficulty. The other
ing down another hall which intersects theirs up ahead. The QM one, however, rolls a 98 and fails automatically. The QM decides that
suddenly moves the time units down from ATs to CTs and asks Dirk the creature is not hidden well enough and is partially in view of the
to roll D0/ofor a Natural Surprise contest! Dirk rolls a 24. The QM roils HPs. The QM gives that ghoul a DR of "Difficult" to successfully
a 46, giving Dirk and Alyssa surprise. Dirk and Alyssa whip out their ambush the party when they come by. The other one, though, being
weapons immediately, and, regardless of their individual Initiative neatly tucked away in the shadows behind the stonework has only to
rolls (see below), they will get to attack before the ghouls can do so beat a DR of "Moderate" to score Total Surprise on Dirk and Alyssa.
on the first CT. Ourtwo heroessoon reach the intersection and the QM announces
Total Surprise:The second type of surprise is Total Surprise, and that time is now being counted in CTs. The ghoul in the shadows,
this is, in all cases, achieved by planning an ambush without the K/S which Dirk and Alyssa have stopped right next to, makes his roll and
Sub-Area needed, or happening to catch the foe totally unprepared leaps out right on top of them1 Total Surprise1 The other ghoul,
(asleep, unarmed, etc.) via the use of the Criminal Activities, Physi- however, failed his roll miserably, but as he didn't have a Special
cal (Ambush)K/S. In order for the latter to occur, the ambushing party Failure still gets Natural Surprise. Thus in the fir&CT the ghoul behind
must have a specific plan of action (such a s for its members to the rubble will attack. And next, in the second CT,that same ghoul will
conceal themselves atop the roof of a building or hide behind some strike again and the ghoul around the corner will attack after which Dirk
bushes), and it must have completed that plan before the target party and wssawill be able to respond, provided that they're still alive.. .
arrives. Often this might involve one or two K/S rolls against Areas It isstill possible to ambush people who know that you're waitlng
such as Criminal Activities, Physical (Hide) and Deception. The QM around forthem in the immediate vicinity, but don't know your exact
will determine the necessity for extra rolls; a welldescribed and position. This involves a struggle of your Criminal AuYvities, Physical
detailed plan by the players might obviate the need. Otherwise, the (Ambush) K/S versus their Perception (Notice) K/S. An ambusher
success of these rolls will determine how well the ambush has been who wins gains Total Surprise, or Natural Surprise if tied wlth the
set up and thus will haveamqjor bearingon the DRof the Ambush roll. victim. Ambushers who come out on the losing end of the struggle,
Other considerations for determining the DR include just how good a however, gains no Surprise whatsoever.
plan it was in the first place, and, of course, whatever other conditions
help or hinder the "bushwhackers." INITIATIVE AND PERSONA ACTIONS
Another way to use the Criminal Activities, Physical (Ambush)K/S Once the conditions of the combat have been established and
is to enhance Natural Surprise. If you already have Natural Surprise, Surprise has been dealt with, it is now time to figure out what the
then you can try to achieve Total Surprise witbout having anything combatants each want to do and when they get to do it. At the
already set-up. A persona need only make a DR "Moderate" roll in beginning of each CT, each persona who is not incapacitated or
order to succeed. Note that each ambusher must roll separately, and suffering from Total Surprise will be detailed by the player as to
those that fail do not gain the benefits of Total Surprise. The failures exactly what the HP intends to do over the course of the next three
by some of the ambushers, however, will not detract from the advan- seconds. If the actions announced are complex, the QM should write
tages given to those who succeed. down each players' statement (or have the players do so). and once
If Total Surprise is obtained, the party with surprise usually must the CT has begun nochange will be allowed. Next comes the Initiative
attack. (It's a little late to change your mind!) The benefit of Total roils, which determine who gets to go first. These are very important
Surprise is the same a s that of Natural Surprise, but also includes one as personas with a low Initiative could, for example, kill a monster
free CT of attacks during which the victims may do nothing except before it got to bite them, or dive behind some cover before an enemy
pray that they survive! In addition, if the Ambush roll was a Special OP could get off a shot. The lnitiative rolls are resolved as follows:
Success, then the bushwhacker gets two free CTs worth of attacks. (1) Roll ID10 for base Initiative.
But even if the roil failed, the am busher still receives Natural Surprise, (2) Deduct the persona's PMSpd for Physical actions or
whether the ambusher was lying in wait or just rolling to augment attacks with hand weapons, PNSpd for attacks with missile
Natural Surprise. On a Special Failure, however, nosurprise isgained, weapons, MRSpd if using Mental combat, SPSpd for Spiritual
even if the bushwhacker already had it before rolling1 In fact, a combat, or the appropriate Speed A'ITRIBUI'E (Mental or Spiri-
particularly astute QM might rule that a Special Failure results in tual) for Heka use.
arnbushers getting surprised by those they were trying to ambush! (3)Add the Speed Factor for the action taken.
I
Speed Factors vary with a persona's precise action. If a persona is brawingallows personas to pull out and ready a hand weapon that
attacking with a weapon, then use the Speed Factor listed for that wasstrapped around their waist, on their back chest, or one of their
weapon. (A shortsword, for example, can be swung a whole lot legs (thls includesreadyinganunstmngbow or cockingacrossbow).
quicker than a greatsword!) Othenvise use the listings on the Speed If the weapon was thonged down, buried in a backpack or otherwise
Factors table, according to the persona's action. Note that, with the secured, however, penalize them 2 CTs and make them take the
exception of "Moving," "Turning," "Diving," and "Drawing Weapon,' Speed Factor on the third CT. Note that there is nospeed Factor for
only one of the actions listed on the Speed Factors table can be drawinga tieddown, non-buried weapon if an HP has the Weapons,
performed in a CT. Special Skill (Fast-Draw) K/S with the weapon and can make a
The various actions listed on that table are explained as follows: successful roll against it. Once again, resolve such rolls before
Moving allows personas to walk or run at their usual rate, either determining Initiative. The action of drawing a weapon may also be
normally or evasively. If they travel a distance less than or equal to followed by the weapon's use during the same CT, but keep in mind
half their movement rate, they may also attack but note that the that the Speed Factor of 7 does not include the Speed Factor for
Speed Factor of 6 for movement does not include the Speed Factor attacking with the weapon, which must be added on.
of the weapon beingused (see"Drawing," below),so add the weapon For example, if Dirk were to draw and attack with a broad sword
Speed Factor to find when the attack comes in the CT action se- with a Speed Factor of 6 in the same CT, his total lnitiatlve penalty
quence. would be 13. Note that a successful Weapons, Spedal Skill (Fast-
Divingallows personas to hit the floor or otherwise jump behind Draw) roll will not exclude one from adding the weapon's Speed
some nearbycover, and a second action may follow, but the Speed Factor (although a Special Success might).
Factor of the following action determines when it comes in the CT Finally, any persona who is Dazed (page 258) suffers an additional
action sequence. Speed Factor of 5 on all lnitiative rolls.
Rising allows personas to stand up or kneel after diving, and it The total a a u s t e d score result is the lnitiative score for that CT,
might have to be done on the CT followinga dive before an HP can and each persona acts in order from the lowest score to the
attack again, if prone attack Is not possible. highest, with equal scores representing actions that occur slmul-
Turningallowspersonas to turn and facean attacker on their flank taneousiy. After the highest lnitiative participant has finished
or rear. resolving actions, then the old CTends and a new one begins. The
Tumbling is like moving, but allows personas to make a roll whole process starts over, and this continues until the fight has
against their Acrobatics/Oymnastics(Tumbling)K/S togain double ended; i.e., all of one side are either dead, are incapacitated, have
the usual cover for evasive movement. The roll must be made as surrendered, or have escaped.
soon as the action is announced (before lnitiative Is rolled), and a Initiative Example: Dirk and Alyssa are walking along a corridor
failure results in normal, evasive movement that CT. (A Special when suddenly asecret door swings open and three ghouls step out.
Failure would likely mean that the HP tripped and fell flat on his or Theghoulsareeach five yardsaway and fadngthe HPs when the nght
her face!) begins. Both of our heroes announce that they will draw their
Reloadingallows personas to find and nock an arrow in a strung weapons and attack, and the a M announces that the ghouls will
bow, load a bolt in a readied crossbow, or find and place a sling move to within melee range of the HP party (one yard), and (asthey
bullet in a thong or staff sling, provided that the missile is readily at can move six yards per CT) proceed easily to attack. Dirk is armed
hand. if they must fumble around for their ammunition (such as with his broadsword (Speed Factorof6), and Alyssa has herthrowing
digging through a pouch full of items to get to his sling bullets), knives (Speed Factor of 2). Thus the total Speed Factor is 13 for Dirk
penalize them one or more CTs while they do this. and 9 for Alyssa (Drawingequals 7, plus 6 and 2, respectively). Dirk
w rolls a 6 on 1D10, deducts his PNSpd of 14, and adds his Speed
Factor of 13, fora total of 5. Alyssa rolls a 9, deducts her PNSpd of 10,
Speed Factors and adds her Speed Factor of 9, for a total of 8.The ghouls each have
mPBctw' a Speed Factor of 6 for iunglng at the HPs and add an additional
penalty of 3 for attacking, as the action of striking with their daws
counts as asimple, natural weapon attack and has aspeed Factor of
3 (see page 225). ' h e three ghouls roll and come up with final totals
of 8,6,and 1 5respectively. Thus, the first to attack will be Dirk who
hasascoreof5. Nextwillcometheghoul with the6. Astheghoul with
the 8 and Alyssa both have the same scores, they will then attack
simultaneously. Finally, the ghoul with the 1 5 will attack at the end
of theCT. Had our heroes had weapons in hand their initiativescores
would have been-2 and 1, s o both would have attacked first.
For game purposes, always assume that personas' full movement
in a CT is made Instantly when their lnitiative turn comes up, and if
they are ading simultaneously with an opponent, as the ghoul did
with Alyssa, they will complete their movement before elther theirs or
their foe's attacks are resolved. In the above example, the ghdul sabie axe (SF7).The zombies have a PMSpd of 6 and are using bare
started out five yards away and would have remained at that distance hands (SF 3).For simplicity's sake, we'll say that neither persona is
until his turn, whereupon he would suddenly have closed toone yard, wearing armor. On the first CT, Konrad rolls for lnitiative a 3 on 1D 10,
and then both he and Alyssa would have been able to simultaneously minus PMSpd 16, plus SF 7 for the sabre axe, resulting in a final
attack. lnitiative of -6. The first zombie rolls 8, the second zombie 1 , each
One option an attacker has is to choose to go automatically last in minus PMSpd 6, plus SF 3 for natural body weapons, resulting in a
a CT. This comes in handy In situations where an HP is shootingat an final lnitiative 5 forthe first zombie and -2 for the second. As a result,
advancing monster and would like to delay attacks until it moves, Konrad will act once at-6; the second zombie will a d oncc at -2 and
thus probably coming nearer and becoming easier to hit. Anyone once at 2 (4 points after its first attack); Konrad will act again at 4 ( I0
can choose to delay actions, and all delayed actions occur simulta- points aRer his first attach);and the last zombie will act at 5, thereby
neously at the end of the CT after the last of the nondelayed actions endingthe turn. Note that if Konrad had gained Total Surprise against
have been resolved. For example, let's assume that the ghouls were the zombies, he would have acted once at -6, again at 4, and oncc
much farther away--say around 190 yards-at the beginning of the again at 14 (20 points after his rolled Initiative), after which the CT
fight. In the first CT, the aM announces that the ghouls are charging would end (without the zombies acting at all!).
at the rate of 180 yards/CT. Since Dirk won't be able to attack with
his sword until they close, he decides to throw his daggers at them a s A voidance
his first attack. As 190 yards is out of range for throwing knives and There will be situations where a persona might be able to avoid
daggers, the HPs will not be able to attack the ghouls that CT if their combat or the results of combat or a confrontational/conflict situa-
turns come up before the ghouls move, so both decide that they will tion. Thus, Avoidance covers Mental, Spiritual, Heka, and Physical
delay their actions. The ghouls move toward them at a run, and the combat, plus some other situations where harm to a cause, and/or
HPs' actions then follow at the end of the CT.They attack the ghouls persona(s)might occur. (In this regard see also Exceptional Attacks
at a range of 10yards. Note that the ghouls could have delayed their on page 231 .) The matter of if and when to employ this rule is, as
actions as well, but that would have done them little good as usual, left to the acljudication of the gamemaster, but hereafter are
movement is always assumed to occur before combat in simulta- some situations which are plausible for allowing Avoidance. The
neous action! examples are by no means exhaustive, but they serve as a broad
Optional Spacing of Actions: Normally, when a persona's guideline for all concerned.
lnitiative point comes up, that persona makes all of his or her The team of HPs steps into a clearing and finds a band of
attacks for the turn at once. Similarly, the number of actions brigands encamped there. They turn and flee, and the o~~tlaws
personas each can take is dependent upon their exact STEEP with pursue. If the HPs have agood lead, the circumstances are clear as
the attack form they are using. In this way, combat is kept flowing to the abilities of both sides to cover tracks and hide and follow,
simply and easily. But some QMs and players might prefer to have and numerous K/S checks are not desired, a single Avoidance roll
combatants take their actions one at a time s o that the various could suffice to determine if the escape is successful or not.
participants' actions are interspersed, and to have the number of A persona is suspicious of a trap or similar danger, and with such
attacks be more strongly affected by factors such a s weapon size, in mind uses extreme caution in performing an act which the CiM
the bulk of armor worn, etc. The following optional rule is de- knows will in fact place the persona in peril of damage. Avoidance czn
signed to provide for those effects: be used to determine whether or not the persona escapes the in-
( 1 ) Under this option, a persona acts once at his or her tended harm or other effect,
Initiative point, then once again every 10 points thereafter, A Heroic Persona enters a room, and a vampire is there, standing
until the turn ends when the persona with the highest Initiative some yards distant, but attempting to fix its gaze upon the eyes of the
acts once. intruding HP. Avoidance here means the HP has a chance of not being
( 2 ) Combat, Ha~d-teHand,Lethal attacks are an exception: so taken by the vampire's gaze.
Hand attacks occur at intervals of 4 points. As an HP steps into an area there is a rumbling sound from above;
Foot attacks occur at intervals of 7 points. the HP looks up to see a boulder falling toward hini or her. It will
Nunchaku attacks occur at intervals of 5 points.
Saisand tui-Fa attacks occur at intervals of 6 points.
(3) Combat, Hand Weapons, Missile attacks are also an
exception: Missile attacks occur at intervals of 5 points.
(4)In the event of Total Surprise, assume that each CT
lasts 20 lnitiative points long (i.e.,from the lowest Initia-
tive score to a time exactly 20 points later).
(Notethat this rule can change considerably the number of
attacks a persona ends up making during a turn, when com-
pared to the basic rules.)
Example: A mercenary named Konrad is fighting two zom-
bies. Konrad has a PMSpd of 16 and begins the battle with a
obviously smash the life from t h e HP if a successful Avoidance of the
crushing Impact damage of 10 tons of granite is not rolled.
The base chance for successful Avoidance is the total of the MENTAL COMBAT
CATECORY Speed A'ITRIBWB involved-Mental, Physical, or Spiri- SUMMARY
tual. A Heroic Persona with MRSpd of 18 and MMSpd of 16, for
instance, would have a base chance of 34O10to avoid the gaze of the
First CT: Establishing the Link
(A) Determine Inltlativewith NRSpd deduded from 1 Dl 0
vampire; Mental rather than Physical Speed AlTKIBWES being used
roll. No Speed Factors. Range equals slght (or perception).
in this case because the act is principally o n e of recognizing the
(B)Forge the Unk.
danger; averting the eyes requires little in the way of Physical effort.
(1) The attacker expends a n initial amount of Heka
Base chance is then modified by a Difficulty Rating as determined based o n the attack form t o forge a Mental Link with
by circumstances and the OM'S wisdom. To assist in judging each target.
case the Avoidance DKs table serves well. Other modifiers might (2) If the defender has a n active Heka Shield, Mind
apply. I'or instance, if the Avoidance concerned a n area effect Cast- Mask, or the Yoga K/S serving as a blocking force, a like
ing the DRniight beone ormoresteps harder. But if therewasahiding amount of Hekais deducted from the Unk. If the remaln-
place immediately a t hand, the DR might be unaffected or even o n e ing Heka is skill greater than the target's MRCap. the Unk
step easier. succeeds. If it is less, the Link falls.
(3) Attacks against a defender with Mental damage
MENTAL COMBAT equal to or greater than Mental EL requires only '/z
Mental combat involves the use of a Hekaengendered Power or MRCap for additional Links.
Casting against a foe with substantial Mental facilities. (A normal (4)If the Unk fails, the Heka Iswasted and the attacker
plant, for example, could not be Mentally a t t a c k e d a l t h o u g h a Q h o s t must expend more Heka for any further attempts to Unk.
or Demon could be.) See the Mental Combat Summary outline in the If it succeeds, then the attacker may strike during the
sidebar for an overview. next CT.
Mental combat is a two-stage process with each stage requiringone
CT to execute. Note that in each of the two CTs, personas employing Second CT: Determine Attack Form
one of the various Mental attack forms will deduct their MRSpd from (A) The attacker spends additional Heka based on the
their Initiative roll, instead of their PMSpd. Note also that there are n o attack form used and the desired damage.
Speed Factors for attacking Mentally, and the range for all such (B) Any Mental Armor employed by defender reduces
attacks is sight or perception. Furthermore, unless a target possesses Heka damage channeled by the attacker on a I-for-] basis.
a K/S Area which grants the user such a n attack (or defense versus (C) A defender capable of utilizing Wound, Mentalaltack
Mental attacks), it will not know what is happening t o it when it is or negative Heka may spend additional Heka on a 1-for-1
s ~ ~ b j c c t ctod the attack. That means the target will not b e able t o basis to neutralize the attack.
identify who (orwhat)is responsible fortheattack. On theother hand, (D)If, afterall applicabie deductions, the Heka remalnlng
a target with the applicable K/S Areasor Powers will be fully aware and is greater than the defensive total, the attack is successful,
able to channel lleka to d e f e n d a n d counterattack. and defender is subject to the effect of Mental attack, in one
The first stage involves establishing a "Link" with the target. In of the forms below:
DraimThis inflicts 1 point of Mental damage per point
order to d o so, the attacker must expend an amount of Heka deter-
of Heka spent on the second CT. Deduct any Mental
mined by the desired attack form. This Heka must be expended
armor from total inflicted. damage which equals or ex-
regardless of whether or not the attempt is successful. If the target
ceeds EL causes Dazing, and victim will have to make an
persona has sonic form of shieldingor blocking force (such as a Mind
Insanity check.
Mask, tfeka Shield , or the Yoga K/S) which is active at the time the Paralyze: This requires the Mind Warp attack form,
Link is attempted, the target can attempt to resist the Link. This is and itlnflicts 1 point damage per point of Heka. For each
usually a good idea, but it's not mand@?.j. A persona thus defended point of damage from this attack that exceeds total of
will prove to be harder to Link, as any Heka used for such a shielding subject's MRPow+MRSpd, one BT of paralysis results.
or blocking force must first b e ded~lctedfrom the attacker's Heka. The same for each point that exceeds Mental EL.
Any remaining Heka spent by t h e attacker may then be applied Derange: This requires the Mind Warp attack form,
towards forging the Link. Note, however, that if the target has already and It inflicts 1 point damage per point of Heka If
sustained damage equal to or greater than its Mental EL, then only '12 the damage from the attack exceeds the victim's MTRAIT,
target's MRCap must be overcome to establish a Link the,. derangement results for one AT per point cumulct
Once a Link hassuccessfully been established, thecombatant may tive.
attack on the next C T by expending Heka for damage (every point of Control: This requires the Mind Control attack form.
Heka causcs I point of Mental damage), and may try t o re-Link and If the attacker wins in a K/S vs. K/S contest, then the
attack again following that. Any Mental armor or protective Castings victim iscontroUed.There is n o time limit, but the victim
employed by the defender will serve t o subtract from t h e damage on b Dazed and suffers a n additional 1 point of damage/BT
a I-for-1 point basis. of control.
A failed attempt to establish a Link however, prevents the attacker defense. Subtracting 35 points for her armor and Mental dcfensc,
from using further Mental-based casting abilities for 1 AT. A Special Alyssa suffers a total of 15 points of Mental damage. Not too bad, but
Failure will cause a psychic "short," preventing Mental attacks for an remember that Bilkarrbur had to spend 7 5 Heka points for it, and
entire day, and will cause the attacker to take 3D6 points of Mental Alyssa now knows what he's trying to do.
damage in the process! If, however, the roll was a Special Success, As both personas are fresh, this could shape into a nasty battle of
then that Link's attack will inflict double damage on the target! dweomercraeft, where the one with the most Heka wins! Decidingthat
There are four basic types of Mental attacks, one of which must be she needs to take control of the situation fast, and not waste any
chosen by an attacker before establishing a Link. Each of these are Heka, Alyssadrawsher dagger and moves to plunge it into Bilhanbur's
described in the following sections. ribs-but that's another CT (and another section of the rules...).

Attack To Drain Attack To Paralyze


This type of attack typically comes in the shape of Powers or This attack form can be used by a persona with Castings such as
Castings using the Wound, Mental attack form (such as the Wound, Paralysis, Mental or Mind Numb. The Heka cost for establishing a
Mental Charm or Memory Drain Charm). It requires Heka equal to Mental Link for this type of attack is the target's MRPow and MRSpd
the defender's MRCap to establish a Link. The attack will then inflict total. The following blast of energy from this attack is used to cause
1 point of Mental damage for every point of Heka expended by the the target to become immobilized and unable to think clearly. If the
attacker. However, personas with an active Mind Mask and those damage inflicted by this attack form boosts the total amount of
with the Yoga K/S (qq.v.) may be able to block the Link. damage a defender has sustained past that persona's EL or excccds
Personas who are employing any form of Mental armor will reduce the total of the persona's MRPow and MRSpd in one blow (not equals.
the attack's effective Hekaamount by 1 point for every point of Mental but exceeds), then the defender is paralyzed for a nurnbcr of BTs
armor. In addition, those personas who are capable of using Wound, equal to the excess damage. If the damage would both excccd thc
Mental or Negative Heka may reduce the amount on a 1-for-1 basis. target's MRCapandovercome his or her EL, then cornbinc Lhc excxss
Tney will not, however have any way of knowing how much Hekais being damage from both.
channeled against them, so doingso is alwaysa risky proposition at best. For example, an Evil Persona is trying to paralyze Alyssa to keep her
When suffering Mental damage, one feels a combination of numb- from getting away. After expending 40 points of Heka to establish a
ing fear, shock, panic, and extreme confusion. Needless to say, this Link (which is more than Alyssa's MRPow and MRSpd combined, but
is very detrimental to a persona's mental health. Once a victim has he wanted to be sure), he attacks on the next CT and expends an
absorbed damage equal to Effect Level, that persona's ability to think additional 6 0 points for damage. Assuming she had 25 points of
and reason has been greatly impaired and the persona becomes Mental armor, the remaining 35 points exceeds her MRPowt MRSpd
Dazed (see page 258). Such victims will likewise have to make an by four. Alyssa would then be paralyzed for the ncxt four BTs. In
Insanity check for undergoing the experience (see page 270). another example, let's assume that Alyssa had taken a lot of previous
Additionally, once personas have suffered an amount of Mental Mental damage and was only 10 points short of her EL before being
damage equal to their Mental TRAIT, then their mind has been attacked. The result of 35 would exceed her MRCap by one and her EL
destroyed and they become a mindless vegetable-permanently. by 25, thus paralyzing her for a total of 29 BTs!
(Unless a persona's mind can be restored by another using healing Additionally, a paralyzed victim may be further paralyzed by subsc-
magick, it's now time to create a new HP!) For information on the quent attacks, and one who is over EL is especially vulncrablc.
repair of Mental damagk, see "Healing," page 274. Besides to beingeasy to Link, such victims are paralyzed for a num bcr
Example: The Evil Persona Bilkarrbur is attempting to force an of BTs equal to the full damage sustained, plus whatever exceedcd
uncooperative Alyssa into telling him where the Magickal Ctrail of the their MRPow and MRSpd total. Note, however, if damage from h e attack
Otter-peopleis hidden. But first, he must defeat her in Mental combat. is more than a victim's Mental 'IRAIT, the persona's mind will have k e n
Since he knows Alyssa is a dweomercraefter, he decides he'd better destroyed by the enerwesulting in death, usually. For creatures from
weaken her resistance a little first by casting a Wound, Mentalcharm. another plane, it causes them to be returned to their own plane,
He knows that she is a reasonably powerful dweomercra?fter too, and
so decides to spend 25 points of Heka forthe Link.This will overcome Attack To Derange
her MRCap of 20, and s o the successful Link will be effective on the Thisform of Mental Attack utilizes the various Castings and Powers
next CT. Meanwhile, Alyssa was expecting some form of attack and such as Mind Warp, Derange, and the like. This attack inflicts short-
had cast an Armor, Heka Cantrip, creating 25 points of magickal term Insanity asdetermined by theQM. The Heka cost to Link for such
armor. Bilkarrbur begins to forge the Link, and Alyssagroans as she an attack is equal to the subject's Mental TRAIT. Heka points for
senses the impending Mental attack. (It is too late to cast Mind Mask damage are expended at the time the Link is established, not on the
to block the Link, but she can still protect herself from damage.) followingCTas with the other forms of Mental combat. b c h point of
Alyssa expects nothing good from this opponent, and she hopes the Heka above the subject's M TRAIT will cause the Insanity to last for I
magickally created armor will protect her. Action Turn, cumulative. So a subject with a Mental TRAlTscore of 90
On the next CT, the Linkis active, and Alyssa knows what Bilkarrbur points (and no Mental armor) who is subjected to a 100-point attack
is up to, as he channels 50 points of Heka into damage1 She decides will be deranged for 55 (1+2+3+4+5+6+7+8+9+ 10) ATs. For more
to apply an additional 10 points of raw Heka toward her Mental information on Insanity, see page 270 of this chapter.
Attack To Control When rolling Initiative, attackers deduct their SPSpd instead of
This attack form utilizes Charm, Suggestion, and similar Powers their PMSpd, and they add a Speed Factor of 5 for both establishing
and Castings, and it costs an amount of Hekaequal to the target's MR aUnkandattacking. The method by whkhthe establishment of Unks
CATEQORY for the Link The determination of whether or not this is resolved is handled exactly the same in Spiritual combat as it Is In
attack is successful is resolved via a wntest of the Mental Reasoning Mental combat, but it is a contest of Heka versus Spiritual defenses If
(MR) CATEQORIESof the two personas, if the subject challenges the the defender is capable of resisting the Link. Also, there is no 'short-
attack. If the subject does not contest the probe, the attacker simply ing out" if an attempt at making a Link falls, except in the case of a
rolls against his or her MR, and success or failure is the same as if a Special Failure, whereupon the attacker suffers 3D6 points of Spiri-
contest took place. If a mind is controlled, the controlling entity can tual damage and canuse no more Spiritual Powers for a period of one
then utilize no further Castings duringthe time she or he ismaking the week.
victim obey mental commands. While beingcontrolled, victims move
slowly, almost as if they were asomnambulist, and otherwise sustalns Attack To Weaken
the usual penalties for being Dazed (see page 258 of this chapter). This attack form can be utilized by any of the Splrltual Weahenlnp
Failure indicates that the attempt was unsuccessful, but another type Powers or Castings, and requires Heka equal to the defenders
attempt can be made on the next CT at the attacker's option. SMCap to forge a Unk. Once again, those with the Yoga K/S (q.v.) may
A Special Success means that the subject is controlled and will have some armor against this. (Other sorts of protection against
behave normally, save that what is done by him or her isat the Mental Spiritual Weakening are Heka Shield or Iron Will Castins, but the
command of the controlling persona. ASpecial Failure means that the personas must be employing such Castings or Powers prfor to the
Heka is wasted, and the subject cannot be soattacked by that persona Spiritual attack). A successful Unk allows an attacker to channel
for a period of 24 hours. additional Heka on the following CT for damage-inflicting 1 polnt of
Control lasts as long as the user desires, but the vidim suffers 3 Spiritual damage for every 1 point of the attacker's expended Heka.
points of damage per hour of being controlled. Once the victim is As with Mental combat, the target may have some form of Spiritual
released, a new Link and attack must be made, but if the target is over armor. If this is the case, a like amount of Heka expended fordamage
its EL then that only requires half the original Heka to do so. Note that is subtracted.
a controlled being is unaffected by further Mental or Spiritual attacks. When takingSpiritual damage, one feels an overwhelmingsense of
Telepathic Power:This attack form is better known as the "charm- apathy, hopelessness, failure, and depression. When an amount of
ing" type of Power that vampires and their ilk employ. Unless a Heroic damage equal to a persona's Spiritual EL has been sustained, that
Persona or other humanoid possesses a Heka-enabled Power via a persona will sit motionless and do nothing until healed. Such perso-
quirk this attack is most often possessed by monsters. To employ nas will only eat, walk, or dispose of bodlly wastes at the urging and
this method requires the attention of the subject, and thus takes 1 direction of another, and will llkewise be unable to attack or even
Critical Turn to Link (treat as an bebite). defend themselves at all. Additionally, they must make an insanity
Casting Enabled: Mental attacks to Control which are enabled via check (seepage Woof tNschapter)to avoidgoingpermanentlycatatonic
Heka Castings are the most frequently found among Heroic Personas. whenever they find themselves in such a helpless condition.
Unlike the telepathic form of this attack, Castingenabled attacks to Victim who have sustained an amount of Spiritual damage equal to
control do not require the attention of the victim (or even knowledge their Spiritual TRAIT become a will-less zombie with no ability to
of the caster's presence). command themselves. The attacker who brought them to this state
Other Mental Attack Forms: In addition to those already m e n may then command them in a fashion similar to that of the Mental
tioned, there are other Mental attack forms which can be used by or attack to Control (q.v.), but no Link is required and such victlms are
against personas. The most common of these other type are auras permanently in the attacker's service. (Roll up a new HPI) Note that
and fixed areas of effect. Auras are either Heka-engendered Powers or the will-less victim is, as a controlled belng, considered to be Dazed
Castings employed by personas, which form amovingradiusof effect and will suffer all of the applicable penalties for belng in such a state.
that travels as the projecting persona moves. If the aura is a Power, it Note also that a will-less servant b no longer subject to Mental or
is usually caused at will by the being with such ability, and it will most Spiritual attacks. For information on the repair of Spiritual damage.
likely be usable only for a limited number of times per day. see page 274 of this chapter.
AreaCastingsare fvced in place--that is tosay they do not movewith the
caster unlessthey were cast upon amobile object such as acart, an arrow, Attack To Demoralize I

etc. These types of effectsare almost always Castings instead of Powers. This attack type utilizes Powers and Castlngs such as Fear, Panlc
and Terror, and requires Heka at least equal to the defender's
SPIRITUAL COMBAT SMPow+SPPowtoLink. As with an attack to weaken, it may be blocked
Spiritual combat is similar to Mental combat in that it involves the by the aforementioned methods. If the amount of a4justed damage
use of a Hekaengendered Power or Casting against an opponent. exceeds the defender's SMPow+SPPow total, then that persona will
These can be wielded only against creatures with a measurable do nothing further, attempting to leave the scene as qulddy as
Spiritual TRAIT (such as humans andghosts for instance). Mast plants possible and return to the place deemed most comfortable and non-
and animals would not be affected. The Spiritual Combat Summary threatening. The victim will remain there, shaken, until a number of
isidebar on the following page reveals the basics of such combat. ATs equal to the excess figure have passed.
I
For example, a priest is trying to demoralize a vampire with a total v w
SMPow+SPPowof 45. After expending50 Heka points forthe Link, the UAL COMBAT
priest channels 6 0 Heka points through for damage o n the next CT.
The priest inflicts 60 points of Spiritual damage and exceeds the SUMMARY
vampire's SMPow+SPPow by 15.The vampire immediately flees and First CT: Establishing the Link
will not stop until it has reached i t s coffin and has stayed there for a (A) Determine Initiative with SPSpd deducted from the 1Dl 0
period of 1 5 ATs. Had the vampire been able to use but 1 5 points of roll. Addaspeed Factor of 5 for both linklngand attacking. Range
Heka to negate that Spiritual damage, it would have been a different equals sight (or perception),
story (and probably time to roll up a new priest)l (B) Forge the Link
In a n adventure, HPs might flee to the safety of their dwelling, (1) The attacker expends an amount of Heka based on
the desired attack form.
another building, o r someplace out of the way but not too distant.
(2) If the defender has a n active Heka Shield, Iron Will,
Note that this attack does not affect personas who have taken over or the YogaK/S servingas a blocking force, a like amount of
their EL in Spiritual damage (they are already in deep troublel). Hekais deducted fromthe Link. Ifthe remaining HekalssUil
greaterthan the required amount, the Link succeeds. If it is
Attack To Confound less, the Link fails.
Confounding confuses the target, and disrupts Spiritual Powers (3)A defender with Spiritual damage equal tolorgreater
and Mental ones a s well, causing the affected persona to b e unable to than Spiritual EL requlres only '/z stated m o u n t for Link to
muster such forces, but without affecting normal Physical activities. be made.
This attack utilizes Confusion, Doubt, Emotional Influence, etc., and (4) If the Unkfails, the attacker loses the Hekaand must
requires a n expenditure of Heka equal to the target's STRAIT to Link. expend more Heka for any further attempts to Link. IF it
If successful, the remaining Heka (after deductions for armor, if any) succeeds, then the attacker may strike during the next CT.
m u s e s the defender to b e Confounded for 1 CT per point Heka.
Additionally, the defender is unable to employ any Spiritual or Mental Second CT: Determining Attack Form
Castings or Powers for a number of ATs equal to the excess figure. (A) The attacker spends additional Heka based on the attack
Physical Hekagenerating K/SAreas are unaffected, however, and this form used and the desired amount of damage to be inflicted.
attack is of n o use against personas who have taken over their EL in (B) Any Spiritual armor employed by defender reduces the
Spiritual damage. amount of Heka damage channeled by the attacker on a 1-for.1
basis,
(C) A defender capable of utilizing Spiritual combat forms or
Attack To Subvert Negative Heka to counter the attack may spend additional Heka
This aftack may be used but once per day and employs the Rever- on a 1-fore1 basis to neutralize the d a m w .
sal, Spiritual (Subvert) Hekaengendered Powers and Castings. As (D)If, &er all applicable deductions, the Heka remaining Is
the name implies, it causes affected personas to act as if they were of greater than the defensive total, the attack is succassful and the
the opposite moral persuasiok-an HP becoming an EP and vice defender is subjecttothe effect of the Spirityal attack, depending
versa. This attack, in order to b e successful, must include enough on the aim of the attacker:
Heka in the Link to exceed a victim's STRAIT. If, after deductions for Wetiken: This Inflicts 1 point of S$iritual damage per
armor and defensive Heka, the attack is successful, victims will point of Hekawhich the personaexpends on the second CT.
appear to act normally, but Will follow the desires of the attacking Deduct Spiritual Armor (if any) from total damage, and
party. Such actions may include causing indirect harm to their true damage which equals or exceeds EL will cause Victim to go
catatonic and have to make an Insanity check.
allies (but not attackhgtheir real friends or themselves!). An attacker
Demoralize: This infliets damage and attempb to demor.
may function normally while having such a victim under control, and alizethedefenderJf theDnfllckddmgeexceedsdefender's
the subversion will last for o n e AT for every point which gets through. SMPowi-SPPow, then the defender will flee for a number of
Victims are able t o move a t full rate and attack make K/S rolls, and ATs equal to the excess amount.
otherwise operate with n o penalty. mrthermore, they may not b e Canfound:This does damage a n d ~ s ktos confound and
attacked Spiritually while being so influenced. confuse the target. If the damage exceeds target's STRAIT,
Victims who have already suffered over their ELin damage will gain then all the target's Mental and Spiritual abllities are ren-
,
a "false" Spiritual EL equal to the persona which caused their subver- dered Inoperative for 1 CT per excess point.
sion. Such victims may be "revived" from their current state by an SubverC This attack does no damage but seeks to s u b
attack from their allies which defeats them using the procedure vettthe target. It may be used but once per day. damage In
excess of S TRAIT perverts the target (HP to EP, EP to HP).
above.
The victim follows the controller's mental commands, but
appears normal. Victims cannot b e made to directly harm
O t h e r Spiritual Attack Forms friends or self, Each AT after the Rrst, an SP CATFXlORY roll
As with Mental combat, there are other forms of Spiritual Attack at a DK determined by QM must be made to retain control,
forms, those being primarily area effect Castings and auras. These The victim may not be attacked Spiritually and ignores
attack forms conform to those descriptions given for Mental combat, damage over EL while s o controlled.
with the exception being that they arc Spiritual in nature.
HEKA-BASED ATTACKS existing objects (telekinesis or gravity-modifying Castings) or create
Heka-based attacks are the broadest in scope. As opposed to the damaging missiles (arrows, bolts, rocks) that envelop, are propelled
Mental and Spiritual attack-based Powers and Castings covered in the at, orrain downupon asingle target. m e target may attempt to dodge,
preceding sections, the remaining sorts of combat-related magickal parry, o r reverse such attacks (as detailed later). Such Physical
Operations are aimed primarily a t inflicting Physical damage. A sum- manifestations cannot b e absorbed.
mary of the attack process is given on the next page. AreaEffect:TheseareCastingswhich modify conditions in an area
or create damaging substances (exploding balls of fire, raining acid,
Attack F o m etc.) or manifestations (hail and wind) that envelop, are propelled at.
Heka-based attacks come in four basic forms. Each type of attack or rain down upon each and every target within a specified area. Tnis
works in a slightly different manner in terms of the type and number type includes manipulation of temperature, weather, or even ticka
of targets affected and the type of damage done. itself (all the Heka within a n area, not a persona's personal liekzz). A
Specific Target: These are Castings which affect the Physical target with Casting ability such a s Magick Resistance will not be able
condition, strength, or e n e r a of a subject. Magickal armor, warding to avoid this type of attack, since it is directed at the arca, not a
items, or defensive Castings can b e used to minimize the effects of particular persona. Castings and Powers which provide shielding or
such attacks. A subject with the proper Casting may also attempt to armor may still reduce damage, however. As with specific ti~rgct
absorb (and re-use) Heka channeled through the attack, but this can attacks, a persona may attempt to absorb the e n e r g , but is subjcct
be extremely dangerous! Instead of generating damage for the attack to the full force of the Heka s o absorbed.
using dice, the persona absorbs the full amount of Heka channelled S u m m o n e d Spirits/Creatures: Castings or Powers which sum-
into the Casting. If this amount would cause the persona's available mon either native creatures or other-worldly bcings to attack thc
Heka to exceed the normal personal amount, the persona will take 1 caster's enemies are quite a useful form of Heka-bascd attack. Such
point each of Mental, Spiritual and Physical damage for every point creatures might be individuals or hordes, might imn~ediatelyappear
above that maximum. Also, if the Heka absorbed is Negative Heka, or require a length of time to arrive, and can either s c w c the &aster
then it would subtract from the persona attempting t o absorb it, willingly or through force of the Casting. Details arc provided in each
potentially drainingthe victim of Heka. Note that theavailableamount case in the individual Casting description.
we are referring to excludes any stored in any Heka Reservoirs or Illusions: Illusions of terrifying creatures, events or the like, such
acquired by the target through Heka Concentration (qq.~.). attacks cannot b e avoided through normal means, and pcrccived
Also included in this attack form are Castings which manipulate damage will be felt by the subject. Such dani,qe will even rcsult in
death, if the target's CL and P TILAIT
are exceeded in the s7t~1eCTI I l c
only way to resist these illusions is by
dispellirig them, by rendering the
illusion's caster Dazed o r uncon-
scious, orthrough an SProll with a D K
of "Very Difficult." Also note that Urc
last method rnay only be uscd if f f ~ c
target knows it is an illusio~~.

Heka-Based
Attack Methods
Each of the above tieka-bawd at-
tack forms can b e utilized via several
methods. Although each method cre-
ates similar effects, the diffcrcnce is
in the manner of activation.
Castinqs:Wngsarcthc must Lorn-
monmethodofemployinga t i c k ~ l ~ w d
attack against an enemy. Dcpcndimjon
the Casting form, such allacks ciul take
from one Critical Turn to many AUack
Turns to activate. Any Gating can and
may be intermptcd bcfort wmplction,
either causing the attack to backfire or
fail altogether. Eyebitcs and Charms
are the most dilficult to counter, for the
target (oran ally)must have a better Initiative, andbe able to successfully
attach the caster before activation is complete. Castings arc wvcred
individually in the Mythus Mad& book
Heka Powers: Hekaengendered Powers differ from Casting in
that they d o not usually require more than one CT to adivate, i.e.
there is no CastingTime factor. This makes them very powerful, for
(A) Determine Initiative: they can b e brought to bear much more quickly than regular Castings.
On the down side, they lack the flexibility of Heka Castings with
respect to damage, number of targets, range, and area of effect.
Those Powers which function as Mental and Spiritual combat likewise
require n o more than o n e CT to employ, making these so powerful
that the QM is advised to allow only the most fearsome EPs and MYCls
t o possess t h e m a n d even then, such a persona should never have
more than o n e such Power.
Magickal Devices: Magickal devices are itcms which store tlcka
and/or Castings and are either activated and directed by the p o s
sessor, or triggered by an event o r a hapless targct.
Devices such as wands, staves, rings, and scrolls are used for a
multitude of things, and are covered in more detail in the chaptcr on
magickal devices in the Mythus Magick book. The primary uses we
are concerned with here are:
(1) As activators for offensive Castings which would normally
require longer periods of time to unleash.
(2) As tools to activate Castings of summoning or controlling
nature.
(3)As Materia to direct Heka used in deviceenablcd attacks.
Triggered magickal devices most often come in the form of wards,
glyphs, runes, and trapped or cursed items. Such dcviccs are used to
store Heka Castings o r Effects until they are activated. Activation c3n
be brought about by reading, using, o r otherwise manipulating the
device, whereupon it release its Effectscausing damage to those
who triggered them. Damage of this sort could affect an individual or
even several personas within a radius of the device.
Certain items will enable Mental orspiritual control of othcrs by the
caster. These should be treated a s normal Mental or Spiritual attack
forms, and combat handled per the appropriate rules.

Attack Process
And now we come to the process used to resolve llcka-based
combat. A set of specific explanations follows the gcncral outline in
the sidebar, which summarizes Heka-based combat.
ChanceofSuccess:Thisisdetermined by mukiplyingthe persona's
STEEP for the applicable Casting's K/S Area by the appropriate Diffi-
culty Rating using the Casting Difficulty table.
As the table explains, the Base DR for Casting Qrade assumes
a like amount of d Partial Practice casters. Full Practitioncrs (Mage or Pricst) have a
applicable. Any re bonus of one DR easier for Casting arade, but only in that K/S Arca
and their special Sub-Area of the overall Area. Also, Full Practitioncrs
(D)A defender with are the only Hekacasterpersonas able to employ Castings above their
than WL is Dazed. a r a d e limit, u p to the italicized DRs o n the table. (Partial Practitioners
(E)Ifthecasterwil attemptingto use higher QradeCastings than their own rating may. at

f begun, it will have fafled. The personamu&&enroU.on tfie


Special Pailurr Table for Heksbmed@ttxks 0Wemine
thegamemaster'soption, use them at the DRs indicated on the table.)
Full Practitioners normallv of a r a d e 1 (20 or less STEEP) then are
thus enabled: tocast within their School or Ethos a s if at one arade (of
STEEP) higher (in this case 2 1-30). This enables casting of Qradc I
Casting, since a Base DR of
"Hard" would apply, and at
Chde V her chance would
drop to 43%.
Note that Castings don't
require a BAC (Base Attack
21-30 Mod nan3 Chance) t o hit like Physical
3140 Easy Mod combat docs. Nor d o they
41-50 m ever allow your attacks to
5160 Easy Easy Easy Mod Hard Diff VDiff Extr - automatically hit a desired
61-70 easY W easy Etsy Mod DW vw Extr location, except for Special
7180 Easy Easy Easy Easy Easy Mod Hard Diff V Diff Failures whose result is oth-
81-30 Easy Easy e s s y ~ E a s y e a s y P l o Q D I f f erwise ....
91+ Easy Easy Easy Easy Easy Easy m y Mod Hard Other modifiers exist and

'Note thst the Base DR for Castha Qrade ess 1 affedtheDRasshownonthe


Casting DR Modifiers table.

I
Practltionen (Mwo r Priest) have &us of one DR easier for Casllng Qade. but only in that and Special Success/Spe-
1
their special Sub-- of the overall Area,not wlth respectto all CastingPofanysort ?bus, #bone ~~ (as cia1 Failure: When a Cast-
if they had the next higher amount of SlTEP)for Full Fract.itionemto use any ~ O f ~ t Y k n e r a l )
ing h a s scored a Special
or Prfesfcrseff (Qeneral) and In fhk School o r Ethos. Note ah0 Ulltt 14rlI khcikbnera prr drw> thc On& tdeka
S u c c e s s , It inflicts full
C&er personas always able Lo employ W n g s a k m W Ctrade limit. ntaL ts, pbrsoltas rmmrally aWa to
employQrade 1Castingsonly would beabletoattempt use of castinsall the w a y u p t W rollable d a m a g e (mi n u s
deductions for any armor,
above
C
1
desire. This bonus d& not enable Ule

their
jl*aemr to uBlb any Cksking
Difficulty Katinn In italics is shown on the table. Partf&Practf~omm
rating may, at the gamemastet's option, use them sf the D R ind<~eded
~ the
khe C&&
emptimtouseMgherQradeCaPtings
on table.
for which a
- than
I
of course). For example, a
Castingthatdocs4D6 points
ofdamage willauton~atically
d o 24. A Casting that does
3D6+3will automatically d o
2 1. In addition to rolling for
Castings at DR "Moderate," Qrade I1 a t "Hard," Qrade 111 a t 'Difficult," Special Successes, J o s s Factors can b e spent to make a Casting a
Grade IV at "Very Difficult" and Qrade V at "Extreme." No Grade VI Special Success, a Special Success a regular one, or either kind of
Casting can be attempted. If the same Full Praditioners were using a Casting a Minimal Success (see "Joss," page 1 2 9 of Chapter 1 1). A
Casting outside that School or Mhos, there would be n o Qrade advance Minimal Success is just t h e opposite of a Special o n d t inflicts the
ment, socastings would be one step harder in DR, and noGradeVCasting very minimum rollable damage. ACastinglisted at 3 N + 3will automati-
co~rldbe attempted. Partial Pracfi'tioners capable of Dweornermft cally doonly6 pointsof damage, for instance.These damage arnountsare
Castings and/or Pn'estu& Castings generally cannot use caa'ngs f i r e d before the damage is multiplied by the Exposure roll, if any (see
above their QIade at all. Thus, DRs shown in italics apply to Full Practitio- below). Note that when Joss is used to minimize damage from area affed
ners only, and no other (Partial Practitioner) personas are able to attempt Castings, it is reduced only for the individual spending the Joss.
such higher Grade Castings, being barred from usingCastin9 above their As with other K/S rolls, Special Failures occur when a caster rolls
STEEP level, without a special ruling from the gamemaster permitting it. too high (generally 99 o r 100). What this basically means is that not
For example, Alyssa has a D w e o m & ( w S c h o d ) STEW of 43. only did t h e Casting fail, but that something went really wrong, and
Thus, herbasechanceofsu~
cessfully using a Grade I11
Dweomercrzft Casting in
that School would be 129%
for " b y . " (A Difficulty Rat-
Ing of "Moderate" would a p Reading Casting text of garbled or incomplete sort -1
ply to a Casting outside her Reading Casting text in an imperfect&U n d w d tangpage (under31 STEEP) -1
School, or to a Partial Practi- Reading Casting text which is Imperfectly U n d m -2
t~oncr,but the DR is "Eke$' Reading Casting text absolutely not understood' -3
because of the one DR b e Attempting a Casting of a n opposite Vocation*' -3
nus accruing to Alyssa b e
cause the Casting is in her
School, the Gray. Wn, she
would only have an 86%
chance of using a Grade IV
Explosive attacks are a s
surned to envelope a k q c l ' s
entire body Instead d jusi strik-
Ingone area. Whenever attack-
ing with S L a mehod,
~ you
pi& out a 'prime target' wtioni
(orwhlch)you intend to be a t Uic
center of the blast radius. You
for the duration of the combat, and takes 1D6 poi
make a n Dposure roll of I lX)
Ihecast~h~~struckthewq~,Roll
and multiply the damage to Uie
(If appllable)m & l y farthe vi&.
"PrimeTaqT by the result Pur-
therrnore, you get to make :I
I D3 Exposun: roll for everyoric
A serious Gsstfngfailure;has occnd, $ttKi
else in the blast radius.
The Casting completely backfired, and the
For example, Alyssa casts a
intended for the taraet.
Fireburst Cantrip in the area
sunoundiny three advaricirig
bandits and picks her prirnc
some other undesired effect might have taken place. Exactly what target, the o n e In the center. S h e goes o n to roll 2 2 points of darn;u~?,
happened is up to the QM to decide, but t h e Special Failure, Heka- and then m a k e s a single 1D6 Exposure roll for the foe in the mitldk-
Based Attacks table will provide a general guideline. Roll D%. Deduct which comes u p a 4 - a n d a 1D3 roll for each on the side who wcrc iri
1 for each K/S STEEP point of the caster, and deduct 20 for every JF the explosion's blast r a d i u s a n d they c o m e up a s a I and a 3. I h u s
the caster spends to ease the situation. t h e middle figure suffers a gross total of 88 points of dam* (which
Mote that a s in Chapter 1 1 there is a rule forthereduction of both will likely kill that persona outright), and the others take 2 2 arid 66
the Automatic Failure and Special Failure chance for personas points respectively. Any armor aQustments necessary w o ~ ~ ltticn tl
with high STEEP (51 or more). This reduction is repeated h e r e i n follow.
the K/S Failure t a b l e f o r your benefit. Damage from wne-shaped blasts directly emanating from the
Damage Types: One important consideration is the type of dam- caster (a pointed finger, a wand, etc.) is handled similarly. Y o u ursc :I
age inflicted by the attack. The following categories are considered 1D6 Exposure roll, but much of the time you only affect one t;irgct.
for Physical Hekabased attacks, and each h a s its own type of armor Another special type of attack is the Contit~uir~y damye forni,
which works against it: which persists in iqjuring the target after the Initial strike. Sonic
(1) Piercing examples of this arejets of acid, and immolating attacks (continuous
(2)Cutting fire, not explosions such as a Fireburstcantrip). Keroll damage at thc
(3)Blunt end of each CT after the o n e in which the vidim was struck arid
(4) Fire multiply it by a n Exposure score a s usual. This will continue to affcct
(5)Chemical the target until the attack's Duration has expired or the t;irgct t i ' a
(6) Stunning somehow escaped further harm, such a s by scrapingoff or othcruisc
(7) Eledrical removing a burning substance. You'll want to note if any offcndvc.
(8)lmpact Casting you use has such a characteristic and, if so, its Duration. Ibis
(9) Continuing information is listed in the individual Casting descriptions.
This information is also listed in the description of each Casting. Here's an Example: Otto the Man-at-Arms is unlucky enough to bc
Conjured or propelled missiles will either b e "Blunt" or "Piercing,"
depending o n the type of missile. "Stunning" damage is usually
caused by concussion-type attacks such as thunderclaps or loud
sonic blasts. They will generally knock out those affected for o n e BT
K/S Failure 4
per point of damage which exceeds their PNCap in a single attack.
Only 20% of the Stun points inflicted, however, are counted against
the targets as actual damage. For example, if you did 25 points ofstun
damage to a n EP with a PMCap of 20, then you would have knocked
the persona out for five BTs and inflicted 5 points of actual damage.
The "Impact" form of damage is aspedal typewhlch iporesall Physical
m o r and is reserved for only the most devastating of attachs or for use 'If 100is rolled, then roll 1D6.On a roll of 2.6 the result
in particularly nasty situations. damage caused by falling from a height, isAutomatfcFailure,but if it is a 1 then the result will be the
being struck by a large o b j e a or being caught in a m@ckally caused drcladed Special Failure.
explosion is usually lmpact in nature.
in the vicinity of a bursting magickal ball of "Cheek fire." M e r the hit aflatvaluein terms of protection. As opposed tothe way normal (non-
has been determined, the player whose HP cast the spell rolls an 18 magickal) armor absorbs its stated damage for every single attack
on 4D6+4 and multiplies the result by a n b p o s u r e roll of 2, thus the effective value of Casting-based armor is reduced by the amount
inflicting a total of 36 points of damage o n Otto, less applicable of damage it absorbs with each successive attack. S o a n HP with 5 0
protections, such a s armor. At the end of the next CT,the player gets points of Heka-based armor protection who is hit by a n attack of 30
to roll damage and Exposure again, this time scoring another 2 8 points of Physical damage on o n e CT will have but 2 0 points remain-
points of damage. At the end of the third CT the player would d o so ingversusany subsequent attacks. In addition, such magickal protec-
again, and so on until Otto is either dead, o r h e manages to remove tion is always taken off the top-that is, all damagc is applied to any
the stuff somehow (unlikely), orjump into water. We'd call for a "Very Heka-based armor points first, and then any remaining damagc is
Difficult" roll against Otto's PM CATEaORY for scraping or some such, then subtracted from normal armor.
luck if there was water nearby. (Into the moat, perhaps? But then The method for applying Heka-based damage is fairly simple.
there's armor to consider....) A final option is t o just wait for the Deduct the average amount of all relevant armor, as stated in the
Duration to expire, though at a Duration of o n e AT, it is doubtful that Castingdescription, from thegrossdamage rolled. (All players should
any normal creature would live long enough to wait it out. have this average armor numbers o n their HP Profile Sheet .
Applying Damage From Heka-Based Attacks: Once a Heka- Here's an Example: Let's assume that a bandit wearing the arrnor
based attack is determined to b e successful and damage has been shown above was hit with a Heka Bolt cast by Alyssa. Since a tlcka
calculated, all that remains is to apply the damage to one o r more Bolt is basically a directed, arrow-like missile of magickal enercy,
defenders. If a target has no armor o r protection from the magickal Alyssa's target would use the average value of his armor vcnus
attack, all calculated damage is taken. If however, the victim has Piercing damage, or 2 0 points. Alyssa's player rolls the dice for
some form of protection, such will reduce damage. damage, and comes u p with a score of 17 points of Physical damage.
Armor is rated according to the total amount of dam- to be deducted Nice try, but unfortunately for the dweomercr~fter,the armor at>
from one attack against the persona. 'Ihus, if a persona has 10 points of sorbed the missile's damage completely. However, had the persona
armor versus Piercing damage, a successful Heka Dart that did a gross been the one hit earlier by Alyssa's Fireburst, he would really be out
total of 12 points would really inflict only 2 points of Pnysical d a m q e . of luck without Heka-based armor. As the Fireburst is a mxjchlly
Normal artificial armor is listed according to the categories given caused explosion, Alyssa's Caa'ng uscs the "Impad" damcagetype, and
on the Strike Location table (see page 229), as well a s the types of the unlucky fellow would suffer all 88 points of d a m q e from the attack--
damage it protects against. But unlike the way normal armor works since hi armor doesn't protect against the "Impact" fomi of dani'qcl
versus Physical combat (q.v.), when an attack is Heka-based, n o In any case, whenever Physical damage from a Heka-based attack
strike location modifier is used; the target considers the average exceeds a target's applicable armor, that damage is subtracted from
protection (see page 256)-dropping fractions, of c o u r s e f o r all the persona's Physical TRAIT score, and the attack conics to an end.
areas with respect t o each damage type (Piercing, Cutting, etc.). When the total Physical damage from Heka-based and/or nlysical
For example, a persona wearing normal artificial armor consisting combat exceeds a persona's Wound Level (WL)or Critical Lcvcl (CI,).
of a leather jerkin, chain mail, greaves (protective leggings), boots, that persona will definitely begin to feel the effects. The dcscriptiorls
gauntlets, helmet, and a small kite shield would have the following that follow will give you a n idea of how serious the persona is irljurcd.
average m n o r values (see later in this chapter for explanations of the WoundLevel: When personas are over their WL, it means that they
damage types and strike locations--U/S/V/N): have been seriously injured. First of all, they are subject to the effects
Type Average U / S / V/N of being Dazed, and will remain in such astate until their accurnulatctl
Piercing 20 (24117119/22) = 82, divided by 4 damage has been reduced to their Recovery Level (RL). Furtherrnore.
Cutting 35 (44/29/32/37) = 142, divided by 4 they will b e subject to the effects of Shock, and must b e trcatcd for it
Blunt 23 (2912411 9/23) = 95, divided by 4 daily (via the fi&AidK/S, q.v.) until they have been healed u p to their
Fire 13 (1611311 3/13) = 55, divided by 4 Recovery Level.
Chemical 16 (19116115/ 15) = 66, divided by 4 Critical Level: This means that a persona has sustained incapxi-
Stunning 25 (31/24/23/25) = 103, divided by 4 tatingdamage and is in verypoor shape indeed. Any persona in such
Electrical -9 (-14/-6/-7/-12) = -39, divided by 4 condition will fall immediately unconscious and will remain s o for
Impact 0' ID6 hours. Such personas must roll for Permanent darnage, anti
Continuing 0' must likewise be treated daily for Shock until they receive bed-rcst.
Natural armor a n d non-rnq'ckal artificial annor does n o t They will also b e Dazed until they have healed up to thcir RI,.
offer protection against these damage types. Some creatures TRAIT: If a persona takes a total amount of Physical damage which
m y , however, have protection from these kinds of damage a s equals or exceeds the Physical TRAIT score, t h e n 4 0 put it simply-
a result of innate Hekaengendered Powers or Quirks. the persona is dead. Unless the persona is extremely rich, and is the
All natural armor, artificial armor, and any Heka-based protections subject of a successful Restoration (q.v), it's curtains for the unfortu-
are cumulative, and should b e totaled to come u p with the effective nate character1
protection value (though some Heka-based attacks negate all d e Finally, the meanings of the terms "Shock" "Dazed," and "Perma-
fense save Heka armor). It is also important to note here that Heka- nent damage" are explained in the section "More o n Damage,' which
based armor (Physical protection created by Castings o r Powers) has starts o n page 256.
V V "YHYSICAL COMBAT, NON-LETHAL
This type of combat utilizes t h e Combat, HTH (Non-Lethal) K / S
PHYSlCAL COMBAT, Area and involves grappling, wrestling. subduing, and all other
NONmLETHALSUMMARY combat forms which otherwise deal with a f o e without causing
serious injury o r death (or k e e p serious i d u r y to a minimurn). The
One: Hitting the Opponent Physical Combat, Non-Lethal Summary in the sidebar gives an over-
(A) Determine Initiative with PMSpd deducted fromthe 1 D l 0 roll. Add view of the process.
the appropriate Speed Pactor based on the attack form.
As in the lethal type of Physical combat covered later, there is a
(8) Next determine the Base Attackchance (BAC)of the attacker, and
the Physical Resistance (PR) of the defender. Base Attack Chance (BAC) for each "weapon"-in this case the
(1) BAC is h e attachel's Comb@ Mn (IXorrLeUlal)STEEP plus attack form. The BAC is calculated as the attacker's Combat, HTtf
PMCap and any bonus, unlessthe attack form used ls to overpower. If (Non-Letha/) STEEP plus PMCap ATTRIBUTE. The Speed Factor in-
so,the chance of success equals the a W e f s S'IEEP only. volved, however, varies with the attack form. There is also a Physical
(2) PR is the defender's PM CATEClORY plus '/z Combat KTn Resistance (PR) rating, which is calculated a s the defender's PM
(Non-Lethal) STEEP, CATWORY plus '/z of the defender's Combat, HTH (Mon-Lethal)
(C)The attacker must successfully match the BAC, or STEEP (8
atlacking lo overpower) against the foe's PK If the attacker loses, the STEEP. Initiative is calculated normally.
attack has missed. If the allack succeeds, the attacker may then apply In combat, attackers will try t o score a "hit" by matching their
a non-lethal aUack form immediately thereafter. The Speed Factor BAC against their target's PR in a struggle which is resolved using
varies with the attack form chosen, and the ranges are all one yard. the KJS vs. K J S method. One o r the other combatant must win, s o
(D) Personas with exceptionally high sensory ability, as indicated by roll until there are n o "tie" results. Success for attacker results in a
Perception (Physical)ETEEP and PNPow and PMSpd. gain an advanme hit, but failure means that the attacker couldn't get his or her hands
in any form of Physical attack. This advantage is reflected in a bonus to o n the target and the defender may act normally that CT.
their BAC or STEEP (if aUacking to overpower). To find the Perception
(Physical) PNPow &PNSpd BAG bonus, consult the following table: A hit, however, allowsan attacker to use immediately (in t h e x ~ n i c
Combined Percep~on Bonus to CT) o n e of the following three attack forms against the defender. If
STEEP, PNPo w & PNSpd BAC (96) the attack form fails, then the defender is considered to be freed
71-75 1 automatically and may act normally during the rest of that CT. Also
76-80 2 keep in mind that the range for all these attacks is ONE yard. If the
81-85 3 target is further away, then this type of combat cannot be used until
86-90 4
91-95 5
the attacker has closed the distance.
96-100 6 In order to make things easier for you, we repeat the K/S vs. K/S
101-110 a Difficulty Ratings table here. Remainder is the positive or negative
11 1-120 10 difference between BAC or (adjusted) STEEP and the defender's
Physical Resistance (PR)factor and vice versa (for the defender's DK).
w 9 . A

K/S Versus K/S Difficulty Ratings


For example, an HP with such an sllack bonus based on a combined Remainder
score of 114would have a BAC bonus of 10.This percentage would be 1 I or more
added to the persona's combat, weapon, etc, facton to find the BAC. 6 to 10 Moderate
5 to-5
Two: NorrLethal Attack Forms -6 to-10

-
The following attack forms may be used for non4elhal attacks. -1 1 to -20
(A) Overpower?Speed Factor5. The attacker must makes successful -2 1 or lower
roll against Combat, H'ZH (Nan-Lethal) K/S. The DR wiU vary with the
difference beLween the attackel's and the talget's weight (see the main L

text for details). Success overpowers talgel for 2D6 CTs.


(8) bun: speed Factor 3.~ h lscores
s 1D6 points of Stunningdamage
Attack TO Overpower
attack form h a s a Speed Factor of 5 and succeeds with a
sful roll against the attacker's Combat, H 7 H Won-Lethal) K/
points is also scored. S Area (STEEP, not BAC).The DR will vary with how the weight of the
e r compares with that of t h e attacker. Deduct the weight of
nder from that oftheattacker. (Ifyoudon't know oneof their
then estimate a s best you can. Just about anything that's
a failed attack negates previous success to Overpower or Stun. Dl*
much larger than a human is going t o be impossible to overpower
aanginflim
Physid equal to lD1opoints. melimbaffected 4 anyway.) Cross-reference the result o n the Attack t o Overpower DKs
is disabled for NOhoun (days if a Speclal Success).
Asuccessful roll will overpower the target for 2D6 CTs, or double not sit there and hold them. The attacker will, however, have to
that time if the roll was a Special Success. During that time the score another hit if s h e or he wishes t o increase the time stunned,
defender will be completely immobilized, and unable even to speak but that's merely a matter of making an "Easy" roll against the
if theattacker desires to prevent it. The attackerwill likewise be busy attacker's BAC. (Any Special Success scored t o Stun will double
holding the target still. At the end of the above period, a new roll will the Stun point rolll)
be necessary if the attacker wishes to contain the target longer, but Example: Dirk aalligher decides to stun the EP after scoring a hit.
a "hit" is considered to have already been scored. HisSTEEPof 35allows him to roll 4D6, this time forawhoppingresult
Furthermore, note that an attacker can't employ a lethal attack- of 20, which exceeds the EPs PNCap 16 by 4, and thus the target is
such a s a knife-and attack to overpower at the same time (though stunned for four CTs and takes 2 points of damage. Furthermore,
one persona could hold a victim down while another persona at- Dirk decldes that h e would like to see the target stunned longer, and
tacked with a weapon). A failure in making a DR roll frees the s o tries an "Easy" roll to hit with his BAC of 55. This yields a K/S
defender and allows him or her t o act normally. Chance of 165, and he rolls a 16 which is a Special Success1 He rolls
Here's an Examnple: Dirk aalligher has run up behind an EP that he the 4D6 again, for a result of 13, w h i c h d u e to the Special Suc-
wishes to catch and tries to grapple and overpower the fellow before cess--is doubled to 26. The poor EP takes another 3 points of
he can get away. Dirkgets the higher lnitiativescore, and, being able damage and Is stunned for another 10 CTsl
thus to attack before his victim can run, tries to score a hit. Dirk has Finally, note that a stunned foe can be slain automatically in one
a STEEP of 35 (no addition for PMCap, remember) for an overpower CT by an attacker with a weapon capable of inflicting 1 8 or more
attack. If his STEEP, PNPow, and PNSpd had totaled 7 1 or more, Dirk points of damage in a single attack (beforeStrike Location or Expo
would get a Perception bonus, but they don't s o his chance is only sure rolls), or in 1D6 CTs otherwise.
a total of 35%. The EP, however, has a PM CATECiORY of 4 5 and a
STEEP of 39, which provides him with aPhysical Resistance of 6 4 (45 A t t a c k To Disable
+ 19). The Attack to Overpower table is consulted and he is 30 Disabling is essentially an overpowering or stunning attack
pounds heavier than the EP, s o his DR is "Moderate,' boosting his meant to dislocate, sprain, or even break an opponent's arm or
effective STEEP to 70. Dirk rolls well in the K/S vs K/S contest and leg. Attackers must flrst successfully attack and overpower or Stun
wins, thus allowing him to attack the unfortunate EP. their foe (seeabove). Then they must roll against their K/S again at
a DR of "Hard" to successfully Disable. A failed roll will negate the
success of either attack--overpower or Stun. A successful one will
Disable one arm or leg (attacker's choice) for Dolo hours time. A
AttaGk to Overpower DRs Special Success indicates a major dislocation or broken bone.
W&@E DIffetpnce DffY7culty Rahfng Disability time then is extended to D%+20 days! Additionally,
5 1 or higher disabling inflicts 20% of the scored Stun points on the foe in
26 to 50 Moderate Physical damage.
Example: Continuing with the situation above, let's assume that
Dirk aalligher had decided to Disable the EP instead of merely Stun
him. ARer scoring the hit, Dirk decides to overpower the foe. Dirk
weighs about 185 pounds, and his foe somewhere around 155,
which is a positive difference of 30, or a "Moderate" roll for Dirk. He
makes it successfully, and manages to hold the EP steady. Now he
tries another K/S roll at DR "Hard." Dirk has aSTEEPof 35 in Combat,
HTH, Non-Lethal, s o he must score a 35 or less-a little better than
a 1 in 3 chance. Luckily (or through Joss ...), the dice come through
for him and he rolls "03." That's a Special Success. Dirk's possibly
A t t a c k To S t u n put a hammer lock or leg takedown, which struck just right1 Dirk
This attack has a Speed Factor 3 and involves simply knocking decides it's the EP's right arm. His opponent will have it in a cast for
the defender silly. To d o so, the attacker will roll for Stun points 2 1 to 120days. Furthermore, he takes 1Dl 0 t 10 PD points. He's now
after scoring a hit. The attacker rolls 1D6 for every 10 points or unable to use his right arm and is banged up, too!
fraction thereof of STEEP possessed. Note that some individuals
may have armor against Stun damage. If that is the case, treat it Weapons To Enhance N o r r k t h a l Attacks
just like regular armor. If the Stun points scored exceed the Certain weapons will prove handy in a non-lethal combat situa-
target's PNCap, the target will be stunned for a number of CTs tion, allowing personas to Stun an opponent more quickly, for a
equal to the excess figure. If they d o not, the attack has failed and longer period of time, and cause more damage a s well. Small hand
the target will be freed. In any case, the defender suffers Physical weapons such a s the blacwack (also known a s a s a p or cosh) and
damage equal to 10% (drop fractions) of the Stun points rolled brass knuckles are easily concealed and enable personas to strike
(less applicable armor). During the time that foes are stunned, quickly, a s weapon Speed Factors are not counted in a non-lethal
treat them exactly a s if they were overpowered, but attackers need attack. (This is already subsumed within the non-lethal attack
/
form being used.) damage done by these weapons Is in addition
to the Stun points scored as determined from STEEP. 30% of the
Stun points are applied to Physical damage, and of course, Stun
Points in excess of a victim's PMCap result in disabling for a like
amount of BTs.
Other, larger blunt weapons, such a s the bo stick and quarterstaff One: Hitting An Opponent
may also be used in non-lethal combat (provided thegamemaster is (A)DetermineInEHatlvewithPMSpd (Hand Weapon)or PPlSpd
(Mlsrsle) deducted from the 1Dl 0 roll. Add Speed Pactor for
informed by the player before the attack is made). However, when
a a o n and/or weapon used.
the weapon'sSpeed Factor isgreaterthan 3, the higherspeed Factor (8)I"he attacker speciflea the Wget and modffies the BAC
should be used.

PHYSICAL COMBAT, LETHAL


And now on to the golden rule of all mleplayinggames: When in
doubt, whip out your trusty longsword and start swinging! This eates that the attack missed. A r0U equal to or less than
type of combat is probably the most common, and is certainly the 10% of the FAG I8 a Special Hit, a roll of 96-98 is almost
most deadly. Just a few rough battles might very well teach your HP alwaysarnlm, and a roll of either 99 or 1OO usually counts
to avoid such confrontations a s much a s possible! But in any as a Spednil Miss. There are exceptions to the 3@r two
conditions when the FACexcxeds 100,asexpfained in the
event, here are the rules for resolving regular lethal combat. A
summary of the attack process is offered in the sidebar, followed (2) When a hit Is scored. a defender may try to pavry if
by the detailed steps. Note that while these rules might seem she or he hnns any unused attacks in that CT, a pn>per
complicated, once you get used to them they're quite easy. They weapon, and the sMlt to do BQ, and If the hit fs from a
are designed to simulate reality and the actual suspense which weexpon which can be parried. A successful pany auto.
exists in combat. maticallychanges the hit to amiss.ASpecial nit. however,
can be panted only by aSpeciQlSuccess on the parry roll.
Weapon Information IT a pany L succelnrrfuf, mn b o ~ lthe attzickw and de
The very first thing you need to do is to find out some information fender must make: a rolt to see If the other's weapon wsr
about your HP's weapon. Write all of it down in thespace provided on damaged or broken by Ule psny. ff a petsom's weapon
the HP Profile Sheet. The following are the things that you'll need to breaks, It beoomes unusable ImmediateIy, meaning that the
know and record:
pemnammakeno~~ettack;rror~~thstcI',
unless Me persona h a s a n o t h e r v h b d . R u ? persona
(1)The Base Attack Chance (BAC)with Perception (Physical)
may draw another weapon, if my are posmmd,
bonus (if any) and that of the weapon in question. (3)Ifa hit remains u n m e d , the attacker must then roll
( 2 )The number of attacks possible in a CT with the weapon. a SMhe Location to see where on the target's body the
(3)The type and amount of damage the weapon does. attack landed. Attackem who have the Wetlpons, w d a l
(4)The range or reach of the weapon. Mill (Specltk Twget) K/S with the weapon may rolt
( 5 )The weapon's Speed Factor. agwIn$t that K/S to try b choose khe Strike Lo&ion.
(6)Whether or not the weapon can parry, and if so, its durabil-
ity rating. Two: Applying Physical damage
(7) If a repeating weapon (such a s a cho-ko-nu), how many
shots your weapon can fire before you need to reload.
Base Attack Chance (BAC): This is determined by adding your
HP's STEEP for that weapon to its assigned number of Weapon
points, plus bonus for Perception (Physical), if any.
Personas with exceptionally high sensory ability, a s indicated by
either one or another sort of Perception STEEP and Physical Neural
Power and Speed gain an advantage in any form of attack. This

-
advantage is reflected in a bonus to their BAC.To find the Perception
(Mental or PhysicaIjlPNPow & PNSpd BAC bonus, consult the BAC
Bonuses table on the next page.
For example, an HP with a combined score of 114 would have a
BAC bonus of 1O0Io. This percentage would be added to the HP's Three: Conducting Additional Attacks
combat, weapon, etc. factors to find the BAC.
Repeat the sectlons above for every attack a combatant
Here's an example of determining BAC: Alyssa has a Combat, perfom. When acornbatantis outofaUachs,thatpersona's
Hand Weapons (~agger/Wnie)STEEP of 24. Her favorite dagger is t u n is finished and the adfons of th peraons wlth the next-
a fancy boot dagger with 5 Weapon Points, and she has no Percep- high& bitidve score are resolved next
tionlPNPowlPNSpd bonus, s o she has a BAC of 29. Furthermore,

223
were s h e to enchant the knife for 1 5 BAC points, it would b o
DAC to 44! All weapons from swords and maces to pitchforks and The amount of
knives have Weapon Points, most of which aregiven in the weapon damage done
lists (page 2 3 6 and 237). The only exceptions come with martial likewise varies
, Combat, HTH (Leehal) K/S Area. None of those w e a k
a r t s i . ~ . the withtheweapon
ons, not even nunchakus, have Weapon points. In such cases, your beingused,and
BAC is exactly equal to your STEEP rating. in the c a s e of
There is a problem with weapons that personas don't know how martial a r t s ,
to use, either because they don't have the proper K/S Area or with the STEEP
merely because they lack a Sub-Area. In the former c a s e (no K/S of the attacker.
Area), the BAC is equal to t h e number of Weapon points for the Additionally, if
device, and in the latter (lackof K/S Sub-Area) such personas may your persona's
71-75 8
add one-half their STEEP t o the Weapon point rating. For example, BAC with a
Alyssa h a s t h e Hand Weapons, Missile (Knives/Daggers, a n d weapon is 7 6 8 0 10
A
Slings) KJS at a STEEP of 22. If, however, s h e needed to u s e a hand higher than 40,
* Forevery5 pointsor fractionthereof
crossbow with 7 Weapon points, s h e would a d d half of her STEEP t h a t HP g a i n s
damage bonus beyond STEEP 80, add t2.
to that for a total BAC of 18, since s h e doesn't have the Crossbow
for that BACwith
all except mar-
BAC Bonuses tial arts attacks. The High STEEP Damage Bonus table illustrates the
total bonus per blow.
Combined Perception IPhysiical) Bonus to
Likewise, if a persona wields a weapon covered by the Weapons,
STEEP, PnPaw d ITISpd BAC (%)
Hand KJS, a thrown weapon (or bow-not crossbow-suited to the
7 1-75 1
persona's strength) covered under the Weapons, Missile KJS, or any
2
8185 3
of the martial arts, that persona will receive a damage bonus if
possessing a PMYow higher than 12. Consult the Damage Bonus for
High PMPow table for that.
tiere's a n Exarnple: A longsword has a base damage of 4D6. If
your HP had a BACof 6 0 and a PMPow of 18,that persona would have
a total damage of 4D6t 1 0 ( t 4 for BAC, +6 for PMPow = t 10).
Additionally, there is a damage bonus for projectiles wielded by
creatures possessing size and mass much larger than human-size.
These include hurled boulders o r giant-size weapons. This d o e s not
151-175
normally apply to personas, but is possible for those who have been
176 & higher
magickally enlarged or possess a large effective mass due to some
magickal device to utilize these weapons. When a hit is scored by

Sub-Area. If s h e needed t o u s e the s a m e crossbow, and didn't


such a creature or
persona, consult
u 3-r- . - Y
have the Combat, Hand Weapons, Missile KJS at all, then s h e the Weapon Dam- ~ a r k Bonus~ e
would only have its Weapon point rating of 7 for her BAC. a g e B o n u s for for High PMPow
Number of Attacks: Unless using a propelled (not thrown) mis- a r e a t Mass table PMPo w Damage Bonus
sile wcapon, this will vary with a n HP'sSTEEP. Consult the descrip- for the amount of 13 1
tion of the individ~~al K/S Area for details. For missile weapons, damage bonus p e r 14 2
however, it varies with the weapon being used. S e e the weapons die to add to Physi- 15 3
tables on pages 2 3 6 and 237. cal damage. 16 4
One way to increase the numberofattacksa persona hasavailable Another matter 17 5
is to take the Weapons, Special Skill (Florentine) KJS with a one- is the type of dam- 18 6
handed weapon. Doing s o allows the persona to fight with o n e such age inflicted. The 19 7
wcapon in each hand, each of which is allowed its full attack rate following catego- 20 8
(except for nunchakus, which each attack at 75% their full rate, o r ries a r e consid- 21 9
give a total 150% increase in the number of attacks a persona has, ered for Physical
a s opposed to the normal 200%). S e e the description of the K/S Area combat, and each
for more details, but keep in mind that the BAC with each weapon has its own type of * Add t1 for every 1 polnt beyond
may rise no higherthanyourSTEEPwiththeFlorentineskill when you armor which PMPow 2 1.
are s o fighting. works against it:
Weapon Damage Bonus for Great Mass*
Mass Of Creature
3 x MumanSize 6 x HumanSize 12 x HumanSize 24 x Muman.Size
(450=%00Ibs.) (900-1,500
lb~.) (1,600-3,500
1bs.J (3,600 !bs. b up)
nand-Hurled

This is also listed


according to the
weapon type. All
martial arts will be
"Blunt,"and,if you're
wielding a bow of some sort, chances are good that the damage type to knock it away and prevent it from hitting. Needless to say, having
will be "Piercing."Stunning damage generally knocks out the target a weapon that can do so could come in very handy.
for one DT per point of damage which exceeds its PNCap in a single The durability of a weapon has to do with how many parries it c m
altack. Only 20V0 of the Stun points inflicted, however, are counted make before breaking, and is indicated by a pair of numbers with a
against the target as actual damage. Fbr example, if in a single blow slash, "/," mark between thcm. Exactly what these numbers nitan
with a q~larterstaffyou did 25 points of Stun damage lo an EP with a will be explained later, b~ltfor now just find them on the Weapon
PNCap of 20, then you would have knocked out that persona for five Durability table and record thcm for each weapon type of your IIP.
BTs and inflicted 5 points of actual damage. These rat in^, as well as the weapon's price, will vary greatly with the
Note that there are other forms of damage which are not covered quality of the weapon and its decoration.
under this typc of combat, such as "Continuing"and "lmpact."These On that table, the ratings for "Below Average" and "Poor"qu'll~ty
typically fall ~InderHeka-based Combat, but may also be due to non- could also apply to weapons that were well made, but arc vcry old
magicltal attacks from such things as catapults employing "Qreek- and/or were poorly taken care of. Price is the factor to multiply thc
fire" niissiles and the like. For game purposes, treat damage from weapon's price by if it is bcing bought new. While q~lalityw l l l
s i r ~ hattacks using the same rules as their Heka-based counterparts. definitely have some effect on the price of used articles, it will not
Range: The reach for all martial arts and natural wcapon (claw, be the most important factor if the weapon has some historical
bite, etc.) attacks is usually one yard, but some creatures/nionsters value and/or is a collector's item. Shields stands for shields of
a i d hand weapons like greatswords and pole 'arms niay have a reach both the Mcdicval typc as well as other kinds of large, solid ot?jccts
of two, thrcc, or more yards. Missile weapons are, naturally, the best which you niay use to block a blow. Add the listed ftgurc to lt~c
for striking at a distance, and their ranges are, along with the reaches rating for the shield's material. Note that the figure before !he
of hand weapons, listed in the weapons tables. slash is deducted from the number before the slash for the mate-
Speed Factor: If yo~lrHP'saction in a CTis toattack with a certain rial, and a figure after the back-slash is added to the number after
weapon, then you will need to know the Speed Factor for that the slash for the material. For example, the rating for a cornb~nd-
weapon. This is found in the weapon tables. Natural weapons how- tion metal/wood item of "Unsurpassed" quality is 3/40. A shitld
ever, such as fists, claws, and the like have a Speed Factor of 3 for which fits that description has a bonus of +//LO. Thus the LotA
making simple attacks such as striking. or a Speed Factor of 5 for rating for such a shield would be 3/80.
more complex attacks such as grappling and constricting. Artificial A leather whip would be trcatcd as "wood."
martial arts weapons, such as nunchakus and sais, likewise are Magazine: If your t1P has a repeating missile weapon that hokh
Speed Factor 3. more thanone missile at a time, yo~c'llneed to keep trackof how mu( h
Parrying: All artificial (not hands or fists) martial arts weapons, as ammunition it holds and how m ~ ~ cishbeing carried aro~mdAlw.
well as weapons covered under the Weapons, HandK/S, can be used renwnber to keep track of the arrows left in a quiver if the tip is uvny
to parry. A parry is an attack directed at another weapon in an attempt a bow or similar wcapon. See the weapons charts for details.

Weapon Durability
Price Metal Wood Combo Shield
7/10 15/10 10/10 41

Note: See the "Parrying"section of the main text for an explanation of the various headings.
Final Attack
Chance (PAC)
All weapons use the modi-
fiers llstcd o e next page for
convcrtlngthc BACratinginto
ttic I AC The modifications
dre expressed a s a certain the weapon from being used further until it has been repaired. In the case of
nuriiber of points which are natural weapons (such as fists, claws, etc.) this may o r not mean that the
added Lo or subtracted from implement has been broken.
the DAC to find the final re- Weapon destroyed, As above, but Ule problem is pretty much perm@ ia&
sult, andare listedon theFAC
Mod~fi~ations tables. All of
Lhcw tables apply to missile damage and Strike Location normally for the victim.
wcal'ons, whctherthe imple- The weapon hcts been deunagaL and the wmng pemna has been hit
ment In clucst~onis a throw- 9 1 or more The weapon has been destroyed, and the wrong persona has been hit.
Inq Itn~fv,crossbow, or what-
rvcr I land wcdpons, martial
arts, and natural weaponsuseonly the Attacker's Movement, Target's taking place outdoors at night, but there is a bright moon, s o there
Movcr~lcnt,and Position tables. Note that, regardless of the situa- is no rriodification for light conditions. The two applicable modifica-
tion, I L K may be reduced t o n o less than 10% of what it was tions cancel each other out, s o her Final Attack Chance is eq~lalto
originally. Thus, the attacker will usually have s o m e chance t o hit. her BACof 25. Alyssa must roll a 2 5 orlesson each of herattack rolls
It is possiblc for an unarmored o r lightly armored (less than + 6 in order t o hit the Qoblin, and a result of 2 o r less will indicate a
Speed Pactor penalty for armor and/or shield) persona (or being) Special Hit. The o d d s aren't really in her favor, so s h e decides to
with high Physical Muscular and Neural Speed t o move s o a s t o spend 1 point of J o s s o n each throw t o better her chance of hitting
attcrnpt to avoid or lessen the effect of attacks from non-area effect the beastie. This has the effect of shifting her Difficulty Rating from
cornlxlt forms (i.e., hands, feet, hand weapons, andsmall missiles). at least the normal DR of "Hard" t o "Moderate." Alyssa now has a FAC
Of coursc, t)ouldcrs, explosions, and gaseous-type attacks cannot of SO (or maybe 7 5 or even 1 OO!)--doubling (or better) her chance
be dodged. Dodging is a subtraction from the attacker's chance to of success for each throw!
hit-thc perc:enlagegained from sodoing becomesa modifier of the
attxlicr's I'AC. Note that this is in addition to all other modifiers, Special Hits/Special Misses
including Evasive Movement. To find a persona's Dodging factor, Whcn a weapon h a s scored a Special Hit, it inflicts full rollable
conslilt ttic 1)txlging factor table. daniage. For example, a weapon that d o e s 4D6 points of damage
For example, an MPG with a combined PMSpd & PMSpd of 4 5 will automatically d o 24. A weapon that d o e s 3 D 6 t 3 will d o
would have a Dodging Factor of 14V0, and that amount would b e a~~tomatically 2 1. In addition t o rolling for Special Hits, players
s u b t r x t c d from the FAC of the MPG's attacker before application of may spend J o s s Factors t o make a regular hit Special, a Special Hit
t11c 1)Ii fr~~~ltiplicr. regular, or either kind of hit Minimal (See "Joss," page 1 2 9 of
/l(~rt:'sarl PAC Exan~ple:Alyssa is attacking a Goblin with her Chapter 1 1). A Minimal Hit isjust the opposite of a Special one-
throwingltnivcs, asitislungcsatherfromoutofthebushes. HerBAC it inflicts the very minimum rollable damage. A weapon listed at
is 25, and a s s h e had a higher Initiativescore than the Goblin, s h e will 3 D 6 t 3 will automatically d o 6, for instance.Thesedamageamounts
t h r o w twice are figured before the damage is multiplied by the factor for Strike
before its Location (see below).
Dodging Factor movement is As with Special Failures, Special Misses occur when an attacker
DodSlng Factor (%) completed, at rolls too high (generally 9 9 or 100). What this basically means is that
a range of five not only did the attack miss, but that the attacker really messed up
y a r d s . Five and s o m e other unpleasant occurrence might have taken place.
yards is Point Exactly what happens is u p to the QM to decide, but the Special
Blank f o r a Missestable providesgeneral g ~ ~ i d e l i n eRoll s . D0/o. Deduct 1 for each
t h r o w i n g WeaponK/S STEEP point of the attacker, and deduct 2 0 for every JF
knife, s o there the attacker s p e n d s t o e a s e the situation.
is a bonus of Misses are less likely t o occur when expertise and power of a
t 10. n i e tar- weapon exceed a FAC likelihood ofover 1OOO/o--thisis obvious. J L I S ~
get is running, a s high STEEP score mitigates against failure, s o too does high FAC
which is -10. total reduce missing and Special Miss chance. This is shown on the
The combat is High PAC Misses table.
Range Modifications Target Movement
Range Modifier Movement 7)pe Modifier
Point Blank +I0 Motionlcss/Cmwling 0
Sholt t5 Normal~otting
Medium 0 Running
Long -10 Evasive
Extreme -20 Tumbling'

Attacker Movement Nature of Shot


Movement 7&e Modifier Situation Modifier
Motionless 0 Normal 0
N o m l rate Braced"
Runnmg Prone/Kneeling"
Evasive Carefulo
Tumbling Snap Shot"

Tarqet's Cover
.
.#

Modifier
Light screening (as with a bush, smoke, etc.) -10
Poor light conditions -10
Light c&cealment (behind small tree, inside a cart, elc.)
Moderate concealment (bchind low wall, inside foxhole. elc.)
Heavy concealment (behind arrow-slitor the I~ke)
"Popping Up* (Target slays completely hidilen except lo briefly 'pop up')

Attacker/Defender Position
Sltu&lon Modifier
Atkicker elevated above defender (horseback or h~gher) +15tt
[Mender elevated above attacker -15
Attacker on defendet's rear flank +I0
ALtacker on defender's rear t20
Dcfender on attacker's rear or rear flank ..
Dcfender stunned or unconscious ttt

9 This requires a roll against the defender's /lcrubati~~/Oymnastics


(TYmbling)K/S to bc ~ e r ( o m e dsuccessfully.
* * A ~racedshotwith apropelled missile weapon assumes thalthe attacker is bracing body a&or weapon agalnst a k l l , tree, or other lalge,
stable object. Bmcingthe body is worth +5. and bracing the weapon is worth + 10. Prone/Kneelingassumes shooting from a braced prone or
kneeling position. A Carefulshot a s s u m theattacker has spent one CT doing nothing bul alming the weapon. With a Snap Shot, however, the
attacker Just glances at the target before firing very quickly, perhaps popping up from behind cover to do so. Using this Lechnique. one can
increase the value of any concealment one is using by 10 (up to a -30), bul suffers a penalty due to poorly aimed shols.
' *' Personas cannot use evasive movement of any type and attack at the same time. Likewise, they cannot a h c k a w e t to their rear flank
or rear, If awnre of an enemy in those positions, b e y may turn Lo face the enemy that CT--QKnext CT if unaware (at an added Speed Factor of
3 in either case).
t The target suffers the Snap Shot penalty of-10 on its own attacks.
t t Note that while attackers are mounted, their BAC may not exceed their Riding (Mounted Combat) STEEP.
t t t An attacker with a missile weapon gains a bonus of t41)against such an opponent. An attacker with a hand or missile weapon that is
capable of inflicting 18 or more points of damage can slay the defender automatically in one CT, or in 1D6 CTs otherwise.
I
Applyirig Difficulty Kating to PAC Multiply the BAC by the DR's multiplier, the same way yo~rd o with
In general, there is n o special DR applied to the FAC. That is, the DR K/S tests, and roll. Note that a Special Success result is required to
is considered as "Hard," s o the multiplier of 1 is used. Qamemasters parry a Special Hit. ASpccial Failure may have a n additional negative
may, however, reduce o r increase FAC by use of DRs when they result (similar t o that o f a Special M i s s ) such as inflicting full rollable
consider the situation warranting such modification. ticre are some damage.
cumiplcs: ticrc's an E;xarr~plc:Jaxoni is battlinga cutlasswielding pirate with
A persona attempting to attack under ni~rltiplcdistractions and his long sword. The pirate gocs first and lashes out with two blows.
threats (including incoriiingattaclts) might havc a lower PAC because The first hits normally arid the sccond scores a Special tlit! 011-
of this; ix., apply a L)R of lcss than 1 x FAC. Similarly, a persona daunlcd, Jaxom dccitlcs to parry. Jaxom's BAC is 65, and the I)K for
;rttc~iiptirigto strike a target in transition between material and non- a non-shield parry vs. a hand wcapon is "Hard." Jaxoni must roll a 65
t~i<rtcriirl
form may also suffer a DR penalty. Other cases for reduction or lcss to parry the first blow and needs a Spcci;ll S u c ~ c s(a s F), to [xrrry
(:it11 be consitlcrcd a s thcy arise. the sccond kcauw: it wasa S~pccidt lit. tlis first roll is a 98, which tiiisscs
by a niililc, but the sccond is a lucky 02, which succeeds! Jaxorn h t s used
his only two allacks, and nl~lstwait until the next CT to attack.

I
But even if a pcrsona hasmanagedsuccessfully topany an cncmy's
High FAC Misses blow, the persona is not out of trouble yet. Whcn two weapons clash
FAC Total Automatic Miss Special Miss t m ~ t h c rtherc'sa
, c h m c c that orlc or both of tticrn might break. Ixmk
101-125 07-98 9900
at the durability rating for your weapon, as given in the tablc on p;rgc
126- 150 98-99 00
225. Thc number before the slash "/" is the number ot.lcss that your
151-175 99 00
encnly liiust 1011 on I)% to S C C I ~ Vd;rni;~]c:i$ylinst your wc:q)oti. 'l'llc
176 or more 00' 00'
1iu11111cr bchind the slash is thc toLz11aniount of t l a r i i ; your
~ ~ ~ wc:i[)on
txrri stand before brc:lkin$l. Whcn a parry has bccn niatic s~~cccssfiilly,
'Roll 1DIO. A result of 1-7 indicates a hit, 8 and 9 are both thcattacltcrarid thc tlcferidernialicaroll against theiroppont?~~t's
an Automatic Miss, and 0 is a Special Miss.
wealmri. S ~ ~ c c cintliratcs
ss that the combatant niily then go on 10 to11
tiamage nor~n:illyand apply it to thc foe's wcapon. Failure riicans thdt
the wczrpon was unaffcctcd by the blow. A weapon which takcs an
f'imon;s with lorg experience as a snip:r and a l l the equipment thcy ac.cumul;itcd :rriiolrnt o f di1111:qlcequal to or higher than its cli~rll;qc
are i~sctllo, at rest with a b a d on a target, might $t a DK of "Modehtc" rating is inst:mtly and pcrniancntly destroyed.
(1.2)to I'AC. This not only generally assures a hit (most prob:rblc inded!),
Inrl irict~c~crscs tlic likelihood of o Spcckil 1 lit (also most prr)b:~l)lcfor s u ~ h
intli\,itlii~rls).Sin~ilc~rly,a persona thrusting I: liriif<: into the throd of
;rll;rc~liirigwolf riiight grin such a bonus in orclcr to rcflcct Lhc l~robabilily PARRY TABLES
<)I liitling thc ;rninial's jugular vein (a Specii~lI lit!). Non-Shield Parries
Pan-yirq
\Yhcri an attack roll against your tlP succcc:tls, tlc or s h c 111ightbe
b "R
l;lsy
Moderate
Attach V p e
I'ist or kick'
Large thrown weapon
a l ~ l to
c pxry thc blow and knockit away. First of all, the IlPmust either (spear, javelin, axe)
havc thc Combat, tfTt1 (1&11n/) or the Weapons, tlmdK/S Area and I lard I land weapon
must bc wielding an artificial weapon covered under it. (Trying to Difficult Medium thrown weapon
pimy a sword with yo~rrfist isn't too smart; but fists urn parry other ( d a e r , large throwing star)
fistsa s well a s kiclts.) Secondly, ttic persona must havc some unused Vvry Difficult Small thrown weapon (dart, sni,illstar)
allx:lis ,~vaiLrt,le.'Ftic total number of attaclts pcrsorxs havc with a
WC,I~ rcpr(:scnts
O~ the total number of I)lows they may strike in :I CT, Fists and kicks parry thew at 'Moderate." Note that, for
wili.tiic.r a<jainsta foe o r a foc's weapon. For cx:i~nplc, a swordsmiin game puqmses, an a b c k e r does nottlke damage for having a
wilh t w o attacks could parry oncc and attack oncc, attack two tirncs fiwkick lxuricd by an ,utificial weapon, such as a sword.
;111(1 not Ixrrry, or parry two tinics ancl not atlack.
A p t r y c m be usccl against another hand weapon or martial arts

I
w;rlmn, and even against s o r m missile weapons. Any thrown device
Shield Parries
can be parricd normally, b ~ arrows, ~ t crossbow bolts, sling stones,
DR Attack 7Ype
at!;ill-1;iunchcdjavelins, and other rapid, artificially launched projec-
Easy Fist/kick or large & nicdium thrown
tiles o m only be parried by ashield. (A later work dealing with this sort
Moderate Hand weapon
of corn bat will treat the capacity to dodge and/or parry such projcc-
Hard Small thrown
tiks in rnorc detail.)
Difficult Arrows, bolts, sling stones, etc.
A parry is resolved by a K/S-style roll against the defender's BAC.
'l'hc. Dl<tlcpcridson the type of attackand is listed on the Parry Tables.
aiming for before rolling for the at-
tack, and ifyou scorean unparried hit
then you makesa K/S roll tostrike the
area that you had announced. The DK
varies with thespecific body area (see
the description of the K/S), and suc-
cess indicates that the attack landed
there, with no roll on the Strike Loca-
tion table being necessary. Failure
means that a roll on the Stlike Loca-
tion table must b e made at +20, and
a result over I00 indicates that the
attack niissed altogether. A Special
Failure on the K/S roll likewise mcans
an automatic miss.
Example: An assassiri nariicd
Tanderisshootingat Dirkwithacross-
bow and wants to make each shot
count. He decides togo for the Super
Vital area, and, after rollinga hit, pro-
ceeds to roll against his K/S Area. The
Exanlplc: Continuing the above example, Jaxom and the pirate DR for specifically targetinga Super-vital area is "Difficult," and a s the
1)roc:ecd to roll against each other's weapons. Jaxom wields a long ass?ssin has a W e a p l s , Special Shill (Specific Target, Crosshorc/)
sword, which is a metal weapon of exceptional quality and forging K/S of 40, that gives him a 20% only chance of success. He rolls a 35,
and is thus rated at 9/40. The pirate, however, has merely an average which fails, and s o he must try his luck on the Strike Location tablc
cutlass, which ( a s it is also a metal weapon) is rated at 5/20. The after all. He rolls a n 85, which would normally b e a Non-Vital, but, as
pirate must roll a 3 todamage Jaxom's longsword, but rollsa45and he had to add 2 0 t o the roll, the final result turns out to b e 105, which
doesn't even scratch it. Jaxom, however, rolls a 05 and scores is over 100and thus a miss! Dirk hears a twang and feels the bolt whir.
damage on the cutlass! He proceeds t o make his damagc roll and by his ear, but that's it.
comes u p with a total of 15, which does not break his enemy's
wcapon but damages it considerably. The pirate's blade is now only Applying Physical Damage
ratcd at 515. Once a gross total of damagc has been determined, deduct ttic
target's armor and apply the reniainingdamage t o the targct. Armor
Strike Location And 'Table is ratcd according to the t o k l aniount of damage to be deducted
Once an uriparricd blow gets through, the attackcr must then roll from one attack. For example, if a persona had I 0 points of Pierring
to s e e whcrc it landed. The Strike Location table lists general body armor in an area, a bolt frorn a crossbow that did a gross total of 34
areas according t o how susceptible they arc to damage, as opposed points of damage would really inflict only 2 4 points on the persona.
to which exact areas have bcen struck. A "Suyw-Vital" blow, for Armor is listed according to the vulnerability categories given on
example, could mean that the target has bcen s t n ~ c kin the head or thestrike Location table, a s well a s the type of damage against which
a crucial a m in the chest (such as a major artery) The advantage of it works. For example, a soldier decked O L Iin ~ battle dress may have
this is that you don't need a n entirely new table for c r e a t ~ ~ r with
es the following armor list:
bodies shaped differently from humans (though an adjustment to the
4
roll might be in order). 11. v -SclC---U
The damage modifier represents the factor by which the rolled
damage is multiplied. For example, let's say your HPshootssoriicone Strike Location
in a Super-Vital arca with a medium crossbow. You would then D% Roll* Area Damage Modifier
procccd to make the crossbow's 3DG damage roll and multiply the 01-10 Ultra-Vital x4
rcsl~ltby the "Super-Vital" factor of 3. Thus if you rolled a 14, yo^^ 11-25 Super-vital x3
would score a total of 42 points of damage before the armor adjust- 2640 Vital x2

1
rncrit, if any, was made! Ron-Vital xl
You might wish to have your Heroic Persona take up the Weapons,
Spc:ci;~lShill (Specific Target) K/S with one or more specific w c a p 'For fragile or tough creatures (aM's discretion)
ons. This skill allows personas to pick a location on the target instead adjust roll by either -5 or -10, o r by +5 o r + l o ,
of having to roll randomly, but each weapon requires a SLI~-Area slot.
The way it works is that youannounce thespecificarea that the HPare
Area/De vices Damage Type Arm or Shock, and must b e treated for it daily (via t h e First Ald K/S,q.v.)
Ultra-Vital: Piercing 24 until they receive proper bed-rest (medical care a n d rest such a s
Helm, jerkin, chain mail, Cutting 44 hospitalization until they have h a s been healed u p t o Recovery
kite shield, small. Blunt 29 Level).
Fire 16 Critical Level: This means that the persona has sustained inca-
Chemical 19 pacitating damage and is in very poor shape indeed. Personas in
Stunning 31 such condition will immediately fall unconscious and will remain s o
Electrical -14 for 1D6 hours. Such personas must roll for Permanent damage, and
must likewise b e treated daily for Shock until they receive bed-rest.
Super-vital: Piercing 17 They will also b e Dazed until they have healed u p to their RL.
Sarne a s above. Cutting 29 TRAIT: Personas who take a total amount of Physical damage
Blunt 24 which equals or exceeds their Physical TRAlTscore, t h e n - t o put it
Fire 13 simply--they are dead. Unless such a persona is extremely rich, and
Chemical 16 is the subject of a successful Restoration (q.v), it's time to create a
Stunning 24 new personal
Electrical -6 Finally, the meanings of the terms "Shock," "Dazed," and "Perma-
nent damage" are explained in the section "More o n damage," which
Vital: Piercing 19 starts on page 256.
Jerkin, chain mail, Cutting 32
kite shield, small. Blunt 19 Susceptibilities
Fire 13 Certain beings are vulnerable to things which will cause them
Chemical 15 additional Physical damage. There are non-weapon engendered
Stunning 23 Susceptibilities too, and these are detailed o n pages 271-274.
Electrical -7 Weapon (or like object) Susceptibilities include (but are not limited
to) the following things:
Non-Vital: Piercing 22 Argent (silver)
Chain mail, kite shield, small, Cutting 37 Crystal (rock, clear)
chausses, boots, gauntlets. Blunt 23 Ferrous Metals (all)
Fire 13 Fire
Chemical 16 Iron
Stunning 25 Irridium
Electrical -12 Salt (powdered, rock)
Water (Blessed)
Note the poor rating versus Electrical-based attacks. This is the Wood
chicf dr:lwback of most otherwise desirable metal armor. Wise Physical damageinflicted by Susceptibilityisconsidereda s Wound-
pcrsonas who don't wish to be fried in cornbat by a d w e o m e r c r ~ f t e r ing and is generally of two sorts, a s explained below:
will seek some means to correct this weakness, through the use of Contact: The mere touch of the material o n the subject will inflict
either protective Charms or magickal armor. Also note that while the minimum damage for the weapon in question, or a ID3 mini-
rnagickal armor (whether these are Castings, powers, or devices) is mum if not a weapon p e r se, regardless of Natural Armor (q.v.)
equally effcctive versus all damage types, there is no difference in protection, and the weapon then might score other Physical damage
protection for the particular strike location areas. For more inforrna- a s is determined in the combat process.
Lion on these, s e e the Mythus Magick book. Exceptions: Salt (any) will typically inflict I D 3 PD points per
You m,~ywish to have a few pieces of papcr handy to use as arnior ounce which c o m e s in Contact with a being subject to its effect. If
sheets for your t1P if the persona is usinga lot of special equipment a s Contact is successful, then the subject will normally take from
docs the soldier above. 3 0 % to 8 0 % (1Ox (1D6+2]) of the salt in the attack process. Water
Once the final amount of damage has been determined, it is (Blessed) will inflict s o m e unspecified amount of damage accord-
applied to the target and that attack c o m e s to a n end. One thing to ingto the potency of t h e blessing and t h e amount in question. For
keep in mind is whetheror not the total damage a persona has taken example, o n e ounce might inflict from 1 t o 3 PD points. Thus a
exceeds Wound Level (WL) o r Critical Level (CL). S e e the descrip- quart ( 3 2 ounces) could vary from 3 2 t o 9 6 points PD potential.
tions below: However, unless immersed o r ingested, the subject will usually
Wound Level: When personas are over their WL, it means that take only from 3 0 % to 8 0 % ( l o x (1D6t21) of the Water (Blessed)
they have becn seriously injured. First of all, such personas are in an attack.
subject to the effects of being Dazed, and will remain in such a Insinuation: Actually striking the subject with the weapon to
state until their accumulated damage has becn reduced t o Recov- which the subject h a s Susceptibility s o a s toexceed Armor (Natural,
cry Levcl (RL). Furthermore, they will be subject to the effects of Heka-engendered, or otherwise) and inflict Physical damage (regard-
less of the type, including Blunt a s the gamemaster may decide) would seemingly have lnvulnerability to such threat, for the snake's
causes a multiplier of actual damage so inflicted. The multiplier PD could never get past the protection worn. Wrongl The threat of a
range is 2 t o 10 times base damage. swarm of angry hornetsisanotherexampleofan Exceptional Attack.
Example: A Drake is struck by a Ferrous Metal sword which h a s There are many others which fall into this category.
been so enchanted by Heka as t o actually deliver 10 points of PD- If t h e manner in which a n Exceptional Attack occurs is not
whether the damage is Ultra-Vital, Super-Vital, Vital, o r Non-Vital is positively stated, then t h e gamemaster should apply common
immaterial, for only t h e actual final damage figure is considered- s e n s e t o t h e situation. For instance, a poisonous attack which
after subtraction for Armor. Insinuation Susceptibility is a multiplier delivers very little (possibly n o ) Physical damage when it hits, yet
of 5 for a Drake, so t h e 10 pointsof PD is multiplied by 5, and a total is deadly in effect, is treated in two ways. The unarmored indi-
of 5 0 points of Physical damage is inflicted o n t h e creature1 vidual is allowed a parry o r Avoidance or maybe both. The pro-
If a being is subject t o both Contact and Insinuation damage, the tected individual (even o n e s o armored a s t o s e e m immune) is
former is not considered in the latter's multiplier, but it issubtracted usually treated thus:
prior to the calculation for Insinuation. (1)In situations where only a small area is vulnerable to the attack,
It is worth mentioning that HPs might pick u p minor Susceptibili- the attacker must roll Hit Location, and a Super-Vital or better, or an
ties, usually d u e t o Counter-Quirks. The HPs might also gain Invul- Ultra-Vital (depending on protection) result, in order to score a hit.
nerabilities of similar power in much the s a m e fashion. (See"Invul- Panying might apply, if this is possible. An individual caught by an
nerabilities" below.) asp, while crawling flat through a low tunnel with visor raised, would
For examples of Susceptibilities s e e also Chapterl5. have no Hit Location check mitigating the attack. A strike by the asp
would be a n Exceptional Attack, bare flesh assumed t o be the target,
Invulnerabilities and a hit would deliver damage and poison regardless of armor
No beingcan be totally Invulnerable in thissystem. Eachand every elsewhere, while a miss would be just that. (No likelihood of a Parry
one must have its "Achilles' Heel." The latter might be beyond the o r Avoidance in such a situation eitherl) If armor is especially strons
reach of the Heroic Persona, or of any mere mortal, but it will exist in and the situation warrants, then the QM might wish also to allow an
s o m e form, and will serve to pose a potential threat n o matter how Avoidance roll to mitigate against a hit delivered by an Exceptional
remote. Thus, in general, Invulnerabilities g o hand-inqlove with Attack.
Susceptibilities. However, there can b e minor Susceptibilities with (2) In situations where t h e attack@)will absolutely get through,
n o compensating Invulnerability and vice versa. Very powerful such a s a swarm of bees attacking an individual in full plate armor,
beings will have Invulnerabilities which seem total, save that some but the number of attacks is in question, a 1D3, 1D6 or similar roll
similar beings will know of and b e able to take advantage of Suscep- is used t o find how many attacks succeed and deliver damage.
tibilities with which they are afflicted. Again, that number is not to find how many are able to, it is t o find
Just as certain personas will have Susceptibilities, these and how many dosucceed in deliveringtheir attack, with commensurate
others encountered will have literal o r virtual lnvulnerabilities to damage inflicted.
certain forms of attack. This applies t o effect as well a s t o actual Thus, we have covered under the Exceptional Attacks rule any-
damage, of course. Heroic Personas might gain s o m e minor Invul- thing from a n attacker empioyingan otherwise harmless weapon to
nerability due t o a Quirk o r eventually develop o n e through the deliver acontact poison o n exposed flesh, to stings and like attacks
course of play. The most frequent possessors, however, are HPQs, which don't normally have sufficient PD t o negate armor. The game-
MPQs, and various strange beings (usually of inimical sort) encoun- master can apply the principle demonstrated hereunder to manage
tered along the way. The gamemaster will not announce Invulner- all situations of this nature.
abilities, and it is always u p t o experience (and K/S abilities to s o m e
extent) to determine t h e nature and extent of Invulnerabilities. Tying It All Together
Example: Harkening to o n e of our staunchest examples, consider Havingread all of this, you're probably under the impression that
the Preternatural vampire. It has Susceptibilities t o many things the Mythus FRPa is a rather complex game! Actually, it's not s o
(probably Blessed Symbols, ultra-violet radiation, mirrors, garlic, difficult a s might appear at first. Once you'vegotten used to the way
and wooden stakes), but it is Invulnerable t o almost everything everythingworks, it will prove easy touseand remember. As with the
e i s e - a fair exchange. The Werewolf too has Susceptibility to silver K/S Areas, the key to learning the Combat rules is to actually
weapons, Invulnerability t o most other sorts of weapons. memorize only the onesthat you use regularly. The referencesheets,
The gamemaster is cautioned t o employ Invulnerabilities with which can be found in the back of the book, summarize the many of
utmost care and caution. the detaiisof Mental, Spiritual, and non-lethal combat, and also have
many of thechartsfor lethal combat and Heka-basedcom bat a s well.
Exceptional Attacks Thus you need only glance at those if you understand the basics of
There will b e attacks which d o not fall under t h e standard rules, the rules.
and this despite the extensive treatment of the latter. For example, Butjust in case, here is a n example of an encounter that includes
what of the little poisonous snake, a krate, for instance, which thevarious formsof combat, andit should help toclarify the way that
inflicts only 1 PD point when it bites, but its massive poisonSTR will everything works:
will fell a victim in o n e or two Critical Turns? A well-armored persona It is a bright, sunny day, and our heroes--Dirk Qalligher, Alyssa, a
barbarian warrior by the name of Karkban, a theurgist named Jeddras,
and Statz (a seer* travelling at a cautious pace along a thickly-
wooded path. The trees beside the path have large, leafy limbs which
overhangthe forest trail, and thesound ofwildlifecan be heardall around.
Suddenly, three figures drop from the branches of a great oak about 30
yards distant. One is a lall figure swathed in a gray cloak and wearing
studded leather armor, while the other two are dressed in chain mail and
have largeshields. Arustle o$leavesin thesurroundingtreesindicatesthat
there are more men hidden in the limbs. The cloaked figure brandishes
a wooden staff and shouts, "Stand and deliver!" and the fight is on!
Before combat, the GM defines the environment in which the fighting
will take place. Both parties are facingeach other andare roughly 30yards
a p t . Dirkand Karkhanare lidingin the front rank, and the other three HPs
areslightly behind them, with Atyssa in themiddle. Ourheroesall had their
weapons drawn when the fight started. (Obviously, they were expecting
something like this to happen!) The enemies on the ground have none
held at ready, save for the cloaked figure, who is wieldinga staff. me two
accompanying personas have wooden shields and sheathed swords
hanging at their sides, and the bandits hiding in the trees have longbows.
Due to the poor condition of the trail, the GM rules that the terrain is
"Difficult,"and furthermore states that the banditsin the trees have "light"
a v e r from missile attacks because of their nearly hidden positions.
Havingestablished thescene, theGM now calls for NaturalSurprise
rolls on the part ofthe confl1ctingparties.The HPs roll a 4 S n o t g r e a L
but it could have been worse. As it turns out, it wasn't good enough.
The bandits roll a 37 and gain Natural Surprise! To make matters
worse, the GM then announces that the cloaked leader is going for
Total Surprise. The mysterious EP successfully makes a "Moderate"
roll against his Criminal Activities, Physical (Ambush) K/S, and is
thus awarded a free Critical Turn!
W~ththat out of the way, the first CT begins. Onlythe bandits' leader may
a d . The GM announces that h e is beginning to activate a Casting. (Ihis
doesn't look too good for the HPs!). Although the GM doesn't reveal this,
the EP is a dweomercrsefter of the Black School, with a Dweomercmfi
STEEP of 56. For his attack, he chooses to use a Paralysis, Menfal C h m
against Alyssa. But first, h e must forgesuccessfully a Mental Linkwith her,
and so he spends 40 Heka points to d o so (more than enough, but he's
playing it safe), and the first CT has come to an end.
Next, the second CT begins and Natural Surprise goes into effed. All of
the banditswillgo first, andthen theHPswill have achance to retaliate.'lhe
GM announces that the cloaked figure will proceed to attack Alyssa the
bandits in the trees will fire their short bows, and the two armored figures
will draw their weapons and protect their leader while he is casting. m e
playersenactingthe personas of Dirk and Karkhan announce that they will
fire their weapons (both have medium composite bows). Jeddras' player
amounces that his persona will cast a Heka B d t Charm directed against
the cloaked figure in order to tty to disrupt his Casting-since he doesn't
know what the Pis casting,h e can't know that they will both take effect
simultaneously. The player whose HPisStatzannounces that his persona
will begin a My&c Ski11 Bonus Formula (Mysticism Casting) to help the
group, and Alysa-who realizes that the leader has made a successful
Link, and knows what might h a p p e n d e c i d e s to forgo any attack and
spend 75 points of Heka to tty and neutralize the damage. No Initiative is
rolled asthe banditswillgo firstduetoSurprise, and it really doesn't matter
in what order thase personas will attack.
First the GM resolves the leader's attack The EP will expend 100 moie their leader. While Dirk's player declares his persona will shoot at the
points of Heka for damage against Alyssa. Rolling against the EP's STEEB, leader again (Speed Factor 4), Karkhan decides to put a stop to a pair
the gamemaster determines secretly that the Casting will be successful, of archers by chargingforward and springing onto the branch they are
and compares the 100 points of damage against the 7 5 Heka points on. Dirk however, decides t o delay his attacks in order to get the best
Alyssa spent t o counter the damage. Although 2 5 points will get through shot at the EP leader, and will thus g o automatically last. Jeddras
at the beginning of the next CT (provided the EP can finish the Casting realizes that the leader is gazing maliciously in his direction, and
unmolested), the damage will not exceed the total of Alyssa's combined guessing the nature of the coming attack, touches a magickal phylac-
MRPow and MRSpd (31 ).At that time, however, Alyssa will still take the 2 5 tery on his arm and calls upon its power for protection. Alyssa begins
points as Mental damage. a Heka Bolt Charm of her own, which s h e will also direct at the leader.
Next, the archers (five in all) fire their arrows. They each have a Base Statz moves slightly in front of her since his Casting was ruined by the
Attack Chance (BAC)of 40, and the HPs are within Medium range. The arrow. He loads a bullet into his sling, with the intent of hitting an
archers are in the trees (elevated)and thus have a + 1 5 modifier, so the archer.
Final Attack Chance (FAC) is 5 5 . The GM rolls for each shot and Initiative is rolled. The bandit leader rolls a 6, subtracts his MKSpd
determines that Dirk, Karkhan and Statz are hit for 14, 19, and 1 1 of 20, and, with no Speed Factor to add, has a total of - 14. Jeddras is
points of damage respectively. Consulting the Strike Location table the next lowest with a total of -13, followed by mrkhan and Alyssa,
shows the arrows hit Non-Vital areas on Dirk and Statz, and a Vital area who have a a u s t e d rolls of -10. Statz has a total of -7, and the
on Karkhan. Multiplying the damage by a factor of 2 for Karkhan and swordsmen come u p with a -4 and a -1 respectively. Finally, the
subtracting for each persona's armor versus Piercing attacks yields archers come in last with a total of only 2. (Note that it's easier for GMs
the final damage amounts. to roll once for a group of similar opponents, but they can roll for thc
Now it's the HPs' turn. They decide to let Dirk go first, and h e members individually if they want to.)
announces that h e will fire his first shot at the cloaked figure. He has With that, the fighting begins. The leader, in his attempt to forge a
a BACof 3 6 with his bow. The modifiers for Dirkare the same that they Link with Jeddras, rolls a OOSpecial Failure! The dweomercr,lsftcr
were for the archers, since he is elevated with respect to the EP. That immediately "shorts out," taking 12 points of Mental damage, and is
leaves Dirk with a FAC of 51, and h e rolls a 1 6 - a hit! But just as Dirk rendered unable t o use any more Castings for the next 2 4 hours.
prepares t o roll on the Strike Location table, the GM rolls dice and Meanwhile, Dirk fires twice with his bow. On the first shot he misses
announces that the shot has been parried by the shield of o n e of the again, but on the second h e spends two J o s s Factors-one to rnaltc
armored henchmen! Frustrated, Dirk aims and fires his second arrow it harder for the swordsmen t o parry his arrow, and another to nlaltc
at the henchman, but misses the mark. his attack a Special Hit. He rolls a 29, and is pleased t o have finally
Karkhan fires in a similar manner at the other armored henchman, scored a hit on the EP. The GM announces that the leader will spend
and hits him twice in a Vital area for 2 2 and 2 1 points of damage. The o n e factor of Joss t o minimize the damage. "Oh no you don't!" Dirk's
armor, however, provides 12 pointsof protection for each attack, and playercries, "1'11 spend another point tonegate it!" (So much for that.)
s o only a total of 1 9 points are taken by the swordsman. Afler rolling for the Strike Location, Dirk multiplies the full rollnblc
Now Jeddms, witha DweomercrseR STEEPof 86, expends Hekaforhis damage of 1 8 by the resulting Super-vital factor of 3. (Had Dirk
Hcka Bolt and rolls percentile dice. The base DR for the Casting is "Hard," possessed a higher BAC with his bow, h e would have added that
yicldinga SEEPmultiplier of I, o r a base 86% chance of success with the bonus before multiplying the value times3!) The result is 5 4 points of
Grade IV Casting (the one step better bonus applying as Jeddras is a Full damage, which is nearly the EP's WL! If the leader is hit by any further
Practitioner and using an Archetypical Casting of his own School). The attacks, h e will soon be Dazed!
resulting roll is a 21 and the Casting is successful--the damage t o the Going next is Karkhan, who rides to a low branch and va~fltsinto the
leader will be determined at the beginning of the next CT. Statz also tree. Next, Statz hits one of the archers with his sling bullet. The d u n q e
expends Heka for his Casting. even though hisdweomerwas ruined when is minimal, but theaM determines that since the archerwasn't holding on
he was hit by the archer's Arrow. Alyssa having used her turn to defend to the branch, he is dislodged from his perch and falls to the ground,
herself, gets no attack. Thus ends the second CT. stunned. As Jeddras concentrates on his phylactery and Alyssa com-
As the third CT begins, the damage from the successful Castings is pletes her Casting, the remainingarchers make an attempt toshoot at the
applied. The GM announces to Alyssa's player that her persona took 2 5 HPs. The modifications remain the same, but they make some poor rolls,
points of Mental damage. Jeddras' player rolls dice for the damage and none of the HPs are hit.
inflicted by the Heka Bolt, and gets a g o s s total of 27 points. The Evil By now you get thegeneral idea. Let'sjump ahead a couple of CTs and
Persona's byrnie is enchanted with an additional 1 0 points of protection. demonstrate hand-to-hand combat with Dirk attacking the leader of the
This causes the gamemaster to deduct 14 points from the gross amount bandits, and Karkhan fighting a swordsman. During the time that we're
of Kercingdamage. Although the Casting harmed the EP, he only suffered skipping. one of theswordsmen has been killed and several of the archers
1 3 points of real damage. have been knocked from the trees by Karkhan and a few well-placed slirg
Next the personas announce their actions. His attack on Alyssa bullets from Statz. The leader has taken quite a bit of damage, despite
countered, the cloaked figure turns t o focus his attention on the having quaffed a healing potion and making a successful use of Jass to
pesky Jeddras. He plans a particularly savage Mental attackto wound, minimize damage caused by the successful Heka Bolt from Alyssa. The
and begins t o forge a Link. The archers will continue to fire their range isone yard from theleaderto Dirk, and two yards from the remaining
arrows at the HPs. The two swordsmen will continue t o stay close to swordsman to Karkhan.
As the CT begins, Dirk and Karkhan both announce that the; will, Guarterstaff h e bears. This provides him with a BAC of 65, two
of course, attack with their swords. Naturally thelr opponents will attacks per CT, and a +5 damage bonus due to his high BAC. He
defend. Dirk and the henchman both have broadswords (Speed attempts to hit Dirk with his Staff, and rolls 57 and 8, both of which
Factor 6); the leader will use his staff (Speed Factor 3);and Karkhan hit the surprised cavalier. Rolling twice for the Strike Location
will attack with his bastardsword (Speed Factor7). TheInitiativerolls table, the GM determines that he has hit an Super-vital area and a
are made, and Dirkcomesout ontopwith a-3, the henchman comes Non-Vital areal Dirk's player cringes as the damage is rolled up and
next with a-2, the EP leader follows with a-1, and Karkhan comes multiplied by thegleefulgamemaster (after all, the poor spellcaster
last with a 2. hasn't been doing very wtll s o far). damage for the two attacks turn
Dirk has a BAC of 50 with his broadsword, and a total damage out to be 3 6 and 15 points. Dirk has 2 4 points of armor versus
bonus of t 6 (for his high BACand PMPow).Thisgives him 1 '/zattacks stunning attacks, and thus takes only 3 points total (since 20% of
per Critical Turn, each for 3D6+6 points of damage. On this first CT the amount sustained from stunning is counted as actual darn-
of hand-to-hand combat he hasonly oneattack but hewillget totake age). It's a very good thlng that Dirk's armor absorbed some of the
two on the next CT. Since Dirk dismounted on his approach, there damage, though, because had either of the attacks managed to d o
are no rnodificatlons to apply, s o his FAC is 50. He rolisa 3 6 4 3 s a hit. over 19 points--Dirk's PNCap-he would have been knocked out
There is no parry. The blow hasgotten through, and the cavalier rolls for the remainder in BTsI
a 5 1 on the Strike Location table, which turns out to be Vital. The Finally, Karkhan takes his remaining swing with the massive
leader's studded leather armor and magickal protection gives him bastard sword, with the intent of cleaving the bandit in two. With a
17 points of armor versus Cuttingattacks, s o he winds up only taking FAC of 56, he roils and gets a 54-4 hit1 The warrior's blade does a
7 points of Physical damage. whopping5D6 damage, plus 10 points from adjustments, foragross
Next, the bandit swordsman takes his attack on Karkhan, with a total of 2 8 points of Physical damage. The Strike Location table
PAC of 41. The gamemaster rolls a 35, but the player for Karkhan indicates that it was a hit to an Ultra-Vital area, and multiplying the
announces that he will attempt to parry the blow, usingup one of his damage times 4 yields a terrific 112 points of damage1 The
attacks for the CT. Karkhan's Difficulty Rating for parrying the henchman's armor absorbs almost 4 0 points, but that's not nearly
henchman's sword (a hand weapon) with his own (a non-shield enough. As his sword slips from his nerveless fingers, the bandit
parry) is "Hard," yielding a 56% chance to successfully block the warrior falls to the ground-dead.
blow (Karkhan's BACof 56 x 1).A 1 3is rolled, indicatingasuccessful It's now time for the next Critical Turn-and critical it is, for all of
parry, and Karkhan avoids the swordsman's blowl Both personas the other personas involved have stopped, and are intently watching
then roll to damage each other's weapons, but both rollsare too high the struggle between Dirk and the faltering EP. The combatants roil
to count for anything. for Initiative, with Dirk winning.
Now it's the dweomercraefter's turn. The EP has chosen to Dirkgives the dweomercraefter one final chance to surrender, but
specialize in the Combat, Hand Weapons K/S Sub-Area of Spears the EP wili have none of that. As the bandits' leader begins toengage
and Pole-Arms (Thrusting), and is quite skilled in using the again, Dirk's player announces that he wili proceed with both of his
availableattacks. He roils forthe first
blow and hits.
The dweomercmfter tries to parry
the first hit with his Staff. The DR for
doing s o is "Hard" (NonShield Pany
vs. Hand Weapon), and with a BACof
65, he has a 65% chance. He rolls a
5 0 and blocks the blow. As Dirk has
one attack remaining he decides to
give it all he's got. His roll is good,
and hespends a JFtomaximizedam-
age, for 2 4 points. The blow falls on
a Super-vital area, and thus inflicts a
gross total of 72 points-far beyond
the persona's remaining score. The
dweomercraefter groans and falls
beside his henchman.
After that, it appears that the arn-
bush has ended in a total rout, with
the remaining bandits running for
their lives. Our friends are left to sort
through whatever goodies are left by
the fleeing bandits.
in BUCS, and the number behind it the cost of the ammunition per
WEAPONS AND ARMOR shot for non-thrown weapons.
INFORMATION AND TABLES ROIFmeans rate of fire, listing how many shots can be made with
The next few portions contain several reference tables full of that weapon per CT.
statistics for the weapons and armor we have been using in all our With respect to quality, the missile weapons are all considered to
previous examples. If t h e large selection of items seems bewildering be average. A s with hand weapons, above, use thetable on page 225
at first, take heart. You aren't expected to remember all the statistics, to calculate the cost of weapons of higher or lower quality. Note that
you just need to know about the items your persona has and how they for playability--as well a s the aM's sanity-all projectiles (such as
are used. arrows and crossbow bolts) are to b e treated a s average when
A s far as gamemasters are concerned, even a "Qrand Master" determining cost. For individual missile weapon descriptions, see
needs to consult tables now and again. Concentrate foremost o n the below.
mechanics of resolving combat, and you will soon find the numbers All "Self" bows include the category of "Built" bows.
will come to you the more you work with them. If you are a bit All "Composite" bows include both "Backed" and ""Reflex" bows.
overwhelmed at first, you may try limitingthe selections of the HPgroup The ranges (in yards) of the various weapons are also covered on
(andyour OPs)to a few of the more common sorts of weapons and armor. these tables.

