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Mythicak Heroes
Mythicak Heroes
In an age of myth and legend, when petty gods and horrifying monsters stalked the land, only the
bravest heroes dared to stand against them. The mightiest of these champions were the demigods,
those who—through birth or deed—had achieved a “divine spark” to signify their greatness.
Author
Richard Woolcock
System
Tricube Tales <
Background
Figu Design
Story Symbols
Delapouite, Lorc, Skoll,
Ancient Greece is a cradle of civilization and culture, nestled within a rugged landscape of mountains Cathelineau, Caro Asercion
and seas. Yet it is also a realm fraught with danger, both magical and mundane, with the people of many Game-icons.net <
city-states suffering under the yoke of cruel tyrants, ruthless sorcerers, and capricious deities. Illustrations
Dean Spencer
You are mighty heroes of Greek Mythology, battling monsters and protecting the innocent. You must
Some artwork © Dean Spencer, used
endure great trials and embark on seemingly impossible quests at the behest of kings and gods. with permission. All rights reserved.
Character Creation
Each player creates a character as follows:
Resolving Challenges
If a player attempts something risky, they roll 1-3
Heroic Quests
Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty adventure (see the next page for examples):
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The heroes embark on a quest to...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Slay a monster/tyrant D Recover lost treasure
smarts, charm, alertness, and mental/social combat). benefit). Rolling “1” on all dice is a critical failure B Rescue a prisoner E Obtain a weapon
2. Select a concept: Warrior, thief, bard, sorcerer, (introduce a complication to the scene). C Defend a settlement F Capture a monster
hunter, seafarer, or priest (specify deity). The GM picks a trait and a difficulty for each Along the way they must also...
3. Pick a perk: Herculean strength, lightning fast, challenge: 4 is easy (e.g., fighting mere mortals), 5 A Receive a blessing D Navigate a hazard
acute senses, fearless, artifact (specify), divine gift is standard, and 6 is hard. Combat challenges use B Survive an ambush E Protect the weak
(describe it), or legendary talent (describe it). effort tokens—eliminate 1 per successful die. C Defeat a rival F Consult an oracle
4. Select a quirk: Honorable, stubborn, vengeful, Players usually roll 2 dice, but roll 3 dice if the While facing and overcoming...
overconfident, ruthless, vain, or proud. challenge matches their trait. If a challenge falls A A puzzle or riddle D Time constraints
5. Grab 3 karma tokens and 3 resolve tokens. completely outside the scope of their concept (e.g., B Divine vengeance E A feud or rivalry
6. Make up a name and introduce yourself to the a hunter picking a pocket), they lose 1 die. C A moral dilemma F Treachery or betrayal
group (e.g., “I’m Atalanta, a brawny huntress who’s
lightning fast but also overconfident”).
Karma and Resolve
Each player has 3 karma and 3 resolve. Spend 1
Running the Game
The GM should describe the opening scene, react
karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in
1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
rolling, narrating how your quirk hinders you. For combat encounters, assign the challenge 2-
If you use a quirk and succeed at the challenge, 3 effort tokens per player. The enemy is defeated
you may recover 1 resolve instead of 1 karma. when all their effort tokens have been removed.
For dangerous actions (such as combat), failure The players should make all the rolls, narrate
costs 1 resolve (or 2 on a critical failure). If a PC the outcome of their actions, and drive the story
runs out of resolve, they are eliminated from the forward whenever possible. They can also spend
scene—but death is primarily a narrative conceit, 1 karma to influence the story or discover a clue
and the PC usually returns later at full resolve. through their perk, at the GM’s discretion.
Main Quests
Described here are various examples of the main
Side Quests
Described here are some examples of side quests
Complications
Described here are example complications for the
quest for the adventure generator (first table): for the adventure generator (second table): adventure generator (third table):
2.A dastardly
Rescue the Royal Heir
villain kidnaps the heir to a city-state.
earn the goddess’s disfavor if they fail.
3.Poseidon
Defeat the Kraken
has unleashed the Kraken, and the giant 3.
negotiate with the one-eyed giant.
4.TheFind the Golden Fleece or intellectual contest. Can the heroes prove their
worth and earn the Amazons’ respect?
there will be lasting consequences.
4.An oracle
Lunar Prophecy
heroes must set sail on a quest to recover the
Golden Fleece from a sacred grove. This mystical
item is a symbol of authority and kingship.
4.TheClashing Rocks
journey takes the heroes to sea, where they
has foretold disaster if the heroes fail to
complete their quest before the new moon. That
5.TheBlind Seer
doesn’t leave them much time!
6.A fierce
Capture Cerberus
three-headed dog guards the gates to the
to eat. If aided, perhaps he will grant a boon.
6.TheGray Sisters
to avoid taking sides—or to survive if they do!
6.A servant
Minion of Darkness
underworld. What better way to prove their grit Graeae are three ancient gray-haired sisters of the enemy is spying upon the heroes,
than for the heroes to overpower and capture the who share one eye and one tooth. They know the and they will attempt to undermine or derail the
mighty Cerberus in hand-to-hand combat? secret the heroes need to complete their quest. quest if given the opportunity.