Hand Weapons Weapon Descriptions


The hand weapons in the table on pages 236-237 are mostly for use by A d s : A weapon created by barbarians, the aclis is a thonged club
personas who are roiling @nst the Combat Hand Weapons K/SArea, with several spikes driven through it. It may be used in melee or a s a
although a few of the items may be employed by those usingthe Combat missile weapon; and, since it is attached to the owner's wrist by a 20'
Hand-ToHand, Ron-Lethal K/S. All of these devices can party, so be sure long cord, it may be retrieved after it has been hurled.
that you look u p their durability rating (page 225). Aklys: This is a metal dart of heavy sort for this type of missile,
But first a few notes regarding the table. generally used by light troops tosoften u p enemy formation (although
Sub-Area is the Sub-Area the weapon requires (seethe K/S descrip they are not to be scoffed at in man-to-man actions).
tion). Remember the BAC limitation for using weapons for which you f4rrow:Thearrow isa missile which is fired from a bow. Most arrows
don't have the proper K/S Sub-Area. are composed of three parts (sometimes four): the head (pile)which
WP is the number of Weapon points. For personas who don't have is generally metal, the shaft (stele) which is probably wood, the nock
the Combat, Hand Weapons K/S, their BAC is equal to the item's (notch) in which the bow string fits, and finally the feathers (fletching)
Weapon point rating. which steady the projectile during flight and can also d o other things,
C indicates composition of the weapon for purposes of the Durabii- such as causing the arrow to spin o r whistle in flight. Mostly the heads
ity Rating t a b l e - a n " M stands for Metal, a "W" for Wood, and a "C" of these missiles are like small spearheads, which, when discharged
stands for Combination. by a powerful bow, can penetrate deep into the target where the
S Is the weapon's Speed Factor. barbed point will lodge. Of course, heavy armor of plate or of assorted
DTis the damage type indicated by o n e of several different letters- layers of protection will prevent arrow penetration from all save
"P" for Piercing, "C" for Cutting, "S" for Stunning, and "B" for Blunt attacks a t close range or from very powerful bows, and heads to do
(Shock). this are small, bullet-shaped ones.
Dam. represents the base damage of the weapon, before BAC and Assegai: This short, broad-bladed spear comes in two sizes: The
PMPow bonuses, if any. first is lighter and made for throwing, and is very similar to a javelin.
Reach is the striking distance of the weapon, in yards. The second is the heavier, hand-to-hand weapon, which can be used
Price is the standard price of weapons of average quality-use the to stab one's opponent a s if it were a short sword. The minimum
multipliers from the Weapon Durability table on page 295 to determine strength for a persona t o use this weapon is a PMPow of 13.
the actual cost of weapons of any other p d e of quality. For further Axe, Hand: This hatchet-like weapon can be used in either hand-
descriptions of the weapons, see "Weapon Descriptions," below. to-hand combat o r as a missile weapon. I t s cutting surface can also be
used to chop through things/obstacles in various roleplaying situa-
Missile Weapons tions. A PMPow of 1 3is the minimum that acharacter needs touse this
This two-part table is similar to the table above, but covers all devices weapon.
listed under the Combat Hand Weapons,Missile K/S Area. As with hand Axe, Battle: This heavy, generally broad-headed axe takes a
weapons, substitutions can be made for similar devices. On the table: persona withstrength (PMPow)of at least 16. It isemployed both one-
T indicates whether o r not it is a thrown weapon. A "Y," or yes and two-handed according to whether a shield is being used and the
response, allows individuals to add their PMPow bonus to the damage wielder's desire at the time.
rating. An "N," or no, means theweapon is a bow or similar device that Bagh Nakh: The "Tiger's Claw" is a weapon of the Hindic peoples,
does not receive the PMPow bonus (unless specially made to reflect particularly those of the lowest sort-thieves, brigands, and espe-
the wielder's strength). cially assassins. These are basically a form of brass knuckles that
S is the weapon's Speed Factor. have four "claws" stickingout from between the fingers when the fist
Under W c e , the number before the slash is the price of the weapon is clenched.
.,. ,, Neapons
Weapon SubArea WP C S DT Dam. Reach Prla:
Adys Club 5 C 6 B 2D6 I 50
Assegai
Axe, Hand
Sword
Axe
2H Axe
5
8
5 C
C
C
3
4
6
Y
C
C/P
3D6
3D6
4D6
1
1
1
50
1 0
I50
f
Kagh Nakh'5 mi (L) 3 M 2 C 2DG 1
(Tlgei's Claw)

i
Bardiche 2H Axe 3 C 8 C 5D6 2 250
k c d e Corbln' l(x2) ZH Axe 3 C 9 P 3D6 2

i HilKluisarme'2
(Scorpion)
Yole arm # I 4 W 10 CIY 4DG 4 80

~ l l ln o w 2 Pole arm Y1 6 C 8 C/P 4D6 4


I Blaclijack Club 2 W 2 S 2D6 1 25
Hludgwn Club 5 W 3 H I DG 1 25

i" $
;Brase
; Knuddes
2 t1 Uub
Spear
H'IH (NL)
G
3
2
W
W
M
G

1
2
H
S
S
n
2DG
3D6
2D6
2
3
1
40
20
50
Chain Whip 4 M 7 21)G 2 10 \

1
Choppcr AXC G M 4 C 3I)G 1 60
Dagger' Dagger 5 M 2 P 2D6 1 90
I Fang'2 (whnal) Axe 4 M 5 C/P 3D6 1 100
Fauchard Pole arm O W 5 C 41)O 4 70
buchardrork" 5 W 9 Cp 4DG
3 M 3 CIP 2D6
5 C 7 B

6 W 5 C/a 306
Cllalvc-(luisarme" Yole arm # 1 5 W 8 Cp 4L)G
Yole arm # I G W
OulsarmeVoulyet0 Pole arm # I 5 W 10 C/P 4D6
8 W 6 C/P 5D6

4 C 5 B/P 2D6
Hammer, Maul'6 Club 5 C 6
7 C 9 HIY 41)G
G C G
7 W 7 C/P 4D6
Hook Pauchard Polearm#l 4 W 8

5 M I C 1116 1 45
5 M 2 C 2 D 6 1 85
Lance (Ugh1 Horse) Spear 7 C 4
Lance (Medium Horsc) S p a r 10 C 5
Lance ' 1 (ticavy Horse) Spear
Lochaber Axe (Jedberg) Axe# 1 3 W 8 C
Lucem Hammer"1 5 W 7
5 C 5

5 M 6 C 3D6 1 50
ManCatcherU4 SpearPljl3 10 C 10 P
4 M 3 Cp 31)G
(bladed OaunUet)
Weapon SubArea WP C 5 DT Dam. Reach Pilce 'DR roll is made to dismount a mounted
Mornlngstar' l ZH Uub 8 C 7 220 opponent,
Nag1nila Pde arm 6 W ' DR roil is made to hold an opponent at
@no (pole axe) Yole axe 7 W bay.
Yartlsan Pole amC3 6 C # 1:A Special Hit indicates that the oppo-
Y I L ~ ' I(x2) (Martel) Axe 3 M nent is caught by the hook and thrown
Ylck(' 1) 2 4 Axe 5 M down (or dismounted).
PI$\ Iwlhers'7 Spear 0 C #2: On aSpecial Hit, the weapon catches
Pike' 1 Speart4 5 C the opponent's weapon and disarms him or
Ylkc Awl'l(x2) S[xar#4 3 C her.
Pole Axe'2 Axe 6 C #3: DR roll is made to d i s m or destroy
K,~nsucr Spear#l/#3 G C an opponent's weapon.
(Rohc~rlldnr ~Spoon
r Chouves Souns Kunka e k ) #4: In a headlo-head aclion, a pike will
Sabre Axe'l Pole arm always gel first strike on the initial handlo-
Shield (Adagn) Shield hand CT,no matter what the Speed mctors
Shield Shleld so involved.
Shield (I'mcklcr, spiked) Shield " 1: Weapon negates 5 points of normal
Shleld (Kite. small) Shleld armor each and evely lime it successfully
Shicltl (Kite. laye) Shield strikes the opponent. Weapon points in
Shicld (Round, small) Shleld excess of 5 add to the amount of armor
Shlcld (Hound, large) Shield negated. A halberd, for example. with 8.
Shleld (Tower, small) Shleld discounts that number of factors of armor
Sl~icltl(Tower, large) Shield when comparing damage to armor protec-
Spear Spear tion.
Sphn S1xar#l/#3 '2: Before figuring the damage done on
(Chavcs Souris. Korseke) any atlack, the atlacker declares whether T
Simntoon Spear making a Cutting or a Piercing attack
SlafC (Quarter) Spear '3: DR roll is made to see if the opponent

7
Sword Sword can be pulled down by the rope which is111
(Han&an&a-Half, Bastard) attached to the weapon, thereby causing

A
Sword (broad) Sword dimcuity in the countemttack
Sword95 (Epee, Foil) Sword '4: This weapon specializes in its umd
Sword'l Sword usual altack form and thereby needs a
(Falchion. Cullass) simpler DR roll than normal to accomplish
bwuril (Oldd~usshort) Sword its special task
Sword' l(x2) Sword ' 5 :This weapon does not affect an oppo-
(Oreat claymore) nent who is wearing any sort of hard armor.
>word (lutana 18ch1) Sword unless a Special Hit was rolled and Ulis then
Sword @ho]mh) Sword becomes a regular one.
Swvrtl'Z (Long) Sword '6: This weapon does so poorly against
Sword Sword armor that the armor's defense values are
(Nc*Dachl, Hand and a Half, Bustard) doubled (x2).
\word' l (Odachi) 2 H Sword '7: These metal rods are placed firmly
Sword'6 (Kapier) Sword into the ground and opponents ram them-
>word (Sdbre, Yat~gnn) Sword selves upon the points. This assumes a
Sword (Sabre, dueling) Sword special wndition, of course, such as a
Sword (Sumtar) Sword massed block of chaqing infantry or cav-
Sword (Small. Dress) Sword airy (at trot, canter, or gallop). The damage
Sword (Tuiwar) Sword inflicted by each stake is 3D6+3,5D6+5 Lo
Sword*:! Sword a mount with a dismount chance of 2 in 6
(WsM7asN, short) per stake. Qamemaslers may modify this
Ri~tcr~l S1xcu#3 up or down according to their superior
Voulge Axe knowledge of such probability in a particu-
1Lhll' Whll,#3 lar situation.
Aclis Club 5

i
AMY8 Darts
Assegd spear
Axe, hand Axe
Blowgun Blowg~~ns
Bolas Club
Boomerang Boomerang
Bow, self @hart) Bow
Bow, self (Medium) Bow
Bow, self' (Long) Bow
Bow, self Bow
Qulail (Pellet)
Bow, composlte (Short) Bow
Bow, composite (Medium) Bow
Bow, composite' (Long) Bow
Bow, foot' (Long) Footbow
Cho-kwu Crossbow
Repeatirq (Dolt)
Club (Aclis) Club
Crossbow, hand (Bolt) Crossbow
Crossbow, hand (Pellet) Crossbow
Crossbow, hand (Stone) Crossbow
Crossbow, small (Bolt) Crossbow
Crwbow, small (Pellet) Crossbow
Crossbow, medium (Bolt) Crossbow
Crossbow, large (Bolt)' Crombow
Crossbow Crossbow
Repeating (Pellet)
Dagger Knife
Dart, small Dart
nammer Club
Harpoon Spear
Javelin spear
Javelin (Thonged) Spear
Javelin (with Atlatl)
Knife Knife
Rack Dart
Sling (Bullet) Sling
Sling (Stone) Sling
Spear Spear
Staff sling (Stone) Sling
Throwing star (Small) 'I: Star
T. Star

f
' N ~ @ w the &St S points of armor per attack with Weapon Point number adding its total above
3 to the amount negpted. Thus, for eacarnple, a longbow (Bow, Self [Long))would negate 9 points of
armor.
tC& per 20 petlets
i+Cost j x r 12 lead bullets.
Blowgun
Bolas
Bsomerang
w, wlf (@horv
Bow, self (Medium)
Bow, self (Long)
Bow, @elf,
Qulall (Pellet)
Bow, composite (Short)
Bow, composite (Medium)
Bow,cmposlte (Long)
Bow, foot (Long)
Cho-ko-nu
Repeating (Bolt)
Club IAclls)
Crassbaw, hand (Bolt)
Crossbow, hand (Pellet)
Crossbow, hand (Stone)
Cro@;sbow, amall (Bolt)
Cr~ssbaw,small (Pellet)
Crossbow, medium (Bolt)
Crossbow, large (Bolt)
Crossbow
Repeating (Pellet)
Dagger
Dart, small
Hammer
Heupoon
Javelin
Javelin (Thonged)
Javelin (with Atlatl)
Knife
Rock
Sling (Bullet)
Sling (Scone)
spear
Staff sling (Stone)
Throwing star (Small)
Throwing star ( w e )

I * Is the maximum range for 'Thonged' weapons such as an aclis.


Bardiche: This is a heavy and
somewhat cumbersome pole-axe
which t a k e s a p e r s o n a of great
strength, in this case a PMPow of 17
or more points, to wield in battle.
Two hands are needed t o strike with
a weapon of this sort. The head of the
bardiche has a long, axe-like blade
which ranges from 2' to 3' + feet
length along the 5' t o 6' haft. It is
similar to a lighter weapon called a
sparth axe.
Bec d e Corbin: This heavy, ham-
mer-like polearm is t h e weapon of
knights and noblemen. It was cre-
ated to punch through plate armor.
The bec d e corbin must b e swung
with both hands to be used properly.
It was developed from the axe, con-
sidering t h e back s p i k e of t h a t
weapon. Weight, length of haft (5'+)
and the small contactsurface of the "beak" make this weapon agood big game from short distances, bolas may be used to cause harm to
"can opener" for the strongest plate armor. Anyone who thinks to humans, and with a Special Success t h e opponent is not only
wield this killing tool must have a PMPow of at least 15. wounded but entwined and may have to make a KJS roll to avoid a n
Bill-Guisarme: This fairly long (7' or longer) weapon h a s many impairing injury. To throw the bolas the persona needs a PMPow of
features making it a multipurpose instrument. It h a s several cut- 12 or more and a PNPow of 15.
ting edges, a back spike for piercing armor and a sharp point for Bolt: This is the missile fired from the crossbow. It is sometimes
spear-like employment. It can dismount opponents. One of the called a quarrel. It is a short, often heavy, arrow-like projectile
favorite and most frequently used forms of this polearm is called predominantly tipped with a square head, but nearly a s many sorts
the scorpion. To u s e this weapon the persona must have a PMPow of points are used for these missiles a s for arrows. The bigger the
of at least 15. crossbow, the larger the bolt. Most of these are fletched at the back
Bill Hook: This weapon is avariation of the peasants' tree-pruning with feathers, leather vanes, or wooden ones, to stabilize flight,
hook, with thesc few warlike modifications: Add a spike to the tip, although several types aren't-with t h e result of less accuracy/
give a little more weight to the blade, and sharpen all theedges.This shorter distances (such a s the cho-ko-nu).
polearm had s o m e minor thrustingvalue, but primarily it is used to Boomerang: The boomerang comes in two sizes, of which only
slice intoopponents- or ifwell-armoredand mounted, to yank them the small fowling type can return to its caster upon throwing.The war
off their steed through employment of the "hook" portion. This boomerang does d o a decent amount of damage, however. This
polearni requires t h e minimum PMPow of 1 5 t o use in combat. weapon is be found in Magmur and t h e Hindic Subcontinent.
Blackjack: The blackjack (sometimes called a sap) is mostly used Bo Stick: The Oriental answer to the quarterstaff is the b o stick.
by cunning men from surprise/back-attack. It is easily concealed, This long. wooden staff, when in the hands of a master, can maim
silent, easily created, cheap, can b e concealed very easily and and destroy any who are not heavily armored.
brought out for usequickly, and the damage it doesis Stunning(q.v.) Brass Knuckles: A weapon of thieves and their ilk, brass knuck-
in nature. les are worn o n the hand and used t o give a n improvement over the
Blowgun: This silent killer is found mostly in the jungles of normal fist in hand-to-hand combat.
Amazonia, the isles of the Southeast Titanic Ocean, and in the Bows, Self: Bows are found throughout most of E r t h and o n e
northern jungles of Magmur. Assorted poisons of insidious nature of the oldest and still very functional types is the self bow. Self
are used on i t s dart-like projectiles- which make this a formidable bows are made from o n e piece of wood (or sometimes bone), and
weapon indeed except, save for its very limited range. if of wood a r e made from a select part of t h e tree following the
Bludgeon: Probably the first (certainlythe first orsecond) weapon/ grain of t h e wood. The best bows a r e made of yew wood while
tool ever used by humanity, the bludgeon (or club) can be simply a others may be made from witch-hazel, ash o r elm, cane, o r bam-
tree limb or a combination-possibly wood, leather thong, and boo. Bows must be kept carefully, and the bow and its bowstring(s)
stone. The wielder of this weapon uses i t s weight and momentum to must be kept dry. If wet, t h e weapon loses 5 0 % of its renge and all
bash an opponent. power bonuses, if any. The category of self bows in this milieu will
Bo1as:This missileweapon is used by the savages who inhabit the also include all t h e "built" bows since in practicality they had the
southwestern plains of Amazonia. While mainly used to bring down s a m e effectiveness. To u s e a bow takes varying amounts of power
bow, 6 ; medium bow, 12; long bow, 18. everywhere.
Bow, Composite: These missile weapons c o m e in three sizes a s Crossbow, R e p e a t i n g (Pellet): This missile weapon is very
per theself bows, a n d both sorts are similar, although the composite similar t o the cho-ko-nu, except that it uses pellets instead of quar-
has a few advantages. These advantages result from the lengthy and rels. As a n offshoot of this, both it a n d its accessories are lighter than
complicated creation of t h e composite bow. Much time, proper its cousin. The repeatingpellet crossbow can fire 30 missiles before
materials, and expert skill all go into t h e creation of the composite its magazine needs reloading. This is t h e Empire of Sung's answerto
bow. While this makes for possibly the finest form of this weapon the cho-ko-nu in their territorial disputes. While this is a n effective
known t o humanity, the composite bow has a mqjor weakness. Not short range weapon, its bulkand lever action make this (asisthe cho-
only its strings but the whole bow must b e protected from long ko-nu ) a poor recourse when hand-to-hand action is occurring. This
dampness o r (worse) wet conditions or it temporarily loses 75% its weapon takes a minimum of a 1 2 PMPow t o handle.
range and all power bonuses. A check against a base 6 0 % (average Dagger: This knife-like weapon has more of a thrusting use than
weapon) for survivingwettingmust b e made at DR "Hard" regardless the knife. While edged, this blade comes t o a straight, narrow point
of whether or not t h e bow is being discharged. Failure means the that may be used t o pierce many sorts of armors--or in some
composite bow has c o m e unglued! For game terms and within the instances used to thrust through small openings in such protection
boundaries of reality, both "backed" and "reflex" bows are included allowing the coup degrace. In s o m e instances, this may b e used a s
in the composite category. Of course, the fineabilities of this missile a missile weapon, i.e., thrown.
weapon are not without s o m e hard work; it takes a strong person to Dart: This type of missile weapon, while not too "fearsome" in its
use a powerful composite bow. The minimum statistics for such own right, can b e used t o either soften u p a foe before melee, or,
(PMPow) are a s follows: composite short, 10; composite medium, where applicable, can be used to cause death by the simple addition
14; composite long, 18. of poison to the sharpened point. A typical dart used for warlike
Bow, F o o t (Long): This is probably the most dangerous of all the purposes is 1' long.
handemployed missile weapons coming from the Hindic lands.This Fang: This weapon (called a zaghnal in Hindic lands), originating
long bow is fired from a sitting position with t h e user's legs spread in the Empire of Ch'in, has two primary purposes: It is first a cutting
about o n e foot apart, slipped into stirrups nearthecenter of the bow, and stabbing weapon with a blade area about the size of a knife. The
while both hands are used t o pull back o n the string until brought t o fang also has athin piercingspike made to penetrate armor. While this
the chin. This takes a long time in relation t o other bows, but it is tool is not exemplary in either of its attack modes, it issuitable in both
accurate and t h e arrow travels a long distance. To use this missile situations. One problem with thismultipurpose weapon is itsstrength
weapon requires a minimum PMPow of 1 6 (because the legs are requirements-you need a persona with a PMPow of at least 15.
used, the strength needed is not all that great). Fauchard:Thislongweapon isanother offshoot of apeasant work
Cho-ko-nu: This crossbow fires non-feathered bolts at a high rate tool. It isascythewithalonghandle (pole)and the bladesetvertically
of speed because it is a repeatingcrossbow. This weapon is some- rather than semi-horizontally. While this weapon d o e s a respectable
what heavy and bulky because it has a magazine to hold 2 0 quarrels amount of damage, it has been improved upon in many ways by
built into it. When using thisweapon it takes two h a n d s - o n e to hold several other, similar polearms. What can besaid about the fauchard
u p thecrossbow whiletheotherworks the lever, first in o n e direction is that it is o n e of if the the best weapon you can buy for about a day
to load it and then in the other to shoot the projectile. The cho-ko-nu o r s o of wages a s a common laborer. A s with all polearms, this one
has avery limited range, relatively speaking, but since it may b e used takessome considerable strength t o handle. The fauchard requires
against two opponents a CTand takes only a PMPow of 1 3 to use, it a minimum PMPow of 1 5 t o use.
is a favorite weapon of the Empire of Ch'in. Fauchard-Fork: Another peasant weapon--an adaptation of and
Crossbow, Hand: These handy miniature crossbows are fine improvement on the fauchard, takingthecurved blade of the fauchard
missile weapons for close-in actions. With their good accuracy, and addingone ortwo forward-pointingspikes, with s o m e extension
quick speed but limited range, they are mostly good for a quick to the left and right sides, which gives it both a cutting and thrusting
"softening-up" of the foe before hand-to-hand melee commences. ability depending upon the opponent-with a long shaft for use by
Of course, when bolts are being used (rather than pellets o r stones) infantry. It can hold foes at bay. A s per most polearms, this weapon
they may b e poisoned, making them even that much more effective. takes a minimum PMPow of 15 t o use.
Crossbow: This missile weapon is generally slower than a regular Feather Staff: This is the gentlemen's or military officers' "hid-
bow, but it takes much less skill and practice to become proficient den" weapon, allowing them to b e well armed without showing
with any sort of crossbow. In respect to range and power, acrossbow outwardsignsofsuch.The featherstaff appears to anormal, straight-
compares equally with their competition, and in s o m e instances headed walking cane, and can b e used a s a jo stick, but when real
may begiven sightswhich will makemore moreaccurate toaim than danger arises the e n d is pulled sharply and out pop three blades.
almost any bow. The large crossbow is generally the match of the Two are short, about 6" in length, and these angled blades are set at
longbow in all ways, except that t h e necessary work involved in 45' from the 15" long central dirk. This allows the user to either
cranking the thing and reloading it makes it s o slow that a n archer thrust or cut with the weapon. The side blades also serve a s guards,
could easily get off two wellaimed arrows for each and every bolt a and they additionally give a n ability t o disarm a foe (if a successful
crossbowman can hurriedly release. The crossbow was invented in roll is made).
r'lall:The flail is is a peasant threshing tool adapted to warfare. GuisarmeVoulge: Thls polearm is a combination of tree-trim-
The warriors appreciated its potential and developed it further from ming "bill" and cleaver. To these are added a short, spear-like end
a crude weapon to a more sophisticated one. It comes in one- and and a back spike for hooking and armor penetration. It can cut or
two-handed varieties. The lighter, one-handed version is basically a pierce and also be used to dismount an opponent. It is a polearm of
short haft on the end of which is a chain or chains terminatingin o n e 7' to 10' or s o length and takes a 17 PMPow or better to use.
to threeround, metallic, spiked flail-heads. The two-handed variety Halberd: This somewhat shortened pole axe reaches about 6'
of the flail can be made similar to the smaller kind, but usually they to 8' in length. It has a point for thrusting and a back spike for
are not. The typical two-handed weapon has a longish haft (3'or so) penetrating armor, but its primary purpose is the cutting edge of
and a shortchain linking the upper portion of similar sort around 2' its (usually downward) axe head which is positioned nicely for
in length. The "business end" is often of metal, with or without a either striking an opponent or to cut off the end of a foe's weapon.
globular head, and set with many spikes-usually of short but thick Thls fearsome weapon is favored by the support troops of the
sort. The momentum of the flail's head is incredible when swung by Helvetian pikemen and frequently employed elsewhere through-
both arms of a strong person and nearing the end of its arc1 Both out Bropa. Wielding this weapon in combat takes a persona with
kinds of this weapon take some considerable strength to use. The a minimum PMPow of 16.
smaller requires a PMPow of 1 5 and the larger one 17. Half Moon Demi Lune: This poiearm is a special thrusting tool
Fork: This military weapon is another offshoot of a peasant tool, which hasasickle-shaped bladeat rightanglesfrom the8'to 12'iong
the pitchfork. Two thin but strong blades are set about 1' apart, shaft. This allows it to be used to keep opponents at bay or to
sometimes angled slightly outward, and occasionally when s o dismount them more easily than might other polearm. To use this
spread having with a shorter, middle spike. It ranges in length from with any effect the wielder must have a PMPow of at least 15.
8' to 14'. Against all but the most heavily armored foes, when Hammer: This weapon of war was modified from the work ham-
employed in pole-armed mess formation thisisafearsomeweapon mer of the Medieval smithy. Hammers come in various sizes and
indeed, for it might hold an enemy a t bay, it pierces non-hard or shapes and tend to be of average potential--except against heavily
open armor such a s chain mail or similar protection without more armored foes. This problem has been modified with many of the
than a hard push or the force of the foe's own momentum, and it newer warhammers, where the size of the hammer head has been
may be used to dismount an opponent. The fork takes a minimum down-scaled and a back spike has been added. There are two sizes
PMPow of 14 to use. of warhammer, the smaller being one-handed, the other requiring
Garrote: This tool of assassins and thugs is definitely used by the use of both hands. The PMPow needed for the one-handed
those of low repute, and almost always from surprise. This weapon hammer is a 15, while that for the two-handed one is PMPow 17.
does strangulation damage until halted or the victim has been Hammer, Maul: This heavy-headed, short-handled work tool is
strangled to death. The most feared sort of garrote is of thin wire, sometimes used a s a weapon of war by peasants, and while it is fine
although the Thugs of the Hindic Subcontinent employ cloth gar- against poorly armored foes, professional men at arms make short
rotes (rumals).Those who use any such instrument and are caught work of maul-using foes. Atypical weapon of this sort looks much as
doing s o by a nonailied force can expect swift and finaljustice. Treat the Hammer of Thor. This can be used a s a missile weapon although
attacks with this sort of weapon a s Combat, Hand-to-Hand, Lethal it has a very short range. It takes a PMPow of at least 1 6 to use this
for purposes of determining success. hammer.
Glaive: This is rather a primitive but cheap polearm which gives Harpoon: A double-barbed, heavy spear of about 6' to 8' length
its user both the ability to cut and stab at an enemy from a distance. used mostly for throwing (and may be thonged at the head). On a
It is a 2' to 3' long (brush or cane) knife set on a pole in its most special hit the barbed head of the harpoon stays stuck in the target,
primitive form. Aglaive is typically from 7' to 12' long. While neither and a victim might thereafter be pulled toward the harpooner. To use
its cutting or piercing function is extremely effective, the glaive is this it takes a minimum PMPow of 15.
serviceable and one ofthe thriftiestweapons made. Beingapolearm, Hoko: The hoko is a form of two-headed spear from the Isles of
the glaive takes some strength to use. The wielder must have a Nippon. The hoko has its second blade off at a right angle to its
minimum PMPow of 15. forward, or thrusting, blade. This average-length polearm may be
Glaive-Guisarme: This tool allows its wielder to either cut or used to dismount an enemy or to thrust at or cut the foe. As per the
pierce an opponent, to attempt to dismount a mounted foe, and all standard polearm, it takes a PMPow of 1 5 to use this weapon.
for a very reasonable cost compared to the other similar sorts of HookFauchard:Whenonetakesareform ofthestandard fauchard
weapons. Typical examples of this weapon range from 7' to 10' in (whichis asickle bladeon a longpole) and sets its bladesoas to form
length. Being a rather heavy-headed polearm, a glaiveguisarme a near right angle, the hook fauchard is the resulting weapon. This
takes a PMPow of at least 16 to handle. improves the weapon s o a s to give it the ability to dismount an
Guisarme: The guisarme is a peasant tool-a pruning blade with opponent, but this can occur only after the polearm's head is behind
hook-adapted for warfare. This thriftily priced polearm is only a the foe. Furthermore, it can inflict its cutting damage only in the
cuttingweapon, but assuch it does well. It also allows theuser to pull same manner. It is at best a secondary arm for a massed, poiearm
back its hooked end to unseat a mounted enemy. Most guisarmes formation. This weapon requires a PMPow of at least 1 5 to use.
are shortish, being only 6'to 8' in length. As with most poiearms this Javelin: This weapon is much like a small throwingspear, and it
one takes a PMPow of at least 16 to handle. is lighter and often shorter. A javelin ranges from about 4' to 7'
length. One may be thrown a fair distance and does appreciabfe length of a lochaber axe ranges from 7' to 10'. This weapon is the
damage. Somejavelins have thongs wound aroundthem toincrease offshoot of the glaive, it is sometimes called a jedberg axe, all are
the force of their hurling, while also imparting a rotation to the mostly found in northern Caledonia or Skandian countries. But
weapon which increases accuracy. Shorter formsof this weapon can whatever the name, it takes astrongperson of at least a PMPow of 16
be propelled by aid of a throwing stick often called an atlatl. The to use it.
throwing stick imparts much greater velocity to the weapon and Lucern Hammer: This polearm has an awl-like top spike (about
increases range considerably. Another, ancient form of this weapon 15" long) with a backset, tapered hammer head with three projec-
is the pilurn, which has an upper shaft made of soft metal s o that tions and an opposing, downward curved beak, both designed
when the javelin hits an opponent's shield it will sink partially in and specially for armor penetration. The lucern hammer takes the mini-
then bend. Thus the weapon can't be thrown back, and those sunk mum PMPow of 15 to use.
into shields weigh them down and make them useless. Mace: This is the improved club meant to be able todo in the most
Jo Stick: This is a small (about 3' long) stick of 0.75' to 1' heavily armored of foes. The modern mace is made of metal and the
diameter. Under the namejo, it isoriental; but cane fightingisknown contact surface area is raised outward (in many varieties of shapes
in virtually all lands. The weapon is fast and most affordable. and sizes) s o a s to allow small striking surfaces for armor penetra-
Knife: This multipurpose tool may be used in hand-to-hand com- tion, while the sheer weight and momentum of the blow drives in
bat foreithercuttingorthrusting, and it may also be used asamissile plate armoror delivers massiveshockdamage to the body sostruck.
weapon. Only one edge of a knife is sharpened along its entire The small mace favored by mounted men is about 15" to 24" long
length. The damage the knife gives is dependant upon the size and and takes a PMPow of 1 4 to use. The two-handed version is about
weight of its blade. Blade lengths considered here range from 4" to twice a s long and requires a PMPow of 17. Primitive maces are
12" length. wooden-shafted and stone-headed.
Lance: The lance is the horseman's spear which uses not only the Machete: This large bush knife makes a fine weapon a s long as it
strength of the rider but also the weight and momentum of thesteed. is used against poorly armored foes. It is about 2' to 3' in length and
These weapons range in length from a s short a s 9' to the heavy's 14'. resembles the falchion in some respects (see Sword, Falchion).
It is thedeadlinessofthe lancewhich hascausedsuch aproliferation Being a heavy-bladed weapon, it takes a PMPow of 14 or greater to
of polearms into the makeup of infantry forces throughout civilized use effectively in combat.
firth. It takes a PMPow of 10 to use a medium lance, but a PMPow of Man-Catcher:Asemi-circular-shaped instrument on the end of an
15 is needed for the heavy type. Only the aged and infirm may not 7'to 12'longpoleiscalled amancatcher, for it literally can be thn~st
use the light lance, providing one has the ability to engage in forth and catch an opponent within its circular area. The two curved
mounted combat. sides of the head are hooked inwards at the midpoint, s o the target
Lochaber Axe: This long-bladed form of pole axe is a stout can be forced between them, but then the inward points of the metal
weapon, and when fighting against a mounted foe, the wielder can tines prevent egress in the same fashion. Additionally, the inner
use its back hook to pull a haughty horseman to the ground. The surfaces of the two arms are usually barbed or spiked, and the man-
catcher often has a center, spear-like spike to cause bodily harm a s the defenders are armed with missiles or polearms.
the victim is caught. This weapon can be used to keep an entrapped Pike: This weapon is basically a spearhead o n a 15to 18-foot-long
opponent at bay, and t o dismount a foe if caught in the weapon. The wooden shaft tipped by a head of from 1' to 3' length, with strips of
mancatcher requires a PMPow of 16 or higher to use in combat. metal runningfrom it along theshaft s o a s toprevent thelatter being
Manopele: This weapon is a short, sword-like blade attached t o a cut through easily. The pike is the longest of all weapons normally
metal gauntlet worn o n the right arm to the elbow. It also has two employed o n the field of battle, and a s such it usually allows its
short, outwardcurved blades set o n either side of the main one. This wielder the first attack in melee combat. When used in formation
is one of the most deadly arms for close actions such a s ship- with other pikes, the first four ranks are each counted in attack or
boarding. It can catch and parry, and sometimes disarm a n opponent defense, each rank ~ o s i n bo n e yard of distance in comparison
by msing the side bladesand astrongtwistingmotionof arm and wrist. against the opponents weapon lengths. The awl pike is a variation of
This makes the manopele a very special weapon. the pike that h a s a long, needlelike spike instead of a normal
Morningstar: This weighty, spiked, mace-like arm was made to spearhead. This gives it a wicked penetrating power. Minimum
pierce flesh and/or smash small holes through armor and at the PMPow for this weapon is 15.
same time deliver a crushing blow to that body not protected by Pole Axe: This is quite literally an axe head s e t atop a long pole,
material which prevents the morningstar's transmitted shock force. sometimes with a backspikeora second cuttingedge. Most ofthese
Thesmallersortsaresometimescalled holywatersprinklers.7Lpical weapons have a short, spear point-like tip above the bladed head.
length varies from 3'+ to 5', with a wooden haft and metal head and The pole axe takes great strength to u s e - a t least a PMPow of 17.
spikes. To use this heavy weapon takes a minimum PMPow of 16. Ransuer: This arm is a n improved partisan, using a primary
Naginita: A Nipponese polearm very similar to the glaive, al- spearhead and then two curved blades/spikes, which can strike a
though usually somewhat shorter in the length and lighter of shaft. foe if the central point misses, s t o p a hostile weapon's slide down
The Naginita is sometimes called the woman's spear, since most the the ranseur's shaft, or be used to catch t h e enemy's weapon (and
women in the villages are taught to use them for defense of the with a twist of the pole disarm o r destroy the other's tool!). As with
hamlets against brigands. Since the shaft is made from light woods, many other polearms, this o n e may b e used to dismount a foe or
it only takes a PMPow of 1 0 t o handle a naginita. keep a mounted one at bay. There are several versions of and names
0-no: The o-no is a Nipponese pole axe that has a wide blade on for the ranseur-bohemian ear-spoon, chouves souris, ransom,
one side and an elaborate peen o n the other for its smashing effect. rhonca, roncie, and runka amongst them. All of these require a
The weapon isextremely heavyand takesapersona witha minimum minimum PMPow of 15 to use.
PMPow of 17. Rock: A smooth or rough, regular- o r irregular-shaped, often
Partisan: This 7' t o 12' long polearm has a tip which is a long- slightly rounded, hard mineral substance, that can be used as a
bladed spear with back-set miniature axe heads o n either side of the weapon either by hurling it at an enemy or by holding it in the hand
base of its head. Besides stabbing at the opponent, o n e can swing as an inferior form of bludgeon.
the weapon u p down or from left to right to inflict cutting damage. As Sabre Axe: This is virtually two weapons put together into one
a final benefit, the small axe blades can be used to disarm a n head and then placed atop a pole of 5' to 6' length. The top of the
opponent o r break an enemy's weapon (a special parry attempt). sabre axe has the long sabre blade rather than a spike or spear point,
The partisan takes a minimum PMPow score of 17 to use. and just below that is a wide axe head. Due t o the weight and
Pick: This weapon is a modification of the miners' tool, but in this momentum of this heavy polearm, it can hack through armor even
instance it is made for "picking" through armor rather than splitting with the wide cutting surface area of its blade. It takes a strong
rocks. It comes in the one- or two-handed varieties, the shorter is persona of at least PMPow 17 to use this implement.
about 18' long with a curved pick blade of 6" or more length and a Shield, Adaga: This protective shield is also a powerful offensive
shorter hammer head backingit. Thelargerisaround 3'inlength and weapon. Running u p and down through the 18" long shield is a 4.5'
has a much longer pick and back-hammer head (or second pick), longspearwith a broad bladeat the topand asharpspike on theend.
too. Both are somewhat slow, but if the long spike of either size In the middle, facing outward, is large knife-blade of about 1' length,
weapon makes clean contact with a surface it will probably pen- and set at 45OangIes from the shield and the knife blade are a pair
etrate. The small pick takesa minimum PMPow of 14t o u s e while the of short, splay-tipped spikes meant to catchopponent weapons. The
larger o n e takes a 16. offensive employment of the adaga is mainly of the thrusting sort;
Pigs Feather: This is a 4.5' long metal rod that is sharpened at and it, a s the defensive workof the shield, requires much turningthe
both ends and has a grasping handle at the center. It is meant to be wrist and moving the arm. The adaga requires a minimum PMPow
employed by beingstuch into theground, angled toward the enemy. and PNSpd of 14.
Thus, this might b e useful in breaking cavalry charges or even Shield, buckler: The smallest of shields, made of metal, nor-
massed infantry attacks. In a n absolutely critical condition, o n e mally held in the hand, or strapped o n the arm and about 1' in
could be used a s a hand weapon, but it would d o very poorly. Most diameter. Bucklers are generally round. One variety has a spike
who employ these instruments carry a pair of pigs feathers s o a s to placed in the middle of the buckler so a s to allow it an attack mode
be effective. Agroup of them must b e tightly planted in front of the a s well.
users s o a s to make a fence of them, and then some distance should Shield, Kite: This near-triangular shield is made to protect the
be kept (10' o r so) between the defenders and the abatis of rods, if user's legs a s well a s the upper body-often a t the s a m e time. The
weabon which hurls a projectile (metal bullet or stone) from the
center pocket when the sling is spun rapidly and o n e end subse-
quently released. To start, o n e end is firmly held by a loop around a
finger o r the wrist while the other is grasped, the missile in the
pocket, and t h e whole s p u n around several times t o generate mo-
mentum. Then the grasped e n d is released, and the missile streaks
forth in a straight line (horizontal spin) or arcing trqjectory (vertical
spin) toward the target.
Spear: This is a staff with a dagger-like blade o r spike point set on
the e n d of it. Spears can b e used in melee and most can also be
hurled a s missile weapons. Depending o n the length of the spear, it
takes more muscle t o u s e one, s o a short, 4' long, spear needs only
a PMPow of 6, but a 14' long ash spear requires a 1 4 PMPow. There
are four length categories: 4'-6', 7'-9' 10'-12' and 13'-15'.
Spetum: The spetum is a vastly improved melee spear. It has a
long, narrow or broad spear point a s its central thrusting blade, and
two additional projections below it set at a n angle of about 30' to
either side of the main spike. The latter are used for attacking.
holding foes a t bay, catching opponent weapons, and disarming.
The spetum can also b e used t o dismount a horsed foe. Weapons in
the s a m e class a s t h e spetum are the various corseques or the
korsekes. This weapon takes PMPow of 1 5 o r better t o use.
Spontoon: The spontoon is supposedly a pike that has been cut
down to half size. For all practical purposes, this makes it a spear,
and most are of only 6' or s o length. The head of the weapon has a
heavy, leaf-shaped blade with two t o six smaller side projections
below it. A spontoon has the ability t o catch, disarm, or even break
the opponent's tool. The u s e of the weapon requires a minimum
PMPow score of 12.
Staff, Quarter: This is a large, stout length of hardwood used a s a
kite shield c o m e s in a large size for infantry and a small version for walkingaid and in combat. One is typically cut from astraight branch.
horsemen. The large version is about 4' long, 2' wide near the top, Most meant for more than assistance in walking are bound and shod
offers greater protection, but also weighs proportionately more; and with brass, bronze, iron, or even steel bands and caps. Length is from
in a long conflict it may induce slowness d u e t o arm weariness. To 5' t o 7'. The quarterstaff can d o severe damage to anyone not well
effectively u s e the small o n e takes a PMPow I 3 and the large takes armored. The Oriental version of this weapon is called a bo stick.
a PMPow of 16. Staff Sling: This is a sling mounted o n a pole of about 3' to 4'
Shield, Round: The round shield can b e m a d e from many differ- length. Thisgives the uscr the ability to hurl much heavierand larger
ent substances. Most a r e of wood with a leather covering and projectiles than can b e d o n e by a normal sling, and d o s o in a a high
metallic edges a n d metal studs/bands t o hold them together and arc s o as t o pass over vertical obstructions/troops, dropping their
reinforce them. Smaller o n e s are often made entirely of metal- missiles down o n their target from above. Staff slingscan utilize pots
brass or steel. A small round shield is about 18" t o 2 4 in diameter, of flammable liquids a s missiles, thus being a sort of miniature,
while a large o n e is typically 3O"to 36"in diameter.Touse In combat short-range catapult.
takes a minimum PMPow of 1 3 for the small o n e and 1 6 or 1 7 (ClM's Sword, Hand-and-a-Half ( o r Bastard): This 3.5' long, straight-
decision, based o n material weight) for the large, round shield. bladed double-edged sword is normally a one-handed weapon. Due
Shield, Tower: These rectangular shields are generally useful in to its heavyweight and itselongated handle, twoor three fingersmay
individual combat, although the larger and more useful ones are b e added from the off-hand, placed o n the pommel, to give this
heavy, but they are excellent protection in massed formation, espe- weapon even more drivingpower. It requiresa minimum strength of
cially from missile weapons. The tower shield comes in two sizes. I 5 PMPow to effectively u s e a sword of this sort.
The smaller ranges from around 1.5' by 2.5', the larger about 2' by Sword, 6road:Thisstraight and wide-bladed double-edged sword
4'. They can b e m a d e of wood or metal, but also such materials a s is about 3' in length. Most have virtually n o point, relying on cutting
leather or wicker are used t o make very large ones. The small tower only. A favorite weapon of the Caledonians, it is also used in other
shield takesa PMPow of 1 5while thelarge takesa 1 7 ifofsolid, heavy nations by footmen and cavalrymen alike. The hilt is generally quite
material. elaborate, thus providingextra protection for the user's hand.These
Sling: The sling is m a d e of flexible material (woven cloth or heavy swords take a minimum PMPow of 15.
leather) with a pocket at near the center of its length. It is a missile Sword, Epee:Thisthin, square-bladedsword issometimescalled
a foil (although the latter generally has a blade with ntriangul&&oss-
-
-"
difficulty, ana therefore receives a penalty against foes with such
section).An epee is about 3' long from tip to pommel. It is one of the protection. This blade needs n o great strength to use.
fastest swords in combat and relies solely upon the point for the kill, Sword. Sabre: This slightly curved, singleedged blade is used
since it has no edge at all.Thisweapon doesverypoorly against hard- mainly for thrusting-and cutting. In this milieu the yaflgan is in-
armored foes, and large and heavy weapons can destroy an epee if cluded in sabre category of sword. The dueling sabre is a slightly
they strike its blade in melee.This lightsword takes nogreat strength lighter, straighter weapon. Either form takes a minimum PMPow of
to use. 13.
Sword, Falchion: The falchion has a slightly curved blade Sword. Scimitar:Thisstrongly curved, usually single-edged blade
which is widest near the end-just before it tapers to the point. is one of the sharpest weapons on all Brth. Its length is about the
Thus, the weight toward the end of the blade makes it a bit slower same a s a falchion or broadsword. It has been said that silken veils
to maneuver, but allows for superior armor penetration ability. can be thrown into the air, and a s they pass over the edge of the
The cutlass is of similar design, although a bit more curved and scimitar they will b e sliced in two. The minimum PMPow for use of
also somewhat lighter, and for game purposes is treated as being this weapon in 14.
the same a s the falchion. One needs a minimum PMPow of 15 to Sword, Tulwar: The Hindic peoples' sabre, the tulwar tends to
use a falchion. be front-heavy and use mainly a variety of different cuts in attack
Sword, Gladius: This is the short sword. It is a stabbing weapon due to the down-angled hilt. If someone is skilled with the tulwar,
and is extremely quick, but the 18' to 21" makes it of very limited that person will have great troubles using swords that have a
range. Because of the heavy weight of this short blade, a minimum normal, straight hilt and vice versa. The minimum PMPow for this
PMPow of 12 is necessary. sword is a 15.
Sword, Great: This is the mighty two-handed sword of legend. Sword, Wakizashi: Thls is a small Nipponese sword which is the
The version of the Caledonians is called the claymore. Thls long companion of the katana. It is an excellent weapon, all things
straight, and heavy sword is double-edged, and with it a strong considered. The wakizashi is carried at all times, even into the
wielder can cut swaths through the enemy lines with its 5' long blade. homes of friends. They are normally very ornate and are even used
Overall length of a great sword is from 6' to 7'. To use effectively the in situations of ritual suicide. They take nogreat amount of strength
great sword, one must have a PMPow of 20 or better. to use, with only a 10 PMPow required.
Sword, Katana: These finely made swords of Nippon have an Throwing Star: The throwing star comes in several shapes, but
edge s o keen that they rival that of the scimitar and are equally basically there are only two sizes-small and large. These missile
effective a s the long sword without the need of a s much strength. In weapons can be hidden on the body while yet being in easily
fact, a PMPow of 12 only is necessary to use the katana. In this same accessible areas; that means that's what usually done with them.
category is included the tachisword. Even the large star is still a diminutive projectile doing near minimal
Sword, Khopesh: The khopesh has a crescent-shaped upper damage, but many of them are envenomed, which makes them a
portion atop a straight base blade, and is a double-edged sword deadly instrument in the Far East. The throwing star is used mainly
which is used primarily a s a chopping/slicingtool. This is one of the by thieves and assassins.
oldest sword types in existence. It is a slow and clumsy weapon. It Trident: The trident is a spear with three parallel points. They are
takes a minimum PMPow of 16 to handle a khopesh. common throughout the East from the lands of the Hindics to the
Sword, Long: This is a long, straight double-edged sword which Nipponese Islands. To use the war trident takes a minimum PMPow
can damage the foe with either the edge orthe point. One is typically of 14.
about 3' or s o in length. If a wielder has the strength and knowledge, Voulge: This polearm was created by peasants a s an easily made
the long sword is an excellent blade. A minimum PMPow of 15 is weapon. It might bethe weapon from which thehalberd wasderived,
needed to use a long sword in combat. or perhaps the latter was an adaptation of the pole axe. The voulge
Sword, No-Dachi: This Nipponese version of the hand-and a-half has a cleaver-head, with a minimal to longish point and no back
or bastard sword is a wee-bit easier to use than its Western counter- spike. Lengthof theshaft is typically around 7'to 9'. Thevoulge takes
part andjust the smallest marginshorter. It takesa minimum PMPow a minimum PMPow of 17 for use.
of 15 to use the nodachi. Whip: This is a long, braided leather strip which can stretch to
Sword, Odachi: The Nipponese version of the great sword, this lengths a s long a s 30 (or more) feet. It can inflict only minimal
blade is the equal of the the other, except in its armor-piercing damage, comparatively speaking. However, one who is a master of
ability-due to its lighter construction. Those who use the odachi are this weapon is a "driver," and with the whip the persona can do
strong personas with a minimum PMPow of 18. cutting damage with the flip of the wrist, sendingthe lash out to slice
Sword, Rapier: This double-edged, straight sword of 3' to 4' a foe, or, instead. wrapping the end of it around an object or
length is made for the thrusting attack. It is light enough and fast appendage and yanking it toward him or her. No special strength is
enough to be excellent against all butwell-armored foes. While the necessary to handle the whip, but t o pull things or persons with it
primary attack form is the thrust of the point, the rapier has keen might require both strength and mass....
cutting edges, and its ornate basket hilt protects the user's hand.
This is a deadly weapon to all who are not clad in metal, yet this Armor Tables And Descriptions
relatively light sword can penetrate armor only with the greatest Armor comes in many forms-from the general's shiny suit of
Natural Armor
Armor Categ0l.k~ Fortunately, the system for keeping track of natural armor is a bit
simpler than that of artificial a n d is based o n a system of "layers."
1. Jacket, coat Ultra, Super, Vital One "layer" equals 1 point of protection in the Non-Vital Strike
Location area and against o n e damage type. Double that amount
applies t o Vital, triple that for Super-vital, and quadruple that for
Ultra-Vital. Thus, a beast with 4 Cutting (abbreviated "Cut") layers
would have 4 pointsof armorversus Cut in Non-Vital, 8 points versus
Cut Invital, 12 pointsversusCut insuper-vital, and 16 points versus
Cut in Ultra-Vital.
8, Shoulder guards Here are a couple of examples of this, the first for the thick funry
hide of a yeti and the second for the magickally treated rock which is
the stone golem's flesh:

12.Carnail (calf) Yeti


Area Pierce Cut Blunt Fire Cl~ern. S t ~ m EIcc.
8 12 - 12 28 -
6 9 8 21 --
enchanted field plate, and the heavy chain barding of the fierce Vital 4 4 6 - 6 14 -
warhorse, to the thick, leathery hide of the rhinoceros. Non 2 2 3 - 3 7 -
There are set categories of armor items, each of which covers a Average 5 5 7 - 7 17 -
particular Strike Location area o r group of areas o n the wearer's
body. The different categories are listed on the Armor Categories
tablc. Stone Gole~n
Only o n e item in each category can b e worn at once. You can't be Area Pierce Cut Bl~rnt Fire C ~ J C ~ I Stun
. E/(r.
wcaringtwo helmetsat thesame time, for example-at least with the Ultra 80 80 20 80 80 80 40
sort of armor considered here. (In those cases where two items in a Super 60 60 15 60 60 ti0 30
category were ~ ~ s historically,
ed GMs can make allowances a s they Vital 40 40 10 40 40 40 20
deem appropriate.) Each item has a certain armor rating versus each Non 20 20 5 20 20 20 10
type of damage, and this rating is cumulative with all theother armor Average 50 50 12 50 50 50 25
pieces that cover the s a m e body areas.
For example, say you are wearinga chain mail shirt and a pair of
leather trousers. The chain mail covers the Super-vital, Ultra-Vital, Humadoid Armor
and Vital areas a n d provides 15 points of armor versus Cutting tiurnan(oid) armor refers to all artificial armor worn by [x:rsc~n,rs,
damage. The trousers cover all the areas (everything from Non- regardless of their race. T ~ L I Sthe
, following applies equally for human
Vital to Super-vital areas can b e found in the area covered by the and non-human alike. Treat such exotic races as giants, titans, and
trousers) and provides 5 points of armor versus Cutting damage. other extremely large humanoids the same, except for the price. Yricc
Thus in the Ultra, Super, and Vital areas, you would have a total of of armor for larger humanoids will increase by 100% for c v q
20 points of armor versus C ~ ~ t t i ndamage,
g a n d 5 points evcry- additional 3' of height beyond 6'. Using this rille of thumb, botlcd
where else. leather (cuir bouilli) armor made for a 2 I ' giant would cost 3.000
The armor rating for a certain item is figured both on the item's BUCs (but would absorb basically the same amount of PL) points)
strength a s well a s how much of the body it covers. A steel gauntlet, The abbreviations used o n the Human(oid) Armor Lablc drc.
for example, d o e s not provide a s much protection a s d o c s a breast Pierce for Piercing damage, Cut for Cutting damage, filuntfor Dlutil
plate, because it covers a much smaller area of the body and is less damage, FireforFire damage, Chern. forChemical damage, Stun for
likely to be in between you and that sword. Some items though, like Stunning damage, and Elec. for Electrical damage. AP Cat. stands
a groin cup or helmet, provide armor comparable to larger items for Armor Protection Category. S F Pen. stands for Speed r d ~ t o r
because it is assumed that the enemy is trying t o hit the weakest Penalty.
areas of your body. On pages 248 and 249 is a list of s o m e different Thegamemaster should consider pcnalty of movement for artnor
articles, both common and uncornmon, which could be construed a s follows:
a s armor. If your HPisreally goingto be wearinga lot of stuff, it would Running: Each 1 SFaddition slows movement by one yard pcr DT.
be a good idea to create an armor sheet to help you to keep track of Dodging: Impossible in armor with SF of 5 or higher
it all. Note that magickal armorexistsfortheallthreeTRAITS,but that Walki~~g:
Armor slows rate by o n e yard per AT per factor, s o d
will be covered in the Mythus Magick book, in the section on persona wearing armor with an SF penalty of 8 would cover cight
magickal items. yards less ground each Action Turn than o n e wilh no armor.
Hurnan(oid) Armor
Damage Protection Versus
Pieme Cut Blunt Fire Chem. 5hm Elec. APCat. SFPen. Price
5 3 - -

15 20 20 10 12 20 -10 IJS
10 15 15 15 15 20 -10 USV 1 1500
Bdu Empemu 2 4 1 2 2 2 S USV 1
Banded Mail 10 12 15 12 8 15 -5 UVN 3 10,000
Banded Chain Mail 12 18 17 15 8 17 -12 UVN 6 20.000
3 8 5 3 1 3 -2 SV 1 200
3 6 5 3 3 3 - 4 N 1500
2 1 3 3
3 3 1 1
10 15 15 15 15 20 -10 USV 1 2500
(Plastronde-fer)
3 5 2 5 5 5 USV 2 1000

3 5 2 3 1 3 -3 UN 1000
7 1 5 5 3 3 7 -8 UVN 4 10.000
2 3 3 1 3 1
(Qrmves,Jambart)
3 2 - 2 2 2 2 250

Cuirass (Lorica) 10
2
15
1
15 15
- - 15 20 -10
UN

USV
1
.
2
200
3000
Cuissah male 1 3 3 1 1
Demi-Dnssarts 1 2 1 1 1
DemiJarnbarts - 1 1 - -
Lkmi-Plate (1%) 14 18 18 18 14 18 -10 VN 1 2500
DemGVambmcea 1 2 1 1 1
4 7 5 3 5 3 - 4 N 1000
1 2 2 2 2 2 6 USVN

@auntlets 2 2 2 1 2 1 -2 N 1000
5 8 5 3 8 5 - 4 U 1000
-7 US 200
Helmet Crested 5 14. 12 2 4 9 -7 US

12 It3 15 7 6 IS 4 US 400
Helmet, Salade 6 16 15 3 3 5 -10 US
Helmet, (Salade) 10 17 18 5 4 8 -12 US 750
w/Menlonnikre
2 3 5 5 4 - 1 2 N
2 2 2 5 5 G USV . 500
Boiled Leather (Cuir Douilli)
10 12 12 8 10 10 - USN 5 300
h t h e r Amlor 2 2 2 5 5 2 15 UVV 1 750
LeatherAnnor, 4 7 5 5 S 4 12 UVlY 2 1000

3 4 - - 4 -10 USV 2 1500


3 4 9 - - S -10 USV 3 1250
Human(oid) Armor
Damage Pmtectlon Vemus
{tern Pierce Cut Blunt Pire Chem. Stun Elec. AP Cal. SFPen. Price
Plate, Armor SuiL 17 20 20 20 15 30 -25 UVN 2 30,000
Plate Armor Suit 18 24 22 20 15 33 -27 WN 3 55.000
W/Pauldrons
PlaLe Armor 13 18 17 12 10 15 -20 UVN 2 25,000
Three-Quarter Suit
Plate, Mail Suit 15 17 12 15 12 20 -30 WN 5 15,000
Poleyn (Qarde-de- I 2 2 1 1 1 -1 N 500
Dms--W/Plate: knee protection)
Ring Mail 6 10 8 7 5 8 -8 WPI 3 2500
Roundels 1 2 1 - - 1 -1 N 300
SabbaUon 2 3 3 3 3 1 - 2 N 500
(foot plate)
ScaleMailSuiL 14 16 8 10 8 10 -20 UVN 6 5000
Shield, Adagat t 5 12 5 3 3 I5 - USVN 2 1000
Shield. Bucklertt 8 10 8 3 3 10 -3 USVN . 200
Shield.Kltett 10 15 12 5 5 IS -5 USVN 1 500
(Small)
Shield Kite (Ixj)tt 12 18 15 8 8 18 -5 USVN 3 300
Shield Roundtt 9 16 14 3 3 10 -5 USVN 1 250
(Small)
Shield Rountltt 11 20 17 6 6 20 -5 USVN 2 350
(Law2
~ h i e f d ~ o w e r t t 12 15 13 8 8 15 -8 USVN 2
(Small)
ShieldTowertt 14 17 12 10 10 17 -8 USVN 5 500
(Large)
SkullCap, Bronze 10 15 15 3 3 5 -10 S
Skull-Cap. Lcnthcr 2 3 2 2 2 1 3 S
SkullCap, Iron 12 17 17 3 3 5 -10 S
Splinted Annor 14 20 18 14 8 20 -20 UVN 5 12,500
Tace (wplate) 6 10 8 3 3 3 -3 V 1 1,500
Tuilles 3 5 3 1 1 1 -1 V 500
Visor (Only w/ 3 2 3 5 4 4 -1 S 100
Helmets. Salades h Basclnet)

Wherever a bullet appears,them isa cumulative penally oFonMrd to onttrhaliaSpeed Radar.


(0)

It is up to the QM toj u d p which, for Ulis depends on which and how many of these items persorn
am utilizing in W r armor protextion The smallest sorts (ailettesfor example) sn:only owthird, but
many fall in between. and thelr cumulative use pushes them upweurls in Speed Factor penalty.
This defensive piece is effective only if the attack is made from the rear of the wearer.
Otherwise, ignore the points in frontal combat.
"No purchase possible: see the text descrfption.
t This defensive piece is effectiveonlywhen attacked from the front If the persona is attacked
from the rear. ignore the points glven.
t t Shields may be used to party attach as if they were a kreapon (see"Panying," on page 228).
Shields otherwise count as armor, except that defenders must be facing the attack or Ule m a u l t
must be coming against thelr off hand (shieldainying arm side). Otherwise, the points don't
count. Every time an atfack scores more points--more damage is taken-*an the $Meld alone
can negate, the shield loses one step against its general destruction (normally 10 hit8 just as
standard armor pieces).
I
Armor Descriptions Gats: his is footwear which covers, and thereby gives protection
Ailettes: These miniature shields for the head and shoulders are to, the wearer's feet and may give support up to the thigh If the hip
used primarily by nobles but are not unknown even by barbarians. version is worn. Many knights wear boots even when in full armor.
They are also called tarlschen. They come inassorted shapes, but all Boots provide protection to the bottom of the foot against special
are made of metal which provides added protection for a couple of forms of trap and defensive attack forms such as caltrops. If used in
vital areas. coqjunction with sabbatton, they must be specially made and sized-
Armet: The lightest of all metal head coverings, the armet is also for, of course, double the normal cost.
the most modern of all items of the "helmet" family. Not only is this Brassartsr This categoly is general and describes several forms of
lighter than all other forms of protection, but it also hinges all of its arm and or hand protection-most of which are added features to
weight upon the gorget and thus on the shoulders, back and even other protection, givlng the pieces in combination a laminated armor
the chest of the wearer, s o that its weight is more bearable.The table effect.
listings for this take into account the fact that the armet does have a Breastplate: This piece of solid armor covers the wearer from
visor already and does not get to add one to the face for additional collar to girdle. The breastplate protects only the front of the wearer,
protection. although taws and other armor sundries can be added to it to further
Back-Plate: This is the obverse of the breastplate, and it is ward off opponents' attacks. Included in this category is theplastron-
useful only when an enemy is trying to injure the wearer from the de-fer.
rear. Many forms of protection cover only the front of a warrior, Byrnie: A byrnie is a long coat-like garment made of either rough
and attacks from surprise, in melee, or while the wearer is retreat- leather or other, softer but padded materials. (On some remote isles
ing can often be fatal d u e t o the lack of protective covering. The in the Titanic Ocean the natives use knotted twine armor which is
back-plate is an answer t o this. similar to the padded byrnie, if used alone, but it might also have bark
Baju Emperau: A Dyak (native) war coat made of soft, bast-like sewn on givingit a value equal to that of a studded byrnie.) Most such
material with large fish scales sewn on. On Erth, they are found coats generally have iron rings sewn to them, horn or metal plates
only in the isles south and east of Shrijavti and north of Magmur as sewn between layers, and s o forth for some minor added protection.
far a s Panay Sulu. The byrnie covers the wearer from neck to just above the knee, and
Banded Armor o r MaikThis is the progression of invention which has sleeves which extend about half-way down the arms. This protec-
goes one step beyond chain mail. Banded mail is laminated armor tive coat is sometimes referred to as the hauberk or sark, and in the
which is made up of strips of metal layered one row atop the other, South Sea Isles it is called bqju tilam.
each pattially overlapping the next to create a melded unit which is Camail: A hood-like section of chain mail worn over the head
proof against all but the heaviest of missile weapons. This form of which protects not only a wearer's head, but also the neck and
protection, while still expensive, was and is affordable by profes- shoulders. Many times this will be worn over shoulder plates or other
sional soldiers, where chain mail was once s o cost-prohibitive that armor which then is, in turn, covered over in part or whole by a helm
only those of the aristocracy could afford it. The lighter encumbrance or like protective headdress. In some instances, the camail is referred
of this form of armor causesit to penalize the wearers by only 2 Speed to a s the coif.
Factors per CT. The reader will note that most Nipponese armor of Chain Mail: This metal armor conforms to the body since it is
better sort is of banded mail (lamellar)sort. made of thousands of individual riveted wire circles all interlinked
Banded Chain Mail: This is simply protection layered over chain (each connected to at least four other links) to prevent cutting or
mail. Banded chain mall is a combination armor which has the minor piercing attacks from getting though to the wearer. It will be
protective value of both banded mall and chain mail and does its several layers thick in critical areas. While offering good protection,
duty well-except that the weight of it is v e y ponderous, and it many other (and in some cases cheaper) forms of armor now exist
therefore slows down the reactions of the user by 6 Speed Factor throughout some parts of Brth. Chain mail used to be worn only by
points CT. the rich, but now--due to modernization of wire drawing-chain
Bavi&re:Thisis the lower face plate which is fastened directlyto the mail may be owned by any working freeman. The weight of chain
helmet. This protects your visage and gives you added protection to mail, however, is poorly distributed and tends to slow down, burden,
this vital area. However, a bavihre adds even more strain via weight to and fatigue the wearer, causing the penalty of 4 SF points when
the wearer's already strained neck muscles, makhg it an even more attempting an action.
uncomfortable protection than armor it's accompanyingis already. A Chausses:Theseare protectiveleggings which aregenerally added
finer form of chinfface protection is offered with the mentonni6re in over other armor to protect any or all parts of the legs. Chausses may
corn bination with the salade. Wearing the bavikre causes one to have consist of studded leather or be made of metal. They are sometimes
a penalty of 1 SF point each CT. referred to as greaves or jambarts.
Bazu Bands: These are additional protections that cover from the Chukchi: This is another form of neck and shoulder protection,
elbow to the backof tLe hand. This form of armor is found throughout which, being made of wooden hoops and hides, is very cheap. This is
the East from the Hindic Empire to the mid regions of Western Azir- a type of armor found mostly amongst the Eastern lands, but might
including the lands of the Turks, Khazirians, and Parthians. Personas posslbly be purchased elsewhere on IErth. A chukchi can be worn
wear these over their other armor instead of brassarts and demi- over other armor, even over the gorget or camail. Use of this device
vambraces. slows down the persona by I SF point each CT.
Courditre: These are small metal plates of various shape which shoulders. Sometimes it uses multiple pieces (vanes), or the gorget
are added to existing armor t o protect the elbow area while still may be a single, shaped plate. This change not only offers more
permittingsome considerable freedom of motion. Courdibre come protection but also partially relieves the strain and weight from the top
in two types, o n e for use with chain mail armors and others for of the shoulders while allowing more freedom for the neck.
plate. Hauberk: See byrnie.
Cuirass: This is a sleeveless coat or piece of armor covering both Helmett The most prevalent form of head protection is usually
the front and the backof thewearer, from neckto belt 1lne.They might called the helmet, although many other names exist--such as helm,
be made from studded leather cuir bouiili, brass, bronze, iron, or bascinet, and barbute. A helmet has a hard exterior with internal
steel. The cuirass is, effectively a back and breast plate. Sometimes padding to aid in warding off damage from cutting, smashing, or
this form of armor is referred to as the lorica. Wearing one slows down piercing attacks. Many also have nasal strips or visors to give even a
the reactions of the individual by 2 Speed Factors. bit more defense. There are leather helmets, helmets of metal strips
Cuissarts: These pieces of metal are for addition to plate armor, with leather, and all-metal ones.
directly protecting the thighs and knees. They generally use rounded Helmet, Cxested: This is the standard helmet with some sort of
caps for the knee area and reinforced lames for the rest of the leg. plumage or comb added to the top for a small amount of added
Demi-Brassarts: These are additional pieces of plate which pro- protection, and also to aid in the identification of the wearer even in
tect the back of the upper arms from shoulder to elbow. the most chaotic situations. Helmets have been given such cresting
Demi-Jamb*. These are additional pieces of plate which pro- since ancient times.
tect the shins. Helmet, Pot: This is the heavy, rounded, semi-flat-topped helmet
Demi-Plate (Leg): This is plate armor, but only for the legs. Any which first found popularity in the Isles of Avillonia. All pot helms are
persona using this added form of protection will suffer a penalty of 1 equipped visors or the equivalent protective qualities of such.
SF point each CT. Helmet, Salade: This more "shell-shaped helmet rests entirely
Demi-Vambraces: These are additional pieces of plate which upon the head and is not attached to the armor a s are most such
protect the front of the lower arms from the bend of the elbow to the devices. This allows complete movement of the head, thus vision in
wrist. all directions, and is far and away cooler for the wearer. The overall
Epaulihes: These are laminated plates that are added over other differencewhich isvisible when regardingasalade is that it hasa more
armor to protect the shoulders. rounded surface, one which slopes down to the elongated rear
Gambeson: Padded and/or quilted coat, with or without sleeves, portion. This leaves the chin free but exposed.
worn under or atop other armor. Helmet, Salade, Mentonni&e:This is thesalade with the addition
Gauntlets: These are the metal gloves worn to protect the hands. of a solid metal piece called the mentonni6re.This protects the chin,
Some cover all the hand, whileothers cover only the backof the hand, lips, nose, and ears. The mentonnikre, however, is not connected to
and still others have small spikes added giving the owner a secondary the salade helmet, but is rather attached to the wearer's breastplate
attack form in extreme situations. or cuirasse by up to three screws placed into the latter.
Gorget: The gorget is a partial replacement of the camail, using Hoguine: A curving plate of metal affixed to the back-plate to
plate armor instead of chain mail. It protects the neck and upper afford protection to the buttocks. This piece prevents mo1.1nted
combat and is principallyused by heavily armored footmen in melee. weapon, and the increased agility allows the wearer to move rapidly
Jerkin: This knee-length vest is made of thick or boiled leather into the fray. Fighters s o equipped-given that all other factors are
(cuir bouilli). and, while worn a s the sole protection by many peas- equal--live to tell of actions against more poorly defended foes while
ants, is usually associated with and utilized a s an undergarment spending battlefield loot in the taverns of conquered lands. The
before metal armor is put on. encumbrance of the armor causes a 1-point SF penalty to be applied
Koryak: The koryak is a wide, permanently affixed shield which when the wearer attempts an action.
protects the upper back to the middle of the head. It is made of wood PlateMail (Suit):Thecombination of some chain mail with armor
with thin steel plating. The use of thisdevice restricts the user in many plates comes just short of plate armor in protective value. The suit
ways, giving a penalty of 5 SF points each CT and inability to ride a uses a high amount of over-plates atop a steel mesh (chain mail) and
mount unless it has a houdou to ride in. (This armor is found in the or lesser protective armors such a s leather. This is fine in its protec-
Azirian lands of Northern Uigars where it is too cold for most types of tive qualities, but its weight and encumbrance promoted the next
horses to survive.) advancement, the plate armor suit. In some lessdeveloped or iron
Leather Armor: This is the complete set of clothing made of thick, starved nations, bronze plate mail suits have been orare being used,
tough leather, or boiled leather (cuir bouilli) mixed with normally and Phzree races are generally constrained from ferrous metals, so
tanned hides which provides full but rudimentary protection for its they typically utilize bronze-based armors. Note that bronze is at
wearer. Whole armies can be equipped with this protection for a mere best 30%less protective than steel, so it has 70% of thevalue of steel
fraction of the cost of outfitting them with metal armor. Of course, for (and takes only seven hits to destroy). The encumbrance of a plate
even better defense many sets of leather armor have small bits of mail suit causes the wearer to suffer a 5-point Speed Factor penalty
metal such as metal studs, strips of horn or metal, or metal ringssewn each Critical Turn.
on or within the layered hides, thus giving it finer protection and the Poleyn: This is the name of the additional plates for the knee area;
term "studded leather." they are also referred to as the gardede-bras.
Plaquet: A demi-breastplate or demi-cuirasse which covers the Ring Mail: This is a name for the padded protective garment that
waist (and the lower back) upwards to the beginning of the rib has studs and rings sewn both inside i t s layers and upon its leather
cage, rising in front to a point. This is sometimes worn a s a outer surface. Many people refer to this as pourpoint. Ring mail
reinforcement with both plate mail or plate armor. usually includes many added pieces of armor plate (courdieres,
Plastron: An iron or steel breastplate worn sandwiched between roundels etc.), and might in large part use a s its base cuir bouilli
the hauberk and the gambeson. instead of cloth as its base material. The wearer suffers a 3-point
Plate Armor (Suit): The full suit of plate armor is near the Speed Factor penalty when wearing this each CT.
pinnacle of modern defensive protection. While the weight of the Roundels: Roundels are discs of metal added to the outside of
whole can be heavier (in extreme cases) than chain mail, banded many forms of armor, thus aiding in the protection of the elbows and
armor, and previous innovations, the weight of the whole is more shoulders. The roundels were first used with chain mail, and they are
evenly distributed about the body, and the hard protection pro- used with the newest armors even today.
vided can be improved upon only through the addition of acces- Sabbatton: These are plated footwear which covers the exposed
sory plates. Encumbrance and fatigue are thus reduced, and the top, rear, and sides of the foot. Underneath the sabbattons, the
wearer is more able to move freely on the field of battle. With the wearer will probably be wearing chain-mesh.
style change from body-form shaped armor to the "globose" for- Sark: See byrnie.
mat (the plates bubbled or bulged outward and away from the Scale Mail: This longish coat armor (a byrnie-like garment) is made
body with padding stuffed between the metal and the hauberk or by takinghundredsof littleplates, piercingthemat the upper end, and
other under-attire) weapons inventors are struggling to create sewing them on to leather or heavy, padded canvas. They are thus
better piercingweapons to try and cope with this the finest form of affixed so that they overlap top to bottom, side to side, and give a
protection offered to humanity. The price is equal to that of a bristly effect to the wearer. Every square inch of the wearerso covered
nobleman's ransom, though1 The wearer suffers only a 2-point SF is protected by two orthree platesdue to the overlapping, s o that even
penalty for wearing plate armor. an awl or pick would have to penetrate the multiple layers. However,
Plate Armor (Suit) wfPauldrons: Pauldrons are one of the most an upwardsaimed blow tends to negate the dependingplates of scale
valuable additions made to plate armor. This is the natural progres- mail. Plates can be of cuir bouilli, horn, copper, brass, bronze, iron,
sion which has happened to all forms of protection. It is the addition steel, etc. Due to the movement limitations and weight of this armor,
of external plates (pauldrons) to the seams and/or joints-or even wearers must add 6 points against their reaction Speed Factor when
other areas of the suit likely to be contact surfaces of hostile weapons. doing an action.
Pauldrons cover the epaulikres and lames beneath. The wearer Shield, Adaga: This combination defense and attack weapon is
suffers a Spoint SF penalty for each CT reaction roll. another tool of the Hindics. It does neither function as well a s items
Plate Armor (Wee-Quarter Suit): When weight and or cost get made for one orthe other, although its dagger-blade, spike, and spear
to be a factor, especially when equipping the elite foot-troops (leaders portions are effective a s interposing obstacles between users and
have always obtained the finest protection possible), the three- their attackers. This multipurpose item takes much attention and
quarter suit has come into frequent use. In most situations there will practice to employ effectively. Due to its bulkiness, the adaga causes
be plate protection interposing between thewearerand theopponent's the user to suffer a 2-point Speed Factor penalty each CT. This shield
may be used only against one attack per CT, but it can also b e its kxtra 5 points of missile protection and its regular large shield
employed offensively, of course. defense, it keeps it users alive longer. It has the advantage of being
Shield, Buckler: The buckler is a diminutive shield that is held in able to be planted in front of its owner (or another man by the bearer)
one hand (or strapped on the arm), and due to its small size and so that fire from behind its protection by missile weapons is without
weight can be interposed quickly between an attacker's weapon and thereadion Speed penalty. If this is made of anything but iron or steel
its target, thereby deflecting such blows. The buckler is good against bands adding toleather reinforcing wood, the OM must make suitable
light armaments, but heavy or two-handed weapons tend to nullify its changes to the value of this item. (Someare made of wicker or bronze,
value and pulverize the defense. Each time a two-handed weapon or for instance, the former being as light as a small shield, the latter
polearm gets damage through to the holder of a buckler, the shield stronger but much header.). As per all large shields, the large tower
takes double the permanent damage of such attack thereby shorten- shield be used against three separate attacks per CT.
ing its usefulness to a potential new minimum of five such blows Skull Cap (or Cap): These are an inferior form of helmet covering
instead of the normal 10. Bucklers may defend against only one only the top of the head and not having visors or any form of lower
attack per CT. Some few of these little shields have the addition of a facial protection-some skull caps have a nasal strip or eye guards.
spike which basically gives them a minor attack addition at the added These are made of leather, brass bronze, iron, steel, leather and
cost of 40 BUCs. metal, or wood and some combination involving one or two of the
Shield, Kite (Small):Thlssmall, metal, basicallytriangular-shaped aforementioned substances. Many times men-atarms are equipped
shield is fast and sturdy in melee, while only mediocre against with skull caps instead of more complete head protection.
missiles due to its relatively small size. It gives a 1-point SF penalty. Splinted Armor: This is a near-suit of combination armor using
Small shields can defend against up to two attacks per CT. mostly chain mail a s the base upon which long, vertical strips of plate
Shield Kite (Large): The large kite shield is made of wood with metal are overlapped-additionally, splinted armor refers to
metal edgings nailing down the leather coveringwhich strengthens its courdikres, jambarts, sollerets and genoulibes. While all these parts
planks. I t s size enables it to provide a fine defense against missiles, offer good protection, the weight and encumbrance is trying, forcing
while its height and bulk make it just usable for footman. As with all the user to suffer a Speed Factor penalty of 5 points for any actions.
heavy shields, this gives a 3point SF penalty. If stationary, missile Taces: Taces are short, laminated skirts of plate metal, metal
troops with accompanying shield bearers may have the latter plant strips, or even leather and metal strips which hang from the waist
the shield for defense, while they fire their missiles without the SF down toward the mid-thigh area. Many are worn go over the other
penalty. (Some few archers or crossbowmen might actually bear body armor, adding still another layer of protection without adversely
large kite shields, but this is unusual.) Large shields can defend affecting the wearer's movement.
against up to three attacks per CT. Tuilles: These are side plates which are added to taces to further
Shield Round (Small): This round, typically metal, defensive protect the thighs of the wearer.
device might be the best shield for one-on-one melee actions fought Visor: This is the addition of a specially shaped plate to helmets,
on foot. This takes for granted that it is not made of wood/leather/ salades, or bascinets. The visor has vision/air slits or holes provided
metal or bronze, for if so the device is weaker and/or heavier. Round for wearers, s o that they can s e e (in a much poorer state) their
shields are the most versatile tool of this category for the typical enemies and breathe (stale and overheated air) in the heat of battle.
infantryman. The use of the small round shield causes a 1-point SF The visor can be raised when not in direct action, s o that it doesn't
penalty to the user. A small shield can defend against up to two interfere with the functions of the wearer. When lowered, though, it
attacks per CT. offers important protection to the user's face and chin.
Shield Round (Large): This is the large, wood-based, metal-
studded and edged shield favored so much by the Skands and other
large and hardy warriors. Anyone who uses this sort of shield, though,
Barding For Steeds/Armor
will have a 2-point SF penalty each CT. Large shields can defend For Other Creatures
against up to three attacks per CT. No intelligent warrior is going to spend 30,000 BUCs or more on a
Shield Tower (Small): This is the footman's shield typical of the champion warhorse and then ride into the midst of a battlefield
Babylonians and others of Near Azir. The shape is rectangular, but its without investing in some form of barding for that mount.
make-up is usually of some hardened metal is standard throughout Special Note: Horses must be of the war-type to be able to cany a
most civilized lands ofErth. While not a s maneuverable as the round person in armor. These types in, ascending order are: the genet, the
or kite shield--the wielder loses 2 Speed Factor points per CT-all courser, the charger, and the destrier. Rlding horses and work/
tower shields get a bonus of 5 extra armor points against missile fire. common horses are unable to enter combat. In addition, these
The small tower shield can defend against up to two attacks per CT. working/riding horses are unable to wear barding of any sort.
Shield Tower (Large): This is the large to huge rectangular device All types of a mount's armor, whether it be on a drake or on an
which the very strong warriors or the lightly encumbered missile elephant, have the same protective statistics, only the price will be
troops often take into corn bat. The largest are sometimes referred to different. Much higher costs are involved, of course, in instances of
as mantlets, although properly speaking such protective devices much larger ones. Also, creatures native to Phmee may not have
have wheels and a firing slit. A large tower shield is bulky, giving the contact with iron or steel or any ferrous metal-containingalloy, and so
user a negative of 5 SF points (add 5 to the Initiative die roll), but with bronze (70% value of steel) or other material must be substituted.
Barding, Etc.
Damage ProtecUon Yemus
P Cut Blunt Fire Chem. Stun Elec APCst. SIPPen. Prlce
Chain Mail 7 12 5 3 3 5 -12 USVN 25% 20,000

i
Chanfron 12 16 14 2 2 5 -3 US 5% 2,100
Demi-Chanfron 11 14 12 1 1 3 -2 U - 900
Front Plates" 3 5 5 4 5 5 -5 IY 1OcYo 1,200
Leather 2 2 2 5 5 2 12 USVN 10•‹/0 2,500
Padded' " 2 3 3 5 5 4 15 USVM - 2,200
Plate Armor 14 16 15 12 25 25 -30 USVN 20% 15,000
Plate Mail 12 12 13 15 20 20 -25 USVN 30% 13,000
Studded Leather 3 6 4 5 5 6 12 USVN 15Ol0 3,500

Both rider and mount receive t h e protective bonuses of this piece of equipment.
If more than 5 points of Fire damage is taken, the padding catches o n fire, the mount is likely t o panic, the rider must either
"

jump and let it meet Ifs fate o r else get the armor off or put out the f i r e d e a l i n g with the steed in questron all the whlle.

Karding Descriptions whereskilledarmorersare rare, suchastheHindiclands, Babylonia,


Chain Mail: This considers chain mail draped over most of the etc. this is the best armor you can purchase o r have made.
stccd, hanging down nearly to knee level. This tends to be very heavy S t u d d e d Leather: This is the same a s the leather armor described
and slows down the speed of the mount by 25%. above, except that studs and strips of metal are placed about the
Chanfron: This is head protection for the horse (or other steed) surface to aid in its defense. This slows down the mount by 15V0.
wh~chin modcrn times is made of laminated steel plates covering
both the horse's head and neck areas. Many times these are used Cost Of Weapons And Armor
alone, but thcy may be added to other (full) horse armors. The The Weapon/Armor Cost Multipliers table should be used to calcu-
chanfron slows the mount by 5%. late the price of weaponsand armor, based on theirgeneral quality of
Demi-Chanfron: This is protection for the top of the mount's craftsmanship, or how well they have been maintained if they are not
hcad rnly, leaving all but t h e Ultra-Vital (U) areas uncovered. This new.
for,n of barding doesn't slow down the horse at all. The demi-
c hmfron can b e worn alone o r in conjunction with other protec-
Lion.
Front Plates: These plates must b e added to chanfrons or other WeapodArmor Cost Multipliers 3
( I ~ t l l )armor if desired and thusgive protection to both the horse (or Quality
similar stced) and rider. These slow down the mount by a n addi- Poor 0.25
tional 5•‹/~. Below Average 0.5
Leather: Leather protection for mounts is different than that of Average
humans. In the latter c a s e o n e n e e d s to carefully shape and break Above Average
u p the armor into smaller pieces or little, connected parts to give Exceptional
the whole of it flexibility. In t h e case of barding, the task is far Unsurpassed
sinlplcr, s o leather is frequently employed for all sorts of battle
stccds. The weight of this slows down the mount by 1O0/0.
Padded: Light padded o r quilted armor is the most common of
all horse protections. This doesn't affect the speed of the mount Damage 'lo And Kepair Of Armor
in any way. Those familiar with o n e of the views held by the authors regard-
Plate Armor: The finest of all horse armor, this protects ex- ing and comments on armor's absorption of damage will under-
tremely well while adversely affecting t h e s p e e d of t h e mount less stand just how difficult a matter it is t o create rules which reflect
than the other full metal armors. Plate armor slows the mount by wear and tear on the stuff. A small weapon o r projectile of any sort
20%. will not materially damage armor-at least for all intents and
Plate Mail: The heaviest of all armors, this is a combination of purposes. Yet, fire and acid are attack forms which might literally
chain mail with t h e addition of metal plates. While being very melt the protection away. For the s a k e of simplicity (and players'
effective in its protection, this slows the mount by 30•‹/n.In areas sanity), armor will b e considered whole, fully intact up to and
including the tenth time it absorbs its maximum amount of dam- Metal & Leather: This includes protection such a s ring mail and
age and transmits remaining Physical damage to the wearer. That scale armor.
is, the persona must have taken only partial damage 10 times. If Half: A cuir bouilli jerkin and light metal breastplate, or a shirt or
attacks score insufficient damage to inflict any points on the coat of rina/scale armor.
wearer, the armor having negated all of the attack, ignore such 3/4:As above, plus leather tasses, chausses, and gauntlets/gloves.
attacks. On a separate sheet, keep a record of attacks which Full: As above, plus a skullcap or small helmet of some sort,
scored full damage on the armor and passed one or more points brassarts, or a small shield.
on to the wearer, and which were not subsequently repaired. After Chain Mail: This consists of a multilayered mesh of many interwe
10 such attacks, on the 1l t h and succeeding attacks, the wearer ven links of metal wire that form a protective armor covering the
is unprotected, i.e. the armor is ruined and provides no more persona's vital areas. Underpadding is absolutely mandatory, for
protection. The persona will have to find a n armorer and pay for otherwise the metal would be driven into the wearer's flesh1
costly repairs or else buy new gear1 Half: A chain mail shirt and small metal helmet.
Purists might wish to divide u p various pieces of protection, but 3/4: As above, plus gloves/gauntlets and chausses, and a helmet
the record-keeping involved just isn't worth the effort for most or camail (coif)with padded cap underneath.
players (including your authors!). Full: As above, plus pauldrons and roundels or a shield.
Plate Mail: This armor is basically light chain rnail with metal plates
Averaged Armor and/or strips (lames) added for extra protection. Such things as
For those who find thearmortables in this chaptera bit overwhelm- banded and splinted armor fall into this category. So does the
ing, we offer the following optional method of handling protection brigandine of "coat of plates" which is aslightly more flexible and less
versus Physical attacks. This method allows for a more limited, costly form of cuirasse.
standard range of armor types, and averages the amount of Physical Half: Chain rnail shirt with metal breastplate and pauldrons or
damage protection conferred by the armor. There are six types of cuirass, and s small metal helmet.
averaged armor, a s shown below: 3/4: As above, plus pauldrons or cuissarts or roundels, gauntlets,
(1) Leather and/or padded and a carnail and steel cap to protect the head, neck, and shoulders.
(2)Studded or reinforced leatherlpadded Fu1l:As above, plus tasses or chausses or tuilles (legs),and possi bly
(3)Metal and leather a metal buckler or shield or gambeson.
(4) Chain mail Plate Armor:This is a complete suit made up of small and largc
(5) Plates mail (chain mail and plates, also banded and pieces and plates of metal which s o fit together a s to generally
splinted armor) stand away from the wearer's body. Some overlap or are joined
(6)Plate armor together to provide maximum coverage and protection is vulner-
Each type can be subclassified a s Full, 3/4, or Half protection, able body areas. Such armor needs no underpadding or protcc-
depending on the configuration which Is worn. A persona who is tion beneath it.
dressed in a studded leather byrnie is only partially covered with Hair: Half-suit of plate (cuirass and arms brassalts), with tasses.
respect to Physical attacks, and thus the armor is classified a s Half 3/4: As above, plus cuissarts, gauntlets and helmet.
protection. By adding leather chausses (greaves or jambarts) and Fun: As above, plus full leg pieces (various)and one or more extra
gauntlets, the quality of protection increases, and the wearer quali- pieces such as tasses, tuilles, courdikre (elbows),epaulikres (shoul-
fies for 314 protection. Finally, a subject with these items, and der), or brassarts, and likely some form of shieid unless many extra
supplemental garments and accessories (a helmet, shield, or pieces are worn.
brassarts, perhaps) would accrue the maximum protection possible Unified Damage Types: You may wish to further simplify armor
for metal and leather armor, and such would be considered Full protection by ignoring the individual damage types inflicted by
protection. weapons, instead applying Physical damage against the overall
All six classes and three sub-forms (Full, 314, and Half) of armorare protection score of the type and class of armor. However, if you
summarized on the Averaged Armor table on page 256. Notes for choosetodo this, apply thescoresacross the board, i.e., for HPsand
each specific type of armor follow. OPs alike. The simplified values are listed in the Averaged Armor,
Studdedrneinforced Leather Armor: This is hard and thick or Unified Damage Types table on page 256.
boiled leather (cuir bouilli) that includes metal rings or studs
affixed on the outside or sewn between layers to enhance its level MORE ON DAMAGE T O PERSONAS
of protection. Some underpadding is assumed in this sort of While the immediate effects of damage, a s well a s the most
protection. obvious way of receiving it, have already been discussed, there
Half: A padded byrnie, hauberk, or leather jerkin with metal are other negative effects and ways to be injured a s well. Every-
studs or rings sewn on or inside. thing from falling damage, to shock, to poison, disease, and
3/4: A s above, plus a pair of leather chausses (greaves, jam- insanity will be covered in this section. The basic information on
barts), and gauntlets/gloves. the effects of damage, however, can be found in the following
Full: As above, plus brassarts, a leather buckler, orsmall wooden places: Physical Combat, pages 224-225; Mental Combat, page
shield. 21 3, Spiritual Combat, pages 2 14-2 15.
Averaged Armor, Full, 3/4, and Half Ratings
Damclge ProtecEion Versus
Armor w e Pierce Cut Blunt Fire Uwn. Stun Pty.
(A) LeatherIPadded Armor
Pull (average - 12) 14 18 16 8 8 I3 2

-- 9)6)
314 (average 10 13 12 6 6 9 1
Half (average 7 9 8 4 4 6 -
(B)Studded/Reinforced teather
Full
314
Half
(average = 16)
(average 12)
(average 8)
-- 18
13
9
23
17
11
20
15
10
11
8
5
11
8
5
16
12
8
2
2
1
(C) Meld h Leather
Full (average = 20) 20 31 27 12 12 22 4
314
Half
(avemge 15) --
(average l o )
15
10
23
15
20
13
9
6
9
6
18
11
3
2
(D)Chain Mail
Full
3/4
Half
(average 24)
(average 18)
(avemge 12)
--
1 24
18
12
42
31
21
28
21
14
12
9
6
14
10
7
28
21
14
6
5
3
(E) Plate Mail
Full
314
(average 32)
(average 24)
-- 29
21
53
39
38
28
18
13
19
14
39
29
6
5
Half (avenge 16) - 14 26 19 9 9 19 3
(F)Plate Armor
mil (average 40)- 36 56 48 28 34 43 4
314
Half
(average 30)
(average 20)-
1 27
18
42
28
35
23
21
14
25
17
32
21
3
2

Rota68
Leather/WddedArrnoris simply some f o n of padded garment (suchas canvas with inlerior quilting)and/or thick and hard
or boiled leather (cub bouilli) material Intended to prevent cutting and piercing and absorb the force of physical blows.
Half-A padded bymie, hauberk or leather Jerkin (long vest).
3/4-As above, plus leather chausses (pants),and gaunUets/gloves.
Ful!-As above, plus a leather buckler, bracers, or small wooden shield, perhaps.

Averaged Armor, Simplified


Damwe hotection Versus
Amor w e Pierce Cur Blunt Fire Chem. Stun Elec. A q
(A) kalhcr/Padded 13 18 15 9 9 13 9 12
(B) Std/Rnf Lealher 17 23 19 11 11 18 9 16
(C) Metal & Lesther 20 31 27 12 12 22 -1 3 20
(a) Chain Mall 24 42 28 12 14 28 -22 24
(E) Plale & Chain 29 53 38 18 19 39 -28 32
(F) Plate Armor 35 56 47 29 35 43 -2 4 40

Averaged Armor, Unified Damage Types


Protection Values
Armor Type Full 5/4 Half
A 12 9 6
B 16 12 8
Whenever personas take over their Effect Level (EL)in Mental o r effects.
Spiritual damage or their Wound Level (WL) in Physical damage, If the Permanent Damage table yieldsa result of "Scar," roll D0/0on
they are considered t o b e Dazed, just a s is a controlled or will-less the Scar Severity table t o determine how marked the scar is. Spend-
victim. Other things such a s disease, dehydration, o r any of a ing 1 J F will automatically yield a "negligible" result.
number of other occurrences could cause Dazing a s well. Dazed Note that s o m e lost Physical AIIXIBUIES can b e regained once
individuals suffer the following disadvantages: the persona learns to function with the new condition. Restorative
1. All their BAC totals are reduced by 50%. Heka is generally available, s o there are options if a player doesn't
2 . Their total Speed Factors in each CT are increased by 5. wish to just start over with a new HP. Unless the restorative Castings
3. No magickal Castings of any sort can b e employed. (The OM are performed by a skilled healer, there may still be traces of the
may optionally allow t h e use of Heka-engendered powers.) wounding. Subtract 1 0 points from the roll for every40STEEPpoints
4. All Difficulty Ratings (DRs) are increased by 2. the healer has in the Alchemy K/S. Keep in mind, however, that
5. Such personas' movement rates are halved. when the magickal restoration is finished, n o further Heka use will
Dazing generally lasts until such individuals' total of Mental or affect the persona's wounds/scars, and the remaining scars are
Spiritual damage is n o longer over their EL, o r their Physical damage permanent. In the case of HPs, all the AITRIBUIES must b e at least
total has been reduced to below their Recovery Level (RL). Con- 6 o r the persona will cease to b e a Heroic Persona. In any case,
trolled personas will, unless they're over their Mental EL, probably whateversortsof permanent damage remainshould be noted some-
no longer be Dazed once free from control. Buta will-lessor mindless where o n the HP sheet.
one, of course, is permanently in this state. Note that once you have
become Dazed, you can't get any more Dazed than you already are. Shock
In other words, the effects of Dazing are not cumulative. Individuals who have taken their WL o r more in damage and are
not treated for Shocksuccessfully within their PMCap in Battle Turns
Permanent Damage aRer being wounded must roll o n the Shock table. Those who
Personas who have taken their Critical Level (CL) or more in require daily treatment and donot receive it must likewise doso. Roll
damage have beencritically injured and may have had s o m e i m p - DOh, subtract t h e persona's PMCap, and apply t h e modifications
tant body parts destroyed. Regardless of the medical treatment they from the Shock Modifications table.
receive, they must roll o n the Permanent Damage table. Remember Finally, keep in mind that death will also result if any A"ITR1BUT'E
to roll o n this table before making any necessary Shock rolls, for is reduced t o 0 o r less. Furthermore, a persona must have at least a
there are modifications o n the Shock table which vary with any 6 in all AITRIBLJTB by the time all Physical healing is completed and
severings and the like that have been suffered. Roll D0lo. You may restorative magick has been performed, o r else that persona will be
uselessasanHP. It i s u p to theaM
todetermine how many lost points
are regained via what method, a s
Permanent Damage wellas how much variousmethod
D% RON Persona Effects Rules Effects costs and similar details. Other-
0-50 No permanent damage None wise, retirement to status of an
51-75 Scar (Roll for severity) Possible loss of Attractiveness Friendly Persona (FP)-a comrade
76-85 Loss of finger, toe, or ear -1 to Physical ATTRIBLTTES.
and aide to the HPs-might be in
86-90 Loss of hand, foot, or eye -50% to Physical ATI'RIBUES. '
order.
91+ Loss of arm, leg, sight, or -75q0 to Physical ATTRIBLTTES.
hearing
Damage From
' Lass of a flnger also costs 1 Attractiveness point. A hand, foot, ear or eye will remove 3 such O t h e r Physical
points, and the loss of an arm or leg will remove 5 points. QMsmay add penalties to P AWRIBWES
at their option, M or S also in severe cases. Injury
While simple combat is one of
Scar Severity the most common ways toget hurt,
D% Roll Severity ATT. Loss there are also other nasty things
0-50 Negligible None which can contribute to your HP's
51-70 Slight, concealable or -1 unless concealed demise, for combating the forces
comctable through or corrected of Evil is dangerous! Many of the
Alchemical Maglck Physical-related ones are covered
71-80 Noticeable body scar -1 in this section.
81-00 Noticeable extremity scar -2 Acids a n d Alkalies: This sec-
91 + Disfiguring facial scar 4 tion covers various corrosive liq-
uids which inflict Chemical dam-
age to objects they c o m e in contact with.
Basically, all acids and alkalies work o n a
Continuing damage basis which applies a s D% Roll Effect8
long a s the persona o r article is exposed t o 01-50 Unconscious for 3D6 hours. (If already unconscious, these hours are
the chemical. Each type of acid o r alkaline addilional.)
has a Damage Rating, and s o m e will have 51-60 Unconscious for 1D6 we&. 7he individual will have trouble with starvation
and dehydmtion (q.v.)if not spec$lly mred for.
Bur17 Durations, although there a r e a few 61-70 As above, but persona loses 1 from all ATTRIBUTES
types that will simply continue t o g o until the (includingMenlal and Spiritual).
target h a s disintegrated. A typical acid o r 71-75 As above, but persona losas 2 points from all ATTRIBUTES.
alkaline liquid will d o 4D6 damage and have 76430 A s above, but persona loses 3 points from all ATTRIBUTES.
a Burn Duration of around two ATs or so. The 81-83 As above, but persona loses 4 points from all A'ITRIBUTES.
substance can usually b e removed by run- 86-95 Comalose for 1D 6 months. Lose 1D6 from each ATTRIBLrTE per month,
ning water or immersion, though s o m e types though 50% of the loss is recoverable aRer another 3D6 months of
Physical therapy.
are even resistant to that. If a persona wishes
96t Persona dies.
t o throw a vial of acid, treat t h e vial a s a rock
for determination of rangeand the like. Make
on Exposure roll for the target when struck, Shock Modifications
b ~ l ot n e vial will usually only affect o n e tar- Reason for Shock Modifier
get. One could splash a n open container of
CL equalled or exceded + 10
Small severing (finger, toe, ear) +lo
acid acrosssevcral foes. but at a m u c h shorter Medium severing (hand, eye) t20
range, of course; a few feet at most: Short 2', m e severing (arm, leg) t30
Medium 4'. Long 6'. DL exceeded by an exposurc-based attack t5
Cold and Exposure: This time by "Expo- Special Failure of First Aid +I0
sure" we mean exposure t o the elements, Per J P spent prior to rolling Lo ease effects -1 0
primarily cold and/or damp conditions. Heka-
generated cold-based attacks, naturally cold
temperatures, and exposure all have tremendous potential toinflict "Idcal" temperature range listed, personas will have to make a
Physical damage when you get on their wrong side, a s the HPs just "Moderate" PM roll o r become Dazed. When outside the "Low-High".
might. First of all, extreme temperatures are discussed. When dry, a range, they must make a"Hard"rol1. Worse yet, forevery 10 dcgrecs,
naked or lightly clothed human being can endure temperatures of or fraction thereof, that the temperature is outside that listed for the
around 4 0 to 120 degrees Fahrenheit without significant Physical "Low-High" range on the above table, such personas will take 1 point
damage, though probably very significant discomfort at the extreme of damage per AT of exposure. The Dazing will not go away, and
levels of the scale. The semi-comfortable temperatures seem to be neither will the damage heal, until they have spent a s much time
more in the neighborhood of 7 0 to 9 0 degrees. These ranges are inside a place withan "1deal"temperature range a s they did outsidc.
modified when the persona is wet, immersed in water, or clothed Note that both excessive heat and cold are capable of inflicting
significantly (i.e., pants o r leggings, a warm tunic, a cloak, and shock, though only cold can inflict permanent damage. Spct id
footwear at the very least). The information is summarized o n the clothing for cold is available and necessary beyond the ranges
Cold and Exposure table. shown.
Note that if wet or immersed and at the lower end of the tempera- Disease: As d o poisonsand acids ( q q . ~ . )diseases
, have a num bcr
ture scale, personas will have a much harder time resisting disease of highly variable characteristics. Basically, every disease has four
should they b e exposed to it ( + 2 to DR). Also, once outside the main commnents:
1. A Contagiousness Fating (CON-R)
2. An Incubation Period
Cold and Exposure 3. A STR and a short Term ~ f f e c t list
s
Ideal Temp. Tolerable Temp.* 4. A Long Term Effects list
75-95 50- 1 30 Contagiousness Rating is a n ~ m b e rwhich is
!r.
Immersed in water 85-95 60-120 , matched against the persona's higher Physical
Significantly clothed and dry 6045 30-12 0
CATEQORY in a K/Svers~~s-K/S-style contest when
Significantly clothed and wet 70-90 40.1 2 0
( the persona is exposed to disease. If the discase
As above, but immersed 7080 50-1 10
Bundled tlghtly and dry 0-30 -30-60 wins, then the persona has contracted it. A result
As above, but wet of a tie indicates that the persona has become a
As above, but immersed 6585 carrier--such people can spread the disease but
d o not thelnselves become sick. If the persona
'Degrees Fahrenheit wins, however, s h e or he resists contracting it. The
DR for the disease can b e nlodified according to

-
- B # B. 8
259
just how badly the persona was exposed. A minor contact-dght
11 .'Here's a n Example: A STR 30 disease causes its victims to spend
increase its Difficulty Rating two o r three levels, whereas a close and 1 0 hours per week in a hallucinogenic delirium (10 points), inflicts 5
extended o n e might make it automatically "Easy."The persona's DR points of Mental damage per week (10 points), cuts their movement
might be modified by current state of health. One thing to keep in in half (5points), and increases all of their DRs by two (5points).
mind, however, is that it is only necessary to conduct such contests When a healer or herbalist treats a disease, h e o r s h e can make one
when a persona is exposed to a very mqjor and dangerous ailment. Herbalism roll per week. Success reduces the STR rating by an
The "strep throat" or the "flu," for example, d o not warrant rolls amount equal to 10% of the physician's STEEP (or double that for a
(gamemasters will simply announce their assault)! However, dis- Special Success). When the STR rating is lowered, s o m e of the Short
cases such a s typhus, malaria, hepatitis, anthrax, meningitis, and the Term Effects may b e reduced o r eliminated because there are not
Black Plague do. enough STR points to support them.
Since diseases vary so greatly, it's hard to say what an average CON4 Continuing the above example, assume that a healer with STEEP
would be, though anywhere from SO to 6 0 or so is a good guess for a 50 makes a successful roll. The disease would then be reduced from
serious affliction which is spread through casual contact Some diseases STR30 t o m 25, and thus loses 5 points of ShortTerm Effect. In this
have certain restrictions o n when they can b e spread, but when the case, the aM decides that the victim is only affected by 2 5 STR points
criteria is met, the CON-R tends to b e very high indeed-80 o r so. (A of disease effects from the table, instead of 30. Note that all of an
good example of this is AIDS, which cannot b e spread through casual effect's points must b e removed to eliminate it, even in the case of
contact.) o n e that can't be reduced. If a disease rendered its victim blind, for
Once a victim has caught the disease, its Incubation Period goes example, the victim would remain blind until all 30 points of the
inloeffect. This istheamount oftime (listed as beingacertain number blindness were removed.
of days) it takes the disease to cause symptoms in the victim. When Left to its own devices, a disease will tend t o eventually pass as
Lhc victim is merely a carrier, the disease will "hang around" in that the victim's body fights it off. Victims may take the rate at which
pcrsona for 10 times the length of the Incubation Period before they recover lost Physical damage points (see "Healing," page
t)tcoming dormant. A carrier can spread the disease as easily a s 274) a n d apply it against t h e STR of t h e disease instead. This is
mything else, perhaps even more so because it is not readily appar- another area where the healer can help, a s a successful Herbalisr?~
ent that the carrier is, in fact, a carrier. A successful Herbalism roll, o r Medicine, Oriental roll will allow such victims t o recover at the
however, can identify o n e without too much difficulty. Note that full rate listed for the duration of the sickness. The only complica-
victims of the disease who are not carriers but are in the incubation tion that occurs is when the disease itself inflicts Physical damage
stage can spread the disease a s well. o n a victim, for in that c a s e t h e recovery points will first be applied
Once the Incubation Period has finished, the victim will then suffer to repair the damage instead of t o fight t h e disease. Note that
the Short Tcrrn Effects. These are determined by the disease's Physical damage caused by disease can inflict Shock and perma-
SLrc:t~gthf<ating(STR). An average STR rating for a dangerous disease nent Damage just a s would a weapon, but, unlike poison, it can
is around 30, and the number of "points" worth of short-term effects cause scars and lower Attractiveness, too.
the disease has will b e e q ~ i ato
l itsSTR. Some diseases may have one In any event, the attack of the disease is over once its STR has been
single, huge effect that represents all of itsST'R points, whereas others reduced to 0. But Long Term Effects, however, may continue to
n ~ have
y a lot ofsmnll ones. WhileitisuptotheGMtodetermineexactly plague the sufferer. The Long Term Effects are usually derived from
what effects a certain amount of ST'R points is sufficient to cause, some the problems caused by the short-term ones. Two common ex-
g~idclinesand examples are given in the Disease Effects table. amples are the victim going insane and damage inflicted becoming
permanent.
v Continuing t h e
Disease Effects above example, the 5
Disease STR Effect points of Mental dam-
1 Causes a strange mutation of the skin (boils, discoloration, etc.) -2 to Attractiveness. agethevictim wasusu-
1 Causes the victim to spend 1 hourfweek in a hallucinogenic delirium or other such state. ally fighting when dis-
b 2 Inflicts 1 point of Physical, Mental, or Spiritual Damage on the victim per week.' e a s e caused Mental
5 Causes victim to suffer one of the effects of being Dazed. TRAIT to be reduced
10 Victim temporarily suffers a minor insanity. permanently by 5, thus
20 Victim temporarily suffers a major insanity (madness). causingthepersona to
30 Causes the victim to suffer the temporary loss of the use of hands, sight, hearing, legs, etc. have to pill1 a total of 5
SO The victim Is rendered comatose and will have trouble with starvation and dehydration unless p o i n t s from AT-
specially cared for. IE
As above, except victim is a continual state of horrible pain, and will suffer 5D6 points of
TRIBUTES to compen-
60
Mental and Spiritual Damage per week as long as the symptoms continue. The victim may sate, which in turn re-
also have to make one or more insanity checks (q.v.). d u c e s o n e o r both
CATEGORIES a s well.
* Mental and Spiritual Damage is possible due to the effeds a disease can have on the mind. As a general rule of
thumb, the longer the
victim was sick, the worse the effects will be. QMs are
invited t o u s e their imagination when determining long-
term effects. Joss, of course, could play a large role in
helping the situation all the way through. But in any case, b e
sure to note any long-term effects suffered on the HPsheet.

Add 1D6 +1
players!):

T h e Black Plague
CON-T: 50 (Easily spread through almost any sort of contact) is momentary, such as a static charge-then you would be able to get
INCUBATION: 3D6 days. away from it. The damage varies with the strength of the electrical
STR: 40 source, and is listed on the Electrical Damage table.
SHORT TERM: If a continuous source of current is exposed to water, then all in
( 1) Inflicts 15points of Physical damage per week (30 points max). contact with the water within D0/o yards of the source will be shocked
(2)Victimspends 1 0 hours/week doing the "Dance of Death," i.e., and "frozen" by the current a s well. Lightning, however, will simply
writhing uncontrollably. cause damage and then cease. HPs will usually be able to figure out
LONG TERM: s o m e way to shut off o r disrupt the flow of current with a successful
With such a high damage rate, the victim is likely to die in a week roll versus their MR CATEaORY for other sources of electricity.
or so. Fire And Flame: Fire can also pose a very serious threat. For every
CTthat you'reexposed to flame, you take acertain amount of damage
T~Pus (no Exposure roll) which varies with the size and nature of the flame.
CON-T: 60 (Spread through lice, fleas, etc.) There is also achance (to be rolled for each CT) that you, your clothes,
INCUBATION: 2D3 days. or any equipment carried may catch on fire. S e e the Fire and ~ l a r n e
STR: 30 Damage table for details.
SHORT TERM: If you catch on fire, you will continue to be exposed (even after
Fever, headache, and muscular pains. A flat, spotty rash appears pullingaway from the source) until you put it out. Puttingout a fire can
on the trunk o n the fifth or sixth day of the fever and then spreads to be accomplished by a "Moderate" PM roll, or perhaps an "Extrenle"
the extremities, face, palms, and soles. o n e for a magickal fire. Note that the Yoga K/S can provide protection
LONG TERM: against these kinds of things a s well.
Death, ifnottreated.Typhuscan becured, butitrequires Herbalism Heka-Engendered (Other): A s mentioned earlier, there are nu-
or other treatment to repair. merous types of magickal attack forms. Many will cause damage
exactly as the other types listed here-acids, cold, fire, disease,
Electricity And Lightning: Another threat is that of electrical poison, etc. Unless special instructions aregiven otherwise, calculate
shock, especially topersonas wearingmetal armoror holdinga metal damage and effects from the appropriate type.
weapon. When you come into contact with a strong electrical source, Motion Damage: Fortunately, this is a much simpler matter than
you will suffer damage until you are no longer in contact with it. Unlike poison or disease. Every time you suffer a rough impact with some
fire, if you grabbed a continuous (direct current) electrified source, largeobject, beit arunaway wagon, a boulder hurled by agiant, orthe
you would be unable to release it until the current has been cut offl bottom of a pit trap, you suffer motion damage. Generally speaking.
This is d u e to the electrical current freezing your muscles in place. you take 1D6 points for every 1 0 feet you fall o r every 5 miles per hour
(The brain controls the musclesviaelectricsignals, and beingelectro- t h e object was traveling, multiplied by a n Exposure roll (to s e e
c i t e d interferes with that!) Likewise, if someone was holding on to whether o r not you landed somewhat gracefully or were struck on
you when you grabbed theelectricalconductor, then they would also your head). For falling objects, use 1D6 per 1 0 feet fallen. If that
be stuck! If, however, you merely brushed upagainst
. - i t - o r the source sounds too simple, you can vary the base damage slightly according
to size of the object. A light object,
such as a thrown mug of ale or a
small flower pot falling from a sec-
Source (Base Darnage/CTJ ffrounded Urounding Is Water/Metal ond story window, for example,
might d o 1D3 per 1 0 feet. A heavy
object, such a s a wagon o r a giant's
boulder might d o a base of 2D6 per
1 0 feet-more if the GM feels really
sadistic. You can likewise vary fall-
ut there may also b e bum damage to ing damage according to whether
or not you land o n hard ground,
grass, water (which isn't really much better than hard ground if y& different stages. The first stag&n which an amount of darnage
belly flop from a distance), etc. Mote that armor usually provides no equal to its STR is inflicted-occurs after the poison has entered
protection whatsoever against this type of damage, falling objects the target's bloodstream and anamount of time equal to its Effect
sometimes excepted. Rate has passed. The second stage inflicts a similar amount of
Poisons and Antidotes: All poisons have five main character- damage and occurs after the Effect Rate has passed again. The
istics: third and final stage occurs after the Effect Rate has passed for a
Strength rating (STR) third time, when the final amount of damage--equal to 50% of
Longevity rating (LONO) the pcidn's S t r e n g t h i s inflicted. According t o the type of
Effect Rate (ER) y i s o n , victims might feel nothing while under its effect, or they
Physical Form may fall unconscious, suffer incapacitating pain and/or paraly-
Purpose sis, or hallucinate in a sweaty delirium during the time period
Strength Rating : This measures how strong the poison is. A weak from when the first stage damage has been inflicted to the final
polson would have a STR of around 1-20, a moderate one around 2 1- stage damage.
50, a strong one of about 51-60, and a very powerful one anything Mote that the damage for an Instantaneous poison, all 2.5
hicgher than GO. Stronger poisons inflict more damage and are harder times its STR, is inflicted at once. A very delayed poison, such a s
to remove from someone's system. For a n antidote to work it must one that works in days, would also inflict the entire amount of its
have a STR equal to o r higher than that of the poison it is administered damage once its Effect Rate has passed the first time.
to cure. Here's an Example: Someone is shot in the back with a
Longevity: This tells how long a poison will remain potent after it poisoned dart from a blowgun. The poison has a STR of 4 0 and a
has bccn created. A very short-lived one may last no more than a few two BTEffect Rate.Two BattleTurnsaRer beingshot, the persona
minutes, wherensavery longone could last forup toayearafter it had will suffer 4 0 points of Physical damage and whatever side effects
bccn smeared o n an arrowhead. Magickal poisons could last for- (unconsciousness, paralysis) g o with the poison. Two BTs after
ever .... Note that the poison will no longer b e considered to be o n a that, the persona will suffer another40 points of damage, and two
weapon after a successful blow has been struck. The poisons in BTs following that s h e or he will take the final, 2 0 points of
animals and nionsters regenerate regularly to replace that which has damage which that poison inflicts (Ouch!). In another example,
gone bad. an important noble drinks a glass of wine spiked with a poison
Effect Rate : This measures how quickly a poison will take effect that has a STRof 4 0 and a n Effect Rate of five days. Ave days after
once it has entered its target's system. The fastest of poisons could drinking the wine, he suddenly takes 100 points of damage and
take effect near-instantaneously, though most will be a bit slower- falls dead!
cobra venom requires about I 0 minutes or so to take full effect. Some Iricapacitate :This stuff either causcs the victim to fall asleep or to
extrcniely slow ones could take hours o r days before they start their beonme paralyzed. The effect sets in at the end of the poison's FGfect
work. While not too g e a t for combat, the slow ones have interesting Rate and lasts for one hour per STR point. Continuing an above
possibilities for use by assassins. example, if the blowgun dart had been covered with a sleep poison,
t'hysical Form : Various poisons will have various forms, many of then the victim would, two BTs after being shot, have suddenly
which are described in the Poison Form table. collapsed and remained comatose for 40 hours.
P ~ ~ r p o sAe :poison will have o n e of two main purposes-either In order for a poison coating a weapon to reach a victim's blood-
to injure or to incapacitate. The way each o n e works is described stream, it must, of course, penetrate the skin. If you shoot someone
below: with an arrow that doesn't get past any armor then you haven't
Injure: This type of poison inflicts a total of 2.5 times its poisoned that person. It is up to the aM to determine how much
Strength rating in Physical damage over the course of three contact with contact poison is enough, though it usually doesn't take
much. Mote that poison damage can c a ~ ~ s e
Shock and Permanent damage. A "severed"
Poison Form Table organ (as determined from the Permanent
Form Method ofExposure Damage table) is simply considered to have
Gas Inhaled or skin-contact. been so badly damaged that it is no longer
Paste Introduced via a sharp (cuttingor piercing) weapon; s o m e work o n usable. Poison doesn't causescars, however,
a contact basis as well. nor does the loss of Attractiveness points
Oil Mainly a contact poison, and it's hard to s e e until it's too late! apply ...except in the case of slow poisons
Liquid This can be either ingested or iqjected such as by a needle trap or causing lingering death.
the fangs of a n animal, Antidotes have characteristics very similar
Powder This stuff is mainly ingested. It may be mixed with liquids or solids to those of poison, except that for game
(food and drink). purposes their Effect Rate should always be
Pill Any of the five forms of poison, even gas, can be neatly stored in the considered "Instantaneous." Their purpose
form of a pill o r capsule as well by an Alchemist. is always to neutralize poison of either the
injury o r incapacitatingvariety. As mentioned
above, an antidote is capable of neutralizing any poison with a
rating that is equal to or lesser than its own. A successful First Aid roll Heka-Engendered Poisons
(q.v.) is usually capable of lessening the effects of poison by reducing EffectiveRate
the STR by an amount equal to the user's STEEP. Just figure the
remainingdamage according to the new STR total for an iqjury poison
that was treated via First Aid. Optionally, the a M may allow this only
if the type of poison is known (orguessed)by the administrator of the 1-6 hours
first aid or associates of that persona (a more realistic approach). 1 6 days
Example: Let's say the poor fellow above who was shot with the 1-6 weeks
blowgun dart collapses into a delirium after sustaining the first stage
damage and a friend rushes to help. The friend tries First Aid for
poison damage, but, a s it takes o n e ATto treat poison damage and the the Effective Rate of a Heka-Engendered poison, and this is shown on
poison has an Effect Time of but two BTs, there's not enough time and the Heka-Engendered Poisons table.
the unfortunate will die anyway. However, if the EffectTime had been &pose: The purpose is the same as it is for normal poisons, i.c.,
two ATs, then the friend would have been able to make a roll. If h e had to Iqjure o r Incapacitate.
a First Aid STEEPof 30, then asuccess would reduce theSTRto 10 and Physical Form: There are several new forms of Heka-Engendered
the victirn would take but another 10 and 5 points of damage o n the poisons. These new means of delivery are:
sccond and third stages, respectively. 1. a a z e
Both poisons and antidotes may bemixed (orknown)via the useofttie 2. alyph
TToxiwkx~yK/S (q.v.), and both Herbalism, Botany, and Chemistry may 3. Ray (field)
prove useful. Qmiemasters should feel free to allow the creation of 4. Touch
strange poisons at a slight increase in DR. Some very complex poisons Note that "breath of poisonous sort is simply a form of poison gas.
conic in niultiple parts and are harmless until they have been "as Starvation and Dehydration: Another sure problem Heroic Pcr-
scniblctl" in someone's system. For example, an assassin may join a sonas will face is if they are stuck without food or water for a long
victim in atingfroni a plate of food that has been liberally sprinkled with period of time. Individual personas can g o for three days plus their
the first part of a poison, but then not be present when the victim drinks PMCap in hours without eating before becoming Dazed (q.v.). For
wine from a bottle which contains the second. everyday over five that they go without food, they will take I D6 points
Here are two sample poisons: of Physical damage which can't be healed until they are able to cat.
After satisfying their hunger and taking a brief rest, however, Lhe
Belladonna Dazing will go away and any damage will heal normally.
STR: 2 1-30 Water, on the other hand, is something that you can't go q~iitca s
LONG: M e d i ~ ~(m1D l 0 days) long without. If you go for one day plus your PMCap in hours witlio~~t
ER: Slow ( 1 D 10 ATs) anything to drink, then you become Dazed. Every four hours after that
PURPOSE: Iqjury you take 1Mj points of damage until you have something to drink.
FOliM: Either berries o r a liquid derived from the same, both of Both the Dazing and the damage will go away as per starvation once
which are ingested. you have quenched your thirst.
NOTES: Side effects include hot flashes, extreme thirst, Insanity and Madness: Over the course of an adventure in the
delirium, etc. Mythus game, there may be numerous situations wherein personas
will suffer some considerable Mental or Spiritual abuse, which could
Hemlock and might cause them to g o insane. While it is largely up to the QM to
STR: 3 0 determine when an Insanity check is necessary, it usually occurs on
LONQ: Long ( l D 1 0 weeks) each of the followingoccasions. (Note that the Difficulty Rating listed
ER: Fast (2D6 CTs) here applies to the roll for the check--see below):
PURPOSE: Iry'ury ( I ) If personas have suffered over their Spiritual EL in damage
FORM: Either herbal or a liquid brew, ingested. (DR "Hard").
NOTES: As a fastacting numbness followed by death. (2) If they have taken over their Mental EL in damage (DR
"Moderate").
The gamemaster is to use the following guidelines when dealing (3)If they find a loved o n e brutally murdered or witness that
with Heka-engendered poisons of any kind: person's death (DR "Moderate").
Poison Strerigtli: Material or Preternatural poison ranges from STR (4)If they are subjected to prolonged torture. (DR "Difficult" to
1 to 99. Supernatural poison runs from STR 100 to 199. "Extreme").
Longevity: The longevity of Heka-engendered poison is subject to (5)When they is confronted by an extremely powerful monster
the amount of Heka paid for in the Casting. See the Mythus Magick or supernatural being (DR "Hard").'
book, for details on length and cost. (6)As part of the effects of a magickal item or Casting.
EffectiveRate: There is a special Heka cost for determination of 'This should be only used in the case of a really nasty monster
- ,,,
which is encountered in thegame adventure. It isn't fair if the HPs skilled personas, o r a Casting such a s Remove Insanity has Deen
have to make a lnsanity check every time they see a walking performed.
s k e l e t o Demon
~ or Netherling is another matter altogether. Some sources of Insanity, however, work o n a slightly different
DR for the s a m e species also becomes easier with each exposure basis. Those caused by disease require n o lnsanity check, but
to them. K/S STEEP in things like L&z.nonology, Religion, Yoga, generally only last until the disease is cured or the patient dies.
etc., should make the percentage chance climb, too! Poisons (lead, for example) can cause permanent Insanity. In some
An lnsanity check is conducted by making a roll against the cases, though, such an lnsanity could persist a s a long-term effect in
persona's MR and S M CATMORIES. Success in both indicates n o which case it would have to be cured normally. The Insanity caused
effect. A failure in o n e means that the persona suffers a n additional by the Mental Attack to Derange is another good example. Again, no
I D3 points of damage in that TRAIT for every level of the DR. Thus a check is required-only a successful attack. The lnsanity is much
failed roll with a "Moderate" DR for example, would inflict 2D3 shorter in duration as well, s e e the description of the attack form for
points of damage o n the persona. A failed roll with a n "Extreme" DR details.
would inflict 6D3! Failure in both rolls, however, both inflicts dam- lnsanity Descriptions: The various types of insanities are ex-
age and causes a persona togain a mental aberration. The QM totals plained below.
up Lhe amount of damage rolled and selects one o r moreaberrations Phobia: This is a (very)strong. irrational fear of one type of thing.
for thc victim from the Mental Aberrations table, (which QMs should Phobic HPs will be unable t o control their fear and will d o whatever
feel free to modify o r expand). is necessary to separate themselves from the feared object(s)and/
i?xa~~~ple:Alyssais caught by a n evil sorcerer and tortured for days or situation. Qenerally speaking, the more common thesu bjcct of an
Lo find out the HP party's plans. Fortunately, s h e is rescued before h e individual's fear, the more the phobia will cost. Some good ex-
can d o her any permanent damage, but s h e does have t o make a n amplesof low-cost phobias include heights, small, enclosed spaces,
Insanity check for the experience. As the experience wasn't horrific, spiders, snakes, and the like. S o m e high-cost phobias i n c l ~ ~ such
dc
thc QM rules thatsheonly hastoovercomeaDRof "Moderate" o n her things a s colors, clothes, the opposite sex, animals, darkness,
two rolls. After multiplying it out, s h e has a K/SChance of 76 for her foreigners, etc.
M R roll a n d a 104forherSMroll.Sherollsa78anda99andfailsboth Delusion: The persona will hold some sort of untrue belief about
miserably! The QM then goes o n t o roll 4D3 points of Mental and something which will seem obviously false to balanced people.
Spiritual damage against her, coming u p with a result of 5 points for Dependingon its nature, the delusion will tend to irritate others and
the former TRAIT and 4 points for the latter. But not only does s h e cause various sorts of minor trouble. An HP, for example, may
take the damage, s h e also takes 9 points worth of Insanity. The OM imagine him- o r herself t o be o n e of the world's greatest singers
ticcides to afflict her with Lunacy (8points) and a 1 point Phobia (so though actually unable even to carry a tune. The HP will sing when-
now Alyssa fears water a bit...). ever the chance arises, will tell others that s h e or h e is a bard, etc. No
When an insanity o r madness has been acquired, players should matter how much o n e tried to convince such HPsotherwise, they will
note it somewhere o n their HP sheet. Also, only the player of the continue to believe that they are a fantastic singer until they are
'~fflictedHP should b e told what the disorder i s l e t that person cured. Such personas could also believe that animals can really talk,
roleplay it and have everyone else try to guess ....This likewise that cows continue to live after being butchered, that eating nothing
applies to the damage rolls for failed lnsanity checks, the results of but rootsand berriesin large quantities will make you live forever, or
which should be revealed to n o o n e but the player whose persona s o m e other nonsense.
was affected. Furthermore, severe neuroses and psychoses are Mania: This can be described a s the opposite of phobia. The
generally long-term affairs which last until a n HP has had treatment persona will be obsessed with one type of item, behavior, or the like.
Unlike phobias, though, all manias tend to be more or less equally
annoying. Some good examples of manias are obsessions with
Mental Aberrations drinking, stealing (kleptomania), lying, the accomplishment of a
Aberration TYPe Damage Level goal, o r simply being obsessed with yourself (the worst of all!).
Phobia Insanity 1-8 Hallucinations: A persona with this disorder will have hallucina-
Delusion ~nsanity tions about o n e or more sorts of things. Such personas might, for
Mania lnsanity example, have a n "imaginary friend" which could be anything from
Hallucinations lnsanity a giant white rabbit to a god. Other hallucinations could include:
Lunacy Insanity frequently seeing dragons and other monstrous creatures (watch
Paranoia Madness out though, in the Mythus game such sights are quite possible);
Catatonia Madness seeing bright, shimmering lights and a n occasional melting object;
ManioDepression Madness or noticing faeries in thegarden (though come to think of it, some of
Split-Personality Madness those faeries might be real a s well!).
Schizophrenia Madness Lunacy: A somewhat odd type of insanity, this disorder takcs
Melancholia Madness effect only when there's a full moon out. When it does get started,
Homicidal Mania Madness however, the effect is pretty serious. For the duration of the full
moon phase and for 24 hoursafterward victims will behave a s if thcy
had one of the types of madness. Roll 1D3 to determine whichv s a ~ ~ b e s y m p a t h e t i c t o t h e ~ ~ c aand
u s esome
, might evenside with
the EPs in a manner similar t o that caused by the Spiritual Attack to
1D3 Roll Result Subvert. The personalities tend to shiR during stressful situations
1 Catatonia and afterthey've been around for awhile-each one will last no more
2 Paranoia than 4D6 days after beingshifted. That includes the true personality.
3 Schizophrenia There is a 1O01o chance of a personality change in any very stressful
situation, with the new personality to be chosen by the QM. After a
Also, the persona may believe and act a s one afflicted by personality emerges, however, it will manifest itself for no less than
lycanthropy, possibly convincing others in the group. This is always 3D6 hours before it changes again.
a good way to throw HPsoff the track, and scare the bejeebers out of Schizophrenia: Actual schizophrenia is basically a strong in-
them in the process! ability on t h e part of a persona t o interact with reality.
Madness Descriptions: Descriptions of the various madnesses Schizophrenics become more and more wrapped up in their own
follow. fantasies, and may talk strangely (such a s by using nonsense
Paranoia: Personas with this disorder will believe that everyone is words and meaningless phrases), laugh or cry at inappropriate
out to get them, even their closest friends and family. At first they times, orjust sitand stare blankly for hourson end. Schizophrenics
think that these people mightjust be ridiculing them and/orlaughing seem to pay little attention to the world around them. One could
at them behind their back, but then they suspect that everyone witness a murder, and, when asked about it, be able to reply
wishes to discredit them or steal their possessions, and finally they nothing more than, "Two men met." General examples of s o m e
become convinced that everyone wishes to kill them. Needless to thing a schizophrenic might say include: "What's the cook food
say, this disorder can become very dangerous if allowed to progress, here?" o r "Only t h e will have peace!" F o r t ~ ~ n a t e l ysome ,
a s victims will d o whatever they think may be necessary to prevent schizophrenics can behave normally enough to function on their
the "plot" from succeedin@ncluding homicidal behavior. own most of the time, and may still be of some use on adventures,
Catatonia: This is a much simpler affliction than paranoia, and but you never can tell when the problems associated with their
merely involves the victim withdrawing from reality in amannervery condition will break out.
similar to that of personas who have taken damage over their Melancholia: This disorder is perhaps the ultimate condition of
Spiritual EL. Such unfortunate individuals will spend all of their time apathy. Victims will feel no real desire to take a part in or get involved
sitting, sprawled out, or curled up in afetal positionand will not even with anything. They can still force themselves when necessary, but
eat or drink without assistance. there is no emotional motivation there at all. If an HP has this
Manic-Depression: This form of psychosis causes individuals to problem, he or she must succeed in periodicSM rolls in order to stay
behave in alternating cycles of the manic and near-catatonic sort. involved in an adventure, and must succeed in such a roll in order to
Victims also have intervals of near-normal personality, and each day leave home for any reason. Those afflicted with melancholia are
a "behavior die" (1D10) must be rolled to find the current progres- notoriously difficult to treat.
sion. A result of 5 or 6 indicates normal behavior. Below 5 indicates Homicidal Mania: And now for thesingle nastiest disorder of the
the approach of a depressive phase, while above 6 indicates that a bunch--homicidal mania. This one has tremendous potential to
manic phase is coming. Either behaviorthen occurs in 1D6 days and cause mischief, and it is thus heartily recommended if the Q M
lasts for 1D6+6 days. Either depressive or manic behavior then wants to make life miserable for the HPs. Basically, the victim
ceases for 1 D6 days, but the victim then goes to the opposite (manic behaves completely normally and rationally-if perhaps a bit
or depressive) phase for ID6 days. Normal behavior then follows for quietly and sullenly-but is really a bloodthirsty psychotic! Once
1D6 days before the 1D10 "behavior die" must be used to find what every5D6 days the afflicted will be overcome with the desire to kill
is occurring in the victim's personality. During manic phase, indi- another person. This urge is s o strong that victims might (10•‹/~
viduals can be irresponsible, hysterical, deluded, and otherwise chance) kill themselves if no one else is available. Such personas
exhi bit symptomsof activeand dangeroussort. Depression will tend can delay the deadline (pun intended) for 1D6 days by killing and
toward listless behavior, lack of care for all normal concerns, and mutilating a large, domestic animal (such a s a cat, cow, dog, etc.)
even evidenceitself in near-catatonic demonstrationsif severe (over instead, but ultimately only a human will do. If the victim is an HP,
seven days). s h e or h e should kill only Mundane Personas (MPs)or EPs if at all
Treatment with herbal concoctions will be of temporaly help. possible, and will resort to other HPs only if absolutely no one else
Some minor Castingsmightalsoproveuseful. However, full magickal is available. When roleplaying such a troublemaker, a player can
treatment isgenerally called for in order to relieve the condition, and make extensive use of secret notes to the QM and the like when
permanent medication taken regularly might alleviate, if not cure, plotting the murders.
the condition. Caution to GMs: Do not use frequent Insanity/Madness in your
Split-Personality: This disorder is what most people improperly campaign, any more than you would use death, for it can easily
call schizophrenia (q.v.). It involves thevictim developing 1D3 other spoil play.
"identities"and tryingto live them out at different times. The persona Other Susceptibilities: Physical, Mental, and/or Spiritual Dam-
will have different names, habits, interests, beliefs, styles of dress, age can be inflicted by certain kinds of things being ingested,
etc., in each one. Note that not all of these personalities will neces- touched, proximate (near to), or perceived (seen, heard, and/or
,.. -
smelled).These are another form of Susceptibilities (seepage 230j body contact with the the subject, or it is ingested, touched,
and include (but are not limited to) the following: proximate, or perceived, then after a period of time the being
Argent (silver) will be Dazed (suffer the Dazing penalty) and in addition take
Bells (ringing) damage periodically for a s long a s the exposure to the subject
Chimes (ringing) continues. The following considerations are determined:
Crystal (rock, clear) (1)If contact is not necessary, then the range of the effect must
Crystals (other mineral kinds) be known. All of the ranges are of relatively limited sort for Severe
Drums (beating) Reaction.
Ferrous Metals (all) (2) Time for initiation of the effect of the Severe Reaction is
Figures, Blessed (material form, a.k.a. Holy Symbols) found, with usual periods beingafteroneCT, BT, or AT. Once this
aarlic time has passed, Dazing begins immediately.
Gold (3)Time periods for infliction of damage (Mental, Physical,
Qongs (beaten) and/or Spiritual) after effect from the Severe Reaction is initi-
Herbs (fresh or dried, a specific kind) ated. Again, periods are typically the Action Turn, BattleTurn,
Icon (figure, material such as a Foo creature, idol, etc.) o r Critical Turn.
Incense (4) Amount of damage inflicted per time unit of exposure is
lrridium usually no more than 1/CT. Lesser amounts are frequently the
Iron case.
Mirrors (5)Type of damage is usually Physical, but Mental or Spiritual,
Moonlight (full moon) alone or in coqjunction with each other andior PD is possible.
Negative Ions (from falling water, wind, etc.) However, if two or three kinds of damage accrue to the being.
Perfume then the overall total should not exceed 1 point of any given type
Plants (growing, a specific kind) of damage per CT.
Radiation (ultraviolet et al. ) For example, a Netherling of some sort has Severe Reaction to
Salt (powdered, rock) the sound of silver wind chimes ringing, and if it is within 10' of
Sunlight such an object when sounding thus it will suffer Dazing in two
Vinegar CTs, and at that same moment it takes 1 point of Physical
Water (Blessed) damage. Each successive CT of exposure it takes, in repeating
Water (falling as rain) (negative ions in some cases) order, 1 point of Spiritual, then 1 point of Mental, then back to 1
Wind point of Physical, etc., damage.
wood (B) Allergy: (n time/turns (prolonged) exposure = 1 point
There are generally two kinds of damage occumng from this form damageln turn of exposure, with possible side effects coming
of Susceptibility: Contact and Allergic Reaction. Note that damage later.) If a being with Susceptibility of Allergic sort is exposed
inflicted can be any one or a combination of Mental, Physical, or to body contact with the the subject, or it is ingested, touched,
Spiritual. proximate, or perceived, then after a period of time the being
Contact: (See also page 230) When the thing to which the indi- will suffer damage of a Mental, Physical, or Spiritual sort. In
vidual in question is subject to comes in Contact with the individual's addition, the being might suffer a lowering of one of its AT-
body (or is ingested, touched, proximate (near to), o r perceived TRIBUTES, its movement capacity, o r of some other ability
(seen, heard, and/or smelledl) that being will suffer immediate dam- such a s Perception (Mental and/or Physical), combat (any
age (of amount and type specitied) from the Contact, usually without type), etc.
regard to Natural Armor (q.v.) or Heka protections of any sort. (1)The shortest time period for an Allergy to begin affecting a
Example: A vampire has a Susceptibility to a mirror held before being is usually one BT for immediate (damage)effect, and one
it (as it is actually viewing its own Spiritual reflection in that AT or longer in all cases where there are other, dramatic effects
surface, although normal senses can not perceive this). When s o involved.
exposed, the vampire suffers 1D6t1 points of Spiritual damage (2)The proximity of a subject for it to affect the being is always
per CT of exposure. It has Susceptibility to one or more various limited to a reasonable range, with a loud sound having a limit of
sorts of Figures, Blessed, and when it s e e s such a thing it suffers about 150' radius, visual perception effect 3O', smoke, 20',and
1D6+ 1 points of Mental damage per CTof exposure. It has Suscep- odor 10'.
tibility to Garlic (touch and odor), s o that if within one foot of a For example, a spirit of some sort might have an Allergy
large bud of the stuff, the vampire suffers 1 point of Physical reaction to burninglncense (specifictype)if within a 10' radius of
Damage, and if the vampire actually touches it, the creature the stuff. In one BT the spirit takes 1 point of Spiritual damage,
suffers 1D3t 1 points of PD. and after one AT of exposure (and 10 SD points being inflicted) it
Allergic Reaction: There are two general cases of this: loses the power to form a Partial Manifestation.
(A)Severe Reaction: (n turns of Contact = Dazing t 1 point/n Proximity: Allergic Reaction, Severe Reaction or Allergy, as above,
turn of exposure.) If a being with Susceptibility is exposed to might have effect if the being subject to such Susceptibility is ex-
poscd to a large quantity of the subject kind. The gamemaster will
have to decide in rcgards to sight, sound, and odor. As a guideline for Normal Yhysical Healing
mass, use the following: There are two basic rates at which damage points are removed, and
Proximity the speed of each is dependent o n a persona's Physical AITRIBUTES.
Susceptibility Amount and Proximity The Prime Rate is for when the persona has received proper medical
I 10 pounds within 10 feet attention. That can be obtained via a successful Herldsm or Medi-
2 100 pounds within 10 feet cine, Oriental K/S roll, o r is had automatically when the persona is
3 1,000 pounds within 1 0 feet recuperating in a hospital or similar facility.
4 10,000 pounds within 1 0 feet The Secondary Rate applies when there is no professional healing
5 No proximity effect of this sort attention available, but the persona is taking it easy and keeping the
licduce the amount necessary as proximity (distance) decreases, wounds clean and properly bound. No damage is removed when
and increase the amount as distance increases. For example, Proxim- injured personas are exerting themselves normally and/or not look-
ity Susceptibilily I above would have the following extrapolations: ing after their wounds. To discover the amount of points such perso-
2.5 pounds within 2.5 feet nas heal in a 24-hour period, cross-reference their PM CATEQORY on
5 pounds within 5 feet the Healing Rates table.
2 0 pounds within 2 0 feet Y W V w w
I 0 0 pounds within 1 0 0 feet
In like vein, Susceptibility 4 above would not function effectively Healing Rates*
beyondabout 1,000', formassesofsubject materialabove 1,000,000 PM GQ7EUORY Pnme Rate Secondary Rate
pounds (500 tons) are quite unlikely! 18-26 1 0.5
27-38 1.5 1
HEALING 39-50 2 1.5
By now you have a very good idea how damage is inflicted, and now
51+ 2.5 2
all you really need t o know is how it is cured. This section discusses
the repair of all three types of damage, including the rate at which 'Points regained per 24hour period.
points are regained.
L - L
4 a A
Personas who have taken over their WL or CL in damage will'be pro&&
, healing damage in hours or days that would otherwise take
Dazed until their remaining damage is equal to or less than their RL, weeks or months.
whereupon they will b e considered to have recovered. Likewise, aRer Many of the Hekagenerating K/S Areas, such as ~~ Religion,
being iqjured they must be treated daily for Shock until they have had Mysticism, Alchemy, Herbalism, and Yogp provide some form of heal-
24 hours of continuous (not cumulative) bed-rest, whereupon their ing, whether by Casting, potions or salves, or Mental disciplines. Effecfs
condition will stabilize. range from simple recovery of small amountsof Physical damage points
to treatment for shock, poisons, and debilitating diseases.
Normal Mental And Spiritual Healing
The best way to recover from damage to rest and take it easy. Fortu- Regeneration
nately, this sort of damage is recoverable at a slightly quicker rate. When The ability to replace damaged or lost skin, organs, or even body parts
your HP is sufficiently isolated from the caresand concerns of the world, falls under the power of regeneration. Some K/S Areas allow only for
he or she will gradually recover. The same table is used for healing Mental personal regenerativeability, while others providedweomers which bdng
andspiritual damage as for Physical, but it works in aslightly differentway. about the magickal effect in other personas. Regenerative powers and
First of all, thedamage is removed every 12hoursinsteadof every 24, thus Castings have varying rates and scope as well, and the reader is directed
allowing HPs to recoversome at night when they sleep. Furthermore, you to the individual descriptions for the appropriate K/S Area or Casting.
substitute the MR or the S M CA'IECIORIES for PM, and the Prime Rate is Some forms of regeneration will restore lost Physical A7TRIBWES;
obtained via a Medicine, Oriental or Yoga K/Sroll. Dazing ceases to be in others may require additional rejuvenating magick (see below).
effect once your Mental damage is no longer over your EL, as does the
Catatonic state that those over their Spiritual EL suffer from. Rejuvenation
Finally, it is possible for a persona tosimultaneously heal Physical, Rejuvenation is the restoration of vitality and/or youth to a subject
Mental, and Spiritual damage. through use of magick from the Temporal Plane. When a persona suffers
a traumatic Physical wound resultiq in a severingor functional loss of a
HekazAs.isted Healing limb or organ, that persona permanently loses a certain amount of
While rest and relaxation are useful tools for recovering from most Physical A T I W B m points. The only means of fully restoring the lost
wounds--Physical or othenviseHeka-assisted healing may be nec- A7TRIBUES is through rejuvenating magick
cssary for the more extreme damage, or personas with more than one Another use of rejuvenation is the restoration of youth to a subject.
type of damage. Heka-assisted healing also speeds the recovery Certain magickal Castings and items cause aging (withering) and
infirmitv. Qenerallv.
". the onlv -
" thina that
can reverse these effects are comple-
mentary devices and Rejuvenating
Castings. Herbal and alchemical con-
coctions may also function in a like
manner. but with variable effect.

Life Restoration
by Casting
The most powerful form of magickal
healing is that of restoringlife to the dead.
Although personas may be restored to
life many times, restorative magick may
only be attempted once when someone
is killed. In other words, if the attempt at
restorationfails,thepersonaistrulydead.
and may never be restored to life.
As the process of restoring life to the
dead draws from the Astral Plane, this is
a very difficult and rare procedure. Also,
note that if an attempt to restore a per-
sona to life fails, death is permanent and
no other attempts of this sort will ever
wolh.The persona isdead, and again, it's
time to create a new HP. 'lhis is not to say
that the corpse cannot be animated and
controlled by the QM through necre
mancy. (QM: See Appendix I.)
I n thls chapter, we provide you with a sample listing of basic
Castings, sufficient Lo get your campaign off the ground. These
Castings are excerpted from the Mythus Magick book, which: ( I ) con-
tains a much greater number of Castings per arade, (2) repeals these and
continues the lists lo Casting arade IX (and, in some cases, beyond thal), (3)
a little use of Heka in a m i k u where it is n d impeded. Even semuntelljyent and
a few uninlelligentcreatu~do so (albeitunknowingly)in the muhiverse of h t h .
PureHekaisofthlleesorts.ThePositiveisdrawn fromthehigherplanesand
spheres, Negative from the lower. In the Preternatural spaces, these two
enetgy forms combine to create the most common form, Mixed Heka
includes Castings of the various dweomercraeking schools and Priestcmfter
Elhoi, and (4)delails 1 1 additional types of other Heka casters. Demographics of
HEKA Heka Generation & Capacity
Nearly all of living things can employ the e n e g we d l Heka (pro- Aboul 1 Individual in 100 is able to control Heka sufficiently to u t l h U in
nounced HEP;k;drom the Egyptian word for "m@ckal force"). It is the IiRh CmUnp. Of agiven sample of 100 such Heka-able individuals, SO are restrained
clenienl and basic, all-pervading e n e w of the multiveme, although in some to Spirituallygenemted Hek& 25 to Mentally generatpd, 15 to Physically gener-
p k i m il a irnixded and lessened in ils power, just as eleclridly is when Its ated, and 10 are a b k to generate and employ all forms of personal Heka On
anlpctzgc is rctluuxl. Such 'impure" Heka is known by many diffcred names: average, 1 in 100 Heka-abk individuals is fully capable of channeling the sort of
Maw. Oqpne, Ihtah, and so forth. Rglarclless ofthe m m e used, the important Heka he or she is able to emp1oy-k. Pull Pmditioner pdenlhl individuals. Of
thing Lo rnake clwr is lhnt viriually any sapient creature is able lo SIDE and make course, nct all such individuals are given the proper tmining for development of

HekacGenerating K/S Areas of tieka per point of Astmmqv StEW.


Mental TRAIT Areas Base Heka Oeneration Notes Noh: 2: l%mufmlw is the 'adlvatd d Sarray, and when a Pact (see herrafbzr)
Apotropaism STEEP + (MMCap + MRCap) is agreed to and bound theso~erergalns a mumpUer dSorcaySIEPPof h m 2 to 10
Astronomy STEEP 4 MMCap 1 plus Splrihral MIn p o w of Heka
Note3:liwmmw&and McgkkarethehvoK/SArompr necesaeryforRlllW c e .
t)cnlondogy STEEP + MMCap 2
lfableto ehannei full Heka the pers~lauses a multiplier of 10 agalnsttlhueomeruarff
Dweomercr~eft STEEP + MM CATECIQW 3 (orMarrlck If that score Is Iww-4e. the buo Areas must be equal or the lower
Magick STEEP + MR CATEQORY 3 of thexbva Is used). Magkk STEEP (or h v e o m if I-j Is s l w added to the
Spellsongs STEEP + (MMCap + MRCap) 4 multipUed ST'EWs Heka R l r t h m , instead d MM CATEOORY, the h U Radlher
uses Mental TRAII'for addMonel pdnts d Heka Rnally, remembw that the munlptler
Physical TRAIT Areas Base Heka Qeneration Notes endallM~~TBX,RladdKio119~~eusedfor~lytheInltJalSchmldDweo~
Endurance STEEP + (PMPow + PNPow) oCUlepersona Inquestlon. Hwever,SIPRPgalned In anyoftheothafourSchoolPwill
Oemsmilh/lapidary STEEP + PNPow count toward Heka geMxatton on a s-t 1 for 1 bmia with the a d d h n of MMCap
Heka Forging STEEP tPM UTEaORY 5 Al'THiWE for each such additJon.
Music STEW + (FiYSpd t PNSpd) 4 Note 4: &cept for Pull Ractlbners ( M a g e ~and Wests)who are able to use
l ~ n / & a n t l n gto a c m p q v Wr use of Spellsongs Ww. all others must
acc~npanytheirworhdthls nature by musical Instrument (orslngaarppeJha)through
Spiritual TRAtT Areas Base Heka aenemtion Notes
use of their Mudc K,& Without Ule lsther ablU&. Base Helm Coet for all SpelLSMgp
Alchemy SrEEP t SM CATWORY Canting8 is double the amount InQiesltpd.and spedflc WInge devised m Spe&soqp
Astrology STEEP + BPCap 1
Conjuration STEEP + (SMPow + SPPow)
Divination STEEP + SPCap abletoadd WrSlEEPln bothdthelatterAmwtoanyspeUso~gs
W n g butthlsdoes
Exorcism STEEP + SMCap
Fortune Telling STEEP + SWow
Ilerbalisrn STEEP + SM CATEQORY
Mediumshlp STEEP + SWow IndMdual uses the addltion of PTRArl'smre &her than the avmge d fWPow
Metaphysics STEEP + SMCap
Musical Composition S T W + SMPow 4
Mysticism STEEP + SP CATEOORY
Necromancy STEEP + SMPow
Occultism STEEP
Panthwloyy STEEP
Poe try/Lyrics STEEP + (SMSpd + SPSpd) 4
Priestcrmtl STEEP + SM CATWORY 6
Religion STEEP + SMPow 6
sorcery STEEP + (SMPow + SMSpd) 2
W ilc hcrafl STEEP + SPSpd 7
STEEP X 2 8
Ndes: 1IJS Am% appearing on Unes In italic bpe produoe Heka only when used in
rljunction with certain K/S Areas, as expldned among the ndes below.
IY& 1: When wed In coaunction with Astrdogy and for the workings and puupoaes
thereof, and onlywhen so used. AshrmanlyenablesUKpassesslngpeama to@n 1polnt
this ability. Finally, of the 100 Hekaable individuals, only 1 in 10 has a l q e
intrinsic slore of personal Heka---that gathered or created by the individual K/S Area Heka Regeneration
throqh mind, body, or souL 1 in 10 of those creates Heka from LwoTRAITS. And Method d Restaraton lie& Re8tored/?lour
Restlna aulellv, but with some Up to 6 STEEP polnls' in
only 1 in 10 ofthose manageslogenelate personal heka equal to allUueeTRAITS.
dlstr;;ctlonsjanwlelies as many as 3 K/S Areas
Resting without disturbance Up to 12 S m P polnts* In
Types And Sources Of Heka Energy as many as 3 KfS Areas
There are nine Qrades of power which emanate from three sources. Prayer (Vow-holding Up to 18 STEEP polnts' in
Power is graded from 1 (least) to 9 (greatest) for each power source. The personas only) as many as 2 K/S Areas
greater an individual's Heka ability, the higher the grade of power that Meditation Up to 18 S m P points* in
persona can wield. In fact, Preternatural Castings (the sort used by Heroic as many as 3 K/S Areas
Personas) are rated by giving them a a m d e from I (least) to IX (highest)- Prayer and Meditation (Vow- Up to 24 STEEP points* in
with certain special Castings classed a s a r a d e X, or somewhere approach- holding personas only) as many as 4 K/S Areas
ing Supernatural Grade I power1 The source of the Heka, however, deter- Sleeping Up to 12 SmEP points* In
as many as 6 K/S Areas
mines the actual power involved, each source being further removed Up to 12 STEEP points' In
Trance (No Vow-holding
from the mundane and consequently being of greater force. personas) all K/S Arms held
We consider Heka in terms of the Prekmaluml, for all Heka has the same
potential. Supernatural sources an:ten times more potent. and Entilal ones are 'Note that this means Heka galned through a multiplier applied to
S'RBP Is repined at the same rate as less powedul Heka
100 times more powerful, but the Heka from any source will othenvise be the
mnie sort of enenj. Thus, for example, if some individual of the malerial plane
a n gencmle (or collect) 1,000 "points" of this eneqiy, a similar c d u e of ACT Heka Regeneratian 4
Heks Source Means of Reslomtfon Tlme
Supemaluml origin might lihewisecolled 1,000 points ofSupemaluml Heka: and
we, in tum, nxkon that as 10,000 points of (Prekmatuml) Heka Similarly the
same factor of ten is again applied when likening Supemaluml to Entital.
AITRIBUTF,
CATPXK)RY
--

Prayer or meditation
Sleep
l hour
3how
1
-
Trance 2 hours T
These me the principal sources of -freeflowing" Heka TRAIT Sleep 6 hours
(1 ) Mined substances of mundane sort Trance 3 hours
(2)Vegetable subslances of mundane sort a

(3)Knowlec@e/Skill which enables 'colledion"


(4)Certain natural phenomena such a s rahbows ( m e ) 110 means ULVl no Mental K/S Area STEEP can exceed 1 10. This applies to
(5)Supemaluml mineral substances (very m e ) PhysicalTRAlTandPhysical KJS Areas, and tothoseofSpiritual sortloo, ofcourse.
(6)Entital vegetable substances (exceptionallyrare) Thus, the limiting fador is the TRAIT score in question. This limitation does no1
The most commonly accessible of these is the third t y p e 4 e k a from K/S affed multipliers or additions lo STEEP, except by its limiting the SEEP possible
A r e ~ that o is the source dehiled in this chapter. For details of the others, see to use in coqjundion with either or both of those considemtions. For example, a
Uie lieka So~rrceschapter of the Mythus Magick book Mage with a Mental IRAIT of 140 can have D w w m e x d SEEP of 140 thus
1,400 Heka points maximum from that source. To Ulat can be added all nlanncr
Heka from Knowledge/Skill Areas of other Heka. but no Mental sortfrom SEEPgeater than 140.
Imprinms: In an intensely Hekaadive campaign milieu, thegamemcster will
certainly provide the Heroic Personas with a baseofenergy, inorder lo assure that Regenerating Personal Heka
Uiey Gc?n utilize the many magickal abilities furnished through this game There H e k a Generated R-omK/S Areas: Heka obtained through the possession
fore, personaswill each have a basic personal Heka storeequal to their Vocational of K/S Area STEEP is, of course, expended in various ways by the persona.
TRAlT total, then augmented by that genemted from K/S A m and Sub-Area This energy is regained in time through rest, pmyer, meditition (study),sleep.
possession! A fullher bonus to any Full Pnditioner HPin both Dweomermft and and/or Lmnce. The minimum amount of time for Heka restoration is one hour
Priestcradlmight also be allowed. thegamemasterextending base personal Heka of unintempted engagement of the individual in one of the five methods of
for such individual lo include both Menhl and Spiritual 'lRAIT totals. Heloic regaining Heka a s summarized on the K/S Area Heka Regenemlion Lable.
Personas (and your favorile MPas Loo, naturally) who are not Full Pmditionen The amount of Heka restored is per K/S Area. This means that more than
should have a 9 h 10 chance of having TRAK Heka (Full Pmditioners automati- the number of points indicated can be regained, because two or more Areas
cally have TRNT supply). Of those with TRAIT Heka, there is a 1 in 10 chance of can be having their energy restored at once.
gilini~personalHekaequaltolwoTRAITS(Fu1lPmditionersinboth LXveomercraeA Obvious!y, a tmnce is the mast efTedive means of restoring Heka expended.
and PrieslcrzeRaulomalicallyhavethis LwoTRAlTsupply).Finally, anywith double for it enables individuals lo r e c h q e the whole of their KJS A m Heka gencmUon
11IAITabilityhave a 1 in 10 chance ofgetting allthree as a personal pool, butthat abilities. However, those personas with only a few such Areas will not n d to
should be mre! develop Lrance conditions, for they will not need to restore Heka from
Helm 'collected" through knowledge and skill within a persona's Vocation s o w . Sleep, for example, being able to replenish up to six K/S Areas at once,
is tempolaly (LhaL is, when used, it takes some time to regenerate-see is the m a s used most commonly by a v e q e individuals. Even mag- should be
below), but it usually exceeds that found in other mundane sources. Such able to employ normal sleep to regain mosl oftheir enertly in eight or fewer hours
niagickal energy is generated through the application of the individual's -
time (8x 12 96 STEEP in up to six separate K/S Areas).
knowledge and belief, enhanced through ritual and schooling, and stored in Heka Qenerated 'lhrough Aff: Heka added to that generated through WS
the persona's body for release during magickal operations such a s Castings. ability, due Lo ATIRIBUI'E, CATEQORY, or TRAIT, must be regained sepmkly
The liehaenemling K/S Area table lists the K/S Areas which generate Heka, from other Heka and is restDred as shown on the ACT Heka Regenemtion table
and the formula for determining the amounts available to a persona with the Concentrating Heka: It is also possible fora persona who possesses bolh the
corresponding Knowledge/Skills. Dwwmml8eRand M@k KJS Arms to mharge Heka from these faster, and lo
Liml Of K/S Area-Engendered Heka: No personas can have STEEP in any lempomrily'concentrate" higher amounls of Heka thmugh meditation and ritual
Area which exceeds their TRAlTapplicableto the Area. That is, a Menhl TRAlTof S e e the Mythus Magick book for deiails..
SAMPLE ~f the scrying individual is intimately familiar with the subject, allow one
step easier in the DR. If, on the other hand, the subject is litlle known or
DWEOMERCMFT CASTINGS virtually unfamiliar to the scrylng persona, d u s t by one or two steps worse
Sample Dwwmercraefl Castings common to all Dweomercraeft Schools to make it harder or impossiblel
are listed alphabetically below, by Grade, with Base Heka Cost (BHChere, for Note that various dweomers, thick stone, and metal sheathing of various
sholt) for each indicated: and those with Resistance/Damage Component sort prevent, distort, or otherwise interfere with or h i d e r scrying. Compare
addition or'OtheC Heka costs associated with their use will haveappropriate with Cystal Oaze under Fortune Telling.
indicators in the right hand Other Heka Costs column.
Trigger Effect Formula:
Casting Grade 1, BHC: 20 Time: Permanent or Instantaneous Other Heka Costs:
Armor, Physical Cantrip: Area: 1 Casting R&D: Nil
Time: 10 ATs or until destroyed Other Heka Costs: Distance: 1 foot/STEEP point Other: Nil
Area: 1 subject R&D: Nil E/F/M: This Casting has two, quite different, employments. In the first, it
Distance: Touch Other: Armor a t 1:1 allowsthe caster to set another Casting so that it has aspecifictriggeringevent
E/F/M: This Casting allows the Heka-using persona to bring into being a to activate its Effect. In the second application, the Formula sends forth its
Heka force which surrounds one subject, providing protection similar to dweomer into a radius equal to UleDistance possible forthe practitioner, thus
Physical armor. No persona can be the subject of more than one such Casting triggering the held Effect of a Casting previously laid within that area.
at the same time. (Exception: See Elemental Armor in Elemental School
Castings.) The maximum applicable Heka armor thus possible is an amount WicbaRame Charm:
equal to the caster's M TRAIT (MR CATEaORY if a Partial Practitioner). This Time: Instantaneous Other Heka Costs:
armor is effective versus any and all of the various forms of attack that Area: 1 wick-sized area/lO STEEP points R&D: Nil
produce Physical damage. For every point of Heka used beyond that required Distance: 1 rod per 1 0 STEEP points Other: Nil
for activation, the subject will be equipped with 1 point of protection. It is E/F/M: This handy dwwmer causes a small area of easily combustible
destroyed on a I-for-1 basis a s it absorbs damage, and when it is gone a new material (such a s a candle or lamp wick, a bit of dry old paper, small wood
Armor, Physical can be cast upon the subject again. shavings, etc.) to ignite instantly. Forevery 10 points of STEEPin this K/SArea
the caster may opt to affect another subject area. For example, a persona with
Detect Heka Spell: 40 STEEP could ignite four areas thus.
Time: 1 AT Other Heka Costs: The resulting fm is not mqickal: It can be extinguished by normal means.
Area: 1 chain diameter R&D: Nil However, any mass of llammable material subsequenUy ignited by the elk& of
Distance: Centered on caster Other: Nil this Casting will become engulfed in flames within moments, so action to put out
E/F/M: This Spell enables the caster to detect the presence and general the f i e will have to be taken withiin 1D3 + 1 a,or there is a risk of the material
nature (type, source, strength, etc.) of Heka within anobjector area. Note that buming out of control.
Lhis ability is very limited in precise definition of the Heka's purpose, but it is
effective in identifying objects of magickal nature, or Castings linked to an Casting Grade 11, BHC: 35
area, although not the kind nor reason for the Casting. Armor, Mental Cantrip:
This Spell is otherwise the same a s the a m d e I Astrology Casting Heka Time: 10 ATs or Special Other Heka Costs:
Sense (q.v.). Area: 1 subject R&D: Nil
Distance: Touch Other: Armor 1:1
Reflections Ritual: E/F/M: Personas using this Casting are granted magickally enabled prolec-
Time: 1 AT/ 10 STEEP, or Special Other Heka Costs: tion versus damage from any Mental attack form on a 1-for-1basis to the Heka
Area: 1 subject object, Special R&D: Nil spent. The maximum protection, in points, is equal to the caster's M TRAIT if
Distance: Touch, Special Other: Nil that persona is a Pull Practitioner, MRCAPACI'TY if a Partial Pmctitioner. While
E/F/M: The Reflections Ritual requires one ActionTum of casting for each MentalAnnorwill reduce damage directed at the persona, it will not shield the
degree of dweomer it is to effect. That is, in 1 AT it will affect some pool of persona from the forging of Mental Links by opponents.
liquid, reflective surface, or similar object to serve a s a scrying device lasting Only one Casting providing this kind of protection can be in place on one
for as many AT'S Time duration a s the caster has tens of STEEP in this Sub- individual at one time. Mental Armor is not regenerative and is reduced on a
Area. When used in conjunction with the creation of a Magick Mirror (see the 1-for-1 by damage from each and every successful altack that strikes the
magickal devices section of the Mythus Magick book), however, the Cast- subject. At such timeas armor is reduced to zero, another protective Casting
ing requires considerably more time. of this type can be placed upon the individual.
Once the dweomer has been cast scrying is then possible, the subjed of the
aUempt b e i q known to lhe pnditioner either personally, by likeness and repute, Forcedart Charm:
by nameand locale, elc. Distanceto thesubjedorlomle is not meaninghl except Time: lnslantanwus Other Heka Costs:
with regard to the DR of the altempt, a s summarized below: Area: 1 subject R&D: Nil
Distance to Subject Difficulty Rating Distance: 1 chain/lO S E E P points Other: Nil
Under 1 mile Easy E/F/M: This Charm creates a thin dart-sized missile of golden energ)' that
Under 1 l e q y e Moderate springs from the caster's fingers and flies a s fast as an arrow to its target. The
Under 100 miles Hard Physical damage inflicted by the F o r c e d a ~is equal to 2D6 points of 'IMP"
Under 1,000 miles Difficult (Impact damage), plus 1 additional PD point per 10 points of the caster's
Under 10,000 miles Very Difficult STEEP; and a s it is a magickallygenerated missile, it is not affected by normal
Over 10,000 miles Extreme armor.
Time: 10 ATs/ 10 STEEP points Other Heka Costs:
Time: Permanent (until triggered)
Area: 1 object of 1 cubic yard
Distance: Touch
-
Other Heka Costs:
R&D: D 1: 1 to MRCap
Othec Nil
Area: 1 creature
Distance: Touch
R&D: Nil
Other: Nil
E/P/M: Through application of this Spell, the caster enchants an object o r E m The Awid Heka Attack Ritual allows the recipient to make an Avoid-
container and stores a Heka-engendered trap within it. It can b e applied to a ance mU for any Heka atiack or Heha-related attack directed at her or him. The
door, shutters, window, rug etc.-just as long as the object has a volume of Effect can be of Mental, Physical, or Spiritual affect to the pemm%Such cases
one cubic yard or less. Such a trap will be activated upon openlng the object, indude attadc by Castlrg, Power, Hehaengendered Power, device, o b j e d h p .
tampering with it, or passing through or over it without first speaking a etc.It is not n m x m y for it to be a d ! t l y Iflifethreateningattack
predetermined (by the caster) Word of Deactivation. The damage done by Such personas are enabled to apply Avoidance to anysuch attack directed
such traps is 3D6 points of any noncontinulng type (Physical, Mental or at them or the area in which they are in. The Casting's Effect enables the
Spiritual, at the caster's option), plus additional damage up to a maximum subject to make an Avoidance roll afierthe attack in question takes place.
equal to the caster's MRCap in points. Additional damage can be designed The base chance to avoid is the average of Physical Speed scores (IPMSpd t
into the Casting at a 1 Heka point per 1 damage point w s t to the caster. The PNSpdl x 0.5). Also, if the subject has STEEP in the K/S Area of the Casting
addition of 1 5 or 20 Heka points Cost. however, makes the Heka Trap far being used in the attack, or STEEP in a K/S Area which is related to a Power,
more dangerous. device, or object making the attack, 10% of that STEEP may be applied as a
bonus to the Avoidance value. For example, a persona with a n average PM &
Ritual of the Heart Ritual: PN Speed of 16 with 40 STEEP in DwwmercmR would have a base chance
Time: Permanent Other Heka Costs: of 20% (16 + 4)on Avoidance of any D w w m e m R o r related Power, device,
Area: 1 subject R&D: Nil or object attack.
Distance: Special Other: 2 x STRAIT The Dimculty Ratings whlch apply are 'Easy,' 'Moderate," 'Hard," and
E/P/M: This special, week-long Casting seeks to bind a 'mascot' (see 'Dificult.'The attackefs ability of attack and the defender's ability to defend
the'ltems of Magick" chapter in the Mythus Magick book) or objectto the against it will decide the DR For example, an individual standing in an area
caster. First, the d w e o m e r c r ~ f i e rmust select the item or mascot and that is being attacked by a Scorpionlire (seethe Mythus Magick book) will
begin a n entreaty of the subject by expending a n amount of Heka equal to genemlly be subject to amModerate"DR if near the area's edge, 'Hard" if near
his or her SpiritualTRAIT, offering praise, deeds, reasons for its proposed its center, and 'Dificult" if within the very center of the m e t area.
loyalty, and other convincing reasons or rewards. Then, over the course of
the next week, it (the mascot or object) must remain always close to the H e l m Darts Charm:
caster, a distance in feet equal to the caster's Spiritual Psychic Power, Time: Instantaneous Other Heka Costs:
(note that an animal mascot It will not willingly leave this distance). If Area: 1 subject R&D: Nil
during that week the mascot or object ever does get beyond that distance Distance: 1 yard/STEEP point Other: 1Oldart
from the caster, then the whole Ritual is ruined and must b e started over E/P/M: This magickal Casting creates and directs magickal missiles which
again. Finally, at the next full moon, the pmctitioner must succeed in a spring from the caster's fingers and unerringly fly as fast as arrows to their
'Hard" roll against D w e o m e r c r ~ fK/S i and again expend Heka equal to target. The caster can create Heka Darts at a w s t of 10 Heka points per dart
Spiritual TRAIT, in order to bring the ritual to closure. (to a maximum of 1 dart for every 10 points or fraction thereof of STEEP
Once bound by The Ritual of the Heart, a mascot will be absolutely loyal possessed). Each missile does 1D6 + 2 points of Physical Piercing damage,
and faithful unto death, a s long as it is treated well and properly cared for. The and is not affected by normal, natural or artificial, armor. Only m&ckal Heka
mascot will have an innate Heka Resistance to any Mental orspiritual Casting protectlon-such as Castings or enchanted armor--can negate the potential
Power, or attack which seeks to alter, pervert, subvert, lessen, weaken, or damage of Heka Darts.
otherwise change its loyalty and faithfulness. Heka Resistance gained by the
mascot will be equal to the caster's SP CATEQORY. Implant Spell:
Time: 1 day Other Heka Costs:
Casting Grade 111, BHC: 50 Area: 1 subject R&D: Nil
Armor, Spiritual Cantrip: Distance: Touch Other: Nil
Time: 10 ATs or Special Other Heha Costs: E/P/M: Through this spell, the subject can memorize information (in-
Area: 1 persona R&D: Nil cluding Castings) from scrolls, books, maps, charts, tables, or other
Distance: Touch Other: 1:1 Armor written/printed/drawn material. Such information need not b e wholly
E/F/M: Used to ward against attacks of Spiritual nature, this Casting understandable to the subject, but Castings must be of a K/S Area
protects one subject from the damage of such a n attack. Only one Casting normally usable to the subject. The subject can, during the Time of the
of this nature can b e In effect upon an individual at one time. The Casting, duplicate in writtenldrawn form whatever has been memorized
maximum amount of armor possible to this Casting is equal to thecaster's through the Implant Casting.
M TRAIT if a Full Practitioner, MR CATEaORY if a Partial Practitioner.
Spiritual damage points will b e reduced on a one point per polnt of Heka Casting Grade IV, BHC: 75
expended by the caster (beyond that required for activation, of course). Annor. Heka Cantrip:
Note that Spiritual Armor provides n o protection against initial attempts Time: 10 ATs or Special Other Heka Costs:
to folge Spiritual Links, nor d o the armor points replenish themselves Area: 1 subject R&D: Nil
after each attack--the effective value of the armor is reduced by each Distance: Touch Other: I :1 Armor
point of damage made from successful attacks. E/P/M: This form of magickal protection Is useful in reducing damage
At such time as the protection reaches zero, the Casting can again be from any Heka-based attack, regardless of whether the form was Mental,
placed on the same subject. Physical, or Spiritual. Up to the caster's M TRAIT in a r m o r - 4 R CATEBORY
only if the caster is a Partial Practitioner-can be conveyed through this Heka Bolt Charm:
Casting. Only one Casting of this type can be active on a person a t one Time: Instantaneous Other Heka Costs:
time. For every point of Heka beyond the base activation cost which the Area: l-foot-wide path R&D: I O/additional 1D8 damage
caster expends, one point of Heka Armor is created for the subject. The Disfance: Sight to 1 furlong Other: Nil
protection created will absorb one point of damage per point of Armor. E m : This attack Casting creates a powerful bolt of Mixed Heka e n e w
When Armor is reduced to zero, another Casting of this nature can b e and uneningly dire& it along a straight path of flight a t any target within the
activated upon the subject. range of 660' and in the castef s sight or perception. The Heka Bolt springs
fromthe caster's f i g e n and speeds along its path towards the selected talget
Barrier Formula: faster than aspect arrow. Such a magickalattackinflicts 5D6 points of Piercing
Time: 1 AT/STEEP point Other Heka Costs: Physical damage on each and evely m e t in its path, out to the Distance
Area: 1-foot radius/STEEP point R&D: Nil selected by the caster, or until the bolt of energy strikes a very solid object
Distance: Touch Other:1 per AT added T h e such as a tree, wall. etc. Even though stopped by such asolid object, the Heka
E/F/M: The Barrier Casting creates an invisible sphere centered on the Bolt will inflict its damage, as applicable, to that object. Heka Bolts are not
caster or some point that individual selects a s central. If any creature or affected by non-magkkal armor. Note that the caster may opt to expend
being-including a spirit or other being with a Partial Physical or Non- additional damagecausing Heka energy by investing 10 additional Heka
Physical Manifestation-louches or attempts to pass into or out of the points for each additional 1D6 Physical damage to be inflicted by the Casting.
sphere created by the Casting an inslant Heka jolt of 1D3 + 1 points of The maximum amount of damage potential for this Casting is 10D6, so the
Physical damage (or Spiritual or Menhl, depending on the creature's caster may invest no more than an additional 50 Heka points in the damage
principal makeup) is delivered to that subject. Then and there, at initial component.
contact, the subject must make a K/S check against its PNPow (or SSPow
or MRPow, as appropriate) at DR 'Hard.' Any success means it may pass Invisible Alert Formula:
through the Barrier. Any failure means that the subject recoils from the Time: 1 ATISTEEP point Other Heka Costs:
sphere. And a Special Failure indicates double damage from initial con- Area: Caster's STEEP in feet diameter R&D: Nil
tact. A non-recoiling subject must immediately pass on through the Distance: Touch Other: 1 per AT added T
Barrier sphere, accepting an additional 1D6t 1 points of (appropriate E/F/M: This highly useful Casting creates an invisible sphere centered on
type) damage. Recoiling subjects, or those who hesitate about passing the caster or some point that individual selects a s the cenbal one. If any
through the sphere immediately, must again contact the initial effect of material body, including gaseous liquid (but excluding harmless and com-
1D 3 + 1 damage, then accept the additional 1D6t 1 damage points, if they mon gasses such a s air) or a spirit or other being with a Partial Physical
succeed in a K/S check for recoil at DR'Moderate" for the second attempt, Manifestation, passes into or out of the sphere created by the Invisible Alert
"Easy" for the third and subsequent attempts. Contact with the Barrier Casting an alarm is triggered instantaneously in the caster's mind (awaken-
sphere causes a low, 'snap-crackle-zap" sound which is audible Lo normal ing a sleeping caster immediately). It intelligences the caster as to direction
human hearing of an alert and listening persona up Lo 30 feet. of passage, point of breach, and who orwhat passed into orout of the sphere.
Note that beings of the spirit sort or of Non-Physical Manifestation will not
Mask Heka Spell: Lrigger this Effect. Time for the duration of this Casting may be extended by
T h e : Permanent until dispelled Other Heka Costs: spending 1 Heka point for each additional AT desired.
Arm: 1 object or area R&D: Nil
Distance: Touch Other: Nil
E/P/M: This dweomer's Effect is used to mask the presence of Heka in SAMPLE PRIESTCRlEFT CASTINGS
an item so that it is not detectable by virtually any means. This will BasicTutelary Castingscommon to all ELhoiof Priestcraefiare listed below,
effectively hide the item's enchantment from discoverythrough divinatory alphabetically by Qrade, with Base Heka Cost for each indicated. Prior to the
Castings or a persona's ability to s e e Heka (cf. DetectHeka Sourcesin the 'Basic Castings" are those which are of Oeneml Nature, in that each ethos
Mythus Magick book). An Area of up to 1 rod diameter per 10 STEEP hasoneofthesott, buteachisspecifictothatethos, and tothecorresponding
points of the caster can b e masked by this Casting. If Supernatural or deities withinapantheon. Por example, all ethoi haveCommune, Excommu-
Enlital Heka are concerned, though, each type will need a separate nication, etc., buteachappliesonlyto oraffectsonly thoseofaspecificethos
Casting to mask them. For each separate power or different function of and its Pantheon deities and those who serve them. The other, absolutely
the item to be masked, this Casting must be repeated. A Special Failure a t general, Castings have common components throughout.
later Lime means that all previous masking is undone.
General Nature Castings, Gmde L BHC 20
Casting Grade V, BHC: 100 Rites Ritual:
Cloud of Magick Spell: Time: Variable Special Other Heka Costs:
Time: 1 AT/] 0 STEEP points Other Heka Costs: Area: 1 subject/object Special R&D: Nil
Arw: 1 foot diameter/STEEP point RbD: Nil Distance: Touch to Special Other: Nil
Distance: 1 chain Other: Nil E/F/M: There are seven Rites covered under this Ritual, and the time of
E/F/M: A broad diffused area of Preternatural Heka is created via this casting depends on the particular form of Rite:
Spell, emanating equally from everywhere within the area of effect. This Birth: 1 AT; 1 child o r children; Touch.
Casting is useful to casters who wish to ruin magickal readings designed Death: 1 AT; 1 or more subjects: 1 rod.
to pinpoint the source of Heka within an area, for the latter is quite Mam'age: 3 ATs; 2 subjects; 1 rod.
impossible within the Area of the Cloud of Magick. The Spell will also Separation/Divorce: 2 ATs: 2 subjects: Touch.
disrupt altempls to identify items which may possess magickal proper- Acceptance of Ehos,Pantheon, & DeiLy: 3 to 9 ATs, 1 or more subjects;
ties, unless the Heka concerned is of Supernatural or Enlital sort. 1 chain and touch.
Service (and Prayer): 3 to 20 ATs; Multiple subjects: Sight and hearing to
1 yard/STEEP point. Heka for Blessing, both Mlnorand Mdor, is generated Blessing. mar, Rituals
through this Rite, the ecclesiastic performing the Service gaining 1 Heka The: 1 day/STEEP point Other Heka Costs:
point per person in attendance per AT of Ritual performance time, with all Area: 1 subjed Special R&D Nil
such gain dissipated a s many hours time aRerwards a s the Servicelasted, if Disknce: 1 chain radilrs/lO STEEP points Other: 5: 1 add, subject
not otherwise used in Blessing. E/F/M: This Spell is always cast under the aegis of a pantheon, and only
Penitence: 1 to 1 0 ATs and/or Special: 1 subject, Touch. those individuals who serve that pantheon gain m d o r benefit from its being
It is self-evident with what each Rite is concerned, and personas of a iaid upon them. Others of the same ethos a s the caster will benefit, however,
particular persuasion must have these ceremonial services in order to prop- for to such personas it is equal to a Blessing, Minor. The Casting is used to
erly adhere to their creed. Some are performed on singular occasions, the dispel minor opposing Castings (arade I or 11 only), to assure the fertility of
latter two Rites frequently throughout a year according to the tenets of the fields, the health of livestock, the soundness and safety of a building (such as
faith in question. Those individuals under Vow will be particularly concerned to slow fires or prevent lightning striking, happinesand safety in a home, and
with adhering carefully to whatever strictures are placed upon them by their for many other similar purposes and things a s well. This Casting is frequently
creed, and whenever straying from the tenets will perform or have performed renewed too, of wurse, for once its beneficial dweomer is employed, its
upon them the Rite of Penitence. The latter Rite could require a Ouidance Effect dissipates.
Casting (seebelow) to determine theextent ofwhat needs to bedone to atone Its principal purpose in regards to Heroic Personas, not othenvise needful
for wrongdoing through omission or of committed sort. of the removal of some small dweomer which is plaguing them is to confer
Note: All Rites must b e performed by those in good standing, and most a bonus in the form of an acljustment to one or two important die rolls--
by only those of Full Practitioner status, in order to b e meaningful. whether related to Initiative, Avoidance, check against statistics, KJS STEEP,
Basic Atlack Chance, or the like. The exact application is determined by the
General Nature Castings, Grade TI, BHC 35 recipient and equals +/-I 0 points toward one desired D% roil, +/- 5 if two
Blessing. Minor. Spell: applications are determined to be desirable. If iaid when a Blessing, Minor
Time: 1 ATISTEEP point Other Heka Costs: is also active, then both will function, but in no case will additional dweomers
Area: 1 subject, Special R&D: Nil of this s o ~ tincluding
, double Blessing, Mdor function.
Distance: 1 rod Othm 5: 1 additional subject While non-intelligent animals and the like d o not require additional Heka
E/F/M: This Spell is always cast under the aegis of a pantheon, and only those expenditure to receive the Effect, each extra human subject does require
individuals who setve that pantheon gain benefit from its being laid upon them. added points of Heka at a 5: 1 wst. individual casters cannot lay this Effect
While the Castingis used for many otherthings, its principal purpose in rqlarrlsto upon themselves. See also the Rites Ritual, above.
HPs is Lo confer both additional forgivenessand to beslow a modicum of special The obverse of this Casting is Cursing, Mqor, and it has the reverse Effect.
aid u p o n t h m receivingtheEffed Aminor blessingaliowsa bonustothesubje&
whether in Lhe form of rolling for Initiative, against If.6 STEW, improved BAC, or General b t u r e Castings, Grade V, BHC 100
the like. Such recipients@ a +/-5bonus, as applicable, to the next die roll Uley Quidance Spell:
so rctpcst Note thattwo ormoreofthisCaslingplad upon the same subjeclwill Time: Instantaneous Other Heka Costs:
not fundion, and only the latestone will haveEffect lndividualcastersarenotable Area: Caster R&D Nil
to lay this Effect upon themselves, of course1 See the Rites Ritual, above. Distance: Caster Other: Nil
The obverse of this Casting is Cursing, Minor, and it has the reverse Effect. E/P/M: This Casting allows the caster to give good counselling to others for
mundane and personal mallers. It also enables ecclesiastics to seek a direct
General Nature Castings, Grade Ill, BHC 50 channel to their own deity, s o a s to be able to pray especially and ask a single
Consecration Formula: question regarding a contemplated course or action with few variables and a
Time: Permanent Other Heka Costs: known mission, goal, etc. Naturally, if such course or action is in conflict with
Area: 1 subject/object/area R&D: Nil the ethos, pantheon, or deital concerns, the response will be set accordingly
Distance: Touch or 1 foot mdius/STEEP point Other: Nil and in no uncertain terms1 A caster who complies with the auidance given is
E/F/M: Consecrauon remains active until it is profaned or desecrated. The likely to receive a Blessing, Minor, at the discretion of the gamemaster. To
dweomer cannot be dispelled. This Casting is mandatory for one accepting/ seek Ouidance and then ignore or do the opposite of it is to place the
making a Vow and when being ordinated or elevated. it is always performed individual in disfavor at the very least....
under the aegis of a pantheon or possibly that of a specific deity within that
larger group. Any altar, altar service object, container, light, garment worn in Basic Castings, Grade 1, BHC: 20
performance of ceremony, Rite, or Ritual, and areas where such are per- Lightsee Charm:
formed regularly too (such a s burial sites) must be subjected to this Pormula. Time: 1 AT/STEEP point Other Heka C o s k
When an area is being considered the radius in feet indicated applies. Area: 1 square foot/lO STEEP points R&D Nil
The Consecration Formula places a special dwwmerwhich will inflict 1D3 Distance: 1 foot/STEEP point Other: Nil
points of Spiritual damage to all not of theethos who touch theobjector area E/F/M: This dweomer casts an illumination on o n e or more objects at
with intent to harm, pilfer, damage, or destroy, or by trespass. Note t h n ~far
, thecaster'soption. No more separateobjects can b e subjectto a Lightsee
instance, one entering a sanctum, extinguishing a candle with blown breath Charm than the caster has 1 0 s of STEEP in this K/S, and each object must
while touching the altar, in orderto pickup agold service bowl, would be likely receive no more nor no less than the Effect of 1 square foot Area. The
to suffer 4D3 points of Spiritual damage. The act would result in desecration Casting Effect causes the subject object(s) to b e illuminated a s if bathed
of the things concerned. No furlher damage would be inflicted, however, in in the light of a candle. Thus, for example, a book would be readable.
all likelihood, unless special measures had been taken. Note that non- However, a s the radiance Is a s if received from another source, it does not
sanctuary/sanctified areas will not be desecrated by mere trespass, and have any considerable light spreading from it; and an object under this
purposeful acts to do s o must be taken in order to accomplish this. Effect has but a o n e foot, dimly seen, radius of illumination. However, the
glow of a subject is equal to around one-half candle power--about 100 Smokecloud Formulax
yards in total. aeneral employment is for reading, illumination of dark or 'Fime: 1 AT/ I 0 STEEP points Other Heka Costs:
dangerous areas, etc. Area: 1 foot radlus/STEEP polnt R&D: Nil
Distance: 1 chain Othec Nil
Prayer Cantrip: E m : This dweomer produces astable, non-moving area of actual smoke.
Time: 1 BT/I 0 STEEP points Other Heka Costs: The mass of vapors and pa~ticlestherein will be typical of those produced in
Area: Caster R&D: Nil a service to the deity of the caster. Thus, they might be of wood smoke,
Distance: Caster Other: Nil incense, etc., and have an odor which Is pleasant, irritating, noisome, or of
E/F/M: This Casting provides a 10 point increase in the STEEP of any K/S neutral so& The Effed, however, has only oneof obscuringvision, in that the
Area possessed by the caster, predetermlned by that persona prior to cloud will reduce Hght and cut visual range to six f e t The distance deter-
activation of Effect. Casters who desire may apply the bonus towards their mined by the caster a t adlvation L the centml point of the radius of the
own Priestcrieft STEEP. The resulting bonus to Castingenabled K/S Areas Smokedoud.
enables the ability to perform all Castings at the next higher Casting arade,
of course. There is a danger in employing this Casting, however, in that if the Basic Castings, Grade IL BHC 35
intended purpose of the resulting increase in capability is to perform some- Healing. Minor Formula:
thing contraly to the ethos of the caster, against the general purposes of Time: Instantaneous Other Heka Costs:
mores of the pantheon, o r in conflict with the interests of the deity pro- A m : 1 subject R&D: Nil
claimed by that individual, the opposite Effect might instead be had. Distance: Touch Othec Nil
(clamemasters take notel) E/F/M: This Formula restores lost points due to Physical damage to the
selected subject (whichmay bethe caster) atthe rateof ZD3points ofdarnage
Produce Meal Ritual: per 10 STEEP points of the caster.
Time: Permanent until eaten Other Heka Costs:
Area: Special R&D: Nil Heal Mental Damage Ritual:
Dishnce: Touch Other: Nil Time: Instantaneous Other Heka Costs:
E/F/M: This Ritual of one AT length produces one complete meal per 1 0 A m : 1 subject R&D: Nil
points of STEEP possessed by the Priestcmlter. Each such meal will be typical Distance: Touch Other: Nil
of that eaten by ecclesiastics of the caster's persuasion, but it will otherwise E/II/M: Theadlvation ofthisCasting heals 1D6 points of Mental damage for
be sumcient for sustaining an average individual (human) for eight hours every 10 STEEP points possessed by the caster. Note that this dweomer may
activity. Along with the food will b e sufficient drink to d o likewise. not be used by individual casters to affect themselves-it can beapplied only
to another.
Pronouncement Spell:
Time: 1 pronouncement Other Heka Costs: Meditate Spell:
Area: 1 chain radius R&D: Nil Time: 1 AT/ I 0 STEEP points Other Heka Costs:
Distance: Caster Other: Nil A m : 1 square rod/lO STEEP polnts R&D: Nil
E/F/M: When this dweomer is activated, the ecclesiastic is enabled to Distance: 1 foot/STEEP point Other: Nil
declare with authority some minor 'fact." The caster must spend 1 full E/F/M: This dweomer enables casters to gain the benefits of 1 hour of
Battle Turn in making the Pronouncement and stating specifically what it Meditation for each AT of Casting Effect. During this Tlme, however, such
concerns, i.e, the player must carefully d o this. The Effect is similar to casters must be resting, with eyes closed, not speaking, and with mind and
invoking a sort of (weak) Joss, in that the result can b e either favorable to spirit serenely set o n the tenets of thelr own deity and ethos.
the caster's interests or contrary to those of the foe. A bonus o r penalty
will then result in a dice roll for the stated, some action will possibly b e Rightcourse Cantrip:
affected, or s o forth. The exact words of the Pronouncement will be Time: 1 AT/ 10 STEEP points Other Heka Costs:
adhered to in adjudication of this Casting by the gamemaster. No Effect A m : 1 square rod/lO STEEP points R&D: Nil
granted should b e quite a s potent a s the use of a n actual Joss Pactor, so, Distance: 1 foot/STEEP point Other: Nil
for example, instead of adjusting a DR by o n e step, the Effect would E/P/M: The Rightcourse Cantrlp Is a divinatory sort of Casting which
instead a a u s t the die roll by about half the number othenvise gained by applies to the caster. It enables such personas to get from 'on high' a
a DR step adjustment. strong indication of whether o r not somespecified action orcourse will b e
Example: DR of "nard" down to 'Difficult" cuts probability by 50%, s o likely to result in the violating of any tenet of their ethos or contradicting
adjustment of probability by from 10%to 3O%is in orderthroughthisCasting: any purpose interest of their particular deity. (In short, if such players are
and if the base die roll were 36 (at Hard) an addition to the roll of 2 to 5 would in doubt, they can fully explain a n area of concern and ask the QM if what
Lhen reflect the Efiect (18 equals a 50% cut of DR 'Difficult' so 10% of 18 they are about to d o will get their personas into trouble with respect to
equals (roughly) 2: 3O0/0equals 5). their particular priestcr~eftrolel)
This Casting has considerable potency nonetheless, but the time involved
to activate and then employ it mitigates against its potency, s o it is properly Basic Castings, Grade In, BHC 50
of this Qrade and yet highly useful to the less powerful caster. Bounds of Action Charm:
Otherwise, the Pronouncement Casting will affect those of the same faith Time: 1 AT110 STEEP points Other Heka Costs:
(pantheon, ethos, deity) a s the caster, who possess less STEEP in the a p A m : 1 subject and Special R&D: Nil
propriate Sub-Area than does the caster, so a s to make them comply with any Distance: 1 foot/STEEP point Othen Nil
ecclesiastical instructions given by the caster for a duration equal to one AT E/F/M: This Casting restricts the movement of a single subject, persona,
per point his or her STEEP. creature, or being to a onerod diameter Areacentered on that subject, forthe
,,* 1

duration of the Charm. A subject whose Physical Muscular Power is 30 or SanctiAcation Ritual:
greater can aUempt to break the Bounds orAction Effect by rolling PMPow or 7Yme: Permanent Special Other Heka Costs:
less at DR 'Hard" on DYo. Failure allows further allempts, and on each Area: 1 object R&D: Nil
successive CTof such attempts, the roll result is reduced by 1 s o as to favor Distance: Touch Special Other: Nil
eventual breaking of the Erect. A Special Success indicates the Casting has E/P/M: The Sanctification Ritual requires 5 ATs time to complete. It can
been negated at that instant. Success means that itwill be negated in the next either simply reinforce a Consecration Formula (see above) s o as to
CT,enabling freedom of action a s of then, according to the subject's Initia- double Spiritual damage t o 2D3 and prevent profaning by mere presence
tive. However, any Special Failure indicates that the subject cannot manage or touch, or else it is employed to make a consecrated object typifying the
to negate the dweomer in this manner, and if unableto otherwise obviate its practitioner's deity Into a Holy Symbol. By expending extm Heka at the
Effect, must await the expiration of its Time. time of activation of the Pormula t h e caster may imbue with Heka the Holy
Note that PaNal and Non-Physical Manifestations are not affected by this Symbol. For 100 points of Heka s o expended, the object will deliver 1D3
Casting. Mental and Spiritual damage each upon sight, ZD3 Physical damage upon
touch, to each and every human, creature, or being who is within a 1 rod
Enhance Spiritual Power Formula: radius and has an ethos and deity opposed to that of the Holy Symbol.
Time: 1 AT/I 0 STEEP points Other Heka Costs: (Note that the Ethos of aloomy Darkness generally opposes all others
Area: 1 subject R&D: Nil save some portions of Shadowy Darkness and of Balance. Sunlight gener-
Disbnce: Touch Other: Nil ally opposes all others save Moonlight. Ethoi are not otherwise generally
E/P/M: This Casting boosts temporarily the subject's Spiritual Meta- opposed.)
physical Power (SMPow) and Spiritual Psychic Power (SPPow) to the maxi-
mum Capacity for each A'lTRIBUTE. If no increase is othenvise possible, Wound. Spiritual Charm:
then both Capacities (SMCap and SPCap) will b e increased by 1 each, s o Time: Instantaneous Other Heka Costs:
a gain of 1 each to the two Power ratings concerned. Thegain also results Area: 1 subject R&D: Nil
in a 'false" S TRAIT total, and any Spiritual damage thereafler incurred will Distance Sight within 1 yard/STEEP point Other: 10: 1 1MaddilionalSD
be removed first from such false points, before affecting the subject's E/P/M: A dweomer which inflicts Spiritual damage upon the subject.
actual Spiritual potential. Wounddoes a base 1D6 points of such damage. The target reduces SD by any
amount of Spiritual armor it has in effect at the time of atlack. Por each
Enlightenment Ritual: additional 10 points of Heka expended at the time of Casling activation, up
Time: Special Other Heka Costs: to a maximum of the onetenth the caster's STEEP in this Area, one e x h 1D6
Area: Caster R&D: Nil of Spiritual damage is added to the Effect. (Compare to the Dweomercmfi.
Distance: MIA Other: Nil Black School, Wound Spirilual Casting.)
E/P/M: This Casting provides the caster with a single 'yes" or 'no" answer to a
simple question as delivered from 'on high." It is a Ritual of one AT in k@h, and
the question must be posed immediatelythereaRer or else the Effect is lost a s is Basic Castings, Grade V, BHC 100
the Heka. (Theplayer has up to about one minute real time to pose a question to Heal The Soul Spell:
the aM!)The query can be so phrased as to apply to past orcontemplated actions Time: Instantaneous Other Heka Costs:
or plan components, subjectto the discretion (anddiredion)ofthegamemaster). Area: 1 subject R&D: Nil
Distance: Touch Other: Nil
Heka Defenses Cantrip: E/P/M: This Casting heals Spiritual damage a t the rate of 1D6 ( 1D3 if the
Time: 1 AT/ 10 STEEP points Other Heka Costs: caster is a Partial Practitioner) points per 1 0 STEEP points the caster has
A r a : 1 subject R&D: Nil in this Area. The subject must b e of the same ethos a s the caster. The
Distance: Touch Other: Nil caster must lay hands upon the subject during the entire time of casting
E/P/M: This dweomer brings into being a screening Force of Heka around of the Spell.
the person of the subject. The relative amount of Heka protection is but that
which equals the caster's SMCap + 1D6 in points points (SMPowonly if aPartial Thunderbolt Cantrip:
Practitioner). However, it serves Lo protect from ail damage aimed at or Tlme: Instantaneous Other Heka Costs:
incurring to the subject, includingthat of Mental, Physical, and Spiritual sort. Area: 1 yard diameter/lO STEEP points R&D: Nil
While only onecasting of this nature can beafl'ect on one subject atone time, Didnce: 1 yard/STEEP point Other: Nil
when Heka Defenses have been reduced Lo zero, another can be laid on. E/P/M: When invoked by the persona, this Casting calls down a jagged
bolt of lightning to strike o n e central target. The electrical damage from
Basic Castings, Grade IV, BHC 75 the bolt does 5D3 points times a 1D6 Exposure roll of Electrical Physical
Protection From Lightnings Spell: damage to the target subject, and 3D3 times a 1D3 Exposure roll to all
Time: 1 AT/ 10 STEEP points Special Other Heka Costs: subjects within a 1 rod radius of that subject. There is also a l a g e r Effect
Arm: 1 ywd diameter11 0 STEEP points R&D: Nil in the whole of the Area indicated, and that is that of thunder. The
Distance: Centered on caster Other: Nil booming clap of thunder which follows immediately after the striking of
E/F/M: The Effect of this dweomer is to create a sphere which serves as a the bolt will cause animals and personas with a Mental Reasoning Power
ground for electricity. The greater the ability of the caster, the larger the (MRPow)of 1 0 or less to b e startled. Startled subjects drop what they are
sphere of grounding. The Effect persists for the stated Time duration or until holding and run in confusion for ID3 Critical Turnss--in stampede if
it has grounded (protected from Electrical PD)as many dice (D3, D6, or even merely animals.
D10) of potential damage as the caster has points of STEEP in this Area (one Note that there need be no clouds present for the activation, so the
half that total if the caster is a Partial Practitioner). Thundemltcan litelally be a 'bolt from the blue.'
I w
Word of Command Charm: No Surprise Spell:
7Yme: 1 CT Special Other Heka Costs: Time: 1 AT Other Heka Costs:
Area: 1 subject Special R&D Nil Area: 1 subject R&D Nil
Distance: 1 foot/STEEP point Other? Nil Distance: Touch Other: Nil
E/F/M:When adivated,thisverypowerfuldwwmerenablesthecastertodtrect E/P/M: This warding Spell prevents the subject from being Surprised while
asinglewordofcommandatthesubject(s) selected W n t h e M w i n d i c a t e d . it is actlve. The subject need not even concentrate o n such matters after the
For every 10 pointsof SEEPpossessed by thecasterinthb K/SArea, one subject Casting has been d v a t e d , for the dweomer will alert the persona moments
a n be added, so that a pnditioner with 51 SIEEP, for example, could affect six before an event capable of causing Surprise occurs. When such is the case,
subjeds. Any single word uttered wlll be obeyed, but only to the extent possible the subject will feel uneasy and get a vague sense that something is about to
for Uic subjed(s)and forthedurationofU~atpo~onofthecumntCTandthenedhappen, alerted perhaps by a slight tinglingoftheskin, or the rising hair on the
one following it Thus, 'Drop!' would elicit a response of dropping down. 'Runl' nape of the neck.
wuul~icausethe subjedstogoas faslaslocomotivemeanspermit inthedirection
they were faciq at the time of the ukrance of the WordofCommand 'Diel' would Protection m o m Fire Cantrip:
cause them lo collapse and not breathe for the time period of the Effect (but then Time: 1 day110 STEEP points Other Heka Costs:
t h y would otherwise be alive and well of coursel). 'Lookl" would fuc aUention Area: 1 subject R&D Nil
upon the immediate area of the caster. 'Surrender!" would cause a dropping of Distance: Touch Other: Nil
m s and shields. 'Jump!" when called forlh to defending tmopson a parapelwill E/P/M: This Spell protects the subject individual from being caught un-
..
be highly eredive.. These examples should serve to give a complete under- awares by any flre which occurs during the duralion of t h e n m e of Effect. But
slanding of the limits Lo the power of this Casting. once activated, the dweomer is expended and ends. If any uncontrolled or
baneful fire occurs within one chain of the subject. that persona will be
alerted immediately, even if asleep, and will be thus able to escape from
SAMYLE APOTROPAISM CASTINGS possible harm. If flre of any kind is directed at the subject, this dwwmer will
The following Castings are representative of apotropaism. Many more are enable an Avoidance roll at a 10 point bonus.
included in the Mythus Magick book.
Safe Passsge Ritual:
Casting Grade 1, BHC: 20 Time: 1 AT/ 10 STEEP points Other Heka Costs:
Abram's Safekeep Formula: Area: 1+ 1 additional subject/ 10 STEEP R&D Nil
Tirne: 1 week110 STEEP points Other Heka Costs: Distance: Touch Other: Nil
Arw: 1 object R&D Nil E/F/M: This Ritual of but one Action Turn performance allows the caster
Distance: Touch Other: Nil and associates numbering up to one per 10 STEEP the caster possesses in
E/F/M: An objed protected by this Casting is safe from usual M s : will not this K/S Area to pass natural dangers in safety by skewing Probability in the
normally catch fire, be eaten by animal pests, rot, or decay, etc.The item also will caster's favor. Thus, precarious pathways are made more easily passable,
be so guarded as to be passed over by thieves or vandals under normal circum- aggressiveanimals less likely to altack, and s o forth. In fact, all rolls necessi-
slances, unless it is the specific object they are seeking. Even if the lattercase is tated by physical actions taken by the subjects, save those relating to
so, such an objed will still be somewhat proteded, requiring a successful roU combat, are made at one DR easier for the duration of the Casting.
against the searchers' Spiritual MetaphysicalCA7EaORY at DR 'Hard' for them to
find thedweomered item. As indicated by this description, the objectwhich is the Casting Grade 11, BHC 35
subjed of this Casting must be relatively small and anything N e r than the H a m ' s Hidden Passage Spell:
apolropaisl's SIEEPin cubic inches is too W e for this dweomer to be laid upon. Time: 1 AT/ 10 STEEP points Other Heka Costs:
Area: 1 rod diameter and moving R&D Nil
Iron Nails Charm: Distance: Centered on caster Other: Nil
Time: 1 ATISTEEP point Other Heka Costs: E/P/M: While its Effect is active, this Spell allows the apotropaist, and
Area: 1 nail/ 10 STEEP points R&D Nil possibly a few associates a s well, to pass through the immediate locale
Dishnce: Touch Other: Nil silently and invisibly. Unless the caster speaks, makes noise, attacks, or
E/F/M: This dweomer causes ordinary iron nails to take on special proteo othenvise acts in a fashion to attract attention, that persona will be undetect-
Live properties against those of the Netherrealms, malign nature, and Evil. A able to normal vision. Note however, that the caster may be detected through
pair placed together on the ground, the floor, or upon a door (or similar various means such a s through a True Sight Casting an ability to detect
verlicd surface) in 'X" fashion createa 10-foot diameter circle which requires unseen presences, other dweomers, or simply through the olfactory powers
an S TRAIT roll at DR 'Hard" to cross and inflicts 1D6 + 1 Physical damage of guard animals such a s dcgs. However, Netherrealm, malign nature, and
(Spiritual if the subject is of Partial Physical Manifestation or Non-Physical Evil creatures and beings have a penalty of 1 DR step harder whenever they
Manifestation in nature) Lo any Evil or malign nature beings who cross its attempt to locate, see, or direct Castings or Powers a t an apotropaist who is
boundary. Anything faslened down or shut by such a nail can only be opened protected by this dwwmer.
by a successful roll against SpiritualTRAlTat DR'Hard," with each additional
nail making the DR one step harder, all the way to "Extreme." If one of these Protection From Deception Cantrip:
nails contacts the flesh of a Physical subject of the sort warded wainst, the Time: 1 AT11 0 STEEP points Other Heka Costs:
nail inflicts 1D6 + 1 PD to that individual. Contact with an unwilling and adive Area: 1 subject R&D Nil
subject requires a c o m h t (anysolt) hit to succeed, and the success mustbesuch Distance: Touch Other: Nil
that no armor interposes between tagel and nail. Finally, if used in conjundion E/P/M: Subjects underthe protection of this Casting are able to avoid being
with an Eviltracks Agony Casting (q.v.),the effectiveness of these dwwmered duped or tricked by another dealing and speaking to themdirectly a s individu-
iron nails is increased. als. The Cantrip's Effect enables such subjects to know when another per-
sona is, for purposes of trickery or deception or prevarication (though not '""age to any Netherrealm, malign nature, or Evil being(s) or creature(s) who
otherwise), utilizing the Criminal Activities, Mental and/or Deception K/S has left its footprints, handprints, or similar mark from its presence. The
Area abilities-or else is downright lying without benefit of any i(/S whatso- surface upon which the impression is made must be such that a small
ever. The actions involved will be plain and obvious: The lylng words have a bladeor a nail can b e sunk into it (i.e., it must b e dirt, sand, mud, etc.).The
harsh, grating tone in the ears of the protected individual. Note that siight-of- apotropaist is then able to jab a silver or iron blade into the track mark, or
hand deceptions, such as switching objects or manipulating cards or dice are else drive an iron nail into that place, and by s o doing inflicl2D6t2 points
not detected by this Effect. of Physicai damage (no Strike Location roil, but no armor protects against
this harm either) upon the one who lefl the track. Each separate track
Protection From Paralysis Charm: impression can be used thus but once. Note that if nails dweomered by the
Time: 1 AT/I 0 STEEP points Other Heka Costs: Iron Nails(q.v.) Casting are used, each adds 1D6t 1 to the Effect. Ifaspike
Area: 1 subject R&D Nil enchanted by the Ironspike (q.v.) dweomer is employed, the subject
Distance: Touch Other: Nil suffers 4D6t 4 points of Physical damage and is held fast to whatever
E m : This Casting confers a Resistance upon the persona to all forms of place it happens to b e for a s many Critical Turns time a s the apotropaist
pamlysis, whether such is caused by Castings, Powers, Beasts, or natulal sub has STEEP points, unless that one is willing to accept double damage and
stances such as toxins and Poison.The dweomer's protection alTords the subject thus b e freed. If a blade dweomered by the Silveriron (q.v.) Casting is
a base Resistance of 20% plus 10%ofthe caster's STEW, and foreach additional used in a thrust, it delivers a total of 3DGt3 Physical damage points each
point of Heka invested by the apotmpaist at the time of Charm adivation, this time, with added Effect if the subject has Susceptibility to iron, silver, or
Resistance will be increased by 1%. Most rolls to resist paralysis are made at DR both.
"Modetate," but the gamemaster will decide each particular situatiowery
potent pamlylic zgents might require a "Hard" DR for instance. For example, a Full Consecration Ritual:
pmctitioner with 35 STEEP confers a 23% Resistance to pamlysis to the subject Time: 1 AT/STEEP point Other Heka Costs:
If another 27 points of Heka is added to the Casting by the apotropaist upon Area: l subject/object/area R&D Nil
adivation, then the subject has a 50% chance of not being affected by any form Distance: Touch and 1 rod radius Other: Nil
ofpamlysisfor the'l'imedumtion indicated.At'Moderate" DR onlyAutomaticand E/F/M: When this Casting is laid, the Apotropaist setsupacircleofaversion
Special Failure can then indicate paralysis. which spirits ofNetherrealmorigination,malign nature, or Evilwhose STRAIT
is less than the practitioner's STEEP in this K/SArea will shun. The Casting is
Warning Alert Formula: centered on a subject, object, or natural feature which is of beneficent or
Time: 1 AT/ 10 STEEP points Other Heka Costs: clean, natural sort. The Full Consecration Formula also places a specid
Area: 1 rod mdius/lO STEEP points R&D Nil dweomer which wili inflict 2D6t2 points of Spiritual damage, once, Lo all
Distance: Centered Special Othen Nil wicked creaturesor beings who touch theobjectorenterthe Area with intent
E/F/M: The Effect of this Casting is a silvery tinkling sound in the ears of- to harm, pilfer, damage, or destroy, or by trespass. No more than one such
or a pale glow seen by the eyes of--all within the Area, a s determined by the Casting can be active in oron the sameareaat the same time. This dweomcr
apotropaist at the time of laying this Formula. Casters may center the Effect is generally utilized to protect until a priest or other dedicated ecclesiastic
on themselvesorany other point, subject, object, or feature they choose. The can be called upon to set in place greater and longer lasting measures of
waming is triggered when any Netherrealm, malign nature, or Evil being(s) or protection.
creature(s)pose imminent danger by contacting the sphere ofthe Effect Area
or are present within it. Note that this dweomer will only detect the presence Unseen Seotinel Spell:
of Pull Physical Manifestations, s o there will be no waming of encroaching Time: 1 AT/STEEP point Other Heka Costs:
spirits and other non-corporeal entrants. Compare the Casting No Surprise. Area: 1 chain diameter R&D Nil
Distance: 1 chain/lO STEEP points Other: Nil
Casting Grade 111 BHC: 50 E/P/M: This Casting enlists the aid of a minor spirit creature of benign
Alchindus' Sigil Formula: nature to serveas aguardian forthe caster, another persona, or an object. The
Time: Permanent Other Heka Costs: dweomer evokes the spirit, and it wili then serve a s a sentinel in the Area
Area: 1 foot diameter11 0 STEEP points R&D Nil indicated. If someone or something with Pull Physicai Manifeslalion enters
Distance: Touch Othea Nil the warded Area, the spirit will give waming but will not attack or defend. The
E/P/M: This Casting creates a permanent warding symbol fixed to a place apotropaist receives a mental alarm signal from the spirit guarding the Area,
or object. The warding mark can b e s o inscribed a s to protect a single upon violation of the place warded.
object-fromadoortoalittleite~rbedoneonapoint(suchasthecenter
of a floor in a room) s o a s to form a circle of protection. The Sigil created will Casting Grade IV, BHC: 75
cause 2D6t2 points of Spiritual damage to any Netherrealm, malign nature, Invisibility To Undead Cantrip:
or Evil being(s)who attempts to enterthe Area with wicked intent or to harm, Time: 1 AT/STEEP point Other Heka Costs:
or to touch the warded object with intent to damage, destroy, pervert, Area: 1 subject R&D Nil
poison, desecrate, steal, purloin, orremove it. Once activated, however, the Distance: Touch Other: Nil
Sigil vanishes, and the Effect is negated thereafter. E/F/M: This Cantrip causes the subject to become totally invisible and
undetectable to all forms of Undead fortheTime duration of the Casting. The
Eviltrack Agony Charm: subject s o affected may literally walk among a group of such things without
Time: 1 AT11 0 STEEP points Other Heka Costs: notice, as long a s the persona does not in any way Physically attack them.
Area: 1 rod diameter/l 0 STEEP points R&D Nil Uniiving creatures and beings are affected to a lesser extent, being able to
Distance: Touch t Special Other: Nil detect the subject at 100% probability, less the STEEP of the apotropaist, at
E/F/M: This dweomer enables the Apotropaist to deliver Physical dam- DR 'Hard."
Protection From Drowning Charm: of STEEP possessed by the caster, the subject is immune to any Curse from
Time: 1 day11 0 STEEP points Other Heka Costs: the corresponding Casting Qmdes. Thus, a caster with a STEEP of 6 1 will
Area: 1 subject R&D NU engender protection versus any single Curse of Casting Qrade VI or lower.
Distance: Touch Other: Nil Note that the protection Effect is active for the neutralization of but one
E/F/M: This Charm protects the subject individual from being drowned by Curse, and any subsequent Curses directed at the subject have normal
any liquid, includingin mire, mud, orquicksandduringtheTimeofEffect.The operation.
protected individual will float like a cork a s long a s the Effect is active. Even
if held under the liquid by some means, thus normally causing the subject's SAMPLE ASTROLOGY CASTINGS
lungs to fill with liquid, this dweomer will enable the individual to survive the Sample Castings for the Astrologer appear in the following alphabetical
ordeal by causing the cessation of breathing and the onset of a state of stasis listing, by Casting m d e . See the Mythus Magick book for many others.
until a breath of air can b e drawn.
Casting Grade I, BHC: 20
Protection From Fear Spell: Astromancy SpeUr
Time: 1 AT11 0 STEEP points Other Heka Costs: Time: Special Other Heka Cosb:
A m : 1 subject R&D Nil Area: 1 subJect R&D: Nil
Distance: Touch Other: Nil Distance: N/A Other: Nil
E/F/M: This Spell negates the Effect any and all Castings and Powers E/P/M: The Astromancy Spell seeks to divine the wisdom of the
directed at the subject or laid upon an Area the subject is in with respect to Astrologer's or another subject's intended course of action by drawing on
that individual only. No dweomered unease, mistrust, suspicion, apprehen- the present and projected orientation of the heavenly bodies which relate
sion, nervousness, anxiety, fear, terror, panic, or horror-reaction will affect to the field of endeavor. Thus, for example, if a subJect were planning to
the prolected individual. Even viewing some monstrous Beast from the seek a speciflc Monster and d o battle with it, the Spell would observe the
Ndhe~realmswill not engender adverse ~ e a ~ t i oinn the mind or heart of the position of Man, and its relation to the others which may affect the
subject of this Casting's bolstering Effect outcome. In short, a plan must b e stated. All of the components of the plan
need b e known (to the gamemaster).
Casting Grade V, BHC: 100 The more complex the planned actions, the more useful this Spell will be
Abjure Spell: in providing an accurate divination with respect to some single part of the
Time: instantaneous Special Other Heka Costs: plan: othewise, the Casthg will be less helpful, because the number of
Area: 1 foot diameter/STEEP point R&D: Nil variables will be too great to gain more than a general idea of the outcome. It
Distance: Centered on caster O t h e ~Nil is recommended that this dweomer provide a general answer from the QM
E/F/M: A11 creatures and beings within the Area of this Spell are warned to (who knows the 'unknown" half of the equation) a s follows: 'Very Favoxable'
pledge themselves to be of beneficent and non-Evil nature. With this fore
warning the apotropaist activates the dweomer, and if any creature or being
- -
a probable success: 'Favorable' likely to succeed in whole or part alter
-
some opposition: 'Uncertain" too many variables and some strong opposi-
wilhin Lhe Effect Area has notannounced its malign nature, then it suffers5D3 -
each of Mental, Physical, and Spiritual damage, this occumng to the accom-
paniment of flashing golden light surrounding the malign subject(s) and
-
tion likely: 'Unfavorable" moderate success potential with losses likely in
the process: and 'Very Unfavorable" opposition too strong and possibly
ready for the subject's actions too.
inflicting the damage indicated. The relates to the distance in the future the Casting seeks to penetrate.
AK/S roll for success must be made. IftheTime is 1 or less hour in the future,
Chant of Quarding Cantrip: -
DR is 'Easy: if 2-6 hours, 'Moderate': 7-24 hours 'Hard"; 1-7 days -
Time: 1 AT/ 10 STEEP points
Area: 1 yard radius/lO STEEP points
Other Heka Costs:
R&D Nil
- -
'Difficult": 2 4 weeks 'Very Difficult"; and 1 Month + 'Extreme." If the
query pertains to a single, salient action/course with few variables, then
Distance: Centered on caster Other: Nil a d u s t the DR by a step or two to favor success.
E/F/M: This Casting serves to protect the Apotropaist and any others
within the Effect Area against Control or Influence and similar assaults Influence of Scorpio Spell
stemming from Casting or Power use. While it is still possible to influence Time: 1 AT Other Heka Cosb:
the actions of the protected subject@)by Deception orthrough useof the Area: 1 rod diarneter/lO STEEP points R&D Nil
Influence K/S Area, all forms of Heka-based Control (domination, sugges- Distance: Caster Other: Nil
tion, etc.) are negated. Note that the dweomer is activated a s a Cantrip, the E/P/M: This Spell enables the Astrologer to locate hidden treasure by
apotropaist chanting the brief litany prescribed for that period only, and divining its general distance (very close, nearby, removed, distant) and
the Effect then remains for the Time duration indicated, with no further direction (up, down lefl, right, ahead, behind) within the Distance mnge of
chanting required. the Casting's Effect. Note that this Casting is based upon the position of
the persona, and will move with the caster. Various dweomers can con-
Protection From Curses SpeU: ceal precious things, of course, and this Casting is not discriminatory in
Time: 1 AT/ 10 STEEP points Other Heka Costs: that it does not operate on mass or value, but only o n precious material.
Area: 1 subject R&D Nil Thus, in a room where there were 100 bronze coins scattered about out
Distance: Touch Other: Nil of sight, and a chest filled with gold ingots and jewels, the coins would be
E/P/M: While warded by the Effect of this Spell, the subject is graced with a s attractive a s the treasure chest, with whichever was the nearest draw-
a protective aura that negates any and all Curses directed at him or her by ing the caster's attention first.
another creature or being who is of Netherrealm origination, malign nature, No other Influence o f Effect can be active on the same individual/area at
or Evil. All Evil and malign nature Hexes, maledictions, and pronouncements the same Umeas this dweomer without theconjoining Effect of an Ascendant
areconsidered to be Curses with respectto thisdweomer. Forevery 10 points (q.v.) Casting.
~ n o Disposition
4 Cantripr
Time: instantaneous Other neka Costs:
Area: 1 subject R&D Nil
Distance: 1 rod Othen Nil
E/F/M: This Cantrip gives the caster knowledge of a
single creature's or being's ethos, as well as its current
disposition toward the caster and her or his associates.
Counter-Castings or powers may effectively mask or
alter the subject's ethos, but unless the creature or
persona is able to block mental probes (cf. Mindmask),
its basic disposition as of the moment of the Effect will
be subject to detection.

Minor Horoscope Formula:


Time: 1 week Special Other neka Costs:
Area: 1 subject R&D Nil
Distance: N/A Other: Nil
E/P/M: The astrologer employs this Casting to provide
guidance for a single persona. Through the Formula's
Effect, the caster gains information regarding general
influences surrounding the persona. These influences
will be manifested as vague impressions of things such
as activities, creatures and types of places which may be
of significance to the subject. The plans of the subject
must be known, or else gamemaster will base the r e
sponse on their own plans for the persona! Unlike many
of the divinatory dweomers, Gamemasters should enjoy
this one, for it is great for setting the stage for 'things to
come"l
Note that a Minor Horoscope is castable but once per
game week for any subject--possibly for all individuals
in an associated group.

Star Chart Place Formula:


Time: 1 AT Other Heka Costs:
Area: 1 chain dia.110 STEEP Special R&D: Nil
Distance: Special Other: Nil
E/P/M: Through this divinatory Casting, the astrologer-
is able to detect various things influencing a particular
place or locale. It usually pertains to a singular construction or defined time of day to begin an undertaking. Questions such as when to enter a
place, or else to an open locale with mysterious constructions surround- place, when to start a battle, when to search for an item, etc. aregenerally
ing it. The information gained from the dweomer is in the form of general answered thus. The specifics of the action must be known, of course, for
impressions. These feelings and vague mental pictures may be of the the gamemaster to be able to provide the data of this "dweomer." Note
prior dwellers, or current ones, their activities, and the purpose the that when this Casting is used with respect Lo some specific test of ability,
location was or is used for, if applicable. If the practitioner is not actually such as use of a Knowledge/Skill Area, the information provided, if
in the place when this Formula is laid, much data will be needed by the followed, could result in a bonus of from -1 on the dice roll to the raising
astrologer in order to be able to cast the Star Chart. The caster will need of the Difficulty Rating to a step easier because the action occurred at the
the longitude and latitude of the deslred location. Some depiction of the Best Time.
place is also necessary-a painting, sketch, model, etc. Additional infor-
mation, such as the approximate date of construction for any significant Influence of Venus Cantrip:
edifices, who owned them, will help to obtain a clearer divination. Details 7Yme: 1 AT110 STEEP points Other Heka Costs:
of any current usage, ownership, ones frequenting the locale, etc., will A m : 1 subject R&D Nil
also be of considerable benefit. Distance: Sight to 1 foot/STEEP point Other: Nil
E/P/M: The target subject of this Casting becomes temporarily enamored
Casting Grade 11, BHC: 35 of the astrologer or of another of the opposite sex the practitioner has
Best Time Formula: preciously touched as the Cantrip is activated.Thus, the subject will come to
Time: lnstanlaneous Other Heka Costs: the other individual's side, attend, be receptive to suggestions: but dl the
Area: 1 subject R&D Nil while. the m e t subject will also be trying to makea liaison,gettheother one
Distance: MIA Other: Nil alone, etc. The Effect of this dweomer is in most ways the same as the
E/P/M: This Formula empowers the astrologer to determine the optimal Magnetism K/S Area, only the duration differs. Once thenme duration of the
Casting has expired, the Effects will begone, whetherthesubjectofthe former the subjeci and doubles the healing rate for all Mental Physical and Spiritual
amorous interest is there or not However, the m et subject will only vaguely damage. This Casting is also a very helpful f o m of treatment for personas
recall the Influence of Venus Effect. and what transpired while it was active. suffexing from severe Physical trauma, and it counten Shock so a s to remove
No other Influence ofEffect can be active on the same individual/area at its danger. The Efiect's Mental and Spiritual soothing removes fear and tenor.
the same timeas thisdweomerwithout theconjoining Effect of an Ascendant Violent action is also repressed, s o personas suffering from an Insanity will
(q.v.)Casting. not atlempt h a m to themselves or another while under this Effect.
No other Influence oFEffect can b e active on the same individual/area at
Influence of Virgo Ritual: the same time a s this dweomer withouttheconjoining Effect of an Ascendant
Time: 2 hours + 1 hour11 0 STEEP points Other Heka Costs: (q.v.) Casting.
Area: l subject R&D Nil
Distance: 1 rod Other: Nil l d l u e n c e of Mars Spell:
E m : 'lhis Ritual of one AT'S casting performance increaseson a tempomy Time: 1 AT110 STEEP points Other Heka Costs:
basis the STEW of the subject in a single, previouslyselected Mental Knowledgel Area: 1 subject R&D: Nil
Skill A m or Sub- that persona possesses, other than Asfrology itself, The Distance: Touch Other: Nil
SEEP is boosted by 20 points through the magickalabsorption Effect While the E/P/M: This Casting provides atemporary 10 point bonus to thesubject's
Ritual is being performed by the astrologer, the subject must be in contad with Physical TRAIT (Lo b e applied a s desired in ATTRIBUTES, but never s o as
informative material related to the K/S Area, or another persona possessing at to cause a Power or Speed to surpass Capacity). In addition, any one
least 20 more STEW points than that of the subject's own point total in the A r w CombatwS Area STEEPis awarded a bonus of 10 points, at the choice of the
SubArea must be present. If a SpecialSuccess is scored, then theTirne duration astrologer attimeof activation of the Spell. If a Special Success is gained, the
of the EKwt will be doubled and the subjed individual will actually rebin 1D3 subject will retain either 1 extra P TRAIT point (and the resulting gain in
poinb of the magickally added STEEPat expiration of the Casting. CATEGORY and A'ITRIBUTE)or 1 point of STEEP in the Combat K/SArea. Roll
No other lnfluence of Effect can b e active on the same individual/area at -
D%, with 0 1 20 only indicating a TRAIT gain.
the same time as this dweomer withouttheconjoining Effect of an Ascendant No other Influence of' Effect can be active on the same individuallarea at
(q.v.)Casting. the same timeas this dweomer without the conjoining Effect of an Ascendant
(q.v.) Casting.
Star Chart Item Spell:
Time: Special Other Heka Costs: Know Tluth Chanm
Area: 1 object R&D Nil Time: 1 AT/l 0 STEEP points Other Heka Costs:
Distance: Touch Other: Nil Area: 1 rod diameter/lO STEEP points R&D Nil
E/P/M: The S b r Chart Item SpeU empowers the Astmloger to discover influ- Distance: Centered on caster Other: Nil
ences surroundinga specfic item. Things such as the creator's elhos, the Quality E/F/M: The Know Truth Casting Effect enables all present within the Area
of its construdion, by whom the objed was used (in a geneml and vague sensirq to know if the truth is being spoken by those also within the bounds of the
only, unless specific's are, demanded and a harder DR used), and if the item dweomefs diameter. The Charm causes the Effect Area to become illumi-
caused harm or was beneficial, aresomeofthe factsthatmay be known. Forevery nated by a soft blue glow. Each creature and being therein will show visually
I0 points o f A s r r 0 1 S~E E P possessed by the persona, one fad of this nature on a faint, silvery blue aura which will remain steady while it is truthfully
can be determined, although each fad requires a STEP roll at a base DR of speaking. If the persona speaks an untruth, or even the Lruth which is
"Moderate"to determine if it canbe@ed. ASpecial Successgivespterdetail knowingly twisted with the intent of deception, their aura turns black.
and enables another, extra influence discovery.
Note that a Failure indicates that no fullher information can be learned for Casting Grade IV, BHC: 75
that object--although the Casting may be attempted anytime aRer a 24 hour lnfluence of Mercury SpeU:
period has elapsed. A Special Failure means that no furlher information Time: 1 AT/ 10 STEEP points Other Heka Cosb:
about the item will e v e r b e divined through this dweomer. Ares: 1 subject R&D Nil
Distance: Touch Other: Nil
Casting Grade 111, BHC: 50 E/P/M: This Spell's dweomer strengthens temporarily the subject's Mental
Ascendant Cantrip: Mnemonic Capacity sumciently to enable Mental Mnemonic Power to be
Time: Special Other Heka Costs: increased temporarily by 10 points. However, neither A'ITRIBUIE can be
Area: 1 subject R&D Nil increased beyond the human maximum of 40 in any event. The total point
Distance: Touch Other: Nil increase gained through this Effect also creates a false M TRAlT total. s o that
E/F/M: The AscendantCantrip enables the recipient subject Lo have two of Mental damage suffered by the subject individual while this Effect is active
the lnfluence of Castings Effects operative at the same time. This is not will come first from the false total, until that amount is 'used up," the subject
otherwise possible, as the dweomer of the second, upon activation, would will not incur actual Mental damage.
dispel the first and be negated in the process. The single drawback tD this No other Influence oFEffect can be active on the same individual/area at
Casting is that when its Effect acts to cory'ointhetwo others,theTimeduration the same time a s this dweomer without the conjoining Effect of an Ascendant
of both is then that of the one which is shortest. (q.v.) Casting.

Influence of Cancer Formula: Influence of t h e Moon Cantrip:


Time: 1 day110 STEEP points Other Heka Costs: Time: 1 AT/ I 0 STEEP points Other Heka Costs:
Area: 1 subject R&D Nil Area: 1 rod radius/lO STEEP points R&D Nil
Distance: Touch Other: Nil Dislance: Centered Special Other: Nil
E/F/M: This Formula's dweomer creates a peaceful aura which surrounds E m : When this Casting is activated it brings forth thick fwlike mists which
rise from the ground and emanate in a circle from the astmloger or some central which resemble starsand planets whirl and revolvearound them at a distance
point he has designated by touch .The dweomered mist causes enemies of the of 1 rod. The dweomer of this Casting keeps lightaensitive/hating creatures
astrologer, as wellas those meaning him bodily harm or or other ill, failingto make a t bay. It inflictsa base 5D3pointsof Physical damageperCTupon all Undead
a roll against their Spiritual Psychic Capacity A'ITRIBLIIE to fall into a deep and creatures and beings otherwise having a Susceptibility to direct sunlight/
slumber, full of dreams which suit their heart and mind. Each potential subjed ultra-violet radiation, who are caught within the Area of Effect of this Casting.
must roll PIo, Difiiculty Rating 'Easy," and score equal to or lowerthan their SPCap (leatumand b e i i of subknanean habitat a s weU a s others who are not used
score or else sleep heavily for the Time duration of the Spell to sunlight, wiU be blinded for 1D3t5 CTs &r exposure to the light ends.
No other Influence of Effect can be active on the same individual/area at
the same time a s this dweomer without the conjoining Effect of an Ascendant Influence of Qemini Spell:
(q.v.) Casting. rime: 1 BT/10 STEEP points Other Heka Costs:
Area: 1 subject R&D Nil
Kayyam's Wisdom Ritual: Distance: 1 l w e / S T E E P poin t Other? Nil
Time: 1 AT/STEEP point Other Heka Costs: E/F/M: The Influence of OeminiCasting enables the subject to wmmuni-
Area: Caster and Special R&D Nil a t e with another over a great distance. (The gamemaster should use actual
Distance: N/A OOlec Nil time lo keep track of the duration of Effect in regards to this Casting.) Such
E/F/M: This Ritual is of four steps, each requiring one AT'S time, and thus communication is one-way only, unless the recipient individual is capable of
its casting duration varies according to an Astrologer's needs. Note that Heka-based wmmunication. Even if this is not the case, the Astrologer can
certain benefits of this Casting d o not necessarily last for the whole of the sense the recipient's awareness, and the presence and nature of any strong
Time duration indicated. emotions engendered by the communication. It is important to note that the
In the initial step of one ATs performance, the practitioner forlifies him- or mental messages can be intercepted by others actively seeking to do so,
herself against all drugs which would impairany Mental, Physical, or Spiritual through use of various Castings or Powen which enable Telepathy ETTect.
facility. Thus, no such substance will affect the caster, regardless of the No other Influence ofEffect can be aclive on the same individual/area at
quantity ingested, inhaled, or otherwise meant to influence the individual. the same time a s this dweomer without the conjoining Effect of an Ascendant
If asecond ATof time is spent in ritual performance, the dweomer enables (q.v.) Casting.
the subject Lo determine the veracity of anything that she or he hears.
A third Action Tum of performance empowers the Astrologer to m u m e a SAMPLE HERBALISM CASTINGS
Partial Malerial Manifestation at will in but one CT of time-a barely visible form The following Castings are representative of those available to the Herbal-
which can move though material things and h v e l a s fast in miles per hour as the ist. The Mythus Magick book, of course, wntains many more such, and the
caster has STEEPpoints.Pull Physical Manifestsltioncanbe resumed in but oneCT reader is directed there for more information.
as well.Thischangingofformdoes notendtheTime duralion of thedweomer, but Special Note regatdingH a i s m W t i n g s : I b e duralion of Pormulas that
each change of form shorlens the duntion by 10 ATsTime. are used to create Heblmbued substances such as Potions, Oils, and the like is
If a full four ATs are spent in casting the Ritual, the practitioner gains a listed a s "Spacial." This is because such substances will typically last for m
Spiritual TRAIT increase of most unusual sort This dweomer enables the indefiniteperiod oftirne if stored properly insealedwnlainers. However, oncethe
Astrologer Lo pass along a temporary increase to a number ofother personas &is broken the Reagentswill begin to breakdownand theirpowerwill fade with
equal to onetenth the caster's STEEP.Thus, each such individual, who hears time. Typically, for every day aRer the substance becomes exposed to air, there.
the pnctitioner gains a false S TRAlT total equal to 10% of the caster's own, is a 10/0cumulative chance that the substance will lose all nqjckal properlies.
and this false total serves a s Spiritual armor until eliminated by attack.
Conversely, the astrologer gains a Reservoir of personal Heka which equals Casting Grade I, BHC: 20
twice the amount of Spiritual armor she or he bestows. Auraread Spell:
Time: 1 CT Other Heka Costs:
Casting Grade V, BHC: 75 Area: 1 living subject R&D Nil
Mherscan Cantrip: Distance: Sight to 1 foot/STEEP point Other: Nil
Time: 1 AT/ 10 STEEP points Other Heka Costs: Materia Cosb Nil
Area: Caster R&D Nil E/P/M: This dweomef s Effect enables the Herbalist to discem the out-
Distance: NJA Other: Nil standing aural qualities of any living thing, but only in respect lo general
E/P/M: This Cantrip enables the Astrologer to view creatures or beings nature. This Casting enables the practitioner to d o any one of the following
present Ethereally, and Lo detect influences such as Heka forces and Cast- through its Effecl:
ings which draw power from theEthereal Plane or a Sphere thereof, which are (1) Scan the aura of the subject for Heka, determining thereby if there is
atwork in the caster's normal field of vision. As the individual empowered by none, a small amount, a moderate amount, or a large amount.
Lhe dweomefs Effect is actually seeing the Ethereal interface with the (2)Look at the subject and see if it is basically well and sound or sick and/
Mundane, that persona is also oRen able to detect Illusions, things of an or injured.
energy opposed to, and thus darker than, Ethereal force. The astrologer must (3) Examine the aum of the subject s o a s to have some idea a s to whether
succeed in a roll spldnst STEW at DR 'Dificult" to delect an Illusion dweomer. it is beneficial, neutral, or baneful.

Arago's Influence of the Sun Cantrip: Botanomancy Spell:


Time: 1 CT/l 0 STEEP points Other Heka Costs: Time: 1 BT/ 10 STEEP points Other Heka Costs:
Area: 1 rod diarneter/lO STEEP points R&D Nil Area: 1 subject R&D Nil
Distance: Centered on caster Other: Nil Distance: 1 foot Other: Nil
E/P/M: This protective Cantrip causes its casters to radiate a bright light in Materia CosC Nil
the full spectrum of sunlight, while small coruscations of intense illumination E/P/M: This Spell divines the true identity of a single Mundane or Preter-
7)W '
natural herbal substance, either in natural or processed form. Such a posithc Note that this dweomer will work t o discover Disease vectors of a no;-
identification allows the casLer t o verify its suitability for use a s possible living sort, so that contagion potential from objects o r places can be
Reagents. It requires o n e BT to subject the herbal substance to the scrutiny determined.
of this dweomer, and mixed substances will requireone BTeach, s o theTime
duration might disallow the examination of many specimens even for an Identify Disorder Spell:
herbalist with considerable STEEP. Time: Instantaneous Other Heka Costs:
Area: 1 subject R&D Nil
Detect Poison Charm: Distance: Touch Other: Nil
Time: Inslantaneous Other Heka Costs: Materia Cost: Nil
Area: 1 subject R&D Nil E/F/M: Through this Spell, the Herbalist is able to positively identify the
Disbnce: Touch Other: Nil presence and type of any Mundane or Preternatural Mental disease or disor-
Materia Cost: Nil der, whether Hebinduced or n o t Such knowledge will enable the caster to
E/F/M: This Casting enables the Herbalist to delemine the presence ofany determine the correct method of treatment. This Casting will not identify
Mundane, Preternatural, or Supernatural poison or similar toxic substance Supematural disorden of the mind.
within a subject. The dweomer will reveal how the poison was administered
or came to be in the subject. The caster is otherwise unable to determine the I d e n t i Poison Cantrip:
identity of the poison, its STR rating but in many cases this Spell will be Time: Instantaneous Other Heka Costs:
adequate a s a positive diagnosis. Area: 1 subject R&D Nil
Note that this dweomer will work to discover Poison on or within a non- Distance: Touch Other: Nil
living subject. Materia Cost: Nil
E/F/M: Through this Cantrip, the practitioner is able to positively identify
Healing Poultice Spell: the presence and type of any Mundane, Preternatural, or Supematural poi-
7Yme: lnslanlaneous Other Heka Cosls: son, its likely method ofentering the subject's system, and its Strength (STR)
Area: 1 subject R&D Nil mting. Such knowledge will enable the herbalist Lo determine the correct
DisBnce: Touch Other: Nil antidote and method of treatment. This Casting will also identify Entilal
Materia CosC 120 BUCs poisons, but cannot provide the caster with suficient knowledge Lo deter-
E/F/M: Through this Spell, the herbalist enchants a prepared poultice mine the required cure.
(from such healing herbal substances a s the must Herbalist have on hand),
which will heal immediately minor Physical damage, and allow any remaining Sleep Potion Fonnuls.
damage to h e d at twice the normal rate. The practitioner rolls 2D6 to Time: 1 hour/] 0 STEEP points Special Other Heka Costs:
determine the point amount of PDthus healed. Notethat the healing from this Area: 1 dose of 1 ounce R&D Nil
Castingdoesnotafiect Poison or Diseaseofany sort. Subjects who have been Distance: Touch Other: Nil
poisoned or exposed to a Disease a s a result of their wounds will still suffer Materia Cost: 20 BUCs
any effects of these. E/F/M: The Potion created through this Formula will cause one subject.
with up to a s many Physical TRAIT points total a s the Herbalist has STEEP
Love Potion Spell: points, to become drowsy within 2D6 CT's time, and instantly thereaner
Time: 1 day/STEEP point Other Heka Costs: fall into a deep sleep. Ofcourse, the Potion must be ingested, but because
Area: 1 Potion of 1 dose R&D Nil it is almost odorless and nearly tasteless, and a single dose is only about
Dislance: Touch Other: Nil o n e ounce in volume, it is easy to add to another liquid. The Effect will last
Materia Cost: 100 BUCs for one hour for every 10 STEEP points of the herbalist, plus one AT
E/F/M: The Love Potion Spell enchants a simple Potion using the additional period for each factor of the Potion in excess of the subject's
Magickal Law of Sympathy. The Potion will affect the creature who con- M TRAIT.
sumes it by causing it to become enamored of, or allached by filial or Multiple dosesof this liquidcan becombined so a s to affect more powerful
brotherly love, to the first living thing seen afler the potion is ingested.The subjects or to keep one asleep for an extended period.
extent of the Effect is similar to the power of the Magnetism K/S Area, and
will begin to fade slowly in intensity aner a a period in days equaling the Casting Grade 111, BHC: 50
herbalist's STEEP in thls K/S Area. Adjust Chi Ritual:
Time: Special Other Heka Costs:
Casting Grade 11, E3HC: 35 Area: 1 subject R&D Nil
Detect Disease Spell: Distance: Touch Other: Nil
Timc: lnslantaneous Other Heka Cosls: Materia Cost: 30 BUCs
Area: 1 subject R&D Nil E/F/M: The completion of this Ritual requires three ActionTurns of perfor-
Dislance: Touch Other: Nil mance with the subject a centml part of the Casting. This dweomer enables
Maleria Cost: Nil the practitioner through exlemal and internal application of herbs to aid the
E/F/M: This Casting will allow the persona to determine the presence of any whole of the individual's systems. The resulting Effect is to add 1D3 Lo each
Mundane,Pretematural or Supematural disease within a subject 7he caster can TRAIT, restoring damage sustained and balancing losses between Mental,
determine the identity of the disease, know its effects and conLagiousness (STRJ Physical, and Spiritual damage Lo a like extent (1D3 from stronger Lo weaker),
CON-R)and whether or not it is Heka-induced (though it will be unlikely that the or else otherwise adding a false Lotal to a TRAIT or TRAITS, and lending 3D3
exad sourcewill be known, especiallyifthe disease was acquired lhrough n o d pointsof personal Heka a s well, for a s many ATs duration as the herbalist has
contagion).Ikis will enable treatment of appropriate solt STEEP points.
Herbal Poison Formula: enables the subject to resist contraction of most forms of Disease. The
Time: 1 day/lO STEEP points Other Heka Costs: dweomer's Effect will protect against diseases of 50 STR or less, and the
Area: I dose of 1 ounce R&D Nil Herbalist can increase the level of Resistance by channelling additional
Distance: Touch Other: Nil Heka a t the time of activation of t h e Formula. For every additional point of
Matena Cost: 30 BUCs Heka that the caster expends when activating the Casting an additional
E/F/M: Using this Formula, the Herbalist can create a lethal poison whose point of STR will be countered. Note, however, that while not itself subject
deadly form can b e either powder or liquid. The liquid is colorless, nearly to the Resisted Disease, a creature might b e a vector, canying a Conta-
odorless, and almosttasteless. It can, forexample, be introduced to a subject gious Disease.
by being mixed with a drink or falsely labeled a s another, beneficial Potion.
The rust-colored powder, also almost tasteless and nearly odorless, can be Casting Grade IV, BHC: 75
stirred into drinks or broth, for example. Either form has a Strength Rating Identify Potion C h m
(STR)equal to the caster's STEEP in points. The time Effect Rating of either 7Yme: Instantaneous Other Heka Costs:
form is a s short a s 1 AT minus the Herbalist's STEEP point total in CTs-with Area: 1 subject Potion R&D Nil
a one CT minimum--or a period up to a s long a s the practitioner's STEEP in Distance: Touch Other: Nil
ATs. For more information regarding the STR and effects of poisons, please Materia Cost: Nil
refer Lo Chapter 12. E/P/M: Through this Charm's dweomer, herbalists are able Lo inslantly
identify, with such assurance a s is commensurate with their STEEP in this
Resist Poison Fonnula: K/S Area, tested a t a Difficulty Rating of 'Easy,' the type of a Mundane
Time: 1 AT/STEEP point Other Heka C ~ s t s : Potion, or at a DR of 'Moderate" for a Preternatural Potion, and at a DR of
Area: 1 dose vs. 1 specific Poison R&D Nil 'Routine" (x 1.5) for a Supernatural Potion, Note that until a successful
Distance: Touch O t h e ~Nil dweomer is laid upon the subject Potion, the type and Heka utilimd in the
Materia CosC 30 BUCs liquid ....
E/F/M:This Formula magickally charges an Infusion, providing thesubject
who drinks it with the ability to withstand all effects from a specific type of Minimize Poison Spell:
Poison named by the Herbalist as the dweomer was activated, for a period Time: Instantaneous Other Heka Costs:
indicated by LheTime duration noted above. Note that the poison itself is not Area: 1 dose of 1 ounce R&D Nil
neutralized, and the individual utilizingthis Infusion can besubject tothe full Distance: Touch Other: Nil
effects of the Poison if its Strength is not diminished over time orsome other Materia Cost: 40 BUCs
means, or if it is a timedelayed Poison. E/F/M: The magickal draught engendered as a result ofthis Casting's Effect
will serve to reduce to the minimum amount damage caused by any single
Resist Disease Formula: poison, slowingthe effects until proper treatment can be found. This includes
Time: 1 hour/STEEP point Other Heka Costs: poisons which are of a timedelay nature, and those of staged damage,
Area: 1 dose R&D: Nil although the latter type will cause their minimum damage in each and evely
Distance: Touch O t h e ~1:1 Disease STR stage. In regards to Poisons with a fvted Strength (STR) rating, the dweorner
Materia CosC 30 BUCs of the draught will cut the damage to onetenth, but the time will be extended
E/F/M: The prepared Infusion which is enchanted by this Formula by a factor of 10 likewise, and there will b e that many more stages of damage
too. Such toxins must be countered by antidote orsome more powerful ~ e k a r these items with minor amounts of Heka. The following Castings,ananged in
related neutralization agent. alphabetical order by Castfng Urade, provide a sampling of UK mystic's abilities.
Additional doses of this liquid do not further aid the subject o r reduce
Poison effects. Casting Grade I, BHC: 20
Clairaudience Formula:
Painkiller Formula: Time: 1 AT110 STEEP points Other Heka Costs:
Time: 1 hour/ 10 STEEP points Other Heka Costs: Area: 1 rod radius R&D Nil
Area: 1 dose of 12 ounces R&D Nil Distance: 1 chain/STEEP point Other: Nil
Distance: Touch Othen Nil E/P/M: This Casting enables the mystic to hear distant conversations and
Materia CosC 4 0 BUCs the sounds ofevents clearly even though not physically present at their point
E/P/M: This enchanted concoction will render a geneml anaesthetic Effect of origin.
upon the subject who ingests it. The individual will gain a false P TRAIT If the area in which sounds are desired to be heard is not in sight, the
addition of 4D3 points, which will be removed in calculating PD sustained practitioner needs merely think of the location deslred, concentrate, and the
before any actual harm comes to the subject The subject will feel no paln dweomex's Effect enables the caster to hear in that location, up to the
from actual Physical damage of any sort, and s o will not be aware of actual Distance indicated. Sounds and the audial information can even be heard
bodily well-being, but will suffer a 25% penalty to all rolls based on Mental through barriers. However, for every 1 foot in thickness of solid substances
Reasoning and Mental Mnemonic CATEQORIES. No more than one applica- such a s wood, brick, stone, etc., the Distance range is reduced by one chain.
lion of Lhis drink will be effective at a time. Oneinch of metal cuts the Distance range by one furlong (10 chains). Note
that barriers can thus effectively place an area out of range of Clairaudience
Casting Grade V, BHC. 100 EfTect. Of course, things such a s lead or gold lining o r Heha barriers bar this
Flying Potion Formula: dwwmer entirely.
Time: 1Dl 0 ATs + 1 AT/ 10 SEEP points Other Heka Costs:
Area: 1 dose R&D Nil Clairvoyance Formula:
Distance: Touch OUler: Nil Time: 1 AT/ 10 STEEP points Other Heka Costs:
Materia CosC 500 BUCs Area: 1 chain diameter R&D Nil
E/F/M: Through this Casting's dweomer, the Herbalist is able to concoct a Distance: 1 furlong/STEEP point Other: Nil
Potion which confers the magickal power of flight upon the subject who E/F/M: The Clairvoyance Formula enables mystics to see what is taking
imbibes the liquid. The duration of such a Potion's effects is always variable, place in a different location, a s if they were physically present. If the t q e t
so the subject consumingthe Potion will never be cerlain of the exact period area in which sight is desired Is not in actual view, the ptactitioner needs
of the Time dumtion. merelythinkofwhereheorshewishesto see, concentrate, and thedwwmer's
Effect enables this to occur up to the Distance indicated. Sights and other
Healing Infhsion Formula: visual information can even be observed through barriers. However, for every
Time: Instantaneous Other Heka Costs: one foot in thickness of solid substances such a s wood, brick, stone, etc. Lhe
Area: 1 dose RhD Nil Distance rangeis reduced byone furlong. One inch of metal cutsthe Distance
Distance: Touch Othec Nil range byone mile (eight furlongs). Notethat bame rscan thuseffectively place
Materia Cost: 250 BUCs an area out of range of Clairvoyance Effect. Of course, things such as lead or
E/F/M: The Heka-bearing Infusion created throwh this Formula restores gold lining or Heka barriers bar this dweomer entirely.
immediately 5D6 (5 - 30) points of Physid damage to Lhe subjed who drinks L
Crystalomancy Spell:
Hekaberry Spell: Time: 1 hour + I AT/I 0 STEEP points Other Heka Costs:
Time: 1 day110 STEEP points Olher Heka Costs: Area: 1 Crystal R&D Nil
Area: Special RhD Nil Distance: Touch + Special Other: Nil
Dishnce: Touch OLhefi Nil E/P/M: The dweomer allows the mystic to enchant temporarily a single
Maleria Cost: Nil crystal, thus imbuing it with the Powers and properties of the next higher
E/F/M: The Hekaberry Spell imbues a quantity of edible berries with class. As detailed in the description for the Mysticism K/S Area there are six
magickal energy, enabling the herbalist to store Heka for later use. The caster different grades of mqickal crystals, enabling various different sorts of
slores 1 point of Heka in each benyvia castha Lhis dweomer, and so infuses abilities. The reader is directed to that location for specifics.
as many benics as she or he possesses points of Herbalism STEEP. These
energy-chaqed berries can be used in creating herbal concoctions or drawn Faith Healing Ritual:
upon as a general purpose Reservoir. Time: 1 day/lO STEEP points Other Heka Costs:
Area: 1 subject R&D Nil
SAMF'LE MYSTICISM CASTINGS Distance: Touch Othec Nil
In addition to those Castings which dmw upon the powers of nature, E/F/M: This Ritual of two AT'S performance time enables the caster to heal
balance, and Qood (the mix known as 'Wicca" in the West), the Mysticism 2D10 t 2 poin~sof either Mental, Physical, or Spiritual damage in one subjecL
Knowledge/Skill Area also provides Castings that help the mystic interpret Note that this form of healing is based upon the subject individual's faith in
dreams and visions, sense unseen presences and 'links," divine the source the mystic, and thus the amount of d a m q e points restored can never exceed
and flow of Heka, assist in bettering thecapacities and abilitiesof individuals, the subject's Spiritual Psychic Capacity ATRIBWE score. Also, this is a
and directing helpful influences of Eastern sort to the subject. Also germane tempomy method of healing and half of the damage removed will return in
to this K/S Area are those Castings which are crystal and gem-related, either the Time duration Indicated, so the subject must seek a more permanent
with regards to the properties and powers ofsuch, or in the actual charging of form of healing (such a s rest or other Castings).
Fakir Cantrip: must mentally form the message in the native language of the subject who is
Time: 1 AT+ 1 AT110 STEEP points Other Heka Costs: to receive it, or else the communication will be received a s unintelligible
Area: 1 subject R&D: Nil gibberish. The practitioner can extend the range by expending Heka on a 1
Distance: Touch Other: I :I STEEP point per one mile extm Distance basis by investing the appropriate amount
E/P/M: This dweomer' s Effect gives the mystic or another individual tem- to do so at the moment of the Ritual's activation.
poraryKnowledge/SkiUineithertheEnduranceor YogaAreaatthe p~aditionefs
option. STEEP is conferred through the expenditure of additional Heka at the Casting Grade TIC BHC: 50
Lime of Casting activation, each 1 point thus channeled giving 1 STEEP point Mystic Skill Bonus Formulax
to a mm'mum of the caster's STEEP in this K/S Area. Note that neither the 7Yme: 1 HourjI0 STEEP points Other Heka Costs:
mystic nor another subject individual need have either abilityconferred to utilize Area: 1 subject R&D: Nil
this Casting. Recipientsof this dweomerwhoalready have the K/SAreaconferred Distance: Touch Other: Nil
by the Effect simply have their STEEPbuilt up accordingly for a tempomy period. E/F/M: This Casting allows the mystic to confer a temporaq K/S STEEP
bonus upon another persona. The practitioner need not have any ability in a
Casting Grade TI, BHC: 35 K/S Area to confer the beneflt of this dweomer. Por each 10 points of STEEP
Discern Presences SPELL: of the caster in Mysticism K/S the subject of this Effect gains 1 STEEP point
Time: 1 AT110 STEEP points Other Heka Costs: in the Area or Sub-Area selected by the recipient. Individual mystics cannot
Area: Caster R&D Nil confer a Mystic Skill Bonus o n themselves. No more than one such
Distance: Sight to 1 chain/lO STEEP Other: Nil dweomer can be active on the same individual at the same time.
E/P/M: This Casting enhances the K/S Area ability of Perception, Mental,
and enables the mystic to actually see Non-Physical Manifestations, whether Mystic Visions Spell:
spirils or otherwise, who would otherwise be invisible. The spirits, /Ethereally Time: Special Other Heka Costs:
projeclcd, Astnl form, or NPM c r ~ ~ l uormbeings will appearto the practitio- Area: Caster RdD: Nil
ncr a s misty, shapes, only vq~uclydiscemable a s nuns. The colontion of Distance: N/A Other: Nil
such spirils. however, can serve to provide agenenl indication of theirelhos. EmM: The mystic utilizing this Spell is granted a prophetic vision of
some event that is destined to occur. Once the Casting has been acti-
Hemisphere of Yang Cantrip: vated, the persona must meditate in a serene and totally undisturbed
Time: 1 ATISTEEP point Other Heka Costs: environment, and will soon slip into a trance-like state for o n e AT'S Time.
Area: 1 rod radius/lO STEEP points R&D Nil The visions which the practitioner then experiences will relate in some
Distance: Centered on caster Other: Nil way to the mystic, or an associate a s regards the event destined to happen.
E/P/M: The Hemisphere of Yang Casting creates a dweomer which is A Special Success is similar in nature to the Divination Casting Prevision
purely offensive. It is a radiance which radiates fierce rays of the whole (q.v.). As a side benefit to this dweomer, practitioners, while meditatiny.
ultraviolet spectrum of light a s well a s increases the potency of Castings heal up to I D3 damage in each and every TRAIT area where they have
sent forth from it. Any creatures or beings with Susceptibility or sensitivity suffered loss.
to full daylight/ultra-violet light will b e subjected to a base 2D3 points of
Physical damage when within the Area of Effect. At the same time, this Power of Wood Charm:
Effect energizes further Heka force cast from its confines, so that the Time: 1 ATISTEEP point Other Heka Costs:
practitioner's Distance range begins a t the verge of the Area, if applicable A m : 1 subject R&D Nil
and desired, and Castings are at 90% of normal Hekacost. However, when Distance: Touch Other: Nil
a s much Heka a s the mystic has STEEP in this K/S Area has thus been E/F/M: The Power of Wood Casting creates a dwwmer which relates not
conserved, the dweomer is negated. only to wood, lumber, and trees, but to ail flora a s well. The principal Effect is
that Lhe mystic, o r another subject, can employ any wooden instrument or
Penetrate Disguise Formula: toolataSTEEPbonus equal to 1 foreach 10 STEEPthepractitionerpossesses
Time: 1 AT/STEEP point Other Heka Costs: in Mysticism. Similarly, the subject has renewing Heka armor of equal value
Area: Caster R&D Nil against Physical damage inflicted by wooden weapons such a s clubs, staves,
Dislance: Sight up to I fool/STEEP point Other: Nil bosUcks,etc. (butnotfrommetal-tipped wood).Secondarily,variousdweomers
E/P/M: This Spell enables the mystic to s e e beyond Mundane disguises, which cause vegetation to hinder, trip, bind, snare, pierce, etc. will not
personal Illusion magick changing appearance, and possibly Supernatu- operate in respect to the individual upon whom the Power of Wood Casting
ral masking dweomers too. It will reveal the true features of subjects s o has been laid.
altered by Heka, if they approach within rangeof thecasting. IfSupernatu-
ral disguise is involved, however, the practitioner must roll against S True Sight Caatrip:
TRAlTat DR'Difficult" in order to discern the masking. Therianthropes, for Time: 1 AT/ I 0 STEEP points Other Heka Costs:
instance, will be revealed if the mystic succeeds in such a roil while this Area: Caster R&D Nil
dweomer is active. Distance: Sight lo 1 rod11 0 STEEP points Ofher: Nii
E/P/M: This Casting confers enhanced visual perception upon its cast-
Sending Ritual: ers, enabling them to penetrate Preternatural disguises and maskings
Time: lnstantanwus Other Heka Costs: affected by illusions and shadows. In addition, such personas will be able
Area: 1 recipient subject R&D Nil to detect the alteration of any material, object, creature, being, or aura
Distance: 1 mile/STEEP point Othec 1:1 Distance (although the Casting does not enable a practitioner to determine the
E/P/M: This Ritual of one ATs performanceTime enables the practitioner aural colors), Invisible or hidden things or spirit and the like are not
to send aone-way message to another, known individual. Notethat the mystic revealed by this Effect.
8

ach other, only o n e will function.


H e k a Sight Spell: When the ~ l t u a is
l completed, the Barah Reservoir holds a number of
Time: 1 AT/ 10 STEEP points Other Heka Costs: Heka polnts equal to onetenth the practitioner's STEEP,and can be further
Area: Caster R&D Nil charged at a rate of 1 point for each extra Heka point channeled into it, up to
Distance: Sight to 1 rod /10 STEEP points Other: Nil a maximum of the mystic's Spiritual TRAIT in such enetgy.
E/P/M: This Spell enables the mystic to actually s e e the source and flow Whenever the Heka chage contained In a Baraha Reservoir is below this
of Heka in the affected area. The nature of Heka-Preternatural, Super- maximum, the Reservoir will generate 1 point of Heka each day, until the
natural, or Entital, Mixed, Negative, or Positive--will be noted. The Casting maximum level has been reached. Additionally, each month the madmum
will reveal items and devices of a magickal nature, and its Effect will also rises by 1 point, so that after o n e full year a Heka Reservoir can contain the
uncover areas influenced by Castings which might otherwise go undetec- mystic's STRAlTtotal plus 12points of Heka enetgy. There are natural limits,
Led until an unwary subject entered. In addition, the persona will b e able however, based o n the Reservoir type, a s follows:
to make a general estimate (+/- 20%) of the amount of Heka present.
Reservoir Type Maximum Heka Points
Mass Hypnosis Cantrip: Smail body of still water 700
Time: 1 AT/l 0 STEEP points Other Heka Costs: Tree
Area: 1 subject/SP CATEaORY point R&D Nil Small waterfall or other flowing water
Distance: 1 foot/STEEP point Othec Nil Rock or other mineral
E/F/M: When this Cantrip is used, all animals, creatures, and/or beings Horse
facing and paying attention to the mystic must )succeed in a roll against All others
their Spiritual Psychic CATEGORY score total a t ' b 'Extreme'
~ or become
hypnotized by the practitioner for a number of BTs equal to the difference But note that If a Baraka Reservoir is ever drained of a l l Heka, the
between the number they rolled and that which would have succeeded. dweomer is destroyed, and the Ritual must b e recast to effectuate its
Thus, for example, o n e needing an 11 and rolling a 61 would b e under power once again. Of course, destroying the subject of the dweomer will
hypnotic influence for 5 0 Battle Turns (five Action Turns) time. Subjects disperse the Heka stored and the possibility of relaying the Casting a s
under this dweomer's Effect will stand and d o nothing except watch the regards that subject.
mystic with rapt attention. Those free of the Effect will act a s they choose, The Baraka Reservoir will show a s only a dim and weaksource of enetgy
of course. to o n e able to detect Heka, unless such a n individual scrutinizes the
source with especial care. Such scrutiny will reveal the true nature of the
Mystic Bullets Charm: Reservoir, but another Mystic only will b e able to utilize the power.
Time: Instantaneous Other Heka Costs:
Area: 1 or more m e t subjects R&D Nil Mystic Missile charm:
Distance: Sight to 1 yard/lO STEEP Other: 20/4D3 Special Time: Instantaneous Other Heka Costs:
E/P/M: Somewhat similar in nature to the Dweomercraeft, aeneral Area: 1 subject R&D Nil
Casting Heka Darts (q.v.), this Charm directs o n e or more pebblesized Distance: Sight to 1 chain/lO STEEP Other: Nil
spheres of positive Heka energy aimed at inflicting Spiritual, rather than E/P/M: Similar in nature to the Dweomercraeft Heka Bolt (q.v.), this
Physical, damage upon an Evil, malign, Nether Plane, or negative nature Casting directs energy which inflicts Spiritual damage upon an Evil,
foe. Such a missile flies faster than the eye can s e e to unerringly strike its malign, Nether Plane, o r negative nature foe. Such a missile flies faster
target. The practitioner generates 1 such missile through activation of this than the eye can s e e to unerringly strike its target.The damage done by the
Casting and can create additional Mystic Bullets at a cost of 10 Heka Mystic Bolt is 5D6+5 points to the Spiritual TRAIT (subtracting any appli-
points per missile, to a maximum of 1 extra for every 20 points of cable armor). As usual, a Special Success for activation indicates that the
Mysticism STEEP possessed. Each o n e does 4D3 points of Spiritual dweomer scores full potential SD of 3 5 points.
damage and is not affected by any type of armor save that of Spiritual sort.
Thus, only magickal protection--such a s provided by Castings or en- Power of lLErth Charm:
chanted armor--can negate this kind of damage. A mystic who desires to Time: 1 AT/STEEP point Other Heka Costs:
do so can direct these missiles at multiple targets, dividing the number of Am% 1 subject R&D Nil
Mystic Bullets sent to strike subjects to up to a s many targets a s there are Distance: Touch Other: Nil
missiles, or otherwise in any combination desired. E/P/M: The Power oflErthCastingcreates a dweomer which relates not
only to dirt, sand, and clay, but to all things formed from them a s well. The
Casting Grade V, BHC 100 principal Effect is that the mystic, or another subject, can travel tirelessly
Baraka Ritual: at double normal movement rateover such surfaces for LheTime duration
rime: Permanent Special Other Heka Costs: indicated. The individual can also actually sink into dirt e t al., and move
A r w : I subject RdD:Nil therein at normal walking movement rate likewise, breathing easily and
Distance: Touch ma?1:1 Heka Reserve having no restriction of action. Secondarily, various dweomers which
E/F/M: Performance of this Ritual requires 5 weeks of time. Once each cause damage, slowing or movement, and similar Effects through the
week, for a period of five Action Turns, the mystic must cast the dweomer Element of f i r t h will not operate in respect to the individual upon this
of the Bamka Ritual upon the chosen subject--an animal or tree, some dweomer has been laid. Lastly, anything contained within something of
other thing or special place (such a s a pool, unusual rock, etc.). The Effect firth-brick, ceramic, glass, pottery, porcelain, etc.--which is touched
creates a secret, personal aeneral Heka Reservoir for the practitioner. No will b e observable and generally known t o the individual. Thus, a Potion
mystic can ever have more Baraka Reservoirs than onetenth of Mysti- will be detected, but its exact type will not be revealed through this
cism STEEP. I f two such Reservoirs are within five furlongs or closer to dweomer.
ONE GENRE OR MANY? So what's all this got t o d o with deciding whether or not the
campaign is t o b e strictly fantasy o r else a broader, multigenred

T hisis aquestion that thegamemastermust resolve immedi- one? It's important in determining what to d o with non-human
ately--or else resort to a sly trick which we'll reveal just a Heroic Personas outside a fantasy milieu, of course1 Now, don't
little later on. First, let's consider why it is necessary t o you feel silly for asking that question? (Forget who put you u p to it;
determine whether or not the campaign is of limited magnitude, i.e., just sit there and feel d u m b for a moment s o we writers can feel
fantasy only. This bears o n the presence of non-human personas, of superior. Thanks.) Imagine, if you will, walking into a Chicago
course. How so? Well, first take a look at the premise of this game restaurant with a three-foot tall, red-brown Gnome, a n Alfen not
again. It's simply based. Where humans are, not much else will be much bigger, a Dwarf who looks like a four-foot high professional
allowed in the way of competition or predation. Thus, we have E r t h football lineman in shoulder pads, and a beautiful Alfarwoman
where humanity is dominant. We have Subterranean B r t h where all who's over six-foot tall and h a s lilac-hued eyes and pointy ears.
manner of other things lurk, and the inner world where great beasts That's a fairly conspicuous group with which t o fight supernatural
rule. We also have the counter-world of Phzree. There, near-humans, horrors, solve murders, and fight foreign agents, o r even to just
once-humans, and strange and terrible races can dwell side-by-side in take out t o a local saloon. The long a n d short of it is that non-
happy opposition and fierce combat without fear from the hordes of humans aren't viable HPs o n E a r t h - o r any planet very much like
humanity who would battle them to extinction (one side or the other) it. If you plan a multi-genred campaign, then players with only non-
should they happen to inhabit the same planet. human Heroic Personas won't b e t o o happy. Still, there are a
If every race were allowed free reign, superior sorts would tri- couple of ways t o handle t h e problem.
umph, wiping humanity out--or worse, enslaving and breeding First, you can limit the genres t o those where non-human sorts
humans for mental degeneracy, docility, etc. Of course, the term would be acceptableweird fantasy, super science fiction, post-
"superior" is vague. Just because individuals excel does not mean holocaust, etc. Those assume exotic races, mutations, and greater
their race would prove superior. A deadly weaknes, low fertility, etc. sophistication than humanity seems to have now (and might not
would probably spell doom for a species opposing Homo sapiens. ever...). That's limiting. certainly, but it nonetheless is one answer.
Susceptibility to ferrous metals-say a reaction which included mild Not a bad one.
toxic reaction from contact, severe reaction if entering the blood (or The second means is to assume a moderate physical change in
ichoror whatever)strearn-would classify asadeadlyweakness, but travelling to universes where there is little Heka, i.e., Earth's. Height
only if it prevented the creatures in question from properly protect- is a a u s t e d upwards or downwards, pointed ears become less so, and
ing themselves in combat. After all, poison weapons don't assure so on. Thus, a three-foot tall Alfen is nowjust a little guy not quite five-
victory in battle. Virtually every fantasy milieu allows non-humans foot tall, a Qnome is an older, darkcomplected chap about the same
the use of metals o r other formsof material comparable in defensive size, a Dwarf is a short, burly fellow, and a n Elf is a slender and
qualities to iron and steel. That leaveslow fertility as aweakness, and handsome human when transference from the fantasy milieu to this
that's usually assigned t o non-humans equal to or better than the world takes place.
typical human. The Mythus game, then, assumes both of these Now, what real differences d o they retain? They have their
factors a s limiters o n the superiority of non-human races. It also psychogenic powers, first of all, s o that makes them amongst a small
places the non-humans et al. well-removed from humanity's turf. minority of humans. Alfen HPs will b e whizzes at hard sciences, for
Inferior or superior, there's enough distance to keep both sorts, and they don't d o too well with Heka and related powers. Gnomes and
humanity, coexistant. their ilk will be great with business and finance. Dwarfs will be t o p
What of near-humans? That is, those races who are so nearly like us notch at engineering and m e c h a n i c s a s long as no fancy designing
as to be somehow non-threatening. (If you believe that, then I'm sure is needed. Elves have great creative and artistic capacity, but scien-
you think all of Earth's racial, national, political, and sectarian difficul- tific things will b e totally foreign to them. The upshot is that, after such
ties are lies made u p by aliens seeking to conquer the world ....On conversion t o a non-fantasy milieu, such HPs will be workable and not
second thought, maybe you're right, but that's the stuff of another unrealistic, while retaining s o m e important differences from the
game entirely!) Anything noticeably different is "strange," and strang- personas around them.
ers are feared. What w e fear we tend to destroy, segregate, etc. That might not please players with non-human Heroic Personas
Now we come to the game at hand. Non-humans can't be too different though. One of t h e reasons for selectingsuch racial types is certainly
from us, or humanity would certainly attack them. Thus, we have the near- a desire to get away from t h e norm and test t h e unusual. On Earth,
or once-human types-little, human-iike Alfen and Qnomes, the stout their HPs won't b e all that unusual-and we know the reasons for
Dwarf sorts,and the slender Elf kinds. 'hey are a bit different from us, but that1 Make a point of discussing this with yourgroup beforedeciding
they aren't unhuman. The nations of firth, for example, allow human what route you will take with your campaign. We urge a mutligenred
interaction with Qnomes and their ilk because they aren't threatening. one, o r a t worst o n e which leaves a means of access to other
and they assist trade and cash flow. Dwarfs are less common, but they too universes. The modes are there and the alterations aren't s o radical
are involved in commerce with the Subterranean realms, as are elves, so a s to virtually destroy Heroic Personas who have been long and
they are accepted. Elves, too, are good looking, so. ... lovingly developed.
nological weapons (guns, phasers,
grenades, etc). Magick, however,
might substitute for the loss. If not,
then there a r e n o "quick and dirty"
solutionsofthissort, andplayersmust
often reason and use acquired game
knowledge to deal with opponents.
Whether such opponents are mon-
strous beasts or magick-wielding Evil
Personas doesn't matter: personas
must use their wits and act fast to
avoid anasty demise. Facingdown an
angry monster is a lot more exciting
when your Heroic Persona is armed
with a sword than with a blaster or a
bazooka-believe us1
The knowledgeable reader will be
aware that there is a difference be-
tween fantasy (even "heroic fantasy")
and swords & sorcery. Ne draw your
attention to this distinction because
it might assist the participants in cre-
ating/interacting with the campaign.
Let's break the genre down into sev-
eral portions-fantasy, heroic fantasy,
and swords & sorcery.
Fantasy tends to limit the powers
of magick, monsters, beasts, and hu-
mansalike.That is, therearen't likely
Fantasy And Swords & Sorcery to b e world-shakingspells in this sub-genre, norwill there b e terrible
Fantasy gaming is a unique way to spend your time that blends dragons, hordes of ferocious beasts, nor fighters able to take all of
strategy and tactics with fantastic creatures and places. Much of the the foregoing on for breakfast. Fantasy tends to readlplay much like
appeal of fantasy liesin the way players can stepout of the"real world" a variation of our own world, using its themes with s o m e "dressing"
via their Heroic Personas and d o things that are otherwise impossible. of the Medieval and magickal ...or possibly simply something just
And yet, as in the world in which we live, the Heroic Personas' actions unearthly. It can be dull a n d tedious when done by someone who
are governed mostly by need, honor, and curiosity. In the normal, evidently wishes thegenre was not that of whimsy at all, or it can be
everyday life, we are seldom given a chance to d o something brave truly wonderful in skilled hands. In truth, fantasy a s a subgenre
and heroic; but in a fantasy roleplaying game, such actions .are allows u s to deal with politics, intrigues, and most of what is interest-
sometimes almost commonplace. ing in our own world, but in a different setting and with twists on the
Fantasy gaming gives participants a chance to step back and say expected.
"What if.. .?" Encounters with exoticcreatures and faraway placesgive Heroic fantasy is much like the above, but it allows for more
players a chance to b e heroic, to see what it would be like to be in the magick, o n e or more pretty potent monsters, places where the
same situations as the fictional characiers in their favorite books. fearsome things of nightmare roam-amongst humanity or in remote
They can simulate fictional encounters, much as the wargamer simu- lands, and o n e or more heroes who are well above the norm and able
lates the recreation of famous battles. to use magick and/or cope with it and theother creatures and forces.
Fantasy RPG participants, like those in other roleplaying games, There is a mix of plotting, intrigue, and action in this s u m e n r e , and
can expect to learn new ways of thinking of how things are done. Part it is the favorite of many.
of the power of roleplaying, a s psychologists know, is gaining the Swords €2 sorcery is the action-packed sub-genre which is the
ability to work through difficult situations without endangering our home of Conan ...once the realm of Fafhrd and t h e a r e y Mouser
own personal emotions. The observation and creativity skills that can too. It seldom deals with the mundane (or actual/real). Instead it
be drawn out through gaming are amazing, and these skills are takes larger-than-life protagonistsand antagonists, mighty magick,
directly translatable into our own lives. strange realms, deadly perils, wild places, a n d horrific beasts. By
Games based on fantasy and swords & sorcery genres differ from stirring action a n d asking few questions, it enthralls those desir-
other RPQ systems mostly in the settings in which adventures take o u s of non-stop adventure, with a n emphasis o n action, blood,
place. Typical fantasy campaigns don't allow for technology or tech- a n d t h e incredible.
Wise gamemasters suit their campaigns to their piayers, using a bit travel through a Qate o r Door t o any of the other "modules" in the
of each of the three subgenres to make it the perfect blend for all system without losing their basic skills or abilities. Of course, Conan
tastes. might not have the skill to pilot a deep space frigate, but there would
definitely be s o m e interesting gaming in such a situation ....
The Multi-Milieux Of f i r t h
Wrth is in many respects the equivalent of Earth in the late Renais-
sance. In game terms, the two worlds are inextricably linked to each GROUP CREATION
other through Magickal Portals-€tates and Doors. Though science OF HEROIC PERSONAS
and technology on Earth are replaced by Magick and Heka on Xrth, Because the process of HP creation is a rather lengthy and com-
the two alternate worlds are joined by probability and similar histori- plex o n e if it is d o n e so a s t o maximize the background, status, and
cal events. Thus, a fair knowledge of Earth's history on the part of relationship between players and their personas, it is beneficial to
gamemaster and players canmake the mrljor events offirth's history have the player group meet to begin the process. Allow plenty of
more plausible, and make the overall flow of the milieux more time, especially for players who don't have their own copies of this
realistic. Consequently, politics, warfare, intrigue, exploration, and a work. After explaining TRAITS, CATEQORIES, and ATTRIBUTES, su-
host of surprises come to life o n Wrth. pervise the generation of scores. When each player has deterniiricd
Even more possibilities for adventure exist in the underground SECand decided upon a Vocation, assist thegroup with the distribu-
caves, grottoes, and endless passages which lie in abundance be- tion of scores among the ATTRIBUTES, have them total these for
neath the surface of firth. If a group of players finds ancient, huge CATEQORIES, and then add all to find theTRAlT totals. This sounds
reptiles and prehistoric settings appealing Heroic Personas may also fairly easy and straightforward. It is, but it is also very timeconsum-
journey to Interior Wrth, the hollow core of the planet where endless ing. That's why t h e point method is offered a s an option; b ~ if~ t
daylight shines upon the primordal environment. Perhaps, too, the possible, the creation of HPs by dice rolling is urged, for it is both fun
ruins of lost, pre-human civilizations are hidden therein. and personalized. It creates more of a s e n s e of "being" the HP in the
Also linked to f i r t h is the mirror world of P h ~ r e ea, world ofstrange long term.
creatures and wild magick. Phaeree, likefirth, has not only a n exterior Now oversee determination of each HP's Joss, Attractiveness,
world, but a n underground and interior portion as well. Unlike firth's, Birth Rank, K/S Areas, and then Special Connections and Quirks.
however, are the races of humans, humanoids, and monsters which After that, help get them started o n their background information.
make up the population of the three areas. All of those legendary With that done, you are now ready to send the players packing! They
creatures which are the stuff of mythology on Earth are from Phceree. may still need to finish the details of their HP's background/person-
Unicorns, dragons, pegasi, goblins, and more are all commonplace ality or smooth over other rough edges, but that they can handle on
on the world of wild magick. Each of the three geographical sections their own. Ideally, a couple of the players will have their own copies
is distinct in general ethos and behavior of the creatures to be found of the Mythusgame.Those players withoutcopiesshould be teamed
there. The Seelie Court consists of mostly benign and beneficent u p with those individuals that have them, and these subgroups can
creatures such a s Elves, Fairies and the like. The dwellers on the then spend the next few days finishingthe workof fillingout their t I Y
exterior, interior and in t h e underground, known as Borderers, are sheetsand "gettingtoknow" who theirHPis. Meanwhile, you're busy
hobgoblins (basically neutral, but sometimes siding with the fair folk, preparing ...
and other times casting their lot with the evil creatures of the interior,
the goblins).
A s dissimilar a s it may seem, firth is actually a "universal" world.
INTRODUCTORY ADVENTUKE
E r t h is similar enough to Earth that existing knowledge of this world EPISODES FOR INDIVIDUAL HYS
can often b e translated to the game milieu. firth's history, while Just a s the the players need to familiarize themselves with the
different from that of Earth, has definite parallels. Geography is nearly game and their HPs, you, as gamemaster, need some introduction as
the same, with such interesting exceptions a s Hy Brazeal, Avilonnia well. This process will make you a better a M and the players more
Atlantl. and Lemuria, new seas and more. Politics are similar in many involved. To build anticipation and the deep sense of magickal
respects (and unfortunately, cunning politicians are the same n o wonder which needs to pervade the campaign, each HP should,
matter which world you're on) to those of late Renaissance Earth. ideally, experience a brush with the fantastic, and thisshould be done
Economics, trade, and money are also universal factors-but as o n an individual basis. It might sound difficult, but mnninga half-hour
mentioned in the beginning of this b o o k they are much more impor- adventure for each player in your group is only a little more demand-
tant to personas here than in other gaming systems. ing than preparing a scenario for several hours of group play.
The existenceof a a t e s and Doors to otherworlds alsoallowsHeroic Because you're conducting a long-term campaign, the little epi-
Personas to travel to alternateworlds and other planes. Gamemasters sodes which each HP experiences needn't (and shouldn't) be con-
who are interested in running multigenre campaigns may therefore nected directly t o t h e first groupadventure. This is true regardlessof
d o s o with relative ease. whether you use the scenario provided herein or o n e of your own
The concept of a "multiverse" furthers this approach, in which all devising. Each HPwill witnesssomethingwhich seems veryodd, find
things imaginable are indeed possible. Using the core rules from the something which points toward a n inexplicable evil, or discover
Dangerous J o u r n e y s game system, HPs could begin on Wrth and some bit of secret o r ancient information hinting at a chance for
adventure somewhere. Furthermore, each experience should be The young &u$e is very much in love, but there is much grief
seemingly unrelated t o the others. With care you can provide clues because the bride's father had been killed by bandits only two days
to a whole series of upcoming adventures, and not o n e of those before. All goes well with the ceremony until, as it is nearly finished,
episodes will be a n obvious s t e p toward t h e next except in the a mad dog comes from nowhere and attacks the bride-to-be, mortally
vaguest sense. wounding her. The distraught groom shoutssomethingabout a curse
Here's an example which assumes a player group numbering six and rushes out, only to be found later, dead-but without a mark o n
individuals: You decide to stringtogether six scenarios which will lead his body.
to a seventh one far more complex and dangerous than those that
preceded it. The initial scenario will notbe related to the latter (except The Thief
as an introductory fantasy scenario t o the campaign whole), however, One of the thief's contacts informs the HP of a wealthy travelling
s o the six miniepisodes will be drawn from the plots you prepare for merchant who is staying a t the local inn. The merchant is a dealer of
the second through seventh adventures. For sake of this example, jewelry, antiques, and curios, and h e is rumored to have several items
we'll assume that each of the six players has a different Vocation, so of exceptional value for sale. Knowing that the items may be hard to
that some of those given in this work are used a s examples. fence in the region, the thief plans o n stealing only the coin from the
sale. Oddly enough, the burglarygoesoff withouta hitch, but thethief
The Mercenary winds u p with a strange pendant in addition to the money. The next
After finding temporary employment as a guard for a merchant day the HP learns not only that the merchant was murdered, but also
caravan, the mercenary is given a n assignment which ends in failure, that there is no way to be rid of t h e pendant. Now, not only is the
as the strongbox persona guards is stolen. Undisturbed, the mer- persona wanted for the murder, s h e o r he has acquired a cursed item
chant happily pays the mercenary anyway, and continues o n t o which draws bad luck.
another town. Shortly afterward, the silver coins from the merchant
turn to lead, and the mercenary is unable to locate the cheating The Explorer
merchant. Hired by a local noble to map the area surrounding the site of a
planned castle, the explorer quickly begins to get a strange feeling of
The Dweornercrs~fter being watched. The most notable feature of the site is a small
While browsing through a tome, a dweomercrdter finds a refer- mountain, and the HP finds the entrance t o an abandoned mine. A
ence to a lost Casting which calls forth the duplicate of any living thing hermit has taken u p residence there and tells the explorer before
from wherever it may exist. The HP takes the book to a local mage to going to sleep that the mines are haunted. Before being able to find
a s k about it, but the wizard is unimpressed. He agrees to help the HP, out more, the HP wakes to find the hermit dead-frightened todeath.
however, and borrows the book t o study it. Later that night, the house Further investigation of the mines becomes progressively more dan-
where the wizard lives is engulfed in flames and bums to the ground. gerous, and a series of near-fatal accidents begin to plague the
Strangely enough, when the ashes are searched, n o body is found. explorer when h e or s h e tries to venture deeper into the old mine. The
persona finally decides to leave after beginning to hear periodically a
The Priest faint and faraway wail, which sounds as if it originates in the heart of
The priest travels to a nearby hamlet to perform a routine wedding. the mountain ...or was it just the moaning of the wind through the
longdeserted tunnels?

The Mystic
While meditating the mystic has a
clear, detailed vision of a wild valley
in the midst of a dense jungle. In this
vision, the mystic is travelling with an
expedition through the brackish un-
dergrowth toward the center of the
valley, seeking some unknown goal.
Asthepartypressesalonginthejungle
heat, theysuddenly reachagreatclear-
i n s oddly bare of any vegetation save
a thick carpet of lush grass. In the
center of the clearing stands a huge,
solitary obelisk of smooth, black
stone. As theadventurersdrawcloser,
they begin to see detailed carvings
upon the surface, depicting obscene
rites and arcane runes of utmost evil.
The temble vision e n d s as the mystic notices thepatterns o n the and future ones. It is farsimplertodevelop arationale afterwards, s o
obelisk have begun t o move and coalesce, a n d a horrible scream linkage can be made a n d not s e e m the least bit Implausible.
escapes the HP's lips, jolting her o r him back to reality. From this point onwards in t h e campaign you will have more
freedom in what adventures you u s e a n d t h e s c o p e of action which
First Group Meeting In A New Campaign can b e considered. All places a n d perils c a n b e brought into play.
Now t h e HPs each have s o m e strange or unsolved experience Sorcery in a vile nethercrzfter's tower, bandits harassing fearful
under their belt. In g a m e terms it is the weekend, a n d it just so townsfolk, s o m e fearful monster terrorizing a n area, or whatever
happens that each of them is a t t h e s a m e place. It can b e a tavern, else you think exciting. Included c a n b e forays into other areas--
inn, local event, stall in t h e marketplace, or just about anything the subterranean a n d P h z r e e a n d genres-science fiction, hor-
similar which would reasonably a n d logically throw all of them ror, mystery, a n d so forth. A sprinkling of different worlds helps to
together. Of course, they are drawn into conversation, learn about keep t h e whole roleplaying g a m e experience fresh and full of
their shared interest in adventure, andget t o "know" each other. It is vitality.
here that they will learn about something very odd indeed. It is the
time of introduction to their first adventure scenario, and there the GAME REALISM
action begins! The tenor of the game system and its campaign expressiok-the
The Initial Group Adventure: When the players are s o gathered, creative efforts of thegamemaster-will truly determine if the whole
some outside agency will put the HPs o n the track of a n adventure h a s a realistic feel o r if the game isjust t h a t - a game. The foregoing
which they must undertake. Here is where the anticipation and should aid you in your presentation of an exciting and suspenseful
fantasy really come into play. What they think they are seeking and campaign which makes the players feel that the weird and evil things
what they actually encounter should b e quite different. The fantastic their HPs face could be real. The reality and logic of the campaign
settings and magickal things are much of the appeal of this game builds upon t h e foundation mentioned. It must b e known and
form. The playerscoilaborate to get to the location of the scenario and maintained throughout play, o r else everyone will b e jarred out of
then piece together the solution. Whatever the scenario, start slowly the excitement of playacting into the truly mundane world of quib-
and build carefully t o the climax. There is danger aplenty, but the bling with t h e aM.If, for instance, you decide that vampires can't be
magick, mystery, and growing sense of excitement make the discov- stopped by the usual, legendary things-garlic, mirrors, crosses,
ery and confrontations all the more enjoyable. Then, even if no HP is etc.--then do two things. First, over the course of several play
lost in the scenario, the strange encounters and unique story will still episodes, reveal this fact, the whys and wherefores, and whatwill be
be intriguing and interesting. effective against such blood-suckingmonsters. Don't spring it on the
T h e o n g o i n g Saga: Developingseven adventurescenarios, each group when they're facing a gang of Draculas! Create "facts" in your
leading to t h e next, will take considerable creative effort, but with milieu and make them logical and realistic. Your campaign doesn't
the miniepisodes to build o n it shouldn't prove to b e adauntingtask match the "reality" of folklore, but it has internal logic which can be
for the QM. In the example given, when the party of HPs returns from a s realistic a s legend. Second, and just a s important, make the
its first adventure, the mercenary naturally would try t o find out what campaign logic consistent. If it ever varies, b e sure it happens
had happened to the cheatingmerchant. He's missing so the firstof because it is supposed t o happen, and that somewhere there is an
the parts of t h e saga might be a search for that OP. Then the trail explanation which will restore "reality."
might lead to the charred ruins of the wizard's home, and t h e party In fact, it is a good idea to throw in such breaks even in campaigns
could find hidden chambers under the house. From there t h e action based o n legends. After all, whosays that all folklore iscorrect?Throw
might move to the hamlet, a n d t h e mysterious death of the couple the players a curve that way, and when it is concluded and the
and the bride's father. S o m e hint might then bringthe thief's cursed seeming inconsistency explained, the players will feel especially
amulet into play, a n d t h e group would next have t o head for t h e involved with the milieu. The unexpected must be able to occur in the
forbidding mountain, t o investigate the abandoned mines there. make-believe world a s well a s the real one, for otherwise that is a
Only after that would they understand the need to journey o n t o the break from realism.
lost valley o n t h e other side of the mountain, and face a clan of The final analysis is this: How to satisfy the need for realism in the
humanoids, perhaps. Lastly, t h e seventh and final portion of the campaign is a matter of taste. The gamemaster and the players will
saga would emerge. determine how it is done, and if the game vehicle suits all as a motive
Entering The Enlightened Realm: The culminating scenario force for entertainment, the rest will generally flow from the creative
must b e o n e which is difficult a n d deadly. As t h e HPs succeed force of the QM in particular and with the enthusiastic cooperation of
progressively against t h e forces which cross their path, they will b e the players in general.
tempted o r tricked into turning back o r giving up, unless they are
brave and resourceful. If they triumph, though, the survivors will Realism Versus Pbyability
gain treasure a n d acclaim. Naturally, they will never quite com- Naturally, this game can a t best help the participant group build a
pletely solve every mystery o r b e able to keep all of the treasure sense of realism. Nothing is real if it isn't real. That is, the most
(there are taxes t o b e paid even in fantasy RPas), but those devices complex simulation--one with full audible and visual components-
will then enable you to introduce easily new scenarios without is still not real. Kendo is dueling with wooden swords, and although it
having to g o t o elaborate lengths to connect each t o the preceding is a s close to real Japanese samurai sword-fighting as is possible, it
isn't sword-fighting with katanas. That fact is inescapable. It follows legend, and those works of arcana purporting to tell nothing but the
that no game can be real. What must be maintained in a n RFQ is the facts. But waitamoment--thegame has twomitigatingfactorswhich
feeling of reality. make that seemingly wrongful prohibition right for the whole of the
Some particular rule or procedure in the Mythus game might game. First, for the sake of game balance, and because there are
seem unrealistic t o you. Don't make any snap judgment. Play a s s o m e very potent swords, the mage is proscribed from the use of
detailed, and, if aRer a fair trial it still seems to be aglaringobstacle those weapons, and so a clear distinction is drawn between the
to the vista of fantasy, replace it with something that the group feels wanior and the spell-worker. Supporting this seeming dichotomy is
is more appropriate. Many assumptions have been made in this thelogical factthat bookishwizardsmightemployasword in magickal
game in order to accommodate the multigenre nature of the whole rituals, but their physical condition and training wouldn't be such
system, to develop roleplaying, to reduce bookkeeping, and to that it could be truly wielded a s wouldan expert fighter. What time for
control the number of lengthy procedures needed for combat. If a trainingand practice would a rnage have? Furthermore, asoldiercan
game isn't playable, all of the realism in the world can't rescueit from d o well enough with a missing finger, for instance, but what about a
banishment to the dusty recessesofthe closet shElf. Conversely, the wizard? Second, the overall game system supplies the spell-worker
most playable game imaginable palls into drab undesirability if it with a plethora of very potent magicks and spells which can be cast
seems fatuous or lacks excitement. The aM is thejudge. Remember in short order without lots of fancy preparations. While that isn't
playability when you consider realism and vice versa, and when you "historically" accurate, it suits the game reality, balance, and tenor.
feel expert in thesystems, d o what isnecessary to bring both intothe W e thus see that game reality is established, is logical, and engen-
right balance for you and your players. This game is structured t o ders belief.
enable play with broad parameters and few rules used, die rolls Interpret cases with the s a m e judiciousness used in amending
made, orto use part orall the rulesandchecks, but still beessentially rules for realism and playability. The two factors often go hand in
the same game! hand. What seems simply a n arbitrary rule, o n e not well consid-
ered perhaps, might actually be there t o make thegame both more
Interpretation Of Kules realistic and playable overall. The aM with such wisdom can only
No matter how carefully drafted, or how exhaustive in its cases and be a successful one.
examples, no RPG can completely avoid the problem of ambiguity
and vagueness. The greater the quantification, the more likely that
some "game lawyer" will pick at tiny loopholes. Furthermore, a huge Gamemaster Only Versus
mass of rules will weigh down the game and erode both realism and Group Adjudication Of Questions
playability. What does that mean? Clamemasters are expected-nay, In a roleplaying game, the gamemaster is the final arbiter, orjudge
required--to interpret the rules as seems logical, reasonable, and of what goes on in the campaign milieu. Yet every gaminggroup does
suitable to their own thinking and the temper of their player group. not work the same way when questions arise. ORen when a situation
Consistency is again important, and s o too are the feelings of the develops that isn't covered by the existing rules, gamemasters must
players. If a decision is balked at by the mqjority, or if the aM feels determine the outcome based on ce~tainfactors, and their superior
~~ncomfortable with a n interpretation, hold a council with the group. knowledge of their own milieu. After all, the gamemaster did design
Find some suitable way to handle it and move on. How can that b e it, and is therefore more intimately familiar with it than are any of the
done? players. Most questions or problems can be addressed by applying
Reality is a good check. Could a n actual individual d o the thing common sense.
being represented by the proposed rule? Would that individual However, when a general decision must b e m a d e - o n e that is
have to have s o m e qualifications not possessed by the HP-or any unrelated to the campaign itsElf-it is perfectly acceptable for the
person, for that matter? Are there actual examples of the occur- QM to discuss it with the player group. Besides, their HPs will be the
rence? Do facts or legends support o n e side or the othel? These ones who are affected directly by such rulings. Sometimes it is a
sorts of questions can be asked about anything. If a member of the good idea toget them involved, forthey may have insights which can
group has more knowledge than the rest, more weight should be help solve a problem.
given to that one's opinion. Then consider the long-term effects of Many rules aren't questioned by players until after they are en-
the decision. Will it make the HP in question o r all HPs too power- forced. If they weren't objectionable before, why now? Is it because
ful? Is there s o m e opposite thing which will come into play? Is the players may have sour grapes because they are adversely affect-
there now an indispensable KJS which everyone will take? Ongo- ing thier characters? In such situations, the decision should ulti-
ing effects and ramifications must be considered. Even if some- mately be the QM's.
thing might really happen in a way not possible in the game, is If a rule is obviously disagreeable to you and your group, use the
there also within t h e game something which couldn't happen but guidelines given below t o try to fix it, or ignore it entirely. But remem-
is allowed t o balance the seeming error? Let's take a look a t an ber to be careful, for there might be other related rules that depend
example of the latter. on it.
A particular fantasy RPG has a rule which says that mages cannot
employ swords. Pow! Obviously wrong!!! The sword is one of the Creating Specific Case "House Rules"
wizard's principal items of power in spellcasting according to myth, Many QMs will create certain rules which are unique to their
set of rules, changing or dropping
those parts which d o not fit the indi-
vidual milieu, or those which are too
complex for their (or the players')
taste.
Ease of play will often take prece-
d e n c e whenever a stated rule is al-
tered o r ignored. If a n existing rule
tends t o bog down play, or is diffi-
cult t o understand, that rule may be
changed o r dropped, provided that:
(1)It d o e s not undermine or oth-
erwise critically affect other rules in
t h e system, and, (2)It d o e s not seri-
ously change thegame system's bal-
ance, either by unduly favoring or
penalizing t h e players' HPs or the
Other Personas in t h e campaign.
S o m e realism will usually be sacri-
ficed for playability when rules are
simplified ordropped. That's all right
milieux. Perhaps t h e gamemaster prefers to handle hand-to-hand only s o long as such a sacrifice is acceptable t o all concerned.
combat differently, o r h a s a special way of dealing with certain types Rememberthat there are many gamemastersand players who prefer
of magickal devices. No matter what the specifics are, these house a high degree of realism in their game. If this work seems overly
rules are perfectly acceptable a s long a s there is a n understanding complexat times, it is because your authors fell it is better to include
between the gamemaster and players about how the rules differ more detailed rules for this type of gamer, rather than forcing them
from those presented in this work. Also, it is a good idea t o discuss to develop them o n their own. It is easier to cut out rules than it is to
any house rules with new players before they create Heroic Perso- create them.
nas, if such rules will influence the type of personas that would b e Creating New Rules: As we said, for some, realism is most
chosen by the player. important. Thosegamers will create tables or rules to cover any and
Players must understand when they play in other groups that the all situations. Campaigns run by thistypeof QM will tend to be slower
house rules they may b e familiar with will probably n o longer apply. and more meticulous, but roleplaying, realism, and detail, will be of
In any case, house rules must always be applied with consistency by paramount importance.
the QM, o r else they are not rules at all. And without rules therecan be A good balance in any fantasy RPQ system will incorporate both
no game. realism and e a s e of play, yet not deviate much from the core rules.
This is o n e a r e a where we feel the Dangerous Journeys game
Changing Rules and Systems system most excels. Working from t h e core system, agamemaster
Regardless of the authors' intention in creating systems for this can b e flexible, yet still provide detailed information for realistic
game, we recognize the varied desire for realism and/or playabil- play.
ity. We also know that experienced QMs and players will under- If an area s e e m s to b e lacking, gamemasters (and players, too!) are
stand that any RPQ is purely a system of guidelines. Many of t h e encouraged to supplement it with whatever is deemed necessary in
rules included are a s much an aid to playing the g a m e and having order to fill in the blanks. (As a matter of fact, we would be interested
fun-after all, the main reason anyone plays games is for the fun in hearing any ideas that you have regarding such useful additions.
of it! Participants in any roleplayinggame should b e able to modify Who irnows? Perhaps your suggestions will b e worthy of a supplemen-
the rules to suit their style and preference for detail, o r the lack tal article o r gaming aid.)
thereof. A s a matter of fact, roleplaying games are o n e of t h e only
game forms which allow you to modify t h e rules a s you play1 As ROLEPLAYMG
stated above, the only definite rule we give you a s a n absolute is Qood roleplaying is a n art, not a science. That's why it doesn't
consistency. If a rule is changed, b e consistent when applylng the take a brain surgeon t o be a good gamer, just someone with a good
new rule. imagination. Still, every RPQ system has a set of guidelines to keep
There are two ways that rules are changed: (1) by altering or ~tflowing smoothly a n d lend a consistent (there's that word again!)
dropping existing rules t o suit a n individual campaign's flavor, or (2) structure. The perfect roleplaying game system will have enough
by creating new rules to supplement the system. Gamemasters may structure to account for any action taken on the players' part, but
d o either, both, o r neither, depending o n their taste of play. not so many rules a s t o make the g a m e drag while they are looked
Altering Existing Rules: Most gamemasters will alter an existing UP.
Campaign Accommodation they are novi&s o r more experienced garners. Through con-
Scenarios and campaigns are artforms, too. It takes a lot of structive criticism, all players can learn something about them-
creativity (not to mention hard workl) to not only make them selves o r their HPs, furthering their enjoyment of the game. We
function within the rule system, but t o breathe life into them, and are not saying that t h e CIM needs to prompt every action, o r to tell
give them a "soul." Put too much structure into one, and it may be players how a scenario may be solved. That would b e giving away
overly restricting t o players and their Heroic Personas. Every the plot and ruining the players' chances of figuring it o u t for
campaign milieu becomes, as it is played, a collaboration of the themselves.
gamemaster and players. That's why, over time, a campaign tends Instead, a masterful QM h a s many ways to promote good
to adapt to the HPs within it. roleplaying techniques. These techniques will assist the players
As explained in the previous sectlon, eachgroup will have ageneral and their Heroic Personas throughout every gaming session, not
preference a s to the relationship between easeof play and realism, s o just the current one.
it is impossible to write the game system to accommodate perfectly Through Example When Playing OPs: One of the best meth-
e v e y particular taste (though we hope we arevery closel).Asa result, o d s a gamemaster can use to encourage and inspire players is
gamemasters should always strive to accommodate the players and through example. When roleplaying Other Personas, CIMs can
their gaming preferences. emphasize expert playing procedures by following them them-
As Heroic Personas are created and continue to develop, they will selves. This is a good method, because the players will pick up on
have many of the same wants and needs a s real people. A masterful the roleplayingjust by watching and participating. A gamemaster
OM always considers the factors which make u p a group of Heroic can also use this method to give the HPs Ideas about the campaign
Personas: Who are the personas? What are they trying to accomplish? or scenario.
Where are they going? Why d o they act the way they do? In short, what Assisting Roleplaying of the Heroic Persona: Players learn
motivates them? (Ciamemasters M e note-this is also what makes much about how to play their own personas by how the QM plays
an OP interesting.) Other Personas, it's true. They also learn a lot about the tone o f
a campaign. The gamemaster can assist roleplay by creating
extra situations in the campaign which call for negotiation and
Care In Complete Development discussion between HPs and OPs, rather than confrontation and
Of Each Heroic Persona combat.
Although it might seem silly t o say that a player has spent more OamePlay Reminders: A QM can often help a group stay In
time initially developing his or her Heroic Persona than the QM has character by doing the same during the gaming session. When this
with a welldesigned campaign, it would be closer to the truth than fails, a tactful and brief reminder to the wayward player(s) may be
one might first imagine. That's because personas don't come com- necessary. It is not the gamemaster's responsibility to continually
plete, but are generated from scratch when the milieu starts (unless keep the players in character. If a player is being particularly trouble-
they are converted from another system: s e e Appendix Q for infor- some, more direct means should be helpful. Extra random encoun-
mation on how this is done). ters with beasts (or even a bolt from the blue) will soon encourage
Over the course of play, a n HP takes a great deal of effort to such players to mend thier ways.
develop fully. In time, a Heroic Persona can evolve into much more Personal Advice & Counsel: When a n individual player is having
than a series of statistics on a page. With the gamemaster's help and trouble with his or her Heroic Persona, the QM can help resolve a
guidance, HPs learn valuable lessons, become adept at their craft, problem through advlce between game sessions. Once again, the
acquire items and status, and take on many "real" characteristics. gamemaster must be careful not togive away information about the
Such charactergrowth requiresmuch loveandcareon the part ofthe campaign or scenario that the persona wouldn't know.
player-and the QM, too. Perhaps it is only a slight misunderstanding of the rules which
While it is fun to play the occasional "u1timate"Heroic Personawith needs to be clarified. Or in another case, there may be a minor
incredibly high ATTRIBUTE scores, and many K/S Areas with high question regarding something related directly to the persona. In any
STEEP, most HPs merely start out with above-average scores and event, the gamemaster should handle such problems outside the
work their way up from there through experience and the accumula- game, so a s not to disrupt the enjoyment of the other players in the
tion of Accomplishment Points. Actually, playing a persona with low group.
and average ATTRIBUTE scores in one TRAIT can prove useful in Rewarding Excellence: In addition to awarding bonus Accom-
hclping to create an interesting personality for the HP. Such perso- plishments for exceptional play, the gamemaster,should remem-
nas can even be more fun to play, a s the player gains a real sense of ber t o reward good play through other means, such a s treasure,
accomplishment in developing the persona. items, and even the recognition of powerful personages. By re-
In time, alternate Heroic Personas too will be needed for many warding those who play well, the QM provides the players with a
players. The actual development will remain an ongoing process very good reason to continue striving toward such excellence in
in the campaign. Play.
An occasional minor magickal device of slight value or limited use
Gamemaster Encouragement Of Players lets the players know they are doing well, and keeps them motivated
Agood gamemaster should always encourage players, whether toward even greater rewards.
ost of the time spent by the a
M over the course of an ther missed a lot but played actively or was present often but did
adventure session will b e dealing with personas of one slight useful participation in the game.
kind or another. The HPs will most frequently be the Active participation is characteristic of one who is regularly at the
subjects of the aM's concern during the game, but the preparation game sessions and contributes a great deal when there, roleplaying
of Mundane Personas (MPs), Friendly Personas (FPs), Evil Personas and offering sound suggestions, a s well a s playing well in general.
(EPs), and their resources and strategies will require a lot of time Excepffonal participation indicates that the player was not only
before the game. This chapter both ties up some of the loose ends active, but went above and beyond the call of duty with roleplaying,
regarding Heroic Personas and describes in detail the process for and greatly aided the HP mission with keen insight and clever ideas.
creating unique, exciting, and challenging Other Personas for the Such players make the game more fun for all concerned and are
HPs to deal with1 deserving of this special award.
Failure indicates the the HPs accomplished none of their goals
HEROIC PERSONAS during the adventure, i.e., the EPs or other factors defeated the
Listed in thissectionareguidelinesto help theaM interact with the personas.
HPs. Topics discussed include the awarding of Accomplishnient Marginal Victory indicates that the HPs completed most of their
Points, and the moving of personas up (or down) the SEC ladder. goals, but missed some important ones and/or suffered heavy
casualties (deaths, incapacitating injuries, miy'or insanity) in the
course of s o doing.
A warding Victory means that the mission was completed and no heavy
General Accomplishment Points casualties were suffered, although light casualties (damage and/or
A s discussed in Chapter 1 1, AP/Os are typically awarded at the Effect Levels exceeded, lost property, etc.) were sustained.
end of each adventure scenario. In a mini-campaign, or very long Total Victory is awarded when the monsters and EPs were thor-
adventure with several distinct phases, you would award some of oughly trounced and no serious damageand losses were suffered hy
the AP/Qs at the end of each phase, rather than at the conclusion the party.
of the entire thing! While you are of course free to hand them out Short scenarios and/or ones that the QM feels were only moder-
any way that you wish, the system described here is the recom- ately challenging for the party warrant a 0.5 multiplier. Tne introduc-
mended method. tory scenarios provided in this book are good examples of "short"
Basically, with a standard 4-5 points a s a floor for the group, you scenarios.
give a range of from 0 to 6 points additional to each person, deter- Medium lengthand/or ratherchallengingonesallow forfull value.
mined according to how well the player performed, Then you add a Long categoryadventuresand/orextra-toughones deserve to pay
bonus which varies with the party's overall success and finally higher awards than d o others and receive a modifier of 1.5.
multiply according to a modifier for the length and difficulty of the Stretch scenarios are complex, fearsome affairs which rcquirc
scenario ( a s al- tremendous amounts of thought and agreat deal of luck on the part
ways, drop frac- of the party to completesuccessfully. HPs completingthese deserve
I

Marginal
Moderate
Active
AP/G Awards
~articipation Base
0
2
5
1 tions). These are double the base FP/a award.
summarized
the AP/Q
tables.
Award
on Here's An Example: Alyssa's player has been sure toattend every
session of the game that she could and has projected her lively
personality at every opportunity. The a M decides that she deserves
Margirlal partici- to be classified a s an "active" player for that adventure. The actual
pation means that mission itself, however, didn't go quite s o well, a s two of the other
Exceptional 8
the player was at HPs were killed by foes, and the remainder of the party had to be
Succesr Bonus few of the game rescued by Other Personas, having nothing left of their expedition
Failure 0 sessions and/or gear save the clothes and equipment on their persons. They did,
Marginal Victory contri b ~ ~ t enoth-
d however, succeed in destroying the altar of the EPs' deity (albeit by
Victory ing when actually the skin of their teeth), and their adventure is thus classified a s a
Total Vi~tory 8 present. Very silly "marginal victory" by the QM. Furthermore, the QM decided that this
o r argumentive particular scenario counted a s "long." As the base for "active" is 5,
Modiflw players also ex- the bonus for "marginal victory" is 2, and the modifier for "long"
Short x0.5 hibit marginal be- adventures is 2, Alyssa would, at most, receive an additional 14
I Medium havior. AP/Qs ((5+ 21 x 2 = 14)for that adventure. Note that had her player
Long Moderate par- missed a session or two, her rating for participation might only
Stretch x9 ticipation means have been "moderate." For information on spending APJas, see
that the player ei- page 134 of Chapter 1 1.
more than o n e $X level at a time d u e to adventurin~,but it may be
A warding Specific possible for Lower Class individuals.
STEEP Accomptishment points financial Change, Gain Or ~ o s s increases
: in income or pocket
These aregiven during the course of the adventure, and are either money d o not necessarily mean that a n HP's SEC will change-not
awarded for a really great dice roll o r the clever use of a K/S Area. unless the HP uses the additional money to increase Net Worth. The
Whether or not to hand these out is entirely u p t o the QM. We would main idea is that of permanency, o r at least of very long-lasting effect.
tend to be more generous with clever actions, but really conserva- Say, for example, that an aristocrat adopts a street urchin, but before
tive with great rolls. The award for clever actions is usually in the 1-4 h e can d o s o legally, the child must live with him for o n e year. The
range. As far a s rollsgo, only when a roll is of critical importanceand/ street urchin'sSEC would n o t b e increased duringthat o n e year, even
or is a Special Success should it be followed with a gift of AP/S. The though the child would b e living in luxury. Only after becoming an
AP/S Awards table, however, lists s o m e awards for great rolls. Just official heir would the child receive a boost in SEC.
cross-reference the result with the DR of t h e roll. To determine when to change to a new SEC, simply calculate the
For information o n the use of AP/S, s e e page 136 of Chapter 1 1. minimum and maxirnum values for your HP'scurrentSEC1s Net Worth
category. If Net Worth drops below the minimum, o r increases above

1 '1
V Y Y the maximum, then the HP will move to the next SEC if his or her
Vocation (or work office, etc.) merits this. Once your Net Worth has
AP/S AWARDS reached a different level, your Disposable Monthly Income will also
Success Special S u c c w change to fit the level for the new SIX.To accomplish this, simply re-
- 1
roll for your HP's new Disposable Monthly Income using the dice for
Very Difficult 1 your new SEC level. Note that you should ignore any rolls that are less
Extreme 2
than the current amount if the HP is going to a higher SEC, or values
areat s h o t 1 greater than the current DM1 if the HP is moving to a lower one. In
Awesome Shot * 2
addition to the monetary impact, a move across o n e SEC is also
' A Great Shot occurs when a n attacker's PACwas reduced frequently accompanied by the gaining of o n e Special Connection
to half the BAC but the persona hit anyway. It is recam- and, sometimes, the loss of another.
mended that this award only b e given t o those with a BAG of Here's An Example: After recovering an extremely valuable
5OorIess.
artifact during a n adventure, Alyssa is able t o sell it for 50,000
"An Awesome Shut is just like a Great Shot except that
BUCs (net), which s h e immediately invests, increasing her Net
the hit killed the target as well. Someone with a BAC higher
Worth. As s h e now h a s a total Net Worth of 132,000 BUCs, and a s
than 50 would receive the award for "areat Shot" if s h e o r h e
s h e needed only exceed 110,000 BUCs (the maximum amount
made one of these.
that can b e generated by rolling 1OD 10+ 1 0 XI ,000) to be pro-
moted t o Lower Upper Class, and a s mages can b e of that class,
s h e now goes u p t o the new level. Correspondingly, her DM1 also
rises from 550 (the result of rolling 3D6 x SO) t o 9 0 0 BUCs
(determined by rolling 1 D20 x 1 0 0 until the result is greater than
Awarding Exceptional 550). Also, a s her newfound wealth takes her into a new crowd of
Accomplishment Yoints people, s h e gains a Special Connection. The QM rules that s h e has
The best, but rarest, kind of Accomplishment Points are given for not changed so much that s h e alienates any of her old friends. (But
exceptionally clever playing. The award could be 1 point added on to she'd better b e careful ...)
an ATTRIBUTE, a new K/S Area or Sub-Area, 1-3 more JFs, or 1-3free Office, Position. or Vocational Change, Gain Or Loss: Heroic
Special Connections. S e e page " of Chapter 1 1 for notes regarding Personas are often treated somewhat outside the mainstream of their
these. SEX, especially if they are travelling outside their home region and
their true SEX is not easily determined by the local OPs. As o n Earth,
Changes of Socio-Economic Class travellers have a certain mystique that sometimes awes (or revolts!)
Over the course of agame, the SEC of personas can either increase locals who have not travelled outside their place of origin.
or decrease depending o n their perceived Vocation, what kind of An HP's social status is in many cases affected by their good (or bad)
financial condition their adventures leave them in, o r their deeds, or success o n a special mission. One way this can become
acknowledgement by governing figures. Qenerally speaking the somewhat fixed is when they are rewarded for service to acommunity
main consideration for this is a persona's performance or Net Worth or region by the granting of official position by those able to bestow
(see "Office, Yosition, or Vocational Change, Qain Or Loss" and such status. Social standinggained through these means may or may
"Knighthood or Title, Qain Or Loss," below.) Once a persona's Net not includecertain dutiesof the office. (How else torealistically a q u s t
Worth, adjusted for age, has risen or fallen to a level appropriate for the HP's Disposable Monthly Income?)
a new SEC (See the SEC table on page 59, and the age modifications Also, since part of the reason for adventure is t o acquire riches and
tables on page 104, both in Chapter lo), then the persona will have treasure, a persona who comes into a large sum of money can find
moved to the next SEC level. Personas should not normally move themselves changing SEC levels a s in the above example with Alyssa
(as long as it is invested in Met Worth,
of course). This is, by the way, the
most common way forHPstoadvance
in SEC.
Then there is the other condition:
loss of office or finances, or a n ad-
verse change of vocation, resulting in
downward SEC movement. Changes
in Vocation are usually not too finan-
cially helpful for personas. The rea-
son for this is evident: The personas
often need to start at the bottom and
work theirway up. (Profession orwork
might be another matter.) Easy come,
easy go ....Rags to riches can just a s
easily become the reverse.
Knighthood o r Title, Gain Or
Loss: A persona who performs well
and pledges fealty to nobility o r roy-
alty may gain a title and land, possibly
even becoming a member of the no-
bility, if not already of that status.
Such titles and lands aregranted only
rarely, to heroes who greatly aid thc
cause of the state or its rulers.
Unless heredihy, n o title is per-
manent. A revolution could c o m e
about, with the tiPlosingeven heredi-
tary title (and possibly more) to a persona more favored by the new ones immediately above to assist with o r grant. Frequently, however,
ruling government. materialism and the desire for greater recognition prompt social-
Heroic Personas who disgrace their liege o r their title wiil not lose economic climbing. While striving to better or change one's lot isn't
only their title, they will also b e reduced o n e or more SEC levels, condemned, the manner in which this striving is accc,;iplished often
dependingon the reasons surrounding their loss of favor. In the most present us with another picture entirely ...
severe instances, such HPs may b e branded traitors and forfeit their Lessers are of three sorts, two of them particularly interesting. The
freeman status (becoming convicted criminals and being impris- nonexcitingsort is that average group which pays proper respect due
oned, or being exiled from the country, unable to return save as an the personas, neither more nor less, politely serve, interact normally,
outlaw). and gets on with things. If these sort have motivation toward higher
Attitudes Of Lessers, Peers, a n d Betters Toward t h e Socially attainment, they channel it into doing their best in the framework of
Mobile Persona:There is perhaps need toencourage thegamemaster their position. Excelling there will bring rewards, and they know that.
to roleplay the social interaction of Other Personas with the Heroic The other two, those of interest to the QM, are the toady and the
Personas' in regard to class distinctions. This, in turn, will encourage, resenter.
possibly teach, the players to d o likewise. The game will be more Toadies are unctuous, fawning, and sycophantic. They attend,
interesting for it! What follows assumes a risinginSEC level. However, flatter, stoop and bow, serve, agree with, ape, and otherwise try to
a little interpolation will enable the CiM to manage splendidly when ingratiate themselves with their betters. This is done in order to get
dealing with those unfortunates who find themselves sinking into the largess, togain more business, o r to be noticed, or in hopes of gaining
morass of the underclass. Similarly, the treatment subsumes the from the association with thesocially superior. They secretly envy the
three general classes (peasant/Lower, freeman/Middle, and aristo- position of their betters and wish to climb to that level (and above if
crat/Uppcr) when it refers to lessers, peers, and betters; but in fact the possible). Of course they will use any means to d o so, not just
general attitudes apply regardless of what position o n e assumes as toadying. They will commit acts which are questionable or downright
medial, although s o m e adjustment for attitude expression and r e immoral, betray, deny, and so forth. Once advanced, these individu-
sponse modes might be necessary. als usually forget those they once toadied to, because they are busy
The basic motivators of lessers in general are want and need-real trying to go higher still. They have n o time for their equals, let along
and perceived. If there are real and great wants and needs, then the those beneath their station!
desire of lessers to attain something more is not only understandable Toadies come in many levels.There are aristocmticonesof 7th, 8th and
but also reasonable, if not necessarily attainable or possible for the even 9thSEC level (thelatter found around the royal farnily), freeman level
toadies sucking u p to those immediately above them, and, yes, peasant aid, encouragement, and so forth, all the manipulators really give is
toadies, too. 3rd level peasantscan aspire to having freemanstatus, while the opportunity for t h e lesser t o pay dearly in s o m e way for nothing.
in the lowest ranks the toadying occurs more in the outlaw circles (with Manipulators exact their price from a lesser and then discard him or
their complex subculture SEC) than elsewhere. her, for they care nothing a t all for those of lower station, of course.
Resenters may b e filled with envy, jealousy, and hatred; but they Of those lesser persons the Heroic Personas meet, about half
aren't seeking to climb as are the toadies. They are as acutely aware should be the unremarkable soh the remainder equally divided into
ofSEC ranksas are the toadies, but theiranswer isdifferent. Resenters toadies and resenters.
typically feel that they can't rise, s o they want to pull those above In their new peer p u p there will be more reactionary sorts, so about
down to beneath their own level. Thus, they are slow to comply with threequarters should be difficult in one way o r another. Above, patticu-
orders, surly, rude, coarse, insulting, and sometimes downright lady in the aristocmtlc tanks,the aM should make l i e hell for a rising HPI
dangerous. Many resenters turn t o outlawry. They are otherwise On firth, states with the s a m e pantheon tend to have peer societ-
troublemakers and often outspoken rabble-rousers. They may in- ies. Thus,anobleof o n e nation is notgenerally lowered instatus when
tensely dislike those of higher social position, but they tend particu- in another ofthesame pantheon. Equal allies tend tosharestatus, but
larly to hate rabidly those who have advanced to a station above the weaker is accorded a one-rank drop. So too, conquerors have at
theirs. It demonstrates that there is mobility in the system, and resenters least o n e level Ngher status than the conquered, the rich state one
hate to be confronted with that fact, for it means they are falling in two greater than the poor, the able o n e level higher than the unable.
ways: not doing so themselves and not brinang others down. Enemies are always o n e level lower in status, perhaps two. (When
Peers, the equals of the individual(s) in question, have a large Alexander the Great tried for equality between his Macedonian-
segment which is indifferent to othersin, or rising to, theirlevel. Some Grecian subjects and his Persian ones, the former were greatly
are pleased to s e e that mobility is possible. These latter types might upset .... This is a historic example of long-standing rivals and foes,
actually encourage others to feel likewise, or go so far as to promote and of the victors and the vanquished.) aiven time, this might
yet higher advancement by those obviously able, seeing a greater disappear, but then agaln it might worsen.
benefit to all thereby. Socialeconomic peers likewise come in toady Also, generally famous, long-ruling nations with power have oonsider-
and rescnter varieties, but they will be fewer in number. These able status with regardto their upper classes, regardless of other consid-
toadies will not be s o blatant in what they do, but will instead b e users, erations. For example, a freeman of /Erthls A?gypt is generally given that
seeking to find gain of s o m e sort from using the personas for their level throughout the whole ofmopa, Afrik, and some of Azir, too-where
wealth or knowledge or position. Resenters will typically mask their the -tiam aren't the hated foe1 Naturally, the same applies for the
envy in pretended contempt for "jumped up" individuals. aristocratstoo, and in some cases it pertains even when enemy states are
There is, however, a block which will be stalwart champions of the concerned, but the peasant class is not so accorded status.
status quo. They are exclusivists. Such folk simply see things as Mutually able states often give cross-acknowledgement of ability,
fixed, and they dislike change, so anyone rising doesn't belong, and despite differences of race, language, pantheon, and s o forth.
that is especially true if they are different. Speech, manners, race, Lyonnesse is respected for its fighting ability in many lands, and
religion, nationality, education, habits, interests, work, orjust about likewise for its magichal prowess. Thus, in /Egypt, bards of that state,
anything else can serve the exclusivists to shut out the newcomer(s). o r of any of the Avillonian Kingdoms for that matter, would be treated
RILE, they shun, ignore, speak down to, denigrate, and isolate the mobile at a rank equal to their station in their own land and vice versa. In
persona(s).In this exclusion they will be bolstered by the resenters. short, gamemasters must decide, based on the campaign each
Betters tend to fall into two broad groups outside those who have devises, just who is a "better," "peer," and "lesser" as the multitude
a benign view of the SEC structure, its members, and the mobility of situations play out through the adventures of the HP group.
thereof. The haughfy group simply has no interest in those beneath
the nl (or newcomers to their level), so in effect they are much the CREATING OTHER PERSONAS
same '7s the excluders, only worse, for they are convinced they are And now, with that information out of the way, we present the
truly superior by birthright, station, etc. Arrogance, flippancy, and section that you have been waiting for--the guidelines for OP cre-
demeaning a t t i t ~ ~ are
d e added to the exclusionary repertoire. ation. Basically, there are four kinds of Other Personas in the Mythus
There are also the fearful, those worried that those beneath their game, each of which is described below:
level will rise and supplant them, sending them down in level; so they (1) Evil Persona (EP): This kind you're already familiar with.
become suppressors. Similar to resenters, suppressors d o their best These are the bad guys with whom the HPs are in opposition. One
to keep all beneath their SEC rank immobile. They are sneering, could be an assassin, a bandit chief, a powerful evil sorcerer, a
insulting demanding, exacting, and brutal.They will drive backthose nasty official, o r a petty lord who has it in for the HPs.
that would advance, flog those who are below, and thus allay their (2) Heroic Personage (HPQ): This is a powerful persona who
own fears of inadequacy and inferiority. supports the cause of the HPs and may occasionally aid them,
Yet one other group, albeit a smallish one, remains. That is the serve as a patron, etc. An HP whogoes into retirement after a long
rnar~ipulators.Betters, just a s peers, can be users. They can present and successful career, but who may still appear in thegame every
a hale front which seems to accept lessers in their company, and now and then, makes for a good HPa.
meanwhile be motivated by nothing more noble than expediency. By (3) Monstrous Personage (MPa): This is a powerful entity who
seeming to offer acceptance on equal terms, possible advancement, will usually, though not necessarily, be aligned with the EPs. The
main difference between MPas and EPs is that MPas are very decision, we have developed four main classifications of OPs, a s
powerful, not human (or n o longer human) and d o not normally revealed in the OP Power Class table, below. At this point you can
appear in the campaign a s a recognized part of society. choose the best power classification and see how it works out. The
(4)Mundane Persona (MP):If apersona isnot of oneof the types nature of the classification will, of course, strongly influence what
mentioned above, then he or s h e is probably an MP. Sometimes other resources the OP has farther down the road.
such a character will b e a Friendly Persona ( F P h "sidekick,"
helper, etc. to the Heroic Personas. Mundane Personas are basi- Other Persona Statistics & Movement
cally the teeming throng of average humanity that the HPs interact Thestatisticsyou\assign an OP will have agreat deal to d o with your
with on a daily basis, but who may or may not help the HPs in original conception of that pcrsona. For the most part, you will take
achieving their goals. The biggest thing to keep in mind with MPs the average numbers for the type of creature and modify from there.
is that they are not always what they appear to be. The friendly The average human AITRIBLTE, for example, ranges from about 9 to
bartender might really b e the leader of agangof assassins (an EP), 12, though just about everyone, even Class I OPs, will have a couple
or the old merchant might b e a demon in human form (an MPa). that are below o r above average. The average for non-human mon-
Exactly who is what is a matter for the a M t o know and the HPs to sters and animals could very well be a lot higher or lower. A grizzly
find out! FPs, of course, are generally another matter ... bear would have an average PMPow of 40 but only an average MKPow
The following is a short summary of the process for creating an OP. of 2 . A list of the average ATTRIBUTES for any given type of creature
Each point will be explained in more detail afterwards. is called a Base Scheme. Most Base Schemes will be accompanied by
(1) First determine the type and power of the persona a s a die roll that can b e added to (or deducted from) an ATTRIBWE to
outlined below, a s well as the persona's role in the game, and personalize it for an individual persona. As an example, the following
perhaps personality, background, motivation, physical descrip is a base scheme for a human followed by o n e for a bear. Also notf
tion, etc. If the persona is a n MP, this is probably all the inforrna- that no die roll can reduce an A'ITRIBUTE below 1:
tion that you'll need unless you plan for him or her to get into a
fight with the HPs. Encourage players t o assist you with FP details. \ *
(2)Next, assign the persona's AITRIBUTES, CATEQORIES, and
TKAIT totals. Also figure out WL, CL, and any ELs the persona
t -- -- -
OP Power Class
- - - -- r - - - -
might have.
Minor Ability Persona. This is a n OPsuch as a
(3)Then proceed to assign the persona a Joss level, Vocation,
child o r a weak, elderly man who can
and SEC if any of those things are relevant. Make sure the SEC fits
accomplish very little o n his own. Such
the range for the OP's Vocation and work/standing.
a persona will generally have only be-
(4)Next come a few basic K/S Areas and STEEP ratings. Mote
low-average toaverage AlTRlBUTES, few
that you will not figure out allof the persona's K/S Areas, but only
K/S Areas, little money, etc.
a few of the most important at first. Also, remember to choose
Standard Ability OP. Your typical guardsman,
Sub-Areas and assign a Movement Type (walking, swimming
EP thug, guard dog, o r other persona
flying) and Movement Rates. (Istrotting equal to double the OP's
who can put u p a good fight but doesn't
Physical TRAlTin yards per BT, like for humans? Or one-and-a-half
pose an extremely difficult threat to the
times P, like for horses? Is it higher perhaps? Or lower? Is trotting
HPs would come under this heading. A
even possible for the OP?).
few FPs are Class I1 as well.
(5)Then include any possessions or other resources that are
Important OP. This individual is typically a
important to the w e . Does the monster have treasure? Does the
leader of agroup of Category I1 OPs, and
thug have a bottle of poison with which to coat the blade of a knife?
will prove to beatough foe ifchallenged.
( 6 )Next you should assign any interesting Quirks and Countcr-
Such OPs will oRen have ATI'RIBUTES
Quirks the pcrsona might have. These could be Quirks like those
which are above average and possess
of the tips--such as ambidextrousness or insanity--or even
lots of resources and K/S Areas-not to
more remarkable things such as Extreme Attractiveness, the
mention Joss Factors-as well. Some
ability to cause disease by touch, a poisonous bite, a petrifying
FPs might fall into Class 111.
gaze, immunity to normal weapons, or merely excellent Percep-
Climactic Persona. These, the most powerful
tion of both Mental and Physical sorts, perhaps.
type of OPs, will only appear in the game
(7) Finally, assign whatever weapons and armor (including
rarely-but when they do, t h e HPs had
natural armor and attacks) you would like the persona to have.
better watch out1Such personas include
Qreater Demons, vampires, and other
T h e Power of t h e Persona real nasty monsters, as well as very rich
The nature of an Other Persona in your game all depends on what
and influential EPs-not to mention a c
you need at the moment, and you probably already have a good idea
complished d w e o m e r c r ~ f t e r s .HPQs
what you want the OP to be like. The most complex thing to decide is
often are Class IV.
how powerf~~l you want to make the Other Persona. To simplify this
Human MPQs, have ATTRIBUTESfar beyond t h e human norm. For putposes
W e Scheme (+I- I D6 per A T l R l B U E ) of determining such creatures' Speed modifier for Initiative rolls, it
M; 56. EL: 44 P: 58, WL: 43, CL: 52 S: 52, EL: 41 may b e necessary to divide their Physical Speed ratings by their size
Plft 20 MM: 28 PM: 30 PN: 28 SM: 28 SF: 24 modilier (how much larger they are than human) to obtain a Coni-
MlK3p: 10 MM-1,: 10 PMQp: I 1 PNCap: 10 SMCap: 1 1 S-p: 12 parative Speed. If such is the case, it will b e noted in the creature
MKl'ow: 9 MMPow: 9 PMPow: 10 PNPow: 9 SMPow: 9 SPPow: 8 statistics. By the s a m e token, s o m e very small creatures have AT-
I I : 9 MMSlxl: 9 PMSpd: 9 PNSpd: 9 SMSpd: 8 SPSpd: 6 TNRUTE ratings that are only a fraction of human norm, and for
purposes of determining Initiative, their Physical Speed ratings arc
Grizzly Bear multiplied to obtain a Comparative Speed, a s indicated in the crea-
k s e Schcnle (+I- I D6 per A T l R l B U E ) tures' statistics.
M (Cumin$: 1 6 P: 260, WL 234'. CL 260'
MR 6 MM: I0 PM: 160 m:100 OY Vocation, K/S Areas, And S'TEEY
MtKap: 2 MMOp: 4 PMCap 00 PNQp: 36 A Vocation is mainly useful for Heroic Personages and Friendly
r l w ~ w2.: MMPOW: 4 PMPow: 40 PNPow: 28 Personas, though the Knowledge/Skill Areas and their accompany-
Plf<Sptl: 2. MMSlxl: 2 PMSpd: GO+ PNSpd: 36 t ing STEEP scores will prove important for any OP with which thc
personas will have morc than a passing encounter.
WL percentage for a grizzly is the =me as that for a human's Even OPs will occasionally need to make K/S rolls during the
(or most other animal's) CL. ItsCL is the full PTKAIT, and the bear course of the game, and s o you should have s o m e idea a s to what
can continue activity with u p to a -IO(YUof P TRAIT in Physical abilities thcy have bcforc you turn them loose in the czmpaign.
for a s long ;LS o n e AT, but then death occurs.
cl,lri~,~gc Fortunately, it will not b e necessary to determine all of their skills
tDivide by 6, as Uie b a r is G x h~~man-sizcd, to find arlual beforehand, just try to get a few of the more important oncs first arid
(comparative)S p c c d s i n this case a PMSpd of 10 and a PNSpd of 6. then assign the others as you need them during the course of thc
game. A system for doing this is provided in this section.
A s you c a n s e e frorn theabove, the bear isnogcatthinkcr (but has The way it works is this: Any K/S possessed by an OP will be
cunning), and you certainly wouldn't want tomakeit angry! Notcalso either a Primary, Secondary, or Tertiary skill. Primary skills arc
t h ~ at s an animal it has no Spiritual TKAIT. Likewise, keep in mind the o n c s that you think thcy will most likely need and that you
that Lt~enl'wirnurn scores for hunlan ATl'RIBUTES is 30 for Physi- should figure out in advance. Secondary skills are those that they
cal artd 40 for those of Mental o r Spiritual nature. If you wanted a n need to u s e over the course of the game and that you think that
Lvtl Persona (or anybody else) to have higher scores, however, you thcy would be relatively good at. Tertiary skills are like Sccontiaty
(oulcl just s ~ thaty the persona wasn't human or was magickally skills, but arc o n e s with which thcy have a lesser chance of
c n h m w t l ! Such OYs would certainly qualify a s Class I l l or much s ~ ~ c c c e d i n The
g . OP STEEP Levels table lists conlmon ST1:I:I'
morc probably Class IV. scores for each type of skill a n d the number of Prime Arcas hcld by
Whcn creating an individual OP for whose race you already have each Power Class.
a base scheme, you could merely take the Base Scheme and use Continuing the example of the peasant boy, let's assume tlial,
il, or you could roll for changes, a d d o r subtract points arbitrarily before play, we choose to go by the table and give him onc Ptinlc
above or below the suggested amount, or completely make u p the K/S Area--that of Crirnirlal Activities, PhysicaCand furthermore
stdts on your own using the Base S c h e m e merely a s a guideline. give him a STEEP of 4 0 for it. After the game begins, he n ~ e e t on
s Ilk'
The latttr technique will be most frequently used when you a r e at the wharfandoffers tocarry theman's baggage fora few coins. Thc
m:lltirq a Class I l l or Class IV persona whoshould be exceptionally tip is suspicious but is not beyond convincing, s o we decide that t tic
tough, or even just a little Class I chap who is very important t o boy can succeed in persuading the tiP (if we, a s QMs, somehow firil
your story. Note that many creatures, such a s dragons, ogres, and to convince the player) if he makcs a successful 11~f)~lcricc (Pc'c:r.s[r:c-
vampires, are s o tough that even with average ATTRIBUTES they sion) roll. We didn't assign him this K/S before, but decide that it, isn't
s t d t out a s Class Ill creatures. But otherwise, those of Class I and too unlikely that the charming little fellow would havc it, and s o we
I 1 w~llhavc avcrage to below average A'ITKIBUTF3 for their race, rule that it is a Secondary skill which the youngster posscsscs at :I
q ) ics, ~ kind, elc., and Lhose who are higher will have average to STEW of 25. We then make a note of that (in case the boy ncctls Lo
,tl)ovc-average scores. This is by n o means a hard and fast rule. A roll against it again) and continue the game.
Cl,~ssI Of' who is a young but very bright peasant
boy, for example, could have an MRCap, MRPow,
and MliSpd of 2 3 each, but the rest of his non-
OP STEEP Levels
Mental AITKIBIJ'I'ES could b e merely from 8-10. Primary Secondary Tertiary
Likewise, a very powerful persona could have a OR Class K/S Areas K/S Areas K/S Areas # Prime
few low AITRIBUTFS. This serves to provide weak- I 30-40 l 1-26 6-10
nesscs that the tips can capitalize on, if they 36-45 26-35 11-25 2
become aware of them. 41 6 0 3 1-40 1 1-30 4
Cornparalive Speeds: S o m e OPs, particularly IV 6180 4140 3140 8

u
Note that if you don't think a n OP would have a certain K/S, you the HPs have. Such things a s money, magickal devices, weapons,
certainly don't have to assign it t o him even a s aTertiaryskill. If the equipment, Heka Reservoirs, Special Connections, and other
peasant boy needed t o make a n Alchemy roll, for example, h e things that t h e OP could u s e for or against the HPs could be listed
would just b e out of luck. Remember t o assign whatever Sub- a s such. IMPORTANT1 Note that any such possessions which arc
Areas are necessary, although OPs don't have t o gain them a t t h e in the hands o f an EP or MPO could be seized by the HPs sooncr
exact s a m e rate that t h e HPs do. We would just tend t o hand out or later, so i fyou assign something to an OP that you really don't
whatever Sub-Areas are needed and leave it at that. Feel free t o want the HPs to get their hands on, you must lake safeguards to
Specialize OP Sub-Areas a s well. You may also, if you wish, record prevent them from so doing1 However, it is good for the HPs to
a few Secondary a n d Tertiary skills beforehand. (In s o m e in- obtain interesting a n d useful items by defeating their foes, and
stances, it might b e a very good idea to d o so.) Note that you can you should oRen make s o m e effort t o only reward them in such a
modify the table a s you desire. A Class IV persona might have only manner.
two Prime K/S at STEEP 20, o r a Class I might have 10 Prime K/S a t
STEEP 60! O Y Quirks & Counter-Quirks
Next, what you need are s o m e suggestions for what K/S Areas to Quirks for OPs can be a little different than those for HPs. The
assign. For human OPs, E/S Oraces, Native Tongue, Perception special powers and abilities which are held by powerful OPs, such as
(Mental and/or Physical), Riding, a n d Trade Phonccian a r e nec- the werewolf's resistance to normal weapons and the vampire's
essary, a n d Influence, Sports, Criminal Activities (both types), ability to change into a bat, are all considered to be Quirks--as arc
and a few Weapons skills a r e all good ones. For animals o r specific weaknesses, such as the werewolf's vulnerability to silver
monsters, the following are very appropriate: Perception (Physi- (actually a Counter-Quirk). Quirks can be a little less extrenit, as
cal); Criminal Activities, Physical; Sports: Swimming/Diving: w e l U h e keen smell a n d hearing of a dog are common thou(~h
Mountain Climbing; Survival; a n d perhaps Deception. Note that superhuman abilities. Not all, o r even most, Quirks need be super-
Animals will have no Spiritual TRAIT (although Beasts might) and human either--only such things a s are appropriate for the person,]
very few--or no--Mental K / S Areas. Finally, Dwcornercrzft, in question should be used.
YricstcrrcR,a n d the other Heka K/S Areas are interesting to add if But when assigning Quirks to OPs, keep in mind that advantageous
you really want the creature to b e tough. and disadvantageous Quirks don't necessarily have to balance out.
Likewise, it is not a good idea to utilize Quirks that "monkey around"
OP Joss with the game mechanics. (The "Rules Police" niight come for yo11iri
Joss is a tnuch more critical matter. We suggest assigning Joss the night ...or-worse yet-your OPs might grow too coniplicatctf to
according to the OP's Power Class, and a short table providing be utilized easily!) A s you have to keep u p with a lot of EPs, MPs, m i
guidelines for that is given in the sidebar. the like, having thern with characteristics which lay outside the g&nt
Keep EP J o s s low; but give HPas more than shown o n the table if n ~ l e couldget
s at lcast slightly confusing. Another piece of advice h c a
you wish. to d o with keeping track of OPs in combat. Wllcn the LIPS are doing
We generally recotntnend that you be conservative in assigning battle wiGl a horde of like W s , it is usually a great deal easier tojust
Joss to OPs. There may, of course, be exceptional circumstances use the same information (ATTKILTUTES, Wound Lcvels, K/S Arc-'15,
when even a Class I persona would have Joss. If you feared that the Quirks, weapons, etc.) for each one.
tIPs niight try to harm the peasant boy mentioned above, for in- When assigning Quirks for humans, use the lists provided in
stance, you could assign him a s many a s 14 JFs to make it harder for Chapter 10. Ttiere are also many examples of Hekaengendcrcd
them to d o so! This is actually quite a good way to help low-power natural powers for non-humans in the Mythus Magick book. Or fccl
personas defend themselves. free to add your own, taking c u e to maintain game balance.

OF' W e a p o n s A n d A r m o r
OP Joss Factors Anally, it will b e necessary to assign the OP whatever weapons or
Joss Factors armor you desire it t o have. This, of course, will greatly influence how
None tough it is and will b e determined by how much of a challenge you
1-2 want to pose to the HPs. Artificial weapons are covered in the chapter
38 (1D6+2) o n com bat (Chapter 12), though it may be interesting to occasionally
9-14 (1D6t8) invent new implements of destruction for the more powerful foes Lo
wield against the HPs. Likewise, the natural weapons used by Aninlals
and Beasts are covered in more detail on pages 3 10 and 3 1 1. YOLI
should have the same kind of information for these a s you d o for other
lethal, Physical combat weapons.
Outstanding Kesources As far as armorgoes, you can equip your OP with the same artificial
a n d Yossessions f o r OYs armor which is available to the HPs, make u p some new types, or try
What we mean by "outstanding" is anything important enough natural armor when it isappropriate. Information on armor iscovered
to be broi~ghtout in thegame, but not necessarily betterthan what in much more detail in Chapter 12.
CKEATING MONSTROUS THINGS
Creating subjects of this sort is similar to generating Other Perso- The main thing that separates Bestial ffeaturesfrom the mundane
nas. Monstrous creatures and beings are usually much simpler t o animal world is the enhanced abilities or innate magickal powers they
create, however, especially when the subject will not possess mea- have. The followingsections should give you a good idea of the kinds of
surable intelligence-although it might well replace that with cun- special abilities a beat might pas-.
ning. In many other cases, though, only Physical scores, natural
weapons and armor, and a basic description needs t o b e generated. Natural Weapons List
There are many different types of monstrous things, and their origins Many of the weapon characteristics for such creatures, thlngs such
will tell a lot about certain charactelistics they may or may not have. as BAC and Range, can simply b e pulled out of thin air. The attack rate,
When creatingan animal or monstrous thing, the size of the creature or however, will have a lot t o d o with what combination of weapons you
being will probably have a considerable influence on its Physical scores. give the creature. A werewolf, for example, can attack with each of its
' h e Comparative Sizes and Physical Ratings table has been created to two claws and bite all in the s a m e CT.The werewolf can likewise parry
serve as a very general aid for such construction. The numbers represent with its claws, although it would have t o forego an attack t o do so.
a mnge for a certain ATRIBUTE or the Physical TRAIT. Since its claws are long and a s hard a s steel, however, they would
Keep in mind that neither the PMPow nor the PMSpd would have to count as artificial "hand" weapons for parrying purposes. Als-just
be as high a s the PMCap. The main use for the PMCap in monstrous for the sake of simplicity-you canassume that such natural weapons
thing creation is to pad the beasties' Physical TRAIT so that the are never subject t o being damaged or broken when parrying. Fur-
creature can take a lot of damage before dying. Beware of very high thermore, feel free t o a a u s t the level of BAC listed for the sample OPs
PMPows, however, a s a really high damage bonus could make your OP (beginning o n page 32 1)given below. Adecrease of around 2D6 or s o
an invincible foe if it is applicable to Physical damage inflicted. is good for weakening such a creature, and a n increase of from 1D6
Ikmcnibcr that you only want t o challenge the HPs, not wipe them t o 5D6 can toughen it considerably. Remember t o boost (or lower) its
out. Also, it often follows that a very large, bulkysubject will probably Physical damage bonus if necessary.
not have a s good a PMSpd or PNCap rating d u e to its slowness and/or Suggestions for the type and base amount of Physical damage
clumsiness. This is not the case all of the time thou* tiger'sscores inflicted by certain natural weapons are given on the Natural Weapon
in these arcas will far exceed those of an average, fast human. Damages table. In all of the cases, the creature's BAC and PMPow
It is reconimended that you follow the practice of aGusting Physical damage bonuses (see Chapter 12) can b e added to the Physical
Speeds according t o size compared t o that of a human. Thus, there damage ratings listed, although that might not b e true for all nat~lral
are divisors or multipliers based on this comparative: weapons (such a s the medusa's snakes).
12 x human sized = a divisor of 12
2 x human-sized = a divisor of 2 Heka And Heka-Like Yowers List
0.5 x human-sized equals a niultiplier of 2 Here is a list of sample Powers for various creatures and beings of
You get the idea! unusual sort, just to give you a n idea of what can be done. Also, feel
In any event, have fun and try t o keep it balanced. Don't forget to free t o utilize human-style Quirks, such as ambidextrousness and
figurc out Effect Levels. Wound Level, and Critical Level if applicable. STEEP bonuses (if applicable), as well:
You'll probably need all of them except for the Recovery Level, which Cause Disease: The subject can expose its victims (i.e., force
IS mainly something that only HPs need to worry about. Wound Level them to make a Contagiousness roll) t o s o m e sort of disease by
might not apply to savage creatures, either. touching them, breathing on them, etc. Adisease which is harder forthe
As far a s movement goes, the first thing t o keep in mind is that not creature to spread however, should be more powerful--and vice versa.
d l subjects will have the s a m e basic movement rate a s humans. As Cause Insanity: This is similar t o Cause Disease, but requires
you recall, humans are P x 1 in yards per BT. Although s o m e swift- that the victims make a n Insanity check. This will usually be at a
footed aninials have a base of Px 2, a very slow, bulky creature might fairly low DR (say "Easy" or "Moderate") a n d will require that the
be only P x 0.5, and a fast, flying subject could be P x 5 or more. It all victims look into t h e creature's eyes, touch its oozing, slime-
depends on how quick you want the OP to beand how high its Physical covered skin, o r perform s o m e other s u c h action. A Class IV
'I'KAIT already is. Remember that HPs ought at least to have some creature/being, however, could perhaps Cause lnsanity in anyone
cham e of outrunning a Demon who is too powerful to fight! who c a m e within 10 yards of it. Extreme Attractiveness (see
Y w Lr Y I
below) is also conductive t o Insanity.
Duplicate Self: This is o n e we almost
hate tolist here where theplayerscan readit.
Comparative Sizes and Physical Ratings It simply involves the beastie causing an-
Size PMCap PMSpd PMClap P other creature like itself t o come into exist-
Small ( a t , gremlin) 5-25 10-25 10-25 20-40
Medium (human, guard dog) 12-18 9-12 ence. The method is highly variable, and
10-15 50-100
Large (tiger, bear) 25-75 9-20 9-20 150-250 c o ~ ~include
ld anything from the way a Preter-
Huae (DrakeWyrm) 60-150 9 11 5.8 350.800 natural vampire (q.v.) can make more varn-
Gigantic (mountain) 75-250 5-8 3-5 750+ pires by biting people, to the doppleganger
which can coqjure its fellows by killing its
A r 1
IC - a -C

310 0
avery high or very low Attractiveness rating. The fun of it is, if the rating
is extremely high o r low, the HPs could be Dazed, sent fleeing in terror,
o r driven insane by the sight. The FXtreme Attractiveness Effects table
lists some levels and possible effects.
The DR for Dazing is what a persona must beat with a n MR roll to
avoid being Dazed for the next lDlO BTs. The DR for Insanity, of
4D3,5D3,3D6,+ course, applies t o an Insanity check which must be made. Adoration
aiganlic 4D6,e k . is slavish commitment and service to the one in question. The DR for
Fleeingmust be matched against the victim's S M CATEGORY. If their
rolls for Fleeing fail, victims will flee in terror for 1D 10 BTs, retreating
at full running movement rate and doing everything they can to get a s
far away as possible from the object of their terror and as close as
possible to a place of safety (or o n e thought to b e safe.. .).
Qenerally speaking. only one of each type of roll need be made per
day per sighting of that creature type. If, for example, Alyssa met up
with a netherfiend (which would have a n Attractiveness of -8, or a
"Blasphemous" rating), s h e would immediately have to makea "Hard"
aigantic 5D6 MR roll to avoid becoming Dazed, a "Difficult" S M roll to avoid fleeing,
and a "Hard" lnsanity check. If s h e met up with another netherlie~id
Hom/hlskb* Piercing o r saw the same one again (an unlucky lady to b e sure) less than 24
hours later, however, s h e would nothave to make another set of rolls.
Later, s h e would check at one step easier DK for the same sort of
being. If she bumped into a barghest however (talk about a rally
unlucky lady!), she would then have to make another set of rolls appropri-
Conslriclingt t Small ate to its Attractiveness. Don't forget bonuses for STEEP in various K/S
Areas too, such as Demondogy, Mystiusm, and Yqp for example.
Hyperzesthesia: This includes a wide variety of things, including
Keen Senses (which allow a -1 o r so modifier to the DR of Perception
(Physical)rolls that they can be used for), Dark Vision (which allows
'The '+' indicates an optional progressive modifier decided upon the beast to s e e equally well in darkness or daylight, altho~lghat the
GM's option it might s e e better in darkness), and Mystic Vision (which

Note that a beastie with Dark Vision suffers no broken or diffic~tlt


terrain modifiers d u e t o darkness! For more informalion on

attxker's general s h , the same as for Smash atfacks, but subse- The subject simply wills the Chting Effect to happen and it does.
although a Link will probably still be necessary for Castings utilizing
Mental or Spiritual attack forms. Also, its a good idea to limit the use
of such Powers in some way, such as by giving a maximum number of
victims through draining their S TRAIT s o a s to become them. This is times per day or week that the Power can b e used, for example. How
great for both threat and intrigue rr -c---u
situations, a s it allows you to start
with but a single c r c a t ~ ~ rwhen
e Extreme Attractiveness Effects
things are in thc slow, "build-up"
Dazing 'Easy": Fleeing 'Easy"
stage, and then hove lots of them
Dazing, 'Moderale"; Fleeing 'Hard": Insanily, 'Moderate'
nlrining around toward the climax. Blasphemous Dazing "Hard": Fleeing, 'Dimcult"; Insanity, 'Hard'
Flay conservatively with it, how- -10 or less Ineffable
ever, lest the HPs be completely
overwhelmed!
Extreme Attractiveness: This Dazing "nard': Insanity or Adordon, 'Hard"
is simply a crc,iture who has either 30 or more Mind-Warping Dazing 'Difficult"; Insanity or Adoration, 'Diflicult"
much time the Castingrequires to take effect, what type of Materia (if Magick book for a description of Teleportation Castings.) As with
any) the creature has or needs to have, and how much Heka the Phase Shifting and Plane Shifting, how often it can be done is a prime
creature possesses, are also issues to consider. One subject, for consideration. Distance, as well as how much additional stuff it can
example, might b e able t o bite a n HP and then be considered to have carry with it, may also b e a factor.
made an automatic Link on the next CT for a Casting that will take
effect on the one after that. (This creature could be very nasty!) SAMPLE MONSTROUS CREATURES
Natural Weapons/Armor: This is a fairly obviousQuirk for critters Now let's take a look at some sample monstrous creatures. These
to have, and includes such things a s claws, tentacles, rows of razor- will give you a good idea about how t o design creatures of your own.
edged fangs, barbed tails, scaly hides, and even snakes which are and of course you canalso use these things In your adventures as they
attached to its body (such a s with medusas). See the previous section stand. See the bestlaries and sourcebooks of thc. Mythus game for
for information regarding these. more creatures and beasties.
Phase Shifting: A subject with this ability can acljust the size of its
atomic strudure and disappear into the another Sphere or Plane or Things O n c e Human
appear suddenly in Full Physical Form right beside its tenified victim. It Monstrous things in this category were once normal humans or
may require a few CriticalTurns, or even a full Battle Turnor so, to acljust humanoids but have become monstrous creatures, and most retain
its form, and it may only be capable of doing so a couple of times per day. only the form. ThisincludesUnalive, Undead, Unliving.Therianthrope,
Plane Shifting: This power allows an OP to instantaneously travel and the like. A few examples are given on pages 31 3 and 3 14.
from one physical universe, such a s Brth's, t o another one, such a s
Earth's. Such personas may or may not have a g e a t deal of control Spirits From Other Spheres and planes
over where they wind u p in the new Sphere/Plane, and might be At some point during their careers, the Heroic Personas are bound
limited in those to which they have access. Likewise, OPsof this type to encounter some form of spirit beings from elsewhere in the
will probably be limited as to how oflenthey can perform such travel. (We multiverse. These Partial- and Non-Physical Manifestations might be
recommend no more than once per day even for a very fast mover.) one commanded or otherwise summoned forth by those with Con-
Poison: The beastie can use poison against its enemies. The juration or MediumshipCastings or similar Hekaengendered Powers.
methods by which it may wield the poison are a s numerous a s the Otherwise, these encounters will b e Undead Spirits lingering in some
different types of poisons that it may have. An obvious way is poison place. Hostile spirits will likely attack those Heroic Personas who
fangs or claws, although it might be able to spit venom, breathe out foolishly challenge them to a battle of Mental orspiritual com bat. One
a cloud of gas, cause all water and/or food it looks at to become such hostile form of spirit is the Lemure, a s shown on page 31 5.
poisonous, or even sweat a poisonous liquid that effects all who
touch its skin. Have fun with this one!
Resistances: The creature is either wholly invulnerable or par- Material Subjects From Other Spheres
tially immune to a certain type of attack-such a s poison, disease, It is safe t o assume that many creatures and personas from other
fire, certain weapons (i.e., the Cutting, Piercing, and/or Blunt dam- Planes and Spheres will not willingly venture through a Portal under
age types), or even Mental or Spiritual combat. A partial immunity normal circumstances. But there is also always the chance that some
might mean that it only takes half damage (either before or after physical creature will have an idea of what a aate/Door is, where it
armor), or is only immune t o the attack in some forms. A subject leads, etc. Mages and Priests have some limited control over these
might be immune to poisonousgas, for instance, because it does not junctures, and have been known to use them for travelling to specific
breathe, but would be perfectly susceptible t o poison administered destinations. Another possibility is that one or more unsuspecting
by an arrowhead. Likewise, the werewolf is immune to all weapon creatures will be accidentally "swallowed up" by a suddenly appear-
attacks save for these weapons that are made of silver or enchanted ing Qate or Door. Whether through design or by accident, then,
by Heka. creatures and personas do indeed travel through these magickal
Shape Change: The OP can alter its physical form either slightly links between Planes and Spheres. This makes a plausible explana-
(such a s a young boy who can turn into a n old man) or greatly (such tion both for the strange disappearance of a persona and sightings of
as a young man who can turn into a falcon or a common bucket). The fantastic, mythical beasts. The gamemaster should refer to the sedion
time required for the transformation and the frequency with which it beginning on page 327 for engineering human and humanoid encoun-
can be done are also issues to consider. ters of this type. A trio of mythical beasts is described on pqes 3 18 and
Summoning: The creature can somehow summon other crea- 319, to serve as examples of the creation of other such creatures for
tures to its aid. A vampire, for example, could call forth a swarm of insertion in the campaign.
rodents or a pack of wolves if any happened to be in the area. The
frequency of such conjurings, the forms of things which can be Elemental And OtherPlanar Subjects
called, the time required for arrival, the summoning's chance of Preternatural and Supernatural creatures and beings such as
success, and what measure of control-if any--the conjurer has over Elementals, Shadow creatures, and even Netherlings can be sum-
the conjured are all aspects of this Quirk that will need figuring out. moned to the Material Plane for service to Heka users, or come
Teleportation: This allows a creature to travel instantaneously through use of their own innate Hekaengendered Powers or Casting
from one point in a Physical Plane t o another. (See the Mythus ability. See page 320 for a pair of examples.
SAMPLE THINGS ONCE HUMAN 1
Skeleton Zombie
IdentifSer: Unalive Identitla Unalive
Habitat: N/A nebibt: N/A
Size: Human-sized Size: Human-sized
Initiative Modifiers: Human standard Initiative Modifiem: Human standard
Modes & Rates of Movement: Modes & Rates of Movement:
Human standard: 120 yds/BT Human standard: 8 0 yds/DT
JON (AntiJoss) Factors: 0 Joss (AatCJoss)Factors! 0
Attractiveness: 4 Attractiveness: 4
Quirks: Nil Quirks:Nil
Dodging PactorlAvddance: 10 (less applicable armor SF penalty)- -. 36 Dodging Factor/Avoidance: Nil/&se: -, 12
InvulnerabUities:
Invulnerabilities: Cold
Cold Disease
Disease Poison
Poison Susceptibfitties:
Susceptibilities: Insinuation: Salk 6D6 PD/1 ounce
Nil Contact: Sall: 1D3 PD/I ounce
Attacks
Hands x 2
BAC
30
Damage Type
P
Base
3D3
Weapons: By weapon type, at BAG 30 plus Weapon points of weapon
Attacks
Fist x 2
BAC
30
Damage Type
B
Base
2D6t2
Weapons: By weapon type, t 2 damage bonus, BAC 30 plus Weapon
1
Statistical Detail: points.
M (Cunning): 40 P: 60", CL: 0 Statistical Detail:
MM: 20 PM: 30 PN: 30 M (Cunning): 40 P: 80'. CL 0
MRCllp: 8 MMCap: 8 PMCap: " PMCap: * ' MU: 20 MM: 20 PM: 40 PN: 40
MRPow: 7 MMPow: 7 PMPow: 12 PNPow: 12 MRCap: 8 MMCap: 8 PMCap: 20 PNCap: 20
MMSpd: 5 PMSpd: 18 PNSpd: 18 MRPow: 7 MMPow: 7 PMPow: 14 PNPow: 14
'At 0 (zero) P TRAIT, a skeleton is destroyed. MRSpd: 5 MMSpd: 5 PMSpd: 6 PNSpd: 6
**BeingUnalive, this thing need not and does not have Physical Capacity. 'At 0 (zero) P TRAIT. a zombie is destroyed.
Armor Scheme: Armor Scheme:
Pierce Cut Blunt Fire Chem. Stun Elec. Area Pierce Cut Blunt Fire Chem. Stun Elec.
Ron 4 2 8 4 16 16 NOn 4 4 8 8 16 16
'Maximum possible Physical damage for Piercing weapons is 1 point/die. 'Maximum possible Physical damage for Piercing weapons is 1 point/
Commentary & Description: Skeletons are animated, Unalive things die.
opemting under a Heka-prcgrammed action plan which they cannot break. Commentary&Description: Likeskeletons, zombies are also animated.
These are longdead remains which usually serve a necromancer. They may Unalive things opernling under a tieha-prcgmmmed action plan which they
be placed to guard an object or location, or they may be commanded to cannot break. These are corpses which usually serve a necromancer. They
accompany their master. Skeletons have no intelligence of their own and are may be placed to guard an objector location, or they may be commanded to
not subject to Mental or Spiritual attacks. However, they have a magickally accompany their masler. Zombies have no inlelligence of their own and are
imbued cunning which enables them some small latitude of choice and not subject to Mental or Spiritual attack. However, they have a magickally
ability to select and attack tarflets. Thus, the means of their creation and imbued cunning which enables them some small latitude of choice and
binding provides them with a basic, reactive form of pseudo-inlelligence ability to select and allack targets. Thus, the means of their creation and
enabling them to fight. binding provides them with a basic, reaclive form of pseudo-inlelligenw
Damage inflicted by an attacking skeleton is either that of their boney and enabling them to fight.
claw-like hands or based on the type of weapon used. Skeletons can attack Damage inflicted by attacking zombies is either that of their flsb or based
once per (51: either using their two hands or a single weapon. Skeletons have on the type of weapon used. Zombies can attack once per CT,either using
some natural a n o r , but are onen clad in artificial armor to augment their their two hands or a single weapon. Zombies have natuml armor, and are
protection. onen clad in artificial armor to augment their protection, although this slows
Note that attacks upon a creature of this sort can not inflict any damage them even more.
other than Ron-Vital.Also note that weapons inflictingPiercing PD inflict only Atbcks upon a crealure of this sort can not inflict any damage other Ulan
1 point of damage per die, a s modified by any artificial armor in which the Non-Vilal. Also note that weapons inflicting Piercing PD inflict only 1 point of
thing is clad. damage per die, as modified by any artificial armor in which the zombie is
clad.
SAMPLE THlNClS ONCE HUMAN (ContS
Oaunt than once per week, and must thereby gain 2 4 o r more points of such
ldentfflerr Undead enetgy o r else lose that amount from its own TRAIT, vanishing as a
nabitat: iErth, and other like Spheres creature whenat EL vhis is also true in case of suffering SD which brings
Slzc: Human-sized the Qaunt to that point.) With resped to its cunning each week without
Initiative Modfflemr Human standard feedingon a fresh human brain reduces itscunning by 20%, and at 0 total
Modes CV Rates of Movemeatr it likewise ceases to exist as a Qaunt.
numan ~tsndancl:120 y d s m ~ . The Oaunt must hide its physical body in daytime, and a t sunrise Us
Joss ( ~ n t l J o a sFactorst
) Nil (typically) physical form falls into the state it would normally be in save for the
Attractivenegsg 3 Negative Heka f o m of the individuakvhether a rotting corpse, a m u m
Inwlnerab11itlasr (See alm below1 mifled husk, s k e l U remalns, or whatever. As sunset, the form trans-
Ail non-enchanted weapons forms slowlyback, to assume the shape of the aaunt one hour thereafter.
Chemicals Any disturbance of these remains is useless, unless such Is an attack to
Cold whlch the Oaunt is Susceptible; for othewise as darkness grows, the
Disease parts magkkaUy regather, meld, and form into thevehicle for the terrible
Electricity c m t u r e once again,
Poison A Qaunt appears a s a humanoid of thin and lean sort.hairless and
SusceptiMlitiesr sexless. Its skin is leathery and of deep gray coloration. Sinewy muscles
Insinuar~on:Silver (x 2) enable its rapld movement and power its aUacks--0lick, claw-like nails
Exposure: Allelgic Reaction, Severe: Direct Sunli@t. 1 and fanged bile. The skeletal head of the aaunt is enlaqed the teeth set
point PDICT, Dazed in 1 BT at anoutward anale, and thecanines and incisorsate enlarged and sharp.
Quirlrsr None usually Its eyes bum WIGa fdnt, gray phosphorescence, and this feral gleaming
sometlmw reveals the lurking thing's deadly presence.
Attacke BAG Damage Type Base
Claw x 2 40 C 3D3
Bite 35 P 2D3 Lemure
b Powerst
Uaie, Terrjfyhg (Siwle Subject): SubJecta who fail Avoidance of
this Qaze m u s t ~ h ~ c k a & n s t ~ ~ i r i ~ u a l TDR
R A"Extreme"
~ ~ a t or else
Identlfler: Undead Spirit
Habitetr V d e d
Slzer Humansized and variable
b e vampirically drained of 6D6 points of STRAIT, suffering SD thus, Initiative Modfflemr Human standard
while the Oauntgahs these points a s a false total to its own STRAIT. Modes & Rates of Movement:
Shadow Cloaking: lnvlsible in moderate o r thicker shadows. 20 yds/BT or by Power (seebelow)
Silent' Movement: Able to move with 90% silence even over dry Joss (Anti,Joss) Factors: 0 (seebelow)
leaves. Attractiveneser 0'
Statistical Detak Base Scheme (+/- ID6 ) 'Viewers must pass a check twice vs. SMCap at DR "Easy," or else flee at
M(Cumtna): 120 P: 120,CLxO S: 120,EL(96 fastest movement rate away from Lernure for ID3 BTs time and/or be
MR: 5 5 M M 55 PM:60 PP(:60 SM: 40 St? 8 0 'Dazed" for a like period.
MRCap: 25 MMCap: 25 PMCap: 29 PNCap: 29 SMCap: 30 S9PCap: 40 IavulnerabkIitiasr
MRPow 20 MMPow: 20 PMPow: 11 PNPow: I1 SMPow: 9 SWow: 20 AU non-enchankd weaponsand aUackformssuch as cold Iin,etc.
MRSpd: 15 MMSpd: 15 PMSpd: 20 PNSpd: 20 SM3N S SPSpd120 Disease
Annor Schemer Poison
Area Pierce Cut Blunt Fire'
.. Chem. Stun Elec.
.. SusceptlbUltiee:
Ullra
Super
8
6
8
6
8
6
8
8 .
..
8
6 .... Allergic Reaction: Proximity to bells ringing. 1D6t 1 SD/BT
Q u W As assigned by the gamemaster.
Vltal
Non
4
2
4
2
4
2
4
2
..
"*
4
2 .... Attacks
Stramlation
BAC (See below)
40
Damage Type
B
Base
PNPow
Averxje 5 5 5 5 5 DO~&J Pactor/Avoidancer Nilfiase: 40,20e, 5 0
"Only magickal fire will harm the Oaunt 'Usestolal Physical, so dependingon PTRAlTat the time, could be higher.
'invulnerable Powers (Employableduring night hours only):
Note: In very rare cases only, aaunts may have neka-engendered athereality: Pull Physical Manifestation to Partial Physical Manifesto-
armor. tion to No Physical Manifestation. 1 CTs time to change from form to
Commentary PY Demriptionr A Oaunt, or Nightgaunt a s they are form.
somelimes called, is an Undead creature motivated by its Evil Spiritual Close and Bar by Oaze Door/Wlndow: 1 chain distance, Heka-baning
portion refusing lo desert its Physical body. It must continually bolster its of opening.
Spiritual energy in order to retain its Physical form and its pseudo- Displacement: Up to 1 furlong distance, any diredon.
intellect, its high cunning.Th1s is accomplished through nighttime forays Illusion: 1 chain distance, 1 ydrd radius, 1 BTs duration.
Lo hunt for and devour prey-hapless humans, Mentel Combat: All forms by Link.
The (launt seeks out a victim to drain of Spiritual energy. When such Shadow Walh: Move from shadow to shadow in sight. 1 CTs time.
an individual is at or below Effective Level in that TRAIT, the Oaunt then Spiritual Combat: All forms by Unk.
assails it physically in order to devour its brain. Telempathy: Sight to 1 rod, blday.
Note that a aaunt must feed vampirically on Spiritual energy not less Telepathy: Reading surface thoughts, sight to 1 rod, 31day.
V u

SAMPLE THINQS ONCE HUMAN (ContS

Weakness: Victlmsof aLemure'stouch hmporarilysuffera reduction 'Blessed Symbol Spiritual damage is equal to the faithful wleldefs SMPow
of PMPow and PNPow by 1DB points each, and Uke amounts are added minus 10% of the vampire's SMPow, and also &us 1 point per foot di9tance
to those AlTKlBVTES of the Lemure. At such time a s the spirit gains a P between thewielder and thesubject, SD beingintlicted upon the vampfre thus
TRAlT total in excess of 48, it can and will attack physically. Weakened each Cl'of exposure.
subjects Lake no PD, but will suffer the weakness for 1 AT following A v m q e A m o r PmtccWoor 9 Qubhs: Nil
touch. DodgiaglAvoldaace: 3 / B w 20,20,20
S t a t I s t ~ D e ~ : B a a e S c h s m e ( + /I -toSD10JID10)
M: 130,Eb 104 PI 20, CL: 0" S: 180, Eh 1144
Attack#
Talons x 2
BAC (Seealso below)
41 (HTH Non-Lethal) -
Damage Type Base

MR 63 MM: 6 3 PM: 10 PP1: 10 SM: 80 SP: 8 0 Blh 41' P


MRCap: 25 M M a p 25 PMGap 8 PNCap 8 SMCep: 30 SPCap: 30 + ID3 blood/CT t *
MRPow: 20 MMPow: 20 P M W 1 PNPow: 1 SMPow: 25 SWow 25 'Only attempted if a s u m in Combat m,No&
MR.@: 20 MMSpd: 20 PMSpd: 1 PNSpd: 1 SMSpd: 23 SF3pd: 25 vampire, andvkXlmis RUedwiUlletheugy, unable toreskit furth
'At this level, the Lemure is forced into NPM form and off the a mll v s SMCap at DR "Hard'
Material and onto the/ethemI or some similar Plane or a Sphere thereof. Powens:
Armor Scheme: Climb as Spider: 6 yards/CT o n normal sutface.
Area Pierce Cut Blunt Flre* Chem. Stun Elec. Darksee&: Seeing as if moonlight.
Ullm 8 8 8 8 8 Heal Selfi 1D3 points of Physlcal damage per BaUie Tum.
Super 6 6 6 6 6 *
Regenerate All Damage: Through WM form and return to casket/soil.
Vihl 4 4 4 4 4 Statistical Detanr
Average
2
5
2
5
2
5
2
5 . 2
5 .. M: 80;EL: 64'
MR 40 MM: 40
P: 140:C& 126'
PM:70 PN: 70
9: 90: EL 72'
SM: 45 SP: 45
'Only magickal lire will affect a Lemure. MRCapr 20 MMCap: 20 PMCap: 40 PNCap. 40 SMCap: 20 8-p: 20
'lnvulnemble. MRPoW: 10 MMPow: 10 PMPow: 20 PNPow: 20 SMPow: IS SPPow: 15
Note: Some Lemures may have Heka-engendered armor. MRSpd: 10 MMSp3: 10 PMSpd: 10 PNSpd: 10 SMSpd: 10 SPSpd: 10
Commeat*ny6: Dcsatpt'int The lone and wandering spirits of the Evil dead 'AtEffedlveLevelorwttlcalLevelthevarnplrelsforced In
are known as Lemures. They remaln attached to the Malerial Plane becaw of and must flee to the place in which are its burial container and native soil.
thelrwkkedness and refusal to leave their malignadiviliesof mundane sort Thus Armor Scheme:
they roam the world frorn s u m t until dawn, seeking likely vidims. Area Pierce Cut Bluntt Fire Chem. Stun Elec.
If a Lemure tnarqpa lo kill a vidim it gains 1 point in each of its TRAKS. u1m 12 12 12 12 '
The hideous and Evil nalure of the Lemure is evident when its physical super 9 9 9 t

form, whether in Partial or Full Manifestation is seen. Thus, the AUrncUveness Vilal 6 6 6 6
factor of this spidt and the reaction check necessary. Non 3 3 3
Average 7 7 7 7
Vampire, Unalive *Invulnerable.
t Applies to Impact damage as well.
IdentUmen Unalive
Note: Attacks with weapons are limited to Ron-Vital and ViW damaye
Habitat: Materlal Planes/Spheres Sizer Human-sized
regardless of Strike Locatlon (treat Super and Ultra damage as Vital).
Moda Y Rates of Movement: Initiative Modlflusr
Commemtmy t DmcrlpUonr The vampire must spend at least eight
numan standard a t 120 yardsfiT Human standard.
hours' tlme each day resting upon the soil of the place where it was bom.
Outstanding K/S Areas/Sub-Arm & GTEEPI
Failure to d o this is the same as missing feeding on blood for one week Thus,
Personas gen&Ilylose all K/S upon becoming a vampire. save UIat usual to
these creatures ty~lcallyrise from their graves, tombs, or like places at night.
bask skiUm,and Combat M-nand &fh&ata STEEPwM& can be increased
after hlding safeI"ithe4 away frorn thesun, resting during the day.
gmlually over time with success...
Unalivevampires are typically zomboid slaves of other (usuallyPretematu-
Combat, HTH, lRRhal41
ral) vamplres. and must follow the command of their master without ques-
Joss (Anti-Joss) Pactom: Mil Attractiveness: Special
tion. However, if the master of an Unalive vampire Is destroyed, the bond is
Invulnerabilities: Susceptibfiities:
brokenandthevampirewill regain freewill. VampirwofUnallvesortwntinue
Cold Insinuation:
to decay a s a normal corpse unless they are able to drink blood to halt the
Disease Wood (x 2)
process, feeding a minimum of once per week or losing 10% of their TRAIT
Plre/'Heat Contacl:
each week lost without s o gaining energy. IF a full 10 weeks pass without
Electricity Blessed Symbol: 7D3 PD
blood, the creature is destroyed.
Poison Blessed Water: 1D6t 1 PD & SD per 1 ounce
Anyone drained of blood by an Unalive vampire becomes either a corpse
Exposure:
or another Unalive vampire, according to the desire ofthe vampire.
Blessed Symbol': S@f lnllictsSD-sae below.
The only (generally known) two ways to destroy a vampire of this hind are
QarUc W 1 yard. 1 pint m u d d gark to either: (I)drive a wooden stake through its heart, cut off its head, and then
Mlnrar: Sight of own reflection inflicts
bum all partsto ashes: or (2)expo%? itto the rays of thesun fora period of CTs
lD6 t 1 MD&SD.
equal to the monster's PMCap.
Sunllght (direct,or its equal):
I 1~ 6 1 +PDICT exposure. b
Immersion in running water:
I D6+I PD/CT exposure.
Continued on page 316.
V

SAMPLE THINGS ONCE HUMAN (ContS


Hypnosis: Subject must roll vs. SMCap at DR "Hard" or be under
Vampire, Preternatural Hypnotic command of vampire.
IdentMer: Undead Regenerate All Damage:Through PPM form and return to a s k e w
Habitat: Material Planes/Spheres Size: Human-sized
Modes & Rates of Movement: knitlathe ModSfiers: Resistance to Heha: Heka attack must overcome 4point R factor to
Human standard at 120 yards/BT. Human standard. affect this Preternatural vampire with Castlng or Power.
Outstanding K/S Areas/Sub.Areas & STEEP: Shape Shift:(to and from bat, rat, or wolf form 3jday).
K/S is generally lost, Save@lose usud to evevday and Summonijlg (of 2D10 + 2 0 bats or rats or 3D3 wolves, as available
social intercourse, save Combat, Hand-to-Hand, Lethal at a STEEP in ,a, one kind only,
which can be increased gradually over time with success... Thus: Statistical Detall:
Combat, HTH, Lethal 41 M: 110;&88' P: 120:CLL 108' 8: 125 :EL 100'
Joss (Anti-Joss) Factors: 1 Attractiveness: Special MR 55 MM: 55 PM: 60 PM: 60 SM:50 SP: 75
Invulnerabilities: Susceptibilities: MRCap: 25 M M W 25 PMCap: 22 PNCap 22 SMCap: 20 SSPCap: 30
All non-enchanted weapons Insinuation: MRPow 15 MMPow 15 PMPow: 18 PNPw. 18 SMPow: 15 SWow: 30
Chemicals Wood ( x 2) MRSpd: 15 MMSpd: I 5 PMSpd: u) PNSpd: 20 SMSN 15 SPSpd: 15
Cold Contact: 'At Effective Level or Critical Level the vampire is forced into Partial
Disease Blessed Symbol: 7D3 PD Physical Manifestation (mist or smoke) and must flee to the place in
Fire/Heat Blessed Water: 1D6+1 PD &? SD
t which are its burial container and native soil.
per 1 ounce Armor Scheme:
Exposure: Area Pierce Cut Bluntj Fire Chem Stun Elec
Blessed Symbol': Ultra 16 16 16 16
Sight inflicts SD-see below. Super 12 12 12 12
Garlic: Within 1 yard, Vital 8 8 8 8
1 point PD/bud of garlic.
Mirror: Sight of own reflection inflicts
1D6 + I MD & SD.
Non
Average ,4 4 4 4
10

Sunlight (direct,or its equal): 'Invulnerable.


1D6+ 1 PDjCT exposure. +Applies to Impact damage as well.
Immersion in running water:
1D6+ 1 PDICT exposure. Commentary & Description: The Preternatural vampire must
spend at least eight hours time each day resting upon the soil of the
damage isequal wielder's place where it was born. Failure to do this is the same as missing
SMPOwlninus OVo thev*~ire'sSMPowandaisominus point per feeding on blood for one week. Thus, these creatures typidly rise
foot distance between the wielder and the subject, SD being inflicted from their graves,tombs, or like places at night, &r hiding safely
upon the vampire thus each CT of exposure. there away from the sun, resting during the day.
Average Armor Protection: 10 Quirks: Nil As a member of the Undead, vampires of this sort need have blood
DodginglAvoidance: 10/Base: 30,4O, 3 0 tosustain themselves inactivity, feeding aminimum ofonce p r w e e k
Attacks BAC (See also below) Damage Type Base: or losing 10%of theirTRAlTeach week lostwithout s o gaining energy.
Talons x 2 6 1 (HTH Combat) c/P ID3 +' If a full 10 weeks pass without blood. the creature is destroyed.
61' P 1D3, Anyone drained of blood by a vampire of this sort becomes one of
' D3 +*
the three things, according to the desire of the vampire:
'Only attempted if a success in Combat, HTH, Lethal is scored by A corpse,
the vampire. and victim is filled with lethargy. unable to resist further (2) A zomboid (Unalive) vampire under complete domination, or
unless able to pass a roll vs. SMCap at DR "Hard." (3)A Preternatural vampire.
Powers: The only (generally known) two ways to destroy a vampire of this
Assume Partial Physical Manifestation Form: 6/day kind are toeither: ( I ) drive awooden stake through its heart, cutoff its
Climb as Spider: 6 yards/CT on normal surface. head, and then burn all parts to ashes: or (2)expose it to the rays of the
Darkseeing; Seeing as if moonlight. sun for a period of CTs equal to the monster's PMCap.
Claze: Mental Paralysis (paralysis for as long as tsaze maintained +
CT's time).
Heal SelF: 1D6 points of Physical damage per Battle Turn.
Vampire, Supernatural
IdentiAen UnUving 1
Illusion: Up to 1 square chain aree, 1 hour d u d o n , 3/day.
Habitat: Nether Plane S h : Humansized Lock/Bar Exit: By Heka-force closure, 3/day.
Modes B: Rates of Movement: IdWveModhr Produce Flame: Equals lamp's flame, can be thrown up to 1 rod
Human standard a t 170 yards/BT.
Fly a t 170 yards/BT.
Human standard. distance, 3/day.
Regenerate Body Parts: Through PPM form and return to Soul ObjecL
1
Outstanding HIS Areas]Sub.Areas Bc STEW: Resistance to Heka: Heka attack must overcome 16 point R factor Lo
Dweomercmk, BlackSchooL Vocation, with Dweomemxftat 101 STEEP, a
affezt this Supematural vampire with Casting or Power.
plus Shadow Cloaking Selfi Becomes invisible in moderate or greater
Alchemy 61 Deception 6 1 shadows.
Astrology 6 1 Demonology 9 1 Slow Natural Processes (3/day).
Combat, HTH, Lethal 61
Conjuration 9 1
Influence 61
Sorcery91
Shape ShiR (tobat, rat, spider, or wolf form 4/day). 1
Summodng(of lODlO + 100 bats, rats. or spiden or 6D3 wolves, a s a
Criminal Activities, Mental 8 available In m,o n e Mnd only, I/day).
J o s s (Anti-Joss) Pactom 6 Attractiveness8 Special Heka Nebula: A 1 chain dlme4cr cloud in which no Heka can b e read
Invulnerabilities: Susceptibilities: for 9 Bl"s time.
All nonlenchanted weapons
Chemicals
Insinuation:
Wood (x 2)
Living Oarmen&: 1 rod radlus, all Imse/free clothing swoops upwards 4
or entangles so a s to obscure vision and impede movement of all within
Cold Contack the Area for 9 CTs Time dumtlon.
Disease Blessed Symbol: 7D3 PD Stun:AU within 1 chain radius must check vs. SMPow at DR "Hard' or be
Firerneat Blessed Water: 1D6+1 PD & SD per 1 lrnrnobnized for 3D3 CTs' time, Dazed for a like number of CTs Ulemdler.
ounce Vamplric Link: Sight range, but if channel remaining, Distance limit is
ElecLriciLy Exposure: STRAIT of vampire in chains regardless of sight. Spiritual attack with Unk
Poison Blessed Symbol': draining 3D6 points of Spiritual TRAIT from subject victim and restoring
Sight inflicts S W e e below. lost/adding them to STRAITofvampire, (inflictingSD);Linkmuslbe made. 4
Mirror: Sight of own reflection inflicts but thereaRer no Heka cost is involved.
1D6 + 1 Mental & Spiritual damage Statistical Detail8

'Blessed Symbol Spiritual damage is equal to the faithful wielder's


M: 160;EL(32' P: 170 :CLL 17' S:170:EhW 3
MR.80 MM:80 PM:W PN:80 SM:110 SP:60
SMPow minus 10%of thevampire'sSMPow and also minus 1 point per foot MRCap: 30 MMCap 30 PMCap: 35 PNCap: 30 SMCap: 40 S m p : 20
distance between the wielder and thesubject, SD being inflicted upon the MRPow: 30 MMPm 30 PMPm 32 PIIPow: 27 SMPow: 40 SWow: 20
vampire thus each rn of exposure. MRSpd: 20 MMSpd: 20 PMSpd: 2 3 PNSpd: 2 3 SMSpd 30 SBpd: 20 4
Average Armor Protection: 20
Dodging/Avoidance: 14Dase: 41),46, SO
Quirkst Nil I
'At Effective Level or Critical Level, the vampire is forced into PMP (mist
Attack. BAC (See also below) Damage Type Base or smoke) and must flee to the place its Soul Object is kept
30' P 4D3
Tail sting 45' P 2D6 + 'Patal" Poison Armor Scheme:
Talons x 2 6 1 (HTH Combat) c/p 1D3 +20 Area Pierce Cut BIuntt Fire Chem Srun Elec 4
Bile 61" P 1D3, Ultra 60 32 32 32
+ 1D6 blood/CT +* ' Super 45 24 24 24
. d
Vital 30 16 16 18
'Illusory attacks, effective only if the persona believes them to be Non 15 8 8 8 4
actual. Average 37 20 20 20
"Only attempted if a success in Combat K f H , Lethal is scored by the
vampire, and victim is paralyzed, unable to move unless able to pass a roll 'Invulnerable.
vs. PNQp at DR 'Difllcult."
Powers:
jApplies to Impact damage a s well, 1
Commentary&Description: 3upematumlvampim each havea Soul
CommmlObedience:(no Avoidance) Only in one whose Truenamethe Obiect. and thus their form can never be slain or permanently harmed- I
vampire knows; but in combat, such control extends only to halting the
subject from acting, not to forcing actions.
Derkseeing: Seeing a s if normal daylight
~ e k a l lPhysically,
~, or Spiritually. However, if a ~ o uObject
l is found and
destroyed, then the individual is utterly and irrevocably annihilated.
Unliving vampires need not have blood to sustain themselves, as they
1
rl(
Defect Spoken Deceptions & Lies: Whenever concentmted upon. are able to feed on Negative Heka Mental, and Spiritual enelgy, too: but
claze: Mental Paralysis or Spiritual Paralysis (paralysis foras long a s Qaze blood conveys the requisite sustenance a s well. In any case, a Supematu-
maintained + Ws time). ralvampire must feed on oneof theaforementioned typesat least once per 4
Heha Drain: Sight La 1 rod, STRAIT maximum, 3/day. week: k u r e t o do s o causes alossof 10% of itsTRAlT each weekuntilthe
Illusory Form: Remains in effect up to 6 hours, 3/day. vile creature's hunger has been sated. If a full 10 weeks pass without some
form of sustenance, the creature is destroyed.
SAMPLE MYTHICAL CREATURES
Qriff on (Oryphon)
These Phaeree creatures have a Ilon's body and hind legs, with the Pegasl are winged horses, a native animal form of Phazreeand
head, forelegs, and wings of an eagle. They are larger thant h e largest possibly other worlds, too. They possess exceptional intelligence for
lion-and are every bit as feroclow, Qiffons have only anlmal an animal and are able to bear a load equal to onequarter their own
intellect and instinct. They prefer to hunt and live In rocky, mountain- wight, Pegas1 b ' p l d l ~gather in small herds w h ~ e v e there
r are
mountains located near plains, steppes, or grasslands. The size of a
They have massive talons on their forefeet, for use In diving/flylng p e w u s ranges from *at a genet a msasive, destrier.
attacks. In other combat, they fightwith o n e o r both of these and their Theycan betamedandridden, buttheirintelligenceandwill~wer 'Ie
factors when dealing with would-be trainers and riders, requiring any
Identifier: Monster unfavorable personas to s u m e d In a roll versus their Animal Han-
dling K/S STEEP at a DR of 'Dlfflcult."
Habitats Pheree, et al.
They can employ a bite, both forehooves or a doublehindhQoves
Sizer 6 x human-sized.
kick in defense or attack,
Initiative Modifiers: Human standard
Identifier: Animal
Nodes (9r R a t a of Movemen& Habitat: Ph~eree,et al.
Fly: 144 yds/BT Size: 6 x human-sized
Dive: 288 yds/BT Initiative Modlfiers8 None
Walk 60 yds/BT Mod- & R a h of Movement:
Joss (Anti-Joss) Factors: Nil Ply: 144 yds/BT
Attractiveness: Nil Walh:Based on exad size (see the Mount Movement Rates table on
lnvulnerabllitiea: None page 132 of Chapter 1 1).
SusceptibiUtiesr None Joss (Anti-Joes)Factors: 0
Quirks: None Attractiveness: Nil
Invulnerabilities: None
SusceptibLUtiea: None
Quirks: Natural Heka producer (see below).
Attacks BAC Damage Type Base
Hooves x 2 B
Bite * P
Statistical Detall: Base Scheme t
Kick B

'Dependent on size (see the Mounts table on pa@ 12 1 of Chapter 1 1).


PMCap: 6 0 PNCap: 60 Dodging Factor/Avoldance: NiIlStandard
Stathtlcal DetaUn Base Scheme
PMPow: 35 PNPow: 35
(+/- 1D6 per Physical ATM(lgWi5)
PMSpd: 60* PNSpd: 60' M:38,a 3Q P: 200, WLx 150, CL: 180
'Divide by 6 for comparative Speed (i.e., 10).
MR: 18 MM: 20 PM: 1 0 0 PN: 100
Armor Scheme; Natural armor protects griffons from most physi- MRCap: MMCap: PMCap: 20 PNGap: 20
cal attack forms, but as with most feathered creatures, the wings of MRPws MMPow: 7 m o w : 38 PNPow: 38
a griffon are vulnerable t o flre, a s shown below. MRSpd:S MMSpd:S PMSpd: 42' PNSpd: 42'
Area Pierce Cut Blunt Mre Chem. Stun Elec. 'Divide by 6 for comparative Speed (i.e., 7).
4 Note: The Capacity of a ueature of this sort need not be equal to
l2 Poweror Speed.
2 Armor Schemer In addition to the natural armor listed below. all
1 p e g a s i p r o d u c e anatuml
~ formof Heha, equaltoeach individual's
2 M TRAIT. (For more information on B a a , please see the Mythus
Magick book.)
Area Pierce Cut Blunt Fire Chem. Stun Elec.
Ultra 4 4 8 - 4 8 4
Super 3 3 6 - 3 6 3
Vital 2 2 4 - 2 4 2
Non 1 1 2 - 1 2 1
Average 2 2 5 - 2 5 2
SAMPLE
MYTHlCAL CREATURES (ContS
Unicorn
The unicorn is native to Phmree. Uniwms possess human-norrn
t
Intellect and Heka capacity, as well w Weretherlon (q.v.) ability. In
addition, there are some (20%) who also have Shape Shifting ability of
other sort. Some use Castings as weU as Powers.
These magickal creatures are typically non-aggressive. but at times
they will attack. If approached suddenly, or themselves attacked, ud.
corns will typicallyattack an opponent they deem defeatable by using Its
magick and natural weapons rather than fleeing. A uniuwn can inflict
deadly damage with its horn in charging, gore with that weapon, and
strike with its forehooves, too, and bite in melee, o r deliver a hindlegs-
hooves kick to the rear or when retreating.
Identtfier: Animal
Habitat: Phazree, et d.
Size: 6 x human-slzed
Initiative Modifiers: Human standard
Modes & Rates of Movement:
Based on exact size (seethe Mount Movement Ratestable on page 132
of Chapter 11).
Joss (Anti.Joss) Factom: 7
Attractiveness: Nil
Invulnerabilities:
Disease
Poison
Susceptiblties: None
Attacks BAC Damage Type Bast?
Hooves x 2 e B *
and Bite P
and Oore, 50
or Kick,
or Charge 50

'Dependent on size (see the Mounts table on page 132 of Chapter 11).
Quirks: An enraged unicorn can be calmed by a virgin.
Dodging FactorlAvoidance: Nil/Standard
Powers: The gamemaster may wish to choose a particular innate
Heka-engendered Power for all unicorns, or allow for different creatures
to possess unique abilities, or both. We recommend the latter.
Statistical Detail: Base Scheme (+I- 2D 10 per TWin')
M: 80, EL: 64 P: 210, WL* 157, C$: 189 S: 80, ELt 64
MR: 40 MM: 40 PM: 105 PN: 105 SM: 20 SR 60
MRCap:20 M M C a p 20 PMCap: 2,O P N C a p 20 SM-:8 SKbp: 30
M e o w : 10 MMPow: 10 PMPow: W PNPow: 25 SMPow: 8 SITOW:20
MRSpd: 10 MMSpd. lO PM9pd: 60' PNSpd: 60' SMSpb 8 SPSN 10
'Divide by 6 for comparative Speed (Le., 10).
Armor Scheme: A11 creatures of this type have maglckally endowed
natural armor (from their horn, for instance), as shown below.
Area Pierce Cut Blunt Fire Chem. Shrn Elec.
Ultra 24 24 40 12 12 40 12
Super 18 18 30 9 9 30 9
Vital 12 12 20 6 6 20 6
Non 6 6 10 3 3 10 3
Average I5 I5 25 7 7 25 7
SAMPLE OTHEKcPLANAR CREATURES
Devil, Horned evils ingeneral, including Homed Devils, typicallyemploy a p o ~ e a msuch
Identifier: Pandemonian, kvil, Minor a s a mancatcher in codunction with a huge chopper, a military fork, a sabre-
Habitat: Pandemonium axe, etc, or else some large and deadly weapon a s suits their nature.
Size: 2 x Humamsize This Wnd of Devil is a bipedal, humanoid-like creature some 7 or 8 feet tall
Initiative NodUlers: Human standard Its m a m n body is lanky and muscular, with dark purple horns, teeth, claws,
Modes & Rates of Movement: and tail. The latter is prehensile and can be used lo pick up, hold. and employ
Human standard: 120 yds/BT. small items. The leering visage of a Homed Devil is, as noted above, soghasUy
Fly: 240 yds/BT. asto cause a human lo recoil and react, even to the point of madness, in order
Invulnerabilities: to escape such sight, Huge eyeawith irisesof a nauseating peagreen, pierced
All non-enchanled weapons by pupils which appear as slits of glowing orange, are the first but hardly Lhe
Chemicals worst of the facial fealurea and herable form whlch combine to muse such
revulsion.
Disease
Firemeat Net herling
Netherlings are Minor Demon, Devil, and Fiend lifeforms from the
Poison
Susceptibilities: Netherrealms, and about a dozen in total wiil flt this general mold. The
Insinualion: aold (x 1) Base Scheme below assumes the least sort, just as does the Armor
lrridium (x 2) Protection listed. Note, however, that there is an Invulnerability to nor-
Rock crystal (x 3) mal, non-enchanted/non-Hebbased attacksalways protecting even the
Exposure: Very loud noises, a s well a s continual ones, such a s bells, of netherlings.
gongs, elc., inflict I D3 points PD/BT Netherlings have some K/S Area use, limited Casting abil~ty,and they
all possess 1D3 or more minor Powers.
Dodging FactorfAvoidance: I4Dase: 40, 40, 40 Identifier: Demon, Devil, or Fiend
BAC (See below) Damage Type Base Habitat; Netherrealms
P 2D10 Size: Variable
C 3D6 Initiative Modifiers: H u m standard
P 2D6 Modes & Rates of Movement: Human standard
Weapons: Per weapon type, BAC 50 plus weapon points, +13 damage I"Yulnerab'itiesr
Non-enchanted weapons
Powers: Ampliljl Emotion (sight Lo 1 chain, I/day) Chemicals
Darkseeing (as if daylight) Disease
Smoke Cloud OenetaUon (1 chain radius, 3/day) Fire/Heat
Heal Self ( I D3 points of each sort of damage each BT) Poison
Fire Missile ( I /CT,1 chain range at Short, 99 BAC, 6D6 Fire PD, Electricity
3 ~imes/day) Susceptibilities:
Produccfire: (1chain range, 1 squansrodara 1ATdumtion,3/&y) Insinuation: Cold-wrought iron ( X I )
Produce Flame: (1 rod distance, equalto lamp. 1ATduration, 3/&y) Qold (x2)
Resisktnce to Heka (must overcome 9 point R factor to affect Argent (XI)
Monster with Casting or Power) Exposure: Extreme Cold (x2)
Shape ShiA(to/from any form, 1 CTtmnsformation time, 3/day) Quirks' 'One
Attacks BAG Damage Type Base
Undclectable Lie (3/day).
-
Other: Extreme Altractiveness: -6 Nightmarish. Viewers check vs. SM
CATEaORY at: Dazing, "Moderate": Fleeing "Hard": Insanity, "Moderate'.
'laws
Bite
SO
40
C
P
3D3
2D3
Statistical Detail: Dodging Factor/Avoidance: Nil/Base: 20,JO. 35
M. 1$0,F,L: 112 P: 240, WL: 180, CL: 21 6 S: 120, EL;96 S t a t i s t k a l Detail: B a s e S c h e m e (+/- I D 6 t ID3 p e r TRAIT)
MR: 70 MM:70 PM: 120 PN: 120 SM: 60 SP: 60 M: 120, EL: 96 P: 100. WLr 75' S: 120, I% 96:
Mf<Cap:30 MMMCap: XI PMQp: 5 5 PNCap: 55 SMQp: 20 S m p : 20 MR. M": 60 50 PN: 50 70
MRPow: 20 MMPow: 20 pMpow: 25 pmpow: 2.5 SMpow: 20 Sppow: 20 MRCap: 25 M"w: 25 PMCaP: 20 PNCa~:ILO S"Cap: 20 SPCaPX,
MRPW 2 5 MMPow: 2 5 PMPOW: 15 PNPOW: 1 5 SMP~W:IS SWOw:20
~ m p d 20
: ~ ~ s p20d : p,qspd: 40. pflspd: 40. S M S20~ LOBp& ~ 20
'Divide by 2 Tor comparable Speed (i.e., 20). MRSpd: 10 MMSpd: 10 PMSpd: 1 5 PNSpd: 1 5 SMSpd: 15 SPSpd: 20
Armor Scheme: All creatures of this type have mgickally endowed 'At this point the Netherling Is forced to abandon its Physical form and
nalural mmor (from Lheir hom, for instance), a s shown below. return t o its own Plane/Sphere, unless there at the time, in which case il
Area Pierce Cut Blunt Fire Chem. Slun Elec. jSin
20 28 40 40 28
30 21 Armor Scheme: All creatures of this type have magickally endowed
111 20 20 natural armor (from their horn, for instance), as shown below.
10 7 Area Pierce Cut Blunt Fire Chem. Stun Elec.
25 17 Ultra 12 12 12
Super 9 9 9
Mole: Some devils have nekaengendered armor protection a s well. Vital 6 6 6
Commentary tVDescriptionr Devils are closely related to and commonly 'On 3 3 3
found in association with Fiends. Average 7 7 7
'Invulnerable.

320 B
A
-
I
A
--- 8.
--
- B
Physical Description: Max is a scrawny little waif, 5'1" tall and
This section provides some ready-made examples of humans, mon- weighing 94 pounds. He has black hair and green eyes.
sters, and animals for your use in adventures and as an aid in designing Joss Factors: 1
OPs of your own. While a few of the OPs listed in the sections below will SEC: 2
likely pop-up in scenarios for the Mythus game, it is agood idea to make Prime U S Areas: 1 STEEP
up some new ones for your scenarios (or adapt them from other game Criminal Activities, Physical 50
systems) s o that the HPs won't be quite s o sure what they're up against. Move: 54 yards per BT
You may also wish to refer to the Epic of AWh companion volume for a Possessions/Resources: None worth noting
more complete list ofthe creatures ofErthand Phzree, although you will Quirks: None
still be faced with creating information on their stats. (Also, a future Weapons & Armor: Knife (small), no armor
reference work will provide a cyclopedia of additional creatures, mon-
sters, Beasts, etc.) Try to preserve the elements of surprise and wonder
for your own players. If you can convince them not to read this section at
TWICAL EP
all, then s o much the better1 (Although we don't really believe they Grygg, Assassins' Guild Master (age 33)
won't ...) M.71,EL: 56 P: 96, WL: 72, EL: 86 S: 70, EL: 56
MR 36 MM: 35 PM: 45 PN: 51 SM: 25 SP: 45
MRCap: 14 MMCap: 12 PMCap: 15 PNCap: 17 SMCap: 10 SPCap: 17
TYPICAL MP MRPow: 10 MMPow: 1 1 PMPow: 15 PNPow. 17 SMPow: 8 SWow: 15
Lintelmore the Innkeeper (age 48) MRSpd: 12 MMSpd: 12 PMSpd: 15 PNSpd: 17 SMSpd 7 SPSpd 13
M: 60, EL: 48 P: 50, WL: 37, CL: 45 S: 5 1, EL: 40 Notes: Qrygg is the leader ofa local group of assassins. He isextremely
ME 30 MM: 30 PM: 25 PN: 25 SM: 30 SP: 21 cunning and tricky. Qrygg will try to get the personas to help him through
MRCap: 1 1 MMCap: 10 PMCap: 10 PNCap: 10 SMCap: 10 SPCap: 8 guile and treachery. If they don't realize what he is up to, it could get them
MRPow: 10 MMPow: 10 PMPow. 9 PNPow: 9 SMPow: 10 SWow: 7 in deep trouble with the local lawmakers.
MKS*: 9 MMSpd: 10 PMSpd: 6 PNSpd: 6 SMSpd: 10 SPSpd 6 Physical Description: Tall and lanky, Qrygg is 6'1" and weighs 155
Notes: Lintelmore is the proprietor of the local inn where the HPs will pounds. He has sandy hair and gray eyes.
surely stay during their travels. He isjovial and good-natured, and happily Joss Factors: 6
provides room and board. Lintelmore is curious and anxious to hear of SEC: 6
news or gossip from distant lands. If the personas share a bit of news with Prime K/S Areas: 10 STEEP
him, he will prove to be a good source of local information. Criminal Activities, Mental 55
Physical Description: As with many others of this profession, Criminal Activities, Physical 50
Lintelmore is overweight-4he food at the inn being readily available and Deception 45
hearty fare.The innkeeper stands 5 ' 1 0 and weighs 210 pounds. He has Espionage 44
dark brown hair with some graying, brown eyes and a round face framed Combat, Hand Weapons 42
by a curly beard. Combat, HTH Lethal 40
Joss Factors: 1 Combat, Missile Weapons 40
SEC: 5 Influence 40
Prime K/SAreas: 2 STEEP Acrobatic/Qymnastics 37
Domestic Arts & Sciences 45 Toxicology 34
Business Administration 45 Move: 96 yards per BT
Move: 5 0 yards per BT PossessionfResources: arygg has the following magickal gear:
PossessionsfResources: Inn, cash box containing 4,000 BUCs. Cloak of Invisibility: Confers the Hekaengendered power of
(28,000 BUCs in gold and silver hidden in cellar) invisibility upon the wearer while remaining still or moving at a
Quirks: None normal rate (not while running or fighting!)
Weapons & Armor: None Amulet of Psychic Protection: Continuously confers 20 points
versus all Mental and Spiritual attacks against the bearer.
Quirks: None
TYPICAL FP Weapons & Armor: Leather jerkin and tunic; fine steel chain shirt
Max the Street Urchin (age 10) (worn under tunic s o as to equal Average Armor of 314 Chain Mail 11 8
M: 60, EL: 48 P: 54, WL: 40, CL: 48 S: 50, EL: 40 points] at SF penalty of only 3);one pair of throwing daggers; magickal
ME30 MM: 30 PM: 27 PN: 27 SM: 20 SP: 30 short sword, + 10 BAC, + 1/die PD; stiletto with STR 5 5 insinuative poison.
MRCap: 12 MMCap: I I PMCap: 12 PNCap: 12 SMCap: 8 SPCap: 10
MKPow: 9 MMPow: 10 PMPow: 5 PNPow: 5 SMPow: 7 SPPow: 10
MRSpd: 9 MMSpd: 9 PMSpd: 12 PNSpd: 12 SMSpd 5 SPSpd: 10
Notes: Max is a minor annoyance to the HP party; he will try to pick-
pocket one of the personas. He may give some information that isuseful
to them, though, if they are nice to him.
TYPICAL HPG Quhb: Excher%& h t vision in outdoorenvironments (ultmvioletspectrum).
Weapons &Armor:Club, spear, or sword: natural armor (see below).
Zarak the Scholar (age 42) In addition, orcs typically wear artincia1 armor, so their natural armor
M: 140, EL: 112 P:70,WL:52,CL:63 S: 130,EL:104 base is added to this, and no Speed Factor penalty for the latter accrues.
ME 80 MM: 60 PM: 28 PIY: 42 SM:80 SP: 50 Area Pierce Cut ~ l k t FIre Olem. Stun Elec.
MRCap: 32 MMCap: 22 PMCap: 12 PNCap: 15 SMCap: 35 SPCap: 20 Ultm 8 8 8 -- - 8 -
MRPow: 30 MMPow: 22 PMPow: 6 PNPow: 1 3 SMPow: 25 SFPow: 15 Super 6 - 6 -
MRSlxl: 18 MMSpd: 16 PMSpd: 10 PNSpd: 14 SMSpd: 20 SPSpd: 15
Notes: Has knowledge of what the HP group is after. May be aSpecial
vital
6
4
6
4 4
2
-- -
-
4
2
-
-
Non 2 2
Connection of one of the personas. He is well-knownand respected in the
comnlunity.
Averege 5
Susceptibilities:
5 5 - - 5 -
Physical Description: Zarak is a small man, with black hair that is Conlack Ferrous metal
going gray at the temples. He is5'9" and weighs 140 pounds. Hiseyes are Allergy: 1 1 ATs' time exposure to ferrous metals ( 1 00 Ibs. In 10 feet)
black. inflicts 1 point PD/BTthereafter
J o s s Factors: 3
SEC: 7 ANIMALS & LIKE CREATUKES
Prime K/S Areas: 6 STEEP Animals like creatures often play important roles in a campaign milieu
Education 54 and serve as pets, companions, mascots, familiars, and the like. In a
Oeography/Foreign Lands 50 world such asmrth, magickal creatures= not uncommon, and it is even
History SO possible (through Castings, curses, orwhatever) for personas to take on
Multiversal Planes & Spheres 42 Animal or Beast form. W d below are some examples of the typical
Subterranean B r t h 42 animals and beasts to be found during the course of plq. For more Informa-
Alchemy 25 tion on creating Beasts, see earlier in this chapter.
Move: 70 yards per BT Most of the mundane animals listed below could just about be found
Possessions/Resources: Home, library of precious tomes anywhere on Rrth, and some-such as the cat and dog--couid even be
Quirks: None domesticated. Animals in a fantasy gaming system don't typically pose
Weapons & Armor: None much of a threat to a determined group of adventurers, but they should
be included now and then to add a touch of realistic variety. A good OM
TWlCAL HUMANOID EP will always seek to insert little touches here and there to help make the
campaign more believable, and Heroic Personas won't always be faced
Orc with monsters and human enemies.
Base Scheme (ti- 2D6t3):
M: 46, EL: 36 P:72, WL: 54, CL: 64 S: 30, EL: 24 Cat
MR. 20 MM: 26 PM: 42 PN: 30 SM: 10 SP: 20 Identifier: Animal, Mammal, Feline
MRCap: 8 MMCap: 10 PMCap: 16 PNCap: 10 SMCap: 4 SPCap: 8 Habitak Rrth et al.
MRPow: 6 MMPow: 10 PMPow: 16 PNPow: 10 SMPow: 3 SFPow: 6 Size: 0.1 x human-size
MRSpd: G MMSpd: 6 PMSpd: 10 PNSpd: 10 SMSpd: 3 SPSpd 6 Initiative Modifiers: Human standard
Notes: Orcs are long-armed tribal humanoids somewhat akin to Modes & Rates of Movement
goblins, originating from the world of Phzree. Although rarely encoun- Walk: 70 yards/BT
tcrcd on Arlh, they are usually encountered near some Subterranean Run* &Dodge: 140 yards/BT
olxning from whcnce they have issued to raid the outer world. 'Run 280 yards/BT (1 BT only)
Large groups often (60%chance) include shamans or witch doctors Dodging Factor: 20
with limited Heka use and powers, similar to humans. J o s s Factors: 9
Physical Description The thick, pocked and warted skin of an orc is Attacks BAC Damage Type Base
bristled in hair which ranges from gray to medium brown, and is f r e Claw x 2 35 C 1
qucntly mottled in patches of other colors of hair. Orcs have greasy black Bite 30 P 1-2
hair, narrow, beady eyes, and a baboon-like nose above a mouth full of Rake C 1
sharp and tusked canines. They wear humakstyle armor and clothing 'Automatic, but only if both claw attacks succeed.
when they can, but are perfectly comfortable in skins and r o u ~ hwoolen
yarnicnts. Statistical Detail:
J o s s Factors: 0 M (Cunning):22 P: 14, WL: 10,CL: 12
SEC: N/A MR: 12 MM: I 0 PM: 7 PN: 7
Prime K/S Areas: 3 STEEP MRCap: 4 MMCap: 4 PMCap: 3 PNCap: 3
Combat, Hand Weapons 35 MRPow: 4 MMPow: 3 PMPow: 1.5 PNPow 1.5
Combat, Hand Weapons, Missile 30 MRSpd: 4 MMSpd: 3 PMSpd: 2.5' PNSpd: 2.5'
Endurance 30 'Multiply by 10 to find actual PMSpd and PNSpd, i.e., 25.
Move: 72 yards/BT
Possessions/Resources: None
Armor Scheme: Wolf
Area
Ultra
Pierce Cut
4 4
Blunt
4 -
Fire Chem.
-
Stun
4
Elec.
.-
Identifier: Animal, Mammal, Canine
Habitat: firth, e t al.
Size: 0.5 x human-size
initiative Modifiers: Human standard
Modes & Rates of Movement:
Walk: 136 yards/BT
Commentary & Dexnphon: A typical cat ranges In size and tern- Trot: 204 yards/BT
perament from a scrawny alley cat of 7 pounds to a fat, lazy house tom of Run: 272 yards/BT
15 pounds. Although not typically lifethreatening, cats can bite and Dodging Factor: 10
scratch their targets, with varying degrees of effectiveness. A Special Joss Factors: 0
Success with claw might mean damage to theopponent's eyes, but that's Attacks BAC Damage Type Base
at OM'S option, of course. Bite 50 P 3D3+3
All cats are born with 9 J o s s Factors, representing their nine lives.
Each Joss Factor can be used only once, and is not replaceable. Statistical Detail:
M (Cunning):26 P: 68, WL: 5 1, CL: 6 1
Dog MU: 12 MM: 14 PM: 34 PN: 34
Identifier: Animal, Mammal, Canine MRCap: 4 MMCap: 5 PMCap: 12 PNCap: 12
Habitat: AMh, e t a1. MRPow: 4 MMPow: 5 PMPow: 11 PNPow. 11
Size: 0.25 x human-size MRSpd: 4 MMSpd: 4 PMSpd: 11 ' PNSpd: 1 1 '
Initiative Modifiers: Human standard 'Multiply by 2 to find actual PMSpd and PMSpd, i.e., 22.
Modes & Rates of Movement:
Walk: 128 yards/BT Armor Scheme:
Trot: 256 yards/BT Area Pierce Cut Blunt Fire Chem. Stun Elcc.
Dodging Factor: 10
Joss Factors: 0
Ulkxa 4 4 8 -
-
-- 8 -
-
Attacks
Bite
BAC Damage Type
P
Base
Super
Mtal
Mon
3
2
3
2
6
4
2
-- - &
6
4
2
--
40 1 D6 1 1

Statistical Detail:
Average 2 2 5 - - 5
Commentary &Description: Wolves are similar to dogs, but they are
-
M (Cunning):22 P: 32. WL: 24. CL: 28 typically larger, more able in attack, and have a higher killer instinct.
MR: 10 MM: 12 PM: 16 PN: 16 Wolves oflen roam the wild in packs numbering 3-8 ( 1 D6+2),and I k
MRCap: 4 MMCap: 4 PMCap: 6 PNCap: 6 in caves located in hilly or forested regions. They will join in multi-pack
MRPow: 3 MMPow: 4 PMPow: 5 PNPow: 5 groups (1 D6 packs) under rare circumstances.
MRSpd: 3 MMSpd: 4 PMSpd: 5' PNSpd: 5'
'Multiply by 4 to find actual PMSpd and PMSpd, i.e., 20. Tiger
Identifier: Animal, Mammal, Feline
Armor Scheme: Habitat: Azir, firth
Area Pierce Cut Blunt Fire Olem. Stun Elcc. Size: 3x human-size
Initiative Modiflem Human standard
Modes & Rates of Movement:
Creep: 22 yards/BT
Stalk: 1 10 yards/BT
Run: 220 yards/BT
Charge: 330 yards/BT ( I BT only)
different forms. The scheme above is for an average one. The most Dodging Factor: 10
common sorts encountered by adventuring personas will be either Joss Factors: 0
guard dogs or wild dogs found in packs, and such animals will be a little Attacks BAC Damage Type Base
or a lot tougher. Any dog is able to attack once per CT with a bite, which Foreclaws x 2 40 C 2DG
does a s little as 1-2points PD in miniature specimens, and 3D3 or better Bite 35 P 3D6 t 3
in the case big ones. Mote that war dogs are usually clad in Full Leather Hindclaws rake' 50 C 4D6
Armor. 'Applicable only when opponent has been hit by both forepaws,
indicating hold, and in position which exposes it to rear legs kicking to
rake, i.e., bipedal opponent prone.
Statistical Detail: Hart
M (Cunning): 30 P: 220, WL: 165, CL: 198 Identifier: Animal, Mammal, Ungulate
MR: 12 MM: 18 PM: 110 PN: 110 Habitat: E r t h , et al.
MRCap: 4 MMCap: 6 PMCap: 20 PNCap: 20 S k 2 x human-size
MRPow: 4 MMPow: 6 PMPow: 30 PNPow: 30 lnitiative Modlllers: Human standard
MKSpd: 4 MMSpd: 6 PMSpd: 6 0 PNSpd: 60 Modes 8: Rates o f Movement:
Human Standard: 2 0 0 yards/BT
Armor Scheme: Rush: 60 yards/BT ( 1 BT only)
Arca Pierce Cut Blunt Fire Chem. Stun Elec. Dodging Factor: 1 0
Ultra 6 6 8 - - 8 - Joss Factors: 0
Super 4 4 6 - - 6 - Attacks BAC Damage Type Base
ViM 3 3 4 - - 4 - Horns (antlers) 40 P 2D3'
Non 1 1 2 - - 2 - Forehooves x 2 40 C/B 1D6
Average 3 3 5 - - 5 - 'Double PD if charging and striking
Commentary & Description: The natural habitat for tigers is all Azir,
,~ntithey arc rarely encountered in otherregions.Theyaresilent, fast,and Stalistical Detail:
dcadly, preferring to strike when their prey's back is turned. M (Cunning): 22 P: 200 WL: 150, CL: 180
MR: 10 MM: 12 PM: 100 PN: 100
Snake, Coral MRCap: 4 MMCap: 4 PMCap: 40 PNCap: 40
Identifier: Animal, Reptile MRPow: 3 MMPow: 4 PMPow: 20 PNPow: 20
Habitak f i r t h , c t al. MRSpd: 3 MMSpd: 4 PMSpd: 40' PNSpd: 40'
Size: 0. l x human-size 'Divide by 2 to find actual PMSpd and PNSpd, i.e., 20.
Initiative Modifiers: Human standard
Modes & Rates of Movement: Armor Scheme:
Slither: 30 yards/BT Arca Pierce Cut Blunt Fire Chem. Stun Elec.
Rush: 6 0 yards/BT ( I BT only) Ultra 4 4 4 - - 4 -
Dodging Factor: 1 0 Super 3 3 3 - - 3 -
Joss Factors: 0 vital 2 2 2 - - 2 -
-
Attacks BAC Damage Type Base Non 1 1 1 - 1
- -
rn

bite 40 P 1 p i n t + poison, Average 2 2 2 d


2
STR 30 (3090-15) Commentary & Description: A hart is a fully grown male deer. In
In I BT delays Avillonia, the hart of pure white is believed to b e a magickal omen, 'as
these animals possess Baraha, natural Heka. Though rarely aggressive,
Slatistical Detail: save at mating time, the hart is able to attack with its rack of antlers
M (Cunning): 8 P: 12, WL: 9, CL: 10 (when grown out in autumn and winter) and/or hooves once per CT.
MI<: 4 MM: 4 PM: 8 PN: 8
MKCap: 2 MMCap: 3 PMCap: 2 PNCap: 2
r l w ~ w I: MMPOW: I PMPOW: 2 PNPOW: 2 Identifier: Animal, Avies
MKSpcI: 1 MMSpii: 1 PMSpd: 2' PNSpd: 2' Habitat: Wrth, e t al.
'Multiply by I0 to find actual PMSpd and PNSpd, i.e., 20. Size: 0.25 x human-size
Initiative Modifiers: Human standard
Armor Scheme: Modes & Rates of Movement:
Arc2 Pierce Cut Blunt Pirc Chem. Stun Elec. Fly: 1 4 4 yards/BT
Ultra 4 4 4 - - 4 - Dive: 2 8 8 yards/BT
Supcr 3 3 3 - - 3 - Plummet: 5 7 6 yards/BT
Vital 2 2 2 - - 2 - Dodging Factor: 6
Non 1 1 1 - - 1 - Joss Factors: 0
Average 2 2 2 - - 2 - Attacks BAC Damage Type Base
Commentary & Description: Poisonoussnakesare found all over Talons x 2 40 P 1D3
Lhc ~uorlii.If this were a krate rather than a coral snake, the poison Bite (beak) 35 C 1D2
~vouliibe a stronger a n d act in but o n e CT's time. The venom of this
m a k c is sufficient for a maximum of o n e successful biting attack in
any onc-hour time period.
Statistical Detail: Invulnerabilities:
P: 38, WL: 27, CL: 32 Cold
PM: 18 PN: 18 Poison
PMCap: 8 PNCap: 8 Susceptibilities:
PMPow: 6 PNPow: 6 Insinuation: Iron (x.3)
PMSpd: 4' PNSpd: 4' Contact. Iron (x2)
'Multiply by 4 to find actual PMSpd and PNSpd, i.e., 16. Exposure: Sunlight petrifies in 1D3 87"s time.
Allergy: 1 BTexposure to ferrous metal (10 0 Ibs. in 10 fcct)
Armor Scheme: inflicts 1 point PD/CT thereafter
Area Pierce Cut Blunt Fire Chem. Stun Elec. Attacks BAC (see Powers) Damage Type Base
Ultra 4 4 4 - - 4 - Fist x 2 35 I 4DG+4'
Super 3 3 3 - - 3 - and Bite 25 P 3D10
Vital 2 2 2 - - 2 - o r Bludgeon (huge!) 30 I 4D6 t28
Ron 1 1 1 - - 1 -
Average 2 2 2 - - 2 - 'Plus damage bonus for mass (see Chapter 12).
Commentary & Description: E ~ g l eare s found mostly in wild jungles Powers:
or mounL?inous rcgions, where they make their nests high atop some Darkseeing (as if daylight)
huge tree o r rocky crag. A typical encounter will be with a solitaryeagle Resistance to Heka (must overcome 9 point R factor to
in flight, unless the HPs venture to the aerie, in which case there will be affect ogre with Casting o r Power)
a mated pair and 1D3 eggs. Sonic Bcllow(~3uses-10Initiative for that CT to all within
1 chain radius unlcss they succeed in a roll against MR CAT-
SAMYLE MONSTKOUS THINGS EQORY at DR "Hard")
Monstrous things are weird or rnagickal creatures that will provide Statistical Detail:
more of a challenge for the personas than animals, for they oftcn have M: 50, EL: 4 0 P: 420, WL:315, CL: 378 3: 40, EL: 32.
some form of Iieka-engendered Power or are otherwise superior to MR. 25 MM: 25 PM:210 PN:210 SM:10 SE30
mundane animals. Such creatures may be assigned TRAITS and Heka MRCap: 15 MMCap: 15 PMCap: 86 PNCap: 86 SMCap: 4 SfC~rll):I0
use in a manner relative to the human base scheme, a s detailed above. MRPow: 5 MMPow: 5 PMPow: 40 PNPow: 4 0 SMPow: 3 Sfl'ow: I0
Variations from that base are usually noted. We have used the following MRSpd: 5 MMSpd: 5 PMSpd: 84' PNSpd: 84' SMSpd: 3 Sf5pcl: 10
t c r m i n o l o ~to~ generalize variance: 'Divide by 12 to find actual PMSpd and PNSpd, i.e., 7.
Low means near the bottom of the human-norm sale (3 to 7 I x r Armor Scheme:
A'RRIB UTE). Area Pierce Cut Blunt Fire Chcrn. S h ~ n Elcc.
tiigh means near the top of that scale (14 to 1 9 per A'ITRIBWE). Ultra 40 40 60 12 12 28 -
Supenormeans at o r above normal maximums for humans (above 3 0 Super 30 30 45 9 8 21 -
pcr ATTRIBWE). Vital 20 20 30 6 6 14 -
Limited refers to Heka use and indicates power which is roughly Non 10 10 15 3 3 7 -
commensurate with a n average, non-Full Practitioner human or of innate Average 25 25 17 7 7 17 -
sort restricted to certain areas (such as is Psychogenic Power when Commentary & Description: Ogres are huge humanoid creatures of
converted to niagick/Heka-see the Mythus Magick book). massive size and strength and dubious intellect indigenous to Phtcrce.
Moderate also refers to Heka, indicating usage of typi~z1human, Full Despite their Low intelligence, they have Moderate innate Heka powers.
Practitioner sort. They typically lair in remote areas and prey on the surrounding wildlifc,
Considerable indicates Heka power nearing hunian maximum. but find IIPs to be a delicious treat.
a t c a t indicates Heka use of from the best human practitioner to well From 1 2 to 14 feet h l l , very broad, and weighing roughly 2,800-3,300
beyond that. pounds, ogres have a fearful appearance. They are heavily built, hairy,
Utmost is used to denote Heka power in the Supernatural range and and warty, with dirty complexions and fangs or t ~ ~ sthat k s p r o h d c fronl
in some ~ z s e sverging o n the Entitid (LC., wielding Heka or powers the corners of their mouths. They frequently wear skins anti hides, and
equaling thousands of Preternatural factors in effect, possibly even tens might thus in effect gain additional armor protection (equal to Half to h I I
of thousands in extreme cases). Leather, o r Reinforced Leather, Armor).
Ogres are solitary creatures and are usually encountered alone or in
Ogre small bands of two or three (20% chance of more than one ogre).l h c y
Identifier: Humanoid are nocturnal, for certain high-frequency radiations (such as sunlight)
Habitat: Phzrce have the effect of calcifying their t i s s u e s i n effect, petrifying them (;I
Size: 12x human-size Susceptibility) after 1D3 BTs of exposure.
Initiative Modifiers: Human standard
Modes & Rates of Movement:
Human Standard: 21 0 yards/BT
Joss Factors: 0
Werewolf climb as a h u m d t having clawed hands rather than p a w s d u t it has
Identifier: Human, Therianthrope only about half the olfacto& capacity of a wolf. In wolf-like form the
Habitat: Material Planes/Spheres werewolf has the movement and senses of a true wolf.
Size: Human-sized
Initiative Modifiers: Human standard Yeti
Modes & Rates of Movement: IdentiAer: Humanoid
Human standard at ' yards/BT, or wolf standard. Habitat: Phaeree
'See Statistical Detail explanation below. Size: 6 x Human-size
Invulnerabilities: lnitiative Modifiers: Human standard
Non-enchanted weapons Modes & Rates of Movement:
Susceptibilities: Walk: 120 yards/BT
Insinuation: Silver (x2) Run: 240 yards/BT
Exposure: Allergic reaction to w o l f s b a n e l sprig in 3 feet Charge: 360 yards/BT ( 1 BT only)
inflicts 1D3 PD/CT Invulnerabilities:
Dodging Factor: Human standard; double in wolf form! Cold
Attacks
.
BAC (see Powers)
*
Damage Type Base Poison
Claws x2'
Kite . C
P
2D3t
3D3t
Susceptibilities:
Insinuation: lron (x2)
'Usable only in humanoid, bipedal mode. Contact. lron (XI)
"Per the persona's human Combat, HTH, Lethal STEW, plus 15Y0. Allergy: 1 BT's time exposure to fenous metal (100 Ibs. in
+Plus PMPow bonus 10 feet) inflicts 1 point PD/CT thereafter
Powers: Attacks BAC (see Powers) Damage Type Base
Darkseeing (as if in daylight) Fist x 2 ' 30 B 4D3
Hypemthcsia, audial and olfactory (aswolf modified as noted below) and Bite 25 P 2D6
Resistance to Heka (which causes Spiritual damage, R equal or Weapon 20 +13
to persona's SM CATEQORY) 'Per weapon type
Statistical Detail: Powers:
M. ' P: " s: t Ambush (as if Criminal Activities, Physical with 4 0 STEEP)
'All M stats of persona but as Cunning, not MentalTKAlT,s o no Mental Darkseeing (as if moonlight)
attacks/damage possible Invisibility (in natural terrain, distance beyond 1 chain and
"All P stab of persona inuease by 50•‹/o,rounded up in this case.When moving only at crawling speed)
transforming back to human, however, PD acuued countsas 100%. so that Paralyzing Oaze (1 rod range, 1 subject, check vs. MR
there is no 'false" P total, absorbing (and thus precluding) Physical harm. CATEQORY at DR 'Hard" or be unable to do anything that CT).
tAll SM CATEGORY st& are zero (O), but those of SP CATEQORY Statistical Detail:
rermin, s o the creature is subject to Spiritual damage as modified by its M: 40, EL: 32 P:240,WL: 180,CL:216 S:40,EL:32
Resistance a s noted above under Powers. MR: 20 MM: 20 PM: 120 PP(: 120 SM: 10 SP: 30
Armor Scheme: MRCap: 15 MMCap: 10 PMCap: 45 PNCap: 45 SMCap: 4 SPCap: I0
Area Pierce Cut Blunt Fire Chem. Stun Elec. MRPow: 5 MMPow: 5 PMPow: 25 PNPow: 25 SMPow: 3 SWow: 10
Ultra 4 9 4 4
8 * MRSpd: 5 MMSpd: 5 PMSpd: 45' PNSpd: 45' SMSpd: 3 SPSpd: I0
Super 3 3 3 6 'Divide by 3 to find actual PMSpd and PNSpd, i.e., 15.
ViCal 2 2 2 * 4 Armor Scheme:
Non 1 1 1 2 Area Pierce Cut Blunt Fire Chem. Stun Elec.
Average 2 2 2 1 4 Ultra 8 8 12 - 12 28 -
'YD only if rnagickal Super 6 6 9 - 8 21 -
Commentary & Description: Werewolves are humms transformed Vitzll 4 4 6 - 6 14 -
to a semi-animal or full animal form because of magickal effect of 3 - 3 7 -
purposeful intent or cursesort.Thosewishing transformation can change
Non
Average 5
2 2
5 7 7 7 17 -
to and from animal form at will, usually once each per day. Those under Commentary & Description: The Phseree species of Yeti (some-
cursc typic?lly have an involuntary change pattern triggered by the near- times known as Sasquatch or 'Abominable Snowmen") are humanoid
full/full moon's rising and setting ( a 3-5 day period). creatures averaging about 8 feet in height and 600 pounds weight. They
Sometimes werewolves are known as lycanthropes. They are incredibly typically live in very cold, remote regions and have thick, white hair
strongand f~wt,h~.iU1wi&ed,murderousnatures.These creaturesarehmed covering their entire bodies. Those in warmer regions have mottled
only by silver or magickal weapons, and can infect with therianthropy those brown coloration.These creatures resemble agorillawith a more upright
they bite who fail a check against their Physical T W ai a DR of "Difficult." posture and large yellow fangs protrudingstarkly froman undershotjaw.
Remcn~bcrthat armor applies only to those attack forms which can They sometimes have and employ crude weapons (such as spears and
actually affect the creature! bludgeons) but usually attack with two massive fists and a bite once per
In semi-animal form, the werewolf walks upright and can move and Critical Turn.
PERSONAS & LIFE-FORMS "FOUND (1) The members of the Seelie Court, whose realm is the outer
world, and who are known collectively a s Faeries.
ON E R T H & PHBREE (2)The "Borderers" who live everywhere-on the outer and inner
As mentioned earlier in this work, E r t h is a parallel world t o Earth surfaces of the world, and in the great underground mazes between
and is similar in many ways t o our own world during Medieval and those two realms. Often referred t o as Hobgoblins, these creatures
Renaissance times. There is o n e exception, of course-the roles of are a mixture of benign and malign.
magick and technology are basically reversed. (3)The denizens of the interior region of Phseree, known collec-
E r t h also has an inextricable link to the shadow world of P h s e r e e tively as Goblins. These beings of evil nature make up the population
itself a s different from E r t h as E r t h is from Earth. aeographically, of the Unseelie Court.
Phseree is a mirror-image of Erth, with east and west reversed. But Note that there are distinct races of beings which go by the names
this is not the chief difference between the two, for Phazree is a world Fazries, Hobgoblins, and aoblins, and these epitomize the nature of
of wild magick, a s chaotic as f i r t h is ordered. the three categories. Since this is the case, each will be discussed in
In addition, both worlds have extensive underground environments the appropriate section.
and hollow cores (allof which are capable of sustaininglife).That said, you Almost all inhabitants of Phzree suffer from Susceptibilities (Fer-
now have a general idea of the large number of places the HPgroup may rous Metal, principally).
choose to pursue their search for adventure. But what of the inhabitants
of these areas?Surely they differ asgreatly asthe regionsthemselves. This Exterior Phm-ee
section deals with the kinds of people and critters likely to be found in a The outer world of Phazree is the the home of the Seelie Court,
fantasy milieu set in the world of E r t h or Phzree. a n d it is populated with creatures of mostly benign nature. This is
not t o say that the exterior is a peaceful place-for wars and strife
Exterior E r t h are present--and a n occasional raid from the Borderer and Goblin
The exterior o f E r t h is home t o the most Earth-like inhabitants, and realms is likely. Also, while t h e creatures of this realm of wild
humans make u p the majority of what a party of Heroic Personas will magick a r e typically benign t o their own kind, this is not always
likely meet (at least in any civilized areas), a s in the sample encounter true for strangers! S o m e of the most dangerous inhabitants of
descriptions o n page 328. exterior P h z r e e may be those with a particularly warped sense of
humor. S e e pages 330-333 for examples of creatures belonging to
Subterranean E r t h the Seelie Court.
The subterranean regions of E r t h are home to many bizarre life
forms (humanoid and otherwise). One of the most likely t o b e en- Subterranean Y h z r e e
countered will be the Albies, a s described o n page 328. Borderers live both on exterior and in interior Phseree, or else
inhabit the world's underground. The subterranean world of Phzree
Interior B r t h is much like that of Arth in terms of size and complexity. Many of its
Tne interior of E r t h is made up of three distinct ecological bands, inhabitants dwell mostly in twisted, lightless caverns and tunnels,
ranging in climate from subarctic conditions at the north and south polar though this is not always the case. Phosphorescent mold and fimy
openings, to tropical in the innermost equatorial region. Life-forms vary grow abundantly in many areas, and the eerie light shed by these
from the normal species of animals found on Etth's surface to great organisms is both illuminating and colorful.
saurian beasts such as have been extinct elsewhere for millions of years. The beings of Phazree known as Hobgoblins, or Borderers, form the
Personas who brave this primeval world in the center of E r t h will even be middle range oftemper and are generally Neutral, Agathocacolocjical,
able to find sentient creatures living in the equatorial band. These and Intermediate. As noted, s o m e manage everywhere, some dwell
creatures are primarily made up of races similar to CroMagnon and above, some live in the interior, and some inhabit the subterranean
Neanderthal humans, but perhaps the most dangerous of the smaller realms. Of these latter, not a few stay below during set periods of time
carnisaurs and one of the largest of the Pleistocene will serve us as prime only, venturing to the interior or exterior of P h ~ r e at
e other times.
examples of what can be found there. See the Deinonychus Antinhopus These may associate with the Seelie or Unseelie Court--or both on
and Imperial Mammoth on page 329. different occasions. S e e page 3 3 4 for a few examples.

Phazree Interior Phm-ee


As we said earlier, the world of Phazree is one of wild magick, where The "aoblinrealm" of interior P h z r e e is awesome in its dark
nearly everything is in a constant state of c h a n g e e v e n reality itself. vistas, in many ways a s beautiful a s its exterior counterpart. Illumi-
A few fixed points exist, but most of the conditions of the world, such nated by a plum-hued orb which hangs in the center of the interior
as land, sea, sky, and even time are subject to random change due to sky, the aoblinrealm is bathed in an odd and disquieting light that
the fluctuating laws of nature. ranges from pitch dark to sickly hues of palest violet. The sidebar on
The inhabitants of the world of Phseree fall into one of three basic page 335 lists a few types of creatures commonly encountered
categories: there.
SAMPLE ENCOUNTERS, EXTERIOR E R T H
.t:
Farmers/Herders ~ a s Scheme
e (+I-1D3 per ATIRIBWE, + 1 bonus to PM)
Typically peasant or lower freeman class and numbering fi 48 P:40,WL:JO,CL(36 &6O,Eb48 9

between 2-20, these OPs will often be found working the flelds MR: 30 m:30 40 PIY: 40 SM: 30 SF:' 30 ..II

in cultivated areas or tending animals. If more than 1 5 are M R a P : 12 m% 1 1 PMCaP: 14 mCaP 14 SM*: 12 SPCaP: 12
encountered, there is a 75%chance that they will be accompa- M W o w : 9 MMPow: 10 m ow:14 PPiPow: 14 : SWow:g
~ M r n w9
nied by 1D 3 personas of freeman class, MRSpd: 9 MMSpd: 9 PMSpd: 12 PMSpd: 12 S M W 9 SPSpd: 9 c
Farmcrs typically wear no armor, but they usually have an
assortment of tools which can be used as makeshift weapons Military Company, or Warrior Band
(BAC of around 20). They possess average human TRAITscores.
Base Scheme (+I- 1D3 per ATTWWIE)
P: 70,WL 52,CL:63 9: 55,EL: 44
U s e the hunters model above, but reduce M and S TRAITS by 1 D3
and 1D6 respectively.
Dependingon the area, thls group could be mercenaries or soldiers
-
1:

MR: 27 MM: 28 PM:40 m X) SM: X) SP:25 of peasant or freeman class, mercenaries lead by sergeants, or a band *41
MKQ~: Io : P M C ~ I~8: m ~ pI 2
M M C ~ ~12 : SM*: 14 S p C a p : 10 of sergeants only. The average size of a group is between 51-100,but
MPOW: 9 PMPOW: 12 PIYPO~:9 S M m w : 8 SPPOW 8 could range from 10-30 for a small group to 200-2,000for a large-

t
MRSIM: 8 d : p ~ ~9 ~ SdM:S P 8~ s m p & 7
MMSP~:7 p ~ s ~ 10 contingent. It is very possible that any such group will contain Heka-
using personas. a
Hunters Ali members of a military contingent will possess weapons and ,
Usually numbering between 1 6 , this type of persona will be armor of some sort, of course.
trappers, fishermen or true hunters of peasant or freeman class.
They may be mounted in plains regions, but are most often Nomads
found travelling afoot in wooded areas. Treat as military company, but indude peasant and hunter types.
klunters will always be armed, and often wear some type of
light armor.
Leaders generally get the positive modifiers to AITRIBUTB,
A tribe of people consisting of men, women, and children, these
could be barbaric people looking for a new homeland, or just a
caravan of wandering aypsies. (In the case of Qypies, reduce the
- c

followers the negative adjustments. number of warriors and add fortune tellers, thieves and mounte-
banksl) The average group size is 51-100, but those encountered
could be a group as small a s 5-30or as larger a s 50-500. Average and
-
large groups will contain one or more Heka users, usually shamans,
medicine men and wisewomen. Nomad warriors will own and use f;

weapons and armor. (


-rC:

V
L

SAMPLE ENCOUNTER, SUBTERRANEAN RUTH


Albies (also known as "Subterraneans")
Albies are humans who live in the underground caves and tunnels near the surface (the Shallowshadow region) and
organize into small groups for the purpose of trading between the surface and the deeper realms of SubterraneanErth.
Their K/SAreas are those of Primitive Vocation sort. Some are, of course, Heka users. All Albies possess heightened
senses of hearing, smell, taste, and touch. Albies also have the Power to sense auras of living creatures.
Leaders generally get the positive modifiers to A'ITRIBUES, followers the negative adJustments.
Base Scheme (+I- 1 1 DB per A'ITIUBUT'E, +2 PN bonus)
M: 00, EL: 48 P: 74,WL: 55,CL:66 S: 80, EL: 64
MR: 30 MM: 30 PM: 32 PN: 42 SM: 26 SP: 54
M K a p : 12 MMCap: 1 1 PMCap: 12 P N C a p : 16 S M C a p : 10 S P C a p : 20
MRPow: 9 MMPow: 10 PMPOW: 8 PNPOW: 10 SMPow: 8 SPPOW: 18
SAMPLE ENCOUNTERS, INTERIOR E R T H
t:
Deinonychus Antirrhopus Mammoth Imperial
IdentMerr Dinosaur, Theropod IdenEilter: Animal, Mammal, Elephas
Habitat: Interior firth Mabitatr Interlor firth
Size; Human-size Size: 12 x humaneize
Initiative Modifliers: Human standard Initiative Modllierst Human standard
Modes & Rates of Movement: Males Rat= of Movementt
Walh: yards/BT
Walk: 100 yards/BT
Run: yards/BT
Track: 200 yards/BT
Chruge: yards/BT (1 BT only)
Run/Ati%c%: 300 yards/BT
Dodging Factor: Nil
Dodging Factor: 30 Attacks BAC DarnageType Base
Attacks BAC DamageType Base Tusk x 2 40 P' 2D6'
Claw kick' x 2 SO C 3D6t6 'Ihnk 35 B 2D6 "
Biting 50 P 4D3 Tramplet 50 I lODlO
'Creature can leap through the air, fj-foot helght, 2O-foot '6D6 type I damage if charging.
spring, to attack-hick with clawed feet. "Constridion PD lasting only 1 CT.An opponent up to 3 x
Base Seherne ( +k1DB humanaked will becaught fast and unableto act effectively, then
M(Cunn1ng): 30 P: 200, WL: 150, CL: 180 hurled away to su@er 2D10 Impact Physlcal damage or thrown to
MR: 18 MM: 12 PM: 100 PN: 100 the mammoth's feet for tramplingl
MRCap: 6 MMCap: 4 PMCap: 40 PMCap: 40 tApplicable only when an opponent is at the mammoth's
MRPow: 6 MMPow: 4 PMPow: 30 PNPow: 30 feet and is under 4 feet in height, or has been knocked down
MRSpd: 6 MMSpd: 4 PMSpd: 30 PMSpd: 30 so as not to exceed that height.
Armor Scheme: Statistical Detail: &r;
Area Pierce Cut Blunt fire Chem. Stun Elec. M (Cunning): 36 P: 380, WL: 93,CIA 38
Ultra 12 12 12 12 12 12 12 MR: 12 MM: 2 4 PM: 210 PN: 170 C
Super 9 9 9 9 9 9 9 MRCap: 4 MMCap: 8 PMCap: 8 0 PNCap: 70
Vital 6 6 6 6 6 6 6 MRPow. 4 MMPaw: 8 PMPow: 7 0 PNPow: 40 I
Non 3 3 3 3 3 3 3 MRSpd: 4 MMSpd: 8 PMSpd: 60' PNSpd: 60'
Average 7 7 7 7 7 7 7 'Divide by 12 For actual Speed, i.e., PMSpd and PlYSpd of 5.
Commentary IPr Description: Although about 5 feet tall Armor Schemer
Area Plerce Cut Blunt Fire Chem. Stun Elec.
and 10 long, these creatures are lightly built and weigh only
Ultra 12 12 24 8 8 24 8
about 160-180 pounds. Because of this, they have a Wound Super 9 9 18 6 6 18 6
Level, something atypical of saurians. Vital 6 6 12 4 4 12 4
These dinosaurs will be found singly or in packs up to six Non 3 3 6 2 2 6 2
strong. They run to attack, kick-slash, then retreat asqulckly, Average 7 7 I5 5 5 15 5
aiming to bleed their prey to death. Commentary & Description: These huge pachyderms
are protected by both thick hair and heavy hide. They are
found singly only in the case of a bull, and even then it is
more likely that 1-6 such will be encountered, Herds of
cows and calves number 4-12 adults and 2 6 sub-adults.
When the herd is threatened, the lead members will
charge; sometimes the whole herd will In a panic situation.
If charging is not useful because of an opponent's threat or
capacity for evasion, the herd will form a defensive ring.
SAMPLE ENCOUNTERS, EXTERIOR PHAEREE
Djinni Dragon
IdentMer: Humanoid (Common, not Noble or Imperial)
Habitat: Phmee e t al. IdentWer: Dram
Size: 3 x humamsized
Habitat: Pharee & flemental PlaneslSpheres
Initiative Modifiers: Human standard
l z e : 12x humanaim
Mode8 & Rates of Movemeatr
lnitiattve Modinem Human standard
Human stmdad: 200 yardsfBT
Fly: 400 prds/BT Modes & Rates of Movement:
OutrstandlngK/6 Ams/sub.Area9 & 6lEEPa As human Vmtions. Walk/kot/Run: 7O/l Ml/28O yardsfBT
Joss f Anti-Joss) Factors: 3 Fly: 700 yards/BT
Attractiveness: Male 6-8, Female 10-15 Outatanding WS AreasISubAreas 8: SIEm
InvulnerabPilt ies: Alchemist at MWY
Chemicals Sage at75 +/-ID10 STEEP
SusceptibUities: 2D3 other KJSAreas
Insfnuatlon: Iron (x2) Joea (AntLJoss)Pactom: 4
Contack Iron (x 1) Attractlveneee: 9ee below
Allergy: 1 BTs clme exposure Lo ferrous metal Invulnenbllitles: (See also below)
(100 Ibs. in 10 feet) inflicts 1 point PD/CT thereafter AD nonenchanted weapons
Quirks: Possible by individual Susceptibltles:
Dodging Factor/Avoiidance: Human standard. Instnuaffon: Dlsease, Iron (x2)', Poison
Weapons: by type, + 18 PD (PMPow bonus) Contact: Iron (xl)
Powers: Allergy: 1 BTs time exposure to ferrous metal' (100 Ibs.
Bestow Power (of usual Minor sort, llyear) in 10 feel) inflicts 1 polnt YD/CT thereafter
Dark Seeing (as if moonlight) 'With respect to AMh Dragons only, SuscepUbllity Is to Steel. not
Detect Noncorporeal, Invisible, Secret, and/or Hid- Iron or ferrous metals of any other sort.
den (beings or things, l/day) Qulrh;s: Nil
Diminution (to 11100th size, Sfday) Attach?, BAC (See Powers) Damage Type Base
Eartb Walklng (no limit. along with onas canled) Won x 2 60 c/y 3D10+3
Flight (as above), Float in Air(1 hour maximum) Bite 70 P 6D6
Petrifaction (by touch, l/day), Plane ShiA:(l/day) Tall 50 I 6D3
Reverse Petrifaction (by touch, llday) Powers:
Shape ShiR (blfrom any form, 4fday) Converse wlth Anlmals (4/day)
Stone Passage (no limit, along wilh ones carried) Darkseetng (as If dayllght)
Teleport Self (I/day). Rkht (no Ilmltalion)
Statistical DetrrI: Base Scheme (+I- M: 1D6, P? ID 10. S: ID6) H 4 Self ( 1D6 points of PD each Battle Turn)
M: 80, EL: 16 P:200, Wh 50, CIA20 3: 80, EL4 16 Myper85stheticsenses
MR: 40 MM: 40 PTI: 100 PII: 100 SM: 20 SP: 60 Inlultlon (Avoidance of area effefed Casting or Power certaln if
MRCap 15 MMCap: 13 PMCap: 40 OCap 44 SMQp: 9 SPCap: 20
the dragon galns InlUaUve that CT. illday)
MRPow: 15 MMPow: 15 PMPow: XI PNPow: XI SMPow: 6 SPPow: 20
MRSpd: 10 MMSpd: 10 PMSpd: 30' PNSpd: XI' SMSpd: 3 SPSpd: 20
Plane Shift (2/day)
'Divide by 3 for comparative Speed (10). Reslslance to Heka (Heka castor must overcome 28 point K
Armor Scheme: Base Scheme (+/- lDZO/ID3) factor to affect a Common Dragon wlth Casting or Power)
Area Pierce Cut Blunt" Fire Chem. Stun Elec. Shape Shtft (tolfrom any form 2/day).
Ultra 8 8 28 28 ' 28 28 Other: Awe readion at appearance: Viewers must check MR
Super- 6 6 21 21 21 21 TRAIT st DR "Difficult' or be Daved for ID6 Cl"s time.
Vital 4 4 14 14 * 14 14 CaJtin&%Asappmprlateto K/SAress, base 1,300Hekapints. plus the
Non 2 2 7 7 7 7 following:
Avcragc 5 5 17 17 50 17 Airr Alr Uke Stone (1 square furlong area 1 yard thick. my
'Invulnemble, shape, equal to stone. l/day)
"Applies to Impact damage as well. Canfer Walk on Alr ( 1 hour. 4/day)
Commentary & Descripttoo: Djinn rive in the midalent regions of Exhaust Alr (1 AT duration, 1 cubic furlong. l/day)
Phaeree. These large humanoids stand 9 feet in heighL DJinn possess k g Cloud (1 furlong radius. Z/day)
Average to H!@ inteUgenoe, and can wield Heka as do humans, albeit Solid Alr (1 hour, support up to 1 ton weight/square yard. 1
not of elementsother than /Erth and as resCricted by TWUTcapacities. square furlong in any shape, 4/day)

J
Djinn are more closely related to Elemental /Erth than to the Storm Ueneraffon (full storm wlth high wlnd. thunder & light-
Mundane, and thus they have the Powers and natural amor lndi- ning, clouds & darkness, and preclpltalion)
cated. They typically employ armor and use weapons. Continued on page 331.
A
1 EXTERIOR PHlEREE (Cont3
range from Common, to Noble. to Imperial. But not all Common and
widtn. 6D6 8acal PD).SKY- Cold&lce( 1cu. chain, 6D6&puswe Noble Dragons are Seelie: some few are to be found dwelling with and
[cold]+ 6D6 Rerdng FQ). WIND -Wind (160 mph cone 1 fud&gx 1 of Ute same tentperm the Hobgoblin Borderer Dragow.
chdn width, 3D10 Plcldngand 3D10 Impact PD). In order to u a d a the Common Dragon, it Is necgsary to discus,
Watm AIry Water (1 cubic chaln, 1 hour, 4/day) at least Mefly, &of W e Pngonklnd the ImperlaL Noble, andfhnmon,
Bestow Water BrestklngIl subject. 3D3 hours, 4/day) SerpentineMedwithmmlves-theSeeUeDregons ofYhmee
Burnlng Water (1 AT, indlstlnguiskbie from nonnal water but Uve aImast excluslvety In the exterior Oriental regions of that world or
contadaausss mas ifinm@cW Be, 1 rod dlametersphwe, llday) In thelr relclted PTemental Flanes and Spheres: Air. Watw. and a. AU
Evaporate Wat'er(GD6 cubic rods, l/day) possess five legs, the fifth being centered under the belly. Those of
Ice Costlng (1 square chain area. 6 inches thlck llday) Common sort have but three talons on a leg, those of Noble kind four.
Qpaque Water (1 furlong diameter, 1 hour, I /day) and Imperial Dragons possess flve talons.
Purl& Water ( 1 chain radlus. llday) Rs noted under Powers, t h w dragons are capable of flight, though
Water Wall (1 square furlong area. 1 yard thick, any ahape. they do not have wings, There are three great races of Seelie ( W e )
equal to stone, llday).
-
Breath: $/day. FRESH Flood Stream ( 1 chain length. 1 chaln
Dragons each of which hes three speclea (also Indlcatlng their habltat):
Alr: Cloud, Sky,and Wind

-
width. 1 rod depth for 7,986 cubic yardsof waterl, 1OD3&wure
[cold]PD...and watch out for drownlngll. MARINE Brlne J e t (2
Water: Fmsh, Marlne, and Rain
liBth: Clay, Metal. and Stone

-
chains length by 1 rod width, 8D6 Impact plus 6D6 Chemical
linduding salt) PD to alI in area). RAIN Mall Downburst(1 cubic
chaln. IODB Blunt PD).
It must be kept In mind that all true dragons are of elther Fserie or
Aobgoblln sart, 1.e.. Seelie or Bordwers. Thls is stated so as to avoid
posslble confuslon between dragons and the varlous QobiIn spedes
/PrUI: Ally A& (1 cublc chaln, 1 hour. &/day) whlch resemble them (mast notably Drakes, a related but separate
Dl& Cloud (1 AT, 1 chaln radlus, 4/day) famlly of Dram). Dragons are. as stated above, mostly of Oriental
Extlngulsh Nre (1 chain radius, 14lday) habitat: the latter, Qoblin(Unseelie),races are of Occidental range and
%one Passage ( I AT, 1 rod radlus. 4lday) dwelling principally in the exterior of the world of Phmee. That estab-
Bansparent Ground(1 AT, 1 rod radlus by 1 furlong length or Ifshed, let us turn back to dragons.
depth, llday) Dragons can be of nearly any wlor, shade. hue, or metallic tint.
Arlhquake. Minor ( 1 CT dwatlon. 1 furlong distance, 1 chain The greatest and most powerful sort (Imperial).however, have but
radius area. ]/day), six bask hues, and each one of these colors will alert the informed
Arth Walldng & Stone Pasage (no limit bestowal 1 how observer to the nature, station. and charge of the IndividualIn question.
durauon, 4ldsy).
-
Breath: 3Jday. CLAY Acid (range 1 chain, diameter at terml-
Following are the slx colors and their determinants:
Black Is the color of guardianship. It betokens mysterious

-
nus 1 rod. 6DlO Chemicsl (acid) PD to central target, 3D10 PD
llkewlse to ail in area). MET,% Nre (sheet 1 chain long by 1 In
Wn@. hidden places, and clandesllne affairs, s o theBlack w o n
is a guardian. scholar, and agent.

-
width. 1 yard depth, or cone 4 chains long by 1 rod dlameter at
temlnus). STONE Polson Heat (cioud 1 cublc chain. 300"F.
temperature, 1 BT persistence, STR 10 Polson PD/CTof expo-
Hue is the color of duty. It indicates service. wardship, and
care, so the Blue Dragon h an official, counsellor, or governor.
(Ireen Is the color of positive change. It is active and shows
sure). good Joss,s o the Qreen Dragon is a messenger. gene&, or special

-
Statistical D&&: (EaseScheme +/-Ma t D 1 0 , P: 4D10,& lD10) representative.
M: 180, EL: 144 l? 700, WL: 525, &: 630 8: 190. EL: 120 Purple is the color of the heavens. It betokens the ashal and
MR:90 MM:90 PI:350 PPI:350 SM: 75 SP: 75 celestial as well as mqjor affairs. Thus, the Purple Dragon Is an
MRCap 30 X)@p 30 PMCap 144 PNeSp: 144 S E q x 25 %Tap:23 emissay or viceroy, one In chruge of great matters.
W o w : 30 Wow: 30 PMPow:62 WOW'. 62 SWow 25 Wow:25 Red betokens power, It is the hue Indicative of wealth, prosper-
MRW:30 30 PMSpd:144' FR3pd: 144' SMS* 25 sP$@ 25 ity, health and vlgor, However, the Red Dragon is one who serves
"vide by 12 to flnd r a m p l i v e Spaed,1.e.. PMSpd and PM3pd 12 wlth power, In peace or war, so the observer will know that It Is a
Armor Scheme: mlghtyservant bringingjustice, peace, orthe ravagesof flghlingin

5 Area
UlVd
Super
Pierce Cut
100
75
80
60
Blunt Fire Chem. Stun Rec.
80
60
100
75
I00
75
80
60
100
75
untiring manner.
Whftels the color of vlrtue. It betokens obedience, purify, and
trustfulness. The White Dragon isUkely to bemrvingin any cap?
V~tal 50 40 40 50 50 40 50 tty because of this.
Non 25 20 20 23 25 20 25 NatWly, the greater dragons command the lesser ones of HobgoMn
Avcr+y 67 50 50 67' 67' 50 67' nature(detalledabove).All are. Inturn. subjedtothemightiest--thatofthe
'Dragons ofthelWlh are Immune to Fire and Chemlcals: Dragons of seventh and highest wlor. That b Yellow (or golden). Yellow designates
the Alr are Immune to Electtlcity. weather, and Exposure (Ice, cold, wisdom. intelligence. and rnagickal force. A dragon of this hue Is a lord of
heat): Dragons of the Water are Immune to Chemlcals and cold/lce). its race the Dragon Klng Queen, Prince. Princess and like royalty.
Commentary 4% Desertptlon: First note that Dragons of Faerie sort
C o n t i on page 332
b Elf
EXTERIOR PHKREE (Cont3
Elves are related somewhat distantlv to the F~eriesand
more distantly still to the Fays. This hunknoid race can only
be treated as distinct individuals because of the wide varia
Fay
This humanoid race mu& also be treated as one would a
HeroicPersona.That Is, each isindividual. aeneralities which
apply, however, are as follow:
tions from individual to individual. However, there are some Fay in small groups dwell In palaces and sylvan manors in
generalities which apply, as described in the following para- the occidental realmsof exterior Phaeree. Atypical individual
graphs. is about 5 feet tall and very slender. Fay have dragonfly-like
Elven communities are found in temperate woodlands wings, s o in addition to movement at human standard rate
where these folkdwell in cottageswhichare virtually apart of they can fly, They have Joss of 7-14 Factors (lD6t8) and are
the landscape, or in Fa;rie-like arboreal houses built into most beautiful and powerful of all the fair folk of the Seelie
great trees and among their branches. Each group is similar Court, having an average Attractiveness of 18.
to a human hamlet or village in numbers and relationships. As regards abilities, this race has K/S of Full Practitioner
These communities are most frequently found in the kind in one of the following Vocational combinations at
occidental realms of exterior Phaeree, 60t8D 10STEEPfor main K/SAreas, 40t6D10 for seoondaty
A typical Elf is about 6 feet tall and slender. Movement for ones, and 20tCD10 for tertiary ones:
Elves is at human standard rate. They have Joss of 2 7 Dweamercrazft (Green School), Diviner, Wisewoman/
Factors (1D 6 t 1) and an average Attractiveness of 14. man, or
As regards abilities, this race has W w i t h Full Practitio- Priestcr~ft(Balance), Astrologer, Healer, or
ner ability, if applicable-ln one of the following Vocations at Alchemist, Explorer, Sage
50+5D6STEEP for main K/S Areas, 40t4D6 for secondary Heka available Is the total of all three TRAlTS plus double
ones, and 30t3D6 for tertiary ones: Pull Practitioner human norm for K/S Areas,
Dweomercradt (Oreen School) with 1D3 Gmbat K/S Their Physical Speeds enable them to avoid much. Aver-
Areas, rarely, or age clothing of the Fays, stuff spun of Phzree spider's silk
Poet/Musician with Spellsongs and 1D3 Combat K/S conveys Average Armor protection equal to the amount of
Areas, or cldhingthey wear, i.e., Half to Pull, Castings can also provide
Explorer and Primitive Hunter with Mysffdsm, or magickal defenses. In addition, their warriors have armor
Priestcr&t (Balance) and Primitive Seer. and arms forged by their weapon smiths from alloyed, non-
Heka available is Pull Practitioner human norm. ferrous metals, and then enchanted by Heka forgers.
Average Armor protection is typically Half-rated Leather, The Fay are Susceptible to ferrous metals, such doing
Reinforced Leather, or Metal &Leather, Castingscan provide double normal damage if insinuated or brought into physical
magickal defenses, a s well. In addition, their warriors have contact. They have Allergy of Contact sort, the touch of
armor and arms forged by their weaponsmiths from alloyed, ferrous metal Inflicting 1 point of Physical damage each BT it
non-ferrous metals, and then enchanted by Heka forgers. continues, and if 100 poundsof thissort of metal iswithln 10
Elves, as typical of Phmee denizens, are Susceptible to feet, the same occurs after one AT of such exposure.
ferrous metals, such doing double normal damage if insinu- A typical adult Fay has 1D3 Powers of minor sort, and one
ated or brought into physical contact, They have Allergy of of Moderate or Mqjor kind,
Contact sort, the touch of ferrous metal inflicting 1 point of The Fay are the mortal enemiesof the Unseelie race of the
Physical damage each BT it continues, and if 100 pounds of Slaugh (see page 335).
this sort of metal is withln 10 feet, the same occurs &er 1AT As regards their TRAITS, here is a standard example:
of such exposure. Basescheme(+/-M: l D l 0 . P ~1D6,Sr lD10perATIRBUTE)
A typical adult Elf has a Power of minor sort. M: 210 ,EL:168 P:120,WLs 9O.Clr108 S:2W,EL: 180
As regards their TRAITS, here is a standard example: MR: 105 MM: 105 PM:00 PN: 00 SM: 75 SP: 150
Base Scheme (+/- ID6 per A m ) MROp 35 MMCap: 35 PMCsp: 25 PMCap 25 SMCap: U SPCap: 50
M: 90, EL; 72 P: 100,WL:75, CL:90 9: 120, EL: 90 MKPow: 35 MMPow: 35 PNPow: 10 PNPow: 10 SMPow: 25 SPPow: 50
MR. 45 MM: 45 PM:50 EX50 SM: 50 SP:70 MR9pd: 55 MMS@ 35 PMSpd: 25 PNSpd: 25 SMSN 25 SPSH 50
MRCap 15 MMCap: 15 PMCap: 20 PNCap 20 8MCap: 20 SPCap: X)
MRPow: 15 MMPow: 15 PMPow: I5 PNPow: 15 SMPow: 15 SWow: 20
MRSpri: 15 MMSH 15 PMSH 15 PNSpd: 15 SMSpd: 15 SPS@ 20
See also the text of Chapter 10 regarding optional Elven
HPs. The above is not the basis for such personas!
Faerie Outstanding K/SAraasiSub-Area?,& SEEP: Qenerally as
The Fazries are related to both the Fay and the Elves, belng human Primitive Vocations.
more as flrst cousins to the former, second cousins tothe latter. Joss (Anti-Joss)Factors: 0 (usually)
This humanoid race is another be treated as one would a Heroic Attractiveness: 1 2 17
Persona.That is, each is individual. But a few generalities which Invulnerabilities:
apply are as follows: Electr&ity
Fazrie communities are found in warm temperate wood- Susceptibllitiesa
lands where these folk dwell in arboreal houses built into Inslnuatfon: Iron (x2)
great trees and among their branches. From a dozen houses Conlad: Iron (xl)
surrounding a little meadow, to several score ringing a forest Allergy: 1 BTs time exposure to ferrous metal ( 100 I bs.
glen, such communities are most frequently found in the in 1 0 feet) inflicts 1 point PD/CT thereafter
Occidental realms of exterior Phseree. A typical individual is Average Armor Protection: Nil
about 5.5 feet tall and slender. Ferie movement is at human Quirks: Possible by individual
standard rate. They have J o s s of 5-10 Factors (ID6 +4) and Dodging FactorlAvoldance; Human standard.
an average Attractiveness of 16. Weapons': by type, -3 die (PMPow penalty)
As regards abilities, this race has K/S, with Fuil Practitioner 'Because of small size, these are generally not highly danger.
ability (if applicable) in one of the followingVocational combin* ous, but Sprites with Toxicologyability provide poisons which
tions at 60+6D10 STEEP for main K/S Areas, 40+4DlO for cause damage or induce sleep, s o a wound from one of their
secondary ones, and 20+2D10 for tertiary ones: weapons can be far more than it seems.. .
Dweomercrseft (areen School) and Sage, or Powm:
Priestcraeft (Balance) and Soothsayer, or Affect Sensory Organs (1 rod range, 1 subject, cause
PoetfMusician with Spellsongs double vision, ringing in ears or deafness, sneezing or
Heka available is double Fuil Practitioner human norm. runny nose, no tasting abillty or bad taste, tingling or itch-
As with Fay, the average clothing of the Fazries is also stuff ing-each type 1/day)
spun of Phzree spider's silk, and this conveys Average Armor Amplib Existing Emotion ( 1 rod range, 1 subject, 1/day)
protection equal to the amount of clothing they wear, i.e., Half Chameleon Power (3lday)
to Full. Castings can provide magickal defenses. In addition, Dark Seeing (asif moonlight)
their warriors have armor and arms forged by their weapon Diminution (1110th normal size, 2D3 hours time, touch
smiths from alloyed, non-ferrous metals,-and h e n e n c h a t e d range, 1 subject, Ifday)
by Heka forgers. Forgeffulness (touch range, 1 subject, check vs. MMCap
The Ftzries are Susceptible t o ferrous metals, such doing at DR 'Hard" or not remember anything to do with Sprites
double normal dartlhge if insinuated or brought Into physical and what they did)
contact. They have Allergy of Contact sort, the touch of ferrous In vie1bility ( 1/day)
metal inflicting 1 pointof Physical damageeach BTit continues; VenMloquism & Soundfloice Mimicry(1 chain range,
and if 10 0 pounds of this sort of metal is within 10 feet, the same 3/day).
occurs aRer one AT of such exposure. Statistical Detail: Base Scheme
A typical adult Fazrie has 1D3 Powers of minor sort. (ti- I D 3 per A-WE, except Physical))
As regards their TRAITS, here is a standard example: M: 64, EL 51 P: 40,WLi 30, Ch 36 S: 80, EL 64
Base Scheme (ti-M: IDSO, P: 1D6.S: ID10 per ATIRLBUIE) MR.32 MM: 32 PM: 20 m20 SM: 20 SP:60
M; 120, ELi 96 P: 140,WI; 105,EL 126 S: 150. ELI 120 MRCap 12 MMCap: 12 PMCap: 12 RNCap 12 SMCap: 10 8PCap: 20
MR60 MM: 60 PM:70 PN:70 SM: 45 SP: 105 MRPow: 10 MMPow: 10 PMPow: 5 PP(Pow: 5 SMPow:6 SWow: 20
M R C a p 20 MMCap: 20 PMCap: 30 P N C a p 30 SMCap 15 SPCap: 35 MRSpd: 10 MMSpd: 10 PMSpd: 3' PPiSpd: 3' SMSpd: 4 SPSpd: 20
Mwow: 20 MMPow: 20 PMPow: 20 PRPow: 20 SMPow: 15 SWow: 35 *Multiplyby 1 0 for wnlparative Speed (i.e., 301,
MRSpd: 20 MMSpd: 20 PMSpd: 20 PNSpd: 20 SMSpd: 15 SPSpd: 35 Commentary&Description:Spritesareonlyabout8inches
high. These mischievous creatures are small, winged folk of
Sprite exterior Phaeree. Sprites love open woodlands near meadows
Identifier: Humanoid and fields, s o they typically find a nearby great old tree into
Habitat: Phazree et al. which to build their community dwelling, and thus have all they
Size: 0.1 x human-sized desire. Although they love to cause trouble, these clever little
Initiative Modifiers: Human standard creatures also appreciate beauty.
Modes 8Y Rates of Movement:
Human standard: 8 yards/BT
Fly: 14 yards/BT
" a

SAMPLE ENCOUNTERS, SUBTERRAmAN PHAEREE


Centaur Qiant
Centaurs are a Hobgoblin mce of part horse and part human sort. T h e r e m f o u r r a w oF8orderer Qiants, all of which are humanoid
They typically gather in herds and alternately stay on the upper fn derivation and inapp-w. m e y are:
world's plains by day and Rnd shelter below ground at night. Thelr ~r~~ 15ormorefeetinheight.thcr;se WeatemQhnts
Vocational K/S Areas are similar to Primitive human ones. They Ihrep~yhthefarthestnorthemandwestemreachesoN~.
possessonly Moderate Heka powers at best, butthls isoffset bytheir Theyareveryshang b u t a ~ e ~ s t u p M c P n d ~ l e a s w e U . T h d r
Physical strength and baUle proweas. xenophobic behavior m k a them mewhaL dangerous to other
Base Scheme ( 4 - ID3 pr* ATlTUBUlB)
M: 44, EL 35
MR22 Mm22
P: 220, WIn 165, CLr 198 8:62,EL 4Q
PM:I10 PN:110 SN22 SP:W
- -
when an encounteris unavoidable.
TRAlTS:M 24-36: P 360 (+/- 4D10); S 30-48.
These giants are 6 x hum-sized.
-
MRCap 9 MMCap: 9 PMCap: 48 PNCap 48 SMCap: 8 SPeep: 16 Plrbdgr p t m ~ s &~perior
b sbnzngtk the S f W a tU nice of
MRPow: 7 MMPow: 7 PMPow: 24 PNPow: 24 BMPow: 7 SWow: 14 reclusivegimtsmayseemevil due to thelr misshapen appearance,
MRSpd:6 MMSpd:6 PMSpd:48' PNspd..48' 8MSpd?6 SR$&10 but they m really n e u a . They have Oreat Heka power, and
'Divide by 6 for comparative Spd (Le., 8).
SusceptDMUltiesr FM/W
Contacr & lnsinuaUon: Femus Metals x l
-
TRAn'St M 72~144:P - 2 4 0 (+/-6D0); S 72.120.
These Qiants are 3 x human-sized.
-
ConsldelaMe Heha use, In addition to some ahapeshhlhgabilily.

Sear Mrartne Qiants are 24 feet tall or l w r and have blue


green orgreen skinand deepgreen to purplesreen hair. They are
Dragon, Borderer
Borderer Dragons are serpentine of body, winged, and have four
legs with slx-clawedpaws.Though thethree typesofNaturedmgons
-
otherwise similar to Wbolgs.
-
TRAITS: M 66-1 20;P 420 (+/- 1OD 10); 3 90-132.
Them giants are 12 x human-slzed.
-
are of Neutral temper, they must serve, usually willingly, the more StmnaBrnadandmu9cular,these subtemaneanglantsresemble
powerful SeelieDmgonsandare found Inthesame Oriental habitat Dweoves of 0-11 feet he&& They dislike
massive and
The three races and their distinguishingfestures are w follows: the exot6c,but bve minerals and stonework Tho~ghthey ~ONWS
Cold: Silvery scale sheen and frills only Limited ta Moderate Heka powen, and A v q e or below
Fire: dWy points and ridges of scarlet and orange
intellea910nealantsareRneuaRsrnenandhaveSuperbr~ngth,
Shadow: Smoky hue6 in scale edges
Susceptlbslities:
Contact & InsinuaUon: Iron x2
-
They M e r an AUergk: W o n hornsunlight
TRAITSr M 36436 ;P a 300 (+I-6D6): 8 42-72,
These giants we 6 x human-sized.
1

Allergy: Severe. 1 BTs exposure to iron inflicts 1 point


~ptbfUtkis1
PD/CT thereafter Can&& Pemus metals xl
Proxirnily: Exposure to ferrous metals ( 100 Ibs. in 10 feet)
BAC DamageType Bmt
inflicts 1 point PD/CI'
6D6
1OD6
Powere: Various Powers and breath weapons as appropriate.
Hobgoblin
Hobgoblinsresemble ugly Qnomes with round headsand frighten-
StatisticalR&&r W e Scheme (+I- 2D IO+3)
ing visages, whlch makw their overall AUsactiveness somewhere
P: 520, WLt 390. CLt 468 8: 110, ELt 88
between 3 and 5. They love scaring other folk and tend to bully
Mk6Q MM: 45 PM:W PM: 260 SM: 40 SP:70
weaker creatures, but are not terribly fierce if confronted. They have
MRCsp: 20 MMCap: 15 PMCsp: 100 PNGp I00 SMCap: 20 SPW: 30
Low to Average abiUtles, and possms Uttle Heka and Powen.
MKPow: 20 MMPow 13 PMPow: 64 P1YPow: 64 SMPow: lo BPPow: 20
MRSpd: 20 MMSpd: 15 PMBpd: 98' P NW 96' SMSpd: 10 SPSpd: 20 SWistiEal Dekrilr Baet Schmne (+I- ID6+ID3)
'Divide by 12 for comparative Speed (I.@,, 8).
M: 52,EL( 41 P:6O,WIn45,Clr54 &50,&40
Armor Schemer
Area Pierce Cut Blunt Fire Chem. SEun Elec.
m26 MM: 26 M30 PIY.30 8M: 13 SP:35
MKCapl0MmCaplOPMCap:ll PnCapll SMCap6 SPCap:15
Ullm 100 100 100 100 100 100 100
MRPow: 8 MMPow8 PMPow: 9 PNPow: 9 SMPow: 5 SPPow: 11
super 75 75 75 75 75 75
75 MRSpd:& PPlEipd:fj PMSpd: 10' FRSpd: 10' SMSM 4 S-9
Vital 50 50 50 50 50 50 50
'Multiply by 0.5 for compamble Speed (i.e., 5).
Non 25 25 25 25 25 25 25
~ c e p t i bCanfacl: ~ i ~ P m u s metals xl
Average 62 62 62 62 62 62 62
\ SAMPLE ENCOUNTERS, INTERIOR PHICEREE
Deevs Drow
Among the most powerfui and feared of all the Unseelle are the Mld- The legendary Unseelie race of dEuk-sklnned Elves known as
oriental race of dusky humanoids known as Deevs. They are extremely Drow are of evil bent but am otherwise little different from their
evU and have Superior abilities. Deew possess QreatHeka use and are SeeUe muslns. The rece actually ranges over the entire world of
able to wield pwem of the Utmostsort(albeitIn restricted amounts). Use Phreree, from the interior through the subterranean, and out to the
Faeries as a compnuatlve. exterior. Base Drow oh the Elf detail found above,
SusceptibWtbsr:
Conbct and Inslnueffon: Ferrous metals x2
Aller@? 1ATE exposure to ferrous mekids Inflicts 1 polnt of PDfCr' Cloblin
Proxfmlty: 1 ATs exposure to ferrous metals (1000 Ibs. in 10 The speclfic lace of aoblins are wicked humanoids with an
feet) infllds 1 polnt of PD/BTthereafter average height of 4.5 feet and a weight of 150 pounds. They have
Statlstfcal Detail: Basw: Scheme (+I- ID6 per ATIlUBUIE) round, bloated bodies wlth long g w y llmbs and claw-tipped,
M: 140, EL: 112 P. 180, WL: 135, fZ 162 S: I N , I% 104 gnarledfingers.Theiroversizedheads have long andsharply pointed
MR: 70 MM:70 PM:90 PPI:90 SM: 40 SP:90 ears, flatLened noses and small closeset eyes. Their large mouths
MRCap: 25 MMCap. 25 PMCap: 40 PNCap: 40 SMCap 20 SPCap 40 contain pointed tongues, oversized m i n e s , and many small. sharp
MWow: 25. MMPow: 23 PMPow 32 PNPow: 30 SMPow: 10 SPPow 30 Deeth.
MKSpd. 22 M M W 22 PMSpd: 20 PNSnSpd: 20 SMSpd: 10 SPSpd: 20 aoblina have human-norm abilities (or nearly so),and possess

I
Considerable Heha power and use. Consider their Vocations to be
Drakes of Pdmlltve sort.They are oRen found in largegroups of ;M@300or
Though these counterpartsto the M e and Hobgobun Dragons are more, which only partly accounts for their fearsomeness.
vicious and evil, they are nelthw ss intelligent nor as magickdiy powerful Susceptibilitimr
as thelr relatives. AU Drahes are four4egged and winged. and all possess Conlact and In8/nueffon:Ferrous metals x 3

;> breath weapons. The relativestrength andrenge af the& breath weapons is


dclermlned by each IndMdW1ssize. Rangeisequalto the Individual Drake's
length. and darnme ls 1DB per lo'. Inotherwords, a Dmkeof 150 feetlelngth
Allergy: 1 ATs exposure to ferrous metal inflicts 1 point of
PD/BT thereafter
Proximity: 1 ATs exposure to f e m u s metal (1000 lbs. in 10
would have a breath weapon capable of l5Df3 damage with a range d 150 feet) inflicts 1 point of PD/BT t h e r d e r
feet. Drakes possess Heka Casting/use of Urnlted to Considerable, wlth StAhtirol Detallt Base Scheme
powers varying Corn Moderate to Qreat. There are six races, whwe (+/- ID10/-ID3 per A T l W W l E )
coloration, slze, and typical habitats are as follows: N: 60,Ett 48 P: 60,WLt 43, CLt 54 8:60,I% 48
Cold.Breathing Drakes: Whlte to pale hues of violet or blue,
110' to 200' long, inhabiting northern and cold areas.
mx) W 3 0 PM:30 Pf%30 Sfi18 SR42
M R C ~ ~ IMI M C ~ P :~I I~ c a p t i i m c a psi m i p 7 smp:is
Flre4Weathfng Drakes: Maroon to orange In hue, 130' to 220' M KPw 10 MMfbw: 10 PMfbw: 10 PNPw 10 SMPow: 8 Smw: 14
long, preferrhg cold to tempemte habitat.
MMp&9 MM3pd: 9 PMSpd. 9 PPISpd: 9 SMSpd: 5 SPSpd: 13
Qas-Belching Drakes: Ochreyellow to ollvegreen,70' to 160'
long, lnhabitlngsub-tropical and warm regions. -
Qdt43lasting Drakes: Brown, gray-brown. through term cotta,
160' to 250' long, prefening cool to cold desert habltat. The Slaugh are a magick-using race of evil humans who are
LlghthpBreathhgDrakee:Deepblue, Indigo. or darkpurple, thought to have migrated to Phaeree long ago. Devoted to the
120' to 210' long. Inhabiting mountains. various black of the arcane, the slaugh have Modemte innate
Web-Uushhg Drakes: Blackwlth parsible undertones of red to Heka powera, and they possess the normal human range of Heka
violet, 90' to 180' long, Inhabltlrigjungles and forests. use and rmgick. Base their Vocational choices on thoseofthe vilest
SusceptibUltfesr
humans. They are of Superior strength and intelligence, and aver-
Contact and lnslnuation: Ferrous metals xj
age spirituality.
Allergy: 1 BTs exposure to ferrous metals lnflids lpoint PD/CT
Statistical Detail: Base Scheme (4-2D6t3 per ATNUWlE) For a general compamtive, see the Fay detail above.
M: 100, EL 00 P: 300, WL1225, CL 270 S: 90, EL 72 Note Slaugh can use steel, but the touch of pure iron causes
MR. 35 MM: 35 PM: 320 PN: 320 SM:20 SP: 40 Allergic ReactSon (see below).
MRCap: 20 MMQp 20 PMW:144 PPiCap:144 SMCBp: 10 SPCq: 20 SwceptMitfes:
MRPow 15 M MPw 15 PMPow: 52 PNPow: 52 SMPow: 5 SPPow: 10 ConEacE:Rock Crystal x 1
MRS@ I5 ME@ 15 PMSpd: 144*PN3pJ: 144' SMspd: 5 SPSpd: 10 Allerw 1 ATs exposure to pure iron inflicts 1 point of
'Divide by 12 to determine comparable Speed (1.e.. 12). PD/BT therrafler.
Armor Scheme: Statistical Ddan: Base Scheme (4- 1DS per ATIIUBUE)
Area Pierce Cut Blunt Fire Chem. Stun Elec. M: 150, Ek 120 P: 150,WL97,CL117 3:90.&72
Ulbn 80 100 100 100 100 100 100 MR75 MM: 75 PM:65 m.65 SM: SO SP: 60
Super 60 75 75 75 75 75 75 MRCsp SO MMGp 50 PMCap 25 PNCap: 25 SMCep 10 SPCap: 20
VIM 40 50 50 50 50 50 50 MRPow 25 W o w 25 Wow: 20 PHPow: 20 SMPow: 5 SPPow: 20
Non 20 25 25 25 25 25 25 MRSpd. 20 20 P V W 20 PNSpd: 20 SMSpd: 5 SPSpd:20
Average 50 62 62 62 62 62 62
A
This chapter contains some sample rnagickal items that can be en- determine influences affecting another persona, and what the future
countered in the Mythus game. Note, however, that this listing here gives holds for that person. This knowledge may suggest possible courses of
only the barest taste of what is possible. For more such items (including action to remedy unwanted influences or avoid situations.
Hebinfused substances and items psllticular to speciflcVocations), see
the Mythus Magick book, which contains more than 10 times as much SCRMNG DEVICES
information concerning magichal items! This is a fairly large, general class of magickal devices which enables
their users to see the events occuning in a remote location, a person, or
DETECTION AND/OR an item-usually located on the same Plane as the users. While normally
useful in observing such, they do not otherwise indicate exactly where.
LOCATION OBJECTS Also note that scrying devices may be unable to view certain personas,
It is offen neccessary for HPs to detect the presence of some Effect or objects, or locations, if precautions have been taken to shield such from
object, or to locate people or things while adventuring. Magickal deteo scrying attempts. Such can be accomplished through the use of Cast-
tion or location devices can come In literally any for- ring, a wand, a ings, or when large quantities of certain substances (such as lead) exist
sword, or even something as obscure as a feather quill which points in the target area.
toward any rnagickal writings within range. Basins With Fluid: The most common form of scrying device is a
Arrow of Direction: Such a device has a symbol of a compass
magickal basin. When filled with fluid, the practitioner is able to concen-
engraved upon the shaft near the head, with the north compass point
trate on the object of the scrying attempt and bring forth its image. The
following the direction of the arrow. When the arrow is placed on a flat,
drawback to scrying basins is that they are also the least powerful, for
relatively smoothsurface, itwili orient itself s o that the head points north.
their range Is limited to the practitioner's Plane and Sphere, and they
Gem of TruU1: This small, unpolished gray stone is slightly flat and
generally have a finite distance limitation in miles, typically 1D ~ o .
smooth, but otherwise unremarkable. When picked up by a persona, it
While the normal application for basins is scrying, they can also be
is slightly warm to the touch. If the one holding the stone asks another
used to aid divinationbased Castings. This is true for any scrying device,
person a question, the Clem of Truth will respond to the answer in one of
for that matter. This application reduces the DR of the Casting by one
three ways. if the answer is true, the gem will give off a faint blue glow.
factor, by the caster focusing concentration upon the device.
However, if the respondent answers with a lie, the stone will turn dark. If
the lie is a real whopper, the gem will become black, and turn slightly Optionally, the QM may allow the persona to use any of the four
cold. Finally, if the answer is not easily classified as a truth or falsehood, elemen-rth, Air, Fire, Water-+ Materia for scrying, depending on
the stonesimply remains unchanged. This last condition isoften the case the type of container. Thus, it is possible to have a brazier of scrying,
with complex answers, orthosewitha bit of both truthand lie.The easiest which would use flame instead of water.
answers to judge, of course, are those which can only be answered 'yes" Mirrors: Enchanted mirrors can be used for many purposes in addi-
or 'no." tion to scrying, but when used for viewing other locations they are far
Wand of Heka Detection: This wand is able tosense and orient upon superior to the other devices of this type. Not only do they provide alarger
any source of Heka within 10 feet. If multiple sources are present, the image, they are farmore accurate and provide a greater degree of clarity.
wand will always indicate the strongest in the group. The power of such devices is harder to thwart, but they are also easier to
detect by the subject of the scrying.
Mirrors are often capable of enabling communication with another
ORACULAR AND persona. Such communication might be verbal or telepathic(if either the
YKOGNOSTICATION OBJECTS possessor or the subject of the scrying possesses that ability). Note that
Another useful type of device, the oracular item allows a persona to these types of mirrors provide for Mental Links to be made in either
have some general information on events which might take place. direction. (Let'shope that demon didn't notice you watching him ...)
Font of Wisdom: This polished silver basin is enchanted s o as to The most powerful magick mirrors not only provide the capability of
affect any liquid placed within it. Personas who wash their face in water scrying and communication between other Planes and Spheres, they
from the font will gain a temporary bonus of 20 points to their Spiritual may also (rarely) serve as a Teleportational bridge-+ Door-between
Psychicpower A'ITRIBmE. Ifthe waterfromthe font is drunk, itwill confer these places (provided the possessor knows how to activate this power).
10 points to Spiritual TRAIT. Either of these powers has a duration of one These latter sort are vely rare, and only a few are rumoured to exist on
hour. h c h is usable once per day. Erth.
Gem of Twenty Questions: A most useful item, the a e m of Twenty
Questions stores 2 0 answers to questions phrased in such a way that the MARTIAL ACCOUTERMENTS
answers are either "yes" or 'no." If the possessor of the gem holds it in a Magickal weapons and armor are one of the more useful and utilitarian
hand and concentrates on the power while asking the question, the gem types of magickal devices. Although expensive, these types of items can
will pulse once for 'yes," twice for an answer of 'no." It will answer its 2 0 be acquired and used by most personas.
questions but once a month.
Rune Stones: Rune Stones are a collection of smooth semi-flat Weapons
stones, each bearing a runic symbol. A personawith the Divination and/ The subject of rnagickal weapons is s o broad as to fill a large reference
or Fortune Telling Knowledge/Skill Areas can use these stones to work by itself. But a few examples are provided here for your use.
w ~ ~ - ~ u r p oAxe:s e This woodemhandled axe contains extradimen- per CT, and adds 10% to the persona's chance of success on t h y
sional 'pockets" along its h&. These contain rope, spikes, grapples, appropriate table.
caltrops, flasks of oil and water, tinder, etc. The blade is interchangeable Wristband of Chameleon Power: This small metal armlet is en-
with others (alsocontained in the h&) that serve as pick, shovel, cutters, crusted with many small gems of every imaginable hue. If the proper
saw, pry bar, etc... command is spoken, the wearer's skin, garments, and possessions will
Darts of Darkness: These darts are silver with black feathers and are take on the appearance and coloration of the surroundings. This makes
approximately seven inches long. The sharp points are slightly discol- such wearers nearly invisible while motionless, and even when moving
ored on the very tip as if they have been held in a fire. In addition to the the persona will be hard to see clearly.
normal Physical damage caused by a dart, when asubject is hit with one
of these, it experiences a magickal blinding effect. Blindness caused by OTHER MAGICKAL DEVICE3
these darts is permanent until removed by aHeka-user who cancounter- Items which are not combat-related run the gamut of Heka-engem
act the dweomer. dered Powers, from attack and damage, protection, and warding, to
Ghost Bolt: This slender, nearly transparent shaft Is made from an practically any conceivably useful fundlon. And of course, where there
unknown, incredibly hard substance, but otherwise appears as a normal is useful, beneflclent magick, there are also curses...
light crossbow bolt. It functions as a normal bolt, but has aspecial Power Antidote Cup: This cup is Heka-forged with the power of an assort-
which becomes evident in the presence of Partial and Non-Physical mentof magickalanti-toxins. It isimbuedwith the powerto absorb awide
Manifestations. When such spirits are within range of the bolt, the item variety of dangerous poisons. In fact, it will always negate the toxic effects
begins to glow brightly, and increases its light emissions when pointed in of natural or herbal poisons, though some of the more potent poisons of
the direction of the spirit. If fired from a crossbow, it will seek unerringly magickal sort will still have a chance to work. Determine success for
the spirit, and inflict Spiritual damage as if the target were a Full Physical these at two DRs harder.
Manifestation. Belt of Plying: An otherwise normal-looking belt, this item allows its
Mace of Magnetism: This two-headed mace has a handle of iron wearer to fly per the General Dweomercr~ftCasting for a period of up to
covered with a braided leather grip. At the business end of the weapon 1D6+4 ATs. The power is usable once per day and rquires one CT to
is a six-inch, polished steel head with seven rows of small, slightly activate via command word.
protrudingknobs. Whenstruck by the device, the haplessvictimwill drop Cha1iceofFaith:This large, bejewelled golden cup is obviously worth
all defenses and come to complete attention. On the following Critical agreat deal of money. In addition, any persona drinking from this chalice
Turn, the wielder can command the subject to perform one task which the will be granted an increase in faith and willpower--all Spiritual AT-
victim will obey exactly as if under the effect of the Magnetism K/S Area TRIBUTES will be increased by 5 points for a period of 1D6+4 hours.
Clasp of Gasping: Appearing as a highly valuable cloak clasp of gold
Body Armor andjewels, this item is actually possessed of amost deadly curse. When
Magickal armor, in all its myriad forms, is one of the most important placed into position upon acloakor cape, the clasp immediately extends
types of magickal devices, for such is the stuff which enables a persona several strong tendrilsofsteel around the neckof the wearer. The tendrils
to do battle with the powerful foes and dreaded creatures typicallyfound then proceed to constrict, literally choking the life out of the pesona.
in a fantasy game system-and survive! working exactly like a garrotte. Only the immediate application of a
Armlet of Surrphkhak This magical circlet is adjustable, and when Casting or Power able to disrupt maglck will save the persona from
placed on the wearer's bicep cannot be removed by any except the certain death.
wearer as long as that person lives. The protection conferred by this Cloak of Manymorph: This cloak is able to temporarily transform its
armlet is effective versus all damage types, providing a flat 20 points in wearer into another physical form. The wearer and all possessions will
all cases. assume the alternate form in but one CriticalTum. Any Physical abilities
Boots of Agility:The wearer of these boots will be able to tread lightly germane to the new form will be available to the persona, but any
and easily over the most difficult terrain conditions. This includes every- unusual Mental and Spiritual powers of attack and defense--as well as
thing from wet, slippery, or icy stone to muddy, clinging marshland. The Heka-engendered Castings and P o w e r w i l l not be, unless they were
boots also enable the wearer to jump nimbly from one spot to another, possessed in the persona's natural state.
hurdling small obstacles and landing precisely, with cat-like grace. Hands of He&g:These soft leather gloves are permanently charged
Featherweight Chain Mail: This is magickally enchanted armor that with a dweomer that enables the wearer to heal 1D6 points of Physical
isvirtually weightless. It isotherwise the same asnormal armor, bothwith damage. This power is usable three times per day upon command.
respect to the amount of damage protection it can provide, and the Hat of Disguise: This magickal headwear contains a Hekaengek
effects of attacks (such as electrical or magnetic) versus metal armor. dered power that disguises the wearer's face, allowing the persona to
Gauntlets of Dextrous Attack: The material of these long gauntlets create a m e n d pjcfure of the desired visage otherswill see. The face, hair
is as soft and supple as doeskin, yet incredibly strong. The wearer of color, and eye color of the illusionary disguise may be completely
these enchanted gloves will notice that there is very little loss of tactile different from that of the wearer, even resembling that of another race.
sense while they are on. Weapons held with gauntleted hands feel almost Ring ofDangerPrediction:Thisengravedring holds asingle sunstone.
like they are a natural extension of the persona, and BAC with any Its power allows it to warn the wearer of impending danger. When a
weapon will be subject to a 25-point bonus. potentially perilous creature or situation is at hand, the gem will darken
Interposing Buckler: This small device is dweomered such that any perceptibly.The relative amount of danger will be indicated by the shade
hurled or projectile missile will draw it, if possible, into position between of the stone. Thus, if the danger isminor or faraway, the gemwill only darken
the missile and the persona. It provides 1D 3 additional chances to parry slightly. But ifthe danger is near or lifethnzatening it will turn black.
GAMEMASTER'S INTRODUCTION Heroic Personas. Since this scenario will require teamwork, it will be
The material which follows is a short, introductory scenario for the helpful for the personas to know something about their allies and their
Mythus game. It's a bit simpler than what most adventures in this game abilities.
should be, and oriented more toward combat and roleplaying than Having done that, start out by reading aloud to the participants the
anything else, as it is designed primarily to help introduce you and your "Player's Introduction" and the 'Players' Background Information" s e e
players to the Advanced Mythussystem. In most fantasy scenarios there tions, followed by the section titled 'Starting Action." After that, ask the
will be more magick, monsters, and riddles or puzzles than combat-just players what their HPs are going to do, and the game will have begun!
s o that the HPs will live longer, if nothing else. This sample adventure, Notice, please, that these sections, as well as all others you should
however, concentrates mostly on observation, planning, and timing of likewise read aloud at the appropriate time, are in bold type face and
action, in order to give the Heroic Personas a chance to hone their skills also are contained in quotation marks.
at combat and practice the othervariousKnowledge/Skill Areas that they The adventure takes place in the region of the Western Mare Librum,
possess! beginning off the southern coast of Aragon and moving along to the east
First of all, let us say this: and south as the vessel makes its cruise. How the personas arrived in
Aragon is not tembly important--perhaps as members of an Aropan
This Chapter is for the GAMEMASTER'S EYES ONLY1 trading ship. Suffice to say that during their stay in a seaside town, they
PLAYERS: Do Not Read111 became embroiled in this wicked scheme. No need for them to do
anything! They are 'picked up" and 'deposited" during the preamble, as
For those of you who are new to gaming, it is a longstanding practice you'll soon see.
for only the CIM to read the adventure-the principal reason being thatthe If the players participated in the Introductory Scenario 'High Time at
players will not enjoy it as much if they know everything that's going to the Winged Pig" you may assume that the personas were on a mission in
happen and all of the things that their HPs wouldn't (or couldn't) know. the employ ofThelindelar, if you wish. If so, set thestage accordingly with
Reading is cheating, dear player! Before actually getting a group together a bit of your own creative genius.
and gaming, however, the QM must read this scenario thoroughly and The general area where this adventure is based is a prosperous section
become completely familiar with it. The QM should be reasonably com- of coastline in Southern Aropa. where land and sea trade has flourished
fortable with the game rules as well. But don't be too womed if you get for many years. The kingdoms of Castile, Aragon, Francia, Arles, Savoy,
some of the game rules wrong or mess up something in the adventure. Milano, and the Italic States (peninsular and island) derive important
You'll probably make a few mistakes in the process of learning, and we're revenues from this trade, and therefore maintain adequate naval forces
not going to come knock down your door in the middle of the night and to assure the safe passage of merchant ships. But over the last several
drag you off toadungeon for doing itwrong. Furthermore, rememberthat years, the pirates in the region have become more sophisticated in their
the gamemaster's judgment supersedes the written word of any RPa methods of acquiring booty. Realizing that any blatant attacks on
work, and if something seems wrong, unreasonable, or unfair, the OM waterborne craftwould likely bring the king'sjustice swiftly, the freeboo-
should feel free--after careful thought--to make those modifications ters and other criminals formed an alliance of sorts. This group became
that are necessary at that time for the gaming group. known as the Starfire Ouild.
Before detailing the adventure, let us mention a few things that you'll Though legitimate on the surface, the guild is covertly involved in
need to be aware of for this particular scenario. As the action is aboard many illegal activities--most recently the kidnapping of innocent travel-
a seagoing vessel, the terms used in the scenario are nautical. You and lers for use as slave laborers. And s o to our story....
the players (not to mention their HPs) will want to be as salfyas possible
after this 'ere cruise, maley!
Aft: The stern of the ship. PLAYERS' INTRODUCTION
Bulkhead: A wall. (READ ALOUD)
Companionway: A hall. 'You are about to take part in an adventure scenario for the
Deck: The floor(ing). Mythus fantasy roleplaying game. During the course of play, the
Foreward: The bow of the ship. gamemaster will provide you with information and allow your
Hatch: An opening in the deck or a bulkhead. Heroic Personas to react to it and perform any other actions as you
Hatchway: A doorway. think your HPs would do in such a situation. This is what happens
Helm: The vessel's steering apparatus, in this case a wheel. during adventures in this game, and your careful planning and
Ladder: A stairway or ladder. clever actions-as well as your luck with the di- determine
Larboard: Loo'ard or port, (to) the left of the vessel. how successPul your Heroic Personas are in tackling the scenario.
Overhead: The ceiling. 'To gather information that will help your HPs, listen attentively
Port: An opening in the side of the vessel, such as a window. to the descriptions given by the gamemaster. then either commu-
Starboard: (to) the right of the vessel. nicate with those in your group or the Other Personas that are a
When your group gets together to play, make sure that everyone's HPs part of the scenario (whenever such is possible, of course). You
are in order and that all the players have enough munchies and drinks. might also choose the more direct approach at times. by actively
You might allow the players to share some basic information about their having your HPs search nearby areas for clues. This is done by
informing the gamemaster of your Heroic Persona's actions and this scenario, you might wish to allow the personas to learn of him, and
asking questions about the results. utilize this shadowy foe as a member of the Accumedenemies, one who
'Many important actions are required during an adventure be- will actively oppose the party in the future.
sides combat and magickal Casting, but when necessaly. these Of course, the group of Heroic Personas is 'green," but still far more
two are quite important. as well. Don't be afraid to have your lips able than the usual victims of the foul plot. The 'arrest and trial" should
stand and fight when they must, but remember that unless your outrage them, but there will be powerful guards to discourage any
team of Heroic Personas are evenly matched compared to the foe, attempt at violence and/or escape then and there. Even though they are
they might quickly find themselves in deep trouble. Remember to stripped of their clothing and equipment, they have other abilities ....
project your Heroic Personas' personality when playing-put your- The trickwill be forthem to combine forces andstrikeatthe light time,
self in theHPs' position and d o things as theHPs wouId.Tryto think perhaps leading the other slaves who were shanghaied in much the same
like your personas, and talk like them, a s if you were an actor in a way as the personas. There will be little hope for the HPs should they fail
play! If your group begins to feel a s if they are. through their in taking the ship.
cleverness and roleplaying. creating an exciting story a s the By using their heads, working as a team, and with some decent
adventure unfolds, then the session is a success. Don't get dis- planning, the personas will find the galleass to be a fine reward for their
couraged, though, if your own HP dies. No hero is absolutely troubles. Finally, if they report back to the state sovereign authorities,
invincible or immortal, and even the most powerful Heroic Persona there might be anotheradventure in store, orsimplyapayoff instatusand
can be killed. Chalk it up to experience. and hy againl' official okay for their e x p r o p r i a t i o n ~ e staxes
s and the king's share, of
course! You choose which state is the "correct" one in this regard. It could
be any of those nearby, and perhaps the officials of another are part and
PLAYERS' HP BACKGROUND parcel of the scheme, too. That will make the HP team think carefully!
INFOKMATION (READ ALOUD) Although the bailiff, LeMond, and the magistrate, Marcelos, are acting
"There was a foreboding during the last night that should have secretly on the behalf of the criminal guild, there is a possibility that
given youa clue that something was wrong. Perhaps itwas the fog, others might havesuspicions about the hvo-or that someone witnessed
strangely thick for this time ofyear, as it clung close to the ground the Heroic Personas being captured or shanghaied. While those of low
and muffled the sounds of the guardsmen who came out of no- Socio-Economic Class and other ordinary OPs would be too frightened to
where. Or maybe it was the gibbous moon, providing barely sufti- speak out against the local officials, word might get back to the sovereign
cient light to see your way, not enough for you to detect your authorities. If all else fails, this might be one way to resolve the scenario.
captors as they lay in waiting for you and your friends. For example, a street urchin or peasant laborer might have seen the
"The lot of you were on the way back to your lodgings a t a nearby arrest, and passed the information along to the innkeeper where the
inn after an evening's entertainment a t a tavern locally renowned personas were staying. If the personas were on a mission for someone
for its fine wine and entertainments. when suddenly you were (Thelindelar, perhaps), inquiries by the employer--or a Special C o n n e ~
surrounded by dozenor moremembers of thecity guard.Youreally tion-would turn up some clues regarding the fate of the HPs. Such a one
didn't have a c h a n c e h e i r ambush caught you by complete might alert the authorities to the personas' abduction, setting the wheels
surprise. Their weapons were out. poised a t your hearts. As your in motion for their eventual rescue. Of course, you must not make this
groupstood stunned, jaws agape, theguardsmen quickly snapped known to the group, and it should be a possibility only when there is no
manacles on you and relieved you of all of your weapons. otherhope. Letthem think that they must fend for themselves (as indeed
"Despite your avid protests, you were taken tojail and placed in they should!) to escape their predicament.
separate cells. Those of you who tried soon found the cells were
proof against all mundane and magickal attempts to escape. STARTING ACTION (READ ALOUD)
Oddly enough, your captors refused to even tell you the charges 'Having been unable to convince your captors of their mistake.
against you." each of you wake up in a dank jail cell, rumpled, dirty and sore.
'Breakfast' is cold and slimy--it is difficult to determine which is
NOTE23 FOR THE GAMEMASTER worse. the taste or the smell--but it fills the yawning pit of your
The neophyte adventurers are mistaken as likely prospects by a pair of stomach. Any personas who had the forethought to have hidden
c o r m ~ local
t law officials, a bailiff and the town's watch commander, small items such a s lock-picks or other easily concealed devices
named Jacques LeMond, and the magistrate, Francois Marcelos. They on their person before being captured will still have them. al-
arc part of a powerful group of criminals involved in smuggling, piracy, though they will have been of little use here. The group of you is
m d slavery, a group known as the Starfire Quild. The scheme they use then gathered up, one by one until you are all together again, and
enables them to capture unsuspectingstrangers, take their possessions, then taken off to trial in manacles and leg-irons.Those of you who
and then, on trumped-up charges, condemn them to slavery in the mines were wearing or otherwise possessed valuables, even good cloth-
or else bondage as rowers in one of the guild's fast galleys. Even after ing. have been relieved of such things. and appear a s commoners
paying shares to the walch and the jailers there is plenty to keep both the before thejudge.
bailiff and the magistrate happy indeed. Their contact in the criminal 'You are led into a small. poorly ventilated room with white-
guild is a Phonecian merchant named Sklomo. He is the mastermind washed walls. Behind a large table sits a tall, l e a n and unnaturally
behind the whole scheme, and pays a nice price for prime slaves to labor pale man. who is apparently deep in thought a s he pours over a
on the docks and row his galleys. small pile of official-looking documents. He alternately sighs,
Though the merchant, Sklomo, will not be encountered at any time in groans, and grimaces to himself a s he examines each sheet in turn.
'victims' t o testify against the perso-
nas, a n d though the HPs have never
seen them before, they will positively
identify each persona in turn. These
Other Personas will appear slightly ncr-
vous, and they will keep their eyes
averted a s they hastily recount thcir
stories. If any of the players state that
their personas are paying close atten-
tion to what is said, allow them to roll
against the HYs Mental Reasoning CAT-
EaORY at Difficulty Rating "Hard" (score
times a multiplier of I ), with a result of
equal t o or less than the CATEGOKY
total indicatingthat they have noticed ;I
flaw in the 'evidence' given. I f such is
pointed out by the persona, the
trate judging them will rebuke Uic fIP.
informing them impatiently that the
witness has made a simple mishkc in
the testimony-prompting the witncss
for the proper answer until that is a(:-
complished. HeroicPersonas who makc
a successful "Fay" DR roll versus Ulcir
Law K/S Area STEFE' (if px'icsscd) will
This is certainly the magistrate, the one who is to 'judge' your begin to understand that this trial is anything but fair, realizing that thc q o ~ r p
'crimes.' As you are brought shuffling and clanking to the front of is being framed by the magistrate and the bailiff.
the room by the chief jailer, the magistrate slowly focuses his Once testimony is finished, the magistrate will waste no time in finding
attention on your group. his visage contorting into an exagger- the partyguilty. As h e glares attheshackled Heroic Personas with an cvil
ated scowl. gleam in his eye, he passes judgment:
'Clearing his corded throat h e picks up a small gavel and slams ''Ihereby sentence you on this, the 20th day of Sepdec in the an
it upon the b e n c h a s the oficial proceedings begin. With a deep 992 AAF, to labor in bondage for the rest of your natural lives. You
and hollow voice that seems oddly matched t o his narrow chest, he are thereforeassigned to thegood bailiff, who will transport you Lo
addresses those present. Though his phrasing is carefully formed the galleass Manluk. There you will serve in whatever manual role
to sound plain and use the patois of the region. it is clear that his is required. as determined by the captain of that vessel.'
origin is cosmopolitan city-bred, and his polished speech makes 'He huns to address the bailiff, thanking him for his exceptional
it painfully obvious that h e is no rusticjudge. He berates the group performance in the line of duty: then with a sharp motion of his
assembled before him for necessitating his coming forth from the hand, h e says to the guards, 'Now get this filthy lot of thieving
comfort of his country estate a t so early an hour. and calls the jackanapes out of herel'
newly-anived bailiff forward to present the charges. 'Having thus been sentenced, your manacles too are chained
'The bailiff, Jacques, a s you have heard him called, is tall and together. just a s your leg irons have been, and you are all led tiom
muscular but beginning to thicken with the fat of good living. He the court.The bailiff and his men hustle you off to the harbor and
has good looks combined with a haughty bearing-and obvious lead you aboard a large oared and triple-masted ship, a galley of
contempt for the HPs. As you are brought forward, h e whispers the galleass type, with the name 'MarduK painted boldly on her
something to the magistrate. then addresses the court. 'This prow. Once roughly brought aboard the vessel, each of you is
group of cowardly brigands who stand here before you. my lord, eventually separated from therest ofyour group, assigned a place.
are the same ones who have been looting the domiciles of our and chained behind 'your' oar, with no items except for whatever
merchants and shop keepers a s they slept. They were seen riding small tokens you may have managed to hide in what remains of
away from the scene of the last burglary, with their saddlebags full. your clothes. Unfortunately, none of you are close enough to the
I traced them t o a nearby tavern, where they were spending their others t o carry on a normal conversation.
ill-gotten booty. I had my guardsmen carefWly lay a trap. and a s A
' drum beat soon begins t o thud rhythmically, a s a massive,
they left the place. we were able to take them.Thesaddlebagswith bare-chested brute who can only be the oarmaster strides among
the stolen goods are there. your lordship.' the fellow says with a the slaves, whipping them into action. The great galley surge
casual gesture to a corner table on which is piled most of your slowly forward a t first, and begins to head out to sea. As you strain
worldly possessions." a t your oars. each of you manages now and then to peer through
No matter what the HPs might say in their defense, their fate is sealed, the small openings around the oarlocks, and you see the shore-
for the trial is rigged against them. The bailiff will bring in the supposed and any chance for rescue-falling rapidly away. Soon the flapping
sails fill with wind: your labor is over for the moment. but land has section on the highest portion of the poop (quarter) deck, each requiring
disappeared with your hopes. crews of four men and a commander to operate. There are six ready
As QM. you need to read all that follows, but when finished, the missiles racked beside each machine forward, and additional ones are
adventure is in progress and the above has relayed t o the players, go stored below. There are 15stones of onefoot diameter in racks along the
immediately ahead to key 25 of the following section, for that is where rail to starboard and larboard on the aft deck for the stem 'chasers," but
the poor HPs are.... e x t r a will have to be brought up all the way from ballast in the bilge, and
that's something not likely t o happen in this scenario1
MAP KEY, COMMENTARY, There are also four extra large, heavy crossbows (range as heavy
crossbow but 6D6 points PD)which are brought up from below and
OP DATA, ETC. mounted on the side rails whenever action is impending. Each requires
The galleass, Marduk, is what is commonly known as aareat aalley, an two men to wind and discharge.The 3 4 marines are commanded by their
Bropan fast transport vessel of very large size. As with most vessels of lieutenant, and have two sergeants (petty officers), four corporals, and
any size on firth, it has a wheel for steering the rudder and considerable 2 8 privates. Each of these marines functions as both bowman and
other improvements over Earth's Renaissance galleys of this general artillerist as the need might be, plying medium composite bows when not
design. It is over 150 feet in length on its upper decks, 3 0 feet wide, but operating warengines. All other hands not engaged in managing the ship
has only about 50,000 cubic feet of cargo space in the hold, for it is not (generallymost of the sailors, as the sails will be furled in battle) will man
a "roundship."Though it possesses three lateemrigged masts, much of the extra-heavy crossbows or regular ones, and have boarding pikes and
the power that drives the galleass is supplied by the rowing of the slaves, cutlasses or axes ready too.
especially when making port or when winds are lacking. These ships are
not designed to sewe as either large general transportsoras ocean-going Random Shipboard Encounters
vessels: they are used to cany small and very valuable cargo quickly, or Assuming the party of Heroic Personas gains their freedom and begin
for warfare, within the confines of the central seas only--the Mare exploring the galleass, they will have a chance of one or more random
Librum, Mare Phonecium, and to a lesser extent the Mare Ostrum. encounters with others aboard. The gamemaster should check for such
encounters each Action Tum that the HPs are free, in every location on
Ship's Complement the galleass except the hold. There is a 20% chance per AT of a random
The Marduk is manned by a complement of 265: officers (9). petty encounter during the day, but a 10% chance at night. If an encounter is
officers (12). men (60). ship's boys (4) and slaves (180). Besides the indicated, roll 1 D6 and refer to the table below to determine whom the
captain and his first mate and 2nd lieutenant, the galleass has the personas have met:
following on board: a sailing master (officer) and master's mate (petty
officer), lieutenant of marines (who commands 34 marines), chaplain 1LX Encounter Result
(monk and officer), healer (officer) and healer's assistant, a purser 1 1D3 crew members
(officer), four bosuns (carpenter [and cooper], sailmaker [and hold 2 1 marine sentry
master], armorer [and arms master], artillerist [and captain of the fore 3 Bosun or driver
~ w t l e ] to
) supervise 2 4 crew member sailors, two cooks (ship's and 4 Pedro (Maldonado's spider monkey)
officer's), three stewards (two crew's, one officer's), fourship's boys (and 5 Sailing master
drummers), and 180 slaves sewing as oarsmen under the malevolent 6 Captain DlezrBarca or Maldonado
oarmaster and two drivers (assistant oarmasters and petiy officers).
The Mardukand its captain, alongwith much of the crew, too, hail from Weapons Note: Unless stated otherwise, assume any weapon is of
the isles of Mago. It is currently headed southeast along the Italic coast Average Quality.
toward the Kingdom of Naples, and thereafter it will sail on to Achaea,
Crete, Cyprus, and Egypt where much of the cargo is bound. There will Deck Level A: Aft Section
be frequent stops along the way, as the galleass takes on or drops off 1 . Captain's Quarters (Don Fernando Diaz-Barca):There is consid-
some of its more questionable but highly valuable cargoes, booty, erable tension between the captain (and his associates and the marines)
smuggled goods, and illegal stuff being factored through the Starfire and the sailing master (and his comrades and the sailors) as you will read
Ouild. Some of the stolen material is jewelry and gems, gold and silver. as you go along. The navigational materials that DiazrBarca has are
There are also such things as furs, perfumes, and various objects d'art- evidence of this. He plans to handle navigation by himself and do away
sculptures. paintings, and more. Armor and arms too form apart of the with the sailing master-* 'accident" later, for he suspects that Paolo
illicit trade.The readilyobservable portionofthe cargocarried in the hold knows of his illegal activities and is trying to get evidence s o as to bring
of the vessel consists of normal goods, such as brandy, wine, olive oil, charges against the captain. (He's right!)
cloth, fine hardwood lumber, and other merchandise of this sort. Casual 'This large cabin is richly appointed with fine furniture of ma-
inspection will not discover the other stuff, and a bribe or two assures hogany and teak. and all manner of nautical memorabilia evident.
casual inspection! Ihe space can be illuminated by unmasking a pair of Heka-ener.
gized light globes. but there are also the usual ship's lanterns
Naval Combat swinging fkom the beams overhead. and pnckets too on desk and
Should naval combat be necessary, the galleass is equipped with table to hold fat candles. A full bed covered with pelts and furs is
sufficient artillery.There are two small catapults and ascotpion mounted opposite the entrance to the cabin. A tall armoire stands against
on the bow forecastle deck, and two small catapults in the stern (aft) the starboard side of the bulkhead. a large chest to leeward. Also
to the right when one enters this place is a small table and chair personal treasure. A leather purse contains 10 Atlantlan oricalcum
where the captain dines alone or reads. Opposite that is another pieces, 2 0 gold, and 2 0 s i l v e r ~ O . 5 0 BUCs
0 in all! The little compart-
chair and his desk. A low. padded bench-like construction runs ment also contains the actual ship's log, a diary with an account of all
beneath the ports, glazed windows with interior shutters. which stolen material transported for the Starfire auild, and a jeweled neck
pierce the vessel's upper sterncastle and provide light and air for chain and several smaller pieces ofjewelrywith a quick-market value of
its commander. The ledge serves to hold various nautical instru- 5D 10x 1,000BUCs. This diary is terribly incriminating for it has detailed
ments, books. and s o forth.' entries that, while they d o not identify the criminal guild members by
The armoire contains Don Fernando's threequarter plate armor suit, name, provide enough evidence to condemn Captain Diaz-Barca and
leather half armor (for everyday) and weapons (longsword, small sword, clearthe personas.These are nothing, however, to what is at key 33, the
a matched pair of hand crossbows, and a belt pouch which holds 12 little stern hold. Of course Don Fernando knows all about the latter, but
quarrels and 10 lead shot for these weapons). He also has a long dagger, unless near doom, and a persona succeeds in a 'Hard" roll against
but the captain sleeps with this hidden under the covers, ready for use at Influence K/S STEEP, the captain will not reveal the secret. He knows
a moment's need. The chest contains the captain's finer wardrobe (two the command phrase, 'Atlantl's Empire Againl" which will open the
sets of second-best clothing, a suit of very fine garments, and an array of 'safe," and s o does the first mate--see key 15, below.
resplendent sort for state occasions). The table has a ship's decanter of
excellent brandy on it, but there is nothing else thereon.The desk hasthe Deck Level 8: Fore
ship's log (a false one), charts, maps, manifests, bills of lading, etc, in 2. Bow Galley: 'This area of the ship contains the galley and
compartments and drawers. Pens, ink pots of several colors, sand- ready food storage for the crew of the Marduk. A scarred, stained
shaker, drawing compass, parallels, and a ruler too complete the m a t e serving table of oak occupies the front center portion of the cabin.
rials therein and thereon. Small paintings are hung around the place-a AU manner of cooking utensils can be seen.'Behind this board Ule
countryside, one of the shore, another of a pretty girl, another of anoble- cook and his stewards stand and ladle out ship's fare to crewmen
looking man. All are of Magos, of course. and matities Ulree times per day. The men file in (petty officers
The charts and maps are of the seas and the not-toodistant Lantlan having preference). get their food, and then retire to eat it in the
Ocean. They show the coastlines of Kropa, Afrik, and Azir as they messroom (3) aft. Behind the serving table is the ship's galley.
surround the three great central seas. Beyond the Pillars of Herakles is 'The galley contains a narrow, curved preparation table, over
the big island Atlantl and its smaller attendant ones.There isachart of the which hang numerous pots. pans, and utensils. To either side of
Western Mare Librum, another of the Eastern part, and one of the Mare this work bench are bricked spaces with iron arms for kettles to be
Phonecium too. Resting upon the desk are four large, green, smooth suspended to cook over braziers full of coals.'
objects of glass-weights to keep the charts unrolled while in use. If the One always has a big pot simmering over it unless there is storm or
supposed log is examined, it will appear to be ordinary indeed, contain- battle. Dweomers are not always available, s o food preparaiion remains
ing information regarding the Marduk's destination ports, daily progress, quite prosaic. Tubs, boxes, and sacks are scattered on the floor while
and a list of the mundane cargo carried by her. food is being prepared. Bins underthe galley worktable hold such things
The two-score volumes atop the ledge are works on sailing, navigation, as are used regularly, charcoal, herbs and some few spices, sugar, and
accounts of exploration, poetry, histories, and some dramas too. There the small utensils of the cook.
isa telescope, sextant, astrolabe, and acompass there as well. Souvenirs The following cooking implements will serve as weapons of below
include a narwhal horn, an Atlantlan helmet, a huge conch shell, a average quality:
Grecian bust, a piece of greenish coral, a Philistine axe, and aship's bell. 3 cleavers = chopper
Thcy are fastened down or held in racks because of the vessel's move 6 butcher knives = knife, large
ment. here are spaces under the ledge which surrounds the cabin, each 9 utility knives = knife, small
accessed by removing the pad atopand liftingup the hinged cover.There 2 rolling pins = bludgeon
are nine of these coffer-like areas. One holds the captain's linens and
hose. Another contains his everyday ship's dressofother and outersort. 3. Seamen's Mess: "Ibis sparsely furnished cabin is the room in
The next has more writing supplies (pens, inks, sheets of paper, wax which the crew and marines take their turns eating.'
sticks, etc.),a blank book, and extracandles.The trioto the larboard hold Pettyofficerstypicallytaketheir food belowto their own area, although
the personal special provisions: Whiskey, brandy, several they can stay here. It has apair of narrow boards to either side, with fixed
kinds of wine, spices, condiments, coffee, tea, chocolate, sugar, honey, benches along their length, s o that 20 men are accommodated at a
preserves and jams, and so forth. The bottles are carefully stored in sitting. Hatches to either hand allow entry into the lockers for wine and
crates, the rest boxed or otherwise packed s o as to avoid breakage from spirits and special food stores.
storm. Each man getsaplate, bowl,and cup.The rations are given out, coffee,
The three at the stcrn have pillows, bedding such as sheets and water, or wine in the cup, and then the meal is eaten. The cook's helpers
blankets (for winter use), and bolts of brocaded cloth-Don Fernando's derwards wash the gear in seawater and store it in the mess gear locker
"own personal cargo" he shows to demonstrate to any inspector to help there in the galley.
assure such an official that the Marduk is a typical vessel with a typical Breahfast: Ship's biscuit, olive oil, boiled grain (gruel), fresh or dried
captain doing a bit of trading on the side. Hidden under these three are fruit (if and when available), coffee.
nine small sacks of coins, three per area, each little poke holding 250 Noon Meal: Ship's biscuit, salt fish or meat, boiled dried legumes or
BUCs (copper) in it as bribery money (or emergency cash). lentils, fresh vegetables (if and when available), water.
Hidden in a secret space in the hull behind the bed are Diaz-Barca's Evening Meal: Ship's biscuit, cheese, boiled dried legumes or
lentils, olives, water, wine ration (or like-beer when coming back Deck Level 8: Aft
from Rgypt) after eating. 10. Officers Mess (and Dayroom): (First mate, sailing master, 2nd
Now wait until you see the galley slaves' fare.... mate, oarmaster, chaplain, healer, purser, lieutenant of marines.)
4. Food Locker: 'Locked door." A' dim. magickally radiant globe hanging in the center of the
This hatch has a normal lock, and it it is kept closed and latched at all cabin illuminates the place' (both night and day). When there are
times. Olives. olive oil, sugar, herbs, and spices are kept here. officers present other such globes will be placed around, and perhaps
5. Spirits Locker: 'Locked door." even lanterns will be lit. 'This room h a s a 10-foot long table with
This room is locked. The cook and first mate have keys, and so do chairs for a dozen people. There are cabinets fore and aft of the
probably a half-dozen others who have surreptitiously made a copy....In table (and in these a r e t h e service pieces for meals and various
addition to a dozen small kegs of harsh brandy, it also contains three entertainment items). Decanters of liquor and wine and glasses
larger barrels of the sour wine for the crew. a r e a t o p them.'
6. Food Locker: 'Locked door.' This is where the captain has meetings with all officers when such is
This hatch has a normal lock, and it it is kept closed and latched at all necessary. All ship's officers eat here, save for the captain who usually
times. Cheese, onions, and whatever fresh vegetables and/or fruit are has his meals served in his own cabin. A steward is on hand during mess
kept in this place.The cookand first mate have keys, andso do probably times. Offduty hours are spent here, playing cards, dominoes, chess,
a half-dozen others who have surreptitiously made a copy.. .. etc. The officer's mess is allowed one quart of brandy and four of wine
7. Wine Locker: 'Locked door.' each day, with one officer being in charge of its distribution, each rotating
The door to this room is also locked, as is that of 5, above. Inside are this assignment. As access to the officers' cabins is through this area, there
the barrels of poor wine which is allotted to the crewmen once per day. is never adivity in here after eight bells of the fust night watch (10 PM).7he
The cook and first mate have keys, and s o do probably a halfdozen steward leaves then too, not returning until second moming watch (6 AM).
others who have surreptitiously made a copy.... Meals area fairstep above thoseof the crew, with fruitjuice, fruit, fresh
vegetables, milk, cream, butter, eggs, fresh or potted meat, poultry, and/
Deck Level 8: Amidships or fish, meat pies, stew, soup, andso fotth served as the provisionsallow.
8. Open Deck: T h e r e are four small boats (15-1 9 feet long by 5-7 In the evening there will be 2D3 officers here. At night, after the time
feet wide beam) hanging from davits set in the deck. There are two indicated, there will be onlya 10%chance per ATthatsomeone willenter.
foreward to port and starboard. and two morejustabaltthemain mast 1 1. OflScers' Mess Stores: 'Locked Door.'
opposite the aft cargo hatch. Also along the rails and near the main This secured locker contains the wine, spirits, and costly spices,
mast and cargo holds hatches (both of which are covered with open herbs, etc. used for the officers. In addition, the plates, glasses, cutlery,
gratings for ventilation-solid covers plus tarpaulins secure them and the linens for their table are here. The first mate, purser, the officer
from water when need arises) are miscellaneous gear and supplies in charge of the mess, and the steward on duty have keys,
used by the crew. such as rolled canvas. coils of rope, and belaying 12. Purser's Cabin (Pablo Ricardo): 'This small cabin is lit by a
pins. marlin spikes and grapnels used for boarding other ships. lhere magickal light globe. In i t is a bunk, a seachest. a little table, and
are two capstans foreward of the main mast. and two more aft of it' o n e small chair. On the table is a thick book, a p o t of ink and a
There are always 3D3+3 crewmen and ID3 petty officers here during quill.'This is thesleeping quarters forthe ship's purser, who keeps track
the day, going about their normal duties. A pettyofficer or sailor assigned of the ship's day-bday supplies and expenses. The book has entries for
to the helm will be on the lower quarterdeck of the sterncastle, and an all of the ship's mundane equipment, food stores and other standard
officer will be there too. If the captain is not elsewhere, he will be on the materials.
upper quarterdeck surveying all that occurs on deck. Pablo normally wears a leatherjerkin, and cames a broadsword and
At night, two pairs of marines stand before the forecastle and the dagger. When the purser is here asleep, he hangs his armor and weapons
sterncastle or when sails are set and/or rowers are at work. If the vessel on a rack by the hatchway entrance to the cabin. In the seachest are kept
is at anchor, they patrol the deck, each carrying a smallerversion of the several sets of clothes, a cloak, an extra pair of boots, a shaving kit, and
light globes which are used to light several areas on the ship. They are other miscellaneous personal effects, including a pouch containing 178
armed with short sword and dagger, and wear half studded leather BUCs in coin. For a description of Pablo, see page 368.
armor. The globes will illuminate brightly a s f o o t radius area, and there 13. Chaplain's Cabin (Tilgaroth Hakaaru. Priest [Atlantlan Pan-
is a 60% chance that anyone trying to hide on the deck will be spotted theon]): 'This small cabin is lit by a magickal light globe. In i t is a
unless each makes a successful roll versus Criminal A&'vitjes, Physi- bunk, a seachest. a little table. and o n e small chair.' There is
cal with a Difficulty Rating of "Hard." If a sentry actually moves s o as to nothing out of the ordinary in here, as the chaplain is very spartan. If the
bring such a persona within the illuminated area, there is no chance of seachest is searched, a leather-bound tome will be found. Unless one of
avoiding detection. There is a watch in the forecastle at the bow. There the personas can read Atlantlan, however, it will be unreadable. It is the
is a helmsman and an officer on the lower quarterdeck. holy works of the priest's order. Also within the chest are the chaplain's
8a. Ladderways: By day, a marine guard is stationed as a sentry at each clothes and personal effects, along with 375 BUCs in coin.
of the ladderways leading down. Each wears half studded leather armor, and I4.Znd Lieutenant's Cabin (Salvador El Segundo): 'This small
isarmed with aspontoon, ashortsword, andada~ger.Seealso25,hereaRer. cabin is lit by a magickal light globe. In i t is a bunk a seachest, a
9. Crow's Nest: High above the deck of the Marduk, asailor is posted liWe table, and o n e small chair.'Salvadornormally wears asuit of full
in the crow's nest atop the main mast during the day. This worthy studded leather armor, and has along sword and dagger. When he is here
constantly scans the surrounding waters with a spyglass, searching for asleep, he hangs these effectsonarack by the entrance hatchway. Within
evidence of other vessels. the seachest are his personal belongings, including a cloak, several sets
of clothes, an extra pair of boots, a shaving kit, and a total of 2 8 3 BUCs cabin is lit by a magickal light globe. h it is a bunk a seachest, a
in coin. little table. and one small chair.' The officer who commands the
15.FirstMate'sCabin.(Maldonado.Ship'sWizard [BlackSchool]): marines (who are the artillerists and bowmen of the galleass) has this
This large cabin has a bunk, a little table and chair, and a long shelf upon little cubicle. He wears full studded leather armor and long sword and
which are a collection of books, jars, and small coffers. Attached to the dagger. When the marine omcer is here asleep, he hangs his armor,
wall above the wide shelf is a small, sconcelike device with a wire mesh swordbelt and sword ina rack beside the hatchway entrance to his cabin.
that contains a round globe of light. Atall, narrowarmoire is located in the His seachest has several sets of clothes, a cloak, an extra pair of boots,
forward section of the cabin. shaving kit (soap, razor, comb, needle, thread, etc.), and miscellaneous
The first mate has a particularly hideous little statuette of an Atlantlan personal effects. In addition, there is a pouch containing 297 BUCs in
netherdeity whose name is unknown. This vile figurine radiates both a coins and a big gold ring worth 150 BUCs
dark Heka and a disgusting aura. (It should be destroyed!) See the Note that the marine lieutenant answers only to the captain, and the
epilogue for the consequences of breaking it to pieces or tossing it men serving under him are very loyal to their lieutenant. Therefore, these
overboard. marines will defend the captain, ship and its cargo to the biter end, as
The first mate knowsof the special hiding place, the dweomered space long as their commander lives. For descriptions of Esteban, Sorcha, and
keyed to the plaque in the stern hold (key 36). If the galleass is taken by the other marines, s e e page 367.
mutiny/slave revolt, he will contact through Casting the Starfire Ouild to 20. Oarmastet's Cabin (Gora): T h i s dirty cabin can only be the
warn them tosave their valuables! If about to be slain, Maldonadowill tell quarters of the oarmaster, Gora. It is sparsely furnished, with a
his vanquishers of the great treasure if he is able, and likewise confess scarred bunk. a worn d e s k and a stool that appears on the verge
the command phrase, "Atlantl's Empire Again!" These words will cause of couapse.' Because of who he is, the oarmaster always has plenty to
the dweomer to activate and reveal a considerable booty! drink. 'Atop his table is a big pewter mug and a jug of wine with
16. Sailing Mastet's Cabin (Paolo Moha): This large cabin has a about a quart left in it. A battered chest stands at the end of the
bunk, a litle table and chair, and a long shelf upon which are all of the bunk, and it has a large lock on it.' Inside it are several sets of worn
books, maps, and charts which belong to him. Attached to the wallabove clothes, a new and viciously tipped whip, a pouch containing 635 BUCs
the wide shelf is a small, sconce-like device with a wire mesh that in coin, asilvernecklace worth 120 BUCs, and asmall, smooth stone that
contains a round globe of light. A tall, narrow armoire is located in the is worn through in the center. This latter item is a Holed Stone that brings
forward section of the cabin. (It contains a beautiful steel cuirasse and a luck to the possessor when carried or worn on his person. Its magickal
short cloak of velvet at all times, save dress occasions, and a leather effect confers 1 Joss Factor per day. Qora does not know what it is, only
jerkin, rapier, a main gauche dagger, and three well-balanced throwing that he likes the way it looks and feels. However, being suspicious to the
knives when the sailing master is sleeping). 'There is a small chest at point of paranoia, the oarmaster seldom carries the thing for he fears
the foot of the bunk.' (It is not locked, and contains only clothes, a another will covet it and steal the stone from him.
blanket, cloak, etc.) Qorais disliked by most of the sailors and petty officers--and many of
"Onthe tableis a round. flat device with a rotating plateand arm the officers too, save Don Fernando DimBarca who considers him a
affixed to an outer shell that is affixed to a thin cord.' (This item is splendid task master! Of course his drivers respect him.
an astrolabe, used to determine the position and heading of the ship in
relation to the sun and stars. 'There are other instruments and Deck Level C: Fore
materials on the workshelf.' (Theseare thesame as those found in the 2 1 Anchor Chain & Ammunition Locker: 'This large room has a
~lptain'scabin.) huge twin windings of thick chain wrapped on spools. Each is
This is the cabin of the Marduk's navigator, Paolo Moha, a man of attached to a winch on one end and an anchor (suspended outside
Berber-Atlantlan-Iberian heritage. Although in difficult conditions, in- the ship) on the other, these devices operated from capstan
cluding bad weather, Moha is in command of the vessel, his status windlasses on the top main deck. m e r e are also racks of (60 total)
aboard the Marduk is effectively that of 3rd lieutenant. He is also aware round stones of about I -foot diameter used by the catapults and
that the captain dislikes him-because Paolo is basically a fair and (60)of the heavy, vaned spear-like missiles for the scorpion stored
honest man. He is trying to get sufficient evidence to prove Diaz-Barca is here.'
a criminal, trafficking in stolen goods and with pirates too. Recently the 22. Petty OfRcers' Cabin: Shared by the master's mate, healer's
sailing master has come to believe that the captain knows about this, s o mate, crew cook, and two of the bosuneve total. 'This cabin has
Paolo fears for his life....Adescriptionof PaoloMohaislocatedonpage367. three double bunks with matching chests, a table. and four chairs.
17. Officers' Mess Stores: 'Locked Door.' The cabin is lit by a Light globe like those elsewhere on the ship.'
This secured locker contains the fresh, preserved, and special food- There is a 30% chance that there will be someone here at any given time
stuffs used for the officers' mess. The purser, the officer in charge of the of the day, increasing to 90% at night. If there is a gambling game in
mess, and the steward on duty have keys, progress in area 23, as detailed there, that chance decreases to a mere
18. Healef s Cabin (Francisco Antigua): 'Thissmall cabin is lit by 10%. Each chest holds an extra set of clothes, a pair of boots, and one
a magickal light g1obe.h it is a bunk. a seachest. a little table, and item from the following table:
one small chair." Also inside are a couple of small chests, and an
assortment ofjars and other small containers. The interior of the chests ID3 Item
are padded, and they hold 2 0 of the small light globes. The jars and 1 10-100 (lDlOx 10) BUCs in coin
containers are filled with various medicinal herbs and balms. 2 1 knife, dagger, or sling and 2D3 lead bullets
19. Marine Lieutenant's Cabin (Rinaldo Figueroa): 'This small 3 a ship's key (lock location determined by the OM)
The inhabitants of this cabin are namedSancho, Miguel, Jorge, Carlos, you lashed. Do it twice. and I'll personally flay your lousy backl'
and Jose, and are described on pages 369-370. 'And the Mardukis at sea with you as its slaves....
23. Petty OftFcers' Dayroom: This area is secured by doors at the Tour group isn't assigned to a4joining places. of course. but
base of the ladderway leading up to the main deck. To either hand half of you are sent to larboard. half to starboard. Although split in
of these are narrow ladders leading farther belowdecks-probably two, each separated group is within the same general area. You
to the crews' quarters. for the steps are worn and the doors glance a t those of your comrades nearby. wondering about those
secured open are very much battered as if by many hands. It is on the other side of the galley....
about I 0 feet wide and 16 feet long. The foremast's thick column 'The dim illumination that exists here comes from sunlight by
stands at the forward portion of the place almost obscuring the day. kom Heka globes fore and aft and a pair ship's (oil) lanterns
view of the hatchway there. There are also doors to both larboard suspended between the deck hatchways (see below). There is
and starboard.' continual traffic here during the day and when the galley is being
The petty officers will sometimes eat and drink here, and this is where rowed. A t other times there are few passersby. Atnight a typically
they spend whatever off-duty leisure time they have. Duringthe day there sleepy and bored m a h e stands guard at the aft ladderway leading
is a 50% chance someone will be here. In the evening and early night to the upper deck.'
there is a90% probabilityof the cabin having2D3personas. After 1 0 PM, See also 8a, above, regarding the sentry there.
there is only a 10% chance per AT of an encounter herein. You should go to 27, below, and read that text to the players now.
24. Petty Officers' Cabin: Shared by the two drivers, the officers' A questioning of their new companions will reveal that several of the
cook and two of the bosuns- five total. 'This cabin also has three other unfortunates have been shanghaied in a manner similar to the
double bunks with matching chests. a table. and four chairs. The personas.
cabin is lit by a Light globe Like those elsewhere on the ship.'There There are three rowers to each oar, the slaves sitting in tiered rows to
is a 30% chance that there will be someone here at any given time of the thus man the tripleoar bank on each side of the vessel as noted above.
day, increasing to 90% at night. If there is agambling game in progress in Each trio is secured by a chain running through leg irons which is
area 23, as detailed there, that chance decreases to a mere 10%. Each padlocked to a bigger chain running fore and aft along the deck. This
chest holds an extraset of clothes, apair of boots, and one item from the main one issecured by a huge padlock to a ring held fast by a monstrous
following table: staple set in the deck timbers. Each is also chained by manacles to their
oar, the cuffs locked by key.
I D3 Item The other slaves-at least the few who brave the lash t o respond-
1 l a 1 0 0 ( l D l O x 10) BUCs in coin speak various foreign languages, and the personas can always man-
2 1 knife, dagger, or whip age to communicate well enough by usingTrade Phonecian. A ques-
3 a ship's key (lock location determined by the QM) tioning of their new companions will reveal that several of the other
unfortunates have been shanghaied in a manner similar to the perso-
The inhabitants of this cabin are named Manuel, Ramon, Martin del nas.
Carnpo, Hector, and Ra6l. and are described on pages 37 1-372. Notaone seemswilling to discuss escape, butthat's because there are
several 'toadies" ready to report what they hear for extra food, favors,
Deck Level C: Amidships and no lashing tool These rotten few are discussed a bit later.
25. Rowing Benches. Oars. Slaves b Oariocks: This large area Now go directly to 13. 4, Adventure Log for that material which will
belowdecks is the rowing deck, the place where the personas actually provide the "Day-by-Day action in the scenario.
begin play, as nothing they can have said or done can alter the beginning 25b. Ladderway Belowdecks (to Hold): 'When the hinged deck
of the scenario. hatch is raised it reveals a three-foot wide ladder with broad steps
"You relive the past hour or two-being dragged to a place leads to the lower cargo deck below.'
beneath the upper deck the 'Oar DecK you heard it called.Then in 25c. Swab Lockers (Under Ladderways): 'There are storage
but a handful of minutes each of you chained by leg iron to a staple lockers under the steps leading to the upper deck. Inside are
sunk deep in the hull nearby, hands chained too. but to the thick wooden buckets, stiff scrub brushes, swabs (mops) on long
oar you must now work. Told to hold fast to the oar and do or say handles and those held by hand alone, rough holly stones for
nothing unless so commanded. you hesitated, ready to rebel.Then cleaning deck planking, sacks of fine sand to scour with. rags,
men with black whips came, yelling. striking out at everyone who and so forth.You become familiar with these implements all too
didn't move quickly. so you moved. soonl'
"There are three rowers to each oar. you and the other two slaves The handles forthe swabs are equal tojo sticks (2D6)of below average
sitting in tiered rows to thus man the triple rowing bank on each quality.
side of the vessel.lhe other slave-t least the few who brave the 26. Hold Accessways: 'Hatch opening covered by a wooden
lash to r e s p o n h p e a k various foreign languages, though you grillwork kame.'
manage to hear a word or two of Trade Phonecian before a driver Each of these large openings is covered with stout wooden latticework
stalks past. and all fall silent. grills as are the hatches directly above. If the Marduk is unloading or
'Then you heard a voice from before you. an ugly, gross fellow taking on cargo, all will be removed, of course. If one peers through the
shouted at you all to work, as he picked up a pair of mallets. and grate, the contents of the hold are faintly visible, and a personacan even
began a slow thumping on a drum there before his seat. jump down the short distance (5'-10') to the top of a stack below if the
"'Row1 You scabby sons of sows. row1 Miss a stroke and I'll have grating is moved.
Deck Level C: Aft forordinsuy marines.Thereare a total of six seachest lockers in the place,
27. Oarmaster's Seak "'Ihistallchairalways has thevileoarmaster. the two belonging t o the sergeants a t head and foot of the double bunk,
or one of his drivers, ensconced in it. whip nearby. as time is beaten the four of the corporals' lined neatly along t h e steerward bulkhead. The
on the big kettle drum before the seat by that occupant. two lockers belonging t o the sergeants have a dress cloak in each as well,
"The oarmaster, a muscular. mongrel hunchback named Gora. 1D 3 piecesofjewelryworth 100to 600 BUCseach, and twice the amount
a s you know all too well by now, mercilessly wields his whip. of coin found in the corporals' seachests. Each chest holds an extra
ensuring that all youslaves row steadily on all occasions that such uniform, a s e t of civilian clothes, a pair of boots, and o n e item from the
power is demanded. His two assistants, 'Drivers' a s they are titled. following table:
are no better. Any slave caught talking by Gora or his stand-ins is
beaten severely.' ID3 Item
The subject suffers 10D6 points of Physical damage (-1 per die if a 1 20-200 (2D10 x 10) BUCs in coin
driver islashingthevictim, butaminimum 1 pointofPDperdieindicated) 2 1 blackjack, brass knuckles, knife, or dagger
This shouldn't give the Heroic Personas much chance for open, easy 3 1 pint of brandy or rum in a bottle o r flask
conversation, and all communications will have to b e done a t odd times
in a cautious, whispered exchange with the nearest slave, save a t night. There is also a hatch area in the hull here designed to provide access
"When rowing is not in progress. of course, no one sits here. If for passengers and crew while the Marduh is in port. Asmall landing deck
there is expectation of need for oar power. of course. one of the o n the starboard exterior of the vessel is attached to a retractable
three, hated men will lounge in the chair, sneer a t you, fondling his walkway that can be lowered when the vessel is beside a dock or another
whip, etc." ship. This hatch is closed a n d latched from the inside, and there is a
28. Marine NCOs' Cabin: "This long and narrow cabin has a marine sentry stationed in front of it whenever there is boarding activity.
double bunk built into the hull and space for a number of ham- The guard wears half-studded leather armor and bears a spontoon, short
mocks to bestrung. Some sort of secured hatch in thehull is by the sword, and dagger.
foreward bulkhead. There are a pair of chests a t the head and foot 29. Officers' Galley and Stores: 'The ladder t o the upper deck
of the bunks, and four more against the buJkhead astern. There is leads forward u p from this 10 foot by 20 foot long cabin. The
an unlit ship's lantern swinging from a beam overhead.' mizzenmast's butt end is only five feet from the doors which close
The two sergeants (petty officers) and four corporals share the cabin. off that ladder to above. It is a galley. A ship's lantern swings from
They consider it "luxurious," for there are two bunks for the sergeants, its ring on an overhead beam, but illumination comes from a pair
and the space allotted for the corporal's hammocks is much greater than of dimly glowing Heka globes towards the stern. By their light you
s e e work tables on either outer bulk-
head, a cooking area to sternward.
A big pot with a spout is evidently
that in which coffee is made, so this
is certainly the place where the of-
ficers' fare is preparedl There are
numerous pots and pans in sight
above thesidetabl~.Beneaththese
benches are cupboards.'
This is where the captain's and the
officers' food is prepared by the bet-
ter of t h e twoship's cooks, Martin del
Campo.There a r e considerable stores
of miscellaneous food items of good
quality here,aswell asthingsset ready
for the next meal t o be cooked. If the
t e a m entering n e e d s food and/or
drink, there is enough here to supply
SO hungry appetites with all they can
e a t and drink.The activity begins here
a t 4 A M a n d e n d s a t 7 , thenagain a t 1 1
through 1 PM, a n d finally the cook
a n d the steward, with two boys make
(and serve) t h e evening fare between
4 a n d 7 PM. At all other times this
place is empty.
The following cooking implements
will serve as weapons of below average
quality:
1 cleaver = chopper ends in a locked door of iron-bound oak secured by a huge padlock
2 butcher knives = knife, large and a regular lock a s well.'
3 utility knives = knife, small Inside is the place where the small arms of the Marduk are kept for use
1 rolling pin = bludgeon in time of battle. This is the trove the HPs really want! It includes:
4 extra-large heavy crossbows (6D6 PD)
30. Marine Plivates' Cabin: "This long and narrow cabin has at 200 extra-heavy bolts
least two dozen hammocksrolled up and secured to the bulkheads 12 hand crossbows
and hull. Some sort of secured hatch in the hull is by the foreward 12 little cases with 12 small bolts each, 144 bolts total
bulkhead. There are a s many small seachests and footlockers I5 heavy crossbows
against the hull and bulkheads. each beneath one of the stowed 15 cases containing 3 0 bolts each, 450 bolts total
hammocks. A rack with boarding pikes (spontoons) standsnext to 20 medium composite bows in cases (1 extra bowstring/casc)
the door. Another weapons rack with bows is visible on the stern 50 quivers containing 2 4 arrows each, 1,200 arrows total
bulkhead. There is an unlit ship's lantern swinging fiom a beam 30 pikes
overhead.' 30 spontoons
The near rack has two rows of 10 spontoons each. There are 14 30 battle axes
mcdium composite bows and an equal number of quivers, each holding 3 0 swords (cutlasses)
12 arrows, at the far end of the cabin. When offduty, each marine private, I5 (sets) half leather armor
28 total, swings his hammock here just as do the sailors (see 33).They I 5 bucklers (brass)
are no more crowded here than are most seafarers, and in fact they think 15 small tower shields
the quarters are quite special. The footlockers are lined along the hull 32. Infirmary: T h e narrow, 20-foot long passage sternwards
and bulkheads, serving as seats, tables, etc. There is only a 10V0chance ends in a closed door shut fast by a regular lock.'
that this place will not be occupied by 4D3 marines duringany time of the This is where the sick or wounded crewmen, sailors or marines, are
the day or 8 D 3 by night. Each locker contains a blanket, a cloak, toiletry tended to by the healer's mate, Miguel, or the healer, Francisco. A long
articles, and various other possessions, determined randomly. Roll enclosed cabinet runs around the length of the bulkhead, and three hard
1 D l 0 three times, referring each time to the table below for the result: c o b are attached to the larboard hull.The conLlins a collection
of all manner of things for treatment and recovery of patients including
Item bandages, splints, a few surgical instruments, crystals, healing herbs.
Uniform boots or civilian shoes poultices, bottles and jars of ointments and Materia, empty containers of
Uniform belt or civilian sash all sorts, crutches, canes, and s o forth.
1D3 articles of civilian clothing Careful examination by one with Herbalism K/S will allow a "Hard" roll
1D3 articles of uniform clothlng against STEEP to discover ingredients suitable for causing drowsiness
Pint flask of wine or spirits followed by a 'Dazed" state for 3D3 CTs after being rudely awakened for
Knife, dagger, or garotte all who consume it. There is enough to affect the contents of the coffcc
15-40 (5D6+ 10) BUCs in coin pot in the officers' galley.
Dice, cards, or some game Note that slaves rarely see this area, as it is for the crew and guards.
(checkers, dominoes, etc.) Sick slaves are administered healing broth only on rare occasions, and
1D3 little gems worth 1 D10 x 20 BUCs each those adjudged too sick by the oarmaster are simply tossed overboard
1 piece of jewelry worth D0/o + I0 BUCs and replaced in the next port. This is very much against the healer's
wishes, but he cannot influence the captain to disallow the practice.
The marines are all formerly Aragon military personnel that were hired
by the Starfire Ouild. They serve to guard and protect captain DimBarca, Level D: Cargo Hold
thus helping assure the safe passage of the stolen merchandise aboard 33: Crews Quarters: T h e narrow ladderway leads to a modest-
the vessel. Since most of the regular crew are from Mago, there is quite sized. open area in the bow quarter of the galleass. This is certainly
a bit of friction between the two groups, not only because the two states the crew's quarters. for there are many rolled-up hammocks se-
are hostile toward each other, but for various other reasons. The usual cured to timber uprights. hull, and bulkhead. Likewise, a profusion
friction between sailor and marine is one.The marines' better treatment of seachests and dufflebags can be seen.'
is another. Finally, the attitudes of the petty officers and officers doesn't The regular crewmen must perforce be under the command of which-
escape them either. ever naval officer or petty officer happens to be nearby and on duty, bul
There is also a hatch area in the hull here designed to provide access they have come to hate the captain and hislackeys.They are fiercely loyal
for passengers and crewwhile the Mardukisin port. Asmall landing deck to the sailing master, though, but s o far none have dared toapproach him
on the larboard exterior of the vessel is attached to a retractable about a possible change in command of the Marduk, though there are
walkway that can be lowered when the vessel is beside a dockor another many whispers of mutiny amongst them ....
ship. This hatch is closed and latched from the inside, and there is a The sailors are all below SEC 4, but vulgar as they are, they are mostly
marine sentry stationed in front of itwheneverthere is boardingactivity. hard-working and honest. They become increasingly unhapi~ywith the
The guard wears halfstudded leather armorand bears aspontoon, short captain daily, as he pays and feeds them poorly and never rewards them
sword, and dagger. for their work at the end of a cruise. The marines on board are not only
3 1. Arms Locker: 'The narrow. 20-foot long passage sternwards treated as being better than the crew, these landsmen also show disrc-
s l ~ ctot the naval petty oficers and the saillng master, and this causes There are huge casks of fresh water lined along each side of the hull,
great resentment amongst the men and even the ship's boys. They know and also a profusion of barrels of salted meat and fish, bins of dried
that Don Fernando profits greatly through the work he does for the vegetables, crates with ship's biscuit, sacks of dried peas, beans, and
criminal guild, although they are supposed to be ignorant of the matter. lentils, and others with grain (wheat and barley). There are also casks and
They likewise suspect that some of the galley slaves were falsely con- coffers of olives, olive oil, wine, vinegar, and hard cheese. The contents
demned, and they have a natural fear of the same fate, as well as a of this room are protected by magick from decay and pests...but would
sympathy for such unfortunates. However, they know how close the you believe in Heka-resistant weevils and rats? Why not!
circle of officers around the captain is, how loyal the marines are to him, 35. Main Cargo Hold: Again, this is the general nature of the goods
and have s o far done nothing because of the latter's hated presence.The canied to Avaris, Egypt. There, all of this is unloaded, and a new cargo
sailors do not fear the marines, they are merely unable to act, since they taken aboard. See the Adventure Log. hereafter, Days 5 4 to 55, for a fair
are wilhout armor and weapons other than their daggers and knives and inventory to read off if the goods are examined then.
such few other weapons as they have access to. 'This is certainly the main hold. There are big crates piled and
But if they did take the ship in a mutiny, where would they go? in truth, secured by ropes against the bulkhead sternwards, but you recall
they believe that they would have to turn pirate, for no honest port would seeing that partilion, and you know that behind those objects are
have them ...unless they could prove that DiazrBarca was himself a a pair of locked doors closing a hatchway to a smaller hold be-
criminal, and they actedjustly. However, if the sailing master asked them yond.'
and armed them, the crew would do their best to take command of the All the common trade goods which are the "principal cargo" of the
g'llle<%s. Mardukare contained in this hold.There are cratesof merchandise, bolts
Each and every sailor carries a sheath with knife or dagger at his waist. of cloth in water-resistant canvas containers, and other miscellaneous,
Statistics for the crew are given later, on page 372. labeled containers here. The cargo carried in the hold of the vessel
Scachests or duffles contain 1D3 small items of light clothing, a cloak consists of 20 casks each of lberian and Francian (Cognac) brandy and
(and blanket substitute), and 1D3 other things individually determined Avillonian whiskey, 100 barrels of lberian and ltalicwine, 20 hogsheads
by rolling 1 Dl 0 and consulting the following table: of the finest extra-virgin olive oil, crates of pots full of preserved fruits in
honey, sugar, or butter, hogsheads full of dark, bitter chocolate, velvet
Item cloth and brocades from Francia in bolts sewn into oilcloth coverings,
Boots or shoes fine pieces lumber (cherry, walnut, ash, and yew), carefully packed
Belt or sash containers of blown glass, fine pottery, and merchandise of thissort. Odd
1D3 articles of religious nature spacesare filled with small, open racks of lead and tin in ingots-the stuff
(10% chance of being a Pantheon of an HP) needed in the East to make alloys such as bronze, brass, etc. or for many
1D3 articles of warm clothing other uses. Valuable goods assuredly, but none of it likely to bring such
Pint flask of cheap brandy or watered rum profit as to justify the expense of the galleass and its marines.
Dice, cards, a game, etc. 36. Special height Hold: 'Big doors held fast by two large
5-1 5 (2D6+3) BUCs in coin padlocks."
1D 3 pieces of carved ivory or bone (scrimshaw) It is assumed Lhat the HPs will be here before these items are off-
A musical instrument (flute, pipes, etc.) loaded in Alexandria and a new batch of things stored herein. See the
1 small piece of jewelry Adventure Log. Days 6 0 to 6 3 for the listing of new goods and their
(ring, trinket, etc.) worth D% B U G values.
This is where the ordinary Starfre Uuild merchandise of stolen or
34. Forward Hold for Ship's Stores and Provisions: 'Ibis is the illegal sort is kept during transport. The items within are more valuable,
hold for the stuff needed to keep the galley going, a place filled of course.
with all manner of things in odd assortment. from toolboxes to There are four bales of furs and pelts (sable, ermine, mink, fox, lynx,
tuns of fresh water." etc.) worth 250,000 BUG each, 12 big boxes full of sawdust surrounding
Stores: Here are spare oars, spars, timbers, planks, tar, pitch, cordage, vials andjars holding perfumes and scents worth 50,000 BUCs each box,
rope, cable, chain, canvas, a bellows, forge, iron bars, hoops,wire, rivets, eight smaller boxes of Materia, incense, and drugs valued at 80,000
several crates of carefully packed glass panes, leather hidesand bends, each, six crated antique sculptures with avalue of SDlO x 10,000 BUCs
and s o forth. Here also are the necessary tools for doing such c o n s t r u ~ each, 1 5 crated stolen paintings worth 2D10 x 50,000 BUCs each,
tion and repair as are needed. There are a pair of big tweman crosscut silverware and silver service pieces in three big crates have a value of
saws. adozen each of hand saws, adzes, hand axes, planes, wood knives, 235,000 per container, 100 boltsof laceworkwith a6.000 BUCvalue per
hammers, wooden mallets, big wood chisels, and bits and braces. There bolt, 10 tapestries in long casks worth l D6 x 10,000 each, and several
are several very big augers and 12 wood axes too (battle axe -1 WP, +1 score of small casks and boxes containing the finest liquors, cordials,
SF).There are also a half-dozen each steel pry bars, picks, mauls, pointed brandies, rare wines, etc. which are stolen and smuggled without paying
steel rods (for hand drilling) shovels and spades in a long box. Smaller tax or duty with a worth of 100,000 BUG. Armor and arms form a part of
tools include sewing items for cloth and leather, as well as finer wood- the illicit cargo, too. There are 1 0 boxes containing one suit of excep-
work hand implements. tional quality full plate armor each. Larger crates hold 1,000 above-
Provisions: Provision makeup changes &r some eight weeks, with a average quality sabres, 100 round shields (small) of fine steel, and 200
rcsupply from Av&s in Egypt. If the hold is being examined and inventoried heavy crossbows with 100 bolts for each, all of Aragonese manufacture.
thereafter, adjust the contents according to the Adventure Log. below. When HPs are in here be sure to read the following: 'The goods are
well secured, s o there is a clear space around the butt of the 2. Our OOALS:Esmpe the galley or take thevessel to gain freedom.
mizzenmast-it is just five feet inside the hatchway.' Perception, Bring tojustice, or exact vengeance upon, those of the ship mponsible
Physical rolls must be made at DR 'Hard," 'Easy" if anyone asks to look for such crimes as have been committed upon us. Further, to gain
at the mast. Asuccess reveals a bronze plaque m e d to the mast's butt recompense in the form of money and goods for our slavery and
end at five feet above the deck, but on the stern side so as to not be suffering.
readily seen. The writing is in Phonecian and says: 'Success to the 3. Our 0RJKTIVE.S: Free ourselves: (and) escape the Marduk
Marduk and its wise captain for all times. The Starfire Oulld. ' Heka (or) free our fellow slaves; (possibly) gain the assistance of disaf-
detection will reveal that a powerful sort of magick radiates from the fected, honest officers and crewmen. Take the galleass by force of
plaque. If the personas know the command word (by forcing it from arms. Sail the vessel to a port where freedom is guaranteed, or back
captain or first mate) or are otherwise able through Castings, they will to the point of origination in order to prove our innocence. Gain our
open the thing and find what it hides .... just recompense. Report the culprits to the proper authorities.
The plaque is dweomered, of course, and the Casting laid upon it is The STRATEaY followed will depend on whether the Heroic Personas
one which allows a pocket of extradimensional sort to be opened. Into are settling for mere flight or are bent upon capture of the galleass.
this cubic yard or s o of space go the truly valuable items. Inside it are: The TACTICS will be the same initially, for the HPs must somehow
5 copies of state papers communicating things Francia, Naples, manage to pick the locks, break free, or otherwise escape their bonds.
Achza, Hasur, and Egypt respectively do not want other nation's When they are successful in this, there is the matter of weapons and a
leaders to know about. meansof escaping fromtheshipor managing to take it over. Because the
Forged papers with blanks sufficientto identify 12 persons as being HPs don't really know where they are geographically most of the time,
of Egypian nationality and acting under orders of the Pharaoh. survival in an open boat, let alone swimming, would be a problem, there
Stolen jewelry and gems worth 5 D l 0 x 100,000 BUCs,. is uncertainty about their reception in any port, and they will have little in
1.000 Atlantlan oricalcum coins worth 3,000 BUCs each. the way of clothing, possessions or funds in such case, a design which
200 little platinum ingots weighing 1 0 ounces each without mint involves the taking of the vessel rather than mere flight is preferable.
mark. Thus, good players will think of their HPs capturing the galley rather than
300 little gold bars ditto. leaving it.
2D3 magickal objects of the gamemaster's choosing. But new, cautious, and possibly timid players will have their HPs think
This can remain the same even after the exchange in Alexandria of flight, perhaps, before fight! If for some reason they fail in their bid for
occurs, although the documents might include things from Milano and escape, they will be severely beaten, and watched very carefully from
Savoy (instead of Hasur andEgypt) and the identification papers should that point on. You, as gamemaster, may decide that the eventual actions
be read as those of Francia. of one of the persona's Special Connections lead to an investigation and
Note that in 2D3 hours aRer the first mate notifies the guild that the the subsequent rescue of the HPs. In any case, this outcome will result in
ship has been taken, these items will disappear, as the dweomer is marginal award for the personas, as they have failed to manage the
activated from the headquarters of the organization, and the contents scenario on their own.
returned safely to their hands! After successfully freeing themselves, the HPs should be stealthy and
explore their surroundings a bit, acquire weapons and knowledge thus.
ADVENTURE LOG They will become more powerful (and less vulnerable) as they progress
Once the HPs are chained behind their oars and bemoaning their fate, In their exploration of the Marduk. So will their relations with their fellow-
it is time to get into the adventure as the narrator of pertinent events slave-d of utmost importance, the crew! A premature or ill-planned
which occur outside the routine described above. Most such changes will attack on the captain and marines will mean a near-certain defeat and
have a window of opportunity for one or another of the Heroic Personas, return to the oars, or a dance from a rope's end! However, the HPs may
and some are key times for general action aimed at escape, attack, or cautiously free their fellow slaves and mount a serious offensiveif they
fomentingof mutiny and attack to take over the Marduk. Of course, there take the time to plan, include the crew, and equip themselves first.
are a couple of ringers thrown in too. Read the appropriate portions, and Naturally, some provision for better weapons than manacle chains for
then encourage the players to think out the situation. Note there is a lot the freed slaves must be made; and in this regard there are the arms
of general gamemaster information following the daily data for players. locker and the stern hold. This is how the scenario's chief problem,
captivity, is best resolved.
If the personas pay attention to the crew's feelings of discontent, they
This section gives the day-byday happenings aboard the galley, and should attempt to lead, not just join, the sailors in mutiny against the
also serves as a means for you to be a gamemaster in the truest sense, captain and his marines, and take the ship by force of arms.
for with this tool you can direct and alter actions as you like. Before using A good way to begin is to provide the slaves with a means of getting
the material as text for reading to the players, however, here are some free, perhaps one HPstanding by to assist and to lead the OPs to weapons
things we think will assist you in managing the action: while the others move to begin picking off the marines. It is, of course, of
What the Players and Heroic Personas Should be Doing: Of utmost importance to neutralize or slay the leaders first, so the captain,
utmost importance is organization and planning. Thus, the players the fust mate, the lieutenant of marines, and the marine sergeants and
should first be seeking opportunities togathertogethertheir HPs in order corporals, in about that order, are the initial targets
to do so. Their planning should then follow tines something like this: No matter how the personas resolve their dilemma or slavery, they
I . Our MISSION: Regain freedom, and secondarily to clear names must then decide what to do and where to go. For all these matters, see
of all false charges. the epilogue beginning on page 377.
The Events Pisa about midnight. Again, the guards are on special alert, this being
Day 1: Departing Nice for Pisa Republic of aenoa. 'After rowing the Eirst port call with the new slave contingent.
about two hours, youareallowed t o r e s t Thesails areset and wind "You are roused Prom sleep to row. and after half an houfs
now pushes the galley on its course. You have a chance to look moderate effort. the order comes to cease. The anchors are
around. Along the sides of the galleass some 180 slaves. your- dropped.You havemade portl You hear the ship's bell strike once,
selves included. are seated in groups of -hained as you are. so you guess it must be 12:30 AM. In a few minutes you are
forced to endure the chilling cold in winter and the sweltering heat unchained.Theusual fourwork parties of 15slaves areassembled,
in summer. You are grateful for the relative coolness of this early but this time two gangs go up. and two. your's included, go into
autumn night.' the main hold. Nets are lowered. you move a half dozen heavy
Days 2-3:Periods of rowing followed by routine matters. Theguards crates into them. and they are swayed up and out of sight. Then
are all very alert, as there are many new slaves aboard, and the possibil- you see a big hatch which is doubly padlocked. The first mate
ity of attempted escape is suspected. From this experience the HPs opens the locks. and into the smaller hold thus revealed y o u
learn the following: party canies a dozen smallish but weighty boxes and some rolls
"At 4 AM you are awakened h m a miserable sleep draped over of stuff, probably cloth bolts.You see bars of tin and a lot of other
your shipped (indrawn)oar. A stream of sea water is hosed over all goods, but who knows what they could be. After sailors secure the
of you as sailors work a pair of pumps, cursing the effort so early cargo. you see the first mate relock the hatch. and you then have
in the morning. The cold water makes your teeth chatter, but it to shift barrels and containers around to where the locked door is
washes away the sweat and accumulated filth. Moments after the hidden by that stuff.
last jets of water spray the slaves. a driver clambers into the 'You're all soon chained back at your oars again. but you have
oarmastet's seat, commands rowing. and begins a brisk cadence learned a lot. 'Is 'ere's Pisa.' you overhear another slave murmur to
on the drum. In a quarter hour you are warm and dry. someone.'
"In answer to your query about the mess of stuff fed to you for lhis is agood opportunityfor any of the HPs to make friends with another
breakfast about 7 AM. a nearby slave hisses that its a mixture of OPslave. If this is attempted, roll 1DlO.A 1-5 indicates that contact is made
everything left from the crew's plates and pots. 'Cook it in a pot with another planning escape/revolt, 6-43 a willing listener, 9 one not inter-
what's always simmerin'--grain, water, parin's. tops. gristle an' ested and not friendly, 0 one of the "stoolies" is contacted.
bone, and all the scrapin's what'd be garbage otherwise.' You are Anyone alert to finding something useful can get a bit of wire or like
too hungry not to eat but your stomach turns despite that. When metal if they say the HP is looking and manage both a Perception,
the second meal is slopped to you around seven o'clock that Physical and a roll against either Criminal Activities, Physical, Leger-
evening, you no longer care what it contains. demain. or PNSpd at DR 'Hard."
"After your morning meal. two squads of marines march onto Days 5 to 1 I: The Marduk slips along the Italic coast to Leghorn,
the oar deck. With them are the two drivers and a few sailors too. Kingdom of Tuscany, across the water to Bastia on the island kingdom
Thirty slaves from each side are unchained and led off, a different of Corsica, then back eastwards again to Viviltavecchia in the Kingdom
group each day. The 60 are a work group divided into four parties of Rome. The marines and the captain's men are still very watchful and
or 15 men each. With each party are a driver or another petty nervous, for this is a dangerous route much patrolled by coastal guard
officer, amarinecorporal. and fourarmedmarine guards (spontoon craf€looking for smugglers and pirates.Toadies are active too, seeing if
short sword, dagger, and half studded leather armor). Each fa- they canspy out trouble-makers amongst the new captives, s o they can
tigue party might have as duty cleaning the crew galley and mess. get some favor for their treachery.
doing the same sort of cleaning chores aft in the oflicers area. Time more late-night anchorings. weighing anchor and de.
swabbing down and hollystoning the upper decks. doing the same parting before Pirst light each time too, after heavy laboring with
on the oar deck pumping the bilge. and othenuiselaboring. as the cargo and/or oars. It is obvious that this vessel is sneaking into
hands are generally engaged in managing the MarduKs sails.This ports. dropping off and receiving illicit goods, and then slipping
rotating labor is a welcome change, even if the drivers ply their out of harbor before being seen. Not even a fortnight as a slave, and
Lashes freely. Of course. during calm periods all slaves row rather you have the number of Don Fernando and his pack of jackals.
than do such ship's chores. 'During these past days you've had opportunity to exchange a
'When you have been a t the oars for a long and hard row. the few whispered words with your other comrades. and it is clear that
ship's boys come by and give each of you a pint of water laced with you all wish to escape--but do you somehow get free and slip
vinegar when thereis a breakin thelabor.'Donlt taste so good.' the overboard when near shore? Or do you attempt taking the galleass
lad serving you your ration says. 'but it keeps you from guzzling with a force of freed slaves?'
and slakes the thirst finel' He grins, and then a driver cuffs him on Perception, either, K/Sroll at DR 'Hard" will reveal one port name of
the back of the head. 'quit yer jabberin' ta the slaves, else I'll hide the three stopped at.
ya too!' The boy makes a faceso youcan see it but the petty oflicer Any HP attempting to make friends with a ship's boy will manage this
can't....' on a successful Influence K/S roll at DR "Easy or else a roll against
Anyone asking about what they see or notice is allowed a Perception MRCap at 'Moderate."
(either or both sorts) roll ar DR'Hard" to see how they are kept chained, Day 12: A storm hits just after the galley is out of sight of the Roman
noting the main chain's lockand the fact that one key opensall manacles coast.
and locks save the main chain's padlock. 'For the first time you are ordered to be ready to draw in your
Day 4: The galleass slips past the city of Qenoaand makes anchor in oarsl It is dark outside. the water is choppy. and a rising wind
indicates a squall is likely.The oarmaster is raving and shouting as choppy and the galleass Is tossing. Nonetheless, there is no howl-
his drivers. a couple of petty officers. and a half-dozen marines ing wind and towering wave to threaten so you are glad. Happy
move along the rows of slaves to either side of the Marduk They too. for in such a sea as this. no rowing is possible. Oars still
unlock all manacles. free the big oars. and you then use your hands shipped, you are all led under the N 1 marine guard above to the
to shift your own so that the tip of the blade is inside the hull. Then main deck.
every third group of three rowers is unchained and set to work ''tiuny up there. you stinking dogs1 l h e captain wants you on
moving the shipped oars into racks along the mid-portion of the deck to give thanks to the Goddess 'llokhala, who in her mercy
deck where the seamen check to see that they are securely tied guided us through the storm,' shouts Gora as he uses his lash
down. lhen the covers to the oar ports are swung down and indiscriminately on the Ales of passing slaves.
fastened shut. 'Facing the poop in a packed square, kept close by 34 armed
"Big blow's a'comin,' a sailor says to you in a hushed voice. 'Fray marines and a dozen sailors with naked sabres, all of you slaves
to your deity that we don't founder. 'cause you poor devils ain't observe the captain and officers on the lower quarterdeck where
goin' to be unchained no matter what' He shakes his head sadly as first the healer offers a prayer which makes the first mate scowl,
he re-chains your legirons. A t least your hands are kee. as the and then Maldonado calls loud thanks to llokhala 'Lady of Ven-
manacles are fastened to the stacked oars1 geance and Destruction.' He kills a black rabbit before all, sprin-
'A few minutes later the storm hits the Marduk and the vessel kling gore on deck and tossing the carcass to the sea, with an ewer
rolls and pitches. yawing uncontrollably. Oarmaster. drivers. ma- of wine poured in libation immediately &r.
rines, and seamen too have disappeared. Outside the dim light 'Finally, the 2nd mate. Salvador El Segundo, recites to the
from the magickal globes fore and aR. the deck is gloomy, for the assemblage the laws which govern the galleass. taking care to
hatches overhead are closed tight. battened against the blow. especially articulate penalties to slaves for escape, attempted
Now is the time for some 'slipping off and exploring." There is a 10% escape, striking an officer. petty officer, or crewman, stealing.
chance that leg irons won't be securely locked tothe main chain, s o if any insubordination. and so on. Most infkactions bring death. although
HPs try, allow them a roll in this regard. Otherwise, the padlocks can be some a mere 20 lashes-insubordination, striking a crewman, or
picked. Breaking a link is not wise at this point, for it will be discovered. killing another slave.
Going overboard now is suicide! Allow anyoneaboutto dosoa'Easy" roll 'After about an hour of this. you are separated into starboard
against their MRCap to think of that1 The HPs (and any OP associates and larboard rowing groups, each body going foreward in single
won't be noticed by toadies during this time, and they will have 1D6+10 Ale down the bow laddenvay (84 and back to the benches. Oars are
ATs time to prowl around below decks. Even if they are seasick ('Ex- unsecured. run out. and you are again manacled.'
treme" roll against P TRAIT for any non-seafarer Vocation, failure = +5 7he HPs "lookingaround" will get agood view of a m 23 while leaving and
Initiative, -1 on all PTRAITS, -2 on MTRAITS, s o +1/+2on those K/S Area returningtotheoar deck, even apeekattheotherladdersleadingtothelower
rolls) they can manage to creep around and try to find something. If a deck uews quarters and hold, and plenty of the topside area too.
sailor, bosun, or the sailing master meets them on a chance encounter While they were on deck, the oarmaster and his two drivers, along with
(see the map key, above), they will be taken back and secured, but the three bosuns inspeckd the whole of the slave bench area.There isa 7S0h
seamen will not otherwise report them. chance any hidden item larger than a key will be found thus, a 20•‹/0
If exploring and not otherwise find-
ing anything the HP will get one of the
following:
2 4 (IDS+]) feet of thin cord
(for a garotte, etc.)
lump of wax (for making a key
impression)
metal spoon (for sharpening to
be a small knife)
In any case an HP hereafter attempt-
ing to make friends with a sailor of one
of the bosuns will be able to do s o on a
successful influence K/S roll a t DR
"Moderate" or else a roll against MRCap
at "Hard."
Day 13: 7he storm is over, and the
Marduk has taken only a bit of minor
damage to rigging and hull. The ever-
suspicious captain has the fistmate hold
a ceremony, while his loyal officers and
marines inspeck the oar deck, t h m
'Your stomach is still queasy and
you feel nasty, for the water is very
chance that asmall thing such as a key orweak chain llnkwill be noticed. healer's mate knows of this will take special care to s e e that persona is
If a bosun who is friendly with an HP happens t o discover any of these all right. He will, in the p r o w , whisper to that one: "I know you're an
things, he will notremove or report the find. In any event a bosun will not honest man convicted by a charade. The captain and all his cronies are
tell the oarmaster but say nothing and instead see the sailing master later worse than pirates--many know this. Have hope, stmnger. Perhaps there
and report the discovery t o him. will be a change soon.' He must move along, however, for the oarmaster
Any slave hiding "contraband," including food, will be given 10 (x 1D6 comes shuffling near to watch and listen suspiciously, s o nothing more
for points of PD) lashes with the whip by the oarmaster. can be said.
Days 14 to 16: Naples is the next port where a few items will be Days 20 to 2 1: From Messina to Reggio and on. There is little chance
landed, and more illegal, smuggled, and/or stolen goods taken aboard. for the HPs to do anything about their condition now.
During this time there is no opportunity to escape. Alert HPs will notice "You learn that the gallease was at Sicilian ports last. and your
that there is a slackness in the marines, for they are favored and exertionswen to get the M d u k through the Straits of Messina and
"pampered" as it were, s o their attitude is elltist. Why should they have out into the open sea without detection by coastal patrol vessds or
to do routine things when the second-class sailors and the noaccount maraudem. 8ecauseyou had to row somuch. no slaveworking details
slaves are available for such plebeian chores? Of course the seimen were used. You p e r the fatigue parties to labor at the oars....
resent this attitude. If any players inquire or say their HPs "watch" 'As is now routine to you. a rude awakeningoccurs in the middle
interaction of marine and sailor, allow them a roll against Perception, of the night. Time to ply the galley's oars. It is a small harbor. all
Mental at DR 'Easy" ( a MR CATMORY at 'Hard" if the persona lacks the righL'Ihere are several barges waiting. and their cargo is evidently
K/S Area noted) to discern the bad feelings. small enough to get aboard by hand. Oars aren't drawn in. and the
'The routine is crushing. for almost as soon as the water of the sailors uncover the stern cargo hatch and manage all the loading
sea smoothed a few hours after the storm, a calm settled in. and the in an hour or so. You are all kept busy during that time too. for the
Mardukwas put to oars to make way. Although the stroke is slow. shipweighs anchor and moves by propulsion of its oars to stand off
rowing continues for long periods. broken only by brief rests. land so far as to be out of sight before the sky in the east pales.'
Finally. late the next night you get some rest. now able to sleep Days 22 to 24: Ashort sail from Reggio to Taranto, a port safe enough
despite having to hunch over the oar. for the Mardukto spend a full day. On the night of the 24th, they slip out
'Another midnight call, this time a t a harbor which you think of the harbor and put to sea with a fair wind driving the galleass on.
might be that of a big city. for you can see tights and the black While in Taranto, bumboats bring harlots aboard, for the ship is still
outline shapes of other vessels at anchor. Everyone seems tense. too close t o home to trust the crew not to desert. This is a great
and no slave i s freed from the oars. Evidently the marines are opportunity for escape or exploration and preparation for a takeover by
pressed into stevedore duty. for you see some cargo being hauled freed slaves and crew. Fatigue parks of slaves are brought forth and
up in the nets. a greater amount swayed down into the hold. bosuns and sailors do most of the guard work as the marines, due to their
Because you will be called upon to row soon. the ship's boys come favored status, get more 'off d u t y time.
and give you each a biscuit and ladle out plain water.' 'Open water all day. then rest disturbed as usual. This time the
If any HPs speakwith a boy withwhom they are friendly, they will learn routine of late-night anchoring is different You are commanded to
that the galley is in Maples harbor, and their next call will be on the island inboard your oars, and as a special treat you can all sleep sprawled
of Sicily. Again, by asking, a boy will bring a piece of wire, aspoon, or a anywhere your legirons allow thereafkr. for the manacles stay on
length of cord. After all Qoraand his cronies treat these lads as badly as the racked rowing tools.
they do the slaves! 'After the morning hosing down, you are taken out in working
Harking back to the bad relations between crew components, discem- parties while the remaining rowers dry off as best they can. Many
ing HPs will notice that both marines and sailors tend to be lax because liWe boats are around the Marduk bringing fish. poultry, h h
of this. It is a severe morale problem. fruit, and vegetables too.You overheara sailor comment on being
The marineswill be lazy in their inspections of slaves, will be idle when glad the ship has made it fkom Reggio to Taran-omething
supposed to be on duty, and will doze or sleep on watch whenever about a half-waypoint and havingmore h. Cargo is being brought
possible. aboard too. and some smaller amount taken off into a bog lugger
The oarmaster and drivers will not be as alert as they should be, for tied to the MarduKs starboard side.
they view sailors-even the 'out" officers and petty officers-4th con- "Your fatigue group is eventually brought to clean up the galley
tempt barely greater than that they have for the rowers1 and mess cabin for the crew. The men guarding you are sailors
Days 17 to 19: During this period, the vessel makes calls at Palermo under Carlos. the bosun. You hear them grumbling about the
and Messina, both in the Kingdom of Maple's island holding of Sicily. It marines and the 'lot who kiss the captain's arse.' Then something
then rows at fast speed through the Straits of Messina into the open Mare else is said and you understand all. These seamen are stuck here
Librum. Note the visit by the healer's mate .... seeing to you while the others are desporting themselves with
'It is the 17th day of your bondage. You remark on it because of trulls brought aboard by bumboats.
the continued efforts you are all put to. Gentle breezes mean a lot 'One of you dares a comment: Why no shore leave. sir?'
of rowing. and it seems the galleass is working along a coast. 'Bloody h t mate's o r d m o e s n ' t trust us not to desert--
'The healefs mate comes to make a round. checking each slave if its any o' yer business, stick-shover.' he adds. using the derisive
rower, the oarmaster and the drivers scowling and japing all the name for the galley slaves. Then he grins and says. 'An' don't call
while." me sir. neither: I ain't nothin' but a damned petty ofRcer aboard a-
If an HP has made a friend of a ship's boy, sailor, or a bosun, the welL never you mind you per barstid. nevermind...'
'The cook and his stewards are good to you too, giving you pots saved in case of real danger. Canea Kingdom of Crete is the destination
and pans with a fair amount of food in them to 'clean out' and all this time, and then the ship goes Into Eastern Mare Llbrum.
actually eqjoy this duty.' Bum boats bring harlots aboard again, as the text for the players'
Now is the time for the HPs to use Influence again to get really close to reveals.. ..
these crewmen. If successful, they'll get slipped a small something of 'Someone says you're approaching a big island. Another sug-
your choice, and a Special Success will mean that one of the crew is gests Cyprus. but the time isn't right-too short a voyage. This
willing to meet with the HPs if they escape their chains. must be Qete. In any case it doesn't make much difference. Once
This opportunity comes on the night of the 23rd day, as with revelry the oars are inboard again it is much as if the scene in Taranto is
going on during the whole time, nobody pays much attention to the being replayed. Fresh food purveyed, harlots aboard, and work
slaves or the lower deck. The probability of encounter during this period parties as marines. and eventually the other crew too, wUI have
is 10%per hour. Most marines and sailors are above deck, too, while the some 'fkeetime.' You get a good nighth rest for a change1
officers stay to the wardroom or cabins. Astray foe done in this night and 'The next day you remain anchored. and a lot of cargo is taken
somehow gotten to where someone other than the HPs could be respon- off. and then a bit more than that shipped. Another relatively easy
sible, will cause trouble, but it isn't likely the slaves will be suspect. The day for you slaves though. and another night without being
CiM must decide this matter if it occurs. See KiIlingAnyone, below, in the manacled to the hated oarl'
Special Item Notes. Each HP not below Physical TRAIT Recovery Level will gain strength
Escaping here by swimming is pmsible, stealing a boat is difficult now, from the exercise they have all been undergoing. See Strength in the
butwith the aid of aCastingortwo, it could be accomplished. Donot urge Special Item Notes, below. This occurs now, so give the players the first
any such attempt, and it is wise to discourage the players as much as happy news they've had in the whole scenarlol
possible in this regard. "Another day. and you're feeling whole. sound. and strong. The
Day 25: Korfu, a lawless island in dispute behveen Epirus and A c h m oarmaster and his lickspittle drivers being conspicuous by their
situated at the narrowmouth ofthe Adriatic, aplace teemingwithpirates. absence. you have plenty of time to converse in whispers after
FromTaranto to here, and then from Korfu to the A c h m Peninsula, the completing your working detail time. There are guards with their
Marduksails through the lonian Sea. eyes peeled for anyone trying tojump ship. but nobody pays much
You d e m d Taranto in the late morning yesterday, and only a little oar mind to those who are out of sight below.'
work was required, for agood b ~ z blows e you east. Farly this morning you You've got the general idea by now, so make up some exchanges between
were again at work rowing into another harbor. An oficial-looking barge with the HPs and crew, and if a friendly petty officer is around have him give the
several welldressed men in it make it apparent that the Mardukls receiving "word" that the time for 'setting things right" will come in a week or two.
a grand welcome from somebody in high position. Days 34 to 36: Because pirates are following the galleass, the vessel
"'I'm a pig's father if this be not filthy KorPu,' another slave moves first southwards into open waters where the smaller, felucca-like
mutters in Trade Phonecian so that all nearby can understand. A ' boats aren't prone to venture. The Marduk is then headed on a course
gods-blighted nest of pirates. this placel' southeast, east, and then hooking northeast under oars and sails sonie-
"A ship's boy is near you. He hears the comment and you see him times too. It is making for the Isle of Rhodes, this belonging to the lonian
nod, 'At's so.' he allows. 'Cap'n's right nervous too. bein"ere at the kingdom, and as close to Hasur as it dares go. Note that the healer's mate
mouf of the Adriatic an' all. 'Ardly e t the grub I bring 'im fer again checks out the slaves.
breaKst. Take a 'hole squadron o' raiders to dare 'is here vessel, 'After the idle time Gora seems bent on working you all to death1
but.... Sit tight, hardies. Yer to be rowin' a lot soon." When he left and a driver took his place. the sailing master came
This is a poor place to escape, as the officials on Korfu will arrest the below to tell him to cease rowing as the sails were being set. 'Blow
HPs as criminals, for they are in league with the Starfire Guild. itoutyer buml' theswinesnarled inrep1y:firstmatean' oarmaster
Days 2 6 to 27:The galley ventures into the IonianSeaas fast aslt can bof tor me ta' have these turds row so's to shake off the pinkys
travel, and drops anchor in the harbor at Filiatra, Achaea. It stays but a bit, follerin' us. I'll take no countermanding from the likes o' you.'
then sails on into the Sea of Crete. 'That was insubordination. but all the oflicer did was turn on his
'At least rowing in the daylight is better than a t night. There is heel and stalk away. and the driver grinned a t his back1 Fhally,
eagerness to get through these waters. and the oarmaster is though the exertion ceases as a stiff southeastedy wind moves the
particularly brutal as he works you so as to get the galleass further ship a t a speed at which oars are a hindrance. You get some rest
south where the wind is stronger. It works. though. for by evening that night
the sails are full. and you rest for the whole night. 'The healer's mate comes to make another round. checking
'In the early morning you see land. a lot of it. It must be again each slave rower, 'lhe oarmaster is elsewhere this time, and
somewhere in Achaea. The harbor is small. and the galley doesn't the lone driver scowls as usual but dares no interference.'
stay there long at all. A few barrels off. some crates and boxes into As before, if an HP has made a friend of aship's boy, sailor, or a bosun,
the hold. and then it's back to sea on a southerly tack from what the healer's mate knows of this will take special care to see that persona
you can make of it' is all right. He will, In the process, whisper to that one: "'We must have
Again, this is a fair opportunity for minor actions, but not escape or a your help, the aid of all you slaves, when the time comes. It is to be in a
major revolt. weekor so.. ..I t m t you--can we trust the rest? And can you rally them?"'
Days 2 8 to 3 1:From the Ionian, the Marduksails into the Sea of Crete, A word or two in positive response, and the officer will nod and then
moving slowly under light winds. At least one small vessel is shadowing move on, leaving the unspoken assurance that the HP will be getting
the galleass. The captain is uneasy, but he requires that the rowers be more word soon.
'You finally make port. someone says it's Rhodes. off the King- his vessel sails. The oannaster barely thumps the drum. and you
dom of lonia. In the harbor. cargo is exchanged as usual. you are row out of the harbor of Paphos with a slow. quiet stroke. ARer a
whipped into a fast pace to clear the anchorage by going south. quarter-hour. the beat gets louder and faster. and soon you are
and then the galley is headed into the dark while the sun sets perspiring as the Mardukis knifed through the sea by the force of
behind. You are rowing east into places unknown, but with all the efforts of 180 slaves straining at their oars.
you've managed to learn so far the next call is likely to be either 'There isn't much wind. so eventually the drivers come and
someplace in the Levant or maybe the island of Cyprus.' watch each bank. Onethird of the rowers only work for an hour to
There's little opportunity nor reason to try escape or revolt now. Some keep the galleass moving as the others rest. awaiting their huns.
minor prowling can be attempted, or a few words exchanged with other lhis goes on UYough the night. and by dawn all of you are near
HPs or crew in the night to plot and plan.... exhaustion.Finally the 2nd mate shouts that a wind has sprung up.
Days 37 to 40: The galley makes its way through the sea to drop and you raise your oars.Thankfully. you are allowed to sleep a few
anchor at its second most important port, Paphos, Kingdom of Cyprus. hours after being hosed off and getting the disgusting gruel you
'You've evidently shaken off the pursuing pirate vessels. but are almost becoming used to.
variable winds and choppy seas make sailing slow--and rowing 'In the late afternoon as the wind drops. two-thirds of the slaves
thankfully nigh to impossible. resume a slow rowing,doing so by turns of half an hour, as the
"lhe typical shipboard routine of hosing down. light rowing, food, luckier one-third are taken off their oars for work details. Luck
working parties, and then the second 'meal' and sleep. Too bad the holds too, for a kesh breeze springs up a t sundown and there is a
oars are merdy raised, for that means the greater discomfort of much-needed night of sleep for all of you poor captives on the oar
sleeping over yours, but you manage that easily enough these days, deck.'
for it's well past a month of slavery you've endured now. If any players inquire if their HP can learn anything from one of the
'You make port just before nightfall. Marine guards appear and friendly crew, a bosun tells that HP the captain and his 'stinking, devil-
walk around the deck all night. What could be up?' kissing first mate" are suspicious of the crew. 'Word is that we wait a few
Nothing is up. It isjust that the first mate has heard something, cast an more nights before striking."
augury dweomer, and he read it that tonight would be a dangerous time, Days 5 0 to 53: At sea heading south toward Egypt with light and
with the problem coming from the oar deck. Fortunately, his sentinels contrary winds making the progress a bit slower than usual.
scare off the bosun who was comingto speaktothe HPsaboutarmingthe 'There has been a lot of labor for you as the galleass makes its
slaves to help in taking the ship from Captaln Diaz-Barca and his men. way southwards. The weather is hotter now too, and all of you are
Days 45 to 48: At anchor in the harbor of Paphos. Half of the marines near exhaustion by the end of the day. This continues for a seem-
and a few sailors get shore leave, one day on arotating basis, so there are ingly endless period, but in retrospect you count off only four days.
always about 23 marines aboard. Mutiny is postponed because the It is hard to reckon but it seems that your slavery has lasted some
continued divinations of first mate Maldonado make him nervous. He seven weeks plus a few odd days now.
remains aboard, roving constantly all over the ship, and with him go a 7 h e ship's boys Gves you all hope. though. for as they make their
squad of marines kept very alert by his constant watchfulness. rounds with food or water each whispers some encouragement: 'A bit
'If it wasn't for the galley slaves labor, the Mardukwould be a now. an' we makes port in Pharaoh's land' or 7he waWs half f h h -
slovenly vessel indeed. You are in port. anchored off the quay of the mouf o' the NyUe's near so as to dilute 'is 'ereseal"
Paphos, Cyprus. You can see the place. and it looks wonderW.The Although the watchfulness of their captors has decreased, there is yet
island is green and there are great trees everywhere. If only you a greater state of alertness than before. The slaves are all tired, and the
were free.... crew still vacillates too. The time isn't quite right for the big one, but it is
'Some of the men are given leave to visit the town, but the near1 The HPs should rest, regain their strength, and finalize their plans.
marines left aboard are suriy.They guard with watchful eye and use Days 54 to 55: In port at Avaris, /Egypt.
weapon shafb freely upon any slave they think is moving too T o u make this lowland port early in the morning, entering the harbor
slowly or not working hard enough.The marines have their bows boldly enough to let you know that here the Marduk's guise as a normal
now, not spontoons, and two squads are always on duty. The f i t merchant is accepted. However, while the authorities board the ship,
mate is everywhere. day and night. and he seems suspicious and they don't stay long enough to do a proper inspection. Either they are in
ready. So too his lackeys--the oarmaster and his two drivers. Even league with the criminals who put you here or else a fair sum of money
Captain DiazrBarca and the purser return to the Mardukat night changed hands. Afellow slave tells you this is the city of Avaris, claiming
rather than staying ashore. to have been here many times when he was a free seaman.
The HPs should know to lay low and seem thoroughly cowed and 'As the hours roll by and you have opportunity to look around.
submissive, resigned to their lot. Any attempt to d o much now will be you guess that thelatteris thecase. Mardukis well away from other
most dangerous, for Maldonado is especially ready with his Castings .... vessels. and even the little craft hoping to sell their goods to the
Day 49: Sailing southwards, the Marduksoon leaves Cyprus behind. crew are kept well away. Then a passing sailor says for all to hear.
The next port of call is the second to the last, and an expectant air aboard Tomorrow we discharge the cargo at the wharf, so save your
the vessel is noticeable by any observer with keen perception. strength.'
"Four days at anchor, and you thought the galleass was not 'As he foretold, you have to row the galley into a docking space
going to depart for yet another night. However. the slaves are early thenextmorning.Thenitis workdetail getting thestuffin the
made to 'out oars' as soon as it is dark. The captain is a very main hold into nets, or else laboring on deck to haul the laden nets
cautious fellow. evidently. He wants no one ashore to know when up and out of the hold. around and i n t o the wharf. After the cargo
space is empty, more work for you all. Great bolts of A!gyptian sleeping off their hangovers from the day beforel That will be the time!"
cotton and linen, bales of hides. rolls of rugs and carpets from Now the team is in its second day at anchor in Alexandria. If they have
northern Aft% and Azir. crates of carved wood and hammered the cooperation of the noncriminal members of the crew, those worthies
brass objects. jars of date wine. barrels of beer. dried fruit. casks will see that the Heroic Persona's have weapons available to them, ones
of tobacco, sacks of sugar, pots of exotic dyestuffs. boxes of alum, which do at least 3D6 points damage, greater ifpossible. For this purpose
gum arabic, and papyrus sheets. roll 1D6,and any result of 1 or 2 means that the HP gets a sabre from
'A fellow worker, but one of the ones who toadied to the somewhere, unless that individual already has a comparable arm.
oarmaster. is crushed beneath a poorly secured crate beingswayed 'After a seemingly normal day-your 61 s t aboard the Marduk
up out of the hold. Gora sees it and rushes over to the place. What you are left alone to sleep another night manacled to your upped
is this? He cares about a slave? No. he is seeing if the goods were oars:
harmed1 In the harbor of Alexandria Egypt on the night of the 60th day and all
'The foreward hold is restocked with the fruits. grains, and day the 6 1st is the time for the HPs to act. A mutiny of the sailing master,
vegetables &omlEgypt and so too the food and drink lockers get bosuns, and all crewmen, sailors and boys wiil absolutely occur on the
new beer. wine. potted meat sun-dried river fish, and the like.The night of the 61st day. If the Heroic Persona's don't instigate and lead the
whole process consumed the daylight. and you finish your labors mutiny, and free their fellow enslaved oarsmen, then the crew will be
by the glow of Heka globe and lantern. slaughtered by the captain and those they oppose.
'Tired, you return to your benches to find it is time to row away Here, all that is in the special hold, along with that in the Heka-
from the pier. and there is more still. for once away. the Marduk created extra-dimensional space, wiil be disposed of to the regional
proceeds on out of the harbor. Nearmidnight, the lateen sails belly head of the Starfire Ouild. He is late and doesn't show up until the
out with a strong wind, and the helmsman tacks and veers as he 63rd day. This is one day late--we're giving the players all the time
works the vessel towards its next destination.' they could hope for! He has a train of pack animals loaded with slaves
No more hints now. The time is at hand. If any of the players ask, their for transportation, uncut gems, coral, spices, saffron, myrrh, un-
HPs can manage a few words with a sailor or bosun. That worthy will guents, silk, ivory, furs and hides (leopard, lion, zebra, etc.), peacock
report that there is one last port to be made, and then is the best time to and ostrich feathers and plumes, rare tropical woods, and other stuff
strike, for the captain and first mate relax their vigilance. of Afrik and the East. His goods will be loaded, and then off goes the
Days 56 to 59: Sailing westwards past the Nyile's mouths and along Marduk to drop off the human cargo of slaves on Cyprus, then thc
the Egyl~tiancoast toward Alexandria. galleass heads directly for Nice. Their worth, not counting the slaves
'Only the routine you are used to punctuates the next four days to be sold, is 10Yo greater than the stuff to be unloaded, if this cargo
as the galleass makes its voyage. now going west just barely in is disposed of in the West.
sight of the land to the larboard a t dawn, out of sight of it until And that, dear gamemaster, is that. We've provided all the help we
dusk. The experienced rowers say this is because of the rapacious could, and with your careful management, this should prove to be an
nature of the native fishermen and their piratical activities.' experience which iseducational, beneficial, and highly rewarding indeed
Nightlime roaming and meeting with crew is certainly in order. Weap- to the new Heroic Personas. Hereafkr, they will stride with greater
ons being found and cached isa good idea.The marhesare slothful once boldness and more assurance as they adventure throughout the lands of
again, and even Maldonado is staying in his cabin all night now. If there Rrth and the exotic realms of Phaeree.
are solid relations established, and the HPs have shown theirabilities, the
sailing master wili be reporting to them as if their ieaderwere his captain. Special Item Notes
In this case, the timing wili be up to the players, but the seafarers will Boats:The smallest of these craft wili hold a half-dozen or so men and
certainly advise the HPs that the best time isjust a couple of days hence. a week's provisions with ease. It is noisy launching a small boat, and
Days 60 to 63: At anchor in Alexandtia, Kingdom of Rgypt (LAST unless there is some form of Heka cloaking the act, or a major diversion,
CHANCE!). this is likely to end in disaster for the HPs. The galleass can turn and row
Be generous and give out the second strength increase (see Special to catch them, or the artillery or Castings used to destroy the boat.
Item Notes below) on the evening of the 60th day. Otherwise, if they get away safely into the open sea, then there is no
'The big city of Alexandria is now your port. This seems to be reason that they can't make land-if someone knows anything about
known to every one of the slaves. The oarmaster and his drivers are Boatingand N a v i g a t i o m d Survival wouldn't hurt either. Near land it
laughing and joking. and the marines too share in the levity. They is a simple matter altogether.
all seem to be expecting a payday and h. You are left chained to Crew Attitudes: As the personas row, they will begin to notice a
your oars, but the noise of boats being lowered tells you that there distinct difference in the free men aboard the Marduk. All this knowledge
are shore parties heading for the dives which line the waterfkont of will grow over the days, but be alert to the players queries, and, as
this place. needed, make notes of what they have their personas do.
'There is no question that the MarduKs arrival is open--and a Sailors (including the boys and most petty officers too) who pass by
big event. Many oacials came out to greet Captain Diaz-Barca's show little respect for the oarmaster, and generally ignore the slaves.
arrival. and he was escorted ashore by those ofRcials and their Alert HPs will overhear snatches of conversation from the crew as they
armed retinue in a fancy barge.' pass by on their way to the decks above. If the personas pay attention,
HPs able to converse in comradely fashion with petty officers or they will learn of the sailors' growing dissatisfaction with the captain, as
officers desirous of mutiny will learn what they need to know. The word well as their dislike of the marines.
will be out: "Tomorrow night, everyone not ashore will be drunk or Marines, however, are another matter. The slaves which row the
Mardukare regularly mistreated by Oora his mates, and the marines.The Picking Locks: No locks save that on the stern cargo hold ("Dificult'
oarmaster is very cruel and uncaring. He is an ugly sight, a fat but hugely DR) will require a DR above 'Hard" (or ZYO chance for non-skilled), and
muscled hunchback with wild, merciless eyes and a harsh, guttural most are 'Moderate' (or 4% chance for nonakilled).
voice. He relies upon fear of the lash to getwhat h e wants--backbreaking Rationsand Water.Thefood provided on the slavesisdisgusting but
labor that could (and does) kill his 'worthless slavies." It is not unusual it is highly nutritious. mery late morning and late evening a ship's boy
for "difficult" slaves to be beaten horribly-eornetlmes to death--for a ladles out a full pint of slop into the dirty bowl kept at each rower's feet.
minor reason, or merely for sadistic fun. Into it is tossed a biscuit. A second round by the boys gains each slave a
Naval officers show a variation, as well you know. Those of the pint of water, this ladled into the bowl to both clean it and provide the
captain's circle (Maldonado, Oora, Rinaldo, and Pablo) are located on liquid necessary to keep the rower active and able. The discerning
pages 365,366,367, and 368, respectively. persona will notice that the water ration in the evening bears a slightly
Hiding Places: Obviously this refers to objects the HPs need to keep strange taste. A successful roll versus the Herbalism K/S Area at DR
out of sight.The guards will give each member of a fatigue party a casual 'Hard" will idenkify the taste as that of a drug used to pacify troublesome
"patting down" before returning the slave to the rowing benches. This animals (and slaves). The Heroic Personas should realize that they must
will discover any gross item tucked under clothing, but anythingsmaller escape fairly soon. If they remain captives long enough, they will be too
than aknife can be gotten past this search with ease.Thus, small knives, worn down by the drug and the crack of the whip to think clearly enough
garottes, keys, wire, etc. can be concealed on the person without to plan.
trouble. Regular daggers. knives, etc.--things of moderate size In gen- Slave Comrades and Revolt: After they have been on board for a
eral--can be concealed around the rowing bencheswith a95% certainty while, the Heroic Personas should become friends with slaves actively
of not being discovered unless there is ashakedown as was conducted seeking escape. These fellows will inform them of the situation as they
on day 13. This isn't called for, but stupidity on the HPteam's part might know it. The two most prone to attempt anything are named Lucas and
necessitate a second search as determined by the OM. Arpegatus. In fact, these two might be the only slaves willing to attempt
It takes real guts to think of hiding things away from their area, but escape at first. If and when the HPs gather up materials and weapons
that's what should be donel After all, there are work parties, s o an HP successfully, each will make a circle of 2D3 others who will be ringleaders
concerned can get back to the spot every third or sixth day. If the too.
contraband is found, nobody will know who to blame either, and a slave Determine which two of the Heroic Personaswill be seated nearthem,
is the least likely suspect. Allow any likely place asafety factor of between and let this pair of slaves speak with them. Remember to keep the
8O0Io and 95%. with a daily check. Some possible places: the ship's boats, personas nervous by punctuating every other sentence with some state-
the foredeck ammunition storage area, amongst any gear in any locker ment about the uack of Oora's whip
area where the persona must go while in a fatigue party, suspended from With each slave ringleader will come 2D10 slaves willing to fight if
a cord attached'to a cargo hatch grill, but only s o long as there is no freed. Only if there are no foes on the oar deck will all of the rowers take
loading and unloading activity, anywhere in lateral ship's timbers where up arms. All but the toadies, that is....they11 be dead1
there is little traffic and plenty of shadows. Strength Increase: Each 30 days time spent rowing will build the
Keys: The following seven keys can be acquired: Physical Muscular CATEGORY of the HPs. If an individual is at or above
( 1) Key to the manacles and legirons locks Wound Level at the end of 1 month of time, and has a PMCap or PMPow
(2)Key to the main slave chain padlock under 20, roll 1D6. a result of 1-3 means that a PMCap point is gained, 4
(3) Key to the foreward stores areas and 5 mean PMPow, unless it is equal to PMCap, in which case Capacity
(4) Key to the aft stores areas must be raised, of course. A6 means that that HP gains gets 1 point each
(5) Key to the main cargo hold of PMCap and PMPow.
(6)Key to the infirmary Weapons Improvisation: If the manacles are unlocked from the oars
(7) Key to the arms locker and the wrists too, each cuffed length of chain is equal to a chain weapon,
Killing Anyone: Oeneraliy speaking, until the time the HPs mean to with a +1 per die (2D6+2)for damage because of the manacle. It canalso
escape or free the slaves and lead amutiny, it is a bad ides toslay anyone. be used as a garotte. A cord equals a garrotte. Sharpened spoons are
If a toady meets with an 'accident," nobody will really care. If any regular equivalent to small knives. Belaying pins equal blachjacks.
sailor is killed by the HPs, they lose their opportunity to rally the crew,
unless that one was allied to the captain or the oarmaster. If a marine or WHO IS WITH WHOM
petty officer is slain, there will be a big stink unless the body is gotten rid Captain's Circle: First mate, oarmaster, marine lieutenant, purser.
of and no clues are leR behind. Killing an officer, even if he is merely Sailing Master and His M e n d s : 2nd mate, healer, healer's mate,
"missing"as far as the captain can tell, brings aHeka-based investigationl bosuns.
Leg Irons. Manacles and Chains: All but one set of leg chains holdingthe The Oarmaster and Cronies: (More loyal to the first mate than Don
HeroicPersonaswillrequire acombined PhysicalMuscular Pwerof 60 to pull Fernando) marine lieutenant, drivers, sergeants of marines.
free: 65 to breakme remainingset has aweak linkand only requires a 4 5 to Petty Officers (Sailor. n o t Marine) and Sailors: All are mutinous,
pull out of their anchoring staple. Manacles can be picked by anyone without although the cooks are uncommitted, as are the stewards and about a
such ability at a Doloroll of 01 to 04, one hyper day. An able persona can do halfdozen other uewmen.
so against S E P at DR 'Moderate," for the locks are simple ones. Manacle The Slave Conspiracy: The Heroic Personas, Lucas, Arpegatus, plus
chains have a 10% chance each of a weak link that requiring 18 PMPw to 2D1O others for each leader (theseslaveswilljoin in the revolt if provided
bend open. Alink can be weakened by many means, that'supto the OM, but with weapons and/or armor, and it looks like there will be a reasonable
filing continual straining upon, etc. will work... eventually. chance of success).
DIZSCRIPTIONS AND STATISTICS OF he thinks such maUers are unimportant.
The captain has a pair of magickal bracers that enable him to parry blows
OPS & SPECIAL ITEMS from physical combat attacks a t one DR easier than normal. In addition Lo his
normal combat &tacks, these Bracers confer two extra attempts Lo parry
blows per Critical Turn.
Don Fernando Xreis Carlos Diiz-Barca,
Captain of the Galleass Marduk Maldonado, First Mate and Ship's "Wizard"
Vocation: Explorer Alliance: Captain's Circle Vocation: Dwfflrnem~~fter
(Black. F'mthl) Alliance: Captain's Circle
SEC: 8 Joss: 4 Move (yds/BT): I 0 3 Heba: Nil SEC: 6 Joss: 2 Move (yds/BT): 7 2 Heba: 877

M: 97, EL: 77 P: 103, WL: 77, CL.9 2 S: 87, EL: 69 M: 104, EL: 83 P: 72, WL: 54, CLt 6 4 S: 94, EL: 75
MM: 50 MR: 47 PM:5 2 PN:51 SM:46 SP:41 MM. 53 MR 51 PM: 34 PM: 38 SM. 48 Sf': 46
MMCap: 18 MRCap: 17 PMCap: 19 F'NCap 19 SMCap: 17 SKkip: 17 MMCap: 20 MRCap: 20 PMCap 12 PNCap: 15 SMCap: 18 S a p : 18
MMPow: 16 MRPow: 15 PMPow: 17 PNPow: 16 SMPow: 15 SWow: 12 MMPow: 17 MRPow: 16 PNPow: 11 PNPow: 12 SMPow: 15 SPPow: 14
MMSpd: 16 MRSpd: 15 PMSpd: 16 PNSpd: 16 SMSpd: 14 SPSpd: 12 MMSpd: 16 MRSpd: 15 PMSpd: 11 PNSpd: 1 1 SMSpd: 15 SPSpd: 14

K/S Areas STEEP K/S Areas STEEP Heka Max CO


E/S Qraces E/S Qraces 34
Native Tongue (Iberian) Native Tongue (Iberian) 35
Perception, Mental Perception, Mental 38
Perception, Physlcal Perception, Physical 25
RidinuBoating Riding/Boating 20115
lhade Phonecian Tmde Phoneclan 19
Biography/Qenealogy Alchemy' 32 50
Combat, HTH,NonSethal Blography/aenealoay 24
Combat, Hand Weapons Combat, HTH, Lethal 23
Combat, Missile Weapons Combat Hand Weapons 28
Cultured Palate Cultured Palate 19
Endurance Demonology' 35 55
Foreign Language, AUanUan Divination* 32 50
Foreign Language, Rench Dialecl DweomercraeR, Black' 54 74
Foreign Language, Qrecian Exorcism' 35 53
Foreign Language, Latin Rmign Lan~usge,Arachnidian 32
Qames, Mental Foreign Language, Qreek 32
QwgraphyjForeign Lands Forelgn~e.HlerO-lt3gyptiafi 27
H istory Foreign Language, Y'dw Runic 20
Influence Oames, Mental 34
Leadership Influence 60
Mountain Climbing Ma$&* 54 74 V
Navigation Occultism* 35 35
Philosophy
Seamanship
Survival Weapons WP SF ATK Type Arnt Bonus BAC Con Dur
SwimminU/Diving Dagger 5 2 1 P 2D6 Nil 3 3 M 5/20
Tolemnce Wand of Anguleh(see below)

Armor Avg Pierce Cut Blunt Fire Chem Stun SFP


Weapons WP SF ATK Type Amt Bonus BAC Con Dur Phylactery of Protection 15 (seebelow)
Longsword 5 5 2 C/P 4D6 t7 52 M 5/20
Dagger 5 2 2 P 2D6 +7 52 M 5/20 Physical Description and Notes: Maldonado is 3 5 years old, 5'1 1" tall,
and weighs 154 Ibs. He has a ruddy complexion, sandy hair, and gray eyes, He
Armor Avg Pierce Cut Blunt Fire Chem Stun SFP is solitary, aloof, arrcgant by nature, and looks down upon most of his peers.
Pullstuddedleather 16 18 23 20 11 11 16 2 He pretends that he is the scion of a family of Dons, but In fact his father was
314 plate armor 30 27 42 35 21 25 32 3 a merchant. Though Captain DiatBarca has placed him in command of the
Bracers of parrying (see below) crew, Maldonado rarely gives them orders, letting the sailingmaster and his
mates direct all mundane tasks.
Physical Description and Notes: At 38 yearsold, Don Fernando is a literal Themage can summon Wind Elementruies, and commands them to fill the
giant, who stands 6'4,' and weighs 267 pounds. He has jet-black hair and sails when conditions require a burst of speed, He possesses a magickal
eyes, and a deep, boomingvoice. The captain of thegalleass is an agent of the phylactery which provides him with 1 5 points of armor versus all forms of
merchant, Sklorno. Although he is fully awareofwhere the slavescome from atlack.
He also has a Wand of Anguish, which has the abilityto inflidexuuciating pain RinaMo Fiqueroa, Lieutenant of Marines
in an individual target subject. Anyone so aiTededwill be m c k e d wilh pain and Vocation: .Soldierv Alliance: Pirst Mate
disabled for 1D3 Critical Tums. Any item held will have a 50% chance of being SEC: 7 Joss: 1 Move ( y d s m ) : 9 2 Heka: Nil
rvles~sedby targets a s they writhe in agony. Each use of the wand requires an
cxpendilure of 50 Heka points by the m q e , and requires but 1 CT to adivate. M: 76, EL: 68 P: 92, WL; 69, CL: 8 2 S: 67, EL: 5 3
Maldonado has a foul-tempered spider monkey serving as his mascot He calls MM: 38 MI% 38 PM: 49 PN: 4 3 SM: 34 SP: 3 3
Uieviciouslittle beastie Pedro, and uses it to spy on theomcersand olhersaboard. MMCap: 15 MRCap: 16 PMCap: 17 PNCap: 15 S M W : 14 S-p: 13
Pcdm is very quick and a l e , and is able to escape mast atiempts by olhers to MMPow: 10 MRPow: 10 PMPow: 16 PNPow: 13 SMPow: 10 SWow: 10
allack him (treat as a Criminal Aclivities, Physical STEEP of 75). MMSpd: 13 MRSpd: 12 PMSpd: 16 PNSpd: 15 SMSpd: 10 SPSpd: 10

Salvador El Segundo, 2 n d Lieutenant K/S Areas STEEP


Vocation: Seafarer Alliance: Sailing Master E/S araces 25
SEC: 5 Joss: I Move ( y d s w ) : 8 8 Heka: Nil Native Tongue (Iberian)
Perception, Mental
M: 78, EL: 62 P: 88, WL: 66, CL; 79 S: 65, EL: 52 Perception. Physical
MM: 38 MR 40 PM: 43 PN: 45 SM: 3 4 SP: 31 Riding/Doaling
MMCnp: 15 MRCap: I6 PMCap: 16 PNCap: 16 SMCap: 12 SPC+rp: 11 Tmde Phonecian
MMPow: 12 MWow: 13 PMPow: 12 PNPow: 15 SMPow: 12 SWow: 10 Bioymphy/Clenealoay
MMSpd: I I MRSpd: 1l PMSpd: 15 PNSpd: 14 SMSpd: 10 SPSpd: 10 Combat, HTH, Lethal
Combat, HTH, Non-Lethal
K/S Arcas STEEP Combat, Hand Weapons
E/S Qraces 25 Combat, Missile Weapons
Native Tongue (Iberian) 42 Criminal Activities, Mental
Perception, Mental 25 Criminal Activities, Physical
Perception, Physical 33 Deception
Rrding,&uling 14/26 Endurance
Tmde Phonecian 23 Porelgn Language, French Dialect
Combat, HTH, Non-Lethal 29 aambling
Combat, Hand Weapons 45 aarnes, Physical
Combat, Missile Weapons 32 Military Science
Criminal Activities, Mental 29 Tolerance
Crimmal Activities, Physical 34 Weapons, Military, All Others
Deception 18
Endurance 22
Foreign Language, French Dialect 25 Weapons WP SF ATK Type Amt Donus BAC Con Dur
Qnrnbling 34 Long sword 5 5 1.5 C/P 4D6 +5 47 M 5/20
Cleographyporeign Lands 27
Leadership 20
Mililary Science 29 Armor Avy Pierce Cut Blunl Fire Chcm Stun SFP
Navgation 29 Full studded leather 16 18 23 20 11 1 1 16 2
Seamanship 37
Survival 33 Physical Description and Notes: Rinaldo, the ne'erdo-well younger son
Tolerance 24 of an aristocralic family, is very confident of his abilities, and demands thal
Weapons, Military, All Others 43 any who serve under him be capable and well-trained. He is 29 years old,
slands 6' Call, and weights 192 pounds. His face is usually set in a stem mask
that belies his otherwise capricious nature when among friends, such as
Wcnpons WP SF ATK Type Amt Bonus BAC Con Dur Salvador. Heisdemanding harsh, irascible, and lazy, He has dark brown hair
Long sword 5 5 1.5 C/P 4D6 +I 50 M 5/20 and brown eyes, and is a tough man when he is dealing from an advanlilge
Dqger 5 2 1.5 P 2D6 t1 50 M 5/20

Amor Avg Pierce Cut Blunt Fire Chcm Slun SFP


Full studded leather 16 18 23 20 11 11 16 2

Physical Description and Notes: Salvador is 32 years old and has brown
hair and green eyes. He is 6'1" tall and weighs 186 pounds. Though he is
diplomatic with the captain and other officers of the galleass, he is very firm
when dealing with the petty officers and the rest of the crew. He tends to be
hostile toward strangers, and has a cruel streak if he is crossed. Salvador is a
friend of the sailing master, and would support a mutiny led by Paolo, even
though he technically oulmnks him.
K/S Areas STEEP
Marines: Sergeants (2)/ E/S araces 40
Corporals (4)Privates (28) Native Tongue (Berber)
Vocation: Soldiers Alliance: First Mate (seebelow) Perception, Mental
S m 1-4 Joss: 0 Move ( y d s m ) : 8 6 Helra:Nil Perception, Physical
Ridina/Boaling
Base Scheme (+/-I D3) Trade Phonecian
M: 59, EL: 47 P: 86, WL: 65 CL: 77 S: 58, EL: 46 Acrobatics/Qymnastics
MM: 29 MR 30 PM: 45 PN: 41 SM: 28 SP: 30 Combat, HTH, Non-Lethal
MMCap: 12 MRCap: 11 PMCap: I6 PNCap: 14 SMCap: 12 SPCap: 13 Combat, Hand Weapons
MMPow: 9 MRPow: 10 PMPow: 15 PNPow: 14 SMPow: 8 SWow: 9 Combat, Missile Weapons
MMSlxi: 8 MRSpd: 9 PMSpd: 14 PNSpd: 1 3 SMSpd: 8 SPSpd: 8 Conslruction, Naval
Endurance
K/S At-cas STEEP Engineering
E/S Qraces 20/15/10 Escape
Native Tongue (Iberian) Foreign Language, Iberian
Perception, Mental Foreign Language, Atlantlan
Perception, Physical First Aid
Ridin$l/Boaling ambling
Tmde Phonecian Qames, Mental
Combat, HTH, Lethal Qecgraphy/Poreign Lands
Combat, HTH, Non-Lethal Jack-ofall-Trades
Combat, Hand Weapons Navigation
Combat, Missile Weapons Philosophy
Criminal Aclivities, Physical Seamanship
Deception Survival
Endurance Tolerance
Foreign Language. French Dialect Weapons, Special Skills (Florentine)
aambling
Handicralls/Handiwork
Survival Weapons WP SF ATK Type AmC Bonus BAC Con Dur
Tolerance Rapier 10 4 2 C/P 4D6 16 59 M 5/20
Dwer 5 2 1 P 2D6 +6 54 M 5/20
Throwingknives 3 2 4 P 2D6 t6 67 M 5/20
Weapons WP S F ATK Type Amt Bonus BAC Con Dur
ShorC sword 6 3 1.5 P 3D6 t 3 42/40/36 M 5/20 Armor Avg Pierce Cut Blunt Fire Chem Slun SIT
Dqger 5 2 1.5 P 2D6 +341/39/33M 5/20 Half leatherarmor 6 7 9 8 4 4 6 -
SponLoon 6 5 1.5 C 3D6 t 3 42/40/36 76 5/20
Med, comp. bow 5 4 2/2/1 P 3D6 t3 40/38/34 W 10/20 Physical Description and Notes: The sailing master of the gdleass
Mardukis taciturn and seems lo be dour, bul it is more the presenl company
Armor Avg Pierce Cut Blunt Fire Chem Stun SFP than his personality! He is very capable at what he does. He is 33 years old,
Half studded leather 8 9 11 10 5 5 8 1 5'1 1"tall, and weighs 167 pounds. Paolo has black hair and eyes, and a dark,
swarlhy complexion. His duties are carried out in a precise, thoughtful
Physical Description and Notes:These men are wellhined soldiers who will manner, and the crewmen respecL his skill.
a l w a y s f i ( J h L L o t h e b e s t ~ f t h e i r a b i l i t y w h e n o ~ He has Ulree throwing knives, which he uses wiLh great skill, and h e is alsu
to Rinaldo, and they will serve him well, if possible. Esleban and Sorche--Ule capable of two-handed (Plorenline) fighting wilh his rapier and main gauchc
sclgeanb-are well-liked among the marines, but their callous treatment of the dagger.
other peUy oflicers and the q u l a r cmvmen have earned them a special hatred
arongthesetwogroups.Ther~,are five marine privates who would be willingtojoin Qora, t h e Oarmaster
a mutiny against the captain, if the ship's wizard were removed firsl but their fear Vocation: Thief (Physical) Alliance: FirsL MaLe (see below)
of Maldonado and the Starfire Ouildwill keep them in line as long as he's living. SEC: 3 Joss: 2 Move (yds/BT): 9 2 H a : Nil

Yaolo Moha, Sailing Master of t h e Marduk M: 66, EL: 52 P: 92, WL: 69, CL: 8 2 S: 56, EL: 44
Vocation: Seafarer Alliance: Sailing Master MM: 36 MR 30 PM: 52 PM: 40 SM: 26 SF': 30
SEC: 7 Joss: 2 Move ( y d s m ) : 102 Hek;a: Nil MMCap: 14 MRCap: 11 PMCap: 20 PNCap: 15 SMCap: I0 SPCap: I 2
MMPow: 14 MRPow: 10 PMPow: 18 PNPow: I0 SMPow: 9 SWow: 9
M: 90, EL: 72 P: 102, WL: 76, CL:91 S: 83, EL: 66 MMSpd: 8 MRSpd: 9 PMSpd: I 4 PNSpd: 15 SMSpd: 7 SPSpd: 9
MM: 45 MR: 45 PM: 52 PN: 50 SM: 4 4 SP: 39
MMCap: 17 MRCap: 17 PMCap: 19 PNCap: 18 SMCap: 17 SPCap: 16
MMPow: 14 MRPow: 14 PMPow: 16 PNPow: 15 SMPow: 14 SFPow: 12
MMSpd: 14 MRSpd: 14 PMSpd: 17 PNSpd: 17 SMSpd: 1 3 SPSpd 1 1
K/S Areas STEEP Qambllng 42
E/S Qraces 15 Rarities 31
Native Tongue (Iberian) 32 Influence 26
Perception, Mental 15 Tolerance 38
Perception, Physical 31
Tmtle Phonecian 17 mmage
Boating 15 Weapons WP SF ATK Type Arnt Bonus BAC Con Dur
Combat, HTH, Lethal 28 Broad sword 7 6 1 C 4D6 +I 43 M 5/20
Combat Hand Weapons 44 Dagger 5 2 1 P 2Df3 +I 41 M 5/20
Criminal Activities, Physical 41
Deception 29 Armor Avg Pierce Cut Blunt Fire Chem Stun SFP
Poreign Language, AUanUan 25 HalfLeatherjerkin 6 7 9 6 4 4 6 -
Porefgn Language, Achtaan 21 C

-
Qambling 34 PhysicalDescription and Notes: The ship's purser has brown hair A d dark
Seamanship 18 brown eyes Lhat belie Ule aboveavemge intelligence possessed by Ihe UuiRy,
Survival 25 diminutiveoficer. Pablo is 34 yemold, s h d s 5'8," and webhs 157 pounds. His
Tolerance 52 small stature is always an issue when dealing with others (orat least Pablo thinks
it is), and this is refledal by his self-conscious and defensive natum.

Weapons WP SF ATK Type Amt Bonus BAC Con Dur Tilgaroth Hakaaru, Chaplain
Whip' 1 7 3 C ID6 t6 68 W 10/20 Vocation: Priest (Balance, Partid) Alliance: Sailing Master
Dasger' 5 2 1.5 P 2D6 t6 50 M 5/20 SEC: 5 Jom: 3 Move ( y d s m ) : 69 Heka: 883
'Specialized
M: 81, EL: 6 4 P: 69, WL:5 1, CL: 6 2 S:99. EL: 7 9
Armor
Half leatherjerkin
Avg Pierce Cut
6 7 9
Blunt Fire Chem Stun SFP
8 4 4 6 - MM: 39 ME 4 2
MMQp: 1 5 MRQp: 16
MMPow: 12 MRPow: 1 4
PM: 30
PMCap: 12
PMPow: 10
PN: 39 SM: 52 SP: 47
PNCap: 16 SMGlp: 20 S m p : 17
PNPow: 12 SMPow: 16 SPPow: 15
Physical Description and Notes: The hunchback slave master is 4 9 MMSpd: 12 MRSpd: 12 PMSpd: 8 PNSpd: I 1 SMSpd: 10 SPSpd: 15
ycars old, s h d s 5'6' tall, and weighs 180 pounds. tie has dark brown hair,
brown eyes, and a swarthy complexion. K/S Areas STEEP Heka Max CO
Qom is a quick-tempered and cruel man, who whips the slaves a s much for
fun a s h e does for duty. He answers only to Captain Fernando, though he Native Tongue (AUanUan)
greatly rears and mistrusts Maldonado. Perception, Mental
Perusption, Physical
Yablo Kicardo, Ship's Yurser Ridina/BoaUng
Vocation: Merchanl Alliance: Captain's Circle Trade PhonRcian
SEC: 4 Joss: 0 Move ( y d s m ) : 7 8 Heka: Nil Combat, HTH, NL
Deception
M: 75, EL: 60 P: 78, WL:58, CL:70 S: 58, EL: 46 Demonology'
MM: 35 ME 40 PM: 38 PN: 40 SM: 26 SP: 3 2 Divination'
MMCq: 1 3 MRCap: 16 PMCap: 1 4 PNCap: 15 SMCap: 10 SPCap: 12 Exorcism'
MMPow: 12 MRPow: 12 PMPow: 1 3 PNPow: I0 SMPow: 9 SWow: 10 Foreign Language, Iberian
MMSpd: 10 MRSpd: 12 PMSpd: 1 1 PNSpd: 15 SMSpd: 7 SPSpd: 10 Foreign Language, French Dialecl
Q m e s , Mental
K/S Areas STEEP acmes, Physical
E/S Qraces 20 Influence
Native Tongue (Iberian) 3Q Metaphysics*

-
Perception, Mental 32 Musk
Perception, Physical 31 Parltheolcgy*
Trade Phonecian 46 Priestcra:ft'
Boating 46 Religion*
Appraisal 49
Business Administration 44
Combat, HTH, Lethal
Combat, Hand Weapons
Criminal Activities, Mental
24
36
25
Weapons
None - - -
WP SP ATK Type
- - - - -
Amt Bonus BAC Con Dur

Criminal Activities, Physical 15 Armor Avg P i e r ~ ~Cur Blunt Fire Chem Stun SFP
Deception 20 None - e C_ - - C _

Economlcs/rrnance/fnvesting 34
Endurance 17 P h y s M Description and Notes: This black-haired, green-eyed priest from
AUantl is modest and secretive, and has a keen Insight into the charader and Sancho Viliarica, Master's Mate
motivation of others. Being of a different nationality than the other officers and Vocation: Seafarer Alliance: Sailing Master
crew, IQaroth keeps to himself for the most part When his sewices are needed SEC: 4 Joss: 1 Move ( y d s m ) : 8 5 Heka: Nil
however, he is helpful and friendly. He is liked because he has a fine singing volce,
and he can also play seveml instruments fairly well. M: 80,EL: 6 4 P: 85, WL:63, CL: 7 6 S: 65, EL: 52
TilgaroLh is tall and thin, standing 6'4'and weighing 162 pounds. Though MM: 46 MR. 34 PM: 4 3 PN: 42 SM: 29 SP: 3G!
he is 48 years old, he appears to b e a t least 10 years younger than that MMCap: 18 MRCap: 14 PMCap: 16 PNCap: 15 SMCap: 12 SPQp: 14
MMPow: 14 MRPow: 10 PMPow: 1 3 PNPow: 1 3 SMPow: 9 SFPow: l 1
Francisco Antigua, Healer MMSpd: 1 4 MRSlxl: I 0 PMSpd: 14 PNSpd: 14 SMSpd: 8 SPSpd: I 1
Vocation: Healer (Moonlight, Parlial) Alliance: Sailing Master
SEC: 4 Joss: 1 Move ( y d s m ) : 7 3 Heka: 3 8 4 K/S Areas STEEP
E/S Graces 20
M: 82, EL: 6G P: 73, WL: 54, CL: 65 S: 87, EL: 70 N d v e Tongue (Iberian) 34
MM: 40 ME 42 PM: 35 PN: 38 SM: 45 SP: 42 Perception, Mental 27
MMCap: 14 MRCap: 15 PMCap: 14 PNCap: 14 SMC;lp: 16 SPCap: 15 Perception, Physical 34
MMPow: 13 MRPow: 14 PMPow: 10 PNPow: 10 SMPow: 15 SWow: 14 Trade Phonecian 30
MMSpd: 1 3 MRSpd: 1 3 PMSpd: 11 PNSpd: 14 SMSpd: 14 SPSpd: 1 3 Boating 85
Clothwork 35
K/S Arcas STEEP Heka Max CO Cambat, Hand Weapons 41
E/S araces 20 Combat. HTti, Non-Lethal 32
Native Tongue (Iberian) 37 Endurance 31
Perception, Mental 39 Foreign Language, French Dialect 27
Perception, Physical 28 Foreign Language, Latln 26
Trade Phonecian 25 aarnbllng 31
Boating 20 Handicmfb/Handlwork 31
Alchemy' 29 11 Jack-of-all-Trades 30
Biology 29 JurY.%&W 25
Botany 29 Navigation 39
Combat, HTH, NL 47 Seamanship 39
Exorcism' 32 Ill Survival 25
Divination' ' 31 111 Tolerance 35
Pirst Aid 31
Foreign Language [choice) 29
Ilerbalism' 42 IV Weapons WP SF ATK Type Amt Bonus BAC o n Dur
Medicine, Oriental 31 Dqer 5 2 1.5 P 2D6 t1 46 M 5/20
Medicine, Veterinary 29
Mysticism' 20 Armor A v g Pierce Cut Blunt Fire Chcm Stun S l Y
PmLheolqy' 25 None - - d - - - - -
Priestcr~ft ' 33 111
Religion' 33 Physical Description and Notes: Sancho is 3 4 years old and has sandy
Survival 27 hair and green eyes. He is slightly ovenveight-standing only 5' 10" hll an11
Tolerance 19 weighing 192 pounds-but the men like and respect him, He is honomblc,
Toxicology 31 but tends to be lusty and hot-tempered.

MigueL Healer's Mate


Weapons WP SF ATK Type Amt Bonus BAC Con Dur
None - - - - - - - - - Vocation: Seafarer Alliance: Sailing Master
SEC: 4 Joss: 1 Move (yds/BT): 8 5 Heka: 127

Armor Avg Pierce Cut Blunt Fire Chern Stun SFP


None - - - - - - - - M: 85, EL: 68
MM:44 ME41
P: 85, WL: 63, CL: 76
PM: 40 PN: 45
S: 84, EL: 67
SM: 42 SP: 42
MMCap: 16 MRCap: 15 PMCap: 14 PNCap: 16 SMCap: 17 SPCap: 17
Physical Description and Notes: Francisco is 3 0 years old, 5' 1 1"tall, MMPow: 15 MRPow: 13 PMPow: 12 PNPow: 14 SMPow: 1 3 SWow: 13
and weighs 1 7 3 pounds. Unlike most others of Iberian heritage, he has MMSpd: 13 MRSpd: 13 PMSpd: 14 PNSpd: 15 SMSpd: 12 SPSptl: 1 2.
sandy hair and blue eyes, but his complexion is still rather dark. The
MarduKs healer is a very honorable man, who very much dislikes the way K/S Areas STEEP Heka Max C(1
the slaves are heated by the oarmaster and his cronies. Although Pran- E/S araces 27
cisco is quite fearless, h e is also cautious not to cause trouble aboard the Native Tongue (I berian) 37
galleass, preferring to help the slaves without too much of a stir. He Perception, Mental 27
supports the sailing master, and would willinglyjoin in a mutiny led by his Perception, Physical 33
friend. Trade Phonecian 22
-
Boating Navigation
Biology Seamanship
Botany SUN~V~~
Clolhwork Tolerance
Combat, HTH, Non-Lethal
Combat, Hand Weapons
Endurance' Wealwns WP SF ATK Type Amt Bonus BAC Con Dur
First Aid Dagger 5 2 1.5 P 2D6 +4 47 M 5/20
Foreign Language, French Dialect
Foreign Language, Latin Armor Avg Pierce Cut Blunt Fire Chem Stun SFP
Handicrafts/Handiwork Half Leatherjerkin 6 7 9 8 4 4 6 -
Herbalism'
Legerdemain Physical Description and Notes: AL24yearsold. Carlosis theyouq&ofUie
Medicine, Oriental male8 on the Marduk He is cheerful and happy, and eqjoys the company of the
Mysticism* crew wheneverthe ship is in port Carlos is 6' tall and weighs 180 pounds. He has
Toxicology dark brown curly hair and beard and brown eyes. Carlos is oRcn scolded by the
other petty oficers for being too rash, and he is sometimes haphazard in his
&"'age duties. His skill and charisma, however, make up for his sometimes weless
U1wpons WP SF ATK Type Amt Bonus BAC Con Dur aUiLude, and the sailors willingly follow his orders without question.
Dagger 5 2 1 P 2D6 - 33 M 3/20
Jose, Bosun (and Sailmaker)
Amor Avy Pierce Cut Blunt Fire Chem Slun SFP
None - d - - - - d m
Vocation: Seafarer Alliance: Sailing Master
SEC: 3 Joss: 1 Move ( y d s m ) : 8 2 Heka: Nil

Physical Description a n d Notes: This mate took up a seagoing life a M: 69, EL: 55 P: 82, WL: 61, CL: 7 3 S: 96, EL: 76
number of years back, but always enjoys it when the ship is a t porl, a s h e is MM: 36 MR. 33 PM: 42 PN: 40 SM: 49 SE 47
a biL more cultured than his peers. Miguel is 38 years old, 5'1 1" tall, and MMCap: 15 MRCap: 14 PMCap: 16 PNCap: 15 SMCap: 18 SfQp: 18
weighs 164 pounds. He has brown hair and hazel eyes that onen have a MMPow: l l MRPow: I0 PMPow: 13 PNPow: 11 SMPow: 16 SFf'ow: 15
dreamy, faraway look when he stares out to sea. He can b e quite vengeful, MMSpd: 10 MRSpd: 9 PMSpd: 13 PNSpd: 14 SMSpd: 15 SPSpd: 14
though, and thereare rumors about a fateful encounter over a woman which
prompLed him Lo lake up his present Vocation. K/S Areas STEEP
E/S Qraces 15
Carlos, Bosun (and Carpenter) Native Tongue (Iberian)
Vocation: Seafarer Alliance: Sailing M a s h Perception, Mental
SEC: 3 Joss: 1 Move ( y d s m ) : 8 8 Heka: Nil Perception, Physical
Trade Phonecian
M: 76, EL: 60 P: 88, WL: 66, CL: 79 S: 66, EL: 52 Boating
MM: 39 MR. 37 PM: 46 PN: 42 SM: 32 SP: 3 4 Clolhwork
MMG?!': 14 MRCap: 14 PMQp: 17 PNCap: 15 SMCap: 13 SPCap: 14 Combat, HTH, Ron-Lethal
MMPow: 13 MWow: 12 PMPow: 15 PNPow: 12 SMPow: 10 SWow: 10 Combat, Hand Weapons
MMSlx-1: 12 MRSpd: I1 PMSpd: 14 PNSpd: I 5 SMSpd 9 SPSpd 10 Endurance
Qarnbling
K/S Areas STEEP Handicrafts/Handiwork
E/S CIraces 15 Jack-Of-All-Trades
Native Tongue (Iberian) Navigation
Perception, Mental Seamanship
Perception, Physical Tolerance
Trade Phonecian
Boating &W
Clothwork Weapons WP SF ATK Type Amt Bonus BAC Con Dur
Construction Dwer 5 2 1.5 P 2D6 +I 40 M 5/20
Construction, Naval
Combat, HTH. Non-Lethal Armor Avg Pierce Cut Blunt Fire Chcrn Slun SFP
CombnL, Hand Weapons Half leatherjerkin 6 7 9 8 4 4 6 -
Endurance
Foreign Language, French Dialect PhysicalDescription and Notes: JosC is quite skilled at making sails and
ambling olher cloth items. He is 3 4 years old, stands 6' tall, and weighs 178 pounds.
Handicmlis/Handiwork Normally easygoing and friendly, JosC hates the oarmaster and his under-
Jack-Of-All-Trades lings, the drivers Manuel and Ramon, He is a close friend of Carlos, with whom
July-Rigging he shares a cabin. He has brown hair and green eyes.
Hector, Boscln (and Armorer) Arms and Armor
Vocation: Seafarer Alliance: Sailing Master Combat HTH, Non-Lethal
SEC: 3 Joss: 1 Move ( y d s m ) : 9 4 Heka: Nil Combat, Hand Weapons
Combat, MissUe Weapons
M: 81,EL: 64 P: 94, WL: 70, CL:8 4 S: 7 1, EL: 56 Construction
MM: 42 MR: 39 PM: 50 PN: 44 SM: 39 SP: 3 2 Endurance
MMCap: 16 MRCap: 16 PMCap: 17 PNCap: 16 SMCap: 15 SFCap: 12 Foreign Language, Allantian
MMPow: 13 MRPow: 12 PMPow: 17 PNPow: 15 SMPow: 1 3 SWow: 10 QambUng
MMSiXI: 13 MRSpd: 1 1 PMSpd: 16 PNSpd: 13 S M W 1 1 SPSpd: 10 Handicrah/Handiwork

-
L1
JaCk*f&Trade8
K/S Areas STEEP Seamanship
E/S araces 22 Tolerance
Native Tongue (Iberian) Weapons, Military, All OUlers
Perception, Mental
Perception, Physical
Boating Weapons WP SF ATK 'l'ype Amt Bonus BAC Con Dur
Tmde Phonecian Dagger 5 2 1.5 P 2D6 t3 40 M 5/20
Arms and Armor r>aaSerFmwn)5 2 2 P 2D6 t5 52
Combat, HTH, Non-Lethai
Combat, Hand Weapons Armor Avg Pierce Cut Blunt Fire Chem Stun SFP
Combat, Missile Weapons Halfleatherjerkin 6 7 9 8 4 4 6 -
Endurance
Escape Physical Description and Notes: Raul is modest and undemanding, with an
Foreign Language [choice] amiable nalure and a keen eye for detail. While the 36 year old bosun is quite
Qambling perceptive, he rarely shares his obselvations with others unless it diredly d e U s
HandicmRs/Handiwork them He has dark brown hair and brown eyes, is 5' 10'tall, and weighs 183pun&.
Jack-Of-All-Trades
Seamanship Manuel and Ramon Drivers
Smithing/Welding Vocation: Seafarers Alliance: Oarmaster
Tolerance SIX2 3 Joss: 0 Move ( y d s m ) : 9 6 Heka: Nil

M: 63, EL: 50 P: 96, WL: 72, CL: 8 6 S: 54, EL: 43


Weapons WP SF ATK Qpe Amt Bonus BAC Con Dur MM: 32 MR: 31 PM: 48 PN: 48 SM: 24 SP: 30
Dagger 5 2 2 P 2D6 t7 55 M 5/20 MMCap: 12 MRCap: 12 PMCap: 18 PNCap: 18 SMCap: 10 SPCap: 12
MMPow: 11 MRPow: I0 PMPow: 16 PNPow: 15 SMPow: 8 SWow: 10
Armor Avg Pierce Cut Blunt Fire Chem Stun SFP MMSpd: 9 MRSpd: 9 PMSpd: 14 PNSpd: 15 SMSpd: 6 SPSpd: 8
Half leatherjerkin 6 7 9 8 4 4 6 -
K/S Areas STEEP (t/- 1 D3)
Physical Description and Notes: 3 1-year-oldHector has dark brown hair E/S Qraces 15
and hazel eyes, is 6'1" tali, and weighs 190 pounds. He is introverted, Native Tongue (Iberian)
preferring the tools ofhis trade to human company, Hecan bevelydiplomatic Perception, Mental
when necessruy, but when pressed, he can be very unfo~iving. Perception, Physical
Boating
Kaul Bosun (and Artillerist) Trade Phonecian
Vocation: Seafarer Alliance: Sailing Master Combat, HTH, Lethal
SEC: 3 Joss: 1 Move ( y d s m ) : 9 2 Heka: Nil Combat, HTH, Non-Lethal
Combat, Hand Weapons
M: 80, EL: 64 P: 92, WL: 69, CL:88 S: 64, EL: 51 Endurance
MM:40 MR40 PM: 46 PN: 46 SM: 32 SP: 32 Foreign Language [choice]
MMCap: 14 MRCap: 14 PMCap: 16 PNCap: 17 SMCap: 12 SFCap: 12 QambUng
MMPow: 12 MRPow: 13 PMPow: 15 PNPow: 13 SMPow: 10 SPPow: 10 Jack-Of-All-Trades
MMSpd: 14 MRSpd: 13 PMSpd: 15 PNSpd: 16 SMSpd: 10 SPSpd: 10 Seamanship

K/S Areas STEEP


E/S araces 18 Weapons WP SF ATK Type Amt Bonus BAC Con Dur
Native Tongue (Iberian) Whip 1 7 1.5 C 1D6 t4 3 3 W 10/20
Perception, Mental Dagger 5 2 1.5 P 2D6 t4 37 M 5/20
Perception, Physical
Boating Armor Avg Pierce Cut Blunt Fire Chem Slun SFP
Trade Phonecian Halfleatherjerkin 6 7 9 8 4 4 6 -
Physical Description and Notes: Manuel and Ramon are the ship's Crewmembers
drivers, who work for the cruel oarmaster. Like aola, they oversee the slaves Vocation: Seafarers Alliance: UncommiUed
when rowing is necessary, whippingthe pooroarsmen intoaction andsewing Sm 2-3 Joss: 0 Move (yds/BT): 8 4 Heka: Nil
as guards for the slaves who are not taken out in working parties.
Manuel is 28 years old, 5'10" tall, 168 pounds, with black hair and dark brown Base Scheme (+/-ID3 per CATEQORY)
eyes. Ramon is 27,with brown hair andeyes, standingKO"tall, and weighing 185 M: 70, EL: 64 P: 86, WL: 65, CL: 77 S: 62, EL: 49
pounds. They are both mean and sadistic m e n who lhomughly eqjoy their work. MM: 36 MR 34 PM: 44 PN: 42 SM: 32 SF: 30
MMCap: 14 MRCap: 13 PMCap: 16 PNCap: 16 SMCap: 12 SPCap: 10
Martin del C a m p and Jorge, Cooks MMPow: 12 MRPow: 1 1 PMPow: 15 PNPow: 13 SMPow: 10 SWow: 10
Vocation: Seafarers Alliance: Uncommitted MMSpd: 10 MRSpd: 10 PMSpd: 13 PNSpd: 13 SMSpd: 10 SPSpd: 10
SEC: 6 & 3 Joss: 0 Move (yds/BT): 7 2 Heka: Nil
K/S Areas STEEP (t/-ZD3)
Base Scheme (+I-1D3) E/S ara~es 10
M: 66, EL: 52 P: 72, WL: 54, CL: 64 S: 60, EL: 48 Native Tongue (Iberian) 30
MM: 33 MR. 33 PM: 36 PN: 36 SM: 30 SP: 30 Perception, Mental 20
MMCap: 13 MRCap: 13 PMCap: 14 PNCap: 15 SMCap: 12 SPCap: 12 Perception, Physical 31
MMPow: 10 MRPow: 10 PMPow: 12 PNPow: 10 SMPow: 10 SWow: 10 Tmde Phonecian 19
MMSpd: 10 MRSpd: 10 PMSpd: 10 PNSpd: 11 SMSpd: 8 SPSpd: 8 Boating 25
Clothwork 23
K/S Areas STEEP Combat, HTH, Non-Lethal 36
E/S Oraces 27/15 Combat, Hand Weapons 31
Native Tongue (Iberian) 36/27 Combat, Mimile Weapons 20
Perception, Mental 2913 1 Construction 24
Perception, Physical 26/32 Construction, Naval 12
Boating 15/30 Foreign Language (choice) 28
Trade Phonecian 18/28 Qambiing 31
Combat, HTH, Non-Lethal 30140 HandicraRs/Handiwork 34
Combat, Hand Weapons 31/35 JW~bEh 29
Combat, Missile Weapons 25/15 Navigation 36
Criminal Activities, Mental 2O/lO Seamanship 46
Criminal Activities, Physical 10120 Street-Wise 29
Domestlc Arts d Services 42/34 Tolerance 44
Endurance 20130
Poreign Language (choice] 26/10 m w
tiandicrafis/Handiwork 34/40 Weapons WP SF ATK Type Amt Bonus BAC Gm Dur
Jack-of-albTrades 2 1/29 Dwer 5 2 1.5 P 2D6 t3 36 M 5/20
Tolerance 5215 1 Bludgeon 5 3 1.5 B 1D6 t 3 36 W 1 0 / 2 0

Armor Avu Pierce Cut Blunt Fire Chem Stun SFP


Weapons WP SF ATK
L'arTF
Type Amt Bonus BAC Con Dur None - - - - - - - -
Dagger 5 2 1.5 P 2D6 - 36/40 M 5/20
Physical Description and Notes:This rowdy bunch may not be very sophis-
Armor
None
Avg Pierce Cut
- - - - - - - -
Blunt Fire Chem Stun SFP ticated, but they are able and hardworkiq and they erljoy the a d v e n t u ~of a
seafaring life. As mentioned h e r , they have lately been filled with feelings of
unrest, and they resenttheirunfairtrealmentby thecaplainand the rnarines.They
Physical Description and Notes: Martin and Jorge are the cooks for the have not yet become bold enough ta start a mutiny on their own, but they might
oflicers and crew, respectively. While the skills they possess are the same, be persuaded to join one if the &ht situation were lo present itself.
they are quite different in nature and appeamnce. Martin, who is the eldest of
the two at 49 years old, has dark brown hair and eyes, stands 6'1 ;and weighs
176 pounds. He is truthful, courteous, and quiet Martin often overhears
snatches of conversation between the oflicers during the meals, but he has
learned to look busy, and keeps it to himself.
Jorge is 31 years old, has sandy hair and green eyes. He is 5'10" tall and
weighs 164 poun-ds. He is brash, opinionated, and hot-tempered, often
venting his frustrations upon thecrewmen hesewes. Hedislikesthe marines,
but luckily for him, those on board ignore most of what he has to say.
Chico, Luis, Pepe, and Tomas, Ship's Boys K/S Areas STEEP
Vocation: Seafarers AUiance: Uncommitted E/S araces 30
SEC: 1-3 Joss: 0 Move (yds/BT): 6 5 H e : Nil Natlve Tongue (Brytho-Kelltic)
Perception, Menlal
M: 64, EL: 51 P: 65, WL: 49, CL: 59 S: 48, EL: 38 Perception, Physical
MM: 34 MR. 30 PM: 30 PN: 35 SM: 22 SP: 26 Riding
MMCap: 13 MRCap: 13 PMCap: 13 PNCap: 15 SMCap: 9 SPCap: 10 Trade Phonecian
MMPow: 10 MRPow: 9 PMPow: 7 PNPow: 10 SMPow: 7 SWow: 8 Boating
MMSpd: l l MRSpd: 8 PMSpd: 10 PNSpd: 10 SMSpd: 6 SFSpd: 8 Combat, HTH, Ron-Lethal
Combat, Hand Weapons
K/S Areas STEEP (4-l D 3 ) Combat, MLsile Weapons
Deception
Native Tongue (Iberian) Ewology/nature Sclence
Perception, Menbl Endurance
Perception, Physical Escape
Trade Phonecian Pirst Aid
Boating Oeography/Porelgn Lands
Combat, HTH, Non-Lethal Linguistics
Combat, Hand Weapons Mountain Climbing
Criminal Activities, Physical Seamanship
Endurance Survival
Escape Swimminwiving
Qarnes,Physical
Navigation hmage
Seamanship Weapons WP SF ATK Type Amf Bonus BAC Con Dur
None - - - - - - - (4) (t3)

Weapons Type Arnt Bonus BAC Con Dur


Armor
None - - - - - - - -
Avg Pierce Cut Blunt Fire Chem Stun SFP

None. - - - - -
WP SF ATK
_. _ . - _

Physical Description and Notes: A landowner from southern Albion,


A~mor Avg Pierce Cut Blunt Fire ChemStun SFP Lucas was in Navme on an adventure when he was captured under circum-
None - - - - - - - - stances similar Lo Lhdof Lhe HP party. He is 37 years old, stands 5' 1O'tall, and
weighs 150 Ibs. Lucas has black hair and blue eyes, and a mLher sallow
Physical Description and Notes: These four boys range in age b e complexion. He hasa Special Connection namedTerla1 Belius (seepage 376)
tween 10 and 1 4 years old, and have the dark hair and eyes, and swarthy who is aware of his disappearance and has agents actively searching for his
complexion typical of Lhose of Iberian descent. Like most boys their age, whereabouts.
they are playful, energetic, and dreaming. They all dislike the oarmaster
and his drivers, and feel a cerlain amount of sympathy for the slaves. A rpega t us, Slave
Though they have no official alliance with any of Ule groups on the Vocation: Priestcradler (Moonlight, Full) Alliance: Slave Conspiracy
yalleass, they admire Lhe sailing master and healer, and the bosuns treat SEC: 5 JOM: 4 Move (yds/BT): 8 1 Heka: 433
them with kindness.
As Lhey are small and deemed unimportant, Lhey overhear many Lhings M: 98, EL: 7 8 P:81, WL:60,CL:72 S: 105,EL:84
which could be useful Lo Lhoseseekingto overthrow thecaptain and his men. MM: 51 MR: 47 PM: 4 3 PN: 38 SM: 5 4 SP: 51
They also know the ship's layout well, and may pass such information along MMCap: 19 MRCap: 18 PMCap: 18 PNCap: 17 SMQp: 20 SPCap: 19
to personas who have slipped Lheir bonds. In Lhe event of a mutiny, they MMPow: 16 MRPow: 15 PMPow: 13 PNPow: 11 SMPow: 17 SWow: 16
would probably attempt Lo stay out of the way, thus avoiding injury. MMSpd: 16 MRSlxl: 14 PMSpd: 12 PNSpd: 10 SMSpd 17 SPSpd: I G

Lucas, Slave K/S Areas STEEP Heka Max CQ


Vocation: Explorer Alliance: Slave Conspimcy E/S araces 38
SEC: 6 Joss: 5 Move (yds/BT): 96 Heka: Nil Native Tongue (Latin) 34
Perception, Mental 29
M: 89, EL: 7 1 P:96,WL:72,CL:86 S:81,EL:64 Perception, Physical 20
MM: 45 MR. 44 PM: 49 PIT 47 SM: 4 3 SP: 38 Riding 15
MMCap: 17 MRCap: 16 PMCap: 18 PNCap: 17 SMCap: 16 SPCap: 16
MMPow: 14 MRPow 1 4 PMPow: 16 PNPow: 15 SMPow: 1 4 SWow: 1 1
MMSlrl: 1 4 MRSpd: 14 PMSpd: 15 PNSpd: 15 SMSpd: 13 SPSpd: 11
Trade Phonecian
Combal, HTH, LeLhal
Demonology'
Divination'
Weapons
None - - -
WP SF ATK
-Type
-
A m t Donus BAC Con Dur
- - - - -
Endurance
Exorcism*
Armor
None - - - - - - - -
Avo Pierce Cut Blunt Fire Chem Stun SFF'

Foreign Language, Prench


Foreign Language, Urecian Physical Desuiption and Notes:This despicable cowanl s e e k lo belle~his
Handicralts/Handiwork lotwith aora and his men, and will reveal any information which he think may do
Influence so,as longas he thinksthere is nodanger of the other slaves finding out. Raymond
Metaphysics* is 43 yearsold, has black hair and green eyes, is 6'0' !all,and weighs 160 pounds.
Panlhcology' If placed in Ule same working party with the HPs, he will be of liltle help Lo Lhcm,
Priestcrt%Rb but will inslead allempl to listen in on any covert conversations. ,
Religion'
Survival Juan Kamirez, Slave
Vocation: Mercenary Alliance: Slave 'Toady"
mmw Sl32 3 Joss: 0 Move (yds/BT): 100 Heka: Nil
Lllwpons WP
None - - - T-y p e Amt
SF ATK
- Bonus
- BAC Con Dur
- - - M: 76, EL: 60 P: 100, WL: 75, CL: 90 S: 89, EL: 7 1
MM: 39 M E 37 PM: 51 PN: 49 SM: 46 SP: 43
Afmor
None - - - - - - - -
A v g Pierce C u t Blunt Fire Chem Stun SFP MMC2p: 17 MRCap: 17
MMPow: 12 MRPow: 10
PMCap: 19 PNCap: 18
PMPow: 16 PNPow: 16
SMQp: 18 SPCap: 17
SMPow: 14 SPPow: 13
MMSlA: 10 MRSlxl: 10 PMSpd: 1 6 PNSpd: 15 SMSptl: 14 Sl'Sptl. 1 3
Physical Description and Notes: Arpegalus is 2 3 years old, stands 5' 1 1"
t a l l , weighs 170 Ibs., and has brown hair and eyes. Captured in a coastal K/S Areas STEEP
v ~ l l q enear his homeland of Savoy, Arpegalus has been hnsformed by E/S Uraces 15
bondage from a slightly overweight lad lo a fit young man whose faith and Nalive Tongue (Iberian) 32
courage have sustained him throughoul his ordeal. His prayers haveguarded Perception, Mental 28
him, and despite everything, he remains optimistic Ulat he will someday be Perception, Physical 39
freed. Ridina/Boating 34/20
Tmde Phoneclan 18
Kaymond del Cabo, Slave Combal, HTH, Non-Lelhd 27
Vocation: Thief (Mental) Alliance: Slave 'Toady" Combat, Hand Weapons 38
SEC: 7 Joss: 0 Move ( y d s m ) : 7 4 Heka: Nil Cornbal, Missile Weapons 34
Criminal Activities, Physical 38
M: 102, EL: 81 P: 74, WL: 55, CL: 66 S: 81, EL: 64 Deception 30
MM: 52 MR: 50 PM: 38 PN: 36 SM: 41 SP: 40 Endurance 23
MMCrq): 20 MRCap: 18 PMCap: 14 PNCap: 13 SMCap: 17 SPCap: 17 Escape 35
MMPow: 16 MRPow: 16 PMPow: 12 PNPow: 12 SMPow: 12 SWow: 12 First Aid 29
MMSpti: 1 8 MRSpd: 16 PMSpd: 12 PNSpd: 11 SMSpd: 12 SPSpd: 11 Foreign Language, French Dialect 25
Survival 33
K/S Arcas STEEP
E/S Urices 35
Weapons WP
Native Tongue (Iberian)
Perception, Mental None - SF- ATK
- T-y p e Amt Bonus BAC Con Dur
- (t4) (t2) - -
Perception, Physical
Kiding/DoaLing
Trade Phonecian
Armor
None
A v g Pierce C u t
- - Blunt Fire Chcm Stun SFP
c - - -

Appraisal
Combat. Hand Weapons Physical Description and Notes: Juan is 3 4 years old, 5'10" lall, and
Criminal Activities, Mental weighs 145 pounds. He has dark brown hair and brown eyes, and a long
Criminal Aclivities, Physical horizontal scaracross his forehead. tie isa solitary man, who will nonetheless
Deception join in any conversation a m e d on by the personas in hopes of lcstmin~
Disguise information lhal will be useful Lo Lhe oamaster or Lhe drivers. This unfeeling
Endurance Loady is cautious and precise, but Lhese same h i t s could vcty well make the
Escape personas suspicious of him.
Pore~gnl ~ n g u a g eAtlantlan
,
Impersonation
JnckOf-All-Trades
Oarsmen (Slaves)
Vocation: (Varies)
SEC: 1-6 Joss: 0
AUiance: Slave Conspilacy
Move ( y d s m ) : 8 1 Heka: Nil
Weapons
None - - - - - - - - -
WP SF ATK Type Amt Bonus BAC Con Dur

Base S c h e m e (+/- I D3)


M: 60, EL: 48 P:81,WL:60,CL:72 S:54,EL;43
Annor
None - - - - - - - -
Avg Pierce Cut Blunt Fire Cbem Stun SFP

MM:X) MRX) PM: 4 2 PP(: 39 SM: 28 SP: 2 6


MMCap: 11 MRCap: I 1 PMCap: 1 5 PNCap: 1 5 SMCap: 11 SPCap: 10 Physical Description a n d N o t e s T h e magistrate is 3 5 years old, 6'3," and
MMPow: 10 MRPow: 10 PMPow. 1 4 PNPow: 1 3 SMPow: 9 SWow: 8 weighs 194 Ibs. He has black hair (with a thin streak of silver a t the leR
MMSpd: 9 MRSpd: 9 PMSpd: 1 3 PNSpd: 1 1 SMSpd 8 SPSpd 8 forehead) and yellow eyes. He is cagey, belligerent and cruel. Marcelos'
I Special Connection is Sklomo, a merchant within the Starfire Ouild (see
K/S Areas S T E P (t/- 1 D3 o r 3D3) below).
E/S araces 16
Native Tongue (choice) 27 Jacques LeMond Bailiff
Perception, Mental 15 Vocation: Soldier Alliance: Starfire Quild
Perception, Physical 20 SEC: 5 Joss: 2 Move (ydslBT): 100 Heka: Nil
Trade Phonccian 26
Boating 35 M: 88, EL; 7 0 P: 100, WL: 75, CL: 90 S: 82, EL: 65
Combal, HTH, Non-Lethal 30 MM: 45 MR 4 3 PM: 5 2 PM:48 SM:41 SP:41
Combat, Hand Weapons 25 MMCap: 17 MRCap: 17 PMCap: 19 PNCap: 18 SMCap: 17 SPCap: 17
Combat, Missile Weapons 20 MMPow: 15 MRPow: 1 3 PMPow: 17 PNPow: 1 5 SMPow: 12 SWow: 12
Cdminal Activities, Physical 35 MMSpd: 13 MRSpd: 1 3 PMSpd: 16 PNSpd: 15 SMSpd: 12 SPSpd: 12
Deception 20
Endurance 20 K/S Areas STEEP
Escape 35 E/S araces 25
First Aid 15 Native Tongue (Prench) 42
aeq~raphy/ForeignLands 30 Perception, Menlal 34
Seamanship 12 Perception, Physical 36
Survival 32 Riding 44
Trade Phoneclan 28
j-nw Combat, Hand Weapons 39
Weapons WP SF ATK Type Amt Bonus BAC Con Dur Crlminal Activities, Physical 34
None - - - - - (+2) - - - Combat, HTH, Non-LeLhal 19
Combat, Hand Weapons 34
Armor Avg Pierce Cut Blunt Fire Chern Stun SFP Combat, Missile Weapons 29
None - - - - Criminal Activities, Mental 39
Foreign Language, Lalin 25
Francois Marcelos, Magistrate Foreign Language, Iberian 20
Vocation: Philosopher Alliance: Starfire Quild
SEC: 7 J o s s : 1 Move ( y d s m ) : 8 0 Heka: Nil
Weapons WP SF ATK Type Arnt Bonus BAC Con Dur
M: 99, EL: 79 P: 80, WL: 60, CL: 7 2 S: 88, EL: 70 Broad sword 7 6 1.5 C 4D6 t5 46 M 5/20
MM:52 MR. 47 PM: 41 PN: 39 SM: 45 SP: 4 3 Long knife 5 2 1.5 C 2D6 t5 44 M 5/20
MMCap: 20 MRCap: 17 PMCap: 16 PNCap: 16 SMCap: 17 SPCap: 17
MMPow: 16 MRPow: 1 5 PMPow: 1 3 PNPow: 12 SMPow: 1 4 SWow: 1 3 Armor Avg Pierce Cut Blunt Fire Chcm Stun SFP
MMSpd: 1 6 MRSpd: 15 PMSpd: 12 PNSpd: I I SMSpd. 14 SPSpd: 1 3 3/4chainrnailsuit 18 18 31 21 9 1 0 21 5

K/S Areas STEEP Physical Description a n d Notes:Jacques is 29 years old, has dark brown
E/S araces 35 hair and brown eyes. He is 5'1 1" tall and weighs 2 0 3 lbs. He dislikes
Native Tongue (French) 55 foreigners, and deals wiLh them in a haughty, overbearing manner.
Perception, Mental 25
Perception, Physical 25
Kiding 35
Trade Phonecian 56
Charismalicism 32
Combat, Hand Weapons 15
Combat, Hand Weapons, Missile 15
Deception 37
Influence 26
Leadership 32
Terra1 k l i u s , Justiciar Sklomo, Cour~illorMember
Vocation: Sage (Partial) Alliance: Prancia of the Starfire Guild
SEC: 8 Joss: 1 0 Move ( y d s m ) : 8 2 Heka: 348 Vocation: Merchant (Partial) Alliance: Stafire Quild
SEC: 6 Joss: 5 Move (yds/BT): 8 2 Heka: 18 1
M: 100, EL: 8 0 P:82,WL:61,CL:73 S:9O,EL:72
MM: 51 MR: 49 PM: 4 3 PN: 39 SM: 4 5 SP: 4 5 M: 104, EL: 83 P: 82, WL: 61,CL: 7 3 S: 94, EL: 7 5
MMCq,: 20 MRCap: 20 PMCap: 16 PNCap: 16 SMCap: 17 SPCap: 17 MM: 53 MR: 51 PM: 4 2 PI% 40 SM: 48 SP: 46
MMPow: 16 MRPow: 15 PMPow: 1 4 PNPow: 12 SMPow: 1 4 SWow: 1 4 MMCap: 20 MRCap: 20 PMCap: 17 PNCap: 17 SMCslp: 18 SPCap: 18
MMSlxl: 1 5 MRSpd: 14 PMSpd: 13 PNSpd: 1 1 SMSpd: 14 SPSpd: 14 MMPow: 17 MRPow: 16 PMPow: 1 3 PNPow: 12 SMPow: 1 5 SWow: 14
MMSpd: 16 MRSpd: 1 5 PMSpd: 12 PNSpd: 1 1 SMSpd: 15 SPSpd: 1 4
K/S Areas STEEP Heka Max C a
E/S Oraces K / S Areas STEEP Heka Max CO
Native Tongue (French) E/S Qraces 55
Perception, Mental Natlve Tongue (Phoenician)
Perception, Physical Perception, Mental
Rltling Perception. Physical
Trade Phonecian Riding/Boaling
Combat, HTH, Lethal Tmde Phoneclan
Alchemy' Alchemy*
A5trolo~y' Appraisal
D w w m e r c m R Elemental* Business Administration
Foreign Language, Brytho-Kelltic Charismaticism
Foreign Language, Iberian Combat. HTH, Lelhal
Ilislory Combat, Hand Weapons
Influence Combat, Missile Weapons
Magick' Criminal ActivitJes, Mental
Metaphysics* Deception
Ph~losophy Economics/Pinance~nvesting
Fortune Telling'
Oeography/Poreign Lands
Wwpons WP SF ATK Type Amt Bonus BAC Con Dur Herbalism*
Influence
Leadership
Annor Avo Pierce Cut Blunt Fire Chem Stun SFP Rarities
Toxicology

Physical Description and Notes: Terml Belius is 53 years old, tall and
thin, wilh refined features and graying hair. His has several minor nobles Weapons WP SF ATK Type Amt L3onus BAC Con Dur
throughout E r o p a a s Special Connections, and may exert no small amount None - - - - - - - - -
of influence, provided h e has suflicient cause. His physical slalistics are a s
follows: height 6' 1":weigh1 150 pounds; Hair color dark brown shotwithgray; Annor Avu Pierce Cut Blunl Fire ChemSlun SPY
Eye color blue.

Physical Df2SUipti~tIand No- AIUiough never encountemi by Uie HPs,


Sklomo is Lhe force behind Lhis scenario, His base of operalions is rumored to be
on one of Ule Baleric Islands, but this is impossible b verify with Lhe informalion
available. Sklomo usually has one of his men arrawe contad with a pobnlial ally
or mercenruy in search of employment in Lhe guild.
ADVENTURE EPILOGUE generally indicates players in need of a lot of gaming experience.. .or else a a
M
There are several ways in which this adventurecan be resolved. These are: with either too stem a hand or a great subplot he wants to develop. This is n
(1) Every HPis killed. The QM is notdoingagoodjob! Whenthis sort ofthing minimal victory, but at least lhe HPs got away and maybe learned s o r n e t h i ~ .
occurs, even with players seemingly at fault, the onus descends upon the (3)The HPs become pirates. This subsumes that the surviving sailors arid
gamemaster a s a bad odor surrounds a midden heap. It is the QM's duty to freed slave oarsmen are convinced of the wisdom of the a c t (we are nol.) If
assist ignorant or poor roleplaying game participants towards better play. In lhe playen have some noble motive for such course, then the QM will have
99 out of 100 cases, such a result is absolutely unacceptable. lf you saw the only to see that Ethos, Vows and deity nature aren't violated thus. If so, wcll.
players heading for such an end, you should have directed them o t h e n v i s e we're getting towards case one above, or else the campaign is one of dalk
and none too gently,
- -
if need be! sort. This is probably a moderate victory because of the resulLs thereakr.
(2)TheLeamescapedby swimmingorstealingasmall boaLlhissortofaresuK Pirate bases can be located o n the islands off Achm, Ionia, Lybbos, Sicily,
ta
See Text for room descriptions
* Rigging and spars not shown

110j
Numidia, and Mauretania. that slavery Is perfectly legal in Pharaoh's landl), there will be extm
(4)The team manages to take over the Marduk sails for the nearest port, reward. First they will be detained while this Is investigated, then they
and there everyone makes off with whatever plunder they can cany along. will receive their shares, be offered some employment by the kingdom
This is a moderate victory. as anti-plrate/guild seafarers, and allowed passage into the land when-
(5)The HPs manage to take over the Marduk determines which place ever they like.
would be best, and then sails there to sell off the galleass and its q o . This Crete: Reduce final shares (see below) for each HP by 50%. Again,
is a mqjorvictoryprovided theydon't try this anywhere in the Western Mare this won't be a place to linger, as the Shrfire Ouild will know and seek
Librum, for that aUempt will end in disaster. The Starfire Ouildwillsee them revenge.
seized as pirates,get its property back, and the team, iflucky, willescape with Cyprus: Reduce final shares (see below) for each HP by 40%. It will
their skins and a minimal victory. take a while for the Startire Ouildto learn that the Mardukwas taken
Likely places to dispose of the galley are: and sold off here, but the HPs won't fmd much for them on this island,
Achtea. Reduce final shares (see below) for each HP by 50%. Word of unless they want to get into intrigues of the area.
what happened will reach the Starfire Ouild in detail within 2D6 days Hasm Pull shares plus 10% paid here because of the enmity b e
time, so the HPs had better not linger in the port of sale1 tween this stateand the West, including the Starfire Ouild. The king will
m y p t : Full shares. If the HPs go to the authorities and can prove to see that each HP is marked for a royal favor for bringing the highly
the officials that there was criminal activity involved (and remember valuable warship tn hlml
lonia: Reduce final shares (see below) for each HP by 30%. See
Cyprus for the other details. Awarding Accomplishment Points,
Lydia: Reduce final shares (see below) for each HP by ZO%.Theslate - Joss Factors, Etc.
will offer the HPs commissions as navallmarine officen aboard their First, if you didn't think about it, remember that exceptional acts eam API
warships (and ifthey accept that they're prelty green!). XPs--and if anyone did something really creative and amazing, have the HP
Lybbos: Reduce final shares (see below) for each HP by 30%. This concerned get a point or two for the performance.
slate will be grateful enough, but the Egyptian government will resent Second, think of APs for special things involving ability and K/S Area use.
it when they find out that a great galley has been placed in the hands of Did that occur? Did you reward the HPaccordingly on the spot7 If not, do so
their foes. The team will have their freedom in the state, but that might now.
change on a whim after a few weeks timeespecially if all the money is Finally, there are the Qeneral Accomplishment Points (APIas) to pass
spent! around to the eagerly awaiting players for the battening of their personas.
Shamash: Reduce final shares (see below) for each HP by 40% Here's the way to d o it in this scenario:
because of the sharp bargaining of these folk. Those HPs not of the (1) Survived and is in prison: 2 points per HP
Babylonian Pantheon will be looked on as inferiors. Convertor get out1 (2) Survived and is free: 4 points per HP
(6)Determined on revenge, or real do-gooders, the HPstakethe Mardukall (3) Minimal victory: 3 7 points per HP
the way back to the West in order to report what has occurred to the honest (3) Moderate victory: 6-10 points per HP
authorities. This mightwork, if they manage to discoverwhich government is (3) Major victory: 9-1 3 points per HP
most likely to be opposed to the Starfire Guild. Nowhere in Iberia, Mago, or The actions of the group and each player therein will determine the
the peninsular Italicstates will do. The Starfire a u i l d has too many agents amountofAcco~nplishmentPointsthatare awarded by you at the scenario's
and associates in these places. Nice and Arles are obviously out! TTying Lo conclusion. If a persona's performance would have led the HPs to a lesser
bring thematler to justice in these places will result in the loss of all Lreasure, success, reward that individual accordingly, Stay away from the high enti
and unless they manage to flee quickly, it's prison for the whole group! This of the point spread unless the group did astonishingly we:l. There will be
is a loss, not a victory. plenty of new adventures to earn APs, s o don't overdo it here, but avoid
So, that leaves Milano (craRy and ambitious), Savoy (clever, proud, and being stingy too.
haughty), and Francia. A majorvictoryoccurs, regardless of the final results, Joss Factors should be given Lo the HPs as follows:
if they select one of these places. (1) For freeing the slave rowers: 1 JF each.
Francia is the best choice. There is dislikeofArles, and theking would love (2)For any deed which saved a life: 1JFper life .saved, toa maximurnof 3.
to flaunta seized galleass too. This will gain the HPs a 1 SECrise, citizenship (3) For reporting the MarduKs actions, captain, and Starfire Ouild to
in Francia for all (slaves, crew, etc.) who desire to have it, some possible any authority: 1 JF each.
employment-d lots of enemies in Arles, Mago, e t al., and the Starfire (4) For tuming over the ship's log in Arles or Francia: 1 JF each.
Quild's halrcd. However, the state will s e e that the Lreasure share in final (5)For destroying the demoniac statuette in Maldonado's cabin:
analysis is about 20% of the norm. (a)To the HP smashing or hurling into the sea: 4 JFs
Milano is a gamble. Roll 1D6: a 1 o r 2 meansthat they pay offthe HPswith (b)To those who u g e d the HP to so do: 2 JFs each
gins of clothing, armor, weapons, horses, etc., 30% of the final share (c)To all who didn't protcst this and are present at thc destn~c-
potential, and send them packing: 3 or 4 means that they give them the gills Lion: 1 JF each.
noted, a purse of 1,000 BUCseach, and tell them they a n s l a y untilthecoutb Special Connections! Depending on how things go, the HPs should each
decide the final disposition of the malter--something taking like 2D3 years haveonenauticaloneadded, the best ofthosethey befriend countingas that
Lime, perhaps: on a 5 or 6 the Milanese authorities toss the lot into prison new Special Connection. Others, too, can beallowed for reporling to authori-
awaiting trial and execution for piracy, and it's now time for Lhem to attempt ties and the like. Those HPs who are friendly and outgoing and/or are most
another escape! heroic and successful will deserve two new and potent Special Connections
Savoy... another gamble! If any of Lhe HPs are asavoyard, or one of their thus, the other HPs one or two of average sort.
~'arentswere, then the group has a chance. In such case, the reward of All in all, if the players did even moderately well, they should be delighted
Fmncia (along with enmities) and thegills of Milano will apply here, and the with the outcome of this adventure, for it not only teaches a lot but provides
treasure share will be 50%. If not, then resort to the 1D6 as with Milano, but many potential rewards for the HPs, offering improvements in virlually all
on a 3 or 4 the lot is booted out of the country with nothing, and told Lo stay aspects of interest.
out, being lucky not to be executed a s pirates!
Final Note
Treasure Share The Heroic Personas will still need to clear their names, if those were
Everybody who is aligned with the HPs gets into this act. Whoever buys actually given, by reporting to the authorities in Arles and presenting
the stuff discounts value heavily. Authorities must get bribes or the state's evidence such as the captain's logbook. With solid evidence of their
share Loo. Forget about the big numbers above, and use a base of innocence, the Starfire Ouild can d o nothing about them; they will be
250,000 BUCs if the special place for thereally valuable stuff is found and cleared, but it will go on a s before (denying all connection wlth a rogue
that wealth taken, otherwise 100,000 BUCs for each Heroic Persona. commander such as the "wicked" Don Fernando Diaz-Barca).Othew~sc.
(Note that this doesn't include such arms, armor, and magickal items a s they will be considered as criminals in the Kingdom Arles. and they had
they might have picked up along the way. Any small and valuable things betier stay away. However, in Fmncia they might well be favorites of the
secreted and kept out of sight from those outside the team can also be king ....
added to the take, a s it were, provided no standards are violated by Lhis You may decide to base other adventures around this one, depending on
sort of behavior.) Add 10% if the division is aRer the goods from Alexan- how the HPs fare in the end--will they return to deal with Jacques and Lhe
d r ~ aare picked up. Then a a u s t by whatever percentage is applicable Lo Magistrate? Will they pursue the elusive Sklomo? Will they perhaps try to
the state in which the stuff is disposed of. infiltrate the Starfire auild and find out who is involved?
APPENDIX A: Kandom Events Tables Arson and irresponsible maglck use, a s well as other crimes, could be
Whether you are using your own adventure scenario or a commercially involved.
prepared one, it is useful to have an element of chance operating in the Drunkard(s):These can be anything from a single staggering fellow or a
background. While the players wiil certainly bring a random fa&r to the p u p of revelers falling down, bellicose, or noisily happy. Amongst the many
event, part of the sense of wonder and uncertainty for all (aMincluded) is the U~ingswhich can happen with them are brawls and unwanted attention from
totally unexpected. Whether that results in more and very impromptu the local constable.
roleplaying or the desperate thrills of a surprise struggle to the dealh, this Idiot/Hothemome Children: An event of this type can apply to just about
random element in any story-line is much of what separates this sort of game any ofl-beat Individual or small p u p living In or near the community in
from a play or novel. question. The unpredictable and often embarrassing actions of village idiots
Chance meetings aren't the only thing provided for here. Changes in make a g d example of this type ofencounter. They can be curious, adoring
weather, natural occurrences such as fires, and even a chart for random mischievous, or whatever you like. Prom the eccentric and odd to downright
operation of some unknown device are given below. Of course we can't think wacky, these sorts of personas are fun to gamemasterl Of course, the same
of everjthing you'll need while QMing an adventure, so feel free to devise sort of people are sometimes more than just comic relief. Some may have
whatever other tables you think wiil be useful for events in your campaign. vital clues or be there to aid either the p u p or perhaps the Accursed
Meanwhile, use these random events tables irregularly and secrelly. That enemies.. .
way the players won't know if what is happening is part of lhe scenario or Thieves/MuggemAnatlack by thievesor muggersapplieslo t h e p u p of HPs
something altogether different. After all, real life is a lo1 like h a l l or someone around them. It mi@ be a pursecutling sneak thievery/gmband-
The same goes for malfunctions and failures. Complex equipment and run, or a strongarm altempt Obviously, theloss of something uitical or involve
weapons can temporarily fail or just plain break down and be useless. There me& of another sort can happen then.
is no hard and fast rule regarding the use ofthe malfunctionstable, but the QM Guardsman: This is some form of watchman or military sort usually,
should apply it now and again to liven things up and add realism to advek although it can be a mercenary hired by a transportation operation, an
tilres. adventurer, elc. Agaln, this sort of persona might b e used to make the IiPs
sweat, particularly if they have illegal weapons or items, for example, on or
about their person.
Notes for Fixed-Location Encounters Table Robber/Robbery: This is similar to mugging, but there will be weapons
It must be reiterated that all random events of this sort are there to and a lot more fuss. It might be a small-time hold-up, a caravan heist, or even
enhance interest and excitement a s well a s to confuse players a s tothe nature a more dangerous crime in progress with magick, powerful weapans, and so
of planned encounters and events. Use these tables judiciously and spar- forth. Of course, it might just have happened, etc.
ingly. Be sure to make them appear a s non-random happenings if at all Brawl: A brawl may be handled any way the gamemaster wishes. Remem-
possible--somfething which practice will enable you to accomplish. Do not ber however, that any personas within the general area of the brawl have a
use random events lo bog down the action or to initate players. good chance of being swept up in the action (especiallyif the fight starts in a
If you think that it would be useful, assume thatduringeach half-hour to an tavern). It is quite possible that encountersof this sort will be followed by one
hour of real Lime a random event will occur if the HPs are in a locale allowing with a guardsman, above.
exposure. Don't use results which are obviously Incongruous, and a s usual, Peddlem/Beggars: These personas may be Crying to sell services or
feel free to modify or expand the table a s you desire. wares, may just e k i n g something (money or items), may be crazy, or may
Bullies: These can be male or female, out for fun, looking for trouble, or have the intent to hy a little pick-pocketing, or the like.
whatever. They will be threatening, noisy, annoying, or merely a distraction a s Shady Characters: Such characters can be anything from personas who
the OM determines, typically from the HP partrs size and actions. just appear out ofplace, to someone who is actively watchingor following the
Bandits: These are usually small groups (2D6 members) of thieves, HPs. You might wish to include Qypsies in this general heading for then ail
brigands and cut-throats interested in physically relieving their victims of manner of other interesting things can occur.
worldly possessions, using any means necessary. Strange Noises/Lights: Such things are particularly useful to sidetrack
Break-ln/Petty Crime: Such an event can be in progress or just have the HP group or lull them into a false sense of security in cases where Later
happened, in which case the HPs might be regarded suspiciously. By assist- sounds of such sort are indicators of some foe nearby. Animals, wind, marsh
ing, gawking, or whatever they decide on, thegroup might become heroes or gas, a falling tree, or whatever seems right to you at the Lime will explain the
get into Lrouble. noises heard or illumination seen if the party of HPs investigates. Be sure and
Fire: Fires can be just starting raging or in the process of being dealtwith. have some explanation ready!
There will be confusion a s local officials, equipment, and spectators arrive. Dangerous Animals: These can range from a vicious or rabid dog to an
, 1 angrybull to water buffalo,

t Fixed-Location Encounters
Roil 1D6 and cross-reference the result with the HP party's current locatlon to obtaln the m d o m event
7 tigers, wolves, boars,orthe
like if the locale allows for
such animals. Snakes,

i
scorpions, and largelpoi-
Village
Bullies
Ruins
Strange noises/lights
Wilderness
Difficult terrain
- sonous spiders in annoy-
ing places also make for
Bandits Quardsman Dangerous animals SLrange noises
good dangerous animal
Break-in/peUy crime Robberslrobbely Hidden entmnce Unexpected obstacle encounters.
Fire Brawl Caveln/collapse Dangerous animals Hidden Entrance:This
Drunkard(s) Peddlers/beggar Others nearby Others nearby
refers to covered or con-
Idiot/bothersome Shady characters/ Undead/monsters Deserted ruins
cealed entrywaysproviding
children beggars
access t o some type of
building other complex, or subterranean place. nas encountered might be anything of course, Have some reward or penally
Cave-In: Cave-ins occur when personas are exploring areas that are in mind when using any of these events. These are realistic things, and if thc
slructumlly unsound for some reason. This is most dangerous when the a M makes the event seem a part of the scenario, lhe players will respond
personas are inside a building or underground, for the way out might be realislically in game terms. That is, they wlll react as would actual persons
blocked, or the HPs may become trapped under the collapsel If the HPs confronted with said circumstances. This brings the play to greater heights
are outdoors when this is indicated, the ground may simply open up under and oRen requires skillful roleplaying too.
the weight of one or more personas. As a M you will typically be using maps--whether provided with Lhe
Others Nearby: This indicates a sighting of one or more people in the scenario or those that you prepare for the players. Through Random EvenLs.
area. It might be a hermit, a farmer, locals out hunting or doing anything the mounted journey from place to place need not be a mere, 'You ride for
from smu&qling to takinga walk. Otherexamples includescouUng parties, awhile and get there," matter.
patrols, a couple out on a picnic, or an outlaw band of cutthroats. If seen
from a distance and appearing suspicious, the HPs might react adversely
to the strangers. Por instance, a group of well-armed bounty hunters could Notes for the
indeed panic the players into having their HPs become very aggressive Kandom Weather Change Table
indeed! With walking and mounted/waterborne encounters treated, we now have
Undead/Monsters: This indicates an encounter with the evil denizens of only two main areas left.The first is that ofweather change, which may or nmy
a place, possibly minions of the Accursedenemiesl Thegamemaster should not beusefuldependingon thescenario. The Random Weather Change lablc
have a good idea of the kinds of monsters in the area, and be prepared with provided isjusta roughguidetoassist you. Itcan throw amonkeywrench irilo
their slatistics. IheHP's plans orsimplyadd some'colof to the adventure, dependingon the
Difiicult Terrain: Exactly what type of terrain is encountered depends on situation and your application. Think ofgood storytelling. Poe's description
where the tIPgroup is, but marshy ground, thick and/orthomy undetgrowth, of the weather in the opening of The Fall of the House of Usher is a good
jq&@ rocks, soR sand, mud, or just about anything like that will do, Time example.
and/or equipmentcan be lost, ilems damaged, or HPs can be tiredout by the Obviously, this table doesn't take into account all forms of weather, thc
work of gelling past the area. general climate of an a r e a or such things as tornadoes, downpours, snow-
Unexpected Obstacle: This is a blockage of the direct, maybe the only, bursts, blizzards, hunicanes, and otherreally severeweather,Thegamemaslcr
route the group is able to follow. It could b e a downed Lree, averysteep gully, must usejudgment and suit results to the area. Por instance, it is impossible
a high wall, orLhe like. Perhapsacreekwhich isnormally onlya few feetdeep to havesnow in abupicaldesert, allhoughL!enightscan beverycoldand miti
is swollen by mins to a torrent of seven- or eight-foot depth. might fall. Just modify the general temperature and conditions according to
Deserted Ruins: These are, again, either time wasters or possible tools the zone. 'Hot" in the arctic is altogether different from 'hot" in the tropics:
which you can reintroduce in another adventure. Depending on where the rain that is heavy for Rrope is merely average for equatorial rain forests, and
action Iiappenslo belakingplace,the ruinsmightbe dwellings, mines, burial SO on.
sites, rnonolilhic circles, or defensive outposts. You a n add Lo the fun by lfyou don'llike the random result (or find whatyou think isan obvious flaw
tossing in the lair of some animal, beast, or human inhabitant such as a in it), then adjust the random change by selectinganother or make up one of
hermit or runaway. your own.
Weathershould bechecked twice aday atmost--say at morning and night
Notes for Travelling Encounters Table One random change per day is more oken appropriate. While itis possible lo
A few evenLs should be limited to once or twice in any journey--mounts base prevailing weather in the game on actual climatic conditions--and Lhis
and vehicles don't break down every half-hour, nor would wild animals be is recommended a s appropriate-lhe wealher outside one's own country or
encountered very frequently in most places. Whether the HPs are pursued, region might be dificult to determine. In that case, use the geneml climatc
pursuin$ or just going from point A Lo point L3, the random events Lable can as a base, and then randomly select general temperature and sky conditions
be must useful to you. fromLheaeneral Weather Conditionstableby rollinga 1D 3 foreach, applying
P,~lrolswill react to suspicious or potentially dangerous HPs. Other Perscb the results as desired.

Travelling Encounters
Roll 1 Dl 0 and cross-reference the result with the HP palty's c u m n t location lo obtain the random event.

Main Street Countty Road Waterborne


Patrol Patrol Merchant ship(s)
Adventurer(s) Adventurer(s) Explorers
Broken-down vehicle Storm Distressed cr&
Accldent Brokendown vehicle Fog
Procession Camvan Storm
Trouble with HP's mount/vehicle Trouble with HP's mount/vehicle Trouble with HP's cmR
Blocked path Blocked path no wind
CourierJmessenger Persona fla@ng down HPs Warshlp(s)
Street repairs in progress Wild animal Sea creature
Hostile persona(s) Bandits/brigands Pirate vessel (s)
damage points it has s o far sustained
and add that to the chance of the item
Random Weather Change breaking. For example, if an 'average"
Determine current weather condition on the leR side of table, then roll 1D6 as desired to determine
quality polearm had taken 5 points of
weather change.
damage from apany, it might breakon
Prevailing 1D6 ROLL arollof85-100onamalfunctioncheck.
Weather 1 2 3 4 5 6 Metal Tool/Weapon means one
WARM h cooler & pt. cldy, warmer humid hot & hot & which is principallyofsteel orveryhard
CLEAR windy &windy humid hazy metal of other sort such as a sword,
mace, etc. Check a little less oRen than
WARM & cooler & cooler warmer warmer & rain WtY for wooden items, but retain the condi-
PT.CLDY. cloudy cloudy showers winds tion standard. For metal objects which
have suffered parry damage, just in-
WARM & cooler & cooler & hvy. rain warmer& hot& creasethe failurechancebythe amount
CLOUDY It. rain fow &winds pt. cldy. clear of damage M e n , a s opposed to twice
the damage taken.
COOL & cooler still & breezy & windy warmer warmer & Other Equipment includes such
CLEAR bright pt. cldy. pt. cldy. things as grapnels, nets, harnesses,
rigging, and thieves' Lools. Such de-
COOL h cooler & cooler & heavy windy & warmer warmer vices should need checking only af-
PT'.CLDY. showers cloudy clouds clearing &damp &clear ter abuse and a t such critical times as
the a M believes will add tension and
COOL & cooler & caoler & rain windy & warmer& warmer&
increase enjoyment of the situation's
CLOUDY sleet/hail pt. cldy. 3tops hvy. rain showers misty
danger.
COLD h colder colder & windy & dry & warmer warmer &
CLEAR pt. cldy. pt. cldy. crisp pt. cldy. Notes for the
Unknown Device
COLD & colder colder h strong wanner warmer& wanner&
PT.CLDY. cloudy winds gusty clearing Operation Flow Chart
Last, but by no means least, we
COLD & colder & snow snow windy & warmer& warmer& offer the Unknown Device Operation
SNOWY hvy. snow showers stops hvy. clouds sleet/ice pt, cldy. flow chart for use when Lhe group of
HPsdiscovers some item of unknown
manufaclure which Lhey wish Lo ex-
amine and operale. It might b e a mechanism, a Heka-powered device with
physical means of activation (levers, switches, butlons, etc.), or jusL
Notes for the EQuipment/ about anything else. The flow chart employs 1Dl 0, and the gamemaster
Device Malfunction Table should provide the players with a sketch or detailed drawing of Lhe device
Automatic Weapons such a s cho-ko-nu Lend tojam more frequently than for examination. The Heroic Personas will then position themselves ac-
othcr sorls, wiLh checks possibly being madeasoften as once per hour or per cordingly and begin experimenting.
50 rounds fired during exlensive use. ARer such a result has been deler- Note that lhis chart is not lo be used when you have exact details of how
mined, the weapon will jam on the second to 12th shot fired thereaker (roll the device will operate, if the working parts can be seen, detailed, and
2D6) and will lake 2D3 CTs Lo clear. Additionally, such ajammed weapon has syslernaLically tried by the group. In such cases the random flow is
a 10% chance of being seriously damaged and rendered unusable until unnecessary, of course. In all other cases, however, you will find that this
repaired. This IaLLer roll is likewise preventable by the expenditure of 1 JP. is a very useful and amusing chart, especially when dealing with erstwhile
Strung o r Mechanical Weapons include bows of all sorts, and are less thieves trying to deactivate a mechanical Lrap. Traps run the gamut of
likely Lo have problems lhan are automatic ones. These should only be complexily, and Difficulty Ratings for such may be incredibly simple (DR
checked about half as oRen for Lrouble (once every 100 or s o rounds of - -
'Easy"), maddeningly complicaled (DR 'Extreme'), o r anything in
conlinuous or near-continuous firing). If one fails, however, roll again for the between.
usual (10%) chance that lhe weapon was seriously damaged (the bowstring
broke, etc.).
Other Missile Weapons such as slings and allall are very unlikely to have
problems, so Lhey need Lo bechecked atthesame pointthatslringedonesare
aeneral Weather Conditions
(this actually means less frequenlly, a s they don't have as high a rate offire). $ Roll once for each catmoly.
- -
Temperantre sky
Wooden ToollWeapon is one all of wood or employing a wooden portion
Warm Clear
in a criLial role such as the haR of an axe, the handle of a pitchfork, etc.
Cool Partly cloudy
Qua!ily is especially important here: A 'poor" item might be tested each time
Cold* Cloudy
it is strenuously used, or an 'excellent' one only once after four such usages.
Furthermore, if Lhe iLem has taken previous damage from being parried or
T o r the time of year.
used to parry (see page 228 of Chapter 12).you might double the number of
L s -a a rr -
v v2-1/-----?/ kvers In the controlpanel are
Eaui~ment/Device Malfunction
9 .
operated.
Roll WOand cross-reference with the type and quality (poor, fair, average, good, or excellent) of the equipment in Possible results of fooling
question. Only very occasionally should checks of this sort should be made, mainly during hard usage and critical aroundwithKaretrappingand
periods in an adventure. Such rolls for malfunctions should usually be negatable by the expenditure of 1 Joss Pactor, aating in an unconscious
Keep in mind that weapons can also malfunction when Special Mi= an:rolled wlth them in combat,Also note that Nelherbeitg('Works" ...a s u ~
poorly made items should b e checked more frequently than better ones. cessofsorts...), broadcasCing
your adiviLies to the Nelher-
Equlpmenr Qpe Poor Fair Average mod Bxcellent realms, or (worse)bringing in
Automatic missile weapon 95-100 96-100 97-100 98-100 99-1 00 a conscious Netherbeing
Strung or mechanical weapon 96-100 97-100 98-100 99-100 100 ('Malfunctions"), and taking
Other missile weapon 97-100 98-100 99-100 100 100 from 6D6 to 13D6 of Mental.
Wooden tool/weapon 91-100 93100 95-100 97-100 98.100 Physical,and/orSpi~dam
Metal tool/weapon 93100 95-100 97-100 99-1 00 100 by overpowering the d e
Other equipment 96-100 97-100 98-100 99-100 100 vice and/or geUing Nethcr
feedhack('Damqe').Thelat-
krisonly oneof fivemelhods
of breaking it, thouyh, so if a
With respect to the Difficulty Rating Judgments for other devices, assume 'Damagee result Is obtained, only a 410 roll on ID10 indicates that t h i ~ ~ d o i n g
the following: the darnqe has been se~iouslyiqjured or kiUed.
-
Easy levers, pulleys, raft tillers Now what happens in sensory t e r n s when the thing is tinkered with7 Let's
-
Moderate tents liken It to a horrid grating when being activated, and the more sensitive
-
Hard average mechanical trap personas there might feel a cold chill run down their spines, too. Then comes
-
Difficult small sailboat rigging, a nervewrenching moaning sound as the Inscribed interior mnes e t al. begin
-
Very Difficult puzzle box to glow with Heka power. One shriek is a 'W 1" position, two growls means a
-
Extreme alchemical apparatus 'Dl' or 'M1 'position (the second alerting aNetherbeing). Prom that point on
You may think of even better examples, but the idea is that not only must the sounds increase, the howling of wind might be heard, and some crystals
the number of things necessary to do to make the device work be kept in might glow with inner lights. The rods may also change position if you wish.
mind, but also the number of wrong things possible and their consequences 'Woks" would indicate hat the HP opelatDr has ahally brought a in an uncon-
as well. scious subject held by theforces of thedevice. "MaUundions"means that either
nobody knows what happened, except the Netherbeing alerted, or that a
How to Operate the Flow Chart Nelherbeing Is caught in the H e k n e l but brought in conxious. In the ialterase
The player whose HP is attempting to operate the device will roll 1 Dl 0 and there is likely to be some explainingto do...l
add the listed factor for the DifTiculLy Rating. Place a marker on the 'Start'
position, but do not allow the players to see the flow chart l n s h c t the player Unknown Device Operation Flow Chart
to roll the die when the HP begins attempting opelalion of the device. Note
that the lettering in the squares and circles of the flowchart indicate which
direction the HP is headed in. The 'D2' square, for example, means that the
HP isgettingveryclosetoa'Dam~e"result'W2m" putstheHPonestep away
from making it work but two from having a malfunction, and so on.
To add color Lo the mundane dice rolling which follows, be sure and
describe something happening when each change of position on the chart
occurs. The following list gives some possible 'sensory input' for the Heroic
Personas:
Clicking Rallling Static
Whirring Color Changes Humming
Hissing Dial Movement alowing
Snapping Part Moves arinding
Smoking Multiple Parts Move Squeaking
7he best method to make this truly exciting, and possibly misleading, is to
envision somelhing dissimilar in use but similar in operatlon to the device as you
proceed. Assumean HPis tryingtoopemteasorcerousdevicewhichthe~up has
discovered during its adventure (and none concerned knows it brings in subjeds
from a Nelher sphere). It has a coflin-likeshape (but twice human sized),erdirely
covered insidewith incised runic markinas, sigib, and s@s.There Is an opemtion
section at the foot an agglomemtion of uystals, dials which show @kal
symbols, and sliding metal bars with m i n d Ups and inswibed hieroglyphs to Moderate +1
OPERATOR I ~ Y Hard +2
which they point. Thesmallpowersourcesaretheuyslals, andananayofwooden POSSIBLE DlNlcult +3
and melal rods surmund the device.Theserocisareconnected and gearedso that Very MNlcull +4
s shapes (sun, moon. etc) at their top face various ways when
the f ~ r i n e and Extreme +5
or Vocal Reaction, or both, might Lhen occur if the persona rolls a number
APPENDIX B: higherthan theSelfControl rating using 1Dl 0.Forexample, Ict'sassume that
Ok' k'ersonality Characteristics PeriwinkletheSage hasa SelfControlcharacLeristicof Restrained, so U~athis
One problem Lhat many gamemasters have is roleplaying Other Personas level is 6. When any Reactioncheckiscalled for, the sage must makea die roll
effectively. Between answering players' questions, describing the action, using 1Dl 0 and, if the result is above 6, he will react in some manner which
keeping records of just about everything, and looking up infomation, the is possibly beyond his ability to prevent.
hartictl pniemaster has little Lime to create and iqject personality into every Physical provocation will generally bring a Physi~llReaction, and v o ~ d
OP that conies along. While aveteran a M canonen ad-libjustabout anything, provocation will usually bring a Vocal Response, though cross-ovcrs arc
including three-dimensional personas when necessary, most people find cerlainly possible. Also, the reaction will usually be of a similar intensity Lo
such a task Lo be difficult. Practice,of course, is the key Lo mastery. One thing that of the provocation, Uiough it could be greater or Icsscr. For example, if
which will prove helpful with most OPs lhal you have Lo deal wiLh is to have Dirk aalligher splashed mud from a putldle on Lhe sage as he rode through
in ~tlinda set of stereotypes which you may then pull oul and apply. Such town and Periwinkle fails a Self Control roll, he will probably shake his list at
stereotypes include grumpy, old men; eccentric scholars in cluttered Dirk, although he might also make an obscene gesture at the cavalier-both
rooms; greasy, slack-jawed yokels; snobbish, petty, money-conscious examples of Physical Reactions. If the QM desired a Vocal Reaction as well,
mcrchanls; drunken, obnoxious, and aggressive Lavern patrons: unctu- then the sage might also shout insulls at Lhe fleeting figures of Dirk and his
ous, unlt-uslworlhy proprietors; punctilious, bribe-seeking minor offi- steed. But these reactions are merely ones of similar intensity. A reaction of
cials; shy and pretty young maidens: wild-eyed, intolerant, bigoted, and lesser intensity might m a n Lhat Periwinkle counters Dirk's inconsidc~itc
nartow-miridcrl religious fanatics; elc. A large numberof Lhese can just be riding only with a sigh, but a reaction ofgreater intensity might mean that an
kept on lilc in one's mind--or physically kept on file if necessary-+nd HPCI whips out his magickal wand and launches a volley of tleka [hrts!
L I S C w1ie11
~ needed. Tables for valying the intensity of reactions arc given later in lhis
For more important personas however, more dck~ilis required if one appendix. Note that Dirk might also be likely Lo respond to the sagc's
wishes lo have a truly colorful campaign, and this is where the young- response, but such a reaction is the responsibility of Dirk's player.
~iamernaslt:rs-in-trainingbegin lo feel like screaming and pulling their hair The OPSelf Control lable lists Lhe different levcls of Self Control and llic
out (if indeed lhis point hasn't been reached earlier...)! Frequerilly there will corrcspontling scores foreach, as well as Lhe machineryforgcncr,~tin$l Lhcm
heat least oneor two OPs---usually Friendly Personas (FPs),though occasion- randomly.
ally Iieroic Personages (HPQs)as w e l k v h o will accompany the HP party for
a cc~lainlength of time. An example is an explorer hired Lo guide the party IDENTITY & MO'fIVA'l'ION
Ihrough the maz,es of the subterranean Shallowshadow. The basic provokabilily of an individual, from Llie easily pr-ovoke(l
An PP could, of course, also be someone's trusted secretary or faiLhful 'Spontaneous" personality to the unflappable "Iron-Willed"persona, is
nim-scrwinl, butthe presenceofany oneofthem will placetheneophyteaM modified by a number of other factors. Thcse Personality Charactcrislics
inaso~tofi)rcdi~nietitwhen itcomes to roleplayin~~.AlltoooRengamemslers are found in the same manner as the Self Control Factor. l;g!lc', Tcrnpc~m-
plnysuch pcrsnnasas merepuppeLsLhatspeakonlywhenspokentoandtake ment, and Beliefs can eiLher be selected or chosen mntlomly by using
:~ctiononly whcri commanded by an HP. (Oflen times, in fact, aMs will foqel I DO to discover a faclor for each. In certain instances either two o r :>I1
lhal the O P is evcn present! We've all done that before ...) That is not, three Lhese are combined into one number which can be added to or
however, how such personas should be treated! They should be played so as subtracted from the Self-Control rating. Similarly, Libido. Scnsu:~lily,
lo bc almost as 'real" as the HPs, voicing their own opinions, thoughts, or and Apprehension are each determined and cornbirictl to arijust Lhc
(Icsircs,:mtl making helpful orsarcasticcommenls, delivering praise, worry- Provocalion score. !?go and its related characteristics are used k ~ provo-
r
ing, griping, n:igging, expressing concern for their lives and property, and cation which is basically intellectual in nature, or thosc which relate LC)
perhaps evcn engaging the Heroic Persona in some form of K/S contesL one's curiosity, drive, ambition, and vanity. The Libido atljuslmenls are
Ycl there is so lilllc time to bring that into a campaign! Deginning aMs, in used for provocation of the more emotional sort, or those of covelous-
fact, arc well advised Lo simply not worry about it until they have the other ness, desire, envy, or jmlousy.
sluff tlown. (Naturallyone must learn how to make an omelet before being Harkening back to thesage with his 'Restrained" Self-ControlProvocation
ablc Lo cook Faqs Benedicl! The same applies to gamemaslering.) However, score of 6, let's assume that his intellectual modifiers arc as follows:
wlicn you are ready Lo venture into this new bit of territory, Uie optional Qo: -2 Temperament: t l Hcliefs: -3
syslcm conli~itincdin this appendix will prove helpful. Should lie need to makca check in a situation which affects his ego and
'She idca isone ofPersonality Characterislicswhich youcanassign toany his temperament, such as a clerk short-changing him, he would do so at
I't', tIF'(1, important MP, and perhaps even a few Evil Personas (ones Lhat the a score of 5 (-2 + 1 + G = 5). In a situalion where his ego and his bclicfs
party will exchange words as well as blows with) beforehand. Once these where involved, such as dcaling with an apprentice whoni he knows
Per sonalily Chnracleristicshave been determined (randomly,ifyou like),you doesn't study, he would do so with a score of only I! A situation which
may rnalic a roll agzinst them at various times during the game to determine involves all three, such as confronting peasants with views radically
how the OP reacts. Based on the OP's listed reactions, Lhe OM can then - W - F U

rolcplay the siluation appropriately.Thedifferent Personality Chamcteristics


and how they work are described below. OP Self Control
Self Controt Mumerical Rating
SELF CONTROL Sponlaneous
This is !he initial Personality Characteristic determined. As wiLh all such
characleristics, it is found by rolling ID6 and consulting the Personality Moderate
CI~:~~iclcrisl.ics
L a b l d n this instance for Self Control. aenerally speaking.' Restmined
sori~cthingwill challenge the individual's ego or libido, and Lhen there will be
a Physic;~lKcaction checkand/or a Vocal Reaction check. EiLhcr a Physical Iron-Willed
opposed to his, would force him to make a Vocal
and/or Physical Response if his Self-Control roll
exceeded 2 . Note that a t least two of the above
characteristics will always apply to any intellectual-
related SelfConLrol roll, a n d o n e o f them willalways
t OP Reaction Intensities
Physlcal Response Intensity Vocsl Response Intensity
Passive/Peaceful Taciturn/Laconic
be Ego. Similarly, in a n emotional situation, at least Quietflerse
3.4 Llrnlted/NokVioient
his Libidoand oneother emotional PersonalityChar- 5-6 RestminedlModerate Subdued/Concise
acleristic will modify the control roll. 7-8 Threatenin@SLrong Vocal/Palkative
Sometimes a check will call for the involvement of 9-10 Agg~ssive/Deadly Outspoken/Verbose
both intellectual and emotional qualities. Forexample, 11 ViolentiBmkaI Vociferous/Oarmlous
should a beautiful EP oKer him certain 'favors" in
exchange for helping the forces of Darkness, his en-
'Pailure margin of SelfControl Check plus 3, minus Ego and/or Ubido.
tire collection--ego, temperament, beliefs, libido,
sensuality, and apprehension-would be used to
modify his Self-Control score. Let's assume that he
has the following emotional characteristics: you didn't know a s much about (such a s a city guard protecting the HYs),you
Libido: -1 Sensuality: 0 Apprehension: 0 might roll randomly. A 1D6 would do the job: 1-3 negative, 4-6 positive.
-
In LhaLca;, his Self-Control fating would be 1 (-4 t -1 + 6 1) - m y roll of2or Once you know that, it will b e time lo determine the inlensily of Lhc
mon: on 1 Dl 0 would mean that he has a widion of some sort 7he nature of the reaction. Again, this will usually not be difiicult. llow would the OP Iqically
mction is up Lo the gamemaster, but knowiq the old w e , it would not be rencUThe sage might be very quick to speak sharply to a rude horseman but
positive (orso we should hope!). If he didn'lread(rolleda 1) for example, then he would hardly dream of using magick on one. A Lymnnical lord able to do so,
niightjust rr.fu.se the offer quielly and politely. If he doe8 mcl, however, then he however,might have no such compunction ....
could do anything frorn flee, lo shout at her angrily, lo attack. Tables lo help you But if random generation ofthe reaction intensity is desired, the followirig
dccide how intense to make his response are provided. melhod may be employed: Take either the OP's Ego, Libido, or both (what-
The OP lntcllectual and Emotional Characteristics tables list Ule different everwas employed in the check), sublmct the btal from 3, and acid the ~esult
Lypes of intellectual and emotional qualities and their corresponding modi- to the amount by which the Self-Control check failed. Havingdone that, take
fiers. lCyou wish to roll randomly, use 1D6, checking once for each heading. the result and cross-reference on the OP Reaction Intensities table. fPor
example, when the lovely female EP tempted the szge, he rolled an 8 for his
KEACTIONS TO YROVOCATlON ~ e ~ f - ~ o ncheck.
t r o ~ AS he had but a Se~Knntrolrating of I for that situation,
Once it has been determined that a reaction has occurred, the first thing it failed by 7. Purlhermore, the tohl of his Ego and Libido scores (both of
the aM must do is decide whether it is a positive (approving) or negative whichwere used in thecheck) is-3. When subtracted frorn 3, we come up wilh
-
(tlisapproving) reaction. In most cases this will not b e diflicull. No sane a factor of 6 ( 3- (-3) 6), add that Lo 7 for a total of 10, and cross-refercrlce
pcrson eruoys being splashed with mud and nearly run down, and a moral on the hbles Lo discover that he has an 'Aggressive/Dcadly" Physical Rcac-
man lrke Per~winklethe Sage is not about to join the forces of Darkness just Lion and/or an 'Outspoken/Vcrbose" Vocal one. The sage shouts his outrdgc
Lo crljoy some female EP. However, if the OP being seduced were one which alltie EP wench's proposition and throws the hollop bodily from his Iod~l~nys
Poiled, the woman bents a hasty rctrcalf

OP INTELLECTUAL AND EMOTIONAL AYYENDIX C:


CHARACTERISTICS TABLES Secret Societies
In Lhe fantasy milieu lhere is no gred nccd
lo clutter the campaign with a rnultitutle of
Ego Characteristics (Superego Considered) organizations which pretend to, oractually do,
5 ID6 Ego Tmpenvnent Beliefs know something about the so-called occult
1 t 1, Weak Br Self Emacing t 3 ,Cold t 2 , Mutable Unlike many othergenres, this one alrcndy has
2 0, Deficient & Retiring t2, Unemotional + 1, Uncertain such things all around, for magick is thc opcr
3 -1, Centered & Firm t 1, Tolerant 0, Amenable able p~incipleherein.
4 -2, Confident & Positive 0, Emotional -1. Sure There are, however, secret soc~cticsopcrdt-
I 5
6
-3, Assured b Assertive
-2. Egoist & AsseNve
-1, Excitable
-2, Fiery
-2, Opinionated
-3, Dogmatic
ing in the milieu. There are orgar~iwlior~s
niolingvariousends-4ood. Ellance, Evil, anti
prcr-

all manner of social, polltical, and olher Lhlrigs


3 Libido Characteristics (Id Considered) LOO. These groups operate locally, regionally,

1DG Libido Se?nsuality Apprehension nationally, and even worldwide. The cli~cf
1 t 1, Low & Unresponsive t 2 , Aesthetic t 2 , Suspicious amongst Lhe Evil is the Accurscd of course
2 0, Slight & Languid + I, Austem + 1, Distrustful (See Appendix D hereaker for details ) There
3 -1, Moderate & Affectionate 0, Restrictive 0, Cautious should be several others which are p~obablhly-
4 -2, Strong & Ardent -1, Sensationalistic -1 Unconcerned travelling/time-travelling in nature, so as to
enablecrossgmre insertion of personas. Wt~al-
7 5 -3, Powerful & Passionate -2, Libertine -2, Trusting
6 4,Libidlnou8 & Fervid -3, Hedonistic -3, QuUible ever others you wish Lo include as a carnpalgn
device for intrigue and adventuring is up to you
a s gamemaster. There are the followirlg pus-
- 1 -- - -
sible sorts of associations suggested, and the a M can augment and alter a s
desired: APPENDIX D
(1) Crackpot clubs filled with the gullible, unstable, and odd. For for T h e Accursed in the Fantasy Milieu
instance, an organization which seeks to provescienceas the governing Seveml times within the other chapters, you have heard us refer to 'the
principle and will not believe anything which counters theirprecepts, no AccurseC enemies of humanity. To maintain an interesting and cohesive
matter how strong the evidence. campaign milieu, it is often useful for the gamemaster to introduce Evil
(2)Singleinterest groups who almosthave a handle o n the scope of Personas and forces that will serve a s ongoing foes of the Heroic Persona
the multiverse. party.The ideaof an organized group of Evil beingsdelermined lo overlhrow,
(3)Dilettante groups using the society for an excuse to have fun. enslave, or destroy the forces of a o o d can work well a s a tool for bringing the
(4)Societies which are neo-religious and serious in their pursuit of a HPs Logether to face a difficult and dangerous quest.
new, highly improbable pantheology or theology and resent any who In actively opposing a namelcss, faceless enemy whose ultimate goal is Lo
question their illogical dogmas. conquer all the personas hold dear, the Heroic Personas have an important
(5) Organizations which are masterminded by greedy and cynical reason to sally forth. And while a very powerful, singular nemesis canoRen be
individuals who simply use members for financial gain. agreat challenge to the players' skill, they will soon tire of thegame if such Evil
(6) Sincere and motivated individuals seeking knowledge of one or Personas survive all attempts by the party to stop them. By linking such a foe
more kinds through the group. to the Accursed forces of Evil, the a M can tap a nearly limitless potential of
(7)~atheringsofveryevilpeoplewhousethefrontoftheoganizationdangerous adversaries.
for nefarious purposes and to ferret out those who are alert to them. Are the Accursedenemies a secret brotherhood of sorcerers, mages, and
(8) Evil leagues able to travel in space, time, and/or probability priests dedicated to some Evil cause, or are they merely pawns of some
recruiting and operating behind the cover of the group. greater Evil? Are they fantastic, mythical beasts, intent on destroying the frail
(9)Neutrally aligned and beneficent guilds also able to use space, human population of Erth, or are they powerful Supematuml beings from
lime, and/or probability travel to combat the machinations of Dark- anoLherplane, who seek to bend humanity to theirwill? Will the milieu consist
ness. of oLher modules from the Dangerous Journeys mulLigenre roleplaying
(1 0)Undeground politicalo~anizationsdedicated to bringingabout game sysLem? If so, then perhaps the Accursedare scouts and emissaries of
changes in society through violent revolution or other such means. some decadent alien race with designs on the rich resources of the plancL
(1 1) Criminal oganizations seeking to make profit through the mak- Perhaps even a great race of spacefaring voyzgers or Lime lords who seek to
ing of illegal goods, smuggling extortion, kidnapping and ransom, and gain an important galactic foothold by subjugating the masses of humanity.
other such things. Regardless of what you, the gamemaster, decide the possibilities of some
Because your campaign is singular, it is up to you to decide how many of vast and deadly organization out to getthe personas can provide many hours
these secret groups will exist at the onset of play, what the nature of each is, of stimulating and challenging roleplaying for the group.
and if and when others will be discovered. They can be used for many sorts The sense of the cohesive foe in a multi-milieu system, a s well a s probabil-
of purposes in your milieu, including Special Conneclions, gateways to new ity-travel interplay is conveyed especially well in Roger Zelazny's A Dark
genres, and just about anylhing else. Again, we have not directed you in this Traveling. (Avon paperback, 1989.) Of course there is no Accursed organi-
matter. Which groups are which, and the nature of any group (who says that zation therein, albeit there might be such a thing inferred. The bad guys are
any need to be more than off-beat or misguided?) is up to you. Obviously, organized, and the author never says that greater-than-human powers aren't
players will read this, Loo, and we will not be party to undueassisbnceof their (or are) involved. The point is, the gamemaster should read this short novel
ability. Clues they can discover here, but only the gamemaster has certain s o a s to have a belter sense of the whole concept Zelazny's bookgives a fair
knowledge. picture of one important facet of the whole conspiracy of the Accursed foes.
Here isa starting list ofnames for secret societies (someofwhichare/were In the rnultigenred campaign, the device of the Accursed a s an organiza-
actually real. You guess which. If you don't know, however, some research tion is nearly a must, and astute gamemasters will appreciate its continuity
might be in order...): within their milieux and beyond that, too.
Transcendent Darkness Brotherhood of the Silver Si@
Sisterhood of the aolden alyph Extra-Planar Society APPENDIX E Creating New Vocations
Pmtemal Association of Pure Spheres Lost Wisdom Society At some point the aM may wish to devise new Vocaljons with dilferent ranges
Ancient Eternal Order of Nebulae Congress of Righteousness of skills and abilities for the players to use. Doing so is adually a fairly simple
Paranormal Research Foundation Confraternal Seekers of the Armne malter, with the fouowing decisions being nec- on the part of the QM:
Order of Elder Thinkers Those Beyond the Veil (1 )The name of the Vocation, the theme (what it mainly does or
The Order of the Illuminati The Stany Wisdom Society concerns), and its primary TRAIT.
Lemurian League Alliance of the Nine Jewels (2)The Vocation's SEC range.
Union of Timelessness The Knowing Hand (3)The Vocational K/S Area bundle and base SEEP for each K/S.
Cosmic Adepts Elementalists auild
Alliance of SpiriLual Masters Crystal Enlightenment VOCATION NAME
Ancient auild of Al-Kemia Ruby Symbol & Association The first set of information originates directly from your idea. What will
Society of ESP Lorists of the Orient suchapersonalikelydo, and is it moreMental, Physical, orspiritual in nature?
The Omni Veritas Society Dragon's Ken Order AS an example. let's create a new Vocation, the'Artisan." Unlike some of the
Sislers of the Sign Astral Sphere Society the other Vocations, what this type of persona does for a living is going to be
Wisdom of the Himalayas Eternal Vigilance Union thesameaswhat heorshedoesonadventures99%ofthe time. (Anexplorer,
Pearls of Shadow Club Prehistoric Memorists for example, might b e a shopkeeper or landlord in the working world, but an
The Enlightened Minds Probers of the E t h e r artisan will most likely be a skilled creator of some form of merchandise.)
Scienlific Law Guild Technological Brotherhood Pollowing the general motivation of money and creative skill, artisans will
take up adventuring in order to gain wealth and learn m i r e rqarding their Forester (Physical)
chosen art. Their skills are obviously Physical in nature; even the strongly Courtier (Mental)
creative aspects have a good dose of the Physical a s well. Thus, the obvious Friar (Spiritual)
T W T with which artisans are associated is that of the Physical. An artisan of Miner/Prospecbr (Physical)
any sort, however, is also likely to be familiar and comfortable wiLh a IitUe Monk Martial, Oriental (Physical)
rnagick-possibly even able to harness Heka to create more beautiful and Monk Mendicant (Spiritual)
significant works. Nobleman (Mental)
Spy (Mental)
VOCATION SEC RANGE
With that decided, the next step is that of figuring out the SEC range. As POSSIBLE NON-HUMANS
skilled artisans are found in most places and have to work with their hands, And, ofcourse, for aMs who desire, there are other HP races possible than
they shouldn't be extremely rich or of aristocratic class, although they aren't theones we'vedetailed in Chapter 10. A'Vocation'can bedesigned to reflect
the poorest people around, either. It follows that something lessthan a noble these races as well. Some example races that immediately come to rnind
but better than a peasant would be appropriate. Thus, we decide that the include the following:
Vocation's SEC range would be 3-7. Derrick
Drow
VOCATIONAL K/S AKEAS Duegar
Next comes the Vocational Knowledge/Skill Area bundle. This list can be arogach
easily derived by sitting down with the master K/S lists (see pages 99-100) Trow
and pulling out Areas Lhat seem to be parlicularly filling with the Vocation's See the appropriate creature descriptions in the Epic of I M h companion
overall theme. From examining the other Vocational K/S bundles, you will volume for details on these nces, and then have at it!
notice Lhat not all Vocations have the same number of base K/SAreas, but
the majority of them have the same number of base STEEP points--a total
of either 218 or 252. The KJS Areas at the top ofeach bundle aregenerally AYYENDIX F:
the slrongcst, with a base STEEP of 20 to 2 4 or so. Following that are a Modifications for Time and Planar Travel
nun~berof Areas with base ratings in the upper teens, followed by ones in
the mid or lower teens, to finally those with but 4 or 8 base STEEP poinls.
A similar meLhod should be used in the creation of your new profession,
FANTASY IN RELATION
but it doesn't really matter a s long a s all of the base STEEP ratings add up TO OTHER MlLlEUX
to around 253 or so. When Heroic Personas come from another milieu Lo Ulis one, probably AXh,
The following is a Vocational K/S bundle created for an Artisan whom we they are moving to a'parallel i%W where the laws ofscience do not apply.Rrth,
d c c ~ d cto make a weaponsmith and sculptor: and perfom this game, assumes a technology level which is roughly equivalent
lo that of Earth's 16th-17th centuries, i.e., lale Medieval through Renaissance.
K/S A r m Base STEEP ATTRlB UTE Despite many vestiges of the Middle Ages, and even a number of hangovers from
Anns (V Armor 24 (PMCap + PMCap) x 0.5 s the Ancient, in culture, govemment, elc.,the force of Heka and the passirg of
Qeology/Mineralogy 20 MMCap centuries of its employment in humanity's flairs have made the fantasy world
Mechanics PMCap unique in many ways, even as it is familiar in many others.
Appraisal MMCap Thegamemaster may IikenErth Lo Earth in the 1500s and 1600s. remem-
Heka-r'otging' (PMPow + PMPow) x 0.5 . bering that it is a place withoul gunpowder and firearms but with Heka! There
Rarities MMCap were still Ancient and Medieval societies, government forms, and construc-
S~ulplure (SMCap + SPPow) x 0.5 tions on Earlh then, and they are more persistent on Rrth becauseof the lack
Smithing & Welding PMCap of gunpowder and presence of working magick. The selling is diverse b e
Architecture MMCap causeofthis, and it also then lends itself well to the Subterranean Realms, the
Constnictlon PMCap hollow interior, and the counter-AWh, Phaeree-which itself is complete with
Endurance' (PMPow + PNPow) x 0.5 . subterranean and interior portions!
Masonry PMPow Thus, the milieu offers more than swords &sorcery. The campaign should
Business Administration MMCap have much political and social intrigue, military actions, exploration, and
Clothwork PNCap adventures of a nature quite similar in many ways to Earth of the era in
Drdwlng PNCnp consideration. Ofcourse, players will expect their "visiting"HPs lo experience
Engineering (MMCap + MRCap) x 0.5 s the swordplay typical of standard milieux, and Lhal's well provided for as
Porcip Language MMCap fantastic places and dire creatures abound elsewhere...and that elsewhcrc:
Jackof-AII~Trades PMCap * s is just below orjust a step beyond through Portal or Qate.
Ixathcrwork PNCap
Weapons, Military, All Othen (MMCap t MRCap) x 0.5 s
K/S PENALTIES FOK OTHEKWOKLDEKS
Assuming thal the Heroic Personas Lransfer from a world which is compa-
OTHEK POSSIBLE VOCATIONS rable to Earth's second halfof the 20th century, the Knowledge/Skill penalty
FOR HUMANS fortempomlconsideration is 50•‹/o;then there is an additional 1Oo/openalty for
Now that you've seen an example of how to create a Vocation, here are a transfer to a parallel world.
few other possibilities you might want to Lry your hand al: Thus, arriving HPs will have only 40% effectiveness of most operable K/S
Area STEEP. Typical languages won't work a t all, of course, although Classic timely and unique. Thal Is, the s a m e information in the past, in the future, or
0n:ck and latin will have the 40% of STEEP operability level. (As a reminder, on s o m e olher world is not a s applicable a s in this Lime and place. For
don't lotgel that newcomers to Phazree also suffer a parallel world shin inslance, how useful is knowledge of computers in 19407 What about current
penalty of IO(U1 of K/S Areas STEEP.) computer skill in 20407 Perhaps you can operale a moLor vehicle, but how
Manwemen1 of the reacquisition of inoperable STEEP is a routine maUer about a team of horses?
whichgamemasters have no Lrouble handling. b u t a word about Psychogenics In fact, while s o m e K/SAreasaregenerally useful overlong periods and o n
(Powersfrom other DangerousJourneys milieux) is needed. When HPs with many worlds, others are of limited value in time and space, s o Lo speak. This
Lhis ability come Lo the fantasy milieu they will b e stunned lo find their game system has rules concerning the adaptability of Y/S Areas a s well as a
I'sycht~~cnics are inoperable and that they s e e m to have no such powers a1 g e n r e l ~ e n r e e n u m e m t i o n o which
f are usable in each milieu. Rulesgovern-
all! (liven if playcrs are awareas to t h e real facts, make sure they roleplay their ing the K/S Area value of any ability usable bolh in the /Erlh universe and
I l k correctly, for most won't have such information available Lo them.) 'elsewhere' follow.
Simply put, Heroic Personas will believe that they've lost Lheir Psychogenic
;iljilities in the shill of worlds, and it will require s o m e period of time o n E r l h Adjustment for N o r r b r t h Milieu
txfol t: Lhcy become aware how Lo operate the Hekaengendered Powers Lhey This acljustment applies bolh Lo campaign selLings and to worlds visited a s
p o s s t : ~in Lhis milieu. The HP must think of the appropriale Effect/Porce/ well. The percentile multiplier listed o n the Y/S Penalty for Non-Earlh milieu
M:~lctial con~icctcdLo the power, then consciously channel the Heka lo altain table is used to determine the p e r c e n k i e of existing KJS Area STEEP poinls
thc clcsircd result. That's how Lhese powers operate. (The separate Mythus which are effective in the alternate milieu.
Mayick book contains exact details of how to convert Psychogenics Powers Naturally, this a a u s l m e n t applies Lo K/S Areas which are operative and
lo Ilcka-engcriticrcd ones.) interactive in the milieu. For instance, a persona's Native Tongue K,6 would
If by c h m c e the newcomers associate with any persona who has experi- not suffer penalty (though who would there b e to speak to in it?), but any
cnccxl Lhis ch:lngcdmd Lhis applies Lo Psychogenically endowed personas useful engineering ability would probably b e reduced.
I~oril"clscwherc,"P h m e e races, and noncndowed but Hekzwsingpersonas Note that by changing the base milieu assumed, the table can be used for
alilic-4hc HI'S will certainly have a n easier time of it. Such association will movement from any world to another. IfErth were assumed Lo be the base,
t.ri;ltjlc thcm to rcpin STEEP (Vril to Heka and the ability to direct it into for instance, then modem m r l h would be considered a "Parallel Krth,"
(:a\ti~ig-likt:lesulls) a t a mle of 4% of lost ability perday of association. Thus, yielding Ule 1 0 %KJS
~ reduction detailed above.
in IS clays' time all of Lhc lost GOn/o will b e restored.
M'il houl such association. there is a seven-&y recovery pied (from the shock
of alq~nrcr~l loss), Uien a slow rtslwning. Such HPs will r q a h last ability a t a rale K/S Penalty for NowEarth Milieu
of I %,1x:r day from the eighth day onward, so o n the 68th clay in the new milieu
Mllie u 'Fmrne " STEEP Multiplier
lhcy will hove 100% of Lheir Psychqlenics--as t i e h n a b l e d Powers, of course,
Parallel Earlh 80%~
with Vtil p i n l s now equalling Heha at a 1:5 mtio (see'Powers Tmnsferred from
Earth-like World 70%
Alien I'sychqpics, " in the Hcka Powers chapter of the Mythus Magick book).
Somewhat Earlh-like 50•‹h
111 order Lo use Lheir new Powers before 1OOOhrecovery, HPs musl makean
Dissimilar lo Earth 3Q01o
"Ol~cr-atiorial"K/S roll against their current STEEP percentage. Thal is, the
Alien World 20U/~
Lmc a ~ n o u nof l 4 0 % plus
~ whatever percentage they have recovered through
Completely Alien World 10%
limc and cxpcriericc (associative included). Thus the check might b e made
a1 4 1%. 41%, ctc. Failure means such personas are unable to use Lheir A A A
l'c,wcr[s) yet, but success means Lhey arc able to utilize the Power(s) at
whalcvcr ~ x x c c n h g of e VrilJHeka Lhen available to them and Lhcreanerat the
xcl-uing tc<~cquisitiontotal for the day.
Adjustments for Variant
Fini~lly,be sure to remember that this is a o n e t i m e penalty. It represents Time/Technology Level
acUu5LmenL Lo a new environment. Because of Lhis, it can apply only Lo In addition Lo t h e non-Earlh milieu adjuslment, another considerition is
~ ~ c r s o l lunlarniliar
as with the conversion of Psychogenics and Vril energy into that of when, litemlly oreffectively, the persona is active. This is lelalive Lo the
tlclio cnablcrncnt, Heka, and the resultant Powers. When, for example, such individual's Base Timeflechnology, of course, and is shown o n the KJS
I Il's move Lo Phzree, Lhey will suffera 1On/oloss of all STEEP (unless oriented penalty for Variant Timeflechnology Level table o n Lhe followmg pdge.
to Pli:crce, of course, such a s Phtzrce Folk d Culture) until they are "accul- By shilling the Base Timeflechnoloay '.%gem assumed, this table can be
turalcd" by the process detailed above for the reacquisition of STEEP. But apl)Liedbvirtuallyany milieu. Nolethatbslckmrds movementalwaysallowsa5'Yo
Uicy will not have Lo suller loss of Psychogenically engendered tielcxmbled per 'Slq~e"multiplier, while upwards movement drops from 10U/oLo 0% useful
t'owcn atpin. Whalever is operable in a milieu is operable (unless that milieu has STEEP. In any such case, the persona must l e a n Uie a l l e c l d K/S A m anew, but
slx:(:ial ~ u l c :ll.w,
s a s concerning Psychogcnics in Uiis fantasy milieu). in other arcas a 'Lerrming Aaustment Prows,' discused hereakr, applies.
Whet1 rcvcrsing the process (moving Heroic Personas to a n Earthcentered But first, le4's consider a Time/rechnology adjustment example: Heroic f'cr-
milieu),IIcka l'owcrs beingusableasPsychglenicones will no1 beaproblem. sonaOne (HPI ) ofiginates in the 26th century milieu of Earth. Heroic Persona'ho
'l'liis is not Lo say Lhat there won't b e a n 'orientation" drop in K/S Areas, (HP2) comes from the fhlh-like, Renaissancelike TimefTechnolq(y of Rtlh.
iticluclingsuch tlcka-engendered Psychcgenics. The problemsofthe fantasy- Lel's assume lhal both HPs are now in the Earth milieu of the 19th century.
milicu rnage and priest, and all of the other 'hedge' practitioners, will b e HPI drops in effective STEEP in increments of 10 percent for each of these
mar~ilold,for the multipliers to Heka-12111 Practice, Vows, Pacts, and any Time/rechnolg(y 'Stages" backward: 25th century, 24th century, 23rd cen-
oLl1cr.s-just won't mean a thing. Have fun all you relentless aMsl tury, 22nd century, 21st century, second half 20th century, 1st half 20th
cenlury, and finally to the 1 9th century. That's a total of eight steps, or 8O"h
KNOWLEDGE/SKILL, ADJUSTMENTS Therefore, HP1 has an effectiveSTEEPofonly 20•‹/uthe original amount when
Kriowlcd~~e
and skills which apply Lo the here and now of any PRPa are using an operative K/S Area in the 19th century!
HP2 is moving 'sideways" one 'Frame," going from a Parallel Earth (Krth) would never have to operate at below 60% STEEP, unless moving Lo dlstanl
Lo our own Earth, and s o takes an immediate 10% penalty. Now the persona planets or parallel worlds. In any event, reacquiring lost STEEP would be far
must move ahead in Timeflechnology to arrive in the 19th century, so to easier for that HP.
speak. Note that the 'forward' steps are a different pattern, 1.e..-1 0%. -20%, Note Lhalas players move fmm milieu to milieu in Lhe game, they arc obl~gcrl
-20LYo,-20%. -1 O*/U,-1 0%. and -1 0% (when 0% STEEP is reached). S o HP2 Lo keep accurate m r d s of their HtTs STEEPscorw in each
lakes a 1OU/upenalty for moving upwards Lo 17th century, 2OUhlo move on to
the 18th century, and another 20% to arrive in the 19th century milieu. That New K/S Areas
movement ahead LoMs 50% plus the 10% 'sideways" penalty, for a told Each milieu presented in the Dangerous Journeys line will have new arid
STEEP reduction of 60%. This HP has more effective ability than does the different K/S Areas for Heroic Penonas Lo learn. aamernasten too might
'advanced" HPI from Lhe future1 However, one 'Stage' upwards would give decide to add some of these skills to their other campaigns. When HPs enter
HPI a slight edge, so you can see the overall effects of Timeflechnology a new world, Uley may learn a new Knowledge/Skill a s is normally done, even
movement clearly. if that WS is totally exolic and unusable in their own 'home" milieu No
Now for other considerations regarding the mobile Heroic Persona. mobility penalty appliesto learning new K/S Areas while in the mllieu in wh~ch
they are l a m e d .
Ixaming Adjustment Process Obvious Aaustments: An HP learning areek in the Classic Anc~erit
Re-learning adjusting orunlearning can likely beaccomplished merely by period is obviously not going to be penalized in any Earth-based time lmc as
the Heroic Persona's exposure to the new milieu. Por each month of game far a s Classic Qreek is concerned. Reading it will always be at STEEP p~oli
Lime an HP spends in the different milieu, the STEEP multiplier moves up 5% ciency applicable from the appropriate time. However, for such a pcrson~l
in the HP's favor, or double that (10%) if the HP is associating with a 'native' speaking modern Qreek is another maUer...
Lhat has K/S Areas of the same sort-provided Lhat the 'native's" STEEP is Use of combat techniques for hand-to-hand fighting and primitive weapons
greater than that of the HP making the learning adjustment. This regaining of remains effective regardless of the Lime. Small arms use is not so easily
STEEP applies across the board to all of the K/S Areas of the HP, and it is managed, however, although relearning with a muzzle-loader or blasler 1s
possible that Lhe association with a 'native' might bring the double increase ccrtiinly nol(loingLobe aslonlla proccssas mostoUlcr K/SArc:ls~illrcquiit..
to more than one K/S Area. Onmernaslcrs can manage this, and othcr ol)viuusly dilTerc.nl Ara.'' ~ a s h ~ ~ l l

If Acconiplishment Points are aclually spent on reacquiring lost K/S Area usingtheirowriso~pcilyand bcsljutlgmcnt. It wuu111lake Daniel Lloonc nl~c~ul
STEEP, Heroic Personas regain the 'lost' STEEP points at halfthe usual cost three tlaystondapt to modem lircmns, perhaps a week to nianagc I:~sc:r.;:IIIII
until their old total is regained. the like. Common sense serves all participants well in this regard.

Effective STEEP in Other Milieux Inoperative Knowledge/Skill Areas


It is obvious that a player's Heroic Persona might have fully operative K/S A few K/S Areas will simply not operate in other milieux--orat least In onc
Arca STEEP in more than o n e T i m e f l e c h n o l ~ m i l i e uPor
. instance, one wiLh or more. Magick, for instance, might not function at all on an alien worlil
fully operative (lOOO/oof K/S Area STEEP Point score) ability in the 25th (though Lhis condition is veryrare).On another, Psychqenics might be Lot~lly
century, the 2nd halfZOth century, the 17th century, and Lhe Ancient periods impotent (thiscondition isalmostas rareas wiLh magick). In many places, thc
Lechnolw or other circumstances might preclude Ule effective use of :I K/S
Of what use is American English (or any form of English for Lhal matter) or1 ~111
KIS Penalty for Variant Time/ exotic planet? Perhaps the HPs muse it to communicate with one another,
but otherwise this K/S Area will prove totally useless. In the Erth rn~llcu,
Technology Level* Chemistry doesn't work (thusgunpowtier is ineffective), but Alchemy 1s fully
Timefkchnology "Stage" STEEP Multiplier operative. On Earth the reverse is basically true. Again, Lhis is obviously :r
gamemaster decision area, but common sense is Lhe operative plinclplc

OBEAH & VOODOO


IN THE FANTASY MILIEU
It's hard to believe, but the fact that the Okah/Voodoo K/SArea is missing
from the lists in this game module most probably has struck you alrcacly.
2nd Half 20th Century Frankly, in this genre, one which presupposes many pantheons, deities,
1 st Half 20th Century unseen spirits. and powerful forces of rnagickal sort, the beliefs which arc
found under the blanket hwding ofObeah/Voodoo are no longer applicable
to such a specific Area. They are, in fact, spread out over many others herein.
The pnctices of Obeah/Voodoo are covered by other Knowledge/Skill
Areas. Priestcrzft and Religion apply to those personas active in Lhat
particular aspect Herbalism, Necromancy, or Sorcery might be K,6 Areas
Classic Ancient possessed by an individual steeped in Obeah/Voodoo. aeneral knowledge
of the Area is also applicable to the Pantheology Sub-Area, Vodoun.
Thus, Hemic Personas (or transfenwl OPs) with the Obeah/Vcmkw l(/S Area
are in Ulis milieu goirg to find they know a little bit about a lot of t h i n g ~be
r a
shaman or witch doctor or the like ifa kinsferred OP. The parlicular knowledge
and ideolcgiesof Obeah/Voodoo m s u b s u m d in many other WSArttas hereir~,
'Base assumed ls the 2nd half 20th century. as we have pinled ouL
There is a benefit, however, even though particular addition to the 'lost"
K/S Area isn't possible here. Personas coming to this particular milieu from
another in which they had acquired STEEP in Obeah/Voodoo have two
OTHER SPECIAL CONSIDERATIONS
options with respect to the following K/S Areas: The foliowing special considerations for the general milieu are covered
Apotropaism Magick Priestcra:fl hereunder:
Astrology Mediumship Religion Androtis: Android becomes living human.
Exorcism Necromancy Sorcery Computers: Non-fundional o r special (on Phaeree special because they
Pantheology Witchcrazft may develop into living sentient beings of mineral nature).
Herbalism
Players of such personas can choose one or the other of the following two Cybernetics: Non-functional or special (on P h ~ r e the
e whole might meld
into a new sort of being of mineral [or specifically metallic] nature).
options:
Option One: 25% of the HP's total STEEP in O b e a h f l d w may be applied Diseases: These are functional, and besides the normal ones we know,
to any one of the above K/S Areas, providing that the Heroic Persona actually there are ones created through the employment of Heka and Castings,
has the Area upon entering this milieu. Supernatuml and Entital agencies, and whatever else might apply.
Option Two: 5% of STEEP in Obeah/Voodw may be applied to up to nine DweomercraeR/Magick:Unique system which on Phzree has 5O0/oaddi-
of the 12 listed K/S Areas, but the HPmust have the K/S Area in question upon tional Heka power.
entering this milieu to gain the 5% addition to it. Electric Circuitry/Batteries: Non-functional or special (on Phaeree, elec-
tric circuits might generate Heka entities [invisible spirilsl, while electric
batleries might become Heka Reservoirs).
OFFWORLD MAGES 81' Electronics/Power Armor: Non-functional or special (on Phaeree,
EXPATRIATE PRIESTS electronic equipment and powered armor a s well might develop unique
How are those personas with DweomercmRand Religion K/S Areas from life of their own a s semi-intelligent or intelligent beings).
milieux with less-active Heka to manage in this one7 Because the system for QeneticEngineering:Function special (the QM mustdecide how to make
handling Heka and Castings in the Mythus fantasy roleplaying game is quite the altered genes fit into the milieu, and how thatwill affect the persona, i.e.,
different from its treatment elsewhere in the multigenre whole, it must be some will not function, some will a s expected, and some might be superior).
considered a s unique, so there is aquestion regardingtheadaptability ofsuch Qunpowder/Explosives:Non-functional.
Areas to the new cosmos. What this means is that just because a persona is 'High Tech"Weapons: Non-functional or special (on Phaeree all sorts of
able to employ Dweomercmfior is a priest and has the Religion K/S Area unusual and dangerous to the user things might occur).
elsewhere does not mean that persona is going to be able to channel full Heka Mutations: Functional in most cases (aM's decision).
in Lhis milieu, Here is how this question is resolved: Probability Travel: 'Hard" DR on Erth, 'Moderate' DR on Phaeree.
Dweomercraefk Such Heroic Personas must first acquire the WS Area Psychogenics: Heka functional special, double Heka when individual is
Magickand earn a s much STEEPtherein a s they have in DwwmercrieR, or50 on the world of Phzree.
points, whichkveris thelesser. Oncethatisaccomplished, a'Hard" WScheck Robotics: Non-functional or special (robots might become sentient min-
must be made against the persona's Magick K/S STEEP (as defined above). eral life form on Phzree).
Success means that the individual is a Full Practitioner. Special Success Time Travel: 'Very Difficult" DR on Erth: "Extreme" DR on Phaeree.
means that the individual is parlicularly insightful and adds 1D3 points to Anti-Heka Belief: (From other modular game portions of Lhis system.)
Magick STEEP then and there. Failure indicatesthe individual is only a Partial This ability will function at one-half of its normal eflicacy only, because this
Practitioner. Special Failure means that the persona findsthe rnaUerso irrational is the milieu of magick! The gamemaster may rule that on Phaeree it will not
that he or she is incapable of using Heka in this milieu, save any special H e b work at all, work on a declining base, or function at 50•‹hof its normal level.
enabled Castirg or Power from Psychogenics or confened somehow. W e strongly urge the first ruling i.e., Anti-Heka Belief is totally useless on
The School of Dweomercraeft is another matler. Personas must decide Phaeree, just a s most 'technoloay" is.
upon a specific School and then seeka mage from which to learn the Castings, Diseases: It is also necessary to make a 'technical" note for time/
otherwise all they will know are those Specific Castings they themselves probability travel regarding diseases. In general, they are of lower strength
devise! (and lower maximum strength)when moving ahead in time, higher strength
Either Full or Partial Practitioner can gain STEEPas is normal, adding Heka (and higher maximum strength) when moving back in time or parallel by
from the DweomercraPA, Magick and other Heka-producing Areas as would probability travel, thus:
a "local" persona. Each 'Stage' in the Future: -1 0 STR
Religion: Just a s the aspiring Mage, s o too the would-be Priest in the Each 'Frame' in Parallel Probability: t 5 STR
fantasy milieu. First such personas must acquire Priestcrzft and earn STEEP Each 'Stage" in the Pasb t 5 STR
therein equal to their STEEP in Religion or 50, whichever is the lesser. Then
a 'Hard' K/S roll must be made against Priestcmft STEEP. Success means
the persona is a Full Practitioner, a Priest. Special Success also adds 1 D3
STEEP points to PriestcraPH K/S. Failure means that the persona is only a
Partial Practitioner. Special Failure means that the individual is unableto add
any STEEP to either Priestcrzftor Religion in this (or any similar) milieu.
Ethos for the Priest is decided upon by the persona's player. Then a
pantheon and deity therein will determine theTutelary Castings known to the
persona. Naturally, personas must become active in their Vocation to be in a
position to gain full Heka and useTutelary Castings.
Both Purl and Partial Practitioners of PriestcraeR gain STEEP a s d o other
personas in the milieu.
possible skill ratings o r a general range of from 1-2 1. Thus, with -10
APPENDIX G: Converting from countingas 1 and 1 0 countingas 21, proceed to multiply the amount
Other Systems t o Heroic Personas ofthe rating by 5 o r s o t o c o m e u p with a total number of STEEPpoints
Many players may have favorite personas in other games which for that particular skill.
they wish to bring into the Mythus FRPG. Doing s o will require a One problem might arise in matchingK/S Areas, as one skill in one
process of conversion which can be somewhat tricky, but shouldn't system (particularly this one) might cover two or three in another. In
prove too difficult. All such conversions, however, need to b e done such cases, simply divide the o n e into the more numerous, or else
with the permission--andunderthesupervision--ofthegamemaster, use the higherhighest rating for the o n e which is to replace several.
who has the final say o n all such matters. While a completely precise
system to handle all conversions is impossible to create, the following STATISTICS
general guidelines should get things well on their way. The a
M should In systems usinga spread of from 2-1 2, simply add 8 to find an HP's
always feel free to make a r b i t r q decisions when converting perso- corresponding ATTRIBUTE total. Qames which use 3-18 or 2-20
nas, as the ultimate goal is to make a balanced HP--not necessarily systems should be adjusted by adding 5 to scores under 8, adding 3
one that's completely true to its version in the other game. toscores of from 8 to 1 1, adding 1 toscores from 12 to 15, and letting
all other scores stand. Optionally, a minimum score of 11 can bc
CLASS substituted for all stats below that total, and the rest can stand as
For personas from those games which are "Class" and/or "Level" recorded. Conversion of percentile stats to those of theMythus FRPG
based, just try to match their abilities with a good set of K/S Areas. is simply a matter of using the following table:
Beginning HPs in the Mythus game have about 2 5 0 base STEEP
points in their Vocational grouping of K/S Areas alone--allow con- Percentile Conversion
verted personas that a s well a s appropriate bonuses for A'ITRIBWES 1-5 6
and about 5-20 more base STEEP to spread around for each "level" or 6-10 7
"rank" above initial o n e that they have obtained. When allocating this 11-15 8
STEEP, concentrations can be made in the obvious, principal skills 16-20 9
which an individual has, so that those are commensurate with the 21-25 10
ability of the persona in the other game. 26-30 11
3140 12
SKILLS 41-50 13
While the game system in the Mythus FRPa is not a straight 5 1-60 14
percentage one, it is close enough to make conversions easy. When 61-70 15
translating from a straight percentage game (one in which you mll a 7180 16
skill ratingor less on D0/0but d o not multiply theskill rating by anything 81-85 17
first), deduct about 1 0 from the skill rating to come u p with a n 86-90 18
approximate number of STEEP points in a corresponding K/S. Some 9 1-93 19
games require players to roll the skill rating or less on other kinds of 96- 10 0 20
dice, such as ID20 o r 3D6. In that case, multiply the number in
question by 3 if it is 1 5 or more, or by 4 otherwise, to come u p with the Furthermore, stats set u p on a "base 0" system (where 0 is average,
STEEP point rating. Furthermore, there are games which express skill exceptional ability is expressed in positive numbers, and below-
ratings as bonuses to be made to a d i e roll, with the total of the roll plus average/deficient stats are negatives) can be handled as follows:
the bonus compared to a chart to determine success. STEEP points Consider a 0 to be the equivalent of 1 2 and add any scores above or
for such skills can b e determined by multiplying the bonus by a below 12 t o find the total A'ITRIBWE. For example, a persona who
certain factor, with the factor being determined according to the had a stat of +3in the original game system would have an ATRIBWE
general range of the bonus: of 15. Likewise, a stat of -2 would be the equivalent of 10.
Finally, various systems have different names for the Mental,
Oeneral Range Multiplier Physical, and Spiritual components of the persona. To find thegeneral
1to6 16 equivalent of such statistics in this game system, use the following:
1t o 8 12
1 to 1 0 10 Adroitness: Both PMSpd and PNSpd MighL. PMPow
1t o 2 0 S Agility: Both PMSpd and PNPow Perception: MRPow
1 to 50 2 Appearance: Allmdiveness Power: PMPow or both SMQp and S P C q
Beauty: Atlradiveness Presence: SPPow
For spreads that include negative numbers, take the total number Charisma: SPPow Quickness: Both PMSpd and PNSpd
of different skill ratings possible (or likely) and use that a s the spread, Comeliness: Auradiveness Reasoning: MKPow
with the lowest possible result being considered as 1. For example, in Constitution: Both PMPow and PNCap Reflexes: Both PMSpd and PNSlxl
a game in which all skills are rated from-10 to 10, there would b e 2 1 Dexterity: Both PNCap and PNSpd S q x i t y : SMPow
Education: MMCap S h PMCap when one Is 'a&ned" to this dimension, and existing and operating
Endurance: Both PMPow and PNCap Speed: Both PMSpd and PNSpd on only the same frequency, one is drawn inexorably along in this
Enem Both PNPow and SWow stamina: PMCap dimension. nme'sfrequency aitersasit proceeds, with the result that
Insight: Both MRCap and SPCap S t r e w Both W o w and plypow movement 'forward" is precluded, but progress from origination
Intelligence Both MRCap and MMCap Willpower! W o w "backward" is enabled, for the frequencies which have occurred
Inluition: Both MRCap and SPCap Wisdom: Both SMCap and SPCap according to perceived rime can be known.
fifth Dimension: Probability. Simply put, this is an extension of
Where applicable, repeat the stat number in both areas, such as the theory that anything is possible given sufficient time and space
intuition being placed both in the Mental Reasoning Capacity and (the previous dimensions). Possibility is governed by the Law of
Spiritual PsychicCapacity ATIXIBWES. If more that one stat converts Probability. Probabilitysuggests that ifsomethingcan occur (happen,
to an HP's in this system, use either the highest or the average exist, etc.) it will. However, in ordertoavoid paradoxical conflicts, this
(rounded down) of the two at the gamemastefs option. then demands that more than one universe must exist to accommo-
Extrapolate for qualities not listed above, forthe num ber of synony- date the contradictory Probabilities. Thus, by its existence, hobabil-
mous and related terms used in the various games is broad. All ity both creates and destroys just a s does Time.
convert to one or more HP A'ITRIBWB. When converting however, Sixth Dimension:A%heralify. Avibratory dimension (and a Plane)
do not exceed the limit of 20 without the express consent of the aMI which connects to all associated vibratory frequencies of the pattern
When all Attributes covered by the old game have been filled in, which make up a universe. This is that place which is called "hyper-
simply roll dice to get the rest. Note that if a score rolled for Capacity space" by some when tryingto describe that which exists "inside" the
is lower than the relevant Power or Speed, or if a score rolled for Power curving Planeof fourdimensional (actuallyfivedimensional)"space."
or Strength is lower than the relevant Capacity, disregard the roll and Seventh Dimension: Eon-Dimensionality. That which exists out-
simply use the rating for Power or Strength (whichever is highest) for side the "laws" of "space" and some of the other dimensions, al-
Capacity, or vice-versa in the latter case. Common sense is the best though perceptually the measurements of these dimensions might
guide. Just as skill ratings translate into K/S Area STEEP levels a s seem to exist. Because where such a dimension exists, the others
"Beginner"= 10 points, "Novice" = 20, "Veteran" = 30, and "Commen- cannot, it is separate. Yet, because such a dimension can only exist
surate Master" = 90+, s o too does the conversion of persona scores with the existence of the others, it is adjunctive to all. 'Ihus, Non-
follow reasonable lines. Conversion is logical and shouldn't be made Dimensionality is the "Astral Plane," as well as its negative counterpart,
too complicated. the "Abyssal," and all that area which exists between these two poles.
Eighth Dimension: Extra-Dimensionality. Another of the "vibra-
APPENDIX H: tory" dimensions, that of Extra-Dimensionality, precludes some
measure of one or more other dimensions, thus being "extra-dimen-
The Nine Dimensions of the Multiverse sional." With such preclusion, the existence is dimensional in and of
First Dimension: Length (depth of field). This is a basic measure- itself. Thevariability of this dimension does not depend entirely upon
ment obvious when viewing a motion picture or television, for ex- that nature of Probability, for in part that dimension is perforce
ample. Such have only the impression of Length, but no real depth of excluded. Thus, while some Planes and most Spheres exist due to the
field, a s one can tell when looking, touching, etc. Only Breadth and 5th Dimension, most Planes and some other Spheres utilize Extra-
Height exist. This is the first of the three basicdimensions which make Dimensionality In their makeup. This makes them eightdimen-
up what we know a s space. sional.. .andless1 'Iheareas between differences areaccessiblethrough
Second Dimension: Breadth (or width). A sheet of paper, for attunement to the frequency of the 8th Dimension.
example, viewed from the side, demonstrates the lack of Breadth Ninth Dimension: Conceptuality (conceivability). When the en-
(actually, the thickness of the paper is Breadth, but assume that a ergy of "imagination" is so channeled a s to meet the frequency of this
drawing were on the paper: That figure would have Length and Height dimension, an Extra-Dimensional "pocket"is created. What becomes
but no Breadth. This is the second of the three basic dimensions real therein is as conceptualized by the channeling being. This Con-
which make up what we know a s space. ceptual dimensional space will have only the first four dimensions
Third Dimension: Height (and depth). A map or plan demon- within its substance, each of limited extent, without any infinite
strates thedimension of Height through itsabsence in suchan object. quality possible, unless the channel, is of infinite extent, of course.
This is the third of the three basicdimensions which make up what we Thus, the more finite the channel the less "intense" the area of effect,
know as space. the "Pocketn--pocket universe, demi-Plane, or Sphere.
Fourth Dimension: Time. Although it may be hard to imagine a s
such, Time is a real dimension, a s is demonstrable by its passage and
the effect thereof. Light, however, is of considerable interest in
regards to Time, in that it is not subject to this dimension. That is, light
is unaffected by Time, and so must exist outside the dimension. If,
due to the speed of this wave energy (light), Time has no existence,
then what travels faster than this wave might distort that dimension,
i.e., move ""backward" or "forward" along its measure. In any event,
APPENDlX I: Parallel Heroic per&mas nearly identical HPs to draw upon. However, in the interests of
maintaining a campaign wherein peril and threat of persona loss
are actual-if not very likely--gamemasters will wish to have
THE REASON FOR some fairly stringent limits which, when exceeded, incur all
"RETURN FROM THE DEAD" manner of penalties and place great demands upon the team
Regardless of the milieu or milieux in which a campaign operates seeking yet another restoration of a lost associate. We leave this
in, gamemasters should consider the possibility of 'other," parallel to the able OM, but offer the following advice:
HPs existing in the multiverse. That is, somewhere in an infinity of In acampaign wherein there is minimal magick/parallelprobabil-
possibilities, there will be one or more personas who are very like the ity, the normal limit should be 2 D 3 chances for restoration per
individual Heroic Personas being played in the aM's current cam- Heroic Persona. Where there is moderate exposure, 3D3 + 1, and in
paign. Why bring this up? Because the loss of an HP is frequently a amanifoldgenre campaign rife with magickal places and much time
most devastating occurrence, and this applies not only to the indi- and probability travel the HPs can be allowed 4D3 +3.All of the
vidual player who spent s o much time and effort creating and devel- above might seem generous, but it is now time to deal with the
oping that persona. The player team suffers the want, and the cam- nature of the persona returned to action.
paign might well be sidetracked or even derailed, s o to speak.
There are many possibilities when it comes to campaigns, of course. THE RESTORED HEROlC PERSONA
Each is unique, so no single system will suffice to provide the answer to The HPis returned to play with the team because somewhere in time
each and every ongoing game being conducted. However, the following or probability the persona had a virtual double. aamemasters, please
guidelines are offered: take note of the wording. We used 'virtual" for a reason.There will most
(1) In the case of a single-genre milieu, there are two sub-cases: probably be differences--slight or otherwise-between the Heroic Per-
(a) In the most restrictive, the campaign is hased on very hard sona lost in action and the 'identical" one brought from 'elsewhere" to
reality with no magick o r parallel probability lines considered. assist the team in its ongoing adventure and struggle. To reflect this, the
This sort of campaign makes it most difficult, If not Impossible, to QM should utilize the followingtablesto findjust how differentthe newly
rationally allow the insertion of a parallel persona for the HP lost. restored persona is from the one lost.
There is, however, one quasi-logical approach: 'mysticism" and Note that Joss Factors can never be used when determining the
the intervention of some 'guru." The team is directed to a 'lost variance of a restored persona.
holy placef'or 'a forgotten place of cosmic focus."There they find The restored persona will step into the shoes of the one lost in
some campaign-reasonable means by which their lost comrade action. It is up to the gamemaster to decide disorientation, if any,
is restored to them. This is a little weak, but not much else can be when the individual discovers things aren't quite the same as before.
done. Furthermore, the stretching of disbelief in allowing the Naturally, a clever, knowledgeable, and discerning Heroic Persona
'return" of a lost HP cannot but limit the use of this tool. aame- will both notice the differences quicker and deal with them in a
masters must recognize this and limit each player to a one-time- rational way. Others might have quite a period of adjustment ....
only second chance. In conclusion, we polntoutthatrestoration of lost personas is auscful
(b) The sub-case where the single genre allows magick and/or and vital means of maintaining campaign continuity. The players will
parallel probability is not a difficult matter to handle. Treat such a certainly appreciate the opportunity to thwart a cruel and unjust or
situation as you would a multigenre carnpaign.The attention of the unlucky fate, get asecond chance to rectify a grievous error, tweak the
QM is directed to this fact. It might be in the interest of the long-term nose of unrelenting destiny. After all, the creation and roleplaying of an
campaign to introduce and maintain such avenues as will allow two HP is considerable work, and this is a game in which all participants
or more chances for the unlucky players who inadvertently lose should have enjoyment. And this brings us to the final point.
Heroic Personas. What's good for the goose is sauce for the gander. You, dear
(2) In the case of the campaign with two or more genres of action, gamemaster, also have the opportunity to bringbackthat favorite baddy
there is typically no difficulty in restoring what is essentially the same or most magnificently malign monster through these very same means.
Heroic Persona to play after that indivldual was lost: Have those nasty HPs slain another noble member of the MPas' ranks'?
(a)There is an exception, of course, and that is the multigenre Time to get out the old Restoration Tables and go to work.... and what
campaign which retains astrict 'hard reality" approach even while jolly work it is. Won't the team be surprised to run into that one again in
dealing with two or more milieux, such as the sciencefiction/time an upcoming adventure?!
travel genre allows. However, such a campaign accommodates
more easily than one might think the 'mysticism" approach, for at
some past time and place a 'guru" and 'lost holy place" are more
"logically"enc0untered.h fact, perhapstwooreven three chances
for restoration of 'slain" HPs through parallel probabilities might be
allowed.
(b) Let us now deal with the most likely case, the multigenre,
magick and/or parallel probability-active campaign. Again, in an
infinite multiverse, there is n o limit to the number of identical or
1: ATTRIBUTE VARIANCE
Checkonce each for both CATECIOKIESin each ofthethreeTRAITS. Ciainpow is attheaM's discretionorcan b e found by landom
die roll.

Restoration Number Oain 1 PBctor No Charge Lose 1 Factor


First-Second 0 1-25 26-80 81-00
Third-Fifth
Sixth-Eighth
Ninth plus

11: KNOWLEDQE/SKILL AREAS AND STEEP VARIANCE


First, check by TRAIT to find if the restored HP has a gain or loss of K/S Areas (l.e., check three times).

A. K/S Area Variance


Oain or loss of a Knowledge/Skili Area can be determined by the gamemaster, player, or by mndom means at the discretion of
the QM. The amount of STEEP in a newly gained K/SArea will be 2D10 plus the applicable A1TRIBVTE(S)plus 1 point for each year
the former persona was a team member.

Restoration Number Oain 1 lr/S NO Change Lose I IC/S


Fmt-Second 01-25 26-80 81-00
Third-PiRh 0 1-20 21-75 7 6-00
Sixth-Eighth
Ninth plus

B. STEEP Variance
The Knowledge/SM11 Areas in which STEEP will be subject t o variance should b e determined prior to m d n g a roll to find if any
change occurs. The gamemaster may decide which ones are Lo be subject to change, the player mhht b e allowed to decide, or else
some process of random selection can be applied.
Check for the K/S Areas of each TRAIT, considering one or more Areas in each TRAlTgroup according Lo the number of times
the Heroic Persona has been restored, That is, if once, then only three K/S Areas' STEEPwillbesubject to change, one foreachTRAlT
group If the HP has been restored twice, then two t/S areas In each TRAlTgroup need be checked, and s o on.

Restoration Number Oain 1-5 STEEP No Change LoseSTEEP'


First-Second 0 1-25 26-80 81-00
Third-Fifth 01-20 21-75 76-00
Sixth-Eighth 01-15 16-70 71-00
Ninth plus 01.10 11-60 61-00

'The amount of STEEP lost depends o n the number of the HP's restorations:
First: 1D3
Second: ID5
Third-Fifth 2D3
Sixth-Eighth: 2D5
Ninth plus: 4D3
151: SOCIO-ECONOMIC CLASS VARIANCE
The gamemaster is to check once to find if there is any SEC change. This will be be a matter of considerable importance if one is found, for the HP
attitudes (and some of the WS Area STEEP)will be affected. Note, however, that newly anived, restored personas will be stepping into an SECslotwhich
is unusual for them, and players will have to use considerable roleplaying talent to reflect this. If they manage well, the QM should reward them

Restoration Number (lain I Level No Change Lase I Level


First-Second 01-15 16-90 91-00
Third-FiRh 01-10 11-85 86-00
Sixth-EighLh 01-05 06-80 81-00
01 02-75 7600

IV: JOSS AND SPECIAL CONNECTIONS VARIANCE


Roll once for each possibility, Lev,Joss Factors and Special Connections.The OM may allow for a gain of 1-3JP instead of only 1, and establish the
number lost, if any, at l/restoration.

Restoration Number aain 1 No Change Lase 1


Pirst-Second 01-25 26-80 81-00
Third-PiRh 0 1-20 21.75 7 6-00
01-15 16-70 7 1-00
01-10 1 1-60 61-00

V: QUIRKS VARIANCE
Check once only, and determine the Quirk or CounterQuirk gained, if my, by whatever means Is campaign standard.

1
Restoration Number I Pavorable No Chance 1 Unfavorable
Pml-Second 0 1-25 26-80 81-00
Third-Fikh 0 1-20 21-75 76-00
SixU1-EighLh 01-15 16-70 71-00
Ninth plus 01-10 11.60 61-00

i
V1: ATTRACTIVENESS AND APPEARANCE VARIATION
The gamemaster may wish to use this additional table to find if the restored Heroic Persona is exactly the same in appearance as the lost one. It is
up to QM and the player concerned to find exact details of changes for the better or worse, but weight, colomtion, scars, etc. are the usual means.

Restoration Number Favorable No Chance Unfavorable


Pml-Second 01-16 17-96 97-00
Third-FiRh 01.12 13-92 93-00
Sixlh-Eighth 01-08 09-88 89-00
Ninth plus 01-04 05-82 83-00
APPENDIX J: ~nowledge/~kill i r e a s she starts with. First of all, she gets the four 'Univer-
sal' Areas that all HPs start with-etiquefte/SociaI araces, Native Tongue,
Heroic Persona Creation Summary Perception (Mental), and Riding. As Alyssa is of the Freeman 3 (SEC Level
What follows is a complete example of a Heroic Persona being created 6). she starts with a base of 30 STEEP points in E/S Graces (6 x 5). For Native
from scratch, and it shouldgive you agood picture of how all the instructions Tongue (whichwe decide to make Brythokelltic [similarto English], since thc
in Chapter 10 fit together. aM has informed us that the campaign will be in Avillonia--4leErt.h equiva-
Thus, in the creation of our new Hemic Persona, the vew Rrst thing we have to lent of Britain)we multiply Class Level times 5, and add her MMCap of 19 Lo
do isdecide whatsortof'person" wewantourHPto be. We haveashortdiscussion the result for a final score of 49. Next, we roll 2DlO for a base of 1 1 in
with theotherplayers in ourcampaign, anddecidelhatwe havelotsofwanior-type Perception (Mental), and add her PNCap of 17 for a total of 28. For Riding,
HPs, but few with any real skill in Dwwrnenxzftor Magick Thus, we decide to s h e hasa STEEPof 30, since her Vocation is not based on her Physical TRAIT.
creak a dweomercmlter. Another question remains: What sort of persona Since s h e is human, she also gets Trade Phonecian. The STEEP for this K/S
should this persona be7 W e decide that our dweomer~~efter will be a vely Area is equal to Class Level times 3 plus her MMCap A'ITRIBUTE, or 37.
oulgoiryl young woman-as skilled with the art of mqick as with the sword1 Havingcompleted those, wethen proceed tothe bundleforDweomercmA
( C h y School) to find her Vocational K/S Areas. The first is Dweomercr~A,
Socio~EconomicClass amy,which is listed at a base of 2 4 and a bonus equal to MMCap. She adds
First, we go to make the ultra-important roll on the SECtable. It comes up her MMCap of 19 to 2 4 and comes up with a total of 43 STEEP points in
a 67, giving a Freeman 3 rating on the SEX ladder (Level6).This will allow us DweomercrieR. We do similar number crunching for the rest of Lhe Voca-
Lo choose from any of the Schools of Dweomercrieft, and we decide to Uonal Knowledge/Skill Areas in the bundle. After recording these numbers,
choose the Gray School. Because the gamemaster gives approval we get to we then figure out the number of additional Areas she will have. An M of 105
add 3 points to our HYs Mental TRAIT, because DweomercrzeR is a Mental allows her 4 additional Mental K/S, her P of 7 6 allows her 3 extra Physical K/
Vocation. These points will appear in three different ATTRIBUTES (as re- Stand herSof84allows her3additionalSpiritual K/S. Purlhermore, because
quired), but might then be carried forward under one or both CATEaORIES she has a Mental Vocation, she receives a bonus of 1 Mental K/S for a tolal of
to increase theTRAlTscore.To show how the 3 extra points are added, they 5 there, 1 1 total exlra Knowledge/Skill Areas.
are indicated especially on the examples below. Proceeding to the master K/S lists (pages 99-loo), we choose her bonus
Areas. For the Mental skills, our first choice is Astronomy, followed by
Characteristics (lambling: Criminal Activities, Mental: Hypnotism: and another Foreign
Now we take a pair of six-sided dice, make a couple of initial (warm-up) Language (French).Rolling 2DlO for the base ~stronornySTEEP,'^^ score a
rolls. and then throw 2D6t8 18 times with varying degrees ofsuccess. AfLer 10. To this we add her MMCap of 19, and come with a total starting STEEP of
putting the results in order from the highest to the lowest, we come up with 29. We perform similar calculations for her remaining 4 Mental, 3 Physical,
thefollowingnumbers:20, 19,113, 18, 17,17, 16, 16, 15.14.13. 12, 12, 12, and 3 Spiritual skills. Once that is done, we now have all of Alyssa's base
1 1. 1 1. 1 1. and 10. ARer assigning them, our HP sheet looks like this: STEEP levels, which we record on her HP sheet as follows:

KNOWLEDaE/SKILL AREAS
# H/S A m STEEP
MRCap 20 MMCap 19 PMCap 16 PNCap 17 SMCap 18 SPCap I7 E/S araces 30
MRPow 16t 1 MMPow 18 PMPow l l PNPow l l SMPow I 3 SPCap 12 W e Tongue (Brythokelltlc)
MRSlxl l5+ 1 MMSpd l 4 t 1 PMSpd I1 PNSpd 10 SMSpd 12 SPSpd 12 Perception (Menlal)
Riding
Totalling the A'ITRIBmES in each of the six CATEQORIES, then adding Tmde Phonecian
each CATEQORY pair for the LhreeTRAITS, we completeour calculations and DwwJrnmreeR amy school
come up with the following scores: Mgck
Deception
PI 102+3 P76 S84 Influence
MfZ51+1 MM51t1 PM38 PN38 SM43 SP41
Aichemy
MRCap 20 MMCap 19 PMCap I6 PNCap I7 SMCap 18 SPCap 17 Astrology
MRPow l 6 t 1 MMPow 18 PMPow l l PNPow l l SMPow I 3 SPCap I 2
CtYptograPhY
MRSpd 15+1 MMSpd 14 t 1 PMSpd 1 l PNSpd I 0 SMSpd I 2 SPSpd I 2 Demonology
Dkination
As youcansee, she'll have no dificulty atallqualifyingasadweomercriefter, Exorcism
and in addition, her Mental TRAIT score is high enough to allow a chance at
POreign l.m&(AtmneTongue)
being a Full Practitioner! Foreign Lang. (HiemEgypt)
Next, we proceed to calculate her Damage and Effect Levels. Pirst we go to
MuMversal PtaneS/SphW
her Physical TRAIT, which is 76, and figure out her three Damage Levels. The Occultism
lirst, RL, is equal to 10% of her P, or 7 (multiply0.1 by 7 6 and drop fractions).
mt
h e
O 1
41y
tier WL, at 75% of her P, tums out to be 57, and her CL, at 90% of her P, tums Toxicoloay
out Lo be 7. Next we figure out her Mental EL, which is 80% of her M, or 8 4 Combat Hand weapons
(multiply 105 by 0.8). HerSpiritualEL,whichisf30•‹/~ofherS,comesoutto be67. Survival
HandiuaRsflandiwaM
K/S Areas Astronomy
With that bit of number crunching done, we then go on to figure out what
Criminal Activities, Mental
31 Hiding 32
nypnatism 31 Lock-Picking 32
Foreign Language (French) 32 Enhanced Object Quality 26
Combat, Hand Weapons, Mlsslka 32 Enchanted Mechanisms 26
Criminal Adivities, Physical
Heka-Potging That p r a y muchtakescareofthe WSAreas. What's leltistodetermineAlyssa's
Medicine, Oriental aeneml Information and then her Resources.
Metaphysics
Mysticism General Information & Resources
First we roll 2DGt8 on the AUlacliveness table, and the resull is an 18,
We have decided Alyssa's starling age will be 26, but had we made her indicating lhat s h e is Striking. Uh oh, lhat probably means that she will bc
younger or older, we would have looked on the age tables for STEEP modifi- pestered byguysfromUmeto time. With her high MentalTRAIT, she'll be quite
cations due lo age. This could have given her a bonus (or penalty) to STEEP, capable in outsmarling the big. dumb males (and using it to her advantage)!
but would have also allered one or more of her A'ITKIBUES. In any event, the next thing Lo d o is to roll !NO for Joss. We throw a 43 on
The last thing to d o for the K/S Areas is to choose the applicable Sub- D%, look on the table, and come up with a starling total of 7 Joss Factors. No1
Areas. As Alyssa has a Perception (Mental) STEEP of 31, s h e receives too bad: the result could have been higher, but one learns lo makedo in
three SubAreas for Perception, and we choose Noticing, Understand- fantasy roleplaying games!
ing, anti Anticipation. A s s h e has a STEEP of 30 in Riding, she receives AD% roll onLheBirih Ranktable yields a resultof 1 1 , which reveals thatshe
two of Lhe Sub-Areas in that K/S. We choose Horses & Mulesand Mounted was the first child of her parents. A roll on the Handedness table informs us
Cornhat. The next K/S with Sub-Areas is Influence, the STEEPof which will that Alyssa is left-handed. We take all ofthis information, sit down with Ule HI'
allow lhree Sub-Areas. For these we choose Persuasion, Salesmanship, sheet, and proceed to c r a t e the stuff that will make Alyssa a truly inte~cslinkl
and Oration. Multiversal Planes a n d Spheres will begin with two, and we persona. After doing so, here is how the 'Oeneml Information" page on our
choose Altcrnate Material Planes and Shadow Plane. For her Combat, HP sheet looks:
Hand Wcapons K/S Sub-Areas, we select Dagger/Knife and Spear & Pole-
Arn~s.Furlhermore, her OamblingSTEEP of 31 allows her to have 3 Sub- General Information:
Areas, and a s we visualize her favorite game to be blacl+xk we choose ATTRACTIVENESS: 18 (Striking)
to Specialize Oambling (Cards).This allows her an effective STEEP of 46 BIRTH RANK: 1 st child
for cards, but uses up two slots, so we can only choose one other. W e BIRTH DATE: 963
decide to Lake Oamhling (Dice), noting that it will only function at a rating AOE: 26
o f 15 because Lhe Cards Sub-Area is Specialized. BIRTH PLACE: Blackwell
N k r finishiqj the rest of Alysw's Sub-Arms and m r d i n g them on her HP SEX: Female
shwl alongside the numbas of the K/S they came from, we have the following RESIDENCE: Londun, Albion
HANDEDNESS: Left
PHYSICAL DESCRIPllON: A very attmdve young woman with shouidcr-
# S ub-A rea STEW length, s l ~ @ hbl ~ w hair
n and green eyes. Height: 5'5, W e a L 125 Ibs
3 Noticing 31 QENERAL DESCRIPTION: Calm and observant, with an a c ~ dwrt! Shc
Understanding likes lo intimidate foes by spealung in a s o R unconcerned Lone whrle
Anticipation engaged in combat.
Horses & Mules BRIEF BACKOROUND: Alyssa was born to quiet, intelligent parelits
Mounted Combat who quickly saw her aptitude with magickand magickal things She wd5
Persuasion sent to Londun lo study at the Londun College of Magick, where she
Salesmanship graduated cum laude. She found that she preferred the dishachons of
oration the city to the quiet countryside, and has taken residence near the
Allemale Material Planes university. She often works a s a professor's assistanl when no1 pursumg
Shadow Plane personal interests.
Kelltic USUAL DRESS: Prefers tunic over leggings and calf-length boob when
Morse adventuring. but normally wears mid-length skirts and blouses N o
Dagger/Knife maller how she isdressed, shealways hasa small, inconspicuous ti:~(lcr
Spears & Polearms hidden at her breast! Alyssa also wears her hair gathered in a bun, wrlh
Counterfeiting an arihane as a hairpiece.
Forsery QUOTE: 'When you beatyour h a d against awall, thewall never helps
Cards (SPEC) you gel smarier-you just get a headache."
Dice
French Dialect: 90•‹/0 Having finished that. we Lake our HPsheet to show the QM what we've go1 so
m c o d e u t s c h : 25% far. Aker a brief dlscusslon. we agree upon a few Quirks and write them down
Neustrian: 10%
Vardishflardish DiaIecl: 10% QUIRKS/COUNTER QUIRKS:
Knives/Daggers 1 . Has one extra Special Connection
Slings 2. Is o p n i z e d and eficient
Sneaking 3. Has a poor sense of humor
Resources: DIX K: Glossary-
With Ulat out ofthe way, the QM leavesustodo Alyssa's Resources.We tum ACE The Activation Cost Enetgy (Heka) necessary for any Casting (q.v.) lo
Lo Lhe Wealth table and look u p t h e starting money for Upper Middle Class function. This cost considers the 'llme. Area. and Distance (TAD) of the Casting.
personas. As Alyssa is 2 6 years old, there is n o acljustment for age, and we See TAD.
proceed Lo generale her Net Worth, Bank Accounts, Cash o n Hand and DMI, Adventure: A porllon ofgarne play with a beginning and an end lo Its parllcular
which turn out Lo b e 82,000, 12,000, 3,400, and 5 5 0 BUCs respectively. challenge. It Is sometimes used as a synonym for 'scenario' (q.v.).
The next Lhing for u s to d o is to figure up her Possessions Categories. ARer Agathocacological: Uterally translated, It is a stale of being which l n w r p
doing so, our Heroic Persona Profile Sheet looks like this: rates both good (Agalho) and evil (Caco). Similar lo neutrallty, which in Itself Is
really neither. In real life. most of us fall within this ethos.
f'~'ossessbns BUC Value Net Wotth Alternate: See Yarallel.
House (one story, stone &wood Amulet: A powerful defensive object (or subject contained in an object of
wnslmdion, good condition) some sort) whlch has Innale or Imbued power to ceaselessly perform maglckal
Furniture (good cmltsmanship) funclions of broad, generally protective nature. An amulet Is frequently, but not
Clothes (fine quality, very good material) necessarily, a medallion worn around the neck.
MaIJickal Apparalus C(r Materia AP: AccompUshmcnt Point. Rayers' game personas receive lhcse for successful
Weapons (three throwing knives, arthane, and skillful pformance In the course of the game campaign. There are three sorls:
stan, sling and slirq stones--all of Af'/a: Qeneral polnts, and the most common.
excellent quality) AY/S: Spedal points used for Increasing a Knowledge/Shlll.
Ridiq horse (palfrey, included in SEC) AY/X: Exceptional polnts of great value.
Jewelry (gold, lourmaline, golden topaz) Apparatus: M@ckal Items and devices used by those engqcd in Alchemy K/S.
MisceUaneous (riding gear, loch-picks, other) Archetypical Casting:ACharm. Cantrip, Spell, Formula, or Kltual which, due
Gxns h Ocrns' (rnqickally guarrled at home) to longstudy and exlenslve use. Is Iw costly In Heka lo power with respect to all
Tolal: but its resistance and damage components, If any, than would be a like Casting
devised by any other able caster or groupof casters (Specific Casting). Comparc
'A sccurity wuntcd a1 full value Tutelary Casbfng.
Note she still has 17,000 BUC8 of N e t Worlh yet to delemine. Area: Usually a Knowledge/SkiII (q.v.) Area.
Aristocrat: In game tcrms SFX: 7 . 8 , or 9. A persona belonging to the upper
T h d jusl l a v e s Special Connections before we're U~mugh.Weapons and classes. A knight, noble. etc.
equipment she can purchase alter gellirg some idea what she will need for Ule M h a n e : Hekacontnlning trident-like Inslrument about the sizeofa d~sggcr.It
adventure, and we will probably be allowed to specify a lot of it out of the is fspecially strong against Supernatuml/Entitnl beings.
Miscellaneous Category. But in any event, Alyssa h a s o n e T ~ s c o r e o v e r 9 0and
, Astral: That which Is or of the greatest plane. The Astral n a n e Is the plane of
Ulus receives one Special Connedjon, plus o n e due to her Quirk Her first highest energy and good. Compare Netherrealms.
connation turnsoutto bea'City Oficial." Porhersecond Special Connedion. we Athanor: Acrudal piece of alchemical apparatus, being a furnace necessary
dcc~deLo roll on the Adventurer Table, and we come up with a 'PoeyMusician,' for OperaUons.
:inti who or whatthcse personas are:remains to be discovered. She'll find that out Attractiveness:Apersona's(or being's) overall looks, including bearing. This
on hcr adventures, a s you will on yours. a o o d Luck! You're going to need it! Is alfected by personality (Inner beauty/ugliness) and the Charisn~aK/S Area.
AT: Actlon Turn. A period of flve minutes of game Ume. not actual Ume.
A'ITKlBUrt?: Ameasureofafunctionlngof a part(CAn^;ClOKYlq.v.1) ofaTKAlT.
Thereare threegeneral CATEOOHYmeasures: Capacity (overallpotential), Power
(current slrength), and Slxed (of employment of potential).
Augur: To predict or foretell an event uslng signs of maglckal or mystical
origin.
Augury: An omen or predicuon based on splrltual or magickal asslshncc
gained by a Heha-enabled Power or Casting.
BAC Basic AlLackChance. An Individual's perccnta(lechance (STEEPIq.v.1or
Weapon polnts if no STEEP) lo successfully hit an opponent before combat
modifiers are applied.
Baraka: Thisls a Berber term synonymous with Heka, mana, etc. Itrefersmosl
oRen to those natural phenomena. locations, and anlmals that generate or
possess maglckal eneqv.
Beast: An animal-like life form, a creature, of the nether planes and sphcrcs.
Beasts have Heka-engendered Powers, unusual abilities. and Cunning (q.v.).
Baton: A tapered suck siighUy larger than a wand (q.v.), usually containing
Heka encray or Castings.
Blunt: Physical damage of a blunt nature.
Brute:Averylarge or huge anlrnal-ilkellfe form, a g e a t creature. of the nether
planes and spheres. Brutes have tremendous physical strength, Heka-Engcw
dered Powers. unusual abilities, and Cunning (q.v.).
BT: Battle Turn. A period of 30 seconds of game time.
BUG Base UnllCoin.Thls lranslates to theequivalentofonedollarorwhatcvcr
currency is common to the nation in which the players residYe. 1; Ulls game. the to the total of the roll.
recommended BUC is a bronze coin of oneounce weight for calculations based D%: Percentile dice, two 10-sided dice rolled with one representing 10s. the
on the US dollar. K e metal of the BUC is also then a known, fixed against other other ones. and read in that order. 0 and 1 is a 1.5 and 0 is 50.8 and 8 Is 8 8 . 0
moreandlessvaluablemetals.With buyhgpower being equal to current money, and 0 is a 100. and so forth.
pricesin thefantasy milleuarethenasimplematter todetermine. Coinsofmetals Daimotherion: (Plural: dalmotherlas.) This word translates to -evil spirit
other than bronze are simply higher or lower denomination. beast.' A dalmotherion Is any seemingly natural animal which is actually a form
Call Up: A practice which opens a pathway for a particular kind or rank of created(notmere1ypossessed)by apowerful evllspirit/being (such as a demon.
Nethenealms dweller to enter the Material Sphere of t h e individual so doing. devil, fiend. etc.). Typical dalmotherios forms are boars, bulls, crocodiles. doys.
A Pentacle (q.v.) is required to fix the pathway for the o n e answering. If a goats, great apes. hippopotami, horses, leopards, lions, sharks, Ugcrs, and
Netherbeing is known by name, or the persona Calling Up 1s o n e with a Pact, wolves. Justabout any form is possible. Anyfonnwlll havePowersand invulnenbill-
some creature/being will actually appear. Otherwise. Ulls practice is uncer- ties, but will also have SuscepCiMlitles beflttlng nether aeatures as well. of course
tain and requires a K/S check at DR 'Difficult' against the persona's Spiritual Devilshine: Evil magick s u c h a s that employed by necromancers.
Metaphysical Power ATTRIBUTE. nethercmfters, sorcerers. and witchcrdters (qq.v.).
Campaign: The particular expression of the game and its genre a s conceived Door (Portal): A Portal (q.v.) of small sort, usually one which opetatcs
and developed by the gamemaster and the players to a lesser extent. The infrequently. irregularly. or only on Heka command. for a short period of Umc. It
campaign embraces the game rules and other adjuncts to the game. but places servesasameansof passage from place to placeonalocaleoroneworld. sphere.
Lhc action in a milieu which is selected by the gamemaster and then shaped by or plane to another, within a particular universe or beyond it (in the muitiversc).
him or her and the play which occurs. Door (Pentacle): An openlng in a Pentacle (q.v.), allowing cntry/egress or
Cantrip: A Casting which normally requires five Critical Turns to activate. Casting.
Casting: Any Heka-invoking activity with look, gesture(s). vocalization. and/ DR: Difficulty Rating. A multiplier applled against the percentage chance a
or Matcria, which results directly in an Effect, Force, or Material cominginto play. persona has tosucceed in something. It is applied to modify combat. abil~tyuse.
Castings are classified as Eyebiting (rare). Charms (Casting), Cantrlps. Spells, etc. There are six (optionally 10) Difficulty Ratings: 3. 2. 1, 0.5. 0.25. 0 I
Formulas, and Rituals ( q q . ~ . ) . (optionally 4, 3.2.5. 2, 1.5, 1.0.75.0.5.0.25.0.l).
Casting Qrade: The measure of the complexity (and also usually the power) Druid: From the word Denvydd, which translates literallyas OakSeer. The nanici
of aCasting. m a d e extendsfrom 1, least, to IX, greatest. Kisratingusually appiles UUe generally r d m to those personas who worship Nature, growing thin$%and Ulc
only to Mundane Castings (Preternatural in origination and Heka). There are also nat~nalq c i e of events. On AMh. all the Priests of the Kelltic pantheon arc druids. so
Supernatural and Entilal Casting arades of I to IX, but the human mind can not thus in tenns of IhIs game it means a Priest and Mi-PradUond(q.v.).
comprehend the least of such s o as to be able to utilize them. Dweomer: Any magick of non-priestly sort.
CATEQORY: A divlslon of aTKAlT (q.v.). One of two natural divisions which Dweomercmft: The art of using Castings and Heka from other than dcrbl
occur in all TRAITS (Memoryand Reason, Muscular and Neural, Metaphysical and sources and prlestcracR (q.v.).
Psychic). The CATEQOKY Is rated by the sum of its three ATTRIBUTES (q.v.1. E: Entital, and usually associated with Heka or planes.
Censer: A vessel of brass. copper, clay, etc., in which incense or Materia is EL: Effective Level: Thls is 80% of the Individual's Mental or Spiritual TKAIT.
burned. Mental or Spiritual damage is deducted from the appropriate TKAIT. k y o n d EL.
Chain: A measurement of distance equal to 66 feet. There are four rods (q.v.) the individual is incapacitated.
In a chain. Elec.: Physical damage of a EIectrical nature.
Charm (Casting): A Casting which normally requires but one Critical Turn to Environment: In usual terms of the game, the setting In which a conflict or
activate. combat Is to take place. Thus, when the environment is established, all con-
Charm (Object): This sort of charm is a single-task effect, cast on an object, cerned know where all the combatants, obstacles, and other fcatures of this
inscribed on an object, or o l h e d s e bound into the makeupof an object (similar arena are located. The envlronrnent is usually depided by pencil Ulustmtion. a
to an amulet) which functions only for the individual reciting or possessing the gtidded board wlth miniature figurines, or some slrnilar means of represcnlalion..
c h m . In thelattercase, the individual with the objectCharm must command or Envoutement: A term defining that practice of sympathetic magick In which
will the charm to function. an image or representation of the individual to be affected is employed to effect
Conjuration: A form of summoning (q.v.) which requires Heka expenditure the work. This is typically thought of as voodoo, but envoutement is a separalc
and the naming of the spirit/being being summoned from some other plane or and smaller thing.
sphere. Compare Casting. EP: b i l Persona. A non-player persona of malign nature and inimical to the
Chem.: Physical damage of a chemical nature. Heroic Personas of the players.
Chthonic: This term translatesliterally to underworld. It ismost oftenused in Episode: A period of roleplaylng whlch need not have a conclusive end, but
reference to benlgn underworld deities or beings. rather one dictated by time. 1.e.. the end of the period of t h e allotted for play. A
Cont.: Physical Damage of a Continuing nature, 1.e.. some or all of the PD in number of episodes are usually necessary to reach the end of an adventure or
question continues to occur on one or more subsequent Crltical Turns. scenario ( q q . ~ . ) .
CT: Critical Turn. A period of three seconds of game time. Eternal:Havingno foreseeableconduslon. Somethingnotsubjecttothctcm~~ral
Cunning: Anonassallable ability of themind. Unlike Mental TRAIT. which can dimension or time. One livlng or existhg on Into the unforeseeable future.
be attacked and harmed thus. things with Cunning rather than such TRAIT can Ethos: Basic beliefs and tenets suchas those of aood. Evil, etc. In thlssystcnl
operateasif intelligent, yetnot besubjectto aitackMentally, whether by damage there are five ethoi: Sunlight- ordered Qood, Moonlight- natural Oood. Balance
or other Eflect. Very high Cunning might enable Mental attack, tool - acceptance of Agathocacologicallsm and desire to keep both aood and Evil
Cut: Physical damage of a Cutting nature. -
checking each other, Shadowy Darkness an Agathocacological approach
D: Dieordice. Adie ordlceroli is calledfor by this. Thedieordiceisor arerolled opposed to Sunlight, not at odds with Moonlight or Balance, oRen in conflict with
and totalled. A number proceeding theletterwill indicatemultiple dicearecalled true Evil, but using many of the same means as the latter to achieve i l s ends.
for. The number followingtheletter indicate the numberof faces of the dice, wlth -
Gloomy Darkness all wholly EM1 and malign, the dcslructive, and that desiring
a plus sign and a numberfollowing that indicating that thatmany are to beadded an end to life and activity (entropy).
Exaction: A forced service (q.v.). It is common f&a sand to be burned or consumed in the operation of Castings,
Exclusive (Pentacle): Keeping all outslde the parameters desaibed. but sometimes it is merely destroyed wlncident to operation of the Heka in-
Eyebite: A Casting which requires only a look or glance and occurs within voked.
the Critical Turn of its use. The power is typically that of those practidng Haruspex: Adivlnerwhose predldons are based on inspection of the entrails
wilchcraeft (q.v.). of sacrifidal anlmals.
PAC: Flnal Attack Chance. The percentage chance an individual has to hit Heka: The e n w which powers Castings and other thlngs associated with
successfully, the Basic Attack Chance. plus Weapon points. and combat magick priestuaeft. sorcery, etc. That most common is that from the Material
modifiers. Spheres (the world and assodated spheres) called Preternatural Heka. There Is
Pet1sh:Amundane animal, object orwllectlonof objectswhich.lnoperation also Supernatural Heka (10 times more potent In force) and Entital Heka (100
through the Law of Sympathy (natural power of the object/objects) and the Law times more powerful).
of Kitual (invoked and summoned power) contains a Minor (Preternatural or Hekaur Acollective term for powedul Hekaand its use. Uterally words of great
Supernatural)spirit or the attention of a channeling agent for a Mqjor (Supernatu- maglck.
ral or Entital) spirit. The fetish wields one or more forms of power such as those HP: Heroic P e m n a . The game persona(s) of a player in the game campalgn.
of an amulet, charm, or tallsman. ( q q . ~ . )orsome
, otherslmilarspedflc function- H w : Herolc Personage. A powerful and helpful non-player persona who
ing resembling those totems. However. the fetish Is more complex. The attuned assists the Heroic Personas. Compare MW.
individual can call upon the spirit power of the o b j e d to serve as a sort of spirit Immortal: Not subject to death. immune to Physical and/or Mental and/or
familiar or assistant. The splrit will be of one of three types: (1) friendly and Spiritual destruction or termination by any means understood (or understand-
beneficent to the indlvidual, (2) neutral but commandable (through reason or able) by humanity.
coercion),or (3)hostile andmalevolent (notnecessarily to thelndlvjdual utilizing Imp.: Physical damage of a n impact nature. Note thatthere is usually no armor
the fetish, but to all others) and, If unleashed. controllable only by exbaordlnary or other protection which can mitigate against such form of damage. This is not
means (maglckal) if at all. to be confused with Imp, a minor Netherbeing resident of the Nether Plane and
norentine: The ability to fight with two weapons. one in each hand. a t once. Pandemonium (qq.v.) generally.
The second weapon may be a shield. Inclusive (Pentacle): Keeplng all lnslde the parameters described.
Pormula: A Casting of complex nature which requlres one Action Turn or Infusion: An herbal potion or tea using herbs and water or similar liquid.
longer to activate. Initiative: The order of actions in a Critical Turn of the game. The persona (or
PP: Mendly Persona. Anon-player persona who is helpful and well-disposed to being) with the lowest Initiative score can a d first and then action proceeds
the players' personas. onwardsfrom nextlowestto highest. ltlsgenerallyfound by taklngthelndividual's
PPM: Full Physical Manifestatlon. Anormal, material/mundane person, place, Physical Muscular or Neural Speed, dependlng on the action considered. a s a
or thing. negative numberand then adding Speed &ctor(s) of weapons and/oractions and
Preeman: In game terms, an individual of SEC 4.3. or 6. Apersona belonging a random die roll of from 1 to 10.
to the middle classes. Instrument: Atool of the Heka user needed forsome activity concerned with
FRP, PRPa: Fantasy roleplaying. a fantasy roleplaylng game. the ability In question.
Full Practiti0ner:An Indivldualabletochannel Full Heka(l0timespossessed Invocat1on:Aform of openlngof a pathway between the Materialsphere of the
STEW) from Dweomercr'felt and/or R l e s t c r d t ability, and thus a Mage. Priest practitionerand anotherplaneorsphere which lnvltes the entranceofoneserved
or both. by the practitioner. Hekamust be expended, and the arrlval of the invoked is not
Furlons: A measurement of distance equal to 660 feet (220 yards). O n e assured but depends on the result of a WS check.
eighth of a mile. There are 10 chains (q.v.) in a fullong. This distance is synony- Invulnerablllty: Immunity to damage or Effect from aspeciflcform of attack.
mous with bowshot. 220 yards being the average distance atwhlch archery with A Nend is invulnerable to any normal hand weapon. for instance.
a longbow was practiced. JP: Joss Factor--one small portion of one's Joss.
Qate: A large. usually permanent or regularly existing means of passage from Joss: Something similar to, but much more than, luck Joss affects chance.
one world, sphere, or plane to another, within a particular universe or beyond it alters fate, changes karma, and shapes what happens s o as to rewrlte Msmet!
(in the multiverse). Compare Door. WS: Knowledge/Sklll. One of the many, usually learned, abilities possessed
Qlyph: An icon or symbol whlch can contain Heka or Maglckal Castings. For by personas, including the Heroic Personas of the players. in the game.
game purposes. the following forms of writing drawlng, engraving. or like form League: A measurement of distance equal to three miles.
of reproduction will be considered glyphic In nature: Llnk: A Heka-based channel between one Indlvldual and another, thesubject
Characler Pictogram Rune Ngure (or vlctim). A Unk must be established In order for the Unkor to channel Heka to
Letter Hieroglyph Slgil Number affect the Unkee's Mental or Spiritual (or Physical) form. Establishing a link
Sign Signet Symbol Numeral usually requires one Critical Turn.
OM: Qamemaster. The participant who manages the campalgn (q.v.) and acts Loup-Qarou: A Dalmolherion (q.v.) wolf.
the parts of all OPs and the like, but has no speciflc game persona (Herolc Lycanthrope: This literally means 'wolf man.' A lycanthrope is a persona
Persona) which she or h e actually plays. inflicted with therianthropy (q.v.). Therefore. the victim must unwillingly
Qrimoire: A collection of Archetypical, T u t e i q , and (sometimes) Speclflc undergo periodlc transformation from natural form to o n e which is part man
Castings. frequently of Evil s o r t and part wolf.
Hand: A cloth or similar material folded In a magickal manner around some Lycanthropy: Apartlcularstrain of therianthropy (q.v.)in which a wolf-human
form of Materia(spel1 components)so as to perform asanamulet charm (object) transformation results.
or the Hke. It may also function a s a tempotary fetish. orto empower or be part of M: Mental. The Mental 'lWUT. The following are assodated with MTRAIT:
a Casting. Whlle used in wicca (cf. mysticism) and witchuaeft (q.v.). the hand can MM: Mental Mnemonic. The Mental memory CATEQORY.
function with many other forms of magick. A hand is of Hmlted duration but can MMCap: Mental Mnemonic Capacity ATTRIBUTE of a persona.
store considerable power for Its operation. It is sometlmes utiilZed as a Heka MMPow: Mental Mnemonic Power A'ITRIBUTE of a persona.
Keservolr. but once it operates, the hand loses its Heka and is of no further use. MMSpd: Mental Mnemonic Speed ATIHIBUTE of a persona.
MK: Mental Reasoning CATKIORY. P: Preternatural. Usually used to idenliry Heka from that source, 1.c.. tile
MRCap: Mental Reasoning Capacity AITRIBUTE of a persona. spheres and planes associated with and direcUy connecting with the mundane
MRYow: Mental Reasoning Power ATTRIBUTE of a persona. world.
MRSpd: Mental Reasoning Speed ATTRIBUTE of a persona. Pact:A bindingagreementwith Evil in which the pacteeglvesup his or hersoui
Mage: A Full Practitioner of Dweomercrdt. for cerLain Heka Powers and Heka.
Magi: Plural of mage. Pandemonium: That place from the lowermost Nether and Entropical Planes
Mana: Synonym for Mil. reaching to the uppermost portions of the Abyssal Plane. It is that place in which
Mascot: A mascot is similar to a fetish in form, but it is usually an animal. evil things Intermingle, and as a plane extends elsewhere as well, of course.
rcprcsenlation of an animal, or something else which is a 'lucky' creature or Compare Supernla.
thing. To operate, it must be on the person for whom it is a mascot, in that Parallel: An alternate number coexistent with another. There are parallel
persona's possession or sight, or within a 10-foot radius of the persona. The planes, universes, spheres, worlds (planets, moons, etc.), with or wilhout
mascot is simply a receptacle for luck (joss plus). parallel life-forms and s o forth. Parallel places are never exactiy the same as
Materia:The things needed for alchemy andmaglck as well as for many sorts others in the series. Some differ radically. Parallel places essentially exist in
ofcastings. There are literally thousands of chemicals. minerals. herbs. infuslons the same perceived space and Umc (if applicable) but have a diilcrcrlt
and s o forth which qualify as Materla. vibratory frequency (and possibly different matter, therefore, if the quark
Medicine Bag: A collection of small objects in a pouch or similar contalner theoryis correct), However, moving from oneto another mlght cover agreatcr
colledively referred to as by Ulis term, QisUris,'Mcken Rag. etc. all charm o b j e d . probability distancedue to variances. Thinkof aradlo band dial to understand
The items in such wllecllon might include not only Materla and lucky objects. but this concept.
charms (object) (q.v.)as weU. Inthelatterevent, themedidne bag becomesamuletic Parry: To attempt to block an opponent's attack. This usually rcquircs the
in nature, and if further imbued with power it might be a near-fetish (q.v.). sacrifice of one of the panying persona's attacks in order to enable the parry.
Module: A complete game deallng with a genre, but still only a part of the Partial Practitioner: One not able to gain full bencflt (multiplied Hcka) irotn
larger, multigenre whole to wNch it belongs. possession of Dweomercrdt and Mq~ickandlor n-leslcrdt and Hcliglo~~ in
MP: Mundanc Persona. An ordinary, generally not powerful. non-player per- wmblnallon.
sona who is encountered during the course of game action. PD: Physical damage.
MPa: Monstrous Personage. An Evil Persona (orbeing) ofgreat power and most Peasant: In g m e terms, SIX 1, 2, or 3. A persona belonging to the lowcr
inimical to the Heroic Personas of the players. classes.
Multigenre: A roleplaying game form which Includes more than one (basic) Pentacle: A magickal device for the storage of Hcka and/or the prolccUon ol
genre. For example, one which allows partlclpanLs to have theirgame personas Ulose inside or oulside of ils parameters. Pentaclcs come in many Cot-ins.
play in a fantasy genre, a science-ficllon one, and a contemporary (realistic) one including Lhose of themind only, which are not actually (physically) drawt~.
is certainly multigenred. Also: A small, five-pointed (star+hapcd) flgure usually made of a continuous
Multiverse: All the parallel universes, worlds, spheres. planes, and dlmen- metal slrlp. That is, the figure is an outline, not a whole. Thcsc figurcs arc
sions, includlng all therein and thereon. sometimes trlmmed with like material s o as to be circled, boxed. etc. They arc
Netherbeing: Any being from the Netherrealms. One of Evil. worn asjewelry. but are symbols as well as amulets, charms, etc. (qq.v.)
Nether Plane: That plane diametrically opposed to the celestial. A place of Periapt: A potent and s~xciflcform of amulet (q.v.), usually of stone and
active and energetic Evil. inscribed with a glyph, picture, word@)of power, Charm, or other Casting so as
Netherrealms: Pandemonium (q.v.) In general. The sphcres and plancs to imbue additional power to the substance of the periapt. A scarab (c1.v.)might
wNch are the opposlte of the asbal. The plane of the Abyss is a t the nadir of the be a periapt. 'Qplcal functions of a periapt include, but are not lirnitcd to.
Netherrealms. Thus, nether are "lower,' and those opposed to them "upper.' protection, health. longevity, and faithfulness.
Some view this a s total negallve and posltive. good and evll, malter and anti- Phylactery: A phylactery is an encased amulet (q.v.), usually of invocatory
matter. This is not incorrect. sort, relying principally on inscriptions and ritual preparation for ik broad or
Non-Vital (MI):Physical damage which Is such that it is not mulUplled by a specific power. The phylactery is worn on the arm (usually the Iclt). hand. or
- -
damage Location Multiplier (Ultra-Vital(UV) x 4, Super-Vital (SV) x 3, and Vital forehead.
(V) = x 2). Pierce: Physical damage of Aercing nature.
NPM: Non-Physical Manifestation. A spirlt or being without material/mundane Plane: A place separate from the mundane. A plane is more cxtcnsivc than a
physically discernable component.TNscondltionmight beoneassumed and not sphere (q.v.).and/or more removed from the mundane. Qenerally. plancs cxisl
a permanent one. in conceptual or non-conceptual form and are nw-infinileor essentially infinite
OP: Other Persona: A general term for all non-player (non-HP)personas in the in extent. Some have considerable depth (tiers, levels, circles, etc.) in their
campaign. space.
Oracle: One giving opinions or decisions based on both foreknowledge Pool: Another term for ReSC~oir(q.v.).
(through divination, mysticism, and Uke abilities) and wisdom. Portal: ADoororaate (qq.v.)enablingone to p a s from one portion of a pl;~ce
Orgone: Synonym for Vrll. to another, from location to another world, sphere, or plane within a universe or
P: Physical. The Physical TRAIT. The following are associated with PTRAIT: the whole multiverse.
PM: Physicnl Muscular. The Physical Muscular CATEQORY. Power: A Casting-like ability typically activated by Lhought/desire alone. Corrl-
PMCap: Physical Muscular Capacity A'ITKIBUTF, of a persona. pare 1:Yeblte.
PMPow: Physical Muscular Power ATTRIBUTE of a persona. Also:Amore-than-human, near deity being, thelowest of the deital class. viz.
PMSpd: Physical Muscular Speed A'ITKIBU'E of a persona. Power, QuasCDeity. Demlgod, etc.
PN: Physical Neural CATMORY. PPM: Partial-Physical Manifestation. A spirit or being with or capable of
PNCap: Physical Neural Capacity A'ITKIBUTE of a persona. evidencing a vague rnaterial/mundane, physically discernible cornponcnt
PNPow: Physical Neural Power ATTRIBUTE of a persona. such a s form, faint feeling, etc. Again, this condition might or mlght not be a
PNSpd: Physical Neural Speed ATTRIBUTE of a persona. permanent one.
Probability: One of the numerous planes. Also, the concept that if any- employa w e a p k k e a r armor protection, or take an action. ~ h lLs applied to the
thing of a significant nature can happen. It has or will. s o a branching in time Initiative roll to determine the order of events In a Critlcal Turn. Normal SF is
will occur at such point to allow for the existence of both a nokhappenlng In always a positive (penalty to action), so It Increases the Initiative number. Note:
one place and its alternative In another. Thus. parallel (q.v.) universes, Speed Factor also adversely affects dodging (to avoid damage). In that any
planes, spheres, and worlds, exist now and wlU proliferate at some rate Into Individual with an armor SFgreater than5 can not normally employ dodging (an
the future. for Intelligence means choice and action which Increases events addition to attacker's roll to determinesuccess In hitting the individual).
of significant nature. Simple: An Infusion or potion made with but one herb as opposed to a
Psionlcs: Electronically enhanced psychogenic. or psychlc, abilities. For compound.
example, if an Individual were telepathic, but wearing a hat containing a high- Soul Object: Anythlng living or otherwhe from the size of a pebble to as
frequency radio wave receiverenabling paranormal psychicablllty of telepathyto large as a persona In whlch personas use Heka and Castings to enable the
be increased, that Individual would be said to be using pslonlcs. This word Is object to contaln their 'soul.' The soul object then shields the body of the
generally misused by the ignorant. Compare Psychogenfcs. persona employfng it from Mental and Spiritual attacks of all sorts. Further-
Psychogenics: Psychic powers. Usually paranormal abllitlesof Mental, Physl- more, if the body of the persona is destroyed by Physical attack, the soul
cal. or Spiritual sort whlch are enabled by the powerofthemlnd,self, orsplrlt. The object will generate a clone, and the persona will be restored physically.
power comes from the individual, just as Physical Muscular energy does, so as to Special Connection: A persona with some useful and considerable abilities
enable one to perform a paranormal feat such as clairvoyance, telepathy, and so with whom a Heroic Persona has aspecial relationship, allowing ability to ask the
forth. In the fantasy mlileu, such ablllty becomesmagickal and more potentinits persona to assist In his or her area of ability and expertise.
encrgy. Compare Pslonlcs. Spedal Failure: An attempt to perform somethlng which falls so badly as to
Reservoh A device (usuallyone especially prepared by the practitioner who merit some considelation for backlash, illeffects to the attempung Individual.
plans Lo use it) whlch holds astore of Heka energy much thesame way a b a t t q and so forth. This Is usually indicated by a percentile die score of 99 or 00 (100).
stores clcctrical eneqy. Some Reservoirs are dead when drained; others r e Specialization: (Anoptional game rule.) Concentration of ability In aK/S Sub-
charye. Consult the rules for details. Area (q.v.) so as to Increase effective STEEP (q.v.) by 50% of that actually
Ritual: The most complex of Castings, requiring lengthy time perlod to possessed by the Individual. (It costs foregoing of one Sub-Area and reduces
corn plcte. performance in other Sub-Areas possessed by 50%.
RL: Recovery Levcl.That amount of the persona's Physical TRAITwhich equals Special Success: An a~onwhichLsosuccessfullyaccomplishedasto merit
90%. A persona at this point or recovered to it is considered whole and sound. addltlonal degree of performance orsomeother consideration. It is indicated by
Rod: A unit of measurement of distance equal to 16.5 feet. It Is also the scoring 10% or less of the total needed to succeed. as shown by the roll of
comblncd height of three average (5'6' tall) humans. percentlie dice (D%).Thus, if 30 or less was the needed score, a roll of 03 or less
Rod (Magickal): An instrument for Heka use. Operations, etc. One is typically would Indicate Special Success.
about 3' long and about onehalf Inch In diameter. SpeciflcCasting: ACastingconcelvedand developed specially by a particular
RPQ: Roleplaying Qame. Arelatively new kind of game which is different from individual. Compare Archetypld Casting, 'lhtelary Casting.
other sorts (board, card, table. parlor) in. among many other things, that players Spell: A Casting whlch requires one Battle Turn to activate.
crcale and act the parts of Imaginary personas In a makebelieve setting, the Sphere: A sort of a plane (q.v.), usually one of the inner sort such as the
whole of whlch is known only to the gamemaster. Also, the game form Isgroup elemental sphere of Alr, Bath, etc. or that of Shadow. Compare Plane. A sphere
cooperatlve, has no winner and lasers, and lasts for as long as the parlidpants exlsts In various forms In more than one universe. but not necessarily In all the
wish. includingyears of time. muillverse.
S: Spiritual. The Spiritual TRAIT. The following are assodated with STRAIT: Staff: An instrument for Heka use, Operatlons, etc. One Is typlcdly about 6'
SM: Splritual Metaphysical. The Spiritual Metaphyslcal CAlW3ORY. long and about 1' diameter.
SMCap: Spiritual Metaphysical Capacity A7TRIBUTE of a persona. S m P : Study, Training, Education, Experience, Practice. The five elements of
SMPow: Splrltual Metaphyslcal Power ATTRIBUTE of a persona. Knowledge/Skill which allow one to measure the ability therein as a percentage
SMSpd: Splritual Metaphyslcal Speed A7TRlBUE of a persona. chance for successful employment of that ablllty. Low STEEP Is 1, high Is 100 or
SP: Spiritual Psychlc CAEQORY. more. Thus, one with 40 STEEP points has a base 40% success chance.
SKap: Spiritual Psychlc Capacity AlTRlBUE of a persona. Stick: A small wanblike instrument of about six Inches length which can
SPPow: Spiritual Psychlc Power ATTRIBUTE of a persona. contain Heka and may have Innate Powers.
SB@: Spiritual Psychlc Speed ATTRIBUTE of a persona. STR: The Strength (STR)rating of a Poison or Disease or something dmilar in
Scarab:Amuletsorperiapk(qq.v)thatareformedIntheshapeofabeeUe.The game terms.
design of such devices originated In W p t . Ascarab will most often be made of Stun: Physical Damage of a Stunning nature.
scrnl-preciousor preclous stonelnlald with or of gold or other precious metals. Sub-Area: Adlvlsion of aKnowledge/SMII Area. SomeK/S Areas areso broad.
They are sometimes fetish-iike (q.v.)or have malign purpose. or the ablllties covered thereunder so diverse, as to requlre Sub-Areas. High
Scenario: An adventure saga or problemeolvingsaga based on the rules of a STEEP ( q . ~ mlght
.) eventually enable one to acqulre all Sub-AreasIn aK/S, but not
rolcplaying game (module). A commercially produced scenario Is one whlch necessdly.
dclincntcs the mission, goal, objectives, describes the theater of action, key Summoning: A practice requiring the expenditure of Heka which requires/
occurrences. and foes. and generally deflnes things for the gamemaster and to a forces a creature or being from another universe, plane, orsphere to thelocation
lcsser extent for thc players. of thesummoner. A Pentacle (q.v.)Is notstrictly necessary, butmay be involved.
SEC: Soclc-F%conomlc Class. Compare Call Up and Invocation.
Service: In terms of dealing with those of other planesJspheres, a service is Supernla: That place from the uppermost portions of the Empyreal and
onc clearly defined and llmited action or course of activity. this mlsslon having a GAesUal planes extending to the lowest portion of the Astral Plane. The place
rclaUvcly short Ume period and an objective or goal whlch is reasonably obtalk where all aood belngsgenerally Intermingle. and as a plane. extends elsewhere
able by the one bound to service or agreelng to it. as well, of course. Compare Pandemonium.
SF: Speed Factor. The expresdon of time required to do somethlng, such as Super-vital (SV): Physical damage multiplier of 3. See Non-Vital.
Surprise: Agame term which indicates that all members oithegroup possess- beings are not fully subject to mundane temporal conslderalions, 1.e.. aging
ing Surprise can perform their actions flrst in a Critical Turn,whUe all Surprised is not manifest in human terms. A ghoul and a Preternatural vampire are
opponents must awalt the results of those actions before acting. Compare Total examples of Undead. Undead are not to be confused with spirits (q.v.) of the
Surprise. oncealive, such a s ghosts, phantoms, spectres, and s o forth, who have at
Susceptibility: Weakness which causes additional or special damage or best a Partial Physical Manifestation o n the Material Plane.
some other effect when a subject is exposed through attack or proximity to the Unliving: A neverdive (in human terms) physical creature or being, or a dead
material to which It is Susceptible. Flends. for example are Susceptible to iron. creature animated by some outside force by its command and conlrol s o as to
TAD: TheTime (delay between beginning and activation ofaCasting),Area (of avoid death. per se. The former might be a physical creature or being from a
effect of a Casting), and Distance (maximum rangeof aCastlng) factorscrudal to distant sphere or plane not subject to those considerations humans are. such as
a practitioner. See also ACE. the temporal, enelgy, etc. A demonic splrit creating a WM might be termed as an
Talisman: A potent, singletask device similar to an amulet. A talisman is a Unllving thlng. Supernatural vamplres are an example of having unllfe. In the
defensive device and more specific in nature. however. The task performed by a second case, a zombie, having neither b u e mind or human spirit is an "unalive'
talisman is bothsingular and specific regardingsome functlonand applicatlonof animated thing. not an unllvlng creature.
mwickal power for a person, group, creature. event, adion. place. or thlng. Unmortal: An Undead (q.v.1 or other being whose power is such that it is
Tau: Bask matter without any of the four materlal elements or Heka (the fifth no longer subject lo the Preternatural or Supernatural forces of Heka. exists
element) intermixed therein. outside the influence of many spheres and planes (the Temporal, certainly).
Thedanthrope: Uterally 'beast man.' A therianthrope is one inflicted with and has full simultaneous existence In more than one major sphere and/or
thcrianthropy (q.v.). Compare LycanUwope. plane. In some way Unmortal is thc antithesis of immortal: Thestate of eternal
Therianthropy: Thls Is usually a Heka-Induced condition inflicted by a being of the nqative (Evil) is unmortal as opposed to the posillve (aood)
Casting or curse ( q q . ~ . )although
, sometimes it is spread by a wound being immortal.
received from a therianthrope (q.v.). Thls condition periodically causes the Vital (V): Physical damage multiplier of 2. See Non-Vltd.
afflicted to unwillingly transform into a creature which is part beast and part VrU:Theinnalepowerwithinanindividualwhich e n a b l e s i t t o u t i l i z e ~ n o m a l
human (or humanoid, in any event). Transformation is for a period of time (in human/Farih terms) powers. In this game, Vril translates to Heka (q.v.1.
limited by speciflcconditions. vpically. limits are the rising and setting ofthe typically at a 1 :5ratio, but sometimes lower or greater.
full moon, or nights of a 'dark' (no) moon, or both; but condltlons of affliction Vow: An oath of service and obedience to some deity in return for which Ulc
can vary from those parameters. The resultant creature is typically a bipedal individual isgrantedsomespedal consideration such a s additional Heka poinls.
humanoid with extremities (feet, hands, head. and tall) resembling those of Powers, and s o forth.
a bcast. Beast forms known are: ape, bear. boar. jaguar. leopard. lion. shark. Wand:Asmall andslenderinslnunentforOperaUonsandHekacommandiny.
tiger. and wolf. Other forms are certainly possible. It isusually of special material and about 1' or s o in length. It will usually contain
Therimorph: A human (or other being) able to fully transform into a beast Heka and may have innate Powers.
of onesort (or two or more). Transformation is usually Into an unusually large Weretherion: Uterally 'man beast.' A werctherion is an animal able Lo
or robust bcast, but this Is not always the case. See Therlmorphy. lransform itself into human (or humanoid) form through Heka power innate
Therimorphy: aenerally a Heka-induced or produced condition. innate or within itself. Werethcrion animals known to have such Power onErth are: bears.
acquired personally or by possession of some object, which enables individu- bison, coyotes, foxes, jackals, rats, snakes, swine, weasels, wolves, and wolvcr-
als to change from their own, typically human, form to that of a beast (or ines. Other sorts undoubtedly exist. Most believe that these animals have mi-
beasls). Typical beast forms are: baboon. badger. carp. deer. dog. eagle. grated to E r l h from Phmee, holding that such ability is not natural to the former
falcon. hawk. horse, owl, pike, snake, stag. swan. and vulture. It is possible place.
that many other sorts of forms could b e gained through therimorphy. Wicca: The practice of the wisewoman or wiseman using the Knowledge and
Tincture: An infusion or potion made in alcohol or apple cider vinegar. Also a Skillsof Mysddsm and other abilities, not b be confused with WItchcr~~fi(q.v.).
color. as opposed to fur, or hue used in heraldry: azure (blue), gules (red). It is a natureoriented study and benign practice.
purpure (purple). vert (green). Witchcmft: A practice devoted wholly to Evil, and one in which individuals
Total Surprise: Agame term indicatlngthatall membersofthegroup possess- agree by Pact (q.v.) to serve the Netherrealms, d o malign things, and eventually
ing Total Surprise can pedorm their actions In that Critical Turn, and the Totally lose their souk in return for power and Heka.
Surprised groupmay notact atall. Furthermore. thegroupwithTotal Surprlsecan WL: Wound Level. 75% of a persona's Physical TRAITscore. Beyond Wound
perform its actions first in the following Critical Turn, while all of the opposing Level, a persona becomes Dazed and suffers performance penalties.
y o u p must await the completion of this before acting. Compare Surprise. WP: Weapon Points: An addition of points which user adds Lo Basic Attack
Totem: Any magickal device not an artifact. a relic. or a usual hand orsimilar Chance (q.v.). (Users who have no BAC use WP alone for their FAC.)
weapon perse. Amulets. charms. etc. are thus considered as totems.
TRAIT: One of three main measures of a human. The Mental, Physical, and
Spiritual portions of the persona. A TRAIT is measured by the sum of its two
APPENDIX L:
CATECIORIFS ((qv.). Vocation et a1 Name Definitions
Tutelary Casting: The Castings of Prlestcmft which. through long study and Although they are notstrictly a padof thegame orrules, it is useful to know the
use and the aid of deilies. have developed to the polnt where they are less Heka Vocation names (or professional. station identifier/titlc) of personas engaged in
costly lhan Like Castings developed by an individual priest or a group of priests. celtalnspecific actlviUes. The useof such Vocational names denotesacollection
Compare ArcheLypicol Casting. of K/S Areas and often connotes a peculiar nature, mindset, and moral/elhical
Ultra-Vital (W):Physical damage multlpller of 4. See Non-Vital. bent. Others of these names merely denote Socio-Economic Class status. In any
Undead: A class of no-longer-normallyalive once-humans. Any humans event, these appellations are both a useful tool for the gamemaster and a handy
whose normal life has terminated but who sustain a form of living and have a gauge for the player. All of these name definitions are based on typical Exopan-
(Full) Physical Manifestation through negative energy (and also sometimes AUanUan usage, of course. and no extensive information is given for other
Negative Hcka) and possibly and probably other (physical) means, too. Such regions.
Abbot: A Priest (Full hctitioner) servlng a pantheon's particular speclal
- v
Is not necessarily equated with serfdom or the like, however, and thechildren of
order, and head of a community of monks (q.v.). A female abbot is an abbess. a bondsman are typically granted whatever Sodo-Economic Class status the
Compare mor. An abbot is at least of SEC level equal to the gentry. and some parent had prior to bondage (albeit to retain such status might prove near-
mlght be ranked as aristocracy. impossible in actual fact). Note that many Individuals sent to study and learn a
Acolyte: OnfiWh, this refersstrlctly to a person engkqed in alchemical study Vocation under a master instructor mlght be bound to s o learn. 1.e.. an acolyte.
under an adept (q.v.) alchemist. It is not to be confused with an apprentke, one apprentice, etc.
studying magickal things, or a novice, one learning things of religious nature. The Coqjurer: A Partial Practitioner with some fair ability In both Coqjuratlon and
course of study is at least six years long. Demonology Is referred to by this appellation. Combining these abilities with
Adept: Adepts are individuals with some considerable abilities in Alchemy, other skills, conjurers typically move about a land performing services and
Astrology, and Cory'uraflon, who have proven their knowledge and sklll through entertaining villagers and townsfolk to earn a not inconsiderable Income. Class
demonstrated production. level of a conjurer is typically moderate, though, despite accumulation of wealth.
Alchemist: Obviously, these are personas who profess Alchemy and know Cotter: Tenants renting land from genUemen or aristocrats for money (or
considerable Astrology for the enhancement of their alchemical exercises and produce) and service, cotters are provided with cottage dwelling as well as the
production. land. During the term of such arrangement, cotters are held to service and may do
Apothecary: An apothecary is a person who has combined Alchemy and not leave for elsewhere, but they are by no means serfs (q.v.), and are consider-
Herballsm to develop and supply Materia and sometimes apparatus a s well, to ably above the station of villein (q.v.).
the alchemical community, and various medicines and slmilar thhgs to the rest Cxofter: A small farm with cottage Is called a croft. and the tenant working it
of the community. and paying rent Is a crofter. Unlike a cotter (q.v.), uofters usually have their land
Apprentice: A personstudying Dweomercrdtand M u c k u n d e r the tutelage from a freeman class individual and are virtually freemen themselves. although
of a Mage, orat a college providingsuch studies. The normal length of apprentice- economicstatusplaces them In the peasantry. Otherthan rent,mostcroftersowe
ship is eight years. no feudal services Lo anyone other than their immediate overlord, typically the
Archimage: This is a special name used to describe a very powerful Full ~ r e a t c snoble
t of Ulestatesubdivision and occasionally (as afreeman) only to the
Ractitioner. one steeped in dweomercmeft. magick. and spellsongs, and also sovereign ruler of the slate.
well-versed in alchemy. astrology, conjuration, demonology, and exorcism. Demiurge: This appellation is used to designate an individual who Is bolh a
Such individuals are of high status, typlcally nobles or officials of great courts. hermeturge (q.v.) and asavant (q.v.) and has advanced hls or her abllitles beyond
Archpriest: A high priest (q.v.) of great ability in many fields, Including the usual in both areas s o as to altain thesuperhuman (a Power. Quasi-Deily. or
Aptropalsm, Exorclsm. Pantheology, Pdestcrdt, Kellgion and Vow, who has Demigod ). Mor to moving beyond the ken of humankind, such an individual 1s
risen to an office representing the major deity of an entire pantheon, without called a magus (q.v.). All are accorded great status, albeit few of this bent w e
regard for national divisions. Such persons are of verygreatstatus, generally, and much interested In lhat.
are of the highest aristocratic tier. In the Kelilic clergy, for example, there is but Demonurgist: A persona (of Evil nature) wlth great ability in Astroloyy.
one archpriest (archdruld)for a kingdom or mqjor state. C ~ ~ u r a u o Demonoloyy.
n, EvonIsm, Necromancy. and Occul&sm. Such an
Aristocrat: One who has a voice in government (possibly a mostlimited one, individual is typically a PaNal Practitioner of Dweomercrdtand M@ckas well
but enfranchised to some degree). Not absolutely hue to the exact definition of (amagician).Few ofsuch personas actually committo aPactto gain added power.
the term. aristocrats are nonetheless Important and privileged. Besides status by for they command beings of the Netherrealms by other means and gain force
office. the aristocracy encompasses Mghts through baronets (qq.~.). thus. In Socio-Economic Class terms, such individuals are p n t e d status out of
Aspirant: A religious trainee generally of the Kelltic faith: thus a druld in fear and because of their power (and all too frequently) economic resources.
training. Some persons of this sort are of considerable status from birth, and many others
Bailiff: An official of noble or royal sort whose jurisdiction extends over a find employment in state offices or in those of nobles.
village community. The balliff is a freeman who Is responsible for law and order Druid: A priest of the Kelltlc faith. There arc many ranks of druids in Ule
and the administration of minor matters concerning the violation of laws (Low ecclesiastical order of the Kelltic system of belief.
Justice). Dweomercrsefter: A highly able mage with skill in Conjuraljon and Hch-
Banneret: The status of banneret is granted to knights (q.v.)equipping and Forglngadded to theVocation. Such Individuals usually know many other things
fielding a military force of no fewer than 20 mounted men, at least five of as well. and s o they aresought toserve various nobles or thesovereigns of stales.
whom must be fully armored lancers. This unit serves under the banneret of Enchanter: An individual possessing great skill in both Cqjuradon and
the knight. and the persona thus has status above other non-bannerets but Spellsongs, often with magician (q.v.) abilityas well, Is known as an enchantcr-
bclow a vavasor (q.v.). a 'Oreat Enchanter' Is an invocator (q.v.). Although not Full Practitioners. these
Bard: An individual wlth great know led^.-,';kill in the Areas of Metaphysics, Individuals command considerable Heka and have such ability as to make them
Muslc. Musical Compsltlon, Poehy/Lynics. and Spellsongs, plus Parilal Practi- very much In demand for various posts and offlces in noble households and
tioner ability in i'riestcrdtand Hellglonisgiven the appellation of bard. In Kelltlc holdings, s o typlcally only the least able of enchanters will be found at large.
slates, most such individuals also pledge themselves by Vow and are thus very Forester: The forester is a freeman serving the sovereign of the state In the
potent Heka wielders. There are 'areat Bards' (Owyddorrs)in mostKellticstales. capacity of a protector and warder of the wildlands belonging to the crow-
See ffrcat Lbrd. typically hunting lands. A forester is usually skilled in nature. hunting. archery.
Baronet: The greatest of the non-hereditary aristocrats is styled a baronet. A and s o forth: and many such persons havesewed as soldiers prior to becoming
baronet Is usually ranked just below a baron. It is granted to an individual by a foresters.
Qrcat Noble or royal soverelgn. usually for service. support. etc. With the UUe Franklin: A franktin is a freeman and landlord of large holdlny. (The land
there typically come lands which pass to the individual's heirs, even though the owned is often prescribed a s to acreage, 1.e.. 640 acres more or less depending
UUe of baronet dies with the person holding it. Note that a person of this rank is on the state.) kanklins do not necessarily hold their land directly from the
not necessarily a knight (q.v.). sovereign, however. Thus. frankllns might owe service to a lord between them-
Bondsman: Any individual condemned or pledged to selve without pay for a selves and the crown, or at least own payments (taxes) to a noble. As they are
specified pcriod of time, possibly for as long aslife, is a bondsman. On &h, this amongst the highest of freeman class and eligible for most posts and oflices,
" -
franklins are always gentlemen, and from thls rank of freeman class come many Hierophant: When Individual priests rise above the abUities of hlgh pricstand
local officials and candidates for the aristocracy. archpriest (Prlestcrdt, Hellglon, Vow, Apotropalsm. Dcmonoloyy, Divlnnllon.
Freeholder: A landlord of freeman class and large holding who has lands Exordsm, Melaphyslcs, Occultism, and Panthwlogj thcir capacity places
directly from a sovereign, and s o makes payments In money. goods, and/or thcm into a special d a s s of ecdcsiastics known as hicrophanls. In some a s c s .
scrvices directly to the crown. Freeholders, along with franklins and squires such individuals sit above the archpriests of a pantheon and arc the direct link Lo
(qq.v.) form the mqjority of the gentle Uer of the Upper Middle Class (Freeman Itsdeital members. Those who Ulus become more than human in a p a b i l i t l ~ -
Class 3 or SIX level 6). thus becoming Powers, Quasi-Deities, orDemlgods--arc rcfcncd to as Ascended.
Freeman: A freeman is an individual not bound by birth to the service of Ascended Masters, and Eldest Masters (respectively).
anyone other than the sovereign ruler of the nation and such Individual as that High Priest: A priest (Prfestcrdt, Rellglon, and Vow) who is highly capable.
ruler may assign to serve a s viceroy In the area in whlch the freeman resides. has served exceptlonally, and has added abilities in Exorcism and Panthcolo$~y
Freemen can travel where they wish, reside where they like. and occupy thcm- (or Demonology in the case of one serving Darkness/Evil/the Nethcnwlrns) is
selves with whateverVocation they choose (in theory, if not always In fact, due to usually madca high priest. The status ofsuch Individuals depends parUy on thcir
necessity). In t e r n s of Socio-Economic Class, the freeman Is Intermediate be- panlheon and that of the state they are In, and also there is the consideration of
tween the peasantry and the aristocrats. the deity professed by a hlgh priest. Thus. one of aminor entity (Minor. Demigod.
F'riar: Asortof monk (q.v.) who provides services to all atno cost, but relics for or Quasi-Qod) might be bul a class level 5.6. or 7, while a high priest of n rnorc
sustenance and support on largess and gins (begging).Some friars are of martial important deity in thestatc pantheon would be at least class level 7. more likcly
sort, rather like those of the Orient, in that thcy know wenpons and the use of 8.and possibly as high as 9th (great nobility). In the druidical hierarchy. a hig11
sums. Notc that cciibacy is afunction of the partlcularreligion professed by a friar, pries1 is of the ciyhth rank, lesser only to the areal 1)ruids. Archdmids. and the
s o that some might bc celibale and others not. Asccndant, the head of all of thc Keiitic Tililh.
Gentleman: The upper Uer of the freeman d a s s especially enfranchised by a Holy Healer: A pcrson with Herballsm, MysUdsrn, Kcllyion. and possibly
y a n t of armorial bcaring (a coat of arms/heraldrlc device on shield) which only f'rlestuaft too, although only a Partial Practitioner nonetheless. who has made
gcnUcmcn and aristocrats may possess. Armorial bearings are recorded and a Vow to s o serve is callcd a holy healer. Such Individuals arc rarc but greatly
monitored by special office of each slate following this convention. respected by most olhcr dasses of society. (Comparc Healer and Monk.)
Grand Cleric: A Priest (MiPractitioner) of vcrystrongsottwho is above a high Invocator: Invocators are sometimes callcd "arcat Enchanlers: Thcy arc
priest and typically represents a panthcon on behalf of astate. In the Kclltlc falth, Pa~UalPractilioncrs of Dweomercrdt and Maglck with UIC added abilities of
Lhis station is known as that of areat Druld. Compare Archprlcst. CoqjuraUon, DlvlnaUon, and Spcllsongs (and not infrequenUy Demonoloy~~ anti
Grand Serjeant: Royal (or sovereign)service and surpassing feals of arms by Exordsm as wcll). An invocator of lesser ability serves an organimlior~or ;I
a frceman of any sort will often bring the status and style of Qand Serjeanlry. A community, while thcmoreablearelikely to havca position with a nobleor be i l l
Qrand Scrjcant is awarded armorial bearings and arms, armor, and mount state scrvice. The very top individual might have status as a gcntlcman or lurd
suitable for a knight, and is occasionally givenspecial ceremonial duties, such a s aside from office.
bearing the flag or weapon of the sovereign. Although the tiUe of arand Serjeant Jongleur: A person whose profession is to entertain by means of skill and
is not inheritable, the armorial bearings and lands conferred In making the arand knowlcdgc in Music, Musical CornposiUon, f'oeoelry/Lyrlcs, and Thcsldmi.sr~~ is
Scrjemt can be passed to heirs (and held thereafter by service and/or rent callcd a jongleur. Although jongleurs are freemen, their profession rnighl wcll
payments), s o that the heirs are of the gentry. Compare Serjeant place thcm into the peasant class. Typically, ajongleur is from class level3 Lo 5 .
Qreat Bard: A Qreat Kard, awyddorr in the Kelltlc tongue, is a bard (q.v.) of and only the most skilled and famous might attain the gcnhy (CL6)on Lhc rncrik
very grcat skill who has made a Vow. All such individuals possess martial skills of thelr profession. Any Heka utilized by such individuals is not conncctctl wilh
and abilities in other Hcka-producing Areas as well. i.e., Apotropalsm. Rs&ology. the profession--compare Bard, Minstrel, Shald, and Troubadour.
ConjuraUon, Dweomercreft, Exorclsm, Maglck, and s o forth. Naturally, not all Knight: The least rank of the aristocratic class (in E r o p and the West i n
of the abilities givenin the example are necessarily known to agiven arcat Bard. general, and Lranslated thus in most other places now as wcll. including l h c
Great Noble: SLrictiyspeaking, aareat Noble isamarquis, duke, or princc with Samurai class in Nippon), one plcdged to provide milihy service. There arc
considerable land holdings and the power to create lesser nobles, or a Watine various d c y c e s of knighthood, from that conferred by n noble to kniyhlhood of
count or higher ranked noble (with extensive holdings). Actually. most of the aroyal orimperial ordcr. p u s thestatusof bannerct and possibly vavasor (qqv.1.
greater aristocracy with W e of nobility are treated as and consldcrcd as areat Typi~ally,theconveyanceofland,orannualstipend,orbotharcincludcd wiLh the
Nobles in many states. award, but thls is not necessarily so, especially for yen@ already in posscssio~~
Guild Master: auild Masters are a part of the gentry through their election to of land, lesser ordcrs. etc. As with othcr styles of Lhc non-hereditary aristocrtrcy.
office of a craftsmen's (sometimes tradesmen's) gulld. They are thus entitled to the titie of knight and its bencfils are not inhcritablc, but dic with its hoidcr. (The
bear the arms of that guild, although the entiUement ends when they no longer land included with the knighthood might not revert to Uic panlor in rarc cases.)
serve office. Heads of very powerful guilds are certainly ranked with the least It must be noted that knights of certain grcat ordcrs (as wcll as banncrcts. of
aristocrats. course) only can bestow knighthood on othcrs.
Hayward: This office is bestowed upon peasant class Individuals by an Lord: A lord is theleastof themiddie Uerof aristocrals. Oncalwaysowns land
aristocrat. The duties arc principally oversight of the fields of a manor. I1 conveys in ficffrom a Qreat Noblcor thesovcrelgn, and this holding isinhcritablc by lieits.
a c e h i n amount of shtus, and the hayward is paid for scrvice. The holding is at lcast of manorsize (typically amanor is 640 acres in cxtcnl. h;ls
Healer: Highly dedicated persons with Herbdlsm and Mystidsrn knowlcdgc land suitable for cultivation, pasturage, and woodlols, and includes ixasanl
and skill are typically known as healers. Although not of parllcularly y e a t social Inhabitantsand a hamlet-asmall communitywithoutilsown temple). and wiLhi11
status, these individuals aremore concerned with helping than they arc withsuch itthelordmay prescribe Low Justice, collect rents, fees, taxes. ctc.. andgcncrally
considerations as rank and precedence. Particularly deeply committed individu- do a s she or he pleascs. Lords may appoint (swear to vassalage to thcrnsclvcs)
als of this sort w e holy healers (q.v.). lesser aristocrals, and possibly grant knighthood. Thestyle of lord falls lninlcdi-
Hermeturge: An adept (q.v.) (Alchemy, Astrology. and CoMuraUon) with ately below baron and ranks above both b~aronctand vavasor (qc1.v.).
abilities of DlvlnaUon, Metaphyslcs, and PanUleologyas well. The hemetulge Is Mage: A Full Practitioncr (able to channel full Hcka) of Dweorncrudt-Mqick
a highly influential person usually of aristocratic status and office. combination, Exlxricnced Mages are in demand by wealthy frccrncn. organi~a
- "
tions, communltles, aristocrats, nobles. and states. Thus, a Mage mlght be of Monk: This name is given to those individuals who are but Partial Practitio-
middllng SEC Level or of very great status. (More frequently the latter than the ners of Prlestudt and Rellgfon but have nonetheless made a Vow and kept
former if the person is Intelligent and capable]) to it (even though unable to channel full Heka as a priest). They are typically
Magician: The name is reserved for o n e unable to fully channel Heka, s o secluded In a community of thelr own sort, where they work to support
a magiclan is a Partial Practitioner of Dweomercrdtand Magfck. Those with themselves. Monks d o serve others, often without any conslderation, of
few other talents besides serve a s 'hedge mages' to petty lords. small course. Some orders are martial as well. Individuals who go beyond the basic
communities, mlnor organlzations, etc. Others. by using other abllitles and monk status might become officials of a n order (cf. abbot and prior) or
adding Heka, frequently become Important In flelds outside Castlng and become holy healers or wisemen ( q q . ~ . )Monks
. of female sex are nuns. Note
wilhln a s well. that celibacy Is not required of all such personas, that being dependent on the
Magister: Magister is the title of those Full Practitioners able to combine particular rellgion in question. In Socio-Economlc terms, monks a s a group
D w e o m e r c r d - M a c k and Hestcrdt-ReUgIorNow so as to command truly are of relatively lowstatus. butlndivldualscan b e of higherstation. As officials
exceptional Heka energy. Most have great skill in Apotropalsm. Demonolugy, of the state or nobles, monks often are of class level 6 or 7. An abbot typlcally
Exordsm, and/or Pantheology to augment their knowledge and Heka. Those of Is of the arlstocracy. of course.
principally Mental perspective are sometimes called "magepriests.' while the Mountebank: This appellation is o n e of derogatory sort which Is applied to
more Spiritually oriented ones are sometimes referred to a s 'priest-mages.' those of questionablecharacter, cheaters, and swindlers. As such, one known as
There are, in fact, 'wizard-priests' and 'high priest-mages,' but such Individuals a mountebank Is of very low station Indeed, unless there are factors of great
are few! A magister is always of a t least gentle status. and most are aristocrats by slgnlficance mitigating against this lackof status. By making use ofsmatterings of
right and serve in high posts and offices because of thelr exceptional capacities. knowledge and skill In many areas, through ruse and Impersonation. by deceit
(See high priest for an ldea of the abilities of a high priest-mage. and s e e wizard, and knavery, and possibly using a little Heka to complete their work typical
below, for an ldea of the abilities of a wizard-priest.) mountebanks manage to bilk folks out of money for their own riotous living as
Magistrate: Officials of the state with admlnlstrative, judicial, or combined they travel about. Naturally, one of such character is unable to stay in any one
authorityare titled a s magistrates. Theyservein freecommunlties and royal lands place forlong. Mountebanks assodatewith peddlers, aypsles, brigands, strolling
and in some state offlces of Import. Local magistrates are of the gentry and have entertainers, bawds, jongleurs, actors, beggars, strumpets, tinkers. bearwards.
combined admlnlstrative and judicial (Low) authority. Magistrates in l q e com- masteriess individuals. thieves. and their ilk!
munities scrve In either one capacity or the other. Such individuals are typically Mystagogue: A hlghly skilled individual steeped not only in DwwmerweYt
of class level 6 or 7. State (natlonal) magisters are likewise either administrators and/or I H e s t c r d t andlor other complex practices employing great Heka. but
of judicial officials of the sort who travel and Inspect or mele out High Justice. also an ableeducator (FAucauon) with great knowledgeof diversesubjects. Such
Most state magisters are of the aristocracy. being of level 7. an individual Instructs advanced pupils, such as those of postgaduate sort. in
Magus: Ademlurge (q.v.)who has notyet attainedsuperhuman power (and Is the greatest complexities of their special knowledge and skill areas. These
still a mortal) is known a s a magus. Because of thelr power and abilities. such individuals are encountered usually only in centers of advanced learning and are
individuals are of great status. Those who wish to be involved are always of the amongst the most learned and respected flgures there.
aristocracy. and might be of highest rank therein. Mystic: In truth there are many sorts of individuals who are termed mystic.
Medicine Man: Although by no means a term of derlslon. the appellation Basically, anyone with knowledge and skill in a few of such abilities as Astrology.
"medicine man' applies to a culturally/socially primitive (barbaric) Individual Dlvlnatlon. Fortune Telling, Medlumshlp, Occulblsm, Pantheology and/or Yoga
wilh Partial Practice ability only, due to environmental conditions. A medicine Is called a mystic if that person professes to be able to foretell events and advise
man is an individual with Dwwmercrdt-Magick Priestcr&t-RellglonVow, and as to whatshould bedone. Thus, a barely competentfortune telleranda powerful
some knowledge in one ormore of the following: Alchemy, Astrology, Herbalism, seerare both classedasmysticsln themind of most. In termsofstatus, themystic
MysUdsm, and SpeUsongs. Because of peculiarities of a barbaric culture, some is of moderate class a t best and not Nghiy rewarded for services. It is qulte
arcane knowledge might b e possessed by such individuals, s o they are s o m e obvious, then, that this name isshunned by most truly able Heka practitioners.
times esteemed by gentry or aristocracy. but more for their exotic qualltles than such personschoosinginstead to be known bysomeotherappellation. However,
for any other reason. Regardless of such individuals' Socio-Economic Class in the true mysblc, and by this we mean o n e steeped in Mysticism, Herbalism,
their native land. obviously foreign, exotic. unusual. and different persons are Apotropalsm, Yoga, and the Ilke, is a rare lndlvldual indeed, and one whoglves
seldom accorded great rank. As a curloslty, class level equates to a class level of credit to the term1
5 or at best6. and despitethemost exceptional performance, anSEClevel above Necromancer: Although Lhere are many highly negative connotations regard-
7 is virtually Impossible for lndividuals of exotic sort, whether medicine man or ing this term. a necromancer is still a respected (and feared) Individual. One with
otherwise. knowledge of Alchemy, Necromancy, and Occulblsm qualines for the appeils-
Mendicant: Simply put, a mendlcant is a religious beggar. Whether an indi- Uon, but the most able and powerful are also typically failed Mages (Parlial
vidual professing some belief--a hermit, wandering proselytizer, local 'holy Practitioners) with limited Heka channeling of DweomerweYt and Magck who,
man.' etc.--or a member of an order such a s a friar, amendicant relles upon the from disappointment or natural bent, have turned towards Darkness. Compare
generosity and charity of those around him or her for support. While the mendi- Dernonurgst, Magidan, and Sorcerer.
cant head of acommunity of friars, for example. might be classed wilhgentry, the Nethercraefter: One steeped in the knowledge of Astrology, Coqjurdon,
individual members of that community are certainly of far lower class level Demonology, and Occulffsm as used to invoke the forces of Darkness is referred
bccause of their begging and general outlook, along with their orientation to- to as a Nethercrdter. Some necromancers (q.v.) become netherwdlers and
wards the peasant class. vice versa. None are M i Practitioners, but their arcane ablllties make them
Minstrel: While a muslcian is noted only for muslc (for good or Ill), a minstrel powerful, and they find much employment thus also. Despite wealth and posl-
on hMh is one who not only possesses skill a t muslc but also utillzes the Heka tion, most nethercrdters never attain great sodal status due to thelr Dark bent
power of Spellsongs to entertaln, assist, and s o on. Thus, a minstrel Is of higher and the fear and loathing of normal folk.
status (middling freeman, typically) and better pald than a mere musician. Notary: One empowered by local authority. noble office, orsovereign grant to
Minstrels arc 'hedge bards' tosome extent. Compare Bard. Jongleur, Shald, and affix a seal on a document s o as to make it admissible in the official records or
Tt-oubadour. otherwise recognized a s actual and true. All sales, transfers, and s o forth are
usually notarized, for without such seal the transaction might be quesuoned. All serfs are entitied to justice (High or Low) under the law of the slate. whereas
Also, some jurisdictions reqdre by law that notarization be made of all formal aslave usually has IlltJe or no recourse to the law. Although at the bottom of the
transfers, wills, etc. Fees for thlsservicerangetyplcaliyfrom a BUCortwo to avery soclal scale. indlvldual serfs can be lifted by thelr overlord, and thlsoccasionally
small percentage of the sum involved. For example, a real estate transfer of happens, those of hardest working sort being raised to viileln (q.v.) status: and
100,000 BUCssum might havea notary fee of 100 BUCs, 1.e.. 0.1'Yo. o n d e n t h of occasionally a particularly promising individual might b e freed altogether.
1 percent. Of course, most nolades also report document notarization to the Serjeant: Aserjeant is a freeman who. through outstandingmilltaq abilily and
governmental lax authorities. Because of the mixed nature of this servlce, there service, isgranted arms. armor, mount, and atlendance upon a nobleman or the
is some stigma allached to the office, s o notaries are usually of SEC5.6 if they are royal servlce. In general, serjeants in military service are nearly indistinguishable
also lawyers. from the gentry in all save m o d a l bearings. In SECstatus, they hold land through
Novice: This appellation refers to the learner studying under a Priest, High payment of sunrive or rent, which can extend toVlelr heirs. so lhey fall just below the
Priest, elc. or inapantheon/templeschool. AU novicesstudy andlearnPrIestcrdt gentleman tier at the Lop of the mlddle freeman dass. (Seealso (7rand Serjeant.)
and ReUglon, but most fail full Heka channeling and thus cannot become Priests. Shaman: A shaman is a primitive sort of cleric, one lacking Full Practitioner
Those who d o not succeed might becomefriars. monks, etc. or else they might ability, and of unorthodox pantheon outside his or her own state. Otherwise, all
seekanolherVocation entirely. Ingeneral. thestatusof a novicedependson d a s s that applies to a medlclne man (q.v.) is germane to a shaman. M h e r m o r e . Lhc
level prior to becoming a novice. Othenvise, these indivlduals are of low status beliefs and practices of shamans often tend toward the Dark. s o most are not at
until becoming Priests. all favorably regarded In right-thinking circles.
Ovate: In KeUUc lands, a scholar with considerable ability In Phflosophy, or Ska1d:SkaldsareofSkandianorigination, althoughthcVocational pursuil has
Poct/Muslclan or Sage Vocation, along wilh Law, Priestcrdt-ReUgfon (Partial now spread elsewhere. A skald 1s a sort of storyteller and historian, critic and
Practice), Spcllsongs, Combat, Hand and Mlssile Weapons K/S Areas. Ovatcs advlsor. This work she or he does through employment of Muslc, Muslcal
begin training as aspirant druids, then d e r completing all studles short of the Composltlon, Poeby/Lyrlcs, and SpeUsongs in addition to knowledge in lliqrm
priesthood devote themselves to other courses of study. All such Individuals phy/Clenedogy, History. Uterature. and Logic. Very able skalds mighl also p i n
scwe under a Vow (q.v.)and are druidical teachers, noble and royal counsellors, Heka through Partial Practice use of Dweornercrdt-Mqlck Compare Bard and
statesmen, ambassadors, etc. There are fourgrades of active ovates: Assodate 7loubadour.The particular nature of a skald means that one is either of Lllc
Ovate, Ovate, Ovate Mmter, and Ovate Doctor. common classes or else of the aristocratic sort and in service to some nobic.
Peasant: The lowest of the three SEC, a body not eligible for most posts, Socman. Largeland lenantswithceliain paymentsand considerable honor in
offices, and privileges. Peasants owe servlce of uncertain and undetermined thelr slatus. Tenancy can be from a noble or the crown, and is such that sub-
nature. In general. and cannot own land or property of real sortunlessfreedfrom tenants can be placed on the land by the socman. Although not a landlord. Ulc
their status by noble or royal or Imperial grant, or through accepted payment for socman is generally ranked above the slalus of a yeoman (q.v.) because ol
freeman slalus. economic condition.
Priest: A Yrlcst is a Full Practitioner with abilities In Prlestcrdt-ReUgIonVow. Sorcerer: A sorcerer is one of Dark and Evil nature who 1s steeped in (Yartial
There arc many Ricsts serving various pantheons. and within a given pantheon Practice) Heka use through employment of ConjuraUon, Dcrnonology. Occult-
many dcdicatcd Lo its various deities. Thus, agiven Priest may be of low. middle, Ism, and imbued wilh additional p w e r through a Pact with some force of the
or upixr freeman stalus. Some might actually have only peasant class rank. Nelherrealms. Because of this power, some individuals of this ilk are of yrcat
tlowcvcr. only some special post or omcc would cause any Ydcst to have slalus status, even though thestate and itsmajority ofinhabitants beof other nature. for
in the aristocracy. sorcerers can be useful tools (or is the case actually Lhe reverse?).
Priestcriefter: A Yricst with considerable ability of Apolropls~nand Exorcism is Spellshger:Allhoughmany peoplemay have the knowledgeof andskill attlrc
known as a Pricsla&r. Such individualss h d above the common niest and find SpeUsongsK/SArea, aLruespellsingerisone whois amage(h1I Practitioner) w i U 1
s c a t demand for thck services and employment in important positions. Typically, a Music, Muslcal Composlflon, Pocby/Lyrlcs, and SpcUsongs uscd in conjunc-
Yrlcstairlkr is of gentry status or nonheredilaq aristocracy level. tion with Dweomercrdt-Mngick to create Castings of unusual sort and great
Prior: A West (Full Practitioner) of mendicant sort dedicated to a particular effect. Aspellsinger lsof atleastgentle rank, andmany areabovethatsMUon.Thr
order of a pantheon and serving a s head o f a community of friars (q.v.). Afemale folk of Kalevala and Finmark produce many exceptional spellsingers bccause
prior is a prioress. Compare Abbot A prior is usually of middling status, typically they also have skaldlc (q.v.) abilities.
slightly bclow that of abbot. Squire: A gentleman (q.v.) and great landlord (and always that of freehold)
Savant: This term is utilized to denote an Individual who is a Mage (Full withconsiderable wealth, whosestandingisjust bclow thal of thearistocracy and
Practitioner), but has knowledge (but not full Heka channeling capacity) in in places almost thal of a lord, as the squire's holdings are inherilablc. 11 is
Prlestcr~t-Rellylon,and abilities in Demonology, MysClclsm. and Occul~smas important Lo differentiate this appellation from that of esquire (q.v.).a candidale
wcll a s a high intellectand broad learningelsewhere. Savantsare highly regarded, in training for knighthood.
scrvc in many positions, and are of class levcls 6 and above. Tenant:Those of tenant appellation arc usually peasants ofthe upper tier, for
Scribe: Recause of need for secretarial assistance, and also due lo the lack of they contract with a landlord to rent for produce or money the property of thc
ability to rcad and write not uncommonarnongstall classes, indivlduals wilhsuch latier. Some freemen are tenants, of course, but such stalus places onc in a
skill. plus abilities in Buslness Admlnlsb.ablon, Journdlsm, and various other questionableposition,foritisensyloslipintothe peasanlry from a tenuous placc
Areas. are employed as scribes. In some places, notably Egypt for instance, such as this is.
scribes are very much utilized and hold offices ranging from middle to upper 'Ihaumaturge: literally a'wonder worker,' the Lhaumaturge isa I U l Pfnclitio-
status, depending on employer. knowledge andskill. and responsibilities. Those ner mage with very great skill in Conjuraflon.
scribes holding important posts have a broad lange of skills and knowledge, of 'lheurgist: The failed West and/or Mage (Partial Practitioner magicianl who
course. has galned knowledge and ability to employ As&olcgy, CoConjuraUon. Occultism.
Serf: A serf is a peasant class individual bound to a partlcdar duty position, and Pantheology in Hcka generation, in order to coerce of exact service frorn
typically that of farming. but not necessarily s o Iimlted. Serfs receive food, splritsand beings of the hlgherspheresand planes. While lessersorlsof thcurgists
clolhing, and shelter from thelr overlord, but other payment is absolutely o g are of middling status, those with real powers are often quite high in rank due to
Uonal. Thcrc is a difference between aslave and aserf, and that is thal of the law. heritage, post, and/or office.
-
Troubadour: Always a n aristocrat and warrior (knlght/cavalier). a troubadour ~ p p e d ? ? % Authors' Acknowledgements
is also one with ability in Music, Musical ComposlUon, Poehy/Lyrics, and Qary Q g a x gives his express thanks t o Ernie Q g a x for his dili-
SpeUsongs. The name denotes a particular nature, as well--one of high ethos, gence in pursuit and perfection of the weapons and armor informa-
chivalry, and bravery. with strong opinions and conslderable knowledge of tion and tables and "K/SArea Use For Economic Qain" sections of
f'oIlUcal Sclence and government.
this work.
Vavasor: A vavasor is either a knight and a captaln of the sovereign's
militaryfnaval forces o r the chief non-heredltary arlstocratlc vassal of a h e
Dave Newton would like t o thank his wonderful wife Michele for
reditary noble. On Erth. thls rank is often flxed as one of the two hlghest non- her patience and support, without which h e would never have made
inheritable titles (compare Baronet). Status of non-crown vavasors is depen- it. Thanks also to Mike Barton a t Century Computers for the memory
dent upon the rank of the noblegranting thls title, s o s u c h avavasor may stand chips and other Mac-related services. And finally, Dave has three
above a baronet or below in precedence; thus, they aregenerally considered wishes: That his father were alive to see this game, that his son will
as equal in their tier. One who is also a knight Is of higher statlon, of course, play it when he's older, and that ail of you dear readers will have a s
than most lacking such honor. much fun playing the Mythus fantasy roleplaying game a s we did
Villein: One of the better of the middling peasant class, holding land and designing it1
working it in return for housing and food. Asmall portion of profits from the yield
of the labors of individual villeins is typically given to them by the landlord. As
mcm hers of the peasant class, villelns are not ellgible formany postsor positions,
although thelrstationls nota dishonorableone. Vlllelnsmustperiorm labors (and
"The roads you travel so briskly
sewiccs of uncertainsort), besides the workingoftheland (and likelabor) as well,
hut they are not bound to the villeinage a s is a serf (q.v.)to the land or labor. Lack lead out of dim antiquity
of agreement between villein and landlord means that the villeln is free to (or
must) leave the holding of the landlord. and you study the past chiefly because
Warlock: A male wilh Wltchcrdtability who has also concluded a Pact with
thc Nctherrealms is called a warlock. Although they are of very low regard.
sometimes fear forces a cerlaln statusreccgnition.
of its bearing on the living present
Wisewoman: Those who get no formal training or else are failed Priestesses
(non-IUlYractice Prlestcrdt-ReUglon), who nonetheless make a Vow but do not
and its promise for the future''
choose to enter a strict religious calling, are termed a s of the Wisewoman
Vocallon. Along with their named abilities, they utillzc HerbalLsrn, Metaphysics,
and MysUdsrn to help folk and work agalnst the forces of Darkness. In terms of Taken from the book Steel Wire in America by Kenneth 8.Lewis
Socio-Fmnomlc Class, a wisewoman generally has peasant or freeman status, Published by The Wire Association (1952)
although some exceptional ones might indeed b e of Ngher statlon. A male Printed by Commonwealth Press
following thls course is known as a wiseman.
Witch: Afemale who embraces the Darkloreof witchcr&tand then enhances
hcr Hcka power through a Yact withsome power of the Netherrealms Is called a
wtch (Cf. warlock and witchcrafkr.)
Witch Doctor: Primitive magicians (Partlal Practitioners) with some knowl-
edge and skill In Apo&o@sm. Demonology. t%orcisrn. and Spellsongs are
known as witch doctors. By and large, such individuals are verymuch the foes of
witchcr~ftandEVU. See thecommentsmaderegarding amedicineman (q.v.1in
questions of status and statlon.
Witchcraefler: A witch or warlock(qq.v.)with theabilities of Dernonologyand
Occulflsrn. and possibly CoqjurnUon, is termed awitchcraefter. Such persons are
much feared and thus haveacertdn Darkstatus, but otherwise theyaregenerally
shunned. save in those rare states where truck with Darkness is not held in low
rcgwd.
Wizard: A M q e (Full Practitioner) with conslderable ability In the Areas of
Alchemy, Astrology. Cow'urnblon. and Mysfldsm is known a s a wizard. Wizards
arc usually highly regarded, sometimes even if associated with theBlackCollege.
Those of othersort are always of genllc station or above. and many serve in high
office or noble rank.
Woodward: Woodwards are villeins (q.v.) charged by their overlord with the
cmc of woodlands (keeping out swineherders and their pigs, seeing that there is
no felling of trees. cultivation, or other poaching of such areas). The status of a
woodward is that of the uppermost peasantry in most cases. See also Hayward.
Yeoman: A freeman of small land holdings and without substantial Income.
This is an honorable status, and yeomen can gain rank through thelr efforts and
achievemenls. No freemen oweservice to any overlord save thesovereign or the
official of the crownso assigned a s deputy. save what they commit themselves to
for a fixed period of time.
i Vocation:
'"Name:
SEC:
Unallocated APs:
Current Joss: F a n t a s y R o l e p l a y i n s same

PHYSICAL SPIRITUAL
EL WL- CL - RL - EL
Mnemonic Muscular Metaphysical
PMCap SMCap
MMPow PMPow SMPow

MMSpd PMSpd SMSpd

Reasoning Neural Psychic


MRCap PNCap SPcap
m o w PNPow SPPow

MRSpd PNSpd SPSpd

GENERAL MM)RMATION d
General Personality: Background:
1 Age: Birth Date:
Birth Place:
.i
/' Race: Birth Rank:
Complexion: Citizenship: *!
Attractiveness: Quirks: Brief Background:
7 Handedness:
Height:

f Build: 1
Connections:
.9
,!?? Hair:

I Other: Quote:
f FlEmALWS STEEP PHYSICAL K/S STEEP SPIRITUAL K/S STEEP
E;tiquette/Socialaraces Perception (Physical)
NativeTongue Riding (or)Boating
' Perception (Mental)
Trade Language

t -, K/SSUB-AREA STEEP K/S SUB-AREA STEEP

1. HAND WEAPONS Sub-Area WP C S Type DAmt. Reach BAC Durability $3

r MISSILE WE- Sub-Area WP T S Type D Amt. R of F PB S M L E I


Net Worth $
Bank Accounts

Cash on Hand

DM1
Index of HeWorglng Sub-Areas ..........................................167
H e W o r g e r Casting arade ............................ .......
167
PRIESI'UVEFT V O C A ~ O N TABLES S
Ilealer. Priest. Theurgist. Wisewoman (Wiseman)
........................
.. 8 6

Major Charts 82 Tables Heka-Elenerating K/S Areas ........................................


276 PRIMITIVE VOCATION TABLES ................................
HE89
nigh PAC Misses .........................................................
228 .
Hunter. Medidne Man Seer. Shaman Wanior. Witch Dodo1 .
nigh STEEP Damage Bonus .........................................
224 Quirks Table ...............................................................107
Adclilional Alchemical Apparatus .................................175 HI' Attractiveness ..................................................... 102 Race Tables ................................................................
110
AOE TABLES HP BACKQROUNDS Random Weather Change ............................... .
........382
Aye Ranges by Race ...................... .................... 1 0 4 Lower Class Backgrounds ......................................
108 Rare Items Tables .......................................................
120
Adjudmenls by Age Level .....................................1 0 4 Middle Class Backgrounds ....................................
108 ReUgious Attitudes ...................................................... 110
Alchemical Operation Table ....................................... 177 Upper Class Backgrounds ....................................... 109 RESTOKATION TABLeS
Alchemist laboratory Facilities 176 Human(oid) Armor ..............................................248-248 I: Atkibute V d a n c e ................................. . .........394
ALCIIEMY VOCATIONS TAl5LES ................................... 74 Initial HP Rnances .......................................................
11 4 11: Knowledge/Skill Areas and STEEPVarianu: .........304
.
Alchemist Apothecary Initial Jans .................................................................
102 111: SocioEconomic Class Variance ....................... 395
AP/O Awarcls ............................................................. 3 0 3 K/S AREA USTS IV: Jons and Special Connections Variance .............395
AP/O Cast Per STEEP Point ................................. 134 Mental Knowledge/Skill Areas ...................................
99 V: Q u i r k Variance .................................................
395
AP/S Awards ....................
.
.................................... 304 Physical Knowledge/Skill Areas ...............................
100 VI: Attradiveness and Appearance Variation ...........
395
Armor Categories ....................................................... 247 Spiritual Knowledge /Skill Areas .............................
100 SAMPLE ENCOUNTER SLRITERKANEAN IEKI11 ..............328
AKMS VOCATIONS TARLF3 .......................................7 5 7 8 K/S Area HekMqeneration ......................................
277 Albies
.
Cavalier Engineer. Mercenary/Soldier K/S AREAS BY CUSS OF ECONOMICa m SAW ENCOUMERS. EXEKlOR A m E .............330-333
Astrologist Castings .......................... ..................179 Mental K/S Areas ........................ . ...................202 .
Djinni. Dragon. Elf Fay. Fade. Sprite
Altack to Overpower DKs ............................. . . ......... 222 Fhplcal K/S Areas ................................................. 203 SAMPLE ENCOUM'ERS. EXTEKlOR lERTll ..................... 328
Atttibule Advancement ...............................................135 Spiritual K/S Areas ...........................................204 . .
Farmersfiierders Hunters Military Company. or Warrior
Attlibute Improvement by Raining ........................ 136 K/S Contest D k ..........................................................
127 Band. Nomads
AVEKAQEARMOR TABLES K/S Failure .................................................................
125 SAMPLE ENCOUNTEM. INTERIOR~ V E K E E ..................
335
Averaged Amnor. Full 314 and Half Ratings ..............256 K/S Improvement by Study ..........................................
136 .
Deem Drakes. Drow aoblin Slaugh . .
.
Average Armor Simplified .................................... 256 K/S Penalty for Non-Esuth Milieu ................................... 388 SAMPLE ENCOUNTEM. INTEIUOR Mil ...................... 329
Averalle Armor. Unified Damage 7Lpes ....................256 IVS Penalty for Variant 'Ilme~eechnologyLevel .............
389 Deinonychus Antinhopus. Mammoth Imperial
Avoihnce DKs ................... .
.. ............................... 21 1 WS Versus K/S DifficultyKatings ..................................
221 SAMPLE ENCOUNTERS. SUBTERKANEAN PlVEKEE ........334
ISAC ISonuscs .......................... . .................................224 Land Vehicles .............................................................121 .
Centaur Dragon. Borderer Qiant. Hobgoblin .
. .
.
IVartlin$l Mc.............................. ..........................255 LANOUAQE LISTS SAMPLE MYI1UW CREATURES ............................3 1K-319
ISIK1'11 KANK TABLIX Quick Reference List of Foreign Languages .............
101 .
Qriffon ( Q m h o n ) Fegasus Unicorn .
t5irth Hank ...................
. . ........ . ...........................103 P h m e e Languages ................................................ 101 SAMPLE OTHEIWLANAR CREATUKES ..........................320
Special 7th Child Birih Table ...................................1 0 3 Ancient. Arcane. Dead & Last Languagrs ................101 Devil. Homed Netherling.
7th Child Special Advantages ................................ 1 0 3 Language Interrelations ........................................
14&147 SANPLEnUNQS ONCE llUMAN ............................
313-317
Honus K/S Areas ...................... . ................................ 97 MIS Armor from Crystals ........................................
191 Skeleton. Zombie. Qaunt. Lernure. Vampire. Undive Vam- .
.
.
Called Bein<js.......................... ...........................197 Marlial Arts Attack Tables ............................. ....... 163 .. pire. Preternatural. Vampire. Supernatural
Crciting Difficulty ......................... ............................218 Medium Alchemical Apparatus ...................................
175 Sample Jass Factor Costs ............................... . . . .......129
.
C. ~.4' m qDK MotWiers ...............................................
Code Quality ...................................................... 140
218 Mental Aberrations ....................
Mental Combat Summary ....................
. .............................
.
270
....................212
Sample Runnin@otling Modifiers
Scar Severity ................ .
...................
. ........172
.........................................
258
Cold and Exposure .....................................................259 Metal Values ...............................................................112 SCHOL4R VOCATIONSTABLES .................................
91-92
G)mbat Summary ................................................... 208 Missile Interception (Juggling) .................................... 170 .
Philosopher Poet/ Musician. Sage
..
Cum binrs Efforts ................... .............................. 124 Missile ROF Modiiers ..................................................
164 SEC and literacy ...........................................................
60
Curnpruative Sizes and Katinp ....................................310 Missile Weapons A . .....................................................
238 SEC Populations ............................................................
59
CounterQuirkTable .......................... ........................ 108 .
Missile Weapons B ..............................................239 SEC Vocations ............................................................ 6 3
Crystal Quality ................................ . .................192 MORE QUIRKS & COUNTER QUIHK.9 Shock .........................................................................
259
Cure Disease DR (Ilerbalkt) ................................... 188 Supplemental Quirks ...........................................
1 11 Shock Modifications .................................................... 259
Current Events Datechess ..................... . ..................140 Supplemental CounterQuirks ................................1 11 SodoEconomic W a s s Table ............................
. . ..........5 9
Dmlq1e Ronus for lligh PMPow .................................. 224 Mount Movement Rates ............................................. 132 Special Connections Table ...............................
.........
116
IXscase EflecLs ..........................................................262 Mounts Table ..............................................................
121 .
Special Failure I l e W a s e d Attacks ....................... .....219
Dodging Factor ............................ . ............................227 MYSllClSM VOCATIONS TABLES ....................................6 2 Special Misses. Lethal Combat ..........................
........227
DWEOMEKCWT VOCATION TABLFS (By School) .....7 4 8 1 Astrologer. Diviner Vocation. FortuneTeller. Soothsayer Specially Constructed Items Tables ............................
119
.
BlackSchool. Elemenlal.Gray School IlreenSchooLWhiteSchool Named Netherbeing .................................... ............
141 Specific Target DRs ...................................................
174
.
.
llcchical Damage ................... ........ . . ..............263 Named Preternatural Being ........................ . ..............194 Speed Factors .....................
........................... 2 10
Ecluil)rnent/Device Malfunction ........................... .... 383 Platural Weapon Damages ......................................... 3 1 1 Spiritual Combat Summary ....................................... 215
Exlleme Attractiveness Elleds .................................... 31 1 NOMIUMAN HEROIC PERSONATABLES....................94-95 Standard Alchemical Operations ........................ .........
178
PAC Modifications ....................... . ...................... 226 . .
Alfar Alfen Dwarf. Elf. h o m e Standard Dilliculty Ratings ....................... 123 .
lire and Flame Damage ............................ .
....... 263 OP Heroic FersonaTable .............................................
118 Standard ItemsTables ................................................
118
...
Ilxetl-lacation Encounters .......................... .........380 OP Intellectual and Emotional WlaracteristicsTables 3 8 5 ... STEEP Level Descriptions ............................... ..... ......70
Foot Movement K a t a ....................... . . . ..................131 OP Joss Factors .........................................................
309 Steps of IiP Creation ....................................
...............58
Foot Moven~entTerrainModifiers ...................... ........ 131 OY Power Class ........................................................ 307 Strike Location ......................... . . ............................
229
Oarne Waps ......................... . . ..................................169 OP Reactions Intensities .............................................385 SubArea Table
OENEKAI. YEHSONALITY TABLFS OP Self Control ........................................................... 384 Trade Phoenedan R d o n a l Vocabulary ......................
159
Cnnlorniity ............................. .............................111 OP STEEP Levels .................... ...................................308 T b W limitations to H e m e n e l a t i n g WS Areas ............66
...................
Qeneral Interests ........................ 11 1 Optional DRs .............................
..............................
127 Travelling Encounters ....................
.
..........................381
Qcneral Weather Conditions ........................ . ............. 382 Outdoor Trap Damage ............................................... 1 4 3 Turning Radius ...............................
...........................
122
.. ..
Ilmd Weapons ........................ ...... .............2 3 6 2 3 7 OUTLAWRY VOCATIONS TABLFS ...............................
83-84 Vessel Speeds ............................................................ 122
..
I land Weapons Attack Rate ......................... ............ 164 .
h a s s i n Bandit. Mountebank Krate. 'hie1 Vocational Disbibution of Working Population ................ 60
Ilandednr-ss Table ............................ . ...................109 Parry Tables ................................................................
228 VOYAQER VOCATlONS TABLES ..................... ..........9 2 9 3
Ilealing Katw ................... . . ..... . ......................... 275 Permanent Damage ..................................................... 258 Explorer. Merchant Seafarer .
lleka Inlusion .................... . ....... .............................176 Physical Combat. Lethal Summary ...............................223 Waterborne Vessels ............................
. . ...............
122
I lckitt'xased Conhat Summary .................. . .......... 217 Physical Combat. NonLethal Summary ........................221 Wealth Aaustment For Age .....................................
1 I4
Ilck;tConnected Items Tablrs ................... . . ............. 120 Poison Tables ....................... . . .................................161 Weapon Damage Bonus for Qreat Mass ........................ 225
Ileha-Engendered Poisons .......................... ............... 267 Poison FormTable ......................................................
266 Weapon Durability .....................................................
225
IIEKA-FOHOlNQ TABLE3 Political Beliefs ...........................................................
110 Weapon/Armor Cast Multipliers .................................
255
IlebPorging DKs .......................... ................ 167 Positions by SEC ...........................................................
61 Yo@ Abilities .............................................................
200
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